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    FAQ/Walkthrough by APujanata

    Version: 0.10 | Updated: 11/10/03 | Printable Version | Search Guide | Bookmark Guide

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                          D Y N A S T Y    T A C T I C S   2
        ======================================================================
    
                                DYNASTY TACTICS 2 FAQ
                             November 9, 2003, ver. 0.10
                            for the PS2  (English version)
                         Agung Pujanata (apujanata@yahoo.com)
    
     Copyright 2003 Agung Pujanata
    
     This document is protected by US Copyright Law, and the Berne Copyright
     Convention of 1976.  It is for private and personal use only--it cannot
     be reprinted in part or in whole, or reproduced in any way or in any
     form (written or otherwise).  It is a free document that cannot be used
     in any sort of commercial transaction, including selling it or giving
     it away as a gift.  This FAQ cannot be referenced, altered, or used by
     anybody (including webmasters, publishers, and magazine staff) without
     my express written permission.
     This FAQ was created and is owned by me, Agung Pujanata <apujanata
     (at) yahoo (dot) com>. It can be found at (www.GameFAQs.com) or other
     website listed in section 8 "Website Hosting of this FAQ".
     I would like to hear from you if you've spotted this FAQ being
     plagiarized in any sort of publication, or hosted at website other than
     the ones I have listed in section 8.  You can reach me at:
     <apujanata@yahoo.com>.
     All trademarks and copyrights contained in this document are owned by
     their respective trademark and copyright holders.
    
    Dynasty Tactics 2 is (c) Koei
    
    This FAQ was written for English version of Dynasty Tactics 2 (in Japan,
    it was released under the Sangokushi Senki 2 title)
    
    
    ---------------------------------------
    TABLE OF CONTENTS - DYNASTY TACTICS 2
    ---------------------------------------
    
     1.  REVISION HISTORY
     2.  INTRODUCTION AND WHAT's NEW OR DIFFERENT
            2.1   Introduction
            2.2   What is New or Different
     3.  MENU AND GENERAL TACTIC
            3.1   Main Menu
            3.2   Save/Load Menu
            3.3   Map Menu
            3.4   Battle Menu and Tutorial Explanation
            3.5   Unit Statistic Explanation
            3.6   General Tactic
    
     4.  SCENARIO WALKTHROUGH
            4.1   Liu Bei Campaign
            4.2   Cao Cao Campaign
            4.3   Sun Ce Campaign
    
     5.  APPENDIX
            5.1   Tactic List
            5.2   Unit List
            5.3   General List
            5.4   Skill List
            5.5   Item List
            5.6   Formation List
            5.7   Terrain and Random Event List
            5.8   Trump List
            5.9   Duel List
            5.10  Talk List
    
     6.  ANSWERS TO THE MOST-ASKED QUESTIONS AND TEXT
            6.1   Question and Answer
            6.2   Help Text
    
     7.  INFORMATION
     8.  SPECIAL THANKS
     9.  WEBSITE HOSTING OF THIS FAQ
    
    
    ==============================================================================
      1.  REVISION HISTORY
    ==============================================================================
    
    VERSION 0.10  (October 26, 2003)
     - First version. Many things to complete.
     - Michael Martin contributed a complete Cao Cao Walkthrough, and other
       information contained in the Information section.
    Size : 130 KB.
    
    
    
    ==============================================================================
      2.  INTRODUCTION AND WHAT'S NEW OR DIFFERENT
    ==============================================================================
    
    ------------------------------------------------------------------------------
      2.1  INTRODUCTION
    ------------------------------------------------------------------------------
    Koei is a company that is famous for their strategy/simulation game.
    Dynasty Tactics 2 is a major improvement over Dynasty Tactics. This game is
    very tactic heavy, and since I like tactical battle, I like it a lot.
    
    You can get the latest version of this FAQ at GameFAQs (refer to the top of
    the FAQ for instruction). This guide is for the Dynasty Tactics, or DT.
    
    If you're reading a version of this FAQ that has been translated,
    HTML'ized, or whatever, please send all inquiries to those people who
    did the changes and not me, as they may have an older version or have
    added their own corrections and I won't be able to help you.
    
    I WILL NOT answer any gameplay related questions about this game, especially
    the ones that has been answered in this FAQ. If I received this kind of
    e-mail, I will delete it straight away, so do not expect any response from
    me.
    
    
    ------------------------------------------------------------------------------
      2.2  WHAT IS NEW OR DIFFERENT
    ------------------------------------------------------------------------------
    
    Changes in some of names, like WAR instead of ST
    
    
    ==============================================================================
      3.  MENU AND GENERAL TACTIC
    ==============================================================================
    
    General Button usage :
    "X"        select
    "Triangle" cancel
    
    ------------------------------------------------------------------------------
      3.1  MAIN MENU
    ------------------------------------------------------------------------------
    
    General Button usage :
    "X"        select
    "Triangle" cancel
    
    
    1. NEW GAME
       A. Liu Bei
          i.   Prologue
          ii.  Main
          iii. Epilogue
       B. Cao Cao
          i.   Main
          ii.  Epilogue
       C. Sun Ce
          i.   Main
          ii.  Epilogue
       D. Lu Bu
          i.   Main
          ii.  Epilogue
    2. CONTINUE
    3. BATTLE
    4. VERSUS
    5. HISTORY
       A. Top Combos
       B. Scenario
          i.   Liu Bei
          ii.  Cao Cao
          iii. Sun Ce
          iv.  Lu Bu
    6. DATABASE
    7. OPTIONS
       BGM                 On/Off
       Sound               Stereo/Mono
       Dolby Digital 5.1   On/Off
       Subtitles           On/Off
       Vibration           On/Off
       Tactic Animation    On/Own/Off
       Screen Adjust
       Default
       Exit
    
    
    Menu Explanation
    New Game : Start a new campaign with available liege. When you first play the
       game, you can only choose Liu Bei's prologue, which is basically a tutorial.
       After you finished the prologues, then you can choose other characters.
    Continue : You will be asked for the memory slot (1 or 2), and then you
       choose the saved game you wanted to restore.
    Battle : This is used to restore in-battle-savegame. For details on
       saving in-battle-savegame, please see section "3.4 Battle Menu" below. Note
       that the only way to restore in-battle-savegame is through this menu.
    Versus : You and your friend will be given random officers, and you
       can start duking it out.
    History : After you finished a scenario, like Liu Bei's prologues, and choose
       to save the history data, you can access this menu. Otherwise, it is
       locked/empty. In this menu, you can view your top combos, (combo no and
       total damage), and also view the movie of scenario that you have finished.
    Database : list of Generals you have owned, throughout your history of playing
       Dynasty Tactics.
    
    
    ------------------------------------------------------------------------------
      3.2  SAVE/LOAD MENU
    ------------------------------------------------------------------------------
    
    When you press select in the map menu, you will be brought to this menu.
    
    SAVE
    LOAD
    OPTION
    DATABASE
    
    I believe all of the menu is self explanatory. For details of the map menu,
    please see section "3.3 Map Menu" below.
    
    ------------------------------------------------------------------------------
      3.3  MAP MENU
    ------------------------------------------------------------------------------
    
    General Button usage :
    "X"        select
    "Triangle" cancel
    "Square"   objective
    "Circle"   move cursor to capital/palace
    "Select"   show up Save/Load Menu
    "Start"    end turn, start movement (army and envoy), and start battle (if
               there is any)
    "R1"       go to your army
    "L1"       go to your army
    "R2"       show list of your Free Officer
    "L2"       show list of civilian
    
    
    This menu will show up most of the time. This is the menu that pop up when you
    move the cursor around in the map, hence the name, "Map Menu". Depending on
    the cursor position, the menu that show up will be either only the first three
    option or the complete menu. Complete menu will only show up when you put your
    cursor on your capital city (city that have your color and have flag on it).
    By default, every beginning turn, the cursor will automatically moved to your
    capital city.
    
    1. ARMY (active only if you have army on this location)
       A. Move
       B. Edit
       C. Disband
       D. Form
       E. Other Armies
       Select the name of the commander (leader) of an army
    
    
             Tactics (used to change the active tactics. Mostly of concern if your
                officer have learned more tactics than available slots. For
                details of tactics, see 5.1 Tactic List)
             Unit Type (to change unit type. For details of unit type, see 5.2
                Unit List)
             Item (to give or remove an item, which can be weapon, book etc. For
                details of item, please see 5.5 Item List)
    
    2. SPY
    3. VISIT TOWN
       A. Barracks
       B. Village
    4. OFFICER
    5. CIVILIAN
    6. VUEW BATTLEFIELD
    7. END TURN (can also be done through the "start" button).
    
    ------------------------------------------------------------------------------
    City type
    There are many type of point/node in the map.
    Capital      : node that have very big house on it
    Big City     : node that have big house on it
    City         : node that have small house on it (small color on top of house)
    Battlefields : node that have no house on it (no color on top, can't be
                   conquered)
    Your HQ is the location that has flag with your color (Sun Ce red, Cao Cao
    blue, Liu Bei Green, Lu Bu white ?) on it.
    
    ------------------------------------------------------------------------------
    
    
    ------------------------------------------------------------------------------
      3.4  BATTLE MENU, ACTION MENU AND TUTORIAL EXPLANATION
    ------------------------------------------------------------------------------
    
    Battle Menu
    In battle, if you press "select" button, battle menu will appear.
    SAVE BATTLE (Save in-battle-save, which can be restored later using option 3
       in Main Menu. For details see 3.1 Main Menu). After saving, you can reset
       or turn off PS2. There can only be one in-battle-save per memory card.
    RESUME (load in-battle-save).
    OBJECTIVE : view Objective and Conditions for Defeat
    AUTO (let the computer play for you).
    RETREAT
    OPTIONS
    DATABASE (of General that are currently in battle).
    
    ------------------------------------------------------------------------------
    Start of Battle, Formation
    
    During the start of the battle, you will be asked to select which formation
    you wanted to use. Based on the terrain type, there will be different
    formation available for you to choose. Depending on the formation you choose,
    all of your strategist will get additional tactic that is the result of
    formation. For which formation resulted in what tactic, see section "5.6
    Formation List".
    
    
    ------------------------------------------------------------------------------
    Battle End
    Battle will end if one of thing happens :
    1.  Your CC (the one that have big flag) is Knocked out (have 0 soldier).
        This will result in you losing the battle.
    2.  Enemy CC is K.O (defeated or captured). This will result in you winning
        the battle.
    3.  Days reached zero. The attacking side lose.
    
    
    ------------------------------------------------------------------------------
    During battle, every officer will do the following phase :
    1. Move
    2. Decide on the facing direction.
    3. Choose from a list of menu (like attack, bow, tactic)
    
    Move phase will show the square that the officer can move to, which is
    denoted by white square. Red square mean a square that the unit can move to,
    and the officer can do tactics on this square.
    
    Decide on direction to face will determine what square you can attack, and
    also whether you can do any tactic on that direction. Direction arrow that
    were colored red mean that you can do tactic if you are facing that direction.
    
    Choose from ACTION MENU :
    1.  ATTACK: will show up if you officer is facing an enemy unit.
    
    2.  BOW: will show up if your officer is an archer type unit, and in your
           direction, exist enemy that you can shoot.
    
    3.  DONE: if you do-not-want-to/can-not do anything.
    
    4.  TACTIC: will show up if you put your officer on the red square, and face
           the right direction (usually toward enemy, but not always, depending
           on the unit's available tactics).
    
    
    
    Every battle will last no more than 25 days (sometimes it is less than that).
    Every beginning of day, there will be a countdown of days, beginning with 25
    (or less), and counting down. Once the countdown reach zero, the attacking army
    automatically lose.
    
    ------------------------------------------------------------------------------
    Turn
    Every beginning of day, every unit will have a big number floating on top of
    it. This number signify the move list. Unit that have number 1 will move
    first, then the unit that have number 2, then unit number 3, and so on. After
    every move, every unit will have their number decreased by one (unit no 2
    become unit no 1, unit no 3 become unit no 2, and so on), unless the unit
    is tied up in the [tactic link] or became confused. Unit that is tied up
    in [tactic link] (for detail see tutorial explanation) will have a cage
    surrounding them, while confused unit animation will keep on turning and
    turning until they are not confused anymore. The number is based on the
    morale of unit, which in turn are based on "Leadership" capabilities of
    officers in the beginning of battle. The higher the morale value of an unit,
    that unit will move earlier.
    Example: Your have Cao Cao and Xiahou Dun, while enemy have Sun Ce and Zhou
       Yu. Morale of Cao Cao is 54, Xiahou Dun is 42, Sun Ce is 53, Zhou Yu is
       41. Therefore, Cao Cao will move first, then Sun Cen second, Xiahou Dun
       third, Zhou Yu fourth.
    Note : The morale can be changed by many things, like tactic (example : [awe]
       will decrease enemy morale, while [revive] will increase allied morale),
       depot (increase allied morale), healing. If you wanted to setup tactic
       combo, it is very important to also consider the morale of the unit, but
       based on the move list at the beginning of turn (morale changes in the
       turn does not affect current move list, it will only affect next turn move
       list.
    
    On the beginning of the turn, sometime you will also be awarded trump. This
    will be executed by your strategist. My theory is that trump is not random, it
    is awarded based on formation of your army/enemy army, or any other condition.
    This event can also depend on your advisor intelligence. I will need to do more
    research on this subject/area.
    For detailed list of trump, see section 5.8 Trump List.
    
    
    ------------------------------------------------------------------------------
      3.5  UNIT STATISTIC EXPLANATION
    ------------------------------------------------------------------------------
    
    
    ------------------------------------------------------------------------------
      3.6  GENERAL TACTIC
    ------------------------------------------------------------------------------
    
    
    
    To be completed later
    
    ==============================================================================
      4.  SCENARIO WALKTROUGH
    ==============================================================================
    
    ------------------------------------------------------------------------------
      4.1  LIU BEI CAMPAIGN
    ------------------------------------------------------------------------------
    
    
    To be completed later.
    
    ------------------------------------------------------------------------------
      4.2  CAO-CAO CAMPAIGN
    ------------------------------------------------------------------------------
    
    Contributed by Michael Martin
    
    Start of Michael's contribution
    
    
    For purposes of this walkthrough, I will give each Army a name based on its
    commanding officer.  For example, an Army composed of Cao Cao, Xiahou Dun,
    Guo Jia and Dian Wei will be called Cao Cao’s Army, because he is the default
    commander of any army he is a member of.
    
    -=CAO CAO=-
    
    Possible Endings:
    
    (NOTE:  I have threaded the Chapter walkthroughs for Endings 1 and 2 together
    since they spawn off of a single starting point and have identical Chapters
    1 and 2, but will append the Chapter walkthroughs for Ending 3, in order, at
    the end of the walkthrough, since the Epilogue finish is a stand-alone and
    can’t be done until you have met the requirements listed at the start of that
    path’s walkthough below.)
    
    Ending One:
    “THREE KINGDOMS” – Liu Bei, Cao Cao and Sun Quan split the land into three
    
      Chapter 1 – A Hero Amidst Chaos
      Chapter 2 – The Battle of Guan Du
      Chapter 3A – Assault on Xin Ye
      Chapter 4A – The Battle for Jing
      Chapter 5A – Redemption at He Fei
    
    Ending Two:
    “UNIFICATION” – Cao Cao takes over all of China
    
      Chapter 1 – A Hero Amidst Chaos
      Chapter 2 – The Battle of Guan Du
      Chapter 3B – First East Wu Campaign
      Chapter 4B – Intercept at Chang An
      Chapter 5B – Eastern Wu Revisited
      Chapter 6B – Rebellion at He Bei
      Chapter 7B – The Western Campaign
      Chapter 8B – Skirmish at Wu Zhang
      Chapter 9B – Shu vs. Wei
    
    Ending Three:
    “The Campaign Against Cao Cao”
    
      Chapter 1 – Eastern Wu Campaign
      Chapter 2 – The Fight for Xu Chang
      Chapter 3 – The Assault on Liang
      Chapter 4 – Battle for Han Zhong
      Chapter 5 – Reclamation of Xu Chang
      Chapter 6 – The Allied Campaign
    
    
    NOTE:  This walkthrough will focus on accomplishing a couple of objectives
    instead of simply beating the game as quickly as possible:
    
     -  First, taking control of every possible city to expand your borders,
        learn new tactics, and increase your supply lines; and
    
     -  Second, to capture and/or recruit every possible officer to give you a
        stronger officer pool and weaken your enemies by depriving them of the
        same.
    
    This approach is optional, of course, but the walkthrough was written with
    that in mind.
    
    
    =============================================================================
    INITIAL BATTLE
    =============================================================================
    Objective:          Win initial battle
    Starting officers:  Cao Cao, Xiahou Dun, Guo Jia, Dian Wei
    Opposing officers:  Song Xian, Wei Xu, Chen Gong, Hou Cheng, Chen Dong
    Special Prize:      Complete a III Combo or better (receive Item: Book of
                        Poetry)
    
    Notes:
      1.  Make sure to capture at least one officer, if possible, in this and
    every other fight in the game.  It will allow you to start a recruitment
    chain, because frequently captured officers have friends in that area, who
    in turn have other friends.  The new feature wherein you release captured
    officers if they don’t want to join you makes this harder to do, but it is
    possible to capture an officer repeatedly until he joins you.
    
      2.  In this and every other fight where it is practical, try to eliminate
    as many officers as possible.  Not only does this weaken the officers if you
    have to face them again, but it also grants you additional craft points which
    you can use to buy new Tactics.  This is particularly important if you are
    saving up for an expensive Tactic.
    
