Ginormo Sword Player’s Guide

I know how to take a hint.

Looking at this site’s statistics, I’ve noticed thatGinormo Sword remains the most frequented post.  As a result, I’m going to make a deal.  Below the fold there will be as intensive of a player’s guide as I can manage, and in return I ask two things.

1) If you have anything to add, please do so in comments below.

2) When you have managed to pull yourself away from the game for long enough, check out some of the other content on this site.  I’m slowly building a library of other casual games for you to enjoy, as well as working on a free e-novel that you are more than welcome to read and provide input as the story progresses.  Currently, we’re on chapter 3.

Okay, let’s do this thing.

Ginormo Sword.

NOTE: After starting a new game, I have some obvious updates to make to this, which I will when the opportunity prevents itself.

Ugh!  How addicting is this game, really?  I played it nearly nonstop for a week before I had to force myself to delete my save just so I wouldn’t want to play anymore.  Even then, even after giving up all my stats and a slew of swords that could blank out an entire battle screen, I still came a hair’s breadth away from starting over from the beginning.

And even then, I probably wouldn’t have quit had I managed to figure out how to get to the final boss of the game.  Unfortunatley, folks, this remains the one thing I can’t help you with.  I have read enough to where I can even give you some advice on how to fight the final boss once you get there, but actually opening that section of the map is something that eluded me right up to the end.

Still, there is no “end” to this game, and even though I never saw the Avatar, my monstor library was well over 90% full, and I had gotten all weapons, spells, and pets.  I’ve beaten all the regular bosses, the shrines, and all but a rare few of the monsters, and my stats were pretty stacked, so, I should be able to provide lots of help with the exception of that one thing mentioned above.

So where to start?

Equipment etc.

SWORDS

You begin the game with only a puny little dagger that is so ridiculous that a fight with a horde of Neko Slimes is dangerous.  But in time you are capable of getting up to 6 swords.  In the early stages of the game, getting a new sword may seem like a big deal since each successive sword starts off at a higher level (your opening dagger begins at level 1, the katana level 2, etc.).

But you will quickly realize that the starting level of each sword is largely insignificant due to the fact that by the time you reach about three quarters of the way through the game, your sword levels will be so ridiculously higher than their starting point that it just won’t matter anymore.

There are two things that matter with swords; shape and color.  Shape makes a difference because as your sword grows, different sizes will provide differing coverages over the playing field.  For instance, the zweihander is a nice straight sword that covers a basic rectangle, while the scimitar is a little trickier to use for a while because it swoops down lown, and you’ll have to be slightly above enemies to hit them, depending on orientation and size.

Yes, size matters a whole hell of a lot in this game.

The other thing, and I think this was an intentional design mechanic, is that the number of available swords directly correlates to the number of elemental gems that can be attributed to them.  As a result, if you are smart, each sword that you get should instantly be designated for a specific color.  If you haven’t gotten to the point where you can infuse your sword with a color yet, don’t worry, you will eventually.

The reason why it’s important to assign each sword a color is because for every colored gem you place on a sword, you increase one elemental stat by one, and decrease its opposing elemental stat by one.  Thus, if you aren’t disciplined in how you go about coloring your swords, you could end up essentially wasting gems.  This is particularly true for the first three quarters of the game where gems can be somewhat of a rarity to come across and require heavy grinding to build up.

Which sword you designate for which color is up to you, with the exception of the Katana.  Since the Katana already comes with a +1 fire, you might as well keep it as a fire weapon.

Attaining most of the swords are easy.  You start with the dagger, and can by the katana on the first screen for only 250 gold (you should be able to get at least this much in your first two or three fights).

The next three swords will be available on the fifth screen in a shop, each for surprisingly high dollar amounts.  I don’t remember exactly what the prices are, but that doesn’t matter, you can find out how much they cost when you get there.  Again, don’t be fooled by their cost and their level.  You may be tempted to save your money to get the highest level sword, but don’t bother.  You can easily buy the cheapest sword in the shop and level it up beyond the highest level sword in no time at all.

The final sword; the energy sword, is obtained in a fight you will have later in the game with the “Doppleganger”.

We’ll discuss sword level and size management later when we discuss stats.

MAGIC

Like the swords, there are six magic spells available throughout the game.  All of them save one can be purchased at shops you will find throughout the game, though, to be perfectly honest, through the course of me playing, I only used three, two were a waste of money, and the second to last spell which you get in a boss fight later on I only tried once and decided the final spell that I already had was far superior.

Spells, at least for about the first half or so of the game, are for the most part useless.  Your INT stat won’t be high enough for them to be particularly effective in most battles, but later on they can and will be a major godsend.  Keep in mind, though, that there is at least one fight in this game where magic will actually heal your opponent, and should be turned off.

