FAQ/Walkthrough by PoPPiP

Version 1.00, Last Updated 2011-12-18

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SHINOBI 3DS FAQ
Author/Editor: PoP_PiP
Latest: Version 1.00
E-Mail: diablosdungeon [at] hotmail.com

A huge special thanks to Zauron, ziophaelin, and Frostman007, for their continued support of the game on the GameFAQs boards. Without them, this FAQ would never have come to fruition. These guys really went out of their way to support this game after its release, and not enough can be said to awesome that is for a fan of the game.

Thanks to all others who posted their questions and answers on the GameFAQs boards.

This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

Greetings fellow ninjas! Welcome to the Shinobi 3DS FAQ. Whether you are having difficulty with a section of the game or just wish to learn more about it, I hope you will find what you are looking for here. It should be said that much of the data compiled in this guide was taken straight from the developers, as they were kind enough to detail much game information in the forums at GameFAQs. Knowing full well that such information will get lost over time, I decided to make this unofficial guide to preserve the information.

General

This section contains general gameplay tips and information.

Note

The following comes straight from the developers at the GameFAQs forums. I merely cleaned up the information and am posting it here for your convenience.

Here is the move list for Jiro, who is the primary protagonist in the game.

Damage Table

MoveDamage
Sword Slash5
Kunai4
Charged Slash5 to 20
Counter Slash20
Kicks (dive kick, slide kick, jump-off)3
Fire Magic45

Specifics

  • Collecting the attack boost power-up (red coin with a picture of a kunai on it) doubles all the above numbers until the next time you get hit or complete the level. Fire magic damage is not doubled.
  • After Earth magic wears off all damage is reduced to 60% normal for a while. Sword damage is reduced to 3 and kick damage reduced to 1 until the negative effects wear off.
  • The chain doesn't actually do damage, it just pulls you to the enemy and does a jump-off for 3 damage.
  • Spells and bonus multiplier do not increase your damage.

Complete Move List

Below is a reference to all moves in the game. Remember that all buttons can be changed to your preference, but this lists default controls (move names are not the official ones).

Three Hit Combo
Y, Y, Y
15 damage total, 5 damage per hit
This is your bread and butter three hit combo. The last hit can knock away enemies and be followed up by a kunai.
Charged Slash
Y (Hold)
5 to 20 damage depending on how long button is held
Damage and range based on how long hold the button, hold it long enough and it comes out automatically at full power, which can break through enemy shields.
Ducking Slash
Down + Y
5 damage
Hits in front and behind, but makes Jiro stand up slightly putting you in harm's way during the animation. Enemies in front are knocked up into the air a bit so it can be used for juggling.
Rising Slash
Up + Y
5 damage
Quickly slashes upwards while jumping as well. Brings enemies up into the air with you, which can be followed by an air slash, kunai, or jumping off the enemy.
Air Slash
(In Air) Y
5 damage
Hits both below and in front, fast and good range.
Dive Kick
(In Air) Down + Y
(In Air) Down + A (both moves work)
3 damage
When connects you bounce back up into the air again. Note that that in Shinobi III the dive kick and shuriken were on the same button.
Spin Slash
(In Air While Spinning from Double-Jump) Y
5 damage per hit
Hits multiple time especially at the start, and drops quickly to the ground and hits on both sides when you land. You can get more damage by waiting and using it while near the ground and right in an enemy's face to get the multiple hits. Be careful around pits though!
Piercing Dive Kick
(In Air While Spinning From Double-Jump) Down + Y
3 damage
Same as Dive Kick but you don't bounce back into the air when it connects, it continues to go through until you hit the ground. Also seems to be more powerful and can knock enemies into the air for combo possibilities.
Ledge Slash
(On Ledge) Y
5 damage
Pulls up onto the ledge while slashing whoever was standing on the ledge above. Has some invincibility time during the animation.
Hanging Slash
(On Ceiling/Rope) Y
5 damage
Hits below and in front.
Counter Slash
(After Parry) Forward + Y
20 damage
Same as fully charged slash but comes out instantly.
Slide Kick
(At beginning of Duck Slide) Y
3 damage
Quickly closes the distance to an enemy while staying low and getting a quick hit. Has several invincibility frames.
Kunai
A
4 damage
Throws a kunai straight forward. You can rapidly tap for a fast repeating throw.
Note that if you have Fire or Earth spell active, most of the Kunai attacks fire 2 for the price of one, one normally and another at an angle up or down depending on where you are.
Ducking Kunai
Down + A
4 damage
Same as normal kunai, just a lower shot and keeps you fully ducking so it will keep you safe from high attacks.
Air Kunai
(In Air) A
4 damage
Can't throw as rapidly as on the ground but still very useful for hitting enemies and in mid-air combos.
Spread Shot
(In Air While Spinning After Double-Jump) A
4 damage per Kunai
Throws 8 Kunais in a fan from straight forward to straight down and all angles in between, making it easy to hit enemies and not stopping your momentum like the spin slash. However, after using you have to wait extra long before you get to use any Kunai at all. Only requires 1 Kunai to use.
Back Kunai
(On Ledge) A
4 damage
Throws a Kunai back away from the wall.
Hanging Kunai
(On Ceiling/Rope) A
4 damage
Same as the Air Kunai but you stay hanging.
Double Shot
(During Duck Slide) A
4 damage per Kunai
Throws a ducking Kunai forward and another Kunai backwards and at an upwards angle at the same time.
Jump Off Enemy
(While in mid air near an airborne enemy) B
Uses the enemy as a springboard and jumps off of them, putting you higher and sending them to the ground, and you can Double Jump after!
Grapple Chain
X
If hits an airborne enemy, pulls you up to the enemy and then automatically jumps off of them. This can be used in air or on the ground.

Thanks to OmegaZero633 from GameFAQs for the moves list in this section.

Here is the move list for Sarah, who can be unlocked by completing the game on Hard difficulty.

