NTSC-U PS2 Manual

Cover

Image: The cover page displays the North American box art, featuring e-koʊ wielding his signature stick as a weapon in the foreground. His eyes somewhat perplexed, his mouth scowling, he looks off into the middle distance. Behind him is the Windmill area of the castle, and faded into the far left is a ghostly close up shot of yoruda. A flock of birds so translucent that they're near completely obscured fly under the title card: "e-koʊ.

Warning Page

Text: "WARNING: READ BEFORE USING YOUR PLAYSTATION 2 COMPUTER ENTERTAINMENT SYSTEM.
A very small percentage of individuals may experience epileptic seizures when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a television screen or while playing video games, including video games played on the PlayStation 2 console, may induce an epileptic seizure in these individuals. Certain conditions may induce previously undetected epileptic symptoms even in persons who have no history of prior seizures or epilepsy. If you, or anyone in your family, has an epileptic condition, consult your physician prior to playing. If you experience any of the following symptoms while playing a video game — dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement, or convulsions — IMMEDIATLEY discontinue use and consult your physician before resuming play.

WARNING TO OWNERS OF PROJECTION TELEVISIONS:
Do not connect your PlayStation 2 console to a projection TV without first consulting the user manual for your projection TV, unless it is of the LCD type. Otherwise, it may permanently damage your TV screen.

USE OF UNAUTHORIZED PRODUCT:
The use of software or peripherals not authorized by Sony Computer Entertainment America may damage your console and/or invalidate your warranty. Only official or licensed peripherals should be used in the controller ports or memory card slots.

HANDLING YOUR PLAYSTATION 2 FORMAT DISC:

e-koʊ Tips and Hints

PlayStation 2 Hint Line

Hints for all games produced by SCEA are available:
Within the US at 1-900-933-SONY (or 1-900-933-7669). $0.95 per minute auto hints. $6.95-$16.95 for tips by mail (subject to availability).
Within Canada at 1-900-451-5757. $1.50 per minute auto hints.

For US callers, game counselors are available 8AM to 5PM Pacific Standard Time, Monday to Friday. Automated support is available 24 hours a day. 7 days a week. Live support for Canada not available at this time. This hint line supports games produced by Sony Computer Entertainment America. No hints will be given on our Consumer Service Line. Callers under 18 years of age, please obtain permission from a parent or guardian before calling. This service requires a touch-tone phone.

Consumer Service/Technical Support

1-800-345-SONY (1-800-345-7669)

Call this number for help with technical support, installation, or general questions regarding the PlayStation 2 console and its peripherals. Representatives are available Saturday 6AM to 8PM Pacific Standard Time, Sunday 7AM to 6PM Pacific Standard Time.

PlayStation 2 Online: www.scea.com

Our news is always hot! Visit our website and find out what's happening — new titles, new products and the latest information about the PlayStation 2 computer entertainment system.

Page 1

Text: CONTENTS

Getting Started — Page 2

Memory Cards — Page 2

Starting Up — Page 3

Controlling e-koʊ — Page 4

e-koʊs Odyssey — Page 5

The Main Menu — Page 8

Loading Game Data — Page 8

The Pause Screen — Page 9

Options — Page 9

Playing e-koʊ — Page 10

The Queen and The Princess — Page 11

Puzzling Out An Escape — Page 11

Protecting the Princess — Page 12

Couches and Saving Game Progress — Page 13

Jumping, Climbing and Hanging — Page 14

Ladders — Page 14

Chains — Page 14

Leaping — Page 15

Moving While Hanging — Page 15

Switches and Levers — Page 16

Moving Objects — Page 17

Pushing and Pulling Objects — Page 17

Picking Up Objects — Page 17

Doors — Page 18

Idol Doors — Page 18

Pressure Switch Doors — Page 18

Lever Gates — Page 19

The Spirits — Page 20

Fighting — Page 22

Losing — Page 24

Continue Play — Page 24

Stages — Page 25

Notes — Page 28

Credits — Page 30

Warranty — Page 33

Page 2

Text: GETTING STARTED

Image: A graphic of the PlayStation 2 with lines pointing to and labeling the consoles memory card slots, the disc tray, the reset button, the open button, the USB connector, the S400 i.LINK connector, as well as controller ports 1 and 2.

Text: Set up your PlayStation 2 computer entertainment system according to the instructions in its Instruction Manual. Make sure the MAIN POWER switch (located on the back of the console) is turned ON. Press the RESET button. When the power indicator lights up, press the open button and the disc tray will open. Place the e-koʊ disc on the disc tray with the label side facing up. Attach game controllers and other peripherals, as appropriate. Follow on-screen instructions and refer to this manual for information on using the software.

MEMORY CARDS

To save game settings and progress, insert a memory card (for PlayStation 2) into MEMORY CARD slot 1 or slot 2 of your PlayStation 2. You can load saved game data from the same card, or any Memory Card (8 MB) (for PlayStation 2) containing previously saved e-koʊ games. For information, see "Couches and Saving Game Progress" on Page 13.

Page 3

Text: STARTING UP

Dualshock 2 analog controller configuration

Image: A graphic of the PlayStation 2 controller, the Dualshock 2, and a diagram labeling its various buttons and analog sticks.

Text: BASIC CONTROLS

Start/Pause game — START button

Select Menu Item — Directional button UP/DOWN

Confirm Selection — x Button

Page 4

Text: CONTROLLING e-koʊ

Run/Swim — left analog stick (analog sensitive). Can also be done with the directional pad.

Walk — To walk, you can either use the sensitivity of the analog stick or hold the circle button down and move with the directional pad or analog stick.

Jump Up — triangle button

Lunge/Strike with weapon — square button

Release — x button

Pull up and stand — left analog stick plus triangle button

Climb chains/pipes — left analog stick UP

Leap — left analog stick plus triangle button

Move while hanging — left analog stick

Hold yorudas hand/Call her/Pull her up — R1 Button

Activate switch/Throw lever — circle button

Pick up objects or weapons — circle button

Throw objects — circle button

View surroundings — right analog stick

Zoom camera — R2 button

Page 5

Text: e-koʊs ODYSSEY

e-koʊs nightmare started the day he drew his first breath. In his village, the birth of a normal child is a source of happiness and relief. Proud fathers show off their new offspring, reassuring themselves and others that this time, the curse has not left its mark. But some births bring suspicion and fear. Once in every generation, the curse arrives with the birth of a special child born with tiny horns jutting from his head.

With word of a cursed birth, fear leaps from person to person like a plague. The whole village settles into a state of quiet, suspicious panic. Any misfortune that befalls the village is blamed on the child with horns. If a crop fails or an illness strikes, he is blamed. Everyone wishes for the day of the sacrifice and the return to good fortune.

For e-koʊ that day was his 12th birthday. When his horns grew large, the villagers knew that it was time. The elders would sacrifice him to keep the spirits from harming the village. In the morning, faceless horsemen arrived and took e-koʊ away, riding deep into the forest and beyond. The journey ended at an ancient fortress ruin that stood crumbling against the harsh grey seas.

Image: A screenshot from the first cutscene of the game, displaying e-koʊ on horseback with one of the described horsemen as they take him away from his village and to the castle.

Page 6

Text: Inside the fortress, stone crypts stood stacked in the massive fortress hall. A horseman placed e-koʊ into one of the crypts and sealed the terrified boy inside. An eternity of torment would surely follow.

But a twist of destiny granted a short reprieve.

A dream within a nightmare showed e-koʊ a vision of ghostly beauty that drives him to escape. e-koʊ realized that he is not alone and he must free both himself and this lonely prisoner. Indeed his only way out is with the beautiful girl named yoruda.

Image: A screenshot from a cutscene. It shows yoruda after she's been freed from her cage. She alone is in the frame, looking up and absorbing her surroundings.

Image: Beside the prior screenshot is a 3D render of e-koʊ, back turned to us, standing atop the wide post at the end of a stone bridge.

Page 7

Image: A screenshot from a cutscene. It shows e-koʊ offering his hand to lift yoruda from her position on the ground, after their first encounter with The Queen.

Text: An ancient Queen rules the castle and her body is beginning to fail. e-koʊ must take yoruda out of the castle before the evil Queen can stop them. He will learn quickly that the shortest distance between two places is a perilous detour. Centuries of disrepair have turned the castle into a death trap and many escape routes are hidden magical portals that must be opened by complex actions. e-koʊ will literally crawl the walls in search of a way out.
Throughout the castle, spirits erupt from the floors to capture the princess and e-koʊ must fight them off. Every twisted towering staircase and stone block of this castle tomb is the piece of a puzzle. Each torch and shaft of light illuminates another mystery. Every open window, dangling chain and razor thin escape is the invitation to one more riddle.

Solve the puzzles or join the tormented spirits forever.

Page 8

Text: THE MAIN MENU

Image: A display of the game's title screen. The options 'Load' and 'New Game' are visible.

Text: Press the START button to display the Main Menu. Press the Directional button UP/DOWN to make a selection and press the x button.

NEW GAME - Begin a new game.

LOAD - To load an e-koʊ game in progress:

  1. On the Title screen, highlight LOAD and press the x button.

  2. On the Load game screen, press the Directional button to select the game you want to continue playing and press the x button.

Note: See “Couches and Saving Game Progress” on page 13 to learn about saving game progress.

Image: A display of the memory card select screen, showing 'Slot 1' and 'Slot 2' as options.

Page 9

Text: THE PAUSE SCREEN

Press the START button to pause the game and display the Pause Screen. Press the Directional button UP/DOWN to select an option and press the x button.

