From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search

There are several routes in this game that are classified as routes, but don't have any real storylines. These routes are only available after you have cleared the True Route.

Kill the Monkey route[edit]

This is recognized by the game as a route when you save progress, but it isn't quite a true route. There isn't an actual story attached to it, it's more of a sandbox mode than anything else. The main purpose of this route is for getting points and watching obscure events relatively uninterrupted, since you're not restricted by story-related events as in other routes. It's also a good route to use for getting the Takeda bonus. This route ends when you defeat every country on the map and end your turn.

In order to open the route, choose the option "Can Kill Toukichirou" in the Family Bonus section. It costs 10 points. On turn seven, the "Kill Toukichirou" command will appear in Owari. This will last until the event when the first gourd breaks, which can vary depending on your actions in the game.

All events related to Xavier will no longer appear. There is no storyline for the most part, except for the Shimazu House; their actions are the same as in the Ran route. However, in this route, Suzaku appears if you visit the Oil Dungeon when looking for Hojo Soun. So this particular plotline follows the True History route rather than the Ran route. However, as Soun cannot fight Suzaku for revenge, you will not be able to clear him. Also, Kobayakawa Chinu does not die in this route, so you can use and clear her. Sill, Kouhime, and any other characters who would disappear in various other routes will all remain present in this route.

The Shimazu brothers will randomly cause one of your female captains to defect. Only females who can be fired and is not in Love relationship will defect (Patch 1.03 makes it sufficient to keep your female captains if they have at least Trust relationship). This appears to be a random event as you can reload to the previous turn and get a different result. Defected captains cannot be re-recruited even after you recapture them. Certain higher-priority events can prevent a defection by displacing the defection announcement event at the beginning of a turn.

Demon King route[edit]

This is the route you are on if you fail to get the Hirami Lemons or find Miki after her disappearance. She becomes the Demon King and wages war on Japan. A series of beginning-of-turn events will show Kentarou joining her (as all demons must obey the Demon King) and Rance receiving a series of letters from Hornet and Kayblis, the leaders of the two demon factions that were looking for her. You are basically told to restart the game because it is impossible to win.

All Demon Army units start with all four buffs, and they will gain a large number of troops/commanders every turn, so you can't bleed them out like in the True Route. All unit sizes are dramatically increased. Kentarou and Xavier have 8000 troops in their units, Keikoku has 4000, and Miki is a 247 HP solo unit that is nearly invulnerable to everything but instant-death attacks and has a nuke attack that instantly kills anything it hits regardless of size or stats (but guard shikigami can still block it). Castle battles in the original four Shimazu territories will still function normally (they always have the same units defending, just with different unit sizes), so Miki will never defend a castle. During these battles, the defending units will not have any boosts. Battle permits also still function normally, so you can stalemate the Demon Army infinitely if you have the gold needed to keep them functioning.

It is still possible to "win". Use Battle Permits to take all non-castle territories, and don't bother defending any attacks by Miki. Be sure to defend against all of the normal armies, however. Then grab the castle on your next turn. On the last province, you can use Covert Action to prevent the Demon Army from attacking at all and secure a free route to the castle via Battle Permits before attacking normally next turn. When you conquer all Demon Army territories, you will get an event where Rance confronts Miki and Kentarou where Kentarou accuses Rance of cheating. Rance tries to attack Miki but the duo disappear. Rance complains he's too tired afterward, and then the game ends with the bad end's "Game Over" screen.

There is no true ending to this route. No matter how you progress, you will encounter a Game Over screen. Consequently, you won't receive any points on this route either.

Free for all[edit]

Similar to the Kill the Monkey route, this mode allows you to play until you've defeated every other country. In this mode, however, the player doesn't have to play as Oda, and almost no scenes occur, including character events.

You start by choosing which country you want to play as and you're shown a short scene explaining why your country is going to war. The game ends once there are no more hostile countries, even if you're in a truce with some.

Free for all mode doesn't use the same system as the normal routes do, you build different structures to increase maximum troop size, or increase profit per turn. You can also make temporary truces with surrounding countries to reduce the amount of attacks you receive per turn.

