Samurai Champloo: Sidetracked
Walkthrough guide
by PikaKirby
shadowchaotix AT yahoo DOT com

----------------
Version History |
----------------
*v 0.3 -- 3/30/06*
FAQs started

*v 0.5 -- 8/29/2006*
Got the motivation to begin working on the guide again. Added incomplete weapon
and track lists. Been busy with school but I'm still working on this.
Expect some major updates in the near future like this one. Also revising some
parts now that I have the American version. The guide will be helpful to those
playing both the Japanese and American versions.

*v 0.9 -- 12/xx/2007*
Yeah... I seriously lost interest in the game. Sorry for the year-long wait,
but I'm back sort of. I got really bored during winter break and I thought I
may as well finish up Worso's section and the rest of the unfinished parts of
the other characters' walkthroughs. I tried touching up a few other things as
well as moving the "Press X Button" thing to the appropriate sections.
Sorry for a year of people having trouble with that. For those who were
reading the previous versions, it may help to go through the pre-walkthrough
things again as I added a few things.

*v 1.0 -- 6/27/2008*
Yeah... didn't upload my guide when I was mostly done with it. I was playing
through the American version to get the names of bosses and other
things right. But since I've taken so long on it, a little more wait is
nothing, plus no one really cares about the game anyway.
Probably no more updates from now on. I'll still lurk the boards, but
it seems like my guide already has done its work and made the board a ghost
board since few people need help anymore.

---------------
Copyright Info |
---------------
This guide is Copyright 2006 Matthew Vanthaneeyakul a.k.a. PikaKirby

This may be not be reproduced under any circumstances except for personal,
private use. I will allow the free use of this guide on any website without
my permission, BUT!!!
DO NOT CLAIM THIS GUIDE AS YOUR OWN. GIVE ME CREDIT. DO NOT ALTER IT IN ANY
WAY. THAT MEANS DON'T MESS WITH THE CONTENT AND KEEP IT IN TXT FORMAT.
That is all I ask. So play nice, play by the rules, and you may use it.
Use of this guide as a part of any public display is strictly prohibited,
and a violation of copyright.

The following site(s) will have the latest version of this guide:
http://www.gamefaqs.com

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

-------------
Contact info |
-------------
You may e-mail me at shadowchaotix at yahoo dot com
E-mail me if you have something relavent to add to my guide. If you catch
a tiny spelling error, I'll probably fix that too. E-mail me if you think
you have a better strategy for something, or you want to add information I am
missing, etc.

Be sure to put "Samurai Champloo" in the subject line of your e-mail.


------------------
Table of Contents |
------------------
Use Ctrl+F to find a section quickly. Just type in the complete section label.
If the section is a subsection, type in the subsection label.

I.  Intro
II.  Story
III.  Characters
      IIIa. Main characters
      IIIb. Non-playable characters
      IIIc. Bad Guys
IV.  Controls
V.  Menus
      5a. New Game
      5b. Continue
      5c. Options
      5d. Training
      5e. Production sketches
      5f. VS mode
VI.  Gameplay
      VIa. Town
      VIb. Weapon shop
      VIc. Record shop
      VId. Battle system
           VId1. Combos and Hyper mode
           VId2. Counter attacks
           VId3. Tate mode and Trance mode
           VId4. Results
           VId5. Death and Continuing
VII.  Walkthrough
      VIIa. Mugen
      VIIb. Jin
      VIIc. Worso
VIII.  Weapon list
IV.  Record list
X. Item list
XI. Secrets & Unlockables
XII. Credits
XIII. What's Missing


---------
I. Intro |
---------
This is my first FAQs and probably will be the only one I ever do. I am
writing this because of the lack of help for this game on the message boards.
Please be aware that I have little knowledge of Japanese and am writing this
from what I've pieced together, but the game isn't terribly difficult to
figure out. Don't bite my head off if I labled something differently from
the American version, I'm sure you can figure it out. Just remember that
some parts say things that may be obvious, but they are said for the sake of
those playing the Japanese version such as selecting options on the menu.
Also remember that the American version switches Circle's function with X
and X's function with Triangle, so if you're playing the American version,
take note of that switch. Also some things still talk as if you're playing
the Japanese version, so ignore those if you're not.

The only differences I can find so far between the American and Japanese
versions other than language is that the Japanese version has no Pause
function while the American version does not have stats for weapons.

Also some things may be inaccurate. I played the game with Mugen first, then
Jin, then the secret character. Some things I list as obtainable by Mugen, but
it might not always be. Jin may be able to obtain those items if he was used
before Mugen. Also you can stop one character's game before completing it and
switch to another, so I don't know what is obtained by switching like that.
Keep this in mind when I say something is obtained by one character or the
other.

I strongly recommend you read the sections before the walkthrough proper
because I will assume you know those things before starting.

This was made in a fixed-width font. So make sure the letters & numbers
and lines below are the same width.

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z 0 1 2 3 4 5 6 7 8 9
-----------------------------------------------------------------------

----------
II. Story |
----------
The game's plot is meant to be a side-story of the anime.
The story starts out with our main characters Mugen, Jin, and Fuu
wandering around in their search for the samurai who smells of sunflowers.

They've been traveling for days with little food or money as always. Once in
town, Mugen sees a boat and rushes toward it, thinking it's a giant roasted
pig. Jin and Fuu are left standing there wondering where the boat goes to. Jin
sees a sign and they all find out it leads to the island of Ezo. The boat
also promises food and board. They look back towards Mugen who has latched
onto the side of the boat, attempting to eat it, with a man trying to
knock him off with a broom stick.

They figure taking this boat may help them find what they're looking for, also
it has food which they desperately need. Emaciated, they gladly take the boat
to Ezo. After a long ride, the boat drops them off on the island in
freezing cold snow. They walk through the bitter frost to find the nearest
town, but strange enemies appear and attack them.

At this point, you start the game.


----------------
III. Characters |
----------------

IIIa. Main characters
---------------------

*Mugen*
The hotheaded co-star of the show and game. He is very brash in personality
with an outlandish fighting style to match. Often referred to as a womanizer,
he has reckless disregard for anything, even his own life. He is a big-time
subscriber to "grabbing life by the horns." His fighting style does not follow
any formal discipline and is entirely self-taught.

He mixes his swordplay with breakdancing-inspired movements which make him
both an unprofessional and unpredictable opponent. This mixing of styles is
said to be one of the reasons why the show has the word champloo in its title.
Champloo (champuru) is an Okinawan word for mix. It is also used in the name
of several Okinawan dishes that mix different foods together.

Gameplay wise, Mugen moves fairly quickly and jumps great heights, allowing
him to escape close-quarters if needed. At the start of the game, he
encounters a witch who casts a spell to paralyze him and then tosses a snake
down Mugen's throat which poisons and curses him.

*Jin*
The polar opposite to Mugen as well as co-star, Jin is cold and calculating.
He is often reserved and thinks carefully before he speaks. Despite this,
he is not afraid to occasionally show his goofy side. He has been trained in
a formal sword discipline, as such he is all about efficiency.

Gameplay wise, Jin is different from Mugen in that he utilizes rolls instead
of jumping and has different sword stances opposed to Mugen's
one-size-fits-all-opponents single sword stance. Early in the game,
he is attacked by a bear and is saved by Nochiyu and her magic. He decides
to help Nochiyu and her clan, the Tsurumaki.

*Worso*
Exclusive to the game, Worso shares much with Jin personality-wise in that he
is very serious about his duty. He can be seen helping Mugen and Jin from
time to time in their stories, but he has his own agenda. He is the leader of
Ezo's native Tsurumaki clan. This clan is being oppressed by the currently
ruling Matsumae clan. He helps Mugen recover from the witch attack and
gives him valuable information to help him lift his curse as well as a red gem
which he advises Mugen to keep until they meet again.

To play as Worso, you must beat the game with any character. He controls
exactly the same as Mugen as in he can jump like Mugen and not roll like Jin.


IIIb. Non-playable characters
-----------------------------

*Fuu*
The third co-star of the show, Fuu is the one who got Mugen and Jin caught up
in the search for the samurai who smells of sunflowers. She was a waitress
before Mugen and Jin came crashing into her life as well as her shop. Although
all three have big appetites from adventuring, she has by far the biggest.
At any opportunity of a big feast, she pigs out and commonly walks away happy,
full, and most noticibly fat. Her obesity is only temporary as she is seen
at her normal size in the next scene.

*Nochiyu*
A girl of Worso's clan, also Worso's sister. She has magical abilities that
saves Jin from a bear attack at the beginning of the game. She also has the
blue gem which when united with the red gem in Worso's possession produce an
unknown power. It's weird though because the end of Chapter One for both Mugen
and Jin, Worso tells Mugen to keep the blue gem safe, contradicting what
was told to Jin by Ranke at the start of Jin's chapter, however it appears
Worso gave Mugen a red object at the start of Mugen's chapter.


IIIc. Bad Guys
--------------

*Witch*
She meets Mugen early on and curses him by paralyzing him, then tossing a
poison snake down his throat. Her motives are unknown at first.

*Black Tengus*
Generic pawns of the Matsumae clan.


-------------
IV. Controls |
-------------

In menus (Japanese version)
---------------------------
Direction pad/left analog stick - highlight options
Circle - confirm selection
X - cancel selection

The American version switches the functions of Circle with X and the functions
of X with Triangle.

In battle (default setting)
---------------------------
Left analog stick - Movement
Right analog stick - Move left and right to switch tracks

X - Action (Jump with Mugen and Worso, backward roll with Jin)
Circle - Technique (Parry, forward roll with Jin if it didn't parry.)
Triangle - Branch attack
Square - Primary attack
Triangle + Circle - An attack you're going to need for Mugen's and Jin's
                    Chapter 4 boss. It takes a bit of life to use.
                    Can also be done with Square + Circle.

L1 - Guard
L2 - Use with Left and Right on the directional pad to switch weapons
R1 - Lock onto nearby enemy
R2 - Toggle no map, dynamic (moves as you change directions) map, and fixed map
R3 (press down on right analog stick) - Toggle hiding and showing combo tree


---------
V. Menus |
---------
When first starting up the game, select the left option to create save data.
On those menus, the left option is almost always Yes.

