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      Shin       | oooooooooooooooooooooooooooo;###                       o##;|
     Sangoku     |                             ;###           8##;;OoO0   ####|
      Musou      |                            o####           8###0  ;#o O####|
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        2        |                       o    ##### O;O   8;o  ###O  0    0###|
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  Version 0.940  |                            o#### O###0 0###  ;#####o   0###|
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       By        |          OOOOOOOOOOO  o;O  8;;  0#oO     o#o0     o###;#o  |
  Jeff "CJayC"   |  0OoooooooooooooooO  ;O OOOO;;0oo0  ;0 0oO          OoO    |
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    Copyright    |     O##oo          ;   OOo;OOO;#oOO  OO              O @   |
  2000 Koei Co.  |     ;####           oO  O;O     o;O o  00     0OOo0o##o#o  |
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  This document  |  ;####;  o##O  ###   ###;8;O  O      oO  0O   #0     0####O|
    Copyright    |  o O##;  o##O  ###   ###O  o;0       0 O;#@   o;     ;####O|
      2000       |    O##;  o##O  ###   ###O O## O;    0;###o    o#    O####; |
   Jeff Veasey   |    O##;  ;##o 0###0 O###Oo#;oO0   OO;####o     #o   #####O |
                 |  OOo####o;###############O        ;######      ;#   #####  |
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-------------------------------------------------------------------------------
Until Version 1.0, this document is exclusive to GameFAQs (www.gamefaqs.com).
Unauthorized use, copying, or distribution of this document is a violation
of copyright law.
-------------------------------------------------------------------------------
TABLE OF CONTENTS
  I.    Introduction and Version History
  II.   Basic Controls
  III.  Basic Gameplay
  IV.   Items and Enemies
  V.    Character Profiles
  VI.   Gameplay Tips
  VII.  Level Walkthroughs
  VIII. Game Secrets
  IX.   Administrivia
-------------------------------------------------------------------------------

  I.    Introduction and Version History

                           Shin: True, real, genuine
                            Sangoku: Three Kingdoms
                           Musou: Unequaled, peerless

Shin Sangoku Musou, a.k.a. Dynasty Warriors 2, is the follow-up to Koei's 1997
PlayStation fighting game Sangoku Musou (Dynasty Warriors in the US and 
Europe).  While the first title was a 1-on-1 3D fighting title, the sequel is
more akin to a beat-'em-up along the lines of Final Fight using characters from
Chinese history.  However, there's much more to the game than just running 
around and attacking the enemy soldiers, as your character is just one general
in a battle involving literally thousands of soldiers, fighting both against
you and with you.  You cannot defeat the enemy army alone, but you must rely
on the forces aligned with you to help overcome the enemy forces.

Shin Sangoku Musou is based on "San Goku Shi", better known in English as "The
Romance of the Three Kingdoms".  An epic tale based on Chinese history between
220 and 280 A.D., the story is a factual account (with some embellishments) of
three kingdoms fighting for control of China at the end of the Han Dynasty.

For more historical information about the characters and battles waged during
this period, try these sites:
  http://www.threekingdoms.com
    Contains the translated text of the original epic story.
  http://www.3kingdoms.net
    Contains additional historical background and information
  http://www.undergrad.math.uwaterloo.ca/~tcchiang/
    Contains in-depth descriptions of many of the personae of the time.
  http://www.geocities.com/Tokyo/Garden/2744/Frames.html
    Another great Three Kingdoms site, focusing mainly on the characters.

--Version History--
V0.10  (08/14/00) through V0.80 (08/21/00): 
                   First thirteen releases, comprising of all level 
                   walkthroughs, most gameplay sections, and character profiles 
                   for the first 21 playable characters.
V0.82  (08/28/00): Verified Zhuge Liang and Lue Bu unlocks, added a bit more 
                   strategy and tips.
V0.85  (08/29/00): Started adding character notes (3), plus information about
                   combo bonuses and the Musou Arrow Barrage.
V0.86  (08/30/00): Added 1 character profile, confirmed Liu Bei unlock, and
                   added a few extra hints and tips along the way.
V0.87  (09/04/00): Added a few more profiles, Sima Yi's description.
V0.88  (09/12/00): Added first known button code, thanks to weapon.org.
V0.89  (09/14/00): Corrected information about combo power-ups, 2 more profiles,
                   and a second button code, thanks to Mr. Elf!
V0.90  (09/15/00): Confirmed standard Edit Mode unlock; you don't have to 
                   complete the game with every character after all...
V0.91  (09/17/00): Added map, general, and event list for Yellow Turban.  Added
                   final 3 general profiles, notes for all but eight generals.
V0.92  (09/18/00): Added map, general, and event list for Hualo Guan. 2/8 done.
V0.93  (09/22/00): Added a new button code, thanks to John Lee.
V0.935 (09/22/00): Added another button code (thanks to flyingsun), partially
                   completed the map for Guan Du (missing General item drops).
V0.940 (10/23/00): After some time off, began the "Americanization" of the
                   guide using text from the game CD.  Amazingly enough, I'm
                   finding that the large majority of my translations were
                   correct!

Plans for V0.95-1.00: Remaining 6 stage maps, general and event lists
                      Remaining 8 character notes
                      Remaining (currently unknown) button codes
                      Complete English Translations

-------------------------------------------------------------------------------

  II.   Basic Controls

--D-Pad--
  8-way character movement

--Left Analog Stick--
  Full analog character movement

--X Button--
  Jump
  Mount horse (when standing next to a horse)
  Dismount horse (when on a horse and at a stop)

--Square Button--
  Regular attack (repeat up to 4 times for a combo attack)

--Triangle Button--
  Charge attack

--Circle Button--
  Charge Musou gauge
  Musou attack (when Musou gauge is full)

--L1 Button--
  Guard 
  Strafing (when used with D-Pad or Left Stick)

--L2 Button--
  Enemy/escort health gauge toggle (on/off)

--R1 Button--
  Archer mode (D-Pad or Left Stick to aim, any attack button to fire)  

--R2 Button--
  Map toggle (overview/closeup)

--Start Button--
  Pause Game/Map Screen
  Skip Event/FMV screens

--R1 + R2 + L1 + L2 + Select + Start--
  Reset the game back to the main menu (from anywhere)


-------------------------------------------------------------------------------

  III.  Basic Gameplay

--Regular Attacks and Combos--
  Each character is equipped with a basic attack that can be repeated up to
four times in succession to attack an enemy.  Each character's attack style
is different, so some characters may benefit from not using all four hits in
a combo, depending on the battle situation.
  The only thing similar among all characters is that the fourth hit in a 
regular combo is always a knockdown move.  Keep this in mind when fighting 
enemy generals, who will heal up when they're knocked over.

--Charge Attacks--
  The charge attack is preceeded by a second of power-up time, during which
a yellow glow surrounds the character's weapon.  During this time, a 
character is vulnerable to attack, and getting hit by a strong attack can 
interrupt the charge animation and put and end to the move.
  Charge attacks can be used by themselves or as the last hit in a combo of 
regular attacks.  When used alone, a charge attack usually hits in a wide range
and can be used to clear out a large number of enemies.  When used as the 
second, third, or fourth hit of a combo, the charge animation is slightly
shorter, and the type of attack varies depending on where in the combo the
charge attack was used.
  Enemy characters can also use charge attacks, so be careful!  They also show
the same yellow charge-up glow, during which they are vulnerable to attack as
you would be.
  Each character's charge attacks vary widely, but they share similar 
characteristics:
* A non-combo charge attack is usually a sweeping knockdown attack, which will
  clear out a good group of enemies to the front.
* When a charge attack is used as the second hit in a combo, it's almost always
  an uppercut attack which will send a struck enemy flying up into the air. If
  your character is fast enough, you should be able to juggle them for a few
  extra hits.
* When a charge attack is used as the third hit in a combo, it's generally a 
  dizzying attack.  Any enemies struck are left dizzy for several seconds, open
  to attack.
* When a charge attack is used as the fourth hit in a combo, it's always a
  strong knockdown attack.

--Musou Gauge and Musou Attacks--
  At the bottom of the screen underneath the main character's life gauge is the
Musou gauge.  The Musou gauge can be charged by holding down the circle button,
but during this time the character cannot move, attack, or defend.  Luckily,
the Musou gauge is automatically filled when your character causes damage to
enemies or takes damage from them.  When the Musou gauge is full, a sound will
be played to let you know that a Musou attack can be performed.
  A Musou attack can be performed only when the Musou gauge is full.  There is
a second-long power-up frame, but all time stops during this frame.  After the
power-up, your character will unleash a strong attack, usually taking out
enemies in a full 360-degree radius, striking many more than once.  Your 
character can be hit out of a Musou attack, but only by another Musou attack.
  A tap of the circle button will unleash a "standard" Musou attack that will
use up about 75% of the Musou gauge.  By holding down the circle button, the
Musou attack will continue with more swings, and will eventually use up the
entire gauge.
  When battling against "named" enemies (other Generals or Guards), a standard
Musou attack will only hit once.  Normal enemies may be struck more than once 
in a single Musou attack.  If you hold down the Musou button, you can strike
a named enemy multiple times (as many as 9 or 10 times, depending on the
character you are using).  You can slightly control your character during a
Musou attack, allowing you to follow a particular enemy and strike them 
repeatedly.
  Enemy generals also have Musou attacks, and they can be extremely deadly as
well.  There is no "charge-up" warning for an enemy's attack, but they will
rarely use them against you except as counters to your own Musou attacks.
  When your health gauge falls into the red, your Musou gauge will begin 
recharging constantly.

--Guarding--
  You can always guard from enemy attacks by holding the R1 button.  This will
protect you from any kind of frontal attack (including charge and Musou moves),
but leave you weak to enemies from behind.  Strong attacks against your guard
can break your guard momentarily, leaving you open to attack.
  Enemies also have the ability to guard, but it's possible to break their
guard with a strong attack.  Alternatively, you can try to move behind them and
strike from behind.

--Strafing and Resetting the Camera--
  Holding the R1 button while moving the D-Pad allows you to "strafe", moving
side-to-side while looking in the same direction.
  During a heated battle, it's easy for the camera to be pointing the wrong
direction when you turn around quickly, so a quick tap of the R1 button can
set the camera behind your character again as well.

--Jumping--
  To jump, simply press the X button.  You can attack normally while in 
mid-air, but you cannot attack more than once.  You will also have a very short
pause after landing from a jump during which time you are vulnerable to 
attack.
  Jumps can be used to leap off of high walls or raised areas to a lower
level without damage to your character, and they can be used to jump up small
inclines without running over to the nearby stairs.  Jumping attacks are also 
the most effective way to knock an enemy general from his horse.

--Horses--
  Over the course of the game, you will undoubtedly come across enemy generals
riding on horses, and you will even begin some levels already mounted on your
steed.  
  To get on a horse, simply walk up to its side, stand still, and press the X
button to climb on top.  To dismount, press the X button whenever you are at a
standstill.  While mounted, you can move in a normal manner using the D-Pad or
Left Analog Stick, and attack with both the regular and charge attack buttons.
  Your horse also acts as a weapon when in full gallop, running over enemy as
well as your own soldiers, and it can cause quite a bit of damage.  When a 
horse is about to strike a character with more power than you, however, it will 
stop and rear back, leaving you vulnerable.  With weak characters, you'll find
it hard to run down generals and their escorts at almost any stage of the game.
Note that soldiers killed by a horse are not added in your KO Count.
  When confronting an enemy general on a horse, there are two ways to knock 
him off.  Either jump and attack in mid-air, or use an overhead-style or rising
attack that will hit the mounted soldier.
  Horses will disappear from the field of play if you move too far away from
them.  You can travel much faster on a horse, so having one handy is always a
good idea.

--Archery--
  Your character is always equipped with a bow, and arrows can be found either
in boxes or on the bodies of Archer leaders.  To use your bow and arrow, hold
down the R1 button and press an attack button to fire.
  The square button fires a normal arrow, the triangle button will fire a
charged arrow (with higher power but less accuracy), and the circle button will
fire a single Musou arrow (with a full Musou gauge), which is very powerful and 
accurate.  A normal arrow takes time to fly, but charged and Musou arrows will
hit instantly.
  Holding down the circle button with a full Musou charge will unleash a 
Musou Arrow Barrage.  This will fire arrows until your Musou meter runs out.
This attack can take down practically any general or leader (yes, even Cao
Cao) in one attack, assuming your arrows hit.
  Shooting arrows at ground troops while on the ground is usually ineffective, 
as they can charge you and attack much more quickly than you can hit them.
Moving targets are especially hard to hit, and many soldiers will begin running
after the first arrow hits them or a comrade of theirs.  Enemy generals will
usually leave the area after being struck with an arrow, making your attack
against them fairly useless (unless it's a Musou).
  Arrows are the only way to take out archers in the higher towers, however,
and sniping enemies from a nearby wall can give you a good advantage before
jumping down for an attack.
  The number of arrows you have is displayed just above your health gauge at
the bottom of the screen.  You may carry up to a maximum of 99 arrows.

--Dizziness--
  Certain attacks from enemies and playable characters can leave a soldier
dizzy.  A dizzy enemy is open for attack, although the first hit will always
knock them down, making it hard to pull off long combos against them.
  If you are knocked dizzy by an enemy, hit the four buttons quickly and 
repeatedly to shake yourself out faster.  While dizzy, you are wide open to 
any attacks, and enemy soldiers will sense this.

--Locked Weapons--
  Sometimes when attacking enemy generals, guards, or other high-ranking 
soldiers, you will lock weapons with them.  During this time, the camera will
rotate around the two of you and sparks will fly from your weapons.  
  To overpower the enemy, hit the square and triangle buttons as quickly as
possible.  If you overpower the enemy, he will be knocked back and vulnerable
for a split second (in the guard break animation), leaving you a great chance
to attack.  Unfortunately, the inverse is also true.
  An alternate animation also occurs on occasion where you and the enemy you
attacked will trade a quick series of blows, clashing weapons each time.  This
animation ends fairly suddendly, so be prepared to resume the attack quickly.

--KO Count--
  In the bottom right-hand corner of the screen is your KO count, which tallies
the number of enemies you have dispatched.  Only enemies that you deliver the
final blow to with one of your weapons (melee or arrow) are counted here.

--Combo Counter--
  Whenever you are able to deliver more than four successive hits against an
enemy, a combo counter will appear in the upper-left corner of the screen to
track the current combo count.
  Combos are actually imporant to the game, as they increase the power of the
bonuses you pick up when defeating enemies.  Normal enemies will only drop
temporary items (such as life-ups and additional arrows), but generals and
gate guards that normally drop Attack +1 or Defense +1 items will drop +2 items
instead.  This trick unfortunately doesn't work on higher-powered generals, but
it's still nice to have.  The magic combo number is eight (according to Koei's
web page) to either upgrade a dropped +1 item or to get a normal item from a 
regular soldier.

