No More Heroes /
-------------------------------------- / "Heroes will fall...
/ and a new champion will rise..."
Developer: Grasshopper Manufacture, Ubisoft (2008)
Genre: Sword Fighter, Action
Rating: M (Blood and Gore, Crude Humor, Intense
Violence, Sexual Themes, Strong Language)
Author: Georgi Samaras
Last Updated: March 24, 2008
Controls .............................. [con]
The HUD and Menu ...................... [hud]
Santa Destroy ......................... [san]
Battle Mechanics ...................... [bat]
Death Blows and Slots ................. [slo]
Beam Katanas .......................... [bek]
Tips and Tricks ....................... [tip]
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]
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
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!
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: enter 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
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)
+: 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
tilt Wii-mote left/right + B: drift turn
*on the loading screen, hit B repeatedly to play around with the loading
//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.
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$: Travis' pocket money
777: Anarchy in the Galaxy stock, of which you can hold only three
mini-map: shows paths and items of interest and can be modified to show
slots: only appear in the bottom center of the screen after a death blow
(see the "Death Blows and Slots" section)
heart: your health gauge, although Travis never seems to lose health in
town, even after crashing his bike
energy meter: Travis' stamina (for dashing) and the Schpeltiger's nitro
LB$: Travis' pocket money
mini-map: shows roads, event icons, and items
L---R: 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
map: a bigger version of the pixelated mini-map
ranking: how much money you need for the next fight and how much you
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: trading 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.)
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.
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.
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.
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. Here's a
list of exercises:
Dumbbells: move the nunchuk and Wii-mote upward alternately; finish 30
in 30 seconds and the number of slices in your beam katana
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
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 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. See the "Beam Katana" section
for info on how each one differs in combos and death blows. 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 detect 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.
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.
A bar located near Thunder Dragon's office, marked by a yellow mug of
beer. 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 will be marked on the mini-map with an orange
dot after first speaking to Lovikov. 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
Memory of Three: displays position of enemies on the mini-map
Memory of Demon: lets you perform a Jumping Slash by shaking the
Memory of Child: lets you perform a dash outside of battle by pressing
the B button
Memory of Woman: extends your Dark Side Mode limit
Memory of Mask: increases the range of your grab for wrestling
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 enemies on
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 (and trading cards in a New Game +).
//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 game.
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, so try alternating between B and A when slashing.
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. If you
don't, your enemy gets a free shot at you.
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.
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,
but this is rare.
These contain pizza which will boost your health. Small slices restore a
little, while whole pizzas completely restore it.
These contain batteries for your beam katana. Small batteries restore
some of the gauge; large batteries fill it.
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.
Small yellow arrows simply mark items of interest lying on the ground.
These mark save points (i.e. - toilets).
//Death Blows and Slots [slo]
Depleting an enemy's health with basic slashes 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 center 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 right reaches the goal flag
along the top of the screen. 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
"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, and Greg e-mailed me to point out that the game
gives you LB$10,000 for each stock.
//Beam Katanas [bek]
As the game progresses, you can buy new katanas from Naomi by visiting her
lab. This game is not one of those where the more expensive and newer
weapon replaces the old. Each katana has a different style, and you should
get to know each one so you can pick which one fits your style best. Your
strategy can actually change depending on which katana you use.
I experimented with them all to get a general idea of which did what. The
results below are based on each katana with all of its unique accessories
and a fully-buffed Travis (i.e. - strength and combo are maxed) on the Mild
difficulty setting. The enemies I tried it on were the ones that appear in
the Gamble Fight assassin gig. The numbers given should be good enough
estimates to give you an idea of each katana's abilities. Remember that
enemy vitality varies, and the katana's battery power may even have an
effect on how powerful your blows are.
Seeing as how it has no power-ups and is your original equip, this katana
is just to get you familiar with sword fighting. On average, it takes
about 6-8 swings to initiate a death blow. The death blows are simple
swings, nothing too flashy.
This katana becomes available after you gain access to Naomi's lab. If
you like wrestling moves, then it is for you. Its combo actually has
automatic beat moves in it, so you'll see enemies get dizzy a lot without
having to hit B. It takes about 5 swings to do a death blow, and they
are basically wider versions of the Blood Berry's, most notably in the
left or right blows.
After giving Naomi the US Military Secret, she'll build this weapon for
you: the most physically powerful katana there is. If you want to finish
foes quickly, this katana lets you enter a death blow in about three
slashes. However, it is a little slow and has an over-powered first
swing, meaning sometimes enemies will be pushed away from you and the
rest of your combo swings will miss if you mash A. Because it has
multiple "blades", this katana's death blows are capable of taking out
nearby enemies as well as your target, even without charging it.
Give Naomi your Master's Japanese katana, and you'll get this powered-up
version. Its combo is basic slashes, but Travis will twist and turn
while executing them, slashing in style. It takes an average of 5 swings
to get the chance to do a death blow. In some cases, when executing a
death blow to the right or left, it will act as a sort of mini Anarchy
in the Galaxy and completely obliterate any enemy near you: in front,
behind, or off to the side. It may not be the most powerful katana, but
its energy saving accessory makes it the best for long fights.
//Tips and Tricks [tip]
Battle mechanics are one thing, learning the nuances of combat is a
different matter entirely. This is stuff you can't find out by reading the
manual. If you ask me, this is where No More Heroes shines in its combat
and replay factor. Below are a list of things that are just plain helpful
to know and should give you plenty of options in how to go about a fight.
Master the ways of the assassin, young apprentice.
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 you're
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 since you can't guard against them.
Charged Death Blow
When performing a death blow, shake the remote 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
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. I've also been told that
pressing A right before you hit the ground or swinging the nunchuk 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.)
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 not to miss a beat in the middle of a combo and not
lose your chain. (Thanks again to Josh L. for pointing out how important
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 or guard. Since, in most cases, wrestling moves deal
more damage in one blow than a slash combo, stop hitting A and go for B
if you get the chance. You cannot kill bosses with wrestling moves (some
moves can instantly KO normal enemies), but they really work to shave off
the health and leave them open for a final, killing slash. There is only
one enemy in the game that will ever turn this against you.
This technique was first e-mailed to me by Kelly, who explains it thusly:
"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." Butters then e-mailed me with more details:
"Just run up to [enemies] without locking on, tap [Z] right as you come
into range to block the attack, then instantly release [Z] and press A as
the attack is blocked. Travis should flip up over the enemies and kill
anybody within a 10-20 foot radius. I've also only done the move with
the Tsubaki III, but I haven't tried with the other weapons yet." I have
tried this with Tsubaki Mk-III and the Blood Berry, and I think the move
is executed differently for each katana, but I can't confirm this since
I can't do it at will yet. It does work on bosses. The only bad things
about it are quick battery loss and the fact that it takes lots of
practice to get the timing right.
