Posted on 10-02-2008
Filed Under (Walkthrough, Xbox 360) by admin

DEVIL MAY CRY 4
SHUT DOWN THE DEVIL SOUND - PS3/XBOX 360 FULL WALKTHROUGH
Authored by VampireHorde

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+++DEVIL-BRINGER ASCII ARTWORK BY ME (BASED ON THE WITCHBLADE)

++LATEST UPDATE: Finished up to Mission 7 and added more Blue Orb
locations.

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

What it do, nephews! I'm back with my first walkthrough of 2008 and it
is for DMC4! It is here (and ONLY here) where you'll find a detailed
walkthrough of all 20 missions for Nero and Dante, a full combo list
for all the styles, and all the locations for the Blue Orbs.

WHAT COMES BEFORE PART "B"? PAR-TAY!!!

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

            +++   WHITE-WATER SHAFTING - THE GAMEPLAY   +++

SQUARE BUTTON:   ATTACK
TRIANGLE BUTTON: EBONY & IVORY/BLUE ROSE
X BUTTON:        JUMP
CIRCLE BUTTON:   DEVIL-BRINGER/SPECIAL STYLE

L1 BUTTON: DEVIL TRIGGER (DANTE ONLY)
R1 BUTTON: LOCK ON
L2 TRIGGER: CHARGE UP EXCEED GAUGE (REV BUTTON - NERO ONLY)
R2 TRIGGER: NOT USED

D-PAD UP: TRICKSTER
D-PAD DOWN: ROYAL GUARD
D-PAD LEFT: GUNSLINGER
D-PAD RIGHT: SWORDMASTER

--The EXCEED GAUGE (Nero only)
Press and hold the L2 BUTTON three times to rev up Nero's EX Gauge. For
every three revs, one gauge lamp will light up on Nero's HUD. Rev up
the EX Gauge up to nine times to fill up all three EX gauges. This will
power up the Red Queen and deliver some major damage to all enemies.

Also, when timed correctly, Nero can use an Instant Rev after
performing a combo. Press the L2 BUTTON just as Nero starts a combo and
one gauge lamp will light up automatically. This can only be done once
per combo, so don't think that you can light up all three lamps on one
attack!

--SMOKIN' SICK STYLISH METER
As Nero performs more kickass combos on his enemies, the Stylish Meter
will measure his combos and fill up the Stylish gauge. The more combos
that Nero can initiate WITHOUT getting hit, the higher the meter goes.

There are seven names per gauge: DEADLY, CARNAGE, BRUTAL, ATOMIC,
SMOKIN', SMOKIN' STYLE and SMOKIN' SICK STYLISH. Even after the meter
disappears on the screen, the gauge does NOT reset itself, which means
Nero can continue racking up more stylish combos until he takes damage
(which resets the Stylish meter down by two letters).

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

          +++   CHOKING ON CHORIZO - THE STYLES & COMBOS   +++

Nero only has one style and a few combos. All of them are easy to pull
off but require fast fingers to execute.

--RED QUEEN COMBO 1:  /\/\/\/\/\
--RED QUEEN COMBO 2:  /\/\ (SLIGHT PAUSE) /\/\/\
--RED QUEEN COMBO 3:  /\ (SLIGHT PAUSE) /\/\/\/\/\
--HIGH ROLLER:    <-- /\ (hold button to jump up)
--AERIAL RAVE:    /\/\/\/\ (mid-air or during High Roller attack)
--STREAK:         --> R1 + /\ 

--EVASION ROLL:  R1 + X BUTTON (use Left Analog Stick to roll)

--DEVIL-BRINGER BUSTER:    CIRCLE BUTTON (near enemy; in mid-air)
--DEVIL-BRINGER GRIM GRIP: R1 + CIRCLE BUTTON (standing on blue crest)
--DEVIL-BRINGER SNATCH:  R1 + CIRCLE BUTTON (near enemy; mid-air combo)

--SUPER STREAK: Nero can also charge up the Red Queen when you press
and hold the buttons to perform the Streak. When done correctly, Nero
will stand still while revving the Red Queen and will automatically do
a Super Streak when the buttons are released.

--SUPER HIGH ROLLER: Perform a High Roller attack with one (or more)
gauge lamps lit up and Nero will perform a Super High Roller. Press the
Rev button again in mid-air to do an Instant Rev.

COMPLETE COMBO LIST ON NEXT UPDATE!

-----------------------------------------------------------------------
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      +++   PUFFING THE BEEF BONG - ADVANCED TIPS & TACTICS   +++

--THE INSTANT REV IS ONLY FOR ADVANCED PLAYERS

--NERO IS A BIG TOOL
It's not really an advanced tactic, but more of my opinion. If you
don't agree with me, then you're fat.

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

        +++   VEINY DONG FROM HONG KONG - THE WALKTHROUGH   +++

    _      _____   __   __ __________ _____  ____  __  _________ __
   | | /| / / _ | / /  / //_/_  __/ // / _ \/ __ \/ / / / ___/ // /
   | |/ |/ / __ |/ /__/ ,<   / / / _  / , _/ /_/ / /_/ / (_ / _  /
   |__/|__/_/ |_/____/_/|_| /_/ /_//_/_/|_|\____/\____/\___/_//_/  

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

             +++   MISSION 1 - BIRDS OF A FEATHER   +++

                __  _______________________  _  __  ___
               /  |/  /  _/ __/ __/  _/ __ \/ |/ / <  /
              / /|_/ // /_\ \_\ \_/ // /_/ /    /  / /
             /_/  /_/___/___/___/___/\____/_/|_/  /_/  

--MAIN OBJECTIVE: FACE OFF AGAINST THE MYSTERIOUS ASSASSIN

Rock and roll time! This mission is literally a Tutorial on the basics
of combat (only it's against Dante). A set of instructions will appear
onscreen and all you need to do is follow it. Sound easy?

INSTRUCTION #1: ATTACK WITH YOUR GUNS WITHOUT LETTING YOUR ENEMY GET
TOO CLOSE! (5/5)

INSTRUCTION #2: JUMP TO AVOID YOUR ENEMY'S GUNFIRE!** (3/3)
**Wait for Dante to do a backflip and fire at you BEFORE jumping. Once
Dante starts blasting, simply jump straight up.

INSTRUCTION #3: PERFORM A SIDE ROLL TO AVOID YOUR ENEMY'S GUNFIRE!
(3/3)

INSTRUCTION #4: BLAST YOUR ENEMY WITH A SWORD COMBO (3/3)

INSTRUCTION #5: USE THE HIGH ROLLER TECHNIQUE TO BLAST YOUR ENEMY INTO
THE AIR! (3/3)

INSTRUCTION #6: DEAL BIG DAMAGE WITH THE BUSTER! (3/3)

Once all that foreplay is over with, its boss battle time with the man
in red himself, bee-yitch!

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

                     +++   BOSS BATTLE: DANTE   +++

                   ____  ___    _   ______________
                  / __ \/   |  / | / /_  __/ ____/
                 / / / / /| | /  |/ / / / / __/
                / /_/ / ___ |/ /|  / / / / /___
               /_____/_/  |_/_/ |_/ /_/ /_____/   

This battle should not be too difficult to complete. For most of this
battle, Dante will only do three moves:

--TAUNT
--RAPID GUNFIRE
--DOWNWARD STRIKE

Stay in close to Dante (so that he doesn't use his guns) and perform
some hard combos on him. You won't be able to do a full aerial combo on
him, so stick with regular combos instead. Also, Dante will be evasive
of the Buster attack, but don't hesitate to grab him anyway.

Keep up the pressure on him and, while you're at it, Taunt him as well.
Defeat Dante to complete the mission.

                   \  |_ _|  __|  __|_ _|  _ \   \ |
                  |\/ |  | \__ \\__ \  |  (   | .  |
                 _|  _|___|____/____/___|\___/ _|\_|

                 __|  _ \   \  | _ \ |    __|__ __| __|
                (    (   | |\/ | __/ |    _|    |   _|
               \___|\___/ _|  _|_|  ____|___|  _|  ___|

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

             +++   MISSION 2 - LA PORTE DE L'ENFER   +++

               __  _______________________  _  __  ___
              /  |/  /  _/ __/ __/  _/ __ \/ |/ / |_  |
             / /|_/ // /_\ \_\ \_/ // /_/ /    / / __/
            /_/  /_/___/___/___/___/\____/_/|_/ /____/ 

--MAIN OBJECTIVE: HEAD TO FORTUNA CASTLE

++AREA: OPERA HOUSE PLAZA

--OBJECTIVE: ENTER THE STOREHOUSE

Head north and make your way to the palace gates. A couple of
Scarecrows will appear for you to eliminate. Test out your hard combos
and eliminate them one by one.

Once you're done fooling with them, go to the right side of the palace
gates to see a light blue door (the camera angle will change). Enter
inside to the Storehouse for a short cutscene.

++LARGE RED ORB:
As you enter the storehouse, you'll see a giant Red Orb hidden in an
upper alcove. To retrieve it, jump towards the wall and Nero will do a
Kick Jump. Grab it and continue going up the stairs to the next area.

--OBJECTIVE: TEST OUT THE BUSTER GRAB

Eliminate the three enemies that appear here by testing out Nero's grab
move. Or if you already discovered it, then screw it! Kill 'em off
already! Once that's done, exit outside.

++AREA: CATHEDRAL

--OBJECTIVE: OBTAIN THE EVIL LEGACY

Enter the next doorway to the Cathedral. Make your way all the way to
the bottom of the area and approach the large blue altar to receive a
new power: EVIL LEGACY. This new power will allow Nero to extend the
Devil-Bringer and use it to grab far away objects.

Once that's done, approach the glowing blue crest in the center of the
room and use the Grim Grip move to catapult to a higher area. Look for
the next blue crest and catapult to the exit. Before you exit the
Cathedral, use the Grim Grip to grab the large Red Orb!

++AREA: TERRACE/BUSINESS DISTRICT 

--OBJECTIVE: START YOUR FIRST SECRET MISSION
--OBJECTIVE: FIND BLUE ORB #1

Look for more blue crests and catapult your way across the area. As you
land on the first terrace, approach the large object and examine it to
begin your first Secret Mission

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

             +++   SECRET MISSION 01: ANNIHILATION   +++

For this mission, Nero has 60 seconds to eliminate eight Scarecrows. As
easy as it sounds, you may not be able to kill them all that quickly
without some juice. To kill them all quicker, use Nero's Instant Rev
(from the EX-Gauge) to power up his sword after each attack. Rely on
using sword combos and try NOT to use too many aerial Buster attacks.
For your effort, Nero will receive his first Blue Orb!

Copy and paste this URL to see how to complete this mission:
http://www.gametrailers.com/player/usermovies/173235.html

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

Once you're done poking holes in the raisin bag, continue with the
mission. Grapple to the next terrace and eliminate the enemies that
block the way until you reach the next area.

--OBJECTIVE: TEST OUT THE SNATCH MOVE (that's what she said)

Eliminate some more enemies using the new Snatch move and then exit. 

++AREA: RESIDENTIAL DISTRICT

--OBJECTIVE: FIND THE BLUE ORB

Jump down to the lower area to find some more dummies to eliminate.
Kill them off and then let's do some exploring! Mid-way through the
area, you'll notice a large glowing red altar. Approach the altar and
destroy it to unleash bunches of Red Orbs. Here's the catcher: when the
altar is destroyed, jump down and make a left turn near the altar to
find an alley with more Red Orbs. 

Jump to the rooftops to find a more Red Orbs and the Blue Orb in a
hard-to-see corner! Collect them all and continue the mission by
exiting out to the next area.

++AREA: PORT CAERULA

--OBJECTIVE: ACTIVATE THE BRIDGE

Navigate through the port and find the blue crest. Catapult to the next
area and then enter the Customs House. Once you enter, more enemies
will emerge. WHATEVER.

Once the enemies are kaput, approach the fiery blue mechanism and
attack it until the blue energy blocking the way dissipates. Jump up to
the next area and then approach the controls to activate the bridge.
Now exit the Customs House and head back to the previous area.

Catapult outta there and make your way to the next area where you
activated the bridge. Kill more fatties and then exit the area.

++AREA: FIRST MINING AREA

--OBJECTIVE: FIND THE BLUE ORB

Enter the next area and jump down to find a large collection of Red
Orbs in the waterway. Now approach the Grim Grip and grapple to the
upper ledge.

Notice that there is a Divinity Statue on the right and a blue-glowing
statue altar on the left. Approach the altar and start hammering some
combos at it. Keep striking it until Nero receives a BRUTAL rating and
this will unleash a Blue Orb! 

Once you're done with that, power-up at the Divinity Statue if you need
to and then exit the area.

++AREA: FERRUM HILLS

Head up the stairs to trigger a semi-funny cutscene with the hi-larious
Berial!

