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ZONE OF THE ENDERS (PS2)
An FAQ/Walkthrough, version 2.0 / September 6, 2010
By American Arsenal <americanarsenal4(at)gmail(dot)com>
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Hi there. Welcome to my guide for ZOE! Looking for something in particular?
Use the search function by hitting Ctrl + F on your keyboard and typing in a
keyword (ie "Sniper" or "Tyrant"). Or, better yet, type in one of the
section numbers listed in the Table of Contents (look down) to jump instantly
to a certain section. Try "IV.", for instance, to find in-depth information
about the Rescue Missions. Got all that? Okay, then let's get started.
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TABLE OF CONTENTS
===================
I. Introduction
II. The Basics
III. Walkthrough
iii.a. Enter Leo
iii.b. Meeting with the Atlantis
iii.c. Infected
iii.d. Tyrant
iii.e. Life and Death
IV. Boss Strategies
V. Rescue Missions
VI. Sub-weapons
VII. Versus Mode
VIII. FAQ
IX. Revision History
X. Legal Disclaimer
XI. Credits
* * * * * *
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I. ----------------------------------------------------- INTRODUCTION
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Hey, look who it is again! Don't get excited, it's just me again. I'm back
with yet another FAQ for a game that no one plays anymore. Exciting times.
In a way, though, it's a good thing that this game isn't exactly at the
height of its popularity. Y'see, I'm actually writing this guide more as a
way to regain my FAQ-writing mojo than to help people. It's pretty simple:
I'm lazy as hell, so sitting down and knocking out a quick guide for a short,
fun game like ZOE was a great way to get back into the FAQ-writing game. As
always, I do my best to keep things interesting by dropping in my own brand
of humor every now and then. The problem with that is that my jokes suck, so
more often than not I just end up looking like an idiot. Just a heads-up.
So yeah. Zone of the Enders, or ZOE for short. It's definitely not Konami's
best ever release, but it's a fun if preposterously short game. I mean, when
are giant robots *ever* anything other than totally awesome?
Feel free to shoot me an email if you have questions or concerns that aren't
covered in the guide.
- American Arsenal
americanarsenal4 (at) gmail (dot) com
* * * * * *
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II. ------------------------------------------------------ THE BASICS
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This is the part of the guide where I tell you a bunch of stuff that you
already know - really basic things like how to move around or what all those
bars on the screen represent. If this is all too condescending for you,
please skip ahead.
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CONTROLS
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Which buttons do which things.
START BUTTON
==============
Press Start to pause the game and open up the menu screen.
LEFT ANALOG STICK
===================
Move. Just like in every other game, the Left Stick is used to control
your character. Tilt it to move Jehuty forward, backward, left, or right.
RIGHT ANALOG STICK
====================
Look around. Tilt the Right Stick to look around and align your aiming
reticule.
D-PAD
=======
Select sub-weapon. Press up or down on the D-Pad to cycle through your
available sub-weapons.
X BUTTON
==========
Descend. Hold X to hover downward. On menu screens, pressing X cancels
your selection.
TRIANGLE BUTTON
=================
Ascend. Same thing as X, except instead of moving down, Triangle allows
Jehuty to soar upward.
SQUARE BUTTON
===============
Primary attack. Depending on how close you are to the enemy, pressing
Square will either fire a laser gunshot (if you're distant) or slash with
Jehuty's sword (if you're right in the enemy's face).
CIRCLE BUTTON
===============
Secondary attack. Just like with the primary attack, the distance between
you and the enemy determines the Circle Button's function. If you're far
from the nearest enemy, Square activates your selected sub-weapon. If
you're up close, it executes a throw move.
R1 BUTTON
===========
Guard. Hold down R1 to activate a shield that blocks most enemy attacks.
R2 BUTTON
===========
Dash. Tap this button for a quick boost of speed or hold it while moving
for a continuous burst. Furthermore, hold it down while stationary to
enter burst mode.
L1 BUTTON
===========
Center camera. Hit L1 to center the camera behind Jehuty's back. Also,
it cancels any lock-ons during battle, allowing you to turn tail and flee
if things get too hairy.
L2 BUTTON
===========
Change lock. During battle, press L2 to switch your lock from one enemy
to another.
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THE FINE ART OF BLOWING SHIT THE HELL UP
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All the basic stuff that you: (1) should already know, (2) should have no
trouble figuring out for yourself, or (3) will be told by the in-game
tutorials. But I'll explain it all to you anyway.
THE MAIN MENU
===============
Boot up the game, enjoy the lengthy introductory cutscenes, and this is what
will eventually pop up. Several ahoy!
+ NEW GAME: Click on this to begin a new game. Obviously. Before it
begins, you'll have to choose a difficulty setting (your options: Easy,
Normal, Hard, Extreme). Let it be known that this guide was written
based on Normal mode, so information may vary slightly should you opt
for Easy, Hard, or Extreme.
+ LOAD GAME: After you've started a new game and saved it, this is the
option you choose to return to the game.
+ OPTIONS: Click on "Options" to tinker with the game's vibration,
caption, and sound options. There's really no need to tinker with them
unless you're afraid of vibrating controllers, hate sub-titles, or don't
like Stereo sound.
THE GAME SCREEN
=================
The-thing-you-see-all-the-time-when-you're-playing. It looks kinda like
this:
___________________________
| |
| EN / 1 SQ / 2 |
| |
| |
| |
| [ 5 ] |
| |
| |
| |
| 3 |
| [=====] Lv.4 -=- 6 |
|___________________________|
Okay, so what does it all mean? Let's take it one at a time.
+ 1: This displays the number of enemies that you have engaged in combat.
This is different from the total number of enemies in the area.
+ 2: This is the number of enemy squadrons patrolling the current area.
+ 3: This is Jehuty's life. Every time he sustains damage, it will
decrease. If it is completely empty, you're dead.
+ 4: Jehuty's current level.
+ 5: That's you! The rings around Jehuty represent the number of enemy
squads in the area.
+ 6: This is your currently-equipped sub-weapon and the amount of ammo
you have for it.
MOVEMENT
==========
You can steer Jehuty, your flying battle tank of doom, using the Left Analog
Stick. To hover downward or soar upward, use the Triangle and X buttons
respectively. It may take a bit of time to get used to moving in this way,
but you'll get the hang of it before too long.
ATTACKING
===========
You can activate Jehuty's main attack functions by pressing the Square
button. Depending on your distance from the nearest enemy, two different
attack options are possible. From range, Jehuty's attack is a basic gunshot.
Press the button repeatedly to fire continuously. Up close, Jehuty is able
to slice and dice his enemies with a blade attack. This is much more
powerful than the gunshot, but also riskier to use, since you have to be
right in the middle of the fray to use it. A balanced use of both attack
types is crucial to badassing your opponents (yeah, I just used "badass" as a
verb).
DASH AND BURST
================
To dash, hold down the R2 button while moving. Jehuty has unlimited dashing
capabilities, so there's no need to use it sparingly. Hit the dash button in
conjunction with either X or Triangle to execute a flip either upward or
downward. It looks cool, and it's the best way to evade enemy fire.
If you're stationary when you hold R2, Jehuty will enter burst mode. In
burst mode, Jehuty gathers energy in preparation for a powerful attack (but
take note that it leaves you exposed to enemy attack).
DASH ATTACK
=============
In mid-dash, Jehuty gains access to new attack options. For instance, dash
toward a foe and hit Square to execute a lunging blade strike that's stronger
than the basic blade attack. Additionally, Jehuty's ranged lasers are more
potent while dashing. Instead of a basic gunshot, Jehuty releases a web of
lasers.
BURST ATTACK
==============
Like the dash attack, attacking while in burst mode provides Jehuty with two
additional attack possibilities. In close-quarters, Jehuty spins around,
cutting in a deadly circle with his blade. From far, he'll launch a massive
ball of energy at the foe you're locked-onto. Keep in mind that burst
attacks require a moment to prepare, meaning that Jehuty is open to enemy
attacks. At the same time, burst attacks are significantly more powerful
than dash moves (they're often enough to destroy a foe), so they're worth the
effort.
