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Contents

  • Essentials
    • Introduction
      • Guide Overview
      • Control Key
    • The Way of the Ninja
      • Game Basics
      • Ninja Arts
    • Ninja Training
      • Weapons and Ninpo Magic
      • Techniques
    • Ninja Enemies
      • Basics
      • Soldiers
      • Black Spider Clan
      • Monsters
      • Other Enemies
    • Achievements, Trophies and Unlockable Content
      • Unlockable Content
      • Achievements and Trophies
    • Behind the Scenes
      • Interview with Yosuke Hayashi
  • Walkthrough
    • Ninja Trials
      • Mission Briefing
      • Acolyte Mission Analysis
      • Mentor Mission Analysis
      • Leader Mission Analysis
      • Master Mission Analysis
      • Ultimate Mission Analysis
    • The Path of the Ninja
      • Basics
      • London, UK (Day 1)
      • Deserted City, Rub' Al Khali (Day 2)
      • Abysmo Island, Indian Ocean (Day 3)
      • LOA Biolab, Abysmo Island (Day 4)
      • Hayabusa Village, Japan (Day 5)
      • Howard Phillips Plains, Antarctica (Day 6)
      • The Black Narwhal, Pacific Ocean (Day 7)
      • Tokyo, Japan (Day 8)
    • Boss Battles
      • London, UK
      • Deserted City, Rub' Al Khali
      • Abysmo Island
      • LOA Biolab, Abysmo Island
      • Hayabusa Village, Japan
      • Howard Phillips Plains, Antarctica
      • The Black Narwhal, Pacific Ocean
      • Tokyo, Japan
  • Multiplayer
    • Clan Battle
      • Mission Briefing
      • Clan Battle Strategies and Abilities
      • Stage Maps

Ninja Gaiden 3 Guide › Essentials › Ninja Enemies

Basics

Hayabusa battles against an assortment of enemies throughout Ninja Gaiden 3. Most enemies have a variety of abilities and can be difficult to fight unless you understand how to avoid them or defend against them. This chapter covers each enemy and their abilities.

NOTE

This chapter only covers normal enemies. Bosses are covered in the Boss Battle Chapter.

Battle Strategies

While some enemy encounters require specific strategies, most of the time general strategies can be used to dispatch the enemies encountered throughout the game.

  • When in doubt, use the Flying Swallow. This basic strategy works early in the game when enemies do not block frequently.
  • Against groups of weaker enemies, use the Izuna Drop repeatedly. This keeps Hayabusa high in the air, away from many attacks. While not all enemies are susceptible to the Izuna Drop, those that are can be killed with a single Izuna Drop.
  • Hayabusa is invincible during the Obliteration Technique. This is especially useful after an Izuna Drop. If Hayabusa is not close enough to an enemy to perform an Obliteration Technique, slide toward the enemy, then execute it. Hayabusa is invincible during the entire animation of an Obliteration Technique. In addition, at the end of the attack, it is possible to transition directly into an Izuna Drop or Ultimate Technique. The Izuna Drop locks on to nearby enemies, and if you hold Strong Attack toward the end of the Obliteration Technique animation, then release as it comes to an end, the Ultimate Technique cannot be stopped.
  • During crowded battles, use Quick Attack combos to initiate a Steel on Bone technique. Following a successful Steel on Bone technique, Hayabusa’s next attack results in another Steel on Bone technique. If the area is crowded enough, Hayabusa can take out several enemies with successive Steel on Bone techniques for an extended period of time.
  • When Hayabusa is close to an enemy, do not remain in a blocking state. Most enemies have a grab or throw that cannot be blocked. The longer Hayabusa is blocking next to an enemy, the more likely it is that the enemy will use a grab or throw.

NOTE

Refer to the Path of the Ninja chapter for any battle-specific details of enemy encounters.

Class

Weak Class

Strong Class

There are two distinct classes of enemies in Ninja Gaiden 3: weak and strong. Weak enemies generally can be knocked into the air and the Izuna Drop can be used on a majority of them.

Strong enemies will often interrupt Hayabusa’s attacks with an attack of their own and usually cannot be Izuna Dropped.

NOTE

The Izuna Drop and Arrow statistics determines if an Izuna Drop or arrows can be used on an enemy. If the Izuna Drop or Arrow stat is “yes,” then they can be used. If it is “no,” then they cannot be used.

Hit Points

Every enemy has a Health Gauge, just like Hayabusa. However, enemy Health Gauges are not visible, which makes it difficult to determine how many attacks it takes to defeat an enemy.

The hit points (HP) listed for each enemy are a numerical representation of the enemy’s Health Gauge. Compare this number to the damage of Hayabusa’s combos to determine how many attacks it takes to kill each enemy.

Range

Certain enemies can attack from a distance, while others can attack only when close to Hayabusa. Enemies with a long attack range can generally attack as soon as they see Hayabusa. Enemies with a short attack range can attack only when they are close to Hayabusa.

