Ghost In The Shell - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Ghost In The Shell - Strategy Guide (Page 02).
Mission 9: Wormwood. Aeropolis II/Geofront.
In this mission, the terrorists' order of battle include
AFVs with spread missiles, cyborgs with automatic rifles, battle
axes, or triple missile launchers, flying cyborgs with beam
rifles, and the usual turrets.
Most of the terrorists' weapons are 2D and linear (eg,
spread missiles and Vulcans), so the Fuchikoma can climb onto the
ceiling and ignore the terrorists that aren't in the Fuchikoma's
way, or aren't guarding Items.
The Fuchikoma can't climb onto the ceiling or walls of an
elevator. (Actually, when a Fuchikoma that's on the outside wall
and looking down at the floor slide into the elevator, the
Fuchikoma may remain on the elevator wall as the elevator moves.)
In one area, there's a chasm where the Fuchikoma can simply
jump down to a lower floor, instead of climbing onto and moving
down the wall. Jumping down the chasm may be a bad idea because
waiting on the lower floor are AFVs and turrets.
Just before entering the boss mecha's room, the Fuchikoma
steps onto a moving platform. While the platform is moving, the
Fuchikoma can't get off the platform, and encounters four flying
terrorists.
In the boss mecha's room, a Timer counts down from 60
seconds, and the Fuchikoma must destroy eight columns on the
floor. Extending from the ceiling above each column is a robot
arm with a beam laser.
The Fuchikoma can destroy the eight beam lasers, but the
Fuchikoma must hit the beam laser at the end of a robot arm.
Shooting at the robot arm causes no damage and wastes time.
Destroying a beam laser gives a time extension of 20 seconds.
When the timer has fewer than 10 seconds, "Move quickly!" appears
in the Message Screen.
To clear this boss mecha, climb onto the ceiling and first
take out all eight beam lasers. (In fact, the Fuchikoma can jump
onto a beam laser for inappropriate fun.) Remember to slide away
from the beam lasers and to NOT jump, or the Fuchikoma will land
on the floor. Also, don't move the Fuchikoma into the force field
around the core of the generator.
After the Fuchikoma destroys all beam lasers, destroy the
columns.
After the Fuchikoma destroys four columns, the generator
will attract the Fuchikoma towards its core and into its force
field. Keep moving or sliding the Fuchikoma away from the core.
Eg, place the Fuchikoma between a column and the wall of the
room, face and Vulcan the column, and move the Fuchikoma
backwards. The "snowflakes" are harmless.
After the Fuchikoma destroys six columns, the generator will
also produce random chain lightnings.
After the Fuchikoma destroys eight columns, the generator
will play dead.
After the Fuchikoma destroys nine columns, the Fuchikoma
will switch to Optical Camouflage.
BUG. When the Fuchikoma steps onto the platform and it just
begins to move, the Fuchikoma can move off the rear edge of the
platform and onto the empty but texture-mapped floor below the
platform. The platform continues to move towards the other end of
this area. Though there are grooves between the tracks, the floor
is actually flat: an invisible surface covers the grooves. (If
this sounds too good to be true, well, it's true, but the
programmers or debuggers were annoyingly exact. When the platform
reaches the other end of this area, a gate opens to let the
platform enter its dock, then closes behind the platform. The
free Fuchikoma can climb onto the rear edge of the platform, but
it can't move through the closed gate. The Fuchikoma can't climb
through the walls at this end of the area either, though it can
see the entrance to the boss mecha's room through the wall.)
Mission 10: Cutting of the Central Nerve. Aeropolis II/The
General Floor.
(This Mission has the same BGM as the OP animation.) ^_^
New units in the terrorists' order of battle include: mobile
mines, red Bits with beam rifles, and brown terrorists with
flamers.
The mobile mines will track towards the Fuchikoma, and
self-detonate if the Fuchikoma is on the floor or wall. They
won't self-detonate when the Fuchikoma is on the ceiling. Thus,
for most of this mission, the Fuchikoma should be moving on the
ceiling. When the Fuchikoma's Vulcan blows up a mobile mine,
don't rush the Fuchikoma into the explosion, or it'll damage the
Fuchikoma. Also, the explosion won't destroy any nearby mobile
mine. OTOH, if a mobile mine's on the floor under the inverted
Fuchikoma, the Fuchikoma may: ignore the mobile mine and move on;
or dash back and Vulcan the mine again; or lock-on the mine, dash
back, and release missiles at it.
