[Intro + Tsukikage] [Weapons] [Items & Rank] [The Art Of War] [The Enemy]
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[Stage 1] [Stage 2] [Stage 3] [Stage 4] [Stage 5] [Stage 6] [Stage 7] [Ninja Pit]
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Stage 6 is Saigo's ultimate challenge, more than making up for Stage 5's plateau. Its heavy enemy attack is unprecedented; you'll be facing Ryuichis, Monks and Ghosts simultaneously, plus their zako supports. Less obvious, but just as deadly, is the harshly irregular terrain - Tsuki's featherweight jumps must be handled as authoritatively as his weaponry.
Don't be discouraged if Stage 6 seems impossibly tough or random at first. If you can confidently make it this far, you already have the raw materials to overcome the onslaught. Most of what I'm about to describe is foundational knowledge, covered in the early sections. Think of Stage 6 as a crucible - searing away bad habits, reinforcing good ones. Consistent survival is
entirely realistic - though never given lightly, no matter the player's skill or experience level.
Before we get started, a few general pointers.
AXIS TRIGGER IS VITAL. The horde is often better outmaneuvered than destroyed. Remember the spawn limit - a pair of Ryuichis at your back ensures none in front. If you can keep the majority of foes behind you, gaining ground will become markedly safer. Deftly slipping past enemies gives a trifold benefit:
1: Clearing the path. 2: Outranging the enemy. 3: Delaying respawns.
This is not an argument for total pacifism; violence is frequently the answer, particularly when it comes to keeping your vicinity clear. Consider this a complementary tactical approach.
TERRAIN LAUNCHER IS VITAL. Remember: Saigo's enemies do not have your jump control. When they meet an impasse, they will vault high overhead in a long, inefficient arc. If you are atop a shoal, with a Ryuichi or Monk approaching on the sand, consider letting them vault (after ensuring you're not so close that they'll strike you from below!). Now they're at your back, and you've one less oncomer to worry about. Similar applies to the occasional boulder; let them serve as springboards for incoming heavies, deftly making your way underneath.
As a general rule, enemies are harmless while vaulting. The exception, as covered earlier in this guide, are Monks - their bulldozer cane is just as lethal in the air. However, they are still launched well out of your path - and Monks at your back are easily kept there, via Axis Trigger.
Terrain Launcher As Fortress? It's very possible to stall for long periods in Stage 6-1, simply by parking atop a narrow shoal. Ryuichis and Monks can be bashed down at distance, or launched away up-close. (this is an important tactic in high score play)
Pretty comfy!
A related point is the anti-Ryuichi safespots provided by the foot of each shoal. With some minor finesse, it's simple to set this up:
Also comfy, but Monks can ruin it quickly.
I'm not a big user of either tactic; the former won't make my advance into the stage any less uncertain, while the latter can be swiftly undone by a Monk bulldozer. Still, it's good to know your tactical options in full. Neither of these tricks are sustainable in 6-2, due to the marauding presence of Ghosts.
STEALTH RYUICHI: A Monk's sprite will always overlap a Ryuichi's. This has the unfortunate side-effect of camouflaging the latter, should they spawn simultaneously. In ideal circumstances, you can spot the lurking Ryuichi; but with 6-1's pace, it's not easy. The danger is in Axis Triggering the Monk with a neutral bunnyhop, which the Ryuichi will rush in to punish.
One hell of a nasty surprise. Tricky, but not impossible to recover from.
Fortunately, there is a simple, consistent solution: use advancing hop-overs on incoming Monks, without exception. If a Stealth Ryuichi is indeed lurking, he'll be Axis Triggered and bypassed just like his comrade - with your Shadow Train sweeping in to demolish both. Ryuichi Hop will work flawlessly - further/higher jumps are fine, too.
Peekaboo, you lousy rat you!
Higher altitude? No probs.
Just clear the Monk, and you'll disarm any lurking threats. Formerly a dreaded personal bane, I now regularly expose and shred Stealth Ryuichis without the slightest alarm. Hop the Monks, expose the lurkers, and free up vital braintime while keeping your momentum.
