warriors orochi 2 guide - the eye...warriors orochi 2 guide there's really nothing much to say...

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Warriors Orochi 2 Guide When the nefarious Orochi and his demon army strikes, you need to gather all the heroes from ancient Chinese and Japanese historical legend and defeat seemingly unkillable monsters. IGN works with you and KOEI to unlock the most lethal of weapon abilities to fuse in your weapons crucible, as well as shed light into those seemingly benign but hard to get stage treasures! Whether or not you are sided with the Chinese warlords or the Japanese daimyo, you'll have the full weight of good on your side! Read IGN's Warriors Orochi 2 Treasure Guide for all you need to know. © 2007, IGN Entertainment, Inc. May not be sold, distributed, transmitted, displayed, published or broadcast, in whole or part, without IGN’s express permission. You may not alter or remove any trademark, copyright or other notice from copies of the content. All rights reserved. Difficulty Differences The game is very lenient towards your officers' growth. It is -- naturally -- foolish for you to clear your campaigns (story modes) on Hard or Chaos difficulty before your officers are capable of defeating enemies on Easy and Normal. The higher difficulties are for your characters to earn more (and better) weapons once they are developed in stats and high in proficiency. Once you've cleared a faction's campaign, you can use those officers in Free mode, as well as use officers from other story modes in that campaign. Therefore, it is your first imperative to finish the story modes as quickly as possible. Easy: Enemies and allies do not do much damage to one another. Enemies will not be able to damage your officer, even if she or he is at the starting level. Weapons picked up at this difficulty have few powers attached to them, and tend to be very weak. Normal: The normal difficulty setting. Officers starting at level 1 with the first level of weapon proficiency will find it tough going once the stage difficulty is increased to 3 stars; however, experienced officers with a moderately powerful weapon and 80% of their move set unlocked will not have too much challenge. Weapons retrieved at this difficulty have some powers attached to them, if they were found on stages with 4 or more stars. Hard: The hard difficulty setting assumes your officer is over level 60 and has all his or her moves unlocked. Enemies will not take much damage even from third-rank weapons, unless the full +20 damage bonus has been applied. Allied officers will be slaughtered more quickly than on normal if battle conditions shift against you. Weapons retrieved at this difficulty will be fairly strong, especially if the stage's difficulty is at 3 or more stars. Fourth rank weapons (the best weapons) are occasionally earned (about 30% of the time) on three star stages on Hard; on four star stages, you will have more than a good chance for a good weapon. Chaos: The hardest difficulty mode. Enemies will do much more damage to you and your allies. Friendly officers left alone on the

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Page 1: Warriors Orochi 2 Guide - The Eye...Warriors Orochi 2 Guide There's really nothing much to say about this starting stage for the Kingdom of Shu. Notice the conspicuous absence of a

Warriors Orochi 2 Guide When the nefarious Orochi and his demon army strikes, you need to gather all the heroes from ancient Chinese and Japanese historical legend and defeat seemingly unkillable monsters. IGN works with you and KOEI to unlock the most lethal of weapon abilities to fuse in your weapons crucible, as well as shed light into those seemingly benign but hard to get stage treasures! Whether or not you are sided with the Chinese warlords or the Japanese daimyo, you'll have the full weight of good on your side! Read IGN's Warriors Orochi 2 Treasure Guide for all you need to know.

© 2007, IGN Entertainment, Inc. May not be sold, distributed, transmitted, displayed, published or broadcast, in whole or part, without IGN’s express

permission. You may not alter or remove any trademark, copyright or other notice from copies of the content. All rights reserved.

Difficulty Differences

The game is very lenient towards your officers' growth. It is -- naturally -- foolish for you to clear your campaigns (story modes) on Hard or Chaos difficulty before your officers are capable of defeating enemies on Easy and Normal. The higher difficulties are for your characters to earn more (and better) weapons once they are developed in stats and high in proficiency. Once you've cleared a faction's campaign, you can use those officers in Free mode, as well as use officers from other story modes in that campaign. Therefore, it is your first imperative to finish the story modes as quickly as possible.

Easy: Enemies and allies do not do much damage to one another. Enemies will not be able to damage your officer, even if she or he is at the starting level. Weapons picked up at this difficulty have few powers attached to them, and tend to be very weak.

Normal: The normal difficulty setting. Officers starting at level 1 with the first level of weapon proficiency will find it tough going once the stage difficulty is increased to 3 stars; however, experienced officers with a moderately powerful weapon and 80% of their move set unlocked will not have too much challenge. Weapons retrieved at this difficulty have some powers attached to them, if they were found on stages with 4 or more stars.

Hard: The hard difficulty setting assumes your officer is over level 60 and has all his or her moves unlocked. Enemies will not take much damage even from third-rank weapons, unless the full +20 damage bonus has been applied. Allied officers will be slaughtered more quickly than on normal if battle conditions shift against you. Weapons retrieved at this difficulty will be fairly strong, especially if the stage's difficulty is at 3 or more stars. Fourth rank weapons (the best weapons) are occasionally earned (about 30% of the time) on three star stages on Hard; on four star stages, you will have more than a good chance for a good weapon.

