__ __ _ _ _ _ _ _ | \/ (_)_ __ (_) | \ | (_)_ __ (_) __ _ ___ | |\/| | | '_ \| | | \| | | '_ \ | |/ _` / __| | | | | | | | | | | |\ | | | | || | (_| \__ \ |_| |_|_|_| |_|_| |_| \_|_|_| |_|/ |\__,_|___/ |__/ 12-4-2010 v0.9 email@example.com Copyright 2010 Nicole Ockerman ---------- Table of Contents I. Introduction and contact (MN001) II. Controls (MN002) III. Touch Screen (MN003) IV. Items and their uses (MN004) V. Kuji Spells (MN005) VI. Playable Characters (MN006) VII. NPCs and their locations (MN007) VIII. Tengu and their locations (MN008) IX. Bosses (MN009) X. Chapter 1 (MN010) XI. Chapter 2 (MN011) 1. Earth Wilderness 2. Earth Castle (MN011C) XII. Chapter 3 (MN012) 1. Night Wilderness 2. Night Castle (MN012C) XIII. Chapter 4 (MN013) 1. Water Wilderness 2. Water Castle (MN013C) XIV. Chapter 5 (MN014) 1. Snow Wilderness 2. Snow Castle (MN014C) XV. Chapter 6 (MN015) 1. Fire Wilderness 2. Fire Castle (MN015C) XVI. Side Quests (MN016) 1. Yuki's Husband (MN017) 2. Atsui and Samui (MN018) 3. Collectible Dolls (MN019) 4. Castle Dwellers (MN020) 5. Plane of Spirits (MN021) 6. Things I can't figure out (MN022) 7. Version updates (MN023) XVII. Copyright (MN024) ----Introduction and contact---- (MN001) Hello there. This is the first time I've written a guide, so if it's a little weird, well. Then again, I'm weird myself. I wrote this guide because I couldn't find a single one for the DS version of this game on the net. What I did find was a lot of people asking the same questions as me, questions I could help with, and guides for the PC version, which is different in a few ways. So I decided to write this. I tried to make it so you could use this guide in one of two ways. Either as a step by step walk through, or to check for those couple little things you're missing. However, as I decided firmly on this in the middle of writing it, not all the random quests are laid out in detail (Not to mention I'm still missing information) in the extras. If you have any questions, or know something I don't, please feel free to contact me at firstname.lastname@example.org I would appreciate it a lot, and will update this as I get more information. ----Controls---- (MN002) (As I can think of no where else to put it, dying really isn't a big deal in this game. At all. You can simply choose to continue, and you will appear close to where you died, with half your health and Ki. Whatever Samurai you were fighting [excluding bosses] will maintain damage.) D-Pad - Basic movement. Double tap in any direction to sprint. Will use light Ki to maintain however. As such, until you're given access to Ki, you will not be able to sprint. (Also, a small tip with sprinting. Particularly when you have more Ki, after sprinting it all away, if you're safe, meditate it back. It saves a bit of time, as the natural regeneration time is a bit slow) B button - Jump (Jumping while running at a wall has different effects. If jumping from an angle, and holding B, you will run sideways on the wall. If you run straight, you will run up the wall.) A button - Attack using main weapon, (When an enemy is blocking, hold A to do a charged attack which will break through their block) pick up items, speak with NPCs. X button - Ranged attack. Holding this down will allow you to aim. However, note that when enemies are nearby, ammo will automatically be thrown at them, whether or not you were focused on them. This can be both useful and annoying. Also note that if you move the cursor over more than one target, multiple shuriken will be thrown to hit each. Y button - Cast spells. (Hold down for aimed spells, such as Fireball) R button - Block L button - Tapping this will cause the screen to face forward. Holding it and using the D-Pad will allow you to move the camera around. Be wary however. In small spaces, like tight paths, it wont allow you to control the camera in this way. You will simply walk. Careful not to walk off a cliff. X+A button - Jikoku attack. Uses Ki, can target many enemies at once. Obtained at level 5. ----Touch Screen---- (MN003) The touch screen has multiple functions in Mini Ninjas. On the left side of the screen will be (as you get them) the faces of the three playable characters. Touching one of their faces allows you to switch from person to person. In the middle of the screen will be a circle with a bag icon. Touching this will take you into your inventory, showing potions, fruits, potion ingredients, and spells. Two squares will eventually be below the inventory (Hiro only). One for spells, one for ranged weapons. Whichever you click will cause a large, divided square to form around the inventory. If ranged weapons are selected, it will show the three different types on ammo that Hiro/Suzume can use. Selecting the spell tab will cause it to show the different spells Hiro can use. Tap whichever you want to use. On the left side of the screen are another three functions. Top most is meditate (Hiro only) Meditating recharges Ki. It can not be done while the Kuji shield is active. Below that is the Ninja Hat. This hat is actually very useful. It will deflect high flung arrows. Keep in mind, for every arrow it deflects, it will become damaged, as indicated by it filling with red. If it "breaks" it will vanish until it has recharged. If you are safe, simply remove it to allow it to repair, and then put it back on. It can also be used in deep water as a boat. (Will change into a cape in the Snow Wilderness, after you've had the cape made.) Below this is the map, which, while rather unspecific, can actually be very useful. Shows all previously located Tengu locations. ----Items and their uses---- (MN004) Fruit - 9 of each can be held. If you are hurt, fruit will automatically be eaten. Apple: Restores one small heart. Blueberries: Restores one small heart. Cherry: Restores one small heart. Honey: Restores a small amount of Ki. (Not automatically eaten) Nuts: Restores one small heart. Peach: Restores one small heart. Pear: Restores one small heart. Raspberries: Restores one small heart. Potions - 9 of each can be held Minor Healing Potion: Restores 3 big hearts. Major Healing Potion: Restores all hearts. Weak Ginseng Extract: Restores small amount of Ki Strong Ginseng Extract: Restores all Ki Strange Brew: Temporarily multiplies striking power by 3 Barkskin: Creates thick natural armor that temporarily shields from blows. Supreme Health: An extremely rare potion that adds a big heart permanently. Supreme Ginseng: Permanently increase your Ki. Supreme Stamina: Permanently increase Shadow Ki regeneration speed. Supreme Spirit: Permanently increase Ki regeneration speed. Potion ingredients - 99 of each can be held. Anemone Blade Moss Blue Petal Burdock Ginseng Root Hermits Cap - Rare Mountain Fire (Only in Fire Wilderness) Oyster Mushroom Sacred Lotus - Rare Sage Shitake Spears of Ashida Stone Cap Tiger Lily Watercress Wild Mint Root Wild Parsley Ammo - 99 small ammo can be held. 9 special ammo can be held. Shuriken (Hiro) Can target multiple enemies. Super Shuriken (Hiro) Can only target 1 enemy. Bombs (Hiro) Darts (Suzume) Can target multiple enemies. Sleeping Darts (Suzume) - Put enemy to sleep. Can only target 1 enemy. Smoke Bombs (Suzume) - Causes a cloud to be in Suzume's vicinity which stuns enemies. ----Kuji Spells---- (MN005) Possession: Allows you to possess an animal, allowing you to travel through small cracks that Hiro can't fit in. Teleportation: Uses no Ki. Allows a Tengu Mage to teleport Hiro to any Tengu Mage he has already met. Fireball: Launches a fireball. Exorcism: Uses Kuji to launch a projectile that will defeat ghosts. Energy Shield: Forms a shield around Hiro which causes damage to affect Ki instead of HP. When Ki runs out, the shield will vanish. No perpetuation cost. Can not meditate or use other spells when active. Tornado: Uses a large portion of Ki. Conjures a tornado that attacks any Samurai nearby. Powerful. Kuji Disruptor: Returns large and massive Samurai to their animal form. Uses a lot of Ki. Meteor: Summons a large meteor that lands on nearby foes. Uses a large amount of Ki. Freeze Time: Freezes time. Nifty. Drains Ki until you either deactivate it, or you run out. ----Playable Characters---- (MN006) Hiro - A young Ninja being trained under the Ninja Master. Has the ability to control Kuji. Main weapon is a Katana, and can use Shuriken and Bombs as ranged weapons. Only character able to activate portals made by defeating Plane of Spirits puzzles. Futo - Hiro's best friend, Futo is strong, and uses a large hammer as his weapon. He has no ranged weapons. Best against massive Samurai. Suzume - A female Ninja, and Hiro's friend. After helping Hiro, she decides to join him on his journey. Main weapon is her blow dart gun, which she uses to hit people with. Her ranged are Darts, Sleeping Darts and Smoke Bombs. ----NPCs and their locations---- (MN007) I considered making a section dedicated to every little quest in the game, but some of them are so menial and along the way, that I'd practically be writing a second walkthrough if I did that. As such, if you're looking for a specific quest that wasn't large enough to get it's own section, simply Ctrl+F the character the quest is related to. - Ninja Village (Once you finish here, you won't come back) Ninja Master: Can only be interacted with in the tutorial portion of the game. - Earth Wilderness Village Elder - In front of the well in the middle of town. Daisuke - in front of the hut to the left of the entrance to town (When facing the entrance) ??? - Man hiding in a barrel behind Daisuke's hut. - Possible partner for Yuki Tora - A ninja and one of Hiro's friends. Found in the Samurai camp in the Bamboo Forest. Kentaro - In the cabin in the middle of the Bamboo Forest. - Only appears after finishing in the Earth Wilderness. Yotaro - Was the man in the barrel. Now standing near the shed which he hid behind. Bado the Beastmaster - Appears in Lumbering Fool's lair. - Night Wilderness Denisu - In the small forest just inside the Night Wilderness. Miina - On a small island halfway down the rapids. Otto - Large island at the end of the rapids. Tsuma - On the cliff leading to falls before the Night Village/Night Village. Kikkawa - Inside the tunnel just before the Night Village. Village Elder - In front of the well in the middle of town. Aniki - Night Village Graveyard Jide - In a bush to the left when first entering the Night Castle. - Only appears after finishing in the Night Wilderness. Mukoe - In front of the hut near the broken bridge in the Night Village. Koyuki - In front of the hut near the broken bridge the Night Village. Yuki - Standing on the remnants of the broken bridge the Night Village. Keiichi - The small clearing before the alter in the Night Village. Kake - In Windy Pants' lair. - Water Wilderness Kunoichi - On the bridge in the Water Village. A ninja and friend of Hiro's Village Elder - In front of a hut by the Koi Pond Mayumi - Alter side of the chasm. Kasu - Flooded Village - Possible partner for Yuki. Shoei - At the foot of the statue just inside the water Castle. Rikku - Left out of the door from the room at the top of the long stairs in the castle. Kurisu - The room just before the boss in the water castle. - Only appears after you finish in the Water Wilderness. Keiko - The ramp in Timid Swimmers lair. Yoshiko - By the first valve in Timid Swimmers Lair Akiko - By the path to the third and fourth valve in Timid Swimmers Lair. - Snow Wilderness Dayamaka - Second right at a dead end in the forest just past camp. Kunitto - Caged in the Samurai Camp. Nyaki - Small cave past the Samurai camp. Potential boyfriend for Yuki. Nideru - Niche in the wall before the Samurai camp. Shun - A Ninja friend of Hiro's. Blocking the path to the snowy areas of the Snow Wilderness. Sumi - Top of the first cliff in the snowy area. Legendary Tree - To the left in the clearing around the rock formation. Furosuto - Down a hard to see path before the Ice Elemental. Nagini - Down a small path next to the ramp by the first impassible door in the Snow Castle. Lozaki - Only reached by dropping from the far left of the ledge where you access the bridge. Atsui - House somewhat near the tunnel into the courtyard of the bosses lair. - Only appears after you finish the Snow Wilderness. Kage - Screeching Owl's lair - Fire Wilderness Hasu - Middle of the Bridge/Front of the bridge in the snowy area of the Fire Wilderness. Usagi - Bottom long ramp in the cave. Leeli - Second right past the jumping stones in the lava room. Yamamoto - Near the massive lava river, right side of the small ring of land around a lava pit. Toshimi - Left of the tall bridge. Samui - Left over two lava rivers from a wall jump nice. Gosu - Just before the cave entrance. Fuu - Samurai camp in the cave. - Appears after defeating the Living Tower and then leaving. Tamago - To the right of the entrance to the Fire Castle. ----Tengu and their locations---- (MN008) A nice thing about the Tengu, is after you've found them, they're marked on the map. However, due to having to free almost all of them to get exp bonuses and unlock the doors to bosses lairs, I'll mention where they are for those simply needing help locating Tengu. F by their name indicates that they were free when found, C by their name indicates that they were caged. (I will admit inconsistancy on the C and F business due to thinking of shortening description with this after the fact. Feel free to tell me if they're mislabled.) - Ninja Village(Once you finish here, you won't come back) Tengu F - Found near the alter, this one will only ever be seen in the Ninja Village - Earth Wilderness Tengu Hermit F - Just inside the Bamboo Forest from the town. Tengu Mage F - Left past the first barricade in the Bamboo Forest. Tengu F - Just outside the tunnel from the Samurai Camp Tengu Crafter C - Not too far from the Tengu. Tengu C - Next to the first castle gate. Tengu Mage C - Next to the second castle gate. Tengu C - A ways back from the second castle gate and the Tengu Mage. Tengu C - Shortly past the second castle gate. Tengu F - In front of the third castle gate. Tengu Mage F - Near the Earth Elemental Tengu F - Near the gate to the rapids. Tengu F - On the island where you get the Clay Flower. Tengu Mage C - At the end of the rapids. Tengu C - Down a path past the Earth Elemental. Tengu Mage F - Shortly after the bridge on the way to the Earth Castle. Tengu Crafter C - A ways left of the inner gate in the Earth Castle. Tengu C - In an alcove behind the Earth Castle on the left side. Tengu Mage C - In an alcove along the right wall of the Earth Castle. Tengu C - In an alcove behind the Earth Castle on the right side. Tengu Mage C - Just before the Earth Wilderness Boss. - Night Wilderness Tengu Mage C - In a small alcove to the right of where you start in the Night Wilderness. Tengu C - In an alcove near the exit from the small beginning forest of the Night Wilderness. Tengu C - Halfway down the river rapids. Tengu Mage C - Large Island at the end of the rapids. Tengu Mage F - Night Village. Tengu C - At the end of the chasm in the Night Village. Tengu Crafter F - Night Village Graveyard. Tengu Mage C - Down the