Dynasty Tactics 2 FAQs ----------------------------ToC000------------------------------ Table of Contents Table of Contents ToC000 Introduction Int001 Getting Started GS002 General Tips GT003 Liu Bei Main LBM004 Liu Bei Epilogue LBE005 Cao Cao Main CCM006 Cao Cao Epilogue CCE007 Sun Ce Main SCM008 Sun Ce Epilogue SCE009 Lu Bu Main LBM010 Lu Bu Epilogue LBE011 Items It012 Tactics Ta013 Skills Sk014 Unit Types UT015 Officers Off016 In Closing IC017 ----------------------------Int001------------------------------ Introduction I started creating this walkthrough because as I was playing this game I had many questions come up and there were no answers to be found from a quick search on the internet. I had completed two and a half scenarios before I committed to making this single source that answered all the questions that came to my mind regarding this game. First and foremost, I do not go into detail about enemy army locations or attack plans. This document is not for providing step-by-step instructions for getting one through a mission. This guide is here to provide non-obvious information. This guide is for reference, to help you make your own choices by providing a little advance warning and save you a good bit of time. The copy of this game that I have did not come with an instruction manual, so I had to figure out everything that was not directly conveyed to me by the game. I am a veteran of the Dynasty Warriors games, so I came to this title very familiar with many elements of this game. On the English server of the game Dynasty Warriors Online my character's name was Valgore.CL1. ----------------------------GS002------------------------------- Getting Started I have the Playstation 2 copy of this game, so I cannot say what, if any, changes were mode for the PSN version. Map Controls X Select/confirm Square Mission information Triangle Cancel Circle Select capital (from anywhere) R1 Cycle through locations with your officers (army or spy) R2 List of your officers, in menus shows more information L1 Cycle through locations with your officers (army or spy) L2 List of civilians on the map Right Analog Not used Left Analog Not used Start End turn window Select Menu Battle Controls X Select/confirm Square Information (officer details) Triangle Cancel, center camera and cursor on acting unit Circle Switch tactic R1 not used R2 Tactic information L1 not used L2 Show/hide officer names and troop count Right Analog Camera angle Left Analog Forward - zoom in, back - zoom out Start Show/hide controls Select Menu Liu Bei Prologue This is the only prologue and this scenario functions as the game's tutorial. Stating it again, I will not go into the minutia of how to play this game. ----------------------------GT003------------------------------- General Tips Visiting a town To visit a location, an officer has to end the previous turn there (or start there if it is the capital for that mission). When you have one or more officers at a given location the option of visiting becomes viewable. The Barracks can be accessed at any time by any officer, and is where tactics can be purchased. The second option can only be done once per turn, and that is visiting said location and speak with the locals. Mostly they will give some tips on playing the game. If a Mystic is present in that location for that mission, that option will be present. An officer can only visit once per turn. There are four types of towns in this game. Small locations that do not change color depending on the controlling force. Square locations that have roof tiles that will change depending on controlling force. Rectangle locations with color changing tiles. Two-level rectangle locations with color changing tiles. The first two are called Villages. The latter two are Towns. If the location being visited is listed as Village, there is a chance that a villager will tell you about a group of bandits, and a group of bandits will appear on the map. Tis is useful if you have plenty of turns to spare and want to level up your units. I think the location where they appear is set my the mission, but I can't confirm that to always be the case for every mission. If the location being visited is listed as Townsquare, there is a chance that your officers will practice against each other and the officer visiting will get a small stat boost to War, Int, or Lea. Clearly this requires that two or more of your officers are at the same location. As far as I can tell which stat gets the boost is random and the value also varies from 1-5. My rough estimate is that training occurs about 1 out of 5 visits. It may not seem like much, but since this is the only way to raise stats other than leveling (and the number of levels is limited) I found it to be helpful and made use of it when it was convenient. If you missed or forgot to visit a Mystic that gives an item, they can be found in later missions in one of the 'no one home' locations. Stats All officers have three primary stats War, Intelligence (Int), and Leadership (Lea). These stats primarily effect the % chance said officer has of executing a given tactic in battle, and possibly how much damage said tactic does. The question of how much damage is dealt is a fuzzy one because there are many complicating factors, so I cannot state definitively one way or another. Other than effecting an officer's skill at using certain tactics, they also play into the officer's attack and defense stats. War effects an officer's attack stat. Int and Lea effect the defense stat. All three also effect the officer's starting moral. The Lea stat also has another, very important function. When a given officer is selected to be the Commander of an army, their Lea stat determines how many other officers they are able to take along with them: Lea 0 - 10 = CS 10 -19 = CSS 20 - 29 = CSSO 30 - 39 = CSSOO 40 - 49 = CSSOOO 50 - 59 = CSSOOOO 60 - 69 = CSSOOOOO 70 - 79 = CSSOOOOOO 80 + = CSSOOOOOOO C = Commander S = Strategist O = Officer Units selected as Strategists in a given army have two special abilities when in battle: Link and Chain. Link When a Strategist uses a tactic they will be prompted to use or link the tactic. The second option puts the tactic and the tactic's target on hold and passes the turn. The purpose for doing this is for using a tactic that has a lower activation percent, and it will trigger the next time you use a tactic, chaining them into a combo, taking advantage of the boosted chance. A link can be broken if the Strategist is attacked or if the unit/s under the effect of the link turn comes up. There is a hint in the game that a Strategist with high Int can keep a unit from breaking free of a link, effectively forcing them to skip their turn. I did not use them so I cannot comment more on that point. Chain This is a command that lowers the Strategist's moral by five, but grants the chain ability to all ally units within the area of effect. The area effected is related to the Strategist's Int stat, making high Int officers ideal if you seek to make use of this. The chain ability allows a given office to use all of their tactic in succession, providing they are valid moves. The chain ability is visible as a blue glow around the unit's hands and effects the unit until the end of their next turn or until the unit is directly attacked (tactics and special commands will not remove this ability). While I did not build my units around the use of this ability, I can see how it could be used to great effect. Levels At level 10 all officers unlock the final tactic slot. After level 10 no officer that I observed gained any more unit types. Thus the last five levels are only gaining said officer stats. That being said there is a 16th level. Only one officer per scenario will get that last stat boost. It appears to be given to the first officer to reach the required number of Deeds. Deeds are the experience points for this game. When an officer successfully uses any tactic they will gain 3 Deeds. A defeated enemy unit will grant Deeds based on the defeated unit's level. There is a bonus factor for creating tactical combos. 1 tactic = 3 Deeds, 2 tactics = 8 Deeds, and 3 tactics = 13 Deeds. Given that significant bonus, I made it a standard practice to box in the enemy Commander at the end of every battle and make a combo with as many of my units as possible. I frequently achieved combos of 9 or 10 and each participating unit gaining over 100 Deeds for just that one enemy unit's defeat. In certain scenarios you will start with officer that have a high number of deeds, or, like I did, you can earn them so fast that you will have enough to skip entire levels. The game does not allow you to skip levels. An officer will continue to gain Deeds, but can only gain one level at the end of each battle. Deeds Level 0-79 1 80-179 2 180-319 3 320-499 4 500-719 5 720-979 6 980-1279 7 1280-1619 8 1620-1999 9 2000-2419 10 2420-2879 11 2880-3379 12 3380-3879 13 3920-4499 14 4500-5119 15 5120+ 16 Unit Building 