Nitro Tricks on the Schpeltiger
Driving around Santa Destroy on Travis' beloved bike is really the only
way to travel. However, when trying to earn quick cash, it can get
tedious. If you can avoid buildings, trees, and other non-breakable
landmarks, burning the nitro is the best way to get to your destination
fast. However, the gauge depletes quickly. Andrew has e-mailed me some
tricks to keep the gauge up: "if you pull a drift turn on Schpeltiger
your boost meter instantly refills. Also, if you're boosting while you
jump the bike you maintain your boosted speed but the meter doesn't go
down at all." So if you need some fuel, pull off a donut and you'll be
good to go! Also, when your nitro gauge is about empty, let up early and
it will refill quicker or else it will wait a few seconds. This is just
like when Travis runs: if you let the gauge go out, he has to stop to
catch his breath. (Credit to Joanna for pointing this out.)
3-Hit Charge Combo
Equip the Tsubaki Mk-III and charge up a low slash. As soon as you see
the katana's blade get an extra charge (i.e. - it starts glowing
brighter), unleash your slash and start mashing A. Travis will then
unleash an unblockable, damn near instant KO combo consisting of three
charged slashes. All credit for sending in this attack goes to Gus6x,
and I'll recreate some of the notes here for you: "It can only be done
with Tsubaki-MKiii. Timing isn't too critical at all, you can basically
just mash the A button after performing a full LOW charge slash attack.
The 3 parts of the combo are the charged slash, 'flip slash' and then a
final swing.' Only enemies with high vitality can survive the attack and
not be beheaded. ... You are invincible as soon as you release (A) and
the second 'Flip slash' automatically targets and homes in on the enemy
so you get a free powerful and invincible slash that drops you right in
front of them. You can start a regular combo from there." Thomas wrote
in with info on this move as well and pointed out that it gives you some
frames of invincibility after it has been executed. The only problem
with it is getting up the charge without getting hit, but if you get an
enemy that is slow in attacking (Bad Girl) or one who charges as well
(Henry), you're golden.
This walkthrough was written while playing on the Mild (Normal) difficulty
setting with strategy supplemented after finishing Bitter (Hard) mode. Due
to its semi-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
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 since they have more stamina
than the average thug. 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 them 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.
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 any special moves referred to in the "Tips and Tricks" section
since Death Metal is here to get your feet wet. That doesn't mean you
should sell him short though.
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. To compensate for
lag (either Travis' or your motion bar's), try swinging earlier than you
normally would. 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
The next hall is narrow, with enemies just waiting for you to do away with
them. The thugs usually thrust forward with a kick, so try blocking and
countering again. 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 close-range
ones. Nab TRADING CARD NO. 010 and continue down the path to get a telephone
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.
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 or hear the shots, 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! 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. Kyle
has pointed out that this is a great time to try a charged high attack to
break that guard and throw him.
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? Enemies in this hall wield lit
torches. If they hit you, Travis will burst into flame and his health will
steadily deplete. 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, but it's really more a time
for you to reflect on why electronic weapons are not ideal. 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 and now you can enter the area
that was blocked off.
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.
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 and to
avoid hers. 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
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 usually 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. If
you really want to tear normal enemies a new one, consider getting the
Memories of Demon and White as well for the Killer7 Combo. 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
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
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.
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. You are invincible
while dodging, so even if an attack hits or if you end up dodging into a
piece of junk, 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 also 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. I tried this
and can confirm that it works, but it takes good timing.
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
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. They'll pop up out of the sand one at a time. 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
carefully 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!
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. You could also just fall in a
hole. If you do, you won't see a prompt, but this is a nice way to avoid
damage since, for the most part, you cannot be harmed with missiles while
in a hole and need not fear Holly throwing a grenade while she's on her
rock perch. (Thanks to Saul for confirming this.) When she jumps back
down, resume keeping an eye on her and chasing her down. She may or may
not do this running away tactic if you've been dealing a lot of damage
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. When you get the
chance, give it to her and wait around about 10-20 minutes to see the fruits of
her labor. When you have your new weapon, leave and reenter the lab to get the
upgrades for it. (Thanks to Dan and an anonymous e-mailer for pointing this
out to me.) 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 trench-coated 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.
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 if you haven't already. 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. 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:
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. Every time
it is activated, all the enemy fire on the screen disappears, leaving
enemies open for free damage. There are also power-ups floating around
on-screen which give you more lives and improve your guns.
The common, target symbol-looking enemies are easily shot. Whenever you
see block-like things come down along the side of the screen, move up or
down since they will go all trash compactor on you if you don't. The
gray, spaceship-looking mini-bosses are easily shot out, just make sure
you kill them before they disappear. Whenever you get missiles shot at
you, simply weave for left to right and they will narrowly miss you. The
final boss fires from every angle so shoot when you can but swing your
sword to charge up your special attack quickly. Set it off ASAP to keep
it from shooting. Fire constantly and you'll be done in no time.
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 Volodarskii
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 a
hassle. (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 on your back to
stare at the TV upside down. This definitely makes the fight more fun.
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 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,
and it can be avoided. Brenden has pointed out that if you want to avoid
the stage trick, then avoid the spotlight. Run around the perimeter of
the stage to stay out of the limelight. Wait until the music stops; that
is the signal that you're in the clear. 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. Hop
on the bus #51 to Speed City.
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.
You can also try to keep at one end of the bus to keep this from happening.
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.
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.
Breakable doors down the street will appear as red dots on your mini-map.
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. It
was pointed out that you don't need the Technique of Three to have the
doors marked on your map, but it still helps to have it since, if you see
a cluster of red dots, you know there are enemies and can look for a
safer place to hide if you have time.
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. If you have enough
health to brace against one attack, you can approach Speed Buster without
using the telephone pole. The result is the same.
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. It might be a
good idea to wait around for Naomi to finish your latest katana since the last
couple fights in the game can be tough.
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
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 in the infield (especially the bases) 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.
This is one of the more strategy heavy bouts, but there are so many ways
to go about it that it should be one of the more enjoyable ones. 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. She'll take a batting stance for one of her
charge attacks; that's one time when you need to back away. Another
brutal attack is when she swings her bat in one hand and slams it down
while saying, "Go to hell!" or "Batter up!" Try not to get into a weapon
clash with her because if you lose, she'll pull out a female's ultimate
weapon. Yes, I'm talking about a swift kick to the groin. This will lay
Travis up for a good couple seconds, but she'll just stand and watch you
writhe in pain.