right path just inside the Night Castle. Tengu C - Past the first acid pit in the night Castle. Tengu Mage C - By the group of buildings near the switch in the Night Castle. Tengu C - On a ledge near the acid pit before the boss. Tengu Crafter C - On a ledge in the middle of the acid pit before the boss. Tengu Mage C - In front of door to the boss. - Water Wilderness Tengu C - At the end of the right rice field. Tengu Mage C - End of the path on the cliff near the rice fields. Tengu Crafter F - Near the Alter in the chasm. Tengu Mage C - On top of a submerged house in the Flooded Village. Tengu C - On top of the stone structure/location of the second switch. Tengu Mage F - Right out of the door from the room at the top of the long stairs in the castle. Tengu Mage F - The room just before the boss of the Water Castle. Tengu Crafter C - Cell in the Water Castle. Tengu F - Cell in the Water Castle. Tengu C - In a dead end left of the entrance of the escape tunnel. Tengu C - Outside of the escape tunnel. Tengu C - Outside of the escape tunnel. (There are two in this room) Tengu Mage C - End of the path on the cliff outside the escape tunnel. - Snow Wilderness Tengu C - In a dead end towards the end of the forest at the beginning of the Snow Wilderness. Tengu Mage F - Just past Shun on the way to the snowy areas of the Snow Wilderness. Tengu Crafter C - Near the large gate in the first clearing of the snowy canyon. Tengu Mage C - To the right of the Ancient Tree and left of the alter. Tengu F - To the right of the entrance to the area with the alter. Tengu C - Near the Ice Lotus. Tengu Mage F - Middle of the labyrinth after the Snow Spirit. Tengu Mage F - By the frozen pond past the red arch in the Snow Castle. Tengu Crafter F - Up a ramp by the first impassible gate in the Snow Castle. Tengu Mage C - To the left of the second impassible gate. Tengu C - In front of the third impassible gate. Tengu Mage F - Just past the spirit portal. Tengu Mage C - Just outside the inner courtyard of the Snow Wilderness Boss. - Fire Wilderness Tengu Crafter F - To the right of the entrance to the Fire Wilderness. Tengu Mage F - To the left of the entrance to the Fire Wilderness. Tengu Mage C - at the dead end by the large lava lake, near the spirit portal. Tengu C - Left from the spirit portal in a dead end. Tengu Mage F - Accessible only by dropping off the ledge near the wall jump niche. Tengu Mage C - Down the path past the Fire Spirit. Tengu Mage C - Left side of the entry room to the Fire Castle. Tengu Crafter C - End of the spike box labyrinth in the Fire Castle. Tengu C - In the lava room with spiked floors in the Fire Castle. Tengu C - In the back room of the rice paper hall corridor in the Fire Castle. Tengu Mage C - In the third room of the rice paper hall behind a wall with a crack in it. Tengu Mage C - To the right of the doors to Lord Ashida's chamber. ----Bosses---- (MN009) Lumbering Fool (MN009LF) Windy Pants (MN009WP) Timid Swimmer (MN009TS) Screeching Owl (MN009SO) Living Tower (MN009LT) Lord Ashida (MN009LA) ----Chapter 1---- (MN010) First things first, you're told to find the Ninja Master, who's in the Dojo. Leaving Hiro's hut, turn right, and you'll see it straight ahead. As noted, you can't miss the large bell out in front of it. Once you arrive, the Ninja Master will greet Hiro, and tell him he still needs training before he can help his friends. He will then ask you to fetch some flowers, and force you into your first gathering lesson. Leave the dojo, and circle it to find all 6 flowers. Return to the Ninja Master who will explain how you gain experience, and then ask you to fetch his medallion that a magpie stole. Leave the dojo and make a left u-turn so you're facing a path that leads back behind the Dojo. Follow this to the end to find the magpie with the medallion. When you approach, the magpie will fly away and leave the medal behind. Hiro will automatically pick it up. You can now simply drop down this ledge, which leaves you behind the dojo, and return to the Master. Once you return, the master has finished the potion, a Strong Ginseng Extract. Drink it, which will unlock your Ki. Speak to the Ninja Master (You may have to walk away from him, then approach him again to get the option to speak to him to pop) who will then explain meditation. Once you've recharged your Ki, speak to the Master again, which will lead to a cut scene After this, Hiro wants a nap. Head back to his hut. Grab the peach on the table before you approach his bed. (Fruit and honey is picked up when walked over) When you approach his bed, another cut scene will begin in which the village is under attack. Enter the Dojo for yet another scene. You will receive the black Tengu Feather, and be told to fetch Futo who's on the other side of the river. Leave the dojo and head for the building straight across from it with the water mill. When you approach the doors, they will open, allowing you access to the far side of the river. Head straight towards the home in front of the watermill, and on the left side, you will find some honey. (Which respawns after a few seconds, if you wish to hang around and max out your honey supply.) Turn around, and head right to a dead end to find some Burdock. Turn around again, and head forward. You'll notice Futo sitting under a tree on a small hill. Walk past him, and find the Wild Mint Root behind the bush. Follow the wall left, and behind the hut near Futo is an Anemone. When you are ready, approach Futo who will then become a playable character. Click on his face on the touch screen if you wish to play as him. I spent most of the game on Hiro myself. Go back to where Futo was sitting to grab his apple, and then head back to the other side of the river. Once there, follow the worn path to the right. When you reach the large gate, Futo will break the board holding it closed for you to get through. Follow the path till you come to a small open area with some ledges. At the bottom of the area is some Burdock. Go back up, and jump to the ledge where a brown wall awaits you, with instructions on how to run up a wall. Once up the wall, jump from that ledge to the next, and walk forward to meet your first Tengu. Speak to him, and he will instruct you to go to the alter (Located upon a ledge to the Tengu's right, your left) and put down the feather. Directly behind him, you will find a small gap. If you jump at one of the walls, and press B again, Hiro will jump to the other wall. Repeatedly pressing B will cause him to climb the gap as such. Going forward from there, you'll come to a spot where you must run sideways along the wall. Be sure to hold B when you jump at the wall, or you will simply jump off. Now that you are at the alter, approach it, and you will be prompted to drop the feather. Do so, and Hiro will meditate, transforming the feather into a spell. Now you can return to the master. If you look towards the Tengu from the alter, you'll see a cave in the distance. Head there. Following the path, you'll come to another door which Futo will open. This will dump you onto the path which you originally took, and taking a left and following it will lead you back to the dojo. Speak to the Master, and he will instruct you on how to use your first Kuji spell, Possession. Activate the spell, and walk over to the cat. This will start another cut scene Try to leave the Dojo, and the Ninja Master will stop you to give you a Katana and some Shuriken. Note that while they can kill, Shuriken aren't really all that great a weapon. Not unless the enemy is trapped in a spot you can hit them with them. Go ahead and meditate really fast, as possessing the cat will have drained you. If you wish, you can go back to Hiro's hut for another peach, and the tree where you found Futo for another apple. (Like the honey did, they regenerate after a few seconds) Then you'll want to head towards the village entrance. At the bridge, head right, to the path besides the dojo to find the raccoon sitting near a hole in the wall. After you exit the hole, you'll see a small scene, and then be given instructions on how to fight. Kill the Samurai who will turn into an animal, and then head to the open area with the two levers and the crate. Grab the Anemone below the high lever, and walk over the crate which has shuriken in it. The lower lever can simply be attacked to set off the initial traps. The second, you'll have to throw a shuriken at, by holding X and aiming. After you've set off both traps, you'll go through a scene with Hiro, Futo and the Ninja Master. The Ninja Master will tell you you must go and help the others, and the next day, he and the Tengu will send you off, but not before giving you your ninja hat, which is very useful. You will be prompted to save your game (They took long enough didn't they?) and Chapter 2 will begin. ----Chapter 2---- (MN011) Chapter 2 drops you in a small village, right in front of the Village Elder. He'll have a gold ringed symbol above his head. Gold symbols mean quests you need to do, Blue are essentially side quests. He'll ask you to help retrieve control of the bridge, which the samurai took over. Before doing that though, why not take care of a few other needy villagers? Turn around so your facing the way Hiro and Futo came from, and head to the hut to the left. A man, Daisuke, asks you to bring him some white flowers that grow near a cave. Around his hut, you'll find 4 sprigs of Burdock, and what appears to be a man hiding in a barrel. Head in the direction the fence around Daisuke's hut allows towards another hut with a cave behind it. In the cave, you will find 3 Kyushu growing. Pick them, and head back to Daisuke. On your way, might as well cut through the two small fenced off fields near the cave and pick the Sage growing there. Return to Daisuke and give him the flowers. In return, he'll give you a minor healing potion and some exp. If you go to the hut behind Daisuke's, you'll find some Anemones growing behind it, but that's it for up there. Down the hill to the river from there is another hut, around which grows wild mint root. (One is down the small ledge near the water) Following the riverbed past the bridge, you can find Watercress growing. Past the hut near the bridge and well is a tree with peaches on the ground. The tree has something written on it, though it's hard to read. I don't believe it has any significance, but it looks like it said Hiro and Suzume forever. D'aww. Continue down the riverbed for more watercress, and then cross by either swimming, or using your hat as a boat near the falls. Climbing the walls around here will get you some Blade Moss. When you're done there, the hut on the other side of the river has a cherry tree growing in front of it, as well as three Anemones. After that, head towards the bridge to fight the Samurai. Now. Beyond this is your first time really fighting Samurai, and you'll find that the tutorial fight covered the basics, which is about all there is to it. Basics. You wont run into any of the more complicated (And by complicated, I mean they actually block sometimes, and some are larger) fights yet, and by the time you do, you'll have probably picked up how to take care of everything. After defeating them, and before speaking to the Village Elder, head to where the river ends at some rocks. On the side of the river where the Samurai were, there is a little ledge you can climb for two Tiger Lily's. After you get them, head back to the Village Elder. He will give you some exp, and tell you to find the Tengu hermit who lives in the bamboo forest on the other side of the bridge. Head there, and you'll find him shortly in the rather simple area. He requests you find his 5 idols, the first of which is right near him. The next cuts across and up the path from the first. (Also, near here in some bushes by a rock where butterflies are flying about, you can find some Blueberries.) Continue up on that side of the path and you'll come to the next. Continue further, and there shall be another. From here, cross the path to the right and down a bit to a small open area. You'll find one on a small rock, as well as 3 Spears of Ashida around that spot. (Two on the rock, one back in the corner) After that, head back to the Tengu Hermit. Speak to the Tengu Hermit to receive exp, and be told that another Ninja went further into the forest, and you should help him, or tell the Village Elder. Tell the elder for some bombs first, then head further into the forest. Be warned. Samurai will be waiting for you this time. As soon as you get past the spot that used to be barricaded, turn left, and you'll find your first Tengu Mage. Tengu Mage serve two major purposes. Saving, and teleporting, though you wont be able to telelport till later in the game. Go ahead and save, then hop up on the rock near him and grab the Ginseng Roots. Head to the cabin behind the Tengu mage, and head to the left. You'll find some Stone Cap growing. After, as you can't enter the cabin yet, head over to the Samurai camp and fight off the Samurai. (Also note the crate of shuriken in the Samurai camp) After defeating the Samurai, and before freeing Tora, there is a tree with some nuts around it. After picking them up, go break the cage (just bash it with your katana) and speak with Tora. He will ask you to go see if the villager who barricaded himself in the cabin has his claws. Go to the cabin, and speak with Kentaro who has the claws and will give them to you. Also note that on a table in the cabin is a book of bad poetry. This will come in handy later. (Yay! This was one of the reasons I decided to write this!) Head back out to Tora and return his claws, and he will express concern about the village, and ask Futo to help him, as he is injured. Switch to Futo, who will pick him up. Futo will then act on his own, and you must follow them back to the Tengu Hermit, and kill the Samurai who pop up along the way. It's a slow trek, and don't venture too far ahead, or Futo will stop. Speak with Tora once you get to the Hermit, and he will ask you to go to the castle in the Bamboo Forest. You can go back and speak to the Village Elder after this, but as far as I can tell, there was no exp gain from it. Continue back to the Samurai camp, and then into a cave. Just past the gate are some Spears of Ashida, and some more just past the first. Once you exit the tunnel, you'll find more Spears of Ashida to your left, as well as a Tengu. He'll just ask you to save his friends who were captured. Head forward, and soon you'll be accosted by some Samurai to the left of the path. After killing them, you'll find two cages. One has a pig, the other a Tengu Crafter. Free both, and speak to the Crafter who will thank you with a Sacred Lotus. He will then offer to craft potions for you. Right now, you'll only have the stuff to make 3 of the potions, and likely not enough for some of those. Make anything you want to (No worries about ingredients beyond the rare things like the Sacred Lotus. Anything you pick from the ground regenerates whenever you leave the area.) To the right of the path from the Crafter, you'll find some Burdock, and following the wall