--Health Gauge--
  Your health gauge is displayed in the lower-left corner of the screen as the
upper bar (right above the Musou gauge).  While colored blue, you have more 
than 50% of your health remaining.  Yellow means that you have less than half
of your total health, and red means that you have less than a quarter of your
health left.  While your health bar is in the red, your Musou gauge will 
constantly recharge.
  The only way to increase health is to pick up meat pies, which are found
in pots and dropped by certain enemy soldiers.  If your health runs out, your
character is killed and the game is over.

--Enemy Information--
  Each time you attack an enemy or are attacked by one, an enemy information
bar appears in the upper-left hand corner of the screen.  This bar shows the
enemy's health gauge, a small picture, their general, and their name.  The  
morale of a general's troops is shown by the number of stars displayed in the 
bar, up to a maximum of 8.  Also in this area is a yellow bar which is the 
enemy's level within that "star" level.  When a bar is filled, the number of 
stars increases by one.  As an enemy general kills your soldiers, the bar (and 
stars) increase, and as he loses soldiers, the bar (and stars) decrease.
  The morale of a general and that general's troops determine their 
aggressiveness.  Under two stars, troops (and generals) will retreat and fight 
back less often.  This morale level will directly affect how easy it is to kill
an enemy general, as one with his back turned to you will be much easier to put
away.
  
--Morale--
  In the upper-right corner of the screen is the Morale gauge.  At the 
beginning of each battle, morale will be slightly tipped in your enemy's favor.
Morale determines the fighting ability of the soldiers in your army, as well
as the tendency for your generals to lead attacks into the enemy.  High morale
ensures your army will be on the offensive, but with low morale your fellow
soldiers and generals will attack more cautiously.  With very high morale, the
enemy will begin to retreat, but with very low morale, your army will fall 
apart as well.
  Morale is determined by the state of the generals on the field of battle.
As you defeat enemy generals, morale improves, and as your own generals fall,
morale does as well.  To quickly swing the tide of battle in your favor, hunt
down enemy generals and kill them!

--Escorts--
  At the beginning of each battle, you are granted between two and eight 
escorts to fight alongside you.  Your escorts are always "named", and will
follow you as you battle through each stage.  Your escorts have the ability to
"catch up" to you very quickly if you leave them behind, even if you're on
horseback.
  The health of your escorts is very important, because once they're gone,
you may find yourself with no support as you charge ahead into battle.  Your 
escorts heal up when you pick up meat buns (even if your own health is full),
so keep an eye on their health bars.
  Your escorts increase in power and number at the end of each stage, where your
points are tallied up.  The more points you have, the better the upgrade.

--Maps and the Pause Screen--
  There are two kinds of maps available to you on the game screen as well as 
the Pause Screen.  The first map, the stage overview, shows you the entire
stage at once.  On this map, your army's units are represented by blue dots,
the enemy's are in red, and points of conflict are flashing yellow.  Your 
leader is shown in flashing light blue, and the enemy's leader is flashing
pink.  Events are shown on the stage overview with pulsing white circles.
Your character is shown by a green triangle, with the long tip of the triangle
pointing in the direction your character is facing.
  The second map (which can be toggled with the R2 button) shows a close-up
of your current surroundings.  Enemy soldiers are in red, your soldiers are in
blue, enemy generals and guards flash pink, allied generals and guards flash
light blue, and your escorts are shown as green dots.  Again, your character
is a green triangle.  When events occur during the stage, the stage overview
map will be shown momentarily if your are in the close-up view.
  Finally, by pressing the pause button, you will be shown the stage map while
the game is paused.  Allied generals are shown as blue blocks, enemies as red.
Each side's leader is represented by a slighly bigger block, and your general
is once again a green triangle.  New on this map are reinforcement entry 
points, denoted by appropriately colored arrows.
  On the pause map, the options are, from top to bottom, Story, Leaders,
Allied Generals, Enemy Generals, Player Status, and Return/Begin battle.

--Reinforcement Entry Points--
  Reinforcements for either side come into the scene through entry points,
denoted by colored arrows on the pause map.  New enemies will come through
these gates outside the playing stage while the entry point is open, and
your character cannot go outside of these gates.
  Entry points will remain open as long as the commander stationed there 
(marked with four Kanji above his head) remains alive.

--Doors and Drawbridges--
  Doors and drawbridges block off soldiers from passing through to the next
area of a level until the guard or general protecting that door or drawbridge
is defeated.  Once this happens, an event screen will be shown with the opening
of the area to the enemy.  

--Events--
  During each stage, certain events occur when certain points on the map are
reached either by your character or soldiers in your army.  These events show
certain new attacks by the enemy, new enemy or allied reinforcements, or other
occurrences.  
  Each time you meet an important enemy general, you will be shown an event
screen introducing him/her, and whenever you defeat one, the same thing may
happen.
  Additionally, the opening of doors and drawbridges are always shown with an
event screen.
  You can bypass any event you feel is taking too long by pressing the Start
button.

--Win/Lose Conditions--
  Each stage has a very simple set of conditions to win or lose a battle. To
win, you must defeat the enemy leader.  This either means that you must KO him,
or he retreats from the battle. There are three different ways to lose a 
battle, however: if your character is killed, if your leader is killed, or if 
you run out of time (100 minutes).


-------------------------------------------------------------------------------

  IV.   Items and Enemies

=============
===Enemies===
=============
  --Kyoten Heichou--
      Translation: Position Lance Corporal
      Description: Entry Point Guard
      Drops:       Defense +1 

==============================
===Temporary Power-Up Items===
==============================

  --Nikuman--
     Description: A single meat bun
     Found:       In pots, dropped by unit leaders and escorts
     Power-Up:    +50 Life

  --2 Nikuman--
     Description: Two meat buns
     Found:       In pots, dropped by unit leaders and escorts
     Power-Up:    +100 Life

  --3 Nikuman--
     Description: Three meat buns
     Found:       In pots, dropped by unit leaders and escorts
     Power-Up:    +200 Life

  --Giant Nikuman--
     Description: A giant meat buns
     Found:       In pots, dropped by unit leaders and escorts
     Power-Up:    Full Life

  --Yatabo 5 Count--
     Description: Single arrow
     Found:       In boxes, dropped by archer leaders
     Power-Up:    +5 Arrows

  --Yatabo 10 Count--
     Description: Small bunch of arrows
     Found:       In boxes, dropped by archer leaders
     Power-Up:    +10 Arrows

  --Yatabo 15 Count--
     Description: Large bunch of arrows
     Found:       In boxes, dropped by archer leaders
     Power-Up:    +15 Arrows

  --Yatabo 20 Count--
     Description: Quiver of arrows
     Found:       In boxes, dropped by archer leaders
     Power-Up:    +20 Arrows

  --Raochou--
     Description: Brown pot
     Found:       In pots, dropped by unit leaders and escorts
     Power-Up:    Instantly fills Musou gauge
     
  --Kadekou--
     Description: Blue jar
     Found:       Dropped by unit leaders and escorts
     Power-Up:    Instantly filles Life and Musou gauges

  --Senjin no Ono--
     Description: Battle Axe
     Found:       Dropped by unit leaders and escorts
     Power-Up:    X2 Attack for 30 seconds

  --Senjin no Yoroi--
     Description: Armor
     Found:       Dropped by unit leaders and escorts
     Power-Up:    X2 Defense for 30 seconds

  --Gyokuji--
     Description: Gold box
     Found:       In boxes
     Power-Up:    Musou gauge max for 10 seconds

==============================
===Permanent Power-Up Items===
==============================
  --Seidou no Ken--
     Description: Small sword
     Found:       Dropped by guards and some commanders
     Power-Up:    Attack +1
    
  --Kurogane no Ken--
     Description: Medium sword
     Found:       Dropped by minor generals and some commanders
     Power-Up:    Attack +2
    
  --Hakugin no Ken--
     Description: Long sword
     Found:       Dropped by major generals
     Power-Up:    Attack +4
    
  --Ougon no Ken--
     Description: Gold-handled sword
     Found:       Dropped by second-in-command generals
     Power-Up:    Attack +8
    
  --???--
     Description: Ribbon-Handled Sword
     Found:       Dropped by special generals
     Power-Up:    Attack +10
    
  --Heisou no Tate--
     Description: Wooden shield
     Found:       Dropped by reinforcement entry point commanders
     Power-Up:    Defense +1
    
  --Hokushou no Tate--
     Description: Metal shield
     Found:       Dropped by minor generals
     Power-Up:    Defense +2
    
  --Shougun no Tate--
     Description: Metal and wood shield
     Found:       Dropped by major generals
     Power-Up:    Defense +4

  --Fukki no Tate--
     Description: Gold shield
     Found:       Dropped by second-in-command generals
     Power-Up:    Defense +8

  --Tenshin--
     Description: Dessert cakes in a bowl
     Found:       Dropped by generals, found in pots
     Power-Up:    Life Max +10    


-------------------------------------------------------------------------------

  V.    Character Profiles

--General List--
In Musou and Free modes, starting with Zhao Yun and moving from left to right,
once all are unlocked the generals are:
 *Zhao Yun (Shu)
 *Guan Yu (Shu)
  Ma Chao (Shu)
  Jiang Wei (Shu)
  Liu Bei (Shu)
 *Xiahou Dun (Wei)
 *Dian Wei (Wei)
 *Xu Zhu (Wei)
  Cao Cao (Wei)
  Xiahou Yuan (Wei)
  Zhang Liao (Wei)
  Sima Yi (Wei)
 *Zhou Yu (Wu)
 *Lu Xun (Wu)
  Taishi Ci (Wu)
  Sun Jian (Wu)
  Sun Quan (Wu)
 *Sun Shang Xiang (Wu)
  Lu Meng (Wu)
  Gan Ning (Wu)
  Diao Chan (Free Mode Only)
  Lu Bu (Free Mode Only)
  Dong Zhuo (Free Mode Only)
  Yuan Shao (Free Mode Only)
  Zhang Jiao (Free Mode Only)
  Zhuge Liang (Shu)
  Huang Zhong (Shu)
 *Zhang Fei (Shu)
(Starting generals are marked with an asterisk)


=====================   Represented by the color GREEN
===The Shu Kingdom===   Historical Leader: Liu Bei
=====================


--Zhang Fei (Syou Hi)--
  Appearance: Gold top with red breastplate, green pants, moustache and short 
              black beard
  Weapon:     Jagged spear
  Life:       14
  Attack:     8
  Defense:    6
  Range:      Long

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      90 right to front swing           360 swing
  2nd      90 left to front swing            Front uppercut
  3rd      90 right to front high swing      Overhead front swing
  4th      90 left to front swing            Front thrust

  Running Attack: Shoulder charge + knockdown
  Musou Attack:   2 Front swings, 360 rising swing


--Zhao Yun (Syou Un)--
  Appearance: White with blue and gold decorations, blue headband
  Weapon:     Pointed spear
  Life:       12
  Attack:     7
  Defense:    7
  Range:      Long

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 front swing                   720 swing
  2nd      Front thrust                       Front uppercut
  3rd      270 left to front swing           Overhead front swing
  4th      Overhead front swing               360 swing 

  Running Attack: 90 front swing + knockdown
  Musou Attack:   720 rising swing


--Guan Yu (Kan U)--
  Appearance: Green robe with red trim, moustache and long black beard
  Weapon:     Bladed spear
  Life:       14
  Attack:     8
  Defense:    6
  Range:      Long

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      90 right to front swing           180 left to right swing
  2nd      90 left to front swing            Front uppercut
  3rd      Front thrust                       Overhead front swing
  4th      180 left to right swing           360 swing

  Running Attack: 180 front swing + knockdown
  Musou Attack:   720 swing


--Huang Zhong--
  Appearance: Older man, long grey beard, green and gold armor
  Weapon:     Long sword
  Life:       11
  Attack:     7
  Defense:    7
  Range:      Short

  Notes:
    Huang Zhong may be old, but he's not completely useless.  Although a bit
of a challenge to use due to his short range and slow attacks, his wide swings
are able to keep many enemies at bay at once.  Since three of his four normal
attacks swing wide, it's easy to rush headlong into the enemy.  Unfortunately,
being a bit older, he's a bit slower.  His opening charge attack is your 
standard clear-'em-out knockback attack, although his fourth isn't too useful.
The running attack is fine for setting up dizzy opponents, although it doesn't
have great range.  His Musou attack is a great juggler, with an easy 8 hits on 
any nearby opponents if you use up the full gauge.  
    Using Huang Zhong effectively is a lot like fighting with one of the Wu
generals due to his range and low beginning life, but with better offense (and
worse defense).

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           180 left to right swing
  2nd      180 right to left swing           180 left to right uppercut
  3rd      Front thrust                       Front thrust
  4th      180 left to right swing           Overhead front swing

  Running Attack: Chest thrust + dizzy
  Musou Attack:   1080 swing


--Ma Chao--
  Appearance: Gold and green armor, horned helmet
  Weapon:     Trident
  Life:       13
  Attack:     8
  Defense:    7
  Range:      Medium

  Notes:
    Ma Chao's strongest point is clearing out large groups of enemy soldiers,
but he's very weak against enemy generals.  His first two regular attacks are
fairly boring, but he follows up with two strong arcing swings that can clear
out huge groups of attacking soldiers at once.  This is good for boosting up
KO counts, as you might expect.  His charge attacks aren't very useful, 
unfortunately, as his first is very weak and his fourth only hits in a straight
line (although with one heck of a knockback).  All his attacks are very fast,
and he has very quick recovery times.  His running attack, unfortunately, is
a complete waste, although it looks pretty.
    His Musou attack is one of the best in the game for clearing out huge
groups of enemy soldiers; every swing results in a massive knockback, and 
directing him in a circle can take out 20-30 enemies in a matter of seconds.
Unfortunately, since all attacks are knockbacks, you can't effectively use the
Musou attack to build up good combos; your first hit is your last one.
    With the same rotten defense as the other Shu generals, it's best to always
stay on the offensive and not give the enemy a chance to attack.  You'll 
constantly be re-building your health, so don't be afraid to fall back outside
of a large group of enemies now and then to pick off a few on the fringes.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      Rising front thrust                720 low swing
  2nd      Front thrust                       Front uppercut
  3rd      180 left to right swing           Overhead front swing
  4th      180 left to right rising swing    Front thrust

  Running Attack: Vault kick + knockdown
  Musou Attack:   2 front thrusts + 360 swing


--Jiang Wei--
  Appearance: Green and gold armor with purple drape, short brown hair
  Weapon:     Wide-bladed trident
  Life:       11
  Attack:     7
  Defense:    7
  Range:      Medium

  Notes:
    You thought cloning was a recent development?  Nope, apparently back in 
ancient China, secret experiments were carried out to make identical copies of
certain soldiers.  Yes, Jiang Wei is an exact copy of Ma Chao, in his moves,
attacks, and strategy.
    Of course, with Jiang Wei, you begin with a little less health and a little
less attack power.  It's not enough to make a real difference in your gameplay,
but if you had trouble with Ma Chao, Jiang Wei's going to be even harder.  Keep
using those same tactics, and keep a close eye on your health bar.  

