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    FAQ/Walkthrough by Dead Hero

    Version: 1.0 | Updated: 01/18/03 | Search Guide | Bookmark Guide

                  Ninja Gaiden for the Nintendo Entertainment System
    ----------------An FAQ/Walkthrough by Michael Lemon (Dead Hero)----------------
    ----------------------------12/9/02 - Version 1.0------------------------------
                        E-mail - xxdeadheroxx(at)yahoo(dot)com
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~TABLE OF CONTENTS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        I )  ---------------  Introduction
       II )  ---------------  Story
      III )  ---------------  Controls
       IV )  ---------------  Characters
            A.  ---------------  Ryu Hayabusa
            B.  ---------------  Ken Hayabusa
            C.  ---------------  Irene Lew
            D.  ---------------  Dr. Walter Smith
            E.  ---------------  Foster
        V )  ---------------  Gameplay Overview
            A.  ---------------  The Ninja Arts Explained
            B.  ---------------  Powerups
            C.  ---------------  Wall Climbing
       VI )  ---------------  Walkthrough
            A.  ---------------  Act 1 - Destiny
            B.  ---------------  Act 2 - The Escape
            C.  ---------------  Act 3 - The Chase
            D.  ---------------  Act 4 - A Trap
            E.  ---------------  Act 5 - Life or Death Combat
            F.  ---------------  Act 6 - The Fall of the Demon
      VII )  ---------------  Enemies
     VIII )  ---------------  Boss Fights
            A.  ---------------  Barbarian
            B.  ---------------  Bomberhead
            C.  ---------------  Basaquer
            D.  ---------------  Kelbeross
            E.  ---------------  Bloody Malth
       IX )  ---------------  Cheats
            A.  ---------------  Game Exploitations
            B.  ---------------  Game Genie Codes
        X )  ---------------  FAQs
       XI )  ---------------  Credits
      XII )  ---------------  Copyright
     XIII )  ---------------  Contact Information
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~I. INTRODUCTION~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Ninja Gaiden is a side-scrolling, hack and slash, ninja fun-fest. Released in
     1989 by Tecmo, Ninja Gaiden is based upon the exploits of a vengeful ninja
     on a quest to America. At the time of it's release, Ninja Gaiden proved to be
     one of the few titles to utilize cut-scenes, or cinema scenes, as a way of
     communicating the plot. As you probably already know, this is a common
     practice in today's world of gaming. However, Ninja Gaiden further proved that
     a game did not have to be an RPG to have a story. The deep plot tucked in with
     it's amazing gameplay took strides to enlighten the action genre. This topped
     upon splendid graphics, superb sound, and amazing gameplay granted Tecmo the
     start of a promising franchise.
     Upon first playing Ninja Gaiden, the primary realization the gamer has is the
     extreme level of difficulty. During the 8-bit era of the NES, games were
     typically excruciatingly hard, offering little to no saves and an insane
     amount of resistance to overcome. Ninja Gaiden is no different. Here is a game
     that expects you to beat it in one sitting, offering no save points or
     passwords to help your progress. This fact can be intimidating to a gamer not
     wanting a challenge. Ninja Gaiden requires you to memorize enemy placement,
     timing, and powerups, all while racing the clock. That's right, there is a
     time limit for each level, and more than likely it will expire before you
     finish one of the levels. So why play a game that's so frustrating? Read on.
     Well, why play any game? Why do you sit in front of a screen for hours upon
     end while being thoroughly engrossed into anything? It's fun and it's
     entertaining. Of course, the most logical explaination is the best. Ninja
     Gaiden's virtues outweigh it's main defect, being the difficulty. Even if you
     can't beat the last level (most can't) you should still have fun playing until
     then. If you don't have fun playing then you shouldn't be reading this. If you
     still are, then by all means, continue...
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~II. STORY~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Ninja Gaiden starts out on the battlefield, depicting Ken Hayabusa apparently
     being slain by an unknown ninja. Later to learn of the battle where Ken
     Hayabusa lost his life is Ken's son, Ryu Hayabusa.
     Ryu had discovered a letter from his father at their home. In it, Ken gave Ryu
     instructions to take up the family blade, the Dragon Sword, and travel to
     America. Ryu complies and vows revenge upon those who killed his father.
     Upon arriving in the U.S., Ryu is to seek the aid of Dr. Walter Smith, a
     former acquaintance of Ken's. Unknown still are the reasons why Ken had the
     duel, why Ryu should seek Dr. Smith, and who fought Ken.
     Upon arrival to America, Ryu is engaged by what appears to be a gang of common
     street thugs. What Ryu doesn't know is the mystery he is now involved in and
     the conspiracy to come...
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~III. CONTROLS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     A Button  -  Jump
     B Button  -  Preforms a slash with the sword. Can be used in a crouch.
     Start     -  Pauses the game.
     Select    -  N/A
     D-Pad     -  Makes Ryu run in a given direction; Makes Ryu crouch; Makes Ryu
     D-Pad Up
        +      -  Allows Ryu to utilize the ninja arts.
     B Button
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~IV. CHARACTERS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     A. Ryu Hayabusa
     Ryu Hayabusa is the protagonist of our journey and the son of Ken Hayabusa.
     After learning of a duel between his father and an unknown warrior, resulting
     in his father's demise, Ryu begins his quest for vengence. Typically brash,
     forceful, and aggressive, Ryu is quick to fight and quicker to win. He is,
     however, your basic hero of sorts, always the one to do the right thing. Ryu
     is young and abrasive, not understanding the challenges that lie before him
     and yet to realize his full potential.
     B. Ken Hayabusa
     Ken is the father of Ryu, a master ninja who is defeated in the opening
     scenes of the game. A rather brave man, Ken is willing to die for those he
     cares for and, like Ryu, is quick to fight. Ken was the previous holder of the
     Dragon Sword, the Hayabusa family sword. Ken's fate is shrouded in mystery,
     after the battle where he appeared to be slain...
     C. Irene Lew
     Irene is a CIA agent in the United States whom Ryu meets up with rather
     abruptly. Typically a mysterious individual, Irene disguises her motives to
     help Ryu in his quest. She captures Ryu early in the game, only to help him
     later and give him a crucial piece of evidence in Ryu's journey, a Demon
     Statue. Irene is rather dependant, tough, and skilled in most respects.
     D. Dr. Walter Smith
     Dr. Walter Smith was a friend of Ken Hayabusa. He is the lone reference given
     to Ryu in a letter left by Ken. Dr. Smith is the only contact Ryu has on his
     journey to America. Dr. Smith is very knowledgable on ancient artifacts and
     gives Ryu some crucial info on the mysterious Demon Statues.
     E. Foster
     Presently the head of the CIA, Foster holds enough power to capture Ryu and
     "hire" him to search out and seize the two Demon Statues. Early on, Foster
     explains the mechanics of the Demon Statues and what is known about the Jaquio
     to Ryu. Despite his position, Foster is prone to his own selfishness and will
     exploit Ryu for these purposes.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~V. GAMEPLAY OVERVIEW~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Gameplay in Ninja Gaiden is fairly straightforward, albeit rather simplistic
     at times. Main focal points in the game rest upon basic sword strikes,
     running, jumping, wall climbing, and the Ninja Arts.
     A. The Ninja Arts Explained
     Astray from the employment of Ryu's Dragon Sword, the most deadly weapon held
     in your arsenal lies in Spiritual Strength, which allows Ryu to use the Arts
     of the Ninja. These Ninja Arts are tactics devote to ninjas, respectfully, in
     which any number of special attacks can be called upon. In other words, the
     Ninja Arts are Ryu's special attacks.
     For Ryu to be able to use the Arts of the Ninja, a certain number of Spiritual
     Strength is required. Regardless of the practice attempting to be excecuted,
     Spiritual Strenth is required. So just how do you get spiritual strength?
     Along with a number of other assorted powerups, Spiritual Strength is gained
     by obtaining a Blue or Red Ninja icon (see Powerups below).
     The Arts of the Ninja include:
     ~The Throwing Star~
     The Throwing Star is the most basic of all of Ryu's special abilities. When
     used, Ryu will launch a straight projectile across the screen, the star.
     Although useful at times, the throwing star is the weakest of all attacks. Get
     it if you can, but don't replace it over your current special. The throwing
     star costs 3 Spiritual Strength points.
     ~The Windmill Throwing Star~
     The Windmill Throwing Star is one of the most useful of all the special
     abilities in the game. Basically a shuriken that acts like a boomerang,
     returning to Ryu after it is thrown, the windmill star is stronger than a
     normal throwing star. This attack can also strike enemys behind Ryu if you
     jump upon the shuriken's return. The windmill throwing star costs 5 Spiritual
     Strength points.
     ~The Art of the Fire Wheel~
     The Art of the Fire Wheel is the top ability (debated with the Windmill
     Throwing Star) at Ryu's disposal. When used, Ryu will throw 3 fireballs
     circling upward through the air. This ability is excellent against bosses, and
     good for clearing the screen of annoying flying enemies. The Art of the Fire
     Wheel costs 5 Spiritual Strength.
