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Hurricane Pack Bestiary

By aaxe

Version 2.5

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 2.5, 12-30-2004	- Updated Content.
Version 2.0, 09-28-2004 - Added Hurricane Pack 2 information.  Reorganized 
Hurricane Pack Sections.
Version 1.5, 09-15-2004 - Added Hurricane Pack 2 information.
Version 1.0, 08-24-2004 - Initial release.

Table of Contents
-----------------
1.  Introduction
2.  Classifications
	a.  Humans
	b.  Fauna
	c.  Machina
	e.  Lesser Fiends
		1.  Abomination
		2.  Humanoid
		3.  Serpentine
	f.  Greater Fiends
	g.  Dragons
	h.  Deities
3.  Ratings
4.  Bestiary
	a.  Regular Enemies
	b.  Bosses
		1.  Chapter 1 - Murai
		2.  Chapter 2 - Hatamoto
		3.  Chapter 3 - General Dynamo
		4.  Chapter 5 - Tentacle Fiend
		5.  Chapter 6 - Zombie Dragon
		6.  Chapter 7 - Alma
		7.  Chapter 9 - Tank Battalion
		8.  Chapter 9 - Attack Helicopter
		9.  Chapter 10 - Inferno Worms
		11. Chapter 10 - Zombie Drake
		12. Chapter 11 - Doku's Corporeal Form
		13. Chapter 12 - Ice Fiend
		14. Chapter 12 - Inazuma Worm
		15. Chapter 12 - Smougan the Flame Dragon
		16. Chapter 13 - Alma Awakened
		17. Chapter 14 - Doku's Spiritual Form
		18. Chapter 15 - Supreme Fiend Gogohn
		19. Chapter 15 - Vigoor's Angelic Feminine Form
		20. Chapter 15 - Vigoor's Devilish Masculine Form
		21. Chapter 16 - Dark Disciple
		22. Hurricane Pack 2 - Shadow Alma
		23. Hurricane Pack 2 - Shadow Rachel
6.  Hurricane Pack 1 Disclaimer
7.  Hurricane Pack 2 Disclaimer
8.  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, General Dynamo, SATs, MSATs, Gallas, Ghul, 
the Shadow Ninja Clan 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 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, 
MSATs, 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 Ninja
Class: Human
Description: A ninja dressed in a white shozoku, wields 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, horizontal slash, vertical slash, Wall Running
Discussion:  Even these lowliest of enemies pose a threat, such that their
abilities are similar to Ryu's at that stage in the game.  They tend to form
ranks and wait for opportunities to strike Ryu.  They will interrupt most of 
Ryu's 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, horizontal slash, vertical slash, 3 hit combos, 
Blade of the Undefeatable, launching combo, counter attack 
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, 6 instance homing-projectile magic, 
3 hit combos, 7 hit combos, extreme mobility
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 and the fireballs actually seek.
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: Blocking, 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: MSAT (Mechanized Special Attack Team) Soldier
Class: Human
Description: A soldier encased in a gray robotic armor, wields a light saber
Location:  Chapters 4 and 5, Imperial City Infiltration and The City of Fiends
Constitution:  Normal
Difficulty: Normal
Abilities: shuriken resistant armor, Blocking, 2 hit Combo, 3 hit Combo, 
Firearm, Light Saber, Throat Slice, Flip Kick
Discussion: MSATs possess all of the abilities of the SATs with the additions of
Shuriken immunity and a Flip Kick
Strategy:  See SAT Soldier

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: MSAT Riot Guard
Class: Human
Description: A soldier encased in a black robotic armor; wields a stun baton 
and a riot shield
Location:  Chapters 4 and 5, 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, Flip Kick
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 along with a Launching Flip Kick.
Strategy:  See MSAT 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: MSAT Grenadier
Class: Human
Description: A soldier encased in blue robotic armor; 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, Flip 
Kick
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 MSAT 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.  They have been upgraded with a throw 
ability as well.
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 Throw, Head Butt, Rolling Rush, Flame Breath
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.  Their Bite is a throw which is 
extremely damaging as well.
Strategy:  Hopefully, you'll have Unlabored Flawlessness most of the time that 
you have to fight these creatures.  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.  Unfortunately, they 
can use their Flame Breath to knock you out of this.  These Fiends 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: Monk Fiend
Class: Undead Fiend
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 and will be accompanied by a Glyph on the floor.  He'll 
twirl his Scythe above his head, and you will instantly be Guard Crushed.  If 
you don't move immediately, you'll be damaged greatly (or killed outright on 
Very Hard).  This is different than the Ritual he casts as there is no floor 
Glyph.  Additionally, they cannot be hit out of either of their Teleportation 
Attacks or the Ritual.  Even if you kill the Fiend, but the Glyph is still on 
the floor, you will still take damage.  Flying Swallow will work on this enemy, 
but they will teleport more than not.

