Nitro Express

Nitro Express

29 ratings
The AVDS Handbook (W.I.P.)
By Stolen Kektus
A small compendium of useful things to know. This guide is currently a work in progress.
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INTRODUCTION
Welcome to the Atypical Vehicle Disposal Squad!

If you have suggestions, wish to contribute tips or clarify errors in this guide, you are free to do so in the comments and you will be credited accordingly if your information makes it into the guide!

All videos posted in this guide WILL NOT and MUST NOT contain advertisements
If this changes because of whatever, please inform me in the comments so I can remove them.
CHANGELOG
05/21/2025 - Initial version. Guide covers important gameplay elements not explained in detail, Weapon Proficiency, Firing Positions and how to beat Mission 19 easily.

05/21/2025 - Added sections for two loadouts, one for the early game and one for endgame content.

05/22/2025 - Added sections for Nitro Express gameplay design theory and Case 01

05/25/2025 - Added an emergency section warning of save data being wiped if you pressed F8

05/26/2025 - Removed that same section to reflect a game update removing that. Added the campaign's Cases. Tweaked the boss blueprint design to better showcase their weak points. General proof-reading and grammatical improvements.
IMPORTANT TIDBITS
  • There is a 60 FPS community fix available here: https://gall.dcinside.com/m/indiegame/211622

    Just simply drag and drop the Resources folder into the game's folder, then confirm to replace any files.

    WARNING REGARDING LEVEL 4
    The physics of this game are tied to the framerate. Having the game set to 60 FPS reduces your jumping height to the point of rendering this level unbeatable unless you use a trick boosting yourself by dropping a grenade and jumping over it at the exact moment so the explosion propels you just enough to reach the ledges.

    If you wish to revert this change, just verify the game's file integrity through Steam.
    Special thanks to Barkhorn for this one.

  • You can skip cut-scenes holding left click

  • All enemies have weak points, shooting those result in a critical hit being administered. Normally it is the red eye on the majority of enemies, but can be other vital components.

  • You can suffer friendly fire from your own explosions. That includes your own grenades or the Rocket Launcher. Watch where you throw any grenades for they can land close to you, watch when and where you shoot rockets to prevent a trash mob blocking your projectile with its face right in front of you.

  • If you're surrounded by enemies, it's recommended you spam your roll away to safety like any Chosen Undead/Tarnished/Gears of War player. Be careful to not roll into incoming danger.

  • Rolling interrupts your reload. Jumping doesn't.

  • Not mentioned in the Shield's description: it automatically bashes enemies close to you or downright invading your personal space, shoving them forward. A shield bash consumes a portion of its HP.

  • Prioritize buying the Flamethrower. The game's primary difficulty gimmick relies on trash mob enemies absorbing your bullets before they can reach their intended target. The flames of this weapon pierce through enemies, allowing you to clear the screen of living obstacles while preserving your ammo.

  • Completing a mission will allow you to write an official After Action Report, accessible in the main menu. The score you get when writing reports is based on your clicking speed. A particularly fast masher could earn in average 6k credits per paperwork session.

  • Reading the Horoscopes allegedly affects the performance of a randomly-chosen weapon. Further testing is on-going to determine if that's just funny stuff or they legitimately affect a specific variable.

  • The Laser Irradiator is unlocked upon completing Floor 10 in Mission 20's eternal underground elevator and has an unlock cost of ¥98,000. The fight involves two bosses at the same time, so luck may decide if you get a decent fight or absolute madness.

  • I caught on camera a very rare enemy: A red Type 99 bot. This one features a unique self-propulsion system that has it fire itself towards you like a human cannonball while also having a reinforced frame giving it extra health. Upon collision, it flies away to hurl itself again. It is not an explosive kamikaze bot despite what the color may imply, the impact deals 12 damage and counts as a heavy strike, so it stuns Asahina for a few seconds.
    It is unknown what the spawning criteria for it is, but I can only assume it has a fixed chance to replace any Type 99 robot and it can spawn on the very first level, chances are it can do the same anywhere else in the game.


UNDERSTANDING PROPER FIRING POSITIONS
Just like in real life, the position in which you fire a gun affects your combat performance.



The damage modifiers are listed on the gun when you're close to its locker.



While it is highly recommended to field a gun that doesn't suffer heavily from movement penalties, skirmishes and boss fights all boil down to your ability to time your dodges and avoid projectiles, so you'll hardly be in the ideal condition to shoot most of the time.
A proper firing position simply helps reduce the time it takes to destroy the opposition, so feel free to use any gun you like for whatever reason.

