______ __ __ ______ _ _ _______ _ _ ______ _____ |____ | | \ / | |____ | | | | | |__ __| | | | | |____ | | ___| ____| | | \ / | | |__| | | | | | | | | | | | | | | | | |___ | __ | | |\ \/ /| | | ____| | | | | | | | | | | | | | | | ___| | |__| | | | \ / | | | | | |____ | | | | | |__| | | |__| | | |___ |______| |_| \/ |_| |_| |______| |_| |_| |______| |______| |_____| FAQ/Walkthrough by Austin Garbers ( contributor name: austingarbers ) Latest Version: 1.10 Completed 12/02/2003 Copyright 2003 ------------------------------------------------------------------------------- This text document has a maximum width of 79 characters. Use a monospace font to view it properly. ------------------------------------------------------------------------------- =============================================================================== A-0 INTRODUCTION =============================================================================== You are a DJ traveling through cyberspace. Your mission: to guide your beat blaster ship through every song and play some funky beats along the way. Your ship has a low fuel supply, so you must recharge it with sonic energy. Blast the note capsules to release the music within and energize your ship. Be careful; it's not as easy as it sounds. Feel the beat. Feel the rhythm. Feel the Amplitude. This guide is designed for expert players who can already play most of the tracks, but it should still be useful for newbies. If what you're looking for is a way to play the tough tracks, I have only one word for you: Practice. Believe it or not, every single track in the game can be played. Just press square to start a song with infinite energy and work solely on the track you're having trouble with until you can do it. Playing this game is a lot like playing a real musical instrument; the more you practice, the better you get. This FAQ DOES contain spoilers. You have been warned. =============================================================================== B-0 CONTENTS =============================================================================== Section name Ctrl+F code INTRODUCTION .......................... A-0 CONTENTS .............................. B-0 CONTROLS .............................. C-0 SONG INFORMATION ...................... D-0 TIPS .................................. E-0 BEAT BLASTING ...................... E-1 STREAKS ............................ E-2 POWERUPS ........................... E-3 VISIBILITY ......................... E-4 SCORE .............................. E-5 SOLO MODE WALKTHROUGH ................. F-0 NEOTROPOLIS ........................ F-1 BEAT FACTORY ....................... F-2 METACLOUDS ......................... F-3 ELEKTRO KORE ....................... F-4 BLASTLANDS ......................... F-5 MULTIPLAYER MODE ...................... G-0 TIPS ............................... G-1 POWERUPS ........................... G-2 ONLINE MODE ........................... H-0 TIPS ............................... H-1 POWERUPS ........................... H-2 SCORE BUG .......................... H-3 GETTING ONLINE ..................... H-4 THE ONLINE LOBBY ................... H-5 DUEL MODE ............................. I-0 THE BASICS ......................... I-1 EASY ............................... I-2 PATTERN PLAY ....................... I-3 FREE-FOR-ALL ....................... I-4 REMIX MODE ............................ J-0 THE BASICS ......................... J-1 EFFECTS PANEL ...................... J-2 AFTER YOU FINISH ................... J-3 REMIX BUG .......................... J-4 THE FREQ .............................. K-0 FREQ PARTS ......................... K-1 LEGAL CRAP ............................ L-0 VERSION HISTORY ....................... M-0 LINKS ................................. N-0 CONTACTING ME ......................... O-0 CREDITS ............................... P-0 In case you're lost on the Ctrl+F thing, do this. 1. Highlight the Ctrl+F code. 2. Press Ctrl+C. 3. Press Ctrl+F. 4. Press Ctrl+V. 5. Press Enter. Ta-da! You've been taken to the section you need! =============================================================================== C-0 CONTROLS =============================================================================== Before you can start playing, you have to know how to control your ship! I, as well as most other freqs, prefer to use the L1, R1, and R2 buttons. Use of square, triangle, and circle is NOT recommended. However, it's your game; do what you want. It's very important to use a different finger for each note. If you can, try to use a fourth finger for the powerup button. Here's a quick review of the default controls. Remember that they can be changed. L1, Square - Left Note R1, Triangle - Middle Note R2, Circle - Right Note X - Powerup D-pad, Left Analog - Change track, freestyle L3 (press in left analog) - Freestyle (scratch only) Later in the game, you will encounter some tracks that play the same note quickly over and over *cough*Blink-182*cough*. Some people don't have trouble with this, but others do. If you do, consider using both the shoulder buttons and face buttons to play these tracks. Simply alternate between the two. For example, a long string of left notes would be played L1, square, L1, square, L1, square, L1, square. =============================================================================== D-0 SONG INFORMATION =============================================================================== A list of every song's title and artist, beats per minute, genre, and the artist's bio and website. You will also find the song's type of freestyler (scratch or axe) and the score needed to get 4 bars on it in Insane mode. ------------------------------------------------------------------------------- STAGE 1, SONG 1 P.O.D. vs. THE CRYSTAL METHOD - Boom ElectroRapRock : 104 BPM www.payableondeath.com Freestyler: Scratch 4 bar score: 4000+ Hailing from San Diego, CA, P.O.D. took the world by storm with their breakthrough triple-platinum album 'Satellite'. Ading more melody and tighter songwriting to their hardcore roots, 'Satellite' spawned hit singles including 'Alive' and 'Youth Of The Nation'. Electronica pioneers The Crystal Method bring new textures to this rock anthem in this remix. ------------------------------------------------------------------------------- STAGE 1, SONG 2 GARBAGE - Cherry Lips Electronic Rock : 116 BPM www.garbage.com Freestyler: Axe 4 bar score: 3000+ Take 3 pioneering producers and one antagonistic yet charismatic front lady and you have Garbage, a group that has captivated fans and critics alike. From their sonically charged debut, to the melodically soaring 'Version 2.0', their latest work, the hook-heavy 'beautifulgarbage', demonstrates an unprecendented level of studio sophistication. ------------------------------------------------------------------------------- STAGE 1, SONG 3 QUARASHI - Baseline RapRock : 98 BPM www.quarashi.net Freestyler: Scratch 4 bar score: 2500+ Straight outta Iceland! Quarashi mixes hard rhymes, hip-hop beats, and crunchy metal guitar licks to rip up shows from here to Reykjavik. 'We started off rapping in English because all our influences were from America. There wasn't any model for rapping in Icelandic so we had to figure it out ourselves.' Quarashi will make you feel the beat, no matter what country you are from. ------------------------------------------------------------------------------- STAGE 1, SONG 4 CHRIS CHILD with MELISSA KAPLAN - Shades of Blue Trance : 136 BPM www.chrischild.com Freestyler: Axe 4 bar score: 5000+ Producer and remix artist Chris Child teams up with Melissa R. Kaplan to create this ethereal trance anthem. Chris' music spans across a variety of electronic music genres, containing elements of trance, electro beatz, and processed vocal hooks. Look for a release of remixes as well as his original music in the near future. Check out his webpage for more details! ------------------------------------------------------------------------------- STAGE 1, SONG 5 LOGAN 7 - Uptown Saturday Night Funky Beats : 137 BPM Freestyler: Scratch 4 bar score: 4000+ His name was Logan. Beyond that, we didn't know much. Possessing the grace of a duke and the bite of a cyberspace punk rocker, he was a diamond-toting, martini-sipping chameleon. But where did he come from? What did he know? From Harlem to Hong Kong they feared the name, the fame, and the fury of Logan 7! ------------------------------------------------------------------------------- STAGE 2, SONG 1 RUN-DMC - King of Rock (X-Ecutioners Mix) Hip Hop : 98 BPM www.aristarec.com/aristaweb/RunDMC/ Freestyler: Scratch 4 bar score: 4000+ Run-DMC team up with superhuman scratch artists The X-Ecutioners in this remix of the rap-rock song that started it all. As the first and the greatest of hip-hop's superstars, Run-DMC's mission has always been (in their words) to 'crash through walls, go through floors, bust through ceilings, and knock down doors.' In the 17+ years Run-DMC have been rapping, they've brought people together with their beats and rhymes, and changed the way people think about music. ------------------------------------------------------------------------------- STAGE 2, SONG 2 THE BALDWIN BROTHERS - Urban Tumbleweed Hip Hop : 105 BPM www.baldwinstyle.com Freestyler: Scratch 4 bar score: 3000+ Based in Chicago, The Baldwin Brothers create a rump-shaking jazz-funk stew mixing impeccably tight live instrumentation and stanky ol' Fender Rhodes grooves with whimsical samples, thick beats, and turntable skills. Their ultra-hip debut album, 'Cooking with Lasers', was one of 2002's underground favorites. ------------------------------------------------------------------------------- STAGE 2, SONG 3 WEEZER - Dope Nose Rock : 128 BPM www.weezer.com Freestyler: Axe 4 bar score: 3500+ Drawing from the heavy power-pop of arena rock and the angular guitar leads of the Pixies, Weezer leavened their melodies with doses of '70s metal learned from bands like KISS. None of the members of Weezer, especially leader Rivers Cuomo, are conventional rockers - they were kids that holed up in their garage, playing along with their favorite records when they weren't studying or watching TV. ------------------------------------------------------------------------------- STAGE 2, SONG 4 DAVID BOWIE - Everyone Says Hi (Metro Mix) House : 128 BPM www.davidbowie.com Freestyler: Axe 4 bar score: 4000+ David Bowie, as a musician, performer, and songwriter, defies all conventions. From his humble folkie beginnings in the '60s to the '70s glitter and glam of Ziggy Stardust to the elegance of the Thin White Duke to the multiplatinum pop star of the '80s to the most recent rock album 'Heathen', he has continually reinvented himself and his art. ------------------------------------------------------------------------------- STAGE 2, SONG 5 FREEZEPOP - Super-Sprode Synthpop : 150 BPM www.freezepop.net Freestyler: Axe 4 bar score: 4000+ Uber-blippy synthpop band Freezepop is here to tell you how much they love you with their new hit song, 'Super-Sprode.' After gaining many new fans from around the world with their song 'Science Genius Girl' in FreQuency, Freezepop wants to show their appreciation with this super-catchy electropop song. Be careful though, you might be humming this one for a while! ------------------------------------------------------------------------------- STAGE 3, SONG 1 PINK - Respect Pop : 131 BPM www.pinkspage.com Freestyler: Scratch 4 bar score: 5000+ Pink makes 'real music you can live or die to, songs that make you want to stand up and change your life.' Her debut album was an out-of-the-blue double platinum smash within the U.S. and gained platinum and gold discs around the world. Her debut album spun off three Top 40 hits, two of them Top 10, one gold. ------------------------------------------------------------------------------- STAGE 3, SONG 2 PAPA ROACH - M-80 (explosive energy movement) Rock : 173 BPM www.paparoach.com Freestyler: Scratch 4 bar score: 5000+ Papa Roach makes it plain that no pigeonhole is big enough to contain them. Their latest album, 'lovehatetragedy', heralds the refining and refocusing of their sound as they shed some of their identification with rock-rap fusion and strip down to a purer, but equally high-impact, rock attack. ------------------------------------------------------------------------------- STAGE 3, SONG 3 MEKON with ROXANNE SHANTE - What's Going On Funky Beats : 123 BPM www.wallofsound.net Freestyler: Scratch 4 bar score: 4000+ Mekon is John Gosling, one of breakbeat's pioneers, whose first release, 'Phatty's Lunchbox', was a genre-defining classic. His second album from 2000 paired Mekon with such favorites as Skooly D and Roxanne Shante. 'What's Going On?' is the result of the Shante soundclash, and Mekon's biggest hit to date. ------------------------------------------------------------------------------- STAGE 3, SONG 4 HERBIE HANCOCK w/ MIXMASTER MIKE, DXT, ROB SWIFT, Q*BERT, BABU, FAUST, AND SHORTEE - Rockit (2.002 Remix) Old Skool : 113 BPM www.herbiehancock.com Freestyler: Scratch 4 bar score: 3500+ Herbie Hancock is an icon of contemporary music. He is a major composer, an influential virtuoso pianist, an Academy Award-winning soundtrack composer, a multi Grammy Award winner, and an inventor of classic R&B and hip-hop grooves. Now a partner in an independent label venture, Transparent Music, his latest album is entitled 'Future2Future', an exploration of electronica, hip-hop and nu-soul. ------------------------------------------------------------------------------- STAGE 3, SONG 5 THE PRODUCTION CLUB - Rockstar Rocktronica : 110 BPM www.lunchrecords.com Freestyler: Scratch 4 bar score: 3500+ The Production Club is the creation of producer Wally Gagel who has worked with acts such as The Folk Implosion, the eels, the Dust Brothers, Esthero, Orbit, and the Rolling Stones. Originally based in Boston, he worked at the legendary Fort Apache studios before moving to Los Angeles. 'Follow Your Bliss' is the first full-length release for the Production Club. ------------------------------------------------------------------------------- STAGE 4, SONG 1 DJ HMX with PLURAL - Cool Baby House : 128 BPM www.harmonixmusic.com Freestyler: Scratch 4 bar score: 5000+ International superstar DJ HMX returns from Ibiza to join forces with up-and-coming club sensation Plural. This track will get you dancing in front of your TV! Look for more trax from Plural and DJ HMX in the future! ------------------------------------------------------------------------------- STAGE 4, SONG 2 BT - Kimosabe Electro-Rap : 126 BPM www.btmusic.com Freestyler: Scratch 4 bar score: 6000+ BT, AKA Brian Transeau, is best known for his epic trance albums 'IMA' and 'ESCM', and the wildly-diverse 'Movement In Still Life'. His mixing skills are some of the most sought-after in the world, with credits like Korn, Seal, Madonna, Sarah McLachlan, *NSYNC, and Tori Amos. In addition, BT is also lauded for his moving film scores, including 'The Fast & The Furious', 'Driven', 'Under Suspicion', and 'Go'. ------------------------------------------------------------------------------- STAGE 4, SONG 3 NOT AVAILABLE ON MELLOW MANCHILD - Nitro Narcosis Breaks : 135 BPM www.manchild.co.uk Freestyler: Scratch 4 bar score: 4000+ Manchild are songwriting partners Max Odell & Brett Parker. Their critically acclaimed debut album 'Untied States' is an exciting mixture of dance, rock, & hip-hop and features guest appearances from Kelly Jones (Stereophonics), Andy Cairns (Therapy?), Sadat X (Brand Nubian), and Motion Man (Mastaz of Illusion, Linkin Park). They are currently in the studio putting the finishing touches to their follow-up album 'Anamorphic'. ------------------------------------------------------------------------------- STAGE 4, SONG 4 SLIPKNOT - I Am Hated Metal : 126 BPM www.slipknot1.com Freestyler: Scratch 4 bar score: 6000+ The spore that is Slipknot exploded three years ago with the release of their self-titled album, and the infestation has continued ever since. Comprised of nine masked members with numbers instead of names, Slipknot are not just a band, they are a force that has swept through popular culture and galvanized millions of fans, their 'maggots', worldwide. ------------------------------------------------------------------------------- STAGE 4, SONG 5 GAMEBOYZ - Push Electronic Rock : 122 BPM www.jackshoosemusic.com Freestyler: Axe 4 bar score: 3500+ Game Boyz' creator, composer, musician, and producer, Ged Grimes, has rapidly become one of the major rising stars of today's interactive entertainment industry. With a string of game music soundtracks under his belt and the adrenaline-fueled rush that identifies the Game Boyz sound, expect to hear fireworks. ------------------------------------------------------------------------------- STAGE 5, SONG 1 BLINK-182 - The Rock Show Pop-Punk : 193 BPM www.blink182.com Freestyler: Scratch 4 bar score: 4000+ It's safe to say that blink-182 is now a worldwide phenomenon, with their records reaping platinum and their concert tours packing 'em in all over the world. Produced by Jerry Finn, their fourth studio album from 2001 is titled 'Take Off Your Pants and Jacket'. The album features the hits 'The Rock Show', 'Stay Together For The Kids', and 'First Date'. ------------------------------------------------------------------------------- STAGE 5, SONG 2 DIESELBOY - Sub Culture (Dieselboy + Kaos Rock Remix) Drum'n'Bass : 174 BPM www.djdieselboy.com Freestyler: Scratch 4 bar score: 4000+ What do you get when you combine America's #1 Drum and Bass artist Dieselboy and his production partner in crime Kaos with cutting-edge L.A. rappers Styles of Beyond and up-and-coming alternative rockers Actual Proof? The answer is a funked up, heavy, rolling monster in the form of 'Subculture', featuring live drums and guitars alongside rinsing beats and deep lyrical flow. ------------------------------------------------------------------------------- STAGE 5, SONG 3 NOT AVAILABLE ON MELLOW OR NORMAL AKROBATIK vs. SYMBION PROJECT - Out The Box Funky Beats : 132 BPM www.symbionproject.com Freestyler: Scratch 4 bar score: 6000+ Two FreQuency veterans, Symbion Project and Akrobatik, team up to bring the beats real raw in 'Out The Box'. Ak's rough-and-ready rhymes fueled by Symbion's punding beats will have your ears popping and your fingers burning. Let's hope we hear more from this duo in the future! ------------------------------------------------------------------------------- STAGE 5, SONG 4 SYMBION PROJECT - Synthesized Drum'n'Bass : 180 BPM www.symbionproject.com Freestyler: Axe 4 bar score: 4500+ Featured in FreQuency with songs like 'Funky Dope Maneuver' and 'FreQout', Symbion Project returns to aurally assault you with these frenetic beats. 