PS2 Walkthroughs: Amplitude Walkthrough

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Amplitude Walkthrough

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                       FAQ/Walkthrough by Austin Garbers
                      ( contributor name: austingarbers )

                             Latest Version: 1.00
                             Completed 11/30/2003

                                Copyright 2003




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===============================================================================
A-0                              INTRODUCTION
===============================================================================

You are a DJ traveling through cyberspace. Your mission: to guide your beat
blaster ship through every song and play some funky beats along the way. Your
ship has a low fuel supply, so you must recharge it with sonic energy. Blast
the note capsules to release the music within and energize your ship. Be
careful; it's not as easy as it sounds. Feel the beat. Feel the rhythm. Feel
the Amplitude.

This guide is designed for expert players who can already play most of the
tracks, but it should still be useful for newbies. If what you're looking for
is a way to play the tough tracks, I have only one word for you: Practice.
Believe it or not, every single track in the game can be played. Just press
square to start a song with infinite energy and work solely on the track you're
having trouble with until you can do it. Playing this game is a lot like
playing a real musical instrument; the more you practice, the better you get.

This FAQ DOES contain spoilers. You have been warned.

===============================================================================
B-0                                CONTENTS
===============================================================================

Section name                            Ctrl+F code

INTRODUCTION .......................... A-0

CONTENTS .............................. B-0

CONTROLS .............................. C-0

SONG INFORMATION ...................... D-0

TIPS .................................. E-0
   BEAT BLASTING ...................... E-1
   STREAKS ............................ E-2
   POWERUPS ........................... E-3
   VISIBILITY ......................... E-4
   SCORE .............................. E-5

SOLO MODE WALKTHROUGH ................. F-0
   NEOTROPOLIS ........................ F-1
   BEAT FACTORY ....................... F-2
   METACLOUDS ......................... F-3
   ELEKTRO KORE ....................... F-4
   BLASTLANDS ......................... F-5

MULTIPLAYER MODE ...................... G-0
   TIPS ............................... G-1
   POWERUPS ........................... G-2

ONLINE MODE ........................... H-0
   TIPS ............................... H-1
   POWERUPS ........................... H-2
   SCORE BUG .......................... H-3
   GETTING ONLINE ..................... H-4
   THE ONLINE LOBBY ................... H-5

DUEL MODE ............................. I-0
   THE BASICS ......................... I-1
   EASY ............................... I-2
   PATTERN PLAY ....................... I-3
   FREE-FOR-ALL ....................... I-4

REMIX MODE ............................ J-0
   THE BASICS ......................... J-1
   EFFECTS PANEL ...................... J-2
   AFTER YOU FINISH ................... J-3
   REMIX BUG .......................... J-4

THE FREQ .............................. K-0
   FREQ PARTS ......................... K-1

LEGAL CRAP ............................ L-0

VERSION HISTORY ....................... M-0

LINKS ................................. N-0

CONTACTING ME ......................... O-0

CREDITS ............................... P-0

In case you're lost on the Ctrl+F thing, do this.

1. Highlight the Ctrl+F code.
2. Press Ctrl+C.
3. Press Ctrl+F.
4. Press Ctrl+V.
5. Press Enter.

Ta-da! You've been taken to the section you need!

===============================================================================
C-0                                CONTROLS
===============================================================================

Before you can start playing, you have to know how to control your ship! I, as
well as most other freqs, prefer to use the L1, R1, and R2 buttons. Use of
square, triangle, and circle is NOT recommended. However, it's your game; do
what you want. It's very important to use a different finger for each note. If
you can, try to use a fourth finger for the powerup button.

Here's a quick review of the default controls. Remember that they can be
changed.

L1, Square - Left Note
R1, Triangle - Middle Note
R2, Circle - Right Note
X - Powerup
D-pad, Left Analog - Change track, freestyle
L3 (press in left analog) - Freestyle (scratch only)

Later in the game, you will encounter some tracks that play the same note
quickly over and over *cough*Blink-182*cough*. Some people don't have trouble
with this, but others do. If you do, consider using both the shoulder buttons
and face buttons to play these tracks. Simply alternate between the two. For
example, a long string of left notes would be played L1, square, L1, square,
L1, square, L1, square.

===============================================================================
D-0                            SONG INFORMATION
===============================================================================

A list of every song's title and artist, beats per minute, genre, and the
artist's bio and website. You will also find the song's type of freestyler
(scratch or axe) and the score needed to get 4 bars on it in Insane mode.

-------------------------------------------------------------------------------

                                STAGE 1, SONG 1

P.O.D. vs. THE CRYSTAL METHOD - Boom
ElectroRapRock : 104 BPM
www.payableondeath.com

Freestyler: Scratch
4 bar score: 4000+

Hailing from San Diego, CA, P.O.D. took the world by storm with their
breakthrough triple-platinum album 'Satellite'. Ading more melody and tighter
songwriting to their hardcore roots, 'Satellite' spawned hit singles including
'Alive' and 'Youth Of The Nation'. Electronica pioneers The Crystal Method
bring new textures to this rock anthem in this remix.

-------------------------------------------------------------------------------

                                STAGE 1, SONG 2

GARBAGE - Cherry Lips
Electronic Rock : 116 BPM
www.garbage.com

Freestyler: Axe
4 bar score: 3000+

Take 3 pioneering producers and one antagonistic yet charismatic front lady and
you have Garbage, a group that has captivated fans and critics alike. From
their sonically charged debut, to the melodically soaring 'Version 2.0', their
latest work, the hook-heavy 'beautifulgarbage', demonstrates an unprecendented
level of studio sophistication.

-------------------------------------------------------------------------------

                                STAGE 1, SONG 3

QUARASHI - Baseline
RapRock : 98 BPM
www.quarashi.net

Freestyler: Scratch
4 bar score: 2500+

Straight outta Iceland! Quarashi mixes hard rhymes, hip-hop beats, and crunchy
metal guitar licks to rip up shows from here to Reykjavik. 'We started off
rapping in English because all our influences were from America. There wasn't
any model for rapping in Icelandic so we had to figure it out ourselves.'
Quarashi will make you feel the beat, no matter what country you are from.

-------------------------------------------------------------------------------

                                STAGE 1, SONG 4

CHRIS CHILD with MELISSA KAPLAN - Shades of Blue
Trance : 136 BPM
www.chrischild.com

Freestyler: Axe
4 bar score: 5000+

Producer and remix artist Chris Child teams up with Melissa R. Kaplan to create
this ethereal trance anthem. Chris' music spans across a variety of electronic
music genres, containing elements of trance, electro beatz, and processed vocal
hooks. Look for a release of remixes as well as his original music in the near
future. Check out his webpage for more details!

-------------------------------------------------------------------------------

                                STAGE 1, SONG 5

LOGAN 7 - Uptown Saturday Night
Funky Beats : 137 BPM

Freestyler: Scratch
4 bar score: 4000+

His name was Logan. Beyond that, we didn't know much. Possessing the grace of a
duke and the bite of a cyberspace punk rocker, he was a diamond-toting,
martini-sipping chameleon. But where did he come from? What did he know? From
Harlem to Hong Kong they feared the name, the fame, and the fury of Logan 7!

-------------------------------------------------------------------------------

                                STAGE 2, SONG 1

RUN-DMC - King of Rock (X-Ecutioners Mix)
Hip Hop : 98 BPM
www.aristarec.com/aristaweb/RunDMC/

Freestyler: Scratch
4 bar score: 4000+

Run-DMC team up with superhuman scratch artists The X-Ecutioners in this remix
of the rap-rock song that started it all. As the first and the greatest of
hip-hop's superstars, Run-DMC's mission has always been (in their words) to
'crash through walls, go through floors, bust through ceilings, and knock down
doors.' In the 17+ years Run-DMC have been rapping, they've brought people
together with their beats and rhymes, and changed the way people think about
music.

-------------------------------------------------------------------------------

                                STAGE 2, SONG 2

THE BALDWIN BROTHERS - Urban Tumbleweed
Hip Hop : 105 BPM
www.baldwinstyle.com

Freestyler: Scratch
4 bar score: 3000+

Based in Chicago, The Baldwin Brothers create a rump-shaking jazz-funk stew
mixing impeccably tight live instrumentation and stanky ol' Fender Rhodes
grooves with whimsical samples, thick beats, and turntable skills. Their
ultra-hip debut album, 'Cooking with Lasers', was one of 2002's underground
favorites.

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                                STAGE 2, SONG 3

WEEZER - Dope Nose
Rock : 128 BPM
www.weezer.com

Freestyler: Axe
4 bar score: 3500+

Drawing from the heavy power-pop of arena rock and the angular guitar leads of
the Pixies, Weezer leavened their melodies with doses of '70s metal learned
from bands like KISS. None of the members of Weezer, especially leader Rivers
Cuomo, are conventional rockers - they were kids that holed up in their garage,
playing along with their favorite records when they weren't studying or
watching TV.

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                                STAGE 2, SONG 4

DAVID BOWIE - Everyone Says Hi (Metro Mix)
House : 128 BPM
www.davidbowie.com

Freestyler: Axe
4 bar score: 4000+

David Bowie, as a musician, performer, and songwriter, defies all conventions.
From his humble folkie beginnings in the '60s to the '70s glitter and glam of
Ziggy Stardust to the elegance of the Thin White Duke to the multiplatinum pop
star of the '80s to the most recent rock album 'Heathen', he has continually
reinvented himself and his art.

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                                STAGE 2, SONG 5

FREEZEPOP - Super-Sprode
Synthpop : 150 BPM
www.freezepop.net

Freestyler: Axe
4 bar score: 4000+

Uber-blippy synthpop band Freezepop is here to tell you how much they love you
with their new hit song, 'Super-Sprode.' After gaining many new fans from
around the world with their song 'Science Genius Girl' in FreQuency, Freezepop
wants to show their appreciation with this super-catchy electropop song. Be
careful though, you might be humming this one for a while!

-------------------------------------------------------------------------------

                                STAGE 3, SONG 1

PINK - Respect
Pop : 131 BPM
www.pinkspage.com

Freestyler: Scratch
4 bar score: 5000+

Pink makes 'real music you can live or die to, songs that make you want to
stand up and change your life.' Her debut album was an out-of-the-blue double
platinum smash within the U.S. and gained platinum and gold discs around the
world. Her debut album spun off three Top 40 hits, two of them Top 10, one
gold.

-------------------------------------------------------------------------------

                                STAGE 3, SONG 2

PAPA ROACH - M-80 (explosive energy movement)
Rock : 173 BPM
www.paparoach.com

Freestyler: Scratch
4 bar score: 5000+

Papa Roach makes it plain that no pigeonhole is big enough to contain them.
Their latest album, 'lovehatetragedy', heralds the refining and refocusing of
their sound as they shed some of their identification with rock-rap fusion and
strip down to a purer, but equally high-impact, rock attack.

-------------------------------------------------------------------------------

                                STAGE 3, SONG 3

MEKON with ROXANNE SHANTE - What's Going On
Funky Beats : 123 BPM
www.wallofsound.net

Freestyler: Scratch
4 bar score: 4000+

Mekon is John Gosling, one of breakbeat's pioneers, whose first release,
'Phatty's Lunchbox', was a genre-defining classic. His second album from 2000
paired Mekon with such favorites as Skooly D and Roxanne Shante. 'What's Going
On?' is the result of the Shante soundclash, and Mekon's biggest hit to date.

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                                STAGE 3, SONG 4

HERBIE HANCOCK w/ MIXMASTER MIKE, DXT, ROB SWIFT, Q*BERT, BABU, FAUST, AND
 SHORTEE - Rockit (2.002 Remix)
Old Skool : 113 BPM
www.herbiehancock.com

Freestyler: Scratch
4 bar score: 3500+

Herbie Hancock is an icon of contemporary music. He is a major composer, an
influential virtuoso pianist, an Academy Award-winning soundtrack composer, a
multi Grammy Award winner, and an inventor of classic R&B and hip-hop grooves.
Now a partner in an independent label venture, Transparent Music, his latest
album is entitled 'Future2Future', an exploration of electronica, hip-hop and
nu-soul.

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                                STAGE 3, SONG 5

THE PRODUCTION CLUB - Rockstar
Rocktronica : 110 BPM
www.lunchrecords.com

Freestyler: Scratch
4 bar score: 3500+

The Production Club is the creation of producer Wally Gagel who has worked with
acts such as The Folk Implosion, the eels, the Dust Brothers, Esthero, Orbit,
and the Rolling Stones. Originally based in Boston, he worked at the legendary
Fort Apache studios before moving to Los Angeles. 'Follow Your Bliss' is the
first full-length release for the Production Club.

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                                STAGE 4, SONG 1

DJ HMX with PLURAL - Cool Baby
House : 128 BPM
www.harmonixmusic.com

Freestyler: Scratch
4 bar score: 5000+

International superstar DJ HMX returns from Ibiza to join forces with
up-and-coming club sensation Plural. This track will get you dancing in front
of your TV! Look for more trax from Plural and DJ HMX in the future!

-------------------------------------------------------------------------------

                                STAGE 4, SONG 2

BT - Kimosabe
Electro-Rap : 126 BPM
www.btmusic.com

Freestyler: Scratch
4 bar score: 6000+

BT, AKA Brian Transeau, is best known for his epic trance albums 'IMA' and
'ESCM', and the wildly-diverse 'Movement In Still Life'. His mixing skills are
some of the most sought-after in the world, with credits like Korn, Seal,
Madonna, Sarah McLachlan, *NSYNC, and Tori Amos. In addition, BT is also lauded
for his moving film scores, including 'The Fast & The Furious', 'Driven',
'Under Suspicion', and 'Go'.

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                                STAGE 4, SONG 3

NOT AVAILABLE ON MELLOW

MANCHILD - Nitro Narcosis
Breaks : 135 BPM
www.manchild.co.uk

Freestyler: Scratch
4 bar score: 4000+

Manchild are songwriting partners Max Odell & Brett Parker. Their critically
acclaimed debut album 'Untied States' is an exciting mixture of dance, rock, &
hip-hop and features guest appearances from Kelly Jones (Stereophonics), Andy
Cairns (Therapy?), Sadat X (Brand Nubian), and Motion Man (Mastaz of Illusion,
Linkin Park). They are currently in the studio putting the finishing touches to
their follow-up album 'Anamorphic'.

-------------------------------------------------------------------------------

                                STAGE 4, SONG 4

SLIPKNOT - I Am Hated
Metal : 126 BPM
www.slipknot1.com

Freestyler: Scratch
4 bar score: 6000+

The spore that is Slipknot exploded three years ago with the release of their
self-titled album, and the infestation has continued ever since. Comprised of
nine masked members with numbers instead of names, Slipknot are not just a
band, they are a force that has swept through popular culture and galvanized
millions of fans, their 'maggots', worldwide.

-------------------------------------------------------------------------------

                                STAGE 4, SONG 5

GAMEBOYZ - Push
Electronic Rock : 122 BPM
www.jackshoosemusic.com

Freestyler: Axe
4 bar score: 3500+

Game Boyz' creator, composer, musician, and producer, Ged Grimes, has rapidly
become one of the major rising stars of today's interactive entertainment
industry. With a string of game music soundtracks under his belt and the
adrenaline-fueled rush that identifies the Game Boyz sound, expect to hear
fireworks.

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                                STAGE 5, SONG 1

BLINK-182 - The Rock Show
Pop-Punk : 193 BPM
www.blink182.com

Freestyler: Scratch
4 bar score: 4000+

It's safe to say that blink-182 is now a worldwide phenomenon, with their
records reaping platinum and their concert tours packing 'em in all over the
world. Produced by Jerry Finn, their fourth studio album from 2001 is titled
'Take Off Your Pants and Jacket'. The album features the hits 'The Rock Show',
'Stay Together For The Kids', and 'First Date'.

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                                STAGE 5, SONG 2

DIESELBOY - Sub Culture (Dieselboy + Kaos Rock Remix)
Drum'n'Bass : 174 BPM
www.djdieselboy.com

Freestyler: Scratch
4 bar score: 4000+

What do you get when you combine America's #1 Drum and Bass artist Dieselboy
and his production partner in crime Kaos with cutting-edge L.A. rappers Styles
of Beyond and up-and-coming alternative rockers Actual Proof? The answer is a
funked up, heavy, rolling monster in the form of 'Subculture', featuring live
drums and guitars alongside rinsing beats and deep lyrical flow.

