Tuesday, September 3, 2013

Facebook Ninja Saga Jounin Exam Walkthrough

Below is an article titled Facebook Ninja Saga Jounin Exam Walkthrough that we collected from various sources. All credit goes to its original writer.

Jounin Exam – The Walkthrough
The Compilation Album of Previous Random People Messy Walkthroughs, XD

Table of Contents

Post #1:

      Introduction and Table of Contents

~You are here!

     Post #2:

        Heart to Heart Talk

    (coming soon)

      Post #3:

          Jounin Exam Part 1 – The Hand Seals

       Post #4:

          Jounin Exam Part 2 – The Shinobi Tower

       Post #5:

          Jounin Exam Part 3 – The Kekkai

       Post #6:

        Jounin Exam Part 4 – Shikigami of Elements

      Post #7:

          Jounin Exam Part 5 – Last Challenge

       Post #8:

        Miscellaneous – Info About NPC level 40

      Post #9:

          Credits Page

      (under construction)

        Post #xxx:

          Random people posting on this thread :B

        How to Read this Guide

        • Any changes between tensai version and normal version will be put between these {brackets} under red color font.
          For example: HP: 1,000 {500}
          It means, in tensai version, the HP was 1,000 but in current normal version, the HP is only 500.
        • Some terms I often use on this walkthrough:
          • Disabling-jutsus means debuff skills which will inflict some negative statuses that may disable your opponent(s).
            Negative status-effects which belong to disable-type are Stun, Restriction, Sleep, etc.
          • One turn refers to period when we able to make a movement – whether it is offense, defense, or even none of them.
            You can see who will get the first turn by checking the “Agility Bar” which located at the bottom of the screen. When battle occurs, you will find the players ‘running‘ there.
          • One round refers to period when all players get at least one turn, no matter if it’s passed because of ‘disabled‘ status-effects.
            Players with high agility sometimes are able to gain double-turns in one round since they ‘run‘ faster.
          • One phase refers to period when a player start and finish his combo-attack OR his attack-pattern (which is more often found on AI than manual players).

           

        The Hand Seals

        On this part of exam, your ability to memorize information will be tested.. or not?

        Objectives:

        • Put the required hand-seals in the right order, in limited time.
        • Only three mistakes are allowed.

        Section : Memorizing the Hand-Seals
        This part of exam is quite simple.
        Once you start, you will see about 2-10 pictures of hand-seals and also a picture of a jutsu. You have to memorize these hand-seals in limited given time, then later you’ll have to put the previous hand-seals in correct order.
        There’s also time limit for answering, of course.

        There are ten jutsus in total:*Only six jutsus in normal version.

          1.) Two hand-seals. Time given to memorize: 10 seconds. 2.) Two hand-seals. Time given to memorize: 10 seconds. 3.) Four hand-seals. Time given to memorize: 10 seconds. 4.) Four hand-seals. Time given to memorize: 5 seconds. 5.) Six hand-seals. Time given to memorize: 10 seconds. 6.) Six hand-seals. Time given to memorize: 5 seconds. 7.) Eight hand-seals. Time given to memorize: 10 seconds. 8.) Eight hand-seals. Time given to memorize: 5 seconds. 9.) Ten hand-seals. Time given to memorize: 10 seconds. 10.) Ten hand-seals. Time given to memorize: 7 seconds.

        Main trick:

            Just use some help of machine like capturing your computer screen with

        PrtSc

          or camera. It’s almost impossible for human to memorize more than eight different pictures in only 5 seconds.

        *Review: On first part of Jounin Exam, the difference between tensai version and normal version is only the number of jutsu which will be questioned.

         The Shinobi Tower

        Objectives:

        • Fight and win four NPCs in a row.

        Tips:

        • Bring Healing Scroll as many as you can, and use it wisely.
        • Disabling-jutsus will help much.
          (Example: Feather Illusion, Fat Lady Transformation, Water Bundle, etc)
        • Keep your eyes on that “Agility Bar” to figure out when your opponent will get double-turns so you can avoid death-verdict.
        • Since three of first bosses are indeed stronger than us, this will be battle of endurance, so better plan your moves and launch attacks carefully instead of going rampage on them.
        • This is just technical tip: refresh your browser before starting this part of exam.
          It really takes long time to finish this part, so to avoid any ‘error screen’, better you refresh your NS-game page before starting.

