============================================================================== Mystic Warriors (Arcade) (1993) ============================================================================== Mystic Warriors Copyright 1993 Konami This document is created by Faididi and Co. (faididi@yahoo.com) Copying or distributing this, in whole or in part, for profit without the explicit permission of the author is prohibited. ------------------------------------------------------------------------------ [-] Document Version History ------------------------------------------------------------------------------ Version 2007 (2007-07-19 Thursday) - Initial release. Version 2008 (2008-07-19 Saturday) - Corrections made. Version 2010 (2010-07-19 Monday) - Corrections made. ============================================================================== [0] Contents ============================================================================== [1] Overview [1.1] Story [1.2] Characters [1.3] Controls [1.4] Status Indicators [1.5] Items [1.6] General Tips [2] Strategies [2.1] Stage 1: Streets [2.2] Stage 2: Mountain [2.3] Stage 3: Cave [2.4] Stage 4: River [2.5] Stage 5: Jungle [2.6] Stage 6: Mines [2.7] Stage 7: Skies [2.8] Stage 8: Castle Walls [2.9] Stage 9: Castle Keep [3] (reserved) [4] (reserved) [5] Reference [5.1] Game Source Information [5.2] Soundtrack Information [5.3] Really Small Details [5.4] Document Credits [6] Contact Information ============================================================================== [1] Overview ============================================================================== Konami's Mystic Warriors is an action shooter that features heroes who have projectile attacks and slashing attacks. It is a follow-up to Sunset Riders, but it has a completely different story. ------------------------------------------------------------------------------ [1.1] Story ------------------------------------------------------------------------------ Through money, force, and plain ruthlessness, Skull Industries has come to the verge of world domination, but even its vast power cannot save it when it decides to kidnap a member of a group of good ninja. The heroes now set out to rescue their friend and to bring an end to Skull. ------------------------------------------------------------------------------ [1.2] Characters ------------------------------------------------------------------------------ At the beginning, one of the inactive heroes (or, if there are four Players, the remaining hero) will become the kidnapped friend. Name: Spyros Level 2: double shot (The second shot is at 20 degrees from the line of aim.) Level 3: turbo double shot Weapon: katana Standing: down slash Alternate: high kick Crouching: up slash Jumping: down slash Notes: A ninja with a scarf. Spyros plays like Steve and Billy from Sunset Riders. His second shot is thrown at an odd angle, and it gives him a little more reach without compromising the speed of his attacks. Name: Keima Level 2: double wide shot Level 3: turbo quadruple wide shot Weapon: hair Standing: hair whip (long) Alternate: uppercut Crouching: hair whip (long) Jumping: hair whip (long) Notes: A kabuki ninja. Keima's upgraded shots are wide clusters of projectiles like those of Bob and Cormano from Sunset Riders, and most of his slashes have a longer forward reach. His downward super-jump also has a later-timed delay, which comes at the end (when landing) instead of at the beginning. Name: Kojiro Level 2: double spread shot (The shots are at 10 degrees from the line.) Level 3: turbo quadruple spread shot (The outer shots are at 30 degrees.) Weapon: double swords Standing: up slash Alternate: down slash Crouching: down slash Jumping: side slash Notes: A ninja who looks more like a traditional samurai. Kojiro's upgraded shots are projectiles that spread outward, like those of the Spreadgun from Contra. They don't travel directly forward in the direction of aim, but hitting enemies from a distance still shouldn't be a problem. Name: Brad Level 2: turbo shot Level 3: turbo triple spread shot Weapon: beads Standing: side kick (fast) Alternate: bead whip (fast) Crouching: roll kick (long) Jumping: flying kick (fast) Notes: A monk ninja. Brad has unusually flexible attacks. He throws turbo shots at Level 2, and then he throws turbo spread shots at Level 3. Most of his slashes are faster, and his crouching kick has a longer forward reach. Name: Yuri Level 2: turbo shot Level 3: super turbo shot Weapon: naginata Standing: spin kick (fast and wide) Alternate: down slash (fast and wide) Crouching: up slash (fast and wide) Jumping: somersault kick (fast and wide) Notes: A lady ninja. Yuri specializes in pure turbo. While her upgraded shots lack spread of any kind, her slashes are faster and can also hit things that are directly behind her. Name: Skull Industries (Skull Enterprise) The business front of the Skull Ninja Clan, which seeks to control the entire world. Its forces use cybernetics and other advanced technology in addition to traditional ninjutsu. Its agents come in many types: The standard masked ninja chop with swords or throw knives. The yellow masked ninja perform very fast jump kicks. The standard trooper ninja stab with combat knives or fire