     [Tactic Acquired: Flank III]
    
    =============================================================================
    CHAPTER 1 – A HERO AMIDST CHAOS
    =============================================================================
    Objective:  Occupy Xia Pi
         Time:  10 Turns
      Capital:  Xu Chang
    
    -----------------------------------------------------------------------------
    
     [Liu Bei, Guan Yu and Zhang Fei join Cao Cao]
    
    TURN 1:
    
    **IMPORTANT:  At the beginning of each turn, take an extra minute or two to
    check the map over for possible officers you can recruit.  The ability to
    edit your armies at will (except for commanding officers) means that you can
    often afford to take an officer out of an army for a turn or two to recruit
    someone, then slip him back in when you’re ready to take the offensive again.
    This increases your officer pool, giving you additional strength and
    resources while your enemies grow weaker with each defeat and each captured
    officer of theirs.  After this first Chapter, I will no longer include this
    in my turn by turn walkthrough.
    
     1.  Appoint spies and recruit.
     2.  Form 2nd Army of Liu Bei, Guan Yu and Zhang Fei to seize territory.
     3.  Move Liu Bei’s Army NE to Ji Bei.
     4.  Edit Cao Cao’s Army to bring it up to full strength (switch officers if
    needed or desired).
    
    (NOTE:  You will leave this Army here as a defense until later. and to keep
    Lu Bu from expanding to the NE, because if you take Xia Pi, the Chapter is
    over.)
    
     5.  Move Cao Cao’s Army E to He Cheng.
     6.  Form 3rd Army of remaining officers to seize territory.  (I will call
    this Army Xu Zhu’s Army for the time being, as he is in command of mine.)
     7.  Move Xu Zhu’s Army W to Luo Yang.
    
     [Occupy He Cheng; Tactic Acquired: Vise]
     [Occupy Jie Bei; Tactic Acquired: Pincer]
     [Occupy Luo Yang; Tactic Acquired: Flank II]
    
    TURN 2:
    
    **IMPORTANT:  At the beginning of a turn after you have acquired a new town,
    have all of your officers who are not visiting Mystics (if any) visit the
    town square (or equivalent).  This can spark events, such as a stat increase
    or spawning a “marauding bandit army” which can be killed by your secondary
    armies for craft points and officer experience.
    
     1.  Relieve unneeded spies; appoint new; recruit.
     2.  Move Xu Zhu’s Army NW to Ping Yang.
     3.  Move Liu Bei’s Army ESE to Lu.
    
     [Occupy Ping Yang; Tactic Acquired: Rockslide]
     [Occupy Lu; Tactic Acquired: Repel]
    
    TURN 3:
    
     1.  Relieve unneeded spies; appoint new; recruit.
     2.  Create 4th Army from officer pool to seize territory (Xu Huang’s Army).
     3.  Move Xu Huang’s Army NE to Tai Shan.
     4.  Move Liu Bei’s Army E to invade Cheng Yang.
     5.  Move Xu Zhu’s Army SW to invade Hong Nong.
    
    (NOTE:  If you left your Armies understrength for an actual fight, add to
    them from your officer pool before invading using DT2’s ability to freely
    swap officers without regard for distance.)
    
     [Occupy Cheng Yang; Tactic Acquired: Flood]
     [Occupy Hong Nong; Tactic Acquired: Awe]
    
    TURN 4:
    
     1.  Relieve unneeded spies; appoint new; recruit.
     2.  Move Liu Bei’s Army NW to Chi.
     3.  Move Xu Huang’s Army NE to attack Dong Lai.
     4.  Move Xu Zhu’s Army N to He Dong.
     5.  Form 5th Army (Cao Ren’s) from officer pool.
     6.  Move Cao Ren’s Army WNW to He Nei.
    
     [Occupy Chi; Tactic Acquired: Scatter]
     [Occupy Dong Lai; Tactic Acquired: Taunt]
     [Occupy He Nei; Tactic Acquired: Pursue II]
     [Kong Rong’s forces eliminated]
    
    TURN 5:
    
     1.  Relieve unneeded spies; appoint new; recruit.
     2.  He Dong has a Mystic, the first you should encounter as Cao Cao.  Have
    one of your officer’s visit the Mystic to [Acquire Item: Histories].
     3.  Move Xu Zhu’s Army NW to Chang An.
     4.  Move Liu Bei’s Army S to Lang Ye.
     5.  Move Xu Huang’s Army W to Ji Nan (has a Mystic which teaches Repel II,
    which I gave to Xu Huang on the next turn).
     6.  Disband Cao Ren’s Army.
    
     [Occupy Lang Ye; Tactic Acquired: Muddle]
     [Occupy Chang An; Tactic Acquired: Ambush II]
     [Li Jue’s forces eliminated]
    
    TURN 6:
    
     1.  Relieve unneeded spies; appoint new; recruit.
     2.  Visit Mystic in Ji Nan with officer of choice (you can swap one, such
    as Xiahou Dun, from another Army into Xu Huang’s Army if you wish, then swap
    him back after he has learned the Tactic) to learn Repel II.
     3.  Disband Xu Zhu’s Army.
    
    (NOTE:  I did the following steps because Jia Xu was still in Chang An,
    was only friends with Cao Cao (of my available officers) and could bring
    me two more of the officers in Chang An, so I deemed it worthwhile.)
    
     4.  Disband Cao Cao’s Army.
     5.  Reform new Army (Li Dian’s Army).
     6.  Move Li Dian’s Army E to Xiao Pei for defense.
     7.  Appoint Cao Cao spy and move NW to Chang An.
    
    TURN 7:
    
     1.  Relieve unneeded spies; appoint new; recruit.  (This includes relieving
    Cao Cao now that he’s served his purpose if you opted to do that.)
     2.  Disband Li Dian’s Army.
     3.  Reform Cao Cao’s Army of best available officers.
     4.  Move Cao Cao’s Army E to Xiao Pei.
     5.  Move Xu Huang’s Army SE to Lang Ye.
    
    (NOTE:  On this turn, Lu Bu took He Cheng in my game, but it’s a one-city
    stepping stone to Xia Pi, so you can take it back on Turn 8 and invade on
    Turn 9 with a full turn to spare, having conquered all available territory.)
    
    TURN 8:
    
     1.  Relieve unneeded spies; appoint new; recruit.
     2.  Move Cao Cao’s Army E to He Cheng.
    
     [Occupy He Cheng]
    
    TURN 9:
    
     1.  Relieve unneeded spies; appoint new; recruit.
     2.  Move Cao Cao’s Army SE to Xia Pi.
    
     [Battle at Xia Pi]
        [Special Prize - Win without losing any allied units: On Policy]
    
    NOTE:  Beware of Lu Bu’s Avatar ability, it can wreak havoc on you if you
    get caught unprepared.
    
     [Occupy Xia Pi; Tactic Acquired: Raid]
     [Zhang Liao joins Cao Cao]
    
    =============================================================================
    CHAPTER 2 – THE BATTLE OF GUAN DU
    =============================================================================
    Objective:  Occupy Ye
         Time:  12 Turns
      Capital:  Xu Chang
    
     [Liu Bei, Guan Yu and Zhang Fei leave to join Yuan Shao]
     [Sima Yi joins Cao Cao]
    
    TURN 1:
    
     1.  Reform Cao Cao’s Army if desired with your best troops.
     2.  Move Cao Cao’s Army NW to Guan Du.
    
     [Battle at Guan Du]
        [Special Prize – Defeat enemy commander w/in 10 days: Gold Vase]
     [Occupy Guan Du; Tactic Acquired: Surround]
     [Xun You joins Cao Cao]
    
    NOTE:  After the Battle at Guan Du, a path opens up to Wu Chao, the supply
    depot for Yuan Shao.  This is well worth exploiting.
    
    TURN 2:
    
     1.  Move Cao Cao’s Army N to Yan Jin.
     2.  Form 2nd Army (mine is Xiahou Yuan).
     3.  Move Xiahou Yuan’s Army NE to Wu Chao.
    
    NOTE:  The battle at Wu Chao has almost no Grass and no Forest terrain.  Be
    sure to equip Tactics which do not rely on these terrains, such as Ambush and
    Fire Attack before going into this fight.  If you’re having trouble with this
    one, include an engineer in your group to build a catapult to help counteract
    your enemy’s huge morale advantage.  Also, make use of Tactical Chains to
    have a single officer (preferably one with Bravery) with three Tactics like
    Charge, Repel, etc. take out a single enemy officer and swing the odds in
    your favor.
    
     [Battle at Wu Chao]
        [Special Prize – Defeat all enemy units w/in 10 days: Book of Jing]
     [Occupy Yan Jin]
     [Occupy Wu Chao]
     [Zhang He and Gao Lan join Cao Cao]
    
    TURN 3:
    
     1.  Disband Xiahou Yuan’s Army.
     2.  Edit Cao Cao’s Army if desired.
     3.  Move Cao Cao’s Army N to Bai Ma.
    
    NOTE:  You should have just the one Armu of your strongest officers at this
    points, as Yuan Shao is bottlenecked at Ye.  Any secondary Armies you might
    need to create are mostly for squelching event-spawned bandit armies, etc.
    
    NOTE:  Alternately, you might want to create a number of smaller armies and
    send your officers to various cities at random trying to spawn events and
    increase their stats.
    
     [Occupy Bai Ma; Tactic Acquired: Flood II]
    
    TURN 4-X:
    
     1.  You have up until Turn 11 to let Yuan Shao weaken himself against your
    main army while letting them get experience, etc. while you finish any
    additional recruitment.
    
    TURN X:
    
     1.  Whenever you’re finished prior to Turn 12 and are ready to move on to
    the next chapter, move Cao Cao’s Army N to Ye.
    
     [Battle at Ye]
        [Special Prize – defeat enemy commander in 8 days:  Wu Zi Xu]
    
    NOTE:  This battle takes place in a fortified city/castle with a gate in the
    center and two open spaces for gates on the right and left sides of the wall.
    Engineers can destroy gates, towers and depots in a single turn, and can also
    build catapults, which can reach even to the back side of the map to keep
    pounding your enemies with a -10 Morale penalty.
    
     [Occupy Ye; Tactic Acquired: Decoy II]
    
    
    **CHOICE:  Following this battle is your first opportunity to make a decision
    regarding which path you will take:
    
     1.  Attacking Jing will lead to Chapter 3A, which has no more choices and
    will lead you to the Three Kingdoms ending.
     2.  Attacking Sun Quan in the south will lead to Chapter 3B and the other
    endings.
    
    
    =============================================================================
    CHAPTER 3A – ASSAULT ON XIN YE
    =============================================================================
    Objective:  Occupy Xin Ye
         Time:  12 Turns
      Capital:  Xu Chang
    
    TURN 1:
    
     [Cao Pi joins Cao Cao]
    
     1.  Visit Townsquare in Xu Chang with all officers in order to trigger a
    number of stat increases.  All told, I triggered about a dozen with the
    number of officers I had available.
     2.  Visit Barracks to train up Cao Cao’s Army, if desired.
     3.  Move Cao Cao’s Army S to Bo Wang.
     4.  Lots of new officers available to recruit to the SE, among other places.
     5.  Form 2nd Army (combat-ready) (Gao Shun’s).
     6.  Move Gao Shun’s Army N to Ye.
     7.  Form 3rd Army (combat-ready) (Xiahou Yuan’s).
     8.  Move Xiahou Yuan’s Army N to Ye.
     9.  Visit Barracks in Ye as needed to bring secondary armies up to fighting
    trim.
     10. Form 4th Army (Chen Deng’s) to seize territory.
     11. Move Chen Deng’s Army SE to Jiao.
     12. Form 5th Army (Ju Shou’s) to seize territory.
     13. Move Ju Shou’s Army SE to Ru Nan.
    
     [Occupy Ru Nan; Tactic Acquired: Fire Arrow]
     [Occupy Jiao; Tactic Acquired: Shift II]
    
    TURN 2:
    
     1.  Move Chen Deng’s Army SE to Shou Chun.
     2.  Move Ju Shou’s Army E to Ru Yin (has Mystic; teaches Raid II).
     3.  Move Gao Shun’s Army E to invade at Ping Yuan.
     4.  Move Xiahou Yuan’s Army NW to invade at Jin Yang.
    
    NOTE:  Leave Cao Cao’s Army at Bo Wang as a bottleneck to give yourself time
    to operate freely in the north.
    
     [Occupy Shou Chun; Tactic Acquired: Circle]
     [Occupy Ping Yuan; Tactic Acquired: Boost II]
     [Occupy Jin Yang; Tactic Acquired: Mislead II]
    
    TURN 3:
    
     1.  Swap desired officer into Ju Shou’s Army to learn Raid II from the
    Mystic in Ru Yin using the Edit Army function.
     2.  Disband inactive armies (except Cao Cao’s, of course).
     3.  Move Xiahou Yuan’s Army NE to Jen Ding.
     4.  Move Gao Shun’s Army ENE to Bo Hai.
    
     [Occupy Jen Ding; Tactic Acquired: Pit]
     [Occupy Bo Hai; Tactic Acquired: Awe II]
    
    TURN 4:
    
     1.  Disband Xiahou Yuan’s Army.
     2.  Edit Gao Shun’s Army to contain best officers not claimed by Cao Cao’s
    Army.
     3.  Move Gao Shun’s Army N to Yan.
    
    NOTE:  The fight at Yan is an awkward one, as your forces start split, with
    the enemy roughly between.  They also start equipped with two towers and two
    supply depots.
    
     [Occupy Yan; Tactic Acquired: All Charge]
    
    TURN 5:
    
     1.  Edit Gao Shun’s Army if needed to bring up to full fighting trim.
     2.  Move Gao Shun’s Army E to Bei Ping.
    
    NOTE:  Yuan Tan has a couple of officers with Pit/Taunt to beware of in this
    battle, particularly if your secondary Army hasn’t done much fighting.
    
     [Occupy Bei Ping; Tactic Acquired: Muddle II]
     [Yuan Tan’s forces eliminated]
    
    TURN 6-X:
    
     1.  Polishing off Yuan Tan should create another pocket of neutral officers.
    It takes 2 turns for your spies to reach Bei Ping the conventional way, so I
    advise using a shortcut instead:
    
       - Leave Gao Shun’s Army in Bei Ping and relieve all officers but Gao Shun
         (you can’t anyway without fully disbanding the army) and replace those
         officers with the ones you would send as Spies to do your recruiting.
         This gets them there in a single turn, they’ll bring in their friends at
         the start of the next turn, and when you swap them out for your new
         recruits to bring in their friends, it will only take one turn all told.
    
     2.  Continue to leave Cao Cao’s Army at Bo Wang until you’ve done all the
    recruitment you wish to do.  Bear in mind that you can also get some of the
    less useful officers during the beginning of Chapter 4A.
     3.  Disband Gao Shun’s Army.
     4.  Reform Gao Shun’s Army at capital.
     5.  Move Gao Shun’s Army SW to invade Wan.
    
     [Occupy Wan; Tactic Acquired: Vise II]
    
    TURN X:
    
     1.  When ready, edit Cao Cao’s Army if desired to take advantage of newly
    recruited officers like Tian Feng.
     2.  Move Cao Cao’s Army SW to Xin Ye.
    
     [Battle at Xin Ye]
        [Special Prize – Complete V Tactic Combo in 10 days: Legends]
    
    NOTE:  All units start confused by Zhuge Liang, so you effectively lose your
    entire first turn.  By now, you should have 2-3 officers with Taunt/Pit to
    help even the odds once that wears off, however, and help ensure you get the
    prize.
    
     [Occupy Xin Ye; Tactic Acquired: Swarm]
    
    
    =============================================================================
    CHAPTER 3B – FIRST EAST WU CAMPAIGN
    =============================================================================
    Objective:  Occupy Jian Ye
         Time:  15 Turns
      Capital:  Xu Chang
    
    NOTE:  You won’t actually be able to reach Jian Ye because of an event when
    you take Ru Xu Kou, so you can afford to take the necessary turns to
    consolidate the north under your control.
    
    TURN 1:
    
     1.  Visit Townsquare in Xu Chang with all officers in order to trigger a
    number of stat increases.  All told, I triggered about a dozen with the
    number of officers I had available.
     2.  Visit Barracks to train up Cao Cao’s Army, if desired.
     3.  Move Cao Cao’s Army SE to Jiao.
     4.  Lots of new officers available to recruit to the SE, among other places.
     5.  Form 2nd Army (combat-ready) (Gao Shun’s).
     6.  Move Gao Shun’s Army N to Ye.
     7.  Form 3rd Army (combat-ready) (Xiahou Yuan’s).
     8.  Move Xiahou Yuan’s Army N to Ye.
     9.  Visit Barracks in Ye as needed to bring secondary armies up to fighting
    trim.
     10. Form 4th Army (Ju Shou’s) to seize territory.
     11. Move Ju Shou’s Army SE to Ru Nan.
    
     [Occupy Jiao; Tactic Acquired: Shift II]
     [Occupy Ru Nan; Tactic Acquired: Fire Arrow]
    
    TURN 2:
    
     1.  Move Cao Cao’s Army SE to Shou Chun.
     2.  Move Ju Shou’s Army NE to Xiang Xian (has Mystic with Item: On Valor).
     3.  Move Gao Shun’s Army E to invade at Ping Yuan.
     4.  Move Xiahou Yuan’s Army NW to invade at Jin Yang.
    
     [Occupy Shou Chun; Tactic Acquired: Circle]
     [Occupy Ping Yuan; Tactic Acquired: Boost II]
     [Occupy Jin Yang; Tactic Acquired: Mislead II]
    
    TURN 3:
    
     1.  Have Ju Shou visit the Mystic at Xiang Xian to acquire On Valor.
     2.  Move Gao Shun’s Army E to Bo Hai.
     3.  Move Xiahou Yuan’s Army NE to Jen Ding.
     4.  Move Cao Cao’s Army SE to He Fei.
    
