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Denshattack! – The Ultimate Guide For Everything

Denshattack! Guide

Denshattack! is a fast-paced 3D platformer title, where you’ll have to drive a train across rails while using flips and tricks. You’ll also have to compete with other racers as you try to be as fast as possible, while also scoring a ton of points with all your tricks and style. As you progress, you’ll also have to face other Denshattackers in battle and will have to use your skill and creativity to bring them down.

For more information about the game, please visit its official Steam page here.



Mechanics

Denshattack introduces a variety of mechanics straight up. Furthermore, more abilities will become unlocked as you progress through the chapters.

Controlling Directions

At times, you’ll spot a blue sign on the screen, which shows that the path is going to fork into two. Here, you can use the left stick of the controller to pick a path.

Note that in most cases, picking a path won’t affect your run. There are some nodes where you have to complete certain objectives. In those nodes, picking a path will allow you to decide which objective you want to clear first.

Honking

In certain nodes, you’ll need to use the train’s horn to honk and clear the obstacles in the path. If such a situation presents itself, you’ll be able to spot it easily because a green sign will appear on the screen.

Honking is also effective in completing certain dares, such as scaring the bats inside a cave. The honk sign will still appear in these scenarios, so whenever it shows up, don’t forget to press the button.

Drifting

On every sharp turn, you’ll have to use drifting. It can be done by using the left trigger button on a controller. When you take a sharp turn, a bar will appear on screen. You have to hold the drift button until it’s only half-filled, up to the green area in the middle.

If you’re successful, you’ll get a boost in your speed. If you don’t use drifting at all, the train might get derailed and crash. An orange sign on the screen will show up whenever a sharp turn is nearby.

Jumping

Jumping is one of the most useful mechanics in the game, and you’ll be using it a lot. You can use jump to perform tricks in mid-air.

Furthermore, you can also use jump to avoid blocked paths and to switch to other tracks, even if they’re at a distance from you.

Additionally, you can press the right and left trigger buttons together to stomp back to the ground immediately. This is very useful when you’re about to crash into something in mid-air.

Note that you can jump immediately to avoid threats, but for the maximum height and to cover the most distance, you’ll have to charge your jump. Hold the jump button until the train glows for a second. The jump will be fully charged by then, and you can release the button to launch yourself.

Tricks

Tricks can be performed while the train is in the air. You have to use the right stick and draw certain motions with it while the train is in the air to perform different tricks.

Different motions result in different tricks, with the more challenging inputs being worth more points. While you can perform tricks when the track launches your train in the air, you can also perform these tricks by manually jumping in the air.

Tricks are the main contributor to your overall score on a node. You can find all the inputs that result in tricks in the Tricktionary.

Gliding

Gliding can only be done on rails. As you progress, you’ll encounter nodes that have rails alongside the tracks. When you land on a rail, your train will automatically start to glide.

Now, you have to use the corresponding inputs to balance yourself on the rail. The needle on the meter will show you your balance. Try to keep the needle in the green area for maximum points.

If the needle stays in the red area for a long time, your train will lose its balance and crash. You can do just about everything on a rail that you can do on a track, such as switching lanes, jumping, and honking.

Wall Riding

If a stage has walls, you can use your train to climb on these walls from the tracks. Use the jump on a track or a rail, and move the directional input towards the wall to stick to it.

You can also go up and down on these walls, so make sure you do what’s necessary depending on the situation.

Zone

Zone is an ability that becomes available in certain nodes. As you perform tricks and score points, the bar on the right side of the screen will start to fill up.

Once the bar is full, you’ll start to see new rainbow colored tracks and rails in the area that weren’t there before. This will allow you to gather more points and reach parts of the stage that weren’t easily accessible before. Once the zone has been activated, it will remain active till the end of the round.

Tunnel Ride

When you enter a tunnel, you can slide off the track by pressing the left trigger and moving the left stick in your desired direction on a controller.

Completing a full loop inside a tunnel can grant you trick points. Furthermore, as you progress, you’ll encounter half tunnels, where the above half of the tunnel is open. Here, you can slide off the edges to jump high into the air and land on rails or nearby tracks.

