[Back To Contents] [Billy] [Enemies] [The Killing Road][Round 1] [R2] [R3] [R4] [R5] [R6] [R7] [R8] [R9] [R10]Round 10: Wingate Family / Machine Gun & RifleTerrain: RiverlandThe final round takes "short and intense" to its extreme. The terrain is actually not quite as tortuous as Round 3's worst... however, the spawn frequency is hellish. Horse is found early, at the spot marked below. To my shame, my current run doesn't manage to keep him until the final boss - that would seem to require a prodigiously fast, skilled attack beyond my present abilities.

Fortunately, the final boss is quite killable without the horse! When you reach the bridge shown in the second image above, ominous BGM will herald the showdown. Don't let up your attack until you've reached the area in the third image - it's very possible to die during this approach phase.
Boss 10: Wingate FamilyTechnically, there are three final bosses. However, with a little practiced nerve, neither of Pa's sons will survive long - both are extremely vulnerable to a speedkilling frontal attack. As shown in the replay below, there's ample time before Pa arrives, and both sons' positions near the screen edge put the horde at a disadvantage. Interferers will be quickly cut down in the process.
[Video Demo: Speedkilling the Junior Wingates]Those two dead, let's move onto the real threat: Pa Wingate. I'll break format for the finale by covering his attack first and arena second, as Pa has a nasty trick up his sleeve.
Battle: Pa himself is a much deadlier proposition than his sons, chiefly for a dominating and initially invisible feature of his spreadshot. See the "bullet puff" animation as his shots terminate? Not only are these puffs
absolutely lethal to touch, their hitboxes will remain active for at least a few frames after the sprites have disappeared. It's effectively a solid, invisible wall of death. You've got to wait for it to fall, rush in to score your hits while Pa's not in his invincible crawling phase, then retreat as a fresh spread is loosed. The timing is tight, but a groove is definitely possible to pick up on. Of course, Pa's horde isn't going to sit back and watch.
Arena: in my current strategy, taming the arena requires a methodical "fortress" approach, based at the bottom-centre of the screen. Greys entering from the left and right edges are exterminated as per usual. Dynamiters from upscreen can be largely ignored - provided you don't run straight into an exploding stick, you'll be safe at the bottom edge and can kill them while scoring hits on Pa. You'll notice that I don't always immediately kill the Blue Rifles entering from left edge - if I'm busy with Pa or other enemies, I'll exploit their blind spots.
[Video Demo: Pa Wingate zoning/hit & run strategy]This isn't a quick method, but I find it very replicable. For now, it's the best I know of - as noted in the ST's introduction, I'd love to hear from other players!
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And that's it. The town is safe, Billy's battles are just beginning, and Capcom thank you profusely. I hope this ST will be of some help. Congratulations on making it this far!