FAQ/Walkthrough - Guide for Tenchu: Wrath of Heaven
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Tenchu: Wrath of Heaven FAQ/Walkthrough Version 1.0 March 15th, 2003 By Brian Nii ([email protected]) Table of Contents I. INTRODUCTION II. VERSION HISTORY III. CONTROLS IV. KI METER/KUJI METER V. STEALTH KILLS VI. SPECIAL MOVES VII. ITEMS VIII. CHARACTERS IX. ENEMIES X. HINTS XI. RIKIMARU'S WALKTHROUGH XII. AYAME'S WALKTHROUGH XIII. TESSHU'S WALKTHROUGH XIV. BONUS MISSION XV. CHEAT CODES XVI. ACKNOWLEDGEMENTS --------------- I. INTRODUCTION --------------- PROLOGUE It was a time of hiatus in a period of bitter wars and great turmoil. The Azuma ninja clan conducted the traditional ceremonies to end its year of mourning for the tragic death of Rikimaru. Meanwhile, the land of Lord Gohda celebrated the passing of the fourth season of peace since the defeat of Lord Mei-Oh. Only the Azuma ninjas knew the truth about Lord Mei-Oh's disappearance into a portal after he was defeated. It was a secret that even Lord Gohda did not know. Lord Gohda did know that the Azuma ninjas served him with their lives and their honor - delivering midnight messages to neighboring states and punishment in the shadows to those who turned against him. They were a feared yet unknown group, a faceless arm of justice masked in a cloud of secrets. Most importantly, they were his merciless forces of silent assassins. This is the sequel to a tale of two shadows born into darkness and destined to die in darkness. - From the Tenchu: Wrath of Heaven Instruction Manual Tenchu: Wrath of Heaven is the true sequel to the original Tenchu: Stealth Assassins (Tenchu 2: Birth of the Assassins was actually a prequel). This time around an evil sorcerer named Tenrai gathers an evil army of ninjas, demons, and the undead in a plot to resurrect the demon king Mei-Oh who was defeated by the Azuma ninjas Rikimaru and Ayame. Tenchu: Wrath of Heaven features the same game play as its predecessors with a few changes in its Playstation 2 incarnation. CHANGES FROM TENCHU AND TENCHU 2 - Movement is now controlled by the left analog stick. The control pad now controls item selections. - Blocking is now accomplished by holding the O buttion. - There is now a lock-on feature to face attacking enemies (R2). - The camera can now be controlled by using the right analog stick. - Characters always have their weapons drawn and cannot run. - Characters can now do stealth kills by dropping on their target. - Characters can earn new moves by getting nine stealth kills in a certain level. - Characters can now pick up and use enemy weapons such as spears and bows. - There is no stage editor as in Tenchu 2. - Stages once again have background music unlike Tenchu 2. You can still turn the music off though. - There is no longer any swimming or body dragging as there was in Tenchu 2: Birth of the Assassins. - The game has much longer draw distance than previous games (i.e. no more fogging effects). - Enemies have a much tighter defense and attack more aggressively than in previous games. - Each stage has three different layouts for enemy and item placement. The stage design itself remains unchanged. - There is now a versus mode and cooperative mode for two players. ------------------- II. VERSION HISTORY ------------------- Version 1.0 (3/15/03) - First completed version of this FAQ/Walkthrough. Finished Tesshu's walkthrough. Finished Bonus Stage walkthrough. Made more corrections. Version 0.2 (3/14/03) - Finished Rikimaru's and Ayame's walkthroughs. Started Tesshu's walkthrough. Made a whole lot of corrections and additions. Version 0.1 (3/11/03) - First version of this FAQ. Completed Rikimaru's walkthrough up to the fifth mission. ------------- III. CONTROLS ------------- Left Analog Stick: Moves the character. Tilt the stick slightly to walk slowly. Hold down to run (well, ninja shuffle anyway). Holding the R2 button down allows you to strafe. Right Analog Stick: Controls camera movement. When leaning against a wall turns the camera around corners. Control Pad: Press left or right to select items. Press up to select Grappling Hook. Press down to select Health Potion. L1: First person view. Use the Left Analog Stick while holding down the L1 button to look around. L2: Scrolls left through your item inventory. R1: Stealth Mode (actually a crouch). While in Stealth Mode your profile is greatly reduced and enemies that would normally spot you will think you are something else. This of course does not work at close range. While in Stealth Mode you can do the following moves: R1 + Left Analog Stick: Move in a crouched position. (near low opening): Crawl. (near flat wall) : Flatten against wall. R1 + X + Left Analog Stick: Roll. R1 + X: 180-degree roll. R1 (while falling): Performs a stealth landing. Falling long distances without holding the R1 Button will cause the character to crash into the ground, stunning them for a second. R2: Lock on. Pressing R2 will make your character face the nearest enemy. Holding R2 will lock your character facing the nearest enemy. While locked on the Left Analog Stick will move you around the target enemy. R2 + X + Left Analog Stick: Strafe. R2 + X: 180-degree somersault jump. Start Button: Skip Cinematic/Pause Game. Select Button: Open/Close Map Screen. Note that the game is not paused while the map is open. Square Button: Attack. Press repeatedly to perform a combo attack, or in conjunction with the Left Analog Stick to perform special attacks. Combos depend on the character used. Triangle Button: Uses selected item. For items that can be thrown/fired holding down the Triangle Button aims while releasing it throws the item. X Button: Jump. Pressing the X Button again in mid air performs a double jump forward. O Button: Block. Can only block attacks in front of the character. Some attacks cannot be blocked. O Button (near enemy): Performs character's special attack. Rikimaru will throw the enemy, Ayame performs a knee to the head, while Tesshu grabs and head butts the enemy. ATTACKS Square x 3: Three hit combo. Square x 3, Away + Square: Three hit combo + roundhouse kick. (Rikimaru and Ayame only) Square x 4: Four hit combo (Ayame only). Square (enemy on ground): Attack prone enemy. R1 + Square: Crouch attack. X + Square: Jumping attack. 360 degrees on left analog stick + Square: 360 degree attack. Towards x 2 + Square OR Hold R2 + Towards + X + Square: Lunge attack. Hold R2 + Away + Square: Overhead attack. ----------------------- IV. KI METER/KUJI METER ----------------------- KI METER The Ki Meter next to your health bar is an indication of how close another being is relative to your location. Although this is supposed to be an indication of how a ninja can detect a living being by their life force, strangely enough in the game this also can detect undead beings as well as automatons that aren't alive at all. Go figure. Anyway, the number by the Ki Meter is a relative distance between you and a target. The higher the number the closer you are and vice versa. Be warned that your Ki Meter will not differentiate between hostiles and innocent bystanders so be sure to look before you leap. As a good rule of thumb anyone that is carrying a weapon (well other than Gohda's guards in Rikimaru's second mission), that looks like a demon, or looks like they were just dug up from a grave is fair game. Next to the number is an icon that indicates the awareness level of the target of your presence. No Icon: There are no living (or unloving) targets in the area. ?: There is a target in the area, but they are completely unaware of your presence. The larger the icon the closer the target is and vice versa. You can only determine distance to targets in this condition. !?: The target has been alerted by a disturbance, but does not know what (or who) it is. The target will actively search for the source of the disturbance. If the character is not found for a period of time the target returns to the ? condition. !: The character has been spotted, but has not actively identified as a threat by the target. If spotted from a distance the character can sometimes use Stealth Mode to return the Ki Meter to the ? condition. !!: The character has been identified and will be attacked by the target. If the character can hide from the target's visual range the Ki Meter change to the !? condition. Note that the !! condition will also alert any other targets in the vicinity of your presence. Note that innocent bystanders and cats will not attack you, but they will alert any enemies in the area to your presence. KUJI METER New to the Tenchu series, the Kuji Meter is an indication of the character's spiritual strength. Each time a character performs a stealth kill a Kanji is filled in the Kuji Meter. When the Kuji Meter is completely filled (9 Kanji) a new special move is learned by that character. Each character learns a different special move for each mission, and once it is learned it can be used in any mission. You can only learn a special move once per mission, but as the Kuji Meter is filled the character's attack power is increased, so it's a good idea to fill it up even if you already learned the special move for the mission. Note that Tesshu does not have a Kuji Meter. Instead he earns money for every stealth kill he makes. Killing an enemy with the blow gun earns only half a kanji, while killing an enemy from the front earns one and a half kanji. Killing an innocent bystander empties the Kuji Meter completely. ---------------- V. STEALTH KILLS ---------------- In order to perform a stealth kill the target must be either in the ?, !?, or ! condition. You cannot perform a stealth kill while under the !! condition. The type of stealth kill performed depends on the direction the character approaches the target. Note that you can immediately cancel the stealth kill animation by pressing the O button. You can also disable the stealth animations completely in the option menu. Also some enemies such as the dogs or Chibots have no stealth skill animation, but killing them unseen will count as a stealth kill. Killing enemies with a stealth kill increases the Kuji Meter, or in the case of Tesshu adds money to his inventory. Performing a stealth kill temporarily disables the Ki Meter to the !? condition, so be careful when there are multiple enemies in the area. RIKIMARU'S STEALTH KILLS ------------------------ From Behind: Rikimaru grabs the enemy from behind and slits their throat with his sword. Can occasionally decapitate the enemy. From the Right: Rikimaru moves around the enemy while cutting open their neck with his sword. From the Left: Rikimaru stabs the enemy in the back, then follows up with a slash to the front. From the Front: Rikimaru stabs the enemy in the stomach. From Above: Rikimaru runs the enemy through with his sword, twisting it for good measure. Enemy is on a slope: Rikimaru jumps on the enemy's shoulders and runs his sword through their head. AYAME'S STEALTH KILLS --------------------- From Behind: Ayame places her swords against the enemy's throat and slices their neck open. Can occasionally decapitate the enemy. From the Right: Ayame knocks the enemy face down into the ground, then pulls their head back and cuts their throat. From the Left: Ayame kicks the enemy in the head and follows up with a slash to the neck. From the Front: Ayame stabs the enemy in the stomach with both swords. From Above: Ayame grabs the enemy with her legs, twists their neck, then smashes them to the ground. Enemy is on a slope: Ayame grabs the enemy with her legs, twists their neck, and then jumps off springing off of their head. TESSHU'S STEALTH KILLS ---------------------- From Behind: Tesshu grabs the enemy from behind and pierces their skull with a needle. From the Right: Tesshu grabs the enemy from behind and drives his hand into their spinal column. He then prays for their departure to the spirit world. =) From the Left: Tesshu breaks the enemy's elbows, then twists their head 180 degrees. From the Front: Tesshu grabs the enemy, drives his hand into their chest, and pulls out their heart. From Above: Tesshu pins the enemy face down on the ground, then dislocates their spinal cord. Enemy is on a slope: Tesshu jumps on the enemy's shoulders and drives his needle into their skull. Tesshu has a seventh stealth kill animation if he uses the Kumihimo on an unaware enemy. ----------------- VI. SPECIAL MOVES ----------------- Filling the Kuji Meter during a mission will unlock a new special move for that character. Each character earns the same moves for each stage with the exception of the first one. Once the move has been learned it can be used in any other stage. Tesshu automatically begins the game with all of his special moves. RIKIMARU'S/AYAME'S SPECIAL MOVES -------------------------------- SHOULDER THRUST (Rikimaru)/SOMERSAULT KICK (Ayame) (Mission One) Command: Square x 2, Away from opponent + Square (Rikimaru) Command: Square x 4, Away from opponent + Square (Ayame) A powerful attack that knocks the enemy back quite a distance if it connects. Useful for knocking enemies into pits or when you need to buy yourself some time to use an item. NINJITSU BLOCK (Mission Two) Command: Press O at the moment the enemy attacks you. This pushes the enemy off balance, leaving them open to attack. Hard to time but useful against enemies with a tight defense. NINJA VISION (Mission Three) Command: While in first person view (L1) move the Right Analog Stick. This allows you to "zoom in" as if you had a pair of ninja binoculars. Not only does this allow you to observe enemies from a distance, but you can attack enemies from a much greater distance that normally possible. It's also useful to look closely at the details in the game, such as the flower tattoos on the Kunoichi. =) GRAPPLING HOOK COMBO (Mission Four) Command: Rotate 360 degrees on the Left Analog Stick + Square, Triangle This attack hits the enemy with a 360-degree attack, then grabs them with the grappling hook and draws them next to you. You can repeat this move over and over again for an infinite combo. CLING TO CEILING (Mission Five) Command: Hold R1 while grappling to a flat ceiling. This allows you to stick to the ceiling, where you can drop on the enemy for a stealth kill, or drop items such as poisoned rice. You can only stay on the ceiling for a limited time though. FEIGN DEATH (Mission Six) Command: Rotate 360 degrees on the Left Analog Stick + R1. Press Square when enemy is near. When this move is executed you will stab yourself doing 20 damage and fall to the ground in a seemingly comatose state. Guards will approach your "dead" body to investigate, where you can execute a surprise attack by pressing the Square button. Note that while you are feigning death you will lose health, but your health will not drop to less than 1. Guards that examine your body long enough will realize you are playing dead and will attack. WALL KICK (Mission Seven) Command: Press Square while jumping towards a wall. Another attack to add to your repertoire, but most enemies will usually block it if they are aware of your presence. NINJA MIND CONTROL (Mission Eight) Command: While holding down R2 press Up then Down then Square. You must hit the opponent to activate this ability. This causes the targeted enemy to attack other enemies for a period of time. This works great when you're up against multiple