-----------------------------------------------------------------------
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                     +++   BOSS BATTLE: BERIAL   +++

                   ____  __________  _______    __
                  / __ )/ ____/ __ \/  _/   |  / /
                 / __  / __/ / /_/ // // /| | / /
                / /_/ / /___/ _, _// // ___ |/ /___
               /_____/_____/_/ |_/___/_/  |_/_____/

Berial is a pretty powerful enemy with lots of heavy firepower up his
fiery arsenal. He uses heavy swipes with his sword and the occasional
jumping attack. He also has two main attacks:

--BERIAL ARMAGEDDON
--BERIAL FIRE PITS

When Berial loses about 40-50 percent of his health, he launches a
major deathblow attack where he pounds the ground causing a large
aftershock. This attack CAN be avoided by simply running away and
jumping BEFORE he initiates the attack. As for the Fire Pits, he will
punch the ground to initiate this attack. Simply use evasion rolls as
they fire up underneath Nero.

The main way to defeat Berial is to use the Devil-Bringer to catapult
above his head. Approach Berial and jump up and catapult towards him
and then perform a mid-air combo. Be quick though! As soon as Nero
lands on the ground, continue to quickly catapult above Berial's head
and attack him in mid-air.

Continue the aerial assault on Berial's head (while evading his sword
attacks) until he keels over. When he's down, approach him and use the
Devil-Bringer to trigger a cool grab move on him. When he recovers, RUN
AWAY! If you don't run, you'll get caught in the Armageddon attack! To
recover any lost health, have Berial destroy the houses to unleash some
Green Orbs (if there are any still left). Keep slashing away at his
head until Berial is down and out. 

After the cutscene, enter the stairway and go all the way to the top of
the hill to complete the mission. MISSION COMPLETE!

                   \  |_ _|  __|  __|_ _|  _ \   \ |
                  |\/ |  | \__ \\__ \  |  (   | .  |
                 _|  _|___|____/____/___|\___/ _|\_|

                 __|  _ \   \  | _ \ |    __|__ __| __|
                (    (   | |\/ | __/ |    _|    |   _|
               \___|\___/ _|  _|_|  ____|___|  _|  ___|

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

                +++   MISSION 3 - THE WHITE WING   +++

               __  _______________________  _  __  ____
              /  |/  /  _/ __/ __/  _/ __ \/ |/ / |_  /
             / /|_/ // /_\ \_\ \_/ // /_/ /    / _/_ <
            /_/  /_/___/___/___/___/\____/_/|_/ /____/ 

--MAIN OBJECTIVE: SEARCH THE FORTUNA CASTLE

++AREA: SECOND MINING AREA

Make your way down the tracks and make a hard left turn at the first
intersection. Aside from the enemies, you'll see a barricade blocking a
Red Orb statue. Break down the wall and start getting those Red Orbs!

Once that's over with, eliminate those delicate little flowers and
continue down the mine to the waterfall area. Jump up to the top of the
area by using the Grim Grips floating above. 

--OBJECTIVE: FIND THE BLUE ORB

As soon as Nero grapples to the top, you'll notice there are two more
Grim Grips high above. Jump towards them and grapple them. When Nero
grapples the second one, do a kick jump on the wall to jump higher and
you will see THREE more Grim Grips AND a Blue Orb. Grapple past those
three grips and then grab the Blue Orb!

Now jump back down and enter the next area to eliminate some more
baddies. But before you exit the area...

--OBJECTIVE: OBTAIN A YELLOW ORB

There is a hidden alcove just near the exit of the mine shaft. Make a
left turn and you'll find a YELLOW ORB! This item resurrects you in
mid-battle in case you perish. Grab it and then leave.

++AREA: FORTUNA CASTLE GATES

Make your way to the upper left side of the hill to find a large Red
Orb sitting on top of a ledge. Jump up and grab it and continue down
the hill to the next area. Destroy the small pillars to restore health
and continue towards the bridge to trigger a cutscene with a new enemy.

--NEW ENEMY: FROST
After the cutscene, it's Twing-Twang time! The Frosts are a strong and
sneaky bunch and you'll need to be on your feet to defeat them. They
like to toss ice projectiles and attack from above. Evade their
projectiles and use hard aerial combos on them to defeat them. For
better results, try to battle all the Frosts close together. When Nero
uses the Buster on them, they will get hit as he spins them around, so
get to it. The more Busters, the better!

--OBJECTIVE: FIND THE SECRET RED ORBS

When all three Frosts are toast, the red energy will disperse. Do NOT
leave the area just yet! There is a stairway next to the large pillar
structure that leads all the way back up to the Fortuna Castle Gate
area. Does it make any difference? Not really, but just so you know.

Also, in the area where you encountered the Frosts are four large
pillars. Jump and land on top of two of the pillars to reveal a large
gaggle of Red Orbs. There's nothing else to do in this area, so make
your way to Fortuna Castle to trigger a cutscene with the BOOBTASTIC
extraordinaire Gloria! It's just a total pooter-punnany party! When the
cutscene ends, enter the castle.

++AREA: THE GRAND HALL

There is nothing to do inside the Grand Hall (well, except break open
the chairs and pews for Red Orbs). The upper part of the room is
blocked by blue energy, so ignore it. The Grand Hall has two doors: a
Green door on the left side (near the Divinity Statue) and a Red door
on the right side of the room. Enter the GREEN door to the next area.

++AREA: LARGE HALL

--OBJECTIVE: ENTER THE TORTURE CHAMBER

This giant hallway is filled with Scarecrows and some Gyro Blades.
Ignore the Gyro Blades for now. Destroy the enemies if you want and
then explore the hallway. You'll notice that when you make it to the
other side of the hall, the Red door exit will lead Nero BACK into the
Grand Hall. When you're done exploring the large hallway, go back to
the other side (near the Green door) and look for the side hall with
another Red door.

++AREA: TORTURE CHAMBER

Enemies will appear, so get to eliminating them! When all of them are
gone, enter the next room and go up the stairs. It's PUZZLE TIME!

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

                +++   PUZZLE: TORTURE ROOM PUZZLE   +++

On your first try, this puzzle might seem difficult, but its not. If
Nero screws up the puzzle or he hits the spikes on the roof, he lands
to the bottom of the Torture Room and has to fight some enemies. This
will happen every time you screw up, so BE CAREFUL! Now stand on the
blue crest and use the Grim Grip to land on the first ledge. Catapult
to the very next ledge but DO NOT move just yet!

Notice that there are TWO Grim Grips: one in the middle and one behind
it that moves left to right. When the moving Grip is within the middle,
catapult twice to the next ledge and then WAIT! Three more Grim Grips
will appear. Wait for the closest one to appear and then quickly
catapult three times to the next ledge and then WAIT!

As soon as Nero lands, wait for the three previous Grim Grips to
disappear. Now TWO more Grips will appear: one that appears and
disappears and one stationary Grip behind it. When the Grips appear,
catapult to the next ledge and then WAIT!

Three final Grips will appear: one near Nero, another moving Grip in
the middle, and a stationary Grip behind it. Time your catapults
correctly and Nero will land in the narrow hallway! WHEW-WEE! Enter
through the doorway to the next area.

If you're still having trouble with this puzzle, copy and paste this
URL to see how it's done:

http://www.dailymotion.com/video/x4aq9d_dmc4-torture-room-
puzzle_videogames

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

++AREA: GRAND HALL

You will end up back in the Grand Hall. Make your way to the adjacent
side (the right side of the hall). See those Red Orbs on the wall? Jump
towards the wall to grab the first one and then use a Kick Jump + the
Grim Grip to grab the Red Orb up on top. Now exit the area using the
Red door.

++AREA: CENTRAL COURTYARD

As you make your way up the stairs, Rev up the Red Queen to full
capacity. Make your way down the balcony terrace to encounter two
Frosts. Eliminate them with a revved up attack and use hard aerial
combos on them. If you are taking too much damage from them, then EVADE
by rolling towards them and battling them close together. Once the
Frosts are gone, exit the terrace using the other doorway.

++AREA: FORIS FALLS

There are no enemies here, so make your way down the stairs. Go all the
way down to the bottom of the terrace to see a strange pink-colored
light pole. Above the pole is a Vital Star L. To retrieve it, use a
Kick Jump and Grim Grip to grab it.

With the item in your stash, go up the stairs and exit the area. Nero
cannot access the orange-glowing statue, so ignore it and exit.

++CENTRAL COURTYARD

Yup, it's the same place, but only on the other side. Two Frosts will
appear (again), so bring the pain and snuff them out! Exit the area
using the stairs to go back inside to the Grand Hall.

++AREA: GRAND HALL

Approach the fiery blue mechanism and strike it until it releases the
blue energy in the room. Now enter the newly opened doorway nearby and
exit to the next area.

++AREA: GALLERY

As you enter the Gallery, some more scarecrow enemies will appear.
Snuff them all out to clear the area. Now exit to the next area.

++AREA: LIBRARY

--OBJECTIVE: OBTAIN THE ANIMA MERCURY

Approach the Divinity Statue and power-up whatever you need to power
up. The next area will be a sub-boss battle, so be prepared!

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

           +++   SUB-BOSS BATTLE: THE WHITE KNIGHTS   +++

The White Knights are NOT too tough as they look, but you still need to
be quick on your feet. The Knights have a few attacks:

--JOUST STRIKE
--AERIAL JOUST STRIKE
--SHIELD SMACK

The Knights will spend most of the time guarding themselves (or flying
in the air). If you attack them from up front; they will take damage
and then smack you with their shield (or poke you with their joust) if
you don't move away. As for the floating Knight, he will spin around to
do an aerial joust strike, which you can simply evade. You can knock
down the floating Knight by using the Buster on him.

So how do you defeat these guys then? Simple! While they do have some
painful joust strikes, you can AVOID all that pain by simply rolling
BEHIND them. Yes, when you roll behind them, the Knights will NOT see
you and will assume you are in front of them. Assault them from the
back with a barrage of Streaks and aerial combos. Keep the pain raining
on them and then end the battle by using the Buster. That was easy!

Once you're done going cannibal on these fools, approach the yellow-
glowing pedestal in the next room to receive a new item: the ANIMA
MERCURY. This item will allow Nero to activate and move the Gyro Blades
inside the Large Hall. MISSION COMPLETE!

                   \  |_ _|  __|  __|_ _|  _ \   \ |
                  |\/ |  | \__ \\__ \  |  (   | .  |
                 _|  _|___|____/____/___|\___/ _|\_|

                 __|  _ \   \  | _ \ |    __|__ __| __|
                (    (   | |\/ | __/ |    _|    |   _|
               \___|\___/ _|  _|_|  ____|___|  _|  ___|

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

                 +++   MISSION 4 - COLD BLOODED   +++

               __  _______________________  _  __  ____
              /  |/  /  _/ __/ __/  _/ __ \/ |/ / / / /
             / /|_/ // /_\ \_\ \_/ // /_/ /    / /_  _/
            /_/  /_/___/___/___/___/\____/_/|_/   /_/  

--MAIN OBJECTIVE: USE YOUR NEWLY EARNED POWERS TO GATHER THE FOUR GYRO
BLADES!

++AREA: LIBRARY

Approach the Gyro Blade inside the Library and use the Buster to
activate it. The only way to move the Gyro is to punch it with the
Devil-Bringer. The only problem is that when Nero punches the Gyro, it
only moves about a foot away each time.

The fastest way to move the Gyro is to attack it with the sword and
then punch it. When Nero strikes it, the Gyro will start spinning.
Punch the Gyro while it's spinning to hurl it like a pinball across the
room! Cool move, huh? Use the Gyro to break the door open and then
leave the Library back to the Gallery.

++AREA: GALLERY

--OBJECTIVE: USE THE GYRO BLADE AGAINST YOUR ENEMIES

More enemies will appear including a pair of Frosts. Not to worry!
Quickly approach the Gyro at the end of the room and activate it. Spin
the Gyro and then punch it to hurl the Gyro around the room like a
killer sawblade. The spinning Gyro will instantly kill the Scarecrows
and damage the Frosts like crazy! Continue using the Gyro Blades until
the room is clear. Now exit the area back to the Grand Hall.

++AREA: GRAND HALL

--OBJECTIVE: DESTROY THE SEALED COFFIN

Jump down to the lower floor of the Grand Hall. There is a Gyro Blade
at the front of the room, so approach and activate it! Hurl the Gyro
towards the coffin to destroy it. After the coffin is gone, there is
nothing else to do, so enter the Green door to the Large Hall.

++AREA: LARGE HALL

--OBJECTIVE: SOLVE THE GYRO BLADE PUZZLE

Alrighty, get ready for easiest yet longest puzzle! Near the Green
doorway (where you entered) is a sealed off Gyro Blade at the end of
the wall. You'll need another Gyro Blade to break the seal.

