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    Enemy Guide by aaxe

    Version: 4.0 | Updated: 08/25/04 | Search Guide | Bookmark Guide

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    Bestiary
    
    By aaxe
    
    Version 4.0
    
    Copyright Information
    ---------------------------
    Copyright 2004, aaxe
    
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance permission. Use of this guide on any other web site or
    as a part of any public display is strictly prohibited, and a violation of
    copyright.  Just contact me via GameFAQs if you wish to reuse this material.
    
    History
    ---------
    Version 4.0, 08-24-2004 - Began work on Enemy Strategies.  Moved Hurricane
    Pack info to other document.
    Version 3.5, 08-23-2004 - Added Correct Fiend names (Thanks, Sour_Tofu).
    Version 3.0, 07-27-2004 - Added Hurricane Pack Disclaimer.
    Version 2.5, 06-29-2004 - Various corrections.  Added Ninja Gaiden Download
    information.  Added Bastet and Ogre Fiends.
    Version 2.0, 06-05-2004 - Added Timely Boss Strategies.
    Version 1.5, 04-27-2004 - Various corrections.
    Version 1.0, 04-23-2004 - Added strategies.
    Version 0.5, 04-16-2004 - Initial release.
    
    Table of Contents
    -----------------
    1.  Introduction
    2.  Classifications
    	a.  Humans
    	b.  Fauna
    	c.  Machina
    	e.  Lesser Fiends
    		1.  Undead
    		2.  Humanoid
    		3.  Serpentine
    	f.  Greater Fiends
    	g.  Dragons
    	h.  Deities
    3.  Ratings
    4.  Bestiary
    	a.  Regular Enemies
    	b.  Bosses
    5.  Timely Strategies
    	a.  Sub Bosses
    		1.  Chapter 1 - Ninja Practice Room
    		2.  Chapter 2 - Samurai Cavalry
    		3.  Chapter 4 - Black Spider Ninja Clan
    		4.  Chapter 5 - Gallas
    		5.  Chapter 8 - Military Supply Base Main Gate
    		6.  Chapter 9 - Tank Battalion
    		7.  Chapter 9 - Communications Tower
    		8.  Chapter 10 - Inazuma Worm
    		9.  Chapter 10 - Inazuma Worm Pair
    		10. Chapter 12 - Inferno Worm
    		11. Chapter 12 - Ice Fiend
    		12. Chapter 15 - The Core
    	b.  Bosses
    		1.  Chapter 1 - Murai
    		2.  Chapter 2 - Hatamoto
    		3.  Chapter 3 - Dynamo
    		4.  Chapter 5 - Tentacle Fiend
    		5.  Chapter 6 - Zombie Dragon
    		6.  Chapter 7 - Alma
    		7.  Chapter 9 - Attack Helicopter
    		8.  Chapter 10 - Zombie Drake
    		9.  Chapter 11 - Doku's Corporeal Form
    		10. Chapter 12 - Smougan the Flame Dragon
    		11. Chapter 13 - Alma Awakened
    		12. Chapter 14 - Doku's Spiritual Form
    		13. Chapter 15 - Supreme Fiend Gogohn
    		14. Chapter 15 - Vigoor's Angelic Feminine Form
    		15. Chapter 15 - Vigoor's Devilish Masculine Form
    		16. Chapter 16 - Dark Disciple
    6.  Hurricane Pack
    7.  Credits
    
    --Introduction--
    Ninja Gaiden's character roster is fairly robust.  The character design in this
    game is consistently good from the first Chapter to the final battle.  The cast
    is very diverse, and little to no repetition in character design is committed
    in the game.  That being said, there is a natural evolution of the Fiendish
    creatures in this game as there are character traits that are shared between
    characters.  The most noteworthy of these are the Serpentine Fiends and the
    Humanoid Fiends.  The humanoid Fiends progress in complexity from the brown and
    fairly simple Lesser Fiend up to the grotesque Alma Awakened and Feminine
    Emperor forms.  They share common attributes as disjointed heads and feet,
    cranial winglets, spontaneous levitation and supreme acrobatic ability.
    
    Unfortunately, there is no official source of every character's name.  This can
    make conversations about specific encounters tedious.  The only official names
    have been gathered from interviews with Itagaki and the manual itself:  Alma,
    Lord Doku, Supreme Fiend Gogohn, Holy Vigoor Emperor, Gurdu (and his Deity
    offspring), Gamov, Rachel, Ayane, Murai, Dark Disciple, Tentacle Fiend, Zombie
    Dragon, Smougan the Flame Dragon, Dynamo, SATs, the Shadow Ninja Clan, Gallas
    Ghuls, and the Black Spider Clan Ninjas (their individual names as well).  Any
    name listed in this guide other than these listed names is strictly of my own
    creation.
    
    Please note, that this document only supplies very brief strategies.  This
    document will outline the pre-Hurricane Pack versions of the enemies.
    
    --Classifications--
    The game delineates between several classes of character in this game.  These
    classes can be summed up as humans, fauna, undead, Fiends, Greater Fiends,
    Dragons and Deities.  There are very distinct differences between these types
    of creatures.
    
    Humans
    ------
    The humans are composed of the Shadow Ninja Clan, Spider Ninja Clan, SATs,
    Vigoorian Military and possibly Doku's Samurai.  The defining characteristic to
    a human in this game is the presence of a soul and their characteristic of
    mortality.  A character with a supernatural ability does not necessarily make
    them non-human.
    
    Examples - Ryu, Rachel, Black Spider Ninjas, Soldiers, etc.
    
    Fauna
    -----
    The game is populated by various creatures that belong to the animal kingdom.
    While some of the members of this group are fairly ghastly, I classify these
    creatures as Fauna.  The more monstrous variety show no distinct Fiendish
    traits, so I'll still classify them as Fauna.
    
    Examples - Pill Bugs, Cyclops Wasps, Bats, Crows, etc.
    
    Machina
    -------
    Those characters or enemies that have no possession of self-awareness are
    designated as Machina.  The Sentries, Tanks, Helicopters, and whatnot populate
    this group.  Obviously, some of these Machina are operated by humans.
    
    Examples - Fire Posts, Sentries, Gun Turrets
    
    Lesser Fiends
    -------------
    There is a significant back story to the Fiends.  In summary, the Fiends are
    the descendants of the Ancient Tribes, and they are sentient, conniving
    creatures.  However, they lack a soul.  They take on all manner of shapes,
    appearances and severity although there are common themes among their stature.
    Basically, there seem to be three types of Lesser Fiends in the game: Undead,
    Humanoid and Serpentine.
    
    1. Abominations - Halfway through the game, Ryu happens upon the Underground
    Cemetery and awakens the denizens therein.  Since the appearance of these
    creatures predates the large emergence of the Fiends for the most part, I'll
    classify these creatures as the Undead.  It can be argued that the Undead are
    simply Fiends themselves, however, as stated in the Book of Vigoor.  The
    official names of these creatures are Ghuls and Ghul Archers.  Other examples
    include the Fiends that take no humanoid shape in the game, whatsoever.
    
    2. Humanoid - These Fiends differ greatly in appearance, but share a common
    theme.  They have no feet and float above the ground, somewhat.  They are
    highly acrobatic and possess teleportation ability.  The most severe and
    evolved of these forms resemble the Emperor's first form such that they have
    disembodies heads that sprout winglets.
    
    3. Serpentine - Fiends of this type exhibit dragon-like qualities.  Since the
    Dragons in this game arose from the Serpent Deity, we'll refer to them as
    Serpentine.  They are bipedal as well, but they have huge, reptilian frames and
    possess tails.  Some varieties of this class possess damaging breath abilities
    and can be considered evolved versions of the regular Gallas.
    
    Greater Fiends
    --------------
    There are only three of these creatures in the game: Doku, Alma and Gogohn.
    Unlike their Lesser brethren, they possess a soul.
    
    Examples - Doku, Alma and the Supreme Fiend Gogohn
    
    Dragons
    -------
    There are at least two varieties of Dragons in this game.  One type we never
    really see but are alluded to by the story.  They consist of the Thirteen
    Dragons created by the Serpent Deity and that fought Vigoor.  The youngest of
    these Dragons becomes the Dark Dragon of which the Dark Dragon Blade is carved.
    You can see the remains of these creatures at the pinnacle of the Core, such
    that their bones appear almost metallic, and the Dark Disciple is capable of
    summoning one in the final battle.
    
    The lesser variety of these creatures are encountered several times in the
    game.  The Zombie Dragon appears to be the remains of a great creature, and the
    Smougan the Flame Dragon itself is a still living beast until Ryu smites him.
    The abomination in the Inner Sanctum appears to exhibit dragon-like qualities as
    well, so we'll place it in this category as well.
    
    Examples - Smougan the Flame Dragon and the 13 Dragons born from the Serpent
    Deity, the youngest of which becomes the Dark Dragon
    
    Deities
    -------
    There are many Deities composing the Mythos of this game.  There is Gurdu which
    was the most omnipresent of the group.  He split into four Deities which are
    represented by the Statues that Ryu collects to activate the Core.  There is
    Vigoor who is the Ancestor of all Evil Deities, and there are his Deity
    offspring.  You battle a rebirth of Vigoor in Chapter 14.
    