When you start the game, the main menu will look like this:

New Game
Continue
Settings
Fujikawa Boyaki-ryu Kenjutsu Dojo
Trailer (American version only)

As you play through the game, you'll unlock various pictures which will be
in its own option. When you beat a character's game, you will unlock the two
player versus deathmatch mode. The final menu will be:

New Game
Continue
Settings
Fujikawa Boyaki-ryu Kenjutsu Dojo
Special Reward
Deathmatch
Trailer (American version only)

Va. New Game
------------
After starting New Game, hold left and press Circle to select Jin.
Hold right to select Mugen. Pressing Circle while holding down the direction
of the character you want will take you to their chapter select screen.
You only have one chapter available for either character now. You can replay
any mission you have beaten. After beating a chapter, it will take you to
the chapter select screen. If you decide you want to change characters
mid-story, then press X at the chapter select, then you'll be back at the
character select screen. After you beat a character's game, Worso
will be available for selection. You do not need to hold down a
direction to select him, he'll be the center character.

Vb. Continue
------------
On the continue screen, it will just automatically load the save data you have
on your memory card. You can only have one file, but this file keeps track of
all the progress you've made with all three characters.

Vc. Settings
------------
The settings menu goes like this:
Controller options
Sound (Stereo, Mono)
Vibration (On, Off)
The controller options screen lets you choose between 3 different control
schemes. Type A is the one listed in the above section. Type B switches Square
and Circle's functions. Type C is the same as A, but switches L1 and R1's
functions.

Vd. Dojo
--------
The dojo is a training mode and is a good place to mess around without dying.
It will drop you into a dojo where you can run around for a bit. Then a man
will talk and the game will stop your movement. A menu will pop up that tells
you topics the game can teach you. You then go hands-on and the game tells you
about the topics. The list goes:

Combos
Rhythm Track
Counter attacks
Tension Marks
Hyper mode
Technique Guard
Technique Counter
Tate mode
Exit training

*Combos is just basically pressing Square. You can also press Triangle to
 branch off and vary your attacks.

*Rhythm Track. I think all there is to it is changing what track you have
 currently selected which changes your combo tree. Just use the right analog
 stick and press left and right to change your track. Press down on the right
 analog stick to hide your combo tree if you feel you're pro enough.

*Tension Marks just means your combo tree has been extended and you can
 go into Hyper mode through comboing. Tension marks are indicated by that
 little thing in the lower left corner that looks like speakers. Above it is
 "Dance Man." When you max your tension, Dance Man will dance like crazy.
 Yellow boxes will highlight which attacks were added as a result of maxing
 tension.

*Counter attacks will be explained later.

*Hyper mode is when you hit an enemy (whether they blocked or not) with an
 attack in your combo tree that is boxed in red. I explain it later.

*Technique Guarding is pressing Circle just as an attack will hit you. You
 will deflect the attack and you can press any button as if you are in
 counter mode (although the attacks aren't the same). This also works for Jin,
 but you cannot mash the Circle button like you can with Mugen and Worso
 since Jin's Circle is also his forward roll.

*Technique Countering is going into counter mode, but a special kind. If the
 circle when countering is red, press Circle. Then you will see your counter
 options, but you should only be able to use Square which should also be in
 red. Press Square and you will be in Hyper mode. Activating Hyper mode this
 way makes Hyper mode last longer.

*Tate mode is explained later.

*You may also exit training mode during a tutorial by pressing Select and
 selecting Yes.

Ve. Special Reward
------------------
As you play through the game, you'll unlock what the game calls Ukiyo-e
pictures in this gallery for a total of 100. Any new pictures that you have
obtained but have not yet viewed will have a checkmark next to them. If you
view any checked pictures, the game will autosave when you exit. After you
obtain weapons and other things from Trance mode, you will gain more
pictures instead of weapons.

Vf. VS Deathmatch mode
----------------------
Very plain. You unlock this when you unlock Worso. Each player selects a
character and you both fight. No splitscreen and no combo tree to help you.
I played this by myself at first and then with a friend and it feels like
this mode wears thin after a while. It's very novel and should be played
in small doses to get any enjoyment out of it. Most likely you'll play it once
and never again.

Vg. Trailer
-----------
This only appears in the American version. A promotional trailer advertising
the Samurai Champloo anime, localized by Geneon. DVDs available now.


-------------
VI. Gameplay |
-------------
One main thing you should note is that the game will NOT let you pause or
save in the middle of a mission (in the Japanese version). The latter is a
big pain as each character's final chapter are very long and must be completed
in one sitting. The only way to leave the game sitting there without fear of
being hurt is to run to an area you know there are no enemies.

VIa. Town
---------
You'll wind up in town before almost every mission. You'll at least be
given a chance to buy something at the shutters that appear in the middle of
the field. If you are not in town, you may only visit each shop once.
The shutters will disappear after you exit the shop of its respective shutter.
In town, there are two shops in the main area that sell the same things but
at different prices. There are two entrances into the alleys where you can buy
tracks and weapons. Also you may only change the weapons and tracks you are
holding at their respective shops. In the Japanese version, much of the
important shop options are in English as well as Japanese
(such as Buy, Change, Repair). Most item and weapon names are also listed in
Japanese with English. Track names are listed in either English or Japanese,
but not both. They are obviously all in English in the American version.

In the main area of town, you can play two mini-games. The stand on the east
of the area is an eating contest staring Fuu. It's like Tate mode,
so mash on the face buttons. You can get Ukiyo-e pictures from this. Perhaps
weapons may be obtainable with this too, but I haven't gotten any. It takes
100 coins to play it.

The stand to the south is a beetle wrestling game. After tinkering with
beetles, I think Dead_Orion's tips are more wise. Trying to go for
lower odd beetles will eat up more time than if you actually went out to get
money the normal way. A quick way to check how much money you'll have if you
win with a beetle is to take the amount you bet and multiply it by the
beetle's odds. It's easier if you bet everything you have so it's simpler
to calculate your money.

-------------------------------------------------------------------------------
*Dead_Orion's beetle wrestling tips*

Dead_Orion Posted 5/4/2006 2:06:30 AM
okay, thought i'd mention something about beetle wrestling. this part of the
game looks like a bad DOS program, and at first i thought it was largely
pointless, but beetle wrestling can be quite profitable if played correctly.
Easy Money, yeah.

the first thing you should know about beetle wrestling is that you cant
control your beetle at all, so dont bother trying. the format is like some
sort of awful turn-based RPG battle (this must be what playing pokemon is
like).

basically you get to pick from one of three beetles to go against the beetle
stand dude. their conditioning determines their odds. the more the beetle
sucks, the more it pays. you have a good chance of winning if you pick a
beetle in great condition though you wont earn much. you can win with a beetle
in decent condition if you get really lucky and feel like a gambler. you
basically have no chance of winning with a poor conditioned beetle.

the trick to earning money with this game is to try and find a beetle in great
condition that gives you a decent return on your bet. for example, if you get
a beetle in great condition with 1.7 odds, you'll earn a 70% profit on your
bet. this may seem insignificant if you're betting a 100 coins, but consider
that you can bet your entire purse...and well, you can see where i'm going
with this.

so what if the beetles the dude is offering you suck or only pay at 1.1 odds?
well, you can just triangle out of your bet and conversation. talk to the guy
again, and see what he has to offer. do this until you find a beetle you want.

so just head over to this guy at the beginning of the stage, bet everything
you have, find a beetle in great condition with decent odds, and prey. if
you win with something like 1.7 odds, you'll earn a lot of money depending on
how much you bet. obviously the more money you have, the more you'll make. and
of course, you'll have to beat the level to save your game, so keep that in
mind.

if you lose, you'll have to reset your game unless you like being broke.
that's mainly why gambling on mediocre beetles is a waste of time. but as long
as you play it smart this is a ridiculously fast and easy way to earn a ton of
dough compared to killing people over and over and over...

credit Dead_Orion if this ends up in the community FAQ, since i probably wont
be writing it.
*End of Dead_Orion's beetle wrestling tips*
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
*InvalidUser's beetle wrestling tips*

InvalidUser Posted 5/23/2006 7:21:16 PM
Here's what you do.

Step 1. Get about 100k
Step 2. Go to Mugen Stage 2 (Because it's short.).
Step 3. Bet all your money on the Beetle with the worst possible odds.
(i.e. 6 - 9.9)
Step 4. Cross your fingers. If your beetle won, congrats. Buy out the weapon
store, and the music store, and laugh long and loud. Beat the level, save. If
your beetle didn't win, hit reset, try again.

EASIEST MONEY IN THE GAME.

It's also a really cheesy way to do it.
*End of InvalidUser's beetle wrestling tips*
-------------------------------------------------------------------------------

When you go north of the main plaza, turn right at the fork to enter the dojo.
Not much use though, but it's the only way to get in with someone other than
Mugen. Turn left at the fork then follow the path to outside of town where
you will show up at the area of your next mission.

VIb. Weapon shop
----------------
At weapon shops, you can buy and change what swords you have. You may have
3 swords at any time, one of which is always your default sword.
Most other swords break after extended use which is determined by their
durability. Weapon shops will also repair any broken swords you have from
the previous mission. Note that if a weapon breaks and you repair it,
you have to re-equip it. It doesn't automatically re-equip itself after repair.

VIc. Record shop
----------------
At record shops, you can buy tracks and equip up to two tracks, each with
a different combo tree and effect if any. Tracks dictate what moves you
are able to use at any given time as well give you added traits if any.

VId. Battle system
------------------
VId1. Combos and Hyper mode
---------------------------
The combo tree will show you what buttons you can press at any part of the
combo. A button boxed in red will, upon a successful hit of that boxed attack
(whether the enemy blocked or not), put you into Hyper mode for a few seconds.
In Hyper mode, the screen turns red and you can attack blazingly fast. Also
just pressing attack will teleport you (to an extent) to the nearest enemy.
I just recommend pressing Square throughout the whole thing unless there's
some better thing to do that I don't know about.

VId2. Counter attacks
---------------------
Also if you are attacking at the same time as an enemy and are both going
to hit each other, you'll enter counter mode. DON'T PRESS ANYTHING ONCE YOU
GO INTO SLOW-MO! It will then show you one to four buttons you can press.
Choose and press any one of them. You'll counter the enemy. In rare cases,
you'll get hit regardless. This usually happens if there are many enemies
around you and they are all attacking simultaneously, or if the enemy does not
flinch easily and attacks through your counter. If you take too long or you
press a button that's not shown or another enemy attacks you during this
slow-mo mode, you'll get hit (either by the enemy you were trying
to counter or the other enemy that hit you) and won't counter. Each button also
has its own set move that won't change no matter which track you use, so learn
which button does what and use each accordingly. Each character has their own
set of counters.

It appears you receive additional money when you counter as well as technique
counter which is described below.

While in counter mode, you can perform a technique counter. Go into a
counter, but if the circle on screen is red, press Circle as soon as you see
it. If you did it right, then you'll see that the only counter available is
Square and it is also in red. Press Square and you will be in Hyper mode.
Getting into Hyper mode this way also makes Hyper mode last longer.

