\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//////////////////////////////////////
    Dynasty Warriors 5 Empires FAQ
Version: 0.8
Author: Wandrian Wvlf
Created: 06/26/06
Updated: 07/27/06



This FAQ is designed with the American PlayStation 2 version in mind. Most of
the information within this FAQ will apply to other versions although some
content differs.

This FAQ is only authorized for display at GameFAQs/GameSpot and their
affiliates, though linking to it is acceptable.

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//////////////////////////////////////

      Index

Search(Ctrl&F) for the number on the right to go directly to a section.

1-Section Overview                   01A
2-Frequently Asked Questions         02A
3-Updates                            03A
4-System                             04A
 -Empire Mode                        04B
 -Free Mode                          04C
 -Archives                           04D
 -Edit Mode                          04E
 -Officers                           04F
 -Weapons                            04G
 -Items                              04H
 -Policies                           04I
 -Bases/Terrain/Morale               04J
 -General Tips                       04K
 -Special Battles                    04L
 -Individual Stages                  04M
5-Checklists                         05A
6-Secrets & Miscellaneous            06A
 -Easy Weapon Upgrades               06B
 -Instant Edit Character Training    06C
 -Get All Policies in 1 Game         06D
 -Unlisted Attacks                   06E
 -Have 40 Edit Characters            06F
 -Policies Never Fail                06G
 -Dirty Tricks                       06H
 -My Save!                           06I
7-Credit & Links                     07A
 -Contributions                      07B
 -Links(English)                     07C
 -Links(non-English)                 07D
 -Links(official)                    07E
8-Contact Info                       08A
9-Copyright/Legal Info               09A


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//////////////////////////////////////
01A      Section Overview


Section Overview: Brief summaries of each section in this FAQ.

FAQ: Some of the most Frequently-Asked Questions about the game and their
answers.

Updates: A list of updates and changes made in each.

System: Explanation of the game's very heart.

Checklists: Convenient lists designed to be printed out and checked off.

Secrets & Miscellaneous: All the goodies omitted from official sources.

Credit & Links: Credit to all contributors and links to useful sites.

Contact Info: How to contact the FAQ author.

Copyright/Legal Info: Inexorable evil.


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//////////////////////////////////////
02A                       FAQ


Q: Why can't I get all the policies?

A: You don't have the appropriate officers in your army. Just hiring every
single regular officer will give you access to most policies, but you also
need to keep in mind which policies are suggested is slightly randomized and
also affected by other conditions. For greater detail on this, refer to the
System section or the Secrets & Miscellaneous section to find out how to
unlock every policy in 1 game.



Q: Are certain difficulty settings needed to unlock anything?

A: No. Contrary to what is usually the case in DW games, you can unlock
every single thing in the game on *ANY* difficulty setting.



Q: I've heard something special happens when a character gets 1000 K.O.s, is
this true?

A: Yes. If you score 1000 K.O.s in a single battle, you get a little medal
appearing next to a character's face in several menus and an extra item slot,
allowing you to equip six items at rank MAX! Also, if done in Empire Mode
you'll get a special scene where your character is congratulated(unless
the character is Ruler/Strategist/Commander; which cannot get the scene).



Q: How do I improve my weapons/why can't I use a better weapon?

A: First off, make sure you've equipped the weapon you want to use in the
pre-battle screen. If the weapon you want doesn't appear in any of the 4
slots, you need to unlock the weapons. Second and third weapons are unlocked
by increasing a smith to 100(level 2) and 200(level 3) respectively. Fourth
weapons are unlocked by increasing a smith to 300(level 4) and acquiring 500
K.O.'s in a single battle(Empire Mode only). Take note of what type of weapons
each smith affects. Bladesmith affects all soldiers using swords, Spearsmith
affects all soldiers with pole-type weapons, and Weaponsmith affects soldiers
using any other sort of weapon.



Q: Why can't I become Emperor?

A: The requirements for becoming Emperor are simply having a minimum of 16
territories, taking your good or evil rating to the maximum, and no other
ruler has become Emperor yet. Avoid using Rest or any policy that is the
opposite of the kind of Emperor you wish to be, they'll set your rating
slightly closer to neutral. Starting from neutral, 5 uses of each evil
policy will make you evil Emperor, but good emperor requires 5 extra uses
of Philanthropy(or *MANY* more of weaker good policies). Evil Emperor has
all the advantages with the only penalty being that the AI can use Local Aid
against you(which amounts to pretty much nothing). Good Emperor on the other
hand, has no major advantages. Sometimes a merchant will sell you a random
item for 500 gold(regardless of it's normal cost), Shui Jing will stalk you
until you've hired all regular officers that haven't been executed, and the
little uncontrollable annoyances(locusts, plagues, et cetera) won't last as
long normally. Defense volunteers will appear regardless of your good/evil
rating, but only on turns you use a good policy.


Q: What are defense volunteers and how do I get them?

A: Defense volunteers means a group of roughly 50 peasants will appear at
a random time in the battle and help fight off any force that invades their
home. However, these peasants are even weaker than privates and are of no
real significance in a battle. As well, it's possible for revolting peasants
to appear in aid of the invader(Local Aid) in addition to defense volunteers
in the same battle! Getting defense volunteers requires using a good policy
during a turn, contrary to popular belief your good or evil rating doesn't
factor into this: a single use of Governance assures you defense volunteers
even if you're evil Emperor!


Q: How do I tell how my good/evil rating is?

A: By which good/evil policies are in Assign. At neutral, you'll have
Governance, Charitable Aid, and Emergency Tax available. If you don't see
Charitable Aid, you're evil and if you see Release you're good. Also, when
your rating reaches far enough to either side your ruler will make a
comment about whether or not The People matter.



Q: How do I unlock all the endings/how do I unlock all scenes in Ending Edit?

A: Each of the first and last scenes is dependent on your status when the
game ends. There's a neutral, good Emperor, evil Emperor, and time limit
exceeded ending. Still working on the other scenes.



Q: How do I unlock more officers/what does "GET!" mean?

A: Unlock more officers by hiring them. Using policies is the most effective
way to get more officers, but don't forget about your officer limit. "GET!"
appears by any officer you've already unlocked in the menus of Empire Mode,
so try to hire officers that don't have it. There are 250 officers excluding
your custom-made ones, and they'll all appear in the game's Encyclopedia when
you're hired them at least once.



Q: Why don't I have any items/how can I get new items?

A: In Empire Mode, items must be produced one at a time. It's possible to
acquire multiple with the Despotism policy, but there's still the matter of
items disappearing after battle. Win or lose, 1 of every item you equip for
a battle will vanish afterwards. You can unlock more items using the policy
Development and acquiring more territories.



Q: I can't unlock all items. What's wrong?

A: Items for every territory are randomized in the Gathering of Heroes
scenario, except the 4 associated with trade policies. In one game there may
not be a single territory that produces Tortoise Amulet, while in another
it may be impossible to produce Dragon Arms normally. However...if you're
being evil, you can use the Rob Grave policy for a chance to get items you
can't produce; but items that can be upgraded will be fixed at 5 if you can't
produce them normally. There's also an infinitesimal chance that a trade
policy will net you an item you can't produce, but the chance is so low that
personally I think it's a waste of time to try.



Q: One of my officers suggested a trade policy and it said I had 10 items
in stock! How do ya like dem apples?

A: It's something very peculiar. If an officer suggests both a trade policy,
Production/Despotism, and they both increase the stock, from time to time the
message will say you have 10 in stock. But a quick look at your actual stock
will show you you only have 9, then if you equip the item in a battle your
stock will go down to 8...So you can't actually get 10 of any item.



Q: How can I unlock fourth weapons?

A: First of all, you must be playing in Empire Mode and have the smith
related to the weapon you want at level 4 or higher(300+). Now with your
level 4+ smith, get 500 kills and win the battle. After saving, you can use
your fourth weapon in Free Mode at any time and the requirements for once
again unlocking the weapon in Empire Mode loosen to only needing the level 4
smith and winning a battle.




Q: What do the unique scrolls available with level 5 smiths do? What difference
does the weight of a weapon make?

A: The scrolls affect your weapon's weight and it's base power(power before
stat bonuses), plus Evo scrolls enable Evolution attacks on third weapons.
Base power is really neligible, you won't see nearly as much of a a difference
between a base power of 1 or 40 as you would with/without an attack bonus
or weight. But if you're a bit of a perfectionist, 25 is sufficient and
anything over 30 is perfection, 35+ isn't worth the effort in the end
unless you pick one up accidentally.

The weight of a weapon affects a few things, which can totally alter the
performance of your officer.

Light weapons attack faster, deal less damage, have less delay on Charge
attacks, and any damage at all interrupts attacks.

Medium is the default weight for most weapons. All but a few attacks will
be able to interrupt your own and there are no real advantages or
disadvantages to be seen.

Heavy weapons attack slower, deal more damage, have an increased delay on
Charge attacks, are difficult to interrupt attacks from, and every bit of
damage adds further delay to an attack. Also reduces the use for Musou Armor,
as arrows cannot interrupt your attacks unless you're frozen or in the air.

Evolution attacks(or Evos) are a special kind of attack exclusive to third and
fourth weapons. When your Musou gauge is full, the last hit of your regular
combo is replaced with up to four more attacks that are very difficult to
interrupt and are treated as Charge attacks. The first two hits of an Evo are
a simple pair of swings, the third is a launcher that knocks enemies into the
air, and the last is an anti-crowd move that sends enemies flying away. Evos
can be ended short by not pressing the button any more(making for a perfect
opportunity for a counter!), cannot have elements, and don't consume any of
the Musou gauge.

It's possible to make a third weapon with better stats than a fourth, but
it isn't possible to gain the guaranteed Musou Rage token that fourths
provide(and ultimately makes them more powerful).




Q: What is Musou Rage and what is this about token/coins?

A: Musou Rage is a very special state you can enter temporarily to become
the ultimate killing machine. Your attacks are faster than if you were using
a light weapon, more powerful than if you were using a heavy weapon, you won't
stagger even when standing still unless hit by a strong attack, your Musou
gauge refills at the start, and you can use a True Musou instead of a normal
one. On the downside, you can only enter this state if you have picked up a
gold token, these are exceptionally rare(up there with Liu Chan) and you can
only keep 1 at a time. However, if you have a fourth weapon equipped one will
appear where your officer stands every 100 K.O.s; something not possible with
other weapons.





Q: How can I get better stats for my weapons?

A: There are two things that affect the quality of powerups you receive after
a battle. Difficulty setting and the Luck stat. For best results, Luck +20
on a weapon and a +20 Seven Star Sash while playing on the Hard difficulty is
recommended. Playing on Chaos would further increase the chances of getting
great powerups, but the inability to make an interim save and the absurd
difficulty make it less efficient in the long run.



Q: What can I get with a DW5 or DW5XL save?

A: All regular characters and artwork pictures 1-96 will be immediately
available, character costumes will be unlocked, and any edit characters you
made in DW5XL's Edit Mode will be transferred.



Q: What about a walkthrough?

A: It would be a waste of time due to the game's nature. The only way to beat
Empire Mode is to conquer every single territory, but since there is a
near-infinite number of possibilities for battles and the gameplay is
non-linear, a walkthrough isn't practical.



Q: Why don't the numbers between Japanese and American games match up?

A: It's something that dates back to 1997, when Sangoku Musou was being
brought out in America. When this was localized, they decided to change the
name to something more marketable...Dynasty Warriors! This was a pure
fighting game though, with only a few of the officers we've all come to know
and love/hate/not care about at that. Then some years later Koei decided to up
the ante and produce Shin Sangoku Musou for PS2, the archetype for the series.
But what kind of name could Koei USA use for this far superior game?
Apparently, just calling it "Super Dynasty Warriors" would be too lame(though
somehow no one's ever complained about SUPER Mario Bros :P) and they decided
to call it Dynasty Warriors 2, even though it was by no means a sequel. Since
then, Dynasty Warriors has always had a number higher than Shin Sangoku Musou
despite the fact that they're the same game and it's unlikely this will ever
change. But for quick reference:

Sangoku Musou=Dynasty Warriors
Shin Sangoku Musou=Dynasty Warriors 2
Shin Sangoku Musou 2=Dynasty Warriors 3
Shin Sangoku Musou 2 Mushouden=Dynasty Warriors 3 Xtreme Legends
Shin Sangoku Musou 3=Dynasty Warriors 4
Shin Sangoku Musou 3 Mushouden=Dynasty Warriors 4 Xtreme Legends
Shin Sangoku Musou 3 Empires=Dynasty Warriors 4 Empires
Shin Sangoku Musou 4=Dynasty Warriors 5
Shin Sangoku Musou 4 Mushouden=Dynasty Warriors 5 Xtreme Legends
Shin Sangoku Musou 4 Empires=Dynasty Warriors 5 Empires
Shin Sangoku Musou BB=Dynasty Warriors BB



Q: Why can't I find He Jin or Shui Jing/Sima Hui?

A: They're not normally playable. He Jin only appears in Empire Mode when
you win the Yellow Turban Rebellion, Shui Jing only pops up when you're being
a good Ruler and haven't hired every single regular officer yet. Sadly,
Shui Jing will continue to stalk you and pop up randomly until you either hire
every single regular officer that hasn't been executed or become evil. He Jin
has appeared in past games as a generic officer, but Shui Jing has never been
playable.



Q: What about Fu Xi and Nu Wa/how do I make them?

A: They're a pair of secret characters that only appeared in DW3/XL, named
after ancient gods. The Fu Xi character was a male in red armor that wielded
a very large sword and the Nu Wa character was a female in green that wielded
a small sword and shield. Their weapons and movesets have been preserved in
the character edits since DW4; although it's not fully possible to remake
them down the exact detail. Here are some stats to make your edit officers
resemble them though:

  Fu Xi:
male
hair: 1
face: 1
height: 0(default)
width: -15(default)
head: Strategist Robe(red)
torso: Light Armor(red)
legs: Leather Jerkin(red)
motion: broadsword


  Nu Wa:
female
hair: 5
face: 1
height: 0(default)
width: -15(default)
head: Sorceress Gown(green)
torso: Light Armor(green)
legs: Heavy Armor(green)
motion: rapier





Q: Did you know that so-and-so's name is wrong?

A; Yes, don't come preaching it to me since I had no hand in it. There are
some officer's whose names aren't entirely correct and other little things
for psychotic perfectionists to gripe about. If you want to complain about
it, do it to someone other than me.



Q: What's so special about YOUR save?

A: Well, it's a great shortcut if you don't mind spoiling the fun of unlocking
every single thing the hard way...For more info on it, check out the data of
it in the Secrets & Miscellaneous section. It's a killer!




\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//////////////////////////////////////
03A                  Updates

NEXT: Unlocking Empire Mode settings, Ending Edit scenes, and perhaps more...


07/27/06: Added checklists, the accidentally-omitted nasty policy combinations,
the Special Battles subsection, Individual Stages subsection, a few more FAQs,
My Save! subsection, and corrected a few things here and there. Version 0.8,
baby!

07/11/06: Majority of work completed. The most basic information that can be
realized with only a few minutes' play is omitted for the moment, to be added
in future updates. That information can be found in the manual :P
For now, the checklists have been omitted. Version 0.5

06/26/06: Began initial work.




\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//////////////////////////////////////
04A                  System



Here, I'll go into detail about the major aspects of the game.






04B            Empire Mode



The real meat of the game. One can always go to Free Mode to play battles, but
it's just not the same without being able to use policies to affect them!


Empire Mode is made up of 6 different scenarios, at first only Yellow Turban
Rebellion and Gathering of Heroes are available. The scenarios are:

-Yellow Turban Rebellion(184 A.D.)
-Dong Zhuo in Luo Yang(190 A.D.)
-Divided Land(195 A.D.)
-Battle of Guan Du(200 A.D.)
-Flames Over Chi Bi(208 A.D.)
-Gathering of Heroes(210 A.D.)

All except for Gathering of Heroes have the majority of territories with
pre-assigned forces controlling them and items in each territory fixed.
Choosing one of the pre-assigned will enable you to unlock pieces of artwork,
start with more than one territory, and all the first items in territories
with pre-assigned forces that can be upgraded start out at 20. If you don't
wish to choose a territory with a pre-assigned force you can start your own
with your edit officers or unlocked regular/generic officers; but you won't
be able to unlock as many pieces of artwork that way and won't get any items
that start out fully-upgraded. Later scenarios except Gathering of Heroes
have fewer officers available, as certain officers are dead at the
start(regardless of whether or not death is enabled).

Once you choose your scenario and force, you have several options to choose
from...if you've unlocked them.

Map: Always unlocked. Choose your map display settings. Pointless since you
can change them at the beginning of every single battle though...

Difficulty: Always unlocked. Choose between the 5 difficulty settings of
Novice, Easy, Normal, Hard, and Chaos. Higher settings give all AI-controlled
soldiers higher stats, more aggressiveness in and out of battle, increase the
odds of getting good powerups after a battle, and decreases your starting
gold.

Time Limit: On by default. When enabled, it will force the game to end after
50 years(200 turns) if you haven't conquered all territories. Also the only
way to get the fourth ending.

Edit Officers: Edit officers that haven't been assigned to a new force will
still appear in the game if enabled. If disabled, only ones assigned to new
forces will apear.

Annex: Set to Ruler by default. Ruler means if a capitol is taken the force is
destroyed and all their territories go to who took their capitol. If on
Isolate, that will not happen unless the Ruler cannot move to another
territory.

Officer Limit: The maximum number of officers for *YOUR* force, 50 by default.
Choices are 6, 20, 50, 100, or 150. Has no effect on AI-controlled forces.

Officer Death: Disabled by default. When enabled, captured officers may be
executed(with no ill effects to the force responsible) and eventually
officers will start dying of old age.



There are a few possible ways to end Empire Mode:

-you conquer all 25 territories(the only path to success!)
-the time limit(50 years) is exceeded(also unlocks an ending)
-your capitol or last territory is taken
-your last officer is executed
-you choose to surrender to another force




Every turn in Empire Mode takes place over an entire season of a year and is
divided up into three somewhat oddly-named phases. You can save during any of
them, although interim saves during battle aren't available on the Chaos
difficulty setting.


The number of orders(actions) available per turn is determined the highest
number of territories you've controlled in this game. Note that your maximum
number of orders and your Ruler's title will never go down, even if you
somehow have been pushed back to defending a single territory.

1: 1 territory
2: 2-3 territories
3: 4-9 territories
4: 10-15  territories
5: 16+ territories


Each territory has a fixed income you'll receive every turn, but you also get
more gold if your Ruler's title is higher. Get a higher title by acquiring
more territory! Interestingly, the AI has some difficulty in gaining titles
but if you let another force control 16 territories they may become Emperor
instead of you.

no title: Any Ruler with a single territory starts out without a title, they
may have some fiscal trouble until they start conquering.

Governor: For a Ruler that has controlled at least 2 territories.

Count: Rulers that have controlled 5 territories may gain this title.

Duke: 8 territories and a nice living wage for your Ruler.

King: 13 territories and likely enough gold to afford whatever you want,
assuming you don't believe it grows on trees :P

Emperor: 16 territories, a good or evil rating to the max, and no other Ruler
has been given the title yet. If you still have monetary issues once becoming
the recognized leader of all of China that even the gods approve of...wow.
Well, unless you're a good Emperor in which case that's completely
understandable.






Each phase of a turn has different things available in it. Also, before you
gain control again there are certain things that happen automatically:

Special Events: If playing in the Dong Zhuo in Luo Yang scenario, you may
see a certain historical event occur...In all scenarios except Gathering of
Heroes you may also get an invitation to a special battle.

Battle Results: You'll see who conquers whom and which territories switch
owners.

Death: All officers that are executed or die of old age will give their last
words, which are curiously always the same regardless of which way they die.
Don't worry about your officers dropping dead from old age too much, it
shouldn't happen until about 254...But from then on, some officers will die
every spring(the season of life that brings death...interesting!).

Defeat: If your force is somehow wiped out, your Ruler will give their regrets
for being unable to unite the land before you progress to the game over
screen.

Other forces' strategy phase: All other forces on the map get to implement
policies and station officers before you can do anything. If you're offered
an alliance and it isn't somehow inconvenient, I recommend accepting the
offer(it's their gold, not yours :D). If you're demanded to surrender, don't;
it's game over! The real bad thing about this is that if you wanted to hire
a certain officer that's loyal, it's possible another force will before you
even get to check on their availability...

Locust hordes: Territories glowing while you see the image have gold lost.
The more territories of a single force a locust horde is in, the more gold is
lost. Locust hordes may last several turns, spreading until they're suddenly
wiped out.

Plague: Troop count for all officers in affected areas drops by 20%. Plagues
may last several turns, spreading to nearby territories each turn. Plagues
will eventually run their course and end.