     ~The Jump and Slash Technique~
     Overall the strongest single attack in the game, the Jump and Slash Technique
     can kill some bosses in one hit. It is, however, very hindered in it's
     reliability. Trying to jump and hit an orb to gain an item will cost you 5
     Spiritual Strength everytime. Use it wisely.
     B. Powerups
     Powerups in Ninja Gaiden are obtained by striking the background scenery,
     settings which can range from red orbs to flying bugs. These orbs are
     everywhere throughout each level, so don't worry about finding them. Powerups
     can be anything from Spiritual Strength to extra lives and Ninja Arts.
     ~Spiritual Strength~
     The Spiritual Strength icons come in two different forms, red and blue. Red
     Spiritual Strength is worth 10 points and blue is worth 5. The icon for
     Spiritual Strength resembles a block with writing inside.
     ~Time Freeze~
     Time Freeze is a rare icon that will halt every enemy movement both onscreen
     and off for 5 seconds. Beware though, running into a frozen enemy CAN still
     cause Ryu harm. Run as fast as you can to avoid enemies when you get the Time
     Like Spiritual Strength, Bonuses come in two forms, both red and blue. Bonuses
     will increase your score by 1000 points and 500 points, respectively. The icon
     for the bonus is a tied bag.
     ~Restore Strength~
     Restore Stength will boost Ryu's health meter by 6 cells.
     ~1 UP~
     Collecting a 1 UP will give Ryu another life. If Ryu dies with no lives left,
     the game will end.
     ~Fire Shield~
     The Fire Shield acts as a protective barrier from enemies, circling Ryu. Any
     enemy who touches Ryu when in this state will die. The Fire Shield does not
     last long so gain as much ground as you can.
     C. Wall Climbing
     An essential move throughout the course of the game, wall climbing can help
     you greatly when dealing with early bosses and other situations. However,
     Ryu can only directly climb up or down a wall that has any type of rungs or
     fence. Also, Ryu can not attack when clung to a wall.
     Any wall in the game can be clung to, and sometimes it is imperative to be
     able to climb up a certain wall with no ladder. In these instances, you must
     be able to jump up the wall. To do this, hold the D-pad arrow away from the
     wall and jump, causing Ryu to spring away from his grip on the wall. As soon
     as Ryu has left the surface of the wall, immediately press the D-pad back
     toward the wall, making Ryu change directions in mid-air.
                                  - The Wall Jump -
             _| |_       _             ||
        <-- |_( )_|  +  (_)        > x ||
              |_|     A Button        X||
                                                 *  X = Ryu             *
     >Ryu jumps away from the wall...            *  x = Ryu's jump path *
                                                 *  | = The wall        *
             _| |_                  > X||
            |_( )_| -->  +  Up       x ||
              |_|                     X||
     >and lands higher up. (Pretty sketchy but you get the idea.)
     The change in direction while in mid air has got to be fast for this move to
     work. If the movement is too slow, Ryu will actually lose height on the wall.
     This puts you in danger of dropping into an enemy's range.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~VI. WALKTHROUGH~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     A. Act 1 - Destiny
     STAGE 1-1*********************************************************************
     The first stage of Ninja Gaiden pits Ryu on the streets, fighting a gang of
     some sorts. Run forward, killing 3 bikers as you go. Always try to hit the
     orange, glowing triangles to collect items. As you pass two of these, both
     containing blue Spiritual Strength, a biker comes on screen and you're
     attacked from behind by a dog. Kill the biker and immediately turn to kill the
     Continue forward, kill the knife thrower. Get the red Spiritual Strength from
     the light. A dog will attack from on top of the step, you cannot hit it while
     standing. You must jump to hit the dog. Jump up onto the ledge, kill the two
     bikers above you. Grab onto the sign and spring up to where those bikers were.
     In the light up here, get the Throwing Star. Jump down, hitting the light
     below you to get a blue bonus. Kill the knife thrower and use the sign to
     climb up to the street.
     Kill the boxer up here and get the two blue Spiritual Strengths. Jump down,
     grab the red bonus from the light below you. Run forward under three signs
     killing a biker. As you pass underneath the second sign, a dog will attack
     from behind. Turn and kill it, and proceed forward. The light on the building
     contains a blue bonus. Kill the biker on the plateau above you. Climb up the
     wall leading to the ledge above, a dog will attack, and get ontop of the sign.
     Jump to the ledge which held the biker you killed (careful, he may be back).
     The first light (leftmost) contains the Art of Fire Wheel and the second
     (rightmost) contains the Jump and Slash Technique. I recommend the former.
     Use the sign to get up to the street above. If you chose not to get any of the
     specials, the light under the ledge has a blue spiritual strength and the
     light to the right of it has a Fire Shield. You need to jump off the ledge to
     be able to get the Fire Shield. Continue on, killing the two boxers on the
     small step. Get the blue bonus from the light and kill the boxer. The highest
     light here contains a Time Freeze. To get it, use the sign to get to the
     ledge. Jump and grab it (although you don't really need it). Jump between the
     signs and the wall to get to the top of the structure. Kill the biker up here.
     As you jump down, the top light holds a Windmill Throwing Star. If you have
     yet to get a special, I recommend trying to grab this (however, it's not
     entirely necessary). Jump up and kill the biker, running to the edge of the
     small incline. Kneel and kill the knife thrower before he attacks. Continue
     on and you will see a biker, kill him fast and turn to kill a dog attacking
     from behind. Kill two more boxers and head into the building.
     STAGE 1-2*********************************************************************
     Here in Jay's Bar, you fight your first boss, Barbarian. Use simple run and
     strike tactics to defeat him. Use the wall to jump over and strike him in the
     back. After a few times of this, you eventually will win.
     After you defeat Barbarian, you are confronted by an as of yet unknown woman.
     Ryu yells at the woman to leave and the woman pulls out a gun and shoots Ryu
     in the back.
     B. Act 2 - The Escape
     As Act 2 begins, Ryu has been shot and captured. He is depicted locked behind
     a cell door. The woman who shot you (with a tranquilizer) is Irene Lew. She
     gives Ryu a Demon statue and helps him to escape.
     STAGE 2-1*********************************************************************
     Run right, jumping on top of the beams. Kill the biker on top (remember to
     collect the Spiritual Strength out of the lanterns). Hurry and jump to the
     next beam before a dog can attack from behind. If you make it ontop of the
     beam, the dog will not hit you. Anyway, kill the knife thrower. Hit the
     closest lantern to receive a throwing star. Bend down on the edge of this beam
     and kill the boxer. Jumping off will risk you damage. Grab the red bonus out
     of the lantern overhead. Kill or avoid (depending on the height) the bat and
     get the Art of Fire Wheel out of the first lantern before the gap and the red
     bonus out of the second. Jump the gap, quickly jump to the beam and up to the
     next platform so you are not engaged by the bat flying from behind you. Kill
     the boxer up here. The highest lantern holds a Windmill Throwing Star, the
     lower a red bonus. Kill the knife thrower and continue. Grab the blue bonus
     from the lower lantern, as you go a dog will jump off the highest platform. As
     it comes down, jump over it. The dog will bounce off the wall and attack you.
     Turn and kill it (try not to go back so far as a knife thrower will
     regenerate). Head up the ladder.
     Jump to the platform on the left and up to the next platform above the ladder.
     Walk to the edge of this platform and wait, a biker will come into sight. If
     you jump right away you will land on him, knocking yourself off the ledge.
     Wait for him to turn around, jump down and kill him. If you pass the screen
     fast enough, the bat attacking from behind will disappear, otherwise just duck
     to avoid it. Jump down to the lowest platform, climb up the rungs on the wall
     and jump to the small platform on the left. Now jump up on top of the
     structure to the right.
     Jump to the next platform, grabbing the blue bonus from the first lantern.
     Walk about halfway across the platform and a dog will attack from behind. Jump
     straight up in the air to avoid it (Warning: do not jump backwards to avoid
     the dog, you will cause another dog to generate and it will be under you
     before you land, knocking you off the cliff). The second lantern here holds
     the Jump and Slash Technique. Wait at the edge before jumping down to the next
     platform and a boxer will fall off the cliff. Jump down and kill the next
     boxer. Get the red bonus from the first lantern over this platform. Jump down,
     kill the knife thrower on top of the beams. The highest lantern holds a
     Throwing Star. Jump to the top of the beams, kill the boxer and get the blue
     bonus from the lantern. Jump to the wall and climb the rungs, careful of the
     bat behind you.
     Climb the left wall, jump to the platform. Climb up the ladder. Here, as you
     go forward, a dog will attack from behind and a knife thrower from infront of
     you. Kill the dog first (you have to jump to hit it) then the knife thrower.
     Get the red bonus from the lantern, jump up and kill the biker and the knife
     thrower. Run forward, get the blue bonus from the lantern. Jump to the small
     platform, the lantern above contains a Windmill Throwing Star (I recommend
     getting this). Jump to the next platform, run and jump down across the gap. As
     soon as you land, strike. You should kill a dog. Kill the biker and head
     through the door.
