________                      __
 /  _____/______   ____ _____ _/  |_ 
/   \  __\_  __ \_/ __ \\__  \\   __\
\    \_\  \  | \/\  ___/ / __ \|  |  
 \______  /__|    \___  >____  /__|  
        \/            \/     \/      
  _________                       .___                            
 /   _____/_  _  _____________  __| _/______ _____ _____    ____  
 \_____  \\ \/ \/ /  _ \_  __ \/ __ |/  ___//     \\__  \  /    \ 
 /        \\     (  <_> )  | \/ /_/ |\___ \|  Y Y  \/ __ \|   |  \
/_______  / \/\_/ \____/|__|  \____ /____  >__|_|  (____  /___|  /
        \/                         \/    \/      \/     \/     \/ 

                     #                                           
                     #                                           
                     #                                           
                     #                                           
                     #                                           
                     #                                           
                     #                                           
                     #                                           
                     #                                           
                     #             #########                    
                     #            #   ##### ##                   
                     #           ## ## ###### ##                 
                     #          #  #  #  #### ##                 
                     #          ### ##  ##### ##                 
                     #           ## ## ###### ##                 
                     #          #  #  #  #### ##                 
                     #           ## ## ###### ##                 
                     #          ## # ##  ####                    
                     #            ###  ###                       
                     #                                           
                                 ######### ###                   
                   #####        #################                
                  #  # ##      #################### #            
                  #### ##    ############# ###########           
                    #######  ############# #############         
                  ####    ## ############# ###  ########         
                      ####   ##############  #    ######         
                     ####### ##############  #   #  ####         
                      ###### ################    ##              
                      ###### ################  ########          
                             ###############  ###  ##            
                            #   ###          ##  ####            
                            #           ############             
                          #####################                  
                          #####################                  
                          #####################                  
                          #####################                  
                          #####################                  
                          ##########  #########                  
                          ##########  #########                  
                           #########  #########                 
                            ########  ########                   
                            ########  ########                   
                            ########  ########                   
                            ########  ########                   
                            ########  ########                   
                             #######  ########                   
                             #######  #######                     
                             #######  #######                    
                             #######  #######                    
                             #######  #######                    
                             #######  #######                    
                            ########  #######                     
                      ##############  ########                   
                      ##############  ##############             
                                      ##############             

=============================================
Great Swordsman
FAQ/Walkthrough
By:  The Bass and Treacherous SHizzle
=============================================


Great swordsman is a game where you fight people with swords and stuff.  It
is  very old but surprisingly fun and unique.  It may seem random at first,
but there are strategies for each of the opponents.  Be wary, if you lose
one battle you have to start the game all over again.

Gameplay:
All you have to do in this game is walk left and right and stab high, medium, 
or low.  Combinations of these movements can create awesome strategies, or can 
send you into an acute state of Arachibutyrophobia and cause you to run around 
in circles screaming (believe us, we did it ourselves a few times playing this 
game).  You can cancel the stab at any time by releasing the attack button and 
you can block incoming attacks by stabbing at the same height as your opponent.


================
Stage 1: Fencing
================

Story:  You are at the world fencing championships.  You are trying to prove 
that you are the greatest swordsman on the planet.  If you look in the 
background, you will notice an observing crowd and five clones of Hitler 
presiding over the contest.  

Rules:
To prove yourself, you must win 5 points before your opponent does.  Whoever 
scores the first hit each round scores a point.  If the opponents hit each 
other simultaneously, they each score a point.  If someone is forced out of the 
ring twice in one round, his opponent gains a point. If time runs, out both 
fencers are awarded a point, unless one of them has gone out of the ring, in 
which case, the guy who can stay on the frigging mat gets a point.  If both 
opponents reach five points at the same time, the fencer with a higher score 
wins.  So it is important to keep that score up when you are evenly matched.  
Just keep attacking to do so.  To prove that you are the greatest swordsman on 
the planet you must face three opponents.

