GHOSTS'n'GOBLINS / MAKAIMURA (Arcade)

A COMPREHENSIVE GUIDE TO BEATING THIS GAME

by Unco Lober

CONTENTS

STAGE 1
	including how to beat Arremers consistently.
STAGE 2
	including how to attack rapidly.
STAGE 3
	and a bit on version differencies.
STAGE 4
STAGE 5
	including information on the Satan boss in different versions.
STAGE 6 (single Unicorn, double ogres - Revision G and CCC versions).
ASTAROTH
SECOND LOOP
APPENDIX
	Basic mechanics.
	Weapons guide.
	STAGE 6 walkthrough (twin Unicorns, single ogres - as seen in the 
original arcade US version and some others).

This guide covers detailed strategies for all levels of all versions of 
the original Arcade game. The Capcom Classic Collection versions, which 
you are probably playing, are based on the Japanese revisions, and these 
are the ones that take precedence; most of the time, I will explain 
strategies for all versions and mention major differences, though. Stage 
6, for example, is too different, and I've added a special section for the 
double-Unicorn, single-ogre, hidden-Arremer versions of it in the Appendix.

Another appendix contains a weapon guide just incase. In short, though, 
all weapons other than the Lance and Dagger are objectively inferior, and 
you need Shield by the end of stage 6 to complete the game.

THE MISSION OF THIS GUIDE is to provide actual strategies to beating 
various enemies in this insane game. Makaimura (the original name for 
G'n'G) is all about learning. You can't pass most of the later stages 
without learning exactly how every enemy acts and reacts. Fighting 
Arremers is a nightmare - and an impossibility when there are several in a 
row - unless you know how to do it right.


WALKTHROUGH

STAGE 1

One of the hardest aspect of Ghosts'n'Goblins series is the randomness of 
enemy spawn. If you ever had trouble with medusa heads in Castlevania, 
keep in mind that every G'n'G/Makaimura game including this one is like 
that from first stage to last. Roughly half the enemies are static and 
non-respawning, and half are random and infinite.

On stage 1-1 (Graveyard), the spawning enemies are the Zombies. They can 
spawn under you, but you can dodge if you're quick. Go forward as fast as 
you can.

Hitting the gravestones enough times may produce the Magician monster. It 
shoots sparks that can turn you into a frog; sparks kill you if you don't 
have armour.

The road above is easier. Zombies spawn on the upper ledge, too, but if 
you choose to walk below, you will have to dodge the flower projectiles 
all the time, which can be tricky if you're not used to the game mechanics 
yet. Crows shouldn't be a problem - look out and shoot in advance.

When the upper ledge ends, slow down. There's a red gargoyle monster 
called the Red Arremer sitting on the plain ahead, and it's one of the 
trickiest and most hated enemies in video game history.

Fighting an Arremer may seem impossible or completely luck-based at first, 
but there is strict logic to it's behavior. The difficulty with Arremers 
is that they lack obvious patterning - they dodge your attaks and aim 
straight at you. Actually guiding them into a pattern is the main 
objective here.

1. Unless Arremer is already doing something, it's going to dodge your 
attacks. There's a weapon Arremer can't dodge... but only in the later 
games, not this one.
2. It won't dodge the first attack launched at it, though, so land the 
first blow as fast as you can before it sweeps into the sky.
3. Arremers can sweep at you at random angles, including directly from 
above and from outside the screen, and shoot projectiles at you.

You can probably beat an Arremer through losing the armour or luck, but 
that's not enough, because later in the game there are going to be several 
of them in a row, especially in the later levels, and unless you can kill 
them consistently, you're gargoyle fodder.

Here's what you do to beat an Arremer:
1. Don't shoot randomly hoping to hit it. If you keep shooting, the 
Arremer will just get at a strange angle and murder you.
2. As it flies to the side, it may just glide above, but mostly it'll 
probably try to either shoot a spark or sweep. Sparks you can only dodge. 
But if the Arremer sweeps, run away (and don't shoot - you don't have the 
time and it'll break the pattern) until it starts to rise again. When it 
starts to ascend, turn back and run under it.
3. This will almost always end in Arremer landing right away. It reacts 
thus to you passing under it.

