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    FAQ/Walkthrough by BNii

    Version: 2.1 | Updated: 02/20/04 | Search Guide | Bookmark Guide

    Tenchu: Wrath of Heaven FAQ/Walkthrough
    Version 2.1
    March 21st, 2003
    By Brian Nii (bnii@hawaii.edu)
    Table of Contents
    X.     ENEMIES
    XI.    HINTS
    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.
    - 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 
    - 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.
    Version 2.1 (3/21/03) - Added some minor corrections. Added a move list for 
    the versus characters in the multiplayer section.
    Version 2.0 (3/19/03) - Added more corrections to the walkthroughs. Added a 
    frequently asked questions section. Added new section on endings and b-side 
    plot. Started on multiplayer section. Added the locations of the Fugaku, 
    Dokuto, and Stone of Power in the walkthroughs. Added more hints to the hints 
    section. Added hints to the stealth kills section.
    Version 1.0 (3/15/03) - First completed version of this FAQ/Walkthrough. 
    Finished Tesshu's walkthrough. Finished Bonus Stage walkthrough. Made more 
    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.
    Q: Should I choose the Shichishito sword in Rikimaru's mission six?
    A: The decision you make here changes a scene with Onikage in mission nine as 
    well as the number of times you fight Tenrai in the final battle. It also 
    affects the ending as well. If you do use the sword, you can expect to fight 
    Tenrai twice.
    Q: Where is Rikimaru's Fugaku sword?
    A: You can find it in the Buddha temple. See the walkthrough on how to obtain 
    Q: Where are Ayame's Dokuto swords?
    A: You can find them in the Buddha temple. See the walkthrough on how to 
    obtain it.
    Q: Where is the Stone of Power?
    A: You can find it at Amagai Castle. See the walkthrough on how to obtain it.
    Q: How do I obtain Grand Master on (mission)?
    A: See the hints in the stealth kill section.
    Q: Can I play as Tatsumaru?
    A: Only in versus mode. The only characters available in story mode are 
    Rikimaru, Ayame, and Tesshu.
    Q: Can you sheath your weapons?
    A: No.
    Q: Is there a mission editor in the game?
    A: No.
    Q: What is the ???? in the language option?
    A: The ???? is the B-Side dialogue.
    Q: What is B-Side?
    A: B-Side is an alternate (English) dialogue track that is a humorous outtake 
    on the Tenchu storyline.
    Q: How do I get B-Side?
    A: Get a Grand Master rank on the first layout for all of Rikimaru's and 
    Ayame's missions. You do not need to get Master of Assassins on the first 
    layout for all of Tesshu's missions.
    Q: How do I unlock the bonus mission?
    A: Clear the game with all three characters. Apparently you need to finish 
    the game at least once on normal difficulty.
    Q: How do I unlock the demo level?
    A: Finish the game with Rikimaru or Ayame on hard difficulty.
    Q: What is the difference between easy, normal, and hard difficulty?
    A: The difficulty affects the number of enemies in a mission, how long they 
    stay in the (!?) condition, and how much damage enemies and bosses deal and 
    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 
    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.
    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.
    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 unliving) 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.
    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 
    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.
    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.
    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.
    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 
    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.
    Always keep an eye on the Ki Meter. When it hits 70 and you don't see an 
    enemy, it usually means they're right around the corner. Keep in mind that 
    while the Ki Meter is very handy it does have several limitations. First, the 
    Ki Meter doesn't differentiate between innocents and enemies. Second, it 
    indicates proximity but not direction, so you could be near an enemy but not 
    see them because they're above or below you. Third, it only detects the 
    closest target near you. If there are multiple enemies around only the 
    closest one will register. And lastly the Ki Meter will sometimes give false 
    readings that a target is close, when the target is actually in a nearby but 
    different area, or on another floor.
    Enemies usually won't spot you until you are in the 50 range or greater. 
    Archers have a longer vision range than normal enemies. If an enemy spots you 
    (the Ki Meter goes to (!)), you can usually return them to the (?) condition 
    if you crouch (R1). If this doesn't work try to quickly move out of range by 
    rolling to the side or backwards. Enemies will remain in the (!) condition 
    for a limited time before they change to the (!!) condition.
    Enemies in the alerted condition (!?) move in erratic patterns for a period 
    of time. They will eventually return to the (?) condition, but you can speed 
    up the process by using the Decoy Whistle or Tesshu's Mimic Animal ability.
