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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter T » Tenchu: Wrath Of Heaven - Strategy Guide (Page 02)

Tenchu: Wrath Of Heaven - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Tenchu: Wrath Of Heaven - Strategy Guide (Page 02).

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. Found in a 
secret room in Amagai Castle.

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.

---------------
IX. 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.

Mei-Oh: The lord of evil who raised an undead army against Lord Godha in the 
first Tenchu. He was defeated by the Azuma ninja and sealed in an inter-
dimensional portal.

Jinnai: A mysterious swordsman who was a former member of Muzen alongside 
Tesshu.

------------
X.   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. And even though they are spirits 
they can be killed by the blow gun.

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.

Kenpo Bouzu: Martial artist monks that inhabit the temple area. You can tell 
them apart from the normal monks since they aren't wearing baskets on their 
heads.

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.

------------
XI.    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. Normally. You can however use poison rice or the 
dog bone to kill them and it won't count against your scoring.

- 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. 

- If you have Ninja Vision you can use it while aiming a missile weapon. This 
allows you to zoom in on a target like a sniper rifle. While this does allow 
you to hit targets from a greater range than normal, be aware that all 
missile weapons do have a limited range. Just because you have a clear line 
of sight doesn't necessarily mean that you will hit the target.

- To cancel using an item such as the grappling hook or missile weapons press 
the R1 button.

- Killing an innocent with Poison Rice or Semimaru (Dog Bone) does not count 
against your score.

-----------------------------
XII.   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.

Before the outside area with the wooden beams you may notice several 
revolving door entrances (indicated by the semicircle on the ground in front 
of them. Take the left one before the corner to reach a secret room. This 
room contains the Stone of Power, a secret item that acts like a permanent 
Strength Potion as long as you have in it your inventory. Stepping in this 
room also activates a spike trap from the ceiling. Grab the stone and quickly 
exit via the single revolving door to the left or you will become a ninja 
pincushion. The stone will come in handy in the next boss fight. 

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 nail you while you're zipping by 
so you'll need to time it just right. Don't try walking in the area below the 
blade, as there are pit traps all over the place. Past the blade room 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. When Maihime starts to spin around, block twice before 
counterattacking.

-----------------------------------------------
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.

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