     STAGE 2-2*********************************************************************
     Run forward and jump up on the broken pillar. Throw a star at the ghoul (or
     time your jump between her throws). Go forward and a football player attacks
     from behind. Kill him and throw a star at the commando up on the next plateau.
     Jump up and another football player attacks from behind with a sword fighter
     just ahead. Kill the football player first (what's with these guys?) then the
     next. When you walk forward, another football player attacks, as does one when
     you jump down to the next plateau. Kill them along with the commando and climb
     down the ladder (don't jump down or you will die).
     Jump down to the next floor, climb up the wall to the right (avoiding the
     bat) and up on the broken pillar. Jump across to the next pillar, the
     dragonfly above holds a bottle of Restore Strength (of which I'm sure you
     need). As you jump to the next platform, try to strike the dragonfly and you
     should kill a football player in the process. You should also get a Fire
     Shield. High-tail it across the screen, you should make it to the end of this
     section. Jump across the platforms, killing football players, sword fighters,
     and commandos as they run into you. Get the blue bonus out of the dragonfly.
     Climb up the ladder.
     Make your way across and climb up to the highest platform. Kill the bat on
     top and jump down to the broken pillar. Wait for the sword fighter on the next
     plateau to turn around then jump up and kill him. Kill the football player
     attacking from behind. Wait for the ghoul to walk backwards before jumping up,
     that way you have less of a chance for it to knock you off the cliff. Kill it
     and continue, getting the blue bonus from the first dragonfly. A football
     player will attack from behind here, kill him. The next dragonfly holds the
     Jump and Slash Technique, get it, jump down and use it on the sword fighter
     and again on the second sword fighter. Kill the football player from behind,
     jump up and slash the commando. Grab the Art of the Fire Wheel in the
     dragonfly above where the commando was. Run forward and use it on the ghoul
     above you. Jump up and get the blue bonus. Use the Art of the Fire Wheel again
     on the next ghoul above you and get the red bonus. Jump down, hurry because a
     football player will jump down with you. Jump to the next platform and jump
     straight up to avoid the football player. Kill the sword fighters and go
     through the door.
     STAGE 2-3*********************************************************************
     Here you fight the second boss of the game, Bomberhead. Bomberhead wields a
     sickle and chain that is fairly deadly. Use the wall to your advantage again,
     but make sure to climb higher as Bomberhead is tall. When he nears the wall,
     jump over him and attack. After a few times, Bomberhead will fall.
     As you beat Bomberhead, Ryu runs off, pondering many questions. He decides to
     continue on his search for his father's supposed acquaintance, Dr. Walter
     C. Act 3 - The Chase
     Here, Ryu finally meets up with Dr. Walter Smith. Ryu learns of his fathers
     travels and discoveries in the amazon and receives a history lesson on the
     Demon Statue he holds. However, as Ryu and Dr. Smith talk, a ninja jumps in
     and steals Ryu's Demon Statue, the Shadow Statue.
     STAGE 3-1*********************************************************************
     Run forward, killing 3 sword fighters. As you move forward, you see the fourth
     sword fighter and a cheetah will attack from behind. Turn to kill the cheetah
     first. As you reach the water intersecting the land, you are engaged by
     absolutely the most annoying enemy (well, a version of it) in the game, the
     brown eagle. Let it fly over your head, turn and crouch to kill it. You now
     have to jump across four docks, the bug over the second one holds a Time
     Freeze. Grab that and make your way quickly across. Pick up the Throwing Star
     in the bug in over the last dock and get the red bonus in the bug on top of
     the dock. As you jump down, a cheetah will follow. Cross to land and turn to
     kill the cheetah, move forward and another will attack. Ignore the ghoul and
     sword fighters above you. The bugs hold nothing of importance, although the
     one near the ghoul holds the Art of Fire Wheel. Continue underneath and you
     will be attacked by a commando and a brown eagle from behind. Kill the
     commando and jump straight up to avoid the eagle. Crouch to kill the eagle.
     Climb the dock, killing the sword fighters. Jump down to the small docks,
     ignore the bug. An eagle will attack, let it fly over your head and jump to
     land quickly. It should disappear and another will appear, grab the blue bonus
     from the bug, jump over the sword fighter and to the next screen.
     STAGE 3-2*********************************************************************
     Head right, jump up and kill the sword fighter. Kill the second sword fighter,
     jump up and quickly kill the bazooka soldier. Run up and kill the second, make
     sure to grab the blue bonus in the bird above the second bazooka soldier. Jump
     down to the platform, go to the extreme right edge (don't fall off now), turn
     and crouch. An eagle should fly over your head and attack, slash to kill it.
     Jump up and kill the sword fighter, landing on his platform. Continue jumping
     to the next platform, jump across and hit the bird to get a Windmill Throwing
     Star. Kill the ghoul and climb up the wall. Jump and throw a star at the
     ghoul. Jump across the pit, ignoring the sword fighters (the bird holds a red
     Spiritual Strength if you must know). When you drop down a bit, an eagle will
     attack. Slash normally and continue, only to be attacked by 2 football
     players. When you reach the end of the platform you jumped up to, another
     football player will attack (usually more than one). Kill them and jump down,
     grabbing the blue bonus in the bird at the bottom.
     Climb up the ladder on the wall and kill the sword fighter. Jump down and
     throw a star at the bazooka soldier right across from you. Get the red bonus
     from the bird above him. Jump up and walk to the edge, wait for the bazooka
     soldier below you to shoot once before dropping, once he does jump down and
     kill him. When you jump up, an eagle attacks. Turn and crouch to kill it. Wait
     for the bazooka soldier to shoot before jumping down. Kill him and get the
     blue bonus. Run over the platform and jump down into the pit. An eagle will
     attack so turn, crouch, and kill it. When the bazooka soldier shoots, jump up
     and kill him. The bird above has a Windmill Throwing Star. Jump up to the next
     plateau and turn to kill a cheetah when you near the end. Wait for the sword
     fighter to walk away from you before jumping down. When you do, you are
     attacked by an eagle. Kill the sword fighter and run through the opening.
     STAGE 3-3*********************************************************************
     When you enter this area, you are entered into a fight with Basaquer, the most
     brutal of the Malice Four. He attacks by jumping from side to side in the
     room, launching projectiles at random points. Run under him and attack when he
     lands. You can destroy his projectiles when they are launched, giving you a
     clear path underneath. You should hit him nearly every time he lands.
     After defeating Basaquer, Ryu is reunited with the Demon Statue. Fearing the
     worst, Ryu hurries back to Dr. Smith...only to find Dr. Smith has been slain.
     Before his death, Dr. Smith tells Ryu that the Light Statue, the one he was
     holding, had been stolen. As the scene fades, Ryu is captured by a group of
     men in black suits.
     D. Act 4 - A Trap
     As Act 4 begins, a man named Foster explains that the men who captured Ryu are
     from the CIA and were not the men responsible for Dr. Smith's death. Foster
     proceeds to explain about the ruins in the Amazon that Dr. Smith discovered
     and how the demon was trapped into the statues. He then offers to pay Ryu to
     regain the statue that was stolen from Dr. Smith.
     STAGE 4-1*********************************************************************
     Ryu is now dropped off into the Amazon. Run right, jumping the gap. Ignore the
     spider (or you will be killed by the commando), jump and land on the extreme
     edge of the next path. Hopefully, you didn't land on the commando, so go ahead
     and kill him. Hop over the pit and you will be attacked by a cheetah from the
     front and 2 eagles, one from the front and one from the back. Kill the
     cheetah, turn and crouch. The first eagle should be coming at you and the
     second should be turning at your back. Kill the first eagle and use the same
     tactic to kill the second eagle.
     Jump across the pit, grabbing the red bonus from the spider. Jump the next pit
     to get a blue bonus. To kill the ghoul, wait for it to get as close to the
     edge (relevant to you) as it can, jump up to the ledge and strike. You should
     have come in under any of it's projectiles and landed on it's platform. Now
     jump up to the highest platform, get the Jump and Slash Technique from the
     spider. As you run forward, you are attacked by 2 cheetahs, one in front and
     one behind. Kill the one in front and jump straight up in the air to avoid the
     cheetah attacking from behind. Head down to the next platform (avoiding the
     bats) to see a bazooka soldier across from you. Jump over and use the Jump and
     Slash Technique to kill him. Jump up the 2 platforms to get to the highest. Be
     ready, you will be attacked from behind by a cheetah. Kill it and DROP (as in
     don't jump, just run) straight off the cliff. You should avoid the bat (who
     would have killed you) and land safely on the small ledge.
     Jump to the next platform on the right and climb up the walls. When you reach
     the top, run straight forward. A football player will attack and should jump
     right over your head. (There is a possibility of a cheetah attacking here, so
     be prepared). Watch out for the commando on the opposite side of the rock, he
     can and will shoot through it. Jump up on the rock, make sure to avoid the
     bat, and leap over the commando's head. Kill him while his back is turned (if
     he turns he will shoot, if he shoots he will knock you off the cliff). Jump to
     the next small ledge and onto the big platform. Grab the red bonus and jump to
     the fence (weary of the bat flying from the right). Climb up another screen.