OPTIONS

  1. Press the Directional button UP/DOWN to highlight an option.

  2. Press the x button to change a setting or open the highlighted option.

Sound – Adjust the sound volume.

Vibration – Turn the vibration function ON/OFF.

Key Configuration – Highlight a control action and press the button you want to assign to that action. Select DEFAULT to undo any changes.

Brightness – Press the Directional button LEFT/RIGHT to adjust display brightness.

EXIT – Return to the game.

End Game – Quit playing e-koʊ.

Image: e-koʊ and yoruda behind the pause menu.

Page 10

Text: PLAYING e-koʊ

e-koʊ must escape the fortress with the girl and save her from the Queen’s evil designs. Begin e-koʊs escape from his sacrificial crypt. He has to first search out the girl in the cage and attempt to free her by escaping the castle. She is weak and easily overcome by the spirits who attempt to recapture her. There is no way out of this place without her. The whole fortress is designed to confuse and mislead the rare mortal that walks freely within its walls. Finding an escape route presents one puzzling dilemma after another. Some passages are merely blocked. Others require dangerous detours. Many paths are invisible until opened by some hidden trigger. Much of the fortress has fallen into disrepair. Walkways may crumble underfoot or chains may snap.

Search the corridors, halls and courtyards of the fortress and solve the puzzles within. When e-koʊ and the girl reach a new stage in the journey, you are shown a glimpse of important elements as the camera pans around the new environment. These views hint at what is necessary to complete part of the escape.

Image: A screenshot from a cutscene, displaying yoruda in her cage as it crashes to the ground.

Image: The 3D render of e-koʊ from the cover art, now removed from the background.

Page 11

Text: THE QUEEN AND THE PRINCESS

The Queen rules this fortress of enslaved spirits. She has the power over body and soul of any who enter. Like her underlings, the Queen can take pure spirit form. But she also assumes human form by inhabiting a body. The Queen will send her spirit slaves after e-koʊ and yoruda to foil any escape. But you can be sure, if e-koʊ proves resourceful enough to outwit this fortress, she will take a more direct role in dealing with him.

Image: A screenshot from a cutscene. yoruda holds onto e-koʊs hand as she is consumed by darkness. The Queen looming over her.

Text: PLANNING OUT AN ESCAPE

Many important routes may be high overhead. Look for handholds on walls, broken windows, pipes, chains or ledges. Peer into the darkness or use a torch to discover useful escape routes obscured by darkness. Gain insights into future exploration by looking off in the distance when e-koʊ and the princess are outside and can view the rest of the fortress from a parapet or other high position.

Image: A screenshot from a cutscene. e-koʊ takes in his surroundings after being freed from his coffin.

Page 12

Text: PROTECTING THE PRINCESS

If e-koʊ loses the princess to the spirits, the escape is a failure. Try to keep her as close and protected as possible. The princess cannot go every place that e-koʊ needs to go and he has no choice but to leave her at times.

She may become disoriented and wander away, leaving her vulnerable to the next attack by the spirits. If you do not see the princess, press and hold the R1 button to call out to her. If she is within view, the camera will shift briefly to let you see where she is.

Image: The ghostly render of yorudas face from the cover is present in the left margin.

Image: e-koʊ calls yoruda up a flight of stairs.

Page 13

Text: When the Spirits Attack

When the spirits rise up to retrieve yoruda, they will attempt to drag her back to the portals. When the spirits attack, send e-koʊ in to counter-attack any way he can, barehanded if necessary. The spirits only want yoruda, but they will attack e-koʊ if he gets in the way.

COUCHES AND SAVING GAME PROGRESS

Sit e-koʊ and yoruda down in couches to save game progress. Sit e-koʊ down while holding yorudas hand and she will follow. Both e-koʊ and yoruda must be seated to save game progress. With e-koʊ and yoruda resting in a couch, the Save Game screen will appear:

  1. Press the x button with YES highlighted to begin saving.

  2. Select the file you want to save the game to.

  3. If prompted to OVERWRITE data, select YES and press the x button or select a different file in which to save the game.

Image: yoruda and e-koʊ sit on a bench, saving the game.

Page 14

Text: JUMPING, CLIMBING AND HANGING

Much of e-koʊs progress through the game will involve climbing and hanging from ledges or chains to find routes through the fortress. To jump up and grab a ledge, chain or pipe, press the triangle button.

LADDERS

Image: yoruda makes her way down the rungs of a ladder.

Text: CHAINS

Jump While Hanging from a Chain

e-koʊ can crawl up a chain and jump either forward or backward. Once e-koʊ is at the height you want him to jump from, press the triangle button to jump back away from the chain.

Image: e-koʊ climbs up the length of a chain.

Page 15

Text: Swinging from Chains

e-koʊ can swing back and forth on chains to throw himself great distances. After climbing onto a chain, press and hold the circle button. Then press the left analog stick back and forth (either LEFT/RIGHT or UP/DOWN) to begin swinging.

LEAPING

To leap: Press the left analog stick in the direction you want e-koʊ to leap and press the triangle button.

Some situations demand that e-koʊ and yoruda make great leaps across open chasms or broken bridges. Some of these are leaps of faith and can end the game if e-koʊ or yoruda takes a fatal fall.

The princess will leap with encouragement from e-koʊ. After he leaps across an open area, turn e-koʊ toward her and press the R1 button. He will lean over the edge and reach for the princess as she flies toward him.

MOVING WHILE HANGING

Look for horizontal pipes or ledges to hang from. Then move left or right. When e-koʊ runs out of room to move, look for more handholds directly above or below him.

Image: e-koʊ moving across a pipe.

Page 16

Text: SWITCHES & LEVERS

When e-koʊ finds switches and levers, press the circle button to throw them.

PRESSURE SWITCHES

Pressure switches open doors or sometimes reveal unseen avenues of escape. Some pressure switches must bear constant weight to keep a passage open. Remove the weight and the passage snaps shut.

LEVERS

Levers control machinery or open passages. A lever may be far from the device it controls. Throw a lever by walking up to it and pressing the circle button.

Image: e-koʊ pulls a lever.

Page 17

Text: MOVING OBJECTS

PUSHING AND PULLING OBJECTS

Some objects can be pushed or pulled to operate machinery, open passages, reveal something useful or to use as a step.

Image: e-koʊ pulls a box across the ground.

Text: PICKING UP OBJECTS

Press the circle button to pick up weapons or other objects.

When picking up heavy objects, e-koʊ will bend down and heave the object up. Press the left analog stick to move the item where you want and press the circle button to set it down.

Be careful! If you press the circle button while e-koʊ is moving forward he will throw the object instead of setting it down.

Image: e-koʊ wields a stick with a flame lit at the end.

Page 18

Text: DOORS

IDOL DOORS

Idol doors mark the progression from one stage to the next. Carved in them are images of the sorry horned souls who arrived before e-koʊ. e-koʊ is mortal and in most cases, cannot open an Idol Door. The Princess yoruda, who straddles the real and spiritual world, can open these doors. e-koʊ may discover the secret to opening these doors himself at a later time.

Image: e-koʊ watches as yoruda opens a set of Idol Doors.

Text: PRESSURE SWITCH DOORS

Pressure switch doors respond when weight is applied to the pressure switch in front of them. Once e-koʊ and the princess pass through them, they may slam shut. If there is no pressure switch on the other side, returning through them may be impossible.

Image: e-koʊ opens a door with a pressure pad switch as yoruda stands by.

Page 19

Image: e-koʊ jumps at a wall switch.

Text: LEVER GATES

Find levers to open huge gates that block e-koʊ and yorudas way. You may find that others can control these gates.

Image: A large render of the windmill, taken from the background of the game's cover.

Page 20

Text: THE SPIRITS

Spirits flow up through solid rock anywhere in the fortress to recapture the princess and return her to the cage. Most are slow but all are relentless. Some attack or distract e-koʊ while others drag the princess into a portal. They must materialize to grab the princess and are then vulnerable to attack.

SPIDER WRAITH

Spider wraiths scamper around madly without attacking yoruda. They may congregate close to her but seem too weak to drag her away. But when e-koʊ defeats a larger spirit, they morph into a replacement and attack.

Image: e-koʊ takes a fighting stance as two spider wraiths approach at his side.

Page 21

Text: SENTRY

Sentries are the size of a grown man. They may try to separate e-koʊ and the princess before throwing her over a shoulder and walking into a portal. Sentries can dodge some attacks or throw up shields.

Image: e-koʊ holds yorudas hand while fighting the Shadows at Graveyard.

Text: FORTRESS GHOULS

These large hulking spirits can knock e-koʊ across a room. They may attack in pairs while pounding and tossing e-koʊ so furiously he cannot counterattack. They often try to corner him while another drags the princess away.

Image: The Shadows surround e-koʊ in the coffin room.

Text: OTHER SPIRITS

Occasionally, other apparitions will appear to battle e-koʊ and attempt to take back yoruda. Do not take these spirits lightly.

Page 22

Text: FIGHTING

e-koʊ can destroy the spirits that come to steal back the princess. In the moments they materialize, they can be attacked and destroyed.

There are weapons in the fortress e-koʊ can find to help him defend yoruda. To attack with a weapon, press the square button. If spirits latch onto the princess, e-koʊ can attack them without fear of hurting her.

LUNGING

If e-koʊ is weaponless, he can drive his horns into spirits by lunging at them (square button plus left analog stick). Weaker ones are sometimes spent sprawling. Stronger spirits may respond by hurling e-koʊ across a room.

