El Shaddai Ascension of the Metatron Walkthrough by Ultimate_Finale This guide is copyright to Jack Birch(C) If you wish to use this or any part of this guide please contact me at the e-mail in the Contact section of this guide. --------------- contents --------------- Introduction ----- INTR Controls ----- CONT Basic Tips ----- BASI Orbs ----- ORBS Weapons ----- WEAP Main Guide ----- MAIG Chapter 00 ----- CH00 Chapter 01 ----- CH01 Chapter 02 ----- CH02 Chapter 03 ----- CH03 Chapter 04 ----- CH04 Chapter 05 ----- CH05 Chapter 06 ----- CH06 Chapter 07 ----- CH07 To get the part of the guide you are looking Chapter 08 ----- CH08 for press CTRL+F and type in the 4 character Chapter 09 ----- CH09 code at the end of each section. Example: Chapter 10 ----- CH10 For chapter 06 I would search CH06 in the Ishtars ----- ISHT search box Outfits ----- OUTF New Game+ ----- NEW+ Credits ----- CRED Legal ----- LEGA Contact ----- CONA ------------------- Introduction (INTR) ------------------- Heaven is in chaos. A coven of angels have rebelled, and battling them will be no easy task. Fortunately this walkthrough is here to help you guide Enoch along his journey. I am writing this guide because as of time of writing this guide there has been no FAQS/Walkthroughs posted yet. Since the game is hard even on normal difficulty I decided to write a guide to help people kick some angels ass. --------- Controls (CONT) --------- Left Stick = Move X = Attack. You can hold it down for a stronger attack, and while you execute the stronger version you can repeatedly tap the button to do more hits A = Jump, you can double-jump by pressing the same button again RB = Block. You can also counter the enemy attack if you get the timing right LB = Purification, This is the one of the most important buttons in the game. Pressing this will take the weapon of an enemy or to purify your weapon after it loses it 'aura' LB + RB = Overboost ---------- Basic Tips (BASI) ---------- Platforming Peril ----------------- The world of El Shaddai is littered with tricky pockets of platforming goodness. You'll undoubtedly become frustrated throughout some of these sections, but there's one thing you can do to make your life a bit easier. Try entering these sequences with the Arch equipped. It's secondary feature that allows you to glide through the air will give you a healthy dose of leeway when it comes to some of the more precision-necessary platforming challenges. This ability is particularly helpful during certain 3D sections where the camera is fixed at an angle that hinders your ability to discern depth perception. Purify, Purify, Purify ---------------------- One of the earliest gameplay mechanics the player is introduced to in El Shaddai is that of weapon purification. The more and more Enoch uses a weapon, the more corrupted it becomes. Corruption weakens the weapon, eventually causing it to shatter. With the tap of a button, Enoch can purify any weapon he's currently wielding. The one drawback to this is that Enoch is vulnerable to enemy attacks during the 5 second duration of the purification. You'll want to create a bit of distance between you and your enemies before you attempt to purify your arms. One thing to keep in mind is that Enoch automatically purifies any weapon the moment he steals it from an enemy. Even better, he is invulnerable to attacks during this animation. You should try to steal an enemies weapons whenever given the opportunity, so long as you're comfortable using the weapon in combat. The last reason to purify your weapons as often and possible becomes apparent during the end of Chapter 04. Once Enoch gains use of the Overdrvive technique, each successful purification of a weapon raises his boost meter. The more you purify, the quicker you'll be able to engage your devastatingly powerful Overdrive mode. Keeping this in mind will be essential during some of the tougher boss fights throughout the game. Thou Shalt Not Button Mash -------------------------- The combat in El Shaddai may seem simplistic at first glance. With only a single button used for attacking, the player's initial instinct is to mash it excessively until the screen is cleared of enemies. And this strategy (or lack there of) will get you through the first few chapters without much of a problem. But as the game progresses and the enemies grow tougher, button-mashing won't be enough to survive. Each of the three weapons that Enoch possesses contains it's own personal rhythm during combat. Combos are lengthened and grow more powerful if you press the attack button just before you make contact with an enemy. The timing of these button presses will obviously vary from weapon to weapon. Enoch swings the two halves of the Veil slowly, as opposed to the quick barrage of projectiles that fly from the Gale. Get accustomed to the pulse of each weapon and watch your combos begin to soar. Timing is Key ------------- So you've found the perfect rhythm with your favorite weapon. You're pounding through enemies methodically using the Veil. Everything is going as planned, until suddenly the enemies begin blocking your every swing. That's because they've learned your pattern, and are now able to blow back any of your attacks. It's at this point that you need to switch up your timing. If you've been using the Arch and hitting the attack button at a brisk pace, hold off for a second until you notice the enemies flinch in their block. Now, let them have it with a devastating guard-block. Similarly, if you're been swinging slowly and steadily with the Veil, speed up your attack to disrupt their block. Continually switch up your attacks, and never let your opponent become too comfortable with your style of combat. ---- Orbs (ORBS) ---- There are 2 types of orbs, they both have an effect on Enoch as he progresses through the game: White Light of Blessing - Collecting one of these orbs will replenish Enoch's armour (health) Flames of Power - Collecting these level up your Overboost ------- Weapons (WEAP) ------- There are 3 main types of weapons in the game, these are; The Arch, The Veil and The Gale. Each one has it's weakness and