     When you reach the top of this screen, an eagle will attack from the top left.
     Initially, it will fly over your head so climb up as far as you can (if you
     keep climbing it still won't hit you). As it is turning, jump onto the
     platform. Wait for the eagle to near you and then jump to the main platform.
     With luck, it should have flown off-screen. If not turn and crouch to kill it.
     As you go forward, another eagle will attack from the right. Jump over it,
     turn and crouch to kill it. Jump down in the pit and kill the sword fighter.
     Wait for the bazooka soldier to shoot and then jump up and kill him. Continue
     running to the right and cheetahs will attack you from both sides. Kill the
     one in front and jump the one in rear. Continue on to get a cut-scene to the
     next level.
     STAGE 4-2*********************************************************************
     Stage 4-2 introduces us to some new types of enemies, namely the mummy
     swordsman, evil ninja, and the tribal knifeman. When you gain control of Ryu,
     run forward and kill the mummy swordsman. Tuck yourself next to the miner's
     cart as an evil ninja will bounce over on your side. Kill him, jump over the
     miner's cart and kill the next mummy swordsman. Be careful because there is a
     white bat flying towards you and he is pretty hard to hit. Avoid him and head
     onward. Jump the gap if you still have the Jump and Slash Technique. Use it on
     the bat. If not, step to the edge of the gap to get the bat to attack, then
     jump over him. Stay on the bottom avoiding the tribal knifeman's attacks. An
     evil ninja should be jumping around up top, too. Jump over the miner's cart
     and get the Art of Fire Wheel from the last lantern. Stand on the cart and use
     it on the enemies above you.
     Grab the red and blue bonuses from the last two lanterns. Jump down over the
     pit, stay near the edge to avoid the tribal knifeman. Use the Art of Fire
     Wheel on him. Go forward, do not get the Throwing Star from the first lantern.
     Continue to the last lantern, which is a Time Freeze. Make the most of this
     because the upcoming part is one of the tougher in the games. Grab the Time
     Freeze and immediately jump on the cart to the top level. Run as fast as you
     can to the other side. By the time it wears off, you will be attacked by an
     evil ninja and two eagles. Kill the ninja, jump over the eagles (if they knock
     you forward they will trigger more eagles). As you go, another ninja and two
     more eagles will arise. Try and kill them and run to the end (as long as you
     have some health left you're in good shape).
     When you reach the end of the bridge, two ninjas, front and back, drop from
     the ceiling. Drop down and run under the upper plateau (run to the left).
     Knock open the lantern to get a Restore Health. Now deal with the ninjas. Kill
     the first one that nears you after he lands and starts walking. Do the same to
     the next. Go forward and an eagle attacks. Turn and wait for it to fly
     overhead. When it nears, slash to kill it. Ignore the Jump and Slash Technique
     and continue on. A ninja will drop from overhead but can't get to you so
     continue forward and get the blue bonus. When the ninja dissappears, jump up
     to that platform. Walk back (left) until you can see the lantern. Jump and hit
     it for an extra life. Now go forward again, and an evil ninja will attack. Run
     away until he starts walking after you, then turn and slash. Get the Windmill
     Throwing Star from the lantern and climb up the wall.
     STAGE 4-3*********************************************************************
     Continue on and climb up the next ladder. Jump up and head to the right,
     killing a boxer just ahead of you. Head over and climp up the wall. When you
     near the top, a knife thrower will come into view. As you are clinging to the
     structure opposite of the main wall (left), jump up again and slash to kill
     him. To your left, in the highest candle, is the Art of Fire Wheel. Now, on
     top of the structure, jump down and get the blue bonus from the candle. Head
     forward and kill the knife thrower and the biker. Jump up to the platform
     where the biker was standing. Run forward and jump up underneath the
     projectiles thrown from the mace thrower (landing on his platform). Run
     forward and slash him (or use the Art of Fire Wheel). Jump across the
     platforms, grabbing the red bonus from the last candle. A mace thrower will
     fall from behind, just run forward and climb the ladder.
     Jump up on the structure and down in-between the broken pipes. Use the Art of
     Fire Wheel on the commando (or the Windmill Throwing Star which is located in
     the candle above you). Jump up to his platform and down to the main ground.
     Get the red bonus from the first candle. Wait for the kick fighter to land his
     attack before slashing him. Do the same for the next. Run forward to the
     innermost wall. Climb it to land under the serpent turrets. Run forward and
     strike the candle to get a Restore Health. Climb up the wall and jump to the
     first platform on the right. The candle here has a Windmill Throwing Star. Be
     careful of the commando on the platform beside you, he can easily knock you
     off the cliff. Jump over before he shoots (hopefully) and kill him. Get the
     blue bonus. Wait for the serpent turret above you to shoot and then jump up
     and slash it, landing on it's platform. Jump down after the axe thrower
     attacks, snagging the red bonus from the candle on the way down (or you can
     climb the wall to get it). Kill the axe thrower and climb the wall.
     Jump from the platforms to the main structure. Kill the kick fighter and get
     the blue bonus from the lower candle (the higher contains a Windmill Throwing
     Star). Slash the next kick fighter and continue. Run under the axe thrower and
     the serpent turret. Climb the wall on the opposite side to jump to the
     platform on the right (be careful the serpent turret doesn't shoot you when
     you jump). Jump down and go through the doors.
     STAGE 4-4*********************************************************************
     Ryu is now entered into battle with Kelbeross, a demon dog. Kelbeross will
     bounce around the room shooting fireballs above the pillars. Keep in mind that
     only the demon starting the fight above you can be damaged. Follow this demon,
     using the Art of Fire Wheel or Windmill Throwing Star to help ensure your
     victory. Avoid the other dog at all costs.
     After your victory, Ryu is confronted by the Jaquio. He reveals that he has
     captured Irene Lew and forces Ryu to give up his statue. As Ryu is doing this,
     he is dropped down a pit and Irene is sent to be a sacrifice.
     E. Act 5 - Life or Death Combat
     STAGE 5-1*********************************************************************
     When you fall down in the pit, head on to the right. Kill the bat first and
     then jump the pit. Kill the 2 mummy swordsmen and you will be attacked from
     behind by a bat. Avoid it and kill the tribal knifeman. Grab the Throwing Star
     from the highest in this triangle of torches. Now jump up to the platform. Get
     the blue bonus from the first candle and you will be attacked by an evil
     ninja. Kill him on the way down or let him jump overhead, either way works.
     When you jump down, get the red bonus and you will be attacked by a cripple.
     He appears to be too short to hit, but you can kill him with a regular slash.
     Run forward and get the Windmill Throwing Star.
     Wait for the mummy swordsman to turn before jumping up. Kill him and you will
     see a second, and will be attacked from behind by an eagle. Crouch down,
     letting the eagle fly overhead. When it comes back around, slash to kill it.
     Now go kill the other mummy swordsman. Jump up to the next platform and slash
     before you land. You should kill the evil ninja who dropped from the top. If
     you didn't he probably knocked you off the cliff. Anyway, grab the blue bonus
     and jump down to the next platform, killing the tribal knifeman. Grab the red
     bonus from the torch overhead. Jump down again and let the evil ninja jump
     over you, off a cliff. Jump up on the pillar to avoid the blade thrown from
     the monster. He will keep throwing so jump to the next main path (the highest
     candle holds the Art of Fire Wheel).
     Jump down and go forward to see the mummy swordsman up on the plateau. As you
     go forward an evil ninja will attack from behind. Turn and kill him, jump up
     and kill the mummy. Kill the bat flying at you, it will knock you off if it
     hits you. Continue jumping and an eagle will attack from underneath you. Jump
     over it when it nears you then crouch to kill it. Jump down to the bottom and
     kill a mummy swordsman and a cripple. A tribal knifeman is attacking from
     above, jump up the platforms to kill him. Walk to the edge of the highest
     platform and kill the bat. Now jump down to the bottom path. Grab the red
     bonus from the last torch and ignore all the enemies above and behind you.
     Climb up the wall and kill the mummy swordsman and the bat. Jump over the
     monster below you and enter the door.
     STAGE 5-2*********************************************************************
     Run left and wait for the first mummy swordsman to pass underneath you, then
     drop down and kill both of them. Jump up and cling to the structure (you won't
     hit your head), now climb up and kill the next mummy. The far torch holds a
     blue bonus, but it will fall if you don't jump out to get it. Jump up to the
     next platform and kill the next mummy. Jump down and ignore the torch (Jump
     and Slash Technique) and kill the cripple before he gets up. Now climb up the
     Jump across to the next platform and an eagle will attack. Jump over it to
     avoid it, turn and kill it when it comes back. An evil ninja will attack on
     the next platform, kill him and walk forward to be attack again by another
     ninja. Turn and kill him and grab the red bonus from the second torch. Jump
     down to the next path and an evil ninja will attack. Kill him and an eagle
     will attack from below. Avoid the eagle by jumping and turn to kill it. The
     torch holds a Throwing Star (don't get it if you have Windmill or Fire Wheel).
