"o;##oo%##; #@@o@@####";#@#o#######o### "%##o"######o"##oo##@o%##"o@##;@#O;@# ;ooooooooooooooooooooo####@%ooooooooooooooooooooo"####%oooooooooooooooooooo"# O##########@#@#; o#######@ ################# o"##### o@@################## O######@#" oO############# ################# "##### "# O#@%;o o"##@#@@##@###@##@@## o#@############@@# o"#@### o@@@@@##@@@@@@@@@@@## ; o @@ @# o"# "##o "@ O#################################################@########################## %####################oo o oo o o oo%#################### %#####################@#;;####@o%O; ;o ooo";; @####";######################## O#########################%oo### O";;;;;";";;#@@ O@########################## %###########################@##;;# @" oo @;#O;@############################## O################################@%o@O##;o"@################################@ O@%@@@@@@@@@@@######@@@@@####@@@@@@##@;#@%@#@@#@#####@@@###########@@@@@@@#@@ Zone of the Enders FAQ/Walkthrough Written by AdrenalineSL Version 2.02: Released June 18, 2002 The very latest versions and updates can be found at CheatCC and GameFAQs: http://www.cheatcc.com http://www.gamefaqs.com _____________________________________________________________________________ This is currently [Version 2.02] of Adrenaline's Zone of the Enders Strategy Guide for the Playstation®2 console. Have any questions? E-mail me. Find any errors? Tell me. Like my guide? You'd better tell me. I need your compliments to satiate my daily ego nutrition. Contact me: toiletrabbit@hotmail.com ------------------------------------ - 'CUZ HE'S ON FIRE! (Updates) - ------------------------------------ Version 2.0 | June 9, 2002 I remember way back in April of 2001 that this had been my first "major" FAQ. It's been over a year since the release of this guide, and when I first took a glance at it again: it was just horrible. Anyway, updates, updates and news. I basically gave this guide a new backbone. I removed a lot of redundant crap. However, I didn't let the "original foundation" of the guide go to waste (after all, I had spent a lot of time on it back then). I've left most of the sentences intact, built on them and completely re-wrote other aspects, including the Introduction, Characters, so on and so forth. I hope you enjoy the new and improved overtone. I'm very pleased with it, if I may say so myself. Boom, boom, boom! [Old Updates Deleted.] _____________________________________________________________________________ -------------------------- c o n t e n t s -------------------------- 00. Introduction 01. Characters Orbital Frames 02. Game Basics Basic Controls Special Moves Command Menu Items/Programs/Sub-Weapons Versus Mode 03. Walkthrough 04. Miscellaneous Programs Passcodes Rescue Missions 05. Bonus ZOE Stuff Soundtrack List "Heart of Air" Lyrics 06. Frequently Asked Questions (FAQ) 07. Outro Legal Junk Special Thanks Contributor Credits Closing Statement _______________________ -=[]----------------------=(-- 00. Introduction --)=--------------------[]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ You know it. I know it. We all know it. You *know* you bought this game just to chomp on that MGS2 demo, and you have been living off of that placebo to hold you over until the post-launch drought of the PS2 subsides. But somewhere, hidden in the dark recesses of that same PS2 disc box is a game called Zone of the Enders. Confounded by the fact that Hideo Kojima had a hand in developing this visually opulent game, whose title did not begin with the two words that had enraptured a good portion of the gaming industry, you carefully place this obscure title into your humming PS2. Afterward, the ethereal voice of a Japanese singer tingles your auditory senses, and you find your optical lenses glazed to the flashing images. Somehow, the effect of this amalgamation moves you right down to the core. That's ZOE. Make no mistake, ZOE is an awesome game. The only thing now is that you just wish you had made such a discovery sooner. Join Leo Stenbuck and his feminist sidekick, Celvice Klein, as they probe deeper into a war they want so much to escape from. It seems fate has other plans in store for them, as one thing leads to another. The year is, er, some time in the distant future. Mankind has relocated in outerspace. Power struggles and conflicts over territory continue to transpire throughout the universe. The tranquil cycle of life is thrown into disorder once again. Leo can only handle the situations on the home front. The depravity that has befallen Leo's homeland, the colony of Jupiter, is only the ignition for a series of chaotic events. Why did I write this walkthrough? Well, why are you reading it? I wrote this (and all my other FAQs at GameFAQs) to improve my writing skills. Some day I aspire to be, well, some kinda writer. However, at the pace I'm going and with my current caliber, I doubt I can get very far. Yes, that means, I didn't write this primarily to help you through the game. To hell with that! :P This walkthrough actually began as a project I randomly pulled out of my ass; something I wrote on a caprice after enjoying the hell out of ZOE. Now I realize I can use this opportunity to see how much I've improved since April of 2001. And improved I have. Irked by this FAQ's repulsive writing, I just had to polish this up so that it would be up to par with my more recent works. Even with my most recent guides, I feel that my writing is still not at the level I want it to be. And...um...look, over there...a goat! Ok, so I'm not being honest with you. The second reason for having written this walkthrough is to extort money from readers like you. Be a psychotic little darling and back-up my college funds! No, really, I'm serious. Send me money. In any case, this is a walkthrough. Start walking... _____________________ -=[]-----------------------=(-- 01. Characters --)=---------------------[]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If at some points, you find that I get a little cheesy with the character descriptions or that the bios are inaccurate, just assume that I wrote whatever came to mind first and embellished their life stories just to make them seem interesting. Leo Stenbuck ------------- Leo is obviously the main character of the game, and also the reluctant pilot of Jehuty. A resident of the Jupiter-orbital colony, the Antilia, he was forcibly dragged into turbulent warfare. Trying to escape from the horrors of the battle, and at the same time, coping with his distraught feelings, Leo happens upon the sole cause of the battle, a technological-advanced humanoid robot used to wage war with. During the skirmish, Leo "retreats" into the cockpit and is greeted by the AI, who declares him to be the competent pilot of Jehuty, after successfully thrashing an enemy robot on his first try. Now, young Leo is entailed to pilot the super robot to Mars, without letting it fall into the wrong hands. Although this is his preordained destiny, he often tries to extricate himself from this responsibility. His childhood friend, Celvice, and the robot's AI, Ada, accompany him and help him get a grip on his tumultuous emotions. His judgment and constant (annoying) whining shows just how callow he is. Sometimes, I wish I could just shoot him in the face, or at least call in for a replacement voice actor. Ada ---- Ada is the AI system of one of the most destructive and advanced mechanized robots. She ('cause it's got a woman's voice and all) is Leo's invaluable field advisor, who constantly whips Leo into shape and offers helpful advice on how to deal with the current situation. Although she is only a machine, she is able to sedate his emotions, as if she were playing the part of a loving mother, whenever the situation escalates. In turn, Leo would sometimes teach the pacifist ways of dealing with certain things. Ada can't fully understand what he means or his compulsive intentions, but she gradually grows to accept the way he is, as they continue their struggle to restore order. Celvice Klein -------------- Celvice is Leo's childhood sweetheart, a very proper young lady and a luv. When she's not hanging around Leo, she voluntarily devotes most of her time to caring for orphans at an old church. Celvice exudes sheer coolness and maintains her somber composure even after nearly being nicked by a few homing missiles. Yet, she seems a bit naïve at times, although I don't blame her. Her parents had both died while trying to emigrate to the colony, leaving her alone to care for herself in an alien land. While trying to escape from an air raid in her town, Leo comes to her aid and extends his hand. Celvice climbs aboard Jehuty and realizes that she is now decidedly involved in the conflict. She helps whenever she can to assist Leo. As a cohort, she even sometimes provides a few hints. She apparently doesn't have any qualms about Leo's sickening 8-year-old act. Go her. Viola ------ The female villain of the game, Viola is of high rank in the BAHRAM forces and commands the Orbital Frame, Neith. Her feminine appearance belies her utter evilness and diabolical schemes. Cross her bad side, and you can be sent to the afterlife any day of the week and twice on Sundays. The contemptible Viola meets Leo, who foils her plans and prevents her success of claiming Jehuty, during her "capture operation". If she had not been ordered to pull out, she would have fought to the death during the first confrontation with Leo. Reckless and daring, Viola constantly seeks her grave on the battlefield, where she belongs. Rock Thunderheart ------------------ The first pilot of the civilian transport vessel, Atlantis, Rock appears to be very abrasive and insensitive. His main goal is to capture Jehuty and transport it to Mars, in preparation for a large scale war. Still, he has very firm values of right and wrong, and he really does care about those around him. Elena Weinberg --------------- Elena is the second pilot of the civilian transport vessel. Like Rock, she too, would like to get her hands on Jehuty before the opposing forces do. Elena persuades Leo to lend a hand in transporting Jehuty to them by sweet- talking him and, of course, guaranteeing remuneration for his efforts. She is an amicable and charming person, who tends to think things through more rationally than Rock does. Dogonnit, she's an all-around great gal, and she's got style! ---Orbital Frames--- In ZOE, the giant mech robots are called Orbital Frames. There are only three types of enemy frames--and that's only the norm. Repetition is the name of this game. ADVANCED ORBITAL FRAMES ^^^^^^^^^^^^^^^^^^^^^^^ JEHUTY Range Weapon: Semi-Phalanx (shoots 3 shots in one go) Dash Weapon: -Long- String of energy shots -Short- Quick saber swipe Burst Weapon: -Long- Huge energy ball -Short- Powerful 360-degree sword swipe Jehuty is the Orbital Frame you control. Its technology and AI is advanced. For this reason, every military organization in the galaxy would like to lay claim to this prize. When it gets to the higher levels, Lv. 8 to be exact, Jehuty can be a mean, blue killing machine, provided the player knows how to use him effectively. Because of his lightweight structure, Jehuty can execute swift attacks and be an agile lil bugger. NEITH Range Weapon: Semi-Phalanx (shoots 3 shots in one go) Dash Weapon: -Long- String of energy shots -Short- Quick saber swipe Burst