_| _| _| _| _|_| _| _|_| _|_| _|_| _|_| _| _|_| _|_| _| _| _| _| _| _| _| _| _| _| _|_| _|_|_|_| _| _|_| _| _| _| _| _| _| _| _| _| _| _|_| _| _| _|_| _| _|_|_| _| _| _| _| _|_| _| _|_| _|_| _|_| _|_|_| _|_|_|_| _|_|_|_| _|_| _| _| _|_|_|_| _|_| _| _| _| _| _| _| _| _|_| _| _| _|_|_| _| _|_| _|_|_| _|_|_| =============================================================== 1. Introduction...(ITD) =============================================================== A. ASCII art will go up here. As soon as somebody makes some for me. =============== B. Legal info =============== All the standard stuff here. This guide is my personal property, so do not use it without my permission. The only site that can currently use this guide is www.gamefaqs.com, but I am willing to let other sites use it if you only ask me first. Do not use this guide to profit in any way without contacting me first, as this guide can only be used for personal use.If you have any questions, email me. Copyright 2008 Woody Crobar wcrobars@hotmail.com =============== C. Table of contents =============== 1. Introduction...(ITD) 2. Controls.......(CNT) 3. Combat.........(CMB) Basic..........(BSC) prompts........(POM) Advanced.......(ADV) Dark Side......(DRK) 4. Locations......(LCN) 5. Game Flow......(GFO) 6. Guide..........(GDE) 7. Compendiums....(COM) Bosses.........(BOS) Cards..........(CRD) Assassinations.(ASN) Free Fights....(FEF) Side Jobs......(SDJ) Enemies........(ENY) 8. Closing........(CLO) =============== D. Introduction =============== Welcome to the world of No More Heroes! You are Travis Touchdown, an Otaku anime geek extraordinaire with a part time job as an assassin. After realizing that his broke behind couldn’t afford his living expenses- and by living expenses I mean pornography, anime, and wrestling videos- so he decides to take up assassination. After being hired to kill the drifter, and succeeding, he is convinced by the lovely Silvia Cristel to join the United Assassins Association and advance up the ranks to be the highest ranked assassin in America. The prospect of carnal pleasures probably helped a bit too… =============== E. About me/This guide =============== I have wanted to write a guide for some time, and have even started a few before this, but this will be my first guide proper. As such, I have no doubt I will have many many stupid and easily avoidable errors, be it in formatting or grammar. If you find any errors, please email me at wcrobars@hotmail.com. I am a bit of a grammar freak, and despite my best efforts there are errors here that I simply will not notice. Thanks for any help. =============================================================== 2. Controls:...(CNT) =============================================================== =============== A. On foot Controls =============== Nunchuck: Analog stick: Moves Travis. Pretty self explanatory. C: Refocuses the camera behind Travis. Z: First person view. An interesting gimmick, let’s you get a closer look at your surroundings, but you never HAVE to use it. Wii-mote: Directional pad: Moves the camera around Travis. A: Interact. Used to enter buildings, open dumpsters etc. It’s also used to dig for treasure. B: Run. Only useable after you get “soul of child” from the Lovikov man, this ability is an incredible time saver. Get it as soon as you can. 1: Calls the Schpel Tiger. Not useable in certain instances, such as when you’re too close to the vehicle or in certain areas. 2: Turns the map on/off. There’s really no reason you would want to turn it off though. +: Pause. Access various options, mainly the map screen. Wish there was just a map button though… =============== B. Schpel Tiger: =============== Nunchuck: Analog stick: Move. Just like on foot. C: Camera change. 1st person, 3rd person, and far 3rd person. Z: Boost. Learn to use this, it’s the key to getting around town fast. Wii-mote: Directional pad down: Get off bike. A: Accelerate. You use this button to go! B: Brake/reverse. When moving, pressing B will brake. When stationary, it will reverse. 2: Turns the map on/off. There’s really no reason you would want to turn it off though. +: Pause. Access various options, mainly the map screen. I. Advanced Driving techniques: There are a myriad of advanced driving techniques that will help you get around Santa destroy a lot faster. Learn them as fast you can, they’ll make the driving portions go much quicker. Quick start: Reverse, then press A. This move shoots you forward for a fast start; you’ll almost be at max speed after you take off. This move is actually kind of annoying at times, as when you’re trying to do anything in a tight space it’ll just launch you into the wall Wheelie: Flick the Wii-mote upwards. Due to some annoying invisible walls, you can’t really do as much jumping as you’d like. Jumping is mainly used on strait-aways to keep up boost speed. You only actually need to use the jump 4- 5 times on the whole game, so just have fun with it Drift Turn: Press the B button and flick the Wii-mote left or right. Drift turns are key if you want to travel fast- they allow you to keep boost going around corners, and they fill up the boost meter completely. If you use these effectively, you can boost indefinitely. When boosting, you have to flick the Wii-mote in the opposite direction that you want to turn, so flick the Wii- mote left to make a right turn, and right to make a left turn. =============== C. Combat Controls =============== Nunckuck: Analog stick: Moves Travis. C: Re-orient the camera behind Travis. Z: Lock on. Travis will automatically block when locked on. Wii-mote: D-pad: Emergency evade. (Rolls.) A: Attack. Various moves can be done depending on other circumstances. B: Beat Attacks. 1: Enter charge mode -: Anarchy in the Galaxy. Can only be done in very select circumstances. Wii-mote movement: Many different things. Read below to find out. =============================================================== 3. Combat...(CMB) =============================================================== Combat in No more Heroes manages to be both simple and complex all at the same time. There aren’t really many button presses, but you can do a lot of different things. Generally speaking, you’ll walk into a room or area and be faced with anywhere from two to 20 enemies. You have to kill all the enemies in the area before you can advance to the next area, and eventually to the boss fight. Here are the finer points of combat, split into three sections: Basic commands, prompts, and advanced techniques. =============== A. Basic Techniques...(BSC) =============== All of these moves are fundamental to combat, and are easily performed by button presses. They require no advanced knowledge or special scenarios to be used. I. Attacking: Travis really only has two methods of attacking. Using the A button will initiate a combo with Travis’ sword, and using the B button will initiate a physical attack (Known as “Beat attacks” in this game.) Keep pressing A to do a multi-hit combo. This combo varies based both off of your stance and level. II. Combo: Similar to many other video games, a combo is a string of multiple moves that hit in quick succession. Combos are a big part of the combat system in No more Heroes, and getting to know what Combos are in what stances is a big part of improving. Travis will automatically combo his attacks when you rapidly press the A button. III. Stance: Travis’ stance is determined by where the Wii-remote is pointed at the screen: pointing the Wii-mote horizontally or down will give you a low stance and pointing it up will give you a high stance. The stances have many different effects: they change your combo, your charge attack, and which enemies you can hit. High stances are good for keeping up the pressure; they hit faster than low stances and leave you less open while low stances are slower and deal more damage. Stances also determine where on enemies your sword will hit- high stances hit high, and low stance hit low. When an enemy blocks, they will be immune to height they are blocking. To get through their defense, hit them with an attack of the opposite stance. (High attack for a low block, and a low attack for a high block.) IV. Charge Attacks: Charge attacks are much more damaging versions of regular attacks, and consume a much larger amount of charge. Charge attacks are performed by holding down A, and the attack you do is based off of your current stance. Charge attacks are pretty similar for all katanas; each Katana will have a slight variation, but if you know them for one sword then you pretty much know them for all swords. High Stance Charge attack: A strong vertical slash, it will damage enemies in front of you and is usually an instant kill if it’s a direct hit. This attack must be charged while standing in one place, and you can’t move after you have charged up the attack. This attack will automatically go off after a short amount of time. Low Stance charge attack: A strong horizontal slash, it works best against large groups of enemies. This move is often an instant kill, but it just as often will knock down the enemies and leave them with large amounts of damage. Though this attack must be charged while standing still, you can move around after you’ve charged up. This makes this move better in most situations than the vertical attack, as you can decide when you want to use it rather than rely on timing alone. V. Electricity: Each attack in the game will drain a small amount of electricity, represented on the side of the screen by the big red and yellow bar. When this bar reaches zero, your katana will run out of power and you won’t be able to attack or block. In a tense situation this could mean death, so it’s a good idea to keep up your charge. You do this by pressing the 1 button and then shaking the Wii-mote left and right. You can charge in about five seconds, but you really shouldn’t have to if you charge outside of combat before and after you fight. VI. Beat attacks: Beat attacks are done by pressing the B button. These moves do next to no damage- their real purpose is to set enemies up for wrestling moves. You can also do a charged beat attack by holding down the B button. A charged beat attack will instantly dizzy and enemy and make them available to throw. VII. Locking on: Locking on is done by holding Z when enemies are in the area. It orients the camera so that it follows the enemy you are currently locked on to. It also allows you to block attacks: merely locking on to an enemy will allow you to block attacks. There are a few rules to locking on: It’s almost never a good idea not to lock on, almost all attacks are blockable, and certain other advanced techniques can only be done while locking on. In the main guide I will make a note for when blocking is ineffective, so don’t worry. VIII. Emergency Evade: More commonly known as a dodge, this is the best defensive move in the game. To do it, simply press the directional pad left, right, or down to roll in the appropriate direction when you’re locked on. Why is this move so good? You’re completely invincible while using it. Even if an attack would normally hit Travis, it will miss if it hits you during the middle of a roll. Swords will pass through you; projectiles will fly off into the distance, etc. The only real problem with this move is tat you have to be locked on to use it. No wildly running around and rolling every where, you actually have to have a target to roll around. It’s often a better strategy to stay locked on than run away, except on very rare circumstances. But this is an incredible move none the less- learn to use it! =============== B. Prompts...(POM) =============== These moves are essential to combat just as much as basic moves, but these can only be done in certain situations, like when an enemy is stunned or knocked down on the ground. I. Death Blow mode: Death blow mode cannot be initiated by you with a single button press. Instead, you have to damage enemies enough and deplete their health bar. When they have no health left, the screen will turn dark and an orange arrow will appear above the enemies head. Slash the Wii-mote in the direction of the arrow to kill the enemy and damage any nearby opponents as well. The fact that death blows damage other opponents is almost as good as just killing them, and some of the better katanas can kill entire groups of enemies with a single death blow. It actually becomes a viable strategy later on do damage a single enemy and then wait for a group to gather around him, hit the wounded one once, and destroy the whole group in one hit. The game is impossible without mastering this move, so I’d recommend getting familiar with it. II. Wrestling moves: Also known as throws or grapples, wrestling moves are done by pressing B when enemies are stunned. (When the have the little looney- toons birds flying around their heads.) After pressing B, you have a few seconds to perform the onscreen movements with the Wii-mote and nunchuck to throw the enemy and deal a lot of damage. Throws aren’t always that useful against standard enemies, but they work wonders against bosses. III. Weapon clash: This happens when you and an enemy attack each other at the same time. A prompt will appear on screen with the Wii-mote, and you will have to make quick, fast circles with the Wii-mote to overwhelm your opponent. After you have done that, a death blow prompt will come up and you’ll have the chance to kill the opponent. This move may at first seem annoying, but it’s actually a godsend. During the move, you can’t be hit by other enemies (In fact they can’t even move during it), and you get a free death blow added into the mix. And finally, these are damn near impossible to fail. I think it’s actually harder to fail one of these than succeed- flail around wildly and you’ll win easily. IV. Down attack: When an enemy is lying on the ground after being stunned or damaged, an A button icon will appear next to them when you are close enough. Travis will perform an instant kill attack on the downed opponent, usually either a stab or a slash that cuts the enemy in two. During this move Travis in invincible, so use that to your advantage. A few new moves you can get during the game also affect this move, both come from the lovikov man. The soul of white ability will allow Travis to perform an attack form far away, and the soul of demon gives him a jump attack that knocks down opponents so you can hit them with a down attack. =============== C. Advanced Techniques...(ADV) =============== These moves are situational like prompt moves, but require a bit of skill to use. Generally speaking they are very useful, so master them as soon as you can I. Dark stepping (counter): Perhaps the most important move outside of basic combat, mastery of this is crucial to fighting bosses, enemies, and just having an easy time with the game. First off, just what is a Dark Step? A Dark step is when you block an opponents attack, and then immediately dodge to either the left or right side with the analog stick. This will turn the screen black as if you entered a death mode state, but time will have actually slowed down. You can use this time to wail on whatever hapless opponent you have caught in this. Any non-boss enemy will almost surely die from one of these, and even bosses can be taken down considerably by only one or two of these attacks. You can even damage surrounding enemies with your strikes, and sometimes a single counter can take down an entire group of enemies, especially when combined with the next technique. II. The super death blow: This move powers up your death blows, dealing more collateral damage to enemies around you. This move has a few different ways to activate: when you enter a death blow, perform the slash as normal. When Travis does the slash, time will slow for a brief second when he is at the apex of his swing. When time slows, swing the wii-mote again in the same direction as the original death blow. (You can also perform the move by pressing A, but the second swing method is easier to pull off.) If you did the move correctly then small triangles will appear around the katana. The death blow will cover a wider range and deal more damage. This move can be used as much as you wish, and when facing large groups of opponents it’s quite useful. It does use more electricity, but the amount is negligible. *Special note: You cannot perform a super death blow after a weapon clash; as there is no slow down when you attack after a weapon clash.* III. Invincibility frames: Not really a move, but it is very important to learn when Travis is invincible. Certain moves will temporarily prevent you from getting hit and if you know what they are you can actually use an attack defend yourself. The invincibility frames are as follows: Death blows: During the entire death blow animation, from the moment the icon pops up to a second after the enemy is dead, you are invincible. Weapon clash: During a weapon clash you are invincible, though enemies can still move around you. You are invincible in the death blow afterwards as well. Wrestling moves: You are invincible from the point that prompts appear on screen until Travis stands up and the camera returns to normal. Charge attacks: You are invincible during charge attacks, but only when you are actually using the attack; you can still be hit when charging. This is especially noteworthy with the later katanas, as you can string together combos and not be hit. This is also valuable during boss fights: you can use a charge attack to hit through a bosses’ attack. Emergency evades: You are completely invincible during emergency evades. (That is the point after all…) Down attacks: You are invincible during the animation for a down attack. =============== D. Dark Side Mode...(DRK) =============== Dark side mode is a very unique aspect of the No More Heroes universe. Dark side mode is sort of like a random bonus generator: whenever you kill an enemy the slots located at the bottom of the screen will spin and you ~might~ get one of four bonuses. The bonus will then count down using the Tiger in the upper right corner of the screen: when the tiger reaches the goal flag at the top of the screen Dark side mode is over. (You’ll get a bonus maybe…1/10 kills, if that. They are hard to predict.) This unpredictable nature makes it somewhat difficult to write a strategy for, as you will always get the abilities at different times. All I can do is tell you how to best apply each one when you get it: *Special note: You can get a special skill from the lovikov man that extends your amount of time in Dark side mode. I recommend getting this as soon as possible, along with all the other Lovikov techniques.* I. Cherries: Matching up three cherries is the most common bonus, and will slow down time for a short period. Enemies will barely move at all, much less defend, so attack to your heart’s consent. Enemies do still die in the same number of hits though, so don’t go thinking you can clear entire rooms with this bonus II. Bells: Three bells nets Travis a projectile attack. The attack is a one hit kill on almost all enemies, and only the most resilient foes will survive a hit. The only problem with this attack is getting used to it. You aim using the analog stick, but you can only aim left and right. To add to that, Travis will move forward a little no matter what direction you go in-this means no quick turns while in this mode. Finally, the projectile is not lined up with the crosshair. The attack will veer to the right, especially over long distances; this makes the move difficult to aim. So a move that is difficult to aim, move with, and maneuver…that kills instantly. You be the judge on this one. III. Grasshoppers: This special is the originator of the now infamous “Strawberry on the Shortcake” line seen in so many of the game’s trailers. This is similar to the “Cherries” bonus, it slows down time. Only now when you hit enemies, you’ll get an altered death blow after the first hit. Swing the remote in any direction to kill the enemy. Use this the same way that you would use the cherries bonus, slice through enemies with reckless abandon! IV. Bars: The coolest bonus, this turn the screen black and white. Now whenever Travis approaches an enemy, a button prompt (Z, C, A, or B) will appear in a speech bubble by Travis. Press the right button and Travis will execute the enemy in a gruesome, violent, and totally awesome fashion. Press the wrong button and Travis will only taunt the enemy. Not only is this move great to look at, but it’s a room clearing move of death. Have some fun whenever you get this move V. 7s: The extremely rare triple seven bonus will get Travis one charge for “Anarchy in the Galaxy”. The charge can then be used by pressing the – button whenever you wish. Anarchy in the Galaxy is easily the best move in the game against standard enemies: it is an instant kill for any foe in the area, save bosses. Sadly, this amazing move has a couple faults. The first is its limited use: there aren’t many situations where you need to use this move. Large rooms of enemies are usually easy to kill normally, and there’s a bonus for not using one of these. Whenever you get an anarchy charge and save it to the end of the level, you get a set amount of LBs. It starts at 10,000 and goes up by ten each time you get another bonus. It’s up to you whether you feel the cash is worth not using the move, but I would use it at least once to see what it looks like. That brings us to the second problem: its extreme rarity. As of this writing, I have played the game four times and gotten the bonus…three times. And from what I‘ve heard some people have not gotten it yet, even after two full plays. All I can say is that you need to cherish this move when you get it; it’s so rare you may not ever get it again. =============================================================== 4. Locations...(LCN) =============================================================== There are numerous locations you can travel to around Santa Destroy. Each has a special purpose: some let you train, some have jobs, and others can upgrade Travis. You’ll have to travel to each one, so become familiar with all of them. =============== A. The No More Heroes Hotel =============== Icon: A house This is Travis’ base of operations: it’s where he comes to sleep, eat, relax, and watch all those videos he gets from beef head. In the game, your room is used as hub of sorts. There are three rooms in you apartment: the bedroom, the living room, and the bathroom. Really, who could ask for more? In the bedroom you have four options: I. Telephone: Checks any messages you might have. I’ve never gotten a message other than the one’s from Beef head videos or for ranked matches, do I don’t really know if this has a point or not. II. Drawer: The drawer is used to store Travis’ beam katanas. You can switch out Travis’ beam katanas here, but Travis will automatically equip any new beam katanas you get when you buy them. Use the drawer if you feel like revisiting your old katanas. III. Map: This allows you to look at a map of Santa Destroy. The map has notes about all of your missions, and what medals you’ve gotten on them. This if useful if you need to scout out something to do, but other than that your regular pause menu map works just as well as this thing. IV. Closet: Allows you to change your clothing. There is absolutely no discernable affect from wearing certain clothes, so just wear whatever you like. All I ask is that you don’t try to make “super bad ass” Travis like everyone else. It is possible to wear colors other than black… Pressing right will take you to the living room: V. Fridge: Eat some food to refill your health. It’s sort of ambiguous as to how useful this is though, as you regain health whenever you finish a mission or assassination. VI. TV: This is used to watch videos you get from Beef Head. (No, not THOSE videos- the game already has an M rating, we don’t want it to get AO.) The TV is also used to play the original trailer for the game, and to play “Pure White Giant Glastonbury” once you unlock it later on as part of the plot. VII. Jeane: Jeane is your pet cat. You can play with her, give her food, pet her, etc. Jeane serves no known purpose other than to be cute and humanize Travis a bit, but she is fun to play with. VIII. Cards: The cards option lets you look at cards you have collected throughout the game. All they really say is “This is the mask of the famous wrestler (BLANK)”, so it’s up to you if you feel like reading all of them. Once you beat the game however…well, I’ll wait to say that until you actually do. *Special note: You can see all of the masks you’ve collected on Travis’ wall. Also, look around the room and you can find lots of little Easter eggs- an N64, a sailor moon figure, and a lot more stuff if you look closely enough.* IX. Toilet: And finally, we come to the Bathroom. This is where you save your game. When you’re ready to stop playing, come here and drop a deuce to save your game. Other bathrooms show up during the levels, but this is the only bathroom you can access between missions. Travis will automatically come here after you complete a level. =============== B. Other Locations =============== Now that you know about Travis’ Apartment, it’s time to visit the rest of Santa Destroy. I. Job Center: Icon: a man with a briefcase surrounded by a pink circle Available from the start. The Job center is where you’ll take one of the games side jobs. These missions are simple, and usually involve some form of Wii-mote movement. These jobs are pretty fun and make for interesting little experiences, but the Assassination missions can be completed faster and give you more money. You do have to complete side jobs to unlock assassination missions though, so you’d better get used to mowing lawns and collecting scorpions. II. K-entertainment: Icon: A skull with a black border. Available from the start. For the shadier side of odd jobs, K-entertainment allows you to take on assassination missions to get some quick cash. Generally speaking, these are a bit tougher than the regular odd jobs and many of them have special win conditions such as killing a certain enemy or only using wrestling moves. These jobs are quite lucrative if you know which ones to do, and are the fastest way to make money in the game. Look for individual assassination strategies in the main guide, or in the Assassinations section at the end. III.ATM Icon: A $ sign Unlocked by earning enough money for rank 9 The sole purpose of the ATM is pay for the next ranked match. When you get the cash, come here to pay up and then return to the hotel. IV. Thunder Ryu building Icon: A Yellow Kanji symbol Unlocked by reaching rank 9 This is where Travis comes to increase his stats with help of a nudity obsessed old man. Thunder Ryu’s is basically a gym, and after every ranked fight you can some here and pay a small fee to play a minigame that increases your stats. The games are as follows: Dumbbells: You can only do this minigame when you get a new katana. Alternate lifting the Wii-mote and Nunchuck to imitate lifting Dumbells. You have to do 30 in 30 seconds- don’t worry, it can easily be done in half of that. This exercise increases the number of hits your combo has; and is probably the most important of the upgrades. You can upgrade your combo four times. Bench Press: You can do this minigame after every ranked fight. You have to rapidly tap A to lift the weights, and you need to perform 10 on 30 seconds. The easiest way to do this is to tap A with your thumb until you have four left, and then switch to your index finger for the remaining lifts. This exercise increases you attack power. You can upgrade your attack power after every match. Squat: You can do this minigame after every ranked fight. You have to move the Wii-mote and nunchuck down in unison to do one squat, and you need to do 20 squats in 30 seconds. The easiest of the mingames, you should be able to easily get this in about half the time they give you. This minigame increases your vitality, and doing it after every fight will eventually give you one full layer of health. V. Area 51 Icon: a T-shirt with the number “51” in it. Unlocked by reaching rank 9 Area 51 is Santa Destroy’s resident (and only) clothing emporium. You can come here to buy clothes between missions.You can buy Sunglasses, Jackets, shirts, belts, and pants at the store. New clothes will be unlocked after each mission, so come back if you’re interested in seeing what’s new. *A special note about clothing: I will not talk about clothing in the main guide at all. Clothing serves no purpose in game other than make Travis look different, so I can’t make any recommendations as to what you buy. It’s your money, you can choose how to spend it.* VI. Naomi’s Lab Icon: A beam katana. Unlocked by reaching rank 9 Santa Destroy’s resident vixen/super scientist, Naomi is who you come to if you want to upgrade one of your katanas or buy a new one altogether. Naomi will sell katanas at certain key points throughout the game, and you should buy each one as soon as possible. There is a slight variance in Katanas, but each new one is better than the one you are currently using. After you buy a Katana, re-enter the shop and its upgrade parts will be available. Each katana you get (other than blood berry) will have two parts that you can buy to increase its power: Energy saving parts: These parts will lessen the amount of energy attacks use, making it easier to carry out long and brutal fights. Power upgrade: This upgrade increases the power of your katana. You deal more damage with this upgrade. In addition to the standard upgrade parts, you also buy the accelerator. This upgrade allows you see objects buried in the ground, but the objects in question will almost always be 2,000-3,000 LB dollars. This upgrade easily pays for itself if you search these out, but the process for finding them is quite tedious and there are loads of better ways to make money. Get this if you’re a perfectionist, or for new game+ as it does add another ability that I won’t mention here. VII.Beef Head Video Icon: A pair of steer horns against an orange background. Unlocked by reaching rank 8 Beef Head Video is where you rent videos. There are two kinds of videos at Beef Head: wrestling matches that can teach Travis new moves when he watches them, and the pornographic tapes he seems to have a hard time returning to the store (Though you can’t rent those). After Beef Head is open, check back after every mission until you have all four tapes they sell there. *Special note: Bishop, the guy who runs the video store, is also the guy who brings Travis’ bike to him when you press the 1 button in the city. Who runs the store when he’s not there? And for that matter, why can’t you ever meet Diane in person?