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      Rising front thrust                720 low swing
  2nd      Front thrust                       Front uppercut
  3rd      360 swing                         Overhead front swing
  4th      180 left to right rising swing    Front thrust

  Running Attack: Vault kick + knockdown
  Musou Attack:   1080 swing


--Zhuge Liang--
  Appearance: White robe, green hat
  Weapon:     Fan
  Life:       10
  Attack:     7
  Defense:    8
  Range:      Short/Long

  Notes:
    Don't let the robe and the fan fool you; this guy is no pushover.  Zhuge 
Liang's first three normal attacks are short, simple sweeps with his fan, and
the fourth is a quick front thrust, nothing special there.  Then you try one
of his charge attacks, and watch the fan fly outward in sweeping circles, and
only then will you understand what's going on.  The normal, normal, normal,
charge attack combo is probably his best, with three quick front hits and that
devastatingly wide 360 circle to follow up.  Unfortunately, like the rest of
the Shu generals, he's got horrid defense, so you'll be interrupted by attacks
quite often while wating for that final hit to charge up.
    His Musou attack is wonderous; the fan just circles and circles, creating
a practically impenetrable shield for several seconds.  It doesn't juggle very
well at all, but it almost always hits two or three times, and it hits for
spectacular damage.  Using it in a circle of enemies is just too hard to resist.
One important thing to keep note of; Zhuge Liang does not move during his
Musou attack.  He stands in one place, so you can't advance on your enemies.
    The most important thing to remember with Zhuge Liang is to watch your back.
You can get knocked out of your charge attacks easily, and it's those charge
attacks that make him such a great character.  Keep a very close eye on your
health gauge, as it tends to wear down a little too quickly. 

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           360 Fan attack
  2nd      180 right to left swing           Fan uppercut
  3rd      180 left to right swing           Forward fan throw
  4th      Front thrust                       360 Fan attack

  Running Attack: 180 left to right swing 
  Musou Attack:   360 Fan attack


--Liu Bei--
  Appearance: Gold and green armor
  Weapon:     Sword
  Life:       11
  Attack:     7
  Defense:    7
  Range:      Medium

Notes:
    Just a clone of Sima Yi.  See his notes for actual gameplay tips.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           360 swing
  2nd      180 right to left swing           Front uppercut
  3rd      180 left to right swing           180 left to right swing
  4th      180 right to left swing           Front thrust

  Running Attack: 180 right to left swing + knockdown
  Musou Attack:   2 Side to Side swings, rushing front thrust


=====================   Represented by the color BLUE
===The Wei Kingdom===   Historical Leader: Cao Cao
=====================

--Xiahou Dun (Kakou Ton)--
  Appearance: Blue and gold uniform, blue cape, eyepatch
  Weapon:     Long sword
  Life:       13
  Attack:     7
  Defense:    7
  Range:      Medium

Notes:
    Xiahou Dun, like the other Wei generals, is an offensive powerhouse.  Tough
to knock down, strong as an ox, and he has a set of moves that are amazing at
taking down tough opponents.  His regular attacks are quite effective and 
strong, although there is a bit of a lag between #3 and #4 that could leave you
open for hits from behind or from a blocking general.  His first charge attack 
is decent, although his fourth is where the money is.  You'll be making the
fourth attack a charge more often than not just for the range of it.  His 
running attack is one of the best in the game, as you can juggle an enemy in 
mid-air after it for an easy five-hit combo.
    His Musou attack is fairly straightforward and can juggle for around eight
hits if you follow your prey.  It only hits to the front, so you'll probably
want to walk around and take out as many enemies as possible.
    With only one 360 attack (and it's a slow one), Xiahou Dun is quite weak 
from the rear.  You'll want to keep your enemies in front of you and not let 
them get behind you.  
    And just how did Xiahou Dun get his eyepatch?  You'll find out in a cutscene
on the second level of Musou mode.  

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           180 left to right swing
  2nd      180 right to left swing           Front uppercut
  3rd      Overhead front swing               Overhead front swing
  4th      180 left to right swing           360 swing

  Running Attack: Front uppercut + knock up
  Musou Attack:   4 front side to side swings


--Dian Wei (Ten I)--
  Appearance: Blue pants, gold and blue breastplate, bald
  Weapon:     Battle axe
  Life:       14
  Attack:     8
  Defense:    7
  Range:      Long

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           720 swing
  2nd      180 right to left swing           Front uppercut
  3rd      180 left to right swing           Shield butt
  4th      Overhead front swing               Front axe throw

  Running Attack: Headbutt + knockdown
  Musou Attack:   2 front swings + 360 swing


--Xu Zhu (Kyo Cho)--
  Appearance: Blue pants, multi-colored top, large frame
  Weapon:     Giant mace
  Life:       14
  Attack:     8
  Defense:    6
  Range:      Long

Notes:
    Power, power, power.  Xu Zhu is all about offense and nothing else.  His
giant mace will plow through any enemies within its range, and you'll be picking
off enemy generals in record time.  His first two attacks hit with a good 
radius, but his second two require decent aim to take out enemies.  You can
easily substitute the fourth regular hit with the charge move, which goes back
to that wide-angled swing.  You've got tons of power here but at a slower speed,
so you can easily take a hit or two between your third and fourth regular 
attacks.
    Xu Zhu's Musou attack is actually one of his weaker moves, as he just 
swings his mace around in a circle with no juggling.  You'll probably want to
save it up for emergencies when you're surrounded by enemies that won't let you
get a swing in, as you're the slowest character in the game.  The only "good"
thing about the Musou attack is that it ends with your character on his back,
so you're immune to counterattacks down there.
    The important thing to remember is to keep swinging and stay away from 
faster, more agressive enemies.  While you're hard to knock down, you'll take
quite a bit of damage with your low defense, so it's important to keep a close
eye on your health.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           360 swing
  2nd      180 right to left swing           Front uppercut
  3rd      Underhand front swing              Overhead front swing 
  4th      Overhead front swing               180 left to right swing

  Running Attack: Somersault + knockdown
  Musou Attack:   1080 swing + self-knockdown


--Xiahou Yuan--
  Appearance: Blue and gold armor, large frame
  Weapon:     Long sword
  Life:       13
  Attack:     7
  Defense:    7
  Range:      Medium

Notes:
    Xiahou Yuan is an "average" Wei general at best.  However, since all of
the Wei generals have outstanding attack power, that's not too shabby.  His 
normal attacks are fairly powerful, and his charge attacks complement them
exceptionally well.  For a medium-range fighter, he's more than capable of
holding his own in almost any group of enemies.
    His Musou attack is where he really shines, as his jumping swings can 
juggle enemies with ease.  Take three normal swings, and then go into an 
extended Musou attack for an easy 10-14 hit combo.  
    Xiahou Yuan plays like a powered-up Huang Zhong, with more life and 
stronger attacks.  With average defense and a slightly faster attack, you don't 
have to be as afraid of running into the middle of large groups of enemies as 
you would with the other Wei generals.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           180 left to right swing
  2nd      180 right to left swing           180 right to left upper
  3rd      Front thrust                       Front thrust
  4th      180 left to right swing           360 swing

  Running Attack: Knee press + knockdown
  Musou Attack:   900 swing 


--Zhang Liao--
  Appearance: Green and gold armor, green hat
  Weapon:     Bladed spear
  Life:       12
  Attack:     7
  Defense:    7
  Range:      Medium

Notes:
    Zhang Liao is the weakest of the five Wei generals, both physically and as
an all-around character.  His swing radius is very short, making it very hard
to take on large groups of enemies.  Even his charge attacks don't seem to do
too much real damage, making him very difficult to clear out large areas with.
    His Musou attack is very unusual in the fact that it doesn't knock enemies
into the air.  The first two (and any extended) hits of the attack simply knock
the enemy back a bit while keeping them on their feet.  Couple that with its 
very short radius (especially that front thrust before the final blow), and
you'll find it very hard to use effectively.  Since the enemy you're striking
stays on their feet, the Musou attack is easily interruptable, and you'll find
youself getting hit out of it very often.  It does hit for several combo hits,
but there's a long gap between the third-to-last swing and the thrust that will
end it.
    With weak defense, weak attacks, and no strong attributes, you'll find 
playing as him to be quite a challenge.  Don't try to take on large groups of
enemies, but just stand around and pick off the ones who stray away from the
main force.  The Musou attack can be good for whittling down a general's health
(epecially if you intentionally miss on the final two blows), but is horrible 
at clearing out groups of enemy soldiers.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           180 left to right swing
  2nd      180 right to left swing           180 right to left upper
  3rd      Front thrust                       Front thrust
  4th      180 left to right swing           360 swing

  Running Attack: 180 left to right swing + knockdown
  Musou Attack:   2 Side to Side swings, front thrust, side to side swing


--Sima Yi--
  Appearance: Purple robe, pale complexion
  Weapon:     Sword
  Life:       11
  Attack:     7
  Defense:    8
  Range:      Medium

Notes:
    Historically speaking, Sima Yi was not a fighter, but one of Cao Cao's 
advisors.  Of course, here, he's a little more active in battles.  His regular
attacks have a pretty good radius, making him very effective at taking on 
large groups of enemies.  His charge attacks are fairly useless, however, as
his weapon isn't long enough to take out too many enemies, that fourth one is
hard to aim and not damaging enough to help out.
    The first part of his Musou attack is much like Zhang Liao's, as it simply
knocks opponents back while leaving them on their feet.  Luckily, it's a bit
more powerful than Zhang Liao's, so it can be used to wipe out scores of 
enemies.  Unfortunately, it leaves you just as vulnerable to counterattacks,
especially a Musou attack from an opposing general.  The ending of it is a 
strong rushing slice, which will take out any low-ranking soldiers in its path.
    With better defense than any of the standard Wei generals, you're able to
hold your own a little more in the heat of a battle, and with your wide
sweeping normal attacks, you can feel free to get a little brave and rush
into groups of enemy soldiers.  The charge attacks are your weakest point, and
your Musou attack can't be used effectively against enemy soldiers.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           360 swing
  2nd      180 right to left swing           Front uppercut
  3rd      180 left to right swing           180 left to right swing
  4th      180 right to left swing           Front thrust

  Running Attack: 180 right to left swing + knockdown
  Musou Attack:   2 Side to Side swings, rushing front thrust


--Cao Cao--
  Appearance: 
  Weapon:     Sword
  Life:       12
  Attack:     7
  Defense:    8
  Range:      Medium

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 right to left swing           360 swing
  2nd      180 left to right swing           Front uppercut
  3rd      180 right to left swing           Overhead front swing
  4th      180 left to right swing           180 left to right swing

  Running Attack: Elbow charge + dizzy
  Musou Attack:   1080 rising and falling swing


====================   Represented by the color RED
===The Wu Kingdom===   Historical Leaders: Sun Quan, Sun Jian
====================

--Zhou Yu (Shuu Yu)--
  Appearance: Red uniform, blue belt, red headband
  Weapon:     Short sword
  Life:       11
  Attack:     7
  Defense:    8
  Range:      Short

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           180 left to right swing
  2nd      180 right to left swing           Front uppercut
  3rd      180 left to right swing           Front thrust
  4th      180 right to left swing           180 left to right swing

  Running Attack: 180 left to right swing + Dizzy
  Musou Attack:   2 side to side swings + 360 rising swing

  
--Lu Xun (Ru Kuson)-
  Appearnace: Gold and red top, white pants, red hat
  Weapon:     Two short swords
  Life:       10
  Attack:     7
  Defense:    7
  Range:      Short

Notes:
    Lu Xun is an acrobatic speed demon, which makes up for his lack of power.
His normal attacks have decent range and take out a surprising number of 
enemies.  Three of his four attacks sweep the front, and they're fast enough
to where you won't even notice the third.  His charge attacks just seem to
come out faster, especially his third.  Unique to Lu Xun is his fourth charge
attack, a jump kick somersault into a slice, which can strike an opponent twice.
This attack is quite powerful as well, and the slice hits for 180 to the front.
    His Musou attack unfortunately isn't nearly as impressive.  It's just a
circular knockback attack, and with his low life, it doesn't last for very long.
The attack has hardly any juggle capacity, and it can leave opponents on their
feet (and ready for a counterattack).  Luckily, it's got enough power behind it
to knock your enemies back even when blocking.
    With his speed, Lu Xun is a fairly playable general.  With high defense
and quick strikes, he can handle himself in just about any situation, up until
you meet up with an enemy general.  At that point, he's kind of overpowered,
so be sure and play very smartly when taking them on.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           720 swing
  2nd      180 right to left swing           180 front upper
  3rd      Front thrust                       360 swing
  4th      180 left to right swing           Jumping front attack

  Running Attack: 180 front attack + Dizzy
  Musou Attack:   1080 swing 


--Sun Shang Xiang (Son Shou Kou)--
  Appearance: Female
  Weapon:     Circular blades
  Life:       10
  Attack:     7
  Defense:    7
  Range:      Short/Long

Notes:
    No, Sun Shang Xiang didn't really play any serious role in the epic saga 
(and as far as I can tell, she isn't even mentioned by name).  But, Koei, 
knowing that it's not a real fighting game without at least one female 
character, have placed her into the mix.  Her normal attacks are fairly weak,
although they are quite fast.  Her first charge attack is fairly poor, as it
has a very short radius and leaves her very vulnerable to knockdown.  But, take
a look at her third and fourth attacks: A 360 dizzying blade throw that will
take out anyone within a good medium radius, and a front blade throw that can
clear out for quite a long distance to her front.
    Her Musou attack is a nice series of swings to the front (which keep your
opponents on their feet, leaving you open for counterattacks from enemy 
generals), but it ends with a nice sweep of the area from your blades.  The hits
it delivers are fairly weak, but are easier to add in a combo than Lu Xun's.
    One very important thing to keep note of is her horseback attack.  Rather
than the standard four swings to the right and left, she throws both blades four
times.  This makes for a very slow, but quite effective series of attacks.  Her
horseback charge attack is also a very slow double-throw, but it's not nearly as
useful.
    Good defense but poor attack power make Sun Shang Xiang a small challenge
to play.  The radius of her two charge attacks is her most powerful asset, so
use them often.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           360 spinning kick
  2nd      180 right to left swing           Front uppercut
  3rd      Front thrust                       360 blade throw
  4th      180 left to right swing kick      Front blade throw

  Running Attack: 180 front swing + knockdown
  Musou Attack:   2 Side to Side swings, 720 swing


