SENGOKU MUSOU
NEW GENERAL CREATION FAQ
(v1.0, 2-28-04)
by Edward Chang (
[email protected])
Revision History
v1.0 (2-28-04)
First version.
TABLE OF CONTENTS
1. Introduction
2. Training Overview
3. Types of Training
4. Events
5. Miscellaneous Tips
6. Credits
1. INTRODUCTION
This is an FAQ for Koei's action game Sengoku Musou, soon to-be-released in
the United States under the name Samurai Warriors. This FAQ deals with the
new character creation system. Like in Dynasty Warriors 4, instead
of using one of the 15 standard characters, you can create your own generals
and take them into battle. New generals even get their own Musou Enbu mode.
The character creation mode is at the same time more robust and more limited
than the version in Dynasty Warriors 4. While you have much more control
over your characters precise attack/defense/attribute statistics, you have
less options when it comes to how your character looks and moves. There's
also quite a bit more randomness and luck involved.
This FAQ makes use of SJIS encoding in order to display Japanese
characters. I included this feature so that if you do not know
Japanese, you can easily match up the characters on your TV screen
to the characters in this guide. You will need to have support for
viewing Japanese characters on your computer, however. Certain versions
of Windows should have it built in; otherwise, you'll either need to
get a program like NJStar Communicator, or you'll need to get
Japanese character support for Internet Explorer (free from Microsoft)
and open this file in IE instead of Notepad/Wordpad.
2. TRAINING OVERVIEW
The first thing you do when creating a character is selecting a model. Unlike
DW4, where you selected individual head/body parts, each model is fully
pre-made; you cannot change parts or even colors. When you start you'll be
able to select from four male and four female models; by triggering certain
events you'll be able to up this total to six male and six female (see the
Events section for details).
After selecting a model you'll be asked to input the character's name. Once
your model and name are selected, that's when actual training begins.
You'll see your characters attributes along the bottom of the screen. You'll
be rated in attack U and defense –h in sword, spear, naginata, mounted,
and ranged modes; you'll also have a score in movement speed ˆÚ, jump
’µ, and avoidance ”ð. The base scores for each attribute is 30 for attack
and defense and 100 for speed, jump, and avoid; however depending on what
model you picked you'll get bonuses in certain attributes, and you'll also
get a few random bonuses.
Male 1: Sword/Spear/Mounted Attack, Jump
Male 2: Sword/Spear/Ranged Defense, Jump
Male 3: Sword/Spear/Mounted Attack, Jump
Male 4: Sword/Spear/Ranged Defense, Jump
Female 1: Spear/Naginata/Ranged Attack, Movement/Avoid
Female 2: Naginata Attack, Spear/Mounted Defense, Movement/Avoid
Female 3: Spear/Naginata/Ranged Attack, Movement/Avoid
Female 4: Naginata Attack, Spear/Mounted Defense, Movement/Avoid
Armored Male: All Attack
Armored Female: Ranged Attack, Movement, Jump, Avoid
Priest Male: Sword Attack, All Defense
Priest Female: Spear/Ranged Attack, Spear Defense, Avoid
(Note that the last four models must be unlocked.)
You'll basically have twelve months to train your character; each month you
can select a training from the list or rest to regain health. Each training
starts at the beginner ‰‹‰ level, but as you complete them you can move on
to intermediate ’†‹‰ and advanced ㋉ levels. After completing a training
you'll be rated on different areas depending on that training, and then
you'll be given a final score, out of Special Class “Á‹‰, First Class ˆê‹‰,
Second Class “ñ‹‰, Third Class ŽO‹‰, and Failure ˜_ŠO. Depending on your
score and what training you pick, your attributes will go up.
At first you'll only be able to pick Swordsmanship Œ•‹ and Breakthrough
“Ë”j, but as you pass these more trainings will open up.