strength compared to the other weapons. -------- The Arch -------- The Arch is a dual-sided blade that can be wielded with impressive speed. Pressing X button when Enoch makes contact with an enemy will cause a elongated chain of attacks that will devestate most enemies. holding the RB button before you attack will make Enoch strike an enemy into the air opening a small time window for some aerial juggling The Arch should also be the weapon you have equipped before heading into any platforming segment. Whether it's 2D of 3D, the Arch's glide function will help you immensely during any of the game's trickier jumping sections. It gives you a margin for error that is absolutely crucial at certain points in the game. -------- The Gale -------- The combat dynamic of El Shaddai changes dramatically once Enoch discovers the game's lone ranged weapon. The Gale is a halo that attaches to Enoch's back, allowing him to fire off a volley of projectiles at unsuspecting enemies. If the attack button is tapped, the arrows will be fired off in rapid succession. If the button is held, Enoch will unleash the entire stock in one solid barrage. With correct timing, the projectiles can juggle a group of enemies in the air before sending them crashing back down to the ground. The Gale's secondary feature is a quick dash that can occur both on the ground as well as in the air. This allows Enoch to swiftly escape from any danger headed his way. This technique is crucial during many of game's boss encounters that require the player to dodge a series of quick attacks before moving in to strike. -------- The Veil -------- The Veil is the 3rd and final weapon that Enoch gains on his search for the angels. It comes in the form of a pristine shield that can be broken in half and used as a pair of gauntlets. Holding the block button shields Enoch from nearly every attack in the game. Offensively, the gauntlets pack a powerful punch and allow you make quick work of even the largest of foes. However, the slow and methodical pace of the weapon will leave you an open target for some of the games faster enemies, especially those wielding a Gale. The only noticeable non-combat feature of the Veil is that it can be used to break through certain cracked walls. These obstacles are few and far between throughout the game, so you'll rarely find yourself missing a Veil in a situation where you may need it. ---------- Main Guide (MAIG) ---------- Now that we have the weapons and controls sorted it is time for the main, juicy part of this guide... The actual walkthrough, this part of the guide will cover every aspect of every chapter. So without further ado, lets begin the guide. ------------------------------ Chapter 00: The Journey Begins (CH00) ------------------------------ You should treat this chapter as a tutorial level, it will take you through the aspects of the game aswell as a basic fight for you to get used to the controls. The initial scenes play out as a cinematic tutorial into the world of El Shaddai. Listen to the prompts as you learn the various nuances of combat and navigation. There are a few things to keep in mind throughout the quest that aren't specifically mentioned in the tutorial. First off, you'll notice an absence of any sort of text or indicators on the screen. Enoch's health can be gauged via the amount of armor that he is still donning. Likewise, the power of his weapon can be determined by how bright it appears. A freshly purified weapon will be glow vibrantly, while a weapon losing power will be dulled and dim. Notice that having the Arch equipped as Enoch's primary weapon gives you the ability to glide in the air after a double-jump. This skill will come in handy later on when trying to reach hidden passages across a chasm. Press on after dabbling in purification and evasion techniques. The chapter concludes once Lucifel teaches Enoch how to escape the grasp of death. One thing to be aware of is that the game gives you a finite amount of opportunities to thwart death until it ultimately forces you you restart from your last checkpoint. Reviving Enoch is accomplished by jamming the face buttons as quick as you can. The first time you die, a few button presses will revive you. However, as your failures pile up, some serious button mashing will be necessary in order to come back to life. After finishing this chapter watch the scenes that follow and you will be starting chapter 01 shortly. -------------------------- Chapter 01: At World's End (CH01) -------------------------- Continue forward until you encounter Azazel for the second time. After the conversation, the gorgeous 2D interactive credit sequence will begin. Upon completion, you'll be thrust back into combat with Azazel. Throughout the course of El Shaddai, you will be tasked with numerous mid-level fights against the fallen angels. These segments end once either the angel or Enoch has taken enough damage. Regardless of the outcome, the story continues just the same. Keep this in mind as you battle Azazel. Finish the fight and continue ascending the mountain until you encounter the Martyr and learn how to successfully disarm a downed opponent. Keep in mind that disarming an enemy immediately gives Enoch a purified weapon, so try using this technique as often as possible. Eventually you'll spot the tower off in the distance. Proceed down the path, engaging the small pockets of enemies you encounter along the way. Reach the base of the tower and finish the chapter. --------------------- Chapter 02: The Tower (CH02) --------------------- The Tower presents itself as a pyrotechnic wonderland. Hit the switches to extend the path as you progress through the winding hallways. Eventually you'll come across the Sarges. These geometric monstrosities hold Enoch's second weapon, but they won't give it up without a fight. Run along the floating walkways as they assault you with projectiles. Double jump when their bullets are near to avoid being damaged. If you get pinned down by their fire, block until you sense a lull in the attack before continuing your charge forward. Eventually the two of them will swoop in for a fair