WARNING: This guide contains spoilers including details about ninjas,
buildings, powers, plot, etc. that may be a surprise. You should probably read
this guide only after you have unlocked most or all of the content.
(Alternatively, you can skip sections which seem like spoilers.)

NINJATOWN
Ninja Consultant Guide
Version 1.2.1
Copyright 2009 Kelvin Liu

V1.2.1 January 19, 2011
-Improved formatting

V1.2 January 2, 2011
-Added Ninja Tips to Strategies section
-Added Advice to Ninjas
-Rewrote some sections
-Changed some formatting

V1.1 December 14, 2009

V1.0 December 9, 2009
-Finished essentials of the guide

V0.2 February 8, 2009

V0.1 February 1, 2009
-Started guide

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|| (0) TABLE of CONTENTS   _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-   ||
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(0) Table of Contents
(1) Introduction
(2) Buildings
 (2a) Melee Ninjas
 (2b) Ranged Ninjas
 (2c) Modifier Buildings
(3) Demons
 (3a) Basic Enemies
 (3b) Bosses
(4) Powers
(5) Tokens
(6) Strategy
 (6a) General
(7) Contact
(8) Credits
 (8a) Incomplete
(9) Legal

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|| (1) INTRODUCTION   _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_   ||
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You are now entering Ninjatown (Population - 5). I'm Kelvin and I'll be your
guide today. Ninjatown is a tower-defense game for Nintendo DS filled with
incredibly cute graphics, charming music, silly plotlines, and of course,
solid tower-defense gameplay in the form of huggable ninjas.

I found this game randomly while looking at some other games and picked it up
because it had "ninja" in the title. As you can see, I loved it and so will
you.

If you are unfamiliar with the tower defense genre, here is a simple
explanation. The premise is that there are waves of enemies marching towards
you to destroy your home (or in this case steal your cookies). Your only
defense is a series of towers you can place in strategic locations to attack
defend yourself. You usually don't get to interact with the enemies; only your
towers get to do work. Here in Ninjatown, your enemies are waves of cute, fuzzy
demons and your "towers" are equally cute and fuzzy ninjas. Your currency is
"cookies" which you use to construct and upgrade buildings. You also get a
hickory stick full of "happiness" to help you.

This guide contains information about ninja huts, modifier buildings, demons,
ninja powers, and ninja tokens. Also enclosed is potent strategy to help you
win.

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|| (2) BUILDINGS   _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-   ||
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Buildings are the basic units of defense (the towers in "tower defense") that
you have in Ninjatown.

To construct a building, simply tap with your stylus on one of the square
outlines on the ground. Then, you are given a choice of constructing a close
combat "melee" ninja (indicated by a black ninja), a ranged ninja (indicated by
a slingshot), or a modifier building (indicated by a house). Pick one. Then,
you get to choose from the different buildings in each category.

Of course, nothing is without cost. Each building costs a certain amount of
"cookies" which you earn every time you defeat a demon.

As soon as you are done choosing, Builder Ninjas appear on the spot and begin
to construct the building. This takes about 5 seconds. When your ninja hut is
ready, the ninja(s) in the hut will walk out and stand there awaiting battle.
Note: all ninja huts give 2 ninjas except the Mountain Ninja Hut which only
yields 1 Mountain Ninja (they prefer to fight alone).

If a ninja is defeated in combat, it will disappear into the ninja hut to
rest.

Below is a detailed list of the different things you can build.

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(2a) Melee Ninjas
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Melee ninjas can only attack demons on the ground. They will walk up to demons
that are within their range and engage the demons in combat. If your ninja's
speed (ranked from slow, normal, fast, to faster) is no more than 1 rank below
the demon's, they will engage in battle. If the demon is too fast, it will keep
walking, escaping your ninja. The only time this happens is when a Slow ninja
tries to engage a Fast enemy (and also in the case of a few extraordinary
enemies discussed later). Your ninja's speed also determines how fast it can
move and attack the demon, which are of course very important.

If you tap one of these ninja huts, you can see its HP (health), attack power,
speed, and range (indicated by the dotted circle). Additionally, you can
upgrade, rest, set rally point, or sell the ninja hut. Ninjas start out at
level 1 and can upgrade to level 5. The cost of upgrading increases at higher
levels. Resting sends the ninjas back into the hut to regain HP. This is
usually pointless, except to avoid a certain status ailment (you can read about
this in Section (6b) Ninja Tips). You can also "set rally point". This is the
place where the ninjas from the hut stand when they have nothing to do. This is
an important ability because it allows you to place ninjas strategically.
Selling a ninja hut gives you back 75% of all the cookies you spent on it.

Below are the various melee ninjas available:

===Wee Ninja===

Level     1      2      3      4      5
HP:     2000   3000   4000   5000   6000
Attack: 200    300    400    500    600
Speed:  Normal Normal Normal Normal Normal
Range:  160    175    190    205    220
Cost:   40     20     40     60     80

First Available: Area 1.1 Sleepy Sprawl

Game Description: Wee Ninjas make up the general populous of Ninjatown but
that hardly means they lack complexity. Constant refinement of their training
makes them immune to all poison, zombification, slow, and stun attacks.

Appearance: Black hut, black ninjas

Weapon: Fists

Advice: Immunity to status effects is useful. Read Section (6b) Ninja Tips
for details.