* VIII.Gold Town Bar Icon: A mug of beer. Unlocked by reaching rank 8 The Gold bar is “home” to the Lovikov man, who appears to be a former assassin of some sort. If you have the “balls” then he’ll teach you special techniques that you can’t learn anywhere else. By balls, I mean the aptly titled “Lovikov Balls” of course. You can find Lovikov balls on the main map as little pink dots, but only after the Gold bar has actually opened after a few ranked matches. These are some great techniques, and since you can get them all immediately you should just gather all the Lovikov balls as soon as they appear on your map. Yay, it’s killer7 reference time! The techniques themselves all cost seven Lovikov Balls to learn, and there are seven techniques for a total of 49 lovikov balls. Each technique also has a passing resemblance to a member of the Killer7. The techniques are (With what smith they correspond to): The memory of three (Garcian): Enemies appear on the Mini-map. This ability is extremely useful, and should be one of your first purchases. It’s mainly useful to see enemies that are trying to sneak up on you from behind. The memory of Demon (Dan): Perform a jumping attack by shaking then Nunchuck. The attack itself is not that powerful, but it will knock down enemies. It has a slow start up, so be aware of that when using it. It’s generally better suited to on-on-one combat than when fighting multiple opponents. The memory of child (Con): Perform a dash outside of combat by pressing B. This ability is an absolute necessity to exploring and time saving. It allows you to run around the overworld, drastically reducing the amount of time it takes you to do things. It’s often better than using Travis’ bike when going short distances. Get this ASAP. The memory of woman (Kaede): Dark side mode lasts longer. Another great ability, as dark side mode doesn’t really last that long before you get this. This should be one of your first abilities, after Child and three. The memory of mask (Mask): Throw attacks have more range. Honestly, this ability is pretty pointless compared to all the others. Considering that using throws against basic enemies has limited use, and that to throw bosses you need to set them up for it, wait to get this last. The memory of tattoo (Coyote): Allows you to get points (LBs) for your max chain kill in a mission. This ability is passive, and you’ll never have to activate it. It will give you 2,000 LBs for each kill in your max chain combo, and if you’re good then that can add up to a lot of money. A moderately useful ability. The memory of white (Kevin): Allows you to do a jumping stab for a down finisher. This move is rarely used, but it’s amazing when you’re in a situation where you can actually get if off. It’s basically a ranged version of Travis’ normal down kill move. Get this ability as one of your last. ============================================================== Section 5: Game flow...(GFO) ============================================================== No More heroes has a distinct set up that you’ll be repeating for each rank, so it’s best to learn what you’re going to have to do. I. Making money: The first part for any ranked match is earning the entry fee. Each match requires a set amount of money to be paid at the ATM, and it gets progressively more expensive as the game goes on. Thankfully, you have many options to choose from to make this money. Each mission is graded on a medal scale: gold is best, silver is all right, bronze is marginal, and nothing means you’re terrible. Most missions are easy to get gold in, and some give you gold just for completing them. However, there are a select few that will give you some trouble. Side jobs: These are various odd jobs Travis can do around town, and they vary greatly in both pay and execution. Generally speaking these missions involve some form of Wii-mote interaction, and it can be anything from picking up scorpions to scrubbing graffiti off of a wall. These missions are usually bad for making money, but they are fun and doing well enough unlocks new free fights and assassination missions. Assassination missions: Assassination missions involve…well, assassinating. These pit you against a group of enemies under specific conditions, such as killing a certain enemy or fighting opponents with only beat attacks. You will earn money depending the mission’s conditions, usually a certain amount of money for each opponent you kill. Assassination missions are the best way to make money in the game: they are usually very fast, most are easy, and you can repeat them as much as you want to. There are two new assassination missions per rank, and they are unlocked by doing well enough in Side jobs. Free fights: Free fights are a bit different than assassination missions. Free fights are located in various places around Santa Destroy, and each will pit you against a small number of enemies (usually 10-14.). The catch with free fights is that if you get hit even once you will lose the match and be placed back outside. This can make free fights very challenging, and a few of the later ones might drive you insane. On the flip side, free fights are quite lucrative and you can make a lot of money if you know what you’re doing. Most free fights have a set pattern, and once you get that down you should be able to win fairly easily. II. Entering the fight: After you have earned the money for a ranked match, you’ll get a prompt to go and pay at the ATM. After you’ve driven there and deposited the money, you have to return to Travis’ apartment before the match can start. In your apartment you’ll get a call from Silvia telling you where the next ranked match is located. After the call, get on the Schpel Tiger and head to the location to start the fight. III. Warm up: As the manual says: “We at the Association are delighted to prepare a warm-up stage for our ranking battle participant.” In layman’s terms, this means you kill a lot of people. The levels leading up to the boss fight are usually simple affairs: kill people in one area, then move onto the next area and kill people there. There are levels that mix things up a bit, but those are easy enough to figure out. IV. Fight preparation: Towards the end of the level you will get a call from Silvia. She will talk about the upcoming fight, and give you some “advice”. You can then save your game (The room with the large “S”) and gather health and electricity. You will also find a mask on the ground, this gives Travis a new wrestling move After you’ve done everything you needed to here, head for the boss. V. Boss fight: Now you get into the real meat of the game, the boss fights. These are highly unique, wildly original, and feature some of the strangest premises for a boss fight ever. (For example: Somewhere In this guide I had to write about a gimp conveyor belt.) Deplete the boss’ health to move on to the next stage. VI. Afterwards: After you (hopefully) beat the level’s boss, you will be rewarded with a health increase and some money. You will also have a conversation with Silvia, where she will confirm that you have moved up in rank. VII. Starting over: Travis will then return to his apartment, where you will have the chance to save your game. Travis will then check his messages and find, among other things, a message detailing the amount needed for the next ranked battle. And the cycle begins again! =============== B. Game interface =============== I. No More Heroes has a very unique interface. (What other game uses a Tiger in place of a timer?) It’s best to acquaint yourself with it before you throw yourself into the thick of battle. In the upper left hand corner of the screen you’ll find your health, represented by the pixilated heart. Each hit that Travis takes will deplete a bit of the heart by a number of pixels in the heart. You can add layers on to the heart as you progree through the game either by defeating bosses or working out at the gym. At the top of the screen a few different things can appear depending on the situation. During certain missions, a timer will appear to…time things. During other missions the title of the mission will appear. In the upper right corner of the screen, you’ll see a Tiger. Normally it’ll just kind of hang out up there, but when you activate dark side mode that will change. The tiger is used to count down how much time you have left in Dark side mode: it will walk towards the flag on the top of the screen-I swear I’m not making this up-and when it reaches it your dark side mode is over. (See the dark side section in “Combat” for more info.) Just below the tiger you’ll find your stance gauge. This shows what your current stance is, high or low. (See the stance gauge section in “Combat” for more info.) On the right side of the screen is the energy gauge. This represents how much energy your beam katana has left- the higher up it is, the more energy the katana has. (See the charging section in “Combat” for more info.) Below that is the “anarchy in the galaxy” count. This represents how many charges you have for this move. You can have three at one point, but the chances of having three at once are so astronomical it will probably never happen. (See the dark side mode section in “Combat” for more info.) In the lower right corner are your current funds, known as LB dollars. On the bottom of the screen you can see your slots, which determine what (if any) dark side bonus you might get. (See the dark side mode section in “Combat” for more info.) In the bottom left of the screen you can find the mini-map. This shows your location, along with items of interest. In town, you can find lovikov balls or treasure by looking for the little pink dots on your map. With an upgrade later on you can also see enemies on the map, which is useful to see if anyone is trying to sneak up on you. When locked on, you can see a health bar above the enemy you are currently locked on to. II. Menu screen: Though not as important as the combat menus, it still pays to know the menu screen. The first thing you’ll notice on the menu is probably the two huge circles in the middle of the screen. These work like more accurate readouts of your health and electricity meters: you can see the exact percentage of each on the pie graphs. The second thing you’ll notice on the menu screen is the seemingly random string of numbers just above the pie graphs. These represent different sub menus, each with their own options: M: A map of Santa Destroy. You can find all the locations here that are on your map at home, along with the pink dots that represent treasure and lovikov balls. An invaluable tool when hunting for goodies, you’ll be using this a lot. R: Ranking. This shows Travis’ Current funds and how much money he needs to earn to fight in the next ranked fight. S: Side job. Gives you a description of whatever side job or assassination mission you are currently on. It also lets you quit a mission of you so choose. C: Config. Lets you change certain in game settings, like adding subtitles or adjusting the sound. Standard game stuff D: Data. Allows you to load another save, quit, or start a new game. Starting a new game will not erase your current save unless you save over your current file. E: Exit. Leave the menu. You can also press B. In the upper right corner you’ll find your time data. This shows how much total tome you’ve played for, along with how much you’ve played in this single sitting. If you somehow lack clocks in your home, it also show the current time. Just below that you’ll find Travis’ current rank in the UAA. …And below that, you can see Travis’ strength. You get strength levels by working out in the gym. (See the game “Locations” for more info.) Even further down the right side of the screen you’ll find how many Lovikov balls you currently have. This is count of how many you HAVE not how many you have COLLECTED. Below that is your current cash amount, but you can also see this on the main game screen. In the bottom right corner you can see a picture of your currently equipped katana. This serves no purpose other than to be cool. And finally you come to the button guide at the bottom of the screen. This is there for anyone who can’t figure out that A is select and B is cancel. Oh! You can move around the menu with the D-pad! =============== C. My guide =============== Due to the unique nature of No More Heroes, my guide will be split up into a few different sections for each fight. I. Preparation: This section details what new events you have unlocked after the last ranked match, and how much money you will need to proceed to the next rank. I will list any new stores, side jobs, or upgrades now available. At the bottom of the section will be detailed strategies for how to beat the newly opened missions. (Assassinations, Side jobs, and Free fights.) II. Mission: This section will have the details of the mission leading up to the boss fight. There will be lists of what new enemies are in the level, where the cards in the level are located, a walkthrough for the level itself, and a section for basic level info-location, boss name, etc. The levels in No more heroes are usually simple-you will kill enemies in one room and move on to the next- so I won’t go into to great of detail. I will generally advise one of three strategies for most encounters: Collateral damage: Jump into the middle of a group of enemies and start wailing on them. This strategy focuses on using Death blows and regular attacks to damage more than one enemy at once, and is best for times when there are weaker enemies crowded together. One-on-one: Lure enemies away from their allies and kill them individually. This strategy works on the principle that enemies are weaker than you, and will fall in one-on-one combat much more easily than if you fought an entire group of foes at once. This is best used against gunners and powerful enemies. Defensive: Focus on small, quick strikes when an enemy’s defense is open. Most of the time you can go all out on standard enemies and not have to worry much, but sometimes you’ll be in a pickle and have to use this strategy to avoid dying. This is a last resort strategy, and should only be used when surrounded by a group of enemies or faced with a particularly challenging foe. III. After the level walkthrough will be a detailed section on the ranked match. First the attacks of the boss will be listed, with basic strategies on when they are open and how to avoid each move. There is then a strategy section which details how to fight the boss and when the best times to attack are, along with any other special notes regarding the fight. Steps I-III are then repeated for each rank. =============== D. Items =============== There are numerous items you can pick up in the levels of No More heroes. This section details what they do and what they look like. I. Health: These are the pink boxes that are scattered around the levels. They will restore a portion of Travis’ health depending on what is inside, either a whole pizza or a single slice. The whole pizza will restore all of Travis’ health, while the slice will restore about 1/5 . II. Batteries: Blue boxes have batteries for Travis’ katana. These are either full batteries that restore all of the katana’s energy, or smaller batteries that restore about a 1/3. If you play intelligently, you will almost never half to charge your katana if you use these whenever you see them. III. Cards: The ornate chests in No More Heroes can house one of two things. The first would be trading cards. There are five of these little collectibles in each level of the game. Though they do not unlock anything, the masks depicted on the cards will show up in Travis’ apartment on the wall after you find the corresponding card. IV. Money Chests: Identical in appearance to card chests, when broken open these will explode in a fountain of coins. These chests are few and far between and don’t really have that much money in them, so don’t pull your hair out trying to find them. V. Masks: These will always appear right before a boss fight, in a little red circle. These masks, left by the ambiguous “M.S”, give you a new wrestling move after you pick them up. ============================================================== 6. Guide...(GDE) ============================================================== Rank 10: Death Metal Nationality: English Age: 55 Weapon: Beam Katana “Orange-II” Location: Townsend Manor Quote: So naïve…you make an old man cry. Travis’ quote: You’ve had your dream old man, time to wake up! =============================================================== I. Cards: 1. Right outside of the office, on the third floor. 2. Inside of the office in front of the desk 3. Inside the large hall room, after killing the second wave of enemies 4. Outside the large hall to the left. 5. Right outside of the pool area at the end of the level. II. New Enemies: =============== Brass Knuckles: The most Common enemy type in the game, brass knuckle enemies are a pushover. They have little in the ways of defensive ability, but they do have a move to watch out for: a kick. The kick deals little damage, but knuckles will often use it right after you’ve attacked leaving you no time to defend yourself. This is less of a bother in main game missions, but can be infuriating in free fights. When you see one raise their leg, roll to the side to avoid it. Knuckles also have an annoying charge move where they roll along the ground. If you see one begin to charge, dodge to avoid this move. Standard Melee: These enemies can vary in appearance from fight to fight, but they all have the same moves whether they have a lead pipe or a baseball bat. They deal a little more damage than brass knuckles, and they like to block more, but other than that there isn’t anything special about them. Katana: Higher end versions of standard melee enemies, these foes come equipped with a metal katana. They are fairly smart opponents, and will block constantly when not attacking. They also have a mean move that no other enemy does: a very quick slash that hits faster than you do. This means that if you both attack at the same time, they’ll win and hit you first. This move is really only noteworthy during free fights though, so if you see one in a free fight take him out as soon as you can. Beam katana: The hardiest of the grunts, beam katana enemies can take you down if you aren’t careful. They are fast and deal a fair amount of damage, but the main thing to worry about when facing these guys is their high vitality and defense. It takes a lot of hits to down one of these enemies, and they have probably the most annoying ability in the game. The ability is a charge attack that they use to hit you through your attacks; they’ll charge it while you’re smacking them in a combo and hit you before you’re done. If you see one doing this, immediately dodge: there’s no way to interrupt it other than killing them. These guys also have a few other nasty little tricks, mainly in the form of charge attacks. They can do a double twirl attack that is unblockable and had a fast start up, and they can even do a long range energy ball attack if you’re far enough away. The best way to take them out is to either use a charge attack or counter one of their basic moves. They are quite tough, so try to take them on one-on-one of possible. V. Pistol gunners: One of the two long range enemies in the game, these foes will attack you with pistols from a distance. They will stand in place and then fire off about 5-6 shots before either running away, reloading, or firing again. You can run up and hit them when they are reloading, and you can usually catch them when they try and run away. These enemies can overwhelm you if there are too many of them or they are mixed in with other foes, so try to take them out one-on-one if possible. These should also be your first targets when entering a room; they can be quite annoying if they decide to attack you while you’re fighting other enemies. III. Walkthrough: =============== Well that was quite the introduction, wasn’t it? Well, on to the bloodshed. I’d recommend taking the tutorial. Hopefully you’ve read my summary of the controls in the above sections, but it still helps to know how the combat feels. When you’re done with that, you’ll face a couple basic enemies. Use your newly honed skills to take them down. This will open the door to the Arboretum, where more gentlemen will be waiting for disembowelment. This room also contains a health chest of you need it. After exiting this room, head down the hallway to the left to find a chest with some money in it. Then back track to the arboretum and head to the right this time and go up the stairs. Before entering the room here, pick up the trading card just a few feet away in the chest. Inside the room, lots of enemies will spawn and try to take you out. Be sure not to get cornered, and kill them Grab the card in front of the desk and head out of the door near the health chest to find another chest with some money inside. Head back down the stairs to the foyer, killing all the enemies along the way. You can now enter the small hallway that leads from the foyer. Kill the enemies here, but beware of the new beam katana wielding baddie. He hits for decent damage, and has a few unblockable attacks. After he is defeated the door will open to the next area. You’ll have to fight two waves of about eight enemies here, but they’re spread out so it shouldn’t be too much of a problem. After you defeat the second wave of enemies, the gate will open and a final beam katana enemy will appear. Beat him and continue on to the left outside to get the fourth trading card. A new enemy type will be outside: gunner enemies. They will fire a few shots, and then attempt to run away and do it again. Hit them after their first burst of fire to kill them. Kill all the enemies along the walkway to advance to the next area. This next area contains a few new things. For one, Silvia will call and tell you that you are about to fight the 10th rank battle. There will also be a health chest, battery, and the final card. There will also be a wrestling mask that will teach Travis a new move. Save, and then move on to Rank fight 10. Rank 10 fight: Death Metal Difficulty: 1/5 =============== Attacks: Single strike-Just like it sounds, a single vertical or horizontal slash. Easy to dodge or block. It can also be countered if you have good timing. Combo attack- A chained combo attack, every hit is blockable. Easily countered for a lot of damage. This is your best opportunity to deal Death Metal damage, as you can counter this-and he’s even wide open after the attack. Clone- Not really an attack, but about 3/4 through the fight he’ll create two clones of himself. They have the same moves that he does, but a lot less health. Strategy: This guy is pretty easy; after all he’s the first boss. He leaves a lot of openings when he swings for counters or just plain ol’ regular strikes. The best way to deal damage to him is to wait for the multi-hit combo, and then counter out of it and smack him a few times. If you’re lucky he’ll be in prime position for a wrestling move afterwards. After a few of these, he’ll summon two clones. You CANNOT damage him while the clones are out, so get to cracking on the clones. Use the same strategies as you did for him, as they have all the same moves, but be sure not to let them gang up on you. It could turn bad if they all cornered you and then proceeded to beat you senseless. You may run into some trouble here with the lock-on too, as it seems to want you to always target Death metal rather than the clones. After the clones are gone, finish him with another combo or two and he’s done. *Special note: if you haven’t mastered the counter attack yet, this battle is a great place to practice. Play around with it for a bit to get the feel for the timing. This move will save your life later on, you NEED to know how to do it.* =============== Rank 9 Preparation: With Death Metal now dead, it’s time to prepare for the next ranked fight. The first thing you should do is explore Travis’ apartment. Get a feel for the place, check out the closet, the cards you collected, and anything else you feel like doing. When you’re ready, head outside and go to the limo to see a short cut scene. Go inside of K-entertainment to find out that they only take people who have been recommended. When you leave, the Job center will be open to you. Go there now. Get a feel for the driving controls along the way; you’ll be doing a lot of it. There is only one job you can take from the Job center at this point: Coconut collecting. If you do well enough on that mission you will unlock a few other money making opportunities through K-entertainment, the first two assassination missions. Assassination missions are fast paced, quick ways to make money. Here’s how to beat the first two: After completing the two assassination missions, you’ll probably have enough money to move on to the next ranked fight. However, I’d recommend at least trying the Free fight mission: these missions take some getting used to and it’s best to start now. Look for the “M” on your map. When you’ve gotten all you want out of these first few missions, head over to the ATM to pay for the ranked fight. You then have to go back to your apartment where Silvia will tell you that rank fight 9 is at the stadium, at the southernmost point in town. Follow the icon on your map to get there. =============== Side Job 1: Coconut collecting Controls: Analog stick: Move A: combo/pick up/carry faster All of the jobs are fairly easy, but this one is pathetically so. You have three minutes to gather up coconuts from the trees surrounding the fruit stand, and then bring them back to the fruit stand. To get coconuts, rapidly tap A near a tree to perform a combo attack and knock them down. (You get 1-3 coconuts for each tree). You then pick up the coconuts with A and bring them back to the fruit stand, again rapidly pressing A to move faster. There really is no strategy to this; you have to hope you get a tree with three coconuts in it and then tap A really, really fast. Coconuts will re- spawn in trees that you have already gotten some from, but it’s usually only one. Don’t bother with the tress far away from the stand, they won’t have any. If you’re fast you’ll be able to get 20,000 LB no problem, and if you’re really good you can get up to about 40,000 if you get lucky on coconut drops. =============== Assassination 1: Pizza butt Difficulty: 3/5 LB: $30,000 =============== This mission has you trying to take out the CEO of “Pizzabutt”, which is apparently an evil fast food chain. You have to pick out the CEO (labeled “Target”) from a group of regular enemies. None of the people matter other than the CEO, so just go strait for him. He’ll try to run away, but it shouldn’t be a problem to kill him. The mission itself is not hard to complete, but getting a gold medal on this level is- you need to kill the CEO in less than 10 seconds. You could try to do it now, but it’ll be much easier if you come back with a better Katana later on. =============== Assassination 2: Snake Hall Difficulty: 2/5 LB: $20,000 =============== Takes place in the same place as #1 (Avalanche Hall), but this time you just need to kill everybody. This is an extremely simple mission-all you have to do is kill people. Try and group them together and either use a Down-stance charge attack, or just a standard death-blow to damage them all at once. You’ll probably get gold on your first try, but if you’re having a hard time just come back with a better katana later. =============== Free fight 1 Difficulty: 3/5 =============== There are some free fights that work well with a certain strategy, but sadly this first match is no one of them. The enemies spawn haphazardly around the arena, so just stick to the perimeter and try to take only one or two one at one time The first match pits you against the thugs you fought in Death Metal’s mansion. Three are there to begin with, but as you kill them more spawn around the perimeter of the area for a total of 12. Stay near the front of the truck and wait for the enemies to come to you in a group, and then kill them. After you’ve killed the main group, take out the two stragglers to win the match. =============================================================== Rank 9: Dr. Peace Nationality: Native American Age: 50 Weapon: Dual revolvers…with exploding bullets. Location: Destroy Stadium. Quote: I’ve always wanted to perform in a stadium like this. Travis’ Quote: This is what I live for! Fighting your own kind, nothing’s more gratifying! =============================================================== Cards: 6. To the left right at the start of the level 7. To the left against the wall after the first batting mini-game. 8. In the third floor batting hall way. 9. Right around the corner from card eight, in front of a vending machine. 