SHINOBIDO: TAKUMI
Translation Guide, Controls & Movelists, Information Guide and Secrets/Codes
Guide v1.0
Authored by Zephranthes, 09.05.10
Disclaimer: Some of the mission name translations are awkward and/or
inaccurate.
Also this guide contains spoilers for Shinobido Imashime which you SHOULD have
played already.
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TABLE OF CONTENTS
/////////////////////////////////////////////
+Introduction
+Menu Translations and Controls
-Title Screen
-Bonus Features
-Options Menu
-Gallery of Tower Scrolls
-Tower of the Scroll
-Mission Data
-Mission Tab 1
-Mission Tab 2
-Mission Tab 3
-In-Mission Pause Menu
-In-Mission Inventory Menu
-Mission Results Screen
-Name Entry Screen
+Character Controls
-Basic Controls
-Item Actions
-Movement Actions
-Stealth Actions
-Combat Actions
+Abnormal Status Conditions
-Negative Character Status
-Status Ailments
-Enhanced Status
+Alert Modes and Enemy Vigilance
-Presence Icons
-Vigilance
+Chimatsuri-Sappo
-What is Chimatsuri-Sappo?
-Chimatsuri-Sappo Controls and Advice
-Chimatsuri-Sappo Techniques
-Ways to Improve Your Chances of Successful CS
+Standard Enemies and NPCs
+Master Ninja and Feudal Lords
+Essential Techniques
+Shinobi Tools
+Mission Types
+Scoring System
+Tower Scroll Gallery
-Tower of Crow
-Tower of Canary
-Tower of Asuka
-Tower of Kenobi
-Tower of Mosu
-Tower of Taraba
-Tower of Age-Usui
-Tower of Hebitonbo
-Tower of Uzumushi
-Tower of Kabuto
-Tower of Beast
-Tower of Savage Beast
-Tower of Master
-Tower of Battle
-Tower of Shinobi
+100% Tower Domination
+Disc Missions (Not fully translated)
+Playable Characters and Movelists
-Goh
-Kinu
-Zaji
-Ageha
-Hebitonbo
-Uzumushi
-Kabuto
-Kenobi Ninja
-Mosu Ninja
-Taraba Ninja
-Yojimbo
-Bear
+Traps and Hazards
+Tips, Advice and Stupid Ninja Tricks
+Glitches and Bugs
+Secret Codes
+Thanks and Legal Stuff
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INTRODUCTION
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Developed by ACQUIRE Corp. and published by Spike Co.,Ltd in 2006, Shinobido
Takumi is a stand-alone expansion for Shinobido Imashime focusing solely on the
Mission Editor feature.
Like ACQUIRE's earlier Tenchu expansion, Shinobi Hyakusen, Shinobido Takumi is
a compilation of top user-submitted missions created with Imashime's Mission
Editor.
Takumi also features 10 playable characters in addition to Imashime's original
two.
The main campaign of Takumi consists of a series of scrolls, each representing
a tower consisting of several missions. Clearing these scrolls unlocks extra
playable characters and bonus features and generally missions become more
difficult the higher up the tower they are. Later, advanced scrolls become
unlocked as well. The total combined missions from all tower scrolls comes to
130.
Takumi comes with the Mission Editor as well as Imashime's 40 Disc Missions.
Additionally, Takumi has 15 new Disc Missions, bringing the total to 55. Takumi
is also compatible with missions made with Imashime's Mission Editor and the
new characters can be used in them.
Sadly Takumi recieved a limited release and never was localized outside of
Japan. However it is perfectly playable without understanding Japanese and this
guide is intended to make it a little easier and enjoyable to play. Note that
this guide will not give you step by step instructions on how to beat missions.
I also do not cover the mission editor itself though that certainly could use
its own FAQ...
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MENU TRANSLATIONS AND CONTROLS
/////////////////////////////////////////////
============
Title Screen
============
Up/Down: Navigate Menu
Start: Confirm
Circle (O): Confirm
Cross (X): Back/Cancel
[Description]
The Shinobido Takumi logo will be shown on the right with a tower visible in
the background.
After waiting some time a gameplay demo video will automatically begin to
play.
There are two different ones, one featuring the levels and the second featuring
the new playable characters.
+New Game: Starts from the beginning and takes you to the Gallery of Towers.
+Continue: Loads an existing Takumi save from your memory card, taking you to
the Gallery of Towers.
+Mission Editor: Identical to Imashime's Mission Editor aside from being able
to now limit missions to the new characters.
- Create Mission
- Edit Mission
- Play Mission
+Bonus Features: Miscellaneous video clips.
+Options: Various options.
WARNING: Don't get 'New Game' and 'Continue' confused and end up starting
a new game and overwriting your save after you've made significant progress.
That'd just be frustrating.
When selecting Continue, you'll be prompted to select a memory card slot, then
it will inform you if it has found a Takumi save and would you like to load
it.
YES is on the left and already selected, NO is on the right.
Selecting YES will load your game (you'll need to confirm one more time) and
take you to the Gallery of Tower Scrolls. Selecting NO just takes you back to
the memory card slot step. From there you can press X to return to the title
screen.
There are 55 standalone missions on the disc that can be accessed through
Mission Editor ] Play Mission.
Most of them are tutorial-like in nature and can teach you how to use your
ninja in ways Imashime never required but Takumi will.
I recommend taking a look at them at some point, especially if you're having
problems with any tower missions.
===============
Bonus Features
===============
Up/Down: Navigate Menu
Circle (O): Play
Cross (X): Back to Title Screen
1 Shinobido Imashime Opening
2 Recommendations of Chimatsuri Part One
3 Recommendations of Chimatsuri Part Two
4 Shinobi Combat
5 (locked) Shinobido Imashime CM (Unlocks at 10% Tower Domination)
6 (locked) The Making of Shinobido Imashime CM (Unlocks Upon Completing Tower
of Beast or Master)
7 (locked) Shinobido Imashime Promo (Unlocks Upon Completing Tower of Beast or
Master)
8 (locked) Credits (Unlocks at 100% Tower Domination)
=============
Options Menu
=============
Up/Down: Navigate Menu
Left/Right: Change Settings
Circle (O): Enter
Triangle: Reset to Default Settings
Cross (X): Back to Title Screen
=========================
Gallery of Tower Scrolls
=========================
Left/Right: Change Scroll
Circle (O): Open Scroll
Start: Menu
-Save
-Options
-Quit
Upper Left: "Great Scroll Gallery of Numerous Towers of Extreme Height"
Upper Right Top: Number of Floors Captured (of currently selected scroll)
Upper Right Bottom: Difficulty Level (of currently selected scroll)
Bottom Right: Tower Domination (0%-100%)
[Description]
This screen shows a series of scrolls which can be cycled through.
Scrolls that have been completed will have a large red stamp over them reading
"Already Captured."
***SAVING YOUR GAME***
When you select the save option, it will first prompt you to choose a memory
card slot.
After checking it, it will ask you if you really want to save. On the left is
YES, on the right is NO which will be selected.
If you select YES, the game will save and give you a notification with one
button to click through.
If you select NO, the game will ask you if you are sure you don't want to save
with YES on the left and NO on the right which will again be selected.
Selecting Yes at that point will take you back to the Start Menu. Selecting NO
will take you back to the memory card slot step.
***QUITTING YOUR GAME***
Selecting the quit option will ask you if you want to save your game before
quitting with YES on the left and already selected, and NO on the right.
Selecting YES sends you to the memory card slot step of the save process (see
above.)
Selecting NO brings you to another screen asking you if you really want to quit
with YES on the left and NO on the right which will already be selected.
Selecting YES takes you back to the Title Screen.
Selecting NO takes you back to the Start Menu.
Make sure you don't get too confused with the Japanese method of O for confirm
and X for cancel. You'll get used to it eventually.
====================
Tower of the Scroll
====================
Up/Down: Change Floor
Circle (O): Enter Mission
Cross (X): Return to Gallery of Towers
Upper Left: Name of Scroll
Name of Scroll + Floor Number
Difficulty: (1-5 stars)
Mission Type:
RANKING
First Rank - Name - Points/Time
Second Rank - Name - Points/Time
Third Rank - Name - Points/Time
Bottom Left: Captured (0%-100%)
[Description]
This screen shows the unraveled scroll with a drawing of the tower on the left.
Each completed floor will be marked with a red check and will read "Already
Captured" when selected. Incomplete floors will read "Not Yet Captured" when
selected.
Upon unlocking a new feature, you will be notified by a black text box telling
you what you've unlocked. Note that unlockables will affect new games and
custom mission mode as well.
===================
Mission Objectives
===================
Left/Right: Switch tabs
Cross (X): Return to Tower Screen
Start: Begin Mission
==============
Mission Tab 1
==============
R1/L1: Change Character
Upper Left: Mission Title
Objectives
Mission Type:
Target:
Time Limit: Location:
RANKING
First Rank - Name - Points/Time
Second Rank - Name - Points/Time
Third Rank - Name - Points/Time
[Description]
This screen will display your currently selected character as well as contains
relevant mission data.
[Description]
This gives the name of the creator of the mission and any information they
wished to share about it, ranging from plot summaries to hints.
==============
Mission Tab 3
==============
[Description]
This screen shows equipped items and your inventory. It can not be interacted
with until the mission begins.
====================================
In-Mission Pause Menu (Press Start)
====================================
Up/Down: Select
Circle (O): Enter
Cross (X): Resume Mission/Cancel
Start: Resume Mission
Resume Mission
Mission Info
-Creator
-Mission Name
-Mission Type
-Target
-Time Limit
-Comments
Display Basic Controls
Options (Same as title screen options menu minus save/load)
Quit Mission
Selecting 'Quit Mission' will ask you if you really want to quit with YES on
the left and NO on the right, already selected.
Pressing X will resume the mission as will selecting NO. Selecting YES with O
will immediately fail the mission.
=========================================
In-Mission Inventory Menu (Press Select)
=========================================
Left Analog/D-pad: Select
Circle (O): Pickup/Place Item, Confirm
Cross (X): Resume Mission
Triangle: Place equipped item into the inventory
Square: Item Options/Cancel Item Options
If square is pressed while selecting an item stack, the first option will be
'Divide Item' which can be used to make multiple stacks.
The second option and the only option that will appear for singular items is
'Discard Item' which will require a YES/NO prompt if activated.
[Description]
This overlay screen shows your item equip slots for your L2 and R2 triggers as
well as your inventory which can hold up to 24 items in reserve.
When an item is selected, it will show the name and description beneath the
inventory.
=======================
Mission Results Screen
=======================
Circle (O): Name Entry (if eligible for ranking)
Cross (X): Return to Tower Screen
Start: Play mission again
Score: (big red number, 0-100 points)
Time: (00:00:00+)
RANKING
First Rank - Name - Points/Time
Second Rank - Name - Points/Time
Third Rank - Name - Points/Time
In the event that you have broken a previous point record, "New Record" will
appear on the right and you will be able to enter your name.
Note that attaining a new record is primarily based on points, with time being
a secondary factor in the event of tied scores.
==================
Name Entry Screen
==================
L1/R1: Select character set*
L2/R2: Move cursor
Left Analog/D-pad: Select character/letter
Square: Space
Triangle: Backspace
Circle: Enter character/letter (max of 5)
Start: Confirm
Note: These only apply to Asuka Ninja and other characters may or
may not have all these capabilities.
/////////////////////////////////////////////
===============
Basic Controls
===============
-Left Analog Stick: Movement (Walk/Run)
-Right Analog Stick: Control Camera
-Directional Pad: Has no function
-Square: Attack
-Triangle: Contextual Action
-Circle(O): Dash
-Cross(X): Jump
-L1 Trigger: Hold for target Mode, release and hold again quickly to switch
targets.
-R1 Trigger: Hold for stealth Mode, makes you less visible. Tap to align the
camera to your character.
-L2 Trigger: Hold to open left-side items.
-R2 Trigger: Hold to open right-side items.
-L3: Sheathe Weapon
-R3: First Person Mode. Can be used to aim an item manually or reorient your
character's facing.
-Start: Pause Menu
-Select: Open inventory (pauses game)
=============
Item Actions
=============
[Use Item]
With either L2 or R2 held, press the face button that corresponds to the item
slot that you want to use.
-Hold that button down to enter Aim Mode with that item and release button to
throw it (not applicable to all items).
-While in Target Mode, throwing objects will automatically be aimed at your
current target.
[Pick up Item or Object]
Press triangle while near the item or object. Note that there are small objects
and large objects.
-Items will be placed into your inventory or auto-stack with any that you
already possess.
-While carrying large objects, you'll be slowed and unable to perform most
actions other than hopping and using items.
-While carrying large objects, you're more vulnerable to heights and any
damage recieved will cause you to drop the object.
-People count as large objects, however they can only be picked up if they are
dead or a kidnap/rescue target.
[Throw Small Object]
Press triangle while holding a small object to fling it. Can be done while in
midair.
-This will cause explosive objects to detonate.
-Using your grapple hook or certain items while holding a small object can
cause you to drop it safely.
-Pressing triangle while standing causes a vertical throw, while crouching a
horizontal throw. This is only really useful for throwing swords.
[Place Large Object]
Press triangle while holding a large object to set it down carefully.
-This will not cause explosive objects to detonate.
-Using First Person Mode can help for precision object placement.
[Throw Large Object]
Press triangle + direction while holding a large object to heave it in a
direction.
-This will cause explosive objects to detonate.
