Ninja Gaiden Boss Guide- Best Non-Jump and Slash Ninja Arts and Strategies V3.0 (11/31/99) (Got serious with the Legal Stuff/Special Thanks; Added another way of getting through the end of level 5-2) By "Emptyeye" (emptyeye@juno.com) The current version of this Guide can be found at either www.gamefaqs.com or vgstrategies.about.com. There are 7 Sections Section I: Brief History of this Guide Section II: Absolute Game Basics Section III: Ninja Power-ups: Their costs and functions Section IV: Boss Strategies Section V: Other Difficult Areas in the Game Section VI: This Tip Sheet's Future (Again I'll need your help!) Section VII: Legal Stuff (What if you wanna use this?) Section I: Brief History of this guide V1.0 (First Public release; contained sections IV through VII) V1.01 (Fixed the url of one of the websites and added Section I out of necessity) V1.5 (Modified strategies for Basaquer, The Kelbeross, and The Masked Devil; also modified the strategy for the latter half of Level 6-2) V2.0 (Realized [Finally] that most people don't have directions or early Nintendo Powers like I do, and so added some new sections covering the absolute basics and ninja power ups..also modified the urls again; Added a side note to The Masked Devil battle and modified its strategy also; fixed some small typos.) V2.01 (Fixed a typo in the history [How can 1.5 be the Current Version AFTER the release of 2.0?]; fixed another small typo.) V2.1 (More typos [Mainly one in the Version History] fixed; Modified the descriptions of some of the Ninja Power-Ups.) V2.2 (Modified the Bomber Head Strategy) V2.3 (Modified the Bomber Head and Kelbeross Strategies) V3.0 (11/31/99) (Got serious with the Legal Stuff/Special Thanks; Added another way of getting through the end of level 5-2) Section II: Absolute Game Basics Finally realizing that people who have this game probably don't own the instruction manual, I set out to provide a concise 'control guide', if you will. Note that this only applies to the actual NES version of the game; emulator users are out of luck. Well the Control Pad moves Ryu in whichever direction you press, the A button jumps, and the B button swings your sword. Simple enough? Obviously you can combine these functions; i.e. A then B will swing your sword in mid-air. When on a wall, hold A and then press the control pad away from the wall to jump off of it. If you do this then quickly press the control pad back TOWARD the wall (while still holding A), you will climb the wall slightly, if you're lucky (just kidding..you'll get it with practice.)...doing this repeatedly is called the quick kick technique and is important in certain places ( I refer to it as simply 'climbing the wall'). Oh yeah, one last thing: when you have a Ninja Art, pressing Up on the control pad+B will use that Ninja Art (except for the Jump and Slash). Section III: Ninja Power-ups: Their costs and functions My inspiration for this was the same as that for Section II. The cost to use each Ninja Art and it's appearance is listed in parantheses next to it's name. A - is used to indicate that there is no cost for it (or it isn't a Ninja Power Up) Blue Point Power Up (-; looks like a blue jar): Adds 500 Points to your score. Red Point Power Up (-; looks like a red jar): Adds 1000 Points to your score. Blue Ninja Power Up (-; looks like a Japanese symbol on a blue background): Adds 5 Ninja Points to your total (these are used to cast Ninja Arts). Red Ninja Power Up (-; looks like a Japanese symbol on a red background): Adds 10 Ninja Points to your total. Elixir (-; looks like a slim red bottle):Instantly recover 6 bars of energy. Hourglass (-; looks like...an hourglass): stops enemies for moving for roughly 5 seconds. 1-Up (-; looks like Ryu's head): Grants an extra life. Basic Throwing Star (3 Points; looks like a large bluish-purple throwing star on a pink background): Sends a throwing star straight out. Windmill Throwing Star (5 Points; looks like a large orange-red throwing star on a white background): Sends a throwing star out for a short distance, then it comes back to you! Also cuts right through any enemy that gets in its way (Save for bosses)...if you dodge it on its return it will whip back and forth around you until you finally do decide to catch it. Art of the Fire Wheel (5 Points; looks like a large drop-shaped fireball): Sends fire at about a 50-60 degree angle diagonally upwards; can