God Hand Walkthrough :
This walkthrough for God Hand [Playstation 2] has been posted at 06 Jul 2010 by whoopiiiiie-x and is called "God Hand FAQ". If walkthrough is usable don't forgot thumbs up whoopiiiiie-x and share this with your freinds. And most important we have 1 other walkthroughs for God Hand, read them all!
Walkthrough - God Hand FAQ
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[int] Characters ................................ [cha] Controls .................................. [con] The HUD and Items ......................... [hud] Techniques and Effects .................... [tec] Difficulty ................................ [dif] Starting Tips ............................. [tip] Useful Combos ............................. [use] Walkthrough Stage 1 ................................. [st1] Stage 2 ................................. [st2] Stage 3 ................................. [st3] Stage 4 ................................. [st4] Stage 5 ................................. [st5] Stage 6 ................................. [st6] Stage 7 ................................. [st7] Stage 8 ................................. [st8] Final Stage ............................. [st9] Shop/Casino ............................... [sac] Extreme Fighting .......................... [fia] Extras/Trivia ............................. [ext] Miscellaneous ............................. [mis] ____________________________________ INTRODUCTION [int] "In the days before time, an angel filled with pride fell from the heavens to a life in exile as the Demon King Angra. "Filled with spite and hatred, Angra spearheaded an army of demons and specters to overthrow the world of mortal men. "However, a man appeared with the power of god sealed in his arms, and used this power to once again send Angra into exile. "The people, grateful that Angra's threat had subsided, bestowed upon the man the title of Godhand. "Legend states: 'Although the man is long since gone, a single clan continues to this day to defend the Godhands, and the power held within. "'Those who possess this power are capable of becoming either god or demon.'" It's somewhat hard to write and follow a walkthrough for a game where your main purpose is just to beat up everything in sight, but it's worth a try! I picked up this title on a whim and have been hooked ever since. So here's my tribute to the awesomeness that is God Hand. This walkthrough will try and cover all the basic stuff and provide strategy to get you through in one piece. When I say strategy, I mean strategy. I'm not going to blatantly say something like, "Use the Ball Buster roulette and then go in for a four-part combo with Overhead Blow, Long Straight 3, High Side Kick, and Drunken Fist." This game is too random for that. It's more like laying out how your enemy moves and then providing a loose battle plan based on said info. In no way are the strategies outlined herein definitive or "the best", nor do I attempt to claim that they are; I'm just sharing what worked for me. Use the table of contents above and the Find feature to get around this guide quickly. When searching for different sections of each stage, just keep hitting the "Find Next" button and you'll get to where you want to go eventually. ____________________________________ CHARACTERS [cha] GENE A 23-year old who lives by his fists, Gene apparently travels from town to town, earning whatever he can. He has a strong sense of justice and can't turn down a cry for help. Unfortunately, this gets him into trouble when he comes to the aid of Olivia only to get his right arm cut off by demons and replaced with one of the fabled Godhands. Though he complains a lot, he doesn't let his outspoken, macho nature get in the way of his need to help others. OLIVIA Olivia is 19 and one of the last members of her clan. Her duty is to protect the Godhands from those who would use them for evil purposes. When she is accosted by demons and saved by Gene, she entrusts one of them to him to save his life and seems to gain control of his life in the process. She shares Gene's need to help people and sends him all over the continent in order to put the terrorizing demons in their places. BELZE Belze is the leader of the Four Devas, a group of demons whose primary goal is to resurrect Angra and turn the world into a demonic paradise. Prim and proper in his cheap suit, Belze prefers not to get his hands dirty and uses the other members of the group to capture Gene to make sure the power of god does not interfere with Angra's return. AZEL, THE DEVILHAND The other survivor of Olivia's clan, Azel is a firm believer in survival of the strongest. He chooses to align himself with demons and is only accepted into the Four Devas because his left arm is the other Godhand. His relationship with Olivia is not a happy one despite their engagement, and Azel seems to see her solely as a means to get close to and test the other Godhand's power. ELVIS Elvis is a demon that knows the pleasures of life. He's never seen without a cigar and is always taking time out to snack on human flesh. Despite his love for pleasure, he knows how to fight when need be and is constantly trying to prove himself in front of Shannon. SHANNON Always one to hold a party, Shannon is akin to Elvis in her love for a good time. Her heart doesn't seem to be in the Four Devas, as she'd rather be out than sitting around a table holding meetings, and she has no real interest in Belze's ambitions. Her one desire right now is to catch Gene, not to help Belze but to gain a pet. ____________________________________ CONTROLS [con] LEFT ANALOG STICK Controls movement. Since the camera is fixed behind Gene, hitting up on the stick is the only way to move forward. Left and right will only turn him in place. Down will slowly move Gene backwards. Double tapping forward makes Gene sprint and hitting triangle, square, or X during a sprint will end in a different dash attack. When using the Stomp command on the field, tilting the left analog stick will result in different moves. RIGHT ANALOG STICK Controls dodging movements. Up is a simple ducking motion (not a crouch, unfortunately). Left and right are sidesteps, and down will make Gene perform a back flip. L1 Performs a 180 degree turn. This is extremely helpful when you need to get breathing room between you and a foe. L2 Taunt. Not only does it fill your tension gauge, but it makes enemies steaming mad and causes them to rush towards you. Used carefully, this can help you weed them out of a group one by one. R1 Opens the God Roulette. If you have roulette orbs, this will cause the game to go into slow motion and brings up a roulette wheel with different godly moves for you to choose from. Use the left analog stick or R1 to cycle through the choices and use circle or X to select a move or triangle to cancel the roulette. Enemies can still attack you when the roulette is open if they're close enough. R2 Unleash the Godhand! When your tension gauge is orange and Gene's right arm is glowing, you can use the Godhand to become invincible for a short period of time, move super fast, and cause extra damage to enemies. This power lasts the same amount of time no matter the size of the tension gauge and cannot be cancelled once activated. SQUARE, TRIANGLE, X All three of these buttons are your primary attack buttons, and you can fully customize them to your heart's content. The left analog stick can also be used in conjunction with these three buttons to perform extra moves. X is used to confirm menu selections, and triangle is cancel. There are also certain special moves you can perform with triangle regardless of your technique/button configuration: right analog stick up + triangle = Low Roundhouse Kick left analog stick up + triangle (when enemy is on ground) = Heel Drop (this can be charged up) triangle (when enemy is floating from Heel Drop) = Launch Kick left analog stick down + triangle (when enemy is juggled) = Laughing Dragon Punch left analog stick up + triangle (when enemy is juggled) = Mid-air Roundhouse Kick CIRCLE God Hand uses event reaction button commands, which let you perform special moves on your foes when the time is right. Circle is what you'll be using most of the time, and you'll love it. When an enemy is dizzied, it will let you perform special moves on them. Circle also lets you interact with the environment by picking up items (use X to throw). START Displays the menu. This is where you can set up your attacks and roulette moves and check your status. Hitting R1 and L1 will also let you partake in an Olivia slideshow, which is added onto after every stage. ____________________________________ THE HUD AND ITEMS [hud] All the important in-game stuff is on your HUD (heads up display). The upper right corner has your radar, which indicates enemies and items. Under that is your bank account. The lower left has your roulette orbs for your special moves, life gauge (the orange bar on top), tension gauge (the purple/orange bar under that), and your difficulty meter indicated by a level. Enemy drops and breakable items will replenish money, health, and pretty much any stats on your HUD: Coins and money bags replenish your bank account, and they are each worth a different amount from bronze to silver to gold in ascending order. Think of it as start-up money for your gambling career. Cards: Girl in Bikini = restores tension gauge Green Skull = restores one roulette orb Gold Skull = restores two roulette orbs Red Skull = restores three roulette orbs Gene's Outfit Emblem (Orange) = increases attack power briefly and makes moves unblockable Fruit: Cherries = restore 20% of health Orange = restores 30% of health Bananas = restore 50% of health Strawberry = restores 100% of health Since Gene does not have an inventory, you can't carry or store items. As a trade-off, all items on the field will not disappear once revealed. So if you happen to come across a strawberry when you're still at full health, save it until you really need it. It'll be right where you found it. Make absolutely sure you pick everything up before leaving an area; fruits and cards also give you money if the stats they refill are already full, and since you can't return to an area once you leave, they're no good just lying there. ____________________________________ TECHNIQUES AND EFFECTS [tec] JUGGLE A Juggle attack sends an enemy flying into the air; however, this might not work every time on heavier foes or bosses. Juggling sets them up for mid- air punches, kicks, or a sound stomping from Gene's foot when they hit the ground. It's possible for enemies to recover from a Juggle attack and instead fly away from you, steaming, but it's still a good way to get them to back off. LAUNCH Need to get an enemy out of your face? Launch attacks send them flying no matter how much health they have left. Like Juggle attacks, this might not work on everyone. However, most Launch attacks have the drawback of drawn- out animation. Only perform a Launch attack after, say, a Guard Breaker or when the enemy is dizzy or taunting. That way, they can't catch you mid- move. CHARGE These are usually also Juggle and Launch attacks. Hold