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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter N » Nano Breaker - Strategy Guide (Page 02)

Nano Breaker - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Nano Breaker - Strategy Guide (Page 02).

*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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