############################################################################### ## # # # 0 ########## 0 # # # ## ### # # # # ########## # # # ; ### Z.O.E. ## # O@ # # ######## # ## @9 # ## ## # # # # #### ## # # # ### Zone ### 0#@ # # @# ##0 # # # ## of ## 9#0 0# #@ ###### @# # 9# ### the ### #0 # ## ## # 9# ## Enders ## 0# ## ###### ## #0 ## ### # O## ###O # ### PlayStation2 ## .#0 ####..0 0#. ## ### 0##O O##0 ### Copyright 2001 Konami ## ###### ## ### ### FAQ/Walkthrough ## ## Version 1.31 / April 1, 2001 ## ## by Jeff "CJayC" Veasey ## -\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/- This document is protected by international copyright law and may not be reproduced in any way (including posting it on a web site) without express permission of the author. For more information, please see the last section of this document. Repeating, YOU MAY NOT PUT THIS DOCUMENT ON YOUR WEB SITE OR REPRODUCE IT IN ANY WAY WITHOUT PERMISSION. -\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/- "Z.O.E." and "Zone of the Enders" are trademarks of KCE Japan. The game "Zone of the Enders" and the logo are Copyright 2001 Konami. -\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/- CONTENTS I. Introduction and Version History II. Controls and Gameplay III. Menu Translations IV. Items and Enemies V. Frequently Asked Question VI. Walkthrough VII. Rescue Mission Guide VIII. In-Game Tips IX. Versus Mode X. Secrets XI. Administrivia -\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/- I. Introduction and Version History Introduction ------------ Giant robots are cool. Seriously, this guide is intended to assist those who have imported the title from Japan and don't have a good grasp of the language, or for those that just need a little help finding things. The game is not terribly complex, nor is it too difficult. Most of the real work comes from learning how to fly Jehuty around with skill, and no FAQ can teach that. Massive storyline spoilers begin at section V, some non-story spoilers as early as section II. You have been warned. Version History --------------- 1.00 (03/03/2001): First version containing a minimal walkthrough for all essential stages and all optional weapons. Controls and map description in place, along with menu translations. 1.05 (03/03/2001): Added the proper way to handle the first Hub section of Mission 26, thanks again to JL Lee. Added in-game tips. 1.10 (03/03/2001): Added information on Items and Enemies, revamped the pre-mission section of the walkthrough. 1.25 (03/04/2001): Added Rescue Mission guide, Secrets. Unless something big comes up, this is likely the final update until the US release at the end of March. 1.30 (03/11/2001): Added some great new information about the game, courtesy of JL Lee and Dengeki PlayStation Vol. 171, and fleshed out the versus mode section a little more. 1.31 (04/01/2001): No fooling, added a Frequently Asked Question section, and ran a spell-check through the document. -\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/- II. Controls and Gameplay Controls -------- MOVEMENT Left Analog Stick: Main Robot Control When targeting an enemy: Forward/Back move closer/further Right/Left rotate around enemy Without a target: Lateral movement Right Analog Stick: Fine-Tune Aiming Triangle Button: Up X Button: Down R2: Dash COMBAT D-Pad Up/Down: Sub-Weapon Select Square Button: Main weapon When close: Saber When far or not targeting: Gun Circle Button: Grab/Throw/Sub-Weapon When close: Hold to Grab, Release to Throw When far or not targeting: Sub-Weapon R1: Guard TARGETING L2: Change/acquire Lock-On L1: Abandon Lock-On DASH ATTACK Square Button while Dashing. Dash Attacks can break through a guard. When close: Dash Slash When far or not targeting: Homing Spread BURST ATTACK Hold R2 without moving, press Square Button. When close: Burst Slash When far or not targeting: Energy Ball Area Map Information -------------------- Light blue triangle: You Red triangle: Enemy squad with Level Number "B" : Sub-weapon ammo "M" : Metatron "P" : Passcode Level Number + S = Special Level Number + * = Squad Leader Yellow line: Enemy squad patrol path Blue Cube: Metatron Red Cube: Sub-weapon ammo Green or Red Tower: Local Server White Arrows: Tunnel Orbital Frame Levels -------------------- In order to power up your orbital frame, you'll need to gain levels by defeating enemy frames. Jehuty (and all other frames) can be at any level from 1 to 8. Each level brings an increase in power and frame energy, and an increase in AI for the enemy frames. In order for Jehuty to go up in level, he needs to gain 100 Experience points per level from defeating enemy frames. The amount of experience gained per level is as follows: Enemy Frame Level Difficulty 1 2 3 4 5 6 7 8 ----------------------------------------------------- Easy 6 9 12 15 18 21 24 27 Normal/Hard 3 6 9 12 15 18 21 24 Very Hard - 2 4 6 8 10 12 14 Additionally, when playing at the Hard or Very Hard difficulty level, experience points are lost when any colony structures are destroyed, either with or without your interference. When this occurs, the screen will flash and ADA will inform you that the damage has happened (at any level). Difficulty Levels ----------------- There are four difficulty levels that the game can be played at. Each level determines a good number of different things, all combat-related. Levels do not affect the overall plot or storyline of the game. EASY Level: After a continue, Jehuty's full energy is restored. After a continue, Jehuty gains additional sub-weapon ammo. Jehuty gains a bonus of three experience points per frame destroyed. Jehuty does not lose experience for damaged colony structures. The highest possible