4. Story walkthrough
Before you start the campaign you have to decide on which difficulty to play. Most difficulties come with an achievement. These achievements are stackable:
Complete the Campaign on Very Hard Difficulty
Complete the Campaign on Hard Difficulty
Complete the Campaign on Normal Difficulty
Complete the Campaign on Very Easy or Easy Difficulty
While playing the game keep the collectible achievements in mind.
There are several collectible achievements related to the skillshots you can make. Kill with skill and keep an eye on the ingame database to monitor your progress.
Perform 10 different Single Player Skillshots
Perform 25% of the Single Player Skillshots
Perform 50% of the Single Player Skillshots
Perform 75% of the Single Player Skillshots
Perform every Single Player Skillshot in the game
There are two collectible achievements related to the Electro Flies swarms. To make things easier I have added a numbering in the walkthrough. Every swarm will be numbered with (S...). In addition you can check "chapter select" from the main menu to see how many swarms you exterminated in any chapter.
Destroy 50% of the Electroflies in the Single Player Campaign
Destroy all Electroflies in the Single Player Campaign
There are two collectible achievements related to the newsbots. To make things easier I have added a numbering in the walkthrough. Every newsbot will be numbered with (N...). In addition you can check "chapter select" from the main menu to see how many swarms you malfunctioned in any chapter.
Destroy 50% of the Newsbots in the Single Player Campaign
Destroy all Newsbots in the Single Player Campaign
ACT 0: PROLOGUE
Chapter 1: On the road to hell
We start off aboard a spaceship. Interrogating a bounty hunter is a nice start of the game. It gives us the opportunity to learn some controls like looking, aiming, shooting and kicking. Once the bounty hunter is disposed of we make our way to the bridge of the spaceship, and we learn the controls for walking, running and action. Next we get a spacefight with a cruiser. Even if we don't fire the guns the cruiser will go down. Tells you how crappy it was built. Unfortunately our own vessel will also go down.
Flashback to a couple of years earlier during an assassination. During this we can test our kicking and shooting skills on the security guards. Since this is a flashback there is not much we can do about the outcome.
Not sure if the headshots during the flashback count towards the pointsless achievement. However, if you make headshots as of this point then you will get this achievement:
Execute at least 10 Headshots before you find the first DropKit
Back on the spaceship we find out about Ichi condition. We have to accompany him to the medstation. There we get our assignment of finding power cells. We can acquire those from the escape capsules from the cruiser.
We leave the ship, and while doing so we have to repel some boarders. Again we can use our kicking skill to save ammo. While leaving the ship we can practice the sliding. Outside we have to take care of some enemies. Two of those have guns and this would be the first time we have to shoot. Try to go for headshots. Next we get a cutscene of a final echo elite. After the cutscene he doesn't need his leash anymore. Let us get the leash. Our mate gets the power cells and we make our way back into the ship. Needless to say there will be some enemies to practice our Leash skills.
Meet your new best friend
Back inside the spaceship we meet no more resistance. The doc is going to take care of Ichi. We will have to wait outside the medbay. The story will only progress if we look inside the medbay through the window. More boarders, inside medbay, outside medbay. [rhyme]Kicking them into the electrical wiring. Is very satisfying.[/rhyme] Take care of the enemies and we get the final cutscene for this chapter.
Playthrough time: 20 minutes.
ACT 1: STYGIAN BADLANDS
Chapter 1: Just like the old days
Outside we learn about environmental hazards. Ichi calls them volatile components. The red barrels are explosive and can be detonated in a variety of ways. Shooting the barrels and kicking them into enemies is what the game teaches us. We cross a skeletal bridge despite the pain. We approach a closed gate. In front of the gate is a dropkit. By now you should have gotten the pointless achievement. We use the leash on the dropkit to get an achievement.
Receive a software update for your Leash
Enemies approach from the other side of the gate. Shoot the red barrels behind them to take several out. Leash the others into the gate for some voodoo doll skillpoints. You should get enough points to buy something from the dropkit. I usually save my points until I have enough to upgrade the PMC and buy some charges for it.
We move through the cave and get some more attackers. Kicking them into the cacti and leashing them into the metalwork yields us some more points. Then we can take some enemies out by kicking two red barrels at them. The barricaded enemies we can take out by shooting the barrels suspended above them. The enemies on top of the wall get the same treatment. We shoot the barrels above them. The gate opens and we can practice some more skillshots: bullet kick, bullet slide, headshot and graffiti.
Once we clear the yard we climb the stairs to go to the other side of the facility. Beware the critical event showing the exit. Four more enemies until we reach the elevator. Watch out for the mean elevator door.
Chapter 2: Last train from explosion town
Slide down the ramp to suprise the birthday bear who is polluting the water. Three more enemies to the next door. Enter the chopper hangar and ready for a critical event.. Take out two chppers by using the leash (saves ammo). Then there are four enemies on the walkway above. Pulling them through the walkway will produce a voodoo doll. Make sure to kill the last one while there is a crate between you and the hangar door. A chopper will enter and trigger a critical event. If you're not in cover then you will be shot during the critical event. Having cover will ensure you get the full 500 points for the event. Take out the chopper by using the leash. Shooting the pilot before he hits the ground will give you the parashooter killshot. Outside the hangar is a dropkit. I use this one to upgrade my PMC and get three charges in it.
Down the ramp and find out your enemies are afraid of heights. Most of them have vertigo. When you approach the elevator another chopper will appear. There is a niche behind the elevator with an ammopack. The niche also gives you nice cover while you take your time to take out the chopper. We ride the elevator downwards and find out about Ichi's funny side. (murderholes.) Kill one enemy and let the others run away. This gives us more ingredients for our pancake. Take out all the enemies inside the shack. When we leave the shack we see some enemies on the other side of a gap. By shooting their red barrels we take them all out and produce some flak to take down the chopper.
