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Nano Breaker - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Nano Breaker - Strategy Guide (Page 01).

NANOBREAKER 
FAQ/WALKTHROUGH
VERSION 1.25
by Angelo Pineda(rpger77@yahoo.ca)

VERSION HISTORY

19-3-2005(1.25) - Hard Mode, Splatter Mode guides added, few stuff left to do.
26-2-2005(1.10) - Added contributed material, might add guide for Splatter.
6-2-2005(1.00) -  All parts finished. Will fix/add some stuff later.

*This walkthrough is based on the Japanese version. However, Capcom included
dual-language support(English) and since the NA release is not too far, the
versions might be the exact same as the Jp. version.*

TABLE OF CONTENTS

1. INTRODUCTION
2. GAME MECHANICS
-Controls
-Battle System
3. WALKTHROUGH
-Downtown
-Port Facility
-East St./Sewers
-West St./Power Plant
-Nanomachine Lab
-Runway
-Research Complex
-Nanomachine Tower
-Hard Mode
4. BOOSTERS
5. COMBO SYSTEM
6. ENEMIES
7. SECRETS
-Splatter Mode
8. FAQ
9. CREDITS

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1. INTRODUCTION
------------------------------------------------------------------------------

Nanobreaker is the latest project from Konami's infamous IGA. This guide will
cover material from the game. Note that this is from the Japanese version but
it has dual language feature(English-Japanese) so the NTSC version should be 
the same in terms of translation and names. The game takes place in the near
future when nanotechnology evolves at a tremendous pace. Chaos ensues on an
island when the computer controlling the nanomachines malfunctions. Now, onto
the characters.

Jake Warren - the protagonist of Nanobreakers. He's a cyborg militant and 
goes by the nickname of Genocide Hero. He was to be executed for killing women
and other civilians indiscriminately. He was spared by General Raymond, who
only froze his body. He awakens only to face a new mission: help disable the
main computer. His weapon is the shape-shifting Plasma Blade.

General Raymond - Jake's superior and the man who spared his life rather than
execute him. He entrusts Jake with a Plasma Blade to help finish his mission.

Michelle Baker - the scientist sent to the island. Her mission is to disable 
the main computer that controls the nanomachines.

Keith Spencer - a fellow cyborg militant and rival of Jake. He hates Jake for
unknown reasons and is also sent to the island.

Norman Baker - an unemployed man living in the island sewers(a bum). He likes
to repair things.

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2. GAME MECHANICS
------------------------------------------------------------------------------

CONTROLS

Left analog stick -> Move

Right analog stick -> Move camera

R3(push right analog stick down) -> Reset camera angle

R1 -> Guard/Shift(for attack purposes)

Square button -> Horizontal attack

Triangle button -> Vertical attack

X button -> Jump

O button -> Capture/Open Door

L2/R2 -> Scroll through available Booster equipment

Start -> Menu

Select -> Map controls

ADVANCED CONTROLS

R1 + O -> Activate Booster

R1 + X + left analog stick -> Dodge Roll

X + X -> Double Jump(must unlock)

R1 + X(while in mid-air) -> Glide(must unlock)

Square(while in mid-air) -> Air Slash(horizontal)

Triangle(while in mid-air) -> Air Slash(vertical)

R1 + Square(while in mid-air) -> Ground Stab

R1 + Triangle(while in mid-air) -> Ground Slash

R1 + X(while Jake is in mid-air after being 'blown' away) -> Recovery Roll

MENU CONTROLS

L1/R1 -> Scroll through menus

O button -> Confirm/Equip/Remove

X button -> Back

Square button -> Default/Remove All(on combo screen)

Start -> Back to game

------------------------------------------------------------------------------
BATTLE SYSTEM

The battle system is in real-time for starters. It is reminiscent of the 
recent Castlevania: Lament of Innocence, but differs from that game's system
enough that it's not a carbon copy. The basics:

