Oni Walkthrough :
This walkthrough for Oni [Playstation 2] has been posted at 26 Oct 2010 by khashell and is called "Enemy/Boss FAQ". If walkthrough is usable don't forgot thumbs up khashell and share this with your freinds. And most important we have 2 other walkthroughs for Oni, read them all!
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Walkthrough - Enemy/Boss FAQOni (PS2 Version) Enemy/Boss Guide By DeathCelestial -----~-----~-----~ 1. Introduction -----~-----~-----~ Hello thar, this is my second guide, an enemy and boss guide to a classic third-person action game, Oni. In this guide you can expect to find detailed and concise information and instructions on the enemies and bosses and how to beat them. I think that is the guide introduced, so read on for what you came here for… -----~-----~ 2. Contents -----~-----~ 1. Introduction 2. Contents 3. Legal Information 4. Version History 5. Enemies -5a. Miscellaneous Enemies -5b. Strikers -5c. TCTF Forces -5d. Furies -5e. Ninjas -5f. Tankers -5g. Elites 6. Bosses -6a. Deadly Brain -6b. Barabas -6c. Barabas Redux. -6d. Mukade -6e. Dream Muro -6f. Dream Griffin -6g. Dream Konoko -6h. Shinatama -6i. Griffin -6j. Muro -6k. Daodan Enhanced Muro 7. Contact 8. Credits 9. Outroduction -----~-----~-----~-----~ 3. Legal Information -----~-----~-----~-----~ This guide is Copyright (C) 2006 DeathCelestial. You can use this guide for your own or others’ personal use, copy and paste it, and print it out, as long as you acknowledge that I am indeed the author of this work. You may not sell it for my, your own, or others’ profit, or use it on your own website without my permission (my E-Mail address is in the Contact section). Failure to comply with these rules can result in legal action being taken against you. All trademarks and copyrights contained in this document are owned by their respective trademarks and copyright holders. Thank you. -----~-----~-----~ 4. Version History -----~-----~-----~ 4th September 2006 (Afternoon) – Version 0.3 – The whole layout of the guide is complete, and all the enemies and bosses have been listed, while the Enemies and Bosses sections and the categories within them have all been introduced. Introduction, Contents, Legal Information, Contact, and Credits are all complete. Really, all I need to do now is the descriptions and strategies for each enemy, but I have to play through the whole game again having deleted my old save file a while ago. Might be a while before I can get them done. 8th September 2006 (Evening) – Version 0.32 – I’ve completed the Miscellaneous Enemies section without actually completing my current game. I’m off to do just that now, so bye! For now. 9th September 2006 (Late Evening) – Version 0.34 – I have completed the game, finally, and I have also completed the TCTF Forces sub-section of this guide. I also completed the strategy for the Griffin boss ‘fight’. 10th September 2006 (Noon) – Version 0.40 – Completed the Deadly Brain, Dream Muro, and both Barabas boss fights. I’m also halfway through the Shinatama strategy. 12th September 2006 (Evening) – Version 0.45 – I’m really trying to get as much done on this as possible, even though I have school . Damn annoying, especially homework -_-. Well, anyway, I’ve completed the Strikers and Furies sub-sections, and I did the Mukade boss battle. 15th September 2006 (Afternoon) – Version 0.65 – I have completed the Ninjas, Tankers, and Elites sections. That means I have completed the Enemies section as a whole! Yay for me! AND it’s Friday. I could potentially get this guide finished today, as only a few bosses are left. 15th September 2006 (Early Evening) – Version 1.00 – I completed the Bosses section and the Outroduction. Guide complete. The weekend is ahead of me. Life couldn’t get much better. BUT I HAVE HOMEWORK. Damn. Hehe. Well, yeah, the guide’s complete, I’m very pleased with myself for doing this and fulfilling a promise of sorts, and uhh yeah. It’s all good. I hope this gets accepted… -----~-----~ 5. Enemies -----~-----~ The enemies form the bulk of the gameplay within Oni. You will spend most of your time and get most of your entertainment from fighting and killing these guys. Would this game even be a game without enemies? Of course not. Now, I have categorized each type of enemy, and these categories are listed in the Contents. There will be multiple enemies per category, all of which are listed and any special strategies given to defeat them are also included. Basic information concerning each category will be shown at the start of said category. Let’s go then! O~~~~~O~~~~~O~~~~~O~~~~~O 5a. Miscellaneous Enemies O~~~~~O~~~~~O~~~~~O~~~~~O These are enemies who don’t really have more powerful clones, and they aren’t strong enough to be bosses either. None of them will actually give you too much trouble. ~Training Drone~ The Training Drone is the easiest enemy in the game, as it is simply used for training, as its name suggests. You’ll be given guidelines on how to beat these, so don’t worry. However, they do appear in a later level and they have turned rather malicious, but