Automatic items[edit]
These items appear when regular enemies are defeated. You can stock up on them by collecting as many as you can, and they will be used automatically whenever they are needed.
Substitute dummy | Golden Peacock |
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Perhaps one of the most vitally important items in the game, a supply of substitute dummies allows you to survive contact with enemies or terrain that would otherwise kill you. Collecting a large number of these will significantly increase your chances of getting far in the game. You earn three dummies for every tile you collect. | If you happen to drop off of a ledge and wind up falling into a pit at the bottom of the screen, you will be rescued by a golden peacock as long as you have one of these tiles. Once you are rescued, you can control the peacock for a few seconds and direct it to carry you wherever it is capable of flying to. When time is up, the peacock will disappear, and you will fall to the ground below. |
Key | Torch |
Throughout each stage, you will encounter a series of doors. Each of these doors is locked, but you can obtain keys to open these doors by defeating enemies. Each key can only open one door. When you exit from the room, the door locks behind you. You can enter the same door again, but it will require another key. | The rooms beyond the locked doors are not always lit, and the makeup of the room will not be visible to you unless you have another source of light. Some defeated enemies will drop torches. Collect them in order to see inside the darkened room. You will automatically use one torch for every darkened room that you enter. |
Protection Talisman | |
Later in the game, there will be enemies that aren't visible to you as you proceed through the stage. Each talisman will protect you from harm against these invisible enemies. |
Selectable projectiles[edit]
Aside from the white orb, which you begin the game with, you must defeat bosses at the end of several stages in order to receive various other throwing objects available in the game.
White orb | Red orb |
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You begin the game with the white orb projectile. It is the weakest of all the ranged weapons. It has no special strengths and average range. |
The red orb has the ability to travel farther than the white orb. It will continue all the way to the edge of the screen. In addition, it will pass through enemies and continue to strike others along the way. |
Snowball | Fireball |
The snowball projectile is especially effective against enemies who are fire or heat based. It will do three times as much damage to them as any other projectile. It is a weapon you will need when you first meet female assassins. |
The fireball projectile if of course more effective against cold enemies. A fireball will cause three times as much damage to cold enemies as other projectiles will. |
Thunderbolt | Prayer beads |
The thunderbolt projectile packs an incredible electric charge. As a result, any enemy wearing a good amount of metal armor will receive three times more damage than normal. You will need this weapon when you first encounter bowmen. |
Some of your enemies are the animated dead. Normal weapons do no damage to them because they can't be killed. Only prayer beads can bind them and return them to the netherworld. |
Ball of Light | Air bubble |
Enemies that dwell in dark caverns rely on senses other than sight to find and attack their enemies. These projectiles give off a bright light that harm cave dwellers three times more than usual. |
Enemies that live underwater prefer liquid to gas. Bubbles of air will cause three time more damage to water enemies than other projectiles. This weapon is necessary to take down the jump kicking monks when you first meet them. |
Telekinetic wave A | Telekinetic wave B |
When a warrior comes close to attaining enlightenment, they will be able to project a wave of telekinetic energy that strikes the enemy. This wave will do three times more damage than the white orb to all enemies. |
The ultimate form of enlightenment, the telekinetic wave can be further enhanced to cause five times the normal amount of damage to any enemy that it strikes. |
Immediate scrolls[edit]
Scrolls will appear instead of automatic items when an enemy is attacked in a particular way. As soon as you collect them, they go into effect for a limited period of time. Note that the effects of some scrolls take priority over others.
Special powers[edit]
Special powers are obtained from inside rooms behind locked doors. Either the item will be presented to you in the hands of a statue, or you must defeat a mini-boss to obtain it. You can store them up, and each use will use up one stock.
The art of flying | The wind god's art |
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Activating the art of flight will permit you to fly throughout the screen in any direction you like. Unlike transforming into a dragon, you can activate this power whenever you choose, but you are still vulnerable to attack. | Commanding the power of a wind god, you can summon a large tornado which will sweep across the screen, and blow away any enemy that happens to lie in its path. |
Protective spirit fire | The art of sense containment |
Using this art will cause a small fire spirit to orbit your body and protect you from harm. If an enemy is struck by the flame, it will suffer damage as if you attacked it. It is very useful to protect yourself from attacks from behind. | This very powerful art causes all enemies to lose sense of time or thought, and become frozen in space, making it easy to attack them, or escape from them. Use it when particularly dangerous and difficult to avoid enemies are present. |
The art of escape | The thunder god's art |
When you enter a room behind a locked door, it will either contain a peaceful statue or an attacking demon. If you do not wish to risk your life in battle, use one of these items to instantly exit the room and return to the outside. | Another powerful art, this will draw upon the power of a thunder god to summon lightning that strikes down every enemy on the screen. However, you are forced to remain stationary during its use. |
The art of clear observation | The art of demon warding |
Through the use of this art, you will be able to perceive that which is unperceivable. Enemies which are normally invisible can be seen during the duration of this spell. | This art summons a powerful aura that drives fear into the hearts of those who would attack you. Once this art has been activated, enemies will not appear on the screen for a limited period of time. |
The art of aurora | The art of violent misfortune |
Through the use of this art, you can generate a giant wave of light, similar to the Aurora Borealis, which can be sent forth in the direction you are facing in order to attack the enemy. This wave can only be sent out in one direction at a time, but it does tremendous damage. | Using this art will cause all of the enemies around you to suffer tremendous damage. But doing so will come at great personal cost, and should only be used as a last resort. For every curse you use, you will lose one life. If you use it on your last life, you will end the game. |