     [Occupy Bo Hai; Tactic Acquired: Awe II]
     [Occupy Jen Ding; Tactic Acquired: Pit]
     [Occupy He Fei]
    
    TURN 4:
    
     1.  Disband Ju Shou’s Army
     2.  Disband Xiahou Yuan’s Army and combine best remaining troops not used
    by Cao Cao’s Army into Gao Shun’s Army.
    
    NOTE:  Leave Cao Cao’s Army at the He Fei bottleneck until Yuan Tan is
    eliminated and his then-neutral officers absorbed into your officer corps.
    Invading Ru Xu Kou will end the Chapter.
    
     3.  Move Gao Shun’s Army N to Yan.
    
    NOTE:  Your forces start split on this map against an enemy that starts with
    two towers and two depots.  If getting ground down by his constantly
    replentishing tactics and increasing morale, kill off the commander and
    worry about the rest later.
    
     [Occupy Yan; Tactic Acquired: All Charge]
    
    TURN 5:
    
     1.  Edit Gao Shun’s Army if needed to bring up to full fighting trim.
     2.  Move Gao Shun’s Army E to Bei Ping.
    
    NOTE:  Yuan Tan has a couple of officers with Pit/Taunt to beware of in this
    battle, particularly if your secondary Army hasn’t done much fighting.
    
     [Occupy Bei Ping; Tactic Acquired: Muddle II]
     [Yuan Tan’s forces eliminated]
    
    TURN 6-X:
    
    1.  Polishing off Yuan Tan should create another pocket of neutral officers.
    It takes 2 turns for your spies to reach Bei Ping the conventional way, so I
    advise using a shortcut instead:
    
       - Leave Gao Shun’s Army in Bei Ping and relieve all officers but Gao Shun
         (you can’t anyway without fully disbanding the army) and replace those
         officers with the ones you would send as Spies to do your recruiting.
         This gets them there in a single turn, they’ll bring in their friends at
         the start of the next turn, and when you swap them out for your new
         recruits to bring in their friends, it will only take one turn all told.
    
     2.  Continue to leave Cao Cao’s Army at He Fei until you’ve done all the
    recruitment you wish to do.  Bear in mind that you can also get some of the
    less useful officers during the beginning of Chapter 4A.
    
    TURN X:
    
     1.  Disband Gao Shun’s Army.
     2.  Edit Cao Cao’s Army if desired to take advantage of newly recruited
    officers like Tian Feng.
     3.  Move Cao Cao’s Army SE to Ru Xu Kou.
    
     [Battle at Ru Xu Kou]
        [Special Prize – Defeat all enemies in 10 days: War Manual]
    NOTE:  Victory condition is “Defeat enemy commander” so must defeat him last.
    
     [Occupy Ru Xu Kou; Tactic Acquired: Charge II]
    
    
    =============================================================================
    CHAPTER 4A – THE BATTLE FOR JING
    =============================================================================
    Objective:  Occupy Jiang Ling
         Time:  12 Turns
      Capital:  Xu Chang
    
     [Liu Zong of Jing has surrendered]
     [Liu Zong and his subordinates join Cao Cao]
    
    TURN 1:
    
     [Cao Xiu joins Cao Cao]
     [Cao Zhen joins Cao Cao]
    
     1.  Again, start the new chapter by having your officers visit town in Xu
    Chang.  This many together should provide you with at least 12 stat
    increases.
     2.  Finish sending any needed spies to Bei Ping to get remaining available
    neutral officers there.
     3.  Edit Cao Cao’s and Gao Shun’s Armies if desired.
     4.  Move Cao Cao’s Army SSW to Xin Ye.
     5.  Move Gao Shun’s Army SSW to Xin Ye.
    
     [Xiang Yang has fallen]
    
    TURN 2:
    
     1.  Move Cao Cao’s Army S to Xiang Yang.
    
    NOTE:  This is another castle battle, but without any special prizes to
    worry about obtaining.
    
     [Occupy Xiang Yang]
    
    TURN 3:
    
     1.  Move Cao Cao’s Army W to Yi Cheng.
     2.  Move Gao Shun’s Army S to Xiang Yang.
    
     [Occupy Yi Cheng; Tactic Acquired: Call]
    
    TURN 4:
    
     1.  Move Cao Cao’s Army S to Chang Ban (has Mystic: heals all troops, single
    use only).
     2.  Move Gao Shun’s Army W to Yi Cheng.
    
     [Occupy Chang Ban; Tactic Acquired: All Charge II]
    
    TURN 5:
    
     1.  Move Gao Shun’s Army ESE to Jiang Xia.
    
     [Occupy Jiang Xia; Tactic Acquired: Rockslide II]
    
    TURN 6:
    
     1.  Move Cao Cao’s Army S to Jiang Ling.
    
     [Battle at Jiang Ling]
        [Special Prize – Defeat all enemies in 8 days: Treatise]
     [Occupy Jiang Ling; Tactic Acquired: Volley]
    
    
    =============================================================================
    CHAPTER 4B – INTERCEPT AT CHANG AN
    =============================================================================
    Objective:  Occupy Chang An
         Time:  12 Turns
      Capital:  Xu Chang
    
     [Ma Chao has started a rebellion and occupied Chang An]
    
    TURN 1:
    
     1.  Visit townsquare in Xu Chang with officers for stat raises.
     2.  Reform 2nd Army (Gao Shun’s).
     3.  Move Gao Shun’s Army WSW to Xin Cheng to block that route.
     4.  Form 3rd combat-ready Army (Zhang He’s).
     5.  Move Zhang He’s Army NW to Ping Yang.
     6.  Move Cao Cao’s Army up the middle to attack Hong Nong directly.
    
     [Occupy Ping Yang; Tactic Acquired: Vise II]
     [Occupy Hong Nong]
    
    TURN 2:
    
     1.  Move Cao Cao’s Army NW to Chang An.
     2.  Move Gao Shun’s Army NW to Hong Nong.
     3.  In my game, Ma Chao had a stray officer loose at the gate SE of Hong
    Nong, so I sent Zhang He to deal with him.
    
     [Battle at Chang An]
        [Special Prize – Complete V Tactic Combo in 8 days: Inkstone]
    
    NOTE: Enemy starts with +5 Morale each and is comprised of almost all cavalry
    units.
    
     [Occupy Chang An; Tactic Acquired: All Charge II]
    
    
    =============================================================================
    CHAPTER 5A – REDEMPTION AT HE FEI
    =============================================================================
    Objective:  Occupy Ru Xu Kou
         Time:  15 Turns
      Capital:  Xu Chang
    
    NOTE:  This is the final chapter on the Three Kingdoms path, so feel free to
    burn your remaining Craft Points on whatever tactics/ruses you wish.
    
    TURN 1:
    
     [Cao Zhang joins Cao Cao]
    
     1.  Visit town again to kick off the chapter.  If it’ll take longer than you
    want to spend, at least visit with the members of Cao Cao’s and Gao Shun’s
    Armies.
     2.  Move Cao Cao’s Army SE to Shou Chun.
     3.  Move Gao Shun’s Army ESE to Huai Jin.
    
    TURN 2:
    
     1.  Move Cao Cao’s Army SE to He Fei.
     2.  Move Gao Shun’s Army SE to Hai Ling.
    
     [Occupy He Fei]
    
    TURN 3:
    
     1.  He Fei has a Mystic that teaches Repel II and Huai Ling has a Mystic
    that teaches Volley II.
     2.  Swap officers between Cao Cao’s and Gao Shun’s Armies as needed to learn
    these two free Tactics.
     3.  When ready to end this path, move Cao Cao’s Army SE to Ru Xu Kou.
    
    NOTE:  Start this map arrayed in an arc around Sun Quan’s forces.  Sun Quan
    starts with 2 towers and 2 depots.  The forest on the left end of your arc
    can limit movement, but Cao Cao’s Army should already be vastly superior to
    Sun Quan’s.  This final battle should be a cakewalk.
    
     [Occupy Ru Xu Kou]
    
    **THREE KINGDOMS ENDING**
    
    
    =============================================================================
    CHAPTER 5B – EASTERN WU REVISITED
    =============================================================================
    Objective:  Occupy Jian Ye
         Time:  15 Turns
      Capital:  Xu Chang
    
    TURN 1:
    
     [Cao Pi joins Cao Cao (a very nice archer with the Hero ability)]
    
     1.  Visit townsquare in Xu Chang with officers for stat increases.
     2.  Move Cao Cao’s Army SE to He Fei.
     3.  Move Gao Shun’s Army SE to Shou Chun.
     4.  Disband Zhang He’s Army and reform 3rd combat-ready Army (Cao Pi’s).
     5.  Move Cao Pi’s Army SE to Shou Chun.
     6.  New village S of Chang An with Mystic (has Seven Star Sword).
     7.  Create 4th Army (Wen Chou’s).
     8.  Move Wen Chou’s Army NW to Tong Guan in order to reach Shang Luo’s
    Mystic next turn.
    
     [Ru Xu Kou has fallen]
    
    TURN 2:
    
     1.  Move Wen Chou’s Army S to Shang Luo.
     2.  Move Cao Cao’s Army SE to Ru Xu Kou.
     3.  Move Cao Pi’s and Gao Shun’s Armies SE to He Fei.
    
     [Occupy Ru Xu Kou]
    
    TURN 3:
    
     1.  Have Wen Chou’s Army visit Mystic to acquire Seven Star Sword.
     2.  Move Cao Cao’s Army SE to Dan Yang.
     3.  Move Cao Pi’s and Gao Shun’s Armies SE to Ru Xu Kou.
     4.  Disband Wen Chou’s Army.
    
     [Occupy Dan Yang]
    
    TURN 4:
    
     1.  Move Cao Cao’s Army W to Lu Jiang.
     2.  Move Cao Pi’s and Gao Shun’s Armies SE to Dan Yang.
    
    NOTE:  Battle at Lu Jiang is another where your forces are split in half and
    surrounding the enemy.  A river here can hinder activites some, especially
    if you’re mostly cavalry.  Because of the River/Shoal terrain, Taunt is more
    useful in setting up long-range combos.
    
     [Occupy Lu Jiang]
    
    TURN 5:
    
     1.  Move Cao Cao’s Army SW to Chai Sang.
     2.  Move Cao Pi’s and Gao Shun’s Armies W to Lu Jiang.
    
     [Occupy Chai Sang]
    
    TURN 6:
    
     1.  Move Cao Cao’s Army E to Shi Xin.
     2.  Move Cao Pi’s Army SW to Wu Chang.
     3.  Move Gao Shun’s Army S to Pan Yang.
    
     [Occupy Shi Xin]
     [Occupy Wu Chang]
     [Occupy Pan Yang]
    
    TURN 7:
    
     1.  Move Cao Cao’s Army E to Kuai Ji.
     2.  Move Cao Pi’s Army E to Lin Hai (has Mystic: Fire Volley II).
     3.  Move Gao Shun’s Army W to Yu Jang.
    
     [Occupy Yu Jang]
     [Occupy Kuai Ji]
    
    TURN 8:
    
     1.  Have Cao Pi (or desired archer class) learn Fire Volley II from Mystic
    in Lin Hai.
     2.  Move Cao Pi’s Army S to Zhang An.
     3.  Move Gao Shun’s Army SW to Lu Ling.
    
    NOTE:  The next couple of turns are optional if you don’t want to spend the
    time enticing officers, but it makes it a lot easier on you when you want to
    start recruiting them all in the next chapter if you acquire at least a few
    this way.  Because I opted to use spies to entice while I consolidated my
    hold on the south, I left Cao Cao’s Army at Kuai Ji for now.  If you want to
    just blitz Jian Ye instead and move on, skip to the last part of Turn 10.
    
     4.  Appoint 10-12 (or however many you like) spies at Xu Chang and move them
    towards Wu.
    
     [Occupy Lu Ling; Tactic Acquired: Gather]
     [Occupy Zhang An; Tactic Acquired: Revive II]
    
    TURN 9:
    
     1.  Move Cao Pi’s Army WSW to Jian An.
     2.  Finish moving spies to Wu to entice officers next turn before Cao Cao
    attacks.
    
     [Occupy Jian An; Tactic Acquired: Fire Attack II]
    
    TURN 10:
    
     1.  Entice officers at Wu using uncaught spies.  Try and hit just a few
    officers at least twice each.  Don’t be greedy and go for Huang Gai or
    other officers of that caliber.  Check the weaker officers’ Friends list
    and pick out 2-4 that will help you start a recruitment chain next chapter.
     2.  Move all uncaught spies W to Jian Ye to entice there next round.
     3.  Move Cao Cao’s Army N to Wu.
    
    NOTE:  Another inconveniently placed river can prevent Pit, but Taunt will
    still help you set up your combos.  If you’ve been enticing, take your time
    and set up combos of VI or more to try and capture those officers you
    enticed.  I got Han Dang and Cheng Pu this way, and they were both useful in
    bringing in others later.
    
    NOTE:  I have also found that I capture more officers when I defeat two or
    more officers with a single combo.  If you’re having difficulty actually
    capturing them instead of defeating them, you might give that a try.
    
     [Occupy Wu]
    
    TURN 11:
    
     1.  First, be sure to unequip any items such as On Valor before this battle.
    I had been using it on Cao Ren to earn him a level per battle, but he rebels
    with Xiahou Dun after this battle, and took it with him.
    
    NOTE:  Officers of note who will desert you after this fight, until you
    defeat Xiahou Dun to end the next chapter, include Xiahou Dun, Sima Yi, Cao
    Ren and Xiahou Yuan (of the ones I’ve been using).  There are other minor
    officers as well, but it’s a heads up, as I’d forgotten about it and it was
    too late to unequip their items.
    
     2.  Entice selected officers at Jian Ye if so desired.  Again, concentrate
    on hitting just a few of them 2-3 times each to increase your chances.
     3.  Move Cao Cao’s Army W to Jian Ye.
    
     [Battle at Jian Ye]
        [Special Prize – Destroy all depots in 10 days:  War Trident]
    
    NOTE:  It’s the standard fortified city layout, with the two target depots
    in the back/center of the map.  Engineers can take them out in a single turn,
    which is why I have my two strategists (Guo Jia and Xun Yu) as engineers.
    Your enemy also starts the battle with +5 Morale each, but it’s not really a
    factor at this point with how high Cao Cao’s, etc. LEA skill is.
    
     [Occupy Jian Ye; Tactic Acquired: Fire Volley]
    
    
    =============================================================================
    CHAPTER 6B – REBELLION AT HE BEI
    =============================================================================
    Objective:  Occupy Yan
         Time:  15 Turns
      Capital:  Jian Ye
    
     [Xiahou Dun and Sima Yi have rebelled with some sympathetic officers]
     [Cao Cao declares war on Xiahou Dun]
    
    TURN 1:
    
     [Cao Zhang joins Cao Cao]
    
    NOTE:  A couple of main goals in this Chapter to leave you well set up for
    next chapter’s battle with Liu Bei and company:
    
     A.  Re-establish your armies from existing officer pool.
     B.  Recruit as many of the now-neutral southern officers as you can.  Some
         of them bring some nice skills to the table, and you’re going to need
         to field at least 5 combat-ready armies next chapter.
     C.  Blitz north to stop Xiahou Dun’s incursions south into your lands.
     D.  Retake all land but Yan.
     E.  Capture Yan and put down Xiahou Dun’s rebellion.
    
    NOTE:  Once north, I spent a fair amount of craft points trying to entice
    some of my wayward officers back to my side.  I succeeded, though not with
    any of the principals, only to find that they all rejoin you once you put
    down the rebellion.  Given the number of Tactics you’re going to have to
    purchase next chapter, I wouldn’t advise this.  Somehow, Cao Ren’s and Xiahou
    Dun’s Tactic’s list shrank magically once they got out from under my watchful
    eye, so I had to buy those Tactics all over again.
    
     1.  Visit Townsquare for stat raises
     2.  Appoint spies to recruit officers in the south.  Armies can be edited to
    include them later if they’re officer’s you’re used to using.  Just pick an
    acceptable substitute.
     3.  Edit existing armies (Cao Cao’s Cao Pi’s and Gao Shun’s) and visit the
    barracks as needed to bring them up to full fighting trim.
     4.  Move Cao Cao’s Army WNW to Shou Chun.
     5.  Form 4th Army (Zhang Xiu’s) of combat-worthy officers.
     6.  Move Cao Pi’s, Gao Shun’s and Zhang Xiu’s Armies NW to Xia Pi.
    
    NOTE:  You will probably lose 2-3 cities this turn because you start with the
    north wide open.  (I lost Bai Ma and Lang Ye.)
    
    TURN 2:
    
     1.  Move Cao Cao’s Army NW to Chen Liu.
     2.  Move Cao Pi’s Army W to Xu Chang.
     3.  Move Gao Shun’s Army NW to Le Yang.
     4.  Mov Zhang Xiu’s Army NW to Ji Bei.
     5.  Continue recruiting southern officers.
    
     [Occupy Lang Ye]
    
    TURN 3:
    
     1.  Move Cao Cao’s Army N to Bai Ma.
     2.  Move Cao Pi’s Army NW to Guan Du.
     3.  Move Gao Shun’s Army NE to Cheng Yang.
     4.  Move Zhang Xiu’s Army ESE to Lu.
     5.  Continue recruiting southern officers.
    