Note: When the Fuchikoma's on the ceiling, the big green dot
in the Radar is also reversed. So fly by IFR and trust the
Direction Indicator at the upper right corner of the screen. But
sometimes it's hard to discern if the Direction Indicator's
pointing to the Fuchikoma's front or back. So if the Fuchikoma
encounters empty corridors, or terrorist units that it may have
destroyed before, clear the corridor, jump onto the floor, and
check the Direction Indicator and Radar.
The terrorist with flamer needs two Vulcan bursts to
destroy.
As soon as the Fuchikoma enters the two boss robots' room,
climb onto the ceiling. Each boss robot has four weapons: beam
shotgun, beam sabre (like the ones in Virtual-On), mines (three
per shot), and missiles.
The mines can't hit the inverted Fuchikoma. Keep sliding the
Fuchikoma to avoid the boss robots' other attacks. When the
Fuchikoma slides, try to keep one of the boss robots in the
Fuchikoma's front arc. Vulcan, then lock-on and release missiles
at one or both boss robots. Repeat. When the boss robots' energy
is down to 1/4 or 1/2, one of the boss robots will probably
explode.
The doors through which the boss robots enter the room won't
open when the Fuchikoma stands on them.
(BTW, the note about a ninth column in the previous Mission
was disinformation. In Mission 9, there was no ninth column. Just
checking if you vidgame reviewers are really playing this game.
But the note about the moving platform bug was true.) 8P
"Joudan ya. Sugu shinjin'na, BOKE." - Inuzuka
Saori to the protagonist, Sotsugyou Vacation
(PlayStation, 1997)
Mission 11: Push Up from the Bottom! ("Up yours!" IMO.)
Aeropolis II/The Duct.
New units in the terrorists' order of battle include: mine
droppers.
This mine dropper appears as a rod on the ceiling or wall.
When the Fuchikoma's in its range and under the mine dropper, it
drops multiple mines on the Fuchikoma. Unlike the dumb mines in
previous Missions, this mine dropper has unlimited ammo. OTOH, it
doesn't activate when the Fuchikoma's on the ceiling and standing
right next to it, or when the Fuchikoma's on the wall and above
it. Unless the Fuchikoma's in a narrow duct, the mines from a
mine dropper only hit the path directly under it, but there may
be one mine dropper on each wall at one spot in the duct.
Again, as soon as the Fuchikoma enters the boss mecha's
room, climb onto the ceiling. The boss mecha's a two-parter. It
begins with four weapons: energy balls (five per shot), energy
waves (up to four per shot), lightning (two-hit), and missiles.
WRT the quintuple energy balls, dodge the first one or two,
then move towards the boss mecha to force the others to overshoot
the Fuchikoma as they guide towards it.
WRT the energy waves, they have little elevation, so they'll
probably miss the Fuchikoma on the ceiling, unless the
Fuchikoma's in medium range from the boss mecha.
WRT the lightning, a cone of lightning appears before the
boss mecha, then it releases a stream of lightning that only hits
if the Fuchikoma's directly in front of the boss mecha.
When the boss mecha's energy is down to 1/4, the boss mecha
becomes a hovering locust-like mecha with continuous beam machine
gun and missiles. Avoid the boss mecha's front arc and missiles,
and Vulcan/missile it.
(Thanks to Kee-Hyun Paik for Mission 11 and 12 tips.)
Mission 12: The Darkest Hour is that Before the Dawn.
("Frustration Central II", IMO.) Aeropolis II/The Rooftop.
New units in the terrorists' order of battle include: Bits
with spread beam guns. The double missiles from the turrets in
this Mission seem to have better agility than previous missile
turrets. Also, beware of multiple dumb mines.
If the Fuchikoma moves beyond the outside edge of the (brown
and yellow) floor, it'll fall off the building and Game Over,
instead of climb onto the outside wall of the building. For
reference, the gunships are always parallel to the ground, and
there are two landing spots for choppers (the "H" marks (Ecchi?))
on a balcony way below the Fuchikoma's floor.