ON THE ROCKS:
The essence of Stage 6 is its harshly irregular terrain. As you know, Tsuki not only jumps high - he also falls slowly. Thus, navigating the shoals is a deceptively technical process. You can't counter-jump incoming Ryuichis or Monks while you're in descent! Keep an eye on the path ahead while making your landing. If an incoming enemy is far enough away, seize the opportunity to land, then deal with them as needed. If it's clear they'll intercept you, moderate your advance accordingly. In worst-case scenarios, retreat may be advisable - but as always, be ready to deal with pursuers while you regroup.
TACTICAL RETREAT: Gaining ground is great, but don't be compelled into a suicide charge. Stage 6's enemy presence can reach nigh-impregnable gridlock; moderate retreat can dislodge bottlenecks, and/or preclude unreasonably deadly advances.
Monk saves Ryuichi #2 from my RYUICHI HOP:
Falling back is a judgement call, obviously. It's possible I might've superjumped that intercepting cane... but with a Ryuichi unaccounted for, it's equally possible I might've landed smack on his blade. Regardless, note my securing of the retreat: maintaining the attack, to Autoguard zako and whittle heavies, while Axis Triggering the Ryuichis and Monks, as I gradually recover my lost ground before moving on.
AUTOCLIMB: Technically, it's possible to simply clamber onto rocks, by holding [forward]. You could, in theory, clear Stage 6 without a single jump.
Gonna ramble on~
However, climbing is much slower than a deft hop - and it can also be tricky to launch running jumps from such steep footing. I suggest using autoclimb only sparingly; a typical situation for me is hopping onto the upper-side of a boulder, then clambering up the last few steps to its summit.
GLITCH ALERT: Under exceedingly rare circumstances, landing on a slope at a precise angle and velocity can cause Tsuki to "hang" in midair. You can see White Rains run afoul of a similar effect with some regularity, which is the only footage I currently have. I'm not sure if it's the same glitch, but it's a decent visual representation:
Thanks wolfy. 3;
I've seen this happen to Tsuki twice, across 2+ years of nomiss play. Despite my best efforts, I've never been able to replicate it - but if it happens in the heat of battle, you'll definitely remember! For now, my advice is to avoid landing "hard" on slopes; aim for the nearby sand, or plateau proper. If you get glitched, it seems letting Tsuki drift groundward is the best method of escape. This space will be updated once I know more.
Stage 6-1 [Green Kunai Jumper] [White Rain] [GREY MONK x2] [RYUICHI x2] Best: KUSARIGAMA
Map w/ Notes, First Half
I consider Stage 6-1 Saigo's deadliest. While 6-2's horde is bulkier, it's also more controllable via Axis Trigger. 6-1 demands you juggle Monk/Ryuichi mixups, while under fierce zako fire. Keep a close eye on the incoming screen; carelessly Axis Triggering a Monk's staff can set you up for an incoming Ryuichi. Depending on how closely they're packed, it may be better to vault straight over them - you'll Axis Trigger both. Use as low a jump as possible, in this event - you want to land quickly, to minimise the risk from incoming spawns.
Generally speaking, I kill 6-1's heavies more aggressively than 6-2's. This is for a couple of reasons. First, 6-1's zako are nastier. Holding back on heavies can leave you dangerously exposed to Greens and Whites, who are otherwise collaterally neutralised by POW Kusarigama.
Secondly, 6-1's Ryuichis aren't Axis Triggerable at a distance, unlike 6-2's Jumpslasher variants. So, while I won't go out of my way to kill pursuing Ryuichis, I'll put them down via bunnyhopped Shadow Train as they enter range. While (as covered in
Section V) it's possible to Axis Trigger a pursuing Ryuchi with a deft jump, it's not worth the risk of landing on another rushing in from the front.
As mentioned, 6-1's zako presence is fierce. Treat them as a swarm; ever-present, to be batted away as they and their projectiles encroach. Offense is truly the best defense, here; never allow zako to dictate your position, or force you into a heavy's kill zone! Kusarigama's Autoguard will keep you safe under even the heaviest fire. The ideal is to swat the pests and whittle the heavies while gaining ground, all in one controlled motion.
6-1's early screens
[1] lack Monks. Don't be complacent; an awkwardly-timed Ryuichi is more than enough threat here on his own.