I don’t remember the exact names of the spells, but here’s a quick run through of what’s available, what you should get, and how they work.

Missile-The first spell.  It’s weak and only goes in a straight line across the screen, but it’s also a mandatory buy.  This because one of the early bosses and enemy types is only affected by magic, and if you don’t buy the magic spell, you won’t be able to inflict any harm.  So, when you come across your first spell, suck it up, grind for the cash, buy it.  Note, spells self equip when you get them.

Three Shot-Kind of like a shot gun, with three missiles shooting out in three directions, two in opposing forty-five degree angles, and one shooting straight across.  If you are having a real tough time with any of the battles, and being able to hit an enemy at an angle as opposed to straight on, then you may want to purchase this spell.  But for the most part I found this spell a waste of time and would pass up on it should I decide to make another run through.

Circle- By the time you get to the point where you can buy this spell, you may be tricked into thinking it’s something it’s not.  You will have faced other enemies that are able to send out magic shots that spiral around in ever widening circles, but that’s not what this does.  All it does is create a missile that, well, circles around you in a fixed circumfrence.   Not particularly useful.

Napalm-This spell, on the other hand, is an absolute BEAUT!  It shoots out four missles in opposing diagonal directions all at once, and if it hits an enemy, it splits up again in four diagonal directions and goes again, potentially causing a chain reaction.  Until I was able to purchase the final spell, this was my magical bread and butter for a long time.  Well worth the money.

Force Field-  To be honest, I really don’t know what this spell does.  By the time I got it, my sword was so big I wasn’t even able to see its effect.  You get it from the Abyss Worm, and from what I hear it’s a decent spell, though not better than the final spell.

Chaser-YES!  Of Awesomeness in spells, this one takes the cake.  Every time you swing your sword, six missiles shoot out and head straight for the enemy.  Orientation of the missiles oscillates as well, so when you get this thing going it not only hunts down enemies, but gets a good spread for collateral damage as well.  It will take you some time to get, though for two reasons.  First, the price tag-it costs 100,000,000 gold.  Second it’s location.

Unlike the rest of the store bought spells, you may miss this one initially because it’s not available every time you step inside the place.  The location is on the ninth board, and most the time you step inside, it looks like a bunch of people having a little party.  You have to go back in and out of it and randomly the partying people will be replaced by a wizard selling the spell.

Once you get the Chaser, you shouldn’t need any other spells.

ARMOR

Unlike magic and swords, there are only five types of armor in the game, and considering that armor is expensive to level up, and maxes out at level nine, there really IS a difference between the different types when you buy them.  Armor can also be infused with gems, though, with the exception of one or two bosses, there’s not much of a point.

You start out equipped with leather armor, and you can buy three other types of armor in stores (actually, I think you can buy all three types in the same store that you can by three of the six available swords in the game).  The final piece of armor, Hyper Armor, is only available by killing the Golden Knight which is a random encounter.  That armor is worthless for most purposes except in one boss fight, however, and so I wouldn’t worry about trying to get it until then.

The final armor slot is not an armor slot at all, but instead a slot for a Yummy Bone, which will be discussed a little bit later.

ACCESSORIES

There are also six eccessories to be had in the game.

Boot-This handy little doodad lets you run across the map in hyper speed, not necessarily a must have, but when you got the spare change lying around, it can definitely speed things up a bit.  Particularly handy when you reach the upper levels where you do more grinding than anything else, and wasting the time it takes to get to somewhere you can upgrade to your grinding grounds can be a pain in the but.

Gauntlet-Another handy little item that can save you some serious carpal tunnel problems down the road.  Now, just for the sake of this guide, I replayed the first four boards to get to the fifth board, and I did so without massive mouse mashing, but once you get to the point where you can buy this thing, you should if for no other reason than you will have some fights that take in excess of ten minutes to fight, and the whole time you are clicking as fast as you can.  What this little beauter does for you is let your sword stay in attack mode for a little bit longer.

Now, here’s the thing about the gauntlet, once you’ve gotten your INT built up really high, for some fights it may be beneficial to take the gauntlet off to increase the speed at which you cast spells, but for most the time this thing is a lifesaver.

Buckler-Neutralizes counter damage.  Not exactly sure what counter damage is, but I bought the thing early on, and recommend you do too.

Coin of Bravery-Seemingly the most ridiculous item to buy–it forces you to kill all monsters in an area before you are allowed to leave that area.  But, the thing of it is, you suffer no penalty from dying, and what this coin does for you is allow you to fight from the edges of the battlefield without accidentally leaving.  Trust me, nothing is more frustrating than getting a particularly hard boss or rare mob down to a sliver of health and then magically popping out of the playing field.  All that work gone.