While training you'll be prompted to pick a weapon out of sword, spear,
and naginata. Attack/defense bonuses from training apply only to the
weapon you actually used; each weapon will also give you bonuses in
particular areas independent of training:
Sword: Movement Speed, Jump
Spear: Mounted Attack, Mounted Defense
Naginata: Avoidance, Ranged Defense
Along the way certain events may happen that have both positive and negative
effects on the growth of your character. These are partially random, and
partially based on your character's stats.
Once twelve months have elapsed, your character will be asked to join
a particular clan, and you'll have to pass a test. The tests consist of
two trainings, one at intermediate level and one at advanced. At the end of
each test, if you've accumulated more than 100 points, you pass; if not,
you fail, your character is deleted, and all your hard work is for nothing.
The tests have no bearing on your stats or anything else in the game, so
it's best just to pick whichever clan gives you the two trainings you are
most confident you can pass.
Oda Clan D“c‰Æ: Intermediate Swordsmanship, Advanced Ougi
Takeda Clan •“c‰Æ: Intermediate Breakthrough, Advanced Horsemanship
Uesugi Clan 㙉Æ: Intermediate Horsemanship, Advanced Swordsmanship
Tokugawa Clan “¿ì‰Æ: Intermediate Inner Eye, Advanced Breakthrough
Date Clan ˆÉ’B‰Æ: Intermediate Ougi, Advanced Battle Grace
Honnouji –{”\Ž›: Intermediate Inner Eye, Advanced Ougi
Asai Clan óˆä‰Æ: Intermediate Archery, Advanced Inner Eye
Imagawa Clan ¡ì‰Æ: Intermediate Battle Grace, Advanced Archery
Houjou Clan –kð‰Æ: Intermediate Breakthrough, Advanced Swordsmanship
If you pass, a weapon will be assigned to your character (usually whichever
weapon you have the highest attack/defense rating in), and then you'll be
prompted to save your character. You'll nowbe able to use him or her in any
of the game modes. You can create up to 15 characters.
3. TYPES OF TRAINING
Here is a list of the seven different trainings, the parameters they raise or
lower (more pluses = bigger gains), when the training is available, and notes
on what you have to accomplish.
------------------------------------------------------------------------------
SWORDSMANSHIP Œ•‹
Available: From the beginning
Parameters: Used Weapon Attack ++++
Life ++
Jump +
Unused Weapon Defense -
Mounted Defense -
Ranged Defense -
Judged Areas: Number of Kills
Longest Combo
You simply have to kill as many people as possible. Most of the enemies are
utter trash, and no matter what your attack is you'll kill them in one hit.
You have 1 minute; for every 50 kills, you'll get a bonus of 5 seconds, and
if you pull off a 5 hit combo, you'll get a bonus of 3 seconds. As you kill
off soldiers, more squads will appear, including riflemen and archers. To
continue to get more enemies to appear, you have to kill at least the leader
of each squad. For the archers/riflemen, these are the pointy-hat guys
that run while shooting you (be careful, they're rather good at running
away from you).
In intermediate and advanced levels, the big fat guys who use sumo-like
moves will show up. This is bad news, as at your level if you get hit by
their charge attack, you'll probably die in one hit. Thankfully it's really
slow, so it's easy to avoid - IF you see it coming. Also thankfully,
killing one of them will make them drop a Hannya Drink, which will refill
both your life and musou to maximum.
There's not much strategy involved in this training. Simply use your best
combos for whatever weapon, store up musou, and unleash it in the middle of
the crowd. On intermediate or advanced levels, go after the sumo guys
preferentially - they don't die in one hit so you can try for 5 hit combos
(bonus time), and they'll drop the healing items that will let you do your
musou more often.
You'll need 500+ kills for Special Class, and 400-500 for First Class.
