Nano Breaker - Strategy Guide (Page 02)
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*BOSS* Human type x n Difficulty: Medium STRATEGY Just like in the Port Facility, protect Michelle while killing the Humans. This time though, you have to protect her until she activates all consoles in the area. Do try to finish the fight with full life and Booster gauges as you'll receive a nasty surprise. *END BOSS* *BOSS #2* Tank Life bars: Two(that's right, TWO) Weakness: None Difficulty: Hard ATTACKS Laser(blue) - Get on top of the Tank. Laser Storm - Watch out for crosshairs on the ground. Machine Gun - Double jump. Cannon - Dodge roll. Wall Ram - Jump right before the tank hits a wall. Ram - Double jump out of the way. *Stage 2* Laser(orange) - Dodge roll or double jump. Spinning Disc - Jump off the Tank. STRATEGY The Tank is tough, with 2 full life bars and a whole lot of weapons. The way to victory involves destroying all the weapon compartments on-board the Tank. There are 4 Cannons, Machine Guns, Laser Storm ports, and 2 other ports. You can expect many of those attacks going off at the same time and they all hurt so watch how long your attacks are. While on the ground, the Tank will try to ram you so be careful and watch the map closely. While on the Tank, it is going to try and ram a wall so you fall off the Tank. Fortunately, you will not take damage from this. Attack it in any way you see fit. After all but one cannon is destroyed, the remaining cannon will detach and attack where you go. Reserve blowing up the cannons(at least spare 2) and go for the Laser Storm ports and Machine Guns. Then blow up the cannons. It's easier to take down the lone cannon without the interference of Laser Storm and Machine Gun attacks. Afterwards, get ready for stage 2.. *STAGE 2* You didn't really think it any soldiers were actually driving the Tank, did you? The Orgamech controlling it, is revealed. There are life-ups located on the map if you didn't take them from the previous battle. By this point, you are most likely low on life so go and take them. Anyways, this stage is easier than the first. The core is the attack target and any fast-hitting combo works here. Once you get on the Tank, it will begin to use it's Spinning Disc and/or orange laser. Double jump and run out of harm's way when the core is glowing. Rinse and repeat until finished. *WARNING: Once you destroy all of the weapons and the part covering the core of the Orgamech, stay away from the Tank until it the transformation is done. If you are close to the Tank but not on it, there is a chance you will get flattened by the Tank and die.* *END BOSS* ------------------------------------------------------------------------------ RESEARCH COMPLEX Items: Speed Up, Combo Chip Lv.5 x 2 You gain Glide after the FMV is finished. Before we go any further, let's find the last Booster. By now, you should have 6 and there are 7 total. So where to find it? Go right through the exit to the Snail boss room and enter the pit for another cage fight.(Lucky you have full life since you start so close after the boss fight) *BOSS* Cage Match #4 Enemies: Gold Golem, Lv.2 Scorpion, Lv.2 Ogre Difficulty: Medium STRATEGY Just like the last cage match, except harder. Gold Golem is problematic and strong but you only fight one of them. Spear combos are once again the way to send these machines back into the junkyard. Lv.2 Scorpions are also here, so continue doing them Spear attacks. Lastly are Lv.2 Ogres; dispose of them the same way you do with the other Ogres. *END BOSS* You get Speed Up after winning this cage match. *WARNING: If you decide to continue onto the Research Complex, you will NOT be able to return to the city. If you need to collect anything, now's the time to do so.* Remember the area with the platforms and unreachable door? Now, with Glide, that door can be reached. Before heading for the Research Complex, check your stats. By now, life should at least be around 250 and Booster around 150. As for the Booster equipment, Status Boost should be at Lv.2 by now. If not, fight enemies until it is levelled up. If you've been fighting almost every enemy you see and using Boosters a lot, Status Boost should be close to Lv.3. Try to get it to that level before proceeding further. You can get some help on the platforms, which have big Booster-ups and use Status Boost without having to fight. Lv.3 may take a while if you haven't been fighting a lot, but you'll soon see why it's vital. Once prepared, use Glide to reach the door at the top of the plaform room. Dodge all enemies and make sure Status Boost is on the Booster slot and you have full life and Booster. If your life is not at 250 and Booster not at 150, do some fighting first. Go to the light for one last fight.. *BOSS* Keith(Final round) Life bars: One Weakness: None Difficulty: Hard 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 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 out for the crosshairs on the ground. Beam Slice - Dodge roll or Glide at the right time.