Make your way to the middle of the Large Hall to find the Gyro Blade
altar. Two Gyro Blades are already in place, so activate one of them
and then hurl it towards the sealed wall. Remember to spin the blades
and then punch the Gyro so that it instantly kills all the scarecrows
that block the hall. Break the seal and then you'll release the third
(out of four) Gyro Blade.

With two Gyro Blades to move, Nero can only activate and move one Gyro
at a time. Hurl both Gyro Blades to the altar and place both of them
back into its place at the altar. One more to go! Now go to the other
side of the Large Hall and enter the Brown doorway to the next area.

++AREA: DINING ROOM

Whoa-oh! A pair of White Knights will appear in the area to crash the
party! Eliminate them the same way as in the previous mission to clear
the area. Now exit the Dining Room to encounter another puzzle.

--OBJECTIVE: USE THE GYRO BLADE AS A SHIELD

The adjacent hall will spew large fireballs every few seconds. Activate
the nearby Gyro and hurl it towards that hall. Stand behind the Gyro
and continue to hurl it towards the fire-spewing wall. Destroy the wall
to reveal a special treat. Approach the wall and examine it to find the
next Secret Mission!

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

               +++   SECRET MISSION 02: ALLEY OOP   +++

This mission requires Nero to perform a mid-air Buster FIVE times
WITHOUT touching the ground! Think you can do it?

Copy and paste this URL to see how to complete this mission:
http://www.gametrailers.com/player/usermovies/173403.html

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

Once you're done swingin' the hammer on that mission, exit the room to
the next area.

++AREA: LARGE HALL

More scarecrows will appear here. Eliminate them to disperse the red
energy and to reveal a fiery blue mechanism. Strike the mechanism to
open the doorway and then approach the fourth Gyro Blade.

Activate the Blade and hurl it towards its place in the Gyro Blade
altar (while slicing the scarecrows in the hall with it) to solve this
goddamn puzzle! Finally! Now enter the newly opened doorway to
encounter a new boss...?

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

                     +++   BOSS BATTLE: BAEL   +++

                        ____  ___    ________
                       / __ )/   |  / ____/ /
                      / __  / /| | / __/ / /
                     / /_/ / ___ |/ /___/ /___
                    /_____/_/  |_/_____/_____/

The battle begins with Nero battling the Rusalka twins. They rarely
inflict any damage, so keep using the Streak on them until the REAL
boss finally shows his big fat slimy ass.

Battling Bael is very similar to battling Cerberus from DMC3 (only
without the three heads). Bael has a bevy of attacks:

--ICE SPIKES
--ICE RAIN
--CHOMP-AND-CHOMP
--ICE DECOY
--BODY STOMP

All of Bael's attacks are easy to evade. Run to the left or right side
of Bael to avoid getting damaged from his mouth attacks. Use the Devil-
Bringer to grapple closer and use aerial combos on him. That's pretty
much it. When Bael loses a large chunk of health, he expands his body
and then disappears, leaving only the Rusalka twins.

Damage the twins (watch out for their blade swipes) until Bael shows up
again. Continue to evade his ice attacks and AVOID standing in front of
him. When he jumps up, his shadow will indicate that he'll drop on top
of you, so quickly roll away and continue pounding some combos until
his health has been depleted.

Once Bael is down for the count, approach him and use the Devil-Bringer
to trigger the final blow towards this big fat blob. Once it's all done
and over with, collect those Red Orbs and exit the courtyard to
complete the mission.

                   \  |_ _|  __|  __|_ _|  _ \   \ |
                  |\/ |  | \__ \\__ \  |  (   | .  |
                 _|  _|___|____/____/___|\___/ _|\_|

                 __|  _ \   \  | _ \ |    __|__ __| __|
                (    (   | |\/ | __/ |    _|    |   _|
               \___|\___/ _|  _|_|  ____|___|  _|  ___|

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

                    +++   MISSION 5: TRISAGION   +++

               __  _______________________  _  __  ____
              /  |/  /  _/ __/ __/  _/ __ \/ |/ / / __/
             / /|_/ // /_\ \_\ \_/ // /_/ /    / /__ \
            /_/  /_/___/___/___/___/\____/_/|_/ /____/ 

--MAIN OBJECTIVE: OBTAIN THE WING TALISMAN

++AREA: SOLDIER'S GRAVEYARD

--NEW ENEMY: MEPHISTO
It may seem a little bit difficult at first to kill the Mephisto
enemies, but there is only one way to do it: use the mid-air Buster.
Yup, avoid trying to do mid-air combos or shooting at it. Instead, jump
towards Mephisto and use a mid-air Buster to punch him.

It'll take a few tries to jump close to him, but all it takes is a few
Buster punches to the cranium to reveal its true lizard form. Keep
using mid-air Busters on Mephisto until its lizard form falls to the
ground. From there, use whatever combos you want on it to kill it! Kill
both of these things to clear the area.

--OBJECTIVE: USE THE RUSALKA CORPSE TO FIND A SECRET MISSION

Destroy all of the tombstones and pillars to get Red Orbs. Near the
exit stairway is a metal fence on both sides. Destroy the fence and
then go under the stairs to find another Secret Mission door!

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

        +++   SECRET MISSION 03: NONVIOLENT RESISTANCE   +++

For this mission, Nero is required to raise his Stylish ranking without
using any attacks. WHAT?!? Whatever, I ain't doing this mission. PFFT.

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

Once the Secret Mission is done (or not), exit the graveyard to the
next area.

++AREA: MASTER'S CHAMBER  

More White Knights will show up to greet you, so greet them back with a
sword to the cranium! Once all the Knights are gone, the Rusalka Corpse
will indicate that there is another Secret Mission in the room.

Approach the fireplace and jump above it. Destroy the mirror to reveal
a secret alcove to another Secret Mission!

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

             +++   SECRET MISSION 10: PUPPET MASTER   +++

For this mission, Nero must use ONE Gyro Blade to destroy FIVE
pedestals located in the Large Hall. There are no enemies here, so use
the pinball strategy. Activate the Gyro, attack it to spin it, and then
punch it to hurl it across the room. Destroy all five pedestals within
two minutes to complete the mission.

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

Once that's done, exit the room to encounter those White Knights again.
Kill them off (or don't) and then exit the room to a familiar place.

++AREA: TORTURE CHAMBER

Approach the fiery blue mechanism and strike it to open the metal gate
and lower the spikes. Now activate the Gyro and hurl it to the other
side and destroy the pedestal to trigger a cutscene.

++AREA: PRISON DEPTHS

--OBJECTIVE: OBTAIN THE WING TALISMAN

Two Mephistos will appear, so get to it and Buster them to death! With
both of them gone, approach the mantle and grab the WING TALISMAN. This
item enables Nero to jump to super high places that have a red-glowing
crest on it. Jump on the first red crest and jump up to the next one.

As you jump higher, you'll notice that there are ledges near each
crest. If you can direct Nero to make him land on the ledge, you will
find a few goodies like Red Orbs and a Red Orb statue. Now jump your
way out of the chasm back to the Torture Chamber.

++AREA: TORTURE CHAMBER

Scarecrows and Mephistos will show up to bug you. Bust out the Buster
and whack them all to clear the area. Exit back to the Large Hall.

++AREA: LARGE HALL

Three Frosts will be waiting for you in the halls, so be ready to fight
back. Eliminate the Frosts and exit back out to the Grand Hall.

++AREA: GRAND HALL

Approach the red crest (where you destroyed the coffin) and jump to the
chandelier above. Strike the base of the chandelier to trigger a
cutscene. Now enter the newly opened path and go down the stairs.

See that glowing green thing behind the metal bars? Use the Grim Grip
to grab a Vital Star S! Now exit the room to a new area.

++AREA: UNDERGROUND LABORATORY

Go all the way to end of the path to complete the mission.

                   \  |_ _|  __|  __|_ _|  _ \   \ |
                  |\/ |  | \__ \\__ \  |  (   | .  |
                 _|  _|___|____/____/___|\___/ _|\_|

                 __|  _ \   \  | _ \ |    __|__ __| __|
                (    (   | |\/ | __/ |    _|    |   _|
               \___|\___/ _|  _|_|  ____|___|  _|  ___|

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

                 +++   MISSION 6: RESURRECTION   +++

               __  _______________________  _  __  ____
              /  |/  /  _/ __/ __/  _/ __ \/ |/ / / __/
             / /|_/ // /_\ \_\ \_/ // /_/ /    / / _ \
            /_/  /_/___/___/___/___/\____/_/|_/  \___/ 

--MAIN OBJECTIVE: RELEASE THE TRUE POWER THAT RESIDES WITHIN

--OBJECTIVE: FIND THE BLUE ORB

Enter the chasm but DO NOT jump down just yet! To the left of the
screen is a Blue Orb sitting and waiting to be taken. Carefully walk
through the ledge and then grab it. Now jump down to the bottom of the
laboratory. Ignore the red statue altar (it's for Dante) and enter the
next area.

++AREA: R & D ACCESS

--NEW ENEMY: FISH-SHARK THINGIE
These enemies "swim" under and around the area. All Nero has to do is
simply grab them with the Grim Grip so that he can inflict some damage.
Use the Buster on them to shorten the battle. Once all of them are
fried, exit the area through the other doorway.

++AREA: GAME ROOM

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

                     +++   LIAR'S DICE PUZZLE   +++

The concept of this "puzzle" is really simple. In order for Nero to
exit, he needs to roll the dice. Whatever number it lands on is how
many spaces his "shadow" can move. Understand it so far?

It doesn't matter where Nero stands. Walk up to the dice and grapple it
to choose a number. After it rolls, Nero's shadow will move according
to the number the dice fell on. From there, enemies will appear just
because they HAVE to.

Scarecrows and Frosts will appear for no reason, so just kill them off!
When the room is clear, Nero can then roll the dice again. From this
point on, it'll keep going on like this until Nero's shadow finally
reaches the last space. Tedious, you say? Goddamn right it is.

Also, as Nero's shadow gets closer to the last spot, prizes (instead of
baddies) will start to show up. Finish this stupid-ass puzzle to
continue on with the game.

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

Before you enter the doorway to the next area, access the nearby
Divinity Statue first! Stock up on stuff and then exit.

++AREA: CONTAINMENT ROOM

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

                +++   BOSS BATTLE: AGNUS'S MIRROR   +++

                      ___   _______   ____  _______
                     /   | / ____/ | / / / / / ___/
                    / /| |/ / __/  |/ / / / /\__ \
                   / ___ / /_/ / /|  / /_/ /___/ /
                  /_/  |_\____/_/ |_/\____//____/  

The point of this battle is to shatter the large glass mirror that
Agnus is standing behind to win the battle. See those large flying
swords? They can be painful if you don't evade them properly.

Use the Grim Grip to grab them in mid-air and then immediately use the
Buster to throw it at the mirror. That's it! That's all you have to do
for this battle, so evade the sword attacks, and then grapple and throw
them at the mirror until it finally shatters to a million pieces. I
can't make it sound any easier than that, so DO IT.

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

After the long cutscene, Nero will have the ability to use the Yamato
Devil Trigger! Now exit the area.

++AREA: FORIS FALLS

--OBJECTIVE: GET TO THE FORIS FALLS ENTRANCE
--OBJECTIVE: OBTAIN THE BLUE ORB

Approach the blue mechanism and strike it to trigger a cutscene. From
there, go upstairs and move towards the ledge near the exit door.
You'll notice a floating Blue Orb. Do you see it?

In order to retrieve it, you'll need to have Nero's RUN ability
purchased from the Divinity Statue. If you don't have it, then come
back to this area when you do. Otherwise, run up the stairs and then
run towards the ledge and Nero will do a long jump. The timing for the
jump needs to be VERY precise. Nero must literally jump in front of the
Blue Orb in order to retrieve it (trust me, using the Grim Grip won't
work). It'll take a ton of tries, but it's worth it! Once you're done
playing with the grill in the washing machine, exit the area.

++AREA: ANGEL CREATION

Enter into the factory to face off against a trio of White Knights.
These guys should be easy by now, so GET TO IT! Use the Buster on each
of them to kill them faster.

After the Knights are finished, continue up the pathway to encounter
two more of these Knights. Clean them up with your Buster style and
then continue on.

In the next area, you'll face off against a large gaggle of Knights.
About 6-8 Knights will spawn (not all at once), so kill them all off to
clear the factory area. Now exit out to the next area.

++AREA UNDERGROUND LABORATORY

Jump all the way back to the top of the chasm and then make your way
back into the Grand Hall area.

++AREA: GRAND HALL

As soon as you enter the Grand Hall, enter through the door on the left
or right side of the destroyed painting.

++AREA: CENTRAL COURTYARD

Rev up the Red Queen because you'll encounter some Frosts again.
Approach and kill them off and then exit the area.

++AREA: FORIS FALLS

Make your way to the newly revealed entrance.