THE STICK

The stick is e-koʊs weakest weapon, but it can double as a torch should you discover how to light it. The stick will defeat Spider Wraiths easily and can defeat Sentries. Though he can defeat larger spirits with a stick, they have a better chance of taking yoruda back to their portal.

Image: e-koʊ fights a Shadow with a stick, standing next to the stairs at Graveyard.

Page 23

Text: SWORDS

e-koʊ can find swords but they must be won by solving a puzzle. They are far superior to a stick for fighting spirits and one carries essential magical powers.

Image: e-koʊ fights a set of Shadows on the East Crag using the sword.

Text: THROWING BOMBS

To use a bomb against a spirit or to clear an obstruction:

  1. Light the fuse with a flame from a torch. Have e-koʊ hold the stick up to a torch to light the end of it, then move the stick towards the bomb or pick up a bomb and hold it up to a torch.

  2. Pick up the bomb by pressing the circle button.

  3. Press and hold the left analog stick in the direction you want to throw and press the circle button.

Page 24

Text: LOSING

SEVERAL THREATS LOOM IN THE CASTLE:

e-koʊ or yoruda suffers a fatal fall

e-koʊ or yoruda can survive short falls. After a short fall, each will get up and recover. But if the fall is too far, it will be fatal and the game is over.

The Spirits capture yoruda

If a spirit can take yoruda back to a portal and disappear into the floor with her, the game is over.

CONTINUE PLAY

When e-koʊ or yoruda is mortally injured, the Continue Screen appears. You will be prompted to continue the game. Select YES to continue play from the last couch where you saved game progress.

Image: The red continue screen is overlayed over the gap that the player has fallen into.

Page 25

Text: STAGES

TOMBS

Learn the art of the detour in this first puzzle. e-koʊ dreamed of her, and now he must search for yoruda in the cage. There is no exit from this towering tomb without her. If e-koʊ can even free the girl, smoldering spirits will not waste a moment before attempting to snatch her away. Take the time to learn how to guide yoruda. Discover when she will follow and when she needs to be grabbed and rushed out of danger (R1 button). If they can make it outside, a commanding view of the castle complex will hint at escape routes. The sacrificial tombs stand isolated from the castle. The only hope of escape is a rail trip right to the heart of this bewildering prison.

Image: A set of standing coffins within the game's starting room.

Text: FEAR OF FALLING

The fear of eternal confinement gives way to the terror of falling. Scurry along the high crumbling battlements on the outside walls where a miscalculated leap means a descent into oblivion. yoruda and e-koʊs fate may lie in the strength of the other’s grip. It is here that the spirits make a relentless show of force as e-koʊ attempts to puzzle out a solution to the drawbridge.

Image: An overview of the parallel drawbridges overlooking the courtyard.

Page 26

Text: SYMMETRY

Travel a long windblown parapet atop a sky-high castle bridge to enter the first area of this baffling puzzle. Terror gives way to frustration as e-koʊ tries to figure out how to open huge circular doors that serve some unknown purpose. Symmetry is really two sides of the same riddle, one left and one right. e-koʊ will confront the other side later. The spirits level a furious effort to reclaim yoruda while pounding e-koʊ to the ground. A better weapon would even the score as the spirits become bigger and meaner. Another cage awaits and the Queen prepares to take a personal role in stopping the escape.

Image: e-koʊ stands on the end of the Old Bridge.

Text: WATER & WOOD

Water moves toward the sea but where it comes from is a mystery. Begin by solving the puzzle of the waterfall. It is easy for e-koʊ to move through this area, but finding a path for yoruda is not. Next, descend into the rock underground that supports the castle and move toward the seaside cliffs. Peril returns as e-koʊ tries to figure out how to cross decaying wooden catwalks that lead to the outer reaches of the castle. Huge leaps are your only hope for moving forward. The fortress juts straight out of the cliff here and some connecting walkways have crumbled into the ocean long ago. Exploit the decay and ancient machinery to travel this confusing and deadly area.

Image: e-koʊ preparing to leap from one hanging cage to another, in the area just below the castle.

Page 27

Text: THE SEA

e-koʊ must descend underground to an ocean inlet where huge wheels churn under the water cascading over the cliffs. e-koʊ must find his way up through the waterworks lunging from gear to gear in search of a path out. Then he will descend below the castle out onto the cliff face as an ever-narrowing path vanishes, leaving e-koʊ in a free-climbing nightmare. He must hang onto slippery rain-soaked rocks hundreds of feet in the air carefully looking for hand holds in the dim light. Discovery of a pipeline means he survived.

THE QUEEN

The time of transition is near and the Queen plays her final card. She orders her Spirits to destroy e-koʊ if he insists on interfering. e-koʊ, who came to the castle as just one more sacrificed soul, now stands as a threat to the Queen’s very existence.

Page 28

Text: NOTES

Image: The page is left blank for the player to write their own notes as they progress through the game. The same logic applies to the following page.

Page 29

Image: The page is left blank for the player to write their own notes as they progress through the game. The same logic applies to the prior page.

Page 30

Text: CREDITS

SCEI

Director – Fumito Ueda

Producer – Kenji Kaido

Executive Producer – Yasuhide Kobayashi

Supervisor – Akira Sato, Fumiya Takeno, Masatsuka Saeki

Game Design – Fumito Ueda

Planners – Junichi Hosono, Kei Kuwabara, Tsutomu Kouno

GRAPHIC ARTISTS

Character Animation – Atsuko Fukuyama, Takeshi Ambe (e-koʊ,yoruda,QUEEN) Mizuki Muramatsu (SmokeMan, e-koʊ) Fumito Ueda (Lead Animator)

Background Artists – Kazuhiro Numata, Nanko Ohmura, Chikara Ueno, Mitsuhiro Shimooki, Katsuhiro Abe, Atsushi Morioka, Taijurou Hachiya, Mikiko Takeda, Kaihei Hayano, Tsutomu Kouno

Character Design – Fumito Ueda, Chika Fukui, Kazuhiro Numata, Mitsuhiro Shimooki

PROGRAMMERS

System Program – Jinji Horagai, Fumiaki Hara

Character & Objects Program – Shotaro Omori, Hajime Sugiyama, Toshihiro Ito

Motion System Program – Hajime Sugiyama

yoruda. a. eye. Program – Shotaro Omori, Jinji Horagai

Draw Engine Program – Takuya Seki

Visual Program – Hajime Sugiyama, Takuya Seki

Tools Program – Toshihiro Ito

Scripting – Junichi Hosono

Page 31

Text: MUSIC AND SOUND

Sound Designer – Masaaki Kaneko

Sound Effects – Masaaki Kaneko, Keiichi Kitahara

Music Supervisor – George Asahi

Composer – Michiru Ohshima, Pentagon

Music Arrangements – Pentagon

Recording Coordination – Lynne Hobday (ORTUS PRODUCTIONS JAPAN) Emari Mamiya (TOUSHITU SEISAKU CO., LTD.)

Recording Studio – MASTER ROCK STUDIO (London)

Engineer – Roland Herrington

Voice of e-koʊ – Kazuhiro Shindou

Voice of yoruda – Rieko Takahashi

Voice of the QUEEN – Misa Watanabe

Voice Production – Miho Kawagoe, Shinsaku Tanaka (TOHOKUSHINSHA FILM CORPORATION)

Subtitles – Hideo Sato (A.M.L.)

Technical Cooperation – Junichi Kobayashi, Satoru Fukui, Toshitake Tsuchikura, Koji Mitsuda, Asako Sanada

Overseas Coodination (Sic) – Katsuhiko Kanazawa, Masaaki Doi, Tsubasa Inaba, Mikiko Okai, Koji Saito

SCEA

PRODUCT DEVELOPMENT

VP of Product Development – Shuhei Yoshida

Director of Product Development – Connie Booth

Producer – Darren Yager

Assistant Producers – Ron Allen, Ken Chan

TEST STAFF

Director, FPQA – Michael Blackledge

Senior Manager, FPQA – Ritchard Markelz

Core Manager, FPQA – Sam Bradley

Usability Manager, FPQA – Christian Arends

Technical Coordinator, FPQA – Ara Demirjian

Project Manager, FPQA – Nicole Nokes

Project Coordinator, FPQA – Eric Ippolito

Lead – Andrew Woodworth

Testers – Ericson Babaran, Raymond Chung, Lenny Gordon, Ryan Gorospe, Andrew Jennings

Page 32

Text: Testers (Cont.) – Joel Manzano, Randy Miranda, Ed Toomey, Wil Shepard

MARKETING

Senior Vice-President of Marketing – Andrew House

Director of Marketing – Ami Matsumura-Blaire

Product Manager – John Koller

Product Marketing Specialist – Maggie Rojas

Director of Public Relations – Molly Smith

Public Relations – Patrick Seybold, Tina Casalino

Director of Promotions – Sharon Shapiro

Promotions – Donna Armentor, Aimee Duell, Johanna Legarda, Mary Thomas, Jill Grabencort

Director of Creatives Services – Ed DeMasi

Creative Services – Josh Bingham, Peggy Gallagher, Ted Jalbert, Marie Macaspac, Quinn Le, Noel Silvia, Ben Wallace

V.P. of Loyalty & Channel Marketing – Marilyn Weyant

Director of Online & Direct Marketing – Steve Williams

Direct Marketing – Kim Yuen, Jesse Caid

Legal and Intellectual Property – Lisa Lunger, Michelle Manahan, Ninalei Morrison, Susan O’Driscoll, Riley Russell, Jim Williams

