1. INTRO

Hi, this is my mini-faq on the Zone of the Enders: 2nd Runner's EX Missions.
Please note that this is a walkthrough for completing the EX missions, not a
guide to collecting the EX mission file icons scattered throughout the main
game.

If you have anything to add to this faq, at all, please e-mail
[email protected]
Put "ZOE2" in the subject heading or I WILL assume you're trying to get me to
see your naughty webcam.

I love this game; I gave it a 10 in my Gamefaqs.com review.  This initially was
just a guide for the EX mission Zoradius, but Gamefaqs.com didn't accept such a
short, 8kb file, so I expanded my guide.    Lucky you.  Tactics explained here
will help you in the main game, and check out section 6. Boss Battle if any of
the bosses are giving you trouble.
________________________________________________________________________________________________________________________________________
2. CONTENTS:

1. Intro
2. Contents
3. Basics
     3.1.  Versions of Jehuty
           3.11.  Jehuty
           3.12.  Jehuty V2
           3.13.  Damaged Jehuty
           3.14.  Naked Jehuty
     3.2.  Tactics
4. Battl
     4.1.  Normal
           4.11.  Stage 01 - Callisto
           4.12.  Stage 02 - Bahram Ship (Cargo)
           4.13.  Stage 03 - Mars Field
           4.14.  Stage 04 - Inside Fortress
           4.15.  Stage 05 - Cargo Route
           4.16.  Stage 06 - Phobos Surface
     4.2.  Close Combat
           4.21.  Stage 01 - Bahram Ship (Cargo)
           4.22.  Stage 02 - Mars Field
           4.23.  Stage 03 - Inside Fortress
           4.24.  Stage 04 - Cargo Route
           4.25.  Stage 05 - Phobos Surface
     4.3.  Grab
           4.31.  Stage 01 - Bahram Ship (Cargo)
           4.32.  Stage 02 - Mars Field
           4.33.  Stage 03 - Inside Fortress
           4.34.  Stage 04 - Cargo Route
           4.35.  Stage 05 - Phobos Surface
     4.4.  Subweapon
           4.41.  Stage 01 - Callisto        - Phalanx & Comet
           4.42.  Stage 02 - Mars Field      - Gauntlet
           4.43.  Stage 03 - Inside Fortress - Decoy & Homing Missiles
           4.44.  Stage 04 - Cargo Route     - Geyser & Floating Mine
           4.45.  Stage 05 - Phobos Surface  - 0-Shift & Halberd
     4.5.  No Lock-on
           4.51.  Stage 01 - Callisto
           4.52.  Stage 02 - Mars Field
           4.53.  Stage 03 - Inside Fortress
           4.54.  Stage 04 - Cargo Route
           4.55.  Stage 05 - Phobos Surface
5. Survival
       5.1.  Stage 01 - Train Tunnel
       5.2.  Stage 02 - Vascillia Sky
       5.3.  Stage 03 - Underground Sphere
       5.4.  Stage 04 - Wind Tunnel
       5.5.  Stage 05 - Phobos Vicinity
6. Boss Battle
     6.1.  Stage 01 - Callisto - Ardjet
     6.2.  Stage 02 - Bahram Ship-Nephitis
     6.3.  Stage 03 - Mars Field- Vic Viper
     6.4.  Stage 04 - Valley - Nephitis
     6.5.  Stage 05 - Vascillia City - Nephitis
     6.6.  Stage 06 - Energy Plant - Nephitis
     6.7.  Stage 07 - Energy Plant - Ardjet(Viola AI)
     6.8.  Stage 08 - Inside Fortress - Inhert
     6.9.  Stage 09 - Vascillia Sky - Zakat
     6.10. Stage 10 - Compressed Space - Anubis
     6.11. Stage 11 - Aumann Core - Aumann Anubis
7. Boss Sequence
8. Zoradius
     8.1.  Intro - access
     8.2.  Controls
     8.3.  Level Summary
________________________________________________________________________________________________________________________________________
3. BASICS
Every stage in the EX Missions is set to a difficulty level identical to that
of the main game played on "Normal."  If you beat the main game on anything
other than "Easy," you'll be fine.  Access the EX Missions by collecting the
hidden icons scattered throughout the main game and beat the game once.  You'll
need to play through the story mode at least twice to get every mission.  Then
select the "EX Mission" text at the bottom of the title menu.

3.1.  Versions of Jehuty
The EX missions are repeated for each version of Jehuty, with a few exceptions
I shall note.  Usually doing a mission with Naked Jehuty will be easiest,
Jehuty V2 next-easiest, Jehuty normal, and Damaged Jehuty hard.

3.11. Jehuty
This is the Orbital Frame with whom you played ZOE2's story mode the first
time, up until just after you defeat Zakat and fight the big battle with all of
your LEV allies and Leo Stenbuck.

3.12. Jehuty V2
This is the result of the 0-Shift program settling within Jehuty's program,
which occurs in a cutscene just after you defeat help your LEV allies cross the
dessert.  You'll instantly notice that he now has 3 Options-type fins flying
around and circling him.  These Options triple your firepower during range
attacks; you now shoot 3 plasma shots (light or heavy) with the [] button, you
charge up a sphere burst faster, and you'll see the Options flying after a
sphere burst or a homing laser volley, ensuring it connects.  Also, during
close-combat swordfights, the options will zip through an enemy you manage to
slice, damaging him much faster than the original Jehuty.

