The Adventures of Heihachi: Unlockable How To Unlock

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The Adventures of Heihachi

Complete the game and this new mode will open up, enabling you to play as Heihachi. Unlockable How to Unlock The Adventures of Heihachi Complete the game Contributed By: inferno_dmn6.

True Ending
Unlockable How to Unlock True Ending Get all Haori for Ako Contributed By: Kouli.

Unlock mini games


Complete the game while achieving the following requirement will unlock mini games. You can select the mini games from the menu once you unlock them. Unlockable How to Unlock Heihachi Buraiden Finish the game once on any difficulty Puzzle mini game Complete all puzzles in the normal game Secret training Complete normal training mode once and unlock it after finishing the mode game Shooting mini game Finish game once on 'Normal' difficulty Contributed By: saimee.

Unlockable Titles
There are certain titles that can be attained for exceptional performance during the game. These titles will appear under the grade you earn. Unlockable How to Unlock Bravery Finish the game without ever saving. Critical Use Criticals to kill 40% of your enemies. Defense Take less than 5,120 damage. Explorer Find the 23 Tengu treasure chests. Offense Kill 3,000 or more enemies. Speed Finish the game in 5:00 or less.

Contributed By: BolerosCloud.

Secrets
Fast Life Recovery
When you have Ako's White Vest equiped rotate the right analog stick and your life will replenish at least 2 times faster. Contributed By: chronoszero.

Find the Bishamon Sword


Before your last encounter with Nobunaga, go to the save point at the bottom of the stairs to the temple. Look to your upper left. The crazy hanging man is right there. Move a little closer and you'll be, once again, warped to the demon world. Here, you'll have to find 8 red orbs to unlock the chest. Once you do, The Bishamon sword is yours. Contributed By: Anabuhabkuss the 2nd.

Infinite souls for Jacques


When you pass the battle where Samanosuke is controlling the Oni army and enter the outer keep for the castle, walk over to the left until you can see Jacques up close and nothing else. Equip Ako with the red vest and start absorbing souls with your gauntlet. The Oni soldiers in the same area will continue to fight and defeat the continuously spawned Genma soldiers. It is important not to stop absorbing the souls, because with each soul absorbed will add to the multiplier bonus for number absorbed. Contributed By: _Your_Daddy_. Onimusha 3: Demon Siege Game Guide Characters and Equipment Combat Actions Enemies Ako The Dark Realm Oni Training Walk-Through Bonuses Download the Guide

Mont-Saint-Michel
Although you begin the Mont-Saint-Michel chapter of the game in control of Samanosuke, he won't be able to proceed very far into the castle before he runs up against a couple of locked doors. If you wish, you can examine the beginning street to find the Ranmaru Book and an Ecospirit before warping Ako back to Jacques. Apparently that Genma train was making a run through the well-traveled 15th century Japan--France Chunnel, as Jacques finds himself in the past's version of Mont-SaintMichel. He's quickly confronted by Heihachi, who has himself been covering some territory. Boss Fight--Heihachi Heihachi is, again, impervious to most normal attacks, but you should find yourself with three weapons full of magical energy when you begin this fight, so use them all and Hei should withdraw fairly quickly. You can also try to Deflect Critical his swings, but this will probably cause you to lose a bit of life. Better to just expend your magical energies; you'll be hitting a magical recharge station shortly, anyway. Opening the Main Gate After the fight with Heihachi, a few Bhazas will appear, one of whom clutches a Firefly. Kill them all, then grab the Ecospirit from the crate in front of the train before riding the Firefly up to another chamber of the castle. Inside, you'll find a terrorized worker, who'll give a name to the creature that was attempting to order Heihachi: apparently your new foe is Vega Donna, and somehow runs the castle operations. We can't have that. Grab the Map near the door. You'll also notice another trap-puzzle here. The shredding machine is controlled by the four unlit torches around the magical pool, so equip your Enja and use its magical attack to light them. It's best to light three of them, then wait until the shredder is traveling upwards before hitting the fourth. It'll take a few tries before you lock the shredder into place so that you can walk underneath it; when you do, though, you'll be able to grab the Main Gate Key from the chest within. The trap will reset, though, forcing you to hit another torch to freeze it permanently. The trap moves more quickly when you're inside of it, so hit the torch just as the shredder is coming into contact with the ground, and you should be able to free yourself. Now that you have a Main Gate Key, you'll need to find some way to send it forward in time to Samanosuke. Moving on through the next door, you'll come to an open area where another civilian is being harassed by more Genma. Kill them off, and he'll reward you with an Herb. You'll find another Time Folder nearby, so send the Main Gate Key to Samanosuke. More Item-Hunting

With the Main Gate Key, Sam can open the door at the end of the road, so head through to have your first encounter with the supremely annoying Ouija enemies, which use ropes of energy to bind Samanosuke. The blue energy will drain almost all of your magical power (although you can reabsorb it if you're quick enough), while the red energy will merely injure you. After you notice the energy begin to circle Sam, run away from the center; it'll follow you, but you should be able to escape in time. You can either attempt to use arrows on the Ouija, or kill off the ground troops, then attempt to hit them as they scurry near ground-level. Grab the Ecospirit and Sam's map to M-S-M before moving on. The Nurabis at the end of the next street guards the Sun Crest, which unlocks the gate in the street with the Protective Mirror. Unfortunately, you don't have Michelle's weapons to take down this foe from long range, but you should be able to dash in, use a charged attack, and run away before it manages to get an attack off. Repeat this a few times until the monster dies, and claim your prize. When you've obtained the Sun Crest, return to the main street and use it to unlock the gate, beyond which you'll find an Ecospirit in a trash can and the Red Eye Stone. There's also a red sphere pedestal (kill the Gachu, then absorb its spheres while standing next to the pedestal for an even larger bonus), a Tengu chest on the balcony, and a puzzlebox. (Second row, third tile--first row, third tile--first row, second tile--second row, second tile--third row, second tile.) You'll nab another health-bar-extending Power Jewel from the puzzlebox, so open it before sending the Red Eye Stone to Jacques. Onimusha 3: Demon Siege Game Guide Characters and Equipment Combat Actions Enemies Ako The Dark Realm Oni Training Walk-Through Bonuses Download the Guide