===Anti Ninja===

Level     1      2      3      4      5
HP:     2000   3000   4000   5000   6000
Attack: 500    750    1000   1250   1500
Speed:  Slow   Slow   Slow   Slow   Slow
Range:  160    175    190    205    220
Cost:   50     25     50     75     100

First Available: Area 1.1 Sleepy Sprawl

Game Description: Unlike their Ninja brethren, Anti-Ninjas hate to blend in.
With stealth no longer a factor, they focus exclusively on their combat
skills. This has made them super strong, but super slow as well.

Appearance: Gold hut, orange ninjas

Weapon: Fists

Advice: Strongest ninjas in the game. Very useful. You can overcome the
weakness of their slow speed by reading Section (6b) Ninja Tips.

===Business Ninja===

Level     1      2      3      4      5
HP:     2000   3000   4000   5000   6000
Attack: 120    180    240    300    360
Speed:  Fast   Fast   Fast   Fast   Fast
Range:  160    175    190    205    220
Cost:   50     25     50     75     100

First Available: Area 3.1 Wi-Fi Gap

Game Description: Years of caffeine addiction have given the Business Ninja
super-heightened reflexes and their powers of distraction keep even the most
focused of devils from pursuing their goals.

Appearance: Silver hut, silver ninjas with scarves

Weapon: Mobile phone

Advice: Only need 1 of these to stop fast enemies. Read Section (6b) Ninja
Tips for details.

===Mountain Ninja===

Level     1      2      3      4      5
HP:     3000   4500   6000   7500   9000
Attack: 350    525    700    875    1050
Speed:  Normal Normal Normal Normal Normal
Range:  160    175    190    205    220
Cost:   80     40     120    160    200

Weapon:

Game Description: Mountain Ninjas may fight by themselves, but their
devastating ground-smashing attack more than makes up for it, damaging any
enemy in their vicinity.

First Available: Area 7.1 Jagged Pathway

Appearance: Brown hut, red ninja with a beanie and a beard

Advice: This is the one melee ninja that I never needed to use at all.
Expensive, and does less total damage since there's only one. Tell me if you
find a use for them.

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(2b) Ranged Ninjas
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Ranged ninjas can attack those on the ground as well as in the air, though
they are generally weaker than melee ninjas. Also, while the melee ninjas has
to walk over to the demons to engage in combat, the ranged ninjas can shoot
projectiles from afar This mean the ranged ninja is better at covering its
bases.

If you tap one of these ninja huts, you can see its HP (hit points), attack
power, speed, and range (indicated by the dotted circle). In addition, you can
upgrade, rest, target, or sell the ninja hut. Ninjas start out at
level 1 and can upgrade to level 5. The cost of upgrading increases at higher
levels. Resting sends the ninjas back into the hut to regain HP. This is
usually pointless, except to avoid certain status ailments (this is an
extremely important in one case, to avoid zombification, read more about this
in Section (6b) Ninja Tips). You can set which demons these ninjas shoot at
first: Target Closest, Target Strongest (most health), or Target Weakest (least
health). Selling a ninja hut gives you back 75% of all the cookies you spent on
it.

Below are the various ranged ninjas available:

===Sniper Ninja===

Level     1      2      3      4      5
HP:     750    1125   1500   1875   2250
Attack: 90     135    180    225    270
Speed:  Normal Normal Normal Normal Normal
Range:  160    175    190    205    220
Cost:   40     20     40     60     80

First Available: Area 1.3 Sugar River Junction

Game Description: Sniper Ninjas deal great damage to flying Devils with their
Wasabi Pea Shooters, but do poorly against ground units. A great anti-air
Ninja!

Appearance: Olive hut, olive ninjas

Weapon: Wasabi peas shooters

Advice: Set these to Target Weakest. Read Section (6b) Ninja Tips for the
reason.

===White Ninja===

Level     1      2      3      4      5
HP:     750    1125   1500   1875   2250
Attack: 50     75     100    125    150
Speed:  Slow   Slow   Slow   Slow   Slow
Range:  160    175    190    205    220
Cost:   50     25     50     75     100

First Available: Area 2.1 Dojo Fringe

Game Description: Trained deep in the halls of the Ninjatown Ice Cream
Factory, White Ninjas throw frigid snowballs that slow down and freeze their
enemies. Upgrade to increase their freezing ability.

Appearance: Light blue hut, white ninjas

Weapon: Frigid snowballs

Effect: On the first hit, it slows down the enemy temporarily (turns blue); on
subsequent hits, it may freeze the enemy temporarily (turns into an ice cube);
surprisingly, this doesn't put out enemies in flames

Advice: Spread these out and set to Target Strongest. Read Section (6b) Ninja
Tips for details.

===Forest Ninja===

Level     1      2      3      4      5
HP:     750    1125   1500   1875   2250
Attack: 70     105    140    175    210
Speed:  Fast   Fast   Fast   Fast   Fast
Range:  160    175    190    205    220
Cost:   50     25     50     75     100

First Available: Area 4.1 Crossed Junction

Game Description: Forest Ninjas attack flying and ground enemies with equal
skill and their precise aim bypasses even the toughest armor. They also know
which forest fruits make the best smoothies.

Appearance: Green hut, dark green ninjas

Weapon: Bow and arrows

Advice: Although it says that these guys do 20 less damage than Sniper Ninjas,
in reality, it seems more like half as much. It's possible that enemies have a
shielding mechanism that I'm not aware of. At any rate, these never seemed
very good.