fight. Weaken one with your Arch until you're given the opportunity to disarm. The Gale is a rapid fire projectile weapon armed with a slew of homing spears. Once you have the Gale in hand, keep your distance and fire off a barrage of spears. The Sarges will occasionally attack you with homing missiles of their own. Pay attention to their body movements and notice as they lean back. This signifies an impending attack, so lay off your assault and concentrate on evasion until they run out of spears. Repeat this technique until you've taken both of them out. After the battle, press forward through some simple platforming challenges. You'll eventually reach the Watcher Sariel and be thrust into combat with him. Enoch is out of his league, and Sariel will make quick work of you. Once you've regained consciousness in the Nether Realms, proceed through another 2D platforming segment to complete Chapter 02. -------------------------------- Chapter 03: The Mercy of Ezekiel (CH03) -------------------------------- Walk forward through the water-color landscape until you encounter the Souls of the Beloved. These spirits will render Enoch momentarily paralyzed if touched, so make a wide birth around them. If you do come in contact, rapidly hit any button until you regain control. Continue on until you reach Azazel. After a brief skirmish, the game will transition into another 2D segment. This section introduces a few new mechanics in the form of weapon boxes and interactive environments. The boxes rotate through each weapon, allowing you to choose which munitions you equipped when moving forward. Also in this stage are waves that roll in the foreground and can be ridden in order to cross lengthy chasms. After the 2D segment is complete, you'll come across your third and final weapon. The Veil is a heavy shield that can be split in half and used as gauntlets on each of Enoch's fists. After a few skirmishes that let you test out your new weapon, you'll be thrust into another 2D section. This portion is much heavier on the platforming than previous 2D segments. Choose the Arch at the beginning of the area so that you can use the glide function as a safety net during some Particularly tricky jumping sections. After this segment is over, press on until you reach the little girl riding the Nephilim. Pay attention to the platforms she uses to cross the chasm. One those she touches will be sturdy enough to stand on. The rest will crumble away as soon as your feet touch them. After your game of follow the leader, you'll eventually reach the rain-soaked arena that houses Ezekiel's pets, Foola and Woola. The two beasts circle around you at opposite sides of the arena. Weapon Wisps also float around the battlefield, allowing you to equip any weapon you desire. Stick with the Arch and plant yourself at the center of the arena. Stand your ground and wait for the two pigs to stop running and set their sights on you. As soon as they both charge towards you, double jump into the air and watch them collide with each other. Slash the swine with your blade until they stagger back to their feet. Occasionally the creatures will tighten their circle pattern and damage anything in the center of the room. When this happens, just glide to the outside of the arena and wait for them to resume their normal pattern. Continue this strategy until you take out both of the pigs, and in doing so, complete the chapter. ------------------------------ Chapter 04: Sariel's Deception (CH04) ------------------------------ This chapter begins with a surreal 2D trek through the world of the Nephilim. This segment introduces Sariel's Mistress'. These floating spectres will stop you in your tracks if they touch you, so make sure you take the time to destroy each one before attempting to hop to the next platform. Head left across the cartoony landscape until you are tasked with fighting Sariel. Sariel makes quick work of Enoch and sends you back to the tower. After another brief skirmish with a group of Sariel's minions, you're tossed back into the pastel 2D landscape of the Nephilim. While the 2D levels so far have been fairly basic, this stage adds a tricky puzzle to the mix. About halfway through the level, you'll encounter a large square with a maze running through it. Every time you hit one of the "tonsils," the maze rotates 90 degrees clockwise. At the start slash the switch at the entrance and jump up the level and hit the switch on the left. Head up and slash the switch on the left side of the maze. This time head right and make your way up to the very top of the maze and press switch. After the rotating room puzzle, equip the Arch before you start ascending the tower of Nephilim. Time your jumps and use your glide technique to make it up the structure level-by-level. Advance a bit further until a giant Nephilim devours you. Once you leave the 2D world, you'll be accosted by Ezekiel. After the fight, it's back to the land of the Nephilim. As always, the Arch is your best friend during these platforming sequences. The glide technique gives you a bit of leeway in an otherwise precise string of jumps. Hop along the increasingly narrower platforms until you complete this final 2D section of the chapter. After you make it back to the world of the three dimensional, Sariel will appear for a final confrontation. Sariel is vulnerable just after he attacks. With your Arch equipped, keep your distance and wait for him to go on the offensive. He will either glow purple and fire off a series of bat projectiles, or he will flash red and charge at you head first. Both are easy to avoid, so glide out of the way and immediately begin to slash at him following his attack. Once you knock him down, back off a bit while he gets to his feet before repeating your pattern. Eventually Sariel will transform into Nether Sariel, a flying bat monstrosity. Equip the Gale and dodge his attacks for a bit until a cut-scene plays out showing you how to activate your Overdrive. This rage mode makes you temporarily invincible and adds extra damage to each attack you land. Your boost meter grows every time you purify a weapon, so keep this in mind