Behind the gate guarded by one missile turret and three
Bits, note the wall (actually an underside) with two rows of four
mines (and a gunship behind the mines) through which the
Fuchikoma must move through is dark grey, not light grey. While
destroying these mines and gunship, remember the Fuchikoma's
upside-down and don't jump!
This Mission has three checkpoints. The first is three
platforms in a row across which the Fuchikoma must jump. The
second is a gap across which the Fuchikoma must jump. The third
is a narrow bridge.
((Be advised: You may ignore this paragraph.) Why did the
[censored] programmers at Exact must be such [censored] sadists
to include the [censored] Super Mario jumping from platform to
platform [censored]? The last time I did some of this [censored]
was in Origin's Ultima VIII for DOS. I didn't like it then, and I
don't like it now. I [censored] wasted over two hours and 20
minutes to complete this otherwise physically short Mission (and
my Fuchikoma engaged the boss mecha only three or four times
during this duration) because I [censored] at trying to jump
across those three [censored] platforms. (Actually, it was
effectively two [censored] platforms. See below.) My Fuchikoma
had [censored] fallen short, overshot, missed to the left ("Just
a little bit outside!" - Major League), missed to the right, AND
slid off the [censored] middle platform so many times it wasn't
[censored] funny. (About the only thing I didn't do was to try
jumping across those [censored] platforms while the Fuchikoma's
inverted, to see if the Fuchikoma can stick to the undersides of
the [censored] platforms, which I doubt.) Maybe there are easier
ways to jump across those [censored] platforms, but I didn't
waste more time to figure out them. (I usually play fighting
games and RPGs. I don't usually play shooting games, except the
Virtua Cop series.) OK, I could've been less frustrated if I
wasn't in a rush to finish this game to free the PS for Sotsugyou
Vacation. (OTOH, a friend seems to have similar problems with
Dark Forces II for WIN95. At least he can save game during a
mission.) Fortunately, for a 3D graphics-intensive PS game, GITS
has a relatively short load time, possibly from efficient
programming.)
Anyway, here are some tips for players more used to action
games. There are (at least) two ways to jump across the three
platforms. One, jump from the top edge of the wall facing the
platforms. Two, jump from the half-platform on the wall facing
the platforms. (I tried both, and prefer the first option,
because it involves one fewer platform than the second option.)
BTW, the Fuchikoma can't climb beyond the yellow borders of the
walls (or it'll fall off the building), or climb onto the cables
suspending the platforms.
Before trying to jump across the platforms, line up the
Fuchikoma with the line on the floor, or the half platform on the
wall facing the three platforms. A slight yaw to either side will
amplify when the Fuchikoma jumps and cause the Fuchikoma to miss
the middle platform.
Move back the Fuchikoma, L1+R1+Forward to dash forward, tap
Jump when the Fuchikoma's at the top edge of the wall facing the
platforms, release L1+R1 and hold Forward for a second, before
the Fuchikoma lands on the middle/second platform. If L1 or R1
isn't released evenly, the Fuchikoma will yaw in mid-air. If
Forward is held for too long, the Fuchikoma will slide off the
platform. When jumping from the second platform to the third
platform, jump from the forward half of the second platform. When
jumping off the third platform, aim for the wall to the
Fuchikoma's right (1-2 o'clock), where there's a light and one of
the cables is anchored.
Guarding the entrance of the corridor after the three
platforms is a missile turret, near an Energy Pack. Inside the
corridor are mines and a spider-like robot with twin beam rifles.
Between this corridor and the next is a gap.
One way to cross the gap is dash forward the Fuchikoma
before it jumps. Another way I didn't try is climb to the top of
the wall facing the entrance of the next corridor and jump
towards the entrance. Even if the Fuchikoma falls short of the
entrance, it may stick to the wall around or under the entrance.
Inside the next corridor are two green terrorists with
automatic rifles. These are annoying because their hits abort the
Fuchikoma's Vulcan bursts, and the Fuchikoma can't run over them.
(So I Grenaded the both of them and got the Grenade in the next
corridor.) Between this corridor and the next is a narrow bridge,
guarded by a gunship.
The bridge has four mines on it: two on top side, one on
left side, and one on right side.
(Comment: On second thought, and after some calm tries,
tapping L1+R1+Forward+Jump to hop from the brown platform on the
wall facing the grey platforms to the platforms doesn't seem as
hard as I first thought.)