As it lands, you can often land one hit and repeat. Arremers take three to 
die. But that's troublesome, because occasionally they can trick you or 
dodge. You can do better, though.

4. After the Arremer has landed, don't jump or shoot. The monster will 
probably go back and forth on the ground a bit, maybe shoot a spark, but 
most often it waits a few seconds and then charges at you.
5. You will have to recognize this charge - it's different from the normal 
running. A harging Arremer can not dodge. Tricking Arremers into charging 
it the main way of dealing with them.

Normally, they charge if you stand still for long or get too close - of 
course, only when they are on the ground themselves. The only danger here 
is that if the Arremer decides to shoot a spark first, you will have to 
jump, and it'll probably make the Arremer change it's plans.

So, in order to kill the Arremer consistently, you have to
1. make it sweep at you,
2. run away until it starts to go up, then run back right under it,
3. which would make it land,
4. so that you could trick it into charging you by standing still and not 
shooting.

It still isn't easy, but you will have to learn this or you won't get past 
stage 3-2 (five Arremers with random enemies spawning around), let alone 
the horror that is stage 6.

This concludes the information you need to beat the red gargoyle.

Now look at the tombstone to the right (the last one before the water 
pit). To the left of it there's a tombstone and a cross on the background. 
Jump over that to have armour appear. It's a secret to everybody. (This 
and other armour spawns will only work if you don't have armour on)

The moving island actually has a tricky pattern to it - look closer, it 
doesn't just shuttle, it occasionally stops at mid-point and goes back, 
probably killing you as you try to jump on or off it. On the other side of 
the water pit is a checkpoint which persists even if you take a continue.

1-2 (Forest).

Levels 1 through 4 have mid-checkpoints. What this game doesn't have is 
checkpoints before bosses. I hope you didn't think the Arremer was the 
stage boss - it was just a regular enemy.

Passing the six floating armours is a matter of hand-eye coordination - I 
believe they occasionally fly a bit differently, so you will have to judge 
on the spot. Normally, it's possible to evade the first three on the small 
island. You can only kill them from behind, which is pointless outside 
building the highscore. There are two groups of the armours, and the 
general rule is, you rarely have to retreat, but when they show up, you 
normally wait for them to pass before advancing.

Random spawning whatever things - I hear these are actually ghosts - can 
shoot spears forward or from above and are better killed off before 
there's too much of them, just like the zombies. Walk forward unless you 
get cornered. Jump and kill ghosts that fly too low - but don't overdo the 
latter and don't hunt for the high-flying ghosts. There are going to be 
two shooting flowers, and the second one is set a bit low, so you will 
have to crouch to hit it with the spear. 

STAGE 1 BOSS - "Unicorn".

This cyclops may look intimidating, but it's nothing compared to an 
Arremer you've just beaten.

It may run ahead; jump a little towards you; jump to where you stand; and 
shoot projectiles.

1. It won't run if you don't.
2. It won't do the big jump unless you're too far away.
3. It won't shoot unless you give it time.

You have to land ten hits.

The main trick here is that if you shoot, the Unicorn will most likely 
jump straight up, thus posing no danger. Jumping yourself would be a 
mistake, though. What you do is stand and try to time your attacks so that 
you don't miss it - only shoot as it gets low enough to get hit again. If 
you keep shooting it just as it lands, more often than not it'll keep 
jumping, probably dying thus. If you aren't precise enough, the Unicorn 
may try to jump slightly towards you. Don't run away unless necessary, or 
it'll shoot or stampede. Just back off a bit and shoot as quickly as 
possible - it would jump straight up again. There's your key.

STAGE 2.

2-1 is a very short segment where you have to climb up, then jump to the 
right. Climb up and to the right as fast as you can and don't hunt - dodge 
and only kill if the enemy's in range. Once there's nowhere to climb, go 
right; when you don't see platforms anymore, jump as far as you can - 
WARNING! the last platform before the solid ground will fall into the 
water, so you will have to run a few steps and jump again.

