Zone of the Enders
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-INRODUCTION -TACTICS -ENEMIES -WEAPONS -WALKTHROUGH INTRODUCTION Welcome to the Zone of the Enders guide, the ultimate tool to help you navigate the fast-paced action mech game from Konami. Use this guide to blaze through the game as quickly as possible. As nice as the game looks, the tactics are very basic, so you can figure out a lot as the game progresses. This guide packages the information you need if you want to add a little finessse to your gameplay, or just be a badass in your Jehuty. Inside you'll find a full walkthrough, basic tactics and advanced techniques, full unit information and weapons descriptions. TACTICS General Tips: 1. Upon entering an area, take out the lower level squads first. However, save anybody who has a Metatron (marked with an "M" on the map) for later, after you've been damaged and need a quick repair. 2. Likewise, don't use Metatron boxes unless you have to. You can't store them, so once they're gone, they're gone. 3. In area change mode, always check your map. If you see a question mark next to an area name, there's a "MUMMY" item located there, and you do want them if you're not the most graceful Jehuty pilot. 4. Remember, your right analog stick is used for fine aiming. Comes in handy when attacking porters or using the sniper gun. 5. Levels are usually consistent. That means that the number of squads and items don't usually change. So if you need a metatron or more ammo, then head into the area you got them from in the first place. 6. The more frames you destroy, the more experience. While you do not have to destroy all frames in any area, you usually want to do so to gain experience. Combat Tips: 1. Always dash attack. There's no reason for you to be standing still or using basic weapons unless you're finishing up a slash combo. When you're always locked onto an enemy, there's no reason to even worry about aiming. In general, this always works with Raptors and Cyclops. It'll work with Mummyheads up to Level 3. 2. Always dash. This is a fast-paced game. Dashing provides you with the fastest way to close distance, but always allows you to use your more powerful attacks. 3. Don't bother with blocking. If you're constantly dashing or in motion, most attacks are going to miss you. The only time you should even consider blocking is against the boss frames. Advanced Tactics General Tips: 1. Environmental Damage is CUMULATIVE. That means if you re-enter an area, buildings that are destroyed remain destroyed. If you want to get the best grade possible, then you have to do little or no damage, which means you may have to forgo some weapons and ammo. 2. You have to finish the rescue missions in order to receive the second ending theme. Once rescue missions have opened up, you have a limited amount of time to finish them, so enter them as soon as possible. 3. As soon as range numbers begin to appear on screen on the large map, enter the area. Saves you time and damage. Combat Tips: 1. To minimize the potential for collateral damage, always use melee attacks. When going against enemies with ranged attacks, see if you can lure squads to river and bridge-based locations. Those areas (and mountains) are indestructible. 2. Cyclops units can't damage buildings, so if you're going for good grades, destroy Raptor and Mummyhead units first, then break off Cyclops attacks until later. If you don't need that Metatron or Javelin right away, save your Cyclops' for last. 3. The sniper weapon is really the only weapon that can cause damage to units when you're not in combat. It's not too powerful, but you can pick away at powerful units (except for S-class units) to damage them before they can even hit you. 4. Only use the grab and throw if you're in an indestructible area. While it causes great amounts of damage, it'll also destroy buildings. 5. Mummyhead tactics: Past level 3, the Mummyheads are the toughest units to destroy, because they've got deadly beam weapons that damage both you and the environment. That means you've got to take care of them fast and smart. a) Level 3 and up Mummyheads have a forcefield that's almost always in use. The only time they're really vulnerable is when they're firing the beam or ball cannon. Use a dash attack to shut off the force field or powerup and close in if you have to. b) With the exception of S-class frames, the Mummyheads are very vulnerable to distance attacks. A good tactic in any situation is to get out of range of the beam cannon and use your burst attack until they explode. Works great, but as usual, the higher the level, the more hits it takes to destroy one. c) If you're in close with a Mummyhead, try attacking from below instead of above. That way, if you miss, you won't take out a building. 