Rygar manual




















Do the same if he attacks you on the right. You don't need any special powers or any real strength to beat him, just a bit of patience. When he is defeated, a door will appear on the right. Enter and an Indora will give you the crossbow. Take the crossbow and you'll transport to the entrance to Primeval Mountain in Garloz. Head left from the entrance to Primeval Mountain and go north along the embankment. Along the way, there is a door with a hermit who advises, "You can see the palace of 'Dorago' above this island.

Go right and you'll see a tree stump on the ground. Stand beneath it facing up and press the B button. If you don't throw the rope, reposition yourself until it works. After the rope goes across, walk onto it and latch on with your pulley. Go around the rocks and into Dorago's Palace. The hyokings and kinobles are also a bit tougher and red instead of green, but, as Dorago's Palace is an overhead view board like Garloz, your best bet is to stay in the air and it will be very difficult for them to hurt you.

From the beginning, go north and watch out for that german - he's tough. You'll come to a door with an advice hermit who says, "Well done.

But you will face more difficult challenges. Go right until the screen shifts, and then south until you come to a pit, and finally through the hole in the right wall. Go north, avoiding the hyokings, to find another door with a hermit who claims, "Defeating 'Ligar' will again return peace to 'Argool'. Just so you know, Ligar is the final boss and Argool is the land you are in. Moving along, exit the room, go north and you will come to an area with lots of kinobles and germans.

Their attacks are pretty intense, but you can go up the very right side of the screen, jumping the whole way, and as soon as things get a bit overwhelming, go right, making the screen scroll for an easy escape. To the right is a dead end with a hermit who says, "Do you have the God's Coat of Arms yet?

You will come to an area with a kinoble where you can go left or down. Left is just a dead end, so go down until you reach the pit, use the crossbow to cross, and go left when you reach the bottom. There, you'll find two germans and a kinoble. Go in the door and a hermit says, "Your quest is half completed. Fight on! Exit the room, stay in the air dodging the attacks, and head left. You'll end up in a small corridor and see the only way you can go is left.

Continue on this way and you'll end up at a crossroads with the option to continue going left or switch up and head north. North is just a hermit who says, "If you see 'Dorago' ask him to 'release my daughter! Skip going up at the crossroads and continue left. Entering this screen, you'll find a couple of germans and some hyokings. Go up the only way you can and continue until the end.

About four more germans show up on the way, so just keep jumping. Head right as soon as you can. You'll come to a wide corridor with possibly some hyokings.

Jump all the way across to the other side and you'll see the door to Dorago's Lair guarded by some kinobles and posts. Here is a great place to stock up on mind points if you need to. Move up and down the posts, killing the kinobles whose fireballs can't reach you and the german at the bottom.

When you go offscreen where a kinoble was, he will return for you to kill again. When you feel like you're stocked up enough I'd recommend being powered up with full health and full mind points , move up the center of the posts to meet Dorago.

He moves left to right at the top of the screen shooting countless projectiles at a decent speed. Method 1: Stay at the bottom of the screen where the two posts are. His bat looking fireballs can go through them, so don't search for cover there. Instead, use the Attack and Assail spell and slowly hit him 10 times from a distance. When the fireballs are close to you, just jump over them.

This probably won't be enough to kill him, but it will get him way down. To finish him off, proceed to method 2. Method 2: Dorago's pretty thick skinned, so being powered up wouldn't be all that awful, but even if you're not, staying in the air should give you enough advantage.

Get below him and keep jumping, following him when he comes at you, swinging left to right opposite of the way he is coming. It doesn't exactly look right, but it works. Position yourself so he can't hit you with his body and oppose his back and forth movements. In other words, when he is moving right, you should be jumping left, swinging. Vice versa when he's on the other side. This teqnique is a bit of a glitch in the overhead view. I've beaten him not powered up without being touched using this method, which will help you later on in the final stage also an overhead view level in addition to defeating Dorago.

When defeated, a door will appear on the top of the screen. Inside Indora says, "You can use 'Indora's' suit of armour for protection. Go down, around the bay, and head right off the screen. Go all the way down around another bay, and go right, off the screen again.