Mont-Saint-Michel - cont.
Very Puzzling Now that Jacques has the Red Eye Stone, he can pass through the double doors near the Time Folder to uncover the next puzzle he'll need to solve. Insert the Red Eye Stone into the one-eyed statue. Pressing on the statue will slide the nearby stone to reveal a tilepuzzle; you need to press the tiles in a certain order, and depress all of the tiles on the board, in order to light up one of the nearby animal statues. You'll need to do this three times before you can proceed, but it's not so difficult once you know what to do.

The key to solving the puzzle lies in the diagram on the stone, which shows a star, the sun, and the moon, with arrows pointing from the sun, to the moon, to the star; you're going to need to step on the tiles in this order to avoid failing the puzzle. (Failure involves getting knocked backwards off the tiles for light damage; you can fail multiple times without needing to worry overmuch about the health consequences.) After you slide the stone back, you'll need to blaze a trail from the first sun tile, to a moon tile, to a star tile, to a sun tile, and so on. If you start with a sun tile, you'll usually only face one possible fork in the path, and a little trial and error will quickly show you which path to follow. The stone only stays retracted for 15 seconds, so you'll need to move quickly; if Jacques' walking pace is too slow for you, click your R1 button down to speed him up. After you maneuver through the puzzle three times (the tiles change position after each successful solution), the steps in the alleyway below will thunder up to your position, allowing Jacques to proceed down. Actually, now that the stairs have been raised, you can send Ako back to Samanosuke, who can pass through the doorway on the stairs, but first, let Jacques travel along until he unlocks a couple of Fireflies. These let him access a small alcove where a Nurabis guards a Power Jewel. Also, the doorway at the bottom of the stairs leads to a courtyard, where another hidden Firefly (inside the wooden crate) leads to Ako's Orange Vest. Now, head back to the save point and save your game, but before sending Ako back to Samanosuke, let her heal you up with the White Vest and head back to the long staircase. As you travel down, you'll note a doorway on your left that you bypassed before; this will lead to another opportunity to enter the Dark Realm.

The green dot is where you'll find the Green Orb; the red dot is the location of the Fire Seal The Dark Realm here is noticeably more difficult than the ones accessible via the Undersea Temple. It's longer, for one thing, and more enemies will warp in during each fight, making it difficult to get attacks off without getting hit yourself. You do have Ako's White Vest, though, which can completely heal you after each fight, if you have the patience to let it do so. Explore thoroughly, and you should find the Green Orb (which will become important later), Medicine, and the Fire Seal. You'll also note a chest in the first room of Jacques' Dark Realm that's sealed with a purple mist; you won't be able to access it just yet. Sam's Turn

The purple dot is the location of the Purple Orb, while the blue dot is where you'll find the Purple Vest After Jacques completes his Dark Realm trip (or not--don't forget that these excursions are entirely optional), you can send Ako back to Sam (along with the Green Orb) and let Sam enter the Dark Realm, after first saving the game. In his first room, you'll find a chest sealed by green mist, so use the Green Orb to unlock it and thus obtain a Wood Charm. Elsewhere in the labyrinth, you'll come across a Purple Orb, a few different Medicines, and Ako's supremely useful Purple Vest. In fact, when you hit the room containing the Purple Vest, it'll be immediately behind your starting position, so grab it, activate it with six Ecospirits, and equip to Ako before using magic power to take down the very tough assortment of Grizmohs and Dark Puppets; the Purple Vest lets you use magic powers at half the cost, which should enable you to easily kill off most of your enemies before you even need to switch weapons. After you escape from the Dark Realm, send Samanosuke through the doors farther down the stairs to find the device that Guildenstern apparently used to send Sam and Jacques through time: a much larger Time Folder. Pick up the Time Lab 4 book near the portal, then step through to find yourself in a warped version of the Arc De Triomphe. The layout of the Arc shouldn't be difficult to remember, but the fight atop it can be, as you'll face off against two Ouijas, two Gachas, and a Dongacha. The easiest way to deal with these guys is to charge in with your Chigo axe and use its magical effect once or twice; the Ouijas should die off almost immediately, whereas the second blow should kill everything else. If you're running low on magic, the ever-handy charged attacks should do the trick. When you're ready to leave this strange alternate dimension, grab the Red Key from the treasure chest and leave via the portal that opens. Onimusha 3: Demon Siege Game Guide Characters and Equipment Combat Actions Enemies Ako The Dark Realm Oni Training Walk-Through Bonuses Download the Guide