     [Occupy Bai Ma]
     [Occupy Cheng Yang]
    
    TURN 4:
    
     1.  Move Cao Cao’s Army N to Ye.
     2.  Move Cao Pi’s Army NNE to Bai Ma.
     3.  Move Gao Shun’s Army NW to Chi.
     4.  Move Zhang Xiu’s Army NE to Dong Lai.
     5.  Continue recruiting southern officers.
    
     [Occupy Chi]
     [Occupy Dong Lai]
     [Occupy Ye]
    
    TURN 5:
    
     1.  Edit Gao Shun’s Army if needed to make best secondary Army possible, as
    it will have to wait south of Yan to contain Xiahou Dun’s forces while you
    finish your recruiting.
     2.  Move Cao Cao’s Army N to Jen Ding.
     3.  Move Cao Pi’s Army NE to Ping Yuan.
     4.  Move Gao Shun’s Army W to Bo Hai.
     5.  Move Zhang Xiu’s Army W to Chi.
     6.  Continue recruiting southern officers.
    
     [Occupy Bo Hai]
     [Occupy Jen Ding]
     [Occupy Ping Yuan]
    
    TURN 6:
    
     1.  Leave Cao Cao’s and Gao Shun’s Armies in place to contain Xiahou Dun.
     2.  Move Cao Pi’s Army WNW to Jin Yiang.
     3.  Continue recruting southern officers.
    
     [Occupy Jin Yiang]
    
    NOTE:  Cao Cao’s Army will probably get attacked at Jen Ding a couple of
    times, and it’s an awful map with a river running all through it.  Taunt is
    very useful here while your opponents are stuck in the river.
    
    TURN 7-X:
    
     1.  Continue recruting southern officers until you have all of them you can
    get.
    
    TURN X:
    
    When done recruiting:
    
     1.  Edit Cao Cao’s Army if desired, using new officers from the south.
     2.  Move Cao Cao’s Army E to Yan.
    
     [Battle at Yan]
        [Special Prize – Defeat all enemies in 10 days: Spell Book]
    
    NOTE:  Victory condition is defeat enemy commander, so you will have to
    defeat Xiahou Dun last to get the special prize.
    
    NOTE:  Standard Yan map – your army starts split five to a side, with Xiahou
    Dun’s army in the middle, bolstered by 2 towers and 2 depots.  Be wary of
    Sima Yi’s Pit II, though, as it causes confusion.  The rest shouldn’t be that
    bad with Cao Cao, Dian Wei, Li Dian, Guo Jia and Xun Yu (or similar officers)
    in your line up.
    
     [Occupy Yan]
    
    
    =============================================================================
    CHAPTER 7B – THE WESTERN CAMPAIGN
    =============================================================================
    Objective:  Occupy Chang An and Xiang Yang
         Time:  15 Turns
      Capital:  Xu Chang
    
     [The rebels have rejoined Cao Cao’s forces]
    
    NOTE:  A couple of goals in this chapter:
    
     A.  Isolate Chang An so you can wipe out everything but that city and take
         it last to end the chapter.
     B.  Conquer everything south of Chang An, including the neutrals.  (If
         you’re going to conquer all of China, you might as well conquer ALL of
         China, right?)
     C.  Recruit southern neutrals (as best you can in your time frame)
     D.  Capture Chang An.
    
    With those goals in mind:
    
     1.  Visit townsquare in Xu Chang for stat raises.  I got a lot this chapter
    because of all the new officers in my mix.
     2.  Disband Zhang Xiu’s Army.
     3.  Form a 4th and 5th Army from available officer pool.  Your recently
    wayward officers should provide at least 2 good commanders for this.  (I used
    Xiahou Dun and Cao Ren for this rather than incorporating them back into Cao
    Cao’s Army.)
     4.  Rank your Armies by fighting strength.  For reference, mine are:
    
      1st Army: Cao Cao’s
      2nd Army: Xiahou Dun’s
      3rd Army: Cao Ren’s
      4th Army: Gao Shun’s (edit if desired)
      5th Army: Cao Pi’s (edit if desired)
    
    NOTE:  The reason for this is because you want relative fighting strengths
    going to different parts of the map.  Gao Shun’s and Cao Pi’s Armies should
    be more than enough to conquer the neutrals, but you want Cao Cao taking on
    Liu Bei’s forces in Xiang Yang while Xiahou Dun and Cao Ren contain Ma Chao
    in the north.
    
    NOTE:  Be sure to visit the barracks with your officers who might need
    Tactics like Pursue replaced with something more universal and/or effective.
    
     5.  Move Cao Cao’s Army SSW to Bo Wang.
     6.  Move Xiahou Dun’s Army WSW to Wei Xing.
     7.  Move Cao Ren’s Army W to Hong Nong.  (He’ll stay here until ready to
    invade Chang An.)
     8.  Move Gao Shun’s and Cao Pi’s Armies SE to He Fei.
    
    NOTE:  In battles, focus even more on eliminating all officers for the craft
    points.  You have five armies now that likely need a fairly extensive Tactic
    overhaul.
    
     [Occupy Wei Xing]
    
    TURN 2:
    
    NOTE:  Once you start to seize control of the loose territory and space in
    between Chang An and Xiang Yang, use single spies to check for Mystics.  As
    I’ve been doing, I will include those I found in the event it’s constant for
    each given path, but if not you’ll need to seek them out on your own.
    
     1.  Move Cao Cao’s Army SW to Xin Ye.
     2.  Move Xiahou Dun’s Army E to Wan (you can slip W again next turn if Wei
    Xing gets retaken)
     3.  Mystic in He Fei available to teach Raid II.  Swap officer into Gao
    Shun’s or Cao Pi’s Army if needed to teach to someone from Xiahou Dun’s or
    Cao Ren’s Armies.
     4.  Move Gao Shun’s Army SW to Chai Sang.
     5.  Move Cao Pi’s Army S to Xin Du.
     6.  Form 6th Army (Chen Gong’s)
     7.  Move Chen Gong’s Army WSW to Xi Xian (has Mystic: Gods and Men).
    
     [Occupy Xin Ye]
     [Occupy Wan]
    
    TURN 3:
    
     1.  Move Cao Cao’s Army S to Xiang Yang.
     2.  Move Xiahou Dun’s Army W to Wei Xing.  (He’ll stay here until ready to
    invade Chang An.)
     3.  Visit Mystic with Chen Gong’s Army at Xi Xian to acquire Gods and Men.
     4.  Move Chen Gong’s Army SW to Shang Yong.
     5.  Move Gao Shun’s Army W to Lu Kuo.
     6.  Move Cao Pi’s Army WNW to Jiang Xia.
    
     [Battle at Xiang Yang]
        [Special Prize – Destroy all enemy towers in 10 days: On Healing]
    
    NOTE:  Another castle battle.  Your engineers should more than level the
    field and be able to take out the towers in the rear center of the map quite
    easily.  Victory is defeat all, so you can leave a single officer alive while
    they take care of business.  Be careful not to whittle down the last officer,
    however, so you don’t inadvertently kill him with a retaliation to a direct
    attack before you’re done.
    
     [Occupy Xiang Yang]
     [Occupy Shang Yong]
     [Occupy Lu Kuo]
     [Occupy Jiang Xia]
    
    TURN 4:
    
     1.  Move Cao Cao’s Army WSW to Yi Cheng.
     2.  Move Gao Shun’s Army SW to Chi Bi (has Mystic: Volley II).
     3.  Move Cao Pi’s Army WSW to Chang Ban.
     4.  Disband Chen Gong’s Army.
    
     [Occupy Yi Cheng]
     [Occupy Chi Bi]
     [Occupy Chang Ban]
    
    TURN 5:
    
     1.  Move Cao Cao’s Army NNE to Bo Wang.
     2.  Move Cao Pi’s Army S to Jiang Ling.
     3.  Have an archer in Gao Shun’s Army visit the Mystic at Chi Bi to learn
    Volley II or swap one temporarily into Gao Shun’s Army to learn it.
     4.  Move Gao Shun’s Army SSW to invade at Chang Sha.
    
     [Occupy Chang Sha; Tactic Acquired: Volley]
     [Han Xuan’s forces have been eliminated]
     [Occupy Jiang Ling]
    
    TURN 6:
    
     1.  Move Cao Cao’s Army NW to Hong Nong to replace Cao Ren’s, unless you’d
    rather leave Cao Ren there to get more officers the experience, in which
    case leave Cao Cao’s Army E of Hong Nong at Han Gu Gate.
     2.  If switching, move Cao Ren’s Army E to Han Gu Gate.
     3.  Move Gao Shun’s Army S to invade at Gui Yang.
     4.  Move Cao Pi’s Army SE to Luo Xian.
    
    NOTE:  Now that you’re taking over the city-states, there will be new neutral
    officers to recruit.  Try and capture some in battle if you can, but few if
    any will join you.
    
    NOTE:  You can send spies, but it’s 3 turns down there to recruit, even for a
    spy.  Using the Edit Army trick to swap in officers to Cao Pi’s and Gao
    Shun’s Armies will be faster.
    
     [Occupy Gui Yang]
     [Zhao Fan’s forces have been eliminated]
    
    TURN 7:
    
     1.  Move Gao Shun’s Army W to invade at Ling Ling.
     2.  Move Cao Pi’s Army W to invade at Wu Ling.
    
     [Occupy Ling Ling; Tactic Acquired: Swarm]
     [Liu Diu’s forces have been eliminated]
     [Occupy Wu Ling; Tactic Acquired: Call]
     [Jin Xuan’s forces have been eliminated]
    
    TURN 8:
    
     1.  Use the Edit Army trick to swap officers into Cao Pi’s Army to recruit.
     2.  Move Gao Shun’s Army SW to Jiao Zhi.
    
     [Occupy Jiao Zhi; Tactic Acquired: Rockslide II]
    
    TURN 9:
    
     1.  Continue to move Cao Pi around the 4 ex-neutral cities recruiting.
     2.  Move Gao Shun’s Army E to Nan Hai.
    
     [Occupy Nan Hai]
    
    TURN 10-X:
    
     1.  Continue using the Edit Army trick to recruit with Cao Pi’s and Gao
    Shun’s Armies until finished obtaining all available neutral officers.
    
    TURN X:
    
    When all available neutrals are recruited, all territory claims and all
    Mystics visited (I only had 2 Turns remaining):
    
     1.  Move Cao Cao’s Army NW to Chang An.
    
     [Battle at Chang An]
        [Special – Complete VII Tactic Combo: On Archery]
    
    NOTE:  Your Army starts with a –5 Morale penalty, but nothing else special.
    By now, your LEA, level, etc. should be high enough that you go first anyway.
    
     [Occupy Chang An]
    
    
    =============================================================================
    CHAPTER 8B – SKIRMISH AT WU ZHANG
    =============================================================================
    Objective:  Take Wu Zhang Plains from Zhuge Liang
         Time:  12 Turns
      Capital:  Xu Chang
    
    NOTE:  If you have any unfinished recruiting to do down south, send spies
    and/or unused Armies while Cao Cao and Xiahou Dun make their way to the Wu
    Zhang Plains.
    
    NOTE:  The reason for bringing Xiahou Dun’s Army one city behind Cao Cao’s
    Army is to keep from having an enemy Army head east while Cao Cao heads west
    and having them get in behind to irritate you.
    
    TURN 1:
    
     1.  Visit townsquare in Xu Chang if desired.  This takes longer each chapter
    because of your increasing officer pool.  I visited with Sima Yi, and he gets
    no unique boost because of his desire for a showdown with Zhuge Liang, so
    it’s up to you whether the 10-15 minutes is worth it for stat raises to your
    mostly unused officers.
     2.  Edit Cao Cao’s Army if desired (I chose to switch Sima Yi into the 10th
    position so he’d actually get his showdown).
     3.  Move Cao Cao’s Army WNW to Tong Guan.
     4.  Move Xiahou Dun’s Army WNW to Hong Nong.
    
    TURN 2:
    
     1.  Move Cao Cao’s Army W to Shin Ping, unless Zhuge sent an army to take
    Chang An on your Turn 1 (he didn’t for me).  If so, add this in between
    Turns 1 and 2:
    
        a.  Move Cao Cao’s Army W to Chang An.
        b.  Move Xiahou Dun’s Army NW to Tong Guan.
    
     2.  Move Xiahou Dun’s Army W to Chang An.
    
    NOTE:  Shin Ping has some awkward terrain, since you start adjacent to a
    mountain.  If having trouble, swap in some archers before the battle for
    their Volley tactics.
    
    TURN 3:
    
     1.  Shin Ping has a Mystic that teaches Pit II.  Give to one of Cao Cao’s
    main strategists (other than Sima Yi if you’re using him).
     2.  Move Cao Cao’s Army WSW to An Ding.
     3.  Move Xiahou Dun’s Army W to Shin Ping.
    
     [Occupy An Ding]
    
    NOTE:  A wide diagonal river at An Ding rather handily prevents you from
    trying out your newly acquired Pit II, but it’s not a particularly difficult
    battle if you have Taunt and/or a couple of archer-officers with useful
    skills.
    
    TURN 4:
    
     1.  Move Cao Cao’s Army S to Chen Gang.
     2.  Move Xiahou Dun’s Army WSW to An Ding.
    
     [Occupy Chen Gang]
    
    NOTE:  Chen Gang is a great map for chaining Revive.  I managed a 3-kill, IX
    Combo with only two offensive Tactics because Fire Volley II showed up after
    about 7 Revives.  Useful for getting everyone some experience from this map.
    
    TURN 5:
    
    I took one extra turn here to recruit an available neutral, but otherwise:
    
     1.  Move Cao Cao’s Army E to Wu Zhang Plains.
     2.  Move Xiahou Dun’s Army S to Chen Gang.
    
     [Battle at Wu Zhang Plains]
        [Special Prize – Destroy all depots in 10 days: God Mirror]
    
    NOTE:  Zhuge Liang starts with half his officers inside a canyon with the 2
    depots you have to destroy.  He’s equipped with Pit II, and the pass is only
    one officer wide.  If you didn’t have two officers of your own with Pit II
    with you, it could be more of a pain to root him out.  Engineers and their
    catapults can also be useful here if you’re having problems, since they can
    fire into the canyon.
    
    NOTE:  Be sure to leave at least one lesser officer alone until you destroy
    the depots (victory is defeat all).
    
     [Occupy Wu Zhang Plains]
    
    
    =============================================================================
    CHAPTER 9B – SHU VS. WEI
    =============================================================================
    Objective:  Occupy Cheng Du
         Time:  15 Turns
      Capital:  Xu Chang
    
     [Cao Cao has decided on a showdown with Liu Bei]
    
    NOTE:  You have a wide front in this chapter, and Liu Bei has lots of armies
    to get in where you aren’t defended.  As such, you should use your extensive
    officer pool to create additional Armies as needed to cut him off, regain any
    lost territory, etc., while your main Armies take on those defending Cheng Du
    and isolate Liu Bei so you can conquer the rest of the map and recruit any
    neutral officers you can.
    
    NOTE:  You will need four Armies surrounding Cheng Du to keep Liu Bei
    completely contained.
    
    NOTE:  This is the last chapter of this path, so if you don’t want to bother
    with taking all the remaining land (you don’t get any additional benefit,
    though there are two Mystics who teach nice Tactics off the direct path) you
    can simply load up Cao Cao’s Army with all your best officers and make your
    way straight to Cheng Du and finish unifying China.  I wanted all the land to
    make my victory more “complete,” but it takes awhile because of all the
    fighting.  If you leave everyone else in Xu Chang and just fight w/ Cao Cao
    you can probably shave hours off your time spent for the same result.  Your
    choice.  Providing you want to take over it all, I’ve written out the last
    chapter as I did it:
    
    TURN 1:
    
     1.  Visit townsquare for stat raises (optional, will take a good 15 min of
    just pressing ‘X’ to skim through it all).
     2.  Move Cao Cao’s Army SW to Shang Yong.
     3.  Move Xiahou Dun’s Army WSW to Wei Xing.
     4.  Move Gao Shun’s Army SSW to Xin Ye.
     5.  Move Cao Ren’s Army NW to Tong Guan.
     6.  Move Cao Pi’s Army SSW to Xin Ye.
     7.  Form 6th combat-ready Army (Zhou Tai’s).
     8.  Move Zhou Tai’s Army WSW to Xi Xian.
     9.  If needed, have your Armies visit the barracks in these new towns to buy
    Tactics and get set for a couple of rounds of combat.  None should be too
    understrength, as Liu Bei’s armies are filled out with unnamed officers to an
    average of 6-8 officers each.
    
    NOTE:  While the aggressiveness of the AI could possibly vary in your game, I
    only lost Jiang Ling and fought one battle at Wei Xing after this Turn.
    
    NOTE:  Try and capture/defeat as many officers as you can each battle, most
    particularly with your stronger armies, as it should slow down the rate at
    which the armies get recreated and flung at you again.  You might even get a
    few recruits out of it.  (After umpteen times capturing Gan Ning, he finally
    surrendered to me in his fight with Xiahou Dun this turn.)
    
    TURN 2:
    
     1.  Check for gaps in your line and/or places where you’ll need to send
    additional armies to keep Liu Bei’s forces from getting in too deep (mostly
    in the south).  If needed, create/send out these additional armies to clean
    house.
     2.  Move Cao Cao’s Army SW to Yong An.
     3.  Move Zhou Tai’s Army SW to Shang Yong.
     4.  Move Xiahou Dun’s Army W to Han Zhong (awkward map, with a river all
    across the middle that has lots of places that skip from Plain to River,
    forcing you to travel through the River some rather than straight across).
     5.  Move Gao Shun’s Army S to Chang Ban.
     6.  Move Cao Pi’s Army SW to Mt. Xing.
     7.  Move Cao Ren’s Army SW to Wu Zhang Plains.
    
