############################################################# ##.........................................................## ##...... SHINOBIDOU IMASHIME - ITEM CREATION OVERVIEW .....## ##.........................................................## ##........ WRITTEN BY KGENJURO FOR WWW.CHAMBARA.DE ........## ##.........................................................## ############################################################# Version: 1.1 (June, 19th 2006) System: Playstation 2 Japanese Author: Torsten Hartmann (KGenjuro) feedback: insertcoins ( at ) retroarts.de XBox Live Gametag: ShinobidoN LEGAL NOTICE: This file is the property of Torsten Hartmann (A.K.A KGenjuro) and is subject to all applicable copyright laws. Anyone wanting to post this File on any websites or other form of publication must request permission in writing by emailing me at the address found at the top of this document. DISCLAIMER: most of this overview is based on information provided by NNin on the Tenchu Checkpoint forum. Don't forget to visit the website at http://wwww.tenchu.de UPDATES: 1.1 (June, 19th 2006) added section 3.6, thanks to WhoAmIButNotYou 0.0 CONTENT 1.0 ENTER THE KITCHEN 1.1 THE SCREEN 2.0 EFFECTS OVERVIEW 2.1 WHAT THEY DO 3.0 MIXING 3.1 FINISH AN ITEM 3.2 USING CREATED ITEMS 3.3 POWER AND ENDURANCE 3.4 BOOST MIXING 3.5 COMBINE EFFECTS 4.0 GETTING INGREDIENTS 5.0 CLEANING UP THE KITCHEN (CONTEX MENU TRANSLATION) 5.1 NAME YOUR POTS 5.2 MANAGE YOUR ITEMS 6.0 RECIPES 7.0 CREDITS 1.0 ENTER THE KITCHEN From the hut enter the kitchen by selecting the second option from the top. There you have the item menu: 1. Organize 2. Item creation 3. Item shop 4. Item creation shop 5. Sell items 1.1 THE SCREEN The screen for item creation consists of three parts: pots, status/preview, items. POTS (upper-left) Here you can select, rename or empty your pots. You can see the pots, their names and next to the name a number that determines a pots content. STATUS/PREVIEW (left) Here you can see three rows of values. The first row are your current pots values, the second are values of your selected ingredient and the bottom one shows the preview of what will happen to the values when you add the ingredient to the pot. ITEMS (right) This is your common item screen as seen often during the game. Use the shoulder buttons and the direction keys to move through them and to select assorted ingredients for your item creation. 2.0 EFFECTS OVERVIEW There are five tastes when creating items. They are from left to right: Sweet, Spicy, Sour, Bitter & Delicious. Each taste has two unique effects when creating an item from it. You get one effect by creating a positive value, the other by creating a negative value. Each taste has it's own color. The positive version of a taste can be identified by a light variation of the color, the negative version by it's dark variation. E.g. a positiv "Delicious" item is light red (healing), while a negative "Delicious" item is dark red (bomb). SWEET + Recovery (light blue) - Confuse (dark blue) SPICY + Strenghten (light yellow) - Weaken (dark yellow) SOUR + Speed (light violet) - Unconcious (dark violet) BITTER + Enlarge (light green) - Forget (dark green) DELICIOUS + Heal (light red) - Bomb (dark red) 2.1 WHAT THEY DO RECOVERY A character under this effect will be immune to "Confuse", "Weaken", "Unconcious" and "Forget". CONFUSE A character under this effect will run uncontrollable, laughing. Very funny. While running around he gets the attention of surrounding guards. STRENGHTEN This effect doubles a character's attack power. WEAKEN This effect reduces a character's attack power by half. SPEED A character under this effect will move faster. UNCONCIOUS This effect causes a character to become unconcious. You can stealthkill an unconcious enemy. ENLARGE When a character under this effect uses an item, the item will become bigger and has longer/stronger effect. FORGET An enemy under this effect will stand still, thinking what he's doing. A player under this effect has mirrored controls. You can stealthkill an enemy while he is affected. HEAL Restores a character's health. BOMB Damages a character. 