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    Advanced Game Mechanics Guide by ENAY

    Version: 4.0 | Updated: 09/16/04 | Search Guide | Bookmark Guide

    ================== Dynasty Warriors 2/3/4 ===================
    ================= Shin Sangoku Musuo 1/2/3 ==================
    =============== Advanced Game Mechanics Guide ===============
    ========================= FAQ V4.0 ==========================
    A FAQ by ENAY (41342 words)
    V1.0 August/11th/2003 - First Version
    V2.0 August/18th/2003 - Added more info and sub categorised
                            longer sections, many new sections
                            have been added also, along with 
                            extra info in existing sections.
                            This FAQ was big enough as it was,
                            but now it's twice the size. :)
    V3.0 August/24th/2003 - Not much this time. Added some stuff
                            Fixed a few grammatical errors and
                            added more information to the 
                            section with the invisible horse and
                            an extra section about clipping.
    V4.0 Sep/14th/2004    - Fixed more grammatical errors and added
                            some more information concerning
                            Dynasty Warriors 4 Extreme Legends.
    This document is Copyrighted 2004 ENAY.
    Dynasty Warriors 2/3/Extreme/4 &
    Shin Sangoku Musuo 1/2/3 are trademarks of 
    Koei (c)2000/2001/2002/2003/2004
    The latest version of this FAQ can always be found at:-
    A number of people have e-mailed me saying they they loved 
    reading my FAQs so much that they would like to pay for it.
    I found this to be quite weird at first but I certainly 
    wouldn't say no to a bit of cash, no matter how small! 
    So if you would like to donate me some money then donate
    to me in UK pounds using Paypal at:-
    I *REALLY* appreciate your support and it further inspires
    me to write more pointlessly indepth FAQs for other games
    as well as to maintain old versions.
    Thanks again :)
    2.0 A.I.
      2.1 ALLIES
      2.2 ENEMIES
      2.3 BODYGUARDS
      2.5 BATTLE ORDER
      2.6 ATTACK ZONE
      2.7 STATIONARY
      3.1 REGIONS
        3.1.1 STATES
      3.2 Z ORDER
        3.2.1 1 PLAYER MODE
        3.2.2 2 PLAYER MODE
      3.3 MORALE
        3.3.1 EVENTS
        3.3.4 KILLS IN MULTIPLES OF 50
        3.3.5 1000 KILLS
        3.4.1 MORALE
        3.4.2 OFF RANGE<->ON RANGE
        3.4.6 BOULDERS
      3.7 CLIPPING
      4.1 CONTROLLER 
      4.2 ITEMS
      4.6 BONUS POINTS
      4.7 9999
      4.8 ARCHERS
      4.10 MOUNTING
      4.12 NEVER GIVE UP!
    5.0 MY VIEWS ON
      6.3 R3 MENU
      6.6 MORE INFO
    Welcome! Ever since the release of Dynasty Warriors 2 I have 
    been addicted to the sheer fighting excitement of this game.
    The release of Dynasty Warriors 3 improved so much over the
    original that it was a very wise purchase for me.
    I've been a big fan of scrolling beat-em-ups for many years
    but the Dynasty Warrior games definitely are the most 
    original games to date. Then of course came the sequels.
    Although I've felt the series has slumped a little since 
    Dynasty Warriors 4.
    Being a games programmer myself, I find the AI (Artificial
    Intelligence) in these games fascinating. To some extent you
    really do feel like you're in a massive war. And for me this
    is what makes the game so fun. Each battle is rarely the same
    twice. And the 2 player option is just fantastic.
    I'd highly recommend anyone to buy any of these games.
    The aim of this FAQ is to explain how the game mechanics work
    and how to exploit them to your advantage.
    All examples used are on the assumption that the game is played
    on hard. I like a challenge and as such have never played it on
    any other setting. So in which case some of my techniques might 
    be a tad overkill for the Normal or Easy settings.
    Also, if you're the sort of player who completes every single
    level by manually going around and killing all the bosses 
    yourself you may find this FAQ interesting reading as there
    are other fun ways you can play the game and get your armies
    more involved.
    If you're reading this to find all the special weapons
    or cheats etc then you're looking in the wrong place. There are
    many other FAQs dedicated to those. This is for people who are
    really into the game and wish to know more, and ways in how to
    enjoy the game just that little bit extra. There are also some
    tips at the end of the FAQ which really help me to always win.
    Suffice to say I've played these games a lot, in excess probably
    of 1000 hours, I have a pretty good idea how everything works.
    I shall start off simple but get progressively more complex in
    my descriptions.
    To get the most out of this FAQ I recommend you to start from
    the top and read through from start to finish. This is because
    I introduce concepts at various points that are later expanded 
    upon later in the guide, of course you're free to do as you
    please but you may understand better if go through the FAQ in
    the order I have written it.
    Remember that in my guide I have made up some terminology to
    describe some factors or features that the game involves, 
    these words are exclusive to this FAQ. I know what I'm talking 
    about but I needed to make up some words that you would find
    easier to understand, for you to take on board. So basically, 
    a lot of slang words are used, so I can make more sense 
    quickly when describing things in detail without having to 
    constantly explain the same thing over and over again.
    Also, in this guide bosses and generals are the same things.
    I will often say enemy general and then say boss halfway
    through a sentence, I apologise for this but they are the
    same thing in reality. I just can't help saying one or the
    other at seemingly random intervals. Sorry.
    Don't worry if you don't understand everything in this guide.
    You may not, but I hope some people find this guide helpful.
    For most, it'll be an amusing and interesting read after 
    playing the game.
    And I apologise in advance if I haven't made myself clear.
    I've only briefly proof read this FAQ becuase it is so long
    so I am sorry for any spelling errors or grammatical faults. 
    If you find an error and it really bugs you then tell me
    and in the future I will fix it.
    Enjoy! :)
    2.0 A.I.
    A.I. (Artificial Intelligence) plays a big part in this game.
    There is a lot of it going on and without it, there wouldn't 
    be much game. I will be explaining each type.
    In general, enemies move around in sets of five. Four of which 
    follow a leader, usually a rank above the rest.
    For generals this tends to differ but generally armies move 
    around in small clusters of people.
    2.1 ALLIES
    The allies are your friends, they help you in this war.
    You cannot hit your allies and nor can they hit you.
    They will move around the map according to which enemy 
    generals are alive and whether certain events have
    happened. They will also hang around with which general they 
    are assigned to. See '2.5 BATTLE ORDER' for more details.
    In many cases helping your allies, especially the generals
    will be the key to completing almost every mission.
    Without any allies to your aid, it will be very difficult to
    defeat everyone by yourself. Unless you're really powered
    2.2 ENEMIES
    Enemies are programmed similar to Allies except you will rarely
    see them stood around waiting for battle because once approached
    they will engage you in combat. Except on Dynasty Warriors 4
    where you need to get fairly close. Regular enemies will generally
    engage with the first person they meet or by the last person
    who hit them. Enemy generals have a special bias towards you,
    each time they finish a combo a check is made to see whether you
    are in close range. If this is true they will give chase and come
    after you. Keep an eye out on them on the mini map. This is
    less true on Dynasty Warriors 2 where generals can sometimes
    be fighting right next to you fighting someone else.
    As everyone should know bodyguards fight alongside you.
    If there are no enemies on screen they will just stand idle.
    When enemies are on screen they will attack or defend depending 
    on the orders you give them. Personally I think defend is 
    pointless. What good are they if all they do is just stand 
    there not attacking? The answer is simple, they're worthless.
    Better in my opinion to fight back and have no one to defend 
    against. The bodyguards will fight within a certain range, if 
    you move too far away from them then they will abandon the fights 
    they were having and then follow you.
    You can see this is action if you face them, defend and then
    walk backwards. 
    The bodyguards of enemy generals also do this, as can often 
    be seen when you are fighting one of them, then they'll 
    just suddenly run off. When they do this they are not programmed 
    to retaliate but just run straight towards their general. 
    If you can prevent them from returning to their master then
    you're pretty much guaranteed a safe. Enemy bodyguards gave 
    you food in Dynasty Warriors 2 but sadly do not in the other
    versions of the game. In Dynasty Warriors 4 you can press select
    to give your body guards orders, the most useful of which
    was to make them stand where they were. On any version before
    Dynasty Warriors 4, if bodyguards died, they didn't rank up.
    Except with the exception of Dynasty Warriors 2.
    All the characters in the game move through pretty simple path
    finding. It's largely unchanged in all the versions.
    Because each battle is pre-determined and all levels mapped out
    before hand I very much doubt there are any complex heuristic 
    or A* path finding algorithms used in the game. That is in simple
    terms, processes which the PS2 will use to calculate the
    nearest path towards another unit whilst avoiding the scenery.
    Especially since they often get stuck if you follow their every
    move from one place to another.
    When enemies follow you or are moving to another location they 
    move towards a particular location in a straight zig zagged 
    fashion. This is rather clumsy, often stopping and starting, 
    and even moving backwards and forwards in the same area before 
    moving onwards. This is because if they get side-tracked into a
    fight they need to get back to a previous way point before they
    can carry on moving, even if it means going back through old
    ground. If you look at the direction they are moving 
    they will almost always move in diagonals. As in NW NE SW SE.
    I believe this is so they don't get stuck on scenery like fences
    or other straight obstacles.
    However, when generals are not with you they move to their
    destinations perfectly. This is due to the off range processing,
    of which I will describe later. It is therefore faked off 
    screen. For this reason generals move towards their locations 
    quicker and more efficiently when you are not hanging 
    alongside them. There are some levels like the battle of Chi 
    Bi on the 3rd and Extreme where generals can get stuck. 
    I've had Sun Jian get stuck on two boats and repeatedly move 
    between the two for eternity, leaving myself to do the 
    rest of the level unaided. Even when I'm moved away from him 
    he still wouldn't budge. I've even had Xiahou Yuan stood in the 
    ocean instead of on a boat. Definitely a bug.
    When running through enemy territory all enemies will execute 
    the age old 'run directly to your position tactics'. 
    Similar to how bullets approach your ship on shooting games.
    A calculation is made to find the shortest distance between
    you and the enemy and this is the route they will take. 
    They will never try to cut you off or guess where you about
    to move so the trick is move in a slightly curved and also
    zig zag style fashion between enemies. 
    This way you can avoid getting into contact with them at all
    when running through enemy territory.
    The enemies rarely crowd you on Dynasty Warriors 4 so running
    through enemy territory is much easier. I will explain more 
    about why this is true later on.
    With archers it is recommended to jump in a zig zag fashion, 
    even when approaching them. This way they will never be able 
    to get a lock on you.
    Watching the demonstration will give you an idea of how
    obscure the path finding can sometimes be. You should also
    note how strange it is that the computers are also able to 
    perform the pointless 'circling around' technique during 
    the demo. You'll have seen many times enemies do this in 
    battle but strange how it is impossible for you to perform, 
    yet the demo makes you think it is a legal move. I hope that
    last bit makes sense.
    Each battle consists of various units set out in strategically
    set locations as defined in the battle layout of each level.
    Generally speaking the order of this each unit is set is the 
    same and only varies depending on which side you're on. 
    For instance at the battle of He Fei castle on the 3rd game, 
    if you choose Wu you start on the outside ready for the 
    attack but if you choose Wei then Wu is already in the castle.
    This I believe only applies to Hard, but I could be wrong.
    You can often get some rather odd layouts on screen when 
    generals are programmed to chase other generals and one has 
    moved out of position. Especially if you are playing the stage
    leader. The best example is that on many levels, your main
    leader will stay in the same position until all the army
    in the other team except for the leader has been killed.
    The battle order in which the characters move is always the 
    same, however what makes the battles often seem different is 
    the order in which generals die. If two armies are in battle and 
    one dies then the next army moves on. However is there are
    a lot of troops left in a particular army on the way to its 
    location, the troops will queue up and wait their turn when they
    are needed. This is most apparent when you have killed everyone
    except the leading general of the level. A set number of allies
    will attack and any that die will be replaced.
    I swear sometimes generals on your team get stuck when they 
    should be advancing forward. Thus leaving you to finish the 
    level all by yourself. Very annoying.
    If no generals die then no armies with move anywhere, unless
    due to a cut scene that triggers an event.
    The generals follow a pre-determined route, regardless of what
    happens, they do not move to the nearest army. Only a set route.
    Unless they are programmed to do so, which is often rather 
    stupid as there are many times when you could be losing and
    reinforcements appear in the enemy camp and are already on lower
    morale and thus die very quickly, it's a pity they don't retreat.
    This is confirmed when you are the leader of level, if you 
    let all your armies die but move yourself out of your starting 
    position, the enemies will move to where you started and 
    just wait and not attempt to find you. However they will give
    chase if there is nowhere left for them to go once they arrive.
    Sub generals are a little more complex. They do seem to move
    towards the nearest enemy. They often split up from the main
    general and be miles away at the other end of the map. This is 
    most obvious on the Yellow Turban Rebellion and the Hu Lao Gate.
    Cao Cao and Liu Bei are usually still at the top of the map 
    whilst their sub generals Xiahou Dun, Cao Ren, Guan Yu and 
    Zhang Fei are miles ahead, Xiahou Dun is often the first general
    to reach Dong Zhuo which to me is surprising since the route he 
    takes is the longest in the level. I am of course taking about
    the 3rd and Extreme games. There are far less directions to take
    on the Hu Lao gate of Dynasty Warriors 4.
    It is often difficult to see where sub generals are on the map
    because they have no symbols. Finding enemy sub generals is 
    basically just a case of looking anywhere nearby.
    Unless of course you happen to know which path this general
    should take, otherwise the only clue is to look for places
    where there are few blue or red dots on the map.
    This is not so on Dynasty Warriors 4 as you can check this on
    the map when you pause the game.
    On the Hu Lao gate Lu Bu moves around a lot and at times seems
    like he has no movement order at all. Therefore it is 
    recommended to keep away from him if you're a weak character.
    Because he will give chase for a lot longer than any other
    general and he may even come looking for you. I would class
    Lu Bu as a special character as even morale affects him
    differently too.
    Similar to bodyguards, generals will fight in a specified zone. 
    However, for generals this area is much larger. And you won't
    notice that until they give chase when you are running away.
    They will only chase for a certain distance before eventually 
    turning back and heading back towards the centre of their zone.
    With the possible exception of Lu Bu of course, which I 
    mentioned earlier.
    The most ridiculous factor of the attack zone is that they 
    only follow you when you get within a certain distance.
    A distance that is shorter than the possible firing zone.
    Put simply, you can arrow them from long range without them
    coming towards you to retaliate, an AI problem from the 2nd 
    and 3rd games which appears to have been fixed on the 4th.
    Also a general that is knocked off a horse will constantly keep 
    trying to run towards where his horse stands and just ignore
    the fact that you are firing at him. Making the AI look even
    more stupid. Again, this appears to have been fixed in 
    Dynasty Warriors 4.
    With enough arrows it is possible to kill entire generals in
    this way but in my opinion, this a good way to exploit the 
    AI to your gain. It may seem like cheating, but it's not 
    actually a guaranteed technique. For instance, if the 
    general is already in battle with another army then the general
    will be moving around as normal instead of being a sitting 
    target. And at other times there can be other archers 
    shooting back at you preventing you from sniping successfully.
    The bodyguard technique can also be applied to generals. 
    The technique as in repeatedly hitting them when out of their
    legal fighting zone.
    Get a general to give chase, walk backwards whilst guarding 
    and watch them follow you. When he/she starts to run back you
    know you've found where their attack zone ends.
    Quickly move back into the zone and when they give chase again
    unleash a stun arrow. Now that they're dazed run behind them
    and combo them out of their zone. Now every time they get up 
    their first priority will be to return to their zone without 
    even attempting to fight back. You will now be able to fight 
    them without fighting back or even using their Musuo when 
    almost dead. It will be only the bodyguards now that will be 
    of any trouble now.
    Gate Captains also have an attack zone. And they too can be 
    arrowed to death from a distance using the arrow technique.
    The attack zone of generals on Dynasty Warriors 4 is very 
    large and for the main troops it is much smaller.
    So you rarely get crowded as you do on the previous versions.
    One boundary I do find a tad unfair is that of the gates.
    It seems everyone in the entire universe can go there 
    but you. Horses, elephants, troops. Even your body 
    guards! Put your hand up if you've ever knocked a defence 
    up outside of the gate captains area? And how annoying 
    it is too, you can see it, but you can't touch it.
    Any armies that are queuing up for battle or are standing idle
    will not be moved. It is possible to nudge people by walking 
    into them but they will move back towards to their standing
    point if nudged too far. And of course this only happens when
    you are stood next to allies.
    Surprisingly, combat logic is very simple, and is only 
    slightly varied between each version.
    For regular enemies they will circle round (a strange yet 
    unexecutable technique) the enemy that they've targeted and
    occasionally attack. Often though they will not attack for ages
    and it looks more like they're dancing than fighting.
    Regular enemies will only ever attack you if you hit them, that
    is turn their attention towards you if they're already fighting
    someone else.
    If you're fighting alone then every enemy that comes onscreen 
    will instantly target you. Not good when archers come onto the
    scene. If this happens and allies arrive on the scene run 
    away and then when all enemies have disappeared run back.
    Now all the archers will have set themselves to the allies that
    just arrived. Allowing you to take out all the archers whilst
    they're not looking, except on Dynasty Warriors 4 where they 
    actually turn to face you, otherwise you can pick them off
    one by one. It's best to stand with your army when there are
    archers about so there is less chance of being hit by an
    Enemy generals will chase after you and then when in range will 
    attack. The attack they perform will be random. But as long as
    you just stand there guarding and watch. You can instantly
    counter attack with an attack of your own once they have 
    finished. This simple defend and then attack back will work 
    against everyone. Whilst they're falling run behind them if you
    can, then attack as soon as they get up and they will be unable
    to defend. 
    When a general knocks you down they will either charge up and
    use a power up or give chase. For this reason try not to let 
    you knock them down. 
    Or if they do, repeatedly press the L1 Button, attack button and
    direction they are in so you can quickly leap up and knock them
    off their feet before they life up.
    On Dynasty Warriors 2 you should aim to never knock down a 
    general as they never use their powerups unless you do, and they
    don't charge, they instantly use an item, no way of stopping them. 
    Not possible however when you are fighting with your own army, as
    they will often knock the bos to the floor.
    And never use your Musuo on a general on Dynasty Warriors 2 either,
    especially when you are on low health, unless you're juggling them.
    Because it's impossible to get into a Musuo deadlock, meaning that
    if they choose to do their Musuo into yours, you will take all 
    the hits.
    The circling around technique is a weak point for all enemies.
    That move where they stand move clockwise around you, the move 
    you cannot do yourself.
    Whilst they are doing this they are guaranteed to be not blocking,
    unless you are playing Dynasty Warriors 2 that is, in which they 
    are likely to be already blocking.
    When generals knock you down and give chase they always do this,
    when they catch up and find you on the floor, on Dynasty Warriors 4
    they often do this when someone else has started hitting you.
    Simply wait on the floor until they catch up and then when they 
    start circling around you hammer attack and you'll get up quickly
    and hit them. This technique is a guaranteed free hit every time.
    This is especially useful on the Dynasty Warriors 4 duels.
    Another point is that generals for some unknown reason never 
    use their jumping attack unless you're playing Dynasty 
    Warriors 4. Neither do bodyguards that have bow or crossbow as 
    their weapon, as they of course don't have one. 
    This section explains exactly how the battles are processed.
    It is more complex and less obvious than the AI, I will try 
    and be as clear as possible but you might not understand 
    everything. Not to worry, as long as you find something in 
    this FAQ informative or useful. There are also some slight
    difference in Dynasty Warriors 4, but I will explain those.
    3.1 REGIONS
    Not be confused with the zones each enemy has to fight within
    before they must go back to their local area. But each player
    (as in player 1 and 2) that has a region, a circular region
    that you can see this region by hitting R2 and changing the 
    large map to mini map. I will be referring to this often 
    later on in and out of range. As of course, any enemy that
    isn't shown on your map, is out of range of your map.
    3.1.1 STATES
    The in range region is what you can see on the mini map.
    To recap:- The green arrow is you, blue dots are troop allies,
    red dots are enemy allies, light blue dots are army general 
    allies, the other player and the other players bodyguards.
    And finally red dots are enemy generals.
    The other colours define the landscape but this is not 
    important to us. There are a set number of people that can be
    processed on the mini map in range. I'd estimate about 80ish 
    max. With about 40 to 50 in range for fighting, except on
    Dynasty Warriors 4 where enemies don't bunch together as much.
    The in range region is also split into two areas. 
    What you can see and what you can't see. Basically
    Or as I will be referring to these as :- On and Off screen.
    On screen is obvious, anything you can see fighting. Off screen 
    is  basically any units that are not on screen but this also 
    means any units that are not in range either, as in any units 
    that are not shown in the mini map window.
    Each level starts with thousands of people, because you'll 
    only be seeing a select few at a time I'd guess that 99.9% 
    of the level is off screen. Remember the difference between 
    the off screen, on screen and in range as I will be 
    referring to these a lot more from now on.
    So to recap, there are 4 states any unit can be in.
    Off screen, on screen, in range and out of range.
    For example:-
    - A person that is outside your mini map is out of range. 
    - A person that is inside your mini map is in range.
    - A person that is in range that you can also see on 
    your main window is on screen.
    - A person that is in range that you can't see on your 
    main window is on screen. This can be either someone that
    is behind or to the side of the you. Or someone that
    cannot be drawn to the screen even though they are close
    enough for you to see them. (See the next section)
    3.2 Z ORDER
    This is where I start getting more technical. I hope
    the previous section makes sense to you.
    Ok, everyone should know from Maths that X defines left 
    and right and Y is up and down. 
    The Z Axis is depth, you couldn't define the Z axis on a piece
    of paper but you can explain it with your hands. 
    Imagine this scenario:-
    Think of being in a queue at the bus stop and you're at the 
    very back. You can count 20 people in front of you and the 20th
    person is about to board the bus.
    Now lets imagine that each person is one metre away in length.
    If where you are stood is 0 metres in the Z direction then the
    20th person is 20 metres away in the Z direction.
    Also image that this static image we have in our head is flat.
    So that Y direction is up and down and the X direction is left
    and right. Still follow me?
    Anyway, in Dynasty Warriors a special Z ordering technique is 
    used as it is simply impossible to draw all the enemies on
    screen at once, but it is does in a way that you're meant to
    not notice. (as much)
    Not lets go back to our bus scenario and imagine it as a game.
    A very boring game "Bus Queue Simulator" on the PS2.
    It just happens to have a map just like the one on Dynasty 
    Warriors, so you can see all 10 people on the mini map.
    But this bus simulator game only has the processor power to
    display 10 people on screen. (including yourself)
    So the game has to think how to get around this, the game
    programmers could choose any technique for choosing which 10
    people to draw. So if we adopt the Dynasty Warriors 
    technique we'd draw the 10 nearest people, this is what
    Dynasty Warriors will do, standing from nearest person and
    gradually moving outwards.
    So the 10 people nearest the bus are not seen. This would be
    very crude of course because we can clearly see on the map that
    there are 20 people in front, not 10.
    Still following me?
    Now lets imagine you move 10 places up the queue. Lets say you
    happen to get there first before those 10 people even arrived
    at the bus stop. Now our 10 person problem doesn't seem as bad,
    or even exist at all, we can see all 10 people in front us.
    The 10 behind need not to be drawn, and if you were to turn
    round, the other 10 would be drawn and the other 10 would not.
    Get the idea, you can only ever see 10 people at once.
