Ink frieze of the Zohar monolith, the breaking Eldridge, and Babel Tower

Xenogears Begins in the Year 2001

Xenogears opens on a starship breaking apart, and it’s easy to file that under science-fiction furniture — a frame around the real game, which is swords and a church and giant machines pulled out of the sand. Perfect Works, the official setting book, files it differently. Its chronology has a first dated entry, and that entry is the year 2001.

Not a fictional 2001. Ours. The Xenogears timeline begins in a stratum of our own planet and runs forward about fifteen thousand years to the game you played. The floating empire, the ether, the tower, the church that organises the digs — all of it sits downstream of one excavation on Earth.

Spoilers ahead

This covers the whole chronology, including what the game holds back until its final hours.

The First Date in the Book Is 2001

The entry itself is short. Something is excavated from a layer of rock roughly 3.9 billion years old. It’s a large rectangular plate with an eye set near the top, and it is unmistakably manufactured — not a formation that resembles a made thing, a made thing.

A research body publishes the obvious reading. The stratum’s age lines up with the emergence of the first life on Earth, so the object must be the source of that life: artificial panspermia, seeded on purpose. Then someone dates the object instead of the rock around it, and it comes back at over fifteen billion years — older than the Earth, older than the sun, contemporary with the origin of the universe. The finding doesn’t survive that. The object gets a filing label, MAM, for Magnetic Abnormal Matter, and the research is frozen.

A few people keep at it unofficially. Among themselves they drop the label and start calling it the Zohar.

◇ ◆ ◇

Above that line the chronology has only four rungs, none of them dated to a year: the object exists at the origin of the universe, the Earth forms, life begins, the object appears in the Earth’s crust. Then 2001, and from there every entry carries a number.

Three details in that first entry point at the same book. The object is a monolith. Its designation is a magnetic anomaly — the phrasing used for the excavated monolith in 2001: A Space Odyssey. And the year of the dig is that book’s title. Later official material further down the same lineage places the find in Africa, made by a university researcher, early in the twenty-first century.

Three Calendars, One Continuous Count

The calendar changes twice. That’s the entire difficulty in reading this timeline, and once you have the two switch points it stops being difficult.

In 2510 AD a worldwide emigration project begins, aiming to have people leaving inside fifteen years. A body called the Directorate is set up to run it, and in the same year the era name changes. AD is retired. The new reckoning is T.C. — Transcend Christ. That name isn’t incidental: the people adopting it were leaving the planet their epoch belongs to, and they marked it by declaring the epoch surpassed.

Because the switch happens in 2510, year zero of the new calendar is 2510 AD, and every T.C. date converts by adding that number. Sixteen years in, the fleet leaves. Earth is renamed Lost Jerusalem and designated a forbidden region afterwards — and no source anywhere gives a reason for the prohibition.

The chronology’s dated rungs, with each date converted to the AD count
Date as written In AD What happens
2001 AD2001The object is excavated from a 3.9-billion-year stratum
2510 AD2510Emigration project founded; the era name becomes Transcend Christ
T.C. 162526The fleet leaves Earth; Earth becomes Lost Jerusalem
T.C. 2942804Neo Jerusalem settled in the M24 cluster
T.C. 2952805The Galaxy Federation is founded
T.C. 47437253The object is rediscovered in a pilgrimage fleet ship
T.C. 47677277The Eldridge falls; a third calendar starts counting
Founding year 999917277Xenogears

Year 294 brings a habitable planet in the M24 cluster, named Neo Jerusalem, and year 295 brings the Galaxy Federation, which eventually spans half a million worlds. Then roughly four and a half thousand years pass with nothing recorded in them at all.

In year 4767 the Eldridge falls, and a third calendar starts counting from the crash. The game takes place in year 9999 of that one. Add the segments — 509 years from the dig to the calendar change, 4,767 to the crash, 9,999 to the game — and you get 15,275 years. Converted straight back to our own reckoning, the game is set in 17277 AD.

From Japanese Sources

Japanese material gives the scale of the whole chronology as roughly fifteen thousand years, and the episode table dates the first chapter to fifteen thousand years before the game. Both figures only balance if the count starts in 2001. The book’s arithmetic confirms its own first line.