Underwater Module

In Chapter 4, you’ll unlock the Underwater Module. After that, you can go under the water, and if there are any underwater tracks, you’ll be able to ride them just as you ride the tracks on the ground.

Switches

In some tracks, you’ll have to trigger switches to unlock paths or gates. You can also use these switches to switch to an alternate track.

To trigger a switch, you’ll first have to jump and then use a trick in mid-air while you come in contact with it.

Riding Monorails

Monorails can be triggered by jumping into them. Your train will stick to the monorail. From here, you can swing to avoid obstacles.

Furthermore, you can also use the monorails, build momentum by using a swing, and then jump on the nearby track to avoid crashing.

Double Drifting

Double Drifting is the only way to open Hazard Gates. It allows you to drift on two tracks at once. Some boosters can only be triggered while double drifting, and these boosters are colored blue instead of the usual yellow speed boosters.

To double drift, you have to press the left trigger while using the right stick to select the track that you want to double drift on with a controller.

Yukaze

Yukaze is a trick that allows you to jump over wind swirls in mid-air. It can let you reach great distances with ease.

To trigger a Yukaze, you’ll have to come in contact with the swirl and perform a trick. If you perform the trick at the precise timing, you’ll trigger a Perfect Yukaze, which grants bonus points.

Switching Gravity

You’ll encounter purple tracks above in the later chapters. If you press the jump button twice while you’re near these tracks, you’ll switch gravity and start riding the purple tracks.

To get back on the ground, you’ll have to perform a double jump again. Make sure there’s a track below to land safely.

Customization And More Trains

You can paint your train and put your desired stickers on it. To buy the stickers, you’ll have to gather the Spray Paint collectibles from the stages.

After that, you’ll have to purchase the stickers from the shops. As you progress the story and unlock more regions, you’ll find new shops there. Purchase the stickers and then head to the Garage to apply those stickers on your desired train.

You’ll get some trains by playing through the story, but you can also buy most of them from Shin after progressing to Chapter 3. Shin is available alongside the sticker shops.

To buy trains from Shin, you’ll have to use Gears, which can be found and collected on stages.

Most trains provide a different bonus, while also offering a disadvantage to balance things out. You’ll have to figure out which train works best for each track.

To pick your desired train, you can simply scroll and select the one you want to use in a stage from the stage selection menu.

Stage Types

There are different types of nodes on the map. In some stages, you simply have to score as high as possible in a single run, while in other stages, you might have to race against other Denshattackers or complete different objectives.

Story Nodes

In these stages, you simply have to go from one end of the track to the other, while performing tricks to boost your score.

These are the most common types of nodes in the game. Completing these tracks can advance the story.

Objective Runs

These races offer a variety of objectives that you have to complete during a run. There’s no finish line, and the tracks are all looped up so you can take one objective at a time.

These objectives are different from Dares. To complete an objective, take a turn towards the specific objectives banner, and do as the objective asks you to do.

You can do the objectives in any order. Once you’ve completed all the objectives, hit the brakes and stop the train for a few seconds to complete the run.

Races

In some nodes, you’ll have to go up against other Denshattackers. In these races, speed matters a lot as well, alongside the style points.

You have to remain ahead of the opponents to win. Furthermore, you can also hit the trains of your opponents to derail them.

Limited Time Stages

In these stages, you have to score the maximum number of points in a set amount of time. Once the time runs out, the race will end.

You’ll have to focus on performing tricks while also avoiding crashes, because the clock keeps running during the crash and reset animation. These stages have a minimum score requirement that you’ll have to pass to win.

Boss Battles

The boss battles are often the final nodes of a chapter. Here, you’ll be facing the strongest Denshattacker of the region.

Each boss battle is different, and you’ll have to be creative to defeat them. You’ll find a detailed guide on how to defeat each boss below.

Yoshie Mitsutake (Chapter 1)

At the start of the run, everything goes like a regular race. You have to build up the Zone meter to start the actual boss battle.

Once you’ve filled the Zone meter, Yoshie Mitsutake will show up as a giant robot.

At the start of the battle, you’ll have to avoid the swirls that she creates on the track. After that, she’ll splash something on the tracks. You’ll have to jump over that.