SHOBU DA! A particularly spirited welcome to Stage 6-1.
Swat aside the Green Jumpers and White Rains, and get onto this first shoal. Hurry along, hop-killing any Ryuichis that spawn in your path; you'll gain a very useful Terrain Launcher as you reach its end
[2].
The short stretch of open sand
[3] is where the full enemy force will come to bear. The big danger here, and onward, is concurrent Ryuichi/Monk spawns; consistent survival demands quick, controlled reads of the incoming field. A panicked or short-sighted Axis Trigger might succeed on its target, only to land you on an unseen sword or cane. Always read ahead, and remember your Axis Trigger and Shadow Train techniques. As intense as 6-1's pace is, you've got all the tools and techniques you need to dominate it.
Map w/ Notes, Second Half
Once you've crossed the sand, boarding the second long shoal is another risky spot.
[4] As before, once you're on, hurry to its end to reap a very useful Terrain Launcher.
[5]
An Aura-carrying Gold Katana spawns around here
[6], near 6-1's end. As usual, I rate it a take/leave. There is also a slight tradeoff to collecting it: pursuing heavies will be decimated by the Shadow Train. Not necessarily a plus, versus 6-2's Ghosts, who are better kept alive and at distance - especially early on. OTOH, the Aura does give some sense of security, which can aid concentration; if I pick it up, I'll make sure to go easy on 6-2's early Ghosts.
This boulder
[7] is 6-1's final hurdle. Pay attention to enemies on its other side, and consider letting them Terrain Launch over. For traversal, I like to hop onto its summit, before promptly hopping down; this minimises my off-ground time, readying me for any incoming heavies. Autoclimbing up and over is dangerously slow. Of course, as always, you'll need to tailor your movement to the onscreen situation.
There's a couple of odd one-off hazards past the boulder: these constricting rings of kunai
[8]. Ala White Rains, they're trivially hustled past, with a POW Swing more than sufficient to wipe them out. Just don't let them distract you from incoming enemies, and you'll be fine.
The long, open stretch of sand immediately after
[9] is the transition to Stage 6-2. Greens and White Rains stop spawning, here, never to return. Monks also break off, for the moment. Stay vigilant of Ryuichis - at some point, Groundtypes will be swapped out for Jumpslashers. Feel them out with a small bunnyhop; if they vault overhead, you'll know they've switched over.
Note that Groundtypes and Jumpslashers are technically different enemies, and therefore, do
not share spawn slots! Even with two Groundtypes onscreen, it's entirely possible for Jumpers to spawn once 6-2 is reached. I kill all Ryuichis on sight, during this transitional phase. Keeps things simple.
GAPWATCH: There's a jump-denying gap towards the end of 6-1's second long shoal at
point [5], marked in yellow on the map above. I tend to simply run over it; enemies approaching from the sand will be Terrain Launched. However, approach with care if enemies are already atop the shoal.
6-1 gap:
RANK CONTROL: Early in 6-1 sees Saigo's trickiest POW dodge. A Gold Runner spawns as you leave the first long shoal, arriving on the open sand. He's no threat at your back - but up front, with the intense pace, it's easy to landmine yourself. Backing up to scroll the drop away can be dangerous, but so can hopping over it.
If he spawns in front, I'll use the Terrain Launcher to stall for a tick, letting him get close (or ideally, hit the Launcher) before killing him, averting a landmine scenario. Alternatively, if you strike him down on sight, you'll minimise the scrolling distance needed to despawn his drop.
VIDEO LINKS: [Rank50] [Rank100]
Stage 6-2 [Wind Demon x3] [GREY MONK x2] [RYUICHI JUMPER x2] [GHOST x1] Best: KUSARIGAMA
Map w/ Notes, First Half
While 6-2's heavy enemy presence is unprecedented, it's a more controllable stage than the wickedly volatile 6-1. Greens and Whites depart - their replacements, Wind Demons, are more durable, but nowhere as quick or relentless. Their kunai also provoke slowdown, a not-unwelcome assist. 6-2's Ryuichis, meanwhile, are exclusively Jumpslasher-types. While they're deadly in the air, they're also easily Axis Triggered. Monks and Ghosts remain as vulnerable to Axis Triggering as ever.
