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Newbie Guide to Warriors Orochi (PSP).
Version 01.00 - November 05 2008
Copyright Draqul 2008~
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[SEC-01] Contents
[SEC-02] Introduction
[SEC-03] Warriors Orochi features overview
[SEC-04] Improving your character
[SEC-04-01] Experience
[SEC-04-02] Proficiency
[SEC-04-03] Abilities
[SEC-04-04] Weapons
[SEC-05] Controls
[SEC-05-01] Notation
[SEC-05-02] Changes
[SEC-06] Combat
[SEC-06-01] Introduction
[SEC-06-02] Strategy
[SEC-06-03] Horses
[SEC-06-04] Move sets
[SEC-06-04-01] Preparing to learn
[SEC-06-04-02] Performing charge combos
[SEC-06-04-03] Different charge combos
[SEC-07] About This Guide
[SEC-08] Version History & Update Schedule
[SEC-09] Acknowledgments
[SEC-10] Copyright Information
[SEC-11] Glossary
______________________________________________________________________________
[SEC-02] Introduction.
You can skip to any section by using the Find function and searching for the
codes given in the contents list. Controls and commands are listed in
capitals; check [SEC-05] for more details. Almost all other capitalised
terms are searchable; add a # sign to the beginning when searching to skip
straight to the glossary. The glossary has been placed at the very end of the
document so that you can scroll straight down to it. Most of this FAQ is
initial information for those somewhat familiar with the DW and SW titles,
who have not yet played WO, and is a very brief introduction to certain
features of the game. The heart of the FAQ is [SEC-06-04] and subsections,
which contain an explanation of the charge combo system, which (I believe)
is central to mastering the game.
This FAQ is not intended to replace the manual or game experience; it is
simply a beginner's introduction guide, aimed at non- or casual gamers.
See [SEC-07] for more information.
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[SEC-03] Warriors Orochi features overview.
This section assumes some knowledge of DW and SW games; it is intended only
to highlight those features unique to WO. It does not replace the game's
manual, or a working knowledge of the very basic Musou system.
Warriors Orochi is sometimes said to be *three times* as difficult as any
title in the DW or SW series. Luckily, it is also three times as fun. You
enter a level not with *one* character, but with *three*, and can switch
between them at any time. Out of play characters recharge their health and
Musou bars, ready to step in and take over when you get in trouble. You
select your characters before the stage you will play, and can switch
between characters in-level using the LEFT and RIGHT keys on the D-PAD.
This is essential as unlike DW and SW games, your Musou bar is *not*
refilled by dealing/taking damage, but only by pick ups and sitting on the
bench (as well as certain special ATTRIBUTES and moves).
Characters are divided into three TYPES. These are Tech, Speed, and Power.
Tech characters can counter-attack while taking damage; Speed characters can
double-jump by pressing X twice, and also evade while attacking by pressing X
mid-animation; Power characters are able to continue chaining together attack
combos despite being damaged. As a general rule, Power types are strong but
slow, Speed weak but fast, and Tech balanced.
There are four story modes in WO, one for each of the three DW forces
(Wei - blue; Wu - red; Shu - green) and the SW force (orange). You begin
with only three characters to choose from in each story mode for a total of
twelve initial characters. Further characters are unlocked as you complete
stages. Stages are divided into two types, story and extra. Each story mode
has eight story levels and seven extra levels. These are identified by force
name and stage number, and extra levels are also noted by the addition of
an X in the name. Thus, rather than call a stage by its Chinese or Japanese
name ("Battle of Hei Fei"), which can be confusing for English-speakers,
levels are called "Wei 3-X" or "SW 4".
Story levels only need to be completed to unlock their respective
characters; extra levels often require certain special conditions before
rewarding you with a new character. For example, SHU 2-X unlocks Jiang Wei,
but only if you successfully complete an ambush as part of the level.
There are also some characters who are unlocked over multiple stages.