GRAB 'N' THROW
================
When you're right next to an enemy frame, press the Circle button to grab it.
If you aren't close enough, the baddie will slap you silly for making a
mistake, so be careful. Once you've got hold of another frame, aim him where
you want to and send him flying. If you tap L2 to lock-onto a different
enemy, you can actually send your captured frame flying into the other one,
damaging them both. Bad. Ass. You can also toss enemies into buildings.
ESCAPING
==========
If you get into a sticky situation and need to flee the scene, tap L1 to
release your lock-on. A time will appear on-screen; when it reaches zero,
Jehuty has successfully escaped from the fray. This is useful if too many
enemy squads attack at once - you can back off, regroup, and try it again.
THE GLOBAL STAGE
==================
This is the hub world. From the Global Stage, you can visit any area in the
game's world. In the Walkthrough, I tend to refer to it as the "world map"
or the "overworld" because it's like the world map from an RPG.
LEVELING UP
=============
Another element that ZOE has borrowed from RPGs. By defeating enemies, you
gain levels, which boost Jehuty's offensive and defensive capabilities.
Level 8 is the highest you can get, so don't bother trying to surpass that.
Also note that enemies level up alongside you, becoming more powerful and
learning new moves as you progress through the game.
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THE STORY
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The following introduction to the game's story was copied verbatim from the
ZOE instruction manual. Enjoy. Or not. Whateva.
"In the remote reaches of the solar system in the 22nd century, there is a
colony on Jupiter called "Antilia." In a sudden outbreak of war, a shy youth
named Leo Stenbuck loses his friends right before his eyes. Thoughts of "if
they just weren't around I wouldn't be picked on anymore" had crossed through
his mind just moments before his friends were killed. Blaming himself for
not being able to save them, he panicked and ran away from the scene of the
attack, inadvertently stumbling onto the cause of the war, the Orbital Frame
"Jehuty," a colossal war machine with a human form that holds the key to
civilization's existence.
"The game is set in the near future, in which you pilot the player's machine,
the colossal robot "Jehuty." You must fight enemies blocking your path and
complete a variety of objectives while progressing through the story.
Ultimately, you must choose between shooting down enemies or protecting the
civilians around you."
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III. ---------------------------------------------------- WALKTHROUGH
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The part of the guide that you came here for (I assume). A couple notes
before we get into it:
+ The guide is based on the "Normal" difficulty setting, so the
information might vary slightly if you choose to play on a different
setting.
+ Is there something I haven't covered in the guide? Have questions or
concerns that I haven't dealt with? Or, better yet, do you have a more
effective method of getting through the game? I'd love to hear all
about it, so email me: americanarsenal4 (at) gmail (dot) com.
Let's rock. And then later on we'll roll.
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iii.a. Enter Leo
-------------------------------------------------------------------------------
Following the explosive intro cutscene, you'll immediately tossed into the
heat of battle, with no knowledge of the game's play mechanics. Don't worry,
this initial battle is nice and easy. In fact, you can breeze through it
merely by using the Left Stick to steer Jehuty toward the enemy machine and
hammering the Square Button. You won't die - you probably won't even sustain
any damage, for that matter - since this fight is meant to serve as an
introduction to the gameplay more than anything else.
After you've destroyed the enemy robot - this particular type of enemy
Orbital Frame is known as a Raptor, and you'll be seeing a *lot* of them as
the game progresses - a handy tutorial will boot up. If you prefer to learn
things on your own, it's totally cool to skip it, but I'd recommend indulging
in each training session if you want to get up to speed on how the game
works. Each session is short and sweet and full of useful information on how
to operate Jehuty, your futuristic mechanism of utter destruction.
When you're ready, select "end training" and you'll regain control of Jehuty.
Thanks to that first battle, we now need to retrieve an item called Metatron
Ore to replenish poor Jehuty's health supply. Move straight ahead toward the
box, then follow ADA's commands. Following the directional arrow, exit the
hangar via the hole in the ceiling (remember, press Triangle to ascend and X
to move down).
Outside, a pack of unhappy Raptors awaits you. Apply some of the skills you
learned during the tutorial, such as the dash and the dash attack, to make
short work of these small fries. Your sword is significantly more powerful
than the basic gunshot, so I recommend closing in on your opponents and
beating them down melee-style. The two Raptors will go down in a flash, even
at the hands of a newbie. When they're done with, a second group of foes
will zero in on you. This time you're up against a pair of Mummyheads -
heavily-armored foes that are definitely more threatening than the Raptors.
Stay on the move to avoid their projectile attacks and defeat them with some
well-timed sword blows.
Having jumped those hurdles with relative ease, the game throws something a
bit more difficult your way. Viola, the pink-haired woman from the opening
cutscenes, shows up in her Orbital Frame Neith. She's a lot tougher than the
enemies you've been fighting up until now, but the good news is that you just
need to survive a few minutes of this fight. Nail her a few times with sword
strikes or stay back on your heels and fire lasers at her from afar. Either
way, she'll bow out of the battle after a bit.
With that, you get a breather. There are no more enemies in this area, so
once Leo stops whining (get used to it), you're free to explore. First, we
need to find the local server to install some new modules onto Jehuty.
Follow the arrow to the central platform and stop in front of the designated
spot. This new module allows you to lock-onto enemies in battle, thus giving
you the ability to deal with multiple foes at once. You'll be given the
option of enjoying a few more tutorials; it's all useful information, so
again I recommend watching them. You'll also gain access to the main menu,
from which you can save your game, view the current mission, and more.
--[ NEW MISSION OBJECTIVE! ]--------------------------------------
Obtain the flight mode module and move to another area using "AREA
CHANGE" in the Command Menu. -------------------------------------
Our goal at this point in the game is to find another local server from which
we can extract a module that will allow Jehuty to traverse the entire colony.
In order to access said server, we'll need to first locate the passcode,
which is held by one of the four squads of enemy frames patrolling the
Factory. Unless you're so amped up that you want to destroy all four squads
just for the hell of it, look for the squad labeled "PASSCODE" and beat the
crap out of them.
If you take too much damage, look for the squad marked "METATRON" and defeat
them to win some health-replenishing Metratron Ore. There is also a cache of
Metatron hidden away in the southern reaches of the Factory, so seek it out
if need be.
With the "PASSCODE" squad defeated, you'll get <pass_global>. Find the local
server in one of the sunken areas to the north (check your map on the menu
screen). You'll be granted a new module that allows you to leave the Factory
and explore the rest of the colony. Simply select "Area Change" from the
main menu and you'll be on your way.
--[ NEW MISSION OBJECTIVE! ]--------------
Destroy the large Orbital Frame in Town.1.
------------------------------------------
Enter Town.1 and prepare yourself for the game's first boss battle.
BOSS! TEMPEST
================
The first boss in ZOE isn't the most difficult, but Tempest can prove a
handful for the unsuspecting gamer. His first form is a cakewalk, though.
You can't get close enough to him to use your blade attack, so keep your
distance and fire either dash beams of burst attacks at him. Both are
effective, although the former is a safer approach given that it keeps you
on the move, making Jehuty hard to hit. To avoid Tempest's flamethrowers,
all you need to do is stay in motion. Once his health gauge is halfway
depleted, Tempest switches things up.
The second stage of the battle kicks off with Tempest launching a volley
of fireballs toward you - either continually dash to shake them off or
knock them down by guarding. Either way, he'll follow up by driving into
the sky, waiting for a moment, then propelling himself downward toward
you. What you want to do is move far away and start charging up a burst
attack. After his violent descent, Tempest reveals his head - this is
your cue to release your burst attack. Follow it up with a blast from
your dash lasers. Rinse and repeat until he's done.
Once he's down for the count, Leo fusses for a bit, then decides to get a
move on. Despite having their head honcho taken down a notch, enemy squads
continue to roam the town. Fortunately, there's some Metatron Ore right in
front of Jehuty when you regain control it. Grab it, since that last battle
probably left you hurting a bit.