-You cannot throw large objects very far and throwing explosive objects on
level ground will probably catch you in the explosion.
[Auto-Grapple]
Activate your grapple hook while not in Aiming Mode. It will automatically
attach to the nearest ledge or wall (but not necessarily the one you wanted.)
[Grapple Cancel]
Press X while grappling to release the grapple.
-This can be useful to intentionally fall short of your target and enter a
ledge cling instead of exposing yourself by rolling onto the top of the place
you grappled.
[Grapple Attack]
Manually aim and fire your grappling hook at an NPC to yank them off their feet
and launch them towards you.
-This doesn't alert an enemy but they may spot you while in midair or prone.
-The place you aim on the target will affect their trajectory.
-Objects can be manipulated this way as well.
[Autoaim]
Throwing items (shuriken/spheres) will automatically target the nearest NPC
when used without Target Mode.
-This can be used to accurately hit enemies far outside Target Mode range.
-Shuriken will track moving enemies unless thrown in Aim Mode.
-Spheres will rarely hit targets at range or moving targets.
-Autoaim will target the nearest NPC, even if they are behind a wall.
[Air Item]
Throw an item while in midair, consumables will be thrown instead of eaten when
you do this.
-Items like mines and scrolls cannot be used in the air.
-Autoaim applies to air items.
-Using spheres in midair can actually make them more accurate at mid-ranges.
-This is a more convenient way to use drugs (potions with a negative effect) on
the enemy without resorting to Aim Mode.
-This is a more convenient way to use potions on friendly NPCs (useful in the
event you run out of health spheres.)
=================
Movement Actions
=================
[Dash]
Press Circle while moving normally to begin a dash.
-While dashing, you are faster but less maneuverable and can trip over objects
and collide with walls.
-Very unstealthy and will make you skid noisily when you change directions or
stop.
-Causes weariness and can make your ninja become fatigued sooner (though not by
itself).
-Use R1 to stop a dash quietly and quickly.
[Dash Jump]
Press X while dashing to perform a long-distance somersault jump.
[Backflip]
Jump directly backwards. Looks cool but has no helpful function but can be
dangerous if you're not expecting it and there is a pitfall behind you.
[Wall Jump]
Jump against a wall and press X again to rebound off of it with a second jump
using L-analog to control the direction. This can be performed repeatedly.
[Climb Jump]
Jump directly against the wall and press X and up to jump again vertically.
Good for scaling walls of a specific height.
[Wall Run]
Press against a wall at an angle while in midair (jumping or falling). Youll
run along the wall in an arc for a short distance.
-You can wall jump off of a wall run.
-You can initiate CS during a wall run which is good against many enemies with
high vigilance.
[Ledge cling]
Jump or press against a ledge to automatically grab it. Pressing left or right
on L-Analog will move you along the ledge. Mantle up by pressing X or drop down
by pressing X while holding down on the L-Analog.
-You can enter Target Mode and First Person Mode while ledge clinging.
-You can also perform a ledge cling by sneaking off a ledge in stealth mode.
-You can use consumables and throwing items while ledge clinging.
[Air Grapple]
Perform an Auto-Grapple (see above) while in midair.
-This can be handy while falling unexpectedly.
-Used along with wall jumps and wall runs can be very effective (and
dangerous.)
[Head Bounce]
Jump on someone's head to get a bit of a boost, especially during a dash
jump.
-This will alert an enemy and make rescue charges complain.
================
Stealth Actions
================
[Sneak]
In stealth mode, use L-Analog to creep quietly and slowly. R-Analog is used to
turn.
[Quick Turnaround]
In stealth mode, press X to do a 180 degree roll.
[Roll]
In stealth mode, press X + L-Analog to roll in that direction.
-Can be used to move through water quietly and faster than sneaking.
-In combat when paired with Target Mode, rolling can be used as an evasive
maneuver or for flanking your target.
[Wall Hug]
In stealth mode, press up against a wall to place your back against it.
L-Analog will move you along the wall. Release stealth mode to exit the wall
hug.
[Corner Peek]
During a wall hug, move to the end of a wall and you will automatically peer
around it.
-Does not expose you and you can throw items around the corner or open doors a
crack.
[Open/Close Door]
Triangle when facing a door. Press it lightly to open the door a crack, press
it hard to open the door completely.
===============
Combat Actions
===============
Specific attack moves are covered in the "Playable Characters and Movelists"
section of this guide.
[Combat Movement]
While in Target Mode, use L-analog to move in relation to your target.
-You can sneak or enter a dash during this mode.
[Guard]
Hold or tap L1 while facing the attack.
-Some attacks are unblockable like fire or smoke.
-Some attacks should be unblockable but can be blocked (bullets, explosions.)
-You can guard while in sneak mode.
[Air Recovery]
Press Triangle, Square or X when you are helpless in the air to regain your
balance.
-You can immediately perform an air attack or air item/grapple upon
recovering.
[Ground Recovery]
Press Triangle, Square, X or analog when you are knocked down or prone on your
face to stand back up.
[Recovery Attack]
Press Triangle, Square, X or analog when you are prone on your back to stand up
and kick anyone nearby.
[Recovery Roll]
While prone, simply perform a roll in any direction.
[Warrior Climb] (Asuka Ninja Only)
Roll into someone to run up their chest and vault over their head, landing
behind them.
-This move is very good for interrupting an enemy attack or combo.
-It doesn't actually alert an enemy so it has stealthy applications too.
-Many enemies have turn-around attacks specifically to deal with this sort of
situation.
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ABNORMAL STATUS CONDITIONS
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==========================
Negative Character Status
==========================
-Fatigued: Character is tired and their movements are slowed. If they do not
rest, they'll eventually be forced to stop for a moment to recover but will be
unable to take any action other than guarding. This condition is caused by
strenuous activity though different characters have varying levels of endurance
or may be completely immune to this status.
-Knocked Down: Character is sitting on the ground and unable to do anything but
stand up. This condition is caused by certain attacks, explosions or by dashing
into an Wall. NPCs in this state can often use a stand-up attack.
-Prone: Character has collapsed on the ground. This condition is caused by
certain attacks, explosions, knockout, falling from a high place or tripping
over objects while dashing. NPCs in this state can often use a stand-up
attack.
-Launched: Character has been propelled into the air by an attack and is
helpless. In this state they are particularly sensitive to falling damage. This
condition is caused by certain attacks and explosions.
-Unconscious: Character is prone for a time and completely helpless and
senseless. Green dots will appear above their head. This condition is caused by
certain attacks.
-Burning: Character has caught on fire and will lose health for a short period
of time. Fire cannot be quenched with water but will go out on its own. This
condition is caused by coming in contact with fire.
-Deceased: Caused by total health loss or falling into a pit. NPCs become prone
indefinitely and count as a large object (except bears which cannot be picked
up.) Players in this state automatically fail the mission (unless objective was
achieved simultaneous to death.)
================
Status Ailments
================
These can afflict both you and NPCs though they may have completely different
effects on NPCs. They are caused by status items or traps. A depleting bar will
show you how long the status will affect you.
-Weakened: Hands glow blue and attack power is reduced.
-Confused: Players uncontrollably move in random directions during this state
but can still control their other actions. NPCs in this state will act insane,
attacking anyone and running around aimlessly while laughing hysterically.
Green dots will appear above their head.
-Amnesia: Players will have only their movement controls reversed in this state
and their action buttons scrambled. NPCs in this state will remain motionless
and senseless for the duration of effect and will not even respond to pain.
They will stare blankly at the sky unless they are knocked prone.
-Knockout: Same as unconsciousness.
================
Enhanced Status
================
Like status ailments but these have positive effects. A depleting bar will show
you how long the status will affect you.
-Strengthened: Hands glow gold and attack power is increased.
-Quickened: Character moves at a far faster rate and everything they do is sped
up.
-Potent: No visual indicator. Many used items will be more effective and/or
much larger than usual.
-Immune: No visual indicator. Immune to negative status ailments though
resisting an ailment depletes the duration of immunity.
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ALERT MODES AND ENEMY VIGILANCE
/////////////////////////////////////////////
===============
Presence Icons
===============
The rectangular icons on the top of the screen notify you of nearby NPCs
(except cats). The color of the eye will tell you their state of alert and the
opacity of the icon indicates proximity. Icons with three points signify
hostiles, icons with nine points signify extremely dangerous hostiles. Curved
icons represent friendly/neutral NPCs.
The color of the eye will indicate the alert state of the NPC.
-Unalert (White): Enemy is utterly unaware of immediate threats. In this mode
they will guard or patrol as usual and pick up items they come across.
-Curious (Purple): Enemy has heard a suspicious noise or caught a glimpse of a
suspicious item or person. In this mode, they might turn towards the
disturbance, peer at it, walk or run towards the disturbance or continue to
behave normally but at a raised level of vigilance. After satisfying their
curiosity and finding nothing, they will revert back to Unalert.
-Searching (Orange): Enemy knows there is danger nearby from having seen a
corpse, being injured or having lost sight of their target after having gone
hostile. In this mode, they will search for targets with their weapon drawn. If
they cannot find anything for an amount of time, they will revert to Unalert
and sheathe their weapon.
-Hostile (Red): Enemy has a target and is intent on killing it. In regards to
the player, this counts as being spotted. In this mode, they will chase and
attack until they lose sight of their target for an amount of time at which
point they revert to searching status. Keep in mind that enemies can become
hostile to you without line of sight such as when an elite warrior activates an
alarm, and will head to your current position with all possible haste. Also in
escort and protect missions, enemies will spawn in permanent red alert though
their target is not immediately you.
**These colors only appear for friendly NPCs**
-Friendly Searching (Green)
-Friendly Hostile (Yellow)
==========
Vigilance
==========
Vigilance is the general level of awareness and suspicion of an enemy. It is
different from alert status but can be raised due to disturbances and will
affect the enemy's level of perception and reaction to threats as well as
their resistance to Chimatsuri-sappo (see below).
Initially enemies begin with a low vigilance level and will not notice small
noises or be as attentive to their surroundings. Putting them into a higher
alert mode will also raise their vigilance level and sufficiently disturbed,
they will notice even the slightest sounds like running footsteps, a weapon
being sheathed, the sound of you landing from a jump, or even stealth rolling.
Other behaviors involve looking around more frequently, hesitating to pick up
items, running to investigate sounds and remaining in alert status for longer
periods of time.
It is in your best interests to not just avoid being spotted, but to avoid
drawing any attention at all as it will only make the enemy more dangerous and
on guard. Making loud noises, being glimpsed or leaving corpses for the enemies
to find is a fast way to cause increased enemy vigilance.
Note that dangerous hostiles usually have a raised vigilance to start with.
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CHIMATSURI-SAPPO
/////////////////////////////////////////////
==========================
What is Chimatsuri-Sappo?
==========================
This is an important element of Shinobido, the "Victim Execution Technique"
(not a precise translation.)*
They are similar to Tenchu's Ninsatsu (stealth kill) & Tenchu 4's Hissatsu
(certain kill), however there are some major differences even though
'Shinobido: Way of the Ninja' and 'Shinobido: Tales of the Ninja' both
localized the term as "stealth kill," likely for familiarity with players of
the Tenchu series.
Ironically, Tenchu 4 began using the term 'Hissatsu' and for the first time
in the series, made the enemy able to resist stealth kills rendering them
'uncertain kills'.
Shinobido's Chimatsuri-sappo is not activated with your attack button and
unless you recieve the certain-kill indicator (gleam of light over your head
and a shrill sound), you are not guaranteed to slay your victim as they might
struggle and overpower you. Also unlike Tenchu, even unaware opponents are
capable of resisting Chimatsuri-Sappo (hereforth abbreviated as CS) if their
vigilance is particularly high and Chimatsuri-sappo can be attempted even on an
alert foe.
Chimatsuri-sappo is not merely a stealth assassination technique, it is also a
combat option that can be utilized to finish off a weakened or careless
opponent. A clever ninja can use his superior mobility to exploit a missed
attack to instantly finish the enemy or use only his strength and endurance to
force a wounded opponent to succumb. You can initiate basic CS at any time
though certain techniques are only available in precise situations.
It may seem like quibbling over semantics on my part, but the difference
between Stealth Kill and Chimatsuri-Sappo is an important feature of Shinobido
and more relevant than it may seem from playing localized versions of the
games.
*Literal translation of the kanji is 'Victimization Killing Law' or 'Blood
Festival/Sacrifice Killing Law'.
=====================================
Chimatsuri-Sappo Controls and Advice
=====================================
Initiate CS: Triangle when near a target.
Force CS: Press Triangle rapidly if enemy resists.
Cancel Force CS Attempt: Do nothing.
-Be careful when using CS during a mission with friendly NPCs (not counting
Rescue) since for some stupid reason, they're as vulnerable to it as the enemy
is. Even trying to pick up an item might result in you drowning a friendly
warrior by accident (this has happened to me).
-CS scenes can be interrupted by either person involved taking damage. If a CS
scene is interrupted before the enemy actually recieves the lethal blow, they
will not be killed, but they will probably be angry.
-You can be spotted during a CS scene so make sure there are no witnesses
during the particularly long ones.
-CS techniques will reliably place you somewhere in relation to your victim at
the end of the animation. If there is a pitfall where the CS places you, guess
what? Keep this in mind when choosing your approach.
-Concerning the resulting corpse, sometimes it might get flung into the midst
of the enemy or slide off the rooftop you're on to be immediately discovered
by enemies below. Choose the right CS for the situation.