'Synthesized' comes at you hard with mad patterns and catchy hooks, so pay attention. Normally writing down-tempo songs, Symbion Project continues to defy genre at every turn, and 'Synthesized' is no exception! ------------------------------------------------------------------------------- STAGE 5, SONG 5 KOMPUTER KONTROLLER - Robot Rockerz Techno : 150 BPM www.harmonixmusic.com Freestyler: Axe 4 bar score: 6500+ Komputer Kontroller unleashes his funky robot army to destroy the dance floors of the Earth! Foolish Earthlings, cower before the awesome techno onslaught of nine-hundred-and-nine robots dancing in unison. This track will make you run for your lives! ------------------------------------------------------------------------------- STAGE 5, SONG 6 NOT AVAILABLE ON MELLOW, NORMAL, OR BRUTAL COSMONAUT ZERO - Spaztik Drum'n'Bass : 97 BPM www.symbionproject.com Freestyler: Axe 4 bar score: 10000+ No one knows where he came from, and no one knows where he's going, but know this: Cosmonaut Zero is here to deny you glory. Bulk up on some ginseng and caffeine before attempting this level. Or just give up now, really, there is not much point in trying to beat this track. =============================================================================== E-0 TIPS =============================================================================== The section about the stuff that SHOULD be obvious if you played through the tutorials. Actually, I take that back; there's some useful stuff in here that isn't mentioned in either tutorial. Read this section! ------------------------------------------------------------------------------- E-1 BEAT BLASTING ------------------------------------------------------------------------------- Using whichever controls you prefer (see above), blast every note in a two-bar phrase to capture that track. From watching some new players learning how to play, I found that they seem to have trouble with knowing when to switch to another track, so I'll explain here. You may notice that thick black lines appear on every track. These divide the tracks up into bars. You have to play a two-bar section called a phrase to capture the track. (An exception is at the end of a section or when a track has blank areas, in which case you may only have to play one bar.) Each note in the phrase you have to play is connected by a colored line. After playing the last note connected to that line, then it's time to switch tracks. You will also notice a sort of colored bar on both sides of the track. This is another way of knowing how long your phrase lasts. Once you're done playing it, move to the next track and repeat the process. Captured tracks will be transparent, with colored dots representing the notes (which play automatically). You have an energy meter at the side of the screen, which I like to refer to as your ship's fuel gauge. It's constantly draining because your ship is constantly using fuel. If it drains down to nothing, you fail the song. To add more fuel to your ship, simply play a phrase. The energy the notes release will be magically absorbed into your ship. Cool, huh? If you see a flashing exclamation point below your fuel meter, that means if you miss again, you'll fail the song. The meter's color will change from green to yellow to red depending on how much fuel you have. ------------------------------------------------------------------------------- E-2 STREAKS ------------------------------------------------------------------------------- The key to getting high scores is to always maintain your streak. While you are playing a track, you will see arrows pointing to other tracks. Once you capture your current phrase, change to another track with notes on it and start playing at the arrow. Your "streak" (AKA multiplier) will go up by one. Now, once you capture this phrase, the amount of points you get will be multiplied by whatever value your streak is at. Your streak can go up to a maximum value of 8. Be aware that if you miss a note or fail to reach a streak arrow in time, your streak will reset to one. The only way around this is using a powerup, which I will discuss later. You WILL NOT be able to get a good score unless you can keep your streak at x8 for most or all of the song. If you are having trouble keeping a streak, try this. Look at what note the arrow is pointing to BEFORE you arrive at it (while you are still playing the previous phrase). Then, as you change to it, think of the track you are on and the one you are changing to as the same track, only with an extra note (a left or right arrow) in between. You get a little extra time after the beat to hit that first note, so don't worry too much about staying on the beat. You should also practice moving two or even three tracks over while maintaining your streak. I will try to give you the best path through every song to avoid jumping multiple tracks, but there may still be times where it's necessary to do so. Eventually, you'll get to the far right track and think, "Oh no! I can't get to the far left track in time to keep my streak!" Don't worry, there's a one bar rest period after playing the sixth track. Use that one bar to hurry back over to the first track, and you will keep your streak. ------------------------------------------------------------------------------- E-3 POWERUPS ------------------------------------------------------------------------------- Another big key to your success is powerups. Occasionally, you will come across notes that are shaped differently than the regular round ones. They also give off a light, making them easy to spot from a distance. These are powerup notes. Simply play every note in that one bar to capture the powerup. (It's not necessary to capture the entire phrase to pick it up; you just need to play the one bar with the powerup on it.) You can only hold one powerup at a time. If you pick one up while a powerup is still in your inventory, it will be replaced, so be sure to use it before picking up a new one. Press the X button (may be different depending on your control configuration) to deploy a powerup. The uses of each powerup will be described below. (I'm red-green color blind, so I may have gotten some of the colors wrong.) ------------------------------------------------------------------------------- AUTOBLASTER Appearance: Small square box on top of a larger one, colored green. Appears in Solo, Multiplayer, and Online modes. Description: Autoblaster turns on the current track and gives you its points with the press of the X button. In Multiplayer Game mode you can use Autoblaster to activate a track controlled by another player - stealing his points in the bargain. Strategy: For Solo mode, you should try never to use these if you can help it, because they give you so little points. The only time you SHOULD use one of these is if you miss a note. Deploying this will maintain your streak. If you do this on the FIRST bar on the FIRST track of your left to right or right to left strategy, the track will reappear a bar early and ruin your streak then anyway. You'll need to get a freestyler before then to fix that. Overall, use this only in emergencies. Online and multiplayer mode, however, is a different story. Instead of using this on your track, move over to the track your opponent is playing and use it on THAT one. The benefit is twofold; you maintain your streak, and your opponent loses his or her streak. You don't really get very many points from it, though. You can not use this on blank tracks UNLESS the very next bar has notes on it. Thanks to this, you can sometimes reset your path through a song. If two tracks appear at the same time, you can use this one bar before they reappear, and then move to the next one. This powerup can sometimes cause the "score bug." You'll know when you get the bug because no score displays for the track, and your streak gets reset to one. To avoid getting the bug, don't use this powerup during the thick black line that separates two bars. Thanks to Sephiroth from the freq.com forums for reminding me about this. ------------------------------------------------------------------------------- FREESTYLER Appearance: Blue pyramid. Appears in Solo, Multiplayer, and Online modes. Description: Activate the Freestyler powerup and lift off the tracks to create your own music while scoring a super bonus! -Hold down the L1, R1, or R2 buttons while in the air to rack up points. -Use the left analog stick to change the Freestyle sound and explore the arena. -Use the Freestyler with your Streak Multiplier to nail extreme scores! Strategy: Depending on which song you're playing, this powerup can be either not that great or very good. In Insane difficulty, you receive 10 points per bar when you use this, which is equivalent to playing a 20 point phrase. The powerup lasts for eight bars, but you only receive points on six of them. (The bar you deploy it on counts as one bar.) Technically, you get points for seven bars of freestyling, but they only add up to six bars worth of points. Whenever you deploy the freestyler on the first bar, you will fall back down to the track at the same time you deployed, but on the seventh bar instead. This means that if you deploy at the beginning of a bar, you will fall back down at the beginning of the seventh bar. Depending on exactly when you deploy, you may get an extra one or two points, but this amount is so small that it doesn't really make a difference in your final score. Hold down either the left, middle, or right note to freestyle. Don't do more than one note, though, because it will stop you from freestyling. (I believe this was designed to fix a certain glitch that was in Frequency.) If it's an axe, simply use the left analog to move around the screen. Up and down will be inverted, so be aware of this. Right increases the pitch and left decreases it, while up and down change the sound effect. If it's a scratcher, move up to increase the pitch and down to decrease it. Left scratches slower than normal, while right speeds it up. Press L3 (push in the left analog) to hear a sound clip. The clip it plays is different depending on which note you're playing. Just like the autoblaster, this can be used when you miss to maintain your streak. It also resets the tracks, letting you take a different path through the song. For the 8 bars it's activated, you won't be capturing any tracks, meaning that about 4 tracks should be available to play when you come back down to the tracks. Resetting the tracks like this is necessary to keep your streak at x8 for some songs. Remember that the last two tracks you played will most likely still be captured, since tracks stay captured for 11 bars (not including the one you capture it on). Always make sure you have a x8 streak when you use this to get the most points out of it. Try to use a score doubler just before deploying this as well. With a score doubler and a x8 streak, you can get 960 points from just one freestyler. On songs with low-point tracks, it's a good idea to save score doublers until just before you pick up a freestyler. If you're playing online or multiplayer, you may not be able to get to x4 before using this since the tracks are so crowded. Just try to get to AT LEAST x2 (preferrably x3) before freestyling. By freestyling, you will obstruct your opponents' view. Also, you can still get points for freestyling during the 2-bar break between sections, so use this to your advantage. The downside to freestyling online is that it frees up the tracks, letting your opponents build up their streaks. If your streak has not yet reached the maximum amount, you can boost it up one by playing the first note of the next phrase and then deploying. As a nice bonus (or glitch maybe), when you start to play the next track, you streak will go up again. ------------------------------------------------------------------------------- SCORE DOUBLER Appearance: Sort of a 4-point star, colored yellow. Appears in Solo, Multiplayer, and Online game modes. Description: Your score for the next eight bars of completed notes is doubled. Strategy: This one may seem simple, but you have to know the best time to use it. First of all, while you're building up your streak in the beginning of a song, wait until you reach x8 before using it (unless you're about to pick up another powerup). Always use it on the SECOND bar of a phrase. As long as it's activated when you complete a phrase, it will work no matter when you deployed it in the first place. The benefit of deploying it on the second bar is that it will last longer. Don't believe me? Here's an example. Let's say you use a score doubler on the first bar of the sixth track. You play that track, move back to the first track during the one bar rest period, and play the first and second tracks. When you play the third track, your score doubler deactivates before completing the second bar of the phrase, since your 8 bars are up. If you deploy on the second bar of every phrase, you can prevent this from happening. Also, make sure that after you deploy it, it will be activated during the high-scoring tracks. Remember that it will be active for four tracks. If you're playing the second track, which is worth 12 points, and the sixth track is worth 29 points, wait until the third track or later before deploying it. If you deployed at the wrong time, just restart the song and do it over. Score doublers do NOT stack, so wait until one stops working before deploying another one. Strategies for Solo and Multiplayer/Online modes are the same for this powerup. ------------------------------------------------------------------------------- SLO MO Appearance: A purple box, sort of. Looks just like the neutralizer did in Frequency. Appears in Solo and Multiplayer modes. Description: The song slows and so does your motion, giving you easy shots at the notes. Use this one on complex note phrases. When you activate Slo Mo during Multiplayer Game mode the song slows down for all players. This powerup is (thankfully) not available online. Strategy: This will deactivate exactly three bars after you deploy it. Use it just before playing a hard track to temporarily decrease the song's tempo, making it easier to play. Kind of a worthless powerup in my opinion. In multiplayer mode, use it while an opponent is playing a difficult phrase. The sudden change in tempo should hopefully throw him or her off. ------------------------------------------------------------------------------- BUMPER Appearance: A red, hollow pentagon. (The pentagon is the one with 5 sides, right?) Appears in Multiplayer and Online modes. Description: While multiple players can ride the same track, only the one who gets there first can blast note phrases. Use Bumper to send your opponent's Beat Blaster careening off a track, allowing you to blast notes on the track. Bumper gives the added advantage of wrecking your opponent's sense of rhythm. Strategy: Not much strategy here. Just use it on whoever seems to have a good streak or is in the lead. The best time to use it is during or just before a player tries to capture a powerup. ------------------------------------------------------------------------------- CRIPPLER Appearance: An orange circle with a piece missing. Appears in Multiplayer and Online modes. Description: Use the Crippler on the track your opponent is riding. Swing over to the opponent's track and press the X button to unleash a huge pulse storm that screams down the track. Note capture becomes a nightmare as the victim attempts to capture notes while the whole track vibrates and ripples out of control. Strategy: Ok, the description was exaggerating just a _wee_ bit. This powerup is even more useless than the slo mo. Depending on your opponent's skill, it may not affect him or her at all. All that happens when you're hit with it is your track gets all wavy. You can't avoid it, so don't bother trying. My strategy is to not even bother using it if you're going to have to break your streak. Practice trying to play tracks flawlessly even when you are hit with this powerup. Also, keep in mind that this powerup is more effective when trying to play more difficult tracks. ------------------------------------------------------------------------------- E-4 VISIBILITY ------------------------------------------------------------------------------- By pressing the select button, you can switch between two different camera angles. I prefer to use the third-person view, but it's up to you. Also, if your freq is blocking your view, you can reduce its size or turn it off in the options menu. ------------------------------------------------------------------------------- E-5 SCORE ------------------------------------------------------------------------------- After completing a song, you will see a screen that lists your stats for the song. The only stats I will be concerned with are score and the score meter. The score meter tells you how well you played the song. One bar is a horrible score, two bars is decent (enough to unlock the bonus song), three bars is good, and four bars is an exceptional score. (Never mind the fact that you can score twice the amount you need for four bars on most songs...) The fourth bar is hidden, meaning there is no outline for it. The goal of this FAQ is to help you get 4 bars on every song on Insane mode. This is a great accomplishment, one that not many people can do. It will take a lot of practice, and most likely a lot of frustration. But if you can do it, then you will finally become a true FreQ. =============================================================================== F-0 SOLO MODE WALKTHROUGH =============================================================================== Here's what you've all been waiting for: a detailed strategy for each song in Solo mode. This walkthrough is designed for Insane difficulty. It's designed to give you the EASIEST path through each song that will still get you all four bars on your score meter. (Yes, you can get four of them.) I will not even mention strategies that involve skipping over tracks, and the paths taken here may or may not be the best ones. For the most part, these are the same ones I used to get four bars on every song, so I hope they help you too. ------------------------------------------------------------------------------- F-1 NEOTROPOLIS ------------------------------------------------------------------------------- Well, here we are, the first stage. The songs here are pretty easy, you shouldn't have any trouble with them. 5300 points are required to unlock the bonus song. ------------------------------------------------------------------------------- P.O.D. vs. THE CRYSTAL METHOD - Boom 104 BPM 4 bar score: 4000+ This song annoys me, because they dumbed down the difficulty just so it could be the first song of the game. Not only that, but the 4-bar limit is much too high. Anyway, start out by waiting for three bars. Then just play the tracks from left to right. Easy, huh? The tracks are mainly 13-pointers with little to no 16th notes. Assuming you don't get any powerups, you'll pass the 300 point mark at the end of the first section, and 1000 will come shortly after the 2nd section ends. In the middle of the third section, some of the tracks are blank, but if you waited three bars like I told you to, you'll get through with no problem. After this section, you'll be just over 2000. There is a 21-point track coming up, which is easily the toughest in the song, but you should be just fine. With no powerups used, you will finish the song with a score of 2882. See what I mean about the 4-bar limit being too high? You'll need a good amount of score doublers (and some freestylers) to get your fourth bar on this song. ------------------------------------------------------------------------------- GARBAGE - Cherry Lips 116 BPM 4 bar score: 3000+ As you might expect, this is another easy song, consisting mainly of 13-point tracks. On the plus side, you can get over 3500 points without using even a single powerup. Start out by waiting two bars. Take note of this drum pattern; it's commonly used throughout the game. As you proceed from left to right, you will notice that the guitar track is only one bar long. This means you will have to move to the next track one bar later instead of two. It's unfortunate that this was changed from Frequency, where you could wait two bars and still keep your streak. Anyway, proceed through the song. As you come back to the guitar track, it will turn into a string of the same note over and over. Many tracks in the game (especially guitar tracks) are like this. You shouldn't have a problem with it at such a low tempo, but it will become much quicker in later songs. Practice moving your fingers as little as possible when you press the buttons. This will increase your speed and make you better in the long run. If you still can't do it, try counting out loud or tapping your foot to the beat. Upon reaching the third section, the far right drum track will disappear. Thankfully, this won't be a problem later. Just ignore it and keep traveling from left to right. The left drum track will go into a drumroll, meaning you need to move your fingers quickly (well, quickly for this song anyway). It's a simple LMRML pattern. Practice this pattern until you can do it easily, because it is used very often throughout the game. Not to mention later in this song... Now, as you come back to the right drum track, it will reappear at the perfect time. That is, it will if you waited two bars at the beginning like I told you to. This time, it's a 29-point track, which is a GOOD thing. Now we can actually get some decent points! If you use any score doublers, make sure they will be activated when you clear this track. Ordinarily it gives you 232 points, but with a score doubler activated, you can get 464 points from this track alone! Not bad... Even if you didn't use a single powerup, you will finish the song with 3544 points; more than enough to get your fourth bar. ------------------------------------------------------------------------------- QUARASHI - Baseline 98 BPM 4 bar score: 2500+ I don't know of any way to keep a left to right or right to left pattern throughout this entire song. You could try to find your own, but you will almost certainly have to skip over tracks. I'm trying to avoid that in this FAQ, so just start immediately and go from left to right. This first track is the hardest one in the song, so if you can do it, you won't have any trouble at all. As you come to the vocal track, try to move two tracks over, play the one note, and then move immediately back to the vocals. This will bump up your streak by one, and it will be fixed when you come back to this track again. If you can't do it in time, don't worry about it, since it only gives you a few more points anyway. When you reach the third section, the vocal and guitar tracks will go blank. Unfortunately, this happens just as we're finishing the guitar track. Hopefully you've picked up a freestyler by now; otherwise, you'll have to lose your streak. You'll be forced to go from the vocal track to the far left drums very quickly. I've made it once by using a slomo, but odds are you won't make it. Just make sure you've used a freestyler by this point of the song. The left drum track also changes its pattern to something quite a bit harder here. Hopefully you can play the same note over and over. If you can't do it, hit square at the song select screen to practice it. Once the third section ends, everything will return to normal, and it stays that way for the rest of the song. Don't be discouraged by your low score; this is the lowest-scoring song in the game. ------------------------------------------------------------------------------- CHRIS CHILD with MELISSA KAPLAN - Shades of Blue 136 BPM 4 bar score: 5000+ Yay, our first boss song! This is one of my favorite songs in the game, even though the difficulty is a bit low. This is a very high-scoring song; some people have scored over 10000 on it. Of course, getting a score like that is mainly dependent on luck. You need an ungodly number of score doublers to get a score like that... This song is similar to Baseline; you can just go from left to right, but you'll get screwed up halfway through. Make sure you use a freestyler before that point. There may be a certain number of bars to wait that makes things easier, but I got over 10000 using this method, so I'm sticking with it. As you begin, there will be a lot of blank tracks, but you magically avoid them all and get to wait around for three bars instead of one. Enjoy the cool vocals! As far as the tracks go, they have a decent amount of 16th notes; but you almost never have to play the same note twice in a row, making them very easy to play. The LMRML pattern is used A LOT throughout this song, so I hope you practiced it. The L-R-M-R- drum pattern makes an appearance here as well. If you're having trouble with either one, practice them on Garbage since it's at a slower speed. Once you're comfortable with them, come back to this song. Halfway through the second section, the far right track will be worth 25 points, and is very similar to that far right track on Cherry Lips. As you start the third section, the fourth track (which disappeared a while ago) will reappear, destroying your streak. You must use a freestyler by this point (or be really good at skipping over tracks) in order to keep it. The same note patterns repeat themselves for the rest of this song. Good luck! When you complete this song, a few things will happen. If your score for the entire stage is 5300 or more, you will unlock the bonus song. (If it isn't that high, go back and work on the stage 1 songs until you get it.) Also, since this is a boss song, you will unlock parts for your freq. Depending on the difficulty, you will get different ones. Beating the song on a harder difficulty gives you the parts from all difficulties below that one. MELLOW - PREFAB Norm, TORSO Brick House, HEAD GEAR Ballcap 2, EMBLEM 00 NORMAL - PREFAB Vern, HEAD Game Geek, TORSO Vern, HEAD GEAR Ballcap 1 BRUTAL - PREFAB Razor X, HEAD Razor X, TORSO Razor X, FACE GEAR Shades 2 INSANE - PREFAB Xenon, HEAD Xenon, TORSO Xenon, HEAD GEAR Headphones 1, FACE GEAR Bug-eyed Shades, EMBLEM Femfatale, EMBLEM Razor X ------------------------------------------------------------------------------- LOGAN 7 - Uptown Saturday Night 137 BPM 4 bar score: 4000+ This is a cool song, but the numerous blank tracks are very annoying. I know of a way to get through them, but it involves waiting NINE BARS at the beginning, and even then, you still lose your streak at the start of the fourth section. You're probably better off finding your own path and skipping over tracks. If you only want an easy path for the short term, wait for six bars and go from either left to right or right to left. This won't last long, so use a freestyler as soon as you can. Now for my strategy. If you use no powerups, you will get 2344 points before losing your streak at the start of the fourth section. Make sure to use a freestyler before then. Go to the far right track (that feels like a gun!) and wait nine bars. If you're too lazy to count them, just wait until your life bar gets the exclamation point underneath it. This means that if you miss once, it's game over. The song is easy, so it shouldn't be much of a problem. The only tracks that are even remotely difficult are the drums. As you finish the first section, you will have a whopping 244 points and a x7 streak. Because of this, my strategy is probably not the best one. I strongly recommend learning to skip over tracks if you want a good score on this song. Just before the midpoint of the song, there will be another "it feels like a gun!" part. My strategy gets you through it without a problem. Not too long afterwards, you get to play a 29-point drum track (another reason I like this path). Then four of the tracks go blank, but you will be on the fx and easily get through. (Meanwhile, in another part of the town...) Stupid bass track! If only it had reappeared two bars earlier! Well, here it is. Use a freestyler or lose your streak. That's all the advice I can give you. As a reward for beating the bonus song, you get more freq parts. MELLOW - PREFAB Fred, HEAD Fred, TORSO Tank Top, HEAD GEAR Headphones 4, FACE GEAR Shades 5 NORMAL - PREFAB Zardork 9, HEAD Zardork 9, TORSO Zardork 9, HEAD GEAR Big Ears, EMBLEM Moon BRUTAL - PREFAB Roxanne, HEAD Roxanne, EMBLEM Yan INSANE - PREFAB Mad Melvin, HEAD Mad Melvin, TORSO Vest, FACE GEAR Gasmask, EMBLEM Mad Bat, EMBLEM 1 ------------------------------------------------------------------------------- F-2 BEAT FACTORY ------------------------------------------------------------------------------- It's still not much of a challenge, but it's definitely better than those easy-ass songs from the first stage. Once again, 5300 points are needed to unlock the bonus song. Make sure you get them, because this stage's bonus song is really cool! ------------------------------------------------------------------------------- RUN-DMC - King of Rock (X-Ecutioners Mix) 98 BPM 4 bar score: 4000+ There are some high scoring tracks in this song, but you should be able to handle them easily at their slow speed. Start out by waiting for one bar, and then go from left to right. The vocals are slightly annoying because the notes aren't placed on the beat. Be on your guard. The far right drums are pretty tricky, and you may need to practice them a bit before you can play them well. Once you can play this track, you'll be fine for the entire song. As you reach the fourth section, your streak will be broken. Use a freestyler before this point. At the last measure of the song, the guitar and vocal tracks will disappear. Since this is the end of the song, you won't have to worry about it ruining your streak. ------------------------------------------------------------------------------- THE BALDWIN BROTHERS - Urban Tumbleweed 105 BPM 4 bar score: 3000+ I normally don't like hip hop, but this song is actually pretty good. Just play from left to right. The right drum track can be a little tricky, but it's at a slow speed, so it shouldn't be too bad. Watch out for the synth here! The note pattern is very strange. Try to play the notes by how they should sound, not by where they appear on the track. You should have no other troubles until you get to the third section. The fx track starts two bars late, but we can still maintain your streak. After playing it, move IMMEDIATELY back to the first track. It starts with a left note, in case you don't see it in time. Even though you had to move across the entire highway, you should still make it. (Or even better, use a freestyler before you get here.) Now you will notice that the fx and drum tracks reappear at the same time. Just ignore the fx and go for the drums. You will have to make a double skip over to the fx later, but it's not too hard. Just remember that the fx starts with a middle note. When you have to make this double skip a second time, the fx will start with a right note. This one is a little hard to see, so remember that. If you can get one, I strongly recommend using a freestyler so you don't have to deal with all this. Even if you didn't use a single powerup, you will finish the song with 3076 points, enough for your fourth bar. ------------------------------------------------------------------------------- WEEZER - Dope Nose 128 BPM 4 bar score: 3500+ Well, this song is nice and easy. Start out by waiting one bar and travelling from left to right. This will get you through the entire song without needing a single freestyler. However, since the tracks here are worth so few points, you should try to use as many freestylers as possible. They are all very easy, although some are a little off the beat, so be careful. With no powerups, you will have 500 points after one section, 1676 after two, 2492 after three (watch out for the snare drums here), and 3324 at the end. That bass right before the end has no rhythm at all... Anyway, a score doubler or two should be all you need for four bars. ------------------------------------------------------------------------------- DAVID BOWIE - Everyone Says Hi (Metro Mix) 128 BPM 4 bar score: 4000+ Finally, a decent challenge! I find this song to be fun to play. The far right drum track can be very tough if you're not prepared. Be sure to work on it in practice mode before going for a high score. There's no magical path you can take to avoid this track; not that you'd want to, anyway, since it's worth a lot of points. This track is basically the only hard one in the song, so you shouldn't have too much trouble. You can just go normally from left to right and get through the entire song. There is a slightly tough part, but I'll walk you through it. As you start this song, it's possible to finish the vocal track in only one bar and move immediately on to the next one. However, don't do this unless you have to to get a score doubler. Your second time around, the synth and right drums will be hard, high-scoring tracks. This is the toughest part of the song. If you can get through this, you'll be fine the rest of the way. Now the vocal track will be invisible when you come to it. (Without powerups, you should have 1069 points by now.) Don't worry about it, just keep playing. You will notice that it reappears at the same time as the left drums. Play the drum track, and everything will go back to normal. At your first "rest point" of the third section, you will have at least 2517 points. You'll notice that the vocal track disappears again. This time, it won't be so easy to fix. After playing the right drums, move immediately to the vocal track and play it. You MUST do this, or you will lose your streak. Play the one bar of vocals, and then go immediately to the left drums and play them. You'll have to do all this quickly. Or you can take the wimpy way out and use a freestyler. :) As you start the fourth section, you will have 3541 points, and both the vocal and drum tracks will open up. Play the drums to get things back to normal. Simply continue on until the end of the song. A no-powerup game will yeild 5021 points, more than enough for four bars. Now that I think about it, that means this song has potential to be a 10000+ point song. Hmm... Since this is a boss song, you are rewarded with freq parts for beating it. MELLOW - PREFAB Happy Fun Girl, HEAD Happy Fun Girl, TORSO Happy Fun Girl, HEAD GEAR Antenna, FACE GEAR Slit Shades NORMAL - PREFAB Grondor, HEAD Grondor, TORSO Grondor, TORSO Cyber-Hoodie, HEAD GEAR Horns 3, EMBLEM Alice BRUTAL - PREFAB Bat Gal, HEAD Bat Gal, TORSO Bat Gal, EMBLEM Eyes INSANE - PREFAB Bug, HEAD Bug, EMBLEM Free ------------------------------------------------------------------------------- FREEZEPOP - Super-Sprode 150 BPM 4 bar score: 4000+ Freezepop is back from Frequency with an even better song. The tempo of this song is fairly quick, but there are few 16th notes, so it shouldn't be a problem. This makes it fairly easy to skip over tracks, so if you can do it without missing, I recommend doing so. I'll give you a path that lets you avoid skipping tracks, but it will be beneficial to you if you find your own, tougher path. Start out by moving to the rightmost track and waiting five bars. The LMRML pattern here should be no problem for you by now, and all the other tracks are very easy. You should have 872 points as you enter the second section (unless you got a score doubler already). Eventually you will come back to the LMRML track, as well as a fairly tough drum track. Just try to keep your rhythm when playing the double notes. These two tracks are the only hard ones in the song. You should have at least 2552 points when you start on the third section. The bass track will go blank here, but if you listened to me in the beginning, you will avoid it. After that, it's smooth sailing all the way to the end. Even with no powerups, you will score 4648 points and get four bars. Now throw your undies on the stage! MELLOW - PREFAB Velma, HEAD Velma, HEAD GEAR Headphones 2, FACE GEAR Shades 3, EMBLEM Flower NORMAL - PREFAB Bot Girl, HEAD Bot Girl, EMBLEM Mohawk, EMBLEM 3 BRUTAL - PREFAB Kong, HEAD Kong, TORSO Kong, EMBLEM Dare INSANE - PREFAB Goggle Bot, HEAD Goggle Bot, TORSO Goggle Bot, TORSO Tank-top 2, FACE GEAR Cyber goggles, EMBLEM Radioactive ------------------------------------------------------------------------------- F-3 METACLOUDS ------------------------------------------------------------------------------- I hate this stage. The tracks take some sharp bends, making it difficult to see what notes to play. On top of that, it's home to some of my least favorite songs in the game. Well, 6100 points are required to unlock the bonus song. ------------------------------------------------------------------------------- PINK - Respect 131 BPM 4 bar score: 5000+ Here's your strategy. Simply play this song like you normally would. That's right, no waiting X amount of bars or skipping over tracks. Just go from left to right. Simple, huh? The very first track shows why I hate the Metaclouds arena; it takes a sharp bend immediately, making it hard to tell what notes come next. Try to memorize this track so you won't have any problems. Don't even get me started on the bass... Why does it have to be off the beat? Pardon me; you didn't come here to see me complain about this song. At the first "rest point" in section 2, you should have 762 points (or more). Watch out for the drums; they're surprisingly difficult. The track takes a VERY sharp bend in the middle of section 2, which incidentally coincides with a change in the drum pattern you are playing at the time. Use a slomo here if you have one, because this can be tricky if you're not prepared. (Also, it makes Pink sound like a man, which makes the vocals quite hilarious.) Just before entering the third section, you should have 1978 points in a no-powerup game. Now the drum track will turn into a 29-point track. It's tougher, but not too much worse than the original pattern. I still think that bass is harder, though. You will have 3938 points when the fourth and final section begins. The same patterns repeat until the end of the song. If you used no powerups, you will have 4818 points; just short of the 4 bar requirement. Hopefully you used some score doublers. ------------------------------------------------------------------------------- PAPA ROACH - M-80 (explosive energy movement) 173 BPM 4 bar score: 5000+ Another song with a simple strategy. Just go from left to right, no waiting. This song is similar to Danger is Go from Frequency. It's at a fairly fast tempo, and is full of long strings of the same note. Chances are that you came here looking for a way to play (or avoid) these tracks. All you can do is practice them. Press square at the song select screen to start the song with infinite energy. Then, just keep working on these tracks until you can do them. You're going to need both rhythm and quick fingers. To get super-high scores on this song, try to get