-------------------------------------------------------------------------------
*Conversation about Technique Countering on the message boards*

Dead_Orion Posted 5/10/2006 2:13:31 AM
i think this is one of the harder things to figure out in the game, especially
since it is explained so poorly. so here are some tips to allow you to
Technique Counter with better success. it really is worth learning since it
does wonders for your trick points which leads to longer timers in tate mode.
it also fills your tension gauge quickly so doing it at the beginning of
levels is great. the one downside to Technique Counter is that you may easily
get hit and blow your counter if you do it incorrectly.

How to perform Technique Counters:

1. Enter counter mode. (you can do this by attacking and getting attacked at
the same time - instead of trading blows, you will often enter counter mode.)

2. DON'T PRESS ANYTHING. This is the most important part and the part that is
most poorly explained in the game. You are supposed to press circle after
entering counter mode to activate your technique counter. However, as soon as
you enter counter mode, the game slows down and the action stops. If you start
pressing circle at this point, you will kill your ability to perform a
technique counter. this is the part i could never understand at first;
largely due to the fact that the game merely tells you that you were too slow
and needed to press circle earlier when you do this in the dojo. Great advice
since that's the opposite of what you need to do. you need to wait to press
circle until the counter mode slow down ends.

3. Wait for the Circular Icon to Apper. It's in the middle of the screen and
will have dashes surrounding it that disappear quickly. once all the dashes
disappear - you can perform a normal counter by pressing a button that is
shown on the screen. But to perform a technique counter, you need to press
circle before the dashes disappear. If you do this correctly, the square icon
will be displayed, and you will enter hyper mode as you mash square.

Notes:
A. Make Sure the Circular Icon is Red. if you wait to press circle until it
appears, it should be red. if it is red, press circle to do a technique
counter. if it is white instead, a technique counter will be impossible, so
don't bother.

B. Do Not TAP Circle REPEATEDLY. Even if you wait for the red circular icon
to appear, if you tap circle, you are likely to screw up your technique
counter. If the technique counter activates when you press circle, your next
tap of circle will thwart your hyper mode since you should of been hitting
square. You will likely get hit for this mistake. Basically, you should wait
til you see the red circle. Anticipate it and press circle once, then mash
square as you enter hyper mode. If something messes up, don't press anything,
wait for the counter count down to end and perform a normal counter.

C. Hyper mode seems longer than normal in technique counter. Could just be me,
but you can get a lot of hits from technique counters.

D. Be Smart. Don't try to constantly go for technique counters, it's not
necessary. Regular hyper mode does just fine. My advice would be to just
attack like normal and look to do technique counters when counter situations
naturally come up. If you really want to enter counter mode, you can do slow
triangle attacks repeatedly (especially effective if you do them when you see
an enemy attacking, almost a guranteed counter). But flashyness kills
sometimes so use your head.


aznhick Posted 5/12/2006 2:17:23 PM
it seems lik eif you're locked on u can't get the red circle when u tech
counter.
and the red circle is required for the tech counter.... 
while timing my pressing circle....i'll get the tech counter most of the
time ...usually me missing the circle buttone to initiate the counter is what
screws me over...
try it out and let me know.


Dead_Orion Posted 5/20/2006 11:16:08 PM
i dont recall lock on being a problem, or at least i never noticed it. i had
to return the game, if i still had it, i would test it out.

but i use lock on a lot, so i dont think it prevents you from tech countering,
though i could be wrong.

Dead_Orion Posted 5/20/2006 11:50:30 PM
on second thought i think i hold down the target button like 90% of the time
while fighting enemies since it does a lot of good things for you. so it
should be fine with tech counters, but someone should test it just to make
sure. (like i said, i don't have the game anymore, so i cant)

Tips on auto target:

A. the problem with early kills - often and especially during the early
stages, you will kill enemies quickly before you have finished your combo
chain. holding down the target button ensures you seamlessly transition to
nearby enemies once you kill your current victim, keeping your combo chain
going; which makes hyper mode easier to enter.

B. holding down the target button during hyper mode allows you to hit the
maximum amount of enemies possible. as soon as you kill one, you start
attacking the next one. with the small amount of time you have for hyper
mode combos, this can help you get the max hits out of it.

C. better defensive movement. holding down the target button allows you to
strafe your enemy with lateral movement instead of running in whatever
direction you press. you can use this movement to avoid attacks (and look
flashy doing it with jin), but it's most practical use is that it enables
you to better square-up to your opponent. this allows your attacks to hit
cleanly and squarely so that your combos connect in their entirety, instead
of having mugen breakdancing with his back turned to the enemy because you're
in the middle of a combo chain.
being squared-up also aids you in blocking attacks cleanly instead of getting
smacked because you were turned sideways. though in close quarters with
several enemies that may or may not be in the camera, it wont be of much help.

D. the bad part. you move more methodically around your enemies while in lock
on, which also means you move slower. so if you need to retreat quickly, tell
your brain to release the target button and you won't have any issue with this.
*End of conversation*
-------------------------------------------------------------------------------

VId3. Tate mode and Trance mode
-------------------------------
If you see a star over the little dancing guy in the corner, that means the
next enemy will have a star over its head and hitting it will put you into
Tate (pronounced tah-tay) mode. You and your opponent will rush at each other
and you have to press a button on screen. If you don't press the button in
time or press the incorrect button, nothing will happen but the enemy will die.

If you succeed, you must mash the four face buttons as fast as you
can to get 100 hits before the timer runs out. If you don't get 100 hits,
nothing will happen and the enemy will die. Build up more trick points by
attacking enemies and you will have more time in Tate mode. If you fail Tate
mode, you keep any trick points you had before going into it. Higher comboes
build up trick points faster. Technique counters and Hyper mode in general let
you slash an enemy more times past the amount it needs for dying, so longer
comboes can be done easier when in Hyper mode or technique countering. If you
get past the single button press but fail to get 100 hits, the enemy will
die and also leave a lot of money.

Upon getting 100 or more hits, you will enter Trance mode.
In this mode you have 3 hit points to kill 100 enemies. 1 hit will kill an
enemy in this mode. You will get a bonus hit point at the 51st kill. If you
run out of hit points, the enemy dies as normal and drops a lot of money.
If you succeed, the enemy dies without dropping a lot of money, but you get
a weapon (not necessarily). You don't automatically receive it. It will appear
in the shop for purchase :)

Also when in Trance mode, you can still go into Hyper mode. I don't think
countering other than technique guarding works here. I believe the attack to
trigger Hyper mode is the one that was marked as such before you started
Tate mode. If not, just experiment until you find it. The difference is that
if you enter Hyper mode during Trance mode, you permanently be in Hyper mode
for the rest of Trance mode. However if you use a jumping attack, I believe
that will end Hyper mode if you miss or it could end it no matter what. Also,
I'm not completely sure but from what I've done, it appears that if you press
Triangle as you enter Trance mode after getting 100 or more slashes in
Tate mode, you will automatically be in Hyper mode when entering Trance mode.
I haven't noticed it in the Japanese version or maybe I was pressing Triangle
more in the American version, but that appears to be the case. So mash
Triangle before going into Trance mode and see if that works. It can't hurt
to try anyway. Sometimes it feels like it happens automatically. Don't
be expecting it, but take advantage of it when it happens.

It is possible to fail if you survive for long enough but don't kill any
enemies for a long time. Sometimes the AI is stupid and will just stand there
and not do anything.

There are weapons to obtained from Trance mode each chapter. If there are no
more weapons to obtain, you will instead receive a random Ukiyo-e picture.
Once you have all the weapons for that chapter as well as all the pictures,
you will receive 3,000 coins each Trance mode, regardless of whether you
fail or succeed. You can tell if you're going to get a weapon if you see
some wall behind the treasure chest at the end. If there is no wall, you
will get a picture or money.

It also appears, from my testing, that you may get a weapon from fighting a
different group of enemies. Example: I was playing Worso's first chapter. I
completed Trance mode in the first area and didn't get a weapon. This area had
me fighting a two monkey maximum during Trance mode. I kept going and in the
area before the boss, I was fighting a three monkey maximum during Trance mode
and when I completed Trance mode here, I received the Golden Sword.

So be diligent about completing Trance mode whenever you get to different areas
if you want new weapons.

Whether you fail getting 100 hits, run out of hit points, or succeed
completely, you will return to the main field and will recover health.
You do not recover health if you fail the single button press upon
entering Tate mode. This is because the number of hits you get in Tate mode
determine how much health you recover.

VId4. Results
-------------
At the end of a mission, the game will tally up some stats of that mission and
you get money from that. Using continues will severely decrease your reward.
The stats are:
*Play time (Play faster to get more money)
*Combos (your max combo)
*Tate mode Combos
*Trance mode Combos (never exceeds 100, proving which mode is Trance mode for
 those who think Trance mode is the one where you get over 100 hits to move on)
*Deaths (Same as continues because quitting restarts the mission from the
 beginning)
*Enemies Killed
*Koban Coins (Occasionally enemies will drop a chunk different from the
 normal 1 currency pieces. Gives you more coins when tallied on this screen)
*Total Cash

The factors are considered in order listed, so even if you die a million times
and get no money from all the categories before Deaths, you still get money
from Enemies Killed and Kobans.

After the results screen, you get a ranking. As far as I know, the ranking
doesn't do anything and is just for fun.

VId5. Death and Continuing
-------------------------
If you die during a chapter, you will be brought to the continue screen
(Continue as in keep going, not load game).
The right option is to continue. The left option is to quit. It will ask you
to confirm quitting. Press Circle to confirm, X to cancel (X to confirm,
Triangle to cancel for the American version).

When continuing, you keep all progress in the level including enemies killed
up to the point you died, the money and kobans you collected, and your tension
gauge's progress. The only catch is that you start at the last game-defined
checkpoint and have to run back to where you were.

Also if you die enough, the game helps you out. Since you probably won't be
dying in the level and more likely dying frequently to some bosses, these
will help you at the right time. If you're ill-prepared, the game will
help with these boosts, but it comes out of your end of chapter money reward.
If you get even one boost, then don't be surprised if you don't get any money
at the end unless you collected a lot of kobans.