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                                STAGE 5, SONG 3

NOT AVAILABLE ON MELLOW OR NORMAL

AKROBATIK vs. SYMBION PROJECT - Out The Box
Funky Beats : 132 BPM
www.symbionproject.com

Freestyler: Scratch
4 bar score: 6000+

Two FreQuency veterans, Symbion Project and Akrobatik, team up to bring the
beats real raw in 'Out The Box'. Ak's rough-and-ready rhymes fueled by
Symbion's punding beats will have your ears popping and your fingers burning.
Let's hope we hear more from this duo in the future!

-------------------------------------------------------------------------------

                                STAGE 5, SONG 4

SYMBION PROJECT - Synthesized
Drum'n'Bass : 180 BPM
www.symbionproject.com

Freestyler: Axe
4 bar score: 4500+

Featured in FreQuency with songs like 'Funky Dope Maneuver' and 'FreQout',
Symbion Project returns to aurally assault you with these frenetic beats.
'Synthesized' comes at you hard with mad patterns and catchy hooks, so pay
attention. Normally writing down-tempo songs, Symbion Project continues to defy
genre at every turn, and 'Synthesized' is no exception!

-------------------------------------------------------------------------------

                                STAGE 5, SONG 5

KOMPUTER KONTROLLER - Robot Rockerz
Techno : 150 BPM
www.harmonixmusic.com

Freestyler: Axe
4 bar score: 6500+

Komputer Kontroller unleashes his funky robot army to destroy the dance floors
of the Earth! Foolish Earthlings, cower before the awesome techno onslaught of
nine-hundred-and-nine robots dancing in unison. This track will make you run
for your lives!

-------------------------------------------------------------------------------

                                STAGE 5, SONG 6

NOT AVAILABLE ON MELLOW, NORMAL, OR BRUTAL

COSMONAUT ZERO - Spaztik
Drum'n'Bass : 97 BPM
www.symbionproject.com

Freestyler: Axe
4 bar score: 10000+

No one knows where he came from, and no one knows where he's going, but know
this: Cosmonaut Zero is here to deny you glory. Bulk up on some ginseng and
caffeine before attempting this level. Or just give up now, really, there is
not much point in trying to beat this track.

===============================================================================
E-0                                  TIPS
===============================================================================

The section about the stuff that SHOULD be obvious if you played through the
tutorials. Actually, I take that back; there's some useful stuff in here that
isn't mentioned in either tutorial. Read this section!

-------------------------------------------------------------------------------
E-1                              BEAT BLASTING
-------------------------------------------------------------------------------

Using whichever controls you prefer (see above), blast every note in a two-bar
phrase to capture that track. From watching some new players learning how to
play, I found that they seem to have trouble with knowing when to switch to
another track, so I'll explain here. You may notice that thick black lines
appear on every track. These divide the tracks up into bars. You have to play
a two-bar section called a phrase to capture the track. (An exception is at the
end of a section or when a track has blank areas, in which case you may only
have to play one bar.) Each note in the phrase you have to play is connected by
a colored line. After playing the last note connected to that line, then it's
time to switch tracks. You will also notice a sort of colored bar on both sides
of the track. This is another way of knowing how long your phrase lasts. Once
you're done playing it, move to the next track and repeat the process. Captured
tracks will be transparent, with colored dots representing the notes (which
play automatically).

You have an energy meter at the side of the screen, which I like to refer to as
your ship's fuel gauge. It's constantly draining because your ship is
constantly using fuel. If it drains down to nothing, you fail the song. To add
more fuel to your ship, simply play a phrase. The energy the notes release will
be magically absorbed into your ship. Cool, huh? If you see a flashing
exclamation point below your fuel meter, that means if you miss again, you'll
fail the song. The meter's color will change from green to yellow to red
depending on how much fuel you have.

-------------------------------------------------------------------------------
E-2                                 STREAKS
-------------------------------------------------------------------------------

The key to getting high scores is to always maintain your streak. While you are
playing a track, you will see arrows pointing to other tracks. Once you capture
your current phrase, change to another track with notes on it and start playing
at the arrow. Your "streak" (AKA multiplier) will go up by one. Now, once you
capture this phrase, the amount of points you get will be multiplied by
whatever value your streak is at. Your streak can go up to a maximum value of
8. Be aware that if you miss a note or fail to reach a streak arrow in time,
your streak will reset to one. The only way around this is using a powerup,
which I will discuss later. You WILL NOT be able to get a good score unless you
can keep your streak at x8 for most or all of the song.

If you are having trouble keeping a streak, try this. Look at what note the
arrow is pointing to BEFORE you arrive at it (while you are still playing the
previous phrase). Then, as you change to it, think of the track you are on and
the one you are changing to as the same track, only with an extra note (a left
or right arrow) in between. You get a little extra time after the beat to hit
that first note, so don't worry too much about staying on the beat. You should
also practice moving two or even three tracks over while maintaining your
streak. I will try to give you the best path through every song to avoid
jumping multiple tracks, but there may still be times where it's necessary to
do so.

Eventually, you'll get to the far right track and think, "Oh no! I can't get to
the far left track in time to keep my streak!" Don't worry, there's a one bar
rest period after playing the sixth track. Use that one bar to hurry back over
to the first track, and you will keep your streak.

-------------------------------------------------------------------------------
E-3                                POWERUPS
-------------------------------------------------------------------------------

Another big key to your success is powerups. Occasionally, you will come across
notes that are shaped differently than the regular round ones. They also give
off a light, making them easy to spot from a distance. These are powerup notes.
Simply play every note in that one bar to capture the powerup. (It's not
necessary to capture the entire phrase to pick it up; you just need to play the
one bar with the powerup on it.) You can only hold one powerup at a time. If
you pick one up while a powerup is still in your inventory, it will be
replaced, so be sure to use it before picking up a new one. Press the X button
(may be different depending on your control configuration) to deploy a powerup.
The uses of each powerup will be described below. (I'm red-green color blind,
so I may have gotten some of the colors wrong.)

-------------------------------------------------------------------------------

                                  AUTOBLASTER

Appearance: Small square box on top of a larger one, colored green.

Appears in Solo, Multiplayer, and Online modes.

Description: Autoblaster turns on the current track and gives you its points
             with the press of the X button. In Multiplayer Game mode you can
             use Autoblaster to activate a track controlled by another player -
             stealing his points in the bargain.

Strategy: For Solo mode, you should try never to use these if you can help it,
because they give you so little points. The only time you SHOULD use one of
these is if you miss a note. Deploying this will maintain your streak. If you
do this on the FIRST bar on the FIRST track of your left to right or right to
left strategy, the track will reappear a bar early and ruin your streak then
anyway. You'll need to get a freestyler before then to fix that. Overall, use
this only in emergencies.

Online and multiplayer mode, however, is a different story. Instead of using
this on your track, move over to the track your opponent is playing and use it
on THAT one. The benefit is twofold; you maintain your streak, and your
opponent loses his or her streak. You don't really get very many points from
it, though.

You can not use this on blank tracks UNLESS the very next bar has notes on it.
Thanks to this, you can sometimes reset your path through a song. If two tracks
appear at the same time, you can use this one bar before they reappear, and
then move to the next one.

This powerup can sometimes cause the "score bug." You'll know when you get the
bug because no score displays for the track, and your streak gets reset to one.
To avoid getting the bug, don't use this powerup during the thick black line
that separates two bars. Thanks to Sephiroth from the freq.com forums for
reminding me about this.

-------------------------------------------------------------------------------

                                  FREESTYLER

Appearance: Blue pyramid.

Appears in Solo, Multiplayer, and Online modes.

Description: Activate the Freestyler powerup and lift off the tracks to create
             your own music while scoring a super bonus!

             -Hold down the L1, R1, or R2 buttons while in the air to rack up
              points.

             -Use the left analog stick to change the Freestyle sound and
              explore the arena.

             -Use the Freestyler with your Streak Multiplier to nail extreme
              scores!

Strategy: Depending on which song you're playing, this powerup can be either
not that great or very good. In Insane difficulty, you receive 10 points per
bar when you use this, which is equivalent to playing a 20 point phrase. The
powerup lasts for eight bars, but you only receive points on six of them. (The
bar you deploy it on counts as one bar.)

Technically, you get points for seven bars of freestyling, but they only add up
to six bars worth of points. Whenever you deploy the freestyler on the first
bar, you will fall back down to the track at the same time you deployed, but on
the seventh bar instead. This means that if you deploy at the beginning of a
bar, you will fall back down at the beginning of the seventh bar. Depending on
exactly when you deploy, you may get an extra one or two points, but this
amount is so small that it doesn't really make a difference in your final
score.

Hold down either the left, middle, or right note to freestyle. Don't do more
than one note, though, because it will stop you from freestyling. (I believe
this was designed to fix a certain glitch that was in Frequency.) If it's an
axe, simply use the left analog to move around the screen. Up and down will be
inverted, so be aware of this. Right increases the pitch and left decreases it,
while up and down change the sound effect. If it's a scratcher, move up to
increase the pitch and down to decrease it. Left scratches slower than normal,
while right speeds it up. Press L3 (push in the left analog) to hear a sound
clip. The clip it plays is different depending on which note you're playing.

Just like the autoblaster, this can be used when you miss to maintain your
streak. It also resets the tracks, letting you take a different path through
the song. For the 8 bars it's activated, you won't be capturing any tracks,
meaning that about 4 tracks should be available to play when you come back down
to the tracks. Resetting the tracks like this is necessary to keep your streak
at x8 for some songs. Remember that the last two tracks you played will most
likely still be captured, since tracks stay captured for 11 bars (not including
the one you capture it on).

Always make sure you have a x8 streak when you use this to get the most points
out of it. Try to use a score doubler just before deploying this as well. With
a score doubler and a x8 streak, you can get 960 points from just one
freestyler. On songs with low-point tracks, it's a good idea to save score
doublers until just before you pick up a freestyler.

If you're playing online or multiplayer, you may not be able to get to x4
before using this since the tracks are so crowded. Just try to get to AT LEAST
x2 (preferrably x3) before freestyling. By freestyling, you will obstruct your
opponents' view. Also, you can still get points for freestyling during the
2-bar break between sections, so use this to your advantage. The downside to
freestyling online is that it frees up the tracks, letting your opponents build
up their streaks.

If your streak has not yet reached the maximum amount, you can boost it up one
by playing the first note of the next phrase and then deploying. As a nice
bonus (or glitch maybe), when you start to play the next track, you streak will
go up again.

-------------------------------------------------------------------------------

                                 SCORE DOUBLER

Appearance: Sort of a 4-point star, colored yellow.

Appears in Solo, Multiplayer, and Online game modes.

Description: Your score for the next eight bars of completed notes is doubled.

Strategy: This one may seem simple, but you have to know the best time to use
it. First of all, while you're building up your streak in the beginning of a
song, wait until you reach x8 before using it (unless you're about to pick up
another powerup). Always use it on the SECOND bar of a phrase. As long as it's
activated when you complete a phrase, it will work no matter when you deployed
it in the first place. The benefit of deploying it on the second bar is that it
will last longer.

Don't believe me? Here's an example. Let's say you use a score doubler on the
first bar of the sixth track. You play that track, move back to the first track
during the one bar rest period, and play the first and second tracks. When you
play the third track, your score doubler deactivates before completing the
second bar of the phrase, since your 8 bars are up. If you deploy on the second
bar of every phrase, you can prevent this from happening.

Also, make sure that after you deploy it, it will be activated during the
high-scoring tracks. Remember that it will be active for four tracks. If you're
playing the second track, which is worth 12 points, and the sixth track is
worth 29 points, wait until the third track or later before deploying it. If
you deployed at the wrong time, just restart the song and do it over.

Score doublers do NOT stack, so wait until one stops working before deploying
another one.

Strategies for Solo and Multiplayer/Online modes are the same for this powerup.

-------------------------------------------------------------------------------

                                    SLO MO

Appearance: A purple box, sort of. Looks just like the neutralizer did in
            Frequency.

Appears in Solo and Multiplayer modes.

Description: The song slows and so does your motion, giving you easy shots at
             the notes. Use this one on complex note phrases. When you activate
             Slo Mo during Multiplayer Game mode the song slows down for all
             players. This powerup is (thankfully) not available online.

Strategy: This will deactivate exactly three bars after you deploy it. Use it
just before playing a hard track to temporarily decrease the song's tempo,
making it easier to play. Kind of a worthless powerup in my opinion.

In multiplayer mode, use it while an opponent is playing a difficult phrase.
The sudden change in tempo should hopefully throw him or her off.

-------------------------------------------------------------------------------

                                    BUMPER

Appearance: A red, hollow pentagon. (The pentagon is the one with 5 sides,
            right?)

Appears in Multiplayer and Online modes.

Description: While multiple players can ride the same track, only the one who
             gets there first can blast note phrases. Use Bumper to send your
             opponent's Beat Blaster careening off a track, allowing you to
             blast notes on the track. Bumper gives the added advantage of
             wrecking your opponent's sense of rhythm.

Strategy: Not much strategy here. Just use it on whoever seems to have a good
streak or is in the lead. The best time to use it is during or just before a
player tries to capture a powerup.

-------------------------------------------------------------------------------

                                   CRIPPLER

Appearance: An orange circle with a piece missing.

Appears in Multiplayer and Online modes.

Description: Use the Crippler on the track your opponent is riding. Swing over
             to the opponent's track and press the X button to unleash a huge
             pulse storm that screams down the track. Note capture becomes a
             nightmare as the victim attempts to capture notes while the whole
             track vibrates and ripples out of control.

Strategy: Ok, the description was exaggerating just a _wee_ bit. This powerup
is even more useless than the slo mo. Depending on your opponent's skill, it
may not affect him or her at all. All that happens when you're hit with it is
your track gets all wavy. You can't avoid it, so don't bother trying. My
strategy is to not even bother using it if you're going to have to break your
streak. Practice trying to play tracks flawlessly even when you are hit with
this powerup.

Also, keep in mind that this powerup is more effective when trying to play more
difficult tracks.

-------------------------------------------------------------------------------
E-4                               VISIBILITY
-------------------------------------------------------------------------------

By pressing the select button, you can switch between two different camera
angles. I prefer to use the third-person view, but it's up to you. Also, if
your freq is blocking your view, you can reduce its size or turn it off in the
options menu.

-------------------------------------------------------------------------------
E-5                                  SCORE
-------------------------------------------------------------------------------

After completing a song, you will see a screen that lists your stats for the
song. The only stats I will be concerned with are score and the score meter.
The score meter tells you how well you played the song. One bar is a horrible
score, two bars is decent (enough to unlock the bonus song), three bars is
good, and four bars is an exceptional score. (Never mind the fact that you can
score twice the amount you need for four bars on most songs...) The fourth bar
is hidden, meaning there is no outline for it.

The goal of this FAQ is to help you get 4 bars on every song on Insane mode.
This is a great accomplishment, one that not many people can do. It will take a
lot of practice, and most likely a lot of frustration. But if you can do it,
then you will finally become a true FreQ.

===============================================================================
F-0                         SOLO MODE WALKTHROUGH
===============================================================================

Here's what you've all been waiting for: a detailed strategy for each song in
Solo mode. This walkthrough is designed for Insane difficulty. It's designed to
give you the EASIEST path through each song that will still get you all four
bars on your score meter. (Yes, you can get four of them.) I will not even
mention strategies that involve skipping over tracks, and the paths taken here
may or may not be the best ones. For the most part, these are the same ones I
used to get four bars on every song, so I hope they help you too.

-------------------------------------------------------------------------------
F-1                               NEOTROPOLIS
-------------------------------------------------------------------------------

Well, here we are, the first stage. The songs here are pretty easy, you
shouldn't have any trouble with them. 5300 points are required to unlock the
bonus song.

-------------------------------------------------------------------------------

                     P.O.D. vs. THE CRYSTAL METHOD - Boom
                                    104 BPM
                              4 bar score: 4000+

This song annoys me, because they dumbed down the difficulty just so it could
be the first song of the game. Not only that, but the 4-bar limit is much too
high. Anyway, start out by waiting for three bars. Then just play the tracks
from left to right. Easy, huh? The tracks are mainly 13-pointers with little to
no 16th notes. Assuming you don't get any powerups, you'll pass the 300 point
mark at the end of the first section, and 1000 will come shortly after the 2nd
section ends. In the middle of the third section, some of the tracks are blank,
but if you waited three bars like I told you to, you'll get through with no
problem. After this section, you'll be just over 2000. There is a 21-point
track coming up, which is easily the toughest in the song, but you should be
just fine. With no powerups used, you will finish the song with a score of
2882. See what I mean about the 4-bar limit being too high? You'll need a good
amount of score doublers (and some freestylers) to get your fourth bar on this
song.

