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    FAQ/Walkthrough by Adrenaline SL

    Version: 2.05 | Updated: 09/16/02 | Search Guide | Bookmark Guide

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                         Zone of the Enders FAQ/Walkthrough
                              Written by AdrenalineSL
                      Version 2.05: Released September 16, 2002
             The very latest versions and updates can be found at GameFAQs:
    This is currently [Version 2.02] of Adrenaline's Zone of the Enders Strategy
    Guide for the Playstation®2 console.
    Have any questions? E-mail me. Find any errors? Tell me. Like my guide? You'd
    better tell me. I need your compliments to satiate my daily ego nutrition.
    Contact me: toiletrabbit(at)hotmail(dot)com
    -   'CUZ HE'S ON FIRE! (Updates)   -
    Version 2.0 | June 9, 2002
    I remember way back in April of 2001 that this had been my first "major" FAQ.
    It's been over a year since the release of this guide, and when I first took
    a glance at it again: it was just horrible. Anyway, updates, updates and
    news. I basically gave this guide a new backbone. I removed a lot of
    redundant crap. However, I didn't let the "original foundation" of the guide
    go to waste (after all, I had spent a lot of time on it back then). I've left
    most of the sentences intact, built on them and completely re-wrote other
    aspects, including the Introduction, Characters, so on and so forth. I hope
    you enjoy the  new and  improved overtone. I'm very pleased with it, if I may
    say so myself. Boom, boom, boom!
    [Old Updates Deleted.]
      c  o  n  t  e  n  t  s
    00. Introduction
    01. Characters
           Orbital Frames
    02. Game Basics
           Basic Controls
           Special Moves
           Command Menu
           Versus Mode
    03. Walkthrough
    04. Miscellaneous
           Rescue Missions
    05. Bonus ZOE Stuff
           Soundtrack List
           "Heart of Air" Lyrics
    06. Frequently Asked Questions (FAQ)
    07. Outro
           Legal Junk
           Special Thanks
           Contributor Credits
           Closing Statement
    -=[]----------------------=(-- 00. Introduction  --)=--------------------[]=-
    You know it. I know it. We all  know it. You *know* you bought this game just
    to chomp on that MGS2 demo, and you have been living off of that placebo to
    hold you over until the post-launch drought of the PS2 subsides. But
    somewhere, hidden in the dark recesses of that same PS2 disc box is a game
    called Zone of the Enders. Confounded by the fact that Hideo Kojima had a
    hand in developing this visually opulent game, whose title did not begin with
    the two words that had enraptured a  good portion of the gaming industry, you
    carefully place this obscure title into your humming PS2.
    Afterward, the ethereal  voice of a  Japanese  singer  tingles  your auditory
    senses, and you find your optical lenses glazed to the flashing images.
    Somehow, the effect of this amalgamation moves you right down to the core.
    That's ZOE. Make no  mistake, ZOE is an  awesome game. The only  thing now is
    that you just wish you had made such a discovery sooner.
    Join Leo Stenbuck and his  feminist  sidekick, Celvice  Klein, as they  probe
    deeper into a war they want so much to escape from. It seems fate has other
    plans in store for them, as one thing leads to another. The year is, er, some
    time in the distant future. Mankind has relocated in outerspace. Power
    struggles and conflicts over territory continue to transpire throughout the
    universe. The tranquil cycle of life is  thrown into disorder once again. Leo
    can only handle the situations on the home front. The depravity that has
    befallen Leo's  homeland, the colony  of Jupiter, is only  the ignition for a
    series of chaotic events.
    Why did I write this walkthrough? Well, why are you  reading it? I wrote this
    (and all my other FAQs at GameFAQs) to improve my writing skills. Some day I
    aspire to be, well, some  kinda writer. However, at the pace I'm going and
    with my current caliber, I doubt I can get very far. Yes, that means, I
    didn't write this primarily to help you  through the game. To hell with that!
    This walkthrough actually began as a project I randomly pulled out of my ass;
    something I wrote on a caprice after enjoying the hell out of ZOE. Now I
    realize I can use this opportunity to see how much I've improved since April
    of 2001. And improved I have. Irked by this  FAQ's repulsive writing, I just
    had to polish this up so that it would be up to par with my more recent
    works. Even with my most  recent guides, I feel that my  writing is still not
    at the level I want it to be. And...um...look, over there...a goat!
    Ok, so I'm  not being  honest with you. The second reason  for having written
    this walkthrough is to extort money  from readers like you. Be  a psychotic
    little darling and back-up my college funds! No, really, I'm serious. Send me
    In any case, this is a walkthrough. Start walking...
    -=[]-----------------------=(-- 01. Characters  --)=---------------------[]=-
    If at some  points, you find  that I get a little  cheesy with the  character
    descriptions or that the bios are inaccurate, just assume that I wrote
    whatever came to mind first and embellished  their life stories  just to make
    them seem interesting.
    Leo Stenbuck
    Leo is obviously the main character of the game, and also the reluctant pilot
    of Jehuty. A resident of the Jupiter-orbital colony, the Antilia, he was
    forcibly dragged into turbulent warfare. Trying to escape from the horrors of
    the battle, and at the same time, coping with his distraught feelings, Leo
    happens upon the sole cause of the battle, a technological-advanced humanoid
    robot used to wage war with. During the  skirmish, Leo "retreats" into the
    cockpit and is greeted by the AI, who declares him to be  the competent pilot
    of Jehuty, after successfully thrashing an enemy robot on his first try.
    Now, young Leo is entailed to pilot the  super robot to Mars, without letting
    it fall into the wrong hands. Although this is his preordained destiny, he
    often tries to extricate himself from this responsibility. His childhood
    friend, Celvice, and the robot's AI, Ada, accompany him and help him get a
    grip on his tumultuous emotions. His judgment and constant (annoying) whining
    shows just how callow he  is. Sometimes, I wish I could just shoot him in the
    face, or at least call in for a replacement voice actor.
    Ada is the AI  system of one of  the most destructive and advanced mechanized
    robots. She ('cause it's got a woman's voice and all) is Leo's invaluable
    field advisor, who constantly whips Leo into shape and offers helpful advice
    on how to deal with the current situation. Although she is only a machine,
    she is able to sedate his emotions, as if she were playing the part of a
    loving mother, whenever the  situation escalates. In turn, Leo would
    sometimes teach the pacifist ways of dealing with certain things. Ada can't
    fully understand what he means or his compulsive intentions, but she
    gradually grows  to accept the way  he is, as they continue their struggle to
    restore order.
    Celvice Klein
    Celvice is Leo's childhood  sweetheart, a very  proper young  lady and a luv.
    When she's not hanging around Leo, she voluntarily devotes most of her time
    to caring for orphans at an old church. Celvice exudes sheer coolness and
    maintains her somber composure even after nearly being nicked by a few homing
    missiles. Yet, she seems a bit naïve at times, although I don't blame her.
    Her parents had both died while trying to emigrate to the colony, leaving her
    alone to care for herself in an alien land.
    While trying to escape from an air raid in her town, Leo comes to her aid and
    extends his hand. Celvice climbs aboard Jehuty and realizes that she is now
    decidedly involved in the conflict. She helps whenever she can to assist Leo.
    As a cohort, she even sometimes provides  a few hints. She apparently doesn't
    have any qualms about Leo's sickening 8-year-old act. Go her.
    The female villain  of the game, Viola  is of high  rank in the BAHRAM forces
    and commands the Orbital Frame, Neith. Her feminine appearance belies her
    utter evilness and diabolical schemes. Cross her bad side, and you can be
    sent to the afterlife any day of the week and twice on Sundays. The
    contemptible Viola meets Leo, who foils her plans and prevents her success of
    claiming Jehuty, during her "capture operation". If she had not been ordered
    to pull out, she would have fought to the death during the first
    confrontation with Leo. Reckless and daring, Viola constantly seeks her grave
    on the battlefield, where she belongs.
    Rock Thunderheart
    The first pilot of the civilian  transport vessel, Atlantis, Rock  appears to
    be very abrasive and insensitive. His main goal is to capture Jehuty and
    transport it  to Mars, in  preparation for a  large  scale war. Still, he has
    very firm values of  right and  wrong, and he really does  care  about  those
    around him.
    Elena Weinberg
    Elena is the  second pilot  of the civilian  transport vessel. Like Rock, she
    too, would like to get her hands on Jehuty before the opposing forces do.
    Elena persuades Leo to lend a hand in  transporting Jehuty  to them by sweet-
    talking him and, of course, guaranteeing remuneration for his efforts. She is
    an amicable and charming person, who tends to think things through more
    rationally than Rock does. Dogonnit, she's an all-around great gal, and she's
    got style!
                                  ---Orbital Frames---
    In ZOE, the giant mech robots are called Orbital Frames. There are only three
    types of enemy  frames--and that's  only the norm. Repetition  is the name of
    this game.
      Range Weapon: Semi-Phalanx (shoots 3 shots in one go)
      Dash Weapon:  -Long-  String of energy shots
                    -Short- Quick saber swipe
      Burst Weapon: -Long-  Huge energy ball
                    -Short- Powerful 360-degree sword swipe
    Jehuty is the Orbital  Frame you control. Its  technology and AI is advanced.
    For this reason, every military organization in the galaxy would like to lay
    claim to this prize. When it gets to the higher levels, Lv. 8 to be exact,
    Jehuty can be a mean, blue killing machine, provided the  player knows how to
    use him effectively. Because of his lightweight structure, Jehuty can execute
    swift attacks and be an agile lil bugger.
       Range Weapon: Semi-Phalanx (shoots 3 shots in one go)
       Dash Weapon:  -Long-  String of energy shots
                     -Short- Quick saber swipe
       Burst Weapon: -Long-  Huge energy ball
                     -Short- Powerful 360-degree sword swipe
    Neith is  Viola's Orbital  Frame. It's  one  of the  most  powerful  existing
    Orbital Frames. A frame's performance is only as good as its pilot's.
    Adhering to this saying, one can observe that  Neith's fighting style is very
    daredevilish and is mostly based on Viola's impulsive and reckless decisions.