(difficult) STRATEGY Keith improves even more: he counters faster, blocks more, and takes even less damage from attacks. Laser Storm also has increased accuracy and amount, and Keith can execute the highest level of the weapon combos, plus almost always Capture-counters whenever he uses Capture and succeeds. His biggest threat is his Beam Slice(seen in FMV), mainly since it can potentially kill in one hit because of the insane damage it deals. It's difficult to dodge the attack due to his ability to change the beam's direction at the last second so timing is crucial. The distance dodge roll covers is only a bit more than the beam's width so direction is important too. Glide is risky due to the slight delay before the Glide activates as well. If you have more than 250 life, you will survive with only a very small portion of the life bar left. This is where Status Boost comes in. Since the attack has a long start-up time, transform immediately. If you get hit, the damage is reduced, more at Lv.2 and 3. At Lv.3, the life bar will be around 1/4 remaining which is safe to eat some hits and still emerge the winner. The problem is you cannot withstand a second hit from that attack. Take every opportunity to pound Keith into submission: knock him down with a combo and attack him while he's still on the ground. Avoid staying at long-range as much as possible, it only provokes him to use more Beam Slices. If he uses Gatling Gun, take it as a free opportunity to combo him. Keith rarely ever uses it so stay up close to lessen the chances of a Beam Slice coming your way. Easily the hardest boss yet so don't be too surprised to see plenty of Game Overs. It is possible to cancel out his Beam Slice, but only a few(the highest Lv. of a weapon combo) can do that. Timing is also key here, it can only be done after he begins the power-up(wait for half a second). *contributed by Jay Square* Beam Slice can be interrupted by Plasma Orbs. Activate it and run to Keith's position. He should immediately block it and retreat temporarily. *END BOSS* Save now because the exit won't appear anytime soon. The following path is very straightforward, but has lots of Orgamech types. Most dangerous are the Golems, which are now normal enemies. Dodge these at all costs, you'll need to save as much life as possible. At the end, you will be stopped be another floating wheel barrier. Avoid getting hit and use Capture-counters a lot. Head north and be ready to face the.. *BOSS* Mammoth Life bars: Two(yes again, TWO) Weakness: None Difficulty: Hard ATTACKS Orb Laser - Jump as it moves close by. *stage 2* Blue Missile - Avoid/mash buttons to get free from goo. Red Missile - Dodge roll. Orb Shockwave - Get off the platform. Tentacle Slam - Dodge roll at the right moment. Laser Wall - Stand by one of the tentacles. STRATEGY The first part is simple enough; just destroy all the orbs. It will fire Blue Missiles so do watch where you go. If you get caught by the goo, mash the buttons to get free. The lasers spin faster and stay longer the more you take down. Attack once it's stopped. *STAGE 2* Now the real battle begins. Unlike Tank who enters stage 2 with only half a life bar remaining, Mammoth enters stage 2 still in the second(blue) life bar. It will fire Blue and Red Missiles so watch the goo and do not get hit. The Red Missiles hurt as much as Keith or the Tank's Laser Storm. The core orb is the target. Attack it as much as possible before it starts to attack again. If you see energy swirling around the orb, get down immediately. It will fire a strong shockwave soon. Once the attack is done, it will start using Tentacle Slam. Unlike Octopus' Tentacle Slam, these ones are annoyingly accurate and more painful. As with Keith's Beam Slice, dodge roll at the right moment to avoid getting pounded. After a few of those, it will use Laser Wall, another powerful attack. Fortunately, the Tentacles won't move and you can stand by one to completely escape harm. Damage the orb as much as possible than get out of the platform once it attacks. The reason why I said to preserve your life is due to Mammoth's powerful attacks. You can find yourself from 200 life to less than 50 quickly so Status Boost is a big help here. *END BOSS* ------------------------------------------------------------------------------ NANOMACHINE TOWER Items: Combo Chip Lv.2/3/(5 x 2), Booster MAX Up Welcome to the final area of the game. Save point is nearby and you'll want to save after those difficult spots and bosses. The next few areas are all about jumping. You will find some blocks in the area that might be blocking your path. Use Capture to pull them away or slash them. Find the teleporters to reach other sections of the current area. While in the room, you must beat all of the enemies to open up the teleporter. Lv.4 Scythe is the best solution for crowd clearing, though Lv.4 Hammer isn't a bad alternative. Next, the way to the exit is to follow the moving lights. The lights move and while on them, you will not fall down. It's a bit tricky, but it's not too difficult to figure how to stay on it. At the end of these rooms are battles and once again it's kill-all-enemies before the teleporter opens up. Soon, a room with a colored block and colored walls will show up. To get to the next area, you have to light up all of the blocks. In order to complete the task, swing the blade until the colors match.