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Mystic Warriors (Arcade) (1993)
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 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.


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[-] Document Version History
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Version 2007 (2007-07-19 Thursday)
 - Initial release.

Version 2008 (2008-07-19 Saturday)
 - Corrections made.

Version 2010 (2010-07-19 Monday)
 - Corrections made.


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[0] Contents
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[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


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[1] Overview
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 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.


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[1.1] Story
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   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.


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[1.2] Characters
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 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.


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[1.3] Controls
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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!"


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[1.4] Status Indicators
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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.


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[1.5] Items
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 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.


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[1.6] General Tips
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 - 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.


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[2] Strategies
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[2.1] Stage 1: Streets
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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.


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[2.2] Stage 2: Mountain
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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.)


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[2.3] Stage 3: Cave
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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.


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[2.4] Stage 4: River
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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!"


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[2.5] Stage 5: Jungle
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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.)


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[2.6] Stage 6: Mines
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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.


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[2.7] Stage 7: Skies
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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!"


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[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!"


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[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...."


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[3] (reserved)
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[4] (reserved)
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[5] Reference
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[5.1] Game Source Information
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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
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 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


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[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.


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[6] Contact Information
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 mail: faididi@yahoo.com


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