If you've perfected the Surprise Slide, this is a great time to use it,
but you actually have to pay attention to which direction you tilt the
c-stick. When you are guarding against the single downward swing, go to
the left. When you're guarding the multiple swings, tilt to the right.
If you don't, you'll still slide, but she'll dodge your hits. Get ready
to hit B if you see stars above her head for a quick suplex. This
strategy will have you use a lot of battery power, but Bad Girl takes her
sweet time, so you can safely run away and enter charge mode.
(Considering how our opponent is dressed and the fact that we're in an
S&M basement makes charging your katana seem reeeally awkward.)
The reason this fight is so freaking difficult is that she loves to
prance around. Since you need to wait for her to make a move, much of
this fight is going to be a stare down. And with that face? *shudder*
You knew this fight would be ugly. Stay close to her to goad her into
attacking. Try charging a low attack, either wait for her to come to you
or inch up to meet her, unleash it, and then combo afterwards. (Thanks
to Tim for this strategy.) Dupre has pointed out that these charge
attacks work really well since they cause damage even when she guards and
move Travis forward when he unleashes, so she doesn't have to be right in
front of you (which would mean she could attack first). They also grant
a certain degree of invincibility, so even if you attack when Bad Girl
does, she shouldn't damage you. This fight is ideal for the 3-Hit Charge
Combo, but you can only do it if you've gotten Tsubaki Mk-III.
After she's down to half her health bar (or close to it), she'll run over
to the conveyor belt and yell "Home run!" This means she's hitting one
of her minions at you, and they'll do tons of damage if they connect.
She'll hit two to start, is nearly indestructible during this (moves like
the Jumping Slash can do minor damage, Jase says), and will keep hitting
them onto the field until you kill them, so just get those freaks out of
the way. There's plenty of ways to approach this attack. You can do a
dodge to the side and get rid of them normally. It's not likely that you
will go into Dark Side Mode during this fight, so use wrestling moves to
get them out of the way quickly instead of killing them for the slots.
If you can pull off a wrestling move on the first guy, it will make you
immune to damage when the second one flies at you if you time it right.
Andrew has noted that you can use the Killer7 Combo in the same way.
Knock down the first and wait for Bad Girl to yell; do the Jumping Down
Attack to become immune to damage as the second one flies in.
Another way to deal with them is to simply hit her goons back at her by
hitting A at just the right time. If successful, shake the Wii-mote as
if in a weapon clash and you can damage her and keep her from hitting any
more at you. (Thanks to Thomas for pointing this out.) However, the key
is good timing. I wouldn't try this on higher difficulties if you're not
confident since those flying freaks do major damage. Also, as her health
gets lower, she'll catch onto your little game and start hitting them
back at you. (Thanks to Andrew and Jess for bringing this up.) Dan has
noted that you can continue to counter her counter, as long as your
timing is top-notch.
Yet another way to handle this attack of hers is to stand close to her
when she swings. She can't hit you with a goon if you're behind her, and
when the weirdo comes up to you to attack, commence with the slashing.
If you stay next to Bad Girl and do a death blow, it will hit her and
deal good damage. (Thanks to Fragstoff and Brian for this.) If you
charge up your death blow, you don't even have to be that close to her.
Bad Girl will also gain an instant kill attack after a while: she will
fall to the ground, apparently defenseless, and start crying. Sometimes
this will result in her catching Travis by surprise and beating the ever-
loving crap out of him with her bat in a cutscene. Other times, she is
actually crying. To tell which is which, watch her hands. If she keeps
one hand on her bat, she's prepping the instant KO. If both hands are on
her face, feel free to go up and greet her with your katana. (Many
thanks to T.J. and Anthony for pointing this out.) You can still get
some hits in even when she has her hand on her bat. Whenever you hear
her mutter, "Fuck!" and start to get up, run up and swing. She loves to
do this attack when you are near her, goading her to attack, so it's easy
to get caught in it unaware.
When three-fourths of her health are gone, she'll set her bat on fire.
She can't set Travis on fire, but she will deal more damage. It's very
possible to defeat her before she does this; just deal damage hard and
fast. However, she'll gain a shockwave attack without the fire, like
every other enemy in this game, by jumping into the air. This hurts like
hell, but remember that Travis is indestructible while dodging. Be
patient, and don't miss your chance to strike.
Psycho! At least she died happy. Get your health upgrade then get out of
there! At home, contemplate how to save your video rental membership and then
get your usual invoice. LB$550,000 this time. At least this is the last time.
Be sure to get your new katana from Naomi and power it up if you haven't
already. When you are done with your last stint of odd jobs, get ready to set
out for one last mission.
Ranking 1 [r01]
Well, this mission didn't get off to a great start. Sylvia's been playing us
for chumps. ...And then our bike gets stolen. If you don't have the Technique
of Child, then I feel sorry for you. You have to run all the way to your
destination, number "I", by the overpass on the south side of town. Collect
your bike and get ready to ride.
Enemies will now intermittently attack you on motorcycles. Run into them while
using your nitro to kill them. If they come up behind you and hit you, you
take damage. There are also obstacles in the road you can get them to crash
into if they don't do it themselves. If they get too far ahead of you, they'll
start throwing bombs in the road. If you're going to be jumping over the junk,
know that you must tilt the remote up well before you come to the obstacle, or
you'll hit it. Make sure you follow the path; if you try to stay on the
interstate, you'll fall off and die.
When on the wooded detour, make sure you time your jumps well over the
overgrowth on the road. It's easy once you get the hang of it. On the
straightaway, a laser will target you. Stay to one side of the road and let it
lock on you. When it starts to widen and turn blue, move to the opposite side
of the road. After you see the bridge, let your speedometer go up and hit Z
when prompted. Then lift the remote when the game tells you to. Nice landing,
Look behind you for TRADING CARD NO. 046. Thunder Ryu's spirit will guide you
through this area. Go the wrong way and it's back to the beginning for you.
He says head right. Heads up: the enemies in this and subsequent areas will
all have beam katanas. Thunder Ryu says go left after grabbing TRADING CARD
NO. 047. Take care of more Darth Vader wannabes and get TRADING CARD NO. 048
and the health chest to your left. Go right to proceed, even though I didn't
say "Thunder Ryu says". Four guys with beam katanas will attack at once if you
charge into the next area. This is a problem. Inch forward and let them come
to you. If you are careful, you should only trigger one or two at a time. If
things go poorly here, you can always just run past them. Get TRADING CARD NO.