Flood: Defense of affected areas drops by 1 and affected areas cannot be
invaded on this turn. Usually confined to a handful of areas.

Earthquake: All affected areas have their defense lowered. Can affect
several areas at once.

Snowstorm: All effected areas cannot be invaded this turn. Only affects
northern territories, though on occasion nearly half the map. If all of your
territories are affected, I recommend taking this as an excuse for an extra
turn where enemies can't attack.

Reward from the Emperor: If you've controlled enough territories, you may be
granted a new title by the Emperor.

Commander/Strategist Suggestion: If you've repeatedly used an officer for
policy suggestions in Consult or used Delegate on them enough, they may be
suggested as your Commander or Strategist. You can only have 1 of each, no
officer may hold two titles.

Five Officers: After participating in enough battles, your 5 most-used
officers appear in a scene by your Ruler. There doesn't appear to be any sort
of benefit to this.

A true Dynasty Warrior: If you score 1000 K.O.s in a battle with an officer
that isn't a Ruler, Commander, or Strategist, they'll be congratulated by
your Ruler and show off those same talents...in the same dance that a Ruler
does when starting a game of Empire Mode. The officer you used for this feat
will gain an extra item slot and a 1000 K.O. medal that appears on certain
screens.

Imperial Coronation: If you've fulfilled the requirements, your Ruler,
Commander, Strategist, and 2 random officers will appear in the scene in which
your Ruler becomes Emperor.

Significance of The People: After several years of fighting, your Ruler
will suddenly comment on whether or not The People matter to them. A good
Ruler will care about their people, an evil Ruler will not.

Invitation to special battle: Under certain circumstances, you may be
invited to participate in a special battle. Special battles only allow you to
bring a single of your own officers into battle, but Point Increase is
always equipped(and sometimes another tactic). Winning a special battle will
have certain effects, either a defeated force will vanish and it's regular
officers executed/dismissed, or the force will become less aggressive for
some time. The requirements for each of the 5 special battles varies, it's
only possible to participate in up to 4 of them in one game.

Progress: After you do just so much conquering, from time to time you'll get
a scene with your Ruler and another officer on a horse commenting on how much
progress you've made. The comments are different in each scene, but are mostly
the same regardless of the officer making them.

SUCCESS!: Once you conquer all 25 territories and do what you want with the
officers in the last one you took, you'll skip the ordinary things and go to a
scene in which your Ruler comments on the successful unification of the land.
The two officers appearing beside your Ruler are pre-determined, if Zhao Yun
and Guan Yu are on your force they'll be the ones appearing beside your Ruler.






Now for when you do have control!


Strategy
Planning
Battle




The strategy phase is where you implement policies, station your officers, and
look at the various bits of information on your own force and that of others.
You can do any action as many times as you want, except for choosing policies.
The maximum amount of times you can choose a General's suggestions in Consult,
pick individual policies yourself in Assign, and the maximum number of
policies an officer you Delegate to can pick are determined by the most
territories you've ever controlled. Also note that each policy has it's own
cost, if you don't have enough gold you can't use a policy.

There are 7 functions you can use during the strategy phase.

Consult: Choose 2 policies suggested by one of your Generals. Both policies
are implemented, there isn't any way around this. Takes up 1 order.

Delegate: Allow any officer on your force to use as many policies as they
can. Takes up all remaining orders, officer will use as many policies as you
have orders remaining and your orders will be used up.

Assign: Pick from all unlocked policies yourself and use 1. Takes up 1 order.

Station: Move officers around your territories and/or move generic officers to
General or Lieutenant status. Officers placed in the column on the right will
be dismissed, remember to station them somewhere if you want to keep them!



Info: View various data on your own and other forces.

 Forces: View fairly detailed data on any force. Press circle with a territory
selected to view it's Ruler, the Ruler's title, the smith levels for that
force, the total troop count for that force, and who their Commander and
Strategist are(if any).

 Areas: View the defense, items, income, and units for an area. Press L1 and
R1 to switch between the two different views. The yellow bars represent troop
counts for units, a full bar in a brighter yellow means 20,000 troops.

 Officers: View the rank, troop count, and stats for all your own officers.
Press L1 and R1 to switch between rank&troop count/stats, circle to view all
data for a single officer.

 Weapons: View a full list of weapons you've unlocked for your own use this
game. Will only list fourth weapons you've unlocked for *YOUR* use,
AI-controlled soldiers will always use fourth weapons after you have an
appropriate smith at level 4 or 5.

 Items: View your current stock of items.

 Policies: View the list of policies you can currently use.

 Tactics: View the list of Strategy/Special/Tactic policies you have in stock,
for use in battle.

 Active: View which other features are active only for this turn;
Invite Attack(provoked force's name in parenthesis), Hard March, Request
reinforcements(ally name in parenthesis), Entice Enemy(officer ready to defect
in parenthesis) and Defense Volunteers.

 Allies: View a list of your current allies and how many turns are left for
those alliances. Remember, your goal is to conquer the entire land. This means
eradicating former allies as well so don't get all merciful on them.




Save: Save your progress, overwriting one of your saves.

Proceed: Go to the planning phase now. Don't pick this until you've used up
all your orders, you could always pick some policy like Cause Revolt or 
Promote Craft+ or others if you can't think of anything else you could do.




That's about all there is for the strategy phase.




The planning phase is a bit simpler. Your options are:


Invade: Invade an enemy territory with officers in one of your own territories
that has a line extending into it. Location of territories can be ignored if
Hard March is active, but allies cannot be invaded. Win the battle by taking
the enemy's main camp, or by defeating their Ruler if you're invading their
capitol. You lose if you're defeated, your main camp is taken, or time runs
out. Every 1000 troops in your invasion force costs 10 gold. Lastly, when an
invasion is successful all officers that were in the main force will be
relocated to the territory you invaded. Time limit is 30 minutes.

Defend: If one of your territories is being invaded, prevent it from being
taken by fighting for it! Only officers in or bordering a territory can defend
it, unless Hard March is active. Win the battle by taking the enemy's main
camp, defeating their Leader, or letting time run out. You lose if you're
defeated or your main camp is taken. Time limit is 15 minutes.

Joint Attack: Play as one of your own officers to act as reinforcements for
an ally's invasion. Any of your officers can be selected regardless of
where they are, you take command of your ally's force in battle. If the
invasion succeeds, you'll be rewarded with 3000-5000 gold. It is possible
to battle another ally this way. Win the battle by taking the enemy's main
camp, or by defeating their Ruler if you're invading their capitol. You lose
if you or your ally's Leader is defeated, your main camp is taken or time
runs out. Time limit is 30 minutes.

Help Ally: Play as one of your own officers to act as reinforcements for an
ally defending their own territory. Any of your officers can be selected
regardless of their position, you take command of your ally's force in battle.
If the enemy is successfully repulsed, you'll be rewarded with 3000-5000 gold.
It is possible to battle another ally this way. Win the battle by taking the
enemy's main camp, defeating their Leader, or letting time run out. You lose
if you/your ally's Lead is defeated or your main camp is taken. Time limit is
15 minutes.

Info: Same as during the strategy phase.

Save: Ditto.

Skip Battle: Don't participate in any battle this turn. The outcome of all
battles will depend on troop counts and the defense of territories. You'll
go straight to the strategy phase in the next turn by choosing this, unless
your force is wiped out in a battle you chose to ignore. Fortunately, you'll
be warned when one of your territories is being invaded if you choose this
without looking first.



If you choose Invade or Defend, you'll have to choose which officers to
send into battle.


Generals:
up to 3 at start(top slot is the one you play as)
1 reinforcement(negates allied reinforcement General)

Liutenants:
up to 3 at start
1 reinforcement(negates allied reinforcement Lieutenant)



If you choose Joint Attack or Help Ally, you'll only choose which officer of
your own to send as reinforcements.




For any territorial disputes you don't actively fight in, it comes down to
troops counts and the defense of a territory. Invaders have the advantage,
even if they're defeated the defense of a territory drops by 2 and the troop
counts for all units stationed there drop by 2000.





If you choose one of the first 4 options during the planning phase, you'll
proceed to the battle phase after choosing your officer(s)!



The battle phase is composed of three additional parts.

Pre-battle setup
THE BATTLE
Results


The pre-battle setup has the following options:

Preparations: Choose your officer's weapon and item(s) to equip. Only weapons
you have currently unlocked and items in your stock will be available; oddly
you can't borrow from an ally...

Conditions: View victory/defeat conditions for the battle. Note that even when
it isn't listed, taking the enemy's main camp will still bring victory except
in special battles.

Unit Info: View the troop counts, morale, and skills of officers in the
battle.

Tactics: Your equipped Strategy/Special/Tactic policies and your stock.
Empire Mode only.

Options: Change your tactical map display setting and choose the music for
your battle.

Start: GET IT ON!






During battle, your options aren't much different.

Personal: View the stats and equipment of the officer you're controlling.

Unit Info: View a list of all allied and enemy units currently on the
battlefield, including their troop counts, current morale, and skill. Skills
in black can still be used by the AI, skills in faded text cannot be used
until a new battle begins. Indivdual allies can be ordered around from this
menu as well for you micromanagement types(like me XD). If you have the policy
Scout Report equipped, you'll also be able to view the orders that enemy
officers have been given.

Tactics: View a list of equipped Strategy/Special/Tactic policies and
activate Tactic policies by pressing X on them. Tactic policies will have no
effect unless you activate them from this menu! Empire Mode only.

Battle Log: View a log of up to 60 messages that have been displayed on the
bottom of the screen during this battle.

Retreat: Forfeit the battle and run away in shame. A random number of your
allies will be captured as a result of this(even if they weren't before!) and
the battle results in a loss for the side you were on. Empire Mode only.

2P Exit: If two players are fighting, player 2 can exit the battle and leave
control of their officer to the AI.

Interim Save: Save your progress in the battle if any saves remain. The number
of interim saves you can make is determined by your difficulty setting. Novice
and Easy allow unlimited saves, Normal 3, Hard 1, and Chaos none. Won't appear
on the menu if you have no saves left.

Resume Battle: Go back to the battle.





After the battle ends, you go through a few more screens before you return to
the strategy phase.



Powerups: A wide variety of powerups will be acquired randomly, the number of
which is determined by how many bases you personally capture, allowing you to
get up to 12 powerups from a single battle. The powerups you can acquire are
gold(100), weapon attributes, Life up(+10/+20), Musou up(+10/+20),
Attack up(+1/+2/+4/+8), or Defense up(+1/+2/+4/+8). If you lose, you'll only
be given three powerups. Either way though, the quality of these powerups will
increase on higher difficulty settings and if you have a higher Luck stat.

Customize Weapon: If you used a first/second/third weapon in battle, you
likely also received attribute scrolls to customize it with. Your weapon can
have up to 5 different stat bonuses on it, no duplicates; using a scroll with
the same effect that your weapon already has will only lower/raise the
strength of that effect(except for weight and Evo scrolls).

Earned EXP: When a battle is won, all officers on your side that were meant
to participate have their EXP increased and their troop counts lowered on this
screen(according to their personal feats&your actions&troop losses). If a
battle is lost, only the officer you control will gain EXP and several
officers may be captured.




With that done, you'll return to the strategy phase...unless...GASP! You lose
your final territory/officer!








04C            Free Mode


Free Mode...for those moments you want to play without the fun of Empire Mode!

XD

But seriously, it's just a single play of a single stage without policies...
I ask you: where's the fun without betrayals, alliances, and burning everything
to cinders? The control! You can choose which officers the enemy side has as
well, where in Empire Mode you can't...not in the same way at least.


First off, you pick from a list of the 25 territories and up to 5 of the
special battles(must have cleared them in Empire Mode first). Your choices for
stage are:

Battle of Bei Ping
Battle of Ye
Battle of Jin Yang
Battle of Ping Yuan
Battle of Pu Yang
Battle of Luo Yang
Battle of Xia Pi
Battle of Xu Chang
Battle of Chang An
Battle of Tian Shui
Battle of Xi Liang
Battle of He Fei
Battle of Jian Ye
Battle of Chai Sang
Battle of Xiang Yang
Battle of Jiang Ling
Battle of Chang Sha
Battle of Wu Ling
Battle of Han Zhong
Battle of Yong An
Battle of Cheng Du
Battle of Nanman
Battle of Hui Ji
Battle of Jiao Zhi
Battle of Jian Ning
Yellow Turban Rebellion(special)
Battle of Hu Lao Gate(special)
Battle of Guan Du(special)
Battle of Chi Bi(special)
Battle of Yi Ling(special)

After choosing your territory, choose to invade or defend(or which force for
the special battles). This affects how much time you have to clear the stage,
except special stages are fixed at 30 minutes. Just like Empire Mode, the
defender wins if time runs out for a normal stage, invasions give you a half
hour, and defending gives you a quarter of an hour.

Once you've decided which side of the battle you're going to be on, it's time
to choose the other settings.


Difficulty: The difficulty setting, of course.

Conditions: This affects the troop counts for your allied units. Good gives
them a little more, normal is self-explanatory, and bad gives them a little
less. However, the revive count for both sides is fixed to 10 regardless
and the troop count is the same regardless of the rank of officers.

Experience: For crap's sake, choose yes! If you choose no, all officers will
be at rank 16, base stats, only a first weapon with default stats will be
usable, and you won't be able to equip items.


With those settings adjusted, you can now choose the officers for each
force. It's like Empire Mode in this regard as well, except you choose which
officers your enemy uses as well. Also, depending on the difficulty setting
and stage you choose reinforcement officers for one or even both sides may
appear at the beginning of the stage. In certain stages if you set the
difficulty high enough, reinforcements may never arrive(Xu Chang for example).


After those screens you go to the pre-battle screen of Free Mode...Which as it
turns out, is a lot like the one for Empire Mode. Gee, who would've guessed?
Fewer options though.


Preparation: Character, weapon, and items like before.
Conditions: Victory and defeat conditions once more.
Unit Info: A list of all the units that appear at the start of the battle.
Options: Map display and music choices, just like Empire Mode.
Start: Let the battle begin.


Once the battle begins, your options aren't very different either.

Equipment: Nothing changed.
Conditions: Ditto.
Unit Info: Just like it is in Empire Mode.
Battle Log: Likewise.
Interim Save: Nothing new here.
Resume Battle: Sensing a pattern yet? Just curious :P







04D            Archives


The Archives is where you can view different things from the game. Because I
already managed to delay finishing up the first version of the FAQ for such
a needlessly long amount of time, I've omitted the lists and requirements
for artwork. You can get most of the requirements from Greyfox's gallery FAQ
as well, so why not check that out for now? As for the Ending Edit...well, I
don't most of the requirements myself. I'll *TRY* to include them in the first
update as well but I can't make any promises about that. -_-


Officers: View all 48 regular officers from the game. You can view each of
their costumes(that you've unlocked), their weapons(that you've unlocked),
all of their attacks(except horseback), and listen to the majority of their
voice samples. Oddly, the lines they use during the strategy phase of Empire
Mode aren't listed, there are some leftover lines from DW5/W5XL, and the
Special "Character Voice" can't be heard outside of the Archives. That Special
voice sample can be unlocked simply by acquiring all four pieces of artwork
for an officer.

Troops: View all the generic officers and troops in the game, as well as their
attacks, voice samples(generic officers only), and view them in different
colors(except for some troops). Oddly includes troops that were otherwise
removed from this game, such as unique base guards and female troops. Also,
Juggernauts, Wood Oxen, stone soldiers, phantom trooops, and Destroyers don't
appear here.

Gallery: View the artwork and movies you've unlocked, as well as Ending Edit.
Different pieces of artwork have their own requirements to unlock, for now
just check out Greyfox's FAQ for most of the requirements. Ending Edit
appears once you've beaten Empire Mode. To unlock more scenes, play it
differently during Empire Mode. A list of scenes and requirements will
be added in an update(ideally the first :P). Every time you see a new scene
in your ending for Empire Mode and save, it's unlocked for the Ending Edit.
However, it's impossible to put generic or edit officers into your edited
ending(BOO!).

Weapons: View a full list of all weapons you've unlocked for use in Free
More. Includes all customization you've done to first/second/third weapons.

Items: View list of all three types of items you've unlocked for use in
Free Mode, what they've been upgraded to(when applicable), and what their
effect is.

Policies: View a full list of policies you've unlocked for use in
Empire Mode, including their costs and effects. (Production's cost is
unlisted because it's determined by what item you choose)









04E            Edit Mode




Aw...in this millennium, what game is complete without some form of a
character editor? Well, DW4 was...But thankfully DW5E borrows the editor from
DW5XL, which was actually decent! The only changes are that the background is
new, what was Clothing in DW5XL is now Appearance, and there are a handful of
unlisted stats that are determined randomly for your characters. First off, the
options everyone is familiar with. Only your character's clothing can be
changed after you save them and only half the clothing options aren't
available from the start(everything else is available when you start the
game even without a save). Of course you only get 10 slots for characters,
but that's better than nothing(or DW4's limit of 4!).

If you have a save from DW5XL before you make your DW5E save, you can import
your characters from it.

NOTE: Changes made here won't have any effect on Empire Mode saves. The
opposite is not entirely true though, see the Secrets & Miscellaneous
section for details ;)



Name: You can use any name you want(...even profane ones), as long as it's
no more than 10 characters long(meaning 10 letters/numbers/spaces). If you
don't enter a name, your character will be named "Default".

Gender: Choose male or female.
Face: Each gender has 10 different faces and 10 different hairstyles.

Body: Adjust a sliding scale for your officer's height and width. Default
height is 0, default width is -15.

Appearance: Choose your officer's clothing. Up to 6 choices for what to wear
on your head, 10 for your upper body, 10 for you lower body, and 6 different
colors for all clothing. Half of the options are initially locked without a
DW5XL save, they can be unlocked simply by clearing Empire Mode once. This is
the only thing about a character you can change after you save them.

Motion: Choose from 50 different motion&weapon combinations, including one for
every regular officer plus the broadsword and rapier(last remnants of DW3's
acclaimed Fu Xi and Nu Wa characters...which can be effectively remade with
the right combinations :P). In the end this is the most important aspect of
your character, it determines your starting stats and your hidden stats
(such as SPEED! Steer clear of folks like Xu Zhu or Xing Cai's motions unless
you know you'll have a horse for them or like running very slowly).

Voice: Choose from one of 3 voices for each gender.

Save: Exit the editor to return to your list of custom officers.


And annoyingly, there are no less than 4 unlisted stats that you have no
direct control over. These are determined at random when you create an
officer.

Skill: Which skill the officer can use, just like other officers.

Troop/Generic officer/Attack Color: Determines which color is used in
Empire Mode when the officer is a ruler. Blue, red, green, purple, white, or
yellow. It's impossible to have Nanman or Yellow Turban troops as default for
an edit officer.

AI orb: What element the officer's Charge attacks will have when controlled by
the AI. Doesn't apply to attacks with a fixed element(like Lu Bu's Charge 1).
Can only be fire, ice, shadow, or light and all have their advantages when an
allied officer is using them(or dangers when it's an enemy).

Policy suggestions: The three new policies the officer will suggest in Consult
or choose with Delegate. This only makes a difference when the officer is the
enemy or if you're playing a no experience game. If the officer is on the
enemy's force during a battle, they'll stick to policies they suggest if
their suggestions include 1-3 policies of the Strategy/Special/Tactic groups.
If they only suggest 1 or 0 policies from that group, they'll use another
officer's suggestions instead. During the strategy phase, the officer will
influence which policies are used by the force they're on(other than yours)
so you shouldn't be too surprised if some of your officers suddenly declare
their indepedence from you should your eidt officer on an enemy force
suggest Cause Revolt.


Personally, I don't recommend attempting to try to get more than one of these
unlisted stats because the probability of getting more than one
(let alone all!) to what you want...well, let's just say it'd take a really
long time to do and by the time you're finished you'll be bald from pulling
out all your hair in frustration.




After editing your officer(s), press triangle to exit. You'll be prompted to
save, you probably should.








04F            Officers




Officers. Without them, your army has nothing. Each officer has their own
unit complete with their own troops. What matters with officers are hiring
them, unlocking them, training them, and keeping their troop count high.
There are multiple types of officers, but they can be divided into three
main groups.


Regular
Edit(otherwise known as CAWs: Create A Warriors)
Generic


Regular officers are the officers with their own unique model and weapon,
such as Sun Quan or Zhu Rong. These officers can only be placed in territories
as Generals.


Edit officers get most of the privileges of regular officers, except they
can only appear in scenes of the ending if they're your Ruler. These officers
can only be used as Generals as well.


Generic officers are just that: the 202 officers with unique names but only
eight models between them all. Unlike the other main categories of officers,
generics can be used as Generals or Lieutenants.




One advantage that a player-controlled officer has over an AI-controlled one
is the ability to equip items. More about that in the items subsection.