There are two main attacks: horizontal and vertical. Horizontal attacks are
able to affect multiple enemies and best for crowd clearing. Vertical attacks
affect only one enemy regardless of height, and are effective in dispatching
a lone enemy. These two can be used for Aerial attacks and Ground attacks, in
which Jake does downward attacks towards the ground. These can be combined 
with the Shift(R1) button for Thrust and Juggle attacks. Thrust attacks are 
very effective against armored Orgamechs, while Juggle does what it says: to
juggle and attack enemies in mid-air. Last but not least is the Capture skill.
This allows you to lasso an enemy and drag them towards you for a free shot.
If you Capture an enemy then press one of the two attack buttons once close
enough, a Capture-counter may result. This is a deathblow attack and slices
an enemy in half, horizontally or vertically. Do practice the technique; it 
comes in handy throughout the whole game. The last technique is Laser Reflect,
which reflects green lasers back at an enemy. Not quite as effective as the
previous technique, but still useful against projectile firing enemies. These
normal attacks are used in the combo system, which transforms the Plasma Blade
into one of the following weapons: Axe, Hammer, Scythe, Spear, Great Sword, 
and Boomerang. Please read the combo section for more details.

When Jake damages enemies, the Plasma Blade turns more red in color. After
you have damaged or killed enough enemies, Jake's limiter will be released. 
During this temporary state, Jake's attacks become very strong, and any 
special effect that a combo normally cannot do activates, assuming that it is
able to hit an enemy. Go all-out whenever the limiter is off. The sign for 
this is when Jake's wings are revealed.

Defensively, Jake can block with the Shift(R1) button. Jake can also execute 
a Perfect Guard, which is blocking a green projectile as it connects.(Laser
Reflect) Jake can also do Dodge Rolls, which involves pressing R1 + X + a 
direction on the analog stick. Due to the lack of healing options, it is a 
big help to master how to play defensively. If an enemy sends Jake flying, try
the Recovery Roll technique. This allows Jake to quickly get back onto the
ground safely and prevents him from being attacked while on the ground.

Last but not least is the Booster system. To activate a Booster, have enough
Booster Points(BP) and press Shift(R1) + O. Read the Boosters section for 
more details.

Nanobreaker also includes an rpg-like experience system. Gallons(equivalent of
EXP) are rewarded for harming, slicing, smashing, and defeating enemies. At 
every 2,000 gallons, a bonus is rewarded. The bonuses are:

-Life recovery(30 life)
-Booster recovery(20 BP)
-Life MAX Up(+ 5 life)
-Booster MAX Up(+ 5 BP)

Life and Booster MAX Up are only given every 10,000 gallons or so. Odd numbers
give the Life MAX Up bonus, while even numbers give the Booster MAX Up bonus.

*****READ THE FOLLOWING BEFORE YOU MOVE ON*****

One last important note: There is no way to heal except through the gallon 
bonuses, finding life-ups in the game, and beating an area. Keep this in mind
as you play. The Booster recovers as you fight enemies though.

****READ ABOVE BEFORE YOU MOVE ON*****


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3. WALKTHROUGH
------------------------------------------------------------------------------

*****PLEASE READ THE FOLLOWING BEFORE READING THE WALKTHROUGH*****

*Only puzzles and tough spots will be covered in the walkthrough. Items will
be listed, but how to find them will not be covered.(the map will show them
anyways) Some items aren't on the map but in boxes so keep an eye out for 
those.*

*For bosses, their data, attacks and how to dodge them, and strategy will be
covered. No need to panic.*

*****PLEASE READ ABOVE BEFORE READING THE WALKTHROUGH*****

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DOWNTOWN

Items: Capture Critical, Combo Chip Lv.1 x 2

Get used to the controls first before moving on. Fight a few enemies to get a
hang of the battle system. Move towards the big space in the road for..

*BOSS*

Venus(Fly Trap)
Life bars: One
Weakness: Great Sword attacks
Difficulty: Easy

ATTACKS 

Lunge -  Dodge roll to evade. Or run to the sides.
Downwards Lunge - Dodge roll sideways as it prepares to lunge.

STRATEGY

Venus is a pretty easy boss if you played with the controls prior to the 
battle. To damage it, just use the Great Sword(game will help if you don't
know) attacks on the mouth. If Venus's mouth is close, use a Great Sword
attack to open it. Towards the end, it drops a Combo Chip lv.1. Grab it 
and it'll automatically be equipped. Use the Axe lv.1 combo(game will 
help here too) to finish the fight.