to the gate and the Samurai are two more. Once you reach the gate, fight the Samurai. Free the Tengu, and speak to him, then break the jars around the gate for some fruit. Now it's time for your first trip into the Plane of the Spirits. This is the only thing I found really required Stylus use. (I just poked the icons with my nails for everything else I needed) Essentially, these are little puzzles that you must first set up, then figure out. Start by using your stylus to go over the 'bold lines' For this one, that's just the little tent shaped piece, and the ground. Once done properly, a little spirit representation of Hiro will run on screen and stop in front of the 'house' Now select the knife. Cut at the 'thin lines' to cause the house and the ground it's on to fall away. It will reveal a moving spirit, and a bold, dotted line. Use the brush to paint over the bold line, which will cause a bridge to form. But watch out for the spirit. If he touches 'Hiro' you'll lose and have to start over. Just time it right. Once you've succeeded, you can activate the spot where the spirit was. This will warp you to the other side of the gate. Now, I recommend that if you haven't been using your Ninja Hat up till now, that this is a great place to start putting it into practice. There are a couple spots with archers, and the hat can be really helpful against them. Now swing right and grab the crates of ammo and Burdock, and free the fox. Directly up the stairs, you'll fight some Samurai. Head left off the path and get the two Shitake off the ledge, then turn around and head left past the rock for some Stone Cap. Keep going straight for some more, then turn right and climb this wall where some archers will be waiting for you, as well as some more Stone Cap. Head back to the path, and as soon as it reaches the top ledge, turn right for some Stone Cap. Just beyond there is a trapped Tengu Mage. Approach the gate, and some Samurai will spawn. After killing them, smash the jars for fruit. Skip the Spirit for a moment, and keep heading forward from there, where some Samurai will spawn. After they're dead, free the raccoon and the Tengu and get the Tiger Lily. Head back and meditate to head to the Plane of the Spirits once more. Again, paint the bold lines to reveal the ground and two houses. Again, cut them away. And once more, draw bridges, timing it so that spirit Hiro isn't touched by an angry spirit and killed. Activate the portal and head directly right to free a trapped rabbit. After, head towards the path, but look for the bamboo with the nuts laying about it. Head up the path till you come to the Samurai and the trapped Tengu. Across the path from the Tengu is a waterfall, around which are 2 Blade Moss. Head back and start up the path and you'll run into some Samurai. After defeating them, if you hug the right wall, you'll come to a small ledge with some Ginseng Root on it. Below the ledge are more Samurai, another Ginseng Root, and a trapped pig. After, head down to the gate where you'll find another trapped Tengu. Across the water from him, on both sides of the little piece of land, you'll find two Oyster Mushrooms. Grab them, then head back to the gate and meditate. As before, paint the lines until Hiro appears. Now, paint in both bridges. Next, switch to the wheel tool to turn the gear. Go through, and then walk to the water. Cross, and walk down, gathering the Watercress along the way. At the bridge, come back to the other side, grab the water cress near there and then head for the gate in the distance. Fight the Samurai, then free the Tengu who will tell you you need orbs to open the gate. Head back towards the bridge, and go talk to the Tengu Mage. He'll give you one of the orbs. Grab the 2 Burdock in front of him, as well as the other a bit further away from him towards the Earth Elemental. Go speak with the Earth Spirit, who will demand a clay flower. He will then give you the third orb. Go put the three orbs in the gate, then open it, put on your hat, and get ready to go rafting. This is generally straightforward, with nothing much to do but avoid rocks. However, there is a spot, just after a small drop, where you can come on land, and a Tengu is there. This is where the Clay Flower is. Walk back from the Tengu, and you can see a small alcove with a purple flower in it. However, a rock near this spot hides some Samurai and raspberries. Kill the Samurai and get the berries. Pick the flower, the head left, up a small path. Follow the path to a pit. Jump the pit, release the chicken, pick the Tiger Lilies, and grab the ammo if needed. Head back to the Tengu, and climb the ledge behind him. (Easiest from close to where the Clay Flower was) Up top, there are four Anemones. Now back to rafting. At the end of this rafting trip, you will come to a small island on which 3 Samurai guard a trapped Tengu Mage and an Alter. Kill the Samurai and free the Mage and speak with him. He'll give you the Orange Tengu Feather. Grab the ammo and Oyster Mushrooms, then meditate at the alter, turning the feather into the Teleportation spell. Speak to the Mage, and have him teleport you to the other Mage at Spirit Valley. You'll notice that the Burdock near the Mage has respawned. This is also true with any other ingredient/fruit/Samurai. Head to the Earth Spirit and get ready for your first Plane of Spirits battle. It's simple really. Paint the lines for the Earth Kanji, and they will form into a warrior. After that, Hiro will run in. There will be some dashed lines forming a rectangle in front of him. Quickly trace them to form a block. When the spirit hits it, his weapon will rebound, stunning him. During this time, little spirits will form over him. Switch to the hammer tool, and hit the spirits as fast as you can (6 times causes them to pop) Each time one vanishes, the spirit takes damage. (Don't switch to a new spirit until one is gone. They vanish after the Elemental Spirit regains his wits. Repeat until he is out of HP. A single hit to Hiro however will cause you to have to start all over. They will wake up faster and faster after each knock out. After you win, you will be allowed to pass. Follow the path forward, till you come to a Samurai. After him, go forward again until you come to a couple near a caged Monkey. Be careful not to fall down into the water, or you'll have to raft back to the tele-Tengu again. Defeat the Samurai and free the Monkey. Follow the path until you come to some Spears of Ashida near a path. Kill the Samurai waiting there, then follow it to some Ammo and a trapped Tengu. After you come back to the main path, an archer will appear on a ledge. Kill him, then follow the path till a small bunch of trees with nuts around them. Keep going till you come to a small clearing off the path where you can find some Wild Mint Root. Head towards the bridge, and fight the waiting Samurai, but before crossing, go left and rescue the chicken. If you continue past the chicken, you'll find a downward sloping path at the end of which is some more Wild Mint Root. Head back and cross the Bridge. Once across, if you double back up the ledge nearby, you'll find some Spears of Ashida. Up ahead from there is a Tengu Mage who will warn you of a massive Samurai. Near him you'll find some Wild Parsley, and just across the path from him is some more Parsley, and some Wild Mint Root. Follow the path and you'll come across some 2 Spears of Ashida, shortly before a gate guarded by Samurai. Before going through the gate, there is a box of Ammo. On the the other side of the gate are two jars, one with fruit, one with honey. There is also more ammo and some Spears of Ashida. Go forward and you'll shortly see the massive Samurai. In my opinion, while Futo takes no less damage, he does in fact kill these guys faster. I'd switch to him were I you. And remember. Dying doesn't actually mean crap in this game. Heck. The enemies even keep their damage . After defeating the massive Samurai, he'll drop an orb (And sometimes they drop potions.) Run back and grab the Stone Caps, and then head to the gate, which will take you into the Earth Castle. Earth Castle (MN011C) Kill the Samurai waiting for you. If you need bombs or shuriken, there is some ammo to the left. If not, head right. Follow the path, killing the Samurai on the way, until you come to a small alcove that you can use to jump up the wall. Drop in the water, and row to the small island just past the bridge on which two crates of ammo sit. One is just shuriken, but one contains your first super shuriken. Head back to to the corner of the water to come up a slope that goes up to the bridge. Cross the bridge and head for the inner court. Turn left before the bridge and head for the bushes in the distance in which hide some Samurai. After you defeat them, free the Tengu Crafter, and if you want, craft some potions. After, continue down this side of the water, towards the back of the castle. When you come to the archery practice area, kill the Samurai, grab the ammo if needed, then head in the direction of the castle In an alcove, you'll find some Samurai guarding a trapped Tengu. Speaking to him will tell you how to enter the castle. To the left is a jar with some Honey. Now head back to the gate. Feel free to cut through the water. It's shallow and you can run up the wall to get out again. From the bridge, facing the main entrance, head right. Along the right wall, you'll find a trapped Tengu Mage. Speaking to him will show you the path you must take to enter the castle. Continue to the back of the castle to find another trapped Tengu. He will reward you with your second Sacred Lotus flower. At this point, you will still be lacking enough Tiger Lilies to make the only Sacred Lotus using potion you can this early in the game, so head up the bridge for now. After defeating the Samurai on the bridge and breaking the pots around the door for fruit, go right. (Note that if you go left, you'll find a similar path to the right, but the door in is only on the right. Left will simply land you a few extra Samurai and some ammo) There is a path leading to the back of the castle. It consists of a bunch of ledges with blades swinging. Time your jumps. If you are hit by a blade, you will take damage. Falling off a ledge will land you in a small alcove you can use to jump back up. At the end is another alcove you can use to hop up where a Samurai will be waiting. You can now either jump down off the landing into a small open area where you'll fight some Samurai, including a massive one, (And find some super shuriken) or turn back in the direction you just came from and head for the door. Once you enter the room, you have a choice. You can either drop down and fight the Samurai for some extra exp, or go ahead and start across the beams to get upstairs. If you choose to drop, you'll fight some Samurai, then climb some stairs to fight some more. There will be another set of stairs leading back to the beams. Starting at where you enter, go onto the beam, being careful to avoid the spikes popping out. Just time it. There are two paths. A short and long. The long path allows you to avoid the second set of spikes, and is right, third left, second left, right. The short path is, right, left, second right (watch the spikes) left. Once on the fourth floor, you can head left to the spirit. If you wish however, on the far side from where you came up, there are a couple jars with fruit. For this Plane of Spirits, as usual, brush the bold lines. Choose the knife and cut the square. Spirit Hiro will enter the square of paper. Now choose the Wind option. Literally gently blow on the paper. (Hard blowing wont work) Try to time it so you don't blow him into the spirit. Activate to get to the upper ledge of the castle. Go either way, and head towards the back of the Castle. I recommend putting on your hat if you aren't already wearing it. Archers await you here. Which is a great place for shuriken use. It will take 6 hits to kill an archer. Don't forget that you can target multiple at once with the shuriken. After you kill them, head across and grab the ammo and break the jar for some fruit. Head up the other ramp to find the last Tengu of the Earth Wilderness. As thanks for freeing enough of them, he will remove the seal holding the doors shut and give you exp. If you speak to the Tengu Mage again, he will give you a hint on how to defeat Lumbering Fool. Now you can head in. You will be prompted to save your game, and you will find all your hearts and Ki restored if you hadn't leveled from freeing the Tengu. Lumbering Fool: (MN009LF) When you're on the ground floor, Lumbering Fool will do a wave attack. Use the pillars to avoid the shockwaves. He will also approach and swing his sword at you if you're down long enough. In the upper left of the area, there are stairs leading to a second floor. When there, Lumbering Fool will launch projectiles from a canon on his back (Which are blockable, and can also be avoided by hiding behind pillars) and swing his sword at you (Not blockable) Throw shuriken at his head until he becomes dazed and falls down. (The best time to do this is when he begins to approach you to swing his sword at you. As long as you hold L so you're facing him, you can just rapidly press X to release a bunch of Shuriken that will hit his head. When he's launching projectiles, you have to watch out for those, and if the shuriken hit his canon, they just bounce.) His armor will open, revealing a glowing orb. Quickly run up and attack it. After a few seconds, he'll snap out of it and close his armor. Rinse and repeat until he's down. There are ammo crates and jars scattered around the field if necessary. After you defeat Lumbering Fool, he will turn into a Panda holding a Red Tengu Feather. The Panda will give you the feather, and you will go through a cut scene back in the Earth Wilderness Village, which leads into Chapter 3. ----Chapter 3---- (MN012) From your starting point, head right to find a trapped Tengu Mage guarded by some Samurai. Free him and then I recommend using his teleport spell to head back to a shrine. The only one you can currently get to is in the Mountain Gorge in the Earth Wilderness. However, it's one to keep in mind, cause it's the easiest as well. Note that there will be Samurai waiting for you there. Meditate and get the Fireball Kuji spell, which is really nifty against far off Samurai (More so than Shuriken) To select the spell, click the spell tab on the touch screen. (Small square below the item icon on the touch screen. Shows currently selected spell) and then touch the spell you want to use.) Go ahead and grab the respawned ammo and potion ingredients on the little island, then head back to the Night Wilderness. Head straight ahead skipping the turn and fight the Samurai along this small back path. You should come out to some Burdock. Nearby is a tree with some nuts below it, and a man, Denisu, standing in a small niche with a quest. Speak with him and grab the Burdock near him. Go left to find some Samurai and Burdock in a clearing. Continue left till you come to a small clearing. Head left into a small area where some