Once you get this baby, for the most part it’s worth keeping on.  If you come across an enemy that you don’t want to waste your time killing, it shouldn’t be that big of a deal to just run into it and let it kill you for expediency.  This does become a problem, however, once your endurence gets so high that it takes forever for monsters to kill you as well.  Once you’ve reached this point, I recommend only equipping the coin for boss fights.  We’ll discuss this more when we talk about grinding.

(note: I can’t remember for the life of me what the fifth accessory is, but I’m almost positive there is one.  Will come back to it when I remember)

Trophy-The trophy you receive by beating the False God (along with oodles of cash and some gems to boot).  When you have the trophy equipped, the shrines no longer provide you a place to pump up your stats, but offer traps that will be discussed later on.  These traps, so I am led to believe, are vital in accessing the final portion of the map that houses the Avatar.

PETS

There are three helpful pets throughout the game, two of which are relatively cheap to use, while the final pet comes at a pretty hefty price.  Their usefulness is debateable, and I don’t know whether I would have been able to beat the sandworm when I did without the help of at least one, but for well over ninety nine percent of the game, I needed no help at all from the available assistants.  Note that pets can die.

Indigo Roger-If you ever played the old school Colecovision Miner 2049er, this guy might look a little familiar.  If not, don’t worry about it.  Indigo is found in the desert, and runs back and forth throwing knives at the enemies.  How much damage he does compared to you is questionable, but he’s also cheap at (if memory serves) only about 100 gold, maybe a thousand.  Either way, by the time you reach him, you will have plenty of money to afford his services.

NIN NIN-This little kitty may not do any damage, but he can cast a healing spell on you.  In order to get the healing effect, you must stand in the green circle that he casts.  He lives in the same area as Yggdresil, the old tree, and only costs about 2000 to hire, well within your budget.  If your armor and endurance are relatively low for the area you’re in, or the boss you’re taking on, NIN NIN can be a lifesaver.

YIP YIP- Okay, not sure about the name, but this is a kind of pig dog thing that is actually found on the first board, but not until after you’ve reached a certain point in the game.  Not that it matters much, you won’t be getting Yip Yip until you’ve gotten close to the very end of the game, and even then, you have to pay a hefty price; a single Yummy Bone.  Sure, yummy bone may not sound like a big deal, but the only way to get one is by beating one of the hellhound incarnations which becomes available as a boss fight AFTER you’ve beaten the False God.

YIP YIP moves around much like NIN NIN and Roger, but he shoots out a massive beam that equates to the size of your sword at the time.  Thus, if you have this massive thing that takes up the entire screen (which you likely will at this point), he too will have a massive blast that takes up the entire screen.

JEWELS

Jewels imbue your swords and armor with elemental qualities.  The green and yellow gems aren’t that important, but midway through the rubies and aquamarines will be, and later in the game when you fight death and the Avatar, the onyx and daimonds will be.

Most creatures in the game have elemental strengths and weaknesses, and I’ll discuss those when we start talking monster, but for the most part, your sword can override most of these elemental qualities.  Not all the time, though, so it’s important to keep your swords separate, and important for you to bring the right sword to the right fight.

Emerald-Wind, hand against Earth based creatures.

Amethyst(yellow)-Earth, handy against wind creatures.  Which creatures are wind creatures, not that sure, really.  As I’ve said, these first two jewels I never really saw much use for.

Ruby-Fire.  Very handy against water creatures.  There are two water based boards and a later boss in which ruby enchanted swords will work wonders for you.  The first board is the one that has the krakens and the Poseidon boss, the second board is the one with the slimes and lizards.  The final boss I noticed that has a fire weakness is the ice queen.  Be careful, though, while the fire seems to be potent against quite a few relatively tough enemies, it is also not that great of a grinding sword as there seems to be a decent amount of monsters out there with near fire immunity.

Aquamarine-Water.  Another integral elemenatl enhancement.  In fact, you can’t make it past the level 9 boss without at least a +1 water charge on your sword (and trust me, you’ll want more than that).  Great against fire based creatures, including wyverns, gargoyles, and dragons.  Also probably one of the easiest jewels to stack up on earlier in the game.

Onyx-Black/Dark.  There aren’t too many light based creatures in the game, however, later on there is at least one boss that will be easier with armor that is heavily enchanted with Onyx, and, apparently, the Avatar is easier with an Onyx enchanted sword.

Diamond-White/Light.  Another enchantment that isn’t useful early on, but is incredibly useful in the last quarter of the game.  Great against the undead.

Well, that covers our equipment, let’s talk about…

Resource Management/Stat Building

For the most part in this game, you can either choose to build up your equipment, or your stats.  For at least the first half of the game, you want to focus on your sword.  Upgrading your sword is cheaper, with the price at each level going up by a thousand.  By contrast, building up your player stats costs 10,000 initially, and goes up by that amount each level.  Many players I know got well into the upper half of the map with their sword levels in the hundreds, but their player stats still in single digits, and I recommend that you do the same thing.  There will come a time when you want to build up on your character stats, but for a point of reference, as I mentioned earlier, I played through the first four boards in fifteen minutes, and the only thing I upgraded was my katana.