===Lava Ninja===

Level     1      2      3      4      5
HP:     750    1125   1500   1875   2250
Attack: 360    540    720    900    1080
Speed:  Slow   Slow   Slow   Slow   Slow
Range:  160    175    190    205    220
Cost:   80     40     120    160    200

First Available: Area 8.1 Slippery Slopes

Game Description: Also known as Baker Ninjas, the Lava Ninja throws fireballs
from a distance, setting enemies aflame! One of the most powerful Ranged
Ninjas, who better to protect the Cookie recipe?

Appearance: Red hut, red ninjas

Weapon: Fireballs

Effect: Once hit, the enemy bursts into flames temporarily and continuously
takes damage; surprisingly, this doesn't thaw out frozen or slowed enemies

Advice: As soon as Lava Ninja becomes available, it will be almost necessary
to use it extensively on every level. Place Lava Ninjas on every corner and
set it to target strongest enemies. This will let the burning do the rest of
the damage. Read Section (6b) Ninja Tips for details.

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(2c) Modifier Buildings
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Modifier buildings can enhance the abilities (attack power, speed, range, etc.)
of all the ninja huts that directly surround it (horizontally, vertically, or
diagonally, so up to 8).

Here is an illustration of the buildings affected by a modifier building. If
you place your modifier building at X, it can enhance any buildings at O.

[ ][ ][ ][ ][ ]
[ ][O][O][O][ ]
[ ][O][X][O][ ]
[ ][O][O][O][ ]
[ ][ ][ ][ ][ ]

Below are the various modifier buildings available:

===Training Dojo===

Cost: 75 cookies

First Available: Area 1.4 Commutersville

Game Description: Ol' Master Ninja insists that his Wee Ninjas train
constantly, and adding a Training Dojo near their Huts will help motivate
them! The Dojo increases the attack power of all nearby Ninjas!

Actual Effect: Increases attack power of surrounding ninja huts by 25% (a
ninja hut with 100 attack power will now have 125).

Advice: Helpful in any situation, but not usually the most important one to
build. You do get this building first, so that means you have many more
opportunities to use it. Best for boosting the power of some of the weaker
ninjas (such as Wee Ninja).

===Guard Tower===

Cost: 50 cookies

First Available: Area 2.2 Feroshi Plaza

Game Description: In peaceful times, Guard Towers are used to spot lonesome
creatures in need of friendship. Build one to increase the movement and attack
ranges of nearby Ninjas and give Mr. Demon the friendly gift of DEFEAT!

Actual Effect: Increases range of surrounding ninja huts by 25% (a ninja hut
with 100 range will now have 125).

Advice: Most useful building for ranged ninjas. Even though it works for all
ninjas, it's really only good for ranged ninjas. It's fairly pointless to
build Guard Towers for melee ninjas because that just means they have to walk
farther to fight enemies. Ranged ninjas, on the other hand, don't have to
walk. The Guard Tower just increases their range of shooting. And seeing as
ranged ninjas do not normally get attacked, they don't benefit from most of the
other buildings in the first place.

===Green Tea Bistro===

Cost: 50 cookies

First Available: Area 3.3 NTSE Plaza

Game Description: Build a Green Tea Bistro next to your Ninjas to increase
their movement speed! Ninjas and caffeine can be a deadly combination, not to
mention all those antioxidants!

Actual Effect: Increases movement speed of surrounding ninja huts two stages
(from SLOW to FAST, from NORMAL to FASTER, and from FAST to FASTER because it
doesn't go any higher).

Advice: Very useful for the slowest moving of the melee ninjas. For the Anti
Ninjas in particular, the Green Tea Bistro helps them catch up to their
enemies. (NOTE: Since Green Tea Bistro only improves movement speed, and not
attack speed, it does almost nothing for ranged ninjas.)

===Blacksmith===

Cost: 75 cookies

First Available: Area 4.2 Dark Syrup Circle

Game Description: Build a Blacksmith near Huts to give your Ninjas life-saving
armor. It reduces damage by 80 x you Ninja Level, yet is still huggably soft.

Actual Effect: Reduces damage every time your ninja is hit by 80 x Ninja Level
(so at level 1, it subtracts 80 damage each time; at level 5, it subtracts 400
damage each time).

Advice: Possibly useful for certain circumstances. I didn't find the Blacksmith
to be particularly useful in any of my games, but that does not mean it doesn't
have potential.

===Ninja Temple===

Cost: 75 cookies

First Available: Area 5.3 Crop Circle

Game Description: The Ninja Temple increases the happiness and cookies gained
from defeating enemies! Make sure to place it next to Ninjas that defeat lots
of enemies! Doesn't that make you happier already?

Actual Effect: Increases all cookies and happiness (that is the glowing light
on the hickory stick) gained from defeating demons by 50% (a demon that
normally gives 10 cookies will give 15, this also rounds up so a demon that
normally gives 5 will give 8 instead of 7).

Advice: Probably the most important building to have as soon you get it.
Getting extra cookies and happiness is the only permanent bonus that any
building can provide. That means as long as you are doing fine without the
extra boost from the other buildings, you should be using Ninja Temples
instead. You can (and should) replace your Ninja Temples with useful buildings
once the going gets tough. Read Section (6a) General Strategy for details on
this winning strategy.

===Infirmary===

Cost: 50 cookies

First Available: Area 6.1 Warehouse Way

Game Description: Any Ninja whose Hut is placed next to an Infirmary will get
a free lollipop and return to battle twice as quickly after being defeated by
enemies!

