Joe and Mac Caveman Ninja Walkthrought

Joe and Mac Caveman Ninja

Let’s take it from the top. In “Joe & Mac” — the Caveman Ninjas — the whole walkthrough rides on stage rhythm: short segment, quick awareness check, a mini-scrap, then a boss. The world map shows forks right away: the upper path hurls you faster into waterfall platforming, the lower one is kinder on jumps but packs meaner wildlife. Go whichever way you like — routes reconverge, and every rescued girl gets counted either way.

Jungle and Waterfall

The opener is the jungle. First, snag the boomerang: on SNES it flies far, swings back, and safely tags spear guys on perches. Save charged shots for chunky targets — the bone burst pierces multiple enemies. Don’t be greedy with meat: if you’re full on health, leave it; come back and it’ll still be there. Rockfalls telegraph via ground shadows: don’t rush, stand between the shadows, let a volley crash, then move. On the river log, stand closer to center so the current won’t shake you off.

The waterfall is your first timing exam. Logs pop up in sequence — don’t jump on the first; wait for a “chain” of two or three. Pterodactyls sweep in a left-to-right wave; hold the middle platform, fire a charged boomerang, then take a small step back so the beak whiffs past. There’s a meat cache before the boss: under a rocky overhang, hit the protruding bone to drop a big hunk — clutch for the fight.

The T-Rex boss repeats with variations through the first half. The flow’s simple: step out from the cave — charge — two headshots — back off. When he puffs his cheeks and spits fire, only swing after the volley. The rocks are easiest to hop mid-arena where the gaps are wider. If a “stone disc” (stone wheel) drops, grab it: it outperforms fire against big dinos.

Map forks and bonuses

Sometimes a key drops after the first boss. On the map it unlocks a hut — a bonus room with meat, a heart, sometimes a 1UP. Don’t rush the center inside: rewards are often tied to the side doors. In co-op, let one player take the heals and the other the 1UP so both “caveman ninjas” have enough juice for a long branch.

The upper route leads to a plateau with spear throwers and seed-spitting plants. Fire shines here: hold the button longer for a wide flame cone — it trims the “grass” and stops enemies popping from bushes. The finisher is a pterodactyl that arcs and drops eggs. Stand slightly right of center, wait for the dive, sidestep — then two charged shots to the head. Don’t smack eggs point-blank — hatchlings pop out; better torch them midair.

The lower route is a plain with a triceratops. Before the fight you’ll see a few “wobbly” platforms — jump on the upswing and don’t press forward until you land. The boss opens with a short dash, then a long one. Learn the rhythm: short — hop it, two hits, back out; long — let it pass, then immediately short-hop the returning tail swipe. The disc chunks the horn nicely, but if you kept the boomerang, charge it — on SNES it covers a big arc and clips the head even after a miss.

Caves and Volcano

Stalactite cave — this is where “Joe and Mac secrets” love hiding in the ceiling. Watch the drips: where the drip animates faster, swing upward — meat or a bone will drop. Before tight shafts, crouch — spears sail overhead while you answer with a charged shot. Midway there’s a set of platforms that slide into the wall: step on the second from the left, wait for its “blink,” then jump on that beat to get tossed up to a ledge with an extra life.

The volcano is hot but fair. The floor shivers before a lava geyser, with an audio cue a hair early — stand on the edge, wait, and when it blows, jump the other way; don’t auto-fire. Fire as a weapon is weak here; stone wheel or boomerang is safer. The boss is a fire lizard that dives into lava and bursts out at an angle. The tell is a tiny splash a second before. Hold mid distance, fire a charged shot on the lunge, then step back. When the fireball rain starts, don’t full-hop — use short hops to hold your spacing.

Ice and Swamp

The ice stage forgives little, but it’s got a beat. You only slide for the first half-second after landing; touch down — micro-pause — jump again. On hanging ice chips, the boomerang is best: it comes back and bails you out if you whiff. The mammoth breathes frost in a straight line, then swipes with tusks. Edge near the head; as the inhale starts, hop the stream, land two bonks on the crown, back out. Falling ice matches the shadows — step right, step left; no need for fancy double-jumps.

The swamp is a surprisingly jumpy section. Platforms spring, and fish burst from the water. Charged fire clears the path better than the disc because it ignites both the surface and the waterline. Before the mini-boss there’s a long three-screen run with no checkpoint: conserve health, don’t chase every fruit. In the arena, hold the dry center: when the left half starts “sinking,” cross in one big leap — don’t linger on the edge or you’ll get dragged.

Final march and general boss tips

Before the final boss, make sure you’re holding a comfy ranged pick — boomerang or disc. The last stretch loves to break your rhythm: enemies come thicker than before, and your stock vanishes fast. The fix is simple: step — volley — step. Don’t sprint. On ladders, attack upward early — spawns are fixed, so you catch them before contact.

Boss cliff notes. T-Rex: smack the head after the spit; don’t get greedy for a third hit — he’ll usually hop and bite. Triceratops: watch the ground — before the long rush, the tiny vibration lasts a touch longer. Pterodactyl: don’t stand under the wing; its diagonal zap hits higher than it looks — tag it on the return arc. Mammoth: the safe spot is tight to his side, but only between breath strings. The final boss shifts tempo at half health — keep a charge primed and throw when the attack animation “hangs” on its first frame.

A couple of map quirks. If you miss the key hut, no stress: it’ll open at the next junction — just don’t flip past it on autopilot. Branches feed different bonuses: up top you’ll see more hearts and meat; down low you’ll find more extra lives. For a one-credit “Joe & Mac” clear, that’s perfect: go bottom first, then swing up to stock heals before the finale.

And a handful of lifesavers. Enemies respawn, but not instantly — if you need a clean ladder, step half a screen back and forward to reset the timer. Fire is great into spears: it cancels the projectile and tags the thrower. Meat heals the moment you pick it up, so during boss fights don’t grab it under damage — you’ve basically “eaten air.” If you’re duoing “Caveman Ninja,” split roles: one runs boomerang to screen the lane, the other uses the disc to melt heavies. That way any branch feels easier, and “Joe and Mac secrets” fall into your lap along the way.

Joe and Mac Caveman Ninja Walkthrought Video


© 2025 - Joe and Mac Caveman Ninja Online. Information about the game and the source code are taken from open sources.
RUS