-Failing a forced CS will leave both you and your enemy exhausted. Sometimes it
will leave just you exhausted. It's good to know when to cancel a forced CS
attempt.
============================
Chimatsuri-Sappo Techniques
============================
Of course while waiting for the certain-kill indicator is ideal, it is not
always necessary or possible. In the case of certain techniques, they can be
initiated under any circumstances though the results are not guaranteed to be
favorable.
-Can be resisted: Though there are no restrictions on initating, the victim can
fight you off (which also means you can force it.)
-Cannot be resisted: The victim cannot fight you off once initiated and it will
succeed unless interrupted by something.
-Not always possible: Can only be initiated in certain circumstances dependent
on factors such as the victim's vigilance, alert state and facing.
-Can Miss: Though there are no restrictions on initating, you can miss the
victim completely with no chance of forcing it.
-Can be dodged: Though there are no restrictions on initiating, the victim can
avoid it completely with no chance of forcing it.
[From the Back]
Initiated from behind or the sides of the victim. Can be resisted.
-Goh: Puts his hand on the victim's shoulder and slashes them powerfully when
they look back.
-Kinu: Wraps her chain around the victim's throat and flings them over her
head. Really sends the corpse flying!
[From the Front]
Initiated from the front of the victim. Can be resisted. Forcing this CS causes
your character to knee their victim in the belly before delivering the death
stroke.
-Goh: Stabs the victim in the gut and rips his sword out powerfully. Simple and
brutal.
-Kinu: Flips the victim upside-down and slashes them in midair.
[From Above]
Initiated from above the victim by ledge clinging, jumping or wall running.
Even standing on a low ledge above them. Can be resisted.
-Goh: Clutches the victim's head in both hands from above and twists his body,
snapping their neck. A signature Asuka finishing move!
-Kinu: Firmly grabs the victim's head between her thighs and slams them to the
ground before snapping their neck.
[From Behind or Above Large Enemy]*
Initiated from behind, the sides or above a large enemy. Can be resisted.
-Goh: Leaps onto the victim's back and struggles to gain his balance before
plunging his sword deep into their spine.
-Kinu: Leaps onto the victim's back and struggles to gain her balance before
slowly slicing their neck.
[From in Front of Large Enemy]*
Approach the large enemy from their front.
-Goh: Ducks a swing from the victim and slides his sword deep into their
throat, pulling it out as they collapse. Can be dodged (quite comically too.)
-Kinu: Jumps over a swing from the victim and lands on their back, neatly
cutting their throat. Can be resisted.
[While Down]*
Initiate while near a victim laying or sitting on the ground. Can be dodged.
-Goh: Rises into the air and stabs his sword into the downed victim with great
force. Oddly this can miss completely or hit multiple downed victims.
-Kinu: Wraps her chain around the victim's neck and somehow yanks it through
without severing the head.
[From Below]
Initiated while ledge clinging**, a victim who is standing above you may be
vulnerable to this. Cannot be resisted but is not always possible.
-The ninja grabs the victim's hand and yanks them over the edge, catching
their head with his legs and snapping their neck.
[From the Right]
While peeking around a corner, a victim to your side may be vulnerable to this.
Cannot be resisted but is not always possible.
-Slamming the victim against the wall, the ninja stabs them in the chest with
their weapon held in both hands.
[From the Left]
While peeking around a corner, a victim to your side may be vulnerable to this.
Cannot be resisted but is not always possible.
-Slamming the victim against the wall, the ninja stabs then in the chest,
one-handed without even looking.
[While Examining Item]
Initiated while victim is looking closely at an item they just picked up.
Cannot be resisted.
-More comical than the other CS, the ninja walks up to the preoccupied victim
and smacks them in the face with the item twice before taking his time to
lethally slash them with a flourish.
[In Water]
Initiate while victim is in water. Cannot be resisted but takes a very long
time and is not always possible.
-A lengthy and brutal CS, the ninja twists the victim's arm and holds their
face in the shallow water as they thrash for survival but eventually their
movement stills and the ninja walks away, wiping his brow with the exertion.
[Through a Door]
Initiate while victim is on the other side of a sliding shoji door. Cannot be
resisted but is not always possible. Note that the sound of the door breaking
may attract enemy attention and it takes a while for the animation to finish,
leaving you exposed.
-The unsuspecting victim suddenly recieves a surprise blade through the chest
from behind, falling to the ground as the shoji crumbles amd reveals the ninja
standing behind them.
* These techniques are the only ones that work on large enemies.
** Doesn't necessarily have to be a ledge cling, just be right below the enemy
standing near the ledge with substantial room below to drop the corpse. Saved
me from falling into a pit once after a botched jump as regardless of how it
was initiated, it will leave you in a ledge cling.
==============================================
Ways to Improve Your Chances of Successful CS
==============================================
-Don't be seen or heard by your intended victim obviously. That one is a
no-brainer.
-However if your victim has a low level of vigilance, appearing suddenly in
front of them will cause them to startle which will give you a certain-kill
indicator. This will rarely work on anything higher than a Samurai General
though some Ninja Masters and Feudal Lords can be assassinated this way.
-Certain status ailments will make enemies more vulnerable to CS like amnesia
or confusion. Knockout is a guaranteed successful CS.
-Your enemy's facing can be the difference between being able to initiate a
non-resistable CS and being unable to, or succeeding a forced CS. Enemies
facing you are always less susceptible and more resistant, go for the back.
-Your victim's vigilance level is a large factor, even when unaware a Samurai
General is capable of resisting Above or Frontal CS. Even a lowly warrior who
has been alerted several times might resist.
-During combat, wounding an enemy increases your chances to force a CS,
initiating it from behind further improves your chances.
-Your own level of fatigue will affect how long you can try and force a CS.
-When an enemy attacks, they often reveal a weak spot which will give you a
certain-kill indication if you are in the right place (usually behind them.)
This can be achieved by timely evasive rolls.
-Certain enemy actions often make them vulnerable from behindW, like skidding
to a halt from running or climbing onto a low obstacle.
-An enemy will give you a certain-kill prompt when they sheathe their weapon.
-Many attacks have a stun factor which can add up to knock out your enemy in
combat, making them vulnerable to a prone CS. Throwing objects at them can
achieve this as well.
-An enemy that is targeting someone else can be CSed from behind easily.
-Invisible Shadow scrolls are worth their weight in gold, each one means a free
and easy CS on one opponent of choice.
-Scrolls of Master's Understanding are incredible...for the short amount of
time that they last.
-Sometimes your CS has no chance to succeed, being able to recognize those
situations and not waste your time trying is important.
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STANDARD ENEMIES AND NPCs
/////////////////////////////////////////////
[Warriors]
They come in three factions (Ichijo, Akame, Sadame) with three different
classes (swordsman, archer, rifleman.) Fodder and your most common adversaries,
I don't need to tell you how to deal with these guys as they're lazy, slow
and not very strong. Sometimes they take a big stretch which can make their
patrols slightly unpredictable. In combat they can be troublesome since
they'll scream for help and then mob you when their friends show up. They even
have an enemy-only move where they'll pin you from behind while their fellow
warriors take a free shot at you (mash triangle to throw them off).
While fundamentally identical in capability, each of the three types of
guardsmen have special abilities. Akame guards can throw attack spheres and use
strength potions, Sadame guards can plant land mines and Ichijo guards have a
special sword technique.
[Elite Warriors]
Slightly tougher, stronger and more wary guards. Not only are they less
susceptible to being lured or CSed, they can see you on rooftops! They're
commonly assigned to carry valuables, man lookout towers or tend bear cages.
When they spot you, they'll rush to their duties before fighting you, often
pulling out a conch horn and putting the entire level on alert. They can be
identified by their slightly different gear from ordinary warriors: Ichijo
elites wear headguards and red headbands, Akame elites wear iron helms, Sadame
elites have a monk necklace (yuigesa.)
[Samurai General]
Much more powerful and vigilant than your average soldier, samurai generals are
frequently the target of assassination missions. While they're still
susceptible to the same tactics used on guardsmen, they look around more often
and have much better vision and hearing. When alerted, they'll call to any
nearby companions to come to their aid. Samurai Generals also have a resistance
to CS in general and you cannot Ledge-CS or Corner-CS them if they are facing
your direction.
Sadly the various Samurai Generals all use the same sword style (high stance)
rather than occasionally dual-wielding like in Imashime. This does make them a
bit more predictable in combat though. When their HP is low, they'll
frequently use health potions.
Weak Spot: If you get behind them the exact moment they attempt to hit you with
their jumping guard break attack, you will get a certain-kill prompt.
[Barbarians]
Stupid and wild, barbarians are slightly more durable than guardsmen, fast and
good jumpers. They also have an annoying habit of sporadically turning when
stationary and their patrol routes can be frustratingly quick. However their
vigilance is awful and Chimatsuri-Sappo is even more effective on them than on
warriors.
In combat, they're pushovers unless you've alerted several of them. They can
be knocked out by throwing any object at them and many attacks will easily put
them out cold as well. They're hungry fellows and they'll eat up to two
sushi or even a mushroom.
Weak Spot: Their back! Barbarians will almost always give you a certain-kill
prompt from behind.
[Barbarian Chieftain]
These big guys are much like their smaller kin except that you don't want to
tangle with them in combat...they have some powerful moves and a lot of HP,
however they will sometimes strike a victory pose which gives you an opening
for attack. They can also be a real nuisance when they're patrolling as they
are fast and their vision is rather good. However their vigilance is poor and
subsequently they can be CSed relatively easily. They have the same appetite as
their smaller brethren.
[Mosu Ninja]
I love these gals. Their lazy pace makes them easy to approach and their
attention span is very short, they won't stay in alert for very long. Mind the
sexy stretching though, they're actually having a look around and it makes
their patrols very unpredictable.
In combat, they hop around a lot and evade constantly while throwing kunai or
rushing in and attacking with some rather effective guard breaking combos. In a
pack, they can chew up an oxcart in seconds, or you for that matter, some
attacking you at close range while others pelt you with kunai. Fighting
multiple Mosu is no good, do your best to get away but remember they can follow
you wherever you go, unlike warriors.
For fun, set a landmine down and lure a Mosu on to it and torment them as
they're frozen with fear, they won't move an inch if they know they've
tripped a mine. Note that their leaders, Ageha and Usuba, have no such
awareness of mines.
[Kenobi Ninja]
I hate these guys. Their sprinting patrols and keen vision make them really
difficult to avoid. If you purple-alert one of them, move! Kenobi never walk
anywhere, they always dash and their jumping ability ensures that you're not
safe even on rooftops. They even eat quickly and efficiently, a Kenobi will
gobble down food with little hesitation and quickly move on, which can be a
benefit to you at times.
In combat, these guys are fast and throw ailment spheres and shuriken. Fighting
more than one at a time is not a wise course of action and they're very good
at tracking you if you flee.
Like Mosu, they also have awareness of land mines and will freeze if they step
on one. Another odd behaviorism of theirs is that they attack when drawing
their sword which can cause them to hit allies when entering orange alert, or
chop down a door that you're hiding behind.
[Taraba Ninja]
More like TERRIBLE ninja, har har. They're huge, noisy, slow and sitting ducks
for assassination. Those incredible jumps can surprise you though when you
think you're hidden and safe, keep an ear out for the tell-tale grunt and
don't rely on rooftops to hide you when they're around. While patrolling
Taraba make such a racket its impossible to ignore, stationary Taraba can be so
quiet and still they're easy to overlook. Their vigilance level is terrible
though (probably thanks to those confining helmets), a Taraba in brown or
purple alert mode can be CSed very easily and forced CS from behind succeeds
frequently even against alerted and healthy Taraba.
In combat, don't bother with shuriken or arrows, that armor isn't just for
looks...but it does weigh them down pretty well and make them unable to perform
standup attacks which is always exploitable. Aside from cannon spam from
multiple Tarabas they're pretty easy to take down as long as you keep them
down. Unblockable flamethrower attacks and their spammable throw can be a real
nuisance otherwise.
Oddly enough, they dispose of their corpses not by dumping them down wells but
by incinerating with flamethrowers, same with disarming mines. Also, they
can't eat with those steel buckets on their head so they'll just pocket any
sushi you throw at them for later.
They have a catastrophic weakness to spike traps due to their size, stepping on
one causes them to take multiple hits frequently killing them instantly. Also
since they cannot ledge cling, pitfalls are their bane.
Weak Spot: When they hunker down to fire their cannon at you, you can recieve a
certain-kill prompt from the front but you have to be fast and close.
[Yojimbo]
Master swordsmen and some of the most dangerous foes in the game, Yojimbo
(bodyguards) are people you don't want to mess with if you can help it. They
aren't easy to CS as their vigilance, hearing, eyesight and awareness are very
keen. Approaching them from the ground may draw their attention before you get
a certain-kill prompt and forcing a CS is difficult. However CSing them from
above can kill them reliably and easily though keep in mind they can spot you
on rooftops. They never patrol but they do wander randomly and rest in the
strangest places, be sure to watch for Yojimbo hidden under eaves. Also, never
try to surprise-CS them from the front, they can't be startled...they draw
instantly the moment they see you.
Cool and unflappable, Yojimbo are disdainful of food and items found on the
ground and tend to discard them after examining it (except coins which they'll
pocket.) Luring can sometimes backfire as Yojimbo don't always return to their
post but may settle down in an even more inconvenient spot.
