-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                         KOULI & SPLIT INFINITY PRESENT
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
My YouTube channel: www.youtube.com/user/SplitInfinity
                    Come! Subscribe to my videos for better games' experience!
My personal site  : kolardamir.com
-------------------------------------------------------------------------------
Name of game:   Xenosaga: Episode II [Jenseits von Gut und Bose]NTSC-J,NTSC-U/C
Type of guide:  Complete Walkthrough / FAQ
Platform:       Playstation 2
Version:        Shion, released on 16th February 2008
Authors:        Damir Kolar (Split Infinity) <lifearmor(at)gmail(dot)com>
                Ken Zhao (Kouli) <kenzhao99(at)yahoo(dot)com>
Copyrighted to: (c) Damir Kolar (Split Infinity) - All rights reserved
                (c) Ken Zhao (Kouli) - All rights reserved
Made in:        MS Word, Courier New, Font Size 10, Chrs/Line 79
Best viewed:    MS Word, Courier New, Font Size 10, Chrs/Line 79
Pic Friend:     kolardamir.com/xse2/xenosaga_ep2_pic_companion.zip
Video Friend:   kolardamir.com/xse2-a
                kolardamir.com/xse2-b
-------------------------------------------------------------------------------
If you like this guide, be sure to drop us an e-mail and tell us about it.
The only thing this guide cannot do is play the game for you.

===============================================================================
===============================================================================
01.)                       LEGAL INFORMATION - G0100
===============================================================================
===============================================================================

This document is copyrighted to us, Ken Zhao and Damir Kolar. It is intended
for *PRIVATE* use only. It cannot be used in ANY form of printed or electronic
media involved in a commercial business, in part or in whole, in any way,
shape, or form. It cannot be given away freely, as bonus or prize, it can't be
given away with the game and so on. It cannot be used for profitable or
promotional purposes, regardless of the situation. Breaking any of these rules
is in direct violation of copyright law.

This document is protected by copyright law and international treaties.
Unauthorized reproduction and distribution of this document, or any portion
of it, may result in severe civil and criminal penalties, and will be
prosecuted to the maximum extent possible under the law. Any characters,
names, places, or miscellaneous objects are copyright of their respective
companies.

Please note that only the sites listed below can host this guide!

*ONLY* following sites can host this guide:
- http://www.gamefaqs.com
- http://faqs.ign.com



===============================================================================
===============================================================================
02.)                       TABLE OF CONTENTS - G0200
===============================================================================
===============================================================================

If you need to find something quickly, press and hold CTRL (Control), then
press F button. This will bring up 'Find and Replace' box. In it type the
word you're looking for and you should be taken to it immediately. This is
much faster than scrolling through entire guide.

For your convenience I've inserted special search codes near every section to
help you easily hop on to that section by using search code provided. Each
search code will appear only twice in whole guide - thus getting stray hits
will be impossible.

-------------------------------------------------------------------------------
SECTION NUMBER AND NAME   | CODE   | WHAT IS IT ABOUT?
-------------------------------------------------------------------------------
01.) Legal information    | G0100  | Copyright protection and legal info.
02.) Table of Contents    | G0200  | Sections of this guide.
03.) Latest Updates       | G0300  | Read what was added in last update.
04.) Introduction         | G0400  | A bit about ourselves and this guide.
05.) Abbreviations        | G0500  | What do abbreviated words stand for...?
-------------------------------------------------------------------------------
06.) Control Basics       | G0600  | All the buttons, all the actions!
07.) How to Begin         | G0700  | Getting started with your game.
08.) Three Game Modes     | G0800  | Basic information on XS:E2's game modes.
09.) Main Menu            | G0900  | Explaining main menu and its features.
10.) Quest Mode           | G1000  | What you need to know about Quest Mode.
-------------------------------------------------------------------------------
11.) Battle Mode          | G1100  | Learn how to battle efficiently.
12.) Abnormal Statuses    | G1200  | Breakdown of all known statuses.
13.) Episode I Bonus      | G1300  | Did you complete Episode I? Bonus for ya.
14.) Good to Know!        | G1400  | You just may find this very useful.
15.) Pic & Video Friends  | G1500  | Take few steps further than just text...
-------------------------------------------------------------------------------
16.) Walkthrough          | G1600  | Guide from start to finish.
               Dungeon 01 | DNG#01 | Old Miltia
                          | BOSS01 | big BOSS battle!
               Dungeon 02 | DNG#02 | Second Miltia City
                          | BOSS02 | 1st sub-boss battle
                          | BOSS03 | 2nd sub-boss battle
                          | BOSS04 | big BOSS battle!
   Completing GS - Part A | GSPRTA | 01-03, 07-09, 11 (7 done)
   Completing GS - Part B | GSPRTB | 05, 19, 25 (10 done)
               Dungeon 03 | DNG#03 | Subconscious Domain (Summer)
                          | BOSS05 | big BOSS battle!
               Dungeon 04 | DNG#04 | Subconscious Domain (Winter)
                          | BOSS06 | big BOSS battle!
               Dungeon 05 | DNG#05 | Dammerung
   Completing GS - Part C | GSPRTC | 27 (11 done); 32 (1 started)
               Dungeon 06 | DNG#06 | Ormus Stronghold
                          | BOSS07 | 1st sub-boss battle
                          | BOSS08 | 2nd sub-boss battle
                          | BOSS09 | big BOSS battle!
   Completing GS - Part D | GSPRTD | 06, 12, 14, 23, 32, 34 (17 done)
        GS Campaign No.14 | BOSS10 | big BOSS battle!
   Completing GS - Part E | GSPRTE | 04, 10, 18, 30-31 (22 done)
   Completing GS - Part F | GSPRTF | 15, 17, 20, 22, 29, 33 (28 done)
               Dungeon 07 | DNG#07 | Submerged City
                          | BOSS11 | big BOSS battle!
               Dungeon 08 | DNG#08 | Labyrinthos
                          | BOSS12 | big BOSS battle!
   Completing GS - Part G | GSPRTG | 16, 26, 35 (31 done)
        GS Campaign No.26 | BOSS13 | big BOSS battle!
               Dungeon 09 | DNG#09 | Omega System
                          | BOSS14 | 1st sub-boss battle
                          | BOSS15 | 2nd sub-boss battle
                          | BOSS16 | big BOSS battle!
               Dungeon 10 | DNG#10 | Space-Time Anomaly
                          | BOSS17 | final BOSS battle!
-------------------------------------------------------------------------------
17.) Epilogue             | G1700  | What happens after you finish the game?
   Completing GS - Part H | GSPRTH | 13, 24 (33 done); 21, 28 (2 started)
        GS Campaign No.13 | BOSS18 | big BOSS battle!
               Dungeon 11 | DNG#11 | Desert
                          | BOSS19 | big BOSS battle!
               Dungeon 12 | DNG#12 | Factory
                          | BOSS20 | big BOSS battle!
   Completing GS - Part I | GSPRTI | 21 (34 done)
               Dungeon 13 | DNG#13 | Heaven's Ruins
                          | BOSS21 | 1st sub-boss battle
                          | BOSS22 | 2nd sub-boss battle
                          | BOSS23 | 3rd sub-boss battle
                          | BOSS24 | 4th sub-boss battle
                          | BOSS25 | big BOSS battle!
               Dungeon 14 | DNG#14 | Space Coliseum
                          | BOSS26 | big BOSS battle!
   Completing GS - Part J | GSPRTJ | 28 (35 done)
        GS Campaign No.28 | BOSS27 | big BOSS battle!
   Completing GS - Part K | GSPRTK | 36 (36 done)
      NA exclusive bosses | XTR#01 | Here come the new challengers!
          NA extra boss 1 | BOSS28 | big BOSS battle!
          NA extra boss 2 | BOSS29 | big BOSS battle!
          NA extra boss 3 | BOSS30 | big BOSS battle!
-------------------------------------------------------------------------------
18.) Single Techs         | G1800  | Information on character's singles.
19.) Double Techs         | G1900  | Information on character's doubles.
20.) Mech Attacks         | G2000  | Info on mech's normal and tech attacks.
21.) Skills               | G2100  | Master the skills and effectively use 'em.
22.) Items                | G2200  | Items and their uses.
-------------------------------------------------------------------------------
23.) Special Items        | G2300  | Descriptions of special items.
24.) Accessories          | G2400  | Details on equipment for E.S.
25.) Ether List           | G2500  | In-depth info on ether abilities.
26.) Ether Combinations   | G2600  | Advanced use of ether abilities.
27.) GS Path              | G2700  | Brief pointers on completing GS missions.
-------------------------------------------------------------------------------
28.) Segment F            | G2800  | Segment Doors, Decoders and the loot.
29.) Secret Keys          | G2900  | The secret to becoming more powerful.
30.) Erde Kaiser          | G3000  | Procure what is destined to be yours.
31.) Experience Chart     | G3100  | Amount of EXP from lv1 to lv99.
32.) Character Analysis   | G3200  | Overview/evaluation of characters' stats.
-------------------------------------------------------------------------------
33.) Mech Analysis        | G3300  | Overview/evaluation of mechs' stats.
34.) Enemy Data           | G3400  | Bits, pieces and more on enemies.
35.) Version Differences  | G3500  | NTSC-U/C and NTSC-J version differences.
36.) Game Credits         | G3600  | Shadowy figures behind the game are who?
37.) Past Revisions       | G3700  | History of this guide resides here...
-------------------------------------------------------------------------------
38.) Credits              | G3800  | All who contributed... Thank you.
39.) Contact Info         | G3900  | Find out how to reach us.
-------------------------------------------------------------------------------



===============================================================================
===============================================================================
03.)                         LATEST UPDATES - G0300
===============================================================================
===============================================================================

- Version Shion (16th February 2008)
# Polishing the guide.



===============================================================================
===============================================================================
04.)                          INTRODUCTION - G0400
===============================================================================
===============================================================================

Hello! I am Damir Kolar and I welcome you to our new project. Our? I won't be
alone in this project - Kouli has agreed to help me make this guide possible,
therefore what you're about to read is a result of team effort.

NA version of XS:E2 is here! Released on 15th February in US, it has come to
greet the Xenofans once again, after having to wait for it for around two
years. If you remember my intro into XS:E1 guide, I stated I wanted to write a
guide for each episode of XS. This guide was originally based on Japanese
version of XS:E2 (out on 24th June 2004), but since then we have already fixed
lots of things to make it "NA-player-friendly". Here we go...

Xenosaga: Episode 2 guide!

Now let us to address some things:

- Picture coverage - Split purchased a TV Tuner, thus enabling him to play
  games directly onto his PC. Meaning? A precise pictures being taken, as you
  can already see throughout whole guide. With those pics we shall be able to
  assist players in understanding the battle engine, menu navigation and more.
  Most important helpful aspect these pics will have is providing visual
  reference to solving the puzzles and the like. Split will upload the pics on
  webspace for you to view and successfully complete the task at hand. No more
  confusing ways of navigating the dungeon or looking for particular item.

- Basics section - oh boy... Kouli did a fine explanation in his Demo guide,
  which Split shall use as a reference to create easy to understand Basics
  section for this guide. Split will no longer make complicated explanation of
  battle engine, but will instead focus on brief and quick-to-grasp lowdowns
  on what you, the player, need to know. Since we shall cover Japanese version
  first, pictures helping you know what-is-where shall be included as well.

- Spoiler issue - we're the players of the game, just like you (who is reading
  this guide) are. First time we've played through the game was completely by
  ourselves - therefore nothing was spoiled for us. All the story elements
  that were supposed to surprise us had such effect. However, as we expect
  that many players shall import XS:E2 overseas and they may not understand
  what's going on in the scenes, we may include spoilers - but they shall be
  promptly noted.

- Usage of abbreviations. Split will drop the act-of-abbr for this guide for
  the most part. Only things that will be abbreviated is some of the most
  commonly used words, like 'chr' for 'character'.

Are you ready? Power up your PS2, open the disc tray, pop in Xenosaga: E2 DVD,
close the disc tray, wait for Start Menu, then select New Game. May the saga
continue...