down the button it's assigned to to make it stronger. These attacks are useful when an enemy is far away and running towards you. Time it juuust right, and they'll walk right into it. Use these with care though, as you're a sitting duck and they'll release automatically when they reach their limit. BREAK GUARD Always have a Guard Breaker on hand. (No pun intended.) When enemies brace themselves to guard against Gene, they'll stop him mid-attack should he hit them. This leaves him open to counterattack, but performing a Guard Breaker turns the tables on them and leaves them vulnerable. A Guard Breaker's power doesn't matter in the grand scheme of things; it's the action of smacking them out of stance that counts. HEAT UP There's only one Heat Up technique, the Yes Man Kablaam. This attack adds insult to injury and fills the tension gauge. However, it takes a while to actually connect and the taunt afterwards leaves Gene open. Use it like a Launch attack: after a Guard Breaker or when your foe is preoccupied. Perform a quick dodge afterwards to cut the taunt short if need be. There are also roulette moves with the Heat Up effect, like the God Charge. DIZZY The only Dizzy move is the Granny Smacker, which is quite humorous. It's slow and does little damage, but it renders an enemy susceptible to an action command attack with circle. Like the Yes Man Kablaam, perform a dodge right after it connects to avoid being an easy target when Gene performs the finishing animation. Roulette moves like the Chain Yanker and Ball Buster also render enemies instantly dizzy. An important note to make about a dizzied enemy is that they remain that way for a short period of time, making it a perfect opportunity to throw punches like the Yes Man Kablaam and finishing by hitting circle before they recuperate. (Thanks to Knoxx for sending in this info.) EVADE HIGH ATTACK These attacks do just what they say. Most enemies' attacks are in the mid to upper range so hitting below the belt is a good thing. They also work well on shorter foes. UNBLOCKABLE Somewhat self-explanatory, enemies cannot guard against these attacks. That doesn't mean they're incapable of being interrupted though. ____________________________________ DIFFICULTY [dif] The difficulty settings in God Hand are a little different. At the start, you can choose easy or normal, but the real difficulty factor is measured in levels. The current level is in the lower left corner of the HUD by the skull. Landing hits on an enemy, taunting, using a Guard Breaker at the right time, and generally doing a good job raise the level. Taking lots of damage lowers the level. There are four levels: 1, 2, 3, and Die. The higher the level, the tougher the enemies. Easy mode never goes any higher than level 2. Normal mode can go all the way to Die. Hard mode, which is unlocked by beating the game on normal, is nothing but level Die. The more enemies you defeat on higher difficulties, the bigger the cash bonus at the end of the stage. If you ever find yourself on a level of difficulty that you can't handle, there's a way out. Open the God Roulette and cycle through until you see the Grovel option. For one orb, Gene will get down on his knees and, well, grovel. This will automatically take you to the start of level one. ____________________________________ STARTING TIPS [tip] Dodge like crazy! Gene cannot block so it is vitally important for you to get familiar with the right analog stick to avoid getting your ass handed to you. Dodging is also a trick some players use to cancel certain techniques' long animations to make Gene recover and move faster. Don't button mash! Mashing square over and over is obviously a bad move. Gene will get into a combo, the enemy will guard, Gene will get thrown off, and then Gene will get counterattacked. Watch your foe. For example, some enemies do charge attacks; wait for them to unleash it and simply sidestep out of the way to counterattack them. Patience is your friend. Save your Godhand! Only use it when absolutely necessary: when you're outnumbered, when you've encountered a powerful demon, etc. This may be a no-brainer, but it is hard to resist using it when the meter is full. Do not fritter it away or you will be sorry the next time a demon pops out of that thug you just killed. Do not waste your roulette orbs! If you want to play around with your roulette moves, go to the training area. In battle, know what all of them do and which ones you want to use. The wheel is randomized each time you activate it; if you can't find your move in time, use triangle to cancel and try again, or Gene will pick a move himself. Run away! Some enemies have what I call the "stupid thug complex". If you run too far away from them, they'll give up on you and return to their original positions. Use this to your advantage! Also, be aware that only when an exit is blocked by a magical barrier or a lock do all the enemies have to be slain to move on. Sometimes running away really is the best option. Trust (or curse) your luck! Most of the drop items from enemies and breakable objects are random, so expect to get screwed over a lot. Demons will also appear randomly and when you need them the least. In other words, sometimes dying can't be helped. On that note, just keep at it! This game lets you customize your fighting style in a myriad of ways. If you keep dying in an area, chances are your technique needs some work or your attacks aren't causing enough damage to be effective. Experiment. You'll strike up something that works for you sooner or later. If not, check the God Hand message