Unlocking all 79 characters is quite a lot of fun, and there is an
excellent PS2 FAQ on the topic.
http://www.gamefaqs.com/console/ps2/file/938105/50189
To further extend the game's life span, there are rewards in the form of
gallery pictures. These artworks - which can be set as the game's background
image - are unlocked for each character by fulfilling the following goals:
acquire character, acquire all abilities (ABILITY), max out PROFICIENCY,
acquire personal item (PI), reach level sixty. Collecting them all will
take you a longish time. In addition, you may wish to max each character
to level 99, and acquire and upgrade a perfect weapon for them - so there's
plenty of game there to last you a while.
______________________________________________________________________________
[SEC-04] Improving your character.
[SEC-04-01] Experience.
Experience is gained in two ways. First, every KO, whether PEON or OFFICER,
rewards you with experience - so kill everyone! Secondly, OFFICERs and base
captains will often drop experience scrolls, which contribute large boosts
to your tally. (There is also *one* stage where experience scrolls are found
in crates.) Experience will gain your character levels; at each level up,
their statistics will improve marginally. At the end of each level, you
are rewarded with GROWTH POINTS based on your performance. You can assign
these to characters as experience via a menu in the CAMP; thus, you can
level one character, and earn points to level a second character at the
same time! Efficient! You can increase the amount of experience and GROWTH
POINTS you receive by equipping the ABILITY "Acclaim".
~~~~
[SEC-04-02] Proficiency.
The second improvement is through the character's PROFICIENCY. Characters
begin at zero PROFICIENCY and build towards full, with every kill working
towards improving this statistic. Each PROFICIENCY level increases a
character's MOVE SET, giving access to more powerful attacks. You should max
this statistic before deciding whether you like a character or not, as many
of them are gimped at low PROFICIENCY, no matter what their level.
~~~~
[SEC-04-03] Abilities.
Each character has three to four abilities that can be unlocked. These can
then be equipped and take effect on every character in your team. Examples
include "Impulse", which increases speed, and "Karma", which increases luck.
There are either ten or twenty ranks of each ABILITY to be unlocked; for
example, to unlock all ten ranks of "Cavalier", you need to unlock one rank
from ten different characters. To unlock every rank of every ABILITY, you
will need every character. Unlocking an ABILITY is dependent on fulfilling
various conditions with the character in question, which can be checked via
the Team Info menu in CAMP, before a battle, or on the pause screen. The
conditions vary from character to character, and increase in difficulty
depending on how many abilities have already been unlocked for that
character, and must be completed in one stage. For example, to unlock
a rank of Impulse, Xing Cai's first available ability, the condition
is "Defeat three officers", so in one stage, Xing Cai must defeat three
officers herself; not the team of three, but her, on her own. That's not
very hard, but some of the conditions range up to "Defeat eight officers,
500 KOs, no use of Musou, maintain 100% health, in five minutes". You can
make collecting abilities as challenging or easy as you like, by setting
yourself goals like "get all three character's abilities in one stage;
difficulty hard". If you're looking to max out a particular ABILITY, half the
work has been done for you in this guide.
http://www.gamefaqs.com/console/ps2/file/938105/47696
~~~~
[SEC-04-04] Weapons.
So you're level 99, with max PROFICIENCY, and a host of great abilities
(ABILITY), and you're still having your arse kicked? You need a better
weapon. Weapons come in four ranks, with the base power increasing between
ranks. Fourth ranked weapons can only be obtained on hard or chaos
difficulty mode, on stages ranked three stars or higher, but they
are often twice as powerful as third rank and well-worth obtaining.
You can also use GROWTH POINTS to upgrade your weapon, by the addition of
extra attack power (up to +20), special ATTRIBUTES (which mainly take
effect during charge attacks), or more slots to hold ATTRIBUTES
(up to eight). Upgrading is called Weapon Fusion, because it
involves combining two weapons into one. You select a base weapon, which
will keep all its various upgrades, and then select a fusion weapon, from
which you pick and choose which upgrades to bring across. The fusion weapon
is lost in the process, but there is no harm to this, except that any
upgrades you *don't* choose will vanish, and you'll need to find another
weapon with that upgrade. Since you'll choose everything you want, this
is not much of a loss, though.