3.13. Damaged Jehuty
In the main game, after you defeat the Decoy Anubis which kept Ken Marinaris
hostage, and Nohman triggers the Aumann control center to explode, Damaged
Jehuty is what is left of Jehuty V2.  Not only has he lost his 3 options, with
them he has lost all range attacks.  Damaged Jehuty cannot shoot plasma shots,
homing missiles, or spherical bursts.  You're limited to grab attacks,
close-range attacks, and (depending on the EX Mission) subweapons.  He does
have an advantage, though, in that he has an infinite subweapon gauge.

3.14. Naked Jehuty
After you defeat Anubis in the Compressed Space, Jehuty heals himself.  Still
without his 3 options, you can now shoot range attacks again.  Not only that,
but you'll notice that all of your attacks now shine white light rather than
blue.  That's because you are now much more powerful than ever before.  Naked
Jehuty can absolutely destroy enemies so much faster than any other version,
and this is most noticeable during Boss Battles.

3.2. Tactics

Remember that almost every button on the Dualshock 2 does slightly different
things depending on whether you tap it, hold it, press it strongly, or press it
lightly. The buttons are pressure-sensitive, and ZOE2 takes advantage of this
fact.  Virtually every subweapon reacts differently to how far you press in the
circle button.  Experiment to figure things out.  Since you have probably
beaten the game to access these missions, I shall assume you know the basics of
manuevering Jehuty.

/\   and   X  are useless buttons in virtually every EX mission.  You do not
need to ascend or descend, and I will point out the few exceptions.

Dashing during close-combat helps alot.  Often, when crossing swords, it's
helpful to dash backwards and then press [] to lurch forward automatically and
slice through your now-open enemy.  Also, holding R2 without moving and then
pressing [] during close combat situations will break through shields, although
it leaves you open sometimes.  Don't worry if your enemy (usually Raptors) fly
above you while you're swinging your sword; they can't get through unless you
stop tapping [].

The basic tactic when available is to send a flurry of homing missiles at your
opponent while dashing into him, and the slicing him up with the sword.  Even
if he parries your sword, the lasers will cut right through him.

I often use the sphere burst (hold R2 then press [] ) by charging it up as
little as possible.  Even the weakest sphere burst will break shields and harm
multiple enemies.

Move!  Always move!  Don't hold R2 while flying, TAP R2 quickly to get the
maximum dodging ability.  Whenever you see a red wedge appear on the
holographic enemy position ring around Jehuty, that means that you're about to
be hit by something powerful.  Dodge by flying diagonally towards the enemy,
which sidesteps their attack and gets you closer simultaneously.

Mummyheads and Clods often release Raptors who were inside them when destroyed,
so don't stop attacking until nothing moves.

Never get caught between multiple enemies in the middle of a firestorm.  Dash
away and use range attacks if possible.

Take ADA's advice and destroy Commanders, or Parties will cause you problems.
See the above comment.

Anything specific to a level will be covered in that section.
________________________________________________________________________________________________________________________________________
4. Battle
This is the meat of the EX missions.  You have six stages to go through with
your choice of the 4 versions of Jehuty.  These stages are just straight
caverns/tunnels from the main game.  The difference is that the specific
mission type limits what kind of attacks you can deliver.  All of these stages
grade you on the time it took to complete it, not on how much NRG or Subweapon
gauge you have left, so let loose!  I won't post high scores, since the game
tells them to you at each stage.
Note: even when the instructions say you can use "Dash and Burst," that doesn't
mean you can necessarily use Homing Missiles OR a Sphere Burst.
     4.1.  Normal
Normal Battle is normal.  You have access to all of your attacks and all of
your subweapons except for the V-Cannon.  Keep in mind that overuse of the
Homing Lasers or the Sphere Burst drains your subweapon gauge, but I rarely
even dipped into that gauge to begin with.  If you run low on health, use the
Mummy subweapon to recharge.

           4.11.  Stage 01 - Callisto
Your enemies here are the Mosquitoes and Raptors.  The Mosquitoes die instantly
no matter how lightly you tap them, and the Raptors are your basic enemy with
only close combat techniques.
Ah, how I love the snow.  It's so beautiful!  Callisto is the very first level
you would have played in the main game.  This is the simplest, easiest EX
Mission, as you can do whatever you want.  I recommend the Phalanx for the
Mosquitoes and the Homing Missiles for the Raptors, but the truth is that your
basic attacks work even better.   You can easily wipe out the swarm of
Mosquitoes using the Homing Lasers lock-on.

           4.12.  Stage 02 - Bahram Ship (Cargo)
Your enemies here are the Mosquitoes, Spiders, Raptors, Mummyheads, and the
enemy-generating Cellars.  Beware the Mummyhead's very powerful
double-Halberds, and their interrupting Phalanx attacks.
This is the first set of corridors within the Bahram Ship that Jehuty entered
just after the first boss battle with Ardjet.   Always focus on destroying the
Cellar to reduce the number of enemies who will be sent at you.  In this stage,
you have access to poles lying around.  Be sure to charge them up by holding R2
without moving; a swing with [] can destroy a Raptor in one blow if your pole
is fully charged, and you can throw them with O at the Cellar to hasten its
demise.