boards or YouTube to see strategies others have found. ____________________________________ USEFUL COMBOS [use] Here's a bit more explicit advice for those who want it. You will more than likely come across a combination of moves that works for you. It'll work so well that you'll want to use it over and over. This may seem cheap to some, but for others, it's the only real way to get the job done. Here's a list of such combos that either others have taught me or I stumbled upon by trial and error. YES MAN KABLAAM + SIDESTEP Wait for your enemy to be put off guard, either by them taunting or you using a Guard Breaker. Do one Kablaam, sidestep, do another Kablaam, sidestep again, rinse, repeat. The point of sidestepping is to cut Gene's taunt short, since it is so drawn out. This combo fills your tension gauge insanely fast, and since the Yes Man Kablaam is also a Guard Breaker, you can use it repeatedly even if your enemy braces against it. Don't use it too many times in a row though or they'll start a combo of their own and interrupt yours. DASH ATTACK + YES MAN KABLAAM + SIDESTEP The square dash attack is a personal favorite. It launches lighter foes and stuns larger ones 60% of the time. When it successfully stuns, instantly do a Yes Man Kablaam to start the trick listed above. If your target should happen to guard against your dash attack, do a Guard Breaker instead (if you have time), followed by a Kablaam and a sidestep. CHAIN YANKER + YES MAN KABLAAM + SIDESTEP This is basically the first strategy with the Chain Yanker roulette used to draw the enemy in close. This also dizzies them, meaning you can pull off several Yes Man Kablaams without worry of counterattack, so there's no need for dodging except to cut the animation short. HALF MOON KICK + STOMP Put the Half Moon Kick on a hot button, use it until your enemy falls on the ground and prompts the Stomp command, stomp them to fill your tension gauge, stop early and let them get up, Half Moon Kick again, rinse, repeat. The Half Moon Kick is a dual-type move, letting you evade an enemy's attack and coming up high to juggle them away. Even if they dodge the initial kick, the second one is bound to connect unless they happen to guard. The only problem with this is that the Stomp command leaves Gene extremely vulnerable, so it only works well when not swamped. RIGHT ROUNDHOUSE 3 + SIDESTEP (+ STOMP) Assign the Right Roundhouse 3 to a button like X or triangle, use it, and sidestep and kick back and forth. Most of the time, this knocks the enemy to the ground. The cool thing about the Right Roundhouse 3 is that it's an area kick: it hits enemies low to the ground as well as those behind or close to you. You can either continue kicking away or use stomps to fill your tension gauge like with the Half Moon Kick trick. JUGGLE + CHARGE Pick a Juggle attack and after you use it, if the enemy is knocked down or jumps away, start your Charge attack. Hopefully, by the time the enemy gets back up to you, your attack will be ready. This combo is less tried and true and will not work on the more nimble foes. I just know that the combination of the Half Moon Kick and Fist of God got me through some tough arena fights in style. ____________________________________ WALKTHROUGH This walkthrough was written while playing on the normal difficulty. Easy players can expect the same fights but lighter combat. Hard players better know what they're doing since all enemies move much faster and attacks cause insane damage. ____________________________________________________________ STAGE 1-0, The Beginning [st1] Start off by taking care of the two guys right in front of you. Remember to dodge every now and then. A good formula to follow is three or four punches/ kicks followed by a Guard Breaker or a back flip to give yourself room before they can counterattack or gang up on you. Two at a time isn't much of a problem but feel free to do a 180 and run to make space. Afterwards, a fat thug will charge out of a door. Take him out. On the right side of the building with the crates is a thug with his back turned. He'll drop a wooden plank you can use. Go inside the door he was guarding to find some crates upstairs. (If you go in the bar first and then walk outside that door, Gene will automatically run far enough away so the thug will miss him.) In the open area next to the saloon, you'll see three guys ganging up on a villager. If you stay in this area long enough, a statue will pop out of the ground to the left. Punch it repeatedly to get a random item (usually a card or fruit) or it will go back underground. Now save that poor man, but DO NOT under any circumstances use God Roulette attacks around villagers. Gene won't auto-target them even though his punches can still hurt them, but roulette moves will most likely kill any and all villagers nearby in one hit. Villagers are stupid; they will run to safety right through the middle of your fights! After you clean up and take care of the two guys that pop out of the saloon, enter the drug store behind you to find the guy if you didn't kill him. Saving villagers keeps you from getting cash deductions at the ends of stages, and they'll always give you an item in return. Note the explosive red barrel near the saloon; you can use it on the three guys inside. A demon will rise from the corpse of the guy sitting alone. These demons are fierce opponents, being faster and stronger than normal foes. This brand of demon (purple) loves to fight with its fists. It'll do a combo that results in it lashing out with an extended arm, so back flip to safety. It