Any upgrades you make to a weapon can be transferred to another
belonging to the same character by a standard fusion, so feel
free to upgrade your rank one weapon and move the upgrades
across to your new rank two when you find it later on. Be wary
- while you won't lose any anything in the transfer, you will
pay the same amount of GROWTH POINTS as if you were adding them for
the same time. Moving a full set of ATTRIBUTES, attack power and
slots to a new weapon can set you back 45,000 GROWTH POINTS; not
cheap. Search through the PS2 and Xbox 360 FAQs for more
information on upgrading weapons and obtaining fourth ranked weapons.
~~~~
[SEC-04-05] Personal Items.
Every character has a personal item (PI) which can be unlocked by
fulfilling very specific requirements on a specific stage. These items
will increase the power of your special attacks for that character only.
For characters who rely heavily on the use of special attacks, finding the
PI can very seriously increase their potential. If you're using the special
a lot, or if you find it under-powered, hunt up the PI. Since you have very
little chance of figuring out the conditions for yourself, it's a good
thing there's a FAQ on the topic in the PS2 section.
http://www.gamefaqs.com/console/ps2/file/938105/49475
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[SEC-05] Controls
[SEC-05-01] Notation.
The PSP controls are as follows. I have tried to consistently use capitals
when referring to a control throughout the FAQ.
ANALOG: movement, menu selection
D-PAD: menu selection
D-PAD LEFT/RIGHT: switch characters
D-PAD UP/DOWN: switch map mode
LEFT: guard/block
RIGHT: special attack
SQUARE - basic attack (menu: level up in Character Growth)
TRIANGLE - charge attack (menu: back)
CIRCLE - Musou attack (menu: change outfit in Character Select)
X - jump, mount/dimount horse (menu: select)
SELECT: call horse
START: pause
~~~~
[SEC-05-02] Changes
Some of these controls may be unfamiliar to DW and/or SW veterans.
** Call your horse - Pressing the SELECT key will call your horse, wherever
you have left it. All characters can do this.
** Special attack - Familiar to SW2 players, special attacks are performed
using the RIGHT shoulder key. Each character has a unique special attack
and sometimes more than one. POWER characters usually consume a small
amount of Musou using their specials; TECH characters have an additional
special that allows them to counter attack while being damaged. It is
important to consult a character's MOVE LIST and ensure you understand
the costs and effects of each special.
** Switch characters - D-PAD LEFT and RIGHT keys will switch between
your three characters.
** Map shift - D-PAD UP and DOWN keys will switch the map between
maxi- and mini-mode; useful for large maps with internal locations,
especially multi-story castles. The map defaults to mini-mode upon
entering an internal location, but must be manually returned to
maxi-mode. When in mini-mode, the map will briefly restore maxi-mode to
display the location of MESSAGES.
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[SEC-06] Combat.
[SEC-06-01] Introduction.
Combat is the point of the DW, SW and OW series. There are two different
streams of players. The first press SQUARE until the level ends. The second
ramp the difficulty up and tackle what turns into a tactical, strategical,
edge-of-your seat challenge. Both streams are fine, and fun, but stream one
does eventually lose its appeal for most people. This guide is designed to
turn you from a stream one into a stream two player, so that you can
extend the life of your game and take an interest in the technicalities
of the series.
~~~~
[SEC-06-02] Strategy.
Veteran gamers may find the advice in this section surprising, but for
beginners, it's essential. Battles in WO are not just about getting as
many KOs as possible and defeating the boss; there's usually a series of
events, some of which occur by themselves, some of which you trigger or
complete. Mastering these events - ambushes, traps, assassinations - is
absolutely vital. You can power your way through any battle, I suppose,
but it's dull; much more fun to take a low-level character, turn the
difficulty up, and struggle to time everything exactly right, resulting in
a major tide-turning which leaves the enemy shattered and you filled with
the glow of success. Here's what you need to know to achieve this:
** Read the MESSAGES: They advise you on how to trigger/avoid
positive/negative events. Move away from your enemies so you can read
them; or pause the game and check the History, which will give you a
chance to examine the map, too.
** Replay and experiment: Don't always run the same way - check
alternate routes, bypass early officers for later ones to nip enemy
tactics in the bud, and see what happens if you fail/allow different
events. Sometimes failing one event will open the door to another,
better one.
