NEON GENESIS EVANGELION Update 1 Last Updated: July 13, 1999 Console: Nintendo 64 (Japanese) Developer: Bandai Publisher: Bandai EVA UNITII@aol.com What follows is a virtually complete translation of the documentation for Neon Genesis Evangelion on Nintendo 64. Anything omitted from the docs were omitted because of their irrelevance to game mechanics. If you have any honest questions or comments then please, feel free to contact me at EVA UNITII@aol.com. Please do not e-mail me with any trivial matters such as the "correct" romanization of certain words or how certain sentances are structured (I.e., You should have written, 'Ikari Shinji' instead of, 'Shinji Ikari') Otherwise, have a ball with this superb title. I encourage you to distribute this translation freely but be sure to have the final credits paragraph included when you do distribute. Also, you may not alter it without my permission. (Cover page) Welcome to NERV. FOR YOUR EYES ONLY Rumble pack compatible (Page 8) MODE Story Mode: Follow the actions of Shinji Ikari as he attempts to stop the attack of the angels against mankind. Simulation Mode: Choose your pilot and practice your aim against simulated angels in the training hangar. Option Mode: Select from choosing game difficulty or clearing the game memory. (Page 9) OPTION MODE Level-Initially select Easy mode. When a game is completed, the next level of difficulty will be available. The three levels are Easy, Normal, and Hard. Third Impact-Purge the cartridge memory. STORY MODE New-Begin a new game. Select from file 00,01, or 02. Selecting a saved file to overwrite will erase previously saved data when the option to save is selected. Load-Load a game in progress. Select from file 00, 01, or 02. (Page 10) BEGINNING STORY MODE Before each mission, a cut scene demo will occur. Pressing start skips this demo and accesses the briefing screen. Pressing down on the analog stick during this screen will access the list of utilized commands for this mission. Pressing start will begin the mission. MISSION 1 (2, 8, 12) These missions will pit an Eva against an Angel one-on-one. Depending on your synch ratio and the angel you are facing, different actions may be performed. Mission Clear: The mission shall be completed when the Angel's attack power reaches 0. Game Over: The game is over when the Eva's attack power reaches 0. Continue Screen: At the Continue screen, press START to replay the failed mission. (Page 11) ACTION BATTLE SCREEN EVA HP Gauge: Shows the amount of constitution the Eva unit has remaining. Angel HP Gauge: Shows the amount of constitution the Angel has remaining. Synchro Meter: Shows the graphic depiction of the pilot's synch ratio. Below, the percentage is shown. Time Gauge: Shows amount of time the Eva unit has left of operation if the umbilical cable has been snapped. Pilot Window: Shows the camera feed of the pilot. AT Field Gauge: When Orange, the Eva's AT field may be activated. When blue, it may not. Recharges after a period of time. (Page 12) EVA CONTROLS Movement-Left or Right on the Analog stick. Attack-A Button Defensive Manuever-B Button Grappling-A+B AT Field-V C(Down C) Button. Keep button depressed to keep AT Field active. Dash/Run-R Button. Press and hold R and forward on the analog button to run from long distance or to dash from short distance. May also dash backward. SYNCH RATIO At higher synch ratios, the Eva will be able to perform more difficult maneuvers. Throws may become more complex or attacks may become more violent. CHANCE! BERSERKER MODE Many times, the game may take a suprise turn. Depending on the actions of the Eva and it's opponents, different actions may unfold. In Mission1, if the Shinji is taken to a 10% synch ratio and attacked a certain way by the Angel, the Eva may enter into Berserker Mode. In this mode, the synch ratio will become 100%. Experiment in other missions to see what unfolds. (Page 13) ATTACKS BASED ON SYNCH RATIO MELEE ATTACKS If Synch ratio is: 0~39-Punch (A button) 40~79-Punch, Punch (A, A) 80 or higher-Punch, Punch, Kick (A, A, A) 100 or higher-Great Punch (Up on Analog stick+A) 100 or higher-Great Kick (Down on Analog stick+A) GRAPPLING ATTACKS If Synch ratio is: 0~39-No grappling may occur. 