Packaging Illustration/Design – Gregory Harsh, Beeline Group

Documentation – Hanshaw Ink & Image

SPECIAL THANKS

Bruce Adams, Shelley Ashitomi, John Aspinwall, Omar Brodrick, Claudette Castillo, Bruce Cochrane, Brian Dimick, Ron Eagle, Butch Freedhoff, Michele Freeman, Keith Friedly, Brian Hale, Heather Hampton, Kaz Hirai, Jeff Hutchinson, Ian Jackson, Lori Kajiya, Grace Kao, Rich LaRocca, Jeff Labbe, Chuck Lacson, Kenneth Law, Matt Levitan, Grant Luke, Kaytie Mandell, Colin MacLean, Letha Moore, Frank O’Malley, Susan Nourai, Tenny Park, David Pfaff, George Richard, Torin Rettig, Jonathan Ries, Rick Rooney, Nikki Robbins, Mike Rose, Rob Segal, Sarai Sequeira, Cy Tano, Jack Tretton, Mark Valledor, Joe Ward, Rapp-Collins, Zugara

Page 33

Text: LIMITED WARRANTY

Sony Computer Entertainment America (SCEA) warrants to the original purchaser of this SCEA product that this software is free from defects in material and workmanship of a period of ninety (90) days from the original date of purchase. SCEA agrees for a period of ninety (90) days either repair or replace, at its option, the SCEA product. You must call 1-800-345-SONY to receive instructions to obtain repair/replacement services.

This warranty shall not be applicable and shall be void if the defect in the SCEA product has arisen through abuse, unreasonable use, mistreatment or neglect.

THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY NATURE SHALL BE BINDING ON OR OBLIGATE SCEA. ANY IMPLIED WARRANTIES APPLICABLE TO THIS SOFTWARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL SCEA BE LIABLE FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUCTION OF THE SCEA SOFTWARE PRODUCT.

Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitations of consequential damages, so the above limitations and/or exclusions of liability may not apply to you. This warranty gives you specific legal rights, and you may also have other rights which vary from state to state.

Back Cover Advertisement

Text: DRAKAN – THE ANCIENTS’ GATES

JOIN RYNN, A BRAVE FEMALE WARRIOR, AND HER FEARLESS COMPANION, AROKH, ON THEIR QUEST TO SAVE CIVILIZATION.

ENGAGE IN INTENSE GROUND AND AERIAL COMBAT AS YOU BATTLE YOUR WAY TO SAVE HUMANITY.

Coming Winter 2002

OVERCOME OBSTACLES AND ADVERSARIES TO GAIN SKILL AS A FIGHTER, ARCHER OR MAGE.

FIGHT YOUR WAY THROUGH MULTIPLE ENVIRONMENTS INCLUDING AN ARCTIC TUNDRA, SWAMP LANDS, AND A FORGOTTEN, DECAYING CITY.

Image: PlayStation logo. Text: PlayStation 2. Image: Surreal Software Logo.

Text: Sony Computer Entertainment America, 919 East Hillsdale Blvd., Foster City, CA 94404 www.scea.com

Drakan: The Ancients’ Gates is a trademark of Sony Computer Entertainment America Inc. Developed by Surreal Software, Inc. Copyright 2001 Sony Computer Entertainment America Inc. Licensed for play on PlayStation 2 computer entertainment systems with the NTSC U/C designation only. “PlayStation” and the “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. The ratings icon is a trademark of the Interactive Digital Software Association. Manufactured and printed in the U.S.A. THIS SOFTWARE IS COMPATIBLE WITH PLAYSTATION 2 CONSOLES WITH THE NTSC U/C DESIGNATION. U.S. AND FOREIGN PATENTS PENDING.

RATING PENDING
Visit www.esrb.org or call 1-800-771-3772 for more info.
CONTENT RATED BY ESRB

Image: A small humanoid figure (Rynn, presumably) rides atop a large, red draconic figure (Arokh, presumably) through a canyon. In the distance, mountains are obscured by a haze of heat. Plateaus of varying heights closer to the figures have palm trees atop browning grass. A fireball streaks across the center of the screen, from the dragon towards the left side of the screen. A river runs through the bottom of the canyon. Two red circles rest at the bottom left and right corners of the screen, presumably part of the user interface.

Image: A red-headed humanoid woman (Rynn, presumably) stands in a snowy area. She is wearing leather pants, a leather tank-top like shirt, and leather bracers on her arms, and wielding a two-handed sword with four spikes on the guard, two spikes in the middle of the blade, and two larger spikes further to the top of the blade. In the background, there is a mountain range, and a small assemblage of evergreen trees (pine, presumably) all covered in a light dusting of snow. The sky is gray, and the sun appears as a white orb resting near the top of one of the mountains. In the bottom left corner of the image is a red orb and a blue bard, and on the lower right corner is a blue orb, all assumed to be part of the user interface.




Japan PS2


Unofficial English Translation of Japanese PS2 Manual
[by Mystic Ode]

Page 4

Summary

A tale set in an unknown era, at an unknown place.

e-koʊ had horns. e-koʊ was the only one in the village with horns.

When a child is born with horns, it is the tradition of the village to offer the child as a human sacrifice to a vacant Castle that towers over the sea. This year, e-koʊ was to be brought to that Castle.

Page 5

On his 13th birthday, 3 priests on horseback took him to the Castle, but e-koʊ did not struggle.

He more or less knew what would become of him after this, but he believed this was the natural order of things, you see.

Upon entering the Castle, he found the interior was gloomy and felt a tinge of loneliness. Even so, e-koʊ endured.

Eventually, e-koʊ was placed in one of many capsules in a chamber at the heart of the Castle. The lid of the capsule closed and the priests’ footsteps could no longer be heard, finally leaving e-koʊ all alone.

e-koʊ quietly closed his eyes.

After what could have been a very short time or a very long time, the chamber suddenly began to shake.

Page 6

The capsule containing e-koʊ rolled off its pedestal, and e-koʊ was thrown into the middle of the chamber.

e-koʊ, knocked unconscious by the shock of being slammed against the floor, had a dark and eerie dream in which he came across a demon and was swallowed up by a shadow.

Before long, e-koʊ awoke from his dream. He realized he was alone, but free, in the interior of the vast Castle, and he began to walk without any particular destination.

Page 7

And so, e-koʊs little adventure began.

Page 8

Game Progression

e-koʊs encounter with a mysterious girl. A black shadow gives chase.

While wandering the Castle, e-koʊ came across a girl imprisoned in a cage.

e-koʊ would not abandon her, and helped the girl out of the cage.

But at that moment, a creature with a shadowy, smoke-like visage materialized, seized the girl, and began trying to drag her into a black hole that resembled a nest of shadows!

e-koʊ was surprised by this sudden turn of events, but felt that he had to save the girl, so he used a nearby stick to drive the shadow back and somehow succeeded in rescuing her.

Page 9

Thus, in order to save this mysterious girl with whom he couldn't even communicate, he took her hand and decided that, together, they would escape from the Castle.

Those shadows were always lying in wait for the pair wherever they went.

Each time they materialized, e-koʊ put his small body on the line to protect the girl from the shadows.

Because he felt that if the girl was engulfed by the nest of shadows, it would result in something that could never be undone.

Page 10

e-koʊ also offered his hand from the tops of high walls, pulling the girl up where she couldn’t seem to climb. And even on paths that were insurmountable for the girl alone, he created new routes for her by moving various mechanisms.

Conversely, the girl used her miraculous powers to open the puzzling stone statues that blocked the boy's path.

There also seemed to be some mysterious mechanisms in the Castle that wouldn’t stir for anyone but the girl.

Page 11

e-koʊ seemed to be stronger than a normal child because of his horns.

If he were to fall from a tremendous height, he likely wouldn’t survive; but if he jumped from a moderate height, he’d land on his rear at worst.

Because of this, he was able to stand up every time he was injured by the shadows, and he always faced them to protect the girl.

Page 12

Operation Guide

e-koʊ moved around the Castle using the left stick. A small push of the left stick caused him to walk cautiously, and a large push caused him to start running energetically.

When he was knocked down by a shadow, he was able to get up swiftly by moving the left stick as much as possible (or pressing buttons as much as possible).

Also, by moving the right stick, e-koʊ was able to freely look around rooms to see the parts of the Castle that he wanted to see. Furthermore, by pressing the R2 button, he was able to examine the part he wanted to see in more detail.

Page 13

At first, e-koʊ didn't know how to properly interact with the girl, but before long he realized that he could hold hands with her by pressing the R1 button.

Around the same time, e-koʊ also realized that when the girl is far away from him, he’d be able to call out to her by pressing the R1 button.

The R1 button was essential to both find and pull out the girl whenever she was dragged into a nest of shadows.

When e-koʊ saw something that could be moved or picked up, he pressed the Circle button.

When it felt like he could accomplish something else with an object, e-koʊ didn’t hesitate to press the Circle button.

He also pressed the Triangle button to jump, the Square button to battle the shadows (either by swinging a stick or ramming his body), and if e-koʊ was dangling and couldn't step down, he pressed the x button to drop.

Sometimes when he wanted to take a break or change his mood, he also pressed the START button.

Page 14

Save and Load

Here and there throughout the Castle, there were sofas made of stone with strange patterns painted on them.

The pattern seemed to react to the girl, and when she approached the sofa, the pattern emitted light, making it seem as if a miraculous power dwelled in the sofa.

e-koʊ gently sat down on the sofa by himself, but nothing happened.