049 and go left.
Thunder Ryu has one last message for Travis. Grab TRADING CARD NO. 050 and
move on. Sylvia will call. If you didn't think the latter part of this game
was Star Wars-y enough for you, just wait until you hit your destination.
Jeane is lightning fast and ends all of her combos with charge attacks.
You must keep a safe distance but don't go so far that you can't keep her
in your range. Her charge attacks are thrust punches; go in for your
combos after them because she'll dodge any other time. Keep Z held down
so Travis will turn on a dime to keep up with her. Listen to her grunts
since they're different for each combo (e.g. - the longer thrust punch
has an extended yell). This should help you gauge how to dodge/attack.
To damage Jeane, go in for a combo after her punching attack or a kick.
You won't get very many hits on her before she starts dodging. Don't be
discouraged if you start swinging at mid-air. Jeane will spend most of
her time dodging, meaning she can't attack. Even if you hear the sound
of a charge attack prepping, keep swinging and she won't unleash it.
This is not to say that she can't hit you; it just means that you can
enter a combo without immediate fear of counterattack, which gives you
time to hit the down button on the d-pad. Jeane is very dodge-happy.
She will gladly drop whatever she's doing to dodge your attacks.
You can also try charge attacks for damage if you can get your timing
right. Since she isn't overly aggressive, you should have time to charge
up a slash. You can also dodge out of harm's way when she combos and
charge up a slash then; when she finishes, counter with your charge
attack. (Credit to ghostwolfxiii for this.) John has also e-mailed in
to say that if she combos after you unleash your charge, there is a good
chance that you will evade some of her punches since charge attacks grant
a short bout of invincibility.
By far, the best strategy I've seen for landing hits is using the
Surprise Slide. What you do is wait for her to combo and run into it
guarding, but do not slide until the last couple hits of her combo. You
must slide when she starts the charge attack, any sooner and it's no
good. When you've slid into position while she's charging, do a charged
beat attack. This should stun her right away, but do not take advantage
of this with a wrestling move, as she will turn it on you and practically
break your arm. Just use that time to get in some more combos or a
charge attack of your own. (Many thanks to T.H. for sending in this
As you whittle away her health, she'll decrease the size of the arena two
times. She'll also gain a shockwave attack (of course!); when she lifts
a leg in the air, you should know to dodge. Her long charge punch will
change each time she decreases the fighting area. The first time, she'll
attack twice. The second, she'll attack three times. Instead of dodging
these charged attacks, just run away backwards from her as far as you can
so you are out of her range. It's either this or dodge until she's done.
If your attacks should happen to meet and you win, Jeane will be dizzied.
Again, don't wrestle. Slash instead. This is actually your best source
of damage if you have a strong arm. What should happen is that she'll
get dizzied, you combo her, she'll recover, you'll enter a weapon clash,
you should win, she'll get dizzy again, you combo, etc. etc. This is
actually how I beat her in Bitter mode with only a sliver of health. It
works like a charm.
However, if you keep this up and prepare to deliver the final blow, she
will win your next weapon clash. Don't get mad. An old friend will drop
in to help.
Be sure to save afterwards. Three choices are now available to you. You can
go back to town and run around, view the ending, or view the *real* ending.
The real ending will only be available if you've bought all three katanas at
Naomi's, so if you don't have them, go back to Santa Destroy and buy them.
Then come back to the toilet to see the real ending option. If you have it,
let's do it! (If you want to see both, view one and restart the game instead
of saving your completed data. You could also save your clear data to a new
file slot. To access your old data, let the game auto-load your completed data
and enter the menu after skipping the beginning cutscenes.)
REVENGE. Yes! The number of strikes and charge attacks in Henry's combo
is through the roof. Henry is insanely quick and will do a charge attack
followed right after a combo if he sees an opening. As for special
attacks, he can send out homing balls of energy, do a forward thrust, a
spinning attack, and an upward thrust when he holds his sword pointed
downward if you get close. That last one is a good time to try a charged
slash or the 3-Hit Charge Combo right in his face. Just watch your
battery power. More times than not, when Henry runs towards you, he's
going to do a charge attack so either counter with your own unblockable
attacks or get ready to dodge. If you approach him while he's strutting
around, he'll usually start his combo.
For offense, go with defense. Henry's vitality is very high. VERY high.
You need to conserve your health or you won't last. The Surprise Slide
will work if you put weight on that c-stick and make sure you're trying
to block a combo, not a charge attack. (Bitter mode players may want to
tweak their sliding strategies, as sometimes Travis will slide early or
not fast enough. For best results, try simply holding Z for the start of
Henry's combo and then start hitting the c-stick when he's about done.
This is exactly like the Jeane strategy.) Another important thing to
keep in mind is that if you don't let up early on a combo, Henry can
counterattack while deflecting your blows. This can be used to your
advantage (keep reading), but it's best used to make breathing room if
you need it for a chest or a charge attack.
The only gimmick in this fight is an instant kill attack he gains halfway
through. If you see him lean back with his sword held up horizontally,
run away backwards to the right or left and don't stop. He'll thrust
forward about the length of the fighting area, impale Travis, throw him
in the air, slam him back down, and run his sword through Travis' chest
again by standing on it. It's actually quite impressive to watch but not
so much after he does it when you've very nearly won.
My strategy involved circling Henry, waiting for him to do a charge
attack, dodging it, and counterattacking. 9/10 times, he would do his
slash combo right after, which gave me an opening to do the Surprise
Slide. If the slide did not work, I'd start mashing A while tilting to
the left on the c-stick, and Travis would actually break Henry's combo.
After a possible wrestling move, Henry would jump away, and the cycle
would repeat. This fight's gonna take a while, so try to find a reliable
routine but don't let yourself get sloppy. All it takes is a few slip-
ups for Henry to find an opening in which to rip you to shreds.
For those who would like another strategy laid out for them, Daniel has
sent one in: "when he does his lightning fast combo, only the last move
(where he spins and glows while jumping) is unblockable. All you have to
do is block the whole combo, and then dodge that move, and you can get a
combo in on him no problem. The trick is timing your dodge, too soon and
he'll hit you, too late and he'll be ready for your attack. The timing
is right after the regular jump slash before the breaker. Here's the
best part, if you press your attack in that combo, he hits your sword
away and goes right into it again. So all you do is force him to use the
combo that you can block and evade every time. Occasionally he uses
another move, but those are pretty easy to evade. Also, his counter
stance is vulnerable just at the very end, strike as soon as you see him
move a tad at the end of it and you can engage him in the above pattern!"