the usual punches, kicks, and throws are more than enough to dispatch them. They do actually have a stand-out moment, during the training level. You can observe two of them fighting a TCTF Agent, and it is possible for them to kill her, at which Shinatama will express shock and sadness and ask that you quickly move on. Go Training Drones! ~Syndicate Worker~ The Syndicate Worker is a beginning enemy introduced in the first levels of the game, often to accompany the more competent Strikers. They wear blue shirts and black trousers, and are weaksauce. Punches, kicks, and throws are all you need to defeat them. Don’t waste time trying to perform a special move on such fools. ~Security Guard~ The Security Guard is a slightly more resilient version of the Syndicate Worker. They are taller and wear red and black uniforms. They’re usually around to protect civilians, but if they get in your way, don’t waste time in killing them quickly. ~Communications Trooper~ The Communications Trooper is a somewhat unique enemy appearing in nearly every level in the game. They are very weak, wearing blue armour, and only really dangerous with the gun. Their Static Fist move is of note, as it is frequently used. It can’t be blocked, so you should make sure to evade it (they will shout the name of the move as they are about to perform it) or just prepare to take the minimal damage. They’re only really dangerous when accompanying Strikers in strength of numbers, or when they’re using a gun. The Communications Trooper is unique in that he is the only enemy who actively (both a TCTF Tactical Trooper and a Green Striker do the following…once) runs to activate the Alarm Consoles. Kill him before he does this (remember he can’t take much damage, and won’t attempt to hurt you while he’s running to the console), or, alternatively and with much more grace, tail him until he positions himself in front of the console, then perform a crushing Backbreaker. There’s no way back from that ^_^. ~Mercenary Sniper~ The green-clothed snipers of the game are actually a laughing stock where real snipers are not. Their only asset is the Mercury Bow they nearly always carry, which is the most competent actively found gun in the game, no question. However, these guys also provide you with the opportunity to take that Mercury Bow and use it for your own needs, so look out for them, which is probably in your best interest – they can catch you out and hurt you badly if you don’t know where they are. If you do know where they are, then it is very easy to use various dodging moves to evade the slow bow, and when they are reloading, charge them and jump kick them to the ground. You can them finish them off as their health and attacks match that of the Syndicate Worker, if not worse. Then take the Mercury Bow and carry on with your mission :). ~Bomb Trooper~ Last but not least of the miscellaneous enemies, the bomb trooper, clothed in distinctive blue and yellow armour, is a dangerous opponent to both you and his fellow syndicate assailants. As a normal enemy, the Bomb Trooper is not much to write home about, with weak attacks and health. However, when you supposedly kill him, his detonation device attached to him is automatically activated, and you have three seconds to get out of the general vicinity (it’s quite easy to get out of the blast radius as long as you dash) until he explodes violently and nothing is left. The advantage is that as he often accompanies Strikers and the like, it’s entirely possible to catch the other enemies in the devastating blast and often kill them. Just make sure you’re not distracted when you’re near to the rapidly descending counter above his body. Like the Training Drone, the Bomb Trooper has a standout moment where he speaks to Konoko in a tower, telling her that he has activated his detonation device and will kill both himself and her in the ensuing blast. Konoko grabs him and throws him into a violent foyer below, killing many of the syndicate in a spectacular explosion. In the words of the TCTF Officer… “Uhh, roger that…Area secured. O_o” O~~~~~O~~~~~O 5b. Strikers O~~~~~O~~~~~O These guys are the backbone of the Syndicate. Clad in the colour described in their name and varying forms of metal armour arrangements, they’re always present in Syndicate missions and dangerous foes if underestimated. ~Green Striker (Grunt)~ These guys are only a small step up from the average joes of the Miscellaneous Section. They really aren’t hard enemies at all, unless they have a gun, in which case you should dash while zigzagging from side to side, then finish off with a jumping kick to knock the weapon out of his hands. The Green Strikers are generally physically weak, and only their throws should be of too much worry. With the agility Konoko has, you shouldn’t have any trouble kicking, punching, throwing them to their doom without getting hit. If they surround you, use your evasive moves and just concentrate on each one that comes to you. Worth mentioning are the Green Strikers in the Dream Level, who are tiny and almost as small as Konoko’s