Beyond those primary categories of officers, there are also several
sub-categories most officers can fall under. Of these, an officer can fall
under multiple categories at once with the exception that they can only be
one of Ruler, Strategist, or Commander at once.



Ruler
Strategist
Commander
General
Lieutenant
Leader
Uber


The Ruler is the most important officer on a force. The Ruler cannot
be placed as a Lieutenant(even if it's a Generic officer) and if executed
by an enemy force, you have no choice but to immediately name a successor
to take over your kingdom. Outside of battle, your Ruler appears in numerous
little scenes from the commentary on how conquest is going to the 1000 K.O.s
celebration scene. Of course, you can only have one Ruler and any type of
officer can be a Ruler. If your Ruler is executed and you have no more
officers to choose as a successor, the game ends and you lose.


The Strategist is unique among other types of officers, for they can use all
officer skills in battle. Otherwise there's no distinct advantage. Your sole
Strategist will appear in the imperial coronation and 1000 K.O. celebration
scenes, beside the throne in the former and beside the Ruler in the latter.
You can appoint a Strategist by using Delegate on an officer several times
after you have already appointed a Commander, but there is at least one
more(unconfirmed) way to get a Strategist as well.


The Commander appears to have no benefits beyond appearing in the imperial
coronation and 1000 K.O. celebration scenes, so why one can be appointed is
something of a mystery. Appoint a Commander by repeatedly using Delegate on
an officer. There is another method, but currently it isn't known.


Generals are ordinary officers. Any officer can be a General. The only
benefit to generals is that they can be used by the player in battle and make
suggestions in Consult while Lieutenants cannot. Generic officers can be
changed back and forth between General and Lieutenant at your beckoning with
the Station feature in Empire Mode.


Lieutenants are generic officers that you cannot play as. Think of them as
"filler" officers, they provide the same kind of muscle as a general and
bring more troops to your battles, but that's it.


A Leader is the officer that serves as the leader in a battle. Any General
can be a Leader and the Leader gets much higher stats than other officers.
The morale of a Leader also applies to all base guards on their side, this
can be taken advantage of by capturing a Leader while their morale is low
to fix the morale of enemy base guards low! ("Leader" used in place of
"Commander" or "Ruler" in an effort to avoid confusion, since your "Ruler"
can also be your "Commander"!)


A clear sign of favorites being picked by Omega Force, there are three
officers that always have stats significantly higher than other officers.
Lu Bu, Guan Yu, and Zhang Fei. This only applies to when they are onscreen. If
you can't see them, they're no better than any other officers. Their stats
seem to be just a notch above the Leader's, so on any difficulty setting above
Easy expect to spend a couple minutes to defeat them.





Another feature of officers is skills. When an officer is controlled by the
AI, they have the ability to use a special skill once per battle. The
exception is of course that Strategists can use all skills. Most of the time,
skills are fixed but if you play in the Gathering of Heroes scenario skills
for Regular and Generic officers will be randomized. There is no way to
control the use of skills and for the most part their effects aren't enough
to concern yourself with.

Assault: Unit focuses on Guard Captains to capture bases.
Defend: Unit is more difficult to defeat(exact effect unknown).

Fire: Sets a base on fire, causing troops in it to become passive and only
move around randomly, not attacking or blocking temporarily(base is almost
guaranteed to fall).

Rally: Boosts own morale by 2, morale of nearby allies by 1.

Rush: Unit focuses on officers.

Speed: Unit uses a direct path for movement, as opposed to the normal
turning to go in the wrong direction and such.

Taunt: User and target charge out to fight each other, ignoring all orders and
terrain until either one is defeated. Often fails.






When it comes to hiring officers, there are a few options to choose from.
You can either hire them before a battle with a Personnel policy or pay gold
to have captured officers join you. However, officers will not betray their
own family(i.e. Zhang Fei cannot be hired from Liu Bei's forces and Cao Rui
cannot be hired from Cao Pi's forces) but once they are unemployed loyalty no
longer applies. From time to time officers will refuse to join you even if
they have no known loyalty to their current Ruler. Just hire them after they
become unemployed.


There are five Personnel policies you can use to hire new officers.


Search Local: Search for officers that haven't been hired by anyone yet within
your own territories to join you. Works best with more territories and after
200 A.D., a lot of officers need to grow old enough to fight! After 217 A.D.,
every officer will be old enough to fight. There is always the offchance an
officer will refuse to join you, but it's rather unlikely.

Search Wide: Just like Search Local, only it also works for territories you
don't control as well.

Recruit: Generates a list of up to 5 discovered and unemployed officers. You
can hire 1 of them.

Hire Local: Give a free officer within your territories items to join your
force. Type of items doesn't matter, but the quantity is slightly randomized
and based on the officer's rank. At rank MAX, regular and edit officers will
ask for 8-9 items and generic officers at rank MAX will ask for 4-5 items.
If you don't have enough stock of any item to hire an officer, they'll refuse
to be hired.

Hire Wide: Give items to any discovered officer not in your force(except
another Ruler) from anywhere to get them to join. Has the same limitations as
Hire Local and officers may refuse due to loyalty or for other reasons.






Unlocking officers is a fairly simple thing to do. All that is required is
simply to hire an officer and after you save that officer will be selectable
for the Gathering of Heroes scenario and Free Mode. Regular characters can
be unlocked initially by having a DW5 or DW5XL save and edit characters are
always unlocked.

If you're having difficulty in being sure if you've unlocked all the generic
officers, take a look in the Checklists section and compare it with who
appears in your game's Encyclopedia.









04G            Weapons




Aw, where would a hack and slash game be without weapons? One can be certain
there would be far less hacking and slashing going on! Where DW5E differs from
other entries in the series is how weapons are upgraded. You must now use
policies to upgrade smiths, which allow you acces to a new set of weapons or
features every time they gain a level. Even better, you can customize most of
your weapons as you please! First of all though, let's go over the policies
that affect your smiths and go into detail about the smiths themselves.



Bladesmith(sword icon)
Spearsmith(spear icon)
Weaponsmith(fan icon)


Each of these corresponds to a different category of weapons. Bladesmith
affects all soldiers that wield swords, Spearsmith affects all soldiers that
use any sort of weapon with a long pole(mostly spears and halberds), and
Weaponsmith affects all other weapons(including bows for archers and
gaunlets). Use the Equipment policies by those same names to increase the
ability of a smith by 20. Every level allows you better choices, but on the
downside all your smiths start out at 0 in every new game of Empire Mode.
You can also unlock a policy called All Smith, which costs 4x what the
other weapon policies do but increases all of them at once.


Level 1: 0-80: Only first(4-hit) weapons are available, only stat bonuses
can be added to weapons.

Level 2: 100-180: Second(5-hit) weapons are available for all soldiers.

Level 3: 200-280: Third(6-hit) weapons are available for all soldiers.

Level 4: 300-380: Fourth weapons are available for all AI-controlled
soldiers, player must score 500 K.O.s to unlock each weapon individually.

Level 5: 400: Weight and base power scrolls for first, second, and third
weapons can be picked up as well as Evolution attack(Evo) scrolls for
third weapons. Note that these aren't as common as stat bonus scrolls.


To clarify a little bit, fourth weapons have fixed stats are all at
high levels, as well as more menacing appearances and a guaranteed
Musou Rage token every 100 K.O.s.






The system for customizing weapons is the best DW has ever seen. Now, after
every battle(including losses!) you can pick up attribute scrolls you can
use to modify your weapons in any way you want! You can get scrolls for stat
bonuses in both Empire Mode and Free Mode, but the others are only available
in Empire Mode with a level 5 smith. These are the scrolls you can pick up
after a battle:


Stat bonuses(ranging from 1 to 20):

Life
Musou
Attack(ATK)
Defense(DEF)
Speed(SPD)
Horse
Bow
Luck
Charge
Fill



Weights:
Light(LT)
Medium(ME)
Heavy(HV)


Base Power: 1-40










04H            Items



When weapons just aren't good enough alone, or you want some special effect
you take advantage of you character's item slots! At rank 16, a character's
item slots will look like this:


(Saddle)
(Orb)
(Special)
(Special)


Saddles and orbs are different from other items, so different every officer
has a slot for each. Saddles("Harnesses" in-game) allow you to start off a
stage riding a specific horse or one of two types of elephants. Two of these
items also have known effects you should consider taking advantage of.
Orbs are special elemental items that add their element to most of your
character's Charge attacks that don't have a fixed element on them(there are
some Charge attacks that cannot have elements on them). Pretty much, they each
have their own unique advantages but the Shadow Orb is rather unpopular.
We'll get to a list of items and their effects in just a bit.
Special items are all other equippable items. They range from Speed Scroll
which boosts your movement speed to True Way of Musou which increases the
power of your Musou attacks while also making the Musou gauge take longer
to deplete.



Now every few ranks, the amount of item slots your character has available
increases. Once you work your way up to rank MAX, your character's item slots
should be like so:


(Saddle)
(Orb)
(Special)
(Special)
(Special)
(Special)
(Special)


That gives one a fairly good variety of item combinations to try out, eh?
Well, if you get 1000 K.O.s in a single battle with a character you'll be able
to further increase the amount of special item slots to 6!





Now is the time to go over all the items you can acquire. Almost a third of
the special items can have the strength of their effect increased and
these have the saem effects as stat bonuses on weapons. Isn't that nifty?


Saddles(Harnesses):

Red Hare Harness: Begin stage mounted on Red Hare, the fastest horse.

Hax Mark Harness: Begin stage mounted on Hex Mark, an average horse.

Storm Harness: Begin stage mounted on Storm Runner. Storm Runner itself is
faster than Hex Mark, but this item also doubles the EXP earned by the
officer you play as.

Shadow Harness: Begin stage mounted on Shadow Runner. Shadow Runner is
basically just like Storm Runner, but this item makes it almost impossible to
be dismounted unless you do so willingly. However, you're still dismounted
when hit by a boulder in Xi Liang, a bomb from Huang Gai or a Beastmaster, or
when you die. Effect also applies to any horse or elephant you ride while this
item is equipped.

Elephant Harness: Begin stage mounted on an elephant. The slowest animal you
can start a stage on, but with high trample damage and different attacks(your
character can't use their own weapon while on an elephant).

Mammoth Harness: Begin stage mounted on a "battle elephant". It's just a
little bit faster than a normal elephant and has purple armor. With Unicorn
Hoof equipped, it's speed will be comparable to Red Hare.



Elemental Orbs:

Note that these only apply for Charge attacks that are elemental, but not
Charges with a fixed element.


Fire Orb: Will set enemies aflame. The flames very slowly drain enemies'
health, but they go out if the burning soldier touches the ground for
1 second.

Ice Orb: Has a chance of freezing enemies solid temporarily, leaving them
immobilized, defenseless, and with their defense cut in half. Higher chances
of freezing enemies with higher Luck. Airborne enemies cannont be frozen
and frozen enemies cannot be knocked into the air.

Shadow Orb: Increases damage dealt, has a small chance of instantly killing
peons or reducing health of officers by 20% of their current...but it drains
your Musou gauge every time you use it even if it doesn't activate.

Light Orb: Attacks treat blocking enemies as if they're open instead of
blocking.



Special Items:


Peacock Amulet: Increases the length of your life bar, allowing you to endure
more damage before dying(Life +1-20).

Dragon Amulet: Increases the length of your Musou gauge, allowing you to hold
down the button longer for more hits from your Musou attack(Musou +1-20).

Tiger Amulet: Increases the damage done by ALL of your attacks(ATK +1-20).

Tortoise Amulet: Decreases damage taken from all attacks, except bombs and
stage-exclusive obstacles(DEF +1-20).

Speed Scroll: Increases how fast your character moves on foot(SPD +1-20).

Huang's Bow: Increases power of all attacks using arrows, decreases damage
taken from arrows(Bow +1-20).

Horned Helm: Increases power of all attack while on a horse, decreases damage
taken from enemies that are on a horse/elephant(Horse +1-20).

Seven Star Sash: Increases the chances of peons dropping powerups, the chances
of getting better powerups at base & after battle, and the chances of freezing
an enemy with an ice-element attack(Luck +1-20).

Ginseng: Increases the speed your Musou gauge fills up, by dealing/receiving
damage, holding down the Musou button, or having your health bar
red(Fill +1-20).

Herbal Remedy: Increases the power of all Charge attacks, including ones
with arrows or from a horse/elephant(Charge +1-20).

Art of War: Increases the amount of time temporary powerups last for.

Survival Guide: If you're knocked down and your health bar is red, your
attack will double for 30 seconds when you get up.

Bodguard Manual: Effect currently unknown, there aren't any bodyguards
to be found in the game.

Demon Band: Doubles the amount of time the Musou Rage state lasts.

Way of Musou: True Musou attack will be used instead of normal, regardless of
how much health you have.

Wind Scroll: Lengthens the string-like energy seen on most attacks, extending
your character's reach effectively. Some characters(Ling Tong) gain almost no
effect with this item though.

Fire Arrows: ALL arrows your character shoots have fire on them.

Arm Guards: Makes your Charge attacks difficult to interrupt(has no effect if
the user is wielding a heavy weapon already).

Tiger Collar: A single immortal tiger will follow you around, but won't stop
fighting until the enemies it's facing are slain. Can be combined with Siberian
Collar for 4 tigers.

Green Scroll: Doubles the damage you both deal and receive.

Musou Armor: While on the ground, arrows won't make you stagger and fiery
arrows won't ignite you. Works when you're not attacking as well, but has
no effect if hit when your feet are off the ground.

Tribal Remedy: Recover 50 health every 100 K.O.s.

Serpent Earrings: Increase your officer's base attack by 2 every 100 K.O.s, but
in some cases only by 1. Effect is permanent.

Naga Earrings: Increase your officer's base defense by 2 every 100 K.O.s, but
in some cases only by 1. Effect is permanent.

Dragon Arms: Can jump immediately after Evolution and certain Charge attacks.
Isn't compatible with all Charges, but with some characters you can effectively
use a Charge Drive(which were removed in DW5).

True Way of Musou: Doubles the damage dealt by your Musou attacks and makes
the gauge drain slower. Doesn't affect the fire of a True Musou attack though.

Ice Arrows: ALL arrows your character shoots have ice on them. Airborne enemies
cannot be frozen.

Vampire Arms: Block an attack with less than 1 second to block and your health
will recover by 50. The timing is similar to that if you were pulling off a
counter; no room for error at all.

Meat Bun Sack: Higher-ranked peons(Majors, Guard Captains, et cetera) may drop
recovery items.

Kirin Hoof: Increase damage done by trampling enemies with horse/elephant and
the power of tigers' attacks.

Unicorn Hoof: Doubles the speed of any horse or elephant you ride. Effect
applies to *ANY* that you ride, even ones you steal from other officers.

Parry Scroll: Increases the power of your parry(counter attack:L1+Triangle
as you're struck).

Siberian Collar: 3 tigers follow you and fight by their own will. Can be
equipped together with Tiger Collar for 4 tigers.








04I            Policies

Aw, policies! Empire Mode wouldn't have the same feeling without them! The
thing is though, they're not as easy to unlock as we'd all wish. Most of them
just require having a certain officer on your force, but a good deal of them
have additional or completely different requirements! Fortunately though,
the exact requirements of most of them are pretty simple. For unlocking new
policies, your only options are to wait for them to be suggested in Consult or
use Delegate on an officer that will suggest what you want. One must keep in
mind though that the policies suggested in Consult and chosen with Delegate
are randomized for the most part. What appears in Consult depends on what
policies you already have unlocked, which policies your chosen officers will
suggest as new, and other things related to policies(such as your kingdom's
smiths being below level 5 or an officer being below rank MAX). Delegate
depends on the same things as well, but to reduce the chances of a policy you
don't want to be suggested you should use up all but one of your orders and
save. Delegating can often end up in bothersome things like an alliance being
made/broken or your precious gold wasted to attempt enticing an enemy to
defect. I recommend relying on Assign once you have all policies unlocked, the
only downsides are that you can only use one policy per order and it may be
impossible to have a Commander or Strategist appointed.

Well, with that senselessly-long dribble over let's go over all those
policies!



Key:
CAPS: Policy category.
*: Policy is always available.
^: Officer hasn't yet been confirmed to suggest the policy.



COMMERCE
Promote Craft(*): Gain 300 gold.

Promote Craft+: Gain 500-900 gold. Suggested by Liu Bei, Dong Heng, 
Liu Yong, and Liu Zhang.

Southern Trade: Spend 1000 gold for 500-2000 gold and occasionally a random
item, if Jiao Zhi's second item is developed and a profit is made there is
a chance Siberian Collar will be developed. Requires controlling the
territories Jiao Zhi, Hui Ji, Chai Sang, He Fei, and Jian Ye.

Northern Trade: Same effects as other trade policies, if Bei Ping's second
item is developed and a profit is made there is a chance Unicorn Hoof will
be developed. Requires controlling Bei Ping, Jin Yang, Ye, and Ping Yuan.

Western Trade: Same effects as other trade policies, if Xi Liang's second
item is developed and a profit is made there is a chance Shadow Harness will
be developed. Requires controlling Xi Liang, Tian Shui, and Chang An.

Nanman Trade: Same effects as other trade policies, if Nanman's second item
is developed and profit is made there is a chance Mammoth Harness will be
developed. Requires controlling Nanman, Jian Ning, Yong An, and Cheng Du.

Governance(*): Slightly increase your GOOD rating, gain defense volunteers
on turns used.

Charitable Aid: Increase your GOOD rating a bit more, gain defense volunteers
on turns used. Good/evil rating must be neutral or good to use.

Emergency Tax(*): Gain 500 gold, slightly increase you EVIL rating.

Rob Grave: Gain 600-900 gold and a random item(including ones you can't
produce!), increase your EVIL rating more than Emergency Tax does.
Only available for evil rulers.



EQUIPMENT:
Production(*): Produce 1 of any items you have 8 or less of and is developed
in one of your territories. Cost depends on item.

Upgrade(*): Increase potency of item by 1-3, never fails if item can be
further upgraded.

Upgrade+: Increase potency of item by 4-6, never fails if item can be further
upgraded. Suggested by Yuan Shao(^), Xu Huang(^), and Guan Yu.

Development: Make an undeveloped item in a territory available for production,
never fails but cannot develop the ???? items. Suggested by Sima Yi(^),
Zhou Yu, Li Dian, Xiahou Dun, Zhuge Liang, Deng Ai, Fei Yi, and Liu Biao.

Bladeith(*): Upgrade the bladesmith by 20(every 100 increases level), 100%
success rate but policy is unavailable when bladesmith reaches 400(level 5).

Spearsmith(*): Upgrade the spearsmith by 20, 100% success rate but policy
cannot be used if spearsmith reaches 400(level 5).

Weaponsmith(*): Upgrade the weaponsmith by 20, 100% success rate but policy can
no longer be used once the weapon smith is at 400(level 5).

All Smith: Upgrade all three smiths by 20, 100% success rate but has no effect
on any smith at 400 and cannot be used if all smiths are at 400. Suggested by
Jiang Wei(^), Taishi Ci, Cao Ren, Chen Shi, Dong Xi, Fan Chou, Guan Suo,
Guo Huai, Ling Cao, Lu Gong, and Gan Ning.

Philanthropy: Donate 2000 gold and all stock of your most plentiful item to
The People, increasing your GOOD rating and gaining defense volunteers on the
turn used. Only available if your good rating is VERY high.

Despotism: Gain 1500-2500 gold, max out your stock of a developed item, and
increase your EVIL rating a lot. Only available if you're extremely evil, but
it's easily the best policy in the game!



PERSONNEL:
Search Local(*): Search within your own territories for an undiscovered
officer, usually the discovered officer will join your force. May fail if
the year is too early(before 200 especially) and you don't have many
territories.

Search Wide: Just like Search Local, except the whole map is searched.
Suggested by Cao Cao(^) and Zhen Ji(^).

Recruit: Generate a list of up to 5 discovered officers within and
bordering your territories, pick 1 to hire; it has been reported that
officers may refuse to be hired. Suggest by Diao Chan, Taishi Ci, Xiao Qiao,
Gongsun Yue, and Zhao Yun.

Hire Local(*): Give a discovered officer in your territory items to join
your force. Amount of items asked for is slighlty randomized and based on
the officer's type and rank. Amount tops off at 8-9 for regular and edit
officers at rank MAX, 4-5 for generic officers at rank MAX. Policy can be
cancelled before selecting an officer to view available officers and turning
down the officer's item request just wastes your time.

Hire Wide: Identical to Hire Local, but the list includes *ALL* discovered
talent including ones hired by other forces. Officers employed by another
force may refuse to be hired, they'll never betray their Ruler if they're
related either. Suggested by Huang Gai(^) and Da Qiao(^).

Train: Increase an officer's EXP by a random amount, often increasing
their rank, troop limit, and stats as well. Has no effect on officers at
rank MAX. Suggested by Zhang Fei(^), Ma Chao, and Gan Ning.




