Shinobido Homura: Soul of the Ninja Walkthrough :
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Walkthrough - FAQ/WalkthroughSHINOBIDO: TALES OF THE NINJA / SHINOBIDO: HOMURA Comprehensive Walkthrough, Controls & Movelists, Information Guide and Secrets/Codes Guide v1.0 Authored by Zephranthes, 09.13.10 Disclaimer: This guide contains spoilers from Shinobido: Way of the Ninja. Then again, so does Shinobido: Tales of the Ninja since its a psuedo-sequel which summarizes the plot of Way of the Ninja almost immediately. Read at your own risk, I'm not spoiler-tagging everything. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ TABLE OF CONTENTS ///////////////////////////////////////////// +Introduction +What's Different From Shinobido: Way of the Ninja? +Main Menu +Mission 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 -Asuka Chimatsuri-Sappo Techniques -Other Chimatsuri-Sappo Techniques +Ninja Tools -Grapple Hooks -Throwing Weapons -Potions and Drugs -Throwing Spheres -Sushi -Land Mines -Ninpo Scrolls -Gadgets -Mushrooms +Standard Enemies and NPCs +Unique Characters +Traps & Hazards -Basic Floor Traps -Hazardous Smoke Traps -Beneficial Smoke Traps -Other Traps -Hazards +Techniques and Tips +Difficulty Modes +Mission Types +Mission Points +Shinobido: Tales of the Ninja Story Mode Walkthrough +Extra Missions +Playable Characters & Movelists -Asuka Ninja -Ninja Clans -Swordsmen -Archers -Riflemen -Samurai Generals -Feudal Lords -Other Characters -Special Characters +Glitches & Bugs +Cheats +Exploits +Single Mission Mode +Multiplayer Mode +Extra +Thanks and Legal Stuff \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ INTRODUCTION ///////////////////////////////////////////// Well, better late than never. The game was released in Europe in 2007 and its a shame that it still doesn't have a FAQ so here it is. (Imashime: Referring to the PS2 title "Shinobido: Imashime" or as it is known in the west, "Shinobido: Way of the Ninja". Imashime is quicker to write. Homura: This game. Same as Imashime, it's easier to refer to "Shinobido: Tales of the Ninja" as simply "Homura.") Shinobido, meaning "Way of the Ninja" or path of the shinobi is a stealth action game made by Acquire, relatively well known for their Tenchu and Samuraido (Way of the Samurai) series. Shinobido: Imashime is the first game in this two-part series, made for the Playstation 2 and only released in Asia and Europe. The game featured a custom mission editor, much like the ones from Tenchu: Shinobi Gaisen (JP released only), Tenchu 2 and Tenchu: Shinobi Taizen (aka Tenchu: Time of the Assassins.) You could use this editor to make one-shot missions with pre-determined item loadouts and enemy placement with customized level terrain and an objective that the player would have to complete. Shinobido: Homura (Way of the Ninja: Flame) is a PSP port of the Imashime game engine with a collection of developer-created mission editor levels tied together with a loose plot as a continuation of the PS2 title. Though it primarily abides by the limitations of Imashime's mission editor, it does feature some new enhancements (and deficiencies.) It also features a multiplayer mode that supports up to 4 players via WLAN. Last of all, Imashime and Homura can interface with each other using the respective game console devices and a USB cord to connect them in order to import missions from Imashime to Homura (but not vice versa.) This is a neat feature but due to the trimmed-down inventory system and the weak physics engine, the missions won't necessary play as intended without some foresight. Overall, fans of Imashime aren't necessarily going to enjoy Homura but its a pretty faithful port of the custom-mission engine that provides some great ninja stealth action on the go. Now, let's get started shall we? \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ WHAT'S DIFFERENT FROM 'SHINOBIDO: WAY OF THE NINJA'? ////////////////////////////////////////////////////// This section will only really be of interest to people who have played Imashime's mission editor mode since I'm not comparing Homura to Imashime's story mode. + An automap for every single mission...no more being utterly lost on those complicated maps! + A mission compass that directs you to objectives, just like in Imashime's story mode. + 'Retry' option in the pause menu to make restarting a mission much quicker. + 3 selectable difficulty modes and removal of the 100 point score cap (only on HARD MODE) + 36 playable characters. + New attack each for Goh and Kinu. + Adhoc Multiplayer Mode that supports custom missions. + Kidnapping targets don't auto-alert just from being picked up. + Slight changes to status ailment effects. + No more auto-kicking prone enemies. - Only 4 item slots. - No inventory. - Only one skybox for all tilesets. - No rain. - Character audio has been reduced greatly. - Simplified object physics. - No ragdoll physics. - Shoji doors are now indestructable. - Some Chimatsuri-Sappo techniques removed or altered to be faster. - Greatly reduced random item drop rate, no ingredient or scroll drops. - No high score name entry. - No Crazy Ninja mode. - No Japanese audio option. - All merchants look like Ichijo Merchant regardless of faction. - Enemies do not disarm land mines. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ MAIN MENU ///////////////////////////////////////////// [Story Mode] A single player campaign of over 60 missions and 36 playable characters. [Single Mission Mode] Play levels that you've imported from Shinobido: Way of the Ninja's Mission Editor but with Shinobido: Tales of the Ninja's enhancements. [Multiplayer Mode] Play Shinobido: Tales of the Ninja with up to three others over adhoc multiplayer. [Download] Import Shinobido: Way of the Ninja mission editor levels from your Playstation 2 via USB connection. [Options] Change game options: difficulty, controls, volume, save settings, etc. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ MISSION CONTROLS ///////////////////////////////////////////// =============== Basic Controls =============== -Analog: Movement (Walk/Run) -D-Pad: Use Item -Square: Attack/Draw -Triangle: Contextual Action -Circle(O): Draw/Sheathe Weapon -Cross(X): Jump -L Trigger: Hold for Target Mode, release and hold again quickly to switch targets. -R Trigger: Hold for Stealth Mode, makes you less visible. Tap to align the camera to your character. -Start: Pause Menu -Select: Toggle Automap -R+O: First Person Mode, items can be manually thrown and placed in this mode. ============= Item Actions ============= [Use Item] Press the corresponding direction on the d-pad to use an equipped item. -Many items can be manually aimed while in First Person Mode. -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 auto-stack with any that you already possess or automatically be placed in an empty item slot. Otherwise, you cannot pick up the item. -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. [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 that 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. [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 ================= These actions are largely restricted to ninja characters only. [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 character to become fatigued sooner (though not by itself). -Use R 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 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 analog will move you along the ledge. Mantle up by pressing X or drop down by pressing X while holding down on 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 ================ These actions are largely restricted to ninja characters only. [Sneak] In stealth mode, use analog to creep quietly and slowly. Back+Right or Back+Left is used to turn. [Quick Turnaround] In stealth mode, press X to do a 180 degree roll. [Roll] In stealth mode, press X + 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. 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. [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 Analog to move in relation to your target. -You can sneak or enter a dash during this mode. [Guard] Hold or tap L 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 to stand back up. [Recovery Attack] Press Triangle, Square, X or analog when you are prone to stand up and kick anyone nearby. [Recovery Roll] While prone, simply perform a roll in any direction. [Warrior Climb] (Asuka Ninja and Miroku 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. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ABNORMAL STATUS CONDITIONS ///////////////////////////////////////////// ========================== 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. -Knockout: Character is prone for a time and completely helpless and senseless. This condition is caused by certain attacks. -Burning: Character has caught on fire and will continuously 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. -Weakening: Hands glow blue and attack power is reduced. -Confusion: 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. -Amnesia: Players will have only their movement and item controls reversed in this state. 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. -Unconscious: Same as knockout. ================ Enhanced Status ================ Like status ailments but these have positive effects. A depleting bar will show you how long the status will affect you. -Strength: Hands glow gold and attack power is increased. -Speed: Character moves at a far faster rate and everything they do is sped up. -Potency: No visual indicator. Many used items will be more effective and/or much larger than usual. -Cure: No visual indicator. Immune to negative status ailments though resisting an ailment depletes the duration of immunity. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 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. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 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. -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. -Don't press triangle too early or your character will try to grab the enemy and miss! A simple but embarrassing error that can get you spotted. -When a large enemy throws an Asuka shinobi off their back after resisting the CS, as long as they weren't alerted beforehand, they won't even notice the assassination attempt and you are free to try again. -Assassinating Generals (Asuka Only): Sometimes Samurai Generals in unalert mode will resist your air or frontal CS for no reason. The best thing to do is not try to force it as you will likely fail and be thrown off and fatigued. Instead, let the Samurai General throw you off almost immediately and before he can become alert, you will get a certain-kill prompt which succeeds easily. -The Hungry Well Technique (Asuka Only): Set up a corpse where someone will find it and hide in a nearby well. When whoever comes to dispose of the corpse, ledge CS them and pull them into the well and they'll drop the corpse for someone else to pick up. If you can draw more victims by using doghouses or throwing potions, even better. Note that you can't use this tactic on enemies that aren't susceptible to ledge CS and it's less effective on enemies that don't carry corpses like Samurai Generals or Yojimbo (though if you can lure them close to your well some other way...) -CSing a Caged Bear (Asuka Only): Easier than CSing an uncaged bear. Open the cage with triangle and then target the bear who will be in orange alert as he walks out of the cage, right through you. Start mashing triangle while jumping up and down and you should enter CS as soon as the bear is out but before he goes into automatic red-alert. Keep in mind like any bear, sometimes he'll just throw you off no matter how hard you try to force it which in this case is an instant red-alert. -Rapid Approach CS (Asuka Only): CS can be performed when dashing, dash-jumping over an enemy or grappling near them, however if not done perfectly, you run the risk of alerting them or worse. The advantage is that this method can close distance very quickly and reduces the chance of you getting spotted by a random glance to the sides. Use L targeting to improve your chances and try not to actually make physical contact with the enemy while still passing close enough to be within CS range. -Reversal CS (Asuka Only): If an unaware enemy's position is disadvantageous in some way such as CSing them would cause you to fall into a pit or throw the corpse in front of other enemies, you can perform a Warrior Climb and CS them either during or after it to change their facing...the maneuver itself doesn't actually alert them (though you think having a ninja running up your face would be a cause for concern...) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 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. ================================== Asuka Chimatsuri-Sappo Techniques ================================== These techniques are only applicable to the Asuka clan shinobi (Goh, Kinu, Zaji and their variants.) Zaji and Goh use the same techniques while Kinu (due to her unique weapon) has her own set though they function mostly the same. [From the Back] Initiated from behind or the sides of the victim. Can be resisted. -Goh: Activated from behind or the sides of the enemy, Goh places his hand on the enemy's shoulder, barely giving them time to glance backwards in surprise before killing them with a powerful turning slash. A relatively quick CS that throws the corpse forward and places Goh slightly behind them. -Kinu: Kinu wraps her chain around the enemy's neck, then with her back to theirs, heaves them over her head. Not a fast CS but it flings the corpse far to the rear making it a great CS for taking out an enemy entourage from behind one-by-one. One of the best reasons to use Kinu. [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: Goh grabs the enemy's head in both hands, twisting his body to snap their neck. A quick CS that leaves Goh behind the enemy's corpse. One of the best CS in the game due to its method of approach (above enemy line of sight) and large activation radius. -Kinu: Kinu clutches the enemy's head between her thighs and flips them onto the ground before snapping their neck. Not a fast CS and it places Kinu and the corpse far forward which can be dangerous, however it is just as effective as Goh's Above-CS for the same reasons. [From the Front] Initiated from the front of the victim. Can be resisted. -A variation of the Above-CS, fundamentally identical to it in every way. [From Behind or Above Large Enemy]* Initiated from behind, the sides or above a large enemy. Can be resisted. -Goh: Goh leaps onto the enemy's back (or suddenly appears there when approaching from the air), trying to gain his balance before plunging his sword into their spine. This CS is very slow and leaves Goh to the front and left of the corpse. Terrible, but its one of the only CS that work on large enemies. -Kinu: Activated when approaching a large enemy from the back or the air. Kinu clambers onto the enemy's back and slices their throat from the side. Looks like she's opening a tin can when she does it to a Taraba. Just as bad as Goh's CS. [From in Front of Large Enemy]* Approach the large enemy from their front. Can be resisted. -Goh: A variation of the From Behind or Above Large Enemy CS, fundamentally identical to it in every way -Kinu: Jumps over a swing from the victim and lands on their back, neatly cutting their throat. Can be resisted. Just as slow and obnoxious as the other Large Enemy CS. [While Down]* Initiate while near a victim laying or sitting on the ground. Can miss and can be