    Enemies that spot dead bodies will immediately come over to investigate. When 
    they reach the body they will switch to the (!?) condition. You can use this 
    to your advantage by ambushing them on the way over, since they always make a 
    beeline towards the corpse. Enemies will only do this once for each corpse 
    they see. If there are multiple bodies around they will repeat this behavior 
    for each one.
    There are basically two enemy movement patterns in the game. The first one, 
    patrol, is when an enemy moves between two points in a regular pattern. The 
    enemy will usually stop and look around at the end point of the patrol route 
    before turning around and resuming patrol. Be aware that enemies that turn 
    around may do a double take and turn around again, so don't automatically 
    assume they will walk away just because they turn around. Once they begin 
    walking they will continue along their predetermined patrol route. This is 
    the time to move in for a stealth kill.
    The second enemy movement pattern, sentry, is when an enemy is stationary and 
    only looks around for intruders. Each sentry looks in two or three 
    directions. Obviously you should look for the pattern of directions the guard 
    looks before you move in. Sometimes it may be that the guard only slightly 
    changes his position so that it seems they are always looking in your 
    direction. In this case look for the direction that is a slight angle from 
    looking directly at you. This is the time to move in.
    Animals such as dogs and innocent villagers do not have any predicable patrol 
    patterns. They will alert nearby enemies to your presence if they detect you.
    Cats cannot be killed or incapacitated in any way. They will alert all nearby 
    enemies to your presence when approached. However, they cannot detect you 
    with an invisibility spell activated.
    Enemies have almost no peripheral vision. You can move directly towards them 
    anywhere between 45 and 90 degrees from their side and they will not see you 
    at all. This is key to the majority of stealth kills in the game.
    There is a split second when an enemy spots you that you can stealth kill 
    them without alerting them. This usually happens when you perform a front 
    stealth kill an enemy coming around the corner.
    In Gohda Castle you can open the sliding doors by crouching or sliding next 
    to them with your back to the wall. This allows you to open doors while 
    minimizing your profile.
    In the Limestone Cavern there are many areas that are covered in water. 
    Moving through these areas without crouching will make a sound that will 
    alert nearby enemies. Falling or jumping into water will also alert enemies. 
    To prevent this, hold down the R1 button when landing in water and when 
    moving through water filled areas. If you want to move quickly through water 
    use rolls. Rolling through water, for some reason, does not make a sound. 
    Note that slow movement (lightly tilting the analog stick) through water will 
    still make a sound.
    Use the first person view (L1) frequently to scout ahead for enemies. If you 
    have Ninja Vision you can use this like a pair of binoculars. This is very 
    useful in dark areas where sometimes objects can look like enemies and vice 
    versa. This is also handy for looking for enemies in high places, or below 
    you while you're on a ledge.
    The manual camera (right analog stick) is key to detecting enemies in tight 
    corridors, around corners, and inside rooms. You can also use it to look 
    behind certain walls (such as in Godha Castle) by pressing left or right 
    twice while your back is to the wall.
    Enemies that stop to pick up items, such as poison rice, are oblivious to 
    their surroundings. When they start picking the item up, you can run up and 
    stealth kill them easily. If you kill them before they eat poison rice you 
    can pick it up and reuse it again and again.
    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 
    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 than normally possible using 
    missile weapons. It's also useful to look closely at the details in the game, 
    such as the flower tattoos on the Kunoichi. =)
    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.
    Since Tesshu doesn't have a Kuji Meter he begins the game will all of his 
    moves from the start.
    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.
    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." 
    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.
    Command: Hold R1 while grappling to a flat ceiling.
    This is the same as Rikimaru's and Ayame's technique.
    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 
    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.
    Many people have sent me emails detailing Tesshu's undocumented secret 
    attack. If you hold down the Square button on the third hit of Tesshu's combo 
    he will charge up and unleash a powered up attack when the button is 
    released. Credit goes to jbr24 (along with many others) for writing in about 
    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.
    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 
    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. Semimaru is very aggressive and will attack any target in range. 
    Fortunately, innocents killed by Semimaru don't count against you in your 
    final ranking for the mission.
    Fire Spell: Creates a wave of fire around your character, burning any nearby 
    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.
    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. It does not work on the robots in Amagai 
    Castle either.