------------------
Opponent 1: Appels
------------------

Story:
Appels is one of those fighters that isn't so much talented as well trained.  
Appels has gotten as far in the fencing world as he has through shear will and 
determination, not because of his innate abilities.  Appels is also known as 
"honest Appels" because he's a good guy who would never lie to you.  This of 
course makes for a horrible strategy, and if you can't master Appels you should 
perhaps become a statistician.  

Strategy:
To beat Appels you must master the first of many strategies:  the stebach (ste 
BAHK) strategy.  In this strategy you must get just in of range of your 
opponents sword, enticing them to strike at you.  When they strike at you, you 
take a step back, narrowly avoiding their blow, then strike.  At this point, 
your opponent finds themselves sticking half their body out and is easily hit 
while pulling back from their own failed attack.  This strategy takes practice 
to implement but is very versatile and can almost always be employed when other 
strategies fail.  Test it out on Appels and when you can use it confidently 
against him, you will be ready to move on.

------------------ 
Opponent 2: Redon
------------------

Story:
Unlike Appels, Redon is a total dick.  He's pompous and arrogant and you hate 
his guts.  The only way you can put him in his place is by defeating him in 
fencing.  He has much more raw talent than Appels, but he has not spent enough 
time training to fully develop his skills because he thinks he is already the 
best.
 
Strategy:
A unique strategy is used to defeat Redon:  the altilo (ALL tee low) technique.
Redon usually holds his sword in the middle position.  Put your sword in the 
low position and slide it under his.  When he attacks, hit high.  This will do 
two things:  block his sword and make an attack.  He will most likely block the 
attack.  But then hit low.  Continue alternating low and high thrusts going all 
the way in at each blow.  Eventually, you will hit Redon.  The nice part about 
this strategy is that you are continually blocking Redon's attacks so it is 
very difficult for him to hit you.  The same stebach strategy used on Appels 
can also be applied here.  It is faster, but more dangerous.

------------------
Opponent 3:  Fantin
------------------

Story:
Fantin is a sword-fighting master.  Except for you, he is the greatest 
swordfighter alive.  He combines Redon's raw talent with Appels motivation and 
training.  He fights only to improve his own skill, to always become stronger.  
He comes across as quiet and emotionless.

Strategy: 
There are a couple strategies for Fantin depending on what he is doing.  If he 
starts off with his sword at middle height, put your sword high and strike him 
at the first available opportunity.  You will most likely match him and each 
get a point.  You can often do this the entire match.  At the end you tie and 
win by default.  If this doesn't make you feel superior enough or you mess up 
and he hits you one time, there are other strategies to fall back on.  One is 
to use the high stebach technique.  Just like you did with Appels, let him get 
close enough to stab you and when he does, step just out of the way and do an 
overhead.  This may take some practice, but once you learn it, it can be used 
to defeat many opponents.  If Fantin starts off with his sword high, you can 
almost always just walk right up to him and land a low blow on him.  He usually 
just stands there and takes it.

Once you Defeat Fantin you get a bonus stage, which is pretty self-explanatory.
Just block the incoming arrows with your sword based on their height.


===============
Stage 2:  Kendo
===============

Story:
After becoming the greatest swordsman in the world, it is revealed that you 
will now use a time traveling device to become the greatest swordsman of all 
time as well.  You travel back to ancient Japan and enter the World Kendo 
Championship.  Because the Japanese cannot be trusted to preside over their own 
matches, a couple Hitler clones have traveled back with you to judge the 
contest.

Rules:
Kendo is harder than fencing due to the limited range of the attacks.  You must 
get much closer to your opponent to attack.  This takes some getting used to, 
but once mastered.. It is still the hardest stage.  In addition, you now only 
have two rounds to play per match, so you can make fewer mistakes. The other 
rules are the same, but this time you must defeat five opponents to advance to 
the next stage/era of sword fighting.