First off I need to mention that while units have a troop count, said number is unrelate to the damage they can inflict on other units. In typical RPG terms the troop count is a unit's HP. This point confused me for a good while, seeing as a unit with 10,000+ troops attacks a unit of 600 and only kills 400 of them. The primary factor to consider is will a given officer be able to execute a given tactic in battle. Fortunately most officers start off, or shortly thereafter, with at least one tactic they have a 100% chance with. Along those lines, keep an eye on a given officer's stats when selecting a new tactic, and you can even check the use % before you buy with the shoulder button [R2]. In battles tactics are single use things, making them valuable. I avoid using tactics as single hits for good damage. While impressive in the beginning, one battle where no one has any tactics left and you are forced to use normal attacks for several minutes, slowly wearing down the last enemy's troop count quickly teaches you not to let that happen again. When an enemy is defeated the victor gets one of their tactics restored. Unfortunately it seems to be random which one is restored. You can also steal a tactic from an enemy by attacking them from behind (the command not a tactic), but that is a low chance. The only other way to get tactics back is through supply depots. Having one on your side restores one tactic every other cycle of battle turns (referred to as days). Enemies almost always have at least one depot on their side. If they have two or more depots they will recover a tactic every day, and that can become a problem. Destroying an enemy depot restores one tactic to every one of your units that has used one. A small note on the supply depots is that it is a little sporadic when one will start under your control. A general guideline I noticed is that is seems to be correlated with the distance a given army traveled on the map. Armies have a movement range of four towns, but if you traveled one or two, there was almost always a depot on your side. Even with that, most if not all, mission-ending battles will not let you have a depot regardless of distance traveled. Since tactics are the clear currency of battle I built my general battle strategies around taking advantage of the restored tactic from defeated enemy units, because when multiple of your units contribute to a tactical combo which leads to the defeat of an enemy unit, all allies that participated get a tactic restored. I primarily went with unit types that had the mobility to position themselves to use tactics and create tactical combos to crush one unit after another. I made all of my units take Aid and/or Aid II as well as at least one tactic to attack directly, making it so that I only needed 3 or 4 units to join in a combo that, more often than not, could defeat an enemy unit. For a standard attack unit (level 10+) I have them equipped with Aid, Charge, Pierce, Flank, Raid, and Repel. It may not be very exciting in terms of strategy, but the various War tactics allow me position the enemy unit or my unit/s quite well. For Archers I like Aid, Aid II, Charge, Volley, Fire Arrow, Fire Volley. Those are just general examples of what I found to work well across many battles. The above examples I modified depending on a unit's skill. If a unit's skill is triggered by their moral being > or = 80 I add Revive as one of their tactics. Since there is no tactic to raise a unit's own moral, Revive is the clear choice since it effects the user as well ans saves some mental gymnastics of which units have moral boosting tactics and which units need to receive them. I generally began each battle by using Revive with the units that had it. There is an advantage and danger to this. The advantage is that units with high moral will deal more and receive less damage. The disadvantage is that you my end up with all of you units acting in one large group leaving the enemies free to act without interruption, and are more likely to gang up on a single unit and defeat them. Most of the intelligence tactics make use of a battlefield's terrain. Another way of saying that is there are a number of battles were a given tactic cannot be used at all. Most battlefields have Forest, Grass, River, and Shoal areas, but using the tactics that take advantage to these is difficult to pull off. Further complicating that is the AI seems to know when you are trying to use one and can move out of the way or minimize the number of units you can hit most of the time. Scenario Progression The element of this game that I found to be the most unexpected is the choices you will have to make in the Main scenarios. These choices usually come at the end of a mission and determine which set of missions you will see, and not just a different order of the missions seen. For those that wish to see all endings I recommend saving before a choice comes up (I have clearly marked when they come up) and then saving a new file for each chosen scenario path. Epilogue scenarios have to be unlocked but the game does not tell you or give any hints as to what it takes to unlock them. I have marked out my best guesses as to what may help unlocking these as I made a note of when I received the unlock message. As for the scenarios themselves, they do not have any mission choices like the Main scenarios. In general these scenarios are an alternate take on the events of Main scenarios, making the use of the term 'epilogue' rather questionable. ----------------------------LBM004------------------------------ Lui Bei - Main - I recommend giving Zhang Fei Raid II and/or Repel II from mystics as early as possible (missions 1 and 2) because in later missions he will be offered Entice instead. - Lui Bei, Guan Yu, and Zang Fei standing in a line facing the same direction when a tactic is used - Peach Garden Oath - each officer has a tactic restored 1. Zhuge Liang's First March Mystics: Xin Ye - tactic - Repel II Wan - item - Gods & Men Fan Castle - troop heal Battle Prize - Xiahou Dun - Xun Tzu 2. Jing and the South Mystics: Yi Cheng - tactic - Raid II Battle Prize - Xiahou Yuan - Gold Vase 3. The Rescue of Zhao Yun Mystics: Chang Ban - item - On Valor Battle Prize - Cao Cao - Hua Tao 4. Turmoil in Chang Ban Po - Once you reach the target area you will have a choice to make: * Ally with Sun Quan and fight Cao Cao (part of unlocking Liu Bei Epilogue) -> 5-A * Trust Liu Zhang and head for Yi -> 5-B 5-A. Battle at San Jiang Kou Mystics: Jiang Xia - item - Seven Star Sword Battle Prize - Xiahou Dun - Legends Battle Prize - Cai Mao - On Elements 6-A. Pursuit along Hua Rong Mystics: Wu Lin - troop heal Lin Hai - tactic - Volley II *Zhang Fei-tactic-Entice Hu Lu Yu - tactic - Repel II *Zhang Fei-tactic-Entice Ru Xu Kou - tactic - Raid II *Zhang Fei-tactic-Entice Battle Prize - Xu Huang - Seer Tome Battle Prize - Xu Zhu - Treatise 5-B. Skirmish at Chang Sha Mystics: Chi Bi - tactic - Fire Volley II *Zhang Fei-tactic-Entice Wu Shou - item - Seven Star Sword Luo Xian - troop heal Battle Prize - Han Xuan - Avian Urn - Zhang Bao will join your forces. 6-B. Battle of Xi Liang Mystics: Yang Ping Gate - no one home Yin Ping - tactic - Volley II Guan Han - item - Histories Battle Prize - Ma Chao - On Policy - Guan Xing will join your forces. - You cannot claim Liu Zhang's towns. 7-B. Rescue at Cheng An Mystics: Wei Shui - no one home Wu Zhang Plains - troop heal Shin Ping - tactic - Pit II *Zhang Fei-tactic-Entice Shang Luo - tactic - Raid II *Zhang Fei-tactic-Entice Battle Prize - Cao Cao - Poetry Book - Guan Suo will join your forces. - You cannot claim Liu Zhang's towns. 8-B. Han Zhong Marches Mystics: Wei Shui - no one home Yang Ping Gate - item - Bonding Urn Ju Quan - tactic - Fire Volley II *Zhang Fei-tactic-Entice Battle Prize - War Manual - With the assembly of the five tiger generals under your command, each officer gains 5 War. - Tiger Generals (Guan Yu, Zhang Fei, Zhao Yun, Huang Zhong, Ma Chao) will announce themselves at the start of all battles they are all present in, each gaining +10 moral. 9-B. The War in Yi Mystics: Wu Du - no one home Wu Wei - no one home Mian Zhu - troop heal Yong Chang - tactic - Repel II Ju Ti - tactic - Volley II *Zhang Fei-tactic-Entice Battle Prize - Zhang Ran - Blue Blade Battle Prize - Liu Zheng - Legends - Tiger Generals (Guan Yu, Zhang Fei, Zhao Yun, Huang Zhong, Ma Chao) will announce themselves at the start of all battles they are all present in, each gaining +10 moral. - After taking Cheng Du you will have another choice to make: * Allow Zhuge Liang to lead a reserve squadron -> 10-C * Do not allow a reserve squadron -> 10-D 10-C. The Strategist Embarks Mystics: Mt. Xing - tactic - Raid II *Zhang Fei-tactic-Entice Battle Prize - On Archery - After selecting this option you will have to form an army commanded by Zhuge Liang. There is nothing to do on this map other than the mystic and advance to your target. No officers outside of the ones placed into Zhuge Liang's army are available. 11-C. Cheng An Reclamation Mystics: Tan Shui - tactic - Pit II Battle Prize - Cao Cao - - For this mission you will not have access to Zhuge Liang, the officers you sent with him, or any items those officers had equipped. 12-C. The Courageous Hero Mystics: Xiang Yang - tactic - Fire Volley II *Zhang Fei-tactic-Entice Luo Yang - tactic - Repel II *Zhang Fei-tactic-Entice Xu Cheng - tactic - Volley II *Zhang Fei-tactic-Entice Dong Lai - tactic - Raid II *Zhang Fei-tactic-Entice Jiao Zhi - tactic - Pit II *Zhang Fei-tactic-Entice - Tiger Generals (Guan Yu, Zhang Fei, Zhao Yun, Huang Zhong, Ma Chao) will announce themselves at the start of all battles they are all present in, each gaining +10 moral. 10-D. The Final Battle Mystics: Xiang Yang - tactic - Fire Volley II *Zhang Fei - tactic - Entice Luo Yang - tactic - Repel II *Zhang Fei - tactic - Entice Xu Cheng - tactic - Volley II *Zhang Fei-tactic-Entice Dong Lai - tactic - Raid II *Zhang Fei-tactic-Entice Jiao Zhi - tactic - Pit II *Zhang Fei-tactic-Entice Jian Yi - troop heal Battle Prize - Sun Quan - God Mirror - Tiger Generals (Guan Yu, Zhang Fei, Zhao Yun, Huang Zhong, Ma Chao) will announce themselves at the start of all battles they are all present in, each gaining +10 moral. - Some roads are closed so that the only path to Ye is through Xu Cheng. ----------------------------LBE005------------------------------ Lui Bei - Epilogue 1. The Pact at Ru Nan Mystics: Xia Kou - tactic - Raid II Hai Ling - item - Histories Battle Prize - Zhang Liao - On Healing 2. Advance at Han Zhong Mystics: Mt. Ding Jun - item - Gods & Men Chong Guo - tactic - Volley II Wu Du - tactic - Raid II Battle Prize - Zhong Lu - On Policy 3. Howling of Tigers Mystics: Wu Zhang Plains - item - Bonding Urn Jian Ge - troop heal Mian Zhu - tactic - Pit II *Zhang Fei-tactic-Entice Ba Shi - tactic Fire Volley II *Zhang Fei-tactic-Entice Guang Han - item Seven Star Sword Cang Wu - item - On Valor Battle Prize - Lu Bu - History Tome 4. The Enemy in Cheng An Mystics: Guang Tan - tactic - Raid II *Zhang Fei - tactic - Entice Wu Zhang Plains - tactic - Repel II *Zhang Fei-tactic-Entice Hu Lu Yu - tactic - Volley II *Zhang Fei-tactic-Entice Fu Ling - troop heal Wei Shui - no one home Jiu Quan - no one home Battle Prize - Taishi Ci - Analects - Tiger Generals (Guan Yu, Zhang Fei, Zhao Yun, Huang Zhong, Ma Chao) will announce themselves at the start of all battles they are all present in, each gaining +10 moral. 5. Xu Cheng Castle Mystics: He Dong - tactic - Pit II *Zhang Fei-tactic-Entice Bi Yang - tactic - Fire Volley II *Zhang Fei-tactic-Entice Luo Yang - troop heal Wan - no one home Xin Ye - no one home He Nei - no one home Battle Prize - Sun Quan - Sun Tzu - Tiger Generals (Guan Yu, Zhang Fei, Zhao Yun, Huang Zhong, Ma Chao) will announce themselves at the start of all battles they are all present in, each gaining +10 moral. 6. The Battle at Jian Yi