-------------------------------------------------------------------------------

                             GARBAGE - Cherry Lips
                                    116 BPM
                              4 bar score: 3000+

As you might expect, this is another easy song, consisting mainly of 13-point
tracks. On the plus side, you can get over 3500 points without using even a
single powerup. Start out by waiting two bars. Take note of this drum pattern;
it's commonly used throughout the game. As you proceed from left to right, you
will notice that the guitar track is only one bar long. This means you will
have to move to the next track one bar later instead of two. It's unfortunate
that this was changed from Frequency, where you could wait two bars and still
keep your streak.

Anyway, proceed through the song. As you come back to the guitar track, it will
turn into a string of the same note over and over. Many tracks in the game
(especially guitar tracks) are like this. You shouldn't have a problem with it
at such a low tempo, but it will become much quicker in later songs. Practice
moving your fingers as little as possible when you press the buttons. This will
increase your speed and make you better in the long run. If you still can't do
it, try counting out loud or tapping your foot to the beat.

Upon reaching the third section, the far right drum track will disappear.
Thankfully, this won't be a problem later. Just ignore it and keep traveling
from left to right. The left drum track will go into a drumroll, meaning you
need to move your fingers quickly (well, quickly for this song anyway). It's a
simple LMRML pattern. Practice this pattern until you can do it easily, because
it is used very often throughout the game. Not to mention later in this song...

Now, as you come back to the right drum track, it will reappear at the perfect
time. That is, it will if you waited two bars at the beginning like I told you
to. This time, it's a 29-point track, which is a GOOD thing. Now we can
actually get some decent points! If you use any score doublers, make sure they
will be activated when you clear this track. Ordinarily it gives you 232
points, but with a score doubler activated, you can get 464 points from this
track alone! Not bad...

Even if you didn't use a single powerup, you will finish the song with 3544
points; more than enough to get your fourth bar.

-------------------------------------------------------------------------------

                             QUARASHI - Baseline
                                    98 BPM
                              4 bar score: 2500+

I don't know of any way to keep a left to right or right to left pattern
throughout this entire song. You could try to find your own, but you will
almost certainly have to skip over tracks. I'm trying to avoid that in this
FAQ, so just start immediately and go from left to right. This first track is
the hardest one in the song, so if you can do it, you won't have any trouble at
all. As you come to the vocal track, try to move two tracks over, play the one
note, and then move immediately back to the vocals. This will bump up your
streak by one, and it will be fixed when you come back to this track again. If
you can't do it in time, don't worry about it, since it only gives you a few
more points anyway.

When you reach the third section, the vocal and guitar tracks will go blank.
Unfortunately, this happens just as we're finishing the guitar track. Hopefully
you've picked up a freestyler by now; otherwise, you'll have to lose your
streak. You'll be forced to go from the vocal track to the far left drums very
quickly. I've made it once by using a slomo, but odds are you won't make it.
Just make sure you've used a freestyler by this point of the song.

The left drum track also changes its pattern to something quite a bit harder
here. Hopefully you can play the same note over and over. If you can't do it,
hit square at the song select screen to practice it. Once the third section
ends, everything will return to normal, and it stays that way for the rest of
the song. Don't be discouraged by your low score; this is the lowest-scoring
song in the game.

-------------------------------------------------------------------------------

               CHRIS CHILD with MELISSA KAPLAN - Shades of Blue
                                    136 BPM
                              4 bar score: 5000+

Yay, our first boss song! This is one of my favorite songs in the game, even
though the difficulty is a bit low. This is a very high-scoring song; some
people have scored over 10000 on it. Of course, getting a score like that is
mainly dependent on luck. You need an ungodly number of score doublers to get a
score like that...

This song is similar to Baseline; you can just go from left to right, but
you'll get screwed up halfway through. Make sure you use a freestyler before
that point. There may be a certain number of bars to wait that makes things
easier, but I got over 10000 using this method, so I'm sticking with it.

As you begin, there will be a lot of blank tracks, but you magically avoid them
all and get to wait around for three bars instead of one. Enjoy the cool
vocals! As far as the tracks go, they have a decent amount of 16th notes; but
you almost never have to play the same note twice in a row, making them very
easy to play. The LMRML pattern is used A LOT throughout this song, so I hope
you practiced it. The L-R-M-R- drum pattern makes an appearance here as well.
If you're having trouble with either one, practice them on Garbage since it's
at a slower speed. Once you're comfortable with them, come back to this song.
Halfway through the second section, the far right track will be worth 25
points, and is very similar to that far right track on Cherry Lips.

As you start the third section, the fourth track (which disappeared a while
ago) will reappear, destroying your streak. You must use a freestyler by this
point (or be really good at skipping over tracks) in order to keep it.

The same note patterns repeat themselves for the rest of this song. Good luck!

When you complete this song, a few things will happen. If your score for the
entire stage is 5300 or more, you will unlock the bonus song. (If it isn't that
high, go back and work on the stage 1 songs until you get it.) Also, since this
is a boss song, you will unlock parts for your freq. Depending on the
difficulty, you will get different ones. Beating the song on a harder
difficulty gives you the parts from all difficulties below that one.

MELLOW - PREFAB Norm, TORSO Brick House, HEAD GEAR Ballcap 2, EMBLEM 00
NORMAL - PREFAB Vern, HEAD Game Geek, TORSO Vern, HEAD GEAR Ballcap 1
BRUTAL - PREFAB Razor X, HEAD Razor X, TORSO Razor X, FACE GEAR Shades 2
INSANE - PREFAB Xenon, HEAD Xenon, TORSO Xenon, HEAD GEAR Headphones 1, FACE
         GEAR Bug-eyed Shades, EMBLEM Femfatale, EMBLEM Razor X

-------------------------------------------------------------------------------

                        LOGAN 7 - Uptown Saturday Night
                                    137 BPM
                              4 bar score: 4000+

This is a cool song, but the numerous blank tracks are very annoying. I know of
a way to get through them, but it involves waiting NINE BARS at the beginning,
and even then, you still lose your streak at the start of the fourth section.
You're probably better off finding your own path and skipping over tracks. If
you only want an easy path for the short term, wait for six bars and go from
either left to right or right to left. This won't last long, so use a
freestyler as soon as you can.

Now for my strategy. If you use no powerups, you will get 2344 points before
losing your streak at the start of the fourth section. Make sure to use a
freestyler before then. Go to the far right track (that feels like a gun!) and
wait nine bars. If you're too lazy to count them, just wait until your life bar
gets the exclamation point underneath it. This means that if you miss once,
it's game over. The song is easy, so it shouldn't be much of a problem. The
only tracks that are even remotely difficult are the drums.

As you finish the first section, you will have a whopping 244 points and a x7
streak. Because of this, my strategy is probably not the best one. I strongly
recommend learning to skip over tracks if you want a good score on this song.
Just before the midpoint of the song, there will be another "it feels like a
gun!" part. My strategy gets you through it without a problem. Not too long
afterwards, you get to play a 29-point drum track (another reason I like this
path). Then four of the tracks go blank, but you will be on the fx and easily
get through. (Meanwhile, in another part of the town...)

Stupid bass track! If only it had reappeared two bars earlier! Well, here it
is. Use a freestyler or lose your streak. That's all the advice I can give you.

As a reward for beating the bonus song, you get more freq parts.

MELLOW - PREFAB Fred, HEAD Fred, TORSO Tank Top, HEAD GEAR Headphones 4, FACE
         GEAR Shades 5
NORMAL - PREFAB Zardork 9, HEAD Zardork 9, TORSO Zardork 9, HEAD GEAR Big Ears,
         EMBLEM Moon
BRUTAL - PREFAB Roxanne, HEAD Roxanne, EMBLEM Yan
INSANE - PREFAB Mad Melvin, HEAD Mad Melvin, TORSO Vest, FACE GEAR Gasmask,
         EMBLEM Mad Bat, EMBLEM 1

-------------------------------------------------------------------------------
F-2                              BEAT FACTORY
-------------------------------------------------------------------------------

It's still not much of a challenge, but it's definitely better than those
easy-ass songs from the first stage. Once again, 5300 points are needed to
unlock the bonus song. Make sure you get them, because this stage's bonus song
is really cool!

-------------------------------------------------------------------------------

                   RUN-DMC - King of Rock (X-Ecutioners Mix)
                                    98 BPM
                              4 bar score: 4000+

There are some high scoring tracks in this song, but you should be able to
handle them easily at their slow speed. Start out by waiting for one bar, and
then go from left to right. The vocals are slightly annoying because the notes
aren't placed on the beat. Be on your guard. The far right drums are pretty
tricky, and you may need to practice them a bit before you can play them well.
Once you can play this track, you'll be fine for the entire song.

As you reach the fourth section, your streak will be broken. Use a freestyler
before this point. At the last measure of the song, the guitar and vocal tracks
will disappear. Since this is the end of the song, you won't have to worry
about it ruining your streak.

-------------------------------------------------------------------------------

                    THE BALDWIN BROTHERS - Urban Tumbleweed
                                    105 BPM
                              4 bar score: 3000+

I normally don't like hip hop, but this song is actually pretty good. Just play
from left to right. The right drum track can be a little tricky, but it's at a
slow speed, so it shouldn't be too bad. Watch out for the synth here! The note
pattern is very strange. Try to play the notes by how they should sound, not by
where they appear on the track.

You should have no other troubles until you get to the third section. The fx
track starts two bars late, but we can still maintain your streak. After
playing it, move IMMEDIATELY back to the first track. It starts with a left
note, in case you don't see it in time. Even though you had to move across the
entire highway, you should still make it. (Or even better, use a freestyler
before you get here.)

Now you will notice that the fx and drum tracks reappear at the same time. Just
ignore the fx and go for the drums. You will have to make a double skip over to
the fx later, but it's not too hard. Just remember that the fx starts with a
middle note. When you have to make this double skip a second time, the fx will
start with a right note. This one is a little hard to see, so remember that. If
you can get one, I strongly recommend using a freestyler so you don't have to
deal with all this.

Even if you didn't use a single powerup, you will finish the song with 3076
points, enough for your fourth bar.

-------------------------------------------------------------------------------

                              WEEZER - Dope Nose
                                    128 BPM
                              4 bar score: 3500+

Well, this song is nice and easy. Start out by waiting one bar and travelling
from left to right. This will get you through the entire song without needing
a single freestyler. However, since the tracks here are worth so few points,
you should try to use as many freestylers as possible. They are all very easy,
although some are a little off the beat, so be careful.

With no powerups, you will have 500 points after one section, 1676 after two,
2492 after three (watch out for the snare drums here), and 3324 at the end.
That bass right before the end has no rhythm at all... Anyway, a score doubler
or two should be all you need for four bars.

-------------------------------------------------------------------------------

                  DAVID BOWIE - Everyone Says Hi (Metro Mix)
                                    128 BPM
                              4 bar score: 4000+

Finally, a decent challenge! I find this song to be fun to play. The far right
drum track can be very tough if you're not prepared. Be sure to work on it in
practice mode before going for a high score. There's no magical path you can
take to avoid this track; not that you'd want to, anyway, since it's worth a
lot of points. This track is basically the only hard one in the song, so you
shouldn't have too much trouble.

You can just go normally from left to right and get through the entire song.
There is a slightly tough part, but I'll walk you through it. As you start this
song, it's possible to finish the vocal track in only one bar and move
immediately on to the next one. However, don't do this unless you have to to
get a score doubler. Your second time around, the synth and right drums will be
hard, high-scoring tracks. This is the toughest part of the song. If you can
get through this, you'll be fine the rest of the way.

Now the vocal track will be invisible when you come to it. (Without powerups,
you should have 1069 points by now.) Don't worry about it, just keep playing.
You will notice that it reappears at the same time as the left drums. Play the
drum track, and everything will go back to normal. At your first "rest point"
of the third section, you will have at least 2517 points.

You'll notice that the vocal track disappears again. This time, it won't be so
easy to fix. After playing the right drums, move immediately to the vocal track
and play it. You MUST do this, or you will lose your streak. Play the one bar
of vocals, and then go immediately to the left drums and play them. You'll have
to do all this quickly.

Or you can take the wimpy way out and use a freestyler. :)

As you start the fourth section, you will have 3541 points, and both the vocal
and drum tracks will open up. Play the drums to get things back to normal.
Simply continue on until the end of the song. A no-powerup game will yeild 5021
points, more than enough for four bars. Now that I think about it, that means
this song has potential to be a 10000+ point song. Hmm...

Since this is a boss song, you are rewarded with freq parts for beating it.

MELLOW - PREFAB Happy Fun Girl, HEAD Happy Fun Girl, TORSO Happy Fun Girl, HEAD
         GEAR Antenna, FACE GEAR Slit Shades
NORMAL - PREFAB Grondor, HEAD Grondor, TORSO Grondor, TORSO Cyber-Hoodie, HEAD
         GEAR Horns 3, EMBLEM Alice
BRUTAL - PREFAB Bat Gal, HEAD Bat Gal, TORSO Bat Gal, EMBLEM Eyes
INSANE - PREFAB Bug, HEAD Bug, EMBLEM Free

-------------------------------------------------------------------------------

                           FREEZEPOP - Super-Sprode
                                    150 BPM
                              4 bar score: 4000+

Freezepop is back from Frequency with an even better song. The tempo of this
song is fairly quick, but there are few 16th notes, so it shouldn't be a
problem. This makes it fairly easy to skip over tracks, so if you can do it
without missing, I recommend doing so. I'll give you a path that lets you avoid
skipping tracks, but it will be beneficial to you if you find your own, tougher
path.

Start out by moving to the rightmost track and waiting five bars. The LMRML
pattern here should be no problem for you by now, and all the other tracks are
very easy. You should have 872 points as you enter the second section (unless
you got a score doubler already). Eventually you will come back to the LMRML
track, as well as a fairly tough drum track. Just try to keep your rhythm when
playing the double notes. These two tracks are the only hard ones in the song.

You should have at least 2552 points when you start on the third section. The
bass track will go blank here, but if you listened to me in the beginning, you
will avoid it. After that, it's smooth sailing all the way to the end. Even
with no powerups, you will score 4648 points and get four bars. Now throw your
undies on the stage!

MELLOW - PREFAB Velma, HEAD Velma, HEAD GEAR Headphones 2, FACE GEAR Shades 3,
         EMBLEM Flower
NORMAL - PREFAB Bot Girl, HEAD Bot Girl, EMBLEM Mohawk, EMBLEM 3
BRUTAL - PREFAB Kong, HEAD Kong, TORSO Kong, EMBLEM Dare
INSANE - PREFAB Goggle Bot, HEAD Goggle Bot, TORSO Goggle Bot, TORSO Tank-top
         2, FACE GEAR Cyber goggles, EMBLEM Radioactive

-------------------------------------------------------------------------------
F-3                               METACLOUDS
-------------------------------------------------------------------------------

I hate this stage. The tracks take some sharp bends, making it difficult to see
what notes to play. On top of that, it's home to some of my least favorite
songs in the game. Well, 6100 points are required to unlock the bonus song.

-------------------------------------------------------------------------------

                                PINK - Respect
                                    131 BPM
                              4 bar score: 5000+

Here's your strategy. Simply play this song like you normally would. That's
right, no waiting X amount of bars or skipping over tracks. Just go from left
to right. Simple, huh?

The very first track shows why I hate the Metaclouds arena; it takes a sharp
bend immediately, making it hard to tell what notes come next. Try to memorize
this track so you won't have any problems. Don't even get me started on the
bass... Why does it have to be off the beat?

Pardon me; you didn't come here to see me complain about this song. At the
first "rest point" in section 2, you should have 762 points (or more). Watch
out for the drums; they're surprisingly difficult. The track takes a VERY sharp
bend in the middle of section 2, which incidentally coincides with a change in
the drum pattern you are playing at the time. Use a slomo here if you have one,
because this can be tricky if you're not prepared. (Also, it makes Pink sound
like a man, which makes the vocals quite hilarious.)

Just before entering the third section, you should have 1978 points in a
no-powerup game. Now the drum track will turn into a 29-point track. It's
tougher, but not too much worse than the original pattern. I still think that
bass is harder, though. You will have 3938 points when the fourth and final
section begins.

The same patterns repeat until the end of the song. If you used no powerups,
you will have 4818 points; just short of the 4 bar requirement. Hopefully you
used some score doublers.

-------------------------------------------------------------------------------

                 PAPA ROACH - M-80 (explosive energy movement)
                                    173 BPM
                              4 bar score: 5000+

Another song with a simple strategy. Just go from left to right, no waiting.