So, focus on your sword first.  And when you focus on your sword, every level you go up, you can choose to either increase the length or width of your sword.  My advice is to focus on length first.  The further you are away from most monsters, the easier of a go you are.  The best way to stay far away is to have longer reach.

Once your sword can reach across the screen, then start working on your width.  Depending on which sword you have, you may need to periodically lengthen it even still to ensure more coverage.  In fact, this will be true for most swords except the zweihander which is uniform in width across its entire length.  All other swords have recesses that will need to be addressed.

At a certain point, however, it stops mattering as I think the game recognizes a certain width as being all encompassing, even if it isn’t.  I noticed this with my scimitar, which I had grown to mammath proportions, but because of its curvature, it still left open spots on the field.  Regardless, even if neither sword or magic touched the enemy, it would still take damage.

As far as defense goes, you want to beef up your defenses by your building up your endurance first as opposed to your armor.  While the sword is cheaper to upgrade then your strength, endurance costs as much to build up as strength, but your armor costs a cool million for a level, and maxes out at level 9.  Plus, I would be weary of being too quick to beef up your defenses.  Be careful.  For many of your boss fights you’re going to want to wear your coin of bravery, but you may find yourself in a predicament that the boss is taking for ever to kill, and you want to upgrade some more, but trying to commit suicide takes equally long.  The ideal here is to not be so well protected that a boss can’t kill you relatively quick unless you can smite it quicker.  I know that makes no sense now, but trust me, you’ll get used to suicide missions, and nothing can be more annoying than sitting there waiting for a monster to kill you, or hitting the refresh button on your browser.

Intelligence is not one that you should worry about early on, either.  Aside from the gas cloud family that you meet on the fourth board, which are all push overs for the most part, you won’t meet, I don’t think, anymore magic only creatures until I think the 11th board where you come across the ghosts and will-o’ wisps.  There are also the vortexes, but I’m not exactly sure when you come across those for the first time.

Until you reach these later magic only creatures, I wouldn’t worry too much about beefing up the intelligence, but once you do, then’s a good time to start dropping coinage into the INT.  Make sure you have a good spell, and good INT by the time you get to the Necromancer as he spawns dead creatures, including ghosts and w-o-w’s and both can make fighting him a major pain in the ass.

Finally, there’s luck.  To be honest, I’m a big fan of boosting your luck whenever you can.  Luck increases the likelihood of rare spawns, gems, and high dollar awards, and as a result, will make grinding and filling out your monster library a little easier.

Which leaves us with strength and gems.

Later in the game, when your swords are in really high levels, you’ll want to trade back and forth between pumping your strength and pumping your swords.  The thing about strength is that it lets you override elemental weaknesses, and when you get to grinding multiple types of monsters at the same time, having a higher strength could prove more beneficial than a higher sword level will, seeing as how we are choosing to enchant each sword with a different element.

As for gems, we know what we want to do with the swords.  When we talk about individual monsters, I’ll go a little more in depth on what you should do and when, but keep in mind that for the most part there’s little need to enchant your armor.  The only exception I found was when dealing with Death it’s handy to have a high amount of ONYX enchantment on your armor.

GRINDING

This will become an increasingly important part of the game as you will need to beef your stats up more and more to stay competative against newer, tougher monsters.  The key to grinding is to set yourself goals and limitations, or else you can easily get sucked into hours worth of grinding, and not even efficient grinding at that.

Some general ground rules; stay away from tough mobs.  Monsters that take in excess of a couple of minutes to kill simply aren’t worth it, and lose you money in the long run.  The forty minutes you spent trying to kill a level four mob may net you ten million gold, but you could have easily gotten ten times that had you just stuck with the lower level weaklings that take less then ten seconds to kill.

Also, I like to stick to mixed mob areas on the highest board open.  What I mean by mixed mob is that on every other board or so, there will usually be a fighting spot that spawns monsters of all different types as opposed to just one type of monster.  It may be tempting to camp the single type monster areas for rare spawns to fill your library, but most rare spawns will also show up in the mixed mob areas as well.

The great thing about mixed mob areas is that even the lowliest monsters will drop money totals that are about par for the course for that region.   For instance, an orc will drop only about fifty to 100 gold on the first board, but on the fourteenth board, the lowest level orc can drop up to fifty-seventy-five thousand gold.  Same ease with which to kill, but much more money.