The mecha will then extend both of its arms forward. Here, you have to jump and get on its arms. Your train will then strike the mecha and deal damage to it. You can only jump on each arm once. If you don’t jump, you’ll crash into the robot.

The boss may also go up in the air and use both of its hands to smack you off the track. Here, you’ll get the jump sign on the screen.

You don’t have to charge the jump to avoid her attacks fully; do a light press, and that would be enough.

After you’ve got both of the mecha’s arms, Yoshie will start to tackle you on the tracks. Here, you have to jump in the air and stomp on the mecha’s jetpacks on its back.

In the final sequence, the mecha will keep flying away from you, while Emi rides the train in the air. Yoshie will try to knock down buildings, but you’ll have to avoid them.

The red sign will appear on the screen, showing you the direction in which you’re supposed to go to avoid crashing into anything. Furthermore, a red crosshair on the screen will show you if you’re going to crash into anything or not. Try to make sure the red crosshair isn’t on any buildings or rubble while you’re passing through, so you don’t crash.

Madoka Sato (Chapter 2)

In this race, Madoka’s subordinates will try to block your path with red trains. You’ll either have to switch tracks or jump over them to avoid crashing into them.

Here, you simply have to keep going until you reach Madoka’s arena while avoiding all the red trains.

In the first sequence, Madoka will shoot a giant baseball in your direction. You have to jump in the air and crash into the baseball while performing a trick to deflect it to Madoka.

You’ll have to do it a couple of times. Once you’ve hit her with the baseball a few times, Madoka will move ahead to the next sequence.

Next, Madoka will be leading you to the next area. On the way, the red trains will be following her, and they’ll leave projectiles on the track. You have to try to avoid all of these projectiles.

If you keep going, Madoka will eventually fire a baseball towards you. Jump in the air and deflect the ball with a trick to deal damage to her.

Once you’ve dealt her enough damage, she’ll summon two more red trains. Now, you’ll have to avoid the projectiles from these three red trains that are behind Madoka.

As you keep going on the track, Madoka will start firing baseballs again. Deflect them back in the same way.

After you’ve taken out 70% of her HP, Madoka will get serious. She’ll lead you to a tunnel and get behind your train.

From there, she’ll smack you with a baseball and knock you out, defeating you in the process. The track will be cleared, and you’ll advance to the next chapter after it.

Shin And Fumihiko (Chapter 3)

While Shin is already helping you with new trains at this point, he’ll partner up with his brother Fumihiko to challenge Emi with their unbeatable performance.

Fumihiko makes it clear that if Emi wins, he’ll join her party as her personal mechanic.

As the track begins, you’ll have to avoid the bombardment from Fumihiko. You’ll slowly have to make your way to the fortress.

When you finally approach the cliff from where Fumihiko was shooting those cannonballs, he’ll start to jump. Each jump will release a shockwave. Here, you have to jump to avoid the shockwave, while also performing tricks to fill up the Zone meter.

As soon as you enter the Zone, you’ll start to see tracks that lead you inside the fortress. As you get inside, you’ll find some switches here.

Jump in the air and use a trick to trigger the switches and unlock the path ahead. Hitting these switches also causes Fumihiko to take some damage.

You’ll then enter a sequence that looks like a vinyl player. Here, you have to stomp on top of the stickers on the vinyl discs.

After the sequence, Fumihiko’s fortress will spit Emi out. You’ll then have to avoid the cannonballs again.

After going through the half-tunnel sequence, jump on the rainbow rails. While riding the rails, you’ll spot a few points around the fortress where you’ll have to use the stomp.

If you destroy all of these points, the boss will be defeated.

Madoka Sato (Chapter 4)

After recruiting a mechanic, you’ll face Madoka Sato at the end of Chapter 4 for the rematch. This time, Madoka will bring out a worm-like train.

At the start of the run, Madoka will jump out of the dunes to launch baseballs at you. You’ll have to jump from the track and use a trick to deflect the baseball back to Madoka.

For the next sequence, you’ll have to run over the tracks while Madoka chases after you. She’ll drop down buildings and try to crush you with her train, but you’ll have to avoid all that.

