__________________________________
 /- Zone of the Enders: 2nd Runner  \----------|
 \_______/- Subweapon FAQ  -\_______/-------------|
 /       \- by Majin Cloud -/      /----------------|
/- E-mail: [email protected] /--------------|
/- Version 8.5 || March 21, 2003  /-------------|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____________________
/ table of contents_ /
===============================
i. introduction_
ii. subweapon controls_
iii. subweapons_
-       geyser
-       gauntlet
-       comet
-       decoy
-       phalanx
-       vector cannon
-       halberd
-       wisp
-       mummy
-       homing missile
-       floating mine
-       zero shift
iv. subweapon combat tips_
v. closing_
vi. thanks and credits_
vii. version history_
viii. copyright_
===========================
___________________
/ i. introduction_ /
======================================================================
I thought I would help give more advice on subweapons and how to use
them to advantage, especially in the harder modes of Zone on the Enders:
2nd Runner. This FAQ will help explain most of its attacks, when to use
them and how/where you will obtain them. Nothing to difficult but
something to refer to if you are having trouble understanding the
subweapons and their usability. So enjoy the in depth subweapon
coverage to make you an even better subweapon user.
=======================================================================
__________________________
/ ii. subweapon controls_ /
======================================================================
Since these subweapons are more advanced and widely used more in ZOE2
they've added an easier to use interface which changes weapons on the
fly while in battle which can very useful. This section gives you the
411 on different ways you can use and rotate the subweapons.

Subweapon button and gauge
---------------------------------
The circle button is where all the subweapons execution comes from,
giving some circumstances you need to watch your sub-gauge at the
bottom of your screen while using certain subweapon, almost every
action for a subweapon consumes some or a lot of the sub-gauge
depending on which subweapon you are using. In some instances blocking
and dash homing lasers take up the sub-gauge as well, and then there
are some that don't use subweapons at all. If you are using Naked
Jehuty, then the sub-gauge is always full. To re-fill your sub-gauge
you need to either hit a lot of enemies at once/consecutively or find a
something that looks like Metatron [but not Metatron], that's called
"sub-energy" to re-fill it. But I've also found that Metatron restores
your sub0gauge as well. Enemies with a Level gauge above their heads
may usually come with and added extra, if you see an enemy that has a
Level gauge plus the word SUB on it, simply beat it to get some of your
sub-gauge filled.

Subweapons on the fly
--------------------------
When you first start the game the subweapon menu will be at your lower
left hand corner of the screen and should say GRAB on it. When you go
through the game you'll obtain more subweapons added to that list.
Since you can't use all the subweapons at the same time, you gotta
select one you like or given certain circumstances to use in the game.
So when you obtain 2 or more subweapons you can call up the subweapon
menu during gameplay by pressing and holding the L1 button. From there
you can use the left analog stick or d-pad to select the subweapon you
want. Another method you can do is by just using the d-pad by pressing
up or down on it without stopping gameplay, so it'd be best to keep
track which subweapon comes up in the list to pick it blindly. If it is
too much for you, you can also pause the game and select your
subweapons from the subweapon menu and then continue. I'd also like to
tell you that if you tap the L1 button while a subweapon other than
GRAB is being used, when it is tapped the your current subweapon will
change back to it's default being GRAB [in some instances you almost
always use this move throughout the game], and tap it again to go back
to the other subweapon you were using.

ADA helps out
----------------------
A nice added feature to ZOE2 is when ADA recognizes different
situations in battle, she'll give you a response on which subweapon
would be most effective (usually happens when you obtain a new
subweapon) and you have a choice to give her a response or just
continue battling. It'd be wise to give a response so the next time ADA
feels this same subweapon is need in battle, ADA will automatically
select it for you so you don't have to go through the trouble of
selecting it. To do this, you have to remember the buttons and which
one gives a positive response or a negative response. Button sequences
plus response follow as this:

||Entering Battle Mode||
Positive - L3 Button: "All right, let's go!"
Negative - R3 Button: "Why me?"

||Recommending a Subweapon||
Positive - L3 Button: "OK, switch me over."
Negative - R3 Button: "I'm fine as it is."