    This would be ideal only in this example. We could however 
    cheat and pretend this make believe game could only ever have
    a maximum of 10 people at once, then we could stand anywhere
    and always see 10 people. But this is also bad. For example 
    imagine if Dynasty Warriors had a maximum of 10? It'd be 
    a pretty sparse war now wouldn't it?
    This is as simple as I can possibly put it and of course only
    happens with the people, this is not the same way the scenery
    for example is drawn. And there are also other factors to take
    into consideration, whether or not the characters all look
    the same for example. And I was only explaining people in a 
    straight line and not in 360 degrees of movement. I won't bore 
    you with the multiple other reasons, just make sure you 
    understand this Z ordering issue, as it plays a very important
    role in Dynasty Warriors. The main thing is, there is meant
    to be so much going on at once you aren't meant to notice this
    drawing flaw.
    So to summarise, not everything can be drawn to the screen 
    at once because the game would slow down far too much. 
    The game can't cope with everything at once is there is 
    far too much going on. Therefore many things are faked 
    or simulated. 
    "Why tell me all that?" I hear you cry. Well, tactical wise
    it plays an important role in how the game is played,
    especially during 2 player mode. And that's not all to the Z
    ordering in this game. Read on and all will be explained.
    Also remember the 4 states of player mentioned in the earlier
    3.2.1 1 PLAYER MODE
    Ok. So I'm hoping you understand why this Z order is used,
    it determines depth of the people in view and who is to be
    drawn on screen. 
    This is only a guess but I'd say that Dynasty Warriors is able
    to render about 30 enemies on screen at once before it runs 
    out of time. It even says so on the back of the box on 
    Dynasty Warriors 2 I believe.
    You've probably noticed that when there are few enemies on 
    screen you can see many from a distance but when many are close
    you can't appear to see those people you saw stood in the
    background anymore.
    This is because when more than 30 are on screen at once only
    the 30 characters that are closest to the screen will be drawn.
    Dynasty Warriors runs at a cool and smooth 60 frames per second.
    So you see 60 pictures a second, giving the game that smooth 
    animated feeling. Or 50 depending on your region in the world.
    That's what 60 frames per second means incase you didn't know.
    The PS2 has some seriously good hardware. If you imagine that
    the last scrolling beat-em-up I can remember of this type 
    "Zombie Revenge" made a few years was able to draw about 5 
    to 7 zombies on screen at once. Dynasty Warriors has 30, and
    has better graphics. You have to be really impressed with 
    how this game copes with so many. 
    But it's also about detail too, this is why you can only
    have 30 people on screen, but can have thousands of small
    sprites say in an explosion, because the sprites are not
    complicated and small, but the people are. There have been 
    sacrifices made though, just take a look at the general 
    scenery, it's pretty simple. But the game is all about 
    fighting, not sight seeing. It's much nicer in general 
    however in Dynasty Warriors 4.
    Anyway, it remains a fact. Using Z ordering all the 
    characters on screen are assessed. The nearest 30 are chosen
    and then drawn from the character that is the furthest away 
    from the screen up till the closest character.
    One thing that happens that you probably don't notice is that
    units only battle in about 30. If you're fighting alone you will
    fight about 30. But say 10 allies appear. Only 20 enemies will
    attack. This is to ensure disappearing enemies are less common. 
    There are times however when all 30 are so close together 
    that you can only see a doughnut of enemies circling you.
    Or in other extreme circumstances where there are so many
    bosses attacking you and they bring all their bodyguards with 
    them. Usually 8 or so each. This number seems to vary, it can
    sometimes be 40 or 50. I think it depends on the level and
    game in question.
    You remember earlier, I explained there were two types of 
    in range processing?
    Enemies on your mini map you could see and others on your 
    mini map that you couldn't?
    Well, just as you can only see 30 at a time. You can only hit 
    that 30. Collision detection (the ability to hit your foe) 
    is only true against enemies that you can see. 
    You can't collide (hit) anything you can't see. Not a problem 
    really until you use characters that have a fireball attack. 
    Or characters like Sima Yi and Zhuge Liang that have 
    multiple projectile in many different attacks.
    If you are attacking into the screen, you will only hit what 
    you see. So any projectiles flying into the screen will only hit
    the people standing near the screen. So a Musuo with the Sima Yi 
    and Zhuge Liang into the screen is useless. 
    Make sure you face your enemies first and that they are in front
    of you and not behind the screen.
    And don't Musuo next to a cliff or other object. Otherwise the
    360 spin when doing your flaming Musuo will not fully turn 
    and you'll find yourself not facing where you started.
    Unless the other play can seen the projectiles on their screen
    any projectiles fired into your own screen will go no further 
    than that.
    Other objects like food, powerups, items, horses and elephants
    also use a similar Z order, but as such these are always 
    drawn and not selectively rendered and disappeared like the 
    soldiers are. The simple way to limit too many horses and 
    elephants coming on screen is to just not let a general on
    the screen to happens to have a horse have one when they
    arrive in range, it's that simple. Although it seems to be
    slightly different with horses in certain occasions.
    See section 3.5.4 for more about the horse phenominen. 
    On Dynasty Warriors 2 the food and powerups were actually
    included in the same Z order loop along with the soldiers.
    This was incredibly annoying as you could only see food that
    was near you, and not at any distance. This meant that if you
    were really packed together tight, you wouldn't see any
    food glowing in the distance. Luckily this was fixed after
    Dynasty Warriors 2, the programmers at Koei probably didn't 
    realise anyone would notice subtle changes like that.
    This I believe is why they also made the powerups glow and let
    off steam, just so you can see where they are more easily.
    They didn't glow on Dynasty Warriors 2 much, if at all. And
    finding that attack up in a huge crowd of enemies was a
    difficult task in itself.
    3.2.2 2 PLAYER MODE
    The two player mode although revolutionary in my opinion,
    sadly has many faults with it. Despite them though, I'm 
    very thankful this mode was implemented at all. One of the 
    games best features in my opinion. You soon live with it.
    Firstly I will explain the 2 player mode on Dynasty 
    Warriors 3, Extreme Legends and Dynasty Warriors 4 are 
    slightly different. In the case of Dynasty Warriors 4 you
    can almost ignore some of the problems I am about to explain.
    Extreme Legends is almost the same as Dynasty Warriors 3 but
    with a few tweaks to improve things, not a gaming engine 
    I will now explain the problems of the 2 player mode and
    why they happen and how to get around them the best way you can.
    You remember before I mentioned that in 1 player mode there are
    roughly 30 characters rendered to the screen and you'll 
    only ever be battling around 30 at once in range?
    Well in 2 player mode it is different.
    The rendering system is split between the two screens but the 
    battle processing stays the same.
    So basically, each player has 15-20 people rendered on screen 
    at once but still battling 30 people in range. Sometimes less
    people depending on the level in question. 
    The graphics rendering is split in half. 
    I'm sure they've made some speed critical hacks in their 
    somewhere. Such as rendering a few more people on one screen
    one when one player has no one on their screen at all.
    "Why not put a limit of 15 people in range and 15 on screen 
    then?" you may ask. Well if they'd have done that the flow 
    of the game would be very different from the one player mode.
    You'd basically be having half a fight and the game would
    be much easier. Bus as you'll probably see, how can 30 
    units be in range but only display 15?
    This is of course where the problems start. I explain a bigger
    problem with this later in this FAQ.
    Hopefully you've understood the Z order system I've explained
    so far. I'd actually simplified it for the one player mode
    to make it more understandable for you to read by omitting a lot
    of technical information. 
    I'm now about to add some more factors into the equation,
    what I'm about to explain applies to one player mode as well, 
    but it's unlikely you'll notice the difference though.
    Which is why I'm not mentioned it till now and as not to
    overload you with too much information at once in one section.
    To cope with this split the Z order uses a selective
    mode of display based on character type.
    When there are more than 15 people on screen (30 for one 
    player) not only are the people calculated in order of distance
    from screen but also in type. The order of priority is below.
    1. Other player (2 player only)
    2. Enemy troops
    3. Enemy generals
    4. Gate Captains
    5. Allied troops
    6. Own Bodyguards
    7. Other players bodyguards
    8. Allied generals
    9. Allied Gate Captain
    Lets imagine a snapshot in time. As if the game were paused.
    How would an example scenario look on the screen of player 1?
    In this example scenario I will tell you how it's done.
    Remember this is a purely emulated hardware rendering guess.
    I haven't reverse engineered the program.
    Here are the units being processed in range that will need
    to be displayed on screen in our example:-
    Guan Yu (Player 1)
    Zhang Fei (Player 2)
    Cao Cao
    Cao Ren
    Cao Hong
    14 enemy troops
    7 allied troops
    Pang Tong
    4 bodyguards belonging to Guan Yu (Player 1)
    Total 30 people to render.
    In a one player game (excluding Player 2) there would be 29. 
    No player 2 and since there are a max of 30 people to show
    all sprites would be drawn to the screen. Simple.
    But in a two player game, here is roughly what would happen.
    Lets say 20 will be shown on screen.
    Firstly the rendering system looks down the list. (Shown above)
    Starts from the top of the priority list. Player 2 is present.
    Player 2 is added to the list to be rendered. 18 left.
    You might probable think that 19 should be left. But Player 1
    is always rendered to the screen, so Player 1 takes a slot too.
    Secondly enemy troops are rendered. It is the second type
    in the list. There are 14 in total and as there are 18 
    available rendering slots left all 14 are added and ordered 
    against Zhang Fei who is already in the list.
    Zhang Fei is in the middle of the enemy troops so he is 
    ordered accordingly to fit in the centre. There are now 
    4 possible units left to render. Next is enemy generals. 
    There are 3 and so all 3 are added to the list and 
    ordered accordingly. Next is Gate Captains, none in sight.
    So we skip gate Captains. Next is allied troops. There are 
    7, but too many to add to the list, so the nearest one to
    the screen is chosen. Then we have to stop, there can be no
    more rendered. 
    For player1 the rendering order for this frame looks 
    like this:- (Remembering that 20 if furthest away)
    1  Enemy troop
    2  Enemy troop
    3  Enemy troop
    4  Zhang Fei
    5  Enemy troop
    6  Enemy troop
    7  Enemy troop
    8  Cao Ren
    9  Enemy troop
    10 Enemy troop
    11 Enemy troop
    12 Enemy troop
    13 Allied Troop
    14 Cao Hong
    15 Enemy troop
    16 Cao Cao
    17 Enemy troop
    18 Guan Yu
    19 Enemy troop
    20 Enemy troop
    Then Player 2's is done, I won't list Player 2 though as
    for the example in question it's not needed. This makes a 
    total of 40. Both are drawn to the screen, we can then view it.
    Since this example is imaginary we'll have to imagine what
    it would be look.
    So a description of what the screen would look like for
    Player 1:-
    Guan Yu is fighting Cao Cao surrounded by some enemy 
    troops. Two are behind Guan Yu but the rest in front.
    In the distance there is Zhang Fei fighting with Cao Ren
    with multiple enemy troops surrounding him.
    Only one allied troop can be seen between these two 
    However what you don't see is the problem, Pang Tong 
    fighting alongside Zhang Fei is missing, he's just behind 
    Zhange Fei and along with the remaining allied troops. 
    Nor can Guan Yu see his own 4 bodyguards fighting
    alongside him. Even though they're right next to him at the
    front of the screen. But because they're at such a low 
    rendering priority they're not visible.
    I haven't explained the order of Zhang Fei (player 2) but
    he is not facing Cao Cao (player 2) and can see Pang 
    Tong because he isn't facing Cao Cao and his generals.
    Therefore Pang Tong is drawn in favour of enemy 
    generals because no generals are on screen taking up
    the rendering slots, but player 1 cannot Pang Tong
    but can see Zhang Fei. What a complex mouthful.
    So as you can see from this one frame example how
    misleading some battles may be. If there was 30 enemy 
    soldiers on screen at time, you'd never see any allies.
    Most of the time in heavy battle situations all you'll
    see are enmy soldiers and no bosses, it'll be difficult
    to fight them even though they are right next to you.
    Even if you are stood with lots of your allied troops, you'll
    rarely see them as all the enemies have drawing to the
    screen priority.
    Because of this order there are times when things don't seem to
    make sense. For instance there can be times when you can see
    the other player fighting what appears to be by themselves 
    in the distance because there are enemies that are being 
    drawn nearer to the screen on your window.
    During a 2 player game the mini map is your best friend.
    It reveals *ALL* units in whereas the main window shows 
    only most of it. Watch it wisely.
    And also because this sequence happens 60 times a second 
    during furious bouts of combat with many units people
    will be constantly disappearing all the time. 
    However, it gets worse gameplay wise. Not only do they
    disappear, they're also impossible to hit. Not a problem
    most of the time but if you're happily hitting away at an
    army general and a large group of enemies appear from behind.
    The general will disappear and any consecutive hits will 
    not hit. This means that during busy battles, it is very 
    difficult to aim for the enemy generals as they keep 
    vanishing, there is more emphasis on fighting regular enemies 
    first during a 2 player game.
    The worst thing though in my opinion is running past units 
    to get to archers. You start hitting the archers and as 
    soon as the trailing army catches up, the archers disappear.
    Very annoying, however it can also work in your favour too, 
    in the middle of being hit by a general they can often 
    vanish leaving you to recover and fight back.
    Also when you're surrounding constantly, enemies will 
    only be drawn at the front of the screen, meaning that you
    only need to be aware of enemies from one direction.
    Basically meaning that you can't be surrounded, so you can
    just keep swinging into the screen.
    To be fair, Koei have tried to make this problem as fair 
    as possible, for instance, it's a blessing that enemies are
    drawn first over allies. Imagine if you were always with 20
    allies and enemies never got drawn?
    That would be stupid, so Koei have done a lot of testing,
    the 2 player mode is fraught with problems but I think that
    this is probably the best they could do at the time. Although
    I do feel that enemy generals should have been given a higher
    drawing priority than enemies. But Dynasty Warriors 4 was
    a lot better in this respect.
    It is really difficult to know if you're fighting alongside
    allied generals since they come practically bottom of the 
    list. The only way to know whether you're still near is to 
    look at the mini map. It should be noted that they are 
    still fighting, you just can't see them in action. 
    Saving Pang Tong on the Cheng Du is very difficult as you
    often never see him, only the mini map can you know that he
    is there.
    So that's roughly what happens on a 2 player, I say roughly
    because there are a few other factors affecting this rendering.
    I know I said before that enemy generals should be rendered
    before normal enemies but the reason they're not is because
    enemy troops are faster to render because they have fewer 
    moves, details and polygons. So it's likely you could render
    two normal troops over 1 general. Meaning that rendering for
    each screen could be as low as 10.
    Even generic type generals are rendered in favour of character 
    generals because they have fewer moves are graphics.
    Don't worry too much about the in-depth complexities.
    You can pretty much ignore all of this if you're playing Dynasty
    Warriors 4 on a 2 player mode.
    But of course I didn't program the game so I can only 
    speculate on to exactly what happens in the rendering department
    But I believe 99% of this to be to be true because I've played
    the game a hell of a lot and studied how everything works. 
    I just hope noone thinks I'm trying to reverse engineer the 
    game. :)
    The rendering order explained earlier is tweaked slightly
    on Extreme Legends to make a much fairer game. 
    However it's still impossible to try and find archers in large 
    groups of people as the people behind you chasing you make
    them disappear. But bosses disappear less often, as do gate
    captains. There's nothing more annoying than trying to kill 
    a gate captain but he keeps disappearing but as soon as you
    kill more enemies more appear. Making it become a 'gate 
    captain in a respawn needle haystack' hunt.
    There was nothing more annoying that getting a 7 hit combo on
    a dead gate captain and then him suddenly disappearing so you
    only got a +1 defence out of it. But luckily in Extreme 
    Legends anyone you are hitting does not disappear until they
    have fallen to the floor. And Gate captains don't disappear 
    half as often.
    Dynasty Warriors 4 uses an intelligent selective process on
    which units to render. This is where similar clusters of 
    enemies are rendered in fewer numbers, meaning that a few
    people disappear everywhere, but not entire groups.
    On the whole this makes 2 player game just like playing the 
    1 player mode and is a much fairer system. You can often
    have 4 or 5 bosses rendered at the same time on both screens!
    Brilliant. Although this new system isn't without its 
    drawbacks. Double Musuo is appalling bad on Dynasty 
    Warriors 4 anyway, not only does it look so bad but because 
    many people right next to you will vanish, you'll barely 
    hit more than 5 enemies at all. Whereas before you could
    hit up to 50 in one go. Because in the old system although
    it drew all the closest people, at least it was people you 
    could always hit.
    As soon as you run close to a crowd to do it, most vanish.
    And that for me one of the best things about Dynasty Warriors
    3 and Extreme and a very very bad thing about 4.
    You get better performance out of doing it by yourself.
    And its made even worse by the fact enemies don't charge you 
    in large numbers. You'll often see lots of enemies standing
    around right near you.
    This is definitely been added to improve the general visual
    aspect of the game and stop people disappearing more often.
    But unfortunately doing so in my opinion really make the
    game less difficult and less exciting from a gameplay point 
    of view.
    3.3 MORALE 
    Morale plays the most important part in the game. Morale is
    everything, and having a lot of it greatly determines the 
    battle outcome. These are 5 things that affect morale.
    - Events triggered that harm you or the enemy. These are 
    different on each level. The fire attack on Chi Bi is a good
    example. These can either affect your army, both armies, or
    just one army.
    - Killing enemy generals (Not with Dynasty Warriors 4)
    - Killing enemy troops.
    - Getting kills in multiples of 50 (Not Dynasty Warriors 3 
    or Extreme Legends)
    - Getting 1000 kills (Not on Dynasty Warriors 3 or Extreme 
    Legends on the very hard setting)
    Morale is most important for out of range processing. See
    section 3.5
    3.3.1 EVENTS
    Except for Dynasty Warriors 4, killing a general gives your
    army an extra star of morale, and sometimes sub generals do
    the same.
    This isn't the same on Dynasty Warriors 4, so it's not 
    possible any longer to go around the map taking out the bosses
    only to get to 8 stars quickly.
    Dynasty Warriors 4 is also the first version to actually tell
    you when your own morale is going down. There is also an event
    on every single level, whereas in the other versions, often
    there were none at all, or at least non that would greatly
    affect morale. It's recommend that you try to get all the 
    events to happen that work in your favour and prevent the ones
    you don't. It will help you out later on in the battle, and
    on some of them and also certain Dynasty Warriors, you will 
    gain a special item.
    Probably the most obvious of all. As this doesn't work on
    Dynasty Warriors 4 you have to think a bit more strategically.
    This I believe to be a good move for the game. This also 
    happens when a general is killed by someone else, that army
    then goes up by 1 star. Of course if you lose a general you
    lose 1 star if it was a sub general, it'll be zero stars of
    course if it's the main leader you killed.
    There maybe other times when other generals may get some 
    more morale too when you kill a general. Generally if that
    army happened to be fighting against the same enemy as you.
    It's slightly more biased though when your own bosses are 
    killed. The enemy frequently get more morale.
    On some levels you can lose all your generals very quickly 
    due to one general dying and everyone in your army losing
    morale and the enemies gaining it.
    This for me is the most important factor in the game.
    I've added an 'IMPORTANT' sign to it as I feel this can
    be a very neglected part of the game but also very rewarding
    if you get to know what's meant to be going on
    Which also goes along with the next two sections after this
    Depending on the difficulty setting the morale of each army
    is different. The harder the setting the more the enemy 
    starts with and the less you have. If you play the game
    on Very Easy on Extreme Legends the game plays itself as you
    will always start with more morale. You can win without 
    even moving, except for the last general.
    Ever wondered why your army slowly begins to lose morale?
    It's because they are losing enemy troops, this is the key
    point to the morale.
    If you spend your time fighting an army, the enemy will lose
    morale as well, if you manage to kill enough troops they will
    be on low morale and your own army will be able to kill
    them. They generally lose a star for every 20-50 kills. It 
    depends on what morale they are on to how quick they go down. 
    But that's mainly because your troops are helping to rack 
    up the kills. As soon as you start, your armies are almost
    always on lower morale. When armies of different morals
    fight each other, the army with the highest morale wins. It's
    that simple. Armies that have the same morale will battle it
    out indefinitely. Of course the chances of that are slim due
    to their being other factors which influence the battle.
    For example one army might be against two armies at once.
    The size of an army matters, also the lower the morale,
    the faster you will die. And the higher it is, the more 
    aggressive the army is. If anything, the best army is an
    army on a fairly high morale and no army at all. Just generals
    and sub generals. This way there is no army they can lose and
    thus not really much of a way to lose morale. In Dynasty 
    Warriors 4 two armies with the same morale rarely fight 
    for too long as armies now have strategies attached to them.
    Which basically means that when two armies are of similar 
    morale the tactics that they have determine the outcome of
    their battle. Personally I've not noticed this to make much
    or any difference at all.
    Fighting armies and not just bosses is crucial to
    maintaining your army. Although diving in there and killing
    the bosses is always the fastest way to succeed, it's not 
    always possible. This is especially true when your character 
    is too weak to just dive straight into the enemy as they 
    would die fast. But by helping your army defeat the regular 
    soldiers you can lower the morale and possibly increase your
    own, and then fight the boss with assistance. Don't just 
    stand with the boss on your team or dive straight into the 
    enemy either, hang around with the regular troops as well.
    This is for me another thing I don't like about the duels
    about Dynasty Warriors 4 because they makes the killing the
    troops even more of a secondary task since it takes away
    all the fun of actually needing to destroy an army since
    they're all removed from the battle field. Or what actually
    happens if that you and the other general get removed from
    the battle field. It's pick off the few troops engulfed 
    in your entire army. Even these few can take out all 
    your troops if they're on high morale and you are not. 
    This is mainly to the harshness of the off range processing.
    And when they die the morale of that army will be even 
    lower and then even worse. There's no point in saving an army
    who exists on 0 to 1 stars as they'll be in trouble again 
    when they move to the next army.
    This will be covered more indepth later in section 3.5
    In Dynasty Warriors 2 and 4 it is possible to gain extra
    morale by getting kills in multiples of 50. 50/100/150 etc
    Whenever someone congratulates you it's possible to gain 
    more morale. This affects all your armies, so it's well 
    worth getting a high score. And of course it also lowers 
    the morale of the enemy, the army in which you are fighting. 
    It appears to be completely random whether you get the extra
    morale or not, this also applies to other bosses in your 
    team and also for the enemy. So helping your allies to get
    high kill counts is a good way of getting even more morale.
    3.3.5 1000 KILLS
    It's simply the lucky number. Not only do you become the legend
    of the Three Kingdoms but everyone in your army goes onto
    maximum morale, PERMANENTELY!
    It's not easy to do, especially on a 2 player and on more 
    difficult levels. But I believe you can do it on every level 
    except ones that have limited time. My personal best is in
    Dynasty Warriors 3 with Xiao Qiao stood next to one of Lu Bu's
    gates where I achieved a score of over 7000 kills. I probably
    could have got to 10,000 had I gone to that respawn point at 
    the start. So it's certainly not impossible to get 1000 if 
    you've never done it. The trick is to find a big army and 
    kill as many troops as you can whilst moving towards the 
    gate, that way troops come out constantly. And I mean 
    constantly. Once you get to 1000 your army is practically
    Off range processing is a very important issue, as it accounts 
    for 99% of the map and battle. So it's important you understand 
    what is happening outside your little world. This is where 
    morale comes into play.
    This section is long and very important, first I'll describe
    the impacts with off range processing with morale, the simple
    stuff first. Then I'll explain the problems with the 
    transition between off range and on range and other off 
    range problems. On range is far simpler, it's anything you
    can see on screen and on your mini map, the fact that you can
    see this on screen is a nice confirmation and reassurance on
    how it all works. On range is a concept easy to accept.