FOREIGN:
Short Alliance(*): Create an alliance with another force for 1 year(4 turns).
Can be used on allies. Allies can still be encountered in battle while
acting as reinforcements for another ally.

Long Alliance: Create an alliance with another force for 3 years(12 turns).
The same applies as for Short Alliance. Suggested by Zhao Yun, Sun Jian,
Guo Tu, Han Sui, and Hua Xin.

Request: Selected ally will send 1 or 2 officers as reinforcements after
a random amount of time has passed in battle. Suggested by Ling Tong(^),
Xiao Qiao(^), and Zhou Yu.

Surrender: Demand another force(ally or enemy) surrenders, demands will be
rejected unless your force has an unbelievable advantage. When successful, all
territories of the force that surrendered become controlled by who they
surrendered to and all officers in their capitol are considered captured.
NEVER accept demands for surrender if you're asked to, it's instant game over!
Suggested by Guan Yu(^) and Lu Meng(^).

Entice Enemy: Convince an enemy officer to defect in battle, rarely succeeds.
Enticed officer switches sides when they run into one of your officers or
bases and bring their troops. If the battle is won, the officer is captured
complete with the amount of troops they had when the battle ended and may be
hired for 0 gold(yes zero). Suggested by Lu Xun(^), Lu Meng, Zhen Ji, and
Cheng Yu.

Cause Uprising: Can use Local Aid even against a good ruler. Rarely succeeds,
really not worth using due to uselessness of peasants unless you're going
after all policies or following a theme. Suggested by Zhang Jiao,
Zhang Bao(...Yellow Turban), Deng Mao, He Yi, Li Damu, and Bo Zhang.

Cause Revolt: Officers in a territory will attempt to splinter off into a
new force, rarely works and most revolts are suppressed. The rare time it
succeeds and the revolt isn't suppressed, the leader of the revolt will
become an independent Ruler and all other officers in the territory are
part of the new force. Suggested by Diao Chan and Dong Zhuo.

Invite Attack: Make an enemy force attack one of your territories,
occasionally resulting in 2 territories attacked simultaneously. Enemies may
occasionally refuse to attack though...Suggested by Xun You(^), Xu Shu(^),
Gao Xiang, Hao Zhao, and Jiang Ji.

Hard March: Can invade and defend any territory with any officer, disregarding
their positions(successful invasions into enemy territory still move officers).
Requires at least 1 isolated territory to be suggested by Xu Zhu(^) or
Jiang Wei(^).





MILITARY:
Reinforce(*): Restore 1000 troops to the selected unit.

Reinforce+: Restore 2000 troops to the selected unit. Suggested by Zhou Tai,
Yu Jin, and Ahui Nan.

Reinforce++: Fully restore troops to the selected unit. Suggested by Lu Bu and
Zhang Liao.

Replenish(*): Restore 500 troops to all units.

Replenish+: Restore 1000 troops to all units. Suggested by Xiahou Yuan,
Sun Shang Xiang, Pang De, and Xiahou Dun.

Replenish++: Restore 2000 troops to all units. Suggested by Zhang Jiao and
Zhu Rong.

Defense(*): Recover the defense rating of a territory by 1.

Defense+: Recover the defense rating of all your territories by 1. Suggested by
Yuan Shao and Zhang Liao.

Release: Reduce current troop count of all units by 20%, increase your GOOD
rating some. Only available if your GOOD rating is fairly high.

Conscript: Fully restore troops to all units, increase your EVIL rating some.
Only available if you're an EVIL maniac.





Please note that you have room for only 5 of the last categories of policies.
You can have any 5 you want, including duplicates though. In order for any of
these to take effect, you must equip them by going to TACTICS in the
pre-battle equipment screen. Only 2 can be equipped including duplicates, but
also note that the pink TACTIC policies must be activated during the battle
to have any effect(otherwise they'll be wasted!).




STRATEGY:
Hinder: Increase the time it takes for enemy officers to revive after being
defeated. Suggested by Li Feng(^), Sha Moke(^), Ahui Nan, Hou Xuan, and Li Yan.

Expedite: Decrease the time it takes for allied officers to revive after defeat.
Suggested by Sun Jian, Guan Xing, and Cao Hong.

Local Aid: Peasants will join you during an invasion, can only be used if Ruler
uses evil policies or an uprising has been caused and defense volunteers may
appear as well(PEASANTS VS PEASANTS!). Suggested by Guo Jia(^), Zhang Liang(^),
Bo Zhang, and Cheng Yuanzhi.

Blockade: Enemy's reinforcements will never appear. Suggested by Sima Zhao(^),
Pang De, Cao Xing, and Hu Che Er.

Equal Start: Regardless of troop counts and defense ratings of territories,
bases in a stage will be divided roughly equally between forces. Suggested by
Gan Ning(^), Sun Ce(^), Yue Ying, Zhang Liao, and Gao Shun.

Neutral Start: All bases except the main camps are neutral at the start of
battle. Suggested by Sun Quan, Wang Ping(^), and Zhu Zhi(^).

Extend Time: Time limit for stage is increased by 10 minutes. Suggested by
Cao Ren, Fa Zheng(^), Ding Feng, Han Dang, Ju Shou, and Lu Kai.

Shorten Time: Time limit for stage is decreased by 5 minutes. Suggested by
Huang Zu, Cai Mao, Chunyu Qiong, Guo Tu, Hao Zhao, and Tao Qian.

Point Increase: Double EXP received by the officer you play as. Suggested by
Liu Bei(^), Sima Yi, and Zhuge Liang. Pre-equipped for special battles, no
matter what you may have in your stock.

Scout Report: Can view orders of enemy officers as well as allies. Suggested by
Xu Huang, Ma Liang(^), Guo Jia, and Lu Su.





SPECIAL:
Juggernaut: Every allied unit has a few juggernauts for this battle.
Unlocked by having Zhuge Liang and Yue Ying in your force and same territory.
Note that juggernauts leave a powerup 100% of the time when destroyed.

Sorcerers: Every allied unit has groups of sorcerers. Suggested by
Zhang Jiao, Zuo Ci, and Pang Tong.

Beastmasters: Every allied unit has a few beastmasters, bomb-throwing upper
class peons that control a pair of tigers. Suggested by Meng Huo and
King Mulu.

Armor Troops: Every allied unit has groups of Armor Troops, which have high
stats and are all capable of multi-hit combos. Suggested by Zhu Rong(^) and
Wu Tugu.

Bandits: Every allied unit has groups of bandits, Yellow Turban-style troops
that have slightly higher speed&attack but lower defense and axes they can use
for 3-hit combos. Suggested by Yuan Shu(^), Zhou Cang(^), Gao Sheng, Han Xian,
Liao Hua, and Chen Gong.

Wood Ox: Every allied unit has a few Wood Oxen, odd things that cannot attack
and can be attacked by *ANY* soldier but leave a powerup when destroyed. The
AI never uses this policy. Unlocked by having Zhuge Liang and Yue Ying in your
force and the same territory.

Fire Arrows: All your peons with bows have fire arrows. Suggested by
Jiang Wei(^), Huang Gai, Lu Xun, Kuai Liang, and King Duosi.

Ice Arrows: All your peons with bows have ice arrows. Suggested by Cao Cao,
Cao Pi, and Yue Ying.




TACTIC:
Raze Grounds: Flames appear over the entire stage, cutting the health of
all enemies by 50% for 2 minutes or until healed. Can be used twice in a
single battle for 25% health to enemies. Suggested by Zhuge Liang and
Zhou Yu.

Capture: For 30 seconds, your own attack and defense will be reduced by 50% but
any officer you K.O. is captured(even if they couldn't be normally). Suggested
by Dian Wei(^), Lu Bu(^), and Zhang Fei.

Call Reserves: Troop counts for allied units are reurned to what they were
when the battle began, has no effect officers waiting to be revived or
reinforcements that haven't shown up yet. Essentially useless. Suggested by
Taishi Ci(^), Da Qiao, Xiahou Dun, Gao Xiang, Guo Huai, and Liu Feng.

Poison Enemy: Troop counts for enemy officers currently in battle is reduced
by 25% of their maximum, can be used twice for a 50% reduction. Suggested by
Huang Zhong, Dong Xi, Guan Suo, Xiao Qiao, and Zhou Tai.

Set Ambush: 50 troops plus two groups of any special troops being used will
appear nearby the player, or the enemy main camp if supply lines reach it.
Suggested by Xu Rong, Zhang Xiu, Hu Che Er, Jia Xu, Li Dian, Lu Gong, and
Lei Tong.

Charm Enemy: If the enemy force has any bases other than their main camp, a
random percentage of guards in each base will instantly defect(sometimes 0!).
Suggested by Xing Cai and Xiahou Yuan.

Rally Troops: Morale of all allied units in battle is raised to max(8)
temporarily, regardless of supply lines. Suggested by Sun Shang Xiang(^),
Meng Huo, and Cao Zhang.

Force March: For 2 minutes, all allies will have their movement speed
increased(like Speed Boots x4 for everyone!), cancels out Slow March to
make troops move at normal speed while both are active. Suggested by
Ma Chao(^), Ling Tong, Chen Wu, and Zhao Yun.

Slow March: For 2 minutes, all enemy soldiers walk at half their normal speed.
Suggested by Xu Zhu(^) and Wei Yan.

Demoralize: Morale of all enemy units in battle is lowered to 0
temporarily, regardless of supply lines. Suggested by Guan Yu and Zhang Fei(^).







04J            Bases/Terrain/Morale




This is certainly the most significant difference in regular gameplay over
DW5 and DW5XL. No longer can AI-controlled officers charge deep into enemy
territory and make an actual difference. Now in order to let your allies
progress safely through a stage, you must establish supply lines during
the battle; which is done by capturing bases.


Bases themselves have changed since DW5XL. There's several little changes that
are difficult to put in any sort of order:

-all bases now have only regular troops for guards
-officers controlled by the AI standing by in allies bases will heal slowly
-bases are only about 60% the size they were before
-the altar in the center of bases gives random powerups
-you actually *CAPTURE* bases now
-base guards regenerate over time
-there are no longer neutral bases by default in a stage
-base types are determined at random when a stage starts

-structures for defense and supply bases can be like defense bases were or
a new type of fence that varies slightly in some levels

-bases no longer close up when attacking; their doors are open and there
aren't Gate Captains

-a fourth type of base has been added: the main camp
-the main camp's location is barely randomized
-every base has a number



A more notable change requiring a lengthier explanation is what's displayed
when you enter a base. You'll see something like this appear on your screen:

OOO > OOOOO

The blue dots on the left represent your force's presence in the base, one
appears for every officer and Guard Captain. The same goes for the red dots
on the right, except obviously they correspond to the enemy's presence in the
base. The color of icon in the center(a play button o_O) tells you which
side controls the base.



Of great importance is also supply lines. These are the blue, red, and
white lines(sound like any flags to you? :P) that you see extending between
bases on the pause and pre-battle screens. The blue represents your supply
lines, you want them to extend all over the map. The further these extend,
the more of the map is your terrain in which your officers will get a
morale boost over time. The red of course is the same for the enemy force,
except terrain the enemy controls is pink. Lastly white represents broken
supply lines; bases that have only these are likely to fall.


Each type of base is slightly different, but not as much as in DW5 or DW5XL.


Supply: Appears as a dark circle on the map and can have a structure of what
the defense bases in DW5 & DW5XL were like(castle-like) or wooden fencing.
Unlike other types of bases, it actually gives a benefit to it's allied
forces inside it. It will give random powerups to all allies inside as long
as a single enemy troop is in it. The most annoying type of base to try and
take over. Also, morale of units standing by in supply bases will get a tiny
boost every few minutes.

Attack: Appears as a dark triangle on the map and has a wooden fortress-like
structure. Armed with either catapults or arbalests(giant crossbows basically)
that bombard enemies outside of them. Be aware of your position when fighting
nearby them, on higher difficulties their projectiles can do some major damage.
Personally, I despise this kind of base. When there aren't enemies around, it's
weapons fire randomly so even passing by an allied one deep in your own
territory can be a disastrous choice! It's slightly less of a problem when one
is controlled by the enemy force. Their projectiles will be directed towards
you and you can just keep say Lu Bu between you and the projectiles ^_^
The only good news regarding their weapons is that their range is only as far
as you can see and thankfully they aren't magic homing projectiles.

Defense: Appears as a dark square on the map and has the same types of
structures as supply bases. Unlike supply or attack bases though, defense bases
have nothing special about them. At all.

Main Camp: Appears as a light circle on the map. This is the *MOST* important
base. Losing yours means the battle is lost and except for special battles
capturing the enemy's means you win. The enemy's main camp can't be captured
until you extend your supply lines to it. The main camp's position is ever so
slightly randomized, typically in a certain position every time you play a
certain stage but on occasion you'll notice it's location moves just slightly
and an ordinary base(often numbered 0) will appear in it's place. For special
battles, capturing the enemy's main camp merely eradicates all their supply
lines and prevents them from reviving any of their defeated officers; you'll
have two main camps(only one of which matters to you :P) and the stage won't
end in victory until you defeat the enemy's Leader.




Supply lines are of great importance, they determine which side controls
which parts of the terrain, the directions extra groups of base guards will
patrol, and enable you to capture the enemy's main camp. If a base has no
allied supply lines leading to it it's guards will regenerate very very
slowly and it won't receive roaming guards as reinforcements, until allied
supply lines reach it once more. 



The color of terrain on a map tells you which force has the advantage in it.
In blue territory, you and allied officers get a morale bonus and are able to
recover lost morale very very slowly but enemy officers get a morale penalty
for even being in blue terrain for a split-second; if they dare to venture
into bright blue terrain their morale drops to 0 and usually they can be
captured rather than defeated. Pinkish-red terrain you should avoid whenever
possible, it's the opposite of blue and if you personally enter it it'll
be a danger to all your bases as all the guards are considered in *YOUR*
unit. Usually, the AI will retreat to an allied base if they accidentally
enter your terrain as without morale they can't fight very effectively.










04K            General Tips



Here I've compiled various tips to make things a little bit easier playing
the game, especially on higher difficulties. These tips don't really fit in
with one of the other subsections so I just decided to dump them all here.
These are also not in any sort order at all.


-Evil pays off. Rape the land and pillage the women, the penalties are
minute compared with the rewards. In a way being evil is only beneficial.
Peasants are even less of a threat than privates and in order for them to
rebel the enemy force must use the Local Aid policy, allowing them room for
only one more additional Strategy/Special/Tactic policy to bring into the
battle. Tell me now, are you more afraid of a bunch of peasants or several
flamethrower tanks moving faster than Red Hare?

-Counters(L1+triangle) shouldn't be underestimated. You don't even need to
be blocking to pull one off, you just need an enemy's swing to touch your
officer as you press the buttons and it'll happen. What makes these so great
is that they're stronger than a lot of attacks, can only be interrupted by
Musou attacks, and knock all enemies hit by it far away. Furthermore, if you
equip a lot of attack-increasing items and Parry Scroll too you can cripple
any officer even on the Hard difficulty: even an uber officer or the enemy's
Leader will lose slightly less than half their health that way...Now imagine
if you added Green Scroll to that mix...

-Each orb has it's uses that the others can't do. Keep in mind that they all
have their specialty...Fire is powerful to juggle enemies with as their health
will slowly drain regardless of their defense, ice is good for the gambling
type that counts on it's effect to activate, shadow is a risky increase in
power that's only especially useful on high difficulties, and light is useless
unless an enemy is blocking.

-Green Scroll is extremely powerful. It requires care to use it safely(and
usually a character that can hit behind themselves for protection), but having
all damage you deal doubled can make short work of most any enemy.

-Capture instead of defeating officers! If you're fighting just outside of
some blue terrain, do everything you can to get the enemy officer into it. If
you capture the officer not only will it give you a chance to hire them, but
they won't appear again in the battle!

-Abuse supply lines as much as possible. This is easier to do in some stages
than others. For example, when invading Xiang Yang you can just take the bases
towards the center until you reach the one next to Fan Castle and take both of
the bases the defender's supply lines start out at, turning all of the map
save for a few spots by Fan Castle into blue territory and dealing a
devastating blow to the defender's morale. Even better, you can capture
enemies as they try to retreat into their main camp at the castle and there
isn't a thing they can do about it!

-Target leaders. Whether it's a Guard Captain, First Bow, officer, or an
enemy Ruler they should be at the top priority. Unlike past games in the DW
series, troops will just run away as soon as the leader of their squad or
a higher leader is defeated. All the leaders are also the biggest threats,
for example privates can only attack with a single swing of their swords but
majors can deal multiple hits.

-Be wary of the enemy's use of Special policies. The only ones that aren't
guaranteed to give you major problems on higher difficulties are Bandits and
Armor Troops. Archers armed with elemental arrows are a major risk as you
can't tell if the enemy has them until you see an arrow zoom past your head
or nail you; try to put something between you and the archers while you take
out the officer whose unit they're in but when encountered in the enemy's main
camp you should go for all the First Bows. Juggernauts are difficult foes to
fight if there are many, but if the officer you use moves much as they attack
you can slash your way around one if you just pay attention to it's movements
and watch for it's Musou attack: unlike all other kinds of troops juggernauts
are still vulnerable during their Musou attacks and though difficult to
stagger they will stop their attacks if you hit them hard enough. Sorcerers
are quite dangerous as they shoot ice projectiles capable of hitting multiple
enemies in a single shot: either snipe them with arrows or try jumping between
their shots and interrupting them(they are more durable than regular troops
and it is impossible to tell their squad leaders apart form the rest of them!)
Beastmasters aren't much of a problem unless you're at the enemy's main camp
where they tend to congregate in fairly high numbers. The Beastmaster is
always just a short ways from his immortal tigers, jump over those striped
kittens and focus your efforts on him: he's about as tough to kill as a Major
but can only throw bombs that also damage allies and doesn't have the ability
to block attacks.

-Avoid obstacles that are exclusive to certain stages, they are the most
deadly things of all. The boulders at Xi Liang can take your health from the
game's limit all the way down to just 1 on the Chaos difficulty, the castle
defenses at Xu Chang are immobile but invincible flamethrowers similar to
juggernauts. Do what you need to to avoid things like these that you can't
defeat directly; most of the time there's an indirect way to get them to
stop.

-A mixed group of officers is more effective than just a bunch of brutes or
strategists. Officers that aren't as skilled at just plowing through hundreds
of enemies in minimal time make for superb bodyguards. Officers like
Zhang Jiao, Huang Zhong, and Zhuge Liang may be better at helping you defeat
a strong officer than folks like Lu Bu and Zhao Yun are much of the time even
though you may not be able to use them as effectively yourself. This is most
especially true for when fighting an enemy Ruler: the only way an ally can
help you is by providing interference or hurting/weakening the Ruler with an
element. An officer whose fourth weapon is heavy may also be a good aid.







04L           Special Battles



While playing in Empire Mode, it's possible you may be invited to participate
in one of the 5 different special battles. Most are exclusive to the famous
Three Kingdoms(Cao Cao's Wei, Liu Bei's Shu, and the Sun family's Wu) but
not all of them are. Some aren't available in certain scenarios or after
certain years, but none of them are available in the Gathering of Heroes
scenario.

What makes them so special you ask? Special battles only allow you to send
a single officer of your own in, require certain forces to still be around,
occasionally certain territories controlled by certain forces, have special
events exclusive to them, don't allow you to bring your own
Stratey/Special/Tactic policies, and always give you Point Increase(some
sides of certain battles also get another). You won't gain any territory or
gold for participating in them though, oddly...Each battle also has it's own
unique conditions to fight in and requirements to participate in. Once you
clear a special battle and save, it'll appear in Free Mode and maybe even give
you access to a side you can't play in Empire Mode! Also, when you approach
the Leader of either side they'll have their attack and defense doubled for 30
seconds initially: simply run away until it wears out if this frightens you.



The Yellow Turban Rebellion:
scenario: Yellow Turban Rebellion
date: summer, 184
participants: any force except Zhang Jiao
required forces: Zhang Jiao, Yuan Shao, Dong Zhuo, Cao Cao, Liue Bei, Sun Jian
forces: Han, Yellow Turbans(Zhang Jiao: Free Mode only)
Han tactics: Point Increase
Yellow Turbans tactics: Point Increase, Sorcerers
victory results: Zhang Jiao dies and territories given to Yuan Shao and others
defeat/skip results: nothing


 events:
rockslide: Boulders drop from the sky onto the southwest path as Han forces
move towards the western-most YT base. End by taking base.

phantom troops: Appear when Han forces reach the castle in the northeast.
Phantom troops are COMPLETELY INVINCIBLE. Will not appear in Free Mode if
Zhang Jiao isn't the Leader for the Yellow Turbans.