We cross the gap and go through the shack. Up the ramp and leash the turret gunner. He has vertigo as do his two friends. Then we take the turret and take down the FIVE choppers. Ichi takes down the barricades and we get to take down two more enemies. Press the button and take out the next four enemies. While we wait for the elevator to go down we can take down some more enemies. When we're down we can make another pancake and shock another three enemies. Ichie's dinnertime is a critical event.
ichi overloads the facility and we leave the generator room. We cross a gap and can leash an enemy out of harm's way. Unfortunately he overshoots us and finds out about his vertigo. Next we have the trainstation. Lots of opportunity for skillshots. There are barrels in the air, electrical wiring and no railing to prevent from falling off the platform. Once we have cleared the platform the first miniboss makes his entrance. Time to use those charged shots. When the miniboss is down we pick up his turret. A last wave of enemies tries to reach the train. We use the minigun full throttle and it's amazing how many headshots you can get with this weapon. For fun shoot some of the suspended barrels. Cutscene after this last wave.
Our train is a go. And nobody stops the cole-train. First we get chased by about 5or 6 cars. Luckily the game gives us infinite ammo for the minigun. After we have taken the cars out move towards the front of the train. On the leftside of the train there are some benches. Crouch behind those benches and take out the pursuing train car. This is were you find out how easy it is to have crouch on click set to ON. When the train car is dealt with the choppers will appear. Leash or shoot every single one of them without leaving cover. Next up is a banshee which will fire two ground-torpedoes. Target and shoot those torpedoes. You will have to leave cover for this. Luckily torpedoes don't shoot back. Run back to cover and face forward. Shoot the red tanks along the railroad while ignoring the remaining choppers. The second traincar appearing is a critical event. Deal with the traincar. And we discover another critical event when the grindwheel is back. Ichi tries to use the brakes which is another critical event. This sure is a critical trainride.
Chapter 3: Whatever it is, it's pissed
We leave the train and find another dropkit. At this point I was able to fully upgrade the PMC. I also bought some new charges. Follow the path and take out the new enemies. They are to quick to be leashed. Shoot them and then leash them. We let ourselves be shot before we kill them to add blind fire to our database. One of the new enemies hands us his Screamer. Kicking some enemies in the river below will provide fishfood. Then we get another critical event when we see the damaged chopper land on a rock. Into the cave.
Inside the cave we immediately spot the exit with a critical event. Onwards we go and we see a, critical event, terrible dead body once we cross a chasm. While falling down we see some giant eggs. Only way out of this is through the eggs. After we kick about five eggs we see the road splits up. No matter which way we persue it will always be a dead end. Then we have to backtrack and take the other route. If we're unsure about whether we can clear the other route quick enough then we can kick two eggs in one route. Then two eggs in the other route. Continue this untill we find out we're at a dead end. Keep running before the baddy catches up to us. Outside the cave we find the damaged chopper we saw earlier. Ichi can fix it quickly and off we fly. While flying we can shoot the train we left earlier. The train lands in the neck of the baddy.
ACT 2
Chapter 1: Damsel in distress
Our chopper crashed and we have to leg it. Along the way we find another dropkit. Down the road we go until we end up at a crashed monorail. Beyond the monorail we find a stick with a skull which is another critical event. We take a left at the skull to find four more enemies. What are they doing here at this high place when they all have vertigo. Down we go to town.
We have one enemy who is slow enough to leash across the pond. The others we have to take down with kicking and then leashing. The fish in that pond get a four-course diner. Over the pond is our first Electro Flies swarm (S1). Exterminating one fly gives us points. Doing the entire swarm yields 500 skill points for being such a good exterminator. When we leave the pond we run into our first newsbot (N1). Next we find a plaza with some enemies. Try to make the most of the hot-dog cart. Discovering the Retro-disco is a critical event. Before we enter the disco make sure to have some charged shots for the upcoming bossbattle. When we enter the disco it's time to get these achievements done:
Destroy at least 20 bottles of Nom Juice in the Single Player Campaign
Drink at least 20 bottles of Nom Juice in the Single Player Campaign
20 restarts later we find ourselves with a decision to make. To drink or not to drink? Shooting the bottles yields 400 skillpoints. Drinking them yields 200 skill points and the opportunity to add intoxicated to our skillshots. After killing the boss and his two minions the exit of the disco opens and new enemies enter. Simply leash all of them into the electrical pole. With little effort this will give us an achievement.
Kill all enemies without leaving the dance floor in the city outskirts
We leave the disco and see some enemies on the wall opposite the disco. Explode their red barrels by shooting between the two cacti. One or two might survive. Leash them into a cactus. Then the door to the yard opens and three more enemies come in. Use the fastfood cart wisely. Once we exit the yard we turn left to see another Electro Flies swarm (S2) waiting to be exterminated.
On we go to a closed door. We operate the lever. Replenish our charged shots and ammo. Down the stair and round a few corners. Take out the enemies in this room. Operate the lever to get access to a court. A container with 4 enemies is lowered. When they are disposed of we are introduced to new enemies. They wear explosive corsets and use flailguns. One of them will drop a flailgun for us to pick up. Onto the next building. Ichi will open the door for us. Inside is another newsbot (N2) for easy points. Once we're outside again we find a dropkit. We use this one to unlock the re-arming of the flailgun. I immediately upgraded the ammo capacity and bought full ammo. Through the ruined building and we hear somebody shout. Before we kick in the door go to the wall left of the kickable door. From this location we can take out the enemies beyond that door.
On the roof there are four enemies who we can leash into the fans giving us the sucker skillshot. To the right of the roof there are two enemies on a balcony. On the other side of the roof there is a heavy gunner. Take that gunner out by shooting the barrels behind him. To the right of the heavy gunner there are two enemies on another balcony. Down the stairs inside the building. At the second set of stairs there are three enemies rushing towards us. Kick them into the electrical wiring above the stairs. Outside above the dropkit is another swarm of Electro Flies (S3). Turn the corner and discovering the escape capsule is a critical event.