do multiple points of damage to bosses if timed right. Jump-and-Slash (5 points; looks like a bluish-purple spiral on a pink background): Oh yeah! Arguably the coolest power-up ever in an NES game, the jump and slash turns you into an invincible buzz-saw when you use it! To use it, just Jump and swing your sword when you have it. Quick note: If you hold down on the control pad, jump STRAIGHT UP (It doesn't seem to work with a forward or backward leap.), and swing your sword, you won't jump and slash... just swing your sword normally. This DOES have its uses; it can conserve Ninja Points for tougher sections for instance. Invincible Fire Wheel (-; looks like a mass of flame): For approximately 8 seconds, you cannot be hurt by enemies. It's one drawback (But it's a MAJOR one) is that it cancels out whatever Ninja Art you have at the time. Thus, after your 8 seconds of immortality, you're left without a Ninja Art (If you had one in the first place.). Section IV: Boss Strategies This section is just what it implies..specific strategies for each of Ninja Gaiden's bosses. A quick note that this guide assumes you don't have the Jump & Slash upon arrival at the boss (the obvious easy way to beat bosses in this game is to arrive with Jump & Slash, run up to the boss, and let it rip.). As with the Ninja Gaiden 2 Guide at the sites listed above (also by me), the best Ninja Art to use on the bosses is listed in parantheses next to their name. Barbarian (None)- This boss takes a couple steps, swings his axe (sword?) a few times, takes a few more steps, and so on. No Ninja Arts needed here, just walk up to him and wail away with your sword. Take a few steps back when he gets close to you and wail away some more. Repeat as necessary. Bomber Head (None)- Basically the same pattern as the Barbarian, save for three things. First, he advances farther per step than the Barbarian did, so you'll have to hit him faster than you did the Barbarian. Secondly, Bomber Head's weapon will hit you if you don't duck down next to him. Lastly, where he FIRST stops is dependent upon how far into the room you advance at the start of the battle. Rush into the room near him and use the same strategy on him as you did the Barbarian, taking those two facts into account. (NOTE: John Evans [Turboranger@rocketmail.com] informed me that you can destroy Bomberhead's weapon. I never really found it necessary, but if it helps you, then use it. He also said that you can't duck under his weapon in Ninja Gaiden Trilogy, I don't know about that. Thanks!) Basaquer (Windmill Throwing Star/Art of the Fire Wheel)- Much harder than the first two bosses, and not just because there's no Jump & Slash in all of Act 3 . Basaquer jumps around his room, back and forth, sometimes shooting bullets when he hits the ground. There are 2 ways to go about this battle. The first is to stand in the middle of the room and hit Basaquer with the Art of The Fire Wheel whenever he flies overhead, hitting the bullets with your sword. The second method involves standing just to the left of the left pile of rocks in the background, hitting Basaquer with your sword (it has a longer range in this battle than others, for some reason) when he drops, and hitting the bullets with the Windmill Throwing Star. Stuck with a sword? Combine the two strategies, i.e. Stand near that pile of rocks, hit Basaquer with your sword, and also hit the bullets with your sword. The Kelbeross (Windmill Throwing Star)- The Kelbeross start on their pedestals , then hop around the screen, occasionally spitting poison which can be hit with your sword. To start, run up to the Kelbeross on the right (It's a fake, but bear with me.) and throw ONE Windmill Throwing Star at it. If timed correctly, it will die, making this battle MUCH easier. If not, throw another one. That done, stand underneath one of the pedestals (I prefer the left one), waiting for the remaining Kelbeross to come near you, and slash it when it does (You can also use the Windmill Throwing Star if you'd like). (Thanks go out to John Evans [Mentioned earlier] For letting me know that the fake Kelbeross can be destroyed with the Windmill Throwing Star.) NOTE: Some strange things happen randomly (It may just be my copy of the game) when you use the Jump & Slash on the wrong Kelbeross at the start of the battle. One time I did this and had to fight THREE Kelbeross instead of one. Another time, after