Kongming’s Archives –> Dynasty Tactics –> FAQs and Walkthroughs Author: Hibou; FAQ: dynasty_tactics_a.txt; Ver. 0.5

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                         DYNASTY TACTICS FAQ
                           (SPOILER-FREE)

                             Version 0.5
                          November 5th 2002

                              By Hibou
			gamefaqs@hibou.qc.ca
                          Copyright (C)2002

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=======
CONTENT
=======
->DISCLAIMER
->ABOUT THIS FAQ
->HISTORY
->DIPLOMACY
->RECRUITING
->ARMIES
->PLANNING
->BATTLES
->COMBOS
->STR TACTICS
->INT TACTICS
->LEA TACTICS
->ITEMS
->OFFICERS'S SKILLS
->UNIT TYPES
->OFFICERS
->THANKS


==========
DISCLAIMER
==========
This FAQ is for personal use only.  You can't reproduce this FAQ (or any part
of it) without my written approval, bla bla bla, (include usual lawyer's stuff
here)

Copyright (C)2002 Jonathan Villemure


==============
ABOUT THIS FAQ
==============
This FAQ is a collection of tips & tricks along with a few helpful lists.  It
doesn't contain anything related to specific story paths and thus is
spoiler-free.  If you want direction to get to a particular chapter or ending,
please consult Agung Pujanata's excellent FAQ at :

http://www.gamefaqs.com/console/ps2/game/14773.html

If you need to contact me, please do so using the following address :

gamefaqs@hibou.qc.ca

(BTW, I won't answer any questions already answered in this FAQ, in the manual
or relative to a specific story path, so don't bother.)


=======
HISTORY 
=======
05/11/2002 - First release


=========
DIPLOMACY
=========
To make alliance with other rules, you must name an envoy with the [Diplomacy]
skill and send it to the faction's Capital (the city with a Flag on it).

Each faction can be in one of four states...
War    : You can and often must attack those factions to win the chapter.
Normal : You can ally with this faction, declare war on them, or ignore them,
         they aren't dangerous.
Ally   : You are allied with this faction, they'll send renforcement to help
         you in battle if you send only one army and if they are close enough
         to the fight.
Neutral: You can't interact with this faction for the lenght of this chapter.


============
RECRUITING
============
Do everything you can to capture as many enemy officer as you can in the early
battles. This is especially important if you start with few officers
(*cough* Liu Bei *cough*). You don't want to enter a battle being outnumbered
4 to 8...

The first thing you should do when you start a new turn, is to scan for new
civilians to recruit. Start by checking your officer list (R2 button) and
check the friend list of each officer for names in "white" (Green are with Liu
Bei, Red with Sun Ce, Blue with Cao Cao and White are still unaligned). When
you find an unaligned officer you want to recruit, simply appoint your officer
as en envoy and send him. Try to acquire officers with good skills at all
cost. Skills like menace, strategy, spy and other 4-stars rating skills
(check the "Skills" section) can help you tremendously.

Next, do the same but with the civilian(L2 button). Because officer A might
have B in his friend list, but B might not have A in his friend list. Anyway,
when A meets B, recruiting take place. Ok, enough with the algebra... So just
look in the civilian list for officers who have friend shown in your faction
color (ex : green if Liu Bei, etc..)

If possible, try to recruit any civilian not aligned (L2 button). Even if they
are weak, it has many benefits. First they could be friend with another strong
officer. This will also prevent other rulers from recruiting them. Finally,
recruited officers will be added to your officer database.

Your envoy can go in any city within range so it might takes a few turns to
reach their destination. Don't forget to move them each turn ! Take the habits
of using the R1 button, to review all your armies and envoys.

If your envoy visit an enemy city on his trip, he has a chance of getting
recognized by the guards and if so, will return to the capital. Envoys with
the "Diplomacy" skill are always allowed to pass freely anywhere.

When your envoy has recruited the new officer, simply "release" him and he
will teleport to the capital immediately.

If your recruiting officer is in an army, you can send the army and the
recruiting will take place.  (After the fight if the target city is occupied
or immediatly if its vacant)


======
ARMIES
======
The number of officers you can appoint in your armies is directly related to
the number of cities you have under your control. So if you have only one city,
you won't be able to appoint a lot of officers, even if they are free and
available.

A level 0 officer start with a maximum of 2000 soldiers. Each level gained
raise the maximum by 1000 soldiers.

One army is composed of four officers : A Commander, a strategist and two
generals. The Commander has to be an army leader (shown by the flag under
its portrait). I usually choose an officer with high LEA to lead an army.
Don't put a weak officer in this spot because if he gets defeated in battle,
you'll automatically lose the battle. You strategist should be an officer with
fairly high INT so you can use trumps in battle. Whenever possible, try to
have a strategist that can use the "Builders" units. Your two generals should
be officers with high STR.

Review the tactics used by each officers. For each officers, try to take as
much different skills as possible. You'll have more opportunities to get an
officer involved in a combo if he has [Raid], [Charge], [Pierce], than if he
has [Raid], [Charge], [Charge].

Try to use unit type that raise the primary quality of your officers. For
example, Rangers are the best for making LEA Commanders, Cavalry for making
STR officers and builders for your INT strategist.

Put the items you find to good use !

The first thing I do when I start a new scenario is to disband all my previous
armies and reform them. This way I can place the new officers I've recruited
last chapter in my main army. Start by forming 2 strong armies with your 8
best officers. They will be your main strike force and if possible always have
two spies coming along with them. ("Envoy" with the [Spy] skill take part in
battle so you can have a total of 10 officers on your side in a battle). Then
make two other armies with your next 8 best officers. They will be your
secondary army used when you need to capture many cities to reach an
objective. In the later chapters, I also make a third army that will act as a
backup to the main strike force or the secondary army if they need to rest
away from danger to regain their troops.

If you can, try to put officers who are friends in the same army. Randomly,
when they move on the map, interaction between the two could occurs, resulting
in an always positive bonus.

If your army lose many soldiers in a battle, let it rest a turn or two.
Resting in a fort (the grey bricks) will not restore soldiers, you must be in
a city. The best recovery rate you can get is when the officers aren't in an
army and simply resting at the capital.

If one of your officer is defeated in battle he will return automagically to
your capital, leaving an empty spot in your army. If you have a backup army,
disband the injured army and reform it in your capital a few turns later.
Don't reform your disbanded army until everybody is ready to go. A general in
an army will replete it's soldiers much slower than a free officer.

After each battle, you officer gains some experience with the troop type he is
commanding. Check to see if a new troops have been unlocked and [Switch] to
them if wanted.


========
PLANNING
========
As I have said earlier, the number of officer you can use in your army is
factor of the number of cities you have under control. So when you have the
time to do so (or if you have a weak army doing nothing, send them to as much
vacant cities as possible). At the end of each scenario, you'll often gain
and/or lose cities, but any cities not affected by the inter-scenario story
and already controlled by you will remain under your control.

Check how much time you have to complete your objective. If you have 8 turns
to do something you can do in 4, that means you have 4 more days to conquer
vacant cities (where you could find powerful items), recruit new officers and
raising your officer's levels. To make sure you don't have bad surprises,
start by almost completing the objective, i.e. Move your army just beside the
last city you need to capture to win the scenario. Also, it's not always wise
to wait until you have one turn left. For example, in one case, I waited until
the last turn to capture the enemy city, so I move my army on the enemy city
and "End turn", but then I see that the enemy general also moved he troops
toward my army. Result, the battle took place in my fort instead of in his so
even if I beated him, I lost the scenario because my army was not in his
base !!!