rifles. The archer ninja shoot fiery arrows that leave lingering flames. The scuba ninja launch harpoons. The spear ninja thrust with polearms. The bomb ninja throw bombs that detonate on impact. The mortar ninja launch explosive shells that detonate on impact. The grenade ninja throw grenades that detonate after a period of time. The supply ninja carry item boxes, but they don't attack. ------------------------------------------------------------------------------ [1.3] Controls ------------------------------------------------------------------------------ Movement Stick - Move and aim. When kneeling, the direction of aim depends on where the heroes are. On a lower level, they will aim forward. On a higher level, they will aim downward. (This is the same as in Sunset Riders.) Press Up to climb walls. Hold away when jumping to drop down from walls, instead of leaping off from them. Press Left and Right to ride along cables. (The heroes automatically hang onto any cables they touch.) Shoot Button - Perform a projectile attack, or perform a slashing attack if there is a target within range that triggers slashes. Slashes do more damage per hit and can destroy most types of enemy projectiles, even if the projectiles themselves don't trigger slashes. When standing, press this while holding forward or Up to perform the alternate slash. (The heroes have to stop if they slash while they are on the ground, but they can keep shooting while they climb walls or ride along cables.) If the heroes acquire turbo shots, they can also perform turbo slashes. Jump Button - Jump. No matter how long this is pressed, the height of the jump will be the same. Press this while holding Up and Down to super-jump up to a higher level or down to a lower level. Press this while holding diagonally Down to slide. The heroes are invulnerable while they are super-jumping, but not while they are sliding. Start Button - Use a Credit. "NINJA!" ------------------------------------------------------------------------------ [1.4] Status Indicators ------------------------------------------------------------------------------ Lives - The hero's remaining Lives. Energy Meter - The hero's health. The health capacity can range from 1 to 4 Energy Points, depending on the game's settings. Score - The hero's Points. ------------------------------------------------------------------------------ [1.5] Items ------------------------------------------------------------------------------ All items are contained in boxes that are lying on the floor, flying through the air, or carried by supply ninja. After the boxes are opened (by touching them, by hitting them, or by causing them to drop), the items will disappear after 8 seconds if they are not taken. Shuriken (black and purple) - Increases the Weapon Level by 1, or adds 1000 Points if the Level is already 3. The heroes' projectiles are green at Level 1, purple at Level 2, and blue at Level 3. Power Orb (yellow) - Creates a blast that destroys bad guys and enemy projectiles on the screen. However, the effect takes a moment to occur, during which any other active heroes are still vulnerable. Shinobi Orb (blue) - Creates a shield around the hero, rendering him or her invulnerable temporarily. The shield also allows the hero to kill enemies by touching them. Sushi - Restores health by 1 Energy Point. A traditional rice delicacy. Tempura - Restores health by 1 Energy Point. Fried seafood and vegetables. Udon - Restores health by 1 Energy Point. Wheat noodle. Teriyaki - Restores health by 1 Energy Point. Glazed and fried meat. Sukiyaki - Restores health completely. Beef in a pot of sauce with vegetables. Money Pack - Adds 500 Points. Comes tied with a piece of white tape. Purse - Adds 600 Points. Made with a crimson fabric and gold rims. Necklace - Adds 700 Points. Made with azure beads and a jade pendant. Moneybag - Adds 800 Points. A yellow bag with a dollar sign. Watch - Adds 800 Points. A gold watch with hands pointing at 8 o'clock. Ring - Adds 1000 Points. A gold ring with an emerald. Pearl - Adds 2000 Points. Presented in a clam shell. Gold - Adds 3000 Points. Comes in a stack of six bars. Crown - Adds 5000 Points. A gold crown with rubies and emeralds. ------------------------------------------------------------------------------ [1.6] General Tips ------------------------------------------------------------------------------ - The Difficulty Setting, depending on the game's settings, determines how frequently regular enemies fire, how quickly the bosses attack, how many additional enemies appear with some bosses, and how much defensive strength certain enemies have. - The more Players there are, the more defensive strength the bosses have. Playing with friends still makes the game easier, because multiple active heroes will provide more targets for the bosses to handle, and the amount of regular enemies remains mostly unchanged. However, the items that appear will be the same regardless of the number of Players. - Slashes do more damage (almost always killing regular enemies with a single hit), and they can destroy enemy projectiles. Many types of projectiles themselves won't trigger slashes, so the heroes will need to have a nearby target that will before they can slash away those