L3 button is the Left Analog stick [press in]
R3 button is the Right Analog stick [press in]

So during ADAs dialogue whether in battle or recommending a subweapon,
just remember a positive reaction is pressing in the L3 button and a
negative one is pressing in the R3 button. You should hear Dingo give a
response if done correctly in a timely manner. It also says in the User
Manual that using these Dialogue Reactions help build a better
relationship with ADA.
=======================================================================
___________________
/ iii. subweapons_ /
======================================================================
Here is a list of the different subweapons in the game plus some info
about them and when you obtain them, also I've added little tips for
them.

[note: not all the subweapons may be in the order in which you obtain
them]
_______________________________________________________________________

GRAB || ATK [---  ] || physical type - can be blocked
    || SPD [---- ]
    || SUB [     ]
- You can use this move on almost all sub-enemies [Raptors, Cyclops,
Leopards, Spiders, Clods, Naritas] and at certain times use on friends
when it is called for. You can use this move to grab an enemy to use
them as a shield, as a weapon, or toss them into a wall or another
enemy. If you want to spin them around before tossing them, grab them
and pound on the circle button as fast as you can, that'll determine
how fast Jehuty spins around, when satisfied stop and Jehuty will
release. This move also can grab objects in the game that can be used
as weapons or shields. So keep an eye out and get close to an item that
will say GRAB. You can also hurt enemies while dashing while having
them grabbed, if you are grabbing a friendly character it may replenish
their health a bit. When you use Naked Jehuty you could have fun with
most enemies by chocking them giving some health back to you as you
damage them.
-----------------------------------------------------------------------
- When Obtained: Default subweapon, you can use this attack as a
standard move.
_______________________________________________________________________

GEYSER || ATK [-    ] || energy type - can be blocked
      || SPD [---  ]
      || SUB [-    ]
- Fires a cross hashed laser, that paralyzes enemies. Destroys smaller
enemies. Press circle button lightly to fire a scattered area shot;
press firmly to fire directly at the locked target.
-------------------------------------------------------------------
When Obtained: Demios Station - This will be one of your first
subweapons you receive, after you help Taper get to where he needs to
go he'll give this to you.

Helpful Info: Use this SW when you feel like you are being surrounded
by enemies, namely Raptors, Mummyheads, Cyclops, Clods, Naritas, etc.
Or if a party has a Commander in it. Also in the mission where you
fight alongside LEVs to penetrate Auuman, when they send out SOS calls
go to them and lock on and scatter GEYSER on them so that Leo can help
recover them. It also helps from other enemies getting close and
attacking them they'll get paralyzed.
_______________________________________________________________________

GAUNTLET || ATK [--   ] || physical type - can be blocked
        || SPD [---  ]
        || SUB [-    ]
- Although this weapon only does a small amount of damage, it's the
creativity you put into the weapon that does the most damage. With that
said, you can use this weapon to give great distance between you and
the locked target also, it pushes them back far and strong enough to
hit the wall dealing more than double the damage if you were to
physically hit them against the wall. Even if blocking, it'll knock
them back.
-------------------------------------------------------------------
When Obtained: Margrifier Canyon, Mars - After "meeting" Leo and
playing around with the Vic Viper, Leo will give you this to help out
with most enemies in the area, what good timing too.

Helpful Info: This SW is also good for use if being surround by a lot
of medium sized frames. It's especially useful in closed in areas with
walls, use it to your advantage to smash them up against walls to do
more damage. It is also good for long range attacks, you could replace
it as a strong weapon other than your blasters.
_______________________________________________________________________

COMET || ATK [---  ] || energy type - cannot be blocked
     || SPD [--   ]
     || SUB [--   ]
- Fire a homing energy shot, can be fired in rapid succession.
-------------------------------------------------------------------
When Obtained: Vascillia, Mars - After your fight with Nephtis you'll
extract this subweapon from the Nephtis frame.

Helpful Info: Mainly use this subweapon in exchange of Jehuty's normal
blaster shots, for long range attacks this will do more damage, and
will be the most precise.
_______________________________________________________________________

DECOY || ATK [     ] || n/a - n/a
     || SPD [     ]
     || SUB [---  ]
- We all love and remember this thing from the first ZOE. Decoy creates
a mirror image of Jehuty to distract an enemy's attention. The decoy
will disappear after a set period of time or after taking out some
damage from the enemy. The harder the circle button is pressed down the
longer the decoy image will last
-------------------------------------------------------------------
When Obtained: Mars, Train Tunnel - After beating the Frames and
blowing up the train, you are awarded with this.