    Examples - Gurdu, his quartered pieces, Vigoor and his Spawn of Evil Deities
    
    --Ratings--
    The ratings for constitution will be derived from blows from the True Dragon
    Sword or Unlabored Flawlessness.  The strikes used will be a single X slash,
    Crimson Slash (X,X,X), Izuna Drop, Flying Dragon Falling Slash and Flying
    Swallow along with a single shuriken throw.  The constitution ratings are as
    follows:
    
    Frail - One shuriken will kill this character.
    Very Low - This character can be killed with one Flying Swallow attack.
    Low - A single Flying Swallow followed by one Crimson Slash combo will kill
    this creature.
    Normal - Multiple Flying Swallow techniques and a single Crimson Slash will be
    needed for a victory.
    Durable - These creatures are able to withstand multiple Flying Dragon Falling
    Slash combos from the Unlabored Flawlessness.
    Hardened - These creatures and characters possess boss level constitution and
    require significant effort to kill.
    
    The difficulty rating is determined by the enemies' combat abilities at the
    time Ryu encounters them.  Otherwise, most enemies would be listed as easy.
    The difficulty ratings are as follows:
    
    Harmless - These characters pose no threat to Ryu whatsoever.  Ryu must
    actively attempt to be killed by them.
    Easy - Ryu's combat abilities far outshine this classification of enemy.
    Normal - This classification poses the first threat to Ryu.
    Formidable - These enemies are difficult to kill and are capable of easily
    dispatching Ryu.
    Deadly - Deadly characters can kill Ryu one or two attacks and are extremely
    resistant to damage.
    
    --Bestiary--
    This section will include the name, class, description, location, constitution,
    difficulty, abilities and discussion of each creature or character in the game.
    I'm most familiar with the abilities of these characters on the Very Hard
    difficulty level, so I will comment as such.  I will update this from time to
    time when official names become available.  Keep in mind that almost every
    enemy becomes very easy once you have acquired the Unlabored Flawlessness.  I
    won't post strategies as it is difficult to die if you keep your health low with
    the UF.
    
    Regular Enemies
    ---------------
    Name: Shadow Clan Lesser Ninja
    Class: Human
    Description: A ninja dressed in a brown shozoku, armed with a Katana and
    shuriken
    Location:  Chapter 1, The Way of the Ninja
    Constitution:  Very Low
    Difficulty:  Easy
    Abilities:  shuriken, Blocking, Reverse Wind, Violent Wind, 3 hit combos
    Discussion:  Singularly, these enemies pose no threat, but in packs of three or
    more, they can be a little troublesome.  They tend to form ranks where one will
    reside on the periphery of the group and assault Ryu with shuriken to break his
    combos and Essence gathering.
    Strategy:  It's very easy to vanquish these enemies.  Simply remove yourself
    from the center and attack using the walls.
    
    Name: Shadow Clan Ninja
    Class: Human
    Description: A ninja dressed in a white shozoku, armed with a Katana and
    shuriken
    Location:  Chapter 1, The Way of the Ninja
    Constitution:  Low
    Difficulty:  Normal
    Abilities:  shuriken, Blocking, Reverse Wind, Helmet Splitter, Violent Gale, 3
    hit Combos, 5 hit Combos, Wall Running
    Discussion:  These enemies pose a much greater threat, such that their
    abilities are similar to Ryu's at that stage in the game.  They tend to forgo
    ranks altogether and instead wait for opportunities to strike Ryu.  They will
    interrupt most charge moves with shuriken and can wall run outside of Ryu's
    vicinity to hit him with a Helmet Splitter.
    Strategy:  It's best to concentrate on these enemies first as they most usually
    drop Blue Essence that you can use for Ultimate Attacks.  They are most
    vulnerable after their five hit combos.
    
    Name: Bat
    Class: Fauna
    Description: A purple bat
    Location:  Most Chapters
    Constitution:  Frail
    Difficulty: Harmless
    Abilities: flight, bite
    Discussion: Bats provide very little threat.  It takes an inordinate amount of
    bites to kill Ryu, while a single shuriken will kill a bat.  They are mostly
    used in game to heal and gain Essence.
    Strategy:  None.  Although, you can use the respawn points as Yellow Essence
    collection points.  Kill two with shuriken and then unleash Gathering Clouds
    with the Flail an the Armlet of Benediction for maximum Essence collection.
    
    Name: Crow
    Class: Fauna
    Description: A black crow
    Location:  Chapters 1 and 13, The Way of the Ninja and Fiendish Awakening
    Constitution:  Frail
    Difficulty: Harmless
    Abilities: Flight
    Discussion: Crows provide no threat whatsoever.  They do not possess an attack
    ability.  A single shuriken will kill a crow, and they are mostly used in game
    to signify death.
    Strategy:  None
    
    Name: Samurai Foot Soldier
    Class: Human
    Description: A samurai foot soldier completely covered in the traditional
    samurai yoroi, including mask; wields a katana
    Location:  Chapter 2, The Hayabusa Ninja Village
    Constitution:  Normal
    Difficulty: Normal
    Abilities: extreme blocking, counter attacking, Blade of the Undefeatable, 3
    hit combos, horizontal slash, vertical slash
    Discussion: These enemies must have their guard broken before they can be
    struck.  Their training is such that they will block almost any normal strike,
    while a comrade will take the opportunity to attack Ryu.
    Strategy:  Their guard must be broken to inflict damage.  Therefore, use Divine
    Cicada or any other combo listed in the Advanced Combo FAQ as Guard Crush to
    initiate a Guard Break then attack.
    
    Name: Mage
    Class: Human
    Description: A magic user that floats above the ground; wields two Sai
    Location:  Chapter 2, The Hayabusa Ninja Village
    Constitution:  Normal
    Difficulty: Difficult
    Abilities: teleportation, limited Flight, projectile Magic, 3 hit Combos, 7 hit
    combos
    Discussion: These enemies can be troublesome such that it is difficult to hit
    them outright.  They will teleport around Ryu waiting to attack and then
    immediately disappear if not struck.  They can also cast green fireballs at Ryu
    with extreme accuracy.
    Strategy:  To defeat them, attack immediately after their combo is finished as
    they put their Sai away.  You can also kill them with one arrow while they're
    preparing their Fireball.  They can also be struck normally during this period.
    
    Name: Mounted Samurai Archer
    Class: Human
    Description: A samurai outfitted in yoroi, including mask, riding an armored
    steed; wields a bow
    Location:  Chapter 2, The Hayabusa Ninja Village
    Constitution:  Durable/Normal
    Difficulty: Formidable
    Abilities: arrow resistant armor, archery, Horse Kick, Horse Trample
    Discussion: The Mounted Archer accompanies the Spearman and is notoriously
    difficult to kill.  The horse has extremely high constitution, but the Archer
    can be shot with arrows to dismount him.  Once the rider is knocked from his
    mount, he unsheathes his katana and becomes a typical Samurai Foot Soldier.
    Strategy:  Wait in the blind corner of the clearing and set up the two horsemen
    to attack you at the same time.  When the Archer passes, slash his horse once
    and immediately go into First Person bow mode and fire at his flank or top of
    his head.  You can only get one or two arrows off before he's ready to fire
    again.  If you have a chance to fire at him from the front, aim for the horse's
    neck, and it will not be deflected by armor.
    
    Name: Mounted Samurai Spearman
    Class: Human
    Description: A samurai foot soldier completely covered in the traditional
    samurai yoroi, including mask, armed with a spear
    Location:  Chapter 2, The Hayabusa Ninja Village
    Constitution:  Durable/Normal
    Difficulty: Normal
    Abilities: arrow resistant armor, Spear Impalement, Spear Thrust, Horse Kick,
    Horse Trample, Overhead Spear Twirl, Lateral Spear Twirl
    Discussion: The Mounted Spearman is very fast and is able to diversely use his
    spear to harm Ryu.  Like his mounted brethren, he, too, can be knocked from his
    horse.
    Strategy:  Use Mounted Samurai Archer Strategy.  You don't need to slash the
    horse, though.  Simply shoot him as he rides away from you and towards you.
    
    Name: SAT (Special Attack Team) Soldier
    Class: Human
    Description: A soldier wearing gray soldier outfit with face mask,  wields a
    stun baton
    Location:  Chapters 3, 4 and 5, The Skies of Vengeance, Imperial City
    Infiltration and The City of Fiends
    Constitution:  Normal
    Difficulty: Normal
    Abilities: 2 hit Combo, 3 hit Combo, Firearm, Stun Baton, Throat Slice
    Discussion: SATs possess the ability to slit Ryu's throat and kick him away
    for significant damage.  Additionally, periphery SATs will lay down
    suppressive fire upon Ryu.
    Strategy:  These enemies represent the first group of assailants that can
    attack Ryu through his block single handedly.  Don't block excessively, and try
    to use moves that can setup a launch.  You should get a Level 2 Dragon Sword as
    soon as you can at this point for Flying Swallow.
    