the score doubler-freestlyer combo as often as possible. With this combo, you can score nearly 4 times the points you normally would! You don't necessarily have to hold onto your score doublers until you see a freestlyer. Just try to memorize the positions of the powerups and then replay the song, using them at the best points. Remember, just go from left to right. As you begin the song, you immediately have to play some of those long strings of the same note. The vocal track will only be one bar long, but that won't hurt anything. Pretty much all of the tracks in this song are worth about 13 points; there's almost no 16th notes anywhere. When you come back to the right drum track, there will be a quick MMM pattern. This is basically the only hard part of the song. Either tense up and try to press R1 very quickly, or use the R1/Triangle strategy in the controls section. Having a slomo would also help. At the first pause in section 2, you should have at least 1298 points. Keep on playing the same old tracks and listening to that guy's freaky laugh. After playing the "ha" on the vocals, you should have 2058 points (if you didn't use any powerups). Before long, you will come to another machine-gun snare pattern on the right drums. Just play it the best you can. Afterwards, you should have 2810 points. Here, the vocal track will gain some 16th notes. Despite this, you should be able to play it easily. Just try to be careful on it. Continue on until you reach a point where the vocal track is blank for one bar. (You should have 3682 points by now.) This phrase is only one bar long, so it won't mess up anything. If a track is only one bar long, it will reappear one bar earlier than normal, which means this track will be back to normal when you come back to it. When you do come back to it, you will have to play a 16th note at the last possible moment and then immediately start playing the next track. That should be the last point of this song you have trouble on. You will finish with at least 5058 points; just enough to get 4 bars. ------------------------------------------------------------------------------- MEKON with ROXANNE SHANTE - What's Going On 123 BPM 4 bar score: 4000+ Wow, three songs in a row with the same strategy! Just go from left to right again. You start out with a 23 point drum track, which should be fairly easy because of this song's slow tempo. The right drum track tends to be tricky as well, but the rest of the tracks are very easy. Without powerups, you should have 1069 points as you enter the second section. You will reach 1661 points at the same time the right drum track disappears. Just ignore it and go back to the left drums for everything to fix itself. Your score should be 2205 as you pass the halfway point of the song. The rest of the song should be easy for you, with the only remotely hard patterns being on the drum tracks. If you use any score doublers, make sure they are activated while you play the drums for more points. Even without any powerups, you should finish with 5101 points; more than enough to get four bars. I don't think you'll have much trouble with this song. ------------------------------------------------------------------------------- HERBIE HANCOCK - Rockit (2.002 Remix) 113 BPM 4 bar score: 3500+ No, I'm not about to type up those seven other artists. You can read them just as well as I can. This song is the only one in the third stage without a simple left to right strategy. In fact, I don't think there is a strategy to get all the way through this song that doesn't involve track jumping. I've found a path that seems to magically avoid the blank tracks, but it will only get you halfway through the song. Be sure to use a freestyler by then. As the song begins, go to the far right track and wait one bar. In this song, there are many patterns where the same note repeats over and over, so watch out. A good example of this is the drum track you have to play almost immediately. This song is also full of tracks with two alternating notes, such as a LMLMLMLM coming up soon. You really need to have rhythm to play this song. You will end the first section with at least 1304 points. Already 37% of the way towards your goal; not bad. Be aware that the pattern of the right drum track changes here. Toward the end of this section, the far right fx track appears one bar late. It's only one bar long though, so no worries there. After playing the RLRLRLRL fx track here, your path through the song will be RUINED! Now is a very good time to use a freestyler. If you don't have one, just try to get as far as you can without breaking your streak until you get one. Since you were forced to use a freestyler, I obviously can't tell you what path to take. However, I can tell you what tracks to watch out for. The third section is what I like to call the easy part; every track is simple and easy to play. You shouldn't have any trouble here. Eventually, the tracks will go back to their original patterns. The synth track will switch to a stranger, much harder pattern with repeat notes. In addition, there is one part on the bass that plays the same left note about six times in a row. If you're having trouble playing repeat notes, practice the Papa Roach song for a while. Believe me, you're going to need to be able to play repeating notes when you get to stage 5... MELLOW - PREFAB Levar, HEAD Levar, TORSO Levar NORMAL - PREFAB Hotpants, TORSO Hotpants, TORSO Hoodie, HEAD GEAR Fro BRUTAL - PREFAB Trollheim, HEAD Trollheim, TORSO Trollheim, HEAD GEAR Horns 1, EMBLEM Toad in the Hole INSANE - PREFAB Robofairy, HEAD Robofairy, EMBLEM Nerdstrom, EMBLEM Star ------------------------------------------------------------------------------- THE PRODUCTION CLUB - Rockstar 110 BPM 4 bar score: 3500+ Another song with a simple strategy; just go from left to right. The second drum track has a difficult 29 point pattern in the beginning. However, it only stays this way for the first section of the song. The hardest part of this song is at the very beginning where you have to make the transition from a 15 point track to a 29 point track to a 20 point one. Depending on how good you are, you may need to practice this a few times until you can do it consistently. Many tracks in this song force you to play the same note repeatedly, so practice Papa Roach or Herbie Hancock if you can't do them. They are also worth large amounts of points, so score doublers will really help here. As you finish the first section, you should have at least 1197 points; and after finishing the (very short) second section, you should have 2021 points. The bass and guitar tracks will disappear soon, but not until after you've played them already, thankfully. The bass will reappear by the time you get back to it, but the guitar won't. After playing the vocals, you will have to move immediately to the guitar track and play it. It's not really that tough to do, but use a slomo if you have to. After playing the guitar, move immediately to the left drums. Now just easily finish the song with 4301 points, which is more than enough for 4 bars. MELLOW - PREFAB Biggie, TORSO Biggie, HEAD GEAR Skull-cap NORMAL - PREFAB Bat Lad, HEAD Bat Lad, TORSO Bat Lad, EMBLEM 7 BRUTAL - PREFAB Demon Dave, TORSO Mad Melvin, EMBLEM Ryan INSANE - PREFAB Rageatron, HEAD Rageatron, TORSO Rageatron, TORSO Tube-Top, HEAD GEAR Headphones 3, EMBLEM Blip, EMBLEM Danger ------------------------------------------------------------------------------- F-4 ELEKTRO KORE ------------------------------------------------------------------------------- This arena has some cool songs which are also very fun to play. 6800 points are required to unlock the bonus song. ------------------------------------------------------------------------------- DJ HMX with PLURAL - Cool Baby 128 BPM 4 bar score: 5000+ For those who didn't know, DJ HMX is actually Kasson Crooker. The "HMX" stands for Harmonix. You'll just be traveling from left to right on this song, but you'll have to use a freestyler partway through if you want to maintain your streak. Play the easy drum, bass, and vocal tracks. The next three tracks have some high-scoring patterns. These are the ones you want to work on in practice mode, especially the second drum track. Watch out for the double right notes here. If you get any score doublers, be sure to have them activated on this track. Some blank tracks are coming up, but you'll avoid them as long as you don't miss. After playing each track twice, you will have at least 1047 points. The bass reappears one bar late here, but you only need to play one bar, so not to worry. After finishing the second drum track (take note of the different pattern), the far right synth will be blank. Ignore it and go back to the first drum track. There will be a slightly tough transition from the vocals to the left synth coming up, but you should be able to handle it. Then the right drums and synth will be only one bar long, which won't mess up your streak, but will make score doublers less effective. The start of the third section is a great time to use a score doubler, since all the high-scoring tracks reappear here. After playing the vocal track again, the left synth will appear one bar too late. Either use a freestyler now, or play the three tracks to the right and then use one. After that, you're on your own. The same note patterns repeat themselves until the end of the song. ------------------------------------------------------------------------------- BT - Kimosabe 126 BPM 4 bar score: 6000+ Start on the left and wait one bar. You are hit almost right away with a 29-point bass track and a vocal track in the 20's. You need to be able to play this track, so work on it in practice mode. There are also many tracks with the same note repeated 3 or more times in a row. If you need to work on those, practice the Papa Roach and Herbie Hancock songs. If you pick up a score doubler early, remember to wait until you build up your streak before using it. The earliest you should be using one is on the far right drum track when you're at x6. Most of the tracks in the beginning are worth a lot of points. I can sometimes manage to get over 3500 points before the first section is over. The beginning of this song is the highest-scoring part of it, so use your score doublers at the best times so they will be activated on the high-scoring tracks. There is a blank part on the vocals toward the end of the first section, but that's why we waited one bar. Now here comes the tricky part. In the beginning of the second section, the guitar track will reappear two bars late. On top of that, the synth will appear one bar early. You COULD just play the synth and then the guitar, but your streak will get ruined the next time you come back to these tracks (due to one blank bar on the synth). So, you have two methods of keeping your streak: FREESTYLER METHOD: Use a freestyler anytime before your streak is broken. AUTOBLASTER METHOD: This is my preferred method, but it requires having an autoblaster in your inventory when you reach this point. Wait on the guitar track, then at the same time the synth track reappears, use the autoblaster on the guitar track. Then IMMEDIATELY move back onto the synth and play it. If you do this, you will have a perfect path throughout the rest of the song. Not bad, considering the numerous blank tracks this song has. For the rest of this strategy, I will assume you used the autoblaster method. The right drum track here has numerous consecutive right notes; just play it the best you can. You'll have the same old stuff for a while, next you'll have to play a drumroll, and then it goes back into the chorus with its low-scoring patterns halfway through the third section. Right after this is an area where THREE of the tracks go blank, but thankfully you avoid them all. After playing a short while with different patterns, the song returns to the chorus, which repeats until the end. ------------------------------------------------------------------------------- MANCHILD - Nitro Narcosis 135 BPM 4 bar score: 4000+ Finding a good path through this song is a real pain because of all the blank tracks it has. Your score on this song may just come down to how many freestylers you can get. I've found a fairly decent path to take, so here it is. Start on the left and wait three bars. The song starts out right away with a tricky drum track, so practice it. The synth is the hardest part of this song. The pattern you'll play at first isn't too bad, but it gets tougher later. There are also some parts where you have to transition from a RR on the drums to a LL on the bass, which is harder than it looks. In fact, this happens the second time you play the bass track. As you play the vocals, every other track goes blank for one bar. Good thing we were on the vocal track, huh? Beware, the transition from the vocals to the synth happens very quickly. When you next come to the vocals, there is another part where most of the tracks go blank. This won't affect you. However, what will affect you is the far right fx track that reappears one bar too late. Use an autocatcher on it to fix that. If you don't have an autocatcher, restart and use a freestyler before you hit this point. The same patterns repeat until the end of the second section. Now comes the easy part. Just about every track has a simpler pattern here, so you shouldn't have any trouble in this area. You then play the same old patterns for a while, and then come to a different synth. I find this pattern easier than the regular one, but practice it if you must. This goes on for a while until you come to another "blank track point" (at which point you are luckily on the vocal track). Then the regular patterns repeat until the end of the song. If you have a freestyler, use it soon, because there are two tracks coming up that will reappear late. ------------------------------------------------------------------------------- SLIPKNOT - I Am Hated 126 BPM 4 bar score: 6000+ This is where the game's challenge starts to significantly increase. Beware... Start on the right and wait two bars. The advantage this gives is twofold; the tracks you play and the transitions between them are easier, and you can get all the way through the song without needing powerups! The drum tracks are high-scoring almost all the time, so practice them (and use score doublers on them). As you reach the left guitar track, it will switch to its slightly easier pattern. However, it's still quite tough to play, so spend some time in practice mode learning it. Coming up is the chorus, which has fairly easy tracks, then a part at the begining of the second section where some of the tracks go blank. Watch out for the tough drum track here. The patterns will soon revert to the ones in the beginning of the song, followed by the chorus again. Now comes the "I AM HATED!" part, which has a few tough tracks. The bass and left guitar both have 3 consecutive notes, but are otherwise easy. The right guitar is a tough 29-pointer that may take some practice, and the left drums are also worth 29 points. Well, at least you'll be getting a lot of points. Use a slomo as you cross the section boundary and listen to the vocals for a laugh. Beware of the tricky pattern coming up on the drums, though. After that is an LML-M-R- part (which is easy), then a part with a lot of blank tracks, all of which you avoid. The tracks here aren't too tough. After that comes the chorus (which plays for two measures), then you'll have to play the RMRMRMRM guitar track again. All I can say is, practice this track, and use a score doubler on it. After that is the LML-M-R- part again, then the chorus. Nothing to worry about. Since you just beat a boss song, you'll get more freq parts. MELLOW - PREFAB Tex, HEAD Tex, TORSO Tex, HEAD GEAR Cowboy Hat NORMAL - PREFAB Lazy Jay, HEAD Lazy Jay, TORSO Lazy Jay, TORSO Cybershell, HEAD GEAR Headphones 5, EMBLEM Skull BRUTAL - PREFAB Pixel, TORSO Pixel, EMBLEM Groove Monkey INSANE - PREFAB Evil Motomatic, HEAD Evil Motomatic, TORSO Evil Motomatic, EMBLEM Bleep ------------------------------------------------------------------------------- GAME BOYZ - Push 122 BPM 4 bar score: 3500+ Thanks to JongWooKimX9 (at) aol (dot) com, I now have a decent strategy for this song! His strategy is much better than my old one, and I highly suggest using it. Here it is: "The path concerns "Push" by Gameboyz. In the FAQ, it says to wait one bar and then head from left to right, which will eventually fall victim to the "blank tracks section". For me, it seems to work to wait three bars, and then head from left to right. You'll still hit a late vocal track somewhere early into the song, but with an Autoblaster it can be blasted one bar early. Then, you can continue on as normal, and won't hit a hard spot until very late in the song, where a vocal track and the synth track appear side by side. This, too, can be overcome with an Autoblaster by again blasting the vocal track one bar early. Some blank tracks will still show up at the expected spots, but they don't affect the left-to-right flow if this strategy is followed. I don't know how many points you get from this without Score Doublers, which may or may not derail this entire idea. But, as it goes, I haven't hit any problems with it, so I suggest you try it out yourself and, if it works, perhaps put it into the FAQ." Well, as it turns out, it works very well. The guitar track is blank near the midpoint of the song, but you can still pass it without losing your streak. I had nearly 4000 points when I reached the part where the vocal and synth tracks appear together, and I had only used the one autoblaster powerup, so this should definitely get you 4 bars. Thanks again for the strategy! Here's the strategy I used to have. Wait one bar and go from left to right. This lets you avoid a pesky blank track on the vocals. Both drum tracks in this song are high-scoring tracks, so practice them. Everything else is easy until you complete the first section with 662 (or more) points. The synth gets a new pattern here, so watch for it. The vocals track will now reappear one bar late. You can use an autoblaster, but it would only be delaying the inevitable, since there are so many blank tracks coming up. You could use a freestyler, or you could just let your streak break and find a new path. Don't worry too much about it, the score you need for four bars is so low that you'll probably still get it anyway. Now all the tracks will either go blank or change their patterns. These patterns are high scoring ones, so be careful not to miss. The far right drums are a simple LMRMLMRM, while the bass is similar to the bass track from Kimosabe. Use score doublers for major points. After this, the song will return to the regular patterns, switch to some new, harder ones, and then go back to the regular ones again. There are still lots of blank tracks, so try to use a lot of freestylers. MELLOW - PREFAB Naomi, HEAD Naomi, TORSO Naomi, HEAD GEAR Visor NORMAL - PREFAB Swat Man, TORSO Swat Man, HEAD GEAR Camo-hat, EMBLEM Male, EMBLEM Peace BRUTAL - PREFAB Diabolical D, TORSO Suit, HEAD GEAR Horns 2, EMBLEM Jason INSANE - PREFAB Cyclops, TORSO Mysterion, HEAD GEAR Cyberdome, FACE GEAR Night-vision, EMBLEM Note ------------------------------------------------------------------------------- F-5 BLASTLANDS ------------------------------------------------------------------------------- Here we are, the final stage! Obviously, the songs here are very challenging. 