    However, haven't you ever wondered why you'll be fighting 
    alongside a boss on your team who is in trouble, who'll have 
    full health and then suddenly die for no apparent reason?
    Also, I guarantee that if you stay with your boss leader
    for the entire duration of the level, he will not die.
    Almost any boss can be hit many times, they have tons of
    health, and even when they are about do die, they have tons 
    of health potions and defence/attack up to help them.
    So you could argue why on earth when they are left on their 
    own do they sometimes die so quickly.
    Ok, to explain why these and other mysteries happen I'm going
    to unfortunately spoil the illusion of the game a little bit.
    When enemies are off range (not on your small map) they are
    processed very differently to how they are fighting off screen.
    Remember before I mentioned about on and off the range 
    of your mini map? If not, remind yourself in section 3.1.1. 
    It's all because they fight differently on screen as to when 
    you cannot see them on your map. Enemies that are on your map
    are moving around fighting each other, just like you are, just
    like the enemies that you can see are. So basically the only
    real battle is people you can see on your screen.
    Morale barely affects anything that is in range of your map.
    With possibly the exception that the higher morale you have
    you great chance your army will have of fighting instead of
    doing that pointless side step move.
    But it's still not that different, an army of 0 stars and an
    army of 8 stars fighting on your screen, you won't tell any
    difference. Which is why when you go to help an army in danger.
    You may often feel that when you arrive the army isn't in 
    trouble at all. Or at least not THAT much.
    Remember when I mentioned about in range processing and how 
    many people can be displayed at once on screen? Where
    I mentioned that many people can be stood next to you but
    only a certain number be displayed through the Z ordering?
    Well this also affects how they fight too. Lets imagine we
    have 40 people in front of you and say only 20 can be seen.
    All 40 will still move around as if they were about to battle
    with you, but only the 20 that CAN BE SEEN will be 
    trying to attack you. The rest will not.
    These invisible people can be annoying for one very good 
    reason, you can't attack them either. And one of them could
    be something important you want to kill first like a boss,
    gate captain or an archer. These people are in range but
    off screen. Which is a problem as they are only invisible 
    like this when you are looking at them on your screen.
    Now lets imagine an even worse scenario. The 20 people you
    can see are stood right next to you in a doughnut shape.
    They're close enough to you so that no matter which way you
    face all 20 are shown. Now lets imagine the other 20 are
    archers, there are 5 in every direction. Positioned North, 
    East, South and West. You cannot see any of them as they
    are too far away, the doughnut people are all you can see,
    however you can see all the archers on the mini map, they're
    all in range. This is where the gameplay mechanics are
    seriously unfair. Whichever direction you face you will have
    15 archers off screen, behind, and to your left and right.
    So any archers not trying to be displayed in your field of
    vision (15 of them) can FIRE AT YOU. But of course as soon 
    as you turn to see where they are, you can't see them and then
    they stop firing and the others you chose not to face start to
    fire. Then when you go to attack and break away from the 
    doughnut army they appear. You start laying into one of 
    them and then vanish again as soon as the doughnut army 
    give chase and catch up the archers vanish again as they
    are programmed to run away when you get too close to them.
    Picking off archers in this manner get be very frustrating, 
    especially when you're trying to run away and find food.
    This was a very big problem with the 2 player mode in
    Dynasty Warriors 3, but a bit less with Extreme Legends.
    Thankfully this is not as much of an issue with 4. But it
    still remains, but is more cleverly disguised as the people
    you do want to see the most are displayed first using the
    more intelligent display system. But since archers are so
    very weak in Dynasty Warriors 4, this doesn't even become
    an issue. Even on the final stage you don't need to equip
    the bow defence item. They've now made the archers too easy.
    Another reason I feel Dynasty Warriors 4 isn't hard.
    3.4.1 MORALE
    I explained earlier that Morale doesn't have much to do with
    fights that you can see on your map. Morale is used to 
    calculate and emulate battles that are going on that you can't
    see. It is not viably possible for the game to process 
    1000's of people per stage 60 times a second in the same way
    it is when you can fighting with people near to you. So it is 
    processed off range in a far simpler process and morale is 
    the key factor to this. Unfortunately off range processing
    although fairly similar just isn't the same, it works well
    enough for when troops are on medium ranges of morale. But
    in general I feel the fighting off range is sometimes too slow. 
    People can often be fighting in the same place for 5 to 
    15 minutes. You've often cleared up half of the map by 
    then. It's at its worst I feel when an army is on 8 stars or 0, 
    extreme morale is when things go a bit out of control.
    You could for example do something like leave your main general
    with one weedy person and he be surrounded by 20 of your own army.
    Run off screen and then very quickly your main general be killed.
    Just from one guy because he happened to be on 8 stars and your
    army on 0. It's of course a theoretically impossibility 
    that bosses on your own team could die this quickly, but it 
    still happens. No matter how confident you are, you could never
    win against 20 people. This is where the off range processing 
    emulation of a real fight is just too inaccurate. If you'd have 
    stood there for about 30 seconds. Your army would have killed
    him very easily. Just look at Pang Tong on Cheng Du on 
    Dynasty Warriors 3. He dies far too quickly when he's in trouble.
    On a 2 player mode you can often barely see him and if he happens
    to shoot ahead quickly without you knowing, he's dead within 5
    seconds. Same when he gets trapped in Dynasty Warriors 4, and 
    when you arrive to help, he's barely in battle with anyone.
    It's great however when your entire army has more morale than
    the enemy. Having low morale is bad enough, but a low
    morale with a very large army is even worse. As the opposite
    team will plough through a lot of people very quickly. Getting
    50 and 100 kills in the process and gaining even more morale.
    The ideal army actually is one with no people at all, just bosses.
    This way there is no way of losing morale from losing troops.
    If you're fighting alongside an ally that has 7 or 8 stars they
    fight better when they are out of range. If they're on 8 stars
    and fighting an army on zero. They're unstoppable killing machines.
    They fight even better than YOU DO! They also appear to lose no
    health at all, they can fight for hours without losing a single 
    A good tactic is to stay with one army for as long as possible.
    The quicker this army advances, and the faster you can get
    an army on 6 or more stars, the more likely it is to survive
    the entire level in non stop combat. I'd say basically that
    any army you have on 7 or 8 stars is guaranteed never to die.
    Put simply, out of any two battling armies, the one with the
    highest morale will win, ALWAYS win. The difference in stars
    determines how quickly they will lose. The battle will be over
    quicker if the armies are 5 and 6 instead of 1 and 2 since
    higher morale also means higher aggression. An army of 5 against
    6 will rarely win when the morale is that similar. What generally
    happens is that the weaker army slower gets weaker. Most levels
    start off with the enemy on 5 or 6 and you on 3 or 4. The 
    difference in morale is generally proportional to the life 
    expectancy of the army. When you're playing the Wu Zhang Plains
    with Shu on Dynasty Warriors 3 on Hard the morale is far too
    harsh. One of your armies is at deaths door as soon as you
    start, and when it dies in 60-120 seconds, your army loses morale
    and all the enemy gain it. Within 5 minutes your entire army
    is gone. It's like domino effect.
    Stopping the fire attack on hard is pointless because by the 
    time it happens, practically your entire army is already 
    dead. And it has the double negative in that Liu Bei 
    doesn't run away to safety, he remains in the centre 
    of the map, the worst possible place under the overwhelming
    circumstances when every single enemy army comes in for
    the kill.
    What I tend to do on most levels attack the enemy troops of
    the army I start near so it is the same morale as the army
    attacking or my army one star of morale higher. Then I go
    away and leave my army to win, this often takes 15-20 minutes.
    I may end up even coming back later and killing this general 
    myself. But it means that army is delayed as long as possible.
    And therefore doesn't lose even more morale when it wins too
    quickly on the starting army.
    If you start on easy you can move your character somewhere
    safe and watch how the level will complete itself up until
    the last boss. This is because you start with more morale
    than the enemy. The enemies morale will start to descend
    as your army start killing all their troops. Just in the
    same way your own do when you start on hard. Morale 
    doesn't how you yourself fight, you can take on an army
    of 8 stars by yourself with 0 stars and it won't make a
    difference. So it's up to you to take the morale down
    on the enemy, your army will not be able to do this until
    they get more morale over the enemy. Of course you can't
    save everyone, but you can at least give some of your
    armies the winning edge.
    Progressing too quickly can sometimes be a bad idea, especially 
    on Dynasty Warriors 4 where doing so can trigger a cut scene
    too early which can almost instantly put a finishing touch
    on your army. If you take the time to stabilise your overall
    morale and not let the enemy run away with the stage you
    can have every general in your entire army survive the stage.
    This can be exceptionally easy during a 2 player mode also.
    This can really really help you, especially on the Nanman stage
    on Dynasty Warriors 4. This level is annoying as it is because
    your troops lose morale a lot just from general fatigue.
    If you're not careful you can lose all your morale in your
    entire army very quickly.
    Then the level can be almost impossible, you need to defend
    your main guy who is on zero stars, but you can't afford to 
    leave to attack Meng Huo. Which basically means you're stuck
    for a very long time at the start of the level as enemies 
    respawn on this level very quickly.
    Here's how I do the level, if you follow my tips, you'll find
    the level an absolute breeze.
    For starters for some unknown reason Meng Huo accounts for 
    almost all of the gate captains in the level, and whenever 
    you defeat him, he comes back and also reopens all of his gate
    posts that may have been closed. So it's pointless trying
    to close any, but I recommend you leave them all open. As they
    work to your advantage in the end. Ok, so the level starts, 
    I'm presuming you're playing the game on hard. As soon as 
    you start you have an army attacking you with two sub generals.
    It't best to kill them and also Meng Huo. I then go around
    the windy path killing everyone but missing out on Meng Huo 
    this time. Once you get out in the open you will fight against
    lots of Meng Huo's troops. Kill them all along with Meng You 
    and Jinhuan Sanjie, this will probably take off two stars. 
    Then go back up to the top and kill Meng Huo and the 
    reinforcements that appear at the main camp. Use an elephant
    and burst through all the trees in the middle if you can.
    Meng Huo should by now be on zero stars of morale.
    By now Meng Huo's troops will be getting killed quickly by
    your army as they are on zero stars. And because your generals
    are constantly getting high amounts of kills, 50/100 etc.
    Combine this with Meng Huo's troops that are spawned quickly
    and your morale will grow very quickly. You'll almost be able
    to let them complete the level on their own, except for that
    all the other armies of Meng Huo will be on 8 stars. Go
    and kill these other bosses and remember that Meng Huo will
    get 1 or 2 stars back each time he appears. But he won't 
    for long, if your army is still fair low on morale, you
    still may have to go back and help them when Meng Huo gets
    any more than one star, just to speed them up a little.
    Very quickly each of your armies will be on 8 stars, despite
    occasionally losing a star to fatigue.
    Eventually the number of kills will spiral out of control.
    I've even had bosses reach 1000. Xu Sheng reached 1150 kills
    before I had completed the level, with his sub bosses Zhuge
    Jin and Sun Shao on around 800 each. In fact most of my
    bosses had at least 300. Xu Sheng almost had more than me.
    So if you can ever get your troops on 8 stars, you should
    try and keep it that way, because when they're fighting
    armies of 0 stars, they're even better and quicker at fighting
    than you are. Whenever Meng Huo got his extra 1 or 2 stars of
    morale, it would within about 5 seconds go back
    to zero. Troops were being killed that quickly. And of course
    normally it's rare to see any bosses get more than 50 kills.
    3.4.2 OFF RANGE<->ON RANGE
    I could talk all day about morale, but I think I've covered
    the more important factors. Now I'll move straight onto off 
    range processing. The main thing to note is that lots of odd 
    things happen when objects change between in and out range.
    Such as bosses that ride horses, if they move out of range 
    after falling off one, they are back on another horse when 
    they come back in range. I can remember arrowing Lu Xun off
    his horse and then watching him run off, to then come back
    with another horse 3 more times until he eventually just
    came back on running. I've managed to get around 15 horses
    on screen on Chang Ban on Dynasty Warriors 3 where multiple
    bosses kept doing the same. 
    This still happens on Dynasty Warriors 4. You'd have thought
    Koei would have fixed that by now. Especially considering Lu
    Bu can keep coming back with another Red Hare or Liu Bei with 
    another Hex Mark. These rare famous horses that there are
    only supposed to be one of. Although it is useful to be able
    to get two Red Hare's to get to a destination quickly of 
    course. But from a programmers point of view, I don't think 
    it'd have been too hard for them to make a check to see if
    Red Hare or Hex Mark were already in range before spawning 
    another. This also includes Guan Yu who becomes the new leader
    of Red Hare when Lu Bu is supposedly no more. I think he dies
    and Guan Yu steals it or something. It's something that must
    be explained in the book and not in the games. Normally when 
    you leave a regular brown, dark brown or white horse, as soon 
    as it goes to off range it disappears.
    Although I have noticed it seems to get remembered in certain
    circumstances, such as on the far east of Dynasty Warriors 3.
    The Yellow Turban Rebellion where you must defeat Zhang Bao
    from his rolling boulders, once you leave your horse it's 
    always there when you come back down. But rarely in any other
    We could safely presume, or even pretend that as soon as Red
    Hare is off range for both players that Lu Bu and Red Hare
    have become united again.
    Although then you could argue that since Lu Bu might have
    run all the way to the other end of the map and therefore
    never travelled to fetch Red Hare, so if you meet him again,
    he'd have Red Hare again. But at least if a check to see 
    where Red Hare was first, would at least make the 
    horse respawning a little more realistic. Just one horse
    per general, at least for generals that do ride horses.
    Because as realistic as the game can sometimes be. How many
    times must we travel to help a general in trouble, to always
    find him (or her) stuck directly in the middle of many troops,
    who are arranged in a perfect circle around him (or her) and
    are on full health. You'd have also presumed that a general
    in trouble would not be still on their horse, and true to form
    as soon as they are respawned they fall off their horse almost
    immediately, something that would never happen if you were 
    actually there with a general, witnessing them in trouble.
    And since generals never ever remount their horses once they
    have fallen off, it's an ever bigger glaring fact. Especially
    if you stay with Liu Bei for the entire duration of a level,
    as soon as he falls and therefore never goes off range, he'll
    never ride his horse ever again.
    A little random layout from Koei wouldn't have gone a miss.
    Just imagine the time when you go and help your mate somewhere
    on the map, when you arrive, it's never the same layout as
    when you arrive to help the computer. The spawning in general
    is far too static and inconsistent as it stands. I mean the
    respawning in general and not just the spawning of generals.
    My favourite continuity error which appears to have been fixed
    on Dynasty Warriors 4 is one that always seems to happen 
    with Liu Bei. Although it can happen to any general it more
    often happens with Liu Bei because he tends to move around the
    map a lot more. What happens is that whenever Liu Bei is
    changed from off range processing to on range processing, he's
    always respawned on Hex Mark his horse, and that includes areas
    where you are not meant to be able to take your horse. 
    With the possible exception of the battle at Chi Bi where on 
    Dynasty Warriors 3 and Extreme Legends at least, no horses are
    ever spawned. This is all explained in section 3.5.4
    I can't remember off the top of my head but I'm fairly sure 
    I've seen him charge up mountain areas with his horse. And
    as soon as you try to follow suit, you're not allowed.
    You'd perhaps think whilst Red Hare is strong in battle and
    fast in speed that Hex Mark has some sort of a special 
    ability. Being able to run up mountains perhaps?
    But this is not true since as soon as you mount Hex Mark
    you cannot do the same as Liu Bei. Infact no, now that I 
    think of it, I think as soon as Liu Bei gets a point he 
    cannot get up, he just waits. Although I'm not 100% sure.
    But I know as soon as he's off range, the game just cheats
    and allows him to go where he likes. In fact this a general
    problem with all off range processing. When objects such
    as the scenery are spawned on range they are also checked
    for collisions, such as for a wall or set of spikes.
    Noone can walk through them as long as they are on range.
    But as soon as they are off range thay are ignored, it is
    faked to a close approximation.
    The best example I can think of is your bodyguards. Since
    on Dynasty Warriors 4 they are remembered and shown as
    green dots on the large map, they must be moved around
    like everyone else. But on the previous games they cheat.
    As soon as bodyguards are off range, they walk through 
    everything except with the possible exception of water.
    In fact no, they might even do this as well with small 
    lakes. I bet you've often left your bodyguards behind,
    walked through Zhuge Liang's maze, or jumped over the
    wall gates in scenarios such as the Hu Lao Gate, to then
    find your bodyguards running up to meet with you, often 
    in the direction you are running towards as well. They
    impossibility beat you to it, reach the destination before
    you. This of course is not true if the other player can 
    see them, but as soon as they are off range on both screens
    they cheat. Still not convinced?
    Well here is a test for you, find a wall on a level, a nice
    long wall, such as the wall to a castle. Run along it as quick
    as you can, try to leave your bodyguards behind but not so 
    run so fast that they go out of range. Then as soon as
    you find an entrance run outside and run along side the other
    end of the wall. So you have something like this on your map:-
               O O O O   <-------Body guards
    --    ---------------------
                  O       <-------You
    Lets imagine we're on the Yellow Turban Rebellion Level as
    your bodyguards are stuck inside that big castle and you're
    outside. If you move back away from the wall the bodyguards
    will move back and forth trying to get to you. The artificial
    intelligence however follows a simple 'run directly to your 
    position tactics'. I mentioned this very early into this FAQ.
    But now I'm going to digress into more detail. The 'run 
    directly to your position tactics' is my crude term for the
    actual mathematical algorithm of finding the shortest 
    distance to an object. The bodyguards won't think of going
    through the entrance you just came out of because that
    is a longer distance than moving directly down to where you
    are stood. You might just laugh and think the game has a bug
    in it. But this is not the case, this can be a problem with
    many other games. Believe me, describing the concepts of 
    a wall or object to a computer requires a lot more processing
    power. More than the game probably needs.
    You'd probably use a path finding technique that would take
    into consideration objects that you cannot pass through.
    The whole point of games programming is to make as 
    realistic as possible gfx and gameplay with using the 
    cheapest tricks.
    So anyway, back to the game example, it's a problem with the
    AI of the game, but as soon as the wall is off range. It is
    no longer taken into consideration because the bodyguards
    will be off range as well. Remembering that anything off 
    range is not checked for collision. It'll then resort to the 
    simplified algorithm for moving around the map.
    You could even sidestep slowly so the entrance is far far 
    away. No entrance for a great distance, to make the 
    experiment even more obvious, of course making sure the
    body guards are still at the other side of the wall.
    Ok, so you're still stood there like the diagram described
    earlier. Now slowly step backwards, move slowly until the
    wall and bodyguards disappear from the top of your map.
    As soon as they vanish, stand perfectly still. Within a 
    couple of seconds your bodyguards will move into range 
    and will be running at you.
    If you'd have moved miles away from the entrance, you'd
    know that unless they had suddenly become the faster
    sprinter in the universe and had managed to run all the 
    way the nearest entrance and back again, they'd have 
    never arrived have arrived that quickly.
    It's a cheap trick, and because the bodyguards appear from
    the top of the screen and not from the left, where they
    should appear if they had run to the entrance, you 
    definitely know the game has fooled you :)
    You're not meant to notice this of course, you're meant
    to be so engrossed in the game that you missed this little
    detail, whenever it happens. Of course on Dynasty Warriors
    4 this does not happen. Well done Koei again.
    Actually, after a little bit of extra testing, I've 
    discovered a few extra things, the AI isn't as stupid as
    I first thought, and it doesn't seem as obvious on Dynasty
    Warriors 3 or Extreme Legends. However, it definitely works
    on Dynasty Warriors 2. It's actually quite a lot harder to
    lose your bodyguards too, the best way to see this in action
    is on Dynasty Warriors 2. Choose the Yellow Turban Rebellion
    stage and get your bodyguards stuck behind a wall just
    like the diagram above, except go up on one of those 
    platforms and jump across to the other side (by the entrance
    of course as it won't let you jump in the water) then
    quickly run across so the entrance isn't anywhere in sight.
    As in run the entrance so it is off range, your bodyguards 
    will not stand still either as I first thought, they will keep
    trying to find you by running back and forth.
    Hopefully you should have a couple, if not all of your 
    bodyguards on the other side of the wall. Face them and then 
    gradually step backwards by holding down L1. Pretty much as
    soon as the wall and moat vanish, the bodyguards will
    suddenly appear, this definitely works on Dynasty Warriors 2,
    whereas on the next two sequels, you may need to fiddle about
    a bit some more.
    Remember when I said the off range is faked to a close 
    approximation. Well this is true, and it's a very good
    way of moving things around the map. That is until you
    happen to interrupt the process in the middle of one
    of its hacks (cheat tricks to save on processing)
    What happens is when things are moved from off range to
    on range, many things are not checked. For starters 
    they are not checked for illegal boundaries first, this is 
    why enemies can be spawned in the oceans at Chi Bi also,
    but very very rarely does this happen. You've probably
    noticed the leader of a level in the corner of your eye
    suddenly snap 5 or 6 pixels somewhere when viewing on
    the large map, Cao Cao often does when moving around
    on his boats at Chi Bi. You may also have seen on your
    mini map a general on a horse suddenly get a sudden turbo
    boost out of nowhere. Many of these are odd tricks. When
    you see them happening it can keep on doing crazy things. 
    It's because you interrupted the computer at the most 
    inconvenient moment halfway through what it was doing. 
    On the Wu Zhang Plains whilst playing Diao Chan once, a
    boss riding a horse was spawned on the very edge of the
    boundary in exactly the same position as a set of spikes
    were supposed to be. The boss was actually moving at the
    time I made it move into range, but it just happened to
    be directly over the spikes at the time when I moved it
    into view. So how did the computer handle this rare
    processing phenomenon? It does what is always does, places
    the object there anyway because the collision for object
    checking is not done until after spawning. The amusing 
    thing was though, is what always happens when bosses in 
    trouble come into view, they fall of their horses straight
    away. The general never even got to move and as such fell
    off his horse which was still on the spikes.
    I took a few screen shots of this rare incident and put
    it onto my crappy website. It's still there if you are 
    interested in seeing it in action. I won't post the exact 
    link to the pictures as I may change the url at a later 
    date. But the main url to my website is at the top or
    bottom of this FAQ. It was also impossible from then on
    to mount the horse as you had to be jumping to actually
    get anywhere near it. Of course as soon as I moved it in
    and out of range it had disappeared.
    This is also a similar incident that happens with Liu Bei 
    and his horse, which I was meant to be explaining before 
    I got a bit side tracked. 
    Another good trick by Koei is that pretty much every 
    character in the game uses the same moves. I'm talking
    about the non special characters of course. The army 
    troops and the generals that have no exclusive character
    type, such as Cao Pi, Cheng Pu etc. Although in the future
    they may be expanded into characters in their own right.
    In Dynasty Warriors 2 for example Huang Hai, Zhange He 
    and Xu Huang were just regular sub generals. The same
    goes for Zhou Tai and Cao Ren in Dynasty Warriors 3.
    In each game Koei just keep changing these sub bosses
    into real characters. They don't even have to make 
    up any names as they already have plenty to choose from.
    Except for the women of course, none of them actually
    fought in battle in the real story. Although that's
    because it would seem odd, maybe even classed as sexist
    to not have any women at all. I still believe Yue Ying
    was added only because the Shu army didn't have a
    woman in it.
    Anyway, I'm getting off topic again. These regular people 
    are only ever equipped with swords and spears/pikes.