dodged. -The ninja rises into the air and stabs his weapon into the downed victim with great force. Oddly this can hit multiple downed victims. [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 reaches up and grabs the enemy's hand, pulling them down and snapping their neck with his or her legs, then dropping the corpse. This is a great CS, perform it whenever possible. [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 before taking his time to lethally slash them with a flourish. This CS takes a while and it leaves the ninja to the left and rear of the enemy. Not great and more for comedy than utility. * These techniques are the only ones that work on large enemies. ================================== Other Chimatsuri-Sappo Techniques ================================== Non-Asuka shinobi (Hebitonbo, Kenobi Ninja, Usuba, Mosu Ninja, Ninja Bear) and Yojimbo all have only one general-purpose CS each. While lacking in versatility and being restricted to being performed on solid footing, they can't be resisted. Also they can be activated when standing on a ledge directly above an opponent and will 'pull' the enemy up to your level (wait for the certain-kill indicator) though you might have to shift around a bit to find the sweet spot. It can work from very high above the enemy though. The other good thing about these CS is that unlike Asuka CS, their animations are all relative to your character's facing which gives you more control on where you and the corpse will end up. However, since they cannot be resisted or avoided, you can't initiate them at will and usually have to wait for the certain-kill indicator, limiting their utility in combat. Hebitonbo CS: Hebitonbo simply extends his glove weapon into the back of the enemy with lethal force, letting them fall to the ground as he retracts it. One of the quickest CS around, this one has an added bonus of not moving Hebitonbo but dumping his victim several feet away which often negates the need to hide the body but sometimes places the body right in plain sight of the enemy. Still, a great CS. Kenobi CS: The Kenobi Ninja flips the enemy over his shoulder and plants a sword in their chest. Fast, efficient, places the body directly behind the Kenobi who barely shifts position. An excellent CS, one of the best. Mosu Clan CS: The Mosu Ninja swings around the enemy's neck before wrapping her legs around them and smashing their head into the ground with a cartwheel. Takes forever and causes the ninja to end up pretty far to the left from where they started the CS. Also if you miss the CS, she'll turn her back and often alert the enemy in the process. Lousy. Bear CS: The bear knocks the enemy off their feet with a powerful swipe and mauls them to death. It's hard to manage because the Ninja Bear is so big, you can rarely see who you're trying to kill and you'll possibly barge into them before you get the prompt. The actual CS itself takes a long time but leaves the bear where the enemy was and dumps the corpse in front of the bear. Not very good but what did you expect from a bear? Tip: Mash triangle while running towards the enemy to intitiate CS the moment you're in range and avoid bumping into them. Yojimbo CS: Yojimbo chops the enemy on the neck, bringing them to their knees. He then cruelly digs his sword into their back before pushing them off with his foot. A somewhat slow CS it doesn't move Yojimbo or his victim too far but still leaves him left of where he started the CS. Not great. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ NINJA TOOLS ///////////////////////////////////////////// This section only covers items that appear in Story Mode. ============== Grapple Hooks ============== Perhaps the most important and essential tool in the game, you'll be using these often for climbing. They can even be used on enemies to yank them off cliffs or make them drop their cargo. [Short Grapple Hook] "A useful item for getting to higher places." -Gets the job done. [Grapple Hook] "A useful item for getting to higher places. The chain is longer than the basic version." -Gets the job done slightly better. [Long Grapple Hook] "A very easy to use item that helps in getting to higher places. The chain is much longer than the basic version." -Oh yeah, now this is what we're talking about. This grapple hook will take you almost anywhere and let you harass enemies from very far away. ================= Throwing Weapons ================= Shuriken are very good for distracting enemies or setting off land mines and explosives. Terrible for killing people though. Can be enhanced with potency (looks cool!) to become super-sized and actually capable of dealing significant damage! [Shuriken] "A relatively weak throwing weapon that is useful for attacking enemies from a distance." [Improved Shuriken] "A throwing weapon that is more powerful than the basic version." [Asuka Shuriken] "A throwing weapon, spoken of in Asuka legend, that is unrivalled in its power and usefulness." -Er...not as wonderful as the description suggests but it is the strongest throwing star. [Money] "Used to buy items. Can also be thrown like shuriken." -A leftover from Imashime's shop system, money can be used much like shuriken in a pinch though they