Damage Table

MoveDamage
Melee3
Bullet5

Specifics

  • Sarah has no combo multiplier, no magic, and no context actions.
  • Sarah is 1.5x as fast as Jiro. This makes her almost as fast as Jiro with an x4 multiplier and water magic stacked, which makes him 1.55x normal speed.
  • Collecting the attack boost power-up (red coin with a picture of a kunai on it) doubles her melee attack damage, but only raises her bullets from 5 damage to 6 damage per shot. However, it gives the shots the same defense-piercing ability that Jiro's Fire Magic gives his Kunai. This is extremely helpful.

Complete Move List

Below is a reference to all of her moves in the game. Remember that all buttons can be changed to your preference, but this lists default controls (move names are not the official ones).

Roundhouse Kick
Y
Roundhouse kick that staggers the opponent.
Three Kick Combo
Y, Y, Y
A spinning triple roundhouse kick combination. The final hit sends the opponent flying.
Crouching Roundhouse Kick
Down + Y
A crouching roundhouse kick angled slightly upwards that staggers the opponent.
Flip Kick
Up + Y
A flip kick that sends a struck opponent, into the air. This move can be followed with upward shots or a jump kick/jump shot. It does not cause you to fall off of ledges if used on the ground next to one.
Slide Kick
Down + B
Slide kick with temporary invincibility.
Backflip Dodge
R
A backflip that gives Sarah temporary invincibility. It does not cause you to fall off of ledges if used on the ground next to one.
Grapple Chain
X
If it hits an airborne enemy, pulls you up to the enemy and then automatically jumps off of them. This can be used in air or on the ground.
Gun Shot
A
Fires a shot forward. This can be rapidly used until you run out of bullets by tapping the button quickly.
Ducking Gun Shot
Down + A
Fires a shot forward while crouching. This can be rapidly used until you run out of bullets by tapping the button quickly.
Upward Diagonal Gun Shot
Up + A
Fires a shot diagonally upward. This can be rapidly used until you run out of bullets by tapping the button quickly.
Reload
L
Reloads bullets. Cannot be used while moving or in midair. Sarah will also reload if you try to shoot from the ground without bullets. If the animation is not allowed to finish, Sarah won't reload. If you crouch while the reload animation is in progress, Sarah will continue to reload while crouching unless interrupted.
Crouching Reload
Down + L
Reloads bullets while crouching. If the animation is not allowed to finish, Sarah won't reload.
Side Kick
(In Air) Y
Can be used after a double jump. If an enemy is hit in the earlier frames of the animation, it will be sent flying farther away.
Dive Kick
(In Air) Down + Y
A diving kick. If used after a single jump, it will send Sarah back into the air upon contact with an enemy. If used after a double jump, it will penetrate through the opponent, but will still rebound upon contact with a solid surface.
Air Gun Shot
(In Air) A
Fires a shot forward unless Sarah is out of bullets. Can be used after a double jump. It also can be rapidly used until you run out of bullets by tapping the button quickly.
Air Diagonal Gun Shot
(In Air) Down + A
Fires a shot diagonally downwards unless Sarah is out of bullets. Can be used after a double jump. It also can be rapidly used until you run out of bullets by tapping the fire button. When used, Sarah's vertical momentum will be mostly canceled, allowing the player to float backwards slightly while firing rapidly. Note as well that with the right timing, you can cover great distances in the air. You have to get her to start shooting one way then hold backwards while shooting.
Air Dodge
(In Air) R
A spinning midair dodge that allows for temporary invincibility.
Hanging Kick
(On Ceiling/Rope) Y
Does a double kick forward.
Climbing Shot
(While hanging off of a ledge) Y
Fires two shots while getting up unless Sarah has no bullets.
Note

The following comes straight from the developers at the GameFAQs forums. I merely cleaned up the information and am posting it here for your convenience.

It may not seem like it would be, but the Parry feature in Shinobi for 3DS is easily one of the most satisfying things about the game.

Basics

To use Parry, just tap whatever button you assigned to it (R by default) just before or as an attack hits you. It does no good to hold the button down, and it doesn't work to just mash it rapidly either. You have to tap it, once, at the right time. If successful, the attack will do no damage, the projectile will be destroyed or deflected, and often an enemy using a melee attack will recoil in response to their attack being parried, leaving them wide open.

Also, when parrying attacks coming very quickly one after the other such as the bullets from a machine gun, you only need to parry the first shot and the rest will automatically be parried.

Why Parry Is Awesome

First, you can use Parry at ANY time - on the ground, in mid-air, in the middle of your attacks, even while recoiling from getting hit. Just pressing the button won't always interrupt what you are currently doing (so it can't be abused to break out of attack and hurt animations whenever you want), but if you press it when just about to be hit by something you will still parry the attack no matter what. You can even parry attacks coming from behind you. You can also parry almost everything in the game (exceptions include stage hazards and a very few boss attacks).

This means that with good timing and practice, you can stop anything from hurting you even while still staying on the offensive. No need to stop and wait for an incoming attack just to parry it!

Parrying Benefits

  1. Big bonus to points and the multiplier bar - though you only get the bonus once until you attack something and then parry again, so you can't just stand there and parry all day to get points.
  2. After a Parry on the ground, hold left or right and tap your sword attack button to instantly perform a fully-charged power slash (normally requiring you to hold the attack button down for a few seconds) as a counter-attack. This attack is very powerful, has huge range, and can break through some enemies' shields. Your normal attacks are also faster than normal if used immediately after the parry.
  3. If you have used all your kunai, a successful Parry will immediately give you one back to use as a ranged counter-attack. However, there is no bonus damage on it.
  4. You can always double-jump after a mid-air Parry, even if you had already used your double-jump before then. Also, if you double-jump immediately after the parry, you can hold the jump button down and it will go much higher than it normally does. There are several uses for this.
  5. For a very brief time after a successful Parry, you will automatically parry any additional attacks. So if you are being attacked by a rapid series of attacks, you only have to Parry the first one and the rest is automatic. You can interrupt the auto-parry sequence by jumping, which will instead give you a few frames of invincibility.

It is well worth taking the time to learn to use this technique!