Han forces scared: Morale for all officers on the Han side drops once any of
the Han forces' soldiers meet one of the phantom troops.




The Battle of Hu Lao Gate:
scenarios: Yellow Turban Rebellion, Dong Zhuo in Luo Yang
date range: 188 through summer 190
participants: Yuan Shao, Cao Cao, Liu Bei, Sun Jian
required forces: Dong Zhuo, Yuan Shao, Cao Cao, Liu Bei, Sun Jian
forces: Dong Zhuo(Free Mode only), Allied
Dong Zhuo most control: Tian Shui, Chang An, Luo Yang
Allied tactics: Point Increase
Dong Zhuo tactics: Point Increase

victory results: Dong Zhuo, Lu Bu, and Diao Chan die: Dong Zhuo's territory
divided

defeat/skip results: Diao Chan/Lu Bu conspiracy, Dong Zhuo succeeded by Lu Bu
 events:
catapults: They bombard Allied forces approaching the castle in the northwest.
Cannot be stopped or destroyed, identical to Luo Yang stage.





The Battle of Guan Du:
scenarios: Yellow Turban Rebellion, Dong Zhuo in Luo Yang, Divided Land,
Battle of Guan Du

date range: 196 through summer 200
participants: Yuan Shao, Cao Cao
forces: Yuan Shao, Cao Cao
required forces: Yuan Shao, Cao Cao, Liu Bei
Yuan Shao tactics: Point Increase
Cao Cao tactic: Point Increase, Fire Arrows
victory results: enemy(Yuan Shao/Cao Cao) slows aggression temporarily
defeat/skip results: ???

 events:
catapults: Catapults on Cao Cao's castle begin bombardment once any soldier
in Yuan Shao's force is within visual range.

Wu Chao fire attack(Yuan Shao): Player isn't present in Wu Chao at 25'00"00.
Yuan Shao's forces morale drops slightly.

Wu Chao fire attack(Cao Cao): Player stands in Wu Chao for a very long time
and no enemies are present in or near it(often takes over 10 minutes). Same
result, just don't waste your time trying to get it :P




The Battle of Chi Bi:
scenarios: all but Gathering of Heroes
date range: 203 through summer 208
participants: Cao Cao, Liu Bei, Sun Jian/Ce/Quan
required forces: Cao Cao, Liu Bei, Sun Jian/Ce/Quan
forces: Cao Cao, Allied
other requirements: Cao Cao must control 8+ northern territories
Cao Cao tactic: Point Increase
Allied tactic: Point Increase, Fire Arrows
victory results: Cao Cao/allies slow expansion temporarily
defeat/skip results: ???
 events:
fire attack: Unless the stage ends first, Cao Cao's morale will be lowered
due to the fire attack.




The Battle of Yi Ling:
scenarios: all but Gathering of Heroes
date range: 208 through ???(presumably 217)
participants: Liu Bei, Sun Jian/Ce/Quan
required forces: Liu Bei, Sun Jian/Ce/Quan
forces: Liu Bei, Sun Jian/Ce/Quan

other requirements: Sun must have southeast territories including Chang Sha,
Liu Bei must have a territory nearby

Liu Bei tactic: Point Increase
Sun tactic: Point Increase, Fire Arrows
victory results: ???
defeat/skip results: ???
events: ???









04M                  Individual Stages



Most stages can be conquered fairly easily regardless of what you do, but
sometimes it helps to have a strategy to help out with it! A listing of fixed
events wouldn't hurt you either now, would it?



  Bei Ping:
Invading: Due to the ridge, protecting your main camp will be difficult.
Unless you have a firm grip on the majority of bases in the stage, always
leave at least 2 of your officers to guard it. The bases you'll be interested
in for quickly taking the enemy's main camp are 2, 3, and 6.

Defending: You still have to worry about your main camp until you take some
bases, but you'll have a slightly easier time defending it thanks to the
majority of bases being pretty near it. You can afford to be a little bit more
offensive than the invader can this time.


  Ye:
Fixed Events: tornado in center path if Zhang Jiao controls the territory

Invading: This one won't be too easy either and if Zhang Jiao is who you're
invading be on the look out for that tornado because it hurts! Bases 6, 4,
9, 10, and 5 are what you want. It's recommended you use a character that
walks fast like Zuo Ci or have a horse so you can cover the terrain and
protect your main camp. Force March wouldn't be a bad idea if you want your
allies to be helpful in the assult or don't have a horse available.

Defending: Just worry about bases 5, 7, and 8. If you can keep control of
them your main camp will be safe.



  Jin Yang:
Invading: If the enemy force includes Lu Bu, Guan Yu, or Zhang Fei to
defend this territory set all your allies to guard the main camp and stand
in the entrance to it waiting for them. The stage is fairly small and has
no paths so it won't take long for them to reach your main camp and be a
threat; you're better off pushing them back slowly and lowering their revive
count before you start taking bases. Lu Bu and Guan Yu are particularly
dangerous due to their Rush skills, your allies will have a difficult time
defeating them and protecting your main camp. If you have a horse and somehow
Unicorn Hoof as well though, it wouldn't hurt to try and make your main camp
a trap for those stupid enough to attack it. Leave your allies to defend it
while you take nearby bases to instantly destroy the morale of those attacking
it! If you're lucky you can also capture them as they retreat, the entrance to
your main camp is an excellent chokepoint!

Defend: This will be a bit difficult. Just try guarding the entrance to your
main camp until time runs out for best results. If you're confident in your
fighting prowess and think you can move fast enough you could also try taking
the fight to their main camp, but it's a risky move while enemy officers are
still prowling about.



  Ping Yuan:
Invading: Just ignore base #10 if the enemy has it, you can cut off it's
supply lines easily enough if you wish. Aim for bases 5, 9, 2, and 4.
Depending on which location the defender's main camp is, you may be able to
cut off all their uspply lines with a single base!

Defend: Take care of bases 4, 6, 7, and 10.



  Pu Yang:
Invading: Have your allies guard your main camp while you charge out to take
bases 4 and 8. If your allies had enough troops, they'll be able to withstand
the enemy assault long enough for you to turn a good three quarters of the map
into friendly territory and have those enemy officers begging to be captured!

Defend: A little bit trickier this time, but you'll want to maintain control
of those same two bases. 3 and 2 are also prime targets...



  Luo Yang/Hu Lao Gate:
Fixed Events: Catapults: They'll start bombarding invaders once they are
within range, which is really anywhere in the northwest corner.

Hu Lao Gate only: Careful when you meet the enemy's Leader he'll have his
attack and defense doubled for 30 seconds when you encounter him.


Invading: Eep. Either have a horse and Unicorn Hoof or bring two Force March
policies, you'll need the speed! If your allies have loads and loads of troops
and their morale is high enough, you may want to try and have them defend your
main camp as you take the southern route to the enemy's main camp.

Defend: Unfortunately, the situation for defending isn't much different than
if you're invading. The same strategies apply for the most part, but don't
worry about the northern-most path that goes over the walls of your castle;
the supply line is linked to the central path and can be cut off with minimal
effort.

Hu Lao Gate only: Most likely you won't have access to Unicorn Hoof or
anything so advanced when the invitation to the battle comes, so you'll be
forced to use a simpler strategy. Since tactics of your own aren't allowed all
you can do really is use an officer with an average walking speed and just
slowly push the enemy force back. You can also use an edit officer with a
motion like Zuo Ci or Lu Xun that walks usually fast, you just need to hire
the officer onto one of the forces that participates in the battle.



  Xai Pi:
Invading: Ugh...not a fun stage. Avoid the central area where the castle is,
it can be a bit confusing if you have your map zoomed out. Your best bet is
to go base-hopping around the castle until you reach the enemy's main camp.

Defend: Avoid allowing your enemy to use that invasion strategy against you.
Bases in the castle are just slightly easier to defend. It wouldn't be a bad
idea to just mass your forces around your main camp and await the enemy's
advance to overwhelm them with numbers, but if you have any sort of advantage
you'll suffer fewer losses if you can push the enemy back gradually.



  Xu Chang:
    Fixed Events:
Castle defenses in east/west corridors: As long as the defender controls the
pair of bases directly south of their main camp, you and your allies will be
forced to contend with invincible flamethrower statues and the eastern and
western corridors. They spit fire identical to the regular attacks of
juggernauts, so as long as you don't fight nearby them and go through the
corridor quickly you won't have to worry too much. Capture the two bases
immediately south of the defender's main camp to disable these.

Catapults: They'll fire upon the invaders as they travel within the southern
area of the castle, they function as long as the two bases in the central
area of the castle are controlled by the defender. Keep in mind there are 2
sets of catapults, one connected with the central western base and one
connected with the central eastern base; they must be dealt with
individually.

Invading: You've got your work cut out for you! This stage is massive and
it's pathways are isolated, it's highly recommended that you have a horse
and Unicorn Hoof or two Force March ready and a MASSIVE amount of troops
before attempting to invade this fortress. If you're able to bring in at
least 100,000 troops you should consider ordering your allies to advance
on the inside of the castle while you take the roundabout path on the
outside that leads straight to the defender's main camp; but don't forget to
take the base in the southwest corner of the castle so you can keeping
advancing that supply line! ...Or if you really want to be lazy you can just
bring Neutral Start and Slow March while you charge towards the defenders'
main camp on Red Hare or something...

Defend: The good news is that the castle defenses and catapults will aid you
when you're fighting nearby them. The bad news is that doesn't change how
freaking huge this stage is. Try having your allies guard the bases just
south of your main camp while you attempt to cut off the invaders' supply
lines. Don't forget that time favors you as the defender, you can exploit
this with a pair of either Shorten Time or Slow March.




  Chang An:
     Fixed Events:
Defenses: In the central area of the stage is a large wall protected by
catapults. Avoid fighting near it unless you're on the upper level!

Invading: Just pick between the western or eastern paths and charge. Don't
even think about going in the center; chances are your supply lines won't
reach there until you capture some bases and though there are siege ramps
against the wall the provide easy access you'll still be forced to content
with a constant barrage form the catapults. Once you start pushing your
supply lines closer and closer to the defenders' main camp, you'll want to
make sure to capture bases 10 and 5.

Defend: All you need to worry about are bases 10 and 5. Keep control over
these bases and you cannot lose.




  Tian Shui:
The size of this stage is deceptive, it's difficult to fight in. Just
defend your main camp and don't go on the offensive until the enemy's
revive count is at 0 and they have no more officers in play: the supply
lines in this stage are extremely short so unless you have a massive
advantage in troops you won't be able to safely advance without risking your
main camp being attacked. This goes for both invading and defending!




  Xi Liang:
      Fixed events:
Rockslide: Boulders will roll down the hill in 3s for as long as the defenders
control the base in the west. DO NOT GET HIT BY THE BOULDERS! Particularly on
higher difficulties, these do so much damage that you'll need to retreat and
find a healing item at an allied base before you dare to do any more fighting.
The one piece of good news about boulders is that they break when they hit
a wall or a soldier...

Trap in the center: A gigantic stone pillar will roll up and down the central
path as long as the defenders control the northwest base. The pillar is
impassable and does the same damage as the boulders, so just go around it
unless you're desperate to get yourself killed.


Invading: Hmmhahaha, this is what you call fun! Just order your allies to
aid you(left on the D-pad/left analog stick) and charge! Your only concern
should be the boulders. To get past them unscathed, simply have an ally charge
the western base before you and hide behind their soldiers as they break the
boulders in front of you, or ride a horse up the hill as soon as the stage
starts while constantly barking out orders to your allies. Doing the latter
will delay the start of the rockslide so you can get to the top of the hill
before a single boulder appears. Either way, this stage will be a real blast
on the Hard difficulty as all the officers will tend to run into each other
all at once due to the narrow pathways connecting portions of the stage.
If you haven't played DW3 before, this may give you some idea of what it was
like with all the awesome swarming action!

Defend: You really have it made here! There's only a single path for the
invaders tor each your main camp so it'll be extremely easy to defend, plus
you can take advantage of the stage's fixed events to give the invaders a big
headache.



  He Fei:
Invading: Another not-so-fun stage...Just ignore the central area for the most
part, then choose to take the south or north path as your allies handle the
other or guard the main camp.

Defend: Likewise, but you'll want to control base 8 yourself unless you want
enemies pouring into your main camp from three directions...



  Jian Ye:
Yeesh, this is pathetic. Have your allies guard your main camp and charge.
You should be able to extend your uspply lines to the enemy's main camp by
capturing 0-2 bases easily. I say 0-2 because if the invaders have a
significant enough advantage their supply lines will start out reaching the
defenders' main camp.



  Chai Sang:
Invading: Allies guard main camp, you pick a path and charge. The multiple
crisscrossing paths in the middle can make this stage a bit tricky...

Defend: Guard, guard, and guard some more. Repelling an invasion in this stage
isn't a minor feat unless you have a ridiculous advantage, so attempting to
let time run out wouldn't be a bad idea. If the enemy runs low on their
revive count and their reinforcements have already arrived though, it'll be
safe enough to go on the offensive.



  Xiang Yang:
Invading: For once, have your allies guard the two bases nearby your main camp
rather than the main camp itself. Sneak along the central path taking bases
until you reach the massive Fan Castle. If you take all three bases by it and
have a supply line going up the center, the overwhelming majority of the stage
including some parts inside the castle will become friendly territory. Once
that happens, you can pick off enemy officers as they try to enter or exit the
castle as you please!

Defend: A bit more difficult sense the size of the stage will work against
you. Try the Neutral Start/Slow March/Red Hare/Unicorn Hoof combo, have two
players with each guarding a different entrance to the castle, or the slightly
less effective tactic of slowly pushing the enemy forces back as you defeat
officers.



  Jiang Ling:
Invading: Put your allies on the defensive, then take bases 5, 9, and 8
yourself. Doing so will make everything on the map short of the deepest area
of the fortress friendly territoy. I suggest not bothering with Neutral Start,
in this instance it'll only mean you have less resistance at first but when
you reach the deepest area of the fortress you'll most likely contend with the
brunt of the enemy's entire force all at once and all alone.

Defend: As long as you can maintain control over the base in the deepest area
of the fortress you'll be able to win...but try to keep all the bases in the
fortress under your control too; it won't be pretty if the whole enemy force
swarms a single base.



  Chang Sha/Yi Ling:
If you don't know how to get through the maze-like path in the center very
quickly yet, just avoid it and pick on of the other paths. Gradually pushing
back the enemy force is the way to go unless you can depend on your allies to
defend themselves. Yi Ling isn't any different in this respect, the flames
around the central fortress are just for show. Sun Jian/Ce/Quan's forces will
have fire arrows for Yi Ling though.



  Wu Ling:
This one's pretty easy. Have your allies guard the main camp and choose a path
to the enemy's main camp. 'Nuff said.



  Han Zhong:
It's all about base 4! Invading or defending, whoever controls that base will
be the one who keeps the territory! Seriously. That base is the most important
thing in the stage whether you invade or defend, Neutral Start or not.



  Yong An:
Make sure your allies are as strong as possible before fighting here if you
have the choice: it's difficult due to it's size and separated paths. If your
allies are strong enough to hold up the main camp on their own, you can just
act like a commando and sneak to the enemy's main camp along the southern 
route!



  Cheng Du:
Invading: Offense is the key. Get to conquering ASAP, your main camp is
usually vulnerable unless you have an absurd advantage in troops. With your
main camp secured, just take the shortest path to the enemy's main camp and
have your way with them.

Defend: Try to keep the invaders' supply lines from reaching outside of the
forrest. If you can do that you can win without trying too hard.



  Nanman:
Invading: Hinder is recommended. Try to defeat all the enemy officers, then
extend your supply lines along the western side of the map and snatch base 2.
If you can control that base the whole stage is yours, leaving just the main
camp of the natives. Careful around there though: if Elephant Harness or
Mammoth Harness has been developed the enemy's Leader will always ride an
elephant as long as they control this territory. Just don't lose it after you
take it :P

Defend: Try the same strategy in reverse, except base 7 is what you're
interested in. Unless you're playing Gathering of Heroes you shouldn't worry
about the enemy Leader riding an elephant.



  Hui Ji:
Base 12 is the key. Whoever controls it will control the rest of the map.
Invaders have a slightly higher advantage with it than defenders though.



  Jiao Zhi:
Invading: Just go west and sneak up to the fortress. By now you don't need to
be told to have your allies defend your main camp, right?

Defend: East! Descend the hill like a great avalanche, conquering every base
in your path!



  Jian Ning:
Have your allies take one path, you take another. It's an easy stage.



  Yellow Turban Rebellion:
    Fixed Events:
Sorcerers: The Yellow Turban side always has sorcerers.

Rockslide: If the defenders control the central western base, boulders will
fall from the sky randomly along the westernmost path once Han forces reach
any path by the base.

Phantom Troops: They will appear automatically when Han forces reach the
castle. Keep in mind that unlike in past instances, there is absolutely
nothing you can do to get rid of them. In Free Mode, this will not happen
unless Zhang Jiao is the leader for the Yellow Turban side.

Han forces terrified: Morale of all officers on the Han side drops when any
soldiers of the Han forces meet a phantom soldier.


Han: Avoid the western-most path in the center and do the standard gradual
push as you take bases. The phantom troops won't give you too much trouble
though unless you're playing Hard or Chaos.

Yellow Turbans: If you can keep your allies intact, you have the advantage.
Since you can only play this side in Free Mode, chances are you'll have
access to the best equipment so just go all-out!



  Battle of Guan Du:
     Fixed Events:
Catapults: The ctaapults atop Cao Cao's castle walls begin attacking when
Yuan Shao's forces enter their range. They cannot be stopped.

Wu Chao fire attack: Morale on Yuan Shao's forces will drop. Prevent it on
Yuan Shao's side by standing in Wu Chao at exactly 25'00"00 or cause it on
Cao Cao's side by standing in Wu Chao for SEVERAL minutes without any enemies
present.


Strategy: Nothing more than the good old gradual push will make a difference
here. Don't worry about the fire attack regardless of the side you pick, it's
effects aren't very significant and make very little difference ultimately.


  Battle of Chi Bi:
     Fixed Events:
Fire Attack: If the Cao Cao's forces aren't able to end the stage in a few
minutes, a fire attack will occur and Cao Cao's forces' morale will drop.

Cao Cao: Bring an officer that runs fast for this battle, someone like
Lu Bu or Zuo Ci is recommended. Your best bet is to just have your allies
guard the main camp while you charge deep into enemy territory for their
Leader. If you can efeat Sun Jian/Ce/Quan soon enough, you won't even have the
fire attack hurt your morale.

Allied: You're in for a fight. You'd be better off to just charge straight for
Cao Cao and end the stage quickly. Your allies will have a hard time holding
their ground before the fire attack, so unless you play as Sun Jian/Ce/Quan
yourself the battle isn't going to go your way very easily.
  








\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//////////////////////////////////////
05A                Checklists


For those of us with the collector's spirit, checklists! This section has been
designed expressly for the purpose of being printed out separate from the rest
of the FAQ as an easy way to track your own personal progress in unlocking
everything. Here you'll find checklists for officers, fourth weapons, items,
policies, artwork, movies, and Ending Edit scenes. And just for the mad
completionists out there, the officer checklist includes a place to check
that they're unlocked and another for the 1000 k.o. medal! Isn't that just
crazy? All of these lists are ordered the same way as they are in the American
version of the game and may not be perfectly synchronized(or at all) with
other versions. Lastly, regular officers are listed in CAPS. Well let's get on
with it.