Chaos: The hardest difficulty mode. Enemies will do much more damage to you and your allies. Friendly officers left alone on the

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battlefield will be slaughtered like sheep. All enemy officers tend to have Hyper-Armor™ which makes them resist flinching from being attacked. Previously "hyper" officers (enraged Lu Bu, Zhang Fei, Keiji Maeda, Orochi X, Himiko, etc.) will be unstoppable (like the super-hyper Kojiro Sasaki in Samurai Warriors 2). Weapons earned on this difficulty will often be the best rank, even on stages with passing challenge.

Weapon Fusion / Abilities List

Some games may want to call this "crafting" but that's too much work. Weapon fusion makes the only thing that matters in a Dynasty Warriors / Musou game awesome. Essentially, you are fusing the spirits of weapons into a super-weapon. Each time you fuse, a weapon's abilities combine and add to that of the parent weapon. Any ability slots are transferred over to the parent. Additionally, the parent weapon gets a +1 damage bonus (maximum of 20 points more) from the weapon being sacrificed.

Although you can create a very powerful weapon over time, there are natural limits on how far you can exploit this feature. Each weapon can only have 8 normal abilities and 3 "super" abilities. The damage bonus is capped at +20, so the weapon's base damage will still cap what you can do. Also, each "super" ability (described as weapon skills in the manual but we'll call them weapon talents in this guide) require special unlockable permissions to create -- in addition to a pre-stated number of weapon abilities.

Flame: A mundane ability that sets enemies on fire. Fire damages enemies over time, like poison. A handy ability to have but one that's not a definite must have. Note that hitting an enemy again while he is still on fire may occasionally extinguish the fire, due to the special effects of an officer's attacks.

Bolt: An elemental ability that plays like "Punch Buggy" -- an electrified enemy can shock another nearby enemy and knock them back, and who in turn, repeats the process. The routine isn't perpetual, as enemies are limited and the duration of the effect wears off after a while.

Slay: The elemental property of "death" which cuts severely into the enemy's lifebar. Handy against enemies, but not so much against enemy officers.

Flash: A property that does chip damage to blocking enemies, previously associated with Wind. Unless you are playing often on Hard and Chaos (and depending if your officer has a guard break), you may not require this power for anything except for special ability fusion.

Ice: The best elemental ability behaves exactly like Sub-Zero. By freezing an enemy in place, you can attack them without having them defend, counter-attack, or run away. Of all the elemental abilities, this ability should always be kept on your officers.

Absorb: This is a unique vampiric ability that drains an enemy's Musou meter to add to yours. Each hit by your weapon will add a tiny bit of musou to your currently active officer.

Drain: This is a unique vampiric ability that drains an enemy's life meter to add to yours. Each hit by your weapon will add a tiny bit of life to your currently active officer.

Might: This is a straight-forward ability that increases your weapon's damage. It is worth less than Rage, but it will stack with it when attacking enemy officers.

Brave: This ability is similar to Might, but works only against enemy officers. Against regular enemies, it will not do anything.

Rage: This ability is similar to Might, but works only when your officer's life is injured. The less life your character has, the more damage done (this can surpass the amount done by Might and Brave alone). It stacks with Might and Brave, so you may want this for Hard and Chaos missions.

Range: Increases the reach of your weapons. The light trail from your weapon is visibly extended by the time this ability is increased to its maximum.

Agility: Increases the attack speed of your officer when using that weapon. This is not a substitute for using a fast attacking officer if the need arises.

Multi: A difficult ability to grasp. When attacking, after-images of your officer are produced, which damage enemies in turn.

Air: Enemies damaged by a weapon with this power will take extra damage. Naturally, you want officers who have a very good Weak, Strong, Strong, Strong, .... combination (generally the Japanese officers) or the Chinese officers with an airborne capable Chain-2 combo (Weak, Weak, Strong, Strong, Strong, ....).

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Special Abilities (Weapon Talents)

These are abilities that require you to unlock special permissions, then go around collecting weapons with specific abilities on them to forge a "weapon talent". Any weapon so sacrificed in this procedure is irretrievable, so make sure you sacrifice a weapon that you don't need. Note that only a weapon's abilities' scores are needed for this process.

It doesn't matter if your sacrificed weapon is really crappy or really powerful or even has any ability slots (although you need eight types of abilities for the most powerful weapon talents), so when you fuse new weapons, focus only on keeping the abilities you need for a weapon talent. You can fuse other attributes if you like, but that will only waste your hard earned money!

Guile: Flame (1), Obsidian. Temporary field power-up items last longer.

Iron Will: Brave (1), Jade. Attack is doubled when life gauge is low. Get knocked down -- the power activates when your officer stands back up.

Acrobatics: Air (1), Range (1), Amber. Air recovery (guard when knocked back into the air) is done more favorably.