        Overall Strategy:

        • Stun/Restrict your opponent, then attack.
        • Cast Sleep on your opponent, then do anything you need, like: charging OR healing.
        • Try to interrupt their Main-Combo by using Lightning Flash or giving gap using any kind of disabling-jutsus.

        Section I : Fighting Kiyoshi (Water Boss)

        General Information of Kiyoshi:

        • HP: 7,000 – 8,000 {6,430}
        • Element: Water
        • Agility: High, sometimes able to get double-turns in one round {agility<79}
        • Skills: Water Bundle (Restriction), Shark Rain, Water Dragon Missile, Dual Chop (weapon-based attack)

        Attack Pattern:When his HP is more than half:

        • Water Bundle ~200 damage (1 turn ~Restriction, 2 turn)
        • Shark Rain ~275 – 450 damage (1 turn)
        • Water Dragon Missile ~200 – 350 damage (1 turn)
        • Dual Chop ~60 – 110 damage (2 turn)Once his HP ever get lower than half:
        • Refresh ~1,500 points (1 turn ~Critical Healing: 2,250 points)
          {~800 points, Critical Healing: 1,200 points}
        • Water Bundle ~200 damage (1 turn ~Restriction – 2 turns)
        • Shark Rain ~275 – 450 damage (1 turn)
        • Water Dragon Missile ~200 – 350 damage (1 turn)
        • Dual Chop ~60 – 110 damage (2 turns)

        Main tricks:

        • Hurt him more than he hurts you on each phase!
          One important thing to note: Kyoshi can heal. Once you get his HP lower than half, he’ll start his new attack pattern, which means he keeps healing until his HP full and results never-ending battle.
          To prevent this, always make sure that you hit him harder than he hits you on each phase (or in other words, attack more than his healing points).
        • His Main-Combo starts with Water Bundle.
          If you can handle this Restriction, there’s a chance to give him more than what he can eat.
        • Kyoshi has the lowest damage of Bosses in Shinobi Tower
          Remember to use your Healing Scroll wisely.
          Your HP/CP will be recovered on the beginning of next battle so don’t worry; you don’t have to heal or fill in your CP before your next battle starts.

        Section II : Fighting Sen Ryo (Fire-Wind Boss)

        General Information of Sen Ryo:

        • HP: 7,000 – 8,000 {5,230}
        • Element: Fire and Wind
        • Agility: High, but still lower than Kiyoshi. Decent dodge rate. {agility<79}
        • Skills: Dual Toad Fire (Burn), Wind Helix (Bleeding), Toad Summon (Stun), Red Spike, Red Whip (melee attack)

        Attack Pattern:

        • Dual Toad Fire ~300 – 500 damage (1 turn ~Burn)
        • Wind Helix ~275 – 425 damage (1 turn ~Bleeding – 25%, 1-2 turns)
        • Toad Summon ~300 – 500 damage (1 turn ~Stun, 2 turns)
        • Red Spike ~200 – 325 damage (1 turn)
        • Red Whip ~150 – 250 damage (2 turns)

        Main tricks:

        • Hurt him slowly.
          One important thing to note: Sen Ryo can’t heal. It means the damage you caused to him is permanent.
        • Sen Ryo can deal quite high damage with bonus Bleeding status.
          So instead of focusing to deal certain damage on him, you can keep your eyes on your HP to not get lower than 1,400.
          Remember to use your Healing Scroll wisely because you still have to fight two more opponents.
        • His Main-Combo starts with Toad Summon.
          Not a pretty tough combo, but it’s good if you can handle this move.