Unless you are looking to face Henry off in charge attacks, interrupting
his only combo move is key. Most of the time, if you stay close to him,
he'll keep using it.
For winning, you get another revelation. Or two. Or three. And that's it!
You've beaten No More Heroes! Be sure to save your cleared data.
//Job Center Listings [job]
In order to reach the top, you must start at the bottom. The basic way to
earn money in Santa Destroy is in odd jobs. Sign up at the town Job
Center and then go meet your client, wherever he may be. You are ranked
after each job: bronze rank earns you nothing, silver rank lets you take on
assassin missions at K-Entertainment, and a gold rank unlocks free fight
missions. These missions are pretty easy and are just quick ways to earn
cash; getting a gold rank on each should not be hard. For this reason, I
did not spend countless hours trying to determine the conditions for each
Free fight missions are located around Santa Destroy and are marked by a
blue "M" in a white circle. They all follow the same rules: kill all the
enemies without taking a single hit. You earn money for succeeding, as
well as the usual dropped cash from a kill. To do away with enemies
quickly, use the Killer7 Combo referenced in the "Tips and Tricks" section,
but don't rush. You are timed, but if you take it easy and watch your
enemies, you'll avoid that one hit that ends everything. These missions
are ranked as well, but nothing is unlocked by getting a gold medal on
them. You can do these as many times as you want; they will "reset" and
reappear on the map after a while. If you ever want to keep tabs on your
free fight rankings, check the map in Travis' room.
Collect coconuts. Perform a rolling sobat against a palm tree to make
Time: 3 minutes
Pay: LB$2000 for each delivery
Tips: Walk around the palm trees until you see the "A" prompt, then start
a punching combo. It says you are paid per delivery, but you're
actually paid based on how many coconuts you bring back, so you
can pick up multiple coconuts. Rapidly tap A to stagger back to
Looking for Lawn Mowers. Cut as much as you can inside the required area
within the time limit.
Time: 2 minutes
Pay: LB$300 for each acre cut
Tips: Not much to it. A is forward, B is back, tilt the remote left or
right to turn, and press Z to make Travis do a sharp, fashionable
Clean up Santa Destroy. Pick up as much garbage as you can within the
Time: 3 minutes
Pay: LB$1000 for each piece of garbage
Tips: Walk up to a piece of garbage and hit A. Whip the remote up to
pick up the garbage. The garbage actually respawns, as garbage
often does, so you can stick to one area.
Fill up cars with gas.
Time: 3 minutes
Pay: LB$2000 for each car filled
Tips: Hold down B when a car pulls up to fill 'er up. Look at the gauge
on the right to see a little yellow triangle to mark how much fuel
the car needs. You can go over this mark but not under, or it
won't count. Also, do not simply hold B down and fill it to the
top. Travis will burst into flame if the gauge goes up to F. This
is actually quite humorous, so I'd recommend trying it at least
Clean up the mines buried in the beach. A bonus will be paid due to how
dangerous the work is.
Time: 3 minutes
Pay: LB$2000 for each mine removed
Tips: Just like hunting for treasure. Listen for your detector to beep,
follow the noise, and hit A when you get the prompt. If you
accidentally step on a mine and blow it up, it still counts towards
your total. However, if you blow up too many times, you fail.
Erase graffiti from the walls.
Time: 3 minutes
Pay: LB$2000 for each tag removed
Tips: I wouldn't attempt this until you've gotten the Memory of Child
technique (a.k.a. the dash) from Lovikov. The graffiti is marked
on your mini-map. Run up to a tag and hit A. Shake the Wii-mote
and nunchuk to clean the wall. Rinse and repeat. Dash between
tags to save time, but don't let Travis' stamina run out or he'll
have to catch his breath, which wastes time.
Capture the escaped cats. Use some Foxtail grass to attract the cats'
Time: 3 minutes
Pay: LB$3000 for each cat found
Tips: The cutest mini-game in the history of ever. The cats are marked
on your map and are all little white fluff balls. Walk up to one
and hit A, then wave the Wii-mote to get their attention. Follow
the arrow prompts to distract them and then hit the correct button
to pick them up. "Meow."
Take care of the poisonous scorpions. Put them into the basket on your
back to safely remove them.
Time: 3 minutes
Pay: LB$3000 for each scorpion
Tips: Definitely don't do this one unless you are confident you won't get
stung or have the Memory of Child technique. If you're stung,
you'll have 30 seconds (20 seconds if it's a red one) to get the
antidote from your employer. If you go out too far, you won't make
it back in time even with the dash. Tilt the camera down so you
can see the little buggers on the ground, walk up, hit A, and whip
the remote up. It's just like the garbage mini-game, except you
can die a horrible convulsive death.
Jump your bike off the Point. Try to fly as far as possible.
Time: 3 minutes
Pay: as stipulated by contest rules
Tips: First off, Lucas has pointed out that, to get to this job quicker,
do the "jump in the ocean and respawn at the motel" trick near
Destroy Stadium. Now, follow the markers in the road to the ramp,
which is also on your map. As soon as you're on the straightaway,
burn the nitro. Bring the remote up to do a wheelie jump before
you actually hit the ramp. Any other time is too late. I can't
tell how much you'll get paid; I jumped 2543 feet and won
LB$50,000 if that gives you an idea.
//Assassin Side Missions [asm]
Hah, I bet you thought the tag for this section would be "ass", huh?
Fooled ya. Anyway, once you've gotten a ticket proving your ability to do
a simple job, assassin gigs will be available at K-Entertainment. These
are a great way to earn cash and practice your fighting techniques. Like
with the odd jobs, I did not have adequate sanity to try and figure the
requirements for each rank, but as the game progresses, these should get
easier. Just kill, kill, kill, tiger.
Chain restaurant Pizza Butt plans to open up in Santa Destroy. To crush
their plans, kill Pizza Butt's CEO.
Time: 1 minute
Tips: You need to kill the CEO as quickly as possible. Killing others
slows you down and earns you a lower rank. The CEO is marked with
a target symbol and is armed with a gun. This mission is MUCH
easier after you've gotten a weapon upgrade and increased your
strength. Run around the lackeys and try to target the CEO.
Kill until you die. Mission ends when your life runs out.
Time: 2 minutes
Pay: LB$2000 per kill
Tips: One guy is armed with a beam katana, and that's the only noteworthy
thing here. Even at an early stage and with one health upgrade,
you should earn a gold rank with no problem.
Kill using wrestling moves only. No other moves are allowed for this
Time: 2 minutes
Pay LB$3000 per kill
Tips: Used charged beat attacks since those guarantee an instant stun.