--[ NEW MISSION OBJECTIVE! ]----------------------
Avoid unnecessary battle and move to another area.
--------------------------------------------------
Now then, your objective in the ruins of this town is to locate the enemy
squad carrying a certain passcode that will grant us access to our very first
sub-weapon. A grand total of six squads patrol the team, some of which
include a new enemy frame called the Cyclops. I suggest taking down every
last enemy squad - who knows, you might level up. Once you've cleared out
the area and obtained <pass_javelin>, you're home free. Go to the sewer area
in the center of the town and unlock the Javelin from the server.
+ SUB-WEAPON ACQUIRED! Javelin. Just like the ones they use in the
Olympics (except that these are good for blowing up hostile robots),
these weapons travel in an arc toward a foe when fired. They don't do a
ton of damage, but work well enough considering that they're the first
sub-weapon you acquire. Raptors also carry Javelins, so you'll be
familiar with them even before you get to use them yourself.
The bad news is that you don't have any ammo yet. The good news is that you
can get some by defeating the baddies in this location. When you've done so,
exit the area.
.- RESCUE MISSION: TOWN.2 -.
| ======================= \________________________________________
| |
| At this point in the game, you've got the opportunity to venture |
| into town for an optional mission. Although it's not necessary |
| to complete the game, participating in rescue missions will boost |
| your overall score at the end of the game. |
| |
| For your first rescue mission, you need to destroy five enemy |
| squads before they destroy the town. The most effective way to |
| deal with these foes is to lure them away from the buildings and |
| fight them using only your sword; gunshots have the tendency to |
| miss their intended target and damage the infrastructure instead. |
| Also, target the Mummyheads and Raptors first - they're the ones |
| that are most likely to cause destruction to the buildings. |
| Cyclops, on the other hand, aren't gonna do a lot of damage with |
| their fists, so leave them for last. |
| |
| Once all the enemy frames have been defeated, ADA will give you a |
| status report and a ranking from "A" through "E" ("A" being the |
| best, obviously). During one of the battles, you should have |
| received <pass_phalanx>, which can be used at a local server to |
| attain a new sub-weapon called the Phalanx. |
|_____________________________________________________________________|
--[ NEW MISSION OBJECTIVE! ]--------------------------------------
Obtain colony info necessary for mission completion from the local
server in Factory.1. ---------------------------------------------
As you arrive at Factory.1, ADA will impart some useful tips. Pay attention.
Your first order of business in this familiar area is to go toe-to-toe with
the squad carrying the passcode we need. ADA just pointed said group out to
you, so approach and fight. Keep in mind that this is a Level 3 squad, so
it's gonna be a tougher fight than you're used to. Even so, it's still just
a trio of Raptors, so how hard can it be? Win and you'll get <pass_antilia>.
Check out the server (look for the green thing in the corner of your map).
Also, there's some Metatron Ore right next door, so grab it if you need it.
We're done in the Factory for now, so return to the world map and listen
carefully as ADA explains your next move. When you regain control, you've
got a choice: either proceed onward with the game or take a short break and
try your luck at another rescue mission. Up to you.
.- RESCUE MISSION: TOWN.1 -.
| ======================= \________________________________________
| |
| What really sucks about this rescue mission in particular is that |
| any damage caused in the earlier encounter with Tempest counts |
| against you. So basically, you may be screwed from the very |
| beginning. Hopefully you didn't let Tempest blow up too much, |
| but, hey, what can you do? Really, the only way to avoid this is |
| to start a new game and be mind-numbingly careful during the |
| battle with Tempest. |
| |
| In Town.1, there are six squads waiting for you. The *only* safe |
| place to fight these guys is in the gulch in the center of the |
| area. Try to lure your foes here - one group at a time - by |
| getting near enough to lock-onto them, then fleeing into the |
| sewer area. They'll follow you, at which point you can engage |
| them without fear of destroying anything you're not supposed to. |
| Hopefully you can still attain a high score, regardless of the |
| damage inflicted by Tempest. |
|_____________________________________________________________________|
Now that you've (hopefully) saved many innocent lives, make an about face and
head into City.1.
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iii.b. Meeting with the Atlantis
-------------------------------------------------------------------------------
City.1, here we come!
--[ NEW MISSION OBJECTIVE! ]----------------------------------------
Move to City.1 where the colony shaft is located and destroy the EPS
relay block. -------------------------------------------------------
When you land, ADA explains that there's no way to pass the forcefield up
ahead. Instead, we'll have to destroy the EPS relay block using some kind of
long-distance weapon. But! We don't have any long-distance weapons. And
there aren't any around here, so return to the world map. As for City.1,
we'll be back.
--[ NEW MISSION OBJECTIVE! ]-----------------------------
Destroy the porters in Town.2 and obtain the hidden item.
---------------------------------------------------------
From the world map, head to Town.2 to see what's goin' down over there. Not
only have the enemies that you destroyed during the first rescue mission
returned, but there's also a "Vector Trap" in the area. As ADA will tell
you, there are several objects called Porters scattered around town. Destroy
them to release the trap. Now, it's a pain in the ass to shoot them down
while there are still enemies roaming the area, so take out all five squads
before worrying about the Porters. One other thing that's worth noting: at
this point, the Mummyhead foes have gained a new ability. Watch out for
their plasma cannon - it hurts. Badly.
Additionally, if you didn't bother to complete the rescue mission here, you
won't have retrieved the Phalanx sub-weapon yet. Get the passcode from the
appropriately labeled squad, then access the server. Fun!
+ SUB-WEAPON ACQUIRED! Phalanx. The Phalanx has machinegun firing rate,
but that's not what's interesting about this weapon. What *is*
interesting is that how hard you press the button determines how the
energy shots are distributed; lightly hold the button to shoot a shower
of shots in a wide arc or push it down all the way to fire in a nearly
straight line. It's effective from close range, but lacks accuracy from
distance.
Once you've cleared the area of enemies, land Jehuty on the ground and shoot
out the Porters. In case you haven't figured it out yet, Porters are those
little black and white jar-looking devices floating around the level.
They're a bit tricky to hit, so stand right in front of one and maneuver the
Right Analog Stick around until the aiming reticule gets bigger. Hit the
Porter a few times and it'll blow. There are six in all, and once they've
been destroyed a new item will appear. Go check it out to gain the Sniper,
another new weapon!
+ SUB-WEAPON ACQUIRED! Sniper. This long-range weapon comes fully-loaded
with 20 shots. Though its main use is to destroy the EPS relay block
in City.1, it can be used in battle as well (albeit somewhat
ineffectively).
--[ NEW MISSION OBJECTIVE! ]-------------------------------------------
Use the newly obtained Sniper and destroy the EPS relay block in City.1
-----------------------------------------------------------------------
With that new Sniper weapon shining in your hot little hands, proceed to
City.1 where you can use it to destroy the EPS relay block. Park yourself in
front of the massive structure ahead and observe the rotating shaft in the
middle. Using the Sniper, you need to hit each individual white circle on
that shaft. Just as you did with the Porters in the previous mission, line
up the white circles using the Right Stick, then fire as they enter the
targeting reticule.
Make sure you're precise with your aim, because if you run out of ammo you'll
have to return to Town.2 to collect more (and all your progress will be
lost). Once all eight are gone, the forcefield will dissipate. Hunt down
the squads that you haven't eliminated yet and use <pass_geyser> - received
from one of the enemy groups - to access the local server.
+ SUB-WEAPON ACQUIRED! Geyser. This weapon is best used in a small,
confined area. Once released, the Geyser sets up a network of lasers
that cause damage to anything nearby (except you, obviously).
After that, it's time to get outta here. From the world map, two areas are
now accessible: EPS.1 and EPS.2. Set your course for EPS.1 first.
--[ NEW MISSION OBJECTIVE! ]-------------------------
Destroy the power supply facility of EPS.1 and EPS.2.
