=++++++++++++++++++++= =+Gungrave: Overdose+= =+ General Guide += =++++++++++++++++++++= Written by: RAYClovis a.k.a Clovis2000 ================== Before we start... ================== Hiya! ^_^00 This is the first FAQ I've written and published, thus, please keep your expectation low and resist the temptation- you know, the little voice in the back of your head that'll start telling you to unload the entire clip of both overdose'd Cerberus guns in my face along with those mighty-powerful enhancement of Grave's 3rd level forward Demolition Shot? >_< Whether you get it or not, I just would like to open up with a few notes. First of all, I do not, I repeat, I do not own Gungrave or personally participate in the series' development. Nightow does (all anime fans would recognize him as the creator of Trigun). I wish and don't, because I want to make the moves even more badass, but then I wouldn't be able to come up with a story of the caliber the must-watch Gungrave anime. All the information I earn are open to all public after considerable of complete run-through of endless ass-kicking in several weeks. Second, if you are playing through this game for the first time and you don't want to see any spoilers, I hope you're good at skipping passages of text. I'll keep the spoilers to the minimum during the walkthrough, but don't expect the same for the character sections and other areas. Third, if you haven't watched the Gungrave anime, go watch it now. I don't care whether you get the official copies or the fansubs. It's that good, and be patient- the anime's more of a drama than an action, and I mean it. Betcha you wonder how did a two-hour long action-packed game (I'm talking about the original Gungrave game, not this one) that revolves around artistically massacring countless, mindless, nameless, faceless enemies transform into a complete, 26-episodes series where the action accounts for less than half of it. NOTE- I own and use a Cantonese version of Gungrave OD, so some wording differences might be used in English version. FAQ History: Version 0.5- Alpha version, just the some stuffs that I could fit in from the top of my head. ============================ For those new to Gungrave... ============================ Gungrave OD is an anime-oriented game, artistically. While it no longer has the cel-shaded style of the original game, it still retains the anime feel. However, all the CGI sequences are so well-done that it's hard to believe they are actually completely 3D instead of hand-drawn anime! Definitely a sweet eye-candy for anime lovers. Anyway, the franchise's protagonist is Brandon Heat, a.k.a Beyond the Grave after his reanimation. A formidable hitman when he was alive, Brandon was a high-level official of Millenion, a powerful crime organization. His best and childhood friend, Harry MacDowel, also worked in the same crime organization, but Harry seeks for more and more power whereas Brandon decided to stay loyal to his organization. It started when Harry discovers a project capable of reviving the dead into an invincible form using a substance called SEED. He tried to convince Brandon into joining him. During a fateful elevator ride together, Harry approached Brandon and suggested Big Daddy's wife, Maria Asagi and Brandon's love, becomes Brandon's wife once the takeover is complete. It angered Brandon, but he couldn't bear to himself to killing Harry . However, he ended up getting shot several times in the chest by Harry. With one last message, Harry sent a bullet through his eye and sent Brandon's lifeless body falling off the building. Harry secured his position in Millenion and grows to the most powerful organization, killing Big Daddy (the former leader of Millenion) in the process. Thirteen years later Mika, the daughter of Maria and Big Daddy had grown up, and that was when Harry decided to get rid of the last of Big Daddy, killing Maria, but Mika managed to escape with Mr. Tokioka's sacrifice with one instruction: Go to Brandon Heat. Carrying a box all by herself while injured, she found Dr. Tokioka and the lab where Brandon had rested for the last thirteen years, but not for long. Without saying anything, Brandon rose from his slumber and accepted the twin pair of oversized handguns within the box. Beyond the Grave had awakened, and he was determined to take revenge upon his former best friend. After taking out Millenion's highest officials one at a time, including a former comrade-in-arm, he finally reached Harry and executed him, ending his quest for revenge. He then returns into his gravely slumber peacefully in a secluded place... Four years later, another threat had rose. The very project that corrupted Harry and