during lulls in combat. Also note that each time you pick up a new weapon, Enoch automatically purifies it. Use this to your advantage when trying to recharge your boost. Finally, while in Overdrive, if you hit the Purification and Guard buttons at the same time, you will deliver a devastating attack depending on which weapon you have equipped. With the overdrive technique, beating the boss becomes much more feasible. Stick with the Gale and boost out of the way when Sariel fires projectiles at you. When he glows purple, that indicates that he's about to attack. Avoid Sariel until he stops glowing, then fire off as many rounds as you can. With enough damage, the beast will fall to the ground. Use this brief opportunity to get close and hit him as many times as you can. After you've taken about half of his life, Sariel will encase the arena in an energy field. Use the same tactics as before, remaining aware of the slightly more confined area. Use your Overdrive mode when it becomes available, and eventually you'll down the Fallen Angel. ---------------------------------- Chapter 05: The Tragedy of Baraqel (CH05) ---------------------------------- The Fire Nephilim have begun to devour one-another, leaving the world in flaming shambles. You begin this chapter unarmed, but are quickly accosted by a trio of enemies. Each of the three weapons are represented, so steal whichever one you feel most comfortable with. I suggest either the Arch or Gale, because each ones secondary perks will help with the some platforming later on. Meteors will rain down and destroy parts of the path, so press forward cautiously. After a few small pockets of combat, Watcher Ezekiel will appear again and attack Enoch. Following this brief encounter, press on and climb up towards the tower at the center of the fire. There's an elevator just past Lucifel that raises you up to the next section. This 2D platforming segment is littered with obtrusive spikes and narrow surfaces. Navigate the terrain with your Arch in hand. The glide function will save your life many times during this section. Proceed up the angled paths as you slowly make your way towards the top of the tower. Be weary of the small golden platforms; they will drop down a moment after you step on them. Stay in motion, or simply stick to double jumping in order to pass these sections There are minimal enemies that appear during the stage, so keep your attention focused on your footing. At the second item box, you can choose to switch to your Gale and use it to break through a few walls to reach a group of hidden red orbs. This will make your platforming more difficult, but if you choose reward over risk, go for it. Once you reach the top, you'll take a final elevator ride to the chamber of the Fire Nephilim. This fight involves a lot of quick dodging, so the Arch or the Gale are your best bets. The beast attacks using his long tentacle arms. It's relatively slow and has an extended wind-up, so dodging his limbs isn't too difficult. After he pounds his arm down, move in and attack him while he remains motionless. Back off when he rises and repeat the technique. The Fire Nephilim will also employ a few different projectile attacks that are a bit more difficult to dodge. When he launches balls of fire into the air, keep an eye out on the ground. Their impact points will light up moments before they hit, so make sure that you dash out of the way when they do. The second, much more dangerous of the Nephilim's projectile attacks is his ocular laser beams. When it lower s itself down to a point where it's eyes are level with Enoch, that means he's about to fire off a series of lasers. These beams of energy will inflict consistent damage while juggling you in the air. Boost or glide out of the way as soon as he lowers himself in order to avoid a quick death. With these attacks in mind, choose your openings wisely and use your Overboost whenever it's available. With enough patience, you'll smother the Fire Nephilim in no time. ------------------------- Chapter 06: Azazel's Zeal (CH06) ------------------------- In a jarring turn of events, Chapter 06 takes place in a futuristic city that seems to be ripped straight from Tron. Guide Enoch forward a bit to trigger a scene that leads into the meat of the chapter: a high-speed motorcycle chase. The cycle mechanics are pretty simple. Movement and attacking are both handled the same, with the only exception being that pressing the jump button triggers a momentary boost. Throughout the level, enemy riders will swoop in and try to knock you off the road. Stick with the Gale and fire off projectiles to take out the enemies from a safe distance. At various points in the level, energy fields appear in an attempt to block your progress. You can spot them from a distance, so weave around the fields to avoid taking damage. Eventually you'll be pursued by Battorile, a transforming vehicular monstrosity set on destroying you. Continue weaving from side to side in order to avoid its mine attacks. You can't destroy it at this point, so just focus on staying alive. Survive the assault for a few minutes in order to move on to the next area. Following this brief vehicular interlude, you'll have to face off against Battorile. The beast will spend a majority of the fight transforming between a bipedal tank, a drifting motorcycle, and a mechanized tornado. The game will prompt you to switch weapons depending on what form Battorile takes, but we've found it best to disregard this suggestion. The way to win this fight is to hit and run, and no weapon allows you to do that as fluidly as the Gale. Keep your distance and combo fire as many projectiles as you can. Each of the three forms has a very specific tell before it attacks. While standing, Battorile will launch a volley of missiles into the air. Begin dashing away as soon as the first missile is fired, and don't stop moving until the last one has exploded. As a cycle, the machine will jump high into the air before crashing back down to the ground. Wait until you can spot his shadow on the ground, then quickly boost away before you find yourself getting