    Name: SAT Riot Guard
    Class: Human
    Description: A soldier wearing black soldier outfit with face mask; wields a
    stun baton and a riot shield
    Location:  Chapters 3, 4 and 5, The Skies of Vengeance, Imperial City
    Infiltration and The City of Fiends
    Constitution:  Normal
    Difficulty: Normal
    Abilities: extreme Blocking, 2 hit Combo, 3 hit Combo, Firearm, Stun Baton,
    Knee Bash, Shield Bash
    Discussion: The Riot Guards can stun Ryu with their Shield Bash as well as
    utilizing the standard attacks employed by the standard MSATs.  They possess a
    knee combo as well.
    Strategy:  See SAT Soldier Strategy
    
    Name: SAT Grenadier
    Class: Human
    Description: A soldier wearing blue soldier outfit with face mask; wields a
    stun baton and a grenade launcher
    Location:  Chapters 4 and 5, Imperial City Infiltration and The City of Fiends
    Constitution:  Normal
    Difficulty: Formidable
    Abilities: 2 hit Combo, 3 hit Combo, Grenade Launcher, Stun Baton, Throw
    Discussion: This heavy infantry soldier wields a grenade launcher and uses it
    to pelt Ryu with grenades at a distance.  You can either close the distance,
    and he will throw the gun away, or you can knock it out of his hands.
    Strategy:  Attack him before any other SAT as you will be showered with
    grenades.  You can knock the Grenade Launcher out of his hand with a Azure or
    Scarlet Dragon.
    
    Name: Black Spider Clan Ninja
    Class: Human
    Description: A ninja dressed in a blackish, green shozoku, armed with a
    Ninja-to and Incendiary shuriken
    Location:  Many Chapters, Usually Tairon and Dworku
    Constitution:  Normal
    Difficulty: Formidable
    Abilities: Blocking, extreme mobility, Reverse Wind, 2 hit Combo, 3 hit Combo,
    Violent Gale, Windmill Slash, Shark Attack, Incendiary Shuriken, Wall Running,
    Helmet Splitter, throw
    Discussion: The Black Spider Clan pursues Ryu throughout the game and pose a
    significant threat even at late stages of the game.  They possess many tactics
    that even Ryu cannot master.  Additionally, they will take every opportunity to
    skewer Ryu with an Incendiary Shuriken.
    Strategy:  Perfect your Counter Attack technique, and the Black Spider Clan
    will prove a much lesser threat.  Additionally, avoid Flying Swallow and the
    Guillotine throw, as that will only set them up for opportunities to hit you
    with Incendiary shuriken.  They dodge Flying Swallow outright.  If you Roll or
    do a Combo Ender right before the Shuriken explodes, you'll take no damage.
    
    Name: Gallas
    Class: Serpentine Fiend
    Description: A red, dragon-like biped with large black horns and a long tail
    Location:  Many Chapters, Tairon, Dworku, The Core
    Constitution:  Durable
    Difficulty: Deadly
    Abilities: shuriken/arrow resistant hide, 2 hit Combo, Rush, Jumping Rush, Tail
    Swipe, Bite, Head butt
    Discussion: These Fiends are very large and have a very high constitution.
    They can ram Ryu and lunge at him.  Gallas have a tail swipe, and every move
    that they have can break Ryu's guard.  They're bite is extremely damaging as
    well.
    Strategy:  Hopefully, you'll have Unlabored Flawlessness by this point.  Flying
    Dragon Falling Slash will make you almost immune to them as it stuns them
    perfectly, and they'll stand up to be hit by the aerial attacks of the combo.
    However, Ryu does not possess an attack that will interrupt the Bite animation,
    so watch out.  You can cheaply do Divine Cicada off of a wall and then
    immediately Wind Path off of them onto a wall and repeat.  This will interrupt
    even their Bite.
    
    Name: Monk Fiend
    Class: Abomination
    Description: A large, skeletal creature composed of arms and a spinal column
    that is armed with a gigantic magical scythe
    Location:  Chapters 6 and 7, The Monastery and The Hidden Underground
    Constitution:  Durable
    Difficulty: Formidable
    Abilities: extreme mobility, Spine Swing, Lunge, 2 hit Combo, teleportation,
    Ritual, Glyphless Ritual, Overhead Scythe Twirl, Lateral Scythe Twirl
    Discussion: Monk Fiends are first encountered on the Monastery Altar where they
    throw off their disguises to reveal their truly heinous form.  They have a wide
    array of magical and melee attacks and are always accompanied by Lesser Fiends.
    Strategy:  The Monk Fiend's most troublesome attack is the magic attack that
    he'll do off screen.  He'll twirl his Scythe above his head, and you will
    instantly be Block Stunned.  If you don't move immediately, you'll be damaged
    greatly.  This is different than the Ritual he casts as there is no floor
    indication of this move.  Additionally, they cannot be hit out of either of
    their Teleportation Attacks, so simply block and Counter Attack.  Flying
    Swallow will also decimate this enemy.
    
    Name: Ghul
    Class: Abomination
    Description: A huge, skeletal, humanoid creature that is armed with either a
    gigantic war ax or mace
    Location:  Chapters 6 and 7, The Monastery and The Hidden Underground
    Constitution:  Durable
    Difficulty: Normal
    Abilities: shuriken/armor resistant hide, Kiss of Death, 360 Swing, horizontal
    swing, vertical swing
    Discussion: Ghuls are very large and have a very high constitution.  You can
    Haze Straight Slash or Flying Swallow them to remove pieces their bodies and
    prevent them from chewing on you.
    Strategy:  Deal with any Archer Ghuls first.  Then either Haze Straight Slash
    or Flying Swallow them immediately, so they won't be able to do their Kiss of
    Death.  There is a way to reliably launch these creatures, by hitting them with
    2 consecutive Azure Dragons.  They will be launched into the air, and you can
    finish your Blade of Nirrti.  Unfortunately, you have to use Azure Dragon only.
    Scarlet Dragon will not launch.
    
    Name: Archer Ghul
    Class: Undead Fiend
    Description: A huge, skeletal, humanoid creature that is armed with a gigantic
    bow and arrow
    Location:  Chapters 6 and 7, The Monastery and The Hidden Underground
    Constitution:  Durable
    Difficulty: Formidable
    Abilities: shuriken/armor resistant hide, Volley
    Discussion: Ghuls are very large and have a very high constitution.  They
    will constantly pelt Ryu with man-sized arrows that can break Ryu's guard and
    launch him.
    Strategy:  Deal with these Ghuls before you attack anything else.  Once they
    attempt to arm their bow, they cannot be interrupted.  So, Reverse Wind out of
    the way.  Then hit with your most destructive combo.  Also, see Ghul.
    
    Name: Cyclops Wasp
    Class: Fauna
    Description: A large, buzzing insect like creature with a single eye, possess a
    single stinger
    Location:  Chapters 6, 7 and 13, The Monastery, The Hidden Underground and
    Fiendish Awakening
    Constitution:  Very Low
    Difficulty: Normal
    Abilities: flight, Sting
    Discussion: Cyclops Wasps are always found in swarms and can repeatedly sting
    Ryu.
    Strategy:  Use the Flails to kill two of them, and then repeatedly perform
    Gathering Clouds.
    
    Name: Ice Gallas
    Class: Serpentine Fiend
    Description: A brown, dragon like biped with large horns completely covering
    its body and long tail
    Location:  Many Chapters, The Caverns, Dworku, The Core
    Constitution:  Hardened
    Difficulty: Deadly
    Abilities: 2 Hit Combo, Rolling Rush, Jumping Rush, Tail Swipe, Bite, Head
    butt, Ice Breath
    Discussion: These Fiends have an even higher constitution than the regular
    Gallas.  Additionally, they possess breath attacks and a severely
    damaging rolling attack.
    Strategy:  See Gallas Strategy.  The biggest difference with these Fiends
    is that they can damage you greatly from off screen.  Use Flying Dragon Falling
    Slash, and immediately roll away upon its completion.  Unfortunately, not even
    Earth Splitter will kill these Fiends outright.
    
    Name: Flame Gallas
    Class: Serpentine Fiend
    Description: A brown, dragon like biped with large horns completely covering
    its body and a long tail
    Location:  Many Chapters, The Caverns, Dworku, The Core
    Constitution:  Hardened
    Difficulty: Deadly
    Abilities: 2 Hit Combo, Rolling Rush, Jumping Rush, Tail Swipe, Bite, Head
    butt, Fire Breath
    Discussion: These Fiends have an even higher constitution than the regular
    Gallas.  Additionally, they possess breath attacks and a severely
    damaging rolling attack.
    Strategy:  See Ice Gallas Strategy.
    
    Name: Lesser Imp Fiend
    Class: Humanoid Fiend
    Description: A brown, humanoid creature with talons for arms and a misshapen
    head
    Location:  Many Chapters after Tairon
    Constitution:  Normal
    Difficulty: Normal
    Abilities: extreme mobility, burrowing, 2 hit Combo, horizontal slash, running
    slash, Reverse Wind, Backflips
    Discussion: These are the 2nd Fiends that you encounter in the Dworku Monastery
    courtyard.  They attack in packs, but as long as you block and counter attack,
    you can manage the threat.  They are sometimes accompanied by their more
    evolved brethren.
    Strategy:  They do not possess the ability to break Ryu's guard, so simply
    Counter Attack with a two-handed weapon to kill them, as they are VERY
    acrobatic and difficult to actually hit with Flying Swallow or regular quick
    strikes.
    