revived Grave was once again uncovered, and it was not in good hands. Once again by Mika, Grave wakes up again to rid the world of SEED... ========== The Basics ========== ******** Controls ******** The controls are simple and intuitive enough, but if you don't have the manual or don't know how to read it, here's a simple rundown of the default controller setting: Left Analog: Moves character Right Analog: Moves the camera Directional Pad: Select Demolition Shot, see Demolition Shots Square: Shoot, see following section Circle: Melee, see following section Triangle: Demolition Shot (Will be referred as DS), see Demoltion Shots X: Jump R1: Change Lock-on target, used only with L1 only R2: Bring-It-On pose, see Tips and Hints L1: Lock-on to an enemy, see following section L2: Turns around or face targets, see following section ***** Moves ***** Shoot- Basically what it is, press Square rapidly to fire a barrage of normal shots. If you have Full-Auto on in the option setting, just holding it would be enough. You can move, jump, and dive while firing. Abuse it everytime you move. Melee- Hold the left stick forward and toward your enemy and press the Melee button rapidly to perform a combo that let you step forward once with each press. Melee combo ends with a charged attack, and varies with each character. It also can deflect rockets if you hit it with a Melee attack. Using the charged attack successfully nets you one or two Art points. Abuse it with Jyuji, and don't bother if you're playing Billy unless you have to or you just want to be cool. Block- Hold the left stick away from your enemy and hold the Melee button to block. It won't completely defend your character, just significantly reducing the damage. It only works against attacks coming from the front. Don't bother with it unless you're facing a superpowerful boss like Fangolum. Charged Shots- The Full-Auto must be off in order to use it if you're playing as Grave or Billy. Hold the Shoot button for a period will charge up your guns or guitar. Release it to unleash a barrage of powerful shots, but you must stand still in order to fire the whole barrage. Although Jyuji doesn't have Charge Shots, he does have Charged Slashes, which is accomplished by holding down the Melee buttons instead of Shoot. Charged attacks have four different stages with the last stage unleashing the most number of shots. Charged Shots can be interrupted if you drop off an edge, get attacked by a melee fighter, get rammed, or get a rocket in your face. Use it wisely. Burst mode- Don't move the stick, just let the character stand still and press Shoot button repeatedly. After a short while, your character would go through a predetermined animation while firing at much faster rate. The bullets also automatically aim for the enemies, so you don't have to aim manually. Just face, and let the bullets tear through your enemies. During the animation, you can move the stick to rotate the character as to face a specific target. You can quickly get out of the mode simply by jumping or diving. Best for narrower places or a tight group of enemies, but use it wisely as well. Melee Burst- Just like the Bullet Dance, but press the Melee button repeatedly instead. Your character will perform combo of all-around attacks for as long as you want. Best for attacking tougher enemies and creates a semi-perfect barrier against rockets--most of them will be sent flying back toward your opponents, but some'll somehow slip through your defense. Be aware when using it, and use it if you have a barrage of rockets flying toward your face or have them from all directions. Stun Attack- Jump, and press Melee while you're in air. This'll cause your character to smash the ground and send a shockwave all around you, stunning your enemies but does little damage. Useful if you're surrounded by enemies and you want to get out of a tight situation without using a DS. Dive- Hold the stick to the where you want to dive to, then press jump. That's it. Use it often, and I mean very often because when you dive, you can fire your guns faster and it makes you a lot harder to hit. An ESSENTIAL skill if you want to survive. Jump and move- Jump straight up, then move the left analog stick while in air to slightly move your character. The only way to get on an indestructible obstacles. Demolition Shot- Press Triangle and enjoy the carnage. See Demolition Shot section for detailed information. *********** Game Screen *********** First, shift your eyes on the top right corner of the screen. Here you'll see two meters: A red one and a blue one. The red one stands for the Health, and that's what keeps your character alive. The blue one stands for the Shield, and