overall ranking is "C". NORMAL Level: After a continue, Jehuty's full energy is restored. Jehuty does not lose experience for damaged colony structures. The highest possible overall ranking is "B". HARD Level: After a continue, Jehuty returns to the area's starting energy level. Enemies do not drop Repair items. Jehuty loses experience for damaged colony structures. The highest possible overall ranking is "A". VERY HARD Level: After a continue, Jehuty returns to the area's starting energy level. All enemy frames are leveled up. All experience points are cut by a factor of (n-3) * 2/3. Enemies do not drop Repair items. Jehuty loses experience for damaged colony structures. The highest possible overall ranking is "S". -\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/- III. Menu Translations Training Mode (First Time) Movement Any Option ---> Demo Dash Practice Basic Attacks Dash Attack Burst Attack Exit ---> Yes Guard No Grab and Throw Exit Training Mode (Second Time) Movement Any Option ---> Demo Dash Practice Basic Attacks Dash Attack Burst Attack Exit ---> Yes Guard No Grab and Throw Lock-On Escape Camera Movement Exit Command Menu Sub-Weapons Area Change ---> Yes Programs No Passcodes Area Change (Not Available in Global Stage) Mission Option Save (Only Available in Global Stage) -\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/- IV. Items and Enemies Sub-Weapons ----------- There are X sub-weapons available in the game, most all requiring a Device Driver before they can be used. All Sub-Weapons have limited ammunition, although enemy squads and item boxes carry additional ammo. If you obtain ammo for a weapon before obtaining the device driver, it will appear as "UNKNOWN" until you do. JAVELIN In-Game Text: Energy weapon. Flies in an arc. Short range. Notes: Your first available Sub-Weapon, does fair damage but arc flight makes aiming a chore. GEYSER In-Game Text: Energy weapon shooting up laser. Sprinkle on surface. Notes: Sort of a mine-trap, only useable next to a surface, best used in corridors. BOUNDER In-Game Text: Powerful energy ball. Bounces off surface toward target. Notes: Damaging, but only useful in enclosed areas. PHALANX In-Game Text: Rapid firing of energy shots. How strong the button is pressed changes firing range. Notes: Vulcan gun, more powerful at close range. HALBERD In-Game Text: Powerful energy sword. Appears when button is pressed and retrieved when pressed again. Notes: Useful only for close-range combat, not exceptionally powerful. COMET In-Game Text: Controllable energy shot. Homes at enemy for a while when shot. Notes: Homing weapon with mid-range power. Weapon shot will dissapear if you take damage, so be careful. GAUNTLET In-Game Text: Powerful bullet weapon. Flies straight toward target at high speed. Bounces off enemy. Notes: A very powerful straight-shot weapon, very useful in battling some of the bosses. SNIPER In-Game Text: Long-distance bullet weapon. Can accurately snipe target. Weak firepower. Notes: Required in order to complete the game. Can shoot through force fields, and can initiate combat with any visible squad. Can also be used to shoot porters from very long distances. DECOY In-Game Text: Defense weapon interfering with enemy radar. Enemy will temporarily lose sight of player frame. Notes: Required in order to complete the game. An enemy will target the Decoy instead of yourself when dropped, but the decoy will be destroyed upon the first attack that hits it. MUMMY In-Game Text: Armor repair weapon. Player frame armor will be repaired while button is pressed. Notes: The Mummy is the rarest and one of the most valuable Sub-Weapons, considering it's the only healing you'll have available during boss fights. Other than MOUNTAIN.1, a Mummy will appear on any stage with a question mark, but only if you visit it right then. Recovery Items -------------- There are two types of recovery items in the game: METATRON The Metatron is a full-recovery item that can be found in item boxes (marked with blue cubes on the map) or dropped when you defeat an enemy squad. The Metatron always recovers full energy to your frame, making it quite useful. You cannot stock Metatrons, as they are always used the instant you access them, so make sure you don't grab them unless you need them. REPAIR Repair bonuses are dropped by some enemy frames when defeated. A Repair will restore around 30% of your energy, but frames that drop Repairs are not marked. Enemies will randomly drop Repair items approximately 20% of the time, but if a Burst Slash is used to destroy a frame, that percentage goes up to 50%. Programs and Drivers -------------------- The following programs and drivers are the ones you'll find as the game progresses... javelin.drvr In-Game Text: Device driver for the use of JAVELIN. Location: TOWN.1 geyser.drvr In-Game Text: Device driver for the use of GEYSER. Location: CITY.1 bounder.drvr In-Game Text: Device driver for the use of BOUNDER. Location: MOUNTAIN.1 phalanx.drvr In-Game Text: Device driver for the use of PHALANX. Location: TOWN.2 halberd.drvr In-Game Text: Device driver for the use of HALBERD. Location: EPS.1 comet.drvr In-Game Text: Device driver for the use of COMET. Location: CITY.2 gauntlet.drvr In-Game Text: Device driver for the use of GAUNTLET. Location: EPS.2 sniper.drvr In-Game Text: Device driver for the use of SNIPER. Location: TOWN.2 decoy.drvr In-Game Text: Device driver for the use of DECOY. Location: FACTORY.2 mummy.drvr In-Game Text: Device driver for the use of MUMMY. Location: Various (auto-install with first pickup) monitor.fcmd In-Game Text: Scouting mode module. Can open Command Menu by pressing START button. Location: FACTORY.1 global.fcmd In-Game