    Name: Imp Fiend
    Class: Humanoid Fiend
    Description: A purple, humanoid creature with three talons for hands and a
    misshapen, flaming head, and no feet
    Location:  Many Chapters after Tairon
    Constitution:  Normal
    Difficulty: Formidable
    Abilities: extreme mobility, burrowing, 2 hit Combo, 3 hit Combo, 4 hit
    launching combo, horizontal slash, vertical leap attack, running slash,
    Helmet Splitter, Backflips, Burrow Surprise
    Discussion: These Fiends resemble those that Ryu encounters in the Dworku
    Monastery courtyard.  They attack in packs, and are much more capable of
    inflicting damage.  They have a fairly diverse array of attacks with even the
    ability to strike Ryu in the air.
    Strategy:  See Lesser Fiend Strategy.  The only thing that makes these
    creatures more dangerous than the Lesser Fiends is the fact that they can
    easily launch Ryu and hit him out of the air.
    
    Name: Evolved Imp Fiend
    Class: Humanoid Fiend
    Description: A huge, purple monstrosity with a disconnected head, cranial
    winglets, gigantic claws and jewels stumps for feet
    Location:  Chapters 14 and 15, Vengeful Spirit and The Core
    Constitution:  Hardened
    Difficulty: Deadly
    Abilities: Blocking, 2 hit Bayonet Combo, 3 Hit Bayonet Combo, Grenades, Bayonet
    Impale and Detonation, Suppressive Fire, Concentrated Fire, Counter Attack,
    Vertical Bayonet Slash
    Discussion: Evolved Fiends are arguably the most dangerous enemy in the game
    including some bosses.  They are at least as agile as Ryu while being two to
    three times his size.  Their arsenal rivals most bosses and are usually
    accompanied by Phantom Fish or other Evolved Fiends.
    Strategy:  These Fiends are possibly the most difficult enemy in the game.
    Their repertoire is vast and deadly.  Additionally, you'll never fight these
    things singularly.  Whatever the case is, never stop moving, and limit your use
    of moves that cause recovery (i.e. Flying Swallow, Cremator).  If you've
    dispatched their underlings, you can cheaply do Divine Cicada off of a wall and
    then immediately Wind Path off of them onto a wall and repeat.  This won't work
    though if one has tunneled and is waiting for you to screw up.  They cannot be
    stunned by Cremator, either.
    
    Name: Vigoorian Soldier
    Class: Human
    Description: A soldier wearing brownish-green war armor with face mask wielding
    an combination automatic rifle/grenade launcher
    Location:  Chapters 8 and 9, Tairon Under Alert and Military Supply Base
    Constitution:  Normal
    Difficulty: Formidable
    Abilities: 3 Hit Bayonet Combo, Grenades, Bayonet Impale and Detonation,
    Suppressive Fire, Concentrated Fire
    Discussion: This heavily armored soldier wields an M16 complete with Bayonet
    and grenade launcher.  They use it to pelt Ryu with bullets at a distance.
    They can even increase their fire rate by hardening their stance, and they love
    to setup cross fires.  They will also launch grenades, and can impale Ryu on
    their weapons shortly before detonating him.
    Strategy: Soldiers like to setup crossfires, but fortunately, these guys are
    very susceptible to Flying Swallow and launching.  You have to be a bit tricky
    in your placement, though, as their bayonet moves are slightly faster than
    Ryu's.  They have no answer to the Windmill Shuriken either.  Unfortunately,
    they will Counter Attack incessantly.
    
    Name: Vigoorian Heavy Infantry
    Class: Human
    Description: A soldier wearing brownish-green war armor with face mask wielding
    a RPG
    Location:  Chapters 8 and 9, Tairon Under Alert and Military Supply Base
    Constitution:  Normal
    Difficulty: Deadly
    Abilities: RPG Launcher
    Discussion: This heavily armored soldier wields an RPG (Rocket Propelled
    Grenade).  They are extremely patient and accurate especially in teams of two.
    The explosion from the RPG damages Ryu greatly and will launch his body away.
    Strategy: I wish you had access to a True Dragon Nuclear Warhead for these
    POS's.  You will have to be very random in your Roll Jumping to not get hit
    with the RPG.  Fortunately, you can shoot it out of the air with an arrow if
    you're quick.  If you're going to Flying Swallow do it to them, and not around
    them.  You can also see when the are primed as their launcher will actually
    have a rocket attached.  You can watch them commit this action before they
    fight you.
    
    Name: Machine Gun Turret
    Class: Machina
    Description: A gun turret with four barrels manned by a Vigoorian Soldier
    Location:  Chapters 8 and 9, Tairon Under Alert and Military Supply Base
    Constitution:  Normal
    Difficulty: Normal
    Abilities: Concentrated Fire
    Discussion: While turrets can't be destroyed, their operators can be killed
    quite easily.
    Strategy: With the Strong Bow, it only takes two hits to kill them.
    
    Name: Carrier Gun Turret
    Class: Machina
    Description: A gun turret on top of the Armored Personnel Carriers with two
    barrels and a grenade launcher
    Location:  Chapters 8 and 9, Tairon Under Alert and Military Supply Base
    Constitution:  Low
    Difficulty: Normal
    Abilities: Concentrated Fire, Grenade Launcher
    Discussion: These turrets can be destroyed by Ryu's projectiles.
    Strategy: If you can see them in the distance, use arrows to destroy them.  If
    you are already in range, dispatch them with the Windmill Shuriken in 3 hits.
    
    Name: Sentry
    Class: Machina
    Description: A small helicopter with a blue laser gun.
    Location:  Chapters 9 and 11, Military Supply Base and The Path to Zarkhan
    Constitution:  Frail
    Difficulty: Normal
    Abilities: Laser Attack
    Discussion: Sentries patrol several areas and can launch Ryu with their Laser
    Attacks.  They can be destroyed with one hit from most arrows and the Windmill
    Shuriken.
    Strategy: You can quickly dispatch these enemies in the places that they
    appear.  In one location, you have a limitless supply of arrows, so take them
    out in first person.  In the moat, simply exit the water as soon as possible
    and use the Windmill Shuriken.  Sometimes, you'll have to use the DS, though.
    
    Name: Fiendish SAT Soldier
    Class: Human
    Description: The remnant of a mutated MSAT Soldier, pink with an exposed chest
    and talon lined head
    Location:  Chapters 8 and 9, Tairon Under Alert and Military Supply Base
    Constitution:  Normal
    Difficulty: Deadly
    Abilities: blocking, extreme mobility, 2 hit Combo, 3 hit Combo, Throw, Stun
    Slash, Helmet Splitter, Fireball
    Discussion: This creature is a mutated SAT that is extremely agile and well
    equipped.  They can even launch fireballs at Ryu and will throw him at any
    opportunity.  They are physically faster than Ryu as well.
    Strategy:  Movement is key in this fight, as is the reserved use of recovery
    moves.  Launch and Izuna Drop these Fiends as much as possible.  Once the
    Soldier is low on health or all alone, it will resort to a constant bombardment
    of Fireballs.
    
    Name: Pill bugs
    Class: Fauna
    Description: A large, green arthropod with talons all over its body
    Location:  Chapters 10 and 13, The Aqueduct and Fiendish Awakening
    Constitution:  Very Low
    Difficulty: Formidable
    Abilities: jump, lunge, tackle
    Discussion: Pill bugs appear in groups of five or more.  They can prove to be
    very troublesome, as they'll usually leap at Ryu all at the same time.  Once
    attached, they will knock him to the ground and continue to feed on him.
    Strategy: While it only takes a few hits to kill them, you have to fight them
    in groups of six or more at a time.  Additionally, you usually have to fight at
    least 40 in a row.  Stay on the walls, and don't be afraid to burn up your
    Firewheels.  However, you are not totally immune to their attacks with
    Firewheel.  You need to continuously move in this battle.
    
    Name: Fiendish Vigoorian Soldier
    Class: Humanoid Fiend
    Description: The remnant of a mutated Vigoorian Soldier, huge purple and
    possess a gigantic bayonet
    Location:  Chapter 11, The Path to Zarkhan
    Constitution:  Hardened
    Difficulty: Formidable
    Abilities: Bayonet Impale and Detonation, Bayonet Swipe, Bayonet Lunge, 3 hit
    Combo
    Discussion: This huge Fiend is the mutation of a Vigoorian Soldier.  They
    attack much like Zombie Fiends, but have the ability to impale Ryu in the
    ground and detonate a grenade on top of him.  They are one of the most hardened
    enemies in the game.
    Strategy: See Zombie Fiend Strategy.  The only difference here is that I think
    it's impossible to decapitate these menaces.  They have the most health of any
    normal enemy in the game, and cannot be launched (although they can be knocked
    down).  When you kill one, make sure you use the Essence for an UT.
    