           4.13.  Stage 03 - Mars Field
Your enemy here is the Narita.  They're like Raptors who also fly into you at
high speeds.
This is the stage you're put on just after the boss battle with the Vic Viper.
I recommend the Halberd or Homing Missile for quick kills and basic tactics.
If you get annoyed at being rammed all the time, barely tap O with the Mummy
subweapon equipped to put up an impenetrable shield without draining your
subweapon gauge.

           4.14.  Stage 04 - Inside Fortress
Your enemies here are the Raptors, Mummyheads, Clods, and Cyclops.  The Clods
latch onto you with red beams, and if you don't hit them or dash away when you
see this, they will hold you up for their allies to hit, or piledrive you into
the ground.  The Cyclops have better close combat technique and a powerful
distortion blast that you should avoid.
This is the stage with the crushing pillars from right before the boss battle
with Inhert (Lloyd).  Here you need to pay careful attention to your
surroundings; get stuck in between two pillars as they close and it's an
instant death.  Use /\ and X to rise and fall out of the way, and beware
getting greedy when going for close-combat tactics.
           4.15.  Stage 05 - Cargo Route
Your enemies here are the Spiders, Raptors, Mummyheads, and Cyclops.
This is the stage you play in the main game just after the 0-Shift program
settles and you become Jehuty V2.  You'll notice the conveyors at the bottom of
the stage delivering barrels of explosives (fun!) and poles for you to grab and
play around with.  Kill everything that moves, then everything that doesn't
move, then the things that sort of move, but it could be just a distortion
effect from you shooting it, then kill everything that moves only as you kill
it...you get the idea.

           4.16.  Stage 06 - Aumann/Phobos Surface
Your enemies here are the Raptors, Mummyheads, Cyclops, and Leopardo.  The
Leopardos are sort of like Cyclopses without the distortion blasts, but tend to
rush you like Naritas sometimes.
This is the stage you reach in the main game after defeating Anubis, right when
you reform into Naked Jehuty.  Have fun!

     4.2.  Close Combat
In this section, you are limited to sword fighing.  You can't grab, you have no
range attacks whatsoever, and you cannot use any subweapons.  Beware getting
surrounded.  These levels are easiest with Naked Jehuty (who has the white
energy sword) and Jehuty V2 (whose options circle into whoever you're slashing
at).  I can't say that stages differ in strategy very much here.  Remember that
your enemies, particularly the Mummyheads and Cyclopses, are NOT limited to
strictly close combat attacks.  In general, go after the Mummyheads first, as
they will either interrupt your combo attempts with their orange Phalanxes or
crush you with their dual Halberds.
Your standard 4-hit combo will end by sending an enemy backwards, which is the
preferable technique if your enemy's back is to the wall.  Otherwise, try and
fly near the ground, then hit 3 times with [] and end with an X to slam them
down into the ground.  Enemies recieve extra damage from these collisions, as
ADA CONSTANTLY reminds you in the main game.

           4.21.  Stage 01 - Bahram Ship (Cargo)
Your enemies here are the Mosquitoes, Spiders, Raptors, and Mummyheads.  No
Cellars this time.  This is one of the few places where ending a sword combo
with a /\ might help, as there is a low ceiling.

           4.22.  Stage 02 - Mars Field
Your enemies here are the Naritas.  Dodge their charges; your sword can't repel
them when they fly into you at full speed.

           4.23.  Stage 03 - Inside Fortress
Your enemies here are the Raptors, Mummyheads, Clods, and Cyclops.  Between the
pillars everywhere, there are plenty of opportunities to slam enemies into
something, but beware that engaging in close combat recklessly might draw you
straight into a trap between two closing pillars.

           4.24.  Stage 04 - Cargo Route
Your enemies here are the Spiders, Raptors, Mummyheads, and Cyclops.  Oddly,
the spiders prove more of a threat under these conditions than they ever have
before.

           4.25.  Stage 05 - Phobos Surface
Your enemies here are the Raptors, Mummyheads, Cyclops, and Leopardos.

     4.3.  Grab
In this set, you are limited to strictly grab attacks.  You can't shoot any
range attacks or use your sword.  Before you can hurt anyone, you must grab
something with o.  Tap dash continually, advance diagonally, and grab when
you're close enough.  When you have an object in your hand, stop for a second
and hold R2 to charge him/it up with burst energy; that will make anything you
do with that enemy/object that much more powerful.  You're clearly vulnerable
while charging these things up, so take advantage of any cover present in the
particular level to buy yourself some time while doing this.  Press [] to use
the enemy/object as a club, O to throw, or continually tap O to build up a
powerful throw.  Objects, minus Note that Jehuty V2 charges up objects with R2
much faster than Jehuty, but that charging enemies with R2 destroys them
(rather quickly) rather than turns them into better weapons.  Grabbed enemies
can be used as shields if you hold R1, protecting you even from a Mummyhead's
double Halberds until they die, but don't bother; tapping O will build up a
more powerful throw by spinning around, protecting you ANYWAY.
Naked Jehuty can throw enemies if you tap O once, but unlike the rest of the
versions, the nude one "eats" enemies alive when you constantly tap O until
they die.