Now, I went through phases.  Once I opened up a little over half the board, what I liked to do was what I called “runthroughs”.  I would fight in each area from the first board to the last open board.  Because I wanted to fill my library, I would limit myself to a specific number of fights in each area, say five.  That way I was moving through the game, increasing my chance for rare spawns, and building my cash.  Usually, a single run through would give me enough money to seriously build up my stats.

After a while, though, it got to be a waste spending so much time on the lower board, in time and money, and I moved on to working over bosses that had by now become one hit fights, and camping multi-mob areas.

The single best place to grind, however, is a “secret” area on the fourteenth board.  It’s a high level mixed mob area that produces some serious coinage.  When I first started camping there, I could rack up about 10, mil in about ten minutes.  And that would be my goal and limitation.  I would pick up 10 m, dump it in a stat, and then get another 10 m, dump it in another stat, etc.

By the time I erased my game, I was doing that in billion gold increments, and getting a billion would only take 20-40 minutes, depending on the spawns.

The key here is not wasting time.  When grinding, you should remove the coin of bravery, and you should not waste more than thirty seconds to a minute on any one spot.  Obviously, when you are lower in levels, this isn’t going to be the case all the time, but once you get the first three rows cleared, this should be a basic rule of yours when grinding.

Occasionally, you’ll come across highly coveted spawns (for me the two that I was really itching for were the final level goblin and final level orc).  You have to do an assessment every time you come across one, and you have to realize that you’ll eventually see it again, and when you do, your stats are likely to be much higher, and the fight much quicker.  My rule was that if I came across a truly coveted spawn, I would do a quick estimate as to how long it would take to kill, and if i could do so in under ten minutes, I would stick around, otherwise, I would give up and just catch it next time.

I’ve read accounts of people spending upwards of forty minutes fighting a single monster, and the only thing I can think of is that that 40 minutes could net me over a billion in gold, and cut the fight length down in half.

So that’s what you have to do when you grind.  Remember, mixed mob areas are key, and old bosses that you can now kill in one hit are also key.  This is especially true for the early levels.  Once you get to the final four bosses, give or take, this becomes less of an issue as they tend to remain challenging longer, and not provide as much money as camping a mixed mob area might.

Which brings us to…

Monsters

I’m not going to go over every single monster in the game, but I am going to do a quick brush up on some of the trickier ones, and some of the good ones to camp for various reasons.

Most monsters, but not all, come in four levels, with the first level being the most frequent and easiest to beat.  Higher level monsters will take longer, but provide more spoils.  Again, this is the great thing of the mixed mob areas, Mebu and Geldra, the fourth level goblin and orc respectively, are incredibly rare, and only give you so much money if you catch them in the early boards.  But if you grab them on the fourteenth board in the secret area mentioned earlier they net you hundreds of millions of dollars, and die very quickly.

Here we go.

Neko family-low dollar, easy to kill, no big.  The flashing guy is the platinum Neko, though, and should net you some good change.

Skeleton family-same as Neko.  No big.  Both mob’s fourth level incarnations are really nothing to write home about either once you get to a certain point.

Orc family-drop lots of green emeralds, and are GREAT for huntin in the upper level boards.  Orc Chiefs are wonderful things on the fourteenth area, and Geldra is simply awesome.

Goblin family-Tough early on, but eventually become one of the easiest monsters in the game.  First fireball shooting monsters in the game you meet.  Easily dodged though unless you meet a bunch of them.

Harpy family-  Beware of the hearts they send out, they will freeze you temporarily.

Troll family- Nothing to speak of, but I do love the rare Ettin when it shows up (two heads, very easy to spot).  Ettins, after a while, can die pretty quickly and drop massive amounts of change.

Golem family- See troll family.  Essentially the same thing, though they take a little bit longer to kill.  Tell me Colossus doesn’t look familiar to you.

Clouds- Only magic affects them.  Pushovers, otherwise.

Gargoyle family-These guys are tough.  Even the level ones are tough when you first meet them.  shoot fireballs.  HIGHLY resistent to fire.  Recommend water or non elemental based sword if you are going to camp.  The higher level incarnations are a pain in the ass, even on high levels, especially Ambrosia (white).

 NPC’s-This is a group of humans in various traditional RPG classes.  Waste of time; kill them to get credit for defeating the area, and then never visit again.  Watch out for the magic user and ninjas though.  Their projectiles can do some serious damage at early levels.

Mimic-if you walk into a room with nothing but money bags, be careful.

Mummy family-meh.  fourth level spawn can take a while though.

Naga family-Pretty strong, but no projectiles and slow moving.  Best to use fire against them.

Kraken family-Strong, weak against fire.  Shoot out larger than normal whirlpool missiles.  Very slow moving, though, and should be easy to kill.  Drop all important aqua marines

Giant family- similar to golem and troll family, only harder.  Apocolypse, again, familiar.