But this is not hard at all. Hard is what follows.

2-2 (The Town).

This is the last checkpoint on stage 2. This is the place which 
overwhelmed many players and made them give up on the game. It's nothing 
compared to further horrors, but it's the first place in the game that 
really looks impossible when you first try it.

It isn't, though.

The first house you pass will spawn gremlins. They run towards you and 
then go up. These monsters are a bit tricky; they're also infinite here, 
and they can follow you. It's easier to jump over than trying to shoot 
them all because of the quick random spawn. NB: this place is good if you 
have a bad weapon and want to fish for a better one - the gremlins die 
easily and often carry pots.

To the right is the multistoried house full of ogre monsters. These are 
the second worst (after Arremers) stage monster and you'd want to learn 
fighting them properly, or you'll never survive stages 5 and especially 6.

An ogre would:
1. Shoot through the floor if you're directly below.
2. Rush at you if you're on the same ledge and they're facing you.
3. Shoot forward if you try to run away.

They take a load of punishment and keep advancing as you shoot, so, 
normally, you will have to have some free space between you and the ogres. 
It's also possible to shoot a few times, jump over, shoot twice, jump 
over, etc.. There's an even better maneuvre, though.


RAPID FIRE technique.

The real trick here is rapid fire. Lance, Dagger and Shield are best 
suited for this. Rapid fire isn't a cheat and doesn't require hardware 
adjustments.

Now, the logical way would be to hit the button as fast as you can. The 
truth is, though, fast button presses make Arthur fire the slowest. Maybe 
this was a design flaw, or, more likely, it's one of the intentionally 
maddening things that comprise Makaimura.

Try finding the rhythm. It must be constant and not very fast. To find it,
1. Try tapping as fast as you could and see how often the weapon goes.
2. Tap a bit slower, until your projectiles shoot much faster. That's it.
3. Normally, when an ogre is running at you, you will instinctively tap 
faster. Don't! If your rhythm is constant and presses are at the correct 
speed, you'll hit so fast the ogre is completly stunned; if it still 
manages to advance, you're probably hitting the button too fast.

Now, navigating the house is maddeningly hard if you can't rapid-fire (or 
have a torch, ha ha), but if you actually can do this trick, things 
quickly become rather manageable. Learning this is still no walk, though.

Got to the right until you hit the wall, ascend, kill ogres, repeat, until 
you get to the right side of the buiding and must get to the first floor 
again. Now, you can just kill all the ogres beforehand - they don't 
respawn, - but you probably won't bother. The tricky part would then be 
descending the ladder to a floor where an ogre is waiting. It can see you 
starting from mid-point of your climb, and you can't jump off the ladder 
either. The only way to do this effectively is being patient. Let the ogre 
walk away far to the left, then descend and either run to the next ladder 
(normally you can run and descend before the ogre shoots).

After you get out of the building, there is no checkpoint.

Proceed to the right. Pay attention to the red crows - they can home in on 
you - and don't be hasty with the platforms. There really is no strategy 
here that isn't obvious. This may be the easiest segment of the whole game.

STAGE 2 BOSS - two Unicorns.

That's right, there are two of them now. BUT you don't have to trigger 
both at the same time! If you're cautious, you can fight one and then the 
other. The strategy persists. Fighting two is tricky and unadviseable 
unless you're looking for an added challenge - which you aren't, not with 
what's coming in stage 3.

STAGE 3.

3-1 (Caves).

Bats can occasionally descend low enough to hit you, but not every time, 
and are rarely dangerous. Zombies shouldn't scare you by now, not after 
the ogre house. The new enemy here is the living stalagmite called the 
Monster Tower. It can shoot purple orbs from the top mouth, bottom mouth, 
or both at once. The shots fly straight ahead and are counterable with the 
Shield if you have it (i.e., are on you second loop). The stalagmite can 
be hit when it's firing, which isn't all that tricky. The biggest problem 
would probably be the zombies. There are only two stalagmite monsters 
before the checkpoint, though - if you have problems, you may try just 
rushing this segment. The upper ledge is no different from the lower ledge 
in any way.

