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*                 Way of the Samurai FAQ                      *
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This FAQ can serve as guidance, in order to get money fast or open up things
quickly.  However, it can also be used as a full walkthrough, so make what you
will of it; the table of contents can quickly throw you in whichever direction
you wish to go.  Enjoy!
 -  Chris


Table of Contents
i.  Revision History
I.  Path Walkthroughs
   A.  Start from the Beginning (The First Day, Morning)
   B.  The First Day, Evening
   C.  The First Day, Night
   D.  Akadama Path
   E.  Station Path
   F.  Kurou Path
   G.  Combo Scenario
   H.  The Ultimate Path
   I.  The Worst Path
II. Swords
   A.  Sword Advice
       1.  Choosing a Good Sword
       2.  When to Discard a Sword
   B.  The Six Types of Swords
       1.  Up-Stance Swords
       2.  Middle-Stance Swords
       3.  Down-Stance Swords
       4.  Side-Stance Swords
       5.  One-handed Swords
       6.  Ninja Swords
       7.  Special Weapons
   C.  Sword Stats
       1.  Life
       2.  Attack
       3.  Defense
       4.  Durability
   D.  Dojima the Sword Smith
       1.  Life Upgrades
       2.  Attack Upgrades
       3.  Defense Upgrades
       4.  Durability Upgrades
III.Bugs and Cheats


i.  Revision History
Version 1.0 - Created the Walkthroughs section.

Version 2.0 - Added the Swords section.
           - Added the Bugs and Cheats section.
           - Fixed minor typos and grammar from the Walkthroughs section.


The game takes place over two days in Rokkotsu Pass, and time moves forward
when you advance the storyline in one way or another.  There are several
decisions you can make to change your outcome.  You don't necessarily have to
choose a response to a situation all the time; you can simply choose not to
talk, but remember, "if you choose not to decide, you still have made a choice"
(Rush, Free Will).  After all, choices are the basis of this game!  This FAQ
assumes that you don't kill the main characters, so when I mention that a
certain character appears on the Bridge, he won't be there if you kill him
<lol>  Come on guys, use your brains!

I.  PATH WALKTHROUGHS
Sections A through C are free-range, meaning that you probably won't be
encountering these places in order.  If the same place is mentioned twice, you
won't see the "Standard" scenarios until you've gone through the first scenes.
Keep in mind that you can generally leave an area and come right back to avoid
confrontation, but the day will not progress if you don't move the story along.

A.  START FROM THE BEGINNING (The First Day, Morning)

Hmm... that sounds like a good place to start.

The Bridge
You appear in the bridge area (Remember to check your map with Triangle to stay
oriented) and are free to move pretty much anywhere you choose. Advance
slightly and you will notice a girl being confronted on the bridge.  You can
avoid her entirely by advancing toward the shrine, in which case you should
skip the rest of this paragraph.  Otherwise, Move toward the bridge and see
what's up.
Say hello to Tsubohachi, who is carrying the little girl with him.  He would
look a little more threatening if he put on some clothes, but at the moment, he
looks like a cross-dressing thug.
Decision 1:  "She doesn't seem to like you."  Tsubohachi responds, "Fight us
and you will surely die."  If you apologize, he doesn't seem to take it very
well, and ditches the girl to go after you.  Go to "The Railroad".
Decision 2:  "Stop it right now."  You'll have to fight him, but you can't kill
him this early in the game.  Suzu will thank you and invite you to her place at
the Station.
Decision 3:  "Let me join you!"  He'll toss you on the railroad tracks with
this one as well.
Decision 4:  Say Nothing.  You can watch him go down under the bridge and
engage Dona.  Feel free to watch the fun or join in at this point.

The Shrine
A government official is standing at the top of the stairs.  Depending on your
choices earlier, he may or may not be talking with someone else.  A cat meows
and alerts him of your presence, then he decides to leave.  Fight him or not,
it doesn't make any difference.  As you descend the stairs, you'll come across
two people talking about the valley being handed over to the government.

The Railroad
Now look what you've gotten yourself into!  Tsubohachi takes all your money and
leaves you tied to the railroad tracks.  This doesn't look too promising, but
not to worry.  A young man and his cute English ally come to your rescue.  This
guy doesn't seem to catch the hint, and asks you what you're doing.  "What do
you think I'm doing?!"  Yeah, my thoughts exactly.  Join him so he'll untie you
from the tracks, because if you don't -- well, the train's not too far away.
You soon discover that the man who saved you is Kitcho, the leader of the
Akadama Clan, and his friend is Chelsea.  If you wish to hear him, he'll tell
you about the situation here at Rokkotsu pass.  If you have read the back of
the game box, you'll remember that the samurai are falling out of favor in the
world.  This guy wants to bring them back into the spotlight, and that's where
you come in.  Since you're on his side now, you're going to help him fight the
government; woohoo!  And it looks like the Kurou family is interfering with his
clan as well, so you're in a one-on-two match.  He then invites you back to his
mansion for a meeting later.  Don't forget to ask him for some money; he'll
give you 10 yen to get you started.  Then he takes off and leaves you free to
move around.  Come here in the evening to get your mission.

Akadama Mansion
Walk to the front and the guards will tell you that you can't come in.  If you
mention Kitcho, they will tell you that he isn't in yet, and to come back
later.  When you leave, you'll hear a big speech about going after the Kurou
family and the government, then you can move around again.

The Railroad (Standard)
If you take the path that the map doesn't finish, you'll see the talk icon, and
you'll be able to leave the pass.  This ends your game, but allows you to put
all three of your swords in your starting collection to use at the start of
your next game.  This doesn't make a lot of sense at first, but as soon as you
start upgrading your swords, it will come in handy.  Otherwise, feel free to
snoop around and eat the shrooms, but be aware: they're not all good.