--Taishi Ci--
  Appearance: Red and gold armor, red and gold helmet
  Weapon:     Two ridged swords
  Life:       13
  Attack:     7
  Defense:    7
  Range:      Medium

Notes:
    Taishi Ci has the most powerful attack of all the Wu generals, but at a 
staggering price.  His normal attacks are fairly strong, but his fourth charge
attack is devastating, and can take out most any normal enemy from the 
beginning of the game (as well as doing serious damage to generals).  The price
you pay for such a powerful attack is it's radius, which is just straight to
the front.  The normal attacks don't have much side-to-side range, so your
best bet is to keep your enemies to the front.
    His Musou combo is pathetic compared to the others.  He essentially walks
forward doing weak thrusts, and follows up with a 180 swing.  The only good 
point to this is that it does have a pretty good knock-back power, so it's 
useful if you're in a bind.
    The main strategy to Taishi Ci is to keep your enemies directly in front of
you.  Your main strength is one-on-one combat, so ignore the normal soldiers
and head straight for those generals, against whom you can dish out some 
serious damage.  The only thing to watch out for is where the generals fly off
to after you deliver that final charge blow, as you may have to travel a bit to
find the power-up.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 right to left swing           180 front swing
  2nd      Front thrust                       Front uppercut
  3rd      180 right to left swing           Overhead front swing
  4th      360 swing                         Double front thrust

  Running Attack: Front thrust + knockdown
  Musou Attack:   2 front thrusts, 180 front swings


--Lu Meng--
  Appearance: Red, gold, and green armor, black hair
  Weapon:     Bladed spear
  Life:       11
  Attack:     7
  Defense:    7
  Range:      Medium

Notes:
    Lu Meng is one of the hardest characters to play with in the game due to
a lousy selection of attacks.  His normal attacks don't hit for very much
power, and his charge attacks are completely useless due to their incredibly
short range.  The only good thing about him is decent range on horseback, so
you'll want to stay mounted when you can.
    The Musou attack?  Rotten.  Decent juggle potential, but rotten power and 
rotten knockback.  Use it only when you're surrounded and you need to clear 
out some breathing room.  It keeps opponents on their feet, so don't use it 
against generals unless you're sure of a quick kill (or they're already 
airborne).
    The best strategy here is just to keep your enemies to the front, and play
extremely carefully.  Although you've got good defense, keep your eye on that
health bar, as it tends to go down rather quickly when you can't knock around
enemies to the sides and back very well.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           180 right to left swing
  2nd      180 right to left swing           Front uppercut
  3rd      Front thrust                       Overhead front swing
  4th      360 swing                         360 swing

  Running Attack: 180 front swing + knockdown
  Musou Attack:   2 Side to Side swings, front thrust, 180 right to left swing


--Gan Ning--
  Appearance: Green vest, red outfit, spiky hair
  Weapon:     Sword
  Life:       12
  Attack:     8
  Defense:    7
  Range:      Short

Notes:
    Clone alert!  Clone alert!  Yes, Gan Ning is a younger, faster Huang Zhong.
Same moves, same attacks, same Musou attack.  Your advantage here is that of
the Wu generals: heavy defense, high stamina.  Your life bar is pretty decent
as well, so there's not much to worry about.
    Same as Huang Zhong, you don't have much range, you've got decent power,
and your Musou is a juggler with better range than your normal attacks.  Use it 
wisely and often.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 right to left swing           180 left to right swing
  2nd      180 left to right swing           Front uppercut
  3rd      Front thrust                       Front thrust 
  4th      180 left to right swing           Overhead front swing

  Running Attack: Knee press + dizzy
  Musou Attack:   900 swing 


--Sun Jian--
  Appearance: Red and gold armor, red-plumed helmet
  Weapon:     Sword
  Life:       13
  Attack:     7
  Defense:    7
  Range:      Short

Notes:
    Just a clone of Sima Yi.  See his notes for actual gameplay tips.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           360 swing
  2nd      180 right to left swing           Front uppercut
  3rd      180 left to right swing           180 left to right swing
  4th      180 right to left swing           Front thrust

  Running Attack: 180 right to left swing + knockdown
  Musou Attack:   2 Side to Side swings, rushing front thrust


--Sun Quan--
  Appearance: Red and green robe, rectangle-top helmet
  Weapon:     Sword
  Life:       12
  Attack:     7
  Defense:    7
  Range:      Short

Notes:
    Just another clone of Sima Yi.  See his notes for actual gameplay tips.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           360 swing
  2nd      180 right to left swing           Front uppercut
  3rd      180 left to right swing           180 left to right swing
  4th      180 right to left swing           Front thrust

  Running Attack: 180 right to left swing + knockdown
  Musou Attack:   2 Side to Side swings, rushing front thrust


====================
===Other Warlords===
====================

--Diao Chan--
  Color:      Purple
  Appearance: Female, white and red skirt
  Weapon:     Balls on sticks
  Life:       12
  Attack:     9
  Defense:    11
  Range:      Medium

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           360 swing
  2nd      Front and back thrust              Front uppercut
  3rd      180 back to left to front swing   360 swing
  4th      180 back to left to front kick    360 swing, 360 kick

  Running Attack: Somersault kick + dizzy
  Musou Attack:   1080 kick


--Dong Zhuo--
  Color:      Violet
  Appearance: Red outfit with brown sash, square helmet
  Weapon:     Sword
  Life:       13
  Attack:     10
  Defense:    10
  Range:      Medium

Notes:
    Just another clone of Sima Yi.  See his notes for actual gameplay tips.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           360 swing
  2nd      180 right to left swing           Front uppercut
  3rd      180 left to right swing           180 left to right swing
  4th      180 right to left swing           Front thrust

  Running Attack: 180 right to left swing + knockdown
  Musou Attack:   2 Side to Side swings, rushing front thrust


--Yuan Shao--
  Color:      Dark red
  Appearance: Gold armor
  Weapon:     Sword
  Life:       13
  Attack:     10
  Defense:    10
  Range:      Medium

Notes:
    Just another clone of Sima Yi.  See his notes for actual gameplay tips.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           360 swing
  2nd      180 right to left swing           Front uppercut
  3rd      180 left to right swing           180 left to right swing
  4th      180 right to left swing           Front thrust

  Running Attack: 180 right to left swing + knockdown
  Musou Attack:   2 Side to Side swings, rushing front thrust


--Zhang Jiao--
  Color:      Yellow
  Appearance: Yellow and gold robe
  Weapon:     Sword
  Life:       12
  Attack:     10
  Defense:    10
  Range:      Medium

Notes:
    Just another clone of Sima Yi.  See his notes for actual gameplay tips.

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 left to right swing           360 swing
  2nd      180 right to left swing           Front uppercut
  3rd      180 left to right swing           180 left to right swing
  4th      180 right to left swing           Front thrust

  Running Attack: 180 right to left swing + knockdown
  Musou Attack:   2 Side to Side swings, rushing front thrust


--Lu Bu--
  Color:      Light red
  Appearance: White, red, and gold uniform, helmet with two long ribbons
  Weapon:     Spear
  Life:       15
  Attack:     13
  Defense:    13
  Range:      Long

  Combo    Regular Attack                     Charge Attack
  --------------------------------------------------------------------
  1st      180 right to left swing           360 swing
  2nd      90 left to front swing            Front uppercut
  3rd      Front thrust                       Overhead front swing
  4th      360 swing                         Front thrust

  Running Attack: 180 left to right swing + knockdown
  Musou Attack:   720 swing, overhead front swing


-------------------------------------------------------------------------------

  VI.   Gameplay Tips

--Advance quickly past simple units--
  When running ahead of your advancing troops (a common happening), you'll
no doubt run into individual units of enemies.  Most units consists of five
soldiers, with a leader taking the front of a triangle.  Instead of attacking
each individual soldier before moving on, you should instead take out the 
leader (usually dressed differently than the rest, often armored), and leave
the remaining soldiers to your escorts.  Without a leader, the remaining 
troops aren't nearly as effective.
  
--Archers are deadly!--
  Archers can be one of the deadliest annoyances in the game.  Getting struck
by a volley of arrows won't do too much damage to your health, but the fact
that they break up your attacks and leave you stunned when you're hit leaves
you wide open to enemy troops (especially generals).
  When based on the ground, archers can be quite a pain.  Never, ever 
approach archers directly.  Instead, run to their side, and at the last minute
turn towards them and attack.  This gives you a chance to dodge their arrows,
as they have trouble hitting moving targets that aren't in their line of fire.
When the arrows start flying, you should either rush and take out as many
archers as possible or fall back if there are too many other enemies in your
way to do so.
  Archers on the walls can be quite annoying, but for some reason aren't as 
deadly.  If you're in front of them, it's best to find the guard or general
who's keeping the gate and lure them back away from the wall.  Once he's dead,
you can rush through the gate and climb up the stairs.  When doing so, remember
not to run straight at them if they're pointing at you!
  Archers in towers can't be attacked directly.  Instead, you've got to use
your own bow and arrow to take them out from afar.

--Why walk when you can ride?--
  Horses are your most valuable nonrenewable resource.  When on a horse, you
can move much faster than on foot, your very movement is lethal to the enemy,
and you're invulnerable to most groud-based attacks.
  Smashing headlong into enemy forces is a quick and easy way to take out 
quite a few enemies, but keep in mind that you don't get credit for enemies
killed by your horse.  Swinging your weapon will take out enemy soldiers as
well, and you do get credit for those.
  However, there are a few things to watch out for on your steed.  Your horse
can take out your own allies as well as enemies, so be careful where you ride.
Enemy unit leaders, escorts, and generals will jump up and knock you from your
mount, so keep moving while you're attacking them.
  The best way to ride and strike is to ride ahead of the current battle line
and draw the enemy into a group, and then ride in a circle around the outside
of that group, slicing and running into enemy soldiers before your allies
or escorts arrive.  A "clean" group of enemies is the best area in which to
run your horse through, without having to worry about running over your own 
men.

--Protect your allies--
  It's important to keep your fellow generals alive, as the general count 
greatly impacts the morale of your troops.  If you see one or more of your
generals stuck on an enemy general or obstable, try to get over and help them 
out as quickly as possible.  Losing allied generals will hurt your cause more 
than you think.

--General-killing tips--
  No, not general tips on killing, tips on killing generals.
* If you've got a horse, use it!  Circle around and do some serious damage to
  the general's escorts.
* If you're running low on health, make sure you take out one or two of his
  escorts.  Escorts generally drop +50 health when you knock them out.
* Strategy 1: Attack, attack, attack!  If you've got enough attack power, your 
  attacks should break the enemy general's block, letting you in to attack.  
  Normal attacks work best, as charge and Musou attacks don't do enough damage 
  to make them worthwhile.
* Strategy 2: Avoid knockdown attacks.  Generals only heal themselves when 
  knocked down, so if you can slowly whittle down his/her health without 
  knocking them over, you can finish them off with a combo once they're down 
  to just a little bit of their health.  This style works best against minor 
  generals, but not when your escorts are helping you out.  The first three
  normal attacks are never knockdowns, and some Musou attacks have several
  no-knockdown swings before their final blow.
* Strategy 3: Guard and counterattack.  Let the generals attack you, block
  him, and hit him after his attack or while he's charging a move.  This 
  strategy works well against tougher generals and stage leaders.  Three normal
  attacks, then block again (following Strategy 2).
* Strategy 4: Stay on horseback!  Hold down the L1 button to strafe and keep
  moving.  Normal attacks will slowly knock down the general's life without
  knocking him over, and as long as you're quick you won't get hit by airborne
  enemies trying to knock you off.  Keep whacking at the general until you've
  got him down to very low health, and then dismount and head in for the kill.
  A circular motion around the general is the best way to stay clear of jumping
  attackers.
* Use those knockdown attacks!  Generals heal themselves when knocked down, but
  each one only has a finite amount of power-ups available.  Eventually, 
  they will run out, and you'll be able to take 'em out. 
* Circle 'round the back.  If your escorts are assisting you in battle, after
  a knockdown, step away from the action and come in from the general's back.
  While he's blocking attacks from your allies, you can strike from the rear.
* Generals _do_ eventually run out of power-ups.  You can tell when they're
  almost out when they start using Attack X2 and Defense X2 instead of Life
  Power-Ups.
* The Musou Arrow Barrage can take a big chunk of a general's life when you're
  having a hard time finishing him off.  Generals like Cao Cao in the later 
  Musou stages can be almost impossible to keep down with a weaker character,
  so a good-sized blast of arrows can be your finishing touch.

--Get those permanent power-ups--
  Every "named" enemy will drop a permanent power-up when defeated (except for
the leader).  These power-ups improve your character's basic statistics, giving
them more attack and defense power, and occasionally extra life points.  
Getting these power-ups is essential to surviving the later levels.
  Don't be afraid to fall back and take out generals fighting with other 
allies, as well as making sure every reinforcement entry point commander is
downed as well.  Each one of these will give you an extra boost to your 
character, and having a well-built character will let you survive any level
on even the hardest difficulty.

--Build your character up--
  After each stage, you are given the opportunity to save.  Saving your game
not only keeps your current position in Musou mode, but also saves your
character's statistics.  When you start a new game with that same character,
he keeps his new stats, allowing you to build up heroes with huge amounts of
Life, Attack, and Defense power!  By doing this, you can create a character 
that can breeze through Hard Mode with very little effort!

--I'm about to die!  Help!--
  Need Nikuman?  Well, there are several ways to get one, so just run away for
a few seconds and look for one of these:
* Any enemy soldier comboed 8 or more times will usually drop an item (arrows 
  or Nikuman, it's random)
* An enemy general's escorts will always drop at least a +50 Health Nikuman.
* About one out of four white pots contain Nikuman.

--I'm stuck on a level!  Help!--
  Don't panic, just stop and read these handy tips:
* Try reducing the difficulty level.  Easy Mode makes enemies much less 
  powerful and easy to kill, and there's no penalty for doing so.
* Hit enemy generals as quickly as possible.  Riding a horse through the enemy
  lines to take out generals well in advance of your troops is dangerous,
  but can quickly swing the tide of battle in your favor.
* Watch for hot spots.  On the pause map and the stage overview map, you can 
  spot battle areas where your side isn't doing so well.  Get to these areas
  and help turn the tide of battle in our favor.
* Start over!  Remember, as you build up your character, they keep those stats
  in future games.  If you can't make it through, say, stage 3 with your 
  current stats, replay stages 1 and 2 with the same character, picking up even
  more power-ups.  By the time you reach the 3rd stage again, you'll have a
  stronger character to face the enemy with.