(the matching wall block is on the walkway) In the rooms, kill all the enemies and hit the block until the exit appears. After lighting all the blocks, hit the colored block until it's back to white and the white block wall is on the walkway. Get the life-up, ready Status Boost and prepare for the hardest(and final) segment of the game. *BOSS* Main Computer Life bars: One Weakness: None Difficulty: Hard ATTACKS Snake Acid - Avoid. Ground Laser - Jump or dodge roll. Eye Electric Blast - Dodge roll. Head Bash - Dodge roll. STRATEGY The Main Computer is comprised of 3 parts, the head, snakes, and eyes. It is invincible as long as the snakes are still alive and will always Head Bash if you try to attack. Kill the snakes with an Aerial Slash, but watch out for the acid. The head always fires Ground Lasers so be on the lookout for them too. The eyes aren't mandatory to render the head vulnerable but constantly fire electric blasts and with power. They can only be killed by Capture-counters but are quite resistant to it. As for the head, it is armor is taken to the extreme, all attacks deal very low damage. Even a Lv.4 Scythe will not deal big damage. Attack it as much as possible then stop if you see a red dot then dodge or eat a nasty Head Bash. Kill the snakes as they regenerate and attack again. The important thing to remember in this fight is to preserve as much life as possible so eliminating all the minor targets is key to victory. *END BOSS* After you destroy the Main Computer, the controller of the Computer(and the Orgamechs) is revealed at last.. *BOSS #2* Mother Life bars: One Weakness: None Difficulty: Easy ATTACKS Human Summon - Lv.4 Scythe combo. STRATEGY The Mother has no real method of attack except to summon endless amounts of Human Orgamechs. They are dangerous if you let them pile up(and they will when Mother is close to death) so use Lv.4 Scythe combo to kill them. Again, life preservation is important so try not to take too much hits. *END BOSS* *FINAL BATTLE* Raymond(transformed) Life bars: One Weakness: None Difficulty: Medium ATTACKS Spinning Kick(x1/2/3/4) - Glide or dodge roll. Head Spin - Glide or dodge roll/counter attack. Ground Slam - Glide. Shadow Charge - Glide. Uppercut->Ground Slam - Dodge roll/when clones are around. Multiply - Attack all clones/Avoid until it is done. Multiply: Energy Shot - Glide/avoid until it is done. STRATEGY It's the third and final boss fight, now do you see why I told you to preserve your life? Glide is the only thing you need to dodge all of Raymond's attacks. Raymond moves pretty fast, but he won't always charge at every second. All of his attacks will deal huge damage, and if you entered this fight with only a small portion of the bar remaining, you're as good as dead. Raymond isn't without flaws though, he tends to stand still and not act. Use this time to hit him hard and fast. The Speed Up Booster will help here if you have it. Raymond can be Captured but if he charges, you won't be able to do so. Keep up the assault, avoid taking damage, and victory is yours. *contributed by Thomas Boyer* When Raymond multiplies(not the energy shot multiply), use the initial Great Sword horizontal combo to destroy the clones easily. *END FINAL BATTLE* ------------------------------------------------------------------------------ HARD MODE Hard Mode is basically almost the same as Normal Mode, except harder. This section will quickly talk about the changes of each area, boss, and enemy. Do save since this mode is quite a challenge and death is common. DOWNTOWN Enemy - Humans(and its Lv.2/3 counterparts) can now do an arm stretch attack. This is rather easy to deal with since the enemy has to wait for 1-2 seconds before the stretch proceeds. Capture-counter is the best way to deal with the new attack. Do keep your distance if you don't plan to Capture-counter. Dogs also get a bit better in the sense that their charges take longer to finish and they can folow up with kicks if their charge connects. Flys don't get any upgrades. Area - None. Boss - Venus doesn't change. Do away with the flytrap in the same manner as before. Keith makes changes though. Keith now has a nasty habit of using his Capture move, then into a Capture-counter, a lot. Keith also may attack Jake if he is still on the ground so Recovery Roll is important if he sends Jake flying. Does more damage, but still beatable. PORT FACILITY Enemy - Bees now do the flying circles that Lv.2 Bees do. Leeches don't get a boost. Area - None. Boss - The Human barrage is still easy, but be careful about Capture-counters. If you Capture Michelle and press an attack button when she's close, she will instantly die from the attack. Unlike in Normal, combo/Capture-counter skills now affect her so keep your distance. Octopus gets plenty of boosts and is considerably much harder than Normal Octopus. Every time you hit Octopus's head, it will not faze it. It takes 4 hits, instead of 3, to faze it and open up the rib cage. It only does one green laser this time around, uses tentacle slam MUCH more often, rib cage closes sooner, the red laser moves in two, not one, directions, and its Fire Wave attack is extremely powerful. Lastly, once Octopus's life bar is gone, it does one final Fire Wave. ALWAYS stay in the middle and far from the head when not attacking to survive. Two Fire Waves is enought to kill you so be careful. EAST ST./SEWERS Enemy - Scorpions, Cocoons remain the same. Lv.2 Flys fire more often but are still easy to kill. Fish stay in their spinning fin attack longer now though they will fall in one hit as in Normal. Spiders are still weak as always. Area - None. Boss - Some changes with the Snails. The shells close a lot sooner than usual and does a spike machine gun attack when it begins to spin again. Capture the Snails inside quickly to hasten the battle. Spike Mines also appear after you Capture one of the two possible Snails inside a shell. Not as dangerous as the new Octopus. WEST ST./POWER PLANT Enemy - Ogres now use Lv.2 Ogre's charge attack; still easy to kill the hefty Orgamech. Lv.2 Dogs do their jumping attack more often and dodge your attacks as you swing. Get close and slice these mutts to prevent them from dodging the Plasma Blade. Lv.2 Humans are the same as Humans except with arm stretch. Flying Eyes now do a laser cross move, which is a combination of its vertical and horizontal purple lasers. Jump if you're too close to one. Area - In the generator rooms, do not stay too close to the generator walls. They are now electrified and you will take damage if you stay too close. Boss - Golem doesn't change. Turtle is pretty much the same, except its defense is better. NANOMACHINE LAB Enemy - Lv.2 Scorpions/Lv.2 Bees/Magic Orbs don't change at all. Lv.2 Ogres now do their charge attacks consecutively if you dodge one. Lv.3 Flys tend to fire more often even if they aren't on-screen. Take care around them. Area - None. Boss - Defenders still are as easy as ever. If you destroy their shields, it will fire a multiple red lasers before the acid spit. The cage match has not changed significantly. Neither does Gold Golem. Nor Keith's return. RUNWAY Enemy - Lv.3 Humans; see Human and Lv.2 Human upgrades. Area - None. Boss - Human barrage #2: watch who you Capture-counter please. Now, onto the Tank. The weapons on the Tank attack more often so don't be afraid to block or double jump. Stage 2 features no extras. RESEARCH COMPLEX Enemy - No new enemies here. Area - None. Boss - Keith's Beam Slice does even more damage so keep your life bar maxed and at 300. If not, good luck since any combo after one Beam Slice will send Jake to the junkyard. Mammoth makes only one change: two tentacles when using Laser Wall. NANOMACHINE TOWER Enemy - None. Area - When you are in the moving light rooms, the floor is completely dark. Still not too hard since you have the map to help you out. Boss - Main Computer recovers the snakes more quickly and the eyes fire more. Mother will summon an ENDLESS amount of Humans once they start appearing. You know what that means? Smashing/slicing time! Do make sure the Mother is within the area of effect if you plan on using Hammer or Scythe. Raymond is certainly tougher. Raymond resists Capture a lot, blocks a lot, moves and dodges a lot, and counters a lot. Good luck with Raymond and hope you have at least 150 life left going into the fight. ------------------------------------------------------------------------------ 4. BOOSTERS ------------------------------------------------------------------------------ Jake gains special items he can use through the game. These are Boosters, an item that lets Jake do special things. If you don't know it already, press Shift(R1) and O button to activate the currently equipped Booster. Boosters can also level up and become more effective based on the number of times it was used. To next Lv. Lv.1 20 Lv.2 50 Lv.3 MAX Let's move onto the Boosters. Each will be rated on a scale from * to ***. * means the Booster is useless, and *** means the Booster is very helpful. *To access higher levels of a Booster, press the O button more than once and have enough BP for the lv increase when you activate the Booster.* CAPTURE CRITICAL Increases chance of critical hits during Capture.