Nutrition: Drain (1), Absorb (1), Flourite. Regular enemies drop more food than normal. This skill is handy on Hard and Chaos.

Firepower: Brave (1), Agility (1), Might (1), Silver. Damaged done by allied projectiles is increased.

Verity: Flame (1), Multi (1), Bolt (1), Agate. True Musou attack usable at any degree of life gauge. Your musou meter still drains out at the end.

Teamwork: Flame (1), Range (1), Multi (1), Might (1), Diamond. Triple tag-team attacks can be used regardless of life remaining. Check the game's tutorial for info about tag-team attacks.

Evasion: Flash (1), Drain (1), Range (1), Rage (1), Malachite. Damage received is reduced (like an extra degree of defence). This skill is handy on all difficulties.

Stability: Ice (1), Absorb (1), Brave (1), Multi (1), Might (1), Sapphire, Pearl. Your officer will not be stunned or stopped when he does a charged (Strong) attack. Note that some power officers have this ability already with their special power ability (hyper-armor).

Highflier: Slay (1), Air (1), Multi (1), Agility (1), Might (1), Crystal, Amethyst. When your officer is performing a charged (strong) attack, he may interrupt it by jumping. This talent is similar to the skill of the Speed class officers.

Resolve: Bolt (1), Slay (1), Absorb (1), Multi (1), Agility (1), Rage (1), Ruby, Emerald. Officer does not flinch, stun, or stop for enemy projectiles. Basically, you can tank through a whole army of riflemen, but note that your officer still takes the damage to his lifebar.

Synergy: Ice (1), Air (1), Brave (1), Range (1), Multi (1), Agility (1), Moonstone, Onyx, Garnet, Aventurine. The support attack from inactive officers are usable even if that officer's musou gauge is only half full. See the game's tutorial for an explanation of support attack.

Supremacy: Flame (2), Flash (2), Drain (2), Absorb (2), Range (2), Agility (2), Might (2), Carnelian, Opal, Topaz, Dragon's Jewel. Your active office constantly (but slowly) refills musou. This regeneration is faster than the musou recovery ability allotted to your team -- and stacks with it.

Revival: Ice (2), Flash (2), Drain (2), Absorb (2), Range (2), Multi (2), Agility (2), Rage (2), Phoenix Wing, Dragon's Spleen, Lion's Fang, Chimera Shell. The officer is revived once per battle with a full lifebar. This skill is handy on Hard and Chaos.

Almighty: Flame (2), Ice (2), Bolt (2), Flash (2), Slay (2), Absorb (2), Brave (2), Might (2), Jeweled Branch, Bowl of Buddha, Fire Rat's Skin, Swallow's Shell. When your officer's musou gauge is 100%, all attacks are elemental imbued (not just the charged attacks). A handy skill to have -- if you've found the Ice element for your weapon!

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Warriors Orochi 2 Guide

There's really nothing much to say about this starting stage for the Kingdom of Shu. Notice the conspicuous absence of a the "Treasure Guide" on the map. Such maps are only handy for levelling, or in the rare instances, when you play through the story campaign. The enemy commander Da Ji is locked up in the center garrison with no guards, so simply destroy all her other subordinates, and that greasy fat guy (Dong Zhuo) when he appears with reinforcements.

Once you've defeated Dong Zhuo, head towards Da Ji and the gates to her garrison will be unlocked. While the stage is easy for completing your team members' many ability quests, the stage does drag a little bit (when you level up 90+ officers, you want to go as fast as possible), so consider this nothing more than a nuisance later.

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Warriors Orochi 2 Guide

Treasure Criteria: Seize the eastern garrison within 5 minutes of the battle's start.

This is an easy one. Slaughter the inhabitants of the garrison like the defenders of the Alamo. Leave no one alive -- the officer(s) in charge of the garrison will give your side the control you require. The treasure will appear inside the fortress you seize.

Afterwards, you're doing mop up. We can talk more if you want. IGN pays its writers by the number of words printed on each page of the guide, so here's some trivia for newcomers. The Dynasty Warriors officers (the Chinese ones) are derived from the last "set-attack style" of the franchise (Dynasty Warriors 5 / Shin Sanguo Musou 4). The Samurai Warriors officers (the Japanese ones) are derived from the Samurai Warriors (Sengoku Musou 2) game where the attacks were broken into Normal, Charge, and Special versions.

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Warriors Orochi 2 Guide

Treasure Criteria: Initiate the Wu reinforcements event within 5 minutes of the battle's start.

This is an somewhat easy one. First off, attack all the enemy officers in the killing field in front of your main camp. When the message about the enemy catapults appear, head east into the ominous looking enemy garrison next to your main camp and defeat the enemy Defense Captain. This will stop the enemy catapults and allow you to continue mashing enemies into pulp.