Perhaps the most important tips : Always save your game before ending your
turn ! This will save you tons of frustration if things don't go has
expected. For example, if you get a very crappy terrain to fight on, just
reload the game and the terrain layout will be different.

When you start a new chapter, save your game in a dedicated slot that will
remains untouched until you finish the current scenario. It is always useful
to be able to restart a scenario when something goes wrong with your planing
(Oh no, I have 1 turn left and I need 3 turns to reach my objective. I also
have only one saved game from the previous turn, so you can call me stupid...)

As with most Koei's games, you can press L1-L2-R1-R2-Select-Start
simultaneously to reset the game. It is much faster then pressing the reset
button as the game will stay loaded.

You'll want to develop the new officers you will recruit. The way to do this
is to place them in an army and send the army to attack Normal and/or Enemy
kingdoms. This means that even if your current objective as Liu Bei is to
demolish Sun Ce, nothing prevent you from attacking Cao Cao ! Launch an
attack with your backup army so they can gain deeds and levels. If you feel
unsure of the outcome, do it toward the end of the scenario. (When a new
scenario begins, all armies are completely refilled with soldiers) So your
officers can be defeated without serious consequences. Just make sure they
don't get captured by the enemy !!!


=======
BATTLES
=======
When the battle starts, scan every enemy general. Look for the ones with
[Pit]/[Taunt]/[Muddle] tactics. Those are the one you should worry about
and you should try to capture/defeat them as soon as possible. If you can
[Pit]/[Taunt] an enemy officer before he does it on you do so, even if you
are not ready to do a combo on him. A single [Pit]/[Taunt] won't kill him so
you'll have time to [Surround] him after.

The prime prerequisite for winning a battle easily is morale. So use your
"builders" or Spies to build a supply depot as soon as possible. Depots raise
the morale of every friendly officer in a 3 square radius. High morale allows
you to move your troops before the enemy, activate your officers special skills
and most important of all, allow your officers to move one after the other
without having an enemy moving between two of your moves. For example, let's
say the officer you want to capture is "4", that means that only officers 1,
2 and 3 play before him. If you're lucky, officers 1,2 and 3 will be yours
and you will be able to attack/combo him before the enemy officer turns. Now
imagine that all your officers morale is above 90 and that the highest enemy
morale is 76. That means that when a new turn start, you'll be able to move
all your officers before the enemy have its turn. That's a huge advantage
because you can plan your tactical layout at the start of the turn knowing
that no enemy officers will prevent you from doing so !

When possible, build the supply depot on a flat terrain at the back of your
army. Having the supply depot behind your army will prevent the enemy from
destroying it, and as your armies will be moving forward, the depot won't be
in the way.

You should move your entire army on a zone of the battlefield away from
rivers, shores, hills, and mountains. The reason is simple, you'll spend most
of your battle time around this zone, so you need to have maximum mobility.
Plains, grass and barren square are perfect spot for your army. Talking about
mobility, when your officers reach morale level 95+, you should no longer need
the supply depot so destroy them if they are in the way.

Don't build fence or towers. Fence prevent the enemy from coming at you, which
is bad as you want to [Ambush] them. Towers only do damage, so they won't help
you capturing enemy officer. Anyway, with a good combo, you do enough damage
to kill any officers without towers. The only use I've found with fence and
tower is if you have a particular officer who is really weak and don't want
him to be [Pit]/taunted. Build a tower or fence in front of him to prevent
this. However, a better solution would be to hide him behind the supply depot
instead.

The basic tip for battle is : DON'T MOVE TO ATTACK THE ENEMY ON HIS SIDE OF
THE FIELD !!! Instead, let him come to you. This way, while the enemy is using
his turn to move his troops forward, you can let your officers gain morale by
sitting in front of the supply depot and this give you time to place each
officer to a position where he will be the most useful. Sometimes, some enemy
officers don't move and stay on their side. Don't care about them, concentrate
on the enemy units coming toward you, when they are defeated, this will make
stale enemy officers get on the move. (Wow, that was a great combo, I want to
be victim of one too !) The only exceptions to this is when the enemy general
is hiding in a castle. In this case start by getting rid of enemy officers
outside the castle, then assault the castle.

While your army is waiting for the enemy officers to cross the battlefield,
try to order them in a straight line (horizontally) in front of your supply
depot. As the enemy approach, adjust the line to match their advance. If the
enemy officer is going for the center of your line, make your two-left most
officers advance a square or two. Same on the right. The goal is to make a
"U" and make the enemy officer penetrate deeply into it before surrounding
him. So the officers on the sides should be facing to the left (for officers
on the right) and to the right (for the officers on the left), this will
allow them to quickly take the enemy unit in [Pincer] when the enemy is
correctly located.

If your officer finishes his move facing an enemy don't hesitate to do a
normal attack on him. You will gain some deeds doing so. However, if he is
very weak, and you want to capture him with combos, don't attack. That would
simply defeat him without reward.

There is an infinite number of combos you can do. However, some tactics
complement each other better than other, for example doing a [Surround]
followed by a [Pincer] done by the unit coming to help in the [Surround].
Refer to the Combos section for tips & tricks on common combos formation.

Move your "builders" (usually the unit of your strategist) and your spies in
the middle of the army. This way, they will be able to quickly go heal or
remove confusion from a friendly unit using their invaluable [Heal] ability.
If one of those has nothing to do, have him heal units nearby. Finally, don't
hesitate to use your tactics ! When a unit runs out of tactics, you simply
have to "heal" it and you'll have one tactic back.

Try to get the enemy to advance as close as possible without him being able
to launch a tactic. Press the [] button and check the enemy officer, you'll
see it's possible movement range. The movement range is always longer if the
unit is marching straight forward so act accordingly. For example, suppose
that if the enemy officer moves three 4 square forward (his maximum moving
reach) he comes in front of one of your officer. In that case, he will
certainly launch a tactic. To prevent this, simply move your unit one square
back, or one square to the side. Thus the enemy will advance 4 squares but as
none of his 4 sides touch your army, you are totally safe (and if he is an
archer, you suffer only minor damage). You'll now be in an excellent position
to combo him next turn as you should move before him and he is within reach.

Also when deciding which direction to face after a move, there are two factors
: 1- Try to prevent you unit from being assaulted by side-dependent tactics
like [Flank] and [Pursue]. 2- Try to guess in which direction you'll be
moving next turn and face this direction, this will allow you to cover greater
distance in that direction. For example, if your target is an enemy unit,
don't make your unit face where the enemy is now but where he will be next
turn.

You can also lure an enemy officer so that he becomes surrounded easily. The
thing is that the AI don't see your army's layout, it only try to do the best
move possible at the given time.  So, when an enemy unit is surrounded, it
will try to get out of the middle, not because it feel in danger but because
all your units are facing him and so he can do greater dammage by attacking
on the flank of one of your units.  Try to put one of your units in a position
where the enemy can move to attack its rear. (90% of time, the enemy will
move there so you can prepare a pretty combo on this square.  This is
especially effective once the enemy unit has run out of tactics.

Your spies also have an ability called "entice", enabled when the enemy
officer in front of them as less than 40 morale. However, you can never
entice the enemy Commander. There are also some particular officers you
can't entice. You can almost entice any no- name officer. Enticing make
the enemy officer join your camp immediately in battle. He'll also
permanently join you at the end of the fight. [Awe] is a good ability to
use on officer you want to entice. It cause a huge morale decrease (I've
had Zhang Fei's [Awe] decrease enemy morale by 26 outside of a combo !)
and it doesn't do damage, so they don't lose troops (remember enticed
officer will participate in the battle on your side so you want them at
full force.) The spy doing the enticing will teleport to the capital. Don't
forget him there !