opponents. Just remember that it does wear off eventually, and does not work on bosses. WRATH OF HEAVEN (Mission Nine or Ten) Command: Press X and O at the same time. This attack instantly kills an enemy if it hits. Unfortunately, this attack also reduces your health to 1 regardless if it hits or not. It also has a very short range so be careful on how you use it. TESSHU'S SPECIAL MOVES ---------------------- Since Tesshu doesn't have a Kuji Meter he begins the game will all of his moves from the start. UPPER STRAIGHT COMBO Command: Rotate 360 degrees on the Left Analog Stick + Square. This replaces the standard 360 attack for Tesshu. It's a bit hard to hit with in combat, but when it does connect it sends the enemy flying farther than the Shoulder Thrust or Somersault Kick. MIMIC ANIMALS Command: Press the O button while crouched (R1). This has the same effect as the decoy whistle. Tesshu makes a random animal noise to alleviate the enemy's suspicions. This is pretty funny when a guard runs up to a horribly mangled corpse and Tesshu makes a rooster crow. "Oh, it must have been a rooster that did this. I'll just go back to patrolling." Hilarious. FEIGN DEATH Command: Rotate 360 degrees on the Left Analog Stick + R1. Press Square when enemy is near. This is the same as Rikimaru's and Ayame's technique. CLING TO CEILING Command: Hold R1 while grappling to a flat ceiling. This is the same as Rikimaru's and Ayame's technique. POWER BLOCK Command: Press O at the moment the enemy attacks you. This is the same as Rikimaru's and Ayame's Ninjitsu Block technique. Since Tesshu isn't a ninja I guess they can't call it a Ninjitsu Block now can they? ENRAGE Command: Press the X and O buttons at the same time. This takes a few seconds to activate, leaving Tesshu vulnerable to attack. When used it powers up Tesshu's attacks for a limited time. While using this technique any hit that connects sets the opponent on fire. ----------- VII. ITEMS ----------- Various items can be found during the missions either in hidden locations or dropped by enemies. After each mission you will receive additional items based on your efficiency. Obtaining the rank of Grand Master (or Master of Assassins for Tesshu) for a certain mission will earn special items unavailable anywhere else. Being spotted by an enemy (or anyone else for that matter) during a mission will deduct 150 points from your score. For each time you are spotted after that an additional 30 points is deducted. SPECIAL ITEMS FOR GRAND MASTER/MASTER OF ASSASSINS RANKING Mission Rikimaru Ayame Tesshu ------- -------- ----- ------ One Super Shuriken Exploding Arrow Super Needle Two Exploding Arrow Invisibility Spell Kumihimo Three Chameleon Spell Super Shuriken Magazine Four Dog Bone Chameleon Spell Exploding Arrow Five Invisibility Spell Fire Spell Disguise Six Fire Spell Ninja Armor Bamboo Gun Seven Ninja Armor Fireworks Eight Fireworks Dog Bone Nine Decoy Whistle Decoy Whistle Ten Binding Spell Binding Spell Super Shuriken: Fires eight shuriken in a fan pattern. Exploding Arrow: Causes explosive damage and sets enemies on fire. The explosion can hit you so be careful if you use it at close range. Super Needle (Tesshu only): Fires eight throwing needles in a fan pattern. Invisibility Spell: Turns you completely invisible for a short period of time. Kumihimo (Tesshu only): Cord weapon that strangles enemies. If the enemy is unaware of Tesshu it does a stealth kill. Chameleon Spell: Transforms the character into an enemy for a short time. The character will not be recognized by enemies during this time. Attacking an enemy nullifies this spell. Magazine (Tesshu only): A diversion item. When dropped on the ground causes enemies to come to look at it. Dog Bone: Summons the Azuma ninja dog Semimaru (from Tenchu 2) to fight by your side. Fire Spell: Creates a wave of fire around your character, burning any nearby enemies. Disguise (Tesshu only): This is Tesshu's version of the Chameleon Spell. Ninja Armor (Rikimaru and Ayame only): This reduces the damage inflicted to your character for a single mission. It also looks really cool. =) Bamboo Gun (Tesshu only): A powerful crude gun that inflicts heavy damage. Fireworks: Distracts all enemies in the area. This does not work against enemies that have spotted you. Decoy Whistle: Mimics the sound of an animal. This causes enemies in the !? condition to return to the ? condition much faster. Binding Spell: Paralyzes all enemies in the area of effect. NORMAL ITEMS Basement Key: Found in Tesshu's first mission. This unlocks the basement area in Echigoya's mansion. Blow Gun: Kills enemies instantly if they are unaware of your presence. This weapon does not work on the undead. Bow: Fires arrows at enemies. Dropped by archers. Caltrops: When enemies step on this they become temporarily immobilized, leaving them open to attack or buying you time to escape. Colored Rice: Marks your present location on the map. Dokuto (Ayame only): A pair of swords that can poison the enemy. Ayame herself will be poisoned while using this. Explosives: Used to open a path in Ayame's eighth mission. Fugaku Sword: Deals more damage than Izayoi but is much slower. Gate Key: Used to open a gate in Echigoya's mansion. Grappling Hook: Used to grapple to ledges, walls, and roofs. This item is permanently in your inventory. Grenade: Causes explosive damage on contact. If the grenade misses it burns on a delayed fuse and explodes after a certain period of time. Hamada's Key: Dropped by Hamada in Rikimaru's second mission. Used to open a door later in the mission. Health Potion: Restores 100 health. Health Potion (small): Restores 25 health. This item can only be found during missions. Kasumi and Shizuku (Ayame only): This sword is capable of killing the undead. It constantly drains the health of Ayame when used, but will not lower her health to less than 1. Killing undead with this sword restores Ayame's health. Mine: Causes explosive damage to enemies that step on it. The mine will damage you as well so be careful where you place it. Money: Boxes of money found during Tesshu's missions. Adds money to his inventory. Muramasa Sword (Rikimaru only): This sword is capable of killing the undead. It constantly drains the health of Rikimaru when used, but will not lower his health to less than 1. Killing undead with this sword restores Rikimaru's health. Ninja Rebirth: Resurrects your character if their health drops to 0. This will not prevent death by falling. You can only bring one from the item selection screen, but you can carry more if you come across any during a mission. Poison Antidote: Cures poison. Characters that are poisoned will slowly lose health and periodically be stunned. Poison wears off after a certain period of time. Poison Rice: Attracts enemies and paralyzes them if they eat it. Prison Key: Found in Tesshu's fourth mission. Unlocks the exit to the limestone cavern. Shuriken: Can be thrown at enemies for a small amount of damage. If the shuriken misses the target it can be picked up and used again. Smoke Bomb: Incapacitates enemies with blinding smoke. Spear: Has a longer range than a sword. Dropped by spearmen. Staff: Similar to the spear. Found in the Buddha Temple. Dropped by monks. Steel: Found in Rikimaru's sixth mission. Required to repair the Izayoi sword. Sticky Bomb: Shuriken weapon that sticks to objects or enemies. Can be detonated by pressing the R3 (Right Analog Stick) button. Stone of Power: Increases damage inflicted for an entire mission. Strength Potion: Temporarily increases damage inflicted. Tetsubishi: Chain that grabs enemies and pulls them toward you. Throwing Needles: Tesshu uses these instead of shuriken in his missions. Tiger Trap: Enemies that step in this trap are immobilized and rendered helpless for a period of time. ---------------- VIII. CHARACTERS ---------------- HEROES Rikimaru: Leader of the Azuma ninja clan, Rikimaru was supposedly killed after rescuing Princess Kiku from Lord Mei-Oh. Years later he appears once again, this time to fight the forces of the evil sorcerer Tenrai. Wielding the mystical sword Izayoi, Rikimaru possesses a high degree of honor and is always willing to put his life on the line for his lord. Ayame: Sharp of both blade and tongue, Ayame has been trained in the arts of stealth and assassination since birth along side Rikimaru. Using her twin swords, her fighting style is both swift and deadly. Ayame is both hot tempered and impulsive, preferring to jump straight into any situation and slice up her foes with her blades. She has a soft spot for Princess Kiku, whom she considers to be like a little sister. Tesshu Fujioka: A member of the underground vigilante organization Muzen, Tesshu is a doctor by day, hired assassin by night. While he kills for money, he will only do so if it serves justice. Using his knowledge of anatomy, Tesshu's barehanded assassin techniques are just as deadly as any blade. Tesshu inadvertently becomes involved with the Azuma ninja's fight against Tenrai's forces. Lord Godha: A just and honorable ruler, Lord Godha is the patron lord of the Azuma ninja clan. With the help of both Rikimaru and Ayame he survived the coup attempt by the rogue Burning Dawn ninja clan, as well as rescued his daughter Kiku from certain death at the hands of the evil Lord Mei-Oh. Sekiya: An advisor for Lord Godha, Sekiya worries constantly about the safety of his lord, but knows that the Azuma ninjas have never let Lord Gohda down regardless of how dire the situation. Ressai: A skilled blacksmith capable of repairing mystical blades. He fixes Rikimaru's Izayoi blade and gives him his family's heirloom sword Muramasa to combat the undead. Zennosuke Otou: Leader of the underground vigilante organization Muzen. Senkichi: A runner for Muzen, he relays orders and payments from Zennosuke to Tesshu. Semimaru: The Azuma ninja dog, Semimaru helped Rikimaru and Ayame track down the location of the Burning Dawn's underground base. VILLIANS Tokubei Echigoya: Although his father was assassinated by the Azuma ninja for corruption, Tokubei has also become a corrupt merchant, loaning large amounts of money to villagers and taking their daughters as payment when they fail to pay him back. He has recently begun bribing one of Gohda's officials to "overlook" the process. Nasu: A statesman for Gohda, he is as corrupt as Tokubei and has a fondness for wine, women, and money. Tajima: A hired thug with a sword, tri-barreled gun, and a major attitude problem. He thinks he can handle anything, but apparently has never encountered the Azuma ninja before. Hamada: A traitor within Gohda's ranks, he's in cahoots with Tokubei and Tenrai. Onikage: Formerly Suzaku, one of the four lords of the Burning Dawn, Onikage plotted to resurrect the evil Lord Mei-Oh but was killed by the Azuma ninja. Resurrected by Tenrai, he is given another chance to bring his unholy lord back to life. Dr. Kimaira: A mad scientist, Dr. Kimaira has created an automaton army to assist Tenrai. Hyakubake: A shape-shifting magician who can impersonate another being with perfect accuracy. Kagura: An evil sorceress who can summon evil spirits from ofuda (talismans). Ganda: A giant of a man strengthened by evil energy. He leads a cult of evil monks. Tatsumaru: Former leader of the Azuma ninja. He lost his memory and joined the rogue Burning Dawn ninja clan against Lord Gohda. While he eventually recovered his memory, Tatsumaru committed suicide in atonement for his dishonorable acts. Tenrai brought him back to life once again to do battle with the Azuma ninja. Tenrai: An evil sorcerer with the power over life itself, Tenrai plots to resurrect the evil Lord Mei-Oh and spread darkness throughout the land. Jinnai: A mysterious swordsman who was a former member of Muzen alongside Tesshu. ------------- IX. ENEMIES ------------- Samurai/Ronin (sword): The basic guards are much better at blocking than they were in previous games. Their attacks aren't too difficult to dodge, but they can be a problem in large groups. Samurai/Ronin (spear): Spear carrying guards have a much longer range than swordsmen so you'll probably want to block or sidestep and then counterattack. They will usually drop a spear upon their defeat. Samurai/Ronin (bow): These guards can see farther than normal guards and are usually posted in high places or across chasms, making them difficult to attack. They will usually drop a bow upon their defeat. Dog: These creepy looking dogs are hard to see due to their size. They will aggressively attack if they see you and will alert any guards in the area. Bees: Found in a beehive at Echigoya's mansion, bees will aggressively attack any nearby enemies if their nest is disturbed. It's great fun to gather a large group of guards near the beehive, then from the roof let loose an arrow at the nest and watch the fun begin. =) Ninja: Ninjas are much better at chasing you than ordinary guards and will usually do flips to avoid your attacks. Kunoichi (red): Their attacks are similar to Ayame, but they're nowhere as fast as she is. From a distance they can appear to be geishas. Unlike geishas they will frequently jump on top of buildings so be careful. Geishas (innocent): They won't attack, but being spotted by one will count as being spotted by an enemy, and any guards in the area will come to investigate. Cat (not so innocent): Starting as little balls of fur on the ground, cats screech immediately when you approach them and run around like crazy, alerting all guards in the vicinity. As far as I know you cannot kill a cat. =( Jonin (red): These sword-wielding demons are very aggressive if alerted. Otherwise, they behave the same as ninjas. Samurai Automaton: Found in Amagai Castle, these wooden soldiers are much tougher than their flesh and blood counterparts. They are armed with either a spear or bow. Despite their appearance they can be stealth killed. Chibot: These freaky looking short samurai dolls roll around looking for annoying Azuma ninjas to kill. They have a spinning attack that does crazy amounts of damage. Avoid them as much as possible. Even though they are too short to stealth kill you can kill them with one hit if they are unaware of your presence. Be warned that a Chibot on the brink of death will detonate itself in a kamikaze attack. Fire Demon (undead): These short loincloth wearing ghouls look harmless but are actually quite dangerous. They have a fire breathing attack that covers a huge area and cannot be blocked. At close range they have a claw attack that hits repeatedly and does quite a bit of damage. What makes them hard to deal with is that when they move they tend to flail their arms around, making it difficult to determine which direction they are moving in. Undead Samurai (undead): These are easily identified from their living counterparts by their decaying flesh, swarm of flies, and arrow sticking out of their head. They are armed with a sword or bow, but also have a close range bite attack. Ghost Head (undead): These floating decapitated heads are surrounded by a blue glow, making them easy to spot in the gloom. They attack by bashing into you, spewing vomit from long range, or biting you at close range. Jonin (blue): They look just and act just like their red counterparts, except they have claws instead of swords. And they have a last ditch kamikaze attack when their low on health. Shikigami: These spirits look