6. Advanced Damage Control: Engage multiple squads at a time. Attract a squad, stay within detection range but out of weapons range. Then move to the next squads' location. They'll follow you across the map, and won't attack the environment. Lead'em to an unpopulated, indestructible area, and then melee attack'em to death. You may want to escape and re-engage. ENEMIES In the single player game, you will only run across three basic mech frames (aside from the bosses, of course): the Raptor, the Cyclops, and the Mummyhead. They will essentially have the same tactics and AI for the most part, but there are several variables which affect their performance. These factors are as follows: LEVEL: The enemy level affects how tough they are to kill and what weapons they use. As you might suspect, the higher the level, the more powerful the enemy. Generally, there are three discreet levels of weapon use. 1. Level 1-2: Basic Weapons. Enemies use only the minimal melee and ranged weapons. 2. Level 3-4: Medium Weapons. More powerful/advanced attacks. 3. Level 5+: Advanced Weapons. Most powerful/advanced attacks. They also tend to use them very often. However, all enemies seem to have a limited number of these attacks. SPECIAL CLASS (S): Any enemy marked with the "S" shouldn't be taken lightly, at any level. They tend to be extra aggressive, and they like to gang up on you. Gangs of S- class mummyheads are devastating. They always have an advanced weapon for their level, and they're generally too fast or immune to distance weapons. TEAM LEADER (*): This is a nice touch. Any squad with an "*" means that there's one master unit and a few slave units. That means that no matter how high the squad's levels are, if you destroy the team leader (marked with the "*"), the rest will drop down to Level 1 capabilities. So, of course, you generally want to take out the leader first, especially later in the game. Unit Descriptions: RAPTOR: The most basic frame of all. It's also the only one with melee and ranged attacks. Generally, these are easy to take out, except that they get really good at blocking at higher levels. Basic Attack: Single-sword slash, Javelin Medium Attack: Double-sword slash, Geyser Advanced Attack: Bounder CYCLOPS: A melee-only frame. Sorta tough. Looks and attacks like a bare-knuckles brawler. Easiest to attack, but devastating in numbers, especially when advanced, because a good punch will knock you back a loop. Basic Attack: Punch Medium Attack: Uppercut, Dashing Punch Advanced Attack: Haymaker MUMMYHEAD: A ranged attack-only frame. Slow, but so hard to kill at higher levels. Durable but nearly useless at the basic level, the advanced versions of these are incredibly tought to defeat, since they use shields a lot, and it's very hard to close with them. Basic Attack: Phalanx Medium Attack: Beam Cannon Advanced Attack: Ball Cannon WEAPONS Once again, the game itself is basic enough you won't need really need any of the sub-weapons except in plot-required circumstances. In fact, with the exception of one or two weapons, they're superfluous collectors' items. Here's a listing: 1. Javelin (Driver Location: TOWN.1) NOTE: A short range energy weapon. Does some damage, but since it flies in a short arc and takes too long to fire, it's essentially impossible to use. 2. Geyser (Driver Location: CITY.1) NOTE: Energy mines. You throw a bunch onto a surface, and they emit energy spikes. Very useful in tight spaces or close to the ground. 3. Bounder (Driver Location: MOUNTAIN.1) NOTE: A ricochet energy ball. This thing bounces off surfaces for a period of time until it contacts an enemy. Lots of damage, small accuracy. 4. Phalanx (Driver Location: TOWN.2) NOTE: Rapid fire energy shots. Highly inaccurate, but it fires fast. 5. Halberd (Driver Location: EPS.1) NOTE: An energy sword. Looks cool, but you can't move well when it's activated, and it doesn't target enemies. 6. Comet (Driver Location: CITY.2) NOTE: Homing energy ball. Kind of slow and has a fairly short range. Takes too long to fire, too. 7. Gauntlet (Driver Location: EPS.2) NOTE: Fast, powerful energy shot. Useful for long-range attacks and bosses. 8. Sniper (Driver Location: TOWN.2) NOTE: Weak, super long range weapon. Necessary to finish the game. 9. Decoy (Driver Location: FACTORY.2) NOTE: Defensive weapon. Enemies lose track of you when used. Necessary to defeat the second orbital frame. 10. Mummy (Driver Location: Installs upon discovering ammo) NOTE: Heals Jehuty when activated. Only storable repair system. WALKTHROUGH Standard Missions NOTE: If you don't know where you should go next, check your map. Required areas are usually colored blue/purple. Also, if you destroy all the porters in any area, you'll get a driver or an item. 1. INTRODUCTION - HANGAR/FACTORY.1 COMMENTS: You face a Level 1 Raptor. Destroy it, go through the tutorial. Pick up the Metatron, then follow the marker out of the building to FACTORY.1. Fight a pair of Raptors, then a pair of Mummyheads. Then face Neith, a quick boss. Just dash attack her a couple of times, and she'll leave after about a minute. Follow the pointer to the local server and pick up "monitor.fcmd," which gives you access to your maps and menus. Then it's time for training again. You're now in FACTORY.1 proper. You can destroy all squads if you want to, but you don't need to. Destroy the squad with the passcode, then go to the server to receive "global.fcmd." This will allow to to change areas, which you should. 