========================================================== === SHIN BOKURA NO TAIYOU 'SOLARSMITH' GUIDE v1.00 === ========================================================== by Terence Fergusson Shin Bokura no Taiyou: Gyakushuu no Sabata Copyright 2003, 2005 Konami. This document is entirely my work, and was written and is owned by me, Terence Fergusson. All copyrights and trademarks are acknowledged where not specifically mentioned. If you wish to reproduce this document AS IS, you may do so without having to ask my permission, providing that the entire document including this copyright notice is left intact, preferably in ASCII text format, and is done so for non-profit purposes. I do, however, reserve the right to revoke permission and ask for it to be taken down should I feel it necessary. Please do not e-mail me about this guide. If you have questions or submissions to the knowledge base, please post on the GameFAQs message board; the information will get to the correct people quicker this way, and you have a far better chance of getting an answer expediently. =========================================== ==== V E R S I O N H I S T O R Y ==== =========================================== v1.00 : 14/07/06 : Original Release ========================================= ==== T H E S O L A R S M I T H ==== ========================================= Like Boktai 2, Shinbok allows you to forge your own weapons to add an alternative source of damage other than the Gun Del Sol. However, unlike Boktai 2, the Gun Del Sol is with you from the start and thus plays a much greater role, since Django isn't as handicapped as he was in the previous game. As such, there have been a number of changes in the weapons available to you. The previous Sword, Spear and Hammer classes have been condensed into swords only, but there are now five different classes of swords to compensate: Longswords, Rapiers, Greatswords, Curved Swords and Katanas. The distinctive Sword/Spear/Hammer attacks have, instead, been incorporated into these different types as Horizontal, Piercing and Vertical attacks. These changes may seem a bit confusing to start with, so we shall begin by going over the basic terminology used in this guide. =================================== ==== B A S I C T E R M S ==== =================================== When talking about the Solarsmith and forging, we will use the following terms to help describe things. Weapon Related Terms ==================== Every weapon will have the following attributes: Class: Each sword belongs to one of the five weapon classes: Longswords, Rapiers, Greatswords, Curved Swords and Katanas. This dictates how exactly it will merge with the forging process and what results will come of it. Certain classes also tend to give certain types of attacks: Curved Sords tend to use Horizontal attacks, Rapiers tend to use Piercing attacks, Greatswords use Vertical attacks, while Longswords and Katanas tend to be a mixture. Also note that different Classes require different Accessories to forge with. Level: Possibly the most important attribute of a weapon. Django must be of equal or higher level to use a weapon of a certain level. Also, it helps determine exactly how you must forge the weapon to make it, among other things. Attack Power: The strength of the weapon. For most weapons, this happens to be Weapon Level + 5. For Greatswords, however, it's Weapon Level + 7. Most SP Effects that affect the strength of a weapon will modify this stat only. Durability: Measured between 0 and 1000, this is how many swings of the weapon you have until it 'breaks'. A broken weapon is still usable, but it will impact the forging process as a source material, and will have an Attack Power of 1 while you are using it. SP Effects on it will continue to work, however. Refinement/Attack Sequence: The Attack Sequence of a weapon is the group of moves you make in a combo when you continually attack with the weapon. Different moves in the same sequence may have shorter or longer delays or be a different type of attack (Horizontal, Vertical, Piercing). You may Refine a weapon to improve its Attack Sequence a total of two times in total. After the 2nd Refinement, the weapon may not be refined further. Special Effects: Weapons may have up to two SP Effects. These effects are completely dependent on what exact weapon you are forging - many weapons do not have any SP Effects at all. The level of the Accessory forged into the weapon helps determines whether SP Effects are unlocked on a weapon - you cannot use SP Effects until they have been unlocked. Weapons with SP Effects unlocked are noted by having the letters 'SP' after their name. Forging Related Terms ===================== Source Weapon: The weapon you put into the forging process. Result Weapon: The weapon you should get out of the forging process. Upgrading: The act of forging a weapon with an accessory in order to get a weapon with a higher Level. This is often the next step in the current weapon's Class, but it is possible to cross over to another Class if you use the correct Accessory. Downgrading: The act of forging a weapon with an incorrect accessory, which