** Plan your attack: Use the map and the OFFICER list to plan your campaign
before you begin a stage; you want to find and close bases to stop
reinforcements, clear out enemies around your allies, and perhaps avoid
more powerful enemies until you're well on the way to winning.
** Remember your allies: Don't let them die - go to their aid. Think
about what will happen once you dispatch their opponents; where are
they likely to go next? You can control the flow of your army's attack so
that everyone arrives at the boss simultaneously, or pin your allies down
with weaker foes while you deal with major issues on your own.
~~~~
[SEC-06-03] Horses.
Moving across the battlefield at speed can be really, really important.
For slower characters, a horse is essential. There are two ways to use your
horse in combat. One is to run everywhere on foot while fighting, and only
call your horse when you need it to traverse empty spaces. The more efficient
way is to master horse combat, the same way you should any aspect of your
character's MOVE SET. Of course, depending on your play style some characters
are always going to be awful on horse back - I find Guan Ping utterly
useless, mounted - but at high levels, most characters can transform into
amazing killing machines, with the advantage of a great turn of speed.
Here's what you need to know to become a true cavalier:
** Keep moving: This is the most important thing you can learn. Whether
in a crowd or one-on-one, *move your horse*. You don't have to move far;
small twitching movements are often all that is necessary. Your initial
attack knocks out say 50% of the surrounding enemies. Now twitch your horse
a little, so that you encounter new enemies. The remaining 50% moves to
follow you and usually pauses slightly before attacking, by which time,
you have smacked them down, too, and can now twitch to avoid the newly
arrived set, who are then smacked down... rinse and repeat.
** Move more for bosses: When facing OFFICERs, know your combo length.
If you character smacks four times before pausing, smack four times then
circle your horse around, ready to smack again. When the officer blocks,
get behind them.
** Know your combo: As a general rule, DW characters attack on both sides
alternately, and SW characters attack only on the right. There are
exceptions. For example, Pang De and Ma Chao attack on the right only;
Musashi attacks on both sides; Ina attacks on the left only. Check this
out *before* you wander into combat. Adjust your twitch speed to the
length of your combo.
** Know your range: Some characters manage to smack in almost 360 degrees
around the horse; others will only manage a tiny angle of attack. This
will effect how often you need to twitch to avoid the enemies who have
prepared an attack while you've been knocking off a tiny proportion
of their number. Some characters range varies depending on where they
are in their combo; for example, Ina's first few moves have a very
wide range, but the last few are tiny and dangerous.
** Use charge attacks: After running a few steps, your horse will leap
if you press TRIANGLE. The impact of its landing slightly stuns enemies.
If you find the enemy keep blocking your attacks, try leaping into their
midst and then unleashing your standard attacks; you do not have to wait
for the horse to land before starting to mash SQUARE. Your character can
also unleash a mounted charge attack of their own; press TRIANGLE shortly
after pressing SQUARE. This will often break blocks or one-hit-kill, but
leaves you vulnerable, so remember - twitch.
** Move AND attack: When things get particularly intense, remember you
have *two* hands, and they both work at the same time, with a little
practice. Twitch madly with your left thumb while using your right to
attack. It sounds obvious but I've watched gamers knocked off their
horses time and time again because they freeze while attacking.
~~~~
[SEC-06-04] Move sets.
Here is where the heart of the DW5 lies. You *must* master basic combos.
Let the TRIANGLE button enter your life, not just occasionally but always.
Yes, pressing square repeatedly unleashes an eight blow combo that is
great for low level peons, but against anything tougher, it starts to fail,
because the enemy will simply block, wait for the tiny pause that occurs
between the end of one combo and the start of another, and beat you up.
You need to be smarter, not just stronger, and charge attacks are the key
to success.
[SEC-06-04-01] Preparing to learn.
Learning one character's MOVE SET will help you understand every character.