that's what keeps the Health from going down. Whenever you're attacked, the Shield meter will decrease. When the Shield meter reaches the halfway mark, you'll see "Shield Power Down" text on the screen. It should be your first cue that it's time to recover the shield. When the Shield meter's completely depleted, the word "Shield Broken" will pop up and leaves your health open for all enemies and bosses to rape. After that, you have two more warnings as your Health decreases to critical. If it's depleted completed, you die...again, seeing how all three characters are already dead. Simple. Shield meter regenerates automatically if you don't fire a bullet and don't get hit by one for a few seconds. To restore Health, use a DS and get a considerable Jackpot(see Demolition Shot section). You'll also see your score above the meters, but don't concern yourself with these unless you're reaching for the pie in the sky. The Beats Meter will appear below the meter. The Beats meter is basically the combo counter, counting every bullet that hit an enemy or a destructible object as long as the blue flame in the back stays alive. A reason why you should keep the Beats meter high is because it is what enables you to use the DS and gives you a high score. You need at least 10 Beats in order to start filling up the DS guage, which will be discussed later. There are so many destructible objects in this game, that it's the best idea to try to keep the guns firing unless you're recovering. Beside, if you don't keep a good Beat count, chances are that you won't make it far throughout the game. Remember, every bullet can extend the Beat count, so keep those leads or electricity bolts flying- everywhere, all the time, and at everyone. The thingy on the upper left corner is the DS counter and guage, which will be discussed further later. Same goes for the DS selection. On the bottom right is the Art Point counter, which will also be discussed later. The bottom of the screen is reserved for Telecom, where other characters relays their messages (tips included) to you. It can be turned off in the Option --> Setting menu. Look at the bottom of your character's feet, if you've moped the floor with your enemies' blood completely and crush all available targets into cinders, you'll see a yellow circle and an arrow pointing to your next destination. Follow the arrow all the time. During bosses battles and certain areas, there'll be a must-destroy target and the circle and arrow will be red instead. Occasionally hovering text and arrow points to the destination, just in case you don't pay attention to it. You can't get lost in this game, period. ================ Demolition Shots ================ There are several descriptions for this uber-badass super moves, such as 'rampaging', 'devastating', 'unstoppable', and etc, its name should speak for itself. These are your lifesavers, and can easily take down huge amount of enemies or deals ridiculous damage on bosses... while looking good. Still, use them wisely unless you're confident that you can take on whatever's next without using DS. Using DS also restore your Shield Meter. On your game screen, look up at the upper-left corner, where you'll see a blue meter and four light bulbs. They are DS gauge and counter respectively. DS Gauge is what fills up DS Counter, and Beats meter is what fills up the gauge. When the gauge is full, it automatically adds one to the counter. An usable DS on the counter is represented by a lit bulb, and only four counts can be held, although the gauge can stay full with Four counters until one DS's used. DS gauge and counter also carries into the next levels. There are three types of DS, and each type has three different levels. Different level means different animation and different count requirements, but remain the same in the category in terms of properties. It's simple, the higher the level, the more DS count it requires. E.G. if you use a Lvl. 1 DS, you'll use up one lit bulb, lvl. 2 takes up two bulbs, and lvl. 3 takes up... you know. It may seems a lot, but it's really worth it. Lvl. 1 is the weakest, and some enemies can survive those. Lvl. 2's better with wider splatter range, and deals more damage. Lvl. 3 is pretty much an instant kill to most of the targets unless you're on harder difficulties. Different level also replenishes different amounts of Shield meter: Lvl.1: 50% Lvl.2: 75% Lvl.3: 100% The three types of DS are: Forward(FDS)- DS that specifically attacks whatever's front of your character. It can lock-on to an enemy, but in most cases, bosses. They also have a splatter range, where enemies are damaged by the explosion of the attacks. The maximum splatter range is 180 in