3.0 MIXING To create an item, you have to mix different ingredients in a pot. Each ingredient has one or more values of the five tastes, positve or negative. Values of ingredients will be added to or substracted from the values of the pot. Put items in a pot by selecting it with the circle button, move it over the pot you want to add it and press circle again. For example: (0 , 0, +1, 0, -1) This means you have a positve value on "Sour" and a negative value on "Delicious". Putting it into an empty pot will result in... (0 , 0, +1, 0, -1) ...for the pot. Adding another ingredient to it, let's say with the values of... (0, 0, 0, 0, -1) ...will result in... (0, 0, +1, 0, -2) And so on. This also adds one to the pot's content counter, the number next to it's name. 3.1 FINISH AN ITEM There are two ways to finish an item. Automatic or manually. AUTOMATIC As soon as your pots values match a preset item, like a fish, a shuriken, a healing potion or whatever item exists in the game, you will be asked if you like to turn the whole pot into one of those items. Beware since this means you will only get one item out of the pot! The better way is to deny the option and further experiment with other ingredients, e.g. doing it... MANUALLY Basicly, as soon as one value in your pot, positve or negative, dominates any other values, e.g. (0, +13, -11, +100(!), 6) or (-12(!), 0, -3, 11, -10), you can turn it into an item by simply adding a container or a sushi piece. You can see kanjis below the primary value. Thatīs the mixed effect. Items in round containers or sushi pieces can be used on other characters. The rectangular ones are for items used on yourself, such as "Heal". The best thing is, you can come back to re-create an item from the pot, as long as there is some content left (refer to 3.6). Let's say you managed to create a decent bomb with values like (X,X,X,X,-78). You now can give the pot a name (like "Bomb") and use a few round containers to stock yourself up with some bombs. When all bombs are used up during gameplay, simply come back into the kitchen, buy some more round containers and fill them with your precious "soup de bomb" for reinforcements. 3.2 USING CREATED ITEMS ROUND CONTAINERS You can throw them directly at a person. The container will explode and affect them. Example (bomb): assign the item to a button. Hold the button and target a guard. Release the button to throw the bomb. It will explode on the impact. RECTANGULAR CONTAINERS Your character can use them as a potion. Example (healing potion): assign the item to a button. Press the button to make your character drink the healing potion. SUSHI PIECES You can throw them anywhere near an enemy to distract them. They will examine the sushi piece and in case they are hungry they will eat them. Then the effect of the item will take place. Example (poisoned rice): assign the item to a button. Hold the button and target the ground near an enemy. Release the button to throw the item. It will distract the enemy. He/she then walks up to the item to explore it. Then they eat it and fall asleep. A stuffed or special enemy will not eat the rice. They just pick it up and store it away. Kill them manually to get the item back. 3.3 POWER AND ENDURANCE The power of a bomb, a healing potion or the endurance of a confusion effect is determined by it's value. The higher the value, the longer or stronger the effect. For example, a bomb with a value of -200 is much more powerful as a bomb with a value of -80. RECOVERY The higher the value, the more your character will recover after restoring an negative effect. CONFUSE The value determines the time the enemy/character will be confused. STRENGHTEN The value determines the time the enemy/character will be strenghtened. WEAKEN The value determines the time the enemy/character will be weakened. SPEED The value determines the time the enemy/character will be faster. UNCONCIOUS The value determines the time the enemy/character will be unconcious. ENLARGE The value determines the time the enemy/character will be affected. FORGET The value determines the time the enemy/character will stay in his/her forgetful state. HEAL The higher the value, the more energy your character will restore. BOMB The higher the value, the more powerful is the bomb. 3.4 BOOST MIXING Sometimes it seems that you can't find another fitting ingredient for your pot. There is a risky way to boost your pots values, but it's not predictable. At least not for me. Each value of a pot and the ingredients got their own color, like green, light green, orange or light orange. If you have let's say a orange primary value and the only changes that can be seen on the preview screen is a color change, chances are that you can boost your pot to a much higher value, by adding the ingredient to your pot. On the other side it's also possible that the values of your pot will be totally rearranged. I don't know the secret behind this mystery, so please, enlighten me! 3.5 COMBINE EFFECTS There is a special ingredient, the Takarayamori, some kind of white lizard, available in the shop for the price of 2000. When adding this lizard to the pot, you can create an item that will have the effect of the primary AND the secondary value. For example: ( +12, -8, +72(!), 0, +60(!) ) will normally result in an item having a "speed"-effect. By adding a Takarayamori it will result in an item with both a "speed" and a "heal" effect. 