10. In the hall way just after you fight the three beam katana guys. New enemies: =============== VI. Baseball throwers: Only encountered in ranked mission nine, these enemies will throw baseballs at Travis from long range. When you get closer, they will function like regular brass knuckle enemies. Treat these enemies like a pistol enemy, and close in fast to take them out quickly. VII. Gauntlet throwers: Faced only in certain assassination missions and in ranked mission nine, these enemies are somewhat special. They will stand in a strait line and throw baseballs at Travis. You will have to time a Wii-mote swing to hit the ball back at them. You will have three chances to do this, and if you miss you will have to fight them like normal brass knuckle enemies. Walkthrough: =============== After killing the enemies that stumble upon you, fight your way down the left hallway for a card and some chests. Return and head right to find more enemies to waste, and when you kill them move up the stairs to the next floor. At the top of the stairs find the money chest and then turn and head the other direction. Fight you way through the area, and make sure to be cautious around the Beam katana enemy. The next part of the level is little unique: these enemies will throw baseballs at you. You have to use the Wii-remote like a bat to hit them back at the enemies and kill them. You don’t have to hit it that hard, just make sure you get the timing right. You might want to stand if you’re sitting; it makes this a lot easier. If you don’t kill all of them you will just have to fight them like normal. There are a few money chests along the walls in this room, get them as you head down. This last little room here has a few enemies: take them out, and then get the card here in the chest. After you kill them the door will open to the next room. Kill the enemies in the first part of this room, then get ready for another batting sequence. Just like before, hit the balls back to kill them. The only difference is that the balls are a little bit faster now. Get the chests in the hallway (including the third card) and move on. This next area has few enemies, take them out and get the fourth card chest. This next hallway is a gauntlet of enemies-one will come right after another. Take them all down until you get to the end, where you’ll have to face three beam katana wielders. Use a charge attack for the two that charge you, and then take out the other one like normal. Then get the final card chest at the end of the Hall. In the final area before the boss, do what you need to do- heal up, get some battery, grab the mask, save- and then head to battle Dr.Peace. Boss 2: Doctor Peace Difficulty: 2/5 =============== Attacks: Bullet barrage- The good doctor will stand in place on the pitcher’s mound and fire a barrage of bullets in one direction. You can block this, but it will eat away at your electricity pretty quickly. Just circle strafe around him to avoid it. Combo shot- The start up for this attack is identical to the Bullet barrage, but this is a much more dangerous attack. He will track you as you run around him, firing off bullets in a few different directions as he does so. He will end this with a pair of powered up shots, which are easy to dodge. The best way to avoid this is to either roll away or circle strafe. Power shot- He will briefly charge a shot, and then fire. He will track you, but this move is pathetically easy to dodge. Just keep running around him and it will miss every time. Don’t get too close though: get too close and Travis won’t run fast enough to dodge it. Draw- The final move in the match. First, he’ll hit you with an unblockable power shot that sends you flying backwards. When you get close to him again, the game will go to a cut scene in which you sheathe your sword and he holsters his pistols. After a moment, you’ll need to press a button (Z,C,A, or B) to quickly draw your katana and finish him. Strategy: This fight is your first real challenge, and thankfully it’s fairly strait forward. First off, he will always stay on the pitcher’s mound no matter where you are in the stage. If you knock him off, he’ll quickly run back. He uses guns, which make it impossible to counter-attack, so we’re going to have to stick with standard combos for this fight. As the fight begins, start circling around him as you ease closer; he likes to do combo shots until you get close. After you get close, it’s pretty much just a war of attrition. Wait for him to fire, circle strafe/dodge, and then smack him a couple times. He might get in a couple lucky shots, but you should be fine here. When you’ve whittled him down to almost nothing he’ll perform the quick draw maneuver on you (see above). Win that and you’ll advance to rank nine, lose and you’ll die. It’s easy though, so don’t worry. =============== Rank 8 Preparation: After that rousing battle, you’ll be placed back into your apartment. A few new locations will be open to you, and they are quite important. The first would be Naomi’s lab, the blue katana symbol. Head there first. Naomi is already selling the second Katana in the game, the Tsubaki. The Tsubaki improves Blood Berry in every single way, and you should buy it now. Naomi will now sell improvement parts for the Tsubaki when you next visit. I would recommend visiting again immediately. Buy both the power-1, and the energy saver-1, but leave the accelerator for now. We’ll come back for it later after we’ve done another side quest. Now head for the Thunder Ryu building, represented by a yellow Kanji symbol. After a weird conversation, select training to play a few minigames that will increase your stats. Buy them all, it’s only 8,000 LB’s total. Be prepared to come back and do this after every ranked fight: it’s the only way to increase stats other than the boss rewards. The final new (But not necessarily useful) addition to the map is Area 51, the clothing store. Area 51 sells clothing, which you can use to outfit Travis with. This clothing has no effect on your combat ability, but you can make a pretty stylish assassin. New clothes will be unlocked after every mission, but you can also find t-shirts in dumpsters throughout Santa destroy. Buy something if you want to, and then head over to the job center to take side job number two: Mowing lawns. If you get gold on that mission (not too difficult) you’ll unlock the next two assassination missions from K-entertainment and the new free fight mission. If you complete all of them, you should have enough money for the next ranked match. If you don’t have enough, or didn’t beat free fight two, just repeat assassination mission four again, it’s a great moneymaker. =============== Side job 2: Mowing lawns Controls: A: Forward B: Backwards Wii-mote movement: Turn Z: Sharp turn Like coconut collecting, there’s really no way to screw this job up. You’ll be placed inside of a small enclosed area of overgrow grass, and your task is to cut it all down. A is used to move forward, B back wards, and (Holding it vertically) the Wii-mote is used to move left/right. This is a gradual turn, not immediate. Z does a sharp turn, but I never really found it that useful. Your goal is cut all 100 “acres” of this grass. Anyone who’s ever bought land would know that a single acre is bigger than the entire plot of land you’re cutting, but we’re not playing this game to learn about real estate. The best strategy I’ve found is to spiral inward, and then once you reach the middle come back and get any grass you missed the first time around. You can only ever get a max of 30,000 LBs with this job, which kind of makes it pointless after a while when you unlock the better jobs and assassin missions. =============== Assassination 3: Hooligan’s paradise Rules: Kill only with wrestling moves Difficulty: 4/5 LB: $3000 per kill, $45,000 for the whole level. =============== This is an easy match to win, but a tough one to master. This fight puts you back in destroy stadium, and against 15 baseball players. However, the catch to this fight is that you can only use wresting moves- if you attack with your katana you’ll immediately forfeit the match. This fight is split up into two parts. At the start of the match, there will be players scattered all over the field. Using charged Beat attacks, take down all the thugs that approach you one by one. After you take out all of these, a second wave spawns; two groups of three. If you just try to fight them like normal, they’ll gang up on you and you’ll lose. The key to this final portion is counter attacks. If you counter attack in the middle of the group of players and use a charged beat attack, it’s easy to knock out three or four at once. Just make sure you can move the remote fast enough and you’ll come out on top. =============== Assassination 4: Baseball battle Difficulty: 1/5 LB: $4500 per kill, 45,000 total. =============== This is identical to when you fought these guys during the rank 9 match. There’s no secret strategy here that will win this for you, just good old fashioned timing. The only other thing I’ll add in is that this match is hard to do sitting down and get the angle right, but you might have better luck with it that I did. *This Assassination is great if you want to make some quick cash. It takes about 20 seconds to complete and you get a good amount of money.* =============== Free fight 2 Difficulty:2/5 =============== This fight places you in a basketball court to fight some of the warriors from the rank nine fight. The first wave is three of them in a line, and you can take them out with a low stance to hit them all at once. The next wave is six thugs with bats. Kill the one closest to you, then make short quick strikes at the rest of the group. The final wave is of a single bat enemy and a beam katana enemy. Take them both out with a charge attack, or kill the bat with regular moves and then katana one with a charge attack if your energy is low. =============================================================== Rank 8: Shinobu Nationality: American Age: 18 Weapon: Japanese Katana Location: Santa Destroy High School Quote: You got no idea how hard it is to hide your true self around here… Travis’ Quote: Something tells me you watch too many Samurai movies little Girl! =============================================================== Cards: 11. Directly left of the school, outside. 12. Right after you enter the school, down the right hallway. 13. Down the left hall right after the gym. 14. Under the stair case at the end of the hall after card #13. 15. In the hallway after your call from Silvia. New enemies: =============== VIII. Fire starters: These enemies are only faced in rank mission eight, and can be quite dangerous. They fight with two-by-fours lit on fire, but have the moves of a standard melee enemy. If they hit you, you will catch on fire and slowly take damage over time until you find one of the level’s fire extinguishers and activate it. Treat these foes as normal melee enemies with a little extra caution. IX. Hammer bros: These enemies will attack you with hammers, a stronger but slower version of the standard melee weapons. The hammers also have a bit longer reach than the standard melee enemy’s, but other than that treat these guys like regular melee enemies. Walkthrough: =============== You enter the school through this opening courtyard, and to get inside you have to kill all the enemies out here. Who would have guessed? Any way, get a feel for your brand new katana here. The Tsubaki’s high stance does more damage, but the low stance will often dizzy enemies and make them open for throws; and against standard enemies a throw is usually enough to kill them. Finish killing everyone and make sure to grab the card to the right of the school. Inside the school, you will be attacked by a few enemies right at the door. After you kill them, turn right down the hall and get the second card. Continue left down the hallway, and you will face a new enemy that uses a flaming board. If he hits you, you’ll catch on fire and have to run to the nearest fire extinguisher (marked on your map) to put out the flame. Continue down the hallway, defeating enemies as you go. When you get to the next area, an enemy will use his burning 2x4 to activate the sprinkler systems and short out Travis’ katana. Make your down the hall in front of you after this cut scene, dodging enemies as you go. At the end, Travis’ will “turn off” the sprinkler system and you will have to make the trek back to where you were. Kill all the enemies in the area to open up the gym. The gym has a lot of enemies inside, but they all like to group together. This makes for some easy collateral damage kills if you use the down stance on the Tsubaki here. Group them together and watch em’ fall. The final wave is two beam katana wielders. Use a charge attack to take them down quickly. After you exit the gym, take a left and get the trading card. Immediately after this, go under the staircase at the end of the other hall for another trading card. Then go up the stairs to the next area. You’ll get a call from Silvia, so it’s almost time for the boss fight. Grab the final card in this hallway, save, grab the mask and head for the fight. Boss fight: Shinobu Difficulty: 4/5 =============== Attacks: Basic combo: A fairly basic multi-hit combo. Can be blocked (and countered), but eventually she’ll start to add an unblockable hit at the end of the chain. Avoid this combo after you get her down to around 50%. Taunt: Surprisingly, if you’re dumb enough to fall for it this move can actually deal damage. You pretty much have to walk into it though…avoid the slash and then retaliate with a combo of your own. She likes to do this move a lot, and it’s one of the best opportunities to damage her. Stab: She charges up and then stabs forward. This attack is almost as easy to avoid as the taunt, though she will combo into this occasionally. Punish her for doing such a pathetic move with a sword upside the head. Sonic sword: She sheathes her sword and then slashes, causing a shockwave. (Like in the cut scene.) This move is pretty fast, and damaging, and it’s easy to get caught up on a pillar if you’re just circle strafing around. To be safe roll, it’s the only 100% way to avoid this. She likes to do this move a lot from medium and far range, so the easiest way to avoid it is to never be too far away from her. She also likes to do this move right after the flip, so watch for it when she does. Flip: If you get Shinobu in a corner or against a wall, she will vault over you. This does no damage, but she can attack pretty fast after she lands so watch out. Sky high: Shinobu says “shy high” and does a slow somersault attack, which she will combo with if it hits. Blockable and easily avoidable, hit her for some damage after she does it. Omnislah: What else would you call this? This is a version of sonic sword she’ll start using about halfway through the match that throws nine sonic sword bursts at once. Roll to get out of the way and maybe even roll again after that- if you get hit by this it can easily kill you. Rengoken: She’ll charge her sword and then dash forward. Unblockable, you need to roll or strafe to avoid this. She is vulnerable afterwards, so hit her a few times. Gengoken- If you’ve read anything about this game, or have been to the message boards, chances are you’ll know what this attack is. This is Shinobu’s instant kill move- from full health it with take you down to two dots. Basically, that means that if you’ve gotten hit before in this fight than it WILL kill you. The move starts up very similar to Rengoken- she’ll charge her sword, only this time she’ll say something different leading up to it. (I can’t make out what she’s saying, but it’s a lot longer than with just the regular move.) She’ll then dash forward, and if this move even connects you’ll be taken to a short cinema where she beats the life out of you. To top it all off, this move is unblockable so you really need to avoid this at all costs. Strategy: Ah, the infamous Shinobu. This is probably the boss most people have problems with due to a single move: an unblockable one hit kill. Yes, this game’s third boss has an unblockable one-freakin’-hit kill. Welcome to No More Heroes people, this is where the game really begins. Shinobu’s move set is quite varied, and she likes to mix it up quite a bit. Spend a minute or two at the beginning of the fight to get down how a few of her moves work. She really likes to go into her multi hit combos. These combos are easy to dodge and block once you get the hang of them, and though they are counterable, Shinobu seems to have magic counter protection because you can usually only get one or two hits when you counter her. It’s more efficient to just smack her with regular combos; but there is a certain combo that does wonders. If using the Tsubaki, like you should be, hit her twice with a high stance attack, then a beat attack, and then a single high stance attack followed by a final beat attack. This combo has a pretty good chance at stunning her and opening her up for a wrestling move, and wrestling moves really do some damage to her: 3-4 throws and some minor combos should get her down to about one third of her health. Once you get her down to that last third, you really have to start playing cautiously. The above strategy no longer works, and you’ll be lucky to get more than three hits on her before she blocks. She’ll start using her more damaging moves a lot more, and she’ll introduce Gengoken into the mix as well. Gengoken is her instant kill, and if you’re not at full health it will kill you in one shot. Generally speaking, you should stay at about medium range- just far enough so that her melee attacks can’t hit, but close enough so she’ll still do them. If she starts to glow, run away and then dodge. Losing your lock on is a lot less important than dying. Don’t be afraid to simply run either- having a lock on isn’t necessary if you’re 30 feet away. Just keep up the standard combos, and the caution, and you should pull through the fight with only minor damage and scarring. =============== Rank 7 Preparation: After that tough battle, take the call from the UAA to find out that you need to get 250,000 LBs for the next fight. Though you have some new areas open up to you, just head for Thunder Ryu’s for right now and do the available training. After this, head to the alley way behind Ryu’s place to find the Gold Bar. The bar is home to the Lovikov man, a drunk who will teach you secret moves if you bring him the lovikov balls that are scattered around Santa Destroy. I would recommend getting all of them now; there really isn’t any reason not to. It only takes about 30 minutes to get them if you start from the top and work your way down to the bottom of the map, and the balls will now show up as little pink dots on the mini map. Just open your map from the menu and look to see where the nearest ones are. After you get the first seven, come back and get the memory of child. This will allow Travis to run when not in combat, and will greatly reduce the amount of time you have to look for the rest of the lovikov balls. Also, you can now get the accelerator at Naomi’s shop. The reason you didn’t want to get it before was because its treasures show up on the map as the same color as lovikov balls, and it will take you a lot longer to get them if you have to chase after every little pink dot rather than just the ones you know are Lovikov balls. Whether you chose to get all of the balls or not, your next stop should be the newly opened Beef Head video store. Here you can rent movies after ranked matches to learn new wrestling moves, and chat with the owner a bit. Buy the first video, and then return to Travis’ room and select the T.V to watch it. Easy as pie! Now it’s time to work on getting the money for the next ranked match. There is a new side job open now, garbage collecting, and I suggest you go to the job center and take it. Beating that with a high enough rank unlocks the next two assassination missions and the third and fourth free fight mission. Doing all of those should get you enough money for the next rank match. =============== Side job 3: Garbage collecting Controls: Analog stick: Move Travis A: Grab trash B: Run (If you have the soul of child) Wii-mote movement: Pick up trash This side job has you picking up trash with what appear to be salad tongs… right. You’ll be located in the northern part of Santa destroy, and will have to run through the streets to collect said garbage. This mission relies mostly on luck: sometimes the trash will be clumped together and easy to grab, other times it will be spread out. Just get the feel for it. It’s easy to get 40,000 LB dollars here, and 50,000-60,000 of you’re really good or lucky. =============== Assassination 5: Pizza Butt Returns Difficulty: 4/5 LB: $ 50,000 =============== The only difference between this and mission one is that some enemies will now have guns. The strategy remains the same however: just kill the CEO as fast as possible. =============== Assassination 6: Sword Master Rules: one hit kills. Difficulty: 1/5 LB: $ 4000 per kill, 60,000 total =============== This mission might seem standard at first, but it’s not. You are fighting in the arena where you faced down Shinobu and are faced with 15 hoods to deal with. The catch here is that you have a one hit kill ability: each time you hit an enemy with your katana, the death blow prompt shows up. Even if the enemy is at full health, you’ll still drain them down to nothing. As you might expect, this makes for one easy fight. Go to town and take revenge for all those cheap shots in Free fight missions! =============== Free fight 3 Difficulty: 3/5 =============== This free fight has you fighting the hoods from the school. No new thugs spawn in this battle they are all there from the beginning. This makes this fight a bit easier than the last two, but it still isn’t a cakewalk. Start out by killing the two enemies that approach you, then kill the two others standing directly on front of the school door. Then turn left and aggro these thugs one by one for easy kills. Turn around and head for the group in the opposite courtyard. Charge a down stance attack, and unleash it on the two that run up to you. Kill the next two, taking care of the beam katana enemy. Finally, deal with the last beam katana enemy using a charge attack and a basic combo. =============== Free fight 4 Difficulty: 2/5 =============== You should have enough time before the enemies approach you to charge a down stance attack. You might have to run and charge up after this. Use it when they get close, and it should take out about half the group. Next, just use collateral damage tactics to take the rest down. No more enemies spawn than the ones that started in here, so this is an easy fight. This fight is made even easier because the enemies like to group together =============================================================== Rank 7: Destroyman Nationality: American Age: 28 Weapon: Super Powers Location: Bear Hug Studios Quote: I just need you to look the other way for a second… Travis’ Quote: If challenge had a taste, you’d be quite delicious. =============================================================== Cards: 16. Immediately in front of you when the level starts. 17. Next to the departure exclamation point. 18. Next to a pillar after you get off the train. 19. After you go up the stairs in the station after #18, right next to the Bathroom. 20. Outside to the left after the first film studio New Enemies: =============== X. Stop sign: The polar opposite of the hammer bro, these enemies have a longer reach and faster movement than your standard foe. This makes them a pushover in most combat situations, but they can be a pain in free fights. Take them on the same as you would a hammer bro. Walkthorugh: =============== This is quite an interesting mission; mainly because of the strange enemies you face leading up to the boss. First, grab the card down the hallway in front of you, then head through the turnstile. Continue downstairs, but before going to the “!” get the card next to it. Then get on the train. (The “!”.) On the train, you’ll have to make your way past a plethora of enemies. Just use standard tactics here, they aren’t special. (If you got all the Lovikov balls, now is a great chance to try some of them out.) Advance down the train until you get to the end, then hit the “!” to get off. Before you head upstairs here, check one of the nearby pillars for another trading card. Now head up the stairs and circle around to the bathroom to find another trading card. These are really close together this level, aren’t they? Any way, after you get the card head top side. Continue forward, and enter the film studio to see… guys in flannel shirts with paper bags over their heads. Surprisingly, these guys are kind of tough. Watch yourself and make sure you don’t get over powered or out numbered. Kill all of the bad guys on the first floor, and then move upstairs to take down the ones with guns. These guys can be tricky, as they like to shoot and run away. Your new jump attack gained from the lovikov balls works wonders on these guys; it moves fast and in two hits you can kill them with a stab. When you’re outside again, head to the left to find the level’s final card. Then head forward into another studio room. This one is exactly the same as the previous: kill everyone on the bottom floor, and then move to the top. The only difference is that the bottom floor now has some gun guys, so take them out first to make your life a little easier. The final studio here is one tough fight. You’ll be fighting against a respawning group of gun and Beam katana users. I recommend using hit and run tactics here, mainly using charge attacks and then running up the stairs part way to charge up. The enemies won’t follow you up here, so this is a great place to escape to if need be. You can take damage here pretty easily here, so be careful. Another strategy here would be to use the Tsubaki’s down stance and get in some throw moves, you’ll be invincible after you start the throw. Whatever method you choose, when you finish up the combat in here (both the bottom and top floor) you’ll get the standard call from Silvia. The exit will then open-heal, grab the mask, save-and head to the ranked fight. Boss: Destroyman Difficulty: 3/5 =============== Attacks: 4 hit combo: a simple four-hit combo. He’ll use this occasionally, but not that often. It is easy to counter attack this move, but he does it so rarely it’s not really a viable strategy to wait for it. Still, if you get the chance you should exploit this move. Destroy Cannon: Hadouken! He throws a ball of blue energy in a strait line after charging for a moment. This move is easy to dodge, but you can get hit if you’re too close or get hung up on an object. This is his main attack, so get used to dodging it because this attack is unblockable. You can hit him after this move at first, but he’ll eventually block immediately after doing this move so it becomes pointless to attack him after he does it. Destroy Beam: He shoots two beams from the sides of his head. This move is easy to dodge by simply circle strafing, though it can be blocked as well. He is left wide open by this move, so beat the crap out of him for doing it. He’ll do this move quite a bit too, but less so during the second half of the match. Destroy Spark: This is the attack he used on you before the fight. He’ll take a couple steps forward and then thrust his hand out, sending lightning bolts out in a wave for a few feet in front of him. This move is easy enough to dodge, as it has a very limited range. If you see him begin to walk up to you (not run) then dodge to the side to avoid this move. After you get up hit him, he’ll be wide open. Destroy Punch: Destroyman charges up a punch and then slams the ground with it, sending out a shockwave. This attack looks like it would have more range than it does, but it’s actually a fairly close range move. Like most of his attacks, he’s vulnerable after he does this so smack him for some damage. Destroy Flight: This move is only done once, and I’m pretty sure you just have to take the hit. At a certain point during the fight, Destroyman will go airborne. About a half second after the cut scene he’ll fly into you. During the cut scene when this happens hold the Z button as if to guard and as soon as the cut scene ends, dodge. You should be able to dodge the move. Destroy Buster: This is Destroyman’s ultimate move. This move could also easily be called the Crotch Crusher, the Genitalia beam, or even the Co…well you get the point. Destroyman will stand still and charge this move, and his… um “area” will start to glow. A second later a giant beam will be shot. This move can be avoided by circle strafing or dodging, but be careful because if you slow down when running even a bit it will hit you. This move can also hit you if you are too close to Destroyman, so keep your distance. Strategy: Destroyman is sort of like the opposite of Shinobu- rather than being fast and weaker, Destroyman’s attacks are easy to avoid but deal a lot of damage. Also be prepared to hear the word “Destroy” a lot during this fight: He’ll shout the name of each attack before he does it. This makes his attacks easy to predict, but it also makes him quite annoying. The main flow of this battle is as follows: he yells an attack, you avoid it, than hit him for some damage. You can’t counter him much during the battle, as his only counterable move is the small combo he rarely does. Most of his moves are easily dodged, but you need to watch out for spark and Buster most of all. Spark is somewhat deceptive; as it seems to have an odd hit area. You’ll think you’re far enough to the left or right and you’ll still get hit, so it’s best to just roll and avoid it and then hurt him. After you’ve dealt him some damage, he’ll take to the air. He’ll constantly use Destroy Cannon up here, so you need to keep moving to avoid it. To get him back on the ground, you’ll need to destroy one of the consoles on the back wall. (The wall you entered from.) This will bring him back down to Earth. At this point he’ll start using Buster a lot more. I need to stress that you need to keep moving when he does this attack. If you even change the distance between you and him, it could slow you down enough to get hit. The battle plays out exactly the same from here on, and if you’ve gotten to this point with a decent amount of health then you should be fine. =============== Rank 6 Preparation: Back in Travis’ apartment, save your game and listen to your messages. Then head to Thunder Ryu’s for your standard training session, and then to Beef Head for a new video. After watching it in your apartment, head down to the job center to take on your new odd job: Gas station attendant. This will unlock assassinations seven, eight,and nine along with free fight mission five. If you complete all these, you will easily have enough money to move on to the next rank. =============== Side job 4: Gas station attendant. Controls: B button: Fill up gas. Yes, you read that correctly. This job is an exercise in pressing the B button, an probably the worst side job mission as far as entertainment value goes. Travis is working at a gas station, and when cars pull up you have to press B to fill their gas tanks. When the gas meter on the side of the screen reaches the top, let go of B or Travis will burst into flames and that car will not count. This mission is entirely about timing. Learn when to pull away from the cars; you don’t need to do it at the very top of the meter, just close to it. Really, if you can’t figure out this game then I can’t help you. For your three minutes of work, you’ll get about 40,000 LBs, but you can easily make more if you work on your timing. The only question is who would want to? =============== Assassination 7: Rules: One hit kills. Difficulty: 2/5 LB: $90,000 =============== A fun and extremely satisfying assassination mission, this is one hell of a fight. You will be fighting in one of the studios from rank fight 7 against the weird bag-head enemies, and you have five minute to kill one hundred of them. This might seem imposing at first, but you have a one hit kill ability for this mission. Whenever you hit an enemy with your katana, the death blow icon will pop up and allow you to kill that enemy. That makes this fight extremely easy, not to mention one of the bloodiest fights in the game. *Special note: this fight might seem like a great way to make money, but you can make a lot more by doing shorter missions in the time you take to complete this once.* =============== Assassination 8: Baseball Battle two Difficulty: 2/5 LB: $5000 per kill, 50,000 total =============== This is exactly like the first baseball battle mission, only the enemies throw the ball a little bit faster. Use the same tactics as before, and you can make nearly 50,000 LBs in about 20 seconds. Use this mission if you need some quick cash. =============== Assassination 9: Dark Side Battle Rules: Dark side mode is activated. Difficulty: 1/5 LB: $3000 per kill. =============== This battle can only be described as amazing. Travis is placed in a small room with infinitely spawning enemies, and Travis has dark side mode enabled the entire fight. Each enemy dies in a single stylish hit from your katana, and you’re invincible, so just go nuts here. This is another mission that’s easy to make a lot of cash on, mainly due to how easy it is. Not to mention that this fight is extremely cool… =============== Free fight 5 Difficulty: 3/5 =============== If you’re trying to use the Tsubaki to beat this match you might have a hard time of it, though it is by no means impossible. You’ll be fighting 12 of the strange bag-headed enemies from the Rank 7 match, and they all appear on the stage at the beginning of the fight. The first one should attack you immediately from your left, kill him. The next two you should take out are the one that is directly in front of you (not the group, the individual) and then the one to the right near the truck Fight all the enemies in this match one-on- one, or you’ll be overwhelmed. Next, head over by the truck to the left of the starting point and aggro the beam katana wielder. Use the down stance on tsubaki to stun him for a throw, then kill him. Continue around the truck, but hold Z as you do. A sword wielder will come very quickly from the other side, so be prepared and take him out. From this point on in the map, just lure and kill the enemies one by one. It will be easy now, since if you just head in a strait line along the top of the level you should only get one to notice you at a time. Continue the killing to win match, but just be wary of the time- it can actually get you on this mission if you aren’t careful. =============================================================== Rank 5: Holly Summers Nationality: Slavic. Age: Unkown. Weapons: Explosives- mines, missiles, and grenades Location: Body Slam Beach Quote: Death is the only truth, you are still a mere bud. Travis’ Quote: That’s not a good thing you know, seeking meaning in everything- especially killing. That’s a bad habit among smart little girls these days. =============================================================== Cards: 21. To the far left of the starting point. 