______________________________________________________________________________ Newbie Guide to Warriors Orochi (PSP). Version 01.00 - November 05 2008 Copyright Draqul 2008~ ______________________________________________________________________________ [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. ______________________________________________________________________________ [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 ______________________________________________________________________________ [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. ______________________________________________________________________________ [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. ______________________________________________________________________________ [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)