    Its power and speed can rival that of Jehuty's. Neith is  very dangerous when
    at maximum level, especially after it undergoes a kind of mutation. Fighting
    against Neith isn't just a mash-whatever-you-can battle. You must devise some
    kind of base tactic as the heat of the battle passes you by. It's best to
    engage in close-combat, as she can dodge all, if not most, long-range
    projectiles you throw at her. Neith can also deflect a good number of melee
    attacks, but there are certain situations in which she leaves herself open to
       Range Weapon: Frame-thrower
       Dash Weapon:  Missiles from the sky
       Burst Weapon: Shoots waves of fireballs
    Tempest is the  first of several  bosses  you must  confront. When  Leo first
    encounters him at his hometown, Tempest appears to be an intimidating
    opponent--he makes Jehuty appear to be a diminutive carrot-thing, but his
    sheer weight hampers his mobility. Therefore, he can only attack from
    one position and send out long-range  attacks. Tempest has two forms: A huge
    dome-shaped helm that encases and protects his vital point passes as his
    first form. In his second form, Tempest pops off the cumbersome helm and
    reveals his core, a rigid  motherboard-like thing. By unfastening the helmet,
    Tempest can move more freely without being detained (as much).
    During his second stage, he is able to launch  from the ground, high into the
    air, and then drop back to the ground in an attempt to crush Jehuty under
    foot. His tentacles will also be unshackled, allowing him to produce and send
    out a series of fireballs in seconds, all of which  you can defend against by
    summoning Jehuty's  shield. This  arrogant punk dares  to look  down on you?!
    Toast him.
       Range Weapon: Missiles, Probes
       Dash Weapon:  Invincible Shield (Tank mode only)
       Burst Weapon: Homing Laser (Frame mode only), cutting Lasers
       Other Weapon: EM Field (If you  get within slashing  range, it entraps you
                     while he pounds away at you with whatever he has handy)
    Tyrant, like the name implies, is a really big meanie that has the license to
    bust 10 caps in yo ass. As his first form, he is extremely slow-moving and
    only does long-range, but damaging attacks. In order to get by his first form
    without dying every time, the Decoy sub-weapon is needed to manifest an image
    of Jehuty to deceive him. Tyrant's special targeting system will unload its
    most destructive attacks upon the victim, instantly  dictating a game over.
    As his second form, he is quite  active. Transformed into a shape  of a small
    battle aircraft, Tyrant can knock Jehuty  around, like a paddleball (with his
    being the paddle). Or something. Yeah...anyway, he's no pushover.
      Range Weapon: ???
      Dash Weapon: ???
      Burst Weapon: ???
    Nebula is just like every other advanced  Orbital Frame you meet in the game;
    just a bit more of a pain. His actions show that he is chicken wuss,
    constantly taking cover behind hills and then suddenly popping out for a
    surprise attack. Even on the main  battle field, his unrelenting missiles and
    projectiles place Jehuty at a huge disadvantage. However, there are a few
    brief pauses in which Nebula decides to take a break and tarries in the
    center. During  this time, he  exposes his weak spot. If this doesn't  scream
    "CHANCE", then I don't know what does. CHANCE!
    LEVEL: Leveling up, as we all know, is a RPG  element. Levels  represent your
    character's--in this case, Orbital Frame's--experience and skill. As the
    level increases, the frame's  power and abilities will  also move up a notch.
    As Jehuty is exposed to more and more  battles and successfully winning them,
    he will make manifest his utmost potential. The same goes  for the enemies as
    well, unfortunately. The higher the level, the more  powerful you or your foe
    becomes. Unlike bosses, the level of normal enemies are predetermined at
    certain stages. Jehuty can achieve a level as high as level 8. Afterward, his
    power won't budge.
    Here's the scale that shows how sophisticated your enemies will be at certain
      Level 1-2: Basic attacks. Bad AI. Cannot interact with teammates as well.
      Level 3-4: Same attacks, but have  been amplified  in strength. Pretty good
                 AI. Enemies at these levels begin  to understand the  meaning of
      Level 5+:  New tricks. Have enormous  attack power and  fantastic AI. A big
                 frog leap in strength and difficulty.
    SPECIAL CLASS (S) - Enemy squads tagged with a "S" indicate that this unit is
    no pushover. Belonging to the "special" class, these elite groups can bully
    a careless Jehuty. Exercise caution when duking it out with these guys.
    Although you don't have to be so tense when you're dealing with Lv.1 lackeys.
    These squads generally carry the  passcodes for key  programs or sub-weapons.
    So dealing with some of them is unavoidable.
    TEAM LEADER (*) - Enemy squads marked with "*" suggests  that this unit is no
    afternoon playtime. They usually carry valuable items or passcodes. Whee.
       Range Weapon: Javelin
       Dash Weapon:  -Long-  Javelin, Geyser at higher levels
                     -Short- Quick Saber swipe
       Burst Weapon: -Long-  Energy ball that flies in an arc trajectory
    That Raptor is ubiquitous; you'll run into it everywhere. Even if it dares to
    rear its ugly uh, face-plate in your business, you'll be laughing at its
    pathetic power and flicking them off like flies. Being the weakest of the
    three enemies you're likely to meet, Raptors must be accompanied by others of
    its kind, or just  other frames. When a chance smacks  them in the face, they
    are likely to try and gang rush Jehuty. At higher levels, they tend to go
    on the defensive 90% of the time. The trick is to get in there and grab these
    puppies, then smash them into something to kill them much quicker.
       Range Weapon: N/A
       Burst Weapon: 4-hit punch combo, more punches
       Dash Weapon:  -Long-  Charging punch, Haymaker
                     -Short- Uppercut
    Cyclops have been programmed to mimic the fighting style of boxers. They draw
    themselves to Jehuty like magnets. Close-quarter skirmishes with them are
    obviously inevitable. What's worse is that even Jehuty's scattered shots
    can't touch them because they  too have built-in shields. At low levels, they
    like to attack with long pauses between each swing. This opens a wonderful
    opportunity to act before they can throw in another punch. When they start to
    get a little beefed up, however, they are able to execute swift jabs and
    uppercuts, practically discarding your every chance to counterattack. Cyclops
    are good  defenders. Like heavy-weight  boxers, they put up their  prosthetic
    arms to protect themselves. You could, by chance or skill, break this defense
    to go in for the coup de grâce.
       Range Weapon: Phalanx, Scattered shots
       Burst Weapon: Retractable beam cannon
       Dash Weapon:  Energy ball
    A Mummyhead is really a Raptor  cloaked  in a specially designed, hard-plated
    armor that  covers only the  front part. Its  twin  sabers are  replaced with
    portable proton cannons. Its only purpose is mass destruction.
    Its physical structure impedes its speed, so Mummyheads have a disposition to
    just hover in one area, using only its devastating beams to reach out to an
    opponent. Its attack power aside, its beam can also breach great distances,
    making this enemy very harmful to Jehuty's health when dealt with in numbers.
    Mummyheads conspire with  its associates to play a sick joke on you by
    attacking from all sides. When this tactic  is successfully carried out, it's
    very difficult to escape the gravitational pull of its effect. Unlike most
    long-range weapons, the Mummyhead's specially produced beam can pierce even
    Jehuty's adamant-like shield. At higher  levels, it's advised that you try to
    avoid them altogether, as the consequences spell disaster.
    -=[]----------------------=(-- 02. Game Basics --)=----------------------[]=-
                                ---Basic Controls---
    Direction Buttons   - Selects sub-weapon
    Left Analog Stick   - Controls Movement of the Jehuty
    Right Analog Stick  - Change camera view
    Triangle Button  - Ascend/Rise
    Cross Button     - Descend/Cancel selection
    Square Button    - Basic attacks/Shots/Blade attack
    Circle Button    - Sub-weapon/Grab/Throw/Confirm
    L1 Button    - Cancels lock-on/Shrinks radar
    L2 Button    - Lock-on/Change lock-on
    R1 Button    - Guard/Defend
    R2 Button    - Dash during movement/Burst
    Start Button   - Opens and closes command menu
                                 ---Special Moves---
    Jehuty speeds up his movement. With Burst, Jehuty concentrates his energy
    into an attack.
    To dash or burst, simple press the Square  Button. This is an essential move,
    if you plan on surviving. To  dash, press the Square  Button  while moving in
    any one direction. And to burst, stay still and press the Square Button.
    Jehuty rushes toward opponent and  slashes at him. It is more  effective than
    regular saber attacks. The second variation is that Jehuty releases a string
    of energy beams that converge on the opponent. It is also more effective than
    the normal salvo of bullets. Anything done in conjunction with the "Dash"
    technique enhances Jehuty's  overall speed  and attack power. Wow. Go figure.
    First, get  acquainted  with the dash  technique, which  can be  performed by
    depressing the R2 button and moving in any direction. While dashing, press
    the Square Button to unleash a "Dash attack". The type of dash attack depends
    on whether Jehuty is near or distances away from the locked-on target. If the
    enemy is out of its saber's range, then it will release a series of lasers.
    If Jehuty is  up in its  opponent's face, it will  rush at  the  opponent and
    deliver a nasty poke.
    Jehuty charges up, forms an energy ball above  his head, and chucks it at his
    enemy. Really cool and useful! At close range, Jehuty rotates a full 360-
    degrees with his saber outstretched. The momentum engendered  by the spinning
    can finish off the enemy in one swipe. This happens only if the  opponent has
    taken previous damage, of course. So sorry to disappoint.
    To do these attacks, remain at a  stationary position (and  make sure you are
    free from any potential danger). Then press the R2 button, and the Square
    button. This attack takes a while to execute, so you may give your enemies a
    chance to act. If  they do, the  damage received  will interrupt  the ritual,
    canceling the attack completely.
    Jehuty grabs the opponent by using some special magnetic device and holds him
    in place. As soon as a location is determined, he will send his foe flying in
    the intended direction.
    To grab and throw an  opponent, you have to be  in front of him, at the right
    distance. Otherwise, he will counterattack and beat you senseless before you
    can recuperate. The best time to do it is while he is defending. So press the
    Circle button to capture him, and hold it down to keep him in his place.
    While holding down the Circle  button, use the left analog stick to determine
    where you want to send him. Then, release the button and watch him go! It
    does more damage to backhand him into a building or another enemy. Take
    caution that if Jehuty receives any  damage during this process, he will lose
    his grip, allowing the ensnared enemy to escape.
    It obviously means what it says: Jehuty escapes from battle.