foot. Two leg sweeps will kill them, but after the first they will attempt to run away to their little mousey holes. Be a cat and kill them quick. ~Blue Striker (Hoplite)~ The Blue Striker is a small step up from the Green Striker. Use the same sort of moves and tactics on him; just be wary of his increased health, skill with both his limbs and his guns, and his special move, the Striker Slam Punch. This cannot be blocked, but if you duck it and then leg sweep him, you get a free leg sweep while he’s on the ground, further edging his health away. The Blue Striker also uses jumping moves a lot, so either stay out of the way of, evade, or counter these attacks with jumping kicks of your own. ~Red Striker (Hussar)~ Again, the Red Striker isn’t too much harder to defeat than the Blue Striker. You might want to use throws more often to prevent him blocking and countering, and do more damage at the same time, but basic fighting moves are all that is needed to take down this generic enemy. His only noteworthy feature is that he has higher health than the other two, otherwise, just attack him like the other two. O~~~~~O~~~~~O~~~~~O 5c. TCTF Forces O~~~~~O~~~~~O~~~~~O These people are actually your friends at first, but as Konoko discovers the truth, they are told to eliminate her. They’re good hearted people (well the Black Ops aren’t), but you have to kill them nonetheless. ~TCTF Worker~ These guys are more often than not civilians, but when you face them near the Bio Vats, they’re hostile. Fortunately, they’re worse fighters than the Syndicate Workers and weaker than the Mercenary Snipers. I’ve killed one with a simple kick and then a throw. That should state clearly how easy they are. Any other information? Well, they wear green shirts and grey trousers, so that way you know if you’re facing a TCTF Worker. ~TCTF Officer~ These people wear light blue uniforms, and can be male or female. The first time you see them, they’re your friends and competent fighters, but later in the game, you’ll face them as enemies. They have no special attacks and are very easy to dispatch. The only time you might face trouble is if they’re using strength in numbers. Otherwise, you shouldn’t worry when you see them. Basic combat tactics are all you need. ~TCTF Tactical Trooper~ A competent fighter is the TCTF Tactical Trooper. He is the TCTF’s answer to the Syndicate’s Green Strikers. He’s slow but powerful, and has a number of throws that can catch you out if you’re outnumbered. Otherwise, the basic tactics of kicks and throws are more than enough to take him down comfortably. He’s nothing special, but not to be underestimated either, especially with a gun. ~TCTF SWAT~ The TCTF SWATs are badasses with high health and good physical resilience. They’re fast, unlike their lumbering figure and armour may suggest, and can easily piece together damaging combos – fortunately, you can block these. They do seem to be slow in dodging attacks, though, and throws are quite effective against them. A notable feature of the TCTF SWAT is his Lion Axe kick, which he often uses when you’re grounded. For this reason, among others, you should be quick and always on your toes when fighting this formidable opponent. The TCTF SWAT has a standout moment, where two of them chase Konoko and one of them is sucked into and mashed up by a giant fan. Not pretty. The other guy retreats and acts like nothing happened. It was actually the fault of the TCTF Tactical Troopers… ~Black Ops Tactical Trooper~ The Black Ops Tactical Trooper, clothed in black armour and a blue visor with only their mouth exposed, are a simple upgrade from the TCTF Tactical Trooper. They are actually physically weak, and only dangerous if they are used as support troops or if they have an automatic gun. One of their few redeeming features from their predecessors is their speed, which is actually one of their only saving graces. Other than this, they’re pretty average opponents that shouldn’t provide you with much trouble. ~Black Ops SWAT~ The ultimate enforcer of the TCTF, the Black Ops SWAT is a far tougher opponent than his underlings, the Black Ops Tactical Troopers and the TCTF SWATs. They wear completely black armour with a blue visor, and like the TCTF SWATs, have a lumbering figure that is quite deceptive. They have the same dangerous moves of the TCTF SWATs also, with the Lion Axe kick and Lion Fist remaining dangerous moves. They have high health and their combos and throws are damaging. All I can say is keep up the pressure and give them a good steady fight, with relentless kicks, punches, and the occasional throws. Only give them a chance to get up so they don’t get a cheap shot in as they rise, then leap up and pound them again. Did I mention they’re very competent marksmen? They’re dangerous opponents, these fellows. O~~~~~O~~~~~O 5d. Furies O~~~~~O~~~~~O The Furies are the women that Muro’s army wouldn’t be the same without. They’re quick, clever, and dangerous, but their light armour does make them weak in defence. ~Green Fury (Harridan)~ The Green Fury’s only major plus is that she is particularly