The mighty Tenchu Debug Mode FAQ V3.0 (2/01)
(c) by Rhett Bassett
[email protected]
Don't be a dink, ask for permission before you copy this thing off
for money. We all want our 15 minutes...
If you didn't get this FAQ off of gamefaqs.com, it's probably an illegal
copy. Use Snow V1.1 for verification.
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THIS FAQ IS FOR THE AMERICAN VERSION OF TENCHU. I HAVE NO IDEA IF IT
WILL WORK ON THE JAPANESE VERSION. (dang, I can't believe I forgot to
put that in the first version of this FAQ...)
ALSO
Praises to:
--VIDEOGAMES.COM, without whom I never would have known about the debug
mode in the first place, let alone have the time to waste on a whole FAQ
about it.
[email protected], who had me continue checking out two player mode,
even after my eyes and brain were very tired. He suggests you have the
other player use a hensin (chameleon spell) on themself, so that
everyone gets real confused about who's who... sounds good to me!
We'll make that two player Tenchu (Urban Nights edition)...
[email protected], a.k.a. Sublevel 01, who straightened me out about "the
world" and deserves some props for being succinct and (as far as I know) on
the ball.
---------------
What this FAQ covers:
I. Basics.
1. Starting up debug mode.
2. The menus.
3. Conjectures on the AI
II. A walkthrough to creating and saving your own layout.
III. Two player Tenchu (Official Golden Monkey tournament edition!)
IV. Exhaustive lists.
1. Items
2. Music tracks
3. Characters
V. Who to write to / What to say.
-------------------------
***SECTION I: Basics.
**1. To activate debug mode: Pause the game and hold down L1 and R2
while typing (typing?) Up, Triangle, Down, X, Left, Square, Right,
Circle. Release R2 then L1, then type L1, R1, L2, R2. The screen
SHOULD go >kink< and make a little noise. If not, try again. When you
finally get the code to take, unpause. From now on (until you load a
new stage or otherwise reset) to bring up the debugging menu, press L2
and R2 at the same time. The *Select Option* menu will display.
**2. The menus: I was going to include every last menu, but then where
would the sense of adventure be? and come on, we all know what "cancel"
means... a list of the more vital and/or complex menus.
*Enemy Layout Option*
Add -- Adds a guard to a position (see below, "on the AI")
Remove -- Takes a guard from his set position
Reset -- Puts guards where they’ve been set, but doesn’t start them
looking for you
Go -- Puts guards where they’ve been set, starts them on their patrols
Clear All Enemies -- Clears whole stage
Report -- Number of enemies, including oneself, I assume
Select Camera Owner -- Does what it says, zero being you, and the rest
of the numbers being the guards and whatnot, in the order you placed
them
Path Setting -- Path Layout Menu
*File Option*
Save -- Allows you to save current guard layout on your memory card
Load -- Loads presaved guard layout from memory card
Reload Stock Images -- ??
Load Stock Layout -- Loads the guard layout for the level
Toggle Debug Print -- Allows you to call up a whole lot of confusing
info instead of the map, see below.
Play Stage Music -- Plays current stage’s music
Test Music -- Gives Select music menu
Stop Music -- Makes the music over
Event Update -- ??
Animation Update -- ??
Animation Test -- ??
Easy Game -- Difficulty level, have heard it means hit points and ease
of combo activation.
Hard Game -- see above
*Player Option*
Reset Position -- ??
Jump Position -- Gives you X,Y,Z Coordinates to play with. up/down,
left/right, L1/L2 modify; start restarts you, other than that, I have no
idea what it does. My theory is that it’s the coordinate of the space
you need to go to for the stage to end.
Restart Event -- ??
Raise Dead -- That is, oneself
*Debug Print*
Now I don’t know what this does, exactly. You select "toggle debug
print" from the file option menu, and when you hold down select during a
game, instead of a map, you get a whole lot of numbers superimposed on
the view. I am assuming they have something to do with the camera, but
leave the finer points of understanding to you, faithful reader.
How to modify the values:
Hold down select with the "toggle debug print" option on. Square and
Circle modify the 1st value, Triangle and X the 2nd, up and down the
3rd. L1 moves the asterisk down the list to select new values to fiddle
with, while L2 resets them to the values you had when you first pushed
select. Left and right appear to modify zoom.
