A Yozegami guide: MMMMMM MMMMM MMMMMMM M M M ___M M ___M M MMMM M M |___ M |___ M M M M M M M M M M M M M MMMM´ M MMMM´ M M__M M M M M M M M M M M M MMMMMM MMM MMM =============================================================================== A game by MortisGhost and The Unproductive Fun Time Team: Production, scenario and graphics: Mortis Ghost Soundtrack and co-production: Alias Conrad Coldwood Voices: Mortis Ghost, Alias Conrad Coldwood, Meh, Fred Phoenix, John Wattic, Ric Hunter, Ze., Aureden, Duf Image translation: Creation Main testing: Ze. Beta testing: Eolen, Kno, Minusc Design help: Azertip, Lithiriem OFF (c) MortisGhost 2008-09 =============================================================================== -------- =|CONTENTS|= -------- 0. Introduction a. Where to download b. Before you begin 1. Controls a. How to flee 2. Zone 0 3. Zone 1 a. The Mines b. Postal office c. Alma 4. Zone 2 a. The Library b. The Mall c. The Park d. Residential Area e. Library: Top floor and beyond 5. Zone 3 a. Area 1 b. Area 2 c. Area 3 d. Area 4 6. Purified Zone 1 7. Purified Zone 2 8. Purified Zone 3 9. Bonus Content 10. The Room a. First save-block b. Second save-block c. Chapter 2 d. Chapter 1 e. Chapter 0 - The Batter 11. Endings ----------------- =| 0. Introduction |= ----------------- Hello and welcome to my OFF guide! Do note that this guide reflects the way I played through the game, so your experience might be slightly different. If you have any tips, corrections and other additions feel free to send mean email at: yozegami@gmail.com or an ask at magnetic-muffin.tumblr.com There are video walkthroughs out there, but I find that a written one can sometimes be more handy for quick look-ups. I hope you will enjoy this game as much as I have, and that this guide can be of some use to you. Finally, please do not post this guide in other places without the proper credit. Enjoy! a. Where to download Both the English and original french version can be found here: http://forum.starmen.net/forum/Fan/Games/OFF-by-Mortis-Ghost On the page is also a download of the soundtrack. b. Before you begin Remember to install the fonts before you play, or the text might be nigh unreadable. The translator team has been so kind to put them in the first folderyou open along with a note. To install them, simply open your Control Panel, locate Fonts, copy the files in and they will install themselves. ------------- =| 1. Controls |= ------------- Use the arrow keys to move and Space or Enter to interact with the environment. Esc toggles the menu, here you can use items and equip gear. Esc also acts as a 'back'-button in menus. Saving is done at either a yellow or a red cube. The yellow cube will only let you save, whereas the red cube can let you save as well as teleport you back to the Nothingness. Touching a cube also replenishes your health and CP. Press F4 to switch to windowed mode. a. How to flee To flee, select the Batter during combat and scroll down on his list to the right - Flee will be one of the options. ---------- =| 2. Zone 0 |= ---------- Zone 0 offers an introduction to the game mechanics. There are a total of two chests. The solution to the last puzzle is: middle left, middle left, middle bottom-row, middle top-row, middle bottom-row, left bottom-row, bottommost. ---------- =| 3. Zone 1 |= ---------- a. The Mines ------------ Head to the monorail and take it to Damien. Talk to the Miner and don't forget the chest inside the house. Make your way down the stairs and get Add-On Alpha. Talk to the Miner again and continue east to the main entrance to the mines. Don't forget the chest in the upper part of thearea with the main entrance. Head through the mines, there are two chests here. In the lower right part of the mine, there's door that 'seems to be locked from the inside'. Notice how one of the lamps on the wall is different from the others? That's the switch to open the door. Inside are a few miners and a chest. Head outside, here, a man is requesting your help in the barns. Go right to get to the barns and defeat the 5 spectres inside. The Queen's Envoy, Dedan arrives, simply return to the mines when they finish talking. The path that was blocked before is now open. Before you head that way, you might want to take the monorail back to Damien and go into the mine from the main entrance, here, the path north is unblocked and the tunnels ahead contain 6 orbs in chests. After this, return to Pentel and go into the mines. In the following tunnels are 3 chests, as well as a switch that needs flipping. Continuing, you will find yourself in a room containing Zacharie, the merchant, and a yellow cube. After this is the elevator of the Postal Office. b. Postal office ---------------- Select 00001 to go to the ground floor, or 99999 to go to the roof and get a hint from the Judge. To find the correct numbers, talk to the employees on the ground floor and if two or more people give you the same numbers, then that's the one. This gives you a total of three floors: 87666 - here you'll find Zacharie, who'll give you a Taurus-orb. 02584 - Lost property office, this contains two chests. 10258 - Postal service. Go upstairs, and downstairs again using the stairs on the left to get tothe chest. Two floors up is a clerk who demands a code to access the lift. ~The Code~ Scattered about the three floors are notes with odd messages. Each of the messages contain a number of some sort ie. 