Fire Monk
The first boss of the new worlds, at 3,000 metres in Ember Volcano. He sits cross-legged in the air, levitating on a swirl of flame, a flame above his shaved head, and throws fire.

What he does
The Fire Monk hovers ahead of you and gathers a fireball between his hands. While it grows, red dots show its arc. Then he lobs it, and it comes down right where the ninja will be. A fireball that lands sets the ground on fire for a moment.
Every third throw is a big fireball: slower, larger, and worth two hits if you send it back.
How to beat him
Send his fireballs back. Draw a line across the dots, tilted back toward him, just as you would with an arrow. The fireball bounces off and flies home, curving a little toward him on the way. Four hits and he's done; the big fireball counts twice.
Best ink
Pen or steel to send fireballs back. Ice puts a fireball out completely, which is safe but doesn't hurt him. Fire is no use at all: a fireball flies straight through a fire line.
His angry phase
After your first hit he calls down a rain of fire: several fireballs falling together. Red crosses on the ground show where. Draw one long roof over the ninja, as you would for an arrow volley.
He also raises a fire pillar: a lava geyser bursts up on the path ahead, glowing and spitting before it blows. Bridge over the vent, or cool it with ice.
Common mistakes
- Drawing a fire line. It doesn't stop fireballs.
- A flat roof for his throws. It blocks the fireball but doesn't send it back. Tilt it.
- Running into the flames. A fireball you didn't block leaves fire on the ground; bridge over it.
Reward
50 coins, a burst of points and, the first time, the Flame out badge. Next, at 3,500 metres on Storm Coast: the Pirate Ship.