    Just look at any sub general with a spear, when they
    attack they are always almost using Jiang Wei's moves.
    I would consider Jiang Wei and Lu Meng to be not that
    effective characters. Which kind of proves the reason
    why Koei have chosen those moves for everyone else.
    Otherwise they'd be a bit too difficult. Imagine
    everyone coming at you with Lu Bu's/Guan Yu's big 
    The Musuo attacks are also Jiang Wei's and Lu Meng's.
    In fact it's probably like that with anyone that has
    a pike or a spear, they're the same as Jiang Wei or Lu 
    Meng. Sword wielding bosses are the same as Huang Zhong,
    Xiahou Yuan and Gan Ning. As is the Musuo, that one
    where they repeatedly spin round with overhead swings.
    Even Gan Ning had that move on Dynasty Warriors 2 before
    it was replaced by that running slash. Koei have even
    changed Xiahou Yuan a lot more now so that he is less
    like Huang Zhong.
    Strong regular the troops, the ones with lots of armour,
    and gate captains, they usually fight like Jiang Wei
    and Huang Zhong. Anyone else usually has that generic
    left and right swing, then stab and overhead swing. You
    can probably imagine that one in your head since it is
    used often. Since there are generally so few moves it
    is therefore a great memory save for the motion capture
    of all the characters.
    This is one of the reasons why Dynasty Warriors 3 will
    choose sub bosses and regular people as opposed to 
    character as there are less moves needed to be shown on
    screen. Not 100% sure on this one, I think it's true.
    I'd like to explain that Liu Bei, Lu Bu and Guan Yu are
    fairly special characters when you are playing as them.
    This is of course because they ride special horses, although
    Guan Yu only becomes special later when Lu Bu no longer rides
    Red Hare. But we'll dismiss Lu Bu and Gun Yu for now since 
    Lu Bu isn't on many levels, and Guan Yu isn't on as many as
    Liu Bei. All these characters have unique horses to anyone 
    else. What special skill Liu Bei has is the fact in 99% 
    of levels, he is always on his horse, and his horse Hex 
    Mark. Cao Cao, Sun Jian, Sun Quan and Sun Ce do sometimes 
    ride a horse, but not on every level. So if you ever need 
    a fast horse you can always guarantee Liu Bei has one. The 
    reason for this, combined with the fact that since he is 
    the leader of Shu, means he is pretty much in any level where
    Shu is fighting. So he's a very commonly seen character.
    Whether you are with Shu or against Shu, Liu Bei is 
    The main point of this section is not about the horse 
    themselves but of Liu Bei in general. Since he is almost 
    always on his horse and also a leader, he can found almost
    anywhere. For this reason, this is where the problems in
    continuity start. Liu Bei is often spawned where horses are
    unable to go, but because Liu Bei is a special character he
    often MUST go through these areas. The first and probably
    best example I can give is on the very first level on the
    Yellow Turban Rebellion. He starts at the east of the map
    going up that hill to fight Zhang Bao (I think) to stop
    him from shoving boulders down the hill. It's not possible
    to go up that hill with a horse, but it is with Liu Bei.
    Instead of killing the general or running up to the top,
    just go as far as stopping the boulders and then killing all
    the people on the hill and the gate captain. Eventually Liu
    Bei will start to follow up the hill, and low and behold,
    he's on his horse. As I may have mentioned before when objects
    are respawned into off range, it doesn't take into account
    where that object is. So Liu Bei gets his horse and if he gets
    knocked off you can then proceed to use his horse in the area
    that you can't normally have it. The funny thing about these
    boundary checks is that they only work in one direction.
    Basically if you're below the hill then you won't be able to
    get up on the horse, but if you're already up there then
    it won't. That's the key to these boundaries.
    You can for example go all the way down the hill after 
    stealing Liu Bei's horse when he's past the boundary, but
    as soon as you do you cannot go back up there. I've had
    Liu Bei in lots of other crazy places too. Such as half way 
    up some steps on stages such as the Hu Lao Gate. What's funny
    about that is the horses back legs are half inside the steps
    themselves whilst the front feet are hovering in mid air.
    On a 2 player game you can quite easily get a whole ton of
    Red Hare and Hex Mark horses. I have no idea what the maximum 
    number of horses that can be displayed on screen are.
    All you do is get one player to stay away from the general 
    in question, it's easiest to do this technique if you're 
    with Liu Bei on the same team and choose a level where he
    starts fighting almost immediately. Wait till he is in
    heavy combat, then when he gets knocked off Hex Mark, steal
    it and take it to the other player and leave it there. Go
    back to Liu Bei and he'll be on Hex Mark again. Do this 
    as many times as you wish and then you'll have an entire
    stable worth of Hex Mark horses. Pointless I know. But
    something that you don't normally see in the game.
    I've tried a few times on the battle of Chang Ban stage
    on Dynasty Warriors 3 to see how many horses you can get
    on screen at once. My record is 7 Hex Mark horses, 1
    Red Hare, 3 brown and 1 white. 12 in total. And that was
    with being on the side of Cao Cao. Originally it was
    just a test to see how many Hex Mark horses we could get.
    We parked the first horse near where Liu Bei starts where
    that bridge where Zhang Fei stands on and defends.
    Liu Bei of course runs away on this stage and getting
    horses became more and more difficult as the stage went
    on. We also started on a Hex Mark each to make the
    task easier. So we had 3 before we even had to give chase.
    The other 5 horses happened to appear as Guan Yu and other
    enemy bosses came past. So we thought we may as well add
    them into the total too. 
    I've also noticed that for in order for Liu Bei, Guan Yu
    and Lu Bu to get another horse, they must be spawned on
    range when Hex Mark or Red Hare are not. So if you ran
    Liu Bei on and off range quickly whilst Hex Mark is 
    standing around then Liu Bei will not be on Hex Mark.
    However, what is most unusual is that Liu Bei will be
    riding another Hex Mark if you happen to be riding the
    other Hex Mark he left behind. Generals that are riding
    non special horses however appear to be able to go on
    screen with the same horse many times. It seems that a few
    extra checks are performed on the two special horses just
    to make sure that not too many of the horse are spawned.
    Again, this seems to level or game specific, there could
    quite easily be other factors involved in the processing
    that determines whether or not the horses will be spawned.
    Such as during the Nanman stage for example, it's likely
    that elephants and horses are entered into the same
    rendering process, you certainly can't get any more than
    3 or 4 elephants on screen, except of course Dynasty 
    Warriors 2 where there are no elephants at all.
    As soon as any of them go off range, in the case of the
    scenario above. I rode Red Hare around the corner and
    back again and every single one of them had gone, all 11.
    It's unlikely that you'll ever get this many horses on 
    screen during a 1 player game. You could theoretically, 
    get some horses and keep riding each to the edge of your
    range and going back and getting another until they're
    all at the front and repeating the process until you
    get to the destination where you are going too, but this
    would be far too time consuming, probably best to just 
    leave a second unused player somewhere safe.
    Remember when I mentioned about the selective Z ordering
    of the people? Well this doesn't happen with horses or
    elephants on any of the versions. If you have 10 horses
    on screen, you will always see 10 of them, the only time 
    horses will disappear is when a general if still riding
    the horse. However in close range during a 2 player this
    can often cause amusing occurrences when generals move 
    onto the screen quickly. The horse will appear first and
    with noone riding it. I'm sure everyone who owns Dynasty
    Warriors 3 has seen that and thought that noone was riding
    that horse for a moment.
    This has been fixed a bit on Dynasty Warriors 4 though.
    Generals on horses for example are rarely on horses in 
    places where they cannot normally be, like at the top of
    castles for example. No longer is Liu Bei the super hero 
    mountain climbing horse general. Although the horse 
    respawning in great numbers problem still remains, it's not
    to the same extent as Dynasty Warriors 3, instead it's far
    far worse, but ultimately hilarious :)
    I will get onto that more in section 3.6 later.
    Anything out of range isn't fighting at all. Infact they're
    doing a very simple process that basically just processes
    numbers, energy bars are just reduced accordingly depending
    on how much morale everyone has, and is calculated at 
    certain time periods, again depending on morale.
    It's more along the lines of the Championship Manager 
    football simulation games. Numbers being crunched in the
    background with no gfx at all on screen.
    Remember when I said that troops come in sets of 5? One leader 
    and 4 other troopers? Well when these guys (or girls) go off 
    screen they are no longer processed as 5, they become 1
    Each small red or blue dot on your big map represents a cluster 
    of 5 people already. What the game does remember is how many
    troops there were remaining in that cluster when you left. So 
    that when they become on screen again, the required amount 
    of people can be respawned again from the one main leader. 
    And I do mean when you left them, any dots you haven't 
    encountered are treated slightly differently. But it's possible
    to leave a set of 3 or 4 troops for them to either vanish from
    the entire level or go back up to 5 again.
    The reason for this compression is simple, 100 units off 
    screen become 20 dots instead of 100. Less numbers to process.
    This also means that units die in fives instead of individual
    Unfortunately there are many continuity errors and battle
    processes that I've noticed which you and maybe even the
    programmers of the game have failed to notice or take into
    Next time you dive into a battle somewhere you haven't been 
    quickly note the following things, all the enemies fighting
    your boss/army. They're all on full health, which of course
    would not be possible had all these people been fighting for
    real, they'd all have random amounts of health, or at least
    some would have lost some to indicate that fighting had been
    taken place. This is less noticeable on Dynasty Warriors 4.
    Except for boss characters, each troop is basically respawned
    again, a whole set of troops based on an approximation of where
    the units used in the off range processing were.
    I'd bet you that your own troops are all on full health as 
    well, but of course you can't see those. The only energy bars
    that will have changed are the boss energy bars.
    The game sometimes tried to hide this by making some enemy 
    troops have a very very small amount of health. But this 
    simply doesn't work well enough to convince. There are also
    other special occasions with health miscalculations when
    concerned with the main leader of the enemy. Did you know
    that it is IMPOSSIBLE for your own troops to kill the final
    boss? Try it yourself, for example fight until you have 
    killed everyone on the Yellow Turban Rebellion. Then injure
    Zhang Jiao until he's almost dead, then watch as your troops
    knock him about all day. He'll never die, EVER.
    There's also an even odder trick, do the same as before,
    kill everyone but Zhang Jiao but don't go and see him.
    Stand somewhere in the middle of nowhere and let your troops
    attack Zhang Jiao, leave the game for about 10 minutes.
    Then go to attack Zhang Jiao, he won't have lost a single bit
    of health in 10 minutes. Not one, as soon as you arrive though
    anyone hitting him WILL inflict damage. So be aware that the
    final enemy boss is invincible against your army when you are
    not around, and they cannot kill him completely when you are.
    The leader to each troop of 5 is vital. If you kill the leader
    and run away so they're out of range, the remaining 4 often 
    vanish from sight. The same happens with sub generals when you
    kill the main general of that army. Sub generals run directly
    to the nearest outpost. If they run out of range they're gone
    forever. So you couldn't get onto a horse and ride after them.
    They're gone. Sub generals are represented by a single blue
    dot on the main map. If you happen to be chasing a lone sub 
    general alone in the middle of nowhere change to the big map and
    let the general run away and watch the blue dot disappear from
    sight once the boss moves out of range, teleported from the map.
    Another cheap trick against the player by Koei.
    Unusually this isn't the case with Pang Tong on Dynasty 
    Warriors 4 on Chi Bi. When he chains up the boats he retreats
    and goes all the way down to Zhuge Liang manually without 
    teleporting off the face of the world like a sub general would.
    Back to the point I was making before where I mentioned that
    when people come in range that are respawned again. On the main
    map, leaders of 5 troops, all bosses and gate captains are 
    represented by those single dots. Since these dots are compressed
    army types they have to be re-displayed when they come back on 
    screen. If you leave an army and instantly come back, the exact
    positions of each unit will not have been remembered only the
    main units. Bodyguards are spawned directly from where the general
    is standing, as do the 4 sub warriors to every troop leader.
    In battle this is not so noticeable, or bad in any way. But
    there are some unusual side effects for the split second of when
    they are respawned in other scenarios. Get Red Hare for example and 
    then ride through your stationary troops waiting to fight, riding
    around your main camp is the best place. Notice how troops twitch 
    slightly or are moving to arrange themselves. 
    You can see this best on the mini map when people are put in 
    range, but the effects are often seen in the main viewing screen.
    Watch how a single blue dot suddenly gives birth to 5.
    This is because the conversion from 1 troop to 5 is being performed.
    The other 4 troops have to be spawned from the standing position 
    of the main leader. There are also other times when a general on 
    a horse suddenly snaps to the direction that he/she should be 
    facing. The same happens to the 2 to 8 bodyguards that most 
    generals have in their protection.
    Next we come to another mildly devastating gameplay element.
    Which you've probably already experienced on a 2 player already 
    if you've played it enough. People appearing out of nowhere. I will
    explain how this happens, it still happens on Dynasty Warriors
    4 too, but the occurrence is far rarer than on Dynasty Warriors 3
    and Extreme Legends. It's not really a bug as such, but in my
    opinion, an on range gameplay programming quirk.
    The AI rules for any pre Dynasty Warriors 4 game was that as 
    soon as a troop was in your range, they'd go and fight 
    someone. Whether it to be you or someone else nearer to them
    in the area. Remember when I said only 40 to 50 could in range?
    That's an estimate. But generally in busy crowds, when the 
    number gets too low, another 5 move into range, so that it
    remains to be roughly around 50 in the area at any one time.
    For example if there are 50 enemy troops on screen then no allies
    would come to your aid, likewise if 45 allies were on your map
    then you'd only fight a group of 5 enemies. Ok then, this concept
    is all well and good. No problems there, the game works well
    in this mode, and despite this limitation you'd probably
    never notice this limit exists. It's a good way of not having
    the area too clustered and reducing the problem of 'too many
    people' to display on the screen a little bit.
    Then comes the odd part, this baffles me a hell of a lot 
    actually. Remember how the number of people displayed on screen
    is split roughly in half during a two player game between both
    halves of the screen? 
    Well it appears Koei couldn't seem to find a solution to the in
    range processing problem. As I explained in an earlier section.
    You couldn't limit each player's in range area to 25 units each
    as this would severely change the flow of gameplay.
    But Koei have left the limit to 50, for BOTH players. I'm not sure
    why this is the case though as gfx tend to the biggest hit on a
    CPU, not behind the scenes processing. I guess it must have been
    impossible at the time to make the limit to 100.
    Ok, so it's a problem with the game mechanics itself. That's what
    we'll put it down too. What happens is that there are a number 
    of slots available in memory that people coming into range are 
    set into. This contain the information about the type of character
    and what they'll be doing etc. This is shared in a first come first 
    served basis between both players. So if all 50 slots are filled
    then noone else can come in range until there are slots free, such
    as people getting killed or people in range running out of range.
    Similarly if 46 slots are filled then only bosses can come on as
    5 slots are needed to add a typical group of troops onto the
    screen. This a guess, it may be more than 50, I don't know.
    So now I'll put the main problem into context, if one player is
    using all the slots, a busy in range moment such as lots of allied 
    and enemy troops on the mini map. None are available to the other
    player. This will happen when one player decides to leave a battle
    to go to another area of the map, thus freeing up all the slots
    that player was using. But once the player arrives at the 
    destination ready for battle, no troops will be found. 
    Until people are killed or left off range in the other players
    range. This is the main problem though, remember how there
    are single dots in the big map making up small clusters of 
    people? The general rule is that whenever one of these dots
    approaches your field of range, they are converted into that
    particular as soon as they move into your boundary. But when
    they cannot be generated into range, THEY CARRY ON GOING!
    Which basically means they're actually in your field of vision
    already moving around trying to get into a fight with you, 
    a 5th state if you like, invisible and not yet spawned.
    Except this time you cannot see them on your mini map either.
    The co-ordinates of the unit will be present in memory. But there 
    is no way of knowing that they're actually there unless you go to
    your big map and think to yourself that you should surely be
    in battle now. Then of course the inevitable happens, PING!, 
    out pops a load of troops seemingly out of nowhere once 
    enough slots are available. These invisible troops may be in
    your range but because they haven't been spawned yet they
    are still processed as being off screen. I hope that makes sense.
    There was a time when I needed to help Liu Bei really badly. 
    He disappeared off screen and I couldn't find him again. 
    I kept checking on the map by pressing start and I was stood 
    right on top of him. But he died soon after as he was on zero 
    morale and the enemies morale was high. I've also once had Lu Bu 
    suddenly appear and Musuo me on his horse, almost killing me. 
    That gave me a fright and a half.
    On Dynasty Warriors 4 this limit appears to remain. Except 
    since regular enemies rarely attack you in large numbers, it 
    happens less often. But if you're standing right in the middle
    of a huge army of your own and become heavily under attack, even
    then the problem still reoccurs.
    3.4.6 BOULDERS
    Yes boulders, I feel boulders are special. Not the ones that
    simply fall on your head like on Dynasty Warriors 2, but the
    ones that roll.
    Zhang Bao and also Zhang Jiao on Dynasty Warriors 4 have the
    ability to create boulders.
    On Dynasty Warriors 3 it is just him who can create these
    boulders but on Dynasty Warriors 4 other generals can as well.
    If you stop both Zhang Bao and Zhang Lang running away during 
    the two sub section levels of the Yellow Turban Rebellion,
    Zhang Jiao will retaliate with boulders, there is also a 
    general on the extra Yellow Turban Rebellion who can do this
    boulder trick. I can't remember whether or not it is Zhang
    Bao or not. Of course to get the extra level on Dynasty 
    Warriors 4, you simple skip the first two levels and start
    on the third, incase you didn't know how to get it.
    Anyway, you're probably wondering why on earth boulders are
    special. Firstly they're the only objects in the game that
    can do damage to both armies. Except of course with the
    possibility exception of the flame geysers from Dynasty 
    Warriors 4, but they are part of the scenery and don't move.
    Boulders are spawned from certain places, they just appear out
    of nowhere basically onto the screen. If Zhang Bao rolls them
    on the final Yellow Turban Rebellion stage, they don't just 
    roll down a hill, they roll everywhere and come from all 
    directions and even have their own physics, they can turn
    corners and even get stuck in holes and stop moving.
    You still get hurt even if you touch these static boulders.
    You can't see a boulder being processed out of range such as
    on the dots of the mini map, but they are there of course.
    Although boulders are spawned off screen from generally static 
    locations, they don't actually hurt anyone until they come
    in range. They only hurt people you can see, otherwise they
    don't do any damage at all. Which is kind of surprising and
    makes a lot of sense in the fact that armies can often stand 
    and queue up on those hills and not get hit at all if you're 
    not with them. So again, another example of no collision 
    detection out of your range. The fun that can be had is 
    watching where they go. On Dynasty Warriors 3 you can stand 
    right up against the castle wall, simply ride in a straight
    line from the entrance up the hill towards the wall. 
    Eventually boulders will come rolling and crash into the wall.
    Because you're not stood on the slope, the boulder will miss 
    everybody. It's certainly not what you're expecting to see if 
    you happen to be just stood there minding your own business.
    Although sometimes they don't seem to come that far, it might
    be down to how many enemy troops there are on the hill, 
    although I do not know exactly myself. The easiest way to
    get a boulder to hit the wall is to wait on a horse near the
    entrance of a hill, but face the opposite way otherwise you'll
    witness people getting hit by the boulder. You should feel the
    pad rumble when a boulder is about to go fast. Once you see 
    it rolling past, simply ride after it without hitting it.
    Another inconsistency is that if you're in the 90 degree
    turn to the left to go up the hill, the boulders just go
    crashing into the wall. They are after all going in a 
    straight line, but if you're stood further downhill, they
    just seem to magically turn the corner all on their own. 
    Although oddly some boulders do seem to crash all the way
    round the wall without breaking, this is rare. You might
    think this probably contradicts what I have just said but
    when you're far enough away from the corner, all boulders
    make it round the bend, not just a select few.
    You could argue that boulders were being created after the 
    turn itself, but you know this isn't the case because if 
    you're stood near the top, this is the only place you can 
    see them being created.
    "Don't Pursue. Wait for Reinforcements"
    Probably one of the most pointless things that the generals
    say. However, there is some truth in it. Although it isn't 
    entirely obvious. Each army on every level has a certain 
    number of troops. They come in two categories, ones that
    respawn, and ones that don't. Over half don't respawn at all.
    But ones that do, are respawned immediately from a gate
    captain. It's hard to tell on your own team which gate belongs
    to which of your generals. The only way to know is guess in
    relation to where each army started, or have a good memory
    and remember which it was when you were on the opposite side.
    It's a well known fact that you have bodyguards, but did you
    also realise you have your own army as well? It's not as big
    as everyone else's though unless you're the head of the level.
    And unless you're a main general you won't have your own
    respawn point. You can tell if you are or not by checking
    to see if you have your own name in the army list.
    If you're a sub general in anyone else's team then you won't
    have a respawn point or an army of your own.
    You can tell which is your own as people will follow you
    and then stop and arrange themselves in an orderly fashion 
    behind your advances.
    In fact better still, choose Zhu Rong. Her army consists mainly
    of scantily dressed tribe women so you can spot her army a
    mile off. Now run somewhere where there is absolutely noone
    for miles. Wait around and then your army will eventually
    arrive. If you walk backwards by holding down the L1 button
    you can watch your army start to chase after you when you
    get too far away. It's interesting to stand near walls and 
    water and watch your army adopt a new position in accordance
    with the landscape. If I recall Zhu Rong on Dynasty Warriors 3
    has 10 women and 5 guys. Of which when these die they are 
    respawned. Remember of course that all 5 troops of a particular
    unit need to die.
    This is why there are either so many people near a respawn 
    point or none at all. If none come out and the leader general
    is still alive it is because the respawnable part of his/her
    army is still alive somewhere. You can only respawn of which
    that has been lost. Even wondered what all those sparse few
    dots were coming moving about? Well it's the reinforcements
    arriving, this is what your generals are talking about.
    But because they have to walk the entire length of the map
    sometimes, this is why you'll be fighting alone and then
    suddenly a fair few people come out of nowhere. 
    Reinforcements have finally arrived.
    The number of people to respawn differs from every level, 
    every person and maybe even each difficulty level. But if 
    you can manage to hang around a respawn point where all
    the troops need respawning, you'll get a high amount of kills
    very quickly. Lu Bu's respawn point on Dynasty Warriors 3 
    has about 50 coming out of it!
    It's a pity you can't press R3 to see the health of your allied
    troops, or better still, be able to see the morale any troop.
    So you don't need to keep pausing the game to check the map
    over and over again.
    Probably one of the coolest bugs in Dynasty Warriors 4.
    I suggest you read the all of section 3.0 up to this point
    or at least the whole of section 3.5 before reading this 
    part if you haven't already. If you've skipped here directly 
    from the contents you may not understand what I'm taking 
    about, as I will be explaining in great depth why this bug 
    happens as well, so you'll need a bit more knowledge in
    order to get this working, this is so simple to get
    working bug. But believe me, once you've got it and seen
    it in action, it'll be worth the effort.
    Ok, this section expands on the concepts and what we have
    learned from the horse trick described in section 3.4.4
    Getting ridiculous amounts of horses on screen at once.
    I will mention Elephants later.
    The easiest stage to perform this on is the very first 
    stage, the Yellow Turban Rebellion section 1. The one with
    Huangfu Song as your leader. Remember, this is for Dynasty 
    Warriors 4 only. I suppose you could do the first bit anyway 
    you like and on almost any level. But I've chosen this one
    as it is the one I found the easiest, and it's something
    you can follow step by step. Ok, start the stage, and join
    in both players, don't worry if you're playing alone, you
    won't be using the other player, but you will need 2 joypads
    plugged in so you can move the other one a little bit.