-------------------------------------------------------------------------------

Quick Tips On Importing

In order to play a Japanese game for the PS2, you'll need a Japanese PS2. I do
not recommend any other method such as the mod chip. You can get a Japanese PS2
at the following sites:

liksang.com
play-asia.com
japanvideogames.com
ncsx.com

If you live in North America, you DO NOT need a power converter. A Japanese
PS2 is all you need. If you live in Europe, you will need one.

As for memory cards and controllers, you don't need Japanese ones. Unlike the
PS2 which has region locks, memory cards and controllers do not have them,
therefore it can be said they are region free. This applies to most other
accessories unless it's stated otherwise. So, once again, a Japanese PS2 is
all you need.

Back on the game, you will need a Japanese version of Xenosaga Episode II. The
game and the console need to be the same region.

To get yourself a copy of Xenosaga Episode II (Japanese version), you can
try the above sites as well.



===============================================================================
===============================================================================
05.)                         ABBREVIATIONS - G0500
===============================================================================
===============================================================================

We will be using some abbreviations.

-------------------------------------------------------------------------------
%DMG --------------- fractional damage | AATTE --------------- aura based ETATK
AATTP ---------------- aura based PATK | acc ----------- accessory, accessories
AGL -------- agility (speed) statistic | ARM -------- armor, vitality statistic
aura etd -------------- aura based etd | aura phd -------------- aura based phd
BATTE --------------- beam based ETATK | BATTP ---------------- beam based PATK
beam etd -------------- beam based etd | beam phd -------------- beam based phd
BG ----------------------- Boost Gauge | CATT ------------------- counterattack
cboost ----------------- counter boost | cca --------------- in rough estimates
chr ----------------- single character | chrs ------------- multiple characters
CPTS -------------------- Class points | cross --------------------- crossroads
DEX -------------- Dexterity statistic | E ------------------------------- east
EATK, EAT ----- Ether Attack statistic | EDEF, EDF ---- Ether Defense statistic
EP ----------------------- Ether Power | ESL ----------------------- Event Slot
esp ----------------------- especially | ETATK -------------- ether type attack
etd --------------------- ether damage | EVA ---------------- Evasion statistic
EXP ---------------- Experience points | FATTE --------------- fire based ETATK
FATTP ---------------- fire based PATK | fire etd -------------- fire based etd
fire phd -------------- fire based phd | GTW ---------------- group turn window
HATTE ---------- ETATK w/ hit property | HATTP ----------- PATK w/ hit property
hit etd ---------- etd w/ hit property | hit phd ---------- phd w/ hit property
HP ------------------------ Hit Points | IATTE ---------------- ice based ETATK
IATTP ----------------- ice based PATK | ice etd ---------------- ice based etd
ice phd ---------------- ice based phd | N ------------------------------ north
na -------------------- not applicable | NATTE -- ETATK w/ non-element property
noe etd -- etd w/ non-element property | NE ------------------------- northeast
NS ------------------- nothing special | NW ------------------------- northwest
PATK ------------ physical type attack | PATTE ------- ETATK w/ pierce property
PATTP -------- PATK w/ pierce property | phd ------------------ physical damage
pierce etd ---- etd w/ pierce property | pierce phd ---- phd w/ pierce property
POW -------- power, strength statistic | prob. -------------------- probability
S ------------------------------ south | SATTE -------- ETATK w/ slash property
SATTP --------- PATK w/ slash property | SE ------------------------- southeast
SG ----------------------- Stock gauge | slash etd ------ etd w/ slash property
slash phd ------ phd w/ slash property | SPTS, SPT --------------- Skill Points
STATTE ------------ special type ETATK | STATTP ------------- special type PATK
std -------------- special type damage | STR ------ strength (attack) statistic
SW ------------------------- southwest | TATTE ------------ thunder based ETATK
TATTP ------------- thunder based PATK | thunder etd -------- thunder based mgd
thunder phd -------- thunder based phd | VIT --------------- vitality statistic
VS ---------------------------- versus | W ------------------------------- west
-------------------------------------------------------------------------------



===============================================================================
===============================================================================
06.)                         CONTROL BASICS - G0600
===============================================================================
===============================================================================

There's three different game modes in XS:E2, and each of those modes has a
different control scheme. Main menu also uses different control scheme. Use
this section to learn what actions do the buttons on PS2 controller perform.
For more information on game modes please refer to section 8.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
----------------------------- QUEST MODE CONTROLS -----------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

1. Left analog stick         - move onscreen chr
   Directional buttons

2. Circle button             - confirm your selection
                             - talk to NPC-s
                             - investigate

3. X button                  - cancel your selection

4. Triangle button           - enter main menu (more details in section 9)

5. Square button             - vaporize selected onscreen target

6. L1 button                 - select between two or more destructible
   R1 button                   onscreen targets

7. Left analog stick + R2    - force onscreen chr to walk instead of run
   Directional buttons + R2

8. Start button              - pause the game


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
----------------------------- BATTLE MODE CONTROLS ----------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

1. Left analog stick         - select target/s (can be enemy / enemies or one
   Directional buttons         / all of your chrs)
                             - switch between various battle menus

2. Circle button             - confirm your selection
                             - additional attack during Break Bonus or have
                               enough Stock

3. X button                  - cancel your selection
                             - display battle menu

4. Triangle button           - launch close-combat attack

5. Square button             - launch distance and/or ether attack

6. L1 button                 - show details on attack of corresponding buttons
   L2 button

7. R1 button                 - boost
   R2 button


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------------------- CINEMATIC MODE CONTROLS ---------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

1. Start button              - pause the game

2. Triangle button           - when the game is paused during cinematic scene,
                               press Triangle to skip this particular scene


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------ MAIN MENU CONTROLS -----------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

1. Left analog stick         - move cursor
   Directional buttons

2. Circle button             - confirm your selection

3. X button                  - cancel your selection
                             - return to quest mode

4. Triangle button           - get into main menu

5. Square button             - nothing

6. L1 button                 - scroll within Items, Ether... etc
   R1 button

7. L2 button                 - scroll between one of main menu selections
   R2 button



===============================================================================
===============================================================================
07.)                         HOW TO BEGIN - G0700
===============================================================================
===============================================================================

After you have inserted XS:E2 disc in PS2, wait for few official logos to go
by before title screen appears. It will have two options:

NEW GAME - This option will allow you to start a brand new game. Watch the
           introduction scene and after a while you will have the control in
           your hands. Happy gaming!

CONTINUE - This option allows you to continue the game from previously saved
           data. Once you select [Continue], choose which memory card you wish
           to load the saved data from, and then select the data you wish to
           load. You will be asked for confirmation, so select [Yes] and
           loading is complete.

Oh, before you forget - you will need a memory card to be able to save your
progress. It is highly improbable (though possible) you will beat this game in
one sitting, and being able to save progress on memory card is invaluable. How
does one save anyway? During your quest you will find yellow UMN pillars
floating in the air - these are save points. Simply walk into one and press
Circle to bring up save menu. Choose memory card slot, and then select a spot
you would like to save. You need at least 292KB of space on your memory card to
make one save slot. If data already exists on the spot you wish to save, you
will be asked if you want to overwrite the previous data.

MAKE SURE YOU SAVE EARLY AND THAT YOU SAVE OFTEN! You might as well keep
multiple saves around, just in case something goes horribly wrong - by having
more than one save, you can reload and try to beef yourself up.

As for memory card, it's region free which means that if you're playing XS:E2
Japanese version with a Japanese PS2 or a NA/PAL PS2 with modchip or any other
method, you don't need a Japanese PS2 memory card. Either Japanese, NA or PAL
PS2 memory card is fine.



===============================================================================
===============================================================================
08.)                        THREE GAME MODES - G0800
===============================================================================
===============================================================================

XS:E2 consists of three main modes. They're briefly explained in this section.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---------------------------------- QUEST MODE ---------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Quest mode will be one of the modes you'll be using quite a lot. In this mode
you will be required to explore your surrounding and possibly complete various
tasks to help you advance the story. What could fall under the tasks? Many
things, like talking to various NPCs, defeating a boss enemy, or solving a
puzzle.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------------------------- BATTLE MODE ---------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Sometime during the quest mode you will see enemies onscreen. Touch one and
you will enter the battle mode. Please note that there are no random battles -
you will always see your enemies before engaging them. The battle ends once:
- your party has killed all enemies
- your party escaped
- you kill some enemies, but then escape

After battle ends, you will receive items, EXP, CPTS and SPTS (if you escape,
if you *killed* at least one enemy, you also get that enemy's spoils).

If all of your battling chrs/mechs become KO-ed or disabled in some other way
(ie being affected by H Stop status) you receive Game Over and will need to
reload an earlier save to resume.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------------------- CINEMATIC MODE -------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

You have no control over this mode other than to press Start to pause and
unpause (and press Triangle to skip the scene while pause is active). What you
do in this mode is sit back, relax and enjoy yourself in the story.



===============================================================================
===============================================================================
09.)                           MAIN MENU - G0900
===============================================================================
===============================================================================

When you open the main menu and depending on whether or not your chrs are
inside mechs, this is what you will see - at the top you have seven choices
(later turns into nine): Items, Ether, Skills, Tech, Status, Party, Options.

Most of the center screen is occupied by ATTACKER and RESERVE boxes.

ATTACKER - Inside this square you will find info on chrs which are assigned to
           your frontline party and actively participate in battles whenever
           one occurs.

           Chr in [Attacker] box displays following information:
           - chr's avatar
           - chr's name and current level
           - chr's current and maximum HP value: if current HP is reduced to
             zero (0), chr becomes KO-ed and cannot fight until revived
           - chr's current and maximum EP value: if current EP is reduced to
             zero (0), chr cannot use ethers
           - amount of EXP needed to reach next level

RESERVE  - Inside this square you will find info on chrs which are assigned as
           reserve - this means that they are not a part of your frontline
           party and as such do not participate in battles, unless switched
           into [Attacker] line.

           Chr in [Reserve] box displays following information:
           - chr's avatar
           - chr's name and current level
           - chr's current and maximum HP value: if current HP is reduced to
             zero (0), chr becomes KO-ed and cannot fight until revived
           - chr's current and maximum EP value: if current EP is reduced to
             zero (0), chr cannot use ethers

There's two additional boxes in lower right corner.

EXTRA - Chrs listed here are in your party, but only for storyline purposes.
        Unless specified otherwise, they can never actively participate in
        battles.

TIME  - Your current playing time.

What follows now is brief overview of the choices at top of the screen.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------------------- ITEMS SUBMENU --------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This submenu is divided into two subcategories.

ITEMS         - This category allows you to view, use and/or arrange items
                you've acquired so far. Here you'll find mostly curative
                items, or items which enhance your statistics, or items which
                you can sell for cash.

SPECIAL ITEMS - This category allows you to view items which are important to
                the story in one way or another. It also contains items that
                may be important part of some subquest.

To cycle between multiple pages quickly, press L1 or R1.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------------------- ETHER SUBMENU --------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

First you select the command box, then select the chr or mech (however, not
all mechs are capable of using ether attacks). Inside this submenu you can
view, arrange or use ether skills you've learned so far for your chrs. Please
note that you can only use curative type ethers to heal your chrs, and that
you also need to have sufficient EP in order to use the relevant ethers. If
you do not have enough EP, or the ether you're trying to use is not of
curative type, such ethers will be greyed out.

Unlike XS:E1 where you were quite limited in which ethers you could equip, this
is no longer an obstacle here. Any ether that chr learns will be available for
using inside battles.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------------------- SKILLS SUBMENU -------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

First you select the command box, then select the chr. Theoretically, let's
say we have selected KOS-MOS. For her it would say this info:

                             - Class Level : 1
                             - C.Pt        : 1200
                             - Learned S   : 0
                             - S.Pt        : 2400

This means that KOS-MOS' class level is 1, and she hasn't learned any skills
yet. As for the points, she has 1200 class points, and 2400 skill points. Got
that? Good, let's continue.