40~99-Hold (A+B) 100 or higher-??? (Up on Analog stick+A+B) (Page 14) SPECIFIC THROWS (Mission 1) If Synch ratio is: 0~39 High toss (Up on Analog stick+A+B) 0~39 Body Blow (Up on Analog stick, A+B) 60~99 ??? (Up on Analog stick+A+B) 60~99 Knee kick (Up on Analog stick, A+B) 100 or higher Bone Snap (Up on Analog stick+A+B) 100 or higher Unforgiving Arm Snap (Up on Analog, A+B) (Mission 02) If Synch ratio is: 0~59 Finger Strike(Up on Analog+A+B) 0~59 Body Blow(Up on Analog, A+B) 60 or higher Arm Hold(A+B) 0~99(With Progressive Knife) Body Cut(A+B) 100 or higher Body Demolish(Up on Analog+A+B) 100 or higher Penetrating Cut(Up on Analog, A+B) (Mission 08) If Synch ratio is: 100 or higher Arm Snap(Up on Analog+A+B) 100 or higher Face Grab(Up on Analog, A+B) (Page 15) WHILE RUNNING MOVES (Mission 01) If Synch ratio is: 0~59 Jump Kick(Up on Analog+A) 0~59 Tackle(Up on Analog, A) 60~99 Jump Kick 2(Up on Analog+A) 60~99 Tackle(Up on Analog, A) 100 or higher Leap Up from Strike(Up on Analog+A) 100 or higher Tackle from Strike(Up on Analog, A) (Mission 02) If Synch ratio is: 0~59 Jump Kick(Up on Analog+A) 0~59 Tackle(Up on Analog, A) 0~59(With Progressive Knife) Running Tackle(Up on Analog, A) 60~99 Jump Kick 2(Up on Analog+A) 60~99 Tackle(Up on Analog, A) 60~99(With Progressive Knife) Running Tackle(Up on Analog, A) 100 or higher Jump Kick(Up on Analog+A) 100 or higher Mounted Strike(Up on Analog, A) 100~119(With Progressive Knife) Running Tackle(Up on Analog, A) 120 or higher Running Mount(Up on Analog, A) (Page 16) (Mission 08) If Synch ratio is: 0~109 Jump Kick(Up on Analog+A) 0~109 Tackle(Up on Analog, A) 110~119 Jump Kick 2(Up on Analog+A) 110~119 Mounted Strike(Up on Analog, A) 120~129 Leap Up from Strike(Up on Analog+A) 120~129 Mounted Face Mangle(Up on Analog, A) 130 or higher Leap Up from Face Grab(Up on Analog+A) 130 or higher Mounted Twisting Face Mangle(Up on Analog, A) MOVEMENT Move back or forward with the Analog stick. Holding 'R' will allow a backward or forward dash in close range while at far range (an arrow will point to the direction of the angel at far range) it will allow a run. (Page 17) AT FIELD By pressing the V C (Down C) button, the Eva will spread it's AT field. This will protect it from all attacks so long as the button remains pressed. It lasts for a brief time. When the AT Field meter is orange, the AT Field may be spread. If the meter is blue, the AT Field must be allowed to recharge. Chance! Breaking AT Fields The only way an AT Field can be penetrated is if it is neutralized by another AT Field. If both the angel and the Eva spread their AT Field then tapping the A button and the V C button alternately will allow the Eva to attempt to break through the Angel's AT Field. The AT meter will rise with each successful tear. (Page 18) LOSING Once the Eva's HP reach 0, the game is over. There is a chance that the Eva may reactivate depending on the circumstances. If it does, it will be allowed new "while running" moves. (Page 19) MISSION 03 This mission will have you attempting to target the angel before he targets you. ::Picture captions From Top, Clockwise:: Target Sight, Lock on indicator, Angel firing status, Lock on indicator LOCK ON When the angel is in target, it will begin to lock on. Once the triangle and the crosshairs meet, they will turn into a circle. This indicates lock-on. Fire with the A button. (Page 20) SECOND CHANCE! EVA UNIT 00 COMES IN FOR SUPPORT! If you miss the first shot, Eva Unit 00 will come in and shield you just long enough for a second and final shot. The shield will only last for a few seconds so make it count. (Page 21) MISSION 04 ACTION 1 This mission pits the Eva against Jet Alone, A manmade replacement to the Eva series. ::Picture captions from left to right:: Limit Line, Jet Alone's location During the first phase of this mission, alternately tap the A button and the V C button to catch Jet Alone before it reaches the City Limits. (Page 22) ACTION 2 ::Picture captions from top left, clockwise:: Reactor limit meter, Misato LIVE window, Power Meter, Command Window. During this phase of the mission, hold the Analog stick in direction specified by the Command Window and alternately tap the A button and the V C button to hold JA back to the safety limit (Shown in the Power meter) You must hold JA back long enough to give Misato time to shut down the reactor. Keep an eye on her in the live feed window and check the core status on the Reactor limit meter. (Page 23) MISSION 05 Both Eva units 01 and 02 must use precise timing to defeat the new angel threat. ::Picture captions from top, clockwise:: Time remaining, Command Prompt, Command line(Lower right picture), Button press zone, Button press meter. At the beginning of the mission, you will have the choice to either practice (left choice) or begin the mission (right choice) Use practice to time the correct button presses with the music. When you are ready, begin the mission. (Page 24) MISSION 06 Eva unit 02 must attempt to capture an angel crysallis. SEARCHING When [MISSING ANGEL] appears, you must visually search for it using the left and right Analog controls. [SEARCH ANGEL} will appear when the angel is in vicinity. SIGHTING Once the angel is spotted, Misato will warn you. Press the Z button to open the target display. Align the angel with the Eva using the meter at the bottom of the display. Once locked on, enter