Text: Flight mode module. Can select "AREA CHANGE" in Command Menu. Location: FACTORY.1 rap_ctrl.fcmd In-Game Text: Raptor control module. Can control uncontrolled Raptor. Location: EPS.1 detector.fcmd In-Game Text: Anti-stealth module. Can detect invisible objects. Location: EPS.2 antilia.info In-Game Text: EPS system data. Contains power supply facility info, etc. Location: FACTORY.1 Enemy Orbital Frames -------------------- Throughout the game, you'll only meet three standard types of enemy frames: RAPTOR Melee Weapon: Single-sword attack (4-hit combo possible) Range Weapon: Javelin Dash Melee: Double-sword attack Dash Range: Geyser Burst Melee: Double-sword slash Burst Range: Bounder Battle Tips: The Raptor is the "standard" model orbital frame, and the one you'll meet most often. He's pretty much equivalent to a weaker version of Jehuty in style and attack type, with both long-range and melee attacks. The best way to meet a Raptor depends solely on the battle situation and his level. He's just as weak against melee attacks as ranged ones, so there's no standard strategy against him. CYCLOPS Melee Weapon: Punch (4-hit combo possible) Range Weapon: Punch Dash Melee: Uppercut Dash Range: Dashing Punch Burst Melee: Haymaker Burst Range: Haymaker Battle Tips: The Cyclops is a melee-only frame, with no long-range attacks. The strategy here is simple; keep him at a distance. Any ranged weapons you have will do wonders against him, although you may even want to get up close and pummel him if you have the time. MUMMYHEAD Range Weapon: Phalanx Dash Range: Beam Cannon Burst Range: Ball Cannon Battle Tips: You'll need to treat the Mummyhead the exact opposite of the Cyclops. This frame is range-only, with no melee attacks, so you'll want to get up close to attack it every time. Keep firing as you move towards it to interrupt its shots. The Beam Cannon is deadly, and will cut right through your shields, so take special care. Despite their appearance, Mummyheads are no weaker from the rear as they are the front, so there's no need to get behind them except to avoid attacks. Enemy Squads ------------ Enemy orbital frames always come in squadrons of one to three, and there are three basic types of squads to deal with. - Standard: The standard squad is just that; standard. 90% of the squads you do battle with are standard. - "S" Class: "S" Class squads have at least one "S" class frame, often more. "S" Class frames have advanced AI, making them much deadlier. Frames tend to be much more aggressive and attack constantly. - "*" Class: In a "*" Class squad, one of the three frames is the Squad Leader, marked with an asteisk after his level. If you are able to target and destroy this frame first, the other two frames in the squad will immediately drop to Lv.1 with no life remaining; any hit will destroy them. -\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/- V. Frequently Asked Question Q: Is there a second ending? A: No. The ending is the same regardless of your actions throughout the game. The only difference is in the ending theme music. This has been verified with a scan of all in-game text on the game disc; no text for a second ending exists. -\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/- VI. Walkthrough Introductory Events ------------------- Starting Location: HANGAR Receive: monitor.fcmd After the introductory FMV, you'll immediately be faced with your first battle, a Lv.1 Raptor. Even if you don't know what you're doing here, just pound a few buttons and you will eventually defeat him. It doesn't matter how much damage you take, as you'll be able to heal up after this fight. After the battle, you'll be taken into the first Training Mode, where you'll learn the basics of combat. Once it's done, pick up the Metatron in front of you and follow the pointer out of the building. Once you're out of the Hangar, you'll face two groups of two frames (first two Raptors, then two Mummyheads), who you should be able to easily kill. Finally, you'll battle Neith, who you can bet you'll be seeing more of. She won't use any special attacks here, so just pummel her a few moments until she leaves the battle. After the fight and another cutscene, follow the pointer to the Local Server to receive your Monitor command module, which will allow you to access the Command Menu. This will immediately be followed by a second Training Mode, and then the game will finally begin proper. MISSION 1 --------- Mission: Obtain the flight mode module and move to another area using "AREA CHANGE" in the Command Menu. Starting Location: FACTORY.1 Receive: pass_global, global.fcmd There are four Lv.1 squads in this area, and you must at least destroy the ones carrying the passcode (although you should probably destroy all four for practice). Once you have the passcode, proceed to the Local Server and pick up the global.fcmd. As soon as you're ready to go, select Area Change to leave the area. MISSION 2 --------- Mission: Move to TOWN.1. Starting Location: Global Stage This is your first visit to the Global Stage, and the first time you can save your game. You may wish to do so before heading to TOWN.1, as the going is about to get pretty rough. MISSION 2 --------- Mission: Destroy the large Orbital Frame in TOWN.1. Starting Location: TOWN.1 After the cutscene/FMV, you'll face your first boss, Tempest. He's really a piece of cake, so long as you don't get close. Burst Attack, dash, and burst attack again until you get him down to about 50%, at which point he'll transform. From here, keep on the move and Dash Attack when he's on the ground, dodge the satellite attacks and make sure he doesn't land on you, prepare a Burst Attack and hit him right when he