also has a long range attack, shooting fire balls at you. Sidestep back and forth to avoid them. It will also try to teleport behind you, but Gene has a Counter reaction command for this. By far, the easiest way to deal with demons is to unleash the Godhand and clean up with combos afterwards. From now on, these demons will spawn randomly so always keep a full tension gauge because you never know when you'll encounter one. Some will even give up random techniques for killing them. When you try to climb the stairs, two more enemies will jump through the roof. Collect the spoils upstairs and head outside. The stable will open and three enemies appear. They won't stray far from the stable so it's fun to run out and do dash attacks right into them repeatedly. After clearing them out, check the right side of the other end of the stable for a ladder you can climb to the roof. Raid the crates and hop back down. The guy in front of the building by the stable has a pipe. Pick it up and go left to find a guy with a hammer. Throw the pipe at him and steal his hammer. Nice trade. Down the street is a fat guy sitting on a villager. Approach him and three more will appear behind you. Do a 180 to get some breathing room but watch for the villager as he runs away. That hammer you got should clear them out quickly, but there is a very good chance that the fat thug will turn into a demon. The villager will be in the green and white building. Break all the barrels and such and move on. From now on, after every stage you can save, continue, or enter the shop and casino. (See the Shop/Casino section after the walkthrough for more info.) After completing every major stage (i.e. - going from Stage 1 to 2), new techniques, roulette moves, and power ups will be available in the shop. ____________________________________________________________ STAGE 1-1, My Right Arm The God Hand [st1] Use the barrels around the area on the three immediate enemies. You can also run out into the open area behind you to get your bearings; the thugs will only stay around the buildings. Try to go back in the hotel if you want to see Olivia's smartass face again. Behind the green building opposite, you'll find the Little Devil. For beating her challenge, you'll get a money reward based on your difficulty level. If you fail, you'll reappear in the stage with your health/tension meter and roulette orbs unaffected. If you win, you'll continue the stage with all your stats as they were when you beat the challenge. In this sense, sometimes the money isn't worth it if you barely make it out of a tough challenge. __________________________________ LITTLE DEVIL CHALLENGE 1 Annihilate all of the enemies before time runs out. Time: 2 minutes You start off with three normal thugs followed by a fat thug and two more thin guys and finally a bigger thug with a bat. You don't have much room to work with in the arena so they can easily gang up on you, and if you were low on health when you accepted the challenge, you might have a hard time. In this case, continue the stage to regain health/orbs/etc. and come back. Stick with your punch/kick combos with the occasional back flip/sidestep. Using the Godhand is a good idea when you're outnumbered, then you can handle stragglers easier. The last guy is dangerous with that bat but at least you can fight him one-on-one. Cross the bridge and take care of the two fat thugs. You can kick or dash attack them and all other enemies off the bridge. No drop items, obviously, but a nice quick kill. More will come down in a lift. Head up. ____________________________________________________________ STAGE 1-2, A Poison Chihuahua!? [st1] Take care of the two guys in front of the pub. There's a plank near them if you want to use it. Inside the pub are two more. Thugs will come out of the building to the left of here and another is inside terrorizing a villager. Going down main street, you'll see a man get poisoned ... by a chihuahua. If you want to save him, chase down the little green guy for the serum. If not, just take your time with the rest of this stage. To catch him, beat up the thugs and the doors will open. Enter the green building on your right and go up the ladder. Jump down and return to where the villager is. Turn left and follow him around and inside the bar. Beat him down (two dash attacks with square are more than enough), and he'll drop the serum. At this point, you can ignore everyone and run back to the villager and give him the serum in return for the Dragon Kick roulette. You can either clean up all the new thugs or just move on. Venturing further through the big red doors where you chased the guy down, you'll get more thugs in a hot air balloon. The Little Devil is behind the red building to the right. __________________________________ LITTLE DEVIL CHALLENGE 2 Destroy the car before time runs out. Time: 1 minute What an ugly color. Punch and kick it out of its misery. Honestly, I don't know what else to say. You have to destroy all four sides of the car so move quickly. You can walk right by the fat thug to the next area. ____________________________________________________________ STAGE 1-3, Secret Warehouse Carnival [st1] Oh boy. Make note of all the crates in the area. First, you'll have to beat three waves of thugs, two at a time. Hope that they give up some items and use them to charge your tension meter. Mr. Gold and Mr. Silver will pull some usual thug stunts: punching volleys and playing leap frog to vault into the air to dive bomb you. Simple back flips and sidesteps will get you out of the way. They also like