**3. Conjectures on the AI: When placing an enemy, you are given a
series of menus to select what they will do under certain circumstances.
I have tried to understand what each selection changes, but I’m sure I
haven’t figured this area out completely. What follows is my theory.
*1* this first menu controls what the enemy is doing when you first
encounter them. think of it as the state the enemy will be in when your
ki meter shows a question mark (oblivious to you).
1 -Pad 1 -- Controller 1 Controls enemy
1 -Pad 2 -- Controller 2 Controls enemy (See SECTION IV)
1A Trace -- Enemy follows a path(see the walkthrough for how to set a
path)
1B Watch -- Enemy stands at point and rotates
1C Random -- Random walk
1D Ninja -- Same as random plus jumps around and climbs stuff - i think
only ninjas can jump
1E Sleep -- Sleeps, and dreams of you
1F Chase -- ??
*2* the second menu tells the enemy what to do when the ki meter reads a
single exclamation point (seen but not identified).
2A Confirm -- Guard stays put and stares at you like a zombie
2B Contact -- Guard comes to you, seeking answers
*3* the third menu tells the enemy what to do when ki meter reads double
exclamation point (well and truly seen).
3A Callaid -- if the enemy can get out of your sight, they’ll turn into
angry guard! (this took FOREVER to figure out)
3B Atk-chase -- basic attack, follows you and strikes till dead, good
for swordsmen
3C Atk-point -- 2nd string attack, keeps back and stabs at you when you
get close, good for pikemen
3D Escape -- strikes once, runs away, will attack if cornered, won’t
climb
3E Atk-area -- protects area
3F Atk-hitaway -- good for archers, makes them sit put and shoot at you
*4* the fourth menu, if you can guess where we’re going with the pattern
here, is what happens on exclamation point/question mark (funny, I was
just fighting a ninja...).
4A Abandon -- stands still, thinking on it
4B Contact -- goes to last place they saw you, then waits around
4C Chase -- goes to last place they saw you, then runs around agitated,
trying to understand
--------------------------
***SECTION II: Walkthrough of creating your own layout.
This section is all about creating a layout for the training level, and
then saving it so that it can be loaded at a later date. We’ll go to
the training level and put an enemy in the big room at the end, then
save the layout for all the world. Joy!
First off, load up the training level and turn on debug mode. Now,
CLEAR out all the enemies by going to "layout enemy" and then "clear all
enemies". Now hoof your sweet ninja butt over to the big room right at
the end of the level (the one that would normally contain two guards,
but is now eerily quiet).
Now we’ll PLACE AN ENEMY: Move to a corner and select "layout enemy">
>"add"> >"kerai yari"> >"trace"> >"confirm"> >"atk-chase"> >"abandon".
A guard should appear, this one with a big pointy stick. We’re going to
make him patrol an area. Ready?
TO SET THE PATH HE’LL WALK: Stand close to the guard with the pike, and
select "layout enemy"> >"path setting"> >"select", the guy should make a
fiery blast (although don’t worry if you don’t see it - it goes by
fast). Now go to the first place you’d like this guard to walk and
select "layout enemy"> >"path setting"> >"add" there will be more fire.
Add as many spots that you want him to walk to in here. I’m not sure
what the limit is, but to be safe keep it under ten for now, ok buster?
TO GET THE GUARDS TO START REACTING, you’ll have to be out of detection
range of anyone you put down before they’ll work. Don’t ask me why.
Zip-line yourself away from this guy (the room with the water in it
should be far enough), then select "layout enemy"> >"go". Now you can
see what you hath wrought. He’ll start walking around, waiting to get
his icy blade into you.
Now TO SAVE this so that you can load it whenever you feel the urge to
watch one guy with a pike do as you please. Do thusly: "file">
>"save"> >"card" and then select a save number. After a slight pause,
the save is complete. Do I have to tell you "don’t remove your memory
card while loading or saving"? I know you’ve heard it. It would
probably be a good idea here, too.
TO LOAD your layouts requires only one more step than saving. Go to
"file"> >"load"> >"card" and then pick the number of the save you wish
to load. Remember to be out of detection range of the guards, then set
them going with "layout enemy"> >"go".
Now you’ve got all the skills (at least I hope I didn’t leave anything
out...but I'm sure I'll get tons of letters from the confused and angry)
to make your own layouts. Share and enjoy.
