Z.O.E.: Zone Of The Enders - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Z.O.E.: Zone Of The Enders - Strategy Guide (Page 01).
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Zone of the Enders FAQ/Walkthrough
Written by AdrenalineSL
Version 2.02: Released June 18, 2002
The very latest versions and updates can be found at CheatCC and
GameFAQs:
_____________________________________________________________________________
This is currently [Version 2.02] of Adrenaline's Zone of the Enders Strategy
Guide for the Playstation®2 console.
Have any questions? E-mail me. Find any errors? Tell me. Like my guide? You'd
better tell me. I need your compliments to satiate my daily ego nutrition.
Contact me: toiletrabbit@hotmail.com
------------------------------------
- 'CUZ HE'S ON FIRE! (Updates) -
------------------------------------
Version 2.0 | June 9, 2002
I remember way back in April of 2001 that this had been my first "major" FAQ.
It's been over a year since the release of this guide, and when I first took
a glance at it again: it was just horrible. Anyway, updates, updates and
news. I basically gave this guide a new backbone. I removed a lot of
redundant crap. However, I didn't let the "original foundation" of the guide
go to waste (after all, I had spent a lot of time on it back then). I've left
most of the sentences intact, built on them and completely re-wrote other
aspects, including the Introduction, Characters, so on and so forth. I hope
you enjoy the new and improved overtone. I'm very pleased with it, if I may
say so myself. Boom, boom, boom!
[Old Updates Deleted.]
_____________________________________________________________________________
--------------------------
c o n t e n t s
--------------------------
00. Introduction
01. Characters
Orbital Frames
02. Game Basics
Basic Controls
Special Moves
Command Menu
Items/Programs/Sub-Weapons
Versus Mode
03. Walkthrough
04. Miscellaneous
Programs
Passcodes
Rescue Missions
05. Bonus ZOE Stuff
Soundtrack List
"Heart of Air" Lyrics
06. Frequently Asked Questions (FAQ)
07. Outro
Legal Junk
Special Thanks
Contributor Credits
Closing Statement
_______________________
-=[]----------------------=(-- 00. Introduction --)=--------------------[]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You know it. I know it. We all know it. You *know* you bought this game just
to chomp on that MGS2 demo, and you have been living off of that placebo to
hold you over until the post-launch drought of the PS2 subsides. But
somewhere, hidden in the dark recesses of that same PS2 disc box is a game
called Zone of the Enders. Confounded by the fact that Hideo Kojima had a
hand in developing this visually opulent game, whose title did not begin with
the two words that had enraptured a good portion of the gaming industry, you
carefully place this obscure title into your humming PS2.
Afterward, the ethereal voice of a Japanese singer tingles your auditory
senses, and you find your optical lenses glazed to the flashing images.
Somehow, the effect of this amalgamation moves you right down to the core.
That's ZOE. Make no mistake, ZOE is an awesome game. The only thing now is
that you just wish you had made such a discovery sooner.
Join Leo Stenbuck and his feminist sidekick, Celvice Klein, as they probe
deeper into a war they want so much to escape from. It seems fate has other
plans in store for them, as one thing leads to another. The year is, er, some
time in the distant future. Mankind has relocated in outerspace. Power
struggles and conflicts over territory continue to transpire throughout the
universe. The tranquil cycle of life is thrown into disorder once again. Leo
can only handle the situations on the home front. The depravity that has
befallen Leo's homeland, the colony of Jupiter, is only the ignition for a
series of chaotic events.
Why did I write this walkthrough? Well, why are you reading it? I wrote this
(and all my other FAQs at GameFAQs) to improve my writing skills. Some day I
aspire to be, well, some kinda writer. However, at the pace I'm going and
with my current caliber, I doubt I can get very far. Yes, that means, I
didn't write this primarily to help you through the game. To hell with that!
:P
This walkthrough actually began as a project I randomly pulled out of my ass;
something I wrote on a caprice after enjoying the hell out of ZOE. Now I
realize I can use this opportunity to see how much I've improved since April
of 2001. And improved I have. Irked by this FAQ's repulsive writing, I just
had to polish this up so that it would be up to par with my more recent
works. Even with my most recent guides, I feel that my writing is still not
at the level I want it to be. And...um...look, over there...a goat!