    You'll probably want to read this FAQ alongside the game,
    print this part out or if you can play the PS2 next to
    your PC.
    With player 1 choose Huang Gai, it can be with anyone but
    I feel it's best with Huang Gai as you use his bombs to get
    allies from their horses, rather than always having to wait
    for them to be knocked off.
    Choose someone who is in the Shu army for player 2. I 
    usually choose Jiang Wei, but it's best to choose someone 
    who you've completed the game with if you haven't used 
    Huang Gai at all. This is so the Shu player starts in the 
    bottom left and you don't have much walking to do. Do not 
    choose Liu Bei. You need at least one powered player in order
    to do some killing. Ok, I'll imagine you've chosen Jiang Wei.
    But follow you guide anyway and pretend you have, even if 
    you haven't.
    As soon as the stage starts move Jiang Wei to the far bottom
    left of the map, he'll be practically stood there already.
    So you won't have that far to go, just move him far enough out
    of combat. Now with Huang Gai kill a load of troops that he's 
    stood next too, keep attacking until you have knocked the
    general's morale down to 4 stars. Then move towards Liu Bei
    and his army and do the same, and then the same with the army
    Cao Cao is battling. 4 stars with each, if Huang Gai is powered
    up this should take no time at all. If he's not powered up, 
    move him towards Jiang Wei and then use use Jiang Wei or the
    character you have chosen to take out the morale in these 
    armies. Now you've stabled the level so that Cao Cao, 
    Sun Jian and Liu Bei won't lose their battles. They'll win
    but not quickly. The only other thing you'll have to worry 
    about is when soldiers from the mist arrive to attack HuangFu
    Song, for some reason his morale plummets and he will die unless
    you help him, kill the general he is fighting. 
    You should hopefully by then have about 150-200 kills and 
    everyone else in your army should be able to complete the 
    entire rest of the level themselves. They won't ever kill
    Zhang Liao, they'll wait for you to do that. Which should
    give you about 45 minutes of time to mess around with this
    bug. Free from having to save anyone, this is mainly so
    no enemies arrive to spoil what you're doing. You want
    peace and quiet, you're not here to finish the level anyway.
    But to have some and mess around. Don't of course help 
    Huangfu Song yet, only when he needs it. Which should as soon
    as the first army gets killed by someone else.
    Ok, with Jiang Wei find somewhere fairly spacious, don't go 
    right into the gate captain area, find a space where you are
    next to the tents and trees but with a wide open space in 
    front of you. Leave Jiang Wei and with Huang Gai go and find
    Liu Bei, who will be right next to you, not far at all to 
    walk. He should be in battle and should fall off his horse
    quite quickly, if not you could get some enemies to come 
    after you, don't kill them, jump up and down near Liu Bei
    and they'll accidentally knock him off. If he's alone then
    just lay a bomb under his horse and when he flies off it, 
    steal it and take it to Jiang Wei. You should avoid if you
    can bombing Liu Bei as it is very damaging to his health.
    You should only bomb him 5 or 6 times at the most.
    Each time you go back and forth bringing a horse to Jiang
    Wei make sure you get the first 5 in a line, as if they
    were in some imaginary stables, line them up as close
    together as you can, use the L1 button to help you.
    Once you bring the 6th Hex Mark back to Jiang Wei very
    odd things will start to happen. Before I explain what
    to do next or what happens, it's time for me to get
    technical. To explain what is about to happen and why.
    Remember back in this guide I explained to you about
    Z ordering? Yes? Good stuff. If not go back to section 3.2
    and refresh your memory. To summarise, all the people in
    the game are rendered using a Z ordering technique, nearest
    to player gets rendering priority over people further away.
    Although this is slightly different for people in Dynasty
    Warriors 4 and is a bit more optimised, we don't need to 
    concern ourselves with these details. Then I proved to you
    that you could get many many horses on screen at once on
    Dynasty Warriors 3, of which didn't seem to affect the rest
    of the game in anyway. Well it seems they didn't have
    the processing power to spare in the likelyhood of this
    scenario in Dynasty Warriors 4, infact the programmers
    have instead this time opted for the 'pray this situation
    never arises' instead of coming up with a solution. I
    still think the programmers were correct to do this. As
    grouping horses together in this manner is probably
    something that noone would ever think of doing. 
    Except sad old me of course though, exploring all the 
    possible avenues for bugs ;)
    In Dynasty Warriors 4 the horses are rendered using a 
    different approach. Gone are the days of a seemingly
    infinite amount of horses to be rendered like on Dynasty
    Warriors 3. The programmers haven't even attempted to
    do a thing with this problem. No clever Z ordering
    algorithm at all, nowt, nothing.
    The general rule and processing concept is simple.
    There can only be a maximum of 5 horses rendered to
    a screen at once. Imagine there being 5 empty slots
    to store the horses, they're also treated in a first
    come, first served, basis. Remember that, as it is
    important, remember back to our little stable of 5
    Hex Mark horses arranged neatly in a row?
    Well if you imagine running up to Jiang Wei, the first
    horse to be transferred from off range to on range is
    filled in slot one. And then the fifth horse goes into
    the final slot. REMEMBER that as long as these five
    horses remain on screen, this order cannot be changed.
    As soon as one goes the horses are bunched together
    accordingly and another slot is spared. And also remember
    that each screen has 5 slots. Ok, hope you're following
    so far, I'm starting off easy at the moment.
    Now back to the game, once you've got your fifth horse 
    lined up. Make sure Jiang Wei can see them all on his 
    screen. Then line him up as shown below, this is what
    Jiang Wei's minimap should look like:-
    Horses-->      X
     Tail end->    X     <-Head end
    Jiang Wei -->    O
    Remembering of course that horses are not shown on
    the mini map, you've just to use your imagination a
    bit and imagine that if they were shown on the mini map
    then the above is how it would all look. Ok? Good!
    Make sure Jiang Wei is fairly close and that all 5 
    horses are sideways as shown above. Use Huang Gai to
    move the horses around if necessary.
    I'm probably going into far too much detail already, 
    but I want this guide to be fool proof, idiot proof even.
    WARNING : Before I go any further I must stress, DO NOT
    SAVE, when you save it does not remember where you put
    the horses, it remember one at the very most. So you
    have to do all of this every time you wish to execute
    this bug. Although once you've got the hang of it, it'll 
    only take you 5 minutes to do everything at the most 
    when you're ready to wow your mates.
    If you have any horse saddle powerups available then you
    can make your life a bit easier by starting your characters
    on horses or elephants. Thus giving you 2 already.
    Ok, so now you should have Jiang Wei sorted. Go off with
    Huang Gai again, this time for the sake of clarity you
    should get a different colour horse, go and find Cao Cao
    and Sun Jian is they're nearby.
    So what happens when there are 6 horses on screen then?
    You're surely asking this by now. Well it's quite simple,
    nothing at all. The 6th horse is simply ignored, yep,
    it's that easy. So when Huang Gai comes back with a 6th 
    horse Jiang Wei won't be able to see it. Huang Gai will
    be riding around on mid air. HOORAY! 
    Applaude at the legendary invisible horse, attack, musuo 
    get on, get off, all whilst floating in mid air. Of 
    course you can see the horse on Huang Gai's screen, 
    but just not on Jiang Wei's screen. There is no room
    for it to be rendered as all 5 slots have been taken.
    And there's no clever Z ordering routine or nothing.
    You can have Huang Gai positioned right into the 
    foreground of Jiang Wei's screen, a big closeup of 
    Huang Gai in mid air.
    WARNING : If a cut scene comes up then the a check *IS*
    performed on the Z ordering of the horses, of course
    there are only two cut scenes in the entire level.
    So it's unlikely to happen during a critical moment.
    The effects are minimal, the horse order will be 
    changed though. Just be aware then when you skip the 
    cut scene you'll need to do some minor re-adjusting. 
    You can safely pause the game however. That's fine.
    Basically if Huang Gai is up close when the cut scene
    appears. The horse at the back of the line will not
    be seen. This is easily fixed though, simply move
    Huang Gai away so he cannot be seen on Jiang Wei's
    window, instantly the horse at the back will reappear.
    And then when Huang Gai comes back on again, BAM! 
    Invisible horse riding again. But it doesn't stop there
    I tell you, nope, this is just the tip of the iceberg. :D
    Ok, next up I want you to leave that brown horse near 
    Jiang Wei but don't put it into the row, dump it 
    anywhere in the right hand side of Jiang Wei's screen.
    Similar to the diagram below:-
    Horses-->      X
                   X     Y <- Brown horse
    Jiang Wei -->    O
    Jiang Wei if you haven't moved him should not you see
    the other horse, just the five on the left.
    Ok, a few tips here with Jiang Wei, if you ever want to
    reset Jiang Wei's horse slot rendering priority, simply
    hold down L1 and strafe to the left until all horses are
    gone and then move right again. Move in a straight line so
    you can return to where you were stood. Your goal of course
    to make sure you can only see the five Hex Mark horses, not
    the ones on the right. I'd use the direction pad in this
    case to ensure you get a dead straight line. Just to help 
    A few more technical details now. Any horse you can see is in 
    range, you can't see it on your minimap but it's definitely
    in range. You should remember all this stuff for people
    roaming your map from before. However there is a slight 
    difference with these horses. For starters you cannot see 
    them on your  minimap, but they are still in range and 
    processed just like people are. You can turn around and 
    although you cant see them on your mini map, they won't 
    have vanished when you turn back round.
    Anyway, you remember how when troops vanished from the Z
    ordering problem you were no longer able to hit them? 
    This is partly true to horses, except instead the game 
    also requests information from the opposite window. 
    For example, although Jiang Wei cannot see the horse 
    of Huang Gai, because Huang Gai can see it then the 
    game runs as normal. Obviously you cannot see the horse 
    with Jiang Wei but both screens are able to plot your 
    X, Y and Z coordinates in relation to where both players 
    are standing. Because Huang Gai can see the horse it is 
    considered real. So far so good. :)
    Now take Jiang Wei and move him way off screen to the 
    right using L1 to side step. Hopefully you've left the
    horse in the position shown above, if not put it there.
    Make sure Huang Gai is facing away from this lone horse.
    Now move Jiang Wei back on screen, this time you want
    him to be able to see the other horse, and 4 of the 
    other horses. Now with Huang Gai, this is a little more 
    complex. Look at the 5 Hex Marks, once they're all on 
    screen start strafing towards the other horse but making 
    sure all 5 Hex Marks are on screen at once, you may or
    may not find this task hard. Use Jiang Wei's screen 
    to help you navigate, once you are alongside the horse
    release L1 and press X to mount. You've now just mounted
    your first invisible horse. DO NOT MOVE YET!
    Pause the game and I'll explain, there are some rules
    you should know about riding invisible horses. It will 
    only stay invisible as long as the rendering slot queue
    stays the same, therefore you can only move around whilst
    keeping those 5 horses on screen. The tables have turned
    this time, now Jiang Wei is the information giver to
    the other screen, because Jiang Wei can see the horse the
    game gets all the information it needs on to where the 
    horse is in relation to both players. If Huang Gai drops
    a horse off screen then the invisible horse reappears. 
    You must get off the horse and repeat the process for 
    making that horse invisible again.
    Ok so now you've seen a horse go invisible on both 
    screens. One for the rider and one for the observer.
    You're probably wondering why I keep going on about this
    communication between both screen? Well it's important
    because as one screen sees the horse, the logic for
    it remains, for example you can mount it and you cannot
    walk straight through it. If both players cannot see it
    because of looking at the other 5 horses it vanishes , 
    it is still there, it hasn't vanished totally but it's 
    now impossible to mount it or use it. You can try to 
    mount it but you'll just walk straight through where it
    should be. And of course you won't be able to find it 
    in the mini map. It's just removed from view and 
    processing, just like when there are too many enemies 
    on screen. It will be there again as soon as you turn 
    to face it without looking at the Hex Mark horses. 
    So don't panic, it hasn't been deleted from memory.
    WARNING : Never get off an invisible horse that the
    other player cannot see. If you dismount an invisible
    horse it WILL be deleted from memory forever and ever.
    But this isn't true for an invisible horse that you 
    haven't mounted. The general warning is, if you're
    mounting an invisible horse DO NOT GET OFF IT!
    That's why I mentioned putting the five Hex Mark horses
    in a strict order, you don't want to risk losing them if
    can help it. You can still run the horses off range whilst
    they're in this state. But as long as you keep Jiang Wei
    where he is, you'll always know where they are. It's also
    much easier to focus on the 5 horses instead of having them
    arranged in an unorderly fashion. I didn't arrange them and
    lost a few horses, well I hadn't lost them altogether, it
    as just a pain trying to view 5 horses quickly.
    Ok, onto the next bug. I hope you're still paused, I'm
    going to explain this bug before you can try it out
    for yourself, otherwise you'll be wondering what the hell
    is going on. You've probably guessed what I'm about to
    say anyway. So what happens when neither player can
    see a horse and one person happens to be STILL RIDING IT.
    That is of course basically combining both of the 
    previously learned techniques. When this happens the game
    gets seriously confused and does some very odd things.
    When you unpause (don't do it yet) you're going to tap
    down on the direction pad of Jiang Wei's controller to
    turn him round 180 degrees, as soon as you tap L1 his
    view will also turn 180 degrees. Jiang Wei will be
    able to see no horses, Huang Gai will still be viewing
    the 5 Hex Marks, but oh dear. There is no way now that 
    the game can get its vital information about the 
    invisible horse Huang Gai is riding, it's full up with
    5 Hex Mark horses due to that 5 horse limitation.
    The game will now do two things, you can still move 
    around Huang Gai, his coordinates will be remembered
    in memory but the graphics rendering still thinks you're
    on the horse. Huang Gai will not move but strangely 
    enough the camera angle will, you'll instead be moving 
    the camera. Unpause now and have a go, turn around Jiang
    Wei as described. Make sure when you move around Huang 
    Gai you keep L1 pressed, if you move the Hex Marks off 
    screen you'll reappear again and the bug will discontinue.
    You can get some pretty mad views however during this bug.
    You can zoom well far out, just don't zoom out the horse.
    Also don't move too far, you are still moving around
    in memory, if you turn Jiang Wei around then Huang Gai
    will suddenly reappear to where you had last been moving
    him towards, this could be anywhere, it's usually miles 
    away from where he was when you first turned Jiang Wei
    around. Pretty crazy stuff you have to admit.
    Repeat the process, but this time when you press L1 to
    turn Jiang Wei away, make sure you're moving Huang Gai,
    I found it best to just alternately tap left and right
    on the directional pad of Huang Gai as fast as possible,
    this way he turns around really quick but does not move
    from his spot. Then whack L1 on the other pad. If you
    were moving Huang Gai at the time he'll suddenly start 
    having a spack attack as soon as you whacked L1. What's 
    happening is that the computer is rapidly switching him 
    between the next and previous frames in the player motion
    before the game lost its horse information. It won't know 
    which frame to show so it'll just show both. It looks 
    really funny as it flickers at the speed of light. You
    can get some really good mid air spasms to laugh at. 
    Some of which are hilarious to watch :)
    I hope you've got this far, well done if you have, I 
    hope you enjoyed the ride along the way. Ok, lets summarise 
    what we've done so far. First we've had too many horses on
    screen, cheating by keeping a player to watch over them while
    we grab more, then we've had invisible horses and then finally
    mid air spazms. What a great bug eh? I hope you enjoyed it.
    However, I've saved the best till last, that's right, there's
    an even better final conclusion to this invisible horse
    madness. If you've been laughing so far at how funny some of
    these bugs look, then you're going to fall off your seat when
    you see this one ;) 
    You may have already guessed the next bit anyway. What we're 
    going to do next is get more horses. Normally when I do this
    trick I get around 8 or 9 Hex Mark horses and arrange them as
    Horses-->      X
                   X   Y <- Brown horse
    Jiang Wei -->    O
    I only suggested 5 earlier on as it would help clarify things
    in the explanation. The more horses the better, I'd 
    certainly get as many as you need. 10 in total will be
    plenty. The beauty is that Liu Bei is right next to where
    you have been setting up the horses so it's easy to get many
    horses quickly.
    What you need to do is as before, get someone to be riding
    an invisible horse. To do this quickly, remember to get Huang
    Gai to face the Hex Mark horses. Make sure Jiang Wei can see
    the brown horse so that you can use Jiang Wei's screen to get
    on the horse. If Jiang Wei cannot see it then Huang Gai cannot
    mount. Make sure Huang Gai is always focusing on the Hex
    Mark Horses, once he mounts the invisible horse. Put the 
    controller away somewhere safe for the time being. You won't
    be needing to use him again for a while. Right, you'll now
    be controlling Jiang Wei. This is where things are a bit more
    hit and miss. I know roughly how to get this bug working, there
    are two ways of achieving this but sometimes the bug happens
    when I haven't even finished setting. 
    Firstly keep a close look on the screen of Huang Gai.
    Make sure Huang Gai is setup riding his invisible horse quite
    a distance from the other horses. The reason being, you don't
    want for the time Jiang Wei to be looking at Huang Gai at all.
    Try to set up like the diagram below.
    Horses-->      X
                   X           Y <- Huang Gai riding Brown horse
                   X    O    <-- Jiang Wei
    To recap, Huang Gai should have Jiang Wei in view and 5
    Hex Mark horses and be riding an invisible horse.
    For now, I'm not 100% sure what triggers the next bit. What I
    generally do is move back and forth with Jiang Wei, focusing
    on a random set of 5 Hex Marks. You can strafe back and forth.
    Keep an eye on Huang Gai's screen, if nothing seems to be 
    happening turn round and face Huang Gai and view his horse,
    and then repeat the process. You should also try and get both 
    Huang Gai and some Hex Marks in view by moving back to where
    Jiang Wei used to be stood. What we're trying to do here is
    fool the PS2 into a communication error. Whilst you're moving
    Jiang Wei around changing his horse slots, the other screen
    containing Huang Gai will be noting this information and sending
    data back to the Jiang Wei window. For some unknown reason 
    Huang Gai will suddenly jump from the invisible horse to one 
    of the Hex Mark horses. I have no idea why this happens but
    it seems that Jiang Wei's window has temporarily given Huang
    Gai's window false information, this only happens because Huang
    Gai's window has all 5 of its slots full. No other reason.
    You may to persevere to get this working, you might get it
    straight away, often I do, but other times I don't. As soon
    as Huang Gai jumps then immediately STOP! Huang Gai will only
    make the horse jump on Huang Gai's screen, you WON'T be able
    to see his jump in Jiang Wei's window. You've now got the magic
    number of horses on Jiang Wei's window to send Huang Gai's 
    window the false information, now slowly edge your way to 
    the horse that Huang Gai is falsley riding. Remember that 
    you cannot move Huang Gai using the other joypad. As soon as 
    you move on Huang Gai's pad, it'll just move the camera around 
    like before, so don't touch it. You won't be able to ride 
    around on the falsley interpreted horse. You'll need to make
    sure that whilst moving to Huang Gai that you keep the 
    same 5 horses on Jiang Wei's window. You'll need to use 
    Huang Gai's window to check which horse to mount as it won't 
    be shown on Jiang Wei's window. Remember, Huang Gai will 
    only jump to a horse that both Huang Gai and Jiang Wei can 
    see, I have a feeling it could be the 5th horse in both of 
    the window's rendering slots. But that is only a guess. Once 
    you've edged your way to the horse with Huang Gai on it 
    you'll be able to mount it with Jiang Wei.  Yes, that's 
    If Huang Gai does not appear in Jiang Wei's window pick up
    his joypad and attack with Huang Gai by pressing square.
    He'll then appear. Well done, you've now successfully got
    2 people on the same horse, a complex procedure, but as I'm 
    sure you'll probably agree, time well spent. It's just too 
    funny for words. As soon as either Jiang Wei or Huang Gai
    change any of their 5 horses in the horse rendering slots
    Huang Gai will appear back on his own horse again.
    Sadly it's not as useful though for anything gameplay 
    related either. You won't be able to move the horse using
    Huang Gai, doing so still moves the camera angle. It's funny
    to watch Huang Gai on Jiang Wei's window lean from side to
    side as if he's still riding a horse of his own. However
    you can feel free to attack with Huang Gai using square,
    triangle and circle. Get them both to perform a Musuo at the
    same time or charge the Musuo up, it looks funny. If you're
    using a fat character like Meng Huo or Xu Zhu you might not
    even be able to see one character that well. As it stands,
    it looks like Huang Gai wearing Jiang Wei's hairstyle with
    4 arms, legs and two weapons. I'm sure with certain
    character combinations you could have some right
    freak formations.
    Now onto Jiang Wei's pad, you can move the horse around
    with Jiang Wei and Huang Gai will automatically move with
    you. If you have a mate witnessing this event, give the 
    Huang Gai pad to him/her, just make sure they only press the
    3 buttons I just mentioned, they don't want to be touching
    the directions or other buttons. Although you're free of 
    course to change the map, names on/off etc. Just don't
    press the other buttons. What I do is rest one pad over
    each leg and then press the buttons and directions as 
    You've just got to make sure that whilst you're riding 
    around with Jiang Wei that you do not disturb the
    5 horse rendering order. You must keep those 5 horses
    on screen, else Huang Gai will go back to his original
    horse. You've also got to make sure the horse that 
    Jiang Wei is riding does not vanish from Huang Gai's
    screen, otherwise a slot will be available for Huang
    Gai's invisible horse and thus he'll return back to
    his horse. I think you can dismount Jiang Wei and
    Huang Gai still remains on it, but I'm not sure.
    Just make sure you don't face in the direction of Huang
    Gai either, otherwise the window will get the 
    information it needs to successfully put Huang Gai
    back on his own horse. Sadly you can't go any 
    further than the boundaries I've just mentioned. 
    You've got to keep the same 5 horses on both screens
    But you can still have lots of fun, riding around
    on the tandem horse. :)
    So to summarise the confusion between both windows.
    Except I've made it into a crude little story. ;)
    Imagine each person is a cameraman and once they
    have fixed upon 5 horses in their camera lens, they
    no longer have the intelligence to see any more.
    Both windows agree with each other that both players
    are riding a horse. But since Huang Gai's horse is
    invisible there are no more rendering slots, the 
    game gets this information from the other window
    to fill in the missing gap, but struggles when the
    other window cannot provide this information. Then 
    when Jiang Wei's window has no more remaining slots
    somehow (god knows exactly) both windows come to
    a disagreement. When a window has no more slots
    remaining it makes an assumption based on previous
    information and asks the other window if it agrees.
    However when both windows are full, neither can tell
    which argument is true. One says Huang Gai is actually 
    on a horse that Jiang Wei's window can see, Jiang 
    Wei's windows disagrees and quite rightly so say's 
    you're talking nonsense, there is noone on this horse,
    I've been watching this horse all along and I didn't
    see Huang Gai go anywhere near it.
    However when Jiang Wei tries to mount the horse,
    Jiang Wei's window cannot see the information it 
    needs to know for certain whether Huang Gai is
    on his own horse or not. Then when Huang Gai attacks
    Jiang Wei's window admits defeat as it cannot tell who
    is correct and wrongly accepts it has made a mistake 
    and both windows gladly accept that both players 
    are riding the same horse, even though two people on
    the same horse is obviously an illegal operation. 
    However as soon as just one window has a free slot 
    to check the horse layout, they both realise the 
    error of their ways and immediately sort of the 
    mess they've been making.
    That's roughly what is going on.
    I've finally discovered exactly how to make the character 
    do the horse jump. Once you've got one of the characters 
    on the invisible horse and not shown on the other window.