raised his head back up, and repeat. Do this a few times, and it'll all be over. Note that if you're going for an "A" rank on your rescue missions, you'll need to adjust your tactics. See the Rescue Mission guide for more information. MISSION 3 --------- Mission: Avoid unnecessary battle and move to another area. Starting Location: TOWN.1 Receive: pass_javelin, javelin.drvr If you're going for an "A" rank on your rescue missions, you should leave immediately and get the Javelin during the rescue mission. Otherwise, you don't _have_ to avoid battle, that's merely a suggestion. Pick up the Metatron if you need it, and play with the robots if you're in the mood. Whichever way you want to play it, at some point you should head forward into the trench and destroy the squad there for a passcode. Use the passcode on the Local Server in the trench to receive javelin.drvr, the first device driver for your sub-weapons. Obtaining the Javelin driver is completely optional, but it doesn't hurt. Once you're done, Change Area and return to the Global Stage. MISSION 4 --------- Mission: Obtain colony info necessary for mission completion from the local server in FACTORY.1 Starting Location: Global Stage Receive: pass_antilia, antilia.info The first rescue mission for TOWN.1 becomes available here. The squad carrying the Passcode are patrolling an area behind and to the right of your entrance, so take them out, then head to the opposite corner to the Local Server there to pick up antilia.info, the colony information program. MISSION 5 --------- Mission: Avoid unnecessary battle and move to another area. Starting Location: FACTORY.1 Kill or don't kill the rest of the squads, and Change Area. MISSION 6 --------- Mission: Move to CITY.1 where the colony shaft is located and destroy the EPS relay block. Starting Location: Global Stage Before going to CITY.1, the second rescue mission becomes available at TOWN.1, and you can also immediately return to FACTORY.1 to pick up a Mummy. This one's real simple; just go to CITY.1, and see that there's a force field there. MISSION 7 --------- Mission: Find the long-distance bullet weapon necessary to destroy the relay block. Starting Location: CITY.1 Turn around and Change Area back to the Global Stage, then head to TOWN.2. MISSION 8 --------- Mission: Destroy the porters in TOWN.2 and obtain the hidden item. Starting Location: TOWN.2 Receive: pass_phalanx, phalanx.drvr, sniper.drvr Your main objective here is to destroy the six porters to obtain the SNIPER. If you're having trouble aiming, don't forget that the right analog stick is for aiming, so use it instead of the left. It's also a good idea to destroy the squad with the passcode and use the Local Server to pick up the Phalanx, but again, that's optional. MISSION 9 --------- Mission: Use the newly obtained SNIPER and destroy the EPS relay block in CITY.1. Starting Location: TOWN.2 Change Area back to the Global Stage, and then head out to CITY.1. Once you're there, use the Sniper to destroy the eight nodes on the EPS relay block to remove the shield. MISSION 10 ---------- Mission: Destroy the power supply facility of EPS.1 and EPS.2. Starting Location: CITY.1 Receive: pass_geyser, geyser.drvr Before leaving, you can optionally take out the squad with the passcode and then use that passcode to pick up the Geyser. Once you're ready to go, Change Area to the Global Stage. Head to EPS.2, which is your next location. Head down into the tunnel (marked with the white >>> on the map), and approach the force field to receive your next mission. MISSION 11 ---------- Mission: First destroy the emergency EPS generator of EPS.1. Starting Location: EPS.2 Receive: pass_control1, pass_halberd, halberd.drvr Exit the tunnel, but before leaving EPS.2, take out the squad with the passcode. From there, head to EPS.1. Upon your arrival at EPS.1, you may want to take out the porters there and pick up the passcode and then the Halberd from the Local Server before heading down into the tunnel. Again, this is optional. Enter the tunnel and fly through it, taking the straight path at the fork. You'll encounter a fight at every room, so take your time. If you get turned around, just remember to follow the yellow arrows. Once you reach the generator room, shoot it a few times to destroy it. MISSION 12 ---------- Mission: Obtain the module necessary to get past the EPS.2 energy field. Starting Location: EPS.1 Receive: pass_control2, rap_ctrl.fcmd Exit the tunnel and Change Area to the Global Stage. From there, fly to TOWN.1, and take note of the squad with a passcode. Take them out, and proceed back to EPS.1, and back into the tunnel. This time, take the fork in the tunnel and access the Local Server at the end of it to receive the Raptor Control program. MISSION 13 ---------- Mission: Find the uncontrolled Raptor to get past the EPS.2 energy field. Starting Location: EPS.1 Careful exiting the tunnels; they're guarded. Once you're out, Change Area, and then begin hunting. Where can you find an uncontrolled Raptor? Try TOWN.2 again, right next to the Sub-Weapon box of Sniper ammo on your map. MISSION 14 ---------- Mission: Destroy the emergency EPS generator of EPS.2 Starting Location: EPS.2 Receive: detector.fcmd Your Lv.4 Raptor will be transported to EPS.2. Head first to the tunnel and then past the force field. Again, this tunnel contains enemies at every room, so be careful. Take the first fork in the tunnel, and access the Local Server at the end of it to pick up the Detector. With this, you'll see some previously invisible porters which you can destroy for a Metatron, although I suggest you wait on that. Instead, head back to the fork and take the straight path until you