    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. Found in a secret room in the 
    Buddha Temple.
    Explosives: Used to open a path in Ayame's eighth mission.
    Fugaku Sword: Deals more damage than Izayoi but is much slower. Found on a 
    distant ledge in Buddha Temple.
    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 
    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 
    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 
    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 
    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 
    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 poisons them if they eat it. This can kill 
    innocents as well, but fortunately any villagers killed by poisoned rice 
    won't count against your mission score.
    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 
    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.
    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 
    Semimaru: The Azuma ninja dog, Semimaru helped Rikimaru and Ayame track down 
    the location of the Burning Dawn's underground base.
    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 
    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 
    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 
    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 
    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 
    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 
    - 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 
    - 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.
    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
    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.
    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. 
    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 
    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...
    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.
    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 
    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 
    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.
    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
    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.
    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. Grapple up to the wooden bridge. 
    Turn left and follow the bridge. To the right should be another hole and a 
    passageway beyond it. Jump across the hole and follow the right path. You'll 
    know you're on the right path if there's a beehive nearby.
    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. Rikimaru's Fugaku sword is on a ledge across the pit 
    area, but it's impossible to get to from the lower area. If you want to get 
    it you'll need to be on the top platform. Carefully aim for the leftmost 
    ledge in the distance. You'll have to target it from above. When you grapple 
    to it hold the stick towards the ledge as you fall. With any luck you'll fall 
    onto the ledge. From here you can easily grapple over to the area where 
    Fugaku is. Getting back presents another problem. It may seem that it is 
    impossible to get back to the lower platform, but there is a trick you can 
    use. Hold down the R1 button and crouch walk past the pillars on the outer 
    edge. It may look impossible to pass, but it will work. From there you can 
    grapple to the lower platform and continue with the mission.
    Keep on going down the passage, 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. Ganda 
    will regenerate all the damage you deal him so forget about killing him. 
    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.
    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.
    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 
    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.
    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
    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.
    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.
    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.
    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.
    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.
    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 blade 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 with the wooden 
    beams, being wary of the Chibots on patrol. Note that past the outdoor area 
    are several revolving doors. The left one around the corner leads inside 
    where you can get the Stone of Power. Just be sure to exit via the revolving 
    door to the left to avoid getting killed by the spiked roof coming down. 
    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.
    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 in the 
    shape of an L. 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. Note that around the 
    corner of the L shaped pit there is a platform nearby if you look down. This 
    leads to a room with Ayame's Dokuto swords. Get them if you wish, but don't 
    equip them yet, as they will poison you. When you reach the end of the pit 
    area 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.
    Note that there is an alternate path through the mission. It's the same as 
    the one in Rikimaru's mission that involves falling down and backward to a 
    platform near a deep pit. While this route is safer, there are two monks 
    waiting down there for you. Unless you use a chameleon or invisibility spell 
    before you make the fall you will be spotted. 
    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.
    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: 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. Be careful as she has a close 
    range attack of her own using her wolf. At 60 HP she can't take too much 
    punishment so be relentless with your attacks.
    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.
    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!
    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.
    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 
    Well. There used to be a boss anyway. Looks like Rikimaru got to him first. 
    Oh well. Easy come easy go.
    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.
    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.
    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. I don't 
    think it's possible to reach the other areas of the cavern, as the grappling 
    hook can't reach the upper area near the start. 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.
    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.
    There's a weird visual glitch here. When the door closes behind 
    you as you approach the hole leading up to the house, turn around and take a 
    look. Weirdness.
    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...
    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!
    Both Rikimaru and Ayame have two possible endings, and a variation of cut 
    scenes involving the boss for their ninth mission (Onikage of Rikimaru and 
    Tatsumaru for Ayame). The branching point for the endings occurs in 
    Rikimaru's sixth mission (Cemetery) and Ayame's sixth mission (Amagai 
    Castle). These are spoilers so consider yourself warned.
    Rikimaru Ending 1 - Use the Shichishito sword to repair Izayoi.
    Rikimaru asks Ressai to use the Shichishito sword to repair Izayoi. Ressai 
    asks if he's certain, as although the steel in the Shichishito sword is as 
    strong as the steel in Izayoi, combining the two could have unexpected 
    results. Rikimaru asks him to do his best, then retrieves the additional 
    steel for Ressai to repair the Izayoi.