After enough of Chen Gong's first, second, and third wave of enemies are defeated (essentially, defeat all enemy officers riding against your position), a notice about friendly reinforcements will appear. At that point, start wandering north to the reinforcement point. Two sturdy enemy officers will instantly materialize and attack the friendly Base Captain there. Defeat these two particular enemy officers to let in Lu Xun and his army. If all this is done before the time remaining reads 55'00", you will see the treasure message.

The treasure appears in the eastern garrison, where Diao Chan usually hangs out.

If you notice, this mission is particularly officer ladled, and chock full of enemies. Since it is so early in the campaign, it is very easy to defeat Lu Bu even on Normal (unless you put it on Hard or Chaos). That said, you can probably use this mission on Easy or Normal to quickly acquire all the officer abilities quickly and with little effort (aside from incredible patience).

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Warriors Orochi 2 Guide

There's nothing to talk about for this mission, save that it is treasureless! To get to Sun WuKwong's main camp and slaugher his commanding form, you will need to defeat a few of the clones, sorcerers, and blow past the gates. Remember that the Japanese officers can jump when the horse is at full speed (hit Strong attack when the horse is at full speed), but not a Chinese officer. Horse jumping is sometimes useful -- at least until you unlock Sun WuKwong for play.

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Warriors Orochi 2 Guide

Treasure Criteria: Kill Sun WuKwong within 5 minutes of the battle's start, while keeping Zhang Liao alive.

IGN wants you to attack, and attack aggressively. V'at eez dee's place? Little Contra joke there. By attacking enemy officers aggressively here, you prevent them from killing Zhang Liao. You also cut through the opposition to get to Sun WuKwong. Once Sun WuKwong is defeated, you can nab the treasure and finish the mission.

The treasure is in the poison gas field, where Kiyomori Taira is hanging out.

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Warriors Orochi 2 Guide

Treasure Criteria: Defeat all of Da Ji's sorcerous schemes and defeat Da Ji. The schemes include two ambush units (all the enemy squad leaders with names over their heads need to die) and two sorcerers (labelled).

You may want to have a second player around, just in case you cannot catch up to Himiko. Himiko and Da Ji are the victory conditions here, and if you are defeating Da Ji, you leave Himiko free to rampage through your allies to escape. If Himiko escapes, you lose. To get out of the Kingo Ward, you need need to go east, then north or south to wind your way to Himiko's position.

A second player can keep her occupied by knocking down Himiko and then guarding to bar her way on. The enemy A.I. generally will try to attack your character until you are far enough from them before they run away. Once the other player defats Da Ji and claims the treasure, finish off Himiko.

The treasure is in the Kingo Ward, where Da Ji is holed up -- and trying to rip your face off with her bare demonic fingernails.

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Warriors Orochi 2 Guide

This is the same last stage as the first game (Warriors Orochi 1). If you're unfamiliar with it, that's not a problem. It's pretty huge, and there're some hefty chunks of enemies to cut through before you can claim Orochi X's head on a plate.

The entrance (drawbridges) to the main keep where Orochi X is won't lower until you defeat the cannon garrisons around the perimeter of the map. You will want to skim down the number of enemy gates so they stop generating enemies to waste your forces. Once you've cleared out enough people and events, the main keep will be accessible. Killing Orochi X afterwards is mainly a matter of pushing the A button.

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Warriors Orochi 2 Guide

Treasure Criteria: Taigong Wang arrives at the enemy's main gate within 6 minutes of the battle's start and from that point on (rolling rock event), a single player must defeat Himiko and Da Ji within 4 minutes. Essentially, the treasure condition needs to be fulfilled within 10 minutes from the battle's start.

You will want a second player on this mission to help you clear out the center castle's stronghold (spawn gate) and the gates on the main field. Taigong Wang goes through the west side of the field and gets slowed down by any spot of red resistance. Kill Sima Yi without mercy, as well as any of the monstrous officers in service to Orochi.

Consider making an interim save once Taigong Wang reaches the gate (before the time remaining reads 54'00"). Once you go into the base, you have very little time to find and defeat Himiko and Da Ji. You practically have to kill them within 20 seconds or less to have enough time to go from one spot to another. Make sure just one player (the first player) kills both of these officers. If you split the kills between two players, the condition will not be satisfied and you will need to re-do the mission again.

The treasure is in the middle of the northern path, right next to where Orochi X is placed. Be sure to grab the treasure before you kill him, or you have to weather this mission again!

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Warriors Orochi 2 Guide

Go out and smash Sun WuKwong's face in. The various trails can break up your advance, but don't worry too much about this initial mission for the kingdom of Wei. About the only thing that should concern you are the occasional knots in the road where garrisons can sometimes close in on you and mess you up. Unlike Dynasty Warriors 6, there's no escaping garrisons once they close, since you can't bash gates.

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Warriors Orochi 2 Guide

Treasure Criteria: Xiahou Dun and Xiahou Yuan must survive until the "fire attack" event occurs. Afterwards, have the first player defeat the enemy officer Chen Gong.