           4.31.  Stage 01 - Bahram Ship (Cargo)
Your enemies here are the Mosquitoes, Spiders, Raptors, and Mummyheads.

           4.32.  Stage 02 - Mars Field
Your enemies here are the Naritas.

           4.33.  Stage 03 - Inside Fortress
Your enemies here are the Raptors, Mummyheads, Clods, and Cyclops.  Here, you
have tons of cover and time to charge up any grabbed enemies in between closed
pillars.

           4.34.  Stage 04 - Cargo Route
Your enemies here are the Spiders, Raptors, Mummyheads, and Cyclops.

           4.35.  Stage 05 - Phobos Surface
Your enemies here are the Raptors, Mummyheads, Cyclops, and Leopardos.

     4.4.  Subweapon
In this stage set, all of your standard attacks from the game are gone.  All
you can do is use one or two subweapons.  So what happens when your subweapon
gauge runs out?  Well, end of mission. Since normally you only gain back
subweapon energy from clashing swords or multiple hits, and you can't do either
here, the only way to regain subweapon energy is via a subweapon energy pickup
that occasionally gets dropped after you defeat a group of enemies.  If you
don't see one and you're out of subweapon energy, that's it; wait to die so you
can retry.

           4.41.  Stage 01 - Callisto        - Phalanx & Comet
Your enemies here are the Mosquitoes and Raptors.
Forget the Comet.  It uses up too much subweapon energy for a powerful, homing
burst that's absoluted wasted on a puny Mosquito.  Press in the O button
lightly when the Phalanx is highlighted for a wide-spreading shot that destroys
more Mosquitoes at once.  As for the Raptors, even though they can block the
Phalanx, you're still better off using a focused Phalanx stream (press in O all
the way) on them when they charge you and are open.  The Comet can go through
the shields, but it uses up too much subweapon gauge to waste it unless you
have plenty and you're near the end of the stage.

           4.42.  Stage 02 - Mars Field      - Gauntlet
Your enemies here are the Naritas.
The Gauntlet will smash straight through shields, but it's has less homing
capabilities and is less powerful than the comet.  Use the /\ button to fly
above the Naritas, then fire a Gauntlet down.  You will run out of subweapon
energy unless you use the envrionment to your advantage.  This way, you can use
the subweapon to slam them down into the ground.  Also try and knock them into
canyon walls if that situation presents itself.

           4.43.  Stage 03 - Inside Fortress - Decoy & Homing Missiles
Your enemies here are the Raptors, Mummyheads, Clods, and Cyclops.
Ignore the Decoy.  It's a pointless waste of subweapon energy.  Beware that
Homing Missiles use up a ton of subweapon energy, so you need to ration them.
Barely pressing in the O button will release 2 missiles (each of which will
instantly kill an enemy here) when you let go, while pressing it down will call
up more than you will ever need.  Also, if you're too high up, the missiles
will go vertically past the stage and not hit, so beware.


           4.44.  Stage 04 - Cargo Route     - Geyser & Floating Mine
Your enemies here are the Spiders, Raptors, Mummyheads, and Cyclops.
Ignore the Geyser.  All it does is stun enemies, which CAN get past their
shields for you, but it's a waste of subweapon energy.  Normally, you'd be able
to pick up your own deposited Floating Mines and throw them, or detonate them
yourself with any attack, but in this mode you can't grab or shoot.  Thus,
you'll have to dash right in front of enemies and launch the mine at point
blank range.  Don't worry; you don't get hurt from your own weapon exploding.

           4.45.  Stage 05 - Phobos Surface  - 0-Shift & Halberd
Your enemies here are the Raptors, Mummyheads, Cyclops, and Leopardos.
This can be annoying.  Beware that the Halberd responds directly to the analog
stick as if there was no lock-on once it's released, and you must hold the
O button for a second or so to get it fully extended.

     4.5.  No Lock-on
Ah, the dreaded no-lock-on stages.  All your standard abilities are there
(minus V-cannon), you just can't use any of them to save your life.  This makes
those subweapons with homing capabilities (Homing Missiles, Comet) that much
more important.  You don't even have lock-on when you grab someone, but during
close-combat situations, your character will automatically turn to parry the
sword attack as long as you're close enough.  You can still use Homing Lasers,
you just can't lock on even with those.
Jehuty V2 is a big help, since his plasma shot firepower is tripled in terms of
spread.
Damaged Jehuty, devoid of range attacks, is not available for this mission.

           4.51.  Stage 01 - Callisto        - Phalanx & Comet
Your enemies here are the Mosquitoes and Raptors.

           4.52.  Stage 02 - Mars Field      - Gauntlet
Your enemies here are the Naritas.

           4.53.  Stage 03 - Inside Fortress - Decoy & Homing Missiles
Your enemies here are the Raptors, Mummyheads, Clods, and Cyclops.

           4.54.  Stage 04 - Cargo Route     - Geyser & Floating Mine
Your enemies here are the Spiders, Raptors, Mummyheads, and Cyclops.

           4.55.  Stage 05 - Phobos Surface  - 0-Shift & Halberd
Your enemies here are the Raptors, Mummyheads, Cyclops, and Leopardos.
________________________________________________________________________________________________________________________________________
5. Survival
Perhaps the most entertaining mode, in Survival you're scored on kills, nothing
else.  Use everything you have learned.
Jehuty and Jehuty V2 have access to all his subweapons except for the Mummy and
V-cannon.
Naked Jehuty and Damaged Jehuty have no subweapons except for 0-shift, which
allows you to be really, really, really cheap.  Losers!