-------------------
Opponent 1:  Senpou
-------------------

Story:
Senpou is retarded and practically mute.  Fighting is the only thing he can 
really do.  They just throw him in the ring and let him go at it.  Yet, this 
has made him one of the top five kendo masters in all of Japan (six once you 
arrive).

Strategy:
Senpou isn't very bright and it shows.  All you have to do is swing low a few 
times to get him to start swinging low.  Once he does that you can easily hit 
him with an overhead strike, which has more reach than his low strike.  He's so 
dumb, he'll fall for this twice, and you will win.

------------------
Opponent 2:  Jihou
------------------

Story:
Jihou is really just your average Japanese sword master.  He's not really a 
very interesting guy.  Not much to say about him.

Strategy:
Jihou is one of a couple swordsman in this game who can be defeated easily 
right at the start.  Just walk up to him and do an overhead on the first round 
and it will connect.  The only thing is that this must be done precisely (but 
hey isn't swordsmanship all about precision and timing) or it won't work.  Just 
practice until you find that sweet spot.
The second round, Jihou has wised up, and the old strategy will not work.  
Instead you must employ a new strategy:  the orpok (ore-PAWK) strategy.  In 
this strategy you must start doing overheads (thus convincing Jihou to match 
you).  Get as close to him as you can, both of you doing rapid successive 
overhead attacks.  Then, suddenly thrust at his chest and you'll hit him.  
He'll be so shocked he won't know what to say, and you can proceed to the next 
opponent.  This may take several tries to get right, but it's a pretty safe 
strategy, so just keep working at it until you get the timing and distance 
right.

-------------------
Opponent 3:  Chuken
-------------------

Story: Chuken is actually a really nice, quiet guy.  But he's also a master
swordsman and has no qualms about taking you down.

Strategy:
Firstly, do not try the orpok strategy with Chuken as you did with Jihou, 
because he is a master of the orpok strategy and will hit you well before you 
hit him.  Chuken can be very aggressive at first and will try to force you back 
out of the stage if you let him.  Start by rapidly advancing on him with low or 
high attacks to get him to back off.  CAREFUL, DON'T GET TOO CLOSE.  It is now 
time to introduce a new strategy.  You may have found that the standard stebach 
technique used in fencing does not work as well in kendo due to the short 
distance of the swords.  To defeat the top kendo masters, you must employ a new 
technique known as the himisugo (hee MEE sue go) technique.  This is kind of a 
variation on the standard stebach technique to be used on very aggressive 
opponents. Stand just out of the range of your opponent's sword, and just after 
he attacks, swing low.  Your opponent will miss you and, in his eagerness, step 
forward to strike again.  As he's stepping forward, your low attack will hit 
him.  The strategy is sort of like stebach, but without stepping backward after 
your opponent attacks.  The round after you first beat him, Chuken will always 
start with his sword in the low position.  When he does this, you can employ a 
new and easy strategy known as the fusion (fu-zhun) technique.  Keep your sword 
at middle height and walk up to Chuken.  Don't walk all the way.  Make sure he 
approaches you.  He'll stand in from of you with his sword down, and yours 
inches from his chest.  After you stand there for a bit, he'll become confused 
and wonder what's going on.  While he's contemplating the nature of his 
existence, just poke him in the chest with your stick and win.  This is one of 
those rare 100% techniques that always works on the first try.

-------------------
Opponent 4: Fujitsu
-------------------

Story:
Fujitsu is the only "evil" opponent you will fight in the game.  It is his 
ambition to rise to power and rule with an iron fist.  Know that this battle is 
not just to determine who is the greatest swordsman, but also for the fate of 
all Japan.