Mont-Saint-Michel - cont.
The Emancipation Jacqueslamation Send the Red Key back in time to Jacques; he'll need it to free a whole mess of slaves from the iron rule of Vega Donna. With it, you can unlock the door near where you picked up the Power Jewel earlier, behind the iron grate door. Inside, a group of slaves are busy pushing a wheel, no doubt to further their mistress' nefarious cause. After Jacques frees his kinsmen, you can obtain a Medicine by smashing the wheel's spokes and opening the chest. Upon leaving the room, Jacques obtains another key from Heihachi, of all people. The Triangle Key opens up the locked door near the train at the beginning of the level, but before you can backtrack, you need to protect the two slaves on the staircase from the Genma that are attempting to kill them. Since you'll be passing right past the magical fountain in a minute, just use your magical attacks on the Genma to quickly deal with them, and you'll obtain an Herb and an Oni Med Lvl 1 for your troubles. There's another slave through the doors at the bottom of the stairs, with another Herb, and yet another slave packing an Oni Med Lvl 1 near the Protective Mirror. After saving, hit the Dark Realm here one last time to unlock the purple chest for another Wood Charm. Plantastic! Now that most of your business is taken care of, backtrack to the beginning of the level and use the Triangle Key on the door near the train; you should be able to discover the Genma Plant and another Tengu chest within. The Genma Plant is meant to be placed within one of the plots of earth outside the door, next to the existing, smallish plant. If you then warp back to the future, the plant will have grown up the side of the wall, allowing Samanosuke to climb down into the train station. In Sam's future train station, he'll come across two Ecospirits hidden away in trash cans, along with a First Aid Kit inside a Tengu chest across from where the train was originally. Inside the nearby room Sam'll run across an item smorgasbord, as there are two Ecospirits, a Medicine, and an Iron Gear inside the various containers. The Iron Gear is what you need to open the large gates near the Protective Mirror, so grab it and send it back in time to Jacques. The Iron Gear should be placed in the gear shaft to the left of the barred door; this will allow the other gears to catch, thus letting you pull the lever nearby to finally open the door to the Monastery. Ouijas and a Nurabis wait for you inside; if you're not eager to face a Nurabis at point blank range, hit it with magic until it dies, then backtrack to the magic fountain, refill, and return. Inside the monastery, you'll find a Secret Med and Vega's Diary. After heading downstairs, control will automatically revert to Michelle. Henri, the Psychic Kid

Someone really needs to give Henri a good talking-to, because that whole reversefannypack look just isn't doing it. Although he's totally dorkified, he is kind of psychic, and realizes that his father's in trouble almost before it happens, give or take five hundred years. Thus, it's your job, as Michelle, to guide him to the monastery so that he can help his dad out. Most of your journey is fairly easy, but you will be forced to deal with a Dongocha just before the long set of steps leading to the monastery. The SPS 15+G makes short work of it. You'll reach Samanosuke outside the monastery; be sure to save your game before heading inside. A Dordio awaits near the Time Folder's power source, but you should be able to use the pillars as cover to protect yourself from its attacks while charging up your own weapon. After it falls, grab the Time Lab 5 book and head downstairs. Henri's mystical powers apparently include his being really good at playing Simon, as the next little puzzle involves memorizing a steadily longer string of input codes in order to unlock the door in Jacques' time. The number of commands you need to remember begins at three and ends up at 12, so you'll need to have a fairly good memory to complete the sequence; to make matters more difficult, there's a timer bar that gives you an idea of how long it'll take Jacques to succumb to the poison gas that's filling the room. You'll have enough time for multiple attempts, should you fail to input the code correctly, but, luckily for everyone, the code is the same each time you play through, allowing us to just tell you what it is. The directional commands should be entered with the D-Pad, by the way. First Lock: Up, Down, Triangle Second Lock: Up, Down, Triangle, X, O Third Lock: Up, Down, Triangle, X, O, Down, Up Fourth Lock: Up, Down, Triangle, X, O, Down, Up, Square, Left, X Fifth Lock: Up, Down, Triangle, X, O, Down, Up, Square, Left, X, X, Right Oddly enough, Samanosuke and company are apparently completely uninterested in what actually lies behind the door that they just unlocked; apparently they're more than happy to let Jacques investigate and report back when they all meet up later. After some videoconferencing gone horribly awry, Sam finds himself near the entrance to Mont-Saint-Michel. There's a fairly difficult boss fight coming up, so you'll want to save your game, then backtrack up to the monastery to obtain all five purple spheres, should you not already have that many. You'll also probably want to have all of your weapons' magical meters fully charged; you can increase the chances of getting blue spheres by inflicting Deflect Criticals on the green-eyed Gilzorms that populate the steps leading up to the monastery. If at all possible, get your Chigo Axe and the Red Armor to level three. When you're fully girded for battle, save your game again and head back to the parking lot.

Onimusha 3: Demon Siege Game Guide Characters and Equipment Combat Actions Enemies Ako The Dark Realm Oni Training Walk-Through Bonuses Download the Guide

Mont-Saint-Michel - cont.
Boss Fight--Gertrude Gertrude has gotten a bit tougher than when you first fought her with Jacques; she may even force you to use a few Herbs to survive the fight. If you have a full complement of magical energy for all of your weapons and five purple spheres, though, you should be able to eke out a win. Although Gertrude can no longer strike with lightning attacks, she'll still occasionally spit out her ice blast, which spells double trouble for Sam, as she'll usually follow up with her new charge attack, which can quickly take off most of your health bar if she connects multiple times. If she knocks you to the ground, she'll usually follow up with a bearish forepaw stomp for even more damage, so you'll want to quickly roll out of the way if you're prone. These three attacks together make her one of the most formidable opponents you've yet faced. To top things off, Gertrude is more or less immune to normal attacks, thanks to the armor that's covering her body and her right head. The armor itself can be destroyed, however, and that's what you'll want to do. You'll need to use Sam's Chigo Axe to deal most of the damage to the armor, and it can take plenty of it. Unfortunately, the armor on the head is itself immune to damage until the rest of the armor is destroyed, so you'll need to pop off the armor on the body before focusing on the head. Since most of your attacks will automatically target Gertrude's head, you can see how this can be a problem.