-----------------
VII. Walkthrough |
-----------------
I recommend starting out with Mugen as he is a fairly straighforward character
to use. Jin is a bit more technical so save him for when you have a bit more
experience when playing the game. Because of how the game is structured, you
can stop playing one character's game and start another's at any time. If you
don't really care to understand the story and just play, then I recommend
completing Mugen's game first so you get the Flat Line track. It makes
dealing with small groups of enemies easier. The gameplay is rather lackluster
so the story is one of the few saving graces of the game so for maximum
comprehension, I recommend starting with either character and as you complete
one chapter, complete the same chapter with the other character. Each chapter
is usually connected with the other character's same numbered chapter in some
way so you get to see how they tie into each other by trading off.

The general strategy is to go around killing everything and anything. If you
are at the big red arrow on the map that tells you you're on the main path,
backtrack to anywhere you didn't visit yet and kill the rest of the enemies
if you want extra money and item boxes. Some sections are still incomplete or
very generic and undetailed, but it will probably stay that way because the
only trouble you'll probably have is with the bosses, and most of the tricky
ones are covered here.


VIIa. Mugen
-----------
Chapter 0: Easy Come, Easy Go
English name: Ships Come and Ships Go
Straightforward, just kill. After you beat the enemies, that's the end of
this chapter. The story gets picked up directly at the start of Chapter 1.

End of chapter reward: Nothing

Chapter 1: Watch for the Witch
English name: Quick as Lightning
You start in a big open area with lots to kill, so get to it. After clearing
the field, you can access shop shutters and two healing items. After this,
there's a straight path that leads to a fork in the road. The right fork has
no enemies while the left does. The left leads to a straightaway with
enemies while the right leads to a straightaway that has a dead-end turn
with an chest of money. You can backtrack and take both paths if you
want to kill more enemies. Both lead to the same screen where the two forks
merge. There's two item boxes at the end, one with a full-heal ramen and one
with a weapon-healing leaf. Pay the toll and move on to the boss of this
level.

Boss: Zenbanosuke Kurata
Not very hard. He doesn't hurt too much so just bait technique counters and if
the counters don't turn into technique counters, it seems the X button counter
does quite a bit of damage to him.

After he's gone, you must kill 20 enemies. Once they're gone, you run into the
witch again who gets away. Worse shows up and tells you more and runs off.
You then chase after him into the building. There's nothing outside so just run
straight in.

Run straight down the hall ignoring the hole in the wall for a chest with
money. Go back to the hole and run through and a cutscene will automatically
trigger. Oddly the enemies in the cutscene are gone after it is over and
instead appear once you walk forward. To the right is a chest with a
mushroom and then a slope you can use to walk up to the next floor. Clear the
floor and pay the small toll. Continue past this pointless hallway to end
the chapter.

End of chapter reward: Track-Hot blast in the North

Chapter 2: Hare and Hound
English name: Wiles
You're first stop in town. Walk around Ezo and see what there is to see.
You'll be back here a lot, so you'll memorize the layout in no time.

When you get into the actual level... there's not really much to walk you
through. It's a straight path all the way through. Just kill everything
in your path, break a few item boxes... not much else to it.

Boss: Fuuga Tobimatsu
RUSH HIM. RUSH!! Get a strong track and weapon combo and RUSH! Just attack and
when he disappears in a cloud, run away and look for where he popped up. If
you're having a lot of trouble finding him, check your map. Just don't be
afraid of the bombs and rush. He's not too hard. Just try not to take too much
damage. See if the block button works here... I never had to use it here
though. If you're good, you could just run up to him, slash, he'll
disappear, run up to him again and slash, and keep repeating.

End of chapter reward: Track-Fox Trap

Chapter 3: A Lonesome Lover
English title: Good Medicine Goes Down Bitter

At the start, Mugen talks to a fortune teller who eventually says he can
neutralize the poison by finding a snake charmer. By luck, a young snake
charmer named Yuu, who looks like Fuu, is right behind Mugen. Forced to
appease Yuu, Mugen eventually learns he must go to Izumo Palace and find
the European Gem. Once obtained, Yuu will heal Mugen.

You crash Izumo Palace and start outside the gates. Take the right fork for
two chests with money. Then go to the left until you reach the sewers entrance.
Follow the straight path to the end. You'll see a glowing red tile. It will say
"Push X Button" when you step on it. It doesn't tell you to press it twice
which is what you should do. The second press should be near the peak of
the jump. On the second press, Mugen will grab a ledge and hop up to the
room above. If he doesn't grab it, then step off the tile until the camera
changes and then step back on and it should say "Push X Button" again. For
some reason it won't let you grab unless you step off and step on.
Proceed to the next area.

The dead end on the map has a chest of money. There's quite a few enemies
here so decide what you want to do and get to the door at the end. Clear the
halls and go into the dining rooms. You will be ambushed and then you have a
choice of two exits. One is a toll door close to where you start this area.
I think the game doesn't give you enough koban up to this point to pass,
forcing you to go through to the other area. I don't think I've ever gotten a
single koban from any of the enemies until this area.

Anyway the other area holds six enemies, I think they're the same kind from
Jin's Chapter One. They like to block but if you keep slashing, some attacks
will eventually get through. Hyper mode isn't much more effective, but it
gives you more advantage to avoid some back attacks. Once they are gone, you
should have enough koban to pass, but you can't go back out the way you came
until you go into another room. There you will get the gem which Mugen will
give to Yuu later. Don't forget to go into the other room in this area before
leaving for three chests. You can either get these before or after getting
the necklace.

You will be ambushed again, so fight or pay the toll. After you pay, you will
be in a big lobby. Go into the hall behind the stairs for a chest with a leaf.
Then head up the stairs and clear the floor if you want. There's a chest with
money in the fork to your right when heading up the stairs. Head through the
open door to end the chapter.

End of chapter reward: Nothing

Chapter 4: The Tale of Tails
English title: Cruel and Inhumane
Stock up, then start the mission. It's a straight path for most of the level.
Once you reach the glowing red tile, ignore it and keep going down the path
for a chest with ramen. Again, you must press the X button twice. If you mess
up, step off and step back on and try again. The second press should be near
the peak of the jump. After the second tile, there's a chest with a healing
item. Then keep going up the cliff. A few monkeys may attack you on the way
up,so watch out for that. Don't worry, this is the last you'll ever see of
these tiles.

Continuing on, there's no enemies on this screen. Just a toll and two chests
with a riceball and leaf. Hopefully you have enough kobans because even though
you can go back to previous areas, you can't jump back down the cliffs so
hope you have been fighting and collecting kobans up to this point. It's a
small toll, but a toll nonetheless.

Boss: Boss/Alpha Monkey and gang
You have to kill a few monkeys before the leader will come out, so do that.
Try not to keep too much distance between yourself and the other monkeys or
else they will toss stuff at you which has a habit of knocking you out of
counters. After you get the leader out, he pretty much goes down in one
technique counter, so mash square once you get one.

Boss: Oni Tsubaki
I'll tell you straight out, you're going to have to kill him many times until
he decides he wants to die. Basically, just try to conserve as much life as
you can when fighting him. Good thing is that if you die, you don't have to
fight the Boss Monkey again. Bad thing is that if you die at any point when
fighting him, you start from the first fight. The only thing you really need to
concern yourself with avoiding is his unblockable tornado attack. Try Hyper
moding the normal way and technique counters if you can. He's doesn't really
pursue you too much, but you can easily outrun him, so feel free to run around
if you can sense particular attacks. It helps to run circles around him and
hit from behind. He does have projectiles though so be wary of that. Just run
around and attack when he's open. Easier said than done, but you'll sort of
get it after a while.

Pretty much wait for him to attack first because he likes to start off each
fight with a tornado. He tends to block when you get into Hyper mode, so while
he's tornadoing the wrong direction, get into Hyper mode the normal way
and then mash square. Keep this up for two fights. He doesn't seem to flinch
or block at all during the third fight, so pick a strong weapon like Gladius
and just try to dish out damage as fast as you can.

In the fourth fight, he will not take damage at all, so try your best to stay
alive and try to attack him. One full-on tornado is probably enough to kill
you at this point if your health is in the red. Eventually, a message will
pop up. At this point, run up to him and press Triangle+Circle
(or Square+Circle) and you win.

End of chapter reward: Track-Jaguar Batter

Chapter 5: Doer of the Dreams
English title: Pure of Heart
This level is completely sidescrolling. You have shutters to do your shopping
at (why you can shop and keep items and money you obtain in a dream is beyond
me). After you stock up, you run into some weird enemies. They will jump and
roll at you so watch out. Technique countering takes care of them fast. There
are item boxes along the path so don't worry if you take a few hits.
Just keep going through and you'll eventually get to a weird outer space area.
At the end, pay the toll and get ready for the Witch.

Boss: Witch
A toughie at first. She casts spells, so forget about technique countering.
Run up to her while avoiding the pillars of pain and attack. Use a strong
weapon and a track that has fast startup attacks. Try to watch out for her
fire breath, but if you attack her fast enough, she won't get a chance to
use it. She will cast some very hard spells to avoid when she is visible.
If she casts bouncing hearts, run around and try not to get hit :)
If she casts more pillars, RUN. If she casts purple flames, RUN. They aren't
really to hard to avoid, just hope you don't get sandwiched.

Once she disappears, this is the easier part. She'll cast a random
spell. The general rule is don't step on any of the magic circles that appear.
Sometimes there will be purple flames following you, so obviously avoid those
too. Eventually you will memorize how to dodge each spell.

After the spell is over, run to the center of the map. Standing in the
center will give you the best opportunity to run to where ever she appears
next. This is the pattern for the rest of the fight. She appears, disappears,
casts a spell, appears again, repeat.

After playing a few more times, I actually found it very easy if you can get
to the witch, then just keep doing slashes but only the first few. Pause
a little after two or three hits and then start the combo tree over. It
appears she can't teleport away while getting hit. So just do that and if you
can get into hyper mode, the pause you need to start your combo over is
even shorter so you can possibly kill her in one combo. Just don't leave
too wide a gap between hits and you can possibly take her down very quickly.

Here are some strategies posted up on the Samurai Champloo message boards.

-------------------------------------------------------------------------------
*Strategy by An Illuminati*
An Illuminati Posted 4/26/2006 8:59:26 AM
If you have not played Mugen level 6 [sic]: spoilers

Seems like some people are having trouble with the Witch, so here is little
trick. When you are facing an opponent that CHEATS like the Witch does, your
best bet is to cheat right back by exploiting some AI flaw, more on that later.

The Witch has a very set pattern.

Part 1: She appears, waits a few seconds, then casts one of three spells:
Blue heat-seeking balls, Blue Tornados, or the Rain of hearts. The Key to
this battle is NOT letting her cast those spells. If you get a quick slash on
her the Second she appears, she cant get'em off and you get to do extra damage.