6200 points unlock the bonus song, but there may be a secret song waiting for you... ------------------------------------------------------------------------------- BLINK-182 - The Rock Show 193 BPM 4 bar score: 4000+ Yes, that's 193 beats per minute. Fast, huh? The guitar and bass tracks in this song are made up of the same note repeating itself over and over. At such a fast tempo, this can be quite challenging. You'll most likely have to play this song a few times before you can pass it. Hopefully you practiced on M-80 and Rockit before arriving here. You may decide to use different controls while playing the tracks in this song. Some players just use the shoulder buttons to play them, some players find it easier to use the face buttons, and others alternate between the two. (Example: L1, square, L1, square, etc.) Use whichever one works best for you. Ok, now that you've practiced this song and mastered all the tracks, here's your strategy. Either you can skip over tracks, or you can use my path. For an easy, left-to-right path, simply wait seven bars. Your energy will go down until it's red, but if you can play the tracks, this shouldn't matter. The drum and vocal tracks should be cake for you by now, but you'll have to get through the tougher ones. When you play the left drum track for the second time, it will finish with a quick drumroll. There are no double notes in it, so it shouldn't be too hard for you. If you can't do it, practice it. You will enter the chorus and the track patterns will change. They get easier here, so don't worry about it. You should get through this part with no problems. Now it's back to the original patterns. Play them until you reach the right drum track. Here comes what may be the hardest track in the game; a quick MMMLLLL pattern. That's 16th notes, by the way. Whether or not you can play this simply depends on how fast you are. Mash the buttons as quickly as you can and hope you get it. If you have a slomo, now is the perfect time to use it. To play the notes faster, try to lift your fingers as LITTLE as possible off the buttons while pressing them. An easier strategy is to use a autoblaster, if you have one that is. You can use a freestyler instead, which is actually the preferred method, but you'll be on your own for the rest of the song. When you reach the vocals, you'll have a tough transition coming up from this track to the next one. Once again, practice this. This part of the song is probably the most likely place for you to mess up. After that comes the bridge, which has two tough tracks and four easy ones, and then you reach the chorus again. Now, as you enter the fourth and final section, the vocal track will reappear two bars late. You can use an autoblaster to fix this, but you'll have to play the MMMLLLL track soon afterwards, so just use a freestyler instead. This song is full of low-scoring tracks, so freestylers will significantly increase your score; especially if you have a score doubler activated while using them. Try to use as many freestylers as you can without getting your streak ruined. Restart a few times to figure out the best times to use them so you can pick up more powerups. ------------------------------------------------------------------------------- DIESELBOY - Sub Culture (Dieselboy + Kaos Rock Remix) 174 BPM 4 bar score: 4000+ As you may have discovered, this stage is full of fast tempo songs. This song throws in some difficult drum tracks that are full of 16th notes. Thankfully, the rest of the tracks are all easy. This is another song with low-scoring tracks, so use as many freestylers as you can. Don't bother waiting in the beginning, just start playing from left to right. The right drum track in particular has a very strange pattern, with a quick MRMMRML. It's like playing a quick drum roll in the middle of every bar. You'll almost definitely need to work on this in practice mode. The left drum track isn't too difficult yet, but it's worth the most points, so have your score doublers activated for this track. The rest of the tracks are easy, but some notes are off the beat, so don't get careless. As you enter the second section, you'll notice that the bass and vocal tracks disappear. You can't do anything about it, so just ignore it for now. The right drum track will change into an easier M-RMRML pattern here. Now the bass will appear two bars late, while the vocals appear one bar early. That can't be good... Either use a freestyler (which is preferred) or autoblast the bass before playing the vocals. Once again, the only thing to worry about here is the drum tracks, but be wary of the notes that are off the beat. The same old stuff repeats until the end of the third section, but this time with a pathetically easy right drum track. Then the bass will disappear again, but it reappears just in time to ruin your streak as you finish the right drums. How nice... Don't bother trying to salvage your path with autoblasters unless you have no choice. Just use a freestyler or two and finish the song that way. All the patterns will be the usual ones, with the right drums alternating between MRMMRML and M-RMRML. ------------------------------------------------------------------------------- AKROBATIK vs. SYMBION PROJECT - Out The Box 132 BPM 4 bar score: 6000+ Due to its slow speed, this is the easiest song in this stage. However, it has a few tough tracks you need to watch out for. Freestyling will only help you in some areas of this song. You'll know when to use them... when the tracks are only worth around 12 points, that's when you should freestyle. If they're in the 20s, stay on the track and play them. Start out by waiting one bar, then proceed from left to right. You'll soon reach a 29 point synth track. It may look tough, but it's really not. You could work on it in practice mode, but I don't think you'll really need to. The hardest part is transitioning into it, because the vocal track ends with a left note at the last possible second, followed by another left note on the synth. This transition will happen pretty much the whole way through the song. If you need to, play the note on the vocals with square and the one on the synth with L1 (or vice versa). One thing you'll soon notice is that the pieces from the tracks you capture will fly towards you and obstruct your view. Aside from that, all the tracks here are pretty easy. As you enter the second section, you'll re-enter the chorus, which has high-scoring bass and synth tracks. The best time to use a score doubler is during the second drum track just as you enter this section. Then you'll go through an easy part, followed by two measures of the chorus. If you get any score doublers in the easy area, save them until you reach the chorus. Soon you'll have to play the hardest version of the 29 point synth, which is full of double notes. You should be able to handle it without too much difficulty. Then you'll enter the final section, and the same old stuff will repeat until the end. Since this is the easiest song in the stage, try to get a lot of points here to make sure you unlock the bonus song later. ------------------------------------------------------------------------------- SYMBION PROJECT - Synthesized 180 BPM 4 bar score: 4500+ As you enter this song, you'll immediately notice that both the far left and far right tracks are unavailable to play. However, this doesn't mean you can't still use a left-to-right strategy. I originally had my own strategy here, but Mr. Resetti gave me a much better one. Here it is: "I think i have an easier path for synthesized!! Start on the fourth track. Wait one bar then work yourself left. After playing the first track, immediately go to the 5th. (you should have ehough time to get to the 5th track and keep your streak up) Then play the 6th. After you play the sixth go to the 4th, then work yourself left. The tracks from there should be right to left!!! This is more simple than your way plus you can get more points." BIG thanks to resetti for this strategy. If you want to see my old one, here you go. Start on the third track (the one it puts you on in the beginning) and go from left to right. Both the 5th and 6th tracks will appear one bar late; ignore this and play them anyway. You're not trying to get your streak up just yet, you're just opening up the other tracks for now. After playing the vocals, go all the way over to the far left track, where you'll have to start over at x1. Now wait for one bar after you get there, then just play from left to right. (In other words, wait until the vocals say "Amplitude" before you start playing.) You'll occasionally come across blank tracks, but don't worry about them, they won't affect you. During the first section, every track is easy. You should have no problems here. Just remember to build up your streak before using any score doublers, and have them activated during the drums. The challenge begins once you reach the second section. Since you must have passed The Rock Show, the bass and synth tracks should be no trouble for you now. However, the drums are a different story. The left drum track will be a variation of the 13 point one from the beginning, with a few 16th notes thrown in. The right drums are a nightmare, with tons of 16th notes. You'll need to react quickly to play them in time. On the plus side, this track is worth 20 points or more, so use score doublers on it. Occasionally, it will become a variation of the first drum track, with double RR notes placed randomly within it. This pattern is easier, but worth fewer points. During the third section, there will be an area where the right synth disappears. Just ignore this, you'll keep your streak anyway. The usual note patterns play until the end of the song. Halfway through the final section, the right synth will appear one bar late. Use either an autoblaster or a freestyler to keep your streak. Congratulations, you just beat Insane mode! But there's still more to come... MELLOW - PREFAB Kim, HEAD Kim, FACE GEAR Goggles, EMBLEM Cherry NORMAL - PREFAB Trust Me, TORSO Trust Me, TORSO T-shirt, FACE GEAR Long Nose, FACE GEAR Mask, EMBLEM !ART! BRUTAL - PREFAB Little Tony, HEAD Little Tony, TORSO Little Tony, FACE GEAR Red Nose, EMBLEM Slimey INSANE - PREFAB Larry, HEAD Larry, TORSO Larry, FACE GEAR Undercover, EMBLEM Chimp, EMBLEM 5 ------------------------------------------------------------------------------- KOMPUTER KONTROLLER - Robot Rockerz 150 BPM 4 bar score: 6500+ Most people consider this the hardest song in the game, and with good reason. The patterns in this song are tough, high-scoring ones. This allows for very high scores (assuming you can play them), but it also makes this song very difficult. It also means that freestylers aren't very effective in this song (although they're great for when you accidentally miss). You may notice that the score needed for four bars is the highest one yet. Since basically every track in this song has its difficult parts, I'll give you a breakdown of each one. TRACK 1: DRUMS This starts out as a 16 point track. It's not too tough except for one thing; there's a quick LLL in the middle of it. You can either tense up and try to press the button quickly three times, or you can alternate between square and L1. Use whichever is easier for you. In some areas, this is a very simple 13 point track that you shouldn't have any trouble with. There's also an area where this builds up from a 6 point track into a 29 point one. Nothing too tough so far. Finally, we have the "death track", which may or may not be the hardest one in the game. It's a 29 pointer, and while playing it, there will be one LLL pattern and THREE RRR patterns. You'll definitely need quick fingers for this one. TRACK 2: BASS I never really found this one difficult, but many players seem to have trouble with it, so you'll want to work on this in practice mode. This track is blank for a few short parts of the song, but when it's there, the tracks are always worth over 20 points. The first pattern is a 29 point LMRMLMRM track with a slight variation. As long as you have rhythm, this should be easy. The next one is the pattern most people have trouble with. It goes from LMLM to LRLR to MRMR and back again, and is also worth 29 points. If you can't do it, all I can say is practice it. The final pattern is a simple LMR-LMR- which is usually worth around 22 points. The nice thing about this track is the major points you get from it when you use a score doubler. TRACK 3: SYNTH This one is basically the same for the entire song. The regular pattern is L-M-LLMLR---LR-M, but it sometimes switches to a 2-note M-R-MMRMR---MR-M, which can be tricky if you're using R1 and R2 to play it. This 17-point track stays for almost the entire song, except for a short area where it's replaced with a 3-point track that appears every other bar. TRACK 4: VOCALS Simple. The only hard thing about it is trying to decide what it's saying. Just watch out for a few of the transitions out of it. TRACK 5: SYNTH The hardest pattern on this track is a 21 point L-MRL-MR which should be easy for you by now. Besides this pattern, there are only simple ones with no 16th notes that range from 9 to 13 points. Nothing tough here. TRACK 6: DRUMS This is one of the tracks that seems harder than it really is. Its pattern changes constantly throughout the song, but its point value always remains in the 20s. In some areas, the note placement seems almost random. Just don't think about that pattern, and play the notes as they come to you. It's surprising easy to do. The key to playing this track is just not to think about it. Let your fingers do the thinking for you. Now you just need to decide what path to take through the song. There are almost no blank tracks in this song, so there should be many paths that will work well. Feel free to use freestylers as well, but remember that playing the tracks will give you more points. If you want to use my strategy, start on the vocal track, wait one bar, and go from right to left. Moving from right to left allows you to use autoblasters on the left drum track without losing your streak. After playing the left drums for the first time, move back to the far right drums and let your streak reset. Then proceed from right to left as you normally would. You'll have to play the "death track" almost immediately, so be careful. You could work on it in practice mode, but you might be better off just using autoblasters on it. After all, with this path, you'll only have to play it three times; at the end of section one, the beginning of section four, and only the (easier) first bar of it halfway through the final section. See above for strategies for each individual track. Good luck! But wait; what's this? Now that you've beaten the stage 5 bonus song, a secret song has unlocked! MELLOW - PREFAB Annie, TORSO Annnie, FACE GEAR Shades 4 NORMAL - PREFAB MC Mike, HEAD GEAR Hat, FACE GEAR Glasses, EMBLEM Female BRUTAL - PREFAB Disco Marv, TORSO Disco Marv, FACE GEAR Shades 1, EMBLEM Strawberry INSANE - PREFAB Mysterion, HEAD Mysterion, HEAD GEAR Ballcap 3, EMBLEM Heart ------------------------------------------------------------------------------- COSMONAUT ZERO - Spaztik 97 BPM 4 bar score: 10000+ No, that's not a typo. You need to score 10,000 points on this song if you want four bars. Seems a little high, doesn't it? Well, did you think that 29 was the maximum point value for a track? It isn't. This song has several tracks worth OVER 29 points, the most being 40. Forget 16th notes; this song is full of 32nd notes. Basically, think of this song's tempo as being 194 beats per minute instead of 97. Some people think this is the hardest song in the game, while others find Robot Rockerz to be more difficult. Regardless, this is still going to be a challenge. If you're playing Brutal and wondering why this song didn't unlock, that's because it's only available on Insane. If you're playing Insane and it hasn't unlocked, that means you haven't beaten every bonus song yet. You have to beat every bonus song to unlock this, not just Robot Rockerz. Along with DJ HMX, Symbion Project, and Komputer Kontroller, this is one of Kasson's Crooker's secret identities. He sure doesn't want to make things easy for us, does he? Well, the good news is that the drums are pretty much the only hard part of this song. The other tracks are worth a lot of points, but they're not difficult; not even the 29 point ones. Well, there are a few tracks that could potentially mess you up, but I'll warn you about those. Now it's time to decide what path to take. Like Robot Rockerz, there are few blank tracks, so there's potentially a large number of different paths you could take. If you're absolutely horrible at the 40-point track, work on it in practice mode. But for the time being, wait three bars and go from left to right. You'll only encounter it halfway through the song and then near the song's end. The strategy I will outline here instead is this; wait one bar and go left to right. So, wait one bar. You'll start out with an easy drum track (the only one in the song), but the second drum track is tricky. You should definitely work on this in practice mode. It isn't too hard to play, but the note pattern seems strange. You just need to get used to it. The bass has the left note playing repeatedly, but if you could do it on Blink-182, you can do it here. Play the easy synth and fx tracks, and move back to the left drums. Here is the "death track", the 40-pointer. You can't autoblast it, because it's the first track on your path. Practice this track! A slomo would really help out here. After this track comes a 31 point drum track, which isn't too hard compared to the one you just did. The bass on the next track could potentially make you miss. It's almost exactly the same as the tracks you played in Blink-182, so hopefully you can do it. The two synth tracks here are both worth over 20 points, but they're nothing compared to what you just played. The fx, the only track worth under 20 points, seems out of place in this song, but is a good area to give your fingers a rest. The first drum track is worth 31 points and should be simple. The second drums have a quick drumroll at the end of each bar here. It's not too hard to play, but it can make your transition difficult. Watch out for the 32nd note on the bass. This next part is the only difficult part of the synth. It has four quick 32nd notes in succession which repeat a few times, followed by a MMMM. If you're not careful, you could miss here due to the strange pattern. Try going into practice mode, move onto this track, and just sit there. You will hear a click for each note. Listen to the clicks to figure out when you need to play each note. The second synth has a -LLL-LLL-MMM-RRR pattern, which should be no problem, and the fx is easy as usual. Oh, joy! Here comes the 40 point track again! Use a score doubler here if you have one for big points. Remember NOT to autoblast this track unless you're on the SECOND BAR of it. Following this is a 38 point track. If you're at x8, have a score doubler activated, and can play these tracks without missing, you'll get 1248 points from these two tracks alone. Not bad, huh? The bass here is even easier than usual, and the synth and fx are nothing to worry about. The drums coming up are both worth over 30 points, so be careful not to miss, and use a score doubler if you can. The second bar of the bass here is very weird; 32nd notes seem to be randomly placed in it. Be very careful here. The left synth is the odd 32 point track again, while the right synth and fx are - you guessed it - easy. The drums and bass coming up are on their easier patterns, but watch out for the few 32nd notes. Get past the simple synth and fx tracks, and you'll have to play one bar of the 40 point track and one bar of the slightly easier drum pattern here. The right drums have their 31 point pattern, and the bass is simple. Play the two regular synth tracks to finish the song. Congratulations, you've mastered Amplitude! You're rewarded with the final FreQ part: the Halo. It will be automatically equipped on your freq. INSANE - HEAD GEAR Halo =============================================================================== G-0 MULTIPLAYER MODE =============================================================================== Part of what makes Amplitude such a great game is its exceptional multiplayer mode. The goal is simple; get more points than your opponents. Up to four freqs can play simultaneously in one game, although I recommend playing with 3 or fewer players. 