However, when the girl sat next to e-koʊ, the pair were blanketed by a curious feeling and fell asleep.

This sofa was a keeper of memory.

If the girl and e-koʊ sit on the sofa and etch their memories into it, then even if e-koʊ forgets about that part of the Castle for a while, they will always be able to return to that place.

Page 15

In order for e-koʊ to return to his original position after being separated from the Castle, all he needs to do is select "Continue" while looking out over the panoramic view of the Castle and choose the location of the sofa he wants to return to.

The sofa could store up to 10 memories.

Page 16

Stage Introduction

Page 17

The Castle had a very strange shape, and e-koʊ was often fascinated by its diverse scenery.

The now-ruined dance hall recalls the splendor of the Castle’s bygone days, and the huge waterfall beneath the Castle symbolized the majesty of nature.

Witnessing the many mysterious sights of the Castle, e-koʊ found himself taken with its existence, even as he wished to escape it.

Page 18

When he encountered, for example, a place that seemed empty at first glance, or a place that didn't seem like it could lead anywhere, e-koʊ didn't panic.

In those moments, when he looked at the girl, he found that she sometimes pointed out the things she was interested in. And these were things that would play an essential role in accomplishing tasks throughout their journey.

Page 19

Additionally, e-koʊ, who was brimming with curiosity, used the Triangle button to jump and grab onto various places, and the Circle button to touch various things and pick up small items lying about.

(There seemed to be two types of small items: usable and unusable.)

It seemed that by doing so, he was sometimes able to go to unforeseen places and make unexpected things move.

Page 20

Page 21

After they had been wandering for a while, it seemed that only e-koʊ, the girl, and the shadows of various shapes were in the Castle, but e-koʊ had some questions about that.

Things like, “Who on earth was imprisoning the girl?” and “Could there be someone controlling the shadows?”

Page 22

Then, when e-koʊ and the girl were midway through their escape play, a certain person stood in their way.




PAL PS2

Cover

Image: A painting in the style of Ramsès Younan, specifically "Tropique du Cancer", e-koʊ and yoruda are two small silhouettes, running, hand in hand, across a vast plane of yellow sand. Structures impose in both the rightmost foreground and the leftmost background. The background structure is the windmill, seen from its side, a bridge at the top connecting another building that cannot be seen. The foreground structure is a series of stacked arches that a ladder allows access to. The title rests in the top right corner: e-koʊ.

Warning Page

Text: Precautions

•This disc contains software for the PlayStation 2 computer entertainment system. Never use this disc on any other system, as it could damage it. • This disc conforms to PlayStation 2 specifications for the PAL market only. It cannot be used on other specification versions of PlayStation 2. • Read the PlayStation 2 Instruction Manual carefully to ensure correct usage. • When inserting this disc in the PlayStation 2 always place it with the required playback side facing down. • When handling the disc, do not touch the surface. Hold it by the edge. • Keep the disc clean and free of scratches. Should the surface become dirty, wipe it gently with a soft dry cloth. • Do not leave the disc near heat sources or in direct sunlight or excessive moisture. • Do not use an irregularly shaped disc, a cracked or warped disc, or one that has been repaired with adhesives, as it could lead to malfunction.

Health Warning

For your health, be sure to take a break of about 15 minutes during every hour of play. Avoid playing when tired or suffering from lack of sleep. Always play in a well-lit room, sitting as far from the screen as the cord will allow. Some people experience epileptic seizures when viewing flashing lights or patterns in our daily environment. These people may experience seizures while watching TV pictures or playing video games. Even players who have never had any seizures may nonetheless have an undetected epileptic condition. Consult your doctor before playing video games if you have an epileptic condition or immediatley should you experience any of the following symptoms during play: dizziness, altered vision, muscle twitching, other involuntary movements, loss of awareness of your surroundings, mental confusion, and / or convulsions.

PIRACY

The unauthorised reproduction of all or any game part of this product and the unauthorised use of registered trademarks are likely to constitute a criminal offence. PIRACY harms Consumers as well as legitimate Developers, Publishers and Retailers. If you suspect this game product is an unauthorised copy, or have any other information about pirate product, please call your local Customer Service number given at the back of this Manual.

See back page of this manual for Customer Service Numbers.

Pan European Games Information (PEGI) Age-Rating System

The PEGI age-rating system protects minors from games unsuitable for their particular age group. PLEASE NOTE it is not a guide to gaming difficulty. Comprising two parts, PEGI allows parents and those purchasing games for children to make an informed choice appropriate tot the age of the intended player. The first part is an age rating:-

Images: Five black squares are lined up in a row. Obscured in the black are several dull grey repetitions of the acronym 'ISFE', all printed diagonally. Overlapping and obscuring these letters are large white numbers, listing the age rating:

The first is 3 and up. The second is 7 and up. The third is 12 and up. The fourth is 16 and up. The fifth is 18 and up.

Text: The second is icons indicating the type of content in the game. Depending on the game, there may be a number of such icons. The age-rating of the game reflects the intensity of this content. The icons are:-

Images: Six black squares are lined up in a row. Obscured in the black are several dull grey repetitions of the acronym 'ISFE', all printed diagonally. Overlapping and obscuring these letters are white and black images that represent each content warning.

The first is 'VIOLENCE' and depicts a fist making an impact against something unclear. THe second is 'BAD LANGUAGE' and depicts a speech bubble filled with a censored expletive: '@*!'. The third is 'FEAR' and depicts a semi detailed silhouette of a spider. The fourth is 'SEXUAL CONTENT' and depicts the Mars and Venus planetary symbols as gender symbols (representing Male and Female). They are intertwined and connected by the circles at the top of Venus' symbol and the base of Mars' symbol. The fifth is 'DRUGS' and depicts a syringe partially filled with a liquid that appears to be draining out of the container. The sixth is 'DISCRIMINATION' and displayed two all white human silhouettes surrounding a white outlined, but black filled, human silhouette that is framed as smaller than the other two.

Text: For further information visit http://www.pegi.info

SCES-50760

1 Player • Memory Card (8MB) (for PlayStation 2) : 360KB minimum • Analog Control Compatible: analog sticks only • Vibration Function Compatible

e-koʊ 2001-2006 Sony Computer Entertainment Inc. Published by Sony Computer Entertainment Europe. Developed by Sony Computer Entertainment Inc. All rights reserved. Library programs 1997-2006 Sony Computer Entertainment Inc. exclusively licensed to Sony Computer Entertainment Europe. FOR HOME USE ONLY. Unauthorised copying, adaptation, rental, lending, distribution, extraction, re-sale, arcade use, charging for use, broadcast, public performance and internet, cable or any telecommunications transmission, access or use of this product or any trademark or copyright work that forms part of this product are prohibited.

Page 1

Text: e-koʊ

Image: A black, white, and light dusty brown illustration of The Castle in the Mist from above. It is very detailed with sharp contrast between dark and lit areas of the map. Only a small portion of the full castle layout can be seen from the diagonal trajectory, but among the landmarks are the crane, the railway, East Arena, and a vantage point where the player can see it all from in-game.

Text: English

Page 2

Text: SETTING UP

Set up your PlayStation 2 computer entertainment system according to the instructions in its instruction manual. Check that the POWER indicator on the front of the console is lit up red. Press the POWER/RESET button and the POWER indicator will light up green.

Press the EJECT button on the console front to open the disc cover and place the e-koʊ disc in the disc holder with the label side facing upwards. Press lightly until the disc clicks into place. Close the disc cover by pressing firmly until you hear a click. e-koʊ will then commence loading.

Do not insert or remove accessories once the power is turned on.

PLEASE NOTE: the information in this manual was correct at the time of going to print, but some minor changes may have been made late in the product's development. All screenshots for this manual have been taken from the English version of this product, and some screenshots might have been taken from pre-completion screens that differ slightly from those in the finished product.

Image: A black, white, and light dusty brown illustration of a young man with small ox-like horns, sitting, his back leaning heavily against the base of a tree. Though his face is blurry in this styling, we can tell it is e-koʊ, or rather an early conceptual depiction of him.

Numerous aspects of his costume are different from how he is depicted in-game, including a pair of shorts, a hefty cloth along his shoulders, and a strap that runs diagonally across his torso, ending in what appears to be a sword in its scabbard. His mantle and its complex patterning are not seen here. He does not appear to have bandages around his head.

Page 3

Text: It is recommended that you select your preferred language settings from the PlayStation 2 System Configuration before commencing play. Choose from English, French, Italian, German or Spanish.

MEMORY CARD (8MB) (For PlayStation 2)

PLEASE NOTE: throughout this manual, the term 'Memory Card' is used to describe the Memory Card (8MB) (for PlayStation 2) - (product code SCPH-10020 E). Memory Cards (SCPH-1020 E) designed for use with PlayStation 2 (PS one) format software are not compatible with this game.

To save game settings and progress, insert a Memory Card into MEMORY CARD slot 1 or MEMORY CARD slot 2 of your console. You can load saved game data from the inserted Memory Card, or any Memory Card containing previously saved e-koʊ data. Make sure there is enough free space on your Memory Card before commencing play.

DIRECTIONAL BUTTONS – MOVEMENT

In this manual, up arrow, down arrow, left arrow, right arrow etc. are used to denote the direction of both the directional buttons and the left and right analog sticks. In order to use the left and right analog sticks, the Analog Controller (DUALSHOCK 2) should be in analog mode (indicator: red).

Page 4

Text: THE CURSE

e-koʊs nightmare began on the day he drew his first breath. At the moment when he was raised up to the light, a scream rang out into the night. For there, in plain view, was the Sign - two horns, quite small but quite distinct, protruding from either side of the newborn infant's head.

