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- Kiki Kaikai - Nazo no Kuro Manto (奇々怪界-謎の黒マント-) (aka. Pocky & Rocky)
- Walkthrough / Guide (v1.0)
- Contents
- Game Basics
- Enemy List
- Stage Guide A01
- - Check the Options to adjust the difficulty level (between Easy, Normal,
- and Hard) and key config. There's also a music and sound player.
- - These are the button mappings I use:
- X | Ofuda | Single Ofuda
- LR | Oharai | Purify (ie. Deflect)
- B | Suberikomi | Slide
- A | Jutsu | Special
- Y | Rensha Ofuda | Rapid fire Ofuda
- - The higher the difficulty level the faster the enemies and their
- projectiles are, and a few enemies have more HP (never bosses, though).
- Enemies will still deal the same amount of damage regardless of difficulty
- level.
- - There are two playable characters: Sayo, the miko, and Manuke, the tanuki.
- While they have cosmetic differences, their abilities are technically the
- same aside from the charge attack and Jutsu (neither of which you'll be
- using that much).
- - Your HP is indicated by hearts, with a single heart being 2 HP. Your
- max HP is 8 by default, but increases by 2 for each stage completed, up
- to a maximum of 16. If you get a game over and continue, your max HP
- reverts back to default. Getting hit gives you 0,5 seconds of invincibility.
- - You start with 3 lives, and one-ups are exceedingly rare, with the only
- one apparently being the one found in Stage 1. Continues are infinite.
- When you continue, you restart from the beginning of the stage.
- - Your main weapon is the ofuda shot (or leaf shot for Manuke). There are
- three different shot types: the default one, the Blue Shot, and the Red
- Shot. You can change and level up your shot by picking up the blue or red
- note power ups. If the note matches your current shot type or your shot
- is at Lv0, you'll go up one level. If the note doesn't match your current
- shot type, you'll switch shot types with a one level penalty, down to a
- minimum of Lv1.
- - The ofuda shot has its own HP value - let's call it FP - ranging from
- 0 to 10. FP determines the level of the shot, as seen below. For every
- hit you take, you lose 1 FP (even if you die). Picking up a note will
- always set you to one of the default (D) values.
- - The one exception to FP damage is when you fall into a pit or a body
- of water. This will always bring your shot level down by 1 (ie. from
- 10 to 6, from 9 to 6, from 5 to 2, from 7 to 2, etc.). While your shot
- level will always go down, fall damage can't actually set your FP lower
- than 2 and will set it to 2 even if you're *below* 2. This means you
- can have a Lv0 shot with 2 FP. This changes nothing in practice, however.
- The note power ups bring you up one level, and that's that. Your FP
- doesn't matter.
- FP Lv
- | 0 | 0 |
- | 1 | 1 |
- | 2 |D 1 |
- | 3 | 1 |
- | 4 | 2 |
- | 5 | 2 |
- | 6 |D 2 |
- | 7 | 2 |
- | 8 | 3 |
- | 9 | 3 |
- | 10 |D 3 |
- - The Blue Shot is a spread shot, whereas the Red Shot remains (kind of)
- linear, but (sometimes) deals more damage.
- - Sadly, there's no way to hold direction or hold position when firing.
- - Blue Shot
- Lv1: Alternate between a single, linear shot and a double, angular shot.
- Lv2: Same as Lv1, only with larger projectiles.
- Lv3: Triple shot.
- - Because enemies also have a very brief invincibility period when hit,
- the Blue Shot does *not* directly deal more damage due to the increased
- number of projectiles; scoring multiple hits on a single target with the
- same wave of projectiles does the exact same amount of damage as a single
- hit (16 pod) .As such, the blue shot is about increasing damage indirectly,
- by making it easier to hit targets.
- - The Lv1/2 Blue Shot can indeed give you worse dps than a Lv0 shot, since
- it doesn't have a consistent area of effect.
- - Red Shot
- Lv1: Basically the same as the default Lv0 shot.
- Lv2: Main shot is wider and will produce three secondary shots on impact
- that have 2 tiles of range. One of them flies in the same direction as
- the main shot and two of them fly perpendicular.
- Lv3: Wider shots, with secondary shots having more range (8 tiles) and
- dealing more damage.
- - The enemy's invincibility period limits the Red Shot's effectiveness
- in a similar way as the Blue Shot's. A single wave of secondary shots can
- only damage a specific target once, at most. In many situations, the
- secondary shots won't hit the target at all. It depends on the enemy,
- your positioning and your angle.
- - Red Shot bullets won't dissipate when hitting enemies with 16 or less
- HP, resulting in no secondary shots.
- - One of the little quirks of the game mechanics is shot-canceling,
- which occurs whenever you press a new directional input while firing
- a shot, and causes the shot animation to be canceled. This can result
- in some harm, as it creates gaps and delays in your rapid fire that a
- fast enemy or projectile can take advantage of. If you're aware of it,
- you can try to compensate or avoid it.
- - At the same time, it's possible to use shot-canceling to increase your
- rate of fire by rapidly pressing in a direction with a good rhythm. At
- best, this can double your dps. However, there aren't many situations
- where it's useful, since you generally don't want to get closer to the
- enemy.
- - Oharai is a short range defensive move that is primarily used to block
- or deflect enemy projectiles. It ostensibly covers about 180 degrees in
- your front, but the hit detection can be rather generous at times. While
- it does also deal constant damage, the damage is far too low to make it
- effective on anything but enemies with very low HP by default. Using it
- to finish off enemies brought to low HP isn't really a good idea due to
- how it can trigger respawns (as explained below).
- - You're pushed back a little when hitting stuff with oharai.
- - The staff Sayo uses is called a gohei.
- - Deflected projectiles can technically deal good damage, but they're
- not very likely to hit much, since they fly in varying directions. Most
- projectiles aren't deflected anyway; they just dissipate.
- - You can use oharai to pick up an item that's just a little out of bounds.
- - If you hold down the oharai button for 2,6 seconds, you can do a spinning
- charge attack that lasts for 2,3 seconds. This attack deflects projectiles
- and damages constantly just like oharai, although a fast enemy or projectile
- *can* get through the attack, as it doesn't simply create a constantly
- active "field" around you. You can still use the ofuda shot while charging.
- If you get hit, the charge is lost. Getting hit will also interrupt the
- attack itself. You can also interrupt it yourself with oharai or a slide
- (you also have to press the d-pad in some direction). Sliding while charging
- will pause the charging.
- - Manuke's charge attack turns him into a statue and makes him invincible
- for 5 seconds. For 4 of those 5 seconds, he'll do regular deflect damage
- on contact. There's no way to cancel it.
- - Enemies spawn as a result of a screen position check. To prevent
- respawns and despawn abuse, the game uses a death flag check that needs
- to fail for the enemy to spawn. For most enemies that aren't meant to
- respawn after being killed, the death flag is set when the enemy's dying
- animation is triggered,
- - However, an issue arises when killing enemies with oharai or a charge
- attack. These attacks send the dead enemy flying off, and unless they
- collide with another enemy or certain walls, their dying animation is not
- triggered and their death flag will not be set, all in spite of being
- reduced to 0 HP. What this means is, of course, that the enemy can respawn,
- as demonstrated below. This occurs in all versions.
- https://www.youtube.com/watch?v=w96QQgILaNc
- - Jutsu is a very powerful special attack that can only be used a limited
- number of times. You start with one Jutsu and can have at most three of
- them. Your Jutsu stock remains the same after dying.
- - Sayo's Jutsu involves two full screen shockwaves (16+2 pod) and a cross-
- shaped energy blast (200 pod per hit).
- - Manuke's Jutsu involves a full screen shockwave (1 pod) and eight leaves
- that spin around him and expand outwards (200 pod per hit).
- - Most players use Jutsus to soften up, if not trivialize, bosses, either
- out of convenience or because they would simply be overwhelmed otherwise.
- I would recommend you try to learn to beat the bosses without them.
- - When a character dies and respawns, they create a full screen blast.
- This also happens after fall damage and crush damage.
- - Damage chart:
- Dmg 256 in
- Ofuda - Blue | 16 | 2,1s |
- Ofuda - Red Lv2 | 16+ 8 | 1,5s |
- Red Lv3 | 16+16 | 1,05s|
- Oharai | 4x | 4,3s |
- Charge Attack S | 8x | 2,1s |
- Charge Attack M | 4x | 4,3s |
- Spin Slide | 4x | - |
- Deflected proj. | 32 | - |
- Respawn Blast | 64 | - |
- Komainu | 8x | - |
- Jutsu (Sayo) | 1018-1418 | (16+2+200x)
- Jutsu (Manuke) | 1400-2000 | (1+200x)
- - Suberikomi is an evasive maneuver, where your character quickly slides
- in one direction. It doesn't give you any invincibility, but it's still
- the only way to avoid damage in some situations. Simply pressing the
- suberikomi button is enough to perform a slide; you don't necessarily
- have to press in any direction at the same time.
- - Regrettably, seemingly all official Super Nintendo controllers have
- terrible d-pads that are prone to misinput, mainly unintentional diagonals.
- The game is already challenging enough without having to worry about
- sliding in the wrong direction due to controller issues. As such, I
- highly recommend playing the game in a way that allows you to use a
- DualShock 4 as a controller.
- - If a player is hit by the other player performing a slide in 2P mode,
- they'll be sent on an uncontrollable spinning slide that lasts 4 seconds
- and bounces off walls. During the slide, the character will be in an
- invincible deflect state, but there are some attacks that will ignore
- it. When the slide ends, the character loses 2 HP. If the character has
- less than 3 HP, the spin slide will not occur.
- - Items:
- Score
- Blue Note | 1000 | Blue Shot level +1
- Red Note | 1000 | Red Shot level +1
- Green Ball | 5000 | Gain one Jutsu
- Ocha | 3000 | Heal 4 HP
- Odango | 5000 | Heal all HP
- Omamori | 3000 | Grants a barrier that absorbs 2 hits
- Komainu | - | Lets you ride a komainu for 14 seconds (invincibility)
- Red Ball | - | One Up
- - Items are mostly found in crates (technically hampers). Most crates
- have fixed contents, but some crates have a pool of a few different
- items (mostly Blue Note / Red Note).
- - Destroying a group of Otamas also produces a note.
- - Items despawn after 5 seconds.
- - The Omamori shield's hit box is a bit larger than your character's.
- The shield doesn't carry over to the next level.
- - Hidden in most stages is also an object (with 32 HP) that can be shot
- to spawn one of the Seven Gods of Fortune (Shichifukujin), who will
- drop a few items, as seen below. In stage 2, you'll get Odango instead
- of Ocha. You can't use save states to reroll the god you'll get once
- you've started playing a stage.
- Benzaiten (chick) | Ocha Jutsu Komainu
- Hotei (fat, bald) | Ocha Jutsu Omamori
- Juroujin (old man) | Ocha Jutsu Omamori
- Bishamonten (in armor) | Ocha Red Note Blue Note
- Daikokuten (purple clothes) Ocha Red Note Blue Note
- Ebisu (fisherman) | Ocha Blue Note Red Note
- Fukurokuju (long head) | Ocha Red Note Blue Note
- - Levels allow you to move back in the direction you came from until
- you hit a bend in the path.
- - Each level features a time limit, and running out of time results in
- death. The timer doesn't use seconds, but it's close, with 60 ticks
- being 64 seconds. The timer resets on death. The only stages where you
- might feasibly run out of time are stages 2 and 5.
- - Defeating enemies and picking up superfluous items gives you points.
- However, your score has no bearing on anything. It doesn't give you extra
- lives, and there's not even a high score leaderboard.