--How do I complete Hualo Guan with 1,000 KO's?--
  It may seem like an impossible feat, but if you follow a few tips, it'll be
simple.
* Set the difficultly level on NORMAL.  Playing on Easy will give your army far
  too much power, and there won't be enough enemies to kill off.
* Select a very powerful character, preferably one you've completed Musou mode
  with at least once.  Your escorts will take out a few extra soldiers at that
  level, so you'll need to keep ahead of them.
* Don't kill generals or commanders.  Let the other characters take them out,
  and only assist if your characters are falling behind.
* Whatever you do, don't take out the guards in front of reinforcement entry
  points.  In fact, stay away from direct encounters with them.  If they rush
  your position, fall back.
* Find a nice spot between two reinforcement entry points, and go back and 
  forth between them.  As you leave one, it'll re-build with enemy soldiers.
  If you can get to one of these spots before the rest of the army, you can 
  easily get 200-300 KOs in just a few minutes.
* Work slowly.  Take out an enemy unit, and then let the next one come to you.
* Watch the battle flow.  If Yuan Shao gets in trouble, you may need to stop 
  what you're doing and assist him, although that's not really likely.


-------------------------------------------------------------------------------

  VII.  Level Walkthroughs

--Musou Mode Stages--
  Depending on the general you choose, you will encounter different stages and
fight on different sides of battle as you play the game.  

           Shu Kingdom     Wei Kindgom     Wu Kindgom
---------------------------------------------------------
Stage 1    Yellow Turban   Yellow Turban   Yellow Turban
Stage 2    Hulao Guan      Hulao Guan      Hulao Guan
Stage 3    Changban        Guan Du         Chibi
Stage 4    Yiling          Chibi           Hefei
Stage 5    Wuzhang Yuan    Wuzhang Yuan    Yiling

--Free Mode Stages--
  If you move the cursor to the right and cycle through the stages in Free Mode,
they will appear in this order:

1   The Yellow Turban Rebellion
2   The Battle at Hu Lao Gate
3   The Battle at Guan Du
4   The Battle of Chang Ban
5   The Battle at Chi Bi
6   The Battle at He Fei
7   The Battle at Yi Ling
8   The Battle at Wu Zhang Plains


  -----------------------------------------------
--         The Yellow Turban Rebellion          --
--Koukin no Ran (Confusion of the Yellow Turban)--
  -----------------------------------------------
--       Imperial Forces vs. Yellow Turbans      --
--   He Jin (Imperial) vs. Zhang Jiao (Turbans)  --
  -----------------------------------------------

--Musou Mode Stages--
  Shu Kingdom: Stage 1, Imperial Forces
  Wei Kingdom: Stage 1, Imperial Forces
  Wu Kingdom:  Stage 1, Imperial Forces

--Map--
                        ..... r   ...|.1r
                       ...  ... .....---
                       ..    .. ........
                      r..... .. ........   
 R......                  .. ...........
 ..A.E..                  ..          ..
 ..........               ..  ....   ...
 R.F........  r  r        .2.... ..*....  1-7 : Yellow Turban Generals
 ..............|....|.... .* ...     ..   #a  : Yellow Turban Commanders
  .............|....|....4.. ..      ...  r   : Yellow Turban Entry Points (11)
   .B..........|....|....... .... ...3.    
   ..........6a#....|....... ....... ..    
   R...........|...6#.......  ..  ..  ..  A-H : Imperial Forces Generals
            ...|....|.........2a  .....r  #1  : Imperial Forces Commanders
               |....|...4a...             R   : Imperial Forces Entry Points (8)
             ..|....|........r
      r........|....|........
      .........|.--.|----#---             | - : Walls
       ......7a#...7.....5...             #   : Closed Gates
       ........|....|........r
       ........|.............
        .......------#-------             *   : Hazards
      ......... .....5a......r
 R.G..C........ D............
 .............. .........H...
 R........  ..  .............
            ..  ..   .......
             r  R.    R....R

--General List--
1  * Zhang Jiao      Drops: Nothing     Morale: 5 3/4   KO: Ends Level
2  - Zhang Bao       Drops: Defense +2  Morale: 4 1/3   KO: Stops Hazard
2a - He Yi           Drops: Attack +1
3  - Zhang Liang     Drops: Defense +2  Morale: 4 1/3   KO: Stops Hazard
4  - Zhang Man Cheng Drops: Attack +2   Morale: 4 1/2
4a - Pei Yuan Shao   Drops: Attack +1
5  - Bo Zhang        Drops: Attack +2   Morale: 3 3/4   KO: Opens gate
5a - Yan Zheng       Drops: Attack +1                   KO: Opens gate
6  - Cheng Yuanzhi   Drops: Attack +2   Morale: 3 3/4   KO: Opens gate
6a - Guan Hai        Drops: Attack +1                   KO: Opens gate
7  - Gao Sheng       Drops: Attack +2   Morale: 3 2/3
7a - Deng Mao        Drops: Attack +1                   KO: Opens gate

A  - He Jin          Drops: Nothing     Morale: 3 1/4   KO: Ends Level
B  * Cao Cao         Drops: Life +10    Morale: 4 1/3
B1 * Xiahou Dun      Drops: Attack +4
B2 * Xiahou Yuan     Drops: Attack +4
B3 - Cao Ren         Drops: Attack +2
B4 - Cao Hong        Drops: Attack +2
C  * Sun Jian        Drops: Life +10    Morale: 4 1/3
C1 - Cheng Pu        Drops: Attack +2
C2 - Huang Gai       Drops: Defense +2
C3 - Han Dang        Drops: Defense +2
D  * Liu Bei         Drops: Life +10    Morale: 4 1/3
D1 * Guan Yu         Drops: Attack +4
D2 * Zhang Fei       Drops: Attack +4
E  - Huangfu Song    Drops: Defense +2  Morale: 3 1/8
F  - Lu Zhi          Drops: Defense +2  Morale: 3 1/8
G  - Zhu Jun         Drops: Defense +2  Morale: 3 1/3
G1 - Zhang Chao      Drops: Attack +1
H  - Liu Yan         Drops: Defense +2  Morale: 3 1/3
H1 - Zou Jing        Drops: Attack +1

--Maximum Possible Character Upgrades--
  Imperial Forces Standard: Attack +13, Defense +15
  Imperial Forces 8+ Combo: Attack +18, Defense +26
  Yellow Turban Standard: Attack +24, Defense +20, Life +30
  Yellow Turban 8+ Combo: Attack +26, Defense +28, Life +30

--Stage Events--
  -Zhang Bao causes the wind to blow-
   Triggered by: First Imperial soldier to take the northern path to Zhang
                 Jiao's fortress.
   Notes:        Causes a strong wind to blow, can be stopped by killing Zhang
                 Bao.
  -Zhang Liang causes the rocks to fall-
   Triggered by: First Imperial soldier to take the eastern path towards
                 Zhang Liang.
   Notes:        Causes highly damaging rocks to fall randomly along that path,
                 can be stopped by killing Zhang Liang.
  -Zhang Jiao throws a fireball-
   Triggered by: First Imperial soldier to approach Zhang Jiao's fortress
                 steps.

--Brief Description--
  No matter which character you select, you'll begin in this battle versus 
Zhang Jiao's Yellow Turbans.  Generals from the Wei kingdom begin in the
northwest, the Wu kingdom begins from the southwest, and the Shu kingdom
starts from the southeast.  The goal is to hunt down and kill Zhang Jiao, 
but there are quite a few obstacles to fight through to get there.
  To get into the main compound, there are three gates (one for each Kingdom),
guarded by a simple guard.  Once inside the compound, there are three generals,
and two additional gates to the inner compound with guards.  Once in the inner
compound, there is an additional general before the path splits into several
winding mountain pathways which lead to Zhang Jiao's fortifications.
  Guarding the northern path is Zhang Bao, who has a row of archers and a 
magical wind blowing behind him.  Guarding the eastern path is Zhang Liang,
who causes an earthquake to knock boulders from the surrounding hills onto
enemy soldiers.
  Finally, beyond all the paths lies Zhang Jiao, who must be killed in order
to complete the stage when fighting alongside the Imperial Forces.
  Attacking the fortress are generals from each of the three kingdoms, who
are mounting an assult from three different directions on the fortress.  Led
by He Jin (who starts in the northwest), they are on the offensive against the
Yellow Turbans.  When allied with the Yellow Turbans in Free Mode, defeat the 
Imperial Forces by defeating He Jin.

--Stage Strategy: Imperial Forces--
  Each of the three kingdoms begins in a different area, but each area consists
of an enemy reinforcement entry point and a door guarded by a Commander.  You
should quickly move to cut off reinforcements and then kill the enemy guard to
open the gates to the compound.
  If you're fast, the other two kingdoms will still be battling their way
through, and you can help them out by climbing up onto the wall and jumping
over behind the commanders guarding the other two doors.  Kill the commander to
open the doors, and head back through to your waiting escorts.
  Once inside the compound, there are three generals waiting.  Two of them 
guard the doors to the inner compound, but killing them should be fairly 
simple. Remember, the more pathways you open up for your allies, the more 
soldiers on your side you'll have fighting alongside you.
  A fourth general lies waiting inside the inner compound.  Before heading up
either winding path, make sure you've cleaned out all four generals and stopped
the flow of all reinforcements to the battle from behind.  By doing this, your
allies will then begin leading the way up the northern and eastern paths.
  The northern path is blocked by Zhang Bao and his wind.  Trying to head 
up this path is suicidal, as his archers will mow you down as you battle 
against the blowing wind.  Likewise, a direct assault on the western path is
a bad idea, as the falling rocks from Zhang Liang can knock away a third of
your health in a single hit.  A couple of hits, and you're dead.
  Instead, once your allies begin to try these paths, head up the middle
pathway and surprise the generals from the side.  Make sure you don't go
after Zhang Bao until the wind is blowing and your forces are trying to run
through the wind, otherwise his archers won't have any target aside from you.
Once they're busy, you'll be able to come in from the side and take quite a few
of them out before tackling the general.  Zhang Liang is much easier, as he's
only got a simple escort with him.  You don't have to wait until your forces
are being crushed by rocks before attacking him.
  Finally, once you've cleared out both generals, your forces should be 
converging on the final goal.  Once you reach the fortress, take out the 
entry point commander before heading up the ramp to Zhang Jiao.  You'll see
a cutscene with him throwing a fireball at your soldiers, but don't worry about
it, as he doesn't do that when you actually face him.
  Your first leader battle, Zhang Jiao is no pushover.  He's the first general
to constantly heal himself after every knockdown, so a battle against him can
be tough.  Try taking out at least half of his escorts before going after him,
but be sure and leave a couple of the escorts in case you get low on health
during the battle.  Jiao does not attack often, so it's unlikely you'll take
too much damage from him.
  
--Stage Strategy: Yellow Turbans--
  As a newly recruited member of the Yellow Turbans, you'll begin battle on
the front lines, just inside the outer wall.  As Zhang Jiao, you'll begin in
the northeast corner, far away from the action.  
  Regardless of who you are, your course of action will remain about the same.
When playing on the side of the Yellow Turbans, all of the gates are already
opened, and your gate guards only serve to protect the passage itself instead
of keeping the doors closed.
  First of all, head through the southern gates to where the Shu forces are
entering.  Liu Bei himself is leading the attack, with Guan Yu and Zhang Fei as
his commanders.  The two former generals are just as tough as common generals
in any other stage, and Liu Bei is quite tough, but only has around half the
defense and power-ups as he does on other levels where you must fight against
him.  Also in the south is one of He Jin's generals (in the purple armor),
so be prepared to take him and his single commander on as well.
  Once the southern forces are dispatched, head west to the Wu entry point.  
Sun Jian (not Sun Quan) leads this assault, alongside three commanders and
a He Jin general.  Sun Jian is like Liu Bei, tougher than a "normal" general
but about half as powerful as a stage leader.
  Finally, you can head to the northwest front and take on Cao Cao himself,
who is surrounded by four commanders (Xiahou Yuan, Xiahou Dun, Cao Ren, and
Cao Hong).  Cao Cao is as tough as the other two generals, and his commanders 
are as tough as any general on any other stage!
  After that, He Jin is a little further northwest, surrounded by two of his 
generals.  He Jin's generals are a snap to dispose of, so that only leaves the
man himself.  Oh, and the archers surrounding him.  Take them out first, and 
then head over to the leader and finish him off.


  -----------------------------------------------
--           The Battle at Hu Lao Gate           --
--  Koroukan no Tatakai  (Battle of Hulao Guan)  --
  -----------------------------------------------
--      Allied Forces vs. Dong Zhuo's Forces    --
--  Yuan Shao (Allied) vs. Dong Zhuo (Dong Zhou)--
  -----------------------------------------------

--Musou Mode Stages--
  Shu Kingdom: Stage 2, Allied Forces
  Wei Kingdom: Stage 2, Allied Forces
  Wu Kingdom:  Stage 2, Allied Forces

--Map--
         .R......... .. ......R..R.     
        ....................  .A....    
        ....           ..............   
        .E..        .....  ......  .... 
      ....       ...... .......   .B... 
    r....       ...........      ... .. 
      ...        ..... ..       .C.   ..
 ...#7..         .. .....       ...   ..  1-10: Dong Zhuo Generals
 ..            r . .. ..       ...    ..  #a  : Dong Zhuo Commanders
 ...       ..... .8.         .....   ...  r   : Dong Zhuo Entry Points (12)
 ...     ...2a........      ..  ..    . 
  ......................    .9...r   ..R
    .r      ..2..     ...   -#-       ..  A-E : Allied Forces Generals
           --##--      ........      .D.  #1  : Allied Forces Commanders
            ....4a.    .r           ....  R   : Allied Forces Entry Points (4)
         ..........r              ..... 
      ..4b. .4.                  .6.... 
    ..........                 ....  ..r  | - : Walls
   .... .......  ..            ...        #   : Closed Gates
  ...    ..........r         ...        
 .10a   .10b.   -#-        ....         
 r..........    .5...     ...           
   ..10..          ..    .3....         
  ......           ..    -#- .r         
  ..1b...          .... ....            
  ---#---          ........             
   ......                               
   ..1..1a                              
    .r..r.                              