In combat...well, just don't fight them. Their combos and guard breaks can be
classified as 'unfair.' They're easy to escape as they lack the acrobatic
abilities of ninja, though they will pursue you onto rooftops. Its rather easy
to wait for them to lose interest and sheathe their sword and then take them
out with a simple CS from above.
Note: They're worth more points for killing than your usual enemies.
[Bears]
Utakatan Brown Bears are like mythical beasts of pure destruction. You do not
want to fight one directly and even CSing one is incredibly
difficult...approaching them from above or behind is your best bet, preferably
while they're intent on devouring some salmon.
Their vision is the best and they're incredibly quick to alert...one of the
most vigilant foes in the entire game. However they're ravenous creatures and
will eagerly devour any food you toss out though not before having a good look
around. They can eat up to five times before becoming satiated. Bears have high
resistances to status ailments though so don't be surprised that special sushi
does nothing to them, not even the explosive type (however spheres do work.)
In combat, they'll crush you in record time unless you have some good moves or
a cliff to throw them off of. Escaping them can be difficult as they are
extremely fast and do not tire, however their inability to scale large
obstacles makes them very easy to evade in most missions, as long as they
haven't torn you to shreds yet. You can also try to lead them over a corpse,
it will trip them leaving them prone long enough to escape.
Bears will attack any NPCs that are not also bears so keep that in mind, one
bear can wipe out an entire guard contingent without you having to lift a
finger, and it is most amusing to watch.
Note: They're worth more points for killing than your usual enemies.
[Merchants]
These fat fellows are frequently the target of kidnapping, assassinations or
even rescue. They have very keen vision and frequently wield pistols or throw </pre><pre id="faqspan-2">
money, not that they can fight at all well. They also have a tendency of
panicking when in trouble so its best to stay out of their sight unless you
feel like chasing them all over a level. Being rather portly, they run out of
breath quickly which leaves them panting and vulnerable in a fight. Still, be
careful around them as the pistol does a fair bit of damage and their pistol
whip can easily catch you off guard. Also they make a ruckus while running
around which can attract unwanted attention.
Well fed, merchants will never eat anything they find on the ground, however
they'll put it in their pockets for later. They also have a large stash of
potions on them which they will use when injured.
Of course the rescue version will have none of these comforts and will be
content to stand around while they're carved into pieces without trying to
fight back or escape.
[Town Girls]
Often a target for kidnap or rescue but just as often you'll find them as
hostiles in a total destruction mission. Not much of a threat but they'll
still run around screaming if they spot you. They're armed with shuriken
disguised as mushrooms (you can actually pick these up) and have a pathetic
karate kick but are more of a nuisance than anything. However they're worth
points, unvigilant and easy to kill and unlike Tenchu, there's no penalty for
taking out innocents...Assuming they ARE innocent. They'll occasionally trip
and fall down for no reason, making them even easier to CS. They come in two
flavors: bright pink kimono wearing girls and haggard servants in olive drab
with blue aprons.
[Princess]
She more or less behaves the same as a Town Girl (so much for fine
breeding)...Sometimes friend, other times foe. In either case, treat her as you
would a Town Girl. Also, try to sedate her before kidnapping her, she's very
loud.
[Oxcart]
I'm not sure why these vehicles are called oxcarts but they're heavily
armored against projectiles and armed with a rotating cannon on top. They're
not much of a threat themselves since the cannon will only hit you if you're
at a distance and standing still (or on their side and trying to kill an
enemy), however the armed contingent that usually accompanies oxcarts are the
true threat. Oxcarts have good forward vision but getting too close to it from
behind or the sides will instantly alert it as well. Alerted oxcarts tend to
speed up which is a good thing if they're on your side, but bad if your
mission is to stop it. Being a vehicle, it is immune to Chimatsuri-Sappo but
its fixed path means that it is pretty much forced to run over any land mines
you put in its path, assuming its guards don't disarm them. Keep in mind that
despite being a vehicle, oxcarts are susceptible to status ailments. They are
highly vulnerable to melee attacks but projectiles are only effective from the
front.
[Spawn Point]
These only appear in Guard and Escort missions. They look like ordinary bushes
however enemies of a specific type (Barbarian, Kenobi Ninja, Mosu Ninja or
Taraba Ninja) will appear in them at intervals. Spawn points can produce an
infinite number of foes, however only four can exist at a time. Additionally to
succeed the mission, five spawned enemies for each point in the level must be
killed.
Note: Putting sufficiently hidden landmines on a Kenobi or Mosu spawn point
will cause a ninja that spawns there to freeze. However in the case of the
Kenobi who draw their swords with a slash upon spawning, a second Kenobi
spawning on a trapped spawn point will accidentally hit their ally, causing
them to set off the land mine and potentially kill them both.
[Cats]
Not enemies persay and in Takumi, they're EVERYWHERE. They're indestructable
and immortal, but they'll flee if you torment them. They can also trigger
traps without being affected by them and if they fall into a 'bottomless'
pit, you can see them walking around down there.
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MASTER NINJA AND FEUDAL LORDS
/////////////////////////////////////////////
[Hebitonbo]
A joke of a ninja master. He's lazy and not very alert which makes him easy
chimatsuri-bait. Despite having some really powerful attacks, he's not very
good at fighting either and has very low HP. He rarely uses his good attacks
(his long-range throw and knee attack) and prefers to spam his basic gauntlet
move (which won't even hit you if you're crouched) and dodging around for no
reason.
[Uzumushi]
He can be difficult to assassinate as he waddles around randomly and has pretty
sharp eyesight. However as you can expect, he LOVES food and is the only
character in the game who's stupid enough to eat explosive sushi multiple
times. He'll eat three sushi before he's sated.
He was a real powerhouse in Imashime and things haven't changed in Takumi. He
hits hard and his iron ball is surprisingly fast. He gets tired quickly though
so keep your distance and wait for your chance.
[Ageha and Usuba]
Identical twins, I still can't tell them apart. You'll usually find them
together in missions where they will usually be standing perfectly still. They
have great hearing and eyesight so plan your attack well, CSing one sister
while the other is close by will get you detected (though if you're quick, you
may be able to frontal-CS the other while she's startled.)
In combat, make sure they don't use their obnoxious cloning technique.
They're awful at close range (incapable of guarding with weak melee attacks)
and don't have a lot of health but if you're too busy chasing their clones
around, they can wear you down quickly with their homing kunai barrages or be
creating even more clones.
Keep in mind the clones will die and vanish with a single injury and they're
easily CSed or taken out with shuriken. Their alert icons only have three
points so you can tell them apart from the real Ageha and Usuba. Oddly enough,
they can live on even after the real one has died.
[Kabuto]
Very dangerous! He's like a Taraba but far more aggressive with an incredible
attack combo, throws and ranged weaponry. Unlike a Taraba, he's extremely wary
of his surroundings and CSing him is not a simple task. Fortunately he shares
the Taraba Clan weakness of spike traps and pitfalls and like his comrades, if
neither are around and you're forced to fight, keep him off his feet so he
can't attack you, he has no recovery attack.
[Nobuteru Ichijo]
This high-strung feudal lord is comparable to a Samurai General in nearly every
way and even has similar moves, so treat him like one. If your mission is to
protect him, keep your distance as his special attack combo hits rather
indiscriminately.
[Kagetora Akame]
He's a lot like a beefed-up merchant with a powerful pistol and a tendency to
run away as often as not. His vigilance is high and CSing him can be difficult.
Since he can't guard, killing him in one-on-one combat is child's play. Also
since he can't guard, you must be very attentive during guard missions. Like
his troops, he can use ailment spheres and will consume speed potions to help
him run away faster.
[Lady Sadame]
An accomplished swordfighter with unique attacks, watch out for her flying jump
kick as it can knock you silly and leave you helpless on the ground while she
kicks you repeatedly. She also has a twirling kick/slash combo that she likes
to spam. Her vigilance is on par with that of the other lords so treat her with
caution. Like Nobuteru, she's difficult to cope with in guard missions due to
her tendency to hit allies with her wild attack combos.
[Zaji]
Just as in Imashime, Zaji can be quite dangerous with fast and powerful
attacks, shuriken and spheres as well as the ability to perform Goh's
specialty moves like the warrior climb and somersault throw (often used in
conjunction) in addition to his own. He behaves much like a Kenobi Ninja in
general and CSing him isn't impossible if you can catch up with his quick and
sporadic movement and avoid his frequent peering around.
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ESSENTIAL TECHNIQUES
Many of these techniques are covered in the 40 Disc Missions from
Imashime. Some missions in Takumi more or less require them in
order to complete the objective.
Watching one of the title screen demo movies will demonstrate
some solutions to the missions in Takumi.
/////////////////////////////////////////////
-Crate Stacking: You can pile up large objects to use as stepping stones to get
to a higher elevation. Make sure your pile is stable though!
-Domino Bridge: Often in Takumi, you will need to clear a pitfall while holding
a heavy object with wooden dominos being your only means of crossing. Jump into
the top half of one to tip it over and keep on pushing!
-Infinite Wall Jump: Simply find two parallel walls that are somewhat close
together and jump back and forth off of them as much as you need. This can be
done while wall running as well.
-Corner Run: You can simply wall run around a convex corner, useful when there
is no ground there or for getting the jump on an enemy right around the
corner.
-Corner Climb: Any normal concave corner can be travelled up by performing an
inward wall run, then a jump to the other wall followed by another inward wall
run. Repeat as necessary, the key is briefly entering a wall run in order to be
able to wall jump at the necessary angle.
-Magical Pickup: As long as you are in proximity to a large object and facing
it, you can pick it up. This means that even if you are at a higher altitude,
as long as you're close enough to the object it can be picked up. This is an
easy way to navigate past obstacles that are too high to jump over while
carrying the object. Note: the larger a character is, the more effective they
are at this.
-Princess Toss: To get a person you're rescuing/kidnapping (not just
princesses) over an obstacle that you can't jump over while holding her, Goh
and Zaji can use their somersault throw (R1 + Triangle) to propel her onto or
over the obstacle. As long as she lands at a higher altitude, she won't even
take damage and you can pick her up before she can get back to her feet. Kinu
might have to use a launching attack in place of this, like her dash attack
since her throw is different.
-Princess Grapple: To get a person you're rescuing (not just princesses) over
a chasm that you can't jump over while holding her, use your grappling hook to
yank her over. Aiming at her lower legs will propel her further. Of course,
this is only if you can get her to stand still...
-Princess Trigger: To get past a floor trap that you can't jump over while
carrying a person you're rescuing/kidnapping, simply throw them onto the trap
to trigger it, then pick them back up and proceed past before the trap triggers
again. Obviously this doesn't work for pitfall traps. For damage-dealing
traps, be sure they have enough health to survive it.
-Explosive Jumping: Using mines or any other explosives, you can gain quite a
bit of height by blowing yourself up though be careful to not die in the
process! The more powerful the explosion, the higher you'll go (and the more
damage you'll take). Stacking weak mines directly on top of each other is an
effective way to accomplish a single potent explosion of sufficient strength
for your needs.
-Sleep Jumping: Using knockout traps or knockout spheres can allow you to jump
incredible distances/heights since once you're unconscious, gravity loosens
its hold on you. Timing is key, get knocked out at the point of greatest
acceleration and an air recovery near the end can gain you a little extra
distance.
-Fortress Climbing: On fortress segments with exposed railing, you can get to
the next floor (or rooftop) by standing on the railing, facing inward and
jumping straight up to ledge cling on to the next level. You should be able to
then shimmy your way to the upper entrance as long as you are on the correct
side. Very important for the final two missions of the most difficult tower.
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SHINOBI TOOLS AND ITEMS
This isn't a comprehensive item guide but it will help you to
identify items by their icon alone. You should already be pretty
familiar with most of these items from playing Imashime.
/////////////////////////////////////////////
===========================
Shuriken and Grapple Hooks
===========================
The strength of the item can be determined by its subtle coloring.
-Gray: Basic Shuriken or Short Grapple Hook
-Silver: Improved Shuriken or Standard Grapple Hook
-Dark: Asuka Shuriken or Long Grapple Hook
======
Coins
======
These can be thrown like shuriken and enemies tend to be compelled to pick them
up.
-Dark: Counterfeit Money (Nisegane), equivalent to Improved Shuriken.
-Gold: Money, even stronger than Asuka Shuriken.
===========================
Spheres, Potions and Sushi
===========================
Fortunately these are color-coded quite reliably.
You can check the strength of the item by looking at its description in your
inventory menu. It ranges from +10 to +300.
-Sphere: Can be thrown and will noisily release a payload of smoke upon contact
with an NPC or after a short amount of time.
-Potion: Can be consumed for its effect or thrown at an NPC to inflict it on
them. The sound of a potion breaking will draw a lot of attention.
-Sushi: Bouncy food that will quietly inflict its status on an NPC that eats
it. Most NPCs are at least hungry enough to eat one but will pocket any others
after becoming sated.
===========
Land Mines
===========
Unfortunately there is no way to tell if a land mine is of the camoflauge or
invisible variant without being able to read or recognize Japanese letters,
however you can tell how strong it is by the subtle color difference. Remember
that mines can be disarmed by enemies dependent on their visibility type.
-Brown: Weak
-Light Brown: Normal
-Dark Brown: Strong
-Orange: Powerful and undetectable.
==============
Ninpo Scrolls
==============
Easy to identify (except for the white variety), scrolls have a multitide of
uses.