-----------------------------------------------------
Your first order of business in this sprawling mountainscape is to fight your
way toward the satellite on the other side of the area. However, as you'll
soon find out, the satellite cannot be destroyed with Jehuty's basic laser
shots. Instead, you'll need to head underground to blow up the emergency EPS
generator. By defeating the various foes in the area, you can find some
ammunition for that Geyser weapon you earned back in the city. Also, there
are ten Porters scattered around the mountain. Destroy them all to receive
<pass_halberd>, which allows you to extract the Halberd sub-weapon from the
nearby server. Awesome.
+ SUB-WEAPON ACQUIRED! Halberd. This weapon fires a heavy stream of
energy directly ahead. Although controlling the stream's direction is
easy, Jehuty is immobilized while the Halberd is in use (which leaves
you vulnerable to enemy attack). It's a similar weapon to those plasma
cannons that the Mummyheads love to use.
Now, as for that maintenance passage that ADA's been telling you about,
check your map. Just opposite the satellite should be a marker that looks
like three arrows, pointing at a small entrance hidden behind the mountains.
Head to that place to locate a strip of highway leading into the side of the
mountain. Go inside.
The path is linear; there are no twists or turns, so you can't get lost (if
you do, I'll be impressed). Every so often you'll meet up with some enemies,
but they're nothing you haven't dealt with a million times before. Since
this is such a confined space, it's the perfect opportunity to try out those
Geysers of yours.
After three separate opponents have been dealt with, you'll enter the
generator room. Position yourself in front of the generator (it's the thing
that looks like a giant fan) and blast it a few times. Once ADA gives you
the confirmation that it has been destroyed, you're good to go. Return to
the surface and exit the area.
Back on the world map, you're supposed to travel to EPS.2 right now.
However, if you take a little break and visit City.1, you can score a cool
new sub-weapon called the Mummy. Shockingly, you don't even have to beat
down any enemies to gain the passcode for it; it's just happily sitting there
underneath the giant structure in the middle. Nice!
+ SUB-WEAPON ACQUIRED! Mummy. While it won't blast your foes into
oblivion, the Mummy is still a terrific weapon (albeit one that must be
conserved and used only when needed). Basically, it's a shield, like
the ones used by Mummyheads (hence the name). However, it also
replenishes Jehuty's health, making it a valuable addition to your
arsenal.
--[ NEW MISSION OBJECTIVE! ]-----------------
Destroy the emergency EPS generator of EPS.2.
---------------------------------------------
Same deal as last time. Hell, the area is even shaped the same, so you'll
know exactly where to go to find the underground entrance. However, as you
make your way through the underground tunnel, an unexpected energy field
impedes the path to the generator room. Uh-oh. Head back outside and deal
with the group of Cyclops that just appeared. Be careful - they're a bit
tougher than the ones you've been dealing with so far. Defeat them to find
<pass_control1>. That's all there is to do here, so get a move on.
--[ NEW MISSION OBJECTIVE! ]-----------------------------------
Obtain the module necessary to get past the EPS.2 energy field.
---------------------------------------------------------------
Go to Town.1, where six squads are eagerly anticipating your arrival. One of
them has the second part of the passcode that we need. You're fighting Level
4 opponents now, so they are obviously going to be more difficult than the
baddies from before - consider yourself warned. On the plus side, there are
two groups in town carrying Metatron Ore, and you can find even more of the
good stuff laying around, so health shouldn't be too big of an issue.
The only squad you *have* to defeat here is the one with the passcode. The
enemies in this area tend to group together, however, so you'll probably end
up dealing with multiple squads no matter what. Either way, you've got both
passcodes in your control now, so leave town and head for EPS.1.
Despair! Seven squads have repopulated this area with startling (and
annoying) speed. Take them on if you want, otherwise just fight off the ones
that attack you as you head for the entrance to the underground passage in
the back. There are no indoor battles this time around - thankfully - so
just take a right at the first opening and play with the server to receive
<rap_ctrl.drvr>. This nifty device allows you to take control of a downed
Raptor. Cool.
Okay, so now we need to find an undamaged, unmanned Raptor to manipulate for
our own dark purposes. Celvice seems to remember seeing on such vehicle
somewhere, but doesn't bother to elaborate. How helpful. Leave the
mountains and go visit Town.2, but beware of the high level Mummyhead that
attacks you on the way out (as well as the Raptor that follows). The Geyser
is your best bet to cause a ton of damage in such close quarters.
Once you arrive in Town.2, ignore the various enemies (unless they attack
you, in which case you may as well teach them a thing or two about the proper
use of deck chairs, err... I mean about fighting) and land next to the red
box containing Sniper ammo. See the Raptor on the ground nearby? That's
gonna be your toy for a bit.
--[ NEW MISSIONN OBJECTIVE! ]----------------
Destroy the emergency EPS generator of EPS.2.
---------------------------------------------
ADA will automatically warp your Raptor to EPS.2. With the almighty Jehuty
sitting on the sidelines, you're stuck with this crappy Raptor. I suggest
avoiding battles like the plague; ignore everyone and head straight for the
underground passage. Sadly, inside there's nowhere to run, so you *have* to
fight (if this is your first night at Fight Club, you *have* to fight).
Let me go over the Raptor's controls. Just like with Jehuty, the Triangle
and X buttons are used to move up and down. It can dash and burst, too -
nothing new there. Its basic attack is a Javelin, just like Jehuty's
sub-weapon. The Raptor's dash attack is a Geyser, and its burst attack fires
an energy ball in an arc. Err, spiffy.
Survive the battles by whatever means necessary. My personal strategy is to
use the dash attack continuously, so that Geysers end up everywhere, causing
damage from all angles. Take a right after the first battle and, after
dealing with an unhappy Cyclops, grab the <detector_fcmd> from the server.
This reveals a set of previously invisible Porters. Destroy them to score
some Metatron Ore; a godsend in this POS Raptor.
Proceed onward en route to the generator room. Blocking the path along the
way, however, is a dead end. Blast through the wall with a burst attack to
gain access to the generator room. Find the massive fan and blow it to
smithereens. Then watch as your Raptor spazzes out. Thank God we don't have
to use that thing anymore.
-------------------------------------------------------------------------------
iii.c. Infected
-------------------------------------------------------------------------------
Jehuty!
--[ NEW MISSION OBJECTIVE! ]---------------------
Move to Mountain.1 and meet up with the Atlantis.
-------------------------------------------------
On the overworld, fly beyond EPS.1 and 2 and head for the mountains. As you
arrive, ADA will explain that she was created in a nearby Factory. Not that
it's worth anything at this point in time, but whateva.
.- RESCUE MISSION: TOWN.3 -.
| ======================= \________________________________________
| |
| As you may notice, only one of the 11 squads in this area is |
| moving when the mission begins; all the others remain stationary. |
| Make that particular squad your first target. Lure the enemies |
| toward the river in the center of town to fight. Once they've |
| been taken down, the other ten squads will get their rears in |
| gear. One by one, approach them and get them to follow you to |
| the river. Remember to use only melee attacks and don't migrate |
| away from the river. |
|_____________________________________________________________________|
--[ NEW MISSION OBJECTIVE! ]---------------------------------------
Avoid battle with the large Orbital Frame located ahead and move to
another area. -----------------------------------------------------
As of now, there's no way to defeat this behemoth of an enemy. You're
screwed from the beginning if you try, so instead simply retreat to the world
map as soon as you get the chance. Oh, and by the way, Jehuty's been
infected with a nasty virus. Spectacular. Better check out ADA's "home" -
Factory.2 - to try to find a way to cure it.
Or, you could check out another rescue mission instead. Your call.