Note

The following comes straight from the developers at the GameFAQs forums. I merely cleaned up the information and am posting it here for your convenience.

In this game Ninja Magic can be thought of as your trump card, allowing you to get past a section that is really giving you trouble. Many people seem to ignore magic because every time you use it, your score is penalized at the end of the level. However, if you aren't yet practiced enough to be going for an S rank or you just don't care about scoring, you really should try it out.

Also, in many cases you can end up with more points from the beneficial effects of the spell than you would lose from casting the spell itself, so even those going for a high score should learn how to use magic.

Once you cast a spell you cannot cast any more unless you die, complete a level, or pick up a Scroll power-up somewhere in the level (if you haven't cast your spell yet, the Scroll gives you bonus points instead). Select the spell you want to cast beforehand by touching the icon on the touch screen, then cast the spell when ready by tapping L (by default - you can remap the button). You can cast at almost any time, including in mid-air!

Some of the spell effect explanations are a bit vague in the game (particularly Earth, which is much more powerful than the game implies), so the details below should give more insight as to how they work and why they are useful!

Fire

Jiro's enhanced version of the Kariu spell, with the same initial effect but additional effects after casting.

Primary effect: When cast, the spell deals 45 damage to everything on screen. This is sufficient to kill every monster in the game, but not enough for bosses.
Secondary effect: For 1 minute after the spell is cast, your kunai will pierce through enemies and shields, allowing you to hit multiple enemies with a single kunai and easily defeat enemies that block normal attacks.
Secondary effect: For 1 minute after the spell is cast you throw 2 kunai for the price of 1 for most normal throws, with the second being thrown at an upward or downward angle (up on the ground, down when in the air) making it easier to hit enemies at odd angles.

Duration: The secondary effects last 1 minute.

Useful for: Finishing off bosses (especially ones that use a shielding power of some kind) and quickly clearing areas that use a lot of enemies with shields or that are flying or in other tricky positions that are hard to hit with normal straight shots.

Negative effects: None

Lightning

Jiro's Ikazuchi spell, with the same properties and just as useful.

Primary effect: A shield that absorbs 3 hits of any kind before being destroyed, with no time limit. Works on spikes and such too, and when it absorbs a hit you experience no recoil or knockback or interruption of any kind to your movement or actions.

Duration: This effect has no time duration. It lasts until you are hit 3 times.

Useful for: Getting through areas where enemies knock you into pits and such, since you are not knocked back. Works well in trap-filled areas as well. Also, since it is based on hits and not damage, particularly useful against enemies that do a lot of damage per hit, where it can effectively triple your health bar.

Negative effects: None

Water

Jiro's greatly enhanced version of the Fushin spell.

Primary effect: Higher jump height and faster run speed for its duration. The faster run speed stacks with the boost from the Bonus Multiplier. The increase in run speed is by 25%. The bonus multiplier increases it by 10% per multiplier above 1 (so 2x = 10% boost, 3x = 20% boost, 4x = 30% boost). The effects are additive (so water + 4x multiplier = 155% normal run speed).
Secondary effect: Kunai reload much faster than normal, so they can be used more freely.

Duration: All effects last for 3 minutes.

Useful for: Getting to secret areas easily, easily navigating tricky jumping sequences, getting through areas where you are being chased by some unstoppable thing that can kill you (lava, boulders, helicopter, etc.), fighting bosses or getting through stages that require a lot of kunai use, and improving your chance of getting bonus points for time.

Negative effects: None

Earth

Jiro's replacement for the Mijin spell, based on the same idea of great power at great sacrifice. Rather than sacrificing a life, however, Jiro unlocks his true power for a limited time but after is left in a weakened state at great risk of death.

Primary effect: Invincible (even to spikes, steam, etc.) and automatically parries attacks for a limited time.
Secondary effect: Same run speed as Water (but not jump height). The increase is by 25%.
Secondary effect: Split shot kunai like with Fire (but not piercing).
Secondary effect: Faster kunai reload as with Water.
Secondary effect: Most attacks are enhanced in some way.
Earth Magic Attack Enhancements
  1. Most attack animations are sped up (faster sword swings/kunai throws).
  2. Can perform the Parry counter-slash at any time with no recovery delay by pressing Forward + Y.
  3. Can use a mid-air rising slash with Up+Y as an alternative double-jump (can even do a normal rising slash, a second one in mid-air, then jump off the enemy and finally double-jump to get super high).
  4. Spin slash has more hits while spinning, and spins for longer at beginning if hitting something. You can also cancel out of it with a double-jump after falling for a minimum distance.
  5. Standard air slash causes you to bounce back into the air a bit when it connects, allowing you to immediately use it again on the same or different enemy (this by itself is enough to quickly clear out enemies and deal massive damage to many bosses).

Duration: All positive effects last for 22 seconds. Negative effects last for 8 seconds.

Useful for: Practically any situation where you are having difficulty, especially if there is chicken, a checkpoint, or the end of the level just past the part you are stuck on to help with the negative effects.

Negative effects: When the magic wears off, your health is reduced to 1. Also, for awhile you will have no kunai, slightly reduced attack power and 10% reduced run speed. This is an additive effect, so 4X multiplier boost with the negative effect of the Earth spell is still 120% movement speed.

Note

The following comes straight from the developers at the GameFAQs forums. I merely cleaned up the information and am posting it here for your convenience.

Up in the top-right corner of your screen is the bonus multiplier meter. At first this is probably not something worth worrying about, but it is a key element to becoming a true master of this game.

As you attack enemies, parry, etc. the meter fills up. Once it is full, you move up to the next multiplier level and the meter empties again. If you take too long to perform any actions that raise the meter before it gets to the next multiplier, it empties and you have to start over. This means the best way to increase the multiplier is by learning some good combos to use on enemies, or rapidly taking down multiple enemies in quick succession.

Once you reach the next multiplier (x2, x3, or x4) it is "locked in" and won't go back down from just taking too long to do anything. Your sword will glow a different color based on what your multiplier is at. However, if you take any damage, the multiplier is reset to x1 and your meter is reset to empty immediately.