       5.1.  Stage 01 - Train Tunnel
This is the level where you had 5 minutes to destroy 4 sections of the train.
You might remember it from tearing out your hair.  You can knock enemies into
walls, but an easy way to score a kill is to knock enemies against the momentum
you're traveling at.  When they fall out of sight, you get credit for the kill.

       5.2.  Stage 02 - Vascillia Sky
This is the sky where you fought Zakat and the Battleships.  There's no
walls/floors/ceilings to knock enemies into or objects to grab, but it is
beautiful.

       5.3.  Stage 03 - Underground Sphere
This is the stage from the Inhert boss battle.  There's plenty of walls and
pillars to knock enemies into here, but nothing to grab besides enemies.

       5.4.  Stage 04 - Wind Tunnel
This is a secret stage you will seen in the main game only if you were trying
to collect the Anubis Vs. Icon.  The rotating fans make great cover for you to
charge up grabbed enemies or take a break while you launch volleys of plasma
fire and homing lasers.

       5.5.  Stage 05 - Phobos Vicinity
This is the Aumann control center where you fought the Decoy Anubis.  There are
a few very rare places to knock enemies into, but it's so sparse it's not worth
the effort.
________________________________________________________________________________________________________________________________________
6. Boss Battle
Boss Battle mode is basically a recreation of the boss fight you played in the
main game.  You have access to any subweapons Jehuty had up to that point when
he fought the specific boss in the main game, but many of the subweapons do not
work on the bosses.  Scoring is based on completion time.  If you beat the main
game on Normal, you should be able to do this.

     6.1.  Stage 01 - Callisto - Ardjet
Ardjet is by all accounts the easiest boss of the game.  She has two major
attacks:
1) Wisp Storm: She cries out, "go wisps!" and summons tons of red missiles that
circle around her before flying after you.  Normally, you can highlight and
shoot them down with your Homing Lasers.  You can also use your shield to avoid
taking damage until they destroy themselves, but in Boss Sequence mode you
might want to conserve your subweapon gauge.  If you're playing this as Damaged
Jehuty, hang back and wait until most of them charge you, then 0-Shift next to
Ardjet.  After this attack, she is completely open to attack.
2) Cacoon Beam:  Ardjet's cape breaks up and reforms around her as a cacoon,
after which she is totally invulnerable.  Then a white energy beam will swirl
in front of her, hitting you if you maintain close range.  Then this energy
swirl will focus into a powerful white beam which you should side-dash to
avoid.  After this, her cacoon breaks up and she is totally vulnerable.
Hit her when she's vulnerable.  She engages you in swordplay, but Jehuty is the
better swords-mecha.  End the [] [] [] combo with X to slam her down into the
snowy grounds of Callisto.  Easy, easy.

     6.2.  Stage 02 - Bahram Ship-Nephitis
Nephitis, in her incarnations, is one of the most fun (or annoying) bosses to
engage.  Usually, she is totally invulnerable to all of your attacks, range,
close, and most subweapons.  Often I've wondered why Nohman didn't adapt
Nephitis' shield technology to Anubis.  Nephitis, besides being an equal
swords-mecha to Jehuty, zips about very quickly.  She fires ranged laser shots
and occasionally charges you at full speed.  So how do you hit her?  You need
to grab something, (optional) charge it with energy, and hurt her with it.
In this stage, all you can grab is poles lying all over the place (especially
the sets of 6 poles hanging from the walls).  Don't bother swinging the pole at
her with [] once grabbed; she will always dodge that.  If you want to hasten
her demise, take cover with a pillar separating you and her, and charge up the
pole with R2 energy.  Then wait until she stops moving for a second and chunk
it at her with O.  Or, you can hang by the 6 poles on the wall and constantly
tap O to pick up the javelinlike poles and throw them repeatedly.  Don't worry
if she barely takes any damage; all you need to do is hit her 6 times even
without charging the poles.

     6.3.  Stage 03 - Mars Field- Vic Viper
Vic Viper is annoying not because he's tough and not because of the Gradius
music, but because he's hard to hit.  The VV is the fastest mecha in the game
when it's in ship mode, and with the ability to summon up to 4 options and a
shield, can take awhile to destroy.
In humanoid mode, Leo's machine is relatively helpless.  He's got a shield you
can break through (with the Sphere Burst or a holding R2 and pressing [] in
close combat), but he's not that hard to hurt.  While in robot mode, the Vic
Viper can shoot a yellow blast that will break through your shield, so dodge.
He's got two small swords for close combat, and his arms are fast, but keep
tapping [] and you'll see that Leo is helpless at close range.
The problems start when he's in ship mode.  He flies around too fast to hit,
shooting laser lines, wide-expanding circular ripples, and wisps of his own.
He summon up to 4 options, which shoot whatever he's shooting, quadrupling his
firepower.  In addition, he can summon a shield which must first be worn down
before he will take any damage.  This shield even follows him when he goes into
humanoid mode.
Whenever you hear him say, "Coming close," he's going to go into humanoid mode,
so open up an economy-sized triple can of whup--- on him.
When he's in ship mode, your only chance of hitting him is to use a Homing
Laser lock-on so that it catches him right when the Vic Viper makes a 180
degree turn.  This is not easy.  On the other hand, use your Homing Missiles if
you've got them (say, if you're replaying the main game with subweapons
equipped) to knock his pathetic health bar to nothingness.  Stay on him, be
patient, and you'll be fine.