This song is similar to Danger is Go from Frequency. It's at a fairly fast
tempo, and is full of long strings of the same note. Chances are that you came
here looking for a way to play (or avoid) these tracks. All you can do is
practice them. Press square at the song select screen to start the song with
infinite energy. Then, just keep working on these tracks until you can do them.
You're going to need both rhythm and quick fingers.

To get super-high scores on this song, try to get the score doubler-freestlyer
combo as often as possible. With this combo, you can score nearly 4 times the
points you normally would! You don't necessarily have to hold onto your score
doublers until you see a freestlyer. Just try to memorize the positions of the
powerups and then replay the song, using them at the best points.

Remember, just go from left to right. As you begin the song, you immediately
have to play some of those long strings of the same note. The vocal track will
only be one bar long, but that won't hurt anything. Pretty much all of the
tracks in this song are worth about 13 points; there's almost no 16th notes
anywhere. When you come back to the right drum track, there will be a quick MMM
pattern. This is basically the only hard part of the song. Either tense up and
try to press R1 very quickly, or use the R1/Triangle strategy in the controls
section. Having a slomo would also help.

At the first pause in section 2, you should have at least 1298 points. Keep on
playing the same old tracks and listening to that guy's freaky laugh. After
playing the "ha" on the vocals, you should have 2058 points (if you didn't use
any powerups). Before long, you will come to another machine-gun snare pattern
on the right drums. Just play it the best you can. Afterwards, you should have
2810 points. Here, the vocal track will gain some 16th notes. Despite this, you
should be able to play it easily. Just try to be careful on it.

Continue on until you reach a point where the vocal track is blank for one bar.
(You should have 3682 points by now.) This phrase is only one bar long, so it
won't mess up anything. If a track is only one bar long, it will reappear one
bar earlier than normal, which means this track will be back to normal when you
come back to it. When you do come back to it, you will have to play a 16th note
at the last possible moment and then immediately start playing the next track.
That should be the last point of this song you have trouble on. You will finish
with at least 5058 points; just enough to get 4 bars.

-------------------------------------------------------------------------------

                  MEKON with ROXANNE SHANTE - What's Going On
                                    123 BPM
                              4 bar score: 4000+

Wow, three songs in a row with the same strategy! Just go from left to right
again.

You start out with a 23 point drum track, which should be fairly easy because
of this song's slow tempo. The right drum track tends to be tricky as well, but
the rest of the tracks are very easy. Without powerups, you should have 1069
points as you enter the second section. You will reach 1661 points at the same
time the right drum track disappears. Just ignore it and go back to the left
drums for everything to fix itself. Your score should be 2205 as you pass the
halfway point of the song.

The rest of the song should be easy for you, with the only remotely hard
patterns being on the drum tracks. If you use any score doublers, make sure
they are activated while you play the drums for more points. Even without any
powerups, you should finish with 5101 points; more than enough to get four
bars. I don't think you'll have much trouble with this song.

-------------------------------------------------------------------------------

                     HERBIE HANCOCK - Rockit (2.002 Remix)
                                    113 BPM
                              4 bar score: 3500+

No, I'm not about to type up those seven other artists. You can read them just
as well as I can. This song is the only one in the third stage without a simple
left to right strategy. In fact, I don't think there is a strategy to get all
the way through this song that doesn't involve track jumping. I've found a path
that seems to magically avoid the blank tracks, but it will only get you
halfway through the song. Be sure to use a freestyler by then.

As the song begins, go to the far right track and wait one bar. In this song,
there are many patterns where the same note repeats over and over, so watch
out. A good example of this is the drum track you have to play almost
immediately. This song is also full of tracks with two alternating notes, such
as a LMLMLMLM coming up soon. You really need to have rhythm to play this song.
You will end the first section with at least 1304 points. Already 37% of the
way towards your goal; not bad.

Be aware that the pattern of the right drum track changes here. Toward the end
of this section, the far right fx track appears one bar late. It's only one bar
long though, so no worries there. After playing the RLRLRLRL fx track here,
your path through the song will be RUINED! Now is a very good time to use a
freestyler. If you don't have one, just try to get as far as you can without
breaking your streak until you get one.

Since you were forced to use a freestyler, I obviously can't tell you what path
to take. However, I can tell you what tracks to watch out for. The third
section is what I like to call the easy part; every track is simple and easy to
play. You shouldn't have any trouble here. Eventually, the tracks will go back
to their original patterns. The synth track will switch to a stranger, much
harder pattern with repeat notes. In addition, there is one part on the bass
that plays the same left note about six times in a row. If you're having
trouble playing repeat notes, practice the Papa Roach song for a while. Believe
me, you're going to need to be able to play repeating notes when you get to
stage 5...

MELLOW - PREFAB Levar, HEAD Levar, TORSO Levar
NORMAL - PREFAB Hotpants, TORSO Hotpants, TORSO Hoodie, HEAD GEAR Fro
BRUTAL - PREFAB Trollheim, HEAD Trollheim, TORSO Trollheim, HEAD GEAR Horns 1,
         EMBLEM Toad in the Hole
INSANE - PREFAB Robofairy, HEAD Robofairy, EMBLEM Nerdstrom, EMBLEM Star

-------------------------------------------------------------------------------

                        THE PRODUCTION CLUB - Rockstar
                                    110 BPM
                              4 bar score: 3500+

Another song with a simple strategy; just go from left to right. The second
drum track has a difficult 29 point pattern in the beginning. However, it only
stays this way for the first section of the song. The hardest part of this song
is at the very beginning where you have to make the transition from a 15 point
track to a 29 point track to a 20 point one. Depending on how good you are, you
may need to practice this a few times until you can do it consistently. Many
tracks in this song force you to play the same note repeatedly, so practice
Papa Roach or Herbie Hancock if you can't do them. They are also worth large
amounts of points, so score doublers will really help here.

As you finish the first section, you should have at least 1197 points; and
after finishing the (very short) second section, you should have 2021 points.
The bass and guitar tracks will disappear soon, but not until after you've
played them already, thankfully. The bass will reappear by the time you get
back to it, but the guitar won't. After playing the vocals, you will have to
move immediately to the guitar track and play it. It's not really that tough to
do, but use a slomo if you have to. After playing the guitar, move immediately
to the left drums. Now just easily finish the song with 4301 points, which is
more than enough for 4 bars.

MELLOW - PREFAB Biggie, TORSO Biggie, HEAD GEAR Skull-cap
NORMAL - PREFAB Bat Lad, HEAD Bat Lad, TORSO Bat Lad, EMBLEM 7
BRUTAL - PREFAB Demon Dave, TORSO Mad Melvin, EMBLEM Ryan
INSANE - PREFAB Rageatron, HEAD Rageatron, TORSO Rageatron, TORSO Tube-Top,
         HEAD GEAR Headphones 3, EMBLEM Blip, EMBLEM Danger

-------------------------------------------------------------------------------
F-4                              ELEKTRO KORE
-------------------------------------------------------------------------------

This arena has some cool songs which are also very fun to play. 6800 points are
required to unlock the bonus song.

-------------------------------------------------------------------------------

                        DJ HMX with PLURAL - Cool Baby
                                    128 BPM
                              4 bar score: 5000+

For those who didn't know, DJ HMX is actually Kasson Crooker. The "HMX" stands
for Harmonix. You'll just be traveling from left to right on this song, but
you'll have to use a freestyler partway through if you want to maintain your
streak.

Play the easy drum, bass, and vocal tracks. The next three tracks have some
high-scoring patterns. These are the ones you want to work on in practice mode,
especially the second drum track. Watch out for the double right notes here. If
you get any score doublers, be sure to have them activated on this track. Some
blank tracks are coming up, but you'll avoid them as long as you don't miss.
After playing each track twice, you will have at least 1047 points.

The bass reappears one bar late here, but you only need to play one bar, so not
to worry. After finishing the second drum track (take note of the different
pattern), the far right synth will be blank. Ignore it and go back to the first
drum track. There will be a slightly tough transition from the vocals to the
left synth coming up, but you should be able to handle it. Then the right drums
and synth will be only one bar long, which won't mess up your streak, but will
make score doublers less effective.

The start of the third section is a great time to use a score doubler, since
all the high-scoring tracks reappear here. After playing the vocal track again,
the left synth will appear one bar too late. Either use a freestyler now, or
play the three tracks to the right and then use one. After that, you're on your
own. The same note patterns repeat themselves until the end of the song.

-------------------------------------------------------------------------------

                                 BT - Kimosabe
                                    126 BPM
                              4 bar score: 6000+

Start on the left and wait one bar. You are hit almost right away with a
29-point bass track and a vocal track in the 20's. You need to be able to play
this track, so work on it in practice mode. There are also many tracks with the
same note repeated 3 or more times in a row. If you need to work on those,
practice the Papa Roach and Herbie Hancock songs. If you pick up a score
doubler early, remember to wait until you build up your streak before using it.
The earliest you should be using one is on the far right drum track when you're
at x6.

Most of the tracks in the beginning are worth a lot of points. I can sometimes
manage to get over 3500 points before the first section is over. The beginning
of this song is the highest-scoring part of it, so use your score doublers at
the best times so they will be activated on the high-scoring tracks. There is a
blank part on the vocals toward the end of the first section, but that's why we
waited one bar.

Now here comes the tricky part. In the beginning of the second section, the
guitar track will reappear two bars late. On top of that, the synth will appear
one bar early. You COULD just play the synth and then the guitar, but your
streak will get ruined the next time you come back to these tracks (due to one
blank bar on the synth). So, you have two methods of keeping your streak:

FREESTYLER METHOD: Use a freestyler anytime before your streak is broken.

AUTOBLASTER METHOD: This is my preferred method, but it requires having an
autoblaster in your inventory when you reach this point. Wait on the guitar
track, then at the same time the synth track reappears, use the autoblaster on
the guitar track. Then IMMEDIATELY move back onto the synth and play it. If you
do this, you will have a perfect path throughout the rest of the song. Not bad,
considering the numerous blank tracks this song has.

For the rest of this strategy, I will assume you used the autoblaster method.

The right drum track here has numerous consecutive right notes; just play it
the best you can. You'll have the same old stuff for a while, next you'll have
to play a drumroll, and then it goes back into the chorus with its low-scoring
patterns halfway through the third section. Right after this is an area where
THREE of the tracks go blank, but thankfully you avoid them all. After playing
a short while with different patterns, the song returns to the chorus, which
repeats until the end.

-------------------------------------------------------------------------------

                           MANCHILD - Nitro Narcosis
                                    135 BPM
                              4 bar score: 4000+

Finding a good path through this song is a real pain because of all the blank
tracks it has. Your score on this song may just come down to how many
freestylers you can get. I've found a fairly decent path to take, so here it
is.

Start on the left and wait three bars. The song starts out right away with a
tricky drum track, so practice it. The synth is the hardest part of this song.
The pattern you'll play at first isn't too bad, but it gets tougher later.
There are also some parts where you have to transition from a RR on the drums
to a LL on the bass, which is harder than it looks. In fact, this happens the
second time you play the bass track. As you play the vocals, every other track
goes blank for one bar. Good thing we were on the vocal track, huh? Beware, the
transition from the vocals to the synth happens very quickly.

When you next come to the vocals, there is another part where most of the
tracks go blank. This won't affect you. However, what will affect you is the
far right fx track that reappears one bar too late. Use an autocatcher on it to
fix that. If you don't have an autocatcher, restart and use a freestyler before
you hit this point. The same patterns repeat until the end of the second
section.

Now comes the easy part. Just about every track has a simpler pattern here, so
you shouldn't have any trouble in this area. You then play the same old
patterns for a while, and then come to a different synth. I find this pattern
easier than the regular one, but practice it if you must. This goes on for a
while until you come to another "blank track point" (at which point you are
luckily on the vocal track). Then the regular patterns repeat until the end of
the song. If you have a freestyler, use it soon, because there are two tracks
coming up that will reappear late.

-------------------------------------------------------------------------------

                             SLIPKNOT - I Am Hated
                                    126 BPM
                              4 bar score: 6000+

This is where the game's challenge starts to significantly increase. Beware...

Start on the right and wait two bars. The advantage this gives is twofold; the
tracks you play and the transitions between them are easier, and you can get
all the way through the song without needing powerups! The drum tracks are
high-scoring almost all the time, so practice them (and use score doublers on
them). As you reach the left guitar track, it will switch to its slightly
easier pattern. However, it's still quite tough to play, so spend some time in
practice mode learning it.

Coming up is the chorus, which has fairly easy tracks, then a part at the
begining of the second section where some of the tracks go blank. Watch out for
the tough drum track here. The patterns will soon revert to the ones in the
beginning of the song, followed by the chorus again. Now comes the "I AM
HATED!" part, which has a few tough tracks. The bass and left guitar both have
3 consecutive notes, but are otherwise easy. The right guitar is a tough
29-pointer that may take some practice, and the left drums are also worth 29
points. Well, at least you'll be getting a lot of points.

Use a slomo as you cross the section boundary and listen to the vocals for a
laugh. Beware of the tricky pattern coming up on the drums, though. After that
is an LML-M-R- part (which is easy), then a part with a lot of blank tracks,
all of which you avoid. The tracks here aren't too tough.

After that comes the chorus (which plays for two measures), then you'll have to
play the RMRMRMRM guitar track again. All I can say is, practice this track,
and use a score doubler on it. After that is the LML-M-R- part again, then the
chorus. Nothing to worry about.

Since you just beat a boss song, you'll get more freq parts.

MELLOW - PREFAB Tex, HEAD Tex, TORSO Tex, HEAD GEAR Cowboy Hat
NORMAL - PREFAB Lazy Jay, HEAD Lazy Jay, TORSO Lazy Jay, TORSO Cybershell, HEAD
         GEAR Headphones 5, EMBLEM Skull
BRUTAL - PREFAB Pixel, TORSO Pixel, EMBLEM Groove Monkey
INSANE - PREFAB Evil Motomatic, HEAD Evil Motomatic, TORSO Evil Motomatic,
         EMBLEM Bleep

-------------------------------------------------------------------------------

                               GAME BOYZ - Push
                                    122 BPM
                              4 bar score: 3500+

I highly suggest finding your own path to take through this song. Pick up a
freestyler, and then decide for yourself when the best time to use it is. I'm
pretty sure that there simply isn't a path that takes you all the way through
this song without having to jump over tracks. Since your strategy involves
using a freestyler, you'll most likely have to restart a few times until you
figure out the best time to use it. It shouldn't be too bad though, because you
only need 3500 points to get 4 bars.

Anyway, here's something to start out with. Wait one bar and go from left to
right. This lets you avoid a pesky blank track on the vocals. Both drum tracks
in this song are high-scoring tracks, so practice them. Everything else is easy
until you complete the first section with 662 (or more) points. The synth gets
a new pattern here, so watch for it.

The vocals track will now reappear one bar late. You can use an autoblaster,
but it would only be delaying the inevitable, since there are so many blank
tracks coming up. You could use a freestyler, or you could just let your streak
break and find a new path. Don't worry too much about it, the score you need
for four bars is so low that you'll probably still get it anyway.

Now all the tracks will either go blank or change their patterns. These
patterns are high scoring ones, so be careful not to miss. The far right drums
are a simple LMRMLMRM, while the bass is similar to the bass track from
Kimosabe. Use score doublers for major points.

After this, the song will return to the regular patterns, switch to some new,
harder ones, and then go back to the regular ones again. There are still lots
of blank tracks, so try to use a lot of freestylers.

MELLOW - PREFAB Naomi, HEAD Naomi, TORSO Naomi, HEAD GEAR Visor
NORMAL - PREFAB Swat Man, TORSO Swat Man, HEAD GEAR Camo-hat, EMBLEM Male,
         EMBLEM Peace
BRUTAL - PREFAB Diabolical D, TORSO Suit, HEAD GEAR Horns 2, EMBLEM Jason
INSANE - PREFAB Cyclops, TORSO Mysterion, HEAD GEAR Cyberdome, FACE GEAR
         Night-vision, EMBLEM Note

-------------------------------------------------------------------------------
F-5                               BLASTLANDS
-------------------------------------------------------------------------------

Here we are, the final stage! Obviously, the songs here are very challenging.
6200 points unlock the bonus song, but there may be a secret song waiting for
you...

-------------------------------------------------------------------------------

                           BLINK-182 - The Rock Show
                                    193 BPM
                              4 bar score: 4000+

Yes, that's 193 beats per minute. Fast, huh? The guitar and bass tracks in this
song are made up of the same note repeating itself over and over. At such a
fast tempo, this can be quite challenging. You'll most likely have to play this
song a few times before you can pass it. Hopefully you practiced on M-80 and
Rockit before arriving here. You may decide to use different controls while
playing the tracks in this song. Some players just use the shoulder buttons to
play them, some players find it easier to use the face buttons, and others
alternate between the two. (Example: L1, square, L1, square, etc.) Use
whichever one works best for you.