Xiahou Yuan moves slowly if there is resistance, so close strongholds to make him go faster. Kotaro Fuma will appear in the northeast to stop Xiahou "I'm a big fat guy" Yuan, but that should pose little trouble. The dangerous part is Xiahou Dun. If he is defeated, then you won't do the fire attack. If you defeat too many of the enemy officers in the middle of the field, the fire attack will be cancelled. Once the fire attack is performed, the enemies in the middle will be slain instantly.

The treasure is outside Lu Bu's castle's front door. You almost can't miss it -- check the message log if you miss it.

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Warriors Orochi 2 Guide

Treasure Criteria: Destroy all the self-propelled cannons and persuade both Yuan Xi and Yuan Tang to defect.

The hard part here is not the cannon units (of which are unlabelled and un-pinged on the map); the cannons are easy to see, even if you are playing co-operatively. They go from the center garrison directly south to your main camp to murder your buddies. You can catch all eight or ten of them on the short road and cack 'em all.

The more work intensive part actually protecting the messengers until they reach Yuan Tang and Yuan Xi (already listed in the order of battle). Get the messenger to their positions (without killing the officers) and then check back on the cannon destruction. Both enemies will switch sides rather abruptly if there are no other events going on, so don't sweat it.

The treasure is in one of the smaller garrisons in the north half of the map.

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Warriors Orochi 2 Guide

Ji Castle is a rescue mission. While you're accustomed to having main camps being attacked, rescue missions generally mean the defendable target (your objective) is about to be overwhelmed by enemies. While this is a slow process on Easy and Normal, on harder difficulties this is a very fast process.

Walk into the castle, kick out the enemies and secure enough friendly strongholds to prevent an overrun -- the gate south of the friendly castle should be stopped up. Once that's done, head south and steam-roller everything. A horse is optional here, but helps cover ground if you do not employ Sun WuKwong.

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Warriors Orochi 2 Guide

Treasure Criteria: Pang Tong's fire attack needs to succeed within 6 minutes after he starts his preparations.

This stage should be familiar to Samurai Warriors players, since it was one of Hideyoshi's obnoxious stages. Instead of being on the inside, you'll be on the outside of the castle held by Kiyomori. Simply escort Pang Tong to his desired destination. None of the officers put up against you are any threat, so simply walk the old man to the arson setting and get your reward.

The treasure is in Kiyomori Taira's castle, the eastern defensive battlement.

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Warriors Orochi 2 Guide

Treasure Criteria: Defeat all cannon firing units (officers) within 5 minutes of their barrage commencement. Defeat Keiji Maeda quickly afterwards.

The cannons are the ones firing from the pinged areas. They should be easy to spot once the event is up on your screen. You have 5 minutes from when the event is announced to when your window of earning the treasure ends, so head in and make heads roll (and bodies fly). The time limit on Keiji Maeda is not present, but the player's officer needs to be the one who defeats Keiji. If he is defeated by the NPC allies, the treasure condition will not be satisfied.

The treasure is in the southeast corner of the map, near where Keiji Maeda enters the battlefield. Can't miss those giant ass black boxes now can we?

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Warriors Orochi 2 Guide

Treasure Criteria: Defeat all the following officers at least once (after Taira teleports into his castle) with your own (or a buddy's) officer:

� Boomslang � Bushmaster � Copperhead � Feldspar � Hognose � Keelback � Levyne � Massicot � Urutu

Once they are all "killed" once, take their items (to make sure they were killed once), and then kill Sun WuKwong. Ignore the pleas of your allies to defeat any of the sorcerers until you've slain all 9 of the monster officers and Sun WuKwong. That is the first part of the treasure condition.

Only after killing those 10 officers (by yourself or with a co-op player), should you hunt down and destroy the three sorcerers. All this time, none of your allies should die (specifically, the allies to protect are: Katsuie Shibata, Xuahou Wei, Xiahou Hui, and Nagahide Niwa).

The treasure is near the small western garrison where Sun WuKwong (and sorcerer #3) initially appears.

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Warriors Orochi 2 Guide

Treasure Criteria: Seize the front-lines and carry out the ambush plan within 5 minutes of the start of battle, and defeat Himiko within 1 minute 40 seconds of her appearance on the field.

Begin "the plan" by seizing the Guan Du castle (in the south) and the three smaller garrisons north of Guan Du castle. This means destroying all the enemies and officers who look at you, or your super-hot female military aides-de-camp wrong.

The most challenging work here is goading your allies to move to the garrisons. Abet them by closing enemy strongholds and defeating large knots of enemies. Once the garrisons are seized and the riflemen appear, defeat the remaining enemy officers in the middle of the field, as well as the two "sentinel" (not moving) enemy officers in the southeast. These two units defend the southeast pass into Orochi X's castle and you need to breach it to kill Himiko quickly.