    Name: Reptile Fish
    Class: Fauna
    Description: A huge, reptilian, aquatic creature with two appendages used to
    capture prey
    Location: Chapter 11, The Path to Zarkhan
    Constitution: Normal
    Difficulty: Very Low
    Abilities: Bite, Swipe
    Discussion: These large aquatic beasts swim in the moats of Zarkhan.  Once Ryu
    is equipped with the Harpoon Gun, these creatures pose little threat.
    Strategy: Once you have the Harpoon Gun they pose no threat on any difficulty.
    
    Name: Lesser Phantom Fish
    Class: Fiend
    Description: A translucent, floating fish phantasm
    Location:  Chapters 14 and 15, Vengeful Spirit and The Core
    Constitution:  Frail
    Difficulty: Formidable
    Abilities: Bite, Tackle
    Discussion: Lesser Phantom Fish appear in schools and can all attack Ryu at the
    same time.  They must be struck before they attach to Ryu, or they will have to
    be knocked off.  They inflict little damage singularly.
    Strategy: These fish pose quite a problem to most players initially, but are
    fairly easy once you figure out how to beat them.  If you continue to jump and
    slash, and not combo, you can continuously keep them from attaching.
    Additionally, they release all manner of Essence very regularly, so you can
    burn some Firewheels on these pests.  If you slip up, though, you can expect to
    lose a lot of health while you attempt to shake them off.
    
    Name: Phantom Fish
    Class: Fiend
    Description: A larger, translucent, floating fish phantasm
    Location:  Chapters 14 and 15, Vengeful Spirit and The Core
    Constitution:  Frail
    Difficulty: Deadly
    Abilities: Bite, Tackle
    Discussion: Larger Phantom Fish appear in schools and can all attack Ryu at the
    same time.  They must be struck before they attach to Ryu, or they will have to
    be knocked off.  They normal damage singularly and will kill Ryu outright in
    schools.
    Strategy: See Phantom Fish Strategy
    
    Bosses
    ------
    To see the most expedient (yet maybe not most colorful) strategies.  See
    http://www.master-ninja.com/ng.  I'll put my own thoughts here.  Again, this
    section will not contain UF strategies as most of these enemies fall very
    easily to a low health UF combo.
    
    Name: Murai, Shadow Ninja Clan Leader
    Class: Human
    Description: An extremely muscular ninja dressed in a white gi who fights with
    nunchaku
    Location:  Chapter 1, The Way of the Ninja
    Constitution:  Durable
    Difficulty: Formidable
    Abilities: shuriken reflect, Blocking, Counter Attacking, Reverse Wind, Back
    Flip, Auspicious Phoenix, 2 hit Combo, 3 hit Combo, Flip Toss, Throw and Kick,
    Reverse Kick
    Discussion: Murai is a formidable opponent who takes very little damage during
    the fight.  He is extremely defensive and doesn't leave a lot of opportunity
    for striking.  He can attack with single strikes, combos, counter attacks and
    throws.  He can also defend against most of Ryu's arsenal even going so far as
    to reflect his shuriken back at him.
    Strategy: If you stay in the distance where Murai will tend to flip or
    Auspicious Crane, you can use short combos on him.  This fight is all about
    patience given your sparse movelist at this stage in the game.  You can also be
    somewhat successful offensively with using combos that begin with Windmill
    Slash.  Murai doesn't seem to Counter Attack this move very much, and I can get
    a very high ratio of Weapon Locking with it.
    
    Name: Hatamoto
    Class: Fiend
    Description: A warrior wearing a demonic yoroi, including mask, armed with a
    huge war staff, with a severely disfigured steed
    Location:  Chapter 2, The Hayabusa Ninja Village
    Constitution:  Durable
    Difficulty: Formidable
    Abilities: shuriken/arrow resistant armor, Spear Impalement, Spear Thrust, Horse
    Kick, Horse Trample, Overhead Spear Twirl, Lateral Spear Twirl
    Discussion: This warrior is accompanied by many mages, and while his abilities
    are not so different from his mounted underlings, he does inflict much more
    damage upon Ryu.  Additionally, he cannot be knocked from his steed.
    Strategy: Using a bow here is very useful as you are guaranteed a kill on the
    Mages if they are in their Fireball animation.  Additionally, once you've
    dispatched all of them, Hatamoto is susceptible to them as well.  Every time you
    kill a Mage, try to use the Essence for a UT.
    
    Name: Dynamo
    Class: Human/Machina
    Description: A severely corpulent, cybernetic soldier with a gigantic,
    electrical cannon grafted onto his left arm
    Location:  Chapter 3, The Skies of Vengeance
    Constitution:  Hardened
    Difficulty: Normal
    Abilities: 2 hit Combo, 3 hit Combo, Lightning Volley, Concentrated Lightning
    Volley, Electrocution, Electrical Shield, Roundhouse Smash
    Discussion: This rotund soldier has a fair amount of offensive options.  And,
    he laughs maniacally throughout the fight.
    Strategy:  He can be defeated with combinations of the Flying Swallow and
    Violent Gale during his charging times.  Dynamo is also very susceptible to
    Windmill Slash combos.
    
    Name: Tentacle Fiend
    Class: Fiend
    Description: A gigantic mass of eyeballs, flesh, tentacles and talons
    Location:  Chapters 5, 7 and 15, Dworku, Hidden Underground and The Core
    Constitution:  Hardened
    Difficulty: Normal
    Abilities: Tentacle Swipe, Fireballs, Tentacle Poke, Tentacle Flail, Leg Grab
    Discussion: While this Fiend appears troublesome, it is in fact fairly easy to
    kill.  It will continually launch fireballs onto the ground and lash out in all
    manners with its tentacles.  It can also shield itself with its Tentacle Flail
    as well.
    Strategy:  Flying Swallow the Tentacles, but watch out for the Tentacle Flail.
    The spot in the fight where you are the least vulnerable to the tentacles and
    fireballs is right in front of it.  Make sure that you kill the tentacles
    quickly after one another to setup a Storm of the Heavenly Dragon Gleam
    
    Name: Zombie Dragon
    Class: Undead, Dragon
    Description: The remains of a gigantic dragon, only the bones and cartilage are
    left
    Location:  Chapter 6, The Monastery
    Constitution:  Hardened
    Difficulty: Formidable
    Abilities: Spinal Shot, Lower Tail Swipe, Upper Tail Swipe, Stomp, Swipe, Bite
    Discussion: The Zombie Dragon fills up the entire Cavern and positions itself
    on the ledges.  Ryu must attack the limbs of the creature while avoiding it's
    melee and projectile attacks.  If it happens to bite Ryu, he will attempt to
    eat him.
    Strategy: You can Flying Swallow the limbs pretty incessantly with Red-Hot Iron
    Brand.  Just make sure to not tack on the Dragon Emperor Kick, as its recovery
    will make you vulnerable.  Watch out for the Stomps and Swipes, and the tail
    will swipe twice unless its moving to base another leg.  There is a sweet spot
    to the right of where the Dragon places its feet that can be used to duck under
    the Upper Tail Swipe.
    
    Name: Alma
    Class: Greater Fiend
    Description: A large, pink Fiend with tentacle hair, cranial winglets and a
    large globe in her abdomen
    Location: Chapter 7, The Hidden Underground
    Constitution: Hardened
    Difficulty: Deadly
    Abilities: 2 hit Combo, 3 hit Combo, Bubble Drop, Firewheel, Column Toss, Leg
    Toss, Strafing Run, Leg Toss, Divebomb
    Discussion: Alma's first form is arguably Ryu's greatest challenge in the game.
    Alma's agility makes her mostly impervious to Ryu's entire arsenal.  Ryu must
    adopt a purely defensive strategy with Alma to defeat her.
    Strategy: You pretty much have to stay in the danger zone in this fight to
    provoke her to do something you can retaliate against.  That is, you need to
    stay close enough to her for her to do her melee attacks more frequently.  She
    is VERY hard to hit with Flying Swallow, so only do it if she has to recover
    from a fail Drop Kick or combo.  She is also vulnerable right when she starts
    to summon her pink fireballs.  If you can't hit her out of it, prepare to
    perfectly Roll Jump.  To my knowledge, no one has discovered a 100% reliable
    way of damaging her.  She can dodge Flying Swallow at any time (even during
    attacks).
    
    Name: Tank
    Class: Machina
    Description: A tank supplied with a mounted machine gunner
    Location:  Chapter 9, The Military Supply Base
    Constitution:  Durable
    Difficulty: Normal
    Abilities: Cannon Blast, Suppressive Fire, Steamroll
    Discussion: The Tank Battalion consists of two of these vehicles.  Ryu can
    defeat it with a combination of Explosive Arrows and Armor-piercing Arrows.
    Strategy: Dodge the initial blast and quickly make the Mounted Machine Gunner
    retreat by firing an explosive arrow in his vicinity.  Then setup station next
    to the treads, and pummel the tank with first person arrows.  It will drive
    around you.
    