So what is the multiplier good for?

Primarily, it is a multiplier to the score you get for attacking and defeating enemies. While active you are getting double, triple, or quadruple the normal amount of points. As you can imagine this makes a big difference when trying to get S rank!

It also has a side effect unrelated to points - each level of the multiplier increases your run speed, and by extension your jump distance. This can help you get better completion times and added maneuverability. However, it can also make you more likely to run headlong into danger and get hit, losing the bonus. This run speed bonus stacks with the bonus from the Water and Earth spells, which combined make you run very fast and jump very far.

Enemies

The following section describes all enemies in the game and various potential strategies on how to defeat them. They are in the order that they first appear in the game. Note that these are not the official names of the enemies.

Green Ninjas

Attack Pattern

  1. Throws 2 horizontal ninja star
  2. Jumps up and throws a diagonal ninja star

Strategy

  • Parry any ninja star and counter
  • Double jump over any horizontal ninja star and perform a spinning slash

Blue Swordsman

Attack Pattern

  1. Throws 1 horizontal ninja star
  2. Runs at you and does a spinning attack
  3. Hops back

Strategy

  • Wait until he dashes at you. Parry the attack and counter. Be careful of getting hit during the initial jump if he is too close. You cannot always expect to parry as he is coming down.
  • Hop over the initial shuriken, parry his attack, and counter.

Blue Chain Ninja

Attack Pattern

  1. Waits until you are close and tosses his chain at you.

Strategy

  • Parry his attack as you are coming at him, and counter.
  • Run at him, slide under his attack, and slash away to finish.
  • Throw a kunai, he will parry and swing an attack. Rush toward him, parry his neutral spinning and counter.

Fire Blade Staff Samurai

Attack Pattern

  1. Stands still on one side, smashes his blade against the ground sending a wave of fire.

Strategy

  • Double jump the fire and do a spin slam. Time the jump such that you hit him just after he fires off the fire. Back off after the spin slam. Repeat until dead.

Yellow Fire Blade Staff Samurai

Attack Pattern

  1. Stands still on one side, smashes his blade against the ground sending a wave of fire. Unlike the regular Fire Blade Staff Samurai, the fire comes back.

Strategy

  • Double jump the fire and do a spin slam. Time the jump such that you hit him just after he fires off the fire, parry the fire as it is coming back and then back off. Repeat until dead. Same strategy as the regular Samurai, but you will have to parry the fire as it is coming back.

Blade Staff Warrior

Attack Pattern

  1. Walk near him and he will start swinging his staff in the form of a combo.

Strategy

  • Walk up to him, parry his attack and counter. There is no need to wait until the combo is over, just parry and counter attack quickly.

Pistol Gunner

Attack Pattern

  1. Patrols left and right, will fire 3 shots of his pistol at Jiro on sight before reloading.
  2. Has a rarely used melee attack when Jiro is too close.

Strategy

  • Parry his pistol shots and counter with slash or kunai.

Prone Pistol Gunner

Attack Pattern

  1. Hides in a small hole in the wall. Fires as Jiro is approaching in rising elevator levels.

Strategy

  • Jump slash them before they shoot.
  • You can also do a rising slash with UP + Y.

Bazooka Soldier

Attack Pattern

  1. Fires a bazooka missile when Jiro is far.
  2. Kicks when Jiro is close.

Strategy

  • Parry the bazooka missile if it comes directly. Try to avoid otherwise. His attacks are slow otherwise, so just charge at him as he is reloading or get the first hit.

Stationary Gun Turret

Attack Pattern

  1. Fires 5 gun shots then reloads.
  2. He will slowly rotate his turret if you go behind him.

Strategy

  • Parry or duck under the shots if far, and you can even slide to close the distance.
  • Double jump over his fire and attack the one manning the turret. Hitting the one manning the turret requires much less hits than aiming the turret itself.

Floating Pulse Drone

Attack Pattern

  1. Remains stationary, but will emit a circular pulse around it when Jiro comes near.

Strategy

  • There is a long delay before emitting the pulse, so do not bother to wait for it to fire before attacking it or jumping onto it.

Yellow Shuriken Ninja

Attack Pattern

  1. Jumps straight up and throws 3 horizontal shurikens at different heights.

Strategy

  • Parry shuriken and defeat with kunai or slash

Flamethrower Soldier

Attack Pattern

  1. Fires a steady horizontal stream of fire then reloads.
  2. Beware the explosion when killed

Strategy

  • Flames can be ducked and slid under.
  • Kunai and use a ducking slash to push him away so you are not hurt by the explosion.

Brain Snake

Attack Pattern

  1. Dashes towards Jiro and does a flipping attack when

Strategy

  • Parry the attack and kill.
  • Only requires one slash or kunai.

Floating Brain Snake

Attack Pattern

  1. Hovers toward Jiro and attacks with tail when close

Strategy

  • Spam slashes to keep him away or just toss kunai

Tentacle

Attack Pattern

  1. Immobile tentacle that attacks Jiro when close

Strategy

  • Parry the attack and kill.
  • Only requires one slash or kunai.
  • Cannot be permanently killed.

Brain Soldier

Attack Pattern

  1. Fires two shots of his plasma gun when Jiro is far. One diagonally down, and the next shot diagonally up.
  2. Swings a melee attack when Jiro is close.

Strategy

  • Cannot be defeated by normal slashes, although a counter slash does do damage.
  • Defeat by hopping and throwing Kunai at the brain.

Yellow Sai Ninja

Attack Pattern

  1. From far, throws a single kunai and charges Jiro
  2. Does a jumping dive kick on approach if Jiro is far away
  3. Steadily attacks with sais when on the ground in front of Jiro
  4. Will eventually vanish if ignored

Strategy

  • Parry and counter slash
  • He can parry your kunai

Dive Kick Yellow Ninja

Attack Pattern

  1. Does a dive kick from off the screen

Strategy

  • Parry the attack

Floating Sorcerer

Attack Pattern

  1. Shoots a single fireball at Jiro when in range.

Strategy

  • Shoot two kunais from far to defeat.
  • Parry the fireball, but beware it has a strange hit box that is larger than it looks, so parry slightly ahead of when it hits you.