Keep going down until you reach the stumps with the rope and cross. Go right offscreen and you'll see a river. Walk up the left embankment until you come to a rope across the river. Take that across and keep going up until you see another rope. To your right, there is a path. Take that path and see the entrance to Rolsa again.

Pass by that, go right when you can, go all the way up to the healing room for a pit stop, then exit and come back down. But this time, keep going south until you see a path on your right. Take that and you'll see a housy thing on the hill which is the entrance to Ragua Sando, leading to Lapis. All the way to the bottom of this screen is a hermit who says, "It's 2 A. Go on in the gate to Ragua Sando.

Ragua Sando looks like Primeval Mountain, with the same creatures pragokelis, rolphers, and egg dropping epolcons. Go all the way right, avoiding them, and climb the rope when you come to it. At the top, jump to the next branch and go in the door into the recesses of Lapis. Jump to the one to your right and kill the wyrm like the ones in The Den of Sagila. Climb the first rope, but skip the one at the top, as it leads to a hermit who says, "You need the grappling to continue past 'Lapis'.

Walk a little bit to the right and throw your grappling hook up. It's pretty long up there, so you should hit it first try.

If not, walk further along this island and try again. At the top is a super-robot, Bargan Also a door and a tree stump. In the door is a hermit who says, "From this point you can't go on without crossbow. Exit the room and here is a great spot to get your experience up a bit.

As soon as you leave the room, Bargan will drop from the sky. He will extend his arm, glow a bit, then shoot a large fireball at you. Right when he extends his arm, jump. All you need to do aside from jump is whack away at him. After you beat him, go back in the room and repeat this process until you're bored. When you're satisfied I get to at least level 8 with 10 HP , jump over the door and use the crossbow on the stump. Then get on it with the pulley and go across.

You'll come to a small island with another stump. They're not as hard as they look and there's no enemies, so continue right until you find an island with a door. Inside, the hermit tells you, "Fight! Exit the room and you'll be in the right position to grapple down.

Lowering yourself to the next screen, you'll find a small island with another tree stump. Guess they really wanted to make sure you got the crossbow before you came here. Use it and come to a long floating island with a couple of super-robots and wyrms. Go until you reach the end and it seems like you can't go any further. In the background are a series of mountain looking post things sticking out of the floating island. Position yourself in the middle of the very last one on the left and grapple down.

Head offscreen down and you'll see a couple of wyrms on your left and right. Kill them on the way down or they'll hurt you. You'll end up on an island with a stump and a rope. At least you don't have to use the crossbow this time. Take it across, jump to the next island to the right and you'll be on a long area with countless super-robots and ammolums out of nowhere.

It gets a bit heated here, so head for the door at the end of the island. The hermit says, "Please go down from here. Yet another island with a stump and a rope awaits, so take it to the left. Jump through the series of islands with the green background, knock off a couple of creatures, and head all the way left to Belzar's Lair.

Go in the door to beat up Belzar. His fireballs are limited and slow, so just keep an eye out for their position and you should be fine. Method 1: Attack and Assail - good old faithful. If you just attack him at the bottom of the screen with this level of experience, it should wipe him out. If it's just not enough and it will be just barely not enough , proceed to method 2. Method 2: Quickly grapple up to the island he is sitting on.

As stated, his fireballs are slow and there are very few. Just jump over them when they come at you and wail away on him. Method 3: It seems most of the glitches so far occur on the bosses and this is about the funniest one yet. As soon as you enter the room, grapple down offscreen and you should be in a blank, blue area with nowhere to go.

When you return, Belzar should be about an inch lower from his original position. Now he is within jumping distance and you have much more manuverability than you did climbing up to his turf. Avoid his simple fireball attacks and jump up to waste him. When finished, a door will appear on your left.

Enter to receive the coat of arms. He seemed to have the attention span of your average Alpo commercial. Take the coat of arms and you'll appear back in Garloz at the gate to Ragua Sando. Come back down and go to your left again towards the gate to Rolsa. Go down a bit and take the path you see on your left. Now, instead of crossing that river, go down - all the way down to the bottom. The road curves to the right, so keep on it, head north, kill that kinoble, and go in the door you come to.