Take a character you enjoy playing as or like the look of, and start a very
easy level on easy difficulty. Your choice of level is important, because
some are so eventful that you won't have time to experiment before the game
over screen occurs; Shu 1 is particularly bad because your commander will
run straight into an ambush and die; Wu 1 is quite good because there's
not that many enemies to begin with, and your commander will stay alive
for a relatively long time. Remember though, it doesn't matter whether
you die or not; you're just here to experiment. You don't even need
enemies; if you like, find a nice empty space and settle down to learn
charge combos.
[SEC-06-04-02] Performing charge combos.
You should be familiar with the standard charge attack. Press triangle,
and your character performs one type or another; for example, Zhou Yu
unleashes a ball of fire. The charge attack is slower than a basic attack
and leaves you open to a smacking before the animation completes; as
charge attacks often have a bit of reach to them, you should practice
judging the distance between you and an approaching enemy to determine
the best time to use a standard charge attack, so that the attack hits
and does damage at the moment the enemies arrive in its range, before
they have a chance to hit you.
Charge combos, on the other hand, occur when you string one or more
basic attacks (SQUARE) together with a finishing blow of a charge
attack (TRIANGLE). The simplest combo is SQUARE-TRIANGLE. Usually
this combo causes your character to follow up a standard attack with
a slightly more powerful second blow - but one which takes advantage
of all the ATTRIBUTES of your weapon, and will often have unique effects
of its own, such as elemental attack, stun, or blow-back - knocking
enemies away. However, landing this combo is not just about mashing
SQUARE and TRIANGLE in quick succession. You will notice that timing
is important; you can be either too quick, or too slow, and miss the
combo altogether. Practice SQUARE-SQUARE and SQUARE-TRIANGLE with one
character until you can tell the difference between them and reliably
perform the charge combo.
Check your character's move list in the Team Info menu to see what
charge combos are available to you at your PROFICIENCY level. At higher
proficiencies, some characters - for example, Yukimura Sanada - have
charge combos that can be extended beyond one hit, so that rather
than SQUARE-TRIANGLE, you may be able to use SQUARE-TRIANGLE-
TRIANGLE-TRIANGLE.
There are also longer charge combos available, again depending on your
PROFICIENCY, such as SQUARE-SQUARE-TRIANGLE and SQUARE-SQUARE-SQUARE-
TRIANGLE. Some characters have a lot of different and quite long charge
combos, others have only a few short ones but their combos will be
extendable. Longer combos can be harder to pull off, because there are
more opportunities to miss your timing. As mentioned before, it's not
just a matter of hammering SQUARE the required number of times, then
pushing TRIANGLE; timing is so important that sometimes, you can press
SQUARE too quickly, and find that you land a much shorter charge combo
than you expected, because the game has only registered one or two SQUARE
presses before the TRIANGLE, rather than the four or five you actually
performed. This can actually work in your favour; if you time the TRIANGLE
press right, sometimes it doesn't matter at all how many times you press
SQUARE, because when you press TRIANGLE at exactly the right point in the
attack animation, you will trigger the charge combo that is next in
sequence. To learn timing, simply practice; watch your character's
animation and learn the cues. It should soon become second nature and
you will be able to do it with your eyes closed.
Once you can perform charge combos for one character, you should be able
to change to another, check their move list, and learn their combos with
comparable ease. All the characters have different timing, but most of
them are similar enough in rhythm that you will only encounter
difficulties with notoriously difficult moves.
[SEC-06-04-03] Different charge combos.
What are charge combos good for? Well, as well as being more powerful
and less predictable than basic attacks, and utilising your weapon's
ATTRIBUTES, most characters have charge combos that, while being very
different, produce effects that can be grouped together. They're
usually about the same length for each character, which makes it
easier to remember how to be effective with a character you've
neglected for a while. These combos, which I have randomly named, include:
** The Crowd Clearer: A charge combo that sweeps the area around your
character, efficiently racking up KOs.
** The One-hit: A short combo with a powerful blow, excellent for
dispatching officers before they remember to guard.
** The Tunnel: Fires a wave of force directly ahead of the character,
creating an escape from a crowd!