flattened. Finally , as the tornado, Battorile will start spinning increasingly faster as he sets his site on you. If you get pinned against the wall, he'll take away nearly all of your health. Forget about attacking when he's this form and just concentrate on staying as far away from him as you can. Play through this fight with a hit and run mindset. Switch out weapons whenever you can, making sure that you always leave the Gale for last. Enoch is invincible during this animation, and your Boost meter raises with each weapon you purify. This will give you ample opportunities to use your Overdrive, and will make quick work of Battorile. ------------------------------ Chapter 07: The Cry of Armaros (CH07) ------------------------------ You begin this chapter in the depths of an underwater cavern. Make your way up along the flow of the river, jumping from platform to platform. Your progress will be punctuated with with pockets of enemies of all three varieties. Steal whichever weapon you feel most comfortable with and dispose of the hordes. This chapter has a few platforming instances where precise jumping is necessary, so ending each fight with an Arch in hand is a good idea. Many of the paths the line the cavern are filled with sections that will crumble if walked upon. Try to stick towards the center of each path to avoid falling to your death. Enoch will eventually come across a little girl in the distance. Follow her as she hops from platform to platform. In the midst of your pursuit, Watcher Azazel will appear and challenge you. Like many of the previous Watcher encounters, the battle will end when one of you has inflicted enough damage on the other. After the skirmish, continue spelunking deeper into the cave. After your battle with the Watcher, you'll enter a 2D platforming stage. Your ultimate goal lies at the bottom right-hand corner of the room. If you manage to stay along the thin platforms at the top of the screen, you'll be rewarded with a bevy of red orbs. If you fall, just press on to the right until you reach the next area. You'll spot the girl again as she hops from stone to stone in order to cross a subterranean river. Follow her lead and pace your jumps to cross the current. Having the Arch equipped will give you a bit of leeway with your timing. Once you've reached the other side, scale the wall and go through the door to enter the boss chamber. Maneuver down the long corridor and onto the large stage that houses Armaros. For the first half of this fight, the Fallen Angel is invincible. Armaros will dance around the screen and summon his minions to distract you. Concentrate fully on the weaker enemies that spawn and take them out quickly to avoid being overwhelmed. As Armaros continues to dance, he'll occasionally block portions of the screen in an attempt to hinder your vision. Move to an open area of the screen and continue slashing through the horde. After a few minutes, the lights will go out, and the boss fight will move on to its second stage. The fight against Watcher Armaros plays out similarly to any of the Watcher battles you've previously engaged in. When the angel glows blue, that signifies that he is about to attack. Wait until after he strikes before you swoop in and deliver a few quick blows. Armaros attacks are pretty standard fare. Most of the time, he will dash towards you and deliver a series of punches that can easily be avoided by leaping over him. His other, more dangerous attack, entails Armaros spinning in the center of the chamber and firing off a series of bubbles that explode upon contact. Keep Enoch towards the edge of the chamber and float out of the way to avoid damage. As with previous boss fights, continually switch out and purify your weapons. This will raise your boost meter quickly and allow you to go into Overdrive more often throughout the fight. Stick with the Arch or the Gale to make quick work of Armaros. ------------------------------- Chapter 08: Belial's Temptation (CH08) ------------------------------- As Armaros, you begin this chapter in search of Enoch. He controls similarly to an unarmed Enoch, with just a few minor differences in terms of combos. For example, if you hold the attack button, Armaros spins and unleashes an area attack. With this in mind, start winding your way down the spiral of rocks. At the bottom, the game will prompt you to take a leap of faith into the swirling vortex. Proceed forward once you've got your feet back on solid ground. Without the Arch, you'll have to be a bit more precise with your platforming. Notice the timing of the spiky blocks and jump between them when the coast is clear. You can destroy the spinning tops, but they'll explode a few moments after you make contact. Hit them quick then back off, or just avoid them all together. About midway through the stage, you'll reach a series of horizontal halos affixed with rotating arms. The arms will knock you off quickly if you're standing in their path. The best way to navigate these halos is to jump directly into the center. From here, you'll be safe from the rotating arms, and you'll be able to take your time lining up the next jump. Continue along the path until you reach the thin platforms slanted at an extreme angle. You'll only be able to perch on the platforms for a moment before Armaros slides off to his death. Jump to the next landing as soon as your feet touch the ground to ensure that you make it across safely. After the slanted platforms, you'll reach a fork in the road. To your left, you'll be faced with a long string of crumbling platforms and rotating blades. If you don't start at the exact right moment, you'll jump into one of the blades and be knocked back into the abyss. Make your first jump as soon as the first blade passes, and you should be able to make it across the string of platforms unscathed. The right hand path is shorter, but slightly tougher to navigate. The path is littered with halo platforms that spin at various speeds and directions. As before, jumping on the axle of the halo is the safest way to go, but it's still the more dangerous of the two paths. Regardless of your decision, you'll