Instead of a hermit, you see Indora sitting there with this red potion thing. You have earned the Coat of Arms. There are a few of these rooms in the game one in Sky Castle, the last level and you may come here to get that potion which fills your HP completely anytime you don't have one in your inventory.

Also when you enter the room, your HP is completely filled as if you went to a recovery room just to save time I guess, so you don't leave, take the potion, and come back for another.

Tuck this life potion away in your inventory until you need it and exit the room. Speaking of your inventory, if you check it out, you'll be missing only one thing. You have the grappling hook, the four gifts from Indora plus the potion, but you're missing the Pegasus Flute which is actually atop Gran Mountain in The Tower of Garba, so head on over that way to the beginning of Garloz.

Go down, then left, cross the river, and head north again. When you reach the path on your left, take it and go down to the door through which you first entered Garloz. Take it and you're back on Gran Mountain. To your right a bit is a hermit. I spoiled that one for you too. Head left and climb the first rope you come to. Beyond that to the end, a grapple up, further left, and a rop climb gets you a recovery room, but you can skip that as there's a Coat of Arms potion at the very top of the mountain.

Once you climb the rope, head left, jump over the gap, and climb the next rope. Go left a bit, grapple up twice where it's obvious you can, and meet Indora for a quick heal and another Coat of Arms potion if necessary. You haven't come that far, so it probably won't be, but it's there if you need it. Grapple back down once, head right to the gap and jump down.

You'll see a crossbow stump and a door with a hermit who tells you need the crossbow. Use the crossbow and pulley to move your way right to the Tower of Garba.

Be cautious along the way - you'll need every bit of your HP. There are only seven rooms in the tower, but they're difficult, so watch yourself. Room 1: Some eerie music and a rope await you in the first room. Climb the rope. Room 2: You'll see a kuzeelar snail with an opening in the ceiling on the other side. You must defeat the kuzeelar for the rope to appear, as the grappling hook doesn't reach.

The kuzeelar is simply a skin swap of Eruga, but no glitch is going to save you this time. Time your jumps properly through his fireballs and throw everything you have at him when you can. Be careful not to fall through the hole in the floor and utelize the block on top of it for a bit more air when necessary.

When you beat the kuzeelar, the rope will appear on the other side allowing you to proceed up to the next room. Room 3: Nothing here but an opening to your right. Head that way. Room 4: Another kuzeelar with an opening to the right. You can jump right over him, so do that for now. You'll enter room 5, but room 4 is the final place for you to get your experience up to the last level. The kuzeelar gives you 61 points of experience with each kill, so I'd recommend you go ahead and get it over with.

As soon as you enter room 5, turn right back around and repeatedly hit the B button. When room 4 scrolls onto the screen, the kuzeelar will be right there taking your hits. At first, you might have to jump his attacks a bit, but if you leave when you beat him and come back and do it again repeatedly, eventually, he won't take much effort at all.

When both your tone and last have exceeded points, you'll have 12 HP and it's time to move on. Your tone should hit the max before your last does and you get the 12th HP, but make sure they're both maximized before you head outta there. Go to room 5. Room 5: Piece of cake now.

The kuzeelar should take two hits and the rope will appear towards the ceiling. Head up it to get closer to the end. Room 6: This guy's fast! But with you experienced where you're untouchable should make this a walk in the park.

As you can see, Demorobruzer moves like Sagila, but don't bother grappling to the ceiling as that would take just a bit too long. Hide down below the room on the rope until he rolls right above you on the floor. Quickly climb out and he should be right in front of you. Hit him once and he'll turn around. Run after him and he'll climb the ceiling and you should be able to squeeze under him.

Hit him when he comes at you from the other side, then follow him that way and stand on the block. When he comes at you the third time, hit him and chase him again. He only takes hits at this level, and even if he drops on you once, it won't be enough to kill you, especially with the potion on hand. When defeated, the rope will appear and you can proceed to the boss, Deathpigor.