4 just seems too crowded to me. Once you select the Multiplayer option, you will be given the choice of playing a game, duel, or remix. For information on the duel and remix modes, scroll down to their respective sections in this FAQ. Even if you played Frequency's multiplayer mode, you'll still need to relearn it for Amplitude. Just like the solo game, you have to play two bars to capture a phrase, and it disappears immediately after, forcing you to switch to another track if you want to keep your streak. The amount of time the tracks stay captured varies depending on how many players were in the game when it started. IF THERE ARE: TRACKS STAY CAPTURED FOR: 2 players 6 bars 3 players 3 bars 4 players 2 bars (Note: this does not include the bar you finished your phrase on.) You will be able to play in Multiplayer mode only the songs that you have unlocked in Solo mode. Make sure that the green player is the one who has progressed the most through the game. Each player in the game is given a color. Player 1 is green, 2 is purple (although it looks blue to me), 3 is red, and 4 is yellow. The color of your beat blaster will correspond to your player color, and captured notes will also appear in your color. (Remember this, it's important for when you play online.) Whenever a certain player takes the lead, you will hear Akrobatik's voice announce, "(Color) player takes the lead!" At the end of the game, you hear, "(Color) player wins!" (Unless you tied, of course.) Whoever can play a track is determined simply by who got there first. If you get to a track while another player is already on it, your beat blaster will move behind his, and you won't be able to play the track. You'll have to either move to a different track or wait until your opponent moves to be able to play. You can choose whether or not you want powerups. Because you're forced to change tracks constantly, powerups aren't nearly as important as they were in FreQuency. Powerups can be set to High, Low, or Off. DON'T play with High powerups, please. Only n00bs play with High powerups, and you don't want to be a n00b, now do you? Streaks are just as important as they were in Solo mode. The maximum amount your streak can reach is x4, meaning your multiplayer scores will be much lower than your solo ones. When you capture a track and move immediately to another one, your streak bumps up by one. Sometimes you don't have to get to another track immediately. If there are no tracks available or the only track available is being played by someone else, then when you finally get to another one, you will still maintain your streak. However, if the person playing that track misses, your streak will reset to x1. Finally, even if you're playing on Insane difficulty, there will be a two bar break between sections. During this break, you are shown a bar graph of everyone's scores, letting you quickly and easily see who's in the lead and how far you are ahead or behind. ------------------------------------------------------------------------------- G-1 TIPS ------------------------------------------------------------------------------- Obviously, the most important aspect of the game is keeping your streak up. It's not as easy as it was in Solo mode because now you have people capturing other tracks and trying to stop you. You should try to find a certain path to take through the song and stick with it. This will ensure that your tracks always appear at the right time. However, if you can bump up your streak by playing an opponent's track, you should definitely do so. If an opponent's path is worth more points than yours, go over there and play one of his tracks to mess him up. You want to keep the highest streak possible, but at the same time, you don't want your opponent's streak to get too high. Keep in mind that more difficult tracks should be played when you have a higher streak. For example, if there is a 17 point track and a 29 point track, play the 17 pointer first, then the 29 point one after your streak gets bumped up to x2. However, be aware that other players will be going for that 29 point track. You'll need to make sure you can get there before them. Let's use BT as an example. The 2nd track is worth 29 points, and the 4th track is worth 12 points. The 4th track ends earlier than all the other ones, so play that one first. Since your track ends first, you'll be able to beat anyone to any track in the song. If you're in a 3 or 4 player game, the best choice is probably the 2nd track so you can get an easy 58 points. If it's a 2 player game, make your decision based on what track your opponent is on and which one you think he's going to try to get to next. A big part of Amplitude's multiplayer mode is guessing what track your opponent will try to play next and using that knowledge to decide what track you should play. Your goal is to play the toughest tracks when you have the highest streak possible. Over 90% of players simply go for the closest track after finishing their phrase. This makes it very easy to predict what they will do next, and in turn, easy to beat them. It is to your advantage to be unpredictable. Don't always go for the nearest track; do things your opponent won't expect. Try to fake out by your opponents by acting like you're going to play a certain track and then moving at the last moment. Keep an eye on your opponents' score. If an opponent suddenly starts getting large amounts of points at a time, then he's probably at x4 and you need to go break his streak. Since you can't quickly go from the 1st track to the 6th one, you can use this to your advantage. Taking over 3 of the tracks in the middle will force your opponent to move all the way across the tracks, most likely losing his streak in the process. (Make sure you don't let this happen to you!) In a 3 or 4 player game, you can start on the 2nd (or maybe even 3rd) track and move left. If you're lucky, you can do this unnoticed, easily bringing up your streak. Finally, the camera angle can be used to your advantage since it's stuck in the far-away view. Most players have trouble with the far right and left tracks while in this view, so try forcing your opponents to play them. ------------------------------------------------------------------------------- G-2 POWERUPS ------------------------------------------------------------------------------- In multiplayer mode, you now have the option to turn powerups on or off. Turning them off will make the game more strategic, with your entire strategy involving which track you should play. Turning them to low will add a bit of randomness to the game, but the winner will be determined by who uses them properly. You also have ways of either helping yourself out or hurting your opponent. High powerups make the game almost completely random, and should not be used if you're playing for the competition. You may find this setting very fun or very aggrivating. Listed below are tips on using each powerup in multiplayer mode (if you decide to use them). ------------------------------------------------------------------------------- AUTOBLASTER You should almost always use this on your opponent's track, not your own. It gives you almost no points, but it keeps your streak alive and ruins your opponent's streak. If you are hit with a powerup or if you miss, you can quickly deploy this to maintain your streak. If your opponent has found a good path through the song and you can't seem to stop him, try deploying this on one of his tracks. Remember that the solo mode score bug also happens in multiplayer games. ------------------------------------------------------------------------------- FREESTYLER ALWAYS get your streak up before using this! If you don't, you're just wasting a perfectly good powerup. Not only that, but your opponents have more room on the track to build up streaks of their own. It's even better if you can use a score doubler just before picking this up and using it. This can turn the tide of the game and put you back in the lead (or increase the gap between you and the other players). As an added bonus, you will obstruct the view of your opponents. If you're playing an axe, you can follow the leader around wherever he goes, which will almost completely block his view of the track. ------------------------------------------------------------------------------- SCORE DOUBLER Try to get as many of these as you possibly can. Also, prevent your opponents from picking them up. ------------------------------------------------------------------------------- SLO MO The ideal time to use this is while your opponent is playing a tough track and just before you play one. You can use this to either throw your opponent off guard or make things easier for you. (Or both, if you're lucky.) ------------------------------------------------------------------------------- BUMPER Use this on an opponent to send him flying off the track and break his streak. He will be disoriented for a short while afterwards as well. You can do this while he is collecting a powerup to stop him from getting it, or you can use it just before he reaches the powerup and then pick it up for yourself. Keep in mind that you can use this on players behind you too. ------------------------------------------------------------------------------- CRIPPLER It's used the same way as the bumper, except your opponents don't fly off the track or lose their streak. If your opponent is good enough, this may not even affect him. Try to use it on players that are attempting tough tracks. =============================================================================== H-0 ONLINE MODE =============================================================================== Welcome to Amplitude's online mode, where any freq with a dial-up or broadband internet connection can compete with others from all over the world! I'm going to be repeating myself quite a bit here, because the strategy for online mode is almost identical to multiplayer mode. However, there are a few important differences to be aware of. If nothing else, read the section on the infamous score bug! Part of what makes Amplitude such a great game is its online mode. The goal is simple; get more points than your opponents. Winning games will improve your online rank. Up to four freqs can play simultaneously in one game, although I recommend playing with 3 or fewer players. 4 just seems too crowded to me. Even if you played Frequency's online mode, you'll still need to relearn it for Amplitude. Just like the solo game, you have to play two bars to capture a phrase, and it disappears immediately after, forcing you to switch to another track if you want to keep your streak. The amount of time the tracks stay captured varies depending on how many players were in the game when it started. IF THERE ARE: TRACKS STAY CAPTURED FOR: 2 players 6 bars 3 players 3 bars 4 players 2 bars (Note: this does not include the bar you finished your phrase on.) You have to unlock the secret song before being able to host it online; other than that, you can host any song you want. Each player in the game is given a color. Player 1 is green, 2 is purple (although it looks blue to me), 3 is red, and 4 is yellow. The color of your beat blaster will correspond to your player color, and captured notes will also appear in your color. Whenever a certain player takes the lead, you will hear Akrobatik's voice announce, "(Color) player takes the lead!" At the end of the game, you hear, "(Color) player wins!" (Unless you tied, of course.) Whoever can play a track is determined simply by who got there first. If you get to a track while another player is already on it, your beat blaster will move behind his, and you won't be able to play the track. You'll have to either move to a different track or wait until your opponent moves to be able to play. This is where lag comes into play. Because data sometimes takes a while to travel from one player to another, your opponent may actually beat you to a particular track, even though it looks like you got there first. After a short while, your opponent's beat blaster will move in front of yours. This is NOT a cheat or a glitch; it's just how the game handles lag, and there's no way around it. Even players with broadband can have lag, depending on how far away from each other the players are. On the plus side, there are ways you can use lag to your advantage. You can choose whether or not you want powerups. Because you're forced to change tracks constantly, powerups aren't as important as they were in FreQuency. Powerups can be set to High, Low, or Off. DON'T play with High powerups, please. Only n00bs play with High powerups, and you don't want to be a n00b, now do you? Streaks are just as important as they were in Solo mode. The maximum amount your streak can reach is x4, meaning your multiplayer scores will be much lower than your solo ones. When you capture a track and move immediately to another one, your streak goes up by one. Sometimes you don't have to get to another track immediately. If there are no tracks available or the only track available is being played by someone else, then when you finally get to another one, you will still maintain your streak. However, if the person playing that track misses, your streak will reset to x1. Don't be surprised if it doesn't work out this way, though. One of the problems with the online mode is that sometimes players keep streaks when they shouldn't and lose streaks when they should have kept them. This isn't cheating; it's probably just another side effect of lag. Finally, even if you're playing on Insane difficulty, there will be a two bar break between sections. During this break, you are shown a bar graph of everyone's scores, easily letting you see who's in the lead and how far you are ahead or behind. ------------------------------------------------------------------------------- H-1 TIPS ------------------------------------------------------------------------------- Obviously, the most important aspect of the game is keeping your streak up. It's not as easy as it was in Solo mode because now you have people capturing other tracks and trying to stop you. You should try to find a certain path to take through the song and stick with it. This will ensure that your tracks always appear at the right time. However, if you can bump up your streak by playing an opponent's track, you should definitely do so. If an opponent's path is worth more points than yours, go over there and play one of his tracks to mess him up. You want to keep the highest streak possible, but at the same time, you don't want your opponent's streak to get too high. Keep in mind that more difficult tracks should be played when you have a higher streak. For example, if there is a 17 point track and a 29 point track, play the 17 pointer first, then the 29 point one after your streak gets bumped up to x2. However, be aware that other players will be going for that 29 point track. You'll need to make sure you can get there before them. Let's use BT as an example. The 2nd track is worth 29 points, and the 4th track is worth 12 points. The 4th track ends earlier than all the other ones, so play that one first. Since your track ends first, you'll be able to beat anyone to any track in the song. If you're in a 3 or 4 player game, the best choice is probably the 2nd track so you can get an easy 58 points. If it's a 2 player game, make your decision based on what track your opponent is on and which one you think he's going to try to get to next. A big part of Amplitude's online mode is guessing which track your opponent will try to play next and using that knowledge to decide which track you should play. Your goal is to play the toughest tracks when you have the highest streak possible. Over 90% of players simply go for the closest track after finishing their phrase. This makes it very easy to predict what they will do next, and in turn, easy to beat them. It is to your advantage to be unpredictable. Don't always go for the nearest track; do things your opponent won't expect. Try to fake out by your opponents by acting like you're going to play a certain track and then moving at the last moment. Becasue you're constantly changing tracks, lag plays a large part in the strategy of this game. If you aren't hosting and both you and the host go for the same track at the same time, the host will almost always beat you there. This makes things easier for the host, but there's still a few tricks other players can use to compensate. Try sitting on one track to act like you're going to play that one, and then moving to another one at the last second. The lag will prevent opponents from seeing what track you moved to, and they won't be able to change tracks until it's too late. You can also try moving across every track before deciding which one you want to play. This will confuse opponents and sometimes lag them as well. The best way to compensate for lag is to try and play the tracks that end early, such as the 4th track in BT. This will give you extra time to move to another track, which could make a difference. Be sure to change tracks as early as possible to make sure you get there in time. Don't change tracks before you finish your phrase, though! Try to guess what track your opponent will go for. If you have less lag than him, go for his track, but if you have more lag, go for a different one. Keep an eye on your opponents' scores. If an opponent suddenly starts getting large amounts of points at a time, then he's probably at x4 and you need to go break his streak. Since you can't quickly go from the 1st track to the 6th one, you can use this to your advantage. Taking over 3 of the tracks in the middle will force your opponent to move all the way across the tracks, most likely losing his streak in the process. (Make sure you