------------------------------------------------------------------------------
BATTLE GRACE •‘“¬
Available: Advanced Swordsmanship
Parameters: Used Weapon Attack +++
Mounted Attack +++
Ranged Attack +++
Life ++
Movement ++
Avoid +
Jump +
Unused Weapon Defense -
Mounted Defense -
Ranged Defense -
Judged Areas: Combo Points
Longest Combo
This is basically combo training. You'll have one minute to get as many
combo points as you can; a combo point is awarded for every hit after 4
in a combo. Thus, if you pull off a 7-hit combo, you'll get 3 points, one
each for the 5th, 6th, and 7th hit. After the 10th hit you'll get 2 points
per hit, and after the 15th 3 points, and so on. Thus the only way to get
really huge scores is to get as long a combo as possible.
The enemies don't move and there are a limited number of them; if you
should run out of enemies, the training ends prematurely. However, getting
a 5-hit combo causes another enemy to spawn, so you shouldn't have much
trouble. You'll get a bonus of 5 seconds for a 10 (and 20, and 30...) hit
combo, so time isn't an issue either if you can consistently pull off the
longer combos.
However, as you hit 20-hits and more, more enemies may show up that DO
actively attack you, such as archers and the large sumo-types. This makes
your job harder. In some ways, it may be more efficient to just stop at
19-hit combos to prevent this from happening.
The easiest way to do this training is with a sword and doing ST, ST, ST...
over and over again. Be warned that this combo is extremely difficult,
perhaps impossible, with a naginata.
This training is probably best attempted when you're near death, as the
enemies won't attack, and the use of your Musou Ougi will allow bigger
combos.
------------------------------------------------------------------------------
OUGI ‰œ‹`
Available: Intermediate Battle Grace
Parameters: Musou ++++
Used Weapon Attack +++
Avoid ++
Movement +
Unused Weapon Defense -
Mounted Defense -
Ranged Defense -
Judged Areas: Number of Kills
Longest Combo
This training will have you attempt to kill as many enemies as possible using
solely your Musou Ougi attack. Enemies will drop tons of Doburoku (refined
wines), which will refill your Musou meter. You'll only have 30 seconds, but
while your Musou Ougi is actually active, the clock freezes. Thus the best
way to rack up big scores is to consistently pick up Doburoku while your
ougi is active to extend the amount of time in which it is active. The more
enemies you kill, the more annoying the squads that appear (like riflemen),
but since you should be invincible most of the time, they're not that
problematic.
------------------------------------------------------------------------------
ARCHERY „‹|
Available: Intermediate Swordsmanship
Parameters: Ranged Attack ++++
Life ++
Ranged Defense ++
Mounted Attack +
Unused Weapon Defense -
Movement -
Judged Areas: Number of Kills
Percentage Accuracy
On this training you'll be standing on a bridge, with enemies charging at you.
You have to dispatch them solely with ranged attacks. Each enemy generally
dies in one hit. However, if you move off the bridge (or are knocked off),
or if an enemy reaches the bridge and crosses to the other side, the training
ends instantly.
You'll have one minute, but for every 10 kills you make you'll get a bonus
of five seconds. Time is not really the biggest factor, though; preventing
enemies from reaching the bridge is. Also, if you manage to get 100% accuracy
with your shots, you'll get an extra 30 points in your final evaluation,
which makes aiming for First Class or Special Class that much easier.
------------------------------------------------------------------------------
INNER EYE SŠá
Available: Intermediate Swordsmanship
Parameters: Ranged Defense ++++
Musou +++
Used Weapon Defense +++
Ranged Attack +++
Mounted Defense ++
Avoid ++
Jump +
Unused Weapon Attack -
Movement -
Judged Areas: Number of Kills
Percentage Accuracy
In this training you'll be faced with numerous archers on the other side of
a river; you'll have to defeat them solely by reflecting their arrows back
at them with your attacks. This isn't as hard as it sounds, but it still
takes impeccable timing and positioning. You have one minute, but as you
dispatch each squad you'll get an extra 10 seconds. The bigger problem is
dying from getting hit, though.
As you move up to the intermediate and advanced levels, more riflemen
will show up along with the archers. You cannot reflect bullets, and the
bullets will break your guard, so instead of just standing still and
hitting back the shots, you'll have to practice strafing (with the L1
button) slightly and then knocking the arrows back. In some ways this
training is easier when you're near death, as your Musou Ougi will deflect
everything.