++AREA: FOREST ENTRANCE

Go all the way up the tunnel to the Forest area to complete the
mission. WOW.

                   \  |_ _|  __|  __|_ _|  _ \   \ |
                  |\/ |  | \__ \\__ \  |  (   | .  |
                 _|  _|___|____/____/___|\___/ _|\_|

                 __|  _ \   \  | _ \ |    __|__ __| __|
                (    (   | |\/ | __/ |    _|    |   _|
               \___|\___/ _|  _|_|  ____|___|  _|  ___|

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

                 +++   MISSION 7: THE SHE-VIPER   +++

               __  _______________________  _  __  ____
              /  |/  /  _/ __/ __/  _/ __ \/ |/ / /_  /
             / /|_/ // /_\ \_\ \_/ // /_/ /    /   / /
            /_/  /_/___/___/___/___/\____/_/|_/   /_/  

--MAIN OBJECTIVE: PROCEED THROUGH THE FOREST OF RUIN

++AREA: FOREST ENTRANCE

In the forest area, there are large pods on the ground that look like
cocoons. Destroy them to unleash a bunch of Red Orbs. This area is
clear of enemies, so its exploration time!

There is a large tree branch with cocoons and a Red Orb statue near the
gazebo. Approach the large gazebo in the center of the area and the
Rusalka Corpse will start buzzing off. In the center of the gazebo is a
doorway to a Secret Mission!

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

            +++   SECRET MISSION 08: ROYAL BLOCKER   +++

This is more of a mission for Dante than Nero. For the mission, Dante
needs to do FIVE successful Royal Blocks using the Royal Guard ability.
Should be easy enough, right?

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

Once you're done canoodling, make your way to the next area.

++AREA: WINDSWEPT VALLEY

--OBJECTIVE: FIND THE HOLY WATER

Before you jump down to the bottom of the mountain, make a left turn
and follow the ledges to the end to find a lone Holy Water sitting and
waiting for your ass. Now jump down to the bottom to encounter some new
baddies.

--NEW ENEMY: ECHIDNA'S SEEDS
These things are total joke. Simply grapple them and then use the
Buster to tear them to shreds. Too easy. In the area are two large
sealed doors that can only be opened with a Gyro Blade.

--OBJECTIVE: FIND THE GYRO BLADE

There's nothing else to do in the area, so go up the stairs and enter
the large building.

++AREA: RUINED CHURCH

In this area, the Echidna's Seeds will morph with the scarecrows to
form some kind of hybrid. Although they don't look any different, these
new scarecrows have the ability to use sharp blades even after Nero
knocks them down, so BE CAREFUL when fighting them!

Once you're done with these freaks, look to the right side of the room
to see glass walls that can be shattered. Shatter the glass wall to
reveal some more cocoons and a red statue altar (for Dante). Now go up
the stairs and activate the blue mechanism to reveal a glowing pathway.

Quickly make your way down the path before it disappears and exit
through the Emblem Door.

++AREA: RUINED VALLEY

Go up the metal stairs and catapult from ledge to ledge to a new
puzzle...if you can call it that.

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

                 +++   DISAPPEARING FLOOR PUZZLE   +++

This "puzzle" is almost similar to the Torture Chamber puzzle. After
Nero activates the blue mechanism, a set of floor tiles will appear.
After a few seconds, another set of floor tiles will appear and the
last set will DISAPPEAR. Understand how it works?

The only thing that will distract Nero are the two Mephistos floating
around. Avoid using aerial Busters on them and patiently wait for them
to get close to use a Buster. As the floor disappears, quickly jump to
the next set or else Nero will fall to the area below (Ruined
Lowlands). If he does fall to the bottom, Nero then needs to eliminate
a bunch of baddies in order to get back to the top.

The key to this puzzle is patience. If you can't spend the time to
patiently wait, then you deserve to keep falling to the bottom of the
pit! When the floor is about to disappear, quickly move to the next
appearing set of tiles or jump towards it. Rotate the camera so that
you don't miss the jump. Keep jumping on the next set of tiles until
the path towards the door opens up. From there, get your impatient ass
to the next area.

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

++AREA: LAPIS RIVER

This area is completely clear of enemies, so just search for Red Orbs
all over the place. But DO NOT leave just yet!

--OBJECTIVE: FIND THE SECRET MISSION

Go all the way to the left side of the area (near the end of the
waterfall) and the Rusalka Corpse will start buzzing. Look for the lone
tree at the end of the path to find a doorway to a Secret Mission.

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

              +++   SECRET MISSION 05: SKY SCRAPER   +++

For this mission, Nero has 60 seconds to jump using the red crests ALL
the way to the very top. GOOD LUCK!

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

Exit the area.

++AREA: ANCIENT PLAZA

Echidna's Seeds and those hybrid scarecrows will appear in the area, so
start eliminating them! Clear the area and then exit.

++AREA: WINDSWEPT VALLEY

You just found the Gyro Blade! Now activate it and hurl it at the
doorway to bust it open. Use the Gyro on the Seeds and scarecrows and
then hurl the Gyro at the other sealed doorway. When the path is open,
head down the stairs to the next area.

++AREA: RUINED VALLEY

Get ready for a semi-Indiana Jones type of chase. Quickly run down the
metal stairs to avoid getting chomped by Echidna. Destroy the cocoons
blocking the way and then make it all the way to the end of the path
and then exit out.

++AREA: FORGOTTEN RUINS

--OBJECTIVE: FIND THE BLUE ORB

Approach the nearby blue statue altar and start whacking away at it
with some hard combos. Keep attacking it until Nero receives an ATOMIC
rating to receive a Blue Orb! WOO-HOO!

Now continue down the path to encounter some more hybrid scarecrows.
Eliminate them all and then access the Divinity Statue at the end of
the path. Stock up on stuff if you need to and then enter the next area
for a boss battle!

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

                   +++   BOSS BATTLE: ECHIDNA   +++

                ______________  __________  _   _____
               / ____/ ____/ / / /  _/ __ \/ | / /   |
              / __/ / /   / /_/ // // / / /  |/ / /| |
             / /___/ /___/ __  // // /_/ / /|  / ___ |
            /_____/\____/_/ /_/___/_____/_/ |_/_/  |_|

Echidna likes to play it rough! The battle is not so difficult than the
battle with Bael but you still need to be fast with your evasion moves.
Echidna uses a couple of killer moves:

--VIPER SLAM
Echidna hovers around the arena and then quickly knocks you down. Use a
well-timed evasion roll to get out of the way of her attack.

--VIPER SEEDS
Echidna spreads her "legs" like a spider and starts laying eggs. Simply
use the Grim Grip to grapple near her vulva-looking sac and whack it
until she retreats. Did I just say that out loud?

--VIPER TENTACLES
Echidna plants herself on the ground and summons a bunch of her
tentacles from the ground to pound you. Catapult towards her head and
then whack, whack, whack!

When she moves around the arena, catapult towards her head and then
start wailing at her body. From there, you'll be spending a lot of your
time evading and then attacking as soon as she stops. When she gets the
wind knocked out of her, grapple towards her and use the Buster to
trigger a special attack to reduce her health by 15%.

Just as she begins to lose more health, she starts glowing in a gold
color and starts hurling seeds at you. Ignore the seeds and continue
the assault until she gets knocked out. Once Echidna is out for the
count, jump up towards her and use the Buster to end the battle in
stylish fashion! 

Nero will obtain the SEPHIROTHIC FRUIT which will allow him to disperse
the red tree barks blocking certain paths.

                   \  |_ _|  __|  __|_ _|  _ \   \ |
                  |\/ |  | \__ \\__ \  |  (   | .  |
                 _|  _|___|____/____/___|\___/ _|\_|

                 __|  _ \   \  | _ \ |    __|__ __| __|
                (    (   | |\/ | __/ |    _|    |   _|
               \___|\___/ _|  _|_|  ____|___|  _|  ___|

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

                         TO BE CONTINUED...

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Posted on 10-02-2008
Filed Under (Walkthrough, Wii) by admin

No More Heroes

                                           /
                                          /
                                         /
         No More Heroes                 /
-------------------------------------- /  "Heroes will fall...
                                      /----------------------------------------
                                     /        and a new champion will rise..."
                                    /
                                   /
-------------------------------------------------------------------------------

//Game Specs
-----------------------------------
Platform: Wii
Developer: Grasshopper Manufacture, Ubisoft (2008)
Genre: Sword Fighter, Action/Adventure
Rating: M (Blood and Gore, Crude Humor, Intense
           Violence, Sexual Themes, Strong Language)

                                                            //Walkthrough Specs
                                            -----------------------------------
                                                         Author: Georgi Samaras
                                                  E-mail: SophiaLee04@yahoo.com
                                                                  Version: 1.22
                                                 Last Updated: February 7, 2008

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

//Contents
-----------------------------------
    Introduction........................... [int]
    Controls .............................. [con]
    The HUD and Menu ...................... [hud]
    Santa Destroy ......................... [san]
    Battle Mechanics ...................... [bat]
    Death Blows and Slots ................. [slo]
    Tips and Tricks ....................... [tip]
    Walkthrough
       Ranking 10 ......................... [r10]
       Ranking 9 .......................... [r09]
       Ranking 8 .......................... [r08]
       Ranking 7 .......................... [r07]
       Ranking 6 .......................... [r06]
       Ranking 5 .......................... [r05]
       Ranking 4 .......................... [r04]
       Ranking 3 .......................... [r03]
       Ranking 2 .......................... [r02]
       Ranking 1 .......................... [r01]
    Job Center Listings ................... [job]
    Assassin Side Missions ................ [asm]
    New Game + ............................ [ngp]
    FAQ ................................... [faq]
    Miscellaneous ......................... [mis]

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

//Introduction                [int]
-----------------------------------
    Welcome to the city of Santa Destroy: home to the United Assassins
    Association and the young man determined to reach its peak, Travis
    Touchdown.  Using a beam katana he won in an internet auction, Travis
    determines to prove his worth after having been recruited and ranked 11th
    in the UAA.  It's your job to help him become number 1 and to do it in one
    piece.

    If you've ever played a game called Killer7, then you may already have an
    idea of what you're getting yourself into.  If not, I highly recommend it.
    Get ready for disturbing humor, unique graphics, and really, really
    addictive gameplay.  Thank you, Suda51!

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

//Controls                    [con]
-----------------------------------
    in battle (nunchuk):
      control stick: move Travis
      C: center camera behind Travis
      Z: hold to lock on to an enemy
      shake nunchuk: perform a jumping slash (technique must first be learned)

    in battle (Wii-mote):
      d-pad up: lock on to a different enemy (when locked on)
      d-pad down: dodge (when locked on)
      d-pad left: move camera, dodge (when locked on)
      d-pad right: move camera, dodge (when locked on)
      A: slash, charged slash (hold A)
      B: beat attack, charged beat attack (hold B)
      -: activate Anarchy in the Galaxy (if you have stock)
      +: open menu/pause game, skip cutscenes (press twice)
      1: charge mode
      2: toggle mini-map
      shake Wii-mote: help Travis get up after being knocked down

    *in battle, you will also be prompted to wave the Wii-mote and nunchuk
     according to on-screen arrows

    on foot (nunchuk):
      control stick: move Travis
      C: center camera behind Travis
      Z: switch to first-person view

    on foot (Wii-mote):
      d-pad: move camera
      A: interact
      B: dash (technique must first be learned)
      +: open menu/pause game
      2: toggle mini-map

    on the Schpeltiger (nunchuk):
      control stick: steer
      C: cycle through camera views
      Z: hold to activate booster

    on the Schpeltiger (Wii-mote):
      d-pad down: dismount (while stopped)
      A: accelerate
      B: brake/reverse
      +: open menu/pause game
      1: have a friend bring your bike to you in town
      2: toggle mini-map
      B + A: burn out (release B to take off)
      Wii-mote up: wheelie jump
      Wii-mote left/right + B: drift turn

    *on the loading screen, hit B repeatedly to play around with the loading
     star

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

//The HUD and Menu            [hud]
-----------------------------------
    Going into battle or driving in town, you'll notice a lot of clutter on the
    screen, your heads-up-display.  Here, I'll describe what all that stuff
    means.  I'll also detail the tabs in the menu, which is accessed by
    pressing the + button.