eventually end up at the base of a tower composed of rotating fans. Your goal is to ascend the tower by hopping from blade to blade. The easiest way to accomplish this is to jump towards the blades as they're coming closer, as opposed to jumping with them after they've already passed you. Some very precise timing is required to navigate towards the top of the tower. Keep at it, and you'll eventually find yourself atop the massive spiky sphere that has been in the background of the entire level. Once you've landed on the sphere, you'll have to engage in a series of small skirmishes. After each battle, Armaros will be prompted to hit a small red orb in order to rotate the sphere. After a few rounds of this, you'll be transported to the next section of the chapter. Make your way up the final set of platforms to reach the boss chamber. Chapter 08 culminates with a battle against Dark Enoch. On the plus side, Enoch has no way of accessing the Arch, Gale or Veil. On the negative side, he doesn't really need any of them. Dark Enoch has three major modes of attack. If you are close, he will deliver a barrage of punches and kicks and culminate in a devastating uppercut. If you keep your distance, Dark Enoch will spin in the air and deliver an energy wave that arcs across a good portion of the screen. Finally, in order to bridge the distance between the two of you, he will charge around the arena with his horns out like a bull. Like many of the previous boss encounters, your best bet is to swoop in, deliver a few blows, then swoop out. Enoch is vulnerable for a brief window after each of his attacks, so use his opportunity to deliver a short combo before jumping back to safety. One final thing to keep in mind is that a trio of Fire Wisps appear and float around the arena every few minutes. Make it a priority to take them out quick ly. If one touches you, it will stagger you for a moment, giving Dark Enoch an opportunity to deliver some serious damage. ------------------------------ Chapter 09: Enoch's Indecision (CH09) ------------------------------ This chapter is heavy on narrative, with a bulk of the action being comprised of boss fights from earlier on in the game. Once Enoch awakes, climb the translucent staircase and walk through the dark passageway. Beat back the creatures that are attempting to steal the light before walking down another series of linear hallways. Eventually you'll be forced to relive your battle with Sariel from Chapter 04. The same tactics apply as before. Avoid his bats and lightening attacks before swooping in to deliver a quick combo. The only difference this time around is that Enoch is forced to fight unarmed. Regardless, the battle is still the same. Repeat the previous tactics few times and the Fallen Angel will go down rather quickly. After your encounter with Sariel, press on until you're transported back into Armaros aquatic chamber. Same strategy from the end of Chapter 07 applies here. Keep your distance, dodge his bubble attacks, and move in quickly to strike. By now, an encounter with any of the Watchers shouldn't be too much of a problem. After you've taken out Armaros, you'll be ushered into the chamber of the third and final boss fight of the chapter. The last thing standing in your way is an encounter with Dark Enoch. This fight is actually much easier than it was in Chapter 08 due to the fact that Enoch has weapons at his disposal. Immediately grab the Gale begin barraging your darker half with missiles. Dark Enoch is deadly up close, but a bit of a pushover from a distance. Remember to purify whenever possible and use your Overdrive to completely destroy Dark Enoch for good. ------------------------------- Chapter 10: Tje Grave of Arakie (CH10) ------------------------------- Make your way through the geometrically-sound hallways and up the staircase of cubes. At the top, fight the group of enemies and steal yourself an Arch in the process. This level contains a lot of heavy platforming, and the glide ability will prove to be invaluable. Head forward and step on the small switch at the top-left corner of the final platform. Cross the bridge of light that forms, then head right through the 2D platforming segment. After this, you'll be tasked with making your way across a lengthy void. As the camera points out, your goal is the green light at the far side of the chasm. Navigating this void will require a bit of experimentation. Enoch can traverse the gaps by riding on an invisible plate that connects two adjacent platforms. The problem is, not all platforms are connected to those adjacent to them. Likewise, some of the invisible plates will only move in one direction. Unless you're extremely lucky, a lot of trial and error will be required to escape this chamber on your own. For those of you who don't want to pull your hair out, ride the invisible plates in this order: up, up, right, up, right, up, left, left. Once you reach the other side, step on the green box and use it as a spring to propel yourself high into the air. The timing is a bit tricky on these things , so try and hit the jump button just before the green box reaches it's lowest point. Once you have the springboard technique down, continue vaulting yourself higher and higher up the chamber. When two paths open up to Enoch, take the left side first and grab a slew of red orbs before continuing up the right side. Once you've sprung up to the last platform, ascend the multitude of staircases as the scene plays out around you. At the top, slash the two stone monoliths to activate the elevator. Ascend yet another lengthy staircase until you reach the chamber of Ezekiel's third pet, Boola Fight this giant pig using the same tactics that you employed in Chapter 03. Stand near a wall and wait for Boola to charge at you. Jump out of the way before it crashes into the wall, then deliver a series of blows as it's dazed. Repeat this a few times to take down the beast. Make it a point to finish the battle using the Arch. Its glide ability will come in handy in the next section After the battle, navigate the chasm using the small square boxes. Use the switches to align the