Name: Ghul
Class: Undead Fiend
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.  They are MUCH more aggressive in the Hurricane Pack.
Strategy:  Use the Flails to kill two of them, and then repeatedly perform
Gathering Clouds.

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, counter attack and 
Intercept, you can manage the threat.  They are sometimes accompanied by their 
more evolved brethren.
Strategy:  The Hurricane Pack granted these creatures Guard Breaking ability.  
As such, you can no longer just Counter Attack.  You will have to be very 
active in your defense.  However, if you see a non-Guard Break move coming, 
you should definitely Counter Attack it.  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: Greater 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: shuriken/arrow resistant hide, extreme mobility, burrowing, 2 hit 
Combo, 3 hit Combo, Immolation, Claw Grab, Claw Sweep, horizontal slash, 
Burrow Surprise Throw, Blocking
Discussion: Greater Imps 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 Greater Imps.
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 Infantry
Class: Human
Description: A soldier wearing brownish-green war armor with face mask wielding
an combination automatic rifle/grenade launcher complete with bayonet.
Location:  Chapters 8 and 9, Tairon Under Alert and Military Supply Base
Constitution:  Normal
Difficulty: Formidable
Abilities: Blocking, 2 hit Bayonet Combo, 3 Hit Bayonet Combo, Grenades, 
Bayonet Impale and Detonation, Suppressive Fire, Concentrated Fire, Counter 
Attack, Vertical Bayonet Slash, Trip
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.  Additionally, the HP gave them a 
second, quicker, short range throw.  Lovely.
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, Backflip
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.  It can now charge its fireball while backflipping in the HP.

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: 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: 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: 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

Name: Bast Fiends
Class: Fiend
Description: A feminine, humanoid sized, feline enemy with glyphs covering its
body and face, along with elongated ears
Location:  Many Chapters after Tairon
Constitution:  Normal
Difficulty: Formidable
Abilities: Pounce, Stalk, Throw, Uppercut, Wall Run, Aerial Pounce, Flying 
Swallow
Discussion: They possess the ability of both bipedal and quadruped locomotion.  
They are also able to leap great distances in both a fully extended and pouncing
positions.  They rival Ryu's arsenal of moves and are EXTREMELY difficult to hit
outright.

Name: Ogre Fiends
Class: Fiend
Description: A huge, bipedal reptilian monster that wears a Triceratops mask,
wields a gigantic club and possess five eyes
Location:  Many Chapters after the Caverns
Constitution:  Hardened
Difficulty: Deadly
Abilities: Swing, Scream, Uppercut, Pounce, Charge, 3 Hit combo
Discussion: Their bodies and weapons dwarf Ryu's size, so they possess the 
ability to inflict huge amounts of damage.  If you can kill the creatures w/o
destroying their masks, you are much better off as they become Berserker once
their masks have been destroyed.

Name: Shadow Imp
Class: Humanoid Fiend
Description: A huge, white monstrosity with gigantic talons for appendages,
spike stumps for feet and is adorned with many yellow eyeballs.  It's cranial 
area is composed of a taloned mouth with a single giant eyeball protruding out 
of it.
Location:  Phases 3 through 5
Constitution:  Durable
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, Slide Attack, Slide Trip, Pummel
Discussion: These Fiends are EXTREMELY annoying and have an extremely advanced 
range of techniques.

Name: Mechanized Vigoorian Infantry
Class: Unknown
Description: A soldier wearing brownish-green robotic war armor wielding an 
combination automatic rifle/grenade launcher complete with bayonet.
Location:  Phase 2
Constitution:  Normal
Difficulty: Normal
Abilities: shuriken resistant armor, Blocking, 2 hit Bayonet Combo, 3 Hit 
Bayonet Combo, Grenades, Bayonet Impale and Detonation, Suppressive Fire, 
Concentrated Fire, Counter Attack, Vertical Bayonet Slash, Trip, Defensive 
Bayonet Impale
Discussion: This creature is very similar to the Vigoorian Infantry aside from 
the higher rate of fire, bigger clips and shuriken immunity.

