SENGOKU MUSOU NEW GENERAL CREATION FAQ (v1.0, 2-28-04) by Edward Chang (chang.459@osu.edu) 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 ￾ã￾™‰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 –k￾ð‰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 ”n￾p 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.