Use your spies "Destroy" ability to its fullest when assaulting a castle.
Their destroy ability is much stronger than the destroy ability of your army
officers. They can destroy (in a single attack) any part of a castle
(including the walls), any towers, any depots and any fence ! Talk about
efficiency :)

You should try to capture as many officer as you can. This way, you gain some
new officers and you gain deeds and experience to level up your officers and
have them learn more tactics to use in battle. Sure you could only
[Pit]/[Taunt] the enemy Commander and combo him to death so you win the
battle, but later, if you find yourself losing battles because the enemies
officers are level 7 and you are only level 3, you'll know why...

Concentrate on one enemy unit at the time. You'll do bigger combos this way.

The exact formula to calculate the number of hits required in a combo to
capture an enemy officer is still unknown. However, it seems like the enemy
officer's level plays an important role.

When you are preparing your armies layout for a [Taunt]/[Pit] combo, don't
place the officer that will [Taunt]/[Pit] in the same line as your target.
Move it to one side. If an enemy officer sees that he could be currently
pitted/taunted, he will move to the side to avoid this. When everybody is in
place for the combo, move your pitter/taunter in line with the enemy unit and
trigger it. He'll never see it coming ;)

At the start of a day in which you'll launch a complex combo, you should save,
so if you forget something or make a mistake moving one of your unit, you'll
be able to reset-reload the battle and avoid this mistake. Common mistakes :
placing an officer behind an officer who is trying to [Decoy], having one of
you officers on the wrong tactic, turn order mistake, etc...

How do combos works ? When an officer launch a tactic, a combo starts if the
tactic used have an direct effect on another allied officer or on another
allied officer's target. An example of direct effect is if the enemy targeted
by the combo goes in front of a friendly unit, this unit will try to launch
its own tactic if the tactic's conditions are met. Allies positive effects
([Aid], [Revive], [Boost], etc) works if their target has participated in
the combo. If more than one officer can use their tactics at the same time,
they go in morale order. The one with the highest morale will go before the
other. So if you have an enemy surrounded by three guys with [Pierce] and one
guy with [Decoy], it's imperative that the one with [Decoy] has the lowest
morale. Else, he will act before the other officers and will prevent them from
using their tactics resulting in a smaller combo. If two officers have the
same morale, the officer whose turn came first will also go first using its
tactic. This could be complicated, but in fact this is very convenient as
explained in the next point...

At the start of a day, start designing your combo. Find your target, and now
try to place every units that move before him in a place where they can
participate in the combo. Check to see which one of your officer is the last
to play before the enemy, he will be the one who trigger the combo. If he is
too far to reach the enemy, choose the previous friendly unit (in turn order).
Once you've found the unit that will trigger the combo, check to see which
tactics he can use and what he can do to the enemy, place your other officers
accordingly. Then when it's turn comes, start the combo, sit back and enjoy.

Don't listen to the manual : don't use [Boost] and [Revive] at the beginning
of a battle. Instead, let the supply depot do its job. Rather, use [Boost]
and [Revive] later to easily add hits in you combos. [Revive] and [Boost]
are also the two easiest tactics to use for starting a linked combo as they
can be used on any ally anywhere.

Use your strategist to freeze an enemy unit using "Link". Just remember that
you can't use a tactic on a linked enemy. So make sure you'll be able to
launch a tactic on another enemy unit or use a [Revive]/[Boost] on an allied
unit. As soon a tactic is used successfully, this will trigger the link and
launch the strategist combo.

If you only have the enemy Commander left to beat and don't want to capture
him (or can't : not enough tactics left to combo him or if you know he can't
be captured), you can use your strategist to link a tactic on him to freeze
him. Then, have your officers do normal attacks on him without using tactics.
Rinse and repeat. (Yeah, I know this is a cheap strategy :)


======
COMBOS
======
To capture enemy officers in battle, you need to do a high hitting combo on
them (3+ most of the time).  The exact number of hits in a combo needed to
capture an officer is still the subject of intense debate on the forums.
Some said it was in direct relatation to the enemy level but I often capture
lvl 6-7 officers with 3 hits combos so...  In my opinion, the number of hits
needed is specific to each officers and can differ from one chapter to the
other.

Remember that some characters can never be captured when they are fighting for
their "historical faction".  For example, Zhuge Liang can be captured if he is
in Wei's army but not if he is in Shu's army.  Also faction leaders can't be
captured until their faction are destroyed and they become civilians.

Officers that can't be captured
Shu's army : Liu Bei, Guan Yu, Zhang Fei, Zhuge Liang.
Wei's army : Cao Cao, Xiahou Dun, Xiahou Yuan, Guo Jia, Cao Ren, Sima Yi,
             Cao Pi.
Wu's army  : Sun Ce, Huang Gai, Zhou Yu, Zhang Zhao, Sun Li, Sun Quan.

I have illustrated some common armies layouts used to do high combos.  As I'm
not much of an ASCII artist, I'll simply redirect you to my web site, check
the combos section at http://www.hibou.qc.ca/tactics/ and you'll find yourself
racking 6+ hits combos really soon !


===========
STR TACTICS
===========
[Awe]
Rating:***
Conditions:
  Enemy adjacent in front
Effect:
  [Repel] enemies lined up sideways in front
  Enemy morale decrease
Advantages:
  Works on multiple enemies
  Huge impact on morale (allow "entice" & disable enemy special skill)
  Easy to send repelled enemies in a [Pincer] or [Surround] combo
  Good for repelling the enemy Commander if you don't want to deal with him
   now (especially if he is on horse)
Disadvantages:
  No damage is done

[Boost]
Rating:***
Conditions:
  Ally adjacent in front
Effect:
  Unit's moral rises, moves forward 1 square (Confusion is also cured)
Advantages:
  Good for combos when the units can't reach the enemy unit
  Allow the army to move faster in difficult terrain (ex : mountain, forest)
Disadvantages:
  None

[Charge]
Rating:****
Conditions:
  Enemy adjacent in front
Effect:
  Attack, push the enemy back 3 squares (1 if Cavalry class)
  Enemy faces acting unit
Advantages:
  Good for pushing the enemy in your trap 
  As the unit follow the enemy, it is easy to get his unit trapped and
   completely surrounded (for example a in a [Flank]-[Flank]-[Pursue] combo)
  Good for repelling non-Cavalry units with "[Muddle]" or "[Awe]" so they
   stay away from your carefully positioned army
Disadvantages:
  None

[Fire Arrow]
Rating:**
Conditions:
  Archer class only
  More than 1 enemy in range (3x3 in front on acting unit)
Effect:
  Attack all enemies in range
  Enemies pulls away 1 square and are confused
Advantages:
  Good for holding a marching army at bay while you are arranging your army
   and/or wait for the depot to enable your special skills
  [Repel] multiple enemies and they are confused as well !
Disadvantages:
  Need at least 2 enemy in range
  Demand significant thinking and preparation to succeed placing it in a combo
Note : If the unit is not an archer, remove this tactics from its list so
       that when all the other tactics are used up you can get healed and
       regain a tactic

[Flank]
Rating:**
Conditions:
  Enemy adjacent in front facing sideways
Effect:
  Attack the enemy, lower the morale
  Push enemy forward 1 square
Advantages:
  Good for making a unit (that was just awed, feinted, etc.) continue moving
   toward your trap
  Good morale decrease
Disadvantages:
  Difficult to use on a surrounded enemy