Name: Mechanized Vigoorian Heavy Infantry
Class: Human
Description: A soldier wearing brownish-green robotic war armor wielding a RPG
Location:  Phase 2
Constitution:  Normal
Difficulty: Formidable
Abilities: shuriken resistant armor, RPG Launcher
Discussion: This creature is very similar to the Vigoorian Heavy Infantry aside 
from the EXTREMELY high rate of fire and shuriken immunity.

Name: Vigoorian Berserker
Class: Fiend
Description: A huge, monstrous knight with skeletal armor, clawed feet and 
hands, horned head and a long reptilian tail.  Wields a huge two-handed sword.
Location:  Phase 4
Constitution:  Hardened
Difficulty: Deadly
Abilities: Counter Attack, 2 hit Combo, 3 hit Combo, 4 hit Combo, Flaming Dash, 
Double Flaming Dash, Flaming Ritual, Fireball Volley, Huge Seeker Fireball, 
Berserker Transform, Uppercut, Forest Winds and Mountain Fires, Ultimate 
Technique.
Discussion: This is the most robust enemy in Ninja Gaiden.  Its repertoire 
rivals even Ryu.  To defeat it, it is absolutely necessary to utilize the 
Intercept technique as they Block and Counter Attack almost every regular move 
outright.

Name: Vigoorian Ninja
Class: Human
Description: A ninja dressed in white and purple shozoku with shin guards and 
facemask.  Very reminiscent of Doku's Samurai, possibly even belonging to the 
same army.  Wields a katana and a Windmill Shuriken.
Location:  Phases 1, 3 and 4.
Constitution:  Durable
Difficulty: Formidable
Abilities: extreme Blocking, extreme mobility, Reverse Wind, 2 hit Combo, 3 hit 
Combo, Violent Gale, Windmill Slash, Shark Attack, Windmill Shuriken, Wall 
Running, Helmet Splitter, throw, Backflip
Discussion: This enemy is very well-rounded as well.  It can withstand an 
entire DS UT.  It can interrupt many of Ryu's moves with its extremely annoying 
Windmill Shuriken.

Bosses
------
The HPs adjusted the difficulty of almost every boss, such that cheap 
strategies that were fairly abusable before have been rendered totally useless.

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.  However, he has not updated his videos with 
the HP.

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, horizontal strike, vertical strike, Weapon Lock
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.  He received a bit of an 
aggression upgrade with the HP, but for the most part is unchanged.  He is now 
able to totally negate an ET/UT, and he is very versed with dealing with the 
Lunar and Nunchaku as well.

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.  I can't see any differences in 
this character from the HP.

Name: General Dynamo
Class: Human/Machina
Description: A severely corpulent, cybernetic soldier with a gigantic,
electrical cannon grafted onto his left arm. He is a one-star General as 
evidenced by his lapel markers.
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.  In the HP, he throws out his Electrical Shield a lot 
more, is almost totally Flying Swallow resistant, but still is very defeatable 
using Violent Gale.

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.  The 
Tentacles are almost constantly doing something now in the HP, however, you 
can still stand in front of it and be immune to the Fireballs.

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: shuriken/arrow resistant armor, 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.  You can no longer use shuriken or arrows against this 
creature in the HP.

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).  She didn't appear to gain any new techniques with the HP, but she 
is extremely defensive against Essenceless UT's.

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.  However, in the 
HP, you can no longer simply stand in one place.  It will continually attempt 
to run you over now.  You have to constantly reposition, now.

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.  This encounter 
received no upgrades in the HP.

Name: Inferno Worm
Class: Fauna
Description: A huge worm with rows of fangs and fire control abilities
Location: Chapter 10, The Aqueduct
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.  
Singularly, this creature is not too much of a problem.  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.  Unfortunately, while this creature 
gained the ability to fire the Laser between its own legs, it doesn't use this 
ability when it really should.  If it holes up at the end of the Sanctuary 
where Ryu came in, you can continually Blade of Nirrti it.