What matters is: Don't let that extra damage have you neglect your own health. If you can dodge, do so. But assuming the situation lends it self, crouch and fire away to end the fight faster.
WEAPON PROFICIENCY
As stated in-game, all shots you land on an enemy increase your Weapon Proficiency with your current firearm. The higher the level, the faster you reload that gun.



Weapons have a limit of 5 proficiency levels, where the reload is near-instantaneous.

LEARNING THE BASICS OF NITRO EXPRESS
Nitro Express despite the energetic name was designed from the ground up as an unusual side scroller tactical shooter. This is reflected in how:
  • Your movement is realistically slow.
  • The screen doesn't show what's behind you to realistically depict your blind spot.
  • Reloads are generally slow.
  • Your shooting stance defines your expected combat performance
  • Any weapon is useful, you only need to know when to use a specific type and against what.
  • Knowing which target to prioritize based on distance and threat level is key here.

Some general rules for that genre of games that apply to Nitro Express are:
  • Keep your movement precise and methodical.
  • Don't blindly rush towards the center of the battlefield, you'll leave yourself open for all enemies to target you.
  • If you have to run away to reposition yourself, have it be in an area where you'll know the enemy can only come from one side or from a single entry point.
  • Always fight on your terms, choose when to push the offensive and when to fall back to play on the defensive. If you go on defense, pick a spot to camp, crouch and shoot at whatever comes towards you.
  • Careful with explosives, they're as good at killing your targets as they can erase you too.
  • A calm mind during chaos always prevails. Specially when the screen is overran with dozens of enemies. Start learning where to escape and how when you're surrounded.

Naturally, as it was common of old arcade games, it too uses its own design limitations against the player. The fact that moving the crosshair to your other side jerks the camera quickly in the other direction is prone to cause a brief bout of disorientation, specially if done multiple times in short order.

That is weaponized against you by having enemies attempt to get behind you so they can ambush you when you least expect it or they continuously move left and right to throw your aim off when they reach that point in the screen where you're forced to turn around.
The most glaring example being the boss from Case 4 and Case 7 and the Unidentified Companion, who has a charge attack not stopping until it fully gets past you, forcing you to face it if you want to attack it and turn your back against potential threats.
To solve that, try having all enemies coming from a single side to pick them off as they show themselves.

Also, tactical shooters normally never put you in a target rich environment precisely because you lack mobility tools to counter a massive offensive and Nitro Express chooses to exploit just that saturating the screen with lots of enemies that get in your face to mob you while you need to be perfectly still and crouching to maximize your damage. That is why the Flamethrower exists here and precisely a good tool in general to counter zerg rush tactics.

If you want to run and gun, consider buying any submachine gun like the UMP45 or P90. Even if their damage output is low compared to an assault rifle, you have a much larger magazine size and no movement penalties, allowing for sustained firing while keeping you safe and they reload quite fast.

Suffice it to say, Nitro Express clearly knows what it wants to be, it's just that those design philosophies are no longer seen in abundance these days for good reason. Once you reach Mission 20, you'll definitely see for yourself the developer's idea of "challenge" with the enemy compositions.
EARLY-GAME STEAMROLLER LOADOUT


Yes. That's it.

It's very easy to undervalue your starter kit when you see a full catalog of weapons right in your face thinking they are better because of their prices. But as a matter of fact, you already have two excellent weapons that simply need Proficiency levels to actually shine.

The Assault Carbine has good damage, mobility, excellent reload speed when upgraded and balanced magazine size to cut through multiple enemies already, specially if you aim at their weak points.

The Pump Action Shotgun is your heavy-hitter, dealing large amounts of burst damage intended to destroy tougher targets much faster than your carbine ever would, such as self-destructing bots or armed bots, deleting them outright in a single shell. Thanks to its pellet-firing nature, it also has some anti-air capacity to shoot down hostile missiles and weak air drones.

The Claymore gives you an excellent bang for your buck. Not only can it cover a flank by tossing it behind you, the shrapnel pierces through enemies, letting you clear out a screen of trash mobs in a flash. It can also be manually detonated it by shooting it should you want it to hit aerial targets with more precision.

Small warning: The friendly fire damage it can potentially cause sits at the highest possible of any other weapon, suffering a whopping 50 damage if it explodes point-blank from you.

Other than that, the game can be perfectly finished with the standard loadout, the fights will simply take longer. If you feel like it, you can have your next priority purchase be the First Aid Kit. Healing 30 HP max per use helps with the learning curve of this game until you're more comfortable carrying a second offensive equipment item to take out armored bosses or enemies much faster.
ONE-YOKO ARMY LOADOUT
Want to sleepwalk through the story's cases or want a loadout to reach Floor 10 in Mission 20? No problem, I got you covered. Your Swiss Army knife loadout will look like this:



Your Favorite Weapon
Self-explanatory, this weapon you feel hard-carries you through the game because you like its performance and other outstanding qualities. Whether it is because of its damage output, magazine size or mobility. There are many like it, but this one is mine!