Ok, so I'm not being honest with you. The second reason for having written
this walkthrough is to extort money from readers like you. Be a psychotic
little darling and back-up my college funds! No, really, I'm serious. Send me
money.
In any case, this is a walkthrough. Start walking...
_____________________
-=[]-----------------------=(-- 01. Characters --)=---------------------[]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If at some points, you find that I get a little cheesy with the character
descriptions or that the bios are inaccurate, just assume that I wrote
whatever came to mind first and embellished their life stories just to make
them seem interesting.
Leo Stenbuck
-------------
Leo is obviously the main character of the game, and also the reluctant pilot
of Jehuty. A resident of the Jupiter-orbital colony, the Antilia, he was
forcibly dragged into turbulent warfare. Trying to escape from the horrors of
the battle, and at the same time, coping with his distraught feelings, Leo
happens upon the sole cause of the battle, a technological-advanced humanoid
robot used to wage war with. During the skirmish, Leo "retreats" into the
cockpit and is greeted by the AI, who declares him to be the competent pilot
of Jehuty, after successfully thrashing an enemy robot on his first try.
Now, young Leo is entailed to pilot the super robot to Mars, without letting
it fall into the wrong hands. Although this is his preordained destiny, he
often tries to extricate himself from this responsibility. His childhood
friend, Celvice, and the robot's AI, Ada, accompany him and help him get a
grip on his tumultuous emotions. His judgment and constant (annoying) whining
shows just how callow he is. Sometimes, I wish I could just shoot him in the
face, or at least call in for a replacement voice actor.
Ada
----
Ada is the AI system of one of the most destructive and advanced mechanized
robots. She ('cause it's got a woman's voice and all) is Leo's invaluable
field advisor, who constantly whips Leo into shape and offers helpful advice
on how to deal with the current situation. Although she is only a machine,
she is able to sedate his emotions, as if she were playing the part of a
loving mother, whenever the situation escalates. In turn, Leo would
sometimes teach the pacifist ways of dealing with certain things. Ada can't
fully understand what he means or his compulsive intentions, but she
gradually grows to accept the way he is, as they continue their struggle to
restore order.
Celvice Klein
--------------
Celvice is Leo's childhood sweetheart, a very proper young lady and a luv.
When she's not hanging around Leo, she voluntarily devotes most of her time
to caring for orphans at an old church. Celvice exudes sheer coolness and
maintains her somber composure even after nearly being nicked by a few homing
missiles. Yet, she seems a bit naïve at times, although I don't blame her.
Her parents had both died while trying to emigrate to the colony, leaving her
alone to care for herself in an alien land.
While trying to escape from an air raid in her town, Leo comes to her aid and
extends his hand. Celvice climbs aboard Jehuty and realizes that she is now
decidedly involved in the conflict. She helps whenever she can to assist Leo.
As a cohort, she even sometimes provides a few hints. She apparently doesn't
have any qualms about Leo's sickening 8-year-old act. Go her.
Viola
------
The female villain of the game, Viola is of high rank in the BAHRAM forces
and commands the Orbital Frame, Neith. Her feminine appearance belies her
utter evilness and diabolical schemes. Cross her bad side, and you can be
sent to the afterlife any day of the week and twice on Sundays. The
contemptible Viola meets Leo, who foils her plans and prevents her success of
claiming Jehuty, during her "capture operation". If she had not been ordered
to pull out, she would have fought to the death during the first
confrontation with Leo. Reckless and daring, Viola constantly seeks her grave
on the battlefield, where she belongs.
Rock Thunderheart
------------------
The first pilot of the civilian transport vessel, Atlantis, Rock appears to
be very abrasive and insensitive. His main goal is to capture Jehuty and
transport it to Mars, in preparation for a large scale war. Still, he has
very firm values of right and wrong, and he really does care about those
around him.
Elena Weinberg
---------------
Elena is the second pilot of the civilian transport vessel. Like Rock, she
too, would like to get her hands on Jehuty before the opposing forces do.