    Name: Attack Helicopter
    Class: Machina
    Description: A Hind-type attack helicopter, equipped with a gatlin gun,
    heat-seeking missiles and Incendiary Bombs
    Location: Chapter 9, The Military Supply Base
    Constitution: Hardened
    Difficulty: Formidable
    Abilities: Suppressive Fire, Concentrated Fire, Strafing Run, Bombing Run,
    Missile Volleys
    Discussion: While this Helicopter is invulnerable during Ryu's first run-in
    with it, Ryu proves a greater challenge the second time.  He possesses enough
    ordinance to surgically destroy the aircraft.
    Strategy: You have to be a pretty good shot with first person bow for this
    fight.  Use Roll Jumping to avoid the missiles, but you have to be fairly
    precise with its implementation.  Always run at 90 degrees to the attack
    vector.  When the helicopter goes under the bridge, you'll have the hardest
    time dodging the missiles due to proximity.  Use armor piercing arrows here and
    refill your quiver from the bins on each side of the bridge.
    
    Name: Inazuma Worm
    Class: Fauna
    Description: A huge worm with rows of fangs and electrical conductive abilities
    Location: Chapter 10, The Aqueduct
    Constitution: Durable
    Difficulty: Normal/Deadly
    Abilities: Slap, Lightning Shot, Environment Charge, Bite, Coil
    Discussion: Singularly, the Inazuma Worm is fairly easy to deal with, but in
    pairs, the Worms can be quite destructive.  You have limited options in the
    caves in which you encounter them.  Explosive Arrows and ground combos (when
    they miss moves) are Ryu's only recourses.
    Strategy: Singularly, this creature is not too much of a problem.  Roll at the
    last second to avoid the Lightning Balls, and immediately fire of an Explosive
    Arrow.  You can use the cavern walls to Bird Flip and Y attack with the
    two-handed weapons.  When two worms are out, stay in the forward right side
    area, and roll out of the way of the Slaps.  If both Worms are going to fire
    projectiles, use a Ninpo to get them to retreat.
    
    Name: Zombie Drake
    Class: Undead, Dragon
    Description: A huge, decaying biped with large wing-like bone structures and a
    cylindrical head
    Location: Chapter 10, The Aqueduct
    Constitution: Hardened
    Difficulty: Formidable
    Abilities: Laser immolation, Wing Sweep, Stomp, Chomp, Gust, Leap
    Discussion: This huge creature can easily navigate its own cavern and can rack
    up huge damage on Ryu.
    Strategy: Ryu can attack its legs, and the creature will lower its head while
    stunned.  I tend to use two-handed weapons for this fight along with explosive
    arrows.  You can setup a pretty reliable loop attacking his legs and then
    rolling away when it does its little jump.
    
    Name: Lord Doku
    Class: Greater Fiend
    Description: A large samurai warrior, possibly without physical shape, only
    exists as a purple flame inside armor, wields Kitetsu
    Location: Chapter 11, The Path to Zarkhan
    Constitution: Hardened
    Difficulty: Formidable
    Abilities: shuriken/arrow resistant armor, Shockwave, Stab of Extinction, Dead
    Soul Bind, Ice Breath, Haze Straight Slash, various Combos, horizontal Slash,
    vertical Slash, Spin Slash, Weapon Lock
    Discussion: Ryu's revenge on Doku for the murder of his entire village is
    brought most easily through the use of the Dabilahro or Unlabored Flawlessness.
    Strategy: Use Murai Strategy.  You have to stay in the danger zone here, too,
    to get him to do something you can retaliate against.  Use small combos.
    
    Name: Ice Fiend
    Class: Fauna
    Description: A white and pink abomination with two huge arms and rows of fangs
    Location: Chapters 12 and 15, The Caverns, The Core
    Constitution: Hardened
    Difficulty: Normal
    Abilities: shuriken/arrow resistant hide, Stomp, Flip, Chew, Ice Shot,
    Stationary Ice Geyser, Chasing Ice Geyser, Swing, Jab Combos
    Discussion: This disgusting creature can utilize its massive bulk and command
    over the ice element to destroy Ryu.  However, its bulk also proves to be
    helpful to Ryu as the creature is not terribly mobile.
    Strategy: This creature has possibly the largest amount of health in the game.
    Fortunately, most of its attacks are terribly telegraphed.  Therefore, it's
    easy to avoid them and attack its backside.  His range is deceptive, though, so
    watch out for his jabs and grabs.
    
    Name: Inferno Worm
    Class: Fauna
    Description: A huge worm with rows of fangs and fire control abilities
    Location: Chapter 12, The Caverns
    Constitution: Durable
    Difficulty: Formidable
    Abilities: Slap, Fire Ring, Bite
    Discussion: Since this creature never occurs in pairs, Ryu can dispatch it
    reasonably.  The Fire Ring it shoots can be jumped through.
    Strategy: Arm your Explosive Arrows and jump through the Fire Rings.  After
    each Ring, you can quickly get off a shot.  Bird Flip off of the side wall and
    do the Y move for whatever weapon you like whenever it attempts to slap you.
    
    Name: Smougan the Flame Dragon
    Class: Dragon
    Description: A gigantic, golden Dragon with four legs and massive wings
    Location: Chapter 12, The Caverns
    Constitution: Hardened
    Difficulty: Deadly
    Abilities: Flame Wing, Fire Breath, Fireball, Bite, Platform Raise
    Discussion: This magnificent creature is capable of nearly devouring Ryu along
    with utilizing its fiery arsenal.
    Strategy: I prefer to stay on the top center platform as the Dragon won't waste
    time shooting fireballs and will frequently attempt to bite.  It's pretty easy
    to avoid this, so you'll have plenty of opportunities to hit it after it
    misses.  You can also Wind Path off of its head and inflict significant
    damage during the unique animation.
    
    Name: Alma Awakened
    Class: Greater Fiend
    Description: A large, grotesque, purple and black arachnid transformation with
    huge winglets covering her body and a large globe in her abdomen
    Location: Chapter 13, Fiendish Awakening
    Constitution: Hardened
    Difficulty: Deadly
    Abilities: shuriken/arrow resistant armor, extreme mobility, Twirl, 2 hit Combo,
    Globe Fireball, Firewheel, Column Toss, Leg Cradle, Strafing Run, Talon Strike
    Discussion: Alma Awakened is a little less challenging to Ryu in this encounter
    due to the fact that he has constructed the True Dragon Sword at this point.
    Strategy: You can continually pursue Alma now and effectively hit her with
    Flying Swallows now.  Whenever she comes in to attack physically, you can
    quickly do a Dragon Gleam to avoid damage.
    
    Name: Doku's Spirit Form
    Class: Greater Fiend
    Description: A spiritually, translucent representation of Doku's physical form
    Location: Chapter 14, Vengeful Spirit
    Constitution: Hardened
    Difficulty: Formidable
    Abilities: shuriken/arrow resistant armor, flight, extreme mobility, extreme
    reach, 2 hit Combo, 7 hit Combo, Soul Bind, Distance Soul Bind, Haze Straight
    Slash, horizontal slash, vertical slash, Spin Slash
    Discussion: Several of Doku's abilities have been substantially upgraded for
    this fight.  But, he proves as fallible as his corporeal form eventually.
    Strategy: Wait for Doku to do a Haze Straight Slash and then roll and do a
    Blade of Nirrti.  Many of his other moves such as his Arm Throw and long combo
    provide ample opportunity to retaliate as well.
    
    Name: Supreme Fiend Gogohn
    Class: Greater Fiend
    Description: A great, green monstrosity with bat like wings, huge arms, cloven
    feet and three eyes
    Location: Chapter 15, The Core
    Constitution: Hardened
    Difficulty: Deadly
    Abilities: Wing Dive, Fireballs, Swoop Strike, Overhand Strike, Fiend
    Summon, Lasso Throw, Dash Strike
    Discussion: The final of the Greater Fiends that Ryu can dispatch is a very
    worthy adversary.  Along with having to deal with Gogohn himself, Ryu must
    battle every Fiend that Gogohn summons as well.
    Strategy: You can continually run after Gogohn and continually do an Air
    Destruction Slash.  This will interrupt everything but the Spinning Torpedo
    attack he does.  While it takes little damage off, you will be able to defeat
    Gogohn very easily if you're consistent with your Roll Jumping to pursue him.
    
    Name: Vigoor's First Form
    Class: Deity
    Description: The largest creature with which Ryu must contend, a gigantic
    living statue that resembles Alma to a point
    Location: Chapter 15, The Core
    Constitution: Hardened
    Difficulty: Formidable
    Abilities: Blocking, multiple Laser Ray configurations, multiple Swipes
    Discussion: Ryu levitates up to this creature using a platform of bedrock.  Ryu
    can attack the jewels on its chest and shoulders to affect damage.
    Strategy: Equip the TDS and attack the teal orbs on Vigoor's chest and
    shoulders.  There are two types of Laser series.  One series will consist of
    many pairs of two parallel lasers that move laterally around the body.  You can
    move up and down into the gaps between the lasers.  The second type moves
    diagonally all around Vigoor.  There are sweet spots where you can sit and not
    be touched by these lasers.  They are conveniently to the lower left and right
    of Vigoor's chest and parallel to the orbs on its shoulders.  Vigoor will also
    swipe at you with its hands.  Once you inflict enough damage on a set of orbs,
    the camera will pan out showing Vigoor wince in pain.  You can still maneuver
    and attack during this animation.
    