** The Knock-back: Doesn't do much damage but knocks down/stuns crowds.
The Juggle deserves its own paragraph. It's a weak charge combo, usually
short to medium length, that knocks the enemy *upwards*. Some people
consider juggling cheap; it's certainly exploitable, because if you're
good at it or have a handy wall to bounce your foe from, you can string
together a number of juggles and keep the enemy in mid air, unable to do
damage or block, while you pound them flat. The game redresses this issue
by a quirk of physics that means an airborne character usually flies
sideways rather than upwards when hit in mid air by a juggle move, and
also, counter-intuitively, *halving* damage inflicted in mid-air. Thus,
juggling can be quite inefficient compared to a combination of the
Flash ATTRIBUTE, to break their guard, and a much more powerful
charge combo of a different type to follow up.
Try out various charge combos and see what your character can do for
you.
~~~~
[SEC-06-05] Putting it together.
Once you know the slightly more advanced techniques of combat, you
might be surprised how much more enjoyable the game is. Suddenly
characters whom you found awkward are revealed in all their glory -
although depending on how you like to play, some you may find you dislike
more than ever. This section is a summary of tips for getting the most out
of every character.
** Max PROFICIENCY: You cannot know whether a character is powerful, speedy,
or cumbersome until you have access to their entire MOVE SET.
** Know your MOVE SET: Find a quiet place and try out various charge combos,
your Musou, and special attacks. Look for efficient and fun effects.
** Understand TYPES: Advanced players utilise the unique abilities of the
different TYPES in different situations.
** Master your horse: I get off for epic duels, but for level grinding or
beating tight time limits, you can't go past a horse.
** Use block: When facing a difficult OFFICER (or even PEONs on higher
difficulties), use block! Wait and watch patiently for an opening.
** Watch skilled players: Learn the MOVE SETs of three characters, and
then ask a pro to show you how they'd use them in a difficult level.
There are also loads of YouTube videos of players demonstrating advanced
techniques; check out the boards, and see tier discussion for links.
______________________________________________________________________________
[SEC-09] About This Guide.
Normally this section goes at the start of a FAQ, but I personally
find it annoying having to read through someone's personal introduction
and motivation for writing a guide, just to get to the useful information,
especially in a huge, bloated FAQ, so I've popped it nearly at the end.
I wrote this FAQ originally for my girlfriend; she's never been as much
into gaming as me, but she started playing DW to humour me and seems
to like it. However, she's having trouble getting past the
button-mashing stage, so I decided to write a few notes to assist
her. I chose WO because I find it the most fun of the titles in the
DW5 family, and since it's entertaining and packed with variety in
characters and stages, I thought it would be the best training ground.
Also, I have it on PSP, which means she can pick it up for a few
minutes here and there in her busy schedule.
WO is a strange creature because it is a celebration of what I call the
DW5 engine; the basic game mechanics that underlie the recent pre-6 DW
titles, the SW titles, and WO and its sequel. This engine has proved
really popular with enthusiasts, but has been abandoned with the advent
of DW6 in favour of a much shallower-seeming system. I think this is a
step backwards; one of the key criticisms leveled by detractors of the
games is that "you just button mash". It's true that you can play the
whole game through by button mashing, but aficionados know that ramping
up the difficulty and taking pride in doing it properly provides a much
more satisfying and long-lasting experience. The DW5 engine offers so
much more than button-mashing to those who take the time to find it out,
and this guide is intended for novices and nay-sayers who are struggling
to master it.
Everyone views games in different ways; statements in this FAQ regarding
the DW5 engine and its relation to other titles are purely my opinion
based on game play experience, not on published facts or even widely
accepted opinion. If you do not agree with my opinion, I encourage you to
write and publish your own FAQ to present an alternate point of view to
gamers everywhere. Don't write to me saying "OMFG you are so wrong" - that
won't achieve anything.
This FAQ is written in U.K. English by an Australian; I reserve the right
to use spelling and grammar considered correct by half the English-speaking
world, just as I respect your right to use grammar and spelling considered
correct by the other half. Please don't email me about "s"s you think
should be "z"s, the letter "u" turning up in words ending in "our" such
as "favour", or any other non-American spellings you feel disgruntled over.