22. Near the life guard tower in the second section. 23. Nest to the second beach access stair case in the third section. 24. Near the life guard tower in section four. 25. On a porch of a house near the bathroom at the end of the level. New enemies: =============== XI. Machine Gunner: The second of the two long range enemy types, these enemies can be absolutely deadly if dealt with in the wrong way. They function in exactly the same way as pistol gunners except for their attack: they will stand in place and fire a stream of bullets in a single direction. These are blockable, but will drain your energy by quite a bit if you block the entire scream. To top it all off, these enemies can easily trap you if there are just a few of them: you’ll block one stream, then block another, and then block the first’s stream again…etc. The best way to take these guys out is to either use a charge attack or use defensive tactics to slowly whittle down their health until they die. Walkthrough: =============== This mission is basically one huge fight from start to finish against some pretty tough opponents. Gunners appear quite regularly in this mission, and they are a serious pain in the arse. Blocking their attacks leaves you stationary and drains quite a bit of power from the katana. Your best bet against these guys is to close in and hit them with down stance attacks until you can throw and then kill them. Keep that in mind for the whole level, you’ll be fighting a lot of them. The first area on the beach has a lot of spawning enemies, take them all out to open the gate and advance to the next area, just be wary of the many gunners now. Make sure you head all the way left down the beach here to get the first card in the level. After that and all the enemies are dead, hack away at the barbed wire to open up the next area. In this area, a lot of melee type enemies will spawn, but they’re nothing you can’t handle. After killing enough of them, you see a cut scene in which a helicopter delivers more soldiers to the battlefield. Before moving on to take them down, locate the second card by the life guard station. To fight these guys, charge a down stance charge attack and inch closer until they raise there guns to fire. At that exact moment, unleash your charge shot to kill them and advance to the next area. (You may have noticed the little yellow dots on the map here. They represent mines in the ground: do not step on them.) This area has a machine gun soldier spawn point, and you have to kill about 10 before the chopper will come and drop off more troops. The easiest way to deal with the group of three is to either use a charge attack or to lure each enemy off individually and kill them. Don’t forget card number three near the staircase before you leave. This section of the beach is easier then the last, there’s only four enemies here. Get the couple money chests in this area, and then proceed on to find a beam katana enemy. Kill him however you wish, and three machine gun troops will drop down in the corner near the gate. To beat them, target the one closest to the wall and run up to them, dodging their fire. Hit him just enough with down stance moves to make him dizzy, then throw him. The invincibility during the throw will protect you. Kill the other two in similar fashion, then get the card behind you near the life guard tower and move on. You’ll get your call from Silvia here, so you know what that means. Grab the few items up here-the mask, some health, and the final card of the level. (Located on the porch of the wooden building near the bathroom.) Save your game and head for the garden of madness. Boss: Difficulty: 4/5 =============== Attacks: Missile barrage: Holly will strike a pose a launch a salvo of tracking missiles. This attack can either be a good thing or a bad thing: the missiles deal a lot of damage, but she is left wide open after she does the attack. If you stay at medium-long range, and then charge forward when the missiles are about to hit you they’ll miss and you can hit her for some damage. Knife toss: Holly throws out five knives in a radial pattern. This attack almost never hits- it has a small attack window and you can block it. You really don’t need to worry about this move that much, because of you’re locked on to her like you should be it’ll never hit. Pitfalls: This automatically happens to you at the start of the fight, and it will happen again through out the rest of it. Holly dug pits before the start of the fight, and you’ll be falling into them. Waggle either the Wii-mote or the Nunckuck to climb out of the pit, otherwise a grenade will detonate and you’ll take a fair amount of damage it you can’t get out in time. Holly will try to cover up the pits with sand during the fight, but you can still see a dark outline to avoid them. There are no pits along the water line, so keep that in mind of you need to run away. Sand: Holly tries to hit sand in your face. If this move hits, you’ll be stunned for a moment and she’ll run away. This move is actually to your benefit- it’s incredibly easy to counter this move and hit her. She’ll only do it at close range, so get up in her face and wait to counter it. Mine jump: Holly lays a mine at her feet and then steps on it with her metal leg, sending her flying into the air and landing a short distance away. This move is easy to avoid, as it only hits if you’re really, really close to her. You can hit her after she’s done with it, so pile on some more damage. Shovel Smack: Another move she only does at close range, and the name says it all. This attack is similar to other bosses’ combos, except that this move is much easier to counter than the others. This is another move you want her to do, so counter it and deal some damage. Lot’s of Explosions: She’ll only use this when she has about 2/3 of her life gone. She jumps up on the rock at the northern end of the arena and sends out a missile barrage, and then throws multiple grenades onto the stage. You can’t knock her out of this; you can’t even hit her where she is. So just dodge this move- run as far away as possible from where you were when the attack started. You can hit her when she gets off the rock, so keep that in mind when you run away: you might want to run towards the rock after the missiles hit. Strategy: Holly is a tough fight because unlike the first few assassins, she’s dangerous at any range. Actually, range is probably the biggest factor in this fight- you’ll need to be at the right distance for multiple attacks, and each attack is wildly different. This isn’t helped by the fact that there are pitfalls scattered around the level you can’t see. The pitfalls are the gimmick of this fight. If you fall in one, you’ll get a prompt to get out by waggling the Wii-mote or Nunchuck. If you aren’t fast enough, she’ll toss a grenade down the hole and hit you for quite a bit of damage. Many of her attacks also focus on doing things with the holes. (Hee hee, holes.) She likes to try and create range with multiple attacks: her missiles, sand attack, and mine jump all give her chances to run away and cover up the holes that you’ve already fallen into. Your strategy in this fight is simple: avoid her mid to long-range attacks and get right up in her face. You can hit her between attacks, but the real damage comes from countering either her sand attack or shovel-smack. You’ll be able to hit her a lot here, and often you can throw her after this as well. After she gets down to about 30%, she’ll regularly jump on the rock and launch missiles and throw grenades. All you can do from this point is to keep running and keep up with the counters and standard combos to win the match. =============== Rank 5 Preparation: If you did all of the tasks possible last rank, you might have enough money to move on without even working for any. That’s all well and good but after this next match you’ll have to spend some serious dough, so I recommend doing the money preparation just like usual. Do all of your usual things first- head to the gym and upgrade and then get the new video from beef head and watch it. Also, stop by Naomi’s place for a few things: turning in the “military secret” will enable her to make a new katana after the next match, and grab the accelerator for your next odd job- it’s actually a requirement. Continuing with your routine, head over to the job center and get the new side job: Mine Sweeper. Complete this mission once to unlock assassinations 10 and 11, along with the next free fight mission. Complete these and head for the rank five battle. =============== Side Job 5: Mine Sweeper Controls: Control stick: Move A: Dig up mine Sorry, this is not the classic time waster from windows. This job places you one the beach with a mine detector, and you have to remove mines by locating and then destroying them with your katana. To find the mines, pay attention to the beeps coming from the mine detector: the closer they are together, the closer you are to a mine. When you are next to a mine, press A to dig it up. If you walk over mines they explode, and destroying three means you fail the mission. This is actually a challenging side job, and it’s even possible to fail. The best way to find the mines is to do a quick 360 degree turn to try and pick up a signal. Despite the challenge, this mission is terrible for trying to make any kind of money. You’ll get about 40,000 LBs on average, which for three minutes of work is not a lot. =============== Assassination 10: Tiger hall. Difficulty: 3/5 LB: $3000 per kill, 45,000 total =============== This free fight mission has you squaring off against some enemies on the beach. The difficulty in this fight comes from the gunner-type enemies; they are mixed in with the rest of the people you have to fight. The simplest strategy is to take them out first, and then deal with their companions. The annoying part in the fight comes from the fact that the gunners don’t like to stand still, and will run away from you if you get too close. You might have a hard time with this mission right now, but if you come back with a better katana you should be able to get a gold medal no problem. =============== Assassination 11: Pizza Butt, the Finale. Difficulty: 3/5 LB: $75,000 =============== Despite being the final Pizza Butt mission, it’s the easiest one to get a gold medal on. All the enemies in this fight have beam katanas, which would normally be pretty challenging. However, the CEO in this match behaves differently than in the last two matches. In this one, he starts in the front of the group instead of the back and actively tries to attack you. Just head strait for him like usual and finish him off to win the match. =============== Free fight 6 Difficulty: 4/5 =============== This free fight takes place in the same location as free fight 1, and the strategy for the fight is mostly unchanged. Just be aware of the higher health enemies, and try not to let them gang up on you. The other change to the fight is that enemy that spawns in the upper right corner now has a gun instead of a melee weapon. Save him for last; he can easily get a shot in while you’re fighting the other enemies in this area. =============================================================== Rank 5: Letz Shake Nationality: Singaporean Age: 22 Weapon: Earthquake Generator (Dr.Shake), Guitar. (I must say, quite the combo.) Location: The Middle of Nowhere. Quote: I think I am about to lose the bowel control! Travis’ Quote: You certainly sound like you’re up for a fight! =============================================================== Cards: 26. Directly behind you when you start the level. 27. At the bottom of the stairs right after the beginning of the level. 28. At the bottom of the stairs right after the beginning of the level. (Same place as #27.) 29. Along the tunnel path, right before Silvia calls you 30. In the whiteness at the end of the level. Enemies: ================ XII. Mysterious figure: Only encountered in ranked mission five, you will never actually fight this enemy. (Although you can target him.) This is a plot point in the game, so don’t worry about the man shrouded in black: you’ll find out who he is soon enough. Walkthrough: =============== Despite the fact that Silvia didn’t mention where you were supposed to go, you can find the entrance to the rank five battle on your map after you talk to her. Head for it and go down, and you’ll be in one very long and very linear tunnel. Turn around to find the first card, then head down the stairs to find two more. Then…well just head down the tunnel. This level has nothing to do other than fight the beam katana enemies scattered here and there, and they aren’t anything you can’t handle. Follow the strange figure until you get the call from Silvia (her vacation ended quick, didn’t it?). Don’t forget to pick up the card in the tunnel, near where Silvia calls you, and head to the end to pick up a mask, health, and the final card before saving and heading to the hardest fight in the game. Boss: Difficulty: 3,000/5 (Yeah, it’s THAT hard.) =============== Attacks: Earthquake: Letz shake yells “Charging level” and then a number from 1-9. This attack will then damage you if you are in one of the named circles traced on the ground by Dr. Shake. (Example: a “7” will damage the first through seventh circle, so you could avoid it by being in the eighth, ninth, or tenth circles.) This attack will nearly kill you, so make sure to avoid it. Guitar riff: Letz Shake plays his guitar, sending out a seeking projectile. The only way to damage Letz Shake is to reflect this move back at him, but it moves so fast you might as well not even try. Disaster blaster: An unblockable instant kill that hits every square inch of the arena. The only reason you might survive this move is if he decides by his grace to not use it on you. Strategy: Letz Shake is easily the hardest fight in the game, despite only having three moves. Honestly, I recommend just putting down the controller and hoping the game glitches and you somehow win the fight. You have about as much of a chance of doing that as legitimately winning here, so I’m not even going to bother telling you how to beat him. You’re on your own here. =============== Rank 4 Preparation: Well after what is possibly the most challenging battle in the history of gaming, (>.>) you are left back in Travis’ apartment. You have a few tasks to take care of- hit the gym and get the new video from beef head. (Sadly, this is the last video from beef head). Finally, head to Naomi’s and pick up your NEW KATANA! The Tsubaki mk-II is simply a beast, and has quite a unique appearance when used in battle. Before you go and try it out, exit and then re- enter Naomi’s to find the upgrade parts of the MK-II for sale, buy them. Now go and test out your katana, I’ll wait… Awesome isn’t it? Five blades! After you’ve gotten over your initial awesome shock, it’s time to go and get the next side job: Graffiti cleaning. Beating that will unlock assassinations 12, 13, and 14 along with free fight 6. =============== Side job 6: Grafitti clean up Controls: Analog stick: Move B: Run (With soul of child) A: Begin Cleaning Wii-mote/nunchuck: Clean This side job is actually difficult if you don’t know the correct order to hit the targets in, but thankfully I’ve gone ahead and done that for you. The mission in question has Travis armed with a brush, and he is tasked with cleaning graffiti tags off of the walls. The tags are marked on your map by little yellow dots, and I’ve outlined the best strategy for getting them all: First, head directly south and clean the wall in the alleyway. Next head to the north east and clean the graffiti on the building facing west. Go north east again and clean the wall facing south, then run right to the alley that goes behind this building and clean the graffiti there. After that, run south and clean the wall in the alley between the two buildings. Now run east and clean the wall in the parking lot on the right side in the group of buildings. Run north and then turn left into a tiny alley and clean the graffiti there, then head north again and circle around the front of the building to find the graffiti facing north. Finally, head west and turn north to find the number nine graffiti and then head west again to get the last one. You should win with at least 30 seconds to spare. Sadly, the financial gain for this mission is abysmal. At most you’ll get only 20,000 LBs for 2-3 minutes of work, so don’t repeat this mission of you’re looking for cash. =============== Assassination 12: Pro-wrestling contest. Rules: Only wrestling moves may be used for this match. Difficulty: 2/5 LB: $5000 per kill, 75,000 total =============== This match is almost identical to the other wrestling only assassination match, only this one is easier. You’ll be on the beach fighting against the baseball thugs, and it seems that haven’t improved much since the last match. A single uncharged beat attack will usually stun them, and that makes this fight pretty easy. Just don’t let the gunner enemies run away from you, and this mission should be no problem. =============== Assassination 13: Underground Difficulty: 1/5 LB: $5000 per kill, 75,000 total =============== Probably the easiest combat mission in the game, this assassination mission has you fighting a grand total of 10 enemies on the train from rank match 7. Essentially, this means that this mission is just like a free fight, only in this you can get hit. You should have no problems what so ever with this mission, as long as you can press the A button. =============== Assassination 14: Baseball battle round 3 Difficulty: 3/5 LB: $7000 per kill, 70,000 total =============== This (just like the last two “Baseball Battle” missions) has you squaring off against the baseball throwing enemies all the back from the rank 9 fight. The only difference here is the speed and power of the balls thrown; the balls are fast enough for you to miss them, and you have to hit them hard to kill more than 2-3 enemies. You might have to try this a couple times to get the timing down, but it’s not that bad. =============== Free fight 7 Difficulty: 4/5 =============== This free fight is the first one to feature a lot of guys with guns, and it marks the step where free fights start to get really challenging. This mission is doable with the MK-II katana, but it becomes much easier if you wait for the next katana to beat this mission. For now, trying can’t hurt. This mission only has ten enemies, but three have guns and two are beam katana wielders. The flow of this mission is easy to get down: two enemies will pop out of the sand five times as you go down the beach. The left one will be a melee enemy and the right one will have a gun. Approach the groups from the far left side to aggro the melee enemy without the gunner noticing. Kill him, and then approach the gunner from the left side. You may have to block some shots, but when he runs he will reach the wall and have no where else to go. After dispatching the first eight enemies, the last two you’ll face use beam katanas. They actually stick to the melee/ranged model that the others do; the right one will send energy balls your wall to try and hit you and the left will charge at you. Use a charge attack to take the melee katana down, then wait for the right moment to jump in and take down the final foe to win the match. =============== Free fight 6 Difficulty: 4/5 =============== This free fight takes place in the same location as free fight 1, and the strategy for the fight is mostly unchanged. Just be aware of the higher health enemies, and try not to let them gang up on you. The other change to the fight is that enemy that spawns in the upper right corner now has a gun instead of a melee weapon. Save him for last; he can easily get a shot in while you’re fighting the other enemies in this area. =============================================================== Rank 4 Harvey Moseiwitsch volodarskii Nationality: Russian Age: Unknown Weapon: Twin Beam katanas Location: Theatre Quote: Hold on to your hopes and don’t give up, my nasty little boy! Travis’ Quote: Harvey, you’re going to die tonight. Right here, by my hand! =============================================================== Cards: 31. Near the bathrooms at the beginning of the level. 32. At the far end of the train platform before you get on the train. 33. Behind you after you get off of the train. 34. At the top of the stairs just before the near of the level. 35. Same place as #34. It’s just a few feet away. Enemies: =============== XII. Giant robots: These are the enemies you fight in Travis’ dream of the video game “Pure white Giant Glastonbury” during the rank four mission. You have infinite continues so don’t worry about this fight too much. Use your sword to kill enemies if they get close, other wise use your gun. Walkthrough: =============== This is a pretty straightforward mission, taken up mostly by a minigame in the middle. In fact, there’s very little real combat- only 12 true enemies in the entire level. Anyway, when the mission starts take out the three goons on the top floor. After that, get the first card by the bathrooms and then head downstairs to find more enemies. There’s a plethora of enemies along the platform of all types- stop signs, gunners, beam katanas- but none of them pose too great a challenge. After you kill them all, get the card at the far end of the platform and board the train. The next part of the level is played out in Travis’ dream, and apparently Travis dreams about videogames. The game has you unhook the nunchuck and turn the remote sideways to play “Pure White Giant Glastonbury”: use the D-pad to move, 1 to fire a gun, and 2 to use your sword. When the bar at the bottom right of the screen is full, you can do a screen clearing super move. Just have fun with the game; you have infinite continues and getting a high score doesn’t unlock anything. When you get off of the train, turn around to find the third card. Continue down the platform to get your call from Silvia, who sounds quite excited about your evening. When you go up the stairs, turn right to find the bathroom and the fourth and fifth card. After that, grab the mask, save your game, get some health, and head for the garden of madness. Boss: Difficulty 2/5 =============== Attacks: Teleport: Harvey will snap, and then disappear in a puff of purple smoke. This move doesn’t damage you but he does it a lot, and it makes you lose your lock on. He mostly does this after doing one of his attacks, see keep it in mind Whirlwind: Harvey’s most damaging move, it’s a difficult move to dodge. Harvey will extend his arms out and twirl around in classic Zelda fashion, following you around the arena as he does so. This move does a lot of damage, is unblockable, and he moves fast while doing it; not a fun combo. The only thing you can do it run away: disengage your lock on and book it. If you keep your lock on going, you’ll move to slow and will get hit. Also, avoid going into corners: it’s easy to get trapped without realizing it. Sword combo: Wow- a boss with a three hit combo, who woulda’ thunk it? Harvey has this move just like every other boss, but there is a slight difference with this one- it’s massively abuse able. If you counter this move and hit him, he will almost always be stunned and then throwable. This single move is what got him a 2/5 instead of 3/5, this move is just that bad. Doves: Harvey’s projectile attack. He snaps his fingers and then summons some doves around his head. After a second or two, they will fly in a strait line towards Travis one by one and attempt to hit him. The doves are unblockable, but by circle strafing you move fast enough to dodge their attacks. You can hit Harvey after all of the doves are gone, so pile on some damage. He’ll change this move about half way through the match by sending the doves faster, so you might want to dodge that version. He can’t be hit after this move after he changes it. Charged stab: Harvey will charge for a moment, then stab forward with one of his swords. This move is unblockable, so just dodge it. It’s easy enough to avoid, so hit Harvey a few times afterwards. Inversion: Harvey will flip the screen upside down, inverting you controls. He will then use all his attacks just like before for a good 10-15 seconds before returning the stage to normal. This move isn’t as bad as it seems though: when Harvey calls out “welcome to the nightmare”, this move’s audio cue, run up as close as you can to him. Wait until after the stage flips, and then hit him with a basic combo. Chances are, you’ll have taken up the entire amount of time the stage would be flipped and it will return back to normal without him doing any of his moves. Taunt: Harvey will occasionally taunt, calling out phrases related to magic or theatre. You can hit hin during these taunts, and I would do so. Spotlight: Harvey will call out “music…begin!” and disappear. A spotlight will then appear on the stage and follow you around. If it hits you, a short cut scene will play that shows Harvey putting Travis in a box. You then have to shake the Wii-mote/nunchuck or rapidly press the A button to get out in time before the box blows up with you inside, killing you instantly. This move’s bark is lot worse than its bite, as the box is very easy to escape from when you’re inside. If you’ve been winning weapon clashes and doing the bench press, it’s nearly impossible to fail at saving yourself. Strategy: Harvey is…well, Harvey’s a wimp. Most of his attacks are easy to avoid, his instant kill is a joke, and he gets stunned after only a few hits. This is the easiest fight since Dr. Peace, and Silvia was dead on when she said you’ll win with “2000% certainty.” Harvey’ basic routine consists of teleporting around as he does his various moves, mainly his three hit combo and dove attack. The three hit combo is a terrible idea on Harvey’s part, but great for you-the move can be countered very easily. Countering the three hit combo also will almost always leave Harvey stunned and viable to throw, which takes off a large portion of his health bar. The best thing is that he never changes his strategy other than altering the dove attack, and he will never learn how abuse able this move is. Harvey does have a few tricks up his sleeve though- mainly his spin, stage flip, and spotlight attack. These are all pretty easy to avoid, but they will hurt a lot if they manage to hit. His spin move requires you to run away (disengage you lock on), the flip can be countered by running up and hitting him after the level flips, and the spotlight attack can be stopped either by avoiding the light or moving the Wii-mote fast enough. All things considered, this is a really easy fight. After you kill him, you even get to watch a “moment” with Silvia and Travis. =============== Rank 3 Preparation: After that somewhat disappointing bout, it’s time to prepare for the next ranked fight. Head over to Thunder Ryu’s and upgrade. Then head over to the Job center to get you next side job…Cat collecting. Beating that will unlock the next free fight mission, and assassinations 15 and 16. =============== Side Job 7: Meow Meow Controls: Analog stick: Move A: ineract with cat Wii-mote: Entertain cat This side job puts you in charge of finding some runaway cats in the neighborhood section of Santa Destroy. The cats are easy enough to find, but getting their attention will require some work: you have to wave your little piece of grass in front of them (Timing it with the arrows that pop up) so the cat will notice you. After the cat is enthralled by the grass, you pick it up. The cats will respawn in each location, but it is best just to run from cat to cat rather than waiting at one spot. Like most side jobs, this is not going to make you a lot of money- 50,000 LBs if you work very fast- so steer clear unless you want some more time with cute, tiny cats =============== Assassination 15: Extreme fight. Difficulty: 2/5 LB: $7000 per kill, 70,000 total ================ This missions “secret detail” might be a bit predictable after just completing the fight with Harvey: you play this mission upside down. Surprisingly, that doesn’t really make this mission challenging. You only have to kill 10 enemies to finish the level. And they aren’t anything special. The hardest part of the mission is having to deal with the reversed controls, but since you’re in such a small space it shouldn’t make that big a difference. =============== Assassination 16: Armed hoods Difficulty: 2/5 LB: $7000 per kill, 70,000 total =============== Another easy side job that takes place on the train…there sure seems to be a lot of these. Despite the description for the level the enemies are about half melee and half gunners. This basically makes this a free fight mission where you can get hit, so just use standard battle tactics to win. =============== Free fight 8 Difficulty: 4/5 =============== This free fight is almost identical to free fight five. The enemy layout is the same, and for the most part your strategy should remain unchanged. Take out the few enemies in the beginning of the fight, then circle clockwise around the back of the trucks to take out the enemies one at a time. The only real difference here is that after you kill all the normal enemies, two more gunners will spawn towards the back of the arena. Approach the northern most gunner from the right side and block his bullets as he tries to kill you. After that, he should run north where you can get him against a wall and kill him. Do the same with the other one to win the match. =============================================================== Rank 3: Speed Buster Age: Unknown Weapon: Mega Cannon Location: Speed City Quote: Even if you had nine lives it wouldn’t be enough. Travis’ Quote: Are you the third ranked assassin, Granny? =============================================================== Cards: 36. Directly to your right after starting the stage. 37. Next to the bus on your left at the start of the level. 38. In the upper left corner of the bus depot. 