Strategy:
Firstly, note that Fujitsu is a very ambitious man.  As a result he will come 
right at you for all it's worth right at the beginning.  He's very fast, and it 
can be difficult to block his attacks.  You could inevitably be forced back out 
of the ring.  Don't let him push you around like this.  Start off walking 
toward him and making high thrusts.  Force him to back off.  Then, when he's as 
far back as possible, use the himisugo technique.  In this case you'll be using 
a low swing while he uses thrusts.  Remember, he's good and the timing is 
tight.  Practice and try not to get pushed off the screen.

-------------------
Opponent 5:  Taisho
-------------------

Story:
Taisho may look like a big rough and tough guy on the surface, but he's really 
just a big teddy bear.  THAT DOESN'T MEAN YOU CAN UNDERESTIMATE HIS INCREDIBLE 
POWER!  He is the greatest swordsman in the world and unless you can defeat 
him, you will lose your place as the greatest swordsman in all of history.

Strategy:
Taisho can be defeated pretty easily with the himisugo technique.  Like Fujitsu 
and Chuken, he's an aggressive opponent.  In fact he is so aggressive you will 
not be able to push him back to his half of the screen like Chuken and Fujitsu.
Instead he will kill you.  This means you have less space to implement the 
himisugo strategy, so you must be accurate.  However, he's slow to block and 
quick to advance after a missed swing, so the himisugo technique works quite 
well.


Enjoy your second and last bonus stage.


===============
Stage 3:  Roman
===============

Story:
After defeating every swordsman in Japan, you travel back in time further to 
the gladiatorial arenas of ancient Rome.  But this time, the battle is not with 
toy swords.  No, now you fight not only for your title, but for your life.  To 
make matters worse, you face not humans, but the ancient Roman gods themselves.
A single hit on you will spell the end of your career.  The Hitler clones that 
traveled back in time to judge the contest have already been killed and offered 
up as sacrifices, so only Death presides over this contest.  The stakes are 
high, but if you succeed, no one, man or god, present or past can possibly 
claim to rival you as the Great Swordsman.

Rules:
The first thing you'll notice about this arena is the amount of reach the 
swords have (quite a bit of freedom after the close and fierce battles of 
kendo).  You can strike from almost half a screen away.  Be aware of this as 
you weigh the dangers of stepping forward.  As we said, one hit spells death 
unless you both hit at the same time.  Then it doesn't count (it's still a 
video game, okay).  Time and ring outs mean nothing in the field of 
gladiatorial combat.  Slay or be slain.  The rounds will continue until someone 
is dead.  In this stage you must defeat not three, not five, but seven (that's 
right SEVEN) gods (that's right, GODS).  We won't bother covering story for 
these characters.  We're sure you all know who Zeus is; so, on with the 
strategies.

-----------------
Opponent 1:  Mars
-----------------

Mars is the God of war and one would therefore suspect, impossible to defeat in 
combat.  But Mars is also overconfident, and it is his overconfidence that is 
his downfall.  Do overhead strikes, ALL OVERHEAD STRIKES, and his chest will 
soon be filled with your sword.

-------------------
Opponent 2:  Hermes
-------------------

Hermes is actually a god from Greek mythology.  We can only imagine that he has 
come to ancient Rome to prove the value of Greek over the Roman gods.  Hermes 
is the messenger of the gods and so is very light on his feet.  This makes him 
one of the more difficult opponents in the game.  There are a couple of ways to 
approach him.  An overhead stebach technique is possible to use when your 
opponent goes medium or low, but it can be risky and hard to pull off.  A 
fusion (few-zhun) strategy is possible. The best thing to do is to employ a new 
technique that will actually work for most of the gods in this stage:  the 
dzarm (ZARM, silent d) technique.  This is hard to describe, and tricky to 
learn, but it works most of the time and is a safe strategy.  If you've gotten 
to this stage in the game, you've probably noticed that you can sometimes 
perform "special" kills, knocking off someone's helmet or disarming them.  
There is a not too difficult way to do this in gladiatorial combat.  Do 
overhead attacks to get your opponent to do overheads.  Then stand away from 
your opponent (more than the distance for himisugo).  When you're both standing 
with your swords raised, do a bit of a feint and start to stab overhead.  Go 
more than halfway in but pull back so they won't hit your sword.  As you pull 
back, they will strike as well.  Just before they've hit you, press and hold 
middle strike.  If your timing is good, you will bring your sword down onto 
theirs and disarm it right into their god skulls.  This is hard to learn how to 
do (even by showing someone) but it works most of the time and is a very safe 
strategy since you never actually get within range of your opponents sword.  
Work with it for a while and make it yours.  Once you've mastered the dzarm 
technique, you're very close to mastering all of Rome as well as all of time 
and space.