*END BOSS*

There's a life-up afterwards if you need to recover. The next few areas will
introduce the Fly and Dog enemies. The Human enemies are also present for 
more practice. For the Fly, practice Perfect Guard for a Laser Reflect. Once
you get the Capture Critical booster, try it out if you have enough Booster
Points. I recommend you try to Capture-counter without the Booster though, as
it will help tremendously later. The next few areas have a floating wheel
that guards the next section. To break it, kill all enemies in the area. Once
you reach the save point, I suggest you save. After more floating wheels, you
fight the real boss.

*BOSS*

Keith
Life bars: One
Weakness: Vertical attacks
Difficulty: Medium

ATTACKS

Gatling Gun - Circle strafe to dodge.
Scythe Charge - Stay out of the way(look at the map), don't dodge roll.
Capture - Dodge roll sideways if possible/only does it if your Capture fails.
Capture-counter - CANNOT dodge or block.
Counter Shot - CANNOT dodge or block/counters when he is blocking.
Combos(Great Sword/Axe/Spear/Hammer/Scythe)- Dodge roll or strafe.

STRATEGY

Keith is a decent foe, able to attack from afar or up close. From afar, he
uses his Gatling Gun or Scythe Charge. Gatling Gun is used more often than
Scythe Charge. Up close, he tries to use a combo, ending with one of the
weapons listed above. To defeat him, attack when he is done attacking. Keith
takes little damage from the default 3-hit combos so try to avoid doing that.
Attacking with one of the weapon combos will do more damage but he can quickly
block due to the delay when the blade transforms. If he does do this, get out
of there unless you want him to use Counter Shot, which will fling you across
the field for his long-range attacks. Don't try to parry his attacks, he will
counter them. To make things easier, you can Capture him for a free shot at
him. If you are low on life, let him use the Gatling Gun. It's his only weak
spot since he's a sitting duck while he shoots. Keith never Captures unless
you try it and it fails(not attacking). Rinse and repeat until he's done for.
If you are still unfamiliar with the combos, stick with the default 3-hit
vertical combo. Keith is weak against these attacks.

*END BOSS*

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PORT FACILITY

Items: Auto-Laser Reflect, Combo Chip Lv.2 x 2, Booster MAX Up

Save point is up ahead so save if you need to. The first part involves getting
past the broken bridge parts. If you fall, you won't die but will have to 
start over so take caution. Fly types are here, if you wish to try out the 
new Booster. Before exiting the area, there are Leech enemies on the small
bridge. Use vertical attacks to kill them(and ensure you don't fall off). Bee
types make their appearance after getting past the area. Vertical attacks, as
well as Capture-counter (vertical), should be used here.

BLOCK PUZZLE

Huge blocks are in the way of the exit and save point. To move them, use the
Capture technique. Make sure you Capture the block in front of you(position
yourself) otherwise Capture fails. Another save point is up ahead. I suggest
saving. Hopefully you've been practicing Capture-counter or have enough BP
to use Capture Critical..

*BOSS*

Human Orgamech x n
Difficulty: Easy

STRATEGY

Basically kill as much Humans as you can. You also have to protect Michelle
so watch where you swing. Vertical attacks help here since it avoids the risk
of accidentally harming her that a horizontal attack would do. Capture-counter
makes this fight easier, especially when Capture Critical is used.

*END BOSS*

You can't go to the top door for now(marked in purple arrows) so head south.
If you need some life or booster recovery, kill the enemies in the area. Equip
Auto-Laser Reflect and enter the door.

*BOSS*

Octopus
Life bars: One
Weakness: Vertical attacks
Difficulty: Medium

ATTACKS

Laser(green) - Laser Reflect or dodge roll.
Laser(red) - Dodge roll depending on where laser starts.
Tentacle Slam - Jump if on ground and stand still if not.
Head Bash - Dodge roll sideways.
Fire Wave - Stay in the center.

