🥷 Before you start: Super Ninja Adventure has six worlds with four stages each. Bosses appear in stage four of every world. This guide covers all 24 stages plus the six bosses.

World 1 — The Bamboo Forest

World 1 is the tutorial zone in all but name. Enemies move slowly, platforms are wide and traps telegraph themselves clearly. That said, it introduces three mechanics you will rely on throughout the entire game: the ground slash, the wall-kick jump and shuriken throwing.

Stages 1-1 to 1-3: Core Tips

  • Walk slowly through 1-1 and practice the ground slash on the green slime enemies — they respawn indefinitely, making them perfect training dummies.
  • In 1-2, do not rush the log-roll section. Wait for each log to complete half its rotation before jumping — jumping too early almost always lands you in the gap between logs.
  • Stage 1-3 introduces the first shuriken-only barrier. You need three direct hits to break it. Stand at maximum range and throw all three in quick succession.

Boss 1 — The Bamboo Guardian

The Bamboo Guardian attacks with wide horizontal sweeps. His left-to-right sweep has a 0.8-second wind-up where he pulls his staff back — jump over the sweep and slash twice on landing. Repeat this four times. His second phase adds an overhead slam: retreat left immediately when you see him raise both hands above his head.

World 2 — The Mountain Pass

World 2 dramatically increases the platforming difficulty. Narrow ledges, gusty wind sections that push your character sideways and the introduction of armoured guards make this where most first-time players struggle. Patience is the key skill for this world.

Stages 2-1 to 2-3: Core Tips

  • Wind sections in 2-2 have a consistent four-second cycle: two seconds of strong wind, two seconds of calm. Move during the calm phase only.
  • Armoured guards require two hits to the back — lure them past you by letting them walk forward, then slash from behind. Frontal attacks simply bounce off their armour.
  • Stage 2-3 has a hidden checkpoint midway through. Look for the glowing lantern on the right wall — stand under it for two seconds to activate it.

Boss 2 — The Armoured Shogun

The Armoured Shogun is fully invulnerable from the front. He turns his back momentarily after each failed charge attack — he charges straight when you stand still. Stand still, dodge at the last second, slash his back three times. Repeat across three phases; each phase he charges twice before pausing, then three times, then four times.

World 3 — The Ancient Dojo

World 3 shifts from outdoor environments to the cramped corridors and high-ceilinged halls of an ancient training dojo. Enemy density doubles here. You will encounter twin-sword samurai who block every other attack — establish a rhythm of slash, wait a beat, slash again to get through their guard.

Stages 3-1 to 3-3: Core Tips

  • The floor traps in 3-1 are pressure-sensitive — jump over darker-coloured floor tiles, which are the trigger plates.
  • In 3-2, the invisible platforms are revealed by small dust particles kicked up when the wind blows. Watch for swirling dust to find safe footing.
  • Stage 3-3 introduces the combo-lock door mechanic: you must defeat all enemies in a room before the exit unseals. Clear the room systematically — never let enemies gather behind you.

Boss 3 — The Twin Dojo Masters

This is the game's first two-opponent boss fight. The Masters attack in alternating turns — never simultaneously in phase one. Focus all attacks on the left Master first. Once he falls, the right Master enters a rage state: he attacks twice as fast. Use shurikens liberally at this point — conserve them throughout World 3 for this exact reason.

Worlds 4–6: Advanced Stages

Worlds 4, 5 and 6 introduce lava, storm and shadow environments respectively. Each world's new mechanic demands a significantly different playstyle:

  • World 4 (Lava Caves): Lava rises in timed sections. Learn the rise-and-fall cycles before committing to any platform crossing. The lava level indicator on the left edge of the screen shows how high the lava currently sits.
  • World 5 (Storm Tower): Strong updrafts in vertical shaft sections carry you upward uncontrollably. Kick off walls to redirect yourself and avoid the electrified wire hazards. Timing your kicks to the two-second updraft pulses is the core skill here.
  • World 6 (Shadow Realm): Visibility is reduced to a small circle around your character. Shurikens act as temporary torches — throw them into the darkness to briefly illuminate sections ahead before you walk in.

🏆 Final Boss Tip: The Shadow Clan Leader has five health bars. Enter the fight with full health, maximum shurikens and the Dragon Blade active if you collected it in World 4-3. This combination reduces the fight from a twenty-minute endurance test to a focused eight-minute duel.

General Strategy Tips

  • Always explore ledges above the main path — health orbs consistently spawn on elevated routes.
  • Conserve shurikens until boss fights; most regular enemies can be defeated with sword attacks alone.
  • The wall-kick jump is your most versatile tool. Practise chaining three or four kicks in a row in early worlds so it becomes instinctive by World 5.
  • If you fall below half health, slow down. The game's difficulty scales with your aggression — patient play reduces damage taken significantly.