40mm GL
Has a steep learning curve due to the game's intentional jank. For starters, reloading has it for some reason eject all the remaining perfectly good grenades at once and manually load them again one by one. That's so impressively tactical that no other game dares doing such bold maneuver. It's apparently intended to balance its Lvl.5 reload speed.

If you also reload halfway then roll to avoid something, you're better off firing any loaded grenades before reloading. If you reload thinking you'll load in the remaining ammo, you'll waste your time and grenades you could have fired.

Onto the good news, starting from Case 3, the game will add into enemy formations a robot capable of deflecting bullets with a frontal shield but leaves it vulnerable to explosives like 40mm grenades. Not only that, many bosses become MUCH easier to defeat if you have an explosive weapon to attack them with during their vulnerable phase. Specially the boss of Case 5.

Mission 8 is also faster to complete with it. After all, Blast Fishing is still a thing!

Flamethrower
The venerable flammenwerfer. The flames go through anything, letting you hit enemies shielded by either protective gear or swarms of Type 99 bots. In fact, this melts through hordes of enemies for a very comfortable resource cost while also hitting enemy weakspots protected behind armor plates or purposefully difficult shooting angles. Try it on an attack helicopter, you'll see what I mean.

Don't abuse it, though. The game has trash mobs respawn instantly in applicable fights. Whenever you need a quick breather to shoot better or plan to fire some explosives, use a burst of flames to clear the screen or blaze a path forward.

Anti-Tank Missile
This portable nuke obliterates bosses that receive double damage from explosive sources. It can destroy helicopters with a single rocket if it strikes its rotor and severely damage the back side of a tank. Even the final boss can't withstand its wrath, serving as an excellent speedrunning tool all around.



Speed is everything in the arcade classics Nitro Express draws inspiration from and this game is no different. Destroying everything faster than they can hit you is how you consistently do 1cc runs (arcade runs finished with a single credit, the one you used to start the game). Every second an enemy on screen remains alive increases your risk of injury exponentially and specially so if they can zerg rush you. Something the mobile enemy types were specifically designed to do.

That being said, your personal enjoyment comes first! If your fun comes from being OP, being a weapon master using anything with ease or trying out fun tactics, do whatever you wish.
====== CASES (STORY MODE) ======
The walkthrough was written using the Early-Steamroller loadout to showcase how far you can go spending as little money as possible, no need for any tedious grinding!

The game encourages experimentation from your part, a very common theme in tactical shooters where they are very open to strategies, conventional or otherwise. Try out long range sharpshooting, shotgun rushing, SMG evasion, you name it.

So don't use my words as gospel and try out completing the levels the way it suits you best, challenges you more or makes it more fun for you. They're merely suggestions at the end of the day.
CASE 01 - RUNAWAY INCIDENT
A solid intro that will ease you into the expected chaos you'll face in this game. Being the first level, any loadout works perfectly fine here.



Right away you'll get the general feel of the game. Take a moment to familiarize yourself with both the controls and how this game plays. It's rough around the edges on purpose.

Once you're finished, proceed forward. You'll learn the many general enemy types, primarily turret bots and aerial bots. Their rockets can be shot down with mere bullets, your shotgun being good at that. Take them out from afar, keeping a good distance from them, then proceed once the screen is clear.



As previously stated in the guide, all explosions hurt you and the cars themselves explode when damaged enough. Avoid firing at a car when close to it, specially if your weapons deals a lot of damage in short notice.

Speaking of cars, some of them can drop loot when destroyed in the form of a stack of gold bars. Picking them up increases your score.



BOSS
APCBoss.png]
As the introductory boss, you'll learn right away when it's better to dodge by jumping and when to roll away to safety. Unlike many arcade shooters, almost all the attacks of all bosses aren't telegraphed, meaning you get zero warning of their next attack and those begin instantaneously. You'll be relying on reflexes alone to counter their strikes as soon as they begin.

ATTACKS
This raging bull of a robot has four attack patterns:
  • Bullet burst: Easy to avoid, either through jumping or rolling out of the way if you keep your distance.
  • Charge forward, firing downwards: Jump over it to dodge.
  • Charge forward, firing upwards: Dodge the attack using a precise Roll.
  • Charge forward, no shooting, deploys aerial EMP bombs: Both jumping and rolling work, for there is a small delay until the bombs detonate mid-air. After they explode, try not not jump.