Ok, now that you've practiced this song and mastered all the tracks, here's
your strategy. Either you can skip over tracks, or you can use my path. For an
easy, left-to-right path, simply wait seven bars. Your energy will go down
until it's red, but if you can play the tracks, this shouldn't matter. The drum
and vocal tracks should be cake for you by now, but you'll have to get through
the tougher ones. When you play the left drum track for the second time, it
will finish with a quick drumroll. There are no double notes in it, so it
shouldn't be too hard for you. If you can't do it, practice it. You will enter
the chorus and the track patterns will change. They get easier here, so don't
worry about it. You should get through this part with no problems.

Now it's back to the original patterns. Play them until you reach the right
drum track. Here comes what may be the hardest track in the game; a quick
MMMLLLL pattern. That's 16th notes, by the way. Whether or not you can play
this simply depends on how fast you are. Mash the buttons as quickly as you can
and hope you get it. If you have a slomo, now is the perfect time to use it. To
play the notes faster, try to lift your fingers as LITTLE as possible off the
buttons while pressing them. An easier strategy is to use a autoblaster, if you
have one that is. You can use a freestyler instead, which is actually the
preferred method, but you'll be on your own for the rest of the song.

When you reach the vocals, you'll have a tough transition coming up from this
track to the next one. Once again, practice this. This part of the song is
probably the most likely place for you to mess up. After that comes the bridge,
which has two tough tracks and four easy ones, and then you reach the chorus
again. Now, as you enter the fourth and final section, the vocal track will
reappear two bars late. You can use an autoblaster to fix this, but you'll have
to play the MMMLLLL track soon afterwards, so just use a freestyler instead.

This song is full of low-scoring tracks, so freestylers will significantly
increase your score; especially if you have a score doubler activated while
using them. Try to use as many freestylers as you can without getting your
streak ruined. Restart a few times to figure out the best times to use them so
you can pick up more powerups.

-------------------------------------------------------------------------------

             DIESELBOY - Sub Culture (Dieselboy + Kaos Rock Remix)
                                    174 BPM
                              4 bar score: 4000+

As you may have discovered, this stage is full of fast tempo songs. This song
throws in some difficult drum tracks that are full of 16th notes. Thankfully,
the rest of the tracks are all easy. This is another song with low-scoring
tracks, so use as many freestylers as you can.

Don't bother waiting in the beginning, just start playing from left to right.
The right drum track in particular has a very strange pattern, with a quick
MRMMRML. It's like playing a quick drum roll in the middle of every bar. You'll
almost definitely need to work on this in practice mode. The left drum track
isn't too difficult yet, but it's worth the most points, so have your score
doublers activated for this track. The rest of the tracks are easy, but some
notes are off the beat, so don't get careless.

As you enter the second section, you'll notice that the bass and vocal tracks
disappear. You can't do anything about it, so just ignore it for now. The right
drum track will change into an easier M-RMRML pattern here. Now the bass will
appear two bars late, while the vocals appear one bar early. That can't be
good... Either use a freestyler (which is preferred) or autoblast the bass
before playing the vocals.

Once again, the only thing to worry about here is the drum tracks, but be wary
of the notes that are off the beat. The same old stuff repeats until the end of
the third section, but this time with a pathetically easy right drum track.
Then the bass will disappear again, but it reappears just in time to ruin your
streak as you finish the right drums. How nice... Don't bother trying to
salvage your path with autoblasters unless you have no choice. Just use a
freestyler or two and finish the song that way. All the patterns will be the
usual ones, with the right drums alternating between MRMMRML and M-RMRML.

-------------------------------------------------------------------------------

                  AKROBATIK vs. SYMBION PROJECT - Out The Box
                                    132 BPM
                              4 bar score: 6000+

Due to its slow speed, this is the easiest song in this stage. However, it has
a few tough tracks you need to watch out for. Freestyling will only help you in
some areas of this song. You'll know when to use them... when the tracks are
only worth around 12 points, that's when you should freestyle. If they're in
the 20s, stay on the track and play them.

Start out by waiting one bar, then proceed from left to right. You'll soon
reach a 29 point synth track. It may look tough, but it's really not. You could
work on it in practice mode, but I don't think you'll really need to. The
hardest part is transitioning into it, because the vocal track ends with a left
note at the last possible second, followed by another left note on the synth.
This transition will happen pretty much the whole way through the song. If you
need to, play the note on the vocals with square and the one on the synth with
L1 (or vice versa).

One thing you'll soon notice is that the pieces from the tracks you capture
will fly towards you and obstruct your view. Aside from that, all the tracks
here are pretty easy. As you enter the second section, you'll re-enter the
chorus, which has high-scoring bass and synth tracks. The best time to use a
score doubler is during the second drum track just as you enter this section.
Then you'll go through an easy part, followed by two measures of the chorus. If
you get any score doublers in the easy area, save them until you reach the
chorus.

Soon you'll have to play the hardest version of the 29 point synth, which is
full of double notes. You should be able to handle it without too much
difficulty. Then you'll enter the final section, and the same old stuff will
repeat until the end. Since this is the easiest song in the stage, try to get a
lot of points here to make sure you unlock the bonus song later.

-------------------------------------------------------------------------------

                         SYMBION PROJECT - Synthesized
                                    180 BPM
                              4 bar score: 4500+

As you enter this song, you'll immediately notice that both the far left and
far right tracks are unavailable to play. However, this doesn't mean you can't
still use a left-to-right strategy.

I originally had my own strategy here, but Mr. Resetti gave me a much better
one. Here it is:

"I think i have an easier path for synthesized!! Start on the fourth track.
Wait one bar then work yourself left.
After playing the first track, immediately go to the 5th. (you should have
ehough time to get to the 5th track and keep your streak up)
Then play the 6th.

After you play the sixth go to the 4th, then work yourself left. The tracks
from there should be right to left!!!

This is more simple than your way plus you can get more points."

BIG thanks to resetti for this strategy. If you want to see my old one, here
you go.

Start on the third track (the one it puts you on in the
beginning) and go from left to right. Both the 5th and 6th tracks will appear
one bar late; ignore this and play them anyway. You're not trying to get your
streak up just yet, you're just opening up the other tracks for now.

After playing the vocals, go all the way over to the far left track, where
you'll have to start over at x1. Now wait for one bar after you get there, then
just play from left to right. (In other words, wait until the vocals say
"Amplitude" before you start playing.) You'll occasionally come across blank
tracks, but don't worry about them, they won't affect you.

During the first section, every track is easy. You should have no problems
here. Just remember to build up your streak before using any score doublers,
and have them activated during the drums. The challenge begins once you reach
the second section. Since you must have passed The Rock Show, the bass and
synth tracks should be no trouble for you now. However, the drums are a
different story. The left drum track will be a variation of the 13 point one
from the beginning, with a few 16th notes thrown in. The right drums are a
nightmare, with tons of 16th notes. You'll need to react quickly to play them
in time. On the plus side, this track is worth 20 points or more, so use score
doublers on it. Occasionally, it will become a variation of the first drum
track, with double RR notes placed randomly within it. This pattern is easier,
but worth fewer points.

During the third section, there will be an area where the right synth
disappears. Just ignore this, you'll keep your streak anyway. The usual note
patterns play until the end of the song. Halfway through the final section, the
right synth will appear one bar late. Use either an autoblaster or a freestyler
to keep your streak.

Congratulations, you just beat Insane mode! But there's still more to come...

MELLOW - PREFAB Kim, HEAD Kim, FACE GEAR Goggles, EMBLEM Cherry
NORMAL - PREFAB Trust Me, TORSO Trust Me, TORSO T-shirt, FACE GEAR Long Nose,
         FACE GEAR Mask, EMBLEM !ART!
BRUTAL - PREFAB Little Tony, HEAD Little Tony, TORSO Little Tony, FACE GEAR Red
         Nose, EMBLEM Slimey
INSANE - PREFAB Larry, HEAD Larry, TORSO Larry, FACE GEAR Undercover, EMBLEM
         Chimp, EMBLEM 5

-------------------------------------------------------------------------------

                      KOMPUTER KONTROLLER - Robot Rockerz
                                    150 BPM
                              4 bar score: 6500+

Most people consider this the hardest song in the game, and with good reason.
The patterns in this song are tough, high-scoring ones. This allows for very
high scores (assuming you can play them), but it also makes this song very
difficult. It also means that freestylers aren't very effective in this song
(although they're great for when you accidentally miss). You may notice that
the score needed for four bars is the highest one yet. Since basically every
track in this song has its difficult parts, I'll give you a breakdown of each
one.

TRACK 1: DRUMS
This starts out as a 16 point track. It's not too tough except for one thing;
there's a quick LLL in the middle of it. You can either tense up and try to
press the button quickly three times, or you can alternate between square and
L1. Use whichever is easier for you. In some areas, this is a very simple 13
point track that you shouldn't have any trouble with. There's also an area
where this builds up from a 6 point track into a 29 point one. Nothing too
tough so far. Finally, we have the "death track", which may or may not be the
hardest one in the game. It's a 29 pointer, and while playing it, there will be
one LLL pattern and THREE RRR patterns. You'll definitely need quick fingers
for this one.

TRACK 2: BASS
I never really found this one difficult, but many players seem to have trouble
with it, so you'll want to work on this in practice mode. This track is blank
for a few short parts of the song, but when it's there, the tracks are always
worth over 20 points. The first pattern is a 29 point LMRMLMRM track with a
slight variation. As long as you have rhythm, this should be easy. The next one
is the pattern most people have trouble with. It goes from LMLM to LRLR to MRMR
and back again, and is also worth 29 points. If you can't do it, all I can say
is practice it. The final pattern is a simple LMR-LMR- which is usually worth
around 22 points. The nice thing about this track is the major points you get
from it when you use a score doubler.

TRACK 3: SYNTH
This one is basically the same for the entire song. The regular pattern is
L-M-LLMLR---LR-M, but it sometimes switches to a 2-note M-R-MMRMR---MR-M, which
can be tricky if you're using R1 and R2 to play it. This 17-point track stays
for almost the entire song, except for a short area where it's replaced with a
3-point track that appears every other bar.

TRACK 4: VOCALS
Simple. The only hard thing about it is trying to decide what it's saying. Just
watch out for a few of the transitions out of it.

TRACK 5: SYNTH
The hardest pattern on this track is a 21 point L-MRL-MR which should be easy
for you by now. Besides this pattern, there are only simple ones with no 16th
notes that range from 9 to 13 points. Nothing tough here.

TRACK 6: DRUMS
This is one of the tracks that seems harder than it really is. Its pattern
changes constantly throughout the song, but its point value always remains in
the 20s. In some areas, the note placement seems almost random. Just don't
think about that pattern, and play the notes as they come to you. It's
surprising easy to do. The key to playing this track is just not to think about
it. Let your fingers do the thinking for you.

Now you just need to decide what path to take through the song. There are
almost no blank tracks in this song, so there should be many paths that will
work well. Feel free to use freestylers as well, but remember that playing the
tracks will give you more points. If you want to use my strategy, start on the
vocal track, wait one bar, and go from right to left. Moving from right to left
allows you to use autoblasters on the left drum track without losing your
streak. After playing the left drums for the first time, move back to the far
right drums and let your streak reset. Then proceed from right to left as you
normally would.

You'll have to play the "death track" almost immediately, so be careful. You
could work on it in practice mode, but you might be better off just using
autoblasters on it. After all, with this path, you'll only have to play it
three times; at the end of section one, the beginning of section four, and only
the (easier) first bar of it halfway through the final section. See above for
strategies for each individual track. Good luck!

But wait; what's this? Now that you've beaten the stage 5 bonus song, a secret
song has unlocked!

MELLOW - PREFAB Annie, TORSO Annnie, FACE GEAR Shades 4
NORMAL - PREFAB MC Mike, HEAD GEAR Hat, FACE GEAR Glasses, EMBLEM Female
BRUTAL - PREFAB Disco Marv, TORSO Disco Marv, FACE GEAR Shades 1, EMBLEM
         Strawberry
INSANE - PREFAB Mysterion, HEAD Mysterion, HEAD GEAR Ballcap 3, EMBLEM Heart

-------------------------------------------------------------------------------

                           COSMONAUT ZERO - Spaztik
                                    97 BPM
                              4 bar score: 10000+

No, that's not a typo. You need to score 10,000 points on this song if you want
four bars. Seems a little high, doesn't it? Well, did you think that 29 was the
maximum point value for a track? It isn't. This song has several tracks worth
OVER 29 points, the most being 40. Forget 16th notes; this song is full of 32nd
notes. Basically, think of this song's tempo as being 194 beats per minute
instead of 97. Some people think this is the hardest song in the game, while
others find Robot Rockerz to be more difficult. Regardless, this is still going
to be a challenge.

If you're playing Brutal and wondering why this song didn't unlock, that's
because it's only available on Insane. If you're playing Insane and it hasn't
unlocked, that means you haven't beaten every bonus song yet. You have to beat
every bonus song to unlock this, not just Robot Rockerz.

Along with DJ HMX, Symbion Project, and Komputer Kontroller, this is one of
Kasson's Crooker's secret identities. He sure doesn't want to make things easy
for us, does he? Well, the good news is that the drums are pretty much the only
hard part of this song. The other tracks are worth a lot of points, but they're
not difficult; not even the 29 point ones. Well, there are a few tracks that
could potentially mess you up, but I'll warn you about those.

Now it's time to decide what path to take. Like Robot Rockerz, there are few
blank tracks, so there's potentially a large number of different paths you
could take. If you're absolutely horrible at the 40-point track, work on it in
practice mode. But for the time being, wait three bars and go from left to
right. You'll only encounter it halfway through the song and then near the
song's end. The strategy I will outline here instead is this; wait one bar and
go left to right.

So, wait one bar. You'll start out with an easy drum track (the only one in the
song), but the second drum track is tricky. You should definitely work on this
in practice mode. It isn't too hard to play, but the note pattern seems
strange. You just need to get used to it. The bass has the left note playing
repeatedly, but if you could do it on Blink-182, you can do it here. Play the
easy synth and fx tracks, and move back to the left drums. Here is the "death
track", the 40-pointer. You can't autoblast it, because it's the first track on
your path. Practice this track! A slomo would really help out here. After this
track comes a 31 point drum track, which isn't too hard compared to the one you
just did. The bass on the next track could potentially make you miss. It's
almost exactly the same as the tracks you played in Blink-182, so hopefully you
can do it. The two synth tracks here are both worth over 20 points, but they're
nothing compared to what you just played. The fx, the only track worth under 20
points, seems out of place in this song, but is a good area to give your
fingers a rest.

The first drum track is worth 31 points and should be simple. The second drums
have a quick drumroll at the end of each bar here. It's not too hard to play,
but it can make your transition difficult. Watch out for the 32nd note on the
bass. This next part is the only difficult part of the synth. It has four quick
32nd notes in succession which repeat a few times, followed by a MMMM. If
you're not careful, you could miss here due to the strange pattern. Try going
into practice mode, move onto this track, and just sit there. You will hear a
click for each note. Listen to the clicks to figure out when you need to play
each note. The second synth has a -LLL-LLL-MMM-RRR pattern, which should be no
problem, and the fx is easy as usual.

Oh, joy! Here comes the 40 point track again! Use a score doubler here if you
have one for big points. Remember NOT to autoblast this track unless you're on
the SECOND BAR of it. Following this is a 38 point track. If you're at x8, have
a score doubler activated, and can play these tracks without missing, you'll
get 1248 points from these two tracks alone. Not bad, huh?

The bass here is even easier than usual, and the synth and fx are nothing to
worry about. The drums coming up are both worth over 30 points, so be careful
not to miss, and use a score doubler if you can. The second bar of the bass
here is very weird; 32nd notes seem to be randomly placed in it. Be very
careful here. The left synth is the odd 32 point track again, while the right
synth and fx are - you guessed it - easy. The drums and bass coming up are on
their easier patterns, but watch out for the few 32nd notes.

Get past the simple synth and fx tracks, and you'll have to play one bar of the
40 point track and one bar of the slightly easier drum pattern here. The right
drums have their 31 point pattern, and the bass is simple. Play the two regular
synth tracks to finish the song.

Congratulations, you've mastered Amplitude! You're rewarded with the final FreQ
part: the Halo. It will be automatically equipped on your freq.