Actual Effect: Reduces time spent recovering or resting by half.

Advice: Not the most useful of buildings. It really doesn't do much to help
your ninjas perform. If your ninja is out-of-action, 2.5 seconds is not really
a big improvement over 5 seconds.

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|| (3) DEMONS   _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_   ||
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Demons are the many and varied enemies who have come to invade Ninjatown. They
enter the map at the point marked with a flashing icon of the enemy and march
through your defenses until they reach the red flag. Once they reach the red
flag, you lose 1 heart. If you lose all 10, you fail the stage and have to
restart (this does not impact your game in any way).

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(3a) Basic Enemies
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===Wee Devil===

Level     1      2      3      4      5
HP:     1200   1800   2400   3000   3600
Attack: 150    255    300    375    450
Speed:  Normal Normal Normal Normal Normal
Range:  120    120    120    120    120

First Appears: Area 1.1 Sleepy Sprawl

Game Description: The Wee Devil is the foot soldier of Mr. Demon's massive
army! Susceptible to peer pressure, they tend to hang around large groups to
make themselves look more powerful then they actually are.

Appearance: Orange blob with three horns on its head and two stubby hands

Attack: Hand-to-hand combat, only

Advice:

===Chubby Devil===

Level     1      2      3      4      5
HP:     1200   1800   2400   3000   3600
Attack: 400    600    800    1000   1200
Speed:  Slow   Slow   Slow   Slow   Slow
Range:  120    120    120    120    120

First Appears: Area 1.1 Sleepy Sprawl

Game Description: Chubby Devils are protected by a thick later of fat that can
absorb damage from weak attacks! Only by upgrading your Ninjas or using hard-
hitters like the Anti Ninja will you defeat these adversaries of exercise.

Appearance: Red blob with a big belly, three horns on its head, and two stubby
hands

Attack: Hand-to-hand combat, only

Effect: Increased defenses

Advice:

===Winged Devil===

Level     1      2      3      4      5
HP:     900    1350   1800   2250   2700
Attack: 150    225    300    375    450
Speed:  Norm   Norm   Norm   Norm   Norm
Range:  160    175    190    205    220

First Appears: Area 1.3 Sugar River Junction

Game Description: Winged Devils hover just out of reach from melee ninjas to
make your little guys feel inadequate! Use your Ranged Ninjas to take these
Devils down and restore confidence to your earth-bound pals!

Appearance: Wee Devil with wings

Attack: Does not attack

Effect: Can't be hit by melee ninjas

Advice:

===Speedy Devil===

Level     1      2      3      4      5
HP:     800    1200   1600   2000   2400
Attack: 100    150    200    250    300
Speed:  Fast   Fast   Fast   Fast   Fast
Range:  120    120    120    120    120

First Appears: Area 2.1 Dojo Fringe

Game Description: Aided by his aerodynamic helmet, the Speedy Devil has just
the X-treme attitude needed to dash right past your defenses. His quick
reflexes allow him to avoid slow attackers. Be prepared for these fast and
gnarly foes.

Appearance: Orange-yellow ghost-like shape with a blue police hat

Attack: Hand-to-hand combat, only

Advice:

===Business Devil===

Level     1      2      3      4      5
HP:     800    1200   1600   2000   2400
Attack: 100    150    200    250    300
Speed:  Fast   Fast   Fast   Fast   Fast
Range:  120    120    120    120    120

First Appears: Area 3.1 Wi-Fi Gap

Game Description: Business Devils drink so many caffeine-infused Dark Syrup
lattes that they never slow down. They can't be slowed or stunned, so make
sure you're prepared for their nonstop power-walk to destruction.

Appearance: Wee Devil with round yellow glasses, tie, and briefcase

Attack: Hand-to-hand combat, only

Effect: Can't by slowed or stunned

Advice:

===Zombie Ninja===

Level     1      2      3      4      5
HP:     1800   2700   3600   4500   5400
Attack: 150    225    300    375    450
Speed:  Slow   Slow   Slow   Slow   Slow
Range:  120    120    120    120    120

First Appears: Area 4.1 Crossed Junction

Game Description: Zombie Ninjas are slow, but attack in big groups, Resist the
urge to hug these Ninjas. Unlike their cuddly Wee counter-parts, these baddies
will chew on your face and turn your Ninjas into zombies too. If a Zombie
Ninja kills one of your Ninjas, that Ninja will rise up again as a Zombie
Ninja. This does not apply to Wee Ninjas who are immune.

Appearance: Green ninja with red eyes, neck, hands, and feet

Attack: Hand-to-hand combat, only

Effect: When a Zombie Ninja deals the finishing blow on one of your ninjas,
your ninja will disappear from your hut and join the zombified masses. This is
not permanent, however. If the zombie that your ninja get turned into is
defeated or leaves the screen, your ninja returns to its hut.

Advice: Facing these enemies, the easiest thing to do is use only Wee Ninjas
for melee (your ranged ninjas are safe from attack). Wee Ninjas are immune to
zombification (but they will simply return to the hut for rest when defeated).
If you do use other melee ninjas, be sure to check on them periodically and
click "rest" to send them back to the hut if they are low on health.

===Dark Forest Ninja===

Level     1      2      3      4      5
HP:     1200   1800   2400   3000   3600
Attack: 150    225    300    375    450
Speed:  Norm   Norm   Norm   Norm   Norm
Range:  160    175    190    205    220

First Appears: Area 4.3 Mr. Demon Way

Game Description: Formerly Forest Ninjas, they have been ensnared by the
sugary sweetness of Mr. Demon's evil syrup obeying only his command. Their
ranged attack carries a poisonous aftertaste.