.- RESCUE MISSION: CITY.2 -.
| ======================= \________________________________________
| |
| This mission can be a bit of a pain because, given Jehuty's |
| infection, only one hit from an enemy will end the game. That |
| means *be* *careful* - just because all the squads here are |
| comprised of puny Level 1 foes doesn't mean you should let your |
| guard down. Not even the oh-so-helpful Metatron Ore is of any |
| use here. |
| |
| Okay, so first thing's first then. Take out the squad that is |
| comprised of only a single Cyclops - he poses the least danger to |
| you. Dash in and hit him with a sword attack, then quickly move |
| away to avoid a possible counterattack. Once he's been disposed |
| of, two squads remain. Take them on one at a time, otherwise |
| you're definitely going to get hit at least once. Aim for the |
| Mummyheads before dealing with the Raptors - their plasma cannons |
| are your worst enemy at this point in time. Hit them hard with |
| constant dash lasers and stay on the move to evade any of their |
| attacks. |
|_____________________________________________________________________|
--[ NEW MISSION OBJECTIVE! ]----------------------------------
Find the program in Factory.2 necessary for the repair of ADA.
--------------------------------------------------------------
Enter the factory, but be very careful. Thanks to the virus, a single blow -
even a tiny bullet - will destroy Jehuty. "Oh fudge" is right. Because of
this handicap, you want to avoid enemy confrontation at all costs. Search
your map for an arrow, which can be found in one of the sunken-in warehouses.
Quickly head there, staying away from any nearby enemy squads and keeping low
to the ground, if possible. Remember, you can escape from battle pressing L1
to release your lock and moving in the opposite direction.
Once inside, you'll encounter a pair of servers guarded by an enemy. As luck
would have it, it's just a Level 1 Raptor. Close in on him and slice through
him before he's got a chance to retaliate - smother him with melee attacks,
don't give him a chance to breathe. Upon his defeat, you'll obtain
<pass_vaccine>. Use it to access one of the servers, procuring the vaccine
to cure Jehuty's virus. Back in business!
Forget about the other server for now. We need a couple of passcodes to
crack its code, so leave it and return to the overworld. Unless, of course,
you want to clear out all the baddies in the Factory now that you're not
guaranteed to die.
.- RESCUE MISSION: CITY.1 -.
| ======================= \________________________________________
| |
| Here's the deal: five squads are swarming the area and survivors |
| reside within the central shaft. Aim for the Raptors and |
| Mummyheads first - as always - and rely principally on your sword. |
| Only use a projectile attack if you are facing away from the main |
| shaft, otherwise you're likely to miss and cause some damage. |
| Additionally, take the groups on one by one, as you have for each |
| of the previous missions. This is the last rescue mission, so |
| give it your best! |
|_____________________________________________________________________|
Oh, you may also want to note that if you pay a visit to EPS.1 again, you can
find some rare refills for your Mummy sub-weapon.
-------------------------------------------------------------------------------
iii.d. Tyrant
-------------------------------------------------------------------------------
Chapter intro.
--[ NEW MISSION OBJECTIVE! ]-------------------------------------
Find the module necessary to avoid the laser attacks of the large
Orbital Frame in Park.1. ----------------------------------------
ADA explains that Jehuty needs a better means of defense in order to deal
with that giant Orbital Frame we met earlier. Make your way into City.2 to
started on the search for a better defensive item. The enemy frames in this
area are pretty advanced and can are more than capable of beating your ass if
you let things get out of hand. Be wary and don't try to fight multiple
squads at once. Escape from battle if things get too hectic and pick a fight
elsewhere.
Anyway, your goal in City.2 is to obtain <pass_decoy1> from one of the many
enemy squadrons. After snagging it, you may also want to go about destroying
the nine Porters in this area. Doing so releases a Vector Trap, allowing you
to collect the Comet sub-weapon.
+ SUB-WEAPON ACQUIRED! Comet. This weapon fires a ball of energy that
homes in on foes. And it's shaped kinda like a comet, thus the name.
Nothing left to do in the city, so head back to the overworld and set your
pace for Town.3. Chances are, ghostly Orbital Frames will attack the moment
you arrive. Uh-oh! Currently, it's not possible to damage them, so Area
Change and return to the world map, where it's nice and safe. ADA explains
what's up - once again, we need to find a special module.
--[ NEW MISSION OBJECTIVE! ]------------------------------------------
Find the anti-stealth module necessary to defeat the enemy in stealth.
----------------------------------------------------------------------
EPS.2 - you know the deal: sprawling mountainscapes, underground tunnels,
and far too many enemy squads to bother dealing with. Ignore them unless
they attack and head for the underground entrance in the back. Once there,
proceed into the generator room, where our self-controlled Raptor met its
demise earlier. Unfortunately, it seems to have un-demised itself, 'cause
it's back and it's looking for a fight. Quickly re-destroy the Raptor and
take its <detector.fcmd>.
Back outside, a set of Porters has magically appeared right before you.
Blast down all five to release the trap, then go collect <pass_gauntlet> from
the air above you. Slap it through the local sever to gain access to a
badass sub-weapon called the Gauntlet. Lovely.
+ SUB-WEAPON ACQUIRED! Gauntlet. The Gauntlet launches a powerful shot
directly at a foe, causing remarkable damage. Without a doubt one of
the better sub-weapons available to you.
Now, get back to Town.3 and get to work cutting down those previously
invincible enemy frames. Though it's still a bit difficult to see your foes,
the lock-on system works perfectly for showing where they are. Grab
<pass_decoy2> from the squadron carrying it, then stick around and clear out
the rest if you feel like it. Otherwise, get your metal behind over to
Factory.2.
When you arrive, head into the underground facility from before and defeat
the Raptor that appears before unlocking the remaining server to obtain the
Decoy sub-weapon. Finally! Back outside, shoot the Porters scattered across
the factory's outskirts to earn some ammunition for this device.
+ SUB-WEAPON ACQUIRED! Decoy. This sub-weapon, necessary to defeating
Tyrant, creates a mirror image of Jehuty that befuddles the enemy while
keeping you nice and safe.
Park.1, here we come!
--[ NEW MISSION OBJECTIVE! ]--------------
Destroy the large Orbital Frame in Park.1.
------------------------------------------
Equip the Decoy beforehand, then enter Park.1 and prepare yourself for the
first boss battle in a while.
BOSS! TYRANT
===============
Begin the battle by moving nearer to Tyrant and firing a dash blast at him
while moving laterally to avoid his lasers. When a red warning flashes
on-screen, release a Decoy and quickly move to the side; this is the best
time to go all-out on Tyrant with a powerful burst energy blast. His
other lasers can be easily avoided by simply holding down the dash button
and circling around his head, firing lasers when you're in front.
At about half health, Tyrant morphs into a battleship of sorts. At this
point, you're done with the Decoy, so switch it out in favor of your
Geysers. This section of the battle begins with Tyrant charging at you,
so lay down some Geysers and get out of the way. When he pauses to fire
missiles or lasers at you, retaliate with a dash or burst attack. Also,
watch out for the spheres of energy that he launches toward you; if one
connects, Jehuty will be temporarily frozen, allowing Tyrant to plow right
through you. Keep it up and he'll fall before long.
After the battle, pay attention to the short cutscene, then fly toward the
mountains.
-------------------------------------------------------------------------------
iii.e. Life and Death
-------------------------------------------------------------------------------
The final battle beckons.
--[ NEW MISSION OBJECTIVE! ]------------------------------------------
Fly through the gully along the mountain slope and get from the dam to
the warehouse area. --------------------------------------------------
Enter the area called Mountain.1 and snatch the Metatron Ore straight ahead
to heal up from the previous battle. There's some more Metatron off to the
right, but ignore it for now and proceed ahead. Grab the red item box, which
contains some ammunition for a few of Jehuty's sub-weapons, and continue
along the river. As you near some Metatron Ore, a trio of enemies will
appear to exact their fiery revenge upon you for killing their brethren. Or
something.
Defeat the enemies and keep up the pace. After locating more ammo, you'll
come across a dead end. A couple of baddies emerge - don't worry, it's just
a pair of Cyclops. Destroy them. Afterward, pick up the <pass_bounder>
sitting next to the dam. Open up the local server above using the passcode
to receive the game's final sub-weapon, the Bounder.