-White*: Either a Scroll of Invisible Shadow or a reading scroll. In the case
of the latter, you'll just throw it when trying to use it and it has no real
use in Takumi or Mission Mode. In the case of the former, it will make you
invisible for a long period of time or until you attack an enemy. It will also
make you undetectable by traps and immune to explosions.
-Blue: Scroll of canine sense. Ignore these, they have no purpose without a
functioning map.
-Yellow: Scroll of Double Jump. They'll allow you to perform another jump in
midair for the duration of the mission, very handy but you only need one per
mission.
-Red: Scroll of Ninja Flame (Art of Explosive Flame.) When used, creates a weak
explosion around you which will blow enemies off their feet. Good if you get
mobbed, allows you to escape.
-Black: Scroll of Ninja Flame (Art of Ultimate Flame.) Same as the red scrolls
but much more powerful.
-Purple: Scroll of Master's Understanding. For a short amount of time, they
will allow you to certain-kill anyone at any time.
-Pink: Scroll of Cicada Shell (Utsusemi). These are used automatically when you
recieve a lethal blow and will refill your health bar. They do not have to be
equipped.
-Green: Scroll of Limitless Weapon. These scrolls will allow you to use your
items an infinite number of times for the duration of the mission. Quite
abusable!
*In 'Collection: Scroll' missions, any white scrolls you find lying on the
ground should not be used unless you are certain they aren't one of the
objectives. If they dropped from an enemy you killed, they are safe to use.
========
Gadgets
========
These toy animals can be used for distraction, luring or some types for
scouting and killing. They have a limited operation time: twenty seconds. Using
one will place it on the ground but they can be thrown as well. They are easily
identifiable by their icon.
-Green Lizard: Wind-up Lizard. When used or thrown, it will crawl in one
direction until it hits an obstacle or runs out of power.
-Light Brown Lizard: Wind-up Wall Lizard Same as above, however it will change
direction when it hits an obstacle.
-Blue Lizard: Remote Wind-up Lizard. A lizard you can manually control when
used. They can walk in any direction and jump with X. Triangle exits control
mode.
-Pink Chick: Wind-up Chick. Like the lizard but it will keep walking even if it
hits an obstacle. Throwing one may cause it to land on its side or move in an
undesired direction.
-Red Chick: Wind-up Chick Bomb. Like a Wind-up Chick except it will explode
upon contact with an NPC or after it runs out of power.
-Light Brown Chick: Remote Wind-up Chick. Just like the Remote Wind-up Lizard.
You can use its jump to right itself if you throw it.
==============
Raw Materials
==============
Largely worthless in Takumi and Mission Mode however they will frequently drop
from low level NPCs when killed. Each ingredient is endowed with an attribute
that will affect whoever eats it at a very weak level but few NPCs are hungry
enough to eat these. Keep in mind that some collection missions will have you
gather mushrooms so don't use them or you'll fail it!
-Mushrooms & Weeds: Not color-coded so difficult to identify, but you can see
their alchemic attributes in the inventory screen.
-Black Mushrooms: Mushroom Shuriken, can be thrown as weapons. Equivalent to
Improved Shuriken but potency doesn't strengthen them.
-Lizards: Color-coded, however you cannot eat them yourself. When used or
thrown, they'll crawl a short distance.
-Empty Spheres: Worthless!
-Empty Flasks: Not totally worthless since breaking glass brings enemies
running.
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
MISSION TYPES
/////////////////////////////////////////////
[Assassination]
A ninja speciality, this mission requires you to eliminate a single target
(specified) by any means. Don't expect it to be simple though, the target is
often accompanied by numerous bodyguards.
[Guard]
Now you're the bodyguard. Enemy ninjas or barbarians will continuously pursue
your target until they accomplish their objective (to assassinate your charge),
or you manage to kill enough of them. Take advantage of the fact that the enemy
isn't too interested in you to assassinate them from behind while they're
fighting others, just don't get hit by your own allies in the process.
Certainly don't kill any of your allies either! Mission fails if your charge
dies.
[Thievery]
Another ninja speciality, this mission requires you to obtain an important
object (documents, safe or rice) and deliver it to a dropoff point (marked by
the red bullseye flag.) Don't expect the object to be unguarded or easy to get
to though and often reaching the object itself is the easy part. Mission fails
if you lose the object.
[Robbery]
Same as thievery except the object is being carried by the enemy, often
accompanied by a guard contingent and you have to find some way to get it from
them before they escape, then take it to your dropoff point. Mission fails if
you lose the object or the enemy reaches their destination with the object.
[Transport]
Same as thievery except you already have the object! Hooray! Still, these
missions can be even more difficult than thievery somehow... Mission fails if
you lose the object.
[Total Destruction]
Kill everyone. About as straightforward as a mission can get really. On rare
occasions, these missions will give you a specific target such as 'kill all
warriors' so its safe to avoid anyone who isn't a warrior. On the other hand,
everyone is hostile and worth points, so might as well...
[Travel]
Reach the destination, simple enough right? Expect the destination to be in a
really inconvenient place. These missions frequently test your acrobatic
abilities.
[Kidnapping]
Find the target, sling them over your shoulder like a sack of potatoes (with
triangle) and deliver them to the dropoff point. A little bit like a thievery
mission except for the fact that your cargo will scream for help, run away and
possibly attack you on sight. Mission fails if the target dies.
[Rescue]
Find your charge, free them from their prison and deliver them to safety. It's
like kidnapping except your charge is a little more cooperative and screams
less often. They're worthless in a fight and terrible at following you and
have a tendency to wander after items they find on the ground, so try to keep
them on your shoulder as often as possible. Mission fails if your charge dies.
[Escort]
Your job is to protect a slow, rickety oxcart as it meanders its way through a
gauntlet of hazards, savages or ninjas. Sometimes you get an entourage but
don't expect them to last long. One of the more infuriating mission types.
Mission fails if your oxcart is destroyed.
[Attack]
Time to take revenge against all oxcarts! Blow it to smithereens before it gets
away, that's your only requirement! Any collateral loss of life is just gravy.
Note that like robbery missions, the target may be accompanied by a guard
regimen. Mission fails if the oxcart reaches its destination intact.
[Collection]
Gather X number of item Y and deliver them to the dropoff. Sounds simple and
usually is. Usually. Mission fails if there are not enough objective items left
in the level to succeed.
[Duel]
Defeat the enemy, one on one! No obnoxious bodyguards to interfere! And best of
all? No rules against sticking a sword in the opponent's back when they
aren't looking. Of course you can be all honorable about it and face them head
on but that is not the way of the ninja... In these missions, you and the
opponent are the only ones in the level, however there may be bear cages or
barbarian huts as well.
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
SCORING SYSTEM
Same as in Imashime's Custom Mission Mode.
I still haven't figured out all the variables governing score
(mainly on escort and protect missions) but this is a fairly
accurate breakdown of the point system.
Like Imashime, the point limit is set to 100 which is usually
easy to attain and at other times, impossible. However, score is
meaningless as far as the game itself is concerned, it doesn't
affect anything at all.
/////////////////////////////////////////////
During the mission, these points are awarded as they occur and even if you are
killed, quit or fail, they will still register on the mission results and be
eligible for a high score:
Escort's Health (variable, up to +20 if you end the mission with full
health)*
Normal Kill +3
Chimatsuri Kill +7
Normal Kill Special +7
Chimatsuri Kill Special +11
Spotted -3 per enemy
Betrayal -?
Upon mission success, these points will be factored in to your existing score:
Mission Success +50
Not Spotted +20
Health (variable, up to +20 if you end the mission with full health)**
No Normal Kills +10
Attack CS Bonus (variable, up to +9 is as high as I've gotten)***
* Only on Escort and Protect missions. This also means you can immediately quit
out and get 20 points.
** Only on missions that are not Escort or Protect.
*** Only on Attack missions. The first CS will add +5 with each CS afterwards
giving +1 until an unknown limit cap.) Supposedly this is to offset the
unavoidable bonus loss from destroying the oxcart (normal kill.)
Be aware that the gain for defeating an enemy in combat is only enough to
offset them spotting you to begin with. It is better for your points to escape
and then CS them later. You don't have to worry about losing more points (as
in Tenchu) as once an enemy spots you once, you can't lose any more points
from that particular enemy.
For non-Asuka characters, you can only really gain points through combat by
killing bears and yojimbo. I suppose it is lucky then that Takumi has lots of
both.
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
TOWER SCROLL GALLERY
Here are the scrolls and their missions with pertinent information
regarding them. Missions and scrolls can be done in any order.
I recommend completing the Tower of Asuka early on so that you
can get Zaji. The other characters aren't important to unlock
since they're mostly incapable of completing missions neatly due
to a lack of Chimatsuri-sappo techniques.
/////////////////////////////////////////////
=========================================
Dark Blue Scroll with Black Cloud Emblem
"Tower of Crow"
7 Floors; 13 Stars (1.85)
Difficulty Level: Normal
=========================================
=====================================
White Scroll with Golden Wing Emblem
"Tower of Canary"
7 Floors; 10 Stars (1.42)
Difficulty Level: Easy
=====================================
Floor 1 *
"Town of the Stone Stairwell: Bottom of the Steps"
Transport: Documents (Ichijo)
Town
-Yojimbo (3)
-Town Girl (1)
-Servant (2)
Floor 2 * (Kinu Only)
"Angel Halo"
Kidnapping: Town Girl
Town
-Ichijo Swordsman (3)
-Ichijo Elite Swordsman (1)
-Ichijo Rifleman (2)
-Sadame Samurai General (1)
-Town Girl (1)
Floor 6 **
"In the Name of the Moon I Punish You"
Assassination: Samurai General (Ichijo)
Mountain
-Ichijo Swordsman (4)
-Ichijo Archer (4)
-Ichijo Rifleman (1)
-Ichijo Elite Swordsman (2)
-Princess (1)
-Ichijo Samurai General (1)
Note: Yes, that is a Sailor Moon reference; no I did not make that up.
Floor 7 ** (Kinu Only)
"Revenge of Hebitonbo"
Total Destruction: Everyone (19)
Fortress
-Ichijo Swordsman (9)
-Ichijo Archer (4)
-Ichijo Rifleman (2)
-Kenobi Ninja (3)
-Hebitonbo (1)
Note: This is a tricky mission if you're not familar with the capabilities of
the Mission Editor.
==========================================
Dark Green Scroll with Black Cloud Emblem
"Tower of Asuka"
9 Floors; 25 Stars (2.77)
Difficulty Level: Difficult
-Unlocks Zaji at 100% Completion-
==========================================
Floor 1 **
"A Princess Confined to the Mountains"
Kidnap: Princess
Residence
-Ichijo Swordsman (7)
-Ichijo Archer (1)
-Yojimbo (1)
-Princess (1)
Floor 2 **
"The Afterimage is Too Fast"
Travel: Destination
Residence (00:30)
-Ichijo Swordsman (2)
========================================
Pink Scroll With Green Ribbon
"Tower of Mosu"
7 Floors; 15 Stars (2.14)
Difficulty Level: Normal
-Unlocks Mosu Ninja at 100% Completion-
========================================
Floor 1 *
"The Corrupt Merchant's Avalanche of Wealth"
Total Destruction: Everyone (19)
Mountains
-Mosu Ninja (5)
-Servant (6)
-Girl (7)
-Sadame Merchant (1)
Floor 7 ***
"Come to the Ninja Meeting! At the Fortress Buried Underground"
Collection: 3 Scrolls
Fortress
-Kenobi Ninja (2)
-Mosu Ninja (8)
-Taraba Ninja (4)
Floor 8 ***
"From Taraba #5 to Headquarters."
Total Destruction: Taraba Ninja (17)
Fortress
-Taraba Ninja (17)
-Yojimbo (1)
-Akame Samurai General (1)
Floor 9 ***
"Operation Destruction: Infiltrate the Four Sky Fortresses"
Total Destruction: Everyone (17)
Fortress
-Ichijo Rifleman (5)
-Ichijo Elite Rifleman (2)
-Ichijo Samurai General (4)
-Taraba Ninja (6)
======================================
Green Scroll with Iron Ball
"Tower of Uzumushi"
8 Floors; 10 Stars (1.25)
Difficulty Level: Easy
-Unlocks Uzumushi at 100% Completion-
======================================
Floor 8 *
"Shadow Warriors Have Assaulted the Training School!"
Total Destruction: Everyone (15)
Residence
-Kagetora Akame (15)
=======================================
Brown Scroll with Snakeskin Wrapping
"Tower of Hebitonbo"
8 Floors; 19 Stars (2.37)
Difficulty Level: Normal
-Unlocks Hebitonbo at 100% Completion-
=======================================
Floor 2 **
"Hagure Asuka Junjoha"
Thievery: Safe (Ichijo)
Town
-Ichijo Swordsman (1)
-Ichijo Elite Swordsman (3)
-Ichijo Elite Archer (2)
-Yojimbo (3)
-Sadame Merchant (1)
-Akame Merchant (1)
Note: The title is in reference to a Japanese TV detective drama called
'Hagure Keiji Junjoha'
Floor 3 **
"Akame Construction Company Ltd."
Assassination: Samurai General (Akame)
Residence
-Akame Swordsman (6)
-Akame Elite Swordsman (1)
-Akame Elite Archer (2)
-Akame Elite Rifleman (1)
-Hebitonbo (1)
-Akame Samurai General (1)
Floor 2 **
"The Corrupt Merchant will Be Taken by the Enemy Hand"
Kidnap: Merchant (Sadame)
Residence
-Town Girl (7)
-Servant (7)
-Ageha (1)
-Usuba (1)
-Sadame Merchant (1)
Floor 5 **
"Hideout of the Corrupt Merchant"
Total Destruction: Everyone (18)
Mountains
-Town Girl (4)
-Servant (11)
-Sadame Merchant (1)
-Ageha (1)
-Usuba (1)
Floor 6 ***
"The Annihilation of the Mosu Ninja Clan."