39. Next to the bathroom at the end of the level 40. In an alley during the boss fight south of the telephone pole. (see below) Enemies: =============== No new enemies appear in this level. Walkthrough: =============== Sadly, the bus ticket you got from Silvia can’t be used yet. It seems that some thugs have gotten into the bus station, so it’s up to you to take them out. None of them are special in any way, so this shouldn’t be a problem. After they are dead a prompt will appear to get on the bus. Before you take it, make sure that you have cards 36, 37, and 38 before you continue. They are strewn around the bus station and easy to find, but look above if you need more info. After you get on the bus, you’ll be attacked by more yakuza enemies. This is a hard fight, mainly due to the sheer amount of baddies you have to fight. The best strategy here is to just go all out with this fight: disengage your lock on and swing like mad. The bonus to the close quarters is that death blows will damage an entire crowd of people, greatly weakening (if not killing) most of them. Try to finish up this fight as fast as you can- it’s easy to get pushed into a corner and not have the ability to get out. When you’re done with that, you’ll get your call from Silvia. She doesn’t seem to have much confidence in you for this fight, so I guess you’ll just have to show her by winning. Pick up the health out here, and the card (no mask this time), save, and head for battle. Boss: Difficulty: 3/5 =============== Attacks: Mega cannon: Speed buster’s only attack, it’s pretty much impossible to miss it. If for some reason you can’t see, it’s the half-a-mile long blast from her cannon. You know, the giant red screen-filling beam of death? Yeah, that. Needless to say, this move should be avoided, though you can lower the damage you take if you rapidly tap A. This doesn’t mean that you’ll avoid the damage, it will just reduce the amount you take. Strategy: This isn’t technically a boss fight; it’s more of gauntlet than anything. You will start at the one end of a street, and speed buster will be at the other end. Your goal is to make it down to her and find a way to stop the cannon from firing. This is easier said than done. Every few seconds, Speed buster will fire her cannon. This screen filling attack does a ton of damage, and with a few direct hits you’ll be dead. To circumvent this, you have to move up by running from the little alley ways that dot the sides of the street. These alleyways can have Health, batteries, or cards, but they usually have enemies. These are the difficult Yakuza enemies that you faced before in the level, and they can deal some damage if you aren’t careful. The only real strategy here is to keep going. Dodge in and out of the alleyways as you avoid the cannon fire. You can break down certain doors along the way to get inside of buildings, and this is made much easier by the “soul of three” ability you got from the lovikov man as it lets you see the doors you can break down. To finally defeat speed buster, you have to work your way almost all the way to where she is firing the cannon from. You’ll know where you have to be when there aren’t anymore alleys to duck into. Make your way to the left alley (Orienting yourself by where Speed Buster is) and find the telephone pole near the end of the alley. You have only gotten four cards up to this point in the level. The fifth card is located near the telephone pole at the north end of the street. Get into the alleyway that has the pole, and head south to find it. Then attack the pole to start the chain reaction that will take down Speed Buster. *Special note: There is actually another way to take down Speed Buster, but it has a very slim chance of actually happening. When you’re fighting the Yakuza in the alleys near the end of the level, you might randomly roll three grass- hoppers for your dark side bonus. This will slow down time long enough for you to just run up to Speed buster and trigger the death scene.* =============== Rank 2 Preparation: At the conclusion of that fight, you received a Japanese katana. Take this to Naomi now, and she will have the last new katana for you after your next match. Then head to Ryu’s for your training. Even though he’s dead now, he’ll still teach Travis from beyond the grave. As he explains “Body may be gone, but Thunder Ryu’s soul immortal!” Now head to the job service for the eighth side job: Scorpion collecting. Beating that mission unlocks free fight 9, along with assassinations 17 and 18 *Special note: Free fight 9. I’m going to be honest with you. This is one of the hardest single challenges in No More Heroes, and you don’t really have much of a chance at completing it right now. My strategy is going to be based off of using a fully upgraded Tsubaki Mk-III katana, and if you’ve been following my guide then you don’t have that yet. Not like you could have it any way, you only get it before rank 1. You get it after your next ranked mission, so I will have the full strategy in the “Rank 1 Preparation” section. You can try it right now, but I doubt you’ll win. It’s just that difficult.* =============== Side job 8: Scorpion collecting. Controls: Analog stick: Move A: Pick up scorpion B: Run Wii-mote: Pick up scorpion This mission is actually very similar to mission four, garbage collecting. Except now the “garbage” moves and can kill you if you aren’t careful. Travis’ goal in this mission is to collect scorpions scattered around the plain with salad tongs. When Travis gets close to a scorpion press A and the move the Wii- mote to pick it up. If Travis gets to close to a scorpion, it will sting him and you will have 30 seconds to run back to the mission’s overseer to get an antidote before you die. If you fail to get back in time, the mission will end. This side mission relies a lot on luck, more so than any other mission. Some times you’ll be very lucky in how many scorpions decide to show up on the level, an other time you’ll wonder where the hell they all went. The best strategy to actually find the scorpions is to look for little black dots just below the horizon. The scorpions like to group together, so if you find one then chances are you’ll find a few more around him. As a final note, if you get stung you need to go get the antidote immediately. 30 Seconds is not enough time to gather a few scorpions on the way back; just heal and return ASAP. You can get about 40,000 LBs on average here, but you can get higher (or lower) depending on the placement and amount of scorpions. =============== Assassination 17: Speed Jack. Difficulty: 4/5 LB: $5500 per kill, 82,500 total =============== This assassination is identical to when your bus was attacked during the rank 3 fight. You will be fighting a bus full of the challenging Yakuza enemies from that mission of all styles, and the tight quarters make this fight even more challenging. The easiest way to win is to rely on collateral damage tactics to take out entire groups at once, and your current katana can handle that just nicely. Defeat all the enemies in the bus to win the match. *Special note: This fight is absolutely amazing if you want to earn some money. You get 82,500 LBs for each attempt, and you can complete level in less than 50 seconds. This means that you’re earning about 1800 LBs/sec, the fastest rate of money earned in a single match. See the “Preparation: Rank 1” section for info on making money quickly.* =============== Assassination 18: Gamble fight Difficulty: 3/5 LB: $1,500 per kill, no set limit =============== The gamble fight is a fun little battle that takes place in the alleyway behind Thunder Ryu’s building. This fight pits you against an endless number of enemies, all of whom give you 1,500 LBs per kill. You have three minutes to kill as many as possible. This fight is probably one of the best pure brawls in the game, so just enjoy hacking up the countless enemies that seem to throw themselves on your blade. Just make sure not to get cornered and this fight is easy as pie…albeit a very bloody pie. *This fight is a good way to make money, but not the best. You will make the most per attempt on this mission, but you can get more per second in a few others. See the “Preparation rank 9” section for more info.* =============================================================== Rank 2: Bad girl Nationality: American Age: 22 Weapon: Baseball bat, Gimps. Location: Destroy Stadium Quote: No matter how many I kill, it’s all the same. Travis’ Quote: You’re no assassin, you’re a perverted killing maniac. =============================================================== Cards: 41. Baseball field, to the left. 42. Baseball field, to the right. 43. Behind home plate. 44. In the hallway after the field. 45. In the hallway after the field, next to #44. Enemies: =============== No new enemies appear in this level. Walkthrough: =============== This mission plays a little differently than most. When you start out, Travis will have jumped the Schpel Tiger onto the playing field, and it is now your goal to slaughter a few hundred of these goons to continue. Yay, vehicular homicide! This section is pretty easy. All you have to do is keep up your speed and you won’t get hit by the melee enemies, and the gunners don’t really do anything while you’re on the bike. It is possible to fall off the bike by being hit here, and having to take all these guys out on foot is a serious pain. Don’t forget to get the first three cards in the level, one in the right field, one in the left field, and one behind home plate. After you beat all of them, a secret door will open up under home base. Get inside and you’ll get your call from Silvia. She sounds a tad out of it today, doesn’t she? Continue down the hall and get the last two cards, health/energy, and save your game. Then head for the ranked match. Boss: Difficulty: 5/5 =============== Attacks: Bat combo: Like most bosses, bad girl has a standard three hit combo attack. This move is easily counterable and blockable, and she is open afterwards to a basic combo. This attack will change later in and become the… Flail: An altered version of her normal combo, this is a multi-hit combo that will get progressively longer during the match. Eventually this move will be a 12 hit power house, and you can kiss your life goodbye if she hits you with the whole thing. This attack is blockable and counterable just like her first combo. Wind-up: Bad Girl will twirl her bat at her side a few times, and then strike with and unblockable attack. This is a mean move, because if you don’t act fast you’ll bet hit for a lot of damage. All of the attacks up until the end are blockable, but not counterable. This leads to difficulty with this attack, as it looks like the flail move. It’s best to just roll out of the way for this attack. Any damage you might do is offset by the damage you’ll receive doing it. Downward swing : Bad girl will charge for a moment, then slam down forward with her bat. This move is actually your friend- bad girl leaves herself wide open afterwards for a basic combo. She also likes to do this move at the end of other long chain combos, but it’s no more dangerous there. Counter: Bad girl will charge and hold her bat as if she’s about to hit a ball. If you hit her during this she’ll hit you for a lot of damage. This move is easy to avoid- just don’t hit her. The only way you might take damage here is if you are in the middle of attacking her when she does it. In that scenario, it’s best just to roll when you see her start to charge up. Gimp slam: Probably the oddest projectile in video game history. Bad girl will use this move when she has lost about half her health, then she’ll start doing this attack. She will run over to the end of the room with the conveyor belts and smack one of the Gimps with her bat, sending it flying towards you. If it hits, it will deal A LOT of damage- about 1/4 of your life bar. To avoid this attack you have to return the Gimp to bad girl by pressing A right when it’s about to hit you. Then you’ll have to shake the wii-mote just like when you get in a weapon lock to hit the gimp back at bad girl and damage her. This move transitions into… Gimps: Not really a move per se, but after you’ve either been hit with a Gimp or hit bad girl with a gimp, the gimp will get up and join the fight. The Gimps are fast, but other than that they aren’t that impressive. Take them out with a short combo, and then get back to fighting Bad girl. It is possible to catch Bad Girl in the Death blow and deal her some damage if you can maneuver correctly. *Special note: Bad girl will still attack you with gimps while you’re fighting, so keep an eye on her.* Fake Crying: Bad girl’s most vicious move, and an instant kill. Bad girl will drop down on the ground and act like she’s crying. If at any time you attack her, or even approach her during this move, she’ll trip you with her bat and then sit on Travis’ chest and beat him to death with her bat. Avoid her at all costs when she’ doing this attack-just charge up your sword, get the heath chest, or just wait until she gets up and hit her for some damage. *Special note: For Bad Girl, watch to see if she drops her bat when she cries. If she does she is really crying and you can attack at will (great time for a charge attack). If she doesn't, keep your distance until she curses and begins to stand up, then you can get an easy combo in.* - This information is courtesy of Ninjapenguin. Flaming bat: After Bad girl is down to about 1/4 of her health, she’ll light her bat on fire. This gives her two new attacks and her normal moves now do more damage. This makes her even more of a pain. Gimp return: Bad girl will now hit the gimps back at you that she hits at you. If that didn’t make sense, here’s how it works: when she hits a gimp at you and you counter it by hitting A and returning it to her, she will now hit it with her bat and return it to you. You then have to return it to her again to avoid taking damage. This is a mean move, mainly because the timing is really hard to get down. The upside is that she does this move so late in the match you’ll probably only have to deal with it three or four times. Flaming slam: Bad Girl’s final attack has her slamming her bat down on the ground and creating a shockwave of fire. This move is hard to avoid, mainly because the shockwave covers such a large area. You can’t counter or block this, so just roll out of the way to avoid it. She is vulnerable after she attacks, so smack her for some damage. Strategy: Bad girl is one of the toughest fights in the game, and easily your toughest fight up to this point. She has a ton of attacks, an instant kill, and does a lot of damage with each swing of her bat. Do not fear; for she has her faults as well- many of her moves can be countered, she’s fairly slow, and one of her most dangerous attacks can be turned against her. The fight will start out (with some great music I might add) with Bad girl a few feet away from you. Get used to this- a large amount of time will be spent with you and her circling around the arena. She’ll do her basic attacks here- her normal combos, downward slams, counters- just play intelligently and block/dodge when necessary. Counters will make this fight go a lot faster, but after a certain point she seems to gain counter-immunity much like Shinobu. Therefore, most of this fight will be about doing basic combo and charge attacks to deal damage. After you get her health down by about a third, a cinema will play that shows her smacking a gimp with her bat. This attack deals a lot of damage, and it’s unblockable, so the only way to avoid it is to hit them gimp back at her with a timed press of the A button. Whenever she runs over to the gimp conveyor belt (I can’t believe I just wrote “Gimp conveyor belt”…) be prepared to hit the gimps back. After you’ve taken care of the initial attack by either hitting the gimp back or getting hit, you have to deal with the gimp again. They will try to attack you, but they are easily dispatched of. You just have to make sure not to get hit by another gimp from bad girl while you’re dealing with the first one, or from bad girl herself. This is also the time she’ll start to use her instant kill attack. If she drops to her knees and starts crying, don’t take the bait. If you even get near her she hit you and goes to the animation where she kills you. It is possible to attack her during this move though- pay attention to her bat. If she drops it completely then she is actually crying and you can run up and attack her. It’s quite ungentlemanly, but who ever said Travis was a gentleman? When you drain her down to 1/3 of her life bar, she’ll light her bat on fire. This gains her a few new attacks, and these ones are quite vicious. She gets a ground-pound like attack that’s quite difficult to dodge, and she’ll now return the gimps when you hit them back at her. Your goal now is to end this fight as soon as possible- at this point she simply has too many attacks that are too damaging. If you be too cautious you’ll get overwhelmed and die. Go all out and win to take rank two. =============== Preparation: Rank 1 This is it! Your final katana is now ready at Naomi’s lab, but we’re not going to get it just yet. You have to make sure you have enough money first, this katana is not cheap. If you have at least 1,600,000 LBs you can go ahead and buy it. Otherwise, you are going to need a bit of cash. The best way to make money at this point in the game is to use a few easily exploitable missions, but we have not unlocked a few of them yet/ To do so, head over to the Job center to get the final side mission: The Bike Jump. Beating that will unlock the final free fight and assassinations 19 and 20. After completing all those, you might not have enough money for the last katana and all it’s upgrades. Don’t forget you have to pay the rank fee, which at 550,000 LBs is not cheap, so you’ll need to make a little over 2 million LBs here. Use one of these methods: 1. Repeat assassination 18 until you get enough cash. This is easy, and might seem the best way to make money, but if you want to take a chance there’s a better way. 2. A tad more difficult, but more rewarding in the long run. Get assassination 17 and complete it, then do free fights 9 and 10. (This gives you a chance to complete them with gold medals.) Then get all the other free fight missions in the southern half of the map, and after that get side job nine and finish it. After that, finish all the free fights in the northern half of the map. Then start all over again. The free fights will make you some serious cash fast, but only if you are good at them. Use whatever method you are comfortable with. After you have your whopping pile of cash, you are ready to head to the final fight with your new katana. =============== Side Job 9: The bike jump. Controls: Identical to main game Have you ever wondered what that weird ramp was for near the beach? Well you’re about to find out. This mission begins on the main street of Santa Destroy, where you have to follow a marked path on your bike. At the end of he path lays the ramp, and the goal of the mission is to jump off of it and travel as far as you can. This mission is all about timing the jump at the end and making sure you’re going fast enough when you hit it. You don’t need to start boosting until just before you hit the grey ground in front of the ramp: if you start too soon, you’ll run out before the ramp. The second part to mastering this side job is to jump (flick the Wii-mote) at the right time. To do that, wait until your bike is just on the ramp-not even all the way on yet. If you did it at the right time, Travis will go sailing out over the ocean. And if you didn’t…well you’ll still go sailing out over the ocean, just not as gracefully. This is also the sole side job that is profitable: a successful jump earns you 50,000 LBs, and for 20-30 seconds of work that’s quite respectable. =============== Assassination 19: Single Strike Difficulty: 5/5 LB: $10,000 per kill, no set amount =============== The name says it all: take a single hit in this mission and you are done, just like a free fight. However…every enemy is a machine gunner and they all spawn near one another. To add even more on the difficult pile, the enemies have increased visual ranges-they will attack you from further away. If that all sounds difficult… well it really is hard. As of this writing I have yet to kill all enemies in this mission, so I would appreciate any strategies you might have. Getting a gold medal doesn’t require you to kill all the enemies though, so I can at least tell you how to get that. The enemies will appear in a zigzag pattern as you progress down the beach, and each time they spawn they are closer together. For the first five enemies you’ll be using defensive tactics. Get close to one while guarding, then wait for him to empty his clip When you are sure no other enemies are firing, hit him with a jump attack (shake the nunchuck). He will fall down, so back up and use a down attack to kill him. This strategy stops working after the enemies spawn too close together, but at that point I can’t help you. Good luck with it though… =============== Assassination 20: Batting Killing Center Difficulty: 2/5 LB: $3000 per kill, 90,000 total =============== This mission has you fighting the gimps from the rank 2 battle, and they aren’t that difficult. You’ll be placed in the batting cage area where you fought Bad Girl, and groups of enemies will appear. Whenever you take out one group, another will spawn in a few seconds. At this point in the game you should have the Tsubaki mk-III with the energy saver, and if you have that just use repeated down stance charge attacks to win the fight. If you do this you’ll win easily, netting you 90,000 LBs. =============== Free fight 9 Difficulty: 5/5 =============== This mission will have you fighting the Yakuza enemies at the bus station; much like in ranked fight 3. Only this time all the enemies have pistols and you can’t get hit. The only way to consistently beat this mission is to abuse the Tsubaki mk-III’s down stance charge attack, and even using that it might take you a few tries before you conquer this mission. Here’s the best way to do it: At the start, charge a down stance attack. (From here on, all charged attacks will be down stance). After the move is fully charged lock on to the enemy in front of you and move forward until he begins to stand. Just before he is al the way up, do your full charge combo. The first shot will likely miss, but the second or third will hit and kill him. This is how we’re going to kill almost all the enemies in the level: it’s a very effective process. Next kill the enemy in front of you the same way, then the one to left. After he is dead, return to the starting point and (While holding Z) go around the bus. Let this enemy empty his clip, then kill him with standard moves. Next go north around the bus again and kill the first enemy with the charge combo. Then kill the other enemy with standard moves. Go back to where you killed the second enemy, and then kill the enemy between the two buses. Go to the far end of the bus (the one placed diagonally) and charge an attack. Start to circle around the bus, and when you get to the back unleash the attack. This should kill the enemy that was standing there. In the brief second after you land lock onto the enemy to your right by the bus, then retreat back to the other side of the bus. Using the same method that you used before, unleash a charge attack to get around the front of the bus like you did the back. This will leave you with a single enemy in the corner here: let him fire at you, then close in for the kill. =============== Free Fight 10 Difficulty: 5/5 =============== This mission is nearly identical to free fight nine, but there are slight changes. You now fight enemies that use only machine guns instead of pistols, but this doesn’t make the fight and harder, just different. The enemies also have a slightly different layout, but again it just makes the fight different rather than harder. Kill the enemy in front of you with a charge attack; then take out all the enemies on the western section of the map just like in free fight nine- they have the same layout, so the strategy is the same. As you’re going to the right section, charge an attack to take down the enemy that will be on your right. Then kill the enemy at the far end of this alley and return to the front of the bus. Use a charge attack to move around the front of the bus and take down this enemy, and then kill the one in the corner. After this, a final enemy will spawn back on the west side of the level. Take him out to win. =============================================================== Rank 1: Darkside Nationality: Unknown Age: Unknown. Weapon: Dragon Beam Katana Location: His Castle Quote: This isn’t just another story! Travis’ Quote: You’re full of it aren’t you? =============================================================== Cards: 46. Behind you after you land in the forest. 47. At the second fork. 48. At the third fork. 49. At the fourth fork. 50. After Ryu’s letter. Enemies: =============== XIII. Motorcycle riders: Only faced during the rank 1 mission, and only two of them. These guys are more like obstacles than real enemies. They will speed in front of you and toss fire bombs at you, but these are easily avoidable. To knock them back, ram them with the Schpel Tiger. This will place them behind you for a few seconds before they come back. You can’t kill them, and you can actually get hurt if you hit them the wrong way, so I would just recommend avoiding the fire bombs. Walkthrough: =============== This mission starts with someone stealing the Schpel tiger. Great, now you have to go get it at the southern end of the map. After you get it, Travis will drive onto the freeway and be faced with two motorcycle enemies. If they get too far ahead of Travis they will toss fire bombs in his path, so ram them to take them out of the game for a little while. Just be careful not to let their bikes hit you when they fall. Continue doing this until they leave; Travis will now have to dodge a massive laser. Just move to one side of the road, and when the beam stops moving boost to the other side to dodge it. After you’ve done that a few times, Travis will notice a drawbridge up ahead that you will have to jump; but first you have to get up enough speed. Time the button prompts with the speedometer at the top of the screen to get going fast enough. When you reach the bridge, jump when the prompt appears to clear the gap and proceed with the level. When you “Land”, you’ll find yourself in a forest. This is a maze-like forest, and only the correct path can lead you out. Take the wrong one and you will end up back here and have to start all over. To find the right path, you’ll have to look for the ghost of Thunder Ryu. He will briefly point in the right direction before disappearing, so pay attention. Or if you’re lazy, here’s the right path: Right, Left, Right, and Left. But before you go on, turn around and get the level’s first card. At each fork there are few things: Enemies, health/battery chests, and cards. At each fork you’ll fight a few enemies. They all use beam katanas, but they should fall fast to your mighty mk-III (You ARE using the mk-III, right?). At each fork you’ll also find a card, collect them. When you reach the end, you’ll get a final message from Thunder Ryu. Next to him is the final card. Continue forward to get a call from Silvia, who explains some things. Then save your game and head for the final fight. Boss: Okay I already pulled this once with Letz shake, and I’m not going to do it again with this guy. His Katana looks awesome though… =============================================================== Real rank 1: Jeane Nationality: American Age: 25 Weapon: Fists of fury. Location: Plain of Pillars Quote: So you and I finally meet… Travis’ Quote: Now I get it! All those fights were for this! =============================================================== Difficulty: 4/5 Dash attack: Jeane will charge for a moment, and then charge forward in an unblockable strike. This move gets progressively harder to dodge throughout the fight- for each level that Jeane shrinks the arena, she’ll add another hit onto her attack. This attack is also long range; Jeane dashes forward quite a bit when she uses it. By the time she has all three strikes in the attack, it’ll take some fast footwork to dodge. There is an upside to all of this though: Jeane leaves herself wide open after this attack is completed, so deal some damage while you have the chance. After you’ve rolled away of course. Roundhouse: A quick roundhouse kick. This attack is blockable and counterable. Abuse it as necessary. You don’t really need to worry about this attack at all, and you actually want her to do it so you can hit her for some damage. Clash: It should be noted that you will clash with Jeane quite a few times during the fight, much more then with usual bosses. These are probably the only clashes that are challenging to win in the game, so take care not to lose the chance to deal some easy damage. Charge combo: This attack starts out like any other bosses’ combo attack, but it ends with a very fast unblockable strike. This is a very dangerous move, and the only real way to avoid it is to dodge. If you feel lucky, or are very skilled, you can actually counter this attack before the unblockable hit at the end. You need to be very fast to do this though, so unless you’re incredibly confident in your abilities then I would just dodge this attack. It looks like you can hit her after she’s done with her attack, but you can’t really get in any more than one hit. Overhead kick: Jeane rushes forward and attacks with an unblockable overhead kick. This move is fast, and it’s difficult to predict. The only way to tell whether or not she’s going to do this attack is by being careful of how close she gets. If she runs up to you and comes closer than usual, dodge to the side because she’ll probably do this attack. There is no way to damage her during or after this attack Dragon: When you deplete Jeane’s health to first 2/3, and then 1/3, Jeane will punch the dragon pendant and reduce the size of the arena this make it harder to dodge her attacks, most notably her dash attack. This also gives her a new move… Stomp: Jeane raises her foot above her head, and then smashes it down on the ground sending out a shockwave. This move is easy enough to avoid, just roll or get out of range. She’s left wide open after doing this attack, so hit her while you have the chance Final counter: Jeane’s final move. When you have depleted her health, you will get in one final clash with Jeane. The only way to win the fight is to beat her at this attack: lose and you’ll die. This move is almost impossible to win, so waggle like a mad man. Strategy: Jeane is a very unique boss. Unlike every other boss in the game, you could probably trade blow for blow and win this fight. Jeane has shockingly low vitality, and will go down in less than a hundred hits. The only problem with this is that Jeane is a master of both speed and defense, and hitting her is difficult. First off, Jeane has a few protective skills you need to be aware of. You cannot throw Jeane; it you try she will get Travis in an arm lock and deal some damage to you. Jeane also has limited counter protection, and even though some moves of hers can be countered you won’t always be able to hit her afterwards. All her defensive tactics turn this fight into a run and gun match: you need to dodge her attacks until she does one of the few she is vulnerable after then hit her for some damage. The big move you need to look for here is her charge attack: dodge this, and you can deal some serious damage. Her roundhouse kick is also easily exploited, she’s vulnerable after the move and you can counter it if you’re fast enough. Be aware that the charge attack will become progressively harder to dodge throughout the fight as Jeane shrinks the arena size, as each time she shrinks the arena you have less room to move and she adds another strike on to the end of the charge attack. Another viable strategy to use during this match is to use the Tsubaki mk- III’s infinite energy to continually use charge attacks. This makes the fight a lot easier if you got the upgrade, but you should be fine with just doing normal strikes. When you’ve taken off all of Jeane’s health she will attack you with one final clash attack. This move is ~very~ difficult to win at. Shake the Wii-mote like your life depends on it (and it does, too) to win the match. If you lose you have to start again…>.