    Withdraw the lock-on command and fly in the off-screen direction until a thin
    red boundary keeps you from moving any further. A timer will appear on the
    screen and begin to countdown. Once it reaches 0, Jehuty will have
    successfully escaped. However, if he engages in a battle with an enemy Frame
    and bears any damage before the counter hits 0, then the  escape command will
    be reset.
    Jehuty can freely explore the area without having to centralize his attention
    on any one area or opponent.
    Cancel the lock-on mode by  pressing L1. Then use  the right  analog stick to
    rotate the camera angles. You can also use  the left analog stick. You could
    re-adjust the angle to see in front of Jehuty by having him face the desired
    direction, and then  letting go. The  camera  angle will  automatically  move
    behind Jehuty and face the front.
    Jehuty can flip up or down to avoid enemy attacks.
    This is an unlisted ZOE move that  has been brought to my  attention by alert
    reader ShinRiGGs. By pressing the dash button (R2) and one of the vertical
    movement buttons (Triangle or Cross) simultaneously, Jehuty can flip twirl up
    or down.
                                ---Command Menu---
    Press the Start button to  open the menu. It will become  available to you as
    soon you depart through the aperture in the ceiling of the hangar at the
    beginning of the game. It displays the machine's current status and
    inventory. Pressing the Start button again brings you back to the battle
    screen. Use the Circle Button to confirm selections, and the Square Button to
    rescind your selections.
    Here, you can choose  to equip or un-equip sub-weapons. A roster  of the sub-
    weapons you've collected the programs for will be displayed. It also
    indicates the remaining  ammunition of that  weapon. Some  sub-weapons aren't
    easy to come by, so wanton expenditures should be avoided.
    This list represents the full number of programs that Jehuty has been able to
    obtain. Programs are needed in this game to learn new abilities, or to enable
    the use of specific sub-weapons. Programs are found at local servers.
    However, a passcode is necessary to break  the security system. If the server
    gives off a red glow, then it is still inaccessible.
    A list that digs up all the passwords you have collected and used. Previously
    used pass codes will not be displayed. Pass codes are needed to hack into
    local servers and extract the program contained within it. Many of them are
    essential to completing  the game. Usually, squad leaders  possess  passwords
    and will relinquish them upon defeat.
    Exits current area, allowing you to move to the next, or a different area. If
    Jehuty cannot leave the current area, the words AREA CHANGE will be
    semi-transparent, which gives a good indication of its unavailability. This
    usually occurs during boss battles and important events. Remember, after
    leaving, the area will be  reset (i.e. enemies will return and treasure boxes
    will be replaced).
    Jehuty's next mission can be read here. The text  in purple gives  you a hint
    on how to proceed with the mission. You may refer to this when you are stuck.
    It usually provides helpful hints.
    Change  various game  settings, including  Toggle  Vibration, Subtitles, etc.
    This is available to you on the title screen and command menu.
    Save your current game status. This option  is accessible only on the "colony
    On the right of the  Command Menu, a rough layout  of the  area you are in is
    provided. The light-blue triangle is Jehuty, and the point of the triangle
    indicates the direction he is  facing. That marker is not the only thing that
    is shown on the  map. There are various  symbols and  letters that  represent
    something, like a passcode. Here are some more:
        [M] This symbol indicates that the enemy party has a Metatron Ore in its
        [P] This denotes that the enemy squad has a passcode.
        [B] This indicates that the enemy possesses sub-weapon ammunition.
    Aside from letters, there are geometric icons that symbolize what an item is.
    If it is a:
        [Green Pyramid] This shows that this item is a local server.
        [Red Cube]      This indicates that the item contains sub-weapon
        [Blue Cube]     This indicates that the item contains a Metatron Ore.
        [Red Dot]       This indicates that the object is a Porter.
    You can tell that the item  diversity in this game is limited. There are only
    two standard types of items you can find: Restorative items and sub-weapons
    (and its ammunition). They aren't  extremely hard to  come by, as they can be
    acquired through squads and item boxes.
    If you destroy an enemy  squad with an  item labeled  next to their marker on
    the map, then chances are, you will get that item. As long as the whole squad
    is destroyed, Jehuty will surely claim the prize.
    Typically, you are only allowed a few item  boxes in  each area. Most of them
    yield the rejuvenating Metatron Ores to service Jehuty, if needed. There are
    two types of item boxes. Each is distinguished by the color: red and blue.
    The blue ones always contain Metatron Ores. The red ones hold sub-weapon
    ammo. Remember, they will return  once you  leave the area, so you  can hoard
    as many as you want.
    A Porter is a special device that serves  its purpose only in certain stages.
    It veils item boxes that cannot be seen or accessed until all the Porters are
    destroyed. This special situation is called a "vector trap". The item box
    appears only after every existing Porter in the area has been disabled. To
    locate them, whip out your map  and point out the smaller red dots. Those are
    your Porters. One mission  dictates you to seek out these Porters in order to
    move on with the game.
    There are typically two types of  recovery items: the Metatron Ore, which you
    can acquire from enemies and item boxes, and the Repair item enemies
    sometimes drop. As you probably already know, the Metatron Ore squirts
    Jehuty's circuitry with some rejuvenating juice that fully restores his
    energy. However, the Repair item only restores about a third of his health.
    By obtaining programs, Jehuty can learn  to wield new weapons or evoke hidden
    abilities. I'd say 60% of the programs are  optional, while the other 25% are
    absolutely necessary for game completion.
    All programs (well, 99.9% of them) are received from Local Servers, which are
    kept locked-up until you find the correct passcode to crack it open. There
    are ways to know whether a Local Server has been activated or not. If the
    light it emits is red, then it is still  suspended from  activity. When it is
    green, that signifies that it is ready for information transfer. However, you
    may even encounter servers that are  completely inactive; there's no green or
    red light. That just means that the program isn't available yet.
    As indicated  above, the  passcode is the  other  half of  the key  to making
    available a program or sub-weapon. The squad leader of an enemy squad carries
    the passcodes. Other times, you can find them in item boxes. You will know if
    you've  found the  right passcode  for  that certain  server if  the light is
    A sub-weapon, as the name implies, is a secondary  weapon function, which you
    could employ offensively or defensively. Since Jehuty's database doesn't come
    equipped with the programs to use all sub-weapons, you must help it reinstall
    the necessary data to utilize them. So, that means  going around to each area
    and learning the passwords to access local servers. I must have mentioned the
    words "servers" and "passcode" at least 50 times now (don't bother going back
    and counting, though). Each sub-weapon varies in range, power and operation.
                                  ---Versus Mode---
    Versus mode can be used to play against either the computer or another human
    player (you know, like your friend--if you have any =P). Basically, you
    choose from a roster of selectable Orbital Frames, of which include Jehuty,
    Neith and her incarnation. You can adjust the level of your frame to suit
    your abilities. No significant changes will be made to your frame, but you
    will be able to notice a sharp enhancement in your opponent's performance.
    After selecting your combatants, the game prompts you to select a battle
    stage, which consists of areas you've already seen and  visited in story
    mode. When you access Versus Mode for the first time, several blocks will be
    blank, indicating that you must somehow unlock them.
    In order to make this option  at your disposal, you must  have first  won the
    game once. Save your completion data, and "Versus Mode" will appear among the
    list of options on the title screen.
    ***Note: See FAQ section for details on how to  fill in the blanks of the two
    remaining Orbital Frames and levels.
    For you  lazy blokes who just  can't be bothered to finish this already short
    game, use this code to instantly subject yourself to Versus Mode elysian
    bliss. Press the following buttons on the title screen:
    Circle, Cross, Right, Left, Right, Right, Left, Down, Down, Up, Up.
    You'll hear a sound for confirmation.
    -=[]----------------------=(-- 03. Walkthrough --)=----------------------[]=-
                    This walkthrough is based on the Normal mode
    After the lengthy, but amazing cut-scene, you will be  able to control Jehuty
    (the giant robot Leo is in) in your first battle. It doesn't matter whether
    you know the controls or not, just mash the Square Button like there's no
    tomorrow and you will get through. It's also  OK if you receive  some damage.
    In fact, absorb all the damage you want! You can heal later.
    Once your deft  mashing has  helped  destroyed the  Raptor, Jehuty's AI, Ada,
    will be introduced to a palpitating Leo. Ada is a smart one. She senses that
    Leo is not the actual framerunner of Jehuty, so she takes him to an on-screen
    training course, which only you could benefit from. I suggest  you go through
    it to better understand the controls. Take some time to master the Dash
    technique, Burst attacks, and what not. You don't want to happily fling
    yourself upon the enemy uninitiated, do you? It's better to play it safe and
    take the  house when you've got  a good hand. Remember, there  is no set time
    limit as to when the game must be completed.
    After exiting the  training program, proceed  forward to the  Metatron Ore to
    repair Jehuty. Even if you've been dealt no damage, you must still get your
    cherry popped when it comes to learning about the amazing rejuvenating item.
    Metatron Ores replenish Jehuty's health to maximum. So don't, absolutely
    under no circumstances, use these unless he is in critical condition. Now,
    your next  objective is to  leave the hangar. Go in the  direction  the green
    spiral is pointing, and ascend through the hole.
    The moment Jehuty exposes  himself to the  fresh, space air, a few  groups of
    fervent fans will greet him and incite two intense battles. One of which is
    with Raptors, and the other with Mummyheads. I hope you spent enough time
    training like I told you to. Here is where those new abilities come into
    play. Jehuty's current caliber  can trash them easily, but don't build up too
    big of an esteem. These were just practice runs. The other enemies won't fall
    as quickly.
    Following the obliteration of the last Mummyhead, Ada detects another Orbital
    Frame quickly approaching Leo's position. She warns that he must exercise
    caution with this frame because it is not like the others, or so she says.
    Viola appears, along with her curvaceous Neith to give him the beating of his
    life. That is, if he doesn't retaliate. Tis very simple battle. Just mash the
    living daylights  out of  your poor  PS2 controller (like  you've been doing)
    until Neith withdraws from the battle briefly and tries to recuperate.
    After Viola's ignominious retreat, proceed to the local server to acquire the
    [monitor.fcmd] drive. This program allows you to monitor Jehuty's menu screen
    (which is really your command screen, if you're confused). As a complementary
    gift, the program also includes the wonderful  ability to lock-on to enemies.
    Set your soul at rest, knowing that you will never lose sight of your target.
     Mission 1
    Location: FACTORY.1
    Objective: Obtain the flight mode module and move to another area using "AREA
    CHANGE" in the Command Menu.