     6.4.  Stage 04 - Valley - Nephitis
Nephitis returns, just as immune to your attacks as ever.   Your only chance of
hitting her is to grab the bulkheads from the walls, (optional) charge them up
with R2 energy, and hold R1 to use them as a shield.  The shield will protect
you from all her range attacks, and will get destroyed (but hurt her) when she
charges into you like a bull.  When she does this (unless you were unshielded
and got hit), Nephitis is temporarily vulnerable, so charge in on her with your
sword.  Lather, rinse, and repeat until she dies.  You can try using Gauntlet
to knock her into walls, but this is too difficult to be practical.  Level ends
when she's lost half her health.

     6.5.  Stage 05 - Vascillia City - Nephitis
And now, the other half.  You're now in an energy ring.  Touch the walls, and
you'll be helpless and vulnerable until Nephitis rams into you, so be careful
when backing up.  The only real way to hurt her in this stage is to wait until
she charges, then dash sideways out of the way.  Nephitis will hit the energy
wall, and you can slice her up while she's stunned.  You can also use Gauntlet
or sword thrusts to knock her into these walls, but don't bother...that's way
too hard.  Be patient; this is a reflex tester.

     6.6.  Stage 06 - Energy Plant - Nephitis
A rather difficult boss battle.  You must now knock down all of Nephitis'
health bar.  Not only that, but now she's got multiple Clods on each level of
the plant helping her out.  They draw you in with red energy arms and hold you
up for her to ram into.  Avoid this by dashing furiously away as soon as you
see these red energy arms; if you wait until they have you trapped, you won't
be able to get free in time unless Nephitis is on a different level.  To hurt
the invulnerable one here, you'll need to grab those who want to grab you.
Interrupt a Clod grab attempt, charge it up with R2 energy, then use it as a
shield.  Here, if you don't charge it up with R2 energy, the Clod will break
free.  When Nephitis rams into your hostage (hold R1), she'll be knocked back
and temporarily vulnerable.  When you run out of clods to use on one level,
blast your way through the grating and descend to the next level.

     6.7.  Stage 07 - Energy Plant - Ardjet(Viola AI)
This is one of the hardest stages of the game.  You'll need to delete the AI
controlling Ardjet without destroying Ardjet.  This means that you cannot hurt
the enemy frame.
Ardjet still has the Wisp Storm and Cacoon Beam, so you must avoid those.
Beware that if you get too far away while dodging the Cacoon Beam, Viola AI
will punish you by taking down Ardjet's health.  If either you or the other
frame dies, the level ends.  Also, beware that Ardjet now summons three or four
quick wisps while swordfighting to annoy you.  Use your shield when you see
this.
So how do you defeat this boss?  Well, you have to parry/clash swords with her
until she flies bawards, at which point you can grab her (use the Wisp
subweapon if you're too slow).  While Ardjet is grabbed, you will take off 1/7
of Viola AI's "health" automatically, then you'll have to repeat.  This is
rather difficult.  You have to watch Ardjet very carefully for the exact moment
when she raises her sword hand the instant before she strikes.  If you're too
fast, you'll hurt Ardjet rather than clash swords.  If you're too slow, Ardjet
will hit you.  Time it perfectly, and you'll be able to clash swords.  Clash
twice, and she'll fly back.  After a couple of times, you'll need to clash
swords four times before you're able to grab her.  Grab 7 times and she dies.

     6.8.  Stage 08 - Inside Fortress - Inhert
Not a hard battle at all, this time.  Lloyd is just testing you to see if
you're worthy of teh 0-Shift, after all. There are tons of pillars everywhere,
so manuevering is slightly more tricky than usual.  Inhert shoots little plasma
bolts to annoy you, but his real power is leaving decoys who your lock-on
focuses on while he slashes you from behind.  Don't worry, though, if you keep
tapping [], your sword will parry anything that's sent at you.  Dash backwards
while slicing to get your hits in.
During Part 2 of this battle, you'll be in a dark fog, totally dependent on
ADA's vocal advice.  When she says "Please defend!" hit R1 for your shield that
will absorb the attack.  When she says "Evade," dash to the side.  When she
says "mines ahead," fly upwards above the line of red mines.  If she says "to
the left," dash that way, and vice-versa.  She'll inform you when you get close
to Inhert, at which point your sword combat should be able to finish him off.

     6.9.  Stage 09 - Vascillia Sky - Zakat
Zakat is a cool little boss, very remeniscent of the giant bosses from the
first game.  Zakat is basically a big ball of mecha.  In the first part, merely
dodge his red laser blasts while either sending in Homing Lasers through his
protective coverings into the center, or better yet take a more active role by
flying through the protective panels inside Zakat into his core, where you can
slice him to bits.
Then, he(they?)'ll shield his entire body.  In this mode, Zakat will either ram
you (tap-dash diagonally to avoid) or unleash multiple red halberds
simultaneously at you.  It will seem like a miracle to anyone watching this,
but it's fully possible to manuever through the gaps in the halberds and
survive.  In order to break that massive shield of Zakat's, you'll need to grab
3 panels (marked holographically with a "grab" sign) off of the big sphere.
This will open him up to you flying inside it's core.
In the final stage, the shielded big sphere boss will be assisted by a laser
turret on top of it.  Direct your fire towards the target near the turret for
this part of the battle.  If you continually rely on Homing Lasers, you'll be
OK.  This whole battle is more of a nod to Zone of the Enders 1 than a
challenge.