Within Skills, you fill find two other options, [Skill] and [Tutorial]. Select
[Skill] to continue, or [Tutorial] for some game's help on this subject.

When [Skill] is selected, you will see this information for KOS-MOS:

                           - Level 1: PASS (License)
                           - Level 2: ---- (License)
                           - Level 3: ---- (License)
                           - Level 4: ---- (License)

While Level 1 is highlighted, you can advance to the route for that level. But
in order to do so, you do not press Circle - you press right directional.
Here's what you will see once you're on route of Level 1:

-------------------------------------------------------------------------------
Class A        SPT | Class B       SPT | Class C       SPT | Class D       SPT
-------------------------------------------------------------------------------
Medica         200 | Attacker      200 | Analyze       150 | Down Dex      150
Refresh L      150 | Defender      200 | Memory        100 | Break Sensors 150
Poison Guard   100 | STR+2         100 | EATK+2        150 | DEX+2         150
Blind Guard    100 | VIT+2         150 | EDEF+2        150 | EVA+2         150
-------------------------------------------------------------------------------
Class E        SPT | Class F       SPT | Class G       SPT | Class H       SPT
-------------------------------------------------------------------------------
Ice Blast      200 | Down Force    150 | Break Arms    150 | Psycho Pocket 300*
Flame Blast    200 | Down P Def    150 | Break Armor   150 | Break B10     400*
Thunder Blast  200 | Down Ether    150 | Break Beam    150 | Focus 1       600*
Aura Blast     200 | Down E Def    150 | Break Shield  150 | Ep Regen      600*
-------------------------------------------------------------------------------
* Note: Four skills in class H appear as question marks first. That's because
        you need to find special items called Secret Keys to unlock the
        relevant skills. In total there's 31 skills that are locked and require
        Secret Keys.

Note: Charts look the same for Level 2 and 3 as well, except that there are
      different skills to be learned. And Level 4 only has Classes A-D.

For example, you want KOS-MOS to learn Medica, which is Class A skill. KOS-MOS
must expend 300 CPTS and thus she will gain access to Class A skill range. For
the second step KOS-MOS must now expend 200 SPTS and voila! She has learned
Medica. Medica skill now receives a tiny cute star to indicate that skill has
been activated.

Now it's time I tell you CPTS needed to activate classes on different levels:

-------------------------------------------------------------------------------
Level     | Class range | CPTS needed to activate  | Skill total
-------------------------------------------------------------------------------
LEVEL 1   | From A to H | 300 for A-G, 600 for H   | 32 skills
LEVEL 2   | From A to H | 600 for A-G, 1200 for H  | 32 skills
LEVEL 3   | From A to H | 1200 for A-G, 2400 for H | 32 skills
LEVEL 4   | From A to D | 2400 for A-C, 4800 for D | 16 skills
-------------------------------------------------------------------------------

One more thing you want to know is how to gain access to Level 2 and above.
It's quite simple - by learning enough skills on Level 1, KOS-MOS will
eventually PASS Level 2, which will be noted like this:

                           - Level 1: PASS (License)
                           - Level 2: PASS (License)
                           - Level 3: ---- (License)
                           - Level 4: ---- (License)

-------------------------------------------------------------------------------
Level     | What must be done to PASS next Level
-------------------------------------------------------------------------------
LEVEL 1   | Master at least one class to PASS level 2 requirement.
LEVEL 2   | Master at least one class to PASS level 3 requirement.
LEVEL 3   | Master at least one class to PASS level 4 requirement.
LEVEL 4   | Maximum Level achieved.
-------------------------------------------------------------------------------

Some final notes:
- CPTS and SPTS are gained after winning a battle, as well as learning four
  skills from one level (the game will give you bonus CPTS).
- Skills can only be equipped on chrs.
- There's three types of skills (designated by a small icon)
  a) ETHER SKILLS - marked with waterdrop icon, these are skills which become
                    available for casting during combat
  b) EQUIP SKILLS - marked with bangle sign, these are skills which you can
                    equip on your chrs under Status submenu
  C) AUTO SKILLS  - marked with black figurine sign, these are skills which are
                    automatically activated once they've been learned


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------------------------- TECH SUBMENU --------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

First you select the command box, then select the chr or mech.

If mech is selected, you will have the option of choosing between:

NORMAL ATTACK  - Lets you view available normal attacks and their properties.
SPECIAL ATTACK - Lets you view available special attacks and their properties.

Note that to be able to use specials, mech must have both pilot and subpilot.

-------------------------------------------------------------------------------

If chr is selected, you will have the option of choosing between:

SINGLE TECH - Lets you view available single tech attacks and their
              properties.
DOUBLE TECH - Lets you view available double tech attacks and their
              properties.

Info on attacks' properties and possible combinations will be described in
section 18 and 19 of this guide.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------------------- STATUS SUBMENU -------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

First you select the command box, then select the chr or mech.

If mech is selected, you will see chosen mech's statistics:

LEVEL   - Mech's current level.
HP      - Amount of hit points. First figure displayed is mech's current, the
          second figure displayed is mech's MAX HP. If first figure becomes
          zero, mech becomes disabled.
EP      - Ether power. First figure displayed is mech's current, the second
          figure displayed is mech's MAX EP. If first figure becomes zero,
          mech can't use ether attacks.
NEXT LV - Amount of EXP needed to reach next level.
POW     - Power. Affects the amount of physical damage mech does.
ARM     - Armor. Affects the amount of physical damage mech receives.
DEX     - Dexterity. Affects the accuracy of mech's attacks.
EVA     - Evasion. Affects mech's ability to dodge enemy's attacks.
AGL     - Agility. Affects mech's initiative at battle start and how often can
          that mech attack.
EATK    - Ether Attack. Affects the power of mech's ether attacks.
EDEF    - Ether Defense. Affects the amount of ether damage mech receives.

You can also equip Accessories in this submenu. You equip accessories by
pressing Circle, or unequip them by pressing Square.

-------------------------------------------------------------------------------

If chr is selected, you will see chosen chr's statistics.

LEVEL   - Chr's current level.
HP      - Amount of hit points. First figure displayed is chr's current, the
          second figure displayed is chr's MAX HP. If first figure becomes
          zero, chr becomes disabled.
EP      - Ether power. First figure displayed is chr's current, the second
          figure displayed is chr's MAX EP. If first figure becomes zero, chr
          can't use ether attacks.
NEXT LV - Amount of EXP needed to reach next level.
STR     - Strength. Affects the amount of physical damage chr does.
VIT     - Vitality. Affects the amount of physical damage chr receives.
DEX     - Dexterity. Affects the accuracy of chr's attacks.
EVA     - Evasion. Affects chr's ability to dodge enemy's attacks.
AGL     - Agility. Affects chr's initiative at battle start and how often can
          that chr attack.
EATK    - Ether Attack. Affects the power of chr's ether attacks.
EDEF    - Ether Defense. Affects the amount of ether damage chr receives.

There's four other commands here:

EQUIP SKILL    - Allows you to equip up to three skills. Press Circle to equip
                 them, or unequip them by pressing Square. Highlighting a
                 skill will also show you its original path (ie where it was
                 learned from).
ETHER SKILL    - Browse through ether skills chr has learned and learn of their
                 original path (ie where it/they was/were learned from).
LEARNING SKILL - Skills against effects, like Poison Guard. It will also show
                 you its original path (ie where it was learned from).
CLASSIFIED     - Classifies the skill/s and also shows its/their original path
                 (ie where it/they was/were learned from).


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------------------- PARTY SUBMENU --------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

First you select the command box, then you select [Battle Formation] or
[Leader Change], and finally you select the chr or mech.

BATTLE FORMATION - If mech is selected, you must pick a mech on [Attacker] side
Mech style         and then switch it with a mech on [Reserve] side. Reverse
                   process is also possible. Additionally, you can also choose
                   to fiddle with subpilots of the mechs. Once a subpilot is
                   selected, you can put him/her into one of the four slots on
                   the right [Reserve] and exchange him/her with one of the
                   chrs waiting there, or switch him/her with a subpilot of
                   other mech.

BATTLE FORMATION - If chr is selected, first you must pick a chr on [Attacker]
Chr style          side, and then switch him/her with a chr on [Reserve] side.
                   Reverse process is also possible.

LEADER CHANGE    - Only one of the mechs on [Attacker] side can be set as the
Mech style         leader, or onscreen mech, if you wish.

LEADER CHANGE    - Only one of the chrs on [Attacker] side can be set as the
Chr style          leader, or onscreen chr, if you wish.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------- GS PATH SUBMENU -------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

GS Campaign submenu has two underlings, Achievement and Citizen Profile. This
submenu isn't available straight away and is only unlocked when you reach a
specific point in your playthrough.

ACHIEVEMENT - Shows you the quests you have done, are doing, or you have failed
              to complete. In total there is 36 quests you can do. You can also
              check the details of the quests you have unlocked so far.

CITIZEN     - In here you will find 50 profiles of people that are related in
PROFILES      some way to GS Campaign.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------ SEGMENT F SUBMENU ------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This submenu isn't available straight away and is only unlocked when you reach
a specific point in your playthrough. Segment File submenu consists of 18
smaller boxes with three pieces of information:

- where is the Segment Door located provided you found it
- a note saying whether or not you have found the Decoder for that door
- if you have already collected the treasure behind the Segment Door, it will
  list what was the treasure you bagged


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------- OPTIONS SUBMENU -------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Here you can fiddle with various settings, which are:

AUDIO OUTPUT           - Stereo or Monaural
OPTICAL DIGITAL OUTPUT - 2ch or Dolby Digital 5.1
SUBTITLE DISPLAY       - On or Off
VIBRATION              - On or Off
MENU CONTROL           - BASIC or EXPERT
CURSOR MEMORY          - Off or On
MONITOR ADJUSTMENT     - Allows you to adjust the screen
DEFAULT                - Reverts any changes back to original settings

Note that under the Default menu item, you have one instruction, called [Game
Controls], which shows you button configuration.



===============================================================================
===============================================================================
10.)                           QUEST MODE - G1000
===============================================================================
===============================================================================

A more detailed explanation of quest mode and its actions is what you will
find out about in this section.

First of all, what can you do on quest mode screens?
- Talk to people for info or directions on where to go. Some people may even
  award you with items or require assistance from your group.
- Find save point and recover your HP/EP as well as save your current progress.
- Or simply be bent on destructive side and go ballistic with destroying
  stuff, killing enemies and perhaps even finding a treasure chest.
- There's no shops, no money, no armor and no weapons.

Okay, that was pretty short, now let's expand...

RUN / WALK       - Sometimes it's important to distinguish between these two
                   moving... er, 'modes'. While running is sure to allow you
                   to cover distance quickly, walking slowly past enemy's back
                   is sometimes smarter than taking said enemy head on. You
                   can walk by holding down R2 as chr/mech is moving around.

TALK / EXAMINE   - Whenever you meet a new person, talk to him/her several
                   times until he/she starts repeating, meaning you've milked
                   out all information you can. Talking to people is also
                   helpful if you ever forget what the heck it was you were
                   doing. Opening the door or chest is done by pressing
                   Circle.

DESTROY          - Often times you will come across objects which seem to bar
                   your progress. Get close enough and lock-on cursor will
                   appear - this means that you can destroy the obstacle in
                   your way by pressing Square. The purpose of destroying
                   these obstacles is to advance further, to get access to the
                   chest, or to lure enemy's attentions somewhere else - it
                   could also be a part of the puzzle or hiding an item. If
                   more than one target is available, you can switch between
                   them with L1/R1.



===============================================================================
===============================================================================
11.)                          BATTLE MODE - G1100
===============================================================================
===============================================================================

There's two distinctive battle modes you will have to get familiar with. I
will discuss mech battles first, followed by chrs' battles.

Please refer to the picture below for brief overlook of how does battle screen
look like if you're inside mech.

kolardamir.com/xse2/pics/mech_battle.jpg

We'll discuss six important aspects of mech battles:
- Group turn window
- event slot
- mech status window
- button display
- target indicator
- battle menu


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------ MECH GROUP TURN WINDOW, BOOST GAUGE & TARGET INFO BOX ------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Marked with number 1 on the picture I linked to above, this window holds a
plethora of info you must make use of.