    Battle HUD
    ----------
      heart: your health gauge
      tiger: Dark Side Mode meter (see "Death Blows and Slots")
      "High/Low" meter: tells you how you're holding your katana/remote and
                        determines how Travis slashes and punches
      energy meter: the katana's battery power
      LB$: Travis' pocket money
      777: Anarchy in the Galaxy stock, of which you can hold only three
      mini-map: shows paths and items of interest and can be modified to show
                enemy positions
      slots: only appear in the bottom center of the screen after a death blow
             (see the "Death Blows and Slots" section)

    City HUD
    --------
      heart: your health gauge, although Travis never seems to lose health in
             town, even after crashing his bike
      energy meter: Travis' stamina (for dashing) and the Schpeltiger's nitro
                    gauge (when riding)
      LB$: Travis' pocket money
      mini-map: shows roads, event icons, and items
      L---R: in the center of the screen, shows which direction your motorcycle
             is turning
      speed: your speedometer, for those who love to know they're going as fast
             as possible while mowing down pedestrians

    Menu Tabs
    ---------
      map: a bigger version of the pixelated mini-map
      ranking: how much money you need for the next fight and how much you
               currently have
      side job: the terms of your current side job, if you've signed up for one
      config: adjust volume, camera controls, and toggle subtitles
      data: load save data or start a new game

      The rest of the stuff displayed on the menu should be self-explanatory.
      Note that if you want to keep multiple save files, you must let the game
      auto load one and then access the other through the menu.

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

//Santa Destroy               [san]
-----------------------------------
    The city streets are where you're going to be doing much of your business.
    To make navigating easier, always make sure your mini-map is on in the
    lower right corner of your HUD.  All the points of interest are marked by
    icons on that map.  Here's a list of businesses in the city that are worth
    it to visit regularly.

    Motel "No More Heroes"
    ----------------------
      This is Travis' base of operations.  In the bedroom, there's:

        a closet: where you keep all of Travis' clothes you've found or bought
        a drawer: where all your weapons are stored
        a map: see the layout of Santa Destroy and your mission rankings
        a telephone/fax machine: gives you updates on your UAA rank and
                                 messages about video rentals

      In the living room, you'll find:

        the toilet: your only readily accessible save point
        the TV: watch various videos Travis has (mostly wrestling videos you
                bought) and play video games (after a certain stage)
        the fridge: open to replenish your health
        Jeane: Travis' cat and only family, press random buttons and wave the
               remote to play with her
        cards: wrestling cards that add to your otaku collection, as well as
               unlock concept art during a New Game +

      The motel's map icon is a house, and its flag is easily visible from
      several city blocks.  If you ever need to get to the motel quickly, jump
      into the river in the middle of town or into the ocean off Iron Claw
      Point.  You'll automatically be back in the parking lot, no worse for
      your ordeal.  (Thanks to Josh L. for pointing this out.)

    K-Entertainment
    ---------------
      An advertising agency which also dapples in seedy contractual killings.
      Go here to take on assassin missions to earn some extra cash and to
      practice your moves.  See the "Assassin Side Missions" section for
      details.  Its map icon is, fittingly, a skull.

    Job Center
    ----------
      If you'd rather not shed blood to make some extra cash, go here to earn
      your money with honest jobs.  These are extremely varied and pay
      differently depending on what each job has you do.  See the "Job Center
      Listings" section for more details.  Its map icon is a white stick person
      on a pink background.

    ATM
    ---
      If you want to move up the UAA ranks, you need to pay an entry fee.
      Once you have the money, head to the ATM, marked by a dollar sign in a
      yellow circle, to pay.

    AREA 51
    -------
      Santa Destroy's one-stop clothing shop.  If you're looking to fill
      Travis' closet, this is the place to go.  Its map icon is a white t-shirt
      with "51" on it.

    Thunder Ryu Bldg
    ----------------
      This is the office of Travis' sensei and where he goes to buff up.  Each
      exercise costs a certain amount of money and has you perform simple tasks
      with the Wii-mote and nunchuk.  Its map icon is a yellow kanji.  And
      because exercises don't warrant their own section, here's a list of each:

        Dumbbells: move the nunchuk and Wii-mote upward alternately; finish 30
                   in 30 seconds and the number of slices in your beam katana
                   combo increases
        Bench Press: rapidly press A to lift the weights, but use your index
                     finger rather than your thumb to make it easier; if you do
                     10 in 1 minute, your strength increases so you deal more
                     damage
        Squats: snap both the Wii-mote and the nunchuk down at the same time;
                completing 20 in 30 seconds increases your maximum vitality so
                you take less damage

      You'll need to do a dumbbell exercise every time you get a new beam
      katana, and each exercise session will cost more money as your stats
      increase, but they're not pricey by any means.

    Naomi's Lab
    -----------
      Naomi researches beam katanas and sells you new models or accessories.
      At first, Naomi will sell a beam katana of her own design but will make
      new ones if you give her certain items.  Each katana has its own unique
      combo and death blow styles.  The accessories she sells either increase
      damage dealt or save battery power, and each katana except the Blood
      Berry has its own set.  There's also an accessory to help dig up treasure
      by marking it on the mini-map with light yellow circles and making the
      remote vibrate when you're standing over gold; this accessory is
      universal.  Naomi's lab's map icon is a blue beam katana (that looks more
      like a popsicle) in a blue circle.

    Beef Head
    ---------
      This is the local video/game store, run by one of Travis' good friends,
      Bishop.  Travis is mainly into wrestling videos (among other things,
      according to the messages on his machine).  Watching the movies you buy
      here helps Travis learn new wrestling moves.  The store's map icon is a
      pair of bull horns on an orange background.

    Gold Town
    ---------
      A bar located near Thunder Dragon's office.  Inside, Lovikov waits to
      teach Travis special techniques if he has the balls.  Er, Lovikov balls,
      that is.  Lovikov balls are scattered around Santa Destroy and are marked
      on the mini-map with an orange dot.  They also emit a sort of humming
      sound when you're near one.  Bring seven to Lovikov, pick your technique
      of choice, and he will teach it to you in his own special way.  Here's
      the techniques:

        Memory of Three: displays position of enemies on the mini-map
        Memory of Demon: lets you perform a jumping slash by shaking the
                         nunchuk
        Memory of Child: lets you perform a dash outside of battle by pressing
                         the B button
        Memory of Woman: extends Dark Side Mode limit
        Memory of Mask: increases the range of your grab
        Memory of Tattoo: displays the "Max Chain" bonus at the end of ranking
                          fights for extra money
        Memory of White: lets you perform a jumping down attack on downed
                         enemies

      Players of Killer7 may perk up at the number of techniques and balls each
      one costs: 7.  Each of these techniques is named for each Smith assassin,
      and they also imbue Travis with powers similar to each Smith persona.

    Items can also be found on the city streets.  When you see a dumpster,
    press A to kick it open for t-shirts or money.  Any time you are walking on
    an unpaved area, press A to stab the ground with your beam katana to dig up
    money, if you're lucky.

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

//Battle Mechanics            [bat]
-----------------------------------
    While the sword action in this game isn't just swinging the Wii-mote all
    over the place, some of the actions you can perform are sensitive to how
    you hold your remote.  To perform a high attack, tilt the remote up.  To
    execute a low attack, tilt the remote down.  Below is a list of the moves
    you can execute while fighting, with the height-sensitive ones described as
    such.  All of these tactics are laid out in detail in the game's tutorial
    at the start of the first mission.

    Slashes
    -------
      To slash with your katana, simply press A.  Slashes can be both high and
      low; slash high when enemies guard low and slash low when they guard
      high.  Press the A button repeatedly to start a slash combo, and hold A
      down to do a charged attack.  A high charge sends Travis slashing
      forward.  A low slash has him attack enemies at his sides.  Charged
      slashes are unblockable, but you are extremely vulnerable and lose your
      charge when you take damage.  Charges also use up a lot of battery power
      the higher the charge.

    Beat Attacks and Wrestling Moves
    --------------------------------
      To stun an enemy and break their guard, press B to slam them.  Beat
      attacks can be both high and low; beat high when enemies are guarding
      high and vice versa.  Beat attacks can also be charged by holding down B;
      enemies hit with charged attacks will always be automatically stunned.
      When stunned, they'll be dizzied, as indicated by them seeing stars,
      Looney Tunes style.  Press B when near them to grab them and perform a
      wrestling move, which will have you move both the Wii-mote and nunchuk
      according to on-screen arrows.  Once that enemy has been knocked to the
      ground by your mad wrestling skillz, hit A to use a down attack to finish
      them off.  According to Josh L., inserting a beat attack in your combo
      will sometimes result in a dizzying uppercut or a kick that sends foes
      flying away from you.  Either way, it works to your advantage, so don't
      be a stranger to the B button.

    Weapon Clash
    ------------
      When your attack meets that of an enemy, you will lock swords.  The
      remote will appear on the screen in a circle.  Rapidly turn circles with
      your remote to deflect their attack and execute a death blow.

    Lock On and Guard
    -----------------
      Press the Z button to lock on to an enemy.  Pressing the up arrow on the
      d-pad will change which enemy you lock onto.  When locked on, Travis will
      only focus on that one enemy and will run circles around him/her as well
      as perform quick dodges when you hit down, left, or right on the d-pad.
      Travis is invincible during a dodge.  Locking on also lets Travis deflect
      enemy attacks if he's not swinging his katana.  On Sweet difficulty mode,
      auto-guard will be enabled, so Travis will guard even when not locked on.

    Charge Mode
    -----------
      Since the beam katana runs on batteries, the power will eventually run
      out and they will have to recharge.  Attacking enemies, using it to open
      chests, and blocking attacks all use some of the katana's power.  Press
      the 1 button to enter charge mode.  The game would have you wave the
      remote from side to side to recharge, but it's much more fun to mimic
      Travis and pump the remote up and down.  ;)  Travis is vulnerable to
      attack during charge mode.

    While in an area where you will have to fight, you'll see chests and icons
    appear on the field.  Enemies will also sometimes drop replenishing items.
    Here is a run-down of each.

    Purple Chests
    -------------
      These contain pizza which will boost your health.  Small slices restore a
      little, while whole pizzas completely restore it.

    Blue Chests
    -----------
      These contain batteries for your beam katana.  Small batteries restore
      some of the gauge; large batteries fill it.

    Exclamation Points
    ------------------
      These mark your destination.  To activate them, you must meet a certain
      requirement, usually killing all enemies in the immediate area or picking
      up a certain item in a chest.

    Arrows
    ------
      Small yellow arrows simply mark items of interest lying on the ground.

    S
    -
      These mark save points (i.e. - toilets).

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

//Death Blows and Slots       [slo]
-----------------------------------
    Depleting an enemy's health allows you to execute a death blow.  This
    simply requires you swing the Wii-mote in the direction of the arrow on the
    screen.  After the blood bath, slots will automatically appear and spin on
    the bottom of the screen.  If three symbols match, Travis will go into Dark
    Side Mode.  This is Travis' Force: he becomes indestructible and will tear
    through anything in his path.  Dark Side Mode lasts until the tiger in the
    upper left reaches the goal flag along the top of the screen; in other
    words, it doesn't last too long, so make the most of it.  There are five
    different Dark Side attacks.

    "This is the end!"
    ------------------
      Line up three cherries to slow down all enemies, allowing you to beat
      them to the punch.  This one seems to be the most common Dark Side
      attack.

    "Strawberry on the shortcake!"
    ------------------------------
      Line up three grasshopper icons and Travis will move like lightning and
      instantly kill anything in his way.  Go up to an enemy, slash them, and
      an arrow will spin on the screen.  Make circles with your remote to make
      mincemeat of your enemies.

    "Blueberry cheese brownie!"
    ---------------------------
      Line up three bells and a reticule will appear in the middle of the
      screen.  Move it with the control stick and press the A button to fire
      waves of energy at long-distance foes.  This is not an instant kill for
      tougher enemies like those with beam katanas.  Travis will move really
      slowly during this, so just focus on getting enemies in your sight.

    "Cranberry chocolate sundae!"
    -----------------------------
      Line up three Bars to see the screen go grainy.  Walk up to an enemy and
      watch for a button by Travis' head.  Match the button prompt and Travis
      will instantly kill the closest foe in style.  Mess up and Travis will
      only taunt, wasting time.

    "Anarchy in the galaxy!"
    ------------------------
      Line up three 7s (jackpot) to earn one stock, indicated by a 7 on your
      HUD.  Press the - button to activate this awesome power, which completely
      destroys any enemies in the area and even all surrounding areas.  This
      power does not work on boss fights and actually deals very little damage
      against your fellow assassins.  Your stock does not carry over between
      ranking missions either, so use it while you have it!

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

//Tips and Tricks             [tip]
-----------------------------------
    Battle mechanics are one thing, learning the nuances of combat is a
    different matter entirely.  Below are a list of things that are just plain
    helpful to know and can make or break a tough fight.  Master the ways of
    the assassin, young apprentice.

    Surprise Slide
    --------------
      I don't know what to call this, but it's one of the most important things
      to master in the game.  We'll call it the Surprise Slide since it usually
      results in a question mark above your target's head.  What this move is
      is a quick dodge that puts Travis behind an enemy, leaving them open for
      tons of free damage.  To perform it, let the enemy enter a slash combo.
      Now run into it while guarding.  During their combo, continuously double
      tab or simply press and hold left or right on the c-stick.  If
      successful, you'll hear a sound as the screen turns dark, and Travis will
      slide along the ground to get in striking position.  Now mash A and watch
      the hits pile on.  This is invaluable against certain bosses but useless
      against charge attacks.