Teleport Silver Red Ninja

Attack Pattern

  1. Does a roll and throws two shuriken.
  2. Follows this with kicks when Jiro is close.
  3. Will eventually vanish if ignored
  4. Will immediately do a teleport dive at Jiro if you toss a kunai at him

Strategy

  • Double jump over the roll and shurikens, then spin slam. Try to time the spin slam closer to the enemy to get more hits. Toss kunai to finish if he is not dead, he will not teleport kick you if he is still stunned from the slash you gave him.
  • Parry and counter slash

Explosive Arrow Soldier

Attack Pattern

  1. Shoots an arrow that will stay where it lands and explode if it missees
  2. Stabs Jiro with a knife when close.

Strategy

  • Parry the arrow if necessary, approach and slash away

Robot Minigunner

Attack Pattern

  1. Fires his minigun when you are far
  2. Swings his fist when you are close.
  3. Explodes on death

Strategy

  • There is a window before he initially starts shooting this window, you can double jump over his shots, and spin slam behind him. Get ready to parry his fist attack if necessary.
  • You can also parry his minigun shots in counter slash range, and perform the counter when he stops shooting. Can also, do a normal slash into charge slash.
  • Use a ducking slash when close to not be hurt by the explosion on death.

Bully Robot Mech

Attack Pattern

  1. Charges Jiro with his shield
  2. Jumps straight up and slams the ground below him.
  3. Melee attacks Jiro with his shield when close

Strategy

  • Stand against the wall opposite the mech. Jump over his charge, a single jump should suffice. He should stun himself when he smashes against the wall. Perform a three hit combo and pull back to avoid the jumping slam. Repeat until dead.
  • He will parry attacks coming from the front with his shield.

Mortar Soldier

Attack Pattern

  1. Lobs a mortar bomb in an arc when Jiro is in front.
  2. Fires a gun at Jiro if you go behind him.

Strategy

  • Close the distance, parry the mortar shot if necessary, and defeat.
  • The peak of the mortar arc is at about the same height as a double jump, so be ready to parry.

Small Hovering Laser Drone

Attack Pattern

  1. Hovers slightly above Jiro and fires a laser shot.
  2. Will persistently follow Jiro if ignored.

Strategy

  • A single slash kills it.
  • They often hover in range of your ducking slash, use it if they come too close.
  • You can also either use a single jump slash or rising slash.

Shield Shotgun Soldier

Attack Pattern

  1. Defends with his shield and waits.
  2. When Jiro approaches, he will swing his shield, fire his shotgun, reload, then resume defending.

Strategy

  • Double jump and spin slam behind him.
  • Bait him to attack (by approaching him, but not attacking), pull back, and wait until he is reloading to strike.
  • Shield blocks kunai shot from afar, but can be penetrated with magic.

Spinning Blade Soldier

Attack Pattern

  1. Throws a spinning blade attack at Jiro.
  2. Does a counter jump slash if Jiro jumps at him from too close.

Strategy

  • Parry spinning blade and throw kunai
  • Get within counter slash range on the ground, parry and counter.

Triple Shuriken Warrior

Attack Pattern

  1. Tosses a spread of 3 shurikens then jumps and tosses another spread of shurikens diagonally downwards.
  2. Can hang onto the ceiling.
  3. Has a slow two slash melee combo when Jiro is very close.

Strategy

  • Parry the shuriken and counter with slashes or kunai.
  • Tossing kunai from far away is the easiest way to defeat him.
  • It takes 4 kunais to defeat him.

Alien Pistol Gunner

Attack Pattern

  1. Fires multiple shots of his machine gun in a 2 angle spread. The first angle is horizontal; the second angle is mostly vertical. He alternates between firing while ducking and standing.

Strategy

  • Parry his attacks and counter.
  • Throw kunai when he is reloading.

Alien Swordsman

Attack Pattern

  1. Throws 1 horizontal ninja star
  2. Runs at you and does a spinning attack
  3. Hops back
  4. He is identical to the Blue Swordsman

Strategy

  • Wait until he dashes at you. Parry the attack and counter. Be careful of getting hit during the initial jump if he is too close. You cannot always expect to parry as he is coming down.
  • Hop over the initial shuriken, parry his attack, and counter.

Alien Boomerang Soldier

  1. Throws a boomerang at Jiro that goes out and returns to him. He alternates between throwing it while standing and jumping.

Strategy

  • Parry and counter

Alien Spinning Blade Soldier

Attack Pattern

  1. Throws a spinning blade attack at Jiro.
  2. Does a counter jump slash if Jiro jumps at him from too close.
  3. Uses the same tactic as the Spinning Blade Soldier except he does a teleport attack when you throw a kunai at him.

Strategy

  • Close the distance while parrying his spinning blades. Parry and counter to kill him.

General Tips for Beginners

  • Progress slowly and cautiously. Take your time and analyze the incoming enemies before striking.
  • Pan the camera with the D-PAD to better gauge your surroundings when entering a new area you are unfamiliar with.
  • Use your kunai to defeat enemies from afar. You have unlimited of them.
Story

1256 A.D. The Oboro Clan Village is nestled at the base of the mountains near Kyoto. It is the location of the first Zeed attack. Jiro attempts to repel the attack.

Note: Please read the enemies section for information how to defeat specific enemies.

Part 1: Village Under Siege

Go straight ahead.

Defeat 2 Green Ninjas and a Blue Swordsman.

Head straight, grab CHICKEN LEG. Go further and grab COIN.

Use chain to go up the platform.

Use context sensitive move on Green Ninja.

Drop down and grab COIN and ATK BOOST.

Defeat Blue Swordsman, Green Ninja.

Beware the falling pillar.

Defeat Green Ninja and Blue Swordsman.

Wall jump to proceed.

Defeat the Green Ninja and grab FULL CHICKEN and COIN.