causes the weapon to fall down to a lower level weapon. This is normally in the same Class as the weapon, though there are exceptions. Some weapons cannot ever downgrade. Repairing: The act of reforging a weapon to repair its Durability. This can be done at any time, since how well you complete the Solarsmith minigame only dictates how much Durability the final weapon has. Unlike Upgrading and Downgrading, the idea here is to keep the same weapon, so that any SP Effects and Refinement you have performed on the weapon is not lost. Refining: In order to get the 2nd and 3rd level of Attack Sequence on a weapon, you must Refine it. Like Repairing, this is done by making sure the Result Weapon is the same as the Source Weapon you put in, but there are extra factors involved in making sure you get a Refinement. These will be explained later. Refined weapons are noted by having either a II (2nd Level of Refinement) or III (3rd Level of Refinement) after the weapon's name. ============================================= ==== F O R G I N G O V E R V I E W ==== ============================================= Forging in Shinbok is fairly simple. You are asked to provide both a Source Weapon as well as an Accessory to forge it with. This will determine exactly what the Result Weapon will be. You will then be asked to take part in a minigame that will determine how much Durability the weapon will have. After a final random chance for the unlocking of SP Effects - which is based on the ingredients and certain other factors - the final weapon will be given to you. Both the Source Weapon and the Accessory, however, will be used up in the process. Apart from SP Effects and Durability, everything is already determined the second you choose both the Source Weapon and the Accessory. There is no randomness in this part, and you get to see a picture of the Result Weapon before you confirm whether you want to make it or not. Finally, when you forge a weapon, the knowledge of making it is delivered to Cheyenne. This allows Cheyenne to sell you more copies of this weapon, which is helpful in forging even more powerful weapons. Do note, however, that Cheyenne cannot sell any weapon that has a Level greater than 50, and that there are a few other weapons which are also not sold, despite being of lower level. In any case, we shall focus first on how to determine what the Result Weapon will be, since some of this requires just a little bit of planning. ===================================================== ==== A C C E S S O R Y P R O P E R T I E S ==== ===================================================== In order to forge a new weapon, you must add an Accessory to the forging process. The different Accessories are linked to the forging process by each being associated with a certain Class of weapon, as well as having a particular Level of their own. The list of Accessories by Class and Level are as follows: Longswords - Armgear ---------- L10 - Power Wrist L20 - Bracelet L30 - Crest of Clubs, Crest of Diamonds L40 - Buckler L50 - Rune Gauntlet L60 - White Gauntlet, Black Gauntlet Rapiers - Normal Armor ------- L10 - Leather Armor L20 - Chainmail L30 - Plate Mail L40 - Rune Armor L50 - Spike Mail L60 - Novice Mail Greatswords - Special Armor ----------- L10 - Fire Dragon Armor L20 - Earth Dragon Armor L30 - Water Dragon Armor L40 - Wind Dragon Armor L50 - Raincoat L60 - White Armor, Black Armor Curved Swords - Footgear ------------- L10 - Iron Clogs L20 - Funny Shoes L30 - Power Ankle L40 - Traveller's Shoes L50 - Sabaton L60 - Winged Boots, Adventurer's Boots Katanas - Headgear ------- L10 - Circlet L20 - Cool Bandana L30 - Headband of Zeal L40 - Earth Talisman L50 - Proof of Shinobi, Tiara of the Alfar L60 - X-Ray Glasses, Golden Mask The Set Accessories - the Rockman Set acquired via Crossover Points, the Sun-Bleached Set won from the Arena, and the Beastly Set bought from ??? (Solid Snake) - can not be used as a component in forging. You may have noticed that the level of an Accessory is equal to its value in Soll divided by 10. So a 600 Soll Accessory can be easily seen to be L60. You can use this guideline to help remember how well an Accessory will do in the forging process. Also, different levels of Accessories are also required to improve your chance of unlocking SP Effects on a weapon: L10 Accessory: 5% L20 Accessory: 10% L30 Accessory: 15% L40 Accessory: 20% L50 Accessory: 25% L60 Accessory: 50% These chances are doubled when you have the Blues Doll equipped. Matching Accessories: The above details are important in deciding what weapon you end up creating. While the Source Weapon dictates what possible weapons you can create from it, the Accessory dictates what you get. Whether an Accessory can get you a certain weapon or not depends on whether it 'matches' it or not, as we'll see in the next section. The Accessory must usually match both Class and Level. This means the following. Class Matching: An Accessory matches a weapon's Class if it is one of the accessories listed in the previous section next to that Class. Spike Mail, for example, will match the Rapier Class, and will usually allow you to