There was no joyous celebration of e-koʊs birth, no proud expression in his father's eyes. His arrival brought only suspicion and fear. The villagers had hoped against hope that the curse might skip their generation. But here was the Sign, and it could not be ignored. Nor could the plagues that struck their children, or the failure of the harvests year after year. They prayed desperately for the day when the tribulations would end.

Image: A black, white, and light dusty brown illustration of the cliffside under the castle. A large cavern seems to draw the sketch into itself. Down near the base of the image, on the waters, is a small depiction of a boat, where the men taking e-koʊ row him into the depths of the castle.

Text: That day, as tradition decreed, was the day of e-koʊs twelfth birthday. At dawn, the faceless horsemen came for e-koʊ. His family did not try to resist, nor did they weep for the loss of their child. e-koʊs fate had been decided long ago.

The horsemen rode deep into the dark, twisting forest. Although e-koʊ did not know what his final destination was to be, he could feel his fear rising with every moment that passed. After many hours, an ancient fortress ruin came into view. It stood vast and foreboding against the stormy horizon. e-koʊ could hear the sound of waves crashing against the rocky cliffs below. His heart began to

Page 5

text: pound in his chest as he searched desperately for a way to escape, but found none. His time had come.

Ignoring his desperate cries, the horsemen dragged the terrified boy through the fortress gates and into a vast stone hall. Its walls were filled from floor to ceiling with rows of strange stone caskets. It was at that moment that e-koʊ realised what his fate was to be. The horsemen bundled him into a casket and pulled the heavy stone lid closed, shutting out the light forever. e-koʊ was left alone in the darkness, sentenced to spend the rest of eternity in silent torment.

Image: A black, white, and light dusty brown illustration showing a series of square capsules stacked into columns of three. The rightmost are the closest to our view, but then curve off into the left where they grow distant and numerous. Stairs occasionally lead up to their bases. Each seems to have a plaque or slot on their lids. In the final game, the coffins do not quite take this form.

Text: But now, fate has granted a reprieve. e-koʊ will discover that he is not alone in this mysterious place. A young girl named yoruda has been held captive in the fortress, consumed by loneliness and sorrow. With e-koʊs encouragement, she will begin to have hope once more.

However, they will quickly discover that the entire castle is a prison, a fortress from which escape will not be easy. Shadowy spirits emerge from gloomy corners, desperate to drag yoruda back into the darkness. Every twisting staircase, creaking door and towering pillar is part of a larger puzzle. Each torch and shaft of light only serves to illuminate another mystery.

But together, if the pair persevere, they will surely find a way out, a way back to the light...

Page 6

Text: CONTROLS

Image: A graphic of the PlayStation 2 controller, the Dualshock 2, and a diagram labeling its various buttons and analog sticks.

Text: BASIC CONTROLS

Start / Pause game — START button

Select menu item — up arrow, down arrow, left arrow and right arrow

Confirm menu selection — x button

CONTROLLING e-koʊ

Run / swim — Left analog stick (up arrow, down arrow, left arrow and right arrow)

Walk — circle button plus left analog stick (up arrow, down arrow, left arrow and right arrow)

Jump Up — triangle button

Lunge / strike with weapon — square button

Release — x button

Pull up from a hanging position — triangle button plus up arrow

Climb chains / pipes — up arrow

Slide down chains / pipes — down arrow

Leap — triangle button plus left analog stick (up arrow, down arrow, left arrow and right arrow)

Page 7

Text: Move while hanging — Left analog stick (up arrow, down arrow, left arrow and right arrow)

Hold yorudas hand / call her / pull her up — R1 button

Activate switch / throw lever — circle button

Pick up objects or weapons — circle button

Throw objects — circle button (whilst moving)

View surroundings — Right analog stick

Zoom in — R2 button

THE MAIN MENU

Press the START button at the Title Screen to display the Main Menu.

NEW GAME

Select this option to begin a new adventure.

Image: A black, white, and light dusty brown illustration showing yorudas ability to open Idol Doors with a blinding light. We see her and e-koʊ from behind. Both of their costumes have slight differences when compared to the final game. e-koʊ has a strap rather than a mantle, and yorudas dress is bisected at the waist, with her skirt having well defined folds in it. The Idol Doors themselves are uniquely huge and imposing. They also lack the intricate statues of curled up horned children they feature in the game.

Page 8

Text: OPTIONS

SOUND — Choose between STEREO or MONO audio output.

VIBRATION — Press the x button to ACTIVATE / DEACTIVATE the vibration function of your Analog Controller (DUALSHOCK 2)

HOLD TYPE — If TYPE A is highlighted, you must press and hold the R1 button to ensure that yoruda keeps hold of your hand. If you select TYPE B, you will only need to press the R1 button once to encourage her to take your hand. To get her to let go, press the R1 button once again.

BUTTON CONFIGURATION — Highlight a control action and then press the button you want to assign to that action. Select DEFAULT to undo any changes.

Image: A black, white, and light dusty brown illustration of e-koʊ in the process of climbing up a large chain. His body is framed to be small compared to the massive length of the hanging metalwork. A dim shadow of the scene is cast onto the wall behind him.

Page 9

Text: BRIGHTNESS — Press left arrow or right arrow to adjust the display settings.

CONTINUE

Select this option to load a game you have previously saved to Memory Card. The Load Game screen will then be displayed. Press up arrow or down arrow to select the game file you want to load and press the x button again to confirm.

NOTE: details of how to save your progress are explained later in this manual.

Image: A black, white, and light dusty brown illustration of e-koʊ, his back is to us as he puts effort into pushing a box as tall as he is. His weapon braced against one side of the cube, he seems to be putting a lot of pressure into his left leg, which is the furthest back. He is once again depicted with shorts and a strap across his torso.

Text: THE PAUSE MENU

Press the START button to pause the game and display this menu.

OPTION — Enter the Options Menu (explained earlier in this manual).

BACK — Resume the game.

END GAME — Quit to the Title Screen.

Page 10

Text: EXPLORING THE FORTRESS

Your adventure will begin in the gloomy sacrificial crypt. Your first task is to release yoruda, who is trapped in an iron cage suspended high in the air. Once she is free, you can begin to look for a way out of your castle prison. Your journey will not be easy, for the entire fortress is designed to confuse and mislead those who tread its echoing halls.

Image: A black, white, and light dusty brown illustration of e-koʊ and yoruda sitting on a save bench. Though in this illustration, it looks more like a properly shaped couch with cushions and circular arm rests. In this rendering, both the characters lack distinguishing features to their outfits, but e-koʊ does have bandages around his head and the long pants seen in the final game. His mantle remains missing.

yoruda however has a different hairstyle, her bangs sweep from left to right until they congeal into a long lock of hair that drapes down, past her right shoulder and onto her chest. This conceptual hair design has never been seen on a game model, even in beta builds.

Text: As you search for escape routes, you will face one mysterious puzzle after another. Some passages are blocked and must be cleared. Others require dangerous detours, or will only become visible when opened by some hidden trigger. Years of decay and disrepair have created many hazards — beware of walkways that crumble underfoot, and rusting chains that snap easily. Only with careful thought and patience will you find the path to freedom.

LOOKING FOR A WAY OUT

Many important routes can be found high overhead. Look out for handholds on walls, dangling chains, pipes, ledges and broken windows. Peer into the gloom or use a torch to discover useful escape routes that might be hidden in the darkness. Try looking into the distance from parapets or other high positions to see what lies ahead.

Page 11

Text: PROTECTING yoruda

As you explore the fortress, you will encounter many mysterious dark spirits. They will rise up and try to drag yoruda back to the portals. You must counter-attack in any way you can, barehanded if necessary. Be careful — the spirits only want yoruda, but they will attack you if you get in their way. If the spirits recapture her, your quest will be at an end, so always try to keep her as close to you as possible. As there are some areas where she cannot follow you, you will find that you have no choice but to leave her at times.

SAVING GAME PROGRESS

To save your progress, sit down on one of the stone seats that you will find in various areas of the castle. Both you and yoruda must be seated in order to save the game.

When the Save Game screen is displayed, highlight YES and press the x button to confirm. Then select the file you want to save to. If you choose a file that already has data saved to it, you must select YES to confirm that you want to overwrite.

Image: A black, white, and light dusty brown illustration showing three barrels laying sideways in a small patch of grass.

Page 12

Text: JUMPING, CLIMBING AND HANGING

You will often need to perform climbing and hanging moves to find routes through the castle. To jump up and grab a ledge, chain or pipe, press the triangle button.

Image: A black, white, and light dusty brown illustration of the Waterfall area. The water cascades in a torrent of white that is obscured only by the black form of the rope based suspension bridge that connects a large gap in the platforms.

Page 13

Text: LADDERS

CHAINS

Jumping From Chains

Swinging From Chains

Image: A black, white, and light dusty brown illustration of the castle's Main Gate, from a perspective within the imposing castle walls. The gigantic doors are wide open and a bridge extends out beyond it to the mainland. Stretching from the foreground and far into the background are two lines of tall pillars that bear small, lit braziers at their peaks. The strangest part of this conceptual depiction is the sight of these torchlight pillars extending onto the castle's bridge, which in the final game has none and is fully retractable.