like thin ghosts, and are usually positioned in areas where they can alert other guards. They have a long-range attack and can latch onto you draining even more health. While you can stealth kill them, they do not give you any kanji for it. Werewolf: Funny how they look like ordinary white wolves. Maybe they're just in lupine form. Anyway, think of them as aggressive dogs. Ninja Dog: You'll find these during Ayame's eight mission. These white dogs have a dagger in their mouth that they use to slash you with. Monk: These basket-wearing monks wield staves (the same as spears for game purposes), but a few are armed with blow guns. While these won't kill you outright they will poison you. Bear: You'll find one roaming the Buddha temple grounds. They have a ton of HP and do a great deal of damage. Their only major weakness is that they cannot block your attacks. And yes, you can stealth kill them. Kunoichi (black): These female ninjas are as dangerous as Ayame. They also have a cute tattoo of a flower on their thigh. =) Martial Artists: Wearing bloodstained white uniforms, these crazy monks can shoot homing balls of evil energy (which cannot be blocked) and have a hurricane kick style attack that hits repeatedly. ----------- X. HINTS ----------- - It's a cliche mantra in the Tenchu series, but it's good advice. Remain unseen as much as possible. Not only does this increase your score, but it also increases your chances of survival. There will be some times where it may seem that a fight is inevitable, but there is always a way to get through a mission without being seen even once, though it may require a lot of patience (and a great deal of timing). - Never kill the innocent. - You can cancel zip lining from a grappling hook by pressing the triangle button. - Sometimes you can move faster by rolling than by moving normally. Rolling while in water allows you to move without making noise. - Hold R1 down when you drop from great heights to land on your feet. This also prevents noise when landing in water. - Archers have greater range of vision than normal enemies do. - Enemies that bend down to pick up poison rice are completely vulnerable during this animation. If you kill them before they pick the poison rice up you can reuse it over and over again. - Crouching in stealth mode greatly reduces your profile, making it difficult for enemies to see you. If you are spotted from a distance quickly crouch to reduce the chances of being identified. This obviously will not work if you are too close to the enemy. - Enemies can never reach locations that require a grappling hook. If you can jump up and pull yourself to an area, assume that your enemies can as well. - You can cancel the stealth kill animations by pressing the O button. - Enemies have a problem with doors. Use this to your advantage. If an enemy lies beyond a sliding door you can slide with your back against the door to open it without exposing yourself. - Sticky Bombs can be set on enemies. - Physical attacks will not damage the undead. This includes such attacks such as kicks/sweeps, shoulder thrust/somersault kick, and close range attacks such as throws. - Use the L1 button frequently to scan an area before entering. If the enemy is close but you can't see them, look above or below. - If you encounter a dead end, try looking up for a way out or for small gaps you can crawl through. - Use attacks such as the Shoulder Thrust/Somersault Kick to knock enemies into pits. By the same token avoid fighting in front of pits. - Ninja Rebirths will not save you from bottomless pits. - If you're up against multiple enemies, it may be a good idea to run. If that is not possible try not to get surrounded, as you cannot block attacks from the rear. - Against enemies that block frequently, remember that the close range attack (O button near enemy) cannot be blocked. - You can cancel an attack by strafing to the left or right during the attack. - Enemies will run up to a corpse if they see one. You can use this to your advantage by waiting till they run by, then stealth killing them from the side or from behind. If there's another enemy in the area you can repeat the process using the fresh corpse you just made. ---------------------------- XI. RIKIMARU'S WALKTHROUGH ---------------------------- Note: These walkthroughs assume that you are playing on the first (initial) layout of the mission. The second and third layouts have the same area design, but the placement and number of items and enemies changes. SK = Stealth Kill --------------------------------------- MISSION 1: ECHIGOYA Objective: Punish the evil merchant! Ability: Shoulder Thrust Grand Master Item: Super Shuriken Recommended Items: Health Potion --------------------------------------- You'll start the mission near the entrance to Echigoya's compound. From there you can either head right along waterway next to the wall and sneak in the crawlspace at the end, or grapple up to the wall and run on top ninja style. Since the former is rather boring we'll go with the latter option. There's a guard in the courtyard just asking to be stealth killed. Note the beehive near the entrance of the building. If you hit it with a missile weapon the bees will fly out and attack anyone nearby. Further in the center of the compound is a wandering dog and another guard. Kill the guard if you like, but you'll probably want to avoid the dog. Note the ramp leading up to the upper area. That's where you'll be headed if you decide to take the long route in. Once you're in the compound and killed any nearby guards, there are two ways to proceed. You can either enter the front of the house (where the bees are) and take a secret passage. Or you can take the longer route using the gate key. If you decide to take the secret passage enter the house by the front door and proceed inside until you come across a crawlspace that leads to the hut in the upper level. For those interested in the long route proceed to the end of the main house by roof or the wall and a cut scene will play showing several guards amusing themselves (people who have played the demo will recognize this scene). Note the key on the ground. Note the locked gate. The guards will continue to party indefinitely unless you either a) make a disturbance outside or b) barge in and take them out. If the guards come out to investigate there is a chance that one of them will pick the key up. In that case you'll have to search their corpses for the key after you kill them. If you decide to barge in you can easily SK one of them before they even realize what's going on. You can take them out in a direct fight, or run outside and play hide and go seek until they lose track of you. Whichever option you choose, you now have the key to the gate near the ramp. There's a guard right in front of it, but it's the archer above him that makes approaching the area difficult. If you try to sneak from the wall he will spot your approach. Taking him out by approaching the ramp from the other side would be a good idea. After he's taken care of feel free to perform a mid air SK on the hapless guard below. The locked gate leads to a small passageway underneath the upper area. You'll encounter some guards along the way so make judicious use of your ki meter and corner view camera to SK them all. At the end of the corridor is an area with a lone geisha. When she's looking away quickly grapple up to the ledge above and then climb up the opening above you to the upper courtyard. If you took the secret passage in the lower area you should end up in one of the huts on the upper level. Otherwise you'll start out in the corner in front of the huts. To the right is a gate with a guard. To the left are the huts and one sentry. You cannot climb the nearby walls near this area so you'll need to use the huts and crouch walk/roll through the area. Once you're at the huts you can try to SK the guard from behind or above, but be careful as there is another guard patrolling in the garden area nearby. Once those two are gone feel free to take out the guard at the gate you saw earlier. From there it's time to sneak into the main house. There are a few guards in front, but that's also the most direct route. There is a rear entrance to the back, and above the main entrance there is a hole you can also use to enter. But that wouldn't be any fun now would it? One of the guards will probably walk behind to the side of the house. That's your cue to SK the guard in front. After that you can go back and finish the second guard. When the coast in clear proceed with caution to the front entrance. There are several rooms in the front with enemies you can SK, but the main route is to the right. On the east side of the house there is a room leading to the basement. There's a guard and a cat here, but the cat's on the opposite side of the room so you should have no problem stealth killing him. Grapple up to the next area at the end of the basement and prepare to fight the first boss. BOSS: Tajima HP: 100 He's pretty much the same as he was in the demo level. At far range he will shoot at you with his tri-barreled gun, and at mid range he will stab at you with his sword. If you get too close he will fire his gun at point blank range, sending you flying across the room. Try to get in his face and attack aggressively with combos. Otherwise you'll have to side step his sword attack and counter while he's open. If this is your first time playing remember that pressing down on the control pad (not analog stick) uses a health potion if one is in your inventory. Think of him as a warm up for boss battles to come. Once Tajima is dealt with proceed upstairs to the next level. On the third floor a guard awaits you around the corner. SK him and enter the door on the right. The door on the left has a guard in it, but the sliding door might make it hard to kill him discreetly. Ahead you should see a cat and a small crawlspace in the wall in front (a cat door perhaps?). The cat may alert the guards nearby so proceed with caution. You can either crawl through the opening or go left through the rooms around it (taking out the guard along the way). At the end of the hallway there should be some boxes you can stand on. Grapple up to the opening to the attic. Be careful of the guard in the next room as he's partially hidden in an adjoining room. At the end of the attic there should be a hole leading down with a guard in it whom you can try your death from above SK on. Drop down the hole with the two beams across it and get ready for another boss fight. BOSS: Nasu HP:100 Two guards come barging in while Nasu waits in the back. A single combo using the shoulder thrust should take out a guard easily. Concentrate on the guards before taking on Nasu. Nasu looks comical, but his attacks are anything but. Watch out when he crouches down sumo style. That signals a charge attack that will knock you clear across the room. When Nasu is low on health a cut scene will play where he will grovel on the ground and put a health potion on the ground. Do not pick it up. The moment you do he will launch an attack that will knock you across the room and pick up the potion. The trick is to keep attacking after the cut scene ends. A single combo should be enough to finish him off. --------------------------------------------------- MISSION 2: GOHDA CASTLE Objective: Execute Hamada and return to Lord Gohda! Ability: Ninjitsu Block Grand Master Item: Exploding Arrow Recommended Items: Health Potion --------------------------------------------------- For the first part of the mission you cannot kill any of the guards. Doing so will result in mission failure. At the start do not jump down the hole near you. If you do you will be spotted immediately by the guard below. Instead head around the corner and pick up the smoke bomb. The hole nearby leads to a small library. From here you will need to sneak past the guards to reach Hamada's room (indicated by a star on the map). It will be difficult to get there unseen, but remember that guards have very poor peripheral vision. You can move directly beside an enemy and they won't see you. When you reach Hamada's room you will automatically kill him in a cut scene. From this point on ninjas will have replaced all the guards outside and you can now use stealth kills once more. Be sure to pick up the key Hamada drops. Make your way to the atrium in the center, giving the ninjas along the way the traditional Azuma greeting, preferably from behind. If they give you any trouble for some reason, just shut the door on them. For some reason the ninjas here have difficulty opening doors. Near the atrium entrance is a crawlspace leading to the next area with a smoke bomb along the way for the taking. Head up the stairs and make your way from room to room giving the ninjas along the way an unpleasant surprise. Head down the stairs at the end. At the bottom of the stairs head right to the next staircase, stealth killing the nearby guard. Note that the door nearby leads to a room with a secret passage leading back to Hamada's room. You could have taken the secret passage from the start, but that would be too easy now would it? Head up the stairs to the last area of the castle. From this point on it's pretty much a straightforward path to the end. Eliminate all opposition and head up the stairs to complete the mission. ----------------------------------------- MISSION 3: LIMESTONE CAVERN Objective: Find the Shichishito Sword! Ability: Ninja Vision Grand Master Item: Chameleon Spell Recommended Items: Health Potion ----------------------------------------- From the start turn around and grab the nearby Ninja Rebirth. It won't help you if you fall into a pit, but it's always nice to have once just in case. At the end of the cave you'll see a large open water filled area with a watchtower. You can either jump down onto the tower and surprise the guard when he's looking away, or you can jump down to the bottom and then grapple up to the tower. Either way, be sure to hold down the R1 button as you fall or your landing will make a splash that will alert the guard. Once the watchtower guard is taken care of, a second guard patrols near the entrance on the opposite end. Roll your way through the water and carefully SK him. Proceed down the tunnels to a room with a long wooden walkway in the middle. Two ninjas are there engaged in small talk. After they part ways carefully SK the closer of the two. If the second ninja detects you quickly make trails for the passageway you just came through. For some reason the ninja won't follow you all the way back. Then you can return to SK him at your leisure. The next area features a split in the tunnel. It doesn't matter which way you go, but be aware that there are pitfalls in the tunnels, some of which are concealed by the environment. For the sake of this walkthrough we'll go right. Along the way you'll come across a ramp leading up. A Jonin (demon ninja) is waiting at the top, seemingly inviting you to SK him. Don't be too hasty. There is a pit cunningly concealed at the top of the ramp and if you rush up to kill him you'll fall into it. Yes, I fell for it the first time too. Anyway, time your double jump across when he's not looking and SK away. The two routes converge to a large cavern with a few enemies lurking around. The only way out is to grapple up. From this point you can