quick. In fact, the Furies are the quickest troops of the Syndicate. Fortunately, this means that she has extremely low health. Your basic kicks and punches will be enough to take her down without too much trouble. You might take a little damage from her relentless attacks, but it’s nothing too big. ~Blue Fury (Banshee)~ The Blue Fury is the most common Fury, but she isn’t much harder than the Green Fury. She likes to block your attacks a lot and counter them with her own, but you should block these and get some good long-range kicks in. Basic mêlée attacks are all that you will really need - generally, you shouldn’t try special moves on furies, as they often take too long and are too slow so the furies can dodge them easily. ~Red Fury (Valkyrie)~ Wow, this one has really low health too! In fact, I’ll tell you something – even Red Furies can be almost killed by one backbreaker. Yeah. They’re not very intimidating now, are they? But seriously, if you can get a backbreaker in, do it. Otherwise, as I have stated before, kicks and maybe quick punches are the way to go. The Red Fury has the Ten-Shadow Punch which can be quite annoying, but if you are quick enough to evade it, then that is the only move that will cause you problems. O~~~~~O~~~~~O 5e. Ninjas O~~~~~O~~~~~O Ninjas are lightning fast and very acrobatic, but physically weak. They’re dangerous opponents though, and can be as surprising as they are creepy. ~Green Ninja (Infiltrator)~ The Green Ninja, while quick and agile, is not a very hard opponent. He has low health and doesn’t do too much damage, so good kicks, punches, and maybe a throw or two will have him down in no time. This Ninja, however, does have two or three annoying gimmicks that are common to all ninjas, so this section applies to the following two enemies, too. The first is that he occasionally dodges away from an attack making copies of himself that you will hit so he does not take any damage. Fortunately, he often seems unable to counter you if you can recover quickly after this. Second, is the Volt Suplex special move – this is a throw of sorts where he will grab Konoko’s head with his legs and throw her to the ground for decent damage. Third, most commonly used and also most annoying, is the Volt Stomp. The Ninja will jump into the air, usually while you’re doing a combo, and land on you for some good damage. It takes good responses to get away from the stomp, so keep on your toes when facing this quick yet weak enemy. ~Blue Ninja (Eliminator)~ The Blue Ninja is a dangerous opponent. He has all the characteristics of the Blue Ninja, but is a little more hurtful with his attacks and just a generally annoying and tough opponent. His health could be compared to that of the Green Striker. Often, Blue Ninjas are deployed with Green Ninjas. You should concentrate on neither, instead just pummeling whichever one gets closest to you. Just watch out for the Volt Stomps and the dodges… ~Red Ninja (Avenger)~ Personally trained by Mukade, the Red Ninjas are very dangerous opponents. By the time you first see them, you may be accustomed to the Ninja style of fighting, but these guys have a lot more health than the other two and are sometimes capable of going invisible. When there’s two of them, be prepared for a damn tough fight where you will need your wits and best attacks about you. O~~~~~O~~~~~O 5f. Tankers O~~~~~O~~~~~O Tankers are illegal SLDs (Simulated Life Dolls) created by the Syndicate’s corrupt scientists. They’re powerful, but a little dumb and quite slow. They are most often used as support troops for Strikers. ~Green Tanker (Skirmisher)~ I’ll be honest. I’ve never seen a Green Tanker, ever. I think maybe they are only in the PC Version. So, to make sure this guide has quality in every section, I’ll give you some basic Tanker tips here… The Tanker is a slow opponent who you can overwhelm quite easily with agile attacks and an on-the-ball mentality. They’re really not too difficult, and you should never be intimidated by them unless they’re in numbers or supporting other troops, in which case you should beat up anyone and everyone who comes near you. ~Blue Tanker (Brawler)~ Now the most common Tanker. Apply all the knowledge you’ve learnt from the Green Tanker section, and use it. Simple? Unfortunately, it’s not. The Blue Tanker has a lot of health and will take you a while to kill, and his Nuclear Tackle special move is very common. The Tanker will spontaneously jump up and spread his whole body in an attempt to smother Konoko and crush her under his body. It’s daring and leaves him vulnerable afterwards (you can get one or two leg sweeps in), but when he does hit, it’s annoying and damaging. Use evasive maneuvers to get out of the way of this common attack. Otherwise, the Tanker is relatively average and a little slow, so use basic attacks and throws against him. ~Red Tanker (Crusher)~ Uhh…Okay, I haven’t seen the Red Tanker either, not once. The only advice I can give you is that he probably is a better fighter and has more health than the Blue Tanker, but just use what you normally would