Upgrade to new Rapiers. Level Matching: An Accessory matches a weapon's Level if the accessory itself has a Level that is equal to or greater than the weapon's. Spike Mail, again, is L50, which means that it matches all weapons up to L50 inclusive. If an Accessory does not match Class or Level, then it may cause downgrades or other less useful effects. However, Accessories of high enough level are still sometimes useful even if they are of different Class from a weapon, since they can help allow you to reforge a weapon to try to unlock SP Effects or Refine the weapon. =============================================== ==== T H E R E S U L T W E A P O N ==== =============================================== When determining what weapon you should receive from forging, the game goes through the following sequence in order: * Two weapons have what we shall call a Broken Sword Transform - a special result that's available if you forge the weapon when it has 0 Durability. If the Source Weapon has 0 Durability and has a Broken Sword Transform, then if the Accessory matches both Class and Level of the Source, the Result will automatically be the Transformation. * Otherwise, a Source Weapon with 0 Durability cannot be Transformed, Upgraded or Downgraded, and will always result in the same weapon as the Source. Additionally, if the Accessory does not match the Source Weapon's Class, the old SP effects and Refinement level of the Source Weapon will be deleted. --- * If the Accessory is of high enough level for the Source Weapon, then all of the Source Weapon's standard Upgrade paths will be checked against the Accessory. The first one that matches will be picked as the Result Weapon. * Otherwise, if the Accessory is of sufficient level but is not enough to follow any Upgrade path (or no such Upgrade path of the correct Class exists), then the Result Weapon will be a Refinement of the Source Weapon instead. --- * If the Accessory is not of high enough level for the Source Weapon and does not match the Source Weapon's Class, then the Downgrade path - if it exists - will be automatically used. * If all else fails, then the Result Weapon will simply be the Source Weapon with no pre-Forging changes. In summary, the outcome you want is dictated by the above rules, and can be expressed as thus: To Upgrade: Use an Accessory that matches the level of the weapon you're upgrading to. The Class of the Accessory determines what Class of weapon you get. Note that you can only upgrade to the next level of weapon. The weapon must not have 0 Durability. To Refine: Use an Accessory that matches the source weapon's Level but either doesn't match an Upgrade path's Class or isn't of sufficient Level for the Upgrade. Mismatching Class tends to be easier. The weapon must not have 0 Durability. To Repair: If it's at 0 Durability, then use an Accessory of the same Class of the weapon. Level doesn't matter, so buyable Accessories work just as well. Using an Accessory of the wrong Class will remove any SP Effects or Refinement the weapon had. If the weapon still has Durability left, then anything that doesn't transform the source weapon will work. This usually means avoiding any Upgrade path (Accessory is of higher level than Source Weapon, and of correct Class and Level for one of the upgrades) or Downgrade path (Accessory is of lower level than Source Weapon and not of correct Class). Also note that the Durability you get after forging is completely dependent on how well you perform in the minigame, as covered in the next section. To Clear a Weapon: If you ever want to remove the SP Effects and Refinement from a weapon, then simply use it until it has 0 Durability left. Then combine it with an Accessory that does not match the weapon's Class. ===================================== ==== T H E M I N I G A M E ==== ===================================== Once you begin Forging, you will play through a minigame. Note that the number of Greats, Goods and Bads do not matter - what does matter is the *percentage* of Greats, Goods and Bads you get. You get 5 points per Great, 3 points per Good and 0 points per Bad. You are also scored seperately on both the Heating and Hammering sections. Once the minigame is complete, your average score is taken for both sections, and then weighted together: 60% for Hammering, 40% for Heating. This gives you a final score between 0 and 5, fractions included. Because how well you forge is more important than how quickly you forge, it is in your best interest to not allow *too* much sun when forging a weapon. You should aim for a low amount like 2 Bars or so, which is enough to properly time the hammer strikes while still being high enough to follow through the Heating sections. Also note that because Hammering gives you 60% of your mark, it is not enough to simply score all the Greats you can on the Heating section. In order to get the best Durability, you *must* score some Greats on Hammering. And finally, if you don't care about the Durability of the Result Weapon at all, you can just leave the weapon alone and let the Bad marks pile up. It will not affect anything else about the end result, and