reach a dead end. Shoot the weak point in the wall, then fly ahead and destroy the EPS generator with a few shots. MISSION 15 ---------- Mission: Move to MOUNTAIN.1 and meet up with the Atlantis. Starting Location: TOWN.2 Back in TOWN.2, Change Area. The third rescue mission is on the way if you want to take it, and TOWN.2 has a Mummy for you. When you're ready, head towards MOUNTAIN.1. Uh oh. Bet you weren't expecting that. MISSION 16 ---------- Mission: Avoid battle with the large Orbital Frame located ahead and move to another area. Starting Location: PARK.1 Just Change Area out of there. MISSION 17 ---------- Mission: Find the program in FACTORY.2 necessary for the repair of ADA. Starting Location: Global Stage Receive: pass_vaccine, vaccine.exec You're in bad shape; one hit will destroy you. So, the rule here is not to get hit. And wouldn't you know it, there's a Rescue Mission in CITY.2. It's risky, but very possible to complete. When you're done, enter FACTORY.2, and avoid the patrols. Head into the tunnel in the middle of the stage. Don't bother with the Metatron, it won't help. If you're spotted by a patrol, don't panic, just break Lock-On and keep going. Once in the tunnel, head into the room and you'll battle with a Lv.1 Raptor. Just don't get hit. Once he's gone, you'll receive a passcode to the vaccine which is in a Local Server below. MISSION 18 ---------- Mission: Avoid unnecessary battle and move to another area. Starting Location: FACTORY.2 Note the other Local Server needs a couple of passcodes. Leave the tunnel, kill or don't kill the squads here, and Change Area. MISSION 19 ---------- Mission: Find the module necessary to avoid the laser attacks of the large Orbital Frame in PARK.1. Starting Location: FACTORY.2 Receive: pass_decoy1, pass_comet, comet.drvr There's a special item at EPS.1, and CITY.1 is under attack in the final rescue mission. Take your pick. Or, just head straight to CITY.2 and take out the squad with one of your two passcodes. While you're there, you can also destroy the porters and pick up the passcode for the Comet and then the Comet driver itself in the Local Server. From there, change area and head to TOWN.3. MISSION 20 ---------- Mission: Find the anti-stealth module necessary to defeat the enemy in stealth. Starting Location: TOWN.3 Receive: detector.fcmd Best get out of here. Change Area and head to EPS.2, and then head back into the tunnel there. Follow the straight path until you meet your old Raptor friend, who's not happy to see you now. Once you dispatch him, you'll get the Detector he carried. (Side note: You'll see a red Local Server marker in the tunnels; that's a bug. Once you visit the room containing Server, it'll disappear.) MISSION 21 ---------- Mission: Find the module necessary to avoid the laser attacks of the large Orbital Frame in PARK.1. Starting Location: EPS.2 Receive: pass_gauntlet, gauntlet.drvr, pass_decoy2, decoy.drvr Head out of the tunnel, and take out the pile of porters in front of you if you want the passcode for the Gauntlet, and you really do want it. The Local Server containing the Gauntlet is also here, so feel free to take it. From here, Change Area and head to TOWN.3. Once you're back in TOWN.3, it should be fairly simple to take out the formerly invisible robots, especially the ones with the passcode you need. Once you've got it, Change Area and head to FACTORY.2 Once you're there, go back to the tunnel, take out the sentry, and use the Local Server to finally get the Decoy driver. MISSION 22 ---------- Mission: Mission: Destroy the large Orbital Frame in PARK.1. Starting Location: FACTORY.2 Before leaving the area, take out the eleven previously invisible porters to pick up Decoy ammo in the upper-right hand corner of the map. Taking on the next boss without it isn't a good idea. It's also a good idea to get your hands on some Gauntlet ammo, and there's two squads carrying it here. Once you're ready, head to PARK.1 to face Tyrant, your next boss. In his first form, simply avoid his beams and nail him with a Burst Attack or two. When you see the red warning beacon, use a Decoy and move from the area, hitting him with another Burst Attack as soon as you're free. Continue this pattern until he changes form at 50%, then switch over to the Gauntlet. Avoid his charges (he's shielded here and can't be hurt), and when he stops and takes aim at you, hit him with the Gauntlet. His charges can be hard to avoid sometimes, but don't be afraid to dash up over him. MISSION 23 ---------- Mission: Move to MOUNTAIN.1 and meet up with the Atlantis. Starting Location: Global Stage Before heading up to the mountain, return immediately to PARK.1 to pick up a MUMMY. Then you can head to MOUNTAIN.1, watch the cutscene, and then enter MOUNTAIN.1. MISSION 24 ---------- Mission: Fly through the gully along the mountain slope and get from the dam to the warehouse area. Starting Location: MOUNTAIN.1 Receive: pass_bounder The paths through here are guarded by bots who will just pop up when you most expect it. There's also a ton of weapon ammo and Metatrons, so this should be fairly simple. If you want an extra weapon (and who doesn't?), take the large river path first and pick up the passcode for the Bounder and the Bounder itself. Take the small path to the tunnel, enter the tunnel and shoot out the weak point in the wall. Head down the next path, and look for the weak point where the tunnel is marked on your map. Shoot it out, shoot out the other side, and continue along the paths, picking up weapons and ammo as you want before going through the tunnel at the end of the paths. You'll get a chance to save here, so take it if you need it. MISSION 25 ---------- Mission: Mission: Destroy the large Orbital Frame in MOUNTAIN.1. Starting Location: MOUNTAIN.1 Nebula is the boss here, and he can be a bit of a pain. In his first form, you can do the best by staying on the move and Dash Attacking, avoiding the beams and satellites he throws at you. At 50% he changes forms, and you need to be careful to watch out for that first swoop, which can be lethal. In his second form, avoid his swoops, whack at his head with the Dask Attack until his tail becomes vulnerable, and then Gauntlet or Burst Attack it if you're clear of his other attacks. His final attack is several waves of satellites, so steer clear of those and continue to bash and dash. MISSION 26 ---------- Mission: Meet up with the civilian freighter Atlantis. It's the last mission, you're almost done, right? Hardly... Location: WAREHOUSE.1 In the warehouse, you'll battle Neith again, but this time she's a little more powerful than your first encounter. The Gauntlet is your best weapon here, as Neith tends to throw her own (they'll counter each other) and she also likes to rush you head-on. Dodge her attacks and Gauntlet her when she stops throw one of her own or rushes at you. Don't worry about the "CAUTION" and the field she traps you in; it'll end soon enough, and you'll be back in the battle. You can't skip it, unfortunately... After the battle there's a super-long series of cutscenes, as well as your last opportunity to save. Location: HUB.1 The Hub is the location of the final battles, and you're in for some fun. For the first part, you'll need to locate and destroy or defuse four bombs in the Hub. Destroying the bombs is incredibly painful, taking off over half of your life, so you'll probably want to defuse them instead. At the same time, you'll be attacked by squads that keep popping up all over the place. The "blow up" way is to take out the bombs only when you're at or near full health, then attack the enemies, who tend to drop Metatrons all over the place. Once you're back at full health, repeat three times. To go after a bomb, just drop your Lock-On, and once you're close enough to it you can lock on the bomb itself for targeting and fire. The "defuse" method is much less painful; simply target the bomb, get close to it, and then grab and hold it. After a few seconds, you'll defuse the bomb, freeing you to move to the next once it's found. If you take a hit while deactivating a bomb, you'll drop it and have to start over, so you'll want to concentrate on taking out any nearby enemies first before attempting to defuse. If the bomb takes a hit while you're defusing it, it explodes. Also, make absolutely sure you've got the bomb targeted before pressing the circle button; otherwise, you'll use a sub-weapon instead. Once all four bombs are gone and all remaining enemies destroyed, you'll face Zombie Neith. Her long-range attacks are lethal, so the best strategy is actually to get right in her face. If you're close enough. you can rush through the set of six Comets she loves to throw (avoiding them to the side is possible, but more difficult as you get closer, as they tend to track just like your own Comets). Your saber is the best bet here, so keep Dash Slashing until she falls. Another long cutscene... and then the Final Battle. Anubis is the last robot you will face, and it seems impossible to defeat him. Seriously. He'll teleport next to you and grab you, so you'll need to dash away to avoid damage. Still, I don't know if you can actually get killed here, as you seem to get knocked out of the ship before you actually would die. So, is this the end? Yes. Is it the only end? Probably. See the Secrets section for more information. -\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/- VII. Rescue Mission Guide RANK REQUIREMENTS ----------------- In order to achieve "A" rank, you must complete the Rescue mission with no casualties and less than 10% damage to buildings. There does not appear to be a rank higher than "A", as even with 0% damage the rank is the same. Rank "B" is awarded with 100% of the population saved and more than 10% building damage. Rank "C" is awarded with less than 100% of the population saved. I haven't seen rank "D", but I assume it's going to be along the lines of less than 50% population saved. Finally, should the entire population be wiped out (or you not take the mission at all), you'll receive rank "E". RESCUE MISSION 1: TOWN.2 ------------------------ This is a fairly simple Rescue mission, considering that there's a ton of unpopulated space in the level. In order to ensure that no survivors are killed and that a minimum of the city is destroyed, you'll need to "gather" all five squads. Simply fly past them to provoke them into an encounter, but instead of fighting immediately head to the next one. You can engage all five squads at once, and at this level, you can outrun them. Fly high to avoid any shots fired from hitting anything important, and when you pick up Raptors, try to lead them away from anything important, as their Javelins will blow up most houses. If you target a Cycops or Mummyhead instead, the Raptors won't fire as often. Once you have all the squads following you (check the map), head for one of the unpopulated corners of the area and let the baddies come to you one at a time. Stick to melee combat, and you'll get off with very little damage. My best: 2.0% damage, 100% population, Rank A. RESCUE MISSION 2: TOWN.1 ------------------------ TOWN.1 is more heavily populated than the second, and what's worse, any damage done in your first visit here (during the battle with Tempest) counts towards your city damage. So, let's backtrack and talk about the battle with Tempest. In order to minimize damage