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.
| « Previous Page | Next Page » |