Samurai wait with a trapped raccoon. Head back to the clearing, and head left to some Anemones. The Samurai down the path on the left will likely attack you, but don't head there yet. Instead, go straight across the clearing to another small path where you'll find Samurai guarding another trapped Tengu. Behind and in front of him is some Wild Parsley. Back into the clearing, head left until you run into more Samurai. After, that should be the last of them. Head back to Denisu who will tell you of the way out of the forest. You will receive exp for this. Head to the area you skipped before, and you'll find a fox sitting in front of a bush under which are raspberries. Grab them and the Anemone, then possess the fox to head through the tunnel. On the other side, you will be joined by Suzume. Suzume can't use Kuji, but she can use ranged. You'll notice a rabbit waiting near the cave for you to posses should you wish to go back. Behind the rabbit are a couple sprigs of Burdock. Following the Burdock, you'll come to some Wild Mint Root and some Watercress near the river. Head back to fight the Samurai. After that, jump in the river with your hat on. There are a couple spots along the way where archers will try to hit you. You can't fight them, so just watch out and move on. As you come out of a narrow waterway surrounded by a cliff and dense forest, you'll be able to go on land. There will be a bunch of Samurai waiting for you here. Fight them On the island you'll find 3 Wild Mint Roots and 3 Oyster Mushrooms, and some fruit and ammo behind the trapped Tengu who has a quest, and on the beach area is a woman, Miina, whom also has a quest. The Tengu asks you to deliver a letter to his friend, and Miina asks you to free a fox the Samurai captured, which is on the island. Free the fox and speak to Miina who will give you two apples and some exp. Put your hat back on and head back into the water. Drift down until you come to an open area. There are three small islands, and a large one. The small one on the left has 2 Watercress. The one behind it has one. On the other side of the large island, there is a small one with Samurai and some ammo, as well as some Watercress. Head to the big island, and pick the three Anemones, then speak to Otto. Behind him is some wild mint root. Head right to fight the big samurai who stole his wife's sushi and retrieve it. You have a choice after this. You can either go forward until you run into Tsuma, Otto's wife, and return the sushi to her, then speak to her husband for EXP from both, or you can talk to Otto who will eat the sushi, then his wife. Either way, both give you EXP. If you give Otto the sushi, you'll have to return to tell him his wife will be waiting for him at home however, before you can move on. Whichever you choose, head left to find a Tengu Mage in a cage. Free him, and speak to him, and he will thank you for saving his friend. Grab the Oyster Mushroom, and head forward, where you will find some Tiger Lilies and archers, and shortly, Tsuma, Otto's wife. On the right side of the ledge where Tsuma is, you'll find some Oyster Mushroom, and behind her, further in the cave, is some Blade Moss and ammo. Head through the gate, and a ways into the tunnel you'll find another Blade Moss. The cave lets out near the top of a waterfall where you can find a Shitake and some Archers. Once defeated, and you have the Shitake, walk off the ledge close to where the rock goes out further with the falls, to land on a ledge with some ammo and more shitake. After that, head into the water and make for the nearby land. Before the tunnel, you'll find some more Oyster Mushrooms, and just inside is a man, Kikkawa, with a quest. Head back out to the little peninsula to fight the archers giving Kikkawa a hard time, then return to him for 5 sleeping darts for Suzume. Continue forward to some more Oyster Mushrooms, and 3 ginseng roots. You'll then come to the Night Village which just so happens to be plagued by ghosts. Ghosts are pests, as they drain Ki. You can do nothing about them. Yet. Grab the burdock around the first two huts, then go speak with the Village Elder in front of the well. (They really like wells huh?) He will ask you to help, and give you a silver Tengu feather. Around town you can find some Wild Mint Root, Sage, and Burdock. Towards the back of the village, in a small cave, you'll find a Tengu Mage. Left of the Tengu mage is a gate, protected by one of the orb locked gates. Open it, and head through. Once past the gate, the ghosts will stop following. Meditate so you can sprint again, and head for the alter. It's a straightforward path with a few jumps and some Archers waiting towards the end of it. Once you enter a small clearing, you'll find a large samurai guarding a caged Tengu. Free him and get the two Tiger Lilies near him. After head back so you're facing the path you came from, and you'll notice a lever up high. Use a shuriken to activate it, then head through the gate where you will be promptly attacked by some Samurai. The last samurai should leave you by the alter, so go ahead and meditate for the Exorcism spell. After that, grab the blueberries under the bush to the right of the alter. There's some ammo on the broken off bit of bridge, and a Blue Petal on the far side of the clearing, After this, head back through the chasm to town. Once you reach town, switch to the exorcism spell, and approach a ghost. (They move to much to easily hit them from a distance) Launch a spell, and if needed, recharge your Ki. (If you are having trouble doing so, walk outside of the town. They will stop following you.) There are four ghosts to exorcise. After, speak with the Village Elder who will give you the key to the cemetery which is behind the hut, behind the elder. Along the path to the cemetery, you'll find some blade moss. Grab that, then head down the final set of stairs and up to the ghost and exorcise him. After, speak with Aniki, who will ask you to send his brothers spirit on. Across the path from Aniki, is a grave with fireflies hovering over it. The grave behind that one has the option to speak to it. Do so, and exorcise Aniki's brother. After, speak to Aniki who will give you a major healing potion and some exp. To the right of Aniki, and left of the stairs, there is a bush with some blueberries under it. To the left under a tree is some Blade Moss. Follow the wall from there to find a Tengu Crafter. Make any potions you wish, and know that you should now have everything needed for the Supreme Spirit potion, which increases Ki regeneration. Behind the 'shrine' where you exorcised the ghost who had been in the graveyard (Not Aniki's brother) in a bush is some Ginseng root. On the shrine side of the fence is some more ginseng. In a bush on the downward slope from the shrine are some blueberries. From the stairs, to the far left, there is a Tiger Lily, and on your way back to the stairs, another bush has more blueberries. Head back to town. Once there, head to the Night Spirit in the corner of town. He'll want a fight. As with the fight against the Spirit of Earth, it's simply painting a block for him to break his weapon on, then hitting the spirit clouds. After defeating him, press forward to get to the Night Castle. Night Castle: (MN012C) Approach the bridge where you'll be accosted by some archers you can't get to. Fireball them, and meditate at the spirit. As usual, paint the lines, then cut out the indicated rectangle. This is another that's all about timing. Once across, head right and activate the lever. Head back through the gate and hang right. Defeat the Samurai, then free the Tengu Mage. In front of the mage are a couple jars with fruit and behind the little building are some boxes of ammo. Go forward, and, in a bush, you'll find Jide who will give you a Ninja Doll. This will be used in a later quest. Continue forward until you come to a pit of glowing green ooze which explodes up occasionally, trying to hit you as your make your way past. Fireball the archer who will be waiting on the other side for you, and shuriken the lever on the wall. I also recommend using shuriken to free the rabbit. The ledge is too small, and you will likely fall off if you hop over. After you get to the main path and kill the samurai, hop the small wall to you right to find some ammo and a Tengu with a quest. Give him the ninja doll for some exp, and continue onward. When you enter the gate up ahead, you will fight some samurai. After, if you turn back to where you entered, you'll find the gate flanked by jars. Continue through the next gate, and in a bush to your right you'll find some ammo. Head straight forward and kill all the Samurai. There will be archers on a roof as you move forward. Hop up on the lowest building, and continue making you way back, following the curve of the buildings until you come to a gap between buildings. Some Samurai wait across the gap. Fireball them (Which may cause an archer to appear on the low building you used to get up here, whom you can fireball as well) then walk off the left side of the roof so you land on the low wall. Walk across to the ledge of the far building, and use it to get to where the samurai had been waiting. Go around the corner to find a switch. Hit it, then go back, and use the ledge to fall back onto the path and walk back into the the path between the buildings to free the Tengu Mage. Defeat the Samurai that will have spawned, and head back towards the gate into the area. Head right to find more samurai have spawned. Defeat them, and grab the ammo crate in the bush if needed. Continue through the next set of gates. Again, there are jars flanking the gate you enter through. There is a short path before another gate here where you will fight some Samurai. There is a trapped pig and chicken, and ammo hidden in both bushes flanking the gate. Go through the gate and head up the stairs where some Samurai will be waiting. One will spawn on the stairs behind you as you defeat them. To the left of the stairs is a jar, and a bush hiding more ammo. Heading right from the stairs, you'll find another acid pit. There's an archer and another Samurai somewhat behind him on ledges that you should fireball. After, drop off the ledge to the trapped Tengu and release him. Run along the wall till you get to the ledge behind the one the archer had been on. Acid flares wont hit you. On this ledge, you'll find a trapped frog. Release him, then wall run to the ledge with the trapped Tengu Crafter. Time it with the blade, which will knock you into the acid if hit. The archers pacing the ledge and steps before the boss wont notice you, which is actually sorta annoying, because they're hard to fireball while moving. It's easier to jump to the ledge before the steps, kill that archer, which will alert the others if they're pacing forward, and fireball them. Don't forget your hat. Up the stairs will be a spirit. Meditate and head to the Plane of the Spirits. Paint the lines, then cut the square out. Choose wind, and blow, then use the wheel. Be fast though. The spirit will get to Hiro if you don't do all of this fast enough. Head through the gate where you'll be greeted by two large, and one massive Samurai. Luckily, you can sorta pull them off to fight separately. The bushes in this little courtyard will have ammo in them, The wall to the right of the portal you came through has jars, and jars line the walls on the small path to the bosses door. Free the Tengu Mage who will open the door for you. Speak to him again if you wish to learn a hint about how to defeat the next boss, Windy Pants. Windy Pants: (MN009WP) Windy Pants seems to be a warthog with gastrointestinal problems. If you approach him, he'll swat you with his fans. Fruit jars appear in each corner. Windy Pants is pretty simple. Avoid him, and eventually, he'll relieve himself, then fan the fumes at you. At this point, the DS will prompt you to blow. Blowing will send his fumes back at him, damaging him. A single blow wont do either. Blow until each cloud is going back at Windy Pants. Overwhelmed by his own stench, he'll become dazed for a moment (as well as take some damage) Run in and hit him. When he pulls himself back together, if you're too close, he'll swat you with his fans. Every once in a while, returning his fumes wont knock him out. Just keep trying. Sometimes, he will also do a charge attack, in which he launches himself across the room at you. So keep an eye on him so you can get out of the way. If you manage to get out of the way, he'll slam into a wall and daze himself, giving you another opportunity to destroy him. He also has a wave attack where he sends out rings of gas, which is easy to avoid. When defeated, He will turn into a Warthog with a Blue Tengu Feather, which he will give you. You will have a short scene in the Night Village, and then be sent to the Water Village in the Water Wilderness, beginning Chapter 4. ----Chapter 4---- (MN013) Head to the hut behind the koi pond to find the Village Elder and speak with him. You'll notice all the villagers have gold quest symbols above their head, but it's for the same quest the village elder sends you on. Starting at the entrance to the village and going right, you will find two Anemones behind a small pond behind a hut. By the pond to the left of that pond is some Wild Mint Root. Left from there, besides the hut where the Village Elder is, is some more Wild Mint Root, as well as behind the hut. Growing up against the back of the hut are a couple sprigs of Burdock. Straight from there, past the next pond is a tree with some Apples around it. Following the curve of the wall from there, just before the village entrance is some more Burdock. After getting everything, head behind the hut by the village elder, and head down that path. Turn right through the small crack in the gate. Grab the bag of rice, and continue through the other gate. Fight the samurai, then grab the two bags of rice to the right. On the second shelf of the rice fields, there are two Ginseng Roots, one on each side. Grab those, and head for the third shelf, where Samurai wait, though they may come for you on the second shelf. After the samurai are defeated, speak to the villager on the third shelf, who will gladly accept a bag of rice. Free the Tengu. Grab the bag of rice, and head back out of the right rice field, into the left. Once again, just inside the first gate you'll find a bag of rice, and some samurai inside the second gate, and a bag of rice to the right. On the bottom shelf of the rice field, you'll find two wild mint roots right by each other. Some archers will spawn on the third shelf. Take them out. On the far left of the third shelf are two ammo crates. Speak to the villager to give him some rice, and grab the two bags to the right of the villager. Speak with the villager on the second shelf, then head back outside the gates. Once outside, possess the chicken and head through the tunnel. Once on the other side you'll be confronted by Samurai. There is a bag of rice to the right when you exit the tunnel. There are two on a small outcropping to the left, and at the dead end of the path