                               The Last Ninja 2

                            Back With A Vengeance


                              Avenger's Handbook


Rarely does a company make as dramatic an impact as did System 3 Software with
the award winning game 'THE LAST NINJA'. This software innovation proved to be
a major advance in home computer entertainment - achieving critical acclaim
from the media and game players around the world.

System 3 Software has established a reputation for developing innovative and
exciting software. Our aim is to provide the games player with hours of
thrilling entertainment, through challenging and imaginative game play, plus
the most sophisticated player-interaction available in this type of game. And
now with over 8,000 man hours invested in planning and development, from the
team that brought you 'THE LAST NINJA', we are pleased to present to you 'LAST
NINJA 2.'

LAST NINJA 2 is the second game in our interactive action fantasy genre. It
features adventure style puzzles, dynamic on-screen action and a high degree of
player control.

Because we are always conscious of your demands for even better products, we
have incorporated many of your suggestions in this game. For example: playing
against the clock and having a score to relate your performance to.

To get the most enjoyment out of this game, we suggest you read all the
instructions (and story) throroughly. This is not just a simple action game.

Later in this booklet we give you some hints to get you started.

We hope you enjoy our latest game, and look forward to entertaining you again
in the near future.


                                                                      Mark Cale


The Ninja, known as the Mystic Shadow Warriors, were the elite fighting force
of Ninth Century Feudal Japan. They were dedicated to the fine tuning of their
bodies into killing machines. Their attributes were many and varied; they were
masters of weapon craft, assassination, stealth and invisibility and many
believed them to be in control of the supernatural. A real master of the art of
Ninjutsu could even anticipate an opponent's moves... and thoughts.

To achieve this high level of skill all initiates had to undergo years of
rigorous training. Correct application of these skills required cunning,
dexterity and total mind control. Students of the Ninja arts drove themselves
on try to achieve the state of self-perfection and a closeness to their god.
Therefore martial arts fighting disciplines became the highest, most honourable
path to this perfection. Unfortunately, some Ninja were to abuse their
powers...

The Ninja were nearly wiped out of existence during a purge in the Twelfth
Century. But now they are back and more powerful than ever... Back with a
vengeance!

The struggle with the Evil Shogun, Kunitoki, had taken its toll. For many
months after regaining control over the island of Lin Fen, Armakuni, the new
master of the Ninjutsu, fell into a deep depression at the loss of his
brethren. He reflected again and again upon his struggle against Kunitoki, and
always came to the same conclusion - it was only the end of a battle, not the
end of the war.

After more than a year of languishing upon Lin Fen, Armakuni was prepared to
reinstate the way of the Shadow Warrior to its former glory. With the Koga
scrolls in his possession all that Armakuni needed now were the disciples to
follow his guidance and the teachings of the ancient manuscripts.

As the word spread around the mainland that a new master had the scrolls and
was about to begin training, the men began to arrive. They were the sons of the
fighting elite - the Samurai.

A new order of Ninja slowly began to take shape. But this time the training was
going to be more intense than ever before. Never again would they be caught off
guard and be defeated without honour.

During a training session of the Inner Circle - the Master's elite of the elite
- a strange feeling came over the class. It was as if time had abruptly stood
still, as if they were the only people left in the world. As Armakuni rose from
his meditating position a strange pulsating light enshrouded him. Concerned
with what they saw, the class tried to rise and go to Armakuni's assistance.
But they were fixed in their positions, no one could move.

The intensity of the light grew around Armakuni until all who were witnessing
the scene were forced to cover their eyes. When the light faded and finally
disappeared, the students leapt to their feet. What had happened? Where was the
master?

"What is happening?" shouted Armakuni. But no one could hear him. It was as if
he was invisible and in a sound proof glass box. Why wasn't his class rushing
to his aid to help him break free? Why did he feel the sharp thorns of fear,
while inside he was calm as the deep seas? What game were the ancients playing
with him? His questions found no answers as he slipped unwillingly into
unconsciousness.

