Afro Samurai Walkthrough :
This walkthrough for Afro Samurai [Playstation 3] has been posted at 20 Jul 2010 by pordie and is called "Afro Samurai FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up pordie and share this with your freinds. And most important we have 2 other walkthroughs for Afro Samurai, read them all!
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Walkthrough - Afro Samurai FAQ/Walkthrough______________ __________________________ .'`. ,' | ,' `. / \ / | / \ / \ | __________| | _____ ____ | / \ | |__________ | / | | | | / \ | | | | | | | | / \ | | | | | | | | / /\ \ | __________| | | | | | | / / \ \_| | | | | |____| | / / \ | | | | | / / \ | | | \ / /______/ \____________| |______| `.____________,' _____ _______ _ _ ____ _ / ____| /\ / _ _ \ | | | | / ___| /\ | | | |___ / \ | | | | | | | | | | | | / \ | | \___ \ / /\ \ | | | | | | | | | | | | / /\ \ | | ____| | / / \ \_| | | | | | | |_| | | | / / \ \_| | |_____/ /_/ \____| |_| |_| \___/ |_| /_/ \____| ============================================================================== AFRO SAMURAI FAQ/Walkthrough Copyright (c)2009 DomZ Ninja ============================================================================== Author: DomZ Ninja E-mail: domzninja[at]hotmail[dot]com Updated: 02/20/09 Version: 1.0 NOTE: This guide does contain spoilers! ______________________________________________________________________________ TABLE OF CONTENTS ______________________________________________________________________________ See that series of numbers to the right of each section? If you want to find a specific section in the FAQ, press CTRL + F to open a search box. Type in the series of numbers for the desired section that you're trying to find and press Enter. Whabam! The search function will take you there in an instant. 1] - Version History.................................. [0100] 2] - Controls......................................... [0200] 3] - Walkthrough...................................... [0300] 3.01] Prelude.................................. [0301] 3.02] The Daimyo's Story....................... [0302] 3.03] School Invasion.......................... [0303] 3.04] Sword Master's Story..................... [0304] 3.05] Okiko's Story............................ [0305] 3.06] The Lowdown East Pass.................... [0306] 3.07] Doppelganger............................. [0307] 3.08] Kuma's Story............................. [0308] 3.09] The Empty Seven's Story.................. [0309] 3.10] Ninja Ninja's Story...................... [0310] 3.11] Justice's Story.......................... [0311] 4] - Move List........................................ [0400] 5] - Collectibles..................................... [0500] 5.1] Mementos.................................. [0510] 5.2] Otsuru Bears.............................. [0520] 6] - Treasures........................................ [0600] 7] - Achievements..................................... [0700] 8] - Bestiary......................................... [0800] 8.1] Enemies................................... [0810] 8.2] Bosses.................................... [0820] 9] - Thanks/Credits................................... [0900] ______________________________________________________________________________ 1] VERSION HISTORY [0100] ______________________________________________________________________________ FAQ/Walkthrough #39 ------------------- Version 1.0 (02/20/09) - FAQ/Walkthrough complete and submitted. ______________________________________________________________________________ 2] CONTROLS [0200] ______________________________________________________________________________ .-----------------------------.----------------------------------------------. | D-Pad | Ninja Ninja Compass (Down) | |-----------------------------|----------------------------------------------| | Left Analog Stick | Move, Dash (Click) | |-----------------------------|----------------------------------------------| | Right Analog Stick | Move Camera, Center Camera (Click) | |-----------------------------|----------------------------------------------| | Start | Pause | |-----------------------------|----------------------------------------------| | Back | Skill Menu | |-----------------------------|----------------------------------------------| | X Button | Light Attack | |-----------------------------|----------------------------------------------| | Y Button | Heavy Attack | |-----------------------------|----------------------------------------------| | A Button | Jump | |-----------------------------|----------------------------------------------| | B Button | Kick | |-----------------------------|----------------------------------------------| | Right Trigger | Guard | |-----------------------------|----------------------------------------------| | Left Trigger | Focus (Hold) | |-----------------------------|----------------------------------------------| | Right Bumper | N/A | |-----------------------------|----------------------------------------------| | Left Bumper | Over Focus (With a full Focus meter) | '-----------------------------'----------------------------------------------' ______________________________________________________________________________ 3] WALKTHROUGH [0300] ______________________________________________________________________________ ============================================================================== 3.01] PRELUDE [0301] ============================================================================== After the opening cinema (yeah, get used to the blatant use of profanity in this game), you will begin on the outskirts of town. Ninja Ninja directs you to a bar in town, but you'll have to get past a few thugs first. Hey, it's hard work being Number 2. --- TOWN --------------------------------------------------------------------- A pair of thugs will charge across the bridge towards your location. Use light attacks by pressing X and heavy attacks with Y. You can access your skills list by hitting Back, allowing you to view a list of your available moves and combos. The enemies go down in a hiccup, so randomly mashing buttons works just as well too. - A note about health: As you can probably notice, there is no HUD screen displaying your health or anything of the sort. You must pay attention to Afro's figure to determine how much health you currently have. When Afro is nearing death, his body will produce a red outline. Killing enemies or finding Otsure Bears will replenish Afro's health. Proceed into town after the fight and locate the bar, which is on the left side of town (look for the shining door). Kick open the door with B and barge into the bar. The man you're looking for is inside, but a few commonfolk looking for fame and fortune decide to tango with Afro. Ninja Ninja will teach you the basics of Focus. Hold the Left Trigger to enter Focus mode. Time will slow down and Afro's sword will shine when he holds down X or Y. Hold down either button when facing an enemy; once the shimmer of light reaches the very tip of your sword, let go to perform a devastating slice. This is known as a Perfect Slice, and will automatically kill a weak enemy if pulled off currectly. You can also use the Left Analog Stick to aim your slices, allowing you to chop enemies up in various ways. After defeating three enemies, your target runs out the back door. Enter the alley to encounter a handful of ronin assassins. Use your Focus attacks and remember to block with the Right Trigger; they aren't too tough. A few ninjas chase after Afro once the coast is clear. Ninjas are much more agile than the regular street thug and can often overwhelm you with their speed and evasion. Enter Focus mode and try pressing B to execute a sweeping kick. If it connects, the ninja will be knocked to the ground and will be susceptible to a few cheap hits. Afro will lose sight of his target after killing two ninjas. Press Down on the D-Pad to view the Ninja Ninja Compass. Ninja Ninja will appear in a puff of smoke in the direction that you should be heading. It's a great tool whenever you get lost during a mission. --- COURTYARD ---------------------------------------------------------------- Your destination is behind the bar and to the left. Continue through the alley to reach a large clearing, but also take note of the teddy bear lying on the floor. - Otsuru Bear #1 The first Osturu Bear in the game is right under your nose. It is lying on the ground in front of the large clearing behind the bar. When struck with your sword, Otsuru Bears replenish Afro's health and also increases his Focus. Next up, enter the courtyard to confront the large number of assassins. This is your first large-scale fight. There are 20 or so ronin assassins and a few ninjas thrown in here. Luckily, Afro has another trick up his sleeve. Hit the Left Bumper to activate Over Focus. When in Over Focus, everything around Afro slows down while you attain your normal speed. This allows you to skate between enemies, chopping 'em up with ease. Your attacks also increase in power, as it only takes one or two hits to kill an enemy in Over Focus. - A note about Focus Like with your health, there is no bar to determine how much Focus you have. Pay attention to the pendant dangling from the sword in Afro's right hand. When it glows, it means that your Focus is filled, meaning you can use Over Focus. To fill up your Focus, kill enemies. When your Focus empties, Afro will return to his normal state. Continue slaying ronin assassins and ninjas by executing various combos. When your pendant begins shining again, enter Over Focus. - Otsuru Bear #2 You will find this Otsuru Bear in front of a door in the enemy-filled clearing; it's incredibly hard to miss. Once the enemies are defeated, your target is stopped and brutally murdered by a mysterious man. The good news is that he's out of your way, but the bad news is that you are then prompted to fight this fiend. The catch is that it is impossible to win this swordfight. Try and fight back only for Afro to get his ass handed to him on a silver platter. ============================================================================== 3.02] THE DAIMYO'S STORY [0302] ============================================================================== This chapter starts off with a flashback, before Afro even obtained the Number 2 headband. Walk forward on the bridge towards the crows. - Memento #1 When you spot a murder of crows, walk through to make them scatter and for you to obtain the Memento. Unlocking all five in each level will earn you a new skill. The first Memento is in front of you at the level's start. --- TOWN --------------------------------------------------------------------- Defeat the assassin waiting on the other side of the bridge and enter the town. A few more enemies come rushing to your location, so disembowel them with your range of combos. You will receive a message after the assassins' defeat, which suggests that wall climbing may be in order to continue on. First off, lets explore the town. - Otsuru Bear #3 Ignore the main pathway for now and cut to the right side of town. Pass by the buildings and stay near the water's edge to reach a small pier. Descend the stairs onto the pier to find the bear. - Otsuru Bear #4 From the town's entrance, pass by the two houses on the right and sneak in between the second and third. The building in front of you has a low roof, so jump and pull yourself onto the roof. Hop onto the roof of the building just to the left and you should spot the bear next to you. Afro will encounter