Part 2: After her "appear and Attack" she will disappear and cast one several
"mega-spells" These you can learn to dodge with some practice, But the one that
does the most damage is the "Rings of Death" attack. In this one, Several
Massive rings appear and Fire shoots up, If you are in the wrong place you can
lose HALF of your Health. The safest place to be is right in the center of the
rings, you can dodge it else where, but if you can make it to the middle, that
is where to be.

After her Mega Spell, she will go right back into Part 1, So, as soon as her
Mega Spell ends, you have to find her and attack before she can get off her
Part 1 Spell again,

THIS is where EXPLOITING her AI comes into PLAY: 
A: Because the Camera is Set for this battle, the worst place for the Witch
to appear is the lower, left-hand side of the screen. When she appears their
and starts firing hearts all over, you are going to takes some damage.

B: The Witch (Because of her AI) will appear as far away from Mugen as
possible. If you are way up at the top, she will appear at the bottom
(which is bad) and vise versa (which is good).

Therefore, you Must "OWN" the lower part of the screen. If you are always in
that lower left-hand section, she won't appear there. She will be forced to
appear in the upper left/right hand part, Because it takes her a second to
appear (you can see sparks for a few second), and a few more to cast her
spell, if you "Control" where she is going to appear (by exploiting her AI),
you can almost ALWAYS stop her Part 1 spell, which saves you a ton of Health.

But don't hang out Too Far to the bottom of the screen, you want to be almost
in the middle (You should be able to quick dodge the Rings of Death with only
2 steps up), but be just far enough down to make her appear in front of you
(i.e. near the top).

Just watch map as her Mega Spell starts to end, OWN the bottom of the screen,
and DON'T GET GREEDY. If you don't stop her Part one Spell, just get two quick
shots in and head back to the Lower center of the screen and prepare for the
Rings of Death mega spell, it always comes at the worst time

Also, keep dying until you get the health time 2 or times 4 and you should be
ok. Also use the Western Sword, your weapons also get recharged from Time to
time too so go for the kill.
*End of An Illuminati's strategy*
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
*Strategy by Dead_Orion*
Dead_Orion Posted 5/2/2006 5:45:17 AM
hrmm...i was going to write a topic on this, but i got lazy and was beat to it.
oh well, just have some stuff to add, okay a lot of stuff. i don't disagree
with anything the op said but i don't think you really need to worry about
exploiting where she spawns to thoroughly destroy her. i also dont think you
need to worry about dying to get your health increased (supposedly there is a
screen to notify you of this as you continue or something but i haven't
encountered it). your standard health should suffice.

the key to beating the witch is avoiding her attacks, so that's mostly what im
adding to the original post.

the witch has two attack patterns, character spells and field spells (which
the op referred to as mega spells). i'll call them field spells because they
blow up large portions of the map with fireballs.


CHARACTER SPELLS (there are four of these)

First of all, let me point out that while the witch is present on the map she
will cast these spells given time and always has three yellow pillars
surrounding her. As the op mentioned, you need to get in quick when she
appears to prevent her from using these spells. Getting nailed by the yellow
pillars as you rush in not only drains your health, but stunts your movement
as well, so avoiding them is key. If you dont strike her in time once she
appears, she will cast one of the following spells:

1. Blue Pillars - this is similar to the yellow pillars surrounding her except
that there are many of them and they move freely around the map. this can be
a pain, but if you are close to her, you might as well attack to get her to
disappear. often you can get the spell to stop before the pillars reach her
(and you).

2. Blue Fireballs - this is definitely my most hated attack of hers. Aside
from doing good damage, the fireballs stun you which can get you hit by field
spells quite easily if you are trying to avoid both at the same time. this
'pick your poison' situation occurs because the fireballs often linger on the
screen after the witch disappears and casts her field spell. If she casts
this, try to hit her a couple of times to make her disappear, avoid the
fireballs, and prey that you dont have to choose between getting hit by a
fireball or a field spell regardless of where you're standing.

3. Heart Attack - she fires a series of hearts that radiate outwards as they
hit the ground. try to get in close and pound her to avoid this as you
probably wont get hit standing by them if you're standing right next to her.

4. Flamethrower - this looks like a yoga flame. she basically breathes fire at
you or shoots it out of her wand (i couldnt really tell). this attack sucks
because you have no chance if she does this right in your face as you are
rushing in. fortunately the damage is not that much, so just give up your
attack and return to the middle to prepare for her field spell.

FIELD SPELLS

Everytime the witch disappears she will cast a field spell. when she begins to
disappear you want to return to the middle of the screen (use the map as your
reference). She has varied field spells which all cause magical fireballs to
shoot from the ground. the similar thing about all the field spells is that
there is a circle of light that appears on the ground immediately before a
fireball launches up from that spot. so the basic idea is to never be standing
over those circles. dont pay attention to the fireballs themselves, as they
can be deceptive. just dont have a foot inside the circles of light and you
should be fine.

1. Ring of Fire - this is the field spell she will cast most often and can be
the most devastating. this is the main reason you always want to be in the
center of the map as she starts her field spell. If you are in the center,
you'll avoid the whole thing easily. If for some reason, you're not able to
get to the center of the screen, don't panic. Think of the attack as a series
of rings radiating outwards. If the rings were numbered, you could think about
it as rings 1,3,5,7, etc... attacking you then rings 2,4,6,8,etc... attacking
you. so if you're stuck on the outside portion of the map when she does this,
just walk back and forth between even and odd rings, avoiding the lit up
circles. if you get hit by this, you will often be nailed again as you fall
down by the next ring so try to prevent this at all costs.

2. Flame Columns - this works similarly to the fire rings except that the
fireballs shoot up in alternating rows. there is not a sweet spot that i know
of to easily avoid this, basically you just want to walk up and down between
rows. make sure your feet are not touching the circles of light and you should
be fine. once you get the rhythm of this attack down it is not as hard to
avoid as it seems.

3. Flame Wave - this is basically a wave of fireballs that flows in one
direction. there are two ways of avoiding this. the simple one is to simply
run around the wave, get to the outside of it, and let it pass by you. if you
are in the path of the wave, you can just wait for the lit circles to appear
right in front of your feet, then run past the wave as the lit circles
disappear, letting the wave essentially pass right through you.

4. Close-In Fire - okay i need a better name for this. but basically the
fireballs move from the outside of the map inwards towards you. If you are in
the middle of the map (like you should be) avoiding this attack is easy. just
wait for the fire to close in and move outside of it just before it appears
under your feet. that's a poor explanation but basically you just want to wait
for it to approach you and dart past it as it closes in on you.

FIGHTING THE WITCH

As soon as a field spell ends and the witch appears, use the map to locate her
quickly and strike her ASAP. As the op mentioned, getting to her quick will
thwart her character spells and let you score a couple extra hits. Once you
get a feeling for her field spells, you should be able to avoid those 90% of
the time, so whether or not she gets her character spells off will probably
determine your success.

When you do get in close to attack her, i would recommend using R1 to
auto-target her. It can significantly improve the accuracy on the final few
hits of your combo - so you won't be swinging wildly into space right next to
her.

Show restraint. the witch will often disappear before you get the last hit or
two of your combo in. If you feel like this is going to happen, stop your
combo. there's no reason to be swinging your sword after she begins
teleporting away - as this will only prevent you from returning to the center
of the map before her field spell.

Use your music tracks to your advantage. I recommend using master swordsman
FUJIKAWA for this battle, as it does seem to decrease the amount of damage you
take from her attacks in my minor testing. In any event, you'll probably want
the extra defense for the first part of the stage where you have to fight all
those manakin puppets anyway. If for some reason you dislike the combo chains
of that track, you can always use it while the witch is attacking you with
magic and swap tracks right as you get in to attack her.

Choose your weapons wisely. The correct weapons can make this battle much
easier. I would suggest the Western Sword and Gladius considering the stuff
you're likely to have access to at that point in the game. The western sword
does noticeably more damage than your normal sword and has good durability as
far as equippable weapons go. The gladius flat out owns her. It does big
damage quickly and it's durability is adequate considering how quickly it
eats her lifebar. I would suggest switching to the Western Sword once her
lifebar reaches the yellow. Then use the gladius once her life is down to the
last bar or two of yellow. You should be able to finish her off quickly with
that gladius. And be smart about changing weapons. Look to swap during a
field spell that you are safe from (like standing in the middle during the
Ring of Fire). It would suck to get pummeled while trying to switch weapons...

But if for some reason you dont have these weapons, you can honestly beat
her with just your normal weapon without much trouble, it just takes patience.
(However, if you have them, I would suggest holding off on using your extra
weapons until you figure out how to damage her and avoid her. No sense in
wasting them early on if you're going to die anyway).

Once you can adequately avoid her attacks, you shouldnt have too much trouble
beating her. Sure i got obliterated the first few times i tried her until i
learned her attack patterns and what was going on in the battle. But once i
figured her out, she seemed much more beatable. When i took her down, my life
was still in the green, only got hit twice, both times by that blue fireball
attack. So it is possible to go from thinking she's invincible to doiminating
her in the span of ten minutes.

If anyone is writing a FAQ for this game and wants to borrow anything I
mentioned, feel free, just credit me. I would even be willing to rewrite this
strategy for a FAQ if someone wants me to.
*end of Dead Orion's strategy*
-------------------------------------------------------------------------------

End of chapter rewards: Track-Falling Star     Weapon-Magic Staff

Chapter 6: The Rose Room
English title: Flowers Blooming in Profusion
For those who want to know, the load screen says
"El tiempo vuela como una flecha"
Must be a very easy sentence because it easily translates through Babelfish
as "Time flies like an arrow"

A long chapter. It's sunset so beetle wrestling, the eating contest, and dojo
are closed. You start out in a marsh with plenty of enemies. Explore the
paths to get item boxes, then pay the toll. You will then be in a mountain
area. It's a linear path for the most part, but make sure to explore before
completely leaving any areas. Recovery items are sparse, so watch out.
Usually long walkways lead to side areas with recovery items, so take them
if you need it, but don't use the items unless you have to. You can always
backtrack if you get low on health later. But if you see a jumpy tile
(I lied, that monkey chapter wasn't the last you would see of them), go back
and get any recovery items because you can't go back down later.
You get a pretty tough boss battle after making it through this arduous path.

Boss: Baraishi
This is one of those bosses that feels like it should be easy but it's not.
He has a pretty predictable pattern, so watch for it and technique counter.
He'll also use tornados which you cannot counter and they will knock you down.
When he loses a lot of life, you'll see a weird inverted-color counter mode.
I don't know how this works yet, but if you mess up something, he'll go into
a Hyper mode of his own. Sometimes he also does a triple illusion, triple
tornado attack when low on life. Remember to have a good weapon and track
and use them once you feel confident enough to beat him.

