Version 1.11/// ///Disclaimer/// While I Have Tried to Keep This Walkthrough As Mild As Possible, Sengoku Rance Is an Adult-R
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///Version 1.11/// ///Disclaimer/// While I have tried to keep this walkthrough as mild as possible, Sengoku Rance is an adult-rated game. As such, those not of sufficient age or offended by such material should not read this walkthrough. ///Copyright/// This walkthrough is copyright 2009 by Nalmar. It was written specificly for www.gamefaqs.com. Please do not post it elsewhere. ///Table of contents/// Search for the code listed after a section to jump to it: 1. Version History................ [VH01] 2. Introduction................... [IN01] 3. Important Notes................ [IM01] 4. General Notes.................. [GN01] 5. First time player walkthrough.. [WTH01] 6. 2nd+ game plater walkthrough... [WTH02] 7. CG Listing..................... [CG01] [VH01] ///Version History/// Version 1.11: Added a CG listing and requirements to unlock them to the end of the walkthrough. Version 1.1: Substantial update. The first time play and 2nd+ game play walkthroughs were separated due to conflicts in events. The first time play walkthrough has been re-worked to be substantially easier. Ending turn count has been reduced for a higher ending score. Some early events in the 2nd+ game walkthrough have been shifted to make the start easier. A reworking of the 2nd+ game will be done on the next update to decrease its difficulty overall. Version 1.0: Initial walkthrough release. [IN01] ///Introduction/// This is a True History Route walkthrough for the unofficial v1.0 English patch of Alice Soft's Sengoku Rance (Rance 7). The first time player walkthrough has been separated from the 2nd+ play walkthrough in this revision. The first time play walkthrough will appear first. If you have beaten the game at least once, please skip down to the 2nd+ play version. If you follow this walkthrough you will unlock the following at completion: For first time players: 1. Mouri family bonus. 2. 82 CGs (84 if you include the opening and ending CGs for the game). For 2nd+ game players: 3. An ending score of at least 36. (You can get an additional 10 score for the 300 women achievement and an additonal 2 score for every commander with end-game points in your control at the end of the game.) 4. Completion of the True History Route, unlocking 2nd+ game routes. For 2nd+ game players: 1. Mouri family bonus. 2. Dokuganryuu family bonus (Also known as the One-Eye house). 3. 83 CGs (85 if you include the opening and ending CGs for the game). 4. An ending score of at least 33. (You can get an additional 10 score for the 300 women achievement and an additonal 2 score for every commander with end-game points in your control at the end of the game.) [IM01] ///IMPORTANT!!! DO NOT SKIP THIS SECTION BEFORE BEGINNING WALKTHROUGH!!!/// There are certain things to remember in general while following this walkthrough. While failing to do these things may only make events more difficult in some cases, others may affect the choices given on a turn making them differ from the walkthrough. Remember these things when playing: DO NOT: 1. Do not use any affection items unless told to do so. This is VERY IMPORTANT since these are used at specific times for character clearing. There is a chance to acquire these items when capturing enemy commanders in battle, as well as the normal dungeon drops. For the majority of this walkthrough I did not use a commander with the "Defeated warrior hunt" skill. If you are concerned about running out, give this skill to one or more of your commanders and you should have more than enough affection items when prompted to use them. 2. Do not allow a house to retake any of the sections of a territory before you conquer it. A partially taken territory must be taken completely, unless you are specificly told that the house can retake something that turn (Mouri is allowed to do so at least twice, but each time is noted). Failure to defend partially taken territories will invalidate the walkthrough. Be sure to save before ending your turn to be safe. 3. Do not allow a house to completely take over one of your territories. Losing a territory can invalidate the walkthrough. That being said, you can allow a house to partially take the areas in your territories as long as they do not completely take them over. It is beneficial to allow it in many cases and necessary in others when facing multiples houses. Use this to your advantage when you need to commit extra commanders to offensive action. 