        Section III : Fighting Takeshi (Lightning Boss)

        General Information of Takeshi:

        • HP: 7,000 – 8,000 {6,830}
        • Element: Lightning
        • Agility: High, but still lower than Kiyoshi, faster than Pure Wind. {agility>79}
        • Skills: Conductive Body (Concentration), Shadow Clone Spear, Lightning Dragon Spear (Stun), Spear Strike, normal attack (melee attack)

        Attack Pattern:

        • Conductive Body ~Increase critical rate (1 turn ~Concentration – x turn)
        • Shadow Clone Spear ~600 damage (1 turn)
        • Lightning Dragon Spear ~600 damage (1 turn ~Stun – 3 turns)
        • Spear Strike ~500 – 700 damage (4 turns)
        • Melee Attack ~170 – 300 damage (1 turn)

        Main tricks:

        • Hurt him slowly.
          One important thing to note: Takeshi can’t heal too. It means the damage you caused to him is permanent.
        • Takeshi hit REALLY HARD!
          It’s a must to heal at the right moment because once you miss a chance to heal, it could be your last time, and you should start over: fighting Kyoshi and Sen Ryo again.
          You can spend many of Healing Scrolls here since you only have one more opponent.
        • His Main-Combo starts with Lightning Dragon Spear.
          This is his deadly jutsu since it can stun you for three turns. Once you can handle this, still too early to call it safe, but it’s really better if you can avoid this move.
          Also, if it’s possible, never let him touch you when he’s still under Concentration status-effect.
        • Preparation for your next battle: switch your weapon to your weakest weapon on your last hit to Takeshi.

        Section IV : Fighting Yourself (Self-Clone)

        General Information of your clone:

        • HP: Check your own HP
        • Element: Check your own element(s)
        • Agility: Check your own agility.
        • Skills: Check your own jutsu-set.
        • Weapon: Copying weapon you equipped on the last hit of previous battle.

        Attack Pattern:

        • Random.

        Main tricks:

        • First advantage: His weapon is weaker.
          You can only obtain this advantage if you remember to switch your weapon on previous battle.
        • Second advantage: His combo is total mess.
          Powerful skills are useless if you can’t put it in correct combo. So this clone is pretty dumb opponent.
        • Third advantage: You know well his strengths and his weaknesses.
          Well, since it’s your clone, you know your opponent well only if you also know yourself well.

        *Review: On second part of Jounin Exam, the differences between tensai version and normal version are quite much.

          Few things you may notice:

        • You’ll see Kyoshi, Sen Ryo, and Takeshi do less their Main-Combo, which makes them less harmful.
        • Their damage is reduced almost about 50%.
        • Their agility is lower.
        • Their HP is lower.

        The Kekkai

        On this part of exam, you’ll need to find four hidden seals in a labyrinth (forest) and then you must break these seals in order to pass this part.

        Objectives:

        • Find the seals.
        • Break the seals.
          Total seals you have to break: four seals.

        Section I : Finding the Seals
        Finding the right path in this labyrinth isn’t that hard. I believe you’ll eventually find it even without using any help of walkthrough or map (although it may take longer time).
        Later in our journey, we will encounter some enemies. While finding seals is our first objective, taking these enemies down won’t affect your chance to pass this exam.
        You may defeat them or just simply ignore them; it’s all up to you.

        Location of the seals:

        • First seal: at the end of north. This seal has two runes.
        • Second seal: at the end of east. This seal has three runes.
        • Third seal: at the end of south. This seal has four runes.
        • Fourth seal: at the end of west. This seal has five runes.

        Section II : Breaking the Seals


        On each seal, there are six types of rune which you will need in order to break the seal:
        Image
        *The seals are random. It always changes on the next time you find this seal.

        Main clue:

        • Green Scores: It shows you how many runes are in correct color and correct position.
        • Orange Scores: It shows you how many runes are in correct color but wrong position.

        P.S: I highly encourage you to solve this puzzle using your own skill instead of asking for the answer to other players because it will take the fun and challenge from this puzzle.

        Main tricks:

        • Put ONLY one or two colors of rune on each guess.
          This trick will let you know the colors of rune you have to put to break the seal.
        • Put the wrong-runes together with the random-runes on the next guesses.
          This trick will let you know the next color of the runes you need.
        • Put the wrong-runes together with the correct-runes on the next guesses.
          This trick will let you know the positions of correct-runes.
          *Use this trick ONLY after you’ve found the right-colors.
        • Watch out of DOUBLED-RUNES!
          Sometimes you will get odd-scores like: 21 (on second seal), 31 (on third seal), and score 41 (on fourth seal). This score is actually result from doubled-runes.
          Doubled-runes score occurs when on the seal, there are two runes in SAME color but you only guessed one rune with that color.
          For example: on correct seal order, there should be TWO blue runes. But you only put ONE blue rune on your guess, which results score 11. So you actually have to put TWO blue runes in order to get score 20

        ..or still having hard time to figure out these main tricks?
        Then lets just move on to next tutorial–the REAL CASE!