     [Occupy Han Zhong]
     [Occupy Yong An]
     [Occupy Mt. Xing]
    
    TURN 3:
    
     1.  Check for gaps in your line and/or places where you’ll need to send
    additional armies to keep Liu Bei’s forces from getting in too deep (mostly
    in the south).  If needed, create/send out these additional armies to clean
    house.
     2.  Move Cao Cao’s Army W to Ba Shi.
     3.  Move Zhou Tai’s Army WSW to Jian Ge.
     4.  Move Xiahou Dun’s Army W to Wu Du.
     5.  Move Gao Shun’s Army S to Jiang Ling.
     6.  Move Cao Pi’s Army ESE to Jiang Xia.
     7.  Move Cao Ren’s Army SW to Tian Shui.
     8.  Make 7th Army to take unguarded cities in SW (Cai Mao’s).
     9.  Move Cai Mao’s Army SSW to Xin Ye.
    
     [Occupy Tian Shui
     [Occupy Wu Du
     [Occupy Jiang Ling
    
    TURN 4:
    
    NOTE:  Ba Shi has a Mystic that will heal all your troops (1 use only).
    
     1.  Check for gaps in your line and/or places where you’ll need to send
    additional armies to keep Liu Bei’s forces from getting in too deep (mostly
    in the south, but also possibly in the NW if one of Liu Bei’s Armies bypassed
    Cao Ren).  If needed, create/send out these additional armies to clean house.
     2.  Move Cao Cao’s Army SW to Chong Guo.
     3.  Move Xiahou Dun’s Army SW to Mian Zhu.
     4.  Move Cao Ren’s Army SW NNW to Wu Wei.
    
    NOTE:  Your southeastern area depends on what Liu Bei’s forces are doing, and
    so is the hardest to account for.  Your only goal there for now is to
    intercept any armies he has running around behind your lines and send them
    home.  For me, he took Lu Kou last turn, so Cao Pi is headed south:
    
    [5.  Move Cao Pi’s Army S to Lu Kou.]
     6.  Move Gao Shun’s Army SE to Luo Xian to head W next turn and finish
    sealing Liu Bei and friends in Cheng Du.
     7.  Move Cai Mao’s Army SSW to Yi Dao (has Mystic: teaches Volley II).
    
     [Occupy Lu Kuo]
     [Occupy Wu Wei]
    
    TURN 5:
    
    NOTE:  Hopefully by now you’ve managed to stop Liu Bei’s incursions in the
    south so that all of his new armies have to start moving out from Cheng Du
    (and through your containment armies).  If not, continue using secondary
    armies and Cao Pi’s Army to hunt down any remaining enemies there and reclaim
    any lost territory.
    
     1.  Move Cao Ren’s Army NW to Jiu Quan.
     2.  Swap officer into Cai Mao’s Army temporarily to learn Volley II from the
    Mystic in Yi Dao.
     3.  Move Gao Shun’s Army WNW to Fu Ling.
     4.  Move Cai Mao’s Army SE to Yue Yang.
    
     [Occupy Jin Quan]
     [Occupy Fu Ling]
    
    TURN 6:
    
     1.  Move Cao Ren’s Army SSE to Long Shi (has Mystic: teaches Raid II).
     2.  Move Cao Mao’s Army WSW to Ju Lan.
     3.  Move Gao Shun’s Army W to Jiang Zhou.
    
     [Occupy Ju Lan]
     [Occupy Jiang Zhou]
    
    TURN 7:
    
     1.  Move Cai Mao’s Army WSW to Yun Nan.
     2.  Swap officer from Cao Cao’s Army into Cao Ren’s Army temporarily to
    learn Raid II from the Long Shi Mystic.
    
    NOTE: I would leave Gao Shun in place in Jiang Zhou so that when Liu Bei
    attacks out that way only you get a supply depot because you control the
    city.  The smaller towns can be claimed by both of you, and so you both get
    a depot during a fight.
    
    NOTE:  If desired, you can disband your unused armies at this point, like
    Cao Ren’s and Cao Pi’s and add their best officers to your containment
    armies.
    
     [Occupy Yun Nan]
    
    TURN 8:
    
     1.  Move Cai Mao’s Army W to Yong Chang.
    
     [Occupy Yong Chang]
    
    TURN 9:
    
     1.  Move Cai Mao’s Army ENE to Nan Guang (has Mystic: teaches Pit II).
    
    TURN 10:
    
     1.  Swap officer from Cao Cao’s Army into Cai Mao’s Army temporarily to
    learn Pit II.
     2.  Move Cao Cao’s Army SW to Cheng Du.
    
     [Battle at Cheng Du]
    
    NOTE:  Liu Bei starts with the Five Tigers general and so gets +10 Morale.
    The battle takes place in a fortified city, but there’s no special prize and
    you have 20 days to wipe the floor with him – plenty of time.
    
     [Occupy Cheng Du]
    
    **UNIFICATION ENDING**
    
    
    =============================================================================
    CAO CAO’S EPILOGUE / ENDING 3 – “(not yet completed)”
      In order to obtain this ending, you must first complete the following
      steps (credit to JOKYNG of the GameFAQs message boards for sharing the way
      to obtain the various epilogues):
    
      1. Start a new game with Lu Bu.
      2. During Chapter 3, refuse to do Cao Cao’s bidding.
      3. During Chapter 5, choose to engage rather than holing up in town.
      4. Punch through Cao Cao’s lines to meet victory condition and complete
         this path for Lu Bu.
    
     (unlocks Liu Bei’s epilogue)
    
      5. Beat the six Chapter Liu Bei epilogue (no branching paths).
    
     (unlocks Cao Cao’s epilogue)
    
      Individual Chapter walkthroughs for this final path by Cao Cao follow:
    =============================================================================
    
    =============================================================================
    CHAPTER 1 – EASTERN WU CAMPAIGN
    =============================================================================
    Objective:  Occupy Jian Ye
         Time:  13 Turns
      Capital:  Xu Chang
    
     [Cao Zhen joins Cao Cao]
    
    TURN 1:
    
    NOTE:  You will likely have different officers, and your old ones will have
    different skills than you did at the end of Chapter 2 on the path to Endings
    1 and 2.  Your main goals for this Chapter, since the epilogue is a stand-
    alone path with no branches, are to recruit the available neutrals (there are
    many), form a bottleneck in the south with Cao Cao’s Army and work your way
    towards Jian Ye, finish conquering the north, and take all of Sun Quan’s
    land before finishing him off.
    
     1.  Visit townsquare in Xu Chang for stat raises.
     2.  Edit Cao Cao’s Army if desired (I swapped in Li Dian because I’m used to
    having him).  Be sure to equip the reward items you got for beating the game
    with Lu Bu and Liu Bei (plus any for completing other paths).
     3.  Move Cao Cao’s Army SE to Shou Chun and visit the barracks the edit
    your officers Tactics lists.
     4.  Send out the first wave of spies to do your recruiting.
     5.  Create 2nd Army (Cao Pi’s) to take over the north.
     6.  Move Cao Pi’s Army N to Ye.
    
    NOTE:  Remember, you can use the Edit Army function to swap out all officers
    except the commander, so only Cao Pi (or whomever you choose) has to be part
    of your 2nd Army’s actual fighting force.
    
     7.  Create 3rd Army (Cao Xiu’s) of 1-2 left-over officers.
     8.  Move Cao Xiu’s Army SE to Chen (has Mystic: teaches Repel II).
     9.  Create 4th Army (Xun You’s) of 1-2 left-over officers.
     10. Move Xun You’s Army E to Xia Pi (has Mystic: Histories).
    
    TURN 2:
    
     1.  Edit Cao Pi’s Army, if needed, from the pool of relieved spies after the
    first turn’s recruiting to make it fully combat ready.
     2.  Move Cao Pi’s Army NE to invade at Yan.
     3.  Visit the Mystic in Xia Pi to acquire Histories.
     4.  Swap officer into Cao Xiu’s Army to learn Repell II.
     5.  Disband Cao Xiu’s and Xun You’s Armies.
     6.  Continue to recruit neutrals.
     7.  Move Cao Cao’s Army SE to He Fei.
     8.  Form 3rd combat-ready Army (Zhang He’s).
     9.  Move Zhang He’s Army SE to Shou Chun to keep Sun Quan’s Armies from
    slipping behind Cao Cao if they move NW while he moves SE.
    
     [Occupy Yan]
    
    TURN 3:
    
     1.  Continue recruiting, disbanding unneeded spies, etc.
     2.  Move Cao Pi’s Army E to Bei Ping.
     3.  Move Cao Cao’s Army SE to Ru Xu Kuo.
     4.  Move Zhang He’s Army SE to He Fei.
    
     [Occupy Bei Ping; Tactic Acquired: Muddle II]
     [Yuan Tan’s forces have been eliminated]
     [Occupy Ru Xu Kuo; Tactic Acquired: All Charge]
    
    TURN 4:
    
     1.  Use the Edit Army trick to swap officers into Cao Pi’s Army to recruit
    at Bei Ping until done there (Zhang He’s Army will continue to support Cao
    Cao).
     2.  Continue to recruit in your lands until done.
     3.  Move Cao Cao’s Army SE to Dan Yang.
     4.  Move Zhang He’s Army SE to Ru Xu Kuo.
    
     [Occupy Dan Yang; Tactic Acquired: Flood]
    
    TURN 5:
    
     1.  Disband Cao Pi’s Army and reform at Xu Chang (use spies as needed to get
    the last couple officers in the north).
     2.  Move Cao Pi’s Army SE to He Fei.
     3.  Move Cao Cao’s Army S to Shi Xin.
    
    NOTE:  I needed Zhang He to complete my recruitment at Bei Ping, so I did
    the following additional steps:
    
     4.  Disband Zhang He’s Army.
     5.  Reform 3rd Army (Xu Huang’s).
     6.  Move Xu Huang’s Army SE to He Fei.
    
     [Occupy Shi Xin; Tactic Acquired: Muddle]
    
    TURN 6:
    
     1.  Move Cao Cao’s Army E to Kuai Ji.
     2.  Move Cao Pi’s Army SE to Shi Xin.
     3.  Move Xu Huang’s Army SE to Lin Hai.
     4.  If desired, appoint spies to Entice some of Sun Quan’s lesser officers.
     5.  Move spies SE to Dan Yang.
    
     [Occupy Kuai Ji; Tactic Acquired: Awe]
    
    TURN 7:
    
     1.  Move Cao Cao’s Army N to Wu.
     2.  Move Xu Huang’s Army S to Zhang An.
     3.  Move spies (if any) to Jian Ye to Entice next turn.
    
     [Occupy Wu; Tactic Acquired: Repel]
     [Occupy Zhang An; Tactic Acquired: Vise]
    
    TURN 8:
    
     1.  Entice at Jian Ye (be sure to capture them in the following battle).
     2.  Move Cao Cao’s Army W to Jian Ye.
    
     [Battle at Jian Ye]
        [Special Prize – Complete a V Tactic Combo: Hua Tuo]
    
     [Occupy Jian Ye; Tactic Acquired: Fire Arrow]
    
    
    =============================================================================
    CHAPTER 2 – THE FIGHT FOR XU CHANG
    =============================================================================
    Objective:  Occupy Xu Chang
         Time:  10 Turns
      Capital:  Jian Ye
    
     [Liu Bei has occupied Xu Chang]
    
    TURN 1:
    
     1.  Visit townsquare for stat increases.
     2.  Recruit now neutral Wu officers.
     3.  Move Cao Cao’s Army WNW to Shou Chun.
     4.  Move Cao Pi’s Army NW to Xia Pi.
     5.  Move Xu Huang’s Army NW to Xia Pi.
     6.  Form 4th Army of 1-2 officers (Cao Zhen’s).
     7.  Move Cao Zhen’s Army SW to Dan Yang (has Mystic: teaches Volley II).
     8.  Form 5th Army of 1-2 officers (Chen Gong’s).
     9.  Move Chen Gong’s Army WNW to Shou Chun (to Nan Du next turn for Mystic).
    
     [Jiao has fallen] – The AI should attack here, as it is the most direct path
    to Jian Ye.
    
    TURN 2:
    
     1.  Continue to recruit Wu officers.
     2.  Swap archer-type officer into Cao Zhen’s Army to learn Volley II.
     3.  Disband Cao Zhen’s Army.
     4.  Move Cao Cao’s Army NW to Jiao.
     5.  Move Chen Gong’s Army WNW to Nan Du (has Mystic: Gods & Men).
     6.  Move Cao Pi’s Army WNW to Chen Lin.
     7.  Move Xu Huang’s Army SW to Shou Chun.
    
     [Occupy Jiao]
    
    TURN 3:
    
     1.  Visit Mystic in Nan Du to acquire item: Gods & Men.
     2.  Disband Chen Gong’s Army.
     3.  Move Cao Cao’s Army NW to Chen.
     4.  Move Cao Pi’s Army WNW to Guan Du.
     5.  Move Xu Huang’s Army NW to Chen Liu.
     6.  Continue recruiting Wu officers.
    
    TURN 4-X:
    
     1.  Leave Cao Cao’s, Cao Pi’s and Xu Huang’s Armies in place to contain Liu
    Bei’s forces.
     2.  Finish any recruiting you with to do in the southern regions.
    
    TURN X:
    
     1.  Move Cao Cao’s Army NW to Xu Chang.
    
     [Battle at Xu Chang]
        [Special Prize – Defeat all enemy units in 10 days: Han Fei Zi]
    
     [Occupy Xu Chang; Tactic Acquired: Scatter]
    
    
    =============================================================================
    CHAPTER 3 – THE ASSAULT ON LIANG
    =============================================================================
    Objective:  Occupy Jiou Chuan (spelling on map is Jiu Quan)
         Time:  12 Turns
      Capital:  Xu Chang
    
     [Cao Zhang joins Cao Cao]
    
    TURN 1:
    
     1.  Visit townsquare for stat increases.
     2.  Send out spies to recruit along the western path to Jiu Quan.
     3.  Move Cao Cao’s Army WNW to Hong Nong.
     4.  Move Cao Pi’s Army W to Luo Yang.
     5.  Move Xu Huang’s Army W to Luo Yang.
    
     [Occupy Hong Nong; Tactic Acquired: Flank III]
     [Occupy Luo Yang; Tactic Acquired: Flank II]
    
    TURN 2:
    
     1.  Move Cao Cao’s Army NW to Chang An.
     2.  Move Cao Pi’s Army NW to Ping Yang.
     3.  Move Xu Huang’s Army NE to He Nei.
    
     [Occupy Chang An; Tactic Acquired: Rockslide]
     [Occupy Ping Yang; Tactic Acquired: Flood II]
     [Occupy He Nei; Tactic Acquired: Taunt]
    
    TURN 3:
    
     1.  Move Cao Cao’s Army W to An Ding.
     2.  Move Cao Pi’s Army SW to Shang Luo (has Mystic: teaches Pit II).
     3.  Move Xu Huang’s Army WNW to Tong Guan.
    
     [Occupy An Ding; Tactic Acquired: Pit]
    
    TURN 4:
    
     1.  Swap officer into Cao Pi’s Army to learn Pit II at Shang Luo.
     2.  Move Cao Cao’s Army SW to Tian Shui.
     3.  Move Cao Pi’s Army W to Chen Cang.
     4.  Move Xu Huang’s Army SW to Wu Zhang Plains (has Mystic: On Valor).
    
     [Occupy Tian Shui; Tactic Acquired: Surround]
    
    TURN 5:
    
     1.  Visit Mystic at Wu Zhang Plains to obtain On Valor.
     2.  Move Cao Cao’s Army NW to Wu Wei.
     3.  Move Cao Pi’s Army W to Di Dao (has Mystic: Raid II).
    
     [Occupy Wu Wei; Tactic Acquired: Raid] (finally!)
    
    TURN 6:
    
     1.  Swap officer into Cao Pi’s Army to learn Raid II.
     2.  Move Cao Cao’s Army NW to Jiu Quan.
    
     [Battle at Jiu Quan]
        [Special Prize – Defeat Sun Shang Xiang in 10 days: Xun Tzu]
    
     [Occupy Jiu Quan; Tactic Acquired: All Charge II]
    
    
    =============================================================================
    CHAPTER 4 – BATTLE FOR HAN ZHONG
    =============================================================================
    Objective:  Occupy Han Zhong
         Time:  12 Turns
      Capital:  Chang An
    
     [Xiahou Ba joins Cao Cao]
    
    TURN 1:
    
     1.  Visit townsquare for stat raises.
     2.  Move Cao Cao’s Army SW to Wu Du.
     3.  Move Cao Pi’s Army WSW to Tian Shui.
     4.  Move Xu Huang’s Army SW to Wei Shui.
    
     [Occupy Wu Du; Tactic Acquired: Pursue II]
    
    TURN 2:
    
     1.  Move Cao Cao’s Army SW to Mian Zhu.
     2.  Move Cao Pi’s Army SW to Yin Ping.
    
    TURN 3:
    
     1.  Move Cao Cao’s Army SE to Cheng Du.
     2.  Move Cao Pi’s Army S to Mian Zhu.
    
     [Occupy Cheng Du; Tactic Acquired: Decoy II]
    
    TURN 4:
    
     1.  Move Cao Cao’s Army NE to Jian Ge (has Mystic: Bonding Urn).
     2.  Move Cao Pi’s Army SE to Cheng Du.
    
    TURN 5:
    
     1.  Visit Mystic in Jian Ge to acquire item: Bonding Urn.
     2.  Move Cao Cao’s Army NE to Mt. Ding Jun.
     3.  Move Cao Pi’s Army NE to Jian Ge.
    