Elena persuades Leo to lend a hand in transporting Jehuty to them by sweet-
talking him and, of course, guaranteeing remuneration for his efforts. She is
an amicable and charming person, who tends to think things through more
rationally than Rock does. Dogonnit, she's an all-around great gal, and she's
got style!
---Orbital Frames---
In ZOE, the giant mech robots are called Orbital Frames. There are only three
types of enemy frames--and that's only the norm. Repetition is the name of
this game.
ADVANCED ORBITAL FRAMES
^^^^^^^^^^^^^^^^^^^^^^^
JEHUTY
Range Weapon: Semi-Phalanx (shoots 3 shots in one go)
Dash Weapon: -Long- String of energy shots
-Short- Quick saber swipe
Burst Weapon: -Long- Huge energy ball
-Short- Powerful 360-degree sword swipe
Jehuty is the Orbital Frame you control. Its technology and AI is advanced.
For this reason, every military organization in the galaxy would like to lay
claim to this prize. When it gets to the higher levels, Lv. 8 to be exact,
Jehuty can be a mean, blue killing machine, provided the player knows how to
use him effectively. Because of his lightweight structure, Jehuty can execute
swift attacks and be an agile lil bugger.
NEITH
Range Weapon: Semi-Phalanx (shoots 3 shots in one go)
Dash Weapon: -Long- String of energy shots
-Short- Quick saber swipe
Burst Weapon: -Long- Huge energy ball
-Short- Powerful 360-degree sword swipe
Neith is Viola's Orbital Frame. It's one of the most powerful existing
Orbital Frames. A frame's performance is only as good as its pilot's.
Adhering to this saying, one can observe that Neith's fighting style is very
daredevilish and is mostly based on Viola's impulsive and reckless decisions.
Its power and speed can rival that of Jehuty's. Neith is very dangerous when
at maximum level, especially after it undergoes a kind of mutation. Fighting
against Neith isn't just a mash-whatever-you-can battle. You must devise some
kind of base tactic as the heat of the battle passes you by. It's best to
engage in close-combat, as she can dodge all, if not most, long-range
projectiles you throw at her. Neith can also deflect a good number of melee
attacks, but there are certain situations in which she leaves herself open to
attack.
TEMPEST
Range Weapon: Frame-thrower
Dash Weapon: Missiles from the sky
Burst Weapon: Shoots waves of fireballs
Tempest is the first of several bosses you must confront. When Leo first
encounters him at his hometown, Tempest appears to be an intimidating
opponent--he makes Jehuty appear to be a diminutive carrot-thing, but his
sheer weight hampers his mobility. Therefore, he can only attack from
one position and send out long-range attacks. Tempest has two forms: A huge
dome-shaped helm that encases and protects his vital point passes as his
first form. In his second form, Tempest pops off the cumbersome helm and
reveals his core, a rigid motherboard-like thing. By unfastening the helmet,
Tempest can move more freely without being detained (as much).
During his second stage, he is able to launch from the ground, high into the
air, and then drop back to the ground in an attempt to crush Jehuty under
foot. His tentacles will also be unshackled, allowing him to produce and send
out a series of fireballs in seconds, all of which you can defend against by
summoning Jehuty's shield. This arrogant punk dares to look down on you?!
Toast him.
TYRANT
Range Weapon: Missiles, Probes
Dash Weapon: Invincible Shield (Tank mode only)
Burst Weapon: Homing Laser (Frame mode only), cutting Lasers
Other Weapon: EM Field (If you get within slashing range, it entraps you
while he pounds away at you with whatever he has handy)
Tyrant, like the name implies, is a really big meanie that has the license to
bust 10 caps in yo ass. As his first form, he is extremely slow-moving and
only does long-range, but damaging attacks. In order to get by his first form
without dying every time, the Decoy sub-weapon is needed to manifest an image
of Jehuty to deceive him. Tyrant's special targeting system will unload its
most destructive attacks upon the victim, instantly dictating a game over.
As his second form, he is quite active. Transformed into a shape of a small
battle aircraft, Tyrant can knock Jehuty around, like a paddleball (with his
being the paddle). Or something. Yeah...anyway, he's no pushover.