Up the stair, through the building and we find our damsel in distress. She is attacked by several enemies which has distressed her. That must be why she calls us piles of shit and wants to kill our dicks. On we go. The next enemies give us opportunity to test the flail gun. Sadist, grenade gag, smart mine and other fun killshots. Inside building, up a ladder and we see an enemy coming to us via a vine. Our turn to travel the vine. Unfortunately there is an enemy waiting on the other side. No doubt he want to give us the same treatment we just gave his friend. We kick him into the rebar and go down the ladder. Once outside we have a unique opportunity. There is a newsbot (N3) AND an Electro Flies swarm (S4). If you time it right you can explode the newsbot near the swarm and kill two enemies simultaneously.. At this point I could use the dropkit to upgrade my leash with the thumper.
On to the next building. In there is a hot dog cart which I use to block the enemies trying to rush us. A few flails later the building is clear and we can go outside. Outside we can lower a bridge and get rushed by some explosive enemies. Then we see the damsel again and she is on the other side of a bridge. She sabotages that bridge which is a critical event. Now we have to find another route. Finding that other route is another critical event. Ichi shoots the orb and we leash it. Next we have to take out some enemies and a miniboss. When they are dealt with there are about 8 enemies coming out of the monster dome. When you face the monster dome you can see an Electro Flies swarm (S5) near the top right of the entrance. Entering the terror dome concludes this chapter.
Chapter 2: Worst family fun vacation ever
Inside the terrordome. Please take some time to admire the pictures on the wall. They are like those 3D-picture cards. Use the dropkit to purchase Boneduster. I only bought some ammo for this gun because it starts out with 4 bullets out of 20.
Discovering the missing mechaton is a critical event. Take out the nearby newsbot (N4) and jump down into the miniature city. Proceed to kill any resistance you meet. Then we open the gate right before the appearance of the mission monster robot. His appearance is a critical event which we handle by pressing X. Follow the underground corridor. Turn left at the end and use the leash to open the door. Up the ladder.
The next bunch of enemies we can use to test Boneduster. Splatterpunk and legless are some fun skillshots. Over the railing and some enemies come rushing down the stairs. Onwards and we are again face to face with the monster robot. Finding out his controller isn't working properly is a critical event which we can resolve by pressing RT. Now we are in control. Bash the door, shoot the two targets and bash the exit door. Now we can have some fun with the robot's guns. Be sure to get full throttle and meanwhile stay safely in cover. At this location it is easy to get the mass extinction skillshot. Once all enemies are down you have to wait a few seconds for the next critical event. You see the bus ... now shove it. Moving onwards take out the enemies on the viaduct-like wall. Three choppers will appear which you have to prioritize. Once they and the wall are down a vehicle will appear and park right in front of your new robot-friend. Seems to me they behave like a sitting duck. Parking right in front of the giant robot.
Once the vehicle is shot you can jump down and do some more shooting on the enemy to your left. Then run to the building on the right. There is a hole in the wall which allows you entrance to the building. From this safe spot you can proceed to eliminate any and all resistance. Enemies on balconies, enemies in choppers and enemies on the floor. Makes you want to sing because Ichi is okay but he isn't 50 feet tall. Once you clear the plaza and move on some enemies will appear on the right. Quickly foot it back to your hiding spot once you kill them. One more enemy on a balcony and a critical event occurs. Turn your robot around and take out the cowards attacking your back. Prioritize the two choppers, then the rocket launchers. Another critial event when more enemies appear on the balconies. This time your robot will actually destroy the balconies. And you will be prompted to bash the exit gate. When your robot exits the gate he falls into a pit which is a critical event. Now we find out the true name of our robot friend is "Waggleton P. Tallylicker".
Walk around the pit and descend to end this chapter.
ACT 3
Chapter 1: One sniper means a dozen
Rush through these caves. There will be one critical event while down here. Exit the caves by means of a waterslide. Once outside there is a very nice panorama of a giant dam and beautiful colorful nature. People should build a resort here.
Proceed untill you find a dropkit. Behind the rock with the dropkit there is an Electro Flies swarm (S6). Exterminate the swarm before proceeding to the elevator. Go up with the elevator and be ready to meet some new enemies who are too quick to be leashed or kicked. Lucky for us they are not too quick to avoid a sliding. Leave the house and there are some more of these enemies. Once they are dealt with it is time to meet even more new enemies. Discovering them is a critical event. Also these enemies are too quick for kicking or leashing. These enemies have sniper rifles called Headhunter. Luckily there is a sniper rifle ready for us to use. Once the enemy on the balustrade are taken care of we can give some attention to the newsbot (N5) near the waterfront.
Ichi has opened another door for us. We move through the building to find a dropkit near the exit. At this point I fully upgraded the ammo magazine of the headhunter. I didn't buy ammo because there is an ammo pack nearby. Outside the house we immediately find out there are more snipers. We take care of three snipers and can proceed to the tower in the water. When we reach this tower we find out about the other snipers across the water. Take them out and proceed to the second tower. Some enmies on the walkway to the shore. More enemies inside the building. All of them turn out to be hotshots or fishfood. Inside the house we find out they were guarding ... a newsbot (N6). The second house is clear and we can safely navigate it to the dropkit at the exit. Ichi opens the exit.
Another harbor area with lots of opportunity for skillshots. Once we clear the peer there are some enemies in a house with a rather low roof. Time to give the thumper a try and procure the flyswatter skillshot. Next Ichi will open a door through which one lonely enemy enters the picture. After we waster him Ichi informs us there is no time to lose. But we won't be hastened by him! At the end of the peer there is a Electro Flies swarm (S7). To save ammo kick a red barrel towards the swarm and explode it. Time to follow Ichi inside the building and towards the elevator. At the bottom floor when we exit the elevater there is a dropkit. I upgrade the charge shot of my headhunter.