     Jump over and climb up the ladder.
     Head forward, killing two kick fighters as you go. You are approaching two
     levels of two snake turrets. Wait for the lower turret to shoot, then jump up
     to it and slash it, immediately running to the back to kill the second. Now go
     back, wait for the top turrets to shoot and jump from that platform you're
     standing on to kill them. Now jump to the platform on the right and to the top
     path. Run and jump down to the next path. You have to slash the bat in mid-air
     or you will die. Head up the ladder.
     Kill the kick fighter when you reach the main path and an eagle will attack
     from above. Let it fly over you, crouch and turn to kill it. Go forward to see
     an axe thrower. Wait for him to near the back of his platform and then jump up
     on the wall to the platform beside him. Jump over and kill him. Jump back one
     platform, the torch above holds a Restore Health. Drop down the platform and
     cling to the side of the wall (make sure you are under the parallel structure)
     and jump to the inner ledge. Grab the red bonus and kill the bat. Jump up to
     the platform and walk to the edge. An eagle will attack, kill it as it nears
     you. Now jump to the ladder and climb up.
     STAGE 5-3*********************************************************************
     Climb the ladder on your right and jump across to the top platform. Kill the
     boxer and hop down. Kill the boxer and the knife thrower from behind, move
     forward and kill the biker. Climb up the wall before the ladder and hit the
     torch to get the Art of Fire Wheel (if you don't already have it). Now jump
     down, weary of any respawned enemies, and climb up the ladder.
     Jump across to the main platform and rush forward to slash a mace thrower.
     Here, you are confronted by flying ninjas. Try to jump and hit them as they
     fly by, while avoiding their stars. It's almost impossible not to get hit by
     these guys, but keep moving forward at all costs (moving back will make them
     respawn, and we don't want that). About three will attack on the first
     platform, when you get by them, jump to the next. When you land, another will
     attack, so jump up and slash to kill him. Do yourself a favor and ignore all
     the torches here and move the the next platform, watching for the random
     flying ninjas. Wait for the mace thrower to near the back, then jump over,
     kill him and climb the ladder.
     Jump down to the bottom platform and kill the sword fighter. The candle holds
     a Throwing Star, grab it and use it on the commando. Jump the gap, careful of
     the bat. Jump the next gap and kill the advancing cheetah. Head over to the
     ladder to see an attacking eagle coming from the right and a football player
     from up top. Kill the football player and jump over the eagle. Turn and
     crouch, kill the eagle when it nears. Climb the ladder.
     Jump to the left edge of the main path and you will be attacked by an eagle.
     Let it fly overhead and kill it when it comes back around. When you go
     forward, you will be attacked by a football player and a bazooka soldier. To
     get by this part, run up as fast as you can and jump to the bazooka soldier's
     platform (jumping under the football player) and slash him quickly. You can't
     take out the football player because he will regenerate. Avoid the bat and do
     the same thing on the next platform. Get the Windmill Throwing Star from the
     torch on this platform. Jump up over the bat and land on the extreme edge of
     the lower platform to slash the commando. Climb up the ladder.
     Jump to the lower level and you will see a cripple, but will be attacked from
     behind by an eagle. Jump the eagle and kill it when it comes back, move
     forward and kill the cripple. Avoid the tribal knifeman and make your way to
     the ladder. When you get there, you are attacked from behind by a monster.
     Climb up quickly. Jump to the top level up here and kill the mummy swordsmen.
     Run over and climb the next ladder. Now, run to the end of this stretch.
     STAGE 5-4*********************************************************************
     Now, you are confronted by Bloody Malth. He can be difficult if you haven't
     stocked up on Spiritual Strength (which you should have), in which case you
     can easily beat him going toe-to-toe. Otherwise, run up and slash away, as his
     attacks are nearly impossible to block. Make sure not to run into him and you
     should defeat him eventually.
     Here, it is revealed that Malth was the one who fought Ryu's father, and that
     Ryu's father is alive!
     F. Act 6 - The Fall of the Demon
     So, you beat Act 5? Now, you're probably wondering what's tougher than Act 5?
     Why, it's Act 6 of course! Have fun, and remember...it's only a game.
     STAGE 6-1*********************************************************************
     When Act 6 begins, Ryu is off to solve the mystery laid before him by a dying
     Malth. Run to the right and kill the commando in front of you and the bat from
     behind. It is extremely important in this level to hold your ground as much as
     possible (meaning, don't venture too far forward or backward on the screen for
     the chance of reactivating an enemy). Continue right and you should see a
     ledge. When you near it, an eagle will attack from behind. If you get too
     close to it when fighting the eagle, the cripple will attack. Also there is a
     commando up top shooting straight across, so watch your head when you jump.
     Wait, back to the ledge, for the eagle to drop down. When it is going to
     attack, jump up and slash. Now jump up and get the Throwing Star from the
     torch. When the commando is between shots, jump up and slash him.
     Cross over the ledge and drop into the gap. Wait for the kick fighter to land
     his attack before slashing him. When the serpent turret is between shots, jump
     up and slash. Head into the next gap and grab the blue bonus from the far
     torch. Jump up and slash the serpent turret. Wait for the second to shoot and
     then jump up. Jump over it's next shot and rush forward to kill it. Jump the
     third's shot and run forward to kill that one. When you pass the third, an
     eagle will attack. Duck down and let it fly overhead. Turn and kill it. Make
     sure you grab the Windmill Throwing Star from the torch, and you should be
     stocking up on Spiritual Strength.
     Cross over the rest of the way. When you see the wall at the end with an axe
     thrower on top, you will be attacked from behind by a cripple. Turn and kill
     it. The torch above holds a Jump and Slash Technique. Jump up when the axe
     thrower backs up and slash him. Get the blue bonus from the first torch. When
     you go forward, an eagle will attack from behind. If you continue forward to
     see the cripple, another eagle will attack from above. The eagle from the
     bottom can be avoided by jumping. Jump over it and wait for it to come around,
     then slash it. The eagle from above cannot be avoided by crouching. Jump up
     and slash him. Go forward and kill the cripple. Run forward now and ignore the
     eagle from the bottom, hit the torch if you can (Red Spiritual Strength), and
     go through the door.
     STAGE 6-2*********************************************************************
     Run to the left, slashing a biker as you go. You will see two green towers, on
     top of the first is a mace thrower. As you run forward, you will see a knife
     thrower and a dog attacking from behind. Slash the knife thrower and jump up
     onto the second tower (avoiding the dog). Immediately jump across to the first
     tower, slashing the mace thrower as you go. If you got hit anytime here, you
     will probably end up clinging to the side of one of the towers. Don't panic,
     climb up fast and kill the mace thrower. Jump up to the highest (second) tower
     and jump down, hitting the highest torch as you drop (Windmill Throwing Star).
     Again, make sure you're stocking up on Spiritual Strength. Kill the knife
     throwers and get the red bonus from the torch. Jump up on the platform with
     the mace thrower when he nears the back of it and slash him. Drop down to the
     bottom, avoiding the bat, to let the awaiting dog run off the screen. Climb
     up the wall.
     Here you will see a biker on the next platform. Run forward and drop down,
     slashing him as you fall. Climb up the ladder and jump to the platform. Get
     the blue bonus from the torch (you have to jump out a bit). You will see
     another biker on the next platform over. Throw a star at him, or try to land
     on his platform and slash him. When you land, be prepared because you will be
     attacked by flying ninjas. The first ninja to attack will leave you just
     enough space to jump through his throwing stars onto the platform. If he hits
     you, you will either be knocked down the pit or back against the wall. If you
     hit the wall, you have to try again as he will attack for the second time. You
     also have the choice of jumping up and killing him, hopefully taking out his
     star attack as he dies. I recommend this, if you are ready for him. When you
     land on the platform, you will be attacked by another. Stand your ground and
     jump up and slash him. You will be attacked by a second and a third as you
     continue to the end of this platform, deal with them one at a time and don't
     let them get up to speed. Jump and slash them before they can throw. Grab the
     Jump and Slash Techniqe in the last torch on this platfom. As you jump to the
     next platform, you are attacked by two more from high up. Use the Jump and
     Slash Techniqe to safely cross the next ledges. Wait for the biker to turn
     before jumping to that platform. Slash him and climb the ladder.
     Hop across the platforms to the top. Jump and Slash the commando and land on
     his platform. When you jump across, an eagle will attack from below and a bat
     will fly across the screen. You should avoid the bat, jump down to the bottom
     and kill the eagle when it flys at you (the middle torch on the way down has
     the Art of Fire Wheel, but I recommend keeping the Jump and Slash Technique,
     and the highest has a red bonus). You should see a cripple, kill him and move
     forward, grabbing the blue bonus, to see two serpent turrets. Slash the first
     one quickly and jump over the second's shot. Make sure you don't cling to the
     tall, thin pole or else you will trigger an eagle to attack when you land.