a gunner high up on the adjascent balcony. As he loads and begins to fire his gun, block the bullet shots to avoid taking damage. Drop down from the roof and follow the mansion's outer wall towards a small nook. Wall jump up to the ledge; jump towards a wall, then press A as your foot hits the wall. Alternatively, you can wall run by jumping towards the wall, then holding down A. Either technique will lead you to the balcony. Enter the room and come out on the other side to confront of the gunner. Eliminate him however you wish and head inside the room behind him. Approach the lever on the left wall and wall run to reach it. Afro will pull the lever to unlock half of the mansion gate. Exit the room and slowly walk across the narrow beam. You will find the second level inside this next room. Pull it to fully open the mansion gate, then drop down and proceed inside. --- MANSION ENTRANCE --------------------------------------------------------- Upon entering the entrance to the mansion, Afro will immediately be surrounded by four ronin assassins and one samurai. The assassins are a bit tougher than the foes you have previously clashed with, but they can still be taken down with ease if you use Focus. More assassins will jump out of the water to replace fallen comrades. In total, there are about ten assassins. The samurai is the toughest foe you have faced, for he is the most skilled. He can easily dodge your Focus attacks and is a quick striker. Block constantly and activate Over Focus if your Focus meter is filled. It's easiest fighting the samurai if the other enemies have all been dispatched. After slaying all the competition, head up the stairs to the front porch. - Otsuru Bear #5 The fifth Otsuru Bear is on the far end of the porch's right side. - Memento #2 You can find the Memento on the left side of the porch; again, the Memento is represented by a murder of crows. Kick open the mansion door after collecting both items. --- MANSION ------------------------------------------------------------------ You will be greeted by Daimyo in the foyer, who toys with Afro by sending out some assassins. After killing them, Daimyo reveals himself as the brother of the Sword Master. - Otsuru Bear #6 The bear is located on the back left-hand corner of the foyer. - Otsuru Bear #7 The bear is located on the back right-hand corner of the foyer. Snag the two Otsuru Bears and kick open the door on the left side of the mansion foyer. Run down the hall and defeat the trio of assassins waiting for you down the staircase. Dash into the clockwork room at the end of the hall. Proceed across the balance beam and walk to the left once on the other side. Jump towards the metal bar hanging just out of reach; Afro will grab onto it and perch on top. Do the same with the next railing, then hop onto the ledge. Go carefully across the next beam and drop down the platforms on the left to reach ground level again. Kick the switch on the piece of machinery to move the clock hands back in the foyer, conveniently creating a platform to the upper floor. Walk across the beam to the other side of the room and go through the now-open caged door. A few assassins will be waiting at the end of the hallway, but they should pose no real threat. Kick open the door and climb the stairs to reach the foyer again. Returning to the foyer triggers another assassin ambush. This battle is fairly difficult due to the presence of two samurais. Like always, take out the lowly assassins before targeting the deadly samurais. Or if you don't mind using Over Focus, use it to immediately slice the two apart. Climb the stairs and walk to the left to reach the clock hands. Proceed across to reach the second floor, then follow the walkway to reach a dead end. To make your way to the other end of the second floor, you'll have to use the front door as a stepping stone. While standing at the edge of the walkway, jump towards the wall in a diagonal line. Hold A to perform a wall run to reach the middle point -- the top of the front door. - Otsuru Bear #8 After wall running onto the balcony above the front door, grab the Otsuru Bear; it's in plain sight and impossible to miss. Wall run to the other side of the foyer, then go to the right. Follow the walkway into a small side room. - Memento #3 After reaching the left side of the second floor, follow the walkway into a side room. The Memento is located in the dark corner of the room; it's hard to spot, so walk around until you spot the flapping wings of the crows and hear your father's disturbing lauch. Backtrack and proceed through the open door. Kick open a door at the end of the hallway to enter the stripper room. Yes, the stripper room. I'm pretty sure this is the only game where you have to kill ninja strippers. Hell, this is the only game where you can even encounter ninja strippers! Despite their scantily-clad appearance, these chicks are very durable and hard to take down. If you want to end things quickly, just go into Over Focus and slice 'em all up in one smooth motion. - Otsuru Bear #9 Before leaving the stripper room, make sure to pick up the Otsuru Bear lying on the chair. That's got to be the dirtiest bear alive... Round the corner to encounter two more naked ninjas! Oh, and two assassins. After eliminating the group, move ahead and kick open the door. Drop down into the trophy room to find two more stripper ninjas. - Otsuru Bear #10 You can find another bear by smashing the glass case in the left side of the trophy room. After healing with the Otsuru Bear, leap onto the tipped trophy display and use it to reach the ledge above. Pull yourself up and open the door to ultimately reach the upper portion of the clockwork room. There are plenty of enemies in this room just dying to end your life, so things may get a lil' hairy. Jump