don't let this happen to you!) In a 3 or 4 player game, you can start on the 2nd (or maybe even 3rd) track and move left. If you're lucky, you can do this unnoticed, easily bringing up your streak. Finally, you have to try and avoid the score bug when possible. Please read the sub-section titled SCORE BUG for more details. ------------------------------------------------------------------------------- H-2 POWERUPS ------------------------------------------------------------------------------- In online mode, you still have the option to turn powerups on or off. Turning them off will make the game more strategic, with your entire strategy involving which track you should play. Turning them to low will add a bit of randomness to the game, but the winner will be determined by who uses them properly. You also have ways of either helping yourself out or hurting your opponent. High powerups make the game almost completely random, and should not be used if you're playing for the competition. You may find this setting very fun or very aggrivating. Listed below are tips on using each powerup online (if you decide to use them). ------------------------------------------------------------------------------- AUTOBLASTER You should almost always use this on your opponent's track, not your own. It gives you almost no points, but it keeps your streak alive and ruins your opponent's streak. If you are hit with a powerup or if you miss, you can quickly deploy this to maintain your streak. If your opponent has found a good path through the song and you can't seem to stop him, try deploying this on one of his tracks. Keep in mind that the autoblaster score bug also happens in online games. ------------------------------------------------------------------------------- FREESTYLER ALWAYS get your streak up before using this! If you don't, you're just wasting a perfectly good powerup. Not only that, but your opponents have more room on the track to build up streaks of their own. It's even better if you can use a score doubler just before picking this up and using it. This can turn the tide of the game and put you back in the lead (or increase the gap between you and the other players). As an added bonus, you will obstruct the view of your opponents. If you're playing an axe, you can follow the leader around wherever he goes, which will almost completely block his view of the track. ------------------------------------------------------------------------------- SCORE DOUBLER Try to get as many of these as you possibly can. Also, prevent your opponents from picking them up. Score doubler + x4 streak = big points! ------------------------------------------------------------------------------- SLO MO The ideal time to use this is while your opponent is playing a tough track and just before you play one. You can use this to either throw your opponent off guard or make things easier for you. (Or both, if you're lucky.) ------------------------------------------------------------------------------- BUMPER Use this on an opponent to send him flying off the track and break his streak. He will be disoriented for a short while afterwards as well. You can do this while he is collecting a powerup to stop him from getting it, or you can use it just before he reaches the powerup and then pick it up for yourself. Keep in mind that you can use this on players behind you too. When playing online, this can sometimes lag, sending you flying off the track at random times. Just keep in mind that this isn't a cheat, it's just an unfortunate side effect of playing online. Sometimes the game won't let you switch onto a certain track, which I believe is caused by this powerup (since it never happens in games with no powerups). ------------------------------------------------------------------------------- CRIPPLER It's used the same way as the bumper, except your opponents don't fly off the track or lose their streak. If your opponent is good enough, this may not even affect him. Try to use it on players that are attempting tough tracks or on whomever is in the lead. ------------------------------------------------------------------------------- H-3 SCORE BUG ------------------------------------------------------------------------------- In an online game, have you ever played a track, only to get zero points for it? If so, then you've experienced what has come to be known as "the score bug." To put it simply, the infamous score bug is a glitch in the game which was created when another bug was fixed. It is not caused by lag or a bad connection, although they may possibly affect how often the bug occurs. You can NOT control it, so stop accusing me of doing so, OK? Thankfully, the score bug only happens in certain areas, so it can be avoided fairly easily. It will ONLY happen if you start to play a track that has JUST become available AND was previously captured by one of your opponents, NOT yourself. Let me explain further. For the bug to happen on a particular track, it has to be captured by one of your opponents first. If you capture it, the bug will not occur. You can easily determine who captured the track by looking at the color of the notes floating in the air. (Lag can occasionally make it possible for two players to capture the same one-note track, so it's necessary to look at the color of the notes.) Now, eventually the floating notes will become a regular track that you can play. To get the bug, you must play the track on the first bar it becomes available. If you wait until the second bar, you will not get the bug. Keep in mind that even if all the conditions are met, you may still not get the score bug. It's basically random whether you get it or not. The factors that determine how often you get it are unknown, but the main one is probably lag. So, how do you know if you got the bug or not? The easiest way to tell is by looking at the air next to the track where your score normally displays. If you got the bug, there will be nothing there, except maybe your streak multiplier. Usually, your streak will reset to x1, but I have seen it keep my streak in the past. I've never noticed it myself, but some people say the notes on the track ahead will flash just before you get the bug. If you do get the bug, usually what you'll want to do is miss on purpose so you can play the track again and get points for it. You may decide to play it anyway so that you won't get the bug when you come back to it later (and possibly cause the bug for an opponent if he or she plays it). You can also change tracks and change back, but this gives other players a chance to jump in front of you, so try not to do this. There are times when you'll have to take the risk of getting the score bug while trying to win the game. In fact, if you can get up to x4 or grab a score doubler by taking the risk, I strongly recommend doing so. You'll have to decide whether the potential benefits outweigh the negative aspects of getting the bug. This bug is not related to the autoblaster powerup bug, but the effect is the same. ------------------------------------------------------------------------------- H-4 GETTING ONLINE ------------------------------------------------------------------------------- Perhaps I'm getting ahead of myself here. You need to get online before you can play online, right? First, choose the freq you want and select ONLINE from the main menu in the game. Make sure you like the freq's name, because you won't be able to change it once you go online with it. Simply choose your network configuration (which you should have set up with your network adapter), hit x, and wait to connect! If it's your first time online ever or within the last 30 days, you'll need to create your account. You'll have one last chance to change your freq's name here in case it's already been taken. Enter the same password into the "CREATE PASSWORD" and "CONFIRM PASSWORD" dialogs. Make sure you remember it, because if you forget your password, there's no way to get it back! For this reason, I highly recommend selecting SAVE PASSWORD to save it to your memory card. You'll be able to change it later if you want. If you already have an account, all you have to do is type in your password and hit x. If your password is already saved to your memory card, all you'll have to do is hit x. You should soon see the welcome screen, which will display a message for you. From here, you can change your password, view game tips (which you don't need, since you have this FAQ), or head into the online lobby! ------------------------------------------------------------------------------- H-5 THE ONLINE LOBBY ------------------------------------------------------------------------------- You may chat at any time in any lobby by pressing circle. This will open up the virtual chat window. Use x and the d-pad to type messages and circle to close the chat window and send your message. You may also use one of the F keys at the top to send a macro (pre-programmed chat message). Unfortunately, you cannot change what the macros say. They are as follows: F1 - Hi Everyone! F2 - 'sup? F3 - Want to play a game? F4 - Want to duel? F5 - Want to remix? F6 - Mellow? F7 - Normal? F8 - Brutal? F9 - Insane? F10 - good game! F11 - Come join my game! I'm going to host! F12 - Wish I had a USB keyboard... As you can see, some are more useful than others. If you have a USB keyboard, you can send messages simply by typing and pressing Enter to send your message. You can also chat in remix mode. The macros still work with a USB keyboard, but F12 is basically useless then. ;) Oh, and don't bother trying to spam; you can only send a few messages before it stops you, and people can mute you anyway. There will be a list of options on the left side of the screen for you to choose from. ------------------------------------------------------------------------------- JOIN Obviously, this lets you join a game that is being hosted in your current lobby. Press the right directional button or x to select this. Use the up/down directional buttons to highlight a game and x to join it. It will be white if you can join it, blue if the host is hosting a custom remix, or gray if you cannot join it because it is full or busy. Press L1 to refresh the list. JOIN - Shows the current/maximum number of players in a game. This will display "FULL" if it has the max number of players already and "BUSY" if the game is in progress. MODE - Can be a GAME, DUEL, or REMIX. DIFF - Displays the game's difficulty. Can be MELLOW, NORMAL, BRUTAL, or INSANE for a game or EASY, PP (pattern play), or FFA (free for all) for a duel. NET - Shows whether the host has broadband or a modem. POW - Powerups can be HIGH, LOW, or OFF. ARTIST - Self-explanatory. Below the list is the name of the song (or custom remix) and the names of the freqs already in the game. ------------------------------------------------------------------------------- HOST Hosts a remix, duel, or game in your current lobby. The hosting options are self-explanatory. While hosting, you can boot a player by selecting him in the player list and pressing square. Launch starts the game. ------------------------------------------------------------------------------- FIND GAME Allows you to search for games in any lobby online. You can narrow your search parameters if you wish. L1 refreshes the list and x joins the game. ------------------------------------------------------------------------------- FIND FREQ Type in a player's freq name EXACTLY as it appears to find their stats. If that player is online, you will be given the option to enter the lobby he or she is in. Rank is more or less a measure of skill, games is the person's number of games played, and NET tells you whether the person has broadband or dial-up. OFFLINE obviously means the player is offline. ------------------------------------------------------------------------------- FREQS A list of freqs in your current lobby. If a certain person is annoying you or spamming, you can mute them (block all of his/her messages) by pressing square here. You will be able to see the player's rank and number of games played. ------------------------------------------------------------------------------- LOBBIES Allows you to switch to a different lobby or create your own by pressing square. The maximum number of players for any lobby is 32. ------------------------------------------------------------------------------- DOWNLOAD This is the online remix repository, a listing of the best remixes online available for you to download. Toggle between the song description and the artist name with the circle button, and download the mix with the x button. ------------------------------------------------------------------------------- UPLOAD If you think your remix has what it takes to get into the repository, send it in! You can give it your own description if you wish. Only one remix may be uploaded per day. Your remix will be reviewed, and if it's good enough, it will be posted in the download section! ------------------------------------------------------------------------------- RANKINGS They may or may not be completely accurate, but here are the top 10 freqs in terms of rank. I don't really give much thought to the ranks because of the randomness of games and the existence of rankcheaters. If you press x, you can see the number of games each freq has. You can also scroll down to see more ranked names. You can even go all the way down to the bottom, but it'll take a while! You get your rank up by beating players with higher ranks. Beating a player ranked 1500 will only help your rank a little, while beating a player ranked 75 will help it a lot. Your number of games played is not a factor. And yes, I know how to cheat the ranks, but I'm not about to tell you how. :) ------------------------------------------------------------------------------- OPTIONS The same as the one on the game's main menu. You can delete individual freqs or remixes here if need be. =============================================================================== I-0 DUEL MODE =============================================================================== Two DJs compete one-on-one in an intense note-blasting competition. Can you handle it? ------------------------------------------------------------------------------- I-1 THE BASICS ------------------------------------------------------------------------------- You can play Duel mode either online or at home with a friend. (Well, the person doesn't necessarily have to be your friend.) The green player will go first, purple player second. The green player will be presented with a two bar phrase with transparent notes on it. His job is to play any kind of pattern he wants. (Remember that notes can only be placed on the transparent notes that are already there. I'll get to that later.) If you're online, the purple player won't be able to hear what you're playing just yet. You are not allowed to place notes in the last 3 spots of the two-bar section. Immediately after the green player lays down his track, the note pattern will appear in front of the purple player, who must play it flawlessly. If he succeeds, he gets a letter; if not, the green player gets the letter. Then the process repeats, but this time, purple lays down a track and green plays it. Whoever can get 9 letters first and spell the word "AMPLITUDE" wins the duel. Yes, duel mode is Amplitude's version of Horse. If you're playing online, duels do not count toward either your number of games played or your rank. And, it should be obvious, but 32nd notes cannot be placed in duel mode. To stop players from laying down near-impossible strings of the same 16th note over and over, you are only allowed to place 3 of the same 16th note in a row. If you exceed this, you will be unable to lay down notes for a short time, therefore making your pattern easier for your opponent to capture. Also, if you place a note in a spot that doesn't have a transparent note on it, you will be unable to place notes for a short time. The number of transparent notes depends on what difficulty you are playing. Each one is explained below. ------------------------------------------------------------------------------- I-2 EASY ------------------------------------------------------------------------------- Description: In Easy, target markers are three abreast along the track making it easier to pitch notes without missing. There is no penalty for missing. There are no transparent 16th notes, making this difficulty level very easy and very boring. This difficulty is not recommended unless you're just learning how to play. ------------------------------------------------------------------------------- I-3 PATTERN PLAY ------------------------------------------------------------------------------- Description: Pattern play makes it tough for the pitcher by changing the pattern of the target markers. If you pitch a note and miss a target marker, you are penalized by losing the ability to play any notes for the following beat. This makes it harder to pitch difficult patterns at your opponent. This is the normal difficulty; not too easy, but it's hard to place near-impossible patterns. This is probably the best level for most players. ------------------------------------------------------------------------------- I-4 FREE-FOR-ALL ------------------------------------------------------------------------------- Description: There are no note patterns. You can pitch notes wherever you want to drive your opponent nuts. Just remember that payback time is coming fast. Like it says, you can place notes wherever you want, making this the toughest difficulty level. Recommended for the truly skilled freqs. =============================================================================== J-0 REMIX MODE =============================================================================== In this section, I'll be telling you how the remix mode works. I won't be telling you how to make a GOOD remix, because I don't know how to. :) Feel free to e-mail me your tips if you want to see them in this FAQ. ------------------------------------------------------------------------------- J-1 THE BASICS ------------------------------------------------------------------------------- You can remix by yourself in solo mode or with other freqs in multiplayer or online modes. Simply move to the track you want and use the L1, R1, and R2 buttons (or whichever ones you use to play) to lay down notes on the track. With loop on, the same two bars will repeat themselves for the entire section, but with loop off, you must place the notes yourself. You don't have to lay down the entire pattern on your first try; when the section loops back, you can add more notes to what you already have. There are three different ways to delete notes you want to get rid of. The first is to simply play the note as if you were in game mode, making it disappear. You can press the X button once to delete one bar of music, or you can press X twice quickly to delete the entire track. If other players have already placed notes on a track, you will not be able to place your notes on that track unless they erase their work. You can, however, add effects to their tracks. Only the same person that lays down a pattern can erase that pattern. In the top left corner