Drop down and head straight. Beware the ninja that will toss some shurikens from the background.

Defeat Green Ninja, double jump the falling pillar, and then grab the GOLD COIN.

Defeat the two Blue Swordsmen. Beware that the second one comes from above and is very difficult to spot beforehand. He can be easily defeated by walking forward so he activates. Then walking back such that he will not spin slash onto you. Just throw kunai safely from afar once he hits the ground.

Jump up, defeat the Green Ninja, flip down the platform, and grab the COIN.

Defeat the Green Ninja and grab the CHICKEN LEG.

Double Jump, hang onto the Rope, shimmy over to the other side, and drop down.

Defeat the Green Ninja and Blue Swordsman.

Beware the falling pillar.

Defeat Green Ninja, grab COIN.

Climb the wall by jumping against it.

Defeat the Blue Swordsman at the top.

Drop down, grab the CHICKEN LEG and COIN.

Bonus Coin

Before continuing, drop down again from here to grab the BONUS COIN.

Defeat the Blue Chain Ninja

Drop down and defeat the Blue Swordsman and Green Ninja.

Double jump and use the chain to read the ceiling. Shimmy over to the other side.

Drop down, grab coin, and defeat the Blue Swordsman.

Jump up, defeat Blue Swordsman, and grab COIN.

Drop down and grab the CHICKEN LEG.

Use context sensitive move on Blue Chain Ninja.

Beware BOMB crate.

Defeat Green Ninja and exit level.

Part 2: Dojo

Just go straight.

Part 3: Horseback Riding

This part is fairly straight forward. Move left and right to avoid obstacles, use your slash to defeat enemy horseback riders, and grab COINS as they come.

Somewhere in the middle of the level (appears at approximately the 30 second mark) is an EXTRA LIFE. Remember to jump up and grab it.

Part 4: Dusk Village

Go straight ahead and defeat the enemies along the way.

Open the two crates to reveal a CHICKEN LEG and a BOMB.

Jump onto the unsafe platform between the pit, and double jump off of it. Throw your kunai to defeat the Green Ninja on the other side.

Jump up and defeat another Green Ninja.

Beware BOMB crate.

Continue ahead defeating the enemies. Grab the COIN.

Climb up the wall. Beware the Green Ninja at the top. His downward shuriken can hit you if you are hanging at the top. Remember that you can parry mid air, and jump after any successful parry. This effectively lets you jump again even if you already did a double jump. So hang onto the top ledge, when that downward shuriken comes, parry it, hop up and kill him with a spin slam.

Continue ahead and grab the CHICKEN LEG.

Part 5: Spikes Platforming Section

Drop down and hold left to avoid spikes.

Double jump the spikes and hug the wall. Wait until you are near the bottom and wall jump over the spikes.

Grab CHICKEN LEG and defeat Blue Chain Ninja.

Slide through the small hole.

Mastery Coin Hard Path

Read this part if you want to grab the mastery coin otherwise skip it.

This is the hard path to get the mastery coin, ignore this section if you want the easy path. Activate Water Magic, hug the wall to the left, double jump, and chain up to the ceiling. Hopefully you have a lot of health, as this is a very dangerous spike section. Shimmy to the right, and drop down the small hole. Carefully wall jump the fall and try to minimize the amount of damage you take from the spikes. It is unlikely you will get by this without taking damage so do not worry too much about it.

Slide under the small hole. Grab the ATK BOOST if you like, but I suggest doing so after you grab the coin since you will be coming back. Hug the wall to the right, double jump, and chain to reach the ceiling.

Shimmy to the left all the way, you will kind of fall off at the end, immediately hop back towards the right, wall jump twice to reach the MASTERY COIN.

Continue back to the ATK BOOST. Hop over the spikes, hug the left wall, and wall jump over the spikes.

If you wish to ignore the difficult Mastery Coin path, hop over the spikes and hug the right wall. Wall jump off near the bottom, but before the spikes.

Slide through the small hole to the left. Hug the wall to the right, double jump and wall jump to the left. You will find an EXTRA LIFE and a MAGIC SCROLL. Remember to activate Water or Lightning magic before taking the magic scroll. You cannot carry more than one.

Now drop back down and continue down the hole to the left. While falling, double jump and hug the right wall. Wall jump before the spikes.

Slide through the small hole.

Double jump over the spikes, hug the walls, and wall jump before the spikes a few times.

Slide through the small hole.

Double jump to the right and wall jump twice to get over the spikes. Throw your kunai to defeat the Green Ninja, and grab the CHICKEN LEG.

Slide through the small hole and defeat another Green Ninja.

Mastery Coin Easy Path

Read this part if you want to grab the mastery coin otherwise skip it.

This is the easy path to get the mastery coin. Essentially, the perilous drop down pit section is avoided, but guaranteed damage will be taken.

Activate Water Magic and double jump onto the spiked platform above you. You will take damage, but you should then be able to wall jump off the wall to your left and up to the crate with the ATK BOOST.

From here, double jump and chain onto the ceiling.

Shimmy to the left all the way, you will kind of fall off at the end, immediately hop back towards the right, wall jump twice to reach the MASTERY COIN.

Return to where you came from.

Slide through the small hole and defeat the Blue Chain Ninja.

Run along the bridge and defeat the Green Ninja.

Continue along and a Blade Staff Samurai enemy will appear and try to burn the bridge. Double jump and hang onto the rope.

Shimmy over to the other side. Grab the CHICKEN LEG and COINS.

Climb the wall. Beware the Green Ninja right at the top. Use the same strategy of climbing to the top ledge, parrying the diagonal low shot, hopping up right after and spin slamming him.

Defeat the Fire Blade Staff Samurai. Double jump his fire and do a spin slam. Time the jump such that you hit him just after he sends off the fire. Back off after the spin slam. Repeat until dead.

Part 6: Raft

Walk onto the raft and slash the cord.

Defeat the 2 Green Ninjas that jump out of the water.

Part 7: Raft and Platforming

Defeat the 3 Green Ninjas that appear. First comes from the right, second from the middle left, then the last from the right again.

