Katana Zero is a neo-noir action platformer where one hit kills. You play as Zero, a Gamma NULL assassin who uses the drug Chronos to slow time. This walkthrough covers every level and boss.
Core Controls (Official Terms)
- Slash – Quick horizontal attack; can deflect bullets.
- Heavy Attack – Breaks shields or assassinates from behind.
- Roll – Dash with invincibility frames.
- Slow Motion – Slows time; shows bullet trajectories.
- Deflect – Slash just as a bullet hits you to send it back.
- Pick Up – Grab bottles, knives, or ashtrays to throw.
Prologue – The Apartment
The tutorial level. Learn to slash, roll, and use Slow Motion. No risk of death.

Act 1 – The Slums
1. Slums – Enemies: basic thugs and pistol users. Kill pistol enemies by deflecting their bullets or rolling through the gunshot sound. At the roof, face a Machine Gunner behind sandbags. Bait his fire, roll in during reload (0.5 sec window), and use Heavy Attack.
2. Apartments – Use Down + Slash at doors to slide-kick them open and stun enemies behind. Floor 2 has a Dog – cannot deflect; roll to avoid its bite. Floor 3 has a Shotgunner – Slow Motion, roll to his side, slash. Boss: Chainsaw Man. Lure him into charging into a wall four times; each impact stuns him.
3. Hotel – New enemies: Knife Jugglers (throw parabolic knives – deflect at last moment) and Riot Shield Officers (attack from above or behind). Central lobby has cameras – roll through their scan beams. Boss: Twin Sisters. One attacks high, one low. Jump over low attacks, crouch under high attacks, and deflect their alternating strikes. Practice rhythm.
4. Club – Dark level. Shoot out lights to blind enemies with night vision. Throw bottles to break fixtures. Boss: The Dragon (Fifteen) . He throws fireballs (deflect back) and does dash slashes. Double roll: first dodge, second roll behind him for a counter.
End of Act 1. The story reveals that Zero suffers from memory loss and takes Chronos to function.
Act 2 – Chinatown
5. Chinatown – Enemies: swordfighters who can deflect your bullets. Use thrown objects to break their stance. Mid-level introduces Gas Grenadiers – kill them before the gas cloud explodes. Boss: V. A swordsman in a suit. He parries frontal attacks. Feint by throwing a bottle, then attack during his parry recovery. After defeat, you learn V is also a NULL assassin.
Act 3 – Prison
6. Prison – Stealth section. Guards have flashlights. Use roll to dash between shadows. You can kill silently from behind. At the end, rescue another NULL subject. Boss: Guard Captain with a riot shield and flamethrower. Heavy Attack breaks the shield; roll through flames.
Act 4 – The Studio
7. Studio – Film set. Enemies include actors with prop guns (real bullets). Many traps: falling chandeliers, tripwires. Use Slow Motion to see wires. Boss: The Producer – stays in a control booth, sends waves of enemies. Kill the booth glass with three deflected bullets, then Heavy Attack him.
Act 5 – The Bunker
8. Bunker – Underground facility. Enemies: NULL soldiers who also use Slow Motion – they will dodge your first attack. Feint with a roll, then slash. Boss: Headhunter. She has a katana and grenades. She throws three grenades – deflect one back at her. When she charges, roll through and slash from behind. This boss has three phases.
Act 6 – The Military Base
9. Military Base – Outdoor level. Enemies with assault rifles and rocket launchers. Rockets can be deflected but timing is tight – better to roll. Use cover. Boss: Tank – not a traditional enemy. Destroy its turret by throwing grenades caught from infantry, then slash the hatch.
Act 7 – The Laboratory
10. Laboratory – Chronos research facility. Enemies: Syringe soldiers – they inject themselves to heal. Kill them quickly with Heavy Attack. Boss: The Psychiatrist (not a fight – dialogue choice). Your decisions here affect the ending. Choose truth or mercy.
Act 8 – Final Level (The Train)
11. The Train – Final gauntlet. Re-fight mini-versions of previous bosses in rapid succession: Chainsaw Man, Twin Sisters, V, Headhunter. After each, you get a small health refill. Final Boss: Fifteen (rematch) – now faster and uses a double dash. Roll twice consecutively, then counter. After defeating him, you reach the train’s engine. The ending depends on previous dialogue choices.
Endings & Post-Game
- True Ending: Spare certain NPCs and trust The Psychiatrist. Zero breaks his loop.
- Secret Ending: Kill everyone including the psychiatrist – unlocks a new game plus with harder enemies.
Total playtime for a first run: 4-6 hours. Use Slow Motion liberally until you learn enemy patterns. Every death teaches you the timing. Good luck, assassin.