    Charged Death Blow
    ------------------
      When performing a death blow, shake the remote or hit A when the screen
      is in slow motion.  Triangles will appear around your beam katana and
      your target, indicating that the blow has become more powerful.  It will
      deal more damage to your target and also any nearby enemies.  This will
      not work during weapon clash death blows.  (Thanks to Michael Green for
      this info.)  Josh L. also says that the charged death blow does not use
      battery power, but I can't see a difference between it and a normal death
      blow.

    Windmill Recover
    ----------------
      I'm not up to speed on my breakdancing lingo, but I'm pretty sure that's
      what that move is called.  (Thanks to Codey for correcting me!)  When
      knocked to the ground, Travis will spin his legs around to damage enemies
      while getting back to his feet.  I'm not really sure how to perform this
      move.  Josh L. says tapping A and B works.  xander@lig.net says pressing
      A right before you hit the ground (and possibly swinging the nunchuk too)
      also works.  I always perform it just by shaking the Wii-mote, but it
      only works when an enemy is nearby and, even then, only sometimes.

    The Killer7 Combo
    -----------------
      Players of Killer7 know Dan Smith was a total badass.  The Lovikov
      technique bearing his moniker is a powerful one.  To perform the Jumping
      Slash, shake the nunchuk.  This is an unblockable attack from long range
      that instantly downs a foe.  It is similar to a charge attack though, so
      if you are hit while preparing to jump, the move will be interrupted.
      When you've knocked someone down, back away from them while staying
      locked on and press A.  This will result in a Jumping Down Attack, Kevin
      Smith's move, which will instantly kill the target.  And this, my
      friends, is how you kill all normal enemies in just two hits.  (Thanks to
      Josh L. for info on the Jumping Slash.)

    Weapon Upgrades
    ---------------
      Don't underestimate the power of Naomi's wares.  Her power and energy
      saver upgrades are life savers in certain instances, since every time you
      do an action with the katana, you pay for it with battery life.  If you
      get Tsubaki Mk-III and buy the LB$999,999 upgrade, you will never have to
      recharge your battery.  Josh L. puts this in a way I couldn't agree with
      more: "At first this seems like a minor improvement, because a player may
      think 'shaking the controller isn't so difficult' but really, having
      infinite energy means you can block bullets fearlessly, use the surprise
      move CONSTANTLY, and you can also use charge slashes and jump slash with
      reckless abandon."  The Mk-III energy saver upgrade is almost mandatory
      in Bitter mode.

    Slashing High, Slashing Low
    ---------------------------
      For those who like to slash while holding the remote any which way, stop.
      The game developers put a "High/Low" meter on the HUD for a reason.
      There's a distinct sound you hear when an enemy is blocking your attack.
      When you hear this, you can either do a beat attack, jump away until they
      drop their guard, or you can switch your stance.  Enemies can only guard
      one of two ways, and if they're guarding your high slash, tilt the remote
      down so you start slashing where they're not guarding and vice versa.
      This is a great way to not miss a beat in the middle of a combo and not
      lose your chain.  (Thanks again to Josh L. for pointing out how important
      this is.)

    Pro-Wrestling Power
    -------------------
      Travis' real strength lies in his wrestling moves.  These will shave off
      good chunks of health on bosses and instantly knock down normal enemies.
      Using them on bosses is difficult since they don't stun easily; watch for
      them to stagger and try a beat attack.  Using a slash combo can sometimes
      dizzy an enemy as well.  If this happens, take full advantage of it.
      Since, in most cases, wrestling moves deal more damage in one blow than a
      slash combo, stop hitting A and go for B.  There is only one enemy in the
      game that will ever turn this against you.

    Automatic Charged Low Slash
    ---------------------------
      This technique was e-mailed to me by Kelly, and since I've never pulled
      if off (that I can remember), I'll let the author explain it: "there's a
      technique where if you block an enemies attack the moment before impact
      the block sound is higher pitched and if you press A immediately after,
      it's like an automatic 'low' charge attack, where you go twirling through
      the air killing everything in your path, without having to charge up your
      sword or anything. this only works on grunts, not bosses.  i've only done
      it with the Tsubaki III, i haven't tried it with the other katanas yet."

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

//Walkthrough
-----------------------------------
    This walkthrough was written while playing on the Mild (Normal) difficulty
    setting.  Due to its open-ended nature, this game lets you go about your
    routine any way you want.  The main part of the guide is concerned only
    with the ranking missions.  Side missions have their own sections right
    after this one.

    Ranking 10               [r10]
    ------------------------------
Go down the motel steps to get on your bike.  After Travis makes his impressive
entrance at Death Metal's mansion, take the game's offer of going through a
tutorial.  The bare-bones gameplay of No More Heroes is purely fighting, since
that's all Travis knows to do, so you need to get familiar with the ways of
battle.  It's rather long and is a lot to take in this early, but it's all
stuff you really need to know.  When ready, take out the thugs in the foyer and
head upstairs.  Through the first door, head down the small hallway to your
right to find a chest with money.

Go back and enter the room ahead of you with the pool for another brawl.  This
is a good place to practice a variety of moves.  You should also note a purple
chest here: get to know and love these because they contain health-replenishing
pizza slices.  Now head down the side hallway to the left.

Up the stairs is a blue chest at the end of the hall; blue chests contain a
free battery charge.  In the small hall just behind you is a chest with TRADING
CARD NO. 001.  Enter the nearby room to get closed in.  You'll have to fight
several waves of enemies; make note of the purple chest in the room.  Only open
it when your health is about depleted.  You'll also find TRADING CARD NO. 002
in here.  When fighting groups of enemies like this, always keep the Z button
held down, so even if an enemy attacks you, you will block it.  Also, learn not
to button-mash A.  Travis can't guard in the middle of a combo, so wait until
someone attacks you.  Another helpful tactic is to turn the camera when Travis
is performing a death blow.  Since the game goes into slow motion, you can turn
the camera to see enemies behind you so you know where they are.  When you're
done, exit out the door by the tiger skin rug.

To your right is a chest with money.  Go back downstairs; yes, we're
backtracking.  Be careful going down this hall because enemies will ambush you.
Some have guns so keep that guard up and wait for them to reload.  Take them
out one at a time; don't rush or they'll all attack you at once.  When you hit
the pool room, go downstairs to the main foyer to enter the hall there that was
previously blocked off.

Down this hall, stop when an enemy shouts and gets up, so you can take them on
one-by-one.  When all are gone, a new enemy with a beam katana will appear when
you approach the star on the floor.  Do not underestimate these enemies.
Always keep Z held and wait for them to attack first.  They are extremely
vulnerable after performing an attack.  When they brace themselves and a red
glow surrounds them, get ready to dodge since they're going to unleash a
powerful charged attack, which actually leaves them even more vulnerable if you
can avoid it.  Fight defensively with these guys.  When he's gone, step on the
star.

In this room is another free-for-all.  The basic rules apply for the last shut-
in: take them on in small groups if you can.  If you're swamped, separate them
by running away.  You have more room to work with here, which is always good.
Just make sure not to run away from one batch of enemies right into another.
There's also a really good chance you'll activate Dark Side Mode numerous times
if you haven't already.  Get used to these attacks, as they are quite awesome.
Clean up the chests when you're done (one of which contains TRADING CARD NO.
003).  An enemy with a beam katana guards the exit.

Outside, TRADING CARD NO. 004 is to your left.  Enemies in single file are to
the right.  Most have guns, so use Z to block and do a forward slash with A
while they run from you.

Enter the new building.  Travis will sheath his katana further down and you
will get a call on your Wii remote from Sylvia Christel.  At the end of the red
carpet are a number of things.  TRADING CARD NO. 005 is in a chest.  A
wrestling mask with a note is on the floor (indicated by the yellow arrow),
which will help Travis remember an old wrestling move.  The toilet, your save
point, is marked by an "S".  There are also chests here to fully replenish
health and batteries.  When ready, head for the exclamation point.

    Death Metal
    -----------
      Note that you have both a health and battery chest, as you will in all
      fights like this.  Save them for when in dire need, though this should be
      a no-brainer.  Now, it's going to get old, reading what I'm typing here,
      but keep Z held to keep a lock on and to gain the ability to dodge.  This
      guy will jump around a lot, so feel free to let up on Z to close the gap,
      but always keep it down when near him.  His first round of attacks are
      slash combos.  He's extremely vulnerable after one.  Run or dodge around
      him until he's done, then counterattack.  This fight is a perfect time to
      practice the Surprise Slide I refer to in the "Tips and Tricks" section.
      It really helps give you an advantage.

      When his health is at half, he'll make two duplicates of himself.  This
      is where Z is imperative.  Run to make room, but know that all three are
      not shy about attacking at once.  On the flip side, they also take their
      sweet time guarding.  Focus on the ones that have a full health bar:
      they're the duplicates and should go down quickly.  Get them out of the
      way with basic attacks to get breathing room.

      When you're down to one ugly Englishman, it's a piece of cake.  He'll
      have gained a new attack: a shockwave sent out when he lifts his sword
      high and slams it down.  His combo will have also been extended, so you
      just have to dodge more.  Dodge and counterattack; that's all there is to
      it.  If you want to get more hits in, try a beat attack when you find him
      blocking, so you can use your new wrestling move.

You get letter ranks for different areas of the stage (time it took to
complete, how much damage you took, etc.), so you'll get lots of bonus money if
you did well.  That's really as far as those rankings go; this isn't one of
those "try and S-rank every mission" games.  Get the new chest for money and
an increase in your maximum health, then hit the exclamation point.  You're now
ranked 10th in the UAA.

You'll find yourself at home next.  Get familiar with the stuff around Travis'
cozy little living space.  Outside, head for the limo to meet with Sylvia.
After she kicks you out, you'll be in front of K-Entertainment.  Enter to learn
that you need a ticket from someone who can prove your worth as a hard worker.
Outside, the Job Center will be available next.  For now, just try to earn
enough money to enter the next fight since that's all you can really do at this
point.  See the side mission sections if you need help, and I'll meet you back
here when you've raised at least LB$150,000.

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

    Ranking 9                [r09]
    ------------------------------
Did you make bank?  Don't worry; it'll get better.  Head to Destroy Stadium for
your next ranking fight; it's marked by a yellow and black "IX".  Upon
entering, head to the left to clean up on this end.  Some enemies throw
baseballs as long range attacks, and one will have a beam katana.  Grab the
chests, including TRADING CARD NO. 006, and do an about-face.  Clean up here
and go up the ramp.

Grab the chest to your right for cash.  Some enemies in this area wield axes
and seem to have a faster slash than Travis, so block the first slash and
counterattack to play it safe.  There's also an enemy with a beam katana here.

In the next area is a frustrating little mini-game.  Pitchers are lined up and
will throw baseballs at you.  Hit the balls back to knock them out.  Swing hard
enough and the ball will knock down the gate for you at the end of the hall.
Miss any players and whoever's left standing will attack you.  To hit the ball,
hold the Wii-mote like a bat and swing (à la Wii Sports).  Timing is
everything, which is why this mini-game is so frustrating.  There's plenty of
chests down this hall, including TRADING CARD NO. 007 on the other side of the
gate.

Up the ramp, more of the usual awaits, with another batting mini-game after
going through another gate.  Beware, this time the pitches are a lot faster.
TRADING CARD NO. 008 is further down the hall.  Continue on, picking off more
enemies (one with a beam katana) and picking up TRADING CARD NO. 009 before
moving on.

The next hall is narrow, with enemies just waiting for you to do away with
them.  This is a great place to practice timing your high charge slash attacks,
since they slice forward.  The thugs usually thrust forward with a kick, so try
to hit them before they hit you.  Further down, two enemies with beam katanas
will ambush you at the same time.  You don't have a lot of room to work with,
so keep the guard up and dodge to the side as best you can.  There's also a
third katana-wielder down the way, and he'll use long range charge attacks as
well as at close range.  Nab TRADING CARD NO. 010 and continue down the path to
get a telephone call.

At the end of this hall is the usual set-up with the save point, wrestling
mask, and so on; get used to it since it'll be like this before every major
fight.  Note that the battery and pizza chests respawn after saving, so if you
didn't get enough pizza to reach max health, visit the restroom to make room
for more.  Move on to see what exactly your LB$150,000 was for.

    Dr. Peace
    ---------
      The doctor is purely a long range attacker.  Since you start far away
      from him, this is bad.  His bullets make trails in the air; when you see
      them, stop running and hit Z to deflect them.  Slowly make your way up to
      the pitcher's mound.