front of you, and is achieved by well-aimed lvl. 3 usually. Also tends to be the most damaging DS. Group(GDS)- DS that attacks all around you, or specifically targets enemies all around you. The most useful when surrounded by enemies in an open area. No need to lock on, just use and let it rip. The damage dealt to each is not as strong as FDS, since it isn't concentrated as well. Then again, only few enemies could survive a Lv.3 GDS. Time(TDS)- This is same for all characters. It basically slows down Everything via-slow motion, making it easier to take a breath while continuing unleashing bullets. It also makes it easier to see attacks coming. Jackpot is basically the counts of how many you've killed or destroyed with the DS, but against bosses and objects, Jackpot is increased exponentially even if you didn't kill the boss. I think it has something to do with the amount of damage you've inflicted upon whatever that can be damaged. It also determines how much of your health to restore, the higher the jackpot, the more health is restored. Very useful in certain boss battles. So in total, there are nine DS. You can select them by using the directional pad. Pressing an direction would bring up the DS chart, which is a 3X3 array of symbols. Each columns represents a level, and each row represents a type. When you select a DS, just highlight the DS you want and forget about it. No pressing buttons, just let it rip and the menu will disappear automatically. To unlock additional DS, you must earn certain amounts of skulls, which are the multipliers in the result screens after reaching certain points of the level. The DS are unlocked in the following orders: Lv. 1 FDS-You begins with this Lv. 1 GDS Lv. 1 TDS Lv. 2 TDS Lv. 2 FDS Lv. 2 GDS Lv. 3 TDS Lv. 3 FDS Lv. 3 GDS ========== Art Points ========== No, this is not about how you draw. It's how you kill. Art points are a part of an important multiplier, and they might be a key to unlocking secrets in the games. Each part between a result screen can have a maximum number of 200 Art points, and that's what you need to get extra 9 skulls in the result. That's pretty much all I know about it, but I'll fool around to see if it really affects anything. You gains Art points by: -Using DS: +5 -Deflecting a Rocket using Melee: +1 or 2 -Connecting the last part of Forward+Melee combo: +1 to 2 -Successfully executes a fully charged shot/slash: +1 to 3 Not much, eh? I know, but on longer levels or when you play as Jyuji, you'll easily build up lots of Art points. =================== Playable Characters =================== Beyond the Grave (a.k.a Brandon Heat) +++++++++++++++++++++++++++++++++++++ The franchise's main character. Without him, there wouldn't be such thing as Gungrave. In this game, he is, without a doubt, the slowest character, but that isn't too much of a concern because of his verstatility. Beside, you must beat the game with him before you can play as Jyuji and Billy. While he lacks in the speed, he is capable in both melee and long range, but only better in melee than Billy, better in long range than Jyuji. However, his Demolition Shots are easily the the coolest. You just can't beat his coffin and those Cerberus guns! (Even though, I want Fangolum's...) If you misses the old cowboy costume, don't worry, it's here. You just have to unlock it. (By the way, the spikes on the coffin remind me of Legato's spiky shoulder...) Lv.1 FDS: Grave hoists his coffin onto his shoulder, braces himself, and fires a rocket either directly ahead of him or at whoever's locked on. Explodes at impact with the first solid object, so it can't take out a long line of enemy, but it has nice splatter range. Lv.2 FDS: Grave grabs the coffin with both hands and points the right-handed side of the coffin forward, then unleash a long stream of machine gun that cuts through enemies like wet toilet paper. Decent damage with nice precision, and can demolish a good line of enemies. However, since it's bullet-based, it doesn't have the explosion of the Lv.1, so the splatter range is probably slightly smaller, but I have to confirm it. Lv.3 FDS: The badass of the forwards, where his guns get overdose'd. He jumps in air, flips, and lands, that was when his coffin folds 90 degrees backward in two places, just to the outside of the turbine thingy in the middle. He outstretches his guns forward and a pair of HUGE version of the guns snaps over the two guns as two support legs juts out of the bottom at the where the coffin folds. Grave then repositions his hands to the new triggers on the top of the overdose'd guns. The turbine-like circle behind him began to whirl and spin, gathering energy with the guns before firing two powerful