The Foundry (Standard)
Look for Endo in the center and he'll give you some history on the foundry.
For putting up with his story, you'll get 3 yen.  More upgrading, yaay!  But
there are greater spoils to be had, as you will see.  Want some practice?  Draw
your sword and his buddies will come running in from every direction to join in
the fight.  They seem to be fascinated that you're killing them, and make
little exclamations every once in a while about how many of them you've taken
down.  3, 7, 10, 20, 30, 40, 50... after this point, someone will make a remark
about being "halfway there now"... "60, oh, he's tough" ...  "70?!?
Incredible!" ...  "80.  The climax is yet to come" ...  "90, keep going!" ...
And after 100 kills, you get -- 10 yen.  Fun stuff!  Remember that you can kick
up food that they drop by pressing R1+Square; this way, you won't have to
sheathe your sword to eat, and that's important when you're trying to keep from
getting killed.  If you want a quick shortcut to the bridge from here, take the
river instead of the road.  This will bypass the Railroad and Station, helping
to avoid confrontation.

The Bridge (Second time you come here)
Inokashira, a government official, is standing guard at the end of the bridge
near where the game started.  He threatens you with fines, but no matter, he's
a was.  Keep an eye out for him later though, because you won't find his allies
to be such pushovers.

Ipponmatsu (Standard)
You'll encounter several insignificant people in this area at different times.
Direct your attention to a shack near path that leads to the station.  If you
step inside, you'll meet Dojima, the buff but kind blacksmith who can upgrade
your weapons.  Tell him that you would like to make your sword tougher, and for
18 yen, he will increase the durability, which extends your weapon's gray bar
at the bottom of the screen.  This stat cannot go over five, and if it reaches
zero, your weapon breaks and cannot be repaired.  If you pay him 6 yen, he can
improve your sword's sharpness (attack percentage) or flexibility (defense
percentage).  If you tell him "nothing in particular", he will increase the
life or your weapon for 2 yen.  Remember though, that every improvement seems
to decrease other stats.  Another interesting thing you can do to him is refuse
to pay him, and he will fight you.  Kill him to obtain the Takefuji, the only
hammer in the game.  It is considered an up-stance weapon, and it makes a metal
sound when you "unsheathe" it, but it still looks cool to have in your
inventory.  Keep in mind that if you kill him now, you won't have him for the
later missions, should you choose to take the side of the Station.

The Station
Come into the restaurant, and you'll be introduced to Dona Dona, the
fro-packing samurai warrior who guards Suzu, the little girl.  After a little
talking, someone will barge in and start tearing things up.  You find out that
the intruder is Soichiro Shiretoko of the Kurou family, who apparently wants
the place vacated, but Dona doesn't like the sound of that.
Decision 1:  Draw your sword and fight
    Win against Shiretoko and he'll ask you to join the Kurou family.  If you
accept, you'll lose favor with Dona and Suzu, but you'll get into the Kurou
family instantly.  If you refuse, you will gain the respect of Dona, which can
come in handy later.
Decision 2:  Let him mess up the place
    This way, you won't have to choose any sides.  Suzu will tell you that the
restaurant is not open, and you can head out after that.


B.  THE FIRST DAY, EVENING

At some point, the game will give you the option to save or continue.  This
will alert you that time has passed in the game.  When you return to the game,
it will be evening.

The Bridge
You will find Dona on the Bridge trying to write a Haiku, but failing.  If
you're friends with him, you can offer to help him out; otherwise, he tells you
to get the heck out.

The Station
You'll come across a member of the Akadama Clan bullying an old man.  If you
confront him, he'll think you're from the Kurou family, and he'll run away.  At
about this point, Inokashira confronts you; he's a bit ticked off that you're
still carrying your sword.  Show him 10 yen and he will leave you alone;  Show
him your finger, and he will sentence you to death.  Even with his gun, he
isn't much of a threat, but Jose is!  This hulk of a fighter can grind you down
pretty badly, so go after Inokashira and take him out.  He'll run off and take
Jose with him.  If, however, you have decent fighting skill, and you can win
against Jose, you will get Jurokumon, Jose's giant club.  The game considers it
a down-stance weapon, but, like the Takefuji, it's fun to hang onto.  Walk to
Suzu's restaurant and go in where the old guy normally stands; the item waiting
for you there will fully restore your hit points.  Talk to the old guy and head
on out of there.

Railroad
Akadama cronies will be fighting robbers left and right out here.  If you keep
your eyes open, you'll meet a man who asks you for 5 yen in exchange for the
secret to making you stronger.  This guy has a few bits of basic advice that
you can essentially find in the tutorials.

C.  THE FIRST DAY, NIGHT

The Foundry
Go to the center of the Foundry area and you will witness two people discussing
the future of the foundry workers after the Kurou family sells it to the
government.  Then you get an interesting tidbit: they're going to kick out the
people from the station so they can live there!  This gets interesting...
after their conversation, they go back to guard duty.  At this point, you can
kill them both, but no more guards will appear.  If you're low on hitpoints,
step into the small building across from the towers and grab the two turnips
here, then move toward the exit, but go to the building slightly down the path
instead to get two more turnips for a giant health boost.  There's nothing more
to see here, so head out.

The Railroad
Shiretoko has defeated Kitcho's forces, as some messengers from the Akadama
clan report to you as they are running away.  Chelsea will ask you to help her
attack the Kurou residence.  If you choose to go with her, you'll run into
Tsubohachi, who thinks you two are having a fling and tries to take you down,
but nothing bad's going to happen to the world's greatest samurai, nooooo!  If
you turn her down, you'll see a cut-scene of her being attacked; sometimes you
just can't win, you know?  You can talk a lot during this fight, allowing you
gain and lose Chelsea's help at times.  Dispatch the scantily clad warrior (I'm
referring to the guy) or his cronies and he'll retreat to inform the Kurou guys
that you're coming.  Chelsea tells you to retreat.

THE SECOND DAY

Because you lose more of your general freedom from this point on, and because
it would be incredibly confusing to describe all the double-crosses you can
pull (believe me, there are tons), this portion of the FAQ will serve as a
walkthrough, depending on which group of people you wish to side with.

D.  Akadama
This ending requires that you side with the Akadama, obviously.  Special combo
endings will come later.

*************************Akadama Path (Ending 5)*************************

The Station
Someone wants a bunch of money.  "Money, Money, Money," he says, and wants some
of yours.  Silence is golden in this situation, as he will not attack you if
you keep your mouth shut.  But isn't it more fun to kill some people?  Attack
him, and the warriors running by will join in for a fabulous Royal Rumble.
Finish them off and be on your way.

The Railroad
Some warriors will run by and inform you that Kitcho has ordered an attack on
the foundry.  Head back to the Akadama Mansion to get some more details.