can't set off explosives. +Trivia: Historically, ninja would make shurikens out of sharpened coins however the money item in Shinobido appears to be Ryo/koban (not Mon) which was made of gold and worth A LOT. Ninja wouldn't throw those away! [Mushroom Shuriken] -You can get these from town girls. They're just improved shuriken that look like black mushrooms in Imashime, but here they look like scrolls for some reason. [Caltrop] "Used by scattering on the ground for enemies to step on, thereby stunning them. Helpful when escaping." -Don't expect to kill people with these though they are good for distractions and slowing pursuits when you're carrying cargo. Potency will work on these to make them comically huge and a bit more dangerous. By default, you scatter them behind you, three at a time but they can also be thrown in aim mode. ================== Potions and Drugs ================== Drink them or throw them, they have a range of effects both harmful and beneficial. Most potions can be thrown to cause a significant distraction when it breaks, though sometimes potions bounce instead... [Health Potion] (Pink) "Restores HP when used. Can also be thrown to other characters for them to use." -Simple enough. Good for topping off your health at the end of the mission so you get the full health bonus and of course, patching yourself up in combat. [Speed Potion] (Purple) "Increases speed." -Can be very handy, especially when you're carrying cargo or trying to CS an entourage since everything you do is sped up. [Potency Potion] (Green) "Increases the power and effect of items." -For a time, they make certain items very powerful (and comically jumbo sized.) They don't affect land mines or scrolls though. [Strength Potion] (Yellow) "Increases attack power." -These can make fights a little easier. Can also be used for non-CS characters who need a little extra oomph to one-shot enemies from behind. [Cure Potion] (Blue) "Cures fatigue and abnormalities and prevents other abnormalities for a short time." -Not very useful and rarely supplied when they would be. Most status ailments that are inflicted on you don't last very long anyhow. [Explosive Drug] (Red) "Explodes when consumed." DON'T DRINK THESE. Obviously! If you try to use this item normally, you'll take a big swig of kaboom. Strangely they're worse for distractions than standard potions...apparently explosions are less cause for alarm than glass breaking? ================= Throwing Spheres ================= These rolling round balls contain a dangerous or beneficial payload which will be released upon impact (or after a time) in a cloud that affects an area. Though meant to be thrown, you can also roll them. They're not very accurate at long range though and they make noise when they activate. [Explosive Sphere] (Red) "A explosive ball that releases a cloud of smoke." -They're good for pissing off enemies but bad for killing people due to general lack of damage and the inherent inaccuracies of spheres. At least you can't drink them by accident. Keep in mind that the extremely strong variety (+300) are very good for killing people though you rarely get them. [Knockout Sphere] (Dark Purple) "A ball that releases a cloud of smoke. Knocks out anyone who breathes the smoke." -These are fantastic. Even the weak ones are good enough to drop an enemy long enough to sneak by or CS them. The strong ones are wonderful but be careful you aren't standing too close to your victim or you'll wake up with them. [Amnesia Sphere] (Green) "A ball that releases a cloud of smoke. Causes amnesia in anyone who breathes the smoke." -These are even better. They make your target stand around like a dope, ready to be CSed or kidnapped, stabbed or whatever. They tend to last longer than unconscious status as well. Unlike knockout spheres, if you accidentally get caught in the effect, you can still operate well enough to CS or escape. [Confusion Sphere] (Dark Blue) "A ball that releases a cloud of smoke. Confuses anyone who breathes the smoke." -Great for causing widespread mayhem, especially the strong ones. Not so great for creating a situation which you have much control over. Handy for getting guards to abandon their duties though they're just as likely to pop up again where you least expect it. [Sphere of Weakening] (Brown) "A ball that releases a cloud of smoke. Decreases attack power." -Good for a hard fight but you're just as likely to hit yourself or your allies with it. [Health Sphere] (Pink) "A ball that releases a cloud of smoke. Restores HP." -You'll be throwing a lot of these at those damned oxcarts on escort missions. Keep in mind it's area-of-effect so make sure you're close enough to get healed too if you've taken damage. [Cure Sphere] (Pale Blue) "A ball that releases a cloud of smoke. Cures fatigue and abnormalities." -Theoretically you could cure an ally of an ailment with this but I can't think of a situation where you'd ever need to except for one horrible mission which is the only time you get them. ====== Sushi ====== You can throw it on the ground and enemies will investigate it. Hungry ones will eat it. If that sushi had an effect attribute, it will inflict that on the eater. Be careful though, sushi sometimes bounces far from