Bamboo Forest: World 1 guide

The first world is Shinvara’s school. Few enemy types, clear rules and two bosses that test everything you have learned. Here is how to get through it without wasting health.

by Gioele Giacalone · Updated 9 November 2026 · 3 min read

The ninja Shinvara fighting in the Bamboo Forest
The ninja Shinvara fighting in the Bamboo Forest

How the forest is built

The Bamboo Forest is a twenty-room campaign. Stone paths, lit lanterns and bamboo gates frame compact arenas designed to teach you the rhythm of the game: you enter, defeat every enemy, the door opens and you move on to the next room.

Not every room is the same. Most are combat rooms, but some have a specific role: two belong to the bosses and others give you a break with a healing angel. Knowing where those rooms fall helps you decide how much to risk before you reach them.

  • Rooms 1–4: combat with a small number of enemies. The very first room is deliberately easier for newcomers.
  • After room 5: the first healing angel.
  • Room 10: the forest’s first boss, followed by another angel.
  • After room 15: the last angel before the finale.
  • Room 20: the world’s final boss.

The two forest enemies

The first world uses only two common enemies, and that is deliberate: you learn to read them properly before you meet more complex combinations.

Bamboo Shinobi and Kunai Throwers in the same room: throwers first, then the close-range fighters.
Bamboo Shinobi and Kunai Throwers in the same room: throwers first, then the close-range fighters.

The Bamboo Shinobi fights up close. It walks in, winds up a fast slash and then needs a moment to recover; sometimes it sidesteps your attacks. The safest way to beat it is to bait the attack, step out of the marked area and strike while it recovers.

The Kunai Thrower keeps its distance and repositions when you get close. Its kunai aim where you are going, not where you are: running in a straight line is the quickest way to get hit. Change direction at the last moment, then hit it right after a throw.

The right order of attack

When both enemies show up together, priority matters more than damage. Throwers force you to move, and your ninja only attacks while standing still: as long as they are alive, every second spent dodging is a second without hits.

That is why it pays to take out the Kunai Throwers first, dashing through the group of shinobi instead of walking around it. You take no damage while dashing and you pass through enemies, so the shortest path is often the one straight through them.

The first boss, in room 10

The first boss is the world’s real exam. It mixes wound-up strikes, ground slams and charges with a locked direction: once a charge starts, it does not change course. Every move is announced by the usual painted warning on the ground.

The room 10 boss: the red area on the ground shows where the strike will land.
The room 10 boss: the red area on the ground shows where the strike will land.

The most reliable plan is to bait the charge, step aside or dash through it, and hit the boss where it stops. After its heaviest attacks it stays open for a moment, and that is where your damage really counts. Do not chase it while it winds up; let it commit first.

Angels, milestones and the finale

Healing angels appear after rooms 5, 10 and 15. Each one offers a choice between healing, a Blessing that raises your attack for the rest of the run, and a protection. If you arrive low on health, healing is almost always right; if you are in good shape, the Blessing speeds up every room that follows.

Every ten rooms there is also a milestone with a reward, so rooms 10 and 20 count twice. The final boss in room 20 is tougher and more varied than the first one: reach it with your active abilities charged and with the defensive upgrades you picked up along the way.

Five tips for the forest

A practical summary to keep in mind on your first run:

  • Stop to strike, then move: always alternate the two.
  • Take out the Kunai Throwers first.
  • Use the dash to go through groups, not to back away.
  • Against the boss, punish the end of the charge, not its start.
  • Save one active ability for the room 20 boss.

The articles follow the development build: numbers and details may change before release, and we update them when they do.

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