Akadama Mansion
Walk past the sparring guards and speak to Kitcho, who is happy to see you.
Agree to tag along with him, and you'll appear at the shrine.

The Shrine
"Shall we raise some hell since now that we're here?"  Darn straight!  At the
top of the Shrine, a buddy of Kitcho's, Hyuga, is talking with a government
official and all the while, he's talking down Kitcho like he's some little pawn
in a big plot.  Naturally, Kitcho gasps and alerts the guy that he's being
spied on, and then we have our little outdoor confrontation.  It's a good thing
he has you for help, because Hyuga's working for the government, and he has
some cronies of his own.  Be careful when you're fighting around the walls of
the building, because if you lunge too hard, you'll go through the walls and
appear inside.  Gotta love crappy collision detection!  Kitcho decides to
settle the matter with the Kurou by himself, and sends you off to inform his
clan that we need to kill the government first.  Sheesh, you're starting to
gather quite the murder backlog; shouldn't you be getting paid for this?  If
you want an even more diverse weapon collection, grab a ninja sword while
you're here; there are few places where you can get your hands on one of these.
Get back to where you once belonged, or something like that.

The Bridge
Evening has arrived, and no one seems to be here.  Hop off the bridge and take
the river to the foundry.

The Foundry
Remember the kitty from the shrine?  Somehow, this cat has made its way over to
the foundry, and if you climb the ladder to the middle area, you can have some
fun hacking at it, but if you ask me, kicking is much more enjoyable.  Get on
outta here, and move over to the railroad.

The Railroad
You may have run into Toyoko before.  He shows up here sometimes wanting to
know if you would like some information.  He's full of advice, and one thing he
says is quite true: "It is wise to fight near sources of food."  It's always
better to have something to recharge you than to attempt escape, which is often
futile.  After you soak up his advice, kill him to obtain the kachouhugetsu, a
fancy side-stance weapon (these are rather rare).  What a way to repay such a
nice guy!  Make a point not to fight on the train tracks, or to at least stay
near a ladder.  Head-on collisions with a train never helped anybody.  Near the
ladder from the train tracks, you'll find a healing shroom to patch up your
damage.  Snatch that and move on; it's getting late.

Akadama Mansion
Move toward the entrance to the mansion to see a cut-scene of Kitcho trying to
persuade Tesshin to help him take down the government.  Tesshin was convinced,
but too late; he gets shot down by a government guy... how ironic.
FIGHT SCENE!!!!  This should be a lot of fun, so keep on your guard, and make
sure you equip your better sword.  The day is dwindling down, and you wouldn't
want to die here.  If you're lucky, one of the government soldiers will drop a
sword enhancement ...thing, for lack of a better word.  These can come in
handy, especially when your best sword gets it.  You'll notice that Chelsea is
on your side, and if you tell her that you can't go on, she'll toss you some
food to restore your health.  Handy things, these allies.  Eventually, she'll
tell you to go on without her.  If you stick with her, you'll lose some allies
up ahead; your ending is not affected by your decision here, so leave her
behind and move on.

The Railroad
You'll come across Karibe, who helps you out in this area.  Kill some more
cronies and he'll give you the option to move ahead.  Take him up on the offer,
and you'll advance.

The Station
You run into Kitcho, who fills you in on the battle.  This time, you have more
than one ally helping you out, so get in there and lay the smack down!  Another
fun item you may receive will create any move you haven't already learned for
your sword.  Good stuff indeed.  After some of this carnage, you'll see a
cut-scene and advance to the bridge.

The Bridge
Forget about the soldiers here and run to the end of the bridge (you can run
with your sword out by holding R2).  Time to take out the commander!  Tamagawa
is a no-nonsense man, so he starts by cutting down Chelsea, which doesn't
smooth over well with Kitcho.  "He is evil."  He sure is!  Watch out for the
cannoneers; you can either take them out so they won't interfere, or go
straight after the commander and get it over with.  Whenever you decide to take
on the commander, draw him to the field at the end of the bridge and use moves
like the fujinkyaku (R1+Triangle) to kick up the turnips in mid-battle.  You
should have plenty of food here to sustain you.  Defeat the commander to see
ending number 5.

*************************End Akadama Path*************************

E.  Station
Beginning from this walkthrough, there will be detailed instructions on how to
go straight to the ending.  If you wish to move around freely the first day,
then choose a path, like the Akadama walkthrough was written, you can join this
walkthrough at the "SECOND DAY" section instead.

*************************Station Path (Ending 3)*************************

The Bridge
Begin by moving to the bridge and telling Tsubohachi "Stop it right now".  He
will threaten you; select "Prove it!" to engage the fight.  When he weakens,
tell him to "get out" and he'll run off.  Now approach the girl.  Ask her if
she's okay, and she'll talk about Amaguri, her restaurant at the station.
Accept her lunch offer, then move across the bridge.

The Station
Turn right into the Amaguri to meet Suzu, the girl from before, and her
fro-bearing friend, Dona.  Accept her lunch offer again.  Her guardian will
call her, and she will go off into another room.  Tell the other samurai that
the food is good to hear an introduction.  Tell him that his decision is
commendable, and that you follow the code of the samurai.  Let him know that
you feel the same way.  Shiretoko and his cronies will come barging in, acting
all tough.  Tell him to leave, then fight off him and his cronies.  He will
give you the offer to join him.  Ask him who they are, then remain silent.  He
will decide that you won't answer him, then he'll leave.  Ask Suzu who the
family is, then agree to help them.

EVENING APPROACHES
The Bridge
Go ask Dona what he's doing, then finish his haiku with "a never-ending love".
He'll say his piece, then leave.  Follow him to the station.

The Station
Suzu's guardian is being bullied in the street, so tell the guy to leave.
He'll think that you're from the Kurou family and he'll run.  Inokashira will
approach you and ask who you are.  Paraphrase his question, then give him the
finger.  He'll sentence you to death, then start fighting.  Hit him a few
times, then he'll dispatch Jose to lay the smack down.  Ignore Jose and keep
going after Inokashira until he takes off.  Head toward the bridge to see a
cut-scene.

The Bridge
Turn around and go straight back!

The Station
Suzu wants your help.  Tell her the you'll go save Dona, then head toward
Ipponmatsu.