STRATEGY
Shooting the weakpoint does not deal ANY damage.
Your real target is the BODY of the APC. The Type 99 Companion only serves to stun the boss after you deplete the small guy's own independent health bar.



Dodge any of its attacks, the APC will be in a brief cooldown before its next assault, then break out your shotgun and shoot the APC directly, the closer you are when doing so the better and prepare yourself to dodge afterwards. Two or three shells before dodging is a good metric.
You'll be surprised at the amount of damage you can deal right away with your newbie loadout!

Naturally, you can always stun it first by hitting the Type 99 Companion until it collapses. Then you're free to rid with point-blank shotgun blasts and grenades thanks to its stationary state, putting an end to this situation in a matter of seconds.



EXTRA RADIO DIALOGUE
Destroy a food delivery drone and eat its cargo
You'll get some dialogue discussing the logistical problem of ordering McDonald's in the middle of an active war zone and the importance of preventing food from being wasted.
CASE 02 - WELKIN WATERS
Second level of the game is still straightforward and easy, so any loadout works. However, the close quarters of the ship favor shotguns and many of the enemies introduced here are weak to 12g as well. The Claymore mine gets plenty of moments to shine here as well.

Just like in Case 01, keep your distance from your enemies, crouch and fire away. Your first real obstacle will be the minigun bot you'll encounter very shortly. The imposing health bar hides the fact that this bot is weak to close-range shotgun blasts! The moment it stands alone, close the distance, aim at the core holding the weapon and offer it a taste of buckshot.



Once you reach the interior of the ship, that very first door you see in the background hides a new enemy: the Self-Destructing Bot.
Fortunately, you can simply kick it and it will helplessly spin mid-air to stun it. Most likely by then your K-9 companion tased it to oblivion.



As usual, don't rush and take a moment to reload before proceeding between enemy formations. Specially if you're using the Pump-Action Shotgun. If you purchased the Claymore mine, you'll see first-hand how effective it is having both anti-air capability, excellent damage and its shrapnel capable of piercing through multiple enemies.

At the end of this part are two black doors similar to the one from before and carry the exact same surprise. Shoot the Self-Destructing bot to your right since you're aiming in its direction already, then turn around to destroy the one on the left. Alternatively if you're feeling crafty, lay down a mine facing the door to your right, trigger the ambush and then kill the robot to your left. Be really careful though, the friendly fire of a Claymore is serious.



Now it's time to defend the corporate ojou-sama from its robotic admirers. Prioritize the armed bots, they are the only ones that can injure her, anything else serves to distract you. Given they can land pretty close to your position, a shotgun takes them out as fast as they arrive. The section isn't difficult and our drill-haired executive has plenty of health to withstand the periods where you're chasing the enemies far away from you or reloading, so don't stress over it.



BOSS
CrabBoss.png]
Such an imposing boss music for something so simple! It has only two attacks and both really easy to dodge.

ATTACKS
  • Pincer Snip: Roll or jump out of the way as soon as that thing gets close to you, it is its only melee attack.
  • Rocket Barrage Jump: Shoot down or dodge the rockets it fires. This attack is mostly meant to distract you.


STRATEGY
Unlike the first boss, for this one it is recommended to shoot its weak spot to stun it, then brutally maul its stationary frame with the strongest weapon you have at hand. Toss in some grenades for good measure if you have them, expedites the process.

CASE 03 - SEWER SCUFFLE
Now's a good time to purchase the Claymore if you previously didn't. You'll be introduced to enemies with Armor Plating, this trait makes a certain component in their bodies reflect bullets back at you and the shrapnel of that humble landmine pierces right through that.

Proceed as normal, dispatching enemies at your own pace and comfortable distance based on your weapon of choice.



This specific section has an enemy break a wall to ambush you. You can either avoid walking through there entirely or give that robot a landmine as a warm welcome.



Also, careful with the propane tanks, the explosion radius is deceptively large and you can risk getting caught in the blast even when you think you're far away enough. Though if you're feeling ballsy, you can kick one to have it land close to the minigun bot, then shoot the tank.

Eventually you'll reach the boat and confront the boss.

BOSS

CraneBoss.png]

If you have the Sentry Gun with you, DO NOT USE IT ON THE BOSS.
Deploying this weapon unwittingly creates an unnecessary bullet hell for you, thanks to the frontal armor plating on the boss turning your bullets against you. The sentry will keep attacking it until it runs out of battery, but by then it already gave you an estimate of 20 bullets complicating things.