behind the two bags of rice are some ammo crates. At the very end of the path is a trapped Tengu Mage and fox. You can choose to use the Mage to transport you to the alter in the Earth Wilderness Mountain Gorge, or wait, as there is an alter somewhat close. However, the blue feather becomes what I consider to be the most useful spell in the game. The Energy Shield. The shield cost a small amount of Ki to cast, and has no perpetuation cost. Instead of taking heart damage, damage will subtract from Ki until it runs out. (Mana shield!) However, you cannot use other spells while energy shield is active. (Also, whether the hat would have deflected an arrow or not doesn't matter. You will still lose Ki when an arrow hits the shield.) You can not meditate while it's active. (Exception being when meditating to communicate with spirits, which will restore Ki oddly enough.) Also note that you'll slide around a lot when this is active. The Samurai who circle you will be pushing you around it seems. Now jump off the end of the cliff to land in the water below. Head left to a small path you can take up. Along the way, there are 3 Blue Petals, a bag of rice hidden in a bush just after the 3 Blue Petals, 2 Oyster Mushrooms, and 2 Tiger Lilies. This spot can be stressful due to certain spots that are hard to get up/past. The wall after the rice is just the right height that Hiro will ofter run up a tiny bit of it then jump off. My recommendation is to simply jump, then push up right in front of the wall. Then, the last gap that leads to the ledge to get back up on the cliff is a bit wide and hard to jump. Note that you can also wall run here however, Once done, possess the frog, and head back to the village. Speak to the villager behind the hut by the apple tree, and the one near the entrance to give them rice. Speak to the Village Elder who will thank you for bring all the rice, and open the gates blocking the path behind a small pond. Along the tunnel path, there are 3 Spears of Ashida. The path ends in an open chasm with shelves along the outside that you can use to get down. Along the shelves, you will find an ammo crate and a Shitake Mushroom. At the bottom of the shelves, just past the tunnel entrance, there is a Stone Cap. Entering the tunnel, you'll find two more Stone Cap just before some water. Put on your hat, and get rowing. Eventually, you'll come to a small island just before a spot you can't get past. The Water Spirit is blocking the path, and wont let you through without a fight. So meditate, and start the fight with him. Like all the others, simply draw the block and hammer the spirit clouds to win. Once done, head back into the water and you'll shortly come to a dead end with two bits of Watercress, and something that looks similar to an already activated spirit portal. Use it to end up in a room with 3 Spears of Ashida. You'll come out into another deep hole with shelves. This time, archers are waiting. If you're using the energy shield at all, I recommend dropping it, donning your hat, and fireballing these guys. To the right, where one of the archers were is a Blade Moss. After that, turn around, and head up the shelves to the top. There's some Blade Moss up there as well just before the tunnel exit. Within the tunnel are 2 Stone Caps. The tunnel exits to the other side of the chasm where you got the rice before. Some Samurai will be waiting, and to the left of the tunnel exit and back a bit, there are two trapped raccoons. Head forward from the tunnel exit to find 5 Burdock, a Wild Mint Root, and an alter. If you haven't already gotten your Energy Shield spell, do so now. A bush to the left of the alter, near a free Tengu Crafter has raspberries below it. Head up the open path to find some Burdock and Wild Mint Root near a woman, Mayumi, who has a quest, which you've already fulfilled by freeing the raccoons. Grab the Burdock behind her and keep going. You'll find 4 Spears of Ashida and an Anemone down the path before you come to some Samurai and a trapped rabbit. From there, you'll come to deep water. Put on your hat, and take the path off the right first. Down this path, you'll find some Blade Moss. Soon you'll come to an open area with some Samurai. Up here you'll find a Wild Parsley, as well as two Spears of Ashida. At the end of the area, is a man, Kasu, who has a quest which is the "Yuki's husband" quest. Yuki will now be in the Night Village. The Yuki's Husband quest is covered in the Side Quests section. You can choose to start it or move on. Standing by Kasu, and facing the way you came, approach the last pillar on the right. The side facing the water has a lever on it. Activate it, then drop into the water, and row to the nearest submerged home that you can climb. On it's roof you'll find 2 Stone Caps. Head to the next submerged home to the left, and kill the two archers and free the Tengu Mage. Head to the little bit of land near the submerged home for 2 sprigs of Watercress, Then follow the left wall to the stone structure near the waterfall where some Samurai wait for you. Around the base of the structure, in 3 niches, one on each side, you'll find some Ginseng Root. In an extra niche in the back, there is also an Oyster Mushroom. There is a Samurai waiting near the back. Once you've gotten those, climb the ledge on the bottom right corner of the stone structure. Continue climbing the structure to the top. On the second to top ledge, you'll find a switch in a niche. Activate it, then use the niche to wall jump to the top. There you will find 2 ammo crates, 2 Oyster Mushrooms, and a trapped Tengu. Now head to the large gates where a massive Samurai will confront you. After you defeat him, head up to the gate, which Futo will open in a cut scene. You will then be prompted to save, and enter the Water Castle. Water Castle: (MN013C) You start on a ledge above a deep pond. Hop in and row to the left where some archers will appear at the bottom of a massive staircase. Between each set of stairs and the base of the statue is a crevice. At the back of the each one is a jar. Head up either set of stairs where Archers wait by the feet of the statue, as well as 3 crates of ammo. Continue up, again, either set of stairs. There are samurai on both sides. In the room at the end of the stairs, fight the Samurai, then use the niche in the wall to wall jump up. Head right from the door, then right again to find a Tengu Mage. Back at the door, head left, then take another left to find three ammo crates, and a woman, Rikku. Speak with her for some shuriken. From this ledge of the building, jump across the the rocky ledge and head for the bridge with the spike wheels. Time your jumps, and cross. Head right and through the doors and follow the hall until you come to a room with a shallow pit of water. Directly to your left is a jar. Right, and between some pillars is Kurisu, and in the corner is a crate of ammo. On the other side of the shallow pit, there is ammo and a jar in the same places as on the side you came in on, and a Tengu Mage between some pillars. Enter the hall on this side and follow it to an open room with a platform where two archers and a massive Samurai wait. You can't reach the platform from here however, and the archers are trouble, so just run through. If you want, stop for the jars in the far corners from the platform, and the boxes of ammo flanking the stream of water. Follow the hall, skipping the left turn, and go till you can turn right. Turn right again, and follow the hall till you come back to the open room with the platform. Fireball the archers from in the hall (Or shuriken if you're using the energy shield.) Run onto the platform and grab the key. This can be done without actually killing the massive Samurai. Note that he wont follow you into the hall, and that he cannot be fireballed. (Unless it takes over 28 uses. I got bored trying.) He can swing a ways into the hall, but not very far. After you get the key, follow the hall, and turn left. Go the the room I had you skip before, and as you have the key, the cell doors will now open. Free the Tengu Crafter who will reward you with two Blue Petals. After, head back towards the spot where the massive Samurai was, but turn left. Take the next left, and speak the the Tengu in the cell. Meditate, and go to the Plane of the Spirits, and, as per usual, paint the lines. After, select the hammer, and quickly break the three blocks before the spirit gets to you. Before heading through the now active portal, head back out of the cell and to the left, and follow the hall till you're back outside. Some Samurai will attack you. After you defeat them, hop back on the ledge of the building you originally came through, and go speak to Rikku. She will reward you for telling her about the tunnel with exp and a Sacred Lotus flower. Head back to the escape tunnel, and talk to the Tengu who will reward you for telling Rikku with a weak ginseng extract. Now head through the tunnel yourself. Follow the tunnel til it forks, and head left to fight some samurai and find a trapped Tengu. Head the other way until you fall down a small ledge to some Samurai. Continue forward till you come to 2 ammo crates and a spirit. Meditate to the Plane of Spirits and draw the lines. Like the other, there are blocks to be broken, but this time it's 4, and another angry spirit waits on the other side of the fourth block. Time breaking it so Hiro doesn't run into it. Activate the portal, and you'll be dropped in a room with 2 caged Tengu. Free them, and exit the room into a tunnel with two ammo crates and some Samurai. The tunnel comes out in to a cliff overlooking some water. Falling off this cliff will kill you. To your left will be 2 archers, and another samurai will be to the right, and will come to you if you go for the archers first. Follow the cliff to an open area where a massive Samurai waits as well as an archer. In the small clearing where the massive Samurai had been are 2 ammo crates and a trapped Tengu Mage. Free him, and he'll activate the large lever in the clearing that will grant you entrance to Timid Swimmers lair. Use the Tengu Mage to teleport to the heart of the castle. Speak to Kurisu who will give you some exp and 30 shuriken. Now you can go fight Timid Swimmer. Timid Swimmer: (MN009TS) Touching the water Timid Swimmer spews into the room will automatically kill you, so be weary of that. To the left of the door there is a large valve. Hit it to drain the water from the room. When it drains, Timid Swimmer will return to the water pit and begin to drink. Run to the back of the room, to the left or right of the stairs to the water pit, and go through the hall. Follow it back, and you'll come to a niche you can use to wall jump up to the area where Timid Swimmer is drinking. Hit him until he gets tired of you hitting him and leaves. He'll then fill the room with his poisonous water again. You'll notice that you can either head left or right from here, and be on a platform above the room. There are a couple jars of fruit up here, as well as a couple crates of ammo. Use the ledge to head back towards the front of the room where the first lever is and drop down. I recommend the right path, as it drops you right by the lever, and he will begin to guard them. After you hit the lever again, the water wont fully drain. This time, another lever down a path near the first lever will be revealed. Timid Swimmer will stand by it, swinging his polearm. Time it so you run by, hit the lever, and run back before he hits you. Once you do, and the water has drained, make your way back to the water platform. Repeat the previous process, but a new lever has been added to the mix. Head to the left side of the platform you came in on, and run across the raised ground to the far back lever. Careful, as the ground is broken, and you can accidentally fall in the water. Also, really watch the timing on the jump to the final lever. If Timid Swimmer hits you while you're jumping, you'll fall in the water and die. After this round, the lever order will be the same. Although the lever on the way to the third is up, you can not hit it. If you try, you will touch the water and die. Hit the far lever, the return to the middle lever to hit it. That should be the final round. If not, repeat until he's down. After you defeat Timid Swimmer, he'll turn into a frog holding a Green Tengu feather. After, you'll see a scene with Lord Ashida, and then a scene back in the Water Village with Kunoich before being sent to the Snow Wilderness. ----Chapter 5---- (MN014) After a short scene, you'll find some cherries, honey and a peach by the campfire, as well as 2 crates of ammo. Off the ledge where Hiro and friends had set up camp will be some Samurai, as well as 4 Anemones. (You also might note that your hat is gone. Don't worry. You'll get it back shortly.) Head to the forest, and go right where you'll come to a dead end with some Tiger Lilies. Go down the other path, and head right again where you'll find a Blue Petal, and Dayamaka. Go straight from there until you come to a dead end with 4 Burdock. Coming out from there, go left to a dead end with a caged rabbit and monkey. A couple of Samurai will spawn when you come down here. Free the animals and head back. Turn left, then left again, and you'll come to an area with a tree with nuts under it, and a small ledge with a Wild Berry on it. Pick it up. Continue forward, and head right, where you'll find some Wild Parsley, a trapped Tengu and some Samurai. Free the Tengu, then head back. Going straight from there, you'll pass 3 sprigs of Wild Mint Root and some Samurai. Follow the path into a Samurai camp. In the middle of the camp, you will find a man, Kunitto, in a cage. Free him. (Every time you warp back to the area he will be caged again. You think he'd leave.) Behind the tent behind him, you'll find some cloth. Behind one of the tents to the left of him are 3 ammo crates. On top of stumps near the ammo, are 3 apples and a mortar. By a wagon behind the archery targets near the fenced area where a massive Samurai will spawn is some wood. By the large door in the wall is a Tiger Lily and some nuts under a tree. Follow the wall back towards the camp, and you'll find a large tunnel with a Burdock and Sage growing there. To the right is a small clearing with 3 Burdock. To the left is Nyaki, another potential boyfriend for Yuki. Leave the cave and go right, continuing to follow the wall till you come to a caged panda. Free it and follow the wall till the niche with the fireflies. Use this to wall jump up the cliff. Grab the sage, and the go forward. At the large gap, wall run to the other side. Follow the ledge till the next gap, and wall run again. (The angle of this one can be annoying) Once across, grab the 2 Blue Petals, and head forward to Shun. Speak with him until he speaks of a tailor who could make you a warm cloak, whom is Kunitto. Drop to the ground by Shun (Anywhere else is too high and will cause damage) and head back to the Samurai camp. Speak with Kunitto who will say he can make it, but lacks the material. He'll mention that the cloth you have is very nice and send you off