    You need six horses to do this. So seven in total. One
    for the invisible horse. What you need to do is get
    Jiang Wei to view 5 horses and then move in such a way
    that one horse gets left off screen and then another
    appears. This is easily achieved since you already
    have a row of horses. Simply get the first 5 and then
    strafe. As soon as the first horse goes missing and
    a sixth horse appears (still five in total) this is
    the horse that Huang Gai appears on. The sixth one.
    This means you can choose which horse Huang Gai appears
    on, also you can turn around and do anything you like
    with Jiang Wei, even look at where Huang Gai is MEANT to
    be as long as you still have 5 horses on screen. But
    you can have LESS than 5 horses on Jiang Wei's. I
    have finally discovered it does not matter. The illusion
    is only broken if you do two of the following with Jiang 
    Wei:- (Remember that Huang Gai don't move him)
    - The horse Jiang Wei is riding WILL be shown on Huang 
    Gai's window. If it moves off Huang Gai's window then
    the bug will stop.
    - Looking at where Huang Gai is meant to be stood but
    with less than 5 other horses on screen already.
    If you're having trouble getting this work still, or
    it's too complex for you then I've done the work for you.
    I've uploaded a movie file to my website at:-
    I'm sorry for the low quality but it's so the file is
    not large to download. However you can still see the
    double horse mounting bug in action.
    NOTE : This file could disappear at any time. If you
    can't find it any longer, then I have deleted it or
    moved it from my site. If it does disappear and you
    can't get the bug to work, e-mail me and I might be
    kind enough to put it back up for you.
    I still recommend you try getting it to work for
    yourself as it's very cool to experience it for real.
    Anyway, on the movie clip I've got Diao Chan instead of
    Jiang Wei on the bottom screen. As you can see on both
    screens I've left Huang Gai idle but at the very end
    of the clip I make him do his Musuo. Notice how the Musuo
    explosion appears nowhere near either of the characters.
    It is shown in the centre of Huang Gai's screen as this
    is where the game thinks Huang Gai is. You may need to 
    pause the last frame to get a better look. Also note
    that the horse is invisible on Huang Gai's screen.
    The reason why I'm not on the same level as I've told you
    to start on is because I'm doing the invisible elephant 
    bug at the same time. See how neatly I've arranged
    my elephants and horses ;)
    Although this method to achieve the bug is very complex, 
    once you know what you're doing, you'll be able to pull 
    this off with ease. Just experiment, that's what I always 
    do. Amaze your friends with your invisible horse riding
    antics but don't give away the trick like I have.
    Who knows, you might find something out that I've 
    missed. If you do, I'd be of course interested to know.
    You see, Koei probably knew about this problem, or a similar
    one, but the chances of anyone doing the above method as
    part of playing the game. It's not going to happen. As
    soon as both players move all these horses off range, 
    they're gone. For starters what are the chances of being 
    under attack from 5 generals on horses all at the same time 
    and the player not moving from the spot in which they were 
    put under attack? 
    Exactly, it's virtually a non existent event.
    It's something you have to blatantly force, it'll never 
    happen otherwise. 
    So there you have it, hope you enjoyed doing that. 
    Difficult to execute, but a very cool bug none the less. :)
    With elephants it is much easier. Just choose the defence of
    the nanman stage. It's the one at night time. Use the same
    method as before except this time you only need a 3 elephants.
    Only 3 elephants can be rendered at once but it is 5 horses.
    Interestingly the game still renders 3 elephants and 5 horses.
    Having one type of creature on screen does not affect the
    states of the other. Although I'm fairly convinced that this
    affects the Z ordering of the troops, as in less on screen.
    Sadly two people on an elephant isn't nearly as cool, for 
    starters pressing any attack button moves the elephant and
    not the chartacter, this in turn moves the window of
    Huang Gai and this almost always moves the screen far too 
    much, thus stopping the bug straight away. So it really
    is quite useless. Although it's funny seeing the player
    riding the invisible elephant as they're high up in the 
    air and all you can see is their legs. You can even go 
    underneath the character and have a look at their 
    underside by using your bow and arrow. Thus proving that
    none of the characters (including the women) have nothing
    between their legs.
    It's funny if an enemy arrives on a horse or an elephant
    when there are too many already onscreen because the 
    enemy will also be riding an invisible animal. Except for
    some unknown reason they'll be trailing along the floor 
    instead of at the usual height. King Mulu arrived on his
    elephant but instead looked like he was skiing. :)
    3.7 CLIPPING
    Remember how I explained about people disappearing in relation
    to Z order distance as explained in section 3.2?
    Well, it's pretty safe to assume that a character that has
    moved off screen is not drawn.
    Clipping is a term generally used for the drawing of gfx.
    Say for example you have a soldier that you can see but isn't
    fully on screen. Such as half of their head is behind a wall
    or off the edge of the screen. The unseen portion won't be
    drawn to screen as it's been clipped at the edges of the 
    Clipping is a good way of stopping illegal drawing operations.
    The screen that you view is represented in the computers
    memory made up of a series of square dots on screen and 
    represented as slots in memory. So the game cannot draw 
    outside the screen in the way you think it would do as 
    it is an illegal operation and would be overwriting other
    parts of memory. 
    This technique can also be useful for other purposes. For
    example as soon as you get out your bow and arrow a new
    factor is added to the graphics drawing algorithm for the
    game. A clipping range is added to the camera angle of your
    window. In relation to the troops Z ordering, there is now 
    a small field around the player. For example get close
    to one of your bodyguards and immediately get out your bow 
    and arrow, they'll be gone. The game has decided that you
    have moved too close to the bodyguard and therefore too
    close to the bodyguard. Because the camera view is now
    inside your head instead of positioned above you are
    now much closer to the action. Therefore this feature
    is added to stop people getting too close.
    Why does the game do this you're probably wondering?
    Well I'll explain why. You've probably noticed on Dynasty
    Warriors and also on many other games that when you get
    really close to something it can look really blocky or
    blurry. Such as using a sniper rifle on a shooting game.
    It's generally used to stop you from seeing things too 
    close and seeing graphical problems, although it can
    be used to gameplay reasons as well.
    Almost all 3D graphics on any 3D game, including the Dynasty
    Warriors games, they're all made up of meshes.
    The character in Dynasty Warriors, the scenery, they're all
    meshes. A mesh in it's simplest abstract form is a hollow
    object. Remember when you were at school you created a cube
    by cutting out a cross made out of 6 squares and then
    when folded together it would make a hollow cube?
    Like this:-
    Everything in 3D is made out of hollow paper-like structures
    too. Zhao Yun for example isn't a solid character at all. 
    His face, legs and arms, his whole body, it's just hollow.
    Now think back to the cube again, remember how at school 
    you'd colour each square of your cross before sticking the
    cube together? So when you finally stick the cube together
    it would have a nice pattern or picture all the way round?
    Well this is the general principle behind creating 3D
    structures. A flat picture is drawn and then wrapped around
    a 3D structure, but the flat picture is drawn in such a 
    way that when the wrap has taken place, it creates the 
    illusion that it is the object that it is meant to be.
    This is the general simplified theory.
    Now imagine if you had coloured the opposite side of the
    paper. The image or pattern would be contained inside the
    cube and not shown on the outside. In real life of course
    paper is always double sided. This is the same in the 3D
    world of computer games, however it is possible in games
    for only one side to be present. So if we went inside the
    cube we can see from the outside, it would disappear.
    The same goes for a cube that we can only see from the 
    inside. Like a square room, as soon as you go outside the
    cube, it is no longer there, invisible.
    In Dynasty Warriors single and double sided meshes are
    used for various things.
    It doesn't matter if you don't exactly understand, but
    as long as you know everything in Dynasty Warriors is 
    When you're playing Dynasty Warriors you are playing 
    under the illusion that all the characters are full 
    bodied people and for pretty much the entire game (and 
    any other game) this is partly true. 
    For example the scenery is only one sided, the side that you 
    can see. If you were able to walk outside the map you would
    no longer be able to see the cliff as the other side is
    empty and transparent. Of course the game won't let you go
    outside as the collision detection prevents you from doing
    However this is a really simple example since the 
    boundaries of the level are fairly straight and easy to
    check against. However these checks are fairly primitive 
    as they do not take into account character size and style.
    You've only got to watch Guan Yu running very close to
    a wall directly on his right hand side and notice that 
    the end of his spear is inside the wall.
    Another one is to choose Zhao Yun and then say Meng Huo
    as the other player, it's possible to position both
    characters next to each other so that as Zhao Yun jumps
    up and down he is repeatedly poking Meng Huo through
    the chest.
    Though it's pretty much impossible to check for things 
    like this. Since this doesn't affect gameplay however
    it doesn't really matter. But you can still get some
    quite interesting gfx.
    The water and sky are the simplest parts of the level.
    They're completely flat surfaces with a picture of a sky
    or water on them. If you were to go above the sky, again
    there would be nothing on the other side.  
    Another object type is that of a flat surface that always
    faces your view. Can often be known as sprites or quads.
    These are used to display things like the swaying grass
    and other information such as the names of generals.
    You probably might think that these are just printed 
    directly on top of the gfx after everything else is
    drawn, but this is not entirely the case. You've only
    got to encounter a boss that is fighting right next 
    a wall or mountain and see that some of their name 
    and energy bar is obscured into the wall. This is 
    because half of the sprite containing this information
    is also inside the wall.
    Now lets imagine a real life camera man in a film. 
    You could move and point the camera anywhere you like
    but you are unable to move the camera through solid 
    objects such as a wall, person or tree. However this
    is not the case with computer games, anything goes
    through anything. Collision detection does not come as
    standard, it must be programmed into the game.
    This is one of the main problems with 3D computer games
    that use a camera emulated systems.
    When you're playing Dynasty Warriors the view of the 
    camera is set above the player, this is not only so
    you can see behind the player but also so people do
    not appear directly in the camera. If no checks
    were performed on objects too near the camera, objects
    could take up the entire view, if this were to happen
    in Dynasty Warriors not only would you not be able to
    see what you doing, but it'd probably scare you to
    death as well. Imagine if when you went into bow
    and arrow mode and when the camera went directly
    into your head you could see inside of it? That
    of course be an undesired effect, but WOULD happen
    if Koei did not prevent it.
    If you're stood right next to a cliff facing it then 
    you can see it. But if you turn around and also change
    your view so it is now behind you then you can no longer
    see it. If the cliff was textured both sides then you
    would be able to see the cliff and would unfortunately
    no longer be able to see yourself or what you were
    doing, another undesired effect. The cliff would be a 
    complete mirror image of the other side. As if you'd
    painted one side of the paper and the colour had
    stained through right to the other side.
    As far as I can tell everything in the entire game
    consists of one sided meshes, except for horses and
    elephants. I'll explain why in a moment.
    Double sided objects take up twice as processing power
    as single sided objects due to the fact both sides need
    to be drawn. Of course if you don't draw both sides you
    have the added bonus of being able to still see because
    once the camera is inside the object you can still
    see out of it. The benefit on one sided meshes is that
    they take less processing power and thus more objects
    can be put on screen. One of the main reasons why the 
    elephant is transparent is because when it obscures your 
    view you need to be able to see through it but not make
    it vanish during play. If it was not double sided then
    you would not be able to see the elephant at all and
    thus the elephant would be somewhere where you probably
    wouldn't think it would be.
    On Dynasty Warriors 4 the elephant is transparent all
    the time you are riding it when you are moving forwards
    so you can see where you are stamping and the enemies
    in front of you. I'm not sure if this addition was
    necessary to be honest since you can see people on the
    mini map.
    Ok, enough technical talk. Now lets see some action ;)
    This is for Dynasty Warriors 4 but this should also
    work for the other Dynasty Warriors, but since I haven't 
    tested this, I am not totally sure.
    Firstly start a 2 player game and pick Zhao Yun and 
    anyone else for the other player. As soon as you start
    get as close to Zhao Yun as you can with the other player
    and go into bow and arrow mode. Position yourself next
    to Zhao Yun's spear. Don't stand too close otherwise
    he'll disappear in the clipping range and won't be
    shown. If you get it right the tip of Zhao Yun's spear
    should disappear as it comes into range with the camera.
    It will be so close that it'll go through the view and
    you'll be able to see inside of it. Notice how it is
    hollow inside, once one edge is missing, you can't see
    the other half of the spear. You can do this with any
    character that leans their weapon in a direction away
    from them.
    Now get a horse and an elephant. Make sure you are not
    riding them and then get as close as you can near the 
    head. Then go into bow and arrow mode and aim directly 
    at the head. You should now be able to see directly
    inside. You shouldn't be alarmed by what you see.
    For example if you look up towards the top of the elephant
    you will be able to see the saddle, but from the 
    underside of the elephant. Same with the horse, seeing
    as these animals are double sided you are able to see
    the other half of the mesh. What you see is what I 
    explained earlier, the inside texturing of a hollow mesh.
    The clipping tries to prevent this by making sure other 
    objects do not get close to the camera. This is true
    for troops, it makes people too close to the camera
    invisible, but it just doesn't work with animals or
    characters that have weapons that point outwards.
    You can get a better look at your objects by aiming
    at enemies that are at a distance. What you do is aim
    at the enemies and then when you are fully zoomed in
    move the player away from battle with the other player 
    on a horse, gradually pushing the player away from
    battle. You'll need to keep L1 pressed though with
    the zoomed in player at all times. But you're be
    able to focus on things at a much greater zoom.
    The clipping area will still be the same but now you
    have more magnification. Simply put a character
    fairly close and then focus on that character. You'll be 
    able to get REALLY close of views of the people, far
    closer than anything you'll have seen before. You can
    look up close at anything you like. 
    Especially if the other player brings along a horse 
    and an elephant for a close-up inside the bodies.
    Yet again, whilst none of this is useful in any way 
    gameplay wise. You just may find it interesting.
    I suppose not particularly useful tactics. But I couldn't 
    think of a better name for this section. I shall be generally
    explaining a few good game playing tips to help you on your
    Always use the analogue stick for precise movement.
    The direction pad is useless, don't use it. Running through
    enemy territory and aiming yourself up for battle is just
    useless with the direction pad.
    I've actually worn out my left analogue stick in the upwards 
    part of the pad whilst playing this game. So when I push up, 
    the stick often gets stuck in that position, allowing me to 
    run forward hands free :)
    4.2 ITEMS
    Except for Dynasty Warriors 2 you can equip items for use in
    battle. For Dynasty Warriors 3 and Extreme I'd ALWAYS equip
    HP UP
    and on later levels
    HP UP
    I'll explain, bow defence is important, but not until level 3 
    or after as they are too weak on earlier levels. The scroll
    that allows you to use your flaming Musuo. It's the most
    important one, your flaming Musuo is so damaging. Because the
    burning effect gradually inflicts damage, even the weakest
    of characters can do heavy damage to bosses.
    I'd certainly prefer Musuo charge over attack up. You want
    to be doing your Musuo as much as possible as it is very
    effective, far more damaging than just having extra attack.
    I always kill more people with Musuo charge instead of attack
    up in comparison to my mate on a 2 player game, even if he uses
    a more powered up character. Defence, HP and Flaming Musuo are
    the must have 3 items for any character anytime.
    Ignore Musuo up, you want to be able to do your Musuo as 
    frequently as possible as it is a fail safe in almost any
    situation. Being able to do it for long periods of time is
    useless. I sometimes like to play and bow attack up when I 
    have a character such as Yuan Shao that has +60 bow attack on
    his maximum secret weapon. A bow attack of +120 is VERY
    powerful. Combine with the charge arrow fire and it kills 
    almost everyone in one hit. Gate Captains and Generals die in
    5-10 arrows. You can even kill the end of level bosses in 15 or 
    so arrows. Very good and very effective. Then you can finally
    put those 99 arrows to use that you can often have by the end
    of a stage.
    If playing on Dynasty Warriors 4 I'd equip these in order of
    importance as slots appear in your rank.
    HP UP
    -- your own choices --
    You might wonder why I recommend defence up before hp up.
    Think of it like this. If you could double your defence or
    double your hit points the results would be the same.
    Losing 5 hp out of a max of 50 would be the same as losing
    10hp out of a max of 100, depending on which powerup you
    chose. Although the effects are the same on how many hits
    you take. It's a disadvantage when it comes to needing food
    as you will need to eat twice as much to get back to full
    health. So get that smaller bar but with higher defence.
    You also don't want to equip attack up too early in the game
    or at all in early stages as you'll kill bosses too quickly
    and not get much weapon experience whilst fighting them.
    During 2 player games, you will want to be as weak as possible
    because there will be roughly half of the experience going
    round from the bosses, so you'll want to be hitting them
    as much as possible, you could even let them hit you down
    so they use health items, thus allowing you to hit them
    for longer.
    If you have a third slot free early on, I'd recommend speed
    up so you can finish the levels quicker.
    I'd also equip break element as you can get weapon exp from
    bosses even that block, until your character has 5 or 6 hits
    in their weapon and then I'd change to flame element.
    Then you can perform the simple uppercut and then juggle
    burning people to great damaging effect. Lightning is also
    good for characters that have large swings or earthquake style
    stomps. I'd not recommend the other 3 to be honest. As you can
    inflict more damage using the others. But remember that flaming
    attacks are definitely not as strong as they are on the
    other games.
    I don't particularly dislike any character that much.
    My favourite characters are:-
    Zhou Yu, Jiang Wei, Lu Meng, Zhou Tai, Xiahou Dun, Zhao Yun
    In that order. Because of how they look and fight. Not if
    they're actually any good or not. Zhou Yu I find has the best
    selection of moves. On Dynasty Warriors 2 his charge 3 attack
    made him one of the coolest characters to be, and his running 
    attack on the other games is one of the best in the game, with
    its multiple hit potential.
    Of course Lu Bu is probably the most effective character. 
    But he's not one of my favourites as he's so powerful that 
    playing him if a bit dull. I still think he's the best character
    in Dynasty Warriors 2, his moves weren't THAT long range, he
    also has the best voice used ingame in Dynasty Warriors 2 also.
    Jiang Wei and Lu Meng are similar and in fact quite difficult
    characters to use, but I like to be challenged and like playing
    quirky characters, they also look cool too. Zhou Tai is
    generally really effective, I especially love his one
    sided horse attack, making him the best person to ever use
    on a horse. Xiahou Dun is a cool character too in that 
    he steps forwards so quickly when he moves.
    And Zhao Yun, another cool looking character that can be 
    fairly hard to use, but with some quality moves, like Jiang Wei
    and Lu Meng. I suppose Zhang Liao should get a mention since
    he's a lot like Lu Meng. Ma Chao and Jiang Wei, were in fact the
    exact same character in Dynasty Warriors 2, as were Lu Meng and
    Zhang Liao. 
    I used to like Dian Wei on Dynasty Warriors 2 but they just 
    keep making him weaker and weaker and his axe smaller and 
    smaller as more DW games are created.
    I'm not a particularly a big fan of really slow characters 
    like Meng Huo and Zhu Rong though, although these two have
    been made a lot better on Dynasty Warriors 4.
    For powering up characters, I try to find all the +10 life
    up powerups I can but IGNORING all the Musuo up ones. The 
    trick is to have as much life as you can but as little
    Musuo as possible. This is so you can do your Musuo as much
    as possible. Think of it like this, equipped with flaming
    Musuo, when your Musuo bar runs out you have a guaranteed
    number of extra hits. This is very useful, lets take for 
    example Liu Bei, his attack is great, an extra 6 hits in
    his Musuo. One long Musuo just isn't effective because you
    do these extra hits less often. Consider two smaller Musuo 
    attacks which are better than one big long one.
    This concerns Dynasty Warriors 3 and Extreme Legends more
    than Dynasty Warriors 4. On Dynasty Warriors 2, the Musuo
    and health are the same thing, so it's always best to
    get the life up in any circumstances, you just have to cope
    with not being able to do your Musuo as often.
    Lets say you had a Musuo of 50 or a Musuo of 100. Lets 
    imagine that a Musuo of 50 gives you 6 hits, so a Musuo of 
    100 would give you 12. With me so far? Now lets add a flaming
    Musuo powerup to Liu Bei and imagine a scenario where you
    had hit enough enemies to equal getting 100 units added
    to your Musuo bar and then immediately performing your
    Musuo once on full. So for example you'd need to do 2 
    Musuo attacks with the 50 length bar to equal 100. 
    Below are the results:-
    50 = 6 hits + 6 hits
    50 = 6 hits + 6 hits
    Total = 24 hits
    100 = 12 hits + 6 hits
    Total = 18 hits
    and now lets imagine another example. A Musuo of 25:-
    25 = 3 hits + 6 hits
    25 = 3 hits + 6 hits
    25 = 3 hits + 6 hits
    25 = 3 hits + 6 hits
    Total = 36 hits
    and now for 10:-
    10 = 1 hits + 6 hits
    10 = 1 hits + 6 hits
    10 = 1 hits + 6 hits
    10 = 1 hits + 6 hits
    10 = 1 hits + 6 hits
    10 = 1 hits + 6 hits
    10 = 1 hits + 6 hits
    10 = 1 hits + 6 hits
    10 = 1 hits + 6 hits
    10 = 1 hits + 6 hits
    Total = 70 hits
    As you can see for best results, make sure you have a small bar.
    So rather ironically, the smaller your Musuo bar, the LONGER
    you are in it, you can also perform it more often. So shorter 
    is longer. And this is another reason why I also always equip 
    Musuo Charge. This makes you very strong in battle, I pretty
    much always save my Musuo for boss battles, with a small
    bar I can wait till they attack, perform my flaming Musuo and
    then afterwards have it charged up again in only a couple of
    swings to nearby enemies. It really does help your character
    become 3 or 4 times stronger than they actually are, by having
    this invulnerable attack to blast everyone away, almost at 
    anytime too. The burning status effect is also very damaging to
    any boss, even against Lu Bu with a very weak character.
    If you're hitting Lu Bu and barely even making a dent in his
    health, one Musuo can do 50-100 times more damage than this.
    The burning effect will gradually wear down the damage, and
    as long as you keep him in mid air, the burning will continue
    to remove his health. If you combine this with the infinite
    combo trick which I will describe later in section 4.5 you
    can have a boss in mid air indefinitely until they decide
    to jump out of it, you can deal some really serious damage 
    doing this. With Lu Bu I keep doing this to him, normally
    you can't knock him down
    It's easiest with Xu Zhu on a low rank, you keep hitting Lu
    Bu but as soon as you finish you fall down to safety, then
    you can run away easily, charge up your bar by holding down
    circle from a safe distance and repeat the process until Lu
    Bu dies, and it doesn't take too long to kill him either. 
    The burning effect is devastating, I always take on Lu Bu
    now regardless of how weak my character is. With tricks like
    this you can take out Lu Bu anytime, and often without taking
    a hit at all.
    Another great trick to do when you're on a low rank is equip
    the flaming arrow powerup. As Lu Bu approaches perform your
    charge arrow so it'll stun him. Wait till he gets close and
    then fire it, as soon as it hits, immediately start juggling
    him with the infinite combo as long as you can. You should
    aim to be able to put your bow away and immediately be in
    range to start hitting. Then you can juggle his burning
    body, without even needing to use your flaming Musuo. Or
    combine both techniques for a quick victory.
    Although this burning has been toned down a lot on Dynasty 
    Warriors 4, the speed the health bar moves down is much
    If you get big combos on bosses or gate captains you can 
    increase the value of the item you will receive out of it.
    On Dynasty Warriors 2 it doubled every 8 hits.