the prompted commands before the meter runs out. If successful, you will damage the Angel. If given a warning, press the B button to dodge the angel's immanent attack. (Page 25) LAST CHANCE! Once [DANGER] appears on screen, your equipment cannot withhold much more attack. One more strike will destroy the Eva and end the mission in failure. (Page 26) MISSION 07 The EVA's must reach the angel in time before it lands. ACTION 1 ::Picture captions from top left to right:: Action meter, Jump Timing Zone, Bonus Zone, Clear Action Prompt JUMPING OBSTACLES To successfully clear each obstacle, the A button must be pressed within the green portion of the Jump Timing Zone. This zone increases each time the A button is pressed in the Bonus Zones and decreases each time it is pressed outside of the zones. Each Eva must successfully clear it's obstacles. (Page 27) ACTION 2 ::Bottom picture caption:: Power meter HOLDING THE ANGEL When Eva unit 01 reaches the angel, is must hold it there until the others arrive. Alternately press the A and V C buttons until the power meter is overcome with red. If it is overcome with blue, the angel will succeed and the game will end. (Page 28) MISSION 09 NERV HQ must be defended from an angel attack. ::Picture captions from top left, clockwise:: EVA'S HP, Angel's HP, Command Prompt The Analog stick and the corresponding button must be pressed to match the prompt as it appears on the screen. If the Eva's HP reach 0, the game will end. (Page 29) MISSION 10 Eva Unit 00 must use the Lance of Logenous to defeat the orbital angel. ACTION 1 ::Picture caption top to bottom:: Distance to angel, Degrees that need to be corrected, Current Y degrees, Current X degrees Use the Analog stick to adjust the coordinates based on the "need to be corrected" figures. Be careful not to adjust too steeply as the lance may be lost. The coordinates must be in the red at the moment of impact or else it will miss and the game will end. (page 30) ACTION 2 ::Picture caption:: Power meter Alternately press the A and V C buttons to overcome the angels' AT Field. When the Power meter is overcome in orange, the mission will have succeeded. (Page 31) MISSION 11 The 5th child turns out to be the 17th angel. As he takes control of Eva Unit 02, Shinji must fight a final battle for the fate of the world. ::Picture captions, Top to bottom:: Eva Unit 01's HP, Eva Unit 02's HP Fight Unit 02 before it reaches central dogma. If Unit 01's Hp reach 0, the game will end. BUTTON CONFIG Left/Right on Analog Stick:Movement A Button:Attack with Progressive Knife Up on Analog+A:Overhead Knife Attack B Button:Evade, Block, Parry A+B:Grapple Unit 01 and Unit 02 may lock up during the fight. Either both may grab each other, one may grab an attack, or one may have an attack grabbed. If this happens, alternate the A and V C buttons until the power meter is overtaken by orange. If you succeed, you attack will break through. (Page 32) MISSION CLEAR & SAVE At the end of a successful mission, you will have the opportunity to save. Select [YES] to save to the currently selected file or [NO] to progress without saving. GAME OVER & CONTINUE If the game ends, you will be asked if you wish to continue. Select [YES] to replay the current mission or [NO] to end the game. [EASY] is the only selectable difficulty level at first. [NORMAL] and [HARD] become available as each difficulty level is completed. New Missions also become available and will tell the true outcome of the story......... (Page 33) SIMULATION MODE In Simulation Mode, the player may select an Eva pilot to begin training. There are only a few pilots and test programs originally but more become available once story mode is completed. After selecting a pilot and test program, the simulation will begin. In upper left of the screen is the kill tally and in the upper right is the time remaining. Pressing ^ C (Up C) will switch between cockpit and first person views. Depending on the test program, there may or may not be crosshairs to line up for a lock-on. In all test programs, firing is done with the Z button. Try not to hit any buildings. At the end of a simulation, you will be graded. Your grade is based on how many angels you killed, how many shots were fired, and if any buildings were destroyed or not. The best ranking is 'S' while the worst is 'F' -D. Christopher Goodman EVA UNITII@aol.com Neon Genesis Evangelion is a copyright of GAINAX/Project Eva.NTV. The Neon Genesis Evangelion content is copyrighted 1997,9 GAINAX. This Neon Genesis Evangelion game is a copyright of BANDAI, 1999, licensed by Nintendo Company, LTD. This FAQ is not in any way owned, endorsed, or supported by GAINAX, BANDAI, or Nintendo. This FAQ is copyrighted in 1999 by D. Christopher Goodman. Unauthorized reproduction or alteration is prohibited.