4. Do not take an action that is not listed in the walkthrough if you intend to follow it to the end. You are free to stop following this walkthrough at any point, but once you do so your end result will differ from the one produced by this walkthrough. If you fall behind somehow, there are certain points called "Free actions" in the first play walkthrough that can be used to either perform a specific action if it did not happen between turns, impose a levy, or catch up on something else. You can treat the Impose a levy actions in the 2nd+ game as free actions as well. 5. Do not increase the troop size of the first 5 generic commanders recruited at the beginning of the walkthrough. They are there for negotiation and scouting purposes to keep your useful commanders available for battle. The starting foot soldiers may be needed to defend briefly at the beginning and will be needed for the Kyo dungeon, but increasing their troop size is not necessary. 6. Do not let your prison fill up completely. Your prison will hold a maximum of 30 prisoners. Be sure to release them 5 at a time regularly to get Happy Pokkuru to level commanders and to be sure that you can capture enemy commanders in battle. Having a nearly full prison can also make capturing enemy commanders difficult as well. Remember to: 1. Make sure to use stat scrolls that you acquire through battle, dungeons, or levies. Use the beginning scrolls on Rance. Raising as many of his stats to 6 as possible before using his satisfaction bonus to increase all 4 of his stats will immensely help during the later game. 2. Save often. I recommend making a save at the beginning and end of each turn at a minimum. Saving before attacking a territory is advisable as well as after capturing a commander. 3. At several points in the walkthrough, you are told to dismiss a specific commander. Before doing so, make sure to reduce that commander's troops down to 1. This will give you some extra cash before dismissing the commander. You can never again recruit a commander that has been dismissed, so do not worry about ruining the unit by lowering the maximum troop amount. 4. Use all Happy Pokkuru acquired during the game to level Rance only. 5. Heal the troops on operation permit holders after they attack. Failure to do so will prevent them from attack on the following turn. 6. If a commander has a conversation or scene between turns that is mentioned as an action later in the guide, the mentioned action may be treated as a free action to make up a missed action or impose a levy. 7. In the event that you are not able to make up an action, non-story line dungeons can be skipped. It is best to do them for the commander levels and items they give, so only skip them if absolutely necessary. [GN01] ///Game Mechanics, General Clarifications, and Tips/// [This section is optional, but recommended, particularly for new players] 1. Triggering and Postponing House Wars: Alice Soft created many triggers in the game to help move the story along. Some of these cannot be avoided, but some can be postponed or entirely avoided by taking certain actions. Here are the primary examples that can be found in this walkthrough: a. By keeping the Hara House around, the Iga House will not declare war on you. b. The Uesugi House normally will declare war on you if you conquer a certain number of territories based on the difficulty level you are playing on (I believe normal difficulty to be 9 conquered). This war declaration event can be postponed simply by remaining at war when you end your turn. Kenshin will ONLY declare war on you if you are not at war with anyone when your turn ends. *Note: Some rules are slightly different on for first-time plays. Uesugi will still declare war when you are at war with another house on a first time play when you defeat the Asai-Asakura family. c. Normally I advise to conquer the Hara House and to leave the Ashikaga House around until it is close to turn 30. This is due to the Tenshi Sect massacre which occurs shortly after the 2nd gourd is broken. By keeping the Ashikaga House around until close to the time that a gourd is automaticly broken, you can postpone a Tenshi Sect war until you are better prepared. Unfortunately, I based this walkthrough on the need to quickly acquire a 3rd action fan and the early conquering of the Ashikaga House is required for additional satisfaction points. d. The Hanny's will only help you invade Southern Takuga territory if you have both driven the Shinsengumi from Kyo and triggered Yamanaka Kojika's events up to the point of meeting Mouri's men. One early event only triggers when a war with the Tenshi Sect is triggered, so a late war with them or missing one entirely can prevent the Hanny's aid.