'SIX feet under...' or 'they are EIGHT,' this number is part of the code for the lift. The messages are ordered from 1 to 6 with 'first version', 'second version' and so on, this is the order of the numbers contained within the notes. The number contained within the firstnote is the first number in the code. Good luck! Take the lift up, then return to ground floor after speaking with Dedan. Head out and take the monorail to Alma. c. Alma -------- In Alma, you will need to answer some questions to pass. The clues are on the posters on the wall. The answers are as follows: 1. Orta 2. Roses 3. Sixth (Sixième) 4. 22 (count the number 3's on the poster) 5. Jonas 6. 87 Continue through to the fountains. After battling the worker, you'll find Zacharie and a yellow cube. Go left, fight the worker and call a pedalo, take this north and go right. Fight the next worker and call the pedalo to the second pool, the solution to the puzzle here is:middle left, right bottom row, middle bottom row, middle top row, middle right, middle, right bottom row, bottommost. After clearing the puzzle, go right, fight the worker and take the pedalo downwards, don't forgetthe chest! Enter Dedan's office. Go straight and you will find a room with the Judge. The trick here is to NOT find the Judge, or exit the building when walking around, if you do you'll have to start over. You may notice that if you go left and up, you'll stay in the same room. Keep doing this until you find Dedan's office. Here is the route: left, up, right, right, down, left, up, up. You'll reach a room with a chest and a red cube and after that it's BOSS BATTLE TIIIME! Congratulations on beating Zone 1. ---------- =| 4. Zone 2 |= ---------- a. The Library -------------- Enter Bismarck and head into the Library. On the second floor the path is blocked, you will need to put the pages hanging on the wall back into their books. In the background of each page and book is one of four playing card suits, spades, clubs, diamonds and hearts. All pages except hearts can be found on the second floor. To get the Hearts page, you can exit the library, go left and then down, or you can stay inside the library, turn left in the reception and exit via the western exit. talk to the people at the western part of town. The man who asks you to step a little closer will have the page. Return to the top floor in the Library and put the page in it's book, then go talk to the receptionist. The upper floors are now accessible. Go up there and face off against Japhet, after the battle Add-On Omega will join you. Head back out of the Library, the Judge is waiting for you at the southern exit. Apparently there's trouble in the Mall. Go to the northen part of town, marked by the two arrows pointing upwards on the wall. b. The Mall -------------- In the Mall you will find Zacharie and a yellow cube. Enter the maze of the Mall, in here are a total of 5 chests, two in the first bit and three in the second bit. Continuing along, you will find yourself in a room with a yellow cube. Go through here and you will eventually find a room containing the Judge, who is admiring a painting on the wall done by his brother, Valerie. He will ask you to let him know if you see his brother, and out in the maze a long room can be seen containing a cat. *There is no way of getting to him*, so just continue through the room with the Judge, into the room from which you first entered the maze. The blockade is now gone and you have access to the pedalo point. Call the pedalo and headover to the Park. (nothing changes in the room you're standing in when you call the pedalo) c. Amusement Park ------------------ Entering the Park, there are three possible ways. To the right is a pedalo-ride, the plates in the floor will guide the pedalo, so avoid these to get to the balloons containing various loot. At the end of the ride is a switch that enables the Roller Coaster. To the left is the Roller Coaster. You get on at the top, where a statue of Zacharie can be found. The statue can be pushed onto the roller coaster for effects unknown. (If you ride with him, speak to the clerk to get a picture of the two of you. You can view the picture from the inventory) Heading straight leads to the Balloon Game. If you speak with the inhabitants in the Residential Area, one of them will remark that it's odd that you aren't wearing a tie. The grand prize for winning the Balloon Game is -yes- a tie. Tips on the game: If he reduces the number of balloons to five, you have lost. Keep an eye on the number of balloons and make sure you're the one that reduces to five. d. Residential Area -------------------- After winning the game, head over to the Residential Area. Here, Japhet is getting increasingly mad at the residents for not noticing him and ends up releasing 8 spectres. You have 4min to get rid of the spectres. As long as you hurry this shouldn't be a problem, however do note that one of the spectres is on the roof of a building, you will need to pass through the house to get to the roof. The code for the locked house you see at the beginning is 1402. inside is a person you have to defeat and a chest containing the Michael Bat. To find out the codes to the other buildings, go inside the house just north of the plaza, inside a man will tell you. When the spectres are all dead, you return to the entrance to the Residential