2. TEMPEST - TOWN.1 COMMENTS: You face Tempest, your first real boss. He's got a real basic pattern. Just keep shooting at him until he's about halfway down his health meter. Block or dodge his fireballs. If you're going for a high grade, though, you need to get in close to protect the buildings. After than, Tempest changes tactics. He'll jump straight up, fire off a series of random small shots, then come crashing down on the city. Once he lands, charge up for a long range burst attack. His head will pop up from his body, then you've got about five seconds to whack him an energy ball. Block or dodge the fireball attacks, and then repeat. A couple more times, and you're done. Stick around and destroy the squads for experience, or leave. NOTE: Once you leave the area, the first rescue mission (TOWN.2) becomes available. 3. ANTILIA - FACTORY.1 COMMENTS: Kill the squad with the passcode, then hit the local server to pick up "antilia.info," which contains the information for your next mission. 4. EPS ACCESS - VARIOUS LOCATIONS COMMENTS: Visit CITY.1. Then head to TOWN.2. Shoot the porters (those little purple floating things), then grab the "sniper.drvr." Now head back to CITY.1. See those dots on the central rotating tower? Shoot those with the Sniper. There are eight of them, so try not to waste shots. NOTE: The second rescue mission (TOWN.1) opens up at the beginning of this chapter. 5. EPS DESTRUCTION - VARIOUS LOCATIONS COMMENTS: This is fairly involved, so pay attention. Go to EPS.1. Check your map. See those white arrows at the edge of the map? That's a tunnel entrance. Go into the tunnel, then follow the yellow arrows. Each room is a trap, where you'll have to fight an enemy. Don't take the fork until later. At the end of the tunnel, you'll see the EPS generator. Find the area with the big wheelie turbine, then keep shooting at it until it blows up. That's part 1. Now, go to EPS.2. Go into the tunnel (the white arrows on the map), then encounter the forcefield. You'll come out and face a squad of S-Class Cyclops. They're fast and powerful, so keep moving. DO NOT STAY STILL. Once you've taken them out, you'll the the first control password. Now go to TOWN.1, and take out the S-Class Mummyheads with the second control password. This is probably the hardest fight you're ever going to run across, because three powerful beam cannons make a punishing crossfire. You'll just have to endure. Get in close, focus on one, and try to dash around to the back. Pound away until he's dead, then move on to the next. Now back to EPS.1. Go back down the tunnel. Take the fork. At the end of the tunnel, you'll access the server to receive the Raptor control program. Now to find a downed Raptor. Go to TOWN.2. Near the middle of the area, you'll find two downed frames. One's a Raptor. Approach it, and the Raptor control program will activate. The Raptor will activate, and now you're playing a Lv. 4 Raptor. You'll be automatically sent to EPS.2. At EPS.2, you'll go down the tunnel, and once again, every room is a battle. Take the first fork, and get a Detector at the server, which will let you see invisible porters in the area. Go back to the junction, and go straight. At the dead end, then shoot at the little rectangular area until it breaks up. Then destroy the EPS generator. 6. ADA IN DANGER - VARIOUS LOCATIONS COMMENTS: Head towards MOUNTAIN.1. You'll get shot down. NOTE: Before hitting MOUNTAIN.1, the rescue mission in TOWN.3 opens up. You'll arrive in PARK.1, and you'll face another huge frame - Tyrant. You can't win here, since ADA's been infected with a virus and one shot will kill you. Leave. NOTE: After you leave PARK.1, the rescue mission at CITY.2 opens up. Go to FACTORY.2. Don't fight unless you've been shooting womprats since you were five. Go down the tunnel, you'll fight a Level 1 Rator, then access the server on the left for the vaccine. Now you're back to normal. The server on the right requires more stuff. Leave the tunnel and the area. 7. DOWN WITH THE TYRANT - VARIOUS LOCATIONS NOTE: The last rescue mission at CITY.1 opens up. COMMENTS: Go to CITY.2, take out the squad with "pass_decoy1." You can also destroy the porters to get the Comet passcode. Go to TOWN.3. Everybody's cloaked and you can't target them. Go to EPS.2, go down the tunnel. Fight the Raptor you controlled back when you were destroying the EPS generator. Once he's gone, you'll get his detector. Destroy the porters for the Gauntlet passcode, get the driver from the server. Go back to TOWN.3. Get the second passcode. Go to FACTORY.2 Go back down the tunnel, and access the server on the right. You now have the Decoy. Leave the tunnel, shoot the porters to get Decoy ammo. Go to PARK.1. Fight