End of chapter reward: Track-Jumble Song     Weapon-Ibara


Chapter 7: The End For End
English title: A Fierce Battle
Hell... I'm not bothering with this level of hell... All I'll tell you is set
an hour AT THE LEAST to finish this level. There's no tricks, just a bunch of
dead-end forks in the road you've come to know and love. Just don't leave
an area until you've checked each path if you want to get more treasure
chests. Other than that, it's just floor after floor after floor of hell.

Pretty much all of the enemies you've fought throughout the game are present
here. Get used to baiting technique counters because that's the fastest way
you're getting into Hyper mode which in turn is the fastest way you'll get out
of here. You could always run past enemies which will definitely make this
faster and net you a good time bonus. It's just going to be a little hard
because there's narrow corridors everywhere, so watch your back. It also
doesn't help that there are many many toll booths along the way so you are
forced to fight enemies to get kobans, thus wasting a lot of time.

So unless you have a severe case of wannakilleverythingism or
toomuchtimeonyourhandsism, I recommend just running straight to the exit of
every area, finding out how much kobans you need, then just collect the bare
minimum (usually six)... Save your time and sanity. Although the net amount
of kobans you get at the end may be a lot, it's not worth it. Just make
money by smartly playing beetle wrestling, it's a lot faster. Oh, and if you
really want to kill everything to get into Trance mode and hopefully find
weapons, remember to have a lot of time on your hands...

Boss: Mecha-Higumadon
Ehh... some find this hard, but it's not... The only thing is that he does
a lot of damage if you let him hit you... just attack and stop when you think
he'll attack and dodge accordingly. Don't try technique counters because, while
it's possible, it's not worth it. Attack him regularly and go into Hyper mode
that way.

For attacks, he spits out bombs which you can outrun, though the smoke does
make it slightly hard to see where you're going after the first few go off.
He'll swipe at you if you're close and crush you in the corner. He'll also
slap the floor multiple times and end with cupping his hands, so don't run up
to him as soon as he's done slapping.

End of chapter reward: Track-Flat Line

VIIb. Jin
---------
Chapter 0: Easy Come, Easy Go
English name: Ships Come and Ships Go
Straightforward, just kill. After you beat the enemies, that's the end of
this chapter.

End of chapter reward: Nothing

Chapter 1: Close Crows
English name: Once in a Lifetime
You start out in town. Do the usual stuff and go out to the field. After
Nochiyu saves Jin and many cutscenes later, you're outside Nochiyu's cabin and
must kill 28 enemies. You then
 head out to Tsurumaki Manor. It's a straight-
forward path there. The only fork just has ramen, which is to the left. Once
there, you go through the interior of the manor until you encounter Worso.
He'll ditch you and you have to fight 5 enemies. They like to block but if
you keep slashing, some attacks will eventually get through. They fall pretty
quickly when you use Hyper mode. After that, head out the exit and the
stage ends.

End of chapter reward: Nothing

Chapter 2: Lousy Liar
English name: Waiting to Pounce
Kill 15 enemies, then stock up and head out. You are led to Mt. Sengen.
It's a straight path for the most part. Flat Line it if you have
the Flat Line track from beating Mugen's game.

Boss: Rei
He won't fight back but will block everything. Don't use Flat Line on him and
just slash at him for a while and then a cutscene will occur.

Boss: Hanaoka
You have to kill a few easy enemies before he actually fights you but once he
does, he goes down with one Hyper mode.

End of chapter reward: Track-Home is where     Weapon-Hanaoka's
                             the heart is             Katana

Chapter 3: Wicked Weather
English title: Gods of Heaven and Earth
You arrive inside the main gate at Izumo Palace and you're greeted by goons.
Kill everything up to the main door and go off to the left and right for item
boxes and more enemies. When you're done, go to the main door and pay the toll
to get in. In the lobby, kill more enemies. There's some boxes upstairs, but
don't go up yet if you want to take a detour to kill more enemies and get
more money. Go into the room with the open door in the back of the lobby
for a box of money. Then go into doors on the east of the side of lobby that
require you to press Circle to go in.

If you took the south door, you'll have to kill enemies and you'll also fight
those enemies that block a lot. It's not too hard, just annoying. Then go up
the stairs in the lobby now and collect the item boxes. Go through the
toll door to fight the boss.

Boss: Bulykin Rossia
I find it easy to just slash at him and block whenever you see him spin.
Whenever he spins, he'll either shoot projectiles or a shockwave. To ensure
you block it, hold the lock-on button and then block. This should make
a hard fight into an easy one.

End of chapter reward: Track-Shira-kawa-yobune     Weapon-Wasp Stinger


Chapter 4: Old Owl
English title: Forbidden Place
Stock up in town and head out. It's a straight path for each screen so just
Flat Line your way through. The healing items and Trance mode chances you get
will keep your health up sufficiently.

Boss: Rei
Don't waste Flat Line, just like before. Only this time, it's like Oni and you
just keep attacking until a notice pops up. Then press Triangle+Circle
(or Square+Circle) and you win. Easy boss, easy chapter.
A fast level to use for beetle gambling if you want to use Jin for it.

End of chapter reward: Weapon-Rei's Staff

Chapter 5: Tagger's Tagging
English title: Lost in a Haze
You aren't in town so you must use shop shutters. I really recommend that if
you didn't buy the Gladius yet, do it now and equip it. Don't use it until
the boss.

It's a straight path to the end so just Flat Line it. The toll booth is a
bit pricey so be sure to fight.

Boss: Great Oni
It's a bit hard because the fire will not let up while you slash at the head,
so bring a strong weapon like Gladius to end it fast. Flat Line doesn't
work for some reason so don't try it. Well, you can use it anyway but the
pseudo-Hyper mode won't kick in. If you don't have Gladius or anything,
it's still possible to win with even your default weapon, just dodge the
fire and slash at the head between safe periods when the statues are changing
colors.

Boss: BIG Mugen (Japanese narrator sounds like he says Mega Mugen which
                 has better alliteration going for it)
Not very hard. The floating head takes damage, so attack that. It'll run away
with each slash, so just keep at it. Only getting stepped on by Mugen will
damage you so that's all you have to worry about avoiding. Avoid that and the
only trouble you'll have is waiting to get out from between Mugen's legs.
Interpret that any way you want.

End of chapter reward: Track-Salty Snow

Chapter 6: A Dubious Deal
English title: Moonlit Nocturne
Pretty straightforward chapter. It's sunset so beetle wrestling, the eating
contest, and dojo are closed. Stock up and start the mission.
Just run around this big boxed area and kill every enemy. There a few boxes
with health and weapon restoration items. After you're done getting 20 koban
(or don't feel like fighting anymore), run to the north and you'll see
another toll booth. After you pass, you'll go through a long straightaway.
More boxes with items and one with money. When you get to the end of
the straightaway, exit the area and you'll get another cutscene.

Boss: Gekkou
Don't forget you have a guard button. Attack and block like every two or three
slashes. She'll then attack with a powerful attack. You can block each and
every one of her attacks as long as you are facing her direction. Try to use
a slow move, usually Triangle does the trick, and get into counter mode.
Hopefully you will have a red circle so you may use a technique counter.
This is very useful and whittles down her life quickly. Her attacks are very
powerful, so don't be frustrated if you die a few times. Just block when you
see an attack coming and be patient and trade hits with her. Flat Line is
a bad choice for her because she counter attacks pretty quickly and she'll
block a lot, rendering your small burst of speed useless as well as a drain
on your health. Remember you can guard and this fight should be no problem.

End of chapter rewards: Track-Lila-bie (lilas chill)     Weapon-Izayoi

Chapter 7: The End for End
English title: A Fierce Battle
See Mugen's section for this level.

Boss: Higumadon
See Mugen's section again. It's the same fight except this one has fire breath
which you can block until it's over and it doesn't have bombs.
There's also fireballs that follow you which you can outrun.

End of chapter reward: Track-Unbelievable Thing

VIIc. Worso
-----------
Chapter 1: Walk in the Woods
English title: All Things in Nature
You start out in front of the three doors to shops, so stock up on what you
need. Rei's Staff is a solid choice at this point and you should have it from
Jin's story. Go forward while killing monkeys and take the right side of the
fork for an item box. Go to the left side of the fork to continue. From here
on is a linear path to the end. By now, you should be able to handle it.

Boss: Bear God
Easy. Just run around, attack. Any weapon and track will do. It doesn't block,
but I doubt it knows how to. A few Hyper modes will do it in quickly. It's
faster to try for a regular Hyper mode instead of a technique counter one. It
rarely interrupts you if you try for a regular, so go for it. You can try for
technique counters, but it attacks slowly so you'll spend more time than you
have to if you try technique counters.

End of chapter reward: Track-No Home Go Home

Chapter 2: Word of Warning
English title: Self-contradiction
After you're little 30 man killing spree, the level is Chapter 1 all over
again, except the monkeys are replaced by Black Tengus. It's the same up until
you reach Nochiyu's hut. After your talk with Nochiyu, you're outside her hut
but the path you took last time is fenced off. Go the other way and you're
suddenly thrust into battle with Jin.

Boss: Jin
Hard to figure out at first, but mash your parry. Mash Circle until
Jin hits you and counter with Square. He'll attack pretty quickly after your
counter, so start mashing Circle after your counterattack. Keep trading hits
and you'll eventually come out a winner. Just mashing Circle alone works too.

After the battle, you're next to four item boxes. Two have money and the
other two have a leaf and ramen. There's nothing to the left, so go right.
Thrust into battle once more!

Boss: Mugen
Goes down easier than Jin. He doesn't counter as much, but he does like to jump
backwards while being comboed which makes hitting him a bit hard. He blocks a
lot, but it's no big deal. Just Hyper mode and Technique Counter and he goes
down fast. I find that if you don't let up with attacks, he won't stop blocking
and some attacks will get through.

Again, nothing to the left. Go right and another four item boxes sit in your
path. Again, two have money and the other two have a leaf and ramen. You
meet up with Rei, talk, and he leaves. Worso senses the Black Tengus and
calls them out. They appear alongside Kunnenishi who has betrayed you.

Boss: Kunnenishi
You can't hit Kunnenishi. She'll teleport when you get close. Just keep
killing Black Tengus and they'll eventually stop coming. At that point, run up
to Kunnenishi and attack with anything and you win.

After a long talk, Worso gives Kunnenishi her comeuppance.