The Chigo's rotating charged attack will help you do more damage during your small windows of opportunity

Thankfully, Gertrude will expose her flank to you when she attempts to charge; if you can charge up your weapon with the R1 button while she's preparing her charge (she'll stomp her feet like a bull), and then strafe out of her way when she rushes you, you should be able to hit the X button to have Sam do a rapid set of spins that will crack the armor on the side of her body. You'll need to do this repeatedly to actually destroy the armor; you'll know you've gotten a piece when a bunch of spheres float away. Gertrude charges rather quickly, though, so you'll want to be strafing even before she comes at you; it's best to start near a wall, then strafe away from it, to ensure that you have plenty of room to maneuver with. If you can't quite get the hang of strafing, then you can use magical attacks to stun Gertrude for a short while. After a magical attack hits her, she'll keel over and plop down on the ground, giving you a few seconds to attack the armor on her flanks. You'll obviously want to use Ako's Purple Vest before you inundate Gertrude with magical attacks, though, because you'll run through your magical energy rather quickly otherwise. When you've cleared off most of Gertrude's armor, you can go for the kill with your Onimusha form by chopping off the rest of her armor and then attacking the head. Her head can actually only be harmed by Onimusha or magical attacks, so if you don't manage to kill her before your Onimusha state runs out, absorb all of the spheres in the air and start blasting away with magical attacks. If you run out of magical energy before she dies, you'll be forced to use Oni Meds to bring it back up, as you simply can't hurt her with normal attacks. Jacques Escapes After that nasty bit of business, you'll retake control of Jacques, who's been waiting for Ako in the basement of the monastery. The first room you come across after leaving the trap room contains a Fortress 1 book, which details some kind of Genma flying fortress, along with an Ecospirit trapped inside a crate. As it turns out, the Genma fortress has actually been underneath Jacques' feet all this time; the massive creature was the cause of the trembles that Jacques' been experiencing for the last few segments of play. At this point, things are out of your hands; Vega Donna will take the fortress into the sky, but Jacques will come along for the ride. After the trip, you'll find yourself in Lake Biwa. Onimusha 3: Demon Siege Game Guide Characters and Equipment Combat Actions Enemies Ako The Dark Realm Oni Training Walk-Through Bonuses

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Lake Biwa
Just Like Old Eskimos

Your ice floe can only survive a couple of impacts, so watch out for cracks Before Jacques and Samanosuke can enter the Oni Mansion, they first need to cross the frozen lake that lies between it and them. The lake crosses aren't difficult, for the most part, but you will need to proceed fairly quickly. Jacques and Sam will be moving aboard ice floes, and, since you control Jacques, you'll need to use your weapons to latch onto Fireflies in order to maneuver your floe so that it doesn't impact the icebergs in the lake. Your floe can survive a few iceberg impacts, but it will eventually crumble, instantly killing both of you; this obviously doesn't make for fun times, so you'll want to use your Hyosai weapon to quickly kill off any enemies that jump aboard your little block of ice. To complicate matters somewhat, the Fireflies that you need to use are stored within containers that your floe will brush up against, so keep an eye out for any crates and destroy them straightaway. After the first floe-traveling segment, you'll be able to let Ako nab the nearby Tengu chest, which contains a Medicine. Another chest with the Biwa map is nearby. After proceeding up the ice on foot, you'll come to a fork in the road, as you'll be forced to choose between a floe on the left and a floe on the right. You can't backtrack after making your choice, so it's a bit of a bind. Luckily for you, we're here to tell you what occurs, no matter what: the leftmost floe leads to a Medicine, while the rightmost floe leads to a Secret Med. Thus, head right and grab the more powerful restorative. You'll need to kill off a Grizmoh, then ride the Firefly that was attached to its tail to find the Secret Med, then hop back on the Firefly to finally reach the final ice floe. The last ice race is substantially more difficult than the first two, both because the margin for error in hitting the Fireflies is smaller, and due to the fact that archers on the mansion's walls will be constantly flinging flaming arrows at you. The arrows are actually more of an annoyance than any big danger, due to their low damage, but all the same, try to avoid them as best you can, as their stunning effect may render you unable to latch on to a Firefly before you hit an iceberg. The most difficult Firefly to get is the first one, as it's attached to a Grizmoh; best to use a magical or magic-bind attack on it to kill

it quickly. Bhazas hold a couple more Fireflies later on, so don't forget that Jacques can easily hit flying opponents by hitting X instead of square when attacking. Oni Mansion Sightseeing Samanosuke lags behind Jacques just enough to get trapped outside the mansion after the portcullis closes--which is pretty convenient, as it leaves you with all the dirty work of figuring out how the heck to get to the Oni Army Orb, which is incredibly fun to say out loud. Begin by picking up the Oni Mansion document, which gives you the vaguest possible clue about how to maneuver through the castle. The trick lies in the Fireflies which are mounted on the ceiling; these color-coded creations open specific gates within the castle, so that pulling a red Firefly opens all red gates. The trick is that gates only stay open for a few seconds after you pull the cord, meaning that you'll have to move fairly quickly. In a larger area, this could all lead to a fantastic amount of trouble, but the Oni Mansion is not very big, and thus isn't all that difficult to maneuver through. In the first room, pull the red cord and run through the gate, proceeding through successive rooms until you hit the treasure chest, which contains a Gajimaro, another of the annoying little chest-dwellers that are tough to hit. Killing it with your X button will force it to drop a Medicine, so grab it, then pull the blue cord. This will cause a Fugaku to spawn in, who will be succeeded by two more after you kill it; you'll need to kill everything to forge a safe path through the castle. When that's done, head back to the blue cord and pull it once more. From there, walk two rooms south, pull the red cord, then walk south to the mansion's initial room and head east through the hopefully-still-open blue gate. The treasure chest here will reveal a Firefly, which will somehow zoom through the wall and suspend itself over the pit to the north. Said pit won't be accessible right away, as the blue gate will most likely have closed by now. No matter--continue on to encounter another Fugaku who stands over the Oni Army Book. Pick it up, then smash the scroll on the wall to reveal a Secret Med and a red sphere pedestal. Now that you've unleashed the Firefly, you're ready to exit the maze. First, hit the blue cord near the smashed scroll and backtrack into the mansion's first room. Pull the red cord here, head one room north, then head one room east and fly over the pit. A yellow cord lies on the opposite side, so pull it, then swing back across the pit and run all the way back to the room where you obtained the Medicine from the chest. Pull the blue cord here, head south one room, then proceed through the blue gate to the east, followed by the yellow gate to the north, to reach the exit, which is concealed behind another scroll. Phew. In the basement of the mansion, you'll face off against a pair of Dongachus; by now, you should have the Oni Gauntlet safely at level three, so lasso them up and throw them at each other to kill them fairly easily. One of them will drop another Firefly, which you can