      Once there, NEVER LET GO OF Z.  (Didn't I tell you you'd get tired of me
      saying that?)  Run circles around Dr. Peace and use the left or right
      dodge to evade his fire.  Once in a while, he'll holster his guns and
      prepare a charge attack.  Back off a bit and wait until he glows white,
      then do a side dodge or simply keep running to stay ahead.  If you are
      hit by this attack, the force of the shot will knock you back to where
      you started, and you'll have to make the slow trek back to the mound.
      After he fires, go in with your combos.  When you're finished with one,
      watch for Dr. Peace to guard by holding up his arms.  This is a great
      time to try a charged high attack to break that guard and throw him.
      (Credit goes to Kyle for this strategy.)

      The hard part about this fight is keeping the charge up on your katana,
      especially if you're blocking a lot of bullets.  Only go for the blue
      chest if you're desperate or are sure you can get back to the mound
      safely.  Wait for him to do a combo - the one that starts with him
      shooting wildly and ending by shooting with both guns at once is good -
      and then enter charge mode quickly.  Dr. Peace's attack style does not
      change at all during the fight, so find a routine that works for you and
      stick with it.

      When you've dealt the final blow, Travis will get shot away.  Go back up
      to Dr. Peace for a stand-off.  Hit the correct button on the screen and
      Travis will emerge victorious.

Grab the chest to move on.  You are now ranked 9th in the UAA.  After checking
your messages, go outside to see that three new areas of Santa Destroy are
available: AREA 51, Naomi's Lab, and the Thunder Ryu Bldg.  There's also a new
job available, as there will be every time you rank up.  Do whatever you need
to do, and don't come back until you've got LB$200,000.

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

    Ranking 8                [r08]
    ------------------------------
If you've got the goods, then let's go, go, go.  Head for the "VIII" marker at
the school.  Fight off the first wave of thugs in the gate, then head left.
After that, clean up to the right of the entrance.  Grab TRADING CARD NO. 011
in the chest and enter the school once all the enemies are dead.

TRADING CARD NO. 012 is up ahead to the right after you deal with the ambush.
You should have noticed all the yellow arrows on your mini-map by now.  They're
fire extinguishers.  Why do you need them?  Because enemies in this hall wield
lit torches.  If they hit you, Travis will burst into flame.  Go over to a fire
extinguisher to put him out if this happens.  In the second hallway on the
right is an alcove with a health chest.

Keep going down this linear hall while Killer7 fans around the world have
Coburn déjà vu.  Get the health chest at the end and move on.

Here, Travis' beam katana will short out and he will have to, er, run all the
way down the hall to turn off the sprinkler system.  The "challenge" here is
trying not to take damage since you're defenseless.  When it's off, grab the
chest for a recharge and double back to take care of the thugs in the hall.
At least their torches have been put out.

Next is a free-for-all in the gym.  There are three waves, with the last one
being two guys with beam katanas.  Use the wide space to your advantage and
remember that you've got two chests to replenish health and battery.

To the left through the gym is TRADING CARD NO. 014, and TRADING CARD NO. 013
is behind the stairs south of the gym.  Go up those stairs to get a phone call.
TRADING CARD NO. 015 is around the corner, down the hall, right before the pre-
fight set-up.  Definitely heal up and save, since this next one's a toughie.

    Shinobu
    -------
      Guess what my first piece of advice is?  Lock on her when you find her.
      You need to be able to dodge quickly when she blocks your slashes.  She
      is only really vulnerable after she performs an attack.  She has several
      different charge attacks as well, both close and long range.  Sonic Sword
      is the long range one; the others are just charged forward slashes, but
      they have a pretty good reach.  When she yells "Sky high!", this means
      she's going to do a jumping attack.  If this connects, she'll hit Travis
      multiple times and will leave him at death's door.  Whenever she twirls
      her sword and it leaves red trails in the air, this is an actual attack,
      not just for show.  Well, maybe both.

      You must play this fight defensively.  Do not button-mash A.  Always wait
      for her to make the first move; this is important.  Combo when you can
      and dodge to the side as soon as you hear the metallic sound of your
      blows being deflected or quickly change your stance before she counters.
      When circling her, it is possible to get hung up on a pillar.  Shinobu is
      agile enough that she can take advantage of that.  Unfortunately, she is
      so agile that the Surprise Slide may not work as well as you'd think.
      Only in certain instances will any of your blows actually connect if you
      pull it off.  During a weapon clash, Shinobu can also jump away if she's
      near a wall or pillar, avoiding the subsequent death blow and possibly
      using her own instead.

      As you whittle her health down, she gains more charge attacks and her old
      ones get more powerful.  Sonic Sword will attack more than once and can
      really take a huge chunk out of your heart.  There's also another which
      is practically an instant kill: when she sheathes her sword, run away
      from her backwards.  If she catches you, she'll do the typical anime
      "slash you ten times in midair" thing.  It's important not to run to the
      left or right because she'll follow your movements until she unleashes.
      Running away backwards is better since she'll have to work to close the
      gap.

      The worst thing that can happen in this fight is dodging right into a
      pillar, but the best thing you can do is be patient.  Shinobu is patient
      as well.  If you need a recharge or to look for a health chest, just beat
      feet away from her, and she'll wait until you get close again to make her
      move.

      HXC_mike has e-mailed me with another strategy: "The move that takes off
      the most damage against Shinobu is a suplex.  It takes off about a little
      less than a 1/4 of her life.  Well, you can not really do this off the
      bat, because she is a quick little girl.  So, here what you do. You dodge
      her attacks until you find a really good opening.  Hit her ONCE or TWICE.
      Shinobu goes backward stumbling like a drunk, but if you wait for the
      right timing, she will put her guard up.  The trick here is learning the
      timing between her stumble and guard recovery.  You have to use a charged
      Melee attack to dizzy her, so you have to start before she goes on guard
      for the timing.  Once she is past half her life, hit her ONCE instead,
      and always be on gaurd.  Remember, that although this is the quickest and
      surest way to kill her, you can not kill her with a suplex, so even
      though her bar is empty, you will still have to kill her with a slash!"
      I have tried this and can confirm that it works amazingly well if you can
      get your timing right.

You're now ranked 8th in the UAA, but you've left your opponent alive.  Maybe
that will have repercussions?  We'll cross that bridge when we come to it.
Outside, Gold Town and Beef Head are now open for your business, and the wares
in the other shops around town will have been added onto.  After going to Gold
Town, Lovikov balls will be marked on your map.  It's not a bad idea to get at
least 14 so you can get two useful techniques: Memory of Three and Child.  The
price of glory is on the rise.  Meet back here when you've got LB$250,000.

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

    Ranking 7                [r07]
    ------------------------------
Back from the daily grind?  Then let's have some fun.  Head for number "VII" on
the south side of town.  TRADING CARD NO. 016 is down past the turnstiles.
TRADING CARD NO. 017 is down the stairs by your destination.  Get on the train;
there's nothing else here.

Kill your way along the train.  The second-to-last last car has three guys at
once, and one of them has a beam katana.  Bite the bullet and slash away; you
can't do much to maneuver here except keep your guard up and wait for an
opening.  Before you go up the stairs after getting off the train, look on the
north side by the tracks for a chest with TRADING CARD NO. 018.  Then go up the
only unblocked stairs to the west.  Up here is TRADING CARD NO. 019.  Leave the
station.

Approach the studio building and the doors will open for you.  A blood bath
ensues inside.  The guys with the paper bags over their heads are nothing
really special.  They wield the same variety of weapons.  Some will even have
stop signs that love to block and have powerful swings.  Go upstairs to see
three guys with guns.  Wait until they reload to attack.  There's no easy way
to separate them.  Dodge in-between strikes to avoid gunfire.  Go back down to
proceed.

To the left out here is TRADING CARD NO. 020.  In the next warehouse, take care
of the guys with guns first if possible.  It's annoying to have a man-to-weirdo
fight with guys firing at your back.  Even more gunfire lies upstairs.  Keep
that guard up.  Clean up the room and head out.

Three guys with beam katanas are in the next warehouse.  One will charge first,
but it won't be long before you have three on your tail.  Run to make room, and
watch your stance.  If they start to deflect your blows, quickly switch to the
opposite height to knock them off and get tons more hits in.  Two more katana-
wielders are up top, and one more will spawn on the ground floor before you can
move on.  This last guy is also accompanied by a guy with a gun.  Take him out
first.  Listen for the sound of the other's katana and dodge accordingly.  If
you have the Memory of Three technique, tracking enemy movements will be a
little easier.  Sylvia will call when you're done.

What the hell kind of way is that to start a fight, Travis?  We were spared
this time because real heroes don't die in cutscenes.

    Destroyman
    ----------
      Guys who shoot lasers out of their crotch make me go "ew".  The helpful
      thing about this guy is that he yells out whenever he attacks, like any
      anime action hero worth his salt.  He's got all kinds of moves.  Destroy
      Cannon is a single energy blast.  Destroy Beam is a laser that does a
      180 around his head.  Destroy Spark is a close range shock that stuns
      Travis.  There's also a punch that he does that sends out shockwaves and
      hits if you're close, but I can't understand what he says when he does
      it.  Sounds like Destroy Pow.  Whenever he raises a fist in the air,
      that's the shockwave move.  He's also got a normal punching volley.

      The area you're fighting in is awful.  There's junk all over the place,
      making dodging difficult.  Keep him in your sights, run, and
      counterattack every time he unleashes an attack.  Travis can't block
      against the special attacks, except the Destroy Beam.  He is invincible
      while dodging, so even if an attack hits, you shouldn't take damage if
      you're in the act.  You can't get many hits in before Destroyman gets his
      guard up.  The good thing about this is that a charged beat attack
      usually stuns him.  You can also try beat attacks in the middle of a
      slash combo.

      Halfway through, he'll go airborne along with some props and do nothing
      but fire his Destroy Cannon or dive bomb you if you're close.  Get in
      front of one of the flashing panels on the walls to get him to knock
      himself down.  You can also slash the panels, but it's more satisfying to
      have him do it.  If you picked the right one, you'll knock him to the
      ground.  There's a chance that you might have picked a switch for the
      random junk instead.  Don't leave yourself open while making your way
      from one switch to another.  Rob has e-mailed me saying that, while
      Destroyman is airborne, it is possible to deflect his Destroy Cannon with
      a well-timed slash.  This will knock him out of the air.

      When he's back on his feet, it's the same old routine.  His Destroy Beam
      will fire and rotate quicker, and he will now use the Destroy Buster, the
      crotch laser, which is basically a more powerful version of the Destroy
      Beam.  He glows white before unleashing this one; drop your guard and run
      away in an arc since this attack causes mucho damage.  Circle back in an
      arc because this is also when he's most vulnerable; he taunts after each
      blast.  One last thing to note is that the junk scattered around the room
      can be used to your advantage.  Put a box in between you and, say, a
      Destroy Buster, and it will block the attack.

For putting the whiner out of his misery, you're now ranked 7th.  w00t!  You
know the drill outside.  Those money grubbers now want LB$300,000.

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

    Ranking 6                [r06]
    ------------------------------
Alright, beach time!  Hoof it over to number "VI".  Sylvia apparently has
Travis by the balls.  Sigh.  Let's do this.  Take out the guys coming out of
the sand.  A lot of them have guns and will run from you, making it hard to
actually land any blows.  Lock on and give chase.  TRADING CARD No. 021 lies at
the far left end of the beach.  Be careful of the guys down this way: they
don't have beam katanas but can do charge attacks.  A guy with a beam katana
and one with an axe will spawn behind you when you try to go back.  Once
everyone's gone, target the barbed wire fence to break it down.

More of the same lies in the next area.  Grab TRADING CARD NO. 022 by the
lifeguard stand.  When you pass the red caution signs, look at your mini-map.
Those yellow dots are mines.  Listen for enemies to shout out when they see you
so you know when to look up from your map and fight.  If you have the Technique
of Three, you can just watch for the red dots.  Enemies can set off the mines
while taking no damage and hurt Travis even if he isn't remotely close.  The
three guys here have guns but will still run after you, so coax them to
wherever you need them to be if you can.  After being so careful to mind the
mines, Travis will step on one anyway after you knock down the fence.
*facepalm*  This also makes it impossible to backtrack.  Hope you didn't forget
anything!

The enemy in the next area has a machine gun.  Blocking still works the same
though, and it looks rather impressive.  These guys are actually easy to deal
with.  Clean up and three more gun guys will drop from the helicopter.  Be sure
to get TRADING CARD NO. 023 and all the chests scattered around before moving
on because Travis will have found another mine.

Holy hell, look at this next area.  Watch your step.  There are no enemies
here, so just work on getting the three chests.  If you want, you can actually
jump over the mines if you have the Memory of Demon technique.  More enemies
wait further in, at least one with a beam katana.  Three guys with machine guns
will drop down by the chest with TRADING CARD NO. 024.  Be careful because
deflecting their gunshots depletes your battery, so even if you're guarding
well, there's a chance you'll be a sitting duck before long.  But be sure to
watch your map when you run away to go into charge mode!  Sylvia will call
after your last embarrassing mine encounter.