Kurou Residence
You'll wind up here automatically.  If you took your own way around earlier,
you may have run into Toyoko, who allows you to use the shortcut by following
the right wall.  Since we didn't do that this time, you'll have to take the
frontal assault.  Advance through the front doors after taking out the main
guards,  Try to dodge all the guards you can while advancing up the fort, then
run into the main building, cutting through the front wall.  Take out the man
in here and go left through the wall to fight Tsubohachi.  He drops the
Ippatsumaru, which gives a life boost, but not much more.  Hopefully, you have
upgraded your swords in previous games and carried them out or had them
delivered, so you can use them later (refer to UPGRADES).  Go back to the main
room and take out the wall at the other end.  Turn left here and take out the
wall at the end of that room to find Dona.  Tell him that Suzu sent you, then
ask why he snuck in.  Tell him that it's time to go back.  From this point on,
you will have to tell Dona to grab the safe when it isn't already in his hands
(guards knock it out sometimes), and to follow you when he goes astray.  Take
out anyone who stands in your way as you head back to Ipponmatsu.

Ipponmatsu
Move to the left to avoid Tesshin.  Chances are, he'll see you, but just keep
running for the exit and you'll probably avoid him.  A message will inform you
that you got the safe.  Dojima will make a comment about your potential, then
Hyuga will pop in for a second, then you'll finally be free to move.  Go to
Amaguri and regain your strength, then go to the bridge.

THE SECOND DAY

The Bridge
Feel free to fight around here to gain sword moves, then head back to the
station.

The Station
Dojima will ask if you are who you are (go figure), so tell him yes and listen
to his spiel.  He'll take you into the restaurant and talk.  Tell him that you
have a general idea of what's happening at Rokkotsu pass, then tell him that
the puppeteer concept is incredible.  Say that you do know Hyuga, then ask him
how he knew about Hyuga being a spy.  Ask what will happen if the battle comes,
then tell him you'll help him.

The Bridge
You will be taken to the bridge, where you will have to fight some ninjas.  Ask
Hyuga how he knows your name.  Eventually, he'll sic his ninjas on you.  After
you win, ask him what he means by calling you a fool.  When you get free will,
go back to the station.

The Station
More fighting ensues.  After you defeat a few people, Dojima will tell you to
go ahead.  Refuse the offer and keep fighting.  Dojima will stay behind, while
you go to Ipponmatsu.

Ipponmatsu
Tell Dona that Suzu has been kidnapped.  You'll have to fight some more
soldiers.  Inokashira will approach at one point, and will be cut down by his
own men.  Dona will tell you to go ahead.  Once again, refuse his offer and
keep fighting.  Dona will get injured and send you on to rescue Suzu.

Kurou Residence
Speed is essential here because the commander is counting down to Suzu's death.
Run past the guards by holding R2 while you move, and get up to the commander.
Time for the final battle!  The commander can't be harmed at first, so take
out his cronies for now.  Eventually, the commander will decide to take you on.
Go for him now and ignore his soldiers.  Defeat him to see ending 3.

*************************End Station Path*************************

F.  Kurou
You will side with the powerful Kurou family in this scenario, and must work to
maintain relations with them as you fight who you think is your enemy...

*************************Kurou Path (Ending 4)*************************

FIRST DAY

From the starting point, pass the bridge and head toward the shrine.  Pass the
shrine up and go into Ipponmatsu.  Upon entering, turn right and hug the wall,
making sure not to bother the trainer on the other side of the field.  Move to
the Kurou Residence.

Kurou Residence
Move to the front gate and tell Tsubohachi that you would like to join the
Kurou Family.  Move to the closed doors and you will arrive inside.  Pass
through the main corridor, then move left up the ramp to the large building.
Approach Tesshin until he begins to speak, but don't say anything.  Shiretoko
will come to test your strength.  After you defeat him, Tesshin's girl will
give you some yen and tell him to bring you along on a mission.  Grab some
shrooms to restore your health on the way to Ipponmatsu.

Ipponmatsu
Go toward the station exit, but instead, turn into the small building, where
you can use the money to get some upgrades.  When you're finished, head
backwards a bit and head for the shrine.

The Shrine
Shiretoko will thank you for coming when you approach him.  When he tells you
to go, tell him, "very well."

The Station
You will appear here, where Shiretoko will brief you a bit.  Don't answer him
and you will go into the restaurant.  He will talk with Dona and Suzu for a
second, then you will have an opportunity to tear the place up.  After a while,
inform Suzu that you were just doing what you were told, then Shiretoko will
cue the exit.  He thanks you later for following orders, then lets you in on a
job in the evening.  Let's leave until evening sets.

Ipponmatsu
It's evening already, so upgrade your sword at Dojima's again, then head back
to the Kurou residence.

Kurou Residence
At the gate, Tell Nakano that you have a job, and he'll get Shiretoko.

Ipponmatsu
Here we are again.  This time you're guarding Tesshin's little one.  Try to
stay behind Shiretoko, or he'll snap at you.  Eventually, attackers from the
Akadama clan will come.  When Kitcho asks if you are on Shiretoko's side, tell
him that the baby's innocent.  This will cue a fight with Kitcho.  Hyuga comes
to his aid eventually, and you are told to take the baby and run.  Take the kid
and run for your life!  If you make it back to the side you started from, you
succeed.

Kurou Residence
Tesshin will give you 20 yen, then you can leave.  Go to Shiretoko on your way
out and ask him what's up.  He'll mention that Madam Murasaki, Tesshin's wife,
has gone out on unusual circumstances.  Take off for Ipponmatsu and cut through
to the shrine.

The Shrine
You enter to see Madam Murasaki look around suspiciously, then head up the
stairs.  Upon following her, you will find that she is having an affair with
Inokashira!  Break up their conversation by walking up to them, then tell her
that you overheard their conversation.  DON'T DRAW YOUR SWORD!!!  Shiretoko
will come to the rescue.  When you get the chance, tell him that they had a
secret meeting.  When he gets ready to tell Master Tesshin, ask him to pardon
her.  You get invited to join in the Kurou defenses tomorrow, so we must get to
the foundry ASAP.  Head out of the shrine, toward the bridge.

SECOND DAY

The Bridge
A bunch of people are sneaking over to the Foundry through the river shortcut.
Follow them.