Weapon: -Long- Huge energy ball -Short- Powerful 360-degree sword swipe Neith is Viola's Orbital Frame. It's one of the most powerful existing Orbital Frames. A frame's performance is only as good as its pilot's. Adhering to this saying, one can observe that Neith's fighting style is very daredevilish and is mostly based on Viola's impulsive and reckless decisions. Its power and speed can rival that of Jehuty's. Neith is very dangerous when at maximum level, especially after it undergoes a kind of mutation. Fighting against Neith isn't just a mash-whatever-you-can battle. You must devise some kind of base tactic as the heat of the battle passes you by. It's best to engage in close-combat, as she can dodge all, if not most, long-range projectiles you throw at her. Neith can also deflect a good number of melee attacks, but there are certain situations in which she leaves herself open to attack. TEMPEST Range Weapon: Frame-thrower Dash Weapon: Missiles from the sky Burst Weapon: Shoots waves of fireballs Tempest is the first of several bosses you must confront. When Leo first encounters him at his hometown, Tempest appears to be an intimidating opponent--he makes Jehuty appear to be a diminutive carrot-thing, but his sheer weight hampers his mobility. Therefore, he can only attack from one position and send out long-range attacks. Tempest has two forms: A huge dome-shaped helm that encases and protects his vital point passes as his first form. In his second form, Tempest pops off the cumbersome helm and reveals his core, a rigid motherboard-like thing. By unfastening the helmet, Tempest can move more freely without being detained (as much). During his second stage, he is able to launch from the ground, high into the air, and then drop back to the ground in an attempt to crush Jehuty under foot. His tentacles will also be unshackled, allowing him to produce and send out a series of fireballs in seconds, all of which you can defend against by summoning Jehuty's shield. This arrogant punk dares to look down on you?! Toast him. TYRANT Range Weapon: Missiles, Probes Dash Weapon: Invincible Shield (Tank mode only) Burst Weapon: Homing Laser (Frame mode only), cutting Lasers Other Weapon: EM Field (If you get within slashing range, it entraps you while he pounds away at you with whatever he has handy) Tyrant, like the name implies, is a really big meanie that has the license to bust 10 caps in yo ass. As his first form, he is extremely slow-moving and only does long-range, but damaging attacks. In order to get by his first form without dying every time, the Decoy sub-weapon is needed to manifest an image of Jehuty to deceive him. Tyrant's special targeting system will unload its most destructive attacks upon the victim, instantly dictating a game over. As his second form, he is quite active. Transformed into a shape of a small battle aircraft, Tyrant can knock Jehuty around, like a paddleball (with his being the paddle). Or something. Yeah...anyway, he's no pushover. NEBULA Range Weapon: ??? Dash Weapon: ??? Burst Weapon: ??? Nebula is just like every other advanced Orbital Frame you meet in the game; just a bit more of a pain. His actions show that he is chicken wuss, constantly taking cover behind hills and then suddenly popping out for a surprise attack. Even on the main battle field, his unrelenting missiles and projectiles place Jehuty at a huge disadvantage. However, there are a few brief pauses in which Nebula decides to take a break and tarries in the center. During this time, he exposes his weak spot. If this doesn't scream "CHANCE", then I don't know what does. CHANCE! BASIC ENEMY ORBITAL FRAMES ^^^^^^^^^^^^^^^^^^^^^^^^^^ LEVEL: Leveling up, as we all know, is a RPG element. Levels represent your character's--in this case, Orbital Frame's--experience and skill. As the level increases, the frame's power and abilities will also move up a notch. As Jehuty is exposed to more and more battles and successfully winning them, he will make manifest his utmost potential. The same goes for the enemies as well, unfortunately. The higher the level, the more powerful you or your foe becomes. Unlike bosses, the level of normal enemies are predetermined at certain stages. Jehuty can achieve a level as high as level 8. Afterward, his power won't budge. Here's the scale that shows how sophisticated your enemies will be at certain levels: Level 1-2: Basic attacks. Bad AI. Cannot interact with teammates as well. Level 3-4: Same attacks, but have been amplified in strength. Pretty good AI. Enemies at these levels begin to understand the meaning of teamwork. Level 5+: New tricks. Have enormous attack power and fantastic AI. A big frog leap in strength and difficulty. SPECIAL CLASS (S) - Enemy squads tagged with a "S" indicate that this unit is no pushover. Belonging to the "special" class, these elite groups can bully a careless Jehuty. Exercise caution when duking it out with these guys. Although you don't have to be so tense when you're dealing with Lv.1 lackeys. These squads generally carry the passcodes for key programs or sub-weapons. So dealing with some of them is unavoidable. TEAM LEADER (*) - Enemy squads marked with "*" suggests that this unit is no afternoon playtime. They usually carry valuable items or passcodes. Whee. RAPTORS Range Weapon: Javelin Dash Weapon: -Long- Javelin, Geyser at higher levels -Short- Quick Saber swipe Burst Weapon: -Long- Energy ball that flies in an arc trajectory That Raptor is ubiquitous; you'll run into it everywhere. Even if it dares to rear its ugly uh, face-plate in your business, you'll be laughing at its pathetic power and flicking them off like flies. Being the weakest of the three enemies you're likely to meet, Raptors must be accompanied by others of its kind, or just other frames. When a chance smacks them in the face, they are likely to try and gang rush Jehuty. At higher levels, they tend to go on the defensive 90% of the time. The trick is to get in there and grab these puppies, then smash them into something to kill them much quicker. CYCLOPS Range Weapon: N/A Burst Weapon: 4-hit punch combo, more punches Dash Weapon: -Long- Charging punch, Haymaker -Short- Uppercut Cyclops have been programmed to mimic the fighting style of boxers. They draw themselves to Jehuty like magnets. Close-quarter skirmishes with them are obviously inevitable. What's worse is that even Jehuty's scattered shots can't touch them because they too have built-in shields. At low levels, they like to attack with long pauses between each swing. This opens a wonderful opportunity to act before they can throw in another punch. When they start to get a little beefed up, however, they are able to execute swift jabs and uppercuts, practically discarding your every chance to counterattack. Cyclops are good defenders. Like heavy-weight boxers, they put up their prosthetic arms to protect themselves. You could, by chance or skill, break this defense to go in for the coup de grâce. MUMMYHEADS Range Weapon: Phalanx, Scattered shots Burst Weapon: Retractable beam cannon Dash Weapon: Energy ball A Mummyhead is really a Raptor cloaked in a specially designed, hard-plated armor that covers only the front part. Its twin sabers are replaced with portable proton cannons. Its only purpose is mass destruction. Its physical structure impedes its speed, so Mummyheads have a disposition to just hover in one area, using only its devastating beams to reach out to an opponent. Its attack power aside, its beam can also breach great distances, making this enemy very harmful to Jehuty's health when dealt with in numbers. Mummyheads conspire with its associates to play a sick joke on you by attacking from all sides. When this tactic is successfully carried out, it's very difficult to escape the gravitational pull of its effect. Unlike most long-range weapons, the Mummyhead's specially produced beam can pierce even Jehuty's adamant-like shield. At higher levels, it's advised that you try to avoid them altogether, as the consequences spell disaster. _____________________ -=[]----------------------=(-- 02. Game Basics --)=----------------------[]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ---Basic Controls--- Direction Buttons - Selects sub-weapon Left Analog Stick - Controls Movement of the Jehuty Right Analog Stick - Change camera view Triangle Button - Ascend/Rise Cross Button - Descend/Cancel selection Square Button - Basic attacks/Shots/Blade attack Circle Button - Sub-weapon/Grab/Throw/Confirm L1 Button - Cancels lock-on/Shrinks radar L2 Button - Lock-on/Change lock-on R1 Button - Guard/Defend R2 Button - Dash during movement/Burst Start Button - Opens and closes command menu ---Special Moves--- DASH/BURST -=-=-=-=-=- Jehuty speeds up his movement. With Burst, Jehuty concentrates his energy into an attack. To dash or burst, simple press the Square Button. This is an essential move, if you plan on surviving. To dash, press the Square Button while moving in any one direction. And to burst, stay still and press the Square Button. DASH ATTACK -=-=-=-=-=-= Jehuty rushes toward opponent and slashes at him. It is more effective than regular saber attacks. The second variation is that Jehuty releases a string of energy beams that converge on the opponent. It is also more effective than the normal salvo of bullets. Anything done in conjunction with the "Dash" technique enhances Jehuty's overall speed and attack power. Wow. Go figure. First, get acquainted with the dash technique, which can be performed by depressing the R2 button and moving in any direction. While dashing, press the Square Button to unleash a "Dash attack". The type of dash attack depends on whether Jehuty is near or distances away from the locked-on target. If the enemy is out of its saber's range, then it will release a series of lasers. If Jehuty is up in its opponent's face, it will rush at the opponent and deliver a nasty poke. BURST ATTACK -=-=-=-=-=-=- Jehuty charges up, forms an energy ball above his head, and chucks it at his enemy. Really cool and useful! At close range, Jehuty rotates a full 360- degrees with his saber outstretched. The momentum engendered by the spinning can finish off the enemy in one swipe. This happens only if the opponent has taken previous damage, of course. So sorry to disappoint. To do these attacks, remain at a stationary position (and make sure you are free from any potential danger). Then press the R2 button, and the Square button. This attack takes a while to execute, so you may give your enemies a chance to act. If they do, the damage received will interrupt the ritual, canceling the attack completely. GRAB AND THROW -=-=-=-=-=-=-=- Jehuty grabs the opponent by using some special magnetic device and holds him in place. As soon as a location is determined, he will send his foe flying in the intended direction. To grab and throw an opponent, you have to be in front of him, at the right distance. Otherwise, he will counterattack and beat you senseless before you can recuperate. The best time to do it is while he is defending. So press the Circle button to capture him, and hold it down to keep him in his place. While holding down the Circle button, use the left analog stick to determine where you want to send him. Then, release the button and watch him go! It does more damage to backhand him into a building or another