The first wave is spread out, so let them come to you and meet them
with a beat down. Once the first group is gone, the second group
will attack all at once. This makes it extremely hard to grab
someone after stunning them since they bum-rush you. Try your best
to separate them by running if you have time.
Go on a batting killing spree.
Time: none, you only get 3 balls
Pay: LB$4500 per kill
Tips: Just like in the ranking mission. Timing is everything.
Pizza Butt Returns
Chain restaurant Pizza Butt plans to open up in Santa Destroy. To crush
their plans, kill Pizza Butt's CEO.
Time: 1 minute
Tips: Some of the CEO's associates will be armed with guns, but nothing
else has really changed. Just run up and target the CEO and only
focus on him.
Kill as many as you can within the time limit. Mission ends when time
Time: 2 minutes
Pay: LB$4000 per kill
Tips: Mostly guys with axes and swords. They like to guard, so be ready
to change your stance if they block your slashes.
Death Match 100
Kill 100 enemies. Mission ends when all targets are dead.
Time: 5 minutes
Tips: This is made easier if you have the Memory of Three technique.
Slash away at anything and everything. When you're down to your
last couple kills, they will take their sweet time spawning. Watch
your map and run to where the red dot appears, so you don't waste
too much time. It only takes one or two hits to deal a deathblow.
Shake the Wii-mote to give it more charge. The Memory of Demon
(Jumping Slash) technique is also an instant kill against every
enemy except those with beam katanas.
Baseball Battle Round 2
Go on a batting killing spree.
Time: none, you only get 3 balls
Pay: LB$5000 per kill
Tips: The pitches don't seem to be that much faster. It's practically a
carbon copy of the first time.
Dark Side Battle
Kill all the enemies within the time limit. Dark Side Mode will be
activated. Mission ends when time runs out.
Time: 1 minute, 30 seconds
Pay: LB$3000 per kill
Tips: The easiest and most fun assassin gig. All the enemies have beam
katanas, but you're in Dark Side Mode, using "cranberry chocolate
sundae", so this gig is basically a button-pressing game. If you
press the wrong button, Travis will only taunt, not kill. Take
your time to get your buttons right, and enjoy the show. If you
are in the act of killing an enemy when the time runs out, the
clock will stop, but Travis will keep on going. If you keep
succeeding at the button presses, your number of kills won't go up,
but you still get drop money for each thug killed. If you wait too
long, Travis will auto-taunt and the game will end, so get your
buttons right and be quick and you can earn some bonus money.
(Thanks to Adriano for pointing this out to me.)
Kill as many as you can within the time limit. Mission ends when time
Time: 2 minutes
Pay: LB$3000 per kill
Tips: Lots of guys with guns in this one. It's not a problem health-
wise; it's just that they love to run from you. It's easy to waste
time chasing them down. Don't go out of your way to give chase
until they're the last ones left in the immediate area.
Pizza Butt: The Finale
Chain restaurant Pizza Butt plans to open up in Santa Destroy. To crush
their plans, kill Pizza Butt's CEO.
Time: 3 minutes
Tips: Everyone will have beam katanas (even the CEO), and he will nestle
right in the middle of all of them, so look for the target symbol.
The hard way to do this (and one that will not earn you a gold
rank) is to slash at the group and hope for a death blow so you can
knock down a bunch of foes at once and run (it will take more than
one to actually kill them). I would use Tsubaki Mk-II since it is
the most powerful and its death blows have a wider range. You can
also run around and behind the group to try and target the CEO as
best you can. Sometimes the lackeys will run to attack you and the
CEO will stay put, leaving himself wide open. Brenden has written
in to say that you can also try a Jumping Slash to knock most of
them down to get room to run.
Kill with wrestling moves only. No other moves are allowed for this
mission. Mission ends when all targets are dead.
Time: 2 minutes and 30 seconds
Pay: LB$5000 per kill
Tips: Like the last one, go for charged beat attacks. It is insanely
hard to bring down the guys with guns because they run too fast for
a beat attack to catch them. Try to chase them into the water or
against a wall so they run in place instead. If this doesn't work,
guard against their shots and do the Surprise Slide to keep them
Kill as many as you can within the time limit. Mission ends when time
Time: 2 minutes
Pay: LB$5000 per kill
Tips: Easy as pie. No more than three enemies per train car, with the
toughest one being a beam katana guy in the second-to-last.
Baseball Battle Round 3
Go on a batting killing spree.
Time: none, you only get 3 balls
Pay: LB$7000 per kill
Tips: You really need to put some strength in that hitting arm of yours
if you want to get any kills in. I can't tell if Travis' strength
or yours determines how hard he swings. To be on the safe side,
raise his strength stat and swing hard.
Struggle against all odds. Kill all targets. All other details will be
a nice surprise.
Time: 2 minutes
Pay: It's a secret. (possibly LB$7000 per kill)
Tips: Remember the fight with Harvey? When this gig starts, the screen
will be flipped and your left/right controls reversed. You would
not believe how hard it is to get through a narrow train door like
this. I found it easiest to navigate by always pressing forward on
the c-stick and using the left/right d-pad controls to steer via
camera, but this is still tough. You've got plenty of time though.
If all else fails, use Rob's trick of flipping yourself over.
Kill as fast as you can. Enemies are armed with live ammo. Mission ends
when all targets are dead.
Time: 3 minutes
Pay: LB$7000 per kill
Tips: Only the enemies in the first few cars have guns. They're easy to
deal with in the small train cars. Guys with axes wait in the
middle, and three beam katana-wielders are in the last car. With
the cramped space and time limit, you can get by with mashing A.
Kill all the enemies within the time limit. Mission ends when all
targets are dead.
Time: 2 minutes
Pay: LB$5500 per kill
Tips: Just like a normal bus ride. The only challenge may be dealing
with the camera angle.
Kill all the enemies within the time limit. The type of enemy you will
fight is a secret. Mission ends when time runs out.
Time: 3 minutes
Pay: LB$1500 per kill
Tips: This one's fun and a great way to rake in cash since you should be
able to get close to 100 kills on Mild. You're fighting outside
the Gold Town bar, which isn't roomy. Lock on and slash away.
Lucas has sent in a strategy to help rack up some good kills: "I
find it the best possible strategy to simple use the low stance
charge attack, with such a small space and three moves that are
instant death more or less, combine that with the infinite battery
power upgrade and you can kill upwards of 115 guys (around 175,000
LBs)." To corroborate this, the 3-Hit Charge Combo with Tsubaki
Mk-III makes this the easiest way to earn the most cash.