The Foundry
Head over to the little meeting and Tesshin will give you the low-down.  Soon
after you arrive, Kitcho and his cronies will arrive at the foundry for some
father-son bonding.  Tesshin orders you to go to the railroad to help his
troops, so you'll go there automatically.

The Railroad
This fight starts with a very skilled fighter on your side, so this should be a
pushover.  If you're using a low weapon, try the Toward+Triangle, Back+Triangle
combo to throw your enemies so your buddy can hack and slash.  Next, Karibe and
Chelsea, two expert fighters from the Akadama clan, will confront you, so keep
on your toes!  Karibe can give you a run for your money, so make sure to block
his super moves, then rush in while he's off-balance.  Defeat him to get the
Samehada-tou, an up-stance weapon.  Now target Chelsea.  If you're unlucky
enough to get knocked through the air, she can hit you five times or more with
an air juggle, so block when she starts hitting upward.  When you defeat her,
she will drop the Binetsu, a weak, but improvable one-handed weapon.  After the
victory, Tsubohachi takes guard duty at the railroad station and sends you back
to the foundry.

The Foundry
Here comes the fight with Kitcho!  This guy has some spectacular moves, and you
can enhance your sword by blocking them.  Hurry to the top of the tower to take
him on.

The Tower Fight (The Foundry)
When you get to the top, you'll soon realize that you are not alone.  Tesshin
has beaten you there, and is squaring off with Kitchu.  Tesshin hands the job
to you, then starts floating around like a sumo ref.  His air attacks are
deadly, so try to dodge those as well as you can.  Your best technique would be
to grab a down-stance sword like the Abashiri and use the Triangle,Triangle
attack while Kitchu is close to the center to flip him into the air, then
follow with air juggles.  Try not to knock him off the tower, since that will
eliminate your tight-space advantage, and it may be difficult to find him after
he falls.  Grab the his sword after he dies and take the stream to the bridge.

The Bridge
Run up to the field next to the bridge and kick up some turnips to get your
health back.  If you see the tip guy, toss some yen his way and he'll give you
some helpful fighting hints.  He makes an interesting comment about learning a
new move if you scramble back for ten seconds after you get knocked down, as
opposed to standing right back up.  There are several ways to learn new moves,
and they all require getting yourself into sticky situations like that.
Instead of crossing the bridge, head past the shrine, through Ipponmatsu (for
the fourth time), and into the Kurou Residence.

Signing the Paper (Kurou Residence)
Tell Yoshimoto that you're ready for the meeting and he'll let you through the
gate.  The next thing you know, you're in the meeting, finalizing papers.  Let
them talk and don't interrupt, and you'll find a little twist in the
agreements.  Tamagawa has betrayed the Kurou family!  After you follow Tesshin
outside, the war against the government will ensue.  Murasaki will assist the
two of you against the government soldiers.  The best approach to taking these
guys out is to block their triple attacks and perform a super move while
they're off-balance.  Don't forget that you can bug your allies for food if
you're getting too weak by telling them that you aren't going to make it.  When
Tesshin tells you to go on ahead, tell him that you're going to stay, and
finish the fight.  After that's over, head to Ipponmatsu.

Ipponmatsu
Join Shiretoko in this battle against the cannoneers.  Run behind the cannons
and tear down the soldiers until Shiretoko tells you to go forward.  Stick
around anyway and finish the battle, then move on to the bridge.

The Station
It's evident from the moment you walk in here that something is up.  Go talk to
Tsubohachi, who tells you to stand still and watch.  Sure enough, Hyuga and his
ninjas have arrived to take you out!  Rat him out and he'll say that he's
actually a government spy.  The ninjas are blazingly fast, but easy enough to
take out.  Try to use a down-stance move like the jihibiki (Back,
Towards+Triangle) to fake out the ninjas and catch them in mid-air.  After you
defeat Hyuga, tell Tsubohachi that you'll stick with him, and finish the last
of the ninjas.

The Bridge
Break out the sake and rice cakes, cause it's time for Tamagawa!  He's not as
tough as he looks if you dodge his super attacks and get him from behind.  A
one-handed or ninja weapon is ideal for this guy.  Dash across the bridge and
finish him for ending 4.

*************************End of Kurou Path*************************

G.  Combo Scenario
This one puts the Kurou and station paths together; only two more endings to
go!

*************************Combo Scenario (Ending 2)**************************

FIRST DAY

Getting Started
Avoid the encounter with Tsubohachi by moving past the bridge toward the
shrine.  Run up the stairs to see Hyuga meeting with a government official.  If
you're carrying a ninja or one-hand sword from the last game, you might want to
kill this guy and grab his dull sword until you have some yen to improve your
sword's durability.  Move past the two guys at the bottom of the shrine on your
way out and take a right.

Ipponmatsu
You can move up to the guys down the hill talking and see some storyline, but
make a point not to let them notice you.  The leader here is afraid of
everyone, apparently, and doesn't take kindly to people like you.  Move left
toward the bridge, and stop by Dojima's sword shop to talk, or to grab a quick
upgrade.

The Station
Go to Suzu's place and ask for something to eat.  Throw some positive comments
at Dona while you're eating while you wait for the intrusion.  Leave toward the
bridge after Dona gets hit, and when Suzu asks for help, tell her that it's
none of your business.  Take off the other way, back toward Ipponmatsu.

Ipponmatsu
Time has passed, and it's now evening.  Look to the other end of the field and
you'll see some guys walking in your direction.  Ask them who Murasaki is, then
let them pass.  Head up the right path to the shrine.  Walk up the stairs, then
turn back around and head down.  You'll meet Toyoko on the stairs.  Tell him
that you wish to know his secret.  You'll have to fight him for it, but it's
not a very difficult battle.  After you win, he'll let you know about a secret
entrance to the Kurou place; this will come in handy later.  Grab some shrooms
after the fight, then head to the bridge.

The Bridge
Ask Dona what he's doing, and he'll talk about haikus.  Finish his haiku with
"an omelet with rice", and he'll decide that you're no better than he is.
Follow him to the station.

The Station
Tell the bully to stop hitting gramps, and he'll get scared off.  Don't run
from the guy who tells you to stop.  He'll ask who you are, but remain silent.
Don't respond to anything he says.  Eventually, he'll pull out a gun and start
a fight.  Attack him a bit and he'll call out Jose.  Don't talk during this
sequence either.  Ignore Jose and keep attacking the other guy until they both
run.  Head to the bridge after the fight.