End of chapter reward: Nothing

Chapter 3: Bloody Blade
English title: Elusive
It's night time, so beetle wrestling, the eating contest, and dojo are closed.
The shops are still open, so stock up. Once you exit town, you're still in
town for some reason and now have to kill 30 people.

Now for a boss gauntlet, you get a riceball at the start of each one, but
still try to conserve health. It seems you start over at the boss you died
at should you lose to one of them which is a nice thing.

Boss: Zenbanosuke Kurata
Seems you have to fight this dude from Mugen's story again.
Not terribly hard, but he'll slash back at you during your comboes.

Boss: Hanaoka
Not hard, he pretty much goes down in one Technique Counter.

Boss: Oni Tsubaki
This dude again... You only have to beat him once though.

Boss: Onis
You fight these guys three at a time and they should consider a career in
basketball. They have a habit of knocking you out of Hyper mode
(that's not to say Hyper mode isn't effective) but they generally fall easy,
even if you just recklessly slash. Try to deal with them one-on-one. There's
nine in total:

White Water
Black Earth
Blue Wood

Green Wood
Yellow Earth
Silver

Copper
White Earth
Purple Fire

End of chapter reward: Track-Dawn Raid

Chapter 4: Morning More. Morning Less
English title: Dying in a Foreign Land
After a talk with Nochiyu, you walk off to kill 30 more guys in town.

Oh god, Edo Castle again. You know what you're in for, so just tough it out.
Seems to be Mugen's route, but it doesn't matter because either one is
stupidly long.

Boss: Antonioni
Pretty hard... Much harder than the bears... He has quite a big range of
attacks compared to other enemies and even bosses. Weave around him and
watch out for attacks. Pretty much all of them can be avoided just by not
being anywhere near him. He's pretty hard to make flinch (I don't think he
flinches at all) so dodge his attacks, attack when he's open, and use Hyper
mode sparingly or at least block during Hyper mode when you're expecting him
to do a slash, but anything else will bust through your guarding.

Attacks: Three slashes - basic, just move around it or block.

         Whirlwind - Hurts alot if you're standing next to him. So don't be.
                     Also appears to be unblockable.

         Slashes + energy wave - hurts as well, just don't get hit.

         Ground slam - He'll jump up and slam the ground which will hurt you
                       unless you jump as well. Even if you're blocking,
                       this attack will hit you if you are on the ground.
                       This is probably one of the more important attacks to
                       watch out for.

         Charging tackle - This is somewhat hard to avoid, but still possible.
                           It appears to be unblockable.

         Energy charge - He will charge up and then glow either blue, green,
                         or red. Blue speeds him up, green will heal him for
                         the whole time he's glowing so try not to let him get
                         the most out of it, and red appears to make his
                         attacks stronger.

Beat him? Good. Since you already beat the bears, you just see them getting
beaten so you don't need to worry about that. The ending is pretty much
the same as the other two except with stuff added after the credits.

End of chapter reward: Track-Kick in da Game

------------------
VIII. Weapon list |
------------------
(in order it appears in the shop list)
When you obtain a weapon from completing a chapter, it appears in the shop
list, but you can't buy it because you already have it. Weird, but very good
for you because they're very expensive. Weapons obtained from Trance mode
however, you must buy.

The attack and durability ratings are from the Japanese version of the game.
They were removed from the American version. It is a 5-star rating system.
Zero stars in attack rating does not necessarily mean it does no damage at
all, it's just it's very weak. Furthermore, five stars in durability rating
does not mean it's indestructible, it's just it will last you a long time.

Typhoon Swell
Used by: Mugen
Price: None, does not appear in shop list
Attack rating: Zero (guessing, not in shop list so it doesn't say)
Durability rating: Infinity (not a real rating)
Notes: Mugen's default sword, must be kept at all times.
       Indestructible, hence the infinity rating on durability.

Jin's Taito (not sure on the spelling, the text is hard to read)
Used by: Jin, duh.
Price: None, does not appear in shop list
Attack rating: Zero (guessing again)
Durability rating: Infinity (not a real rating)
Notes: Jin's default weapon, must be kept at all times.
       Indestructible, hence the infinity rating on durability.

Worso's Katana
Used by: Worso, duh.
Price: None, does not appear in shop list
Attack rating: Zero (guessing again)
Durability rating: Infinity (not a real rating)
Notes: Worso's default weapon, must be kept at all times.
       Indestructible, hence the infinity rating on durability.

Wasp Stinger
Used by: Jin
Price: 30,000
Attack rating: Zero
Durability rating: Five
Notes: Obtained by completing Chapter Three with Jin. The equip screen
       typos it in the Japanese version as "Waps Stinger" but it is correct
       in the buy screen. The American version calls it Sting of Wasp when
       you first obtain it at the end of Jin's chapter but it is called
       Wasp Stinger in the shop.

Ibara
Used by: Jin
Price: 60,000
Attack rating: Zero
Durability rating: Five
Notes: Obtained by compelting Chapter Six with Mugen.

Izayoi
Used by: Jin
Price: 60,000
Attack rating: Two
Durability rating: Five
Notes: Obtained by completing Chapter Six with Jin.

Hanaoka's Katana
Used by: Jin
Price: 20,000
Attack rating: Zero
Durability rating: Three
Notes: Obtained by completing Chapter Two with Jin.

Uninscribed Katana
Used by: Jin
Price: 800
Attack rating: One
Durability rating: Five
Notes: Available for purchase at the start of the game.

Muramasa
Used by: Jin
Price: 42,000
Attack rating: Four
Durability rating: Three
Notes: I obtained it by completing Trance mode in Jin's Chapter Three.

Kotetsu
Used by: Jin
Price: 3,600
Attack rating: Two
Durability rating: Four
Notes: Available for purchase at the start of the game.

Takemitsu
Used by: Jin
Price: 400
Attack rating: One
Durability rating: Five
Notes: Available for purchase at the start of the game.

Oni Tachi
Used by: Worso
Price: 200,000
Attack rating: unknown
Durability rating: unknown
Notes: I obtained it in the American version by completing Trance mode in
       Worso's Chapter Two.

Honebami
Used by: Unknown
Price: 100,000
Attack rating: unknown
Durability rating: unknown
Notes: I don't have this in the Japanese version yet,
       Shador42 has given me this information.

Uninscribed Tachi
Used by: Mugen, Worso
Price: 1,200
Attack rating: One
Durability rating: Three
Notes: Available for purchase at the start of the game.
       According to Shador42, it is labled as Ainu Tachi in the equip screen.

Western Sword
Used by: Mugen, Worso
Price: 1,200
Attack rating: Two
Durability rating: Three
Notes: Available for purchase at the start of the game.
       Well balanced sword, a recommended buy early in the game. A good
       substitute for your default sword and at a bargain price.

Golden Sword
Used by: Worso
Price: 120,000
Attack rating: Five
Durability rating: Two
Notes: I obtained it by completing Trance mode in Worso's Chapter One,
       second area. What I mean by second area is when in Trance mode, you
       fight three monkeys at a time instead of the previous area's two.
       I obtained it in the American version by completing Trance mode a
       second time in Mugen's Chapter Seven, in the courtyard before entering
       Edo Castle.
       Pretty much a more expensive Gladius.
       First submitted by Shador42 before I obtained it.

Gladius
Used by: Mugen, Jin
Price: 20,000
Attack rating: Four
Durability rating: One
Notes: Available for purchase at the start of the game.
       Powerful sword that's a recommended early buy. Use only for boss battles
       since it breaks very quickly, but can do a lot damage in a short
       amount of time.

Trance Sword
Used by: All
Price: 80,000
Attack rating: Zero
Durability rating: Three
Notes: I obtained it by completing Trance mode in Mugen's Chapter One, in the
       area after the shops.
       I don't know exactly what it does. It could either make Trance modes
       more frequent or if you have it equipped during Trance mode then you
       get rare weapons or something. I got the Honebami with this equipped
       in Jin's chapter four when I got Kogetsu in the same spot last time
       I played it. Perhaps you get more weapons when you replay a level.
       Trying to duplicate this in the Japanese version, I kept getting
       Kogetsu, so I'm confused as hell about this sword.

Flamberge
Used by: Jin, Worso
Price: 3,600
Attack rating: Two
Durability rating: Three
Notes: I obtained it by completing Trance mode in Jin's Chapter Five.

Frost Sword
Used by: Jin, Worso
Price: 45,000
Attack rating: Two
Durability rating: Three
Notes: I obtained it by completing Trance mode in Mugen's Chapter Four, second
       area. A well balanced sword. Like the Western Sword for Mugen, this
       is a good substitute for Jin's default sword, albeit much more pricey.

Firebird
Used by: Jin, Worso
Price: 45,000
Attack rating: Two
Durability rating: Three
Notes: I obtained it by completing Trance mode in Jin's Chapter Seven.
       Another well balanced sword. I don't know if there are elemental
       differences between Frost Sword and this.

Battle Axe
Used by: Mugen
Price: 12,000
Attack rating: Two
Durability rating: One
Notes: I obtained it by completing Trance mode in Mugen's Chapter Three, first
       area.

Gold Axe
Used by: Mugen
Price: 55,000
Attack rating: Two
Durability rating: Two
Notes: I obtained it by completing Trance mode in Mugen's Chapter Four, third
       area, the one that's not side-scrolling like the area before it.

Silver Axe
Used by: Mugen
Price: 45,000
Attack rating: Two
Durability rating: One
Notes: I obtained it by completing Trance mode in Mugen's Chapter One, in the
       area after the shops.

Shotel
Used by: Mugen, Worso
Price: 2,800
Attack rating: One
Durability rating: Five
Notes: I obtained it by completing Trance mode in Mugen's Chapter Four, first
       area.

Karasu
Used by: Mugen, Worso
Price: 32,000
Attack rating: Two
Durability rating: Three
Notes: I obtained it by completing Trance mode in Mugen's Chapter One, in the
       area after you take the left fork.

Jamadhar
Used by: Mugen, Worso
Price: 15,000
Attack rating: Five
Durability rating: Zero
Notes: I obtained it by completing Trance mode in Mugen's Chapter One, in the
       area with the shops. Breaks VERY FAST. Use it like the Gladius.

Cobra
Used by: Mugen, Worso
Price: 28,000
Attack rating: Two
Durability rating: Three
Notes: I obtained it by completing Trance mode a third time in Mugen's Chapter
       Seven, in the first tower of the castle.

Khora
Used by: Mugen
Price: 2,400
Attack rating: Two
Durability rating: Three
Notes: I obtained it by completing Trance mode in Mugen's Chapter Two, first
       area.