can save a lot of hassle if you're only interested in random chances of SP Effects or collecting more results for the Library and Cheyenne. ============================================= ==== T H E F I N A L R E S U L T ==== ============================================= Once the forging is complete, the game will calculate the final effects to add to the Result Weapon. These are the SP Effects and the final Durability of the weapon. SP Effects: Base on the level of the Accessory used in the forging, there will be a percentage chance to unlock the latent SP effects in the weapon. This starts at 5% for L10 Accessories, then goes 10%, 15%, 20%, 25% and 50% for each level grade above that. This chance is doubled if you have the Blues Doll equipped. If the chance for SP Effects fail, then the weapon will have no SP Effects at all, unless the Result Weapon is an unchanged or Refined Source Weapon - in which case it keeps whatever SP Effects it had before forging. Note that unlike Boktai 2, you cannot carry over SP Effects from one weapon to a different Class of weapon. Durability: This is based on the score you got in the minigame. The minigame has no other bearing on the result of your weapon. Depending on your average score, you will get the following: Over 4 points: 100% Durability Over 3 points: 75% Durability Over 2 points: 50% Durability 2 points or less: 25% Durability ================================================= ==== T H E W E A P O N C L A S S E S ==== ================================================= Now that we've explained exactly how the forging system works, let's look at the different weapons themselves, and how each weapon leads to another. In general, the way the different sword Classes can be transformed can be shown generally in the following diagram: Rapier <--> Curved <--> Long <--> Great . . '-------' V Katanas That is, you can cross from Greatswords to Longswords, but not to anything else. But from Longsword, you can cross to anything but Rapiers. Katanas, however, cannot cross back to any other weapon Class. (There is one exception to the above rule: the Silver Edge - a Curved Sword - can *downgrade* to Flamberge, which is a Greatsword.) Here are the general rules and notes in Upgrading and Downgrading: * A weapon can usually Upgrade to the next level weapon of the same Class. This is usually a 5-level jump: L1 -> L5, L5 -> L10, L10 -> L15, etc. * If the next weapon of the same Class is a 5 Lvl jump, then the base weapon can generally Upgrade to the same level of weapon in its neighboring Classes. For example, a L40 Curved Sword could not only Upgrade to the L45 Curved Sword, but also the L45 Longsword and Rapier as well. However, since there isn't an L45 Rapier, it can't cross to Rapier in this particular case. * If the next weapon of the same Class is a 10 Lvl jump, then the base weapon may only Upgrade to that weapon - it cannot cross to neighboring Classes. * At L10, L20, L30, L40 and L50, all five Classes of weapon exist. Coupled with the above rules, that means that any weapon between levels of 10 can successfully cross over to the next level of weapon from any neighboring Class. * Downgrades drop you to the next level lower weapon of the same Class. There are only a few exceptions to this rule, which will be covered in the individual sections on Class. * Weapons of L55 and greater cannot be crossed to. The only way to get these is from within the same Class. You also cannot buy them from Cheyenne even after you've earned them. Now that we've covered all of the above, we can look at the individual forging paths and their own exceptions. = Rapiers = =========== Standard Path L 1: --- L 5: Estoc L10: Rapier L15: Epee L20: Wild Rose L25: --- L30: Sabre L35: Pallasch L40: Bloody Rose L45: --- L50: Prime Rose L55: Blue Rose Rapiers are a very simple path, and the only real exception to the rules is the Estoc, which we'll cover in a moment. There is also one more Rapier to find in the game, but that is not part of the Forge process, and so we will deal with it in the next section. Estoc: You cannot Upgrade to this weapon - you must buy it from Cheyenne. Of course, you could always cross from Gladius through Kopis to Rapier and then downgrade twice, but why make more work? Another exception Estoc has is that it cannot cross to Bronze Edge (L10 Curved Sword), meaning that the only Upgrade path available is to Rapier. Because of both of these exceptions, it might be worthwhile to think of the Estoc as an L1 weapon rather than an L5 weapon, if only in spirit rather than fact. = Curved Swords = ================= Standard Path L 1: --- L 5: Kopis L10: Bronze Edge L15: --- L20: Falcata L25: Falchion L30: Silver Edge L35: --- L40: Kora L45: Ice Edge L50: Damascus Edge L55: Thunder Edge A very easy path, and with only a few extra details to note. Kopis: You get here from the Gladius (L1 Longsword). It downgrades back to Gladius in the same manner. You start out with the ability to buy this as well. Silver Edge: Due to a possible bug, Silver Edge downgrades to Flamberge (L20 Greatsword) instead of Falchion. Ice Edge: Of the two L50 Longswords, Ice Edge crosses to Gram