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Ryū ga Gotoku Kenzan!: training minigame ranks and completion scores

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Ryū ga Gotoku Kenzan!: training minigame ranks and completion scores Finishing a training exercise and completing its minigame record are different things. The first pass can give you the move or weapon while leaving the completion entry unfinished. These are the targets for all five training minigames: horseback archery, waterfall training, scarecrows, Jiraiya and melon cutting. Check the completion menu afterward; completed requirements turn red. Horseback archery: Master on all four courses Find it on Forest Road during Chapter 5. Go during the day or evening, not at night. Clear Beginner and Normal to open Improved, then clear Improved to open Master. Each line below gives the scores for Master / Expert / Warrior / Inexperienced. Anything below the last number is Mediocre. Expert is the passing rank, but Master is required for completion. • Beginner: 630 / 530 / 400 / 200. • Normal: 630 / 530 / 400 / 200. • Improved: 685 / 580 / 435 / 220. • Master course: 820 / 690 / 520 / 260. Prepare the bow before the target is in front of you. Red centres are worth 20 points; hitting outside the centre gives 10. Green targets need a fully charged centre hit for the full 40 points. A weaker centre hit gives 25, and an off-centre hit gives 15. Repeatedly shooting one target doesn't award another set of points. Keep the shot charged while you handle an obstacle prompt. Then release at the target immediately after it. For three targets aligned together, a fully charged shot through their centres can take all three. Missing that alignment is often the difference between passing and Master. Your score is shown at the end, so a practice run is useful for learning where the targets and obstacle prompts appear. Waterfall: Nirvana on all five sessions Take Mountain Road to the waterfall. The exercises open from Chapter 6 onward, in sequence. You can do them at any time of day. The session names vary between English guides, so the ability reward identifies each one clearly. Scores are Nirvana / Matsu / Take. Below the Take score is Ume. • Red Pride session: 12,000 / 10,000 / 8,000. • White Pride session: 13,000 / 11,000 / 9,000. • Black Pride session: 17,000 / 14,000 / 11,000. • Blue Pride session: 22,000 / 20,000 / 17,000. • Yellow Pride session: 18,000 / 15,000 / 12,000. The enlightenment gauge also has a passing line. Its thresholds are 650, 900, 1,100, 1,300 and 1,300 respectively. Clearing that line earns the ordinary pass; it doesn't replace the Nirvana score. Hit each button when its icon reaches the action point. Early presses lower the timing grade, late presses miss. Keeping the chain going increases both the scoring opportunity and the speed, so it helps to learn the rhythm rather than chase each icon after it has arrived. The original game uses the controller's motion sensors during the distraction sections. Shake as prompted, then be ready to return to the timed inputs. Scarecrows: Master on all twelve courses These are downstairs at Koetsu's mansion on Kawara Street. First-floor courses begin in Chapters 6–7, the second floor opens in Chapter 9 after the first is cleared, and the third opens during Chapter 10 after the second. Times below are Master / Advanced / Intermediate. Intermediate is the pass. Slower than that is Beginner. Aim a little under the listed Master time so you're not relying on the timer rounding in your favour. First floor: • Starter: 1:05 / 1:40 / 2:00. • Twins: 1:35 / 1:50 / 2:10. • Demon: 1:25 / 1:40 / 2:00. • Ninja: 1:25 / 1:40 / 2:00. Second floor: • Regular Strength: 1:55 / 2:10 / 2:30. • Twin Strength: 2:00 / 2:15 / 2:35. • Great Strength: 1:50 / 2:05 / 2:25. • Painful Strength: 2:20 / 2:35 / 2:55. Third floor: • Truthseeking: 2:00 / 2:15 / 2:35. • Twin Heaven: 2:20 / 2:35 / 2:55. • Extreme: 2:00 / 2:15 / 2:35. • Purgatory: 2:20 / 2:35 / 2:55. Use only the hits