Helpful Info: Nice weapon to use in some boss battles to and a group of
enemies. Doesn't have that much of an effect from the first game were
it was required in order to continue the game and beat a boss but still
a nice subweapon to have. Use it to have fun or get away from a lot of
enemies.
_______________________________________________________________________

PHALANX || ATK [---  ] || energy type - can be blocked
       || SPD [---- ]
       || SUB [--   ]
- Fires a spread shot that damages enemies over a wide area range.
Pressing the circle button firmly will focus the spread at a targeted
enemy's direction.
-------------------------------------------------------------------
When Obtained: Mars Valley - Get this after you destroy the 2
generators that blocks the gate.

Helpful Info: Great to use on the swarms of Mosquitoes or a group of
enemies. Somewhat useful in the Auuman Crevasse battle against all
those enemies.
_______________________________________________________________________

VECTOR CANNON || ATK [-----] || energy type - cannot be blocked
             || SPD [-    ]
             || SUB [-----]
- This is the mother of all subweapons, plus the longest to set up.
Hold the circle button down while the vector cannon charges up and move
the left analog stick to position an aim the blast. When the cannon is
charged release the circle button to unleash a powerful burst of
compressed space. It can only be used when Jehuty's legs are on the
ground. Takes around 15 seconds to be charged.
-------------------------------------------------------------------
When Obtained: Energy Supply Facility, Vascillia, Mars - You'll get it
once again for beating down Nephtis into a pulp.

Helpful Info: The only times I used this subweapon was against the 5
fleet of ships and had to destroy their engines located on the ships
back side. Also, it'll destroy the force field that led into the core
of Auuman.
_______________________________________________________________________

HALBERD || ATK [---- ] || energy type - cannot be blocked
       || SPD [--   ]
       || SUB [---  ]
- Hold down the circle button to summon a rod-shaped laser beam. Use
the left analog stick to control the direction of the beam. This attack
delivers a lot of damage if pointed in the right direction of an enemy.
The harder you press the circle button the longer the halberd laser
grows as well as its strength.
-------------------------------------------------------------------
When Obtained: Fortress City, Lloyd's Defense Posts - You'll receive
this when you run into a group of enemies to fight while Ken is
navigating you through Lloyd's security.

Helpful Info: Didn't use it much in the game but I found it useful in
areas where there is a large number of medium sized enemies and it
seems like you are being surrounded. See if you can rotate Jehuty
around in a circle to hit enemies like a baseball bat.
_______________________________________________________________________

WISP || ATK [--   ] || energy type - can be blocked
    || SPD [---  ]
    || SUB [--   ]
- Think of this as an upgraded version of the GRAB subweapon. It grabs
enemies and objects from distances. Hold down the circle button will
grab an enemy into place. The left analog stick can be used to swing
the enemy around.
-------------------------------------------------------------------
When Obtained: Energy Supply Facility, Vascillia, Mars - Ken/Ardjet
gives use this so you can help here out from falling.

Helpful Info: Mostly used it to hold Ken up if she fell. Really cool to
use too, I went to fight off the enemies while I let Ken slowly free
fall as soon as I was done with the enemies I tried to rush and grab
her normally but she got really close to the ground and used it as my
trump card. Was amazed it grabbed her cause she almost hit the ground.
Use it to have fun with smaller enemies to and hit them against the
wall or other enemies. Also reaches far away objects.
_______________________________________________________________________

MUMMY || ATK [     ] || n/a  - n/a
     || SPD [     ]
     || SUB [---  ]
- Just a bigger and more durable shield to use for Jehuty's protection,
almost the same as the Mummyheads. Pressing the circle button down
firmly will also replenish Jehuty's energy.
-------------------------------------------------------------------
When Obtained: Fortress City, Inner - Fight a Mummyhead that would
seems to have it, can't really miss it since the game won't let you
continue unless you beat all enemies in this area.