---------------------------
***SECTION III: Two player Tenchu.
1. Two player Tenchu (OFFICIAL Golden Monkey tournament edition): The
insane two player battle that they tried to cover up!
NOTE: This section assumes you’ve read the walkthrough (Section II) and are
somewhat
familiar with making your own layouts, so don’t panic if it seems vague.
Go up there are read a bit first.
Okay, well - choose a stage. Got me so far? Get yourself into debug mode
and I'll meet you in the next paragraph.
Plunk down 5 to 8 guys (try adding a few Ayame Kodati / Rikimaru Ninja) and
when
selecting their AI, put "pad 2". Now hand that number 2 controller to
your number 2 man or woman, run your ninja out of detection range, and
select "layout enemy"> >"go". When you approach, you’ll notice that
player 2 controls the whole crowd. Fight on.
Player two controls: X to jump (only ninjas and rikimaru/ayame get to jump
though...how
cheap), square to pull your weapon out and use it, triangle will throw
whatever item player one has selected. That is, if player one has shuriken
selected, player two will have an infinite amount to throw. Nice trade.
Don’t forget you can guard by pulling back (dogs look especially silly
doing this).
Player one (the guns) has the advantage of camera control, jumps, items,
rolls, etc... While Player two (the numbers) has someone covering his
back, though that often turns into chaos when everyone starts cutting
the air at once. It may take all week and it / may take longer.
--------------------------
***SECTION IV: Exhaustive lists! Joy!
**1. The Items
Shuriken -- Throwing stars, if you want to call them that
Smoke -- Smoke bombs
Makabisi -- Caltrops
Fire -- Grenade
Jirai -- Mine
Kusuri -- Health
Kaginawa -- Grappling hook
Gun -- Courtesy of merchant
Yumi -- Arrow
Kaen -- Catches you on fire! Hee! Same deal as walking on lava.
Dokudango -- Poison rice
Rikimarukochan -- Shadow Decoy
Gosikimai -- Colored Rice
Happou -- Super Shuriken
Ninken -- Dog Bone
Nemurigusuri -- Sleeping Powder
Kaengeki -- Fire Scroll
Kawarimi -- Leaf
Goshinfuda -- Protection Amulet
Manebue -- Ocarina
Hensin -- Chameleon
Shinsoku -- Lightfoot scroll
Lightning bolt -- Courtesy of final boss
The world -- I turn the explanation over to Sublevel 01, who knows more than
I do (doesn't everyone?):
The name "The World" comes from JoJo's Bizarre Adventure. It's a comic
series in Japan that was widely popular and has since been made into an
animated series (6 episodes) and now a video game. In the series, these men
set out to kill the villan, whose ability is unknown. When they first
encounter him, they get their ***** whooped. they can't even touch him. he
appears to effortlessly kill without moving. As they are being killed one
by one, they find out he has the ability to stop time for a few seconds and
move about freely. To them, it appears to be teleportation over a short
distance. His ability is called "The World". So there you have it.
**2. The Music
0 -- nothing
1 -- Training Level intro
2 -- gohda: excellent
3 -- kiku: pleased
4 -- gohda: well done
5 -- kiku: satisfied
6 -- gohda: do better
7 -- kiku: do better
8 -- gohda: try harder
9 -- kiku: unhappy
10 -- gohda: shamed
11 -- kiku: can’t stand you
12 -- Level 1, echigoya talks w/rikimaru
13 -- echigoya talks w/ayame
14 -- laughing echigoya
15 -- dying echigoya w/rikimaru
16 -- dying echigoya w/ayame
17 -- Level 2, rikimaru: best hurry
18 -- ayame: best hurry
19 -- rikimaru finish level 2
20 -- ayame finish level 2
21 -- Level 3, goo taunts your size
22 -- Japanese (or possibly backwards...) goo taunts you
23 -- rikimaru kills goo
24 -- ayame kills goo
25 -- Level 6, rikimaru talks w/ scary boss
26 -- ayame w/ scary boss (in silly MGS fashion..."he’s using stealth."
"stealth?" "stealth." "stealth you say?" "I daresay stealth." "I will be
durned." "yep.")