After that, Madoka will lead you to a tunnel. Here, you’ll have to avoid her attacks. The path where she’s going to attack is highlighted. Wait for her train to twitch; that’s the sign that she’s going to attack. After avoiding three of her attacks, you can smack your train on her sides to deal damage to her.

Avoiding her attacks becomes more challenging as her HP drops. However, after you’ve taken out 70% of her HP, Madoka will come from behind you.

You’ll have to avoid the fire coming out of her train by moving in the tunnel. After that, the train’s eyes will start to glow. She’ll shoot lasers at you. The location of the area where the lasers are going to hit is marked on the ground, so get out of the way as quickly as possible.

In the next sequence, you’ll find Madoka coming at you inside a half-tunnel. Here, you have to use the rails on the sides of the tunnel to avoid Madoka. This loop will keep going until you fill the Zone meter.

Once you enter the Zone, you’ll be able to jump over Madoka’s train, and you’ll have to stomp on each of her fuel tanks. If you do that, you’ll fly into the air with Madoka.

When you’re in the skies, Madoka will shoot some baseballs at you. Here, you can’t do anything else. Just position yourself in front of the baseballs and use any trick with the right stick of the controller.

The balls will be deflected back, and Madoka will be defeated shortly. She’ll then join Emi’s party.

Yamagata (Chapter 5)

Before you can face Yamagata, you’ll have to face his 100 subordinates. You have to derail at least 100 trains in this sequence.

Most of the trains have shields on them; you can’t smack them with your train on the side where they’re wearing a shield.

You’ll be able to stomp on some of the trains during the run, so getting rid of all 100 of them won’t be much of a challenge. Don’t worry if you miss a few; you’ll get plenty of chances to derail them later on in the track.

Once you’ve knocked away around 70 of them, you’ll have to enter the Zone. The Zone will allow you to stomp on a bridge full of the trains, and then the battle with Yamagata will officially begin.

Yamagata will often create clones of his train and try to crush you. If you avoid all three attempts, the real train of his will be revealed, and you’ll be able to hit it on the side.

Yamagata will then craft webs on the track. Here, you have to jump from the hole in the middle of these webs to avoid them.

The boss will also block your path while double drifting, so you’ll have to use the third track that’s free to keep progressing.

The path will then lead you to a tunnel. Here, you’ll have to avoid the path that gets corroded by the boss.

For the last sequence of this phase, Yamagata will lead you to a path where you’ll have four tracks instead of the three, and he will create webs just like he did before.

Use a booster to charge straight onto Yamagata’s train, and he’ll summon a tornado. You’ll have to dive into the tornado and use the falling tracks to keep making your way up. In the last sequence, you’ll have to ride the wind by using Yukaze jumps to crash into Yamagata’s train, defeating him in the process.

Brian Ishida (Chapter 6)

For most of the first half of the run, you’ll have to proceed normally while avoiding obstacles. The track will then lead you to a drone. Emi will hijack the drone, and you’ll be able to ride it.

As you pilot the drone, you’ll have to keep progressing. Break through glass to keep going. You’ll also encounter locked gates. Here, you have to use tricks to make the drone fire rockets.

Each gate requires three rockets, so make sure you land all of them before crashing into the door. Furthermore, there will also be some drones in the way. You can destroy these drones using tricks.

After escaping the locked gate sequence, you’ll be able to progress ahead. But you’ll still have to avoid the buildings. Shortly after, Brian will show up and destroy the drone.

Brian will then fire a barrage of rockets at you repeatedly. You’ll have to switch tracks to avoid them. You’ll then enter a tunnel. Brian’s train will suddenly bite parts of the tunnel, and you’ll have to get away from the space between its teeth.

After escaping the tunnel, you’ll find yourself on tracks with Brian below you. Brian will try to bite the tracks, but you’ll have to jump to avoid him.

The tracks will then lead you to a structure where you can charge the particle accelerator. Here, you’ll have to ride the yellow-highlighted path to charge the particle accelerator, and it will also boost your speed.

You’ll have to avoid the red blocks on the way. A bar will appear on the screen to show how much the particle accelerator is charged.