projectiles. (This is also known as indirectly slashing projectiles.) - Some of the heroes' alternate slashes, especially Keima's, are faster than their standard slashes. However, the slower slashes do a little more damage, so the total damage dealt against minibosses and bosses remains relatively balanced. - The heroes are invulnerable while they are super-jumping and while they are flashing after taking an item. A hero who has a protective shield can also run ahead first to deflect enemy projectiles away from the others. The enemies' attacks, not the enemies themselves, can hurt the heroes. - During automatically scrolling scenes, follow the focus of the camera to see from which side of the screen the next groups of enemies will approach. - If the heroes don't move the screen forward within a certain period of time, three "Hurry Up!" warning messages of increasing size will appear, and then a gold robot skull will fly in from the left. It will follow the heroes, instantly kill them and any enemies who get in the way when it touches them, and then leave. - The heroes' health is not restored at the end of a Stage, but the hero who has dealt the most damage to the boss will earn additional Bonus Points. - If the heroes get wasted, their Weapon Levels are reset to 1. If they run out of Lives, they have 20 seconds to continue. - If it's Game Over, the game will go to the Name Entry Screen or the High Score Screen and then return to the beginning. ============================================================================== [2] Strategies ============================================================================== ------------------------------------------------------------------------------ [2.1] Stage 1: Streets ------------------------------------------------------------------------------ Story: The heroes sit peacefully on the top floor of their castle. Suddenly, the evil shogun ninja knocks out one of them with a lightning bolt, drops down, and grabs the victim. Bad Guy: "SKULL CAPTURED YOUR FRIEND!" The heroes dash out onto the streets, pursuing the Skull helicopter. Walkthrough: Run past the BMR Entertainment shop. (Check out the TV sets showing an advertisement for Skull Industries.) There is a Power Orb along the second floor of a building. In front of the wooden fence, charge forward and kneel at the right side of the screen to gain an edge in the upcoming battle. Miniboss: ninja buzz saw vehicle The ninja buzz saw vehicle drives all the way forward and backward while lowering and raising its blade. Normally, the heroes should slide under or jump over the blade to reach the safe space behind it, where they can keep slashing the miniboss. For an easier time, the heroes should kneel at the right side of the screen as the miniboss appears, so its initially raised blade will pass harmlessly over their heads. (When the miniboss dies, the blade becomes safe to touch as it breaks off from the arm.) Continue past the billboard advertisement for the Hayashi Gym. (Check out the cut-down trees in the back.) There is a Shinobi Orb on the wall where the buzz saw has lodged itself. There is a load of lumber toward the end of the construction sites. Hit it to make it drop and crush anyone in its way. There is a Power Orb on a car at the drive-in. Boss: flamethrower ninja Good Guys: "Skull will never get away with this! Let 'em go!" Bad Guy: "Ha ha ha! Come on!" The flamethrower ninja walks left and right along the top of the gas station building, lining up laterally with the heroes. When he stops, he shoots a flame stream straight downward or diagonally downward. Move a bit to the side to stay out of the flames' reach while still being able to shoot him. ------------------------------------------------------------------------------ [2.2] Stage 2: Mountain ------------------------------------------------------------------------------ Story: The Skull helicopter takes off near the gas station, and the heroes manage to grab onto it. Before they can rescue their friend, however, they lose their grip and drop down near the summit of a snow-covered mountain. Walkthrough: Ride along the ski lift cable to avoid the concealed spike trap, which is hidden in the snow near the end of the cable. (The heroes can actually jump off the false floor of this trap if they are fast enough.) When going up the slopes after the cable, prepare to jump over a snow boulder. At the first cliff, watch out for another snow boulder. At the second cliff, grenade ninja will toss their explosives, which will blink more rapidly when they are about to detonate. If the heroes like, they can throw the grenades back at the enemies. When the heroes reach the summit, they will automatically run into the cabin there, put on some skis, and start down the slope just as the boss' missile destroys the cabin. (For the record, if the heroes manage to carry grenades with them as they approach the cabin, the grenades will explode without ill effect.) Unfortunately, the heroes cannot slash while they are skiing. The other cabins on the slope conceal snowmobile ninja. Killing the gunners riding on the back of the snowmobiles is enough to render them harmless. Boss: rocket ninja Bad Guy: "Ha ha ha! My rocket is the best!" Good Guys: "Not!" Bad Guy: "Ha ha ha!" The rocket ninja normally flies near the left side of the screen, and he periodically moves to the right to release indestructible orbs that will roll back to the left. The red orbs are faster than the blue ones. If there are three or more orbs tightly grouped together, hang back and jump forward at the last moment to leap over all of them. Otherwise, carefully jump between the orbs. (If Keima and Kojiro are active and have turbo shots, they can kill the boss very quickly.) ------------------------------------------------------------------------------ [2.3] Stage 3: Cave ------------------------------------------------------------------------------ Story: The heroes leave their skis and continue into a cave located toward the bottom of the mountain. Walkthrough: Some of the stalactites can break off from the ceiling. Hit them to make them drop and crush anyone in their way. There is a Shinobi Orb toward the bottom. A hero can use it to bypass the geyser more easily. The geyser is deadly while it is erupting, but the heroes can safely run across it when the column of water subsides. Miniboss: grapple ninja The grapple ninja hangs from the cave ceiling, periodically descending toward the heroes to make a chopping attack before ascending again. When he is hanging high and spinning his sword, he can block the heroes' shots. Stand at the middle of the ground, below the miniboss. As he comes down, slash him once before leaping away to the sides to dodge his chopping attack, and then return to the middle. At the pool, the heroes can move along the surface as though it is a higher level. For an easier time, stay along the surface, because running along the bottom of the pool will result in slower movement. The scuba ninja will launch harpoons aimed at the heroes. Avoid or indirectly slash the harpoons. (Check out the large skeleton in the back.) At the end of the pool, quickly climb up and grab the three items at the high dead end before the remaining bad guys are gone and the massive flood of water comes. Boss: submersible ninja Bad Guy: "You'll become fish food! Ha ha ha!" The submersible ninja stays in the upper portion of the screen, periodically releasing depth charges. (On the tougher Difficulty Settings, scuba ninja may also swim down from above.) The boss can perform side drilling attacks against the heroes if they climb along the walls of the tunnel, so the heroes should stay at the bottom and keep leaping up and hitting the boss, the depth charges, and any scuba ninja. ------------------------------------------------------------------------------ [2.4] Stage 4: River ------------------------------------------------------------------------------ Story: The bottom of the flooded cave empties out onto a river. When the heroes land on some scaffolding, they cause it to break off and float down the river. Walkthrough: The makeshift raft will split apart and grow shorter as it goes down the cascades, but the heroes can stay in the water without harm. (The current will continue to carry them.) However, any items that fall into the water will be lost. For an easier time, go to the right and shoot up and down to kill the enemies approaching on other rafts from the front. Motorcycle ninja and giant truck ninja will also drive along either side of the river. Killing the gunners riding on the back of the motorcycles is enough to render them harmless. The trucks can fire barrages of shots, and they can sometimes follow the heroes down a cascade. Boss: electric ninja Bad Guy: "My electricity will scorch you!" The electric ninja surrounds himself with a deadly shield whenever he somersaults through the air and whenever he stops on the ground to charge up his attacks. The distance between him and the heroes determines his next attack. Staying away makes him raise up his arms and then send bolts that accelerate laterally across the ground in both directions. Jump over these bolts. Staying close makes him pull in his arms and then throw out a high stream. Duck under this stream. If the heroes super-jump up to the remains of the raft (which is balanced on the submarine's skull-shaped tower), the boss can follow them up there. Don't stay above or below him when he leaps. Items will also appear during this battle. Good Guys: "Where is our friend?!" Bad Guy: "Ha ha ha! Poor guy! Your comrade... is now... urrg!" ------------------------------------------------------------------------------ [2.5] Stage 5: Jungle ------------------------------------------------------------------------------ Story: The river leads to a Skull military compound in a jungle. Walkthrough: At the first pool of water, destroy the support pole to make the high platform collapse and form a bridge over the pool. (Check out the alligator who eats an enemy who falls into the water.) At the low area after the first cliff, bomb ninja hiding in the high bushes will throw explosives that detonate on impact. Quickly shoot them as soon as they appear. Their bombs can kill other enemies, too. There is a Power Orb toward the end of this low area. At the second pool of water, parts of the wooden bridge will collapse. (The heroes can actually slide across this bridge if they are fast enough.) Knife ninja are waiting