Total Destruction: Everyone (17)
Town
-Mosu Ninja (14)
-Yojimbo (1)
-Ageha (1)
-Usuba (1)
Floor 7 ***
"Assault on the Lair of the Mosu"
Assassination: Ageha
Mountains
-Ichijo Archer (1)
-Ichijo Elite Swordsman (2)
-Mosu Ninja (11)
-Usuba (5)
-Ageha (1)
Floor 8 ***
"Arrangement Forming a Character: Imashime"
Collection: 10 Mushrooms
Town
-Mosu Ninja (2)
-Yojimbo (2)
-Ageha (2)
-Usuba (2)
Note: The level is laid out to resemble the kanji character for 'Imashime'.
==========================================
Brown Crab Scroll With Kabuto Helm Emblem
"Tower of Kabuto"
10 Floors; 23 Stars (2.3)
Difficulty Level: Normal
-Unlocks Kabuto at 100% Completion-
==========================================
Floor 2 *
"Konpeitou"
Duel: Kabuto
Garden
-Caged Bear (1)
-Kabuto (1)
Note: Konpeitou (confection) is a type of Japanese candy which resembles
Shinobido's spiky iron balls.
Floor 3 **
"Attack! Taraba Hell"
Total Destruction: Everyone (7)
Town
-Taraba Ninja (6)
-Kabuto (1)
Floor 4 **
"Who is Your Shadow For?"
Rescue: Princess
Fortress (05:00)
-Kenobi Ninja (11)
-Kabuto (4)
+Caged Princess (1)
Floor 5 **
"Final Battle ~Castle of Darkness~"
Assassination: Kabuto
Residence
-Taraba Ninja (2)
-Kabuto (1)
Floor 6 ***
"Underground Shelter of the Taraba Ninja"
Total Destruction: Everyone (19)
Fortress
-Taraba Ninja (17)
-Kabuto (2)
Floor 9 ***
"A Cowardly Lord"
Total Destruction: Everyone (15)
Fortress
-Taraba Ninja (13)
-Kabuto (1)
-Nobuteru Ichijo (1)
Floor 10 ***
"Aim For the Top of the Mountain"
Travel: Destination
Mountain
-Taraba Ninja (9)
-Kabuto (1)
-Bear (1)
======================================
**Unlocks At 20% Tower Domination**
Dark Brown Scroll with Pawprint
"Tower of Beast"
10 Floors; 19 Stars (1.9)
Difficulty Level: Normal
-Unlocks a Video in 'Bonus Features'-
======================================
Floor 8 **
"Violent Punishment of the Chief Barbarian"
Assassination: Barbarian Chieftain
Mountains
Bear (1)
Barbarian (8)
Barbarian Chieftain (1)
Floor 9 ***
"Searching for Old Books in a Sleepy Barbarian Village"
Thievery: Documents (Ichijo)
Mountains
-Barbarian (7)
-Barbarian Chieftain (2)
Floor 10 ** (Goh Only)
"Paws of the Cat"
Rescue: Princess
Town
-Zaji (1)
+Caged Princess (1)
Note: This is one of those missions that are impossible to get 100 points on.
Damn you Zaji!
====================================
**Unlocks At 30% Tower Domination**
Blue Scroll with Slashed Cover
"Tower of Savage Beast"
10 Floors; 23 Stars (2.3)
Difficulty Level: Normal
-Unlocks Bear at 100% Completion-
====================================
Floor 7 **
"The Daughter of the Vassal"
Kidnapping: Town Girl
Residence
-Bear (1)
-Ichijo Elite Swordsman (6)
-Ichijo Elite Archer (8)
-Ichijo Elite Rifleman (2)
-Town Girl (1)
Floor 8 **
"Meet the Bear Family"
Total Destruction: Bear (6)
Garden (06:00)
-Bear (6)
Floor 9 ***
"Save the Twin Princesses From Sky Animal Mountain"
Rescue: Princess
Residence
-Bear (8)
+Caged Princess (2)
Note: You only need to rescue one of the princesses.
======================================
**Unlocks At 40% Tower Domination**
Green Scroll with Purple Wrapping
"Tower of Master"
10 Floors; 27 Stars (2.7)
Difficulty Level: Difficult
-Unlocks a Video in 'Bonus Features'-
======================================
Floor 1 **
"Steal the Hidden Safe and Bring it to Me"
Thievery: Safe (Akame)
Fortress
-Akame Swordsman (6)
-Akame Archer (3)
-Akame Rifleman (2)
-Akame Elite Swordsman (1)
-Akame Elite Archer (1)
-Akame Elite Rifleman (1)
-Akame Samurai General (1)
-Yojimbo (2)
Floor 2 ** (Goh Only)
"Though the journey goes round and round, we will return though it is scary"
Thievery: Safe (Akame)
Residence (10:00)
Ichijo Samurai General (2)
Akame Samurai General (15)
Kagetora Akame (1)
Floor 7 *** (Goh Only)
"For You I Would Go Through Flame and Cannonballs"
Rescue: Princess
Mountains
+Caged Princess (1)
Note: There's a bug where held NPCs take stun damage from being carried down
steep drops. See the related section for more details.
Floor 8 ***
"Decisive Battle at the Evil Castle of Doom"
Total Destruction: Everyone (14)
Town
-Town Girl (2)
-Sadame Samurai General (11)
-Sadame (1)
Floor 10 *** (Goh Only)
"The Path of Choices."
Collection: 5 Mushrooms
Fortress (02:00)
-Caged Bear (4)
=====================================
**Unlocks at 50% Tower Domination**
Blue Scroll with Tan Wrapping
"Tower of Battle"
10 Floors; 32 Stars (3.2)
Difficulty Level: Very Difficult
-Unlocks Yojimbo at 100% Completion-
=====================================
Floor 2 ** (Goh Only)
"Like Shura"
Total Destruction: Everyone (10)
Residence (01:00)
-Yojimbo (10)
Notes: Shura/Asura is a god of war.
Floor 3 ***
"Steal From the Local Church of Amurita"
Thievery: Safe (sadame)
Residence
-Sadame Swordsman (4)
-Sadame Archer (1)
-Sadame Elite Archer (1)
-Sadame Elite Swordsman (4)
-Sadame Samurai General (1)
-Yojimbo (2)
Notes: There are two bales of rice.
Floor 9 ****
"Escape With the Tribute"
Transport: Rice
Fortress
-Ichijo Elite Archer (9)
-Town Girl (6)
-Caged Bear (1)
Floor 10 ****
"A Ninja, an Oxcart and a Huge Explosive Sphere"
Attack: Oxcart (Ichijo)
Garden
-Ichijo Swordsman (2)
-Ichijo Archer (1)
-Ichijo Samurai General (1)
-Oxcart (1)
====================================
**Unlocks At 60% Tower Domination**
Dark Blue Scroll with Teal Wrapping
"Tower of Shinobi"
10 Floors; 39 Stars (3.9)
Difficulty Level: Shinobido
====================================
Floor 1 **
"Village of the Clifftops (Temple of the Original Teachings)"
Thievery: Safe (Ichijo)
Residence
-Ichijo Swordsman (1)
-Ichijo Elite Swordsman (5)
-Ichijo Elite Archer (1)
-Kenobi Ninja (4)
-Yojimbo (3
Floor 7 ***** (Goh Only)
"Raw Flesh"
Rescue: Princess
Fortress (10:00)
-Barbarian (7)
-Barbarian Chieftain (1)
-Sadame Samurai General (1)
-Caged Princess (1)
Note: You actually CAN make that jump with the princess. Barely.
Floor 8 *****
"The Core"
Protect: Merchant (Akame)
-Kenobi Ninja Spawn (4)
+Servant (13)
+Akame Merchant (1)
Note: It's advisable to keep the merchant heavily sedated so he doesn't run
into 'The Core'.
Floor 9 *****
"The Twin Towers of Heaven"
Collection: 5 Scrolls
Fortress
-Yojimbo (8)
-Akame Samurai General (1)
-Kagetora Akame (1)
Floor 10 *****
"I Will Conquer Hell Castle!"
Total Destruction: Everyone (10)
Fortress
-Ichijo Swordsman (9)
-Nobuteru Ichijo (1)
100% TOWER DOMINATION
/////////////////////////////////////////////
Upon attaining this, you will be treated to a short scene followed by the end
credits which contain humorous screenshots from Takumi.
The credits can be viewed at any time in the Bonus Features section following
this.
Unlike Imashime or Homura, beating the game does not unlock any features
besides being able to rewatch the credits.
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
DISC MISSIONS (not fully translated)
/////////////////////////////////////////////
Takumi contains the original 40 disc missions from Imashime along with an
additional 15.
All missions can be played with any unlocked characters unless otherwise
noted.
41. "Challenge 2: What is Bushido?" (Yojimbo Only)
Total Destruction: Everyone
Residence
42. "Challenge 2: Shinobido Skill"
Transport: Safe (Sadame)
Town (01:00)
54. "Hyper Playstation 2"
Travel: Destination
Mountains (02:30)
55. "Poly-tan and Big Sister!?"
Rescue: Princess
Residence (05:00)
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
PLAYABLE CHARACTERS AND MOVELISTS
/////////////////////////////////////////////
====
Goh
====
Karasu no Goh, aka Goh the Crow of the Asuka Ninja Clan. He's the main
character of the series. While competetent in a fight, he's at his best when
using his speed and agility to take the enemy out quietly with
Chimatsuri-Sappo. In combat, he must rely on his superior maneuverability and
various techniques to defeat his foe as his attacks aren't particularly
strong. Get good at using him though, many missions require it.
- High Kick (Back+Square): A fast kick that can be inserted to end any combo.
- Standard Combo (Square up to 3 times): Left slash, right slash & high kick.
- Short Combo (Square, Forward + Square): Left slash, turn slash.
- Alternate Combo (Square, Square, Forward + Square, Forward + Square): Left
slash, right slash, jump slash, turn slash.
- Advanced Combo (Square, Square, Forward+Square, Square, Square): Left slash,
right slash, jump slash, right slash, high kick.
- Rising Slash Combo (R+Square, R+Square): Rising slash, downslash. Can hit
prone enemies.
- Somersault Throw (R1 + Triangle) Flips the enemy over your head and launches
them.
- Dash Cut (Square while dashing): Homes in on target.
- Air Slash (Square while in the air): Can be repeated rapidly to hit multiple
times.
- Air Dive (Occurs automatically upon landing from an Air Slash): Can hit prone
enemies.
- Wall Attack (Square while wall running): Resembles a single Air Slash and can
combo directly into one.
- Low Kick (R1 + Back + Square or Square while near a prone body): Can hit
prone enemies.
=====
Kinu
=====
Kanaria no Kinu (Kinu the Canary) has her own unique set of Chimatsuri, though
they function generally the same as Goh's. She runs slower but sprints faster
and can jump higher than Goh. She's a good choice for missions where you have
to carry heavy objects through difficult terrain or do some tricky wall
jumping.
She's no slouch in combat but suffers in tight quarters since her 5-bladed
chain tends to bounce off any obstacles. Her primary attack combo can be very
effective though, stun-locking an enemy especially if you get them in the back
with it. Also her dash attack doesn't home in like Goh's but it strikes very
quickly.
- Standard Combo (Square, Square): Left swing, right swing. Can be repeated
rapidly.
- Alternate Combo (Square, Square, Forward + Square, Square): Left swing, right
swing, long attack, circle attack.
- Advanced Combo (Square, Forward + Square, Forward + Square, Square): Left
swing, long attack, circle attack, circle attack.
- Chain Whirl (remain idle after a left or right swing): Kinu will indefinitely
whirl her chain which can lightly damage enemies who touch it.
- Lower Long Attack (R1 + Square): Extends the chain and can hit twice. Can hit
prone enemies.
- Alternate Lower Long Attack (R1 + Square, Square): Extends the chain and then
yanks it back.
- Grapple Kick (R1 + Triangle): Throw. Hits twice and knocks the enemy away.
- Dash Attack (Square while dashing): Swings the chain upwards for an almost
immediate hit.
- Jump Attack (Square while in the air): Kinu whirls her chain in midair, then
swings it low upon landing.
- Wall Attack (Square while wall running): A flip kick that is difficult to hit
with.
- Low Kick (R1 + Back + Square or Square while near a prone body): Can hit
prone enemies.
=====
Zaji
=====
Unlocks upon completion of 'Tower of Asuka.'
Kurotaka no Zaji (Zaji the Blackhawk) is the only unlockable character who can
perform Chimatsuri-Sappo, making him and the other two Asuka Ninja your only
real options for most missions.
He has the same set of CS as Goh and many of his attacks are identical. Their
physical capabilities also are identical though Zaji is stronger but has lower
health. His longer combos and strength tend to make him better in a fight
though.
- Rear Kick (Back + Square): Kicks behind and turns Zaji around. Pretty
worthless.
- Standard Combo (Square up to 4 times): Left slash, right slash, high kick,
turn slash.
- Alternate Combo (Square, Square, Forward + Square, Forward + Square): Left
slash, right slash, twisting slash, downslash.