    Mission 1 begins just after having  been introduced to the Atlantis crew. You
    are still outside the hangar area, and your goal now is to scavenge for the
    squad with the needed passcode to obtain a vital transportation program.
    Start by disposing of the four squads in the area. Don't like searching? Then
    the best  solution is to just  whoop everyone up and get what  you want under
    duress. One of the squads you've cruelly annihilated  should have rendered up
    With the passcode  in possession, look  for the  server. It's  in one  of the
    underground warehouses. Hook it up to receive the [global.fcmd] program which
    enables you to migrate to other areas  in the colony. Just select AREA CHANGE
    on the menu screen and off you go!
     Mission 2
    Location: TOWN.1
    Objective: Destroy the large Orbital Frame in TOWN.1
    Seeing Leo's hometown  up in flames  isn't  like a view  from atop the  Grand
    Canyon, eh? He, of course, jumps right to the conclusion that everyone has
    died from the hazardous fumes or been burned alive. Or maybe they were blown
    asunder by the friendly neighborhood missiles. The possibilities are endless!
    He quietly promises to take revenge.
    To protect any further casualties, he flies toward the huge  Orbital Frame in
    the center of town, who seems to sadistically enjoy setting everything around
    it ablaze. Fight, fight, fight, Leo, GO!
    He isn't the least bit hard, assuming you've ditched  the mashing  techniques
    you have somehow adopted at the hangar. Don't lie; I did NOT tell you to do
    such a ridiculous thing...Anyway, while Tempest has his huge  pearl-like helm
    on, he won't be able to move as freely. He surely cannot match Jehuty in
    speed, so Jehuty has the upper hand. As soon as the fight begins, splurge all
    the long-range burst  attacks (energy balls) you can muster up before getting
    singed and slapped around by his flames. It's relatively easy for this part,
    so I hope I don't need to delve into  elaborate details. After Tempest strips
    down to his real form, it gets a bit tricky when it comes to actually dealing
    any damage to this walking monstrosity.
    He now likes to send out a myriad of  fireballs, discharged from his flailing
    tentacles. I'd recommend repelling all of them with the shield until he
    decides to stop and take to the air instead. Once he's air-borne, fly away to
    a safe distance and prepare a burst attack. Then keep it at hand 'til he
    lands and tries to make a pancake out of Jehuty. As soon as he exposes his
    head again, release the energy ball and make him eat it. You only have enough
    time for one attack, two at the most (sometimes). Just repeat the tactic 'til
    you make him cry to his mommy.
    Tempest malfunctions and ADA suggests destroying him. Leo, of course, refuses
    (since he is a wimp) and she questions his motives. He then tries to
    unsuccessfully make a computer program  understand human morals and so on and
    so forth. Well, you can see the rest of the dialogue yourself. :P
    Afterward, the town will be  swarming with enemies. Strange, isn't it? So get
    a move on and go play with them. Continue the violent assault against the
    army of Orbital Frames until they all bite  the dust. Poor guys; they didn't
    even see  you comin'. You  should, by  now, have  honed your  skills to nigh-
    perfection. If not, better start now.
     Mission 3
    Location: TOWN.1
    Objective: Avoid any unnecessary battles and move to another area.
    Find and destroy the squad that  possesses [pass_javelin] to  attain Jehuty's
    first sub-weapon, which can be equipped using the Command Menu. Finish off
    the remaining squads, and you might level up. Once that's done, pull out your
    map and locate the server. Head into the trenches and hook it up with your
    first sub-weapon, JAVELIN. Yes, you just wasted 3 minutes of your life, heed-
    less of life or limb, fighting to obtain this utterly weak  poking weapon. Le
    ***RESCUE MISSION in TOWN.2*** See Rescue Mission for details.
    If you choose to skip the Rescue Mission, you should head to FACTORY.1
     Mission 4
    Location: FACTORY.1
    Objective: Obtain the info necessary for mission completion from the local
    server in FACTORY.1
    Upon entering, ADA will give Leo a few  tips and direct him to the squad that
    possesses the passcode: [pass_antilia]. They are a Lv. 3 Frame party so it
    wouldn't be a total shocker if the battle were tougher. Once vanquished, take
    the newly acquired passcode to the local server stationed in the warehouse,
    near a  Metatron Ore. Jehuty  receives [antilia.info] from  that server. Once
    obtained, you may leave the area.
    Back on the  Antilia (global screen), ADA goes  in-depth  on  Leo's  ultimate
    mission. Your key role is to deliver Jehuty to the transportation ship, the
    Atlantis. From there, Jehuty will be  transported to Mars for a major battle.
    Again, watch the dialogue yourself to understand it better.
    ***RESCUE MISSION in TOWN.1*** See Rescue Missions for details.
    If you've chosen to skip the rescue mission, you should head to CITY.1
     Mission 5
    Location: CITY.1
    Objective: Move to CITY.1 where the colony shaft is located and destroy the
    EPS relay block.
    The landmark of this area is a large vertical shaft  erected in the center of
    the area. The shaft emits a tangible force field that renders Jehuty's energy
    blasts useless. Not only that, it prevents him from going through it. Damn
    force fields; always nothing but trouble. ADA informs you that you don't have
    the proper weapon to destroy the colony shaft with, so nothing more can be
    accomplished here at the moment. If you're in the mood to, you can fight
    whatever enemy squads you can attract with the lock-on mode. The enemies here
    tend to be a bit tougher, especially the Mummyheads since they've matured
    enough to be able to utilize their cannons. Check your MISSION on the command
    menu to find your new objective: Find long-distance bullet weapon necessary
    to destroy the relay block. The weapon isn't lying around anywhere nearby, so
    head out.
     Mission 6
    Location: TOWN.2
    Objective: Destroy the Porters in TOWN.2 and obtain the hidden item.
    In TOWN.2, the enemies  have  returned and are in  greater  numbers. Ada also
    informs Leo that there is a "vector trap" in the area. She explains what it
    is and how to disable it. In order to reveal the item, you must destroy all
    the Porters (these glowing urn-like things) scattered around town. Before
    that, however, it'd be a good idea to decimate the  enemy squads in the area.
    It will make your  task easier. If you  haven't  received the  Phalanx in the
    last rescue mission yet, this is a good time to do so.
    When you return, seek  out and  destroy  the 6 Porters  strewn throughout the
    area. Use the right analog stick to aim Jehuty's weapon at the Porter. Making
    contact with the Porter is the real challenge, and if there are any squads in
    the area, they will make things even harder. As soon as the last Porter is
    destroyed, head to the slope where the  two downed  frames are to pick up the
    disclosed [Sniper] from the red  item box. Now that you've found  what you've
    been looking for, return to the colony shaft in CITY.1.
     Mission 7
    Location: CITY.1
    Objective: Use the newly obtained SNIPER and destroy the EPS relay block in
    With the Sniper, float  in front  of the rotating  shaft and  take aim at the
    white dots. Hit each one as they enter target range. Once they've all been
    neutralized, the green energy field will disappear. Clear the remaining
    squads. The squad leader  relinquishes [pass_geyser]. Use it to  log into the
    local server to obtain the [geyser.drvr]!
     Mission 8
    Location: EPS.1
    Objective: Destroy the power supply facility of EPS.1 and EPS.2
    If you'd like you  can go to EPS.2 first  to receive a  few passcodes  and an
    item, but you won't be able to get any further than that. So it is better off
    starting at EPS.1.
    Upon entering, notice  the huge satellite dish at the top of the steppes. You
    can try to reach the satellite by getting past the numerous patrolling squads
    stealthily under cover of shadows and land walls, but that is rather
    difficult. Once you get to the satellite, you find that you cannot destroy
    it. ADA suggests looking for an underground passageway leading to the
    emergency back-up EPS supply. Proceed to sweep  the enemy squads off the your
    territory and destroy  the Porters to  receive [pass_halberd]. Jehuty can get
    the [halberd.drvr] from the local server.
    To find the underground tunnel, open the map and look for white arrows (looks
    kind of like this: >>>). Those arrows  indicate that  there is an underground
    passage in that area.
    Once underground, follow the corridor and keep  moving in the same direction.
    Jehuty will be confronted with enemy frames at almost every juncture, so be
    vigilant. Once he reaches the generator room, hover in front of the generator
    and blow up the core with a burst  attack. When it's destroyed, backtrack and
    head back out.
    --- Obtaining Mummy --------
    On the global stage, notice the question mark next to the CITY.1 label? Well,
    go on to investigate. The very cool Mummy sub-weapon is waiting for Jehuty to
    claim there. Mummy is very special because it doesn't require any passcodes
    to make available. It just likes to appear out of thin air on occasion. Neat,
    huh? What does it do? Please read the  Program appendix found near the bottom
    of the guide.
     Mission 9
    Location: EPS.2
    Objective: Destroy the emergency EPS generator of ESP.2
    Not surprisingly, this area is  modeled after the  landscapes  of EPS.1. Your
    mission objective is no different either. So get to it! As always, the
    emergency generator is stored away in  an underground facility, marked by the
    arrows on the map. Let's fast-forward a  little: in the tunnel, Jehuty is not
    able to ingress very deep  much to your dismay. There is--surprise--an energy
    field blocking the way. Ada tells Leo that another way must be sought out.
    Turn around and leave. As you do, three beefed-up Cyclops will come and throw
    a party especially for you. Upon their demise, the  leader of the squad drops
    passcode [pass_control1]. Leave the area to make use of the passcode.
     Mission 10
    Location: TOWN.1
    Objective: Find the necessary module to get past the EPS.2 energy field.
    A second half of the  passcode is needed to  consummate the  entire "control"
    passcode to unlock the next server. Almost all the enemies in the area can
    put up quite a fight, if Jehuty is at lower levels. Target the squad with the
    passcode first and ferret the [pass_control2] out of them. Now you've just
    combined both passcodes to unlock the local  server, which is not found lying
    around here.
    ***HEAD TO EPS.1***
    The squads are back with a  vengeance! Feeling a  little annoyed? Just ignore
    'em, then. Although if they do become a big hindrance, it can't be helped.
    Whatever you choose to do, head to the underground passage afterward and
    infiltrate the  facility until you reach  the intersection. Make a right, and
    access the local server to receive [rap_ctrl.drvr]. With this sexy thang, you
    can control abandoned Raptors.