Page 14

Text: LEAPING

MOVING WHILE HANGING

MOVING OBJECTS

PUSHING AND PULLING OBJECTS

PICKING UP OBJECTS

SWITCHES AND LEVERS

Page 15

Text: PRESSURE SWITCHES

LEVERS

DOORS

IDOL DOORS

These doors mark the progression from one stage to the next. They are intricately carved with images of the cursed souls who were imprisoned in the castle before you. At first, you will not be able [to] open Idol Doors on your own. That task must fall on someone who has a connection with the spirit realm. However, as you journey deeper into the castle, you may discover the secret to opening them yourself.

Image: A black, white, and light dusty brown illustration of The Castle in the Mist from above. It is very detailed with sharp contrast between dark and lit areas of the map. Only a small portion of the full castle layout can be seen from the diagonal trajectory, but among the landmarks are the crane, the railway, East Arena, and a vantage point where the player can see it all from in-game.

Page 16

Text: PRESSURE SWITCH DOORS

To open one of these doors, you must apply weight to the pressure switch in front of it. Once you and yoruda pass through the door, it may slam shut. If there is no pressure switch on the other side, it may be impossible to go back the way you came.

LEVER GATES

These gates can be opened by using special levers, or by those who possess unique powers.

THE SPIRITS

These creatures of darkness will rise up from the castle foundations and try to recapture yoruda. Most can not move quickly, but their attacks are relentless. Often, one of them will try to distract or injure you whilst the others drag the princess into a portal. You must defend yourself and yoruda in any way you can.

SPIDER WRAITHS

These scampering creatures will congregate around yoruda, but will not attempt to capture her. However, if you defeat a larger spirit that is nearby, they may morph into a replacement and launch an attack.

SENTRIES

Sentries attack with their flightless wings. They will often try to separate you and yoruda before picking her up and walking into a portal. Sentries are difficult to defeat as they can create protective shields around themselves.

FORTRESS GHOULS

These huge hulking spirits have the power to knock you across a room. They sometimes attack in pairs with such violence that you will find it impossible to counterattack. One of their main tactics is to back you into a corner so that you cannot protect yoruda.

SENTINELS

The sentinels are a pair of fierce and deadly apparitions. If they manage to capture yoruda, they will use their powerful wings to fly her out of your reach.

Page 17

Text: FIGHTING

In the moments when the spirits materialise, it is possible to destroy them. To attack, press the square button. You can attack spirits that have latched onto yoruda without fear of hurting her.

THE STICK

The stick can be used to defeat spider wraiths and sentries. You can also try attacking larger enemies with it, but it is less effective than stronger weapons. The stick will make a useful torch if you can discover how to light it.

LUNGING

If you have no weapon, you can still attack spirits by lunging at them with your horns. Press the square button and then push the analog stick in the direction you want to lunge to do this. Weaker spirits will be sent sprawling, but stronger ones may respond by hurling you across the room.

SWORDS

You must solve puzzles in order to win swords. They are far superior to the stick when it comes to fighting. Look out for one very special sword that possesses strange magical powers.

Image: A black, white, and light dusty brown illustration of e-koʊ and yoruda holding hands as they walk through an overgrown environment. To their right is a small pond. The landscape is dotted with architecture and constructs, such as a staircase, a set of arches, and a moderately tall parapet, but all are diffused in vines and tall grass that eats away at the structure. One pillar next to the stairs has completely toppled and broken apart.

e-koʊ is once again portrayed in his early conceptual costume, sporting shorts and a diagonal strap along his torso. yoruda, however, has a new difference to her costume design, a belt or rope along her waist bisects the top of her dress from the skirt, which has distinct folds in it, unlike the final design.

Page 18

Text: THROWING BOMBS

To use a bomb against a spirit or to clear an obstruction:

  1. Light the fuse with a flame from a torch.

  2. Pick up the bomb by pressing the circle button.

  3. Push and hold the left analog stick in the direction you want to throw and press the circle button.

Look out for other items you can throw to defend yourself.

RECOVERING FROM INJURIES

When you are knocked to the ground by a spirit, you will not be able to get back up immediately. If you are too slow, the spirits may be able to capture yoruda. You can regain your strength faster if you quickly press the x, square, triangle and circle buttons / up, down, left, and right arrows, at random.

DANGERS

You must take great care as you explore the castle. If you suffer one of the following fates, your quest for freedom will be at an end.

FATAL FALLS — Both you and yoruda can survive short drops, but a fall too far will kill you.

INJURIES — Some spirits have the power to throw you with such force that you can fall to your doom before you can defend yourself.

CAPTURE — If a spirit manages to drag yoruda through a portal, you have failed in your mission to protect her.

CONTINUE SCREEN

If the game ends, select YES from this screen to continue play from the last stone seat where you saved your progress.

Page 19

Text: STAGES

TOMBS

Your adventure will begin with the search for yoruda. There is no exit from this towering tomb without her. As soon as you have freed her from her iron prison, you will have to protect her from the spirits trying to drag her back into the darkness. Take the time to learn how to guide yoruda. Learn when she will follow and when you must rush her out of danger. If you can make it outside, a commanding view of the castle complex will give you a hint as to escape routes. You will discover that your only hope of freedom is to travel further into the heart of this bewildering prison.

FEAR OF FALLING

Take great care as you scurry along the crumbling castle battlements, for a miscalculated leap will mean a descent into oblivion. You and yoruda may find that your fate lies in the strength of each other's grip. As you try to find a way to turn a door into a bridge, you will face a relentless show of force by the spirits.

SYMMETRY

Travel a long, windblown parapet to enter the first part of this baffling puzzle. Your next task is to open the mysterious circular doors. Symmetry is really two sides of the same riddle, one left and one right. You will confront the other side later in your quest. Beware the spirits who will try to reclaim yoruda whilst pounding you into oblivion; a new weapon may even the score a little. Take great care in this place, for another cage awaits, and a hidden enemy is about to reveal herself.

WATER AND WOOD

Finding a path for yoruda through this area will not be easy. Begin by solving the puzzle of the waterfall. Next, descend deep into the rocky ground and journey towards the seaside cliffs. The path will become perilous as you proceed towards the outer reaches of the castle. As you cross the decayed wooden walkways, you will find that many connecting bridges have crumbled into the ocean. Sometimes, progress will require a leap of faith. Look out for ancient systems that may help you to journey through this confusing and deadly place.

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Text: THE SEA

Go deep underground to discover an ocean inlet where water cascades over jagged cliffs. You must travel upwards before descending out onto the cliff face. The ever-narrowing path will soon vanish completely, leaving you hanging onto the slippery rain-soaked rocks. Look into the darkness to find hand holds that may save your life.

THE FINAL BATTLE

The time of transition is near, and you must face evil in its most powerful form. If you succeed, you will win your freedom, and discover what fate has in store for your companion.

Page 21

Text: NOTES

Image: The page is left blank for the player to write their own notes as they progress through the game.

Page 22

Text: CREDITS

ICO STAFF

Kuwabara, Tsutomu Kouno DIRECTOR Fumito Ueda PRODUCER Kenji Kaido EXECUTIVE PRODUCER Yasuhide Kobayashi SUPERVISOR Akira Sato, Fumiya Takeno, Masatsuka Saeki

GRAPHIC ARTISTS

CHARACTER ANIMATION Atsuko Fukuyama (yoruda, e-koʊ), Takeshi Ambe (e-koʊ, Queen, Smokeman), Mizuki Muramatsu (Assistant Animator), Fumito Ueda (Lead Animator) BACKGROUND ARTISTS Kazuhiro Numata, Nanako Ohmura, Chikara Ueno, Mitsuhiro Shimooki, Katsuhiko Abe, Atsushi Morioka, Taijurou Hachiya, Mikiko Takeda, Kaihei Hayano, Tsutomu Kouno, [CHARACTER DESIGN] Fumito Ueda, Chika Fukui, Kazuhiro Numata, Mitsuhiro Shimooki

PROGRAMMERS

SYSTEM PROGRAM Jinji Horagai, Fumiaki Hara CHARACTERS AND OBJECTS Shotaro Omori, Hajime Sugiyama, PROGRAM Toshihiro Ito MOTION SYSTEM PROGRAM Hajime Sugiyama yoruda. a. eye. PROGRAM Shotaro Omori, Jinji Horagai DRAW ENGINE PROGRAM Takuya Seki VISUAL PROGRAM Hajime Sugiyama, Takuya Seki TOOLS PROGRAM Toshihiro Ito SCRIPTING Junichi Hosono

MUSIC AND SOUND

SOUND DESIGNER Masaaki Kaneko SOUND EFFECTS Masaaki Kaneko, Keiichi Kitahara MUSIC SUPERVISOR George Asahi COMPOSER Michiru Ohshima, Pentagon ARRANGER Pentagon RECORDING COORDINATION Lynne Hobday (ORTUS PRODUCTIONS JAPAN), Emari Mamiya (TOUSHITU SEISAKU CO., LTD.) RECORDING STUDIO MASTER ROCK STUDIO (London) ENGINEER Roland Herrington

VOICES

VOICE OF e-koʊ Kazuhiro Shindou VOICE OF yoruda Rieko Takahashi VOICE OF THE QUEEN Misa Watanabe VOICE PRODUCTION Miho Kawagoe (TOHOKUSHINSHA FILM CORPORATION), Shinsaku Tanaka (TOHOKUSHINSHA FILM CORPORATION) RECORDING ENGINEER Hideki Yoshida SUBTITLES Hideo Sato ( A.M.L. ) TECHNICAL CO-OPERATION Junichi Kobayashi, Satoru Fukui, Toshitake Tsuchikura, Koji Mitsuda, Asako Sanada COVER / SOFTWARE Hironori Komiya, Takuya Izumi, MANUAL DESIGN Hiroe Suzuki (SMC), Shigeo Suzuki, Michiko Ando, Kenichirou Yasuhara (TOYOTAMA-YA) OVERSEAS CO-ORDINATION Katsuhiko Kanazawa, Masaaki Doi, Tsubasa Inaba, Mikiko Okai, Koji Saito

Page 23

Text: SPECIAL THANKS Shuji Hiramatsu, Kenichi Koike, Masanori Takano, Hajime Saito, Hiroyuki Fujita, Kiyoko Koyanagi, Yasuharu Yoshizawa, Susumu Abe, Tsutomu Hamura, Yasuhiro Takahama, Nobuaki Yamazaki, Noritaka Shimasaka, Masami Nakazawa, Masamichi Seki, Kentaro Nakagoshi, Taku Nishijima, Hiroshi Takekawa, Chikashi Aoki, Ryouichi Hasekgawa, Atsushi Matsushita, Mayumi Suzaki, Yukie Tachibana, Chihiro Shimozawa, Ayako Kojima, Ryouko Minamisawa, Takashi Otsuki, Yoshiaki Tazaki, Hiromi Hayashi, Yoshiyuki Seki, Makoto Sekiguchi, Takashi Sato, Kyouko Nakamura

Presented by Sony Computer Entertainment Inc.