doing this and also Jump & Slashing the real Kelbeross (depriving him of all energy), I had to hit him again with my sword..weird. If anyone knows about this and would like to help I'd appreciate it, and I'll give you credit for the contribution..I personally think it's just poor programming, but anyway... Bloody Malth (None)- Much like the Barbarian and Bomber Head but again with two important exceptions. First, he moves both forward and back (and does so quicker than either the Barbarian or Bomber Head), and secondly, each of his attacks WILL hit you (don't try jumping, ducking, anything; when I say they WILL hit you, I MEAN IT) and WILL take three points off your energy bar per hit (thankfully you get all your energy back before the battle). Use pretty much the same strategy as you used on Bomber Head but SLASH QUICKLY! The Masked Devil (Art of the Fire Wheel)- The Masked Devil himself doesn't attack, he just walks around the bottom of the screen, seeking you out and going toward your general area. What makes this battle annoying is that what looks like a clown nose on a face in the wall (Which upon reviewing further, I found to be a miniature of Jashin; the clown nose is it's heart.. anyway), constantly shoots out fireballs that follow the Masked Devil, thus preventing you from getting in a clean shot at it. This nose, heart, whatever you want to call it, is what you must destroy. Throw the Art of the Fire Wheel at it a few times, then try to climb up the left wall as high as you can. When The Masked Devil reaches the wall, jump down and onto the RIGHT pedestal, and continue to throw the Art of the Fire Wheel at it. Then climb up the RIGHT wall when the Masked Devil comes close. When he reaches the wall, jump down and onto the middle pedestal, throw some more Fire Wheels at it, and repeat the above. Stuck without a Ninja Art, or run out of Ninja Points? Then here's what to do. At the start of the battle, climb onto the middle pedestal, jump and hit the heart with your sword 4 or 5 times. When The Masked Devil comes close, revert to the above strategy, substituting 'sword' for 'Art of the Fire Wheel'. A lot easier than I originally thought it was... A quick note that you get your energy back before this battle and between these last bosses. (NOTE: Try as you might, you cannot defeat The Masked Devil himself. I tried Jump-and-Slashing him 3 times in a row...he didn't die.) Jaquio (Art of the Fire Wheel)- Jaquio sweeps back and forth at the top of the screen, periodically shooting heat seeking fire at you. The Art of the Fire Wheel (Obviously second to the Jump and Slash) is a no-brainer here; just jump up and throw it at him. Again, bring a lot of Ninja Power to the battle. If you run out, jump on one of the pedestals and jump up and hit him as he flies by you. Just don't do this as he's coming toward you, because if Jaquio himself hits you, you lose three points off your energy bar (the fireballs take off one point, if you're curious). Jashin (None)- Jashin doesn't move, he just throws what seem to be little red scythes at you. The first task is removing his face. Just jump up and slash at it with your sword (different from the Jump & Slash, but if you get here with it from having to redo Act 6 then feel free to use it.). Eventually it'll fall off and roll over you (don't worry, it only takes off one energy point). The next target is his tail. Crouch and hit it until it falls apart (periodically rising to dodge the scythes..they take off 3 points of your energy bar). Finally, jump up and hit his heart until his energy runs out. Again, take care to dodge the scythes. Yay! The Ending! :) (NOTE: People's opinions vary on what "Jashin" is actually called. Some web sites refer to him as simply "The Demon" [Perhaps "Jashin" is "Demon" in Japanese?]