    ***HEAD TO TOWN.2***
    The only unmanned Raptor is the decrepit machine inclined on the small slope,
    near where the Sniper was obtained. More Sniper ammo can be extracted from
    the box, too, if  you're interested. Approach  the inactive Raptor to trigger
    Ada's AI system. With her incredible  something skills, she sends it to EPS.2
    on auto-pilot. Now the shoe  is on the other foot! You get to  be the one out
    to eliminate good guys, except that's not really the case...at all.
     Mission 11
    Location: EPS.2
    Objective: Destroy the emergency EPS generator of EPS.2
    Jehuty has now been  replaced by a  common, weak  Raptor. Raptors  stink, and
    it's not because they don't use deodorant. Try to avoid unnecessary
    bloodshed. In this case, it may be your own Raptor  that will be  torn apart.
    There is a rare occasion in which someone can easily master using this
    prototype failure and totally kick butt, but let's assume that that's not
    you, K? At any rate, just inch along to the tunnel in one piece. GO, GO, GO!!
    However, AND  unfortunately, battle  encounters at the  junctures are (sadly)
    inescapable. You must somehow revert to your old mashing habits. Take the
    path that branches off to the right to come to the local server and obtain
    [Detector] from it. Destroy all the previously invisible  Porters to unveil a
    Metatron Ore. Now, continue deeper into the facility until a seemingly
    impenetrable wall prevents our poor friend from going any further. Looks like
    he'll have to turn back, but WAIT! Why not use a...burst attack to drill a
    huge hole in it? YES! On the other side  of the wall is the generator room in
    which the emergency reservoir is held. So like, send another burst attack at
    it to demolish the thing. Strangely, though, the aftermath of this event
    influences the Raptor's equilibrium--it twitches and  suddenly suffers from a
    few seizures, then the player loses total  control over it. Ah well, you have
    done well, my friend. Rest in peace.
     Mission 12
    Starting Location: TOWN.2
    Objective: Move to MOUNTAIN.1 and meet up with the Atlantis.
    All right! Let's head on over to  MOUNTAIN.1 and...KABOOOM!!!! WTF  was that?
    Looks like a potential hostile situation, eh?
    ***RESCUE MISSION in TOWN.3*** See Rescue Mission for details.
     Mission 13
    Location: PARK.2
    Objective: Avoid battle with large Orbital Frame located ahead and move to
    another area.
    A boss  fight?? No, silly  goose! A party?! No, silly cow! Then  what? Just a
    friendly, neighborly  welcome just to let all who are interested know he's
    here. With Jehuty's current arsenal, there is no way in hell he can beat that
    thing. Not now, anyway. If you know  what's good for  you, AREA  CHANGE outta
    there for the time being.
    ***RESCUE MISSION in CITY.2*** See Rescue Mission for details.
    If you choose to skip the rescue mission, head to FACTORY.2
    Oh, no! A special computer virus of some sort has somehow invaded Jehuty's AI
    system. Its effects are quite deleterious. He can't possible confront that
    big bad boss in this condition! What a giant mechanized robot to do? Not only
    does it deprive Jehuty of his health, it scrambles Ada's wavelengths. Or
    something. Even the all-powerful Metatron  Ore can't restore his condition to
    normal. An alternative must be procured!
     Mission 14
    Location: FACTORY.2
    Objective: Find the program in FACTORY.2 necessary for the repair of ADA.
    Take a look  at Jehuty's  health bar. Notice  that his  life meter  is nearly
    depleted. One hit and Jehuty will go to robot heaven. To make matters worse,
    the area is swarming  with enemies. So a good idea is to  stay low  and avoid
    Pull out the ever so trusty map and look for an  underground passage. ANOTHER
    one, I know. Remember to slip by the squads surveying the area
    surreptitiously as Jehuty makes his way to the tunnel entrance. Once
    underground, just follow the corridor to eventually reach a circular room. In
    the center of the room is a local server, but there is an enemy here closely
    keeping watch. Tis a pretty intense battle since  your concern lies in mainly
    Jehuty's vitality. Luckily, the enemy frame is a puny Lv.1 Raptor.
    Upon defeat, it drops [pass_vaccine]. Now you can get  the [vaccine] from the
    local server with which Jehuty uses to drive the pernicious virus out of his
    system. This quick service restores Ada and all her functions. Jehuty is back
    and ready to kick some butt!
    Note: The other local server will need two passcodes  for it to unlock. Until
          you find those passcodes, ignore it.
    ***RESCUE MISSION in CITY.1*** See Rescue Missions for details.
    EPS.1 has a question mark next to its marker. So make a quick stop to pick up
    some Mummy and Sniper ammo.
     Mission 15
    Location: CITY.2
    Objective: Find the module necessary to avoid the laser attacks of the large
    Orbital Frame in PARK.1
    In the city, destroy each of the squads to  gain experience (if you  have the
    time, or if you are already at a Lv. 8, then you don't need to), or simply
    look for the squad with one of two passcodes you will need. One of the squads
    shall present Jehuty  with [pass_decoy1]. Sub-weapon  enthusiasts should take
    to destroying  all the Porters to receive [pass_comet] and pick up the  Comet
    driver from the local server. You know the routine.
     Mission 16
    Location: TOWN.3
    Objective: Find the anti-stealth module necessary to defeat the enemy in
    Hey, look! A totally  deserted town. Well, that's  what it  appears to  be at
    first glance. As Jehuty starts to explore the oddly quiet town, he is
    suddenly targeted by...what? Nothing's even there! Is this the work of the
    supernatural! WAAAHH! Hey, what are those bleary contours? They're frames,
    that's what! You know they're there, but...problem: they aren't tangible
    beings. Problem: Jehuty can't  lock-on. Problem: even if they hurt Jehuty, he
    cannot retaliate. Problem: you're  whining like a  little 'itch! Maybe that's
    just me?
    The first step to solve this enigma is to...RUN AWAY! That's right. Just AREA
    CHANGE. It's pretty shameful, but that's OK! We're like that!
    On the  Global  Stage, Ada  explains  that the  enemies in  TOWN.3 are  under
    stealth mode, designed especially to affect Jehuty's system. He isn't able to
    see these cunning enemies without the aid of another new program. What he
    needs is an anti-stealth module to  reverse the effects, allowing him  to see
    and defeat the enemy squads. To find that, go back to your Raptor friend.
     Mission 17
    Location: ESP.2
    Objective: Find the anti-stealth module necessary to defeat the enemy in
    Retrace the steps the  previously controlled  Raptor had taken, and head into
    underground tunnel again. Head to the position where the Raptor lost its
    insanity (and where you laughed at its misfortune) and malfunctioned. Somehow
    the proximity of Jehuty awakens the Raptor, and the two engage in a raging
    battle to the death. Only the Raptor's death, that is. Its demise allows
    Jehuty to extract the [detector.fcmd] from it. ADA will  install  it into her
    Outside, Porters suddenly materialize and become  visible to the  casual eye.
    Destroy all the Porters to receive [pass_gauntlet]. Laugh and cry because the
    Gauntlet rocks everyone and  his mom! Then go to the  local server to pick up
    the Gauntlet driver. Immediately equip  Gauntlet, as it is very effective and
     Mission 18
    Location: TOWN.3
    Objective: Find the anti-stealth module necessary to defeat the enemy in
    This time, you can see the enemies buzzing  around. Waste no time  and get to
    work exacting revenge for their having fooled you earlier. Quickly dispose of
    the squad that has the [pass_decoy2] and head to FACTORY.2.
    ***HEAD TO FACTORY.2***
    In FACTORY.2, return to the subterranean facility and lay claim to the  prize
    from the previously locked server. Now you should have [decoy.drvr] in your
    possession. You now have what it takes to turn  that Orbital  Frame in PARK.1
    into scrap metal. Before impulsively taking off, seek and vaporize the
    previously invisible Porters in the factory to pick up  some Decoy ammo, 5 to
    be exact. Not to worry, five should suffice.
    ***HEAD TO PARK.1***
    NOTE: Before entering, equip Decoy on your sub-weapon slot.
     Mission 19
    Location: PARK.1
    Objective: Destroy the large Orbital Frame in PARK.1
    I hope you've  equipped  Decoy prior to  this. If not, do it  now! After  the
    dialogue, prepare to face...
    He's got to be  the biggest boss  you'd have to face  in this game. But  size
    does not matter here; survival does! Waste no time in delivering your first
    blow to the big guy with a Burst attack. Avoid his lasers and aim for the
    head. When you see a red CAUTION! beacon, quickly summon a Decoy so Tyrant
    focuses on that while you recuperate. Otherwise, Jehuty will become
    fireworks! While he tries  to register  what has  just happened, quickly give
    him a burst attack or two. The least number of Decoys you will have to expend
    is 2, if you know what you're doing.
    Once about 50% damage has  been dealt, he transforms into  his second form: a
    small battleship cruiser. He is now deadlier, so be very careful. On a side
    note, do away with the Decoy and equip Gauntlet instead. Focus your
    attention on avoiding his rampages and do not endeavor to hurt him while he's
    in attack mode. Once he stops to send out some missiles or whatever, send him
    a greeting  in the form  of a burst attack  or two. This is a  time-consuming
    battle. Be patient and don't rush with your attacks.
    [TIP] Thanks to Thesilenthealer
    When facing Tyrant I found it a lot easier to use  geyser when  he gets ready
    to dash at you. For  some reason, it  stops him and I barely  got hit at all,
    but try it out yourself and see what you think.
    That takes care of that! We won't be seeing  any more of him. Leo asks Ada if
    she will destroy this frame. Having learned from the last conversation they
    had, Ada wonders why humans are so fickle. Well, something like that. Leo, as
    per usual, refuses to witness mass murder. Ada is somehow able to compute how
    he feels about the situation, but is still convinced that his actions are
    completely illogical. Really now. Leo is such a big fat baby. Suck it in like
    a man!
    Notice that PARK.1 has a question marker next to it. Return to PARK.1. In the
    center of the area are more Mummy supplies! I really hope you haven't wasted
    any Mummys yet because the going is about to  get fairly rough. You will need
    every ounce of Mummys you can get.
    ***HEAD TO MOUNTAIN.1***
    On the way to MOUNTAIN.1, Elena  contacts all those  aboard Jehuty  and makes
    slight alterations to  the mission. The new objective now is  to meet up with
    Rock Thunderheart in the warehouse. To get there, one must traverse the
    mountains. How quaint. We were just about  heading there  like, now, ya know.