© 2002 Sony Computer Entertainment Inc.


SCEE

EUROPEAN SENIOR PRODUCT MANAGER Birgit Zich PRODUCER Sean Kelly EUROPEAN PR MANAGER Imogen Baker MANUAL AND PACKAGING DESIGN Steve O'Neill MANUAL EDITOR Ellie Gibson MANUAL APPROVALS Stephen Griffiths, Brian Goulbourn LOCALISATION CO-ORDINATOR Gaelle Leysour LEAD TESTER Sandra Raue SPANISH Yolanda Akil, Vanessa Ibanez FRENCH Yannick Paulet, Nadege Josa, Gaelle Grenapin GERMAN Katharina Tropf, Nadine Martin ITALIAN Monica Dalla Valle, Domenico Visone, Giacinto Attanasio INTERNAL QA MANAGER Dave Parkinson INTERNAL QA SUPERVISOR Jim McCabe TEAM LEADER Phil Green TRC AUDITORS Paul French, John Hale, Michael Kennedy TESTERS Ian Cunliffe, Ian McEvoy, Carl Seddon, Vincent Tse, Matthew Nuttall, Darren Perkins, Barrie Mitchell, Mark Cooney, Jenny Newby, Richard Grannell, Jonathon Wild, David Lyons, Kieran Gaynor, Shawn Burrows SPECIAL THANKS TO: Lee Ponting, Lisa Rose

Page 24

Text: Customer Service Numbers — POWERLINE FOR GAME HELP

Image: A page displaying 14 different service numbers across many countries including Denmark, Ireland, Australia, Italy, The Netherlands, France, and The Czech Republic. Just to name a couple. Additional information accompanies each number in the popular language of the respective region.

Text: Please call these Customer Service Numbers only for PlayStation Hardware Support. Details of all costs apply only to PowerLine Game Help numbers. For Game Help, please call your local PowerLine number.

Page 25

Text: Customer Service Numbers — POWERLINE FOR GAME HELP

Image: A page displaying 8 different service numbers across many countries including Portugal, New Zealand, Spain, and The UK. To name a few. Additional information accompanies each number in the popular language of the respective region.

Image: Near the bottom of the page is a tiny icon of a trash bin with wheels marked out by an 'x'.

Text: Where you see this symbol on any of our electrical products or packaging, it indicates that the relevant electrical product should not be disposed of as general household waste in Europe. To ensure correct waste treatment of the product, please dispose of it in accordance with any applicable local laws or requirements for disposal of electrical equipment. In doing so, you will help to conserve natural resources and improve standards of environmental protection in treatment and disposal of electrical waste.

Please call these Customer Service Numbers only for PlayStation Hardware Support. Details of all costs apply only to PowerLine Game Help numbers. For Game Help, please call your local PowerLine number.

Back Cover Advertisement

Text: From the creators of e-koʊ comes an adventure like no other. The key to your destiny lies in this mysterious land; a place where creatures the size of mountains roam free...

Image: A PlayStation 2 disc case for Shadow of the Colossus stands upright on a series of loosely rolling hills, coated in a lush green grass. The sky behind the case is a murky grey and white. These colors are reflected in the game's cover itself, where a mighty giant towers over a young man on horseback. The colossus is the first of the game, and though it wields a mallet, it is not yet ready to strike with it. It is awash in a green color filter, which permeates the rest of the scene. In the background, a temple's highest point can be seen, pronounced by the white clouds behind it. The title rests over the torso of the giant 'Shadow of the Colossus'. The PEGI rating for the game is listed as 12+.

Text: www.playstation.com — SCES-50760 — www.icothegame.com

The "PS" PlayStation Logo, PlayStation, the term, the triangle, circle, x, square buttons, and DUALSHOCK, the term, are registered trademarks of Sony Computer Enttertainment Inc. The Sony Computer Entertainment Logo is registered trademark of Sony Corporation. All rights reserved.

e-koʊ 2001-2006 Sony Computer Entertainment Inc. Published by Sony Computer Entertainment Europe. Developed by Sony Computer Entertainment Inc. All rights reserved.

711719648567




PAL PS3

Cover

Image: The cover is split into two images that fade into each other at the vertical center line.

On the left is the European box art for e-koʊ. Which features e-koʊ and yoruda as two small silhouettes, running, hand in hand, across a vast plane of yellow sand. Two structures impose in both the rightmost foreground and the leftmost background. The background structure is the windmill, seen from its side, a bridge at the top connecting another building that cannot be seen. The foreground structure is a series of stacked arches that a ladder allows access to.

The second image, to the right side, is the box art for Shadow of the Colossus. A mighty giant towers over a young man on horseback. The colossus is the first of the game, and though it wields a mallet, it is not yet ready to strike with it. It is awash in a green color filter, which permeates the rest of the scene. In the background, a temple's highest point can be seen, pronounced by the white clouds behind it. Birds fly high around the monstrous creature's bull-ish face.

Above both these images is the PS3 game's title: e-koʊ & Shadow of the Colossus" along with a "Classics HD" subheader.

Warning Page

Text: PRECAUTIONS

•This disc contains software for the PlayStation 3 system. Never use this disc on any other system, as it could damage it. • This disc conforms to PlayStation 3 specifications for the PAL market only. It cannot be used on other specification versions of PlayStation 3. • Read the PlayStation 3 system Instruction Manual carefully to ensure correct usage. • When inserting this disc in the PlayStation 3 system always place it with the required playback side facing down. • When handling the disc, do not touch the surface. Hold it by the edge. • Keep the disc clean and free of scratches. Should the surface become dirty, wipe it gently with a soft dry cloth. • Do not leave the disc near heat sources or in direct sunlight or excessive moisture. • Do not use an irregularly shaped disc, a cracked or warped disc, or one that has been repaired with adhesives, as it could lead to malfunction.

HEALTH WARNING

Always play in a well lit environment. Take regular breaks, 15 minutes every hour. Discontinue playing if you experience dizziness, nausea, fatigue or have a headache. Some individuals are sensitive to flashing or flickering lights or geometric shapes and patterns, may have an undetected epileptic condition and may experience epileptic seizures when watching television or playing videogames. Consult your doctor before playing videogames if you have an epileptic condition and immediatley should you experience any of the following symptoms whilst playing: altered vision, muscle twitching, other involuntary movement, loss of awareness, confusion, and/or convulsions.

3D HEALTH WARNING

Some people may experience discomfort (such as eye strain, eye fatigue or nausea) while watching 3D video images or stereoscopic 3D games on 3D televisions. If you experience such discomfort you should immediatley discontinue use of your television until the discomfort subsides.

Generally we recommend that you avoid prolonged use of your Playstation 3 system and take 15 minute breaks during each hour of play. However, when playing stereoscopic 3D games or watching 3D video, the length and frequency of necessary breaks may vary from person to person - please take breaks that are long enough to allow any feelings of discomfort to subside. If syptoms persist, consult your doctor.

The vision of young children (especially those under 6 years old) is still under development. We recommend that you consult with your child's doctor or optometrist before allowing young children to watch 3D video images or play stereoscopic 3D games. Adults should supervise young children to ensure they follow the recommendations listed above.

PIRACY

The unauthorised reproduction of all or any game part of this product and the unauthorised use of registered trademarks are likely to constitute a criminal offence. Piracy harms consumers as well as legitimate developers, publishers and retailers. If you suspect this game product is an unauthorised copy, or have any other information about pirate product, please call your local Customer Service number given at the back of this manual.

SYSTEM SOFTWARE UPDATES

For details about how to perform System Software updates for the Playstation 3 system, visit eu.playstation.com or refer to the PS3 system's instruction manual.

GRIEF REPORTING

If you experience any unacceptable, inappropriate or unlawful behavior while playing online, please contact us at http://ps3reporting.com

See back page of this manual for Customer Service Numbers.

Rating Page

Text: PAN EUROPEAN GAMES INFORMATION (PEGI) AGE RATING SYSTEM

The PEGI age rating system protects minors from games unsuitable for their particular age group. PLEASE NOTE it is not a guide to gaming difficulty. For further information visit www.pegi.info.

-[transcript ends early. Apologies, this page is a work in progress.]

These pages were transcribed by both Mystic_Ode and GreatDinn.