NEBULA
Range Weapon: ???
Dash Weapon: ???
Burst Weapon: ???
Nebula is just like every other advanced Orbital Frame you meet in the game;
just a bit more of a pain. His actions show that he is chicken wuss,
constantly taking cover behind hills and then suddenly popping out for a
surprise attack. Even on the main battle field, his unrelenting missiles and
projectiles place Jehuty at a huge disadvantage. However, there are a few
brief pauses in which Nebula decides to take a break and tarries in the
center. During this time, he exposes his weak spot. If this doesn't scream
"CHANCE", then I don't know what does. CHANCE!
BASIC ENEMY ORBITAL FRAMES
^^^^^^^^^^^^^^^^^^^^^^^^^^
LEVEL: Leveling up, as we all know, is a RPG element. Levels represent your
character's--in this case, Orbital Frame's--experience and skill. As the
level increases, the frame's power and abilities will also move up a notch.
As Jehuty is exposed to more and more battles and successfully winning them,
he will make manifest his utmost potential. The same goes for the enemies as
well, unfortunately. The higher the level, the more powerful you or your foe
becomes. Unlike bosses, the level of normal enemies are predetermined at
certain stages. Jehuty can achieve a level as high as level 8. Afterward, his
power won't budge.
Here's the scale that shows how sophisticated your enemies will be at certain
levels:
Level 1-2: Basic attacks. Bad AI. Cannot interact with teammates as well.
Level 3-4: Same attacks, but have been amplified in strength. Pretty good
AI. Enemies at these levels begin to understand the meaning of
teamwork.
Level 5+: New tricks. Have enormous attack power and fantastic AI. A big
frog leap in strength and difficulty.
SPECIAL CLASS (S) - Enemy squads tagged with a "S" indicate that this unit is
no pushover. Belonging to the "special" class, these elite groups can bully
a careless Jehuty. Exercise caution when duking it out with these guys.
Although you don't have to be so tense when you're dealing with Lv.1 lackeys.
These squads generally carry the passcodes for key programs or sub-weapons.
So dealing with some of them is unavoidable.
TEAM LEADER (*) - Enemy squads marked with "*" suggests that this unit is no
afternoon playtime. They usually carry valuable items or passcodes. Whee.
RAPTORS
Range Weapon: Javelin
Dash Weapon: -Long- Javelin, Geyser at higher levels
-Short- Quick Saber swipe
Burst Weapon: -Long- Energy ball that flies in an arc trajectory
That Raptor is ubiquitous; you'll run into it everywhere. Even if it dares to
rear its ugly uh, face-plate in your business, you'll be laughing at its
pathetic power and flicking them off like flies. Being the weakest of the
three enemies you're likely to meet, Raptors must be accompanied by others of
its kind, or just other frames. When a chance smacks them in the face, they
are likely to try and gang rush Jehuty. At higher levels, they tend to go
on the defensive 90% of the time. The trick is to get in there and grab these
puppies, then smash them into something to kill them much quicker.
CYCLOPS
Range Weapon: N/A
Burst Weapon: 4-hit punch combo, more punches
Dash Weapon: -Long- Charging punch, Haymaker
-Short- Uppercut
Cyclops have been programmed to mimic the fighting style of boxers. They draw
themselves to Jehuty like magnets. Close-quarter skirmishes with them are
obviously inevitable. What's worse is that even Jehuty's scattered shots
can't touch them because they too have built-in shields. At low levels, they
like to attack with long pauses between each swing. This opens a wonderful
opportunity to act before they can throw in another punch. When they start to
get a little beefed up, however, they are able to execute swift jabs and
uppercuts, practically discarding your every chance to counterattack. Cyclops
are good defenders. Like heavy-weight boxers, they put up their prosthetic
arms to protect themselves. You could, by chance or skill, break this defense
to go in for the coup de grâce.
MUMMYHEADS
Range Weapon: Phalanx, Scattered shots
Burst Weapon: Retractable beam cannon
Dash Weapon: Energy ball
A Mummyhead is really a Raptor cloaked in a specially designed, hard-plated
armor that covers only the front part. Its twin sabers are replaced with
portable proton cannons. Its only purpose is mass destruction.