------------------------------------------------------------------------------
BREAKTHROUGH “Ë”j
Available: From the beginning
Parameters: Movement ++++
Life ++++
Musou ++
Used Weapon Defense +
Jump +
Unused Weapon Attack -
Mounted Attack -
Ranged Attack -
Judged Areas: Clear Time
Number of Kills
In this training you'll have to get to the exit point of the castle (shown
by a blue square on the map) as fast as possible. The first squad of
enemies you face will drop a Battle Sandals, which will boost your max speed
temporarily; the second squad will drop some health if you need it. Other
than these two squads, though, it's better to ignore the enemies completely
and just run; even though you're evaluated on number of kills, even killing
30 will only get you 10 bonus points, so if you want Special Class rating
just run. Head on through the second group and through the cross shaped
hallway; then once you're in the next room simply head north at every chance
you get. Watch out for the ninjas who drop down from the ceiling, as they
waste valuable time. You'll want to hug the walls and jump or roll as soon
as you see them coming. Nevertheless once you get used to the layout, you
should have no trouble getting Special Class rating (by finishing with over
a minute and 20 seconds left on the clock)
------------------------------------------------------------------------------
HORSEMANSHIP ”np
Available:
Parameters: Mounted Attack ++++
Mounted Defense ++++
Life +++
Musou ++
Used Weapon Attack +
Used Weapon Defense +
Unused Weapon Attack -
Ranged Attack -
Avoid -
Jump -
Judged Areas: Clear Time
Number of Kills
You'll be asked to clear two circuits of the map on horseback in as short
a time as possible. You start with a minute, but after the first circuit
you'll get a 60 second bonus, and after clearing the northwest corner the
second time you'll get 30 seconds. The second time through enemies will
get in your way; clear them out by using your horses jump (triangle button),
but otherwise don't bother to pick off every single one as that will just
waste valuable time. Along the south, you'll have a choice of two paths to
take; I suggest the right path as it's vastly easier, and will give you
some healing items.
4. EVENTS
In the midst of training you'll encounter several events, which can affect
the growth of your character. There are events that appear to be totally
random, and other events that are dependent on your growth. Characters from
the game may come in and challenge you, and defeating them might give your
character some item or predetermined skill for free.
This section will list various events you may come across, and how they are
triggered (if not totally random).
DOUJOU-YABURI
If you have an attack of over 50 (possibly 55?) in a melee weapon by the
fourth month, a doujou-yaburi (his model is one of those fat sumo types)
will show up and challenge you. He comes along with some henchmen, and is
extremely strong - eating his charge attack will likely kill you. He will
also heal himself when he gets to low health - the only way you can defeat
him is with a Musou Ougi. If your attack power is high enough in the weapon
you get for this fight (which appears to be randomly determined), one
Musou Ougi should do it; otherwise he'll continue to heal himself, but
after the second time your master will drop a Spirit Mirror (Full Musou
for 10 seconds) in the middle of the area which you can pick up to defeat
him.
Defeating the Doujou-yaburi unlocks more models for your created characters,
one for each time, in the order of Masked/Armored Male, Fully Armored Female,
Priest Male, and Priest Female. Defeating him more than 4 times nets you
nothing.
MISSING WEAPONS
If you consistently use the same weapon, you may randomly get an event
where your master can't find any of that weapon. For the next month only,
you'll have to use a weapon other than your primary weapon.
SICKNESS
Randomly you might feel sick; you'll be given some extremely bitter
medicine, and your health and musou maximums will drop by 10 apiece. This
sucks a lot, so if this happens early in the training process it might
be better to just restart.
THAT DAMN DOKKIMARU
Your fellow disciple Dokkimaru might try to do some chiropracty on you.
If this happens, your sword attack will drop by 5.
