The NES was a machine built for obsession. It wasn’t about speed-runs or trophies — it was about patience, grit, and learning every pixel of pain the game designers threw at you. Few titles embodied that spirit like 8 Eyes, the 1988 cult adventure from Thinking Rabbit and Taxan. A brooding, side-scrolling odyssey of swords, falcons, and post-apocalyptic mysticism, 8 Eyes dared you to master not just one hero but two — Orin the Falconer and his loyal bird companion, Cutrus.
For many NES players, 8 Eyes was equal parts fascination and frustration: an atmospheric and challenging mashup of Castlevania, Mega Man, and Zelda II that demanded perfection. But beneath the rough edges and cryptic puzzles lies one of the most creative and underappreciated games of its time.
Let’s travel back into its crumbling castles and irradiated ruins — where the 8 mystical jewels could either rebuild the world… or destroy it all over again.
The Story: A World Reborn in Ruin
After the cataclysmic “Great Wars,” humanity nearly annihilated itself. Civilization collapsed, and the survivors built a fragile peace from the ashes. Into this new world rose eight powerful dukes, each ruling a territory scarred by radiation and ruin. From the fiery deserts to frozen wastelands, each duke hoarded a jewel — one of the 8 Eyes, forged from the earth’s radioactive core. These jewels hold unimaginable power, said to be capable of restoring the planet or plunging it back into chaos.
You play as Orin, a wandering knight and falconer serving the House of Peace. When the dukes turn corrupt and plot to unite the Eyes for domination, Orin takes up his sword and his falcon, Cutrus, to reclaim them one by one. Each recovered Eye brings him closer to the truth — and to the ultimate test: returning them in the correct order to the Altar of Peace.
It’s a story told not through cutscenes, but through atmosphere — mysterious backgrounds, haunting chiptunes, and cryptic messages from loyal servants hidden within the castles. It’s up to you to piece it together as you fight for the world’s future.
Gameplay Overview
At its core, 8 Eyes is a side-scrolling platform adventure. You control Orin with the D-pad and the A/B buttons, but your second command — the falcon Cutrus — adds depth. With the right button combos, you can send Cutrus to attack enemies, grab unreachable power-ups, or strike switches. This dual mechanic feels like a forerunner to modern companion systems found in The Last Guardian or It Takes Two.
The challenge is real: Orin’s sword is short, enemies are relentless, and health-restoring items are scarce. But the rhythm of combat — coordinating sword strikes with falcon assists — becomes deeply satisfying once mastered.
The game contains eight levels, each ruled by a duke and guarded by a unique boss. They can be tackled in any order, but the difficulty ramps up dramatically. Smart players follow an ideal path to gain experience, items, and clues for the final jewel-order puzzle.
Walkthrough: Conquering the Eight Castles
Below is a detailed castle-by-castle guide — including map advice, enemy types, boss weaknesses, and tips for collecting every item.
1. The House of Ruth — Desert Fortress
Setting: A fortress buried in sand and sun. Crumbling stone walls, narrow ledges, and hidden scorpions make this a strong opening challenge.
Enemies: Scorpions, guards with shields, flying insects.
Item Hints: Search high ledges for candles — they often drop much-needed health. A hidden power-up lies in the upper-left corridor before the boss door.
Boss: Duke Ruth
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Weapon: Heavy broadsword
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Weakness: Jumping slashes between his lunges.
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Strategy: Wait for his step-forward attack, then strike. Use Cutrus to attack when he’s crouched.
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Reward: The Ruby Eye
 
Tip: Start here to learn Cutrus control safely — open areas give you room to experiment.
2. The House of Azuchi — Oriental Palace
Setting: A Japanese-inspired palace decorated with golden screens and trap floors.
Enemies: Ninjas, spear guards, and flame spirits.
Hazards: Hidden spike pits and collapsing bridges.
Boss: Duke Azuchi
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Weapon: Katana
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Weakness: Time his jump attacks — Cutrus can hit him mid-air.
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Strategy: Duck under slashes, jump after his landings. A few good sword strikes after each leap will bring him down.
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Reward: The Sapphire Eye
 
Tip: The palace has a secret chamber behind a breakable wall in the middle floor that contains a health potion — use Cutrus to retrieve it safely.
3. The House of Sheik — The Arabian Stronghold
Setting: Desert opulence meets danger. High ceilings, swinging chandeliers, and ornate traps await.
Enemies: Scimitar soldiers, falcons, and sand worms.
Hazards: Falling chandeliers, narrow staircases.
Boss: Duke Sheik
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Weapon: Twin curved blades
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Weakness: He’s fast but not durable. Hit him between dodges, use Cutrus to interrupt his spins.
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Strategy: Stay grounded and let the boss come to you.
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Reward: The Emerald Eye
 
Tip: Watch for false walls — one near the level’s midpoint hides a power-up that doubles Cutrus’ attack for the rest of the level.
4. The House of Ramt — The Egyptian Castle
Setting: Ancient ruins filled with mummies, sand pits, and hidden doors.
Enemies: Mummies, beetles, skeleton warriors.
Hazards: Falling bricks and regenerating enemies.
Boss: Duke Ramt
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Weapon: Double-sided staff.
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Weakness: Fire-based items.
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Strategy: Use Cutrus to keep his minions busy while you close in. Attack as he swings overhead.
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Reward: The Topaz Eye
 