ATTACKS
  • Stomp: The enemy stomps as it walks, so getting close to it is risky while operational.
  • Wrecking Ball: Dodge or jump out of the way when it throws it directly at you. It can hit you even as it is being flailed around, so don't jump into it while the boss prepares its next attack.



STRATEGY
A few moments into the fight, a companion bot will operate a forklift to move a purple barrel into the arena. Kick it towards the boss to damage its controller module. Be extremely careful, its wrecking ball can hit the barrel and have it explode in your face, dealing a crippling 77+ damage which depending on your health, it can one-shot you.



Explosives are your best bet against it, they outright ignore any armor and you don't even have to stun the boss to destroy it that way.

If you stun it, position yourself right at the middle of it and riddle it with bullets, pellets, grenades or rockets, whatever you have at hand. Don't toss Claymores at it, the shrapnel doesn't deal as much damage as raw explosives do.
CASE 04 - SKYSCRAPER STRONGHOLD
Bring at least 1 weapon suited for medium to long range, be it from an assault rifle to a sniper rifle.
Though the opposition is light and the boss itself is equally easy to destroy with whatever you have, so your equipment and secondary weapon can be anything.

A surprisingly relaxing mission with an equally chill song, this is another level where you can simply stay back and take potshots at the enemy from afar. Specially so with the abundance of propane tanks for you to shoot and take out the large bots around them.



As Yagyo says, literally give the generators a kick start to send you flying upwards. From there on out, simply take your time lining up your shots and occasionally jumping over a few stray shots sent your way. Don't roll, some scaffolding platforms aren't large enough to afford that.



Also, the abundance of food drones helps keep your HP up should you accidental fall in the process (triggering some amusing dialogue). So this is quite a breather level all things considered.

BOSS

SpiderBoss.png]
One of the easiest bosses in the game, curiously. Cool detail how its attacks destroy the scenery.

ATTACKS
  • Single Slash: Performs an energy slash. Jump or roll out the way once you see it coming towards you from any side.
  • Dual Slash:Swings its arms from side to side ♫. Jump and shoot downwards at it the very moment it reaches the ground once it descends from the screen's top.
  • Idle: Stands there menacingly, but otherwise does nothing.


STRATEGY
This boss is quite easy, the attacks are easily telegraphed and you can even hit it while you jump over its attacks. Stunning it is equally easy and since it likes close-quarters combat, it is liable to have its metallic rear handed to it by shotguns.

CASE 05 - TRAMPLING TRAILS
Bring at least a single explosive piece of equipment for the boss, even your frag grenades do the trick. Of course, things that work best are the Grenade Launcher, RPG or even the Anti-Tank Missile Launcher if you did the grind for those.

The Claymore and Flamethrower are also excellent picks due to the bunched up enemies and also make easier attacking the weakpoint of the boss.

The very first enemy you encounter will be the classified military-grade companion. Since it counts as a miniboss, here is its blueprint:
MarchHareMiniBoss.png]
  • Charge: Jump or roll towards it. It will only stop once it passes you in order to force you into ignoring any threats behind your back should you choose to target it.
  • Explosive shell: Jumps and fires a tank shell. It can be dodged better with a well-timed roll but a jump also works if you calculate the right moment to do so.
This particular nuisance wants your undivided attention and punishes you if you don't give it to it. Thankfully, its weakpoints can be easily pierced with the shrapnel of a claymore or the fire of a flamethrower. In fact, the fight can be ended early with three to four claymores tossed at it.



Now proceed as usual. It is highly recommended you destroy every single car along the way, robots use the cars as cover and the boss will potentially have you backtrack, where you risk a car exploding behind you during the firefight.
A new enemy will appear here, a rushing driller robot speeding towards you out of nowhere. Thankfully, it can be stopped with a landmine or any shotgun with ease. If you see it coming, any weapon also takes it out before it reaches you. It also tries using the cars as cover, be advised.



At the end of the street will be another military-grade companion. Wipe the floor with it and confront the tank a short walk ahead of you.

BOSS
TankBoss.png]
No arcade shoot-em-up is a REAL shoot-em-up if you don't fight at least one tank!

ATTACKS
  • Aimed .50 Cal: Jump over it, rolling has you risk being run over by the treads or dive into the bullets.
  • Wild-Firing .50 Cal: Jump over the specific bullets shown in the screenshot. You can roll through the barrage if you're a safe distance away from the tank.
  • 105mm Tank Shell: The tank fires after the end of its loading sound. Simply jump over it.
  • (Passive) APS: Short for Active Protection System, any explosives you use will have the tank shoot it down before it reaches it, even grenades.
  • (Passive) Tank Treads: Automatically hits you if you touch them, stunning you and have it perform a swift dash backwards.