beams forward. It doesn't just cut through enemies, it rips through them and even further, with a very SWEET splatter range- up to 180 in front of Grave. The best against tougher bosses. Lv.1 GDS: Grave hoists his coffin over his shoulder like Lv.1 FDS, then began spinning around like a top while unleashing powerful shells in all direction, ending with a vertical jump in air and landing. A typical GDS, and can destroy everything within a room easily because of its range and is not target specific, so objects will be destroyed for additional Jackpots. Lv.2 GDS: Grave tosses his coffin into air, and when it lands on his shoulder and is supported, six ports on the back of the coffin swings open and six missiles erupts out of the ports, spreading and exploding in six directions around him. Lv.3 GDS: Now we're talking. This is, without a doubt, the most useful and devastating DS in the entire game. Upon pressing the button, everything pauses as the camera shifts to front of Grave, slowly zoom in even as he did nothing for a moment... Then he suddenly erupt into a shooting spree with both guns, firing in all direction like a mad man, sweeping and crossing his arms, made even cooler with the dashing camera. He jumps up and performs a backflip--while still unloading bullets in all direction. He lands in a crouched pose with his arms crossed, guns raised. A second later, his coffin lands standing vertically behind him before the enemies around him falls away lifelessly. This is one mutha of a DS, as it's pretty much an instant kill for any non-boss enemies I've encountered, and destroy everything in the vicinity. Huge jackpot, baby, huge. Jyuji Kabane ++++++++++++ A blind, dead man that's just as cool as Grave character-wise, and even cooler in the game. He is also quite involved as the comedy relief out of the game, despite his rock-hard, arrogant, and downright rude attitude. Since he's blind most of the time, his nose is so keen that he can just fight using his sense of smell, and it's even better on picking up scents of SEED. In the game, he is without a doubt the speediest character. His dives are simply so fast and unbelievable that you'll need some time to get use to it if you've been using Grave or Billy. Plus, he stops and can start attacking IMMEDIATELY after he lands, and it really complements the gawdiness of his melee attacks. His melee attacks are fast and downright deadly, with a very sweet melee combo where the last charged attack can stun enemies all around him. Easy to use, easy to kill. Even though he can't charge his guns, he can charge his swords in the same way, and the charged slashes can easily demolish anything in his path as long as he isn't interfered with. However, his long range attacks do suck and does little damage compared to Grave and Billy, and he can't shoot very much while diving forward, but that's because the forward dive is so fast that there's barely enough time to shoot. His melee and dives are simply unbeatable. He uses a pair of gunswords, or just a pair of 9mm handguns with a long, red blade built into each and he is a master of Leaf-style (Someone please give me the correct English name) martial art. Lv.1 FDS: Jyuji throws a fireball in front of him, which explodes upon impact. It's just like Grave's Lv.1 FSD. Lv.2 FDS: Jyuji slashes rapidly in the air, drawing countless red lines in the air that acts as crescent beams. Much better than its Lv.1 brother, with nifty damage and splatter range. It can cut through enemies. Useful against armed vehicles and other tougher enemies, also useful in a narrow area. Lv.3 FDS: Jyuji removes his guns, and raises his right hand to his left shoulder, then quickly flings it to his right, engulfing his right hand in a fireball. He repeats with his left hand, and then he takes a step back and crouches as if to leap forward--which he is going to. As soon as he leaps into air, he becomes momentarily suspended in mid-air(or just that time had slowed down so much that he seems to be suspended in mid-air) while twisting his body rapidly, then he becomes unsuspended and rockets forward into distance while still spinning widely as a human torpedo. An explosion in the distance ends the DS and he drops back at where he originally was. Cut through enemies, and extreme splatter range. Very, very useful. Lv.1 GDS: Jyuji twirls around, sending a wave of flames clockwise around him and sweeping everything. Once again, it's same as Grave's Lv.1, only slightly weaker. Lv.2 GDS: Jyuji throws his guns to his side and they begins to spin rapidly around him as he levitates from the ground and spins like a top as well with his arms slightly outstretched, creating a mini-tornado around