Method 1: Jump over the fireballs, taking a couple, and hit him about times rapidly. This is pretty much the least amount of time you'll spend on any boss in the game. Method 2: If you're cautious, or you're trying to beat the game without getting hit once, use the attack and assail spell as soon as you enter the room, then stand on top of the block after you climb the rope and use it slowly about times, jumping his fireballs from a distance.

Be careful not to fall down the hole. When you beat Deathpigor, a door will appear behind where he was standing. Enter it and receive the Pegasus Flute from Indora. Now you're going to head back to Garloz, then Rolsa for the final stage. If you check your inventory now, you should be completely full on everything, with the grappling hook, wind pulley, crossbow, suit of armor, coat of arms, healing potion, and pegasus flute with your last and tone both above It seems to me you're ready for the battle with Ligar.

Grapple back down twice, go right a bit until you see a rope on the ground, and decend it. Go right until you reach the gap, drop down, then continue right until you reach the rope at your feet. Climb down it and go left to the door which enters Garloz.

Take the right path, go north a bit, then cross the river using the pulley to save a bit of time. Take the path to your immediate right and you'll see the gate to Rolsa.

Go on in. Head right along the rocks on the water until you reach the second tower with a rope. Jump up to the rope and climb it. You've seen all this before, so go right, skip the first door, and the second is the hermit who says, "From here you can't go on without the grappling weapon. You'll see four platforms with two molgolins.

Kill them quick and jump to the highest platform on the right. Grapple up to the next level. No enemies here, but four more platforms, so you have to keep going up. Grapple up to the highest platform on the right, then grapple up offscreen.

When it catches, climb it to see two molgolins, a door, and Sky Castle in the distance. Be careful the molgolins don't knock you off. Inside, the hermit says, "You must meet 5 'Indoras' to reach the castle. They're in a weird position to kill easily and once is enough. Instead, press start to switch to your inventory and move the arrow under the flute. Press A to hear the little tune. Press start again to exit your inventory and you'll see a rope leading to a door in the sky.

Climb into that door to get into Sky Castle. Sky Castle is an overhead view board which puts you at an advantage, as by now you should have mastered the "always stay in the air and you're invincible" technique. All of the enemies are rhino hides, but you've met them all before and should be able to predict their moves easily. You begin standing on the door you entered with no option of going back in it. You can go either east or north, and since north is a long way to nothingness, I'd suggest you go east.

Scroll the screen right and you'll come to a narrow pathway, just outside the castle walls. You can see a bit inside and it doesn't look too different from the outside. Continue right and make the screen scroll again four more times until you are in a more open area. At least you now know how wide the castle is. Go up until you hit a wall then go right to make the screen scroll one more time. Go north until you see a door on your left. Any further north and you'll fall out of the sky, so go in the door to meet your first enemy.

He is a silhouette of the kinoble monster from Garloz and Dorago's Palace. He moves a bit faster, however his moves are the same and he only takes a couple of hits, so stay in the air to kill him and go into the door on the top of the room. Immediately, you run into two more kinoble silhouettes and above them a silhouette of Dorago!

But power through it and jump straight through them if you don't feel like wasting any time. You'll see a door on your left above Dorago, so go through it to find a couple of german silhouettes and another kinoble. Go down until you see a door on your left and take it. Now you have the option of going north, south, east, or west.

You came from east, so don't go there. North is an immediate dead end, and south leads you to Indora with a healing potion. Nice of them to put him in the final stage. May as well power up to max, so go down into a room that only heads south, take that door down to a room that only goes east, and take that door to see a waterfall, a kinoble, nothing but sky below you, and a door on the right.

Take that door and Indora will fill up your hit points. Take the potion if you need it and exit the room. Come out of the room swinging as the kinoble is back and head back to the four way crossroads. Go left, up, and up again to be in the room with the four doors and the two enemies. The german should disappear as soon as you enter the room, so only the kinoble remains.

If it weren't for the glitches, I don't think I could beat this game. Wipe him out and proceed to your last option, the door on your left.

Take it to an empty room with a door below you. Take that, but STOP as soon as you walk through it. Be careful not to fall off the edge here and use your crossbow on the stump.