choose to take the scenic but dangerous route, or the safe route. If you decide to go sightseeing crawl into the small hole to the west. This is the longest of the three possible routes to take. If you decide to go this way skip to the next paragraph for a description. Suffice it to say eventually you'll reach the tunnel to the large pit area in the center. For those of us seeking a safer route take the path heading east. You'll come across a hole in the tunnel with blue sparkles at the bottom. Drop down and take the path, being mindful of pitfalls and enemies along the way. The tunnel should lead to the large pit area where three paths converge. A red Jonin should be nearby, but he should be relatively easy to deal with. From the outcropping look down and to the right. There should be ground far below. If not keep looking until you see it. Jump down and proceed to the east. If you decide to take the scenic route you're in for quite a journey. Follow the tunnel until you come to a large pit. There's an enemy nearby so be careful you don't get knocked in. After the pit crawl through the small tunnel and pick up a poison rice. Keep on going and eventually you should end up on the cliffs near the ocean. Yes, falling in will kill you. From there you'll need to make a series of difficult grapples, shimmy across planks, and maneuver on narrow walkways to get to another tunnel that leads back to the large pit area, not to mention a few enemies. While you can get some items for going this way, I wouldn't recommend it unless you are feeling adventurous. If you had continued past the hole with the blue sparkles you would end up in the northwest upper platform in the area, with a ninja across from you and to the right a broken bridge. The on lower platform where the bridge was connected should be the red Jonin. This is the platform you need to get to. Take a large double jump when the Jonin isn't looking. You should barely make it across. If you want to play it safe go back the way you came and down the sparkle hole, and take the tunnel to the Jonin. From there jump down to the ground below. If you had taken the sea cliff route, you'll end up where the ninja was. SK him, then grapple across. From there proceed as if you had taken the other route, either jumping the gap or going down the tunnel. Continue east. There are some barrels here you can smash for a health potion. Keep going to the water filled cavern with planks across it. Be mindful that the water doesn't give you away and SK the various enemies in your path. Also be wary of the pit in the middle of the area, as it blends in well with the surroundings. Head to the northwest to the long tunnel until you reach a large water filled cavern. Get ready to rumble. BOSS: Onikage HP: 100 Don't get too close or he'll really start ripping into you, literally. Onikage will use his classic kick attacks from the previous games. Block his attacks and counter, or sidestep and counter. Eventually he'll go down, leading to... BOSS: Onikage HP: 150 Yep. You have to fight him again. He has more HP this time, but his attacks are pretty much the same. When his health is low, Onikage will try his old health potion trick. If you hit him before he drinks it he'll drop it on the floor for you to pick up. Keep on counterattacking and eventually he will fold. For now... --------------------------------------------- MISSION 4: RONIN VILLAGE Objective: Cross the Ronin Village! Ability: Grappling Hook Combo Grand Master Item: Dog Bone Recommended Items: Poison Rice, Health Potion --------------------------------------------- This is a pretty straightforward mission. Basically you need to pass through four areas filled with enemies. You can try to SK them all, or avoid all of them if you wish. The first area is a typical village area filled with various ronin. One will start in front of you right off the bat. Quickly crouch and roll away to avoid being detected. From that point on you can pretty much SK at will, using the houses and walls to play a game of cat and mouse. Be warned that the enemies can follow you up on the roofs of the small houses. The enemies here shouldn't give you too much of a problem. The only part you'll need to be patient with is the northern area where two archers patrol. After you've stealth killed to your heart's content, use the northern crawlspace to get to the next area. The second area is a bit trickier. You'll wind up in a moat with several enemies nearby. While they can't see you from the water, the archer to the north will occasionally wander straight towards your position. Use the wall to quickly escape detection. There are a few guards in the inner courtyard, but it's very difficult to SK them both since they are usually facing each other. Also be careful of the geisha wandering around the area as well. When you reach the house at the end you can use your height advantage to quickly eliminate any guards in the area. When you're done head for the gate between the two massive barrels. The third area consists of several large barrels with several enemies scattered around the perimeter. If you're in a rush you can simply jump from barrel to barrel and make a run for the exit. If you want to SK them all, make sure each guard is isolated before jumping down on them. While the guards can't reach you on top of the barrels, grappling to the top of them while being pursued can be rather difficult. The last area will be familiar to those who played the demo level. It is the demo level. Your final goal, however, is the gate at the opposite end. There's one geisha and a villager here, and about four enemies wandering around. You know the drill. There are a lot of places to hide and grapple to in this area, so have fun stealth killing everyone. ----------------------------------------- MISSION 5: AMAGAI CASTLE Objective: Rescue the kidnapped princess! Ability: Cling to Ceiling Grand Master Item: Invisibility Spell Recommended Items: Health Potion ----------------------------------------- This is a fun mission for all the wrong reasons. Not only do you have to deal with incredibly tough enemies, but also a whole lot of traps, including pit traps that will instantly kill you if you fall through them. Did I mention that the enemies here are tough? Anyway, let's get on with this rescue mission. At the start a guard will come in front of you. Use the pillars on the side to hide, then SK him, er, it, when the opportunity arises. Continue grappling across the lava pools. Note that unlike the original game falling the lava will not kill you instantly, but it will drain your life. If you fall in quickly grapple out. When you reach the two striped platforms, wait for the guard to look away before stealth killing it. Be careful not to drop directly down from the platform, as there is a spear trap nearby. Beyond is a long room with a raised walkway with a guard on it. There are three pit traps in the center of the room. You can avoid them by walking to the side, but if you trigger one you have a split second to move away before it falls. Around the corner is a room with a fairly obvious spear trap in the doorway. And a Chibot. Do not let the Chibot see you. When the Chibot turns its back get close enough to the door to trigger the trap but not so that you are hit with it. Then rush up and SK the Chibot. Note that Chibots are so short that you won't even get a SK animation for it. Proceed with caution through the next rooms and SK the remaining guards on the way to the staircase. Move up the staircase slowly as there is another Chibot waiting for you. SK the Chibot, then grapple up to the next area. To the right you should find a revolving door (look for the semicircle on the floor). Use the one on the left by flattening your back against it. In the next C shaped room with the wood flooring there are still more pit traps. Move on the sides to avoid them, stealth killing the enemy along the way. You should arrive at a second revolving door. You'll enter a mist filled hall filled with cells. At first it seems like a dead end, but if you look up near the revolving door you can see two areas you can grapple up to. The left area has a Chibot, while the right leads to a door with a chain next to it. This door leads to the next area, but also contains a deadly trap. From the doorway grapple up to the beam in the center of the room. As soon as you enter the door shuts, gas fills the room, and grenades fall everywhere. Good thing you grappled up to the beam. After that's over go around the corner where you'll see a pit with several holes in the floor. The holes are spear traps so don't fall into them. SK the guard on the other side and head up the stairs to the next level. Another guard awaits you at the top. Hang on the ledge and SK it when the time comes. From the ledge grapple up to the next area. Note the nasty looking spear traps in the deep pit below. After that there are two paths you can take. The left path with the holes in the floor is obviously trapped. If you step on it flames will shoot up burning you. The problem is if you grapple across an exploding arrow will shoot from the opposite side and hit you, possibly knocking you back into the fire trap. While it is possible to avoid the arrow, why take chances? Instead head for the right path. The right path splits into two paths. Just to let you know the left one has a trap door that drops you right into the fire trap. Right it is. There are guards and Chibots on the other side, so you'll have your work cut out for you. Keep on going and stealth killing until you reach an outside area with wooden beams. Outside there are yet more enemies to deal with, as well as a pit to jump across. In the next inside area you will notice a hole in the floor. Upon closer inspection there are large gears revolving in the hole. Falling into the hole will grind Rikimaru up into Azuma hamburger, so let's avoid that if we can. Cross the hole carefully into the next area, which has a floor completely filled with rotating gears. The only way past is to carefully grapple to the opening above by aiming up and to the right. Cross your fingers and grapple away. The next room is even more fun, requiring you to grapple across with large blades dropping from the ceiling at regular intervals. To make things even more interesting a guard with a bow is positioned on the other end. The blades will cut through the grappling hook line so you'll need to time it just right. Past the blades awaits one last enemy. SK it and breathe a sigh of relief as you climb up the stairs leading to the exit of this demented fun house. BOSS: Dr. Kimaira HP: 150 The doctor and his wacky doll Maihime pack quite a punch. Fortunately, Maihime tends to telegraph most of her moves, giving you ample time to block or get the hell out of the way. Once you get a counter hit keep on attacking and don't let up. ----------------------------------------------- MISSION 6: CEMETERY Objective: Retrieve steel for Ressai! Ability: Feign Death Grand Master Item: Fire Spell Recommended Items: Health Potion, Ninja Rebirth ----------------------------------------------- This is quite possibly the most difficult mission in the game. Don't feel bad if you fail to pass this one the first time around. Or the second or third time for that matter. Most missions in Tenchu have no time limit, so you are usually free to take your time and carefully SK the enemies. In this mission time is a luxury that you can't afford. You must kill the enemies here quickly and with stealth. The reason being is that the Muramasa sword you begin with constantly drains your life. While it won't drop your life below 1, the undead enemies here will have no problem doing so. The only way to replenish your life (other than using a health potion) is to kill the undead with the Muramasa (normal weapons don't work against the undead). Engaging in combat with the undead will drain your life even faster (especially against the fire demons), so it's especially important to quickly SK all the undead so you can move on to the next one. Did I mention the "boss" battle here is harder than the final battle? Before we get started I should mention that the decision you make here on which steel to use does affect the ending, as well as a cut scene during the Onikage battle in mission nine. While I won't go into specific details, you will have to fight Tenrai an additional round at the ending if you go with the Shichishito. From the start you should see a fire demon right in front of you. Since your life is slowly ticking away SK the demon ASAP. Next up an undead archer guards the passageway in the north. SK and enter. Another undead guard awaits you in the tunnel. You guessed it. SK and move on. As you reach the end of the passage you can see a hut with a box on the ground. The moment you step through the exit a "boss" fight begins. BOSS: Undead (swordsmen, archers, fire demons) HP: varies The box on the ground contains the steel Ressai was looking for, but right now survival is more important. Waves of undead will attack. The undead swordsmen will slash at you while the fire demons spray fire in a huge arc in front of them. And in the distance archers will take pot shots at you all the while. Needless to say if you stand toe to toe with them you will die pretty quickly (remember your life is draining all the while). The trick here is to use the hut to prevent them from ganging up on you. They can follow you up on the roof, but only so many can fit up there, and it's much better than facing all of them at once. There isn't really any reliable strategy to use here other than that. Unless you're really good you're probably going to use a Ninja Rebirth here. Remember to use your health potions if your life is extremely low, but try to save some for later. When the undead mob is dealt with, pick up the box in the front of the hut if you haven't done so already. Your life is still draining away so make haste for the hole in the back of the area. Continue down the passage and SK the undead. You should end up in a large area with trees and several undead wandering around. The darkness makes it hard to spot the enemies here. If you're detected try to kill the enemies for the health refill. If things are taking to long it might be a good idea just to make a break for it to the next passage. The next passage features floating ghost heads that are more annoying than dangerous. Killing them will refill your life so go ahead and SK them. The area after that is a large cemetery with several undead sentries. There are some spots on the ground where hands will burst out from below and grab you for a few seconds. Try to jump away if you see them coming out. To exit the area grapple up to the large fence in the northwest and continue into the passageway. This area is a bit of a maze, but your goal is to pass through the large red room on the map. Several undead will be wandering around inside so SK them when the opportunity presents itself. The red room is actually filled with blood and has a single guard in it. Kill the guard and grapple up to the exit. Quickly follow the passage to the final outside area. There are a few enemies around, but if your health is low and you're out of health potions it might be a better idea to make a break for it to the exit. -------------------------------------------------------------- MISSION 7: BAMBOO FOREST Objective: Find Ayame's imposter! Ability: Wall Kick Grand Master Item: Ninja Armor Recommended Items: Health Potion, Poisoned Rice, Ninja Rebirth -------------------------------------------------------------- Now that Izayoi is repaired it's time to get back to business. This is a tricky mission, but you don't have to worry about your life draining away this time. Cautiously make your way forward, stealth killing the Jonin you come across. When you get the large open area, be careful of the Shikigami enemies here. They are usually placed in spots that give them a wide field of view. Although they don't give you kanji for stealth kills, you should try to do so anyway as they have incredible range on their attacks. Don't worry if your health gets low here as you can refill it at the hot springs in the next area. Follow the wooden walkway to the springs and jump in. Note that you need to crouch in the spring in order to refill your health. When you're refreshed, look for a small opening near the spring entrance and crawl in. You'll end up in a large area with a wooden walkway. Several Shikigami are in the area, as is the so called "werewolf" enemy you've been hearing about during the mission loading screen. Get up on the bridge and follow it to the end. There is an area to the left of the tunnel where several enemies are, but they're positioned in such a way that it's very difficult to kill one without alerting the others. Underneath the bridge is a water filled tunnel leading to the next area. Continue through the tunnel and SK the enemies there. Keep going up to the next area. More Jonin are patrolling in the area. You know what to do with them. Keep following the path until you get to the area with a snowman. From here you can take an upper route or lower route. The upper route is shorter and has fewer enemies, where the lower route has more enemies and a pit to avoid. Either route will lead you to the gate that leads to the boss battle. BOSS: Hyakubake (disguised as Ayame) HP:100 A red and blue Jonin join the battle. Try to lure them away from Ayame and take them out as quickly as possible. If you try to fight them and Ayame at the same time you will end up dying quickly. Ayame is a tough cookie due to her speed. If you're far away she'll throw multiple shuriken in a fan pattern (which can't be blocked). Up close she'll hit you with her trademark four hit combo. Attacking aggressively won't work here since Ayame can counterattack rather quickly. The only chance you have is to anticipate her attack and sidestep. Smoke bombs are good here, so smoke em if you got em. ---------------------------------------------------------- MISSION 8: BUDDHA TEMPLE Objective: Infiltrate the Buddha temple! Ability: Ninja Mind Control Grand Master Item: Fireworks Recommended Items: Health Potion, Blow Gun, Ninja Rebirth, Smoke Bomb, Sticky Bomb, Grenade ---------------------------------------------------------- I guess sending a ninja into a temple to kill everyone isn't violating holy ground huh? Anyway, the temple is a huge area with many passages and multiple levels that can really confuse you, especially if this is your first time through. It almost makes the colored rice seem useful. Well maybe not. You begin on a wooden walkway in the front of the temple. A monk is wandering nearby. Use the pillars for cover and SK him. Then grapple up to the wooden beams. You should see a crawlspace nearby. Enter and make your way through the temple, stealth killing the monks as you go along. Eventually you'll end up in a large outdoor area with wooden beams. Carefully make your way across the gap. There are quite a bit of monks below, so stealth killing them all is a bit of a risk. If you get spotted try to grapple back up and start again. If there are too many of them you might as well go ahead and fight them toe to toe. When the guards are dealt with, continue grappling up the beams until you see a tunnel entrance. Take out the nearby guard and enter, grappling up at the end of the tunnel. After another guard you should come across a large pit. The lower platform has shuriken on it so don't risk life and limb trying to get it. Instead grapple up to the wooden bridge. Turn left and head down the hole to the lower level. Keep following the path, grappling across a pit and jumping down another level. Keep on moving, grappling up when things look like a dead end. Eventually you'll arrive at a large pit. It looks like a dead end, but the path continues below you. The trick is to gently jump onto the wooden plank and fall (not jump) off, hanging back on the stick so you land on the platform directly underneath. Keep on going, crawling through a small tunnel, until you see a hole above leading to the main temple area. Grapple up and SK the guard. There's a bear in the distance, but unless you're itching for a fight I would recommend avoiding it. Walk around to the side entrance (watch out for the hard to see gap in the walkway) and enter the temple. A few monks are wandering around so SK them if your kuji meter isn't full yet. You'll need all the help you can get in the boss fight. BOSS: Kagura HP: 60 BOSS: Ganda HP: 200 Here's a tip right off the bat. Ignore Ganda and concentrate on Kagura. Kagura teleports all over the place so use the R2 button to lock on to her. She'll throw ofuda in a fan pattern, and if one hits you you'll be stunned for a few seconds, which is bad if Ganda is nearby. Ganda will just follow you during the fight, trying to beat the crap out of you with his stick. Get in Kagura's face and start working on her before she teleports again. If she blocks get in close and throw her. She has only 60 HP so she can't take much of a beating. When she dies the battle will end. BOSS: Tatsumaru HP: 100 Tatsumaru has all of his attacks from Tenchu 2, in addition to several new ones. If you get too close to him he'll be glad to demonstrate them for you. If you're at less than half health it would be a good idea to use a health potion, as his special attacks can kill you instantly if you're low on health. Fight defensively as he tends to block everything you throw at him. He will also occasionally throw smoke bombs at you, which equals a lot of hurt if one hits you. Return the favor by tossing a few of your own. If he starts taunting you, don't bother attacking him. Just go up to him and throw his ass. He won't heal himself, so if you fight defensively and have health potions (and/or a ninja rebirth) on hand you should be able to outlast him. --------------------------------------------------------- MISSION 9: TENRAI FORTRESS PART ONE Objective: Assassinate the evil Tenrai! Ability: Wrath of Heaven Grand Master Item: Decoy Whistle Recommended Items: Health Potion, Blow Gun, Ninja Rebirth Smoke Bomb, Sticky Bomb, Grenade --------------------------------------------------------- Start out the mission by stealth killing the nearby Jonins, using the assorted pieces of lumber for cover. Move across the log to the next area with a house. A Jonin and a Kunoichi (those white haired female ninjas with the flower tattoo on their thigh) are patrolling nearby. Stay crouched on the roof to wait for an opening, then SK them one at a time. If they're too close you might want to Blow Gun one of them. Continue to the next area taking out the Kunoichi along the way. The next area is a large cavern with multiple levels and wooden walkways. In other words it's a perfect place for stealth kills. Make your way to the far right side taking out everyone along the way. A Martial Artist guards the exit so just hang around (literally) until he turns his back. SK and proceed to the next area that has several cannons in it. Martial Artists are wandering around the area, so give them a friendly Azuma hello. Go up the stairs to the next level. There should be more cannons and enemies. You know what to do. Be sure to pick up the health potion around the corner of the third cannon room. The remainder of the level is pretty straightforward. Assorted Martial Artists, Kunoichi, and Jonin guard the passageways. SK as many as possible so you can Wrath of Heaven before the next level. Another health potion is on top of the second watchtower. You're going to need it in the next boss fight. BOSS: Onikage HP: 200 Haven't we done this battle like six times already? Let's see. Twice in Tenchu: Stealth Assassins. Twice in Tenchu 2: Birth of the Assassins. And twice in Tenchu: Wrath of Heaven. Yep. That's six times. I'd be willing to bet we're going to be fighting him yet again in the next Tenchu game. Anyway, it's time for round seven with our dear old friend. He's pretty much the same as the last time, except he has more HP and his attacks seem to do a bit more damage. Stay away from him or he'll quickly drain your life with his special attack (I love it! I love it!). Concentrate on dodging and counterattacking. If you plant a sticky bomb on him during the fight, you can detonate it when he tries to drink his health potion. Not only will this damage him but it will also knock the potion from his hand, allowing you to pick it up. Using the Wrath of Heaven is not advisable here, as it means certain death if you miss. If you do decide to use it, follow up immediately with a health potion. ---------------------------------------------------------- MISSION 10: TENRAI FORTRESS PART TWO Objective: Assassinate the evil Tenrai! Ability: Wrath of Heaven (if not obtained in mission nine) Grand Master Item: Binding Spell Recommended Items: Health Potion, Blow Gun, Ninja Rebirth Smoke Bomb, Sticky Bomb, Grenade ---------------------------------------------------------- This is Rikimaru's final mission, but if you've gotten this far you shouldn't have any serious problems here. SK the sentries here until you get to the point where two routes are. Up to the right is a ledge you can grapple up to. Taking this route (west on the map) involves a great deal of grappling. Taking the left route (south on the map) has far less grappling involved but involves some risky jumping. For the walkthrough we'll go with the left route. Continue along until you reach an area with some strange things chained to the wall. Use the corners to hide and SK the guards. Keep on going until you reach an area with several pillars. SK away and grapple to the top. Be careful of the monk nearby. You should end up at the edge of a large pit with pillars. Carefully jump from pillar to pillar to around the corner. A blue Jonin is near so wait till he's turned before jumping there. From there head west up the stone ledges to an area with several pillars. Use the pillars for cover as two monks are wandering around. If they see you you're going to be in for quite a fight. There are also some pits in the room so watch your step. Run up the stairs and grapple up to the room with the glowing walls. Exit the glowing room and you should see a red Jonin to the right beyond the gap. You can either double jump and SK him when his back is turned or simply Blow Gun him. In either case carefully maneuver around the walkway to the other side. A red Jonin is waiting across the pit. If he spots you he'll throw a shuriken at you, which you can easily dodge and pick up. Throw it back at him if you feel like it. Otherwise grapple across and take him out. From there move to the end near where the bars are and grapple diagonally to the area in the distance. Follow the path and SK the last two guards along the way. You can tell you're at the end when you see the door with the symbol on it. Prepare yourself for the final battle. FINAL BOSS: Tenrai HP: 150 Tenrai teleports around the area, either shooting spells at you from a distance or smacking you with his staff if you're close. His attack that thrusts rock spears from the ground is fairly easy to dodge and leaves him wide open, so go to work on him. Save your items and stick with normal attacks. FINAL BOSS: Tenrai HP: 200 Tenrai is invincible for the first part of the battle, but continue to attack him until the cut scene plays. After that your attacks will start to damage him. If you have any explosive weapons now would be the time to use them. Dodge his attacks and strike when you see an opening. What happens when you defeat him for the second time depends on the decision that you made in mission six. If you didn't use the Shichishito sword to repair Izayoi, congratulations! You've beaten the game. Otherwise... FINAL BOSS: Tenrai HP: 200 The main strategy here is to get in his face and launch an all out attack. Izayoi is powered up here so the battle shouldn't take too long if you're aggressive. Kill Tenrai for the third time and you've won the game. ------------------------- XII. AYAME'S WALKTHROUGH ------------------------- Note: These walkthroughs assume that you are playing on the first (initial) layout of the mission. The second and third layouts have the same area design, but the placement and number of items and enemies changes. SK = Stealth Kill ------------------------------------ MISSION 1: BAMBOO FOREST Objective: Rescue the village girls! Ability: Somersault Kick Grand Master Item: Exploding Arrow Recommended Items: Health Potion ------------------------------------ This mission is pretty much the same as it was for Rikimaru, except there are no Jonin, Shikigami, or Werewolves around. Instead you have plain vanilla samurai enemies. This mission is interesting in the fact that most of the first area is completely optional. Basically it's an introduction to stealth killing with Ayame. You'll begin on top of a wooden bridge with your first victim in plain view. Once you've gotten your first SK proceed to the end of the bridge. Note that if you somehow get injured there is a tunnel you can crawl through to reach the hot springs. At the end of the bridge you can either hop down and enter the water filled tunnel to the next area, or take a detour to the left where you can SK a half dozen enemies wandering around the area. It's good practice and an easy way to rank up the kanji, so I would highly recommend taking the time to kill them all before moving on. Once you've killed to your contentment, enter the water filled tunnel. Two guards here start chatting away when you get close, then split up to start their patrols. Dispose of them both and proceed up the stairs to the next level. Keep on going until you come to the snowman area. From here you can take one of two paths. The left path is a bit more direct while the right is longer and has a pit you'll need to jump. It doesn't matter which one you take, but be sure SK enough enemies to earn the somersault kick before you leave the level. The last enemy guarding the gate is hard to approach head on, so come at him from the side instead. BOSS: Tajima HP: 100 Tajima has the same attacks and patterns that he had in Rikimaru's mission, so you can use the same strategies for that battle. You have a wider area to fight in this time, so dodging his attacks shouldn't be a problem. Dodge and counterattack, and Tajima should fall in no time at all. ------------------------------------- MISSION 2: ECHIGOYA Objective: Execute the evil merchant! Ability: Ninjitsu Block Grand Master Item: Invisibility Spell Recommended Items: Health Potion ------------------------------------- Not to sound like a broken record, but this mission is pretty much the same as it was for Rikimaru. Well, okay, there are a few