use to jump over the barrier. Before you grab the Oni Army Orb, let Ako discover the Tengu chest near the dog statue for another Medicine. After you do obtain the Oni Army Orb, Jacques and Sam head off for Azuchi Castle in the last little interlude before the endgame begins. Onimusha 3: Demon Siege Game Guide Characters and Equipment Combat Actions Enemies Ako The Dark Realm Oni Training Walk-Through Bonuses Download the Guide

Azuchi Castle
Storming the Gates

Jacques can get quite a few kills here with his Hyosai The exterior of Azuchi Castle is the scene of one of the game's most entertaining set pieces. As the Oni Army assaults the castle, Jacques has to wade through the Genma defenders in an effort to reach the castle proper. The first part of this battle pits half a dozen Oni warriors against as many as a dozen Genma Swordsmen at a time; you can get into some pretty hairy firefights if you choose to participate. The Hyosai weapon will annihilate your enemies, and if you rapidly press the attack button no matter what's going on, you'll get your fair share of Criticals and Chain Criticals as well. The Genma spawn as long as you stay in the area, so feel free to wander around chopping up skeletons for as long as you like. If you have any remaining upgrades to do, this is a great place to absorb spheres, particularly if you equip Ako's Yellow Vest. The next two areas are very straightforward, with only a few Firefly jumps impeding the straight-line progress. There's a Medicine near the third doorway, which leads to the castle itself, but apart from that, there are no other items in these areas. Sneaking About

There aren't all that many enemies inside Azuchi Castle, probably thanks to the fact that Heihachi's been killing them all. Grab the Fortress 2 document before saving your game and heading up via the elevator here. A few Dark Spider enemies await you near the chest containing the map for the castle, so kill them off before heading outside. A Vassal Book and another puzzlebox wait for you on the bloodied roof of the castle. (First row, second tile--first row, third tile--second row, third tile--third row, third tile-fourth row, third tile.) Use the Oni Jewel from the puzzlebox before riding the Firefly up to the second part of the roof, where an unpleasant surprise awaits you in the form of another Marcellus. This one isn't a boss fight, technically speaking, but he's just as difficult as he was the first time you encountered him. Don't feel too bad if you need to use Onimusha mode to take him down: your magical attacks, assuming you're at full charge on all of your weapons, should be sufficient to deal with the real impending boss. After passing through the yellow window, head down the steps to grab an Oni Med, then save your game at the Protective Mirror. Boss Fight--Vega Donna Vega Donna isn't an offensive powerhouse--although her attacks do an appreciable amount of damage, they're almost all completely blockable, save for the maneuver where she leaps up and grabs onto the wall like Spider-Man, and then propels herself across the room. You can avoid this attack by simply avoiding the center of the room while she's priming herself to shoot. Apart from that, her ground attacks mostly consist of standard slashing techniques, all of which can be blocked so long as you keep your guard up. She'll also try to get up into the rafters and fling around; when she's up there, stay directly beneath her and block the knives and the purple binding attack that she uses. She will occasionally split off an illusory double of herself, but again, all attacks are easily blockable.

Vega Donna is most vulnerable when she's engulfed in this purple mist Actually harming Donna is a bit more difficult than blocking her attacks, as she's quite lithe, and will jump or otherwise dodge most of your normal attacks; even charged and magical attacks stand a pretty poor chance of hitting her. You can use this to your advantage, however, as she'll periodically attempt to hit you with her freeze-ray while she's on the ground floor, and if you can manage to block the purple blob, it'll reflect back to her and freeze her for a few seconds, thus giving you enough time to get an attack or

two in. She does this very rarely on her own; the best way to encourage her to plop one off is to equip your Hyosai mace and hit the square button once, and only once, when she's nearby. She'll almost certainly dodge the spiked ball as it crashes into the ground, but, on the assumption that you'll be stringing together attacks, she'll usually jump back a bit and attempt to paralyze you. If you only hit the attack button once, you should have plenty of time to get your guard up before the binding attack hits. After she's frozen, rush in and use your magical attack. The binding-reflection trick should be used until you run out of magical power for your Hyosai and Raisen. (You'll need to quickly switch between these two to use the Raisen's lightning attack after you paralyze Vega Donna, and don't forget to use Ako's Purple Vest to cut down on the magic costs.) Your Enja whip can be used without having Donna paralyzed, as its magical attack will only consume mana if it actually hits; whiffs don't penalize you in any way. When all of your magical energy has been used up, flip Ako over to the Orange vest; if Donna's near death, and you have a fair amount of health left, you can start flailing about with your Hyosai to finish her off. Otherwise, try using charged attacks on her while you have her paralyzed, and she'll die soon enough. Onimusha 3: Demon Siege Game Guide Characters and Equipment Combat Actions Enemies Ako The Dark Realm Oni Training Walk-Through Bonuses Download the Guide

Eiffel Tower
The Ascension Fittingly enough for a game that lavishes attention on its whips and swords, Samanosuke's adventures in the modern age will culminate in a trip to the world's largest phallic symbol. You'll begin inside an elevator room, where you'll find a First Aid Kit and an Oni Jewel inside the game's final puzzlebox. (First row, third tile--first row, fourth tile--second row, fourth tile--second row, third tile--third row, third tile--third row, second tile.) After you've accessed everything, and saved your game, use the blinking red lights outside and inside the elevator to get going. You won't be able to travel very far before you get ambushed by Genma, but after you kill them, you can use yet another blinking red light to extend a ladder which will lead you to the tower's exterior walkways.