platforms before attempting to cross the gaps. Repeat this step with the next few switches you find. As you move on, pendulum blades are placed in between each of the platforms. Take care in timing your jumps to avoid a quick death. Even further down, the platforms themselves begin to undulate from side to side. To top it off, the camera during this section is fixed at an awkward angle that limits your depth perception. All of this combines to form what is probably the trickiest jumping segment of the entire game. Make sure that you've procured an Arch, and just have patience. All that's left now between you and the boss is a short ride on a moving bridge. Always stay on the center block to avoid being dropped into the darkness. Once you're back on solid ground, climb the wall and enter the final chamber of the chapter. Compared to the platforming nightmares that occurred earlier in the chapter, Ezekiel is a bit of a pushover. Her main attack is a lightening storm that decimates anything within a few feet of her. To avoid this, just grab the Gale and begin your barrage from the other side of the room The angle will occasionally dash straight towards you. Her flight is fairly slow, so just hop over her when she gets close. Finally, the angel will hurl herself into the air and attempt to land directly on top of Enoch. Watch for her shadow to appear on the ground before dashing away from the impact zone. Dodge the attacks and keep up your Gale assault to make quick work of Watcher Ezekiel. Once her human form has been destroyed, Ezekiel transforms into a giant squid-like monstrosity. Your fight with Nether Ezekiel is housed in a ring of electricity. Touch the edge, and Enoch gets fried. With his in mind, you'll keep a safe distance from Ezekiel without getting too close to the boundary. Grab the Gale and begin firing off missiles at the beast. She will quickly summon a handful of electric pillars that slowly circumnavigate the chamber. They're deadly to touch, but cumbersome enough to avoid without too much trouble. After you've taken about a third of her health, she'll separate her upper torso from the lower. Her top half flies around the room and attacks, leaving her bottom half vulnerable. Concentrate your attacks on her grounded half, but be sure to keep an eye on her flying portion. It'll slam to the ground and cause massive damage if you're under it. After you've caused enough damage, the two halves will reform. Her attacks this time around consist of slow rolling fireballs and comets from the sky. Stay clear of the fire, and avoid the comets when you spot their shadows on the ground. Keep up your assault with whichever weapon you feel most comfortable with. Remember to purify often to build up your Overdrive meter. When she's down to a third of health, Ezekiel will split yet again. Use the same tactics as before, and she'll quickly reform. Her final round of attacks come in the form of a glacial shield that surround her body. Grab the Gale and conclude your attack from a safe distance. --------------------------- Chapter 11: Semyaza's Dream (CH11) --------------------------- This is it, 10 chapters of fighting angels and nephilim's have came to a infuriating boss battle to determine the world's fate. Climb the hill at the beginning of the chapter until you come across a weapon wisp. I recommend to choose the Gale, but by this point, go with whichever weapon you feel most comfortable with. Once Enoch is armed, ascend the rest of the hill until you encounter Azazel Your first task is to defeat Azazel in his Watcher form. He spends a lot of time dashing across the room, so stay on your toes. If you're up close with a melee weapon, Azazel will concentrate on on hitting you with quick combination attacks. Jump behind him and let him swing at the air while you deliver your own attacks. If you elect to use the Gale and keep your distance, he will continually fire off a series of laser strikes. These take a moment to recharge, so dodge the initial blast before immediately releasing a volley of missiles. After you've taken down this weaker form of the angel, he will transform into Nether Azazel. This humanoid dung-beetle spends a majority of the battle zipping back and forth across the arena. His teleportation usually comes in a series of three, culminating with an attack at the end of the third. If he appears at a distance, he will fire off a line of fireballs that arc across the room, but are easy to leap over. If he appears close to Enoch, he will cock his leg back for a kick that does a huge amount of damage. It takes him a moment to charge this attack, so you should have plenty of time to jump behind him. Like most of the bosses, Nether Azazel is weak immediately following his attack. Use these moments to unleash a quick combo with your weapon of choice before backing off and waiting for your next opening to strike. As you continue to damage Nether Azazel, his eyes will slowly change from green to yellow to red. As he nears closer to death, his attacks become more frantic and more deadly. His kicks start to come in threes , and his fireballs are shot out in rapid succession. The same tactics apply, but you'll have to be nearly perfect with your timing to avoid getting pummeled by his attacks. With enough patience, you'll take down Nether Azazel and move on to the final encounter of the game. Wait what, I know what your thinking another boss battle after another is just plain stupid. But don't worry I won't let you down that easy. The last obstacle in Enoch's path is Dark Armaros. The Fallen Angel is now less a man and more of an amphibious dinosaur. His main form of movement comes from diving in and out of the shallow pool that forms the ground of the arena. When he gets close enough to Enoch, he'll emerge from the water and attempt to pounce on Enoch. Move out of the way quick enough, and he'll skid across the floor, becoming momentarily vulnerable to your attacks. At this point, it'll take a bit of trial and error to discover how to damage Armaros. He's only vulnerable to a single specific weapon at any given time, and this weakness changes sporadically