to find the rest of the items he needs. In a niche in the wall before the Samurai camp is Nideru. He'll take the wood and make you Needles. Head back to the forest and Dayamaka. She'll take the Wild Berry and the Mortar and make you some Blue Dye. Head back to Kunitto who will kindly tell you to wait in a corner. Give him about a minute, then speak to him again to receive your brand new cape and some exp (Which is now there in place of your hat, which you wear with the cape.) You can't fight in the cape, but it will prevent damage taken in areas where it's freely snowing. Head back to Shun and speak to him while wearing the cape. He wont prevent you from passing now. Grab the three Anemones just past him, and, if you wish to do so now, speak to the Tengu Mage to go to the Earth Wilderness Alter and get your new Tornado spell. It's quite powerful (Though I still mostly stuck to using energy shield.) Drop down the hole by the Tengu mage and grab the Wild Parsley. To one side is a dead end with a portal. If you choose to take it, it leads to 3 Anemones up on a cliff above Nideru. However, if you fall (And with the weird camera angle and slightly large gap, there's a good chance of it) you will have to climb up all over again. Go forward, and grab the Wild Parsley on the way. Put on your cape before you enter the snowy area and head for the bridge. Note that the snow stops on the bridge, which is good because a couple Samurai will be waiting to greet you. (There are very few areas where a Samurai will attack you when it's snowing) Continue down the bridge where more Samurai will spawn, including a massive Samurai. At the end is a spirit. Meditate to the Plane of Spirits and, again, paint the lines. Break the left smaller breakable block, then the large, causing Hiro to climb on the roof. Break the small one, but time it so you don't fling him into the spirit. Go through the portal, and grab the ammo to the right if needed. Follow the bridge till the Samurai spawn. After you defeat them, put on your cloak and move forward. When you come out of the tunnel, take off your cloak and fight the Samurai waiting for you. To your left are two ammo crates and a trapped fox, and near the huge gate waits a free Tengu Crafter and a couple burdock. Head forward from the Crafter till you come to a chasm. Along it are 3 Ginseng Roots and some Samurai. When you come to the dead end, climb the low ledge, and continue up the ledges. Grab the 2 Wild Mint Root as you do. At the top, you'll find Sumi who wants you to free a snow monkey. Follow the path till you come to a large clearing around a rock formation where Samurai will spawn. To the left is a tree, to whom you can speak. He is related to the Yuki quest. He wont speak to you till it's active. Continuing along this wall, around a sharp bend and a trapped Tengu Mage. A bit to the right of him is a Spirit Stone. Pick it up, then cross right over the dirt path to another Spirit Stone. Head left again over the dirt path to the alter and another Spirit Stone. (If you didn't already get Tornado, do so now.) Under a tree by the spirit stone are some nuts. Follow the path till you come to a short brick wall. On the ground in front of it is a Spirit Stone, and around the wall are 3 Wild Mint Roots. Follow the chasm to another Wild Mint Root, and carefully walk off the edge here. You'll land on a small ledge along which are the last two Spirit Stones. Grab them, then head back to where you dropped and climb out. Right in front of you should be a trapped monkey. Free it, then continue forward till you come to a Tengu with a quest marker. Speak with him twice to give him the Spirit Stones, and receive a Sacred Lotus as reward. Grab the Stone Caps in the icy patch then head back towards Sumi. She'll reward you. Head back to the clearing. Head straight, and curve left around the rock formation towards the wall again, put on your cloak, and head down that path now. Once you come to the fork in the path where it stops snowing, head left. He's hard to see, but to your right along this path is a caged Tengu. Free him, then continue forward to the dead end. Climb the wall, grab the ice Lotus, and continue climbing. Continue forward, and you'll intersect the trail had you gone straight. Head right till the drop and grab the 3 Ginseng Roots. Left from the last one, under a tree are some nuts. Go back and continue to follow the path till the dead end. Climb the wall forward until it seems you must curve left. Instead, turn right where you'll find a Stone Cap on a small, unnoticeable path. Continue forward, grabbing the Stone Caps (4 total) and then speak with Furosuto who will take the Ice Lotus, and reward you with some Barkskin, which you can't make until the Fire Wilderness. Go forward now until you come to the Snow Spirit. Meditate, and he will tell you he senses bad spirits nearby. Drop down to the bottom of the trail, and 2 of the female assassin-like Samurai, and one of the most annoying Samurai in the game will be waiting. The annoying one has a long range attack, and will spin away when you aproach. He's hard to hit until he gets dizzy from spinning. But usually one dizzy spell isn't enough to take him out. Throwing shuriken at him will cause him to spin away without the constant chasing, allowing him to get dizzy with you doing less work. After you defeat them, head back to the Snow Spirit who will thank you for chasing the Samurai off, and then fight you. Same fight. Draw the lines, draw a block, hit him while dazed. After you beat him, he'll let you through into a tunnel system haunted by ghosts. If you wish to get everything in the area before heading to the snow castle, go right, and then take two lefts. Just as you take the second left, there's some Blade Moss. Continue down that path for 2 Shitake and a Tengu Mage. Head out of that dead end, and go left till you come to a fork with 3 Stone Caps. Take two rights to come to another dead end with some Blade Moss. Head back out and go straight. Take a left, then a right. In this dead end, you'll find 2 Blade Moss. Leave the dead end, and go left, right, then left, and you'll be prompted to save, and zone into the Snow Castle. Snow Castle: (MN014C) Follow the path forward and you'll be accosted by Samurai. Once you get to the trees past the red arch, there will be a Tengu Mage by the froze pond. Shortly past him you'll come to a Samurai camp. By the middle tent are a couple ammo crates and behind the third along the wall are 3 jars. A small way from the Samurai camp, you'll need your cloak, and run into one of those rare instances of a Samurai appearing where it's snowing. I recommend just blowing past, because by the time you're out of range of the snow, the Samurai stops following. Follow the path till you come to a large gate that wont open. To the right of it are a few fruit jars and to the left is a Tengu Crafter. Something to note here is that you now have the ability to make a second Supreme Ki potion if you wish. Personally, I held onto my Sacred Lotus until I got to the Fire Wilderness and was able to make a Supreme Stamina Potion. Before you head up the ramp that the Crafter is standing on, drop to the ground and follow the tunnel back. There you will find Nagini whose looking for her husband. Now head up the ramp until you come to the second impassible gate. To the left will be a caged Tengu Mage. Free him, then turn around and head up the right path. You'll come to a large open area that looks like it should be full of water, and bridges. There's nothing of interest in the bottom of the area but for a couple crates of ammo near the first island. Cross the bridges, and head towards the next impassable gate. Some Samurai will spawn. Kill them, and behind where they spawned are two fruit jars. Head to the gate to find a trapped Tengu. Free him. Now head back to the bridge area, but now drop down into the waterless area. To the right of where you dropped down, the ground is sloped, and you can climb up there. Now this is the way to get to the bridge, but first things first, go to the far left, and drop down. You'll land on a ledge where Lozaki is standing. Speak with him, then head back up to the bridges over the empty pit. 4 Samurai will spawn. Kill them and you'll get a key. Now jump down into the waterless area again, and go up the path, but this time, head to the right. You'll notice a ledge near the bridge. Wall run to the ledge. (Have your shield up if you don't already to reduce a LOT of damage if you miss. Also, if you miss, I recommend using Suzume to run back. She is much faster than Hiro.) (Another speed tip, is save at the Tengu whose location on the map is "Exterior Fortifications". If you fall, just pause, quit, and load. The run gets HIGHLY tedius if you have problems with wall running) Before you cross the bridge, put on your cloak. It is bizarrely snowing on this covered bridge. A Samurai will be waiting on the bridge, but just pass her. Once past the bridge, remove your cloak and head forward. Through a gate, you come to a bonfire where two Ninja, and one of those annoying barrel-headed mages are waiting. To the left of the bonfire, on a weak spot of the wall, you'll find a spirit. Meditate and head to the Plane of the Spirits. Paint the lines. When the spirit and breakable blocks appear, first paint in the block closest to the spirit. Break the tall ones, and Spirit Hiro will run forward, but not into the spirit. Use the knife to cut out the box, and Hiro will run into it. Time it so as not to fly into the spirit released from the cut, and blow Hiro up to the ledge. Activate the portal, and on your right will be a free Tengu Mage. Head to back, skipping the stairs. After you defeat the large Samurai, if you need ammo, there are two crates on the other side of the building. If not, hop over to the roof of the building where another Samurai awaits you. (You can always fireball the Samurai first) There will be another building you need to hop to past there which also has a Samurai waiting on it. (It's quite the jump. Start from the left eave, and get a running start.) (There is nothing downstairs, though for some reason, some Samurai will kill themselves trying to get through the wall to you. And you still gain exp for it.) Drop down, and defeat the Samurai (including a mage) and then head for the outcropping wall to the left. Behind it are 3 ammo crates. Head for the house to the right to find Atsui. Speak to him if you wish, you can't do anything for him till you've been to the Fire Wilderness. Put your cloak on, and head forward. Take off your cloak as soon as you can, for some Samurai will attack. To the far left of the gate, near some trees are some raspberries. Head through the gate, and follow the tunnel to the courtyard before the boss. You'll have to fight a couple waves of Samurai, including a mage, and a massive Samurai. Unless you need some ammo, there's no need to go left (There's some by the gate) If not, head right. After all the Samurai are defeated, free the last Tengu Mage. Head through the gate where you will be prompted to save, and get ready for the boss, Screeching Owl. Screeching Owl: (MN009SO) This one is pretty straight forward. Follow him to whichever perch he lands on. (Upper level is reached by wall jump niches on the left and right side of the tower) When he lands, jump and swing at him. (If you are far from him when he lands, his projectiles are blockable) Do this until he returns to the main platform, where you can damage him till he flies off again. Once defeated, Screeching Owl turns into a chicken who leaves behind a Purple Tengu Feather. ----Chapter 6---- (MN015) After defeating Screeching Owl, you'll be dumped immediately into the Fire Wilderness. Which is a little snowy right at first. Follow the path till you come through a gate. To the right is a Tengu Crafter, and the left, a Tengu Mage. (Before doing the next step, read ahead regarding the Supreme Health Potion and the Hermits Caps. If you wish, you can do all that before approaching the bridge to keep from making the Samurai spawn again) Head to the bridge and fight the Samurai, then go to the middle and speak to Hasu who will express fear in cross the bridge. Switch to Futo who will carry him across. As thank you, he will give you 2 Hermits Cap Mushrooms. You're now 3 Sage short of making a Supreme Health Potion. As the nearest alter is far and difficult to find, I recommend going back to the Earth Wilderness to get the spell from the feather, and to the Earth Village for some Sage. If you do so, the Purple Tengu Feather becomes the Kuji Disruptor spell. It automatically changes large and massive Samurai back into animals. It takes a lot of Ki though, and doesn't affect normal Samurai. If you also went and grabbed the Sage, you can now get your Supreme Health potion from the crafter and gain an extra big heart. Back to the task at hand, cross the bridge to find 2 Burdock and a spirit. Meditate to the Plane of the Spirits and paint the bold lines. Smash the small block first, then the medium, which will leave Hiro out of harms way for the moment. Take the knife, and cut around the solid brick in the middle of the mechanism. Use the wheel to turn let Hiro through, but time it so you don't walk into the spirit. Activate the portal to end up in a cave. To your left and right are some Shitake mushrooms. Follow the path downstairs, being careful not to let the Samurai knock you off. (Knocking them off is fun though) You'll find some Stone Cap and Spears of Ashida on the way down. At the bottom you'll find two Spears of Ashida and a Ginseng Root, as well as fruit jars flanking the door and a man, Usagi. Speak with him for a jar of Barkskin potion, and then meditate to the next spirit. Draw the lines, and after Hiro appears, draw the lines of the missing block. Now quickly break all the blocks that were already there, then use the wheel to activate the mechanism. Break the final block when it's safe for Hiro to pass. Activate the portal, and then hop rocks over to the far ledge. Now for some really bizarre reason, Hiro is semi immune to Lava. Particularly with the shield up. If you happen to fall, just hop your way over to the low ledge to the right of where you were headed. Head right, and grab the Mountain Fire then continue forward till you come to a pit with some archers on the other side. Fireball them, then wall run to the other side of the pit. Free the cat, and then go back. Head down the other path now, and turn on the first right to grab a Mountain Fire and speak with Leeli, who will ask you to free the cat. Speak to her again and she'll ask you to punish the Samurai for capturing the cat. Specifically, she refers to the archers who were guarding the cat. Who you already defeated. Try talking to her again, if that doesn't work for you either, either leave the area now, or wait until you've done so later (So everything respawns) kill the archers, and speak with her again. She'll reward you with 2 Blue Petals and some exp. Head right from Leeli and fight the Samurai along the way. You'll come to a spot where you have to jump, and try to avoid getting hit by the