-------------------
Opponent 3:  Apollo
-------------------

Apollo is the Greek god of the sun god, and he is used to being high in the 
air.  Take him down to the floor by doing repeated low strikes.  That's right, 
you both just get down in the dirt like a couple of crabs trading low strikes 
back and forth over and over.  Eventually Apollo will crack under the strain of 
fighting so low and try to stand up and do an overhead strike.  You will easily 
chop off one or more of his legs before he does this.  Usually he freaks out 
toward the end of the round, so just keep at it until about three ticks are 
left on the time at the bottom.

-------------------
Opponent 4:  Helios
-------------------

Not to be outdone by the Greeks, Helios, the Roman god of the sun, has come to 
succeed where Apollo has failed.  He will not fall for the same trick Apollo 
did, having just watched you do it.  He's a little more levelheaded.  But his 
head might be a little too level for his taste once you bust out the dzarm 
technique and drive his sword through it.

------------------
Opponent 5:  Orion
------------------

Orion is one of the fastest opponents you will ever meet.  He can block your 
attack and then move in and make one of his own.  He is especially skilled at 
ducking under overhead strikes and moving right in and taking you out.  
Fortunately he is can be taken out at the very start by a properly timed 
overhead strike.  The difficulty is that the timing can be difficult to get 
down, but once down, Orion is less like a god and more like a tree stump to a 
great swordsman.  As the match starts, immediately move forward and stop in the 
right spot. You'll have to figure out where by trial and error and good 
judgment.  Try using the backdrop to measure how far you've gone.  Pause for a 
fraction of a second, because you if you go too fast, he'll see your intent and 
block.  Then swing out a middle attack and cut his head.  This is really quite 
similar to the technique employed in the first round of Jihou, but the timing 
is tighter and the pause can throw you for a loop.  "Pausing" really is just 
"let go of the movement before you hit overhead".  If you make a mistake, 
(Orion frequently strikes at the same time as you do) despair not.  Simply try 
again the following round or step back, approach, and try again.  It's just a 
matter of timing.  If he blocks, it means you aren't pausing.  If he hits you 
as you hit him, it means you need to go a bit earlier.  If he hits you before 
you hit him you need to go quite a bit earlier.

-------------------
Opponent 6:  Uranus
-------------------

Uranus thinks he's so hot because he's the god of the heavens, but you know 
what?  He succumbs to the dzarm technique just like Helios and Hermes.

-----------------
Opponent 7:  Zeus
-----------------

Oh, almighty Zeus, felled by the same dzarm technique that defeated all the 
other Roman gods.  So sad.  BUT WHO'S THE GREATEST SWORDSMAN NOW?!!?!?


==========
Conclusion
==========

Upon beating the game you will be given the opportunity to play through it all 
over again, but faster.  Many of the strategies here do not work at this speed.
You may attempt to play through this mode, but we have nothing to say about it 
because we're currently writing this in America, and in America we don't 
tolerate that sort of crap.  You are already Great Swordsman.  That should be 
enough.  On a side note, Treacherous Shizzle feels that The Bass makes no 
sense.


We would honestly be suprised if anyone used this faq, but direct any questions
or comments to <seabass1275@yahoo.com>.  If any hot females would like to
direct some naked pictures too, then send them to
 <treacherousshizzle@mailinator.com>.