INSANE - HEAD GEAR Halo

===============================================================================
G-0                            MULTIPLAYER MODE
===============================================================================

Part of what makes Amplitude such a great game is its exceptional multiplayer
mode. The goal is simple; get more points than your opponents. Up to four freqs
can play simultaneously in one game, although I recommend playing with 3 or
fewer players. 4 just seems too crowded to me.

Once you select the Multiplayer option, you will be given the choice of playing
a game, duel, or remix. For information on the duel and remix modes, scroll
down to their respective sections in this FAQ.

Even if you played Frequency's multiplayer mode, you'll still need to relearn
it for Amplitude. Just like the solo game, you have to play two bars to capture
a phrase, and it disappears immediately after, forcing you to switch to another
track if you want to keep your streak. The amount of time the tracks stay
captured varies depending on how many players were in the game when it started.

IF THERE ARE:   TRACKS STAY CAPTURED FOR:
2 players       6 bars
3 players       3 bars
4 players       2 bars

(Note: this does not include the bar you finished your phrase on.)

You will be able to play in Multiplayer mode only the songs that you have
unlocked in Solo mode. Make sure that the green player is the one who has
progressed the most through the game.

Each player in the game is given a color. Player 1 is green, 2 is purple
(although it looks blue to me), 3 is red, and 4 is yellow. The color of your
beat blaster will correspond to your player color, and captured notes will also
appear in your color. (Remember this, it's important for when you play online.)
Whenever a certain player takes the lead, you will hear Akrobatik's voice
announce, "(Color) player takes the lead!" At the end of the game, you hear,
"(Color) player wins!" (Unless you tied, of course.)

Whoever can play a track is determined simply by who got there first. If you
get to a track while another player is already on it, your beat blaster will
move behind his, and you won't be able to play the track. You'll have to either
move to a different track or wait until your opponent moves to be able to play.

You can choose whether or not you want powerups. Because you're forced to
change tracks constantly, powerups aren't nearly as important as they were in
FreQuency. Powerups can be set to High, Low, or Off. DON'T play with High
powerups, please. Only n00bs play with High powerups, and you don't want to be
a n00b, now do you?

Streaks are just as important as they were in Solo mode. The maximum amount
your streak can reach is x4, meaning your multiplayer scores will be much lower
than your solo ones. When you capture a track and move immediately to another
one, your streak bumps up by one. Sometimes you don't have to get to another
track immediately. If there are no tracks available or the only track available
is being played by someone else, then when you finally get to another one, you
will still maintain your streak. However, if the person playing that track
misses, your streak will reset to x1.

Finally, even if you're playing on Insane difficulty, there will be a two bar
break between sections. During this break, you are shown a bar graph of
everyone's scores, letting you quickly and easily see who's in the lead and how
far you are ahead or behind.

-------------------------------------------------------------------------------
G-1                                  TIPS
-------------------------------------------------------------------------------

Obviously, the most important aspect of the game is keeping your streak up.
It's not as easy as it was in Solo mode because now you have people capturing
other tracks and trying to stop you. You should try to find a certain path to
take through the song and stick with it. This will ensure that your tracks
always appear at the right time. However, if you can bump up your streak by
playing an opponent's track, you should definitely do so. If an opponent's path
is worth more points than yours, go over there and play one of his tracks to
mess him up. You want to keep the highest streak possible, but at the same
time, you don't want your opponent's streak to get too high.

Keep in mind that more difficult tracks should be played when you have a higher
streak. For example, if there is a 17 point track and a 29 point track, play
the 17 pointer first, then the 29 point one after your streak gets bumped up to
x2. However, be aware that other players will be going for that 29 point track.
You'll need to make sure you can get there before them.

Let's use BT as an example. The 2nd track is worth 29 points, and the 4th track
is worth 12 points. The 4th track ends earlier than all the other ones, so play
that one first. Since your track ends first, you'll be able to beat anyone to
any track in the song. If you're in a 3 or 4 player game, the best choice is
probably the 2nd track so you can get an easy 58 points. If it's a 2 player
game, make your decision based on what track your opponent is on and which one
you think he's going to try to get to next.

A big part of Amplitude's multiplayer mode is guessing what track your opponent
will try to play next and using that knowledge to decide what track you should
play. Your goal is to play the toughest tracks when you have the highest streak
possible. Over 90% of players simply go for the closest track after finishing
their phrase. This makes it very easy to predict what they will do next, and in
turn, easy to beat them. It is to your advantage to be unpredictable. Don't
always go for the nearest track; do things your opponent won't expect. Try to
fake out by your opponents by acting like you're going to play a certain track
and then moving at the last moment.

Keep an eye on your opponents' score. If an opponent suddenly starts getting
large amounts of points at a time, then he's probably at x4 and you need to go
break his streak.

Since you can't quickly go from the 1st track to the 6th one, you can use this
to your advantage. Taking over 3 of the tracks in the middle will force your
opponent to move all the way across the tracks, most likely losing his streak
in the process. (Make sure you don't let this happen to you!) In a 3 or 4
player game, you can start on the 2nd (or maybe even 3rd) track and move left.
If you're lucky, you can do this unnoticed, easily bringing up your streak.

Finally, the camera angle can be used to your advantage since it's stuck in the
far-away view. Most players have trouble with the far right and left tracks
while in this view, so try forcing your opponents to play them.

-------------------------------------------------------------------------------
G-2                                POWERUPS
-------------------------------------------------------------------------------

In multiplayer mode, you now have the option to turn powerups on or off.
Turning them off will make the game more strategic, with your entire strategy
involving which track you should play. Turning them to low will add a bit of
randomness to the game, but the winner will be determined by who uses them
properly. You also have ways of either helping yourself out or hurting your
opponent. High powerups make the game almost completely random, and should not
be used if you're playing for the competition. You may find this setting very
fun or very aggrivating.

Listed below are tips on using each powerup in multiplayer mode (if you decide
to use them).

-------------------------------------------------------------------------------

                                  AUTOBLASTER

You should almost always use this on your opponent's track, not your own. It
gives you almost no points, but it keeps your streak alive and ruins your
opponent's streak. If you are hit with a powerup or if you miss, you can
quickly deploy this to maintain your streak. If your opponent has found a good
path through the song and you can't seem to stop him, try deploying this on one
of his tracks.

Remember that the solo mode score bug also happens in multiplayer games.

-------------------------------------------------------------------------------

                                  FREESTYLER

ALWAYS get your streak up before using this! If you don't, you're just wasting
a perfectly good powerup. Not only that, but your opponents have more room on
the track to build up streaks of their own. It's even better if you can use a
score doubler just before picking this up and using it. This can turn the tide
of the game and put you back in the lead (or increase the gap between you and
the other players). As an added bonus, you will obstruct the view of your
opponents. If you're playing an axe, you can follow the leader around wherever
he goes, which will almost completely block his view of the track.

-------------------------------------------------------------------------------

                                SCORE DOUBLER

Try to get as many of these as you possibly can. Also, prevent your opponents
from picking them up.

-------------------------------------------------------------------------------

                                    SLO MO

The ideal time to use this is while your opponent is playing a tough track and
just before you play one. You can use this to either throw your opponent off
guard or make things easier for you. (Or both, if you're lucky.)

-------------------------------------------------------------------------------

                                    BUMPER

Use this on an opponent to send him flying off the track and break his streak.
He will be disoriented for a short while afterwards as well. You can do this
while he is collecting a powerup to stop him from getting it, or you can use
it just before he reaches the powerup and then pick it up for yourself. Keep in
mind that you can use this on players behind you too.

-------------------------------------------------------------------------------

                                   CRIPPLER

It's used the same way as the bumper, except your opponents don't fly off the
track or lose their streak. If your opponent is good enough, this may not even
affect him. Try to use it on players that are attempting tough tracks.

===============================================================================
H-0                               ONLINE MODE
===============================================================================

Welcome to Amplitude's online mode, where any freq with a dial-up or broadband
internet connection can compete with others from all over the world!

I'm going to be repeating myself quite a bit here, because the strategy for
online mode is almost identical to multiplayer mode. However, there are a few
important differences to be aware of. If nothing else, read the section on the
infamous score bug!

Part of what makes Amplitude such a great game is its online mode. The goal is
simple; get more points than your opponents. Winning games will improve your
online rank. Up to four freqs can play simultaneously in one game, although I
recommend playing with 3 or fewer players. 4 just seems too crowded to me.

Even if you played Frequency's online mode, you'll still need to relearn it for
Amplitude. Just like the solo game, you have to play two bars to capture a
phrase, and it disappears immediately after, forcing you to switch to another
track if you want to keep your streak. The amount of time the tracks stay
captured varies depending on how many players were in the game when it started.

IF THERE ARE:   TRACKS STAY CAPTURED FOR:
2 players       6 bars
3 players       3 bars
4 players       2 bars

(Note: this does not include the bar you finished your phrase on.)

You have to unlock the secret song before being able to host it online; other
than that, you can host any song you want.

Each player in the game is given a color. Player 1 is green, 2 is purple
(although it looks blue to me), 3 is red, and 4 is yellow. The color of your
beat blaster will correspond to your player color, and captured notes will also
appear in your color. Whenever a certain player takes the lead, you will hear
Akrobatik's voice announce, "(Color) player takes the lead!" At the end of the
game, you hear, "(Color) player wins!" (Unless you tied, of course.)

Whoever can play a track is determined simply by who got there first. If you
get to a track while another player is already on it, your beat blaster will
move behind his, and you won't be able to play the track. You'll have to either
move to a different track or wait until your opponent moves to be able to play.
This is where lag comes into play. Because data sometimes takes a while to
travel from one player to another, your opponent may actually beat you to a
particular track, even though it looks like you got there first. After a short
while, your opponent's beat blaster will move in front of yours. This is NOT a
cheat or a glitch; it's just how the game handles lag, and there's no way
around it. Even players with broadband can have lag, depending on how far away
from each other the players are. On the plus side, there are ways you can use
lag to your advantage.

You can choose whether or not you want powerups. Because you're forced to
change tracks constantly, powerups aren't as important as they were in
FreQuency. Powerups can be set to High, Low, or Off. DON'T play with High
powerups, please. Only n00bs play with High powerups, and you don't want to be
a n00b, now do you?

Streaks are just as important as they were in Solo mode. The maximum amount
your streak can reach is x4, meaning your multiplayer scores will be much lower
than your solo ones. When you capture a track and move immediately to another
one, your streak goes up by one. Sometimes you don't have to get to another
track immediately. If there are no tracks available or the only track available
is being played by someone else, then when you finally get to another one, you
will still maintain your streak. However, if the person playing that track
misses, your streak will reset to x1. Don't be surprised if it doesn't work out
this way, though. One of the problems with the online mode is that sometimes
players keep streaks when they shouldn't and lose streaks when they should have
kept them. This isn't cheating; it's probably just another side effect of lag.

Finally, even if you're playing on Insane difficulty, there will be a two bar
break between sections. During this break, you are shown a bar graph of
everyone's scores, easily letting you see who's in the lead and how far you are
ahead or behind.

-------------------------------------------------------------------------------
H-1                                  TIPS
-------------------------------------------------------------------------------

Obviously, the most important aspect of the game is keeping your streak up.
It's not as easy as it was in Solo mode because now you have people capturing
other tracks and trying to stop you. You should try to find a certain path to
take through the song and stick with it. This will ensure that your tracks
always appear at the right time. However, if you can bump up your streak by
playing an opponent's track, you should definitely do so. If an opponent's path
is worth more points than yours, go over there and play one of his tracks to
mess him up. You want to keep the highest streak possible, but at the same
time, you don't want your opponent's streak to get too high.

Keep in mind that more difficult tracks should be played when you have a higher
streak. For example, if there is a 17 point track and a 29 point track, play
the 17 pointer first, then the 29 point one after your streak gets bumped up to
x2. However, be aware that other players will be going for that 29 point track.
You'll need to make sure you can get there before them.

Let's use BT as an example. The 2nd track is worth 29 points, and the 4th track
is worth 12 points. The 4th track ends earlier than all the other ones, so play
that one first. Since your track ends first, you'll be able to beat anyone to
any track in the song. If you're in a 3 or 4 player game, the best choice is
probably the 2nd track so you can get an easy 58 points. If it's a 2 player
game, make your decision based on what track your opponent is on and which one
you think he's going to try to get to next.

A big part of Amplitude's online mode is guessing which track your opponent
will try to play next and using that knowledge to decide which track you should
play. Your goal is to play the toughest tracks when you have the highest streak
possible. Over 90% of players simply go for the closest track after finishing
their phrase. This makes it very easy to predict what they will do next, and in
turn, easy to beat them. It is to your advantage to be unpredictable. Don't
always go for the nearest track; do things your opponent won't expect. Try to
fake out by your opponents by acting like you're going to play a certain track
and then moving at the last moment.

Becasue you're constantly changing tracks, lag plays a large part in the
strategy of this game. If you aren't hosting and both you and the host go for
the same track at the same time, the host will almost always beat you there.
This makes things easier for the host, but there's still a few tricks other
players can use to compensate. Try sitting on one track to act like you're
going to play that one, and then moving to another one at the last second. The
lag will prevent opponents from seeing what track you moved to, and they won't
be able to change tracks until it's too late. You can also try moving across
every track before deciding which one you want to play. This will confuse
opponents and sometimes lag them as well. The best way to compensate for lag is
to try and play the tracks that end early, such as the 4th track in BT. This
will give you extra time to move to another track, which could make a
difference. Be sure to change tracks as early as possible to make sure you get
there in time. Don't change tracks before you finish your phrase, though!

Try to guess what track your opponent will go for. If you have less lag than
him, go for his track, but if you have more lag, go for a different one.

Keep an eye on your opponents' scores. If an opponent suddenly starts getting
large amounts of points at a time, then he's probably at x4 and you need to go
break his streak.

Since you can't quickly go from the 1st track to the 6th one, you can use this
to your advantage. Taking over 3 of the tracks in the middle will force your
opponent to move all the way across the tracks, most likely losing his streak
in the process. (Make sure you don't let this happen to you!) In a 3 or 4
player game, you can start on the 2nd (or maybe even 3rd) track and move left.
If you're lucky, you can do this unnoticed, easily bringing up your streak.

Finally, you have to try and avoid the score bug when possible. Please read the
sub-section titled SCORE BUG for more details.

-------------------------------------------------------------------------------
H-2                                POWERUPS
-------------------------------------------------------------------------------

In online mode, you still have the option to turn powerups on or off. Turning
them off will make the game more strategic, with your entire strategy involving
which track you should play. Turning them to low will add a bit of randomness
to the game, but the winner will be determined by who uses them properly. You
also have ways of either helping yourself out or hurting your opponent. High
powerups make the game almost completely random, and should not be used if
you're playing for the competition. You may find this setting very fun or very
aggrivating.

Listed below are tips on using each powerup online (if you decide to use them).

-------------------------------------------------------------------------------

                                  AUTOBLASTER

You should almost always use this on your opponent's track, not your own. It
gives you almost no points, but it keeps your streak alive and ruins your
opponent's streak. If you are hit with a powerup or if you miss, you can
quickly deploy this to maintain your streak. If your opponent has found a good
path through the song and you can't seem to stop him, try deploying this on one
of his tracks.

Keep in mind that the autoblaster score bug also happens in online games.

-------------------------------------------------------------------------------

                                  FREESTYLER

ALWAYS get your streak up before using this! If you don't, you're just wasting
a perfectly good powerup. Not only that, but your opponents have more room on
the track to build up streaks of their own. It's even better if you can use a
score doubler just before picking this up and using it. This can turn the tide
of the game and put you back in the lead (or increase the gap between you and
the other players). As an added bonus, you will obstruct the view of your
opponents. If you're playing an axe, you can follow the leader around wherever
he goes, which will almost completely block his view of the track.

-------------------------------------------------------------------------------

                                SCORE DOUBLER

Try to get as many of these as you possibly can. Also, prevent your opponents
from picking them up. Score doubler + x4 streak = big points!

-------------------------------------------------------------------------------

                                    SLO MO

The ideal time to use this is while your opponent is playing a tough track and
just before you play one. You can use this to either throw your opponent off
guard or make things easier for you. (Or both, if you're lucky.)

-------------------------------------------------------------------------------

                                    BUMPER

Use this on an opponent to send him flying off the track and break his streak.
He will be disoriented for a short while afterwards as well. You can do this
while he is collecting a powerup to stop him from getting it, or you can use
it just before he reaches the powerup and then pick it up for yourself. Keep
in mind that you can use this on players behind you too.