Slowly Armakuni clawed his way back through the darkness of deep sleep, back to
where he felt safe. As he forced his eyes open, he was greeted by a sight that
his experiences could not have prepared him for.

Armakuni is now standing on a hard wooden floor surrounded by strange objects
that vaguely remind him of musical instruments. Behind him is a curtain parted
slightly in the middle. As he tries to focus his eyes on his surroundings his
mind is sent spinning. He sees strange gigantic shapes, covered with mirrors,
reaching to the very doorstep of the heavens.

"Where am I?" Shouts Armakuni. Trying to get some control over his rushing
emotions he calls upon all of his reserves of courage. He must try to make
sense of the insanity surrounding him. Taking a moment to meditate, Armakuni
suddenly experiences a strange and chilling sensation. There is a force in this
land, a force he has not felt since the final battle with the Evil Shogun,
Kunitoki.

"Could he be here? Has some cruel trick of fate brought the two of us together
once again?" thinks Armakuni. As these thoughts rush through his mind, Armakuni
begins to realise that their destinies must be forever intertwined and wherever
evil forces try to hold sway over mankind, Armakuni is the one chosen to
vanquish it.

Armakuni's immediate concern is to explore his surroundings. He must find some
means of defending himself against the unknown dangers that lie before him.
Although Armakuni was torn from his own time with nothing more than the clothes
on his back, he has total belief in his abilities.


LOADING INSTRUCTIONS

Set up your computer system as detailed in your user manual. Ensure that all
non-essential peripherals - such as cartridges, printers, etc. - are
disconnected. Failure to do so my cause loading difficulties.

If you are using your Amstrad CPC 464, 664 or 6128 with the diskette version of
LAST NINJA 2...

If your Amstrad CPC computer has a built in cassette player, first switch your
computer OFF and connect a compatible disk-drive to your computer. Now switch
the disk-drive and the computer ON. 

Insert the LAST NINJA 2 diskette into your disk drive, label side up. Then type
RUN"LASTNIN2" and hit RETURN. Now your computer will be ready to load data from
disk.

Refer to the multi-load instruction section of this Avenger's Handbook.


MULTI-LOAD INSTRUCTIONS

LAST NINJA 2 is a multi-load game. Each level will be loaded as you complete
the previous one. This means that to enjoy continuous play you MUST keep your
LAST NINJA 2 disk in your disk drive, at all times during a session with the
game. On screen prompts will appear when you complete a level, telling you what
to do next.


KEYBOARD CONTROLS

FOR SPECTRUM AND AMSTRAD OWNERS

Enter/Shift     Cycle through the Ninja's inventory.
Space Bar       Cycle through the Ninja's weapons.
P               Pick up object.
Q               Kill the Ninja.
H               Pause game.
J               Select joystick orientation.

Pressing the J key will rotate the joystick's positions through 45 degrees each
time you press it. Select the positions you feel most comfortable to play with.
There are 3 modes: mode 2 is normal. This mode applies to the movement of the
Ninja not the fighting manoeuvres.

This game can only be played with a joystick.

It is important to understand that, unlike most fighting games, the Ninja
character is capable of movement in three dimensions. This means that all the
moves you can make are relative to the direction the Ninja is facing on the
screen.


BASIC MOVEMENT

To change the directions the Ninja is facing, roll the joystick handle through
all the positions until you are facing the direction you want.

To walk forward - push the joystick in the direction the Ninja is facing.

To step backwards - pull the joystick in the opposite direction to the one the
Ninja is facing.

To drift across the path - push the joystick in the direction you want him to
veer (this applies to walking forwards and backwards).


SPECIAL MOVEMENTS

Collecting items:

FOR SPECTRUM AND AMSTRAD OWNERS
To activate the pick up, press 'P' on the keyboard, or pull the joystick to
bottom left with the button held down.