     Continue on to see an axe thrower on top of a plateau. Jump up to the ledge
     and over to him, slashing as you land. Ignore the torch (Throwing Star) and
     drop down. Run over and kill the cripple. Now climb up the ladder, and up
     another screen.
     Jump up to the first green ledge and wait on the extreme right edge. When he
     nears, slash the sword fighter. Jump over to the next platform. As you go
     forward, a bat will fly across the screen, a football player will attack from
     behind, and an eagle will attack from the bottom. Use the Jump and Slash
     Technique on them or jump over the bat and the football player, slashing the
     eagle. This is recommended to save your Spiritual Strength. Jump over to the
     next platform to see a ghoul across from you. Run and jump across to it, using
     the Jump and Slash Technique early in your jump to kill an eagle. Walk near
     the edge of the platform to trigger a football player, kill him and jump down.
     Grab the red bonus and climb the ladder.
     Jump over to the grey platform and you will be attacked straight ahead by an
     eagle. Jump over it, turn and crouch. Slash it as it comes back. Jump down and
     another eagle will attack from the top of the screen and a cripple will attack
     from straight ahead. Jump and Slash them and move on to kill a mummy
     swordsman. Run forward and an evil ninja will attack from behind (may
     dissappear if you run fast enough). Turn and slash him when he lands, and move
     on to kill the tribal knifeman. Slash the two candles, red Spiritual Strength
     and a Fire Shield, and climb the wall. Jump across the platform and through
     the door.
     STAGE 6-3*********************************************************************
     Run forward and slash the bat and the kick fighter. Jump up and hit the lower
     torch to get some Spiritual Strength. Head over and climb up the big green
     pillar, jump to the left to hit the higher torch to receive the Art of Fire
     Wheel. Head forward, below the structure, and kill the bat and the axe thrower
     (make sure not to get hit from above). Use the Art of Fire Wheel to clear the
     top structure. Kill the commando and snag the Jump and Slash Technique. Jump
     up to the top structure and hit all the torches (red bonus, blue bonus, and
     red Spiritual Strength). Jump over and climb the ladder. Hop up the platforms
     and climb the next ladder.
     When you jump over to the main platform, a cripple will attack immediately.
     Slash quickly to avoid taking damage. Jump up and kill the bat flying across
     the screen. Ignore the first torch (Throwing Star), jump up and kill the bat,
     and get the two blue bonuses from the torches. Jump down and you will be
     attacked by a monster. Jump over to him before he throws and use the Jump and
     Slash Technique to destroy him. You should also have taken out a cripple. Jump
     up to the next platform and kill the cripple behind you. An evil ninja will
     drop from behind, turn and kill him. Hop over to the ledge and you will be
     attacked from below by an eagle. To easily kill it, wait for it you near you
     and use the Jump and Slash Technique on it. Jump over to the next platform and
     kill the mummy swordsman. Grab the red bonus and jump down.
     Run over and climb up the walls, ignore the torch on the right (Windmill
     Throwing Star). Grab the blue bonus from the torch on the left. Jump over and
     slash the tribal knifeman. Now jump down. Grab the Time Freeze and run. Climb
     up the walls and over the platform. Continue over the next platform, ignore
     the torch (Art of Fire Wheel). Drop down and kill the mummy swordsman. Grab
     the blue bonus and kill the next. Run forward and slash the tribal knifeman.
     When you near the pit, an eagle will attack so slash it. Jump onto the pillar
     and over to the ledge. Climb up the ladder.
     Head to the right, climbing up the pillars. On the second pillar, you will see
     a cripple awaiting on the third. Slash the torch to see a Restore Strength
     fall to the ground. Jump down, slashing the cripple, and grab it. Run forward,
     Jump and Slash the torch. You should kill about two cripples that fall from
     the top, missing the third, and grabbed a Time Freeze. Run to the wall on the
     right and climb up. If you were fast enough, you had no resistance on top of
     the platform. If not, you will be attacked by three more cripples and two
     serpent turrets on top of the platform. Ignore the cripples, letting them jump
     down, jump up and slash the turrets. Jump down, ignore the torch (Art of Fire
     Wheel), and slash the axe thrower. Wait for the kick fighter to attack and
     then slash him. When you go forward, an eagle will attack. Jump and Slash it,
     ignore all the torches here (from left to right: Throwing Star, Windmill
     Throwing Star, and Art of Fire Wheel). A cripple will drop from behind you,
     so slash the one in front and run through the door.
     STAGE 6-4*********************************************************************
     Finally, Ryu has made it to the end. He is confronted by the Masked Devil,
     which is revealled to be Ryu's father. Yep, Ryu's father did not die in the
     opening scene as the game led you to believe. Now, he is being controlled by
     the demon, the orb in the middle of the room.
     Well, you've made it this far, so don't die or else it's back to 6-1. Anyway,
     this boss, the Masked Devil, is not hard. If you still have the Jump and Slash
     Technique, run up to the orb and use it to beat this boss in one hit. If not,
     use the wall to jump over the Masked Devil and slash at the orb. Alternate
     from wall to wall, avoiding the fireballs, until you win.
     Ryu's father is returned to normal, but is immediately shot by the Jaquio.
     Now, Ryu is engaged in battle with the Jaquio, who glides across the top of
     the screen shooting fireballs that lock on to Ryu's position. Run over to a
     wall and climb it (make sure Jacquio is not near) and wait for him to cross
     about half of the screen (coming towards you). Jump out and slash. Wait in the
     middle of the screen and dodge his next fireball attack. Run back to a wall
     and repeat this strategy until you defeat the Jaquio.
     STAGE 6-5*********************************************************************
     When you do, the black moon emerges (lunar eclipse) and the Demon is brought
     back from the Demon Statues. Now, Ryu must defeat this fiend to save the lives
     of his dying father and Irene Lew. Run forward, avoiding the fireballs and
     slash at the Demon's head. Eventually, it will fall off. When it does, start
     to attack the Demon's tail. When the tail explodes, the Demon will start to
     take damage. Jump up and slash the central orb to kill it, make sure to dodge
     the fireballs.
     Now that you've defeated the Demon, Ryu finds his father who will die in his
     arms. Ryu and Irene escape the exploding temple together. Upon viewing the
     destruction, Irene recieves a call from Foster instructing her to kill Ryu.
     Irene does not, and Ryu vows revenge upon Foster. Upon the sunset, the game
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~VII. ENEMIES~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     The enemy names here are made up, rather poorly, by me. To my knowledge, these
     enemies do not have proper names. I based their names on their characteristics
     and their weapons, etc. Some are strait forward, some are pretty bad. No
     matter how bad the name is I assigned to some of the enemies, you should have
     no problem identifying them in game.
     The biker is a common gang thug, wearing a leather jacket and wielding a
     baseball bat. He only causes damage when he runs into you (he doesn't swing
     the bat), and thankfully he is one of the slowest enemies in the game. The
     biker is prominent in Acts 1 and 2.
     The boxer is a gang member who wears a pair of boxing gloves to attack his
     opponents. The boxer will punch at you, and when he does he lunges quickly at
     you. This makes him deadly if he hits you once. After the first hit, it's hard
     to get away from him, especially in a group. The boxer is primarily in Acts 1
     and 2.
     These animals are fast and like to attack from behind. They are annoying and
     deadly, often attacking when your not expecting or in a group of other
     attacks. These animals have a bad habit of attacking from behind and knocking
     you off a cliff, especially at the end of levels. Dogs are mainly found in the
     early levels, Acts 1 and 2, and cheetahs are in the later levels, Acts 3 and
     ~Knife Thrower~
     Knife Throwers are another type of gang member. Wearing bright orange pants
     and, obviously, wielding throwing knifes, these guys are slow to attack and
     easy to kill. They do, however, like to attack while your fighting other
     enemies or will throw a blade at you when you are on an incline. They are
     scattered throughout the whole game, but because of their weakness are
     concentrated primarily towards the early levels.
     Ghouls are look like green old ladies. They are very deadly as they throw
     wooden crosses at an arc. Typically slow moving, Ghouls will move back and
     fourth throwing their crosses (which can go through floors) at random
     increments. They often will knock you off cliffs with their projectiles.
     Ghouls are met in Act 2 and are concentrated to the later levels.
     ~Football Player~
     The one enemy that has no place whatsoever in this game, the football player.
     Football players are fast, green, and plentiful. Typically attacking from
     behind, football players like to knock you off cliffs. Also, they attack
     frequently in mid-air during a jump and other unexpected places. Football
     players are introduced in Act 2 and are frequent from then on in the game.
     Commandos are your first introduction to fighting soldiers. Dressed up in
     green fatigues, commandos are armed with machine gun's. They attack in three
     round bursts (Ryu can not duck under these shots) and do not spend alot of
     time between shots. Commandos are initiated in Act 2 and are previlant from
     then throughout the game.