    When Rikimaru confronts Onikage at Tenrai's fortress, he is suddenly struck 
    by mysterious energy emanating from the sword. Onikage tells him that he's 
    fallen for his trap. He intentionally plotted to let Rikimaru retrieve the 
    Shichishito sword and repair Izayoi with it. Now that the Shichishito's power 
    is running through the sword, nothing can stop Mei-Oh's return. Despite the 
    evil energy in Izayoi, Rikimaru still manages to defeat Onikage.
    Rikimaru confronts Tenrai and begins to do battle with him. Tenrai calls 
    forth the power of Mei-Oh and it seems that Rikimaru is powerless against 
    him. Tatsumaru's voice calls to Rikimaru to use the power of Doujutsu and 
    focus on his right eye. With renewed strength Rikimaru fights back. But the 
    power of the Shichishito in Izayoi is overwhelming, sending the sword flying 
    through the air. Ayame tries to give the sword back to Rikimaru, but the 
    sword is too powerful for her to handle. Against all odds Rikimaru grabs 
    Izayoi and manages to defeat Tenrai.
    Lord Godha and Sekiya arrive to see Tenrai standing. Sekiya panics but Tenrai 
    ends up falling over dead, with Rikimaru victorious behind him. Gohda 
    comments on how lucky they are to have the Azuma ninja on their side.
    Rikimaru Ending 2 - Don't use any new steel.
    Rikimaru tells Ressai to do his best to repair Izayoi with the steel he has 
    on hand. Later at Tenrai's fortress Rikimaru fights Onikage in a climactic 
    battle. Rikimaru then confronts Tenrai and begins to do battle with him. 
    Tenrai calls forth the power of Mei-Oh and it seems that Rikimaru is 
    powerless against him. Tatsumaru's voice calls to Rikimaru to use the power 
    of Doujutsu and focus on his right eye. With renewed strength Rikimaru fights 
    back. Tenrai is defeated, but in a last ditch effort he leaps up to kill the 
    exhausted Rikimaru. Rikimaru drives Izayoi through himself, impaling both 
    himself and Tenrai.
    Lord Godha and Sekiya arrive to see Tenrai standing. Sekiya panics but Tenrai 
    splits in half, with Rikimaru victorious behind him. Gohda comments on how 
    lucky they are to have the Azuma ninja on their side.
    Ayame Ending 1 - Let Rikimaru fight Onikage.
    Ayame lets Rikimaru fight Onikage while she hurries off to the Buddha temple. 
    At Tenrai's fortress Ayame fights Tatsumaru in a decisive battle. Ayame wins 
    but spares his life, telling him that there's much she has to tell him. She 
    runs off to confront Tenrai. Ayame fights Tenrai, who uses the Jewels of 
    Heaven and Earth to transform into a monstrous form. Ayame seems powerless to 
    resist, but the sister's bells given to her by Princess Kiku begin to 
    resonate. The light from the bells cancels out Tenrai's power, and Ayame 
    takes advantage of this and defeats Tenrai. Tenrai can't believe that he 
    lost, and in a last ditch effort to destroy Ayame sacrifices himself to free 
    Mei-Oh from his prison. At this time Rikimaru and Tetsumaru show up. 
    Tetsumaru has a box filled with explosives (?) and tells the others to get 
    out of fortress while he destroys the portal for good. The two Azuma ninja 
    leave and Tatsumaru says that while he has strayed from his teachings, he'll 
    make up for it by destroying Mei-Oh. He tells Kagami to wait for him (a 
    reference to Tenchu 2's story line) as he blows himself and the portal up.
    After the destruction of Tenrai's fortress Ayame broods on the events that 
    have recently taken place back at the Azuma ninja village. As she looks at 
    the bells Kiku gave her, she hears Kiku calling her name. Kiku arrives 
    followed by a slightly winded Godha and Sekiya.
    Ayame Ending 2 - Fight Onikage yourself.
    Ayame decides to fight Onikage herself while Rikimaru reports back to Godha. 
    She manages to defeat Onikage, but despite dealing a seemingly fatal blow 
    Onikage disappears yet once again. Later at Tenrai's fortress Ayame meets 
    Tatsumaru again and defeats him in an epic battle. Out of nowhere Onikage 
    appears to attack Ayame, but before he can strike her Tatsumaru stabs and 
    grabs him. He then proceeds to step off the platform edge, taking both of 
    them to their doom.