..Nintendo's NES Atlas called him "Jashin" so I used that.) Section V: Other Difficult Areas Besides the bosses, there are several other difficult areas in this game. I've listed 4 but you're free to contribute more if you need the help. Late in Level 5-2, there is a ledge you must reach that is below an overhang. A pit is between them. Nintendo Power Issue 7 (it has Mega Man 2 on the cover) says to tackle this in a "Z" pattern, i.e. jump on the overhang, jump down so you're hanging on the platform you were originally on, and from there jump to your destination. An easier way is to jump off your original platform and then maneuver Ryu so that he clings to the lower part of your original footing. From there jump to your destination. Not only do you save a step by doing this, you also avoid a rather pesky eagle that would ordinarily attack you. (ALTERNATE METHOD: normy17@aol.com sent in another way of getting through this. As usual, I QUOTE: "Jump onto the overhang, and climb up the overhang but doing the wall climb jump. A pain if you're not coordinated, but most people who can make it to this point of the game without cheating can probably do it. Climb up the overhang by jumping off and up, then when you get to the top, jump up and over and you will fall safely on the other side. Most of the time you will probably hit the enemy that is down there, taking a way a couple of bars of energy, but it is much more favorable in my opinion than having to mess with that (darn) eagle and the bottomless pit." Thanks!) In section 4 of Level 5-3, you must not hesitate until almost the end of the section. There are 2 guns each at the beginning of platforms, and if you let either of them get off a shot, consider that life shot unless you can scroll it off the screen and try again, not hesitating. Don't worry about the eagle, the green ninja, the power-ups, anything. Just GO until you see the ladder. Wait until the machine gun guy goes to just about the edge of the platform, then jump over him and climb up the ladder. Ah, Level 6-2...source of nightmares for so many gamers... there are 2 difficult sections in this level. First are those darn flying ninjas that throw stars at you while you're trying to cross a bottomless pit. Get as much Ninja Power as you can before this part. Windmill Throwing Star the guy on the small platform and jump onto it. Jump and hit the first flying ninja that comes toward you with your sword. Jump up onto the larger platform and RUN! Don't try to jump up and hit the ninjas, just run! You'll take a hit or 2 from throwing stars but that's fine. Grab that power up toward the end of the platform. A Jump & Slash! Woo-hoo! Now just Jump & Slash your way through the rest of the section but DON'T grab that other power-up (It's a Windmill Throwing Star). Later, in section 3 of level 6-2, there is a myriad (that means a lot) of enemies that attack you, again over bottomless pits. Jump onto the platform and slash the sword guy, advance SLOWLY, jump over the bat, turn and kill the green ninja, jump to the next platform, jump over the eagle, duck and kill it, and STOP. Advance to the right, SLOWLY (That becomes a theme in this part). You should see a guy scroll himself off the screen. It is now safe to continue. Jump onto the platform (careful, an eagle attacks you and you have to kill it while in mid-air; miss and you can consider that life gone.), jump over the green ninja and proceed to the ladder. Whew! Section VI: The Future of this Tip Sheet Well obviously corrections will be made, typos fixed, and so on. In addition, I'd like you to tell me what parts of this game you find difficult..just E-Mail me with your problem (also mention whether you'd like credit for pointing it out) and I'll write help for it and put it here. If you have alternate boss strategies, feel free to point them out to me. So long for now. -Marc Section VII: Legal Stuff (If you'd like to use this) This guide is Copyright 1999-2000 by "Emptyeye". However, you can do pretty much what you wish with it except A. Say you wrote it, B. Quote parts of it directly (Paraphrasing is acceptable) without putting the quoted part in quotation marks and naming me/this guide as a source (THAT IS PLAIGERISM!!), and C. Sell/give this guide away for any profit of any kind. If you have any questions about whether what you do with this guide is in violation of A, B, or C, ask me first. I reserve the right to ask that this guide be taken down from your website at any time (Which won't happen under ordinary circumstances). Please ask before posting this guide on your website (I'll say yes). I respect all copyrights, trademarks, etc. in writing this guide. Special thanks go to the NES Atlas (For Boss names), Nintendo Power issues 5, 6, and 7 (Same, and some Power-Up names.), my cousin Jamie (For helping me beat this stupid game!), normy17@aol.com (For the other way of getting through the end of 5-2), and John Evans (Turboranger@rocketmail.com) (For the current Bomberhead and Kelbeross strategies).