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.

- Where
- 3,000 m, Ember Volcano
- Hits to win
- 5 (a big fireball counts twice)
- Best ink
- Pen or steel, never fire
- Watch out for
- A rain of fire after the first hit
- First-win badge
- Flame out, 180 coins
- Every lap
- One more hit to win
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. Five hits and he's done; the big fireball counts twice.
Step by step
- Watch the red dots while his fireball grows between his hands: they are its exact arc.
- Draw a line across the dots, tilted back toward him. The fireball bounces off and curves home.
- Every third throw is a big, slow fireball. Send it back for two hits at once.
- After your first hit, look for red crosses on the ground: a rain of fire. One long roof over the ninja catches it.
- When a fire pillar glows on the path ahead, bridge over the vent or cool it with ice, then go back to returning fireballs.
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.