After all the units in the middle field are devastated and destroyed, Himiko and the "main Orochi army" will appear. Himiko will be on magic steroids -- hit her quickly and defeat her (timer is about 100 seconds). If you don't you do not satisfy the second treasure condition. It is generally helpful to use an interim save after your forces seize the front-line garrisons. That way if you fail, all you do is quit to the title screen and reload the save -- hence start right back at the middle of the battle instead of the beginning.

The treasure is south of Orochi X's castle, near where Himiko entered the battlefield (even more reason to attack her quickly).

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Warriors Orochi 2 Guide

This is a very straight forward stage, despite it appearing to be complicated. Basically, you have to stick close to Minamoto and help him reach his escape point. Intercept any and all enemy probes and close all enemy strongholds to the evacuation point.

Remember that computer characters tend to fight it out better if morale is high and if you are not around on the screen to watch them do all their fancy moves. "Strategic elimination" is one of the key points of the musou (Dynasty Warriors) engine, and one that you need to exploit to your advantage.

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Warriors Orochi 2 Guide

Treasure Criteria: Locate Dong Zhuo (making him appear) while Xiao Qiao and Zhou Yu are still alive.

This is a rescue the Alamo kind of mission. Beat off the invaders at Zhou Yu's fortress. Once the area is cleared, Xiao Qiao will head out and march towards Dong Zhuo's suspected area. If you manage to make it there first (it is west of the double gates in the middle of the map), you will have succeeded in all consditions.

The treasure is in the southwest corner once you've met all the conditions.

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Warriors Orochi 2 Guide

Treasure Criteria: Complete Meng Huo's two fire attacks (defeat other enemies when he appears so he gets his tub lard butt to the event trigger point). Afterwards, have player one defeat Pang Tong before he reaches your allied main camp.

Meng Huo and Zhu Rong will be vulnerable only when they appear for battle. Since the stage snakes through the whole area provided, all you do is squeeze yourself along the path and rub out all the opposition. It is quite possible for you to stamp out the strongholds before Meng Huo appears, giving him an easy chance to set things on fire. The critical part is chasing Pang Tong, since he moves around the map (more so than other enemies). Use the tactical map to locate him once the second fire attack is done, and be sure to have a fast horse or Sun WuKwong on Impluse. A second player isn't needed here.

The treasure is in the clearing between the two northern garrisons. Check your message history for the exact location.

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There are no treasures here, but there are plenty of officers. Unlike Nagashino though, the officers here are tougher, and Kiyomori Taira on normal can take out a hefty chunk of life (Lu Bu is easier at Nagashino). The number of officers should let you meet all the officer requirements for an ability, even if all three officers on your team require the maximum number of officer kills (6 dead officers).

The dragon shrine Minamoto is talking about is marked on your map, and unless you are really underpowered, not really worth the trouble, since it takes a while to cut through the red carpet. Note that you can march through to the northwest, into Taira's camp and kill him once you've silenced the cannon units.

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Treasure Criteria: Get Huang Gai to the horse depot within 5 minutes after the mission starts.

You cannot get to the depot yourself and seal it, although that too will stop the enemy cavalry. Instead, you have to wait for Huang Gai to blow through the road (two cut-scenes occur) to the depot.

However, once Huang Gai is at the depot, kill the enemy leaders and you will satisfy this condition.

The treasure is south and east of the horse depot, outside of a small garrison south of the depot.

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Treasure Criteria: Kill Diao Chan within 5 minutes of her entry into battle.

She starts the northeast corner when Chen Gong's plan starts, but she marches south to kill your allied commander. It is best to intercept her early on so you can cut across the middle field and defeat Lu Bu before he massacres everyone.

The treasure is found along the eastern path Diao Chan takes to attack.

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Treasure Criteria: Defeat the enemy advanced units, the enemy officer Sun WuKwong, and all enemy cannon units. Additionally, none of your own allied units can be defeated.

A second player can help keep other people alive or simply go after the cannon units. The cannons only need to be defeated (by anyone), but if you are really paranoid about it, let the first player do the cannon destruction along with Sun WuKwong and the enemy vanguard.

The treasure is inside Kiyomori Taira's castle, in the southeast corner of the map. The treasure box itself will be in the northwest corner of the castle's interior.

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Treasure Criteria: After the Chosokabe ships arrive (the first wave of block ships), you have 2 minutes to kill everyone at the altar and occupied it. Once the altar is seized, more Chokosabe ships will appear (the second wave). You have 3 minutes after the sevond wave of ships appear to kill both Keiji Maeda and Da Ji.

Hover near the west side of your fleet so you will be ready to get to the altar once the first wave of ships appears. Defeat all the enemy leaders at the altar and then move to the north section of your fleet. When the second wave appears, you should be in a good spot to march in and murder. Note Da Ji and Keiji Maeda will be riding together -- and southwards -- towards your main camp. Intercept them early and you won't have to find them in the morass of your fleet.

The treasure is on the ship just east of Orochi X's flagship (near his starting position in the north).

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An absolute chaos at first, since you have to mess around everywhere. However, if you just ignore enemies unless they are going after your commander, you can pretty much blunt every advance. Just sit on Zhang Jiao and you should easily win the mission. It shouldn't be hard since this is an introductory stage.