The Bridge
It's nighttime now, so join in the fighting here to grab some more swords, then
head back to the station.

The Station
Looks like Suzu has a mission for you.  Take the mission, and you will appear
at the Kurou Residence.

Metal Gear (Kurou Residence)
Time to do some sneaking.  Hug the right wall until you find the secret
entrance.  Sneak past the guards and run into the main building at the top of
the fort by cutting through the doors (or opening them with square if your
sword is sheathed).  Fight the crony inside, then go through the door to your
RIGHT.  The left door will get you into some trouble and fudge the storyline.
In the next room, turn left, SHEATHE YOUR SWORD, and go through the doorway at
the end.  You'll find Dona sneaking around in this room.  Tell him that Suzu
sent you, then ask him why he snuck in.  Tell him that it's time to go back,
then you will be have him as an ally for a while.

Take the Money and Run (Kurou Residence)
If you went through this in my earlier section, don't worry about the
descriptions again.  You can tell Dona to grab the safe, fight, or follow you.
Use these combos wisely to get out of here.  When you reach the pathway out,
Tsubohachi will be waiting for you.  When Dona tells you to leave him alone, do
so and head out of there.  At Ipponmatsu, run around Tesshin to avoid the
fight, then go to the station.  You'll see a cut-scene, then go to the bridge.

THE SECOND DAY

The Bridge
Turn around and go back to the station.

The Station
Take up Dojima's mission by saying the following when you have the chance:
"What is it that you want to tell me?"
"I've got a general idea."
"That's incredible"
"Yes, I do"
"How do you know that?"
"What will happen if the battle comes?"
"OK, I will help you."

The Bridge
You will run into some ninjas headed by Hyuga.  Ask him, "How do you know my
name?", then he will make a remark and start the fight.  Make sure to block
their air strikes, but other than that, they shouldn't be much trouble.  Make a
point to keep Dojima alive during this fight.  After the battle, ask Hyuga what
he means by his little remark.  After the scene, go back to the station to
witness the next section of storyline.  Fight the soldiers to move on.
Remember to tell Dojima that you can't go on to get some food; this comes in
handy if you find yourself outnumbered.  When Dojima will tell you to go on
without him.  Take him up on the offer and go to Ipponmatsu.

Ipponmatsu
Tell Dona that Suzu was kidnapped, then you will be attacked by more government
soldiers.  You'll witness another scene soon, then you will have the
opportunity to leave Dona behind.  Go ahead and leave him there, and go get
Suzu.

Kurou Residence
Go through the front gate and you will see a scene of general Tamagawa.
Instead of taking the ramp to the upper level when you get to the inner
chamber, turn right and talk to Tsubohachi, who is lying on the ground.  Ask if
he's all right, then tell him you've come to rescue Suzu.  Say that she was
kidnapped by the government army, and ask what happened to him.  Ask him about
the others, then tell him that you are going to rescue Suzu.  He'll join your
side.  After that, go up the ramp to take on the commander.  Make sure
Tsubohachi stays alive, because that affects your ending.  Note that this fight
is a bit easier this time around now that you have a powerful guy to help you
out.  Kill Tamagawa to see ending 2.

*************************End of Combo Scenario*************************

H.  The Ultimate Path
Get ready for the best ending!  Make sure not to draw your sword any more than
you have to.

*************************The Ultimate Path (Ending 1)*************************

Synopsis:  Join Kurou house; in evening, go to Akadama and join them.  Take
Kitcho's place.  Fight Karibe, and make him apologize.  Day one night, go to
the shrine and break up the secret meeting.  Answer first and second questions,
then answer "" to break up the fight.  Day two, morning, go back to Akadama,
kill Hyuga at the shrine, then go back to Akadama.  Fight with allies until
night.  At the temple, fight Tamagawa to see the ending.  Make sure to pick up
Tamagawa's sword.

THE FIRST DAY

The Bridge
Stand far from the scene on the bridge and watch the scene unfold.  Follow them
off the bridge to see what happens.  After that, go back up the hill and head
to the shrine.

The Shrine
Walk up the steps to witness Hyuga conspiring with a government soldier.  After
the scene, go back down the steps and turn right toward Ipponmatsu.

Ipponmatsu
Turn left and go into the shack to be introduced to Dojima, and get some
upgrades if you want.  Head right from there to the Kurou Residence.

Kurou Residence
Tell Tsubohachi you wish to join the Kurou, and he'll tell you to go in.  Ask
who Master Tesshin is, and he'll give you a little primer.  Walk to the gate to
be sent in.  Go through the corridor and listen to the guys talking about
little Kintaro if you wish, then head up the ramp to talk to Madam Murasaki and
Master Tesshin.  Don't talk when you get the chance.  She will summon Shiretoko
to fight with you.  Don't talk to him either; just draw your sword and start
fighting.  Don't stray too far or you'll be teleported back to the center.
After your victory over Shiretoko, Murasaki will give you some yen and send you
on a mission.  You can stick around to hear some inside info on the foundry if
you wish.  Eventually, they will go inside.  After the conversation, head out
the main gate toward Ipponmatsu.

Ipponmatsu
Head over to the people talking by the tree to hear some more talk, then go
through the station to the railroad.

The Railroad
See those red guys talking?  Go see what's up.  Someone's speaking against the
Kurou.  Keep your sword sheathed and let him finished.  After he's done, head
into the Akadama clan HQ.

Akadama Clan
Tell the gatekeeper that you wish to join, and he'll tell you that Kitcho isn't
in yet.  Leave here to see a cut-scene.

The Railroad
Move ahead some and a person will come running trying to get some money from
you.  Run to cue a fight.  Go ahead and take him out, then head back through
the station, through Ipponmatsu (perhaps  getting some upgrades along the way),
then go to the shrine.

The Shrine
Shiretoko will thank you for coming along.  Tell him, "very well", then you
will head to the station.

The Station
You will have to go tear up Suzu's place.  When he orders you to, pick up some
chairs and throw them around.  After a little while, tell Suzu that you are
only doing what you are told.  Eventually, he will give you some yen.  Head
left to the railroad (make sure not to stop for upgrades; the station will
change and you'll lose your evening mission), and you will be confronted by
Hyuga.  Ask what he is talking about, and he warns you not to get involved.
Take off for the railroad.