MOVEMENT ORDER        - You will usually see an icon of E.S Asher and then an
                        icon with letter 'M' (meaning Mech, as in mech enemy
                        type). So if E.S Asher is located first to the left of
                        the 'M' icon, that means, you will go first. Besides
                        'M', there are also 'B' (biological enemy type) and
                        'G' (gnosis enemy type).

                        When one of your mechs has a turn any you're selecting
                        an enemy, if enemy's corresponding letter icon (M, B
                        or G) pops up and is higher than your E.S Asher icon,
                        that means this enemy is within the 'line of order' of
                        attacks. Normally, you will want to take out such
                        enemies first.

BOOST GAUGE           - Just above movement order, you will see a gauge, with
                        number that can range from 0 to 3 and the word
                        [Player]. This is your boost gauge. And below movement
                        order you will see another gauge with number that can
                        range from 0 to 3 and the word [Enemy]. This is
                        enemy's boost gauge.

                        By using normal techs BG increases in increments of
                        20%. However, by using normal techs when the event slot
                        shows BST (boost gauge up), BG will raise by 60%!
                        Sometimes the BG is raised by whopping 100% (we're
                        assuming that this is done on random basis). Same
                        applies for enemies, so take that into account.

                        In order to be able to boost, your boost gauge must be
                        at least 1 - now hold R1 or R2 button and press one of
                        following buttons - Square if you want to boost mech
                        whose avatar is located in top left corner of the
                        screen, and Triangle if you want to boost mech whose
                        avatar is located at the right corner of the screen.
                        You cannot boost mech/s whose icons appear in movement
                        order (unless pilot of E.S is equipped with Combo Boost
                        skill).

                        Mech/s also cannot boost if affected by L Stun, H Stun,
                        H Stop or H Boost Lock. Enemies can't boost under same
                        conditions as well.

TARGET INFORMATION    - You see the enemy's name, HP (that is, how many HP are
                        left before target is KO-ed), IA (look below) and ST.

INTERCEPT PROBABILITY - Intercept Attack is a peculiar addition to mech battle.
                        After mech uses the command Stock and until mech's next
                        turn, just as the enemy is about to launch an attack,
                        it is possible that the enemy's single target attack
                        will be prevented by the present intercept probability
                        (IA for short). To raise it, just do normal/basic
                        attacks (Triangle or Square). However, if an enemy does
                        a critical attack on your mech, that mech's IA will be
                        halved, so be careful. In order to view your own IA,
                        press X to get into the battle menu and you will see
                        your IA with a number to the right of it.

                        Normal techs add +10 to IA.
                        If critical damage was inflicted, +20 to IA.
                        IA's max value is 100.
                        Once Intercept is used, IA's value drops to 0.

ST                    - Whenever the target is affected by a status change, a
                        letter will appear here. Those letters can be:
                        L - L type status, usually gone after 5 target's turns
                        H - H type status, remains until target is KO-ed,
                            battle ends or other effects are to be counted
                        S - S type status, usually gone after 5 target's turns

                        L and H consist of negative status changes, while S is
                        allied with positive status changes. L and H type can
                        also be cured with respective items or ether abilities,
                        while S type can be nulled by some ether abilities. Any
                        type of status is gone if target undergoes KO.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------- MECH EVENT SLOT -------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Marked with number 2 on the picture I linked to above, event slot may become
bane of your or enemy's existence. Its effects can be one of the following:

CTC - chances for critical attacks are upped by 50%
BST - boost gauge up
SKL - multiplies SPTS received when you defeat enemies (valid only for chr
      battles!)
?   - it's random and can be the following:
      - ETR: ether damage and *ether* healing up by 50%
      - T-C: target *receiving* the attack will lose its next turn, but *only*
             applies if target's avatar appears in group turn window
      - RV : target's boost gauge increases if attacked (if multiple targets
             are hit, BG increases for respective amount of targets as well)
      - NON: nothing

Event slot changes for each turn in battle and goes in fixed order.

CTC -> BST -> SKL -> ? -> CTC -> BST -> SKL -> ? -> CTC etc.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------ MECH STATUS WINDOW -----------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This window is located at the top of the screen and is marked with number 3 on
the picture I linked to above. It has following information:

AVATAR - picture of the mech

HP     - Remaining hit points. Green bar below the HP represents how close
         current HP is to MAX HP, so... The fuller green bar below HP is, the
         closer mech's HP is to MAX HP. If current HP becomes zero (0), mech
         becomes disabled and cannot continue battling.

EP     - Remaining ether points. Purple bar below the EP represents how close
         current EP is to MAX EP, so... The fuller purple bar below EP is, the
         closer mech's EP is to MAX EP. If current EP becomes zero (0), mech
         cannot cast ether skills.

EC     - Stands for energy charge. Maximum value of this bar is 200 and is
         represented by red bar. EC fills by 25 pts for each attack you make,
         and fills by 100 by using Stock command. EC is needed for executing
         special attacks.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
----------------------------- MECH BUTTON DISPLAY -----------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Marked with number 4 on the picture I linked to above, the buttons. Heh.

When it's your mech's turn, you will see which attacks are available to you.
They will be represented by corresponding button on your controller. To the
right of the buttons you will see more icons, which represent properties of
the particular attack.

Generally, Square launches close-combat attacks, whereas Triangle launches
distant and/or ether attacks.

Here's some scoop on those icons that tell you about properties:
- P letter: physical attack
- E letter: ether attack
- Running-like symbol: close range attack
- Wing symbol: far range attack
- Fist symbol: attack with hit attribute
- Sword symbol: attack with slash attribute
- Gun symbol: attack with pierce attribute
- Fireball symbol: attack with fire element attribute
- Ice drop symbol: attack with ice element attribute
- Lightning symbol: attack with thunder element attribute
- Weird symbol with small circle inside: attack with aura element attribute
- Red-line-across-like symbol: attack with beam element attribute
- Up arrow in a rectangle like symbol: attack that knocks target in the air
- Down arrow in a rectangle like symbol: attack that knocks target down


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------- MECH BATTLE MENU ------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Marked with number 5 on the picture I linked to above (note that there isn't
any battle menu itself shown in the picture, but it is where it will appear
when you press X button). There's two battle menus you can access, and I'll
refer to them as primary and secondary battle menu.

PRIMARY   - Opens by pressing X button when it's your mech's turn. It leads to
BATTLE      following subchoices:
MENU        - STOCK - 100% charge robot energy, current charge % is shown by EC
            - ETHER - use available ether skills (only Zebulun can use Ether!)
            - SPECIAL - use available tech attacks (depends on subpilot)
            - MOVE - If possible, move to another location during battle

SECONDARY - After you access primary battle menu, press left or right and
BATTLE      you will access this menu with following subchoices:
MENU        - CHANGE - change chr during battle
            - ESCAPE - flee from battle


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---------------------------- MECH TARGET INDICATOR ----------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Marked with number 6 on the picture I linked to above, there's not much to
tell about it, except few things...

FRONT TARGET INDICATOR - Denotes that mech which is currently up is facing its
                         target face-to-face. Down arrow is colored blue and
                         word [Front] is displayed.

BACK TARGET INDICATOR  - Denotes that mech which is currently up is facing its
                         target face-to-back. Down arrow is colored red and
                         word [Back] is displayed. Attacking the enemy's back
                         will ensure 100% aim, and icrease the critical hit
                         rate by 50%. Same holds true for enemies attacking
                         your back.

ALLY TARGET INDICATOR  - Denotes that mech which is currently up is performing
                         a task either on itself or its ally. Down arrow is
                         colored green and word [Select] is displayed.


-------------------------------------------------------------------------------

Important aspect of Move command

When using Move command, be careful - mech will *not* automatically face the
enemy! Instead it will have its back turned to enemies, thus being temporarily
susceptible to back hit. You must use a normal or special attack afterwards to
force your mech into being properly face-to-face with enemies.

- Before Move command is used (arrows indicate combatant's view direction)

Mech1 -->                         <-- Enemy1
Mech2 -->                         <-- Enemy2

All of the above combatants face each other face-to-face. Back hit impossible.

- Mech1 uses Move command

                                  <-- Enemy1              BACK HIT!!! Mech1 -->
Mech2 -->                         <-- Enemy2

Mech1 has its back turned towards enemies! As such it's susceptible to back
hit.

- Mech1 uses normal tech or special tech


                                  <-- Enemy1 BACK HIT!!!              <-- Mech1
Mech2 -->                         <-- Enemy2 BACK HIT!!!

Mech1 now faces both enemies properly and can perform back hit provided it hits
their backs. Please note that using ether moves will *not* force mech1 to turn
around. You *must* use normal or special tech.


-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

That does it for mech battles. Now all that's left is character battles.

kolardamir.com/xse2/pics/character_battle.jpg


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------- CHARACTER GROUP TURN WINDOW, BOOST GAUGE & TARGET INFO BOX ----------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Marked with number 1 on the picture I linked to above, this window holds a
plethora of info you must make use of.

MOVEMENT ORDER     - The understanding of this aspect is exactly the same as
                     in [Mech group turn window] tutorial I gave above, so
                     please refer to that.

BOOST GAUGE        - Just above movement order, you will see a gauge, with
                     number that can range from 0 to 3 and the word [Player].
                     This is your boost gauge. And below movement order you
                     will see another gauge with number that can range from 0
                     to 3 and the word [Enemy]. This is enemy's boost gauge.

                     With the help of an item called Boost Max you can increase
                     the value of your BG up to 5 segments. However, this is
                     only valid until the end of current battle.

                     By using normal techs BG increases in increments of 20%.
                     However, by using normal techs when the event slot shows
                     BST (boost gauge up), BG will raise by 60%! Sometimes the
                     BG is raised by whopping 100% (we're assuming that this is
                     done on random basis). Same applies for enemies, so take
                     that into account.

                     In order to be able to boost, your boost gauge must be at
                     least 1 - now hold R1 or R2 button and press one of
                     following buttons - Square if you want to boost chr whose
                     avatar is located in top left corner of the screen,
                     Triangle if you want to boost chr whose avatar is located
                     at the top of the screen, and Circle if you want to boost
                     chr whose avatar is located at the top right of the
                     screen. You cannot boost chr/s whose icons appear in
                     movement order (unless chr is equipped with Combo Boost
                     skill).

                     In addition, boost gauge with value of at least 1 is
                     needed for executing double techs.

                     Chr/s that are under Air or Down effect CANNOT BOOST! Same
                     applies if chr is afflicted with L Stun, H Stun, H Stop or
                     H Boost Lock. Enemies can't boost under same conditions as
                     well.

TARGET INFORMATION - You see the enemy's name, HP (that is, how many HP are
                     left before target is killed), ST and ZONE (look below for
                     more info).

ABOUT    Whenever the target is affected by a status change, a letter will
ST       appear here. Those letters can be:
         L - L type status, is gone after 5 target's turns
         H - H type status, remains until target is KO-ed or battle ends
         S - S type status, usually gone after 5 target's turns
         L and H consist of negative status changes, while S is allied with
         positive status changes. L and H type can also be cured with
         respective items or ether abilities, while S type can be nulled by
         some ether abilities. Any type of status is gone if target is KO-ed.

ABOUT    If you look at the enemy data, you see Zone and one, two, three or
ZONE     even four letters of A, B or C. Zone is defined to most enemies in a
         character battle. There are 3 zones:
         - A Zone: Image about 3m or more
         - B Zone: Image between 1m to 3m
         - C Zone: Image about 1m or below

         Note that some characters are unable to attack the A Zone.

         When you encounter a new enemy for the first time, its Zone will be
         shown as a question mark. Quite understandable, right? As soon as you
         find it out, question mark is replaced by correct combo string.

         Square is for B Zone attack. Triangle is for C Zone attack. Circle is
         for ABC (BC) Zone attack, depending on circumstances.