        Section III : Tutorial – How to Break the Seals in Steps
        Be prepared! You might burn your brain a little, so watch out.
        Video Version by shaiming: Click Here!

        Puzzle Preview
        This is how the board look like when you get started.

        Image

        Solved Puzzle
        Now please take a look at picture below:
        Image

        You can see that the puzzle is already solved, right?
        So, what are you waiting for? Lets try to analyze this puzzle!
        *If you still can’t understand why this player put the runes in such order on the first rows, then please continue reading.
        But if you have understood the tricks, just skip this part 1 and continue to part 2 to analyze what those score mean step by step.

        Part 1: Understanding the Basics

          Alright, now lets check the picture again and I’ll explain what exactly the player did on each row.
        • 1st Row: Put only one color.
          Why? This is the easiest way to figure out if that color will be used on the current puzzle or not.
        • 2nd Row: Put one wrong color (in this case, green) together with one random color.
          Why? Since we know that green is wrong, we will be able to figure out that:

            1. If we get zero scores, it means the another color is also a wrong rune. 2. If we get yellow score(s), it means the another color is right, but you still have to find the correct position of that rune. 3. If we get green score(s), it means the another color is right, and also in the correct position.

          Okay, keep it going!

        • 3rd Row: Repeat the previous move; put the wrong rune(s) with another color.
          Why? Yeah, simply to figure out other colors we will need.
        • 4th Row: Again, put only one color.
        • 5th Row: Again, put the wrong rune(s) with another random color.
        • 6th Row: It’s still same movement like on the previous row.Now, have you figured out the pattern?
          This guy tried to solve the puzzle by only using two tricks, like what I’ve mentioned on Main Tricks:

            1. First trick, put only one color. 2. Second trick, put wrong color with another one random color.

          ..and as you can see on the 7th row, only by using these two tricks, this guy can figure out the right answer.Now lets move to next part!

        Part 2: Analyzing the Scores*I put the same picture twice, so you don’t have to scroll up and down too often.Please take a look at picture below:

        Image

        So, after understanding how the Main Tricks work, I’ll explain how to analyze the green score(s) you get on each row.

        • 1st Row: Green-Green-Green-Green-Green with scores: 00
          Means: Green runes won’t be needed.
        • 2nd Row: Green-Red-Red-Red-Red with scores: 01
          Means: Since we know that green is wrong, we will be able to figure out that ONE red rune will be needed.
          Lets make a note of it then.
        • 3rd Row: Blue-Blue-Blue-Blue-Green with scores: 20
          Means: Since we know that green is wrong, we will be able to figure out that TWO blue runes will be needed. Time to make another note.
        • 4th Row: Black-Black-Black-Black-Black with scores: 00
          Means: Simple. Black rune won’t be needed.
        • 5th Row: Yellow-Yellow-Green-Yellow-Yellow with scores: 10
          Means: Since we know that green is wrong, we will be able to figure out that ONE yellow rune will be needed.
        • 6th Row: White-White-White-Green-White with scores: 01
          Means: Since we know that green is wrong, we will be able to figure out that ONE white rune will be needed.

        Now I’ll explain how to analyze the yellow score(s) you get on each row.
        Info:

        • - means unknown.

         

         

        • x means wrong position.

         

         

        • o means correct position.