3-2 is the first truly hard part of the game. Right at the start an 
Arremer appears - and it's already aware of you. Let it pass above, and 
it'll land. Have Arremer rush you and kill it. Refer to the guide above if 
you fail (see STAGE 1) - there are only a few Arremers in the game that 
take a different strategy, and I'll mention them specifically.

Ghosts from 1-2 spawn here, and they can occasionally corner you. You can 
see how they predictably spawn at specific places, though.

Move forward and up and you will see another Arremer sitting on the cliff. 
You can jump toward it and kill it before it soars if you're precise. A 
good idea would be not shooting until you're standing a few steps away 
from it, and using the rapid fire technique; more often than not, the 
Arremer will not be able to fly.

There is a SECRET ARMOUR obtainable soon after this second Arremer. (As 
always, it only appears if you are in underwear already.) Walk until you 
see a ladder, ascend it and go to the left, then jump towards the cliff on 
the upper-right - the armour will appear atop the ladder you've just 
ascended.

Don't go up, though. Get the armour if you need it and return. Go to the 
right instead - the upper route is mostly the same, but a bit harder. 
There's an Arremer in the trench. Make sure you kill the ghosts that may 
spawn before you jump at it. Again, a good idea may be not shooting before 
you land on firm ground - this way the Arremer may not be able to fly at 
all.

Yet another Arremer sits on the cliff ahead, and you can't punk him the 
way you probably did the previous two. You have to scare him with a spear 
and then fight him normally. WARNING! The platform to the left of the 
Arremer spawns a gremlin somewhere midpoint, and you better turn around 
and shoot it before it gets above and adds to frustration.

There's a trick to this Arremer, though - you can just run to the right 
under it and jump off the cliff. That's where you're supposed to go 
anyway, and this Arremer won't be able to follow you if you're fast 
enough. Also, there's another armour hidden here: if you jump from the 
very edge and fly as far as you can, you will have an armour below. 
There's an occasional glitch in it's spawning, though.

There's another Arremer down the trench. Kill it using the normal 
technique and proceed to the boss.

LEVEL 3 BOSS - The Dragon.

Here comes the first difference between the versions of the games: some 
versions have slightly modified boss A.I..

For this particular boss, though, all versions have the same general 
pattern:
1. It flies around, going either higher or lower based on where you were 
when it turned.
2. It will occasionally shoot projectliles that are blockable with the 
Shield (you can only have it this early if you're on second loop, though).
3. It will occasionally drop or ascend sharply.

You can chop off segments by hitting it's tail to make it easier to jump 
over, which is a good thing, but doesn't damage the monster itself. The 
Dragon can be killed with several hits to the muzzle. One thing to 
remember is, you normally can't just tackle it head on - you won't be able 
to land enough hits before it reaches you.

STAGE 4.

4-1 is a crazy, borderline broken platforming segment with no random 
enemies and an Arremer in the end. Describing this is almost impossible - 
you will have to get a feel of the questionable physics at play here. It's 
nothing like any proper platformer, whether intentionally or not (physics 
like this never return in later Makaimuras). It's not hard, but physics 
are misguiding.

The general trick is,
1. Your-height platforms must be passed with a forward jump.
2. Slightly-above-your-height platforms (there are two of these) are 
normally reachable with a straight jump up as the platform is flying 
towards you.
3. When two platforms at same height intersect, the one that automatically 
drags you is actaully the one you need - let the new platform steal you.

This level is short, so watch the platforms, see some mild trickery in 
their movement and pass safely.

When you see an Arremer below, you're almost at the checkpoint - it's 
triggered when you enter the bridge ahead. You can jump a few paces to the 
right of the Arremer and kill it before it flies.

4-2 (The Bridge).

Shield weapon starts dropping here. If you happen to get it, keep it, as 
it's a rare drop and a necessity for completing the game. It makes the 
game a bit harder, though. Because it freaking sucks. See the weapon guide 
appendix if you need info.

On the bridge, you just run straight ahead and never stop - you have much 
better chances this way. I have never seen the pillars of fire actually 
get anyone, so don't be afraid of them. The random gremlins are a bigger 
problem, but, normally, they can't catch you if you're constantly moving 
ahead. Jump-shoot them when they get near, and you'll pass the bridge 
safely.