27 -- you die at hands of scary fat chick
28 -- scary fat chick dies, w/rikimaru
29 -- scary fat chick bites it, w/ayame
30 -- onikage escapes in flippity way
31 -- onikage kills you
32 -- Level 7 pirate intro, w/rikimaru
33 -- pirate intro, ayame
34 -- rikimaru kills pirate
35 -- ayame kills pirate (and uses the same damn taunt as #16)
36 -- pirate taunts your death
37 -- Level 8 rikimaru finds herb
38 -- ayame finds herb
39 -- Level 9 onikage w/rikimaru (MGS moment...)
40 -- onikage w/ayame (MGS moment...)
41 -- onikage escapes rikimaru
42 -- onikage escapes ayame
43 -- onikage kills you, and mocks you well, though his laugh is hollow
44 -- Level 10 onikage intro w/rikimaru
45 -- onikage w/ayame
46 -- onikage gets dead at hand of rikimaru
47 -- onikage gets dead by ayame (teatime in airs...)
48 -- onikage whaps you dead
49 -- kiku calls for rikimaru
50 -- kiku calls for ayame
51 -- meoh intro w/rikimaru
52 -- meoh intro w/ayame
53 -- none
54 -- meoh whaps you daid (and calls you "pathet---ikk!", You gonna
stand for that?)
55 -- same as 54
56 -- none
57 -- none
58 -- Level 4 first boss (sister) intro w/rikimaru
59 -- Level 4 first boss intro w/ayame
60 -- rikimaru whups level 4 first boss
61 -- ayame whups level 4 first boss
62 -- Level 4 first boss mocks your inability to put her down
63 -- same as 62
64 -- Level 4 second boss (brother) intro w/ayame
65 -- Level 4 second boss killed by rikimaru
66 -- second boss killed by ayame (ooh, ouch! gets familial)
67 -- second boss gets rikimaru dead
68 -- second boss gets ayame dead
69 -- Level 5 bodyguard intro, opening cutscene
70 -- the incredibly long dialogue between kataoaka and bizenya
71 -- intro to the bodyguard killin sequence w/rikimaru
72 -- bodyguard intro w/ayame
73 -- bodyguard begs for life f/rikimaru
74 -- bodyguard begs for life f/ayame
75 -- bodyguard gets you (you clumsy sap)
76 -- rikimaru confronts kataoka (including the gut-slicin groan! great
sample. would you spell it "slissh" or "slussh" or "sluss" or what?)
77 -- ayame confronts kataoka (ooh, the sarcasm...)
78 -- kataoka at pointy end of ayame’s swords
79 -- ayame at pointy end of kataoka’s arrows
80 -- Level 1 bodyguard killed by rikimaru
81 -- bodyguard killed by ayame
82 -- bodyguard kills whoever’s there (hogs the mike)
83 -- ditto 82
84 -- ichigoya shreiks, and ayame is there
85-99 -- none
100 -- level 1 and level 5 background music
101 -- level 2 background music
102 -- level 3 background music
103 -- level 6 background music
104 -- level 7 background music
105 -- level 8 background music
106 -- level 9 background music
107 -- level 10 background music
108 -- training music
109 -- you die music
110 -- menu music (w/sitar?!) options screen
111 -- boss music
112 -- first menu music
113 -- select character music
114 -- level ? background music
115 -- fighting meoh music?
116 -- level 1 intro
117 -- level 2 intro
118 -- level 3 intro
119 -- level 6 intro
120 -- level 7 intro
121 -- level 8 intro
122 -- level 9 intro
123 -- level 10 intro
124 -- level 5 intro
125 -- blank?
126 -- level 4 background music
127 -- level 5 background music
128 -- level 4 intro
129 -- level 5 intro
130 -- boss music
**3. The Characters
Ani Katana -- Level 4 Boss (Brother)
Arrow -- Level 5 Kataoka's Arrow
Asigaru Katana -- Level 4 (Hatted) Swordsman
Asigaru Yari -- Level 4 (Hatted) Pikeman
Asigaru Yumi -- Level 4 (Hatted) Pikeman
Ayame Kodati -- Flower Girl
Balma Sabre -- Level 7 (Pirate) Boss
Bizenya -- Level 5 Grovelling Guy
Cat
Chonin -- Level 2 (Blue) Innocent
Dog
Echigoya Gun -- Echigoya
Firedog -- Level 10 (Hell) Dog
Goo Bou -- Level 3 Boss (Goo)
Hanbe Katanal -- Echigoya’s bodyguard
Hikone Katana -- Level 5 Bodyguard
Hime -- Princess Kiku
Jochu -- Level 1 (Blue) Geisha
Kabane Houtou -- Level 10 (Hell) Swordsman
Kabane Kabututi -- Level 10 (Hell) Pikeman
Kabane Yumi -- Level 10 (Hell) Archer
Kataoka Katayumi -- Level 5 Boss (w/ bow)
Kataoka Kozuka -- Level 5 Boss (w/o bow)
Kerai Katana -- Training Level Swordsman
Kerai Yari -- Training Level Pikeman
Kerai Yumi -- Training Level Archer
Kimen13 Katana -- Level 9 (Monster) Swordsman
Kuma -- Bear (Level 3 Co-Boss)
Kunoiti Jyute -- Level 2 (Blue) Female Jyute (it’s a tuning fork
thingy..."extremely good at destroying weapons" --[Soul Brade ref.])