Mystics: Wu - troop heal Zhao - tactic - Raid II *Zhang Fei-tactic-Entice Ru Yin - tactic - Repel II *Zhang Fei-tactic-Entice Yu Jang - tactic - Pit II *Zhang Fei-tactic-Entice Ru Xu Kou - tactic - Volley II *Zhang Fei-tactic-Entice Hai Ling - tactic - Fire Volley II *Zhang Fei-tactic-Entice - Tiger Generals (Guan Yu, Zhang Fei, Zhao Yun, Huang Zhong, Ma Chao) will announce themselves at the start of all battles they are all present in, each gaining +10 moral. - Cao Pi and Xiahou Dun forces hold the northern areas, and there are more than enough turns available to take those in addition to the main target. - Cao Cao Epilogue unlocked ----------------------------CCM006------------------------------ Cao Cao - Main - Cao Cao and Guo Jia next to each other facing the same direction when a tactic is used - Councilor - each officer has a tactic restored 1. A Hero Amidst Chaos Mystics: Ji Nan - tactic - Repel II He Dong - item - Histories Battle Prize - Chen Gong - Poetry Book Battle Prize - Lu Bu - On Policy 2. The Battle of Guan Du Mystics: Ji Nan - item - Gods & Men Tong Guan - tactic - Volley II Battle Prize - Xu You - Gold Vase Battle Prize - Zhang He - Book of Jing *Do not destroy all depots or the battle will end Battle Prize - Yuan Shao - Wu Zi Xu - After taking Ye you will have a choice to make: * Attack Jing -> 3-A * Attack Sun Quan in the south -> 3-B 3-A. Assault on Xin Ye Mystics: Tong Guan - tactic - Pit II Ru Yin - tactic - Raid II Ding Tao - item - On Valor Battle Prize - Liu Bei - Legends - Cao Pi will join your forces 4-A. The Battle for Jing Mystics: Ying Cheng - item - Bonding Urn Xiang Xian - tactic - Fire Volley II Chang Ban - troop heal Battle Prize - Liu Bei - Treatise 5-A. Redemption at He Fei Mystics: Hai Ling - tactic - Volley II He Fei - tactic - Repel II Peng Cheng - item - Seven Star Sword - Cao Zhong joins your forces. - Three kingdoms ending 3-B. First East Wu Campaign Mystics: Zhao - tactic - Raid II Xiang Xian - item - On Valor Battle Prize - Taishi Ci - War Manual - After taking Ru Xu Kou the mission will end 4-B. Intercept at Cheng An Mystics: He Fei - tactic - Pit II Tong Guan - item - Bonnding Urn Battle Prize - Ma Chao - Inkstone 5-B. Eastern Wu Revisited Mystics: Shang Luo - item - Seven Star Sword Wu - troop heal Battle Prize - Sun Quan - War Trident - Cao Pi will join your forces. 6-B. Rebellion in He Bei Mystics: Wu - no one home Chen - tactic - Repel II Ji Nan - troop heal Battle Prize - Xiahou Dun - Spell Book - Cao Zhang will join your forces. 7-B. Cao Cao's Western Campaign Mystics: Xi Xian - no one home Zhao - no one home He Fei - tactic - Raid II Chi Bi - tactic - Volley II Battle Prize - Guan Yu - On Healing Battle Prize - Zhang Fei - On Archery - I recommend taking Xiang Yang first to make it easier to also claim the other towns in the south. 8-B. Skirmish at Wu Zhang Mystics: Nan Du - no one home Shin Ping - tactic - Pit II Mt Ju Tie - tactic - Fire volley II Battle Prize - Zhuge Liang - God Mirror 9-B. Shu vs. Wei Mystics: Tai Shan - tactics - Fire volley II He Dong - tactic - Repel II Long Shi - tactic - Raid II Nan Guang - tactic - Pit II ----------------------------CCE007------------------------------ Cao Cao - Epilogue - If Cao Hong, Cao Ren, Xiahou Dun, and Xiahou Yuan are all present in a given battle they will each gain + 10 moral. 1. Eastern Wu Campaign Mystics: Chen - tactic - Repel II Xia Pi - item - Histories Battle Prize - Sun Quan - Hua Tuo - Cao Zhen will join your force 2. The Fight for Xu Cheng Mystics: Dan Yang - tactic - Volley II Nan Du - item - Gods & Men Battle Prize - Liu Bei - Han Fei Zi 3. The Assault on Liang Mystics: Shang Luo - tactic - Pit II Wu Zhang Plains - item - On Valor Di Dao - tactic - Raid II Battle Prize - Ma Teng - Xun Tzu - Cao Zhang will join your force 4. Battle for Han Zhong Mystics: He Nei - item - Seven Star Sword Huai Jin - tactic - Fire Volley II Jian Ge - item - Bonding Urn Battle Prize - Zhang Lu - Blue Blade - Xiahou Ba will join your force 5. Reclamation of Xu Cheng Mystics: Shin Ping - tactic - Repel II Yin Ping - no one home Wan - troop heal Battle Prize - Liu Bei - History Tome - After taking Xu Cheng you will gain the item Art of War 6. The Allied Campaign Mystics: Nan Mi - tactic - Raid II Guang Han - tactic - Fire Volley II Guang Tan - tactic - Pit II Luo Xian - troop heal Battle Prize - Guan Yu - Seer Tome Battle Prize - Zhang Fei - Sun Tzu Battle Prize - Zhuge Liang - Analects - Certain roads are not available for use ----------------------------SCM008------------------------------ Sun Ce - Main - Don't give mystics' tactics to Sun Ce until you have decided which path you want to take at the end of chapter two. - If Sun Ce, Sun Quan, and Shang Xiang are present in a given battle they will each gain +10 moral. - In dialogue sections Huang Zu is sometimes written as 'Huang Xu.' 1. Sun Ce's Stand Mystics: Cai Sang - tactic - Repel II Battle Prize - Taishi Ci - Blue Dragon - After taking Wu (if you take it first) you will be prompted with a choice: * Join the campaign against Yuan Shu * Don't join the campaign - If you join the campaign two towns will appear on the map connected to Wu. Battle Prize - Yuan Shu - On Policy. Additionally you will be given the item Dragon Orb for your participation. 2. Troubling Times Mystics: Lin Hai - tactic - Volley II Battle Prize - Xu Gong - History Tome - After defeating Xu Gong you will have a choice to make: * Attack Cao Cao -> 3-B (part of unlocking Sun Ce Epilogue) * Attack Liu Biao -> 3-A 3-A. The First Battle for Jing Mystics: Wu - tactic - Raid II Shao Wu - item - On Valor Wu Chang - item - Gods & Men Battle Prize - Gan Ning - Dragon Vase *The objectives say the player has 15 days to destroy all towers and depots, but the count down for turns left starts from 10. 4-A. Surrounded at He Fei Mystics: Xin Du - item - Bonding Urn Dan Yang - tactic - Pit II Jiang Xia - tactics - Fire Volley II Battle Prize - Xiahou Dun - Great Axe 5-A. Second Battle for Jing Mystics: Pan Yang - troop heal Jiang Xia - item - Seven Star Sword Wu Shou - tactic - Repel II Battle Prize - Liu Biao - Poetry Book 6-A. Assault on Di Mystics: Mt. Ju Tie - item - Histories Chang Ban - tactic - Raid II Kuai Ji - tactic - Volley II Lu Jiang - no one home Battle Prize - Liu Bei - - Lu Xun will join your forces. 7-A. The Night Before Mystics: Xin Ye - no one home Guang Han - no one home Cang Wu - tactic - Pit II Jian Ge - troop heal Di Dao - no one home Battle Prize - Ma Teng - On Archery Battle Prize - Liu Bei - On Elements *The objectives say the player has 15 days to destroy all towers and depots, but the count down for turns left starts from 10. - Taking Jiu Quan grants the item Arabian. 8-A. A Plan to Raid Battle Prize - Xu Huang - On Healing Battle Prize - Zhang He - Seer Tome - The player has only one turn and needs to make two parties to take the two target towns. 9-A. Wei vs. Wu Mystics: Fan Castle - tactic - Volley II Nan Guan - tactic - Pit II Xiao Pei - tactic - Repel II Ding Tao - tactic - Raid II He Deng - tactic - Fire Volley II Bai Ma - troop heal Battle Prize - Xiahou Dun - Blue Blade Battle Prize - Guo Jia - Wu Tzu *The objectives say the player has 15 days to destroy all towers and depots, but the count down for turns left starts from 10. - After taking Xu Cheng and Luo Yang roads appear connecting Bai Ma to Ye and Chi with Bo Hai. 3-B. A Fallen Brother Mystics: Pan Yang - item - Gods & Men Xin Du - tactic - Raid II Battle Prize - Huang Zu - On Healing - Sun Ce not useable. In battle his unit will be confused and it cannot be removed. Sun Quan - Main 4-B. Vengence Mystics: Jian Yi - item - Bonding Urn Xin Du - item - On Valor Shao Wu - tactic - Pit II Wu - Sun Quan receives a quest (otherwise empty) - Bandits - (healer for Sun Ce) *may unlock Sun Ce Epilogue Battle Prize - Bandits - War Trident Battle Prize - Gan Ning - Mo Tzu Battle Prize - Huang Zu - Hua Tuo - Sun Shao will join your forces. - Lu Meng will join your forces. - Sun Blade granted upon taking Lu Kou. 5-B. Assault on Chang Jiang Mystics: Chai Snag - tactic - Fire Volley II Luo Xian - item - Seven Star Sword Battle Prize - Xiahou Dun - Spell Book Battle Prize - Cai Mao - Sun Tzu Battle Prize - Zhang Liao - 6-B. The Winds of Chi Bi Mystics: Jiang Xia - tactic - Raid II Cai Sang - tactic - Repel II Lin Hai - tactic - Volley II Gong An - tactic - Pit II ----------------------------SCE009------------------------------ Sun Ce - Epilogue 1. Sun Ce Returns Mystics: Hu Lu Yu - tactic - Repel II Mt. Xing - item - Histories Battle Prize - Cao Ren - Gold Vase Battle Prize - Han Xuan - On Policy 2. Attack on Shou Chun Mystics: Zhang An - tactic - Pit II Wu Ping - item - On Valor Yi Dao - item - Bonding Urn Hai Ling - tactic - Raid II Battle Prize - Xu Huang - Book of Jing Battle Prize - Cao Cao - Han Fei Zi 3. Attack on Xiao Pei Mystics: Peng Cheng - item - Seven Star Sword Chi Bi - tactic - Fire Volley II Jiang Xia - tactic - Repel II Nan Hai - no one home Battle Prize - Zhang Fei - War Manual *destroying all three supply depots will end the battle 4. In Pursuit of Zhuge Liang Mystics: Pu Yang - troop heal Bi Yang - no one home Xia Kou - tactic - Volley II Ji Nan - tactic - Raid II Chen - item - Gods & Men Battle Prize - Guan Xing - On Elements Battle Prize - Zhang Bao - Blue Dragon Battle Prize - Wei Yan - Blue Blade - After defeating the enemy at Tong Guan you will be prompted to form a unit led by Zhou Yu. Said unit and any items equipped to said officers will not be usable in the following mission. 