The next bunch of enemies are a joy to take down. Not only is there a newsbot (N7) which we can use to take them down. There is also an Electro Flies swarm (S8). I used my flailgun and kicked one of them into the swarm. Through the gory kitchen and into another elevator. Going a few floors up to end the chapter.
Chapter 2: A dam fine mess
Trapped! Shoot enemies on the balustrade one level above. After some time a wall will blow and three more enemies enter the building. Shoot them and go outside. Go down to the bridge and lower it. Some more enemies show up on the other side of the bridge. This is a nice opportunity for floater skillshot. With a charged Headhunter shot you can target one of the enemies on the first floor. Then guide that enemy into the Electro Flies swarm (S9) on the right side of the building. Proceed to the first floor of the next building. Ichi informs us there is not much time left. So we follow him quickly. Pull lever, leap baricade, kick baricade, descent stairs, pull lever and be ready for the upcoming critical event.
Take out the four enemies on your walkway. Use the elevator to go down. Time to toast some enemies in those blast funaces. If thing heat up a little bit you might consider using the thumper. Finally we get to meet and greet Trishka.
Trishka is very helpfull. She starts with opening a couple of doors for us and giving us some gang-info. We follow her and end up outside the building. It looks a bit like a warzone. Let's start with taking out the sniper in front of us and confiscating his Headhunter ammo. To our right there is a newsbot (N8) hiding behind the corner. Some enemies will try to charge us. But they didn't count on that exploding newsbot. On to clear the plaza of gang related activities. Behind the crashed burning ship in the middle there is a newsbot (N9). Before we leave the plaza we have to take care of the Electro Flies swarm (S10) to the left of the exit. We enter the building and navigate the corridor to another outside location. We descend the stair while taking care of our enemies. Lucky for us they all suffer from vertigo. Once we're down the stairs we can proceed to the elevator. Inside the elevator is a newsbot (N10) on it's side. Poor thing can't move anymore. We have to get it out of it's misery before using the elevator.
Another corridor to navigate and we end up at the giant generator wheels. Once we are past the first wheel our way is blocked. We use the leash on the magnetodynamic generator to have a makeshift bridge. Trishka is not very happy about this and calls us an idiot. While we're so close to the wheel we have a nice opportunity for the grinder skillshot. And all the water gives an opportunity for the floater and fishfood skillshot. We proceed untill our route is blocked again. But we know how to handle this. We use the leash on the magnetodynamic generator. Again Trishka disagrees with the wisdom of our decision. Now DO NOT rush down the stairs. Sometimes Trishka isn't following because she is occupied by an enemy who is way ahead of us. Take him out and make sure she is following us. If she doesn't follow us that is very bad because the game will glitch us. Assuming she is following us we can proceed to kill the enemies on the other side of the waterwheel. Keep killing until the platform starts to buckle. Now watch Trishka as she is performing a critical event. Follow her downwards. Once we are down on the raft there will be four choppers giving us chase. This chapter ends with the giant wave coming at us.
ACT 4
Chapter 1: The only way through
The giant wave hit us, we're washed up, and apparently the whole affair was rather shitty. We leave the river and go up the stairs. We move along the street untill we're at a chasm in the street. With our usual flair we make a little bridge. At this point Trishka says "It is crazy how stupid you are". This is the most funny line she has in the whole game.
We proceed along the street and get to play with these plants that have big, balloonlike seeds. Kicking the seeds towards our enemies opens up possibilities for several skillshots. Shots like leak and nominated. Moving further along we reach a bridge where we can have a sniperfight. We cross the bridge, and turn left. The building ahead is blocked by a car. Ichi tears the door off, and we can crouch into building. Inside a newsbot (N11) awaits us. Then we use our leash to make a path through the building. We end up on another street, and turn left. Keep an eye out for the Electro Flies swarm (S11) on your left. There is a critical event showing an enemy being eaten by a plant. One shot with our leash takes care of the plant. Then we give the door to the left of the plant the same treatment. We enter the monorail cart and go through it. On the other side we use the cables to cross the giant gap. On the other side awaits another firefight with four enemies. After the fight there is a cutscene.
We proceed down the street where Trishka gives us a riddle. Solving the riddle involves the giant globe near the top of the street.
We enter the newly created entrance. To our left there is a tent. Inside the tent is a newsbot (N12). Outside the tent is a dropkit. There is a bossfight coming up, so you might want to prepare now. Next we enter the building opposite of the tent. We leave the building through the window. In this area three enemies will show up. When done we round the corner to meet some more enemies to play with. Up the stairs we see a big building with a large field in front of it. When we approach the the door it will open, and the miniboss will make his appearance. His entrance will be a critical event so be ready. I normally like to kick some of the red balls in front of the door before I make him spawn. After killing the miniboss we see a dark corridor. Hopefully the darkness is ready for us.
Chapter 2: Maneaters prefer tight spots
We navigate the corridor and operate the lever to open the door. Ichi notices a bulb with a strange biological composition. He shoots it, and we get to see a critical event. Trishka calls it psychotropic dissociatives. We call it anti-peace pipe. We go through one room and enter another room. This room has another of those bulbs. Time to introduce our enemies to the anti-peace pipe. Killing the affected enemies generates the antidote skillshot. Next it is time for Ichi to take point. He opens the door for us, and before we know it we hear him scream. We rush up the stairs and see Ichi being eaten by a gigantic plant. Naturally this is a critical event. Once he is absorbed the plant retracts into the ground, and we can enter the area. After some discussion we follow the botanist girl in pursuit of Ichi.