          Officers:
[ ] Ahui Nan                [ ]
[ ] Bian Xi                 [ ]
[ ] Bo Zhang                [ ]
[ ] Cai Mao                 [ ]
[ ] CAO CAO                 [ ]
[ ] Cao Hong                [ ]
[ ] CAO PI                  [ ]
[ ] CAO REN                 [ ]
[ ] Cao Rui                 [ ]
[ ] Cao Xing                [ ]
[ ] Cao Xiu                 [ ]
[ ] Cao Zhang               [ ]
[ ] Cao Zhen                [ ]
[ ] Chen Gong               [ ]
[ ] Chen Lan                [ ]
[ ] Chen Shi                [ ]
[ ] Chen Wu                 [ ]
[ ] Cheng Pu                [ ]
[ ] Cheng Wu                [ ]
[ ] Cheng Yu                [ ]
[ ] Cheng Yuanzhi           [ ]
[ ] Chunyu Qiong            [ ]
[ ] Cui Liang               [ ]
[ ] DA QIAO                 [ ]
[ ] Dai Ling                [ ]
[ ] Dailai Dongzhu          [ ]
[ ] Deng Ai                 [ ]
[ ] Deng Mao                [ ]
[ ] DIAN WEI                [ ]
[ ] DIAO CHAN               [ ]
[ ] Ding Feng               [ ]
[ ] Dong Heng               [ ]
[ ] Dong Tu Na              [ ]
[ ] Dong Xi                 [ ]
[ ] DONG ZHUO               [ ]
[ ] Du Xi                   [ ]
[ ] Fa Zheng                [ ]
[ ] Fan Chou                [ ]
[ ] Fan Neng                [ ]
[ ] Fei Guan                [ ]
[ ] Fei Yao                 [ ]
[ ] Fei Yi                  [ ]
[ ] Feng Ji                 [ ]
[ ] Fu Shi Ren              [ ]
[ ] GAN NING                [ ]
[ ] Gao Gan                 [ ]
[ ] Gao Lan                 [ ]
[ ] Gao Pei                 [ ]
[ ] Gao Sheng               [ ]
[ ] Gao Shun                [ ]
[ ] Gao Xiang               [ ]
[ ] Gong Zhi                [ ]
[ ] Gongsun Yue             [ ]
[ ] Gongsun Zan             [ ]
[ ] Guan Hai                [ ]
[ ] GUAN PING               [ ]
[ ] Guan Suo                [ ]
[ ] Guan Xing               [ ]
[ ] GUAN YU                 [ ]
[ ] Guo Daxian              [ ]
[ ] Guo Huai                [ ]
[ ] Guo Jia                 [ ]
[ ] Guo Si                  [ ]
[ ] Guo Tu                  [ ]
[ ] Han Dang                [ ]
[ ] Han Hao                 [ ]
[ ] Han Sui                 [ ]
[ ] Han Xian                [ ]
[ ] Han Xuan                [ ]
[ ] Hao Zhao                [ ]
[ ] He Yi                   [ ]
[ ] Hou Cheng               [ ]
[ ] Hou Xuan                [ ]
[ ] Hu Che Er               [ ]
[ ] Hua Xin                 [ ]
[ ] Hua Xiong               [ ]
[ ] HUANG GAI               [ ]
[ ] Huang Shao              [ ]
[ ] HUANG ZHONG             [ ]
[ ] Huang Zu                [ ]
[ ] Ji Ling                 [ ]
[ ] Jia Kui                 [ ]
[ ] Jia Xu                  [ ]
[ ] Jian Yong               [ ]
[ ] Jiang Ji                [ ]
[ ] Jiang Qin               [ ]
[ ] Jiang Wan               [ ]
[ ] JIANG WEI               [ ]
[ ] Jin Xuan                [ ]
[ ] Jinhuan Sanjie          [ ]
[ ] Ju Shou                 [ ]
[ ] King Duosi              [ ]
[ ] King Mulu               [ ]
[ ] Kuai Liang              [ ]
[ ] Lei Tong                [ ]
[ ] Leng Bao                [ ]
[ ] Li Damu                 [ ]
[ ] Li Dian                 [ ]
[ ] Li Feng                 [ ]
[ ] Li Fu                   [ ]
[ ] Li Jue                  [ ]
[ ] Li Yan                  [ ]
[ ] Liang Xing              [ ]
[ ] Liang Xu                [ ]
[ ] Liao Hua                [ ]
[ ] Ling Cao                [ ]
[ ] LING TONG               [ ]
[ ] LIU BEI                 [ ]
[ ] Liu Biao                [ ]
[ ] Liu Chan                [ ]
[ ] Liu Feng                [ ]
[ ] Liu Pi                  [ ]
[ ] Liu Qi                  [ ]
[ ] Liu Xun(hero)           [ ]
[ ] Liu Xun(warrior)        [ ]
[ ] Liu Ye                  [ ]
[ ] Liu Yong                [ ]
[ ] Liu Zhang               [ ]
[ ] LU BU                   [ ]
[ ] Lu Gong                 [ ]
[ ] Lu Kai                  [ ]
[ ] LU MENG                 [ ]
[ ] Lu Su                   [ ]
[ ] LU XUN                  [ ]
[ ] MA CHAO                 [ ]
[ ] Ma Dai                  [ ]
[ ] Ma Liang                [ ]
[ ] Ma Su                   [ ]
[ ] Ma Teng                 [ ]
[ ] Ma Zhong                [ ]
[ ] Ma Zun                  [ ]
[ ] Man Chong               [ ]
[ ] Meng Da                 [ ]
[ ] MENG HUO                [ ]
[ ] Meng You                [ ]
[ ] Mi Fang                 [ ]
[ ] Mi Zhu                  [ ]
[ ] Niu Jin                 [ ]
[ ] Pan Zhang               [ ]
[ ] PANG DE                 [ ]
[ ] PANG TONG               [ ]
[ ] Pei Yuan Shao           [ ]
[ ] Quan Zong               [ ]
[ ] Sha Moke                [ ]
[ ] Shen Dan                [ ]
[ ] Shen Pei                [ ]
[ ] Sima Shi                [ ]
[ ] SIMA YI                 [ ]
[ ] Sima Zhao               [ ]
[ ] Song Xian               [ ]
[ ] Su Fei                  [ ]
[ ] SUN CE                  [ ]
[ ] SUN JIAN                [ ]
[ ] Sun Li                  [ ]
[ ] Sun Qian                [ ]
[ ] SUN QUAN                [ ]
[ ] SUN SHANG XIANG         [ ]
[ ] Sun Shao                [ ]
[ ] TAISHI CI               [ ]
[ ] Tao Qian                [ ]
[ ] Tian Feng               [ ]
[ ] Wang Lang               [ ]
[ ] Wang Ping               [ ]
[ ] Wang Shuang             [ ]
[ ] Wei Kang                [ ]
[ ] WEI YAN                 [ ]
[ ] Wen Chou                [ ]
[ ] Wen Pin                 [ ]
[ ] Wu Lan                  [ ]
[ ] Wu Tugu                 [ ]
[ ] Xiahou Ba               [ ]
[ ] XIAHOU DUN              [ ]
[ ] Xiahou Mao              [ ]
[ ] Xiahou Shang            [ ]
[ ] XIAHOU YUAN             [ ]
[ ] XIAO QIAO               [ ]
[ ] Xin Pi                  [ ]
[ ] XING CAI                [ ]
[ ] XU HUANG                [ ]
[ ] Xu Rong                 [ ]
[ ] Xu Shu                  [ ]
[ ] XU ZHU                  [ ]
[ ] Xue Li                  [ ]
[ ] Xun You                 [ ]
[ ] Xun Yu                  [ ]
[ ] Yan Baihu               [ ]
[ ] Yan Gang                [ ]
[ ] Yan Liang               [ ]
[ ] Yan Pu                  [ ]
[ ] Yan Yan                 [ ]
[ ] Yan Yu                  [ ]
[ ] Yan Zheng               [ ]
[ ] Yang Feng               [ ]
[ ] Yang Fu                 [ ]
[ ] Yang Qiu                [ ]
[ ] Yang Ren                [ ]
[ ] Yang Song               [ ]
[ ] Yang Xiu                [ ]
[ ] Yang Yi                 [ ]
[ ] Yin Shang               [ ]
[ ] Yong Kai                [ ]
[ ] Yu Du                   [ ]
[ ] Yu Jin                  [ ]
[ ] Yuan Shang              [ ]
[ ] YUAN SHAO               [ ]
[ ] Yuan Shu                [ ]
[ ] Yuan Tan                [ ]
[ ] Yuan Xi                 [ ]
[ ] Yuan Yin                [ ]
[ ] Yue Jin                 [ ]
[ ] Yue Ying                [ ]
[ ] Zang Ba                 [ ]
[ ] Zhang Bao(strat.)       [ ]
[ ] Zhang Bao(large)        [ ]
[ ] ZHANG FEI               [ ]
[ ] ZHANG HE                [ ]
[ ] Zhang Hu                [ ]
[ ] ZHANG JIAO              [ ]
[ ] Zhang Liang             [ ]
[ [ ZHANG LIAO              [ ]
[ ] Zhang Lu                [ ]
[ ] Zhang Man Cheng         [ ]
[ ] Zhang Ren               [ ]
[ ] Zhang Song              [ ]
[ ] Zhang Wei               [ ]
[ ] Zhang Xiu               [ ]
[ ] Zhang Yan               [ ]
[ ] Zhang Yi                [ ]
[ ] Zhang Ying              [ ]
[ ] Zhang Zhao              [ ]
[ ] Zhao Ang                [ ]
[ ] Zhao Yun                [ ]
[ ] Zhen Ji                 [ ]
[ ] Zhong Hui               [ ]
[ ] Zhou Cang               [ ]
[ ] Zhou Fang               [ ]
[ ] ZHOU TAI                [ ]
[ ] Zhou Xin                [ ]
[ ] ZHOU YU                 [ ]
[ ] Zhu Huan                [ ]
[ ] Zhu Ling                [ ]
[ ] Zhu Ran                 [ ]
[ [ ZHU RONG                [ ]
[ ] Zhu Zhi                 [ ]
[ ] Zhuge Jin               [ ]
[ ] ZHUGE LIANG             [ ]
[ ] Zhuge Luo               [ ]
[ ] ZUO CI                  [ ]





        Fourth Weapons:
[ ] Fierce Dragon(Zhao Yun)
[ ] Blue Moon Dragon(Guan Yu)
[ ] Viper Blade(Zhang Fei)
[ ] Kirin Fang(Xiahou Dun)
[ ] Mad Bull(Dian Wei)
[ ] Stone Crusher(Xu Zhu)
[ ] Ancients Sword(Zhou Yu)
[ ] Falcon(Lu Xun)
[ ] Tiger Slayer(Taishi Ci)
[ ] Diva(Diao Chan)
[ ] Peacock Feather(Zhuge Liang)
[ ] Wrath of Heaven(Cao Cao)
[ ] Sky Scorcher(Lu Bu)
[ ] Sol Chakram(Sun Shang Xiang)
[ ] Gold Moon Dragon(Liu Bei)
[ ] Savage Tiger(Sun Jian)
[ ] Master Wolf(Sun Quan)
[ ] Horror(Dong Zhuo)
[ ] Sword of Kings(Yuan Shao)
[ ] Stallion Fury(Ma Chao)
[ ] Oracle Sword(Huang Zhong)
[ ] Enforcer Rod(Xiahou Yuan)
[ ] Gold Wyvern(Zhang Liao)
[ ] Dark feather(Sima Yi)
[ ] White Tiger(Lu Meng)
[ ] Sea Master(Gan Ning)
[ ] Blink(Jiang Wei)
[ ] Volcano Staff(Zhang Jiao)
[ ] Marauder(Xu Huang)
[ ] Peacock Talon(Zhang He)
[ ] Dark Moon Flute(Zhen Ji)
[ ] Dark Shadow(Huang Gai)
[ ] Overlord(Sun Ce)
[ ] Comet Strike(Wei Yan)
[ ] Tornado Staff(Pang Tong)
[ ] King of Beasts(Meng Huo)
[ ] Inferno(Zhu Rong)
[ ] Qiao Beauty(Da Qiao)
[ ] Qiao Grace(Xiao Qiao)
[ ] Roc(Cao Ren)
[ ] Dusk(Zhou Tai)
[ ] Oblivion(Yue Ying)
[ ] Chaos(Cao Pi)
[ ] Heavenly halberd(Pang De)
[ ] Dragon Fury(Ling Tong)
[ ] Young Dragon(Guan Ping)
[ ] Ambition(Xing Cai)
[ ] Trump Deck(Zuo Ci)
[ ] Fu Xi's Sword(edit broadsword)
[ ] Nu Wa's Rapier(edit rapier)
[ ] Phoenix Tail(generic sword)
[ ] Typhoon(generic spear)
[ ] Eclipse(generic halberd)




         Items:
[ ] Red Hare Harness
[ ] Hex Mark Harness
[ ] Storm Harness
[ ] Shadow Harness
[ ] Elephant Harness
[ ] Mammoth Harness

[ ] Fire Orb
[ ] Ice Orb
[ ] Shadow Orb
[ ] Light Orb

[ ] Peacock Amulet         [ ]
[ ] Dragon Amulet          [ ]
[ ] Tiger Amulet           [ ]
[ ] Tortoise Amulet        [ ]
[ ] Speed Scroll           [ ]
[ ] Huang's Bow            [ ]
[ ] Horned Helm            [ ]
[ ] Seven Star Sash        [ ]
[ ] Ginseng                [ ]
[ ] Herbal Remedy          [ ]
[ ] Art of War
[ ] Survival Guide
[ ] Bodyguard Manual
[ ] Demon Band
[ ] Way of Musou
[ ] Wind Scroll
[ ] Fire Arrows
[ ] Arm Guards
[ ] Tiger Collar
[ ] Green Scroll
[ ] Musou Armor
[ ] Tribal Remedy
[ ] Serpent Earrings
[ ] Naga Earrings
[ ] Dragon Arms
[ ] True Way of Musou
[ ] Ice Arrows
[ ] Vampire Arms
[ ] Meat Bun Sack
[ ] Kirin Hoof
[ ] Unicorn Hoof
[ ] Parry Scroll





        Policies:

[ ] Promote Craft
[ ] Promote Craft+
[ ] Southern Trade
[ ] Northern Trade
[ ] Western Trade
[ ] Nanman Trade
[ ] Governance
[ ] Charitable Aid
[ ] Emergency Tax
[ ] Rob Grave

[ ] Production
[ ] Upgrade
[ ] Upgrade+
[ ] Development
[ ] Bladesmith
[ ] Spearsmith
[ ] Weaponsmith
[ ] All Smith
[ ] Philanthropy
[ ] Depsotism

[ ] Search Local
[ ] Search Wide
[ ] Recruit
[ ] Hire Local
[ ] Hire Wide
[ ] Train

[ ] Short Alliance
[ ] Long Alliance
[ ] Request
[ ] Surrender
[ ] Entice Enemy
[ ] Cause Uprising
[ ] Cause Revolt
[ ] Invite Attack
[ ] Hard March

[ ] Reinforce
[ ] Reinforce+
[ ] Reinforce++
[ ] Replenish
[ ] Replenish+
[ ] Replenish++
[ ] Defense
[ ] Defense+
[ ] Release
[ ] Conscript

[ ] Hinder
[ ] Expedite
[ ] Local Aid
[ ] Blockade
[ ] Equal Start
[ ] Neutral Start
[ ] Extend Time
[ ] Shorten Time
[ ] Point Increase
[ ] Scout Report

[ ] Juggernaut
[ ] Sorcerers
[ ] Beastmasters
[ ] Armor Troops
[ ] Bandits
[ ] Wood Ox
[ ] Fire Arrows
[ ] ice Arrows

[ ] Raze Grounds
[ ] Capture
[ ] Call Reserves
[ ] Poison Enemy
[ ] Set Ambush
[ ] Charm Enemy
[ ] Rally Troops
[ ] Force March
[ ] Slow March
[ ] Demoralize





      Artwork:
[ ] 1 Zhao Yun
[ ] 2 Guan Yu
[ ] 3 Zhang Fei
[ ] 4 Xiahou Dun
[ ] 5 Dian Wei
[ ] 6 Xu Zhu
[ ] 7 Zhou Yu
[ ] 8 Lu Xun
[ ] 9 Taishi Ci
[ ] 10 Diao Chan
[ ] 11 Zhuge Liang
[ ] 12 Cao Cao
[ ] 13 Lu Bu
[ ] 14 Sun Shang Xiang
[ ] 15 Liu Bei
[ ] 16 Sun Jian
[ ] 17 Sun Quan
[ ] 18 Dong Zhuo
[ ] 19 Yuan Shao
[ ] 20 Ma Chao
[ ] 21 Huang Zhong
[ ] 22 Xiahou Yuan
[ ] 23 Zhang Liao
[ ] 24 Sima Yi
[ ] 25 Lu Meng
[ ] 26 Gan Ning
[ ] 27 Jiang Wei
[ ] 28 Zhang Jiao
[ ] 29 Xu Huang
[ ] 30 Zhang He
[ ] 31 Zhen Ji
[ ] 32 Huang Gai
[ ] 33 Sun Ce
[ ] 34 Wei Yan
[ ] 35 Pang Tong
[ ] 36 Meng Huo
[ ] 37 Zhu Rong
[ ] 38 Da Qiao
[ ] 39 Xiao Qiao
[ ] 40 Cao Ren
[ ] 41 Zhou Tai
[ ] 42 Yue Ying
[ ] 43 Cao Pi
[ ] 44 Pang De
[ ] 45 Ling Tong
[ ] 46 Guan Ping
[ ] 47 Xing Cai
[ ] 48 Zuo Ci
[ ] 49 Zhao Yun
[ ] 50 Guan Yu
[ ] 51 Zhang Fei
[ ] 52 Xiahou Dun
[ ] 53 Dian Wei
[ ] 54 Xu Zhu
[ ] 55 Zhou Yu
[ ] 56 Lu Xun
[ ] 57 Taishi Ci
[ ] 58 Diao Chan
[ ] 59 Zhuge Liang
[ ] 60 Cao Cao
[ ] 61 Lu Bu
[ ] 62 Sun Shang Xiang
[ ] 63 Liu Bei
[ ] 64 Sun Jian
[ ] 65 Sun Quan
[ ] 66 Dong Zhuo
[ ] 67 Yuan Shao
[ ] 68 Ma Chao
[ ] 69 Huang Zhong
[ ] 70 Xiahou Yuan
[ ] 71 Zhang Liao
[ ] 72 Sima Yi
[ ] 73 Lu Meng
[ ] 74 Gan Ning
[ ] 75 Jiang Wei
[ ] 76 Zhang Jiao
[ ] 77 Xu Huang
[ ] 78 Zhang He
[ ] 79 Zhen Ji
[ ] 80 Huang Gai
[ ] 81 Sun Ce
[ ] 82 Wei Yan
[ ] 83 Pang Tong
[ ] 84 Meng Huo
[ ] 85 Zhu Rong
[ ] 86 Da Qiao
[ ] 87 Xiao Qiao
[ ] 88 Cao Ren
[ ] 89 Zhou Tai
[ ] 90 Yue Ying
[ ] 91 Cao Pi
[ ] 92 Pang De
[ ] 93 Ling Tong
[ ] 94 Guan Ping
[ ] 95 Xing Cai
[ ] 96 Zuo Ci
[ ] 97 Zhao Yun
[ ] 98 Guan Yu
[ ] 99 Zhang Fei
[ ] 100 Xiahou Dun
[ ] 101 Dian Wei
[ ] 102 Xu Zhu
[ ] 103 Zhou Yu
[ ] 104 Lu Xun
[ ] 105 Taishi Ci
[ ] 106 Diao Chan
[ ] 107 Zhuge Liang
[ ] 108 Cao Cao
[ ] 109 Lu Bu
[ ] 110 Sun Shang Xiang
[ ] 111 Liu Bei
[ ] 112 Sun Jian
[ ] 113 Sun Quan
[ ] 114 Dong Zhuo
[ ] 115 Yuan Shao
[ ] 116 Ma Chao
[ ] 117 Huang Zhong
[ ] 118 Xiahou Yuan
[ ] 119 Zhang Liao
[ ] 120 Sima Yi
[ ] 121 Lu Meng
[ ] 122 Gan Ning
[ ] 123 Jiang Wei
[ ] 124 Zhang Jiao
[ ] 125 Xu Huang
[ ] 126 Zhang He
[ ] 127 Zhen Ji
[ ] 128 Huang Gai
[ ] 129 Sun Ce
[ ] 130 Wei Yan
[ ] 131 Pang Tong
[ ] 132 Meng Huo
[ ] 133 Zhu Rong
[ ] 134 Da Qiao
[ ] 135 Xiao Qiao
[ ] 136 Cao Ren
[ ] 137 Zhou Tai
[ ] 138 Yue Ying
[ ] 139 Cao Pi
[ ] 140 Pang De
[ ] 141 Ling Tong
[ ] 142 Guan Ping
[ ] 143 Xing Cai
[ ] 144 Zuo Ci
[ ] 145 Zhao Yun(hand-drawn)
[ ] 146 Guan Yu(hand-drawn)
[ ] 147 Zhang Fei(hand-drawn)
[ ] 148 Xiahou Dun(hand-drawn)
[ ] 149 Dian Wei(hand-drawn)
[ ] 150 Xu Zhu(hand-drawn)
[ ] 151 Zhou Yu(hand-drawn)
[ ] 152 Lu Xun(hand-drawn)
[ ] 153 Taishi Ci(hand-drawn)
[ ] 154 Diao Chan(hand-drawn)
[ ] 155 Zhuge Liang(hand-drawn)
[ ] 156 Cao Cao(hand-drawn)
[ ] 157 Lu Bu(hand-drawn)
[ ] 158 Sun Shang Xiang(hand-drawn)
[ ] 159 Liu Bei, Guan Yu, Zhang Fei(hand-drawn)
[ ] 160 Sun Jian(hand-drawn)
[ ] 161 Sun Quan(hand-drawn)
[ ] 162 Dong Zhuo(hand-drawn)
[ ] 163 Yuan Shao(hand-drawn)
[ ] 164 Ma Chao(hand-drawn)
[ ] 165 Huang Zhong(hand-drawn)
[ ] 166 Xiahou Yuan(hand-drawn)
[ ] 167 Zhang Liao(hand-drawn)
[ ] 168 Sima Yi(hand-drawn)
[ ] 169 Lu Meng(hand-drawn)
[ ] 170 Gan Ning(hand-drawn)
[ ] 171 Jiang Wei(hand-drawn)
[ ] 172 Zhang Jiao(hand-drawn)
[ ] 173 Xu Huang(hand-drawn)
[ ] 174 Zhang He(hand-drawn)
[ ] 175 Zhen Ji(hand-drawn)
[ ] 176 Huang Gai(hand-drawn)
[ ] 177 Sun Ce(hand-drawn)
[ ] 178 Wei Yan(hand-drawn)
[ ] 179 Pang Tong(hand-drawn)
[ ] 180 Meng Huo(hand-drawn)
[ ] 181 Zhu Rong(hand-drawn)
[ ] 182 Da Qiao(hand-drawn)
[ ] 183 Xiao Qiao(hand-drawn)
[ ] 184 Cao Ren(hand-drawn)
[ ] 185 Zhou Tai(hand-drawn)
[ ] 186 Yue Ying(hand-drawn)
[ ] 187 Cao Pi(hand-drawn)
[ ] 188 Pang De(hand-drawn)
[ ] 189 Ling Tong(hand-drawn)
[ ] 190 Guan Ping(hand-drawn)
[ ] 191 Xing Cai(hand-drawn)
[ ] 192 Zuo Ci(hand-drawn)
[ ] 193 Wei officers(CGI)
[ ] 194 Wu officers(CGI)
[ ] 195 Shu officers(CGI)
[ ] 196 other officers(CGI)
[ ] 197 Zhao Yun(CGI)
[ ] 198 Lu Bu(CGI)
[ ] 199 Sun Shang Xiang, Da Qiao, Xiao Qiao(CGI)
[ ] 200 Shu officers(CGI) 