[Pierce]
Rating:****
Conditions:
  Enemy adjacent in front
Effect:
  Pass through enemy and advance 3 squares
Advantages:
  The enemy unit retains it's position and facing so it can be placed anywhere
   in a combo
  A true life saver, it allows to get away from the enemy troops quickly if
   you suffer from a [Pit]/[Taunt]
Disadvantages:
  None

[Pursue]
Rating:**
Conditions:
  Enemy adjacent in front facing away
Effect:
  Attack enemy, lower morale
  Push the enemy forward 1 square
Advantages:
  Try playing ping-pong when a repelled or charged unit comes up it front of
   you
  Good morale decrease
Disadvantages:
  Very hard to place in a combo, there is almost always a better tactic to use

[Raid]
Rating:****
Conditions:
  Enemy adjacent in front
Effect:
  Attack all enemies lined up in front
  Pass through all enemies
Advantages:
  The enemy unit retains it's position and facing so it can be placed anywhere
   in a combo
  Hit multiple enemies and the acting unit stays available for tactics like
   "[All Attack]"
  Not really an advantage, but this is one of the coolest tactic to look at ;)
Disadvantages:
  None

[Repel]
Rating:****
Conditions:
  Enemy adjacent in front
Effect:
  Attack and push back all adjacent enemies
Advantages:
  Excellent when surrounded by enemies (should not happen very often)
  Good when you want the acting unit to stay in its place
Disadvantages:
  None

[Volley]
Rating:**
Conditions:
  Archer class only
  More than one enemy in range (5x3 in front)
Effect:
  Attack all enemies in range
  Enemy pulls away 1 square
Advantages:
  Good for holding a marching army at bay while you are arranging your army
   and/or wait for the depot to enable your special skills
Disadvantages:
  Need at least 2 enemy in range
  Demand significant thinking and preparation to succeed placing it in a combo
Note : If the unit is not an archer, remove this tactics from its list so
       that when all the other tactics are used up you can get healed and
       regain a tactic


===========
INT TACTICS
===========
[Ambush]
Rating:**
Conditions:
  Acting unit in Forest or Grass
  Enemy adjacent in front
Effect:
  Attack and confuse the enemy
  Enemy pulls away 1 square (3 if cavalry)
Advantages:
  Good for repelling an enemy you aren't ready to mess with.
  Forest are on most maps
Disadvantages:
  Terrain dependent

[Decoy]
Rating:****
Conditions:
  Enemy adjacent in front
Effect:
  Attack enemy
  Lead enemy back 1 square
Advantages:
  The single most useful tactic in the game for doing multiple-hit combos.
  With a little thinking you can set up a very good trap.
Disadvantages:
  Square behind acting unit must not be occupied.

[Feint]
Rating:***
Conditions:
  Enemy adjacent in front
Effect:
  Enemy faces away from acting unit
  Attack enemy, lower morale
  Push enemy forward 1 square
Advantages:
  Good for sending enemy unit in your carefully placed trap.
Disadvantages:
  None

[Fire Attack]
Rating:***
Conditions:
  Adjacent to enemy in Grass or Forest
Effect:
  Burn adjacent enemy and all enemies in range (3x2 in front)
  Enemy pulls away 1 square and is confused
Advantages:
  Better than [Ambush] in every way
Disadvantages:
  Terrain dependent

[Flood]
Rating:*
Conditions:
  Adjacent to enemy in River or Shoal
Effect:
  Attack all enemies in range
  Enemy pulls away 1 square and is confused
Advantages:
  Good for holding a marching army at bay while you are arranging your army
   and/or wait for the depot to enable your special skills
Disadvantages:
  Terrain dependent
  Very hard to set up a combo because moving your army around a river is slow

[Gather]
Rating:***
Conditions:
  Enemy adjacent in front
  Other enemies lined up to the rear or to the side
Effect:
  Attack adjacent enemy
  Other enemies [Gather] around target enemy
Advantages:
  Excellent if you have allies with [Surround], [Pincer], [Raid], etc. around
  Allows to easily [Surround] the enemies unit with your troops and thus,
   capture many officers in the same combo
Disadvantages:
  Must have other enemies lined up with target

[Muddle]
Rating:**
Conditions:
  Enemy adjacent in front
  2 Enemy units adjacent to each other
Effect:
  Enemy units fight each other
  Enemy morale decrease
  Acting unit pulls away 1 square
Advantages:
  Damage can be huge when multiples units are affected
Disadvantages:
  Hard to place in the middle of a combo
  Enemies have a sixth sense for not placing themselves in a place where they
   could be muddled

[Mislead]
Rating:***
Conditions:
  Enemy adjacent in front
Effect:
  Enemy pulls away 3 squares
Advantages:
  Good for repelling an unwanted enemy while you are preparing to combo
   someone else near.
Disadvantages:
  None

[Pit]
Rating:****
Conditions:
  Enemy in a direct line ahead of acting unit
  No obstacles(tower, depot, fence) between enemy and acting unit
  Terrain in front is Plains, Barren or Grass
Effect:
  Lure the enemy into a [Pit]
  [Pit] must also have some kind of blinding effect on the target as the
   soldiers continue to rush even when they see other soldiers in front them
   fall to their deaths ;)
Advantages:
  Useful to capture a wanted officer easily.
  Good for bringing over a enemies that don't [Charge] at you (like spies
   and sometimes enemy Commander
  [Pit] enemies with [Pit]/[Taunt] before they use it on you.
Disadvantages:
  None
Note : Never place your unit on the same line as the enemy unit you want to
       "[Pit]" before you are ready to "[Pit]".

[RockSlide]
Rating:*
Conditions:
  Enemy adjacent in front
  Acting unit is on Mountain or Hill
Effect:
  Attack all enemies in range(1x3 in front)
  Enemy pulls away one square and is confused
Advantages:
  If your army starts on top of a mountain it can be useful to slow the enemy
   down while your army goes to a more interesting location.
Disadvantages:
  Terrain dependent
  Very hard to set up a combo because moving your army in mountain/hill is
   slow

[Switch]
Rating:****
Conditions:
  Enemy adjacent in front
Effect:
  Exchange places with enemy
  Face enemy and attack
Advantages:
  If you have an enemy in front an some ally to your back/side you can setup
   some pretty combos.
  Even better than [Decoy] in most situation as you don't need to have free
   space in the back.
Disadvantages:
  None

[Taunt]
Rating:****
Conditions:
  Enemy in a direct line ahead of acting unit
  No obstacles(tower, depot, fence) between enemy and acting unit
Effect:
  Enemy pulled adjacent in front of acting unit
  Attack enemy
  Enemy moral rises
Advantages:
  Useful to capture a wanted officer easily.
  Good for bringing over a enemies that don't [Charge] at you (like spies and
   sometimes enemy Commander
  [Taunt] enemies with [Pit]/[Taunt] before they use it on you.
Disadvantages:
  The rise of enemy moral means the enemy could play early next turn and use
   multiple target tactics on your army. But anyway, when you do a combo with
   [Taunt], the enemy unit should be dead before that ;)
Note : Never place your unit on the same line as the enemy unit you want to
       "[Taunt]" before you are ready to "[Taunt]".