Finally, a note to veterans: This guide is intended for newbies who
are at the "mash SQUARE, occasionally remember to press CIRCLE" stage,
and want to improve and be able to think through the game, rather than
simply pressing one button. As such, I have chosen not to mention certain
exploitable tips and tricks. If a novice understands the charge system and
thoroughly investigates each character, no doubt he or she will uncover a
whole host of exploitable or cheap moves by themselves; that's fine. Making
discoveries and choosing whether or not to use them is an essential part of
gaming. Being told "use character Y and press button Z" doesn't help
anybody become better at a game; it just helps them win. So please don't
message me to give advice of that kind, and don't look for it here; the
GameFAQs WO message boards (especially the numerous tier lists and
discussions) are full of such useful information for those desperate for
a quick fix. For the same reason, and also to avoid replicating what can
be found in other FAQS, I have not included any advanced discussion such
as what ATTRIBUTEs to use for each character, and the best stages to
level up/find weapons.
______________________________________________________________________________
[SEC-08} Version History & Update Schedule
Version History.
20081101 00.10 - First version begun, purely for my girlfriend. It soon
explodes and I decide to tidy it up it for publication.
20081103 00.90 - All major sections complete, formatting for GameFAQs.
20081105 01.00 - Formatting and proofreading complete. Submitted.
Update Schedule.
None at present.
______________________________________________________________________________
[SEC-09] Acknowledgments.
** Thanks to my girlfriend, the loveliest woman in the world, for inspiring
me to write this FAQ, which forms part of her birthday present. I love you,
Nicole. XXOO
** Thanks to the GameFAQS community as a whole, and in particular, the WO,
DW, SW and Bladestorm boards.
______________________________________________________________________________
[SEC-10] Copyright Information & Contacting Author.
Copyright 2008 - GameFAQS ID Draqul. This guide is intended only for private
use. Please do not publish on any site, or distribute by email or any other
method, without the express permission of the author. Nobody as yet has this
permission; please let me know where and how you got your hands on this guide.
I will not flame or harrass anybody as a result; I will only contact the
leaks and request that they cease distribution.
If you wish to contact me, you can do so through a GameFAQS PM to my alias
Draqul. I will not be publishing my email address, due to the spam horror
stories I have heard from other FAQ authors. I am open to: constructive
criticism, typographical corrections, suggestions for further content
and praise. Please don't contact me with: flaming, specific questions that
are answered in other people's FAQs, and your opinions on the quality of
KOEI titles (whether positive or negative; I like them, and I don't really
care whether anyone else does or not), or questions/comments regarding me
personally or my personal life. Stick to WO, the FAQ, and content not
covered in the numerous other quality WO FAQs.
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[SEC-11] Glossary.
Some of these are obvious abbreviations but you never know.
#ABILITY - Euip-able upgrades earned by completing in-stage missions unique
to each character. See [SEC-04-03]
#ATTRIBUTES - Special powers that can be added to weapons.
#CAMP - The menu prior to the stage select menu; you can change characters,
upgrade weapons, and assign growth points.
#DW - Dynasty Warriors (single title & series)
#DW5 - Dynasty Warriors 5; the basic engine on which the SW series and WO
are based. Abandoned in DW6.
#DW6 - Dynasty Warriors 6; uses a new engine. Not as much fun.
#GROWTH POINTS - Rewarded at the end of each stage, these can be used in
the CAMP to level your characters or improve weapons.
#KO - Kills. Both OFFICERS and PEONS are each worth a measly one!
#MESSAGES - In-stage information, usually accompanied by a map location;
accessible via History in the pause menu.
#MOVE SET - The attacks and combos unique to a character.
#OFFICER - Any non-grunt; includes playable characters and generics. The
numerous bosses and sub-bosses that make life fun!
#PEON - Any grunt, no matter what rank. Fodder. See OFFICER.
#PI - Personal Item. A unique power up. See [SEC-04-05].
#PROFICIENCY - The level of ability a character has with their weapon;
see [SEC-04-02].
#SW - Samurai Warriors (single title & series)
#TYPES - Categories of characters. See [SEC-03].
#WO - Warriors Orochi (single title & series)