         Break is the event when you hit the enemy's zone weakness correctly
         (some weakness patterns are BC, BBB, BCBC, etc). When you attack, the
         game will show signs of strike zone reports - if the zone hit appears
         as red, that means you found a weak spot; and if it's white, then it's
         just the normal zone.

         Let's take an enemy with zone weakness at BB - if you attack it with
         Square which attacks B zone, and then Triangle that attacks C zone,
         you will get a red B and white C. If you try Triangle then Square, you
         get a white C and red B. But, if you try Square and Square, you will
         get the best results for it - red B and red B.

         In other words, you will perform a Break.

         On the enemy data, you will see enemy's weak zone, but only if at
         least one chr in current fighting party has the skill 'Memory'
         learned. This also saves you time trying to memorize Break sequences
         for various enemies.

ABOUT    When Break happens, use the Circle attack, which will possibly
BREAK,   generate Air or Down, ultimately decided by the character. Ziggy has
AIR &    Burst Blow (Down), chaos has Spirit Strike (Down), Jin has Tornado
DOWN     Strike (Air) and KOS-MOS has T-ARTS 5 (Air). Needless to say, enemies
EFFECTS  can use Air or Down effect attacks on your party as well, hehe.

         There is a special case involving Air and Down effects when it comes
         to enemies and/or chrs falling down from Air effect. Let's say your
         party is Shion, KOS-MOS and MOMO. KOS-MOS does a Break on the enemy,
         and launches it in the Air. Girls perform boosts and empty their SG.
         After you've done all you can, the enemy will fall onto the ground
         FROM Air effect INTO Down effect. *Unless* that enemy has next turn,
         it will STAY in Down effect until next turn. Normally, same applies
         for your chrs.

ABOUT    You can deal increased damage under following circumstances:
DAMAGE   - Break: normal damage x 1,5
BONUSES  - Air: normal damage x 2
         - Down: normal damage x 2
         - Critical: normal damage x 1,5
         - Hi-Critical: normal damage x 2,5


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
----------------------------- CHARACTER EVENT SLOT ----------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Marked with number 2 on the picture I linked to above, event slot may become
bane of your or enemy's existence.

The understanding of this aspect is exactly the same as in [Mech event slot]
tutorial I gave above, so please refer to that.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------------------- CHARACTER STATUS WINDOW ---------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This window is located at the top of the screen and is marked with number 3 on
the picture I linked to above. It has following information:

AVATAR - picture of the character

HP     - Remaining hit points. Green bar below the HP represents how close
         current HP is to MAX HP, so... The fuller green bar below HP is, the
         closer chr's HP is to MAX HP. If current HP becomes zero (0), chr is
         KO-ed and cannot continue battling unless revived.

EP     - Remaining ether points. Purple bar below the EP represents how close
         current EP is to MAX EP, so... The fuller green bar below EP is, the
         closer chr's EP is to MAX EP. If current EP becomes zero (0), chr
         cannot cast ether skills.

ST     - Stands for stock. Maximum value of this bar is 3 and is represented
         by three squares. ST fills by 1 square for each Stock command you
         make. ST is needed for executing double techs. ST is also gained from
         Break bonus.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------------------- CHARACTER BUTTON DISPLAY --------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Marked with number 4 on the picture I linked to above, the buttons. Heh.

When it's your chr's turn, you will see which attacks are available to you.
They will be represented by corresponding button on your controller. To the
right of the buttons you will see more icons, which represent properties of
the particular attack.

Generally, Square launches close-combat attacks, whereas Triangle launches
distant and/or ether attacks.

Here's some scoop on those icons that tell you about properties:
- P letter: physical attack
- E letter: ether attack
- Running-like symbol: close range attack
- Wing symbol: far range attack
- Fist symbol: attack with hit attribute
- Sword symbol: attack with slash attribute
- Gun symbol: attack with pierce attribute
- Fireball symbol: attack with fire element attribute
- Ice drop symbol: attack with ice element attribute
- Lightning symbol: attack with thunder element attribute
- Weird symbol with small circle inside: attack with aura element attribute
- Red-line-across-like symbol: attack with beam element attribute
- Up arrow in a rectangle like symbol: attack that knocks target in the air
- Down arrow in a rectangle like symbol: attack that knocks target down

You can perform these combos:
- Triangle Triangle
- Triangle Square
- Square Square
- Square Triangle
- Circle (can also be chained if you have enough SG)


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---------------------------- CHARACTER BATTLE MENU ----------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Marked with number 5 on the picture I linked to above. There's two battle
menus you can access, and I'll refer to them as primary and secondary battle
menu.

PRIMARY   - Opens by pressing X button when it's your chr's turn. It leads to
BATTLE      following subchoices:
MENU        - STOCK - charges 1/3 of chr's ST gauge
            - ETHER - use available ether skills
            - ITEM - use one of the items in your possession
            - DOUBLE - use available double techs (there's three requirements
              which must be met: correct partner chrs in battle party, enough
              ST for both chrs and boost gauge with value of 1 [you must boost
              the second chr])
            - MOVE - If possible, move to another location during battle

SECONDARY - After you access primary battle menu, press left or right and
BATTLE      you will access this menu with following subchoices:
MENU        - CHANGE - change chr during battle
            - ESCAPE - flee from battle
            - SPECIAL - special command (for KOS-MOS only)


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------------- CHARACTER TARGET INDICATOR -------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Marked with number 6 on the picture I linked to above.

The understanding of this aspect is exactly the same as in [Mech target
indicator] tutorial I gave above, so please refer to that.


-------------------------------------------------------------------------------

Important aspect of Move command

When using Move command, be careful - chr will *not* automatically face the
enemy! Instead it will have his/her back turned to enemies, thus being
temporarily susceptible to back hit. You must use a normal attack afterwards to
force your chr into being properly face-to-face with enemies. Allow me to show
you with a simple chart:

- Before Move command is used (arrows indicate combatant's view direction)

Chr1 -->                          <-- Enemy1
Chr2 -->                          <-- Enemy2
Chr3 -->                          <-- Enemy3

All of the above combatants face each other face-to-face. Back hit impossible.

- Chr1 uses Move command

                                  <-- Enemy1               BACK HIT!!! Chr1 -->
Chr2 -->                          <-- Enemy2
Chr3 -->                          <-- Enemy3

Chr1 has his back turned towards enemies! As such he's susceptible to back hit.

- Chr1 uses normal tech or double tech


                                  <-- Enemy1 BACK HIT!!!               <-- Chr1
Chr2 -->                          <-- Enemy2 BACK HIT!!!
Chr3 -->                          <-- Enemy3 BACK HIT!!!

Chr1 now faces all three enemies properly and can perform back hit provided he
hits their backs. Please note that using ether moves will *not* force chr1 to
turn around. You *must* use normal tech or double tech.


-------------------------------------------------------------------------------

Second Way to Stock (Character Battle):

Let's take an enemy with BC Break sequence. You enter the correct button combo
(which is Square then Triangle in this case) to initiate Break. Sometimes, even
with zero stock, you can still push Circle afterwards!

This is known as Break Bonus, and it adds one stock to chr's SG. There is a way
to force the probability to always appear and that is by pressing X after the
button combination, but before pressing Circle!

Split comments:
I've been able to do this pretty consistently with MOMO, who had 1 stock in her
SG. I went into battle with Aiakos (Break is BB) - when MOMO's turn was up, I
pressed Circle twice in quick succession, then immediately X afterwards. Break
Bonus was always awarded, so on MOMO's next I was again able to launch two
attacks. You can perform the same with other chrs as well, but it requires you
to master the timing of pressing X very quickly after you initiated Break.

Now, to continue...

For example, a chr with no stock in his/her SG can increase Stock but you need
to 'save' it just in time to 'stock' it up. Let's do an example.

TEST DRIVE 1
- E2 Hauser will be our test bunny. Its Break is CC, which is Triangle-Triangle
  button sequence.
- Have a chr, say Jr, reach a turn and press Triangle-Triangle only. Don't
  press anything else afterwards!
- You may or you may not get a Break Bonus.

TEST DRIVE 2
- E2 Hauser will be our test bunny. Its Break is CC, which is Triangle-Triangle
  button sequence.
- Have a chr, say Jr, reach a turn and press Triangle-Triangle, followed very
  quickly by pressing X. Once again, very quickly!
- You will gain a Break Bonus, but I repeat, doing this is very tedious, as
  your reflexes must be quick.

In short, it looks like this:

Triangle-Triangle -> Probability (very narrow window of chance!) -> Circle
                             [X pressed sometime here]

But with X to save the Stock you have obtained from the Normal Attacks - Square
and Triangle, you can ignore the probability there and straight on with Circle.
The bad thing is the timing which requires you to press X pretty fast then
Circle after.


-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Now that we have covered most important battle aspects, it would be a good idea
for you to learn of a few advanced battle tips.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---------------------------- ADVANCED BATTLE TIPS -----------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-------------------------------------------------------------------------------
ARC EFFECT EXPLANATION
-------------------------------------------------------------------------------

Sometimes an enemy possesses an attack which usually hurts all chrs, like
Libra's ASM 1229 attack, for example. However, pay attention to attack's
animation! If you look closely, you'll see that sometimes it does not hit all
chrs on the battlefield.

Let us assume that there is a 'circle' around the enemy, and the enemy is the
center of the 'circle'. That 'circle' covers 360 degrees. Normally, the enemy
can attack either one chr, regardless of where that chr would be positioned on
the circle's circumference, or all chrs, again regardless of where they would
be positioned.

That aside, several enemies possess attacks that are able to cover only a
certain sector of the 'circle'. Libra's ASM 1229 is one such attack. It hits
the chr and two slots to chr's left and right, meaning that maximum amount of
targets hit would be five, were you able to manipulate a fighting party of that
many chrs. Based on the information provided in Namco's Official Complete
Guide, ASM 1229 covers 30 degree angle.

Let's do an actual example - in this battle there are four possible slots your
chrs can occupy - slot 1, slot 2, slot 3 and slot 4. Battle starts with all
three of your chrs grouped together...

SLOT 1              SLOT 2              SLOT 3              SLOT 4
Empty               Jr                  MOMO                chaos

Now have MOMO use Move command and place her to the LEFT of Jr, or otherwise...

SLOT 1              SLOT 2              SLOT 3              SLOT 4
MOMO                Jr                  Empty               chaos

How does this help? In first scenario, if boss would use ASM 1229 on MOMO, who
would get hit? MOMO is center, and Jr is on the left, chaos on the right - thus
all three suffer damage. In second scenario, though, MOMO is center, Jr on the
right, and nobody on the left - thus, only TWO chrs suffer damage. If chaos was
targeted, him and Jr would take damage. Understood the arc effect concept?

Also affected is damage output. Central target of the attack (in our example
that would be MOMO), takes the highest damage, while the targets on the side
(in our case that would be Jr) take reduced damage.

So, in battles where you can use Move command to relocate your chrs to other
spots, there is a chance that the enemy you're facing possesses arc effect
attack/s.


-------------------------------------------------------------------------------
CHARACTER SKILLS WHICH AFFECT E.S PERFORMANCE
-------------------------------------------------------------------------------

There are several chr skills, which when equipped on pilot of E.S, directly
affect that E.S' performance in battle. The only chrs that you can do this with
are MOMO, KOS-MOS and Jr. Skills will NOT have effect if they're equipped on
copilots of E.S.

AUTO SKILLS:
Lost AGL
EXP UP10
EXP UP15
Guard
Focus 1
Focus 2
Inner Peace

EQUIP SKILLS:
CRTC+5*
Rare +10*
Rare +30*
EP Half***
Revenge Power**
Combo Boost*****
EP Regen*
Rebound*****
ST Resist 20****
ST Resist 30****

Amount of stars represents our opinion on usefulness of equip skills. The more
stars it has, the more useful the skill is.


-------------------------------------------------------------------------------
IN-BATTLE NOTICES IN UPPER LEFT QUADRANT OF THE BATTLE MODE SCREEN
-------------------------------------------------------------------------------

When you do battles, often times special notices pop up in upper left corner of
the battle screen. Do you wonder what info they're trying to tell you?