Tyrant. The key to killing him is to be patient. In his first form, he's pretty useless. Just use a long-distance burst attack (unless you want the high grades) until you get targeted (a big red circle covers you). Then launch a decoy and Tyrant'll lose the lock. Keep doing this until he transforms to this rocket ram thing. Avoid his charges, but once he stops, either burst attack him, or use the Gauntlet. And that's it. 7. THE MOUNTAIN - MOUNTAIN.1 COMMENTS: Take the left fork first if you want to pick up the bounder. This is basically a level-building training area. All squads are high-level squads, meaning that there are a couple S-class and team leader squads running about. Basically, if you're anywhere near a Metatron, then you're about to get ambushed, so be prepared. It's all essentially one way down the river, so just keep moving until you reach the last tunnel. Beyond the tunnel, you end up fighting Nebula, your next boss character. Just dash attack him until he changes form. Watch out for the attack satellites that spew from his nether orifice. Once he changes forms, he tends to lunge into the ground, which is pretty lethal, and then attacks with various nasty attacks, including energy- draining spheres, satellites, and an incredibly-powerful energy burst. Basically, keep attacking him until his tail gets targeted. Then you've got the chance to give him a couple good burst attacks. And then that's it. 8. FINAL BATTLES - WAREHOUSE.1 COMMENTS: At WAREHOUSE.1, you'll fight Neith again, who's a lot faster and a lot more powerful. But to be honest, you don't need to worry if you don't care about damage. Just keep tossing Gauntlets at her until she's dead. Otherwise, you're going to have to dodge a lot and wait until she stops before you can even consider whacking her. Save. 9. FINAL BATTLES - HUB.1 COMMENTS: You'll need to defuse four bombs. There will a brief period while ADA scans for each bomb, at which time you can take out high level frame squads. Once you locate the bombs, though, you have only a minute to defuse or destroy each bomb. You can either shoot it, which will cause you massive amounts of damage, or you can grab it for a few seconds. A "defuse" time bar will appear on screen. When the bar reaches zero, the bomb is defused, and the scanning process begins again. Unfortunately, if anybody attacks you, the defusing process has to start all over again. If the bomb gets hit, it explodes, most likely taking you out with it. The best way to prevent this is to attack all melee units during the scanning process, then attack the Mummyheads with the time remaining. As soon as the bomb's detected, though, break off the attack, and defuse the bomb. The Mummyheads won't move fast enough to interfere. You should have enough time to destroy the Mummyheads and the next set of melee squads during the next scanning period. Once this is done, you'll fight Neith in her final form. Fight close range. She'll be fast, but she fires six Comets at once, and that really hurts. In close, she's just fast. Dash slash her until she's gone. Now for the final final battle. This is the weird part. You can't beat Anubis. He teleports and has a forcefield. Just attack him as best you can, and once your health is gone, the game goes on automatic and finishes up. And you're done! RESCUE MISSIONS Rescue missions don't need to be done to finish the game, but they're critical to your final score. There are five possible grades: A - 100% population saved, less than 10% property damage B - 100% population saved, more than 10% property damage C - Less than 100% population saved D - Less than 50% population saved E - Nobody survives. General damage control tactics apply. Use melee attacks only. In a mixed squad, attack Mummyheads first, Raptors second, and Cyclops last. If you need to, leave the Cyclops units alone until you've destroyed everything else, since they can't damage buildings. Finally, remember that all rescue missions are limited times. If you go someplace else, you are guaranteed to lose survivors. 1. TOWN.2 Draw off all units to an unpopulated area and destroy. 2. TOWN.1 Damage is cumulative here, so remember to draw Tempest (the first boss) towards the river, and engage him at close range only. Do the same for other squads. 3. TOWN.3 Destroy the moving group first. The rest remain stationary until you move within detection range. So, plant yourself in the river, use the sniper to activate each squad, who will come towards you. Snipe the extra groups that pop up so they come towards you. The last squad, hit the main street, snipe them, and draw them back towards the river. 4. CITY.2 You'll be infected with the virus, but everybody's a level one unit. You should be able to take everybody out with simple melee attacks. Stay above the Raptors so they won't use the Javelins. 5. CITY.1 Attack the Raptor squads first, since they want to attack the tower before they attack you. Take out all the Raptors first, Mummyheads second. THE END