Its physical structure impedes its speed, so Mummyheads have a disposition to
just hover in one area, using only its devastating beams to reach out to an
opponent. Its attack power aside, its beam can also breach great distances,
making this enemy very harmful to Jehuty's health when dealt with in numbers.
Mummyheads conspire with its associates to play a sick joke on you by
attacking from all sides. When this tactic is successfully carried out, it's
very difficult to escape the gravitational pull of its effect. Unlike most
long-range weapons, the Mummyhead's specially produced beam can pierce even
Jehuty's adamant-like shield. At higher levels, it's advised that you try to
avoid them altogether, as the consequences spell disaster.
_____________________
-=[]----------------------=(-- 02. Game Basics --)=----------------------[]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
---Basic Controls---
Direction Buttons - Selects sub-weapon
Left Analog Stick - Controls Movement of the Jehuty
Right Analog Stick - Change camera view
Triangle Button - Ascend/Rise
Cross Button - Descend/Cancel selection
Square Button - Basic attacks/Shots/Blade attack
Circle Button - Sub-weapon/Grab/Throw/Confirm
L1 Button - Cancels lock-on/Shrinks radar
L2 Button - Lock-on/Change lock-on
R1 Button - Guard/Defend
R2 Button - Dash during movement/Burst
Start Button - Opens and closes command menu
---Special Moves---
DASH/BURST
-=-=-=-=-=-
Jehuty speeds up his movement. With Burst, Jehuty concentrates his energy
into an attack.
To dash or burst, simple press the Square Button. This is an essential move,
if you plan on surviving. To dash, press the Square Button while moving in
any one direction. And to burst, stay still and press the Square Button.
DASH ATTACK
-=-=-=-=-=-=
Jehuty rushes toward opponent and slashes at him. It is more effective than
regular saber attacks. The second variation is that Jehuty releases a string
of energy beams that converge on the opponent. It is also more effective than
the normal salvo of bullets. Anything done in conjunction with the "Dash"
technique enhances Jehuty's overall speed and attack power. Wow. Go figure.
First, get acquainted with the dash technique, which can be performed by
depressing the R2 button and moving in any direction. While dashing, press
the Square Button to unleash a "Dash attack". The type of dash attack depends
on whether Jehuty is near or distances away from the locked-on target. If the
enemy is out of its saber's range, then it will release a series of lasers.
If Jehuty is up in its opponent's face, it will rush at the opponent and
deliver a nasty poke.
BURST ATTACK
-=-=-=-=-=-=-
Jehuty charges up, forms an energy ball above his head, and chucks it at his
enemy. Really cool and useful! At close range, Jehuty rotates a full 360-
degrees with his saber outstretched. The momentum engendered by the spinning
can finish off the enemy in one swipe. This happens only if the opponent has
taken previous damage, of course. So sorry to disappoint.
To do these attacks, remain at a stationary position (and make sure you are
free from any potential danger). Then press the R2 button, and the Square
button. This attack takes a while to execute, so you may give your enemies a
chance to act. If they do, the damage received will interrupt the ritual,
canceling the attack completely.
GRAB AND THROW
-=-=-=-=-=-=-=-
Jehuty grabs the opponent by using some special magnetic device and holds him
in place. As soon as a location is determined, he will send his foe flying in
the intended direction.
To grab and throw an opponent, you have to be in front of him, at the right
distance. Otherwise, he will counterattack and beat you senseless before you
can recuperate. The best time to do it is while he is defending. So press the
Circle button to capture him, and hold it down to keep him in his place.
While holding down the Circle button, use the left analog stick to determine
where you want to send him. Then, release the button and watch him go! It
does more damage to backhand him into a building or another enemy. Take
caution that if Jehuty receives any damage during this process, he will lose
his grip, allowing the ensnared enemy to escape.
ESCAPE
-=-=-=-
It obviously means what it says: Jehuty escapes from battle.