Weave your way up to the beach house.  Be sure to grab TRADING CARD NO. 025 up
the stairs and heal, heal, heal!

    Holly Summers
    -------------
      Now run forward and kill!  Whoops.  Travis will fall in a hole,
      demonstrating one of Holly's battle quirks: she has traps in the sand.
      You must either shake the remote or nunchuk or rapidly tap a certain
      button to get out of a hole.  Holes will not ever appear on your mini-map
      but will be dark spots on the sand after Holly covers them back up.
      She's an arms lady, so she's going to be shooting missiles at you.  These
      will home in on you, so run until you hear them detonate.  She can also
      throw grenades at her feet, throw knives, and kick sand in your face.
      She'll leap around the field after an attack or two, leaving you to give
      chase and likely fall in a hole.  A favorite move of hers is to blind
      you, then counterattack by throwing a grenade or using her shovel.
      Holding Z will at least save you from the shovel.

      Holly is only really susceptible to attack when she doesn't have her
      shovel in her hands at the ready (i.e. - when she's sending missiles your
      way or kicking sand).  You need to be defensive more than anything since
      her missiles hit numerous times; that's probably her biggest source of
      damage.  Try and stay close to her so she whacks you with her shovel, but
      this does not guarantee that she will not use her missiles.  Her close
      range attacks are easily avoided, and the Surprise Slide will work.

      Holly has a blatant "weakness"; when her traps are uncovered, she'll run
      over and kick sand to cover them up.  She is open during this, so drop
      everything and follow her.  If you can get to her before she kicks the
      sand (i.e. - when you hear her yell), you can get a good number of hits
      in and you will have stopped her from covering the trap.  This puts her
      in a bit of a loop.  She'll keep running between traps to cover them, but
      if you always beat her to the punch, you'll keep her in this cycle and
      can keep swinging away.  You can actually uncover traps without falling
      in by swinging your katana near them, so you can coax her into this cycle
      if you want.

      When she's about half to three-fourths had it, she'll run off and perch
      on a rock to throw more explosives at you.  Just focus on dodging since
      you can't hit her when she's like this.  I don't know if this is a bug,
      but when I fell in a hole here, I didn't see a prompt and stayed in until
      she hopped back down.  At least it was a nice way to avoid damage.  When
      she jumps back down, resume keeping an eye on her and chasing her down.

      Matthew has sent in another strategy concerning damaging Holly: "Run
      close and past Holly over and over again.  When she does that spin that
      tells you she is about to launch rockets, quickly charge a low attack and
      spin into here.  It will hit a rocket causing the rest of the rockets to
      explode.  She will be unable to defend and you can get in about 3-4
      attacks.  Since she does this move alot, you can really bring her down
      quickly along with the trap covering move."  I tried this and can confirm
      that it works, but only if you stay close to her.  Don't run up and try
      this after she's started the attack since your charge attack will likely
      be too late.

Well, you won.  Not much of a celebration though...  Carry Holly over to the
chest to kick it open, then grab the US MILITARY SECRET next to it.  Naomi
would love some military secrets, being a scientist and all.  Check your
messages at home to learn that the UAA message guy is turning into a real ass.
He wants LB$350,000 now.  Ugh.

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

    Ranking 5                [r05]
    ------------------------------
We didn't get the info telling us where to go, but step outside and you'll see
that someone's taken care of it for us.  Follow the blood (or the "V" icon) to
the wastelands of Santa Destroy.

Down the ladder, look directly behind you for TRADING CARD NO. 026.  TRADING
CARD NO.S 27 and 28 are on either side of the end of the stairs.  This path is
so linear, you'll wonder why I even bothered writing this section.  All along
the way, you'll see a shadow in front of you, which you can never catch.  Thugs
with beam katanas will attack intermittently.  And that's it.  Just keep going.
Tantalizing, isn't it?  Just wait.  It gets better.  TRADING CARD NO. 029 is
further down, and TRADING CARD NO. 030 is sitting in the middle of the white-
out.

    Letz Shake
    ----------
      I was considering writing a faux strategy for this just to be a smartass,
      but I decided against it.  Just watch the scene: the best cutscene in the
      entire game, if you ask me.

If you felt cheated, good.  By Travis' priceless reaction, that's what Suda51
wanted.  Now the blood is boiling!  Mr. UAA wants LB$400,000, so put some of
that energy to use raising money.  Be sure to go by Naomi's to pick up your
new beam katana.  And be sure to pick your best outfit for your date!

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

    Ranking 4                [r04]
    ------------------------------
Follow the "IV" to the station entrance.  Watch for the guys behind the
turnstiles; one has a gun.  Nab TRADING CARD NO. 031 before heading downstairs.
Fight your way down the platform.  Two guys with beam katanas wait at the very
end near your destination.  Coax them out one-by-one if you can and run back a
bit to make room to fight.  If you're using the new katana, Tsubaki Mk-II, you
may have noticed that its combo is different.  Against these enemies
especially, the first blow can knock them back so subsequent combo swings don't
hit.  For this reason, don't enter a slash combo.  Just press A once and then
run up to get more hits in.  Trying to do a combo with this katana against
these light foes leaves Travis swinging at thin air, and he can't guard like
this.  Get TRADING CARD NO. 032 and get on the train.

This is a long train ride.  It's time for a video game within a video game.

    Pure White Giant Glastonbury
    ----------------------------
      Welcome to my walkthrough within a walkthrough!  Remove the nunchuk and
      flip the Wii-mote on its side.  This is a top-down scrolling shooter; the
      controls are as follows:

        d-pad: move
        A: release special attack
        1: shoot, confirm
        2: swing sword

      You get as many continues as you need and three lives to start.  Keep the
      guns blaring and swing your sword to absorb enemy fire and fill your
      special gauge in the lower right.  When it's full, you can release a
      special attack, this game's version of Anarchy in the Galaxy.  This
      really helps against the final boss since, every time it is activated,
      all the enemy fire on the screen disappears.  Also note there are power-
      ups floating around on-screen which give you more lives and improve your
      guns.

      Thanks for reading this guide!  If you have any questions, e-mail me at -
      whoops, the train's arrived.

Go to your right to get TRADING CARD NO. 033 when you arrive at the platform.
TRADING CARD NO.S 034 and 035 are up the stairs at the other end.  Get all the
goodies and freshen up before proceeding.  Travis seems to have a showmanship
gene; let's hope it helps.

    Harvey Moiseiwitsch Volodarski
    ------------------------------
      Every time Harvey says, "It's magic!" or "Watch this!", he's going to
      teleport.  He's going to say this often, which makes locking on to him
      hard.  (My Z strategy!  Nooo!)  He has an attack like Holly, where he
      laughs and sends out homing pigeons to go kamikaze on you.  He will also
      do lunge and spinning attacks with his swords.  His spinning attack is
      the most dangerous.  Run away and counterattack when he stops since he
      takes time to twirl his swords.  When he says, "Welcome to the
      nightmare", the screen will flip upside down and your directional
      controls will be reversed.  If you can't handle the shift, just run
      around until it shifts back.  If you want some free hits, slash him while
      he poses during the shift.  Rob has also e-mailed me with an interesting
      way to counter the shift: try flipping yourself over to stare at the TV
      upside down.  When he snaps his fingers and says, "Let's see what you're
      made of!", he just releases a pigeon.  I don't know what that's supposed
      to do for him.  It's a free combo for us!

      It is extremely difficult to get a hit in on him when the fight starts.
      Watch his combo attacks and get to know them; he's different than anyone
      you've faced before.  He pauses in-between lunges.  Always wait and make
      sure he's done attacking before you counter.  At first, I believed his
      combo style made him immune to the Surprise Slide, but I found out that
      Harvey leads with his right hand, leaving his left side open.  When
      blocking, tilt to your right and voila!

      When Harvey says, "It's showtime!" or "You're finished!", a cutscene
      takes over, and so does Travis' showmanship side.  The assistants will
      shut you in a box, and you'll be given an on-screen prompt to get out.
      If you succeed, take a bow.  If you fail, you are instantly killed.  This
      can happen multiple times but only more than halfway through the fight.
      Nothing else changes after this except Harvey's pigeon attack: instead of
      flying at you all at once, they'll come in squadrons.

After Harvey's exit, you're ranked 4th with a rousing ovation and a kiss to
boot.  At home, Mr. UAA wants his dough: LB$450,000!  Better get workin'!  If
you'd rather play video games at home, the one we played on the bus is
available when you select the TV.

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

    Ranking 3                [r03]
    ------------------------------
Once we've paid our dues, we can head out.  Arg, Travis!  Jeane!  Cat lovers
everywhere weep at your irresponsibility!  There's nothing to do about it now,
so just head for the "III" at the bus terminal.  Clear the area of enemies and
be sure to pick up the chests, including TRADING CARD NO.S 36, 37, and 38.

Who's driving?  Oh my God, bear is driving!  How can that be?!  *ahem*  On the
bus, you'll be forced to fight, of course.  However, the camera angle here may
make things difficult.  You can still dodge and all that good stuff, it's just
harder to tell where you're going since the controls are normal (i.e. - as if
you were positioned behind Travis).  Get at least one good death blow, and
you'll take out a whole group.  One stunt they like to pull is surrounding you.
Take out the one guy that usually gets behind you, then focus on the group.
Sylvia will call afterwards.  What happened to her confidence in our survival?

In Speed City, follow Jeane and grab TRADING CARD NO. 039.  Do your pre-fight
meditation in the john and then step out in the street.

    Speed Buster
    ------------
      All the old woman is going to do is fire her cannon down the street.  If
      you're caught in the street when she fires, you can brace against the
      blast by following a button prompt, but this is not wise because it takes
      lots of battery power.  So, besides this, what's keeping you from simply
      strolling down the street with your thumb on the A button?  Even though
      you brace against it, the blast will still steadily deplete your health.
      Speed Buster will yell out before she fires the gun, so listen and take
      cover when necessary.

      Now, if you still haven't gotten the Technique of Three, what in the
      world have you been doing with all those Lovikov balls?  (Don't answer
      that.)  That technique is important here because breakable doors down the
      street will appear as red dots.  If you're caught out in the street with
      nowhere to go, look for a door and break it down to take cover.  Some
      doors will break in one blow, others will take more than that.  Also look
      for green paths diverging from the main road: they're alcoves.

      But enemies will be hiding in those alcoves.  If you can coax them out in
      the main road and then run past them to safety, Speed Buster's cannon
      will take care of them.  Just make sure you're not caught in it too.

      TRADING CARD NO. 040 lies in an alcove on the left side of the street
      behind several breakable doors.  On the same side of the street, and
      actually up the same alcove, is a telephone pole marked on your map.
      Knock it down to break the old woman's gun.  After this, just stroll
      right up to her.  Travis will take care of the rest.

Get the JAPANESE KATANA, another treat for Naomi, and you'll be ranked 3rd.
Check your messages at home.  I really hope that UAA guy is somewhere on the
list.  He's asking for it.  Go earn LB$500,000 and drop it in the ATM so he can
put it to good use, like buying a summer home for the 2nd ranked assassin.  Oh,
and if you were wondering, Thunder Ryu's office is still open.

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

    Ranking 2                [r02]
    ------------------------------
Make your way to the stadium, but don't get off your bike.  You need to go
around the building, so jump the barricades to the left of the entrance by
whipping your Wii-mote up, then burn your nitro all the way around to the right
side of the building.  Jump the barricade in front of the "II" to get on the
field.

This next part is f-u-n, fun.  You're on the baseball field on your bike,
surrounded by enemies.  What do you do?  Run 'em over!  Use the drift turn
(hold B and tilt the remote right or left) to do sharp turns to make sure you
hit everyone.  A lot of the guys by the infield will have guns.  If you take
too much damage, you'll get knocked off your bike.  Try and mow down as many as
you can before this happens.  (It will likely be the guns that get you.)  When
(or if) you've been kicked off your trusty steed, kick ass in the usual
fashion.  Now would be a great time for an Anarchy in the Galaxy, but most of
us aren't that lucky.  Make your rounds around the entire field, killing
everyone.  The chests contain TRADING CARD NO.S 41, 42, and 43.  Wait until
everyone is dead to collect them, since you get your dash back.  When ready,
head for home plate to head down to get a call.  Sylvia seems more
straightforward than usual...

Heal up, get TRADING CARD NO.S 44 and 45, get your last wrestling move, and
save.  This next fight is a pain in the ass.

    Bad Girl
    --------
      What is it with females giving Travis the tougher fights?  This is one of
      the more strategy-heavy bouts.  Like with Shinobu, you must wait for her
      to make the first move.  She's invincible until she lets her guard down,
      which is after an attack.  It may sound strange, but stay close to her.
      Right now, her attacks are all just swings of the bat