- - Upon completing a stage, you receive 10 points for every "second" left
- in the timer and 500 points for every HP left. Consequently, if you use
- tools to lock your HP figure, you'll end up stuck in the post-boss sequence
- unless you turn off the HP lock.
- - I won't be referencing any of the English names, because jelly-filled
- donuts are my favorite.
- - The western versions have altered default resources, as seen below.
- Lives Jutsu
- Easy | 5 | 3 |
- Normal | 3 | 1 |
- Hard | 2 | 0 |
- - They also feature a stage select code: In the character select screen,
- hold X and Y and press AAAA BBBB ABABABAB.
- - The audio sounds kind of different in the NTSC-U/C-version.
- - The PAL-version removes all text from the cutscenes and boss intros.
- - Here are some memory addresses:
- 7E0068 Sayo HP
- 7E0069 Manuke HP
- 7E006A Sayo Lives
- 7E006B Manuke Lives
- 7E0066 Sayo Jutsu
- 7E0067 Manuke Jutsu
- 7E00E4 Sayo Shield
- 7E00E5 Manuke Shield
- 7E00E6 Sayo Shot type (0: Default. 1: Blue. 2: Red)
- 7E00E7 Sayo FP
- 7E00E8 Manuke Shot type
- 7E00E9 Manuke FP
- 7E0FAE Enemy HP
- - 0FAE shows the HP of one of the currently loaded enemies / objects.
- The individual HP figures are found in 1x18/38/58 etc. (eg. the boss
- is always 1F18~9).
- - If you use tools to lock your lives count, don't forget to disable
- it if you switch to the other playable character. Otherwise, a second
- player will spawn after the first stage.
- - While I consider NKM easily the best installment in the series thanks
- to its tight, blood-pumping action combined with a reasonable challenge,
- I do encourage you to check out the other installments, as seen below.
- 1 | 1986 | Kiki Kaikai (ARC)
- 2 | 1992 | Kiki Kaikai - Nazo no Kuro Manto (Snes)
- 3 | 1994 | Kiki Kaikai - Tsukiyo Soushi (Snes)
- 4 | 2008 | Yukinko Daisenpuu (PS2/PS4)
- 5 | 2022 | Kiki Kaikai - Kuro Manto no Nazo (PS4)
- - The original Arcade version of Kiki Kaikai has never been re-released
- with anything that mitigates the brutal difficulty. You can get it on
- the PS2 and PS4, but I wouldn't bother. Should you settle for one of
- the inferior console ports then? I don't know. It's your call.
- - Sadly, and somewhat ironically, of all the sequels, I find the 2022
- Kuro Manto to be the most underwhelming.
- --------------------------------------------------------------------------
- Enemy List
- Stage 1 - Osowareta Jinja
- HP Dmg
- Easy Norm. Hard a b Score
- Crate | 2 | 2 | 2 | - | - | 400 | Dmg a: Contact
- 7G | 32 | 32 | 32 | - | - | 7000 | Dmg b: Projectile
- Otama | 2 | 2 | 2 | 1 | - | 100 |
- - A youkai that assumes the form of a ball of fire. They appear in
- groups, and destroying the entire group produces a note power up. In
- some cases, the whole group will respawn if you fail to take out all
- of them.
- - The one enemy that appears in every stage.
- Pukapuka | 2 | 2 | 2 | 1 | - | 100 |
- - A little, ghost-like youkai. They move slowly in a cardinal direction
- and will speed up (and possibly turn once) if you're cardinally aligned.
- Matasaburou | 1 | 1 | 1 | 1 | - | 300 |
- - A youkai that assumes the form of a gust of wind. They swoop in from
- the grove. They're quite unpredictable, so you need to stay sharp and
- be ready to shoot diagonally to intercept them.
- Bakeuri | 2 | 2 | 2 | 1 | - | 30 |
- - A youkai that assumes the form of a melon, because, why not? They
- shoot out of a well in rapid succession. There's no end to them, so
- just try to get past the well quickly.
- - Sometimes, one of the melons will be red in color. Destroying it
- produces a note power up.
- Kasabee a | 2 | 2 | 2 | 1 | - | 300 |
- Kasabee b | 4 | 4 | 32 | 1 | - | 300 |
- Kasabee c | 4 | 4 | 4 | 1 | - | 300 |
- - A Kasabake, a youkai that assumes the form of an umbrella. It hops
- around and tries to bodyslam you.
- Share Koueihei a | 32 | 32 | 96 | 2 | 1 | 500 |
- Share Koueihei b | 32 | 32 | 32 | 2 | 1 | 500 |
- - A skeleton that chases you and throws bones at you. They'll also release
- a bone shot on death if you're not that close to them. If there's space,
- you can move out of the way instead of deflecting it. And watch out for
- bones they throw while off-screen.
- - Variant b rises up from the ground.
- - On Easy, they don't throw any bones except possibly when dying.
- - Deflecting any projectile is worth 10 points.
- Hashiridai | 2 | 2 | 2 | 1 | - | 100 |
- - A youkai that assumes the form of a sea bream with legs. They jump onto
- land from a body of water and start jumping around. Reel them in and put
- them in your backpack to... No, wait. Wrong game.
- Daruma Sayuueimon| 256 | 256 | 256 | 1 | - | 1000 |
- Kodaruma | 4 | 4 | 48 | 1 | - | 100 |
- - A youkai that assumes the form of a Daruma doll. It hops sideways while
- sending out Kodarumas that charge forward (and simply disappear off-screen
- if not defeated). If you get behind them as they spawn, they can't do
- anything to you.
- Baketourou | 96 | 128 | 192 | 1 | - | 500 |
- - A youkai that assumes the form of a tourou, ie. a stone lantern. They sit
- still and do nothing until attacked, at which point they start chasing you.
- This is one of the few enemies you can get rid of by despawning them. They'll
- even despawn right in front of your eyes if you lead them away too far.
- Ichidou a | 32 | 64 | 64 | 2 | - | 300 |
- Ichidou b | 32 | 64 | 64 | 1 | - | 300 |
- - A hitotsumekozou who only moves in cardinal directions and can't turn
- when moving vertically (except when turning around on hitting a wall).
- The ones that spawn moving horizontally will turn once when aligned with
- you. When moving vertically, they attack by trying to jump on you. You
- can go under them while they're in the air.
- - No visible difference between a and b.
- Zuzu | 2048 | | 4 | 2 | 10k |
- - The boss of Stage 1. An azukiarai.
- - Bosses are discussed in detail in the stage guide.
- Stage 2 - Konran no Mori
- Ukizaru | 2 | 2 | 2 | 1 | - | 100 |
- - A monkey youkai that climbs down from a tree, jumps twice, then charges
- at you in a straight line. Only one tree can act as their spawn point at
- a given time. If you have to get close to one of these trees, use oharai
- on any monkeys that spawn right in your position. That way, even if it
- looks like they're going to land right on top of you, you should be fine.
- Ogei-chan | 256 | 256 | 256 | 2 | 1 | 500 |
- - A rokurokubi that hides in a hexagonal hut and sticks her head out in
- a cardinal direction to attack by launching a fireball. After getting
- attacked and retreating back inside the hut, she'll launch 7 fireballs
- in a ~180d spread. The enemy will respawn if you return to the hut after
- it goes off-screen, but there's really no reason to do that.
- Karaten a | 64 | 96 | 96 | 2 | 1 | 800 |
- - A tengu who circles around you and occasionally stops to throw a
- projectile at you (two on Hard). After attacking three times (which
- usually takes 12-14 seconds), they fly away. They're mainly a concern
- when there are more than one of them. They're pushed back when you hit
- them, so you tend to get the most hits when shooting diagonally.
- Nyoki a | 96 | 128 | 160 | 2 | - | 400 |
- Nyoki b | 16 | 16 | 16 | 1 | - | 100 |
- - A youkai that assumes the form of a bamboo shoot. Variant a does
- nothing but sit still and (possibly) block your path. Variant b chases
- you underground and then pops up.
- Maruyakenyuudou a/b | 1024 | | 4 | 1 | 3000 |
- - A hitotsumenyuudou that moves sideways and attacks by breathing fire.
- Essentially a mini-boss, since you have to defeat him to proceed.
- - When playing above Easy, there will also be three Ukizarus that pop up
- periodically and do their usual thing.
- - Unlike a, variant b can move in all cardinal directions, so try not to
- get bulldozed. At least there aren't any monkeys.
- Sennindake | 1792 | | 2 | - | 5000 |
- Sennindake - Arm (x2) | 512 | | 1 | 1 | 500 |
- Nyoki c | 64 | 96 | 128 | 1 | - | 200 |
- - The first mid-boss of Stage 2. A bamboo youkai.
- Karaten b | 8 | 8 | 8 | 1 | 1 | 200 |
- - A tengu who sends a few projectiles while staying in place then flies off.
- Saratarou | 16 | 16 | 16 | - | 1 | 300 |
- - A kappa who pops up from the river and throws a saucer at you. Your
- shots can destroy the saucer.
- Kawatarou a | 128 | 128 | 128 |(4)| - | 500 |
- - A kappa who jumps on your raft and tries to pull you "up" into the
- water. They do no contact damage, but falling into the water does 4 pod.
- Their HP is set to 128 when they grab you, essentially healing them from
- any damage they might've received. You can get grabbed by multiple ones,
- which will increase the force of their pull. With just one, you can still
- move in the opposite direction. With two, you can only cancel out the
- force. With three, you can't stop the pull anymore. You can only slow
- it down a bit.
- - On Hard, they jump twice when they board the raft.
- Abukugani | 2 | 2 | 2 | 1 | - | 100 |
- - A crab youkai that falls on your raft after floating in a bubble.
- Once on the raft, they'll soon charge at you.
- Kappamaru | 2048 | | - | 2 | 7000 |
- - The second mid-boss of Stage 2. A kappa leader who attacks from his
- own raft by throwing bombs at you, all the while you're also constantly
- attacked by Kawatarou b's and Abukuganis.
- Kawatarou b | 48 | 48 | 48 |(4)| - | 500 |
- - These ones appear while fighting Kappamaru. While they start with
- less health, they'll also be set to 128 HP if they grab you.
- Snake Kraken | 1280 | | - | 2 | 20k |
- Snake a/b/c/d | 64x| | - | 1 | - |
- - The boss of Stage 2.
- Stage 3 - Gaijinbochi no Himitsu
- Zombie a | 32 | 32 | 48 | 2 | - | 300 |
- Zombie b (blue) | 32 | 32 | 48 | 2 | - | 500 |
- - A zombie that rises from a random spot on the ground and chases you.
- The blue ones are fixed and move along a fixed path.
- Jack P | 256 | 256 | 256 | 2 | 1 | 1000 |
- - A Jack-o'-Lantern that moves just slightly while shooting projectiles
- one at a time in a three-way spread Each one shoots in a fixed direction,
- so it's generally easy to avoid the shots.
- Mini-Vampire a | 4 | 4 | 4 | 1 | - | 50 |
- Mini-Vampire b | 4 | 4 | 4 | 1 | 1 | 100 |
- Mini-Vampire c | 2 | 2 | 2 | 1 | - | 100 |
- Mini-Vampire d | 16 | 16 | 16 | 1 | - | 400 |
- - A bat enemy.
- - A: Spawns endlessly and moves along a fixed path.
- - B: Appears quickly, then stays in place while shooting projectiles at
- a slow pace. They release one shot upon being defeated.
- - D: These appear from a crate and swarm you.
- Skull Bishop 1 | 1281 | | 2 |1/2/0| - |
- - The first mid-boss of Stage 3 and also the main boss. An undead high
- priest.