- Rising Slash Combo (R1 + Square up to 3 times): Double rising slash, high
kick, turn slash.
- Counter Stance (R1 + Back + Triangle): Counterattack stance that can result
in a two-hit auto-throw. Requires precise timing but can be used to exploit
enemy stand-up attacks.
- Somersault Throw (R1 + Triangle) Flips the enemy over your head and launches
them.
- Dash Cut (Square while dashing): Homes in on target.
- Air Slash (Square while in the air): Can be repeated rapidly to hit multiple
times.
- Air Dive (Occurs automatically upon landing from an Air Slash): Can hit prone
enemies.
- Wall Attack (Square while wall running): Resembles a single Air Slash and can
combo directly into one.
- Low Kick (R1 + Back + Square or Square while near a prone body): Can hit
prone enemies.
======
Ageha
======
Unlocks upon completion of 'Tower of Age-Usu.'
The only way we know this is Ageha is the notification you recieve after
unlocking her! Identical to her sister Usuba in every way (except for still
being alive), she requires a very different playing style than most characters
due to her fragility and a combat role focused on ranged attacking and
misdirection. You can kill enemies anonymously with your kunai, but it is good
to not stay in one place; eventually they'll figure out where the attack is
coming from. Trying it on enemies with high vigilance will get you spotted
immediately.
In direct combat, her confusion mist can confound the opponent long enough to
create some clones or gain distance. Her melee attacks are pathetic and being
unable to guard, she cannot last long with an enemy at close range, fortunately
she's as nimble as you'd expect and more than capable of escaping.
+All kunai attacks will home in on your target.
+Cannot Guard
- Kunai Combo (Square up to five times): Left kunai, right kunai, triple kunai,
left kunai, triple kunai.
- Triple Kunai (Square while dashing): Throws three kunai simultaneously.
- Air Kunai (Square while airborn): Single kunai, can be repeated while in
midair.
- Evasion Kunai (Left or Right + X): Performs a cartwheel and throws a kunai
simultaneously.
- Mosu Punch (Back + Square)
- Mosu Kick (R1 + Square up to two times): Mid-kick, high kick.
- Mist of Confusion (R1 + Square): Unblockable damage that can hit multiple
times, this attack causes confusion status in victims.
- Flip Kick (Square while wall running)
- Shadow Double (R1+Triangle): Creates a double of Ageha that can attack, but
will die with one hit. You can create a LOT of clones but they are very
stupid.
- Low Kick (Square while near a prone body): Can hit prone enemies.
==========
Hebitonbo
==========
Unlocks upon completion of 'Tower of Hebitonbo.'
His name means 'Snake-Dragonfly' which is a strange combination. In Takumi,
he is surprisingly good at combat! You'd never expect it after his dismal
performance as an NPC and ridiculous demise in Imashime. Of course without
Chimatsuri-sappo, he's just a novelty like the other unlockable characters...
An excellent fighter with both close and mid-range melee attacks, his biggest
weakness is accidentally performing a taunt when you're trying to do his
throw. Also he has very low HP but his attack power is quite high. Notice the
green venom that wells out of his gauntlet during certain attacks, this can
cause knockout in weaker opponents if hit consecutively by them.
- Standard Combo (R1 + Square up to 2 times): Elbow then backhand.
- Rising Knee (Back + Square): Can be repeated rapidly.
- Serpent Gauntlet (Square up to 5 times): Extends Hebitonbo's chain glove
repeatedly. Can be deflected by obstacles.
- Flying Gauntlet (Square while in the air): Extends the gauntlet almost
straight down. Can be repeated in midair.
- Dashing Knee (Square while dashing): Same as Rising Knee.
- Fang Gauntlet (R1 + Triangle): Long range throw. Can be deflected by
obstacles.
- Taunt (R1 + Back + Triangle): Can actually hit an enemy multiple times.
- Wall Attack (Square while wall running): Same as air attack.
- Low Kick (R1 + Back + Square or Square while near a prone body): Can hit
prone enemies.
- Quick step (R1 + Right/Left/Back + X): Evasive action. Can quick step left,
right or back.
=========
Uzumushi
=========
Unlocks upon completion of 'Tower of Uzumushi.'
His name means 'Swirl Bug.' Clumsy brute strength is what Uzumushi is all
about. Even though he is of the Kenobi clan, don't expect him to be capable of
the same feats that most shinobi are expected to do as his girth limits him
significantly. He is also very noisy and fails at stealth. Most of his attacks
will launch or guard break however he tires extremely quickly.
- Iron Ball Swing (Square, Square): Right swing, left swing. Can be repeated
rapidly and hits enemies in a wide radius around him.
- Strong Combo (R1 + Square, up to three times): Upswing, ground pound,
upswing.
- Iron Ball Drop (Square while in the air): Knocks down nearby enemies upon
landing and makes Uzumushi fall down.
- Whirling Iron Ball (R1 + Back + Triangle): Spins Uzumushi with his iron ball
for quite some time, until he gets tired. Can be cancelled by pressing R1 +
Square.
- Ground Pound (Square while near a prone body): Can hit prone enemies.
- Spin Kick (Back + Square or R1 + X): A pathetic little kick that turns
Uzumushi around.
- Hop (R1 + Right/Left/Back + X): Evasive action. Can hop left, right or back.
=======
Kabuto
=======
Unlocks upon completion of 'Tower of Kabuto.'
His name simultaneously means 'helm' and also refers to the horseshoe crab
(kabutogani), fitting in with the armored crab theme of the Taraba Ninja. His
scroll even has a crab pattern!
Definitely one of characters with the most destructive potential! Even his
basic combo attack exudes raw power. Sadly the sword stays there on his back,
taunting you. I think it is impossible to draw it. He has a lot of moves and a
mighty defense as well, however he gets tired easily. Strangely it is shooting
that makes him tired, not so much his physical attacks.
Note: He loses his super jumping ability when carrying heavy objects.
+Immune to shuriken, kunai and arrows.
+Heavy (harder to launch, stagger or stun)
+Cannot Wall Hug or Ledge Cling
- 5-Combo (Square up to five times): Left punch, right punch, ground pound,
uppercut and a shoulder ram. A savage combo that can be repeated endlessly.
- Shoulder Ram (R1 + Forward + X): Can be repeated rapidly.
- Arm Cannon (Back + Square): Fires two explosive spheres. Continue pressing
Back + Square to fire more. Tires Kabuto eventually.
- Tactical Barrage (R1 + Square): Fires either 5 caltrops or three explosive
spheres out of Kabuto's chest. Tires Kabuto eventually.
- Flame Breath (R1 + Back + Square): Unblockable fire damage.
- Taraba Toss (R1 + Triangle): A throw that launches.
- Ryonin Head Race (R1 + Back + Triangle): Throw. Use L-analog to repeatedly
damage the victim after you grab them. Victim will be flung away if L-analog is
released or Kabuto becomes fatigued.
- Taraba Stomp (Square while near a prone body): Can hit prone enemies.
- Super Jump (X): While moving, this performs a long jump. While standing, it
performs a short jump. Can damage others by landing on them.
- Quick Boost (R1 + Right/Left/Back + X): Evasive action. Quickly boosts in a
given direction.
=============
Kenobi Ninja
=============
Unlocks upon completion of 'Tower of Kenobi.'
His moveset is very similar to an Asuka ninja and as you know from fighting
them, they're competent in combat but somewhat plain...
- Basic Combo (Square up to three times): Left slash, right slash, somersault
kick*.
- Twisting Slash (R1 + Square)
- Extended Combo (Square, Square, Forward+Square): Left slash, right slash,
twisting slash.
- Dash Cut (Square while dashing): Homes in on target.
- Kenobi Throw (R1 + Triangle) A throw.
- Air Slash (Square while in the air): Can be repeated rapidly to hit multiple
times.
- Air Dive (Occurs automatically upon landing from an Air Slash): Can hit prone
enemies.
- Wall Attack (Square while wall running): Resembles a single Air Slash and can
combo directly into one.
- KENOBI BANZAI! (R1 + Back + Triangle): Suicide explosion attack, can be
cancelled with any movement.
- Low Kick (Back + Square or Square while near a prone body): Can hit prone
enemies.
*Similarly to automatic low kicks, the Kenobi somersault kick only occurs when
near a target.
===========
Mosu Ninja
===========
Unlocks upon completion of 'Tower of Mosu.'
She has some of Ageha's attacks but many of her own and like the NPC Mosu, she
can be savage in close combat. She can perform a sexy stretch and also
explode...what a talented woman!
+All kunai attacks will home in on your target.
- 4-Combo (Square up to four times): Left slash, right slash, left slash, spin
slash. If you stop at two-combo, you will end up with your back turned to the
target.
- Spin Slash (R1 + Square)
- Spin Kick (Square while dashing)
- Kunai (Back + Square): Throws a single kunai.
- Air Kunai (Square while airborn): Single kunai, can be repeated while in
midair.
- Rolling Kunai (R1 + Left or Right + X): Weapons must be drawn. Performs a
side roll and simultaneously throws a kunai.
- Mosu Grapple (R1 + Triangle): A throw. If you miss, you will expose your back
to the target.
- Flip Kick (Square while wall running)
- Sayonara (R1 + Back + Triangle): Suicide explosion attack, can be cancelled
with any movement.
- Low Kick (Square while near a prone body): Can hit prone enemies.
- Sexy Stretch (R1 + Back + Square): Taunt, can be cancelled with any
movement.
=============
Taraba Ninja
=============
Unlocks upon completion of 'Tower of Taraba.'
Named after the tarabagani (king crab), this highly disciplined armored soldier
takes an unorthodox approach to 'shinobido.'
More like 'Kabuto-Lite', he can do some of the things Kabuto can do, but not
as well. His main advantage is his slightly smaller stature which makes him
block less of your view. How sad! He doesn't really have any unique abilities
though he tends to be quieter than Kabuto.
Note: He loses his super jumping ability when carrying heavy objects.
+Immune to shuriken, kunai and arrows.
+Heavy (harder to launch, stagger or stun)
+Cannot Wall Hug or Ledge Cling
- Standard Combo (Square, Square): Left swing, right swing. Can be repeated
rapidly.
- Shoulder Ram (R1 + Square or R1 + Forward + X): Can be repeated rapidly.
- Cannon (Back + Square): Fires one explosive sphere. Unblockable.
- Flamethrower (R1 + Back + Square): Unblockable fire damage that sweeps back
and forth.
- Taraba Toss (R1 + Triangle): A throw that launches.
- Taraba Stomp (Square while near a prone body): Can hit prone enemies.
- Super Jump (X): Pressing a direction beforehand will perform a long jump,
pressing it in midair will perform a short jump. Can damage others by landing
on them.
- Quick Boost (R1 + Right/Left/Back + X): Evasive action. Can quick boost left,
right or back.
========
Yojimbo
========
Unlocks upon completion of 'Tower of Battle.'
A master bodyguard who torments us in many missions, now with a player
controlling him, he becomes unstoppable! Well, that is as long as you don't
get outnumbered by several enemy Yojimbo...
He is very strong and fast though and most warriors should pose little threat
to him, even his basic combo will shred most enemies in seconds. However being
a samurai, he is no acrobat and lacks the agility of a shinobi; he cannot cling
to ledges and his jumping ability is lacking. Though unable to dash, his basic
movement speed is very high but he becomes very slow when moving in Target
Mode.
- Standard Combo (Square, up to 5 times): 4 quick slashes followed by a Guard
Breaker. Third hit launches.
- Dash Combo (Square, Square, Forward + Square): 2 quick slashes followed by a
dash cut.
- Alternate Combo (Square, Square, Square, Forward + Square): 3 quick slashes
followed by a downslash. Third hit launches.
- Strong Combo (R1 + Square, R1 + Square): Upslash, downslash.
- Guard Breaker (Back + Square while drawn): A very short range attack that
hits twice. Can be used to terminate Standard Combo early.
- Dash Strike (R1 + Back + Square) A fast dashing attack. Breaks guard or
launches.
- Sado-no-Gotoshi (R1 + Triangle) Multiple hit throw.
- Upslash (Square while near a prone body): Can hit prone enemies.
- Evade (R1 + Right/Left/Back + X): Can evade left, right or back. Can be
repeated rapidly and will chain directly into attacks.
- Leisurely Stroll (Press Analog lightly): There is that carefree walk we've
seen so frequently. No combat benefit but it is amusing.
- Relax (R1 while pressing against a wall): Just like a NPC Yojimbo, you can
lean on things and wait for the enemy to come to you. While you can't move
along the wall, you can still perform a corner peek.
=====
Kuma
=====
Unlocks upon completion of 'Tower of Savage Beast.'
Kuma cannot use items or pick up items. He's exactly like an NPC bear except
he has much better manueverability, traction and can't trip. Also he is unable
to eat things. Unfortunately he is incapable of completing many of the missions
due to being unable to use grappling hooks or jump well, however he can at
least pick up and carry large objects (which ironically makes him better at
jumping.)
It could be worse. Remember when Goh got turned into a bear?
It is also worth mentioning that Kuma has a lot of health and incredible attack
strength making it easy for him to tear apart a pack of warriors in direct
combat.
+Heavy (harder to launch, stagger or stun)
+Cannot Guard
- Standard Combo (Square, Square): Left swing, right swing. Can be repeated
rapidly.
- Claw Jab (Back + Square): Can be repeated rapidly.
- Barge (Just run into enemy): Can hit multiple times and launch.