in the pool, so get ready to kill them when they emerge to stab. The walls of this pit cannot be climbed, so super-jump back up onto the solid parts of the bridge. At the wall with the electrical barrier, destroy the turret to stop the electricity. Grenade ninja will toss their explosives over from the other side. If the heroes like, they can use the grenades to blow up the turret. At the gate to the hangar, destroy the explosive barrels to blow open the door. (It will remain closed even if the heroes eliminate the turret first.) Boss: Skull Tank (ninja tank) Bad Guy: "HA HA HA! WELCOME TO SKULL TANK! ANOTHER UNFORTUNATE VISITOR IS WAITING IMPATIENTLY FOR YOU!" Friend: "Help me!" Skull Tank resembles a treaded mech that has many turrets and other weapons. The platform on which the heroes are standing will move toward its different parts. Attack the parts while waiting for the platform to continue moving. During the first phase, destroy the turrets when they emerge from their panels. Quickly shoot them or jump up and slash them before they fire. During the second phase, destroy the arm, which will swing partially downward in a punching attack. Regular enemies will also appear from the right side and drop down from the top. For an easier time, stay a bit to the right under the elbow. From there, jump up and slash the arm, and shoot the regular enemies as they approach. During the third phase, destroy the head, where the kidnapped friend is being held. For an easier time, move a bit to the side below the head-mounted flamethrower to stay out of the flames' reach while still being able to shoot it. After the flamethrower is gone, keep hitting the head while jumping up and slashing the homing missiles that are launched from the eyes. (On the tougher Difficulty Settings, regular enemies may continue to appear from the sides, so keep moving to avoid their attacks.) ------------------------------------------------------------------------------ [2.6] Stage 6: Mines ------------------------------------------------------------------------------ Story: Having freed their friend, the heroes now attempt to escape via the tracks that run through some mines. Walkthrough: The enemies appear from the back, from the front, and then from multiple sides. There is a Power Orb that flies through the air when the first group of turret cars comes from the top right. Use it to quickly kill that group of turret cars or the second group which comes from the lower left. When the heroes' carts jump a gap, any surviving enemies on the higher tracks can be seen crashing into some rocks. Boss: train ninja Friend: "Go to Skull Castle! Sayonara!" BOOM! Bad Guy: "Ha ha ha! Your comrade died miserably!" Good Guys: "You'll pay for this!" The train ninja, who remains inside the middle portion of the engine car, fires bursts of three or four spreading shots downward. The turrets on either side fire additional shots at the heroes. These turrets are limited in number, appearing one at a time on each side, but there are many of them. Shoot the boss while weaving between the shots. Items will also appear during this battle. ------------------------------------------------------------------------------ [2.7] Stage 7: Skies ------------------------------------------------------------------------------ Story: So much for saving the kidnapped friend. The tracks end at a Skull airfield, where the heroes can use the planes to reach Skull Castle and seek revenge. Walkthrough: A large airship can be seen taking off in the distance. As the heroes jump onto a green express plane, some enemies will try to stop them in vain. Now... HERE COME THE NINJAS! For an easier time, stay at the right and shoot left to kill the hordes of enemies as they climb into view. Super-jump up onto the next plane when it appears. If the heroes stay on the current plane as it descends after being set ablaze, they will fall to an instant death. Items will appear at the first plane, but take care not to shoot them down at the far right side of the screen, or else they won't land on the plane. The heroes will have to jump across four green planes before reaching the airship. The heroes will enter the airship through its hatch. Reach the lift. There is a Power Orb after the cable on the next deck. At the highest deck, kill the enemies there to blow apart the top portion of the airship. Boss: ninja trio Bad Guys: "You are... finally... beyond hope! Ready?!" The ninja trio consists of a yellow-clad ninja with a katana, a blue-clad ninja with a bo, and a large ninja with a ball-and-chain. The yellow and the blue ninja actively attack first, but the large ninja may strike back if the heroes get in his way. The bosses can be hit while they are jumping between the levels. The yellow and the blue ninja will slash or thrust whenever they raise their weapons while standing or whenever they make a sharply angled leap. The large ninja will actively attack when the other two ninja are defeated. He will jump to either side of the level where the heroes are, throw his ball straight forward, and then pull it back. To avoid the ball, jump over or slide under it. (Ducking it won't work.) Leaping right into the spot where the large ninja stands can make the ball easier to avoid, due