onto the central wall and fight the enemies up here. It's too narrow to carry a lot of enemies, so once they hop on you can knock them right off. Keep this up to clear out the whole crew. After emptying the clockwork room, kick the four switches in the four corners of the room to activate an elevator. After the room rises, don't leave through the exit just yet. - Memento #4 After elevating the clockwork room up one floor, locate the metal rails and perch on top of the lowest one. Jump to the second, then onto the ledge just above you. Go across the wooden beam and continue across the perimeter to find the Memento in the far corner. Drop down onto the central wall and kick the door wide open. - Otsuru Bear #11 The bear is lying in the hallway just past the clockwork room. Take the Otsuru Bear and enter the next room. Daimyo continues antagonizing Afro and leaves the room, but not before filling it with poisonous gas! Afro will slowly take damage every second he breathes in the poison. You can click the Left Analog Stick to dash, so use this nifty ability to quickly progress through the room. There are a few Otsuru Bears in this room to keep your health in top-notch. - Otsuru Bear #12 The Otsuru Bear is found in a side room on the second floor. - Otsuru Bear #13 The Otsuru Bear is found in a side room on the third floor. - Otsuru Bear #14 The Otsuru Bear is found in a side room on the fourth floor. - Otsuru Bear #15 The Otsuru Bear is found on the fifth floor, just before the ramp leading up to the sixth floor. Once you reach the top of the room (the seventh floor), kick open the door to free yourself from danger. --- MANSION ROOF ------------------------------------------------------------- Finally, we're outside the mansion. Well, the only way is up, so get moving! - Otsuru Bear #16 You can locate yet another Otsuru Bear laying next to a support beam beside the staircase. As you go up the stairs, you'll come to a fork. - Memento #5 Take the left path leading down towards the side of the roof. Go under the swirling dragon archway and proceed down the narrow path to reach the last Memento at the end. - Otsuru Bear #17 After collecting the fifth Memento, head under the dragon arch to the right to find the bear lying dangerously on the wooden railing. Return to the forked staircase and take the upper path to encounter a crapload of ronin assassins. This'll be fun. If you find a few grouped together, enter Focus mode and use a charged horizontal slash to cut two or three unlucky foes in half. Try to keep your health up by blocking constantly, because the battle isn't over once you kill the assassins. BOSS: Daimyo ------------------------------------------------------------------------------ Don't bother wasting Focus at the start of the boss battle. Slash Daimyo a few times as he charges towards you. After a handful of sword slashes, a cutscene will start where Daimyo teaches Afro how to parry. Why? I'm gonna have to get back to you on that one. To parry, press the Right Trigger just as the enemy strikes to temporarily stun them, essentially opening up a large window of attack. Once the enemy is knocked back, deliver a few quick blows. I will admit that I had a very hard time pulling off a successive parry. A tip for a successful parry is to pay attention to the shimmer on Daimyo's sword; when it reaches the very tip of the sword, press the Right Trigger. A small puff of smoke along with the enemy being knocked back signifies a successful parry. The entire boss battle against Daimyo revolves around parrying. Continue using parries to damage Daimyo; try to avoid using focus and instead rely on quick combos to deplete his health. Remember, Daiyo's body slowly turning dark red symbolises his health bar slowly draining. ------------------------------------------------------------------------------ After Daimyo's death and the subsequent cutscene, the mission will end. ============================================================================== 3.03] SCHOOL INVASION [0303] ============================================================================== Afro confronts his mentor, Sword Master, in regards to his status as Number 2 or not. Before a conclusion is reached, the school is invaded (hence the name, duh) by ronin assassins. --- SCHOOL ------------------------------------------------------------------- Afro and Sword Master begin on the third floor of the school. Follow Sword Master as he descends down to the second floor. Help him defeat the small band of assassins here, then continue to the first floor. After helping your master kill more enemies on the ground floor, he will show you the exit. - Otsuru Bear #18 Before exiting the school, head towards the far-right wall. Hop onto the short ledge and you should find the Otsuru Bear tucked away in the corner. --- TRAINING GROUNDS --------------------------------------------------------- The Sword Master is already tackling groups of assassins just outside the school. Your master is a very competant fighter, so you shouldn't have too much of a load in your hands. Three more assassins drop down from the rooftop after their friends have been taken out of the picture, but they should go down just as easy. - Otsuru Bear #19 Locate the Sword Master after the enemies have been defeated. Hug the rock wall to his left and you should eventually spot the bear lying on a rock near the school. - Memento #1 To the right of the Sword Master is a small nook between a building and a rock. Sneak through the small passage to reach the Memento. Pass by the Sword Master and follow the cliffside. At the gap, wall run across the wooden boards and proceed through the canyon. At the dead end, perform a criss cross jump to reach the upper ledge. To do this, wall run up the wall on the right, then