===========
LEA TACTICS
===========
[Aid]
Rating:****
Conditions:
  Ally adjacent to the side
  Enemy adjacent in front of ally
  Acting unit and ally facing in the same direction
Effect:
  Attack enemy with ally
  Ally's morale rises
Advantages:
  One of the easiest way to get more hits in a combo.  Simply place your unit
   in one of the corner of a trap that will [Surround] an enemy unit
Disadvantages:
  None

[All Attack]
Rating:****
Conditions:
  Enemy adjacent in front
  Ally also adjacent to enemy
Effect:
  Attack enemy with ally
  Push enemy forward 1 square
Advantages:
  The ultimate tactic to use in a trap where the enemy unit will be surrounded.
Disadvantages:
  None

[All Charge]
Rating:**
Conditions:
  Enemy adjacent in front
  Ally adjacent to the side
Effect:
  [Charge] enemy with ally, push enemy back 3 squares (1 if Cavalry class)
Advantages:
  Good if there are multiple enemy in front of you
  If there are nothing in front of allies they will advance anyway
Disadvantages:
  Using this tactic in a complex combo require some deep thinking

[Circle]
Rating:***
Conditions:
  Adjacent anywhere except rear of enemy
  Free to move to the enemy rear
Effect:
  Move behind enemy
  Attack enemy from the rear
  Enemy pushed forward 1 square and confused
Advantages:
  Wait for the enemy to be in range, then advance and [Circle] it to bring
   it closer to your others units.
Disadvantages:
  Require to think a couple of turns in advance prior to starting a combo to
   correctly place the unit.

[Pincer]
Rating:****
Conditions:
  Enemy between acting unit and ally
  Enemy adjacent in front
Effect:
  Attack all enemies between acting and unit and ally
  Enemy pushed forward 1 square and confused
Advantages:
  Excellent if have friendly units to welcome them on the squares they will
   end on
  Excellent on surrounded units
Disadvantages:
  None

[Revive]
Rating:****
Conditions:
  Ally adjacent in front
Effect:
  Ally's moral rises, confusion is also cured
Advantages:
  Easy way to add hits to a combo.  Just be in range of a friendly unit acting
   in the combo.
  This is not mentioned in the in-game help, but it also [Boost] the morale
   of adjacent units all around the acting unit.
Disadvantages:
  None

[Shift]
Rating:***
Conditions:
  Ally adjacent in front
  Enemy adjacent in front of ally
Effect:
  Ally attack enemy
  Ally's morale rises
  Exchange places with ally.
Advantages:
  Good in a combo if the target unit has a higher morale than the acting unit
   (so it can trigger its tactic before getting shifted)
Disadvantages:
  The target unit tactics must not move the unit or [Repel] the enemy.
  [Aid] is better in almost any situations.

[Surround]
Rating:****
Conditions:
  Enemy adjacent in front
  Ally in a direct line in front with a clear path to enemy
Effect:
  Attack enemy
  Ally moves adjacent to enemy and attacks (Enemy is confused)
Advantages:
  Allows to bring back unit you don't have time to move back around your trap
   before your trigger the combo.
  The ally will also face the enemy unit and trigger its tactics.
Disadvantages:
  None

[Swarm]
Rating:**
Conditions:
  Enemy adjacent in front
  Ally adjacent in rear
Effect:
  Acting unit and ally attack enemy
  Enemy pushed back 1 square
Advantages:
  Does more damage
Disadvantages:
  Must have an unit at the rear of acting unit


=====
ITEMS
=====
"Professor Worm" made an useful item map available on GameFAQ at :
http://www.gamefaqs.com/console/ps2/game/14773.html

Item         Bonus                   How to get it
Sun Blade    Str +10                 Sun Ruler (take with high combo)
Avenger      Str +15                 Occupy Chang An
Blue Blade   Str +15                 Occupy Xu Chang
Seven Star   Str +20                 Occupy Luo Yang
Spell Book   Int +10                 Occupy Jian An
Way of Peace Int +15                 Occupy Ping Yuan
Book of Gods Int +20                 Occupy Liao Dong
Analects     Lea +15                 Occupy Zi Tong
Histories    Lea +20                 Occupy Yu Lin
Treatise     Lea +10                 Occupy Jian Ning
Pike         Infantry type Exp +30   Occupy Pu Yang
Harness      Cavalry type Exp +30    Occupy Tian Shui
Arbalest     Archer type Exp +30     Occupy Cheng Du
Book of Arms Special type Exp +30    Occupy Xiang Yang
The 6 Books  Change to Strategy      Occupy Wan
3 Strategies Change to Wile          Occupy Ye
Arabian      Change to Speed         Occupy Jiou Chuan
Blue Dragon  Change to Might         Guan Yu (take with high combo)
Crescent     Change to Menace        Lu Bu (take with high combo)
Lao Tzu      Change to Hero          Yuan Shao (take with high combo)
Legends      Change to Fortitude     Occupy Bei Ping
Meng De      Change to Overlord      Cao Cao (take with high combo)
Mo Tzu       Change to Guard         Occupy Ru Nan
On Archery   Change to Archery       Huang Zhong (take with high combo)
On Policy    Change to Diplomat      Occupy Ping Yang
On Valor     Change to Zeal          Occupy Ling Ling
Sun Tzu      Change to Genius        Occupy Jian Ye
War Manual   Change to Spy           Occupy Han Zhong
Wu Tzu       Change to Support       Occupy Yun Nan
Xun Tzu      Change to Fame          Occupy Xia Pi


=================
OFFICERS'S SKILLS
=================
Archery
Rating:***
Condition: Morale 80 or above
Effect: Bow attack damage +50%

Brute
Rating:**
Condition: Adjacent to enemy with morale 40 or less
Effect: ATK +20%

Conqueror
Rating:****
Condition: Morale 80 or above
Effect: ATK +20%, Unlimited use of STR Tactics

Diplomat
Rating:*
Condition: Appoint as Envoy on the Map Screen
Effect: Diplomatic negotiation possible.  Pass through enemy bases safely.

Fame
Rating:**
Condition: Adjacent to allied Commander
Effect: ATK +20%

Fortitude
Rating:*
Condition: Morale below 40
Effect: ATK +20%

Genius
Rating:****
Condition: Morale 80 or above
Effect: Target of this unit's Tactics are confused

Guard
Rating:***
Condition: Morale 80 or above
Effect: DEF +20%

Hero
Rating:****
Condition: Morale 80 or above
Effect: Unlimited use of LEA Tactics

Menace
Rating:****
Condition: Morale 80 or above
Effect: Unlimited use of STR Tactics

Might
Rating:***
Condition: Morale 80 or above
Effect: ATK +20%

Overlord
Rating:****
Condition: Morale 80 or above
Effect: Unlimited use of INT and LEA Tactics

Rage
Rating:*
Condition: Allied unit destroyed
Effect: ATK/DEF +20%, morale rises

Speed
Rating:***
Condition: Morale 80% or above
Effect: Improved movement in bad terrain

Spy
Rating:****
Condition: Appoint as Envoy on Map Screen
Effect: Appear as Special Units on the battlefield

Strategy
Rating:****
Condition: Morale 80 or above
Effect: Unlimited use of INT Tactics

Support
Rating:**
Condition: Morale 80 or above
Effect: Adjacent ally's direct attack damage+50%

Wile
Rating:***
Condition: INT Tactic used
Effect: Damage by Tactic +50%

Zeal
Rating:****
Condition: Gain Deeds
Effect: Deeds gained are doubled


==========
UNIT TYPES
==========
The unit type you choose for your officer will have a major impact on its
destiny, so choose carefully...  The growth rate indicate the number of point
the officer gains each time he level-up.  For example, if your officer
commands Footmen, he will gain 2 pts in STR and 2 pts in LEA when he reach
is next level.