to the city during the battle with Tempest, in his first form just stay close and dodge, circling around him. If you can, put your back to the river and slowly back up, so you'll draw him there as he slowly advances. In his second form, stay high, and stay close during his fireball throws; they'll miss you and harmlessly sail off. When he jumps up, don't move far from where you were, and dodge back at the last second to ensure he doesn't try to follow you too far. By doing this, you'll minimize city damage and ensure a much easier time during the Rescue Mission. After the battle, immediately leave the area before the roaming squads have a chance to cause any extra damage. During the rescue mission, you'll begin with four squads patrolling the area. Rush forward and encounter the furthest squad from you (moving in a square, holding the Javelin passcode), then dash backwards along the park path along the ground (so the Raptors' Javelins will hit harmlessly into the ground there). Once you reach the river, use your map and quickly encounter the other three groups without straying too far from the river trench, and then drop down into the trench. Take out the Raptors first, then the Mummyheads, and leave the Cyclopses. Escape them, so you'll be left with three squads of Cyclopses. The Cyclops does no damage to the city alone, so you can rest for a second before finishing up. Of the three squads, the destruction of two of them release the two waiting squads. I can't remember which unleashes the "southern" squad, but the "northern" squad is released on the death of the one carrying the passcode. To finish off the stage, encounter each Cyclops one at a time and draw them over in front of where the hidden squadrons are waiting, kill them, and when the released squad pops up, you'll be able to draw them right back into the trench for battle along the road, avoiding any extra building damage. It's tough, but it is possible. My best: 7.8% damage, 100% population, Rank A. RESCUE MISSION 3: TOWN.3 ------------------------ TOWN.3 is another insanely difficult mission until you figure out the secret: Only one squad is actually causing damage in the beginning; all others remain still until you wake them up. First thing, take out the group that's moving back and forth, as the Raptor in that group is firing randomly. Once that group is gone, you've got six stationary groups, four of whom will unleash a second moving and attacking group after they're destroyed. All of the six groups but one have a clear line of sight to the river, so you can stay in the middle of the river, use the Sniper to encounter them, and let any Raptors in the group come to you for dispatching, followed by any Mummyheads and closing with any Cyclopses. Four of these five are immediately joined by a follow-up squad, almost all with at least one Raptor. Snipe the new group from the river as they appear, drawing them to you over the open area. You should avoid almost all damage by doing this for the first five squads. The sixth squad has no line-of-sight to the river, but once all the other squads are gone there's a direct line-of-sight from the street. Snipe from a good distance, then take out the three frames in the proper order (Raptor, Mummyhead, Cyclops). My best: 4.1% damage, 100% population, Rank A. RESCUE MISSION 4: CITY.2 ------------------------ Ahhh... The virus mission. There are three groups here, one of each frame type, all Lvl.1, but if you take a single hit, you're toast. Again, it's hard until you know the secret. For the Mummyheads, you've got a clear line of sight on their plane, a perfect spot for a Burst Attack or two. If the energy balls don't finish them off, you've still weakened them enough to be able to rush and take them out quickly. The Raptors are simple enough; just make sure you stay above them to avoid their javelins, and keep them far enough apart so one doesn't attack from behind. The Cyclops... well, you can do with him what you want. My best: 0.0% damage, 100% population, Rank A. RESCUE MISSION 5: CITY.1 ------------------------ The final rescue mission, and it's not too hard. Five squads around the tower, three of them with Raptors. These are your main concern; the Raptors will turn and attack the tower instead of you, even when engaged, so first go from group to group and take out any Raptors you see, along with the Mummyheads. Only take on one or two squads at a time, and when all you've got left are Cyclopses, just escape and come back and finish them off after you're done with the real threats. My best: 0.0% damage, 100% population, Rank A. -\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/- VIII. In-Game Tips During the game in the "Mission" description, there's also a piece of helpful advice in blue print underneath the current mission. For those who can't read Japanese as well as they can English, here's a list of those tips as they will most likely be presented in the English version of the game (these come straight from the program code of the game): - Remember, you cannot access the local server or get an item box when in battle. - When you fight near a city, try to choose an area where damage will be minimal. - Immediately after dash status Jehuty is temporarily safe from damage, try to take advantage of this. - If surrounded by enemies, release lock-on to escape from the battle. - Try not to use Metatron when Jehuty still has sufficient durability remaining. - Be sure to battle all enemies who have a Passcode. - JAVELIN can inflict damage even on an enemy in guard status. - By changing your lock-on target while grabbing, you can throw the target at other enemies. - If you are unable to find needed objects in an area, go