The Railroad
It's evening now, so head over to the Akadama clan to join.

Akadama Clan
The gatekeeper will escort you into the place.  After all the conversation,
take Kitcho's place in the fight.  Karibe's a tough guy, so keep your blocks up
and unbalance him a lot.  DON'T KILL HIM!  When his power is low, make him
apologize.  When you're free to leave, head through the railroad (ignore
Toyoko) to the Foundry.

The Foundry
Two people will be in the center talking about the future of the foundry.
After they are done, go past them to the river and follow the water to the
bridge.

The Bridge
FIGHT SCENE!!  There is tons of fighting going on.  Join in if you want;
otherwise, go up the hill and to the shrine.

The Shrine
Looks like Murasaki's up to something.  Walk close enough to hear her
conversation with Inokashira.  When Murasaki says, "Well, you're shrewd too,
you little policeman", run up to them so that they notice you.  DO NOT DRAW
YOUR SWORD!!  Things will work out.  Say that you did hear the conversation,
and they will get ready to kill you, but Shiretoko will come to the rescue.
Tell Shiretoko that they had a secret meeting, but later, tell him to pardon
her.  After the meeting, head down the stairs to the bridge and cross it to
reach the station.

DAY TWO

The Station
Dojima will confront you, but tell him you're not interested.  Head left to the
railroad, and go to the Akadama clan.

Akadama Clan
Talk to Kitcho and tell him "That's exactly what I want you to do!"  You will
wind up at the shrine.  Sneak up the stairs and spy on Hyuga.  After the
conversation, his ninjas will go after you.  Take them and Hyuga out with one
of their own weapons.  He'll blow himself up after the fight.  Head back to the
bridge, through the river to the foundry, then to the railroad.

The Railroad
Head through there and to the Akadama house.

Akadama Clan
Fight fight fight, that's all we're doing here.  Note that you have a lot more
allies this time, and they aren't getting left behind.  Guess what?  Tesshin's
sent his people to help you!  Things are definitely looking on the up and up.
Annihilate the soldiers until you get to a cut scene.  Go with Chelsea and you
will fight at the station.  After this fight, leave when Chelsea gives you the
option.

The Bridge
Tesshin and Kitcho will help you out here; show 'em how a real samurai fights!
Eventually, Tamagawa will become active.  Take him out and he will retreat to
the shrine.

The Shrine
Upon entering, you will be assaulted by four ninjas, but you don't need to
fight them; simply head past them up the stairs.  Tamagawa is waiting for you;
give him your name when he asks.  He compliments your fighting skills, then he
asks you to join the government forces.  Decline his offer, and he will engage
you.  Tamagawa doesn't push you very often, but he also parries a lot, so you
shouldn't attempt pushing or parrying; instead, block his attacks and roll out
with the super moves.  Defeat Tamagawa and quickly grab the Niitakayama he
drops before ending 1 begins.

*************************End of Ultimate Path*************************

I.  The Worst Path (Ending 6)
To obtain this ending, complete all the objectives required to see ending 1,
but instead of fighting Tamagawa, take his offer and join his forces.
Congrats, you've just earned all the endings!




II. Swords

A.  Sword Advice
I've taken the liberty to throw in some general advice about sword handling so
you can jump right in; the later parts get into the more complex aspects of
swords.

1.  Choosing a Good Sword
There are a few aspects of choosing a good sword to go into battle with.
First, let's look at the defense-to-life ratio.  Keep in mind that the standard
hitpoint level is 1000.  Let's take a look at the Niitakayama, perhaps the most
rare sword in the game, but not the best one.  Remember, you could have more
than one sword with the same name, and they could both have completely
different stats; this is simply an example.
The Niitakayama has a life stat of +111, and a defense percentage of -28%.
Note that 111 hitpoints is 11.1% of your standard max.  Since you are gaining
11.1% in raw HP, but losing 28% in general damage over time, you are actually
losing HP with that combo, so you should simply ignore the HP gain and know
that you are taking extra damage.
Next, look at the attack percentage.  An 8% Attack percentage can be decent
assistance, but make sure that you don't take the attack too heavily into
account if you're a more defensive fighter.  For instance, if you rush into an
attack aggressively, and don't allow too many hits, then a sword with high
attack and low defense would be ideal; however, if you aren't using that extra
attack frequently, it won't come in as handy as you would imagine.

2.  When to Discard a Sword
Very often in the game, you will find yourself in a situation where you will
want to take more swords from the battle than the three you can carry.  At this
point, you will need to make some quick decisions about your weaponry.
First of all, some weapons will be useful for the current situation, while
others will be great additions to a permanent collection.  Sometimes going for
a good attack boost with low life and defense is great for a blitz attack where
you need to keep an ally alive, but a sword with a large life boost is a great
help in the long run.
Another thing to remember is that if you are planning to alternate swords
frequently during battle, the life boost is meaningless.  For example, if you
have 1000/1000 hitpoints and switch to a life+600 weapon, you will still have
only 1000 hitpoints, so make sure that if you are switching swords a lot, keep
swords with similar life boosts.

B.  The Six Types of Swords
There are six primary sword types, as well as a few unorthodox rare swords,
that you will find throughout the game.  They all come with their ups and
downs, and this section will detail the different swords you may find.

1.  Up-Stance Swords

Description:
These swords are usually smaller swords which are held with the hilt over the
head and slightly back, and the tip pointed straight ahead.

Known Up-Stance Swords:
Chigusa
Dai-Kuronama
Osorezan
Samehada-tou, dropped by Karibe

Pros:
Great overhead attacks, certain moves can get around an enemy's blocks.  Ninja
sword carriers will find it extremely difficult to get a move in, since all
jumping attacks are quite easily turned into air juggles to the enemy.

Cons:
Difficult to defend any low attack and most middle attacks; easy to get
tripped.  Jumping attacks are relatively worthless.  Extremely weak against
down-stance weapons.

2.  Middle-Stance Swords

Description:
The middle-stance swords are held close to the center of the body and slightly
forward, with the tip pointed forward and slightly upward.