Area, where the Judge requires your assistance in dealing with Valerie, who turns out to be Japhet. e. Library: Top floor and beyond --------------------------------- Return the the Library and head to the top floor. The barrickade that blocked the path is gone. Continuing, you find yourself in a room with a puzzle. the order of the puzzle is: middle left, bottom right, bottom right, bottom left, top left, middle right, middle left, bottommost. On the roof is a red save-station, and Zacharie has some new items. Ascending the ladder begins the boss battle that finishes zone 2. ---------- =| 5. Zone 3 |= ---------- a. Area 1 ---------- In the first room is a Stamped Note on the wall across from you, this is needed to cross the next green room after the yellow passage to the left. In this room, hitting a cluster of spectres will teleport you back out of the room after the fight. The numbers on the Note mark out a safe route for you to follow, the squares on the note correspond with the squares on the floor so simply walk in straight lines from number to number to avoid spectres. (The easiest way is to count the number of squares between each number on the Note, and then count the same number of squares on the floor as you walk) After successfully following the green route, head through the door where it ends. The door leads to a corridor with chambers on the left side, don't forget the chest in the second chamber! After beating the spectres, follow the green numbers back to where you started. Now, follow the black numbers until you reach number 5, then head to brown number 6 and follow the brown route into the eastern dorm. Here you will find Add-On Epsilon. Don't forget the chest in the last chamber on the right! Now, follow the brown route back to black number 5, then follow the black route to the last room. There you will meet Zacharie, in disguise. After speaking with him, head back out, back to the room where the Stamped Note was. Go right to find the monorail and head over to Area 2. b. Area 2 --------- After takling to Zacharie, if you enter the house he just entered, he'll be wearing his cat-mask and ask you for news, if you enter the second building from the right he will look like he did before and act a merchant as he used to. He will have upgrades at this time. Upon entering the third building there'll be a blocked switch. Turn off the three switches to the right to unblock the first switch, turn this off, then go back and turn on the switch marked with a C to open passage to the next room. Here, flip the switch in the top right corner, then the one in the middle to open passage to the next room. To get to the chest, flip the switch beside the exit. The exit demands a password, this the name of the spectre silhouetted in the text field. Find this out by casting Wide Angle on the spectre in battle. (it's 'Von Gacy'). Enter the room and remember to get the chest in the right side of the room when the fight is over. Avoid the employees if you can, a save is also recommended. (there's a save-station in the first yellow house from the right.) c. Area 3 --------- This is pretty straightforward. Good luck! d. Area 4 --------- Head down into the room with the save-station, then go right. Keep walking to the right, behind the second door is a person. 'My legs... They sting me...' he will say, and a battle begins. This guy is quite tough so having a few fortune tickets might be helpful. Remember also that Omega can cure poison. In the chest is the Music Box. If you continue to the right and go up, you will find Zacharie who will sell you stuff, if you go down you'll find a chest containing Golden Meat. All the NPCs walking around will trigger battles if you touch them. Return to the room with the save-station and go left this time. Go north and push the table in room number 3 to reveal a clue in the next room - ZBDJ Go down and the Zacharie will be in the first room, offering a clue in exchange for the Music Box. Go back to the room with the save-station and go right, this time take the northern path and go through the door at the end. In this room, on the table is the puzzle you need to solve to continue. ~~The Puzzle~~ The solution is (as stated in the readme) **down, left, up, right, Z, J, B, D, B, Start.** The round buttons on the right side of the controller correspond with the X's in the clue you found earlier, thus the upper one is Z, the right one is B, the bottom one is D and the left one is J. The lower levels are now unlocked. Note that this is your last chance to buy from Zacharie in this zone, he will have some upgrades. The solution to the next puzzle is: middle, bottom left, middle left, middle bottom-row, middle, top middle, top-most. Continue through and face off against Enoch, guardian of the third zone. To flee, select the Batter during combat and scroll down on his list to the right - Flee will be one of the options. Escaping Enoch shouldn't be that hard, just keep running!When you get out, the right side will be blocked and the left white and eerie. Head back to the monorail and be prepared for a little surprise! Congratulations! You've beat Zone 3. -------------------- =| 5. Purified Zone 1 |= -------------------- A note about the purified zones: When you defeat the guardian of a zone, it turns white, somewhat creepy music plays in the background and powerful spectres appear. If we believe the Director's