STRATEGY

It's heart, the target, is protected by the rib cage. To open the rib cage,
use vertical attacks on the head. It usually takes three to open it up. Once
open, attack it with any fast hitting combo. Stop once the rib cage is closed
and dodge roll as Octopus always counters with Head Bash. Also, watch out for
Tentacle Slam while dodging Head Bash. Another way to open up the rib cage is
to Laser Reflect the green one it fires. Auto-Laser Reflect is helpful here.
The red laser is easy to dodge and Fire Wave is too as long as you're in the
center. The signal for this attack is when it pulls backwards. Do avoid it as
it takes off a large portion of life.

*END BOSS*

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EAST ST./SEWERS

Items: Status Boost, Combo Chip Lv.3 x 2, Booster MAX Up

Once the Octopus is defeated, pick up the Combo Chip nearby and save if you 
must. By now, you should be proficient with Capture-counters and with the 
combo system. Anyways, the path to the sewers is fairly straightforward. Along
the way, the Scorpion makes its debut. Scorpions are immune to any normal 
attack so let's try something new. Put a Lv.2 Chip on the Thrust slot in
front of the Shift + Square button. This unlocks the Lv.1 Spear combo. The 
Scorpion's armor can't protect against thrust attacks well so use it to
your advantage. Once in the sewers, you encounter 4 new enemies: Lv.2 Fly, 
Fish, Spider, and Cocoon. Lv.2 Fly types are similar to the regular Fly, 
except they move and fire faster. Cocoons are really big, but fortunately
don't attack. However, they have heavy armor so either a Lv.1 or 2 Spear
attack is effective. Lv.2 recommended since it deals more damage and pushes
it back(since all they can do is push you back to the entrance). Fish are
annoying little critters. Fish can fly and do a spinning attack and while on
ground, are hard to hit. Vertical attacks work well against them. Last but 
not least is the Spider. They are as hard to hit as Fish and attach to Jake
and self-destruct if they are not taken out. Mash the buttons to force them
out of Jake. Kill them the same way you do with the Fish. In the sewers, head
for the room and don't fall over the ledge/water unless you want to go and 
start over. Once you're in the room with a big circle on the map, make sure
Status Boost is ready for use and head towards it.

*BOSS*

Snail x 2
Life bars: One x 2
Weakness: Vertical attacks
Difficulty: Medium

ATTACKS

Spin - Stay in one of the corners and jump whenever one shell gets close.
Spike Spread - Stay in-between the spikes.
Spike Mines - Do not touch the spikes.

STRATEGY

There isn't one, but two bosses to fight at once. Also, until the shells stop
spinning, the Snails are immune to any kind of attack. Both shells spin for a 
while and hurts if you get hit. The shells move faster than you run so it's
best to jump and stay in a corner until the shells stop moving. When they do,
run away and wait until Spike Spread is done. Once the shells stop, it will
open up. Look for the opening and see if the snail is there(brown). If so,
Capture it and start attacking. The shell will continue to spin regardless of
the snail isn't dead. Repeat the process until one shell is destroyed. The 
other will then use Spike Mines while it moves. The spikes can only be hit
if you jump so avoid that, but also watch out for the shell's movements. 

*END BOSS*

You gain Double Jump after beating the boss.

A Booster MAX Up is in the room but cannot be obtained. Run up to the walkway
and use your new Double Jump skill to get onto the shelf and the power-up.

------------------------------------------------------------------------------
WEST ST./POWER PLANT

Items: Plasma Storm, Combo Chip Lv.1/2/(3 x 2)

After the fight, you meet Norman, an unemployed man living in the sewers.(yes,
he is a bum) He tells you where to find the Power Plant. Fortunately, the way
there is in the next room, so no need to worry. 

PLATFORM JUMPING

This part is a bit annoying mainly due to bad camera angle. Hit the switch
nearby(Vertical) and start jumping. For the first section, jump until you
reach the top and jump onto the moving floor. The second part is harder: the
platforms fall after landing on one and the exit isn't exactly visible. Keep
jumping until he see a platform on the right(that doesn't look like the other
platforms).