In the boss mecha's stage, slide at will. The Fuchikoma
can't fall off the rooftop.
The boss mecha's another two-parter. In Part I, it has five
weapons: cluster bombs, shock waves, spread missiles, two mega
beam swords, and Vulcans. Also, it can slide.
The cluster bombs, spread missiles, and Vulcans are easy to
avoid. Keep the sliding Fuchikoma in short to medium range from
the boss mecha. When the boss mecha slides and possibly gets into
the sliding Fuchikoma's way, prepare to slide the Fuchikoma in
the opposite direction.
The shock wave and mega beam sword(s) are harder to
vis-ident. The shock wave has a short execution time. When the
boss mecha raises one or both arms, instead of wait and see if
it's drawing its mega beam sword(s) or energising the shock wave,
jump the sliding Fuchikoma anyway. When the boss mecha's energy
is empty, it grabs the Fuchikoma, and both fall off the building.
When both are falling, the Part II boss mecha has only one
weapon: continuous Vulcans. It restarts with full energy, but
Grenades do good damage to it. Slide the Fuchikoma away from the
Vulcans, and tap the keypad to move the Fuchikoma towards the
boss mecha's top, bottom, or sides. It shouldn't take long for
the Fuchikoma to Vulcan the boss mecha to destruction. (When the
timer reaches zero, do both the boss mecha and the Fuchikoma hit
the ground?)
After the boss mecha buys the farm, it's Labatt time. Sit
back, relax your thumbs, and enjoy Movie 6 and 7.
5. Movies
The following conditions of the movies might be incorrect.
Movie 1: Opening.
The OP animation.
(Hey, the hostile Fuchikoma has a flamer and Optical
Camouflage.)
Movie 2: Mission-1.
Before Mission 1.
(What did Bateau say before Togusa said "Kawaisou"?)
Movie 3: Mission-2.
Before Mission 4.
Movie 4: Mission-3.
Before Mission 7.
(The sound effects person at the af-reco (after-recording)
studio certainly did his/her job. Listen for the scraping sound
when the Fuchikoma scratches its head. BTW, is the Fuchikoma in
Aramaki's office supposed to be the player's?)
Movie 5: Mission-4.
Before Mission 10.
Movie 6: Ending.
After Mission 12.
Movie 7: Staff.
After Mission 12 and Movie 6.
Movie 8: Training-1.
The Fuchikoma is destroyed in Training 1 and gets Class E.
To destroy the Fuchikoma before the timer reaches zero, stop the
Fuchikoma on a target.
Movie 9: Training-2.
The Fuchikoma passes Training 4, fails Training 5, and gets
Class C.
(The player gets Class C even when the Fuchikoma's an Hit
Rate of 93% and 104 destroyed targets.)
Movie 10: Training-3.
The Fuchikoma passes Training 3, fails Training 4, and gets
Class C.
Movie 11: Training-4.
The Fuchikoma fails or passes Training 1, isn't destroyed,
and gets Class E.
Movie 12: Training-5.
The Fuchikoma passes Training 1, fails Training 2 or 3, and
gets Class D, even when the Fuchikoma's Hit Rate is 82%.
Movie 13: Training-6.
Kenson Yee said the conditions of this Movie are Class B and
a score of 800,000-900,000.
Movie 14: Training-7.
The Fuchikoma fails Training 5 or 6, and gets Class C or D,
even when the Fuchikoma's Hit Rate is 93%, with 104 destroyed
targets.
Movie 15: Training-8.
The Fuchikoma passes Training 6 and gets Class A, even when
the Fuchikoma's Hit Rate is 90% (!), with 99 destroyed targets.
Achieving 100 or more destroyed targets don't get achieve Class
S.
(Maybe my Fuchikoma didn't get Class S because it was
heavily damaged.)
Movie 16: Training-9.
The Fuchikoma passes Training 6 and gets Class S. An Hit
Rate of 84%-87% and 96-98 destroyed targets help.
Movie 17.
I can only presume this Movie is titled "Training-10" and is
for Class SS.
Zouggari said he achieved Class SS with an Hit Rate of 91%,
a Score of 1,360,600, which included 5 Perfects (115 Destroys),
and his Fuchikoma ended with good "health" (green Energy Gauge).