    TURN 6:
    
     1.  Move Cao Cao’s Army NE to Han Zhong.
    
     [Battle at Han Zhong]
        [Special Prize – Defeat Sun Shang Xiang in 8 days: Blue Blade]
    
     [Occupy Han Zhong; Tactic Acquired: Pincer II]
    
    
    =============================================================================
    CHAPTER 5 – RECLAMATION OF XU CHANG
    =============================================================================
    Objective:  Occupy Xu Chang
         Time:  12 Turns
      Capital:  Occupy Xu Chang
    
    TURN 1:
    
     1.  Visit townsquare for stat raises.
     2.  Move Cao Cao’s Army ESE to Luo Yang.
     3.  Move Cao Pi’s Army SE to Wei Xing.
     4.  Move Xu Huang’s Army ESE to Hong Nong.
     5.  Form 4th Army of 1-2 officers (Cao Hong’s).
     6.  Move Cao Hong’s Army W to Shin Ping (has Mystic: teaches Repel II).
    
     [Occupy Wei Xing]
     [Occupy Luo Yang; Tactic Acquired: Ambush II]
    
    TURN 2:
    
     1.  Swap officer into Cao Hong’s Army to learn Repel II.
     2.  Disband Cao Hong’s Army.
    
    NOTE:  If desired, can stretch out this chapter to seize Wan (the only other
    city you can control) and visit the Mystic there.  Myself, I just went for
    the jugular and moved Cao Cao’s Army E to Xu Chang.  For that reason, I’m not
    sure what this Mystic offers, but did check with a spy to see that there is
    one there.
    
     3.  Move Cao Cao’s Army E to Xu Chang.
    
     [Battle at Xu Chang]
        [Special Prize – Defeat enemy commander in 7 days: History Tome]
    
    NOTE:  Sun Shang Xiang starts off before this battle begins by executing
    Muddle III, which pulls three of your officers adjacent to her, they attack
    each other and withdraw one square, confused.  She also gains +20 Morale;
    all other enemy officers get +10 Morale.  By now, however, your LEA score
    should be high enough that you go first, even with the enemy’s morale boost.
    
     [Occupy Xu Chang; Tactic Acquired: Mislead II]
     [Item Found: Art of War]
    
    
    =============================================================================
    CHAPTER 6 – THE ALLIED CAMPAIGN
    =============================================================================
    Objective:  Occupy Jian An
         Time:  25 Turns
      Capital:  Xu Chang
    
    NOTE:  This has the potential to be a *very* long Chapter, depending on the
    amount of effort you put into getting all the cities, etc. before moving to
    attack Jian An.  Also, since it’s such a broad field, and there’s no real way
    to form enough combat-ready armies to fully contain Liu Bei no matter what he
    does, I’ll outline some general tips and then do a step-by-step walkthrough
    below for the way I tackled him.  Your basic goals (if trying to conquer the
    whole map first) are as follows:
    
     1.  Follow the path for Cao Cao’s Army outlined in the step-by-step until
    he is in place at Yu Jang, where he can keep any new armies of Liu Bei’s from
    getting out to harrass you.
     2.  Use your remaining armies to defeat Liu Bei’s field armies, sending them
    back to Jian An where they will be trapped by Cao Cao while you conquer the
    rest of the map.
     3.  Conquer the rest of the map at your leisure.
     4.  Have Cao Cao finish off Liu Bei.
    
    NOTE:  The armies headed by Zhang Fei, Guan Yu and Zhuge Liang are stationary
    as those battles are pre-set with Special Prizes.
    
    TURN 1:
    
     1.  Visit townsquare if desired for stat raises.
     2.  Move Cao Cao’s Army SW to Xin Ye.
     3.  Move Cao Pi’s Army SE to He Fei.
     4.  Move Xu Huang’s Army WSW to Shang Yong.
     5.  Form 4th combat-ready Army (Deng Ai’s).
     6.  Move Deng Ai’s Army SW to Wan.
     7.  Form 5th combat-ready Army (Zhang Wei’s).
     8.  Move Zhang Wei’s Army S to Wu Yang.
     9.  Visit barracks with each Army that needs new Tactics to bring them up to
    fighting trim.
    
     [Occupy Xin Ye; Tactic Acquired: Gather]
     [Occupy Shang Yong]
    
     *I lost Han Zhong this turn to one of Liu Bei’s Armies.
     [Han Zhong has fallen]
    
    
    TURN 2:
    
     1.  Move Cao Cao’s Army S to Xiang Yang.
     2.  Move Deng Ai’s Army WNW to Han Zhong.
     3.  Move Zhang Wei’s Army W to Wei Xing.
     4.  Have Xu Huang hold until W flank is clear and Deng Ai can swing south.
     5.  Move Cao Pi’s Army SE to Dan Yang.
    
     [Battle at Xiang Yang]
        [Special Prize – Destroy all depots in 9 days: Seer Tome]
    
     [Occupy Xiang Yang; Tactic Acquired: Fire Volley]
     [Occupy Han Zhong]
    
     *I lost Shi Xin this turn.
     [Shi Xin has fallen]
    
    TURN 3:
    
     1.  Move Cao Cao’s Army WSW to Yi Cheng.
     2.  Move Cao Pi’s Army S to Shi Xin.
     3.  Move Xu Huang’s Army SW to Yong An.
     4.  Move Deng Ai’s Army SE to Mt. Xing (has Mystic: teaches Volley II).
     5.  Use Zhang Wei’s Army to intercept any of Liu Bei’s forces that slipped
    past you in the NW area.  In my case:
         Move Zhang Wei’s Army NW to Wu Zhang Plains.
    
     [Occupy Shi Xin]
     [Occupy Yi Cheng]
     [Occupy Mt. Xing]
     [Occupy Yong An]
    
    TURN 4:
    
     1.  Swap officer into Deng Ai’s Army to learn Volley II from Mystic.
     2.  Move Cao Cao’s Army S to Chang Ban.
     3.  Move Xu Huang’s Army ESE to Yi Cheng.
     4.  Move Deng Ai’s Army ESE to Yi Cheng.
     5.  Move Cao Pi’s Army NW to Lu Jiang.
    
    NOTE:  If NW not yet secure behind Cao Cao’s Army, use Zhang Wei’s Army to
    finish off any remaining Armies of Liu Bei.  If so (mine was this turn):
    
     6.  Disband Zhang Wei’s Army and reform at Xu Chang.
     7.  Move Zhang Wei’s Army SE to He Fei.
    
     [Occupy Lu Jiang; Tactic Acquired: Fire Attack II]
     [Occupy Chang Ban; Tactic Acquired: Vise II]
    
    TURN 5:
    
     1.  Move Cao Cao’s Army S to Jiang Ling.
     2.  Move Xu Huang’s Army S to Chang Ban.
     3.  Move Deng Ai’s Army E to Jiang Xia.
    
    NOTE:  If SE is clear of enemy Armies:
    
     4.  Move Cao Pi’s Army WSW to Wu Chang.
     5.  Move Zhang Wei’s Army SW to Chai Sang.
    
     [Battle at Wu Chang]
        [Special Prize – Defeat all enemy units in 10 days: Sun Tzu]
    
     [Occupy Wu Chang]
     [Occupy Jiang Ling; Tactic Acquired: Revive II]
     [Occupy Jiang Xia; Tactic Acquired: Charge II]
    
    TURN 6:
    
     1.  Move Cao Cao’s Army SE to Luo Xian (has Mystic: heals troops, 1 use).
     2.  Move Cao Pi’s Army W to Lu Kou.
     3.  Move Deng Ai’s Army S to Lu Kou.
     4.  Move Zhang Wei’s Army W to Lu Kou.
    
    NOTE:  I still had an enemy Army holed up at Yi Dao, so:
    
     5.  Move Xu Huang’s Army S to Jiang Ling.
    
     [Occupy Lu Kou]
    
    TURN 7:
    
     1.  Move Cao Cao’s Army ENE to Yu Jang.
     2.  Move Xu Huang’s Army SE to Luo Xian.
    [3.  Move Cao Pi’s Army W to Jiang Ling to deal with last free moving Army
    next turn.]
     4.  Move Deng Ai’s Army SW to Chi Bi.
     5.  Move Zhang Wei’s Army SE to Chi Bi.
    
     [Battle at Yu Jang]
        [Special Prize – Complete VII Tactic Combo in 10 days: Analects]
    
     [Occupy Yu Jang; Tactic Acquired: Awe II]
    
    TURN 8:
    
     1.  Leave Cao Cao’s Army at Yu Jang while you conquer the rest of the map.
     2.  Move Deng Ai’s Army S to Chang Sha.
     3.  Move Zhang Wei’s Army WSW to Wu Ling.
     4.  Move Xu Huang’s Army ESE to Pan Yang.
    [5.  Move Cao Pi’s Army NW to Yi Dao.]
    
     [Occupy Chang Sha; Tactic Acquired: Volley]
     [Occupy Wu Ling; Tactic Acquired: Call]
     [Occupy Pan Yang]
    
    TURN 9-X:
    
    NOTE:  At this point, I had all of Liu Bei’s forces bottled up in Jian An,
    trapped by Cao Cao’s Army and leaving all my other armies free to wander at
    will.  If there are still enemy armies loose for you, spend the necessary
    turns (you have 25 total, more than enough), hunting them down while Cao Cao
    holds the bottleneck at Yu Jang.
    
    At this stage (once Liu Bei is fully contained), complete the following
    steps:
    
     1.  Use other armies to take all remaining cities.
     2.  Do any recruitment you can/want to do on the map.
     3.  If desired, bring down a large group of spies to do covert ops on Liu
    Bei’s forces.  It takes 3 turns for spies to reach Jian An from Xu Chang.
     4.  Visit the Mystic at Guang Tan in the SW with an Army so you can swap an
    officer in to learn Pit II.
    
    You obtain the following Tactics for taking these cities of those that
    remain:
    
     Gui Yang:   Shift II
     Ling Ling:  Rockslide II
     Jiao Zhi:   Rockslide II
     Yong Chang: Circle
    
    TURN X:
    
     1.  Move Cao Cao’s Army SE to Jian An.
    
     [Battle at Jian An]
    
    NOTE:  I probably burned about 4,000 Craft Points on covert ops, so this
    fight became ridiculously easy.  All but the Horse Commander supplementing
    Liu Bei’s Army had about 1,800 troops each, making them fall in 1-2 hits.
    
     [Occupy Jian An]
    
    **THE CAMPAIGN AGAINST CAO CAO ENDING**
    
    End of Michael's contribution
    
    ------------------------------------------------------------------------------
      4.3  SUN CE CAMPAIGN
    ------------------------------------------------------------------------------
    
    
    Sun Ce's Stand
    
    Sun Ce vs Liu Yong
    
    
    Taishi Ci : I am Taishi Ci of Dong Lai. I assume you are the famed Sun Ce. If
       you do not wish to tarnish your name, accept my challenge!
    Sun Ce : Challenge accepted! I never show my back to the enemy! Let's begin,
       Taishi Ci!
    
    
    Liu Yong : How could I lose to a young brat like Sun Ce! Taishi Ci! Is this
       your doing? Are you in league with the enemy?
    Taishi Ci : How could you say that?
    Liu Yong : Then prove your loyalty to me! Stall the enemy while I escape!
    
    
    
    
    
    
    
    Jian Ye : All attack ??
    
    
    
    
    
    To be completed later.
    
    ==============================================================================
      5.  APPENDIX
    ==============================================================================
    
    ------------------------------------------------------------------------------
      5.1  TACTIC LIST
    ------------------------------------------------------------------------------
    
    Name    : Aid
    Type    : LEA
    Area    :
    Trigger : - Ally adjacent to the side and facing in the same direction
              - Enemy adjacent in front of ally
    Effect  : - Attack enemy with Ally (Ally attack enemy)
              - Ally's morale rises
    
    Name    : Aid II
    Type    : LEA
    Area    :
    Trigger : - Archer class only
              - Ally in range
              - Enemy adjacent in front of ally
    Effect  : - Attack enemy with Ally (Ally attack enemy)
              - Ally's morale rises
    
    
    Name    : All Attack
    Type    : LEA
    Area    :
    Trigger : - Enemy adjacent in front
              - Ally also adjacent to enemy
    Effect  : - Attack enemy with Ally (ally attack enemy)
              - Enemies advance 1 square
    
    Name    : All Charge
    Type    : LEA
    Area    :
    Trigger : - Enemy adjacent in front
              - Ally adjacent to the side (of us)
    Effect  : - Charge enemy with ally
              - Push enemy back 3 squares (1 if cavalry class)
    
    Name    : Ambush
    Type    : INT
    Area    : 2 (R) x 3 Column (G)
    Trigger : - Acting unit in Forest or Grass
              - Enemy adjacent in front
    Effect  : - Attack enemy
              - Enemy pulls away 1 square (3 if cavalry class) and is confused
    
    Name    : Arrow
    Type    : WAR
    Area    :
    Trigger : - Archer class only
              - Enemy 2 squares away in front
    Effect  : - Attack enemy
              - Enemy pulled forward 1 square
    
    
    
    
    
    Name    :
    Type    :
    Area    :
    Trigger :
    Effect  :
    
    
    ------------------------------------------------------------------------------
      5.2  UNIT LIST
    ------------------------------------------------------------------------------
    
    
    ------------------------------------------------------------------------------
      5.3  GENERAL LIST
    ------------------------------------------------------------------------------
    
    
    
    Name            Flag  Lev  STR  INT  LEA  TL0  Skill          Inf Cav Arc Spe
    
    
    
    
    
    To be completed later
    
    ------------------------------------------------------------------------------
      5.4  SKILL LIST
    ------------------------------------------------------------------------------
    
    
    
    ------------------------------------------------------------------------------
      5.5  ITEM LIST
    ------------------------------------------------------------------------------
    
    Name      :
    Effect    :
    Who/Where :
    
    Name      :
    Effect    :
    Who/Where :
    
    
    
    To be completed later
    
    
    ------------------------------------------------------------------------------
      5.6  TACTIC TEACHER (MYSTIC)
    ------------------------------------------------------------------------------
    
    
    To be completed later
    
    ------------------------------------------------------------------------------
      5.6  FORMATION LIST
    ------------------------------------------------------------------------------
    
    
    Name     :
    Tactics  :
    Position :  |. . . . . . . . . . . . . . . .|
                |. . . . . . . . . . . . . . . .|
                |. . . . . . . . . . . . . . . .|
                |. . . . . . . . . . . . . . . .|
                |. . . . . . . . . . . . . . . .|
                |. . . . . . . . . . . . . . . .|
                |. . . . . . . . . . . . . . . .|
                |. . . . . . . . . . . . . . . .|
                 -------------------------------
    
    To be completed later
    
    
    ------------------------------------------------------------------------------
      5.7  TERRAIN AND RANDOM EVEN LIST
    ------------------------------------------------------------------------------
    
    Terrain Type    Height  Defence
    Mountain          +2
    Hill              +1
    Plain              0
    Grass              0
    Forest             0
    Shoal             -1
    River             -2
    
    When moving your troops (moving from A to B), you can not move directly from
    position that has two or more difference in height.
    Example : When you are on River, you can not move to Plain, if you do not go
    through Shoal first.
    
                | P  P  P  P  P |
                | P  SB P  SC P |
                | R  S  RA S  R |
                 ---------------
    Unit A that is in River (RA) can not move forward to P that is in front of
    him. He can only move to Shoal B (SB) or Shoal C (SC), since shoal is higher
    1 level only compared to River.
    
    The Height will also determine the level of defence. The higher the height,
    you will receive less damage, so try to avoid staying at a river square.
    
    Random Event :
    
    Name    :
    Effect  :
    
    
    To be completed later
    
    ------------------------------------------------------------------------------
      5.8  TRUMP LIST
    ------------------------------------------------------------------------------
    
    Name    : Block
    Effect  : Change all allied unit's condition to [Guard]
    
    
    
    Name    :
    Effect  :
    
    To be completed later
    
    ------------------------------------------------------------------------------
      5.9  DUEL LIST
    ------------------------------------------------------------------------------
    
    To be completed later
    
    ------------------------------------------------------------------------------
      5.10 TALK LIST
    ------------------------------------------------------------------------------
    
    Zhou Yu and Sun Ce :
    Zhou Yu : Fight to unify the land, Sun Ce, and I shall fight for you
    Sun Ce : Thank you, Zhou Yu. Victory will be mine!
    
    Zhou yu : The fate of the Sun Family depends on this battle. We can not lose.
    Sun Quan : Yes, in the name of our home, the Chang Jiang, the Sun Family
       shall achieve victory!
    
    Sun Ce : Let us go! We Children of the Sun Family shall raise our flag to the
       Heavens!
    Sun Quan : I would be honored to fight by your side, brother!
    +10 Morale
    
    Sun Quan : Do not forget that we are the proud descendants of the great Sun
       Tzu!
    Shang Xiang : Yes brother! I shall not bring shame to the family name!
    
    
    
    ==============================================================================
      6.  ANSWER TO THE MOST-ASKED QUESTION AND TEXT
    ==============================================================================
    
    ------------------------------------------------------------------------------
      6.1  QUESTION AND ANSWER
    ------------------------------------------------------------------------------
    
    Since no one have asked me any question, therefore I am making up all the
    question in this section. If you have question that was not covered by this
    FAQ, please e-mail me and I will put it in this section.
    
