Before you start preparing for a run of this game, decide whether you want to spend about $3USD on the True Ninja Pack. It goes on sale for up to 80% off.
The True Ninja Pack is largely oriented towards speedrunning and adds:
- A new weapon: Death's Gleaming Scythe
- Speedrun Mode
- Boss Rush Mode
- Ninja Difficulty and other unimportant things.
Review the rules of each category, as some ban the use of the Scythe.
Equipment
Weapon
Death's Gleaming Scythe is a special weapon in that when you press your melee key, you will lunge forward and hit every enemy in your path. Additionally there is no lag when starting another attack, which means this can be spammed to move forward very quickly. A drawback of this weapon is that you lunge forward BEFORE the scythe has a hitbox, meaning that you may often lunge directly into danger.
Projectiles
In terms of projectiles, it can mostly be personal preference. I use The Thrower Of Flamey Stuff, which has solid damage output as long as you keep your target in range. Mostly useful against Torment, Doom, and Abarghus.
Bombs
Bombs can also be personal preference. I use the Dynamite Death Dealer, which destroys scenery. Very useful if on top of a large/annoying room to bypass them by breaking the floor.
Magic
Wind Magic From The Bowels is the standard magic used in most if not all runs. It sends out 3-4 whirlwinds which have a homing ability on enemies. Use will be explained further in Strategies.
Unlock Conditions
Death's Gleaming Scythe - Purchase True Ninja Pack The Thrower Of Flamey Stuff - Use 1,000 projectiles in a single game Dynamite Death Dealer - Collect 3 tickets for Transdimensional Leakage Wind Magic From The Bowels - Get 25,000 points in one life
Upgrades
- Die 300 times to unlock Life +4 (not needed if you're a god, but very helpful).
- Kill 300 monsters in a single run to get +3 magic (basically necessary for the final boss).
- Kill 75 monsters with bombs to get +15 to bomb capacity (not needed, but helpful).
- Survive for 15 minutes to get yourself +30 to projectile capacity (not needed, but helpful).
Strategies
Spite
Spite bounces around the stage, and starts throwing bombs after the first time you hit him. Stand in the opposite direction of his bounces and hit him with an aerial attack while following closely behind.
Rage
Stay away from the wall Rage is clinging to and move around before he jumps. Jump over him while attacking when he runs to a wall.
Torment
Torment simply charges at you. You can double jump over him and attack, and while he turns around he can be damaged using a projectile such as the flamethrower.
Doom
Hit Doom as he lands while avoiding the fire from the statues that spawn.
One-Armed Ninja
He moves from wall to wall, occasionally jumping and throwing bombs. When he flashes, move in quickly and attack. Projectiles and bombs don't work.
Abarghus
This is the structure of each phase of the boss:
- Open stomach and release one enemy and a number of bombs
- He will slam the ground in a random location, leaving behind a small platform of bubbles
- Stand on the platform as acid rises and his weak point falls from the ceiling.
- The acid will fall
Each platform lasts for 2 floods of acid.
After the first time Abarghus drops his weakpoint, you can start spamming magic. The reason we choose the Wind Magic becomes apparent. The homing magic flies off-screen and damages him. This is why the magic upgrade is important. You want to get to Abarghus with as much magic as possible. When you run out of magic (and have enough health) start damaging yourself in the acid or on the wall spikes. This will reset your magic count to 1, allowing you to trade health for additional hits.