     Mission 20
    Location: MOUNTAIN.1
    Objective: Fly through the gully on the mountain slope and get from the dam
    to the warehouse area.
    This area  is a home to  skulking enemies, who love to  attack  unexpectedly.
    Be very aware of your surroundings and always be prepared to engage in
    combat. Since the area is bounded by high walls, it is a good time to make
    use of the Geysers. Escaping from any of these battles is not an option. It's
    now survival of the fittest.
    At the first intersection, ignore the side road and  continue upstream. Don't
    worry about conserving health, as there is a surfeit of Metatron Ores strewn
    throughout the mountain region. At the dam, use the [pass_bounder] you should
    have received as a gift and access the local server to embrace the extremely
    sexy [bounder.drvr]. Woohoo! Equip that if you want to. Now head  back to the
    intersection and head into the diverging path.
    At the end, slip through  the hole in the wall and make  another chuck off on
    the opposite wall. Proceed along the river and snag the ammo from the item
    box while you're at it. Look for the weak spot on the wall, using either your
    map or until Ada says something. It's all about  crashing through solid earth
    to venture farther into enemy territory.
    In the new  area, take a look  at the map  and  take the  route  that  allows
    Jehuty to stock up on  various ammunition. Either path is fine, and they both
    wind up at the same endpoint. After traversing the  canyon, you should have a
    surplus supply of sub-weapon ammunition. When you're ready, enter the
    warehouse through the filters or whatever they are. Save as prompted. There's
    a nasty boss ahead.
     Mission 21
    Location: MOUNTAIN.1
    Objective: Destroy the large Orbital Frame in MOUNTAIN.1
    Get ready 'cause things are about to get ugly!
    This boss is tough. This boss fight is going to take a little longer than the
    previous one because there aren't as many opportunities to attack Nebula than
    there were with Tyrant. Give it your all while he's still in his infancy (aka
    first form). Nebula likes to play dirty and adheres to a tactic called
    "guerilla warfare", which I'm sure many of you are familiar with. For those
    of you who have no idea what I'm blabbering about, guerilla warfare is
    basically a hit-and-run strategy in which the side carrying this strategy out
    will well, attack and then take shelter from the opposing team's retaliation.
    Nebula's style is  similar to that. He tends to fly behind  the mountain tops
    and then surprise you with his beams and missiles. To avoid this, a good idea
    is to dance around him until he pauses for just a slight moment. Then let him
    have it with a good ol'  burst attack. Repeat this  pattern until he  matures
    into a formidable battle robot. Ouch, he hurts like a needle.
    I would say to dodge all his attacks, but it's  easier said than done. Keep a
    move on at all times and Jehuty won't suffer as much damage or any at all. A
    moving target is harder to hit, as they say. Once Nebula calms down and feels
    at ease, he will expose his "tail" (it could also very well be a hemorrhoid).
    Take this opportunity to deliver a  burst attack. Slash, hack, whatever, just
    try to find an opening and make him weep. When he  starts moving again, put
    up the defensive shields until he takes a break again. It's slow, but somehow
    it seems to work.
    --Phalanx:  For the 3rd big boss you can use the phalanx to do a lot of
    damage when the boss sits there and exposes his tail to fire.  It makes the
    fight much faster.
    --When fighting Nebula, wait for him to yell "Die!" and send the barrage of
    discs toward you. If you sit directly, and I mean directly, facing him you
    won't get hit. You have a good ten to fifteen seconds to equip Mummy and
    regain around half your life.
    --In the Boss fight with Nebula, after he transforms if you "Burst" him in
    the face right after he lands, but before he attacks, you will usually
    cause him to fall or tip over and expose his tail, so you can cause
    major damage. This strategy is what helped me beat him. Hope this helps!
    Thanks to Thad, lthial and Jeff Fox for these awesome tips.
    Whew! Wipe the sweat off your  forehead and  controller. Don't think  the fun
    ends here. Oh no, that would be far too simple...Muahahaha!
     Mission 22
    Location: WAREHOUSE.1
    Objective: Meet up with the civilian freighter Atlantis.
    Guess who came to visit you? Definitely not Santa...
    She's fast! She certainly isn't the pushover she  was at the beginning of the
    game. Neith's bullets can rip through the pillars or any obstructions without
    hesitation and totally destroy them, if Jehuty were to try to hide behind
    them. In order to keep Neith at bay, you'll have to adapt to her quickness.
    Close-combat is the key here, as long-range shots will barely touch her.
    Unload as much ammunition as possible at her while you rush toward her to
    engage in close-combat. The gauntlet here is pretty effective here, too. It
    almost hits her every time. Don't bother switching to Decoy when the CAUTION!
    beacon  appears. Just wait  for the  inevitable. Heh. Afterward, continue the
    A lengthy  cinema ensues after the  battle. This is the time to  take a quick
    restroom break (if you need to) or just kick back, sip  some coffee and watch
    the long cinema.
     Mission 23
    Location: HUB.1
    Objective: Meet up with the civilian freighter Atlantis.
    The hub is the last area of the game. The hub is also rigged  with bombs that
    are ready to blow things sky-high. Your task here is to find and deactivate
    the several bombs planted in the hub. Ada will search for the bombs. While
    she is searching, destroy all the enemies before she finds one, or before the
    timer runs out when she does find one. If Jehuty happens to get hit while he
    is neutralizing  the bomb, he will lose  his grasp. If  the bomb explodes, it
    will inflict major damage upon Jehuty.
    To find the bombs quickly, tap the  lock-on button (L2) repeatedly  until Ada
    targets something. Chances are that it might be  an explosive. So be careful!
    Once a bomb has been sighted, head to it and press the  circle button to grab
    onto it. Do NOT let go of the button until the timer reaches zero.
    Once all the bombs have  been defused, Viola will  rise from  the dead with a
    new frame.
    She's back. She's mean. She's on  a mission to kick  yo  butt. Her long-range
    attacks have become varied and more lethal. Viola likes to use Bounder and
    several of her Burst attacks, which have become quite a pain. To pull this
    off, go head-to-head with her. Close and personal. Then HACK AWAY! There's no
    use trying to use long-range attacks, as she can counter them easily. The
    best strategy is  to just rush in and slash her  with multiple sword attacks.
    Stay on the move at all times. It's possible to zoom  through the six sets of
    comets she hurls at Jehuty. Eventually, her energy will run dry  and bite the
    1. Use Phalanx as sub-weapon
    2. When the battle starts, dash toward him.
    3. When Neith is in phalanx's range, tap the O to burst some phalanx while
       still moving toward him. (Neith will guard.)
    4. Then once near, instead of bursting Phalanx, it will grab Zombie Neith and
       just throw it. Once thrown repeat procedure 3 and 4 till it dies.
    Thanks to Yungyung
    I found it easier to simply stay far back and fling comets at her. I took
    almost no damage and had her beaten in about 2 minutes.
    Thanks to Rasslinfan5
    Watch as a bomb explodes  nearby and blasts  her through  the viewing window.
    As the strong gravitational pull of the neighboring planet sucks her into its
    atmosphere, she confides in Leo--all her feelings  will pour out like a leaky
    Ada detects an unknown presence behind Jehuty. Jehuty turns  around and finds
    another Orbital Frame! Ada recognizes this frame and affirms that Jehuty and
    he are not  destined  to meet yet. Heedless of  life or limb, this  new frame
    Winning this battle is impossible. However, that is the purpose of it. You're
    not supposed to beat him, but DO NOT die. (I don't know if you can, but just
    to be on the safe side.) Anubis teleports all over the place and can ward off
    any attack Jehuty throws at him. Just play along with this sick joke until
    Elena interrupts. For the remainder of the battle, just avoid his threatening
    attacks. After a while, the game will completely take over.
    Ok, this is the end. The ending and credits will follow. Yes, that's it. Live
    with it. It's over, buddy. It's over...
    -=[]----------------------=(-- 04. Miscellaneous --)=--------------------[]=-
                           monitor.fcmd        Factory.1
                             -----               -----
                           global.fcmd         Factory.1
                           antilia.info        Factory.1
                          *decoy.drvr          Factory.2
                             -----               -----
                          *javelin.drvr         Town.1
                          *sniper.drvr          Town.2
                          *phalanx.drvr         Town.2
                          *geyser.drvr          City.1
                          *comet.drvr           City.2
                          *halberd.drvr         EPS.1
                           rap_ctrl.fcmd        EPS.1
                          *gauntlet.drvr        EPS.2
                           detector.fcmd        EPS.2
                             -----               -----
                          *bounder.drvr        Mountain.1
                          *mummy.drvr           Varied
    "*" : Those marked with this symbol signifies that it is a sub-weapon.
      This program is the first Jehuty autonomously  installs into its mainframe.
      With it, the player can activate the command menu, which allows him to
      assume total control over the game's components, like saving, equipping
      sub-weapons, etc. The program  also comes  with an extra option that endows
      Jehuty with the ability to lock-on to enemies.
      Activates Jehuty's transportation system. Jehuty can leave the current area
      to explore the uncharted regions, aka the "world map". This is achieved
      through selecting AREA CHANGE on the menu screen.
      A program that contains info  on the EPS facilities, with which ADA uses to
      locate the EPS energy sources.
      This program enables Jehuty to make a disposable replica of himself to give
      the full illusion that he is there, but really not. Get it? Beguiled
      enemies commence attack on the clone instead, you see. The decoy program is
      an integral element in totally  trashing one of  the bosses  you meet later
      on in the game.
      Allows Jehuty to wield  sub-weapon, Javelin--the first  of many sub-weapons
      you will find. Javelins follow an arc trajectory when released, so they
      don't work really  well when thrown  from afar. Plus, its impact  isn't all
      too powerful either.
      A primitive weapon from earth. Strangely enough, this model had been  built
      to accommodate Jehuty's size, considering that he IS bigger than an
      apartment complex and all. With it in possession, Jehuty can blast (small)
      things into oblivion from a long-range. The sniper is a story-driven
      weapon, so you can't miss it. And after it has lent its services to a
      certain task, the sniper rifle  won't be needed  any longer. Apart from the
      services rendered, yeah, it'd be pretty useless.