minor changes, but the overall mission is pretty much the same. If you don't want to go back and read that walkthrough, I'll summarize here. You can go into the front entrance of the main house and make your way to the secret crawlspace, or you can take out the three guards in the back and get the gate key to the gate by the ramp. One notable difference here is that the geisha that was in the underground passage is gone, and a guard is up hidden in the area above, so be careful when you grapple up there. The upper area is also pretty much unchanged from Rikimaru's first mission. Take out the guards and enter the main house by the front door. The house layout is exactly the same as it was last time. The only difference is that you won't have to fight Tajima this time through since you already took care of him in the last mission. Here's a brief walkthrough in case you're too lazy to go back and look at the previous one. From the entrance head right and at the long corridor take the door on the left to the basement. Move through the basement and grapple up to the next level and keep going to the second floor. Follow the passage and take the door on the right. Either crawl through the space or take the long way around to the end of the hall. From the boxes grapple up to the attic. Go through the attic and drop down the hole at the end. Drop down again and get ready to rumble. BOSS: Nasu HP: 100 Thanks to Ayame's mad skills there won't be any guards to help to Nasu this time. He hasn't changed any since you fought him as Rikimaru, so just get in his face and slash away. When he's low on life he'll start begging for mercy, but you know how to deal with that trick already. When Nasu has been dealt with, simply retrace your steps back out and the mission will automatically end when you head for the first floor. --------------------------------------------------------- MISSION 3: GODHA CASTLE Objective: Assassinate the traitor Hamada! Ability: Ninja Vision Grand Master Item: Super Shuriken Recommended Items: Health Potion, Poison Rice, Smoke Bomb --------------------------------------------------------- This mission will put your SK skills to the test, as there are ninjas in every nook and cranny of the castle. Fortunately you won't have to avoid combat like you did for the first part of Rikimaru's mission. The layout and route you need to take is the same as for Rikimaru, except that there are a whole lot more enemies to deal with. Some enemies are paired up in opposite positions, so look both ways before you attempt to SK someone. There are two things you can do to make your life a bit easier. First, you can open sliding doors by sliding near them with your back to the wall. This reduces the chances of a ninja spotting you on the opposite side. Second, when you're moving with your back to the wall, you can look behind walls by rotating the camera twice around a corner. Both of these will come in handy in the tight confines of the castle corridors. For a more detailed walkthrough refer to the Rikimaru mission. Here's the condensed version. Make your way to the atrium in the center. Enter the crawlspace nearby and go up stairs. Make your way to the second staircase going down. Go right around the corner and make your way to the stairs going up. Follow the winding corridors to the stairs leading down to the boss. Of course, there's going to be a small army of ninjas along the way to deal with, but hey, the journey is the reward right? If you move with caution and make judicious use of the manual camera, you can get a grand master ranking on this one easy. The Ninja Vision you earn here will be especially important in the next mission, so don't leave the castle without it. BOSS: Hamada HP: 100 Just like the first game, Ayame has to deal with a boss that Rikimaru kills automatically. Hamada has good range and damage with his sword, but Ayame has an edge in speed. His attacks leave him wide open if he misses, so use quick hops or just run like a maniac to avoid and counterattack. Remember that Ayame takes more damage than Rikimaru, so it's safer to dodge than to try blocking attacks. -------------------------------------------- MISSION 4: CEMETERY Objective: Retrieve the Yoto swords! Ability: Grappling Hook Combo Grand Master Item: Chameleon Spell Recommended Items: Health Potion, Smoke Bomb -------------------------------------------- This mission is nowhere near as difficult as Rikimaru's version, but it is still very challenging. Your health won't drain away during the mission, so you can take all the time you want. The trade off is that you have no way to kill the undead you encounter, so you'll have to sneak or run pass them. The good news (if you can call it that) is that the ninjas here aren't undead so they can be killed. The bad news is that since they're wearing black they're difficult to spot in the darkness (Hmmm. I guess that's the reason why ninjas wear black.), so you'll need to be extra careful and use the L1 button (and Ninja Vision if you have it) to look ahead in the gloom for them. Ayame starts out where Rikimaru ended his mission, so basically we're going in reverse of that mission. In order to proceed Ayame must strike sealing stones (red glowing stones) to open up the next areas of the mission. Right from the start a fire demon dances nearby, so carefully sneak past it. Crouch and roll by to minimize your profile. There's a ninja nearby as well, but it's difficult to SK him with the demon so near. Carefully make your way to the sealing stone near the tunnel entrance and hit it with your sword. When the door opens proceed into the maze like tunnels. There should be a few ninjas wandering around. Make sure to SK as many as you can, as the number of time you can earn kanji in this mission is severely limited. In the blood room an undead soldier is walking around. When he's looking right quickly drop down quietly (hold R1 before you land), roll to the left and quickly grapple up to exit before he sees you. Carefully avoid the undead in the area as you make your way through the maze. There should be a sealing stone near the exit. Smash it and head outside. Jump over the fence and you should see the sealing stone to the left of the area. You can try to kill the ninja in the area, but remember there are undead wandering about as well. If you want to play it safe head for the stone, smash it, and stealthily make your way to the next tunnel area without engaging the enemies here. Floating heads patrol the next tunnel. Avoid them and run to the next area. The next sealing stone is here, along with a few ninjas. SK them all if you can, hit the stone, and move on. The next tunnel features a ninja and undead guard near the gap. Carefully drop down and hang on the ledge until the undead guard turns. Then quickly move past and SK the ninja nearby. Grapple up the well to the last area. Run to the hut and prepare for the boss. BOSS: Undead Headless Giant HP: 200 You have the Yoto swords equipped for this battle so you can kill this boss. Unfortunately, like the Muramasa, Kazumi and Shizuku will constantly drain your health. Since there are no undead nearby to kill except the boss, the only way you can refill your life is to drink a health potion. The giant is a huge target and his attacks are slow, but his sword gives him a huge reach. If he hits you with it, expect to get swatted away like a baseball. Run around and wait for the giant to commit himself to an attack, then hit him for all you're worth. Unless you have a lot of health potions and a ninja rebirth, you'll want to fight cautiously for this one. -------------------------------------------------------- MISSION 5: RONIN VILLAGE Objective: Go to the red house of Zennosuke! Ability: Cling to Ceiling Grand Master Item: Fire Spell Recommended Items: Health Potion, Poison Rice, Blow Gun, Smoke Bomb -------------------------------------------------------- This is probably the hardest mission to get a Grand Master Ninja ranking, as it is very easy to be seen. There are civilians everywhere, the darkness and rain make it very difficult to spot the black garbed ninjas, and the Kunoichi are easily mistaken for geishas due to their red clothing. Add this to the fact that the enemies here frequently jump on top of buildings, and you have the most challenging SK mission in the game. If you can get past this one without being spotted once, you truly are a ninja master. The first village area is crawling with non-combatants and ninjas. The ninjas frequently jump on roofs, so don't assume you're safe just because you're up on higher ground. Keep low and make judicious use of the manual camera. Unless you slowly make your way through the village, you are bound to get spotted a few times. Make your way to the crawlspace to the next area. Two ninjas are near you from the water. Keep low, roll, and take out the closest one to the wall. The one further down is a real pain in the ass since he keeps jumping up and down from the ledge, making stealth killing him a real chore. A Kunoichi and ninja are in the courtyard area. The ninja is near the wall so make sure he's facing away before jumping down. From there you can make your way to the platform where the Kunoichi is keeping watch. Two more guards are waiting in the area near the house. There are a whole lot of enemies in the barrel area. If you're intent on stealth killing them all, make sure to wait on a barrel near one of the isolated corners. Chances are another guard will see the body and come running shortly after. Grapple back up the barrel and SK the guard when he calms down. Repeat until you have a pile of bodies, then proceed to the next and final area. Zennosuke's house is the only bright red one so you can't miss it. There are more villagers roaming around here to make stealth killing more interesting. Stick to the rooftops, but watch out for the ninjas that occasionally patrol up there. Step through the door to Zennosuke's house and prepare to rock. BOSS: Tesshu HP: 100 Tesshu is much stronger than Ayame, but by the same token he's also much slower. Watch out for his rushes and counterattack when the opportunity presents itself. A few combos into the fight Tesshu will break off the attack. Don't rest easy since this leads to... BOSS: Hyakubake (disguised as Rikimaru) HP: 100 You're probably familiar with all of Rikimaru's attacks by now. He can attack faster than Tesshu, so you'll need to block more often. Use Ayame's edge in speed to dodge and counterattack, and "Rikimaru" should eventually fall. ------------------------------------- MISSION 6: AMAGAI CASTLE Objective: Escape from Amagai Castle! Ability: Feign Death Grand Master Item: Ninja Armor Recommended Items: Health Potion ------------------------------------- BOSS: Dr. Kimaira HP: 150 Nope. You're not seeing things. Ayame begins this mission with a boss fight, in this case good old crazy Kimaira. You can use the same strategies you used in Rikimaru's fight. Run around Maihime when it winds up to attack, and then hit it for all you're worth. Watch out for its spinning attack that can do some serious damage to Ayame. It may take a while, but eventually the big freaky machine will fall. Now that we're done playing with the doctor, it's time to blow this joint. Unfortunately, you have a 20-minute time limit before the castle floods with deadly gas, so you're going to be cutting it a bit close. The mission is pretty much the same as it was for Rikimaru, with the major exception that you're going to be going in reverse. Fighting enemies will definitely eat up the clock here, so it's even more important to SK as much as possible. Head downstairs and make your way to the room with the falling blades, taking care to SK the wooden guards along the way. Grapple across the room and then carefully double jump diagonally through the gear room. The next room with the smaller gear pit has a guard, so time it so that you jump across when it's not looking. Keep on moving past the outdoor area, being wary of the Chibots on patrol. Avoid the flame trap in the next area by sticking to the left route. Jump past the deep spear trap while the guard is turned, and make your way downstairs to the next level. Keep going past the room with the trap pits, and take a left to the smoke bomb/grenade trap room. The moment you step on the beam the trap will activate. You can't open the door or stop the trap, so you're going to have to jump over the door from the beam. Past the trap room, jump across the gap and use the nearby revolving door. Keep going to the staircase at the north of the map, again watching out for enemies using the Ki Meter. More enemies await downstairs. Past the spear trapped door is a hallway with several pit traps in the floor. Unlike Rikimaru's mission, there is a pit trap on the side this time. If you want to play it safe, grapple up to the wooden walkway and use that instead. Grapple up to the orange beams and across the lava pit, carefully taking out the remaining enemies on the way to the exit. As you reach the exit Onikage confronts you at the same time Rikimaru arrives on the scene. Here you have a choice of either fighting Onikage or letting Rikimaru do it while you go to the temple. Your choice here affects some cut scenes later in the game. Unless you're low on health I would recommend fighting him. Who doesn't enjoy beating up on Onikage? BOSS: Onikage HP: 150 Yep. It's the same old Onikage with the same old tricks you've seen before. You can use the same strategies that you used with Rikimaru, except it's a bit easier to dodge his attacks since Ayame is much faster. Just keep your distance or else his close range special attack will quickly drain Ayame's health. Note that this attack will also refill his health quite a bit so avoid getting close. --------------------------------------------- MISSION 7: BUDDHA TEMPLE Objective: Retrieve the Jewel of Heaven! Ability: Wall Kick Grand Master Item: Fireworks Recommended Items: Health Potion, Poison Rice --------------------------------------------- BOSS: Ganda HP: 200 Yea! It's yet another pre mission boss fight. Unlike Rikimaru, this time you must fight Ganda. Fortunately, Kagura isn't here so you can fight mono e mono with the big guy. His attacks are slow and easy to dodge. If they do connect, Ayame will be in a world of hurt. Keep Ganda in the center and run around him until he launches an attack. Then move in and whack away. You can't use the close range knee bash on Ganda so don't bother. He has a ton of HP, but eventually you'll manage to chop the big guy down to size. Move down the tunnel and you'll see the temple entrance where Rikimaru started. Take out the guard in the tunnel, and then stealthily kill the guard on the walkway. Grapple up the beam to the crawlspace above and enter the temple. A monk is nearby when you exit so stay crouched and move in when he turns around. Keep going until you reach the hole in the floor. You can see a monk in the distance down there, but don't be too hasty to jump down as another guard is below and to the right. Jump down when the guard in the distance is turned and take out the nearby monk, then rush the other guard when the time comes. Jump across the platforms in the large outside open area with the wooden beams. If you look down a bear will be wandering nearby. Carefully drop down and hide using the beams. When the bear