Withdraw the lock-on command and fly in the off-screen direction until a thin
red boundary keeps you from moving any further. A timer will appear on the
screen and begin to countdown. Once it reaches 0, Jehuty will have
successfully escaped. However, if he engages in a battle with an enemy Frame
and bears any damage before the counter hits 0, then the escape command will
be reset.
NON-LOCK-ON ATTACK
-=-=-=-=-=-=-=-=-=-
Jehuty can freely explore the area without having to centralize his attention
on any one area or opponent.
Cancel the lock-on mode by pressing L1. Then use the right analog stick to
rotate the camera angles. You can also use the left analog stick. You could
re-adjust the angle to see in front of Jehuty by having him face the desired
direction, and then letting go. The camera angle will automatically move
behind Jehuty and face the front.
FLIP UPWARDS/DOWNWARDS
-=-=-=-=-=-=-=-=-=-=-=-
Jehuty can flip up or down to avoid enemy attacks.
This is an unlisted ZOE move that has been brought to my attention by alert
reader ShinRiGGs. By pressing the dash button (R2) and one of the vertical
movement buttons (Triangle or Cross) simultaneously, Jehuty can flip twirl up
or down.
---Command Menu---
Press the Start button to open the menu. It will become available to you as
soon you depart through the aperture in the ceiling of the hangar at the
beginning of the game. It displays the machine's current status and
inventory. Pressing the Start button again brings you back to the battle
screen. Use the Circle Button to confirm selections, and the Square Button to
rescind your selections.
WEAPONS
-=-=-=-=
Here, you can choose to equip or un-equip sub-weapons. A roster of the sub-
weapons you've collected the programs for will be displayed. It also
indicates the remaining ammunition of that weapon. Some sub-weapons aren't
easy to come by, so wanton expenditures should be avoided.
PROGRAMS
-=-=-=-=-
This list represents the full number of programs that Jehuty has been able to
obtain. Programs are needed in this game to learn new abilities, or to enable
the use of specific sub-weapons. Programs are found at local servers.
However, a passcode is necessary to break the security system. If the server
gives off a red glow, then it is still inaccessible.
PASSCODES
-=-=-=-=-=
A list that digs up all the passwords you have collected and used. Previously
used pass codes will not be displayed. Pass codes are needed to hack into
local servers and extract the program contained within it. Many of them are
essential to completing the game. Usually, squad leaders possess passwords
and will relinquish them upon defeat.
AREA CHANGE
-=-=-=-=-=-=
Exits current area, allowing you to move to the next, or a different area. If
Jehuty cannot leave the current area, the words AREA CHANGE will be
semi-transparent, which gives a good indication of its unavailability. This
usually occurs during boss battles and important events. Remember, after
leaving, the area will be reset (i.e. enemies will return and treasure boxes
will be replaced).
MISSION
-=-=-=-=
Jehuty's next mission can be read here. The text in purple gives you a hint
on how to proceed with the mission. You may refer to this when you are stuck.
It usually provides helpful hints.
OPTIONS
-=-=-=-=
Change various game settings, including Toggle Vibration, Subtitles, etc.
This is available to you on the title screen and command menu.
SAVE
-=-=-
Save your current game status. This option is accessible only on the "colony
map".
READING THE MAP
-=-=-=-=-=-=-=-=
On the right of the Command Menu, a rough layout of the area you are in is
provided. The light-blue triangle is Jehuty, and the point of the triangle
indicates the direction he is facing. That marker is not the only thing that
is shown on the map. There are various symbols and letters that represent
something, like a passcode. Here are some more:
[M] This symbol indicates that the enemy party has a Metatron Ore in its
possession.
[P] This denotes that the enemy squad has a passcode.
[B] This indicates that the enemy possesses sub-weapon ammunition.
Aside from letters, there are geometric icons that symbolize what an item is.
If it is a:
[Green Pyramid] This shows that this item is a local server.
[Red Cube] This indicates that the item contains sub-weapon
ammunition.
[Blue Cube] This indicates that the item contains a Metatron Ore.
[Red Dot] This indicates that the object is a Porter.