In this chapter there will be a lot of flytraps and nom parasites. Try to get this achievement:
Feed a flytrap with a Nom parasite
Once we leave the building there are three enemies near a hotdog cart. After those enemies we can find an Electro Flies swarm (S12) above a planter. Then we descend the stairs while taking out the enemies. Keep an eye out for the Electro Flies swarm (S13) on the left of the stairs . Try to take the enemies out while shooting the bulbs. Don't forget to feed the plants with the red bulbs because it gives them bad indigestion. Feeding an enemy to the plants is not a bad idea either. At some point you will reach a semicircular area. To the left of that area there is a newsbot (N13). Proceeding from this area we end up in another semicircular area with another newsbot (N14). Suddenly we hear a helicopter approaching. It is an enemy helicopter and it is kind enough to blast an opening to the next area. This helicopter gives us the opportunity for an achievement.
Kill the enemy inside the airborne helicopter in the park
We start clearing the newly unlocked area and suddenly we see the helicopter being pulled down by three plants. Once we progress into this area a miniboss will appear. Once he is taken care of four plantmen will appear on the opposite side of the pond, which means they are fishfood. On to the next area where a large staircase awaits. Ears open for the newsbot (N15) on the left of the stairs . Midway up the stairs is a nice opportunity for lots of skillpoints. There is an Electro Flies swarm (S14) with some enemies nearby. I usually use a charged Headhunter shot. I lift the victim into the air near the swarm and let him retire early together with his friends and the swarm.
On top of the stairs we can enter the building. The first room has a large, round planter. Only three maneating plants in this room. Two more plants when we leave this room. Almost all plants drop flail guns. It is like the game is trying to tell us something. After the last two plants we turn right to find an Electro Flies swarm (S15). In the next area we get a real bossfight, and the opportunity to get an achievement. The uprising of the hypermutated flytrap is a critical event.
Chapter 3: Itchin' to crumble
We follow Trishka to the entrance of the Cliffside Hotel. To the right of the entrance is an Electro Flies swarm (S16). We enter the hotel, go through two large rooms, one corridor, and we exit the hotel through the side. There we sight some skulls which is a critical event. We enter the hotel again through another hole in the wall. Before we take the slide downwards have a look in the room to our left. There is a newsbot (N16) in there. Sliding down is a lot of fun. Once down we wait for Ichi to join us. Ichi will take a part of the wall out. This enables us to proceed. In the next room are two enemies, and the one opportunity for the Ding Dong skillshot. We climb the barricade and go down the ramp. At the bottom one enemy will turn the corner. In front of us is a wall with a lot of naked rebar. Here we can add quite some voodoo dolls to our collections. In the next area is a turretgunner and a plantman. After we take these two out it is time to proceed to the horizontal elevator. At the elevator we can tenderize the enemies. This clears the elevator shaft, and we can go through it. Next there is a small ramp we descend. We turn left and fall through some doors. Down there we see a newsbot (N17). We go to the end of this hallway and round the corner. Midway through the next hallway there is some electrical wiring which we want to slide under.
Four enemies in the next room. Crouching is our way out of that room. Once we leave this crawlway we have to kick an obstacle before we can take out the next three rooms with enemies. After these three rooms we get a large, open area with lots of enemies. Most of them suffer from vertigo. Our exit is again a chute downwards, then we have to navigate a corridor. This corridor ends at a glass pane which we have to cross. Building supports are buckling, but we still have time to take out the enemies we encounter. This is quite shocking for the enemies we encounte in a bathroom. Next we have to take out some enemies in a large, open area. This area is followed by an upward ramp which takes us to an area for a bossfight. The boss goes down quickly, and we enter the building behind him. We kick through some walls, and now the building is really starting to crumble. We have to navigate the building quickly. Run for the horizontal elevator and hit the button. If you killed all the enemies and you are in the elevator this achievement should pop up:
Kill all enemies while escaping from the collapsed building
Because the elevator is too slow we have to shoot some canisters. Shooting these canisters is a critical event resolved by pressing RT. This will launch the elevator into another building.
ACT 5
Chapter 1: Crash resistant
While moving to the exit of the building we encounter a newsbot (N18). We exit the building into the elevator. Outside the elevator we turn left, and take out the enemies on the bridge. On the other side of the bridge is a helicopter who dropped of a miniboss. Once we clear the bridge and monorail station Trishka is instructed to activate the monorail. Go down the stairs, and turn left. There we crouch and go through the plants. Not only will we find an Electro Flies swarm (S17) and a newsbot (N19) there, this is also an excellent area to take down the enemies. After all they are not smart enough to reach you. First there will be three choppers. With the sniper rifle we can get the Skyjack and Flak skillshot. There is some sound coming from the sewers which is a critical event. Next we take out the rest of the enemies.
Once these enemies are taken care of we return to the monorail. SUPRISE! Some enemies approach from the other side (The side we originally came from). They bring a miniboss along. After taking care of these enemies we can finally board the monorail. During the ride we get two critical events. One of a helicopter being boarded by burnouts. Another of burnouts boarding our monorail car. They can't enter our monorail but they can damage our transport cable.
Is it me or are these chapters getting shorter?
Chapter 2: How do we solve that?
After we crash we end up in a garden. Burnouts enter the garden, and we have to maximize the effect of the environment. There are some volatile objects in the garden and also some cacti. Do not think this was a hard fight. An even more difficult fight is coming up shortly. The door to the building opens. In the hall we find a dropkit and a newsbot (N20). To the right of the hall there is a door which leads to another door with a swarm of Electro flies (S18) inside. I like to get the bouncer and use it to exterminate the Electro Flies. After that one shot I'll exchange the Bouncer for my default weapons. To the left of the hall is a lever which should open the door. Unfortunately the door is broken, and it won't open normally. Now we have to time our slide through the door. Start sliding when the door hits the floor and you should be fine. Inside the room we have to take care of several burnouts. The next wave of burnouts makes for an exciting fight. More so then the initial fight outside the building.
Some noise from the outside sounds like a helicopter. Could it be the cavalry? No, not quite. The door gets blown, and we can exit the building. Another wave of burnouts is charging us, but with lots of room to maneuver this shouldn't be a problem. There is a hot dog cart out here, so we can give the burnouts a sausagefest. Do try to give one of the burnouts an assplosion. Now it is time to move on to the area with the downed helicopter. Another wave of burnouts bothers us. Take them out, and their leader, the Meta-Burnout, appears. His appearance is a critical event. Shoot him, and when he is stunned kick him. Kicking him will knock him back into the propeller of the helicopter.