       Movies:
[ ] The Passion of Jiang Dong
[ ] The Alliance against Dong Zhuo
[ ] Sun Ce's Vow
[ ] Chaos and Might
[ ] The Advance on He Fei
[ ] Me, Myself and I
[ ] A Frightening Legacy
[ ] Pathway to a Dream
[ ] A Shooting Star
[ ] To Unite the Land
[ ] Two Heroes
[ ] A Solemn Oath
[ ] Three Kingdoms







       Ending Edit Scenes:
[ ] 1A neutral ending
[ ] 1B good Emperor ending
[ ] 1C evil Emperor ending
[ ] 1D failure ending
[ ] 2A Ruler watching
[ ] 2B Ruler helping
[ ] 2C Ruler scaring
[ ] 3A Ruler leaving
[ ] 3B Ruler reprimanding
[ ] 3C Ruler surprised
[ ] 4A drinking challenge
[ ] 4B game challenge
[ ] 4C posedown
[ ] 4D a parting
[ ] 5A singer
[ ] 5B archery
[ ] 5C dancer and trainees
[ ] 5D dancer, trainees, and amateur
[ ] 5E hunting and gathering
[ ] 5F fishing
[ ] 6A1 competing singers
[ ] 6A2 cooperating singers
[ ] 6B1 bull's eye
[ ] 6B2 miss
[ ] 6C1 dancing army
[ ] 6C2 magic trainees
[ ] 6E massive boar
[ ] 6F1 fried fish
[ ] 6F2 differing skill levels
[ ] 6F3 nodding off at the reel
[ ] 7A neutral ending
[ ] 7B good Emperor ending
[ ] 7C evil Emperor ending
[ ] 7D failure ending







\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//////////////////////////////////////
06A                Secrets & Miscellaneous



Ever felt like taking advantage of the game's design, but too broke to get a
cheat device? This section is for you!




06B                Easy Weapon Upgrades



Who discovered this trick has been lost, sadly.

Also sadly, this can only be done in Free Mode and below the Chaos difficulty.


1: Begin a game with whatever settings you want. I recommend enabling
experience, setting the difficulty to Hard, the only officers being yourself
and the enemy's Leader, and equipping Seven Star Sash for best results and
minimal effort.

2: Capture *EVERY* enemy base. Doing so maximizes the number of powerups you
can receive(and thus your chances of getting multiple attribute scrolls!).

3: Make an interim save when the enemy Leader has very very little health
left.

4: Beat the stage and take whichever attribute scrolls you want.

5: *DO NOT* save when prompted to! Choose to exit without saving. This is
the most important part of the trick!

6: Load your interim save. Any change you made to your weapon will apply
to your interim save now.

7: Repeat steps 4-6 until you're satisfied with what your weapon's bonuses
are. If you're not 100% satisfied with your results but need a break, save
from the options menu to keep your weapon's changes and your interim save!


The downsides to this trick of course are that there isn't any way to get
the more advanced attribute scrolls exclusive to Empire Mode(so there isn't
an easy way to get 40 base power on all weapons :/).






06C                Instant Edit Character Training


Here's an interesting trick I discovered(cannot...resist...urge...to gloat!).
As it turns out, the stats of an edited officer in Empire Mode apply to what
ever slot the character was in in Edit Mode before; even if you delete the
character. What this means if that you can raise/lower a character's stats!
Sadly, I wasn't able to go into full detail when I submitted this as a glitch.
Here though, I shall. In short, here's how to perform the trick:

1: Start a game in Empire Mode and hire all of your edit characters you
want to be affected. Save at a point you can clear the game in 1 turn is
recommended.

2: Delete the character(s) you wish to replace and save them.

3: Load your Empire mode save and beat the game, then save after the ending.

All the edit characters you hired will have what was their slots for Edit Mode
affected, making what ever character you made have their stats, rank, and
equipped weapon&items match what they were in that save even if the character
in that slot is completely different.



Examples are always an easy way to explain something. Let's say you've hired
8 of your edit characters in an Empire Mode game, they're something like this:

Slot 1: Character A(100% stats/hasn't been used this game)
Slot 2: Character B(60% stats/equipped with second weapon)
Slot 3: Character C(fresh stats/equipped with third weapon)
Slot 4: Character D(40% stats/equipped with first weapon)
Slot 5: Character E(50% stats/equipped with fourth weapon)
Slot 6: Character F(100% stats/equipped with fourth weapon)
Slot 7: Character G(fresh stats/equipped with first weapon)
Slot 8: Character H(40% stats/equipped with fourth weapon)
Slot 9: Character I(90% stats/not hired)
Slot 10: Character J(fresh stats/not hired)


Now let's say you decide that you're displeased with some of your characters
and decide you want them to use a different motion or something else, that
means you need to delete them and make new ones if you want them to reap the
benefits of this trick. Let's say you changed your characters in Edit Mode
to appear like so:


Slot 1: Character 1
Slot 2: Character B(not deleted)
Slot 3: Character C(clothing changed, not deleted)
Slot 4: Character 4
Slot 5: Character E(not deleted)
Slot 6: Character 6
Slot 7: Character 7
Slot 8: Character H(not deleted)
Slot 9: Joe Musou
Slot 10: Character J(not deleted)


With the characters you wanted deleted and remade or replaced, it's time to go
back to your Empire Mode save and clear the game! Save after the ending and the
glitch will affect your character in Edit Mode like so:


Slot 1: Character 1(100% stats/first weapon equipped)
Slot 2: Character B(60% stats/second weapon equipped)
Slot 3: Character C(fresh stats/third weapon equipped)
Slot 4: Character 4(40% stats/first weapon equipped)
Slot 5: Character E(50% stats/fourth weapon equipped)
Slot 6: Character 6(100% stats/fourth weapon equipped)
Slot 7: Character 7(fresh stats/first weapon equipped)
Slot 8: Character H(40% stats/fourth weapon equipped)
Slot 9: Joe Musou(90% stats/first weapon equipped)
Slot 10: Character J(fresh stats/first weapon equipped)



In the end, not everyone will find this trick particularly useful. If you
ever get sick of training edit characters when you want to adjust something
other than their clothing though, this is an excellent time-saver!





06D                Get All Policies in 1 Game


This isn't any sort of glitch or trick, but rather a method. You must keep
in mind though, that even using this method it'll still take you a good bit
of time to get every single policy and even this method is still a bit
time-consuming(let's say two hours). This is the easiest and fastest way
to get all the policies though.



1: Start a game in the Yellow Turban Rebellion scenario, Novice difficulty,
death disabled, time limit off, annex set to yes, experience on, and
officer limit on at least 50.

2: Ally yourself with Liu Biao. Protect his territory as if it was your own
and try to prevent him from conquering any other territories whenever
possible(Xiang Yang should be his only territory). Every time the alliance
runs out, renew it(long alliances are suggested: ultimately cheaper)

optional: Keep Zhang Jiao and Dong Zhuo alive by not fighting against
them in special battles, then conquering Dong Zhuo before the 190s.
They'll suggest a few new policies, but other officers will suggest them
as well.

3: Play through the game as you normally would, aim for capitols of
larger forces to cut down on time a bit. Using evil policies is
recommended both for further ease in your conquering and putting all
the evil policies in your list in the Archives.

4: Hire all 48 regular officers. The last to appear is Xing Cai, who
appears in 217. This will cover the overwhelming majority of policies.

5: Hire Hao Zhao, Ahui Nan, Bo Zhang, Gao Sheng, and Hu Che Er. They'll
suggest some more policies if you station them as Generals.

6: Keep your stock of Strategy/Special/Tactic policies as low as possible by
equipping them in battles. When you're down to only Xiang Yang left
unconquered, either choose to retreat in an invasion or only repel Liu Biao's
sad attempts at invading your territory. You can't acquire any more of the
Strategy/Special/Tactic policies if you have 5 in stock...

7: Enter the tedium: develop and fully upgrade every single item in every
single territory, use the four trade policies to develop the ???? items, and
when you're done with that max out your stock of all items(Despotism is
recommened).

8: The tedium, part 2: use Train on all your officers until they're at rank
MAX, then get their troops back up to full(Conscript is recommended).

9: The tedium, now nearly over: Use Defense+ until all your territories are
at their maximum defense.

10: It's almost done: use Invite Attack to force Liu Biao to isolate one of
your territories(for Hard March). Move/dismiss officers out of a territory
you want him to take, make sure all other territories he can reach have
120,000 troops in them and max defense.

11: The final tedium: if you have Philanthropy or Despotism available to
you, it's time to go after the other one. Use Governance or Emergency Tax
and Rest to start the long process of switching between good and evil.
Keep on using the most advanced good or evil policy to go towards the side
you're not at...eventually you'll get Philanthropy or Despotism and have all
the policies.



Sounds hard and time-consuming, huh? Well, it's certainly time-consuming.
There's also Rest, but it'll appear in Consult any time you're very low on
gold or most of your policies won't have an effect.







06E                Unlisted Attacks



Several characters have special attacks that only they can do that aren't
listed in any official source. Perhaps these were meant to be kept secret,
but in any case I know what they are and have decided to list them for
your benefit. I've omitted aerial Charge attacks that can have more hits
added to them, as all of them that knock enemies up into the air allow this.
Some attacks may give the impression that they can be extended like the aerial
Charges of Xu Zhu and Meng Huo, but this isn't the case. I've listed all the
attacks that can be extended here.



Xiahou Dun: triangle, triangle: Does a second swing, enabling up to three
hits for the attack.

Zhang Liao: triangle, triangle: Swings his weapon back, knocking enemies
away.


Xu Zhu: square, square, square, square, square, triangle, optional
triangle x1/x2: Adds one or two additional hops to his Charge 6 before
the finisher.

square, square while running: Extends dash attack to last longer.


Sima Yi: square, square, square, triangle, triangle: Rushes forward
with his fan spinning around him to knock enemies away.


Zhang He: triangle, optional triangle x1/x2: Adds one or two extra flips to
his Charge 1.

Charge 4: Hardly unlisted, but is capable of up to three hits on it's own;
it's just very difficult to land more than one. The same goes for the last
move in his Evolution attack.

square, square, square, square, square, triangle, triangle: Adds an extra
elemental hit to his Charge 6, can be steered though difficult to do so.


Cao Pi: square, triangle, square: Launches his ice sphere after C2.
square, square, square, triangle, square: Launches his ice sphere after C4.
square, square, square, square, triangle, square: Ice sphere after CS.

square, square, square, square, square, square, triangle, square: Launches
ice sphere after C6.

square x9, traingle: Launches a shadow sphere after Evo. Drains your Musou
gauge like any other attack with the element, unless you are performing your
Musou attack as it explodes.


Pang De: horseback Charge attack varies between forward and backward on
odd and even-numbered amounts of button presses.


Zhou Yu: square, square, square, triangle, optional triangle x1/x2: Adds
one or two elemental hits to C4. Cannot be extended if previous hit doesn't
land on an enemy.

square, optional square x1/x2 while running: Makes dash attack last longer,
adding more hits.


Taishi Ci: square x5, triangle, optional triangle x1/x2: Adds one or two more
thrusts to C6 before giving enemies their frequent flyer miles.


Huang Gai: triangle, triangle, triangle: If done with proper timing, you can
juggle yourself for up to three hits with his bombs.

triangle, triangle(fast input): Throw a bomb. One press normally sets a bomb
where he stands.


Sun Ce: square x5, triangle, option triangle x1/x2: Add extra hits before the
elemental knockback.

Xiao Qiao: triangle, optional triangle x1/x2/x3: Add extra hits, if maximum
number is added an additional unique strike is done.

Zhou Tai: square x5, triangle, triangle(fast input): Makes C6 knock enemies
further back and adds the shadow element, regardless of what orb is or isn't
equipped.

Huang Zhong: triangle, triangle x1/x2/x3/x4: Adds an additional volley of
five arrows for each button press.

Wei Yan: square x5, triangle, optional triangle x1/x2: Adds additional
rotations, plus a spinning swing if maximum number of hits are added.


Yue Ying: triangle, optional triangle x1/x2: Staff stays in place longer for
more hits.

square x5, triangle, optional triangle x1/x2/x3: Adds additional spins before
the final hit.


Guan Ping: square x3, triangle, optional triangle x1/x2/x3: Repeats the
elemental spin up to three times, all spins are identical.

Charge 6: Can be canceled into a Musou attack even while he's airborne.


Xing Cai: square x3, triangle, triangle: Shield is thrown after swing, flying
in a circular path that only hits in front. Has a gap that enemies can be safe
in.

Lu Bu: square x5, triangle, optional triangle x1/x2/x3: Adds extra hits before
the stomp.

Dong Zhuo: triangle, option triangle x1/x2 while airborne: Adds extra stomps.

Zhang Jiao: square x5, triangle, optional triangle x1/x2/x3: Adds more
fireballs.

Meng Huo: triangle, triangle: Runs longer before leapipng.

Zhu Rong: triangle, optional triangle x1/x2: Adds extra kicks, knocks enemies
into the air if maximum number is used.


Zuo Ci: triangle, triangle: Launches ice spehere instead of fire.

square x5, triangle, triangle: Does an elemental stomp after the fire one.


broadsword: triangle, triangle: Second hit is a launcher keeping user on the
ground instead of a leaping, spinning move that knocks enemies away.

rapier: square x5, triangle, optional triangle x1/x2/x3: Adds more pokes
before the elemental thrust.









06F                Have 40 Edit Characters



This is basically an extension of the instant edit character training, and IMO
of much less use as it's implications are much smaller. You can also use the
tricks in conjunction with each other for more of an effect though.


1: Create 10 officers in Edit Mode and save.

2: Start a game in Empire Mode, save at any point.

3: Delete all your officers in Edit Mode and make 10 more. Save them.

4: Start another game in Empire Mode and save at any point, but make sure not
to overwrite your first save.

5: Delete all your officers in Edit Mode and make 10 more, save them too.

6: Start a third game in Empire Mode and save at any point, making sure not to
overwrite either of the other saves.

7: Delete all your officers in Edit Mode and make 10 more for the final time,
save them.


Now each save you have in Empire Mode will have a unique set of edit officers
and you'll have a unique set for Free Mode as well.

...The downside though is that if you start another new game of Empire Mode,
in order to save it you'll have to make a set of edit officers disappear...
There's also the fact that you can only choose from any set of 10 and not all
40 at once, also a major drawback.








06G               Policies Never Fail



This is a strange glitch I don't know why nothing was done about. At the
beginning of every strategy phase, the end result of your policies are
pre-determined. Exploiting this is pretty simple, but explaining it is a
pain!


Essentially, the game draws up 3 branches of possibilities for each policy
that may normally fail when the turn begins that can meet each other.

1: Only that policy is used.
2: That policy is used after different policies that affect it.
3: That policy is used after different policies that DON'T affect it.


An example is absolutely a must with something like this. Let's say you
want to see if you can search for Zhen Ji, an undiscovered officer you want to
hire. Your only options for hiring her are Search Local and Search Wide.
The only officers you'll be able to find with these policies was determined
when the turn began, before you could save so now let's just use some
random officers as examples for each path. This example is hypothetical.

All Search Local:
first: Cheng Wu is discovered, but refuses to join
second: Wu Tugu is discovered and joins
third: Zhen Ji is discovered and joins
fourth: Liu Ye is discovered, but refuses to join
fifth: Ling Tong is discovered, but refuses to join

Well, we snagged her highness Zhen Ji but a few of the less-intelligent
officers thought it a grand idea to ignore you. Let's see if we can't get
them to reconsider.

soft reset, reload:
first order: took Liao Hua's suggestions for Promote Craft+ and Rest
second: Search Local discovered Zhen Ji and she joined
third: Search Local discovered Ling Tong, but he refused to join
fourth: Search Local wasn't able to find any officers
fifth: Search Local wasn't able to find any officers

This time we snagged two officers, but surely we could do better! Now let's
try the third method...

soft reset, reload:
first order: Search Local discovered Cheng Wu, but he refused to join
second: Search Wide discovered Ling Tong, but he refused to join
third: Search Local discovered Jiang Wei, who joined
fourth: Search Wide discovered Fei Yao, who joined
fifth: Search Local wasn't able to find any officers


In short, every time you use a different policy the path of possibilities
is branched off in another direction than if you were to use only that policy
but the possibiliities for a given turn never change even if you turn off the
power to your system.



A bit confusing, isn't it? Ultimately, this is only useful for getting
Zhuge Liang to join in time to unlock the Three Kingdoms movie and related
artwork because it's too impractical and time-consuming for normal use. It's
entirely possible to exploit this so that you never have a policy fail over
the course of your game though, hence the title of this subsection.








06H                Dirty Tricks



There's some miscellaneous dirty tricks you can use to tear apart your enemies
just that much easier as well, ranging from techniques in battles to use to
powerful combinations of policies to bring into battle.

First up, the techniques. (special thanks to Xiahou Mao for the Lu Bu&Zhao Yun
invincibility I somehow missed for so long)



Lu Bu: His Charge 1 makes him invincible, only the boulders at Xi Liang can
stop it before he stomps(even Musou attacks will go *THROUGH* him). When
knocked off your feet, if you press L1 and triangle fast enough it's also
possible to execute his aerial Charge attack at zero altitude(meaning an
instant stomp & knockback!).

Zhao Yun: The same for his Charge 1, except he's vulnerable after he lifts
up his spear.

broadsword edit officer: If you equip the item Dragon Arms, you can make an
endless combo with your aerial Charge attack. Officers will still try to do
a backflip out of it though, so it takes a bit of patience to know how to vary
the delay you allow and the direction of it without ending the combo chain and
still catching an officer when they do a backflip. Even with practice I find
it difficult to endlessly juggle live officers, but crowds of peons are
almost defenseless against this.

rapier edit officer: Equip Art of War, Way of Musou, and True Way of Musou.
Be on the lookout for Liu Chan(item not officer) all the time. If you reach
an officer quick enough and can pull off your True Musou attack without them
blocking it, hold down the circle button. You'll get so many hits at 2x power
that not only will the officer die within seconds but if you hold down the
button until your Musou gauge runs out you'll exceed the game's 255 hit limit
for combos a few times. Not even Lu Bu could survive this on the Chaos
difficulty setting if you have decent stats.

Zhou Tai: He can do the same as a rapier edit officer, except his Musou does
fewer, more powerful srikes in the same amount of time(amounts to the same
amount of damage essentially).

any character with an elemental sphere Charge: If the elemental sphere
touches certain types of walls, it'll explode instantly. This way you can
either make them explode sooner(takes practice) or instantly, depending on
the distance you are from the wall and which direction you face. An example of
walls that cause this are the walls to bases(DW5/XL-style ones), things like
mountains won't affect the spheres. Use this in tandem with a heavy weapon or
Arm Guards for deadly elemental dominance.