INFANTRY TYPE
-------------
Good for your LEA officers.  Using Footmen, Infantry and Rangers ensure good
LEA growth

Footmen
Description: Weak against Cavalry class; low ATK; strong against Bow attacks
Base Attack: 25
Base Defense: 30
STR Growth: **
INT Growth: 
LEA Growth: **
EXP Needed: 1

Infantry
Description: Armored Footmen; improved DEF
Base Attack: 30
Base Defense: 40
STR Growth: *
INT Growth: 
LEA Growth: ***
EXP Needed: 25

Rangers
Description: Infantry with high ATK in Hill or Mountain terrain; good LEA
             growth
Base Attack: 30
Base Defense: 40
STR Growth: 
INT Growth: 
LEA Growth: ****
EXP Needed: 50

Spearmen
Description: Offensively oriented Infantry; strong against Cavalry class;
             weak against Bow attacks
Base Attack: 40
Base Defense: 30
STR Growth: **
INT Growth: *
LEA Growth: *
EXP Needed: 30

Pikemen
Description: Elite Infantry; strong against Cavalry class; can use [Melee]
Base Attack: 40
Base Defense: 50
STR Growth: *
INT Growth: **
LEA Growth: *
EXP Needed: 70

CAVALRY TYPE
------------
Good for your STR officers.  Using Horsemen, Cavalry and Brigadiers ensure
good STR growth

Horsemen
Description: Good movement and ATK; versatile unit
Base Attack: 35
Base Defense: 25
STR Growth: ***
INT Growth: 
LEA Growth: *
EXP Needed: 1

Cavalry
Description: Horsemen with improved ATK and DEF; good STR growth
Base Attack: 45
Base Defense: 30
STR Growth: ****
INT Growth: 
LEA Growth: 
EXP Needed: 30

Brigadier
Description: Cavalry with improved DEF; can use [Press]
Base Attack: 45
Base Defense: 45
STR Growth: ***
INT Growth: *
LEA Growth: 
EXP Needed: 70

Bow Riders
Description: Cavalry capable of average Bow attack
Base Attack: 35
Base Defense: 25
STR Growth: **
INT Growth: **
LEA Growth: 
EXP Needed: 40

ARCHER TYPE
-----------
Good for balanced officers.  Using Bowmen, Archers, Marines & Heavy Archers
ensure slow but constant STR,INT and LEA growth

Bowmen
Description: Can use Bow Attack; low ATK
Base Attack: 20
Base Defense: 25
STR Growth: **
INT Growth: *
LEA Growth: *
EXP Needed: 1

Archer
Description: Bowmen with improved ATK and longer attack range
Base Attack: 30
Base Defense: 20
STR Growth: *
INT Growth: *
LEA Growth: **
EXP Needed: 25

Marines
Description: Archers that excel in River and Shoal terrain
Base Attack: 35
Base Defense: 20
STR Growth: *
INT Growth: **
LEA Growth: *
EXP Needed: 50

Heavy Archers
Description: Strong Bow attack; long attack range
Base Attack: 40
Base Defense: 15
STR Growth: *
INT Growth: *
LEA Growth: **
EXP Needed: 40

Crossbow
Description: Strongest Bow attack; weak against Direct attacks; can use [Lure]
Base Attack: 50
Base Defense: 10
STR Growth: 
INT Growth: *
LEA Growth: ***
EXP Needed: 70

SPECIAL TYPE
------------
Good for your INT officers. The builders ensure excellent INT growth so they
will be able to access more trumps on the battlefield. All units also have
the [Heal] ability which is really useful for healing wounded officers(duh)
but also cure confusion for free !  Also, the "Special" unit (the spy) can
destroy a depot, fence, tower, castle gate or castle wall in a single turn !!!

Special
Description: Unable to select.  Envoy with [Spy] appears as this unit on
             battlefield; can use [Heal] and [Entice]
Base Attack: 5
Base Defense: 5
STR Growth: 
INT Growth: ****
LEA Growth: 
EXP Needed: -

Builders
Description: Can build Fences, Depots and Tower on the battle field; can use
             [Heal]
Base Attack: 20
Base Defense: 15
STR Growth: 
INT Growth: ***
LEA Growth: *
EXP Needed: 1

Heavy arms
Description: Can set catapults and Arbalest on the battlefield; can use [Heal]
Base Attack: 25
Base Defense: 20
STR Growth: 
INT Growth: **
LEA Growth: **
EXP Needed: 40


========
OFFICERS
========
Cmd: Can command an army (those are the generals with a flag under their
     portrait)
I: Can use Infantry types
C: Can use Cavalry types
A: Can use Archers type
S: Can use Special types
Friends : Officer A can recruit officer B if A is a friend of B or if B is a
          friend of A.

Use your browser search function to quickly find who is friend with a
particular officer.

Missing info will be filled as I progress through the game.