Kill without taking a single hit from the enemy. A tough mission that
requires all your skills.
Time: 2 minutes
Pay: LB$10,000 per kill
Tips: If you've been doing those free fight missions, you'll have an idea
what to do. The enemies here have machine guns. Try to fight one
at a time and never let go of Z. You need to inch forward to get
their attention. Always watch enemies behind or close to your
target and only attack when you are sure no one is about ready to
fire. Try the Killer7 Combo like in the free fight missions, still
keeping an eye on the crowd since the Jumping Slash leaves you
open. Good luck. This really is the hardest gig.
Batting Killing Centre
Kill all the enemies within the time limit. You'll face cloned humans.
Time: 2 minutes
Pay: LB$3000 per kill
Tips: These are the guys that Bad Girl hit you with. They love to swamp
you and are pretty good at guarding. Make sure to switch your
stance often while slashing.
//New Game + [ngp]
Ah, the New Game +. In No More Heroes, loading a completed save file gives
you the option of choosing a difficulty level (including a new Hard mode,
Bitter) and then puts you right back at square one: 11th rank. However,
you start the game with all your equipped items, weapons, techniques,
stats, clothes, and even all your money from your previous file.
New items are also unlocked in your new game. You will still find trading
cards in your ranking missions but now, instead of adding junk to your
wall, they unlock concept art and trading cards of the characters in the
game. Trading cards will also now be buried around Santa Destroy and
are marked on your map, leading to one hell of an item hunt if you want to
find them all. The t-shirt selection at AREA 51 will have expanded as
Another thing to note is that all of your old items carry over no matter
what difficulty level you choose. You can start Bitter mode with Tsubaki
Mk-III if you want, or you can try to tear through it with the Blood Berry,
relying only on your strength stat (if you've built it up at all). The
world, or at least Santa Destroy, is your oyster. Plow through it however
Imagine that! This is the first FAQ I've written with an actual FAQ. I've
gotten some questions through e-mail that I've tried to answer. Keyword:
tried. If you know any clear-cut answers to the questions below or have
something to add, please let me know!
Q: What's the point of all the clothes? Do they have any special effects?
A: I don't think so. This is just something to give players a high level
Q: What's the deal with the cat? And the fridge? And the phone? What's
the point of selecting them?
A: The cat is important for the story because of her namesake but playing
with her doesn't seem to do anything except make cat lovers squee with
joy (which is why I play with her every time before a mission). She's
just like the other seemingly useless appliances: no real use for you.
However, this is the game's way of making sure you feel right at home in
Travis' living space. It also gives you a good look into his life: he's
not just a mindless killer; he keeps and cares for a kitten. Ian has
suggested that playing with Jeane raises Travis' stats, like vitality,
but I haven't been able to prove this. Feel free to try it. As for the
fridge, well, what bachelor pad would be complete without a fridge? It
does restore your health, but you never need it.
Q: Are the wrestling moves random?
A: Christopher has sent in his findings concerning this: "what wrestling
move you do depends on at least 2 factors, 1) what position you're in
compare to the opponent (front, back, side) and 2) what position the
opponent is in (bent over, lending forward or backwards)." The first
point is definitely true, and as far as I can tell, the second is too.
It's a little harder to test since most enemies stand up straight and
simply wobble back and forth when hit with a beat attack, but some do
actually bend over when dizzied, making them open to a different move.
However, there is still a certain degree of randomness. I tested the
two points on different enemy types and was about to state that what
moves you did depended on the enemy, but I saw Travis doing the same
moves on different enemy types in some cases. In short: position
matters, but it's still somewhat random.
Q: What happens if you earn a gold rank on every mission?
A: Then you become very, very rich. I've gotten e-mail confirmation from
Kelly that nothing special happens when you get a gold rank on all
possible missions. Gold-ranking all the odd jobs means you unlock all
the free fight missions, but for everything else, it simply means you
get the most cash possible for your efforts.
Q: What's the point of the trading cards?
A: During your first playthrough of the game, not much. The manual says
those are only the fronts of the cards. The backs are only available in
a New Game + and unlock bonus content like concept art and information
on all the characters in the game.
Q: How long is this game?
A: It all depends on how much you do in Santa Destroy. If you're looking
to finish and get gold on all the sub missions, you're looking at an
amount of time relative to your skill with a beam katana. If you just
focus on the ranking missions, maybe about 12-15 hours, possibly a tad
less? Joe has pointed out that it also depends on the difficulty you're
playing. Sweet takes a lot less time than Bitter.
Q: After buying everything at Naomi's lab, she starts talking about a new
model that's not quite done yet. Is this a new weapon?
A: I'm pretty sure it's a fluke. Since she's a scientist, she'll always be
working on something new. She only made the Mk-II and Mk-III so quickly
because you gave her materials to work with. There's nothing else to
give her, so I think she'll be working on this one by herself for a
while. This could also be part of the running gag concerning this
game's [possible] sequel, but Sylvia already told us that that's not
likely. Other businesses in town pull the same trick: Thunder Ryu won't
let Travis train past 9 squares, Bishop teases us with videos we can
never watch, the guy running Area 51 gives us a gift we can't seem to
Q: I missed an item! Can I go back and get it?
A: After you rank up, you can't go back and get any items you missed during
the mission. However, if you play through, finish, load your completed
save data and start over, all the items you missed the first time around
will be right where you left them. Where trading cards are concerned,
since new ones appear in a New Game +, this means you will have to
replay the game at least three times if you missed any and want them all
(a second time to get the old card and a third to get the new one).
Q: What's this Killer7 game you keep referring to?
A: Killer7 was Suda51's last American release in 2005 for the Gamecube. It
is the reason I knew I would love No More Heroes. If you liked No More
Heroes, Killer7 is definitely worth your time to at least try. It has a
much more serious attitude than this game, and the plot is downright
impossible to completely comprehend (which is why I can't offer a
synopsis here), but it's still quite an experience.
Q: So, of the two endings, I picked one, but I want to see the other. Can
I do that without having to play the game again?
A: Yes. If you didn't save your data after watching one, restart the game
and then pick the other ending. If you do save your completed data,
make sure you save it to a new file slot. Watch your ending and go
through the motions of starting a new game. Use the + button to skip
the opening cutscenes and access your old data through the menu when you
can, and then you can pick the other ending. It's also worth noting
that the real ending actually has the regular ending in it: the "fake"
one ends right as Travis says, "You've gotta be shittin' me!" The only
notable difference is in the credit sequence and what comes after.
Q: Do you know the location of all the dumpsters in town?