MAEDA KEIJI
Having a melee attack of over 68 and selecting Swordsmanship may cause Keiji
to show up instead. He's extremely tough if you happen to get a weapon you're
not so good with; if you manage to beat him, you'll learn the Iai skill
(increases your attack range) for free.
SAIKA MAGOICHI
If you have a ranged attack of over 65 (?) and select Archery, Magoichi may
show up to challenge you. He's not too tough compared to the other playable
characters that challenge you, and if you beat him, your ranged attack
will become a gun instead of the regular bow and arrow.
HATTORI HANZOU
If you have a jump score of over 130 and select Battle Grace, you may catch
Hanzou trying to infiltrate and you'll end up fighting him. He's extremely
tough as he clones himself, and you'll have a hard time getting to the real
Hanzou without his clones beating you up. If you win, however, you'll get the
Hyourougan rare item (Provisions), which will heal your character back to
half health upon death for one time only. Yes, this is the only way to get
this item.
ISHIKAWA GOEMON
If you have a speed of over 140 and select breakthrough, you may have to
fight Goemon. Beating him nets you the skill Senrigan, which makes it easier
to find good items.
DATE MASAMUNE
Having a mounted attack of over 65 and selected Horsemanship may cause
Date Masamune to show up. Beating him will get you the skill Dohatsu, which
makes it easier to fill up your Musou gauge.
KUNOICHI
Selecting Inner Eye(?) with a high ranged defense (?) score will pit you
against Kunoichi. Winning against her gives you the skill Shinkaku, which
ups the amount by which your musou gauge maximum rises as you gain
levels.
MORI RANMARU
Having a high melee attack (?) and selecting Ougi may pit you against
Ranmaru. He wants to fight you one-on-one, but his bodyguards interfere
and you'll have to fight a squad of them as well. Beating him gets you
the skill Gekkou, which gives you a chance of going into Attack x2 mode
briefly when recovering from near death.
OKUNI'S REQUEST
Selecting Swordsmanship with unknown parameters may cause Okuni to show up
and ask you to help her beat the drum in the battle arena 100 times.
However, Goemon and his flunkies come to bother you. You should try to
ignore them (though watch out for the big sumo guy) and focus on hitting
the drum, since as soon as you hit it 100 times you automatically 'win'.
Succeeding gets you the skill Renki, which increases the power of your
charge attacks.
SAYA'S AID
Occasionally Saya may replace your equipment, with the effect that for the
next month only your effective attack and defense get a 20 point bonus.
Swordsmanship training is recommended after this happens.
FOCUS
During the last month, your master will help you focus. For the last
training, all gains you get from training will be multiplied by two. Pick
whatever you want your character to focus on.
5. MISCELLANEOUS TIPS
SPECIAL NAMES
Naming your characters after certain famous mythical/historical figures, or
after people having to do with the game, will give your characters a
boost in their starting stats.
For instance, naming your character Miyamoto Musashi ‹{–{•‘ gives your
character a big boost in sword attack and defense, as does the name Okita
Souji ‰«“c‘Ži of the Shinsen-gumi. Naming your character Kazama Kotarou
•—–‚¬‘¾˜Y, after a famed ninja, gives your character movement, jump,
and avoidance boosts. Naming your character after BoA, after the Korean
popstar who sings the ending theme song, gives you movement and jump boosts
(why? because she dances well, I guess).
There are many more names, but since most of the other names are totally
unknown to Westerners, and since the US release may not implement this
feature, I'm not going to list them all. See the websites listed in the
credits if you are interested in more names.
6. CREDITS
Thanks go to:
Koei and Omega Force for the incredibly addictive game.
Sengoku Musou Kanzen Kouryaku (
http://pikkee7.hp.infoseek.co.jp/) and
Natsu no Omoide (
http://www.geocities.co.jp/Playtown-Part/8350/)
of the information in this guide.
This FAQ Copyright 2004 to Edward Chang. Redistribution in any form,
including reprinting in electronic or print media, without express
permission of the author is strictly forbidden.