> =============== Congratulations! You've won...sort of. After you "beat" the game, you'll be presented with a few choices: Return to Santa Destroy: This allows you to go back and get anything you missed during the main game. Want all gold medals? Didn't get the Tsubaki mk-III? Choose this to return to the city and finish up wahtever you need to. View "fake" ending: This will be avialable no matter what you have in the game. If you decide to watch it first, don't save and you can come back and view the "real" ending whenever you want to. View real ending: You can watch this if you unlocked all of the Katanas in the game. This actually includes the fake ending, so just go ahead and pick this if you want to see how it all plays out. This ending leads to (spoilers below...) Seriously, don't look if you aren't ready. The true final battle! You knew he had to come back at some point, right? =============================================================== Defend Rank 1: Henry Nationality: Unknown, but it’s pretty obvious he’s English. Age: Unknown Weapon: Beam katana Location: The No More Heroes Hotel Quote: You’re a disgrace to yourself, and all those you’ve killed. Travis’ Quote: You want me to tie up all these loose ends? No way! =============================================================== Difficulty: 5/5 Insane combo: Every boss has a combo…but Henry’s is just down right crazy. He will attack with six slashes, then a jump attack, and finally an unblockable somersault attack. This is Henry’s main move, and he likes to do it… a lot. Get used to it. There are three ways to deal with this attack. The first and best option is to counter the move, but he moves so fast it might be difficult to get the counter off in time. This leads to your second option: dodging. Block each one of the attacks until he begins to do the jumping slash, and then dodge to the side. He will attack with the somersault and miss, which leaves you enough time to attack him with a basic combo. The final method is to abuse the charge attack, assuming you have the infinite charge box. Just charge a down stance special and then wait until he attacks you to unleash it. You’ll be invincible during the move. This strategy is best done when you are low on health and need to be defensive, as you can use the attack at any time for a moment of invincibility. The most effective is to use a combination of the first two: try and counter until the jump slash, and if you fail to do that then dodge and attack. Counter: Henry charges and holds his sword point down in front of himself. If you attack him during this, he will hit you with a slash attack. You can actually get through this attack with a down charge slash and deal some damage, and it takes so long for him to do the move it’s a viable strategy. Just don’t attack him with a standard attack here and you’ll be fine. Dash: Henry holds his sword behind him, and then dashes forward with an unblockable dash. This is a mean move for a few reasons: It’s fast, he’ll hit you twice if the first shot connects, he likes to do it at any range (even point blank), he likes to do it right after his other moves, and did I mention that it’s fast? At long range this move is simple enough to avoid; you can either use a down charge attack to hit him through his invincibility, or just dodge out of the way. If you time it right, you can actually hit him with the charge attack and then turn around and hit him with a basic combo. At close range just dodge this move, quickly. He likes to use this move right after the combo, so watch out. Side slash: Henry will wind up and do a horizontal slash. This move is pathetically slow, but unblockable. Just be out of range, or dodge if you’re too close. He’s very vulnerable after this move, so get in a few hits while you have the chance. Electro balls: Henry’s prerequisite long range energy attack. He’ll summon some balls of purple energy above his head, and then send them forward at considerable speed. This move is easy to dodge, and you’ve had to dodge what is essentially the same move from every other boss, so you shouldn’t have much trouble. You can hit him afterwards, and if you’re far enough away then you can actually keep a down charge attack going during this move. Hit him for some damage after it’s done. Standing block: Not an attack, but it is a move. Occasionally Henry will hold his sword with the blade pointing upwards. During this, you can’t hit him with a standard attack. He seems to do this move more when he is lower in health. Dodge: Henry will dodge during the fight. He’ll mainly roll backwards when he feels you’re being too aggressive. You can’t really do anything about this move, but just keep it in mind Impale: Henry’s instant kill move. The start up looks almost exactly like his normal charge attack, except that he’ll say “nighty night” and hold his sword in a slightly different way. He then charges forward with an unblockable strike. If it hits, you’ll get a pretty little animation where Henry stabs you through the chest a few times and kills you. Dodge this move the same way you would the normal charge, only be more cautious with this. You might want to just get out of range if you’re far enough away, but if you’re close roll like your life depends on it. (It actually does too…) Strategy: If you thought Jeane was bad… Henry is everything she was and more. He is blindingly fast, has an instant kill, and ABSOLUTELY INSANE vitality. Seriously, he won’t go down till at least the 400th hit…yes, the four-freaking hundredth hit. You need to be on your toes this entire battle: Henry hits fast, hard, often, and will punish you for any little mistake you make. The first and most important move you need to understand is his eight hit combo. This move will be the best way to damage him throughout the fight, and if you’ve mastered the counter then you shouldn’t have all that much trouble with this move. He really likes to do his dash attack right after doing the combo, so watch out for that when he lands. You’ll often get into loops with this attack, mainly because he really likes to use it at close range. There are times when you might have to deal with this move 10 times in a row, but when you figure out how to hurt him while doing it kind of becomes a blessing in disguise. Unlike most other bosses, Henry is not hesitant about using his instant kill move. In fact, he’ll use it pretty much the entire match. This move is remarkably similar to Shinobu’s instant kill- a small charge, and then an unblockable dash of doom. Unlike Shinobu’s move, this is actually a genuine instant kill and it will kill you from 100% vitality. A truly nasty move, just run like hell whenever you see him use it. If you’re extremely confident, you could try pull off a down stance charge attack when he charges at you. The invincibility granted by the move will save you from being hit and he’ll take damage. Only use this strategy if you’re really confident though, one mess up and it’ll be all over. The trick to winning this fight is all about learning what animations lead into what, and the best advice I can give at this point is to just keep playing. Figure out his patterns and a way to exploit them that works for you, and tear him a whiny new English ass. =============== Congratulations, now you've really beaten the game! ============================================================== Section 7: Compendiums:...(COM) ============================================================== This section is dedicated to collecting all of the relevant data in the guide in a single source. If you just need a quick look, this is the place to come. =============== A.Bosses...(BOS) =============== =============== Rank 10 fight: Death Metal Difficulty: 1/5 =============== Attacks: Single strike-Just like it sounds, a single vertical or horizontal slash. Easy to dodge or block. It can also be countered if you have good timing. Combo attack- A chained combo attack, every hit is blockable. Easily countered for a lot of damage. This is your best opportunity to deal Death Metal damage, as you can counter this-and he’s even wide open after the attack. Clone- Not really an attack, but about 3/4 through the fight he’ll create two clones of himself. They have the same moves that he does, but a lot less health. Strategy: This guy is pretty easy; after all he’s the first boss. He leaves a lot of openings when he swings for counters or just plain ol’ regular strikes. The best way to deal damage to him is to wait for the multi-hit combo, and then counter out of it and smack him a few times. If you’re lucky he’ll be in prime position for a wrestling move afterwards. After a few of these, he’ll summon two clones. You CANNOT damage him while the clones are out, so get to cracking on the clones. Use the same strategies as you did for him, as they have all the same moves, but be sure not to let them gang up on you. It could turn bad if they all cornered you and then proceeded to beat you senseless. You may run into some trouble here with the lock-on too, as it seems to want you to always target Death metal rather than the clones. After the clones are gone, finish him with another combo or two and he’s done. *Special note: if you haven’t mastered the counter attack yet, this battle is a great place to practice. Play around with it for a bit to get the feel for the timing. This move will save your life later on, you NEED to know how to do it.* =============== Boss: Dr. Peace Difficulty: 2/5 =============== Attacks: Bullet barrage- The good doctor will stand in place on the pitcher’s mound and fire a barrage of bullets in one direction. You can block this, but it will eat away at your electricity pretty quickly. Just circle strafe around him to avoid it. Combo shot- The start up for this attack is identical to the Bullet barrage, but this is a much more dangerous attack. He will track you as you run around him, firing off bullets in a few different directions as he does so. He will end this with a pair of powered up shots, which are easy to dodge. The best way to avoid this is to either roll away or circle strafe. Power shot- He will briefly charge a shot, and then fire. He will track you, but this move is pathetically easy to dodge. Just keep running around him and it will miss every time. Don’t get too close though: get too close and Travis won’t run fast enough to dodge it. Draw- The final move in the match. First, he’ll hit you with an unblockable power shot that sends you flying backwards. When you get close to him again, the game will go to a cut scene in which you sheathe your sword and he holsters his pistols. After a moment, you’ll need to press a button (Z,C,A, or B) to quickly draw your katana and finish him. Strategy: This fight is your first real challenge, and thankfully it’s fairly strait forward. First off, he will always stay on the pitcher’s mound no matter where you are in the stage. If you knock him off, he’ll quickly run back. He uses guns, which make it impossible to counter-attack, so we’re going to have to stick with standard combos for this fight. As the fight begins, start circling around him as you ease closer; he likes to do combo shots until you get close. After you get close, it’s pretty much just a war of attrition. Wait for him to fire, circle strafe/dodge, and then smack him a couple times. He might get in a couple lucky shots, but you should be fine here. When you’ve whittled him down to almost nothing he’ll perform the quick draw maneuver on you (see above). Win that and you’ll advance to rank nine, lose and you’ll die. It’s easy though, so don’t worry. =============== Boss: Shinobu Difficulty: 4/5 =============== Attacks: Basic combo: A fairly basic multi-hit combo. Can be blocked (and countered), but eventually she’ll start to add an unblockable hit at the end of the chain. Avoid this combo after you get her down to around 50%. Taunt: Surprisingly, if you’re dumb enough to fall for it this move can actually deal damage. You pretty much have to walk into it though…avoid the slash and then retaliate with a combo of your own. She likes to do this move a lot, and it’s one of the best opportunities to damage her. Stab: She charges up and then stabs forward. This attack is almost as easy to avoid as the taunt, though she will combo into this occasionally. Punish her for doing such a pathetic move with a sword upside the head. Sonic sword: She sheathes her sword and then slashes, causing a shockwave. (Like in the cut scene.) This move is pretty fast, and damaging, and it’s easy to get caught up on a pillar if you’re just circle strafing around. To be safe roll, it’s the only 100% way to avoid this. She likes to do this move a lot from medium and far range, so the easiest way to avoid it is to never be too far away from her. She also likes to do this move right after the flip, so watch for it when she does. Flip: If you get Shinobu in a corner or against a wall, she will vault over you. This does no damage, but she can attack pretty fast after she lands so watch out. Sky high: Shinobu says “shy high” and does a slow somersault attack, which she will combo with if it hits. Blockable and easily avoidable, hit her for some damage after she does it. Omnislah: What else would you call this? This is a version of sonic sword she’ll start using about halfway through the match that throws nine sonic sword bursts at once. Roll to get out of the way and maybe even roll again after that- if you get hit by this it can easily kill you. Rengoken: She’ll charge her sword and then dash forward. Unblockable, you need to roll or strafe to avoid this. She is vulnerable afterwards, so hit her a few times. Gengoken- If you’ve read anything about this game, or have been to the message boards, chances are you’ll know what this attack is. This is Shinobu’s instant kill move- from full health it with take you down to two dots. Basically, that means that if you’ve gotten hit before in this fight than it WILL kill you. The move starts up very similar to Rengoken- she’ll charge her sword, only this time she’ll say something different leading up to it. (I can’t make out what she’s saying, but it’s a lot longer than with just the regular move.) She’ll then dash forward, and if this move even connects you’ll be taken to a short cinema where she beats the life out of you. To top it all off, this move is unblockable so you really need to avoid this at all costs. Strategy: Ah, the infamous Shinobu. This is probably the boss most people have problems with due to a single move: an unblockable one hit kill. Yes, this game’s third boss has an unblockable one-freakin’-hit kill. Welcome to No More Heroes people, this is where the game really begins. Shinobu’s move set is quite varied, and she likes to mix it up quite a bit. Spend a minute or two at the beginning of the fight to get down how a few of her moves work. She really likes to go into her multi hit combos. These combos are easy to dodge and block once you get the hang of them, and though they are counterable, Shinobu seems to have magic counter protection because you can usually only get one or two hits when you counter her. It’s more efficient to just smack her with regular combos; but there is a certain combo that does wonders. If using the Tsubaki, like you should be, hit her twice with a high stance attack, then a beat attack, and then a single high stance attack followed by a final beat attack. This combo has a pretty good chance at stunning her and opening her up for a wrestling move, and wrestling moves really do some damage to her: 3-4 throws and some minor combos should get her down to about one third of her health. Once you get her down to that last third, you really have to start playing cautiously. The above strategy no longer works, and you’ll be lucky to get more than three hits on her before she blocks. She’ll start using her more damaging moves a lot more, and she’ll introduce Gengoken into the mix as well. Gengoken is her instant kill, and if you’re not at full health it will kill you in one shot. Generally speaking, you should stay at about medium range- just far enough so that her melee attacks can’t hit, but close enough so she’ll still do them. If she starts to glow, run away and then dodge. Losing your lock on is a lot less important than dying. Don’t be afraid to simply run either- having a lock on isn’t necessary if you’re 30 feet away. Just keep up the standard combos, and the caution, and you should pull through the fight with only minor damage and scarring. =============== Boss: Destroyman Difficulty: 3/5 =============== Attacks: 4 hit combo: a simple four-hit combo. He’ll use this occasionally, but not that often. It is easy to counter attack this move, but he does it so rarely it’s not really a viable strategy to wait for it. Still, if you get the chance you should exploit this move. Destroy Cannon: Hadouken! He throws a ball of blue energy in a strait line after charging for a moment. This move is easy to dodge, but you can get hit if you’re too close or get hung up on an object. This is his main attack, so get used to dodging it because this attack is unblockable. You can hit him after this move at first, but he’ll eventually block immediately after doing this move so it becomes pointless to attack him after he does it. Destroy Beam: He shoots two beams from the sides of his head. This move is easy to dodge by simply circle strafing, though it can be blocked as well. He is left wide open by this move, so beat the crap out of him for doing it. He’ll do this move quite a bit too, but less so during the second half of the match. Destroy Spark: This is the attack he used on you before the fight. He’ll take a couple steps forward and then thrust his hand out, sending lightning bolts out in a wave for a few feet in front of him. This move is easy enough to dodge, as it has a very limited range. If you see him begin to walk up to you (not run) then dodge to the side to avoid this move. After you get up hit him, he’ll be wide open. Destroy Punch: Destroyman charges up a punch and then slams the ground with it, sending out a shockwave. This attack looks like it would have more range than it does, but it’s actually a fairly close range move. Like most of his attacks, he’s vulnerable after he does this so smack him for some damage. Destroy Flight: This move is only done once, and I’m pretty sure you just have to take the hit. At a certain point during the fight, Destroyman will go airborne. About a half second after the cut scene he’ll fly into you. During the cut scene when this happens hold the Z button as if to guard and as soon as the cut scene ends, dodge. You should be able to dodge the move. Destroy Buster: This is Destroyman’s ultimate move. This move could also easily be called the Crotch Crusher, the Genitalia beam, or even the Co…well you get the point. Destroyman will stand still and charge this move, and his… um “area” will start to glow. A second later a giant beam will be shot. This move can be avoided by circle strafing or dodging, but be careful because if you slow down when running even a bit it will hit you. This move can also hit you if you are too close to Destroyman, so keep your distance. Strategy: Destroyman is sort of like the opposite of Shinobu- rather than being fast and weaker, Destroyman’s attacks are easy to avoid but deal a lot of damage. Also be prepared to hear the word “Destroy” a lot during this fight: He’ll shout the name of each attack before he does it. This makes his attacks easy to predict, but it also makes him quite annoying. The main flow of this battle is as follows: he yells an attack, you avoid it, than hit him for some damage. You can’t counter him much during the battle, as his only counterable move is the small combo he rarely does. Most of his moves are easily dodged, but you need to watch out for spark and Buster most of all. Spark is somewhat deceptive; as it seems to have an odd hit area. You’ll think you’re far enough to the left or right and you’ll still get hit, so it’s best to just roll and avoid it and then hurt him. After you’ve dealt him some damage, he’ll take to the air. He’ll constantly use Destroy Cannon up here, so you need to keep moving to avoid it. To get him back on the ground, you’ll need to destroy one of the consoles on the back wall. (The wall you entered from.) This will bring him back down to Earth. At this point he’ll start using Buster a lot more. I need to stress that you need to keep moving when he does this attack. If you even change the distance between you and him, it could slow you down enough to get hit. The battle plays out exactly the same from here on, and if you’ve gotten to this point with a decent amount of health then you should be fine. =============== Boss: Holly Summers Difficulty: 4/5 =============== Attacks: Missile barrage: Holly will strike a pose a launch a salvo of tracking missiles. This attack can either be a good thing or a bad thing: the missiles deal a lot of damage, but she is left wide open after she does the attack. If you stay at medium-long range, and then charge forward when the missiles are about to hit you they’ll miss and you can hit her for some damage. Knife toss: Holly throws out five knives in a radial pattern. This attack almost never hits- it has a small attack window and you can block it. You really don’t need to worry about this move that much, because of you’re locked on to her like you should be it’ll never hit. Pitfalls: This automatically happens to you at the start of the fight, and it will happen again through out the rest of it. Holly dug pits before the start of the fight, and you’ll be falling into them. Waggle either the Wii-mote or the Nunckuck to climb out of the pit, otherwise a grenade will detonate and you’ll take a fair amount of damage it you can’t get out in time. Holly will try to cover up the pits with sand during the fight, but you can still see a dark outline to avoid them. There are no pits along the water line, so keep that in mind of you need to run away. Sand: Holly tries to hit sand in your face. If this move hits, you’ll be stunned for a moment and she’ll run away. This move is actually to your benefit- it’s incredibly easy to counter this move and hit her. She’ll only do it at close range, so get up in her face and wait to counter it. Mine jump: Holly lays a mine at her feet and then steps on it with her metal leg, sending her flying into the air and landing a short distance away. This move is easy to avoid, as it only hits if you’re really, really close to her. You can hit her after she’s done with it, so pile on some more damage. Shovel Smack: Another move she only does at close range, and the name says it all. This attack is similar to other bosses’ combos, except that this move is much easier to counter than the others. This is another move you want her to do, so counter it and deal some damage. Lot’s of Explosions: She’ll only use this when she has about 2/3 of her life gone. She jumps up on the rock at the northern end of the arena and sends out a missile barrage, and then throws multiple grenades onto the stage. You can’t knock her out of this; you can’t even hit her where she is. So just dodge this move- run as far away as possible from where you were when the attack started. You can hit her when she gets off the rock, so keep that in mind when you run away: you might want to run towards the rock after the missiles hit. Strategy: Holly is a tough fight because unlike the first few assassins, she’s dangerous at any range. Actually, range is probably the biggest factor in this fight- you’ll need to be at the right distance for multiple attacks, and each attack is wildly different. This isn’t helped by the fact that there are pitfalls scattered around the level you can’t see. The pitfalls are the gimmick of this fight. If you fall in one, you’ll get a prompt to get out by waggling the Wii-mote or Nunchuck. If you aren’t fast enough, she’ll toss a grenade down the hole and hit you for quite a bit of damage. Many of her attacks also focus on doing things with the holes. (Hee hee, holes.) She likes to try and create range with multiple attacks: her missiles, sand attack, and mine jump all give her chances to run away and cover up the holes that you’ve already fallen into. Your strategy in this fight is simple: avoid her mid to long-range attacks and get right up in her face. You can hit her between attacks, but the real damage comes from countering either her sand attack or shovel-smack. You’ll be able to hit her a lot here, and often you can throw her after this as well. After she gets down to about 30%, she’ll regularly jump on the rock and launch missiles and throw grenades. All you can do from this point is to keep running and keep up with the counters and standard combos to win the match. =============== Boss: Letz Shake Difficulty: (<.<) =============== =============== Boss:Harvey Moseiwitsch volodarskii Difficulty 2/5 =============== Attacks: Teleport: Harvey will snap, and then disappear in a puff of purple smoke. This move doesn’t damage you but he does it a lot, and it makes you lose your lock on. He mostly does this after doing one of his attacks, see keep it in mind Whirlwind: Harvey’s most damaging move, it’s a difficult move to dodge. Harvey will extend his arms out and twirl around in classic Zelda fashion, following you around the arena as he does so. This move does a lot of damage, is unblockable, and he moves fast while doing it; not a fun combo. The only thing you can do it run away: disengage your lock on and book it. If you keep your lock on going, you’ll move to slow and will get hit. Also, avoid going into corners: it’s easy to get trapped without realizing it. Sword combo: Wow- a boss with a three hit combo, who woulda’ thunk it? Harvey has this move just like every other boss, but there is a slight difference with this one- it’s massively abuse able. If you counter this move and hit him, he will almost always be stunned and then throwable. This single move is what got him a 2/5 instead of 3/5, this move is just that bad. Doves: Harvey’s projectile attack. He snaps his fingers and then summons some doves around his head. After a second or two, they will fly in a strait line towards Travis one by one and attempt to hit him. The doves are unblockable, but by circle strafing you move fast enough to dodge their attacks. You can hit Harvey after all of the doves are gone, so pile on some damage. He’ll change this move about half way through the match by sending the doves faster, so you might want to dodge that version. He can’t be hit after this move after he changes it. Charged stab: Harvey will charge for a moment, then stab forward with one of his swords. This move is unblockable, so just dodge it. It’s easy enough to avoid, so hit Harvey a few times afterwards. Inversion: Harvey will flip the screen upside down, inverting you controls. He will then use all his attacks just like before for a good 10-15 seconds before returning the stage to normal. This move isn’t as bad as it seems though: when Harvey calls out “welcome to the nightmare”, this move’s audio cue, run up as close as you can to him. Wait until after the stage flips, and then hit him with a basic combo. Chances are, you’ll have taken up the entire amount of time the stage would be flipped and it will return back to normal without him doing any of his moves. Taunt: Harvey will occasionally taunt, calling out phrases related to magic or theatre. You can hit hin during these taunts, and I would do so. Spotlight: Harvey will call out “music…begin!” and disappear. A spotlight will then appear on the stage and follow you around. If it hits you, a short cut scene will play that shows Harvey putting Travis in a box. You then have to shake the Wii-mote/nunchuck or rapidly press the A button to get out in time before the box blows up with you inside, killing you instantly. This move’s bark is lot worse than its bite, as the box is very easy to escape from when you’re inside. If you’ve been winning weapon clashes and doing the bench press, it’s nearly impossible to fail at saving yourself. Strategy: Harvey is…well, Harvey’s a wimp. Most of his attacks are easy to avoid, his instant kill is a joke, and he gets stunned after only a few hits. This is the easiest fight since Dr. Peace, and Silvia was dead on when she said you’ll win with “2000% certainty.” Harvey’ basic routine consists of teleporting around as he does his various moves, mainly his three hit combo and dove attack. The three hit combo is a terrible idea on Harvey’s part, but great for you-the move can be countered very easily. Countering the three hit combo also will almost always leave Harvey stunned and viable to throw, which takes off a large portion of his health bar. The best thing is that he never changes his strategy other than altering the dove attack, and he will never learn how abuse able this move is. Harvey does have a few tricks up his sleeve though- mainly his spin, stage flip, and spotlight attack. These are all pretty easy to avoid, but they will hurt a lot if they manage to hit. His spin move requires you to run away (disengage you lock on), the flip can be countered by running up and hitting him after the level flips, and the spotlight attack can be stopped either by avoiding the light or moving the Wii-mote fast enough. All things considered, this is a really easy fight. After you kill him, you even get to watch a “moment” with Silvia and Travis. =============== Boss: Speed Buster Difficulty: 3/5 =============== Attacks: Mega cannon: Speed buster’s only attack, it’s pretty much impossible to miss it. If for some reason you can’t see, it’s the half-a-mile long blast from her cannon. You know, the giant red screen-filling beam of death? Yeah, that. Needless to say, this move should be avoided, though you can lower the damage you take if you rapidly tap A. This doesn’t mean that you’ll avoid the damage, it will just reduce the amount you take. Strategy: This isn’t technically a boss fight; it’s more of gauntlet than anything. You will start at the one end of a street, and speed buster will be at the other end. Your goal is to make it down to her and find a way to stop the cannon from firing. This is easier said than done. Every few seconds, Speed buster will fire her cannon. This screen filling attack does a ton of damage, and with a few direct hits you’ll be dead. To circumvent this, you have to move up by running from the little alley ways that dot the sides of the street. These alleyways can have Health, batteries, or cards, but they usually have enemies. These are the difficult Yakuza enemies that you faced before in the level, and they can deal some damage if you aren’t careful. The only real strategy here is to keep going. Dodge in and out of the alleyways as you avoid the cannon fire. You can break down certain doors along the way to get inside of buildings, and this is made much easier by the “soul of three” ability you got from the lovikov man as it lets you see the doors you can break down. To finally defeat speed buster, you have to work your way almost all the way to where she is firing the cannon from. You’ll know where you have to be when there aren’t anymore alleys to duck into. Make your way to the left alley (Orienting yourself by where Speed Buster is) and find the telephone pole near the end of the alley. You have only gotten four cards up to this point in the level. The fifth card is located near the telephone pole at the north end of the street. Get into the alleyway that has the pole, and head south to find it. Then attack the pole to start the chain reaction that will take down Speed Buster. *Special note: There is actually another way to take down Speed Buster, but it has a very slim chance of actually happening. When you’re fighting the Yakuza in the alleys near the end of the level, you might randomly roll three grass- hoppers for your dark side bonus. This will slow down time long enough for you to just run up to Speed buster and trigger the death scene.