     6.10. Stage 10 - Compressed Space - Anubis
In the main game, this was the most difficult stage in all of Zone of Enders 2.
There's nothing to take advantage of in the sense of surroundings, just pretty
red lines.
Anubis has two powerful special attacks:
1) Blood particle burst:  He spits out tons of bloodlike droplets all over the
screen, but this is just a smokescreen while he charges up the real threat: a
glowing yellow homing missile that looks like a mouth.  You'll have to tap the
dash button to avoid it;  I recommend dashing diagonally towards Anubis as soon
as you the red blood particles cover the tv screen.  It's easier to dodge the
closer you are, because of the homing capabilities.  Keep in mind that if you
simply hold down the dash button while flying will not make you move fast
enough to avoid this powerful shot.  Another reason you want to be dashing
towards Anubis when he fires this is because after it is launched that Anubis
is immobile for a few seconds afterwards; one of your only opportunities to hit
him.  If he's too far away after you have dodged this attack, 0-Shift towards
him and start slashing.  Keep in mind that, if you have access to range
attacks, your Homing Lasers CAN hit Anubis while he is charging up a Blood
Particle Burst, and interrupt it, but not otherwise.
2) Ruby Zigzag Lasers: This is Anubis' version of your Homing Lasers.  Ruby red
laser points will draw lines at perpendicular angles like the old randomly
generated 3D Pipes Windows screensaver.  Unlike in the Vs. mode, you cannot
dodge these by dashing.  You will need to 0-Shift through these lasers to avoid
them, otherwise they will hit and stun you multiple times.
Anubis also has a red homing plasma shot similar to your blue one when you tap
[] at range.   He doesn't use it much, though.
As for close combat with this beast, Anubis can match your parries and even
break through your shield without dash-swording.   You'll need to dash
backwards while engaging him and press [] to automatically zip forward and
slice him.  Also, if you time it right, you can hold R2 and press [] at close
range to slice through his shield.
Anubis will teleport around you constantly, but you'll have a shadowlike
sillouhette to track where he will reappear if you look closely.  Unlike in
your previous encounters (in the main game anyway), Anubis will not be able to
teleport behind you to attack you...aparently Jehuty's posession of the 0-Shift
allows him to avoid being blindsided.  However, beware 0-Shifting around the
Compressed Space, chasing Anubis; you stand a good risk of shifting straight
into a Blood Particle Burst and losing alot of health.  Instead, dash after him
and save your 0-Shift for avoiding the Ruby Zigzag Lasers.

     6.11. Stage 11 - Aumann Core - Aumann Anubis
Don't bother trying out the V-cannon on A Anubis -- he's immune.  He's also
tons stronger than regular Anubis, which you might not have noticed in the main
game because Naked Jehuty compensates by being tons tougher than Damaged
Jehuty.
Just use the same strategy I described above to beat him.
________________________________________________________________________________________________________________________________________
7. Boss Sequence
Boss Sequence is only available to regular Jehuty, not any other version.
Basically, you must complete all 11 Boss Battle stages in a row to even get a
score, based on completion time.  This is a mammoth test of skill, since your
health is carried over directly from one battle to the next.  My strategy here
is to follow my advice for the specific bosses I gave in section 6.  Be
prepared to be frustrated, since Boss Sequence is THE hardest EX Mission to
complete, even harder than Vic Viper's.
________________________________________________________________________________________________________________________________________

8. Vic Viper - Zoradius - Stage 01

     8.1. Accessing the Minigame

Zoradius is an EX Mission minigame within Zone of the Enders 2: Second Runner.
To access it, first beat the game completely on any difficulty level.  Then,
load your completed save game again, and replay the game from the beginning.
Use any mech you want (the best is Jehuty V2), but make sure, and this is very
important:

Make sure you select "Equip" when starting a new game.

When you fight Vic Viper just after landing on Mars, during the fight, press L2
to disengage the lock-on on VV.  Then fly as high as possible (hold /\ to
ascend), and destroy one of the rocks on the cliff.  The destroyed rock reveals
an EX Mission holographic icon.  Since you won't be able to fly that far off
the stage, you'll need to use the subweapon Wisp to snatch it.  Then save the
game.

Now, go to EX Missions on the title screen.  You should see (among others) Vic
Viper at the bottom.  Vic Viper's only mission is Zoradius, Stage 01.

      8.2. Controls

Zoradius is a 3D corridor-flight shooter, in the tradition of Star Fox.
Unfortunately, it's way too short-lived, but it's still great fun.  Pay
attention to the controls.


At the bottom of the screen is your NRG gauge.  Run out, game over.  There is
no health pickup anywhere in the level.