When playing online, this can sometimes lag, sending you flying off the track
at random times. Just keep in mind that this isn't a cheat, it's just an
unfortunate side effect of playing online. Sometimes the game won't let you
switch onto a certain track, which I believe is caused by this powerup (since
it never happens in games with no powerups).

-------------------------------------------------------------------------------

                                   CRIPPLER

It's used the same way as the bumper, except your opponents don't fly off the
track or lose their streak. If your opponent is good enough, this may not even
affect him. Try to use it on players that are attempting tough tracks or on
whomever is in the lead.

-------------------------------------------------------------------------------
H-3                                SCORE BUG
-------------------------------------------------------------------------------

In an online game, have you ever played a track, only to get zero points for
it? If so, then you've experienced what has come to be known as "the score
bug." To put it simply, the infamous score bug is a glitch in the game which
was created when another bug was fixed. It is not caused by lag or a bad
connection, although they may possibly affect how often the bug occurs. You can
NOT control it, so stop accusing me of doing so, OK?

Thankfully, the score bug only happens in certain areas, so it can be avoided
fairly easily. It will ONLY happen if you start to play a track that has JUST
become available AND was previously captured by one of your opponents, NOT
yourself. Let me explain further. For the bug to happen on a particular track,
it has to be captured by one of your opponents first. If you capture it, the
bug will not occur. You can easily determine who captured the track by looking
at the color of the notes floating in the air. (Lag can occasionally make it
possible for two players to capture the same one-note track, so it's necessary
to look at the color of the notes.) Now, eventually the floating notes will
become a regular track that you can play. To get the bug, you must play the
track on the first bar it becomes available. If you wait until the second bar,
you will not get the bug.

Keep in mind that even if all the conditions are met, you may still not get the
score bug. It's basically random whether you get it or not. The factors that
determine how often you get it are unknown, but the main one is probably lag.

So, how do you know if you got the bug or not? The easiest way to tell is by
looking at the air next to the track where your score normally displays. If
you got the bug, there will be nothing there, except maybe your streak
multiplier. Usually, your streak will reset to x1, but I have seen it keep
my streak in the past. I've never noticed it myself, but some people say the
notes on the track ahead will flash just before you get the bug.

If you do get the bug, usually what you'll want to do is miss on purpose so you
can play the track again and get points for it. You may decide to play it
anyway so that you won't get the bug when you come back to it later (and
possibly cause the bug for an opponent if he or she plays it). You can also
change tracks and change back, but this gives other players a chance to jump
in front of you, so try not to do this.

There are times when you'll have to take the risk of getting the score bug
while trying to win the game. In fact, if you can get up to x4 or grab a score
doubler by taking the risk, I strongly recommend doing so. You'll have to
decide whether the potential benefits outweigh the negative aspects of getting
the bug.

This bug is not related to the autoblaster powerup bug, but the effect is the
same.

-------------------------------------------------------------------------------
H-4                             GETTING ONLINE
-------------------------------------------------------------------------------

Perhaps I'm getting ahead of myself here. You need to get online before you can
play online, right? First, choose the freq you want and select ONLINE from the
main menu in the game. Make sure you like the freq's name, because you won't be
able to change it once you go online with it. Simply choose your network
configuration (which you should have set up with your network adapter), hit x,
and wait to connect!

If it's your first time online ever or within the last 30 days, you'll need to
create your account. You'll have one last chance to change your freq's name
here in case it's already been taken. Enter the same password into the "CREATE
PASSWORD" and "CONFIRM PASSWORD" dialogs. Make sure you remember it, because if
you forget your password, there's no way to get it back! For this reason, I
highly recommend selecting SAVE PASSWORD to save it to your memory card. You'll
be able to change it later if you want.

If you already have an account, all you have to do is type in your password and
hit x. If your password is already saved to your memory card, all you'll have
to do is hit x.

You should soon see the welcome screen, which will display a message for you.
From here, you can change your password, view game tips (which you don't need,
since you have this FAQ), or head into the online lobby!

-------------------------------------------------------------------------------
H-5                            THE ONLINE LOBBY
-------------------------------------------------------------------------------

You may chat at any time in any lobby by pressing circle. This will open up the
virtual chat window. Use x and the d-pad to type messages and circle to close
the chat window and send your message. You may also use one of the F keys at
the top to send a macro (pre-programmed chat message). Unfortunately, you
cannot change what the macros say. They are as follows:

F1 - Hi Everyone!
F2 - 'sup?
F3 - Want to play a game?
F4 - Want to duel?
F5 - Want to remix?
F6 - Mellow?
F7 - Normal?
F8 - Brutal?
F9 - Insane?
F10 - good game!
F11 - Come join my game! I'm going to host!
F12 - Wish I had a USB keyboard...

As you can see, some are more useful than others.

If you have a USB keyboard, you can send messages simply by typing and pressing
Enter to send your message. You can also chat in remix mode. The macros still
work with a USB keyboard, but F12 is basically useless then. ;)

Oh, and don't bother trying to spam; you can only send a few messages before it
stops you, and people can mute you anyway.

There will be a list of options on the left side of the screen for you to
choose from.

-------------------------------------------------------------------------------

                                     JOIN

Obviously, this lets you join a game that is being hosted in your current
lobby. Press the right directional button or x to select this. Use the up/down
directional buttons to highlight a game and x to join it. It will be white if
you can join it, blue if the host is hosting a custom remix, or gray if you
cannot join it because it is full or busy. Press L1 to refresh the list.

JOIN - Shows the current/maximum number of players in a game. This will display
       "FULL" if it has the max number of players already and "BUSY" if the
       game is in progress.

MODE - Can be a GAME, DUEL, or REMIX.

DIFF - Displays the game's difficulty. Can be MELLOW, NORMAL, BRUTAL, or INSANE
       for a game or EASY, PP (pattern play), or FFA (free for all) for a duel.

NET - Shows whether the host has broadband or a modem.

POW - Powerups can be HIGH, LOW, or OFF.

ARTIST - Self-explanatory.

Below the list is the name of the song (or custom remix) and the names of the
freqs already in the game.

-------------------------------------------------------------------------------

                                     HOST

Hosts a remix, duel, or game in your current lobby. The hosting options are
self-explanatory. While hosting, you can boot a player by selecting him in the
player list and pressing square. Launch starts the game.

-------------------------------------------------------------------------------

                                   FIND GAME

Allows you to search for games in any lobby online. You can narrow your search
parameters if you wish. L1 refreshes the list and x joins the game.

-------------------------------------------------------------------------------

                                   FIND FREQ

Type in a player's freq name EXACTLY as it appears to find their stats. If that
player is online, you will be given the option to enter the lobby he or she is
in. Rank is more or less a measure of skill, games is the person's number of
games played, and NET tells you whether the person has broadband or dial-up.
OFFLINE obviously means the player is offline.

-------------------------------------------------------------------------------

                                     FREQS

A list of freqs in your current lobby. If a certain person is annoying you or
spamming, you can mute them (block all of his/her messages) by pressing square
here. You will be able to see the player's rank and number of games played.

-------------------------------------------------------------------------------

                                    LOBBIES

Allows you to switch to a different lobby or create your own by pressing
square. The maximum number of players for any lobby is 32.

-------------------------------------------------------------------------------

                                   DOWNLOAD

This is the online remix repository, a listing of the best remixes online
available for you to download. Toggle between the song description and the
artist name with the circle button, and download the mix with the x button.

-------------------------------------------------------------------------------

                                    UPLOAD

If you think your remix has what it takes to get into the repository, send it
in! You can give it your own description if you wish. Only one remix may be
uploaded per day. Your remix will be reviewed, and if it's good enough, it will
be posted in the download section!

-------------------------------------------------------------------------------

                                   RANKINGS

They may or may not be completely accurate, but here are the top 10 freqs in
terms of rank. I don't really give much thought to the ranks because of the
randomness of games and the existence of rankcheaters. If you press x, you can
see the number of games each freq has. You can also scroll down to see more
ranked names. You can even go all the way down to the bottom, but it'll take a
while!

You get your rank up by beating players with higher ranks. Beating a player
ranked 1500 will only help your rank a little, while beating a player ranked 75
will help it a lot. Your number of games played is not a factor.

And yes, I know how to cheat the ranks, but I'm not about to tell you how. :)

-------------------------------------------------------------------------------

                                    OPTIONS

The same as the one on the game's main menu. You can delete individual freqs or
remixes here if need be.

===============================================================================
I-0                                DUEL MODE
===============================================================================

Two DJs compete one-on-one in an intense note-blasting competition. Can you
handle it?

-------------------------------------------------------------------------------
I-1                               THE BASICS
-------------------------------------------------------------------------------

You can play Duel mode either online or at home with a friend. (Well, the
person doesn't necessarily have to be your friend.) The green player will go
first, purple player second. The green player will be presented with a two bar
phrase with transparent notes on it. His job is to play any kind of pattern he
wants. (Remember that notes can only be placed on the transparent notes that
are already there. I'll get to that later.) If you're online, the purple player
won't be able to hear what you're playing just yet. You are not allowed to
place notes in the last 3 spots of the two-bar section.

Immediately after the green player lays down his track, the note pattern will
appear in front of the purple player, who must play it flawlessly. If he
succeeds, he gets a letter; if not, the green player gets the letter. Then the
process repeats, but this time, purple lays down a track and green plays it.
Whoever can get 9 letters first and spell the word "AMPLITUDE" wins the duel.
Yes, duel mode is Amplitude's version of Horse.

If you're playing online, duels do not count toward either your number of games
played or your rank.

And, it should be obvious, but 32nd notes cannot be placed in duel mode.

To stop players from laying down near-impossible strings of the same 16th note
over and over, you are only allowed to place 3 of the same 16th note in a row.
If you exceed this, you will be unable to lay down notes for a short time,
therefore making your pattern easier for your opponent to capture. Also, if you
place a note in a spot that doesn't have a transparent note on it, you will be
unable to place notes for a short time. The number of transparent notes depends
on what difficulty you are playing. Each one is explained below.

-------------------------------------------------------------------------------
I-2                                  EASY
-------------------------------------------------------------------------------

Description: In Easy, target markers are three abreast along the track making
             it easier to pitch notes without missing. There is no penalty for
             missing.

There are no transparent 16th notes, making this difficulty level very easy and
very boring. This difficulty is not recommended unless you're just learning how
to play.

-------------------------------------------------------------------------------
I-3                              PATTERN PLAY
-------------------------------------------------------------------------------

Description: Pattern play makes it tough for the pitcher by changing the
             pattern of the target markers. If you pitch a note and miss a
             target marker, you are penalized by losing the ability to play any
             notes for the following beat. This makes it harder to pitch
             difficult patterns at your opponent.

This is the normal difficulty; not too easy, but it's hard to place
near-impossible patterns. This is probably the best level for most players.

-------------------------------------------------------------------------------
I-4                              FREE-FOR-ALL
-------------------------------------------------------------------------------

Description: There are no note patterns. You can pitch notes wherever you want
             to drive your opponent nuts. Just remember that payback time is
             coming fast.

Like it says, you can place notes wherever you want, making this the toughest
difficulty level. Recommended for the truly skilled freqs.

===============================================================================
J-0                               REMIX MODE
===============================================================================

In this section, I'll be telling you how the remix mode works. I won't be
telling you how to make a GOOD remix, because I don't know how to. :) Feel free
to e-mail me your tips if you want to see them in this FAQ.

-------------------------------------------------------------------------------
J-1                               THE BASICS
-------------------------------------------------------------------------------

You can remix by yourself in solo mode or with other freqs in multiplayer or
online modes. Simply move to the track you want and use the L1, R1, and R2
buttons (or whichever ones you use to play) to lay down notes on the track.
With loop on, the same two bars will repeat themselves for the entire section,
but with loop off, you must place the notes yourself. You don't have to lay
down the entire pattern on your first try; when the section loops back, you can
add more notes to what you already have. There are three different ways to
delete notes you want to get rid of. The first is to simply play the note as if
you were in game mode, making it disappear. You can press the X button once to
delete one bar of music, or you can press X twice quickly to delete the entire
track.

If other players have already placed notes on a track, you will not be able to
place your notes on that track unless they erase their work. You can, however,
add effects to their tracks. Only the same person that lays down a pattern can
erase that pattern.

In the top left corner of the screen is the song sections panel, which tells
you how many sections are in the song and which one you are currently on. Use
the up/down buttons to move between sections. If you're not the green player,
pressing up or down will display a text message saying you want to change
sections. To hear the song as it will sound when you play it later, press the
select button. You can exit this preview mode by pressing the select button
again. Only the green player can enter or exit preview mode. If you're in solo
mode, you can freestyle, which will not be added to the mix when you save it.

Finally, if you're playing online, you can communicate with other players by
typing and pressing enter if you have a USB keyboard.

-------------------------------------------------------------------------------
J-2                              EFFECTS PANEL
-------------------------------------------------------------------------------

Move the right analog stick up and down to highlight the different options in
the effects panel (to the right on your screen). Press the R3 button (press in
the analog stick) to select that option. A pulsating option means it is
currently turned on.

-------------------------------------------------------------------------------

                                     LOOP

Description: If you want a note phrase you created to repeat itself, select
             this. The notes will play as an endless loop along the track.

Be sure to turn off loop every so often to add in things like guitar solos and
drumrolls.

-------------------------------------------------------------------------------

                                      BPM

Description: Select this to change the beats per minute of a song. Press the R3
             button. Press the right analog stick up/down to change beats per
             minute. Press the F3 button again to set your selected beats. The
             normal beats per minute for the selected song are displayed before
             you change the setting.

BPM cannot be changed online. You can, however, load remixes that have already
had their BPM changed.

-------------------------------------------------------------------------------

                                     SOLO

Description: The Solo effect shuts off the sound from all tracks except the
             selected track. Now you can create the remix for this track alone
             and listen to it without the distraction of hearing the other
             tracks. The effect does not appear in Multiplayer Remix mode.

This is a VERY useful tool.

-------------------------------------------------------------------------------

                                     MUTE

Description: If you are on a vocal track, the MUTE option is available. Press
             the R3 button to mute the Vocal track. Then move over to another
             track to work on your remix without hearing the vocals.

-------------------------------------------------------------------------------

                                    CHORUS

Description: This creates a fuller sound that is best experienced on a stereo
             system. It works pretty well in mono, too.

-------------------------------------------------------------------------------

                                    STUTTER

Description: This works best on percussion tracks. The stutter effect is
             created by quickly changing the volume of the track.

-------------------------------------------------------------------------------

                                     DELAY

Description: Delay adds a repeating effect to your track.

This was called Echo in FreQuency. I have no idea why they changed it.

-------------------------------------------------------------------------------

                                     BOOT
                           (Online only, host only)

Allows the host to boot a player from the game.

-------------------------------------------------------------------------------
J-3                            AFTER YOU FINISH
-------------------------------------------------------------------------------

When you're done remixing, press the start button and choose the QUIT option.
Type a name for your remix, and press the X button to save it. It will be given
a rating from Mellow to Insane corresponding to its difficulty. If there were
several blank areas in the mix, your remix may be rated Incomplete. In this
case, you will not be able to play your remix in game mode, but you will be
able to load it in remix mode to listen to. If your remix received a rating,
you can play it in game mode as if it were a regular song.

Up to 100 remixes can be saved on one memory card. Once you reach 100, you will
need to delete some if you want to save more on the same card.

If your remix came out pretty good, you can upload it to the online remix
repository. Simply choose the "UPLOAD" option on the online menu and type a
description for it. If Sony likes it, it will be added to the repository for
other freqs to download and check out.

You can also share it with other freqs via the launchpad when you host. You
will be given the option to make your remix "read-only", which prevents anyone
else from making any modifications to it.

-------------------------------------------------------------------------------
J-4                                REMIX BUG
-------------------------------------------------------------------------------

It's a fairly common problem with this game, so I'd better address it here.
While playing online, you may get a remix bug that prevents players from being
able to lay down any notes on certain tracks. To fix it, simply exit the remix,
save your work so far, and reload the mix that you just saved. Some of the
effects may have changed, so make sure you correct them before quitting. As far
as I know, this is not related to the score bug.

===============================================================================
K-0                                THE FREQ
===============================================================================

Pronounced: freak

You may have noticed that while navigating through the game's menus, your beat
blaster ship has a display on it. It gives you a view of your ship's pilot,
known as your FreQ. (This is an obvious reference to Amplitude's prequel,
FreQuency.) Your freq is essentially a digital version of yourself, which you
can customize to your liking. As you advance through the solo game, you will
unlock new parts for your freq, allowing you to change its appearance. It will
also have a symbol next to it, reflecting how far you have advanced in the
single player game. Here's a guide to what the symbols mean:

DOT:      has not yet completed Solo mode
DIAMOND:  completed Mellow
TRIANGLE: completed Normal
CROSS:    completed Brutal
STAR:     completed Insane

Note: "Completed" means beat every boss song for the corresponding difficulty.