to the way he swings it. If the heroes like, they can defeat the large ninja first. The heroes can aim up or down at him, quickly super-jumping toward him and then back to avoid the other two ninja whenever they attack. Bad Guys: "Help! Aagh! Oh no!" ------------------------------------------------------------------------------ [2.8] Stage 8: Castle Walls ------------------------------------------------------------------------------ Story: Using flying kites, the heroes land at Skull Castle as the airship crashes in the distance. Walkthrough: The archer ninja's fire arrows will leave flames that linger for a while. Their flames can kill other enemies, too. There is a load of lumber along the walls. Hit it to make it drop and crush anyone in its way. Miniboss: ninja turret The ninja turret moves back and forth along the top of the wall, firing its main gun and its side guns. The side guns aim only straight down, but the main gun can aim at an angle. The miniboss can ram the heroes if they super-jump up onto the wall, so the heroes should stay on the ground and shoot it while weaving between the shots. At the bridge, spear ninja at the bottom will thrust diagonally upward. Quickly slide forward to avoid them, or shoot down at them. Toward the other side of the bridge, watch out for mortar ninja. Charge forward as soon as things look clear. There is a Shinobi Orb along the rocky terrain toward the end. Use it to reach the three mortar ninja ahead more easily. Try not to hit the last item boxes before the upcoming battle begins. Boss: shogun ninja Bad Guy: "NOW WE'LL SEE WHO IS THE MASTER OF BUSHIDO!" Good Guys: "I look forward to the challenge!" The shogun ninja teleports or jumps near the heroes and then attacks. He can make fast forward chops, and he can use his sword to charge up and then fire a laser bolt across the screen. The heroes can duck under the laser bolts but not the chopping attacks. When he jumps near the heroes, they have just enough time to slash him once before they have to super-jump away from him. He tends to appear behind the heroes whenever he teleports. Bad Guy: "I'M A GOOD LOSER. PLEASE FINISH IT FOR ME! ... URRRRG!" ------------------------------------------------------------------------------ [2.9] Stage 9: Castle Keep ------------------------------------------------------------------------------ Story: Having opened the gates to the keep, the heroes are only steps away from finding the enemy leader. Walkthrough: Quickly shoot forward to kill the yellow masked ninja, who can make very fast flying kicks. (Check out the cars and the well in the back.) At the trap floor toward the end of the garage, grenade ninja will appear. There is a Power Orb past this trap floor. At the places with the many small platforms, go on the lower level to better avoid enemies. The toxic gas pits are too wide to cross with a single leap, so quickly climb through them. When these pits are almost completely flooded, staying in their bottom portions will be harmful. (Check out the skeletons lying in them.) Miniboss: shuriken ninja The shuriken ninja stays on the right and throws a gigantic, boomerang-like shuriken toward the heroes. This blade can block the heroes' shots, and it will arc back toward him after flying across the screen. For an easier time, stand at the middle of the floor, and jump over the blade when it comes. (When the miniboss dies, the blade explodes.) When the elevator is ascending, the screen will automatically scroll upward. If the heroes drop off the screen, they will fall to an instant death. For an easier time, stay high and keep jumping while shooting downward and to the sides at the approaching enemies. After the elevator, watch out for more yellow masked ninja. Kill the hanging ninja on the ceiling from a distance. Miniboss: samurai ninja The samurai ninja walks along the ground and uses his naginata to perform a vertical chop or a spinning move that can block the heroes' shots. The distance between him and the heroes determines his next attack. Staying away makes him chop, but there is a safe space behind his blade. Staying very close makes him spin, but the "circle of death" isn't deadly until it reaches full speed, and the heroes can actually keep touching the outer parts of the circle without fear of getting hit. Staying too close is safer than staying too far away, because the spinning attack is easier to avoid. One quick way to beat this miniboss is to trick him into continuously using his chopping attack. Stand just past his blade when he isn't attacking. After a second or so (depending on the Difficulty Setting), he will pull his weapon back for his attack. At that moment, quickly run up close and slash him while he chops, and then move back out to the previous distance. Miniboss: ninja door The ninja door itself doesn't attack, but the turrets hanging from the ceiling will fire laser bolts at the heroes. These turrets are limited in number, up to three of which can appear at a time, but there are many of them. Shoot the door while sliding to the sides to dodge the bolts. (If Yuri is active, she can put her back against the door and keep hitting it while indirectly slashing the laser bolts.) Boss: leader ninja Bad Guy: "Where's my backup? Hey! What