Helpful Info: Great to use against large beam blasts or enemies that
rely more on shooting than physical attack. You could also be used when
you go deeper into Auuman and have that long tunnel that lets out a
forceful blast every while or so.
_______________________________________________________________________

HOMING MISSILE || ATK [-----] || physical type - cannot be blocked
              || SPD [--   ]
              || SUB [---- ]
- Possibly the most impressive subweapon attack visually and
effectively in the game next to Vector Cannon. Jehuty's release a set
amount of missile that homes in on enemies in the surrounding area and
explodes on contact. The number of missiles release depends on how hard
you press the circle button down and how much of you sub-gauge is left.
Releasing the button will release the missiles....apparently.
-------------------------------------------------------------------
When Obtained: Fortress City, Inner Lower Basement - Jehuty extracts
this subweapon from Inhert after beating Lloyd.

Helpful Info: My favorite subweapon in the game. You'd have to use it
to see why. It's probably the most effective for me when dealing with
groups of enemies plus to have fun around with. Use it in the battle at
the Auuman Crevasse, but beware of your comrade LEVs walking around,
may hit them.
_______________________________________________________________________

FLOATING MINE || ATK [---- ] || physical type - cannot be blocked
             || SPD [-    ]
             || SUB [---- ]
- Jehuty lays a floating mine in mid-air. Explodes when hit by an
attack or approached by an enemy. Jehuty can also launch the mine at
the enemy by grabbing and throwing it.
-------------------------------------------------------------------
When Obtained: Skies of Mars - After you defeat Zakat.

Helpful Info: Good to use as a gag or if you want to rotate your
subweapons around nicely. Usually ment for pesky enemies that would
follow you around [Leopards and Raptors], lay one and have them follow
you in the direction or just pick them up and throw it, yeah you gotta
have grab equipped then.
_______________________________________________________________________

ZERO SHIFT || ATK [     ] || n/a - n/a
          || SPD [-----]
          || SUB [     ]
- The program that helps match Jehuty up to Anubis perfectly. Zero Shit
[0 shift] allows Jehuty to teleport quickly. When locked onto an enemy,
press the circle button in the direction of the enemy and you'll either
appear in front of the enemy or behind depending on the enemy's
movement. Use the left analog stick to change directions on which side
you'd want to teleport to of the enemy.
-------------------------------------------------------------------
When Obtained: Inside Auuman Shafts - The program you got from Lloyd
finally kicked in and you get a nice new look.

Helpful Info: The best no attack subweapon in ZOE2. Finally you can
match up skills against Anubis and use Zero Shift to your advantage.
This move is usually made just to fight Anubis since it's just about
the only way to get close and actually touch Anubis. I suggest when you
do fight Anubis you wait till after he teleports himself and charges up
for an attack, use Zero Shift and try to teleport yourself to the left
or right side of Anubis just in case you might be in the way of Anubis'
attack.
=======================================================================
_____________________________
/ iv. subweapon combat tips_ /
=======================================================================
This section is here to help select certain instances of when and which
subweapon shall be used. So I'll give the name of the subweapon and in
which [and how] situation it would be most effective with. May sound
like I am repeating myself, I'm not just this part gives more strategy
than info.

[GRAB]
This move is good for any situation throughout the game. Like I've said
this move you'll be using the most in the game rather then straight up
physical attacks. Whenever you are given the opportunity or can't find
anything else that seems to work, also use grab mode for any occasion.
-       First Nephtis battle, requires you to grab a steel beam to beat
Nephtis
-       Grab is also intended to help people in certain predicaments,
like with Taper, picking him up and taking him to the escape shoot.
-       Second Nephtis battle, use the sun reflectors as shields to
stop/stun Nephtis' burst rush attack.
-       To grab Ardjet and lead Ken to safety after her Orbital Frame's
AI was deleted.
-       Almost anytime with sub enemies you can grab them and use for
protection, weapons, and to toss. Sometimes in boss battles the grab
function is useable, but not always.