instead of Platinum Blade. = Longswords = ============== Standard Path Gram Path Air Blade Path L 1: Gladius L45: --- L45: Air Blade L 5: Shortsword L50: Gram L50: Platinum Blade L10: Broadsword L55: --- L55: Fire Blade L15: Katzbalger L60: Sol Blade L20: Iron Blade L25: --- L30: Schiavona L35: Bastard Sword L40: Nameless Sword Being the most common type of sword and the most complex, there's a host of details and exceptions to list. Let's take a look. Gladius: This is the first Sword you find. As such, you'll always be able to buy more if you need them. It also obviously cannot downgrade. Nameless Sword: If you upgrade through the standard Longsword setup, this is where you'll end up. Nameless Sword cannot Upgrade any further normally. However, it can be used via a Broken Sword Transform to make Gram, which is the only Upgrade path available to it. Gram: You get to this weapon via either a Broken Sword Transform from Nameless Sword, or by crossing from an Ice Edge (L45 Curved Sword). This makes the Gram branch closer to Curved Swords than Greatswords. Cheyenne will not sell this sword even after you earn it yourself. The other noteworthy attribute of Gram is that it cannot downgrade at all, and can thus only Upgrade to Sol Blade. Sol Blade: The highest level Longsword, and the end of the Gram path. It can downgrade back to Gram if needs be. Air Blade: To get to this weapon, you must cross from either Great Sword (L40 Greatsword) or Kora (L40 Curved Sword) - you cannot get to it from within the Longsword Class. Air Blade downgrades normally to Nameless Sword. Platinum Blade: Since there are two L50 Longswords, it is worth noting that Sword King (L45 Greatsword) crosses to Platinum Blade only, while Ice Edge (L45 Curved Sword) crosses to Gram only instead. Fire Blade: The end of the Air Blade path - it cannot Upgrade any further. = Greatswords = =============== Standard Path Special L 1: --- L60: Immortal Sword L 5: Zweihander L10: Iron Greatsword L15: --- L20: Flamberge L25: Claymore L30: Steel Greatsword L35: --- L40: Great Sword L45: Sword King L50: Vajra Sword L55: Sword of Earth A fairly straightforward path, but with a final Special weapon, similar to Longswords. Zweihander: You can upgrade to this from Gladius (L1 Longsword). It downgrades back to Gladius if necessary. You start out with the ability to buy this from Cheyenne. Sword King: Of the two L50 Longswords, Sword King crosses to Platinum Blade instead of Gram. Sword of Earth: This would normally be a dead-end, but the Sword of Earth can Upgrade to Immortal Sword, the final Greatsword, through a Broken Sword Transform. Immortal Sword: This weapon cannot upgrade or downgrade. You get here from the Sword of Earth through a Broken Sword Transform. = Katanas = =========== Standard Path L 1: --- L 5: --- L10: Kagerou L15: --- L20: Shiranuhi L25: --- L30: Miyama L35: --- L40: Sakurabana L45: --- L50: Shuusui L55: Murasame Katanas are special. The 10 Lvl Upgrade and L55+ Upgrade rules help dictate that they cannot cross to any other Class, and thus simply upgrade and downgrade along the path as shown. There are no exceptions and no special cases. As such, this makes this section fairly easy to describe. The only detail we'll note is how to get the first Katana. Kagerou: Simply cross from a Kopis (L5 Curved Sword) or Shortsword (L5 Longsword). The later Katanas can be crossed to similarly, or upgraded to from Kagerou. ================================================= ==== N O N F O R G E D W E A P O N S ==== ================================================= There are two weapons that cannot be forged at all. These are La Vie en Rose (L1 Rapier) and Rockbuster (L1 Gun). They cannot be created or forged with. You get these in the following manner: La Vie en Rose: Get punished by Dark Loans 5 times, then check the chest at Home in San Miguel. Rockbuster: Complete the game once. It'll be waiting at Home on your next playthrough. =================================== ==== W E A P O N D A T A ==== =================================== And finally, we shall go over the various weapons and their attributes. But before we do that, let's take a closer look at the properties each weapon can have. Attack Sequence: As noted before, different weapons have different Attack Sequences, which can be Refined into better forms. All attack sequences are listed similarly to the following example: --V4--H4--H4------P6 Let's break that down. First, the number of letters dictate the number of attacks, where 'H' means a 'H'orizontal cut (like a sword), 'V' means a 'V'ertical cut (like a hammer) and 'P' means a 'P'iercing stab (like a spear). The dashes between them mean how long it takes before the next move occurs - the more dashes, the longer it takes. If there are no dashes seperating two letters, then the moves can chain together without a gap. Finally, the number after each letter indicates the time Django needs to recover from the attack if you choose to end the combo on that attack. The higher the number, the more time Django will need before he can move again. So in the example listed above, we have four attacks in the combo: a Vertical, two Horizontals