From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search

Once the background has reappeared behind Mirai Ninja, the stage title has appeared on the screen, and the stage's theme (which is identical to that of the fourth stage) starts to be heard from the Yamaha YM-2151, start running to the right and jump onto an enormous "Haguruma" gear that is rotating in a clockwise direction, then jump up to each of twelve levels of one conveyor belt in turn before jumping up to each of nine levels of two conveyor belts in turn, and jump over to the right to land on the first of a pair of smaller gears; the first one is rotating in an anticlockwise direction, while the second one is rotating in a clockwise direction. This means that you will have to time your next jump carefully, in order to reach the conveyor belt on the next platform - and once you have landed upon this conveyor belt on the next platform, you will pass under a second enormous gear on the ceiling that is rotating in an anticlockwise direction, before dropping off the edge of the platform and landing on one of twelve more levels of one conveyor belt. If you chose to jump all the way up to the twelfth level of one conveyor belt you will come to a hole in the ceiling; an infinite amount of Namekuji are dropping down through it and making their way towards you. As with the Semushi Men which Inari had summoned to jump out of the ground at the end of the first and fifth stages, that regenerative Tourou that was hovering in place above the right side of the battering ram's tank treads at the end of the third stage, the Mukademaru that were generated by Katame at the end of the fourth stage, and the Sasuke that were pouring out of the two "Ki-mon" on that fifth stage, you will have the opportunity to kill the Namekuji, for 50 extra points apiece - however, you must not forget about the Beam Hassha-ho that will appear and fire a laser beam at you if you take too long over the stage. Once you have made it past that hole in the ceiling, you must jump up to each of four more levels of two conveyor belts in turn in order to jump up to a seconcd conveyor belt on the next platform; once you have jumped up to this second conveyor belt on the next platform, you will have to jump up onto two more smaller gears that are rotating in an anticlockwise direction in turn so you can to jump up to a third conveyor belt on the next platform. Once you've jumped up to that third conveyor belt on that next platform, you will have to jump up to three more small gears that are rotating in an anticlockwise direction in turn in order to jump up to a third enormous gear that is rotating clockwise and be carried up to the next platform - and there is a Tourou hovering in place above the next platform (which will fire a beam down at you if you try to pass under it), so you will have to jump up and slash it with your sword at close range to kill it before you can jump up to the platform. You will then have to jump up to each of four levels of six conveyor belts in turn; you will notice that another infinite amount of Namekuji will be coming up from a hole in the floor on the first level and making their way towards you. As with the first ones (that were dropping down through the hole in the ceiling earlier in the stage), you'll have the chance to kill the Namekuji for 50 extra points apiece - but again, you must not forget about the Beam Hassha-ho that will appear and fire a laser beam at you if you take too long over the stage. Once you have jumped onto the second level of six conveyor belts, four Hanzou Hattori will come running towards you - and once you have thrown a shuriken at each of these ones to kill them, a Gold Mukademaru will materialize in front of you. Once you have jumped up and thrown enough shurikens at him to kill him, jump up to the third level of six conveyor belts, as four more Hanzou Hattori come running towards you - and once you have thrown a shuriken at each of them to kill them, you must jump up to the fourth level of six conveyor belts, so you can jump up to four more small gears in turn. The first and third ones are rotating in the anticlockwise direction, while the second and fourth ones are rotating in a clockwise direction; this means that you'll have to time your jumps carefully in order to collect three Chikara (yellow) powerups if you need the extra energy before descending back down to that fourth level of six conveyor belts. You now have to drop down to each of sixteen more levels of two conveyor belts in turn as two more Gold Mukademaru materialize in front of you - and once you throw enough shurikens at both of these to kill them, you will have the chance to collect a fourth Chikara (yellow) powerup if you dropped off the left side of the sixteenth level of two conveyor belts and need the extra energy before the screen fades out and the old hologrammatical image of the Evil Master Shikinami Kurosagi appears in the background (meaning that it's time for an eighth boss battle). Once the background has faded back in, the "boss" theme will start to be heard from the Yamaha YM-2151 for a sixth time as Mirai Ninja finds himself in the room of Katame for a second time; as with the first time he was in this room, at the end of that fourth stage, Katame will attack by shooting fireballs across the room and spawning Mukademaru that can spit Kanji characters from their mouths. The room itself will also occasionally rotate ninety degrees clockwise and change the gravitational force for Mirai Ninja once again - which can, again, often result in him landing on a fireball or a Mukademaru. The Mukademaru can, again, also be killed for 1500 and 5000 extra points apiece, given that Katame will never stop spawning them until it has been defeated; once you have thrown enough shurikens at Katame to defeat it for a second time, it will explode as the "stage clear" theme is heard from the Yamaha YM-2151 for a ninth time (although any Mukademaru and spat Kanji characters still on the screen will, again, remain) and Mirai Ninja will be transported to the tenth stage once the background has faded out (which, like the first, third, fifth and seventh ones, is very straightforward, even though it takes place on an ascending platform which has two regenerative Tourou hovering in place above it and from which he cannot jump off).