1  * Dong Zhuo       Drops: Nothing     Morale: 5 3/4   Event: Ends Level
1a * Diao Chan       Drops: Defense +4
1b - Li Ru           Drops: Defense +2                  Event: Opens Gate
2  - Hua Xiong       Drops: Attack +2   Morale: 4 1/2   Event: Opens Gate
2a - Hu Zhen         Drops: Attack +1
3  - Xu Rong         Drops: Attack +2   Morale: 4 1/3   Event: Opens Gate
4  - Li Jue          Drops: Attack +1   Morale: 4 1/4
4a - Jia Xu          Drops: Defense +2
4b - Guo Si          Drops: Attack +1
5  - Niou Fu         Drops: Attack +1   Morale: 4 1/4   Event: Opens Gate
6  - Li Meng         Drops: Attack +1   Morale: 3 1/4
7  - Zhao Cen        Drops: Attack +1   Morale: 3 1/4   Event: Opens Gate
8  - Fan Chou        Drops: Attack +1   Morale: 3 1/3
9  - Wang Fang       Drops: Attack +1   Morale: 3 1/3   Event: Opens Gate
10 * Lu Bu           Drops: Attack +8   Morale: 5 2/3
10a* Zhang Liao      Drops: Attack +4
10a- Zhang Ji        Drops: Attack +1   (Only when playing as Zhang Liao)
10b- Gao Shun        Drops: Attack +2

A  - Yuan Shao       Drops: Nothing     Morale: 3 3/4   Event: Ends Level
A1 - Yan Liang       Drops: Attack +2
A2 - Wen Chou        Drops: Attack +2
A3 - Zhang He        Drops: Defense +2
B  - Gongsun Zan     Drops: Life +10    Morale: 3 1/3
C  * Liu Bei         Drops: Life +10    Morale: 4 1/4
C1 * Guan Yu         Drops: Attack +4
C2 * Zhang Fei       Drops: Attack +4
D  - Cao Cao         Drops: Life +10    Morale: 4 1/3
D1 - Xiahou Dun      Drops: Attack +4
D2 - Xiahou Yuan     Drops: Attack +4
D3 - Cao Ren         Drops: Attack +2
D4 - Cao Hong        Drops: Attack +2
E  * Sun Jian        Drops: Life +10    Morale: 4 1/3
E1 - Huang Gai       Drops: Attack +2
E2 - Cheng Pu        Drops: Defense +2
E3 - Han Dang        Drops: Defense +2

--Maximum Possible Character Upgrades--
  Allied Forces Standard: Attack +26, Defense +20
  Allied Forces 8+ Combo: Attack +34, Defense +32
  Dong Zhou Standard: Attack +26, Defense +10, Life +40
  Dong Zhou 8+ Combo: Attack +26, Defense +14, Life +40

--Stage Events--
  -Lu Bu is called to battle-
   Triggered by: Unknown
  -Archers fire arrows from Fan Shui Gate-
   Triggered by: The first Allied Forces soldier to approach the center gate 
   from the north.
  -Xiahou Dun is struck by an arrow-
   Triggered by: When playing as Xiahou Dun, approaching the second gate along 
   the path (Xuanwu Stronghold).
  -The sand clears from Hu Lao Gate-
   Triggered by: The first Allied Forces soldier to approach the southern gate.

--Brief Description--
  The second battle in Musou mode for all generals, this stage is an assault
on Dong Zhou down several different winding paths.  Things are a little 
different here, depending on which kingdom you are representing.
  The Wu kingdom begins in the northwest, and the Shu in the northeast.  Each
of these generals must battle past a simple gate before their paths meet up
in the middle behind a large gate stocked with a large contingent of archers.
  The Wei kingdom begins in the east, and must only battle through two small
gates to end up in the middle of the stage area _behind_ the large gate that
the other two generals must confront from the front.
  Beyond the large gate lies two more generals and Dong Zhou, who is the leader
of the opposing army for this stage.

--Stage Strategy: Allied Forces--
  As a Wu or Shu general, your task is fairly straightforward.  Battle down 
through the reinforcement entry point and general guarding the first gate to
begin.  Don't approach the large gate in the center of the screen right away,
but instead take out the general to the north of the gate as well as helping
out the other army take out the general blocking their small gate.
  Once all three northern offensive fronts have met at the main gate, you can 
begin your assault against the general guarding it.  Try and lure him away 
from the gate, as the archers on top can be very lethal.  Once the main gate 
is opened, don't forget to take out those archers yourself to allow more of 
your forces to get through unscathed.  You can also battle back to meet the
Wei forces if they haven't progressed very far yet.
  As a Wei general, you've got a longer but easier path through three generals
and three reinforcement entry points.  Just march your way south to the middle
of the area.  You'll more than likely beat the other two armies to the main
gate, so run up and take out the archers on top of it, and if you're feeling
brave (or if your allies have already reached the gate), jump down and help
finish off the general guarding the gate.
  From the middle of the stage, head southwest to the fortress.  Blocking your
way is Lu Bu, the toughest general you've met so far.  He is the first 
general you'll meet that will use a recovery item with each knockdown, so you
have two approaches to killing him: Either don't use any knockdown attacks
against him (difficult to do, especially if you've got your escorts who won't
follow your gameplan), or make every attack a knockdown, and try to get him
to run out of recovery items as quickly as possible.
  It's actually possible to ignore Lu Bu, as killing him is not essential to
ending the stage or opening any gates.  However, the +8 Attack Bonus is 
essential to completing the game when starting from scratch on Medium or Hard
level.
  Once Lu Bu is defeated, the guard at the door to Dong Zhou's fortress will
be a piece of cake, and you can enter the fortress.  Once inside, quickly take
out the two entry points behind the leader, go after Diao Chan (the woman with
the two giant maracas), and then concentrate on finishing off Dong Zhou.  You
may want to first de-horse Dong before going after the lesser commanders and
generals in the fortress, as Dong can be quite annoying if you're not prepared.

--Stage Strategy: Dong Zhuo--
  Remember, when playing as the "bad guy", you have the disadvantage of having
all of the gates and doors already opened up, so take that under consideration!
  As Diao Chan or Dong Zhou, you'll start deep within the fortress with your
choice of fronts to fight on.  As a traitor, you'll start in the far east.
As that's actually one of the easiest routes to take, we'll take our 
walkthrough beginning in the eastmost valley.
  From the eastern valley, head north and take out the attacking Wei general,
Cao Cao, along with his four commanders (Xiahou Yuan, Xiahou Dun, Cao Ren, and
Cao Hong).  Be careful as you advance, and make sure you only draw out one
commander at a time.  Xiahou Du and Xiahou Yuan are the toughest of the four 
commanders, but neither is tough as Cao Cao, who is around three or four times 
as tough to kill.
  From Cao Cao, head north and make a sharp left behind the Shu's assault. 
Get a horse and ride forward to the front of the line before dismounting to
ensure yourself some backup in your battle.  The Shu have two generals, a 
minor one (Gongsun Zan) and Liu Bei (who has Guan Yu and Zhang Fei with him
as commanders).  Conentrate on the commanders and the minor general, and then
take Liu Bei out of the picture.
  From here, ride west.  The Wu are fighting down the westernmost path, with 
Sun Jian and three commanders moving south.  Take them on coming up from the
south.  Sun Jian is fairly weak compared to Liu Bei or Cao Cao, so you should
have no real problems with him.
  Once all of the other generals are gone, only Yuan Shao should remain.
Depending on how fast you took out the other generals, he'll have attempted
to come down through the center path.  He does have three commanders with him,
but the same strategy applies; take out any nearby archers, take out his
commanders, and then take out the leader.  Of course, Yuan Shao is very weak
even compared to Liu Bei and Cao Cao, so you may not need to worry too much
about his attacks after all...  


  -----------------------------------------------
--             The Battle at Guan Du             --
--    Kanwata no Tatakai  (Battle of Guan Du)    --
  -----------------------------------------------
--     Cao Cao's Forces vs. Yuan Shao's Forces   --
--              Cao Cao vs. Yuan Shao            --
  -----------------------------------------------

--Musou Mode Stages--
  Wei Kingdom: Stage 3, Cao Cao

--Map--
        ..8#3a.....         ......      
       8a..|........      .....--.---   
    r...... ........HF.D.2.....|...G|   
      -#-   ..    ...... ......|....|.   
    ........3.     ...      ...|........
    ..........     .           ------...R
     ........      .            ...E... 
    .....         ~#~~~~~~~    .......  
  ......         ~..|7...   ~~~~~~~.~     1-9 : Yuan Shao Generals
~~~.~            ~..----..  ~~   ...  .R  #a  : Yuan Shao Commanders
  ..~        ~~~~........  ~    ........  r   : Yuan Shao Entry Points (7)
 ....~      ~........ ~~~~~     ....    
 r....~~~~~~......   ~B.............    
    .........      ~.....~~~~~......      A-H : Cao Cao Generals
    ...5....     ~~~...~~     ~~~...~~~   #1  : Cao Cao Commanders
     ........  ~~4..~~~          ~~ ...   R   : Cao Cao Entry Points (5)
~~~~~~~~~~~~.~~....~                ...R
       ..........  ~               .... 
       .......      ~            ......   | - : Walls
       .......      ~        ----.----.   #   : Closed Gates
    -----.-----.....~r....  .|.......|.   ~   : Rivers
   .|.........|..............|.......|. 
 r..|.........|..   ~..........C.A..... 
 ........1......6............|.......|. 
  ..|.........|..   ~9.......|.......|.R
  ..|.........|..   ~r..  ...----.----  
 ...-----.-----..   ~     ........  
  ..r........r...   ~      .... R       
                    ~                   

1  - Yuan Shao       Drops: Nothing     Morale: 5 7/8   Event: Ends Level
1a - Ju Shou         Drops:
1b - Lu Wei Kuang    Drops:
2  - Yan Liang       Drops:             Morale: 5 1/3
3  - Wen Chou        Drops:             Morale: 5 1/3
3a - Han Xun         Drops:
4  - Yuan Tan        Drops: Attack +1   Morale: 5 1/3
4a - Xun Chen        Drops: Attack +1
5  - Yuan Xi         Drops: Attack +1   Morale: 5 1/3
6  - Yuan Shang      Drops:             Morale: 4 1/3
7  - Chun Yuqiong    Drops: Attack +1   Morale: 4 1/3  Event: Burns Supplies
7a - Han Meng        Drops: 
8  - Liu Bei         Drops:             Morale: 3 1/8
8a - Guan Yu         Drops:
9  - Zhang He        Drops:             Morale: 4 1/8
9a - Gao Lan         Drops:

A  - Cao Cao         Drops: Nothing     Morale: 4 1/2   Event: Ends Level
A1 - Cao Ren         Drops:
A2 - Cao Hong        Drops:
A3 - Li Dian         Drops:
A4 - Xun You         Drops:
A5 - Cheng Yin?       Drops:
B  - Xiahou Dun      Drops:             Morale: 4 1/3
B1 - Xu Huang        Drops:
C  - Dian Wei        Drops:             Morale: 4 1/4
D  - Xu Zhu          Drops:             Morale: 4 1/8
E  - Xiahou Yuan     Drops:             Morale: 4 1/4
E1 - Yu Jin          Drops:
F  - Zhang Liao      Drops:             Morale: 4 1/8
G  - Liu Yan?        Drops:             Morale: 2 1/4
G1 - Song Xian       Drops:
G2 - Wei Xu          Drops:
H  - Guan Yu         Drops:             Morale: 4 1/8

--Stage Events--
  -Yuan Shao calls his troops to attack-
   Triggered by: Unknown
  -Archers fire arrows at the castle-
   Triggered by: Unknown
  -Catapults begin fire on the castle-
   Triggered by: Unknown
  -The supply camp is burned-
   Triggered by: The death of Chun Yuqiong
   Notes: Destroying the supply camp greatly shifts morale towards Cao Cao's 
         army.

--Brief Description--
  Yuan Shao, with greater numbers, is planning an assault on Cao Cao's fortress
on three different fronts.  With rivers splitting the three fronts into three
distinct areas, navigation through this stage can be a pain.
  After an initial assault on Cao Cao's forces on three fronts, Yuan Shao 
himself will lead an assault on Cao Cao's fortress, bringing catapults and
archers with him in a massive assault.  If the other two fronts fall in
Yuan Shao's favor, things will look incredibly bleak for Cao Cao!

--Stage Strategy: Cao Cao--
  With Yuan Shao's armies attacking on three fronts, this is one of the more
difficult battles in the game.  The northern front is guarded by four generals
and attacked by two, the central front one vs. one, but the southern front
begins with two and is followed up by Yuan Shao himself over time.
  All three assaults contain contingents of archers, so be sure and take them
first.  Having a horse is essential in this level, as you'll need to go back
and forth between fronts several times.  Letting either the northern or 
central fronts go unaided will result in the fall of the generals there, 
lowering morale and creating an attack from two (or three) fronts on the 
castle in the southeast.
  As Xiahou Dun, you will begin in the center of the map facing off against
a single enemy general.  You should be able to dispatch him fairly quickly
(watching out for archers) and then head to the north to help on that front.
Once you've taken out both attacking generals, you should immediately head
to the southern front to assist in the defense of Cao Cao against Yuan Shao's
main assault.
  As Xu Zhu, Xiahou Yuan, or Zhang Liao, you'll begin in the north.  Two enemy
generals will be attacking your base there, so dispatch of them as quickly as
possible.  Once complete, head to the central front and take on the attacking
general, and then head south to assist against the main assault.
  As Dian Wei, you'll be facing the southern and most active front initially, 
as you are attacked by two generals from the beginning.  Take them out quickly,
then head to the central front, and then to the northern front.  By the time
you've assisted in the northern front, the main assault on the castle in the
south will have begun, and you'll need to get there as quickly as possible. 
You may actually have an easier time taking the western path there instead of
going back down the eastern side, assuming you're on horseback.
  The main assault will begin once a clear victor has emerged on both the 
northern and central fronts.  If your troops have low morale by the time the
southern assault begins, Yuan Shao will use catapults to bombard the castle
walls.  With higher morale, you'll have to face of against a large troupe of
archers.  Since the catapulted rocks can take out half of your health if you're
standing in a bad spot, it's best to storm them and take out the commander
in charge of them as quickly as possible.  The archers are deadlier to your
ground troops, but it will be safe within the castle walls.
  Your strategy here will depend on your troops morale.  If you're not doing
well, it's best to stay close to the castle and let the troops come to you.
If your morale is high, your troops should be charging outside of the castle
gates, allowing you to do the same.
  Once Yuan Shao crosses the river, you'll be able to meet him head-on, 
although you might want to wait until things calm down a bit more before going
after him.  Finish him off at your leisure, and the battle is yours.
  That's one way.
  The second method to finishing this stage involves destroying the general
situated on the peninsula located near the center of the screen.  If you've
played through this battle time and time again as the defender, there's a whole
other scenario that could happen here that just might surprise you.  This is
the supply area at Wuchao for those following the historical context.
  Xiahou Dun is the general in the best position for this attack, although any
general could do the same.  Break through the enemy lines in the center of
the stage, completely ignoring the attacks on the other fronts for the time
being.  Once you've broken through, head north to the peninsula fort and kill
the general inside.  This will bring up a new cutscene of you burning the 
supplies, and Yuan Shao crying in anguish.  Just sit back and watch the morale 
meter fly into the blue.
  From here, Cao Cao's army will immediately begin an offensive, pushing back
Yuan Shao's troops into the castle.  You should head north and take on Liu Bei
and Zhang Fei for some extra powerups, and then head south and aid Cao Cao's 
surge in wiping out Yuan Shao.