+ SUB-WEAPON ACQUIRED! Bounder. The Bounder is basically a giant ball of
energy that thunders toward an enemy with incredible speed. Very
effective in confined areas.
Return to the beginning of the area and take the right turn that you ignored
earlier, dealing as necessary with any foes that attack on the way back.
Feed upon the Metatron Ore if you need to, then make short work of the enemy
squad that shows up. Remember, the Geyser sub-weapon works wonders in these
closer-quarter skirmishes. Don't think you're screwed when you reach another
dead end; simply descend and maneuver through the hole in the wall,
collecting Decoy ammo inside. Drill a hole in the wall, aiming for the two
square boxes that appear, using a charge burst attack. Head through.
On the other side, continue along the valley at your own pace, grabbing the
ammo as needed and taking down any enemy squadrons that come around. Usually
it's only two or three opponents at a time, and you've dealt with much, much
worse than that. Besides, Metatron is all over this canyon area - you'll be
hard-pressed to find a constructive way to use it all.
Although it appears to be yet another dead end, you can actually blast
through a weak spot in the wall. Check your map for the area marked with an
arrow and bust through with a charged shot. Do the exact same thing on the
other side of the wall and you'll spill out into another section of the
gorge. Turn left and continue along, picking up any ammo you might find.
From here, the entrance to the warehouse designated by Elena and Thunderheart
is just a Sniper blast away. Enter via the hole in the bottom of the dam.
--[ NEW MISSION OBJECTIVE! ]------------------
Destroy the large Orbital Frame in Mountain.1.
----------------------------------------------
Boss time!
BOSS! NEBULA
===============
What this guy likes to do is launch an attack, then quickly retreat and
hide behind the mountains where you can't hit him. When he returns from
his hiding place, station yourself below him and dash back and forth,
firing lasers as you go. Not only is this a simple way to rack up the
damage, but Nebula will have a hard time striking you. Once he starts
moving around, there's no chance of hitting him, so just back off and play
it safe until he returns. Repeat until her enters attack mode numero dos.
After a round of lasers and other vicious attacks, Nebula will fly way up
high before diving back down. Avoid the dive by making good use of your
dash ability - do the same to dodge the ensuing laser storms. Stay on the
move and he'll have trouble hitting you. Finally, he'll expose his tail,
so hit it hard with a burst attack followed up by as many dash attacks as
you can release.
If you're running low on health, hold off until he heads up above, at
which point you should whip out a Mummy to recharge. Also, if you pump a
charged burst attack into Nebula's face right as he comes down, he'll
automatically whip out his tail - allowing you to deal out some major
damage.
After the fight, Rock Thunderheart radios in. Save as prompted - trouble
lurks ahead.
--[ NEW MISSION OBJECTIVE! ]-----------------
Meet up with the civilian freighter Atlantis.
---------------------------------------------
I told you trouble lurks ahead! Hope you're ready for the most difficult
boss fight yet!
BOSS! NEITH
==============
Piloted by the ever-cocky Viola, Neith has definitely improved since your
last run-in at the outset of the game. Not only is Neith the quickest
enemy you've ever seen, but nearly all of your long-distance attacks are
useless. This means you have to play into Neith's strengths by
maintaining close range.
The most effective way to go about fighting Neith is to try to smother
her - beat her at her own game. Stay in close and constantly attack with
your sword. Fire like crazy as you dash toward her, then slam her with a
blade combo. Be careful, though! Neith is deadly quick with her own
sword, so be ready to dash away at any time. Also keep an eye out for her
burst attack; she'll be defenseless for a moment as she charges it up,
giving you just a small window in which you can attack her.
If you take too much damage, try to back off for a bit and play defense.
Use a Mummy to heal. The key to avoiding Viola's lightning-quick
offensives is, simply, to stay on the move at all times. And when I say
this, I don't just mean back and forth, but up and down as well. Use the
entire environment to your advantage - attack her from above or below.
When the battle ends, Leo whines some more. Yawn.
--[ NEW MISSION OBJECTIVE! ]-----------------
Meet up with the civilian freighter Atlantis.
---------------------------------------------
This area - the final part of the game - is chock full of bombs set to blow
the place to hell and back. It's your job to disarm the explosives and save
the day. ADA will search for the locations of the bombs - in the meantime,
you get to hold off waves of attacking enemy frames. Once a bomb has been
found, forget the enemies for a second and devote yourself to neutralizing
it - disarming the bombs needs to take precedence over finishing off enemy
frames.
To disarm a bomb, switch your lock onto it by pressing L2 a few times. Once
you've locked-on, grab it by hitting Circle. Don't let go until the bomb
detonates - it takes a full four seconds for this to occur. If Jehuty is
attacked while holding a bomb, he'll drop it. Fend off any nearby foes and
pick it up again.
If a bomb happens to explode, it'll cause *huge* damage - killing you, in
many cases. In other words, be very careful and be very attentive to the
bombs. There are four of them in total, and you've got no more than a minute
to drop what you're doing and diffuse one once ADA's found it.
When you've taken care of all the bombs and finished off the remaining
enemies, Viola appears again, ready to settle the score.
BOSS! ZOMBIE NEITH
=====================
Unsurprisingly, this battle has a lot in common with the previous tussle
with Neith. However, she has learned some new tricks that throw a wrench
into the system. For one thing, she now has an obsession with tossing
Bounder blasts at you from afar. Of course, she still loves using those
burst attacks from before - when she uses these, she's momentarily open to
attack.
As with before, movement is absolutely crucial - don't ever get caught
stationary and don't ever let her get a chance to strike. In terms of
offense, getting up close and personal is really the only effective way to
deal with Neith. Get in her face and start whacking away with your blade
(please don't read that line out of context) to really cut through her
health meter.
After a series of explosions, things start to go downhill. You're not out of
the woods yet!
BOSS! ANUBIS
===============
Okay, so listen up: winning this battle is impossible. Straight up. No
matter what you do, there is absolutely no way to defeat Anubis. Because
of this fact, all you need to do is survive this battle. Defending
against Anubis doesn't work and none of your attacks will so much as slow
him down. Just dash around, evading his strikes and doing your best to
maintain a healthy distance between you and him. The game will take over
before long.
Congratulations! You just beat Zone of the Enders! No more listening to Leo
whining! Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay!
* * * * * *
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
IV. ------------------------------------------------- BOSS STRATEGIES
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
Bosses in ZOE serve as a nice break from the relative monotony of smashing
the flunky Orbital Frames that inhabit every area of the game. None of them
are frustratingly difficult - at least not if you've got the right strategy.
TEMPEST
=========
The first boss in ZOE isn't the most difficult, but Tempest can prove a
handful for the unsuspecting gamer. His first form is a cakewalk, though.
You can't get close enough to him to use your blade attack, so keep your
distance and fire either dash beams of burst attacks at him. Both are
effective, although the former is a safer approach given that it keeps you
on the move, making Jehuty hard to hit. To avoid Tempest's flamethrowers,
all you need to do is stay in motion. Once his health gauge is halfway
depleted, Tempest switches things up.
The second stage of the battle kicks off with Tempest launching a volley
of fireballs toward you - either continually dash to shake them off or
knock them down by guarding. Either way, he'll follow up by driving into
the sky, waiting for a moment, then propelling himself downward toward
you. What you want to do is move far away and start charging up a burst
attack. After his violent descent, Tempest reveals his head - this is
your cue to release your burst attack. Follow it up with a blast from
your dash lasers. Rinse and repeat until he's done.
TYRANT
========
Begin the battle by moving nearer to Tyrant and firing a dash blast at him
while moving laterally to avoid his lasers. When a red warning flashes
on-screen, release a Decoy and quickly move to the side; this is the best
time to go all-out on Tyrant with a powerful burst energy blast. His
other lasers can be easily avoided by simply holding down the dash button
and circling around his head, firing lasers when you're in front.