Priority

Almost every time Hayabusa is called into battle, he must fight multiple enemies at once. This is where the Priority rating is most useful. Focus on the enemy with the highest Priority rating, as that is the most dangerous enemy in the group and should be taken out first.

If multiple enemies have the same priority rating, defeat strong enemy types before weak enemy types, and any enemies with a projectile attack before enemies that do not have a projectile attack.

NOTE

Power, and priority are rated on a scale from 1 to 5 with 1 being the lowest and 5 being the highest.

Enemies

Trophy List

Enemy

First Seen

Class

Izuna Drop

Arrows

HP

Range

Power

Priority

Abilities/Weapons

Alchemist

Day 2

Weak

No

No

3,500/4,200

Long

4

5

Unblockable Grab, Magic Brick Shield, Magic Boulder Drop, Ground Slam, Guard Damage, Magic Projectile, Brick Projectile

Anti-Aircraft Gun Stand CIWS

Day 3

Strong

No

No

1,000

Long

3

4

Machine Gun, Rocket Launcher

Assassin/Assassin (White)

Day 2

Weak

Yes

Yes

1,600/2,100

Long

3

3

Dual Knives, Unblockable Grab, Shuriken Projectile, Unblockable Slide

Heavy Soldier
[Chief Armed Soldier/Heavy Soldier (White)/Armed Soldiers]

Day 1

Weak

Yes

Yes

2,400/3,200

Short

2

1

Dual Light Batons, Machine Gun

Heavy Soldier
[Heavy Soldier (Shield)/Heavy Soldier (Shield-White)/Shield Soldier]

Day 1

Weak

No

No

2,400/3,200

Short

2

4

Bombs, Riot Shield, Machine Gun

Demon Paracelsus

Day 8

Weak

Yes

Yes

2,100

Short

3

3

Unblockable Grab, Suicide Explosion, Dive Attack

High Van Gelf Fiend

Ninja Trials—Leader 01

Strong

No

No

2,500

Long

4

4

Unblockable Grab, Unblockable Lunging Grab, Fireball Projectile

Demon Celsus

Day 6

Weak

Yes

Yes

2,100

Short

3

2

Unblockable Grab, Suicide Explosion, Dive Attack

Magna Fiend

Day 6

Strong

No

Yes

3,000

Long

3

4

Unblockable Grab, Jumping Stomp, Scythe Toss, Scythe Combos

Magna Persona Fiend

Day 6

Strong

No

Yes

1,000

Long

3

5

Laser Projectile

Shadow Fiend

Ninja Trials—Acolyte 05

Weak

Yes

Yes

1,700

Short

2

3

Unblockable Grab, Teleport

Van Gelf Fiend

Ninja Trials—Acolyte 05

Strong

No

No

2,500

Long

3

3

Unblockable Grab, Unblockable Lunging Grab, Fireball Projectile

Ghost Soldier

Day 3

Weak

No

Yes

1,600

Short

4

4

Invisibility Camouflage, Unblockable Grab, Bombs, Dual Tonfa

Homunculus/Moon Child

Day 4

Weak

Yes

Yes

1,300/2,100

Short

1

1

Unblockable Grab

Heavy Soldier (Jetpack)

Day 2

Weak

No

Yes

400

Long

3

4

Unblockable Flamethrower (air and ground), Machine Gun

Light Shell Bug

Day 3

Weak

No

Yes

100

Short

1

2

Unblockable Grab, Lunge Attack

Machine Gun Stand

Day 7

Strong

No

No

1,000

Long

2

1

Machine Gun

Megaselion/Demon Baphomet

Day 4

Strong

No

No

3,750/4,250

Short

4

1

Unblockable Grab, Unblockable Lunging Grab, Charge Attack, Rolling Attack, Jumping Attack

Terrorist/Terrorist (White)

Day 1

Weak

Yes

Yes

1,300/1,800

Short

1

1

Knife, Machine Gun, Unblockable Grab

Ourboros

Day 4

Strong

No

No

2,300

Long

2

3

Unblockable Grab, Acid Spray, Tentacle Swipe

Terrorist (Rocket Launcher)

Day 1

Weak

Yes

Yes

1,300/1,800

Long

3

5

Rocket Launcher

Sandmobile Soldier (Snowmobile Soldier)

Day 2

Weak

No

Yes

600

Long

3

5

Sandmobile Soldier Charge, Rocket Launcher

Spider Aya Ninja

Day 5

Weak

Yes

Yes

1,500

Long

3

4

Flame Column, Projectile Attack, Teleport Attack, Unblockable Grab, Teleport

Spider Ninja/Archer

Day 4

Weak

Yes

Yes

1,500/1,500

Long

3

4

Arrow Projectile Attack (Archers only), Bombs (Archers only), Unblockable Grab, Dual Katana

Spider Talon Ninja

Day 4

Weak

Yes

Yes

2,500

Short

2

3

Unblockable Grab, Bombs

War Dog

Day 3

Weak

No

Yes

1,000

Short

2

1

Lunge Attack, Unblockable Neck Bite

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