AC Aura           - elemental chain with aura element
AC Beam           - elemental chain with beam element
AC Fire           - elemental chain with fire element
AC Ice            - elemental chain with ice element
AC Thunder        - elemental chain with thunder element
Air               - breaked enemy was affected by Air status, damage x 2
Air Block         - enemy cannot be launched into the Air
Back Hit          - 100% success of inflicting normal damage, cannot be
                    guarded, evaded or IA-ed (by mechs)
Break             - enemy's weak zone has been penetrated successfully, and
                    that enemy can be launched into Air or Down
Break Block       - enemy cannot be (temporarily) breaked
Break Bonus       - chr that initiates successful Break may have 1 stock added
                    to SG
Critical          - give damage x 1,5
Down              - breaked enemy was affected by Down status, damage x 2
Evasion           - completely avoids any damage/status
Guard             - reduces damage given by 50%
Hi-Critical       - give damage x 2
Intercept         - interrupts enemy's move during Stock and counterattacks
Skill Point x [?] - amount of SPTS you get for the enemy/enemies killed at this
                    particular turn, is multiplied by x2, x4, or x10 (this
                    affects only SPTS!)
Turn Cancel       - target whose avatar appeared in GTW had its turn canceled
Zone A, B, C      - displays information on which zones of the enemy you've hit


-------------------------------------------------------------------------------
STRATEGIC USE OF MOVE COMMAND
-------------------------------------------------------------------------------

Usually, when you start a battle, you can choose Move command to reposition
your chrs to more favorable locations. It is not always so, though. However,
there are exceptions to this rule as well.

Sometimes, when you encounter a group of enemies, and you defeat some of them
that are on specific locations, Move command will become available, allowing
you to place a chr in the fight slot that was previously occupied by the enemy.
This is an effective way of surrounding your enemy and taking advantage of the
situation. Let me represent this with few charts.


- Battle starts (arrows indicate combatant's view direction)

                                  <-- Enemy1
Chr2 -->                          Enemy2 -->                          <--- Chr1
Chr3 -->                          <-- Enemy3

- Enemy1 and enemy2 croak.


Chr2 -->                                                              <--- Chr1
Chr3 -->                          <-- Enemy3

- Chr2 uses Move command and is placed into the slot which was occupied by
Enemy1 before it fell victim to fatal disease known as death.

                                   Chr2 -->
                                                                      <--- Chr1
Chr3 -->                          <-- Enemy3

- Don't forget that you must use either normal tech or double tech to have chr2
face the remaining enemies properly. As you can see, enemy3 can be attacked
from three sides at once. It works similarly for E.S battles, but as you can
have only two mechs fighting at once, your options are somewhat limited.


-------------------------------------------------------------------------------
ATTACKING ENEMY'S MULTIPLE WEAKNESSES AT ONCE
-------------------------------------------------------------------------------

Each enemy has certain resistance to eight attack properties you can find in
this game. Detailed enemies' resistance can be found in section 34. When you
perform a normal tech with your chrs, their attacks usually carry one (Jin has
slash) or two attack properties (chaos has aura and hit).

For our example let's take <U-TIC Soldier A>. It has weakness to aura (takes
150% of damage), fire (takes 150% of damage) and slash attacks (takes 150% of
damage).

Let us also say that the party you take into battle is Jin, chaos, and KOS-MOS.
KOSy launches normal tech VS <Soldier A>. For the sake of simplicity we'll
assume it deals 100 damage. Her normal tech carries hit attribute, and <Soldier
A> doesn't have a weakness against hit attacks, so he takes 100 damage.

Now Jin uses normal tech. Since <Soldier A> is weak to slash attacks, and Jin's
attack carries slash attribute, 150 damage is inflicted.

chaos uses normal tech. Since <Soldier A> is weak to aura attacks, and chaos'
attack carries aura attribute, 150 damage is inflicted.

KOSy casts Aura Sword on Jin. Now Jin's attack has slash as well as aura
attribute. Jin uses normal tech. Since <Soldier A> is weak to slash and aura
attacks, and Jin's attack carries both, *200 damage is inflicted*.

To sum up - if an enemy has more than one weakness, and you use an attack which
carries at least two of that enemy's weaknesses, bonus damage is tallied
together and added to base damage of 100%. To get the idea of how this works,
take a look at below chart.

    ENEMY'S WEAKNESS A   |    ENEMY'S WEAKNESS B   |          RESULT
-------------------------------------------------------------------------------
     100% base damage    |     100% base damage    |     100% base damage
            +            |            +            |            +
     X% bonus damage     |     Y% bonus damage     |  (X% + Y%) bonus damage
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
NUMBERS THAT APPEAR DURING BATTLE
-------------------------------------------------------------------------------

As you do battles, you will notice four different colors of numbers pop up
whenever damage is dealt or HP/EP are being recovered. Here's the key letting
you know what is being lost or recovered.

White numbers denote HP loss.
Green numbers denote HP recovery.
Purple numbers denote EP loss / EC loss.
Blue numbers denote EP recovery.


-------------------------------------------------------------------------------
LOWDOWN ON BREAK BLOCK
-------------------------------------------------------------------------------

Break Block is a special trait only several enemies in the game possess. What
it does is prevent your characters from breaking the enemy, thus disabling you
from Airing or Downing it. Most of the time Break Block bonus is a temporary
bonus enemy has - once a specific event occurs, Break Block is gone and you can
break the enemy once again.

What you may not know is that Break Block bonus is valid for *front* side of
the enemy only. In other words:
- an enemy you're fighting gained Break Block
- if possible, move a chr behind enemy's *back*, so you benefit from Back Hit
- have the chr you moved attack enemy's back
- aside from Back Hit bonus you will also be able to BREAK THE ENEMY'S ZONE,
  regardless of the Break Block the enemy has

So, if you encounter Break Block-able enemy, move a chr behind it and attack
enemy's back.



===============================================================================
===============================================================================
12.)                       ABNORMAL STATUSES - G1200
===============================================================================
===============================================================================

In this section I shall cover both negative and positive statuses your chrs can
be affected with during course of battles. Covered shall be name of negative or
positive status and its effect on your actions, and how to remove it (in case
we're dealing with negative status).


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------ L STATUS, H STATUS, S STATUS -------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

All statuses can be classified in three categories:
- negative statuses fall either into L type OR H type category
- positive statuses fall into S type category

Beside having various effects on your battle performance there is an important
difference between L and H type statuses, this being:
- L type negative status lasts for FIVE (5) chr' or mech's turns and is then
  lifted automatically (exception is L Stun - it lasts whole battle)
- H type negative status lasts for WHOLE BATTLE (few exceptions apply)

As for S type statuses:
- S type status lasts either FIVE (5) chr' or mech's turns (is automatically
  lifted afterwards) or lasts for WHOLE BATTLE

Aside from amount of turns being taken into consideration, L, H and S type
statuses are always lifted once the battle ends, or when chr/mech affected
becomes KO-ed.

L type statuses can be cured in three more ways:
- Refresh L ether
- Antidote L item
- if possible, swap the affected chr with somebody from reserve and then swap
  him/her back into heat of battle

H type statuses can be cured in two more ways:
- Refresh H ether
- Antidote H item
- unlike with L type statuses, you cannot swap chrs with somebody from reserve

S type statuses are void in two more ways:
- once a 'trigger' is activated (for example, getting KO-ed for Auto-Revive)
- if chr under S status is swapped with somebody from reserve and then swapped
  back into heat of battle

If you're uncertain under which status your chr is, wait until that chr's turn.
Then press X to bring up battle menu of that chr. Names of statuses in effect
will be displayed in upper left corner. If there's more than one status chr is
affected with, they will alternate in being displayed in regular intervals.

L type statuses are also displayed with a blue ball, which hovers above the
head of the chr affected. In case of H type status hovering ball is red.