    Ayame fights Tenrai, who uses the Jewels of Heaven and Earth to transform 
    into a monstrous form. Ayame seems powerless to resist, but the sister's 
    bells given to her by Princess Kiku begin to resonate. The light from the 
    bells cancels out Tenrai's power, and Ayame takes advantage of this and 
    defeats Tenrai. Exiting the fortress, Onikage suddenly appears and attacks 
    Ayame, but is stabbed by Rikimaru. Onikage dissolves into nothingness while a 
    nonplussed Ayame ignores Rikimaru's outstretched hand to help her up and the 
    two of them leave the fortess. Gohda comments on how lucky they are to have 
    the Azuma ninja on their side.
    The B-Side dialog track can be unlocked by earning a Grand Master ranking for 
    the first layouts of all of Rikimaru's and Ayame's missions. You do not have 
    to get a Master of Assassins ranking for all of Tesshu's layouts. You can 
    select the dialog track in the sound option in the options menu. The B-Side 
    track is basically a humorous outtake on the normally serious dialog of 
    Tenchu: Wrath of Heaven. Note that the subtitles will not match the new 
    dialog so you will have to listen carefully. Onikage's rant in the Limestone 
    Cavern is hilarious.
    Tenchu: Wrath of Heaven features a new two player mode that can be played 
    either against (versus) or with (cooperative) another player. The versus mode 
    allows you to play as various characters from the game, while the cooperative 
    mode can only be played with the three main characters. In cooperative mode 
    players can perform new double stealth kills by simultaneously stealth 
    killing an enemy. 
    Versus mode is essentially a death match between you and a friend. Depending 
    on the arena you choose it can be a one on one fight, or there can be several 
    other enemies around the field of battle. These enemies will attack the first 
    target they see, so they can both help and hinder you. Each character begins 
    with several items (except for Chibot) including a health potion, four 
    shuriken and caltrops, and three exploding arrows. The characters and arenas 
    you can choose from are as follows:
    CHARACTERS (left to right descending order on the character select screen)
    Note: The term "Dash" means to hold down the R2 button while pressing the 
    left analog stick up and pressing the X button. Directions indicate moving 
    the left analog stick in that direction. 360 means to rotate the left analog 
    stick 360 degrees.
    You can input the command while holding down the R2 button. This allows you to
    remain facing the opponent while executing the move. This comes in handy not 
    only for multiplayer, but for the story mode as well.
    A well-balanced character.
    Dash + Square: Lunging Stab
    R1 + Square: Upwards Slash
    R2 + Down + Square: Flip Slash
    360 + Square: Spin Slash
    O (close): Throw
    One of the fastest characters, she can often counter hit opponents.
    Dash + Square: Dash Slash
    R1 + Square: Upwards Slash
    R2 + Down + Square: Leg Drop
    360 + Square: 360-Degree Kick
    O (close): Knee Bash
    Slow but powerful.
    Dash + Square: Shoulder Tackle
    R1 + Square: Double Uppercut
    R2 + Down + Square: Leg Stomp
    360 + Square: Upper Straight Combo
    O (close): Head Butt
    Square x2, Hold Square: Fist Charge
    He has both ranged and close range attacks, but long recovery time.
    Dash + Square: Thrust Stab
    360 + Square: Fire Gun (can repeat up to six times, aim with stick)
    O + X: Special Attack
    O (close): Gun Shot
    Slow but covers wide range with his attack.
    Dash + Square: Sumo Smash
    360 + Square: Spin Slash
    R2 + Down + Square: Double Slash
    R1 + Square, Square OR O + X, Square: Feint Attack
    O (close): Knee Smash
    Solid attacks with a ranged attack.
    Dash + Square: Thrust Stab
    360 + Square: Spin Slash
    R2 + Down + Square: Arrow Attack (can repeat up to three times)
    O + X: Charged Attack (hold for power)
    O (close): Knee Smash
    Jonin Red
    Has fast sword attacks.
    Dash + Square: Dash Slash
    360 + Square: Spin Slash
    O + X: Special Attack
    O (close): Knee Smash
    Jonin Blue
    Has slow slash attacks.
    Dash + Square: Dash Slash
    R1 + Square: Rising Slash
    O + X: Kamikaze Attack
    O (close): Knee Smash
    Chibot cannot use items, and cannot be affected by close range (O) attacks.