The raft eventually hits a rock and stops.

Double jump onto the falling logs and rocks to cross the waterfall. For the last vertical log, the timing is such that you should double jump when the log is just a bit higher than Jiro.

Grab the ATK BOOST and wall jump up.

Defeat the Blade Staff Warrior. Check the enemies section if you are having trouble. Grab the two COINS.

Single jump to the platform and quickly jump to the other side. Beware the BOMB crate.

Defeat another Fire Blade Staff Samurai.

Grab the FULL CHICKEN and wall jump up.

Beware the spikes and continue left. Also pan your camera for extra vision. Parry and do not hesitate to use your Kunai to safely defeat the Green Ninja from afar.

Beware the BOMB crate in the middle of this section.

Grab the COIN, and defeat the Blue Swordsman.

Grab the CHICKEN LEG and MAGIC SCROLL. Remember to use a Water or Thunder magic before picking it up.

Wall jump up. Beware the BOMB crate at the top.

Hop onto the steady rock and defeat the Green Ninja using kunai. Single jumps are sufficient for progressing the rocks here.

Hop onto the next rock and beware the Blue Swordsman. Parry his attack as he is flying down and counter to kill. Be careful, try not to get knocked off the rocks, though you probably have a Lightning magic activated from earlier.

Continue along and use kunai to defeat the Green Ninja.

Hop back onto solid ground and defeat the Green Ninja. Grab the COIN and beware the BOMB.

Defeat the Blue Chain Ninja. Grab the CHICKEN LEG.

Defeat the Yellow Fire Blade Staff Samurai. Use the same strategy as before, but beware that his fire will come back. Dish out your spin slam damage and parry this extra wave of fire. Repeat until dead.

Continue on to the next section.

Part 8: Rock Climbing

Climb up the rocks and wall jump up. Continue left.

Do a careful double jump while avoid the spikes, yet making enough distance so you can chain to the ceiling.

Shimmy to the other side and wall jump up. Careful of the spikes at the top.

Continue right. Carefully jump over the spike pit without hitting the ceiling. Continue right to the next section.

Part 9: More Rock Climbing

Continue right and grab the CHICKEN LEG and COIN.

Before proceeding, know that there is a Green Ninja just above the facing cliff. He can be killed before hand by carefully hopping up and throwing a kunai. After he is dead, jump over the pit and continue forward.

Continue forward and grab the 2 COINS while avoiding the BOMB.

Here are a bunch of platforms with Green Ninjas. Some platforms will crumble, some are solid. They are fairly easy to tell apart.

Mastery Coin

Read this part if you want to grab the mastery coin otherwise skip it.

Near the bottom right of this section, but not all the way at the bottom, is a cave to find the Mastery Coin. You will first find a Blade Staff Warrior. You will then see a MAGIC SCROLL, with the MASTERY COIN below it. Drop down and retrieve the prize, but before leaving, destroy the icicle for a free EXTRA LIFE!

At the top left of this section is an ATK BOOST. Near the middle right is a COIN. Continue top right and you will find a CHICKEN LEG.

Keep going top right and you will eventually reach solid ground. Defeat the Green Ninja and grab the COIN and CHICKEN LEG. Defeat another Green Ninja and enter the BOSS section. Climb up the cliff and grab the CHICKEN LEG and ATK BOOST. Continue onward to face the boss.

BOSS: YUKI ONNA

Attack Pattern

  1. Teleports to one side, shields up, walks slightly towards you, and blows ice breath
  2. After being stunned, teleports to one side, shields up, and throws icicles.

Strategy

  • Jump over her ice breath and get behind her. Slash once and immediately press X to perform the context sensitive attack. She will teleport and throw her icicles. Parry them. She will now again try to walk toward you and blow her ice breath. Repeat the previous step.
  • Note that fire Kunai can bust through her shield.
Story

2056 A.D. The City of Zeed is a monument of militaristic oppression on Zeed Island. Jiro finds himself in a world he no longer recognizes.

Note: Please read the enemies section for information how to defeat specific enemies.

Part 1: Highway Chase

You are on a moving car speeding down a highway. Fall off of it or any other car and you will instantly lose a life.

Jump up and grab the COIN.

Turret car enemy to the left. Parry his shots, then counter with 2 kunais to kill him. It is possible to kill him before he fires, but the timing is tight so always be ready to parry if he gets a shot off. Also know that you only need to parry the initial shot and the rest of the shots will be automatically parried.

Turret car enemy to the right.

A car will pull up to the right. You must jump over to it, as a missile will come and destroy the one you were on. Grab the COIN.

Turret car to the left.

A car pulls up to your right and left.

Mastery Coin

Read this section if you want to grab the Mastery Coin, otherwise skip it.

You can pick up the first MASTERY COIN by rapidly double jumping to the car on the right and then jumping twice to the left. Note that you have to double jump and kind of be expecting it, otherwise you will not have enough time.

Jump to the one on the left, as missiles will destroy the other two cars.

Turret car to the right.

Cars pull up to your left. Jump twice towards the left and grab the COIN.

Turret car to the right.

Cars pull up to your right. Jump twice towards the right and grab the COINS along the way.

Turret car to the right.

Turret car to the left.

Two cars pull up, one to the left, and the other to the right. There is an EXTRA LIFE to the left and an ATK BOOST to the right. Quickly pick the one you want and then return to the center car. Note that you have to double jump and kind of be expecting it, otherwise you will not have enough time.

Turret car to the right.

Two cars pull up to the left. Jump twice towards the left and grab the COIN.

Turret car to the right.

Three cars pull up to the right. Jump three times towards the right and grab the COIN.

Turret car to the left.

Two cars pull up to the left. Jump twice towards the left and grab the COIN.

Turret car to the right.

A car pulls up to the right. Jump onto it and grab the COIN.

Part 2: Highway Chase - Goliath

A blue light now appears in front and you will hear the sound of a cannon charging up. It belongs to a tank that you will soon have to defeat. A car will pull up to your left. Jump onto it and notice the blue cannon shell destroying the previous car.