    
    Q :
    A :
    
    
    ------------------------------------------------------------------------------
      6.2  HELP TEXT
    ------------------------------------------------------------------------------
    
    Liu Bei
    Prologue
    
    Beginner
    Intermediate
    Advanced
    
    
    Battle Tutorial
    This tutorial explains the flow of battle and how to issue orders to units.
    The number above each unit shows its turn for that day's fighting.
    The unit with the highest morale that day moves first, regardless of whther it
    is an enemy or ally.
    Let's try moving a unit. Liu Bei's unit goes first.
    When it is a unit's turn, squares it can move to are show in white.
    Select the destination with "direction keys" and confirm by pressin the "X"
    button.
    After selecting the unit's destination, you decide the direction it will face.
    Select the direction the unit will face using "direction keys".
    When you've selected the direction, available commands for that unit are
    displayed.
    [Done] is the only available command here. Select [Done] and press the "X"
    button.
    This ends that unit's turn. Now we move to the next unit.
    A unit's movement is affected by the terrain.
    You cannot move to a square 2 or more levels higher or lower than your current
    position.
    To go from Plains to River, you must go via Shoals. To go from Plains to
    Mountains, first go via Hills.
    A unit can only move i square in Forest, River and Mountains.
    However, Footmen and Infantry can move through Forest, River, and Mountains
    as if they were on Plains.
    You can check where a unit can move by moving the cursor over it.
    View detailed info for a unit by pressing the "Square" button.
    Press "Start" to show the controller help.
    Enemy units move in the same manner when it is their turn.
    This ends 1 day of the battle.
    On the next day, morale once again determines movement order.
    When you move adjacent to an enemy and face them, you can [Attack].
    Archer units can also use [Bow] if the enemy is in range.
    It is more effective to use [Attack] or [Bow] from behind or to the side of
    the enemy.
    First, move your unit so that the enemy is adjacent in front.
    If you are able to attack, the [Attack] command will appear.
    Select [Attack] to attack the enemy.
    Select [Attack] and press the "X" button.
    Next, let's explain about Tactics.
    Officers can use Tactics that you have previously equipped them with.
    Let's try using a Tactic.
    Each Tactic has set conditions under which it is triggered.
    Squares where Tactics can be used are highlighted in red.
    To use the Tactic, first move to a red square.
    Red arrows show the direction to face to use the Tactic.
    Use "direction keys" to face in the direction of a red arrow.
    If the right conditions are met, the [Tactic] conmmand will appear.
    Select [Tactis] and press the "X" button.
    Tactics which can be used are in yellow. Those that cannot are gray.
    Check a Tactic's effects and conditions for use with the "R2" button.
    Select an available Tactic and press the "X" button.
    This is how a Tactic can be triggered.
    Each Tactic can only be used once in a battle.
    However, if a Tactic fails to trigger, it can still be used later.
    One Tactic is randomly restored every time an enemy unit is destroyed.
    You can sometimes steal an enemy Tactic by attacking from behind.
    This ends the basic itroduction to Tactics.
    Try using [Tactis] and [Attack] to defeat your foes!.
    
    3 Combo defeat Zhang Liao (could not capture)
    
    
    
    On this screen, you give orders to armies within your force.
    Each force has a capital which is surrounded by a number of bases.
    Throughout the game, there are always Objectives to achieve and Conditions for
    Defeat.
    Some Objectives and Conditions for Defeat have time limits.
    You can check them by pressing the "Square" button.
    After fulfilling the Objectives, events will occur, and history advances.
    As history advances, there are both new Objectives and Conditions for Defeat.
    The ultimate objective is for your own force to establish its own Dynasty.
    If the Conditions for Defeat are met, you will have failed and the game ends.
    Each force moves its armies to capture enemy bases.
    When two opposing armies meet, a battle will occur.
    To issue orders to an army, press the "X" button at a base and select [Army].
    Now try it for yourself.
    Select [Move] under [Army] command in Xiao Pei, choose an army and move them
    to [He Cheng].
    If you select [End Turn], the army will move to its destination.
    You can change the army's destination any number of times before selecting
    [End Turn].
    A battle commences when you meet the army of another force.
    
    Now for an explanation of Tactical Combos.
    Once a Tactic has been used, other unit's Tactics whose conditions have been
    met will be triggered.
    However, the target of the next Tactic must be a unit previously involved in
    the Combo.
    Tactics of units unrelated to previously used Tactics in the Combo will not
    be trigered.
    Even if Liu Bei uses a Tactic now, it won't lead to a Combo.
    To be part of a Combo, the conditions for a Tactic must be met, and it must be
    the top Tactic equipped.
    If Guan Yu's Raid is trigered here, it will create a 3 Tactic Combo.
    Move the cursor over Guan Yu, press the "O" button and put Raid at the top.
    Now Have Liu Bei use Boost on Guan Yu.
    Move to a square where you can use the Tactic and trigger it.
    Select a read Square and press the "X" button.
    Face in the direction of a red arrow.
    Select [Tactis] and press the "X" button.
    Select [Boost} and press the "X" button.
    
    Capture Hou Cheng.
    
    This is how Tactical Combos are created.
    Using Tactics in Combos increases their power and chance of success.
    By using Combos to defeat an enemy, it is possible to capture them.
    Tactics of allies involved in the Combo are also restored.
    It is also possible to steal Tactics from the enemy.
    Now for an explanation of Chain attacks.
    A chain allows one unit to use multiple Tactics in succession.
    To start a Chain, the Strategist must first issue the order.
    Let's try issuing the Chain order to Zhang Fei's unit.
    Leave Guan Yu's unit in its current position.
    Press the "X" button and leae the unit in its current position.
    [Order Chain] appears when an ally is in range.
    Move the cursor over {Order Chain] ato view its range of effect.
    Using the Chain order decreases the Strategist's morale by 5.
    Now select [Order Chain] and press the "X" button.
    Select [Use] and press the "X" button.
    Let's try performing a Chain with Zhang Fei's unit.
    Move to a square where a Tactic can be triggered.
    Face in the direction of a red arrow.
    When a Chain is possible, [Tactic] changes to [Chain Tactic].
    Select [Chain Tactic] and press the "X" button.
    Select [Charge] and press the "X" button.
    When a unit able to perform a Chain selects a Tactic, [Chain] appears.
    Select [Chain] and press the "X" button.
    Let's select Tactics whic can be used after the initial Tactic.
    Up to 6 Tactics can be used in succession in a Chain.
    Now select [Confirm] and press the "X" button.
    Moving the cursor over [Confirm] activates a demo of how the Chain will work.
    This is how Chains are performed.
    If you defeat an enemy unit with a Chain attack, the acting unit will recover
    three Tactics.
    Additionaly, for each enemy unit you defeat, you will recover one additional
    Tactic.
    A potential Chain is broken if the enemy attacks first, or if you end the turn
    without performing the Chain.
    Use Combos and Chains skillfully to defeat the enemy.
    
    By winning battles and using Combos, you can acquire Deeds and Craft points.
    Deeds show how experienced an Officer is. When they accumulate a certain
    amount, their Level increases.
    When an Officer's Level increases, so does their ability.
    [Craft] shows the force'stechnical level, and is used to learn Tactics at the
    Barracks.
    [Craft] points are earned by the entire force, so you can choose which
    Officers to give extra Tactics to.
    Also, [Craft] points can be used for Spy activities.
    You can try to persuade Oficers captured in battle to join you.
    If successful, the captured Officer joins your force.
    If unsuccessful, the Officer returns to their original force.
    
    You can a territory ?
    The variety of Tactics at the Barracks increases when you occupy a base.
    
    He Cheng : Repel
    
    You can visit various places within a base.
    Select [Barracks] from the [Visit Town] command at Xiao Pei.
    
    In this way, you can make an Officer even more powerful.
    Officers with no master are called Civilians.
    Civilians can be recruited by sending one of their Friends to the same base.
    The Civilian can either be on your Officer's Friends list, or your Officer can
    be on the Civilian's Friends list.
    Chen Deng is camped in He Cheng.
    Appoint his Friend Mi Zhu as a Spy and send him to He cheng.
    Recruiting more Officers increases the size of your forces.
    
    First, let's make an army.
    Please select [Form] from under the [Army] command at Xiao Pei.
    
    Selecting [Edit] from the [Army] Command, lets you change officers and Tactics
    within the army.
    This concludes the startegy phase explanation.
    You can advance the story by sending an army to Xia Pi.
    
    Only a strategist can link Tactic.
    A Link is when you select a Tactic without immediately using it.
    A Tatical Link is released as a result of an allied unit using a Tactic.
    A unit involved in a Link cannot be targeted by another Tactic.
    The Link is broken if the unit performing it is attacked.
    When an ally uses a Tactic, the Tactical Link is automatically triggered.
    The order in which the Tactics trigger follows the turn order of the units.
    The target of a Link will try to break it when it is their turn.
    If they fail, that unit is unable to move for a day.
    If the enemy succeeds, the Link is broken and the morale of the performing
    Strategist decreases.
    If you Link an allied unit, they are unable to break it on their own.
    
    When Officers who are Friends assume a certain formation during a Combo, Team
    Tactics will occur.
    Team Tactics only occur once during a Combo.
    The Offier who trigered the Team Tactic is also unable to do it again during
    that battle.
    If an Officer is able to use a Team Tactic, [TEAM] will be displayed in his
    Officer info.
    
    
    Talk
    If the Officers are able to converse, the destination square becomes green.
    Selecting [Talk] from the command menu starts an event.
    Events may also occur if you select [Attack] from the command menu.
    
    
    
    ==============================================================================
      7.  INFORMATION
    ==============================================================================
    
    This section is used for information that :
    - I have not experienced yet
    - I have not confirmed
    Once I have confirmed the information in this section, it will be then removed
    from this section, and will appear in their relevant section.
    
    Contribution from Michael Martin, start :
    ------------------------------------------------------------------------------
    
    
    Dynasty Tactics 2 (US Version)
    
    ----------------------------------------------------------------
    SECTION 1 - NOTES:
    ----------------------------------------------------------------
    
    There are some major differences between the original Dynasty Tactics game
    and Dynasty Tactics 2, including differences in the way tactics which have
    carried over operate.  For example, while the tactic Taunt still draws an
    enemy across the field to you, the Taunting officer no longer gets to attack
    when the Taunted officer crosses the field, though the action still counts
    towards a Tactical Combo.
    
    Other major differences which can really impact upon Tactical Combos are the
    new Family/Friend bond (each officer can only trigger one Family or Friend
    Tactic per battle).  For example, when Cao Cao and Guo Jia are attacking the
    same officer, either one can potentially activate the Friend tactic “Double
    Blade,” which inflicts damage similar to the Pincer Tactic and counts as a
    separate Tactic for purposes of a Tactical Combo.  A officer cannot be the
    trigger for a Family/Friend Tactic if he has already participated in one.
    
    Also different is the new Tactical Chain option, by which a single officer
    can execute a series of Tactics upon a target before allowing another of your
    officers to take up the Tactical Combo.  As a simple example, assume you have
    two officers with three Charge Tactics each on either side of an enemy.  One
    officer can use all three in succession before the second is allowed to
    perform even one Tactic.  Then the other officer would perform a single
    Charge (even if he is capable of performing a Chain, it is not his turn).  If
    the two officers have a strong Family/Friend bond as well, a fifth Tactic
    could be activated, getting a V Combo out of just two officers.  Take that
    into consideration with the strategist’s Link ability, and you can see where
    the possibility exists for some lengthy chains.
    
    (NOTE:  Only a strategist can enable other units to use Tactical Chains by
    using their turn to “Order Chain” – this gives every officer within the
    strategist’s command radius the ability to Chain if so desired on their next
    turn.  If not used, the ability is wasted until so ordered again.  Beware of
    overusing this, however, as each use lowers the strategist’s morale by 5,
    which can leave them in the vulnerable position of going last in each round
    if it isn’t counteracted by Revive, Boost or Aid Tactics.  Also note that the
    command radius for Order Chain is larger the higher your strategist’s
    Intelligence is.)
    
    Lastly re: Tactics, is that they have a success rate and can fail, ruining
    a Combo you’ve set up if your officers fails to complete his Tactic.  The
    Tactic isn’t used up by a failure, however.  I have noticed that the more
    successful Tactics used in a row you have, the greater your chance of
    completing the next Tactic, so starting off with easier ones will boost your
    chances of completing that Repel II or Fire Volley II further down the line.
    
    Armies are also handled differently in DT2, with a commanding officer being
    able to command more or less officers according to his LEA ability.  Each
    Army can hold 1 commanding officer, 2 strategists, and up to 7 additional
    officers for a total fielded strength of ten officers.  Only one Army can
    take the field at any given time.
    
    One of the fundamental strategies of this game is to seize and control more
    territory than your enemies.  This wasn’t strictly necessary in DT1, but in
    DT2 more cities translate into more supplies, enabling your officers to
    recoup their losses faster.  Also, most cities have an associated Tactic, and
    controlling that city (even if only for a turn) will enable your officers to
    learn that Tactic if you have sufficient craft points.  Obviously, the more
    Tactics you have to choose from, and the less choices you allow your enemies,
    the better.
    
    MYSTICS.  From what I can determine, they appear randomly – or at least in
    different places, depending on which path you choose.  For example, in Cao
    Cao’s Chapter 3A, a Mystic appears in Ru Yin that teaches Raid II, but in
    Chapter 3B there is no Mystic here.  For this reason, I recommend sending out
    a spy whenever new cities (including and especially little hamlets you might
    not otherwise visit) become available.  You can use the Move feature to cover
    every city within the spy’s reach without having to do each separately.  To
    do so, simply Move to a city, choose Visit and see if there is a grayed-out
    “Mystic” option (you wouldn’t be able to visit until you start your turn in
    that town).  If not, Move to the next city and repeat until you find a Mystic
    or have checked all new cities/towns.  Much easier than relying on luck to
    stumble across one or send out spies to each city in waves.
    
    (NOTE:  Despite this, for now, I will note where I find Mystics in each
    respective Chapter in case they are pre-determined for each path, though not
    for a given city.)
    
    
    ----------------------------------------------------------------
    SECTION 2 - GENERAL COMBAT STRATEGIES:
    ----------------------------------------------------------------
    Where a battle was made more difficult because my main Army was targeting
    something else, or where some different strategies were useful in meeting a
    battle-specific special prize condition, I will try to make notes in the
    walkthrough.  But since there’s no way to tell exactly what Tactics your
    officers will have, much less which officers you prefer to use compared to
    mine at the same point in the game, I will outline some general combat tips
    below for you to mix and match with your own strategies.
    
    
     1.  Morale is still one of the keys to victory – being able to shift your
    troops slightly for a Combo and triggering it with a sixth or seventh
    officer.  Use of the Talk function can trigger morale boosts, depending on
    who is involved (Cao Cao + Dian Wei = +10 Morale each).  Also, try and get
    at least two Revives used in a Combo if you use it just for the morale.
    
    (NOTE:  The ability Fame has a huge effect on Tactics such as Revive; one of
    the reasons I really like bringing Li Dian along with my main Army.)
    
     2.  For battles where improving the odds is more important than trying to
    get huge combos, use Tactical Chains once you’ve got an enemy backed up so
    he can’t be driven back any more by Tactics like Repel to hit him multiple
    times, and frequently eliminate him altogether.  Don’t worry about burning
    up all your Tactics if you can eliminate him – you get back three for
    defeating an officer with a Tactical Chain.  Of course, if you don’t kill
    him you’ve just burned all your tactics up, but it’s worth noting for when
    you’re more concerned with taking out officers for expediency’s sake than in
    building large combos.
    
     3.  Unless doing so puts you at risk for getting too damaged, try and defeat
    most or all of the enemy officers before triggering the victory condition.
    You get 120 or so Craft Points for each officer defeated, which adds up in
    the long run, letting you buy more Tactics for your officer pool.
    
    (NOTE:  This number goes up substantially if you’re able to take out more
    than one officer with a Combo and also increases for higher Combo numbers.
    e.g., taking out three officers with an VIII Combo yields 600 Craft Points.)
    
     4.  Engineers can build two siege engines in DT2 which can really help in a
    difficult battle.  Catapults have a decent range, inflict –10 Morale with
    even their standard attack, and come with two uses of the Release All Tactic,
    which hits all enemies in its range for about 400 each and –10 Morale.  Use
    of Release All can also be the trigger for a Combo if one of your units is
    in position to use a Tactic on an enemy officer struck by the Catapult.  The
    other engine is the Arbalest, which has the Fire All Tactic.  Generally, I
    find the Arbalest to be worthless by comparison, as it has a shorter range
    and seems to do less damage on average than the catapult.
    
    (NOTE:  Arbalests also require an Int of 60+ to build.)
    
    (NOTE:  I’ve gotten pounded by catapults for over 4000 when it hit only two
    of my officers, so the damage may be in part affected by terrain, as I
    pretty much only use catapults in fortified city/castle battles.  My own
    damage went down when the enemy was low on troops, so I also think it might
    be a percentage thing.)
    
     5.  Beware of overusing your strategists’ Order Chain ability, as it comes
    with a –5 Morale penalty for each use.  It’s incredibly useful, but can
    cripple your strategist if they’re also a frontline fighter, making them go
    last in any given round and take more losses with each hit.  Use it, but
    don’t become so dependent you use it every turn.  When everyone’s got 100
    Morale, a 95 goes last.
    
     6.  Enemy Tactical Chains, and your own for that matter, can be disrupted
    by striking the Chain-ready officer with a normal attack.  Hitting them with
    a Tactic doesn’t disrupt it (unless you defeat them altogether, of course).
    
     7.  Family/Friend Tactics inflict a lot of damage, and count towards upping
    your Combo total.  Where possible and practical, group people who have strong
    bonds into the same armies to take advantage of this.
    