Take out the Mall's biggest customer
Mincing Meta-Burnout is a bit too much for the helicopter's propeller. With the propeller gone we can move past the helicopter. Down the stairs we get another critical event. Finally we enter the building and activate the elevator. Another chapter is finished.
Chapter 3: I see we're all a bit upset
For the first time in this game Trishka makes a friendly request. We are only too happy to oblige, and remove the elevator door. Turn left, and use the vine only to experience some laboured hostility. While navigating another corridor we get some explanation about the workings of the leashes. Following this explanation we get another Critical Event which shows another building crumbling. Next we have to descend a stairwell with three enemies. Their presence we find out about by a critical event. When we leave the stairwell we get to fight a trio of enemies. Their defeat starts a cutscene which shows us how Ichi is going his own way. No enemies in the second stairwell, but instead there is a gap which we try to cross. Unfortunately the beam we use is giving way and we fall down into the sewers.
In the sewers Trishka wants us to follow her, but we tell her right away that we don't do follow so well. In these sewers we meet one burnout enemy. After this enemy we descend a corridor and find a disgusting scene brought to us by a critical event. A kickable door is at the end of the sewers. Beyond that door is a circular room. After a brief waiting period we get to see a comical scene of a mutant getting pounded by pipes and falling into the acid pit. This scene is introduced by a critical event. Following the scene we can generate an exit with our leash. The exit leads to a corridor and a crawl way leading us out of the sewers into a lobby.
This lobby has three plantmen and a newsbot (N21). Outside the lobby is a hotel garden with plenty of cacti. After clearing the garden a miniboss makes his appearance with a critical event. In front of the next building are two enemies. Once they are dead some more enemies will rush out of the building. At last we can enter the building. Disappointingly there is only a dropkit and a newsbot (N22) inside this building. Let us operate the lever and leave this place.
Outside we get to see another critical event of a crumbling building. Seems like the crumbling buildings are getting closer. I wonder why? Trishka considers the four burnouts to be a bigger problem. Now we can leash the bus to make a bridge. Crossing the bridge awards us with a critical event showing what seems like a giant tail. We can advance a bit further into the street. Naturally there are more burnouts to take care of, and again we get a critical event showing the giant tail. Another area with more burnouts. To leave this area we have to move a car. At last we get to see the owner of the giant tail. It is a goddamn hekaton. The game provides us with a cutscene of us running from the hekaton into an elevator. The elevator takes us to the roof and we get a cutscene of the fight on the roof. To properly defend the general we will have to use the helicopter. The first area is quite hectic. Once we make it through those first moment the rest of the ride is much easier. During the helicopter ride there are several critical events. Try to shoot all the red barrels during the helicopter ride to gain this achievement:
Explode all the red barrels on the rooftop while in a helicopter
After the helicopter ride we get two cutscenes which serve to reunite with Ichi, separate from Trishka and meet general Salano.
ACT 6
Chapter 1: Daddy'll get you out
To start off we have to follow the general downstairs. While going downstairs make sure to get the newsbot (N23). During the pursuit we are introduced to the radiation which we can use for the outburst skillshot. Our first fight is in a corridor of which the left side is lined with radiation. All these enemies can be irradiated. Once the corridor is clear Ichi will kick open the door at the end of the corridor. Time for a bossfight. This miniboss drops a minigun, which we can use to clear the next room of most enemies. This would be too easy and there is another miniboss on the other side of the room. For the first time we meet a boss with a Penetrator.
The next room has quite a few enemies, but with slow and careful progress this is not hard at all. Following this room we can slide down one floor. Here we have to clear a corridor which is lined with radiation on both sides. These fights are getting easier? Another boss shows up after we clear the corridor. In the corridor behind this boss we get a critical event showing some enemies running at us. Their explosive corsets make it a rather easy battle. Again we follow the general downstairs. At the bottom of the stairs is another newsbot (N24).
Now there is a corridor with radiation leaking through the roof. The general will keep us safe and guide us safely out of the scary place. He will wait for us at the kickable door which gives access to the lobby. We clear the lobby and find out we have to take the elevator down. From the elevator two minibosses will emerge. In preparation I like to stack all the red balls in front of the elevator. We take the elevator down and the general keeps on talking. He explains about the workers, the convicts and eventually the radiation. After a short walk we have to leash a cargo elevator in place. This elevator takes us into the next chapter.
Chapter 2: Bad trouble a knockin'
During the ride down the general explains more about the convicts and gamma radiation. We kick the door open and operate a lever. Now we have access to a platform. This platform buckles, and we are presented with another kickable door. Uncharacteristically kicking this door will make the platform fall down even further. Now we really are in deep shit. Possibly even worse. No matter, we have to chase Ichi as quickly as possible. Once we're outside the green goo we get harassed by burnouts. Now the general opens the gate. While proceeding across a bridge we get a critical event introducing creepy crawly enemies. When next we kick a door we're separated from Ichi and the general. After a critical event and fighting some burnouts--I would recommend the penetrator for this--we are reunited with Ichi and the general. To maximize our skillpoints we have to try and line up as many enemies as possible.
The general opens another gate. After entering this gate and going to the left we can see a newsbot (N25) on a balustrade. By following the general we end up at a door with a lever. Because we are so bad at covering our corners we get separated from the general. After some instructions from the general we can leash a cart towards us. This triggers a cutscene. Following the cutscene we can kick another door, and descend a couple of ramps. But, before you kick that door go to the rights and find the Electro Flies swarm (S19). At the bottom floor we can see the burnouts trying to reach the general. Before they can do so they are shot down by enemy snipers. Instead of thanking them we will have to shoot them. This can only be done with the Headhunter. If we don't have the Headhunter equipped then we should do so by using the dropkit. While talking about Pussyzilla we proceed. Along the way the general starts talking about the innocent civilians we possibly killed. Next we arrive at a lever that operates an elevator. Once down we proceed to another lever-operated door. From here we go to a damaged bridge. On this bridge we get to use our leash thrice. The final part of the bridge is lost, and we have to use a cable to reach the other side. Before we reach this side we get another critical event showing the critters again. This critical event can be concluded by use of RT. After a little way we get another critical event showing the critters.