3.6 INCREASING A POTS CONTENT (thanks to WhoAmIButNotYou) Sooner or later your pot will be empty. There is a number next to a pot matching it's content. E.g. 20 if you have added 20 ingredients to a pot. Everytime you create an item from a pot, the number decreases by one. To raise it again, you can add water to the pot. To do so simply select a pot, press the square button and select the first option. However, this will weaken the effect of the primary value a little bit. 4.0 GETTING INGREDIENTS There are two ways to obtain ingredients for item creation: collect and buy COLLECT Look out for herbs, mushrooms and lizards during a mission. Those are the type of items that can be used for item creation. Don't forget to move your collected ingredients to your stock after two or three missions. You don't want to find yourself in a field of fresh herbs with your pockets fully loaded and not capable to hold another mushroom. BUY You can always enter a special shop from your kitchen to buy ingredients and containers for item creation. The positive side is, you can select specific values for your need. The negative side of course is the money. Well, it's a shop. 5.0 CLEANING UP THE KITCHEN (CONTEX MENU TRANSLATION) I don't know why, but Kinu, the ninjawoman doesn't do this on her own... Pressing the square button on a selected item or pot brings up a contex menu. Here's the translation: POT: - Add water to pot (section 3.6) - Mix two pots - Empty the pot - Fire the pot - Name the pot FIRED POT: - Put off the fire - Name the pot ITEM: - Split (3 kanji) - Split a combined item (e.g. 4 combined healpotions will be split into 4 single healpotions) - Combine (7 kanji) - Combine indentical items from the item list - Dispose (3 kanji) - Dispose the item - Daimyo 1 ??? - Daimyo 2 ??? - Daimyo 3 ??? - Sort items 5.1 NAME YOUR POTS Don't forget to name any pot that contains a useful item. Unfortunately, you can only name your pots using five letters. So no "Soup de Bomb" or "Mad Cow Potion". You need to stick to short descriptions like "Bomb", "Mad", "Sleep" and stuff like that. It's not that much fun, but it's still very helpful. 5.2 MANAGE YOUR ITEMS After a few hours of gaming and a few hours of mixing items you will recognize a mess in your inventory, similar to the one after preparing dinner in real life... That's where the "combine" option comes in handy. Simply select a type of item you want to combine, let's say a heal potion +90, and press the square button. Select the combine option from the contex menu and confirm your choice with the circle button. Now all your heal potions +90 are combined and only use up one space in your inventory. 6.0 RECIPES ( 1 - 2 - 3 - 4 - 0 ) Life up level 1 ( 100 - X - X - X - X ) Life up level 2 ( X - 100 - X - X - X ) Life up level 3 ( 0 - 10 - 20 - 30 - 40 ) Life up level 4 ( 4 - 3 - 2 - 1 - 0 ) Strength up level 1 ( X - X - X - 100 - X ) Strength up level 2 ( X - X - X - X - 100 ) Strength up level 3 ( X - X - 500 - X - X ) Strength up level 4 (any taste 500) ( 44 - 44 - X - X - X ) Invisibility Spell (any 2 tastes 44) ( 1 - 3 - 5 - 7 - X ) Higher Air Spell ( 2 - 4 - 6 - 8 - X ) Higher Air Spell ( 8 - 9 - 8 - 9 - X ) Explosion Spell (any order of 8, 9, 8, 9) ( 33 - 33 - 33 - 33 - 33 ) Flame Spell ( X - X - 100 - X - X ) Resurrection Spell ( 1 - 23 - 45 - X - X ) Resurrection Spell ( 12 - 3 - 45 - X - X ) Resurrection Spell ( 24 - 24 - X - X - X ) Resurrection Spell ( 55 - X - X - X - 55 ) Guaranteed Stealth Kill Spell (any 2 tastes) ( 10 - 8 - 7 - 5 - 38 ) Smell enhancer (see items on your map) ( 4 - 6 - 4 - 9 - X ) Salmon ( 999 - 999 - 999 - 999 - 999 ) Mixing Professional (Not confirmed) 7.0 CREDITS NNin - Tenchu Checkpoint Forums Komegoro - http://hame.sakura.ne.jp/56/index.cgi/ShinobiDow WhoAmIButNotYou - gamefaqs.com boards collected, tested and written down by KGenjuro, www.chambara.de - sword, dice and poisoned rice! ------------------------------------------ (c) 2006 Torsten Hartmann, www.chambara.de ------------------------------------------