Xenosaga Episode I Reference

Getting Started

Xenosaga gives you several useful systems before it explains why you should care about them. These are the early habits that prevent the expensive, missable, or needlessly frustrating mistakes.

Before the route gets away from you

No.Action
1Save in rotation. Keep more than one save, especially before a one-way transition, an Email reply, an investment choice, or a long Casino exchange session.
2Read new Email immediately. Reply when the game offers a choice and download every attachment you want. Opening the message is not the same as downloading its file.
3Inspect and destroy highlighted field objects. They can hide items, passages, enemies, or SidequestOne of eighteen numbered locked containers opened by the matching Decoder.. Use L1 and R1 to change the highlighted target when several objects are close together.
4Get the Key ItemUnlocks Driller when used from Key Items at an E.V.S.-enabled save point; permanently missable if Holgar's Woglinde drill tutorial is skipped. before the LocationThe Federation cruiser used for the opening mission. is attacked. Talk to Holgar and clear all five pieces of debris. Holgar is absent from the E.V.S. version of the ship, so the Passport is permanently missable.
5Do not sell one-off equipment just because nobody is wearing it. Each character extracts Skills separately, and passing an accessory through the party can be more valuable than its sale price.

Four point currencies

PointsWhat they doFirst useful decision
Experience Points (XP)Raise character levels automatically.No menu work required. Keep reserve characters close enough in level that they remain useful when the route calls for them.
Tech Points (T.Pts)Raise character statistics or improve Tech Attacks.Raise a frequently used Tech Attack from LW to HI so it needs only 4 AP. Then reduce its Wait toward A0 before pouring points into raw Tech levels.
Ether Points (E.Pts)Evolve new Ether abilities or transfer an eligible Ether to another character.Medica is the first broadly useful transfer. After learning or transferring an Ether, use Set or it will not be available in battle.
Skill Points (S.Pts)Extract Skills from equipment.Extract Search Eyes from the Scope, then use Set. Repeat the extraction for each character who should know it.

The early LocationThe opening virtual combat simulator and an E.V.S. return destination. is an excellent place to practice because the enemies return and the destructible red barrel starts both characters with a full Boost Gauge. The later LocationThe Federation cruiser used for the opening mission. A.G.W.S. simulator awards Battle SystemBattle reward spent on Tech Attacks or character statistics. and Battle SystemBattle reward spent to extract Skills from equipment., but not Battle SystemBattle reward spent to evolve or transfer Ether abilities..

Three upgrades that pay back immediately

  1. SkillDisplays enemy HP information.: Extract it from the Character AccessorySearch Eyes (Display Enemy information) so the target display shows HP and enemy information without occupying the accessory slot.
  2. EtherShion: Low HP recovery for one ally or enemy.: Evolve it early, transfer it to anyone who needs a basic heal, and remember to Set it.
  3. HI-speed Tech Attacks: A HI-speed Tech Attack needs only 4 AP instead of 6. That makes it much easier to use without spending a setup turn.

Next references

Battle Mechanics explains AP, attack strings, Boost, turn order, Event Slots, Guard, Move, and A.G.W.S. commands. The full ability lists live under Tech Attacks, Ether, and Skills.

When you’re ready, start the walkthrough with the KOS-MOS Simulator.