    Name: Vigoor's Second Form
    Class: Deity
    Description: A humongous mountain of skulls and skeletal arms
    Location: Chapter 15, The Core
    qConstitution: Hardened
    Difficulty: Deadly
    Abilities: Skull Flurry, Bite, Pounce
    Discussion: Ryu's adversary, Vigoor, in his true form is truly hideous.
    However, since Vigoor's only weapon (the skulls themselves) can be destroyed
    for damage, Ryu can dispatch this God as easily as the rest of his adversaries.
    Strategy:  Unload all of your projectiles against it starting with Explosive
    Arrows, since you won't be needing them anymore.  Equip the Flail.  And
    continually do Dragon and Phoenix as they attack.  Do not finish the combo,
    though, as you will be hit with huge lag on the last X.  This is a use of the
    combo breaking technique listed in my advanced combo FAQ.  You need to be ready
    to stop the combo at any time to avoid the big skull.  When Vigoor jumps onto
    the platform, simply roll underneath him and attack his legs.
    
    Name: The Dark Disciple
    Class: Deity
    Description: Murai takes a demonic form with purple skin, black tears, and huge
    talon hands
    Location: Chapter 16, The Dark Dragon Blade
    Constitution: Hardened
    Difficulty: Normal
    Abilities: Various Dark Dragon Blade Combos, Impalement, Shuriken Toss,
    Shuriken Shield, Dark Dragon Summon, Torpedo
    Discussion: At this point in the game, Ryu is ridiculously powerful.  Murai
    doesn't hold up well to Ryu's Flying Swallow onslaught.
    Strategy:  Continuously Flying Swallow him.  He does not have an effective
    defense against this.
    
    --Timely Boss and Sub Boss Strategies--
    I'll probably be updating this FAQ with strategies for beating the bosses in
    the time allotted.  Most of these strategies will work on Very Hard.  Shinobier
    from the Master Ninja website (see credits) contributed greatly to this
    section.  Unfortunately, for those in the Tournament, the times are reduced in
    Normal, so some of the regular enemy timings are extremely difficulty to
    achieve.  Keep in mind that most of these encounters after Alma become very
    easy with proper use of a powered up Unlabored Flawlessness.
    
    Sub Bosses
    ----------
    1. Chapter 1 Sub Boss - Ninja Practice Room
    The best strategy is to setup a Haze Straight Slash as soon as you enter the
    room to hit the White Ninja Captain.  Then immediately setup a Divine Cicada
    Slash.  This will usually release a health, so you can use that to setup an
    Ultimate Technique Loop.  That is, you will constantly be doing the auto-combo
    and then re-charging.
    
    2. Chapter 2 Sub Boss - Samurai Cavalry
    Use the bow in First Person to knock the horsemen off, and then kill them with
    Divine Cicada.  Always try to be on the opposite end of the field as they are.
    This is one of the more difficult fights to do quickly on Very Hard.  The trick
    is to get the archer and the spearman to pass you at the same time, so you can
    strike the archer's horse.  This will make the horse rear back, and you can
    easily get a first-person bowshot off.  It takes two or three to knock the
    samurai off of the horse.  If you have two spearmen in the area, this is
    extremely easy.  Just set them up to attack you at the same time, and you can
    easily shoot them in the back as they both run away.  Additionally, there is a
    corner on the right-hand side of the area from which the archer can't shoot you
    through half of his lap.  You can utilize this to your advantage.
    
    3. Chapter 4 Sub Boss - Black Spider Ninja Clan
    There are two groups of these guys that I consider Sub Bosses.  The best trick
    for taking these guys out is to continually reposition, so the one that tries
    to distance and throw shuriken is repeatedly brought back into the group.  If
    you do get stuck with one, hold block right before it explodes, and the damage
    you take will be lessened considerably.  Also, you won't be thrown across the
    screen.  Obviously, don't stand there and block or you'll get hit with another
    one.  Do it precisely.  Also, you can farm the Essence from a previous
    Encounter to make these Encounters easier.
    
    4. Chapter 5 Sub Boss - Gallas
    You have to concentrate on one only for this to work.  Try to get him near a
    wall and away from the other two and destroy him.  He will release enough
    Essence for an Ultimate Technique, which you can use on the other two.  You
    must roll or jump to avoid their Bite-throw.  You are pretty invulnerable using
    air combos against single Gallas.
    
    5. Chapter 8 Sub Boss - Military Supply Base Main Gate
    Get the Strong Bow BEFORE you come into this area.  You can take out the turret
    guys in four shots total.  Additionally, the bazooka guy in the window falls
    after two, but you have to be quick on the draw.
    
    6. Chapter 9 Sub Boss - Tank Battalion
    Roll Jump to avoid the cannon and always move to the opposite side of the tank
    where the cannon stops.  You can force the gunner to duck into the tank with
    one explosive arrow, and then switch to armor piercing and hammer the front or
    back of the tank.
    
    7. Chapter 9 Sub Boss - Communications Tower
    You get 120 seconds to kill everybody on the roof including the re-spawning
    guys on the tower.  It's possible, and you have to pretty much stay in First
    Person bow mode and shoot the missiles out of the air.  Then go over to the bin
    on the side of the roof to refill your quiver.
    
    8. Chapter 10 Sub Boss - Inazuma Worm
    This is an easy fight if you have a fully upgraded War Hammer.  If you bait the
    Worm to try to grab you (i.e. stay in the middle of the platform), you can put
    the hurt on.  You can also hit the Boss in his hole with regular shuriken and
    the Windmill even though the damage is negligible.  Magic is useless, as he'll
    retreat.  Raging Thunder (wall run, Bird Flip, Y) will take this Boss out
    quickly.  Every time he goes for the "D!ck Slap," immediately start the
    sequence, and you'll be fine.  Roll to avoid the lighting balls and then
    immediately use an arrow or incendiary shuriken.  You have just enough time to
    dodge.  Explosive arrows are good for when he charges the water.
    
    9. Chapter 10 Sub Boss - Inazuma Worm Pair
    The difference with this fight is that there are no walls that you can Bird
    Flip off of.  So, just stay out of the middle and right side of the platform.
    Unload all of your arrows on the rightmost and stay in that corner, since you
    won't have to worry about being eaten.  You can roll to avoid every swipe in
    this little pocket, too.  The biggest problem is when they're both doing the
    lighting balls but at different times.  You'll pretty much need to pull a Ninpo
    to get them to retreat.
    
    10. Chapter 12 Sub Boss - Inferno Worm
    This might be the easiest of the Worm Sub Bosses.  Do the typical Bird Flipping
    off of the wall.  You can now hit him with your weapon when he charges the
    magma in front of you.  Bait him to come in for a grab, as he is most
    vulnerable to combos then.  If he shoots its projectile, simply jump straight
    up, through it, and immediately hit him with an arrow.  You'll have just enough
    time to jump again.
    
    11. Chapter 12 Sub Boss - Ice Fiend
    Use a two-handed weapon to deal with this Fiend.  He is terribly slow, so the
    longer two-handed combos will do nicely.  But be careful not to finish them, as
    the recovery time will get you bitten, stomped or iced.  Watch out for his
    punches, because they are deceptively long range.
    
    12. Chapter 15 Sub Boss - The Core
    This whole level is basically one big Sub Boss encounter.  Two-handed weapons
    are the rule of the day here, and you'll absolutely have to use some Ultimate
    Techniques.  So, concentrate your efforts on one enemy at a time.  Fortunately,
    it's very easy to isolate enemies on either side of the central pillar of every
    room.
    
    The 3rd and 4th floor contain the worst enemies in the game.  They are the
    fully developed humanoid Fiend Forms.  They are about as quick as Ryu and have
    a ridiculous amount of moves.  The worst is the move where they burrow like
    their smaller cousins.  When they do this, DO NOT DO A MOVE THAT CAUSES
    RECOVERY.  They will grab you and suck you down onto the previous level, so
    you'll have to start the fight all over.  That is, don't do a Flying Swallow or
    Divine Cicada.  If you do, you'll have to hope that you can Roll Jump before
    they grab you.
    
    Bosses
    ------
    1. Chapter 1 Boss - Murai
    Oddly enough, this fight can be pretty random as far as the time in which you
    succeed.  The best way to hit him is to sit in the zone where he will charge
    you.  As soon as he does, you can roll out of the way and get free hits.  He
    cannot block these.  However, if you do get struck and register block stun, he
    will be able to recover in time.  Also, if you time the Divine Cicada Slash
    (wall run, Flying Bird Flip, then Y) to interrupt a combo, it will do good
    damage.  Make sure you roll away after every successful combo.  Do not just
    stand there and block.  Lastly, disregard the health in the pot in the corner.
    You can pick it up in the next chapter. (And it's not even there on difficulty
    levels other than Normal).
    