Once that's over with, search the place for items. Head to the south for the 
entrance to the Power Plant. New enemies in the area are Lv.2 Dog, Lv.2 Human,
and Ogre. Lv.2 Dog is basically a Dog with jumping ability. Lv.2 Human can
do a nasty uppercut besides what a Human can do. A special note is if you
Capture-counter these horizontally, they will continue to attack so kill with
vertical instead. Ogre are big enemies that are immune to Capture so don't
bother using that. To kill them, slash until they drop then do a Ground Stab.
One last new enemy is the Flying Eye. These are immune to normal attacks, but
like Scorpions, they are weak against thrust/Spear attacks. You can try to 
attack when their eye is open, but it always attacks then closes so Spear
combos are better in this case. 

DOOR PUZZLE

You'll notice that you won't be able to progress further due to no exit 
in the room with the big crane. How to solve the problem? Lure it towards the 
area where it says "Emergency Exit" and wait for it to drop. After about two 
drops, the surface in the area will collapse and reveal the exit. The Ground
Stab attack can also break the floor, except it takes a bit longer to do.

JUMP PUZZLE #2

After reaching the save point, the next area is filled with heat and lots of
it. To get through without dying, jump on the falling blocks. The blocks are
melted away after a while so keep jumping. If you hit the floor, quickly jump 
to a block to minimize damage. Halfway through is a fence, double jump to get
over it.

CRUSHER PUZZLE

The crusher hurts a lot but it damages the Lv.2 Humans in the room. To break
the crusher(and get to the exit), knock down the Humans and hope the crusher
kills them before they get up. Does this enough times and the crusher will be
destroyed. Use the initial Great Sword(horizontal) to knock the enemies down.

Climb up the walkway and walk backwards to find a Combo Chip Lv.3.(hidden)

Afterwards, be prepared to fight a boss..

*BOSS*

Golem(2 parts)
Life bars: Half(both parts)
Weakness: Lower part - vertical Capture-counter, Upper part - Spear attacks
Difficulty: Medium

ATTACKS

*when together*
Multi-laser - Dodge roll or double jump.
Multi-swing - Stay out of range.
*when apart*
Laser(green) - Laser Reflect or dodge roll.
Drill Claw - Stay out of line-of-sight.
Swing - Dodge roll.

STRATEGY

First, Capture-critical(vertical) the lower part to immediately kill it. This
leaves only the upper part to deal with. It's fairly easy to beat the upper
part since it's all by itself. However, do evade its attacks as they can deal
some decent damage. Use Spear combos to defeat the upper part, but it can 
also block, making it immune to any attack. Wait until his guard drops then
attack. You can also Laser Reflect his green lasers if you prefer to beat it
from afar.

*END BOSS*

CRUSHER PUZZLE #2

Wow, 3 puzzles, a boss, and now another tough spot. There are 2 crushers on
the bottom floor and will move if you land down there. A Combo Chip Lv.2 is
there and you will almost always get squashed if you try to get it. How to
get the Chip without getting squashed? Kill all the Flying Eyes and go to the
left side of the Y-shaped platform towards the exit. Go a bit forward and drop
down(do not move when you jump). If lucky, you'll land on the Chip and can 
concentrate on running towards the exit. Once you're close to the end, double
jump to avoid death.

JUMP PUZZLE #3

These puzzles and tough spots never end, do they? In the three rooms, you
have to activate the consoles at the top of the room. Jump onto moving 
platforms to reach it, but watch out for the yellow laser that moves the
blocks. One room has suspended platforms so you won't risk getting injured.
There are life-ups in the rooms if you need to heal and you should after all
of those tough spots.

Save because you know what's next..

*BOSS*

Turtle
Life bars: One
Weakness: Spear attacks
Difficulty: Medium

ATTACKS

Green Pod - varies based on number of Green Pods; jump or dodge roll.
Red Pod - same as Green Pod, except circle strafe to keep some distance. 

STRATEGY

Basically, this is a game of hide-and-seek. The Turtle hides behind one of the
energy pillars and you have to Capture to lure him out. If you miss, one of 
two things can happen. The green pods, its main method of attack, increase in
size. Or, a pod monster comes out and the green pods turn red. While this 
happens the pod monster equips and attacks with all the pods currently out.
Stay away until the pod monster disappears. As for the Turtle, it's shell is
heavily armored, but like armored enemies, it is weak against Spear. A Lv.2
Spear combo is extremely effective and will take out half of Turtle's life
bar if all hits connect. Remember to dodge the moving pods at all times.