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Treasure Criteria: Specifically, defeat the enemy reinforcements in the northeast, Kojiro Sasaki at the altar, and the enemy ambush units. The little blurb in the game will only refer to the enemy reinforcements.

You will want to ride hard and fast. Since there are two criteria for defeat, it is recommended that you ride to Himiko and kill her before she can escape. Da Ji will not escape, and instead simply run to a spot on the southern edge and stop. Go through the clearings on the map and slaughter the enemies who appear. Once you've punched out their lights, the treasure message will pop up once all the conditions are satisfied. Be sure to claim the treasure before defeating Da Ji.

The treasure is near the escape point at the southern edge of the map.

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Treasure Criteria: Accumulate 300 KOs with Yukimura Sanada and Kanetsugu Naoe still alive.

This is a hardy challenge. If you rescue Naoe, he proceeds north where there is a significant drop of enemy density (not to mention Masamune Date's appearance, which more or less ends the stage). You should make an effort to gather about 250 KOs as you near Kanetsugu, then if you have a second player, rescue him and keep him safe as the other player tops off 300 KOs.

The treasure is in the small clearing just south of the gate separating you from Kanetsugu Naoe.

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Treasure Criteria: Kanetsugu Naoe needs to reach the powder ship within 3 minutes after the mission is issued.

Specifically, once you trigger the mission to set fire on the powder ship, you need to defeat Keiji Maeda Cottonmouth, Lancehead, Mamushi, and Sidewinder. Since all those officers are along the way to the ship, just kill them all (even before the mission appears) and you'll be that much ahead.

The treasure is near the powder ship's entrance (or map exit). Check your messages, as the location is a little far removed from that area (it is still the closest known point for the description).

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There is no treasure in this stage, but it is another Alamo rescue. Get to Lu Meng's fortress quickly before he is slaughtered, and work your way back down south to the enemy commander. The numerous small garrisons are fun to bounce around, but they generally can be avoided.

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Treasure Criteria: Defeat Sun WuKwong and his 2 escorts (Wishbone and GoldenRod) within 3 minutes of their appearance. Afterwards, whack the two sorcerers responsible for the fires at Kiyomori Taira's camp within 3 minutes of the sorcery being noticed.

This should be easy - with the right tools. The right tools being a powerful weapon with a +20 combat bonus. The problem with the sorcerers is that they are hard to chase down since they don't appear on the map as units. However, the two are both wandering around the middle of the map and a ping message will appear once you've gotten close enough to one. Once you've satisfied all the conditions, you should be able to see the treasure message pop up.

The treasure is near the castle of Kiyomori Taira. The message history will have a more accurate location than anything that can be drawn, so check with the game instead.

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Treasure Criteria: You cannot have Nobunaga Oda, Hideyoshi Toyotomi, or Kenshin Uesegi on your team. Those characters need to remain as NPC allies to satisfy the condition. Within 20 minutes of the mission's start, get all three leaders into the castle.

The hard part is getting them into the castle, since the A.I. moves so slowly. Luckily, you can shut off most of the spawn gates and the allied units will trudge into the castle eventually. You have 20 minutes, so shutting down gates and eliminating enemy clusters mean you can clear a path through quickly.

The hardest path is the northern one. The maze is not clear cut (use the smaller zoom in map) and Sun WuKwong appears several times. Defeat all the clones and officers in the maze so Hideyoshi can get through easily. Once that's done, the other two leaders' paths are easily handled with gate closures and enemy zapping.

The treasure is south and west of Bai Di castle.

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Treasure Criteria: Silence all the cannon units within 3 minutes of the start of battle (there are three locations but several cannon officers at each location). Afterwards defeat Keiji Maeda and Da Ji.

The cannons are not hard to get to, although the southern camp should be accessed from the southeast (going west). Race up the eastern avenue of garrisons and slaughter the cannons. Once that's done, locate Da Ji on the battle map. There should be a small path leading from the middle of Sekigahara to the road outside Orochi X's castle. Head to that road and bump off Da Ji.

With Da Ji defeated, head back to your own main camp and settle your hash with Keiji Maeda. Note there is no time cap for defeating Keiji and Da Ji, just the cannon units.

The treasure is inside Orochi X's castle. Go get some.

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Treasure Criteria: Take control of the southern garrison within 5 minutes of the mission's start.

Easy. March right in, blow through everyone and slaughter them like helpless sheep. It would like the necromancer Nagash walking into Cripple Peak and sweeping a death gaze over the Skaven rat-men. If it takes you longer than 120 seconds to waste the officer, you may need a stronger character -- this is the first stage after all.

The treasure is between the southern garrison and Hojo's castle.

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Treasure Criteria: Break through the castle gate within 6 minutes of the start of the battle.