Manji -- Corpsey
Manji5 Engetu -- Level 6 (Cultist Halbard) Swordsman
Manji5 Keitou -- Level 6 (Cultist Scimitar) Swordsman
Manji5 Yumi -- Level 6 (Cultist) Archer
Meiou Seven -- Level 10 (Meiou) Boss (w/ a 7 branch blade, BTW --[Another
Soul Brade ref.])
Mekake -- Level 1 (Red) Geisha
Mouryo -- Level 10 (Hell) Corpsey
Musume -- Level 2 (Red) Geisha
Nakai -- Level 5 (Green) Geisha
Ninja -- Onikage
Ninjaa Jyurur -- Level 2 (Yellow) ClawNinja
Ninjab Katana -- Level 2 (Red) SwordNinja
Ninken -- Your Dog/Wolf
On andon -- Level 6 Fat Boss
Onikerai Nagi -- Level 9 (Monster) Pikeman
Onikuno Crowr -- Level 9 (Monster) Claws
Onikuno En -- Level 9 (Monster) Spikey Knuckles!
Piratea Halbert -- Level 7 (Pirate) Pikeman
Piratea Ikari -- Level 7 (Pirate) Anchorman
Piratea Teppo -- Level 7 (Pirate) Gunman
Rat
Rikimaru Ninja -- Wheel of Strength
Rouban Katana -- Level 1 (Red) Swordsman
Rouban Sasumata -- Level 1 (Red) Pikeman (oxbow pike)
Rouban Yumi -- Level 1 (Red) Archer
Roujyu Katana --Level 2 (Blue) Swordsman
Rounin Katana -- Level 1 (Blue) Swordsman
Rounin Yari -- Level 1 (Blue) Pikeman
Rounin Yumi -- Level 1 (Blue) Archer
S1 -- Sliding Block 1 (Trident)
S2 -- Block 2 (Clover)
Sisi Katana -- Level 5 (White) Swordsman
Sisi Yari -- Level 5 (White) Pikeman
Sisi Yumi -- Level 5 (White) Archer
Taz Nagi -- Level 4 Boss (Sister)
Tengu Jyute -- Level 8 (Demon) Jyuteman
Tengu Kon -- Level 8 (Demon) Pikeman
Tengu Yumi -- Level 8 (Demon) Archer
Tono Katana -- Lord Ghoda
Tuzi Katanal -- Creepy Phantom Swordsman (Level 2)
Wolf
Zainin -- Barred-in Innocent (Level 3)
---------------
Feel free to comment on this FAQ, but FYI- I don't respond to a few
different types of emails:
1. Any email that asks me to write a tailor-made FAQ for you on how to do
something. I don't have THAT much free time. Please, if you're going to
write one of these, read the FAQ three more times. Appreciate the subtle
humor and good times and love that went into it. Then smile, and think
about your own life, and how lucky you are to be on this earth and alive.
Wasn't that nice? Repeat until the urge to write me passes.
2. Any email that tells me I suck, or that I missed something. Duh. I
KNOW. I wrote this the best I could to provide a particular insight into
one little mode in one little game. This ain't the OED, kids.
3. Stupid email. FAQ writers, you know the type. The guy that sounds like
he breathes through his mouth. Don't be that guy. I'll snicker behind your
back.
Other than that, email goes at:
[email protected]
Zam!
Again, if you haven't gotten this from Gamefaqs, it's probably from some
mouthbreather preteen operated site. Use Snow version 1.1 to find out.