Once you're affected with L type status, and you're hit successfully with same
L type status again *before* it wears off, there's a chance for this particular
L type status to turn into H type status. Of course, you can do the same to
your enemies.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
----------------------------- STATUS DESCRIPTIONS -----------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-------------------------------------------------------------------------------
L TYPE STATUSES
-------------------------------------------------------------------------------
Name          | What it does? & Battle effect performance
-------------------------------------------------------------------------------
L SLOW        | - AGL is decreased
              | - affected target gets less turns than usual
              | - can turn into H Stop if hit repeatedly with success
-------------------------------------------------------------------------------
L POISON      | - each turn lose 10% of MAX HP
              | - after affected target completes the turn, poison damage kicks
              |   in
              | - can turn into H Poison if hit repeatedly with success
-------------------------------------------------------------------------------
L BLIND       | - DEX is decreased by 40%, EVA is decreased by 40%
              | - affected target's chances to successfully hit an enemy with
              |   PATK are decreased, and affected target is less likely to
              |   successfully avoid enemy's PATK
              | - can turn into H Blind if hit repeatedly with success
-------------------------------------------------------------------------------
L HEAVY       | - STR is decreased by 25%
              | - affected target inflicts less physical damage than usual
              | - can turn into H Heavy if hit repeatedly with success
-------------------------------------------------------------------------------
L WEAK        | - VIT is decreased by 25%
              | - affected target takes more damage from PATK than usual
              | - can turn into H Weak if hit repeatedly with success
-------------------------------------------------------------------------------
L STUN        | - can't move (or act)
              | - affected target's avatar will NOT appear in Group turn window
              |   for as long as chr is affected
              | - if affected target receives any damage, there's a 50% chance
              |   of regaining control
              | - can turn into H Stun if hit repeatedly with success
-------------------------------------------------------------------------------
L ETHER PD    | - EATK is decreased by 25%
              | - affected target inflicts less ether damage than usual
              | - can turn into H Ether PD if hit repeatedly with success
-------------------------------------------------------------------------------
L ETHER DD    | - EDEF is decreased by 25%
              | - affected target take more damage from ETATK than usual
              | - can turn into H Ether DD if hit repeatedly with success
-------------------------------------------------------------------------------
L POISON EP   | - 5 EP is lost each turn
              | - after affected target completes the turn, EP poison damage
              |   kicks in
              | - can turn into H Poison EP if hit repeatedly with success
-------------------------------------------------------------------------------
L CHARGE DOWN | - 25% of MAX Energy Charge is lost each turn
[mech only]   | - after affected mech completes the turn, EC is penalized
              | - can turn into H Charge Down if hit repeatedly with success
-------------------------------------------------------------------------------
L JUNK BEAM   | - 20% chance of having next turn canceled
[mech only]   | - when affected target's avatar comes up in Group turn window,
              |   it may be skipped; if that happens, next turn goes straight
              |   to next fighter that can act
-------------------------------------------------------------------------------
L RESISTANCE D| - negative status resistance down by 20%
              | - target is more easily affected with negative statuses
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
H TYPE STATUSES
-------------------------------------------------------------------------------
Name          | What it does? & Battle effect performance
-------------------------------------------------------------------------------
H STOP        | - AGL becomes zero (can't act)
              | - affected target doesn't get any turns at all
              | - affected target's avatar will NOT appear in Group turn window
              |   for as long as chr is affected
-------------------------------------------------------------------------------
H POISON      | - each turn lose 25% of MAX HP
              | - after affected target completes the turn, poison damage kicks
              |   in
-------------------------------------------------------------------------------
H BLIND       | - DEX is decreased by 80%, EVA is decreased by 80%
              | - affected target's chances to successfully hit an enemy with
              |   PATK are decreased, and affected target is less likely to
              |   successfully avoid enemy's PATK
-------------------------------------------------------------------------------
H HEAVY       | - STR is decreased by 50%
              | - affected target inflicts less physical damage than usual
-------------------------------------------------------------------------------
H WEAK        | - VIT is decreased by 50%
              | - affected target takes more damage from PATK than usual
-------------------------------------------------------------------------------
H STUN        | - can't move (or act)
              | - affected target's avatar will NOT appear in Group turn window
              |   for as long as chr is affected
              | - if affected target receives any damage, there's a 10% chance
              |   of regaining control
-------------------------------------------------------------------------------
H ETHER PD    | - EATK is decreased by 50%
              | - affected target inflicts less ether damage than usual
-------------------------------------------------------------------------------
H ETHER DD    | - EDEF is decreased by 50%
              | - affected target take more damage from ETATK than usual
-------------------------------------------------------------------------------
H POISON EP   | - all Ethers cost twice as much EP
              | - for example, affected target would need 4 EP to cast Medica
              |   instead of usual 2 EP
-------------------------------------------------------------------------------
H CHARGE DOWN | - 50% of MAX Energy Charge is lost each turn
[mech only]   | - after affected mech completes the turn, EC is penalized
-------------------------------------------------------------------------------
H BIND        | - Square, Triangle and Circle attacks are sealed
              | - Change command is sealed
              | - affected target cannot attack at all (but can still use ether
              |   attacks), and cannot change places with other available chrs
              |   in Reserve
-------------------------------------------------------------------------------
H LOST        | - cannot use Ether command
              | - affected target cannot use ether moves available through
              |   Ether command
-------------------------------------------------------------------------------
H BOOST LOCK  | - Boost command is sealed
              | - affected target cannot boost
-------------------------------------------------------------------------------
CURSE         | - damage given = damage received
              | - in other words, let's say that KOS-MOS is affected: in one
              |   turn she dishes out 2500 dmg, AND she receives SAME amount of
              |   dmg as well; very useful status to be used on some bosses
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
S TYPE STATUSES
-------------------------------------------------------------------------------
Name          | What it does? & Battle effect performance
-------------------------------------------------------------------------------
FLAME VEIL    | - fire damage is reduced by 25%
              | - target affected takes 25% less damage from any type of attack
              |   with fire property
-------------------------------------------------------------------------------
ICE VEIL      | - ice damage is reduced by 25%
              | - target affected takes 25% less damage from any type of attack
              |   with ice property
-------------------------------------------------------------------------------
THUNDER VEIL  | - thunder damage is reduced by 25%
              | - target affected takes 25% less damage from any type of attack
              |   with thunder property
-------------------------------------------------------------------------------
AURA VEIL     | - aura damage is reduced by 25%
              | - target affected takes 25% less damage from any type of attack
              |   with aura property
-------------------------------------------------------------------------------
FLAME SWORD   | - normal techs gain fire property
              | - affected target's normal techs will inflict fire element
              |   damage when attacking enemies
-------------------------------------------------------------------------------
ICE SWORD     | - normal techs gain ice property
              | - affected target's normal techs will inflict ice element
              |   damage when attacking enemies
-------------------------------------------------------------------------------
THUNDER SWORD | - normal techs gain thunder property
              | - affected target's normal techs will inflict thunder element
              |   damage when attacking enemies
-------------------------------------------------------------------------------
AURA SWORD    | - normal techs gain aura property
              | - affected target's normal techs will inflict aura element
              |   damage when attacking enemies
-------------------------------------------------------------------------------
VACCINE       | - negative status resistance up by 10%
              | - target is less easily affected with negative statuses
-------------------------------------------------------------------------------
SPEED +25%    | - AGL stat is raised by 25%
              | - affected target's turns come around 25% faster than usual
-------------------------------------------------------------------------------
SAFETY LEVEL  | - remain at 1 HP when fatal damage is incurred
              | - when fatal damage is incurred on affected target, that target
              |   will retain 1 HP
-------------------------------------------------------------------------------
CHARGE TIME   | - doubles effects of next healing
              | - if affected target recovers HP by any means, HP recovered
              |   will be doubled
-------------------------------------------------------------------------------
BEST ALLY     | - recover full HP when fatal damage is incurred
              | - when fatal damage is incurred on affected target, that target
              |   will recover full HP
-------------------------------------------------------------------------------
ATTACKER      | - STR/POW is increased by 25%, VIT/ARM is decreased by 25%
              | - affected target dishes out more phd, and at the same time
              |   target receives more phd as well
-------------------------------------------------------------------------------
DEFENDER      | - STR/POW is decreased by 25%, VIT/ARM is increased by 25%
              | - affected target dishes out less phd, and at the same time
              |   target receives less phd as well
-------------------------------------------------------------------------------
ETHER SPEAR   | - EATK is increased by 25%, EDEF is decreased by 25%
              | - affected target dishes out more etd, and at the same time
              |   target receives more etd as well
-------------------------------------------------------------------------------
ETHER SHIELD  | - EATK is decreased by 25%, EDEF is increased by 25%
              | - affected target dishes out less etd, and at the same time
              |   target receives less etd as well
-------------------------------------------------------------------------------
BURST VEIL    | - the effect of Veil Ether skills is doubled (that is they last
              |   twice as long)
-------------------------------------------------------------------------------




===============================================================================
===============================================================================
13.)                        EPISODE I BONUS - G1300
===============================================================================
===============================================================================

This small section deals with few bonuses you can get provided you start XS:E2
with a save from either XS:E1 or XS: Xenosaga Freaks game. They could be
briefly called 'Data loading bonus' and 'Initial possession SPTS bonus'.

Data Loading Bonus

- Xenosaga Episode I OR Xenosaga Episode I: Reloaded will get you "Swim Suit
  Skill" for KOS-MOS and Ziggy. Otherwise, you won't be able to find it in the
  game of Xenosaga Episode II.

- Xenosaga Freaks will get you Hakase/Professor's Dokkiri event

Initial Possession Skill Points Bonus (depends on the level you beat the game)

- The equation is Character Level * 30 + 600
- 600 is the basic points, Character Level * 30 is the bonus
- If your characters level are all at Level 99, 99 * 30 + 600 = 3570


-------------------------------------------------------------------------------

THE FOLLOWING IS A GLITCH, EXCLUSIVE TO JAPANESE VERSION ONLY. The glitch has
been 100% terminated in NA version.

Players that don't have any kind Episode I data and wish to get KOS-MOS' and
Ziggy's Swimsuit, you are in for a treat.

Press Triangle to get into the menu, select 'Skills' then select anyone. Select
Skill. Go down to 'Level 4', press 'Right'. You will see Class A to D, right?
Now press 'X' ONCE and press right to Tutorial. Go through the whole tutorial.

Once you are done, voila. You have just initiated the bug/glitch.

You should now see Class E to H for Class 4. Don't get out of the menu, it will
disappear.

You will need 450 Class Points from Class E to H. But within each, you need
zero Skill Points to learn all. For me, Class G and H got nothing. Class F has
3 Erde Kaiser moves, one deals with slash damage to all, another one deals
pierce damage to all, the last one deals thunder damage to all. All of them
need 50 EP in order to be cast during battle. For Class E, you have Swimsuit
and 3 more Erder Kaiser moves, Erde Storm, Erde Beam and Erde Quake.

IMPORTANT!!! Don't forget that in order to learn Class Level 4 skills, you need
to activate Class Level 4 first, just like you did with other Class Levels.

Note that we will NOT recommend this or input stuff that requires this.



===============================================================================
===============================================================================
14.)                         GOOD TO KNOW! - G1400
===============================================================================
===============================================================================

Compiled here at one place will be useful pieces of information. So far we've
prepared the following headings:
- Saving your game
- Usefulness of save and UMN points
- Attacker chrs / mechs VS Reserve chrs / mech
- Double tech items
- Steal
- Ether combinations
- Traps
- Post-battle EP recovery
- Memory Card icon
- Chr's success with recovering abnormal statuses


-------------------------------------------------------------------------------
SAVING YOUR GAME
-------------------------------------------------------------------------------

Remember to save your game frequently. We also advise you to do so in at least
three different save files. There is always a chance that you might screw
something up. And with having only one save file to rely on, what can you do?
Whereas if you have more than one (hell, Split keeps 40 of them), you always
have backup saves.


-------------------------------------------------------------------------------
USEFULNESS OF SAVE AND UMN POINTS
-------------------------------------------------------------------------------

Save and UMN points have another vital role in your quest. Both recover your
party's HP and EP completely. That way you can use both as sanctuaries for
training and raising your levels. Excellent spot is the Dammerung dungeon, when
you *first* visit it. In addition, UMN points allow you to visit earlier
dungeons and teach the enemies a thing or two about what it means to be strong.


-------------------------------------------------------------------------------
ATTACKER CHRS / MECHS VS RESERVE CHRS / MECH
-------------------------------------------------------------------------------

Only the former gain EXP, CPTS and SPTS when the battle ends. Reserve chrs (or
mech) aren't completely screwed, though. They gain 75% of the EXP. Example?

Your main party is Asher and Dinah. You kill two enemies, each enemy is worth
1000 EXP = that makes grand total of 2000 EXP. Since EXP is shared, both Asher
and Dinah get 1000 EXP each. *Now* that 75% share comes into account - Zebulun
gains 750 EXP.


-------------------------------------------------------------------------------
DOUBLE TECH ITEMS
-------------------------------------------------------------------------------

- Basically just finish a quest in GS Campaign
  - GS Campaign No.05 gets you "Archangel's Requiem" (Shion and Jr)
  - GS Campaign No.08 gets you "Burst Veil" (Shion and MOMO)
  - GS Campaign No.09 gets you "Elemental Nocturne" (chaos and Jr)
  - GS Campaign No.17 gets you "Dual Spell Ray" (Shion and chaos)
  - GS Campaign No.22 gets you "Cross Fist" (Ziggy and KOS-MOS)
  - GS Campaign No.23 gets you "Fiery Ritornelle" (Ziggy and Jr)
  - GS Campaign No.28 gets you "Grand Ronde" (chaos and KOS-MOS)
  - GS Campaign No.30 gets you "Cross Hilbert" (KOS-MOS and MOMO)
  - GS Campaign No.32 gets you "Power Strike" (Ziggy and MOMO)
  - GS Campaign No.34 gets you "Lion Heart" (Shion and Jin)
  - GS Campaign No.36 gets you "Twin Buster" (Shion and KOS-MOS)


-------------------------------------------------------------------------------
STEAL
-------------------------------------------------------------------------------

To steal, you will need the Skill "Psycho Pocket" in H Link within Class Level
1. However, you need to finish off No.01 in the GS Campaign first which will
get you Secret Key 01 to unlock the Skill. Psycho Pocket can be obtained as
soon as you get to Second Miltia, after completing Moby Dick's events.


-------------------------------------------------------------------------------
ETHER COMBINATION
-------------------------------------------------------------------------------

Only fixed Ether can be combined. To initiate the combination, lets say you
have KOS-MOS and MOMO, and you wish to combine Ether. Now you need to BOOST up
the 'partner' (much like Double Tech). Press 'X' and select Ether. And at the
combinable Ether, press 'Triangle'. The following combos are done with KOS-MOS
and having MOMO boost:

Thunder Blast + Thunder Blast = Thunder Storm
Thunder Blast + Aura Blast = Thunder Burst

Remember that both chrs require EP.

And a good combination that I recommend is this one:

Analyze + Psycho Pocket = Rare Steal

This will always get you RARE ITEM.

Once you learn Combo Boost skill and have it equipped, you can have *same* chr
perform combination ethers. For example KOS-MOS knows Medica 2, has Combo Boost
skill equipped, and your party is in pretty bad shape. Boost KOS-MOS, and then
perform the procedure described in earlier paragraph to have KOS-MOS cast
Double Medica 2 on whole party. This is especially useful for MOMO, who pilots
E.S Zebulun, as she can perform Rare Steal that way.


-------------------------------------------------------------------------------
TRAPS
-------------------------------------------------------------------------------

Sometimes you will see traps scattered across when you're waltzing around.

YELLOW TRAPS: When triggered, chrs/mechs start the battle with Stock Bonus.
RED TRAPS   : When triggered, chrs/mechs start the battle with Boost Bonus.


-------------------------------------------------------------------------------
POST-BATTLE HP & EP RECOVERY
-------------------------------------------------------------------------------

This is a nice alternative to using healing items from your stock. Anyway, just
in case you haven't noticed yourself, any chrs that were NOT in the party when
battle was won, recover 25% of both MAX HP and MAX EP after each battle (even
if you use Escape command!). Thus, you can heal your party mostly free of
charge, hehe.