     ~Sword Fighter~
     Sword fighters resemble much like bikers. Armed with a sword, these guys
     can only attack by running into you. However, sword fighters are typically
     placed in bad spots, such as your landing zone when you jump over a gap or on
     small ledges that you need to pass over. Heavy throughout the game, they are
     introduced in Act 2.
     ~Brown Eagle~
     The single most hated enemy in any game ever (well, maybe not), the eagle.
     Eagles attack out of nowhere, nearly always coming from the top or bottom of
     the screen. Eagles attack for insane damage, often doing up to 3 damage for
     each hit. On top of that, they are usually the cause of your death plunge off
     of a cliff. Eagles are everywhere in the later levels, but are not introduced
     until Act 3.
     ~Bazooka Soldier~
     Bazooka soldiers are a variation of the commando. Armed with bazookas, these
     guys are unmoving and crouched, ready to shoot. Usually, they are too slow to
     shoot before you kill them, buy they will start shooting when you step
     onscreen. They shoot quickly in succession, offering little time to pass.
     Bazooka soldiers are introduced in Act 3.
     Bats are annoying flying enemies who are scattered throughout the game. They
     will fly from one side of the screen to the other, never offering a decisive
     attack route. They fly in a waving motion, up and down. Bats are introduced in
     Act 2.
     ~Mummy Swordsman~
     Another variation of the biker and the sword fighter, the mummy fighter
     resides in-game mainly for the atmosphere. The mummy swordsman is slow and
     harmless as he can only injure you if he runs into you. Mummys are introduced
     in the temple, Act 4.
     ~Evil Ninja~
     Evil ninjas are a unique and deadly enemy. They are extremely visable in their
     bright green ninja outfits and wield bright green swords. However, evil ninjas
     are faster than Ryu and like to bounce around on the screen. This acredits for
     Ryu being knocked off many cliffs by these menaces. Evil ninjas are introduced
     in Act 4.
     ~Tribal Knifeman~
     Tribal Knifemen are another of the game's many enemy varieties, this time of
     the ghoul. However, these guys are stronger, faster, and deadlier than that of
     it's counterpart. They can throw farther and are more precise, making for a
     tough enemy introduced into Act 4.
     ~Mace/Axe Thrower~
     I consider these enemies pretty much the same. They share in the attack style
     of their kind, mainly ghoul. Each throws their respective projectile at an
     arch and both throw them about the same distance. Each of these enemies are
     introduced in Act 4.
     ~Kick Fighter~
     These guys are fairly simple, except when you first face them. They attack by
     jumping up and spinning in the air, delivering a kick to you if you find
     yourself underneath them when they land. Their slow speed makes them an easy
     opponent once you understand their attack pattern. Kick Fighters are
     introduced in Act 4.
     ~Serpent Turrets~
     Serpent turrets are basic, stationary guns mounted around the later levels.
     They shoot in steady increments and are typically bunched in pairs,
     accompanied my other enemies. Serpent turrets are introduced in Act 4.
     Cripples are small and fast. Hunched over when attacking, it appears that they
     can't be hit by a standing slash, but they can. When attacking, they open up
     and jump around, often lunging like a boxer. Their speed and agility makes
     them a dangerous opponent to deal with. Cripples are introduced in Act 5.
     Monsters are big, white...uh, monsters who wield a giant, dual bladed knife in
     which they throw like a boomerang. Monsters are extremely fast with their
     blade and deal heavy damage when they strike you. These guys are fairly scarce
     and are introduced in Act 5.
     ~Flying Ninja~
     Flying ninjas are in a class all of their own. They fly across the screen with
     jetpacks, dropping ninja stars as they go. Flying ninjas like to attack in
     groups and are nearly impossible to dodge when coming from multiple angles.
     They cause major problems when around cliffs. Flying ninjas are introduced in
     late Act 5.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~VIII. BOSS FIGHTS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     A. Barbarian
     Barbarian is the first boss of the game and the lowest ranking member of the
     Malice Four. Hailing from the deep forests of Brazil, Barbarian is feared by
     the natives and has come to be the excecutioner of South America. Met in Act
     1, Barbarian tries to defeat Ryu in Jay's Bar. Barbarian swings a giant ax at
     his opponents, dealing 2 damage with each hit.
     ~Patterns of Attack~
     Barbarian is the first boss of the game, respectively making him the easiest.
     His pattern of attack is fairly simple, he takes two steps towards you and
     swings his axe twice. He does this no matter what distance you are from him
     and never deviates from this form.
     ~How to Defeat This Boss~
     Run up to him, counting his steps. Strike if you can. After his second step,
     get out of his range. Run up to him and strike again. Repeat this pattern.
     When he corners you at a wall, jump onto it and climb up. Here, you can jump
     over him and force Barbarian to walk the opposite direction, freeing you up
     some space.
     Another easy way to win is to immediately jump onto the left wall and climb
     up. Jump over him when he nears, exposing his back long enough to get 3-7 hits
     on him. When he turns, run to the opposite wall, climb up and wait. Repeat the
     B. Bomberhead
     Bomberhead is the reigning controller of the streets in New York. He was
     chosen to the Malice Four because of his power held over New York and because
     he is an expert with the sickle and chain. Bomberhead confronts Ryu at Amura's
     Altar. Each hit from Bomberhead does 2 damage by running into you and 1 damage
     by hitting you with the sickle and chain.
     ~Patterns of Attack~
     Bomberhead walks right up to you, no matter where you are on the screen, and
     swings his sickle and chain in front of him. His only movements are back and
     forth across the screen. He will not stop walking until he reaches you. If you
     run away while he is swinging, he will stop attacking and pursue you.
     ~How to Defeat This Boss~
     Like Barbarian, Bomberhead can be defeated by using the wall. Run to it, climb
     up (pretty high because Bomberhead is tall) and jump over him. Make sure you
     don't land on his sickle and chain. Hit him in the back a few times and run to
     the opposite wall. Continue this pattern until he dies.
     C. Basaquer
     Basaquer is a martial arts master who's cruel, hateful ways got him noticed
     by the Malice Four. Currently residing with the group, Basaquer is much more
     deadly than the two former bosses Ryu has battled. The two meet in Act 3,
     Yomi's Cave.
     ~Patterns of Attack~
     Basaquer will jump from side to side across the room. He will not hit you like
     this unless he lands on you. As he jumps across the room, he will release 3
     round projectiles upon re-entering the air. There is no set pattern to when he
     will use these, but he will normally release them on his first jump. After
     that it is usually the third or fourth jump when he will use them.
     ~How to Defeat This Boss~
     An important thing to know about Basaquer is that you can destroy his
     projectiles. After he leaves the ground, if you are near him and strike, you
     should take out the middle and bottom projectiles. This leaves you a clear
     path to walk under the top projectile. Whenever you strike at the projectiles,
     you should take out both the middle and bottom, but if you only destroy the
     middle you can jump through the hole you opened up.
     Run with him as he jumps, striking as he lands. You should hit him nearly
     every time he lands. He will fire at you when he first lands, so be prepared.
     If you get ahead or behind his jumps, wait in the middle until he fires. From
     there, take out the projectiles and run to where he will land. He will never
     fire twice in a row. If he fires at you after you have hit him and turned to
     run to the other side, turn around and strike right before you cross the
     middle of the screen. You should take out the middle and bottom. Continue
     until Basaquer is defeated.
     D. Kelbeross
     Kelbeross was a sacrifice to the demons, resulting in this evil creature sent
     to protect Jaquio. Kelbeross is a guard to the temple stationed in the Space
     of Kelbeross, Act 4. Kelbeross battles Ryu starting as two seperate demons.
     Each attack from either Kelbeross deals 3 damage.
     ~Patterns of Attack~
     Kelbeross will bounce around the room shooting fireballs. There is not a set
     pattern for Kelbeross' attacks, however. During the fight, one of the demons
     will block you by bouncing in the middle of the stage. Kelbeross will start
     out so that he doesn't fall to the back of the pillars, however he will lose
     this habit and will fall on you if you are standing there.
     ~How to Defeat This Boss~
     You can only damage the Kelbeross on the left (the one starting the fight
     right above you). Keep your eye on him. When the fight starts, jump up and
     attack him. You should get about 3 damage on him before he bounces away.
     Follow him, ignore the other at all costs. Use the Art of Fire Wheel or
     Windmill Throwing Star exclusively if you have them.
     E. Bloody Malth
     A student of Japanese Martial Arts, Bloody Malth is the leader of the Malice
     Four. Wearing a sacred mask, Bloody Malth seems to be an unstopable force who
     even defeated Ryu's father, Ken Hayabusa. Malth meets Ryu in Act 5, the Place
     of Red Excecution. Hurling lightning with his power, Bloody Malth does 3
     damage with each successful hit.
     ~Patterns of Attack~
     Malth will walk forward, firing balls of lightning that lock onto Ryu (these
     things don't miss). He will turn to you, so don't think you can beat him by
     getting behind him. Otherwise, his attacks are pretty standard.