    (NOTE:  A list of the various Family/Friend Tactics and who triggers them
    that I’ve encountered so far is listed below in Section 5, though it is by
    no means near complete.  It’s just to give you an idea.)
    
     8.  Be sure to exploit your officers natural abilities when purchasing
    Tactics for them.  For example, Li Dian has Fame, which makes his LEA Tactics
    have 150% effect, including Aid and All Attack, making those both worthwhile
    purchases.
    
     9.  Be careful when using higher level Tactics, as they have a lower chance
    of success, and a failed Tactic will ruin the rest of your Combo, letting
    enemy officers slip through what would otherwise be a perfect trap.  Often a
    lower level Tactic will do the job just as well, will be more successful, and
    will allow you to create Combos which affect multiple enemies, grant multiple
    officers a higher number of Deeds upon completion, and give you more Craft
    Points.  This is not to say that higher level Tactics don’t have their place,
    just know when you’re using them that they’re not quite as reliable unless
    you’ve managed to activate your officer’s ability (Master, for example, gives
    all Tactics a +30% success rate).
    
    (NOTE:  The farther along in a Combo that you are, the more your success rate
    increases, so that what was a 70% chance of success before you started, by
    the time you get to Tactic number IV or higher will have much closer to
    100%.)
    
     10. Pit and Taunt are still used to draw enemies into traps, but have a
    limited range of 5 squares which you have to account for.  Pit II has an
    unlimited range, but it’s incredibly rare.
    
    (NOTE:  When using Taunt, an important change from DT1 is that you no longer
    attack the enemy once they’ve crossed the field, and their Morale still
    increases.  Since you won’t inflict any damage, it’s important to have other
    officers standing by with other Tactics to whittle down the Taunted enemy or
    eliminate them altogether.  Tactics such as Flank can reduce or eliminate
    the Morale bonus if used following Taunt; particularly useful if you can’t
    kill off the Taunted unit.)
    
    
    
    ----------------------------------------------------------------
    SECTION 4 -- TACTICS:
    ----------------------------------------------------------------
    Below is a list of available tactics, the condition(s) needed to activate
    them, their effect on the field of battle and the type of tactic it is.
    
    ALL CHARGE II
    -Activate:  Enemy adjacent in front and at least one ally adjacent facing
    same direction (does not need to have enemy in front of him)
    -Effect:  Acting unit and adjacent allies (to left and right) pass through
    enemies in a line, forward two spaces instead of pushing them back
    -Type:  LEA
    
    AMBUSH II
    -Activate:  Acting unit in Grass or Forest terrain, enemy unit adjacent to
    the front
    -Effect:  Attack enemy; enemy becomes confused and retreats one square
    -Type:  INT
    
    AWE
    -Activate:  Enemy adjacent in front
    -Effect:  Enemy (and any enemies within a 1x5 grid in front of acting unit)
    faces away from acting unit, loses morale and retreats one square
    Type:  WAR
    
    AWE II
    -Activate:  Enemy adjacent in front
    -Effect:  Enemy (and any enemies within a 1x5 grid in front of acting unit)
    faces away from acting unit, loses morale, becomes confused and retreats
    three squares
    Type:  WAR
    
    BOOST
    -Activate:  Ally adjacent in front
    -Effect:  Ally’s morale increases; ally faces away from acting unit and
    advances one square
    -Type:  WAR
    
    BOOST II
    -Activate:  Ally adjacent in front
    -Effect:  All allies in 1x3 grid in front of acting unit affected; allies’
    morale increases; allies face away from acting unit and advance one square
    -Type:  WAR
    
    CALL
    -Activate:
    -Effect:
    -Type:
    
    CHARGE
    -Activate:  Enemy adjacent in front
    -Effect:  Attack enemy; enemy pushed back one square and turns to face acting
    unit
    -Type:  WAR
    
    CHARGE II
    -Activate:  Enemy adjacent in front
    -Effect:  Attack enemy; enemy pushed back three squares and turns to face
    acting unit; any other enemy units behind target unit (w/in 3 squares) are
    also affected
    -Type:  WAR
    
    CIRCLE
    -Activate:  Enemy adjacent in front with no unit to that enemy’s rear
    -Effect:  Acting unit moves to rear of enemy and attacks, enemy pushed
    forward one square and becomes confused
    -Type:  LEA
    
    DECOY
    -Activate:  Enemy adjacent in front
    -Effect:  Acting unit attacks and withdraws one square (if possible); enemy
    follows; acting unit ends facing away
    -Type:  INT
    
    DECOY II
    -Activate:  Enemy adjacent in front
    -Effect:  Acting unit attacks and withdraws three squares (if possible);
    enemy follows; enemy confused; acting unit ends facing target unit
    -Type:  INT
    
    FEINT
    -Activate:  Enemy adjacent in front
    -Effect:  Attack enemy; enemy moves away from acting unit one square; enemy
    faces away from acting unit; enemy morale lowers
    -Type:  INT
    
    FIRE ARROW (Archer Only)
    -Activate:  Enemy unit two squares in front of acting unit
    -Effect:  Attack enemy; enemy becomes confused, pull enemy forward one square
    -Type:  WAR
    
    FIRE ATTACK
    -Activate:  Enemy in area of effect; enemy in Grass or Forest terrain
    -Effect:  Attack all enemies within the 8 squares surrounding acting unit;
    enemies face away and withdraw one square
    -Type:  INT
    
    FLANK
    -Activate:  Enemy adjacent in front; acting unit facing the enemy’s side
    -Effect:  Attack enemy; enemy morale decreases and pushed forward one square
    in the direction it is facing
    -Type:  WAR
    
    FLANK II
    -Activate:  Enemy adjacent in front; acting unit facing the enemy’s side
    -Effect:  Attack enemy; enemy morale decreases and pushed forward three
    squares in the direction it is facing
    -Type:  WAR
    
    FLANK III
    -Activate:  Enemy adjacent in front and facing away from acting unit
    -Effect:  Attack enemy; enemy moves one square forward; troops restored to
    acting unit
    -Type:  INT
    
    FLOOD
    -Activate:  Enemy unit adjacent in front; enemy unit in River or Shoal
    terrain (affects 1x5 grid)
    -Effect:  Attack all enemies in range; enemy(ies) withdraw one square and
    become confused
    -Type:  INT
    
    FLOOD II
    -Activate:  Enemy unit adjacent in front; enemy unit in River or Shoal
    terrain (affects 2x5 grid)
    -Effect:  Attack all enemies in range; enemy(ies) withdraw one square and
    become confused
    -Type:  INT
    
    GATHER
    -Activate:  Enemy unit adjacent in front; one or more enemies units in line
    with other three sides of target unit with no obstacles
    -Effect:  Other enemy units move adjacent to target enemy unit
    -Type:  INT
    
    MISLEAD
    -Activate:  Enemy adjacent in front
    -Effect:  Enemy faces away from acting unit and advances one square
    -Type:  INT
    
    MISLEAD II
    -Activate:  Enemy adjacent in front
    -Effect:  Enemy faces away from acting unit and advances three squares
    -Type:  INT
    
    MUDDLE
    -Activate:  Enemy unit adjacent in front; one more more enemy units adjacent
    to target enemy unit
    -Effect:  Enemy units attack each other; acting unit withdraws one square
    -Type:  INT
    
    MUDDLE II
    -Activate:  Enemy unit adjacent in front; one more more enemy units adjacent
    to target enemy unit
    -Effect:  Enemy units attack each other; targeted units lose morale, become
    confused
    -Type:  INT
    
    PIERCE
    -Activate:  Enemy adjacent in front
    -Effect:  Attack enemy; if the square directly opposite the enemy is
    unoccupied, pass through enemy and advance three squares (if possible)
    -Type:  WAR
    
    PINCER
    -Activate:  Enemy adjacent in front; ally adjacent to same enemy unit on
    opposite side; can affect multiple enemy units if they are in unbroken string
    between acting unit and ally
    -Effect:  Acting unit and ally unit opposite enemy both face and attack
    enemy(ies); enemy(ies) attempt to advance one square in the direction they
    are facing; enemy(ies) become confused
    -Type:  LEA
    
    PINCER II
    -Activate:
    -Effect:
    -Type:
    
    PIT
    -Activate:  Open square in front of acting unit is Plains, Barren or Grass;
    no obstacles between acting unit and enemy; enemy unit in direct line with
    acting unit (target w/in 5 squares)
    -Effect:  Enemy pulled adjacent in front of acting unit and faces acting
    unit; attack enemy
    -Type:  INT
    
    PIT II
    -Activate:  Open square in front of acting unit is Plains, Barren or Grass;
    no obstacles between acting unit and enemy; enemy unit in direct line with
    acting unit (no range limit)
    -Effect:  Enemy pulled adjacent in front of acting unit and faces acting
    unit; attack enemy; enemy confused
    -Type:  INT
    
    PURSUE
    -Activate:  Enemy adjacent in front; enemy facing away from acting unit
    -Effect:  Attack enemy unit; enemy pushed forward one square; enemy morale
    decreases
    -Type:  WAR
    
    PURSUE II
    -Activate:  Enemy adjacent in front; enemy facing away from acting unit
    -Effect:  Attack enemy unit; enemy pushed forward three squares; enemy morale
    decreases; if additional enemy units are within three squares behind target
    unit, they are also Pursued
    -Type:  WAR
    
    RAID
    -Activate:  Enemy adjacent in front (can affect multiple enemies)
    -Effect:  Attack enemy(ies) and pass through up to three enemy units if
    adjacent to each other in direct line and if space opposite enemies is
    unoccupied; enemies facing perpendicular to line of Raid advance one square
    -Type:  WAR
    
    RAID II
    -Activate:  Enemy adjacent in front (can affect multiple enemies)
    -Effect:  Attack enemy(ies) and pass through up to three enemy units if
    adjacent to each other in direct line and if space opposite enemies is
    unoccupied; enemies facing perpendicular to line of Raid advance one square;
    enemies become confused
    -Type:  WAR
    
    RELEASE ALL (Catapult only)
    -Activate:  Two or more enemies in range
    -Effect:  Attack all enemies in range; enemies’ morale –10
    -Type:  N/A
    
    REPEL
    -Activate:  Enemy adjacent in front
    -Effect:  Attack all adjacent enemies; enemy(ies) retreat one square and turn
    to face acting unit
    -Type:  WAR
    
    REPEL II
    -Activate:  Enemy adjacent in front
    -Effect:  Attack all adjacent enemies; enemy(ies) retreat three squares and
    turn to face acting unit; enemies become confused
    -Type:  WAR
    
    REVIVE
    -Activate:  Ally unit adjacent in front
    -Effect:  Morale of all adjacent allies increases; cures confusion
    -Type:  LEA
    
    REVIVE II
    -Activate:  Ally unit adjacent in front
    -Effect:  Morale of all allies within 2 squares increases; cures confusion
    -Type:  LEA
    
    ROCKSLIDE
    -Activate:  Enemy adjacent in front; acting unit on Hill or Mountain terrain
    -Effect:  Attack all enemies in range; enemies become confused and withdraw
    one square
    -Type:  INT
    
    ROCKSLIDE II
    -Activate:
    -Effect:
    -Type:
    
    SCATTER
    -Activate:  One or more allies adjacent to acting unit
    -Effect:  All allies face away from acting unit and advance one square
    -Type:  LEA
    
    SHIFT
    -Activate:  Acting unit facing and adjacent to ally; enemy unit adjacent in
    front of ally
    -Effect:  Ally unit attacks enemy; switch places with ally unit
    -Type:  LEA
    
    SHIFT II
    -Activate:  Enemy unit adjacent in front; allied unit adjacent to rear
    -Effect:  Acting unit attacks enemy and switches places with allied unit to
    rear
    -Type:  LEA
    
    SURROUND
    -Activate:  Enemy unit adjacent in front; allied unit(s) lined up on one or
    more of the three remaining sides of target enemy with no obstacles between
    them and target enemy
    -Effect:  Allies close to surround and face enemy (no attack)
    -Type:  LEA
    
    SWARM
    -Activate:  Enemy adjacent in front, ally adjacent behind acting unit
    -Effect:  Combine with ally unit to attack enemy; enemy withdraws 1 square
    and turns to face acting unit
    -Type:  LEA
    
    SWITCH
    -Activate:  Enemy adjacent in front
    -Effect:  Switch places with enemy; turn to face enemy and attack
    -Type:  INT
    
    TAUNT
    -Activate:  Open square in front of acting unit, no obstacles between acting
    unit and enemy unit; enemy unit in direct line with acting unit, no more than
    five squares away
    -Effect:  Enemy unit pulled adjacent and facing acting unit; enemy unit
    morale increases
    -Type:  INT
    
    VISE
    -Activate:  Enemy adjacent in front; ally unit opposite enemy with no
    obstacles between ally unit and enemy unit
    -Effect:  Ally unit pulled adjacent to and facing enemy unit for combined
    attack; enemy unit becomes confused
    -Type:  LEA
    
    VISE II
    -Activate:
    -Effect:
    -Type:
    
    VOLLEY (Archer Only)
    -Activate:  Two or more enemies in area of effect
    -Effect:  Attack all enemies in area of effect; enemies retreat one square
    -Type:  WAR
    
    VOLLEY II (Archer Only)
    -Activate:  Two or more enemies in area of effect (larger area)
    -Effect:  Attack all enemies in area of effect; enemies retreat one square
    -Type:  WAR
    
    
    ----------------------------------------------------------------
    SECTION 5 – FAMILY/FRIEND COMBOS:
    ----------------------------------------------------------------
    There are a number of grouping of officers who are either related to or
    friends with other officers that can trigger these special combos.  They
    are limited by the following factors:
    
    1.  Each officer can only be the trigger for a Family/Friend Combo once in
        any given battle.
    
    2.  The physical arrangement of the officers in relation to the officer they
        are attacking must meet the criteria for their possible Combo.
    
    The possible Combos, and the physical arrangement necessary for them is as
    follows, where A = Allied Officer and E = Enemy Officer:
    
    FAMILY BOND
    
      Two officers who are related standing adjacent to each other and facing
      the same direction, in exactly the same format as for the Tactic Aid.
    
      Example:   E
               A A
    
    Officers who can perform this:
      - Wei Xu and Song Xian
      - Cao Cao and Xu Zhu
      - Cao Cao and Xu Huang
      - Cao Cao and Dian Wei
      - Dian Wei and Xu Zhu
      - Li Dian and Xiahou Dun
      - Guo Jia and Xun Yu
      - Cheng Pu and Zhu Zhi
      - Sima Yi and Hao Zhao
      - Sima Yi and Sima Lang
    
    DOUBLE BLADE
    
      Two officers who have either a strong Family or Friend bond are bracketing
      and facing an enemy officer similar to the Tactic Pincer.
    
      Example:  A E A
    
    Officers who can perform this:
      - Cao Cao and Xun Yu
      - Cao Cao and Xiahou Dun
      - Cao Cao and Guo Jia
      - Cao Cao and Xu Zhu
      - Cao Cao and Xu Huang
      - Dian Wei and Xu Zhu
      - Xiahou Dun and Li Dian
      - Xiahou Dun and Dian Wei
      - Guo Jia and Xun Yu
      - Hon Cheng and Song Xian
      - Deng Ai and Xiahou Ba
      - Cai Mao and Wen Pin
    
    TRIPLE STRIKE
    
      Three officers who have a strong Family bond are surrounding and facing an
      enemy officer, similar to the Tactic All Attack, except they do not
      automatically turn to face the enemy officer -- though it can be triggered
      after an actual All Attack Tactic shifts them to face the same enemy.
    
      Example:  A E A
                  A
    
    Officers who can perform this:
      - Liu Bei, Guan Yu and Zhang Fei
      - Cao Cao, Guo Jia and Xu Huang
      - Cao Cao, Cao Ren and Xu Huang
      - Cao Cao, Xu Zhu and Xu Huang
      - Xiahou Dun, Li Dian and Dian Wei
    
    COUNCILLOR (unique)
    
      Cao Cao and Guo Jia only, with Guo Jia and Cao Cao side by side, as for the
      Tactic Aid.  Restores one Tactic to Cao Cao and Guo Jia (if applicable) and
      inflicts a –10 Morale penalty on all enemies.
    
    PEACH OATH (unique)
    
      Liu Bei, Guan Yu and Zhang Fei only, (format?)
    
    WARRIOR BLOOD (unique)
    
      Lu Bu and _________(daughter) only
    
    CONQUEROR (unique)
    
      Sun Ce and (any Friend?) only
    
    ------------------------------------------------------------------------------
    Contribution from Michael Martin, end :
    
    
    ==============================================================================
      8.  SPECIAL THANKS
    ==============================================================================
    
    Special thanks to Michael Martin (thelael@yahoo.com) who wrote the walkthrough
    for Cao Cao scenario and gave me permission to incorporate it in my FAQ. He
    also submit lots and lots of general tactic that he used in his game, and I
    have put it in section 7 : Information.
    
    Thanks to peoples that have alerted me to the incorrect information
    contained in my FAQ, which I have corrected as per their information.
    
    
    
    
    
    
    ==============================================================================
      9.  WEBSITE HOSTING OF THIS FAQ
    ==============================================================================
    
     1.  GAMEFAQS (www.GameFAQs.com)
    
    If you found any other website who posted my FAQ, but I have not listed them
    here, please let me know by e-mailing me at apujanata at yahoo.com. The only
    site that I update directly is the GameFAQS, so it is possible that other
    site does not have my latest FAQ, since they have to download the latest FAQ
    from GameFAQS themselves.
    
    Copyright 2003 Agung Pujanata