    So with a 24 hit combo you could get a +8 defence or attack
    out of a +1. But you needed 16 to get a +2 to +4
    So you couldn't just double it once. But it was very difficult
    to get 8 hits anyway, unless you had a 10 second full Musuo
    powerup handy.
    On Dynasty Warriors 3 and Extreme Legends you could only 
    upgrade to a +2, and this required 8 hits or over.
    Unfortunately ignore all this if you're playing Dynasty 
    Warriors 4 as some idiot decided to take this feature out.
    Also, gate captains give you food instead!?!
    It isn't a well known secret that large combos on normal troops
    gives you +50 food or +5 arrows. You need an 8 or more combo
    on Dynasty Warriors 2 and the for the other games 16 or more.
    I swear though the game is biased into giving you food when
    you're about to die and arrows when you have none and have
    already got full health. It seems to always give you what
    you don't need.
    With almost all the characters in Dynasty Warriors 3
    and Extreme Legends. It's possible to keep using your charge
    1 and charge 4 attacks over and over again. To keep juggling
    an enemy forever.
    I've had a 300 hit combo on one boss that I juggled him across
    half of the map before being hit by someone else.
    Useful for getting food out of regular enemies. Some enemies
    attack so fast that you can just attack 3 or 4 times with
    square, stop the combo and then start again.
    It's very difficult to do this on Dynasty Warriors 4 though.
    Especially because the charge 4 uppercut move seems to make
    the enemy come back down at fairly random positions, not
    to mention that the descend of the bodies coming down is
    much quicker. In fact it's so much faster that annoyingly
    some people drop them during their Musuo, Guan Yu springs
    to mind.
    You get bonus points for surviving body guards and surviving
    allied generals. Although you do lose bonus this way too, even
    going into negative values. On Dynasty Warriors Extreme you
    could also get more points for doing combos.
    This is basically doing as many different moves as possible 
    without there being much time taken between each move. 
    This includes all 6 hits, all 6 charge attacks, jumping 
    attack and Musuo. The more you do the higher your combo goes.
    Until you get a perfect score of 100, your highest combo score
    is remember until it is 100. So you can't keep getting 60's and
    then expect 300. The game only remembers the 100's and your 
    next best game. So achieving 60, 80, 100 and then 35. Will only
    give you 135. You need to get as many 100's as you can. Easy
    once you get the hang of it, I've managed to do get scores of
    3000, more than even killing 10 enemy generals or 400ish 
    Getting a maximum of 100 requires you to use most of your 
    moves at least once. Quite easy when you're against lots of 
    people. I'd say the hardest moves to pull off are generally 
    charge 2 and charge 3 moves. SST and SSST. Depending on the
    character. If you're Zhuge Liang, Sima Yi or Xu Zhu. I'd
    forget about even trying to attempt a combo. Xu Zhu is so slow
    and the fan boys can't juggle to save their lives.
    What I generally start off with is a charge 2 or 3 attack 
    within a group of enemies. Then immediately go into a charge 1
    attack and then juggle the same enemy into a charge 4 attack.
    Depending on the character I'd then either wait for them to come
    back down and perform a charge 5 attack or use all six hits.
    Or I'd chase after them by hitting T again and then dive and 
    use the jumping attack hitting the same person and continue
    into a charge 5 attack or six hits this way. By now you 
    should be on 70 or 80, which just leaves a charge 1 or charge 2
    or flaming Musuo to get a 100. You can even carry on trying to
    get another 100 if you like.
    Sounds complex but it isn't with practice. You'll be doing it
    non stop with some quicker characters. What you need is lots
    of enemies around. If you get hit out of your combo, 
    immediately Musuo to carry on the combo, always use the Musuo
    last in case you need to rely on it in this way.
    4.7 9999
    The maximum amount of points you can get from killing enemy 
    troops. Killing 1000 exactly gives you 5000 points exactly.
    Any kill after this mark gives you a lot more points. For 
    example 1200 kills will give you 7500 points. So 1000-1400 
    kills is proportional to points range of 5000-9999.
    1400 kills is the magic number. Anything over 1400, you still
    get 9999. So once you get that amount finish the level. 
    If you kill lots of generals too you can get in excess of 
    15000 rank points. A great way to rank up very quickly. 
    The quickest way to charge up your rank is to start the 
    easiest level and charge directly up to the final general
    of the level. You should get around 2000 points if you finish
    the level in under 5 minutes. Repeating this 4 more times
    gives you around 10,000 more points. Although this technique 
    is far more boring and tedious than getting a high kill
    count, although it does have the advantage that both players
    get this high speed finish bonus, with the high kill count,
    only one player gets it. So you could argue you get around
    4000. Also make sure you equip the strongest bodyguards you
    have, surviving bodyguards gives you a lot of points too,
    and the higher the rank they are, the more you get.
    4.8 ARCHERS
    Archers are another good way to gain extra points. On Dynasty
    Warriors 4 make sure as soon as you start you press select 
    twice so your bodyguards do not move. You'll then get the 
    bonus for them being alive. In Dynasty Warriors 3 and Extreme
    Legends always turn them off. They die far too quickly and
    just eat into your bonus, thus making you rank up more slower.
    On Dynasty Warriors 3 and Extreme Legends any army that is
    8 stars on your own team is practically invulnerable.
    This is especially good if you are in a team with many bosses.
    By killing 2 or 3 generals you give the entire team 2 or 3 
    stars extra. Any sub bosses will also have 8 stars. On many
    levels this means your sub bosses will go around as 
    unstoppable killing machines. If you happen to be part of
    the main leader on your team. Then it means you'll never
    have to go back to HQ and help, no matter how badly you
    are doing in the battle.
    The slight disadvantage is that although it's rare for anyone
    to die on 8 stars. If they are on low health they will still
    die sooner or later. But because they are so high in morale 
    they'll never cry for help and will die without warning. Just
    make sure this is not your leader, don't leave your main guy
    in battle for too long if you can help it. Although this
    will only happen if two armies both on 8 stars collide.
    4.10 MOUNTING
    There is nothing more annoying than trying to mount a horse
    or an elephant and being repeatedly knocked off. You can
    make things easier for yourself by immediately going into 
    your Musuo as soon you mount to avoid being knocked back
    down. Then you can move away to safety whilst in your Musuo 
    Lets face it, unless we're talking about sub generals. The
    rest of the army is fairly useless. Am I right?
    However, that's no reason to dismiss them, although not
    as useful in actual fighting, they are very useful in
    other situations.
    If you're all alone every single archer will target you,
    you're wide in the open, but when you're with your army the
    archers will be firing at all your army, thus the chances of
    you getting hit are quite slim, and even if you are being
    targeted by every single archer, the chances of it hitting
    someone else before it getting to you are very high in a
    big crowd.
    You've probably found it hard yourself to fire at a general
    whilst they're fighting in a large crowd. The same problem
    can also work in your favour too.
    The other great point is that they are great fodder and 
    decoys. If you didn't have an army everyone would come for
    you. Including every single boss, making life for yourself
    very hard. They're best for bosses, a wimp hitting a general
    in the back, even if they cause no damage is great as it
    makes them turn around to whack that person, or at least
    distract them long enough for you to hit them in the back.
    You've probably ran away from a boss before into your own
    army, screaming at your fellow generals and army to come 
    and help you, and then they do. Lu Bu springs to mind.
    He can follow you forever unless he gets hit by someone else
    in your army. My favourite trick is to lure a boss into a
    load of allied archers. Then all you need to do is repeatedly
    attack, they won't be able to block forever as they'll keep
    getting hit by arrows. The arrows won't do much damage, but 
    the boss will be at your mercy, and will die very easily from
    your whacks.
    4.12 NEVER GIVE UP!
    Apart from very rare or very impossible circumstances, such
    as trying to complete the final stage on the hardest setting
    with someone you haven't used before, I think it's possible
    to complete every single level, no matter how badly you are
    doing. You can certainly going through the Musuo mode from
    start to finish without having to charge them up elsewhere.
    The toughest is that of Dynasty Warriors 2, starting from the
    first stage and completing all 5, all on hard. It's very hard,
    but still not impossible.
    Some of my most enjoyable Dynasty Warriors experiences have
    been from situations where only me and the general leader have
    been left, taking on the entire army by ourselves.
    During a 2 player, the 3 of you taking on the entire world
    is a highly exciting experience. This is where the brilliance
    of the double Musuo also come into play, ignore this sentence
    however if playing Dynasty Warriors 4 though, as the double
    Musuo is surprisingly very crap.
    It simply isn't necessary to restart the stage or powerup up
    your character in free mode if things aren't going your way.
    In fact I would consider that to be cheating. For me it's the
    hardest setting all the way, I want the hardest challenge.
    Here are some useful tips on how to survive when there are 
    just you and your leader left. Firstly read sections 4.2
    and 4.3 explained earlier, incase you haven't already. It
    is vital you have your character equipped as best as 
    possible, this will help you a lot in the long run.
    Equipping meatbun recovery up will also help if you can
    spare a slot. True Musuo, Musuo charge up, meatbun recovery
    up, HP Up and Defence Up are the ones I'd always equip if
    I knew a tough level was coming up, although I'd definitely
    have Bow Defence instead of meatbun recovery if the level
    is known to have lots of annoying archers on it.
    Depending on the stage there may be some pots nearby. Save
    these in an absolute emergency, never open them just because
    you're not on full health, use them only when even one hit
    from the weakest person in the whole world would kill you.
    As you never know when the next food may suddenly arrive.
    Since you're basically making the last stand, you won't be
    moving anywhere, you'll be fighting on this very spot until
    the entire enemy army is destroyed, or all of them except
    for the main general.
    Since you're on your own and heavily outnumbered, it's almost
    guaranteed that your leader is on 0 stars of morale and almost
    everyone else on 8. So it's useless even thinking about
    morale boosting, any extra you do get will simply be stamped
    out almost immediately. Your main concern are archers, 
    hopefully you'll have equipped the true Musuo powerup so 
    you'll always be able to perform it. Getting low on health
    will be your biggest problem, not in the fact you are about
    to die, but because you have to stay in the heat of the 
    battle. The very instant that the general you are standing
    with goes off range, they will be guaranteed dead within
    around 10 seconds. So running away isn't an option, unless
    you're on a 2 player game perhaps and at least one player
    can stay guarding the leader. Being near death can actually
    be quite useful as long as no archers are around, you
    can tell when you're near death because your energy bar will
    be red and your Musuo gauge will charge up constantly without
    even hitting anyone, your Musuo bar will charge up at the 
    speed of light providing it is small and you have Musuo 
    charge up equipped. Meaning that you can Musuo practically 
    all the time, the main benefit of course is that during
    your Musuo you are completely invulnerable. If there are lot
    of bosses or archers around you can simply run around in 
    circles and wait for your bar to fill up before attacking.
    Or jump in circles if archers are around. If you're near 
    death it's always best to attack the huge army in hope that
    someone will drop food, ignore the bosses, but reverse when
    you're on full health, go straight for the bosses. Keep the
    army alive as long as possible and therefore preserve the
    food contained within it. On a 2 player game it's best
    for the person on the most health to go for the archers that
    often build up around the edges of the battle ground.
    On Dynasty Warriors 3 and Extreme Legends, getting these
    archers will be incredibly difficult. Finding them will be 
    hard enough because there will be so many people at all
    times around you, use your mini map.
    Even when you do find the archers they'll almost immediately
    vanish due to the Z order problem and then even worse have
    run away without you seeing them. It's best to just dive
    in there, do your flaming Musuo attack and just hope for
    the best. You will kill them eventually, but it'll be
    far harder than normal. You will get shot a lot by the 
    archers in the meantime. Usually the archers will aim for one
    player, often the player who is nearest where the army are
    arriving from. It can sometimes be better for the player who
    isn't been aimed upon to find the archers, not only will they
    not see you coming, but when they do, it'll reduce the number
    of arrows beign aimed at that player. Your health can go
    down very quickly by archers if you don't sort them out quick.
    You can't see them, but they can see you. The biggest problem
    is although the enemy arrows would normally just hit the army
    around you, because there are so many at this period, only
    the army behind you is drawn, you kind of get a half doughnut
    shape of enemies attacking you. As soon as you Musuo this
    doughnut, almost immediately the other half appear.
    Since the invisible people around you are invisible, they are
    also invisible to the enemy arrows shooting at you. In other
    words, the arrows being fired at you from the direction 
    you are facing, they won't hit the army that is stood there.
    It should do, but won't because they are invisible. You can 
    minimise the blow by facing away from where the archers are
    standing, if they're in range behind but not on screen they'll
    hit the foreground enemies trying to attack you instead. 
    But the chances of you keeping the screen still whilst fighting
    are nigh on impossible. You're relatively safe during a 
    1 player when engulfed all around from enemies.
    If one player is about to die, save your game and come back.
    At least if you die you can try again. Double Musuo if your
    best friend in these circumstances, stick together. You
    should aim to have all 3 of you as close as possible. The 
    enemy has a harder time of hitting you this way. As a
    general AI rule, an enemy will fight the nearest opponent who
    is nearest, or the person that hit them last. As you'll be so
    close together it's likely that one player will hit enemies
    going for the other player, and vice versa and this will
    happen constantly. With bosses this is ideal, as they will die
    much quicker. It's also means your leader will get hit less
    often. As soon as both of your Musuo bars are on full, get
    together, get in the middle of all the enemies and let rip.
    Your best friend in these hectic situations are the attack x2
    powerups. Since you're likely to be hitting a minimum of 5 
    people every time you swing your weapon, attack x2 really
    helps you deal some serious damage, even on the hardest of
    The best characters in Double Musuo are Pang Tong, Meng Huo,
    Zhen Ji and Da Qiao. There are two things that these 
    characters have in common, they all have Musuo attacks where
    the character does not move (well at least not very much with
    Meng Huo and Pang Tong) and Musuo attacks where when a 
    person is trapped within it, they are captured and constantly hit 
    until the Musuo ends. They're also one of the few Musuo 
    attacks where whoever you start hitting, will not suddenly 
    disappear from view in heavy crowds like what normally 
    happens during a 2 player game. So once hit, always hit.
    For the first three, their Musuos are almost the same. 
    Except Pang Tong's has a better vertical range and
    has more hits during the flaming Musuo part, Meng Huo and 
    Zhen Ji also have many hits during the flaming Musuo part, but
    because Meng Huo's attacks are from the floor and Zhen Ji's is
    a circular ring in the air, they don't have as much vertical
    coverage and as such can sometimes miss. With Pang Tong 
    however you can have enemies blasting right off the top of
    the screen as his Musuo vertical range is so devastating.
    Da Qiao is less effective as she only has about 45-90 degrees
    range whereas the others have a full 360 degrees. Although
    her Musuo is still pretty effective for its juggle potential.
    You're probably wondering what's so good about these 
    characters and their Musuo attacks. You may have written these
    characters off before as being rubbish if you didn't like
    the fact they couldn't move during their Musuo attacks. 
    Well if you imagine you were Pang Tong and ran into a big
    crowd of enemies and used your flaming Musuo. You'd 
    probably kill all the enemies in the crowd, each of which you'd
    deal 10 to 11 hits. Now imagine doing a double Musuo with
    Pang Tong, whilst the lightning of the double Musuo is
    nowhere near as effective as the flaming Musuo, the fact that
    bodies will be bouncing about all over the place will almost
    guarantee that at least 1 person will be hit 16 times. Thus
    allowing you get some more food or arrows. Put say Pang Tong
    and Zhen Ji together as you have probably the most devastating
    Musuo possible. Each character will be hit for a minimum of
    20 times as both players will be hitting the same enemies.
    Once the Musuo has finished you will have between 10 and 20 
    sets of food and arrows lying around. And that's every single
    time you do the double Musuo. Of course with this food
    supply, you'll never die. You'll be spoilt for choice.
    Although you probably won't have these characters grouped 
    together as all 4 are on different sides and Meng Huo 
    cannot be selected on most of the regular levels anyway
    during the Musuo mode. 
    But even with a combination such as Pang Tong and Zhang Fei.
    The person playing Zhang Fei can go around hitting all
    the enemies that Pang Tong has trapped in his explosion of
    destruction, you could spin round spin Pang Tong and get
    a few hits on almost all of them. You'll probably only get 
    1 or 2 lots of food during each Musuo but this will be 
    fine. Especially considering in normal circumstances you 
    wouldn't be getting any extra. I know I said before that
    you should always aim to have a very low Musuo bar so
    that you can do it often, well in the case of these 4 
    characters I'd say the opposite. The higher the Musuo bar
    the better, sure you won't do your Musuo as often as you
    would want too, but if you get it high enough to be able
    to do 16 hits with the flaming Musuo every time you do
    the Musuo, you'll become an arrow and food creating machine.
    You'll be able to get food every single time you do your
    Musuo by yourself, and during a Double Musuo, be able to
    produce as much food as if the other player were another
    Pang Tong/Zhen Ji or Meng Huo. Da Qiao of course should
    be kept in the same direction as when she starts her
    Musuo so at least for the people you start hitting, they
    get hit multiple times. 
    Zhen Ji are Da Qiao are slightly better characters in 
    general for fighting since Pang Tong and Meng Huo are 
    fairly short range. Pang Tong is a little clumsy also, 
    whilst Meng Huo is incredibly slow at attacking at all.
    I'd have to say the worse characters for Musuo are Zhu Rong
    and Xiao Qiao. Xiao Qiao's is just so difficult to steer, whilst
    Zhu Rongs is just so hard to aim with and the juggle potential
    is none existent. Most people say Xiao Qiao is better because 
    she has a better Musuo, I disagree, and for the reasons I've 
    just mentioned. Xiao Qiao's Musuo is just too hard to steer
    to be 100% effective. Sometimes it is great, other times it
    is not.
    Zhuge Liang and Sima Yi can also be more effective than you 
    might think. They have no juggle potential either like
    Zhu Rong but can hit enemies far and wide due to the beams 
    travelling off into the distance.
    What I tend to do is perform my Musuo in the direction
    my partner is. This is so the lazer beams inflict damage on
    my screen and then inflict damage to all the enemies on my
    mates screen too, pretty much doubling the effectiveness of the
    move. Since I can see the other player, the computer processes
    the beams as far as you can see, and as soon as it appears on
    the other player's screen the computer will process it there too.
    However had I not faced in the direction of my mate so I could 
    see him and fired off screen in his general direction. It's 
    likely they would have been lost, unless my mate happened to 
    be facing me at the same time. As is the general rule in 
    Dynasty Warriors' general processing,
    'Once you've seen it go disappear, it's always gone'
    Fast characters also have the edge, especially ones that step
    forward, Xiahou Dun is probably the best of the lot as not
    only is he quick, he strides forward a lot with each swing.
    Often a boss will try to attack you in the back but you'll
    have walked away by simple attacking. Characters with big
    swings or ones that have big stomp attacks like Zhang Fei and
    Huang Gai are also very effective. This is what also makes
    Pang Tong and Zhen Ji so effective as their charge 6 attack
    is a wide range move like the stomp attacks, except with Zhen
    Ji it is even better as it doubles up as a stunning as well.
    If you hold out long enough you should eventually win and
    have defeated everyone on the map. Sadly, if the last
    general does not come to you, you'll have to give chase.
    And by yourself, it's still possible of course, but it'd
    be nice to have some support. The harder part is over though.
    If you managed to survive then well done to you, you've just
    passed the greatest Dynasty Warriors test, we've done this
    many times though now, and it's become second nature.
    Although in Dynasty Warriors 4, the game is generally so much
    eaiser that you rarely get to be in this situation anymore.
    The best new feature on Dynasty Warriors 4 Extreme Legends is
    the Xtreme mode. With my hints and tips I will teach you how
    to survive for eternity.
    First of all keep playing as normal until you've managed to 
    get a significantly high level in HP/Atk/Def and Musuo up.
    You must also have achieved the Red Hare Saddle to make things
    Ok start off with Lu Bu. He's by far the best character and
    he will allow us to cheat in a way so it's almost impossible
    to get hit. The emphasis of this strategy is NEVER getting hit
    at all costs.
    Our objective is to get powered up as quickly as possible and 
    always choose the stage with the highest level of bosses.
    Make sure you avoid all those novelty levels where you have to
    find a monster and such like. The fire breathing carts are 
    deadly and we want to stick to simple stages where we fight 
    I cannot stress this point enough. NEVER choose the Nanman 
    stages. Your allies are stupid, the poison is deadly, 
    charging elephants are deadly. It's just not worth it.
    You will be more than familiar with the shop and how the more
    items you buy the more expensive things will be. The trick is
    to make sure you don't buy anything until ABSOLUTELY NECESSARY.
    In this way the price will always be cheap. Never buy archers 
    and other crap unit types. Save your money.
    Recruit your allies as quickly as possible whenever you can.
    I'd definitely choose Guan Yu when he is available. He's the
    second best character and as such you should definitely get him
    if you can. Make sure you choose wisely.
    The other good characters are Cao Cao, Liu Bei, Sun Jian,
    Sun Quan etc. Basically any of the characters that are fast and 
    have wide swings. Avoid all of the women and other crap short
    range characters like Taishi Chi. I'd even recommend Zhang Jiao.
    Despite him being fairly crappy in battle you often fight 
    against and boy is he deadly. It's impossible to kill him without
    taking at least some damage so having him on your team means
    you will never encounter him. If you get to around Level 15 and
    you still haven't got 3 good characters in your team then I
    may consider starting again unless someone good comes along
    soon. Make sure you don't collect any female characters during
    those tasks where you have to deliver women to Zhang Jiao.
    Never buy the passes to skip levels unless you're over Level 75. 
    Otherwise it's a waste of valuable experience time on easier
    As general tips equip the fire orb as soon as it is available. 
    Ignore the other orbs. Never use lightning as flying bodies
    can often hurt your own allies.
    Be wary of characters with a fireball as their triangle attack.
    Luckily you can see these characters doing this move a mile off.
    Be very wary of characters like Zhen Ji and Xiahou Yuan as their
    triangle attacks are pretty deadly if they catch you off guard.
    Look out for Huang Gai's bombs!
    The moment you sense a character about to jump and slam 
    into the ground then jumping attack our of the danger or do 
    your musuo.
    Ok, lets start off with the basics.
    Always buy the menacles to give yourself extra points. Do the 
    same with the escort but only when you're got at least 5 hits 
    in your weapon, at least 1 ally and not on a Kingdom stage.
    Out of Lu Bu's moves. Never use S,T to uppercut. It's pretty
    crappy. Also never ever ever ever ever use S,S,S,S,T the 
    chances of this ever hitting are small and the chances of you
    getting hit are high. Avoid it like the plague.
    Lu Bu's S,S,T attack is the best in the game. You move forward
    whilst you're doing it, it swings all round your head and it 
    ends with a stun attack allowing you to do it again without
    fear of getting hit once you've finished the move. Use this 
    move nearly all of the time because it is so effective.
    It's even better once you get S,S,T,T and S,S,T,T,T.
    S,S,S,T is ok but I wouldn't use it when you have allies because
    the damage it causes when knocking enemies flying around is 
    pretty high.
    Lu Bu starts off pretty hard so it will be easy to kill enemies
    even from the start of the game.
    When they appear run towards the centre of each five and perform
    your S,S,T to the character in the centre. In most cases you 
    should kill the other 4 characters in the first few hits but 
    usually this will be enough to completely obliterate the lot of 
    them. Once you've got your fire orb they will be stunned and then 
    you can simply repeat over and over again.
    Your main concern is Archers. If you're surrounded by bosses 
    then run away, if they're alone then jump about like a loony
    until you reach. Then do your Musuo to avoid getting hit.
    Your allies will also help. Archers are your greatest fear
    so watch out for them.