* =============== Boss: Bad Girl Difficulty: 5/5 =============== Attacks: Bat combo: Like most bosses, bad girl has a standard three hit combo attack. This move is easily counterable and blockable, and she is open afterwards to a basic combo. This attack will change later in and become the… Flail: An altered version of her normal combo, this is a multi-hit combo that will get progressively longer during the match. Eventually this move will be a 12 hit power house, and you can kiss your life goodbye if she hits you with the whole thing. This attack is blockable and counterable just like her first combo. Wind-up: Bad Girl will twirl her bat at her side a few times, and then strike with and unblockable attack. This is a mean move, because if you don’t act fast you’ll bet hit for a lot of damage. All of the attacks up until the end are blockable, but not counterable. This leads to difficulty with this attack, as it looks like the flail move. It’s best to just roll out of the way for this attack. Any damage you might do is offset by the damage you’ll receive doing it. Downward swing : Bad girl will charge for a moment, then slam down forward with her bat. This move is actually your friend- bad girl leaves herself wide open afterwards for a basic combo. She also likes to do this move at the end of other long chain combos, but it’s no more dangerous there. Counter: Bad girl will charge and hold her bat as if she’s about to hit a ball. If you hit her during this she’ll hit you for a lot of damage. This move is easy to avoid- just don’t hit her. The only way you might take damage here is if you are in the middle of attacking her when she does it. In that scenario, it’s best just to roll when you see her start to charge up. Gimp slam: Probably the oddest projectile in video game history. Bad girl will use this move when she has lost about half her health, then she’ll start doing this attack. She will run over to the end of the room with the conveyor belts and smack one of the Gimps with her bat, sending it flying towards you. If it hits, it will deal A LOT of damage- about 1/4 of your life bar. To avoid this attack you have to return the Gimp to bad girl by pressing A right when it’s about to hit you. Then you’ll have to shake the wii-mote just like when you get in a weapon lock to hit the gimp back at bad girl and damage her. This move transitions into… Gimps: Not really a move per se, but after you’ve either been hit with a Gimp or hit bad girl with a gimp, the gimp will get up and join the fight. The Gimps are fast, but other than that they aren’t that impressive. Take them out with a short combo, and then get back to fighting Bad girl. It is possible to catch Bad Girl in the Death blow and deal her some damage if you can maneuver correctly. *Special note: Bad girl will still attack you with gimps while you’re fighting, so keep an eye on her.* Fake Crying: Bad girl’s most vicious move, and an instant kill. Bad girl will drop down on the ground and act like she’s crying. If at any time you attack her, or even approach her during this move, she’ll trip you with her bat and then sit on Travis’ chest and beat him to death with her bat. Avoid her at all costs when she’ doing this attack-just charge up your sword, get the heath chest, or just wait until she gets up and hit her for some damage. *Special note: For Bad Girl, watch to see if she drops her bat when she cries. If she does she is really crying and you can attack at will (great time for a charge attack). If she doesn't, keep your distance until she curses and begins to stand up, then you can get an easy combo in.* - This information is courtesy of Ninjapenguin. Flaming bat: After Bad girl is down to about 1/4 of her health, she’ll light her bat on fire. This gives her two new attacks and her normal moves now do more damage. This makes her even more of a pain. Gimp return: Bad girl will now hit the gimps back at you that she hits at you. If that didn’t make sense, here’s how it works: when she hits a gimp at you and you counter it by hitting A and returning it to her, she will now hit it with her bat and return it to you. You then have to return it to her again to avoid taking damage. This is a mean move, mainly because the timing is really hard to get down. The upside is that she does this move so late in the match you’ll probably only have to deal with it three or four times. Flaming slam: Bad Girl’s final attack has her slamming her bat down on the ground and creating a shockwave of fire. This move is hard to avoid, mainly because the shockwave covers such a large area. You can’t counter or block this, so just roll out of the way to avoid it. She is vulnerable after she attacks, so smack her for some damage. Strategy: Bad girl is one of the toughest fights in the game, and easily your toughest fight up to this point. She has a ton of attacks, an instant kill, and does a lot of damage with each swing of her bat. Do not fear; for she has her faults as well- many of her moves can be countered, she’s fairly slow, and one of her most dangerous attacks can be turned against her. The fight will start out (with some great music I might add) with Bad girl a few feet away from you. Get used to this- a large amount of time will be spent with you and her circling around the arena. She’ll do her basic attacks here- her normal combos, downward slams, counters- just play intelligently and block/dodge when necessary. Counters will make this fight go a lot faster, but after a certain point she seems to gain counter-immunity much like Shinobu. Therefore, most of this fight will be about doing basic combo and charge attacks to deal damage. After you get her health down by about a third, a cinema will play that shows her smacking a gimp with her bat. This attack deals a lot of damage, and it’s unblockable, so the only way to avoid it is to hit them gimp back at her with a timed press of the A button. Whenever she runs over to the gimp conveyor belt (I can’t believe I just wrote “Gimp conveyor belt”…) be prepared to hit the gimps back. After you’ve taken care of the initial attack by either hitting the gimp back or getting hit, you have to deal with the gimp again. They will try to attack you, but they are easily dispatched of. You just have to make sure not to get hit by another gimp from bad girl while you’re dealing with the first one, or from bad girl herself. This is also the time she’ll start to use her instant kill attack. If she drops to her knees and starts crying, don’t take the bait. If you even get near her she hit you and goes to the animation where she kills you. It is possible to attack her during this move though- pay attention to her bat. If she drops it completely then she is actually crying and you can run up and attack her. It’s quite ungentlemanly, but who ever said Travis was a gentleman? When you drain her down to 1/3 of her life bar, she’ll light her bat on fire. This gains her a few new attacks, and these ones are quite vicious. She gets a ground-pound like attack that’s quite difficult to dodge, and she’ll now return the gimps when you hit them back at her. Your goal now is to end this fight as soon as possible- at this point she simply has too many attacks that are too damaging. If you be too cautious you’ll get overwhelmed and die. Go all out and win to take rank two. =============== Boss: Jeane Difficulty: 4/5 =============== Attacks: Dash attack: Jeane will charge for a moment, and then charge forward in an unblockable strike. This move gets progressively harder to dodge throughout the fight- for each level that Jeane shrinks the arena, she’ll add another hit onto her attack. This attack is also long range; Jeane dashes forward quite a bit when she uses it. By the time she has all three strikes in the attack, it’ll take some fast footwork to dodge. There is an upside to all of this though: Jeane leaves herself wide open after this attack is completed, so deal some damage while you have the chance. After you’ve rolled away of course. Roundhouse: A quick roundhouse kick. This attack is blockable and counterable. Abuse it as necessary. You don’t really need to worry about this attack at all, and you actually want her to do it so you can hit her for some damage. Clash: It should be noted that you will clash with Jeane quite a few times during the fight, much more then with usual bosses. These are probably the only clashes that are challenging to win in the game, so take care not to lose the chance to deal some easy damage. Charge combo: This attack starts out like any other bosses’ combo attack, but it ends with a very fast unblockable strike. This is a very dangerous move, and the only real way to avoid it is to dodge. If you feel lucky, or are very skilled, you can actually counter this attack before the unblockable hit at the end. You need to be very fast to do this though, so unless you’re incredibly confident in your abilities then I would just dodge this attack. It looks like you can hit her after she’s done with her attack, but you can’t really get in any more than one hit. Overhead kick: Jeane rushes forward and attacks with an unblockable overhead kick. This move is fast, and it’s difficult to predict. The only way to tell whether or not she’s going to do this attack is by being careful of how close she gets. If she runs up to you and comes closer than usual, dodge to the side because she’ll probably do this attack. There is no way to damage her during or after this attack Dragon: When you deplete Jeane’s health to first 2/3, and then 1/3, Jeane will punch the dragon pendant and reduce the size of the arena this make it harder to dodge her attacks, most notably her dash attack. This also gives her a new move… Stomp: Jeane raises her foot above her head, and then smashes it down on the ground sending out a shockwave. This move is easy enough to avoid, just roll or get out of range. She’s left wide open after doing this attack, so hit her while you have the chance Final counter: Jeane’s final move. When you have depleted her health, you will get in one final clash with Jeane. The only way to win the fight is to beat her at this attack: lose and you’ll die. This move is almost impossible to win, so waggle like a mad man. Strategy: Jeane is a very unique boss. Unlike every other boss in the game, you could probably trade blow for blow and win this fight. Jeane has shockingly low vitality, and will go down in less than a hundred hits. The only problem with this is that Jeane is a master of both speed and defense, and hitting her is difficult. First off, Jeane has a few protective skills you need to be aware of. You cannot throw Jeane; it you try she will get Travis in an arm lock and deal some damage to you. Jeane also has limited counter protection, and even though some moves of hers can be countered you won’t always be able to hit her afterwards. All her defensive tactics turn this fight into a run and gun match: you need to dodge her attacks until she does one of the few she is vulnerable after then hit her for some damage. The big move you need to look for here is her charge attack: dodge this, and you can deal some serious damage. Her roundhouse kick is also easily exploited, she’s vulnerable after the move and you can counter it if you’re fast enough. Be aware that the charge attack will become progressively harder to dodge throughout the fight as Jeane shrinks the arena size, as each time she shrinks the arena you have less room to move and she adds another strike on to the end of the charge attack. Another viable strategy to use during this match is to use the Tsubaki mk- III’s infinite energy to continually use charge attacks. This makes the fight a lot easier if you got the upgrade, but you should be fine with just doing normal strikes. When you’ve taken off all of Jeane’s health she will attack you with one final clash attack. This move is ~very~ difficult to win at. Shake the Wii-mote like your life depends on it (and it does, too) to win the match. If you lose you have to start again…>.> =============== Boss: Henry Difficulty: 5/5 =============== Attacks: Insane combo: Every boss has a combo…but Henry’s is just down right crazy. He will attack with six slashes, then a jump attack, and finally an unblockable somersault attack. This is Henry’s main move, and he likes to do it… a lot. Get used to it. There are three ways to deal with this attack. The first and best option is to counter the move, but he moves so fast it might be difficult to get the counter off in time. This leads to your second option: dodging. Block each one of the attacks until he begins to do the jumping slash, and then dodge to the side. He will attack with the somersault and miss, which leaves you enough time to attack him with a basic combo. The final method is to abuse the charge attack, assuming you have the infinite charge box. Just charge a down stance special and then wait until he attacks you to unleash it. You’ll be invincible during the move. This strategy is best done when you are low on health and need to be defensive, as you can use the attack at any time for a moment of invincibility. The most effective is to use a combination of the first two: try and counter until the jump slash, and if you fail to do that then dodge and attack. Counter: Henry charges and holds his sword point down in front of himself. If you attack him during this, he will hit you with a slash attack. You can actually get through this attack with a down charge slash and deal some damage, and it takes so long for him to do the move it’s a viable strategy. Just don’t attack him with a standard attack here and you’ll be fine. Dash: Henry holds his sword behind him, and then dashes forward with an unblockable dash. This is a mean move for a few reasons: It’s fast, he’ll hit you twice if the first shot connects, he likes to do it at any range (even point blank), he likes to do it right after his other moves, and did I mention that it’s fast? At long range this move is simple enough to avoid; you can either use a down charge attack to hit him through his invincibility, or just dodge out of the way. If you time it right, you can actually hit him with the charge attack and then turn around and hit him with a basic combo. At close range just dodge this move, quickly. He likes to use this move right after the combo, so watch out. Side slash: Henry will wind up and do a horizontal slash. This move is pathetically slow, but unblockable. Just be out of range, or dodge if you’re too close. He’s very vulnerable after this move, so get in a few hits while you have the chance. Electro balls: Henry’s prerequisite long range energy attack. He’ll summon some balls of purple energy above his head, and then send them forward at considerable speed. This move is easy to dodge, and you’ve had to dodge what is essentially the same move from every other boss, so you shouldn’t have much trouble. You can hit him afterwards, and if you’re far enough away then you can actually keep a down charge attack going during this move. Hit him for some damage after it’s done. Standing block: Not an attack, but it is a move. Occasionally Henry will hold his sword with the blade pointing upwards. During this, you can’t hit him with a standard attack. He seems to do this move more when he is lower in health. Dodge: Henry will dodge during the fight. He’ll mainly roll backwards when he feels you’re being too aggressive. You can’t really do anything about this move, but just keep it in mind Impale: Henry’s instant kill move. The start up looks almost exactly like his normal charge attack, except that he’ll say “nighty night” and hold his sword in a slightly different way. He then charges forward with an unblockable strike. If it hits, you’ll get a pretty little animation where Henry stabs you through the chest a few times and kills you. Dodge this move the same way you would the normal charge, only be more cautious with this. You might want to just get out of range if you’re far enough away, but if you’re close roll like your life depends on it. (It actually does too…) Strategy: If you thought Jeane was bad… Henry is everything she was and more. He is blindingly fast, has an instant kill, and ABSOLUTELY INSANE vitality. Seriously, he won’t go down till at least the 400th hit…yes, the four-freaking hundredth hit. You need to be on your toes this entire battle: Henry hits fast, hard, often, and will punish you for any little mistake you make. The first and most important move you need to understand is his eight hit combo. This move will be the best way to damage him throughout the fight, and if you’ve mastered the counter then you shouldn’t have all that much trouble with this move. He really likes to do his dash attack right after doing the combo, so watch out for that when he lands. You’ll often get into loops with this attack, mainly because he really likes to use it at close range. There are times when you might have to deal with this move 10 times in a row, but when you figure out how to hurt him while doing it kind of becomes a blessing in disguise. Unlike most other bosses, Henry is not hesitant about using his instant kill move. In fact, he’ll use it pretty much the entire match. This move is remarkably similar to Shinobu’s instant kill- a small charge, and then an unblockable dash of doom. Unlike Shinobu’s move, this is actually a genuine instant kill and it will kill you from 100% vitality. A truly nasty move, just run like hell whenever you see him use it. If you’re extremely confident, you could try pull off a down stance charge attack when he charges at you. The invincibility granted by the move will save you from being hit and he’ll take damage. Only use this strategy if you’re really confident though, one mess up and it’ll be all over. The trick to winning this fight is all about learning what animations lead into what, and the best advice I can give at this point is to just keep playing. Figure out his patterns and a way to exploit them that works for you, and tear him a whiny new English ass. =============== B.Cards...(CRD) =============== Cards: Rank 10 1. Right outside of the office, on the third floor. 2. Inside of the office in front of the desk 3. Inside the large hall room, after killing the second wave of enemies 4. Outside the large hall to the left. 5. Right outside of the pool area at the end of the level. Cards: Rank 9 6. To the left right at the start of the level 7. To the left against the wall after the first batting mini-game. 8. In the third floor batting hall way. 9. Right around the corner from card eight, in front of a vending machine. 10. In the hall way just after you fight the three beam katana guys. Cards: Rank 8 11. Directly left of the school, outside. 12. Right after you enter the school, down the right hallway. 13. Down the left hall right after the gym. 14. Under the stair case at the end of the hall after card #13. 15. In the hallway after your call from Silvia. Cards: Rank 7 16. Immediately in front of you when the level starts. 17. Next to the departure exclamation point. 18. Next to a pillar after you get off the train. 19. After you go up the stairs in the station after #18, right next to the Bathroom. 20. Outside to the left after the first film studio. Cards: Rank 6 21. To the far left of the starting point. 22. Near the life guard tower in the second section. 23. Nest to the second beach access stair case in the third section. 24. Near the life guard tower in section four. 25. On a porch of a house near the bathroom at the end of the level. Cards: Rank 5 26. Directly behind you when you start the level. 27. At the bottom of the stairs right after the beginning of the level. 28. At the bottom of the stairs right after the beginning of the level. (Same place as #27.) 29. Along the tunnel path, right before Silvia calls you 30. In the whiteness at the end of the level. Cards: Rank 4 31. Near the bathrooms at the beginning of the level. 32. At the far end of the train platform before you get on the train. 33. Behind you after you get off of the train. 34. At the top of the stairs just before the near of the level. 35. Same place as #34. It’s just a few feet away. Cards: Rank 3 36. Directly to your right after starting the stage. 37. Next to the bus on your left at the start of the level. 38. In the upper left corner of the bus depot. 39. Next to the bathroom at the end of the level 40. In an alley during the boss fight south of the telephone pole. Cards: Rank 2 41. Baseball field, to the left. 42. Baseball field, to the right. 43. Behind home plate. 44. In the hallway after the field. 45. In the hallway after the field, next to #44. Cards: Rank 1 46. Behind you after you land in the forest. 47. At the second fork. 48. At the third fork. 49. At the fourth fork. 50. After Ryu’s letter. =============== C.Assassinations...(ASN) =============== =============== Assassination 1: Pizza butt Difficulty: 3/5 LB: $30,000 =============== This mission has you trying to take out the CEO of “Pizzabutt”, which is apparently an evil fast food chain. You have to pick out the CEO (labeled “Target”) from a group of regular enemies. None of the people matter other than the CEO, so just go strait for him. He’ll try to run away, but it shouldn’t be a problem to kill him. The mission itself is not hard to complete, but getting a gold medal on this level is- you need to kill the CEO in less than 10 seconds. You could try to do it now, but it’ll be much easier if you come back with a better Katana later on. =============== Assassination 2: Snake Hall Difficulty: 2/5 LB: $20,000 =============== Takes place in the same place as #1 (Avalanche Hall), but this time you just need to kill everybody. This is an extremely simple mission-all you have to do is kill people. Try and group them together and either use a Down-stance charge attack, or just a standard death-blow to damage them all at once. You’ll probably get gold on your first try, but if you’re having a hard time just come back with a better katana later. =============== Assassination 3: Hooligan’s paradise Rules: Kill only with wrestling moves Difficulty: 4/5 LB: $3000 per kill, $45,000 for the whole level. =============== This is an easy match to win, but a tough one to master. This fight puts you back in destroy stadium, and against 15 baseball players. However, the catch to this fight is that you can only use wresting moves- if you attack with your katana you’ll immediately forfeit the match. This fight is split up into two parts. At the start of the match, there will be players scattered all over the field. Using charged Beat attacks, take down all the thugs that approach you one by one. After you take out all of these, a second wave spawns; two groups of three. If you just try to fight them like normal, they’ll gang up on you and you’ll lose. The key to this final portion is counter attacks. If you counter attack in the middle of the group of players and use a charged beat attack, it’s easy to knock out three or four at once. Just make sure you can move the remote fast enough and you’ll come out on top. =============== Assassination 4: Baseball battle Difficulty: 1/5 LB: $4500 per kill, 45,000 total. =============== This is identical to when you fought these guys during the rank 9 match. There’s no secret strategy here that will win this for you, just good old fashioned timing. The only other thing I’ll add in is that this match is hard to do sitting down and get the angle right, but you might have better luck with it that I did. *This Assassination is great if you want to make some quick cash. It takes about 20 seconds to complete and you get a good amount of money.* =============== Assassination 5: Pizza Butt Returns Difficulty: 4/5 LB: $ 50,000 =============== The only difference between this and mission one is that some enemies will now have guns. The strategy remains the same however: just kill the CEO as fast as possible. =============== Assassination 6: Sword Master Rules: one hit kills. Difficulty: 1/5 LB: $ 4000 per kill, 60,000 total =============== This mission might seem standard at first, but it’s not. You are fighting in the arena where you faced down Shinobu and are faced with 15 hoods to deal with. The catch here is that you have a one hit kill ability: each time you hit an enemy with your katana, the death blow prompt shows up. Even if the enemy is at full health, you’ll still drain them down to nothing. As you might expect, this makes for one easy fight. Go to town and take revenge for all those cheap shots in Free fight missions! =============== Assassination 7: Rules: One hit kills. Difficulty: 2/5 LB: $90,000 =============== A fun and extremely satisfying assassination mission, this is one hell of a fight. You will be fighting in one of the studios from rank fight 7 against the weird bag-head enemies, and you have five minute to kill one hundred of them. This might seem imposing at first, but you have a one hit kill ability for this mission. Whenever you hit an enemy with your katana, the death blow icon will pop up and allow you to kill that enemy. That makes this fight extremely easy, not to mention one of the bloodiest fights in the game. *Special note: this fight might seem like a great way to make money, but you can make a lot more by doing shorter missions in the time you take to complete this once.* =============== Assassination 8: Baseball Battle two Difficulty: 2/5 LB: $5000 per kill, 50,000 total =============== This is exactly like the first baseball battle mission, only the enemies throw the ball a little bit faster. Use the same tactics as before, and you can make nearly 50,000 LBs in about 20 seconds. Use this mission if you need some quick cash. =============== Assassination 9: Dark Side Battle Rules: Dark side mode is activated. Difficulty: 1/5 LB: $3000 per kill. =============== This battle can only be described as amazing. Travis is placed in a small room with infinitely spawning enemies, and Travis has dark side mode enabled the entire fight. Each enemy dies in a single stylish hit from your katana, and you’re invincible, so just go nuts here. This is another mission that’s easy to make a lot of cash on, mainly due to how easy it is. Not to mention that this fight is extremely cool… =============== Assassination 10: Tiger hall. Difficulty: 3/5 LB: $3000 per kill, 45,000 total =============== This free fight mission has you squaring off against some enemies on the beach. The difficulty in this fight comes from the gunner-type enemies; they are mixed in with the rest of the people you have to fight. The simplest strategy is to take them out first, and then deal with their companions. The annoying part in the fight comes from the fact that the gunners don’t like to stand still, and will run away from you if you get too close. You might have a hard time with this mission right now, but if you come back with a better katana you should be able to get a gold medal no problem. =============== Assassination 11: Pizza Butt, the Finale. Difficulty: 3/5 LB: $75,000 =============== Despite being the final Pizza Butt mission, it’s the easiest one to get a gold medal on. All the enemies in this fight have beam katanas, which would normally be pretty challenging. However, the CEO in this match behaves differently than in the last two matches. In this one, he starts in the front of the group instead of the back and actively tries to attack you. Just head strait for him like usual and finish him off to win the match. =============== Assassination 12: Pro-wrestling contest. Rules: Only wrestling moves may be used for this match. Difficulty: 2/5 LB: $5000 per kill, 75,000 total =============== This match is almost identical to the other wrestling only assassination match, only this one is easier. You’ll be on the beach fighting against the baseball thugs, and it seems that haven’t improved much since the last match. A single uncharged beat attack will usually stun them, and that makes this fight pretty easy. Just don’t let the gunner enemies run away from you, and this mission should be no problem. =============== Assassination 13: Underground Difficulty: 1/5 LB: $5000 per kill, 75,000 total =============== Probably the easiest combat mission in the game, this assassination mission has you fighting a grand total of 10 enemies on the train from rank match 7. Essentially, this means that this mission is just like a free fight, only in this you can get hit. You should have no problems what so ever with this mission, as long as you can press the A button. =============== Assassination 14: Baseball battle round 3 Difficulty: 3/5 LB: $7000 per kill, 70,000 total =============== This (just like the last two “Baseball Battle” missions) has you squaring off against the baseball throwing enemies all the back from the rank 9 fight. The only difference here is the speed and power of the balls thrown; the balls are fast enough for you to miss them, and you have to hit them hard to kill more than 2-3 enemies. You might have to try this a couple times to get the timing down, but it’s not that bad. =============== Assassination 15: Extreme fight. Difficulty: 2/5 LB: $7000 per kill, 70,000 total ================ This missions “secret detail” might be a bit predictable after just completing the fight with Harvey: you play this mission upside down. Surprisingly, that doesn’t really make this mission challenging. You only have to kill 10 enemies to finish the level. And they aren’t anything special. The hardest part of the mission is having to deal with the reversed controls, but since you’re in such a small space it shouldn’t make that big a difference. =============== Assassination 16: Armed hoods Difficulty: 2/5 LB: $7000 per kill, 70,000 total =============== Another easy side job that takes place on the train…there sure seems to be a lot of these. Despite the description for the level the enemies are about half melee and half gunners. This basically makes this a free fight mission where you can get hit, so just use standard battle tactics to win. =============== Assassination 17: Speed Jack. Difficulty: 4/5 LB: $5500 per kill, 82,500 total =============== This assassination is identical to when your bus was attacked during the rank 3 fight. You will be fighting a bus full of the challenging Yakuza enemies from that mission of all styles, and the tight quarters make this fight even more challenging. The easiest way to win is to rely on collateral damage tactics to take out entire groups at once, and your current katana can handle that just nicely. Defeat all the enemies in the bus to win the match. *Special note: This fight is absolutely amazing if you want to earn some money. You get 82,500 LBs for each attempt, and you can complete level in less than 50 seconds. This means that you’re earning about 1800 LBs/sec, the fastest rate of money earned in a single match. See the “Preparation: Rank 1” section for info on making money quickly.