of the screen is the song sections panel, which tells you how many sections are in the song and which one you are currently on. Use the up/down buttons to move between sections. If you're not the green player, pressing up or down will display a text message saying you want to change sections. To hear the song as it will sound when you play it later, press the select button. You can exit this preview mode by pressing the select button again. Only the green player can enter or exit preview mode. If you're in solo mode, you can freestyle, which will not be added to the mix when you save it. Finally, if you're playing online, you can communicate with other players by typing and pressing enter if you have a USB keyboard. ------------------------------------------------------------------------------- J-2 EFFECTS PANEL ------------------------------------------------------------------------------- Move the right analog stick up and down to highlight the different options in the effects panel (to the right on your screen). Press the R3 button (press in the analog stick) to select that option. A pulsating option means it is currently turned on. ------------------------------------------------------------------------------- LOOP Description: If you want a note phrase you created to repeat itself, select this. The notes will play as an endless loop along the track. Be sure to turn off loop every so often to add in things like guitar solos and drumrolls. ------------------------------------------------------------------------------- BPM Description: Select this to change the beats per minute of a song. Press the R3 button. Press the right analog stick up/down to change beats per minute. Press the F3 button again to set your selected beats. The normal beats per minute for the selected song are displayed before you change the setting. BPM cannot be changed online. You can, however, load remixes that have already had their BPM changed. ------------------------------------------------------------------------------- SOLO Description: The Solo effect shuts off the sound from all tracks except the selected track. Now you can create the remix for this track alone and listen to it without the distraction of hearing the other tracks. The effect does not appear in Multiplayer Remix mode. This is a VERY useful tool. ------------------------------------------------------------------------------- MUTE Description: If you are on a vocal track, the MUTE option is available. Press the R3 button to mute the Vocal track. Then move over to another track to work on your remix without hearing the vocals. ------------------------------------------------------------------------------- CHORUS Description: This creates a fuller sound that is best experienced on a stereo system. It works pretty well in mono, too. ------------------------------------------------------------------------------- STUTTER Description: This works best on percussion tracks. The stutter effect is created by quickly changing the volume of the track. ------------------------------------------------------------------------------- DELAY Description: Delay adds a repeating effect to your track. This was called Echo in FreQuency. I have no idea why they changed it. ------------------------------------------------------------------------------- BOOT (Online only, host only) Allows the host to boot a player from the game. ------------------------------------------------------------------------------- J-3 AFTER YOU FINISH ------------------------------------------------------------------------------- When you're done remixing, press the start button and choose the QUIT option. Type a name for your remix, and press the X button to save it. It will be given a rating from Mellow to Insane corresponding to its difficulty. If there were several blank areas in the mix, your remix may be rated Incomplete. In this case, you will not be able to play your remix in game mode, but you will be able to load it in remix mode to listen to. If your remix received a rating, you can play it in game mode as if it were a regular song. Up to 100 remixes can be saved on one memory card. Once you reach 100, you will need to delete some if you want to save more on the same card. If your remix came out pretty good, you can upload it to the online remix repository. Simply choose the "UPLOAD" option on the online menu and type a description for it. If Sony likes it, it will be added to the repository for other freqs to download and check out. You can also share it with other freqs via the launchpad when you host. You will be given the option to make your remix "read-only", which prevents anyone else from making any modifications to it. ------------------------------------------------------------------------------- J-4 REMIX BUG ------------------------------------------------------------------------------- It's a fairly common problem with this game, so I'd better address it here. While playing online, you may get a remix bug that prevents players from being able to lay down any notes on certain tracks. To fix it, simply exit the remix, save your work so far, and reload the mix that you just saved. Some of the effects may have changed, so make sure you correct them before quitting. As far as I know, this is not related to the score bug. =============================================================================== K-0 THE FREQ =============================================================================== Pronounced: freak You may have noticed that while navigating through the game's menus, your beat blaster ship has a display on it. It gives you a view of your ship's pilot, known as your FreQ. (This is an obvious reference to Amplitude's prequel, FreQuency.) Your freq is essentially a digital version of yourself, which you can customize to your liking. As you advance through the solo game, you will unlock new parts for your freq, allowing you to change its appearance. It will also have a symbol next to it, reflecting how far you have advanced in the single player game. Here's a guide to what the symbols mean: DOT: has not yet completed Solo mode DIAMOND: completed Mellow TRIANGLE: completed Normal CROSS: completed Brutal STAR: completed Insane Note: "Completed" means beat every boss song for the corresponding difficulty. If you're playing online, the servers will keep track of your freq's rank and number of games played. You're allowed to have as many freqs as you want, but you can only hold 8 on one memory card. Remember that if you go online with a freq, its name will become locked so that you cannot change it. ------------------------------------------------------------------------------- K-1 FREQ PARTS ------------------------------------------------------------------------------- As a reward for beating boss or bonus songs, you receive new parts to put on your FreQ (your digital alter ego), allowing you to customize its appearance to your liking. Here is the full, alphabetized list of freq parts. Hologram (get it by pressing CLEAR ALL) does not count as a freq part, since you cannot keep it on your freq. Note: There is a player online that has found a way to keep the hologram part on his freq. I can only assume he used a gameshark or other cheating device to do so. If this is possible to do WITHOUT using a cheating device, please e-mail me and tell me how. :) ------------------------------------------------------------------------------- PREFABS (56): Annie Bat Gal Bat Lad Biggie Bot Girl Bruce Bruiser Roy Bug Crimson D Cybergirl Cyclops Cyklor Demon Dave Diabolical D Disco Marv Dread Girl Evil Motomatic Fred George Goggle Bot Grondor Happy Fun Girl Hotpants Janet Kim Kong Larry Lazy Jay Levar Little Tony Mad Melvin Mandy MC Mike Motomatic Mysterion Naomi Norm Pixel Rageatron Razor X Rex Robin Robofairy Roxanne Spike Swat Man T-Bone Tex Toxic Doom Trollheim Trust Me Velma Vern Xenon Zardork 9 Zoe HEADS (47): Annie Bat Gal Bat Lad Biggie Bot Girl Bruce Bruiser Roy Bug Bunny Crimson D Cybergirl Cyklor Dread Girl Evil Motomatic Fred Game Geek George Goggle Bot Grondor Happy Fun Girl Helga Janet Kim Kong Larry Lazy Jay Levar Little Tony Mad Melvin Motomatic Mysterion Naomi Rageatron Razor X Rex Robin Robofairy Roxanne Spike Tex TNT Toxic Doom Trollheim Velma Xenon Zardork 9 Zoe TORSOS (53): Annie Bat Gal Bat Lad Biggie Brick House Bruce Bruiser Roy Crimson D Cybergirl Cyber-hoodie Cybershell Cyklor Disco Marv Dread Girl Evil Motomatic Goggle Bot Grondor Guy Happy Fun Girl Hoodie Hotpants Janet Kim Kong Larry Lazy Jay Levar Little Tony Mad Melvin Mandy Motomatic Mysterion Naomi Pixel Rageatron Razor X Rex Suit Swat Man Tank Top Tank-top 2 T-Bone Tex Toxic Doom Trollheim Trust Me T-shirt Tube-top Vern Vest Xenon Zardork 9 Zoe ARMS (33): Claws 1 Claws 2 Claws 3 Cyber Girl 1 Girl 2 Girl 3 Girl 4 Glove 1 Glove 2 Glove 3 Glove 4 Guy 1 Guy 2 Guy 3 Guy 4 Huge 1 Huge 2 Jacket 1 Jacket 2 Jacket 3 Jacket 4 Jacket 5 Robo 1 Robo 2 Robo 3 Skinny 1 Skinny 2 Skinny 3 Sleeve 1 Sleeve 2 Sleeve 3 Sleeve 4 LEGS (25): Big Camo Cargo Corduroy Cyberlegs Cyber 2 Goth Skirt Hot-pants Hot-pants 2 Jeans Leather Patch Plaid Plaid Skirt Punk Robo 1 Robo 2 Robo 3 Skinny Skirt Spike Suit pants Sweat pants Waders Zips HEAD GEAR (21): Antenna Ballcap 1 Ballcap 2 Ballcap 3 Big Ears Camo-hat Cowboy Hat Cyberdome Fro Halo Hat Headphones 1 Headphones 2 Headphones 3 Headphones 4 Headphones 5 Horns 1 Horns 2 Horns 3 Skull-cap Visor FACE GEAR (16): Bug-eyed Shades Cyber goggles Gasmask Glasses Goggles Long Nose Mask Night-vision Red Nose Shades 1 Shades 2 Shades 3 Shades 4 Shades 5 Slit Shades Undercover EMBLEMS (37): Alice Bleep Blip Cherry Chimp Danger Dare Eyes Female Femfatale Flower Free Groove Monkey Heart Jason Mad Bat Male Mohawk Moon Nerdstrom Note Peace Radioactive Razor X Ryan Skull Slimey Star Strawberry Toad in the Hole Yan !ART! 00 1 3 5 7 ------------------------------------------------------------------------------- Here's how you unlock each one. Notes: All arms and legs are already unlocked as defaults. There are no default parts for Face Gear, Head Gear, or Emblem. The following lists are the order parts are unlocked assuming you complete every song on Mellow, then on Normal, Brutal, and Insane in that order. ------------------------------------------------------------------------------- DEFAULT PREFAB (16) - Rex, Dread Girl, Janet, Cybergirl, Bruce, George, T-Bone, Zoe, Bruiser Roy, Toxic Doom, Crimson D, Spike, Motomatic, Mandy, Robin, Cyklor HEAD (19) - Cybergirl, Robin, George, Bruce, Annie, Zoe, Janet, Spike, Cyklor, Helga, Crimson D, Bunny, TNT, Toxic Doom, Biggie, Rex, Dread Girl, Bruiser Roy, Motomatic TORSO (15) - Cybergirl, Rex, Dread Girl, Bruce, Guy, Motomatic, T-Bone, Janet, Kim, Mandy, Zoe, Cyklor, Bruiser Roy, Toxic Doom, Crimson D ARMS (33) - Glove 1, Glove 2, Glove 3, Glove 4, Robo 1, Robo 2, Robo 3, Guy 1, Guy 2, Guy 3, Guy 4, Cyber, Sleeve 1, Sleeve 2, Sleeve 3, Sleeve 4, Claws 1, Claws 2, Claws 3, Jacket 1, Jacket 2, Jacket 3, Jacket 4, Jacket 5, Skinny 1, Skinny 2, Skinny 3, Girl 1, Girl 2, Girl 3, Girl 4, Huge 1, Huge 2 LEGS (25) - Big, Punk, Plaid, Skirt, Goth Skirt, Plaid Skirt, Cargo, Camo, Corduroy, Waders, Zips, Cyberlegs, Hot-pants, Hot-pants 2, Robo 1, Jeans, Suit pants, Spike, Skinny, Robo 2, Cyber 2, Leather, Robo 3, Sweat pants, Patch ------------------------------------------------------------------------------- CHRIS CHILD with MELISSA KAPLAN - Shades of Blue MELLOW - PREFAB Norm, TORSO Brick House, HEAD GEAR Ballcap 2, EMBLEM 00 NORMAL - PREFAB Vern, HEAD Game Geek, TORSO Vern, HEAD GEAR Ballcap 1 BRUTAL - PREFAB Razor X, HEAD Razor X, TORSO Razor X, FACE GEAR Shades 2 INSANE - PREFAB Xenon, HEAD Xenon, TORSO Xenon, HEAD GEAR Headphones 1, FACE GEAR Bug-eyed Shades, EMBLEM Femfatale, EMBLEM Razor X ------------------------------------------------------------------------------- LOGAN 7 - Uptown Saturday Night MELLOW - PREFAB Fred, HEAD Fred, TORSO Tank Top, HEAD GEAR Headphones 4, FACE GEAR Shades 5 NORMAL - PREFAB Zardork 9, HEAD Zardork 9, TORSO Zardork 9, HEAD GEAR Big Ears, EMBLEM Moon BRUTAL - PREFAB Roxanne, HEAD Roxanne, EMBLEM Yan INSANE - PREFAB Mad Melvin, HEAD Mad Melvin, TORSO Vest, FACE GEAR Gasmask, EMBLEM Mad Bat, EMBLEM 1 ------------------------------------------------------------------------------- DAVID BOWIE - Everyone Says Hi (Metro Mix) MELLOW - PREFAB Happy Fun Girl, HEAD Happy Fun Girl, TORSO Happy Fun Girl, HEAD GEAR Antenna, FACE GEAR Slit Shades NORMAL - PREFAB Grondor, HEAD Grondor, TORSO Grondor, TORSO Cyber-Hoodie, HEAD GEAR Horns 3, EMBLEM Alice BRUTAL - PREFAB Bat Gal, HEAD Bat Gal, TORSO Bat Gal, EMBLEM Eyes INSANE - PREFAB Bug, HEAD Bug, EMBLEM Free ------------------------------------------------------------------------------- FREEZEPOP - Super-Sprode MELLOW - PREFAB Velma, HEAD Velma, HEAD GEAR Headphones 2, FACE GEAR Shades 3, EMBLEM Flower NORMAL - PREFAB Bot Girl, HEAD Bot Girl, EMBLEM Mohawk, EMBLEM 3 BRUTAL - PREFAB Kong, HEAD Kong, TORSO Kong, EMBLEM Dare INSANE - PREFAB Goggle Bot, HEAD Goggle Bot, TORSO Goggle Bot, TORSO Tank-top 2, FACE GEAR Cyber goggles, EMBLEM Radioactive ------------------------------------------------------------------------------- HERBIE HANCOCK - Rockit (2.002 Remix) MELLOW - PREFAB Levar, HEAD Levar, TORSO Levar NORMAL - PREFAB Hotpants, TORSO Hotpants, TORSO Hoodie, HEAD GEAR Fro BRUTAL - PREFAB Trollheim, HEAD Trollheim, TORSO Trollheim, HEAD GEAR Horns 1, EMBLEM Toad in the Hole INSANE - PREFAB Robofairy, HEAD Robofairy, EMBLEM Nerdstrom, EMBLEM Star ------------------------------------------------------------------------------- THE PRODUCTION CLUB - Rockstar MELLOW - PREFAB Biggie, TORSO Biggie, HEAD GEAR Skull-cap NORMAL - PREFAB Bat Lad, HEAD Bat Lad, TORSO Bat Lad, EMBLEM 7 BRUTAL - PREFAB Demon Dave, TORSO Mad Melvin, EMBLEM Ryan INSANE - PREFAB Rageatron, HEAD Rageatron, TORSO Rageatron, TORSO Tube-Top, HEAD GEAR Headphones 3, EMBLEM Blip, EMBLEM Danger ------------------------------------------------------------------------------- SLIPKNOT - I Am Hated MELLOW - PREFAB Tex, HEAD Tex, TORSO Tex, HEAD GEAR Cowboy Hat NORMAL - PREFAB Lazy Jay, HEAD Lazy Jay, TORSO Lazy Jay, TORSO Cybershell, HEAD GEAR Headphones 5, EMBLEM Skull BRUTAL - PREFAB Pixel, TORSO Pixel, EMBLEM Groove Monkey INSANE - PREFAB Evil Motomatic, HEAD Evil Motomatic, TORSO Evil Motomatic, EMBLEM Bleep ------------------------------------------------------------------------------- GAME BOYZ - Push MELLOW - PREFAB Naomi, HEAD Naomi, TORSO Naomi, HEAD GEAR Visor NORMAL - PREFAB Swat Man, TORSO Swat Man, HEAD GEAR Camo-hat, EMBLEM Male, EMBLEM Peace BRUTAL - PREFAB Diabolical D, TORSO Suit, HEAD GEAR Horns 2, EMBLEM Jason INSANE - PREFAB Cyclops, TORSO Mysterion, HEAD GEAR Cyberdome, FACE GEAR Night-vision, EMBLEM Note ------------------------------------------------------------------------------- SYMBION PROJECT - Synthesized MELLOW - PREFAB Kim, HEAD Kim, FACE GEAR Goggles, EMBLEM Cherry NORMAL - PREFAB Trust Me, TORSO Trust Me, TORSO T-shirt, FACE GEAR Long Nose, FACE GEAR Mask, EMBLEM !ART! BRUTAL - PREFAB Little Tony, HEAD Little Tony, TORSO Little Tony, FACE GEAR Red Nose, EMBLEM Slimey INSANE - PREFAB Larry, HEAD Larry, TORSO Larry, FACE GEAR Undercover, EMBLEM Chimp, EMBLEM 5 ------------------------------------------------------------------------------- KOMPUTER KONTROLLER - Robot Rockerz MELLOW - PREFAB Annie, TORSO Annnie, FACE GEAR Shades 4 NORMAL - PREFAB MC Mike, HEAD GEAR Hat, FACE GEAR Glasses, EMBLEM Female BRUTAL - PREFAB Disco Marv, TORSO Disco Marv, FACE GEAR Shades 1, EMBLEM Strawberry INSANE - PREFAB Mysterion, HEAD Mysterion, HEAD GEAR Ballcap 3, EMBLEM Heart ------------------------------------------------------------------------------- COSMONAUT ZERO - Spaztik INSANE - HEAD GEAR Halo =============================================================================== L-0 LEGAL CRAP =============================================================================== This text document is copyrighted by me, Austin Garbers. I made it, it's mine, and it belongs to me. If you want to host this document on your website, please ask me in an e-mail and I will most likely let you, unless your site is a piece of junk or has the domain name cheatcc.com. (http://www.cheatcc.com may NOT host this FAQ. Never.) Even if I said no to you before, e-mail me again; I'll say yes this time. Please do NOT copy directly from this document without giving me credit, claim it as your own, or otherwise plagiarize it. That's against the law, you know. Here is the current list of sites that are hosting this FAQ with my permission. http://www.gamefaqs.com http://www.psxextreme.com http://www.cheats.de =============================================================================== M-0 VERSION HISTORY =============================================================================== 1.00 - Completed 11/30/2003 - 162 KB I went through the whole thing and made many changes, both major and minor. Most importantly, I finally have the online mode section done. I also fixed a few embarrasing typos and rearranged some of the sections. Any further changes to this FAQ will most likely be very minor, so it's essentially complete. 1.10 - Completed 12/02/2003 - 163 KB A very kind person sent me a new strategy for Game Boyz, which I have now updated. I also added two sites to the list of websites that can host this FAQ. =============================================================================== N-0 LINKS =============================================================================== The section for links that are related to FreQuency or Amplitude in one way or another. http://www.freq.com - The FreQuency/Amplitude home page, and the forums where I post often. http://www.freqremixes.net - A website where you can upload your FreQ/Amp remixes and listen to those of others - for free! http://www.cyberscore.net - Submit high scores for FreQ/Amp's solo mode. SEE YOUR WEBSITE HERE! E-MAIL ME! =============================================================================== O-0 CONTACTING ME =============================================================================== If you have questions or tips you'd like me to add into this document, you can e-mail me at austingarbers (at) hotmail (dot) com. You will receive credit for any tips or strategies you provide. If you're having troubles getting online or playing games online, I'm sorry, but I can't help you. I have a dial-up modem and have no idea how broadband works nor how to open ports on your firewall. If you want to play me online, look for Austin on both FreQuency and Amplitude. Also, look for my remixes in the online repository and on freqremixes.net. =============================================================================== P-0 CREDITS =============================================================================== Thanks to: Me - For writing this entire thing JongWooKimX9 (at) aol (dot) com - For the Game Boyz strategy Mr. Resetti - For the Synthesized strategy Sephiroth - For the autoblaster/score bug info Notepad+ - For not sucking like the regular notepad Harmonix - For making such a great game And most of all, all the other freqs who play this game! No thanks to: Me - For being lazy And online cheaters. =============================================================================== THE END