enemy. Take caution that if Jehuty receives any damage during this process, he will lose his grip, allowing the ensnared enemy to escape. ESCAPE -=-=-=- It obviously means what it says: Jehuty escapes from battle. Withdraw the lock-on command and fly in the off-screen direction until a thin red boundary keeps you from moving any further. A timer will appear on the screen and begin to countdown. Once it reaches 0, Jehuty will have successfully escaped. However, if he engages in a battle with an enemy Frame and bears any damage before the counter hits 0, then the escape command will be reset. NON-LOCK-ON ATTACK -=-=-=-=-=-=-=-=-=- Jehuty can freely explore the area without having to centralize his attention on any one area or opponent. Cancel the lock-on mode by pressing L1. Then use the right analog stick to rotate the camera angles. You can also use the left analog stick. You could re-adjust the angle to see in front of Jehuty by having him face the desired direction, and then letting go. The camera angle will automatically move behind Jehuty and face the front. FLIP UPWARDS/DOWNWARDS -=-=-=-=-=-=-=-=-=-=-=- Jehuty can flip up or down to avoid enemy attacks. This is an unlisted ZOE move that has been brought to my attention by alert reader ShinRiGGs. By pressing the dash button (R2) and one of the vertical movement buttons (Triangle or Cross) simultaneously, Jehuty can flip twirl up or down. ---Command Menu--- Press the Start button to open the menu. It will become available to you as soon you depart through the aperture in the ceiling of the hangar at the beginning of the game. It displays the machine's current status and inventory. Pressing the Start button again brings you back to the battle screen. Use the Circle Button to confirm selections, and the Square Button to rescind your selections. WEAPONS -=-=-=-= Here, you can choose to equip or un-equip sub-weapons. A roster of the sub- weapons you've collected the programs for will be displayed. It also indicates the remaining ammunition of that weapon. Some sub-weapons aren't easy to come by, so wanton expenditures should be avoided. PROGRAMS -=-=-=-=- This list represents the full number of programs that Jehuty has been able to obtain. Programs are needed in this game to learn new abilities, or to enable the use of specific sub-weapons. Programs are found at local servers. However, a passcode is necessary to break the security system. If the server gives off a red glow, then it is still inaccessible. PASSCODES -=-=-=-=-= A list that digs up all the passwords you have collected and used. Previously used pass codes will not be displayed. Pass codes are needed to hack into local servers and extract the program contained within it. Many of them are essential to completing the game. Usually, squad leaders possess passwords and will relinquish them upon defeat. AREA CHANGE -=-=-=-=-=-= Exits current area, allowing you to move to the next, or a different area. If Jehuty cannot leave the current area, the words AREA CHANGE will be semi-transparent, which gives a good indication of its unavailability. This usually occurs during boss battles and important events. Remember, after leaving, the area will be reset (i.e. enemies will return and treasure boxes will be replaced). MISSION -=-=-=-= Jehuty's next mission can be read here. The text in purple gives you a hint on how to proceed with the mission. You may refer to this when you are stuck. It usually provides helpful hints. OPTIONS -=-=-=-= Change various game settings, including Toggle Vibration, Subtitles, etc. This is available to you on the title screen and command menu. SAVE -=-=- Save your current game status. This option is accessible only on the "colony map". READING THE MAP -=-=-=-=-=-=-=-= On the right of the Command Menu, a rough layout of the area you are in is provided. The light-blue triangle is Jehuty, and the point of the triangle indicates the direction he is facing. That marker is not the only thing that is shown on the map. There are various symbols and letters that represent something, like a passcode. Here are some more: [M] This symbol indicates that the enemy party has a Metatron Ore in its possession. [P] This denotes that the enemy squad has a passcode. [B] This indicates that the enemy possesses sub-weapon ammunition. Aside from letters, there are geometric icons that symbolize what an item is. If it is a: [Green Pyramid] This shows that this item is a local server. [Red Cube] This indicates that the item contains sub-weapon ammunition. [Blue Cube] This indicates that the item contains a Metatron Ore. [Red Dot] This indicates that the object is a Porter. ---Items/Programs/Sub-Weapons--- You can tell that the item diversity in this game is limited. There are only two standard types of items you can find: Restorative items and sub-weapons (and its ammunition). They aren't extremely hard to come by, as they can be acquired through squads and item boxes. ENEMY SQUAD -=-=-=-=-=-= If you destroy an enemy squad with an item labeled next to their marker on the map, then chances are, you will get that item. As long as the whole squad is destroyed, Jehuty will surely claim the prize. ITEM BOX -=-=-=-=- Typically, you are only allowed a few item boxes in each area. Most of them yield the rejuvenating Metatron Ores to service Jehuty, if needed. There are two types of item boxes. Each is distinguished by the color: red and blue. The blue ones always contain Metatron Ores. The red ones hold sub-weapon ammo. Remember, they will return once you leave the area, so you can hoard as many as you want. PORTER -=-=-=- A Porter is a special device that serves its purpose only in certain stages. It veils item boxes that cannot be seen or accessed until all the Porters are destroyed. This special situation is called a "vector trap". The item box appears only after every existing Porter in the area has been disabled. To locate them, whip out your map and point out the smaller red dots. Those are your Porters. One mission dictates you to seek out these Porters in order to move on with the game. RECOVERY ITEMS -=-=-=-=-=-=-=- There are typically two types of recovery items: the Metatron Ore, which you can acquire from enemies and item boxes, and the Repair item enemies sometimes drop. As you probably already know, the Metatron Ore squirts Jehuty's circuitry with some rejuvenating juice that fully restores his energy. However, the Repair item only restores about a third of his health. PROGRAMS ^^^^^^^^ By obtaining programs, Jehuty can learn to wield new weapons or evoke hidden abilities. I'd say 60% of the programs are optional, while the other 25% are absolutely necessary for game completion. LOCAL SERVERS -=-=-=-=-=-=-= All programs (well, 99.9% of them) are received from Local Servers, which are kept locked-up until you find the correct passcode to crack it open. There are ways to know whether a Local Server has been activated or not. If the light it emits is red, then it is still suspended from activity. When it is green, that signifies that it is ready for information transfer. However, you may even encounter servers that are completely inactive; there's no green or red light. That just means that the program isn't available yet. PASSCODE -=-=-=-=- As indicated above, the passcode is the other half of the key to making available a program or sub-weapon. The squad leader of an enemy squad carries the passcodes. Other times, you can find them in item boxes. You will know if you've found the right passcode for that certain server if the light is green. SUB-WEAPONS ^^^^^^^^^^^ A sub-weapon, as the name implies, is a secondary weapon function, which you could employ offensively or defensively. Since Jehuty's database doesn't come equipped with the programs to use all sub-weapons, you must help it reinstall the necessary data to utilize them. So, that means going around to each area and learning the passwords to access local servers. I must have mentioned the words "servers" and "passcode" at least 50 times now (don't bother going back and counting, though). Each sub-weapon varies in range, power and operation. ---Versus Mode--- Versus mode can be played against either the COM or another human player (you know, like your friend--if you have any =P). Basically, you choose from a roster of selectable Orbital Frames, of which include Jehuty, Neith and her incarnation. You can adjust the level of your frame to suit your tastes. No significant changes are made to your frame, but a sharp enhancement in the opponent's performance can be immediately noticed. After selecting your combatants, the game prompts you to select a battle stage, which consists of areas you've already seen and visited in story mode. When you begin playing Versus Mode for the first time, several blocks will be blank, indicating that you must somehow unlock them. In order to make this option at your disposal, you must have first won the game once. Save your completion data, and "Versus Mode" will appear among the list of options on the title screen. ***Note: See FAQ section for details on how to fill in the blanks of the two remaining Orbital Frames and levels. For you lazy blokes who just can't be bothered to finish this already short game, use this code to instantly subject yourself to Versus Mode elysian bliss. Press the following buttons on the title screen: Circle, Cross, Right, Left, Right, Right, Left, Down, Down, Up, Up. You'll hear a sound for confirmation. _____________________ -=[]----------------------=(-- 03. Walkthrough --)=----------------------[]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ______--------------------------------------------______ This walkthrough is based on the Normal mode ______--------------------------------------------______ After the lengthy, but amazing cut-scene, you will be able to control Jehuty (the giant robot Leo is in) in your first battle. It doesn't matter whether you know the controls or not, just mash the Square Button like there's no tomorrow and you will get through. It's also OK if you receive some damage. In fact, absorb all the damage you want! You can heal later. Once your deft mashing has helped destroyed the Raptor, Jehuty's AI, Ada, will be introduced to a palpitating Leo. Ada is a smart one. She senses that Leo is not the actual framerunner of Jehuty, so she takes him to an on-screen training course, which only you could benefit from. I suggest you go through it to better understand the controls. Take some time to master the Dash technique, Burst attacks, and what not. You don't want to happily fling yourself upon the enemy uninitiated, do you? It's better to play it safe and take the house when you've got a good hand. Remember, there is no set time limit as to when the game must be completed. After exiting the training program, proceed forward to the Metatron Ore to repair Jehuty. Even if you've been dealt no damage, you must still get your cherry popped when it comes to learning about the amazing rejuvenating item. Metatron Ores replenish Jehuty's health to maximum. So don't, absolutely under no circumstances, use these unless he is in critical condition. Now, your next objective is to leave the hangar. Go in the direction the green spiral is pointing, and ascend through the hole. The moment Jehuty exposes himself to the fresh, space air, a few groups of fervent fans will