         

         

        • 1st Row: Green-Green-Green-Green-Green with scores: 00G: x x x x x R: – - – - - B: – - – - - B: – - – - – Y: – - – - - W: – - – - -
        • 2nd Row: Green-Red-Red-Red-Red with scores: 01G: x x x x x R: o x x x x B: x – - – - B: x – - – - Y: x – - – - W: x – - – -
        • 3rd Row: Blue-Blue-Blue-Blue-Green with scores: 20G: x x x x x R: o x x x x B: x – - – x B: x – - – - Y: x – - – - W: x – - – -
        • 4th Row: Black-Black-Black-Black-Black with scores: 00G: x x x x x R: o x x x x B: x – - – x B: x x x x x Y: x – - – - W: x – - – -
        • 5th Row: Yellow-Yellow-Green-Yellow-Yellow with scores: 10G: x x x x x R: o x x x x B: x – - – x B: x x x x x Y: x – x – - W: x – - – -
        • 6th Row: White-White-White-Green-White with scores: 01G: x x x x x R: o x x x x B: x – - – x B: x x x x x Y: x – x – - W: x x x o x
        • Now for guessing the next row, lets try to complete the prediction-board:G: x x x x x R: o x x x x B: x – - x x B: x x x x x Y: x x x x o (Notice how I conclude that the last rune is yellow) W: x x x o x
        • One more attempt!G: x x x x x R: o x x x x B: x o o x x (Remember that we have TWO blue runes? Yeah, these are their places!) B: x x x x x Y: x x x x o W: x x x o x
        • It’s DONE! Lets read the prediction-board!G: x x x x x R: o x x x x B: x o o x x B: x x x x x Y: x x x x o W: x x x o xIt should be Red-Blue-Blue-White-Yellow!

        Now lets take a look back at the picture.. is that the correct answer, guys?

        Now, you’ve got the idea–how to see the logic beyond this puzzle!
        If you can understand this whole tutorial, I believe now you are capable of solving more complex kekkai combination. Also, maybe you want to play around first with this The Kekkai Simulator which was made by jay agno before give the exam a real shot.

        *There’s no obvious differences between tensai version and normal version of the third part of Jounin Exam.

        The Shikigami of Elements

        On this part of exam, your leadership and observation skill will be tested. Here you will fight three Shikigami, or the Spirit of Elements which manipulating themselves with their surrounding to get advantages over you.

        Objectives:

        • Fight three shikigami of elements at once and win.
        • All team-mates, including you, should survive.

        Tips:

        • Bring Healing Scroll as many as you can. This can also be a healing-source for your team-mates which don’t have Refresh skills.
        • Disabling-jutsus still will help much.
          (Example: Feather Illusion, Fat Lady Transformation, Water Bundle, etc)
        • Effect statuses like Burning, Burn, and Poison will come handy here. So try to bring Leiko, Keiko, or Tomaru as pet OR forge ‘Snake Soul’ and equip it as your weapon OR make sure you have Hellfire or Prison Colliding Wave in your team.
        • This is just technical tip: refresh your browser before starting this part of exam.
          It may take long time to finish this part, so to avoid any ‘error screen’, better you refresh your NS-game page before starting.

        Main clues:

        Color of the Circle/Element of Jutsu with Bonus Damage | Defense of Shikigami
        Fire | Defense of Fire Shikigami increases, while defense of Wind Shikigami decreases.

        Water | Defense of Water Shikigami increases, while defense of Fire Shikigami decreases.

        Earth | Defense of Earth Shikigami increases, while defense of Lightning Shikigami decreases.

        Lightning | Defense of Lightning Shikigami increases, while defense of Water Shikigami decreases.

        Wind | Defense of Wind Shikigami increases, while defense of Earth Shikigami decreases.

        How to Read:
        For example, when the circle shines with red light, it means:

        • Defense of Fire Shikigami is high. You’ll inflict less damage than usual, so don’t attack them, unless you’re using skill like Hellfire and Prison Colliding Wave.
        • Defense of Wind Shikigami is low. You’ll inflict more damage than usual, so if you want to attack, attack them now.
        • Each attack with Fire-attributes will inflict more damage. It applies to both your fire-attack to Shikigami and also their fire-attack to you.

        One more important thing to note, the last Shikigami always matches his element with surrounding, which makes his defense very hard and solid. If scenario goes this way, the only way to beat him is using skills like Hellfire and Prison Colliding Wave, or using Poison status-effect.
        Or to prevent this, you can try to hurt two Shikigami slowly, and kill the next Shikigami only when the other Shikigami is already in low HP.