Appearance: Dark green ninja, looks like a swamp monster with covered in weeds

Attack: Ranged poison attack; once hit, your ninja turns light green and takes
continuous damage

Advice:

===Forked Tonguey===

Level     1      2      3      4      5
HP:     600    900    1200   1500   1800
Attack: 150    225    300    375    450
Speed:  Slow   Slow   Slow   Slow   Slow
Range:  120    120    120    120    120

First Appears: Area 5.2 Ol' Wheat Road

Game Description: Forked Tongueys are bizarre little creatures. Their profuse
salivating allows them to slip right past most Ninjas, and just when you think
they're defeated, they split in two. They're also liars.

Appearance: It looks like a forked tongue

Attack: Hand-to-hand combat, only

Effect: When defeated once, it splits into two identical clones of the
original; defeated again, it splits again, for a total of four Forked Tongueys
per one original; also, your ninja can't stop the Forked Tonguey in combat
unless they are at least FAST

Advice:

===Syrup Devil===

Level     1      2      3      4      5
HP:     1200   1800   2400   3000   3600
Attack: 150    225    300    375    450
Speed:  Slow   Slow   Slow   Slow   Slow
Range:  160    175    190    205    220

First Appears: Area 6.1 Warehouse Way

Game Description: Trained by Mr. Demon to spread around Dark Syrup these
Devils use high-pressure hoses to douse Ninjas with the noxious goop. Affected
Ninjas will be slowed down temporarily.

Appearance: Wee Devil with goggles and a hose

Attack: Ranged goo attack; once hit, your ninja gets stuck in a puddle of goo
slowing it down

Advice:

===Balloon Devil===

Level     1      2      3      4      5
HP:     1200   1800   2400   3000   3600
Attack: 150    225    300    375    450
Speed:  Norm   Norm   Norm   Norm   Norm
Range:  160    175    190    205    220

First Appears: Area 7.2 Split Pass

Game Description: Where the Winged Devil focuses on spying, the Balloon Devil
focuses on pure destruction, attacking Ninjas from the safety of the air. Only
Ranged Ninjas can take them out.

Appearance: Wee Devil in a hot air balloon

Attack: Ranged attack

Effect: Can't be hit by melee ninjas

Advice:

===Tribal Devil===

Level     1      2      3      4      5
HP:     1200   1800   2400   3000   3600
Attack: 100    150    200    250    300
Speed:  Norm   Norm   Norm   Norm   Norm
Range:  160    175    190    205    220

First Appears: Area 8.1 Slippery Slopes

Game Description: These chanting, armored Devils not only attack Ninjas from a
great distance, but also do a Dark Syrup dance, summoning a nasty syrup cloud
that drenches your Ninjas in sticky goo.

Appearance: Chubby Devil with tribal markings and a blowgun

Attack: Ranged attack; can also summon a syrup cloud; if rained on by the
syrup, your ninja gets stuck in a puddle of goo slowing it down

Advice:

===Lava Devil===

Level     1      2      3      4      5
HP:     1800   2700   3600   4500   5400
Attack: 150    225    300    375    450
Speed:  Slow   Slow   Slow   Slow   Slow
Range:  120    120    120    120    120

First Appears: Area 8.1 Slippery Slopes

Game Description: Lava Devils have lots of health and walk right past most
Ninja defenses. Like their Lava Ninja counterparts, their fiery attacks set
your Ninjas on fire, draining their health. Definitely not a Devil to
underestimate.

Appearance: Wee Devil with black claws and black horns

Attack: Hand-to-hand combat only; once struck, your ninja is set on fire and
loses health continuously

Effect: Your ninja can't stop the Lava Devil to engage in combat unless they
are at least FAST

Advice:

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(3b) Bosses
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Coming soon...
Super Wee Devil
Bully Devils
Evil CEO
Super Evil Tree
Queen of all the Forked Tongueys
Pirates
Syrup Boulders
Mr. Demon x3

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|| (4) POWERS   _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_   ||
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At the beginning of Area 1.2, you are introduced to ninja powers. A hickory
stick appears on the top left of the touch screen. This stick fills up with
glowing light as you defeat demons. If you tap on the stick, you are given
choices of ninja powers you can use which consume some of the glow. You may
also notice that the hickory stick has two notches: these indicators are like
a measuring cup. Ninja powers that are level 1 consume one notch worth of
glowing light whereas level 2 ones consume two notches worth of glowing light.
The hickory stick can't fill up past full.

===Double Time===

Level: 1/5 (it doesn't really have a level, I just called it level 1/5
           because it costs 1/5 of a notch)

Cost: 1/5 of a notch

First Available: Area 1.2 Nap Alley

Game Description: Use your spare Ol' Master Ninja Power to give your Ninjas a
jolt of speed! Just poke them with your stylus at any time during battle to
make them hop to it, double time!

Actual Effect: This ninja power actually doesn't appear when you tap the
hickory stick. Instead, just tap a ninja to automatically use this power.
Temporarily doubles the movement and attack speed of a ninja

Advice: Useful if there is a demon that is getting away and your ninja can't
move fast enough. Severely outclassed by Wake Up Call in any other case. At
least it's cheap. =]

===Get Off My Lawn!===

Level: 1

Cost: 1 notch

First Available: Area 1.2 Nap Alley

Game Description: Harness the elderly's natural mistrust of youngsters by
blowing into your microphone and moving the +Control Pad or stylus to dictate
the direction of the wind! It's guaranteed to send your enemies flying!