    The trick to never getting hit is to move sideways doing this 
    move when you're surrounded. Attack to the right and then when
    the move finished attack to the left. This will spin the 
    camera round a fair bit and will ensure the enemy never gets 
    the time to attack you as they're often off screen.
    Never attack a boss about to die from the front otherwise you
    might get flaming musoud. Or at least make sure you have
    a musuo spare when attacking from the front so that you can 
    retaliate when he/she starts their own.
    Save your Musuo at all times for archers or retaliating when
    you're about to be hit. Lu Bu powers up his Musuo bar
    very quickly so you will have this in your reserve often.
    While Lu Bu's musuo may not be too effective it's more useful
    because of the way he spins. It's far more useful in True Musuo
    because the final hit causes an explosion similar to the S,S,T
    I'd start off first with Attack up so you can clear the stages 
    quickly. Then you should get defend up when you
    level up to 2 slots. Thirdly get HP up, make sure you equip it when 
    you're on full health otherwise you'll extend the bar as empty.
    For the final slot I'd either use Musuo up or True Musuo 
    depending on how skilled you are. If you find archers to be a
    pain then I'd equip bow defence instead. I feel that Musuo up
    is the best because it ensures that you have higher defences
    against character attacks, but it's up to you.
    Even meat bun recovery up can have its uses early on in the 
    Ok, so from the very first level proceed to clear up as 
    quickly as possible. The first 3-5 levels are a doddle.
    Always discount from Red Hare and walk around on foot.
    Red Hare is useful in Kingdom defence missions and when searching
    the entire level for food.
    Make sure you wear menacles and escort a merchant when
    possible. Refrain from buying attack/defence up powerups
    from the shop. Only buy ones that increase your hit points.
    This is because you'll eventually be maxed out in due time and
    doing so early is just a waste. In the first 10 levels if you 
    find yourself getting low on health take the time on an easy
    level to search all the crates and pots on the stage. Hidden
    somewhere on each level is food. Break open every box and pot 
    you can find. Search the map slowly but religiously to ensure
    you don't miss any. At worst you'll have to search the entire 
    level. You should on average only have to search half the stage.
    Remember that finding a meat bun in battle doesn't heal your
    allies but buying one at the shop does. Make sure you have
    meat bun recovery up when you decide you're going to search for
    the bun on that particular level, this is so the bun gives you
    more health. Remember that time is scarce so be as quick as 
    you can. Occassionally you'll get lucky and find it by accident.
    Allies level up as you do, once you've got at least one ally
    with you make sure they are ALWAYS by your side. In battle
    make sure you attack around them, if possible try to prevent
    them from getting into battle at all. This is not as hard as
    it sounds. The more you huddle together the less hits any
    of you will take. This is really easy when you have 3 allies
    and even better when you have some of the best characters.
    (See the list earlier)
    Make sure you have all of your allies standing by yourside
    before moving into new territory to find more enemies.
    It will give enemy archers a tougher time when trying to hit
    you and make it easier to take out a group of 5 that split
    in multiple directions.
    Only buy meat buns from the shop when you and all your allies
    could do with a top up of health. Once you get around to Level
    25 or so things should be getting tough, by now you should
    have a Kingdom of your own. Once this happens you will have
    a kingdom defence mission every 5 levels. This is when you 
    should buy your health up items unless it's an emergency 
    because shops are very cheap in your own kingdom. There is 
    always an elixir on stand by and you can buy around 50 
    because they become even remotely expensive. From now on you
    should concentrate on only healing yourself at every kingdom
    defence mission.
    To fight a boss on your own simply perform the S,S,T attack
    but trying to maneouvure yourself around the boss behind them.
    By the time you get to their side you should have done the
    stomp move in which time they will be staggered and open to
    receieve your attacks. If they're on fire then try to juggle
    them as long as you can.
    If your allies are helping you pummel the boss then victory
    will be easy. Whilst the 3 of them are pummeling into the 
    front of the boss and having their attacks guarded. Simply 
    cruise around the back and attack. They can't block from all 
    directions. Alternatively if the enemy is in a dead end and 
    you're feeling brave you should press triangle to perform
    a grapple, it's unblockable and will therefore will stop the
    player blocking. The throw will fail because your allies will hit 
    the  player out of it, but it stops the boss from blocking and 
    allows you to continue the juggling. Just don't do this
    move with other enemies in the area. Whilst juggling a boss
    in safety I would recommend using the S,S,S,S,S,T,T,T,T,T
    attack, especially if they're on fire because this will
    reduce their health significantly.
    In almost every other situation just perform your S,S,T
    move to the right and then to the left and just keep doing this
    over and over again and noone will be able to get near you. 
    I've managed to do about 10 levels in a row without taking a 
    single hit. ALl the while with my money increasing.
    In Kingdom defence missions things are a little tricky.
    Your allies split up and as such are at high risks. I would
    recommend you immediately ride over and help each ally in 
    turn. Preferably the ones with the least health or the nearest.
    This all depends on if you've just healed all your characters.
    As long as you can hold out every 5 missions before healing 
    your character then you can go on forever. I've got well over
    100 stages cleared and although I've bought the elixir a fair
    times I've got a ridiculous amount of money and all my allies
    Unfortunately I eventually just got bored of playing this 
    mode because it goes on forever.
    If you're worried about doing badly on a level then I suppose
    there is nothing stopping you from resetting the ps2,
    backing up your memory card save onto another card and then
    retrieving it if you died.
    5.0 MY VIEWS ON
    Before you even begin to read this section I must stress that
    I still really like enjoy playing the new Dynasty Warrior 
    games and this isn't an attack against anybody. 
    Up till DW3 Extreme Legends the game just got better and 
    better, until 4 where some things did get better but with 
    the result of some getting worse.
    Dynasty Warriors 4 is just slightly more less than perfect.
    It'd be nice if someone at Koei should find this FAQ and read
    the following and take note.
    I'd still recommend you to buy Dynasty Warriors 4 if you don't
    own it and only have the earlier versions. But don't expect 
    much more.
    The DUEL!?!
    Probably the most annoying and useless feature ever.
    What on earth where Koei thinking adding this to the game.
    The idea sounds great in principle, having a one on one duel.
    But the fact you suddenly teleport to the middle of nowhere
    to have a duel in an arena, breaks up the continuity. 
    And the duel music is just a 3 second looped track.
    On a 2 player the other player has to just sit and wait.
    When you finish the duel you suddenly appear back in the 
    battlefield, as if it was all a dream. Ridiculous!
    You can't just simply refuse them as every army in your force
    loses a star of morale, as they do also if the duel goes 
    to a draw. And you can't turn duels off either.
    If you die in a duel, then it's INSTANT GAME OVER!
    And the enemy can even CURE THEMSELVES in the duel, whereas 
    you cannot. But these energy bars are nothing to do with
    your normal health either. And I've already discovered a
    way of beating the opponent everytime without being hit
    with most characters, almost a cheat in itself.
    All you do is do small jumping attacks at the enemy and once
    you've jumped behind them, turn and whack them in the back.
    But don't knock them down, just hit a few times then stop,
    and repeat. The enemy never fights back and therefore dies
    very quickly and easily, this can be done with almost
    every character in the game, even slow ones and can put
    any enemy to death without taking a hit
    I can't think of a single good reason for this feature at all.
    It just makes the game even easier, and since you can cheat
    and win everytime, it just makes a mockery of the overall
    game engine.
    In Dynasty Warriors 4 you gained weapon experience by fighting 
    bosses to charge up your weapon, you can't appear to find 
    The fun thing about finding weapons in the previous two 
    Dynasty Warriors is that they had random statistics added to
    them. So you can almost customise your character slightly.
    Keep the weapon that had the parameters/skills you liked the
    most. You can't even equip old weapons, incase you wanted a 
    challenge of only using 4 hits on a particular level. And 
    you can't even get weapons or items for bodyguards anymore. 
    Another step backwards in my opinion. It was possible to find
    better weapons for Ma Chao and Jiang Wei by finding new 
    weapons. I also liked to choose low hit weapons when I
    am playing on a 2 player with a playing who is using a new
    character, never used before. Because otherwise one player
    is so strong that they end up getting all the experience
    and leaving the other player behind. Which makes the game
    kind of dull for both players. One getting too much action
    and the other winning battles with ease.
    The linear weapon experience provides the game with a very
    effective but unfortunately very dull experience.
    The fact that levelling up each character ALWAYS gives you
    the same stats makes there nothing to look forward to 
    finding. There is pretty no much no reason to ever use a 
    character again once they have full experience in weapon 
    and rank. And only being able to find your best weapon
    when you are on full weapon exp, what is the point in 
    that? It was better on DW3 being able to get any weapon
    anytime, therefore you could pick it up on your way
    to completing the character in the first place.
    The game isn't particularly that hard either, even on the 
    hardest setting. And hard is the hardest setting, there 
    is no very hard mode like on Extreme Legends.
    So you may find yourself not breaking into too much of a 
    sweat. It's even possible to complete some of the tougher
    levels with a character you've never used before. Even the
    last level isn't too challenging.
    On some levels the colours looks better on Dynasty Warriors 3.
    Especially the Yellow Turban Rebellion levels. The colours 
    often look really drab. And the menus, especially
    the map screen, they're really dark and black. They look
    terrible. Why have these graphics been made worse? 
    Similar to the weapon problem, but why are the items in 
    levels and not in numbers. How much health does a Level 7 
    HP UP give you for example?
    It doesn't even show you how much extra attack or health you
    get when you equip. Why?
    I also felt that the elements that were attached to your 
    weapons should have been activated during Musuo and not
    charge moves. I mean, I barely use my Musuo anymore.
    I sometimes never use it because you can do more effective
    damage by using your normal attacks.
    It seems exciting at first, unlock 6 costumes in total for 
    each character. WOW GREAT!
    Well first of all there are a maximum of 3. Just a different
    colour in each. The final two are just the original 
    costumes in Dynasty Warriors 3 and with some characters
    2 of them are so patronisingly similar.
    Thankfully the last two are there because I've found with 
    that almost all the characters, their costumes on Dynasty 
    Warriors 3 were better.
    So for some characters it feels like they just have one
    costume. Huang Gai for example, his 3rd and 4th look just
    like his 1st and 2nd. I had to stare closely to figure out 
    what was different, a single shoulder pad. I'll really
    notice that in battle. Whilst others such as Lu Meng, Zhou
    Yu and Zhao Yun are exactly the same but with a slightly 
    different hairstyle or hat.
    Most of the starting costumes look stupid.
    Dong Zhuo for example looks like a performing clown.
    Whilst Zhang Liao, Meng Huo and Zhu Rong are participating 
    in the silly hat contest.
    There are a couple though like Cao Cao, Xiahou Dun and Zhuge
    Liang who look better. What I believe Koei should have
    done was to keep the Dynasty Warriors 3 costumes as the
    starting ones and then have the other 4 costumes as 
    unlockable costumes. Because the since the second 2 are
    practically the same as the first 2 and the final two
    are just the original costumes, it doesn't really give
    you that much incentive to get all of the costumes with
    each character.
    The music on the whole is just as good as the previous 
    versions, it's an all new line up of tunes. Some are just
    brilliant, some if new better than the previous versions.
    There are also some more oriental sounding tracks adding to
    the action. However some are just really really terrible 
    and don't go well with the game at all.
    The duel music is the worst, it's just so repetitive and
    the music for the Nanman stages is just as bad, except of
    course you have it for the duration of the level, instead
    of just for a minute like you do with the duel music. Very
    repetitive and annoying. And then there is the Yellow
    Turban Rebellion, one of my favourite tunes on the other
    versions. However this time they have replaced it with an 
    ambience style tune with a lady badly trying to sing in 
    harmony. The Hu Lao Gate also suffers as well, not in the 
    symphony itself, but in one instrument that sounds exactly 
    like the instrument used in the Mars Attack film. 
    I'm sure you know the one I mean.
    What was wrong with the original voice actors? Most of the
    new ones are not really that great. I still think the voices
    of Lu Bu, Zhao Yun and Zhou Yu were best on Dynasty Warriors 2.
    But why change them from Dynasty Warriors 3 and Extreme
    Legends. They were find as they were.
    With only 1 ending per army. And 4 extras. You don't need
    to finish with everyone anymore. Which is a bit of a shame.
    So combined with the weapon system, you may yourself not 
    needing too or wanting to finish the game with everyone.
    What happened to the try and get to 100 points in a single
    combo idea?
    And lastly, Double Musuo! Why is it so crap, not only in
    how it looks but also in its effectiveness?
    The minute you hit one enemy all the others fly away leaving
    you to sping around hitting nobody.
    I didn't have big expectations for Extreme Legends after being
    fairly disappointed with Dynasty Warriors 4.
    Let's start off with the big guns.
    No new characters.
    Not even 1 :(
    No new body parts for the 'create a warrior' mode. 
    Not even 1 :(
    Sadly the duel is back and it still can't be turned off. 
    Thankfully the duel music has been improved which is a relief.
    I'd like to think enough people complained to get it changed.
    But you can still cheat against the computer just like before. 
    Thankfully the very hard mode is back which at least makes the
    action almost as fun as it used to be on Dynasty Warriors 3. The 
    archers are now rock solid and just as annoying as they used to
    be on Dynasty Warriors 3 which is great news. (I never thought
    I'd ever say that)
    I feel though that I have to play the game on very hard
    just to have fun which is a shame because you need to keep 
    adjusting the difficult in order to find various weapons in 
    the game. The game still lacks the excitement of Dynasty 
    Warriors 3 because the enemies don't cluster like they used 
    too. The double Musuo still sucks in every possible way.
    Lets move onto some new features. The Arena challenge!
    A whole mode dedicated to the duel. Nooooooooo! The less said
    about this mode the better.
    The Legend mode seems a nice idea in principle but with every
    character having only one level it seems a bit of a let down.
    I can remember getting the game and choosing Jiang Wei and 
    getting excited about the thought of each character having their
    own adventure but then getting disappointed when I had completed
    the game so quickly.
    The best new mode is by far the Xtreme mode, the most original
    and innovative mode and one that you will play for more than 
    5 minutes, like you will never do with the new challenge 
    mode courses for example. You can buy things in shops, choose
    which allies follow you around, choose your level and turn on
    your allies. Great new features and great news for the game. 
    Unfortunately there is one problem with the Xtreme mode that 
    sadly lets it down significantly. 
    It never ends!
    The game does get harder but then when it is on maximum it never
    gets any harder.
    What makes it worse is that when you die you lose all the items 
    and you have to quit your game to get the items. This is just 
    stupid because then you've lost your progress completely and you
    have to start all over again from the beginning. While I like the
    idea of the non linearity, the fact that the mode is quite pointless
    and never ends never gives me any satisfaction of achievement.
    If you follow my guide to surviving indefinitely in this mode then
    you will have to endure the boredom forever.
    Oh yeah I forgot to mention the other big disappointment with this 
    mode. Just like most of the other new modes, 1 player only!
    There are so few settings that you can't even play the Musuo or Free
    modes without owning Dynasty Warriors 4. Musuo mode is the main 
    mode in the game and yet you can't even play it! 
    Owning DW4 Extreme Legends on its own would suck big time.
    I feel now that there are too many things to unlock in the game
    and with there being no clues whatsoever on how to achieve these
    achieving them without looking at a guide is just pure luck.
    And why would you want to unlock them all anyway?
    You're just going to full up your your slots with the 
    HP/Atk/Def/Musuo up items whenever your slots become available and
    by the time you're on maximum rank you'll be powerful enough for
    most of these items to be never be needed.
    The best new features in my opinion were the improved duel
    music and the very hard difficult setting but these were 
    features that should have been there in the first place.
    I want to love this game to bits but sadly I can't. It's still
    a good game but not as great as it used to be. I feel the series
    is definitely on the slippery slope.
    I hope the next Dynasty Warriors game improves significantly
    in order to save it.
    The final section contains some stuff that I think would be
    great additions to the Dynasty Warriors series. It would
    be nice of someone at Koei would happen to come across this
    FAQ and maybe take some of these into consideration.
    I've noticed that on Dynasty Warriors 4 during the Yellow
    Turban Rebellion and Hu Lao gate sagas that the two sub
    generals in each of the 3 kingdoms are completely random.
    Depending on which characters you have unlocked.
    There are other levels though that are similar, such as the
    Nanman sub bosses. What I think would be a great idea is that
    when you are equipping all your items and changing 
    bodyguards there should be an extra menu added.
    If you choose Liu Bei, Cao Cao or Sun Jian (Could be for
    any character really, or an unlockable feature maybe) you 
    could choose which two sub generals you would like in your
    team. It'd be great for the players to be able to choose
    which characters they would like to accompany them on the
    level. I also feel that this would be an easy feature to 
    implement as it would not affect the ingame processing, 
    just the setup of the level before the stage starts.
    Although the select button is used for changing the commands
    of bodyguards. I think it'd be great if you could press 
    select next to a stationary allied officer to make them get
    off their horse for you to have. I've often wanted them to
    get off their horse so I could get somewhere quicker. What
    a cool feature it would be to be able to give instructions
    to bosses like this, you could also make it so Lu Bu refuses.
    I don't really want to have to blow them off their horses
    with Huang Gai's bombs all the time. And that's just a 
    solution for one character only.
    6.3 R3 MENU
    I don't think the R3 button used to announce yourself it 
    isn't effective at all. I also confused it with being able to
    summon up a duel. Which of course is not the case. Instead
    I feel it should, when pressed and held down, display
    all the generals in the entire level in text format.
    How much health each general has and what their morale is.
    It should also remove all units from the large map except
    sub bosses so you know where all the bosses.
    This is so you don't have to keep pausing the game and going
    into all the menus to check out this info. If you had a 
    simple drop down menu during a 2 player game this would stop
    having to keep pausing the game and checking things all the
    time. It can get a bit tedious when the other player keeps
    pausing the game to check out something, getting this 
    information in real time would be great.
    This would improve the overall flow of the game and
    not make it into a stop and start affair. The menu could
    maybe even display what the health is of all the allied 
    bosses and sub bosses and have ???? bars next to the enemy 
    generals. I'd also like to see the number of total ko of
    each general too.
    If anything it'd at least give the player something to read
    whilst they were on those long tedious horse treks/walks
    up to the next battle.
    Yes, auto aim. That feature where the game decides who
    you should be aiming for. It always messes up my combos. The
    number of times I've had 15 hits on a dead guy and then auto 
    aim takes over. It starts to turn me around to fight some 
    other person who is nowhere near me, thus ruining my combo.
    Or 7 hits on a gate captain when one of the gate captain's
    body guards try to attack me. Surely the fact I'm holding
    directly up on the analogue stick should be a clear 
    indication to the game that I want to be moving up, not to
    start turning left, I'm pressing up, not left.
    It should be like during a Musuo, you're free to go 
    wherever you want, or at least the feature to turn auto
    aim off would be nice. But as soon as you hit someone, 
    that's it, you have to carry on hitting that person only.
    You can't change direction, which is a shame.
    It's maybe best for people using the direction pad as it
    substitutes for the lack of 360 motion like on the analogue
    stick since the direction pad only has 8 directions.
    But surely some sort of check could be made to see if the
    player is using the analogue stick or not.
    This is probably the biggest gameplay gripe I have, I feel
    like the game is playing for me when auto aim takes over.
    Or a feature to turn auto aim off.
    What else can I say? An on and off feature in the general
    options would be nice, next to turning the events on and
    off. I also think you should be able to press R3 to escape
    or surrender in a duel, instead of having to run in circles
    until the time runs out. Although I wouldn't be too upset if
    duels were taken out altogether to be honest.
    6.6 MORE INFO
    I feel that a bit more info should be displayed at the end
    of the stage. For example I feel that the number of kills
    for every general in the battle should be shown. Just like
    on Dynasty Warriors 2, I'd find that an interesting static
    to read, also how many losses (total kills) were suffered
    on each side would be good as well.
    I think a better survival would be exactly that, survival.
    Not survival where you have to run around the map. Similar
    to the balancing act stage, instead of being on a platform
    you should be in a square room with 4 entrances and respawn
    points at each end that you cannot seal. That would be it,
    the highest number of kills in one energy bar and 90 minute
    time limit would be the top score. The troops/bosses/flame
    erupting carts should always be spawned in exactly the same
    order so a feeling of true progress can be achieved.
    I also feel like this should be a 2 player mode as well, 
    a highscore for 2 player games and one for 1 player games.
    This would be an incredible feature in my opinion. No 
    strategy, just pure action and survival skills, one for the
    true die hard fanatics. Maybe even a highscore internet
    ranking password too could be added? 
    Classic :)
    No, a general as a bodyguard, not a general bodyguard. I liked
    the feature of having a general as a bodyguard on Extreme
    Legends. But this feature was almost useless since you could 
    only use it on a 1 player game and free mode. I've noticed
    the same behaviour is also present in Dynasty Warriors 4, such
    as in Lu Bu's revolt where if you are not Lu Bu, Lu Bu follows
    you around religiously like a bodyguard does, even on a 2 player
    game, so surely this feature could be added to the next game, 
    and also allow it to work during Musuo modes and 2 player modes 
    as well.
    There should also be more ways to customise your bodyguards than
    just choosing a colour. More faces, legs, arms, hairstyles for 
    the create a general mode would be great as well.
    When you're playing and you kill a general or get 50/100 etc
    kills. You're often congratulated by other generals, the same
    when you encounter in person generals that are on your team.
    But why isn't this the case with sub generals? If all your
    generals die except for the main general then only he speaks
    to you. It's worse when you are the leader because there is 
    no speech at all ever again. I feel that sub generals should
    also speak up and have their say at the relevant moment.
    Such as during the Yellow Turban Rebellion and Hu Lao Gate
    where there can in Dynasty Warriors 4 be a whole ton of 
    other generals that could congratulate you, in each of the 
    main three kingdoms.
    Although I have noticed in Dynasty Warriors 4 that character
    bosses in general say something to you as you walk past them. 
    Split screen between two PS2 units. 2 playing on each, 
    that'd be incredible...........well...........I can dream ;)
    ================== Dynasty Warriors 2/3/4 ===================
    ================= Shin Sangoku Musuo 1/2/3 ==================
    =============== Advanced Game Mechanics Guide ===============
    ========================= FAQ V4.0 ==========================
    A FAQ by ENAY (41342 words)
    V1.0 August/11th/2003 - First Version
    V2.0 August/18th/2003 - Added more info and sub categorised
                            longer sections, many new sections
                            have been added also, along with 
                            extra info in existing sections.
                            This FAQ was big enough as it was,
                            but now it's twice the size. :)
    V3.0 August/24th/2003 - Not much this time. Added some stuff
                            Fixed a few grammatical errors and
                            added more information to the 
                            section with the invisible horse and
                            an extra section about clipping.
    V4.0 Sep/14th/2004    - Fixed more grammatical errors and added
                            some more information concerning
                            Dynasty Warriors 4 Extreme Legends.
    This document is Copyrighted 2004 ENAY.
    Dynasty Warriors 2/3/Extreme/4 &
    Shin Sangoku Musuo 1/2/3 are trademarks of 
    Koei (c)2000/2001/2002/2003/2004
    The latest version of this FAQ can always be found at:-
    A number of people have e-mailed me saying they they loved 
    reading my FAQs so much that they would like to pay for it.
    I found this to be quite weird at first but I certainly 
    wouldn't say no to a bit of cash, no matter how small! 
    So if you would like to donate me some money then donate
    to me in UK pounds using Paypal at:-
    I *REALLY* appreciate your support and it further inspires
    me to write more pointlessly indepth FAQs for other games
    as well as to maintain old versions.
    Thanks again :)

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