greet him and incite two intense battles. One of which is with Raptors, and the other with Mummyheads. I hope you spent enough time training like I told you to. Here is where those new abilities come into play. Jehuty's current caliber can trash them easily, but don't build up too big of an esteem. These were just practice runs. The other enemies won't fall as quickly. Following the obliteration of the last Mummyhead, Ada detects another Orbital Frame quickly approaching Leo's position. She warns that he must exercise caution with this frame because it is not like the others, or so she says. Viola appears, along with her curvaceous Neith to give him the beating of his life. That is, if he doesn't retaliate. Tis very simple battle. Just mash the living daylights out of your poor PS2 controller (like you've been doing) until Neith withdraws from the battle briefly and tries to recuperate. After Viola's ignominious retreat, proceed to the local server to acquire the [monitor.fcmd] drive. This program allows you to monitor Jehuty's menu screen (which is really your command screen, if you're confused). As a complementary gift, the program also includes the wonderful ability to lock-on to enemies. Set your soul at rest, knowing that you will never lose sight of your target. Mission 1 *********** Location: FACTORY.1 Objective: Obtain the flight mode module and move to another area using "AREA CHANGE" in the Command Menu. Mission 1 begins just after having been introduced to the Atlantis crew. You are still outside the hangar area, and your goal now is to scavenge for the squad with the needed passcode to obtain a vital transportation program. Start by disposing of the four squads in the area. Don't like searching? Then the best solution is to just whoop everyone up and get what you want under duress. One of the squads you've cruelly annihilated should have rendered up [pass_global]. With the passcode in possession, look for the server. It's in one of the underground warehouses. Hook it up to receive the [global.fcmd] program which enables you to migrate to other areas in the colony. Just select AREA CHANGE on the menu screen and off you go! Mission 2 *********** Location: TOWN.1 Objective: Destroy the large Orbital Frame in TOWN.1 Seeing Leo's hometown up in flames isn't like a view from atop the Grand Canyon, eh? He, of course, jumps right to the conclusion that everyone has died from the hazardous fumes or been burned alive. Or maybe they were blown asunder by the friendly neighborhood missiles. The possibilities are endless! He quietly promises to take revenge. To protect any further casualties, he flies toward the huge Orbital Frame in the center of town, who seems to sadistically enjoy setting everything around it ablaze. Fight, fight, fight, Leo, GO! /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ TEMPEST ----------- He isn't the least bit hard, assuming you've ditched the mashing techniques you have somehow adopted at the hangar. Don't lie; I did NOT tell you to do such a ridiculous thing...Anyway, while Tempest has his huge pearl-like helm on, he won't be able to move as freely. He surely cannot match Jehuty in speed, so Jehuty has the upper hand. As soon as the fight begins, splurge all the long-range burst attacks (energy balls) you can muster up before getting singed and slapped around by his flames. It's relatively easy for this part, so I hope I don't need to delve into elaborate details. After Tempest strips down to his real form, it gets a bit tricky when it comes to actually dealing any damage to this walking monstrosity. He now likes to send out a myriad of fireballs, discharged from his flailing tentacles. I'd recommend repelling all of them with the shield until he decides to stop and take to the air instead. Once he's air-borne, fly away to a safe distance and prepare a burst attack. Then keep it at hand 'til he lands and tries to make a pancake out of Jehuty. As soon as he exposes his head again, release the energy ball and make him eat it. You only have enough time for one attack, two at the most (sometimes). Just repeat the tactic 'til you make him cry to his mommy. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ Tempest malfunctions and ADA suggests destroying him. Leo, of course, refuses (since he is a wimp) and she questions his motives. He then tries to unsuccessfully make a computer program understand human morals and so on and so forth. Well, you can see the rest of the dialogue yourself. :P Afterward, the town will be swarming with enemies. Strange, isn't it? So get a move on and go play with them. Continue the violent assault against the army of Orbital Frames until they all bite the dust. Poor guys; they didn't even see you comin'. You should, by now, have honed your skills to nigh- perfection. If not, better start now. Mission 3 *********** Location: TOWN.1 Objective: Avoid any unnecessary battles and move to another area. Find and destroy the squad that possesses [pass_javelin] to attain Jehuty's first sub-weapon, which can be equipped using the Command Menu. Finish off the remaining squads, and you might level up. Once that's done, pull out your map and locate the server. Head into the trenches and hook it up with your first sub-weapon, JAVELIN. Yes, you just wasted 3 minutes of your life, heed- less of life or limb, fighting to obtain this utterly weak poking weapon. Le sigh. ***RESCUE MISSION in TOWN.2*** See Rescue Mission for details. If you choose to skip the Rescue Mission, you should head to FACTORY.1 Mission 4 *********** Location: FACTORY.1 Objective: Obtain the info necessary for mission completion from the local server in FACTORY.1 Upon entering, ADA will give Leo a few tips and direct him to the squad that possesses the passcode: [pass_antilia]. They are a Lv. 3 Frame party so it wouldn't be a total shocker if the battle were tougher. Once vanquished, take the newly acquired passcode to the local server stationed in the warehouse, near a Metatron Ore. Jehuty receives [antilia.info] from that server. Once obtained, you may leave the area. Back on the Antilia (global screen), ADA goes in-depth on Leo's ultimate mission. Your key role is to deliver Jehuty to the transportation ship, the Atlantis. From there, Jehuty will be transported to Mars for a major battle. Again, watch the dialogue yourself to understand it better. ***RESCUE MISSION in TOWN.1*** See Rescue Missions for details. If you've chosen to skip the rescue mission, you should head to CITY.1 Mission 5 *********** Location: CITY.1 Objective: Move to CITY.1 where the colony shaft is located and destroy the EPS relay block. The landmark of this area is a large vertical shaft erected in the center of the area. The shaft emits a tangible force field that renders Jehuty's energy blasts useless. Not only that, it prevents him from going through it. Damn force fields; always nothing but trouble. ADA informs you that you don't have the proper weapon to destroy the colony shaft with, so nothing more can be accomplished here at the moment. If you're in the mood to, you can fight whatever enemy squads you can attract with the lock-on mode. The enemies here tend to be a bit tougher, especially the Mummyheads since they've matured enough to be able to utilize their cannons. Check your MISSION on the command menu to find your new objective: Find long-distance bullet weapon necessary to destroy the relay block. The weapon isn't lying around anywhere nearby, so head out. Mission 6 *********** Location: TOWN.2 Objective: Destroy the Porters in TOWN.2 and obtain the hidden item. In TOWN.2, the enemies have returned and are in greater numbers. Ada also informs Leo that there is a "vector trap" in the area. She explains what it is and how to disable it. In order to reveal the item, you must destroy all the Porters (these glowing urn-like things) scattered around town. Before that, however, it'd be a good idea to decimate the enemy squads in the area. It will make your task easier. If you haven't received the Phalanx in the last rescue mission yet, this is a good time to do so. When you return, seek out and destroy the 6 Porters strewn throughout the area. Use the right analog stick to aim Jehuty's weapon at the Porter. Making contact with the Porter is the real challenge, and if there are any squads in the area, they will make things even harder. As soon as the last Porter is destroyed, head to the slope where the two downed frames are to pick up the disclosed [Sniper] from the red item box. Now that you've found what you've been looking for, return to the colony shaft in CITY.1. Mission 7 *********** Location: CITY.1 Objective: Use the newly obtained SNIPER and destroy the EPS relay block in CITY.1 With the Sniper, float in front of the rotating shaft and take aim at the white dots. Hit each one as they enter target range. Once they've all been neutralized, the green energy field will disappear. Clear the remaining squads. The squad leader relinquishes [pass_geyser]. Use it to log into the local server to obtain the [geyser.drvr]! Mission 8 *********** Location: EPS.1 Objective: Destroy the power supply facility of EPS.1 and EPS.2 If you'd like you can go to EPS.2 first to receive a few passcodes and an item, but you won't be able to get any further than that. So it is better off starting at EPS.1. Upon entering, notice the huge satellite dish at the top of the steppes. You can try to reach the satellite by getting past the numerous patrolling squads stealthily under cover of shadows and land walls, but that is rather difficult. Once you get to the satellite, you find that you cannot destroy it. ADA suggests looking for an underground passageway leading to the emergency back-up EPS supply. Proceed to sweep the enemy squads off the your territory and destroy the Porters to receive [pass_halberd]. Jehuty can get the [halberd.drvr] from the local server. To find the underground tunnel, open the map and look for white arrows (looks kind of like this: >>>). Those arrows indicate that there is an underground passage in that area. Once underground, follow the corridor and keep moving in the same direction. Jehuty will be confronted with enemy frames at almost every juncture, so be vigilant. Once he reaches the generator room, hover in front of the generator and blow up the core with a burst attack. When it's destroyed, backtrack and head back out. --- Obtaining Mummy -------- On the global stage, notice the question mark next to the CITY.1 label? Well, go on to investigate. The very cool Mummy sub-weapon is waiting for Jehuty to claim there. Mummy is very special because it doesn't require any passcodes to make available. It just likes to appear out of thin air on occasion. Neat, huh? What does it do? Please read the Program appendix found near the bottom of the guide. Mission 9 *********** Location: EPS.2 Objective: Destroy the emergency EPS generator of ESP.2 Not surprisingly, this area is modeled after the landscapes of EPS.1. Your mission objective is no different either. So get to it! As always, the emergency generator is stored away in an underground facility, marked by the arrows on the map. Let's fast-forward a little: in the tunnel, Jehuty is not able to ingress very deep much to your dismay. There is--surprise--an energy field blocking the way. Ada tells Leo that another way must be sought out. Turn around