Actual Effect: When used, an arrow appears on the screen. Drag the arrow in
the direction that you want to move demons. Then blow into the microphone (it
can easily pick it up, even if you blow gently). The demons will be pushed in
that direction. The effect lasts for up to 8 seconds.

Advice: This is one of the most useful ninja powers because it lets you save
yourself at the last moment and stall for time.

===Wake Up Call===

Level: 1

Cost: 1 notch

First Available: Area 2.1 Dojo Fringe

Game Description: Yell, shout, holler into the microphone to scare the
stuffing out of all your Ninjas on screen. The shock not only replenishes
their energy but also gives a temporary burst of speed.

Actual Effect: When used, you are given 4 seconds to yell into the microphone.
I suggest you simply blow into the microphone instead. It works much better.
This power fully heals all of your ninjas and also increases their movement and
attack speed for 5 seconds (this part of the effect is the same as Double Time,
except on all of your ninjas).

Advice: A useful ninja power, especially if a lot of your ninjas are hurt.
This can be used to end the battle quickly or stage a last-minute retaliation.

===Magnifryer Glass===

Level: 2

Cost: 2 notches

First Available: Area 2.4 Splitsville

Game Description: Use your stylus to focus the light beam on enemies and roast
them to an inedible crisp! The longer you hold the beam on a enemy, the more
damage it does!

Actual Effect: When used, your stylus transforms into a beam of light for 6
seconds. Hold your stylus over a demon in order to damage it. Remember that if
you hold it over the same demon, the damage rate will increase.

Advice: This ninja power is too costly to be used on regular demons. If there
are demons about to escape, use Get Off My Lawn! instead and push them back to
your ninjas. The only time this comes in use is against bosses or against
certain enemies that can only be defeated by this power.

===Stop! Ninja Time!===

Level: 1

Cost: 1 notch

First Available: Area 3.2 Downtown

Game Description: Touch the spinning hourglass to stop time! The more sand
there is on top when the hourglass stops spinning, the more time you'll have
to build, upgrade, and reflect on all the choices you've made during your
long, bearded life.

Actual Effect: When used, an hourglass will appear and spin quickly. You have
4 seconds to tap the screen to stop the hourglass, otherwise it will stop by
itself. One side of the hourglass has twice as much sand as the other. If it
stops on the side with more sand, time will freeze for 22 seconds. Otherwise,
time will freeze for 12 seconds. During this time, if you upgrade or rest any
ninjas, they will heal or recover in real time.

Advice: Good for levels where waves of enemy keep coming and you don't get a
chance to upgrade your ninjas. If you do have lots of time in between waves,
then this ninja power is a waste.

===Hickory Lunge===

Level: 2

Cost: 2 notches

First Available: Area 4.3 Mr. Demon Way

Game Description: Tap as many enemies on the Touch Screen as you can before
time runs out, then watch as Ol' Master Ninja drops into the fray and launches
into a super-powered lunge attack! He's a feisty old coot!

Actual Effect: When used, you have 4 seconds to tap as many demons as you can.
When you have tapped a demon, a skull will appear on its head. When the 4
seconds are up, Ol' Master Ninja will appear and strike them dealing massive
damage.

Advice: A little too costly. 4 seconds is a bit too long to wait if you are
trying to get demons that are about to break through your defenses. This is
more useful as a pre-emptive strike against waves that you know are too strong
for you.

===Wheel of Efficiency===

Level: 2

Cost: 2 notches

First Available: Area 5.1 Rural Route 4

Game Description: Touch Ninja Consultant's magic spinning pie chart to stop on
a random bonus! You can gain 100 cookies, make all your Ninjas invulnerable,
double all your Ninja's attack power, or do massive damage to all enemies.

Actual Effect: When used, a pie chart appears and spins like the Wheel of
Fortune. You have 4 seconds to tap the screen to stop the wheel, otherwise it
will stop by itself. The wheel is divided into 4 unequal sections: the largest
orange section will give you 100 cookies, the medium-sized blue section will
make all your ninjas temporarily invincible, the small-sized yellow section
will temporarily double the attack power of all your ninjas, and the smallest
green section will deal massive damage to all incoming demons. When you tap the
wheel to stop, it will spin around exactly once and land where you initially
tapped. So tap where you want it to land (Read Section (6a) Strategy for more
information about how best to use the wheel).

Here is a diagram of the wheel:

           _ _
       *    |    *
     /      |Heavy \
   /        | Dam-/  \
  *         | age/    *
 *          |   /      *
*    100    |  / Double *
|  Cookies  | /  Attack |
|           |/  & Speed |
.           /-----------.
 .         /           .
  .       / Invinci-  .
   \     /  bility   /
     \  /          /
       .         .
           - -

Advice: The most strategically useful ninja power. If you practice with your
timing, you can get the wheel to land exactly where you want every time. Good
thing is that the 100 cookies pie slice is both a big target and most useful,
so it's easy to get. (Read Section (6a) General Strategy for more
information).

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|| (5) TOKENS   _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_   ||
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At the end of Area 1.4, you are introduced to ninja tokens. Basically these
are one-use items that you win at the end of each level. You can drop these
tokens anywhere on the field and they will help your ninjas or hinder the
demons. These tokens carry over from level to level, so you can save them up
for a big battle.