against the latter and you should come out with barely a few scratches. Hope that helps. O~~~~~O~~~~~O 5g. Elites O~~~~~O~~~~~O Elites are the strongest basic enemies of Muro’s army. Massive, terrifying, and physically hugely powerful, they can take on three well-trained men and come out alive. Their speed isn’t bad either. They are only used for the most dangerous and important operations. ~Green Elite (Ogre)~ The Green Elite isn’t too hard of a opponent. His most prominent aspect is his ridiculous health, and the Cannonball Roll special move. This can’t be blocked, and will hit you for good damage more often than not. He will curl up into a ball and roll towards you at a fair speed – he also shouts the name of the move when he’s about to do it. This is probably your only warning to get the hell out of the way, but it is possible to hit him while he’s recovering. Often when he’s supporting other lesser troops, the Green Elite has a gun. You should use a running attack to knock this out of his hands, then try and concentrate on the others before you move onto the big guy himself. Unfortunately, the Elite will attempt to harass you with his Cannonball Rolls while you’re doing this, so keep him at bay too. Otherwise, the Green Elite can be taken down quite easily eventually. It takes time, but you should remember that Konoko is a little faster than him so kicks, punches, throws, and the Sledgehammer Heel should just slowly chip his health away until he’s gone. ~Blue Elite (Giant)~ Apply the same tactics as you did for the Green Elite when facing the Blue Elite. Be prepared for more Cannonball Rolls, though…And a lot of health to take off. A lot. The Blue Elite also uses the Whirling Dervish special move, where he spins around on the spot with his arms around to hit you. Fortunately, it’s possible to duck and leg sweep the fool, but if you’re near him, it may be a little hard to evade, seeing as it has very little warning. It isn’t as commonly used as the Cannonball Roll, thank God. Also, Blue Elites tend to appear in pairs. When they are in pairs, you should be careful to concentrate on neither, do a lot of evasive moves, and slowly whittle each one’s health down with throws (hopefully you’ll be able to throw one into the other) and special moves. They’re tough and arguably the hardest normal enemy in the game that you will find, so don’t expect an easy ride. ~Red Elite (Titan)~ The hardest normal enemy in the game, the Red Elite. However, I have never seen one. Urk. I’m not sure if they even exist, as described in the manual – ‘Titan class Elites are only rumoured to exist’. Technically they could have just been put in the manual as a scare for the arrogant players expecting an easy game. The manual states that they have the special move Crucifix Punch that Barabas also uses, so be wary of this and keep on your toes if you ever do come up against one. While they may simply not exist in the PS2 version, the Red Elite should be treated with respect if you come across one, and be prepared for a nasty battle with the king of the Syndicate’s henchmen. -----~-----~ 6. Bosses -----~-----~ The bosses are the nasty guys who there are generally only one of, and it’s safe to say that they’re an ever-present trademark of most good videogames. Oni has a large plethora of bosses, and they deserve their own section as such. O~~~~~O~~~~~O~~~~~O 6a. Deadly Brain O~~~~~O~~~~~O~~~~~O The Deadly Brain is your first boss, and he’s actually quite a hard one. To explain the battle, basically you have to run to each of the command consoles (you’ll know what they are) and activate all four of them in turn to defeat the Deadly Brain. Unfortunately, you have to do this three times (meaning you’ll have to activate them twelve times in total) before he’ll finally die. Sounds a bit easy, no? Well, while you’re running between each console, the Deadly Brain has lasers circling the room, and if you touch one of them, you’re in for some trouble. Automatic Guns will fire at you from all angles, and Screaming Projectiles will hunt you down and sap your health. They’ll only stop if you haven’t touched lasers for a long time, if you successfully activate all four consoles in a sequence (there are three sequences remember), or if you’re dead. Now it’s a bit more complicated, huh? Some tips before the battle: if you do touch a laser early on in the sequence (i.e. after only one or two consoles have been activated) then you haven’t got much hope. Just bear with the guns and make sure you’re dodging the lasers, but most important, avoid the Screaming Projectiles – these are what you MUST avoid, or you’re dead. If you’ve activated three already, I would suggest dashing to the final one and activating it quickly to make the guns stop. Also, when you’re in front of a console (in front of its screen), the lasers will not touch you – they seem to skip the console and they’ll carry on where there’s open space (i.e. between them). Remember this. One more thing, when you start the second and third sequences, you’ll be in front of a console. Activate this without