- Bota Slime a | 128 | 128 | 128 | 2 | 2 | 800 |
- Bota Slime b | 128 | 128 | 192 | 2 | 2 | 800 |
- - An immobile slime monster that shoots blobs of slime at you. The blob
- does no damage on contact, but instead sticks to you and blows up after
- 1 second. You can shake it off with oharai (but not with a charge attack).
- Joker a | 256 | 256 | 256 | 2 | 1 | 1000 |
- Joker b | 96 | 96 | 96 | 2 | 1 | 1000 |
- - A jester monster that teleports all over the place and appears only
- briefly to launch an attack that shoots 8 projectiles in a 360 spread
- (can't deflect).
- - B has less HP than a, but will recover all HP when they phase out.
- Ma Djinn | 1536 | | 2 |2/1| 5000 |
- Shield Cloud | 256 | | 1 | - | - |
- - The second mid-boss of Stage 3. A djinni, or genie.
- Dokurock a | - | - | - | 2 | - | - |
- - A hovering rock in the shape of a skull that slams the ground periodically.
- - They're generally impervious to all damage, but there's a bug that allows
- you to damage them with a full screen shockwave if there are other enemies
- present at the same time. Mind you, they've got 65 280 HP, so it doesn't
- really mean anything in practice.
- Skull Bishop 2 | 1665 | | 2 |1/2/0| 20k |
- Stage 4 - Oozora no Gekisen
- Baribaaru | 256 | 320 | 384 | 4 | 1 | 1000 |
- - A youkai that assumes the form of a cloud. They block your path on
- rope bridges with lightning. They move sideways and shoot out two bolts
- of lightning at a time. The sharp angle of the bolts combined with the
- limited space on the bridge and the potential presence of other enemies
- makes it rather difficult to avoid getting hit. You *can* use the
- invincibility from a hit to just slide through the lightning, but it
- would be preferable to avoid damage altogether.
- Fuu | 16 | 16 | 16 | 2 | - | - |
- - A youkai that assumes the form of a whirlwind. They appear in fixed
- spots. They take a moment to form and then quickly charge at you. If
- you don't destroy them, they'll reappear in about 1,2 seconds after
- going off-screen. If you do destroy one, it'll respawn after ab. 4,5s
- (+/-2s on Easy/Hard).
- Mini Vampire e | 4 | 4 | 4 | 1 | 1 | 50 |
- Mini Vampire f | 2 | 2 | 2 | 1 | 1 | 100 |
- - E: Same as a, but can also shoot projectiles at you in certain spots.
- - F: Same as b, but with less HP (no real difference in practice).
- Dokurock b | - | - | - | 2 | - | - |
- - A rock in the shape of a skull. These come bouncing down the mountainside.
- Joker b | 96 | 96 | 96 | 2 | 1 | 1000 |
- Captain Hige a |32512|32512|32512| 2 | 1 | - |
- Captain Hige b/c | 512 | 512 | 512 | - |2/1| 1000 |
- Captain Hige d | 256 | 256 | 256 | 2 | 1 | 2000 |
- - The captain of the airship. Somewhat of a mid-boss, he makes four
- appearances throughout the ship. The first one is at the very beginning,
- and you probably shouldn't waste time attacking him given his less-than-
- modest HP figure. He throws six bombs in front of him then flies off.
- - While it's possible to defeat variant a by messing with the RAM,
- nothing special happens. He just goes down and you get 1000 points.
- - The b and c encounters have him trying to align himself with you and
- hit you with a chain flail. Attacking him after the flail attack will
- prompt him to retreat briefly while throwing a bomb at you. He may or
- may not hover downward when preparing for the chain attack. If he doesn't,
- you don't have to move to avoid the attack.
- - The last encounter (d) is just before the boss. He'll throw bombs
- around him one at a time.
- Devil Face 1 | 384 | 384 | 384 | - | 1 | 1000 |
- - An animated sculpture that launches two fireball spreadshots, first
- one with five shots, second one with four shots (can't deflect). Repeat
- after a pause. You can safely attack them from the side so long as you
- press against the northern wall right next to them.
- Orb Gate | 192 | 192 | 192 | - | - | 400 |
- - Just a gate that blocks your path.
- Hige Sniper a | 128 | 160 | 192 | 2 | 1 | 200 |
- Hige Sniper b | 128 | 160 | 192 | 2 | 1 | 300 |
- Hige Sniper c | 128 | 160 | 192 | 2 | 1 | 400 |
- - An immobile pig youkai that attacks with a gun. Variant a uses a rifle
- that simply shoots forward with a low rate of fire. B uses an automatic
- rifle with a high rate of fire. C has a shotgun that fires a 3-round spread.
- Hige Jumper | 96 | 96 | 96 | 2 | - | 400 |
- - A pig youkai that tries to jump on you once, then bails.
- Harpyt | 2048 | | 2 | 1 | 20k |
- - The boss of stage 4. A harpy.
- Stage 5 - Machiukeru Wana
- Gate | 256 | 256 | 256 | - | - | 1000 |
- Barrel | 136 | 136 | 136 | 1 | 2 | - |
- - An explosive barrel that detonates if you get too close or if you deal
- enough damage.
- Rouban a (green) | 64 | 96 | 128 | 2 | 1 | 200 |
- - A prison guard wearing green. It moves in on you while attacking with
- throwing knives (cardinal directions only).
- Rouban b (red) | 128 | 128 | 128 | 2 | - | 400 |
- - A prison guard wearing red. It stays in place while tossing out barrels.
- Thrown Barrel | 256 | 256 | 256 | 2 | - | 0 |
- Canterror | 64x| 64x| 64x| - | 1 | - |
- - A lantern that sends out homing flames that you have to deflect. You
- can knock it out for 372/1 seconds (E/N/H), but can't kill it.
- - This enemy is much easier to handle in the western versions, as they
- made it so any amount of damage will knock them out.
- Dokurock c | - | - | - | - | 1 | - |
- - A skull ornament crafted onto a wall. It shoots four laser shots from
- its eyes when you get close. There are usually two of them in a row.
- You'll want to quickly get close enough to trigger both skulls so that
- they're roughly synched, then walk or slide through the gap between
- the cycles. You can also get by if you slide just as you trigger the
- first skull.
- Rouban c (blue) | 96 | 96 | 96 | 2 | 1 | 400 |
- - A prison guard wearing blue. It moves sideways and throws knives at
- you if vertically aligned. It uses a melee attack instead if you're too
- close horizontally.
- One-Hand | 64 | 64 | 64 | 2 | - | 200 |
- - A hand that drops down from above and chases you while moving in
- cardinal directions. They speed up once they're aligned with you. Can
- be "killed" by despawning them.
- Devil Face 2 | 256 | 256 | 256 | 2 | 2 | 1000 |
- - A Devil Face that shoots a long flame in a cardinal direction. The
- flame then slowly bends in your direction (fast on Hard, not at all on
- Easy). Careful not to walk straight into their line of fire. If you can't
- quite remember where they appear, take it slow, since you can see a bit
- of them before they attack.
- Pukapuka Strong | 64 | 64 | 64 | 2 | - | 400 |
- - An enhanced Pukapuka that spawns infinitely from a machine. They fly
- around for a while, possibly bodyslamming you in the process, then charge
- at you. Best to take them out as soon as they come out.
- Mechashare Koueihei 64 | 64 | 64 | - | 1 | 200 |
- - An enhanced Koueihei (kind of, not really). They sit on a wall and
- (fruitlessly) try to attack you when you get close. You can only hit
- them when they're attacking.
- Tekkyuu | - | - | - | 2 | - | - |
- - A huge iron ball with spikes that rolls down a linear path. Contact
- is not recommended. You can actually slide through them with a well-
- timed slide, as if the slide had i-frames, which it certainly does not
- in any other situation.
- Dr. Lee | 2049 | | 1 | 1 | 20k |
- Black Bat | 32 | 32 | 32 | 2 | - | 50 |
- - The boss of Stage 5. A vampire who can turn into a giant bat.
- Stage 6 - Kessen! Kuro Manto
- Zabaon | 64 | 64 | 64 | 2 | 1 | 400 |
- - A mage that shoots three projectiles at you, then pauses for a while
- before shooting again. If you see them coming, it's probably better to
- avoid the attack by moving left or right instead of deflecting. They'll
- attack you off-screen if you spawn them, but then don't move forward.
- You could avoid that if you knew their spawn triggers, but it's hardly
- easy to learn those, because of how simple and repetitive the level is.
- Armor Guard | 48 | 48 | 48 | 2 | - | 200 |
- - An animated suit of armor that moves forward with some lateral movement.
- They mostly spawn from the left and right sides. They're mainly of concern
- when combined with the other enemies.
- Mad Spider | 96 | 96 | 96 | 4 | 1 | 800 |
- - A spider that moves sideways and shoots a laser at you when you're in
- their line of sight. The lasers expand to become balls after traveling
- some distance. The spiders become agitated when attacked, causing them
- to move more quickly for a moment and shoot four lasers. It's best to
- stay near the middle and attack them just as you're coming into their
- line of sight. You can avoid agitating them if you hit them with very
- precise timing, but there's no need to try and aim for that.
- Cerberus | 320 | 320 | 320 | 4 | 2 | 2000 |
- - A large, demonic hound. It hops sideways between three different lanes
- and breathes fire at you when on the same lane. There are no safe spots
- at all, so you just have to keep hopping between lanes. It's easy to get
- hit when they first pop up, so try to be prepared. Maybe move up on the
- left or right side to get a little more time to react.
- Dark Freed | 2560 | | 1 |1/2| 10k |
- - The warm-up boss to the final boss. A giant suit of armor that has
- come to life through magic.
- Gargoyle Statue | 640 | | - | 1 | 8000 |
- - A statue that protects Kuro Manto and shoots fireballs.
- Kuro Manto | 4096 | | 2 | 1 | 40k |
- - The final boss. A powerful mage who wears a black cloak.
- --------------------------------------------------------------------------
- Stage Guide A01
- - I've divided each stage by the number of "screens" it has, and then
- listed the enemies and objects on a screen-by-screen basis. Further
- information about a specific screen will be provided when deemed
- necessary.
- - For the two auto-scrolling sections, I've listed the enemies and
- objects according to timestamps.
- -----------------------------
- | Stage 1 - Osowareta Jinja |
- -----------------------------
- HP Dmg 300 T
- Enemies: Easy Norm. Hard a b
- Crate | 2 | | - | - |
- 7G | 32 | | - | - | Dmg a: Contact
- Otama | 2 | | 1 | - | Dmg b: Projectile
- Pukapuka | 2 | | 1 | - |
- Matasaburou | 1 | | 1 | - |
- Bakeuri | 2 | | 1 | - |
- Kasabee a | 2 | | 1 | - |
- Kasabee b | 4 | 4 | 32 | 1 | - |
- Kasabee c | 4 | | 1 | - |
- Share Koueihei a | 32 | 32 | 96 | 2 | 1 |
- Share Koueihei b | 32 | | 2 | 1 |
- Hashiridai | 2 | | 1 | - |
- Daruma Sayuueimon | 256 | | 1 | - |
- Kodaruma | 4 | 4 | 48 | 1 | - |
- Baketourou | 96 | 128 | 192 | 1 | - |
- Ichidou a | 32 | 64 | 64 | 2 | - |
- Ichidou b | 32 | 64 | 64 | 1 | - |
- Map
- | 8
- | 7
- | 6
- | 5
- | 4 C
- | 3
- | 2
- | 1
- 6 |------
- 5 |123456
- 4 | B
- A 3 |
- 2 |
- 1 |
- A1 | -
- A2 | 6x Otama (Blue Note), 3x Pukapuka
- A3 | 3x Otama (Red Note), 3x Pukapuka, 3x Otama (Red N), 4x Pukapuka
- A4 | Crate (Omamori), 3x Otama (Blue N), 4+3x Pukapuka, nx Matasaburou
- A5 | nx Bakeuri, nx Matasaburou
- A6 | 4x Kasabee a, nx Matasaburou
- B1 | Crate (Koueihei), nx Kasabee b
- B2 | 2x Share Koueihei a
- B3 | 3x Share Koueihei a, nx Ashiridai, Frog (7G)
- B4 | 4x Share Koueihei a, nx Ashiridai, 2x Kasabee c
- B5 | 5x Share Koueihei b, 2x Kasabee c
- B6 | Daruma Sayuueimon, nx Kodaruma, Crate (Odango)
- - Start getting used to pulling out a quick deflect mid-fire. An
- absolutely vital skill. You did change the button settings, right?