press A at the peak of your run to jump. Press A again to jump back and over the edge. The training grounds are occupied with assassins. Figures. Activate Over Focus to do away with the large amount of enemies. You will also find a sole ninja, who usually stays back from the action. Locate and take him down. - Memento #2 From the entrance to the training grounds, walk to the left to reach some wooden dummies and targets. You should be able to find a murder of crows in between them. Go north through the training grounds and down the stairs. Continue across the walkway, jumping over the many holes in the floor. Slay the three assassins while keeping your footing, then move forward. - Otsuru Bear #20 The Otsuru Bear is lying in plain sight on a rock just after crossing the wooden walkway. You'll have to take the hard route to reach the other side of the cliff. Drop down the steps towards the stone spires. The game will teach you how to jump during a wall run. It's simple: as you are wall running, press A to leap forwards with great might. Try it on the smooth rock wall to your right. Jump to the stone spire, then do it again to reach the grassy ledge. Follow the winding path to reach a very steep slope leading up to the gate area. Wall run up the ledge on the right, then continue up the second ledge. Hop to the left and pull yourself up to the next step. Walk across the beam and you'll be on your way. As a rude assassin flips you off from across the walkway, follow him to the alarm bell. Stand your ground as a group of assassins jump you. Use Over Focus if you'd like and watch out for reinforcements. Try not to get surrounded by multiple enemies. Sound the alarm bell with your foot after the enemies have been eradicated. Just as you do, a giant and his ninja buddies try to break through the main entrance. Defeat the ninja that ambushes Afro and jump through the wall he broke down. Your goal is to stop the three enemies from breaking in. The ninjas will notice you first, so try to kill them without alerting the giant. Go into Over Focus if you can; if not, enter Focus mode and use a sweep kick to take the ninjas off their feet. Once it is time to square off with the giant, slash his back to get his attention. The giant is a naturally powerful enemy, so take your time to block and/or dodge his spiked club. Throw him off-balance with heavy attacks, then go into Focus and use charged blows to finish him off. - Otsuru Bear #21 If you need health from the battle against the giant or just in the mood to collect, you can find an Otsuru Bear to the left of the main door, lying on a pile of small rocks. More ronin assassins will charge towards Afro. They should be no match for a fully-healed Afro. Make way through the open gate and across the bridge to confront the gunner; he chickens out and flees as ninjas rush onto the scene. Ignore the ninjas right off the bat and go after the gunner. If you leave him be, he will snipe Afro from afar while you tango with the ninjas. You can try going into Over Focus and eliminating the gunner along with a few ninjas as well. More ninja reinforcements appear after dispatching the initial bunch. You may notice a ninja dressed in gray and blue garb -- clothing unlike that of the ninjas we have previously encountered. These guys are a bit tougher than your average ninja: possessing superior strength and agility. Don't mess around with these guys, so go right into Focus and stick it to them. We won't be able to continue down the trail due to a raging fire, so turn around and head back towards the gate. - Memento #3 After crossing the bridge back towards the school entrance, look to the left of the open gate to spot the Memento. - Otsuru Bear #22 After crossing the bridge back towards the school entrance, look to the left of the open gate to spot the Otsuru Bear. It's right next to the Memento. - Otsuru Bear #23 After crossing the bridge back towards the school entrance, go to the right to find an Otsuru Bear lying on a rock next to the bridge's base. Proceed through the gates leading back to the front door and turn around. Jump on top of the catwalks on either side of the gate, then wall run up the wall to grab the lever. Doing so will temporarily raise the bridge up. However, the bridge will lower back down after a few quick moments. You must pull both levers in a matter of seconds to fully raise the drawbridge. As you try to pull the levers on either side of the gate, assassins will try and halt your progress. After pulling the first lever, drop down and pass the gate, then hop up to the next catwalk and yank the second lever. Kill the remaining enemies after the bridge has successfully been raised to start a cutscene. --- RESCUING THE CHILDREN ---------------------------------------------------- Three children, including Otsuru, have been abducted. Follow Jinno out of the safe house towards the training ground. The first child is stashed in a wooden hut in the center of the training ground. Your goal is to protect the youngster from assassins and ninjas. Only target the enemies that are physically attacking the kid; let Jinno deal with the other baddies. Once the first wave of assassins are eliminated, some ninjas appear in pursuit of the child. Use Over Focus to dispatch them with ease. Once protecting the child against three waves of enemies, he will be rescued. The second child is hiding under a water tower next to the school. Jinno suggests splitting up, which pretty much means that you're going to have to do this alone. Backtrack along the cliff path to reach the water tower. Unlike the previous kid, this rascal is being pestered by hordes of ninjas. No assassins here; just ninjas and the masked blue and gray ninjas. The enemies here are a lot more difficult, and the fact that you have no