Wyvern family-tough, but weak against water.  Upper level spawns ptearodactyl and quetzocoatl won’t be worth the time to kill until stats are REALLY boosted.  Do shoot intermittent easily avoided fireballs.

Lizardmen family-tough, weak against fire.

Slime-typically tough, weak against fire.  Bermuda drops some coin, but takes too long to be worth it.

Will-o’-wisp-magic only.  Not worth your time.

Ghost-magic only.  Not worth your time.

Werewolf family-Tough, but easy.

Trent family-Tough, and emit whirlpools in a protective circle.  Only three levels, but the upper two are incredibly tough.  Drop fruit which boosts one stat by one, making them particularly valuable when you get high enough in level.

Succubus family-Some of the toughest mobs in the game.  Shoot lightning and freezing hearts.  Not sure what they are weak against, but unless you are really suped up, stay away from all but the bottom two levels.

Vampire family-Initially tough, but weak against white.  Shoots out a three shot of fireballs and travels in pretty thick packs.

Lich family-Very tough, tentatively weak against white.  Two attacks.  Lightning and a circle of fire that chases you.  Even with pumped up levels the second level liches were often more trouble than worth.

Vortex family-only two in this one.  Magic only.  Shoot whirlpools.  Not much to speak of.

Living armor-VERY TOUGH FAMILY.  Only the first level spawn is really worth the effort.

Invisible-As the name would imply, invisible.  Nothing else beyond that, bring a big sword and chaser magic.

Dragon family-At first I thought the wyverns were the dragon family, but I was wrong.  Very tough, but weak against water.  Two attacks (that i know of).  One is a straight beam in the direction it is facing that is very wide, the other is a triple spread shot not unlike your spread shot.  Both can do some serious damage.  Best bet is to hit it from behind and far away, but be careful for when it turns around on a dime.

Demon family-perhaps the toughest regular spawn in the game.  Looks acts, and attacks like the Efreet, but is much much stronger.

Hellhound family-Though this family is only accessible in a boss area, there are four levels that and so we’ll treat it like a spawn monster.  As a spawn monster, these guys are tougher than demons, and take a little bit of strategizing to do.

First, the hellhound has three attacks.  Two different fireball attacks, the spiral one, and a straight at you one.  Both are easy to dodge if you’re far enough away, and by this point in the game, you should be a pro at out maneuvering these missiles.  The third and potentially deadliest attack is its energy beam.  The trick here is that the energy beam is exactly as wide as your sword, so when you go to confront the hellhound, before doing so go to the weapon smith and take all the points out of your width.  Now you the hellhound’s beam is very narrow and easy to avoid.

Careful, though, when it first starts there is a kind of circle that extends up and down, so directly beneath or above the hellhound is NOT a good place to hang out.

With that out of the way, you should now have a much easier time fighting this little guy.  He packs a wallop, though, so keep on your toes. 

Now, I’ve read some people who say that they would inch up to the guy and try and sneak some sword hits in.  If you’re going to do this, my suggestion is to come at him from below because you’ll have less of a chance of getting hit by his now thinned out laser which still hits for a ton.

But personally, I just avoided the sword completely.  Pump up your INT before going in against this guy, and hit him with repeated chasers.  Take off your gauntlets to fire more rapidly, and you should be good to go.

Bosses

Orc Leader-Impossibly easy, and how else would he be?  There’s only one thing you can do to upgrade when you first meet him, and that’s buy a katana, which you should do.

Elvish Ranger-Heh, the easy didn’t last long did it?  Compared to the Orc Leader, this guy can be a nightmare.  You’ll be tempted to upgrade you strength to make it easier, and if you must you must.  But the trick to this guy is to a) stay out of his direct line of fire and b) try and stay behind him.  His shots only go straight and he only shoots in bursts of three, so you can let him get a three burst out, creep up from under him, hit him a few times, and back out.

Try to save your money and beat him without upping your strength because if you do, you’ll be able to reap much greater benefits by leveling up your sword on the next board.

Maze Minotaur-Slow moving, this guy is for the most part pretty easy with a single catch; he shoots a quad missile spiral pattern.  These are easy enough to dodge, and you’ll eventually be a pro at it, but early in the game, these can catch you off guard.  The answer is to level up your sword and dump everything in length.  This will let you hit the minotaur from far away, and the further away you are, the wider the space between the shots gets and the easier to dodge.

Dark Mist-Pushover of a boss really, with one catch–you can only hit him with magic.  Buy magic, and go to town.

Mutant Cyclops–boy does this guy look familiar.  He’s got an eyebeam attack that can knock your socks off, so be careful.  The trick is, once you see the circle, keep moving in one direction, don’t double back.  The beam shoots out wherever you are when the circle begins to show, so as long as you aren’t there anymore, you’re in the clear.