5. Assault on Han Zhong Mystics: Shin Ping - no one home Wei Xing - tactic - Fire Volley II Nan Mi - tactic - Pit II Battle Prize - Jiang Wei - Hua Tuo 6. A Falling Star Battle Prize - Zhuge Liang - Treatise - Your only choice is to defend Cheng An with Zhou Yu's unit made at the end of mission 4 7. Battle of Wu Hu Gate Mystics: Wu Zhang Plains - tactic - Pit II Nan Mi - tactic - Repel II Chong Guo - tactic - Raid II Xiang Xian - tactic - Fire Volley II Chi - tactic - Volley II Wu - troop heal Battle Prize - Zhao Yun - Spell Book Battle Prize - Huang Zhong - God Mirror Battle Prize - Ma Chao - Seer Tome Battle Prize - Guan Yu - Analects Battle Prize - Zhang Fei - Wu Tzu - There is no road between Cheng Du and Guang Han ----------------------------LBM010------------------------------ Lu Bu - Main 1. Lu Bu, God of War Battle Prize - Xun Yu - Book of Jing 2. Skirmish at Yan Mystics: Ji Bei - tactic - Repel II Battle Prize - Cao Cao - War Trident 3. The Pillaging of Xu Mystics: He Cheng - item - Histories Battle Prize - Zhang Fei - Deng Lamp - After taking Xia Pi you will have a choice to make: * Attack Yuan Shu -> 4-A * Ignore Cao Cao's message -> 4-B 4-A. The Yuan Shu Campaign Mystics: Nan Du - tactic - Raid II Battle Prize - Yuan Shu - On Policy - There are not enough turns available to capture the two towns held by Kong Rong and complete your objective. In addition there are not enough turns to take all of Yuan Shu's towns because armies are constantly being sent out. I suggest capturing Shou Chun and Jiao as needed, but it is optional to capture either Huai Jin or Ru Nan. 5-A. The Raid on Wan Mystics: Fan Castle - item - On Valor Mt. Xing - tactic - Pit II Battle Prize - Zhao Yun - History Tome 6-A. Assault on Xu Cheng Mystics: Bo Wang - troop heal Ying Chuan - tactic Repel II Gong An - tactic - Fire Volley II Yang Ping Gate - item - Bonding Urn He Dong - item - Seven Star Sword Battle Prize - Dian Wei - Spell Book - There are neutral forces on the map, but the limited number of turns available will prevent you from taking them all. 7-A. Invasion of He Bei Mystics: Fan Shui Gate - tactic - Volley II - Mission ends upon taking Guan Du 8-A. Trouble in the Court Mystics: Fan Shui Gate - tactic - Raid II Battle Prize - Zhang Fei - On Archery 9-A. In Pursuit of Cao Cao Mystics: Yan Jin - tactic - Pit II Battle Prize - Cao Hong - Analects - Mission ends upon taking Bai Ma 10-A. Lu Bu Rises - Before the starting cut scene ends you are prompted to form an army with Lu Bu as leader. Once the choices are made all other officers are not available. There is nothing else to do on the map but advance to the next town, which is your target. That is a series of three battles, and between each battle your troops are restored. I can't say if it is a full troop restore or something less as my forces only took minor damage in each of the battles. 4-B. The Two Generals Mystics: Xia Pi - item - Gods & Men Battle Prize - Liu Bei - Wu Zi Xu Battle Prize - Ji Ling - Treatise - Lu Ling Qi will join your forces. When Lu Bu and Lu Ling Qi are next to each other facing the same direction when a tactic is used - Warrior Blood - both units use Repel and have a tactic restored - Only two turns available and two battles to engage in. 5-B. War of Annihilation Mystics: Lang Yi - item - On Valor Cheng Yang - tactic - Raid II Battle Prize - Liu Bei - Legends - After taking Xiao Pei you will have a choice to make: * march to meet Cao Cao's army -> 13-C * fortify Xia Pi -> 14-D 6-C. Battle at Ru Nan Mystics: Ru Yin - item - Bonding Urn Nan Du - tactic - Pit II - Unlocked Liu Bei Epilogue 7-D. Seige at Xia Pi Mystics: Xia Pi - tactic- Pit II ----------------------------LBE011------------------------------ Lu Bu - Epilogue - I think completing Lu Bu Main 7-D, Liu Bei, Cao Cao, and Sun Ce Epilogues are the requirements for unlocking this scenario. 1. The Return of Lu Bu Mystics: Jiu Quan - tactic - Repel II Shang Luo - troop heal Wu Zhang Plains - item - Histories Battle Prize - Xiahou Yuan - Gold Vase 2. Revenge at Xu Cheng Mystics: Chen Cang - tactic - Raid II He Dong - tactic - Volley II He Nei - item - Gods & Men Battle Prize - Zhang Liao - Great Axe Battle Prize - Cao Cao - On Policy 3. Victory at Xiang Yang Mystics: Di Dao - tactic - Pit II Yi Dao - item - On Valor Hua Rong Dao - tactic - Fire Volley II Battle Prize - Liu Bei - Avian Urn 4. Eastern Wu Defeated Mystics: Tong Guan - no one home Bo Wang - no one home Ru Yin - tactic - Volley II Ru Xu Kou - tactic - Repel II Shi Xian - troop heal Lin Chuan - item - Seven Star Sword Battle Prize - Sun Quan - Inkstone Battle Prize - Sun Ce - Dragon Vase - After defeating Sun Quan you will be immediately pulled into battle with Sun Ce - Ma Chao, Ma Dai, and Pang De will leave your force for the next two missions. I suggest removing any items that these officers may have equipped. 5. To Conquer Cheng Du Mystics: Shang Yong - tactic - Pit II Bo Wang - no one home He Fei - tactic - Raid II Battle Prize - Fa Zheng - History Tome - Mission ends upon taking Yong An. Given the number of turns available I suggest recruiting any civilians you want to. 6. The Rescue of Ma Chao Mystics: Wu Shou - tactic - Fire Volley II Yong An - tactic - Repel II Mt. Ding Jun - item - Bonding Urn Battle Prize - Guan Yu - On Elements 7. The Fall of Cheng Du Mystics: He Dong - tactic - Raid II Chen - no one home Jian Ge - tactic - Volley II Lin Chuan - no one home Guan Han - no one home Ba Shi - troop heal Battle Prize - Zhuge Liang - Mo Tzu Battle Prize - Liu Bei - On Healing - Roads between Ba Shi +Yong An as well as Jian Ge + Cheng Du are not usable 8. Breaking Through Xu Mystics: Xin Cheng - no one home Bi Yang - tactic - Fire Volley II Xiang Xian - no one home He Fei - tactic - Repel II Tai Shan - tactic - Pit II Battle Prize - Zhang Liao - Wu Tzu - Several roads are not usable so that the only road to the northern area is through Xia Pi - Mission ends upon taking Chi 9. Sima Yi's Trap Mystics: Chi - tactic - Repel II Battle Prize - Sima Yi - Treatise - Several roads are not usable. 10. Lu Bu Victorious Mystics: Bo Hai - tactic - Raid II Cheng Yang - tactic - Repel II Xu Cheng - tactic - Volley II Xin Du - tactic - Fire Volley II Yi Dao - tactic - Pit II Battle Prize - Xiahou Dun - Seer Tome - Several roads are not usable ----------------------------It012------------------------------- Items Items are acquired from Mystics, fulfilling certain conditions in a specified battle, granted as part of a scenario, or for completing a scenario with a new ending. I don't think there is a single scenario where the player can gain all items that are in the game. Items that say 'officer growth' mean that the officer equipped with the given item gains the additional stated stat boost when they level up. Name Effect *3 Strategies change skill to Wile (Intelligence tactic damage = 150%) *5 Staves change skill to Bravery (War tactic damage = 150%) *6 Books change skill to Strategy (moral > or = 80, Intelligence tactics always successful) Analects Lea +15 Arabian change skill to Speed (moral > or = 80, movement unaffected by terrain) *Art of War enables use of the tactic Muddle III Avian Urn officer growth Int +2 Blue Blade War +10 Blue Dragon change skill to Might (moral > or = 80, attack = 120%) Bonding Urn change skill to Capture (if enemy is a friend, they are easier to capture) Book of Jing add special skill Melee (attack, tactic, -5 moral) *Crescent change skill to Menace (moral > or = 80, War tactics always successful) Deng Lamp officer growth Int +1 Dragon Orb officer growth War +1 Dragon Vase officer growth Lea +2 *Feather Fan officer growth Int +3 God Mirror change skill to Counter (double damage to enemy when directly attacked) Gods & Men Int +20 Gold Vase officer growth Lea +1 Great Axe change skill to Brute (enemy unit's troops fall below half, attack = 120%) Han Fei Zi change skill to Tongue (moral > or = 80, double moral change after a direct attack) *He's Jade officer growth War +3 *Hero Sword change skill to Master (moral > or = 80, tactic success rate +30%) Histories Lea +20 History Tome add special command Press (both units move one square forward, attack, tactic, -5 moral) Hua Tuo add special skill Heal (restore small number of troops and remove confusion) Inkstone officer growth War +2 *Lao Tzu change skill to Hero (moral > or = 80, Leader Tactics always successful) Mo Tzu change skill to Guard (moral > or = 80, defense = 120%) On Archery change skill to Archery (bow attack/archer tactic damage 150%) On Healing Lea +5 On Policy change skill to Diplomacy (Spy will not be sent back to capital) On Valor change skill to Zeal (Deeds earned are doubled) Peace Scroll Int +15 Poetry Book add special command Lure (pull enemy one square closer, attack, tactic, -5 moral) *River Book multiple movements in shoals and river Spell Book Int +10 Seven Star Sword War + 20 Sun Tzu change skill to Genius (First enemy targeted with a tactic is confused) *Sima Law change skill to Fame (Leadership tactic damage = 150%) Seer Tome change skill to Foresight (moral > or = 80, 1st tactic used is always successful) Sun Blade War +5 *Tea Kettle officer growth Lea +3 *Terrain Book multiple movements in hills and mountains Treatise Lea +10 War Manual change skill to Spy (Rumor, Falsehood, and Assassinate effectiveness = 150%) War Trident change skill to Scare (moral > or = 80, adjacent enemy moral lowers) Wu Zi Xu change skill to Rage (when the first ally is defeated unit gains 20 moral, attack/defense = 120%) Xun Tzu change skill to Loyalty (allied commander is attacked, attack = 120%) - Special skills can activate the user's selected tactic after the special maneuver. - special skills (Melee, Press, Lure) do not remove the chain ability from an enemy unit - items marked with * are items that are earned for completing new scenarios and are available when a new game is started. These items appear to be earned in sequence so it does not matter which scenarios are completed in what order. - I think the * items are earned in the following order: River Book, Terrain Book, Crescent, Hero Sword, Lao Tzu, He's Jade, Feather Fan, Tea Kettle, 5 Staves, 3 Strategies, Sima Law, 6 Books. - the item Art of War is earned from the Cao Cao Epilogue scenario, but once earned it will be useable in following games like other * items. ----------------------------Ta013------------------------------- Tactics You discover very early that taking control of new towns can add new tactics to the ones you are able to purchase from the barracks. The tactic gained from a given town is not the same across the different scenarios. War Tactics Effect Charge attack enemy, push one square back, enemy turns to face attacker Charge II attack enemy, push three squares back, enemy turns to face attacker, will push all enemy units back as well, will stop at ally unit Pierce attack enemy, passing through said unit and advancing two squares beyond Flank attack enemy's side, lower their moral, and force unit to advance one square forward Flank II attack enemy's side, lower their moral, and force unit to advance three square forward Pursue attack enemy from behind, lower their moral, and push unit forward one square Pursue II attack enemy from behind, lower their moral, push unit forward three squares, will push all enemy units back as well, will stop at ally unit, and unit is confused Raid attack all enemies in a line, if the space beyond enemy line can be occupied ally unit will move to it, enemy units will move one square forward depending on what direction they are facing Raid II attack all enemies in a line, if the space beyond enemy line can be occupied ally unit will move to it and turn to face them, enemy units will move one square forward depending on what direction they are facing, and are all confused Repel attack up to all four sides, push enemy/s one square back, and they turn to face the attacker Repel II attack up to all four sides, push enemy/s three squares back, they turn to face the attacker, and are confused Arrow attack an enemy unit two squares in front, and pull unit one square closer Volley attack all enemy units in 3x3 area, and push them one square back Volley II attack all enemy units in 3x5 area, and push them one square back Awe target enemy and units two squares on either side have their moral lowered, and are pushed one square back facing away Awe II target enemy and units two squares on either side have their moral lowered, are pushed three squares back facing away, and are confused Boost target ally's moral raises, confusion is cured, unit's direction is changed, and moved one square forward Boost II target ally and adjacent allies' moral raises, confusion is cured, units' direction is changed, and all are moved one square forward Fire Arrow attack an enemy unit two squares in front, and pull unit one square closer, and enemy is confused Fire Volley attack all enemy units in 3x3 area, push them one square back, and are confused Fire Volley II attack all enemy units in 3x5 area, push them one square back, and are confused Entice can only be learned by Zhang Fei from a Mystic (in place of the tactic said Mystic teaches to any other officer), no obstacles between user and an enemy unit, enemy is pulled adjacent to user, enemy moral lowers Intelligence Tactics Ambush user must be un Forest or Grass, attack enemy, enemy moves one square back, and are confused Ambush II user must be in Forest or Grass, attack enemy, and is confused Muddle enemy units must be adjacent to each other, enemy units attack each other with targeted unit as center, their moral lowers, and ally unit pulls one square away Muddle II enemy units must be adjacent to each other, enemy units attack each other with targeted unit as center, their moral lowers, and are confused Muddle III two or more enemies in line of sight, pull all enemy units adjacent to user, enemies attack each other, enemies move one square away, and are confused Decoy attack enemy unit, and both units move one square back Decoy II attack enemy unit, both units move three squares back, and enemy is confused Mislead enemy unit moves one square away Mislead II enemy unit moves three squares away and is confused Taunt no obstacles between user and an enemy unit up to five squares away, enemy is pulled adjacent to user, and enemy unit's moral rises Fire Attack enemy unit/s in Forest or Grass around ally unit (8 squares), are attacked, and move one square away Fire Attack II enemy unit/s in Forest or Grass around ally unit (12 squares), are attacked, move one square away, and are confused Flood target enemy and units two squares on either side of unit in Shoal or River are attacked, and moved one square back Flood II target enemy and units in 3x5 area of unit in Shoal or River are attacked, moved one square back, and are confused Rockslide user must be on Hill or Mountain, attack all enemies three squares ahead, they are pushed back one square, and are confused Rockslide II user must be on Hill or Mountain, attack all enemies in 3x3 area, they are pushed back one square, and are confused Pit area in front of user must be Plains, Grass, or Barren, pull enemy unit from up to five squares away, and attack Pit II area in front of user must be Plains, Grass, or Barren, pull enemy unit from up to five squares away, attack, and enemy is confused Switch ally unit exchanges locations with enemy unit, and turns to attack enemy from behind Feint enemy is turned away, attacked, and moves one square away Gather target enemy unit has other enemy units in line of sight move adjacent to them Flank III attack enemy from behind, enemy moves one square forward, a small number of troops are restored to user Leadership Tactics All Attack at least one other ally unit adjacent to enemy unit, all ally units turn to attack enemy unit, and enemy moves one square forward All Charge at least one ally unit adjacent to user, allies turn to join user in attacking and pushing enemy unit/s one square forward All Charge II at least one ally unit adjacent to user, allies turn to join user in attacking enemy unit/s, pass through enemy unit/s and advance three squares forward Pincer enemy unit/s for a line between user and another ally unit, ally turns, enemy unit/s are attacked, they move one square
                forward, and are confused
Pincer II       ally unit  in line of sight beyond enemy unit, attack enemy,
                ally turns to face enemy, enemy is pushed to ally unit, and is
                confused
Aid             ally unit adjacent to user, facing the same direction, enemy
                unit in front of ally, attack enemy unit, and ally's moral
                rises
Aid II          user must be archer class, ally unit in one of the three
                squares in front of user, facing an enemy unit, attack enemy
                unit, and ally's moral rises
Shift           ally unit in front of user facing an enemy unit, attack enemy
                unit, and ally units exchange locations
Shift II        ally adjacent behind user with enemy in front, attack enemy,
                change locations with ally, and enemy is confused
Revive          ally unit in front of user, raise moral of user and all allies
                adjacent to user
Revive II       ally unit in front of user, raise moral of user and all allies
                within two squares of the user
Swarm           ally unit/s behind user with enemy in front, attack enemy,
                enemy moves one square back, and turns to face user
Vise            enemy unit in front of user with ally in line of sight, ally is
                pulled to enemy, attacked, and enemy is confused
Vise II         enemy unit in front of user with ally in line of sight, ally
                and all other enemy units are pulled together, all enemies
                between ally units are attacked, and enemy/s are confused
Circle          move behind enemy unit, attack, enemy unit moves one square
                forward and is confused
Surround        allies in line of sight of target enemy unit are pulled
                adjacent to and face enemy unit
Call            ally/s in line of sight, all move adjacent to and face user
Scatter         ally units adjacent to user move one square away