At about half health, Tyrant morphs into a battleship of sorts. At this
point, you're done with the Decoy, so switch it out in favor of your
Geysers. This section of the battle begins with Tyrant charging at you,
so lay down some Geysers and get out of the way. When he pauses to fire
missiles or lasers at you, retaliate with a dash or burst attack. Also,
watch out for the spheres of energy that he launches toward you; if one
connects, Jehuty will be temporarily frozen, allowing Tyrant to plow right
through you. Keep it up and he'll fall before long.
NEBULA
========
What this guy likes to do is launch an attack, then quickly retreat and
hide behind the mountains where you can't hit him. When he returns from
his hiding place, station yourself below him and dash back and forth,
firing lasers as you go. Not only is this a simple way to rack up the
damage, but Nebula will have a hard time striking you. Once he starts
moving around, there's no chance of hitting him, so just back off and play
it safe until he returns. Repeat until her enters attack mode numero dos.
After a round of lasers and other vicious attacks, Nebula will fly way up
high before diving back down. Avoid the dive by making good use of your
dash ability - do the same to dodge the ensuing laser storms. Stay on the
move and he'll have trouble hitting you. Finally, he'll expose his tail,
so hit it hard with a burst attack followed up by as many dash attacks as
you can release.
If you're running low on health, hold off until he heads up above, at
which point you should whip out a Mummy to recharge. Also, if you pump a
charged burst attack into Nebula's face right as he comes down, he'll
automatically whip out his tail - allowing you to deal out some major
damage.
NEITH
=======
Piloted by the ever-cocky Viola, Neith has definitely improved since your
last run-in at the outset of the game. Not only is Neith the quickest
enemy you've ever seen, but nearly all of your long-distance attacks are
useless. This means you have to play into Neith's strengths by
maintaining close range.
The most effective way to go about fighting Neith is to try to smother
her - beat her at her own game. Stay in close and constantly attack with
your sword. Fire like crazy as you dash toward her, then slam her with a
blade combo. Be careful, though! Neith is deadly quick with her own
sword, so be ready to dash away at any time. Also keep an eye out for her
burst attack; she'll be defenseless for a moment as she charges it up,
giving you just a small window in which you can attack her.
If you take too much damage, try to back off for a bit and play defense.
Use a Mummy to heal. The key to avoiding Viola's lightning-quick
offensives is, simply, to stay on the move at all times. And when I say
this, I don't just mean back and forth, but up and down as well. Use the
entire environment to your advantage - attack her from above or below.
ZOMBIE NEITH
==============
Unsurprisingly, this battle has a lot in common with the previous tussle
with Neith. However, she has learned some new tricks that throw a wrench
into the system. For one thing, she now has an obsession with tossing
Bounder blasts at you from afar. Of course, she still loves using those
burst attacks from before - when she uses these, she's momentarily open to
attack.
As with before, movement is absolutely crucial - don't ever get caught
stationary and don't ever let her get a chance to strike. In terms of
offense, getting up close and personal is really the only effective way to
deal with Neith. Get in her face and start whacking away with your blade
(please don't read that line out of context) to really cut through her
health meter.
ANUBIS
========
Okay, so listen up: winning this battle is impossible. Straight up. No
matter what you do, there is absolutely no way to defeat Anubis. Because
of this fact, all you need to do is survive this battle. Defending
against Anubis doesn't work and none of your attacks will so much as slow
him down. Just dash around, evading his strikes and doing your best to
maintain a healthy distance between you and him. The game will take over
before long.
* * * * * *
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
V. -------------------------------------------------- RESCUE MISSIONS
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
Rescue missions are optional endeavors into the game's various areas in an
attempt to protect survivors. It's kinda like being a fireman, except with
giant robots, and explosions, and you don't actually get to see the people
that you're saving. For each mission you complete, you'll receive one of
five rankings from ADA. "A" is the best ranking, and means that you saved
everyone and almost none of the infrastructure was destroyed. An "E" ranking
means you totally sucked, let everyone die, or didn't even bother trying the
mission.
RESCUE MISSION ONE: TOWN.2
=============================
For your first rescue mission, you need to destroy five enemy squads before
they destroy the town. The most effective way to deal with these foes is to
lure them away from the buildings and deal with them using only your sword;
gunshots have the tendency to miss their intended target and damage the
infrastructure instead. Also, target the Mummyheads and Raptors first -
they're the ones that are most likely to cause destruction to the buildings.
Cyclops, on the other hand, aren't gonna do a lot of damage with their fists,
so leave them for last.
RESCUE MISSION TWO: TOWN.1
=============================
What really sucks about this rescue mission in particular is that any damage
caused in the earlier encounter with Tempest counts against you here. So
basically, you may be screwed from the very beginning. Hopefully you didn't
let Tempest blow up too much, but, hey, what can you do? Really, the only
way to avoid this is to start a new game and be mind-numbingly careful during
the battle with Tempest.
In Town.1, there are six squads waiting for you. The *only* safe place to
fight these guys is in the gulch in the center of the area. Try to lure your
foes here - one group at a time - by getting near enough to lock onto them,
then fleeing into the sewer area. They'll follow you, at which point you can
engage them without fear of destroying anything you're not supposed to.
Hopefully you can still attain a high score, regardless of the damage
inflicted by Tempest.
RESCUE MISSION THREE: TOWN.3
===============================
As you may notice, only one of the 11 squads in this area is moving when the
mission begins; all the others remain stationary. Make that particular squad
your first target. Lure the enemies toward the river in the center of town
to fight. Once they've been taken down, the other ten squads will get their
rears in gear. One-by-one, approach them and get them to follow you to the
river. Remember to use only melee attacks and don't migrate away from the
river.
RESCUE MISSION FOUR: CITY.2
==============================
This mission can be a bit of a pain because, given Jehuty's infection, only
one hit from an enemy will end the game. That means *be* *careful* - just
because all the squads here are comprised of puny Level 1 foes doesn't mean
you should let your guard down. Not even the oh-so-helpful Metatron Ore is
of any use here.
First things first, take out the squad that is comprised of only a single
Cyclops - he poses the least danger to you. Dash in and hit him with a sword
attack, then quickly move away to avoid a possible counterattack. Once he's
been disposed of, two squads remain. Take them on one at a time, otherwise
you're definitely going to get hit at least once. Aim for the Mummyheads
before dealing with the Raptors - their plasma cannons are your worst enemy
at this point in time. Hit them hard with constant dash lasers and stay on
the move to evade any of their attacks.
RESCUE MISSION FIVE: CITY.1
==============================
Here's the deal: five squads are swarming the area, and survivors reside
within the central shaft. Aim for the Raptors and Mummyheads first - as
always - and rely principally on your sword. Only use a projectile attack if
you are facing away from the main shaft, otherwise you're likely to miss and
cause some damage. Additionally, take the groups on one by one, as you have
for each of the previous missions. This is the last rescue mission, so give
it your best!
And there you have it! Complete all five missions with good rankings and you
can expect to receive a nice score at the end of the game!
* * * * * *
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VI. ----------------------------------------------------- SUB-WEAPONS
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ZOE boasts a decent number of sub-weapons, each of which come in handy at
certain points throughout the game.
JAVELIN
=========
Just like the ones they use in the Olympics (except that these are good for
blowing up hostile robots), these weapons travel in an arc toward a foe when
fired. They don't do a ton of damage, but work well enough considering that
they're the first sub-weapon you acquire. Raptors also carry Javelins, so
you'll be familiar with them even before you get to use them yourself.
PHALANX
=========
The Phalanx has machinegun firing rate, but that's not what's interesting
about this weapon. What *is* interesting is that how hard you press the
button determines how the energy shots are distributed; lightly hold the
button to shoot a shower of shots in a wide arc or push it down all the way
to fire in a nearly straight line. It's effective from close range, but
lacks accuracy from distance.
SNIPER
========
This long-range weapon comes fully-loaded with 20 shots. Though it's main
use is to destroy the EPS relay block in City.1, it can be used in battle as
well (albeit somewhat ineffectively).
GEYSER
========
This weapon is best used in a small, confined area. Once released, the
Geyser sets up a network of lasers that cause damage to anything nearby
(except you, obviously).