Avoid the time dilations on the Eiffel Tower stairs; getting caught in one will send you to a lower level As soon as you reach the walkways, head down the stairs to find a Tengu chest containing an Oni Med, then claw your way past the Dorabazus on the stairwells until you reach the top. You'll notice that the Time Folder is warping space-time on the stairs; small rifts will periodically appear on the platforms. If you get trapped in one of these, you'll be warped back to the beginning of the stairs, so be careful not to let the Dorabazu's rolling attack knock you into one. After you kill the Dordio on the top of the stairs (a fully-charged attack from your Chigo should do the trick), you'll be met with an unpleasant blast from the past, in the shape of Brainstern; apparently the evil that Guildenstern does lives on after him. To make matters a bit more complicated, the Time Folder machinery will periodically open small pockets of energy on the platform; if you step on one when it reaches full size, you'll take damage and be stunned. All in all, though, Brainstern isn't nearly as difficult to kill as when you first encountered him; fully-charged Chigo attacks should be able to deliver the smackdown fairly efficiently. When Brainstern implodes, you'll need to eliminate the pockets of energy; you can do this by destroying the big blue eye-thing that's pulsating near where the elevator would've arrived, had it not been sabotaged. You can only hurt the eye when its shutters open, so use that window of opportunity to smack it until it's destroyed, then grab the Eiffel Tower Map from the treasure chest before hitting the next group of pathways to the top of the Tower. Onwards and Upwards Spatial rifts will continue to harry you as you proceed upward. The first area will also throw a few Zmoh and Bhazas at you. You can safely ignore the Bhazas, so long as you don't stay in one location for too long, but you'll want to use your Chigo to quickly destroy the Zmohs before they smack you into the...stuff that the Genma have constructed walkways out of. Speaking of which, you'll come to a fork in the path near the entrance; the leftmost Zmoh guards a Secret Med, so nab it before moving on. A horrendous fight with a Ouija and a Dongacha precedes the next areas that actually contain items. In fact, the platform beyond those enemies contains a First Aid Kit, a Secret Med, a bundle of Soul Arrows in a Tengu chest, and the Time Lab 6 book, so feast

from the cornucopia before activating the elevator, which will reveal a Dordio when it arrives. You should have enough obstacles to avoid his attacks, so let your Chigo do the talking. The Protective Mirror at the top of the elevator presages a boss fight, so nab all of the souls from the soul pedestal, save your game, and head up to face Ranmaru one last time. Ranmaru Mori Ranmaru hasn't been much more than an annoyance during the game, and doesn't overcome that label now. Which is to say, he's fairly easy to beat, even if you don't use your Onimusha form. He's fairly similar to Vega Donna, in that his attacks consist mostly of normal slashes, with a blockable ranged attack thrown in for good measure. He also possesses an unblockable melee attack which turns his sword red, but which has a lengthy wind-up; if you see him preparing this attack, slash at him and he should negate it in favor of jumping away. Also like Vega Donna, Ranmaru can avoid most of your normal attacks, so you'll have to rely on magical and charged attacks to damage him. You can actually swing away at him until you get a lucky hit, at which point he'll release spheres into the air; when he pauses to reabsorb the spheres (which he does much more quickly than when you encountered him in the Undersea Temple), you can hit him with a charged or magical attack. He can fairly easily dodge the Chigo's magical attack, so use Ako's Purple Vest in conjunction with the Tenso and Kuga weapons to dish out the most damage. After you exhaust your magic, use Ako's Orange Vest to gauge Ranmaru's remaining health, and adjust your plan accordingly. In most cases, you'll have dealt enough damage to finish him off with charged attacks, so do so, and gear up for the game's final level. Onimusha 3: Demon Siege Game Guide Characters and Equipment Combat Actions Enemies Ako The Dark Realm Oni Training Walk-Through Bonuses Download the Guide

Hannoji Temple
A Cop on the Edge, Three Days From Retirement, With Nothing Left To Lose, etc. Now that Jacques and Samanosuke have finally arrived back at the beginning of their story, it's time to conclude that story and defeat Nobunaga. You'll begin by wading through the same assortment of foes that Samanosuke faced alone at the beginning of the

game; take this opportunity to collect purple spheres, as you won't have any opponents to fight in the courtyard ahead. Don't be afraid to use magical attacks--the magical well near the Protective Mirror is still fully functional.