explanation, the zone ceases to exist as it did when we kill the guardian, including the people who live there. The purified zones are optional, but a good way of leveling up and they also contain nice loot. I can't recommend going back to purified Zone 1 right after you beat 'normal' Zone 1, the spectres are too tough. However after beating 'normal' Zone 3 it should be manageable. (At level 13-14 it'll be less tough, at level 15-16 it'll be more like fighting regular spectres) Just be quick to cure Poison as it wastes a lot of HP. Also, if you ever need to buy something, Zacharie is in Zone 0, through the door to the right. The zone is indeed devoid of people when you reenter it, the monorail is also gone. If you turn left at the rails there is a chest, go right and you'll reach the mine at Damien. There's a chest in the house you pass when heading for the mine. Make your way through, on the other side you'll need to move the rocks in order to pass, be careful you don't block your path! In the house on the left is a red cube. **Don't go into the house first!** go straight or you'll miss a chest. If you went left first you'll have to port back to Nothingness and go through the mine again. If you make a smaller mistake with the rocks, simply go through a door and then back, this will reset their positions. After this, head over to the Post Office up ahead to the right. inside is a chest. This is the only thing in there, as the elevator isn't working. Moving on, at Alma you'll find a yellow cube and a chest, head right and call the pedalo. It will appear to the left. Go upwards and to the right, in the first house will be two chests (containing a Monday and a Grand Finale) and a red cube. Outside there is a chest off-screen to the right. This is all there is to Purified Zone 1! Head back to the red cube with your sweet loot. -------------------- =| 6. Purified Zone 2 |= -------------------- Purified Zone 2 is just as empty as Purified Zone 1. The spectres are slightly stronger, with around 2000 HP they take a little longer to kill. Keep an eye out for Poison and give them a taste of your Furious Homerun and Converted Chain and you should be good to go. Head right and you'll reach what used to be the Residential Area, this contains nothing but spectres. Head left and you'll find the remains of the Park, here is a chest containing two pieces of Golden Flesh. Head back and enter the Library. On the second floor will be a chest. Keep going, on the second roof is a red cube and a chest. Miaowing is heard. It's the Judge! He is willing to believe that the echo of his miaow is indeed his brother's. Poor thing. The Mall is only reachable from inside the library, via the northern exit. In the room with Valerie's painting is a chest. (Inside the Maze is also a chest, walk around a bit and you should run into it.) The maze is unreachable from this room, so turn back and go right. In the maze, go left and downwards until you find the a door different from the one through which you entered the maze. This door leads to a passage, at the end of this is a room with a chest and '1805' written on the wall. When exiting the room you will find yourself in the Residential Area. (Inside the Maze is also a chest, walk around a bit and you should run into it) 1805 is the code for the door to get back in. If you head downwards, go keft right after the bridge, in the house is another code on the wall, '1709'. This the code for the locked house at the far right of the area. Head downwards again, there'll be a locked door, the code here is '1402'. Continue to the right, there is a chest on the roof of the building where you fought a spectre once. In the eastern end of the area is another locked house, (the one mentioned before actually) '1709' is the code. In the house is, lo and behold, a human! In the basement is a red cube and two chests containing a Thursday and a Grand Diagonal. Congratulations! you've beat Purified Zone 2. -------------------- =| 6. Purified Zone 3 |= -------------------- In Purified Zone 3, the spectres get slightly harder to handle. They hit hard, have 3500 HP and seem to like travelling in packs of three. If things get hot you can always flee.Head left in the first room, (the monorail to the right is not working) through the room you had to use the Stamped Note to cross. The note is no longer needed, proceed as you like to the first door on the right. This room contains a chest. The next door from the right leads to the eastern dormitory, this doesn't contain anything. Take the next door through the western dormitory, along the narrow path. When you arrive at the buildings, head past them into the monorail to the right and down, there's a chest. The two buildings on the right are empty except for a yellow cube, the left building is the Laboratories. Pass through. In the room with the piles of sugar is a chest. The door leads to another narrow path, that leads to the chimney you jumped into before. This time there will be game on the way down, you simply land. Continue through the smaller hole and take the monorail to ???, the only destination. Go down and then left, all the doors will be closed except the second door from the right in the upper passage, whose room contains a chest. There's also a chest at the end of the lower passage. The right side contains nothing but spectres.Go to the staircase that leads to the lower