After an Arremer (you might want to sneak up on it and kill it before it 
flies - else, use the normal method) you will fight another dragon - it's 
exactly like the one in stage 3.

STAGE 5 - Castle Entrance.

There are not going to be mid-level checkpoints anymore. It's even worse 
than it sounds, because the next two stages are some of the most hardcore 
things in video game history.

Check out the gremlin above - it's carrying a spark. They spawn randomly 
and shoot these sparks, then attack. Now check out the skull ahead - 
there's a jumping goddamn skeleton hiding there. You can kill the 
skeletons before they jump, but walk too close and they're  all over the 
screen.

Run to the right, and the ghosts will start spawning, too. Shoot the 
skull, climb the ledge. This is the place where it's easier to get (or 
accidentally lose) weapons, because there's just so much stuff spawning 
all around the place. There are two bats above, they're proximity 
triggered and normally fly below upper ledge, but ocasionally at shoulder 
height when you're at it. I suppose you should farm for the Shield here if 
you haven't got one already. The actual advice here is - look out, they're 
everywhere and keep spawning. Pass this as fast as you can, don't hunt 
anything, but don't rush either. I prefer going one ledge up, then to the 
left (where two skulls sit), then up and to the left of the bat, then 
further left.

Run to the left and climb the ladder. See the Arremer to the uper-right? 
Careful. First, kill everything currently on the screen - it's probably 
one gremlin and one ghost. There's a bat high above and it occasionally 
dives really fast, but more often than not it's a non-issue - it just 
flies toward the end of the screen.

The Arremer above will awake the moment you ascend the ladder, but there's 
an easy trick to beating it: run towards it and when you're about three or 
four block away, shoot. It almost never escapes.

Look out for the ghost that spawns above as you ascend the ladder to the 
left.

Now here'e the stage 5's ogre gauntlet. There are multiple ways to pass 
it. Here's the shortest, though:

1. Go to the left.
2. Jump on the cliff, then onto the ogre platform, and climb quickly.
3. Here, wait until the ogre walks past the ladder from right to left, and 
climb EXACTLY when it's just passed it - this way you will always have 
enough space to rapid-fire the monster into oblivion.
(3a. Unless a gremlin spawns, or a ghost. In that case, you will have to 
kill it before going up, or it'll certainly catch up as you fight the ogre.)
4. When you get onto the ogre ledge, run straight to the right until 
you've passed the ogre above, and only then turn around and rapid-fire.
5. To the right is the moving platform, but if you're already here, you've 
successfully passed the hardest part of the gauntlet. Jump on the 
platform, run to the right and jump.
6. Climb the ladder, kill the ghost that spawns above it, run right, 
rapid-fire the ogre, jump, rapid-fire another ogre if it happens to see 
you - and climb the ladder.

That's it, you've passed the gauntlet and are ready to fight the new boss. 
No checkpoint, though. Climb a few ladders and keep to the left unless you 
already know how to fight Satan (yeah).

STAGE 5 BOSS - Satan.

It's just a red mothman and not Satan, but whatever. This is the boss that 
has different patterns in different versions, too. The US Arcade version 
has the broken, crazy patterns and 8 HP on the boss, while other versions 
mostly have the normal patterns and 4 HP. Capcom Classic Collection on the 
consoles and PSP all apparently carry the (localized) Makaimura Japanese 
revision G, which is the more adequate of the bunch indeed. If you're 
playing the US version, the patterns are borderline inexplicable and half 
the time unavoidable. Here I give patterns for the Revision G / CCC 
versions - because in the US version, the Satan boss just hangs around a 
bit and then homes in on you and murders you and that's it.