and leave. As you do, three beefed-up Cyclops will come and throw a party especially for you. Upon their demise, the leader of the squad drops passcode [pass_control1]. Leave the area to make use of the passcode. Mission 10 ************ Location: TOWN.1 Objective: Find the necessary module to get past the EPS.2 energy field. A second half of the passcode is needed to consummate the entire "control" passcode to unlock the next server. Almost all the enemies in the area can put up quite a fight, if Jehuty is at lower levels. Target the squad with the passcode first and ferret the [pass_control2] out of them. Now you've just combined both passcodes to unlock the local server, which is not found lying around here. ***HEAD TO EPS.1*** The squads are back with a vengeance! Feeling a little annoyed? Just ignore 'em, then. Although if they do become a big hindrance, it can't be helped. Whatever you choose to do, head to the underground passage afterward and infiltrate the facility until you reach the intersection. Make a right, and access the local server to receive [rap_ctrl.drvr]. With this sexy thang, you can control abandoned Raptors. ***HEAD TO TOWN.2*** The only unmanned Raptor is the decrepit machine inclined on the small slope, near where the Sniper was obtained. More Sniper ammo can be extracted from the box, too, if you're interested. Approach the inactive Raptor to trigger Ada's AI system. With her incredible something skills, she sends it to EPS.2 on auto-pilot. Now the shoe is on the other foot! You get to be the one out to eliminate good guys, except that's not really the case...at all. Mission 11 ************ Location: EPS.2 Objective: Destroy the emergency EPS generator of EPS.2 Jehuty has now been replaced by a common, weak Raptor. Raptors stink, and it's not because they don't use deodorant. Try to avoid unnecessary bloodshed. In this case, it may be your own Raptor that will be torn apart. There is a rare occasion in which someone can easily master using this prototype failure and totally kick butt, but let's assume that that's not you, K? At any rate, just inch along to the tunnel in one piece. GO, GO, GO!! However, AND unfortunately, battle encounters at the junctures are (sadly) inescapable. You must somehow revert to your old mashing habits. Take the path that branches off to the right to come to the local server and obtain [Detector] from it. Destroy all the previously invisible Porters to unveil a Metatron Ore. Now, continue deeper into the facility until a seemingly impenetrable wall prevents our poor friend from going any further. Looks like he'll have to turn back, but WAIT! Why not use a...burst attack to drill a huge hole in it? YES! On the other side of the wall is the generator room in which the emergency reservoir is held. So like, send another burst attack at it to demolish the thing. Strangely, though, the aftermath of this event influences the Raptor's equilibrium--it twitches and suddenly suffers from a few seizures, then the player loses total control over it. Ah well, you have done well, my friend. Rest in peace. Mission 12 ************ Starting Location: TOWN.2 Objective: Move to MOUNTAIN.1 and meet up with the Atlantis. All right! Let's head on over to MOUNTAIN.1 and...KABOOOM!!!! WTF was that? Looks like a potential hostile situation, eh? ***RESCUE MISSION in TOWN.3*** See Rescue Mission for details. Mission 13 ************ Location: PARK.2 Objective: Avoid battle with large Orbital Frame located ahead and move to another area. A boss fight?? No, silly goose! A party?! No, silly cow! Then what? Just a friendly, neighborly welcome just to let all who are interested know he's here. With Jehuty's current arsenal, there is no way in hell he can beat that thing. Not now, anyway. If you know what's good for you, AREA CHANGE outta there for the time being. ***RESCUE MISSION in CITY.2*** See Rescue Mission for details. If you choose to skip the rescue mission, head to FACTORY.2 Oh, no! A special computer virus of some sort has somehow invaded Jehuty's AI system. Its effects are quite deleterious. He can't possible confront that big bad boss in this condition! What a giant mechanized robot to do? Not only does it deprive Jehuty of his health, it scrambles Ada's wavelengths. Or something. Even the all-powerful Metatron Ore can't restore his condition to normal. An alternative must be procured! Mission 14 ************ Location: FACTORY.2 Objective: Find the program in FACTORY.2 necessary for the repair of ADA. Take a look at Jehuty's health bar. Notice that his life meter is nearly depleted. One hit and Jehuty will go to robot heaven. To make matters worse, the area is swarming with enemies. So a good idea is to stay low and avoid them. Pull out the ever so trusty map and look for an underground passage. ANOTHER one, I know. Remember to slip by the squads surveying the area surreptitiously as Jehuty makes his way to the tunnel entrance. Once underground, just follow the corridor to eventually reach a circular room. In the center of the room is a local server, but there is an enemy here closely keeping watch. Tis a pretty intense battle since your concern lies in mainly Jehuty's vitality. Luckily, the enemy frame is a puny Lv.1 Raptor. Upon defeat, it drops [pass_vaccine]. Now you can get the [vaccine] from the local server with which Jehuty uses to drive the pernicious virus out of his system. This quick service restores Ada and all her functions. Jehuty is back and ready to kick some butt! Note: The other local server will need two passcodes for it to unlock. Until you find those passcodes, ignore it. ***RESCUE MISSION in CITY.1*** See Rescue Missions for details. **ON THE GLOBAL STAGE** EPS.1 has a question mark next to its marker. So make a quick stop to pick up some Mummy and Sniper ammo. Mission 15 ************ Location: CITY.2 Objective: Find the module necessary to avoid the laser attacks of the large Orbital Frame in PARK.1 In the city, destroy each of the squads to gain experience (if you have the time, or if you are already at a Lv. 8, then you don't need to), or simply look for the squad with one of two passcodes you will need. One of the squads shall present Jehuty with [pass_decoy1]. Sub-weapon enthusiasts should take to destroying all the Porters to receive [pass_comet] and pick up the Comet driver from the local server. You know the routine. Mission 16 ************ Location: TOWN.3 Objective: Find the anti-stealth module necessary to defeat the enemy in stealth. Hey, look! A totally deserted town. Well, that's what it appears to be at first glance. As Jehuty starts to explore the oddly quiet town, he is suddenly targeted by...what? Nothing's even there! Is this the work of the supernatural! WAAAHH! Hey, what are those bleary contours? They're frames, that's what! You know they're there, but...problem: they aren't tangible beings. Problem: Jehuty can't lock-on. Problem: even if they hurt Jehuty, he cannot retaliate. Problem: you're whining like a little 'itch! Maybe that's just me? The first step to solve this enigma is to...RUN AWAY! That's right. Just AREA CHANGE. It's pretty shameful, but that's OK! We're like that! On the Global Stage, Ada explains that the enemies in TOWN.3 are under stealth mode, designed especially to affect Jehuty's system. He isn't able to see these cunning enemies without the aid of another new program. What he needs is an anti-stealth module to reverse the effects, allowing him to see and defeat the enemy squads. To find that, go back to your Raptor friend. Mission 17 ************ Location: ESP.2 Objective: Find the anti-stealth module necessary to defeat the enemy in stealth. Retrace the steps the previously controlled Raptor had taken, and head into underground tunnel again. Head to the position where the Raptor lost its insanity (and where you laughed at its misfortune) and malfunctioned. Somehow the proximity of Jehuty awakens the Raptor, and the two engage in a raging battle to the death. Only the Raptor's death, that is. Its demise allows Jehuty to extract the [detector.fcmd] from it. ADA will install it into her database. Outside, Porters suddenly materialize and become visible to the casual eye. Destroy all the Porters to receive [pass_gauntlet]. Laugh and cry because the Gauntlet rocks everyone and his mom! Then go to the local server to pick up the Gauntlet driver. Immediately equip Gauntlet, as it is very effective and useful. Mission 18 ************ Location: TOWN.3 Objective: Find the anti-stealth module necessary to defeat the enemy in stealth. This time, you can see the enemies buzzing around. Waste no time and get to work exacting revenge for their having fooled you earlier. Quickly dispose of the squad that has the [pass_decoy2] and head to FACTORY.2. ***HEAD TO FACTORY.2*** In FACTORY.2, return to the subterranean facility and lay claim to the prize from the previously locked server. Now you should have [decoy.drvr] in your possession. You now have what it takes to turn that Orbital Frame in PARK.1 into scrap metal. Before impulsively taking off, seek and vaporize the previously invisible Porters in the factory to pick up some Decoy ammo, 5 to be exact. Not to worry, five should suffice. ***HEAD TO PARK.1*** NOTE: Before entering, equip Decoy on your sub-weapon slot. Mission 19 ************ Location: PARK.1 Objective: Destroy the large Orbital Frame in PARK.1 I hope you've equipped Decoy prior to this. If not, do it now! After the dialogue, prepare to face... /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ TYRANT ---------- He's got to be the biggest boss you'd have to face in this game. But size does not matter here; survival does! Waste no time in delivering your first blow to the big guy with a Burst attack. Avoid his lasers and aim for the head. When you see a red CAUTION! beacon, quickly summon a Decoy so Tyrant focuses on that while you recuperate. Otherwise, Jehuty will become fireworks! While he tries to register what has just happened, quickly give him a burst attack or two. The least number of Decoys you will have to expend is 2, if you know what you're doing. Once about 50% damage has been dealt, he transforms into his second form: a small battleship cruiser. He is now deadlier, so be very careful. On a side note, do away with the Decoy and equip Gauntlet instead. Focus your attention on avoiding his rampages and do not endeavor to hurt him while he's in attack mode. Once he stops to send out some missiles or whatever, send him a greeting in the form of a burst attack or two. This is a time-consuming battle. Be patient and don't rush with your attacks. ---------------------- [TIP] Thanks to Thesilenthealer When facing Tyrant I found it a lot easier to use geyser when he gets ready to dash at you. For some reason, it stops him and I barely got hit at all, but try it out yourself and see what you think. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ That takes care of that! We won't be seeing any more of him. Leo asks Ada if she will destroy this frame. Having learned from the last conversation they had, Ada wonders why humans are so fickle. Well, something like that. Leo, as per usual, refuses to witness mass murder. Ada is somehow able to compute how he feels about the situation, but is still convinced that his actions are completely illogical. Really now. Leo is such a big fat baby. Suck it in like a man! **ON THE GLOBAL STAGE** Notice that PARK.1 has a question marker next to it. Return to PARK.1. In the center of the area are more Mummy supplies! I really hope you haven't wasted any Mummys yet because the going is about to get fairly rough. You will need every ounce of Mummys you can get. ***HEAD TO MOUNTAIN.1*** On the way to MOUNTAIN.1, Elena contacts all those aboard Jehuty and makes slight alterations to the mission. The new objective now is to meet up with Rock Thunderheart in the warehouse. To get there, one must traverse the mountains. How quaint. We were just about heading there like, now, ya know. Mission 20 ************ Location: MOUNTAIN.1 Objective: Fly through the gully on the mountain slope and get from the dam to the warehouse area. This area is a home to skulking enemies, who love to attack unexpectedly. Be very aware of your surroundings and always be prepared to engage in combat. Since the area is bounded by high walls, it is a good time to make use of the Geysers. Escaping from any of these battles is not an option. It's now survival of the fittest. At the first intersection, ignore the side road and continue upstream. Don't worry about conserving health, as there is a surfeit of Metatron Ores strewn throughout the mountain region. At the dam, use the [pass_bounder] you should have received as a gift and access the local server to embrace the extremely sexy [bounder.drvr]. Woohoo! Equip that if you want to. Now head back to the intersection and head into the diverging path. At the end, slip through the hole in the wall and make another chuck off on the opposite wall. Proceed along the river and snag the ammo from the item box while you're at it. Look for the weak spot on the wall, using either your map or until Ada says something. It's all about crashing through solid earth to venture farther into enemy territory. In the new area, take a look at the map and take the route that allows Jehuty to stock up on various ammunition. Either path is fine, and they both wind up at the same endpoint. After traversing the canyon, you should have a surplus supply of sub-weapon ammunition. When you're ready, enter the warehouse through the filters or whatever they are. Save as prompted. There's a nasty boss ahead. Mission 21 ************ Location: MOUNTAIN.1 Objective: Destroy the large Orbital Frame in MOUNTAIN.1 Get ready 'cause things are about to get ugly! /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ NEBULA ------------- This boss is tough. This boss fight is going to take a little longer than the previous one because there aren't as many opportunities to attack Nebula than there were with Tyrant. Give it your all while he's still in his infancy (aka first form). Nebula likes to play dirty and adheres to a tactic called "guerilla warfare", which I'm sure many of you are familiar with. For those of you who have no idea what I'm blabbering about, guerilla warfare is basically a hit-and-run strategy in which the side carrying this strategy out will well, attack and then take shelter from the opposing team's retaliation. Nebula's style is similar to that. He tends to fly behind the mountain tops and then surprise you with his beams and missiles. To avoid this, a good idea is to dance around him until he pauses for just a slight moment. Then let him have it with a good ol' burst attack. Repeat this pattern until he matures into a formidable battle robot. Ouch, he hurts like a needle. I would say to dodge all his attacks, but it's easier said than done. Keep a move on at all times and Jehuty won't suffer as much damage or any at all. A moving target is harder to hit, as they say. Once Nebula calms down and feels at ease, he exposes his "tail" (it could also be very well a hemorrhoid). Take this opportunity to deliver a burst attack. Slash, hack, whatever, just try to find an opening and make him weep. When he starts moving again, put up the defensive shields until he takes a break again. It's slow, but somehow it seems to work. ---------------------- [TIPS] --Phalanx: For the 3rd big boss you can use the phalanx to do a lot of damage when the boss sits there and exposes his tail to fire. It makes the fight much faster. --When fighting Nebula, wait for him to yell "Die!" and send the barrage of discs toward you. If you sit directly, and I mean directly, facing him you won't get hit. You have a good ten to fifteen seconds to equip Mummy and regain around half your life. --In the Boss fight with Nebula, after he transforms if you "Burst" him in the face right after he lands, but before he attacks, you will usually cause him to fall or tip over and expose his tail, so you can cause major damage. This strategy is what helped me beat him. Hope this helps! Thanks to Thad, lthial and Jeff Fox for these awesome tips. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ Whew! Wipe the sweat off your forehead and controller. Don't think the fun ends here. Oh no, that would be far too simple...Muahahaha! Mission 22 ************ Location: WAREHOUSE.1 Objective: Meet up with the civilian freighter Atlantis. Guess who came to visit you? Definitely not Santa... /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ NEITH ----------- She's fast! She certainly isn't the pushover she was at the beginning of the game. Neith's bullets can rip through the pillars or any obstructions without hesitation and totally destroy them, if Jehuty were to try to hide behind them. In order to keep Neith at bay, you'll have to adapt to her quickness. Close-combat is the key here, as long-range shots will barely touch her. Unload as much ammunition as possible at her while you rush toward her to engage in close-combat. The gauntlet here is pretty effective here, too. It almost hits her every time. Don't bother switching to Decoy when the CAUTION! beacon appears. Just wait for the inevitable. Heh. Afterward, continue the battle. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ A lengthy cinema ensues after the battle. This is the time to take a quick restroom break (if you need to) or just kick back, sip some coffee and watch the long cinema. Mission 23 ************ Location: HUB.1 Objective: Meet up with the civilian freighter Atlantis. The hub is the last area of the game. The hub is also rigged with bombs that are ready to blow things sky-high. Your task here is to find and deactivate the several bombs planted in the hub. Ada will search for the bombs. While she is searching, destroy all the enemies before she finds one, or before the timer runs out when she does find one. If Jehuty happens to get hit while he is neutralizing the bomb, he will lose his grasp. If the bomb explodes, it will inflict major damage upon Jehuty. To find the bombs quickly, tap the lock-on button (L2) repeatedly until Ada targets something. Chances are that it might be an explosive. So be careful! Once a bomb has been sighted, head to it and press the circle button to grab onto it. Do NOT let go of the button until the timer reaches zero. Once all the bombs have been defused, Viola will rise from the dead with a new frame. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ZOMBIE NEITH ------------------- She's back. She's mean. She's on a mission to kick yo butt. Her long-range attacks have become varied and more lethal. Viola likes to use Bounder and several of her Burst attacks, which have become quite a pain. To pull this off, go head-to-head with her. Close and personal. Then HACK AWAY! There's no use trying to use long-range attacks, as she can counter them easily. The best strategy is to just rush in and slash her with multiple sword attacks. Stay on the move at all times. It's possible to zoom through the six sets of comets she hurls at Jehuty. Eventually, her energy will run dry and bite the dust. ---------------------- [TIPS] 1. Use Phalanx as sub-weapon 2. When the battle starts, dash toward him. 3. When Neith is in phalanx's range, tap the O to burst some phalanx while still moving toward him. (Neith will guard.) 4. Then once near, instead of bursting Phalanx, it will grab Zombie Neith and just throw it. Once thrown repeat procedure 3 and 4 till it dies. Thanks to Yungyung I found it easier to simply stay far back and fling comets at her. I took almost no damage and had her beaten in about 2 minutes. Thanks to Rasslinfan5 /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ Watch as a bomb explodes nearby and blasts her through the viewing window. As the strong gravitational pull of the neighboring planet sucks her into its atmosphere, she confides in Leo, as all her feelings pour out like leaky faucet. Ada detects an unknown presence behind Jehuty. Jehuty turns around and finds another Orbital Frame! Ada recognizes this frame and affirms that Jehuty and he are not destined to meet yet. Heedless of life or limb, this new frame attacks. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ANUBIS ------------ Winning this battle is impossible. However, that is the purpose of it. You're not supposed to beat him, but DO NOT die. (I don't know if you can, but just to be on the safe side.) Anubis teleports all over the place and can ward off any attack Jehuty throws at him. Just play along with this sick joke until Elena interrupts. For the remainder of the battle, just avoid his threatening attacks. After a while, the game will completely take over. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ Ok, this is the end. The ending and credits will follow. Yes, that's it. Live with it. It's over, buddy. It's over... _______________________ -=[]----------------------=(-- 04. Miscellaneous --)=--------------------[]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ---Programs--- monitor.fcmd Factory.1 ----- ----- global.fcmd Factory.1 antilia.info Factory.1 *decoy.drvr Factory.2 ----- ----- *javelin.drvr Town.1 *sniper.drvr Town.2 *phalanx.drvr Town.2 *geyser.drvr City.1 *comet.drvr City.2 *halberd.drvr EPS.1 rap_ctrl.fcmd EPS.1 *gauntlet.drvr EPS.2 detector.fcmd EPS.2 ----- ----- *bounder.drvr Mountain.1 *mummy.drvr Varied "*" : Those marked with this symbol signifies that it is a sub-weapon. monitor.fcmd ```````````` This program is the first Jehuty autonomously installs into its mainframe. With it, the player can activate the command menu, which allows him to assume total control over the game's components, like saving, equipping sub-weapons, etc. The program also comes with an extra option that endows Jehuty with the ability to lock-on to enemies. global.fcmd ``````````` Activates Jehuty's transportation system. Jehuty can leave the current area to explore the uncharted regions, aka the "world map". This is achieved through selecting AREA CHANGE on the menu screen. antilia.info ```````````` A program that contains info on the EPS facilities, with which ADA uses to locate the EPS energy sources. decoy.drvr `````````` This program enables Jehuty to make a disposable replica of himself to give the full illusion that he is there, but really not. Get it? Beguiled enemies commence attack on the clone instead, you see. The decoy program is an integral element in totally trashing one of the bosses you meet later on in the game. javelin.drvr ```````````` Allows Jehuty to wield sub-weapon, Javelin--the first of many sub-weapons you will find. Javelins follow an arc trajectory when released, so they don't work really