throughout the fight. If you strike him with the wrong weapon, your attack will be deflected and Lucifel will tell you to try another weapon. Once you've found his weakness, hack away until Armaros makes it back to his feet. Once he's standing, the angel will fire off various projectiles from his arms. These come in the form of either a laser beam that arcs across the room, or a rapid fire stream of exploding orbs. Stand near Armaros and simply hop over the projectiles once they get near you. Once you've taken off about half of his health, Armaros will emerge from the water and stand on all fours. When this happens, notice the energy begin to charge from his mouth. This signals an oncoming laser beam that is massively wide and arcs across the room. Stand in place and wait for it to near you before double jumping over it. Failure to do so will result in Enoch taking quite a bit of damage. Following this attack, Armaros will dive back under water and begin to fire energy from under you. Keep on moving and make sure to dash out of the way if you spot the ground beneath you beginning to light up. Once he emerges from the water, he'll begin the entire cycle over again. By the time you reach the end of the second iteration, you'll most likely have caused enough damage to Armaros to usher in the final cinematic of the game. And there you have it, 11 chapters, several Fallen Angels and one guide. I hope this helped you with the main guide, but oh don't worry It's not the end yet, we still have the Ishtars and outfits to go through. ------- Ishtars (ISHT) ------- Throughout the game, you'll come across a series of dark portals hidden slightly off the beaten path. Entering these gateways will lead you to one of the games Ishtar challenge rooms. These areas consist of a vertical platforming challenge that spirals up the walls of a massive stone pit. Once you begin to climb, a dark ooze will slowly begin to rise from the bottom of the chamber. If Enoch gets caught in the evil sludge, you'll be greeted with an instant game over. The reason to engage is these challenges is to collect the shard of Ishtar that lays throughout each of the six chambers. The camera prompt before the level will reveal the location of the shard in relation to Enoch, but the layout of the platforms changes every time. If you manage to collect all six, you'll unlock the most powerful armor in the game. ----------------- Chapter 02 Ishtar ----------------- Shortly after you first gain use of the Gale, you'll come across a series of spinning platforms. To the right of one is another stationary platform in the distance. Time your jump and use the Gale to air-dash to the other side. The Ishtar challenge is on this platform. ----------------- Chapter 03 Ishtar ----------------- After your encounter with Sariel, hope onto the roof of the next hallway. Travel down this path for a bit until you come across the portal. ----------------- Chapter 04 Ishtar ----------------- This Ishtar challenge is located on the lower end of the platform that houses the final Lucifel save point of the chapter. ----------------- Chapter 05 Ishtar ----------------- Immediately after you encounter Ezekiel, circle the stone structure until you spot the darkness portal. ----------------- Chapter 07 Ishtar ----------------- Immediately after the cut scene where Enoch spots the little girl for the first time, navigate up the cliffs to your left. The Ishtar challenge sits on top of this hill. ----------------- Chapter 10 Ishtar ----------------- Just before you reach the boss chamber, Enoch is tasked with traversing a chasm via a moving bridge. Mount the platform that heads to the left and ride it to the landing. The Ishtar portal sits on this island. And after you have got the 6th Ishtar in chapter 10, you will unlock the special outfit. ------- Outfits (OUTF) ------- There are a total of 5 outfits to unlock, to wear these outfits you have to select New Game+ and it will come up with an option to choose which one Enoch will wear. ---------- Dark Enoch ---------- This is the same outfit that the Dark Enoch wears in Chapter 08. Condition to unlock: Get a rank of 'A' (Adamantly) on Chapter 08 ----------- Old Armor A ----------- This armor is the same one that Enoch wears when he first assaults the watchers (blue) Condition to unlock: Clear the game ----------- Old Armor B ----------- This armor is the same one that Enoch wears when he first assaults the watchers (brown) Condition to unlock: Clear the game ----- Rider ----- The outfit Enoch wears in Chapter 06 Condition to unlock: Get a rank of 'A' (Adamantly) on Chapter 06 ------- Special ------- A special outfit worn by Enoch. You take no damage when wearing this, however, it also negates the score you get from fighting and collecting items. COndition to unlock: Collect all the Ishtars throughout the game --------- New Game+ (NEW+) --------- New game+ is a mode that lets you choose a chapter and play through it on a difficulty of your choice, this mode is extremely helpful when collecting the Ishtars or getting the Rider and Dark Enoch outfits. You unlock it when you complete the game. When you choose which level you want to play you can also choose which armor you want Enoch to wear. ------- Credits (CRED) ------- This guide is written by Jack Birch (Ultimate_Finale) It was hand written on paper before being made on Notepad Special thanks to: My Chemical Romance, Black Veil Brides, Escape The Fate, Avenged Sevenfold, Falling in Reverse and Blink-182 for keeping my musical needs satisfied. My parents and my brother for encouraging me into writing the guide. ----- Legal (LEGA) ----- Copyright to Ultimate_Finale (C) To use any part of this guide contact me and I will more than likely say yes ------- Contact (CONA) ------- E-mail: Jacko.Monkey@hotmail.co.uk PSN: synyster_snipez GameFAQS: Ultimate_Finale You can contact me about anything to do with this guide, at the above list. Whether it is corrections, suggestions or you've found a new way to do something in the game. Make sure in the Subject section of the e-mail you mention El Shaddai or something so I don't delete it as junk mail.