NieR: Automata - Systems

The systems that carry NieR: Automata: the route structure that replays the war from three sides, the weapon set swapping and Pod programs that drive combat, the plug-in chip economy that replaces conventional armour and accessories, and the death and recovery loop. Most of the game's build depth si...
of 12 entries · updated 2026-09-15
Name Type Description Cost Prerequisite
Route Structure (A to E) Narrative System The campaign is not one playthrough. Route A runs as 2B, route B replays the same events as 9S with hacking and new scenes, route C switches to A2 and forks into the C and D endings, and route E is the epilogue that unlocks after either branch. Included in the campaign Clear route A to unlock route B, and so on
Weapon Sets and Switching Combat System Each character carries two sets, and each set holds one light slot and one heavy slot. None Second weapon set unlocked early in route A
Plug-in Chip System Progression System Every passive effect in the game is a chip installed into a fixed memory pool, and each chip's cost eats into that pool. Memory pool capacity, raised by levelling Chip terminal in the Bunker
Chip Fusion and Upgrading Crafting System Two chips of the same type can be fused into a higher rank, which raises the effect and lowers the memory cost. Two duplicate chips plus a gold fee Chip fusion unlocked at the Bunker terminal
Pod Programs Combat System Pods fire a continuous machine gun stream and can equip up to three programs at a time. Program cooldowns Pod acquired at the start of route A
Hacking Combat System 9S's signature ability: intruding into a machine opens a top-down shooter sequence inside its network, and destroying the core ends the target outright. None Route B onward
Berserk Mode Combat System A2's unique state, toggled on and off in combat. Continuous health drain Route C onward
Death and Corpse Recovery Progression System Dying leaves the character's body at the death site with the equipped chips and unspent experience attached. One recovery attempt per death None
Difficulty and Auto Chips Accessibility System Four difficulty levels run from Easy to Very Hard, and Easy exposes auto-attack, auto-evade, auto-shoot and auto-use chips. Chip memory if the assist chips are equipped None
Flight Unit Sections Mode Switch The campaign periodically hands the player a YoRHa flight unit and switches to a shooter-style sequence with its own movement and lock-on. None Story gated
Fast Travel Terminals Traversal System Access terminals in each major area unlock point-to-point travel across the map for a small gold fee. Small gold fee per trip Terminal access in each area, unlocked by visiting it
Side Quests and Missables Quest System Optional quests carry most of the game's machine-society writing, and a number of them are tied to route progress: advancing the story can lock a quest out permanently. None Quest availability varies by route and chapter
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