      The Phalanx is a pretty nifty shot that can pump out rapid shots, much like
      a machine gun. Of course, you would need enough ammunition to do so. It
      does a  fair amount of  damage to low-leveled  enemy frames; nothing really
      worth writing oodles of words for.
      Once set, chains of  lasers are released  from these tiny  devices, forming
      a small, temporary barrier in its vicinity. If anything (besides the one
      who called forth the geysers) is even nicked by it, the victim  will suffer
      sharp pain. These lasers sear through even the toughest metal. They are
      best deployed in a confined area.
      Comets are huge energy  balls  that can  auto-target enemies--it has homing
      missile physics, I guess. Like the Javelin, it also runs on an arc
      trajectory, so it's not too challenging for  opponents to surmount. And um,
      it's shaped like a comet.
      As a very sophisticated  weapon, it's still in its  rudimentary stages. The
      Halberd summons and collects "spirit energy", then concentrates it at one
      point, which is the "palm" of Jehuty's hand. This program grants Jehuty the
      know-how's to control this condensed energy, allowing him to draw it out
      and retract it at will. It ultimately can  become a type of sword. However,
      Jehuty will be immobilized while it is "unsheathed".
      A mind control  program that  influences only  unmanned  Raptors. Yes, that
      means you get to be behind the pilot seat of a pathetic Raptor to see how
      inscrutably weak it  is. Why, Konami, why?! It appears that this is another
      story-driven program. Without its acquisition, you won't be able to
      complete the game!
      The most awesome and all-dominating sub-weapon (in my opinion, only, so put
      down the torches and pitchforks). Easy to manage and can really knock an
      enemy dead with cold efficiency. Basically, it goes  really, really fast
      at an opponent (fast  enough that  he can't  escape from it) and smacks him
      dead on without fail (unless it's thrown totally off-target).
      This program enables Jehuty to detect  previously invisible objects. One of
      The numerous key programs to completing the game. Whee.
      The Bounder is probably the most  powerful sub-weapon. Its target  hit rate
      isn't as great as the gauntlet's, making it less useful when compared to
      the all-dominating gauntlet. w00t! Using it in  small, confined areas makes
      up for its flaw, however.
      Hideo sure has a strange knack  for naming things. Looking  past its rather
      strange appellation, the mummy is, by far, the MOST USEFUL sub-weapon ever.
      Useful in the field of healing, that is. Yes, it's not an offensive
      sub-weapon, so don't expect all enemies to suddenly drop dead upon using
      it. When summoned, the mummy builds a shield in front of Jehuty as though
      it's protecting him. It's the same metallic armor the Raptors use to become
      Mummyheads. However, its fallback is that it's very rare and can only be
      found in places marked with a "?". Don't let them go to waste! When Jehuty
      is using Mummy, fast movement is impossible. Jehuty cannot receive any
      damage in his  "mummified" stage. If he  does, the healing  process will be
                   |     Passcode:             Program:           |
                   |                                              |
                   |     pass_global           global.fcmd        |
                   |     pass_javelin          javelin.drvr       |
                   |     pass_phalanx          phalanx.drvr       |
                   |     pass_antilia          antilia.info       |
                   |     pass_geyser           geyser.drvr        |
                   |     pass_halberd          halberd.drvr       |
                   |     pass_control1         rap_ctrl.fcmd      |
                   |     pass_control2         rap_ctrl.fcmd      |
                   |     pass_vaccine          vaccine.fcmd       |
                   |     pass_decoy1           decoy.drvr         |
                   |     pass_decoy2           decoy.drvr         |
                   |     pass_comet            comet.drvr         |
                   |     pass_gauntlet         gauntlet.drvr      |
                   |     pass_bounder          bounder.drvr       |
                   |                                              |
                                 ---Rescue Missions---
    Rescue Missions are  completely  optional and  not required  to  complete the
    game. It merely tests how human you are, as in, do you have any morals? Don't
    you feel guilty that people are crying out in distress and you're ignoring
    them? If you actually do the missions, they will look good on your completion
    There are five possible grades:
      "A" – occurs when you have 100% population and less than 10% of colony
            building damage.
      "B" – occurs when you have 100% population and more than 10% of colony
            building damage.
      "C" – occurs when you have less than 100% of the population saved.
      "D" – occurs when you have less than 50% of the population saved.
      "E" – No one survived; everything was destroyed.
    --- Tips ---------
    * Even when you're not in battle, enemy frames are  already on top of things,
    blasting away everything in sight.
    * SensateBo says: "Fly  High! That's  right. The mummyheads  have projectiles
    that move in a continuous path, and flying high will ensure that their missed
    shots will end up in the sky as opposed to buildings."
    * Thad says: "Sniper: use to shoot at far  away enemy squads, causing an easy
    encounter.  They will head for you and stop shooting buildings."
     Rescue Mission 1
    Location: TOWN.2
    Being your first  rescue mission, this should be  fairly simple. To  keep the
    town safe and intact, draw all the enemy  units to an area devoid of denizens
    and many buildings. We don't want to jeopardize the lives of the people you
    want to save, do you? Focus  on taking  out mainly  the Mummyheads  first, as
    they seem to enjoy the hell out of themselves shooting wildly everywhere.
    Next, take out the Raptors, as they  also tend to love throwing those
    Javelins. Save the  Cyclops  for last since  they can't do any  damage to
    buildings. Refrain from using any long-range attacks, and just rush them head
    on. Go all out on them and, at the same time, prevent reciprocation.
     Rescue Mission 2
    Location: TOWN.1
    Repetitive, aren't they? Unfortunately, the battle with Tempest counts toward
    your grade for this rescue mission. In other words, if the buildings in the
    vicinity went BOOM with Tempest, docking points off your grade is inevitable.
    If you'd like, you can start over and be  painfully scrupulous  when battling
    against Tempest.
    There are four  squads patrolling  the area and  wreaking  havoc as usual. To
    engage in combat without a hassle, stay at a distance--but close enough to
    lock-on--and target an enemy. Once targeted, the enemy will accost Jehuty and
    follow him. Lure the enemy unit to the trenches, where it is safe to battle,
    and mercilessly bash them into oblivion. Apply this method to the remaining
    squads. If all goes well, you should  receive a fairly  high grade. Good job.
     Rescue Mission 3
    Location: TOWN.3
    Notice that  there is only  one moving  squad, inflicting all the damage upon
    the poor, defenseless buildings. At the moment, the other squads seem to be
    suspended from activity. However, that won't be so when you annihilate the
    active group. Well, get to it. Eliminate the moving squad first, then head
    toward the river. From there, use the Sniper to draw their attention toward
    Jehuty. Deal with one squad at a time, so you won't be overpowered and forced
    to stray far from the river.
     Rescue Mission 4
    Location: CITY.2
    At the  time you attempt  this mission, Jehuty  should  be infected  with the
    virus. Gah, not good. Remember, one hit = death. So how in the world are you
    going to be able to pull this off? That Rescue Mission grade seems so distant
    now. Fear not! Luckily for you, the enemy squads here are all at a measly Lv.
    1. Thanks to that, they won't pose too much of a problem.
    The Metatron Ore won't help, since the virus repels its effects. Start off by
    destroying the nearby squad on your right. Once in combat, start dashing
    backward to avoid getting hurt. While doing that, shoot wildly at the
    Mummyheads, as they are the major threat to you now. If you are far enough,
    burst attack them. Do the same for the Raptors and Cyclops. It's too risky to
    engage in close-quarter skirmishes. Repeat this  pattern until all the squads
    have been confirmed dead. It's not an effective strategy, but hey, as long as
    it works, right? Stay safe and you can't go wrong.
     Rescue Mission 5
    Location: CITY.1
    Whew, last one! There is a  total of  five squads. Go for the  ones  with the
    Raptors, as they seem to like attacking the tower instead of Jehuty. There
    are civilians trapped in the tower, so be careful! (This means that you
    cannot allow any stray shots to damage the building at all.) The Raptors and
    Mummyheads are the biggest threats, so focus on taking them out first. After
    the temporary act of genocide, cleaning up the remaining Cyclops shouldn't be
    too problematic.
    Congratulations! You've completed  all five rescue  missions! Pat yourself on
    the back for being such a good Samaritan. No, you don't get anything other
    than the items you receive while saving  the people. Expect a nice completion
    data. Here's a lolli. My treat.
    -=[]--------------------=(-- 05. Soundtrack List --)=--------------------[]=-
    As far as I know, uh...this  is the Zone  of the  Enders official  soundtrack
    listing! So there! Some of the names  may sound a little goofed-up, but don't
    look at me: I wasn't the one who  translated the song  titles. But hey, um, I
    like your shirt!
       Original Soundtrack (KMCA98)
    01: Title (The Origin)
    02: Introduction
    03: Leo Stenbuck (break out)
    04: Factory (Vivid Transparency)
    05: VR (The Fourth Dimension)
    06: flowing destiny (Piano Arranged)
    07: Global 1 (Forever And Ever)
    08: Are you alright, Celvice?
    09: Boss
    10: Celvice! This way, quickly!
    11: Residential Block (S02)
    12: A Light with a name of HOPE (Piano Arranged)
    13: Radar (Pandemonium)
    14: Global 2 (Virus)
    15: City (The Earth Light)
    16: Mountain (Who Can Read The Future?)
    17: Rock Thunderheart (Function)
    18: A Light with a name of HOPE (Protect Me)
    19: You Need This Done To You
    20: Flowing Destiny (Resolution)
    21: Ada (Promise)
    22: Flowing Destiny (Memories)
    23: Neith (Risky)
    24: Viola (Silent Death)
    25: Anubis (Impossible)
    26: Jehuty Will Self-destruct (??)
    27: Flowing Destiny -- Ending Theme 1
    28: Kiss Me Sunlights -- Opening Theme
    29: A Light with a name of HOPE -- Ending Theme 2/Celvice's Theme
    Ever wonder why this song has such a poignant  effect? Me neither. It must be
    the evil doing of that Akiko Yano! At any rate, this song kicks fifty butts.
    It has been a part of my massive MP3 list since April of 2001, and to this
    day, I still rev it up  every now and  then on my  Winamp. Each time it has a
    phenomenal soul-stirring influence. It's inexplicable--like an enchantment.
    While you listen to it, Yano's voice super tingles your every senses and puts
    you in a state of delight. It is truly mysterious. As soon as it stops, you
    will want to hear  it again. And again. And again...On an  unrelated note, my
    insane mother calls it the "Chicken Song" for some reason.