levels and head to where you found Enoch before. There will be a room with a yellow cube, and after this a space empty except for the door. In this space is a room (the door looks similar to the one you entered from) containing two chests (containing a Tuesday and a Grand Spectral) and a red cube. To reach it, walk in a diagonal line from the bottom right corner of the entrance towards the bottom right corner of the screen. To achieve this line, take steps of equal length shifting between the directions right and down. That's all for Purified Zone 3! --------------- =| Bonus Content |= --------------- (AKA info about Sugar, where, why and when to find her. You'll only need this info once you're a bit into the room. If you're not, feel free to skip over this to avoid a tiny spoiler) At the end of the Purified Zones you will have found 3 objects, each associated with one of the 5 elements. (Specifically the plastic, Grand Finale, the metal, Grand Diagonal, and the smoke, Grand Spectral. The meat element, the Grand Brachial is available from Zacharie in the room before the Queen. (you'll know which one when you get there) When you have the four, return to Zone 0 and go straight, through the door and down the stairs. In the room below you will find Sugar, killing her will grant you the Grand Chocolatier, the sugar element. Go outside again and find Zacharie behind the entrance to the right. In exchange for the five elements he will grant you either the Ashley bat, the most powerful weapon in the game for the batter, or the Aries-card, that unlocks a special ape-ending. I recommend playing the game through without the Aries-card first, but it's up to you. If you want to test out both rewards, save the game to a new slot after beating Sugar, that way you can always come back. ---------- =| The Room |= ---------- If things were weird before, it's nothing compared to the Room. First is Chapter 5, this is pretty linear. Then after that is Chapter 4. In Chapter 4 you can visit the three guardians.'The tall mister', Dedan, would like to know what day it is, 'The big mister', Enoch is stuck in a hole and the bird tells you to be careful. Go back through the corridor and take the calender-page with you. Bring it to Dedan and he'll give you a book with an elligible title and a Wednesday. (The book he gives was at the Library in Bismarck.) Take the book to the bird and the birds will lift Enoch out of the hole. The three will gather in Dedan's cottage, they'll give you a Secret day. Return to the drawing and select the sun, 'Mama'. Thus begins Chapter 3. a. First save-block ------------------- In the room with the big guy, give him the code that hovers in the air. Go past him into the next room, here, the direction with which you walk onto a + will determine which way the stone will be pushed. Push the stone into the hole to reveal another code: 3755. Remember this. The answers to the people are as follows: 1. Sunday the 18th of March 2. Pentel 3. Directions 4. Von Gacy You only get ONE chance to answer these, so be careful! At the end of the corridor is what looks like a playing card, remember the places of the leaves pointing right. Also, if you still have the Music Box you can place it in the room with the bed and a chest will appear. If you enter the third save-block at this time, everything will be upside-down and something 'doesn't seem to work' when you try to pass through the door at the end of the corridor. b. Second save-block -------------------- the rooms will be filled with shadows, don't mind these, go straight and cross the room, in the room with the circles on the floor, push down the ones that correspond with the placement of the leaves pointing right. (The placements from the playing card in the first save-block) A code will appear on the wall, remember it. Go back to save-block 1 and give the code to the big fellow asking for random numbers. He will give you the Sagittarius-card. Third save-block With the Sagittarius-card, the surroundings will turn right side up as you walk through the corridor. Through the door is a puzzle, the solution is: top right, bottom left, middle, middle. After this begins Chapter 2. c. Chapter 2 ------------ In the child's room is comic, read it and play as Boxxer. When you return to the red cube, Zacharie is there offering a final transaction before you face the Queen. If you want the last upgrades, but don't have enough credits, I suggest heading back to the Purified zones to get some cash. You can also sell some of your old stuff. When you're ready, go through the door, thus begins Chapter 1. The next time you save, I recommend doing it on another save-block. This game has more than one ending, and 'keeping' a save before you go for the Queen enables you to go back play the second ending aswell. d. Chapter 1 ------------ Go forth and battle The Queen. e. Chapter 0 - The Batter ---------------------- After 'purifying' the child, you will need to choose between two endings, the Batter and the Judge. If you choose the Batter, you will fight and destroy the Judge, then flip the switch to OFF. If you choose the Judge, you will kill the Batter. The game ends and the Judge is seen walking through the empty zones between the credits. =================================================== This concludes the guide! Thank you for reading. The content of this document is (c) Josephine Kjaer aka Yozegami