presents his bear behind, run up to him (her?) and SK it. There are more guards in the nearby candle lit tunnel, but your ultimate goal is to grapple up the wooden beams to the tunnel above. A guard is nearby, but fortunately for you he has horrendous peripheral vision. Jump when he's turned, SK him, and enter the tunnel. Grapple up and keep going till you reach the pit area. Grapple up to the wooden bridge walkway. The guards here tend to look at each other, so it will take some timing on your part to take them out with stealth. Once the coast is clear, head left to the area with the hole. Jump across and keep going until you reach an area with a long deep pit. To borrow a phrase from the loading screen: To fall is to die. Do not fall. Carefully jump to the plank in the middle of the pit, then jump to the ledge on the right. From here you'll need to grapple in a zig zag fashion across the pit to the ledges on the sides. When you reach the end you'll need to grapple up to the top of the pillar on the left. It might take you a few tries. From there keep grappling up to the temple area above. You should end up near the side entrance of the temple. Enter the temple and SK the guards on your way to the temple center. When you reach the statue grapple up the planks, taking care to eliminate the monk on the walkway above. Jump to the face of the statue and the mission ends. --------------------------------------------- MISSION 8: LIMESTONE CAVERN Objective: Rescue Council Sekiya! Ability: Ninja Mind Control Grand Master Item: Dog Bone Recommended Items: Health Potion, Poison Rice --------------------------------------------- Wow. A mission that doesn't start with a boss fight. Ayame begins further in the caverns that Rikimaru's mission near the wooden walkway area. A red Jonin is nearby so take him out first. While you can walk back to the waterfall area, there aren't any items there. There are several enemies however, including a werewolf and a blue Jonin. If you need the kanji go ahead and clear the area out. Otherwise, you can proceed through the caves much in the same way that you did as Rikimaru. From the starting area you can take either path north to the large cavern. Watch out for the Kunoichi here though. They attack just as fast as you do. The large cavern is crawling with enemies. Killing a guard here is bound to attract attention. You can sometimes use this to your advantage by hiding nearby as the guard rushes up to investigate a body. When the enemies are cleared, grapple up to the right and continue down the tunnel until you reach a hole with the blue sparkles. Drop down and continue onwards. A Kunoichi should be down there, and another Jonin waits at the end. Look down from the ledge for the lower floor and drop down. Another Jonin is guarding the cell where Sekiya is being held. Sneak up and take him out. When you reach the cells Sekiya will tell you that the path to the island is blocked by a boulder and you will need to get some explosives to clear the way. You can see the location of the explosives on the map. From here on, Shikigami spirits appear frequently. Use your Ki Meter to carefully proceed to the room with the explosives. Once you have them, move on to the large cavern with the plank walkways over the water. A werewolf is around here, as are a few more guards. Remember that the water will alert guards if you land in it. When you reach the end of the cavern grapple to the upper walkway and take out the nearby Jonin. Then proceed to the large circular water filled area where Rikimaru fought Onikage. A Kunoichi is nearby. Avoid falling into the pool or the sound will put her on alert. Creep up and take her out. Then get in front of the boulder and place the explosives on the ground in front of it. Quickly move away or you'll be caught in the explosion. When the smoke clears, head through the opening and on to the boss. BOSS: Kagura HP: 60 BOSS: Spirit Wolf HP: 200 It's Princess Mononoke! Since you took care of Ganda earlier, Kagura has a spirit wolf helping her out this time. As before, ignore the wolf and concentrate on Kagura. Get in her face and start whacking away. If she blocks, nail her with a close range knee bash. At 60 HP she can't take too much punishment so be relentless with your attacks. --------------------------------------------------------- MISSION 9: TENRAI FORTRESS PART ONE Objective: Assassinate the evil Tenrai! Ability: Wrath of Heaven Grand Master Item: Decoy Whistle Recommended Items: Health Potion, Blow Gun, Ninja Rebirth Smoke Bomb, Kasumi and Shizuku --------------------------------------------------------- This mission is essentially the same as Rikimaru's with one major exception. Undead fire demons are wandering around the fortress this time around, and while you don't have to kill them to proceed, getting rid of them permanently with Kasumi and Shizuku will make your life a whole lot easier. I would highly recommend bringing them along for the ride. Head for the house area at the start of the mission. There's a health potion on the roof that's ripe for the taking. SK the nearby blue Jonin while you're up there as well. Move to the next area, taking out the guard in the passage. In the large cavern area you'll notice a fire demon walking around. If you have the Yoto swords take him out. Otherwise, avoid him by taking the long way around the cavern. A Martial Artist will appear as you approach the exit to the area, so hang around and wait till he turns away. Move through the cannon room and SK the monks. Go up the stairs and SK the monk in the next cannon room. Past the wooden bridge is a third cannon room and a fire demon. Yoto him if you can. Otherwise you'll need to use the box for cover while you sneak past him. From this point on it's pretty much a straightforward sneak and destroy mission. Past the guard towers are trenches that you can use to sneak up on the unsuspecting Jonin. One more undead awaits you near the end. If you're spotted and don't have an undead killing weapon just run like hell past it. BOSS: Tatsumaru HP: 100 For some reason Tatsumaru seems much more difficult this time around. Being aggressive will quickly get you killed, especially if Tatsu hits you with his special attack combo. Fight defensively and watch out for the occasional smoke bomb he'll throw at you. If Tatsu starts blocking frequently, counter with a quick knee bash. It won't do much damage, but thankfully Tatsu doesn't have any health potions on hand. Speaking of which, if you're low on health don't hesitate to use a health potion on your own, as one of his kick combos can kill you instantly if you're not prepared for it. Blocking, dodging, and counterattacking are the keys to victory here. ---------------------------------------------------------- MISSION 10: TENRAI FORTRESS PART TWO Objective: Assassinate the evil Tenrai! Ability: Wrath of Heaven (if not obtained in mission nine) Grand Master Item: Binding Spell Recommended Items: Health Potion, Blow Gun, Ninja Rebirth Smoke Bomb, Kasumi and Shizuku ---------------------------------------------------------- Bring the Yoto swords and plenty of health potions cause it's going to be a bumpy ride. The mission is similar to Rikimaru's, with the addition of a few undead to make things a bit livelier. Start off by grappling up to the ledge in front. Hang around until the Martial Artist turns away, then go up and greet him in proper fashion. Continue on stealth killing the guards as you go until you reach the break in the path. Grappling up to the right path is longer and requires a bit of grappling, while the left path is more straightforward. I usually take the left path but it doesn't really make a difference. Jump the pit and keep going until you reach an area with some things chained to the walls. Two enemies including a fire demon are wandering nearby so use the surroundings to play hide and go seek. Grapple to the next area with the pillars. A Martial Artist is wandering below. Take him out and grapple to the top of the pillars. Another one is on the ledge near the top of the pillars. Crouch to hide, then jump across and take him out when he turns. Proceed to the large pit area. Jump carefully on the pillar to the ledge around the corner. Be careful, as it is very easy to fall to your death here. A Jonin should be nearby. Crouch then rush him when the opportunity presents itself. Keep going west and up the stone ledges. More Martial Artists await in the next area. Use the pillars to your advantage and take them all down. Go up the stairs and grapple up to the glowing room entrance. Grapple up to the exit from the room. From here you can go right or left. To the right are stairs with a gap in the middle and a red Jonin keeping watch. If you go this way, crawl up the stairs and then jump across when he's turned. SK and keep going on the walkway until you round the corner. Jump to the platform in front, then grapple over to the well-lit area to the left. A red Jonin with shuriken is stationed there and will throw some at you if you're spotted. Grapple over and SK him, or knock him over the edge in combat. For some reason this Jonin always seems to run off the ledge to his doom. Anyway, from there grapple up to the ledge near the gate. If you go the left route from the glowing room instead, drop down below when the Jonin is looking the other way and SK him. Grapple up to the ledge by the bars. Either way, you should be on the ledge next to the bars. Continue down the corridors and take out the remaining guards. When you see the door with the symbol on it you're ready to face the final boss. FINAL BOSS: Tenrai HP: 150 Tenrai has three magic attacks he can use against you. First is a linear attack that shoots rock spears from the ground. This is easy to dodge and leaves him wide open to attack. The second are ice spears that he shoots in a fan pattern. You can't block them so you'll have to jump over. The last attack summons seals on the ground that shoot lighting up. Tenrai is most vulnerable during the first attack so get in his face and combo away. FINAL BOSS: Tenrai HP: 200 This version of Tenrai relies on physical attacks. His claw swipes will do quite a bit of damage to Ayame so try to circle around him. He will occasionally stop to spray a poisonous green mist in front of him. Avoid this at all costs. Not only will the poison do a lot of damage, but also Ayame will have difficulty avoiding attacks while she convulses from the venom. Get in Tenrai's face and give him everything you have. Drop him to 0 and victory is yours! -------------------------- XIII. TESSHU'S WALKTHROUGH -------------------------- Note: These walkthroughs assume that you are playing on the first (initial) layout of the mission. The second and third layouts have the same area design, but the placement and number of items and enemies changes. SK = Stealth Kill Tesshu differs from Rikimaru and Ayame in that he does not have a Kuji Meter, and begins the game with all of his special abilities. The down side is that the selection of items he can use is more limited. He also does not have an item inventory screen. Instead he must purchase items before a mission using money. Enemies that are stealth killed by Tesshu occasionally drop money. Money can also be found in boxes during missions. After a mission Tesshu sells back all the items he had at the end of the mission, and is paid an amount of money based on his efficiency. He also receives bonus money for quickly finishing a mission. ----------------------------------------- MISSION 1: ECHIGOYA Objective: Assassinate Nasu and Echigoya! Master of Assassins Item: Super Needle Recommended Items: Health Potion ----------------------------------------- There are more guards in the compound than there were in Rikimaru's and Ayame's missions, but that doesn't pose much of a problem to Tesshu. The big change here is that the gate that was locked before is unlocked. Use this area to practice Tesshu's moves and sample some of his rather unique stealth kills. Be sure to grab any money that pops out of enemies when you kill them. The guards here are more cautious that usual, and are often paired up together. You can either take the secret passage in the house or take the longer route underground. Whichever way you choose make sure you loot all the enemies as any items you end the mission with gets converted to money. Some of the huts in the upper area have moneyboxes in them so go ahead and loot away. Echigoya's not going to need them where he's going. The front of the house is heavily guarded. If you're trying to avoid being spotted completely go around to the rear of the house and enter there. Otherwise jump down, SK one guard, and take the other out in hand to hand. If you came from the rear entrance, head towards the front of the house. Notice that the door to the basement is now locked. We're going to have to get the key from Echigoya. If you came from the front, take the left door right next to the entrance. Hello Echigoya. Goodbye Echigoya. Go back and unlock the basement door and head down. There's a sleeping guard and a cat down there. Kill guard. Even Tesshu can't kill the cat. *sigh* Anyway, grapple up and head towards the second floor. Proceed down the hall, using the corner camera to help you SK the guards. Keep going straight down the hall past the cat. Note that Tesshu does have the Mimic Animal ability. Use it to calm the guards down if they get suspicious. At the end of the hall by the boxes, grapple up to the attic. You should be familiar with this area by now since you've been here twice already. Watch out for the guard in the attic. Drop down at the end and wait till the guard turns. Drop down and SK him. Drop down one last time for the boss. Well. There used to be a boss anyway. Looks like Rikimaru got to him first. Oh well. Easy come easy go. -------------------------------------------- MISSION 2: GOHDA CASTLE Objective: Teach Rikimaru a lesson! Master of Assassins Item: Kumihimo Recommended Items: Health Potion, Smoke Bomb -------------------------------------------- Is it just me or does killing Gohda's guards here just seem wrong? Muzen is supposed to serve the cause of justice, not vendettas. Anyhow, let's try not to dwell too much on details shall we? Tesshu begins under the crawlspace in the atrium. If you want you can go and clear out the floor of guards, but it's not necessary to complete the mission. Whether or not you decide to do so, the mission path is to head through the crawlspace and make your way to the stairs leading to the second floor. On the second floor it's business as usual. Kill the two guards along the way to the stairs leading back to the first floor. Back on the first floor hang a right and head for the stairs leading back to the second floor (just who designed this place anyway?). Back on the second floor you know the drill. SK the half dozen guards along the way to the stairs heading back down. Get ready to teach Rikimaru a "lesson". BOSS: Rikimaru HP: 100 Rikimaru has a significant edge in reach and speed over Tesshu, so trying to counter hit him is a losing proposition. Fight defensively and try to use power blocking if possible. Note that you don't have to kill him to win this battle. Once you get him to about half health the fight will end. If you want to speed things up use a smoke bomb to disorient him and combo