- Pounce (R1 + Forward + X): Can hit prone enemies.
- Strong Combo (R1 + Square up to two times): Upwards heave, pounce. Very
effective attack that guard breaks.
- Maul (R1 + Back + Square or Square while facing a prone body): Hits up to
five times, can hit prone enemies and be repeated rapidly.
- Bear Throw (R1 + Triangle): Throw. Takes a long time and only deals damage at
the end so be careful you're not interrupted.
- Roar (R1 + Back + Triangle): Taunt. This will definitely get the enemy to
notice you.
- Clamber (Press against a low obstacle): This is Kuma's only method of
climbing since he can't use a grappling hook and his jump is useless.
Fortunately you can make stairs out of boxes and other objects.
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TRAPS AND HAZARDS
/////////////////////////////////////////////
==================
Basic Floor Traps
==================
These rusty iron floor gratings are easy to spot but hard to tell what they do
until stepped on (or near.) Throwing a corpse on one is a safe way to find out.
They can only trigger at intervals and are as hazardous to NPCs as they are to
you.
-Spike Trap: These basic traps shoot up a multitide of sharpened bamboo spikes
when stepped on. While not terribly damaging, they should be avoided if
possible.
-Fire Trap: They burn and set you on fire! Not too badly though. When they
trigger, a random number of flames will be emitted at random places on the trap
and its possible to stand on one without getting burned at all...but its all
random.
======================
Hazardous Smoke Traps
======================
These floor traps emit status ailment inducing smoke when stepped on or passed
near and look identical to other floor traps. The magnitude of the ailments are
not very strong and will wear off within seconds. Note that triggering one by
proximity is not safe like it is with other floor traps, the smoke can still
get you even if you aren't standing on the trap.
-Confusion Trap: Gives a puff of blue confusing smoke when stepped on. Doesn't
last long but dangerous when placed near pitfalls or other traps.
-Weakness Traps: Gives a puff of yellow weakening smoke when stepped on. Since
it wears off so quickly and is only relevant during combat, these traps are
pretty pointless.
-Knockout Trap: Gives a puff of purple knockout smoke when stepped on. More of
a nuisance than a danger though. You can even use them to set up easy SKs. See
the essential techniques section on 'sleep jumping.'
-Amnesia Traps: Gives a puff of green amnesia smoke when stepped on. Similar to
the knockout trap in terms of being annoying but not too dangerous (except to
the enemy.)
=======================
Beneficial Smoke Traps
=======================
Just like hazardous smoke traps but stepping on these will help, not hinder.
The hard part is finding out if they are beneficial or harmful without risking
yourself as they are mostly identical. Note that these make ringing sounds when
activated while hazardous smoke traps make a different noise, however only
living bodies will cause these sounds.
-Curing Trap: Gives a puff of blue immunity smoke when stepped on. Can protect
you from status ailments for a short time.
-Potency Trap: Gives a puff of green potency smoke when stepped on. Doesn't
last long enough to be very useful usually.
-Strength Trap: Gives a puff of yellow strengthening smoke when stepped on.
Like their hazardous trap counterparts, they're rather pointless as well.
-Speed Trap: Gives a puff of purple smoke when stepped on. Gives you a
short-lived burst of speed.
-Health Trap: Gives a puff of pink healing smoke when stepped on. Very handy!
This is the only smoke trap that you can't mistake as it has a unique color.
These can heal you back up to full in seconds.
============
Other Traps
============
-Cannon Trap: These huge traps fire spiked iron balls when they detect anything
passing in front of their openings. Needless to say, getting hit by one hurts
pretty badly and will make you drop anything you're holding. They have opening
on only two sides and are rather noticeable and passing in front of one at
point blank range will not trigger it. After some time, the iron balls will
explode so make sure you're not around for that.
-Pitfall Trap: These false wooden floors will first creak and shift when
stepped, then plummet, leaving you standing on nothing. They are often placed
over bottomless pits or other traps. If you're quick, you can jump off before
they fall completely and air grappling or holding R1 to ledge cling is a good
way to save yourself. They're easy to mistake for ordinary wood flooring but
there are ways to tell them apart.
You'll frequently find these in fortress maps where you will have to use them
to access the lower levels. Standing on them with one foot is enough to cause
the false floor to collapse, allowing you to see what's below (often a spike
trap or enemy.)
-Log Trap: These wall mounted one-shot traps will collapse and unload a payload
of heavy logs at the slightest disturbance. They're not very reliable or
predictable though so be careful when using them against foes and be sure to
avoid them yourself as they can potentially kill you in seconds.
-Land Mine: Same as the ones you use except much weaker. These aren't a real
danger on their own but the noise can bring enemies running. You'll frequently
find these paired with other explosives which is very dangerous.
-Explosive Barrel Pile: Consists of two large explosive cans and three small
ones. Can be set off with shuriken or a nearby explosion, you can make some
rather powerful traps with these.
-Bomb Pile: A box full of bombs, much like the explosive barrels and very VERY
powerful. You can take each individual bomb and throw it (dangerous!), or place
them in a trap of your own devising. Very versatile.
-Dog House: A compact little dog house with two hatches and a shiba inu in it
that will bark if it sees you and bring anyone within hearing distance running.
These dogs are not a ninja's best friend! Approaching them from directly above
or the sides without hatches will cause the dog to hide with a whine. Picking
them up and setting them back down will disable them. However they are often
placed in tricky locations or with a guard. Keep in mind that they can be
knocked over from afar with your grappling hook or by throwing shuriken at it.
They also make really good stepstools.
========
Hazards
========
-Bottomless Pits: A ninja hazard since the ancient days of Ninja Gaiden on the
NES. Fall down one and you will die, simple enough. Same goes for the enemy
though. Still, be very careful around pits especially when using
Chimatsuri-Sappo or during open combat. Remember your air-grapple.
-Water: When you walk or land in it, it goes splish-splash like you'd expect.
Of course, it'll draw the attention of anyone within earshot which can be very
bad. There are two types of splashes, big and small. Small splashes are caused
by moving in the water and will just cause nearby enemies to look in your
direction. Big splashes can be caused by a body landing in the water and
that's enough to cause enemies to come and investigate. Keep in mind that once
you're already in water, you can move silently by sneaking or rolling.
-Torches: These things are stupidly easy to walk into and catch yourself on
fire. You can even climb onto one just by bumping into it...just keep your
distance to avoid hurting yourself unecessarily.
-Barbarian Huts: Primitive little thatched huts, opening one up with triangle
will cause alerted barbarians to come piling out. Five to be exact. There is
really no advantage to messing with these things unless you like beating up
barbarians or are starting a hatchet collection. Elite warriors can be assigned
to open these if they spot you and apparently the barbarians are well trained
as they will not attack other NPCs and will obediently return to their hut if
they lose you.
-Bear Cage: They seem placid enough while inside the cage but no sooner are
they free then they turn on you! Be sure to have a plan and an escape route if
you decide to open one of these, if the bear cannot find you, it will proceed
to destroy anyone else it comes across making it a wonderful diversion/weapon.
Like Barbarian Huts, elite warriors may be assigned to cages and will open them
if they spot you, often becoming the bear's first victim.
-Spiked Balls: These are identical to the ones shot out by cannons but do not
explode. You can push them around or whatever, despite the spikes, touching
them won't hurt you, usually. However one in motion can squash you pretty
good.
-Wells: The place where the dead are buried in Utakata, these contain
bottomless pits and aren't really a hazard to you unless you're careless
around them. However, they provide a wonderful hiding place by ledge clinging
to the inside and those who wander nearby can be pulled in.
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TIPS, ADVICE AND STUPID NINJA TRICKS
/////////////////////////////////////////////
-If confused, you can avoid randomly running around by immediately entering
First Person Mode or Aim Mode. Using L1 to target in this mode will still allow
you to guard in the event you are fighting an enemy.
-Another way to deal with confusion is to enter stealth mode to move slower and
enter a wall hug or ledge cling if possible.
-You can knock down shoji doors by jumping against them or using your grappling
hook to tear them down from a distance.
-If a destroyed shoji door lands on an item you want to pick up, use your
grappling hook to move the door. Explosives, ninja flame and shuriken can be
used as well.
-Guard towers can be climbed stealthily by standing at the base and grappling
on to the bottom of the overhang. Grappling the sides may cause you to vault
onto the top of it, potentially alerting anyone posted there.
-Collection scrolls can be used as scrolls of Invisible Shadow, however using
them up can make the mission impossible to complete or even cause immediate
failure.
-Since collection scrolls and scrolls of Invisible Shadow look identical, make
sure you know which one is which before using them. The Scroll of Invisible
Shadow will use similar kanji to other ninpo scrolls.
-Many strong enemies drop random ninpo scrolls. At times you can completely
break a mission by getting a particular scroll...like Double Jump, Invisible
Shadow or Master's Understanding.
-When using a scroll of Invisible Shadow, you can attack enemies without ending
the effect by placing mines under them and startling them with noise, or even
triggering mines yourself as you are immune to the explosions. Explosives can
also be triggered with shuriken without losing your invisibility. Pushing
enemies off cliffs or using your grappling hook on them is another way.
-There was never any reason to use colored rice in Imashime as the levels
weren't complicated and the map was very helpful, however in Takumi, some of
the more convoluted fortress mazes will be made much easier by using rice to
mark where you've been. Remember, you have no working map and no compass this
time.
-Ninja Flame can be used to propel large objects you are holding to great
heights and distances. Except for mission objects, those are immune to
explosions.
-Throw doghouses down wells. Very therapeutic! Especially after one barked at
you and brought the entire level down on your head. It might take some kicking
and stomping to get it to fit properly but you can definitely send those dogs
to the underworld!
-You can shoot a bale of rice full of shuriken and then carry it around with
all the shuriken still stuck in it.
-Hitting an elite warrior while they're holding a conch horn will cause them
to drop it. Picking it up and throwing it at them doesn't hurt them though,
sadly.
-Pick up a sword and pretend you can dual wield! It looks pretty cool no matter
how ineffective it is, though being hit at all will make you drop it.
-If you look closely at the faces of the people you've killed, they are
wearing an agonized expression that is easily visible in First Person Mode.
(Combat Rant)
Avoid combat when possible. Not only are you likely to be overwhelmed quickly
by a chain-reaction of alerted enemies, NPCs CHEAT AT FIGHTING. They can
instantly recover from guard breaks at will, their attacks and evasions have
huge invincibility frames (which is why they can break your combo with those
stupid kicks whenever they feel like it), they can block-cancel from attacks
with long recovery and they do reduced damage to their allies. Also there's
that incredibly cheap standup attack that nearly everyone gets and can use
almost immediately after having been only knocked down.
That being said, combat can be a lot of fun and a nice change of pace from
stealthily killing everyone but these are things to keep in mind.
Items made amusingly huge by Potency:
-Potions/Drugs
-Spheres
-Sushi
-Shuriken (Except Mushroom Shuriken)
-Caltrops
-Money
-Salmon (Whoaaa!)
-Colored Rice
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
GLITCHES AND BUGS
/////////////////////////////////////////////
-Sometimes when performing a CS from above an unaware enemy, the cutscene will
instantly cancel and you will somehow knock them out instead. At these times,
its best to run and hide as the enemy is still unaware but soon gets up and
usually avoids any attempt to CS them while they are down (which WILL alert
them.)
-Apparently people you are carrying take stun damage when you are
jumping/dropping to lower elevations. This can accumulate to the point where
they will suddenly fly off your shoulder, unconscious. To avoid this, set them
down and pick them back up before they reach that point.
-Performing a wall hug as Ageha causes bad clipping.
-Placing a safe/documents/rice on top of an explosive barrel and detonating it
will cause your chest to hover in midair. You can even stand on top of it as
long as you are careful not to bump it from the sides.
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SECRET CODES
/////////////////////////////////////////////
Some of the codes from Imashime work in Takumi. Namely the mission codes and
Crazy Ninja in Mission Editor mode. I'll go over them again:
[Trust In Yourself]
(Mi o yudaneru koto no sonsa: "Trust in the preciousness of your body")
At the mission pause menu, hold R1+L1 and using the D-pad press Down, Up,
Right, Left, Down, Up, Square. You should hear the CS indicator noise. Now you
can press Right on the D-pad while playing to suddenly go limp, like you've
been knocked out. This is highly abusable as you can do sleep jumps (see
essential techniques) with it. You can enter the code in again to disable it.
[Iron Stomach]
(Sukikirai iwa nai: "I cannot describe my tastes")
At the mission pause menu, hold L1+L2 and using the D-pad press Up, Down, Up,
Down, Left, Right, Square. You should hear the CS indicator noise. Now whenever
you try to use an item, you'll eat it instead, restoring a small amount of
health. As you can imagine, this code is highly disruptive to normal gameplay
and not very helpful, enter the code in again to disable it.
[Crazy Ninja Mode]
(Urashinobido: "Shinobido B-Side")
Hold L2+R2 at the title screen and select any of the Mission Editor features.
All characters will now appear in their simplified mission editor appearance,
but during the actual mission. Cannot be used for tower missions however.
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THANKS AND LEGAL STUFF
/////////////////////////////////////////////
Thanks to Acquire for making the greatest ninja games around.
Thanks to Sony Computer Entertainment Europe for bringing two out of three
Shinobido games to the west.
Thanks to everyone who still appreciates the niche genre of Stealth Action.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Feel free to use this guide any way and anywhere you wish, as long as you
don't alter it, claim credit for it or charge money for it.