---Items/Programs/Sub-Weapons---
You can tell that the item diversity in this game is limited. There are only
two standard types of items you can find: Restorative items and sub-weapons
(and its ammunition). They aren't extremely hard to come by, as they can be
acquired through squads and item boxes.
ENEMY SQUAD
-=-=-=-=-=-=
If you destroy an enemy squad with an item labeled next to their marker on
the map, then chances are, you will get that item. As long as the whole squad
is destroyed, Jehuty will surely claim the prize.
ITEM BOX
-=-=-=-=-
Typically, you are only allowed a few item boxes in each area. Most of them
yield the rejuvenating Metatron Ores to service Jehuty, if needed. There are
two types of item boxes. Each is distinguished by the color: red and blue.
The blue ones always contain Metatron Ores. The red ones hold sub-weapon
ammo. Remember, they will return once you leave the area, so you can hoard
as many as you want.
PORTER
-=-=-=-
A Porter is a special device that serves its purpose only in certain stages.
It veils item boxes that cannot be seen or accessed until all the Porters are
destroyed. This special situation is called a "vector trap". The item box
appears only after every existing Porter in the area has been disabled. To
locate them, whip out your map and point out the smaller red dots. Those are
your Porters. One mission dictates you to seek out these Porters in order to
move on with the game.
RECOVERY ITEMS
-=-=-=-=-=-=-=-
There are typically two types of recovery items: the Metatron Ore, which you
can acquire from enemies and item boxes, and the Repair item enemies
sometimes drop. As you probably already know, the Metatron Ore squirts
Jehuty's circuitry with some rejuvenating juice that fully restores his
energy. However, the Repair item only restores about a third of his health.
PROGRAMS
^^^^^^^^
By obtaining programs, Jehuty can learn to wield new weapons or evoke hidden
abilities. I'd say 60% of the programs are optional, while the other 25% are
absolutely necessary for game completion.
LOCAL SERVERS
-=-=-=-=-=-=-=
All programs (well, 99.9% of them) are received from Local Servers, which are
kept locked-up until you find the correct passcode to crack it open. There
are ways to know whether a Local Server has been activated or not. If the
light it emits is red, then it is still suspended from activity. When it is
green, that signifies that it is ready for information transfer. However, you
may even encounter servers that are completely inactive; there's no green or
red light. That just means that the program isn't available yet.
PASSCODE
-=-=-=-=-
As indicated above, the passcode is the other half of the key to making
available a program or sub-weapon. The squad leader of an enemy squad carries
the passcodes. Other times, you can find them in item boxes. You will know if
you've found the right passcode for that certain server if the light is
green.
SUB-WEAPONS
^^^^^^^^^^^
A sub-weapon, as the name implies, is a secondary weapon function, which you
could employ offensively or defensively. Since Jehuty's database doesn't come
equipped with the programs to use all sub-weapons, you must help it reinstall
the necessary data to utilize them. So, that means going around to each area
and learning the passwords to access local servers. I must have mentioned the
words "servers" and "passcode" at least 50 times now (don't bother going back
and counting, though). Each sub-weapon varies in range, power and operation.
---Versus Mode---
Versus mode can be played against either the COM or another human player (you
know, like your friend--if you have any =P). Basically, you choose from a
roster of selectable Orbital Frames, of which include Jehuty, Neith and her
incarnation. You can adjust the level of your frame to suit your tastes. No
significant changes are made to your frame, but a sharp enhancement in the
opponent's performance can be immediately noticed. After selecting your
combatants, the game prompts you to select a battle stage, which consists of
areas you've already seen and visited in story mode. When you begin playing
Versus Mode for the first time, several blocks will be blank, indicating that
you must somehow unlock them.
In order to make this option at your disposal, you must have first won the
game once. Save your completion data, and "Versus Mode" will appear among the
list of options on the title screen.
***Note: See FAQ section for details on how to fill in the blanks of the two
remaining Orbital Frames and levels.
For you lazy blokes who just can't be bothered to finish this already short
game, use this code to instantly subject yourself to Versus Mode elysian
bliss. Press the following buttons on the title screen:
Circle, Cross, Right, Left, Right, Right, Left, Down, Down, Up, Up.
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