     ~How to Defeat This Boss~
     Use the Windmill Throwing Star exclusively if you have it (this makes him so
     much easier). Otherwise, incorporate whatever specials you have into your
     regular attacks. The main thing here is not to let Malth run into you. If you
     do that, you should be able to take him out before he does you.
     F. Masked Devil
     Yep, Ryu's loving father, mind-controlled, and bent on destroying you. Ryu's
     father was not killed in the opening scene as the game led you to believe, he
     was only defeated. Now, he is a slave of sorts, brainwashed by the Jaquio. He
     thinks only of destroying you, and will stop at nothing to do so.
     ~Patterns of Attack~
     The Masked Devil walks forward with swords upright. That's it. The real enemy
     in this fight, however, is the orb in the middle of the room. It shoots
     fireballs that encircle the Masked Devil, constantly revolving around and
     varying in height.
     ~How to Defeat This Boss~
     Whatever you do, do not try to tackle the orb head on. You will lose, badly.
     Guaranteed. Also note the upright position in which the Masked Devil holds his
     swords. He can and will hit you by walking under a platform. When the fight
     starts, jump to the middle platform and blast the orb with whatever you can.
     Slashes work well for this strategy if you want to save your Spiritual
     Strength. If not, blast away with whatever you want (Art of Fire Wheel works
     well, and the Jump and Slash will kill it in one hit). Anyway, when the Masked
     Devil nears underneath you, jump in the direction he is walking and climb up
     the wall as high as you can. When the Masked Devil starts walking into the
     wall, the orb will shoot a constant flow of fireballs to him. Jump down over
     your father and run to the far platform. Jump over and slash the orb as many
     times as you can. Repeat to the next wall. Continue jumping over and slashing
     the orb until you win.
     G. Jaquio
     Jaquio is the main adversary of our journey, and now the holder of the light
     statue. Jaquio is trying to revive the demon that was banished a long time ago
     by Shinobi. To do this, Jaquio needs the statue currently in possesion of Ryu
     ~Patterns of Attack~
     Jaquio has a very simple attack pattern, but he is one of the hardest bosses
     in the game. Jaquio is at the top of the screen moving back and forth hurling
     fireballs from his palms. His fireballs do one damage each, but they home in
     on your location. These fireballs will cross patterns and fan out accordingly.
     If you jump up and run into Jaquio, or he into you, then you will take 3
     ~How to Defeat This Boss~
     First thing to know, whatever you do, do not stay up on the half pillars in
     the room. No, Jaquio will not run into you, but by standing on these you allow
     the fireballs enough time to turn around (meaning they will stay in the room
     and attack you, while Jaquio is still shooting at you). To defeat him, run to
     the right wall, and never leave that side of the room. When Jaquio is at the
     far end of the room (left side), jump up high on the right wall. When he
     reaches near halfway, jump out and slash at him. If you do this to early, it's
     fine as you will probably take out one of his fireballs. If you jump too late,
     however, you will run into him and take heavy damage. Run to the middle of the
     room as Jacquio is going to the left again. If you just immediately jump back
     up to the wall, you leave yourself open to be hit by his fireballs. Stay in
     the middle and dodge the fireballs, then run to the wall. Repeat this until
     you defeat Jaquio. Also, if Jaquio starts hitting you on the right wall (his
     fireballs are timed so they hit you when you jump to slash him), run to the
     opposite wall and continue the strategy.
     H. Demon
     The Demon Statues form when united in the temple under the lunar eclipse. This
     is the being that Jaquio had been trying to bring back to life.
     ~Patterns of Attack~
     The Demon shoots purple fireballs in a scattered attack. The Demon itself is
     immobile, so don't worry about running into it. The fireballs are shot at
     varying distances and groups. Some shots are single and some are bunched. The
     fireballs are not difficult to dodge. Each fireball takes 3 damage.
     ~How to Defeat This Boss~
     First, know that you have to destroy both the Demon's head and tail before it
     will start taking damage. Run up to him and slash at his head. Take care here
     not to be assaulted by fireballs, simply run back when one is coming. Continue
     slashing at his head and it will sever from his body. The head will drop down
     and run into you, don't worry about the damage it does. When done, run up and
     attack his tail. Just slash away, avoid any incoming fireballs. Eventually,
     the tail will sever, leaving the orb. Again, run up and slash at the orb. Do
     your best to avoid the fireballs.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~IX. CHEATS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     A. Game Exploitations
     ~Boss Fight Exploitation~
     This one's easy. With the Jump and Slash Technique, Bosses will take alot more
     damage than normal. One can easily defeat Barbarian in two hits with the Jump
     and Slash Technique.
     ~Sound Test~
     At the Tecmo Presents - 1989 screen, hold left, down, select, A, B, and press
     start on the next screen to access the sound test (a sound will confirm the
     code). Select your sound, A will play it and B will stop it.
     ~Constant Attack~
     With the Windmill Throwing Star, you can make Ryu attack constantly by dodging
     it upon it's return. Throw the Star, and when it is coming back, jump over it.
     The Star will correct it's path and try to return to Ryu. Keep jumping over it
     to have it go constantly. Helpful while running forward on a straight path,
     hard to do while jumping.
     B. Game Genie Codes
     SZETPGVG     -     Infinite lives
     AAUVLIZE     -     Begin the game with 9 lives
     IAUVLIZA     -     Begin the game with 6 lives
     AAUVLIZA     -     Begin the game with 1 life
     AEXVVYIA     -     No Spiritual Strength lost when using the Windmill Star
     AAETUYIA     -     No Spiritual Strength lost when using the Fire Wheel
     AAVTNYLA     -     No Spiritual Strength lost when using the Throwing Star
     APEIKGTA     -     Full health restored with restore strength item
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~X. FAQs~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Q: Why am I encountering multiple enemies that you have not covered in your
     A: Due to the fact that enemies respawn by moving a certain way on the screen,
        usually backwards, I cannot possibly detail every enemy you will encounter.
        I do detail every enemy you should face once, or tried to, so you should
        have no problem of reiterating the same strategy to face the second or
        third attacks.
     Q: What does Gaiden mean? How do you pronounce it?
     A: As far as I know, Gaiden means "side-story." Gaiden is pronounced
        G-eye-den (that's eye as in eyeball). Or how about Guy-den, if that's more
        clear. It is not, under any circumstances, pronounced Gay-den.
     Q: I was playing DOA, is that the same Hayabusa as in Ninja Gaiden?
     A: Yep. Tecmo made both games, Ryu Hayabusa was crossed over into the DOA
     Q: What is Ninja Ryuukenden?
     A: That would be the Japanese name for the game. Translated, it means "Ninja
        Dragon Sword Legend."
     Q: During one of the cinema scenes, they mentioned that "Shinobi" banished the
        Demon once. Is this the same "Shinobi" from the Sega game?
     A: I have heard different speculations on both sides of this interesting
        story. One side believes that the reference to Shinobi is direct, an
        intentional alignment between the two famed ninja warriors. The other side
        believes that since Sega and Tecmo have no affiliation whatsoever, the name
        Shinobi not in reference to that game, and is mearly a name and nothing
        more. I say believe what you want, as I cannot come up with an answer. If
        it is really killing you, email Tecmo.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~XI. CREDITS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Credits to this FAQ are:
     Gamefaqs.com: The aboslute best gaming site on the web, period.
     Classicgaming.com/ninjagaiden: A great site with tons of information regarding
     Ninja Gaiden. I used this site to access the history and release information
     for the game.
     Gamegenie.com: The site from which I accessed the Game Genie codes for Ninja
     Tecmo: Thanks for making this game.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~XII. COPYRIGHT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     This FAQ Copyright 2002-2003 Michael Lemon. All rights reserved. This FAQ is
     sole property of said author and may not be transmitted or distributed in any
     way whatsoever without prior, written approval from me. Any reproduction of
     this FAQ, whether for profit or otherwise, is in clear violation of the
     copyright. Violators can be prosecuted.
     This FAQ may only be found at www.gamefaqs.com. Any other site wishing to host
     this FAQ must first gain my written permission. If you know of a site that
     is illegally posting this FAQ, please e-mail me with the information, which is
     greatly appreciated. Any form of public reproduction of this FAQ without the
     author's written permission is in violation of the copyright. This FAQ is for
     private use only. Thank you.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~XIII. CONTACT INFORMATION~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Please, all e-mail sent regarding this FAQ should be titled in some regards to
     Ninja Gaiden. This will help ensure that I don't delete your message. You
     would do well to take this into account if you expect a reply. Also, please
     note that I do not check my email daily, or weekly at that, so don't expect an
     immediate reply. However, if your message is clear, coherent, and deserving of
     a reply, then it is likely that I will do so eventually.
     Questions that are already answered in this FAQ will not be responded to, so
     you may as well not send them. Due to asorted time restraints, I may not be
     able to answer your question altogether. Odds are I'll get to it eventually.
     Now, if you need you can e-mail me at xxdeadheroxx(at)yahoo(dot)com. Of
     course, change the wording to the appropriate symbols.
     Thanks for reading!
     Copyright 2002-2003 Michael Lemon.
     [End of File]

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