For these reasons, I take a more pacifistic approach to 6-2. Generally speaking, try to get heavies behind you, then keep them there as long as possible - whittled down and ready for quick dispatch, once they've finally caught up.
Wind Demons debut here
[1]. They're trivially held off by bunnyhopped POW Swings. Of more concern is this shoal
[2], where Ghost debuts. Possibly the worst scenario 6-2 can summon is what I affectionately dub the
HELL BULLDOZER: a simultaneous Ryuichi + Ghost spawn. Sub-optimally jumping over them can result in a screen-high wall of death.
No shame in a quick tactical retreat - that's one ugly, deadly air/ground roadblock!
The basic solution is to Axis Trigger the Ryuichi with a bunnyhop, then carefully advance on the Ghost, clearing him and his sword with a moderately high jump. Alternatively, if you're close enough, it's possible to aggressively superjump clean over both - you'll need enough momentum and distance to outrange Ryuichi's pivoting slash. This is riskier to execute, but it can be a lifesaver if your six is blocked. Point
[3] debuts Monks, completing 6-2's formidably heavy lineup.
Point 3 also hosts this boulder, awkwardly-sat between shoals. While Ryuichis and Monks approaching from the upcoming shoal are trivially Axis Triggered, a
Ghost spawning there can complicate things - forcing me to either jump, which his comrades can counter, or retreat, tricky in Stage 6. It's a situation best dealt with proactively - I try to have a Ghost alive and at my back as I reach the area.
A lucky Ghost respawn, smack in front of the boulder, after I accidentally killed my tail.
As long as I know where the Ghost is, I can hurry over the boulder and hop onto the shoal, Axis Triggering any oncoming Ryuichis and Monks. Safely making it past the boulder and onto the final long shoal
[4] is a major tactical gain; 6-2's remaining ground is much less unruly. Keep an eye out for incipient Hell Bulldozers, while Axis Triggering heavies as you make your way along.
Map w/ Notes, Second Half
At point
[5], the stage's final Gold Runner drops a Bomb. As usual, it's take/leave; if he's kind enough to spawn in front, snatch the Bomb and forge ahead. If he approaches from behind, he'll almost certainly be in a nest of pursuers; consider letting him catch up, but don't risk your neck.
Whatever the case, try to have any pursuers chipped down as you reach the boss arena. Unassisted, Stage 6's boss is Saigo's easiest, by far. With other enemies onscreen, decidedly less so. A pair of Wind Demons will often greet you here - however, unlike Stage 3's boss Muskets, no more will spawn in.
RANK CONTROL: Very mild, especially compared to 6-1. The only POW is held by a Gold Lurker, at the spot marked above. You'll almost certainly be well past his spawn point, once he finally appears.
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BOSS 6: GHOSTS OF FUGITIVE WARRIORS Best: SAFESPOT
Saigo's deadliest stage concludes with a total washout of a boss. Or more charitably, a breather? Either way, the Boss-Type Ghost horde is fatally flawed. Slower-moving but tougher than their regular counterparts, each will teleport directly onto Tsuki's X position, before launching the same deadly attack. This alone would make them easily corralled... but combined with a minor terrain exploit, victory is assured.
Shut 'em down, open up shop!
Standing at any X position equal to or higher than the rightmost shoal will make you impossible for a materialising Ghost to hit. The sides (or summit) of the boulder will work fine, too - use whichever is most convenient in your run.
This established, the deadliest threat is 6-2's crowd following you in. If you're delayed from getting into safe position before the Ghosts start arriving, don't panic. Simply maneuver, slowly and methodically, to the safespot furthest from them - delaying your progress so incoming Ghosts arrive far from your destination. Once there, you can kill the existing Ghosts via projectile; their incoming comrades will be instantly safespotted.
Technically, once you're safespotted thus, you don't need to attack at all. The battle is on an invisible timer of 60 seconds, and will automatically end at its expiry (but never before).
Shazaaam!
(SaigoNoNindou @ Youtube)
VIDEO LINKS: [Rank50] [Rank100]