him. Same effect as Grave's Lv.2. Lv.3 GDS: A pause, then quickly Jyuji runs into an enemy and slashes him/her/it, quickly runs to next, slashes, runs to another, and another, and another... until he's finished. It's the only GDS where you have to aim for enemies. Rocketbilly Redcadillac +++++++++++++++++++++++ If he looks like a rockstar from 70's, you're right. He'd do fine in making all Wierd-O-Meters in the universe overload and explode as soon as they're pointed at him. In fact, there's not much information on him as much as other characters. Because of some unknown reason, he's a spirit, a ghost attached to a modified axe (the guitar). He's a ladies' man, and also the charismatic one. Strangely, according to my manual, he thinks that (o_O) his _own grandmother_ is the prettiest woman. I don't want to know why... -_-00 Oh and, if you uses his alternate costume, prepare to laugh your ass off, or goes into a perplexed state for a long, long time. In the game, he's the long range fighter, and if you pit him in a melee fight against a ten years old, one-armed boy, the boy would win. (Well, he CAN'T physically contact anyone except for with his guitar) Instead of using guns, he uses his modified axe and his spiritual (actually Rock 'N Roll) energy. Instead of using bullets and swords, he uses electricity bolts. His electricity bolts are better at aiming, have greater accuracy, with slight homing abilities, and yields kilowatts of painful damage. Don't make me even get into his charged shots. His melee is simply laughable, both damage and visual wise. Don't bother with it. His dives is abit... unusual. When he dives, he doesn't stop and stands up immediately, but slides on his knees ala long-passed disco. (It's dead, I swear, and that might be the reason why Billy's a grandmother-loving ghost) He slides quite a bit, and during that time, he is left vulnerable for enemies to put tons of ammunitions up his ghostly ass unless you've got your guiter singing. Also, he doesn't fire in air, but unleashes a quick and deadly barrage while sliding on the ground. Be careful. Lv.1 FDS: The bottom, stringless protrusion of the guitar slips open into three, forming a cannon barrel which he uses to charge and fire an orb of powerful electricity. The best Lv.1 FDS, since it doesn't stop just at one enemy or for anything else, and has long reach and sweeeeeet splatter range, plus even sweeter damage. Very useful, especially in narrow places and against bosses, or just annoying enemies who've lined up in front of you just waiting for a electrifying bowling ball... Lv.2 FDS: Billy raises his hands and bring it down, as the screen flashes in multitude colors while a powerful lightning bolt strikes down at him, following by even more lighting bolts striking down in a perfect line in ront of him. Same as Lv.1 FDS, only improved and has a lotta more damage. Lv.3 FDS: If this move reminds you of Trigun, well, after all it's Nightow. It's no Angel Arm but it's still damn cool. He makes a small pose, then holds his guitar over his head as it undergoes transformation with additional parts flying from off-screen to the guitar, turning it into one huge badass cannon with transformers sticking out of a side. Technically, the barrels are made of two really long protrusions with rings that make it resembles a cannon. Billy then proceeds to play the axe while pointing the axe/cannon forward. As he plays, his guitar glows in a bright yellow light while the transformers charges electricity to the point where it's visible to naked eyes. Electricity bolts also lines up and jumps from one protrusion to the other like a telsa gate as Billy plays the final note. A golden orb of electricity just like the Lv.1 FDS, only bigger, flies through the 'barrel' slowly at first, then it erupts out of the cannon when it reaches the end. The rest is history. It's just like the other Lv.3 FDS, and it's also the longest animation. Lv.1 GDS: If you like to gain lots and lots of Jackpot by destroying every object in this room, this DS is not for you. Billy performs a breakdancing move, spinning on his back while shooting out electricity bolts that automatically and targets enemies within range. It does a lot of damage compared to other GDS, but no good for destroying inanimate objects and it also have limited range(although it's not so limited that it would be useless in one certain part of Chapter 3). I'd rather use Lv.2, which is much better. Lv.2 GDS: Even though this one does do more damages and have better range, along with some abilities to destroy objects, it made me goes O_o What the heck? Billy snaps his fingers, claps, and did some simple poses but without doing anything... Until