*END BOSS*

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NANOMACHINE LAB

Items: Plasma Orbs, Combo Chip Lv.1/(2 x 2)/4/Ultra

Since the power is restored, let's go back and pay a visit to the bum Norman.
For your efforts, he rewards you with a Combo Chip Lv.2. Not much of a prize
really. But, since you're in the area, there is a better reward waiting. Go
to the room where you fought the Snails and enter the pit. Get ready for your
first cage match!

*BOSS*

Cage Match
Enemies: Human, Dog, Scorpion
Difficulty: Easy

STRATEGY

This is a very easy cage match to win. The enemies are only low level ones and
pose no threat at all. Dispose of them in any way you wish.

*END BOSS*

You get Combo Chip Lv.Ultra for your efforts. This special chip allows you to 
activate ANY slot, from Lv.1 to 5. Now you can really have fun causing carnage
with the highest Lv. weapon combos with this!

Now, let's head for the Nanomachine Lab. Do you remember the room in the top
east corner on West St. previously locked? It's now open to search. Go to the
door on the bottom of the next room. New enemies? Lv.2 Scorpion, Lv.3 Fly,
Magic Orb, Lv.2 Ogre are the new roommates. Lv.2 Scorpion has more range than
the average Scorpion so beware. Lv.3 Fly can teleport, fire 3 red lasers in a
row, fire a green laser, and can zoom in your location with its drill attack.
Again, These don't last very long so Laser Reflect them on their green shots.
Magic Orb is the most heavily armored Orgamech in the whole game that's an 
enemy. These things take very little damage from any attack. They also attract
Capture and are immune to it. If you are going to Capture an enemy, make sure 
it's not towards the Magic Orb. Otherwise, it will always Capture it, fail and
leave you open for free hits while you try to let go. Dodge them; they're not
worth the effort. Lv.2 Ogres can actually attack. Well, they try to ram into 
you and that's it. As with the weaker Ogre, knock them down and use Ground 
Stab or Slash to kill them. Last but not forgotten is the Lv.2 Bee. They can
carry one enemy(Fly or Spider), but that's it for new abilities. Again, any
vertical combos will best the Bees.

Nanomachine Lab is a one-way trip; there's not much to do except move 
forward. There are some trick spots though.

After a while, you'll notice the next area is covered in acid. Go to the 2
rooms close by and kill all of the Leeches to get rid of the acid outside.
Grab the Lv.4 Combo Chip nearby by and enter the next room.

*BOSS*

Defender x 2
Life bars: Half x 2
Weakness: Spear attacks
Difficulty: Easy

ATTACKS

Shield Swing - Dodge roll.
Shield Bash -  Dodge roll.
Acid(if shield is destroyed) - Avoid affected area.

STRATEGY

Defenders automatically block anything in front of their shields. Their weak
spot is behind it, if you can reach them. Lucky for you, Plasma Orbs helps 
out if you took it in the beginning of the area. After using that, get close 
and start using Spear combos. If you have the Ultra Combo Chip, activate the
Lv.4 Scythe combo. Use this correctly will destroy their shields but not them.
Without their shields, the Defenders are helpless to your assaults. 

*END BOSS*

The next few rooms are filled with acid that can harm you as long as you stay
in it. There are moving platforms where you can jump on to move to the next
room. Travel around and gather the Combo Chips scattered in these rooms and 
make sure you have enough BP for Capture Critical when you reach the room that
leads further into the Lab.

*BOSS*

Cage match #2
Enemies: Lv.2 Human, Lv.2 Ogre
Difficulty: Easy

STRATEGY

Notice the bottom of the room is in acid. You will drop in it if you leave
enemies alive since their weight will bring down the cage. Capture Critical
will help you deal with the Humans, so you can focus on the Ogres once they're
dead. 

*END BOSS*

Pick up the life-up nearby and prepare yourself for yet another battle.

