If you picked it up Travis Strikes Again: No More Heroes and we try to give those bugs a beating thump, we have some tips to get you on the right track. It is not the most complex game, but it is easy to get stuck in a rut and forget about the different options you have at your disposal to approach each meeting. In addition to general tips (hint: avoid a lot), we have given an overview of every boss you are dealing with. But beware – the real power of Travis Strikes Again the small surprises that it evokes, and of course there are spoilers below. You have been warned!

General tips

  • Keep an eye on that jet-sword charge. It becomes more powerful the longer you go without striking it, but each stroke exhausts the energy bar. Charging is easy; Click on the left joystick and fight with the right Joy-Con.
  • Do not forget that using the toilets not only saves your game, but also magically supplements your health (magic indeed, judging from Travis's firing schedule).
  • Do not forget to go up a level in the pause menu to increase your attack damage – you earn XP with every enemy you defeat. Experiment with different skills. We found the electric shock and fast dash of the Wing Chip invaluable, but there is a lot to choose from. Find something that fits your style of play.
  • Think carefully about the enemies that are attacking you. Give priority to everything that fires projectiles and then concentrate on melee. It is usually best to clear the crowd before you take the tanks.
  • Try turning off charge attacks (hit & # 39; R & # 39; if you charge it and throw the right joy-con) to shoot as many enemies as possible. They are powerful and it is a disgrace to waste them on a simple caterpillar, while the other side of the screen is full of bad guys.
  • Ramen Stores are hard to miss, so make sure you visit Bugjirou, the window boy, for a supplement to health and energy.

Boss Guide

1. Electric Thunder Tiger II

Mid Boss – Sheepman Red

Immediately after the third toilet you come across an open space and you meet the first midboss. Sheepman Red accuses you of electricity and recharges itself with electricity, but it is not a huge challenge (none of the Sheepmen are). If you have ignored the avoidance button so far, this is an opportunity to get acquainted with it. Keep swinging and dodging and do not forget to use the skills you have picked up (the Shining Chip and the Psycho Chip).

Boss – Electro Triple Star

Electro Triple Star

Travis & # 39; hero of the video game, Electro Triple Star charges an easy-to-avoid laser beam, conjures up bolts of electricity that glow like circles on the ground before they hit and fires balls of electricity that radiate out of position. In phase two he activates four lights around the arena that must be destroyed as spawning enemies. A glowing strip on the floor signals an incoming attack – jump away to prevent a shock. Once the four lights have disappeared, just pump it as much as possible and occasionally avoid a pulse wave that it emits. Defeating Electro Triple Star will give you the Wing Chip. Equip it right away – the powerful lightning attack comes in handy.

Electro Triple Star

2. Life is destructive

Mid Boss – Sheepman Green

Sheepman Green throws three green projectiles that are relatively easy to circumvent and deal with a number of teleportation shenanigans. Just look at his patterns and learn to dodge – you will let him lick quickly.

Boss – Doppelganger Patrick Granada Jr


Murderous tendencies aside, Doppelganger is a bit overwhelming. As long as you have mastered the evasion, you should not have to worry too much.

  • Phase 1. Easily escape the opportunity projectile and watch out for his teleport.
  • Phase 2. He then duplicates himself around the street – touch the fakes to reveal the real Doppelganger (!) Before the timer reaches zero. He will spray gigantic spinning playing cards and floating purple cannons that shoot at you.
  • Phase 3. Similar to phase 2, although with more projectiles.

That is it. Finish it and you choose a new skill ship.


3. Coffee and donuts

Mid Boss – Sheepman Purple

In room 305. Like his fellow sheepmen, he is not fantastically challenging. This launches targeting missiles and rotating knives that hang in the air for a while, but again, as long as you do not have your evasive skills, he should not prove too much trouble.

Boss – Brian Buster Jr.

Brian Buster Jr.

Brian has a few nice punches and fires green energy balls at you, but avoiding liberalism should keep you away from the worst (we found the 00 Chip very handy to get out of the way). Once in his last quarter of his health, some laser eyes activate the statue behind him and cause explosive pain to rain on half of the stage, so make sure you shine when the red circles appear on the floor. As soon as Brian is out of his wooden mechsuit, a few generous blows from the sword sword have to pick him up and pack the Strike Freedom Chip.

Brian Buster Jr.

4. Golden Dragon GP

Mid Boss – Sheepman Yellow

This throws fire and releases a shock wave that you have to jump to avoid. Otherwise he is the same food as normal.

Boss – Smoking King

Smoking King

After you beat him in the drag race, you see Smoking King in an arena. He has an earthquake-like motion bursting out in eruptions, so make sure you jump ahead clearly. He also shoots powerful fireballs. Make sure his healthbar goes to extremes and he will start releasing projectiles that fan out and fire flaming butt-slams that pound the entire arena – time to jump to avoid them. Keep following him and you will get the Physalis chip for your problems.

Smoking King

5. Killer Marathon

Boss – Mothership


Well, if you count the Mothership as a boss, yes, then there is a boss. Just stand under the mother ship and fire in the core. By & # 39; Y & # 39; a 360 ° explosion of bullets is issued, so use that if you are surrounded by rockets.

6. Serious Moonlight / Damned Dark Knight

Mid Boss – Sheepman Pink

This calls up hexes that shoot energy balls at you – pink. Simple enough to dodge, this sheep is just as simple as any other and you should have little problems at this late stage.

Boss – Eight hearts

Eight hearts

Eight hearts spin in a tornado that follows you pretty sharply, so you have to be agile. Just keep moving and pick up the skulls that he calls up quickly. If you ban him, you get the Crossbone chip.

7. CIA

Mid Boss

There is no traditional middle boss, although you encounter Sheepmen during your travels. Generally, make the hurdle thin before you address them one-to-one.

Boss – White Sheepman

White Sheepman has a series of attacks to avoid, including a blackhole-style movement that sucks you in, different homing projectiles, shock waves to jump over, and the ability to cause damage by lighting squares on the floor. The strategy is the same as always – keep moving and use that quick dash to get out of the way. If you have little health, equip the V-chip and wait until she goes to the middle and start her shock wave attack – you can stay in one place and take health while jumping to avoid the waves. She has an apparently inevitable attack – a recalled light ball that radiates across the entire arena – so you want at least one life on the couch. When you're done, you get the Dendrobium chip.

White Sheepman