The mothman (Satan) has a few attack patterns outside the ordinary 
projectile, the latter not being a problem if you carry the Shield - as 
you well should. Killing the mothman with a normal weapon like the Lance 
isn't all that hard, even in the US version, because you can just keep 
your distance. But the Shield is almost melee - meaning that you will have 
to stand four blocks or less near the boss, which puts you in immediate 
danger, because the mothman is just so fast. But you better start learning 
to beat it with the Shield, because next level you WILL have to beat two 
of them with the Shield if you want to progress towards the final boss - 
if you beat the Satan bosses in stage 6 with any other weapon, you're 
teleported to the beginning of Stage 5.

So.

It's only vulnerable when it's not covering itself with it's wings.

It's got several attack patterns depending on it's relative posision:
1. Slightly above you: will fly straight forward, is duckable (but not in 
the Arcade US version - there you just die).
2. Almost near the top of the screen: will fall towards you and chase you 
until either it hits or you jump over it. Jumpable, but you can't run away 
no matter what. The moment you jump, it'll soar back up agian, but will 
lower and be open to attack (except if you're playing the US version - 
there it may hang even higher and shoot completely out of your reach).
3. Below you: it will ascend at an angle.
4. Exactly at your height (or ocassionally slightly above you, as in point 
1): fly directly at you. Jumpable, but you can't run away. The mothman'll 
go up the moment you jump over it (or it catches up with the coward).

Normally, you hit it a few times close-up, then retreat. It will make sure 
it's on the same screen, following you if needed, and soon do one of the 
patterns, depending on it's relative position. Evade it (or get hit), and 
you will more often than not have the chance to retaliate. If you don't 
manage to kill it at this point (as is sometimes the case if it is/was too 
high to hit previously), the process repeats.

STAGE 6 - Castle.

This place is going to do you in, and do you in repeatedly. It's ten times 
more hardcore than the previous stage, and then there are two Satans in 
the end, with no checkpoints.

Make sure you have the Shield! Don't lose it to random drops! Don't beat 
the level unless you have it or you'll have to redo stages 5 and 6!

At first, there's this joke with five skulls and a ghost above. But on the 
top of the ladder there's a Unicorn monster. Chances are, you aren't going 
to have trouble, but you may refer to STAGE 1 BOSS segment above.

This point can be different in different versions, though. There may be 
two Unicorns on that same ledge, which makes them unbeatable. Yes, there 
may be an unpassable part in some of the versions - you will have to lose 
armour no matter what, except for the times where you're ridiculously 
lucky, because there just isn't enough space to fight both Unicorns at 
once. In some versions one Unicorn won't fight unless you hit it 
accidentally. The Capcom Classic Collection on the consoles and PSP have 
one Unicorn, as do the later Japanese revisions on the Arcade. If you're 
playing the version with two unicorns, look to the appendix in the end. I 
will discuss Level 6 in the broken versions - it's not impossible, but it 
takes some trickery to pass. Here I'll deal with the (supposedly) later, 
more adequate revisions - which are the ones Capcom maintains in modern 
compilations, so they must he be final ones.

Thus, if you're playing the one-Unicorn version, just kill the poor bastard.

Two ledges above is a Dragon. Keep in mind that there's a set of armour 
soon, so if you get hit here, it's probably okay.

When you have killed the dragon, do the following:

1. Go to the right of this dragon-pen and climb.
2. Climb until you're on the same level as the Arremer.
3. Ignore the second Arremer waking up above, jump towards the closer one 
and shoot it before it flies. (As always, remember to hit the ground and 
only then rapid-fire.)
4. Jump back down again! This will lose the second Arremer and you won't 
have to risk fighting him later. There are enough Arremers above as is. 
More than enough.

Now go up the ladder on the right and don't faint - there are two ogres at 
once.

The trick here is to keep both ogres to the same side of the ladder - left 
- and climb as the closer ogre is passing the ladder from right to left. I 
don't advise attempting to fight them on both sides - though feasible, 
it'll probably make you tap the fire button faster out of sheer nerves, 
lose the rhythm, fail the rapid-fire and get murdered.

Having done them both, go to the right. Near the skull, a set of armour 
will drop if you are in underwear. Kill the skull anyhow. To the right, 
there was an Arremer, but we punked him by jumping earlier.

Keep both ogres above to the right, climb and rapid-fire. Keep an eye on 
the upper ogres, though - they're occasionally adventurous if you aren't 
being quick.