The Xenogears Timeline in Six Episodes

The ending screen is a label. When Xenogears finishes it puts up the words Episode V. That’s a chapter heading, not a flourish — Perfect Works sets out three parts and six episodes, numbered I through VI, and the game is the fifth.

Episode I
Era of interplanetary war — 15,000 years before
Episode II
The primordial era — 10,000 years before
Episode III
Zeboim — 4,000 years before
Episode IV
The Solaris War — 500 years before
Episode V
Xenogears — founding year 9999
Episode VI
Undisclosed — the terminal point

Episode I is the era of interplanetary war, dated fifteen thousand years before the game, which is another way of saying it opens in 2001. It covers the dig, the freeze, the silence, and the rediscovery: in year 4743 the object turns up in the hold of a museum ship belonging to a wandering pilgrimage fleet, roughly five thousand years after anyone last worked on it seriously. By 4750 there’s a theory — Phenomenon Phase Shift, the object’s ability to examine the possible outcomes of a situation and make the most favourable one real. A programme is built on it the following year. By 4752 there’s a war.

In 4765 an accident destroys the planet the programme was running on, and only the drifting object is recovered. In 4766 a biological computer called Kadomony is fitted to it, and Deus is completed with it as the power source. Three months later the connection experiment begins in orbit of Miktam04β. It runs out of control, a seven-year-old named Abel makes contact with the object during the incident, and Deus is subdued at enormous cost, dismantled into cores, and loaded onto the Eldridge along with 1.2 million survivors.

◇ ◆ ◇

Episode II is what happens next: Deus reactivates in transit, seizes the ship, sets course for Lost Jerusalem, and Colonel Shigeyoshi Inoue destroys the Eldridge to stop it. The founding calendar starts here. A program called System Hawwa boots in the wreckage and makes Cain and the twelve of the Gazel Ministry. Abel is the only survivor of the crash.

Episode III is Zeboim, four thousand years before the game — and two whole civilisations rose and fell in the six thousand years before that. Zeboim humans averaged thirty-year lifespans with widespread infertility. Judged unfit, they were culled by a nuclear war that killed ninety per cent of them, and their capital sank into the sea region of Aquvy.

Episode IV is the Solaris War, five hundred years before the game. Nisan is founded in 9088, Solaris in 9164, Shevat in 9226 on Babel Tower. The war runs 9496 to 9500. In 9501 an imperfect contact with the object produces Grahf, who wakes the Diabolos — the Days of Collapse, which killed ninety-six per cent of everyone alive.

Aveh is founded in 9510, Kislev in 9513, the Ethos in 9511. Kislev declares war on Aveh in 9715, which is 284 years before the game opens — the “about three hundred years” the game itself mentions. Episode VI has never been disclosed. It would have followed Episode V directly, and it was described as the terminal point of the world.

What Stops Being Strange

Babel Tower is a ship. The vast ancient spire the game treats as a landmark is the bow section of the Eldridge, driven into the ground where it came down. Shevat, the floating kingdom, sat on top of it — and the reason one city-state could stand against a world-spanning empire is that it had a crashed starship’s equipment to take apart and learn from.

Once you have that, the rest arrives quickly. The Gears aren’t invented, they’re excavated; both nations dig them out of ruins and reverse-engineer them, and Kislev, which had more ruins, was winning. Every Gear runs on a slave generator, and a slave generator produces nothing — it draws energy from the object, the master generator, according to a marking assigned to it. The Gears are therefore indirect copies of Deus’s own terminal weapons. The generators are a black box at that civilisation’s technology level; the people flying them can’t open them or change the markings. Ether is the same energy from the same source. Stop the object and every Gear on the planet stops with it.

What it looks like Babel Tower An ancient tower Gears Giant robots Ether Magic The Zeboim ruins A sunken ancient city The Ethos — a church What it is The Eldridge’s bow Buried where it struck Excavated Deus terminals Dug up and copied Beamed energy Drawn from the object A drowned modern capital Four thousand years dead A Solaris front

The Zeboim ruins are underwater because Zeboim’s capital sank when the sea floor moved after the war. They were modelled on Shinjuku as it stood in 1998, the year the game shipped, with readable period magazines scattered through them. The dead future you swim through is a photograph of the year it came out.