Guan Ping: Use his Charge 4 extensions against a wall or with Ice Orb
equipped. You can juggle enemies against a wall with after some practice and
with some luck you can freeze an enemy with the first hit(which makes hits
2-4 deal quadruple the damage than if you were juggling ^_^).

walls and corners: If you're fighting and have pushed an enemy officer into a
wall(or hopefully corner), you can use your character's Charge 4 to knock them
into the wall and they'll be just high enough to catch with another combo as
they fall down from the wall. This is also works with other certain attacks,
depending on the character but is difficult with a heavy weapon.

Meat Bun Sack & Vampire Arms: You might call this combo a healthspring, as it
pretty much promises that you'll be able to find a way to heal yourself
anywhere there are enemies to fight.

Vampires Arms & Parry Scroll: It's an interesting combination for certain.
The downside is that you can't get the effects of both at once, but if your
enemy is really aggressive and tries multiple hits while you're blocking you
can get the +50 health from the first hit and counter one of the next ones!



Now, for the policy combinations I forgot in the first version of the FAQ...


Extend Time x2: If the only thing you care about is more time to fight, equip
two of this policy to give you 35 minutes for defensive battles and a grand
total of 50 minutes for invasions.

Shorten Time x2: The thing to do if you're not confident you'll be able to
protect your main camp for more than 5 minutes, or make an invasion just
that much more difficult with only 20 minutes.

Raze Grounds x2: The health of all enemies will drop down to 25%, making
things quite a bit easier for you(though not necessarily for your allies).
Best used without a delay between them, to minimize recovery time for enemies.

Capture & Raze Grounds: The best way to make use of the Capture policy. After
activating Capture, immediately activate Raze Grounds. With some luck and
skill you may be able to capture multiple officers.

Poison Enemy x2: Reduce troop count for all officers in battle by half. At
times this may be enough to make them go below 1000, allowing them to be
captured. Not suggested for a strong enemy with lots of troops, that's a
waste.

Rally Troops & Demoralize: As long as there is a lot of neutral or allied
terrain, this basically means you *OWN* the map.

Set Ambush & Juggernaut: The only effective way to utilize the policy.
Without juggernauts, your ambush amounts to very little. With juggernauts,
it should be enough to soften up the enemy's main camp a little or get an
officer who's having their way with you off your back.

Set Ambush & Wood Ox: Though highly unusual, it's great in a pinch if you're
at low health and can't get to safety soon enough. Just put one of the Wood
Oxen between yourself and whatever officer(s) is giving you a hard time and
you'll crack it open together: giving you a much-needed powerup.

Charm Enemy & Raze Grounds: This is the perfect way to cut off a supply line
or two without even trying! As long as your own morale is decent, the
defecting base guards will almost suredly conquer at least one base
themselves. Great for stages like Jiang Ling where the loss of one base means
the overwhelming majority of the map is under your control...

Slow March & Neutral Start: Activate Slow March at the very start of the stage
and you'll be able to conquer quite a bit of the map without resistance. Use
in tandem with Red Hare Harness and Unicorn Hoof then you'll be able to
control most of the map before the enemy can capture more than two bases.

Force March & Juggernaut: A real nightmare to face in battle. Depending on
how they're moving those monsters may move fast enough to give Red Hare a
run for it's money.




And the last dirty tricks, things to do outside of battle.


abuse alliances: Having an alliance with someone only means that neither of
you will invade the other until the alliance ends. Now there are a couple ways
to take advantage of this. The first is simply to prevent your allies from
gaining any additional territory; always choose Help Ally when an ally attacks
an ally and fight for them to get a reward and soften up both of your allies!
If it's allies each with only a single territory fighting, the only way to
hurt them both is to choose Joint Attack and then retreat from the battle.
The second way to exploit alliances is to allow yourself time to build up
your strength in preparation to attack one of them(keep choosing Help Ally
also to give you that much more spending money and soften up both sides).
Is it dishonorable to harm your allies? Of course. But one must remember it's
just a game and the goal of the game is to control the entire land!

Hard March & annex: If you have the annex option set to Ruler and can use the
Hard March policy, you can acquire several territories at once simply by
skipping puny border disputes and charging straight for an enemy's capitol.
It's also possible to increase your number of territories from 1 to 25(all)
in a single battle this way if the entirety of the map except your territory
is controlled by a single force. One of the most devilish tricks out there.

Invite Attack & officer death: If you have officer death enabled, you can
really weaken an enemy force by making them invade you, capturing their
officers, and executing all of them that don't join you. Combine with the
Capture or Poison Enemy policies for even greater effect. If a force is down
to a single officer and you execute them, they're wiped out but their
territories all become neutral! On the downside though, neutral territories
still interfere with your trade routes...

proper use of Surrender: The vast majority of the time, this policy will not
succeed. For best results, hire as many officers as possible, give them a full
troop count(20,000), max out the defense of your territories, and station 6
officers on every territory bordering the enemy/ally you wish to surrender.
The fewer territories&officers&troops they have, the better. Most of the time
I've found it's difficult to get an enemy to surrender unless you have over a
million troops(1,000,000). It's definitely possible to get an enemy to
surrender with much less, but I wouldn't suggest wasting an order on the policy
without a few hundred thousand troops stationed at your target's doorstep :P
If you have a massive enough advantage, it's also possible to have multiple
surrenders in a single turn.







06I              My Save!



As you may or may not have noticed, I uploaded my own personal save of DW5E to
GameFAQs in MaxDrive format. Unfortunately it isn't really possible to fit
every bit of data about it in just 300 characters, so an entire subsection
devoted to it in my FAQ seemed like the easiest way to get the data to those
curious about it.


First off, you can find it at:

http://db.gamefaqs.com/console/ps2/save/dynasty_warriors_5_emp_a.max

That's a link directly to the file itself. Now about what's in that file...




The following is unlocked in my save:

-all 200 pieces of artwork
-all 15 CGI movies from DW5
-all pieces of edit officer clothing
-all 6 scenarios in Empire Mode
-all 250 regular&generic officers
-all 4 costumes for each regular officer
-all regular and edit officers at rank MAX
-all 5 special battles for Free Mode
-all 212 weapons for Free Mode
-all 6 harness items
-all 4 elemental orb items
-all 10 upgradable items at +20
-all 22 other items
-all 75 policies
-all 34 Ending Edit scenes
-10 of my own original officers at max stats


I have upgraded some third weapons to a decent point in that save as well.
They are:

Dragon Spear(Zhao Yun):
Power: 31
Weight: Light
Evo: yes
Life +20
Defense +20
Attack +20
Luck +20
Charge +20


Kirin Blade(Xiahou Dun/Max):
Power: 40
Weight: Light
Evo: yes
Fill +17
Luck +20
Speed +20
Attack +20
Musou +19


Sky Piercer(Lu Bu/Sol):
Power: 39
Weight: Heavy
Evo: yes
Charge +20
Attack +20
Luck +20
Defense +20
Life +20


Blue Wyvern(Zhang Liao):
Power: 24
Weight: Heavy
Evo: yes
Luck +5
Speed +12
Life +10
Charge +12
Bow +3


River Master(Gan Ning/Wvlf):
Power: 38
Weight: Heavy
Evo: yes
Defense +19
Life +20
Charge +20
Attack +20
Luck +20


Double Star(Wei Yan/Blaec):
Power: 33
Weight: Heavy
Evo: yes
Luck +20
Charge +17
Life +20
Attack +20
Defense +20


Crane(Cao Ren):
Power: 22
Weight: Light
Evo: yes
Attack +20
Luck +20
Defense +20
Bow +20
Life +20


Dawn(Zhou Tai):
Power: 33
Weight: Light
Evo: yes
Luck +20
Speed +20
Attack +20
Life +19
Musou +12


Horizon(Yue Ying):
Power: 39
Weight: Light
Evo: no
Defense +17
Attack +16
Luck +19
Speed +8
Fill +14


Pure Havoc(Cao Pi/Mary):
Power: 37
Weight: Light
Evo: yes
Attack +19
Charge +13
Defense +12
Life +19
Luck +14


Pole Axe(Pang De):
Power: 12
Weight: Medium
Evo: no
Defense +20
Charge +18
Life +20
Horse +19
Luck +17


Flying Dragon(Guan Ping/Rachel):
Power: 40
Weight: Light
Evo: yes
Attack +17
Luck +12
Bow +20
Life +16
Defense +19


Sacred Light(Xing Cai/Amy):
Power: 40
Weight: Heavy
Evo: yes
Life +20
Attack +19
Bow +19
Defense +20
Luck +20


Crane Deck(Zuo Ci):
Power: 36
Weight: Heavy
Evo: yes
Luck +16
Defense +18
Speed +20
Life +12
Charge +19


Holy Avenger(Scott):
Power: 31
Weight: Light
Evo: yes
Charge +20
Attack +17
Luck +20
Defense +20
Life +20


Celestial Blade(Annabelle):
Power: 30
Weight: Medium
Evo: no
Defense +15
Musou +13
Bow +13
Speed +10
Luck +11






Not only have I customized my weapons, but I also kept in my personal edit
officers.


Slot 1:
Name: Max
Gender: male
Face: 1
Hair: 2
Body: -15 height, -15 width
Appearance:
 head: nothing
 torso: Light Armor(white)
 legs: Jerkin(yellow)
Motion: Xiahou Dun
Voice: Passionate
Skill: Speed
Troops: purple
AI Orb: Light
 Notes: All about speed and Musou Rage. Check his default equipment in Free
Mode!



Slot 2:
Name: Amy
Gender: female
Face: 1
Hair: 2
Body: -7 height, -15 width
Appearance:
 head: Dancer's Robe(white)
 torso: Heavy Armor(blue)
 legs: Cloth Dress(white)
Motion: Xing Cai
Voice: Innocent
Skill: Defend
Troops: blue
AI Orb: Shadow
Policies: Neutral Start, Slow March, Cause Uprising
 Notes: Switched back and forth between Cai's and Ren's motions...hence Crane.



Slot 3:
Name: Scott
Gender: male
Face: 4
Hair: 1
Body: +15 height, +15 width
Appearance:
 head: nothing
 torso: Heavy Armor(white)
 legs: Light Armor(white)
Motion: braodsword
Voice: passionate
Skill: Defend
Troops: green
AI Orb: Shadow
Policies: Blockade, Cause Revolt, Capture



Slot 4:
Name: Rachel
Gender: female
Face: 2
Hair: 3
Body: 0 height, -15 width
Appearance:
 head: nothing
 torso: Sacred Gown(white)
 legs: Maiden Armor(red)
Motion: Guan Ping
Voice: Relaxed
Skill: Rush
Troops: blue
AI Orb: Shadow
Policies: Local Aid
 Notes: All about The People. Meant to have Rally as a skill...



Slot 5:
Name: Sol
Gender: male
Face: 3
Hair: 6
Body: +15 height, +15 wdith
Appearance:
 head: nothing
 torso: Demon's Armor(white)
 legs: Demon's Armor(white)
Motion: Lu Bu
Voice: Heroic
Skill: Assault
Troops: red
AI Orb: Ice
Policies: Raze Grounds
  Notes: Your standard evil-conqueror kind of guy. He *WILL* use Raze Grounds
when you play against him in Empire Mode, so watch out.



Slot 6:
Name: Blaec
Gender: male
Face: 8
Hair: 9
Body: +15 height, +15 width
Appearance:
 head: nothing
 torso: Leather Jerkin(blue)
 legs: Leather Jerkin(yellow)
Motion: Wei Yan
Voice: Heroic
Skill: Assault
Troops: white
AI Orb: Shadow
Policies: Slow march, Demoralize
  Notes: Don't think of him a man so much as a black wind of death.



Slot 7:
Name: Mary
Gender: female
Face: 7
Hair: 10
Body: height +15, width -15
Appearance:
 head: Sorceress Gown(white)
 torso: Sorceress Gown(red)
 legs: Sacred Gown(red)
Motion: Zhang He
Voice: Relaxed
Skill: Rally
Troops: blue
AI Orb: Fire
Policies: Entice Enemy
  Notes: Meant to seduce enemies into switching sides...Still haven't seen the
AI actually use Entice Enemy successfully though :/  I had her with the wrong
thing on her head for a little bit so in the Empire Mode saves it's not the
same. Originally I had her with Zhang He's motion, then switch to Cao Pi's
for some time before realizing all over again Zhang He's suits her better.


Slot 8:
Name: Annabelle
Gender: female
Face: 2
Hair: 9
Body: height +15, 0 width
Appearance:
 head: Maiden Armor(yellow)
 torso: Maiden Armor(yellow)
 legs: Maiden Armor(yellow)
Motion: rapier
Voice: Spirited
Skill: Fire
Troops: red
AI Orb: Ice
Policies: Armor Troops
  Notes: Always brings her crack platoon of elite troops(Armor Troops).


Slot 9:
Name: Gladius
Gender: female
Face: 4
Hair: 1
Body: +15 height, -15 width
Appearance:
 head: nothing
 torso: Nanman Dress(white)
 legs: Nanman Dress(blue
Motion: Meng Huo
Voice: Spirited
Skill: Rally
Troops: blue
AI Orb: Fire
Policies: Poison Enemy



Slot 10:
Name: Wvlf
Gender: male
Face: 7
Hair: 2
Body: 0 height, -15 width
Appearance:
 head: nothing
 torso: Fur Skin(white)
 legs: Fur Skin(white)
Motion: Gan Ning
Voice: Calm
Skill: Fire
Troops: white
AI Orb: Shadow
Policies: Beastmaster
  Notes: Who doesn't want to be a barbarian? A shame he can't use Nanman
troops normally, but if you fight against him he will bring along the next
best thing...





Lastly, you also have access to three unique saves of Empire Mode in different
condtions:


   Save 1:
Ruler: Rachel
scenario: Yellow Turban Rebellion
Commander: Scott
Strategist: Amy

Notes: When you load this, all you can do is go to the next turn. And when
you do that...Hahaha, well that's a surprise. It's a happy one though.


   Save 2:
Ruler: Sol(evil Emperor)
scenario: Yellow Turban Rebellion
Commander: Blaec
Strategist: Mary

Notes: You're evil Emperor and you can do whatever you want now. Might I
suggest invading every territory remaining and burning them to the ground?


   Save 3:
Ruler: Wvlf
scenario: Yellow Turban Rebellion
Command: Zuo Ci
Strategist: Gladius

Notes: Your good/evil rating is neutral and roughly half the land is under
your control. 






\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//////////////////////////////////////
07A                 Credit & Links


And now we're nearing the end...But don't fret! I'm leaving you with a little
present in the form of an onslaught of links, both official and awesome
fansites! ...Well, I've only bothered with English fansites really so
the only non-English sites here are official links. But that'll change,
I swear! ...I just need to learn Japanese, then Chinese so I can read the
officer and province names...But that'll happen within the next twelve seconds
I promise!

Much like my last FAQ, I really don't know why I was so compelled to add all
these links(particularly since not all of these will be too useful...).
Oh well.

Also, it should be noted that I have nothing to do with any of these sites.
Their content, quality, and URL may change at any time: it isn't my
responsibility for keeping these up to date but I do make efforts to check
before every update(thus removing/correcting links as I see fit).







07B                 Contributions


Shdwrlm3: For the note that new policies can be acquired via Delegate.

Xiahou Mao: For the extra invincibility Lu Bu and Zhao Yun get on their
Charge 1 attacks.

donthatemalek: His was the first FAQ for the game, which was released not too
long after it's American release. It was a great place to start, but I was so
hoping he'd update it(in which event I wouldn't have written this :P).






07C                 Links(English)


http://www.gamefaqs.com

Gotta show some love for GameFAQs!




http://www.gamespot.com

Likewise for GameSpot!





http://www.cnet.com

Gotta give it up for these guys, they're responsible for helping to keep
both GameFAQs and GameSpot around the past couple of years.




http://fan.crystal-kiss.net/xingcai/

The Xing Cai fanlisting. Guess which FAQer is listed.



http://divine.comedy.free.fr/ganning/

The Gan Ning fanlisting. Guess which FAQer is one of only a few listed.



http://www.lovelovesugar.com/vash/

The Vash the Stampede fanlisting. What, you actually thought I wouldn't show
some love for my idol?





http://koeiwarriors.simgames.net

Koei Warriors, a fansite with quite a good bit of content for all of Koei's
signature tactical action and ROTK games, as well as some non-Koei games.




http://www.yueying.net

The Dynasty Warriors Character Guide, a fansite with an excellent collection
of both official and fan art plus just about anything else you'd want for all
the series' characters.



http://www.kongming.net

Kongming's Archives, an informative fansite with extensive information on
DW games, ROTK games, and info on the novel itself.








07D                Links(non-English)

(none at current)







07E                Links(official)



http://www.koei.com

Koei's main, English site.



http://www.koei.com/launch/DW3/index.htm

Koei's English DW3 site.



http://www.koei.com/launch/xtreme_legends/index.htm

Koei's English DW3XL site.



http://www.koei.com/launch/DW4/index.htm

Koei's English DW4 site. Don't dis great games, people ^_^



http://www.koei.com/4xl/

Koei's English DW4XL site.



http://www.koei.com/launch/DW4E/index.htm

Official site for DW4E, the real predecessor of DW5E.



http://www.koei.com/launch/dw5/index.htm

Official site for DW5.


http://www.koei.com/dW5XL/

Official(American&European) site for DW5XL.



http://www.koei.com/launch/dw5_empires/

Official site for DW5E...which is sadly of less use than the others.





http://www.koei.co.jp

Koei's main, Japanese site.



http://www.gamecity.ne.jp

GameCity, a Koei Japan site for their games. Most of the subsites are
identical to the English counterparts at Koei USA's site.



http://www.gamecity.ne.jp/smusou2

Official site for Shin Sangoku Musou 2(DW3 in Japan).



http://www.gamecity.ne.jp/smusou2m/

Official site for SSM 2 Mushouden(DW3XL in Japan).




http://www.gamecity.ne.jp/smusou3/

Official site for SSM 3(DW4 in Japan).


http://www.gamecity.ne.jp/products/products/ee/new/smusou3m/

Official site for SSM3M(DW4XL in Japan).



http://www.gamecity.ne.jp/products/products/ee/new/smusou3e/

Official site for SSM3 Empires(DW4E in Japan).


http://www.gamecity.ne.jp/smusou4/

Official site for SSM4(DW5 in Japan).


http://www.gamecity.ne.jp/smusou4m/

Official site for SSM4M(DW5XL in Japan).



http://www.gamecity.ne.jp/smusou4e/

Official site for SSM4E(DW5E in Japan).






\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//////////////////////////////////////
08A                        Contact Info



First of all...

PLEASE READ THE REST OF THE FAQ BEFORE WRITING ME FOR HELP!

I like helping out as much as the next guy, but unfortunately I only have but
so much time to spend with that a day(and I've also developed the habit of
slacking off in the weekends finally like most folks my age do XD). If you
need help with something that isn't covered in this FAQ, please refer to the
DW5E board at GameFAQs/GameSpot or inquire at a board of a fansite.

If you absolutely can't get help anywhere else, you can consider emailing me
about it. I try to answer all mail I receive, but as stated before I can't
spend an infinite amount of time on helping every single person that plays the
game.


If you absolutely, positively can't get help elsewhere or have a useful
contribution you'd like to make to this FAQ, you can drop me a line. Try to
make your subject as clear and to the point as possible, including "DW5E" in
the subject line is suggested.

randomchaos13 <at] aol {dot) com


An immediate reply shouldn't be expected in any circumstances. If you doubt
that I've received your mail, please wait at least a week before deciding I
haven't. Older unread mails take priority over newer ones, so please have
some patience.


Also, it is entirely possible you won't receieve a reply to your mail at all.
There's a few possible scenarios for this:

-the AI in my antispam software mistook your mail as spam
-the AI in your antispam software mistook my mail as spam
-the mail was lost


Lastly, I will *NOT* reply to hate mail under any circumstances. Send me hate
mail and not only will you be blocked, I'm sure no one would mind if your ISP
is informed about it as well(sending hate mail is considered a major terms
of service breach and to a lot of ISPs is reason enough to ban you from their
service: harassment and stalking in any form are also ILLEGAL actions taken
quite seriously by authorities).


Examples shouldn't be necessary. You'll know before you even start typing
whether or not you're writing with ill intent. Just use common sense, that's
all I ask.




\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//////////////////////////////////////
09A             Copyright/Legal Info


This document is copyright 2006 Josh Patterson. This may be not be reproduced
under any circumstances except for personal, private use. It may not be placed
on any web site or otherwise distributed publicly without express written
permission. Use of this guide on any other web site or as a part of any public
display is strictly prohibited and a violation of copyright.

"Dynasty Warriors", "Sangoku Musou", and all original designs are copyrights
of Koei.


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//////////////////////////////////////