Kill the skull and walk to the left - but be cautious. See the two 
Arremers? They need not wake at all. Don't pass the ladder, and they 
won't; climb up and run right.

Kill two more ogres and a skull, but don't run past the ladder as there's 
another Arremer above.

This last Arremer in the game will wake anyway as you reach it's platform, 
but if you haven't wakened it earlier, you will be able to just shoot it 
before it can fly. It's one of the two Arremers in the game that almost 
never fly. Just don't wake the skull and don't shoot until the Arremer's 
in your range. THEN you also do the skull in. Just because you can, what 
after having almost beaten one of the hardest games in the arcade.

Run to the left, kill whatever needs be and climb.

STAGE 6 BOSS - two Satans.

You need not fight both at once. The second Satan is to the far right and 
will only wake if you really run around. The less risky ladder is again to 
the left, but pros use the right one and attack earlier. The pattern is 
exactly the same, except you have less space to run around and you have to 
win twice in a row.

Winning this fight isn't all that hard with a Lance or a Knife, but you 
MUST have the Shield here if you want to get to stage 7 and beat the game.

STAGE 7 - Astaroth.

If you have the Shield (Cross in the original Japanese version), after you 
beat the mothmen, you will advance to stage 7, which only consists of the 
final boss.

There's princess Prin Prin - or Guinevere in the US version. Prin, if you 
must know, is onomatopoeia for "jiggle", like pudding or, well, girly 
amenities. That figures. You really need to save the girl - save her from 
Japan itself.

Be warned, though. You're only on your first loop by now. After you beat 
the Astaroth, the game will send you to stage 1 on slightly higher 
difficulty. You need to beat the game twice to save Prin Prin. I know what 
you're probably feeling. But that's how it is.

ASTAROTH.

The trick to killing him isn't obvious, but he's plenty easy. Astaroth 
only has one pattern - fireballs at a 45 angle from one of his mouths. 
Arthur automatically faces the boss and you can shoot forward while 
retreating, too.

What you have to do is land ten hits between the mouths. If the shield 
makes a blue spark, you've missed. Yellow spark is a hit. Ten times, and 
he's done. You can lose and continue - Astaroth is a seperate stage, so 
it's fine if you fail at first. He isn't hard, though, not compared to 
what you just went through, and you will finish him soon enough. What I 
did to hit the right spot was shoot as I was landing, almost before ground.

LOOP 2.

Difficulty here is slightly raised. Sparks and other projectiles 
apparently fly faster, though that's about it - I really didn't feel any 
definitive increase in difficulty. You start with the Shield, and I was 
able to go through the whole game with it just fine, having only the most 
minor difficulties with stalagmites on 3-1.

When you finally reach Astaroth again, it's going to be the real thing. Do 
him in just like the last time...

...and you have conquered the original Ghosts'n'Goblins!

Prin Prin will kiss you, you will get 70,000 points, the game will 
congratulate you, and you'll be set free into level 1 incase you want to 
work towards even higher score. That's it, though! You have really won.


APPENDIX


BASIC MECHANICS

The weapon you have stays between stages, loops (after you beat the final 
boss) and even continues - to reset the weapon you have to restart the 
game. If you've picked a new weapon, the old one is lost - it's unfair, it 
can be frustrating, but that's it; make sure you look out for pots in 
order to not accidentally pick a new weapon if you already have a good one.

Weapons are not balanced - some are clearly worse than the others and 
serve as traps.

All except fot the shield (cross in the original Japanese version) are 
available through random drops in all six stages; shield is available 
through random drops in stages 4 through 6.

After you beat stage 6, you can only get to stage 7 if you have the 
shield; otherwise you'll be teleported to stage 5.


WEAPONS GUIDE

How to get a weapon:
Weapons occasionally fall out of pots the enemies are carrying. There's a 
rule that governs the drops, with every fifth drop being a randomly chosen 
weapon. In levels 4, 5 and 6 the Shield (Cross) 

Lance:
You start with this and it happens to be the second best weapon. It's only 
worse than the knife, and not by much if you know how to rapid-fire.