         Overall Strategy:

        • Note the current element of each Shikigami.
        • Note the element of jutsu you’ll use to attack Shikigami.
        • Note the current element of environment. You can figure it out by checking the color of the shining circle in the middle of arena.

        Make your own strategy based on these three points.

         Section : Fighting Shikigami of Elements
        General Information of Shikigami:

        • HP: About 12,000 {8,500}
        • Element: Keep changing each five rounds.
        • Agility: Medium. No double-turns.
        • Skills: Keep changing depends on their elements.
          *No healing skill though.
        • Special Attributes: Depends on their elements.
          • Fire Shikigami has high-stable damage (not Combustion).
          • Water Shikigami has more resistance towards status-effects (not Purify).
          • Earth Shikigami has Reactive Force.
          • Lightning Shikigami has higher critical rate.
          • Wind Shikigami has higher dodge rate.

           

        Main tricks:

        • How to pick your team-mates:
          • If you’re pure-offense, both of your team-mates should have Refresh.
          • If you’re offensive-type but you have Refresh skills (hybrid), you can recruit one offensive type and one defensive-type.
          • If you’re pure-defense, you can recruit one offensive type and one defensive-type.
          • If you’re pure-defense and have Refresh skills, you can try to recruit two offensive-type although it’s a little bit risky.
        • How to pick your jutsu-set:
          • In your team, have at least ONE offensive-skill/weapon which ignores opponent defense, like: Hellfire, Prison Colliding Wave, Leiko, etc.
          • Each person should have at least TWO disabling-skills, like: Earth Strangle, Water Bundle, Feather Illusion, etc. Having three or even four is better.
          • Each person should have at least TWO of their best offensive-skills.
          • In case the scenario goes wrong, each person should have at least ONE defensive-skill, like: Shield of Suiten, Golem Guard, Flexible, etc.
        • How to pick your main-strategy:
          • There’s two types of strategy; first, focus ONLY on one opponent.
            Kill them one by one as soon as possible.
          • Or, second, using advantages from environment, or in other words, attack Shikigami which is in low-defense.
            It means it’s possible that our attack will be scattered to three Shikigamis which results we have to endure and survive in long battle with three Shikigamis alive and keep attacking us back. This strategy may not go well with offensive-type of ninja, so choose strategy which suits your fighting-style more.
          • Fire and Lightning Shikigamis are types who hit HARD. Never let them awake without any negative status-effect, or even better, just let them disabled with Stun, Restriction, or Sleep.

         

        *Review: On fourth part of Jounin Exam, the differences between tensai version and normal version are obvious.

          Few things you may notice:

        • Their damage is reduced.
        • Their HP is lower.

        Yamata no Orochi

        On this part of exam, you have to capture the giant snake, Yamata no Orochi, which later you will be interrupted by Mudo and Kyo, two S-rank criminals.
        And once again, you may control your recruits.

        Objectives:

        • Kill Yamata no Orochi.

        Tips:

        • Bring Healing Scroll as many as you can, and use it wisely.
        • Disabling-jutsus will help very much.
          (Example: Feather Illusion, Fat Lady Transformation, Water Bundle, etc)
        • This is just technical tip: refresh your browser before starting this part of exam.
          It really takes long time to finish this part, so to avoid any ‘error screen’, better you refresh your NS-game page before starting.

        Overall Strategy:

        • Focus your attack to Yamata no Orochi.
        • Cast skills which ignores defense like Hellfire and Prison Colliding Wave as early as possible.

        Section I : Capturing Yamata no Orochi

        General Information of Yamata no Orochi:

        • HP: 28,600 {22,460}
        • Element: Unknown.
        • Agility: Quite high. Possible to get double-turns, but rarely.
        • Skills: Evil Fire (Burning), Bleak Fire, Multi Bleak Fire, Bite (melee attack), Venomous Bite (Fear)

        Attack Pattern:

        • Evil Fire ~230 – 450 damage (1 turn ~Burning 3% – 1 turn)
        • Bleak Fire ~280 – 400 damage (1 turn)
        • Multi Bleak Fire (AoE – 3 orang) ~100 – 150 damage (1 turn)
        • Bite ~200 – 250 damage (4 turns)
          *After two phases of attack-pattern above:
        • Venomous Bite ~125 – 225 damage (1 turn ~Fear – 2 turns)

        Main tricks:

        • Nothing special, just attack this snake.
          The real battle will start later once Mudo and Kyo come.
        • Keep your HP and CP high at the end of first battle.
          Later, Yamata no Orochi will be less tame; not to mention you’ll have to fight Mudo and Kyo together at once. Next battle will be tough if you are careless.
          Charge after you cast jutsu. Disable the snake so he can’t hurt you. Be sure you have your HP and CP high when Yamata HP hits its half.