- - B3: Hit the frog on the plant to reveal one of the Shichifukujin. If
- you happen to get the Komainu power up, make sure you reach the Daruma
- before the time's up. Otherwise, you'll have to contend with respawned
- skeletons.
- - B5: There's a bend in the path. If you just follow the path, you'll
- be surrounded by four skeletons. Instead, push against the second
- vertical wall to trigger the spawn from a safer position.
- - B6: If you get to the top of the screen before it spawns, you can
- just shoot the Daruma in the back. This might cause the crate to have
- no attack hitbox (if you move too far north), but you can still destroy
- it by pushing it.
- C1 | 6x Otama (Blue Note), 2x Baketourou
- C2 | 3x Pukapuka, Ichidou a, Daruma, 2x Baketourou, 6x Otama (Red N)
- C3 | nx Pukapuka, nx Bakeuri, Crate (Omamori)
- C4 | nx2x Ichidou b, nx Ashiridai, Crate (Jutsu)
- C5 | nx2x Ichidou b, nx Ashiridai, 3+3+2x Pukapuka, Ichidou a+b
- C6 | 2x Ichidou b, nx2x Bakeuri
- C7 | Crate (Odango), Crate (Omamori / Blue N / Red N), Ichidou b
- C8 | Zuzu (boss)
- - C3: With the crate right next to the well, it's a little tricky to
- grab it without taking a hit. While there are pauses between the melon
- cycles, they can be very short and difficult to predict. You can just
- use the pause between individual melons if your timing is good enough.
- Either way, you shouldn't stand around for too long because of the
- Pukapukas. Of course, if your previous shield is still up, you can just
- ignore it.
- - C4-C6: This is the toughest part of the level thanks to the infinite
- respawns. Since there's a full heal at the end, you don't have to worry
- too much about it.
- - The infinite Ichidous come from the left and right sides just before
- the bridge and right after the bridge. Take out the first two before
- getting on the bridge. Avoiding the Ashiridais on the bridge is fairly
- difficult. Try to take them out quickly. The crate with the Jutsu spawns
- when you're halfway across the bridge. If you're not using Jutsus, you
- can ignore it.
- - After the bridge, you can either slowly take out the fixed Ichidous
- while avoiding the infinite Ichidous or you can blast your way through
- the middle. If you don't have any of the infinite Ichidous behind you,
- you can briefly stop to make sure you get the fixed ones. If you do have
- them behind you, you may not be able to take out the ones ahead of you
- in which case you'll need to go below them when they jump.
- - So long as you're in the middle, you can pass the two wells safely.
- There will be one last Ichidou straight ahead of you. If there's no
- one behind, you can easily take him out. Otherwise, you may need to
- step aside but not too much or you'll hit a melon.
- - Here are a couple of videos for reference. It really doesn't have to
- be that precise, though. As long as you don't die, you're okay.
- https://www.youtube.com/watch?v=lu5pidmL46Q
- https://www.youtube.com/watch?v=ZT7BtRDn2dk
- Zuzu | 2048 | | 4 | 2 | 10k |
- - C8: The first boss shouldn't be much of an issue. Zuzu sticks to the
- top of the screen while slowly moving sideways. He has three attacks:
- 1, a bean toss, 2, a machine gun bean spit, and 3, a roll attack.
- - The bean toss is quite fast, so be ready to deflect.
- - The bean spit requires you to deflect in rapid succession. You can
- get some very nice damage from the deflected beans if you're diagonally
- aligned with the boss and facing north.
- - The roll attack homes in on you a bit, but you can easily avoid it
- even without sliding so long as you don't trap yourself against a wall.
- He only uses the attack when you're vertically aligned.
- - Flashes when below 256 HP.
- ----------------------------
- | Stage 2 - Konran no Mori |
- ----------------------------
- HP Dmg 500 T
- Enemies: Easy Norm. Hard a b
- Ukizaru | 2 | | 1 | - |
- Ogei-chan | 256 | | 2 | 1 |
- Karaten a | 64 | 96 | 96 | 2 | 1 |
- Nyoki a | 96 | 128 | 160 | 2 | - |
- Nyoki b | 16 | | 1 | - |
- Maruyakenyuudou a/b | 1024 | | 4 | 1 |
- Karaten b | 8 | | 1 | 1 |
- Saratarou | 16 | | - | 1 |
- Kawatarou a | 128 | |(4)| - |
- Abukugani | 2 | | 1 | - |
- Kawatarou b | 48 | |(4)| - |
- Map
- E
- ---------------
- 8 |
- 7 |
- 6 |
- D 5 |
- 4 |
- 3 | C
- 2 |4321
- 1 |----
- | 5
- | 4
- | 3 B
- | 2
- ----| 1
- 1234
- A
- A1 | 6x Otama (Blue N)
- A2 | nx Ukizaru, Crate (Red N)
- A3 | nx Ukizaru, Ogei-chan
- A4+| nx Ukizaru, Crate (Blue N), Crate (Red N), Ogei-chan
- - A3: The combination of an Ogei-chan and infinitely respawning monkeys
- puts you in a bit of a tight spot, made worse if you don't have a high
- level shot. You don't have to worry about the Ogei-chan's normal fireballs
- if you stay on the south side, since she stretches just enough off-screen
- for the fireball to despawn. If you pass the hut without killing her, she'll
- try to launch fireballs at you from the right side to no success, as her
- shots will be blocked by a tree.
- - A4: You can avoid the second Ogei-chan's normal fireballs the same way
- as the first one's, but the problem is this time there's a tree on the
- south side as well as a crate with a Red Note you'll want to despawn if
- you're using the Blue Shot. You should still stay on the south side and
- try to get close to the hut while doing your best to fend off the monkeys.
- Once you're close enough to the hut to make the next tree visible, the
- spawn point shifts to that tree and you can take out the ogei-chan much
- more easily. Try not to open the northern crate with the Blue Note until
- afterwards, in case you need it.
- - Again, if you pass the hut without killing the Ogei-chan, she'll try
- to attack from the right side, but that won't be an issue so long as you
- keep moving.
- B1 | Karaten a, 5x Nyoki a
- B2 | Crate (Ocha), Ogei-chan
- B3 | 3x Nyoki a, Karaten a
- B4 | Ogei-chan
- B5+| Maruyakenyuudou a
- - B3: Take care of the Karaten before you get closer to the next Ogei-chan.
- C1 | nx Nyoki b, 5x Otama (Blue N), Crate (Ocha)
- C2 | nx Nyoki b, nx Ukizaru
- C3 | nx Nyoki b, Crate (Red N), Crate (3x Ukizaru), 2x Nyoki a
- C4 | nx Nyoki b, nx Ukizaru, 5x Nyoki a
- - C1~4: A tricky segment. You have to keep moving to avoid the Nyoki b's,
- but simply moving left constantly isn't necessarily enough, as they might
- come from ahead of you.
- - C3: The two lone Nyoki a's spawn in front of you on the same horizontal
- position, the first one right before the crates, the other one soon after
- the crates. Don't bother killing them. If you're using the Blue Shot, you
- can just ignore the crates. Stay on the south side to avoid the upcoming
- monkeys.
- - C4: You'll get blocked off by Nyoki a's. You have to take out at least
- one of them.
- D1 | nx2x Karaten a, Crate (Jutsu)
- D2 | Crate (Omamori / Ocha) Crate (Blue N / Red N)
- D3 | Sennindake (mid-boss)(Odango, Blue N, Red N)
- - D1: Don't try to kill the Karatens here, since they'll just respawn.
- Maybe try to get a few hits in as they spawn.
- HP Dmg
- Sennindake | 1792 | | 2 | - |
- Sennindake - Arm (x2) | 512 | | 1 | 1 |
- Nyoki c | 64 | 96 | 128 | 1 | - |
- - D3: The boss is completely immobile and attacks you by summoning Nyoki
- c's and by throwing leaves at you with its arms..The arms can be destroyed,
- but it's hardly necessary. The Nyokis hop at you slowly by default, but
- pick up the pace briefly when you hit them or hit the boss (not the arms).
- - Flashes when below 512 HP.
- - Upon its defeat, the boss leaves behind a few goodies, but they despawn
- quickly, so snooze it and you lose it.
- D4 | nx3x Karaten a
- D5 | Crate (Blue N / Red N), 2x Nyoki a
- D6 | Crate (Blue N / Red N), 4x Nyoki a, 2x Karaten b
- D7 | 2x Nyoki a, Karaten b
- D8 | Maruyakenyuudou b, Crate (Odango)
- - D4: The Karatens spawn right next to you, to your left, right and
- behind you when you're on the destroyed bamboos. Move straight forward
- or you'll take a body hit. Try to get a few shots on one of them just
- as they spawn. Afterwards, shoot (mostly) diagonally from either lower
- corner and be ready to deflect. Don't go back to the destroyed bamboos
- or they'll respawn.
- - Don't waste time killing all the Nyokis. You need to get on the raft
- before the timer goes below 210. Killing the cyclops shouldn't take more
- than 20 ticks.
- - The rest of the level is an auto-scrolling segment that takes place on
- a raft. Fall into the water and you take 4 pod and your shot levels down.
- - At most, four Kawatarous can spawn at the same time.
- E0:00 | nx Saratarou
- 0:05 | Kawatarou
- 0:09 | Kawatarou
- 0:14 | Kawatarou
- 0:18 | Kawatarou
- 0:22 |(Kawatarou)
- 0:26 |(Kawatarou)
- 0:30 |(Kawatarou)
- 0:34 |(Kawatarou)
- 0:45 | 10x Abukugani
- 0:55 | Kappamaru (mid-boss)(7G), nx Kawatarou b
- 1:13 | nx Abukugani
- 1:53 | Snake Kraken (boss)
- - You have about a minute to take down Kappamaru, but I wouldn't consider
- it a high priority. You can use oharai to get rid of the bombs, but not
- when they're in the air (including when they bounce).
- HP Dmg
- Kappamaru | 2048 | | - | 2 |
- Snake Kraken | 1280 | | - | 2 |
- Snake a/b/c/d | 64x| | - | 1 |
- - The Kraken is submerged most of the time at first, but starts popping
- up more frequently as the battle goes on. Whenever he pops up, he'll do
- a water blast attack that slowly closes in on you. You can only do at
- most 128 pod during one of these cycles, and doing so is indeed the only
- way to interrupt and avoid his attack.
- - Then you've got the snakes. They appear in random spots on the left and
- right (at most two at a time) and shoot a 3 fireball spread at you. Deal
- 64 pod to knock one out and prevent the attack (if you're fast enough).