--Stage Strategy: Yuan Shao--
  As Yuan Shao, you'll begin in the southeast castle, waiting to strike 
against Cao Cao.  As any other general, you'll begin in the northeast, with 
your choice of the three fronts to attack.  For the sake of this walkthrough,
we'll go with the northern front first and work our way south, as it's the 
most logical progression through the defending generals.
  Three generals are already in the north-central part of the stage, and that's
where you should begin.  Guan Yu, Zhang Liao, and Xu Zhu will be charging 
one of your generals from behind as he approaches the northeast castle. As you 
ride forward, you'll bump into Guan Yu first, and just behind him are a troupe 
of archers, with a second troupe a little further beyond them.  Take the archers
out first, and then concentrate on the three generals.  Guan Yu and Xu Zhu are
the two toughest ones, but neither will be able to heal themselves more than
three or four times.  Zhang Liao will be a snap compared to those two.  From 
there, two commanders guard the outside of the northeast castle, but neither 
should give you any trouble (they don't heal themselves).
  Xiahou Yuan and a minor general (Liu Yan) will be waiting inside the castle
at this point.  Entry to the castle is a breeze, but you should watch out for
archers once you're inside.  Xiahou Yuan isn't too tough, and Liu Yan will fall
without even healing up.
  From there,  head out of the castle using the eastern entrance, take out the
reinforcement entry point there, and then head southwest.  In the center of the 
stage is Xiahou Dun, who will be trying to fight his way across the river. 
Wait for your escorts (or additional backup if you feel the need) and start 
attacking his forces from behind.  You'll meet his single commander first,
followed by a pile of troops and finally a closed gate.  Xiahou Dun is guarding
that gate, and he is tough, especially without your escorts beside you.  If
your allies haven't already engaged him, you should only jump down from the 
wall if you're sure you can take him out quickly.  He shouldn't take more than 
three or four falls to finally kill, and when you do, the gate will open.
  Once you've helped your troops to break through the enemy line there, head 
south along the eastern side of the stage and across the bridge.  Take out the
reinforcement entry point there, as well as the one east of the castle.  This
should give your troops enough time to begin their assault on the northern
entrance, leaving the eastern entry for you.
  As you begin your assault on the castle, be prepared for five commanders
under Cao Cao to try and stop you.  They tend to be on the outskirts of the
castle, and killing them will allow easier entry for your troops during their 
final assault.  Dian Wei is also inside the castle, and will give you a bit of
challenge.
  Once you've taken out all five commanders and Dian Wei, Cao Cao should be 
easy.  Well, not easy, as he's probably the toughest opponent you'll face.
He loves to counter Musou attacks with his own Musou attack, so don't go for
the 10-hit combo against him if you're low on health.  He's well stocked on
healing supplies, so this final battle could take some time.  


  -----------------------------------------------
--            The Battle of Chang Ban            --
--   Nagasaka no Tatakai  (Battle of Changban)   --
  -----------------------------------------------
--     Liu Bei's Forces vs. Cao Cao's Forces     --
--              Liu Bei vs. Cao Cao              --
  -----------------------------------------------
--Musou Mode Stages--
  Shu Kingdom:  Stage 3, Liu Bei

--Side Comparisons--
  Cao Cao: 6 Generals, 5 Reinforcement Entry Points
  Liu Bei: 7 Generals, 7 Reinforement Entry Points

--Brief Description--
  This is the Shu Kingdom's exclusive level in Musou mode, a battle against
Cao Cao's army.  The Wei generals in this level won't be killed in battle,
merely defeated, but you'll still get the character powerups as you knock
them down.
  Liu Bei has gone on ahead from his generals, but unfortunately has walked 
right into an ambush.  Cao Cao's army completely surrounds the Shu, and Cao
Cao himself will appear from the southwest shortly after beginning the stage,
bringing with him a whole pile of reinforcements.
    
--Stage Strategy: Liu Bei--
  You begin on horseback in this stage, so be sure and use that you your 
advantage.  As the stage begins, immediately to your southwest you'll run into 
Xu Zhu and Dian Wei.  Both of these generals are fairly weak, but still pack
a wallop and will heal themselves a few times as they are knocked down.  Still,
you shouldn't have too much trouble taking them out in this level.
  Once these two are out of the way, Cao Cao will arrive on the scene, bringing
in a barrage of new troops from all the reinforcement points as well as three
more generals.  At this point, you have three paths you can take: Go southwest,
and take on Cao Cao right away, head northwest and take on the six generals 
waiting for you there, or head east and get in front of Liu Bei's advance to
protect him.  Taking on Cao Cao is suicidal unless you're playing on Easy
with a second or third-generation character, and Liu Bei can take care of 
himself against one general for a time, so I recommend going the northeast
route.
  You'll first meet Xiahou Dun and a minor general just south of the river, 
probably both at once.  The first thing you should do is to take out the small 
group of archers to the west, as they can cause quite a bit of mischief.  A 
good strategy for the generals here may be to leave the minor one still on 
horseback until you've defeated the Xiahou Dun.  The one on horseback may run 
by and swipe at you on occasion, but you'll be able to concentrate better with 
only one of them on the ground.  Alternately, if you've got a good strong 
escort, lure one on horseback away from the other, knock him off, and leave 
him to your escorts as you go after the other.
  As you approach the bridge to the river, you'll get Xiahou Yuan's attention.
Lead him south after you to get away from the archers to the north, and then
take him out.  Next up are two minor generals, which should all be fairly
easy to dispatch.  Zhang Liao should be the last major general you face here,
right as you cross the river.  On the other side of the river are two groups of
archers as well as several contingents of soldiers, so horseback is the best 
way by far to get to the other side of the river.  
  Once you've taken out that large group of generals, your morale should be
soaring.  Your other allied generals will be concentrating on protecting
Liu Bei, so you should grab a horse (if one is available) and run across the
northern path and take on Cao Ren, the general who is attacking Liu Bei.  Don't
forget about all the reinforcement entry points on your way there...
  Once Cao Ren is defeated, you can go back and clean up any of Cao Cao's 
forces that were left behind, preferable while on horseback.  Once your army
reaches the northeast shore, reinforcements will arrive and your army will
turn around and prepare for Cao Cao's last assault.  He'll come up from the 
south, but at this point he armies should be so decimated that the final battle
will be easy.  You can try to lead an assault against him before this time, 
but it's not advisable unless you're very confident in your abilities.
  When facing Cao Cao, first take out his archers, then at least half of his
escorts before trying to face him head-on.  He's very powerful as well as 
fully stocked on healing items, so it'll be a long battle.

--Stage Strategy: Cao Cao--
  Any non-Wei generals will begin in the southwest corner of the stage, as will
Dian Wei and Xu Zhu.  Xiahou Dun will begin in the west center, Xiahou Yuan in 
the northwest, and Zhang Liao in the north.  Regardless of your starting 
position, your main objective will be to stop Liu Bei from reaching the northern
shore where he will receive reinforcements.  Liu Bei's generals will be 
concentrating on taking out your many reinforcement entry points, so be sure
and stop them as quickly as possible to keep your morale up.
  If you're beginning in the southwest, the best way to proceed is to quickly
take out the three generals in the southwest with you. Zhao Yun, Zhang Fei, and
a minor general (Liu Feng) are in the southwest, and will be blocking your way.
There's also a reinforcement entry point there, so be sure and take that out as
well.  Zhao Yun and Zhang Fei are close together, so there's a good chance 
you'll end up taking both of them on at once.  Both heal themselves several 
times, so you could easily end up spending several minutes stuck in the corner.
Liu Feng will head north from his starting point, so head to him next and 
polish him off.  As a note, all three generals have a commander or two, but
they're nothing you should worry about too much.
  Depending on the state of the battle, you'll probably want to head north and
take on Guan Yu to complete your general-cide.  Guan Yu is as tough as the
other two generals, but since there's only one of him (not counting his three
commanders), he'll be much quicker to dispatch than the other two at once.
  If you're beginning in the north or northwest, you'll want to swing down and
take out Guan Yu first before he can take out any of your entry points.  From
there, you'll run into Liu Feng, and then Zhao Yun and Zhang Fei together as 
you move south.  Nothing too tough, unless you get those last two generals at
the same time.
  10 minutes into the battle, your reinforcements will arrive through any open
gates that haven't been cleared.  This includes a couple of extra generals as
well as Liu Bei himself, so if you're falling behind at this point, here's where
you can catch up.
  Finally, the way will be clear to Lie Bei.  He's got three commanders with
him, none of whom are very tough.  The final battle with Liu Bei is a piece of
cake, as he has very little defense at all.  As long as you're able to stop his
army's advance to the north, you should complete this level with ease.


  -----------------------------------------------
--              The Battle at Chi Bi             --
--     Akakabe no Tatakai  (Battle of Chibi)     --
  -----------------------------------------------
--    Sun Quan's Forces vs. Cao Cao's Forces     --
--             Sun Quan vs. Cao Cao              --
  -----------------------------------------------
--Musou Mode Stages--
  Wei Kingdom: Stage 4, Cao Cao
  Wu Kingdom:  Stage 3, Sun Quan

--Side Comparisons--
  Sun Quan: 8 Generals, 5 Reinforcement Entry Points
  Cao Cao: 8 Generals, 3 Reinforcement Entry Points

--Brief Description--
  Cao Cao's naval fleet is stationed on the Yangtze river, represented in this
stage by a series of connected barges.  Different from any other stage, horses
don't come into play here at all, and you may easily find youself in several
"Can't get there from here" scenarios.
  As the battle flows, Sun Quan's forces will set fire to the barges, giving
him a morale advantage.  Sun Quan also has the advantage of being the defender
here, with a slightly more solidified position.

--Stage Strategy: Sun Quan--
  Fighting from south to north, you're facing Cao Cao's army for the first
time here.  As with most Kingdom vs. Kingdom battles, the only real strategy
is to take out the enemy's generals, then move in for the kill.  As your troops
move forward, the barges will be set ablaze, giving you a morale advantage for
the remainder of the battle.
  Archers stationed on boats can be deadlier than ever, especially when you
can't get to them.  Luckily, there's a lot of cover you can hide behind if you
get caught in a crossfire.  If you're fighting an enemy unit (or even a 
general), lure them back behind cover if you're in the line of fire. 
  You can't always get where you want to go, especially in the northeast and
southwest, where barges right next to one another require a long walk to cross
over to.  It's best to learn the level as much as possible so you'll know where
you want to go next.
  Once the boats are set afire, Cao Cao will retreat back to the shore in a 
more guarded set of gates (complete with archers and a horse for him to use).
At this point, make sure you've taken out the rest of the generals, and then
move in for the kill.  Cao Cao is one tough customer, and this is just the 
first time you'll face him (ulp).  His attacks can be devastating, his defense
is very high, and he never seems to run out of power-ups either.  You'll just
have to keep knocking him down until he runs out, and then finish him off.
  Once morale is completely in your favor, Cao Cao will begin a full retreat.
He'll get reinforcements from one area which will let him hang around a bit
longer, but after that, he'll begin moving for the northernmost reinforcement
entry point.  He'll try to leave the stage completely, which also will result 
in a victory for you.
  

--Stage Strategy: Cao Cao--
  As a member of Cao Cao's army, you will be fighting your way south to 
overtake Sun Quan.  There isn't a lot of strategy to be had in the beginning,
just go from general to general, avoiding the shore until you've got a firm
hold on the boats.  The faster you move, the better the chances the boats
will stay unlit.
  Archers stationed on boats can be deadlier than ever, especially when you
can't get to them.  Luckily, there's a lot of cover you can hide behind if you
get caught in a crossfire.  If you're fighting an enemy unit (or even a 
general), lure them back behind cover if you're in the line of fire. 
  You can't always get where you want to go, especially in the northeast and
southwest, where barges right next to one another require a long walk to cross
over to.  It's best to learn the level as much as possible so you'll know where
you want to go next.
  Once you've cleaned out the generals on the sea, it's time to head onto the
bank.  Take out as many generals and entry points as possible before going up
against Sun Quan to give yourself the morale advantage you'll need against him.
There are a ton of archers and high-ranking soldiers in his compound, not
to mention a reinforcement entry point, so hit the outskirts of his camp and
clean some of them out before going head-to head against him.


  -----------------------------------------------
--              The Battle at He Fei             --
--      Gappi no Tatakai  (Battle of Hefei)      --
  -----------------------------------------------
--    Sun Quan's Forces vs. Cao Cao's Forces     --
--             Sun Quan vs. Cao Cao              --
  -----------------------------------------------

--Musou Mode Stages--
  Wu Kingdom:  Stage 4, Sun Quan

--Side Comparisons--
  Sun Quan: 7 Generals, 4 Reinforcement Entry Points
  Cao Cao: 7 Generals, 3 Reinforement Entry Points

--Brief Description--
  After Chibi, Sun Quan leads an assault against Cao Cao's fortress at Hefei,
guarded by Cao Cao's most trusted generals.  Sun Quan begins his attack from
the southwest, with Cao Cao's fortress in the northeast.  Note that all of
Cao Cao's generals are outside the fortress gates, ready to take Sun Quan's men
on before they are even able to breach the walls.

--Stage Strategy: Sun Quan--
  Regardless of your starting position, your strategy is simple.  Travel along
the outside of the fortress, eliminating all of Cao Cao's generals as quickly
as possible.  I suggest going from north to west, picking of generals as you
go.
  Xiahou Dun is the northwest-most general.  Watch out for the archers on the
other side of the river!  Next up to the east is Xiahou Yuan, who's got around
20 archers behind him to the east, so it's best to go after them first.  
Turning south, you'll run into a minor general (Zhang ????), who also has a
platoon of archers, and guards the western drawbridge.  Even after the bridge
comes down, it's a bad idea to head into the fort at this point, so keep going
south.  Another minor general, Xu Jin, is near the southwest corner of the
fortress and should be quick to kill.  You can safely ignore Dian Wei, who is
cut off from the castle (and should be killed by your troops soon at this 
point), and coninue east to meet Xu Zhu (who may have moved south at this
point).  
  Around this time, Zhang Liao will arrive from the center of the stage and
begin an assault to the southeast.  You should have enough morale by the time
this happens to prevent him from having enough momentum to do any damage, and
your other generals will be more than happy to run back and help out in your
place.
  To your east lie the last two generals around the castle, Cao Ren in the 
south and another minor general in the north guarding the gate.  Skip Cao Ren,
and focus on opening the drawbridge first, as archers on the hills between the
two can cause you some serious problems should you try to come up from the 
south.  Don't forget about that second reinforcement point, and then head into
the fortress.
  Cao Cao doesn't have any generals inside the fortress, but there are five
commanders who can prove to be annoying.  Two are on the oustide of the inner
sanctum guarding the doors.  I first recommend making a horseback sweep of
the outer fortress to clean up the forces there as well as taking out those
two commanders.  The inner doors will open up, and you'll be able to see Cao 
Cao for the final time.
  With three commanders and Cao Cao in such a tight space, there will be 
plenty of soldiers for you to fight, never fear.  Here's some fun information:
you _can_ ride a horse up these particular steps into the inner fortress!  Do
so, and make a sweep of the interior, avoiding the center until you've gotten
the two commanders in front of the doors.  You should also head up the steps
and take out the extra commander on the roof.  
  You can now take on Cao Cao head-on without fear of too much resistance,
so do so.  He's just as tough as he was at Chibi, so be warned.