needed to destroy each target. Ordinary single-sword targets take one normal hit; armoured ones take three, or two with suitable Zanki techniques such as Boulder Slice. Greatswords take one hit for an ordinary target and two for armour. Their reach lets you attack before you're standing right against the target. Archers waste your time by stunning you. Block or evade their arrows, and learn the spear-barrier pattern so you aren't repeatedly taking the long way around. With a greatsword, attacking also moves you forward faster than walking normally. Later, Tengu Feet lets you evade out of a combo, which helps when revisiting these courses. Jiraiya: Master on all seven courses Also in Koetsu's basement. Hit the real targets with shuriken, avoid the penalty targets and preserve your speed. Scores below are Master / Advanced / Intermediate. Advanced passes the course; anything below Intermediate is Beginner. • First: 8,000 / 6,000 / 5,000. • Earth: 15,500 / 14,000 / 12,000. • Water: 18,000 / 17,000 / 15,000. • Fire: 17,000 / 16,000 / 14,000. • Air: 27,000 / 26,000 / 24,000. • Sky: 27,000 / 26,000 / 23,000. • Extreme: 56,000 / 54,000 / 53,000. Three consecutive hits increase the speed by one, up to five. A missed throw lowers it by one. A quick shot just after a target appears adds 50 points. Multiple targets with one throw also give a bonus, so watch their alignment. Target values: standard 100, red 150, bear 500, fox girl 300, boar 250, crow 400, white crow 800 and Koetsu 2,000. Kumagoro is a 500-point penalty. The ordinary girl costs 300 points, or 900 on Fire. Don't confuse those two penalty targets with their similar-looking scoring targets. Koetsu only appears if you reach his position quickly enough. The limits are: • First: 0:33. • Earth: 1:10. • Water: 1:05. • Air: 1:40. • Sky: 1:05. • Extreme: 3:10. There is no Koetsu target on Fire. The timed finish bonuses also help. First awards 3,000/2,000/1,000 for finishing within 1:00/1:05/1:15. Earth uses 1:30/1:35/1:45; Water 1:25/1:30/1:40; Fire 1:30/1:35/1:40; Sky 1:37/1:39/1:40. Air and Extreme do not have those finish-time bonuses. If a run keeps ending just below Master, check whether you're missing Koetsu, losing speed with speculative throws or hitting a penalty target. Those mistakes can cost more than a few ordinary targets. Melon cutting: top rank on all six courses The first Wild Boar lesson is at Hozoin Temple in Chapter 8. From Chapter 9, En no Ozuma trains you on River Road. All six courses are required, including the late-story Snake and Asura lessons. The top rank is translated as Man or Man Amongst Men. Scores below are that top rank / Matsu / Take. Below Take is Coward. • Foundational Zeal: 9,600 / 8,500 / 7,500. • Applied Zeal: 10,000 / 9,000 / 8,000. • Developed Zeal: 17,000 / 15,500 / 14,000. • Wild Boar: 5,700 / 5,000 / 4,500. • Snake: 12,000 / 10,000 / 8,000. • Asura: 22,000 / 20,000 / 18,500. The separate training-gauge pass lines are 4,200 for Foundational, 5,000 for Applied, 5,000 for Developed, 3,500 for Wild Boar, 4,000 for Snake and 5,000 for Asura. A Great hit gives 200 on a melon, 1,000 on a kusudama, 500 on an iron ball and 350 on a bottle. Iron balls give no points at lower timing grades. Missing a kusudama also hurts the training gauge more than missing an ordinary melon, so those are important throws to learn. Straight throws vary in speed. Arcing throws need you to follow the height with the camera. Curves return toward the middle, while bottles are thrown directly at you and can stun you. Shake the controller to recover as prompted. Try nighttime practice if you struggle to see the pitches: the glowing objects are easier to distinguish against the dark setting. Once all five activities show their completed requirements, check the rest of the minigame list. These training records are only part of it. The overall Runner's Shoes reward also requires the board games, gambling, turtle racing, courtesan games and Star Actor.

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