where you wanted it to land. Note: Most enemies are only hungry enough to eat one sushi after which they'll pocket them to save for later. There are exceptions though... [Plain Sushi] "Sushi that can be filled with different substances to give it special properties." -The basic sushi that does nothing when eaten. [Explosive Sushi] (Red) "Explodes when eaten." -The only sushi that has an area-of-effect. Explosive Sushi +300 can be extremely useful for wiping out groups. [Knockout Sushi] (Purple) "Knocks out anyone who eats it." -A nice quiet way to incapacitate someone. [Sushi of Amnesia] (Green) "Causes amnesia in anyone who eats it." -Same as above. [Sushi of Confusion] (Dark Blue) "Confuses anyone who eats it." [Sushi of Strength] (Yellow) "Increases attack power when eaten." [Sushi of Curing] (Light Blue) "Cures fatigue and abnormalities when eaten." =========== Land Mines =========== A good defensive item, these can be paired up with elements of the environment to become even more effective. Stack them on top of each other to create one big instant detonation or put them a short distance apart to create an extended chain reaction. [Weak Land Mine] "A land mine that explodes when stepped on." -Yup. Not much better than a caltrop really, but can be useful when deployed in numbers or as a fuse to detonate explosive barrels. [Land Mine] "A land mine that explodes when stepped on." -Better. These can kill pretty well though you usually need a couple. [Powerful Land Mine] (Red) "The ultimate land mine. Completely undetectable and extremely powerful." -They aren't kidding. These things will pretty much kill everything that isn't a bear. [Invisible Weak Land Mine] "A land mine that is almost impossible to find." -All this means is that Mosu and Kenobi Ninja won't notice if they step on one. Unlike Imashime, enemies don't disarm land mines. ============== Ninpo Scrolls ============== These magic items contain secret ninja techniques of a variety of uses. [Ninja Flame] "A ninja art that can be used to set fire to anything." -Basically creates an explosion around you. Not a very powerful explosion either but helpful if you're surrounded. It comes in a standard red variety and the stronger black variety which isn't actually in any of Homura's missions. [Cicada Shell] "A ninja art that is used to fool an enemy into thinking that he has your dead body while you make your escape." -That's not what it does at all! This item is more commonly called an 'extra life' or even '1-up' in video game terminology. Very useful in dangerous battles of course, but it won't save you from bottomless pits. [Invisible Shadow] "A ninja art that gives you the ability to hide yourself in a cloud of fog." -These descriptions are terrible. This scroll will make you invisible for a pretty long time until you attack someone or it simply wears off. You can use attack items with impunity though, unlike Imashime, and in addition to being immune to explosions, you don't set off traps (except for mines). [Double Jump] "This ninja art gives you the leg strength of a giant and allows you to do another jump in mid-air." -Well I don't see what leg strength has to do with it, but this is a fun scroll. Sadly you only get it in one mission where you don't really need it. ======== Gadgets ======== These toys can be used for distraction, luring or scouting. They have a limited operation time: twenty seconds. Using one will place it on the ground but they can be thrown as well. [Wind-up Chick] "A wind-up toy that charms everyone who sees it into picking it up." -Good for leading enemies astray or setting them up for a convenient CS. Recommend against throwing them as then you have no control over their direction and it may just lead an enemy straight to you instead. [Remote Wind-Up Chick] "A remote controlled wind-up toy that is useful in reconnaissance." -A handy gadget that you gives you manual control over the chick. You can throw these ones as their jump will get them back on their feet. Mind their limited operation time though. ========== Mushrooms ========== Part of Imashime's alchemy system, mushrooms were an ingredient that could be used mid-mission as an impromptu status item. Their effects aren't very powerful though but they work as well as anything for baiting guards though not many are hungry enough to resort to eating one. [Health Mushroom] "Mixable. Adds healing effect when mixed. Can be eaten in its current form for a slight effect." [Mushroom of Potency] "Mixable. Increases the power and effect of items." [Mushroom of Strength] "Mixable. Increases attack power when mixed. Can be eaten in its current form for a slight power up." [Mushroom of Curing] "Mixable. Cures fatigue and other abnormalities when mixed." [Knockout Mushroom] "Mixable. Adds a knockout effect when mixed. Dangerous when consumed in its current form." [Mushroom of Confusion] "Mixable. Adds a confusion effect when mixed. Dangerous when consumed in its current form." [Mushroom of Weakening] "Weakens attack power when mixed. Dangerous when consumed in its current form." \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 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). |
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