hide results

    Solarsmith Guide by TFergusson

    Version: 1.00 | Updated: 07/14/06 | Printable Version | Search Guide | Bookmark Guide

    
              ==========================================================
              ===  SHIN BOKURA NO TAIYOU 'SOLARSMITH' GUIDE   v1.00  === 
              ==========================================================
    
    
                     by Terence Fergusson <tf_faq@dsl.pipex.com>
    
    
    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