NG2 7-1

Ninja Gaiden II: Act 7, Stage 1
7-1 is, debatably, the toughest stage of the game. There are a number of effective strategies to complete this stage quickly, namely decisions involving boosting and how much damage to take in the third and fifth rooms of the stage. In any%, the goal is to obtain Art of the Fire Wheel and a Scroll, then reach the end of the stage with at least 8 Ninpo and with at least 6 HP remaining.

Room 1
Climb up the first platforms to reach an Orange Ninpo, which is absolutely necessary. Clip over the wall behind the orange ninpo, and climb up the next wall. You can boost off of one of the Slimes to ascend faster. You must jump off of this ridge such that the Fire Bat that spawned behind you hits you at the right time so that you can Boost Grab the nearby wall. Jump off of the wall and collect the Fireball, use it to dispatch the Bird that spawns at the bottom, then collect the Art of the Fire Wheel (although it is not necessary) before exiting the room.

Room 2
Transition room. 4 Flames spawn here. You can ignore them and take 2-4 damage to leave the room, or dispatch them all with Art of the Fire Wheel, trading time for health.

Room 3
Practice consistently acquiring the Scroll, which drops from the first Item Orb here. After landing, dispatch the Bird that spawns behind you with Art of the Fire Wheel or Fireball. There are a few strategies for approaching this next section. Several Birds begin to spawn as you approach the Mortar pit, at the top of which is an Alien Turret and an Item Orb containing a Windmill Shuriken. You can destroy everything with Art of the Fire Wheel, or attempt to boost off of the Mortar's shrapnel. Then, drop down and take out the Clubber with the dropped Windmill Shuriken or your Fireball if you still have it. Pick up the Art of the Fire Wheel that drops here. You can destroy the rest of the enemies with one Art of the Fire Wheel, or attmept to boost off of the last Mortar's shrapnel to make it to the end of the room.

Room 4
Transition room. 4 Flames spawn here. If you scale the wall quickly, you can damage boost off of the top-left Flame to quickly grab the upper ladder.

Room 5
The final room is easy. You can clear it without stopping by taking 2 damage from a Fire Bat, or clear it without taking damage by slowing down to dispatch the bat. There's a Shadow Clone pickup here if you need it. Be sure to end the stage with 6 health at the absolute least.