reinforcements makes defeating them a chore. Use Over Focus to take out the tougher enemies and leave the stragglers to normal combos. Jinno arrives just in time to rescue the kid. Otsuru is the third child needed to be rescued, but lets pick up one of her bears first! - Otsuru Bear #24 After rescuing the second kid, turn around and walk away from the alley towards the stone staircase leading to the school. The Otsuru Bear is hidden on a stone step next to the staircase leading to the school's entrance. Return to the alley and round the corner. - Otsuru Bear #25 Behind the burning building is a pile of sandbags and a few crates. Jump over the beam in the way, then immediately turn around; the bear is lying on one of the crates. As you try to enter the building's back entrance, Afro will be spotted by a band of ronin assassins. Quickly use Focus attacks and wait for the next wave to appear. A total of three groups attack Afro at a time. Once the fighting ceases, quickly enter the dojo. An assassin has found Otsuru and slowly stalks her. You must reach her and eliminate her pursuer before the worst can occur. - Memento #4 Immediately after entering the burning building, jump onto the ledge and follow the right path to find the Memento. Turn around from the dead end and take the left path instead. Two assassins round the corner and attack, so defeat them as quickly as possible. Proceed onward and jump over the falling beam that blocks your path. Enter the small courtyard on the right and dash through to reach Otsuru's attacker. Once the jerk is killed, Jinno will swoop in and save Otsuru. - Otsuru Bear #26 The Otsuru Bear is directly to the left of the doorway leading back into the courtyard. Backtrack into the courtyard, where another impromptu battle will begin. A samurai orders a group of assassins to do you in. They should give you little trouble. Next up, the samurai sends a few ninjas down. Go into Over Focus and take them out before they even know what hit 'em. Of course, the samurai flees after his henchmen get mowed down. Exit the building and head back towards the water tower, which promptly collapses to the ground. It blocks the path back to the training ground, leaving the burning school as the only entryway. --- SCHOOL ------------------------------------------------------------------- Upon entering the school, burning beams will block the entrance and seal your fate inside. Eliminate the wave of rogue assassins on your tail, then make a beeline to the second floor. Afro encounters two ninjas and a gunner across the hall. Ignore the ninjas and immediately charge towards the gunner, ending with a fatal combo. Slice up the ninjas as well before heading up to the third floor. You'll find Sasuke, one of the students, defending against ronin assassins on the third floor. Help him dish out the pain to these fools until s'more jump out onto the balcony. Continue slaying enemies until a cutscene. --- BODHI TREE --------------------------------------------------------------- The students watch as the Sword Master gets totally owned over at the Bodhi Tree. Afro insists on helping him, and thus the mission begins. - Otsuru Bear #27 After descending the second flight of stairs in the tunnel, look to the left in the large opening to spot the bear resting on a rock. Run through the tunnel until it empties out onto a cliffside. A few assassin enemies storm the area, but defeating them is very simple. Use quick strikes and kicks to knock the assassins into the raging waters below. - Memento #5 Walk down the two sets of stone steps and immediately look to the left at rock pillars. Their walls seem to be abnormally flat, allowing you to wall jump across the two. Perform a criss cross jump to reach the top of the rock spire. Leap across the gap to the pillar in front of you, where the final Memento lies. Drop down into the canyon passage until it spills out into another clearing. Slay the two ninjas that get up in your face and follow the relatively straightforward path. Kill the assasins that ambush you, then proceed up the stone stairway. - Otsuru Bear #28 As you make your way up the stone steps, you'll reach a stone pillar to the side connected to the steps via a wooden beam. Carefully cross the beam to reach the pillar, where the Otsuru Bear lies. Head up the stairs the rest of the way to reach the Bodhi Tree and the Sword Master. Accompany him in the task of disemboweling a few ninja groups. Nothing too difficult here, especially since the Sword Master takes most of the abuse. After the fight, a shocking cinema wraps up the level. ============================================================================== 3.04] SWORD MASTER'S STORY [0304] ============================================================================== The Sword Master reveals the Number 2 headband to Afro and challenges him to a duel for the ages. - Otsuru Bear #29 The first Otsuru Bear is lying out in the open near the left side of the Bodhi Tree's base. - Otsuru Bear #30 The bear can be found by straying to the right side of the area (facing the tree) and searching the pile of rocks near the cliff's edge. BOSS: Sword Master ------------------------------------------------------------------------------ The fight against the Sword Master is a lot easier than expected; it's in many ways a rehash of the battle against Daimyo (though the Sword Master doesn't hold your hand as much as the latter). At the very start of the battle, the boss doesn't do much to protect himself from your onslaught of sword attacks. After damaging him a bit and a cutscene snippet, the Sword Master will begin blocking the majority of your strikes. Like the Daimyo fight, using Focus in its entirety is out the window, for the Sword Master blocks any Focus attack in near perfection. Use