Rikimaru
A veteran ninja serving Lord Gohda and one of the two principal playable characters.
How it plays
Missions are viewed from a behind-the-character perspective. Players infiltrate guarded areas, locate targets, collect items, and reach an extraction point while managing enemy awareness and stealth attacks.
Rikimaru and Ayame can use weapons, tools, hiding spots, and environmental routes. Progression is built around clearing missions and acquiring or using equipment; the game also includes customization and touch-screen interaction alongside its story missions.
Plan your run
Study patrol routes before moving, and avoid treating every guard as a required fight. Use shadows, corners, rooftops, and high ground to break lines of sight, then attack only when an enemy is isolated.
Save consumable tools for difficult guards or objectives. If a mission allows multiple routes, check the perimeter first; a slower approach is usually safer than crossing the center of a guarded area.
Meet the cast
A veteran ninja serving Lord Gohda and one of the two principal playable characters.
A skilled kunoichi serving the House of Gohda and the second principal playable character.
The feudal lord who assigns missions to the ninja of his household.
Before you begin
Observe patrol patterns before entering an open area.
Use stealth kills and hiding places instead of prolonged combat.
Keep useful tools for objectives and heavily guarded sections.
Tenchu: Dark Secret is a stealth action-adventure game developed by Polygon Magic for Nintendo DS. It follows the ninja Rikimaru and Ayame as they undertake missions for the House of Gohda, moving through feudal Japanese environments while avoiding detection and eliminating targets. The game combines third-person-style mission play with Nintendo DS touch-screen features, equipment management, and character development. Its structure emphasizes completing objectives quietly rather than defeating every enemy in open combat. Reception was mixed: the portable format and familiar Tenchu setting were welcomed, but critics commonly found the presentation, controls, and mission design less refined than those of the console entries.
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