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|9. STRATEGY |
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[ITEMS]
- Gate Captains always drop Meat Buns when defeated. Remember that when
you're low on life. Gate Captains will also reappear on some stages, so you
can use them for a quick life boost.
- Defeating a group of archers will usually result in one of them dropping
arrows. James Mills writes in to mention that defeating First Bow and First
Crossbow enemies is what causes arrows to drop.
- Boxes usually contain temporary power up items or arrows. Jars will usually
have life restoring items (or be empty). Dim Sum and Musou Wine are only
found in jars.
[CHARGE ATTACKS]
- Charge attacks involving projectiles increase in power and effect when a
higher level orb is equipped. The Musou gauge must be at maximum for this to
take effect.
- Projectile Charge attacks are best used from a distance. These will usually
knock a general directly to the ground if it connects. Note that allies will
block projectile attacks if they are in the way. The type of Orb equipped
determines the elemental type of the projectile.
- Grab Charge attacks are unblockable. Usually the enemy will hit you out of
the move (unless you have the Charge Bracer item). If the enemy is busy
blocking an attack from an ally or bodyguard, you can nail them every time
while they are in block stun animation.
- Aerial Charge attacks are good counters to regular Charge attacks. The
enemy usually counters your own Charge attacks with aerial Charge attacks.
[DUELS]
- You can refuse a duel by simply pressing the start button if you want to
speed things up.
- Refusing a duel always decreases morale. Drawing a duel decreases morale if
your character has more than 18000 points. Winning a duel obviously increases
morale.
- To get past a tight defense you can try to slightly circle around the enemy
at close range and try to hit them around their guard. This works better for
fast characters.
- If you try to use a Charge attack from a distance, the enemy will counter
with an aerial Charge attack.
- If the enemy uses counters frequently they will usually do so for the
entire duel. Switch to defense and use counters to counter this.
- Charge grab moves (such as Lu Bu's) will nail you if you attempt to counter
at the exact same time. When you see the Charge animation, wait a split
second then perform the counter.
[BODYGUARDS]
- Bodyguards are excellent for distracting enemy generals. While they are
occupied blocking their attacks, sneak around to the rear and strike from
behind.
[HARNESSES]
- Because Harnesses do not take up an additional item slot, there is no
excuse not to have one. Having a mount makes a big difference in some of the
larger stages. Horses are essential for extremely slow characters (Xu Zhu,
Dian Wei, and Meng Huo in particular).
[ORBS]
- Orb elemental attacks will only activate if the Musou gauge is at maximum.
- Fire Orbs set enemies on fire, dealing additional burn damage.
- Lightning Orbs affect a large area, striking multiple enemies.
- Ice Orbs not only freeze enemies, but increases they damage they receive.
- Blast Orbs deal damage even when blocked.
- Vorpal Orbs only have a percentage chance of instantly killing enemies,
even at level 4.
- Poison Orbs cause enemies to receive more damage from attacks.
[SPECIAL ITEMS]
- The Tiger Amulet and Tortoise Amulet are useful regardless of character.
- The Wind Scroll makes a huge difference in weapon range. Even characters
with long weapons can benefit from this item.
[MISCELLANEOUS]
- Everyone knows that you can use the L2 Button to display the life gauges of
enemy soldiers. But what most people don't know is that you can also use it
to locate enemies in areas where visibility is poor due to rain, darkness,
etc. This is especially helpful in the bamboo forest at Cheng Du. This can
also be used to differentiate between friendly and enemy units that appear
similar (for example, if you're using Nanman bodyguards during the Nanman
stage). Thanks to go Julie-Su for providing this helpful tip.
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