quick, horizontal strikes to pester the Sword Master in hopes of him dropping his guard. The Sword Master's attacks are easily predictable and aren't anything of great note. His most powerful attack is his overhead slash, which can easily knock Afro back on his butt. Remember to press the Right Trigger just as the boss's sword shimmer reaches the tip of the blade; you will perform a parry and stun the Sword Master. The main basis of this swordfight is to block the Sword Master's attacks and continuously parry. With the master stunned from your parry, unleash a mini combo to knock a few chunks off of his health. You will view another cinema snippet after taking away most of the Sword Master's health; the battle will end soon after if you deliver a few more powerful hits. He jumps around like a jackrabbit and manages to block even moreso than before, but stick to the same strategy to come out victorious. ------------------------------------------------------------------------------ The Sword Master is dead, and Afro is in possession of the Number 2 headband. I s'pose congratulations are in order. ============================================================================== 3.05] OKIKU'S STORY [0305] ============================================================================== Afro wakes up in a strange house owned by a woman named Okiku. She describes what has happened the past week the two have been together. So... it's pretty much a flashback narrated by the strange Okiku. --- THE FOURTH NIGHT --------------------------------------------------------- There's nothing important inside Okiku's house, so leave and and watch as the woman enters the valley. - Memento #1 As you exit the house, hug the perimeter to the left. Once on the side of the house, you should spot the crows resting on a wooden board in the corner of the yard. Go across the wooden bridge and follow Okiku into the valley. From the first ledge, jump across the two green platforms to the other side. Hop up the ledge to reach a tree trunk acting as a makeshift bridge. Run across the tree to the next, enemy-filled, area. These ronin assassins are a bit tougher than normal since they tend to block much more than usual. After defeating the batch of enemies, hug the rock wall where the waterfall is pouring down from. - Otsuru Bear #31 There is a very narrow path stretching underneath the waterfall. Hug the rock wall and follow the path underneath the roaring waters to reach a dead end and an Otsuru Bear. Return to the other side and jump across the streams using the stepping stone. As a reminder, Afro cannot swim, so use extra caution when around water. Jump up the rocks to encounter a large warrior named Takamori. Again, the fame and fortune of wearing the Number Two headband. Takamori is a big dude, but he isn't to be compared against bosses. He isn't much tougher than normal enemies and can easily be blocked and attacked with Focus attacks. Try using parries to block Takamori's attacks and temporarily stun him. The battle shouldn't last too long. The fight after Takamori's demise is much harder. A gunner is stationed on a rock wall not too far away from your location and will continuously shoot at Afro while he has his hands full with ninjas and ronin assassins. It's best to take out the gunner first to avoid having to block his bullets over and over. Run towards the rock wall and pull yourself up to his location, then quickly dispatch him. Deal with the ninjas by using Focus attacks and so on. There are a LOT of enemies here, so keep guarding and watch your health. Backtrack a lil' bit to a small bridge leading into a cave. Head inside to reach another waterfall. Drop down to its base to do battle with three more assassins. Afterwards, jump across the waterfall's base by using the stepping stone in the middle of the river. - Otsuru Bear #32 Just after crossing the waterfall, look to your right to spot the bear lying on the floor near a broken bridge. There seem to be a few different ways you can reach Okiku here, because there are plenty of rock ledges and various platforms to reach. Your main task is to follow the lanterns, because they always lead you in the right direction. Run forward across the narrow ledge to reach a log. Jump on top and move across to a narrow passage. Hop up the ledge and proceed forward into a bamboo forest. You can either take the upper path or the lower path here; it doesn't really matter which option you stick with. Take the high path at first and follow the lanterns to a bamboo bridge. - Memento #2 Drop down from the bamboo bridge and head towards the lit doorway on the ground floor. Head through to reach a small hut, where you will find the Memento on the front porch. Backtrack through the doorway again and follow the lower path to another bridge. Head across to an intersection, where Afro catches sight of Okiku again. At the fork, take a left to reach the bridge Okiku crossed just now. Follow her across the bridge to reach a second one. Head across for a scene. Ooh, I knew Okiku was a little too strange! Follow Brother Two's android ninja across the bridge in front of you. Pursue the android ninja to the next large section of the valley. Walk onto the dock, then jump to the rock formation to your right. Jump across to the next ledge, then continue through a door. It's not too difficult and despite the confusing nature and size of this level, it is fairly straightforward. Okay, now things are getting REALLY strange! We are back at the town from the prologue! - Otsuru Bear #33 The bear is lying just to your right at the entrance of the town. Walk across the bridge to encounter another group of enemies; Ninja Ninja feels this is a good time to introduce a game of his: Ninja Ninja's Body-part Poker! Yep, that's what it's really