Special Tactics

Peach Garden Oath  Lui Bei, Guan Yu, and Zhang Fei standing in a line, facing
                   the same direction when a tactic is used - each officer has
                   a tactic restored

Councilor          Cao Cao and Guo Jia next to each other facing the same
                   direction when a tactic is used - each officer has a tactic
                   restored

Warrior Blood      Lu Bu and Lu Ling Qi next to each other facing the same
                   direction when a tactic is used - both units use Repel and
                   have a tactic restored

----------------------------SK014-------------------------------

Skills

There are many good and interesting skills, but there are also some nearly
useless skills. Since I was almost always able to prevent losing any of my
units in every battle, Rage is not useful for me. Counter only effects normal
attacks, and even then the damage is so small compared to damage that tactics
can deal. Calm is not bad in theory, but there are better ones. Tongue is also
rather useless.

Archery      bow attack/archer tactic damage = 150%
Avatar       (Lu Bu) moral > or = 80, War tactics never fail, attack = 150%,
             defense = 80%
Bravery      War tactic damage = 150%
Brute        enemy unit's troops fall below half, attack = 120%
Calm         moral > or = 80, will not become confused, not effected by Taunt
             tactic
Capture      if enemy is a friend, they are easier to capture
Conquerer    (Sun Ce) moral > or = 80, tactic success rate +30%, attack/defense
             = 120%
Counter      double damage to enemy when directly attacked
Diplomacy    Spy will not be sent back to capital
Example      (Liu Bei, Zhang Lu) moral > or = 80, adjacent ally moral rises
Fame         Leadership tactic damage = 150%
Foresight    moral > or = 80, 1st tactic used is always successful
Fortitude    unit's troops drop below half, attack/defense = 120%
Genius       First enemy targeted with a tactic is confused
Guard        moral > or = 80, defense = 120%
Hero         moral > or = 80, Leader Tactics always successful
Loyalty      Allied commander is attacked, attack = 120%
Master       moral > or = 80, tactic success rate +30%
Menace       moral > or = 80, War tactics always successful
Might        moral > or = 80, attack = 120%
Overlord     (Cao Cao) moral > or = 80, Intelligence and Leader tactics always
             successful
Rage         when the first ally is defeated unit gains 20 moral, attack/
             defense = 120%
Scare        moral > or = 80, adjacent enemy moral lowers
Speed        moral > or = 80, movement unaffected by terrain
Spy          Rumor, Falsehood, and Assassinate effectiveness = 150%
Strategy     moral > or = 80, Intelligence tactics always successful
Support      moral > or = 80, adjacent ally's attack/tactic damage = 150%
Tongue       moral > or = 80, double moral change after a direct attack
Wile         Intelligence tactic damage = 150%
Zeal         Deeds earned are doubled

----------------------------UT015-------------------------------

Unit Types

I found from the way the battlefields are set up that mobility was one of the
greatest assets to have. Whenever possible I tended to favor Spearmen and
Cavalry. The Footman/infantry's ability of ignoring terrain sounds good, but
they are quickly left behind once open terrain is reached. The archer classes
confuse me when it comes to the area they are able to target. Bowmen and Hvy
Archers' Bow attack is difficult to use in combat. Crossbow units are okay, but
the Archer class dwarfs all the other for area available. The ease of their hit
area makes them a strong contender for best choice despite the slightly lower
(but more balanced) attack/defense stats.