Dragon Sword
Used by: Mugen
Price: 36,000
Attack rating: Three
Durability rating: Three
Notes: I obtained it by completing Trance mode in Mugen's Chapter Seven.
       A bit better than the Western Sword, but a lot more expensive.

Magic Staff
Used by: Mugen
Price: 50,000
Attack rating: Two
Durability rating: Five
Notes: Obtained by completing Chapter Five with Mugen. Once you get this, throw
       out your old Western Sword, because this is just as powerful, but a lot
       more durable.

Rei's Staff
Used by: Worso
Price: 40,000
Attack rating: Two
Durability rating: Five
Notes: Obtained by completing Chapter Four with Jin. Oddly Worso uses it, but
       Jin is the one who obtains it. Thief. Anyway, it recovers a small amount
       of health when you go into Hyper mode with it equipped.

Nice Stick
Used by: Mugen
Price: 180,000
Attack Rating: Two
Durability Rating: Three
Notes: I obtained it by completing Trance mode a second time in Mugen's
       Chapter Four.
       I obtained it in the American version by completing Trance mode
       in Worso's Chapter One, in the area before the green toll booth
       in the cave.
       First submitted by Shador42 before I obtained it.

Laser Samurai
Used by: All
Price: 150,000
Attack rating: Three
Durability rating: Five
Notes: Ouch, better start saving up. The shop gets this pretty late in the
       game, so stocking up money for this one from the get-go is a good idea.

Laser Samurai Neo
Used by: Mugen
Price: 500,000
Attack rating: Four
Durability rating: Two
Notes: Super ouch, even more expensive. I say it's not worth it just because
       of the poor durability rating compared to the regular Laser Samurai.
       Use Gladius instead, it's only one star less in durability, but it's a
       lot less expensive.

Seiryu-to
Used by: Mugen
Price: 85,000
Attack rating: Three
Durability rating: One
Notes: I obtained it by completing Trance mode a second time in Jin's
       Chapter Seven.

Sabre
Used by: Jin
Price: 800
Attack rating: One
Durability rating: Five
Notes: I obtained it by completing Trance Mode in Jin's Chapter One, in the
       first area where you must kill 28 enemies.

Ja-to
Used by: Mugen
Price: 90,000
Attack rating: Four
Durability rating: One
Notes: I obtained it by completing Trance Mode in Mugen's Chapter Three, in
       the area where you fight the Black Tengus.
       Identical to the Gladius in rating, but is far more pricey.

Kogetsu
Used by: Jin
Price: 3,200
Attack rating: Two
Durability rating: Two
Notes: I obtained it by completing Trance mode in Jin's Chapter Four, first
       area.
       First submitted by Shador42 before I got it.

Francesca
Used by: Mugen, Worso
Price: 62,000
Attack rating: Two
Durability rating: Four
Notes: I obtained it by completing Trace mode a fourth time in Mugen's
       Chapter Seven, in the tower with all the Black Tengus after the bridge.

Kukuri
Used by: Worso
Price: 8,000
Attack rating: Two
Durability rating: Two
Notes: I obtained it by completing Trance mode in Jin's Chapter One, in the
       area after entering the burning manor.

Barong
Used by: Worso
Price: 8,000
Attack rating: Two
Durability rating: Two
Notes: I obtained it in the American version by completing Trance mode in
       Worso's Chapter Three, in the "kill 30 enemies" area.

Makiri
Used by: Worso
Price: 600
Attack rating: Two
Durability rating: Three
Notes: Available for purchase at the start of the game.

Forcas
Used by: Mugen
Price: 7,400
Attack rating: Two
Durability rating: Four
Notes: I obtained it by completing Trance mode in Mugen's Chapter Six, first
       area.

Bokuto
Used by: All
Price: 300
Attack rating: One
Durability rating: Five
Notes: Available for purchase at the start of the game.

Fake Swell
Used by: All
Price: 15,000
Attack rating: Zero
Durability rating: Four
Notes: I obtained it by completing Trance mode in Jin's Chapter Zero.
       Now Jin can use the Typhoon Swell, albeit a fake one. Mugen doesn't
       seem to be above using counterfeit products either.

Susa-no-o
Used by: Jin
Price: 350,000
Attack rating: Four
Durability rating: Four
Notes: Obtained from Trance mode. Very good. Start saving up.

Nagadosu
Used by: All
Price: 50,000
Attack rating: Two
Durability rating: Three
Notes: I obtained it by completing Trance mode a third time in one of Jin's
       chapters. My computer was reformatted and this guide had some data
       corruption in the backup process. This part was the only thing that
       was unfixable and I can't remember what chapter I got this sword in.
       If I had to guess, it was probably Chapter Seven, going by the previous
       sword notes.
       


---------------
IX. Track list |
---------------
(in order it appears in the shop list)
Like weapons, anytime you obtain a track by completing a level,
it appears in the shop list, but you can't buy it because you already have
it... Weird, crazy game. Good for you as some are very expensive.
Pretty much the tracks in the shop at the start of the game are the only ones
you have to buy and you get every other track by beating all chapters
with all characters.


KUWAGATANK
Price: None, does not appear in shop list
Notes: You start the game with this track

Strange Flower
Price: 1,500
Notes: Available from the beginning for purchase.

Back Side 540
Price: None, does not appear in shop list
Notes: You start the game with this track

Tenmoukaikai-isonishite-mosarazu
Price: 1,500
Notes: Available from the beginning for purchase.

Hot Blast in the North
Price: 3,000
Notes: Obtained by completing Chapter One with Mugen.

Jumble Song
Price: 12,000
Notes: Obtained by completing Chapter Six with Mugen. Once you have extended
       comboes, four of the final Triangle attacks are the four attacks from
       your character's Counter mode.

Shira-kawa-yobune
Price: 3,000
Notes: Obtained by completing Chapter Three with Jin.
       Titled "Fast Asleep" in the official soundtrack.

Fox Trap
Price: 3,600
Notes: Obtained by completing Chapter Two with Mugen.

Jaguar Batter
Price: 5,000
Notes: Obtained by completing Chapter Four with Mugen.

Salty Snow
Price: 8,000
Notes: Obtained by completing Chapter Five with Jin.

Bird of Passage
Price: 12,000
Notes: Available from the beginning for purchase. Extends Hyper mode. From my
       testing, it extends it to about the same amount (maybe shorter) as
       a hyper mode from technique countering. It doesn't appear to affect the
       length of hyper mode during technique counters.

Home is where the heart is.
Price: 3,000
Notes: Obtained by completing Chapter Two with Jin.
       Increases tension gain rate.
       Titled "Those Who Believe Their Hometown Is Distant" in the official
       soundtrack.

Dawn Raid
Price: 25,000
Notes: Obtained by completing Chapter Three with Worso. Increases money gained.
       First submitted to me before by Shador42 before I got it.

Sword Master FUJIKAWA
Price: 23,000
Notes: Available from the beginning for purchase. Raises defense.

Lila-bie (lilas chill)
Price: 36,000
Notes: Obtained by completing Chapter Six with Jin.
       "Makes enemy ranged attacks useless."
       Unless it applies to more than projectiles, it's a rather useless
       effect. The only projectiles I've seen are thrown by black tengus
       and monkeys when you run away far enough.
       Titled "Freezing Lilas" in the official soundtrack.

Falling Star
Price: 10,000
Notes: Obtained by compelting Chapter Five with Mugen.
       Raises weapon durability.

No Home Go Home
Price: 80,000
Notes: Obtained by completing Chapter One with Worso.
       Increases tension gain rate.

Flat Line
Price: 76,000
Notes: Obtained by completing Chapter Seven with Mugen. Allows you to do a
       weaker, shorter version of Hyper mode (screen turns blue instead of red)
       upon hitting an enemy (blocked or not). The catch is that each time this
       psuedo-Hyper mode is activated, you lose a little life.

Unbelievable Thing
Price: 51,000
Notes: Obtained by completing Chapter Seven with Jin.

Kick in da Game
Price: 98,000
Notes: Obtained by completing Chapter Four with Worso.
       First submitted to me by Shador42 before I got it.


-------------
X. Item list |
-------------
Item shop items:

You may only buy one of these per chapter. There are two stores that sell 
these in town. I shall call the item shop in the middle of town Store 1 and 
the item shop in near the south end of town Store 2. You will automatically go 
to Store 1 if you enter the item shop from outside of town through a shutter.
The effects of these items only last until the chapter you bought them in ends.

*Rock Candy*
Raises defense
Store 1: 500
Store 2: 1200

*Wooden Bear* 
Raises attack
Store 1: 2400
Store 2: 500

*Good Luck Charm*
Helps you get more money
Store 1: 800
Store 2: 400

*Chick Doll*
Raises tension
Store 1: 1200
Store 2: 2400


Items from treasure chests in the field:
*Shishkabob*
Gives you a white glow. Recovers a little health.

*Rice balls/Onigiri*
Gives you a white glow. Recovers some health.

*Ramen*
Gives you a white glow. Fully restores health.

*Leaf*
Gives you a purple glow. Repairs any broken weapons you are carrying.

*Mushroom*
Gives you a blue glow. Maxes Tension


--------------------------
XI. Secrets & Unlockables |
--------------------------
Play as Worso
To play as Worso, you must beat the game with either Mugen or Jin.

Deathmatch mode
Beating the game not only unlocks Worso, but also a deathmatch mode. You select
it from the main menu. You and a second player select a character (you may both
select the same character if desired, you'll both be a different color) and
fight each other. The controls are exactly the same as in the main game. The
catch is you cannot choose tracks, weapons, or items and you cannot see your
combo tree. Matches are one round and they tend to go quickly, even if both of
you know what you're doing. From my time with it, Worso seems to have insane
attack power and can cut down Mugen or Jin quickly.

-------------
XII. Credits |
-------------
*Bandai for making the game as well as their website for the game at
 http://www.champloo-game.com where I obtained names for characters before the
 English release.
*GameFAQs for hosting this
*Gamespot for their preview information of the game.
*Freakmasta2001 of the GameFAQs Samurai Champloo boards
   for the official spelling of Worso before the American version was released.
*A member of the GameFAQs Samurai Champloo boards who's name I forgot for
   explaining Hyper mode within Trance mode.
*Dead_Orion of the GameFAQs Samurai Champloo for being a big encyclopedia for
   this game before the American version was released.
*Shador42 for a few weapons and tracks that I didn't have before he submitted
   them.


---------------------
XIII. What's Missing |
---------------------
Pretty much the a complete weapon list is the only thing that is missing. I
don't know of any definitive list, however the game is easy to beat without
getting every weapon. Most weapons aren't really worth getting so it's no
big deal if all are not discovered.