- Their hitbox is mostly limited to their head.
- - Flashes when below 512 HP.
- ------------------------------------
- | Stage 3 - Gaijinbochi no Himitsu |
- ------------------------------------
- HP Dmg 500 T
- Enemies: Easy Norm. Hard a b
- Zombie a | 32 | 32 | 48 | 2 | - |
- Zombie b | 32 | 32 | 48 | 2 | - |
- Jack P | 256 | | 2 | 1 |
- Mini-Vampire a | 4 | | 1 | - |
- Mini-Vampire b | 4 | | 1 | 1 |
- Mini-Vampire c | 2 | | 1 | - |
- Mini-Vampire d | 16 | | 1 | - |
- Bota Slime a | 128 | | 2 | 2 |
- Bota Slime b | 128 | 128 | 192 | 2 | 2 |
- Joker a | 256 | | 2 | 1 |
- Joker b | 96 | | 2 | 1 |
- Dokurock a | - | | 2 | - |
- Map
- 15 |
- 14 |
- 13 |
- 9 | 12 |
- 8 | 11 |
- 7 | 10 |
- 6 | B2 9 |
- A 5 | C 8 |
- 4 | B1 7 |
- 3 | 6 |
- 2 | 5 |
- 1 | 4 |
- 3 |
- 2 |
- 1 |
- A1 | -
- A2 | 4x Otama (Red N), 4x Otama (Blue N)
- A3 | Jack P, nx Zombie a, Crate (Blue N / Red N)
- A4 | Jack P
- A5 | Jack P, nx2x4x Mini-Vampire a, Grave (7G)
- A6 | 2x Mini-Vampire b, 2x Zombie b, nx Zombie a
- A7 | nx Zombie a, 3x Zombie b, Crate (Omamori), Crate (Blue N / Red N),
- nx5x Mini-Vampire a
- A8 | Jack P, 6x Mini-Vampire b
- A9 | Skull Bishop 1 (mid-boss)
- - I'd go with the Blue Shot. Makes B1 a bit less tough (if you can manage
- to keep the level up).
- - A7: A pretty tough section thanks to the tight spaces and randomness.
- You need to take the left path to proceed, but there's an Omamori in the
- middle that's a bit risky to get, but would really help avoid FP damage
- when fighting the boss (*if* you don't lose the shield before the boss).
- Furthermore, it makes it easier to get through on the left side, as it
- creates a pause in the bat spawning and allows you to take out the last
- blue zombie, who might otherwise slow you down.
- - Right, so, go in from the right and quickly take out the blue zombie
- going down the left path as you're grabbing the Omamori (usually the
- zombie won't respawn even if you don't kill it, but it's best not to
- risk it). If you hit the crate with the note on the other side, you can
- grab it with oharai. Go down from the right to the horizontal level where
- you access the left path. You can take out the two blue zombies that spawn
- in your way, but it's not strictly necessary. When you take the left path,
- slide past the demon statue. If the bats are spawning, stay on the right
- side of the path and go as far north as you safely can. You'll be between
- the two demon statues. Shoot southwest to take out a couple of bats, then
- quickly slip through. This is *much* less safe than creating a spawn delay,
- since there could also be zombies spawning *very* aggressively. A video:
- https://www.youtube.com/watch?v=AK-Uh4E6smI
- - If you happen to get a Komainu from the 7G, you could use that to just
- cruise all the way to the boss, but then you'd have to skip the Omamori,
- You can't pick it up while riding a Komainu (you *can*, but nothing happens).
- HP Dmg
- Skull Bishop 1 | 1025 | | 2 |1/2/0|
- - A9: He has three attacks: 1, a ring of flame (1 pod), 2, an ice beam (0
- pod), and 3, a double chakram (2 pod). He moves in quick bursts and largely
- sticks to the northern side of the battlefield. He won't use the same attack
- twice in a row except possibly when he moves twice in a row between attacks,
- which happens after every seven attacks.
- - The ring of flame can be avoided with basic movement so long as you're
- cardinally aligned and not too close. Ie. if he's north of you, just move
- directly left or right. Diagonal movement is often not enough. Resort to
- a slide if you're misaligned or too close (not uncommon given how quickly
- he warps all over the place and the fact that you kind of *need* to get
- closer in order to avoid the double chakram).
- - The ice beam is of little concern, as it's strictly linear in only one
- possible direction. It doesn't even deal any damage. It just freezes you
- in place for a while, meaning you probably can't avoid the next attack.
- - The double chakram homes in on you pretty aggressively (without straight
- up following you around) or at least the closer one does. There's a safe
- spot right in front of the boss (or behind), and using that is the ideal
- way to avoid it. If you can't make it there in time, you can just slide
- away, but don't do it too early.
- - Nothing you can deflect.
- - Flashes when below 256 HP (technically below 512 HP, since he's got
- 1280 HP, but the battle ends once he's below 256).
- B1 | nx Mini-Vampire c, 1+1+2x Bota Slime a, Joker a,
- Crate (Blue N / Red N), Crate (Omamori)
- - B1: One of the toughest parts in the whole game. Bats will come at
- you from all directions. They move slowly at first, but then dash at
- you in a straight line after a little while. After 16 seconds, the
- first slime spawns. Take out all the slimes, and the Joker spawns.
- The bats stop spawning at this point. Take out the Joker, and the two
- crates appear and you can proceed.
- - As long as you manage to avoid dying here, that's good enough.
- B2 | Ma Djinn (mid-boss), Crate (Odango)
- HP Dmg
- Ma Djinn | 1536 | | 2 |2/1|
- Shield Cloud | 256 | | 1 | - |
- - B2: This one's pretty easy. There's a pot in each corner. He'll appear
- from one pot and move to a pot in an adjacent corner. He'll throw a
- flame at you when you're aligned, but you can easily avoid it with
- regular movement unless you're too close (easily happens when he's
- moving at the bottom). Every four cycles he'll turn into a cloud and
- chase you while surrounded by five protective clouds that can be broken
- up briefly by hitting them. Don't get greedy and get trapped in a corner.
- Get some hits in at the beginning, but then focus on evasion. Move around
- him (counter-)clockwise. Soon, he'll give up on chasing you and start
- retreating towards one of the pots while shooting a few waves of eight
- cloud projectiles in a 360 spread (can't deflect). The crate appears
- once he's down.
- - The last part of the level mostly revolves around moving segments of
- the mountain that can block your path, crush you (4 pod, shot level down),
- or push you into a pit (4 pod).
- C1 | -
- C2 | Bota Slime b, Crate (Blue N)
- C3 | Bota Slime b, Mini-Vampire b, Dokurock b
- C4 | 3x Dokurock b, Crate (Jutsu)
- C5 | Bota Slime b
- C6 | 3x Bota Slime b, Crate (5x Mini-Vampire d)
- C7 | 3x Mini-Vampire b, Crate (Omamori)
- C8 | Joker b
- C9 | Bota Slime b, Dokurock b
- C10 | 2x Mini-Vampire b, Dokurock b
- C11 | Bota Slime b, Joker b
- C12 | 5x Mini-Vampire b, 2x Dokurock b, Crate (Odango)
- C13 | Bota Slime b, Crate (Red N)
- C14 | Bota Slime b, Crate (Blue N)
- C15 | Skull Bishop 2 (boss)
- - C7: Stay off the wider area (where the crate is) until you've taken
- out the Joker. If you go in, he could spawn right on top of you.
- - C11: Again, if you're unlucky, the Joker might spawn right on top of
- you. This time, you may not be able to avoid the risk, as the safe area
- is the area that's periodically blocked by the moving mountainside. You
- can still stay there for a while, though.
- - C13-14: This is the longest crushing section. With two slimes and two
- crates in your way, you shouldn't try to clear out everything in one go
- (although it's possible).
- HP Dmg
- Skull Bishop 2 | 1409 | | 2 |1/2/0|
- - C15: He's still using the same three attacks, but this time he can
- move around more freely. This doesn't really make things much harder
- aside from the added the possibility of getting bodyslammed. And watch
- out for the pits on the left and right sides of the battlefield.
- - Flashes when below 256 HP (technically below 512 HP. since he's got
- 1664 HP, but he dies once he goes below 256 HP).
- -------------------------------
- | Stage 4 - Oozora no Gekisen |
- -------------------------------
- HP Dmg 550 T
- Enemies: Easy Norm. Hard a b
- Baribaaru | 256 | 320 | 384 | 4 | 1 |
- Fuu | 16 | | 2 | - |
- Dokurock b | - | | 2 | - |
- Mini Vampire e | 4 | | 1 | 1 |
- Mini Vampire f | 2 | | 1 | 1 |
- Joker b | 96 | | 2 | 1 |
- Captain Hige a |32512| | 2 | 1 |
- Captain Hige b/c | 512 | | - |2/1|
- Captain Hige d | 256 | | 2 | 1 |
- Devil Face 1 | 384 | | - | 1 |
- Orb Gate | 192 | | - | - |
- Hige Sniper a | 128 | 160 | 192 | 2 | 1 |
- Hige Sniper b | 128 | 160 | 192 | 2 | 1 |
- Hige Sniper c | 128 | 160 | 192 | 2 | 1 |
- Hige Jumper | 96 | | 2 | - |
- Map
- |
- 6 | |
- 5 | |
- 4 | |
- C 3 | B |
- 2 |4321 D |
- 1 |---- |
- 3 | |
- A 2 | |
- 1 | |
- |
- A1 | -
- A2 | 4x Otama (Red N), 4x Otama (Blue N), Crate (Blue N / Red N)
- A3 | Baribaaru
- - A2: Again, I recommend the Blue Shot.
- - A3: The first Baribaaru is either the easiest or hardest of the three,
- depending on how you handle the other two. While the first one doesn't
- have any other enemies present, it's the only one where you *have* to
- dance around to avoid the bolts. Doing it consistently takes practice.
- The Baribaaru moves more right than left, so the ideal position is fairly
- close. Getting into position safely is rather tricky, since the Baribaaru
- starts taking potshots at you from a varying position soon after you get
- on the bridge. You can just risk it and go in and hope for the best or
- you can try to figure out the Baribaaru's heading based on the incoming
- shots, but you'd also have to avoid those shots.
- B1 | nx2x3x Mini-Vampire e, nx Fuu
- B2 | nx Dokurock, nx Fuu
- B3 | Eagle (7G), 2xnx Fuu
- B4 | nx Dokurock, 2xnx Fuu
- - B1: A tricky part thanks to the infinite respawns. There are two groups
- of three bats (the first batch often has only two for some reason) that
- split up and surround you. The bats briefly stop in two spots, where they
- may shoot a projectile at you. If you go in without a plan, you can easily
- end up in a situation where you've got shots and the Fuu coming at you at
- the same time. Note that the skulls at the ends of the bridges can block
- your shots. They won't shield you from a Fuu, though.
- - With the Blue Shot, you can keep things simple and use the fastest
- method, where you go right in, guns blazing, and take out both groups
- just before the Fuu charges at you.
- - Without the Blue Shot, you can forget about taking out all of the bats
- and instead slip past the gap between the cycles. As for dealing with
- the Fuu, you can either take it out *as* you're going through the gap
- (single cycle method) or take it out during one gap while you're still
- on the bridge and move through using the next gap (two cycle method).
- - Either way, get familiar with the spawn points and shot points. The
- bats start spawning once the little patch of snow in the upper left is
- pretty much completely visible. The Fuu starts spawning once some of the
- dead tree in the upper left becomes visible. The bats' first shot point
- becomes visible at the same time as the Fuu's spawn point.