well when thrown from afar. Plus, its impact isn't all too powerful either. sniper.drvr ``````````` A primitive weapon from earth. Strangely enough, this model had been built to accommodate Jehuty's size, considering that he IS bigger than an apartment complex and all. With it in possession, Jehuty can blast (small) things into oblivion from a long-range. The sniper is a story-driven weapon, so you can't miss it. And after it has lent its services to a certain task, the sniper rifle won't be needed any longer. Apart from the services rendered, yeah, it'd be pretty useless. phalanx.drvr ```````````` The Phalanx is a pretty nifty shot that can pump out rapid shots, much like a machine gun. Of course, you would need enough ammunition to do so. It does a fair amount of damage to low-leveled enemy frames; nothing really worth writing oodles of words for. geyser.drvr ``````````` Once set, chains of lasers are released from these tiny devices, forming a small, temporary barrier in its vicinity. If anything (besides the one who called forth the geysers) is even nicked by it, the victim will suffer sharp pain. These lasers sear through even the toughest metal. They are best deployed in a confined area. comet.drvr `````````` Comets are huge energy balls that can auto-target enemies--it has homing missile physics, I guess. Like the Javelin, it also runs on an arc trajectory, so it's not too challenging for opponents to surmount. And um, it's shaped like a comet. halberd.drvr ```````````` As a very sophisticated weapon, it's still in its rudimentary stages. The Halberd summons and collects "spirit energy", then concentrates it at one point, which is the "palm" of Jehuty's hand. This program grants Jehuty the know-how's to control this condensed energy, allowing him to draw it out and retract it at will. It ultimately can become a type of sword. However, Jehuty will be immobilized while it is "unsheathed". rap_ctrl.fcmd ````````````` A mind control program that influences only unmanned Raptors. Yes, that means you get to be behind the pilot seat of a pathetic Raptor to see how inscrutably weak it is. Why, Konami, why?! It appears that this is another story-driven program. Without its acquisition, you won't be able to complete the game! gauntlet.drvr ````````````` The most awesome and all-dominating sub-weapon (in my opinion, only, so put down the torches and pitchforks). Easy to manage and can really knock an enemy dead with cold efficiency. Basically, it goes really, really fast at an opponent (fast enough that he can't escape from it) and smacks him dead on without fail (unless it's thrown totally off-target). detector.fcmd ````````````` This program enables Jehuty to detect previously invisible objects. One of The numerous key programs to completing the game. Whee. bounder.drvr ```````````` The Bounder is probably the most powerful sub-weapon. Its target hit rate isn't as great as the gauntlet's, making it less useful when compared to the all-dominating gauntlet. w00t! Using it in small, confined areas makes up for its flaw, however. mummy.drvr `````````` Hideo sure has a strange knack for naming things. Looking past its rather strange appellation, the mummy is, by far, the MOST USEFUL sub-weapon ever. Useful in the field of healing, that is. Yes, it's not an offensive sub-weapon, so don't expect all enemies to suddenly drop dead upon using it. When summoned, the mummy builds a shield in front of Jehuty as though it's protecting him. It's the same metallic armor the Raptors use to become Mummyheads. However, its fallback is that it's very rare and can only be found in places marked with a "?". Don't let them go to waste! When Jehuty is using Mummy, fast movement is impossible. Jehuty cannot receive any damage in his "mummified" stage. If he does, the healing process will be interrupted. ---Passcodes--- +----------------------------------------------+ | Passcode: Program: | | | | pass_global global.fcmd | | pass_javelin javelin.drvr | | pass_phalanx phalanx.drvr | | pass_antilia antilia.info | | pass_geyser geyser.drvr | | pass_halberd halberd.drvr | | pass_control1 rap_ctrl.fcmd | | pass_control2 rap_ctrl.fcmd | | pass_vaccine vaccine.fcmd | | pass_decoy1 decoy.drvr | | pass_decoy2 decoy.drvr | | pass_comet comet.drvr | | pass_gauntlet gauntlet.drvr | | pass_bounder bounder.drvr | | | +----------------------------------------------+ ---Rescue Missions--- Rescue Missions are completely optional and not required to complete the game. It merely tests how human you are, as in, do you have any morals? Don't you feel guilty that people are crying out in distress and you're ignoring them? If you actually do the missions, they will look good on your completion data. There are five possible grades: "A" – occurs when you have 100% population and less than 10% of colony building damage. "B" – occurs when you have 100% population and more than 10% of colony building damage. "C" – occurs when you have less than 100% of the population saved. "D" – occurs when you have less than 50% of the population saved. "E" – No one survived; everything was destroyed. --- Tips --------- * Even when you're not in battle, enemy frames are already on top of things, blasting away everything in sight. * SensateBo says: "Fly High! That's right. The mummyheads have projectiles that move in a continuous path, and flying high will ensure that their missed shots will end up in the sky as opposed to buildings." * Thad says: "Sniper: use to shoot at far away enemy squads, causing an easy encounter. They will head for you and stop shooting buildings." Rescue Mission 1 ****************** Location: TOWN.2 Being your first rescue mission, this should be fairly simple. To keep the town safe and intact, draw all the enemy units to an area devoid of denizens and many buildings. We don't want to jeopardize the lives of the people you want to save, do you? Focus on taking out mainly the Mummyheads first, as they seem to enjoy the hell out of themselves shooting wildly everywhere. Next, take out the Raptors, as they also tend to love throwing those Javelins. Save the Cyclops for last since they can't do any damage to buildings. Refrain from using any long-range attacks, and just rush them head on. Go all out on them and, at the same time, prevent reciprocation. Rescue Mission 2 ****************** Location: TOWN.1 Repetitive, aren't they? Unfortunately, the battle with Tempest counts toward your grade for this rescue mission. In other words, if the buildings in the vicinity went BOOM with Tempest, docking points off your grade is inevitable. If you'd like, you can start over and be painfully scrupulous when battling against Tempest. There are four squads patrolling the area and wreaking havoc as usual. To engage in combat without a hassle, stay at a distance--but close enough to lock-on--and target an enemy. Once targeted, the enemy will accost Jehuty and follow him. Lure the enemy unit to the trenches, where it is safe to battle, and mercilessly bash them into oblivion. Apply this method to the remaining squads. If all goes well, you should receive a fairly high grade. Good job. Rescue Mission 3 ****************** Location: TOWN.3 Notice that there is only one moving squad, inflicting all the damage upon the poor, defenseless buildings. At the moment, the other squads seem to be suspended from activity. However, that won't be so when you annihilate the active group. Well, get to it. Eliminate the moving squad first, then head toward the river. From there, use the Sniper to draw their attention toward Jehuty. Deal with one squad at a time, so you won't be overpowered and forced to stray far from the river. Rescue Mission 4 ****************** Location: CITY.2 At the time you attempt this mission, Jehuty should be infected with the virus. Gah, not good. Remember, one hit = death. So how in the world are you going to be able to pull this off? That Rescue Mission grade seems so distant now. Fear not! Luckily for you, the enemy squads here are all at a measly Lv. 1. Thanks to that, they won't pose too much of a problem. The Metatron Ore won't help, since the virus repels its effects. Start off by destroying the nearby squad on your right. Once in combat, start dashing backward to avoid getting hurt. While doing that, shoot wildly at the Mummyheads, as they are the major threat to you now. If you are far enough, burst attack them. Do the same for the Raptors and Cyclops. It's too risky to engage in close-quarter skirmishes. Repeat this pattern until all the squads have been confirmed dead. It's not an effective strategy, but hey, as long as it works, right? Stay safe and you can't go wrong. Rescue Mission 5 ****************** Location: CITY.1 Whew, last one! There is a total of five squads. Go for the ones with the Raptors, as they seem to like attacking the tower instead of Jehuty. There are civilians trapped in the tower, so be careful! The Raptors and Mummyheads are the biggest threats, so focus on taking them out first. After the temporary act of genocide, clean up the remaining Cyclops, which shouldn't be too problematic. Congratulations! You've completed all five rescue missions! Pat yourself on the back for being such a good Samaritan. No, you don't get anything other than the items you receive while saving the people. Expect a nice completion data. Here's a lolli. My treat. _________________________ -=[]--------------------=(-- 05. Soundtrack List --)=--------------------[]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As far as I know, uh...this is the Zone of the Enders official soundtrack listing! So there! Some of the names may sound a little goofed-up, but don't look at me: I wasn't the one who translated the song titles. But hey, um, I like your shirt! ZONE OF THE ENDERS Original Soundtrack (KMCA98) 01: Title (The Origin) 02: Introduction 03: Leo Stenbuck (break out) 04: Factory (Vivid Transparency) 05: VR (The Fourth Dimension) 06: flowing destiny (Piano Arranged) 07: Global 1 (Forever And Ever) 08: Are you alright, Celvice? 09: Boss 10: Celvice! This way, quickly! 11: Residential Block (S02) 12: A Light with a name of HOPE (Piano Arranged) 13: Radar (Pandemonium) 14: Global 2 (Virus) 15: City (The Earth Light) 16: Mountain (Who Can Read The Future?) 17: Rock Thunderheart (Function) 18: A Light with a name of HOPE (Protect Me) 19: You Need This Done To You 20: Flowing Destiny (Resolution) 21: Ada (Promise) 22: Flowing Destiny (Memories) 23: Neith (Risky) 24: Viola (Silent Death) 25: Anubis (Impossible) 26: Jehuty Will Self-destruct (??) 