Sand Worm-shoots fireballs, and moves quick.  Indigo can help you hear a great deal, but other than that, this guy is a matter of grinding up your stats to make him easier.

Poseidon-A Fairly easy, if not long and drawn out boss fight.  The tricky part here is that he shoots two forms of water spouts which are wider missiles than you are used to.  the first are in a spiral pattern not unlike what the Maze Minotaur used, and the second is a triple shot like the Elvish Ranger.

Get the hang of dodging those, though, and you’ll be fine.  And you better be, you’re going to come back to fight this guy A LOT!

Sorceress-One of the hardest bosses yet, thanks to her three attacks.  She has a circle fire attack that forms the circle, then sends them chasing you, a lightning attack that can kill you in an instant, and a hord of waterspout missiles that are almost impossible to dodge unless you are far enough away.

The only thing for her is to grind your heart out, and build up your endurance a little to be able to withstand her hits.  Dodge the best you can, but the most important one to dodge is the lightning.  That one will kill you quicker than quick.

Some notes on the lightning.  It stays stationary unless she turns around, then it does a mirror image flip to the other side of the screen.  She uses the lightning no more than every other attack, so you know that as long as she just got done with lightning, you can move in for some hits and prepare for one of her less devestating and easier to dodge attacks.

Efreet-Another pain in the butt boss.  Actually, he’s not so bad except chances are you’re not going to be able to do any damage to him the first time out.  Likely because you haven’t put any aquamarines in any of your swords.  You must have a +1 water on your sword to do damage to this boss.  The more the better.  That’s why I said you should get used to the Poseidons, and hit them up, along with the krakens as they tend to drop a lot of aquamarines.  Pump up your sword with a lot of levels and aquas, and Efreet becomes pretty easy.

He does have several missile attacks, though, that can make it feel like it’s raining fire.  Try and stay far away from him, to keep the dodging easier, and if you have it, equip the coin of bravery.

Lizard Assassin-Now that you killed efreet, go back and kill him a whole bunch more to pump your katana up with fire, because a good long sword with lots of fire on it is the order of the day here.

This boss throws ninja stars, and has some mirror images of himself on screen.  If a new one spawns, that is the real lizard assassin until you hit it, then a new one should spawn.  Keep your distance, dodge, and keep whacking away at the new spawns until it’s dead.

Necromancer-I think white enchantment works well here, but this is also when you should be pumping up your intel.  This little guy spawns dead and undead creatures, many of which can only be killed by magic, so the napalm spell is an almost must have for this fight.  He also sends out some slow moving dark mojo your way which is easy to dodge, so long as the screen’s not cluttered with enemies.

Dodge, magic, white sword, and grinded up stats will get you through this tough battle.

Yggdrasil-For me this was one of the hardest fights, and one of the fights that took me the longest to finally get myself to a point where I could beat it.  NIN NIN is a big help here, but elemental enchantments, that I noticed, didn’t really help much.  The trick is being able to avoid the tree’s three attacks.

The first is a triple lightning bolt shot not unlike the spread shot magic spell.  These are easily dodged if you stay suitable far away.  The next is a pain in the ass lightning bolt from above.  Keep your eyes at the top of the screen, and move away from the tree when it comes.  Becareful, though, it will often send a second one your way very shortly there after.  The final attack is that it drops apples on the ground.  These are explosive if you touch them, and they all explode after a time anyway, so just steer clear.

Snow Queen-Fire is her weakness, and you’re going to want to grind up a lot before you take this fight seriously.  She has three attacks- Ice javelins that sprout off her like a porcupine ,and then shoot out.  With practice, these get relatively easy to dodge, but the further away you are, the better.  A beam like the mutant cyclops which you should know how to dodge already, and a freezing heart like the harpies and Succubi have.  Stay far away, and hit her with a katana that is beefy with the flame, and you should be good.

Guardian Dragon-See dragons family above.  Basically the same thing.  Two differences.  This boss is actually weaker on HP, but has an extra attack.  It is a spiral pattern like the Maze Minotaur, but it is much much bigger and harder to avoid.  Still, watch out for that extra attack, and otherwise follow advice for dragons listed in the regular monster section.

Death-Very difficult boss.  Two attacks, flycing scythes (a la Castlevania), and these seeker snakes that come after you.  Pumping your armor with Onyx will help you stay alive through here.  Using a white enchanted sword will help you do some damage, as will magic.  But also pay attention, he can “phase out” during which time he can’t be hit.   Grind your stats up to make this fight easier.

False God-  ugh.  Actually, not the hardest boss I’ve fought.  He has several attacks that need to be avoided, and other than that it’s a matter of grinding up your stats.  Endurance, strength, and sword levels here are key (I don’t think elemental enchantments are).  Also armor level, if your armor isn’t level nine by now, it should be.