- - Single cycle method: Get close to the Fuu's spawn point. Once the bats
- pass the first shot point, just go in and mow down the Fuu as you're
- going through the gap. Here's a video (I have the Blue Shot, but still):
- https://www.youtube.com/watch?v=CHapSVusqw4
- - Two cycle method: Get close to the Fuu's spawn point and wait for the
- bats to reach the second shot point. Avoid the shots as you move forward
- to spawn the Fuu. Take out the Fuu, then start getting off the bridge
- while deflecting whatever the respawning bats throw at you in the first
- shot point. As they move out of the way, you can proceed. Here's a video:
- https://www.youtube.com/watch?v=rVd_hZkVA38
- - With either of the previous two methods, there will be rocks appearing
- very close to the tree with the eagle, so you'll have to be more careful
- in B3.
- - B2: However you make it past the B1 enemies, be quick and slide left
- twice to pass this screen. Your goal is to be fast enough that you'll make
- it through before any of Dokurocks manage to spawn and block your path.
- - The normal method to get through involves just waiting for an ideal
- opening to slide through. Nearly all of the rocks change direction on
- their first bounce when they appear (ie. if it's initially going left,
- it will bounce right and vice versa). It could take a little while
- before a good window emerges and before you actually learn to recognize
- one. The rocks don't bounce high enough to let you go underneath them.
- While you're waiting for that window, try to scroll the screen far enough
- ahead that you don't have to worry about the B1 enemies. When you slide
- through, you'll be right next to a Fuu spawn.
- - B3: Take out the B2 Fuu, then hit the 7G eagle without moving forward
- much (unless there are Dokurocks raining on you). Grab the items you
- want while preparing to take care of the B2 Fuu again. Without the Blue
- Shot, you won't be able to hit the eagle without spawning the first Fuu.
- - There are two Fuus ahead of you. The first one spawns by the green
- tree when you reach the eagle. The second one spawns southwest of the
- first one once the next dead tree is mostly visible. Even without the
- Blue Shot, you can easily take out both at the same time if you just
- back away a bit. Don't forget about the B2 Fuu.
- - In the unlikely event that the 7G gives you the dog power up, you can
- use it to safely pass the next few screens (up to C3).
- - B4: Getting through the second rolling rock section without taking
- a hit is rather difficult. There's more space, but there are also two
- Fuu spawns to contend with: one at the beginning, on the south side of
- the path, and another near the end, on the north side of the path. The
- second Fuu from B3 will also be an issue until you've scrolled the screen
- ahead. You can't just speed through before the rocks start spawning like
- you can in B2.
- - Because of the sheer randomness of the rocks, there really is no simple,
- one-size-fits-all solution here. I'd say the best course of action is
- to slide from the dead tree so you'll be just north of the first Fuu,
- take out the Fuu, then see if there's an opening that allows you to
- avoid the second Fuu and slip past the rocks simultaneously with a
- down-left slide. If there isn't, take out the second Fuu and hope some
- kind of opening presents itself before the Fuus start respawning.
- - It's quite common to get a pattern that allows you to use a down-left
- slide to get through unscathed without having to kill the first Fuu,
- as seen in the video below. With enough practice, you could learn to
- recognize the patterns that are not favorable, but there's really no
- need to go that far.
- https://www.youtube.com/watch?v=1kBeWD-cMI0
- C1 | 3x Mini-Vampire f, nx Fuu, Crate (Ocha)
- C2 | Baribaaru, 5x Mini-Vampire f
- C3 | Joker b, Crate (Blue N / Red N)
- C4 | Baribaaru, nx4+4+6x Mini-Vampire e
- C5 | 4x Otama (Blue N), 4x Otama (Red N), 4xnx Fuu
- C6 | 4 + 2x4 + 4 + 2x3 + 8 + 8 + 2x4x Mini-Vampire e, 2xnx Fuu
- - C1~2: The C1 bats spawn once you've scrolled the screen all the way
- left. The third bat pops up right by the crate, so watch out. Take out
- the Fuu first and try to take care of the bats before it respawns.
- - Take out the Fuu again, then press against the mountainside where the
- Fuu spawns to scroll the screen north enough to spawn the C2 bats (two
- on the left, three on the right) without getting any bolts. You can
- take out four of the bats without scrolling the screen any farther,
- so do so while also being ready for the respawning Fuu. If you happen
- to scroll the screen back south a bit too much, the fourth bat (the
- second on the left) will be out of range. In this case, you should
- probably go press against the mountainside again, so as not to risk
- getting bolts. Either way, the third bat on the right is the one that's
- the farthest away. Take out the Fuu again, then move up along the
- mountainside and fire a few shots to take out the last bat and quickly
- get in line with the bridge to avoid the bolts.
- - You're safe from the bolts when in line with the bridge and not on it,
- so once the bats are gone, you can easily take out the Baribaaru while
- standing at the very beginning of the bridge (between the skulls).
- Whether you still have to worry about the Fuu or not depends on how far
- north the screen has scrolled. If you can still see a clear line of snow
- in the spot at the base of the mountainside where the Fuu spawns, then
- it hasn't scrolled far north enough yet. You don't really have much
- time to check for that, but if you take a couple of steps forward on
- the bridge (watch for the bolts), that should be enough.
- - C3: Keep shooting as you move up along the left side of the bridge.
- Although unlikely, the Joker might spawn at the end of the bridge and
- block you, in which case the only way to avoid a hit (as Sayo) is to
- take him out before he gets the shot. If he's not already getting hit
- the moment he appears, you won't make it. Generally, he won't spawn
- in line with the bridge, but even then, you should stay on the bridge
- until you manage to take him out. If you get off the bridge, bats will
- start spawning and you might even get bolts.
- - C4: There are two bridges here. Ostensibly, you're supposed to take
- out the Baribaaru while also avoiding the bats. While it's certainly
- an interesting challenge, you can forego all of that by scrolling the
- screen forward just enough so that you can hit the Baribaaru from the
- safe spot between the bridges. Approach the ledge between the bridges
- and observe the bolts to determine which side the Baribaaru is approaching.
- You have a small, safe window (safe from the bolts, anyway) to get on
- either bridge just as the Baribaaru reaches the end of its path and
- turns back. Left bridge for the left end, right for right. In either
- case, you have to watch out for the bats and their shots, mainly the
- group that spawns from the right. They cross the beginning of the right
- bridge and have a shot point almost right in front of the safe spot.
- When coming off the bridge, your movement has to be pretty precise to
- avoid scrolling the screen back down. The aforementioned bat group might
- not be an issue anymore once you're shooting at the Baribaaru. With a
- Lv2 or 3 Blue Shot, you can just keep shooting (maybe move just a little
- bit to the right), but otherwise, go with deflect.
- - If you get on one of the bridges and get close to the lightning, you're
- largely safe from the bolts, as you only have to worry about it when the
- Baribaaru gets close to you, but it's still far from safe, since you also
- have to worry about the bats and the lightning that jumps around a bit.
- - Once the Baribaaru is down, go up the left bridge, but try not to bump
- into any bats. The bats that spawn from the left side and move up along
- the left side of the left bridge are the ones that could easily shoot
- you in the back at the beginning of C5. Once you're off the bridge, they
- can no longer spawn.
- - C5: There are four Fuus. Their spawn points are roughly diamond-shaped
- sideways. Stick to the left side, which is where the Otamas with the Blue
- Note appear. All you need to do for a safe passage is take out the bottom
- and left Fuus, then you can just avoid the other two.
- - C6: The screen will lock in place, and bats will start spawning. You
- can proceed after 38 seconds regardless of whether you defeat any of
- the bats or not. For starters, get the Fuus out of synch. When you first
- reach the area, take out the left Fuu while avoiding the right one (just
- once). Stay somewhere around the middle. Try to take out the bats as
- quickly as you can, but always prioritize the respawning Fuus. The most
- dangerous bats are the ones that appear from the top and move in a
- 'rectangular' wave pattern (the 4th wave and the last wave). Of all the
- groups, they have the earliest shot point (two of them, in fact), so
- unless you take them out very quickly, you're going to have some bullets
- coming your way.
- - Here's where bats come from:
- 1-TM 2-TL&TR 3-BM 4-TL 5-TR 6-TM 7-BM 8-TL&TR
- - The rest of the stage is an auto-scrolling segment that takes place
- aboard an airship. The scrolling shifts direction at times, as seen
- below. I've marked each stretch of the scrolling with alphabets. The
- length of each stretch is: a: 17s, b: 6s, c: 23s, d: 5s, e: 17s, f: 6s,
- g: 22s, h: 6s, i: 48s.
- - Try to take advantage of shot canceling when attacking Orb Gates and
- Devil Faces.
- - There are some small parts with missing railing, so it's technically
- possible to take fall damage, but it's very unlikely in practice.
- - a: Ignore the cap'n and move to the left side. You can take out the
- first Devil Face if you want, but it's really not necessary, and if you
- want the Odango, you don't really have time for it.
- - b: Don't bother attacking the second Devil Face. If you made the mistake
- of taking the right path in a, you'll have to watch out for the Devil Face
- as you make your way to the gate on the left.
- - Stand a little left of the center of the gate to avoid shots from the
- sniper up ahead.
- - c: There are three snipers. The first one is a little right of center.
- The other two are on the left and right sides.
- - Captain Hige makes his second appearance here and sticks around until
- the end of the stretch or until you take him down (he'll still appear
- later even if you do).
- - You basically have two options here. 1, you take out Hige and make
- things easier during the rest of c, while e becomes a little trickier.
- Or 2, you let Hige stick around while you try to take out gates 5 and
- 4 on the middle path. This could make c quite a bit trickier (depending
- on how quickly you manage to take out the gates, if at all), whereas e
- will be a bit easier. 2 is tricky if you have Blue Shot Lv3, since it
- can't hit the partially visible gates unless you're at just the right
- distance. It *is*, of course, possible to take out both the gates and
- Hige, but there's really no need to get that greedy. Even if you go with
- 1, you could try taking a few shots at the gates just to make them a
- little faster to take down later.
- - Even with the Lv3 Blue Shot, you can easily take out the two gates if
- you find the sweet spot where you can hit both gates at the same time,
- shooting diagonally. It's in the center of the path in front of where
- the first sniper was. Here's a video:
- https://www.youtube.com/watch?v=DGJtTzC1c9w
- - The Devil Face won't actually fire until d. Either way, you'll need
- to take care of it (I mean, not strictly necessary).
- - d: You can easily take out the closer one of the two snipers on the
- other side. The one farther away is only partially visible and, as such,
- has the same hit box issues as the orb gates during c. Finding the right
- spot isn't hard (stay a couple of steps away from the wall), but even so,
- don't waste too much time on it. If either or both of them survive, they'll
- be in your path in g (with full health again if you damaged them without
- finishing them off).
- - Orb Gate 6 is briefly visible, but you can't damage it yet.
- - e: Taking out all the jumpers is technically possible if you took out
- gates 4 and 5 earlier, but it's far from necessary. Just focus on avoiding
- hits.