        Section II : Ambush!

        General Information of Yamata no Orochi:

        • HP: 14,300 of 28,600 {11,230 of 22,460} (Only half of his HP left)
        • Element: Unknown.
        • Agility: Quite high. Possible to get double-turns, but rarely.
        • Skills: Evil Fire (Burning), Bleak Fire, Multi Bleak Fire, Secret: Yamata Flaming (Restriction), Heaven’s Punishment (Poison), Frenzy (Boost Damage)

        Attack Pattern:

        • Evil Fire ~230 – 450 damage (1 turn ~Burning 3% – 1 turn)
        • Bleak Fire ~280 – 400 damage (1 turn)
        • Multi Bleak Fire ~100 – 150 damage (1 turn) (AoE – 3 opponents)
        • Secret: Yamata Flaming ~300 – 350 damage (1 turn ~Restriction – 3 turns) (AoE – 3 opponents + 2 teammates)
        • Heaven’s Punishment ~100 – 200 damage (1 turn ~Poison)
          *After two phases of attack-pattern above:
        • Frenzy (1 turn ~Increase damage – x turn)

        General Information of Mudo:

        • HP: ??? (more than 10,000)
        • Element: Unknown, but possibly Wind and Earth.
        • Agility: Quite high. Possible to get double-turns, but rarely.
        • Skills: Earth Release : Crystal Skin (Rigid), Dark Quiet (Stun), Sky Extinguisher, Light Fist (melee attack), ???

        Attack Pattern:

        • Earth Release : Crystal Skin (1 turn ~Increase 80% defense and activate Reactive Force for 50% – x turn)
        • Wind Release: Air Confusion ~380 – 450 damage (1 turn)
        • Sky Extinguishment ~350 – 400 damage (1 turn)
        • Lightning Release: Dark Quiet ~380 – 500 damage (1 turn ~Stun – 2 turns)
        • Light Fist ~300 – 350 damage (x turn)

        General Information of Kyo:

        • HP: ??? (more than 10,000)
        • Element: Unknown. Obviously have high rate of critical.
        • Agility: Quite high. Possible to get double-turns, but rarely.
        • Skills: Melody of Serenity (Sleep), Melody of Self-Harm, Melody of Madness, Melody of Fight, Melody of Arrogance.

        Attack Pattern:

        • Melody of Serenity ~200 – 300 damage (1 turn ~Sleep – 3 turns)
        • Melody of Self-Harm ~600 – 750 damage (1 turn)
        • Melody of Madness ~260 – 350 damage (1 turn)
        • Melody of Fight ~350 – 450 damage (1 turn)
        • Melody of Arrogance ~400 – 530 damage (1 turn)
          *Possibly bug, but Kyo’s Sleep can’t be interrupted so it’s more like Stun instead of Sleep.

        Main tricks:

        • Always put Mudo and Kyo under disabled status-effects.
          Restriction, Sleep, Stun, anything. Just make sure they never have many turns to attack. You may disable Yamata with (only) Restriction or Stun but Mudo and Kyo are your priority.
          Feather Illusion comes really handy here. But watch out of skill Yamata Flaming. It can turn your Sleep-spell into vain.
        • Spam skills which ignores defense to Yamata.
          Cast skills like Hellfire and Prison Colliding Wave as early as possible since you need to kill Yamata before he starts his Frenzy.
        • Use Secret: Yamata Flaming skill as your advantage.
          Once Yamata casts this skill and you don’t dodge it, it means Mudo and Kyo will be under Restriction so these criminals can’t launch any attack. If you can predict when this skill will be cast correctly, you can save your stock of disable-jutsus.
          Same goes when you can avoid this skill, it means you won’t have any free Restriction bonus for Mudo and Kyo.
        • Some tips to cast disabling-jutsus:
          • When Restriction effect from skill Yamata Flaming ends, it’s the best time to cast Sleep to Mudo and Kyo. It’s also the right time if you want to Stun or Restrict Yamata.
          • Stun and Restriction are used to disable opponents which you want to attack while Sleep is used to disable opponent which you don’t want to attack.
          • If you want to get free Restriction bonus from Yamata Flaming quickly, then don’t put Yamata under negative status-effect.