Footmen       ignores terrain, moderate attack/defense
Infantry      ignores terrain, moderate attack/defense
Bowmen        can use bow attack, area in front targetable: 212
Archers       can use bow attack, area in front targetable: 323
Hvy Archers   can use bow attack, area in front targetable: 131
Crossbow      can use bow attack, area in front targetable: 242
Spearmen      long forward movement, stronger attack/defense
Pikemen       can only move in straight lines, stronger attack/defense
Horsemen      farthest movement range, moderate attack/defense
Cavalry       good movement, strong attack/defense
Brigadiers    okay movement, strong attack, strongest defense
Bow Riders    good movement, moderate attack/defense, wide arc bow range
Engineers     low attack/defense, special skill Build (fence, tower, catapult,
              arbalest), special skill Heal (restore a small number of
              troops and cures confusion)

----------------------------Off016------------------------------

Officers

I was greatly confused by which officers were able to use which unit type. It
took me completing a few scenarios to figure out that the unit types are set to
given officers. They cannot be bought or exchanged. Only upon leveling up can
an officer gain access to a class, and it is always the same. I did not keep
track of at what level a given officer gains which class. However, level 10 is
the common point for unlocking everything an officer can gain (unit types and
tactic slots). I know my list is incomplete, but some officers were difficult
to recruit, often late in the given scenario I was able to get them, and simply
ran out of turns to level them up.

When you have the choice of which officers to use the three factors to consider
are unit types said officer can use, officer's skill, and the officer's stats.

One ability that still leaves me confused is the ability for some units to pass
over the castle wall, providing they have the movement and the space on the
other side is clear. The other restriction is that mounted units cannot use
this ability. Even with that being the case, I have noticed that there is
something more to this that I am unable to pin down. The best I have been able
to determine is that some officers can do this while other cannot. Officers
that I have observed being able to do this will be marked with a * after their
name.

Credit to krusanH for informing me that Footmen and Infantry units are able to
cross castle walls when they have moral of 80 or greater, and Engineers can
cross with any moral.