STRATEGY
In the words of any Deep Rock Galactic employee:


This one's tricky. For starters, its APS will neutralize any rockets and explosives you use against it while it remains active, the only way to temporarily shut it down is by stunning the companion controlling the tank.

It also continually drives forward, where you can accidentally roll towards it depending on your dodging. If you need to have it back off, jump towards it when possible and it will immediately backpedal away to keep you in its sights.



The core strategy is hitting the companion, shrapnel and flames doing a good job at that. Once you stun it, quickly rush towards its back side and pelt it with explosives, as many as you can then use the most damaging main weapon you have to maintain the offensive. Once it recovers, it will try to run over you by going in reverse at high speed.



Jump over it and repeat the process until the Dreadnaught tank explodes.
CASE 06 - OVERPRESSURE EXPRESS(URE)
A shotgun will REALLY help you here, the majority of the level will be fought in close-quarters and with enemies uncomfortably close to you while also having to be constantly on the move.

The Claymore and/or a Flamethrower are also recommended picks, for the opposition is heavy and bunched up. The boss also is easier to destroy with something capable of piercing through entities.

If you also want to finish it particularly fast and in good health, you can bring the First-Aid kit to strategically tank enemy hits and use the invulnerability frames to make a timely escape over particularly annoying enemy formations.

FIRST OF ALL, IGNORE THE ENEMIES



The core objective is reaching the pickup zone, so you can simply roll and jump your way past them while destroying whatever gets on your face. Avoid using melee for that matter. Once you reach the Case 03 boss demoted into a regular enemy, you can choose to get hit on purpose to walk past it afterwards and reach the subway.



From here, run and gun, shoot whatever is directly in front of you and don't stop moving. Don't target anything else that isn't blocking your path.



Upon reaching the station, keep moving forward while dodging the shots from the minigun bot. Don't bother destroying it, just dodge its attacks until you reach the end. That idiot has a real surprise waiting for it the moment it realizes it is using the same railway as the trains and public transportation is still operational.

BOSS
HelicopterBoss.png]
Well, if we can destroy tanks willy-nilly, helicopters are a must too in anyone's resume.

ATTACKS
  • 30mm Chaingun: Jump over the bullet burst.
  • Hydra 70 rockets, aimed burst: Those can be shot down easily, specially with shotguns or a claymore.
  • Hydra 70 rocket strafe: Roll out of its way on the opposite side to its strafing run.
  • AGM-114 Hellfire: If you're behind it, it will try to bombard you with them as it flies backwards to reach you. Simply jump or roll over those.

STRATEGY
Two to three Claymores stun the helicopter right away, letting you fire at its rotor, same goes for a steady stream of flames targeting its cockpit. Don't worry, the blades can't hit you so once it is stunned, get as close as possible to the rotor and fire away.



Realistically, this war machine isn't very sturdy, so even a shotgun firing real close to its underside can end the fight without much struggle. If you happen to bring an Anti-Tank Missile launcher, fire a rocket at the rotor while it is stunned to instantly win the fight.
CASE 07 - SECRET STRUCTURE
Close quarters dictate a shotgun will really help you, again. The second primary weapon must be a precision weapon like an assault or sniper rifle to more easily shoot any cameras your way. Your equipment can also be literally anything you want since the mission can potentially be just the boss as your opposition.

The main threat here are those cameras. You can crouch to use a box and sneak past them or shoot the cameras outright.



A single shot is all it takes to destroy them, the best moment for that is when they stop right in front of you for a second before turning around. But a missed shot close to one will sound off an alarm and will summon a small, relentless horde of enemies to swarm you.



If you destroy them all, everything goes back to normal. While an alarm is active, you can't proceed to the next screen until you eliminate all security bots.

Technically, you can also go loud by purposefully triggering an alarm, reach the end of the room and camp there, killing every enemy that gets close to you. Once the last enemy is destroyed, you can immediately enter the next section.

Once you reach the office space, kick the flashing thing on a desk to retrieve a keycard, saving you having to backtrack here later on. Proceed to the right and into the next room.



Shoot the camera so you can walk towards the electronically-locked door. If you had the keycard already in your possession, you'll walk right in. Otherwise, you'll have to take the elevator to revisit the office space.

Proceed as normal, either using stealth, shooting the cameras or going loud. Be advised, the alarm here will trigger wall turrets unlike in the other rooms. The boss awaits once you go past the blue entrance.



BOSS
ConveyorBoss.png]
Behold, the classic boss that does nothing and requires aid to defeat you.