The Ethos — the church that organises the excavations and runs the Gear workshops — is a front operated by Solaris.

And the opening movie isn’t a prologue sitting outside the timeline — it’s a dated entry in it, year 4767. The home planet Deus steers for when it takes the ship is Earth.

You shall be as gods — the words filling the Eldridge’s screens

Underneath all of it runs a chain: the Contact reincarnates once per era — Abel, then Kim Kharim in Zeboim, then Lacan in the Solaris War, then Fei — and the Antitype is born alongside him every time, and dies protecting him every time.

Why the Game Never Says Any of This

The game never states a year. Not once. No line of dialogue, no text box, no document in the world gives a date or names the era the chronology counts in. That calendar runs consistently across every entry in Perfect Works and appears nowhere in the thing it describes.

Perfect Works was published separately, as an official setting book, and its stated scope runs from the discovery of the object to the start of the game. The book is precisely the run-up — which is why the game can afford to withhold it and still finish its own story.

The commercial shape of it is on record. A sequel was contingent on a million copies sold; the game managed 891,675 at home, and the plan lapsed. The second half arrives largely as narration rather than play, generally read as the schedule running out against the size of the story. Episode VI was never disclosed, and asked about the six-part plan in 2020, the director said he’d like to give an answer some day, as long as he’s alive.

The book isn’t infallible either. One character’s birth year in Perfect Works disagrees with the age she gives in the game by nine years — a seam the Japanese and English traditions each found independently, which suggests they’ve worked the material separately rather than copied one another.

Tip

The Episode V on the ending screen is worth a second look on a replay. It isn’t a stylistic sign-off. It’s the book’s chapter numbering, printed on the game.

◇ ◆ ◇

None of this changes the plot. It changes the scale you read it at. The war the game opens on is two nations fighting over a scrapyard with a starship buried in it, four hundred years after the last extinction event and fifteen thousand after the dig. The tower is a wreck, the magic is a power cable, and the church is a front.

What opens up next is that chain running under everything. Read the eras as one Contact and one Antitype reincarnating through each of them, and the earlier episodes stop being backstory and become the same two people, four times, losing. Start with the Zeboim ruins, because you can walk through them. A drowned modern city, four thousand years dead, magazines still on the racks. And the ending screen stops being a title card: Episode V is a chapter number with five siblings, four of them written down in a book, and one that nobody has ever seen.

Common Questions

When is Xenogears set?

In year 9999 of the founding calendar, the count that begins when the Eldridge crashes. Converted back to our own reckoning that is 17277 AD. No character ever states a date and the game never prints one; the number comes from the chronology in Perfect Works, which runs the count consistently from the crash through to the game’s opening. The short version: the Xenogears timeline puts the game a little over fifteen thousand years after the year 2001.

Is Xenogears set on Earth?

No, and Earth’s absence is a plot point rather than a technicality. Earth is in the game as Lost Jerusalem, abandoned in the twenty-sixth century and designated a forbidden region afterwards, with no reason for the prohibition given anywhere. It is also the destination Deus steers for when it seizes the Eldridge in the opening movie. The planet you play on is the unnamed world the ship fell onto.

Do I need Perfect Works to understand Xenogears?

No. The plot resolves on its own and everything needed to follow Fei’s story is in the game, including the reincarnation and the truth about Deus. What the book adds is depth of field: the dates, the calendar structure, the two civilisations that rose and fell before Zeboim, and what the ruins actually are. Play first, read after. Reading first flattens reveals the game is built to deliver.

What was Episode VI going to be?

Nobody knows. Two things are on record: it would have followed Episode V directly, and it was described as the terminal point of the world of Xenogears. That is the entire public account. Asked about the six-episode plan in 2020, the game’s director said he would like to give an answer some day, as long as he is alive. A sequel had been contingent on a million copies sold; the game managed 891,675 at home and the plan lapsed.

Are Xenogears and Xenosaga on the same timeline?

No. Both use a Transcend Christ calendar, which is the most common reason people get this wrong. A T.C. date from one does not convert into the other. They are separate chronologies with separate epochs, and Xenosaga’s dates do not apply to anything described here.