lava bursts. It wont kill you if you are hit however. In fact, if you have the shield on, you can walk on the lava where the bursts are coming from for a moment. (Standing still hurts faster) Head straight from there, and at the end of the land near the massive lava lake, you'll find some more Mountain Fire. Head right from there to fight some Samurai. At a fork caused by a small lava pit, turn right, and speak with Yamamoto who is a potential boyfriend for Yuki. If you wish, you can now begin the whole process of setting Yuki up. I'll detail that in a separate section though. Continue onward, collecting the 3 Mountain Fire and killing all the Samurai. At the end of a small land bridge, before another lava river, there are two Spears of Ashida. Hop the fall and head left for 3 fruit jars, a Mountain Fire, and a trapped Tengu Mage. Now go to the spirit, grab the Mountain Fire, and meditate. This one is a very simple timing one. Draw the line, and then draw bridges when it wont get Spirit Hiro killed. Activate the portal, and turn left to fight a Samurai. Continue left to a caged Tengu. Free him, then turn around and you might notice a couple Samurai just standing around waiting to be fireballed. Head back and take a left. Note more Samurai standing around waiting to be fireballed on the other side of a lava pit. Head left from there and grab the Mountain fire. If you wish, head right along the path that takes you under the lavafall, and head to the open area to fight some Samurai and a mage and grab 2 Mountain Fire. Head back and go straight to the wall where you'll notice a wall jump niche. Follow the path, and take a left to find some Samurai, Mountain Fire, and further along, Stone Caps. If you continue past the gate, you'll find an alter room haunted by ghosts. In the alter area you'll find 2 Blade Moss, 2 Mountain Fire and a Stone Cap. Head back out, and back in the main area, grab the Mountain Fire, then head left. When you come to the bridge, there's some Stone Cap. Now you can cross. (Odd note here. If you drop off the bridge at the first pillar you come to, you'll land on it's base, which has an ammo crate and a fruit jar. However, the only way off that base is to fall into the lava and die.) After defeating the Samurai and crossing, there will be some Mountain Fire to your left. Continue left till you come to Toshimi. Speak with him. He will give you a Golden Tengu Feather. Head back to the alter and drop the feather to get the Meteor spell. Go back and speak with Toshimi twice more. He'll reward you with exp and a Sacred Lotus Flower. Head straight from Toshimi till you're attacked by Samurai. Just before them is another Mountain Fire. At the next lava river you must cross, an archer waits across the way. Firebell him, which will cause some more Samurai to spawn. Fireball them as well, then cross at the stepping stone. Once across, head forward and left. You'll come to a spirit by a crack. Meditate to the Plane of the Spirits. Paint the lines, break the blocks. It's a simple one. Activate the portal. If you need ammo (dart variety) head to the far right. If not, head left. Cross the lava river, and the use the rock sticking out of the lava to head up the the ledge past the lava pit. Up here is a wall jumping niche, however, to the right, off the ledge, is a Tengu Mage, a Spears of Ashida, and a Mountain Fire. He's not caged, but for some reason, he thanks you and gives you a minor healing potion. (Sometimes, I wonder if my cartridge is glitched.) To get back to the upper ledge, you can either use the mage to warp to the closest mage, or put on your energy shield, and hop through the lava to the right till you come to that rock sticking out of the lava. Note that when running through lava, if you keep moving and jumping, there should be little to no instances of Hiro hopping in place.) Use the wall jump niche to hop up. (I believe Samurai will be waiting there, but I lollygagged typing down below and they came to me) Head left past the two Lava Rivers to get a Mountain Fire, a Ginseng Root, and to speak with Samui. As he mentions, he knows Atsui, and would like you to ask if he can stay over for a few days. Because of area jumping, I'll cove him in the side quests section. Head back past the lava rivers until you come to a lava river just before a cave entrance. Hop it and grab the Mountain Fire, then speak with Gosu, who asks you to find him some Fire Lotus. Head into the cave where a Samurai mage waits, as well as some Mountain Fire. Further down the path you'll find some Ginseng Root and Spears of Ashida, along with more Samurai. At the dead end, behind each pillar is a fruit jar, and then there is a trapped fox and rabbit. Free them, then possess one to get through the crack in the wall. Know that you can't get back afterward. (Without the assistance of a Tengu Mage) To the left are two spears of Ashida, and to the right, a cliff upon which archers sit and shoot at you. Head back to the tent and behind it, speak with Fuu. She'll ask for a Minor Healing Potion, a Weak Ginseng Extract, and some Mountain Fire. Give her about a minute, and she'll make you some soup with it. She'll reward you with exp and a Strange Brew. Note that if you speak with her again, she'll repeat the process. After that, she'll stop accepting them. (Until you've left the area and returned) Just behind her are two Burdock, as well as one to the right near the ledge the Samurai are on. On the other side of the pillar behind the first two Burdock is a Ginseng Root. On the other side of that pillar is a Stone Cap. If there is a way up the ledge to the archers, I don't know it. (Tell me if you do please) Head for the next tunnel, and grab the 2 Stone Caps just before there. In the tunnel you'll find another Stone Cap. Follow the path around the lava pit along which you'll find a Mountain Fire, 2 Spears of Ashida, and some Samurai. At the next tunnel, you'll find some Mountain Fire. Continue forward till the open area with Samurai. Defeat them, then head left into the next tunnel, where you'll find 2 Spears of Ashida. At the end of the Tunnel is the Fire Spirit. Turn right and grab the Mountain Fire, then go past the Fire Spirit. There are two Mountain Fires along the path, as well as some Samurai. At the end of it, there is a trapped Tengu Mage. To the left of the Tengu Mage are 2 Mountain Fires. Go back from the Tengu Mage and climb the rock off to the left with the two Mountain Fire on it. Hop on the ledge where you'll be confronted by a Samurai mage. After you defeat him, another will spawn along with a large Samurai. Defeat them. Grab the three Mountain Fire, then activate the three switches. One is easily triggered with your katana from the ledge where it meets the wall. The other two are each on the far wall, one on each side of the lavafall. Use shuriken on them. Head back to the Fire Spirit now, and confront him. Same story. Paint his Kanji, paint a block, hit him while he's dazed. However, he will demand a rematch after the first win. Deafeat him twice them move on the the Fire Castle. Fire Castle: (MN015C) Boss: Living Tower (MN009LT) This area starts off with a boss that you'll need Futo for. Run forward, and the building in the distance will come to life, using the bridge as a sword. Right in front of you is a catapult, and down the paths on the left and right are boulders. Down each path is a bit of an indent in the rocks. Use those to protect Futo when the Tower is swinging the bridge along there. (Being hit will not cause Futo to drop his boulder) Once you grab a boulder, take it back to the catapult, and drop it in. You'll have a mini scene of Futo doing so, and the boulder hitting the tower. You can skip the scene thankfully. After the first boulder toss, the Tower will begin to fitfully launch flaming arrows at you. After each boulder, it'll shoot them more often. It takes 6 boulders to defeat the tower. After you defeat him, head to his base, which is the entrance to the castle. There's nothing to be found in the area, so you can head straight in. In front of you and to your left will be 3 Mountain Fire. Continue left to the caged Tengu Mage. Free him, then head through the door to the left of the Mage. In the first room are three spiked blocks. Just time it to not get hit and head for the next room. You'll be hit by a couple waves of Samurai. The last wave has a Samurai mage in it. There are three fruit jars in the back right of the room. Head through the doors to find a hall. Either side has a small open area with moving spike boxes. The left side is the easiest one to pass without incurring damage. Head right at the back of the room, then take a left into the hall. Go left, right, right and then left into the hall with the spike boxes. (Samurai will appear down the halls) As it is stupid difficult, if not impossible to get past the boxes without damage, I recommend the energy shield if you aren't already using it. Head right from the box hall. If you need ammo, head left. If not, go right from here. In this room, you'll find a caged Tengu Crafter, 3 fruit jars, a switch, and a couple waves of Samurai. Activate the switch and free the crafter. Now, if you haven't already, you can make a bottle of Supreme Stamina. Leave the room, and a massive Samurai will spawn at the other end of the hallway. He will follow you. As if coming from the room with the crafter, take a left, then a right. At the dead end will be a caged chicken, and a large cage with 3 rabbits. Free them then possess a rabbit. The rabbits are unaffected by the boxes, so it's a safe quick way out of the room. The directions are right, right, left, left, right, right, left, left, right, straight. Back in the entryway, head to the door to the right of the Tengu Mage. Follow the hall till a room with a few spaced floor pieces over an open lava pit. You'll notice a small ledge with a trapped raccoon and some ammo. Unless you REALLY need some ammo, I advise freeing the raccoon with shuriken, because the camera angles and small ledges make it very difficult to get back from there. When you're on the second to last raised floor piece, you can jump to the guarded edge of floor, then run in and hit the archers that will be waiting. Follow the hall to the next lava room. In here, the floor has spikes. The Tengu has nothing useful to say, so feel free to shuriken him to freedom. Jump to the spiked floor when they're down, then quickly make for the small board the connects it with the next hall. From there, you can fireball the Samurai waiting in the hall who will not follow you out here. After they die, more Samurai will spawn. After all the Samurai are gone, move forward. Now we come to the fun wall run of doom. Time it, and run the wall. If you're hit by the blades, you will fall in the lava and die. Similar but worse waits for you up ahead. Past the second wall run of pain, you will come to a room whose paths are blocked by spiked boxes moving about. Use a shuriken to activate the lever, then wall run to the ledge in the back left of the room to free a caged bunny. Wall run towards the next hall, and then enter. Here you will find 3 Samurai waiting on a thin path to a lever behind a steel grate. They wont follow you past the grate, so meteroring them works. After, activate the lever and break the fruit jars around it. Head back the way you came. Once back in the entryway, take the door to your immediate left. Follow the hall back and defeat all the Samurai. There are three fruit jars at the very end of the room. Starting from the end of the hall, take your fourth left. In the room is a trapped dog on a ledge, 3 fruit jars along a ledge to your right, and a switch. If you fall in here, you can wall climb out. Jump to the ledge with the dog and free it. Shuriken the switch and break the jars then head back in the hall. Head right, then take your third right. Fight the Samurai and activate the switch and free the trapped Tengu. Head out, and take a left, then take your second left. In this room, you can wall run to the ledge with the ammo and switch, or just shuriken the switch and leave. Head right, and take another right from here to enter the final room. Inside are 3 Samurai, a trapped rabbit, and 3 fruit jars. Defeat the Samurai, break the jars, then free and possess the rabbit, and use it to go through the hole at the back of the room. In this room you'll find a trapped Tengu Mage and a trapped fox. Free both. Possess the fox and leave the hall back to the entry area. Head for the left and final door. Follow the hall to the back room which is a lovely area with lava bursting about and Samurai waiting to play with you. There are 5 fruit jars spread about the room, and falling in this lava will insta-kill you. In the back corner, to the right of the large door is a trapped Tengu Mage. And now you can fight the final boss! Yay! Lord Ashida: (MN009LA) And now for the final battle. Lord Ashida has a simple enough strategy. The problem is, it's annoying as hell. When you enter, Lord Ashida is flanked by two Minions (Night Wilderness strength) He will cause the 8 beads of his necklace to grow large and float in front of each pillar in the room. If both Samurai are up (Neither in animal form) Ashida will begin to use a long range electrical attack that moves out in a wave. If you approach Ashida, he will slap you around a bit, but will never leave his platform. There are, thank goodness, crates of shuriken that constantly respawn. You will need them unless you are way luckier/better at this/patient than I. The samurai serve one annoying purpose. Shuriken bait. As I mentioned in the control explanation, and as I'm sure you've noticed by now, if a Samurai is anywhere within sight range when you throw a shuriken, it will automatically go for him. And that is their job here. Decoys from hell. What you do, is try to knock out both Samurai, and get in front of one of the beads. (They will glow red when Ashida changes one of the animals back into a Samurai) Throw a shuriken at Ashida, and he will reflect it. Jump with the right timing (They're homing) and it will hit the bead instead of you, exploding. After all 8 beads have been destroyed, run up and wail on Ashida while you have the chance. He will shortly regain his composure and send out the beads again. This time the Samurai minions are Water Wilderness strong. Repeat the process of destroying his beads and then hitting him, and you will get a brief scene where he decides he's tired of playing with you and goes super saiyan. Keep hitting him after the scene is over though. He should still be weakened for a moment. After this, the process must be repeated again. You'll notice he's starting to get faster about reviving the Samurai whom are now Snow Wilderness in strength. After the beads have been destroyed and he starts up what should be his last round, he will start making Fire Wilderness strength Samurai, and CONSTANTLY. What's worse, is they tend to block a lot, making it take even longer to kill them. It's not to say the battle is hard. It's just ANNOYING. Back on topic here, continue doing this until you defeat him. And then YAY! You is the winner! Enjoy