           

        *Review: On last part of Jounin Exam, the differences between tensai version and normal version are obvious.

          Few things you may notice:

        • Their damage is reduced.
        • Their HP is lower.

        NPC Level 40

        Here are some general information about NPCs level 40 which you can recruit to help you pass Jounin Exam.
        *You can’t control these NPCs.

        Shuji

        General Information:

        • HP: Around 9,000
        • Agility: High, faster than Byakko. Probably more than 90.
        • Element: Water
        • Skills: name of skills are unknown.Attack Pattern:
        • Seems like Refresh – Strengthen (1 turn ~Increase defense and our attack for 100% – 7 turn)
        • Seems like Dual Water Edge ~450 damage
        • Seems like Two Sharks ~500 damage (1 turn ~Stun)
        • Melee attack ~500 damage
        • Triple attack ~each attack inflict 60 damage (x3)
        • Normal attack ~300 damage
        • Normal attack ~250 damage
        • ???
        • Triple attack ~each attack inflict 60 damage (x3)
        • Strengthen (1 turn ~Increase defense and our attack for 100% – 7 turn)
        • Normal attack ~250 damage

        Kasuya

        General Information:

        • HP: Around 9,500
        • Agility: High, faster than Byakko, but slower than Shuji. Probably more than 89.
        • Element: Earth
        • Skills: name of skills are unknown.Attack Pattern:
        • Seems like Golem Guard (1 turn ~Increase defense and our attack for 100% – 7 turns)
        • Seems like Earth Absorption ~400 damage (1 turn ~Restriction – x turn)
        • Seems like upgraded Earth Strangle ~500 damage (1 turn ~Stun – 1 turn)
        • Normal Attack ~500 damage
        • Triple attack ~each attack inflict 50 damage (x3)
        • Normal attack ~300 damage (2 turn)
        • Normal Attack ~500 damage
        • Triple attack ~each attack inflict 50 damage (x3)
        • Normal attack ~300 damage

        *Any correction and additional information for this section will be much appreciated.

        Credits Page


        This walkthrough is only compilation of those previous great guides so lets give the highest credit to these three notable persons:

        • HitogoroshiHis thread was my reference for Jounin Exam part 2 back then.
        • ssethia96His thread wasn’t my reference, lol. I read his guide after I passed, and found many helpful mini-tips which are unmentioned on another guide. That’s why I put his name here.
        • shaiming – His thread wasn’t my reference either, but he helped me much on making of the Indo version of Jounin Exam part 3. The kekkai’s screenshot credits to him.
          (And–HEY!! ..I should mention myself here too! This guide is made by many dirty-handworks of mine–editing, y’a know.. Do you think it’s easy?!)

        And not less appreciated:

        • HappyMe and Runehawk for rough information of NPCs level 40.
        • boez_ars for the map of part 3 (which is inspired from ssethia’s guide).

        And since this walkthrough is simply English translation from my previous guide, I’ll put some other persons who have helped me make it:

        • Izhy for helping me observing many things from both Tensai and Normal version.
        • lukystar for clarifying many unmentionable minor things but very helpful.
        • wonreymaster for giving insight which I couldn’t put here since he didn’t allow me to use his screenshots.

        Anyway, this guide must be still lacking of information about normal version of Jounin Exam so if you have any information or correction for this guide, just PM me or post on this thread.

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        inspiration: Jounin exam Ninja Saga PART 4 FACEBOOK ( ENGLISH VERSION

        Inspiration: Jounin exam Ninja Saga PART 4 FACEBOOK ( ENGLISH VERSION


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