- D0:00a|
- 0:01 | 5x Otama (Blue N)
- 0:05 | Captain Hige a
- 0:06 | Devil Face 1
- 0 09 | 2x Orb Gate 1a/1b
- 0:10 | Crate (Odango)
- 0:15 | Crate (Red N) |
- 0:17b| |
- 0:18 | Devil Face 2 |
- 0:20 | Orb Gate 2 _\
- 0:23c| |||
- 0:24 | Hige Sniper a |L|
- 0:26 |(Orb Gate 5) \
- 0:28 | Hige Sniper a |
- 0:29 | Hige Sniper a, (Orb Gate 4)
- 0:31 | Captain Hige b
- 0:36 | Orb Gate 3
- 0:42 | Devil Face 3
- 0:43 | Hige Jumper, Crate (Blue N / Red N)
- 0:44 | Hige Jumper
- 0:45 | Hige Jumper
- 0:46d|
- 0:48 | Hige Sniper b
- 0:51e| Hige Sniper b
- 0:56 | Hige Jumper
- 0:57 | Hige Jumper
- 0:58 | Orb Gate 4
- 0:59 | 2x Hige Jumper, Hige Sniper d
- 1:00 | Hige Jumper
- 1:01 | Orb Gate 5
- 1:02 | 3x Hige Jumper
- 1:06 | 2x Hige Jumper
- 1:08f|
- 1:14g| Captain Hige c
- 1:26 | (2x Hige Sniper b)
- 1:32 | Orb Gate 6
- 1:36h|
- 1:38 | Devil Face 4
- 1:39 | 2x Hige Sniper a
- 1:41 | Orb Gate 7
- 1:42i| Crate (Ocha)
- 1:49 | 2x Hige Sniper c
- 1:57 | 2x Hige Sniper b, 2x Devil Face
- 1:59 | Orb Gate 8
- 2:02 | Orb Gate 9
- 2:06 | 3x Hige Sniper a
- 2:09 | 1+1x Orb Gate 10a/10b, 2x Hige Jumper
- 2:10 | Crate (Omamori)(left), Crate (Jutsu)(right)
- 2:12 | 1+1x Orb Gate 11a/11b
- 2:13 | 1+1x Orb Gate 12a/12b, Captain Hige d
- 2:17 | Crate (Odango)(left), Crate (Blue N / Red N)(right)
- 2:22 | 3x Hige Jumper
- 2:30 | Harpyt (boss)
- - g: You have plenty of time to take care of Captain Hige this time.
- - h: The two snipers are right ahead of you after Orb Gate 6. You can
- go ahead and ignore them and head straight for the next gate coming up
- on the left.
- - i: Get to the right side after gate 7, but watch out for sniper fire
- (the first two are the spread shot type). You'll want to be on the right
- side, because the left upcoming Devil Face fires first.
- - There are two snipers and two Devil Faces in front of the next gates.
- Don't waste your time on them. The sniper ahead of you should only fire
- once, giving you a window to slip past. If you miss the window, get in
- the safe spot between the sniper and the Devil Face, and take out the
- sniper from there.
- - After gates 8 & 9, you'll be going through a bottleneck with three
- snipers ahead. There's just enough space between the lines of fire to
- avoid getting hit, but if you're not confident you can position your
- character correctly, you can just dodge (the middle one will be out of
- synch with the other two, so you can just move out of the way as needed)
- or deflect instead. I wouldn't bother attacking them. You could maybe
- take out the closer one of the two jumpers, but even that's not necessary.
- - In the last part, you have to choose between the left and right sides
- again, with three gates and two crates on both sides. Take the left side
- if you're not using Jutsus. Otherwise, take the right. Try to take out
- two of the three gates before Captain Hige shows up. That way you can
- easily take him out even if you only have a linear shot. It's easier
- on the left side, where you'll want to shoot diagonally from the outer
- edge of the path left from where the crate was. On the right side, you
- start by mirroring the left side positioning, but you have to briefly
- move south to avoid the third bomb he throws. Then again, if you're
- quick enough, he'll go down before he even gets to the third one. Indeed,
- if you take him out quickly, you can pretty easily get both of the two
- latter items. If you're too slow to set things up, you should just focus
- on avoiding the bombs (stay at the bottom) and taking down the gates.
- Even if you manage to take out Hige a little later, you probably won't
- be able to get both of the latter items, since you likely hit the other
- crate unintentionally, leading to the item despawning before you get to it.
- - It *is* possible to get all four items if you're fast enough, but
- it's a bit too risky to be worth it.
- HP Dmg
- Harpyt | 2048 | | 2 | 1 |
- - Harpyt may initially feel like a brutal boss, but once you know what
- to do, it's really quite simple.
- - She has only two attacks: a feather shot and a dive attack. Instead
- of dancing around, trying to avoid the feathers, the easiest way to
- handle them is to deflect them while facing northeast and standing a
- little left of the center. Get a few shots in whenever the boss moves
- to the right side.
- - After shooting seven (or possibly eight) series of feathers, she'll
- fly away to do her dive attack. There are two slightly different ones.
- One where she appears a little left of center from the top, one where
- she appears a little right of center. In both cases, you're supposed
- to be at the bottom of the screen and slide away at the last moment,
- preferably directly left or right, as sliding diagonally isn't always
- enough. The main significance between the two versions is that they
- determine from which side of the screen she reappears afterwards. Left
- side for left, right side for right. If it's the left, she'll fire an
- extra series of feathers before getting to her usual position on your
- right. Her positioning during the feather attack phase indeed depends
- on your current position.
- - A more aggressive approach involves avoiding the feathers with minimal
- movement while taking as many shots as you can in the process. You can
- indeed easily avoid the feathers coming from the right by moving a little
- right and the feathers coming from the left by moving back left. Nothing
- more to it, *except* when she does the extra feather shot after the left
- dive attack. So long as you're paying attention and you see it coming,
- you can just block it and then get to the usual program. Here's a video
- (NSFW):
- https://www.youtube.com/watch?v=GAQEtqLUekE
- - Flashes when below 512 HP.
- -----------------------------
- | Stage 5 - Machiukeru Wana |
- -----------------------------
- HP Dmg 550 T
- Enemies: Easy Norm. Hard a b
- Gate | 256 | | - | - |
- Barrel | 136 | | 1 | 2 |
- Rouban a (green) | 64 | 96 | 128 | 2 | 1 |
- Rouban b (red) | 128 | | 2 | - |
- Thrown Barrel | 256 | | 2 | - |
- Canterror | 64x| | - | 1 |
- Dokurock c | - | | - | 1 |
- Rouban c (blue) | 96 | | 2 | 1 |
- One-Hand | 64 | | 2 | - |
- Devil Face 2 | 256 | | 2 | 2 |
- Pukapuka Strong | 64 | | 2 | - |
- Mechashare Koueihei | 64 | | - | 1 |
- Tekkyuu | - | | 2 | - |
- Map
- 6 |
- 5 |
- 4 |
- H 3 | G
- | 6 2 |321
- | 5 1 |---| 6
- | 4 | 5
- B | 3 C | 4
- 123456| 2 E | 3 F
- ------| 1 1234| 2
- 4 | ----| 1
- A 3 | 3 |
- 2 | D 2 |
- 1 | 1 |
- A1 | Crate (Blue N)
- A2 | 4x Otama (Red N), 4x Otama (Red N), Gate
- A3 | 2x Rouban a, Crate (Blue N), Barrel
- A4+| 4x Rouban a, Rouban b, 3x Barrel
- - A4: There are two sets of stairs, with the left one blocked by a red
- guard impersonating Donkey Kong. Just take the right one, but be prepared
- for the green guard right ahead of you. Better not waste time taking out
- the red guard.
- B1 | Canterror, 2x Crate (Blue N / Red N), Rouban a
- B2 | 2x Rouban a
- B3 | 3x Rouban a, 2x Dokurock c
- B4 | 3x Barrel, Canterror, Rouban a
- B5 | 2x Dokurock c, 2x Barrel, Rouban c, 3x Rouban a, Crate (Ocha)
- B6+| 2x Canterror, 3x Rouban a
- - B3: There's a guard right after the Dokurocks. If you slide from too close
- and you're in his line of fire, you may not have enough time to deflect.
- - B4: A guard will spawn behind you once the third barrel is fully visible.
- - B5: The blue guard spawns once a bit of the barrels is visible, a green
- guard spawns from the right once half of the barrels is visible, and another
- green guard spawns from the left once the two barrels are fully visible (or
- once the crate is almost visible). The B4 Canterror will still be an issue
- up until the last guard spawns.
- - B6: You're looking at five guards (three in B6, two in C1) backed up by
- Canterrors: Top lane, bottom lane, bottom lane, middle lane, top lane.
- - C1: 3rd green guard spawns behind you once you scroll all the way right.
- C1 | 3x Rouban a, Rouban b
- C2 | 2x Rouban c, 2x Rouban a, Barrel
- C3 | Canterror, Rouban c, Barrel
- C4 | 3x Dokurock c, Rouban b, Rouban a
- C5 | 3x Canterror, 2x Rouban c, Rouban a, Gate
- C6 | 4x Rouban a, Rouban c, Crate (Ocha), Crate (Blue N / Red N), Gate
- - C5: The green guard spawns behind you once the gate is fully visible
- (and them some). Take him out before you do anything about the gate.
- Knock out the first Canterror, then move forward just enough to spawn
- the guard southwest from you. Take him out, then move left so you can
- hit the gate diagonally. Once the gate is down, knock out the first
- Canterror and get closer to the gate so it can't hit you anymore.
- - The next part is tough. Deal some damage to both of the Canterrors by
- the destroyed gate, so you can knock them out about the same time. Once
- they're out, you need to move in so they can't hit you anymore.
- - C6: Four guards will be coming at you, and you can't exactly retreat
- because you'd just be greeted by the Canterrors (also, the screen locks
- once you scroll it all the way north). Take out one diagonally, slide to
- the corresponding corner, take out the one north from you, then slide north
- and the rest should be easy. Something like that. As long you don't die,
- you're fine. There's a full heal and two Blue Notes in the next area
- (although you might want to switch to red now). Here's a video:
- https://www.youtube.com/watch?v=iri4L8U6QmE
- D1 | -
- D2 | Crate (Odango), Crate (Blue N), 4x Otama (Blue N), 4x Otama (Red N)
- D3 | 2x One-Hand, Devil Face 2
- - D3: Don't go in too fast and certainly not from the left. Take out the
- One-Hands before you make a move on the Devil Face.
- E1 | 2xnx Pukapuka Strong
- E2 | 2x One-Hand, Devil Face 2
- E3 | 2xnx Pukapuka Strong, Crate (Red N)
- E4 | nx Pukapuka Strong, Devil Face 2
- - E1: Don't move forward too fast. You don't want to get pincered by the
- Pukapukas and One-Hands. And don't try to leave any Pukapukas behind you.
- They *will* catch up with you.
- F1 | nx Tekkyuu, Crate (Blue N / Red N)
- F2 | nx Tekkyuu
- F3 | nx Tekkyuu, 2x Mecha Koueihei
- F4 | nx Tekkyuu, 3x Mecha Koueihei, Crate (Ocha)
- F5 | nx Tekkyuu, 2x Mecha Koueihei
- F6 | nx Tekkyuu
- - F1~: Use a diagonal slide to get to a safe spot faster. I wouldn't
- recommend sliding through the balls even if you've got the hang of the
- timing, since there could easily just be another ball right behind them.
- Use it only as a last resort.
- - F4: You really shouldn't have taken damage in D or E, but if you did,
- better go grab the tea. You'll need to come back after getting it, though.
- Following the left lane from the crate would take you all the way to the
- end, but it's the longest stretch with no safe spots, so I don't think
- you should risk it. Take the right lane instead. If you can't see that
- far ahead, go up along the left safe area first to scroll the screen up.
- - F5: Go with the right lane. If you can't see the safe spot, push
- against the south wall, then the north wall, and that should fix it.
- Either way, this is the longest stretch on the easiest path, but it's
- not that bad. The balls aren't that frequent on this lane.
