Click on a round number to jump straight to that section!
Round : 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8
ROUND 1
Completion Bonus : 5000 points, 300 Zenny
| BLOCKHEADS x2 |
|---|---|
| Black
Tiger starts his journey armed with a morning star, leather armor and
200 gold. The wall on the left from where you start hides a time extend.
Familiarize yourself with Black Tiger's skills as well as jumping over
chasms and holding on spinal pillars. After fighting several blobs and
goblin fighters, you can find a dungeon entrance where you can earn more
coinage and points from skeletons (the left wall of the dungeon also
hides 10k points). Continue your adventure after the dungeon for more
snakes, bats and fire fiends. Be sure to buy a weapon upgrade before
facing the boss.
The boss are 1 blue-eyed and 1 red-eyed Blockheads, both 1 vitality each. These blocks jump around the arena erratically. Strike from a distance with your knives and guillotine whip and soon cracks will appear as the blocks take damage. Continue to swing your weapon while avoiding the path of the blocks and they will crumble in no time. | |
ROUND 2
Completion Bonus : 5000 points, 500 Zenny
| BLOCKHEADS x4 |
|---|---|
| At
this point, you must have learned that not everything inside chests or
urns are good, certain walls spit damaging clouds, and a direct hit from
a falling boulder is an instant kill no matter the amount of vitality
and protection you have. Fire demons and skeletons are starting to get
aplenty. As long as you fight aggressively and defensively at the same
time, you should be fine. Uncover armor-up, 1-up and 50k points hidden
from walls and be sure to buy a Level 3 upgrade for your weapon.
The boss for this stage are 3 blue-eyed and 1 red-eyed Blockheads, with 1 vitality each. Much like the previous fight, these blocks jump around the arena erratically. You need extra care in this fight since you are now fighting against four of them. It is possible to pick them out one by one for a more manageable fight. If you already have the Axe Whip, the battle will be a complete cinch. After this fight, blockheads will be a regular enemy, usually hidden within trapped urns in later stages. | |
ROUND 3
Completion Bonus : 10000 points, 800 Zenny
| BLUE DRAGON |
|---|---|
| The
game significantly raises the difficulty now that goblins have become
stronger and introduces the one-eyed mummies that can blow a long stream
of flame and the indestructible spinning sculls. In this intricate cave
that extends upward, ensure that you uncover every single cave from
enemies as you reveal more treasure from containers as well as hidden
armor upgrades. Complete the straightforward dungeon, then hop from
pillar to pillar until you reach the cave's apex. You should already
have the Axe Whip before even holding any hope against the stage boss.
Now you have to face the first of the Three Dragons. While the Blue Dragon has low vitality, his most basic fireball breath attacks can easily whittle down your health if you are not careful. Shoot him from a distance while retreating. Be sure to be able to move away under the dragon when it flies up before it gets you cornered. Take enough space cushion so you can fend off the dragon's attacks. Defeating this dragon gives you an idea how the stronger dragons will fight you later. | |
ROUND 4
Completion Bonus : 5000 points, 1200 Zenny
| RED ARREMER |
|---|---|
| You
should have enough zenny to buy the Trident Whip at the start of this
level. Falling into lava pits kills Black Tiger instantly if he does not
time his jumps across pillars correctly. This stage debuts the
appearance of wizards, which can distract you while they float in the
air and send fiery pillars on your way. Blockheads will also appear as
regular enemies from here onward. Weave across pillars and break walls
to discover an extra vitality boost. Purple maneating plants cause
confusion and lose control over your character. This stage has no
dungeon. Once you reach a black clearing with pillars, be ready to face
the boss.
The Red Arremer is a flying demon who zips around the air, throwing damaging lances. While you can fend off these spears by shooting them, they create a flame that causes confusion if Black Tiger touches it. In a dire battle against the boss, losing control on your character is the worst thing you can have. Since Red Arremer also has a small amount of vitality, you can easily defeat him with the proper weapon. The Red Arremer will appear as a normal enemy as Firebrand in subsequent stages. | |
ROUND 5
Completion Bonus : 50000 points, 1600 Zenny
| DRAGONIAN |
|---|---|
| Starting
at this stage, monsters have become more relentless which means you
also earn insane amounts of coinage from here onward. Your main priority
here is obtaining a Flame Whip from the shop to max out your offense.