moving, and you’ve effectively only got three consoles left to do in that sequence. Although that would seem obvious, there are people who think they have to go all the way around. I’ve seen them O_o Well, preparation aside, shall we go on to the battle? Why not? The first sequence, well, wait until a laser passes by the door and entrance to the Deadly Brain’s…arena, then dash to the console directly in front of you and activate it. If you carry on in the direction you should be going (to the console farthest from the door), then you’ll see that there are low lasers that you’ll have to jump coming towards you, and high lasers that you’ll avoid as long as you don’t jump following you. It’s easy to dodge these, to be quite honest, just make sure to jump forward over the low lasers and you’ll be fine. Just remember, as you should always do throughout this battle, to dash as soon as a laser reaches the console you’re currently at. This gives you lots more time. When you’ve done that, Shinatama will speak and the brain will seem to think it is quite the beauty brain. It’s gone a bit mad, but it’s still very dangerous. Now, if you carry on left, then you’ll notice two lower lasers that you must jump are coming towards you. So, what to do? Why not activate the console you’re currently at, and then head left towards the next, and so on and so forth, all the while jumping the simple lasers? It’s not hard at all. The brain has decided that it wants feet. Now it may have gone completely bonkers, but this time, very fast moving groups of five lasers will be advancing towards you. The only way to dodge these is to dash and then slide, or outrun them. This is where the battle gets its difficulty. Activate the console you’re currently at, then face the RIGHT, because we’re going to try and outrun them. Sliding is a bit hit and miss. As soon as a group of lasers passes the console you’re at, dash to the next one, but be very quick about it. Hopefully, you’ll make it. Repeat the process. If you do get hit at this stage, then carry on regardless, only making sure to avoid the screaming projectiles. Eventually you’ll activate all four consoles, and the brain will be shut down. O~~~~~O~~~~~O 6b. Barabas O~~~~~O~~~~~O Right at the start, Barabas will fire at you with his 1337 gun, but it isn’t actually 1337 at all. Don’t pick it up throughout the whole battle – it is too slow. Make sure to run to one of the sides and dodge the blast, then run towards him and jump kick him or at least knock him to the ground to make the gun fall out of his hands. Now keep leg sweeping him whenever he is on the ground, then use repeated Sledgehammer Heels whenever he gets up, or a few kicks to soften him up. If you let off for a while, he may use dangerous combos, a shoulder barge, or even go to pick up his gun. If he does the latter, quickly attack him and get it out of his hands. His most dangerous move is when he shouts ‘Earthquaker’ – he will jump and waves will reverberate across the ground, and they can hit you for bad damage. You have very little time to either get out of the way or jump to avoid them. Other than the Earthquaker, it’s a simple battle, as Barabas is quite slow and his only other feature is when you get him to orange health and leave him alone for a few seconds. At this point, he will say ‘Stronger, and stronger’ and regenerate his health – you must put a stop to him doing this immediately or he can get himself back to yellow health, which may be annoying if you had nearly gotten him killed. When you deal the finishing blow, he will fall, hurt, and zoom up into the sky to retreat and lick his wounds. O~~~~~O~~~~~O~~~~~O 6c. Barabas Redux. O~~~~~O~~~~~O~~~~~O This battle is very similar to the first time you faced Barabas, with the only difference being that you’re on the rooftops, and if you fall off, then you’re dead. If you knock Barabas off, then he will NOT die, and instead use his jetpack to zoom back up to the battlefield and even use a variant of Earthquaker which will hurt you if you’re near to where he rises back up. For this reason, try not to fight near the edges of the rooftop. As before, dodge his initial shot from the gun, then take him down with a Sledgehammer Heel or something. Then keep up the pressure, never allow him to regenerate, and don’t let him or yourself get hold of the gun. Just forget the gun, it’s crap for you but pretty good for him. He uses Earthquaker slightly more frequently this time, and is able to regenerate to yellow-green health, but those are the only two differences other than the rooftop thing. He also has the Crucifix Punch move, where he will pick you up and punch you for some damage, but this isn’t too much too worry about and it only happens if you’re giving him a chance. Pressure from repeated throws and combos, and leg sweeping while he is on the ground are what will whittle his health down while you stay in the green. Expert players may wish to go for a showboat kill. Get him on red health near the edge of the rooftop, then use a killing blow to knock him off. He certainly can’t get up from th |