If you're playing online, the servers will keep track of your freq's rank and
number of games played. You're allowed to have as many freqs as you want, but
you can only hold 8 on one memory card.

Remember that if you go online with a freq, its name will become locked so that
you cannot change it.

-------------------------------------------------------------------------------
K-1                               FREQ PARTS
-------------------------------------------------------------------------------

As a reward for beating boss or bonus songs, you receive new parts to put on
your FreQ (your digital alter ego), allowing you to customize its appearance to
your liking.

Here is the full, alphabetized list of freq parts. Hologram (get it by pressing
CLEAR ALL) does not count as a freq part, since you cannot keep it on your
freq.

Note: There is a player online that has found a way to keep the hologram part
      on his freq. I can only assume he used a gameshark or other cheating
      device to do so. If this is possible to do WITHOUT using a cheating
      device, please e-mail me and tell me how. :)

-------------------------------------------------------------------------------

PREFABS (56):

Annie
Bat Gal
Bat Lad
Biggie
Bot Girl
Bruce
Bruiser Roy
Bug
Crimson D
Cybergirl
Cyclops
Cyklor
Demon Dave
Diabolical D
Disco Marv
Dread Girl
Evil Motomatic
Fred
George
Goggle Bot
Grondor
Happy Fun Girl
Hotpants
Janet
Kim
Kong
Larry
Lazy Jay
Levar
Little Tony
Mad Melvin
Mandy
MC Mike
Motomatic
Mysterion
Naomi
Norm
Pixel
Rageatron
Razor X
Rex
Robin
Robofairy
Roxanne
Spike
Swat Man
T-Bone
Tex
Toxic Doom
Trollheim
Trust Me
Velma
Vern
Xenon
Zardork 9
Zoe

HEADS (47):

Annie
Bat Gal
Bat Lad
Biggie
Bot Girl
Bruce
Bruiser Roy
Bug
Bunny
Crimson D
Cybergirl
Cyklor
Dread Girl
Evil Motomatic
Fred
Game Geek
George
Goggle Bot
Grondor
Happy Fun Girl
Helga
Janet
Kim
Kong
Larry
Lazy Jay
Levar
Little Tony
Mad Melvin
Motomatic
Mysterion
Naomi
Rageatron
Razor X
Rex
Robin
Robofairy
Roxanne
Spike
Tex
TNT
Toxic Doom
Trollheim
Velma
Xenon
Zardork 9
Zoe

TORSOS (53):

Annie
Bat Gal
Bat Lad
Biggie
Brick House
Bruce
Bruiser Roy
Crimson D
Cybergirl
Cyber-hoodie
Cybershell
Cyklor
Disco Marv
Dread Girl
Evil Motomatic
Goggle Bot
Grondor
Guy
Happy Fun Girl
Hoodie
Hotpants
Janet
Kim
Kong
Larry
Lazy Jay
Levar
Little Tony
Mad Melvin
Mandy
Motomatic
Mysterion
Naomi
Pixel
Rageatron
Razor X
Rex
Suit
Swat Man
Tank Top
Tank-top 2
T-Bone
Tex
Toxic Doom
Trollheim
Trust Me
T-shirt
Tube-top
Vern
Vest
Xenon
Zardork 9
Zoe

ARMS (33):

Claws 1
Claws 2
Claws 3
Cyber
Girl 1
Girl 2
Girl 3
Girl 4
Glove 1
Glove 2
Glove 3
Glove 4
Guy 1
Guy 2
Guy 3
Guy 4
Huge 1
Huge 2
Jacket 1
Jacket 2
Jacket 3
Jacket 4
Jacket 5
Robo 1
Robo 2
Robo 3
Skinny 1
Skinny 2
Skinny 3
Sleeve 1
Sleeve 2
Sleeve 3
Sleeve 4

LEGS (25):

Big
Camo
Cargo
Corduroy
Cyberlegs
Cyber 2
Goth Skirt
Hot-pants
Hot-pants 2
Jeans
Leather
Patch
Plaid
Plaid Skirt
Punk
Robo 1
Robo 2
Robo 3
Skinny
Skirt
Spike
Suit pants
Sweat pants
Waders
Zips

HEAD GEAR (21):

Antenna
Ballcap 1
Ballcap 2
Ballcap 3
Big Ears
Camo-hat
Cowboy Hat
Cyberdome
Fro
Halo
Hat
Headphones 1
Headphones 2
Headphones 3
Headphones 4
Headphones 5
Horns 1
Horns 2
Horns 3
Skull-cap
Visor

FACE GEAR (16):

Bug-eyed Shades
Cyber goggles
Gasmask
Glasses
Goggles
Long Nose
Mask
Night-vision
Red Nose
Shades 1
Shades 2
Shades 3
Shades 4
Shades 5
Slit Shades
Undercover

EMBLEMS (37):

Alice
Bleep
Blip
Cherry
Chimp
Danger
Dare
Eyes
Female
Femfatale
Flower
Free
Groove Monkey
Heart
Jason
Mad Bat
Male
Mohawk
Moon
Nerdstrom
Note
Peace
Radioactive
Razor X
Ryan
Skull
Slimey
Star
Strawberry
Toad in the Hole
Yan
!ART!
00
1
3
5
7

-------------------------------------------------------------------------------

Here's how you unlock each one.

Notes: All arms and legs are already unlocked as defaults. There are no default
       parts for Face Gear, Head Gear, or Emblem. The following lists are the
       order parts are unlocked assuming you complete every song on Mellow,
       then on Normal, Brutal, and Insane in that order.

-------------------------------------------------------------------------------

                                    DEFAULT

PREFAB (16) - Rex, Dread Girl, Janet, Cybergirl, Bruce, George, T-Bone, Zoe,
              Bruiser Roy, Toxic Doom, Crimson D, Spike, Motomatic, Mandy,
              Robin, Cyklor

HEAD (19) - Cybergirl, Robin, George, Bruce, Annie, Zoe, Janet, Spike, Cyklor,
            Helga, Crimson D, Bunny, TNT, Toxic Doom, Biggie, Rex, Dread Girl,
            Bruiser Roy, Motomatic

TORSO (15) - Cybergirl, Rex, Dread Girl, Bruce, Guy, Motomatic, T-Bone, Janet,
             Kim, Mandy, Zoe, Cyklor, Bruiser Roy, Toxic Doom, Crimson D

ARMS (33) - Glove 1, Glove 2, Glove 3, Glove 4, Robo 1, Robo 2, Robo 3, Guy 1,
            Guy 2, Guy 3, Guy 4, Cyber, Sleeve 1, Sleeve 2, Sleeve 3, Sleeve 4,
            Claws 1, Claws 2, Claws 3, Jacket 1, Jacket 2, Jacket 3, Jacket 4,
            Jacket 5, Skinny 1, Skinny 2, Skinny 3, Girl 1, Girl 2, Girl 3,
            Girl 4, Huge 1, Huge 2

LEGS (25) - Big, Punk, Plaid, Skirt, Goth Skirt, Plaid Skirt, Cargo, Camo,
            Corduroy, Waders, Zips, Cyberlegs, Hot-pants, Hot-pants 2, Robo 1,
            Jeans, Suit pants, Spike, Skinny, Robo 2, Cyber 2, Leather, Robo 3,
            Sweat pants, Patch

-------------------------------------------------------------------------------

               CHRIS CHILD with MELISSA KAPLAN - Shades of Blue

MELLOW - PREFAB Norm, TORSO Brick House, HEAD GEAR Ballcap 2, EMBLEM 00
NORMAL - PREFAB Vern, HEAD Game Geek, TORSO Vern, HEAD GEAR Ballcap 1
BRUTAL - PREFAB Razor X, HEAD Razor X, TORSO Razor X, FACE GEAR Shades 2
INSANE - PREFAB Xenon, HEAD Xenon, TORSO Xenon, HEAD GEAR Headphones 1, FACE
         GEAR Bug-eyed Shades, EMBLEM Femfatale, EMBLEM Razor X

-------------------------------------------------------------------------------

                        LOGAN 7 - Uptown Saturday Night

MELLOW - PREFAB Fred, HEAD Fred, TORSO Tank Top, HEAD GEAR Headphones 4, FACE
         GEAR Shades 5
NORMAL - PREFAB Zardork 9, HEAD Zardork 9, TORSO Zardork 9, HEAD GEAR Big Ears,
         EMBLEM Moon
BRUTAL - PREFAB Roxanne, HEAD Roxanne, EMBLEM Yan
INSANE - PREFAB Mad Melvin, HEAD Mad Melvin, TORSO Vest, FACE GEAR Gasmask,
         EMBLEM Mad Bat, EMBLEM 1

-------------------------------------------------------------------------------

                 DAVID BOWIE - Everyone Says Hi (Metro Mix)

MELLOW - PREFAB Happy Fun Girl, HEAD Happy Fun Girl, TORSO Happy Fun Girl, HEAD
         GEAR Antenna, FACE GEAR Slit Shades
NORMAL - PREFAB Grondor, HEAD Grondor, TORSO Grondor, TORSO Cyber-Hoodie, HEAD
         GEAR Horns 3, EMBLEM Alice
BRUTAL - PREFAB Bat Gal, HEAD Bat Gal, TORSO Bat Gal, EMBLEM Eyes
INSANE - PREFAB Bug, HEAD Bug, EMBLEM Free

-------------------------------------------------------------------------------

                           FREEZEPOP - Super-Sprode

MELLOW - PREFAB Velma, HEAD Velma, HEAD GEAR Headphones 2, FACE GEAR Shades 3,
         EMBLEM Flower
NORMAL - PREFAB Bot Girl, HEAD Bot Girl, EMBLEM Mohawk, EMBLEM 3
BRUTAL - PREFAB Kong, HEAD Kong, TORSO Kong, EMBLEM Dare
INSANE - PREFAB Goggle Bot, HEAD Goggle Bot, TORSO Goggle Bot, TORSO Tank-top
         2, FACE GEAR Cyber goggles, EMBLEM Radioactive

-------------------------------------------------------------------------------

                     HERBIE HANCOCK - Rockit (2.002 Remix)

MELLOW - PREFAB Levar, HEAD Levar, TORSO Levar
NORMAL - PREFAB Hotpants, TORSO Hotpants, TORSO Hoodie, HEAD GEAR Fro
BRUTAL - PREFAB Trollheim, HEAD Trollheim, TORSO Trollheim, HEAD GEAR Horns 1,
         EMBLEM Toad in the Hole
INSANE - PREFAB Robofairy, HEAD Robofairy, EMBLEM Nerdstrom, EMBLEM Star

-------------------------------------------------------------------------------

                        THE PRODUCTION CLUB - Rockstar

MELLOW - PREFAB Biggie, TORSO Biggie, HEAD GEAR Skull-cap
NORMAL - PREFAB Bat Lad, HEAD Bat Lad, TORSO Bat Lad, EMBLEM 7
BRUTAL - PREFAB Demon Dave, TORSO Mad Melvin, EMBLEM Ryan
INSANE - PREFAB Rageatron, HEAD Rageatron, TORSO Rageatron, TORSO Tube-Top,
         HEAD GEAR Headphones 3, EMBLEM Blip, EMBLEM Danger

-------------------------------------------------------------------------------

                             SLIPKNOT - I Am Hated

MELLOW - PREFAB Tex, HEAD Tex, TORSO Tex, HEAD GEAR Cowboy Hat
NORMAL - PREFAB Lazy Jay, HEAD Lazy Jay, TORSO Lazy Jay, TORSO Cybershell, HEAD
         GEAR Headphones 5, EMBLEM Skull
BRUTAL - PREFAB Pixel, TORSO Pixel, EMBLEM Groove Monkey
INSANE - PREFAB Evil Motomatic, HEAD Evil Motomatic, TORSO Evil Motomatic,
         EMBLEM Bleep

-------------------------------------------------------------------------------

                               GAME BOYZ - Push

MELLOW - PREFAB Naomi, HEAD Naomi, TORSO Naomi, HEAD GEAR Visor
NORMAL - PREFAB Swat Man, TORSO Swat Man, HEAD GEAR Camo-hat, EMBLEM Male,
         EMBLEM Peace
BRUTAL - PREFAB Diabolical D, TORSO Suit, HEAD GEAR Horns 2, EMBLEM Jason
INSANE - PREFAB Cyclops, TORSO Mysterion, HEAD GEAR Cyberdome, FACE GEAR
         Night-vision, EMBLEM Note

-------------------------------------------------------------------------------

                         SYMBION PROJECT - Synthesized

MELLOW - PREFAB Kim, HEAD Kim, FACE GEAR Goggles, EMBLEM Cherry
NORMAL - PREFAB Trust Me, TORSO Trust Me, TORSO T-shirt, FACE GEAR Long Nose,
         FACE GEAR Mask, EMBLEM !ART!
BRUTAL - PREFAB Little Tony, HEAD Little Tony, TORSO Little Tony, FACE GEAR Red
         Nose, EMBLEM Slimey
INSANE - PREFAB Larry, HEAD Larry, TORSO Larry, FACE GEAR Undercover, EMBLEM
         Chimp, EMBLEM 5

-------------------------------------------------------------------------------

                      KOMPUTER KONTROLLER - Robot Rockerz

MELLOW - PREFAB Annie, TORSO Annnie, FACE GEAR Shades 4
NORMAL - PREFAB MC Mike, HEAD GEAR Hat, FACE GEAR Glasses, EMBLEM Female
BRUTAL - PREFAB Disco Marv, TORSO Disco Marv, FACE GEAR Shades 1, EMBLEM
         Strawberry
INSANE - PREFAB Mysterion, HEAD Mysterion, HEAD GEAR Ballcap 3, EMBLEM Heart

-------------------------------------------------------------------------------

                           COSMONAUT ZERO - Spaztik

INSANE - HEAD GEAR Halo

===============================================================================
L-0                               LEGAL CRAP
===============================================================================

This text document is copyrighted by me, Austin Garbers. I made it, it's mine,
and it belongs to me. If you want to host this document on your website, please
ask me in an e-mail and I will most likely let you, unless your site is a piece
of junk or has the domain name cheatcc.com. (http://www.cheatcc.com may NOT
host this FAQ. Never.) Even if I said no to you before, e-mail me again; I'll
say yes this time.

Please do NOT copy directly from this document without giving me credit, claim
it as your own, or otherwise plagiarize it. That's against the law, you know.

Here is the current list of sites that are hosting this FAQ with my permission.
http://www.gamefaqs.com

===============================================================================
M-0                             VERSION HISTORY
===============================================================================

1.00 - Completed 11/30/2003 - 162 KB
       I went through the whole thing and made many changes, both major and
       minor. Most importantly, I finally have the online mode section done. I
       also fixed a few embarrasing typos and rearranged some of the sections.
       Any further changes to this FAQ will most likely be very minor, so it's
       essentially complete.

===============================================================================
N-0                                  LINKS
===============================================================================

The section for links that are related to FreQuency or Amplitude in one way or
another.

http://www.freq.com - The FreQuency/Amplitude home page, and the forums where I
                      post often.

http://www.freqremixes.net - A website where you can upload your FreQ/Amp
                             remixes and listen to those of others - for free!

http://www.cyberscore.net - Submit high scores for FreQ/Amp's solo mode.

                       SEE YOUR WEBSITE HERE! E-MAIL ME!

===============================================================================
O-0                              CONTACTING ME
===============================================================================

If you have questions or tips you'd like me to add into this document, you can
e-mail me at austingarbers (at) hotmail (dot) com. You will receive credit for
any tips or strategies you provide. If you're having troubles getting online or
playing games online, I'm sorry, but I can't help you. I have a dial-up modem
and have no idea how broadband works nor how to open ports on your firewall.

If you want to play me online, look for Austin on both FreQuency and Amplitude.
Also, look for my remixes in the online repository and on freqremixes.net.

===============================================================================
P-0                                 CREDITS
===============================================================================

Thanks to:

Me - For writing this entire thing
Mr. Resetti - For the Synthesized strategy
Sephiroth - For the autoblaster/score bug bit
Notepad+ - For not sucking like the regular notepad
Harmonix - For making such a great game
And most of all, all the other freqs who play this game!

No thanks to:

Me - For being lazy
And online cheaters.

===============================================================================

                                    THE END

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