Once you have that, you should never fear in purchasing keys and potions
while maxing out your armor also every time. Beware that aerial
monsters like fire fiends, firebrands, spinning sculls and wizards are
the most dangerous threats you can encounter. The dungeon is located at
the far bottom-right of the stage. Climb up pillars to reveal extra
zenny and armor upgrades. At the apex, Black Tiger must be well equipped
in order to have high chances of success against the boss.
The battlement rooftops is guarded by the Dragonian, clad in silver armor and a pair of falchions. His main attack is charging forwards with swords swinging, and the other is lobbing a small spark that creates 4 flame pillars along the ground. Use high jumps to cross over behind him and continue whipping him down. The best tactic you can exploit are the raised ledges at the arena's corners. Step on the center of the dais and let the Dragonian lob its flame pillars on you, then inch closer until you are standing at the very edge of the dais. You should be able to get clear shots at the Dragonian while he throws more flame pillars that completely miss. Since he will never charge at you this way, continue attacking until his demise. | |
ROUND 6
Completion Bonus : 10000 points, 2400 Zenny
| GOLD DRAGON |
|---|---|
| The
stage opens in the mountainsides with improved versions of most
monsters you have encountered in the game so far. As usual, money won't
be a really big issue here now that you have the Flame Whip, so
maintaining a high armor count and a healthy stock of keys and potions
will improve Black Tiger's chances of survival. Taking out wizards and
firebrands are among your greatest priorities here since the Flame Whip
can take out most of the new monsters in a few hits except those two.
Expect to encounter more trapped chests and urns along the way. If you
still haven't fully upgraded your weapon, you have a chance to uncover a
hidden weapon upgrade here. Since you will face a stronger dragon soon,
a maxed-out weapon is more than obligatory.
The mountaintop is lair to the formidable Gold Dragon. It has the similar fireball breath weapon of the blue dragon which can be destroyed with your weapon. It has a new attack in which it spits four columns of flame on the ground. High jump to avoid the flames while tossing your weapon repeatedly at the dragon. Never ever attempt to fight the dragon hand-to-hand. It's bad for your armor... and your life. | |
ROUND 7
Completion Bonus : 150000 points, 4800 Zenny
| GREAT DRAGONIAN |
|---|---|
| In
this corrupted cathedral is a labyrinthine mess of rubble and ledges,
with menacing spike pits of doom below. Being killed by elapsed time is
not uncommon due to being lost in the intricate ledges, and a missed
jump will send you several floors down. This stage introduces the more
dangeous purple mummies and the elusive ninjas, which could whittle down
your armor in seconds. This requires you to be at your most careful
when fending yourself when fighting enemies. A 1-up, weapon and armor
upgrades are hidden within this stage. Climb up the ominous halls until
you reach a corridor to face the penultimate boss.
The Great Dragonian is the stronger dragon-humanoid update to the previous boss, with the similar gold plated armor and falchions, and new attacks. It is quite more aggressive and can spit blue walls of icy flame instead. Interestingly enough, the above tactic of shooting from the dais' ledge still works against him. If he happens to break out of your tactic, jump over him and use the other dais instead and continue the onslaught. The Great Dragonian will be decimated soon enough. | |
ROUND 8
Completion Bonus : 10000 points
| BLACK DRAGON |
|---|---|
| This
is the final stage. Don't let the elegant hallways fool you, it is home
to the most merciless groups of monsters and tricky traps you'll ever
face. At this point, it is your priority to keep your armor maxed out
from every shop you get to see. Walls and corners hide secret items, and
you'll need every help you can get from extra time or upgrades. Ninjas,
wizards, mummies and head-throwing undead are your greatest adversaries
to befall as you inch closer to your main goal. At the top of the
castle, brave yourself through a long hallway of the fiercest monsters
and make your last minute purchases from the last wiseman you save. Now
you have to face the third and most dangerous dragon of all.
Here is your ultimate battle. The Black Dragon is the most damage resistant of the three serpents. You can only damage it when hitting the head and the topmost part of its body. Combining the blue and gold dragons' attacks, the black dragon is the most aggressive in terms of showering the arena with fireballs and flame columns. Do not let yourself be cornered in the arena by its flame attacks. Run away under the dragon to have more breathing room to attack from a safe distance everytime. As long as you keep on the offense while skillfully dodging the dragon's fiery wrath, the black serpent shall fall under the might of Black Tiger. Congratulations for completing the game! | |