the last part, where he thanks his audience by throwing homing roses (yes, homing roses) in all direction. The camera focuses on an random enemy which is being pounced by several of those explosive, blood red rose, and explosions ensures all around Billy. Lv.3 GDS: It's a bit corny, and it'll make you go 'whoa' unless you're used to Guilty Gear XX's I-No. (I swear, they copied this move from GGXX) Whee, he raises a hand and summons... Two giant speakers bigger than himself and would makes the 70's Rock N' Roll punks jealous. The speakers drops from the sky and lands to both of his sides, then be begans dancing and playing music while beams of lights (I didn't know speakers come with mini-spotlight of doom) shoot out of the speakers and dance around, along with those oversized boomboxes themselves. Yes, those are dancing speakers. This DS finishes it off with a big bang of firework behind him and an audience of dead bodies and blown up objects everywhere. ============== Tips and Hints ============== Before we starts, I'm gonna get into some groundwork for the elements of playing this game. If you're an elite gamer, you won't need to read this, since you already have a very strong Gamer sense and can figure out the entire game without even needing this FAQ. However, since you're still reading this passage, why not? I'll add more as I can figure out. 1. Kill everything that moves. Of course, the good ol' rule of any arcade type games, especially the Gungrave games. If you have played the previous game, then you already know it. By everything, I mean it. If it's in your way, disembowel it. If it want a piece of you, shove a rocket up its ass. Just go search and destroy and on a killing spree everytime you find some hapless dudes waiting for you, thinking that they can harm you with their BB guns. 2. If it's a decoration, take it down. Not necessary, but it's what keeps your Beat counts up and high. Everywhere's got destructicible objects, from chairs to lamps to plastic plants to pillars. They're the reason to keep your guns firing, and the game knows which to shoot. Just aim at its direction and you're off to go. 3. Don't stop firing. See rule #2 for why. Of course, there are strategic exceptions to it, such as when you want to run or hide when your shield's low. Plus, the game counts how many bullets are fired and are tallied, which in turn unlocks some extra customization stuff. So just keep those guns blasting until you feel like regenerating. 4. Keep moving and diving. One surefire way of killing yourself is to not dive, especially against bosses who would be more than happy to rape you hard. After all, if you move and dive a lot, there's less chance of you being stripped of your shield before you could even say 'cheap'. Also, against a boss where there's room, don't just move back and forth, circle the boss and keep shooting. The game's got Lock-On mode for a reason. 5. Keep the boss in lock on mode. Unless you're fighting a boss with henchmen around him or the boss' too fast for you, this rule will save your ass many times and save the frustration of missing a chance of Lv.3 DS direct hit. Not to mention when you do that, you also gets to deplete the bosses' health MUCH faster than, say, you just run around with guns blazing. Always try to lock on to the boss when using a FDS to maximize and ensure the damage. 6. Don't forget the Melee. If you're playing Jyuji, you probably will be using it all the time anyway. However, even Grave and Billy need to use Melee once in awhile to give yourself some room to knock away your enemies, especially those swordmen. It'll save you some time, believe me. Plus, use a combo for some extra Art point. 7. Keep the Beats going. The Beats count fuels your DS guage, which in turns enables you to use DS, which are the only means of restoring your health if you ever get into 'Alert' or 'Emergency'. They also do damage and gives some Art points. So it's simple enough that a common player would understand it. =========== Walkthrough =========== To be coming soon. ====== Extras ====== To be coming soon. ======= Credits ======= Once I've got the walkthroughs up and running, I'll work on a Boss FAQ, seeing that GOD's got plenty of them. I would like to thanks: -Red Entertainment and Yasuhiro Nightow for delievering such an action-packed game full of punches. -GameFAQs and CJayC for posting this FAQs on the site for you all the read. -The witty LTU community which I have became a proud and old and lazy member of that keeps me working on my writing skills through RP duels. Err... That's it. If you have any C&C or Questions or anything to tell me, just email me via: rayclovis@gmail.com Peace and good massacring.