A: I direct your attention here:
http://www12.atwiki.jp/nomoreheroes/pages/97.html. This is from a
really comprehensive No More Heroes site. It's for the Japanese version
of the game, but I was able to find all the dumpsters using this awesome
Q: Is there really a point to fighting Henry at all before moving on to a
New Game +?
A: I would say yes. If you're looking for game bonuses or something for
winning, you'll be disappointed, as there are none. If you'd rather end
the game quickly, go for the regular ending. However, the amazing
flying Irishman is this game's true final boss, so if you *really* want
to beat the game, then you owe it to yourself to fight Henry. You also
get more plot afterwards, so if you want to know more about Travis,
Henry, and even Sylvia, fight the good fight.
Q: What's the quickest way to earn money?
A: The Gamble Fight assassin gig. It's just a city block away from K-
Entertainment, so you can quickly dash in-between the two, and if you're
a proficient assassin, you can rack up a bunch of kills. If you have
Tsubaki Mk-III, use the 3-Hit Charge Combo to get upwards of 120 kills,
which equals LB$180,000 in one go.
Q: How do I manage multiple save files?
A: The most frustrating aspect of this game is not the combat but the file
management. The game auto-loads the last file you accessed. After
that's done, open the menu by pressing the + button and go to the Data
tab. There, you can load previous files and start new ones.
Hope you found the information herein useful. If you have any questions,
comments, suggestions, revisions, and all that (you know the drill), e-mail
me at SophiaLee04 at yahoo dot com, but be sure to put No More Heroes in
the subject line somewhere. I like to credit those who contribute, but I
don't post people's e-mails, so if you want to be credited, please sign
1.37 - 03/24/08: a couple updates regarding the last Pizza Butt gig, cash
bonuses for Anarchy in the Galaxy, and some Q&A on data
management; this FAQ is pretty much done, but this is
not to say I won't still work on it and update it when
1.36 - 02/28/08: new host added in time for the Australian release of No
More Heroes, as well as scattered updates in boss
strategy and slight reformatting
1.35 - 02/24/08: lots of scattered updates I added throughout the week,
mostly strategy for Henry and Jeane and a new move under
the Tips and Tricks section
1.34 - 02/17/08: someone e-mailed me to say that wrestling moves are not
random and even worked out how they work to a certain
extent; it's all up under the FAQ section; there's also
a way to avoid Harvey's instant kill attack
1.33 - 02/14/08: added the beam katana section because I finally realized
what was off in my strategy in some places: it changes
slightly for each katana
1.23 - 02/11/08: I keep getting some great e-mails; lots of little things
have been pointed out to me, like driving tips, and I am
still getting sent strategy for the Bad Girl fight;
there's also a new host for this guide
1.22 - 02/07/08: lots more stuff added with regards to boss strategy,
FAQs, and an interesting tidbit under the Dark Side
Battle assassin gig
1.21 - 02/03/08: added the FAQ section and finished revising my boss
strategy after having gone through on Bitter mode
1.11 - 01/31/08: undid the last update to create the "Tips and Tricks"
section; sorry for the large numbers of updates in such
a short amount of time, but I've been getting lots of
juicy info for the new section, plus a hot tip on
beating Shinobu and fighting Bad Girl
1.01 - 01/30/08: added info under the "Battle Mechanics" section about
"hidden" moves Travis can do
1.00 - 01/29/08: walkthrough finished and submitted, with minimal damage
to my GPA (can't say the same for my wrists)
0.00 - 01/24/08: walkthrough started
Wondered what all those random names were scattered throughout the
walkthrough? Well, here's the answer. Below are people who helped make
this walkthrough what it is for either making the game, supplying it, or
helping buff up my info from "this'll get you through the game in one
piece" to "this'll help you rip your enemies a new one". So major thanks
go out to:
Suda51 and Grasshopper Manufacture for this game. I don't know what it
is exactly about your games, but they are incredible on several levels
and always keep me coming back, which is just what video games should
do. THANK YOU.
Ubisoft for making it possible even to play this game.
GameStop for letting me reserve this over the phone at the last minute
while I drove through the snow to bring it home!
Michael Green for info on the charged death blow.
Josh L. for sending me an e-mail with a bunch of his in-game tips and
finds, which led to the creation of the "Tips and Tricks" section.
Codey and an anonymous e-mailer for helping with the Windmill Recover.
HXC_mike on GameFAQs for the Shinobu wrestling strategy. That saved my
ass in Bitter mode!
Matthew and Saul for help with the Holly Summers fight.
Thomas, T.J., Anthony, Fragstoff, Tim, Brian, Jess, Andrew, Dan, Dupre,
and Jase for help with the Bad Girl fight.
Rob for e-mailing me with interesting strategy for the Harvey and
Brenden for sharing that there is a way to avoid Harvey's instant kill
Kelly and Butters for contributing info on the "Parry Attack". Kelly
also gets props for gold-ranking all the missions and letting me know
that nothing happens for it.
Kyle for a tip for the Dr. Peace fight.
Adriano for a tip on the Dark Side Battle gig and Lucas for a tip on
the Gamble Mission gig.
Andrew and Joanna for pointing out some helpful driving tips.
Ian for trying to help me figure out what good it is to play with
Christopher for sending in information regarding the wrestling moves
and how they are not 100% random.
Dan for pointing out that Naomi's weapons are time-released: that is,
wait around long enough and she'll make it for you after you give her
Joe for help with game length and data management info.
T.H., John, and ghostwolfxiii for tips on fighting Jeane.
Gus6x and Thomas for experimenting with the 3-Hit Charge Combo and
sending me their notes.
Daniel for a strategy for Henry's fight.
Greg for pointing out the cash bonus concerning Anarchy in the Galaxy.
another Brenden for help nailing Pizza Butt one last time.
everyone who sent in e-mails with questions or comments.
you for reading this guide!
all the sites under the next section for hosting my work. I love to
write these things; thanks for making it possible to share the love.
The following sites have permission to host this guide, so you should
only be able to find it on those links. I can't guarantee that all the
sites below will have the latest version. Check the sites towards the
top of the list for the latest if in doubt since I personally update
Super Cheats, http://www.supercheats.com
Game Revolution, http://www.gamerevolution.com
Gamer Database, http://www.gamerdatabase.com
This walkthrough is meant purely for personal and private use. Please do
not redistribute it for commercial purposes, alter it, or do anything
with it that your mother would scold you for. A lot of time and energy
goes into the writing process, and a lot of people have contributed to
this as well. Please show respect for our efforts.
Copyright (©) 2008 Georgi Samaras