At the end of each level, a little box resembling a slot machine appears and
the various ninja tokens you can win spin around in the machine. You have 6
seconds to tap the screen and stop the spinning before it stops by itself. I
have no specific strategy to help you get the token you want, though remember
that it takes a while for the slots to slow down, so tap well before the one
you want. (Read Section (6a) General Strategy for more information about
getting ninja tokens).

===Baby Ninja===

First Available: Area 1.4 Commutersville

Game Description: The Baby Ninja's uncontrollable cuteness makes it a perfect
ally against Mr. Demon! Place the Baby Ninja token anywhere on the Touch
Screen and activate it to slow down any enemy that wanders too close!

Actual Effect: This Ninja Token continuously slows down all demons in the area
for 12 seconds.

Advice: Decent token... Not terrible, but not all that useful. To be sure, it
never helps all that much.

===Ninja Dropping===

First Available: Area 1.4 Commutersville

Game Description: Place the Ninja Dropping token anywhere on the Touch Screen
and then activate it to unleash a stink of epic proportions! Any enemy within
the cloud will be slowly drained of their health.

Actual Effect: This Ninja Token continuously deals minor damage to all demons
in the area for 12 seconds.

Advice: Probably the most useful token because it allows you to take out any
enemies that elude your defenses. However, the minor damage means it finds
most use for the speedy, low-HP enemies.

===Ninja Consultant===

First Available: Area 2.4 Splitsville

Game Description: Place the Ninja Consultant token anywhere on the Touch
Screen and then activate it to send him into the fray! His morale-boosting
presentation skills will increase the movement speed of every Ninja in the
area.

Actual Effect: This Ninja Token doubles the movement and attack speed of all
ninjas in the area for 12 seconds.

Advice: A decent token. It helps you take out enemies faster, but it's not as
good as Ninja Dropping because it doesn't help you take out enemies that are
already out of range.

===Super Ninja===

First Available: Area 3.4 The Loop

Game Description: Place the Ninja Consultant token anywhere on the Touch
Screen and then activate it to signal this mighty Ninja superhero! Any enemy
within the radius of impact will be temporarily stunned by Super Ninja's
incredible skills!

Actual Effect: This Ninja Token has a much wider area of effect than the other
three. The Super Ninja jumps onto the ground and stuns all demons presently in
the area for 12 seconds.

Advice: Probably second most useful token. It allows you to take free shots at
the enemy for a while which alleviates the burden on your defenses. The wider
range is also very helpful. Of course, it's not as good as Ninja Dropping
because it still can't take care of demons that are already out of range.

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|| (6) STRATEGY   _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_   ||
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(6a) General Strategy
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===Maximize Production===

This is the key strategy that helped me Ace the game with ease.

At the beginning of a stage, when enemies are easy, the most important thing
to do is get as much happiness and cookies as possible so that you have the
resources to handle the more difficult waves of enemies arrive. This strategy
comes into play when you get the Wheel of Efficiency in Area 5.1. The Ninja
Temple in Area 5.3 is optional and makes things even easier.

..The Wheel...

Whenever you have 2 full notches on your hickory stick, you can use the Wheel
of Efficiency. The wheel will spin around quickly waiting for you to tap it,
spin around one more time, and land exactly where you tapped.

As soon as you get the Wheel of Efficiency in Area 5.1, you should use it all
the time. And unless you need to deal with enemies right away, you should
always try to get the orange slice for cookies. Luckily, the cookies slice
also happens to be the biggest, so it's not hard with a little practice.

Getting the 100 cookies from the wheel helps a lot because it gives a
permanent boost unlike the other ninja powers. Then you can even use these
cookies build Ninja Temples, which give you more cookies and happiness, which
you can use to get even more cookies from the wheel. WIN!

..The Temple...

Ninja Temple becomes available in Area 5.3. Enemies defeated by the ninjas in
the buildings around the temple give 50% more cookies and 50% more happiness.
This means that you will want to put the Ninja Temple among strong attackers.

If you have the cookies in the beginning of the game, you will want to build
as many Ninja Temples as possible. Getting more cookies and happiness means
you can build even more Ninja Temples and use the Wheel of Efficiency even
more times. You'll have more cookies than you can use.

Later on in the game, when the difficult enemies arrive, you can always sell
the Ninja Temples and replace them with helpful buildings.

===Replay Old Levels for More Tokens===

If you're having trouble getting past or Acing a level, remember that you can
always use tokens. If you need more tokens, you can always play old levels
over and over to get more.

Area 1.4 Commutersville is best for getting more Ninja Droppings. Since you
can only get the first two tokens from there, you have a 50% chance of getting
droppings.

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(6a) Ninja Tips
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These strategies help you pick and use ninjas for optimal teamwork!

===Wee Ninja Immunity===

The game description says that Wee Ninjas are immune to all status effects.
This isn't just a gimmick and can be a life-saver! If an area has any of the
following enemies, consider using Wee Ninjas instead of Anti-Ninjas to avoid
the nasty status effects:

(Also read Section (3a) Basic Enemies for more information on the enemies).

Zombie Ninja: Zombifies your ninjas
You don't need Wee Ninjas for these if you pay attention. Whenever a Zombie
Ninja is about to defeat one of your non-Wee Ninjas, just send the ninja back
to its hut to rest. This allows you to avoid zombification completely. But if
you're lazy, Wee Ninja is definitely helpful against these fiends.