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.  In 
the HP, he diversifies his attacks greatly.  However, you can Intercept almost 
everything he does outside of his Haze Straight Slash.  Even the long 5 hit 
Combo is totally Interceptable.

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.  It didn't appear to receive any upgrades in 
the HP in the first fight.  However, when you have to fight it again in the 
Core, you must also put up with a stream of 30 Imp Fiends courtesy of Gogohn.

Name: Inazuma Worm
Class: Fauna
Description: A huge worm with rows of fangs and electrical conductive abilities
Location: Chapter 12, The Caverns
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.

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.  While Smougan will diversify his attacks a 
bit more, he can still not bite you if you stay in the upper left corner of the 
upper-center platform.

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 arguably the most upgraded of all of the enemies 
in the HP.  Her Globe Fireball is now very deadly and extremely fast.  It must 
be Roll Jumped.  She will no longer simply run into Dragon Gleams or Ninpo.  
She can Twirl Dodge every single thing that Ryu can do, and she can charge her 
Globe Fireball whilst Twirling now.  This encounter is as difficult as the 
initial encounter now, as she can cancel every single move that she has into 
a Twirl Dodge.

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.  In the HP, you can no longer repeated Blade of Nirrti and then 
Reverse Wind.  The initial Y in Blade of Nirrti, knocks him away.

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 Wing Dive 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.  
In the HP, he summons Bast Fiends instead of Imp Fiends.  This fight is 
fairly challenging, now.

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 at least 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.  Once 
you destroy the orbs on its chest, you can still maneuver and attack during 
this animation.  Because of this Vigoor will frequently protect them with its 
arms.  In the HP, another series of Lasers were introduced that move in 
opposite directions.  However, it is just as easily defeated due to the fact 
that you can simply Ninpo it to death.

Name: Vigoor's Second Form
Class: Deity
Description: A humongous mountain of skulls and skeletal arms
Location: Chapter 15, The Core
Constitution: 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.  It didn't appear 
to receive any upgrades in the HP.

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: shuriken/arrow resistant hide, MANY Dark Dragon Blade Combos, 
Impalement, Shuriken Toss, Shuriken Shield, Dark Dragon Summon, Torpedo, Toss, 
Helmet Splitter, teleportation, Ninpo resistant Dark Dragon Blade
Discussion: The Dark Disciple received the second most profound upgrade.  You 
can no longer Flying Swallow him at all unless you are trading damage with an 
attack.  This is a difficult fight now.

Name: Shadow Alma
Class: Greater Fiend
Description: A Greater Fiend that resembles Alma with gray skin, black tears, 
huge clawed hands and feet, and a much more prominent set of cranial winglets, 
back spires and forearm talons.
Location: Phase 5
Constitution: Hardened
Difficulty: Deadly
Abilities: 2 hit Combo, 3 hit Combo, Fire Drop, Supreme Firewheel, Meteor Toss, 
Leg Toss, Strafing Run, Divebomb, Flying Swallow
Discussion: This creature is capable of every technique reminiscent of Alma.  
Unfortunately, you must fight Shadow Imps along with this battle.

Name: Shadow Rachel
Class: Greater Fiend
Description: Greenish Feminine form with a tentacle coming out of her right arm 
socket and a clawed hand on her left arm.  She is adorned fanged clothing, and 
her head seems to have been cloven in half with an ornate headdress placed just 
above her mouth.  She is covered in black markings and thorns.  An interesting 
note is that she appears to animate backwards.
Location: Phase 5
Constitution: Hardened
Difficulty: Deadly
Abilities: Tentacle Stab, Tentacle Swing, MANY Combos, Short Dash, Long Dash, 
Double Dash, Tentacle Lash, Talon Slash, Evil Eye, Knee Bash, Lariat, Ground 
Strangle, Tentacle Spin
Discussion: Next to nothing is known about this creature and its motivations.
No Ninpo (not even Inazuma) is effective on it.

--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.

I will add these in time as many of these strategies will no longer work 
in the Hurricane Pack.

--Hurricane Pack 1 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.

--Hurricane Pack 2 Disclaimer--
Hurricane Pack 2 has been released, there are many new as well as upgraded
creatures.  They have been added to this document with appropriate statistics.
Many of the bosses make repeat and TOTALLY unique appearances in Hurricane Pack 
2.  I will outline these differences in further updates.

--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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