[GEYSER]
Perfect for stunning enemies to lessen the playing field. Also great,
for stalling an enemy so you can take one out and then the other
without the risk of being ganged up.
-       Group of enemies, use it baby.
-       Vascilia mission to protect civilian homes, use it against the
LEVs so you don't harm them or have them doing damage to the civilian
homes.
-       Attacking Auuman at the crevasse, when LEVs send out an SOS - go
to them and shoot Geyser at them. It will paralyze enemies that come
close to the vulnerable Frame and send Leo to help them out.

[GAUNTLET]
Most effective against enemies in a crowded area or that you need
distance from enemies. Inflicts more damage if they hit a wall.
-       Anytime you are surrounded by a party of Frames, use this to
sort them out and hit them against the walls.
-       In a closed in area this is a great time to use it, be sure to
follow up so they can stand back up on their guard.
-       In the Nephtis battle in Vascillia, where you are surrounded by
a wall of energy. You need to center Nephtis and your shot right in
order to hit her back up against the wall of energy to do some damage
and have her stalled.

[COMET]
Best if you when to hit targets precisely without harming anything else,
or just inflicting more damage than Jehuty's default blasters.
-       In the mission in Vascillia, to destroy the Spiders from
damaging civilian homes. Use Comet to hit the Spiders exactly so you
don't risk damaging the civilian buildings.
-       Long range battles, to make sure that they get hit. May not work
against some bosses though.

[DECOY]
Good in certain early boss battles after you obtain it. Don't want to
risk taking anymore damage, set up a decoy so you can slyly get the
upper hand on the enemy.
-       Group of enemies can be easily fooled by this, use it to your
advantage.
-       Feel like a boss isn't letting up so easily and can't find an
opening to attack, use decoy to fool them and swing around in back for
the attack.
-       Nephtis battles where she charges, use it in timing with her
rush, she'll miss leaving an opening for you to attack.
-       Battle against Zakat, if you can't reach its protective armor to
use as a shield, then use decoy and quickly stray away from the energy
blasts.

[PHALANX]
Great against swarms of enemies. Instead of always resorting to your
multi-homing lasers, use this for a wide spread attack that deals more
damage.
-       Swarm of enemies, use it to make sure you get almost every one
of them
-       The train ride, use it to destroy the weapons plus the cars
itself on the train, as well as any Frames that get in the way.
-       Auuman Crevasse LEV battles, be sure not to hit any LEVs but
this is a perfect time to use it against a swarm of medium sized Frames.

[VECTOR CANNON]
Although this isn't used much it does a lot of damages to hard to reach
places that might be tough to break open. Also great against armor that
repel normal energy blasts.
-       A certain secret area, in a Mars canyon, use it to blast open
rocks to obtain a secret item [must be played through the second time]
-       Use it against the 5 battleships to destroy their engines
-       Use to destroy the barrier the leads you into the core of Auuman.
-       Good luck on trying it against medium sized enemies and bosses,
takes a lot of time to set up while not taking damaging and possibly
ruining your shot. Perhaps try using it against a swarm of smaller
enemies.

[HALBERD]
A straight beam of light in rod formation, this subweapon is great for
focusing in one area.
-       Great against enemies that form a circle around you, en-gauge
Halberd and see if you can make a circle hit them.
-       Use against Zakat's "Brain Stem" if you will, when you have the
opportunity to attack that protruding spot focus them beam directly on
that area.

[WISP]
Grabbing enemies and objects from long distances is better then risking
getting attack if you get in close. Works on some enemies, not all.
-       Having a hard time reaching a pesky object such as Metatron,
Sub-energy, or EX Mission File? Then use it to obtain it.
-       Use this to your advantage it Ardjet gets out of your grasp
during the Power Facility level.
-       Having fun ping-ponging enemies, after you know them back with
your basic sword slash combo, after that is executed bring them back in
close to you with Wisp, saves you the trip.

[MUMMY]
Acts more of an object you'd grab and use as a shield, yet more durable
and won't burst unless you sub-gauge runs out. Blocks more burst type
of attacks from bosses, but not all.
-       Help stop against Zakat's beams if you can't reach its armor
plates in time.
-       Going deeper into the Auuman Core, within the shafts there is a
long tunnel that sends blasts periodically that would push you back,
instead of stopping to grab a piece or the wall, keep using this to
suppress the blow and not get hurt.
-       Good all around defense against normal enemies and some bosses.