Name           Level   Skill      Unit Types Available
Bao Long        11    Archery     Hvy Archers Crossbow
Bu Zhi          15    Zeal        Footmen Infantry
Cai Mao         15    Loyalty     Bowmen Archers
Cao Bao*        15    Loyalty     Infantry Spearmen
Cao Cao         15    Overlord    Infantry Archers Brigadiers Engineers
Cao Hong*       14    Support     Spearmen Horsemen Cavalry
Cao Pi          15    Hero        Bowmen Archers Hvy Archers Crossbow
Cao Ren*        14    Bravery     Footmen Infantry Spearmen Pikemen
Cao Xiu         14    Archery     Archers Horsemen Bow Riders
Cao Zhang       14    Might       Archers Cavalry Bow Riders
Cao Zhen        10    Fame        Spearmen Pikemen
Chen Deng       15    Wile        Bowmen Engineers
Chen Gong       15    Genius      Footmen Infantry Bowmen Archers
Chen Gui        10    Wile        Footmen Engineers
Chen Jiao       10    Wile        Footmen Infantry
Chen Lin        10    Tongue      Footmen Infantry
Chen Qun        10    Support     Footmen Infantry
Chen Wu         11    Scare       Infantry Bowmen Archers
Chen Zhen*      10    Guard       Infantry Spearmen
Cheng Pu        15    Might       Infantry Bowmen Hvy Archers Crossbow
Cheng Yin       15    Counter     Horsemen Cavalry Brigadiers
Cheng Yu        12    Wile        Bowmen Archers Hvy Archers Engineers
Chunyu Qiong    15    Counter     Footmen Pikemen
Deng Ai*        12    Fame        Spearmen Pikemen Horsemen Cavalry
Deng Zhi        10    Calm        Footmen Spearmen
Dian Wei*       15    Might       Footmen Infantry Spearmen Pikemen
Ding Feng       11    Archery     Bowmen Spearmen Archers
Dong He         11    Foresight   Bowmen Archers
Dong Xi         11    Speed       Infantry Spearmen
Dong Yun        15    Zeal        Footmen Infantry
Dong Zhao       10    Support     Footmen Engineers
Fa Zheng        10    Genius      Footmen Infantry Spearmen Engineers
Fei Shi         10    Calm        Footmen Infantry
Fei Yi          14    Zeal        Footmen Infantry
Fei Zhan*       12    Rage        Infantry Spearmen
Feng Ji         10    Wile        Footmen Infantry
Gan Ning        13    Bravery     Bowmen Archers Hvy Archers Crossbow
Gao Lan         12    Speed       Horsemen Cavalry
Gao Shun        16    Bravery     Horsemen Cavalry Brigadiers
Gong Zhi        10    Foresight   Infantry Engineers
Gongsun Zan     10    Rage        Horsemen Cavalry Brigadiers
Gu Yong         10    Calm        Footmen Infantry
Guan Ping       14    Speed       Horsemen Cavalry Brigadiers
Guan Suo        16    Zeal        Horsemen Cavalry
Guan Xing       11    Master      Horsemen Cavalry Brigadiers
Guan Yu         14    Might       Spearmen Pikemen Cavalry Brigadiers
Guo Huai        15    Fortitude   Archers Hvy Archers Crossbow
Guo Jia         15    Strategy    Footmen Infantry Archers Engineers
Guo Si          15    Brute       Horsemen Cavalry Brigadiers
Guo Tu          10    Tongue      Engineers Spearmen
Han Deng        11    Archery     Bowmen Hvy Archers
Han Hao         12    Fortitude   Footmen Bowmen Infantry
Han Song        12    Loyalty     Footmen Infantry
Han Sui         15    Fortitude   Cavalry Brigadiers
Han Xuan        10    Brute       Bowmen Archers Hvy Archers
Hao Zhao        15    Fame        Archers Crossbow Pikemen Engineers
Hou Cheng       15    Loyalty     Horsemen Cavalry
Hu Ban          11    Capture     Bowmen Archers
Hu Che-Er       11    Brute       Infantry Spearmen Pikemen
Hua Xin         10    Brute       Footmen Infantry
Huang Gai       14    Bravery     Footmen Bowmen Archers Hvy Archers
Huang Quan      10    Rage        Footmen Infantry
Huang Zhong     14    Archery     Bowmen Archers Hvy Archers Crossbow
Huang Zu        10    Brute       Hvy Archers Crossbow
Huo Jun         12    Capture     Footmen Spearmen
Ji Ling         15    Scare       Infantry Spearmen Cavalry Brigadiers
Jia Kui         11    Support     Infantry Spearmen
Jia Xu          15    Wile        Infantry Horsemen Cavalry Engineers
Jian Yong       14    Tongue      Footmen Infantry
Jang Qin        14    Zeal        Footmen Bowmen Hvy Archers
Jiang Wan*      10    Calm        Footmen Infantry
Jiang Wei       14    Master      Hvy Archers Crossbow Spearmen Pikemen
Jin Xuan        10    Rage        Footmen Infantry Spearmen
Ju Shou         15    Foresight   Footmen Engineers
Kan Ze          12    Calm        Bowmen Archers
Kong Rong       13    Tongue      Footmen Infantry
Kuai Liang      10    Foresight   Infantry Engineers
Kuai Yue        10    Wile        Footmen Infantry
Lei Bo          11    Counter     Horsemen Cavalry Engineers
Lei Tong*       10    Rage        Spearmen Pikemen
Li Dian         11    Fame        Infantry Bowmen Horsemen Bow Riders
Li Hui.         10    Tongue      Footmen Infantry
Li Jue          15    Brute       Horsemen Cavalry
Li Yan          10    Guard       Footmen Bowmen Archers
Liao Hua        14    Huard       Footmen Infantry Engineers
Ling Tong       10    Speed       Footmen Bowmen Spearmen
Liu Ba          10    Rage        Footmen Infantry
Liu Bei*        15    Example     Footmen Infantry Spearmen Pikemen
Liu Biao        12    Capture     Footmen Infantry Spearmen Pikemen
Liu Du*         10    Rage        Footmen Infantry
Liu Feng        11    Loyalty     Spearmen Pikemen
Liu Qi          10    Support     Footmen Infantry
Liu Xian*       11    Capture     Spearmen Pikemen
Liu Ye          10    Wile        Footmen Infantry
Liu Yong        10    Brute       Footmen Infantry
Liu Zhang       10    Support     Footmen Infantry
Liu Zong        10    Support     Footmen Infantry
Lu Bu           16    Avatar      Horsemen Cavalry Brigadiers Bow Riders
Lu Fan          10    Wile        Footmen Infantry
Lu Ji           10    Tongue      Footmen Infantry
Lu Kuang        13    Fortitude   Cavalry Brigadiers
Lu Ling Qi      16    Master      Horsemen Cavalry Brigadiers Bow Riders
Lu Meng*        15    Fame        Infantry Engineers Spearmen Crossbow
Lu Qian         10    Support     Horsemen Cavalry
Lu Su           12    Support     Bowmen Archers Hvy Archers Engineers
Lu Xiang        11    Rage        Horsemen Brigadiers
Lu Xun*         11    Genius      Infantry Archers Spearmen Engineers
Ma Chao         15    Might       Horsemen Cavalry Brigadiers Bow Riders
Ma Dai          15    Fortitude   Cavalry Brigadiers Bow Riders
Ma Liang        15    Support     Footmen Infantry
Ma Su*          14    Wile        Bowmen Spearmen
Ma Teng         10    Bravery     Horsemen Cavalry Brigadiers Bow Riders
Ma Tie          4     Speed       Horsemen
Ma Xiu          8     Speed       Horsemen Cavalry Brigadiers
Man Chong       14    Guard       Bowmen Archers
Mao Jie*        10    Capture     Footmen Infantry Engineers
Meng Da         10    Loyalty     Archers Hvy Archers Crossbow
MI Feng         11    Loyalty     Archers Hvy Archers
Mi Zhu          13    Support     Archers Spearmen
Niu Jin         13    Counter     Pikemen Cavalry Brigadiers
Pan Zheng       12    Brute       Hvy Archers Crossbow Spearmen
Pang De         15    Might       Horsemen Cavalry Brigadiers Bow Riders
Pang Tong*      15    Strategy    Bowmen Archers Engineers Hvy Archers
Quan Zong*      15    Zeal        Bowmen Archers Spearmen
Sha Moke        10    Archery     Bowmen Archers Crossbow
Shang Xiang     15    Master      Footmen Infantry Bowmen Archers
Shen Pei        11    Rage        Pikemen Engineers
Shi Xie         10    Capture     Footmen Infantry
Sima Lang       15    Foresight   Footmen Engineers
Sima Yi         15    Calm        Archers Hvy Archers Crossbow Engineers
Song Xian       14    Support     Cavalry Brigadiers
Su Fei          10    Capture     Bowmen Infantry
Sun Ce          15    Conquerer   Infantry Archers Cavalry Brigadiers
Sun Qian        13    Tongue      Footmen Infantry
Sun Quan        15    Hero        Infantry Bowmen Hvy Archers Pikemen
Sun Shao        15    Brute       Archers Hvy Archers
Taishi Ci*      12    Menace      Infantry Bowmen Archers Pikemen
Tian Feng       12    Genius      Footmen Infantry Engineers
Wang Can        12    Foresight   Footmen Infantry
Wang Fu         10    Rage        Footmen Infantry
Wang Lang       11    Tongue      Footmen Engineers
Wang Lei*       10    Rage        Footmen Infantry
Wang Ping*      14    Fame        Spearmen Pikemen
Wang Shuang     14    Scare       Infantry Spearmen Pikemen
Wang Xiu        10    Capture     Footmen Infantry
Wei Xu          15    Rage        Horsemen Cavalry
Wei Yan*        14    Scare       Footmen Infantry Hvy Archers Crossbow
Wen Chou        10    Scare       Horsemen Cavalry Brigadiers
Wen Pin         10    Guard       Bowmen Archers
Wu Ban          11    Speed       Infantry Spearmen
Wu Lan          7     Guard       Footmen Spearmen
Wu Yi           10    Guard       Infantry Spearmen Pikemen
Xiahou Ba       15    Counter     Hvy Archers Crossbow Horsemen Bow Riders
Xiahou Dun      13    Might       Infantry Spearmen Brigadiers Engineers
Xiahou Yuan     13    Bravery     Pikemen Cavalry Brigadiers Engineers
Xiang Chong     9     Guard       Bowmen Hvy Archers
Xiang Lang      9     Guard       Footmen Infantry
Xin Pi          11    Calm        Footmen Infantry
Xin Ping*       12    Rage        Footmen Spearmen
Xing Dongrong   11    Scare       Infantry Pikemen
Xu Gong         15    Counter     Footmen Infantry
Xu Huang        14    Master      Infantry Pikemen Cavalry Brigadiers
Xu Jing         9     Foresight   Footmen Infantry
Xu Sheng        12    Guard       Footmen Infantry Bowmen Hvy Archers
Xu Shu          11    Genius      Footmen Infantry Engineers
Xu You          14    Wile        Spearmen Engineers
Xu Zhu          14    Menace      Footmen Infantry Spearmen Pikemen
Xun You*        14    Calm        Footmen Infantry Engineers
Xun Yu          15    Genius      Bowmen Archers Hvy Archers Engineers
Yan Baihu       12    Counter     Infantry Spearmen
Yan Gang        10    Speed       Horsemen Brigadiers
Yan Jun         10    Togue       Footmen Infantry
Yan Liang       11    Might       Horsemen Cavalry Brigadiers
Yan Pu          13    Foresight   Footmen Infantry
Yan Xing        10    Brute       Hvy Archers Crossbow
Yan Yan         11    Fortitude   Footmen Infantry Bowmen Crossbow
Yang Huai       10    Counter     Infantry Spearmen
Yang Qin        15    Loyalty     Horsemen Cavalry
Yang Song       9     Loyalty     Footmen Infantry
Yang Xiu        10    Wile        Footmen Infantry
Yi Ji           8     Tongue      Footmen Infantry
Yu Fan          10    Counter     Bowmen Archers
Yu Jin          11    Fame        Bowmen Archers Horsemen Bow Riders
Yuan Shang      11    Loyalty     Horsemen Cavalry Brigadiers
Yuan Shao       6     Hero        Infantry Spearmen Cavalry
Yuan Shu        15    Brute       Footmen Infantry Spearmen Pikemen
Yuan Tan        10    Counter     Horsemen Cavalry Brigadiers
Yuan Xi         10    Fortitude   Horsemen Cavalry
Yue Jin         10    Bravery     Footmen Archers Hvy Archers Crossbow
Zang Ba         15    Fortitude   Cavalry Brigadiers
Zhang Bao       14    Bravery     Footmen Infantry Spearmen Pikemen
Zhang Fei       15    Menace      Footmen Infantry Spearmen Pikemen
Zhang He        12    Master      Horsemen Cavalry Brigadiers
Zhang Heng      15    Counter     Horsemen Cavalry Brigadiers
Zhang Hong      10    Wile        Footmen Infantry
Zhang Liao*     15    Might       Infantry Spearmen Cavalry Brigadiers
Zhang Lu*       13    Example     Footmen Infantry
Zhang Ren       10    Fortitude   Footmen Infantry Spearmen Pikemen
Zhang Song      10    Tongue      Footmen Engineers
Zhang Wei       10    Fortitude   Spearmen Pikemen
Zhang Xiu       10    Guard       Horsemen Cavalry Brigadiers
Zhang Xun       10    Support     Horsemen Cavalry Brigadiers
Zhang Yan       13    Speed       Horsemen Cavalry Brigadiers
Zhang Ying      10    Loyalty     Footmen Infantry
Zhang Yun       15    Loyalty     Bowmen Archers
Zhang Zhao      10    Tongue      Footmen Infantry
Zhao Fan        15    Foresight   Footmen Infantry
Zhao Yun        15    Master      Infantry Horsemen Cavalry Brigadiers
Zhong Yao       10    Foresight   Footmen Engineers
Zhou Cang       15    Support     Infantry Spearmen
Zhou Tai        15    Fame        Hvy Archers Crossbow Spearmen Pikemen
Zhou Yu         16    Strategy    Footmen Infantry Archers Engineers
Zhu Huan*       15    Rage        Footmen Infantry
Zhu Ling        10    Fortitude   Footmen Infantry
Zhu Ran         15    Zeal        Archers Crossbow
Zhu Zhi         11    Support     Hvy Archers Crossbow
Zhuge Jin       11    Calm        Footmen Infantry
Zhuge Liang*    15    Calm        Footmen Infantry Bowmen Engineers

----------------------------IC017-------------------------------

In Closing

If anyone spots errors or can fill in information that I am still missing, feel
free to send me an email at
sebkesh@gmail.com

I have put together a collection of my thoughts about this game and posted them
on a blog that can be found at
https://oldwarrior.weebly.com

This FAQS may only be used by GameFAQS (www.GameFAQs.com). If you found this on
any other site, do let me know so that it can be dealt with.