(Capture-counter) Booster usage: 80/level Rating: *** Though in video games the first power is the weakest in most cases, Capture Critical is very effective in the whole game. It is a transformation Booster, which bathes Jake with purple aura for the time being. This is the way to avoid taking huge damage while gaining gallons for bonuses. Lv.2 - Longer duration and higher chance of Capture-counter. More damage to other enemies in area of effect. Lv.3 - Longer duration and even greater chances of Capture-counter. The chance of a Capture-counter is almost 100% guaranteed at this level. Instantly kills all other enemies in area of effect, which also increases. Very useful indeed. AUTO-LASER REFLECT Automatically reflects all green lasers.(Laser Reflect) Booster usage: 60/level Rating: * This Booster is another transformation type, with blue aura bathing Jake's body. This is the most useless Booster for a number of reasons. First, the number of projectile-firing enemies are small. Second, a Perfect Guard doesn't eat BP and can Laser Reflect as well. It's okay at some parts of the game where there are projectile-firing enemies, but avoid this. Lv.2 - Longer duration. Fires more lasers. Lv.3 - Longer duration. Fires even more lasers. Still useless. STATUS BOOST Prevents combos from being interrupted by attacks, while reducing the damage received. Booster usage: 50/level Rating: *** Yet, another transformation Booster, this time in a light blue aura. This is the Booster to use against bosses. Due to the fact that there are limited ways to heal, reducing damage is important. Damage reduction starts at 10%. The ability to use combos with no interruption is a nice addition, but this is all about preserving life. Lv.2 - Longer duration and 20% damage reduction. Lv.3 - Longer duration and 30% damage reduction. PLASMA STORM Creates an energy explosion that damages and knocks down all nearby. Booster usage: 100/level Rating: * This is an attack Booster rather than a transformation kind. Basically, it's not that great. The Booster requirements are high at 100 BP per level, so do not use unless you are completely surrounded. The damage is okay, but combos are better in every situation. The range is also a bit lacking, meaning the enemies have to be very close for the blast to affect them. Still better than Auto-Laser Reflect. Lv.2 - Range is doubled, and damage increases greatly. You won't be able to use this unless you have 200 BP. Meaning you have to find all Booster MAX Up power-ups and have at least 240,000 gallons to meet the minimum requirements. Lv.3 - Range and damage increase further. You won't be able to use this unless you found all Booster MAX Up power-ups and have at least 640,000 gallons. You will most likely never hit this amount unless you really enjoy fighting a lot. This attack destroys all normal enemies instantly, except for used-to-be boss enemies. It nearly kills those enemies though. PLASMA ORBS Creates energy orbs that circle around and attack enemies. Booster usage: 50/level Rating: ** Another attack Booster, this one is for defense unlike Plasma Storm. It makes 2 orbs at first and they don't disappear until it hits an enemy enough times. The damage isn't great, but it's a nice defense at close range. Lv.2 - Creates 4 orbs. Lv.3 - Creates a sphere of 9 energy orbs. Enemies will pretty much never land a blow with this activated until the orbs vanish. FAUCHARD RAMPAGE Transforms the Plasma Blade into a dual-sided Plasma Blade temporarily. Booster usage: Variable(minimum of 25) Rating: ** Simply stated, this Booster transforms the Plasma Blade into a weapon similar to Chrono Cross Serge's dual-sided sword. You automatically attack as well once activated. The pro is that Booster amount is irrelevant and the damage is good. The con is that it won't get any stronger due to the fact this is the only Booster lacking levels. SPEED UP Boosts attack and movement speed temporarily. Booster usage: 80/level Rating: ** The final Booster is the fourth transformation one. Basically, it lets you move fast and attack fast. Very helpful when using a Lv.4 Scythe combo which takes quite a while to finish. Also good when you need to retreat quickly. The drawback is that you get it so late in the game that it's not that effective. Lv.2 - Longer duration, increased damage, and slightly increased speed. Lv.3 - Longer duration, increased damage, and speed increased further. ------------------------------------------------------------------------------ 5. COMBO SYSTEM ------------------------------------------------------------------------------ The combo system is the big seller in Nanobreaker. The following details the combos and their uses. To activate a certain combo, activate the level slot next to it. Please look at the combo menu in the game for combo buttons. Great Sword - These combos are only a bit stronger and better than the normal combos. Great if you just want to button mash though. Notes: Great Sword is alright, but not that spectacular. It is better than the Boomerang