Name          Cmd Skill    I C A S Friends
Bao Long      n  Brute     n n y n Xing Daorong, Zhao Fan 
Bu Zhi        ?  ???       ? ? ? ? ??? 
Cai Mao       n  Fame      n n y n Zhang Yun, Han Song 
Cao Bao       n  Fame      y n n n Lu Bu 
Cao Cao       y  Overlord  y y y y Cao Ren, Cao Pi, Guan Yu 
Cao Hong      n  Support   y y n n Xiahou Dun, Xin Pi 
Cao Pi        y  Hero      n n y n Cao Zhen, Jia Xu 
Cao Ren       y  Guard     y n n n Cao Hong, Niu Jin 
Cao Xui       n  Archery   n y n n Cao Zhen, Cao Cao 
Cao Zhang     n  Might     n y y n Cao Pi, Cao Zhen 
Cao Zhen      n  Rage      y n n n Wang Shuang, Guo Huai 
Chen Deng     n  Guard     n n y y Mi Zhu, Yan Baihu 
Chen Gong     y  Genius    y n y n Cao Cao 
Chen Gui      n  Spy       n n n y Chen Deng 
Chen Jiao     n  Diplomat  y n n n Chen Dong 
Chen Lin      n  Diplomat  y n n n Chen Zhen, Wang Can 
Chen Qun      n  Diplomat  y n n n Chen Gui, Sima Yi 
Chen Wu       n  Guard     y n y n Huang Gai, Ding Feng 
Chen Zhen     n  Diplomat  y n n n Ma Liang, Li Yan 
Cheng Pu      y  Might     y n y n Huang Gai, Zhu Zhi 
Cheng Yin     n  Speed     n y n n Yang Qiu, Han Sui 
Cheng Yu      y  Genius    n n y y Xun Yu, Xu Shu, Hua Xin 
Cheng Yuanzhi y  ???       ? ? ? ? ??? 
Chunyu Qiong  n  Fortitude y n n n Yang Xiu 
Deng Ai       y  Zeal      y y n n Sima Yi 
???           ?  ???       ? ? ? ? ??? 
Deng Zhi      n  Diplomat  y n n n Jiang Wan, Jiang Wei 
Dian Wei      y  Guard     y n n n Xiahou Dun, Cao Cao 
Ding Feng     y  Archery   y n y n Sun Quan, Xu Sheng 
Dong He       n  Diplomat  n n y n Li Hui, Zhuge Liang 
Dong Xi       n  Speed     y n n n Yu Fan, Zhou Tai 
Dong Yun      n  Diplomat  ? ? ? ? Dong He, Li Hui 
Dong Zhao     ?  ???       ? ? ? ? ??? 
Fa Zheng      n  ???       ? ? ? ? ??? 
Fei Shi       n  Diplomat  ? ? ? ? Wang Lei, Li Yan 
Fei Yi        n  Diplomat  y n n n Dong Yun, Wei Yan 
Fei Zhan      ?  ???       ? ? ? ? ??? 
Feng Ji       n  Wile      y n n n Guo Tu, Gao Lan 
Gan Ning      y  Might     n n y n Kan Ze, Sun Quan 
Gao Lan       n  Speed     n y n n Ju Shou 
Gao Shun      n  Speed     n y n n Chen Gong 
Gong Zhi      n  Spy       n n n y Zhang Fei, Huo Jun 
Gongsun Zan   y  Rage      n y n n Liu Bei 
Gu Yong       n  Diplomat  y n n n Zhang Hong, Zhang Zhao 
Guan Ping     y  Speed     n y n n Guan Xing, Zhou Cang, Liao Hua 
Guan Suo      n  Zeal      n y n n Guan Yu, Zhang Bao, Bao Long 
Guan Xing     y  Might     n y n n Guan Suo 
Guan Yu       y  Might     y y n n Guan Ping, Zhang Fei 
Guo Huai      n  Support   n n y n Sima Yi, Cao Pi 
Guo Jia       n  ???       ? ? ? ? ??? 
Guo Si        n  Brute     n y n n Jia Xu, Han Sui 
Guo Tu        n  Spy       y n n y Xin Pi 
Han Dang      n  Guard     n n y n Zhu Zhi, Cheng Pu 
Han Hao       n  Fortitude y n y n Lei Bo 
Han Song      n  Diplomat  y n n n Kuai Yue, Xiang Lang 
Han Sui       n  Fortitude n y n n Ma Chao, Zhang Hen 
Han Xuan      n  Brute     n n y n Han Hao, Wei Yan 
???           ?  ???       ? ? ? ? ??? 
Hao Zhao      y  Guard     y n y y Guo Huai, Chen Jiao 
Hou Cheng     n  Fame      n y n n Gao Shun 
Hu Ban        n  Support   n n y n Guan Yu, Huang Zhong 
Hu Che-Er     n  Brute     y n n n Jia Xu 
Hu Zen(???)   ?  ???       ? ? ? ? ??? 
Hua Xin       n  Brute     y n n n Ji Ling, Han Dang, Cao Cao 
Huang Gai     n  ???       ? ? ? ? ??? 
Huang Quan(?) ?  ???       ? ? ? ? ??? 
Huang Zhong   y  Archery   n n y n Kuai Yue, Fa Zheng, Guan Yu 
Huang Zu      n  Brute     n n y n Gan Ning, Cai Mao 
Huo Jun       n  Fame      y n n n Cai Mao, Yi Ji, Meng Da 
Ji Ling       y  Fortitude y y n n Zhang Xun 
Jia Kui       n  Support   y n n n Cao Zhang 
Jia Xu        y  Wile      y y n y Han Sui, Cao Cao, Pang De 
Jian Yong     n  Diplomat  y n n n Liu Bei, Mi Zhu 
Jiang Qin     n  Fame      y n y n Pan Zhang, Lu Meng 
Jiang Wan     n  Speed     y n n n Fei Yi, Ma Su 
Jiang Wei     y  Wile      y n y n Xiahou Ba, Zhuge Liang 
Jin Xuan      n  Rage      y n n n Gong Zhi, Dong Zhao 
Ju Shou       n  Spy       n n n y Xun Yu 
Kan Ze        n  Fortitude n n y n Huang Gai, Lu Xun 
Kong Rong     n  Fortitude y n n n Wang Xiu, Yu Fan, Liu Bei 
Kuai Liang    n  ???       ? ? ? ? ??? 
Kuai Yue      n  Wile      y n n n Kuai Liang, Yi Ji 
Lei Bo        n  Brute     n y n n Ji Ling 
Lei Tong(?)   ?  ???       ? ? ? ? ??? 
Li Dian       y  Support   y y y n Xiahou Dun 
Li Hui        n  Diplomat  y n n n Lei Tong, Ma Chao 
Li Jue        n  Brute     n y n n Guo Si, Zhang Xiu 
Li Su         ?  ???       ? ? ? ? ??? 
Li Yan(?)     ?  ???       ? ? ? ? ??? 
Liao Hua      n  Guard     y n n y Guan Yu, Zhou Cang 
Ling Tong     n  Rage      ? ? ? ? Lu Meng 
Liu Ba        n  Rage      ? ? ? ? Huang Quan, Dong Yun 
Liu Bei       y  Hero      y n n n Guan Yu, Zhang Fei, Zhuge Liang 
Lui Biao(?)   ?  ???       ? ? ? ? ??? 
Liu Du        n  Diplomat  y n n n Liu Xian 
Liu Feng      n  Fame      y n n n Liu Bei Meng Da, Guan Ping 
Liu Qi        n  Support   y n n n Liu Zong, Yi Ji 
Liu Xian      n  Diplomat  y n n n Xing Daorong, Jiang Wan 
Liu Ye        n  Support   y n n n Man Chong 
Liu Yong      n  Brute     y n n n Taishi Ci 
Liu Zhang     ?  ???       ? ? ? ? ??? 
Liu Zong      n  Diplomat  y n n n Han Song, Cai Mao 
Lu Bu         y  Menace    y y y n Zang Ba, Li Jue, Chen Gong 
Lu Fan        n  Diplomat  y n n n Ji Ling, Hua Xing 
Lu Ji         n  ???       ? ? ? ? ??? 
Lu Kuang      n  Fortitude ? ? ? ? Yuan Tan 
Lu Meng       y  Genius    ? ? ? ? Gan Ning, Lu Su 
Lu Qian       n  Fame      n y n n Liu Ye, Man Chong, Li Dian 
Lu Su         y  Support   n n y y Zhuge Jin, Pang Tong 
Lu Xiang      n  Rage      ? ? ? ? Lu Kuang, Yuan Shang 
Lu Xun        y  Strategy  y n y y Zhu Huan, Quan Zong 
Ma Chao       y  Menace    n y n n Zhang Fei, Liu Bei 
Ma Dai        n  Support   n y n n Ma Xiu, Ma Teng 