We approach an operable lift with a dropkit nearby. I would recommend switching to the Boneduster at this point. The charged shot of the Boneduster will take out a whole wave of critters. Get the mounted minigun and approach the lift. A critical event shows the intention of the critters. Spray them with the minigun. When the minigun runs out of power we will have to use our normal weapons to take the critters out. We have to follow the general once the lift reaches it's destination. He leads us to a couple of kickable doors. Now we are outside and we can see the crashed cruiser. Needless to say the general is upset about what we did to his ship. We use a cable to repel down to the ship.
Chapter 3: Ponderin' them bodies
While we follow the general he keeps talking about the lives lost due to our actions. To enter the cruiser, Ulysses, we have to navigate a house. The house is full of burnouts. At some point Ichi notices the house is under terrible duress. The general has some peptalk for Ichi about him being in the lead and setting the pace. Shortly after this we end up at a kickable piece which we can use to make a pancake out of a couple of burnouts. As we continue we will have to use our leash to make another passage. We all know what is going to happen when Ichi says "we're almost there". Indeed another wave of burnouts shows up. This wave is the last wave we see in this house because we have reached the entrance to the Ulysses.
Inside the Ulysses the general opens the airlock. The next door we encounter is broken. it keeps sliding open and closed at too high a rate. With our leash we can get a crate to block the door and give us access to the area beyond the broken door. In this area the general runs to a wall and opens a shaft. On the other end of the shaft the general gets ambushed by a single burnout. After some more bitching the general opens a hatch which leads into a corridor. Ichi notices flammable gas in the air. Translation: we can not use guns in the next room. No worries though. We had plenty of practice with kicking and our leash. There are at least 9 burnouts in this room. The ceiling of this room is quite low so we can have maximum result from the thumper.
Now we have to navigate a route with charged obstacles. Climbing charged obstacles will kill us. We can temporarily disable the charge by leashing a lever in the center of the room. Connecting a burnout with a charged obstacle will yield the rare skillshot called "Forced". After we have navigated the charged obstacles we enter an empty, square room. In this room I always suspect an ambush. The general opens the door and we enter another corridor. Get ready for a bossfight with a meta-burnout. This one we have to push back into electrical wiring. Once he is in the electrical wiring we have to use the leash to finish him off.
Prepare a big meal using an improvised electric stove
Next we have to crouch under a door into a room with about 6-8 burnouts. One final corridor and we arrive at the room with the DNA-bomb. it takes three critical events to deactivate the bomb.
Grow as a person, experience betrayal. Again.
Once we arm the bomb the general takes his leave with another critical event. We have to leave the bomb chamber. This we do by leashing a panel from the wall and climbing into the duct. After navigating the duct we arrive in a room where a critical event shows us the exit is sealed. A door to our left opens and the general thinks it's funny to show us a nice easy 200 feet fall. Ichi opens another panel which gives access to another duct. Now we seem to arrive in the bomb chamber we left from. Ichi notices the starting bomb chamber wasn't on fire. Unlike this bomb chamber. The knocking on the door warns you for an upcoming critical even. Reunited with Trishka we can exit this chapter.
ACT 7
Chapter 1: That thing is leaving without us
We follow Trishka through a corridor with three climbable obstacles. We turn left and exit the ship. We go through two kickable obstacles, and do a little climbing. Next Trishka has to kick an obstacle. Up a little ramp and down a bigger ramp to end up at an elevator. At the bottom level of the elevator we have to turn right and arrive at an outdoor area. A couple of enemies run at us, but they are shot down by other enemies before they can reach us. There is too much gunfire to simply run out of the building. Instead we use our leash to yank four enemies towards us. Now we can have a look outside to get a grasp of the situation. On the other side of the yard is a set of stairs with two enemies at elevated locations to the left and right of the stairs. We just have to rush them and take them out.
Upstairs we turn right and see a kickable obstacle. This gives access to some stairs leading downwards. At the bottom of these stairs another gang war is going on. The enemies on the left are impatient, and charge the enemies on the right. The enemies on the right are fortified in a building with a low roof. Smart thing to do is wait for the decimation of the enemies on the left. Thump the enemies on the right and take out any leftovers. We move to the left of the building to find the entrance to another building. Inside this building we find a dropkit, a climbable barricade and we can already hear the newsbot on the other side of the barricade (N26). We take out the newsbot, and follow the corridor which leads to a kickable door. Outside we turn right immediately to find a set of stairs and an Electro Flies swarm (S20). Proceeding down the stairs and moving onwards triggers a wave of enemies. Four plantmen backed up by two guys with Screamers. Once we take care of this bunch we proceed over a climbable pillar and discover a set of stairs leading down. As soon as we get over the climbable pillar we discover enemies at the bottom of the stairs. One of them is a miniboss. Because we are still on top of the stairs we can easily take them out with our Headhunter. Behind the miniboss is another set of stairs with a couple more enemies. These enemies are behind small, concrete barriers. Behind those enemies we find half the stairs blocked by a crashed monorail car. Plenty enough room for us to get through. At the bottom of these stairs we turn left and can clearly see a dropkit. U-turn to the right at the dropkit, and we can walk through another crashed monorail car. U-turn to the left at the end of the monorail car. We see a small ramp, and it is obvious there is a gun battle going on behind that ramp. One enemy rushes our way but he is taken down by enemy fire. Distance is our friend here, and we can easily clear the area.