someplace where you can. - Both grab and throw and burst attack are effective against an enemy in guard status. - Some item boxes will reappear after a certain time. - Long range battle is effective against a fast moving enemy. Close range battle is effective against a slow moving enemy. - You can destroy a Porter by using SNIPER when in a long range situation. - GEYSER is effective when fighting in an area bounded by four walls. - A HALBERD is effective against an enemy using a HALBERD. - If you are unable to find an area in one location, go someplace else - Make the most of dash attack and burst attack which are peculiar to Raptors. - You can use dash and burst during a slash attack. - When Jehuty has low durability, try to recover by avoiding unnecessary battles. - You can strike an enemy first by using burst attack. - Let's search for the programs in nearby areas. - When you are being attacked by grab and throw, you can get away using a slash attack, dash or burst. - Do not forget to get ammunition for DECOY. - Do not leave unused Passcode when you go to the next stage. - GEYSER and BOUNDER are effective when fighting in smaller areas. - While Nebula is preparing for another attack use that chance to recover battle condition. - When Neith uses burst attack it becomes defenseless for a few seconds. Don't miss that chance to attack. - Remember that COMET will disappear if Jehuty suffers any damage. - The most effective attack is a combination of sub weapons and normal attack. -\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/- IX. Versus Mode Beating the game once opens up Versus Mode with five frames and most stages available. Beating the game a second time releases the remaining two frames and the remaining stages. From the configuration of the screen, it seems unlikely that there are any other robots or stages available (i.e. all slots are filled). In versus mode, there are seven orbital frames to choose from. All of the frames have been balanced so no one frame has a weapon power advantage over the others (unlike the real game). MUMMYHEAD Range Weapon: Phalanx Dash Range: Beam Cannon Burst Range: Ball Cannon CYCLOPS Melee Weapon: Punch (4-hit combo possible) Range Weapon: Punch Dash Melee: Uppercut Dash Range: Dashing Punch Burst Melee: Haymaker Burst Range: Haymaker RAPTOR Melee Weapon: Single-sword attack (4-hit combo possible) Range Weapon: Javelin Dash Melee: Double-sword attack Dash Range: Geyser Burst Melee: Double-sword slash Burst Range: Bounder JEHUTY Melee Weapon: Sword attack (4-hit combo possible) Range Weapon: Vulcan Cannon Dash Melee: Dash Slash Dash Range: Homing Spread Burst Melee: Spinning slash Burst Range: Energy Ball NEITH Melee Weapon: Single-sword attack (4-hit combo possible) Range Weapon: Vulcan Dash Melee: Double Slash Dash Range: Homing Flare Burst Melee: Spinning slash Burst Range: Gauntlet SINGLE-SWORD RAPTOR Melee Weapon: Single-sword attack (3-hit combo possible) Range Weapon: Javelin Dash Melee: Diving attack Dash Range: Geyser Burst Melee: Sword slash Burst Range: Bounder ZOMBIE NEITH Melee Weapon: Whip attack (4-hit combo possible) Range Weapon: Double Vulcan Dash Melee: Dashing Whip Dash Range: Comet Burst Melee: Spinning Whip Burst Range: 6 Fireballs (Comet-like in attack) -\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/- X. Secrets Second Ending Theme ------------------- During the end credits, if you are able to finish the game with the five rescue missions all rank "A", an alternate ending theme will play. Voice Actor (Seiyuu) Speech --------------------------- During your final score tally at the end of the game, if you receive an overall rank "B" or higher, you'll hear a Voice Actor give commentary on your score. The overall rank appears to depend primarily on difficulty level and rescue level ranks, it's not clear whether or not the number of continues or saves has anything to do with it. (This has not yet been confirmed for the US or European versions yet; any takers?) Rank "B": Leo Rank "A": ADA Rank "S": Celphis -\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/-\/- XI. Administrivia Sources and Thanks: This FAQ was put together using several different sources (aside from my own know-how and experience). In no particular order: - The game itself, including the game code (where the English mission description and hints are found. - Thanks to JL Lee for pointing out the location of the downed Raptor; I missed it on my first play-through. He also passed along the proper way to handle the bombs in Mission 26, for which I am also grateful. He also provided the translation and a link to the ending voice secret. - http://ww4.enjoy.ne.jp/~zenithrev/zone%20of%20the%20enders.htm provided information about the seiyuus, and JL Lee let me know about it. - JL Lee also provided the Repair, Experience Tables, and some other information from Dengeki PlayStation Vol. 171. Contacting Me: If you have stuff to add, please do send it along to cjayc@gamefaqs.com for inclusion in the next revision. Copyright Notice: This document is Copyright 2001 Jeff "CJayC" Veasey. It may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site outside of GameFAQs without advance permission from the author (cjayc@gamefaqs.com). It may not be distributed electronically outside of the GameFAQs web site, and it may not be distributed otherwise at all. At some point in the near future, this document may be released for free public distribution. The latest version of this document on the GameFAQs web site will hold the current Copyright and distribution information. At this time, however, the document is exclusive to GameFAQs; please do not ask for reproduction rights without compensation. -EOF-