Ma Liang      n  Diplomat  y n n n Ma Su, Yi Ji 
Ma Su         n  Fame      y n y n Wang Ping, Xiang Lang 
Ma Teng       y  Speed     n y n n Ma Chao, Han Sui 
Ma Tie        n  Speed     n y n n Ma Teng, Ma Dai 
Ma Xiu        n  Speed     n y n n Ma Tie, Ma Chao 
Man Chong     n  Guard     n n y n Xu Huang, Mao Jie 
Mao Jie       n  Spy       y n n y Sima Lang, Lu Qian, Cao Ren 
Meng Da       n  Fame      ? ? ? ? Fa Zheng, Yang Huai 
Mi Fang       n  Fame      n n y n Cao Bao, Liu Feng 
Mi Zhu        n  Support   y n n n Mi Fang 
Niu Jin       n  Fortitude y y n n Cheng Deng 
Pan Zhang     n  Fame      y n y n Chen Wu, Lu Meng 
Pang De       n  ???       ? ? ? ? ??? 
Pang Tong     y  Strategy  n n y y Xiang Lang, Zhang Song 
Quan Zong     n  Speed     y n y n Sun Quan 
Sha Moke      n  Archery   n n y n Jin Xuan, Liu Bei 
Shen Pei      n  Rage      y n n y Feng Ji, Wen Chou 
Shi Xie       ?  ???       ? ? ? ? ??? 
Sima Lang     n  Spy       n n n y Sima Yi 
Sima Yi       y  Strategy  n n y y Jia Kui, Hao Zhao, Huang Quan 
Song Xian     n  Support   n y n n Hou Cheng, Zhang Ba 
Su Fei        n  Support   n n y n Gan Ning, Huang Zu 
Sun Ce        y  Conqueror ? ? ? ? ??? 
Sun Li        n  ???       ? ? ? ? ??? 
Sun Quian     n  Diplomat  y n n n Mi Zhu, Cai Mao 
Sun Quan      n  ???       ? ? ? ? ??? 
Sun Shao      n  Brute     n n y n ???
Sun Zhong     ?  ???       ? ? ? ? ??? 
Taishi Ci     y  Menace    y n y n Kong Rong 
Tian Feng     n  ???       ? ? ? ? ??? 
Wang Can      n  Fame      y n n n Dong Zhao, Yi Ji 
Wang Fu       n  Rage      ? ? ? ? Fa Zheng, Guan Yu 
Wang Lang     n  Spy       y n n y Yu Jin, Chen Gui 
Wang Lei      ?  ???       ? ? ? ? ??? 
Wang Ping     n  Guard     y n n n Zhao Yun, Zhuge Liang 
Wang Shuang   n  Might     y n n n Hu Cher-Er, Cao Zhang 
Wang Xiu      n  Diplomat  y n n n Kong Rong, Gao Lan 
Wei Xu        n  Rage      n y n n Song Xian, Gao Shun 
Wei Yan       y  Might     y n y n Huang Zhong, Liu Bei 
Wen Chou      y  Might     n y n n Yan Liang 
Wen Pin       n  Support   n n y n Cai Mao 
Wu Ban        n  Speed     y n n n Zhang Bao, Liu Bei 
Wu Lan        ?  ???       ? ? ? ? ??? 
Wu Yi         n  ???       ? ? ? ? ??? 
Xiahou Ba     y  Support   n y y n Sima Yi, Deng Ai, Zhang Fei 
Xiahou Dun    n  ???       ? ? ? ? ??? 
Xiahou Yuan   n  ???       ? ? ? ? ??? 
Xiang Chong   n  Fame      n n y n Xiang Liang, Han Song 
Xiang Lang    n  Support   y n n n Ma Liang, Xu Shu 
Xin Pi        n  Diplomat  y n n n Xin Ping 
Win Ping      n  Rage      y n n n Guo Tu 
Xing Daorong  n  Fortitude y n n n Sha Moke 
Xu Gong       ?  ???       ? ? ? ? ??? 
Xu Huang      y  Menace    y y n n Cao Cao, Guan Yu, Wang Ping 
Xu Jing       n  Diplomat  ? ? ? ? Fa Zheng, Yan Baihu 
Xu Sheng      y  Guard     ? ? ? ? Zhou Tai, Jiang Qin 
Xu Shu        y  Genius    n n n y Zhuge Liang, Liu Bei 
Xu You        n  Spy       n n n y Guo Tu, Cao Cao 
Xu Zhu        y  Menace    y n n n Dian Wei, Ma Chao 
Xun You       n  Fame      y n n y Xun Yu, Guo Tu 
Xun Yu        y  Genius    n n y y Guo Jia, Zhong Yao 
Yan Baihu     n  Brute     y n n n Wang Lang 
Yan Gang      n  Rage      n y n n Gongsun Zan 
Yan Jun       ?  ???       ? ? ? ? ??? 
Yan Liang     y  Might     n y n n Tian Feng 
Yan Pu        ?  ???       ? ? ? ? ??? 
Yan Xing      n  Brute     ? ? ? ? Yan Baihu 
Yan Yan       y  Fortitude y n y n Fa Zheng, Huang Zhong 
???           ?  ???       ? ? ? ? ??? 
Yang Qiu      n  Fame      n y n n Han Sui 
Yang Song     ?  ???       ? ? ? ? ??? 
Yang Xiu      n  Fame      y n n n Kong Rong 
Yi Ji         n  Diplomat  y n n n Liu Bei, Ma Su 
Yu Fan        n  ???       ? ? ? ? ??? 
Yu Jin        y  Fame      n y y n Han Hao, Zhu Ling 
Yuan Shang    n  Fame      n y n n Shen Pei, Feng Ji 
???           ?  ???       ? ? ? ? ??? 
Yuan Shu      y  Brute     y n n n Hua Xin, Lu Ji 
???           ?  ???       ? ? ? ? ??? 
Yuan Xi       n  Fortitude n y n n Yuan Shang, Ju Shou 
Yue Jin       y  Fortitude y n y n Li Dian, Yu Jin 
Zang Ba       n  Fortitude n y n n Cao Cao, Mi Fang 
Zhang Bao     y  Might     y n n n Guan Xing 
Zhang Fei     y  Menace    y n n n Zhang Bao, Yan Yan 
Zhang He      y  Might     n y n n Gao Lan, Chunyu Qiong 
Zhang Heng    n  Rage      n y n n Cheng Yin, Yang Qiu 
Zhao Hong     n  ???       ? ? ? ? ??? 
Zhang Liao    y  Might     y y n n Zang Ba, Guan Yu, Yue Jin 
Zhang Lu      n  Support   y n n n Yan Pu, Zhang Wei 
Zhang Ren     y  Speed     y n n n Yan Yan 
Zhang Song    ?  ???       ? ? ? ? ??? 
Zhang Wei     ?  ???       ? ? ? ? ??? 
Zhang Xiu     y  Guard     n y n n Jia Xiu, Hu Cher-Er 
Zhang Xun     n  Support   n y n n Lei Bo 
Zhang Yan     n  Speed     n y n n Cao Cao 
Zhang Ying    n  ???       ? ? ? ? ??? 
Zhang Yun     n  Fame      n n y n Liu Zong 
Zhang Zhao    n  ???       ? ? ? ? ??? 
Zhao Cen      ?  ???       ? ? ? ? ??? 
Zhao Fan      n  Diplomat  y n n n Xiang Lang, Liu Du 
Zhang Hong    n  Diplomat  y n n n Zhang Zhao, Yan Jun, Kong Rong 
Zhao Yun      y  Might     y y n n Liu Bei, Gongsun Zan 
Zhong Yao     n  Spy       n n n y Xun You, Sima Yi 
Zhou Cang     n  Support   y n n n Guan Yu, Wang Fu 
Zhou Tai      y  Might     y n y n Jiang Qin 
Zhou Yu       n  ???       ? ? ? ? ??? 
Zhu Huan      n  Guard     y n n n Zhu Zhi, Quan Zong 
Zhu Ling      n  Fortitude y n n n Xu You, Cao Pi 
Zhu Ran       n  Speed     n n y n Pan Zhang, Lu Meng 
Zhu Zhi       n  Support   n n y n Lu Fan, Zhu Ran 
Zhuge Jin     n  Support   y n n n Zhuge Liang, Bu Zhi 
Zhuge Liang   n  ???       ? ? ? ? ??? 


======
THANKS
======

to CJayC for hosting this FAQ and keeping GameFAQ free.

to James Peirce, a.k.a. KongMing of www.kongming.net fame for the
missing items information.

to "game player for ever" for sending me a couple of officers for
the officer's list.

to you for reading this :)