--Stage Strategy: Cao Cao--
  This is a relatively straightforward battle from Cao Cao's side.  All
generals start outside of the fortress walls (outsiders to the north, Wei 
generals spread around the castle), and your first objective is to clear out 
the four attacking generals who will be trying to breach your walls.  All Wu 
generals in this stage have very low defense, so if you've got a powered-up 
character, you should be able to take every single one of them down in just 
one combo.
  Lu Xun and Lu Meng are in the north, Zhao Yu in the center, and Taishi Ci in
the south.  As far as strategy goes here, just head for the nearest general to
your starting position and work your way around to the others.  There's no real
strategy here, just fend off the attackers from your gates.  If you're able to
advance far northwest or southeast, you can take out the reinforcement entry
points in those corners.  Take note that Zhao Yu has Sun Shang Xiang as one of
his commanders, so be careful.
  As the battle advances, you'll get some surprise reinforcements from the 
center of the stage to help you out.  They'll head straight for Sun Quan's 
castle, but be sure to take out all of the generals first before helping
them out.
  Sun Quan resides in the southwest corner, surrounded by three minor generals.
His generals will eventually wander off and start advancing on the castle,
so first take out any brave enough to do so.  Once you've made it inside Sun
Quan's camp, taking him out should be relatively simple, providing you polish
off some of the archers inside the camp first.  Riding a horse into the camp
will clear quite a bit out it out, as well as letting you get a good jump on 
the archers.


  -----------------------------------------------
--             The Battle at Yi Ling             --
--     Isoyou no Tatakai  (Battle of Yiling)     --
  -----------------------------------------------
--    Sun Quan's Forces vs. Liu Bei's Forces     --
--             Sun Quan vs. Liu Bei              --
  -----------------------------------------------

--Musou Mode Stages--
  Shu Kingdom: Stage 4, Liu Bei
  Wu Kingdom:  Stage 5, Sun Quan

--Side Comparisons--
  Sun Quan: 8 Generals, 4 Reinforcement Entry Points
  Liu Bei: 6 Generals, 4 Reinforement Entry Points

--Brief Description--
  Liu Bei in the northwest, Sun Quan in the southeast, in a battle at night.
Liu Bei's forces are the defenders, but there are fewer generals on their side.
Sun Quan has the benefit of numbers, but Liu Bei's camp holds a few surprises.
  As the Wu generals make it to the southwest area, they will set fire to the
barricades.  Liu Bei's camp in the west is shrouded in fog, which will also 
disable your overview and close-up maps while you run through that area.  
Luckily, the pause menu is unaffected.
  You will fight this battle from both sides in Musou mode, and there are 
different strategies for each.

--Stage Strategy: Sun Quan--
  The final battle for Sun Quan, it's much easier than the prior one.  
Depending on your starting position, you'll either want to go northeast to
southwest or southwest to north, clearing out generals as you go.  Helping out 
your forces in the south will lead them on to set fire to Liu Bei's camp, so 
that's a good priority for you if you need one.  
  Guan Yu is surrounded in the northeast, an easy target despite the commanders
who are with him.  Zhang Fei and Huang Zhong are in the southwest, and should 
be cleared out quickly for a good morale boost.  Zhao Yun is in the north, Ma 
Chao in the center, and neither will put up much resistance.
  Once you've reached Liu Bei's camp, prepare for some serious resistance.
There are several commanders, tons of archers, and Zhuge Liang all waiting
for you, so it's not advisable to go it alone.  The archers, as always, should
be your top priority, but there are so many of them it's easy to get in a
crossfire so bad you can't stand up for more than a few seconds at a time.
Zhuge Liang is pretty easy to take down, but he's got pretty good attacks
as well.
  Once Zhuge Liang is out of the way, head back behind Liu Bei and take out 
that reinforcement entry point (stocked with archers, no less).  After that,
you're ready to see Liu Bei and his men, particularly his men.  His personal
escorts are tougher than most of the generals you've just plowed through, so
take them out first!  Once everyone else is out of the way, Liu Bei will 
eventually fall, although he's got a whole pile of healing power-ups.

--Stage Strategy: Liu Bei--
  The general you have selected will determine your starting position, which
in turn will have a big effect on your strategy.  Zhao Yun begins in the north,
Zhang Fei and Huang Zhong in the southwest, Guan Yu in the northeast 
(surrounded by enemies), and Jiang Wei and Ma Chao near the center.
  As Zhao Yun, Jiang Wei, or Ma Chao, your first objective should be to attack
Gan Ning, who is at the crossroads of the northern paths.  He will have an
additional commander with him on horseback, and he's also got quite a few 
friends with him.  From there, Taishi Ci is to the east.  After defeating
him and his commander, look at the state of battle on the map.  If Guan Yu's
troops are holding their own, head south to the three generals stationed
there.  If not, go help out Guan Yu in his battle with Zhao Yu before turning 
your attention to the south.
  As Guan Yu, you'll begin surrounded by enemies.  Zhao Yu is just to your
south, with a minor general and a reinforcement entry point to your north.
Take out the northern general and commander first, watching out for the archers
on the incoming barges.  From there, you should head south to the fork and 
then east through Taishi Ci and Gan Ning in the center of the map.
  As Jiang Wei or Ma Chao, you'll be facing Lu Xu and two minor generals 
storming through the barricades.  If you don't finish off Lu Xu before he
advances too far forward, he'll set fire to the camp, dropping morale.  Finish
off these three before heading north to help out whichever of your comrades
needs the most assistance.
  Once all of the generals attacking on these three fronts are finished, you
can turn your attention towards Sun Quan.  As you approach his position, 
you'll run into Sun Shang Xiang.  She's not too hard to take out, and once 
you're done there, the Wu will have very little morale left.
  Sun Quan's is flanked by two minor generals who shouldn't give you too
much trouble.  His escorts, on the other hand, are very tough (as tough as
some of the generals you've faced), and should be dispatched quickly.  There
is also a group of crossbow archers in his compound, which you should take 
care of as soon as you see the first bolt whiz by.  After all of that, Sun Quan
will take you a few minutes to dispatch, even at full strength.


  -----------------------------------------------
--         The Battle at Wu Zhang Plains         --
-- Gotakeken no Tatakai (Battle of Wuzhang Yuan) --
  -----------------------------------------------
--     Liu Bei's Forces vs. Cao Cao 's Forces    --
--              Liu Bei vs. Cao Cao              --
  -----------------------------------------------

--Musou Mode Stages--
  Shu Kingdom: Stage 5, Liu Bei
  Wei Kingdom: Stage 5, Cao Cao

--Side Comparisons--
  Cao Cao: 6 Generals, 3 Reinforcement Entry Points
  Liu Bei: 6 Generals, 4 Reinforement Entry Points

--Brief Description--
  Liu Bei in the south, Cao Cao in the north.  Neither side enjoys any real
tactical advantage here, although Liu Bei gets one extra general.
  Most of the fighting will take place in the east and west, where each side's
generals are initially positioned.  

--Stage Strategy: Cao Cao--
  As a Wei general, you'll be attacking Liu Bei's forces from the north.  
The strategy here is again fairly simple (as it is on most battles between
the Three Kingdoms): Work your way around the edges, taking out all of the 
individual generals one at a time, and then head for the enemy's fortress.
  Having a horse can greatly reduce your travel time between battles, so make
sure you get one and hold on to it throughout the stage.  There are four entry
points into the central fortress, the northern two of which have gates.  
  Once inside the fortress, you'll face Zhuge Liang, Liu Bei's right-hand man.
He may not look tough, but be warned, he'll be as tough a battle as you've 
faced so far.  Once defeated, the fortress gates will open, and you'll be able
to go after Liu Bei head-on.  There are a ton of soldiers in the way, not to
mention archers all along the walls, so either rush in and take them out first
or lure Liu Bei out of his fortress (or at least into a doorway).  He'll be a 
pushover compared to the last few bosses you've faced, and you may be able to 
take him out in just a few swings with a properly powered-up character.

--Stage Strategy: Liu Bei--
  Each of the Shu generals begins in a different area, but the strategy for
each is pretty much identical.  Work your way along the east, northeast, 
northwest, and west areas of the map to clear out all the generals and entry
points you can.  Clockwise, from east to north to west (skipping over the 
north) are:  A minor general (Zhang ??), Xu Zhu, Zhang Liao, Xiahou Dun,
A minor general (Cao Ren), Dian Wei, and Xiahou Yuan.
  There's really not a lot of strategy here, just mass murder.  Xiahou Dun
has a contingent of archers and a commander with him, and there are also 
archers on both sides of the bridge near the northwest corner.  
  Once you've cleaned out all of the Wei generals, you and your troops can
storm Cao Cao's fortress.  As you (or your men) approach, Sima Yi, Cao Cao's
number two, will rain down rocks, so it's best if you traverse the path on 
horseback. Once you reach the palace gates, the magician will attack, and as 
you continue into the fortress Cao Cao himself will greet you, along with two 
commanders.  Once you see the cutscene with the rocks, it is essential that you
get up the path quickly, as your soldiers will die by the bucketful if you don't
put an end to the rocks.
  Within the fortress, first lure Sima Yi away from the crossbow archers behind
him and kill him.  With him out of the way, you can then take out those nasty 
crossbow archers, as your troops will be finally able to move in and back you 
up more readily.  Quickly take out the two commanders, and then let your troops 
swarm in around Cao Cao.  He's just another general, although he heals himself 
quite a bit in the early going.  He has a faster charge time, so a good 
strategy here may be to guard and counterattack if you can draw him away from 
his escort (or just kill them off).
  One word of warning:  If you take out the two escorts in front of Cao Cao's
fortress, your soldiers _will_ start going up that path (and subsequently 
get squished by the falling rocks).  If you need to pass by the front of the
fortress on your way to the remaining generals, leave the enemy soldiers to
keep your army busy.  Remember, as your soldiers die, Cao Cao's strength 
increases, and he doesn't have enough forces within the fortress to make a 
significant difference.


-------------------------------------------------------------------------------

  VIII. Game Secrets

--Unlock Second Introduction--
  Complete Musou mode with any character.

--Unlock Huang Zhong, Ma Chao, and Jiang Wei--
  Complete Musou mode with either Zhang Fei, Zhao Yun, or Guan Yu.

--Unlock Zhuge Liang--
  Complete Musou mode with Zhang Fei, Zhao Yun, and Guan Yu.

--Unlock Liu Bei--
  Complete Musou mode with Zhang Fei, Zhao Yun, Guan Yu, Huang Zhong, Ma Chao,
  Jiang Wei, and Zhuge Liang.

--Unlock Xiahou Yuan and Zhang Liao--
  Complete Musou mode with either Xiahou Dun, Dian Wei, or Xu Zhu.

--Unlock Sima Yi--
  Complete Musou mode with Xiahou Dun, Dian Wei, and Xu Zhu.

--Unlock Cao Cao--
  Complete Musou mode with Xiahou Dun, Dian Wei, Xu Zhu, Xiahou Yuan, Zhang 
  Liao, and Sima Yi.

--Unlock Taishi Ci, Lu Meng, and Gan Ning--
  Complete Musou mode with Zhou Yu, Lu Xun, or Sun Shang Xiang.

--Unlock Sun Jian and Sun Quan--
  Complete Musou mode with Zhou Yu, Lu Xun, Sun Shang Xiang, Taishi Ci, 
  Lu Meng, and Gan Ning.

--Unlock Diao Chan, Dong Zhuo, Yuan Shao, and Zhang Jiao for Free Mode use--
  Complete Musou mode with at least one member of each kingdom.

--Unlock Free Mode Side Selection and BGM Test Option--
  Complete Musou mode with at least one member of each kingdom.

--Unlock Lu Bu for Free Mode use--
  Complete Hulao Guan with more than 1,000 KOs.

--Unlock Edit Mode in Options Menu--
  Unlock all 19 hidden characters by completing Musou mode with all non-leader
  generals (Zhang Fei, Zhao Yun, Guan Yu, Huang Zhong, Ma Chao, Jiang Wei, 
  Zhuge Liang, Xiahou Dun, Dian Wei, Xu Zhu, Xiahou Yuan, Zhang Liao, Sima Yi,
  Zhou Yu, Lu Xun, Sun Shang Xiang, Taishi Ci, Lu Meng, and Gan Ning).

--Instantly unlock all 19 hidden generals--
  At the title screen, press Square, Square, L1, L2, R1, R2, Square, Square

--Instantly unlock all Shu generals--
  At the title screen, press Square, R1, R1, R1, R1, R1, R2, R2

--Instantly unlock Edit Mode in Options Menu--
  At the title screen, press L1, L2, R2, R1, L1, L2, R2, R1

--Instantly unlock BGM Test in Options Menu--
  At the title screen, press R1, R1, R2, R2, L1, L1, L2, L2

-------------------------------------------------------------------------------

  IX.   Administrivia

Sources and Thanks:
  This FAQ was put together using several different sources (aside from my own
know-how and experience).  In no particular order:
  Shin Sangoku Musou Game Manual and Game
    For menu and game text
  Koei Japan web site (http://www.koei.co.jp/)
    For additional information about the game
  http://www.threekingdoms.com
  http://www.3kingdoms.net
  http://www.undergrad.math.uwaterloo.ca/~tcchiang/
  http://www.geocities.com/Tokyo/Garden/2744/Frames.html
    For background information and names of the battles and warriors.
  Thomas Mullaly
    For information about extending the Musou attack.
  http://www.weapon.org
    For the Shu General button code
  Mr. Elf from the GameFAQs message boards
    For the Edit Mode button code
  John Lee
    For the Unlock all Generals code
  flyingsun
    For the Unlock BGM Test code

Contacting Me:
  If you have stuff to add, please do send it along to faqs@gamefaqs.com 
for inclusion in the next revision.  Encouragement and comments are also
welcome.  Please do not ask if you can display this guide on your site, as it 
is an exclusive to GameFAQs until version 1.0.

Copyright Notice:
  This document is Copyright 2000 Jeff "CJayC" Veasey.  It may be not be
reproduced under any circumstances except for personal, private use. It
may not be placed on any web site outside of GameFAQs without advance
permission from the author (cjayc@gamefaqs.com).  It may not be distributed
electronically outside of the GameFAQs web site, and it may not be 
distributed otherwise at all.  
  At some point in the near future, this document may be released for
free public distribution.  The latest version of this document on the
GameFAQs web site will hold the current Copyright and distribution information.
 

-------------------------------------------------------------------------------

--EOF--