The blue dots here indicate the locations of Blue Orbs, while the black dot is a Blue Orb guarded by a Marcellus After Jacques defeats Ranmaru (which happens automatically), you can free a Firefly to find a Secret Med atop the temple. You'll also note that the Dark Realm gatekeeper is suspended above the Protective Mirror; if you sit below his position for a second, he'll drop down and offer Jacques one last chance to enter the mysterious otherworld. There's nothing so mundane as an inert orb awaiting you inside, however: if you plumb the depths of the Dark Realm at Honnoji Temple, you'll come across eight Blue Orbs, along with a few restorative items. If you grab all of these Blue Orbs, exit the Dark Realm, then re-enter it, you'll be able to use all eight of them in conjunction to unlock the treasure chest in the first room. This chest contains the Ultimate Whip, which is, well, Jacques' ultimate weapon. This final Dark Realm trip contains some very, very tough enemy configurations, including a final room containing a Marcellus surrounded by Gilzorm, but if you actually plan on unlocking the Ultimate Whip, you can feel free to use all of the restorative items in your inventory, as that weapon makes Jacques' upcoming battle with Nobunaga extremely easy. As a note, even if you don't intend to obtain the Ultimate Weapon, you should still enter the Dark Realm and fight around until you have five purple spheres for your Onimusha mode; it'll make the fight with Nobunaga that much easier. Boss Fight--Nobunaga Nobunaga combines many of the most aggravating aspects of earlier bosses into one terrible gestalt. The first thing you'll notice is that he can dodge pretty much any attack, regardless of whether it's normal or charged; the dude's pretty agile for someone who's been dead as much as he has. He also has some pretty powerful attacks, including a couple that are unblockable. In addition, he can land critical hits, so keep your guard up. You have two basic attack plans.

Option A: If you didn't obtain the Ultimate Whip, you can still fight with the knowledge that you'll finally be able to use your restorative items without fear of needing them later; this is the final fight of the game, after all. Ako's Green Vest doesn't work on Nobunaga: it'll consistently show him at full health, so don't trust it. Instead, equip her Purple Vest and blast Nobunaga with every magical attack you can muster, using any Oni Meds you've obtained along the way. It's probably best to use these on the Enja weapon, as it doesn't penalize you for missing your target. If you completely run out of magic, and can't kill him with your Onimusha mode, you'll have to resort to normal attacks. Very few of these will actually connect with him, as Nobunaga has supernatural evasion abilities. Option B: Use the Ultimate Whip and hit the triangle button six times when Nobunaga is within range of its attack. Easiest. Fight. Ever. The Endgame

The red dots indicate Reb Orb locations; the black dot is a Red Orb guarded by a Marcellus. Save your Onimusha state for this fight, if possible After Jacques' cutscenes conclude, you'll find yourself controlling Samanosuke outside Honnoji Temple. The Dark Realm entrance is accessible, and leads to the final trip into that dimension for Samanosuke. If you wish, you can traverse through, obtain eight Red Orbs, and unlock the Bishamon Sword, Samanosuke's ultimate weapon, but unfortunately, this weapon isn't accessible during the final battle, so there isn't much point. There are a couple of Secret Meds within the Dark Realm, however, which may of help to you in the final battle. As a note, Samanosuke is about to obtain the Onimusha Sword, which he'll use during his final fight with Nobunaga. This sword obtains its power based on how far you've upgraded your normal weapons: if you've raised them all to their maximum levels, then the Onimusha Sword will be fully powered; if not, it will be less effective against Nobunaga. If you fight through the Dark Realm and obtain the Bishamon Sword, you should be able to use it to make a few more trips through the Dark Realm and obtain enough red spheres to max out all of your weapons. This is optional, but the final fight is much more difficult with an underpowered Onimusha Sword. Onimusha 3: Demon Siege Game Guide

Characters and Equipment Combat Actions Enemies Ako The Dark Realm Oni Training Walk-Through Bonuses Download the Guide Boss Fight--Nobunaga First Form Nobunaga's first form, which Jacques fought against, is no match for Samanosuke, who fights him as the Onimusha during the battle. This Onimusha state doesn't end, and Nobunaga can't hurt you, so whack away until your opponent falls. Of course, having an end boss that can't hurt you would be kind of anti-climactic, so after you kill him the first time, Nobunaga will change shape into Uber Demon Genma Boss of Doom!! Second Form

They don't come much meaner than Nobunaga Beyond the frightening visage and all that, what really makes Nobunaga a threat in the early portions of the fight is the fact that he's invulnerable. The four small pods that he summons completely protect him from attack, but that shouldn't stop you from trying. First off, though, recognize the attack patterns of the pods: they'll alternate between shooting snowballs at you (easy to dodge with lateral movement) and frickin' laser beams (very tough to dodge, especially when they all fire in unison). You'll know when the orbs are about to fire; they'll spread out from Nobunaga into a line stretching across his body. When this occurs, back away from Nobu and get ready to run side-to-side. You will take damage during this segment of the fight, so you'd better hope that you retained enough restorative items to withstand the beating; you'll need even more later on, though, so save them as a last resort. In addition to the attacks from the orbs, Nobunaga himself will slash at you with his sword when you get close to him, but you'll just have to suck it up, because attack you