Pulley across and you'll be on a small floating island with another stump at the bottom. Crossbow and pulley again to find a door on the right. Take this door and you'll be in a room with another german and a door on the right. Kill him, take the door, and enter a room with two kinoble silhouettes and a door to the south. Take that door to an area where the scenery changes a bit to look like Dorago's palace after you scroll to the left.

Walk around the posts, scroll left again, and you'll find another door. Take it and you'll see the only way to go is up, so head that way, kill a couple of germans along the way, and you'll come to another tree stump at the edge of the walkway.

Use the crossbow again with the pulley to make it across the gap where you'll find a couple of kinobles which are easy to jump past. Above them lies a door which leads up to another small room with a door on the top. Take that door and you'll see it's one-way, not allowing you to go back. But that's alright, because you're almost at the end anyway. Kill the kinoble ahead of you, and another Dorago silhouette is ahead Dorago looks much cooler in grey whom you can easily bypass by taking the door on your right.

You'll wind up in an empty room with a tree stump. Crossbow that, take the pulley across, and here you are at the entrance to Ligar's Lair. Catch your breath and get ready for the final battle. There are a couple of ways to beat him, but they're both basically the same as with Deathpigor in the Tower of Garba, so you're basically dealing with jumping and swinging.

Method 1: Attack and assail works on Ligar as well as any other boss, allowing you to attack from a distance. He only takes about hits and you should be fine, especially if you have a lot of HP and a healing potion. Method 2: I always go ahead and use Attack and Assail, as I won't be needing my mind points if I win and I won't have them if I lose, but he only takes about hits without attack and assail, so you may as well save those points for healing.

Each spike takes off one HP, so don't worry too much about him taking you down too far. His vulnerable spot is his head, so jump over the spikes and hit him where it counts when you can. Be careful not to bounce off his arms, as that is more of a pain than a benefit. Glitches What would a classic 8-bit game be without some serious bugs. While such glitches can be annoying or affect gameplay, sometimes they can help a player progress through the game easier by bypassing enemies or defeating them easier.

Rygar is absolutely loaded with these helpful bugs and the game goes by so much faster with proper utelization. Basically, in any platform level, you can come to the edge of any surface and duck, press forward, duck again, and repeat.

You can walk in the air. It is certainly trying and not console friendly, but it is an invaluable tool for time-attack runs, as it can get you places you would ordinarily need the grappling hook, wind pulley, or crossbow for. Intense players need to practice and practice to figure this one out. Grapple to the top: Using Walker Boh's "Air-Walk" technique, crawl yourself over a cliff and stop in the center.

Come out of your crouch and immediately throw your grappling hook. You will fall into the cliff, but instead of dying, you will emerge at the top of the screen. This is useful for getting to higher platforms you couldn't ordinarily get to. Rope air squatting: When you come to the top of a rope or your grappling hook , you can duck down immediately by pressing down on the directional pad and actually squat down in the air.

From here, you can jump just a bit higher than you normally could giving you a bit of an edge. There are no real places in the game where this will change your universe, but sometimes it does speed things up a bit. Through wall hitting: The overhead view levels are rife with little tweaks. Garloz, Dorago's Palace, and the final stage, Sky Castle are the levels where you can use many different glitches to your advantage.

You can stand behind a wall, pillar, or some other obstacle, and where the enemy has no chance of hitting you, you are free to swing away with your diskarmor. A good example of this is the end of Dorago's Palace, right before you meet Dorago. There are pillars surrounding several kinobles and you can walk up and down on the outside of them just whacking away while staying out of reach. Other side of screen hitting: Another overhead view bug, which works on the edges of the platform maps too you can stand on one side of the screen and throw your diskarmor off screen to make it come out the other side of the screen and hit something there.

In other words, you can stand on the very right side of the screen, swing your weapon to the right offscreen, and it will come out the left side. This is not nearly as handy as it sounds and it actually takes just a bit too much time to set up to make it worth while. Overhead view jumping: Back in the day, 3D rendering wasn't exactly what it is today.