* =============== Assassination 18: Gamble fight Difficulty: 3/5 LB: $1,500 per kill, no set limit =============== The gamble fight is a fun little battle that takes place in the alleyway behind Thunder Ryu’s building. This fight pits you against an endless number of enemies, all of whom give you 1,500 LBs per kill. You have three minutes to kill as many as possible. This fight is probably one of the best pure brawls in the game, so just enjoy hacking up the countless enemies that seem to throw themselves on your blade. Just make sure not to get cornered and this fight is easy as pie…albeit a very bloody pie. *This fight is a good way to make money, but not the best. You will make the most per attempt on this mission, but you can get more per second in a few others. See the “Preparation rank 9” section for more info.* =============== Assassination 19: Single Strike Difficulty: 5/5 LB: $10,000 per kill, no set amount =============== The name says it all: take a single hit in this mission and you are done, just like a free fight. However…every enemy is a machine gunner and they all spawn near one another. To add even more on the difficult pile, the enemies have increased visual ranges-they will attack you from further away. If that all sounds difficult… well it really is hard. As of this writing I have yet to kill all enemies in this mission, so I would appreciate any strategies you might have. Getting a gold medal doesn’t require you to kill all the enemies though, so I can at least tell you how to get that. The enemies will appear in a zigzag pattern as you progress down the beach, and each time they spawn they are closer together. For the first five enemies you’ll be using defensive tactics. Get close to one while guarding, then wait for him to empty his clip When you are sure no other enemies are firing, hit him with a jump attack (shake the nunchuck). He will fall down, so back up and use a down attack to kill him. This strategy stops working after the enemies spawn too close together, but at that point I can’t help you. Good luck with it though… =============== Assassination 20: Batting Killing Center Difficulty: 2/5 LB: $3000 per kill, 90,000 total =============== This mission has you fighting the gimps from the rank 2 battle, and they aren’t that difficult. You’ll be placed in the batting cage area where you fought Bad Girl, and groups of enemies will appear. Whenever you take out one group, another will spawn in a few seconds. At this point in the game you should have the Tsubaki mk-III with the energy saver, and if you have that just use repeated down stance charge attacks to win the fight. If you do this you’ll win easily, netting you 90,000 LBs. =============== D.Free fights...(FEF) =============== =============== Free fight 1 Difficulty: 3/5 =============== There are some free fights that work well with a certain strategy, but sadly this first match is no one of them. The enemies spawn haphazardly around the arena, so just stick to the perimeter and try to take only one or two one at one time The first match pits you against the thugs you fought in Death Metal’s mansion. Three are there to begin with, but as you kill them more spawn around the perimeter of the area for a total of 12. Stay near the front of the truck and wait for the enemies to come to you in a group, and then kill them. After you’ve killed the main group, take out the two stragglers to win the match. =============== Free fight 2 Difficulty:2/5 =============== This fight places you in a basketball court to fight some of the warriors from the rank nine fight. The first wave is three of them in a line, and you can take them out with a low stance to hit them all at once. The next wave is six thugs with bats. Kill the one closest to you, then make short quick strikes at the rest of the group. The final wave is of a single bat enemy and a beam katana enemy. Take them both out with a charge attack, or kill the bat with regular moves and then katana one with a charge attack if your energy is low. =============== Free fight 3 Difficulty: 3/5 =============== This free fight has you fighting the hoods from the school. No new thugs spawn in this battle they are all there from the beginning. This makes this fight a bit easier than the last two, but it still isn’t a cakewalk. Start out by killing the two enemies that approach you, then kill the two others standing directly on front of the school door. Then turn left and aggro these thugs one by one for easy kills. Turn around and head for the group in the opposite courtyard. Charge a down stance attack, and unleash it on the two that run up to you. Kill the next two, taking care of the beam katana enemy. Finally, deal with the last beam katana enemy using a charge attack and a basic combo. =============== Free fight 4 Difficulty: 2/5 =============== You should have enough time before the enemies approach you to charge a down stance attack. You might have to run and charge up after this. Use it when they get close, and it should take out about half the group. Next, just use collateral damage tactics to take the rest down. No more enemies spawn than the ones that started in here, so this is an easy fight. This fight is made even easier because the enemies like to group together =============== Free fight 5 Difficulty: 3/5 =============== If you’re trying to use the Tsubaki to beat this match you might have a hard time of it, though it is by no means impossible. You’ll be fighting 12 of the strange bag-headed enemies from the Rank 7 match, and they all appear on the stage at the beginning of the fight. The first one should attack you immediately from your left, kill him. The next two you should take out are the one that is directly in front of you (not the group, the individual) and then the one to the right near the truck Fight all the enemies in this match one-on- one, or you’ll be overwhelmed. Next, head over by the truck to the left of the starting point and aggro the beam katana wielder. Use the down stance on tsubaki to stun him for a throw, then kill him. Continue around the truck, but hold Z as you do. A sword wielder will come very quickly from the other side, so be prepared and take him out. From this point on in the map, just lure and kill the enemies one by one. It will be easy now, since if you just head in a strait line along the top of the level you should only get one to notice you at a time. Continue the killing to win match, but just be wary of the time- it can actually get you on this mission if you aren’t careful. =============== Free fight 6 Difficulty: 4/5 =============== This free fight takes place in the same location as free fight 1, and the strategy for the fight is mostly unchanged. Just be aware of the higher health enemies, and try not to let them gang up on you. The other change to the fight is that enemy that spawns in the upper right corner now has a gun instead of a melee weapon. Save him for last; he can easily get a shot in while you’re fighting the other enemies in this area. =============== Free fight 7 Difficulty: 4/5 =============== This free fight is the first one to feature a lot of guys with guns, and it marks the step where free fights start to get really challenging. This mission is doable with the MK-II katana, but it becomes much easier if you wait for the next katana to beat this mission. For now, trying can’t hurt. This mission only has ten enemies, but three have guns and two are beam katana wielders. The flow of this mission is easy to get down: two enemies will pop out of the sand five times as you go down the beach. The left one will be a melee enemy and the right one will have a gun. Approach the groups from the far left side to aggro the melee enemy without the gunner noticing. Kill him, and then approach the gunner from the left side. You may have to block some shots, but when he runs he will reach the wall and have no where else to go. After dispatching the first eight enemies, the last two you’ll face use beam katanas. They actually stick to the melee/ranged model that the others do; the right one will send energy balls your wall to try and hit you and the left will charge at you. Use a charge attack to take the melee katana down, then wait for the right moment to jump in and take down the final foe to win the match. =============== Free fight 8 Difficulty: 4/5 =============== This free fight is almost identical to free fight five. The enemy layout is the same, and for the most part your strategy should remain unchanged. Take out the few enemies in the beginning of the fight, then circle clockwise around the back of the trucks to take out the enemies one at a time. The only real difference here is that after you kill all the normal enemies, two more gunners will spawn towards the back of the arena. Approach the northern most gunner from the right side and block his bullets as he tries to kill you. After that, he should run north where you can get him against a wall and kill him. Do the same with the other one to win the match. =============== Free fight 9 Difficulty: 5/5 =============== This mission will have you fighting the Yakuza enemies at the bus station; much like in ranked fight 3. Only this time all the enemies have pistols and you can’t get hit. The only way to consistently beat this mission is to abuse the Tsubaki mk-III’s down stance charge attack, and even using that it might take you a few tries before you conquer this mission. Here’s the best way to do it: At the start, charge a down stance attack. (From here on, all charged attacks will be down stance). After the move is fully charged lock on to the enemy in front of you and move forward until he begins to stand. Just before he is al the way up, do your full charge combo. The first shot will likely miss, but the second or third will hit and kill him. This is how we’re going to kill almost all the enemies in the level: it’s a very effective process. Next kill the enemy in front of you the same way, then the one to left. After he is dead, return to the starting point and (While holding Z) go around the bus. Let this enemy empty his clip, then kill him with standard moves. Next go north around the bus again and kill the first enemy with the charge combo. Then kill the other enemy with standard moves. Go back to where you killed the second enemy, and then kill the enemy between the two buses. Go to the far end of the bus (the one placed diagonally) and charge an attack. Start to circle around the bus, and when you get to the back unleash the attack. This should kill the enemy that was standing there. In the brief second after you land lock onto the enemy to your right by the bus, then retreat back to the other side of the bus. Using the same method that you used before, unleash a charge attack to get around the front of the bus like you did the back. This will leave you with a single enemy in the corner here: let him fire at you, then close in for the kill. =============== Free Fight 10 Difficulty: 5/5 =============== This mission is nearly identical to free fight nine, but there are slight changes. You now fight enemies that use only machine guns instead of pistols, but this doesn’t make the fight and harder, just different. The enemies also have a slightly different layout, but again it just makes the fight different rather than harder. Kill the enemy in front of you with a charge attack; then take out all the enemies on the western section of the map just like in free fight nine- they have the same layout, so the strategy is the same. As you’re going to the right section, charge an attack to take down the enemy that will be on your right. Then kill the enemy at the far end of this alley and return to the front of the bus. Use a charge attack to move around the front of the bus and take down this enemy, and then kill the one in the corner. After this, a final enemy will spawn back on the west side of the level. Take him out to win. =============== E.Side Jobs...(SDJ) =============== =============== Side Job 1: Coconut collecting Controls: Analog stick: Move A: combo/pick up/carry faster All of the jobs are fairly easy, but this one is pathetically so. You have three minutes to gather up coconuts from the trees surrounding the fruit stand, and then bring them back to the fruit stand. To get coconuts, rapidly tap A near a tree to perform a combo attack and knock them down. (You get 1-3 coconuts for each tree). You then pick up the coconuts with A and bring them back to the fruit stand, again rapidly pressing A to move faster. There really is no strategy to this; you have to hope you get a tree with three coconuts in it and then tap A really, really fast. Coconuts will re- spawn in trees that you have already gotten some from, but it’s usually only one. Don’t bother with the tress far away from the stand, they won’t have any. If you’re fast you’ll be able to get 20,000 LB no problem, and if you’re really good you can get up to about 40,000 if you get lucky on coconut drops. =============== Side job 2: Mowing lawns Controls: A: Forward B: Backwards Wii-mote movement: Turn Z: Sharp turn Like coconut collecting, there’s really no way to screw this job up. You’ll be placed inside of a small enclosed area of overgrow grass, and your task is to cut it all down. A is used to move forward, B back wards, and (Holding it vertically) the Wii-mote is used to move left/right. This is a gradual turn, not immediate. Z does a sharp turn, but I never really found it that useful. Your goal is cut all 100 “acres” of this grass. Anyone who’s ever bought land would know that a single acre is bigger than the entire plot of land you’re cutting, but we’re not playing this game to learn about real estate. The best strategy I’ve found is to spiral inward, and then once you reach the middle come back and get any grass you missed the first time around. You can only ever get a max of 30,000 LBs with this job, which kind of makes it pointless after a while when you unlock the better jobs and assassin missions. =============== Side job 3: Garbage collecting Controls: Analog stick: Move Travis A: Grab trash B: Run (If you have the soul of child) Wii-mote movement: Pick up trash This side job has you picking up trash with what appear to be salad tongs… right. You’ll be located in the northern part of Santa destroy, and will have to run through the streets to collect said garbage. This mission relies mostly on luck: sometimes the trash will be clumped together and easy to grab, other times it will be spread out. Just get the feel for it. It’s easy to get 40,000 LB dollars here, and 50,000-60,000 of you’re really good or lucky. =============== Side job 4: Gas station attendant. Controls: B button: Fill up gas. Yes, you read that correctly. This job is an exercise in pressing the B button, an probably the worst side job mission as far as entertainment value goes. Travis is working at a gas station, and when cars pull up you have to press B to fill their gas tanks. When the gas meter on the side of the screen reaches the top, let go of B or Travis will burst into flames and that car will not count. This mission is entirely about timing. Learn when to pull away from the cars; you don’t need to do it at the very top of the meter, just close to it. Really, if you can’t figure out this game then I can’t help you. For your three minutes of work, you’ll get about 40,000 LBs, but you can easily make more if you work on your timing. The only question is who would want to? =============== Side Job 5: Mine Sweeper Controls: Control stick: Move A: Dig up mine Sorry, this is not the classic time waster from windows. This job places you one the beach with a mine detector, and you have to remove mines by locating and then destroying them with your katana. To find the mines, pay attention to the beeps coming from the mine detector: the closer they are together, the closer you are to a mine. When you are next to a mine, press A to dig it up. If you walk over mines they explode, and destroying three means you fail the mission. This is actually a challenging side job, and it’s even possible to fail. The best way to find the mines is to do a quick 360 degree turn to try and pick up a signal. Despite the challenge, this mission is terrible for trying to make any kind of money. You’ll get about 40,000 LBs on average, which for three minutes of work is not a lot. =============== Side job 6: Controls: Analog stick: Move B: Run (With soul of child) A: Begin Cleaning Wii-mote/nunchuck: Clean This side job is actually difficult if you don’t know the correct order to hit the targets in, but thankfully I’ve gone ahead and done that for you. The mission in question has Travis armed with a brush, and he is tasked with cleaning graffiti tags off of the walls. The tags are marked on your map by little yellow dots, and I’ve outlined the best strategy for getting them all: First, head directly south and clean the wall in the alleyway. Next head to the north east and clean the graffiti on the building facing west. Go north east again and clean the wall facing south, then run right to the alley that goes behind this building and clean the graffiti there. After that, run south and clean the wall in the alley between the two buildings. Now run east and clean the wall in the parking lot on the right side in the group of buildings. Run north and then turn left into a tiny alley and clean the graffiti there, then head north again and circle around the front of the building to find the graffiti facing north. Finally, head west and turn north to find the number nine graffiti and then head west again to get the last one. You should win with at least 30 seconds to spare. Sadly, the financial gain for this mission is abysmal. At most you’ll get only 20,000 LBs for 2-3 minutes of work, so don’t repeat this mission of you’re looking for cash. =============== Side Job 7: Meow Meow Controls: Analog stick: Move A: ineract with cat Wii-mote: Entertain cat This side job puts you in charge of finding some runaway cats in the neighborhood section of Santa Destroy. The cats are easy enough to find, but getting their attention will require some work: you have to wave your little piece of grass in front of them (Timing it with the arrows that pop up) so the cat will notice you. After the cat is enthralled by the grass, you pick it up. The cats will respawn in each location, but it is best just to run from cat to cat rather than waiting at one spot. Like most side jobs, this is not going to make you a lot of money- 50,000 LBs if you work very fast- so steer clear unless you want some more time with cute, tiny cats =============== Side job 8: Scorpion collecting. Controls: Analog stick: Move A: Pick up scorpion B: Run Wii-mote: Pick up scorpion This mission is actually very similar to mission four, garbage collecting. Except now the “garbage” moves and can kill you if you aren’t careful. Travis’ goal in this mission is to collect scorpions scattered around the plain with salad tongs. When Travis gets close to a scorpion press A and the move the Wii- mote to pick it up. If Travis gets to close to a scorpion, it will sting him and you will have 30 seconds to run back to the mission’s overseer to get an antidote before you die. If you fail to get back in time, the mission will end. This side mission relies a lot on luck, more so than any other mission. Some times you’ll be very lucky in how many scorpions decide to show up on the level, an other time you’ll wonder where the hell they all went. The best strategy to actually find the scorpions is to look for little black dots just below the horizon. The scorpions like to group together, so if you find one then chances are you’ll find a few more around him. As a final note, if you get stung you need to go get the antidote immediately. 30 Seconds is not enough time to gather a few scorpions on the way back; just heal and return ASAP. You can get about 40,000 LBs on average here, but you can get higher (or lower) depending on the placement and amount of scorpions. =============== Side Job 9: The bike jump. Controls: Identical to main game Have you ever wondered what that weird ramp was for near the beach? Well you’re about to find out. This mission begins on the main street of Santa Destroy, where you have to follow a marked path on your bike. At the end of he path lays the ramp, and the goal of the mission is to jump off of it and travel as far as you can. This mission is all about timing the jump at the end and making sure you’re going fast enough when you hit it. You don’t need to start boosting until just before you hit the grey ground in front of the ramp: if you start too soon, you’ll run out before the ramp. The second part to mastering this side job is to jump (flick the Wii-mote) at the right time. To do that, wait until your bike is just on the ramp-not even all the way on yet. If you did it at the right time, Travis will go sailing out over the ocean. And if you didn’t…well you’ll still go sailing out over the ocean, just not as gracefully. This is also the sole side job that is profitable: a successful jump earns you 50,000 LBs, and for 20-30 seconds of work that’s quite respectable. =============== F.Enemies...(ENY) =============== This game has a wide variety of basic enemies, each with their own moves and fighting styles. To better your combat ability, you should study each one as you progress through the game. The enemies in the game have a hierarchy as well: each mission has a new “skin” for enemies that gives them more health and a higher attack, but they keep the same moves. Here is the hierarchy: 10. Agents, men in black suits. 9. Warriors, the Santa Destroy baseball team. 8. Hoods, plaid shirt wearing students from Santa destroy high school. 7. Subway thugs. Men wearing tank tops and bandanas on their faces 6. Guys with paper bags on their heads wearing flannel shirts.No joke. 5. Soldiers. Men in camouflage 4. Gimps. Yes, bondage toting gimps. 3. Yakuza. Purple suit wearing members of the Japanese mafia. 2. Super Warriors. Beefed up versions of the original warrior baseball team. 1. Dark knights. They wield only beam katanas and resemble Darth Vader. I. Brass Knuckles: The most Common enemy type in the game, brass knuckle enemies are a pushover. They have little in the ways of defensive ability, but they do have a move to watch out for: a kick. The kick deals little damage, but knuckles will often use it right after you’ve attacked leaving you no time to defend yourself. This is less of a bother in main game missions, but can be infuriating in free fights. When you see one raise their leg, roll to the side to avoid it. Knuckles also have an annoying charge move where they roll along the ground. If you see one begin to charge, dodge to avoid this move. II. Standard Melee: These enemies can vary in appearance from fight to fight, but they all have the same moves whether they have a lead pipe or a baseball bat. They deal a little more damage than brass knuckles, and they like to block more, but other than that there isn’t anything special about them. III. Katana: Higher end versions of standard melee enemies, these foes come equipped with a metal katana. They are fairly smart opponents, and will block constantly when not attacking. They also have a mean move that no other enemy does: a very quick slash that hits faster than you do. This means that if you both attack at the same time, they’ll win and hit you first. This move is really only noteworthy during free fights though, so if you see one in a free fight take him out as soon as you can. IV. Beam katana: The hardiest of the grunts, beam katana enemies can take you down if you aren’t careful. They are fast and deal a fair amount of damage, but the main thing to worry about when facing these guys is their high vitality and defense. It takes a lot of hits to down one of these enemies, and they have probably the most annoying ability in the game. The ability is a charge attack that they use to hit you through your attacks; they’ll charge it while you’re smacking them in a combo and hit you before you’re done. If you see one doing this, immediately dodge: there’s no way to interrupt it other than killing them. These guys also have a few other nasty little tricks, mainly in the form of charge attacks. They can do a double twirl attack that is unblockable and had a fast start up, and they can even do a long range energy ball attack if you’re far enough away. The best way to take them out is to either use a charge attack or counter one of their basic moves. They are quite tough, so try to take them on one-on-one of possible. V. Pistol gunners: One of the two long range enemies in the game, these foes will attack you with pistols from a distance. They will stand in place and then fire off about 5-6 shots before either running away, reloading, or firing again. You can run up and hit them when they are reloading, and you can usually catch them when they try and run away. These enemies can overwhelm you if there are too many of them or they are mixed in with other foes, so try to take them out one-on-one if possible. These should also be your first targets when entering a room; they can be quite annoying if they decide to attack you while you’re fighting other enemies. VI. Baseball throwers: Only encountered in ranked mission nine, these enemies will throw baseballs at Travis from long range. When you get closer, they will function like regular brass knuckle enemies. Treat these enemies like a pistol enemy, and close in fast to take them out quickly. VII. Gauntlet throwers: Faced only in certain assassination missions and in ranked mission nine, these enemies are somewhat special. They will stand in a strait line and throw baseballs at Travis. You will have to time a Wii-mote swing to hit the ball back at them. You will have three chances to do this, and if you miss you will have to fight them like normal brass knuckle enemies. VIII. Fire starters: These enemies are only faced in rank mission eight, and can be quite dangerous. They fight with two-by-fours lit on fire, but have the moves of a standard melee enemy. If they hit you, you will catch on fire and slowly take damage over time until you find one of the level’s fire extinguishers and activate it. Treat these foes as normal melee enemies. IX. Hammer bros: These enemies will attack you with hammers, a stronger but slower version of the standard melee weapons. The hammers also have a bit longer reach than the standard melee enemy’s, but other than that treat these guys like regular melee enemies. X. Stop sign: The polar opposite of the hammer bro, these enemies have a longer reach and faster movement than your standard foe. This makes them a pushover in most combat situations, but they can be a pain in free fights. Take them on the same as you would a hammer bro. XI. Machine Gunner: The second of the two long range enemy types, these enemies can be absolutely deadly if dealt with in the wrong way. They function in exactly the same way as pistol gunners except for their attack: they will stand in place and fire a stream of bullets in a single direction. These are blockable, but will drain your energy by quite a bit if you block the entire scream. To top it all off, these enemies can easily trap you if there are just a few of them: you’ll block one stream, then block another, and then block the first’s stream again…etc. The best way to take these guys out is to either use a charge attack or use defensive tactics to slowly whittle down their health until they die. XII. Mysterious figure: Only encountered in ranked mission five, you will never actually fight this enemy. (Although you can target him.) This is a plot point in the game, so don’t worry about the man shrouded in black: you’ll find out who he is soon enough. XII. Giant robots: These are the enemies you fight in Travis’ dream of the video game “Pure white Giant Glastonbury” during the rank four mission. You have infinite continues so don’t worry about this fight too much. Use your sword to kill enemies if they get close, other wise use your gun. XIII. Motorcycle riders: Only faced during the rank 1 mission, and only two of them. These guys are more like obstacles than real enemies. They will speed in front of you and toss fire bombs at you, but these are easily avoidable. To knock them back, ram them with the Schpel Tiger. This will place them behind you for a few seconds before they come back. You can’t kill them, and you can actually get hurt if you hit them the wrong way, so I would just recommend avoiding the fire bombs. =============================================================== Section 8: Closing...(CLO) =============================================================== A.Credits: =============== Me. I wrote this guide.That about sums up this section.Yay arrogance. =============== B.Special thanks: =============== Suda51: The new star of gaming, keep making more games like this.May the lord smile... The NMH Message boards: I got a lot of minor info from random people, and I'm sad to say I don't have a list of every poster whose been on in the last three months. Ninjapenguin: A very helpful poster who gave me a few alternate strategies to consider when writing my guide. Nintendo: You made the Wii, then belayed the completion of this guide by coming out with SSBB. It's a love/hate thing, but mostly love. Various folks over on the contributors board: You guys gave me some good advice, and a little motivation to finally get this beast done with. Accelerometers: Motion control is amazing. Mini-Diet cokes: You make the world a better place to live in. My cat Mary: She's laid next to me the entire time I've written this, until yesterday; she contracted pancreatitus and had to be put to sleep only 12 hours before writing this. Travis has Jeane, and I had Mary. As odd as it might sound,I dedicate this to her. =============== C. Closing/contact =============== To state again, this is my work and my work alone. You may not use this guide for any reason other than personal use or post it on your website without asking me first. You can contact me at wcrobars@hotmail.com if you have any questions, comments, or suggestions. This is my first guide and I would appreciate any criticsms on the stlye of writing of format, specifically the format. I hope you had as much fun playing No More Heroes as I did, and I definitely hope you got something out of this guide. Toodles!