On the bottom left of your screen is the listing of upgrades you may purchase.
When you start, none of the upgrades are highlighted.  Each time you collect a
red cubelike thingy, the highlight will move down one space over the next
upgrade (starting at the top).  If you have already purchased as many of the
highlighted upgrades as possible, the space highlighted will be blank, and you
will have to collect another red cube-y thing until you highlight an upgrade
that is still purchase-able.  If you collect more than 6 red cubies in a row
(which would be stupid), the highlight moves back to the top.  Here is the
order of upgrades in the list:
SPEED - makes the Vic Viper manuever faster (can purchase 5 total)
MISSILE - allows you to shoot homing missiles (can purchase only once)
LASER - alters your main attack to a laser (can purchase only once)
RIPPLE - allows you to fire rippling circles identical to the ones the Vic
Viper fires at Jehuty during their boss battle (can purchase only once)
OPTION - drops an invulnerable helper-drone about half-a screen away from you
which fires identically to you.  For example, if you fire lasers, missiles, and
ripples simultaneously, the helper will fire all three as well.  The second
helper drone is dropped almost a full screen away from you (can be purchased
twice)
?     - this activates a shield, identical to the one the Vic Viper uses when
fighting Jehuty during the main game.  The shield can take around 4 hits before
it turns yellow, then as many until it dissapears.  During this time, your NRG
gauge will not go down.
All of these upgrades are permanent once purchased, except the shield, which
can be repurchased once destroyed.  In general, the lower on the list, the more
important the upgrade is.

Blue cubelike thingies, when collected, instantly destroy every enemy onscreen.

The Left analog stick moves you up, down, left and right within the 2D plane as
you automatically advance forward.   You will start out moving slowly until you
use a SPEED upgrade.

The /\ (triangle) button purchases whatever upgrade is currently highlighted.

The [] (square) button fires your main gun.  At the beginning, it's a small
bluegreen plasma bolt, but you can purchase the LASER upgrade to make this more
powerful.

The X button drops the homing missiles after you have purchased the MISSILE
upgrade

The O (circle) button fires the ripple shot once you have purchased the RIPPLE
upgrade

NOTE: Hold [], X, and O simultaneously to release your maximum firepower
(assuming you have both relevant upgrades).  Yes, you can fire all three at
once.  No, you don't have to tap the buttons constantly (unless you WANT carpal
tunnel syndrome).

None of the other buttons do anything.  You cannot control the camera, or
transform, or save mid-level, or anything else besides pressing start and
quiting.  Sorry.

    8.3. Level Summary

A few tips to begin with:

1) No red cubey is worth taking a single hit for.  You will die very quickly if
you are desperate for upgrades.  However, blue cubey thingies MIGHT be worth
taking ONE shot for in a pinch, but not more.  Be careful when going for these,
as they are placed almost like traps during the second half of the game.

2) Which upgrades should you get?  Well, here's my suggestion:
first get the first 2 SPEED upgrades, since you'll need the manueverability.
Then LASER, since it takes care of enemies much better than your main gun
Then OPTION, since just one doubles your firepower
Then MISSILE, RIPPLE, and the other OPTION, for maximum laserfire saturation of
the area
Finally, get the ?   It's so expensive that if you save up for it, you'll lose
alot of health and not have the equipment to deal with the situation even after
you get it.

3) Almost everything can be avoided by flying around in a constant clockwise or
counterclockwise circle, ESPECIALLY the purple meterorites.

Ok, here we go:

First up are 2 waves of sitting-ducks, these pyramid-like things.  They won't
hit you, and if you kill all of them, you get a red cubey for each wave.  Get a
SPEED upgrade.

Then are 5 or so red cubies in a winding row, setting you up for a few
pyramidlike enemies who shoot small, slow red plasmabolts at you.  Here's one
of your few opportunities to buy what you want, so plan ahead.

Then are some actually threatening pyramidlike enemies who fly in strings.

Then TONS of jumping spiders who shoot lasers everywhere.  OPTION(s) and RIPPLE
and even MISSILE will help you score kills here, if you have them by now.  You
are more likely to score a hit if you fly low, but also more likely to get hit.
Near the end is a blue cubey, but you'll get hit alot unless you zip up at the
last moment for it.

Now, these purple meteorites will form together in spirals and charge into you.
You cannot destroy them all, and you will have to dodge by circling around the
screen.

Now are 6 or so face-totems in the ground.  They take a beating before they get
destroyed (you'll need both OPTIONS and firepower for them), but half of them
release a red cubey.  Beware, though, because they fire the same blue ripple
shot that you should have by now.  You can fly high and avoid them all.  At the
end are two giant face totems which shoot rows of blue ripples at you.  If you
have every upgrade minus the shield and you focus your firepower, you can
destroy one of them.  I am not sure if you can destroy both.

Next up are another set of red cubeys, followed by more jumping spiders.

Now, small purple meteorites will populate the screen and home in on you.  Move
in wide circles, shooting what you can.  You can't stop them all.

Finally, you face the boss.  He looks like one of the train sections from the
main game.  There are three targets in the front, three in the back, but the
real boss is the blue sphere in the center of the top of the train.  The train
fires a row of main wide red laser-cannon, which can be dodged by flying low.
However, when low, you can't hit the enemy.  Also, the train has a tracking
laser.  You'll see four red lines track your position just before it fires, so
haul butt when you see that.  Hit the blue thing enough, and you win the game.

Yay!
________________________________________________________________________________________________________________________________________
The End.

Fin.

Byebye now!

Be sure to e-mail me with comments...