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