- G1 | 2x Pukapuka Strong, Devil Face 2
- G2 | Pukapuka Strong, nx Tekkyuu, Crate (Omamori), Furnace (7G)
- G3 | Pukapuka Strong, nx Tekkyuu
- - If you get a Komainu, don't take it. You need to be able to take out
- those Pukapukas as soon as they spawn.
- H1 | Devil Face 2, 2x One-Hand, Crate (Blue N / Red N)
- H2 | 3x One-Hand
- H3 | Devil Face 2, 2x Mecha Koueihei, 2x One-Hand
- H4 | 2x Devil Face 2
- H5 | 3x One-Hand, Crate (Blue N), Crate(Blue/Red), Crate (Red N), Crate(Ocha)
- H6 | Dr. Lee (boss)
- - H3: Don't let the skeletons distract you from the One-Hands. Focus
- on those first.
- - H4: Get behind the wall in the middle and wait until it's safe to
- move to the left (or right) side. You'll have a decent amount of time
- to take out the Devil Face north of you (on Hard, you need the Red
- Shot). Next, bait the remaining one to shoot south, then circle around
- the wall to get close.
- - H5: Try not to hit the crates until you've taken out the One-Hands.
- One of them spawns ahead of you in the middle once the latter crates
- are fully visible. If you have Red Shot Lv3, you should move to the
- side and take out the One-Hand horizontally to avoid hitting the crates.
- Going a bit farther north will trigger the other two. They spawn on
- the left and right to pincer you. As long as you already took out the
- northern one, you can just move a little north (close to the same level
- as the first two crates), turn around and blast them away. If you move
- too far north, the left one will move north, and you could easily get
- blindsided. If you don't think you can handle them for some reason, you
- can fall back south and despawn them.
- - Here's what the crates have:
- Blue N / Red N Ocha
- Blue N Red N
- Dr. Lee | 2049 | | 1 | 1 | 20k |
- Black Bat | 32 | 32 | 32 | 2 | - | 50 |
- - H6: Dr. Lee is potentially the hardest boss in the game (at least
- without Jutsus). He has two forms/phases: human and bat. Phase 1 ends
- once you've dealt 513 pod. In Phase 2, he has 1536 HP.
- - In Phase 1, he'll fly all over the place in quick bursts while mostly
- sending out numerous small, white bats (1 pod) that you have to deflect.
- He can also send a black bat directly at you (2 pod). Worst of all,
- though, is the trap floor. The floor is divided into six horizontal
- segments that are randomly electrified (or something)(2 pod). At most,
- two segments are affected simultaneously. The devices on the sides will
- flash when a segment is about to become active, but even so, you only
- have a fraction of a second to react. And even if you get off one
- segment in time, the adjacent one might be going online as well. You
- can make life so much easier for you by positioning your character in
- a safe spot between the segments (and then shooting diagonally). You
- get the best damage in the second gap from the bottom, but it does
- leave a small possibility of Lee (or the black bats surrounding him)
- bodyslamming you. Go with the first gap if you'd rather not risk it.
- - In Phase 2, Lee slowly flies around while surrounding himself with
- bats that block your shots and charge at you 3 seconds after spawning.
- These are the same kind of bats as the black ones in Phase 1. They have
- 32 HP while swirling around Lee, but can be dispatched with just one
- hit when they're charging at you. He can summon at most 9 of them at
- the same time. After about 4 seconds, the bats stop spawning and Lee
- tries to bodyslam you. This leaves him vulnerable for a while before
- the cycle repeats.
- - If you can make it to Phase 2 with a Lv3 shot, you don't really have
- anything to worry about. Blue or red, doesn't matter. Blue is better
- in Phase 1, whereas Red is better in Phase 2. Either way, you'll mow
- down those bats easily. Then you just back away a bit when he tries to
- bodyslam you. Lv2 is substantially less effective, but still ok. Even
- if you can't take out all the bats, you'll still be fine so long as
- the remaining bats are ones that spawned later, meaning they won't be
- coming at you when you evade Lee's bodyslam. Even without swooping at
- you, though, the bats might still hit you if Lee gets too close.
- - With a low level shot (and no Jutsus), Phase 2 may seem unbeatable,
- what with the bats easily doing 6 pod per cycle. However, with just the
- right strategy and solid execution, it's still doable. Since you can't
- take out enough of the bats (and you shouldn't even try), you have to
- avoid as many as you can and deflect the remaining ones. This is fairly
- challenging. For starters, you need favorable positioning. Ideally,
- Lee will be vertically in the middle on the left or right side. You
- can then avoid a varying number of bats by moving counter-clockwise
- when he's on the right and clockwise when he's on the left. It works
- better when he's on the right, possibly allowing you to avoid all the
- bats with just regular movement. If it doesn't seem like that's going
- to happen, switch to deflecting or maybe use a slide. When he's on the
- left, you'll need to switch to deflecting after avoiding a few or so
- bats. It's usually best to use a charge attack (except when playing as
- Manuke). To an extent, you can manipulate his movements to create the
- favorable positioning you need. You can sort of "push" him away by
- moving in his direction. Indeed, you'll typically switch sides after
- each cycle. Sometimes, though, things just won't work in favor. He might
- go too far north or south or stay right in the middle. In any case,
- he should go down in 7 cycles. If you can avoid damage on a few cycles
- and don't take more than one hit on the others, you'll be fine.
- - Flashes when below 512 HP.
- - A few videos:
- https://www.youtube.com/watch?v=vdggLmoNxMk
- https://www.youtube.com/watch?v=amvY4ing-Gw
- https://www.youtube.com/watch?v=E0RhtemGck8
- --------------------------------
- | Stage 6 - Kessen! Kuro Manto |
- --------------------------------
- HP Dmg 550 T
- Enemies: Easy Norm. Hard a b
- Zabaon | 64 | | 2 | 1 |
- Armor Guard | 48 | | 2 | - |
- Mad Spider | 96 | | 4 | 1 |
- Cerberus | 320 | | 4 | 2 |
- B1
- 12 |
- 11 |
- 10 |
- 9 |
- 8 |
- 7 |
- A 6 |
- 5 |
- 4 |
- 3 |
- 2 |
- 1 |
- A1 | -
- A2 | 6x Otama (Red N), 3x Otama (Blue N), Zabaon
- A3 | nx Armor Guard, 3x Otama (Red N)
- A4 | Mad Spider, Cerberus
- A5 | 2x Zabaon, nx Armor Guard, Crate (Blue N), Crate (Jutsu)
- A6 | Cerberus, nx Armor Guard, 2x Zabaon
- A7 | 2x Mad Spider, Cerberus
- A8 | 4x Zabaon, nx Armor Guard
- A9 | 2x Zabaon, nx Armor Guard, Mad Spider
- A10 | Cerberus, Crate (Red N), Crate (Blue N)
- A11 | 4x Armor Guard, 2x Crate (Ocha)
- A12+| Dark Freed (mid-boss)
- - A7: This is pretty much the trickiest part of the level. Two spiders
- at the same time with no option of bypassing them thanks to the Cerberus
- behind them. Especially with high level shots, you need to be careful
- and not hit both spiders around the same time (unless they're moving in
- synch). The easiest way to handle this is scrolling the screen ahead
- only enough to see the first spider, so that there's simply no way for
- you to hit the other one. The second one will still be shooting lasers
- at you, so you'll need to be ready to dodge those.
- - A8: Don't let the Armor Guards distract you too much from the Zabaons.
- Take it slow to be safe.
- - A9: A spider backed up by Armor Guards. This would be worse than the
- double spider encounter were it not for the fact that you can (and should)
- get behind this one. Another option is the same thing you did with the
- twin spiders; only scroll the screen ahead enough that you can hit it.
- Not only do you get more time to avoid the lasers, this makes it easier
- to dispatch the Armor Guards without hitting the spider and you also
- can't unintentionally hit the A10 crates with a Lv3 Red Shot.
- Dark Freed | 2560 | | 1 |1/2| 10k |
- - A12: Dark Freed slowly moves left and right, trying to align itself
- with you. When you're in its line of sight, it sends out a fast, linear
- attack (1 pod) that you can still evade with normal movement. After 9
- seconds, the shield attacks by spewing out some flames (2 pod), and then
- the sword attacks by flying at you (2 pod). You'll need to use regular
- movement to avoid the flames and you need to have enough space. Use a
- slide for the sword (walking tends to be enough, but better not risk it).
- - Flashes when below 512 HP.
- B1 | Kuro Manto
- Kuro Manto | 4096 | | 2 | 1 | 40k |
- Gargoyle Statue | 640 | | - | 1 | 8000 |
- - You have to take out the two Gargoyle Statues first. When both statues
- are still intact, Kuro Manto is invincible. During this time, there
- are two attack phases: one where the statues attack you and one where
- Kuro Manto attacks you. The battle starts with the statues attacking
- you. They take turns in shooting four fireball spread shots four times.
- The shots are very fast and can't be deflected, so you have to dodge
- correctly and without hesitation or you *will* get hit. Stay in the
- middle at the bottom and move a little bit left for the left statue's
- shots and a little bit right for the right statue's shots. Listen to
- the audio cues. While you could attack the statues during this phase,
- doing so without getting hit is tricky, and the limited damage you'd
- get out of it is not worth the risk. Destroying one statue is enough
- to make Kuro Manto vulnerable, but it will result in the remaining
- statue attacking you constantly all the while Kuro Manto attacks you
- as well. There's no way you can avoid hits in that situation, so do
- your best to take out the statues around the same time.
- - The shield that protects Kuro Manto during the statues' attack phase
- will indeed damage you on contact (1 pod), but there's no need to get
- close to it.
- - Kuro Manto has three attacks that are always used in the same order:
- 1. He throws two magic balls at the walls, which will then break up
- into three projectiles, with the middle one aimed right at you. The
- other two shots are of little to no concern. Either way, avoid the
- attack by moving down in the middle of the screen.
- 2. He throws two pieces of his cloak at you. If it hits you, it does no
- damage, but instead binds you in place until you've either gotten hit
- or until you do 32 d-pad inputs. The attack is pretty fast, so a slide
- may be necessary to avoid it depending on the angle.
- 3. A lightning bolt attack that lasts 10 seconds. The bolt seeks you
- out fairly quickly, so some sliding will be necessary to avoid it. Try
- to move in a rectangle pattern, where you can get a few shots in as
- you're moving up. If you have a Lv3 Red Shot, you may want to try and
- position your character in a safe spot in front of Kuro Manto, which
- will then allow you to unload on Kuro Manto thanks to the secondary
- T-fire. Stay vertically aligned with the boss (he's not always in the
- same spot even when he's on the same side) and stand just a little bit
- south of the second horizontal line you see on the floor (the first one
- being right by the northern boundary).
- - While it's easy to get into a 'vertical' safe spot, such as the one
- mentioned above, it's also possible to create a horizontal safe spot,
- from which you could potentially attack the boss with a Lv0 or 1 shot,
- as seen in the third video below. However, it's exceedingly difficult
- to pull off, so it's not really useful in practice. I'm just bringing
- it up to point out that it's there. It exists.
- - Technically, there are two bolts, but in single player, it's not
- very noticeable. In 2P mode, there will indeed be separate bolts for
- each character.
- - Flashes when below 512 HP.
- - Some videos:
- https://www.youtube.com/watch?v=32CJSqpKosQ
- https://www.youtube.com/watch?v=rZtpCSG4QZY
- https://www.youtube.com/watch?v=NOKfXn6qTOI
- - Once you can beat the game on Normal without even getting close to
- dying, there's a good chance you can do the same on Hard. You should
- also try doing a playthrough where you use the shot type you *don't*
- normally use.
- e
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