Dark Forest Ninja: Poisons your ninjas
Poison slowly drains your ninja's health even after it's hit by Dark Forest
Ninja. Poison has never been a problem for me, but Wee Ninja will still be
helpful.

Syrup Devil: Slows your ninjas
Tribal Devil: slows your ninjas
Slow makes it almost impossible for your ninjas to catch up to these Devils.
You definitely need a few Wee Ninjas for these guys. Use the Wee Ninjas to
engage the Devils in combat, giving your other ninjas time to catch up.

Lava Devil: Sets your ninjas on fire
Wee Ninja does NOT have immunity to fire.

===Set All Sniper and Forest Ninjas to Target Weakest===

In Section (2b) Ranged Ninjas, I said you can set your ranged ninjas to
always target the enemies with the most health, least health, or closest.

Ever heard of "divide and conquer" or "focus fire"? Take out the enemies with
least health first so that in the worst case, one or two escape with full
health instead of all escaping with half health. In the case of enemies that
attack, it's even more important that you take the weakest out first, so that
they stop attacking your ninjas.

===Set All White and Lava Ninjas to Target Strongest===

White and Lava Ninjas are used for the awesomeness of their effects, and not
for damage.

In the case of White Ninjas, you want to slow as many enemeis as possible. If
you Target Weakest, it'll keep hitting the same enemy, accomplishing nothing.
With Target Strongest, it'll always hit a new, unhurt enemy.

Same idea with the Lava Ninjas. Lava Ninjas set enemies on fire so they keep
getting hurt after being hit. If you set them to Target Weakest, they'll
kill the enemy without getting any of the benefits of fire. Target Strongest,
so that you'll burn as many enemies as possible, leaving the kill to your
hard-hitting ninjas.

===Spread Out Lava and White Ninjas===

Lava and White Ninjas are used for their effects. Since you can't double-burn
an enemy, there isn't as much point having two of them hitting the same enemy.
Spread these guys out so that you keep the enemies frozen and burned as long
as possible. Even alternating is better than in pairs.

===Place Rally Points Strategically===

In Section (2a) Melee Ninjas, I said you could "set rally point" for ground
ninjas. This means you can set the place that the ninjas stand when there
aren't any enemies in range.

You should have at least one fast ninja in any group of slow ninjas, as we
will discuss later. You should rally this fast ninja closer to the enemies
than the slow ninjas so the fast ninja can stop the enemies in their tracks
for the slow ninjas to attack. Don't put them too far ahead, otherwise they'll
get defeated before the slow ninjas can take over.

===Any Ranged Ninja + Guard Tower===

Only use Guard Tower for ranged ninjas. Since Ranged Ninjas don't walk up to
enemies to hit them (and consequently can't stop enemies), Guard Tower's
improved range gives them more time to hit the enemies. More time = more
damage. This is different from the melee ninjas. For them, more health = more
damage, since they get to keep fighting until they're defeated.

===Anti-Ninja + Green Tea Bistro===

Anti-Ninjas have the best damage in the game. Their only weakness is that
they're too slow to catch up to some of the enemies. Green Tea Bistro
instantly upgrades them to be fast enough to hit all enemies. How awesome!

But unless you really need that much damage, you're best off just placing a
fast ninja to do essentially the same thing.

===Anti Ninja + Business Ninja===

Here's the deal: enemies will keep walking unless they get into combat. To
engage in combat, you need a ninja that is no more than 1 level slower than
they are. (So you need a ninja Normal or above to stop a Fast enemy). Of
course, once you stop the enemy, any of your other ninjas can attack it.

So here's the strategy: just put 1 fast ninja hut wherever you have a slow
ninjas. And if you read the rally point strategy above, make sure to rally it
ahead of the slow ninjas.

NOTE: Wee Ninja is fast enough to stop Fast enemies (EXCEPT for Lava Devils,
use a Business Ninja for these). However, just because the speed is sufficient
doesn't mean you'll have an easy time catching up to the enemy.

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|| (7) CONTACT   _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-   ||
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If you have questions, suggestions, corrections, or anything else to
contribute to this guide, address these to [email protected]. You will be
credited if I include your information in this guide. =]

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|| (8) CREDITS   _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-   ||
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I will include credits if any of you contribute to this guide in any way:
suggestions, corrections, additions, etc.

Currently, credit goes to:
- GameFAQs, for hosting and supplying help to write this guide.
- Members of the message board, for helping me get through the game.
- Vicky, for popularizing this guide.
- Samiam779, for strategy on properly using the White Ninja
- Starmetroid, for giving me inspiration to finish Area 9.1
- Shawnimals, for making this game.
- Nintendo for making DS.
- And you, for reading this guide.

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(8a) Incomplete
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Here are some topics that I still need help on:
- How many cookies and happiness each demon gives
- Exactly how much the Ninja Temple increase happiness gained from defeating
 demons (I assumed 50%, like the cookies)
- Why do the ninja tokens occasionally gray out and become unusable?
- Any other strategies you can come up with. No level-by-level strategies
 please - I will leave that to the walkthroughs.
- Any other game mechanics I have not made clear.
- Anything else you feel is needed. =P

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|| (9) LEGAL   _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-   ||
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All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders. This may be not be reproduced
under any circumstances except for personal, private use.

This guide may not be placed on any web site or otherwise distributed publicly</pre><pre id="faqspan-2">
without advance written permission. Use of this guide on any other web site or
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The following websites have express permission to use this guide:
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