In the next sequence, you’ll be face-to-face with Brian’s train. It will create projectiles in your path, but now that you’ve got the particle accelerator fully charged, any trick that you perform in mid-air will launch a projectile at Brian’s train, damaging its shield.

After that, Emi will strike Brian’s vehicle and destroy its head. She’ll then wear the head on the train, and you’ll have to pass through a sequence where you’ll have to avoid the obstacles and munch on trains to keep progressing ahead.

Once you’ve reached the other side, the run will be complete, and Brian will be completely defeated.

Suzuna Sei (Chapter 7)

Suzuna Sei possesses the power to create the rainbow tracks at will. The boss battle against her a simple but difficult one.

The run will initially start as normal. You’ll have to keep going until you reach Suzuna.

During the battle, a meter will appear on the left side of the screen. The boss battle is a rhythm battle in its entirety.

If you strike all the notes, the meter will remain green, and you’ll remain safe. However, if you keep missing a lot of notes, the meter will go red, and if it reaches the bottom, you’ll have to retry.

The bar above shows the total time remaining. If you survive, you’ll win. Furthermore, you’ll have to jump tracks and double drift at times to strike as many notes as possible.

Shihori Yoneda (Chapter 8)

Before you can face Shihori Yoneda, you’ll have to get rid of his three subordinates first. Mako will chase after you with a bow. You’ll have to avoid the arrows on the path.

As you keep going, you’ll eventually be able to get a jump on Mako and stomp their vehicle. You’ll have to face the twins next.

The twins can be quite challenging. The twin on the left unleashes negative orbs, while the twin on the right generates positive orbs.

These negative and positive orbs are surrounded by black ones, and you’ll simply have to avoid the black ones because you can’t do anything about them.

On the left side of the screen, you can see your train’s mode. If it’s on negative, you’ll be able to deflect only the negative orbs. Use a trick to switch the mode from negative to positive, and you’ll be able to deflect positive orbs.

Once the twins’ HP reaches zero, Shihori Yoneda will appear. Emi will also return to the ground from the clouds once the battle against the twins is finished.

Shihori can create spectral arms on the tracks. You’ll have to avoid the spectral ones, and only hit the physical arms that appear on the tracks. You can use tricks and stomps to damage Shihori’s physical skeletal arms.

In most sequences, you’ll have to alternate the gravity to switch between tracks while also avoiding the spectral arms.

In the next sequence, Shihori will use the skeletal arms to clap on the track and above it. You can avoid the lower ones by jumping, and the above ones by stomping. On the last clap, the arms will stay below you for a while, so you can stomp on them to deal some damage to the boss.

After that, the skull on Shihori’s vehicle will be blocking your path. Here, you have to run on a blue booster while dual drifting to deal considerable damage to Shihori.

For the last part, Emi will jump on Shihori’s skeletal vehicle. Here, you have to stomp on the fractured bones. As you do that, the boss will be defeated.

VACTRAIN (Chapter 9)

Emi finally challenges the VACTRAIN. She sends off all of her allies to bring their toys on this run. Furthermore, Emi will also unlock the ability to traverse the void for this run.

When you spot a small tunnel of light, use your horn inside of it to traverse the void and gain an exceptional speed bonus.

There aren’t any prominent gimmicks here. You just have to keep going ahead. The tracks will keep appearing in front of you, and even when it feels like there’s no path ahead, your friends will create one for you as you keep chasing after the VACTRAIN.

In the end, Emi will reach the destination before VACTRAIN, defeating it in the process as it is destroyed after meeting its match.

Miraido’s Brain (Chapter 9)

Destroying the VACTRAIN is not enough, as you’ll have to get rid of Miraido at its core, and to do that, you’ll have to head to the moon.

The party will then use a launchpad to ride the trains to the moon, using aurora borealis as their tracks.

As you keep going, Miraido’s satellites will try to stop you by creating barriers. Here, you’ll have to try to slip through the gaps in the barriers.

With a little help from Suzuna Sei, Emi will be able to reach the moon. Once you’re there, you’ll just have to keep going straight and keep breaking through everything to utterly destroy Miraido. You’ll then be able to watch the ending.


This concludes our Ultimate Guide for Denshattack!

If you’re looking for more walkthroughs, please visit the following pages:

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