*BOSS*

Gold Golem
Life bars: A bit more than half
Weakness: Spear attacks
Difficulty: Medium

ATTACKS

Shotgun Blast - Stay in-between the shots.
Homing Laser -  Dodge roll or get behind it.
Ground Shockwave - Jump or stay out of range.
Double Fist - Dodge roll.
Counter Fist - Dodge roll sideways quickly.

STRATEGY

The Gold Golem is a tough customer. Its able to attack in quick succession and
from afar or up close. By now, you should have mastered the battle system so
it's an even playing field with it. Get close as soon as possible as its 
Shotgun Blast and Homing Laser are moderately damaging but it's able to fire
up to 3 in a row, which will deal huge damage to your life. At close range,
it will try to use Ground Shockwave to knock you down for its Double Fist
attack. Jump when he lands, and keep some distance for its strong Double Fist.
Frontal attacks only provoke it to use Counter Fist, which knocks you a good
10 or so feet and back to long range. Use Plasma Orbs if you have enough BP 
and get close. It will keep it from attacking, so use the time to unleash a
Spear combo. Keep doing this until it dies.(it has slightly more life than
the Defenders) It drops a life-up, and more if you destroy all of its parts.

*END BOSS*

If you are badly injured, I suggest repeating the fight or fight some enemies
and hope to get an life-up or life-up bonus. Guess who's in the last room..

*BOSS*

Keith(Second round)
Life bars: One
Weakness: None
Difficulty: Medium

ATTACKS

Gatling Gun - Circle strafe to dodge.
Scythe Charge - Stay out of the way(look at the map), don't dodge roll.
Capture - Dodge roll sideways if possible/only does it if your Capture fails.
Capture-counter - CANNOT dodge or block.
Counter Shot - CANNOT dodge or block/counters when he is blocking.
Combos(Great Sword/Axe/Spear/Hammer/Scythe)- Dodge roll or strafe.
Laser Storm - Watch the crosshairs on the ground.

STRATEGY

Keith is the same, except with a new attack and better at attacking, blocking,
uses Capture normally, and takes less damage from attacks. He is no longer 
weak against vertical attacks so don't rely on it too much. His new attack is
Laser Storm, which fires multiple lasers that target the area crosshairs are
on. This is quite painful and will knock you down for most blasts, which can
spell death. As long as you are away from the crosshairs, you're fine. It's
not too accurate so take that as a blessing. Other than that, use combos to
finish him off.

*END BOSS* 

------------------------------------------------------------------------------
RUNWAY

Items: Fauchard Rampage, Combo Chip Lv.1/2/3/4, Booster MAX Up

Before you exit the boss room, look around for the Fauchard Rampage Booster.

Let's go back to the Snail room and see if there's anything new to do first. 
And there is..

*BOSS*

Cage Match #3
Enemies: Lv.2 Scorpion, Lv.2 Human, Defender
Difficulty: Medium

STRATEGY

The Lv.2 Scorpions are annoying but as long as you keep using Spear on them,
they won't be too annoying. As for the Lv.2 Humans, go crazy and send them
to their doom. The Defenders are the biggest threat and you fight four of 
them at once. Hopefully you have enough BP for to activate Plasma Orbs. If
you have the Ultra Combo Chip, you should activate the Lv.4 Scythe combo. This
will mow down the Scorpions and Humans easily and destroy the shields of the
Defenders, rendering them helpless against the might of the Plasma Blade.

*END BOSS*

You get a Booster MAX Up for winning this cage match.

Next, let's take a trek back to the Sewers and see if there's new stuff to be
had since we're so close to the area. Check until you find a room with a 
Lv.1, Lv.2, and Lv.3 Combo Chip. The door leading to them is open so grab the
free goodies. Now, it's time to actually get down to business.

The entrance to the Runway is located in the East St. area, in the same area
you went through for the Nanomachine Lab. Not much to do except the appearance
of Lv.3 Humans. These are one of the hardest enemies to beat. They can combo, 
take less damage from normal attacks, and send that life bar of yours down to
0 in a hurry. They have some resistance to Capture-counters, unless Capture
Critical is used. Again, they can still attack after Capture-counter, except
they can still do so even with a vertical attack. Anyways, get enough BP for
a Capture Critical and save before proceeding.

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