Structures[edit]

  • SRConIcon.png Build barrier (Rank #) - Makes it harder for enemies to attack
  • Build mansion (Troops +1)
  • Build free market (Income +3%)
  • Build shopping district (Income +200)
  • Build hospital (Heals 10 troops)
  • Build Buddha statue (Building two gives you an item)
  • Build control center (Troop max +200)

The +200 income shopping district is more effective then the +3% free market and so are their upgrades. It's a good idea to build one upgraded +3% market for every six upgraded +200 markets. Also, once you get an item from a pair of Buddhas, it's recommended you destroy them and build something else in their place, as they become useless. You can't rebuild them again and obtain another item either.

Challenge events[edit]

There are two challenge events in the Cairo and Oshu provinces. Two hidden clear game report achievements exist for clearing the challenges, but they will only show on your report after you've cleared them. The reward for each challenge is one of each skill book 2. The difficulty in these challenges is that you can only use each unit once during the challenge. The sections below show what kind of units and how many troops they have are in each fight, as well as how many units are recommended for you to use. The totals both come out to about 30 units, and it's recommended you don't try and complete these challenges before you reach that many units.

Campaign of Bunroku[edit]

The Campaign of Bunroku challenge (located in Cairo) consists of eight battles.

  • Fight 1 - Two foot soldiers, one warrior. Both of them have 300 troops, and variable action fans/special abilities; use one or two units.
  • Fight 2 - Two warriors in front row, and one warrior and two archers in the back row. All of them have 300 troops, and again, they have variable special abilities; use two units.
  • Fight 3 - A peasant with 5500 troops, and a warrior with 450 troops are in the front row, and a peasant with 5500 troops, an archer with 500 troops, and another archer with 6500 troops are in the back row; use four units.
  • Fight 4- A warrior with 5500 troops and a foot soldier unit with 450 troops are in the front row. A warrior with 3500 troops, an archer with 3500 troops, and a diviner with 2000-4000 troops are in the back row. Don't let the diviner use his shikigami attack on you; use five units.
  • Fight 5 - One peasant with 5500 troops and one foot soldier with 450 troops; use two or three units.
  • Fight 6 - One peasant with 5500 troops and one foot soldier with 450 troops; use two or three units.
  • Fight 7 - A warrior with 5500 troops, and a foot soldier with 8450 troops are in the front row, and a warrior with 3500 troops, a foot soldier with 7500 troops, and a diviner with 5000 troops are in the back row; use six units.
  • Fight 8 - A warrior with 5500 troops, and a foot soldier with 8450 troops are in the front row, and a warrior with 3500 troops, a foot soldier with 7500 troops, and an archer with 5000 troops are in the back row; use six units.

Russo-Japanese War[edit]

The Russo-Japanese War challenge (Located in Oshu) consists of seven battles.

  • Fight 1 - One ninja, warrior, and monk, each with 300 troops; one unit.
  • Fight 2 - Two foot soldiers, each with 1000 troops, and a warrior with 800 troops in the front row, and a miko with 300 troops in the back; three units.
  • Fight 3 - Two foot soldiers, each with 1000 troops in front row and a musket with 800 troops (has four actions and the special cannon ability Country Crush, an attack that hits everyone for massive damage, he is a high priority target.) in the front row, and an archer with 8500 troops and a tactician with 500 troops in the back; six units.

Fights 4 & 5 can be in reverse order, and both fights may contain cavalry. There maybe other types as well. Be ready for anything as those two are the hardest fights in the challenge. Also, the ninjas in these fights have the ability Assassination, so they can be dangerous.

  • Fight 4 - Three ninjas with 2000 troops each in the front, and in back, a foot soldier with 5300 troops, a ninja with 2000 troops, and a tactician with 500 troops; six units.
  • Fight 5 - Three cavalry units with 1700, 1800, and 1000 troops are in the front, and a foot soldier with 7000 troops, an archer with 3500 troops, and a tactician with 500 troops are in the back; your six strongest units.
  • Fight 6 - Two pandas with 2000 troops each, and a foot soldier with 8000 troops; three units.
  • Fight 7 - One Foot soldier with 9000 troops is in the front, three mikos with 1000 troops each are in back; five units.