27: Flowing Destiny -- Ending Theme 1 28: Kiss Me Sunlights -- Opening Theme 29: A Light with a name of HOPE -- Ending Theme 2/Celvice's Theme ---Lyrics--- Ever wonder why this song has such a poignant effect? Me neither. It must be the evil doing of that Akiko Yano! At any rate, this song kicks fifty butts. It has been a part of my massive MP3 list since April of 2001, and to this day, I still rev it up every now and then on my Winamp. Each time it has a phenomenal soul-stirring influence. It's inexplicable--like an enchantment. While you listen to it, Yano's voice super tingles your every senses and puts you in a state of delight. It is truly mysterious. As soon as it stops, you will want to hear it again. And again. And again...On an unrelated note, my insane mother calls it the "Chicken Song" for some reason. Thanks to the two people who have put their minds together and sent me the (incomplete) lyrics to this song. The missing stuff had been produced by me after listening intently for 45 minutes. (Even after all that, plus all the other times I've listened in the past year, I still can't distinguish what she sings sometimes.) Now those who are interested can actually sing or hum, like you know it by heart, to the tune without feeling dumb. But um, I can't guarantee they're accurate. If anyone would like to correct an error in the English translation, feel free to e-mail me! (Yes, I am aware that the lyrics in the opening movie are either distinctly different or incomprehensible.) "Kiss Me Sunlights" Vocals: Akiko Yano Japanese Lyrics Spotty English translation ----------------------------------------------------------------------------- Dare mo ga, namida Someone's tears Mune ni....mune ni... In my heart..In my heart... Nakushita, ano hi I have lost it, on that very day Motome...motome... Hoping...wishing... Kurai mado ni, Ame... Rain, falling on the dark window Kirameku machi Glistening the road, Tobi ko-e, Ikitai Leaping over it, yearning to go Angel heart, so many heart, Kiss Me Sunlights Fly to the dark, set soul free, Hold me moonshine Until my rumbled hands lead to the end of time Find me in your eyes... Finally I'm missing ki do (???) You hold me, hold me... Until I can slowly give you Moonshine...Moonshine... Hoshi hara yoro ni Amid the stars Hitori...Hitori... Alone...alone... Kakebuke no yume The warrior of my dreams Mitsume...Mitsume... Staring...staring Minai hitomi imai You cannot see yourself now Noni sora sa taka miru In the sky above Tobi tai Together we will fly Fantaria, tempesta, it's my Odyssey Go higher, and wonder heart of labyrinth Until I feel new dawn bloom on the silent sea Sing for me your song Angel heart, so many heart, Kiss Me Sunlights Fly to the dark, set soul free, Hold me moonshine Until my rumbled hands lead to the end of time Find me in your eyes... Air l'amour Air of love Air l'amour Air of love Air l'amour Air of love ____________________________________ -=[]---------------=(-- 06. Frequently Asked Questions --)=--------------[]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ----------------------------------------------------------------------------- Q: Where can I find the driver for the "unknown" item? A: Unfortunately, this question can't be answered. An unknown item can be _any_ type of sub-weapon. Usually, this occurs when you have received ammunition for the weapon, but you have not yet obtained the proper .drvr program to put it to use. Until you find the .drvr program for that unknown, it will remain as an unknown. I cannot tell you where to "find" it. You'd have to look through the program list and scout out which you haven't found yet. Phooey. ----------------------------------------------------------------------------- Q: How do I unlock the two remaining Orbital Frames and levels? A: When you beat the game for the first time, you will notice that there are two additional spaces for the Orbital Frames and levels in the Versus mode. To fill in those holes, beat the game a second time either by beating Zombie Neith again from a saved file, or starting the game all over again. Save the second completion data and voila! The holes are filled by the Single-Sword Raptor and Zombie Neith. The two extra levels are the Warehouse and the Hub. ----------------------------------------------------------------------------- Q: How long does this game usually take to beat? A: I've seen this question numerous times on the message boards. Depending on the player, it can take up to 6-7 hours, 8 hours at the most, and 4-5 hours at the very least. Honestly people, this isn't a 40+ hour RPG. It's a mech game for crying out loud. ----------------------------------------------------------------------------- Q: What are "Enders"? A: According to caer_caveral, the proper description for these are the humans living at the very end of civilisation. I quote from the manual of the game: "This term refers to persons living in the farthest reaches of space. It has the connotation of "country bumpkin". From Earth's point of view this is everyone living beyond Mars. For those on Mars, this term refers to anyone living in the Jupiter block. ----------------------------------------------------------------------------- Q: Can I play as Anubis? He really kicks hard! A: No. ----------------------------------------------------------------------------- Q: I heard there's a rumor that there's an extra mission on Mars. Is this true? A: Not unless you re-programmed the game to have this extra mission, then no, it is far from the truth. ----------------------------------------------------------------------------- Q: How do I access the Metal Gear Solid 2 Demo? A: For some strange reason, I keep getting this question. Damned Blockbuster (or damned pirated versions!), not including the MGS2 demo. Anyway, to "access" it, simply pop in the disc like you did with ZOE. The MGS2 demo SHOULD HAVE CAME WITH THE GAME ON A SEPARATE DISC. So the whole package is apt to have 2 discs: one for ZOE, the other for the MGS2 demo. I think those of you who have e-mailed me with this question either bought a one out of a million ZOE packagings that didn't include the MGS2 demo, or you got the pirated version! Or maybe those beasts at Blockbuster just didn't feel like giving you the MGS2 demo. I feel for you man! To clear this up more, the MGS2 demo is not "hidden" away in the ZOE disc. There's no big secret in playing it. ----------------------------------------------------------------------------- Q: I heard about Jehuty doing the disco if you input , but it doesn't work. How do I do it? A: Apparently, this is just some stupid rumor. It shouldn't work, and I'm sure the boys at Konami weren't that bored either. ----------------------------------------------------------------------------- _______________ -=[]--------------------------=(-- 07. Outro --)=------------------------[]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ---Legal Junk--- The unofficial ZOE strategy guide was created April 3, 2001. © 2001-2002 AdrenalineSL. All rights reserved. All rights reserved including the right of reproduction in whole and in part in any form. Playstation 2 and Playstation 2 logos are registered trademarks of Sony, Inc. Zone of the Enders is a registered trademark of Konami, Inc. The author of this document is in no way affiliated with Sony Entertainment of America. You may not place this document on your website or reproduce it in any way without the author's consent. This Zone of the Enders FAQ/Walkthrough was written by AdrenalineSL, who holds all copyright for this document, in whole and in part. This guide may be used for private and personal use only. You may not permit anyone under any patents to reproduce it, in part or in whole, or use it for profitable purposes. All content within this file is owned and created by Stephanie Lee. Should you attempt any infringement of these terms under the false belief that you are safe from international copyright law, it must be said that you are a moron. You may download the file through a web browser onto a single computer for your personal, non-commercial use only. You may not permit anyone else to modify the file or use it for any commercial purpose, display, performance, sale or rental. It absolutely cannot be decompiled, disassembled, modified, or create derivative works based on the documentation in whole or in part. Do not remove any copyrights. DISCLAIMER: Zone of the Enders, the Zone of the Enders logo, and all related characters are copyright and property of Konami, Inc. o| S P E C I A L T H A N K S |o ¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯ Adrenaline would like to thank the following for directly or indirectly contributing to this FAQ: Carolyn - For just being a friend and lending me money! Yay! Lots of hugs and kisses! She especially puts up with my obsessive gaming habit. Konami - For making this amazingly cool game. CJayC - For accepting and hosting my FAQs, and for maintaining one of the best websites on the net! He obviously only gets like 10 minutes of sleep each day, and yet, he still has the motivation to write FAQs for us! His ZOE guide helped me plenty with the rescue missions. Mom – For always being silly. Really, it was her fault that my gaming habit has evolved into what it is now. Contributor Credits -------------------- - Dave, for some enemy tidbits I missed or left blank. - Jackson Wingate, for the quick Versus Mode acquisition code. - ChangeV, from the ZOE Message Board for generously providing the full list of the ZOE soundtrack. - Yungyung, for sending in an alternative strategy for Zombie Neith. - Kalle Beneus, for expounding on the meaning of enders. - SensateBo, 'cause he submitted a good tip for the rescue missions. - Thad, for sending me a good tip for the Sniper and not to mention providing an alternative strategy for Nebula. - lthial, for sharing one of his fanciful fantasies. No, not really, but he did give us a neato strategy to put Nebula in its place. - Jeff Fox, for sending in a Nebula strategy. They just come in numbers don't they? - Rasslinfan5, for sharing a Zombie Neith strategy. - Thesilenthealer, for offering a nice butt-kicking strategy to whip Tyrant into shape. - Seth Paynte, 'cause without him I wouldn't have known who sang that awesome song. - Jacquelyn Johnson, for e-mailing me both the Japanese and English portions of the "Heart of Air" lyrics! - Caer Caveral for also sending in half of the lyrics. Half is better than 0! _____________________________________________________________________________ ************* CLOSING STATEMENT ************** _____________________________________________________________________________ Fare the well! I'm getting too lazy to think of anything special to say. With a closing statement in almost every guide I've made, it's hard to come up with anything worthwhile to say anymore. Maybe I should stop writing, then I won't have that problem anymore! Nah, I won't do that. See, my desultory ramblings are wasting your time again. Then again, if you've made it this far, you have got to have some spare time on your hands. Ok, here it is, my grand finale: ............Goodbye! That means GET OUT. ~AdrenalineSL Shameless plug--Other FAQs by yours truly: http://www.gamefaqs.com/features/recognition/8212.html ============================================================================= MUCHAS GRACIAS!!! ============================================================================= /^ ^^ /// / // ^ ^ /O%G%/t( ///// O(@@ 6@e /RG(t////~t%K^/ //^/ DeFtones @#(((^ ^//~6K%^^^^ R@G%/~ //(CK@ @@B6((~/ ^^^~/~t%@ @@R6((~((/%/~(/CO@ / @@GC%GtC~/~((tte@@^ /@QGCCtCCt%tCCQQR@@/^^/ RBC%tCCGGC/GCeR@@@///// (#O((%%CGG#KKR@BB@et/~// et(/tt(K@@#K#eGGOQet//// C~/(((OB#OGC%6eGGKGGC(/// ^^ % /(OKeC%tCC6C6666OG%~// / / ^(t/~%G6(tC%(%tC%%C6%%/////// ^ ^%/(%KCC(((%((/(/(~// //^//~// C/%R@(t(/^ ^^ / / /// ^/^(t#@(((/^ !~AdrenALiNe~! ^%%@@(~/~/^ ^ ^//^// / /(//////// ^ / / R~%G^C~Gt~/^ ^ // ////// / ^^^///////G/ ~/ ///^ /// ^//^/// / / /^ / ^//// /// _Adrenaline_ Deftones 1995 ------------------------------------ The Unofficial Zone of the Enders Strategy Guide Copyright © 2001-2002 Stephanie Lee April 2001