Known Middle-Stance Swords:
Aizome, dropped by Murasake
Chuyo-tou, acquired at the beginning of the game
Dull Sword
Shodai-Tamahikari

Pros:
Very defensive, allows blocking of almost every move, quick moves allow for a
raptor-like leap and retreat fighting style.  A large base of super moves will
keep the enemies rolling if you're in a tight spot.  A great choice for
beginners.

Cons:
Slow reaction times allow enemies with ninja-swords to get behind you
relatively easy; overhead attacks can sometimes lead to frequent unbalancing
with inexperienced players.

3.  Down-Stance Swords

Description:
These are fairly long swords, held forward and pointed slightly down.

Known Down-Stance Swords:
Abashiri

Pros:
A large selection of upward sweeping power moves keeps up-stance, one-hand, and
ninja fighters dodging; a decent balance of blocking ability and power moves.
A great choice for the close-range fighter.

Cons:
Up-stance attacks can cause trouble with this sword's low blocking speed.  Like
the middle-stance sword, high speed fighters can be dangerous if you don't
evade quickly.

4.  Side-Stance Swords

Description:
Short swords, held to the side and pointed backward.

Known Side-Stance Swords:
Jukkaimaru, dropped by Shiretoko
Niitakayama, from Commander Tamagawa

Pros:
The momentum produced by the quick movements of this sword allow for efficient
attacks, and allow you to quickly move back to a defensive position.  Ideal for
indecisive players.

Cons:
The low power of this weapon combined with its weak ability to block power
attacks makes this a bad idea for experienced players.

5.  One-handed Swords

Description:
Short swords held with one hand; the sword hand is held behind the body and
pointed backward, and the free hand is held forward for balancing and speed.

Known One-handed Swords:
Binetsu, dropped by Chelsea
Higan

Pros:
The exclusion of the sword from the front of the fighter allows for some
martial arts attacks and evasions;  the momentous sweep of the sword coming
forward helps to keep its attack power up.

Cons:
Blocking becomes a serious problem.  Weak standard attacks almost eliminate
their usefulness; the power attacks become necessary for victory.

6.  Ninja Swords

Description:
Short swords held to the side with one hand and pointed backward.  Use of this
sword exponentially increases the user's acrobatic ability.

Known Ninja Swords:
Ninja-sword (go figure)
Zangetsu

Pros:
The blazing speed of attack and evasion combined with unreal jumping attacks
make the fighter extremely difficult to block;  with an entire set of moves
made to attack behind, the fighter can attack in every direction.  An absolute
must for the experienced player.

Cons:
The complex nature of the directional attacks and special moves make this sword
difficult to master;  It is unfit for close-range combat.  Weak attacks make
battles last longer, which can lead to the death of important allies during the
mass attacks late in the game.

7.  Special Weapons
There are a few unique weapons that can be secured from various special
characters throughout the game.

Takefuji, dropped by Dojima
An easy way to get this sword is to refuse to pay Dojima after getting an
upgrade; then you'll have a better sword as well as a new one.  This hammer
weapon is considered up-stance.

Jurokumon, dropped by Jose
Kill Inokashira's assistant, Jose, to get this blunt weapon.  It is considered
a down-stance weapon.

Iron Ball
This is a massive one-handed spiked ball; you can find it from a random enemy
on the bridge during day two, night.

Naginata
A side-stance... well... naginata.  Ever played Bushido Blade?

C.  Sword Stats
The four sword statistics affect how your sword will aid you in battle.

1.  Life
The amount of hitpoints gained or lost from your maximum HP while the sword is
equipped.  See the defense-hitpoint ratio in I-A: Sword Advice.

2.  Attack
The percentage of your standard attack damage that is added to every attack.
Useful in quick-win situations, but not always preferable over defense.
Negative numbers weaken your attack.

3.  Defense
The percentage of the enemies' attack damage that is guarded.  Normally more
useful than hitpoint gain, since hitpoints can be easily covered in certain
battle areas.  Negative numbers make the player more sensitive to attacks.

4.  Durability
The amount of stress that can be placed on a sword before its durability lowers
(I know, it's a recursive definition).  This attribute is displayed in a gray
bar above the life gauge.  Blocked moves and successful execution of power
moves will greatly stress the sword (If you perform the middle-stance move
R1+Triangle, it will instantly break your sword if its durability value is less
than three).  If a sword's durability reaches zero, the sword cannot be
repaired.  Durability cannot exceed five.

D.  Dojima the Sword Smith
Dojima lives in Ipponmatsu in a small shack near the exit to the station.  You
can go to him to get repairs and upgrades to your equipment (There aren't truly
repairs; the only thing that can diminish is durability

1.  Life Upgrades
Tell Dojima that you would like your sword improved, then select "nothing in
particular."  The price is normally 2 yen, but may increase as your sword gains
life points.  Upgrading this too much will result in the drastic loss of
defense percentage, and a small loss in attack.

2.  Attack Upgrades
Tell Dojima to improve your sword, then select sharpness.  The price is 6 yen.
This can usually be done three times before serious losses of defense occur.

3.  Defense Upgrades
Tell Dojima to improve your sword, then select flexibility.  The price is 6
yen.  This can usually be done three time before serious losses of attack
occur.

4.  Durability Upgrades
Tell Dojima that you would like to make your sword tougher.  The price goes up
depending on how high your durability already is.

III.  Bugs and Cheats

BUGS

Sword Vanishing Glitch
During fighting, take care not the switch swords in mid attack.  When you try,
the system will normally tell you that the operation cannot be performed, but
occasionally, it will mess up, and you will lose the sword you are trying to in
the process.
 -  This bug was reported by PyroFalkon

CHEATS

Health Recovery:
Pause the game.  At the sword selection screen, while holding L1+L2, press
Down, Up, Down, Up, Right, Left, Circle.  Your hitpoints will recover to their
maximum.

My name is Chris Storer and I go by UDBassMan; if you want to contact me for
feedback or questions of any kind, feel free to do so through any of these
methods:
email:  [email protected]
AOL:    UDBassMan
MSN:    [email protected]

Special thanks go to the following:
PyroFalkon, my long-time associate (7 years now) for test driving some parts of
my FAQ, and for reminding me that one person's pain is a few hundred people's
pleasure.

Hope you enjoy the FAQ, and good luck playing!