and a Piercing strike. Django takes a little time to start each of the first three strikes (indicated by the two dashes before each one), and three times as long to launch the final Piercing strike. And if Django finishes the combo with the last Piercing attack, it will take him longer to recover than if he finished on any of the previous three strikes (a wait of 6 units rather than 4). In Summary: Hn : A Horizontal attack with a delay of 'n' units if the combo ends here. Vn : A Vertical attack with a delay of 'n' units if the combo ends here. Pn : A Piercing attack with a delay of 'n' units if the combo ends here. -- : A delay of 1 unit before the next attack in the combo - this kind of delay is usually only barely noticable. ---- : A delay of 2 units before the next attack in the combo - this kind of delay is slightly noticable. ------: A delay of 3 units before the next attack in the combo - this kind of delay is quite noticable. Please note that different types of attack have their own animations and will thus take their own amount of time, and so may make certain delays more noticable than others. Vertical attacks in particular require Django to get his sword into the air before he can attack, thus adding to the time taken for him to actually cause damage. The number of attacks a weapon can do also affect the strength of the weapon. Depending on how many hits and *which* hit you're on, the Power of the sword will be modified like so: 1 Hit Weapon 2 Hit Weapon 3+ Hit Weapon 1st Hit: 64/64 1st Hit: 58/64 1st Hit: 51/64 2nd Hit: 64/64 2nd Hit: 58/64 3rd Hit: 64/64 * 4th Hit: 70/64 * 5th Hit: 77/64 Django's Attack Power with a sword equipped will only show the base damage of the 1st Hit he does. Later hits in the combo will do more damage if they connect. Remember that each forgable weapon has three Attack Sequences, one for each level of Refinement. In order to access the other two, you must Refine the weapon. SP Effects: Most weapons do not have SP Effects. If a weapon does have one though, it will be listed here. Remember that unlocking the SP Effect of a weapon is random, and similar to Refining, you cannot transfer the SP Effect of a weapon to another. The various effects are as follows: Attack Power based on Level: Found only on the La Vie en Rose, it means that the Power of this Rapier is equal to Django's Level + 5. The SP Effect itself doesn't do anything - it's just telling you about the inherent ability of the weapon. Because of this, I will not list this SP Effect next to the La Vie en Rose. Attack Power based on Life: This appears on the Rockbuster only. The properties of the Rockbuster is beyond the scope of this document, since it's closer to the Gun Del Sol in design. The only reason this property is being listed here is simply because it's listed as an SP Effect. 200% Attack Power: This is actually listed as "Attack drops at higher Level", and is only found on the Bloody Rose. However, due to flaws in the way the formula is calculated, the penalty you'll get is always 0. As such, you only ever have the base bonus that this SP Effect grants, which is a 100% increase to the weapon's Attack Power. 125% Attack Power: This is actually listed as "Attack based on Life lost" and is only found on the Sakurabana. However, due to a bug in the way the formula is used, the only possible way to get the bonus is when your Life is at 0... at which point you have more problems than worrying about killing an enemy. As such, you only ever get the base bonus from this SP Effect, which is an additional 25% added to the weapon's Attack Power, rounded down. Attacks with Element: It costs you Energy each time you attack with this sword, but in return, the attack will be of the element listed. Sol Element costs 5 Energy, while the other four Elements cost 10 Energy per attack. % chance of Knockback: There is a chance that your attack will push your target backwards slightly, which can help keep them at bay. However, the chance is fairly low, even with the 2nd version of this SP Effect. There are two versions: one with a 10% chance, the other with a 20% chance. % chance of Paralyze: There is a chance that your attack will paralyze your target. There are two versions of this SP Effect, one with a 10% chance, the other with a 20% chance. Killing an enemy restores/drains your Life: When you kill an enemy, you will either lose or gain 1% of your Life (rounded down), depending on which version of this SP Effect you have. Killing an enemy restores/drains your Energy: When you kill an enemy, you will either lose or gain 1% of your Energy (rounded down), depending on which version of this SP Effect you have. Django takes more damage from Element: This negative effect causes you harm. Equipping this weapon will drop your resistance to the listed element by 1 point. This drop in resistance will not reset until you leave the current room or equip/remove an Accessory, and it will stack if you do anything that causes the game to recalculate your equipped weapon's stats - like, for example, re-equipping it as your current weapon, or even tapping the Select button once just to see your numerical