called. - A note about Ninja Ninja's Body-part Poker: To start the game, first locate Ninja Ninja onscreen and run into him. His hand will appear on the bottom of the screen, holding a cigarette and three cards. The game ends once Ninja Ninja's cigarette runs out (usually around 60-90 seconds). You must slice and dice enemies to get a card and hopefully achieve a playable hand. The card's suit is represented by the enemy you are facing (ronin assassin, samurai, ninja, etc.) and the face cards (King, Queen, Jack) are represented by the enemy's body parts: head, arms, and legs. It's all about luck, so go out there and start chopping body parts in hopes of successfully getting a card; Ninja Ninja will let you know how you did. Here are the possible hands you can get in the game: Ronin Flush - get 3 any kind of "Ronin cards" Ninja Flush - get 3 any kind of "Ninja cards" Kunoichi Flush - get 3 any kind of "Kunoichi cards" Android Flush - get 3 any kind of "Android cards" Samurai Flush - get 3 any kind of "Samurai cards" All Legs - get 3 any kind of "Legs cards" Ronin Legs Flush - get 3 "Ronin Legs cards" Ninja Legs Flush - get 3 "Ninja Legs cards" Kunoichi Legs Flush - get 3 "Kunoichi Legs cards" Android Legs Flush - get 3 "Android Legs cards" Samurai Legs Flush - get 3 "Samurai Legs cards" Heads Up - get 3 any kind of "Head cards" Ronin Heads Flush - get 3 "Ronin Head cards" Ninja Heads Flush - get 3 "Ninja Head cards" Kunoichi Heads Flush - get 3 "Kunoichi Head cards" Android Heads Flush - get 3 "Android Head cards" Samurai Heads Flush - get 3 "Samurai Head cards" All Arms - get 3 any kind of "Arms cards" Ronin Arms Flush - get 3 "Ronin Arms cards" Ninja Arms Flush - get 3 "Ninja Arms cards" Kunoichi Arms Flush - get 3 "Kunoichi Arms cards" Android Arms Flush - get 3 "Android Arms cards" Samurai Arms Flush - get 3 "Samurai Arms cards" Straight - Get any type of Head, Arms, and Legs card Ronin Straight Flush - get 3 Ronin Head, Arms, and Legs card Ninja Straight Flush - get 3 Ninja Head, Arms, and Legs card Kunoichi Straight Flush - get 3 Kunoichi Head, Arms, and Legs card Android Straight Flush - get 3 Android Head, Arms, and Legs card Samurai Straight Flush - get 3 Samurai Head, Arms, and Legs card The game is all about luck, so don't worry if you fail to get a good hand. The reward for winning is experience, health, and Focus, so at least the prize is nice. Don't fret if you fail your first time; there will be plenty of other times to play Ninja Ninja's Body-part Poker in the future. Okay, that was a long-ass note. Sorry. While the game may be over, the fight certainly isn't. Your first priority is to jump onto the low roofs and defeat the two gunners (one is across the courtyard). After they're toast, the battle will be a lot easier. - Otsuru Bear #34 Don't forget to collect the Otsuru Bear in this area; it is located in the courtyard, tucked away in a small corner in front of the large building. If you fail to collect it after the battle, you'll miss out on it for good! The final enemy is another gunner in an alleyway near the courtyard. He is on the floor, so dash towards him and end the poor sap's life to witness another cutscene. --- THE FIFTH NIGHT ---------------------------------------------------------- Luckily for us, the fifth night happens to be a heck of a lot shorter than the fourth night. You start back at Okiku's home, so return into the valley. Jump across the moss-covered platforms and up to the log bridge. Cross it to reach the first waterfall. Okiku is waiting for you on the gazebo above; your job is cut short as a cinema begins. --- THE SIXTH NIGHT ---------------------------------------------------------- Told you it was short. Once again, exit Okiku's home. However, things turn out unlike the norm when android ninjas start emerging from the well! An unlimited amount of android ninjas emerge from the well as a pouncing tutorial appears onscreen. To pounce on an enemy, perform a parry then immediately press A just after as the enemy is still stunned. Afro will, like the name implies, pounce on the enemy. From here, you can perform a number of executions by pressing any of the four main buttons (A, B, X, and Y). Alternatively, you can also throw the enemy by using the Left Analog Stick while holding A. Throwing enemies can also be used to solve puzzles... like this one here. Since the android ninjas emerge from the well non-stop, destroying the well itself doesn't sound too bad of an idea. Approach the well and pounce on an android ninja after it jumps out. Hold A and aim for the well as you toss the android; it should collide with the well and destroy it. Like Ninja Ninja says, all we really need to do is plug up a few holes and we're good to go. If only it was that easy. Head back into the valley. Head across the two green platforms and instead of taking the log bridge, follow the passage to a new open pathway. - Mememto #3 Just after hopping over the green platforms and continuing straight ahead, drop down to reach a fork: to the left is a log bridge and to the right is a canyon. However, turn around to find the crows tucked in the corner next to a lantern. You most likely jumped over them from the ledge above. Go to the left across the log bridge. Run across and up the ledge. If you haven't figured it out yet, the shining white lines point you in the direction you should be going. The second android tunnel is located in the bamboo forest. Let the wave of android ninjas lead you to it. Again, pounce on an android ninja and throw it into the tunnel; it's a much smaller target than the well. This tunnel will take two hits from android ninjas before beind destroyed. The third android tunnel is located in the town. I'm sure you remember how to |
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