To the right of the area we can see some defunct escalators. As soon as we approach those several enemies rush down to the barricades on the left escalator. Some enemies on the right escalator have less protection and are quite close to a red bubble. In addition there are some enemies behind barricades at the top of the escalators. The appearance of all these enemies is a critical event. Upon clearing the escalators Trishka suggests to web out. Trishka and Ichi jump down, and we stay up top to provide covering fire against the two enemies rushing them. Upon finishing them we get ambushed through the door on our left. One thump works wonders here. Through the newly opened door we turn left and see a dropkit at the end of the corridor. Turn left at the dropkit and proceed to the end of the next corridor. Turn left again and see a spaceport waiting area getting manned by enemies. Inside the room the enemies emerged from we can find a newsbot (N27). We leave this waiting area to proceed to the next area. As soon as we enter the small corridor we see two enemies running for the chairs hoping to barricade themselves there. Hopeless because we got the power of the leash on our side. To the left of those two are several enemies and a miniboss with a penetrator. Once this is taken care of we have to help out Ichi and Trishka on the floor below us. They are ambushed by two normal enemies and two minibosses. Easy points! The large metal door opens, and when we approach it reveals some more points ... err, I mean enemies. These enemies are especially easy if we menage to shoot the two with explosive corsets while they are among friends. Down this waiting area, down the stairs and we join up with Trishka and Ichi.
The next room will have a selection of minibosses. So stock up fully at the dropkit before proceeding. Where to go is a bit tricky to see. But the exit is near where Trishka is standing. Jump down from the couch, and we are immediately greeted by a miniboss and a critical event. I like to ignore the critical event and rush up the stairs to clear the balustrade of all smaller enemies. Then I stay up there in the right-most corner. One miniboss will follow us up there. The other miniboss stays downstairs. When these two are taken care of some new bosses appear. One of them has a penetrator. After this Ichi will tell us "All clear". We can proceed into the baggage hold. No enemies in the baggage hold, so we rush through it and slide into the duct at the end. Inside the duct is one kickable panel. At the end of the duct we drop down, and when we turn left we see an Electro Flies swarm (S21). To the right we see a dropkit and the way onward.
When we move onward we get a critical event showing a spaceship breaking orbit and making a landing approach. The timer starts and we have two minutes to reach the ship. We rush now to reach the landing area. I like to spam the penetrator and several thumps while running. When done right you get this achievement:
Kill all enemies during the sprint to the jumpship
When running towards the ship we get caught in the explosion of a car. Our vision turns blurry, and we can see people running up the ramp of the ship. Once we regain control we have to run and slide towards that ramp. Don't worry if we see the ramp closing. Because we can re-open it with our leash. There is even an achievement for doing so:
Chapter 2: I don't hold you accountable
This is it. The final chapter. This chapter is quite long. Take a break before we start.
good news, no more minibosses. bad news, we get to fight heavy echo troopers.
The main gravity reducers are active, and we are airborne. Let's get to work. Trishka opens the first door. Immediately the troopers in there are ordered to open fire. These troopers are tougher then we're used to, but they still respond poorly to environmental hazards. In this first room our leash and the loose electrical wiring are our friends. When we dispatch the enemies in this room the general finds out we stowed away on his ship. He is quite pleased, as he gets to watch his troopers do some fighting with us.
In the next corridor there is some rebar we can use to pull the troopers in the next room into. After dispatching about four of the troopers we enter the room to find it empty. Halfway into the room is a climbable barricade. We turn left, and get the opportunity to eject some troopers who were hiding in the cargo hold. Luckily, the general agrees it was okay to take them out. In the next room we find out about Trishka's sour codes. She knows another way, and we help her climb some crates to reach a duct. Goofy Ichi figures we should proceed and forces the door open. Apparently Sarano figured out what Trishka is up to. We proceed to an elevator, and go up. Up here we see what Trishka is capable of on her own. We proceed to the next elevator, and go down. At the bottom we get a critical event showing how Trishka dispatches an echo heavy trooper. We are, however, not quick enough to catch up to her. We take out the one trooper remaining, and turn left towards the loading bay. Inside the loading bay are more enemies, and the opportunity to get another ejectulated skillshot. After dispatching the enemies in the loading bay the door on the other side open revealing more troopers and a mounted minigun. Use this minigun to clear the corridor ahead and some enemies in the next room. Clear the rest of the room, and proceed up the stairs towards the two mounted miniguns. Up here we can quite comfortably take out the reinforcements. At some points they will try to flank us to the right, but there is only three of them which shouldn't be a problem. More reinforcements downstairs which we can take out at our leisure. Ichi's timing is perfect; he opens the door the moment we dispatch the last trooper.
We get a cutscene showing us Trishka beat us to the general. After some debate the general takes control of Ichi. We have to fend off Ichi's attack and subsequently get to watch Ichi's hopeless attack on general Sarano. This triggers a number of critical events which involve crawling to our weapon and finally fighting the general ourselves. We check up on Trishka, and the general is so sick of it that he ejects us and Trishka off the ship, followed by some echo heavy troopers of course.
Four echo heavy troopers find us immediately. After dispatching them we find a dropkit just outside our starting area. All those critical events gave us plenty of points to spend on ammo. Next we get a critical event showing us the Ulyssus, and making us realize we have to shut down the DNA bomb. A plan is formulated involving the escape capsules and getting off the planet. Since this will be our last bit of the chapter I suggest ignoring all critical events and purely focus on combat. While taking out the echo heavy troopers we have to navigate some ramps. Beware of a little hut with a newsbot (N28) at the beginning of the final ramp. At the top of the final ramp we turn left. At the end of this corridor we turn left. We keep taking out enemies while we run for the escape pod. I used the thump several times because the enemies are in small groups and the ceiling is low. While running try to kill everybody to get this achievement:
Kill all enemies before you reach the escape capsule
After the credits we find out that Ichi is alive and God is dead.
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