stats. Django usually has a Resistance of 5 to Sol Element, 3 to Dark Element and 4 to the other Elements. He gets 10 in Sol and 2 in Dark when using Sol Django, and 2 in Sol and 10 in Dark when using Dark Django. A Resistance of 5 indicates normal damage. Each change in Resistance adds or subtracts an extra 5/32 (15.625%) to the damage of any attack of that element you receive, rounded down. Note that there are other modifiers to attacks, so this may not be 15% of the final damage you see. Some attacks, for instance, have a minimum damage they can inflict, but the bonus to damage only applies to the base before it is increased to the minimum. Because of both this and the listed bug that causes repeated drops in resistance, you should be very careful when equipping a weapon with this SP Effect. Do remember that your resistance will return to normal when you leave the current room or change any equipped Accessory, which helps repair the effects of this bug. And now for the swords themselves. ================ == LONGSWORDS == ================ Gladius - L 1 Longsword Atk: 6 Price: 100 Soll Att Sequence 1: H3 Att Sequence 2: H2------V4 Att Sequence 3: H2--V3 No SP Effects Shortsword - L 5 Longsword Atk: 10 Price: 150 Soll Att Sequence 1: H3 Att Sequence 2: H2------V4 Att Sequence 3: H2--V3 No SP Effects Broadsword - L10 Longsword Atk: 15 Price: 200 Soll Att Sequence 1: H2------V4 Att Sequence 2: H2--V3 Att Sequence 3: H2--V2----P6 No SP Effects Katzbalger - L15 Longsword Atk: 20 Price: 250 Soll Att Sequence 1: H2--V3 Att Sequence 2: H2--V2----P6 Att Sequence 3: H2----H2--V4 No SP Effects Iron Blade - L20 Longsword Atk: 25 Price: 300 Soll Att Sequence 1: H2--V2----P6 Att Sequence 2: H2----H2--V4 Att Sequence 3: H2--V2----H4 SP Effect 1: 10% chance of Knockback SP Effect 2: Django takes more damage from Flame Element Schiavona - L30 Longsword Atk: 35 Price: 500 Soll Att Sequence 1: H2----H2--V4 Att Sequence 2: H2--V2----H4 Att Sequence 3: H2--H2--V4----P6 No SP Effects Bastard Sword - L35 Longsword Atk: 40 Price: 700 Soll Att Sequence 1: H2--V2----H4 Att Sequence 2: H2--H2--V4----P6 Att Sequence 3: H2,H2--V4----H4 No SP Effects Nameless Sword - L40 Longsword Atk: 45 Price: 900 Soll Att Sequence 1: H2--V2----H4 Att Sequence 2: H2--H2--V4----P6 Att Sequence 3: H2,H2--V4----H4 No SP Effects Air Blade - L45 Longsword Atk: 50 Price: 1000 Soll Att Sequence 1: H2--H2--V4----P6 Att Sequence 2: H2,H2--V4----H4 Att Sequence 3: H2,V2----H4--V4 SP Effect 1: Attacks with Cloud Element SP Effect 2: Django takes more damage from Earth Element Gram - L50 Longsword Atk: 55 Price: 1200 Soll Att Sequence 1: H2--H2--V4----P6 Att Sequence 2: H2,H2--V4----H4 Att Sequence 3: H2,V2----H4--V4 SP Effect 1: Killing an enemy restores your Energy SP Effect 2: Django takes more damage from Dark Element Platinum Blade - L50 Longsword Atk: 55 Price: 1200 Soll Att Sequence 1: H2,H2--V4----H4 Att Sequence 2: H2,V2----H4--V4 Att Sequence 3: H2,V2----H4----H4----P6 SP Effect 1: 10% chance of Knockback Fire Blade - L55 Longsword Atk: 60 Price: 1500 Soll Att Sequence 1: H2,V2----H4--V4 Att Sequence 2: H2,V2----H4----H4----P6 Att Sequence 3: H2,V2----P4----H4----V6 SP Effect 1: Attacks with Flame Element Sol Blade - L60 Longsword Atk: 65 Price: 2500 Soll Att Sequence 1: H2,V2----H4----H4----P6 Att Sequence 2: H2,V2----P4----H4----V6 Att Sequence 3: H2,V2----H4--V4----P4 SP Effect 1: Attacks with Sol Element ============= == RAPIERS == ============= Estoc - L 5 Rapier Atk: 10 Price: 150 Soll Att Sequence 1: P1----P3 Att Sequence 2: P1,P2------P4 Att Sequence 3: P1,P2,P4 No SP Effects Rapier - L10 Rapier Atk: 15 Price: 200 Soll Att Sequence 1: P1,P2------P4 Att Sequence 2: P1,P2------H4 Att Sequence 3: P1,P2,P4 No SP Effects Epee - L15 Rapier Atk: 20 Price: 250 Soll Att Sequence 1: P1,P2------H4 Att Sequence 2: P1,P2,P4 Att Sequence 3: P1,P2,P3------P4 No SP Effects Wild Rose - L20 Rapier Atk: 25 Price: 300 Soll Att Sequence 1: P1,P2,P4 Att Sequence 2: P1,P2,P3------P4 Att Sequence 3: P1,P2,P3------H4 SP Effect 1: 10% chance of Paralyze SP Effect 2: Django takes more damage from Frost Element Sabre - L30 Rapier Atk: 35 Price: 500 Soll Att Sequence 1: P1,P2------H4 Att Sequence 2: P1,P2,P3------H4 Att Sequence 3: P1,P2,P3,P4------H6 No SP Effects Pallasch - L35 Rapier Atk: 40 Price: 700 Soll Att Sequence 1: P1,P2,P3------H4 Att Sequence 2: P1,P2,P3,P4------P6 Att Sequence 3: P1,P2,P3,P4------H6 No SP Effects Bloody Rose - L40 Rapier Atk: 45 Price: 900 Soll Att Sequence 1: P1,P2,P3------H4 Att Sequence 2: P1,P2,P3,P4------P6 Att Sequence 3: P1,P2,P3,P4------H6 SP Effect 1: Killing an enemy restores your Life SP Effect 2: 200% Attack Power Prime Rose - L50 Rapier Atk: 55 Price: 1200 Soll Att Sequence 1: P1,P2,P3,P4------P6 Att Sequence 2: P1,P2,P3,P4------H6 Att Sequence 3: P1,P2,P3,H4------V6 SP Effect 1: 10% chance of Paralyze Blue Rose - L55 Rapier Atk: 60 Price: 1500 Soll Att Sequence 1: P1,P2,P3,P4------H6 Att Sequence 2: P1,P2,P3,H4------V6 Att Sequence 3: P1,P2,H3,V4------P4 SP Effect 1: Attacks with Frost Element La Vie en Rose - L 1 Rapier Atk: Lvl+5 Price: --- Att Sequence 1: P1,P2,P3,P4------P6 Note: The Durability of this weapon