This mission can be annoying if you let Liu Bei (your quarry) escape. Once you near Cheng Du's gate (the one you have to break through), you will see him take off. You have to break through the gate, nab the treasure, and hunt down Liu Bei before he escapes from the map on the northeast corner. A second player to assassinate Liu bei is helpful here if you do not use a horse or have a fast character.

The treasure is in the inner ward of the castle (north side). There is a gateway to the inner ward between the houses along the castle wall. Use your zoom in map to find a break you can go through and be quick about it or Liu Bei leaves you in the dust.

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Treasure Criteria: This is a confusing one if you're not sure about the euphemism. The Young Warrior refers to Yukimura Sanada and not Kanetsugu Naoe. Race down to the southern garrison and slaughter Sanada before he gets into the base.

The treasure is north of Zenkoji (Shingen Takeda's camp) as seen on the map. It will be by the gate that never opens. You have to go through the Stone Sentinel Maze to get there, so be sure to plot your way through (how many turns and when to turn) before you enter the maze. Once you get lost, you can really get lost without the benefit of the map.

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Treasure Criteria: The bridge must be destroyed within 7 minutes of the start of the mission, and before the player defeats Gan Ning and Zhang Liao -- both of whom must be defeated within 10 minutes of the of the start of the mission.

Ignore Gan Ning and Zhang Liao in the center island. Head north and clear the area a little bit, then start riding south (but around the big center island) to catch up with your engineers. Accompany them to the marked bridge and avoid all enemy contact unless they are nearby. If you don't rile Zhang Liao or Gan Ning by attacking they ignore you.

Once the rbdige is gone, you should be in the southeast. Get back into the center island via one of the bridges on the west or the north and slaughter everyone (Gan Ning and Zhang Liao being your focus). Once that's done, you satisfy the conditions.

The treasure is in the northern section of the middle island.

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Treasure Criteria: Have a single player destroy Masamune Date (outside and inside Edo castle), Kojuro Katakura, Shigezane Date, Nobuyasu Goto, Masakage Rusu, Naomasa Ii, Yasumasa Sakakibara and Ina.

Whack Masamune Date. Next, the four gates (north, south, east, and west) will spill out from the edges. Slaughter them and head inside to the castle's first floor. You will notice that after a while, Ina will appear with reinforcements. Head back outside the castle, cack Ina-Kirby (her Japanese voice actress also plays Kirby) and any accompanying buddies.

Head back into Edo Castle, climb up the stairs and whack Masamune Date the second time. This should satify the conditions.

The treasure is in the room that has the stairs to Tokugawa (and where Masamune Date spawns inside the castle). You almost cannot miss it unless you're pressed for time.

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Treasure Criteria: Destroy all four pursuit (enemy reinforcement) units within 3 minutes after they appear.

First off, go around the Stone Sentinel Maze. No need to go through it unless you're into punishment. Kill enemies as they withdraw and have a horse on the standby. Once Cao Cao retreats enough, he will order four units to appear and charge. The units initially start in the two yellow circles on the illustration, but they rapidly move towards your camp.

Tag the enemies who appeared (just recognize their names) and chase them down. Kill them without a fuss and you should have satisfied this condition. Since the stage is rather out there, you will want to have some good weapons for the job. If not you may catch your quarry, but won't do any damage.

The treasure is in the center fort's northwest corner.

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Treasure Criteria: Assist in -- and initiate -- Da Ji's sorcery within 5 minutes of the start of battle, and then have a single player defeat the following officers: Mitsuharu Fuwa, Morimasa Sakuma, Koroku Hachisuka, Ranmaru Mori, Nagayoshi Mori, and Mitsuhide Akechi.

This is probably the hardest mission to do treasure on and the clue offers almost no help when it comes to identifying famous officers (not just unique officers but famous historically). The first part however, is really difficult, since you need to shut down three gates and sit on them while tons of enemies spawn into the broken area of the map.

Sun WuKwong is very helpful here, since not only does he run as fast as a horse, but his jumping strong attack lets you jump back up the bluffs you fall from in the broken area.

Two players is also an absolute must in this mission, although have just one player kill the needed officers (or the condition fails). When the two sorcerers appear, they are on your map (check the officer list). While you should beat off any enemies near them, you want to focus on keeping the enemy gates near the western storehouse neutral or friendly to stem the red tide.

You should have just enough time to get into the storehouse, defeat Akechi Mitsuhide and tirgger the teleportation event. Once that's done, it's suggested to save, and hunt down the remaining officers on the list (above).

The treasure is inside the western storehouse -- the one Mitsuhide was guarding.

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There is thankfully nothing special about this stage, apart from the boats and the difficulty of getting around. Your characters cannot swim in this version of the game (you can with the upgraded Dynasty Warriors 6 engine), so you have to navigate through the fleet to get to the enemy commander and slaughter him.

Do yourself a favor and close shop in the middle (and generate tons of your own troops). Close gates and hold them against the enemy (who will just spawn enemies in your area). By now you should have a good hang of what to do (kill commander, keep allies safe when possible), so this last stage should be a breeze.