    X: Fly
    Square (while flying): Machine Gun
    360 + Square: Spinning Attack
    R2 + Back + Square: Machine Gun
    O + X: Bomb Attack
    O (close): Multi Stab
    A slower version of Ayame without much of her moves.
    Has a teleport and missile attacks.
    360 + Square: Ofuda Attack
          Square (near enemy): Activate Ofuda (stuns enemy)
    R2 + Back + Square: Ofuda Toss
    O + X: Taunt (auto counter attack)
    X + Direction: Teleport
    Kenpo Bouzu
    Kenpo Bouzu has fast martial arts attacks.
    Dash + Square: Dash Kick
    360 + Square: Hurricane Kick
    R1 + Square: Spinning Uppercut
    R2 + Back + Square: Kick Attack
    O + X: Dark Fireball
    O (close): Body Slam
    Semimaru (secret)
    Semimaru's moves are the same as Rikimaru's.
    Jinnai has fast attacks and long range.
    Dash + Square: Thrust Attack
    R2 + Down + Square: Long Range Slash
    O + X: Special Attack
    O (close): Knee Smash
    His trademark kick attacks are quite fast.
    Dash + Square: Scissors Kick
    360 + Square: Roundhouse Kick
    O + X: Neck Stab
    360 + O (close): Special Attack
    O (close): Knee Bash
    Ninja Dog (secret)
    Ninja Dog's moves are the same as Ayame's.
    Tatsumaru has his original combos from Tenchu 2.
    Dash + Square: Dash Slash
    R2 + Back + Square: Special Attack
    O (close): Double Kick
    Mr. D CEO
    The CEO is slow but powerful. His attacks have a lot of recovery time.
    Dash + Square: Dash Slash
    360 + Square: Special Attack
    R1 + Square: Crouch Slash
    R2 + Back + Square: Double Slash
    O + X: Energy Blast
    O (close): Body Slam
    A small village area with lots of houses to hide behind or on top of. There 
    are several enemies wandering about the streets.
    This large battlefield features walls, houses, and waterways. There are 
    plenty of enemies to deal with, so staying on top of things is essential for 
    This two-story castle features plenty of maze like corridors, not to mention 
    enemies. It is very easy to get lost here.
    This is a large two-story cavern with lots of places to hide. The area has a 
    series of walkways for ambushes from above. There are no enemies in this area 
    so it's strictly a one on one battleground.
    Fortress of Evil A
    This area features many raised platforms that separate the various areas. A 
    good place to play hide and go seek.
    Fortress of Evil B
    This is a large open area with no enemies. There's no place to run or hide so 
    it's ideal for direct combat.
    Cooperative mode, as the name implies, involves cooperating with another 
    player to complete a mission. You can only select Rikimaru, Ayame, and Tesshu 
    for these missions. The goal of each mission varies, ranging from stealth 
    kill missions to straightforward fighting. You can perform dual stealth kills 
    by having both characters stealth kill an enemy simultaneously. 
    You have a limited time to find all six scrolls in the village. The enemies 
    here are also after the scrolls, and will pick them up if they encounter one. 
    Be aware that enemies can pick up multiple scrolls.
    You must escort Lord Gohda to safety in this mission. Lord Gohda has been 
    wounded and will not survive another hit. There are many enemies in the area 
    including archers. One character should concentrate on taking out the 
    archers, while the other should guard Lord Gohda from attacks.
    The goal here is to stealth kill all the guards without being spotted once. 
    Cooperation is key here as there are many guards stationed close together.
    Score 240 points before the poison kills you. Remember that one double 
    stealth kill is worth more than two normal stealth kills.
    Fortress of Evil A
    Destroy all enemies within the time limit. The enemy will come in groups of 
    two or three, so double teaming is important here.
    Fortress of Evil B
    Here you'll face all the bosses in the game two at a time. Use teamwork to 
    attack the bosses from both sides at once.
    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.
    Unconfirmed: You must finish the game at least once on normal difficulty.
    Play Demo Level
    At start screen press Up, Down, Right, Left, X x 3.
    Special thanks to:
    Activision and K2 - For continuing the Tenchu tradition.
    GameFAQs (www.gamefaqs.com) - The best site for all your game FAQ needs.
    jbr24 (along with many others) - For pointing out Tesshu's unlisted secret 
    You can find this FAQ at the following places:
    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. =)

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