HALBERD
=========
This weapon fires a heavy stream of energy directly ahead. Although
controlling the stream's direction is easy, Jehuty is immobilized while the
Halberd is in use (which leaves you vulnerable to enemy attack). It's a
similar weapon to those plasma cannons that the Mummyheads love to use.
MUMMY
======
While it won't blast your foes into oblivion, the Mummy is still a terrific
weapon (albeit one that must be conserved and used only when needed).
Basically, it's a shield, like the ones used by Mummyheads (hence the name).
However, it also replenishes Jehuty's health, making it a valuable addition
to your arsenal.
COMET
=======
This weapon fires a ball of energy that homes in on foes. And it's shaped
kinda like a comet, thus the name.
GAUNTLET
==========
The Gauntlet launches a powerful shot directly at a foe, causing remarkable
damage. Without a doubt one of the better sub-weapons available to you.
DECOY
=======
This sub-weapon, necessary to defeating Tyrant, creates a mirror image of
Jehuty that befuddles the enemy while keeping you nice and safe.
BOUNDER
=========
The Bounder is basically a giant ball of energy that thunders toward an
enemy with incredible speed. Very effective in confined areas.
* * * * * *
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VII. ---------------------------------------------------- VERSUS MODE
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Versus Mode is unlocked after completing the game. It allows you to take
control of any Orbital Frame encountered in the game (with the bosses being
the exception) and go at it with a friend or the computer. Fun for a while,
but not a ton of depth to it. In any case, here's a list of the playable
frames.
JEHUTY
========
You already know and love Jehuty. Since you have to beat the game to unlock
Versus Mode, I'm gonna assume that you're already familiar with his
intricacies.
NEITH
=======
Neith relies mostly on speed, but also boasts a number of powerful moves -
especially from a distance. Of all the Orbital Frames at your disposal, she
is the most similar to Jehuty. Her normal distance attack is a quick needle
shot, whereas her melee attack is a four-hit sword slice. Dashing, she can
release either a flame blast or a downward chop. Her burst attacks are a
charged ball of flames and a sword spin.
RAPTOR
========
As you may recall from the short episode in which you're forced to play as a
Raptor, they kind of suck. They can't hope to match up to Jehuty or Neith in
terms of speed, and their distance attacks are generally inaccurate, easy to
avoid, and weak. Its normal distance attack is a Javelin; its close-distance
counterpart is a four-hit sword strike. It's distance dash attack is a
Geyser, while the melee equivalent is a headfirst lunge. From burst mode, it
can use a Bounder or unleash a dual sword slash.
CYCLOPS
=========
Although the Cyclops is a wizard in melee combat, it has no ranged moves
whatsoever. That puts it at an immediate disadvantage in any battle. A
smart player will just stay back and blast you with laser, so be ready to
guard often and try to close the gap between you and your opponent. Its
normal attack is a punch, its dash attack is an uppercut, and its burst
attack is a powerslap.
MUMMYHEAD
===========
The Mummyhead may be a powerhouse, but if you want to play as it you'll need
to know how to play defensively. Since it only has two attacks - the normal
machinegun and the burst plasma cannon - the Mummyhead is a poor choice
under nearly all circumstances.
* * * * * *
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VIII. ----------------------------------------------------------- FAQ
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Frequently Asked Questions are, uh... questions that are asked, um...
frequently. If that wasn't obvious. But thanks to this section, they don't
have to be frequently answered questions.
+ Q: Is there any way to defeat Anubis at the end of the game?
A: Nope. No matter what you try, it's impossible. As ADA says, it's
not the right time for Jehuty to do battle with Anubis. Kind of a
copout and definitely an anti-climax, but there you have it.
+ Q: I ran out of sniper ammo trying to destroy that EPS relay block!
Can I get more?
A: Yep. Just return to Town.2 to find a box containing extra ammo. Of
course, you'll have to re-destroy the parts of the relay block,
since leaving the area causes them to regenerate. Damn you, video
game logic!
+ Q: I'm too lazy to beat the game, but I wanna try out the Versus Mode.
Is there anyway to do this?
A: You're in luck, 'cause I've got a nifty code that unlocks Versus
Mode right off the bat. Go to the title screen (y'know, the one
that says "Zone of the Enders" in big letters at the top? Yep,
that's the one) and press: Circle, X, Right, Left, Right, Right,
Left, Down, Down, Up, Up. Enjoy!
+ Q: How do I unlock extra frames and stages for Versus Mode?
A: Simply beat the game a second time to unlock two new playable Frames
(Zombie Neith and a Raptor with only one sword - wtf?), as well as a
couple of new stages.
+ Q: How can I get in contact with you?
A: My e-mail is americanarsenal4 (at) gmail (dot) com. Let me warn
you, though: I'm lazy and take forever to answer questions,
especially ones that I can't answer from memory. Please be patient
with me. If you have a *really* urgent question, you may be able to
catch me on Google Talk (americanarsenal4). I'll be nice as long as
you are, so please don't be obnoxious (i.e. don't IM every single
time I get on). Fair enough, right? One last thing: please please
*please* check the guide before getting in contact with me. There's
nothing more annoying than having someone nag you about something
that is clearly explained in the guide. Bottom line: Ctrl + F is
your friend. And my friend.
* * * * * *
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IX. ------------------------------------------------ REVISION HISTORY
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If you're interested in knowing exactly what this version of the guide
contains that wasn't available in previous versions, this is the place to be!
CURRENT VERSION
=================
Version 2.0 / September 6, 2010
+ Long time no update. Hot on the heels of my rewritten Shenmue guide,
this the second entry of my "rewrite all of my old shit so that it's not
so shitty" project. Ideally I'd like to redo everything I've ever
written, but it's probably wishful thinking to think that I'll have the
time (and motivation) needed to do that. We'll see.
+ So yeah. The whole thing is new - everything is rewritten, more
detailed, prettier, and generally better. Hope you enjoy (all two of
you who are still playing this game nine years after it came out).
PAST VERSIONS
===============
Still Version 1.0 / March 13, 2005
+ Allowed <honestgamers.com> and <www.gamerhelp.com> to host this, and all
of my other FAQs.
Version 1.0 / June 26, 2004
+ The first version of this guide. Everything is done.
+ If you're lucky, I may decide to toss in some character bios later on.
If not, this is about as complete as this guide will ever be. Hope you
enjoy it!
* * * * * *
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X. ------------------------------------------------- LEGAL DISCLAIMER
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This document is copyright (c) 2004-2010 Chris Noonan (American Arsenal). It
is not to be reproduced in any way, shape, or form. However, feel free to
download it, print it out for personal use, or send it to your buddies, as long
as you leave it unaltered and do not make a profit off of it. Doing so would
be very illegal, so I suggest that you do nothing of the sort. One final note:
this document should absolutely *NOT* be found on any websites with the
exception of <www.gamefaqs.com>, <www.ign.com>, <www.neoseeker.com>,
<www.honestgamers.com> and <www.gamerhelp.com>. Don't even bother asking for
permission to use it, as the answer will always be no.
* * * * * *
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XI. --------------------------------------------------------- CREDITS
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Before signing off, I need to give a couple shout-outs to some people without
whom I never would've gotten off my butt and written this guide. Thanks!
GameFAQs, IGN, and Neoseeker
==============================
For hosting my guides.
My inspirations
=================
I don't want to be sappy or anything, but I wouldn't be writing FAQs if
some really awesome people hadn't paved the way for me. I'm talking about
people like Crazyreyn, Adrenaline SL, and Phoenix 1911. These guys are
like the FAQing equivalents of Kurt Vonnegut (ie they're awesome writers).
And, above all, thanks to you (yes, *you!*) for reading this guide. I
sincerely hope you found whatever you were looking for, and maybe we'll
see each other again in another guide. Check out my CRP if you've got a
minute or two:
-
http://gamefaqs.com/features/recognition/39691.html -
_______________________________________________________________________________
Copyright (c) 2004-2010 Chris Noonan. All rights reserved. End of document.