ATTACKS
  • Summon Tesla Arc: Calls in a row of ceiling tools generating walls of electricity. Just roll away from them. Jumping over them is possible but not recommended.
  • Summon Buzz Saw: Calls in three mechanical arms brandishing industrial circular saws. Move when they are retracted upwards or roll if possible.
The arrows in those small monitors on it tell you the direction those tools will move towards.



STRATEGY
By technical definition, this boss is absolutely harmless as it doesn't have any attacks of its own. So simply avoid the attacks of the assembly line and shoot at it wherever it decides to cowardly move.

If it is too far away, remain in position until it comes towards you or chase after it if the coast is clear of obstacles.



Other than that, this boss is easy to dispose of.
CASE 08 - THE ULTIMATUM
You need versatility here, grab any shotgun of your choice for bosses and hard enemies, then any of your favorite guns for the trash mobs. Secondary items can be a Claymore paired with literally anything else of your choice.

The welcoming party during the highway section will be aerial enemies commanded by an Attack Helicopter. Your shotgun can easily wreck it by simply aiming at its rotor if you're fully in front of it or its under side if you can drive underneath it.

If it strafes you, "roll" underneath it, then drive backwards as much as possible to give the amplest time possible it destroy it with your boomstick.



Next up is the Case 02 boss. The enemies here respawn infinitely, so focus on the gigantic crab. Stun the poor sap and euthanize it when it is on the ground, easy.



The golden statues become hostile when you get close to them or they are harmed by any stray bullet and their laser attack has infinite range in a sweeping upward motion, so roll to dodge it. Use your most destructive weapon and be ready to dodge if necessary.



If you brought claymores, use all of them on these two scoundrels, then use your most damaging weapon to finish the job.



That's it! Time for the final boss!

BOSS

KAMUIBoss.png]
Thanks to Mahoro for informing me of the weak spot on the back!

ATTACKS

Canister Bombardment: Jump or roll out of their explosive range
Chaingun: Depending on its angle, you can roll, jump or even remain where you are to avoid the bullets.
Rocket Barrage: Can't be shot down, simply walk away from them.
Bombing Run: Same as rocket barrage, but the time it takes it to fly away and return gives you ample time to heal if you brought a First-Aid Kit.
Laser Cannon: Move as fast as possible behind it! It has infinite range and lingers just enough in the ground to render any rolling useless. If it does the attack too far away from you, expect to tank a hit. It also performs a Canister Bombardment when the cannon is activated.
(Passive) Energy Shield: Blocks absolutely all sources of damage.

STRATEGY
Don't bother attacking it while it has that shield, you just need to buy time and the easier way to do that is literally walking past it. It will automatically do a Bombing Run attack where you only have to focus on taking out trash mobs and avoid slow rockets.



Once enough time passes, immediately use your radio to pick up the call. As of the most recent update, you can now skip the cutscene without repercussions.

After the badass display of professionalism, use your radio again. A food drone will drop down two healing items which depending on your HP might not actually be of much use but anything helps.

At this point, no more enemies will spawn but the boss will now unleash its laser cannon attack! Move as fast as possible behind it while also dodging the explosive canisters it fires. Then, while behind it, toss four Claymore facing its rear. Have those be close enough to hit both weak points at the same time to deal maximum damage.

The Cannon itself also has an extra damage multiplier to it, so if you have heavy-hitting weapons, prioritize striking that module over anything else.



If you brought a First-Aid Kit, you can get a momentary reprieve by walking past the giant mecha to force it into doing a bombing run, then heal as much as you can and resume the fight.

And that's it! Congratulations for saving the day!
MISSION 19 - BOSS
I figured I won't be the only one who struggled to complete this one, so I made a priority section for it before the rest of the other Cases and Missions.

RECOMMENDED LOADOUT


Special thanks to UltimaLuminaire for this mission's loadout!

That's right, the only expensive thing at all is the Flamethrower! Bring your favorite weapons to deal with the trash mobs, the real MVPs here are the spicy garden mister and a rectangular piece of metal.

MAIN STRATEGY
Try to have the boss move as much as possible to the left since the respawn points of its minions are all the way to the other side. The farther you are, the more ample the time window you have where there will be no enemies pestering you while you attack KAMUI. That means that you preferably don't want to get behind the boss so it runs away to do its bombing run because it will land all the way to the right where the tiny bots can immediately swarm you.



Use the shield while the boss attacks normally, not only can it deflect its bullets and potentially hit other Type 99 bots to lethal effect, you can also bash the bots away from you towards the right to keep them in a single direction for your flamethrower to burn them with ease. They don't have to be right in front you, the shield automatically bashes anything in your character's radius.