the final cutscene and the knowledge that you won! If you start up the same save file again, you will simply appear at your last save. There is nothing special for beating Ashida beyond the final cutscene. And now, for the extra stuff! ----Side Quests---- (MN016) Here you'll find the side quests and extra bits that were a bit cumbersome to simply put in the extensive part of the guide. ----Yuki's Husband---- (MN017) Head to the Night Village after you've completed the Night Wilderness. Outside the hut near the broken bridge will now be Mukoe and Koyuki. Yuki's parents. Yuki is standing on the broken bit of Bridge. Speak with Yuki who will request that you introduce her to some boys. The following are potential husbands. Yotaro - Earth Wilderness Kasu - Water Wilderness Keiichi - Night Wilderness Nyaki - Snow Wilderness Yammato - Fire Wilderness All but Yammato will request your help in some way to woo Yuki. Yotaro - Tell him of at least 3 Epic battles. (Must have beaten 3 bosses.) Kasu - Wants a Tiger Lily Keiichi - Like Yuki, he only appears after everything has been taken care of in the Night Wilderness. He's in the small clearing with the Tengu just before the Alter behind the town. He wants to write a poem and needs inspiration. Warp to the Earth Wilderness in the Bamboo Forest, and head into the hut where Kentaro resides. Read the book of bad poetry to the right of Kentaro, and you will receive a Poem. Take it back to Keiichi. Nyaki - Wants some wood from the Thousand Year Old Tree to make an instrument that's sure to woo Yuki. Use the Tengu Mage to teleport to the Snowy Peaks, which is in the Snowy Wilderness as well. Just left of him is a tree. Speak to it, and it will allow you to take some of it's wood. Take it back to Nyaki. Yammato - Yammato simply wants you to confirm the rumors that Yuki is looking for a husband. Speak to him again, and he'll declare himself the most handsome boy, saying he doesn't need to try to woo her, because she'll choose him no matter what. After you've done as everyone has asked, return to Yuki, who requires, at minimum, three of the 5 boys to be introduced to her. (If someone wants to confirm that, go for it. In my previous playthrough, I didn't manage to get the poems for Keiichi, but I had everyone else lined up for her. I heard you only need three though) She will then say that she needs time before she can decide. Give her about a minute, and then she'll make her decision. I am unsure what affects what, but the outcome can change. In my first play through, when I missed the poem book, she chose Yammato. This time she chose Nyaki. This could also use confirmation to know if it's random, or if completion of each request effects her descision. Now Yuki will request you to deliver the happy news to Nyaki. Go speak with Yotaro again, who will thank you for your stories with some exp. Speak with Kasu who will reward you for your help with exp. Yammato will claim that Yuki must be possessed the poor thing, and reward you with some exp for helping. Go speak with Yuki again who will give you a major healing potion. Also needing confirmation. I'm pretty sure when she chose Yammato, I was given a villager doll as a reward. But I'm not positive that was where I got it. (Err. Maybe I just didn't notice being given it this time. I just found it in my possession -.-; Pretty sure that's where it comes from. Like, 80% positive. Confirmation guys?) ----Atsui and Samui---- (MN018) Atsui lives in the Snow Castle, in a hut not far from the tunnel into the courtyard of the final boss. He's tired of being cold, and is jealous of his brother who lives somewhere warm. Samui is at the top of the mountain with the lava rivers to be jumped in a back corner, just before the cave to get into the mountain, and is tired of being hot. Speak with Atsui first on your way through the Snow Wilderness. When you speak with Samui on your trip to the Fire Wilderness, he will ask you to ask his brother if he can stay for a few days. Head back to Atsui who will say they should just switch houses. Return to Samui who will love the idea. Return to Atsui's house to find Samui in his place. He'll thank you with a jar of Barkskin. Return to the place Samui had been to find Atsui who will reward you with a jar of Strange Brew. ----Collectible Dolls---- (MN019) A Tengu in the Night Castle is collecting dolls, and wants your help finding 4 of them. The Tengu can be found behind a low wall just pass the firs acid pit in the Night Castle. Ninja Doll - Gotten from Jide in the Night Castle Villager Doll - Gotten for completing the Yuki's Husband side quest. Ninja Master Doll - Gotten as reward for beating the 8th wave of Tamago's Samurai challenge. (See Castle Dwellers) As of the moment, I'm unsure where the last doll is. Feel free to contact me if you know. ----Castle Dwellers---- (MN020) In each of the castles where you fought the bosses, if you return, there will be someone there with a quest for you. Earth Castle - Bado the Beastmaster With him, it seems that you have to release a certain amount of caged animals. When you finally release enough animals (It's approximately the amount of every caged animal in the game plus going through a zone or so again.) he will reward you with some exp and 5 Super Shuriken. Night Castle - Kake His is a very bizarre guessing game. He thinks of a jar, and you break it. The first appears to be in the courtyard just outside Windy Pants' lair, however, I don't know if there is a pattern or not. If you know, feel free to contact me. Also, because of this, I'm not sure if there's a reward beyond the bit of exp he gives for finding the first jar. (Have yet to find a second jar. Then again, I can't think of the last time I talked to him.) Water Castle - Keiko She wants to make perfume, and will ask for Anemones. Every 3 you give her, she will give you exp. There is no limit to the times you can do this as far as I'm aware. Water Castle - Yoshiko Yoshiko wants 3 Sage to make flower arrangements. She too rewards in exp, and it can be repeated. Water Castle - Akiko Akiko wants Shitake to make soup. She'll take 3 for exp. Also repeatable. Snow Castle - Kage Kage is annoying. That's all there is to it. Hearing you beat Screeching Owl, he wants to challenge you, for surely you're stronger than he. His challenge is that you must find him 5 times in a row, with 15 seconds to find him each time. He will appear in one of 9 places, being each corner of the top of the tower, each corner of the bottom of the tower, and on the perch in the middle, where you went to attack Screeching Owl. If you fail, he'll tell you to come back later when you're stronger, and you must leave and then come back, go back to where he was last, and speak to him for him to reset to his original spot. A few tips for if you do this. Use Suzume, she runs faster than Hiro. He doesn't often go to the perch, but he does. Otherwise, it's a lot of luck and hair pulling. If you catch him, he'll reward you with a bit of exp. A tiny bit of exp. I'm not sure if further victories get extra rewards. I was too furious with him to try. Fire Castle - Living Tower base - Tamago Tamago is by far the easiest and most rewarding. He wishes to pit you against 8 waves of Samurai. A wave consists of a main group of three, followed by a fourth who will spawn holding a flag. The most difficult of these waves consists of two mage Samurai, and one that includes a massive Samurai and two of the assassin lady Samurai. After defeating a wave, speak to Tamago for your reward. You will have to zone before you can fight another wave. Rewards by wave: 1. Experience 2. Experience 3. Experience 4. Experience 5. Experience and a Strong Ginseng Extract 6. Experience and 2 Sacred Lotus 7. Experience and a White Tengu Feather 8. Experience and a Master Ninja Doll ----Plane of Spirits---- (MN021) While the answers for these are in the guide, for anyone who simply wants to quickly find the answers to a toughie, I'll put the answers back here as well. I'm simply doing this part of it from the main menu, so they'll be labeled by scroll. Can't really think of a way to identify them for you otherwise. I will denote the elemental spirits as such instead of scrolls to help identify which you're looking for. (The fact that I'm missing a 19th scroll in the Plane of Spirits collection means either the people who made/translated the game made a boo boo, or I'm now partially aware how it is I can't seem to find the Fire Lotus. If you know which scroll I'm missing, and where from (Beyond that it's obviously in the Fire Wilderness) feel free to contact me.) Tools Eraser: Erase excess lines which will prevent the game from recognizing correct lines. Brush: Use this to trace thick, dull black lines. When done, the environment will form. (If it's not recognizing the lines, use the eraser tool in the upper right corner.) Knife: Cut along the thin, light gray lines to cut away paper. Spirits will usually be hiding behind the paper. Wheel: Spin the stylus over gears to get mechanisms to move. Wind: Blow gently on the DS mic to blow pieces of paper around. Blowing hard will not work. Hammer: Break cracked blocks blocking the path. Scroll 1: Paint the lines of the ground and the house. Use the knife to cut away the house. Use the brush over the dotted line to paint a bridge. Time it so Hiro doesn't run into the spirit. Scroll 2: Paint the lines of the ground and the two houses. Use the knife to cut away both houses. Use the pen on the dotted lines to make the bridges. I recommend making the first bridge, then the second, to make sure the timing is right that Hiro doesn't run into a spirit. Scroll 3: Paint the lines of the bits of ground and the mechanism. Paint both bridges on the dotted lines, then use the wheel to turn the gear. Earth Spirit: Paint the lines of the Kanji. After the body has formed, and you can paint again, paint the dotted lines to make a block. When the elemental spirit hits the block, it will break, and the spirits weapon will rebound, dazing it. Hit the spirits that appear over it's body six times (Stick to one spirit at a time) and they will vanish, doing damage to the elemental spirit. Once it gets back up, quickly draw another block. Repeat until you defeat it. Scroll 5: Paint the lines to make the ground. Use the knife to cut along the thing gray lines. After Hiro runs onto the paper, pick wind, and gently blow on the mic to blow the paper up the ledge. Time it so you don't blow him into the spirit. Night Spirit: Paint the lines of the Kanji. After the body has formed, and you can paint again, paint the dotted lines to make a block. When the elemental spirit hits the block, it will break, and the spirits weapon will rebound, dazing it. Hit the spirits that appear over it's body six times (Stick to one spirit at a time) and they will vanish, doing damage to the elemental spirit. Once it gets back up, quickly draw another block. Repeat until you defeat it. Scroll 7: Paint the lines of the buildings and ground. Use the knife to cut the rectangle between them. Paint the dotted lines to form bridges. Time it so Hiro doesn't run into the spirit. Scroll 8: Paint the lines of the ground and mechanism. Use the knife to cut the square out, then use wing to blow it. It will blow over and fill the gap. As it's starting to settle, switch to the wheel and turn the gear. If you are not fast enough, Hiro will get touched by the spirit. Water Spirit: Paint the lines of the Kanji. After the body has formed, and you can paint again, paint the dotted lines to make a block. When the elemental spirit hits the block, it will break, and the spirits weapon will rebound, dazing it. Hit the spirits that appear over it's body six times (Stick to one spirit at a time) and they will vanish, doing damage to the elemental spirit. Once it gets back up, quickly draw another block. Repeat until you defeat it. Scroll 10: Paint the lines of the ceiling, ground and blocks. Use the hammer to quickly smash the blocks before the spirit gets to Hiro. Scroll 11: Paint the lines of the ceiling, ground and blocks. Break the first three, and time breaking the fourth so that Hiro doesn't run into the spirit waiting on the other side of the blocks. Scroll 12: Paint the lines of the ground, roof, and blocks. Select the hammer, and break the block in the middle. Now break the block blocking Hiro's path. After he climbs on the roof, break the final block. Time it so you don't fling Hiro into the spirit. Snow Spirit: Paint the lines of the Kanji. After the body has formed, and you can paint again, paint the dotted lines to make a block. When the elemental spirit hits the block, it will break, and the spirits weapon will rebound, dazing it. Hit the spirits that appear over it's body six times (Stick to one spirit at a time) and they will vanish, doing damage to the elemental spirit. Once it gets back up, quickly draw another block. Repeat until you defeat it. Scroll 14: Paint the lines of the ground and the raised block. Paint the dotted line closes to the spirit. Break the two large blocks, then choose the knife and cut out the square. When Hiro gets in, use the wind and blow in the mic, timing it so you don't blow Hiro into the spirit. Scroll 15: Draw the lines of the floor, block, and mechanism. Use the hammer to break the small block holing the mechanism up. Now break the large block blocking Hiro. (Be fast, the spirit will get him if you aren't. Use the knife to cut out the solid block Use the wheel to activate the mechanism. Watch your timing or Hiro will run into the second spirit. Scroll 16: Draw the lines of the floor, block and mechanism. Break all the breakable blocks, then paint the dotted line to make a breakable block under the mechanism. Use the wheel to activate it. Break the block to time it so Hiro doesn't walk into the spirit. (4 hits breaks a block. If you hit it 3 times, you can just hit it once when the timing is right.) Scroll 17: Use the brush to paint the the bits of ground. Use it to paint the dotted lines and make bridges, timing it so Hiro doesn't run into a spirit. Scroll 18: Paint the ceiling, ground and blocks. Break the blocks before the Spirit gets Hiro. Fire Spirit: Paint the lines of the Kanji. After the body has formed, and you can paint again, paint the dotted lines to make a block. When the elemental spirit hits the block, it will break, and the spirits weapon will rebound, dazing it. Hit the spirits that appear over it's body six times (Stick to one spirit at a time) and they will vanish, doing damage to the elemental spirit. Once it gets back up, quickly draw another block. Repeat until you defeat it. The Fire Spirit will demand a rematch. ----Things I can't figure out---- (MN022) Feel free to contact me if you know the answer Which gate the Bridge Key opens. Where the Fire Lotus is for Gosu. Missing Kuji spell. What and where is the green, reedy ingredient for the Supreme Ginseng potion. Where the other Doll for the Tengu is. Nagini's Husbands Location. Where the 19th Plane of Spirits Scroll is? ----Copyright---- (MN024) Copyright Nicole Ockerman 12-4-2010 This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.