happened?" Good Guys: "You're the last one!" Bad Guy: "I'm surprised you got this far! However, you won't go any further, as you'll never beat me! Ha ha ha! I will use my most secret weapon and destroy you!" The leader ninja fights in his "most secret weapon," which is a ninja mech. The battle takes place on the rooftop, which has two levels. During the first phase, the boss leans over the higher level, so the heroes should stay on the lower level. Whether the heroes are standing or ducking determines his next attack. Standing makes the boss raise up his arms and then quickly punch downward in a wide arc. Duck this punching attack, but stand back up as soon as it passes. Continuously ducking makes the boss hold out his arms and then send out two hands in a grabbing attack. The hands will fly around in a symmetrical sweeping pattern. To dodge the hands, super-jump between the two levels when they come. During the second phase, the boss will leap between the levels, following the heroes, and he can shoot homing energy bullets. (He begins by leaping onto the higher level, so stay on the lower level first.) The boss can perform very fast kicking attacks against the heroes if they stay on the same level where he is, so the heroes should super-jump whenever the boss leaps to keep away from him. They can slash him during the brief moment between every super-jump. If he shoots homing bullets, run to the sides as necessary, and prepare to resume super-jumping when he leaps again. During the third phase, the boss will fly over the higher level. He will have arm blades, and he can release energy bubbles that will assemble around him in a circular pattern before flying toward the heroes. These bubbles can be destroyed by shots or by slashes. The boss can chop the heroes if they super-jump up onto the higher level, so the heroes should stay on the lower level and shoot him and the bubbles. They can also keep hopping up and slashing to hit the bubbles as they come out from the boss. (The fish statues, if not already broken by the kicking attacks, can be destroyed by the chopping attacks.) Bad Guy: "OH GOD!" SPLASH! BOOM! Good Guys: "It's over...." ============================================================================== [3] (reserved) ============================================================================== ============================================================================== [4] (reserved) ============================================================================== ============================================================================== [5] Reference ============================================================================== ------------------------------------------------------------------------------ [5.1] Game Source Information ------------------------------------------------------------------------------ Name: Mystic Warriors Name: Mystic Warriors: Wrath of the Ninjas (North American) (Cabinet Art) Developer: Konami Producer: Konami Genre: action shooter Players: 2 or 4 Save: none Publisher: Konami Release Date: 1993------ ------------------------------------------------------------------------------ [5.2] Soundtrack Information ------------------------------------------------------------------------------ Konami Amusement Sounds '93: Natsu Copyright 1993 Konami Name: Konami Amusement Sounds '93: Natsu Code: KICA-7616 (LC-064), KICA-7617 (LC-065) Producer: Konami Publisher: Konami Release Date: 1993-08-21 Discs: 2 Size: Disc 1 of 2: 629 MB - Gaiapolis Disc 2 of 2: 638 MB - Lethal Enforcers and Mystic Warriors Cover Art: Only the logo and the theme art of Gaiapolis can be seen. (However, the images of all three games are visible on the back cover.) Tracks: :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Disc 1 (71:17 total) ## Time Tune (38 total) :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Gaiapolis 01 0:54 In the Evening Grow [In the Evening Glow] 02 1:17 Morning Departure 03 1:38 Down to the Earth ~ Avaron [Avalon] 04 1:33 Battle 05 0:10 Symbol of the Hero 06 0:06 Map 07 1:22 Knight of Flames 08 2:23 Neomosk [Neomosc] 09 1:35 Take Back My Daughter 10 2:34 Toran [Turan] 11 1:45 Olynpia [Olympia] 12 2:17 KeyCity 13 2:17 Maharish [Maharishi] 14 1:48 Stone of the Winged Man 15 2:17 Koben 16 1:42 Ladder 17 1:32 Crystal Sword 18 2:09 Branmute [Blancmute] 19 1:01 The Entrance to Dark Corridor 20 2:00 Dark Corridor 21 0:42 The Winged Man 22 2:17 Aleista 23 1:43 Far Beyond to Sail 24 2:17 Atrantika [Atlantica] 25 1:39 The Memory of the Past Mistake 26 2:17 Los 27 0:55 Wicked Pulsation 28 1:30 Highway [High-Way] 29 1:23 The Door of Destiny 30 2:56 Gaiapolis 31 2:24 Invasion ~ King Darkness 32 2:13 The Final Battle 33 1:55 Epilogue 34 0:11 Coda 35 1:31 Celebration 36 2:42 Ending Gaiapolis Arrange Version 37 5:12 Open the Wings 38 5:10 Crystal Time :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Disc 2 (72:15 total) ## Time Tune (49 total) :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Lethal Enforcers 01 0:11 Waiting for Challenges 02 0:44 Victory or Defeat 03 0:10 My Mission 04 1:23 Rolling Badguys 05 1:06 Black Boots 06 2:02 Fence of Defence 07 1:53 As Long as You Live 08 1:21 Desperate to Survive 09 1:36 Fight for Your Life 10 1:54 Shoot into the Street 11 1:02 At Full Speed 12 1:28 Warning Area 13 1:52 Dead or Alive 14 0:44 Lucky Plucky 15 0:08 Whoa! 16 0:05 Fanfare I 17 0:05 Fanfare II 18 0:05 Fanfare III 19 0:08 You Are a Good Shooter! 