is always 0, but its Atk power will never be affected. ================= == GREATSWORDS == ================= Zweihander - L 5 Greatsword Atk: 12 Price: 150 Soll Att Sequence 1: --V4 Att Sequence 2: V4 Att Sequence 3: --V4--H6 No SP Effects Iron Greatsword - L10 Greatsword Atk: 17 Price: 200 Soll Att Sequence 1: --V4 Att Sequence 2: ------V4--V6 Att Sequence 3: ------V4--V6 SP Effect 1: 10% chance of Knockback SP Effect 2: Django takes more damage from Earth Element Flamberge - L20 Greatsword Atk: 27 Price: 300 Soll Att Sequence 1: V4 Att Sequence 2: --V4--H6 Att Sequence 3: V4--H6 No SP Effects Claymore - L25 Greatsword Atk: 32 Price: 400 Soll Att Sequence 1: --V4--H6 Att Sequence 2: V4--H6 Att Sequence 3: --V4--H4----H6 No SP Effects Steel Greatsword - L30 Greatsword Atk: 37 Price: 500 Soll Att Sequence 1: ------V4--V6 Att Sequence 2: ------V4--V6 Att Sequence 3: ------V4--V4------V6 SP Effect 1: 10% chance of Knockback SP Effect 2: Django takes more damage from Dark Element Great Sword - L40 Greatsword Atk: 47 Price: 900 Soll Att Sequence 1: V4--H6 Att Sequence 2: --V4--H4----H6 Att Sequence 3: --V4--H4--V6 No SP Effects Sword King - L45 Greatsword Atk: 52 Price: 1000 Soll Att Sequence 1: --V4--H4----H6 Att Sequence 2: --V4--H4--V6 Att Sequence 3: --V4--H4--H4------P6 No SP Effects Vajra Sword - L50 Greatsword Atk: 57 Price: 1200 Soll Att Sequence 1: ------V4--V4------V6 Att Sequence 2: ----V4--V4------V6 Att Sequence 3: ----V4--V4--V4------V6 SP Effect 1: 10% chance of Knockback Sword of Earth - L55 Greatsword Atk: 62 Price: 1500 Soll Att Sequence 1: --V4--H4--V6 Att Sequence 2: --V4--H4--H4------P6 Att Sequence 3: V4--H4--H4------P6 SP Effect 1: Attacks with Earth Element Immortal Sword - L60 Greatsword Atk: 67 Price: 2500 Soll Att Sequence 1: --V4--H4--H4------P6 Att Sequence 2: V4--H4--H4------P6 Att Sequence 3: V4--H4--H4--V4--P6 SP Effect 1: 20% chance of Knockback =================== == CURVED SWORDS == =================== Kopis - L 5 Curved Sword Atk: 10 Price: 150 Soll Att Sequence 1: H3 Att Sequence 2: H2,H3 Att Sequence 3: H2,H3------H6 No SP Effects Bronze Edge - L10 Curved Sword Atk: 15 Price: 200 Soll Att Sequence 1: H2,H3 Att Sequence 2: H2,H3------H6 Att Sequence 3: H2--H3----H4 SP Effect 1: 10% chance of Paralyze SP Effect 2: Django takes more damage from Cloud Element Falcata - L20 Curved Sword Atk: 25 Price: 300 Soll Att Sequence 1: H2,H3------H6 Att Sequence 2: H2,H3------V6 Att Sequence 3: H2,H3------V6,H6 No SP Effects Falchion - L25 Curved Sword Atk: 30 Price: 400 Soll Att Sequence 1: H2,H3------V6 Att Sequence 2: H2,H3------V6,H6 Att Sequence 3: H2,H3--H6------V6 No SP Effects Silver Edge - L30 Curved Sword Atk: 35 Price: 500 Soll Att Sequence 1: H2--H3----H4 Att Sequence 2: H2--H3----H4------H6 Att Sequence 3: H2--H3----H4------H4 SP Effect 1: 10% chance of Paralyze SP Effect 2: Django takes more damage from Dark Element Kora - L40 Curved Sword Atk: 45 Price: 900 Soll Att Sequence 1: H2,H3------V6 Att Sequence 2: H2,H3--H6------V6 Att Sequence 3: H2,H3--H6----H6------V6 No SP Effects Ice Edge - L45 Curved Sword Atk: 50 Price: 1000 Soll Att Sequence 1: H2--H3----H4------H6 Att Sequence 2: H2--H3----H4------H4 Att Sequence 3: H2,H3--H4----H4------V6 SP Effect 1: Attacks with Frost Element SP Effect 2: Django takes more damage from Flame Element Damascus Edge - L50 Curved Sword Atk: 55 Price: 1200 Soll Att Sequence 1: H2--H3----H4------H4 Att Sequence 2: H2,H3--H4----H4------V6 Att Sequence 3: H2,H3,H4--H4----V6 SP Effect 1: 10% chance of Paralyze Thunder Edge - L55 Curved Sword Atk: 60 Price: 1500 Soll Att Sequence 1: H2,H3--H4----H4------V6 Att Sequence 2: H2,H3,H4--H4----V6 Att Sequence 3: H2,H3,H4--V4----H6 SP Effect 1: Attacks with Cloud Element ============= == KATANAS == ============= Kagerou - L10 Katana Atk: 15 Price: 200 Soll Att Sequence 1: V2,H3 Att Sequence 2: V2,H3--P4 Att Sequence 3: V2,H3,V3--P4 SP Effect 1: Attacks with Sol Element SP Effect 2: Django takes more damage from Dark Element Shiranuhi - L20 Katana Atk: 25 Price: 300 Soll Att Sequence 1: H2--P4 Att Sequence 2: H2,V4 Att Sequence 3: H2,V4--P4 SP Effect 1: Attacks with Flame Element SP Effect 2: Django takes more damage from Frost Element Miyama - L30 Katana Atk: 35 Price: 500 Soll Att Sequence 1: V2,H3--P4 Att Sequence 2: V2,H3,V3--P4 Att Sequence 3: V2,H3,H3,H4,V4 SP Effect 1: Attacks with Earth Element SP Effect 2: Django takes more damage from Cloud Element Sakurabana - L40 Katana Atk: 45 Price: 900 Soll Att Sequence 1: V2,H3,V3--P4 Att Sequence 2: V2,H3,H3,H4,V4 Att Sequence 3: V2,H3--H3,V4--P4 SP Effect 1: 125% Attack Power SP Effect 2: Killing an enemy drains your Life Shuusui - L50 Katana Atk: 55 Price: 1200 Soll Att Sequence 1: H2,V4 Att Sequence 2: H2,V4--P4 Att Sequence 3: H2,V4,H4--P4 No SP Effects Murasame - L55 Katana Atk: 60 Price: 1500 Soll Att Sequence 1: V2,H3,H3,H4,V4 Att Sequence 2: V2,H3--H3,V4--P4 Att Sequence 3: V2,H3,V3--H4--P4 SP Effect 1: 20% chance of Paralyze SP Effect 2: Killing an enemy drains your Life ----------------------------------------------------------------------------- Shin Bokura no Taiyou Solarsmith Guide, copyright 2006 Terence Fergusson