To pick up an item from the pathway or the background you first have to
position the Ninja correctly. The Ninja must be facing the object you want to
collect and be close enough so that when he bends down, his hands will be
touching the object. Once the Ninja's hands have touched the object it will be
automatically picked up and displayed in the status area. It is then added to
the Ninja's inventory.


SOMERSAULTING

To make the Ninja somersault, either to avoid attack or to overcome some
hazard, such as jumping from one wall to another, you should make the Ninja run
in the direction you want him to somersault, and while he is moving press the
fire button. Because the Ninja can move in three dimensions, he will jump along
the path or across the path depending on which direction you push the joystick:
diagonal up - across and up the path, sideways - across the path horizontally
(the Ninja can only somersault forwards).


FIGHTING MOVEMENTS

The following is a list of all the moves, both unarmed and armed, that the
Ninja can carry out. To activate the fighting moves the Ninja should be
stationary and the fire button should be pressed.

FOR SPECTRUM AND AMSTRAD OWNERS

Unarmed moves:

Kick      -       left, or up-left
Punch     -       up, up-right or right
Duck      -       down-right
Pick      -       down-left

Armed moves: (sword, nunchukas and staff)

High Stab -       up, up-left
Stab      -       right, up-right
Slash     -       left
Kick      -       down
Pick      -       down-left
Duck      -       down-right

Throwing moves: (shiraken, etc.)

Throw     -       up


GENERAL TIPS

* The first aspects of the game you should master are the joystick controls.
  The highly interactive nature of the game is required because of some of the
  complex moves the Ninja character has to perform. A high level of competence
  at the controls will enhance your game play considerably.
* Because of the adventure elements our second suggestion is that you should
  get into the habit of recording what happens on each screen. This will enable
  you to get higher scores with repeated play.
* The last point is, never take anything for granted - some things are not as
  they appear. Be curious, nosey, etc. and examine everything.


CLUES

The following are clues to some of the objects and hazards you may come across
in your travels. They are listed in the 'load' order, not necessarily the order
in which you have to find them. In the spirit of all good adventures... we have
not told you the whole story.

KEYS:                There are grate keys and not so grate keys. In the
                     beginning they are a hard bunch to find.

TRAP DOOR:           Get a good grip and punch your way through this problem.

MAP:                 This map is a bit flash, it can reveal a lot.

NUNCHUKAS:           Pulling off this two part problem could make you flushed
                     with success.

SHIRAKEN:            You'll have to box clever to reach the stars.

STAFF:               Reaching new heights, these staff will do well.

BOTTLE:              Wino(t) tramp around the streets and grab a drink while
                     you can.

SWORD:               Shop around for the best buy, it could be a real steel.

HAMBURGER:           (quote) "Greater love hath no man than this, that he lay
                     down his extra hamburger for a friend."

CREDIT CARD:         You'll get extended credit when you gain access. It will
                     really lift your spirits.

COMPUTER TERMINAL:   Your number's up if you don't act like an elephant.

The final problem is always in the picture, safely.


The game is played in a variety of environments. The following are a few
cryptic clues as to the sort of places you will be visiting.

LOAD ONE: CENTRAL PARK
The key to success is to gain new heights then go for a frolic on the river.

LOAD TWO: DOWNTOWN MANHATTAN
The busy streets can be paved with danger. Stepping out before your time could
really flip you out. If you're really sophisticated, you can get down to it and
make a grate exit.

LOAD THREE: SEWERS
Typically deep, dark and dank. There'll be no torch carrying here, you'll just
need lotsa bottle.

LOAD FOUR: OPIUM FACTORY
Meat a real cool cat, but be careful, you might get a shock along the way.
Tread carefully before taking a quick dip.

LOAD FIVE: OFFICE BLOCK
Entrance here is no big secret. You could become a real terminal case before
you get to meet your biggest fan and become star struck.

LOAD SIX: SHOGUN'S RETREAT
Drop in to see your arch enemy. If you're dumb enough it might not be too
alarming. After that it's full steam ahead. Careful, if you get cornered you
might have to do a six point turn.