    2. Chapter 2 Boss - Samurai Cavalry Captain
    You can repeatedly use Firewheel here, as the Mages will sometimes release red
    Ki.  I would damage the Captain as much as possible, and then work on the Mages
    to get your kill combo up.  You can use the bow at a distance pretty reliably
    against the Captain's flank, too.  Also, the level doesn't end when you exactly
    when you kill the Captain, so you can use your Devil Elixirs afterwards.  If
    you kill the mages with at least some sort of combo, they'll usually release a
    health or Ki.  Use this as an Ultimate Technique coupled with a Firewheel to
    decimate the Captain.
    
    3. Chapter 3 Boss - Dynamo
    This is a pretty fun battle.  Make sure that you buy Level 2 Dragon Sword and
    Inferno from Muramasa before you do this fight, as Flying Swallow will decimate
    him.  Unfortunately, it doesn't work as well on Very Hard, so you can use
    Violent Gale, instead.  Also, hit him with some Infernos up close so you can
    get the area effect damage, and the fireball damage.  I don't think he can
    avoid this attack.  Don't stand in his vicinity for any amount of time, or
    you'll get thrown.  The level ends immediately with his death, so make sure
    that you replenish you Ki (if you want the 100,000).  If not, it will be
    replenished automatically for the next level.
    
    4. Chapter 5 Boss - Tentacle Fiend
    Flying Swallow the tentacles until they drop.  They release a Health and a Ki.
    Use one that's dropped, but make sure you use the other one for an Ultimate
    Technique.  After the tentacles begin to grow back (and it's invincible), use
    the Inferno Ninpo since it takes so long to charge.  It will go off right as
    the tentacles are vulnerable again.  If you don't want to waste Ninpo, you can
    wait right in front of the beast where the fireballs won't land.
    
    5. Chapter 6 Boss - Zombie Dragon
    I use the flails to take out the legs as much as possible.  The Flying Swallow
    move is called Iron Brand, and it hits multiple times if you jam on X.  Just
    watch out for the bite.  He'll raise his foot when he tries to stomp, and do
    the bite.
    
    6. Chapter 7 Boss - Alma
    Good luck.  I haven't found a good strategy to beating her in the time limit.
    I think that as far as difficulty is concerned, she is the most random of the
    bosses. Sometimes you can nail her over and over again in the air with Flying
    Swallow, but then sometimes, you won't ever touch her.  Thankfully, it's not
    necessary to get the time bonus on her.  It's easier to knock her down when
    she's busy doing something (summoning Purple Flames, Diving, etc.).  But just
    Roll Jump when she throws the columns.  It may sound crazy, but the most
    guaranteed hit I can get on her is after her failed Bubble Throw (the one with
    the purple column).  If you avoid it, you can usually land a Flying Swallow
    (which knocks down).
    
    7. Chapter 9 Boss - Attack Helicopter
    There are infinite explosive and armor piercing bins on opposite sides of the
    catwalk.  You need to utilize both First Person and regular bow aiming to beat
    this fight quickly.  Keep in mind that Ryu tries to lead targets in 3rd person
    bow, so a lot of times, you'll need to account for it.  Secondly, you can still
    move Ryu and shoot during the cut-scenes where the helicopter goes under the
    bridge.  Waste him.  Watch out for the bombing run, too.  You can keep him from
    dropping them, somehow, but I haven't figured out specifically how to do it.
    It has to do with not staying stationary, obviously.
    
    8. Chapter 10 Boss - Zombie Drake
    The Level 3 Ice Ninpo destroys him if you stick it in his crotch.  Attack his
    legs up close, and use Explosive arrows from a distance.  Do half combos on the
    legs, and roll away when he stomps.  Then immediately roll back.  One side of
    the arena allows you to get behind him, and you can air combo him until he
    jumps away, but it's more time efficient to attack his legs to get his head to
    come down.  He'll take a lot of damage to combos in the head.
    
    9. Chapter 11 Boss - Doku's Corporeal Form
    Approach this boss fight like fighting Murai.  You can't beat the clock if he
    grabs you, because he heals himself with it.  Retry.
    
    10. Chapter 12 Boss - Smougan the Flame Dragon
    Roll to avoid the Flame Wing attack, shoot the head with arrows, and wait for
    the head to come down.  Then, attack it with the War Hammer or Dabilahro.  I
    stay up on the platforms, but it's probably just as good to stay on the ground.
    He'll try to bite a lot if you're up on the platforms, but he won't spit
    fireballs at you.
    
    11. Chapter 13 Boss - Alma Awakened
    Use Alma's Strategy, although this time she seems much easier.  You can use
    Gleaming Blade when she comes in for the grab.
    
    12. Chapter 14 Boss - Doku's Spiritual Form
    Bait him to do his single charge move, then use Blade of Nirrti on him.
    
    13. Chapter 15 Boss - Supreme Fiend Gogohn
    This fight has multiple encounters.  If you have the Unlabored Flawlessness,
    you can use it to insta-kill the purple Fiends.  Otherwise, use the other
    two-handed weapons.  Gogohn will summon the Tentacle and Ice Fiends back from
    the Underworld.  Use the previous strategies on them.
    
    Use Alma's strategy on Gogohn himself.  Avoid his servant for the most part, as
    you'll never really be able to setup an Ultimate Technique.  They're good for
    regenerating health though.  When he throws his fireballs, use the Roll Jump.
    Roll when he attempts his spinning dive-bomb.  You have to be precise on when
    you roll, or you will take significant damage.  When he does this is pretty
    random, but he'll emit a very unique sound when he's about to do it.  The one
    thing to take into account, though, is to roll away after his recovery, or
    he'll throw you.
    
    If you are quick, you can continually interrupt whatever he tries to do by
    following him around with Roll Jumps and simply doing a Blade of the Empty Air
    (jump + X) attack.  This will interrupt his fireballs, Fiend Summon and melee
    attacks.  What's best is that you can continually do it by following him
    around.  It's only a very small amount of damage, but at least once, I was able
    to kill him without being hit.  He'll block Flying Swallow forever, but the
    Blade of the Empty Air will interrupt everything he does aside from the
    Spinning Dive-bomb.
    
    14. Chapter 15 Boss - Vigoor's Angelic Feminine Form
    Do not use the UF on either of Vigoor's forms.  For the first form, the True
    Dragon Sword should be used.
    
    Ryu can control the platform he creates by moving around Vigoor, up and down
    and towards and away from the Boss.  You can control altitude by holding L
    trigger and moving up and down.  It's pretty easy to avoid her lasers, but on
    Very Hard, they are very quick.  So, you need to be able to distinguish what
    pattern is coming as soon as the lasers appear.  Attack the blue spheres on her
    chest and legs, and if you destroy them, it will stop whatever she's doing.
    Ice Storm works well, but Inferno is the most damaging to her.  When the lasers
    move diagonally, you'll need to be in a safe spot.  These are to the left and
    right of her chest, and parallel to her shoulders.  You should continually
    slashing her jewel spheres.  It's actually more time conscious to pull of an
    Inferno Ninpo when she does a laser series that isn't diagonal.
    
    15. Chapter 15 Boss - Vigoor's Devilish Masculine Form
    Do not use the UF on either of Vigoor's forms.  For the second form, the
    Vigoorian Flail should be used.
    
    If you have any arrows or incendiary shuriken left, use them all to destroy the
    skulls.  Equip the Flails and use them as they come racing at you, but don't do
    full flail combos.  If you do, you'll get stuck with the ending animation and
    get hammered by the skulls.  This is especially important when the big skull
    comes in for the bite.  You damage Vigoor with each regular skull you destroy.
    When the big skull comes in for the bite, do a Ninpo.  If he jumps on the
    platform you're on, simply roll under him and use Ice Storm if you have it.  If
    not, simply attack his limbs, and you'll be fine.
    
    16. Chapter 16 Boss - Dark Disciple
    I didn't have a problem with this boss.  Use the strategy from Chapter 1 for
    this one, but augment it greatly with Flying Swallow.  Watch out for his
    shuriken tosses, though.  The unsealed DDB he wields totally negates Ninpo, as
    well.  Overall, he's very easy and this is to account for the fact that Ryu is
    extremely powerful by this point in the story.  If you can perform Flying
    Swallow perfectly back to back, you will never be hit, as Murai's stun
    animation is as long as Ryu's recovery.
    
    --Hurricane Pack Disclaimer--
    The Ninja Gaiden download content is now available for the 2nd round of the
    Master Ninja Tournament.  It has become evident that the engine has
    fundamentally changed from the scoring, to the fighting, to the character
    lists, to the moves themselves.  As such, I have created Hurricane Pack
    sections in most of the FAQ's, since all of this information will always be
    valid given that the Ninja Gaiden game disc remains.
    
    --Credits--
    There hasn't been a reliable source of enemy names presented, yet.  So, this
    information is only composed of names found in the game itself, Itagaki
    interviews, information granted by Sour_Tofu and the game's manual.  All
    other sources are considered unofficial.
    
    Many of the boss strategies come from Shinobier's vids.  Check out his site at
    http://www.master-ninja.com/ng
    
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