Tip: The first corridor’s ceiling can be broken — a hidden staircase leads to a candle that restores both Orin and Cutrus’ energy.
5. The House of Gush — The African Fortress
Setting: Overgrown jungle temple with waterfalls, vines, and collapsing platforms.
Enemies: Giant bats, lizard men, dart throwers.
Hazards: Spike pits, hidden water traps.
Boss: Duke Gush
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Weapon: Long spear.
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Weakness: Duck attacks — hit his legs.
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Strategy: Keep low and use Cutrus to attack when he jumps.
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Reward: The Amethyst Eye
 
Tip: Many players lose lives to bat knockback here. Send Cutrus first to clear aerial threats before jumping platforms.
6. The House of Guardia — Gothic Cathedral
Setting: A haunted church of stained glass, long stairways, and ghostly knights.
Enemies: Floating specters, armor suits, flying gargoyles.
Hazards: Shattering floors, limited light.
Boss: Duke Guardia
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Weapon: Rapier with energy strikes.
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Weakness: Mid-range sword hits after energy blast.
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Strategy: Reflect projectiles with perfect timing. Cutrus can intercept energy balls if sent early.
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Reward: The Diamond Eye
 
Tip: Don’t rush. Hidden doors in this castle contain clues about jewel order — write them down for later.
7. The House of Lair — Ice Palace
Setting: Frozen floors, shimmering pillars, slippery ledges.
Enemies: Ice bats, armored wolves, ice mages.
Hazards: Slippery footing makes every jump dangerous.
Boss: Duke Lair
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Weapon: Freezing spear.
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Weakness: Fire items or quick aerial slashes.
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Strategy: Duke Lair teleports across the room; jump and slash as he reappears.
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Reward: The Opal Eye
 
Tip: The upper right tower has a hidden staircase to a room with both a power-up and a clue scroll. It’s easy to miss.
8. The House of House — The Final Fortress
Setting: The ultimate challenge — combining elements from all previous castles.
Enemies: Stronger versions of previous foes.
Hazards: Fireballs, spike corridors, false floors.
Boss: Duke House
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Weapon: Broad energy sword.
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Weakness: Heavy Cutrus attacks while ducking.
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Strategy: Move constantly; his power waves cover the screen. Jump the first, duck the second, attack between charges.
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Reward: The Onyx Eye
 
Tip: Before the boss chamber, a final clue scroll reveals the first and last jewel placement — pay attention.
The Altar of Peace — The Final Puzzle
With all eight jewels in hand, you must now restore them in the correct order at the Altar of Peace. If you fail, the world ends — and you start over. The correct order, revealed by clues in each castle, is:
Emerald – Ruby – Topaz – Sapphire – Amethyst – Diamond – Opal – Onyx
Get it right, and the screen fades into light as Orin kneels before the altar. Humanity is saved, and peace returns.
Boss Weakness Chart
| Boss | Weapon | Weakness | Falcon Use | 
|---|---|---|---|
| Duke Ruth | Broadsword | Jumping slashes | Attack crouched | 
| Duke Azuchi | Katana | Air timing | Interrupt mid-jump | 
| Duke Sheik | Dual Blades | Falcon assist | Hit during spins | 
| Duke Ramt | Staff | Fire item | Falcon decoy | 
| Duke Gush | Spear | Low hits | Knock mid-air | 
| Duke Guardia | Rapier | Energy reflect | Intercept blasts | 
| Duke Lair | Ice Spear | Fire | Attack post-teleport | 
| Duke House | Energy Sword | Falcon | Distract + counter | 
Item & Secret Locations
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Health Candles: Found in almost every level, often on upper ledges or chandeliers.
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Falcon Energy Restorers: Hidden in destructible walls.
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Weapon Upgrades: Available in the Egyptian and Ice castles.
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Clue Scrolls: One per level; note each for the final puzzle.
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Hidden Power-Up: In the Arabian Stronghold, doubles Cutrus’ attack.
 
Cheat Codes & Passwords
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Level Select: Hold A + B + Start on Controller 2, then press Start on Controller 1.
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Extra Continues: Enter AIMAKTUS as password.
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Sound Test: Hold A and press Select at the title screen.
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Co-op Mode: Plug in Controller 2 — Player 2 controls Cutrus.
 
Jewel Puzzle Clues Explained
Each castle contains cryptic messages that hint at the correct jewel order:
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“The green must shine before red.” → Emerald before Ruby.
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“Yellow follows the crimson.” → Topaz after Ruby.
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“Blue shall rest between yellow and violet.” → Sapphire between Topaz and Amethyst.
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“White glitters before black.” → Diamond before Onyx.
 
These poetic lines form the key to restoring peace. Miss even one, and you’ll replay the game’s hardest section to try again.
Mastery and Legacy
8 Eyes rewards the patient and punishes the reckless. Its difficulty was no accident — it was designed to feel like conquering an ancient text, decoding its world one screen at a time. For those who persevered, it offered an unforgettable blend of atmosphere and challenge.
Though overshadowed by Castlevania and Ninja Gaiden, 8 Eyes has earned its place as a cult favorite among NES historians. Its falcon-command mechanic was innovative, its story surprisingly rich, and its aesthetic — a nuclear-gothic mashup of medieval fantasy — remains distinct.
Today, retro players still revisit 8 Eyes not for nostalgia alone, but for the satisfaction of finally mastering what felt impossible as kids. It’s a relic from a time when games didn’t guide you — they tested your spirit.
Final Thoughts
Mastering 8 Eyes is a badge of honor. Every victory feels earned, every jewel a testament to patience and precision. If you’ve never played it, or if you gave up decades ago, dust off that NES or emulator and give Orin and Cutrus another chance to save the world.
Just remember: write down those clues.
Because in 8 Eyes, the apocalypse always waits for one wrong move.