Turret car to the right.

A car pulls up to the right. Jump onto it.

Turret car to the left.

Two cars pull up to the right. Jump twice to the right.

Turret car to the left.

Two cars pull up to the left. Jump twice to the left.

Turret car to the right.

Turret car to the left.

MINI BOSS: ZEED GOLIATH II

Attack Pattern

  1. Goliath to your left, he will charge his cannon and a car will pull up to the right. Jump over to it, and fire kunais at the Goliath when he pulls up beside you.
  2. Goliath to your right, he will charge his cannon and two cars will pull up to your left. Jump over twice, and fire kunais at the Goliath when he pulls up beside you.
  3. Goliath to your left, he will charge his cannon and two cars will pull up to your right. Jump over twice, and fire kunais at the Goliath when he pulls up beside you. Repeat from step 2 until dead.
  • Note that you can achieve maximum damage by firing 4 kunais, and then doing a double jump spread shot with the last kunai.

Part 3: Highway to City

Head right, and drop onto the rope. Remember to hold up on the analog stick or you risk falling to your death.

Shimmy under the gas pipe, jump up to hang on it, and flip up.

Continue right to exit the section.

Mastery Coin Hard Path

This is the hard path to get the mastery coin. There is a far easier way that I will explain below, but for the sake of completion I will include it here. Read this part if you want to grab the mastery coin otherwise skip it.

Grab onto the rope, shimmy across, and defeat the Blue Chain Ninja.

Complete this first wall jump section by hugging the right wall, doing a single jump onto it, wall jump to the left, wall jump to the right, and your double jump over the spikes.

Double jump over the next gap and throw your spread shot kunai to defeat the Yellow Shuriken Ninja.

Flip down the platform, shimmy right to pass the wall, then flip back up.

Double jump to the next platform, and double jump to grab onto the rope.

Shimmy slightly over and notice the Yellow Shuriken Ninja. Easiest way to defeat him is to shimmy to about the center of the rope. Then time a double jump spread shot kunai to kill him in one shot.

Drop down onto the platform ahead. Hop over the spikes and activate Water Magic. Do a careful double jump onto the first wall, then wall jump left, then wall jump right over the spikes, and hang onto the rope.

While on the rope, jump onto the wall to the right, wall jump, and then grapple chain to reach the ceiling. Flip up the platform and grab the MASTERY COIN above you.

Flip down the platform, and drop down. To the left is a FULL CHICKEN.

Proceed right and grapple up onto the grass platform. Hop over the spikes.

Drop down and kill the Pistol Gunner. Grab the MAGIC SCROLL and beware the BOMB behind the gunner. Remember to use a scroll first before picking it up to not let it go to waste!

Flip back up and hop over the spikes again. Continue right and defeat the two Pistol Gunners.

Jump over the trucks and the Pistol Gunner.

Jump over the fountain and defeat the Pistol Gunner.

Continue along and grapple up the ramps.

Mastery Coin Easy Path

This is the easy path to get the second mastery coin. Read this part if you want to grab the mastery coin otherwise skip it.

At the roof, double jump and grapple chain to reach the rope above you. Shimmy to the left and drop down onto the platform. Grab the COIN and ATK BOOST, and defeat the Blue Chain Ninja.

Jump up onto the platform above and flip down to hang on it.

Shimmy over to the ledge, and off of it. Quickly use your double jump and hang onto the rope.

Double jump onto the wall to your right, wall jump, and grapple to reach the ceiling.

Flip up the ceiling and grab the MASTERY COIN.

Walk along the roof and defeat the Pistol Gunners. Hope onto the platform and drop down onto the platform below. To the right and below the bridge is a CHICKEN LEG.

Get up onto the ledge of the main bridge and wait for a car to pass. Now immediately run right and double jump onto the platform. Defeat the Bazooka Soldier.

Wait until a car passes, and head straight. Beware the car, as they pass about every 4 seconds and can only be avoided by double jumping over. You can get a head start by timing it and jumping onto the Floating Pulse Drone as the car passes.

Now run forward, and double jump onto the next Floating Pulse Drone. You should have just enough time to avoid the next car.

Double jump onto the platform and defeat the Bazooka Soldier. Wait for a car to pass and head right. Hop over to the other side.

There is a COIN crate below the bridge to the left, do a careful jump to the left grab it or simply continue right. Defeat the Pistol Gunner.

Wall jump up and defeat the Pistol Gunner waiting for you.

Beware the BOMB and grab the COIN.

Continue along and defeat the Stationary Turret.

Drop down the hole and beware of the BOMB crate and Stationary Turret waiting for you. It seems like a pit, but it is safe.

Continue and jump to the other side. Grapple up to the roof.

Destroy the crates to reveal a COIN and BOMB.

Defeat the Stationary Turret and Bazooka Soldier. I suggest jumping over the turret, parry the missile, and slashing away at both.

Continue to the ledge and drop down. Grab the ATK BOOST, but beware the bomb on the platform under the bridge.

Climb back onto the bridge, and once again wait for a truck to pass before proceeding and use the same strategy as before to get passed this bridge section.

At the end of the bridge, jump over the gap to the platform above.

Bonus Coin

Before defeating the Stationary Turret, flip down to the platform below. Below the bridge to the left is the BONUS COIN. Do a careful double jump to reach it.

Defeat the Stationary turret and run along to fall through the glass.

Part 5: Building

Go straight ahead.

An elevator will pull up with a Pistol Gunner. Defeat him and enter the elevator.

The elevator will descend. When the door opens, go left.

After the cutscene, continue left to the next section.

Part 6: Second Building

Continue left and Turret cars will drive outside the windows in the background.

Just run straight past the first one and grab the COIN.

For the next few, wait until they stop firing before proceeding. You can hide behind the walls between each window as you wait. Double jump and throw your spread shot kunai to defeat the Pistol Gunners waiting for you between each car.

Grab the CHICKEN LEG.

This last window has a Stationary Turret waiting for you. Double jump over his fire and defeat him.

Continue through the doorway to the rising elevators.

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