Knife:
The only difference between this and the Lance is that you can have three 
knives on screen and only two Lances. But if you know how to shoot 
rapidly, there's no real difference.

Torch:
The worst weapon in the game, the torch is never useful. In the whole 
series, there's only about one place where the torch is actually handier 
than other weapons... and that's not in this game. There is no reason to 
get or keep it.

Axe:
Slow and unwieldy, the Axe is almost just as bad as the torch.

Shield/Cross: 
The special weapon required to get to the final boss is the hardest to 
use. It is fast and can deflect projectiles, but it's range is only 4 
paces, making it almost a melee weapon. To hit with the shield, you have 
to get very close. All in all, it is a horrible weapon compared to even 
the torch, and the only reason to ever have it is to pass to level 7. But 
it doesn't drop too often, so if you get it even on level 4, it's best to 
keep it. It is possible to beat every stage with the Shield, but some 
places and bosses are much harder with it than with any other weapon 
because of it's abysmal range.


STAGE 6 WALKTHROUGH for revisions with twin Unicorns, single ogres, 
invisible Arremers and 8HP Satans.

Although platforms and graphics were left intact, stage 6's enemy 
placement was completely redone by whoever was doing the US localization. 
This version is occasionally considered the easier of the two, and it is 
to some degree, but the twin Satans in the end are nigh unbeatable due to 
double HP and insane patterning. I will provide a guide to beating this 
stage consistently, but I can't help with the Satans, because I really 
don't get how they work in the US version and can only ever kill them 
through luck.

The first problem is the twin Unicorns, which apparently happens in some 
Japanese revisions, too. Beating them without losing the armour is not 
impossile, but very, very hard. There's a replacement armour soon enough, 
so it really is a better idea to do the following:
1. Climb up, then run a few paces away from the right Unicorn.
2. Jump right back at it without shooting.
3. It will hit you and you'll get kicked onto the above ledge. Done.
4. Don't shoot. Unicorns jump whenever you shoot, and they can jump high 
enough to hit you on the ledge above.

Get to the dragon and kill it. You can't afford to get damaged, but 
really, the Dragon boss isn't all that hard if you're careful. You've 
killed two already - and, chances are, you will be able to have quite a 
bit of practice killing this one every time you die in the gauntlet above.

Climb up and kill the Arremer on the right before it flies.

Now, see why this version is considered easier by some: there's only one 
ogre above. Climb and kill it while it's far enough from the ladder. Go to 
the right, pick the armour, punish the skull and kill another ogre. Climb, 
rapid-fire, run, climb. Single ogres don't require as much planning as 
twins.

As you run to the right again, get rid of the ogre. See, there are no 
Arremers in the windows - this again is often cited when people say this 
revision is easier and more fair.

Now, as you climb the ladder with a skull almost on top of it (don't climb 
all the way through), an Arremer will appear out of nowhere. Climb back, 
fight the Arremer the normal way (can't sneak on this one). Then get back 
to the ladder and climb high enough to rouse the skeleton.

Climb back. It's impossible to get up while it's there - it will block 
your ascension almost every time and hit you. What you need to do is lure 
it to the side of the screen. Most of the time, the skeleton will just hop 
off the ledge - finish it as it falls, because it may occasionally jump 
back. Sometimes it won't fall, and you will have to run a bit to the left, 
then lure it back to the right edge. None of this is present in the 
single-Unicorn revisions.

As you finally ascend the ladder that was guarded by the skeleton, act 
quickly:
1. See the ladder on the left?
2. Run towards it, but stop exactly four blocks before it.
3. Crouch and shoot to the left.
4. An Arremer will appear from below and get hit. Even if it shoots, you 
will do it in and not get hit most of the time. Just remember to stop at 
exactly the fourth block - it's the best spot for this.

Kill the ogre if you need and go up the ladder to meet the bosses. Good 
luck with them - they've got double HP.


VERSION HISTORY

1.0 - The full guide is written.


CREDITS
Written by Unco Lober. July 24 2011. Reuse with permission. Not for 
commercial use.