Also, once you learn Rapid Refresh skill for a chr, that chr will recover 50%
of both MAX HP and MAX EP after the battle has ended.

As for your E.S, the one in Reserve recovers 25% of MAX HP and MAX EP (Zebulun
only, as only she can use ethers).


-------------------------------------------------------------------------------
MEMORY CARD ICON
-------------------------------------------------------------------------------

THIS ONLY EXISTS IN JAPANESE VERSION. It has been taken out in NA version.

This has nothing to do with gameplay, but it's kinda neat anyway. Once you've
made several saves during your Xenosaga progress, reset your PS2 and enter the
Browser menu (where you view the contents of memory cards and such).

Depending on who the leader, or onscreen character was when the game was saved,
that chr's icon will be displayed on memory card. This can be KOS-MOS, MOMO,
Shion, Jr, chaos, Jin, Ziggy, E.S Asher, E.S Zebulun, or E.S Dinah.

If save is made after ending credits have rolled, save icon will be that of
Anima Relic.

For fun try deleting one of such saves. The chr will BEG you not to do it.=)


-------------------------------------------------------------------------------
CHR'S SUCCESS WITH RECOVERING ABNORMAL STATUSES
-------------------------------------------------------------------------------

Each of the seven playable chrs has a % probability of successfully removing
negative status change thru casting Refresh L or Refresh H. From highest to
lowest, here's that probability:
- MOMO 100%
- Shion 90%
- chaos 85%
- Jin 75%
- KOS-MOS 70%
- Jr 70%
- Ziggy 60%

However, the roles are reversed when it comes to healing abnormal statuses by
using Antidote L or Antidote H items. Chrs that are bad at nulling abnormal
statuses by ethers are more successful by using items, ie Ziggy will have more
success than MOMO. Quite in interesting turn of events, heh.



===============================================================================
===============================================================================
15.)                      PIC & VIDEO FRIENDS - G1500
===============================================================================
===============================================================================


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------------------------- PIC FRIEND ----------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

kolardamir.com/xse2/xenosaga_ep2_pic_companion.zip

By using one of the above 2 links you will be taken to a prompt, which will ask
you to download a large zip file (roughly 45 MB or so). Within that file you'll
find pictures, which will help you immensely when playing XS:E2.

I have limited resources on both of my websites, so if you keep getting 404
errors, know that bandwidth for that day has been exceeded and you will not be
able to download anything until next day.

Split has entirely covered both 1st disc and 2nd disc. In addition, complete
coverage of the Epilogue has also been done.

Following features are disclosed:
- locations of every collectible
- locations of all enemies
- instructions on how to solve puzzles
- instructions on what answer to choose
- instructions on which direction/s to take when in a dungeon
- ... and more

You'll see many [REFERENCE: XENOSAGA####], when you quickly skim through first
part of the game's Walkthrough. They are the reference numbers of the pictures
that you have downloaded in that zip file.

In order to allow you to quickly access the relevant pictorial help you may
need assistance with, I've named all of the files in a numerical order. And
also all REFERENCE entries are entered in numerical order, hence we hope that
speed factor will be guaranteed.

In any case - ENJOY!


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------------------- VIDEO FRIEND ---------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

kolardamir.com/xse2-a
kolardamir.com/xse2-b

By using the above link you will be taken to a page with several more links,
all of them featuring battles against boss class enemies of XS:E2. Some of
video clips will show you the best way to take down the boss in question (for
example video clip of fight VS Naglfar), while some of the video clips are only
meant to give you the general knowledge of what can you do to fare better
against the boss.

I have limited resources on this website, so if you keep getting 404 errors,
know that bandwidth for that day has been exceeded and you will not be able to
download anything until next day.

All boss battles have been recorded and uploaded. Relevant entries have also
been made in respective boss battle sections in the walkthrough.

In any case - ENJOY!



===============================================================================
===============================================================================
16.)                          WALKTHROUGH - G1600
===============================================================================
===============================================================================

Before you begin reading the walkthrough, we'd like to clear something up
regarding the issue which involves no money, no shops, no armor and no weapons.

Sure, XS:E2 is a RPG and the four things mentioned above should be in it...
well, the point here is - they *should*, but they're not. Game creators tried a
new approach to the game, and it worked great. I know some players may disagree
with this aspect, and would still love to have money to waste and armor to toy
around with... here are a few pointers that may help you overcome the 'loss' in
the long run:

- Any chrs that were NOT in the party when battle was won, recover 25% of both
  MAX HP and MAX EP after each battle (even if you use Escape command!). Thus,
  you can heal your party mostly free of charge.
- Same thing posted above holds true for E.S battles: have Asher and Dinah do
  the battles, then heal them with Zebulun when post-battle
- The drop rate of healing items is rather frequent, and Bio Sphere can be used
  anywhere now, not just at the save points.
- Once you learn Rapid Refresh skill for a chr, that chr will recover 50% of
  both MAX HP and MAX EP after the battle has ended.
- Having no money eliminates the worry of not having enough cash when visiting
  a new shop.
- Having no weapon/armor selection eliminates the worry of wondering if your
  equipment would be up to par with enemies in oncoming dungeons.

Take this information as you will. The two of us enjoyed the game enormously.

Japanese version:
You will be asked a question: The game will show you a bonus and ask if you
wish to 'check' your memory cards for any saves from Xenosaga: Episode 1,
Xenosaga: Episode 1 Reloaded or Xenosaga Freaks. YES option is on the left, NO
option is on the right.

NA version:
You will be asked if you wish to unlock special features for XS:E2 by having
the system search for XS:E1 clear data. If you have a memory card with that
save, plug it in, then hit "Yes" to continue. After a bit of "elevator music"
plays, you will unlock Swimsuits for KOS-MOS and Ziggy, and obtain Geriatric
Swimsuit special item for Professor.

After making a decision, Configuration screen comes up with three choices:

SUBTITLE DISPLAY: Set it ON or OFF.
AUDIO OUTPUT: Set it to MONAURAL, STEREO or DOLBY PROLOGIC II.
LIGHT DIGITAL OUTPUT: Set it to 2ch or 5.1 Digital Audio.

After making your selection you will be asked if you wish to confirm. Top
choice to advance, bottom option to reconsider your selected options.

So, you wonder how does the story continue? Read on!


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
OLD MILTIA                                                               DNG#01
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                  INFORMATION
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
E.S/CHRS    | LV   | EFFECTIVE VS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E.S Asher   | lv20 | [01], [02]
chaos       | lv07 | [03], [04], [05], [06]
Jin         | lv07 | [03], [04], [05], [06]
-------------------------------------------------------------------------------
ENEMY'S NAME                  | HP     | CPTS  | TYPE   | NORMAL ITEM
WEAKNESSES          | BREAK   | EXP    | SPTS  | FIGHT  | RARE ITEM
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[01] <Stole Marine>           | 1500   | 0     | Mech   | Nano Repair A
H/ETATK             | None    | 700    | 0     | E.S    | Auxiliary Armor A
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[02] <Kfuga Lily>             | 600    | 0     | Mech   | Nano Repair A
None                | None    | 420    | 0     | E.S    | None
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[03] <U-TIC Soldier A>        | 110    | 0     | Bio    | Med Kit S
A/F/S               | B-B     | 80     | 20    | Chrs   | None
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[04] <U-TIC Soldier B>        | 140    | 0     | Bio    | Ether Pack S
A/F/S               | C-B     | 100    | 22    | Chrs   | None
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[05] <E2 Hauser>              | 320    | 0     | Mech   | Scrap Iron
B/T/ETATK           | C-C     | 180    | 32    | Chrs   | None
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[06] <Mysterious Swordsman>   | Detailed boss entry further down in walkthrough
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
B - Beam           | A - Aura          | T - Thunder       | F - Fire
I - Ice            | P - Pierce        | S - Slash         | H - Hit
PATK - weakness to physical attacks    | ETATK - weakness to ether attacks
-------------------------------------------------------------------------------


After the intro sequence, you gain control of E.S Asher.
REFERENCE: Xenosaga0001

Proceed W and soon you will come across a yellow save point, which when walked
into, automatically recovers all HP and EP - you will hear a sound when this
happens. Also, when standing inside save point, press Circle to bring up save
menu. Save if you wish.
REFERENCE: Xenosaga0002

When done, head W again. On next screen your path will be blocked by a truck.
REFERENCE: Xenosaga0003

Press Square for kablooie.
REFERENCE: Xenosaga0004

Continue along (blow up the chopper, if only just for the hell for it) and
another tutorial follows explaining how to switch between multiple locked on
targets.
REFERENCE: Xenosaga0005-Xenosaga0006

Quite soon you'll reach a cross. Start with this tank...
REFERENCE: Xenosaga0007

... then blow up two more stuffs and collect ACCESSORY: POWER SHIELD from the
chest.
REFERENCE: Xenosaga0008

Back to the cross, only this time continue E and... well, blow more stuff up.
When you access next screen, you'll witness a scene. Aha, a real battle at last
with <Marine> (considering you prolly got riled up from the battle in the intro
sequence).
REFERENCE: Xenosaga0009

Engage! Read the tutorial and remember to BOOST when the game asks you to, then
kill off the enemy mechs. Also don't forget that after each battle (doesn't
matter if you escaped or won), the onscreen chr or mech will flash for a while.
During this time you cannot be drawn into battles.

Continue (mow the lawn as well) and you will see more enemies and traps. YELLOW
traps give you Stock Bonus, while RED traps give you Boost Bonus. Activate the
yellow trap, then engage nearby <Marine> and waste it.
REFERENCE: Xenosaga0010-Xenosaga0011

You can blow up the car debris just to the N of that first trap to get ITEM:
NANO REPAIR A.
REFERENCE: Xenosaga0012

... then turn right, smash the fence...
REFERENCE: Xenosaga0013

... and then go up the ramp smashing stuff for ITEM: NANO SPHERE.
REFERENCE: Xenosaga0014

There's another <Marine> plastered into spot near the cross - superglue?
REFERENCE: Xenosaga0015

Fight it, then destroy debris behind it and nab ITEM: NANO REPAIR A.
REFERENCE: Xenosaga0016

Back to the cross and advance N. Set off the red trap and fight <Lily>. Piece
of metal... I mean cake.
REFERENCE: Xenosaga0017

When defeated, continue and another cut scene will follow.

You are now off E.S Asher - and look, a new party member. Jin joins you. Both
he and chaos start off with 600 CPTS and 600 SPTS, and Jin begins at lv5, while
chaos is off with lv4.
REFERENCE: Xenosaga0018

Jin also comes with Medica and Refresh L already learned. First order of
business I recommend is teaching chaos a few skills:
- Medica (Level 1 - A link - 1st skill)
- Refresh L (Level 1 - A link - 2nd skill)
- STR+2 (Level 1 - B link - 3rd skill)
- VIT+2 (Level 1 - B link - 4th skill)

For Jin I'd recommend learning STR+2, VIT+2 and Memory (Level 1 - C link - 2nd
skill). And don't forget that you need to EQUIP STR+2 and VIT+2 to make use of
them. Both party members also begin with DOUBLE TECH: ICE BRAND already learned
and ready to use.

Save point...
REFERENCE: Xenosaga0019

... and <U-TIC soldier> to the right - before fighting him, explore the near
area. There's lot of debris to be destroyed...
REFERENCE: Xenosaga0020

... and ITEM: REVIVE S to score.
REFERENCE: Xenosaga0021

Save if you wish, then go fight the poor guy. Carefully read the tutorial,
finish off the enemies and then continue.

Look, a chest! You can't get it yet, so worry about it later. Oh well, continue
NE onto next screen. Blow up the car...
REFERENCE: Xenosaga0022

... fenced door with two green lights can't be opened yet - later. Continue
along the W side of the street and lock-on cursor will appear again. I wonder
what does Square button do? You found FEATURE: SEGMENT ADDRESS 14.
REFERENCE: Xenosaga0023-Xenosaga0024

Memorize its location, for it will come in handy much later. Continue and fight
another <U-TIC soldier>. Read the tutorial (it tells you