    Thanks to the two people who have put  their minds  together and  sent me the
    (incomplete) lyrics to this song. The missing stuff had been produced by me
    after listening intently for 45 minutes. (Even after all that, plus all the
    other times I've listened in the past year, I still can't distinguish what
    she sings sometimes.) Now those who are interested can actually sing or hum,
    like you know it by heart, to the tune without  feeling dumb. But um, I can't
    guarantee they're accurate. If anyone would like to correct an error in the
    English translation, feel free to e-mail me! (Yes, I am aware that the lyrics
    in the opening movie are either distinctly different or incomprehensible.)
    "Kiss Me Sunlights"
    Vocals: Akiko Yano
    Japanese Lyrics                            Spotty English translation
    Dare mo ga, namida                         Someone's tears
    Mune ni....mune ni...                      In my heart..In my heart...
    Nakushita, ano hi                          I have lost it, on that very day
    Motome...motome...                         Hoping...wishing...
    Kurai mado ni, Ame...                      Rain, falling on the dark window
    Kirameku machi                             Glistening the road,
    Tobi ko-e, Ikitai                          Leaping over it, yearning to go
    Angel heart, so many heart,
    Kiss Me Sunlights
    Fly to the dark, set soul free,
    Hold me moonshine
    Until my rumbled hands lead to the end of time
    Find me in your eyes...
    Finally I'm missing ki do (???)
    You hold me, hold me...
    Until I can slowly give you
    Hoshi hara yoro ni                         Amid the stars
    Hitori...Hitori...                         Alone...alone...
    Kakebuke no yume                           A warrior's dream
    Mitsume...Mitsume...                       Staring...staring
    Minai hitomi imai                          You cannot see yourself now
    Noni sora sa taka miru                     In the sky above
    Tobi tai                                   Together we will fly
    Fantaria, tempesta, it's my Odyssey
    Go higher, and wonder heart of labyrinth
    Until I feel new dawn bloom on the silent sea
    Sing for me your song
    Angel heart, so many heart,
    Kiss Me Sunlights
    Fly to the dark, set soul free,
    Hold me moonshine
    Until my rumbled hands lead to the end of time
    Find me in your eyes...
    Air l'amour                                Air of love
    Air l'amour                                Air of love
    Air l'amour                                Air of love
    -=[]---------------=(-- 06. Frequently Asked Questions --)=--------------[]=-
     Q: Where can I find the driver for the "unknown" item?
     A: Unfortunately, this question can't be answered. An unknown item can be
        _any_ type of sub-weapon. Usually, this occurs when you have received
        ammunition for the weapon, but you have not yet obtained the proper .drvr
        program to put it to use. Until you find the .drvr program for that
        unknown, it will remain as an unknown. I cannot tell you where to "find"
        it. You'd have to look through the program list and scout out which you
        haven't found yet. Phooey.
     Q: How do I unlock the two remaining Orbital Frames and levels?
     A: When you beat the game for the first time, you will notice that there are
        two additional spaces for the Orbital Frames and levels in the Versus
        mode. To fill in those holes, beat the game a second time either by
        beating Zombie Neith again from a saved file, or starting the game all
        over again. Save the second completion data and voila! The holes are
        filled by the Single-Sword Raptor and Zombie Neith. The two extra levels
        are the Warehouse and the Hub.
     Q: How long does this game usually take to beat?
     A: I've seen this question numerous times on the message boards. Depending
        on the player, it can take up to 6-7 hours, 8 hours at the most, and 4-5
        hours at the very least. Honestly people, this isn't a 40+ hour RPG. It's
        a mech game for crying out loud.
     Q: What are "Enders"?
     A: According to caer_caveral, the proper description for these are the
        humans living at the very end of civilisation. I quote from the manual of
        the game: "This term refers to persons living in the farthest reaches of
        space. It has the connotation of "country bumpkin". From Earth's point of
        view this is everyone living beyond Mars. For those on Mars, this term
        refers to anyone living in the Jupiter block.
     Q: Can I play as Anubis? He really kicks hard!
     A: No.
     Q: I heard there's a rumor that there's an extra mission on Mars. Is this
     A: Not unless you re-programmed the game to have this extra mission, then
        no, it is far from the truth.
     Q: How do I access the Metal Gear Solid 2 Demo?
     A: For some strange reason, I keep getting this question. Damned Blockbuster
        (or damned pirated versions!), not including the MGS2 demo. Anyway, to
        "access" it, simply pop in the disc like you did with ZOE. The MGS2 demo
        is apt to have 2 discs: one for ZOE, the other for the MGS2 demo. I think
        those of you who have e-mailed me with this question either bought a one
        out of a million ZOE packagings that didn't include the MGS2 demo, or you
        got the pirated version! Or maybe those beasts at Blockbuster just didn't
        feel like giving you the MGS2 demo. I feel for you man! To clear this up
        more, the MGS2 demo is not "hidden" away in the  ZOE disc. There's no big
        secret in playing it.
     Q: I heard about Jehuty doing the disco if you input <the code>, but it
        doesn't work. How do I do it?
     A: Apparently, this is just some stupid rumor. It shouldn't work, and I'm
        sure the boys at Konami weren't that bored either.
    -=[]--------------------------=(-- 07. Outro --)=------------------------[]=-
                                   ---Legal Junk---
    The unofficial ZOE  strategy  guide was  created  April 3, 2001.  © 2001-2002
    AdrenalineSL. All rights reserved.
    All rights reserved including the right of reproduction in whole and  in part
    in any form.  Playstation 2 and Playstation 2 logos are registered trademarks
    of Sony, Inc.  Zone of the Enders is a registered trademark of Konami, Inc.
    The author of this  document is in  no way affiliated with Sony Entertainment
    of America.  You may not place  this document on your website or reproduce it
    in any way without the author's consent.
    This Zone of the Enders FAQ/Walkthrough was written by AdrenalineSL, who
    holds all copyright for  this document, in whole and in part.  This guide may
    be used for private and personal  use only.  You may not  permit anyone under
    any patents to reproduce it, in part or in whole, or use it for profitable
    purposes. All content within this file is owned and created by Stephanie Lee.
    Should you attempt any infringement of these terms under the false belief
    that you are  safe from international copyright law, it must be said that you
    are a moron.
    You may download the file  through a  web browser onto  a single computer for
    your  personal, non-commercial  use only.  You may not permit anyone  else to
    modify the file or use it for any  commercial purpose, display, performance,
    sale or rental.  It absolutely cannot be decompiled, disassembled, modified,
    or create derivative works based on the documentation in whole or in part. Do
    not remove any copyrights.
    DISCLAIMER: Zone of the Enders, the Zone of the Enders logo, and all related
    characters are copyright and property of Konami, Inc.
    o|                        S P E C I A L  T H A N K S                       |o
    Adrenaline would like to thank the following for directly or indirectly
    contributing to this FAQ:
    Carolyn - For just being a friend and lending me money! Yay! Lots of hugs and
    kisses! She especially puts up with my obsessive gaming habit.
    Konami - For making this amazingly cool game.
    CJayC - For accepting and hosting my FAQs, and for maintaining one of the
    best websites on the net! He obviously gets only like 10 minutes of sleep
    each day, and yet, he still has the motivation to write FAQs for us! His ZOE
    guide helped me plenty with the rescue missions.
    Mom – For always being silly. Really, it was her fault that my gaming habit
    has evolved into what it is now.
    Contributor Credits
    - Dave, for some enemy tidbits I missed or left blank.
    - Jackson Wingate, for the quick Versus Mode acquisition code.
    - ChangeV, from the ZOE Message Board  for generously providing the full list
      of the ZOE soundtrack.
    - Yungyung, for sending in an alternative strategy for Zombie Neith.
    - Kalle Beneus, for expounding on the meaning of enders.
    - SensateBo, 'cause he submitted a good tip for the rescue missions.
    - Thad, for sending me a good tip for the Sniper and not to mention providing
      an alternative strategy for Nebula.
    - lthial, for sharing one of his  fanciful fantasies. No, not  really, but he
      did give us a neato strategy to put Nebula in its place.
    - Jeff Fox, for sending in a Nebula strategy. They just come in numbers don't
    - Rasslinfan5, for sharing a Zombie Neith strategy.
    - Thesilenthealer, for offering a nice butt-kicking strategy to whip Tyrant
      into shape.
    - Seth Paynte, 'cause without him I wouldn't have known who sang that awesome
    - Jacquelyn Johnson, for e-mailing me both the Japanese and English portions
      of the "Heart of Air" lyrics!
    - Caer Caveral for also sending in half of the lyrics. Half is better than 0!
                    ************* CLOSING STATEMENT **************
    Fare the well! I'm getting too lazy to think of anything special to say. With
    a closing statement in almost every guide I've made, it's hard to come up
    with anything worthwhile to say anymore. Maybe I should stop writing, then I
    won't have that problem anymore! Nah, I won't do that. See, my desultory
    ramblings are wasting your time again. Then again, if you've made it this
    far, you have got to have some  spare time on  your hands. Ok, here it is, my
    grand finale: ............Goodbye! That means GET OUT.
    Shameless plug--Other FAQs by yours truly:
                                   MUCHAS GRACIAS!!!
                                            /^  ^^    ///
                         / // ^  ^       /O%G%/t(   /////
                         O(@@ 6@e    /RG(t////~t%K^/ //^/
                          DeFtones   @#(((^  ^//~6K%^^^^
                                    R@G%/~     //(CK@
                                   @@B6((~/ ^^^~/~t%@
                                   @@R6((~((/%/~(/CO@   /
                            ^^ % /(OKeC%tCC6C6666OG%~// /
                          / ^(t/~%G6(tC%(%tC%%C6%%///////
                        ^  ^%/(%KCC(((%((/(/(~// //^//~//
                           C/%R@(t(/^        ^^   / / ///
                       ^/^(t#@(((/^  !~AdrenALiNe~!
                       ^%%@@(~/~/^          ^    ^//^// /
                        /(//////// ^  /  / R~%G^C~Gt~/^ ^
                         // ////// / ^^^///////G/ ~/ ///^
                         /// ^//^/// / /   /^ / ^//// ///
                           _Adrenaline_ Deftones 1995
               The Unofficial Zone of the Enders Strategy Guide
                       Copyright © 2001-2002 Stephanie Lee
                                   April 2001

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