[HOMING MISSILES]
A nice alternative to multi-scattered homing laser beams. Deals more
damage to medium sized enemies. Plus a nice effect to watch. Great
against bosses but not on Anubis, that's for sure.
-       Use it against swarms of enemies, to deal more damage.
-       Certain boss battles this works well for, but like I've said not
all.
-       Nice to use in the battle at Auuman Crevasse, but beware of ally
LEVs.

[FLOATING MINES]
Nice trick to pull on a lot of enemies or if you just need a heavy duty
bomb to through the effects a nice ranged area.
-       Remember you aren't restricted to let it lying around, you can
pick it up by switch over to grab mode, and it won't blow up on you.
Toss it when you are ready.
-       Fool bosses or enemies with this, lure them close to you and
stand back and watch the silliness ensue.

[ZERO SHIF]
Anytime is the best time to use this move, basically when you obtain it,
it's the only way you can beat Anubis, so use it to your advantage.
-       Dodge certain attacks, or surprise enemies with a sweet attack.
-       Use again Anubis at all costs, to get to upper hand on him. Use
it along with your dash to get an even more surprise on him.
=======================================================================
______________
/ v. closing_ /
======================================================================
Well I hope my coverage on using subweapons, how to use them, and when
you obtain them were helpful. I know some people like to go more in
depth with strategy especially if it is a game they enjoy, so that's
why I made this FAQ partly. I love Zone of the Enders: 2nd Runner, and
the ZOE series as a whole. I certainly hope they could make another
game if they could start another game and a story, hey I got one
cooking in my mind as we speak, so hopefully they'll make another game.
Anyways, hope this gave people more enlightenment on subweapons, and
the nice features that the game gives you. If you see any errors or
whatever, even comments be sure to give me a ring at
[email protected] - I'll fix them and give you credit where it is
ment to be given. I just wanted to be part of this great game and the
only way I could is by contributing a FAQ for this wonderful game.
Enjoy it, cause I know I did.
=======================================================================
__________________________
/ vi. thanks and credits_ /
=======================================================================
Well basically I am giving thanks to everyone and anyone involved in
the Zone of the Enders series, especially the hard work and detail put
into this game. The mainly want to give credit to Hideo Kojima
[producer], Yoji Shinkawa [mechanical design], Nobuyoshi Nishimura
[character design 2D animation supervisor], Tsubasa Masao [original
character design], Shuyo Murata [game design/scenario director]. Thanks
guys for creating an absolutely mind blowing game, I appreciate the
hard work as do many others.

Main credits go out to the descriptions of the subweapons from the
instruction manual, CJayC and his Gamefaqs website. IGN and there FAQs
site. And of course big credit to Konami Computer Entertainment of
Japan, for there Zone of the
Enders: 2nd Runner game.

Thanks to those who have read my FAQ and corrected some mistakes and
errors:
- ArgonX and FinalCloud for pointing out that the homing missiles and
halberd are determined on how hard you press the circle button, not how
hard. Also about damaging certain enemies while dashing and holding
them in the grab hold.

-       http://www.konamijpn.com/products/zoe2/ - official webpage
-       www.konami.com/usa - konami's offical site
=======================================================================
________________________
/ vii. version history_ /
=======================================================================
-       Version 8.5 | March 19, 2003: Made corrections on some subweapons,
and some minor improvements here and there
-       Version 1.0/8.0 | March 14, 2003: Finished the subweapons FAQ up
to the 8.0 version. Various versions were just small upgrades in
addition with where and when you obtained the subweapons
-       Next update coming soon: Next update will include some fixed
errors, possible FAQ page, and battle subweapon combos.
=======================================================================
___________________
/ viii. copyright_ /
=======================================================================
All rights are reserved. This Subweapon FAQ on Zone of the Enders: 2nd
Runner is sole property of Marc Piniol, and not to be used without
permission of myself. If you want to use this FAQ on your site please
contact me, [email protected] to let me know and ask for
permission, in most cases I'll let anyone. Please don't copy or pull
this off as your own, you know better.
=======================================================================

Copyright 2003 || Zone of the Enders: 2nd Runner - Subweapon FAQ
Marc Piniol/Majin Cloud || www.cloudsrealm.net