20 0:07 Just My Luck! 21 0:48 So Tired 22 1:14 Thank You, and See You Again Mystic Warriors 23 1:31 Introduction (Prologue) 24 0:52 Respectively (Player Select Screen) 25 2:32 Theme for Mystic Warriors (Stage 1) 26 1:41 Hellrazor (Boss A) 27 2:34 Lift & Lodge (Stage 2A) 28 1:47 Sonic Descending (Stage 2B) 29 2:37 Infinite Underground (Stage 3) 30 1:31 Chauvinist for Skull (Boss B) 31 2:04 Radical River (Stage 4) 32 2:29 Beyond the Primeval Forest (Stage 5) 33 2:05 On the Blind Track (Stage 6) 34 1:19 Interceptor (Stage 6 End) 35 2:22 Up to the Stratosphere (Stage 7A) 36 2:34 Great Airforce (Stage 7B) 37 0:28 Fall into the Air (Stage 7 End) 38 2:47 Majestic Fortress (Stage 8) 39 0:24 Bushido (Stage 8 End) 40 2:49 Kingdom for Skull (Stage 9) 41 0:52 Revenge of Ninja (Stage 9 End) 42 1:30 Dominator (Final Boss) 43 0:05 Inter Mission (Stage Clear) 44 2:00 Flashback (Epilogue ~ Staff Credits) 45 0:06 History Repeats Itself (Game Over) 46 0:43 Glad It's All Over (Ranking Screen) Lethal Enforcers Arrange Version 47 4:36 Waiting for Challenges ~ Shoot into the Street 48 5:01 Dead or Alive 49 2:50 Thank You, and See You Again :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ------------------------------------------------------------------------------ [5.3] Really Small Details That the Shogun Ninja Wants to Share With Everyone ------------------------------------------------------------------------------ "SKULL LIKE SUNSET RIDERS!" In the first Stage, the drive-in theater shows Steve's scene from Sunset Riders' Prologue. "SKULL HAVE SEXY LADY NINJA!" Mystic Warriors' grenade ninja are very similar to Sunset Riders' grenade rustlers, but there is a secret with the grenade ninja. To remove a grenade ninja's armor, defeat her with a grenade blast. She will have only her purple bikini and leggings, with her long hair let loose, and she will lie on her back instead of her front. "SKULL MISSPELL WORDS!" In the first Stage, the gas station's name is misspelled as "PETROL MORTOR HOUSE." "SKULL HAVE PRIORITIES ALL WRONG!" In the second Stage, the boss tries to blow up the heroes with a missile as they run toward the cabin, just before the skiing scene. Why doesn't he use more missiles when they later fight? "SKULL HATE WEIRD INSULATION!" In the sixth Stage, during the scene when the boss incapacitates the heroes with electricity, the kidnapped friend isn't affected, despite being on the same group of carts. "SKULL ENJOY COOL BREEZE!" In the seventh Stage, during the scene with the express planes, the heroes' loose hair and clothing can be seen blowing in the wind. If Yuri turns left and shoots, her hair will cover her face instead of staying behind her head. "SKULL CONTROL WORLD BANK!" In the eighth Stage, the bank in the distance can be seen multiple times, due to the repeating background there. "SKULL LOVE THE CODE!" Ever read all those letters and numbers found on various Skull properties? The helicopter has "SKL 001." The tank has "19605-S." The train has "Skull 10707." The airship has "B 153307." The castle has the address "W 42 St" listed on the walls, near a "No Parking" sign. "SKULL DEAL IN RARE GOODS!" The crown, besides being about as rare as sukiyaki in the game, is also the only item that displays its Points in flashing colors. "SKULL FEAR SHIELDS!" The protective shield looks different for each hero. Spyros' shield is blue with lightning, Keima's is white with wind, Kojiro's is yellow with waves, Brad's is purple with energy bolts, and Yuri's is orange with swirls. "SKULL HELP PRESENT KREZZY COMPARISONS!" Lady ninja (kunoichi) are the best, and Konami's are among the coolest. Just for fun, let's compare Yuri to Sekirei no Rin (from Rasetsu no Ken, a.k.a. Soul of the Samurai, a.k.a. Ronin Sword) and to Yae (from the Goemon series). Name Yuri Rin Yae Uses a sword x x Uses kunai x x Uses a naginata x Uses a bazooka x Controls like a tank x Has infinite ammunition x Belongs to the secret ninja police x Hangs out with a bunch of weirdoes x x Hangs out with only one dude x Looks buffer than a dude x Kills monsters in a forest x x Kills zombies in a village x Can turn into a mermaid x Doesn't even need to breathe underwater x Eats many kinds of traditional foods x Eats lots of herbs and medicines x Eats mystery meat x Has magical powers x x x Winner Tie ------------------------------------------------------------------------------ [5.4] Document Credits ------------------------------------------------------------------------------ Konami (www.konami.co.jp) For creating Mystic Warriors. Spherelanders For playing through the game and figuring out the best tactics. Extra thanks to Alex Round for actually authoring this document. ============================================================================== [6] Contact Information ============================================================================== mail: faididi@yahoo.com ============================================================================== ==============================================================================