According to the Production IG official homepage (see
below), the OP animation of the game is about two minutes long,
and uses 4,000 cels. The total length of the animations between
missions is about 10 minutes, and uses 3,500 cels. Production IG
states, for comparison, a 30-minute OVA uses about 7,000 cels.
IIRC, Production IG claims they produced the animations at 30
fps, but have to accommodate the PS's specs and play the
animations at 15 fps in the game.
While it's not the GITS PS OP animation, we can download a
promotional QuickTime MOV file from the SCEI (Sony Computer
Entertainment Inc) official homepage at:
(If one hasn't watched the real game, he/she might notice in
that MOV file the Fuchikoma's ability to climb onto buildings,
but IMO he/she might not appreciate the Fuchikoma's axis-turns
and lateral slides.) BTW, the above URL is just a frame. The
formal URL of the SCEI official homepage is:
We can use its SCEI-only search engine to search for the
advertisements, front and back cover illusts, and MOV files (if
any) of other PS games. (I tried it on 1997.09.22, and it didn't
(seem to) have any info about NOeL 2 and Sotsugyou Vacation yet.
T_T Sabishii.)
Calvin Choi suggested we can use the Psxvideo for WIN95 util
to view the Movies. I've that util (v1.06, 1997.02.17), but
haven't tried it with the GITS game CD.
6. VOICE ACTORS (Seiyuu)
Kusanagi Motoko TSURU HIROMI
Aramaki Daisuke Itou Souichi
Bateau Ogawa Shinji
Togusa Suzuoki Hirotaka
Ishikawa Kobayashi Kiyoshi
Saitou Hiyama Nobuyuki
Fuchikoma Miwa Katsue
Sawamura Takiguchi Junpei
Thanks to Doi Hitoshi (the usual suspect -_-; WRT seiyuu
stuph) for the transliteration. Gundamaniacs may remember Suzuoki
Hirotaka as Captain Bright Noah in Gundam (and now Saitou
Hajime/Fujita Gorou in Kenshin).
The staff roll in Movie 7 has the complete list of
characters and seiyuu, but I may or may not transcribe those
later.
Max Hagedorn said the Ghost in the Shell Official Art Book
has B&W recent photos of the seiyuu. Anyone has scans of these
photos?
7. MISCELLANEOUS (Free Talk)
Seems the non-Japanese NTSC version has a front cover that
has (somewhat) less bondage than the original front cover. Wonder
if the (apparently) full-body nudity in the OP animation will
survive in the foreign NTSC version? (IMO, probably not, given
the previous changes to the Sophitia in the OP animation of
Namco's Soul Edge, uh, Soul Blade.)
In a Mission, when the Fuchikoma stands still and does
nothing (I was enjoying the techno BGM, OK?) one of three
reminders regularly appears in the Message Screen:
"Keep working!"
"Pursue your mission."
"What are you doing?"
In a memory card, a GITS save game is one block in size. The
icon shows the sweating head of a Fuchikoma, blinking its
mono-eye.
After the player completes Mission 12 and saves game, the
save game title becomes "COMPLETE", instead of "MISSION #".
In the ROOT sub-directory of the CD, there's a SYSTEM.TXT
file written in JIS. Seems like a config file, but the
STARTUP.PEX file it mentions isn't executable under MS-DOS.
A friend's comment when he first saw Kusanagi Shousa: "Why
is she not wearing pants?" -_-; (Me: "No comment.")
BTW, to annoy a GITS PS player while he/she is concentrating
on sliding left and right to dodge incoming fire, hum or sing the
old Spiderman cartoon theme song.
The following is the track list of the Ghost in the Shell
PlayStation original soundtrack CD, released by Sony Music
Entertainment. (Thanks to Norm and Oichoich.)
1. Takkyu Ishino "Ghost in the Shell"
2. Mijk Van Dijk "Firecracker"
3. Brother from Another Planet "Ishikawa Surfs the
System"
4. Hardfloor "Spook and Spell" (Fast Version)
5. Westbam "Featherhall"
6. Joey Beltram "The Vertical"
7. Scan X "Blinding Waves"
8. The Advent "The Searcher"
9. BCJ (aka CJ Bolland) "Spectre"
10. Dave Angel "Can U Dig It"
11. Derrick May "To Be Or Not To Be" (Off the Cuff
Mix)
Sierra Hotel (high scores), as of 1997.11.15. For
simplicity, only one pair of high scores per player are listed.