From each hand he shoots a mutant cyclops/Ice queen type lazer.  You know how to dodge these, so do it.  he also shoots a lightning bolt that curves to get you, It can’t curve too much, so as long as you dodge towards the source, but perpendicular to it, it should miss.  Finally, the coup de grace, is a wall of flame that he spits.  He only spits it out in front of him, and it only gets so high.  Your best bet is to stay below him, as it only extends down to his feet.  By now you should have a sword or three that can fill the screen, so this shouldn’t be a problem

Keep your wits about you, and you should do fine.

Avatar-I don’t know much about this, but what I have read says you need to have hyper armor on, and a sword pumped with Onyx.  Wish I could help more with this one.

Shrines and Pyramids

These are tests that you don’t have available to you in the beginning, but do eventually avail themselves.  I can’t remember what unlocks the pyramids (there’s one pyramid you can get to from the beginning, but it’s just a mummy spawn area).  But eventually you will have access to the other two pyramids. 

The north pyramid holds the Abyss worm, which is not unlike the sandworm, only it shoots triple shot lightning, and is a lot harder to kill.  I just beat this guy by grinding my stats way the hell up.

The south pyramid (in the desert with the other pyramid, actually), has a doppleganger, a copy of you with a sword of the opposite elemental enchantment as you.  Here’s how you beat the doppleganger without taking a hit.

Shrink your sword all the way down.

Pump up your intel to a ridiculous level.

Use magic to kill him.  Chaser is better, since you don’t have to worry about positioning, but Napalm works well also.

For the shrines, once you get the trophy, all the places that you used to pump your player stats can turn into sort of boss fights.  Don’t worry, you can turn the trophy on or off so you can still pump up your stats.

Here’s the breakdown.

Strength Shrine-Turn off all magic, and use your beefiest sword, and hack away at the thing.  Don’t even bother waiting for it to get on screen, there’s no point.  A whopping 100 g is your prize.

Intelligence shrine-Multiple slimes are here, and they die easy, but multiply everytime they do.  Do not try and see how many you can kill, you will seriously lag your computer out if you let them multiply too much.

Instead, just stand there.  They die when you touch them.  Now i tried walking over them, and it got rid of them, but I didn’t get my bag of 100 g for doing so.  Instead, I stood still and let them come to me.

Endurance shrine- Here’s a fairy.  I hear you aren’t supposed to bring pets in, so be it.  Again, just stand there.  By now you should have ridiculous defense and endurance, and her shots aren’t going to kill you, and eventually, she’ll just up and die on you.  Get your 100g

Luck shrine-probably the hardest shrine.  You have to pick the right bag of gold out of a horde of wrong bags of gold.  What makes the wrong bags wrong?  They explode when you touch them.  Luckily the hit detection here is very forgiving, and when you get close enough to the right bag, like the rest of the bags of gold, it will come to you.  Get your gold and you’re done.

And that is about all I got.  Hope this guide helps!

 

7 Responses to Ginormo Sword Player’s Guide

  1. […] question right here.  For everyone else who is more interested in what’s going on with my Ginormo Sword player’s guide, I’m going to talk about that […]

  2. fred says:

    thanks alot for the info really helped😀

  3. Joe says:

    Yeah great job!

    I’m sure someone’s told you by now, but “counter damage” is when you are hit by an enemy projectile (or anything that hurts you) while your sword is down or swinging. Most times you instantly die, whereas if you are just standing there (or have the buckler equipped) you don’t take nearly as much damage.

    Cheers!

  4. Crapknocker says:

    I’ve found that against the doppelganger it’s quite helpful to have an incredibly long, skinny sword so that you can stand a little beneath him and hack at his feet. That way, when he attacks it will whiff over your heard and you will never get hit.

  5. Z says:

    Some more tips that are worth reading:
    http://jayisgames.com/archives/2008/06/ginormo_sword_walkthrough.php
    http://ginormo-sword.wikidot.com/

    And personally I found that it can be much easier to have a clicker program that you can set up, move your pink ninja to the very edge of the screen (at this point it really helps to have a big sword that covers the screen and/or a chaser spell) and just start the clicker. If the enemy does not have any ranged attacks, it will only walk around randomly in the middle of the field and will never com to you. And if it does come and hurts you then it will also move away quickly.
    The only thing you have to watch is that you shouldn’t get too close to the edge. Otherwise you may end up finishing the battle and exiting in the same moment without gathering any rewards.
    This method is especially great against the 3rd or 4th level spawns of slow moving, high HP, melee enemies. That way you can set up the program to click for you and take a shower, have dinner or what you like and come back after an hour or so to see the empty field still being whacked by your nevertiring ninja with the loot in the middle.
    My favourite clicker program: http://www.mofiki.com/autoclicker.php

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