Once the boss prepares its laser attack, dodge the explosive canisters it drops by either jumping or rolling out of the way, get under it and burn the underside of the cannon with the flamethrower. A solid can of napalm melts through half the boss' health bar! While I've noticed cases where the flames potentially hit other weak points, they aren't very consistent compared to focusing on the cannon itself uninterrupted.

Afterwards just repeat the process, letting the boss progressively inch closer to the left. You'll notice the bots do take much longer to reach you, granting you leniency in your tactics and breathing room to shoot clearly.




Should the boss have a sliver of HP left, grab your trusty weapon and send it to the shadow realm at once.



SPEEDRUNNING STRATEGY
Equip the One-Yoko Army loadout and confront the boss.

The trick is waiting until this big beast decides to use its laser beam, then fire the Anti-Tank Missile Launcher at the barrel of the laser module.
To increase your odds of landing a clear hit, jump and aim at the top of the laser cannon. Hitting it from below won't register.

Now, once it is reloading, fire your 40mm Grenade Launcher at the same weak spot until it blows up. It's fine to tank a hit from the laser attack, the fight won't last long to matter.

If you're swarmed by enemies in the process, use your Flamethrower to clear the screen to prevent a single Type 99 going full "Mr. President get down!" shielding the boss from a rocket.

This method is consistent enough that I could do five consecutive victories straight!

ADDITIONAL CONTRIBUTORS
This section marks the end of the guide and will be used to credit all the stalwart AVDS Officers who helped improve this guide with their battlefield wisdom.

UltimaLuminaire
Provided a solid cost-effective loadout to complete MISSION 19 with, alongside additional information regarding the shield's ability to bash enemies with it and info on the Type 99 combat AI logic.

Mahoro
Informed of a weak spot on the final boss that I missed, helping by proxy designing the boss blueprint.

Zero_Louise and Monika
Warned that the game's story and mission progress can be wiped with as simply as pressing the F8 key in your keyboard, prompting me to add a way to backup and restore save files as well.
17 Comments
Stolen Kektus  [author] 27 May @ 5:56pm 
Thank you for helping me test it since I only have one piece of evidence for it when I briefly made a short analysis for the Assault Carbine on the dummy target of Mission 16.

[list]
[*]Without being blessed by the horoscope, the AC, when crouched, does 30 to 34 damage.
[*]When blessed with 5 stars, it does 36 to 40 damage. Sadly, the dummy lacks weak points, so I can't confirm yet any additions/multipliers to critical damage.
[/list]

I'm guessing from the numbers that a 5-star rating boosts the damage of a gun by 20% but I will keep researching.
thEXP 27 May @ 4:36am 
Having done some testing with a friend, the horoscope does effect the damage output on the weapons, but not significantly. From what I could find, as I happened to get back-to-back 1 star and 4 star of the same weapon. At one star, the base damage isn't effected, but it seems like crit hits don't deal bonus damage. At 4 star, the gun was averaging 1-2 damage higher than listed, and might also be doing slightly more crit damage.
Stolen Kektus  [author] 26 May @ 3:25am 
The only part I recall where actual fishing is involved is Mission 08 where you use use bullets to capture fish, from crabs to sharks.
Zero_Louise 26 May @ 2:51am 
Do I have to go to the right story to see the 'fish'? In case 3, there is a part that is very similar to the trailer, when shooting down into the water, there are fish or something jumping up, but when I did that, well, there was nothing at all. Do I have to go to a specific mission? Just wondering
Renegaderaven0 26 May @ 12:53am 
Interesting. The F8 key deleting your save was pretty obviously unintentional by the dev team since it was patched out. If I had to guess it was a dev tool short cut they used for testing and accidentally left it in on release. F8 is a pretty inconspicuous key after all, I don’t exactly use it on a daily basis. Thankfully I never accidentally discovered it’s function myself.
Stolen Kektus  [author] 26 May @ 12:33am 
Oh good, as of the recent V1.01 update, there is no longer a risk of resetting your save data. I removed the section from the guide to reflect that.
Stolen Kektus  [author] 25 May @ 7:44am 
Thank you so much for informing me of that, I created a specific section as soon as I could for it as the very first thing in the guide to prevent as many accidental save wipes as possible.
Zero_Louise 25 May @ 6:49am 
i just press some button idk what is it but all my data has been reset lol
Mahoro 24 May @ 9:59pm 
The last boss has a always vulnerable weak point behind the cockpit if you can get behind it.
Dinnyforst 24 May @ 6:04am 
Thanks for informative guide, the game has a lot of hidden mechanics that don't explain well unless you take time to experiment them.