away. ------------------------------------------------------ MISSION 3: BUDDHA TEMPLE Objective: Rendezvous with Senkichi by the waterfalls! Master of Assassins Item: Magazine Recommended Items: Health Potion, Smoke Bomb ------------------------------------------------------ BOSS: Ganda HP: 200 The key to winning this one is to play keep away with Ganda. His attacks are slow, but they have huge range and deal large amounts of damage. If he gets close enough to use his special attack (and you'll know it when you see him toss Tesshu to the ceiling), it's pretty much game over. Circle around him and wait for an opening, then hit him with a quick three hit combo. You can't head butt him so don't even try it. Enrage is helpful here, but remember that Tesshu is vulnerable for a few seconds when he activates it, so make sure Ganda isn't anywhere near him. If you have smoke bombs, use them if you have them. Don't worry about having to deal with another boss later in the level because this is it. His 200 HP is a lot to take down, but you should win eventually as long as you don't get sloppy. Directly up and across from the statue is a hallway area you can grapple to. Two guards are there that you can SK if you like. Otherwise, head around the right of the statue to reach the exit, taking care of the monks along the way. Outside a bear is wandering the premises. If you're feeling confident you can try to SK it if you like. Further down a monk guards an opening down below. Take him out and jump down. There should be a small opening you can crawl through nearby. You should come to the edge of a large pit. The way out is right above and behind you. While you can grapple directly up from the bottom, it's far easier to just grapple to the side ledge and then grapple up to the top. Jump down the nearby hole and keep going. A monk is nearby, so SK him and grapple up to the next area. You should eventually reach an area with a wooden bridge above you crossing over a pit. The exit is the dark tunnel to the right. Jump across, SK the monk, and keep going to the exit. -------------------------------------------- MISSION 4: LIMESTONE CAVERN Objective: Escape from the limestone cavern! Master of Assassins Item: Fire Arrow Recommended Items: Health Potion -------------------------------------------- This short mission uses only a fraction of the limestone cavern map. While I haven't explored the previous area I'm pretty sure you can go back if you like and kill the enemies there. But that's pretty much optional for finishing the mission. The items that you purchased for this mission will be confiscated and placed in several areas of the map (indicated by red dots). From the start SK the nearby guard (is it me or has Jinnai gotten really sloppy?) and proceed to get back your items scattered around the area following the map. Be sure to snag the key in the room near the starting position. Once you've gotten back your items, head to the boss room via the water filled cavern. There are a lot of ninjas around so proceed with caution. The water will alert the guards nearby if you run through it. The Mimic Animal ability might come in handy here. Once you reach the boss room take out the remaining guard standing in the middle, then grapple up to the nearby exit. ------------------------------------------- MISSION 5: CEMETERY Objective: Go to the house in the cemetery! Master of Assassins Item: Disguise Recommended Items: Health Potion ------------------------------------------- Yep. It's another cemetery mission. Fortunately for you the cemetery is undead free, so that's definitely a load off your shoulders. You won't have to worry about some vampire weapon draining your life, or fire breathing demons roasting your ass, or crap like that. No sir. It's back to good old needle stabbing, bone breaking, neck twisting, pulling your heart out of your chest while it's still beating business as usual. You'll start the mission at the same point that Ayame did. The house you need to head for is where she fought the headless giant. After going through this area forwards and backwards you're probably well familiar with it now, so I won't go into details. In the first area with the stone lanterns a few guards should be wandering about. You should have no problem stealth killing them all. Enter the tunnel and head for the blood room, keeping an eye on your Ki Meter, checking corners, waiting till the guard's back is turned, etc. You probably know the basics by now, but it's always good to repeat them. Anyhow, a blue Jonin is wandering in the blood room (just how did all that blood get in there in the first place?). SK and grapple out. By the way, on a side note there is a voodoo doll floating down there as well. =) Another Jonin awaits you in the corridor beyond. SK him and exit. Over the fence more Jonin await in the area below. SK at will and move on to the next passage. More guards. More stealth killing. The next open area is a bit trickier since the guards here are within close proximity to each other. You'll need to be patient here if you want to SK them all. When they've been dealt with enter the passage and grapple up the hole. Head for the house and it's on to the last mission. ------------------------------------------------------ MISSION 6: RONIN VILLAGE Objective: Return to Zennosuke! Master of Assassins Item: Bamboo Gun Recommended Items: Health Potion, Smoke Bomb, Blow Gun ------------------------------------------------------ For this mission you'll need to travel in the opposite direction that you went in previous missions. You begin the mission near the Amagai castle gate. Zennosuke's house is where it was previously in Ayame's mission. Take out the nearby guard before entering. You must meet with Zennosuke or the last boss will not appear. After the cool cut scene, you can either head for the exit or hang around and SK the rest of the ninjas. Since the mission briefing tells you to show them no mercy, I would recommend killing them all. =) The barrel area has more enemies just waiting to be killed. Move from the tops of the barrels and make judicious use of your death from above stealth kill. In the next area two guards are wandering around near the house, and a third is near the bridge. SK with caution and remember that you do have the Mimic Animal ability. There are a few ninjas patrolling in the courtyard. Stealth killing them all is very difficult since their field of vision covers a wide area. You may have to blow gun one of them to clear a path. When you're done with the area make your way to the crawlspace in the waterway. The final area has no enemies. Jinnai awaits you nearby for the final battle. BOSS: Jinnai Ukyo HP: 120 Ukyo is a tough boss, but then again he's the final boss, so I guess that makes sense now doesn't it? His attacks are fast and have a long reach, so counter hitting isn't an option. Furthermore, his attacks strike with such force that you'll be momentarily thrown off guard if you block them. You'll need to circle around close and hit him from the side while he's attacking. If you attack after his attack animation he will always block. While you can head butt him, this isn't recommended as he has a close range attack of his own (don't worry, it isn't an instant kill despite it's appearance). If you get into trouble, remember that the entire village is your battleground. Run away around corners and use all the tricks you have with you. Smoke bombs work wonders here. On the roof you can use the blow gun to poison him too, but make sure you save at least one shot for later. If he tries to climb up after you on a roof hit him back down. Try to save one or two health potions during the fight, as when he finally dies... BOSS: Jinnai Sakyo HP: 80 Sakyo doesn't have as much HP as his brother, nor is he as good at blocking attacks. He does have a long-range sword attack so keep away from his front and come at him from the sides. If you want to play hard to get, jump on the roof and blow gun him. The poison will help you a great deal. If you have any smoke bombs left now is the time to use them. Use the environment to your advantage and make him come to you on your own terms. Once he's defeated sit back and watch the cool ending. One more challenge awaits you however... --------------------------------------- XIV. BONUS MISSION: THROUGH THE PORTAL --------------------------------------- This bonus mission for Rikimaru is unlocked in the start menu when you've cleared all of the missions for all three characters. Rikimaru is sent into the future where he must assassinate the CEO of an evil company manufacturing a deadly virus. This isn't another Echigoya; the guards here have firearms, and the CEO is the hardest boss in the game. You begin the mission with three caltrops, poison rice, three shuriken, and a health potion. You cannot bring any items from your inventory, and there are no other items you can find in the mission. Whatever you do, do not use the caltrops during the mission. Save them for the boss. The opposition consists of large black security guards with nightsticks and large white security guards with handguns. The guards with clubs are not a problem, but the ones with handguns can fire very rapidly. Needless to say, try not to get spotted by them. Rikimaru starts near a basketball court. To the left are some stairs with a club guard. To the right is an upper passage with a gun guard. You might as well take out both of them. Wait till the club guard turns and goes back up the stairs before heading towards him. There's a spot next to the stairs that you can hide in when he comes back down. Wait till he comes back and turns around again before taking him out. The gun guard patrols the area to the right. If you like you can ambush him around the corner near the top of the stairs, or from the ledge near the white car. After the two guards are disposed of head for the room left of the top of the stairs. One club guard is patrolling down there. He's an easy SK. Behind the wall near the pipes is a gun guard on patrol. Wait till he turns away then SK him as well. Proceed to the nearby walkway. A club guard should be walking around to the left. Drop down and SK him. Then turn around and carefully make your way down the area, keeping to the right. There's a club guard patrolling the area behind the fence, and he can see quite a distance. You'll need to grapple up to the ledge left of the fence. From there you can drop down and SK the guard. Further down are some pipes and a crawlspace. Enter and get ready for the tough part of the mission. Past the crawlspace you should end up in a parking garage. There are three guards here. One club guard moves on patrol and two gun guards are stationed in back. It is very difficult to SK one guard without attracting some unwanted attention. Try to SK the club guard when he's farthest from the other two using the pillars as cover. When he's gone take out the remaining guards one at a time. If one spots you the others will come running for sure. If all three come at you at once you're in for a tough fight. Try to use the pillars as cover from the gunfire if you can. Whatever you do, do not use the caltrops. I'd thought I'd just like the remind you on that point. They are very important for the boss fight. If you want to try to avoid combat completely, grapple to the walkway suspended above the area. This also leads to the exit from this area, so if you're aiming for a grand master ranking this is a good idea, as being spotted even once will blow your ranking. Make your way to the ventilation shaft and crawl in. After dropping though the hole at the end you should end up in the reception area. The gun guard here is looking away from you for the time being, so move in quickly and SK him. Head around the corner where another guard is on patrol. You know what to do. Wait till he turns, kill him, and use the elevator. Speaking of which, just how does Rikimaru know how to use an elevator anyway? I guess he's a fast study. Anyway, you should end up on the CEO's floor. One last guard stands between you and the boss. Head for the door and prepare for the fight of your life. BOSS: CEO HP: 250 As you can guess from looking at him, this guy has cybernetic implants and he's not afraid to use them. The key to victory here are the caltrops you've been saving all this time. You do have them, don't you? If not you're going to be in for a serious ass beating. His sword slashes do a great deal of damage, he blocks just about everything you throw at him, and he has a close range special attack that will drain about half your life from you. Sound fun? You bet! At the start of the battle equip the caltrops and throw them in the middle of the room. You should get about four of them with each use. Since the floor is dark they can be hard to see, so be careful not to step on them as they can affect you as well. Try to lure the CEO on to each of them by keeping them between the two of you. When he steps on one he will be temporarily incapacitated. This is your cue to rush up and do a four hit combo (using the shoulder thrust or roundhouse kick). Repeat his process until all the caltrops have been used. The run to the center and repeat the process again. While you're doing this there are a few things you need to be careful of. First, do not step on your own caltrops. Second, be aware that he does have a dash attack that can take him over the caltrops and nail you. Third, when his fist starts glowing that means he's going to shoot a beam of energy at you. Keep moving around him to dodge it. Hopefully, you can kill him before you run out of caltrops. If not, ummm, I don't really have any fail-safe strategy to killing this guy except to fight very defensively. Remember that you do have one health potion so use it wisely. Good luck! --------------- XV. CHEAT CODES --------------- Restore Health -------------- When paused press Up, Down, Right, Left, Square x 3. Increase Items -------------- At the item selection screen hold L2 and R2 while pressing: Square x 3, Up, Left, Down, Right. Unlock All Items ---------------- At the item selection screen hold L1 and R1 while pressing: Up, Square x 2, Left, Square x 2, Down, Square x 2, Right, Square x 2. Unlock Tesshu ------------- At title screen press L1, R2, L2, R1, Right, Left, L3, R3. (Press down left and right analog sticks for L3 and R3) Finishing the game with Rikimaru and Ayame also unlocks Tesshu. Unlock All Missions ------------------- At the mission select screen press L1, R1, L2, R2, Right, Square, L3, R3. Unlock All Layouts ------------------ As the mission select screen press R3, L3, R2, L2, R1, L1. Unlock Bonus Mission -------------------- At title screen press L1, Up, R1, Down, L2, Right, R2, Left. Finishing the game with all three characters also unlocks the bonus mission. Play Demo Level --------------- At start screen press Up, Down, Right, Left, X x 3. --------------------- XVI. ACKNOWLEDGEMENTS --------------------- Special thanks to: Activision and K2 - For continuing the Tenchu tradition. GameFAQs (www.gamefaqs.com) - The best site for all your game FAQ needs. You can find this FAQ at the following places: www.gamefaqs.com This document is Copyright 2003 Brian Nii. Feel free to distribute or post as long as you don't change my name or try and make any money off of it, okay? Letting me know about it would be good too. =)