Training Mode Score Class Name
1,360,600 SS SLI
1,021,000 S KEN
1,000,100 S DON
Mission Mode Score Destroy Name
1,322,000 435 DON
748,800 326 SLI
370,600 109 KEN
(SLI = Slim99; KEN = Kenson Yee; DON = Don Chan.)
8. THANKS (Social democracy in action)
Alex van Vucht (For the ASCII logo.)
Calvin C. "SAInt" Choi (For Training 1-6 and Movies info.)
DarkLord (For Mission 1-12 tips.)
Doi "Toshi Nibunnoichi" Hitoshi (For seiyuu info.)
Don "Gamera" Chan (Kusanagi Syousa no koe sukkyanen.)
Fran Kan
Gilbert Wong
Katou Masayuki
Kee-Hyun Paik (For Mission 11 and 12 tips.)
Keith Miyake
Kenson "Tenshi" Yee (For Training 6 and Mission 9-12 tips.)
Lee Freedman (For Mission 4 tips.)
Max "Metool" Hagedorn (For Movies and seiyuu info.)
Michael Mi Wang (For Mission 3 tips.)
Mike Tsui (For Training and Mission tips, and watching me
play this game.)
Nagano Satoshi
Norm (For info about the GITS PS OST CD. (Huh?))
Oichoich
Ralph Jenkins (For identifying the GITS PS Kusanagi Shousa's
seiyuu.)
Takizawa M
Tamar Pandi
Zhou Tai An (For his Ghost in the Shell - Player's Guide.)
Zouggari (Slim99) (For Movies and Training info.)
No thanks to the following Geschlechtskrankheit:
Neil Trumbie (GhostHacker@mindspring.com, Neil@Trumbie.com)
9. REFERENCES
These are mainly Usenet newsgroups and Websites about this
game. I exclude Websites about the GITS anime movie that don't
necessarily have info useful to the players of this game.
Anime PlayStation
Atelier Kaia
Digital Magazine GAME BUSTERS / GAME NEWS
Game Cheat Workshop
Game Players Magazine, No.53, 1997.07.18 (Cineaste
International Ltd).
[GARAGE] SOFTWARE SCPS-10043
Ghost in the Shell Official Homepage
Ghost in the Shell PlayStation
National Console Support, Inc
planet 32
PlayStation Magazine, No.15, 1997.08.08 (Tokuma Shoten Co
Ltd/Intermedia Company).
PREVIEWS - International
Production IG Official Homepage
PSX Power Preview: Ghost In The Shell for PlayStation
SCEI SOFTWARE [?USk<@"(r)'… Ghost in the shell]
Secrets of the Sega Sages
Seiyuu (voice actor) database
Shooting Star!!
VideoGameSpot: Ghost in the Shell (Import) at a Glance
ŸSŸ"ŸN
d'á3/4öøE
?USk<@"(r)'…
alt.games.video.sony-playstation
fj.rec.games.video.home.playstation
hk.rec.videogame
rec.arts.anime.games
rec.games.video.sony
PS As I said before, I'm interested in this game not because
I'm a GITS fan (read its manga years ago, and didn't watch
its movie, but I'd watched other Oshii-directed anime
before: Dallos, Patlabor 2, and Urusei 2) or a Shirow
Masamune fan, but because I'm a TSURU HIROMI fan. ^_^; (To
paraphrase the Fushigi Yuugi OP song: "Konomi no seiyuu no
tame ni, ima nani ga dekiru kana?") I wouldn't be playing
this game if Tanaka Atsuko remains as Kusanagi Shousa's
seiyuu (no offense to Tanaka-han or her fans intended
though).
PPS Yes, I've written longer game FAQs before (eg, Falcon
3.0 and Ultima VI). My other current consumer game
projects:
- Sentimental Graffiti link list, last updated on
1997.11.15.
- Sotsugyou series link list, last updated on
1997.07.10. @_@
--
"Tuyokereba, iki. Yowakereba, sinu." - "Tenken no
Souzirou" Seta Souzirou, Rurouni Kensin -Meizi Kenkaku
Romantan-
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