must. Although you can't hurt him, his orbs can be injured by your attacks; use your triangle key in-between the orb's offensive maneuvers to jump at Nobunaga. The orbs will move to intercept your attack, so hit the triangle key once more at point blank range to hit them again; you'll notice that they release multi-colored spheres when you connect. You'll need to absorb these spheres until they fill up your Onimusha meter. This isn't a one-to-one ratio, however; you'll need around fifteen spheres to fill up all of your sphere slots. When this occurs, you'll be able to destroy the orbs with your attacks, so get cracking. Of course, one doesn't get to be the Genma King without a bit of planning for contingencies, so Nobunaga will immediately release another four orbs immediately succeeding the destruction of the first group. The same attack tactics apply; hit, absorb, hit, absorb, destroy. Again, try not to use too many restoratives. If things move too fast for you to handle, feel free to think of this as a practice run; you can always reload your game from the Protective Mirror and try again. Third Form Nobunaga doesn't change appearance after the second set of orbs get blasted, but he does whip out an entirely different set of attacks. The lightning and tornado attacks are fairly easy to dodge, but the fire attack does a good job of chasing you down. If possible, move laterally away from Nobunaga, then charge in towards him while the fire's on your tail; this will hopefully give it enough time to die out before it catches you. Hit Nobunaga with whatever attacks you can muster between his magical attacks, and he'll eventually drop his sword and start using his fists. Fourth Form In his final form, Nobunaga will attempt to pummel you with twin punches, fireball projectiles, and a charge attack. All of these attacks are incredibly deadly, but you can rest assured that this is the final part of this battle, so feel free to whip out all of those restorative items that you've been hoarding since the beginning of the game. There isn't much strategy involved here; you just have to avoid Nobunaga when he attacks, heal yourself before you die, and attempt to hit the Genma lord whenever possible. When you deal enough damage, Nobunaga will finally perish. After the final cutscene and the credits, however, another cutscene will play, revealing what could be the setup for a future installment of Onimusha, should Capcom decide to make one. PS3 launch title, anyone? Onimusha 3: Demon Siege Game Guide Characters and Equipment Combat Actions Enemies Ako The Dark Realm

Oni Training Walk-Through Bonuses Download the Guide

Bonuses
Beating Onimusha 3 opens up new mini-games, difficulty modes, character costumes, and more. This section details each of these unlockables, and how to obtain them.

Ranking
After you complete Onimusha 3 on Normal mode and watch the credits, a ranking screen will appear. Your performance will be judged in five categories. These rankings are mostly just for fun, although obtaining a perfect "S" ranking will unlock a new costume for Michelle.

Unfortunately, these scores aren't quite good enough to earn an S ranking. Too few criticals, too much time Each category can contribute as many as ten points or as few as one point to your overall grade for the game. The grades for each category are determined by adding together your performances as Samanosuke and Jacques; you don't need to worry if you felt that you were a bit "better" when you played as your favorite character. Play Time If you can complete the game in under six hours, you'll receive ten points towards your overall grade. Six points are earned for a total time between six and eight hours; every three-hour increment beyond the eighth hour will further reduce the number of points you earn, down to a minimum of one point for a play time of seventeen hours or above. Souls This tallies up the number of souls that you've collected during the game. Any total between 145,000 and 170,000 will net you six ranking points; 170,000 or more will get you the full ten points.

Defeated You'll have the opportunity to kill a whole heck of a lot of Genma during Onimusha 3, as evidenced by this category. If you manage to kill between 2,000 and 2,300 Genma, you'll earn six points; if you can clear 2,300, you'll gain ten points. You can boost your score in this category by wading through the hordes of demons in the first area of Azuchi Castle. Criticals This is one of the most difficult areas in which to increase your score, if you're not particularly adept at getting critical hits. This tallies up Criticals, Chain Criticals, and Deflect Criticals. If you have a hard time pegging Criticals, try using Ako's Orange or Black vests to boost your score. You'll need 600 or more to get a full ten points, and even reaching 500 for six points will be a chore. Dark Realm "Obtain Item" Points This category rewards you for thoroughly exploring the various Dark Realm dimensions that are scattered throughout the game. There are six Dark Realms, each of which contains a powerful item; if you obtain all six of these items, you'll receive the full ten ranking points in this category. If you miss even a single item, you'll be knocked back to six ranking points. The six items are Ako's Purple Vest, the Wind Seal, the Fire Seal, the Thunder Seal, the Ultimate Whip, and the Bishamon Sword. These last two are more important to your grade than are the other items; if you skip the final two Dark Realms at Hannoji Temple, and don't obtain either of the ultimate weapons, you'll be reduced all the way down to three ranking points in this category. It's best to get everything.

The Final Grade


Since you can obtain a maximum of ten points in each category, your maximum score is a 50. On Normal difficulty, obtaining a score of 41 to 50 will earn you a grade of "S," which unlocks Michelle's rather risqu hidden costume. (You'll have the pleasure of watching her fend off Genma dressed in nothing but a bath towel.) The easiest way to do this is to take your sweet time playing through the game; if you manage to obtain ten points in every category except for Play Time, then you'll have 40 points in the bag, meaning that you're a lock for 41 points, considering that Play Time cannot contribute less than a single point to your total. Titles In addition to your final grade, you can also obtain a few special titles on the final ranking screen. These are intended to reward you for accomplishing certain tasks within the game; obtaining all Tengu Chests will give you an "Explorer" tag, for example, while killing over 3,000 enemies will get you the "Offensive" reward. There are other titles

available, as well, for tasks such as saving only once throughout the game, killing at least 40% of the enemies you encounter with critical hits, completing the game in under five hours, and taking no more than 5,000 points of damage throughout the game. As with the rankings, these are just for fun.

Extended Ending
The game does have a rather abrupt ending, but you can unlock a longer version of the final cinematic by finding all of Ako's vests during your playthrough. The toughest one to find is the black vest, which is obtained by beating the Critical Oni Training; if you can get this one, then you should be able to find all of the rest.

Extra Costumes
There are four unlockable costumes in Onimusha 3. After you unlock one of these costumes, it'll be available to you via the Special Features screen on the main menu. Samanosuke Sam has two extra costumes. His first costume, a western cowboy outfit, becomes available after you beat the game on Normal difficulty. The second, a panda suit, requires you to complete all of the Oni Training challenges in the game, then to finish the game and beat the Oni Training mini-game that's unlocked, about which more comes later on. Jacques As Sam gets a western-style outfit, Jacques' unlockable costume is in the style of a Japanese peasant. You can unlock it by completing the game a second time, on any difficulty, while Samanosuke wears his cowboy outfit. Michelle As mentioned, Michelle's secret outfit is unlocked by getting a rank of S over the course of the game.

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