though, and can be combined with Capture and other non-combo techniques for some doom dealing. Axe - These combos are great against lone enemies and those weak against a vertical assault. Lv.1 - Slices enemy in half when limiter is released. Requirements: Lv.1 Combo Chip Lv.2 - Slices enemy in half. Requirements: Lv.2/3 Combo Chip Lv.3 - Slices multiple enemies in half. Requirements: Lv.3/4 Combo Chip Notes: Axe is great at the beginning of the game and against flying or small enemies. It pales in comparison to the other weapons during the end, where it loses its effectiveness due to unability to affect an area of enemies. Hammer - Crowd clearing tool. Hammer combos have great range and damage but the last hit usually will miss if an enemy is too close. Lv.1 - Smashes enemies in area when limiter is released. Requirements: Lv.1 Combo Chip Lv.2 - Knocks down nearby enemies. Requirements: Lv.1/2 Combo Chip Lv.3 - Knocks down and smashes nearby enemies in area. Requirements: Lv.3/5 Combo Chip Lv.4 - Stuns and smashes nearby enemies in area. Requirements: Lv.4/5 Combo Chip Notes: Any unlucky victim hit by the Hammer's smash is beyond recovery as it will literally smash them into pieces. Its much better towards the end, where the focus is on mass group devastation instead of individual torture. Scythe - Great for crowd clearing and lone enemies. It loses to the Hammer in range, but it's guaranteed to hit anyone in range regardless how close they are. Lv.1 - Slices enemy in half when limiter is released. Requirements: Lv.1 Combo Chip Lv.2 - Slices multiple enemies in half when limiter is released. Requirements: Lv.2 Combo Chip Lv.3 - Slice enemy in half. Requirements: Lv.1/2/3 Combo Chip Lv.4 - Slices multiple enemies in half. Requirements: Lv.1/3/5 Combo Chip Notes: The Scythe is great for a variety of uses, though its use in the start is limited and Axe is better. At the end, Scythe becomes very useful when you need to mow down hordes of enemies. Spear - Extremely powerful attacks. Due to its thrusting nature, it breaks the armor of an Orgamech and heavily damages them. All Orgamechs that are heavily armored or immune to normal attacks will fall rather quickly. Also great for boss fights. Lv.1 - Knocks back enemy. Requirements: Lv.2 Combo Chip Lv.2 - Knocks back multiple enemies. Requirements: Lv.2/3 Combo Chip Lv.3 - Heavy damage on enemy. Requirements: Lv.2/3/4 Combo Chip Lv.4 - Kills enemies. Requirements: Lv.2/3/5 Combo Chip Notes: Axe, Scythe, and Hammer vertically/horizontally slices in half and can smash things into pieces respectively. All of those techniques are 1 hit kill attacks limiter on or off. Spear cannot do this, except for Lv.4, but breaks through any enemy guard and armor like Swiss cheese. Boomerang - The only long-range weapon. Not that great in terms of damage but it's the only way to attack from afar. Requirements: Lv.5 Combo Chip Notes: This is horrible since you can use it only during the end and it cannot do any serious harm to enemies. It is only useful for some Fly/Leech/Spider swatting. ------------------------------------------------------------------------------ 6. ENEMIES ------------------------------------------------------------------------------ This section will talk about the enemies(Orgamechs) briefly. The walkthrough will talk more about them. Human - The basic Orgamech enemy. They appear in big numbers but are easily defeated. Lv.2 and 3's can survive horizontal Capture-counters so avoid that and stick with vertical. Dog - Another low class Orgamech in terms of threat. Their attacks are easy to see from miles away and are weak against vertical attacks. Lv.2's can jump from point to point pretty quickly though. Fly - Projectile-firing enemy. Fires green lasers which can be reflected back at them. Lv.3's can teleport, attack with red lasers, and charge towards you. Laser Reflect is good enough to give them a one-way ticket to doom. Leech - Small fry enemies. They pose no threat and only attack by releasing poison mist and jumping. Vertical attacks are good. Bee - Huge insect enemies. Vertical attacks are excellent at disposing them as are vertical Capture-counters. Lv.2's can carry small enemies but it's no big deal. Scorpion - First heavy armor foe. Normal attacks are nullified so use thrust and Spear attacks. Lv.2's attacks have greater range. Cocoon - Heavy armor enemy. They do not attack and are weak against the wrath of your Spear. Spider - Small critters that attach onto you and try to self-destruct. Mash the buttons to shake them off and use vertical attacks to kill them. Fish - Fish that can fly and stay underwater. Their only attack is to spin around like a helicopter's blades. Otherwise, any attack works well on them. Ogre - Big enemies that are immune to Capture. Slash them until they drop to the ground, then do a Ground Stab or Slash to slay them. Lv.2's attack by charging at you.
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