By standing a few inches below an enemy in an overhead view level and jumping, you can actually put yourself in range to hit the target where you should be straight up in the air. A little poor programming here, it does look a bit funny, but after you get used to it, you pretty much stay in the air for most of the overhead view levels making it part of your main attack.

While in the air, the enemies cannot hurt you. B Levels Warp: A strange glitch occurs when you die against certain bosses - because you enter a bosses lair and actually transport to a new playing field they aren't coded as part of the level they are in , you can twitch them up to your interests. When fighting Eruga at the end of his forest, you can drop down over the ledge on your right just in time to get hit with one of his projectiles.

If the fireball he threw killed you, you will die and get knocked to the right. The screen will scroll over to a scattered, smothered, covered, typically glitchy NES screen and you will die before you get the chance to fall to your death. The frightening words, "Game Over" will appear and you'll be taken to the start screen.

Now, when fighting Belzar, stand next to the door you would have entered from the only door on the screen and get hit until you can only take one more. Then, stand next to the door and get hit by one of his fireballs. When you die, you will fall into the door and again, the screen will scroll over. Go on in to win the game but good luck with this level of experience.

Sueru Mountain Wall Walk: When you begin the game, go right until you reach the door, enter it, continue right, jump the first set of extrusions, go a little further, and you will reach the first rope in the game.

Instead of climbing that rope, you can instead jump into the wall on the right and catch yourself in it Super Mario 1 style. Fly through it until you reach the other side. This glitch saves about one half of one second, but it is just more proof that Rygar is the glitchiest game to ever be released on the NES.

Thanks again to Walker Boh for pointing out this little tweak. Garloz: Again, the overhead view levels contain the most glitches. First, in Garloz coming from the Gran Mountain entrance, go north until you come to paths on both your left and right, take the left path, go north until you find a fork in the road, take the right fork, go north, kill the kinoble, and here's the glitch. Right where the path curves right and will scroll the screen over, stand as close to the path on the top as you can.

Then jump and scroll the screen right at the same time. Go back and forth until you are virtually on the side of the hill. Then scroll the screen right and go as far up as you can on the hill. Finally jump and make the screen scroll left and you'll be standing on top of the hill free to move about. This one isn't that useful and if you go a bit to far, you'll end up on a mirror map with no enemies, but you can't go through any doors either.

Plus, you're never sure what's around the corner. Sky Castle: From the very beginning, standing on the door in which you entered, you'll see an option to move north or east, but did you know you can go west also? Run to the edge of the castle where it looks like you'll fall into ruin, jump left at the edge, and instead of you falling through the sky, the screen will scroll to your left and you'll land on top of the castle walls with no enemies. Of course, there is no way this helps you and you pretty much need to jump back to reality or die to return, but it's a fun way to explore nevertheless.

Cave of Sagila: With Rygar's ability to bounce on the Wyrms, you can actually bounce to the top of some ceilings and walk about free from harm. If you go too high, you die, but it is an interesting way to explore the cave.

The main character, his weapon, and a few of the enemies remain the same, but the gameplay of the NES version is quite different. While the arcade version is more of a standard side-scrolling action title, the NES Rygar is an open-ended action-adventure game that plays similar to Metroid , which was also released at the time. At the beginning of the game, Rygar has access to some of the worlds, but as the game progresses, new areas open up as the result of finding items such as the grappling hook, crossbow, and wind pulley, which let him cross previously impassable obstacles.

The player sends the title character through a number of fantastic settings with the ultimate goal of defeating an evil entity named Ligar in order to restore peace to the realm of Argool.

To accomplish this goal, Rygar must visit 5 "Indora Gods" which present him with essential items needed for completion of the game. Each of the Indora Gods is located in a different realm, and are almost always guarded by a boss.

The player can choose the order in which some stages are played, but since certain items are required to reach new areas, choices are somewhat limited.

After playing through the major five realms of the game, Rygar must be sent to Ligar's flying castle for the final confrontation. Namespaces Page Discussion. Views Read Edit View history. From StrategyWiki, the video game walkthrough and strategy guide wiki.



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