LANGRISSER 2: INSERT SUBTITLE HERE
Alright, I guess there isn't a subtitle, but they are good for dramatic effect.
Welcome to my, Disastrous Fate's, grand Langrisser 2 strategical FAQ. This is
the first time I have ever written a FAQ, and I don't consider myself a master
of Langrisser or of the English language. I do consider myself the master of
the Fruit Loops bird, but thats another story altogether. If you wish to
contact me, my email address is:
[email protected]. If possible I will
reply. Good news! Pyrolight has allowed me to include his fine in-depth FAQs
into my FAQ. Now you can get all of your Langrisser 2 goodness in one bite
sized FAQ. I'll put credit for him where it is due.
Here I should put the table of contents or something:
*-Not completed
+-I may never complete.
-1.Introduction
-2.Version History
-3.Strategy*
a.Intro
b.Beginner's Strategy
c.Semi-Advanced Strategy
d.Tactical Rules
e.Scenarios*
-4.Spells/Items/Weapons/Armor List+
-5.Classes*
a.Pyrolight's Class FAQ (written completely by Pyrolight without my help)
b.My Class Information (written completely by myself)*
-6.Characters*
-7.Secrets*
a.Pyrolight's Secret Tile FAQ (written completely by Pyrolight without my
help)
b.Codes*
-8.Thanks/Links
1.Introduction
I made this FAQ starting on June 5th, 2001 because of the lack of information
on this game anywhere on the web. Currently there is very little information
in this FAQ, but I hope that it will at least get new players started, and,
eventually, will be a good source of information ont he game in general. This
is copyright Disastrous Fate 2001, copy it and you will be raped by chickens,
etc. etc.
2. Version History
Yes the ultimate part of the FAQ and the only reason you are reading it:
VERSION HISTORY. After this the FAQ is all down hill... seriously. I try to
make my version numbers as insanely impossible to understand as I can.
7/22/01-I wasn't going to release Beta Version Alpha Omega .0001.03, but I
decided to after talking to a fellow Langrisser fan. This version has really
been done for well over a month, but I didn't want to release it yet because it
isn't as completed as I wanted it to be. Sorry, but a mixture of loss of
interest and laziness has prevented me from finishing it. Check out
CoolCloud's upcoming FAQ because I'm sure it'll kick ass.
Beta Version .0001.03 Alpha Omega 6/6/01-6/12/01
-Found Hiryuu's REAL new address and changed the address to it.
-Added Pyrolight's incredible class FAQ
-Changed the format of the items list slightly, added a bunch of new
items/weapons/armor.
-Added specific class information.
Beta Version .0001.02 Alpha Omega 6/5/01-6/6/01
-Started class information, spell and item information.
-Added a new introduction.
-Changed a few things around.
-Cleaned a few things up and renamed some things.
-Added thanks\links.
-Basically made this FAQ half decent with many subtle changes.
Beta Version .0001.01 Alpha Omega 6/5/01
-Started this piece of crap I call a FAQ.
-Did the introduction, version history, table of contents, and started
strategy.
3. Strategy
a.Intro
Okay, time for a little bit o' tactical pie. I'm not going to outline the
strategy for all of the seenarios, and, at least for now, I'm not going to do
anything before scenario 16. I'm going to tell you some basic tactical
information to help you through the first 15, and, if you still can't, then
quit and go play something else because I don't want you here.
First off, I'm going to explain a little bit about how the game works. The game
is based on a system of heroes and mercenaries. The heroes are your main guys,
the main characters, and they are great. They are the only ones that can cast
magic and treat and are your most powerful units. If you lose a hero all of
his mercenaries die and you are out an army. Next you have your mercenaries.
These are your soldiers, griffons, archers, phalanx, horsemen, heavy horsemen,
pikemen, gladiators, guardmen, angels, mermen, and whatever else your heroes
can use in battle. You hire up to 6 of these units before each battle using
money. These units can only attack and move. Finally there is money, money is
what you use to hire mercs and buy weapons. You earn money by killing bad guys
and selling items.
b.Beginner's Strategy
-Heroes can use magic by going into their command menu and clicking magic.
Using magic takes away MP, but MP can be recharged with treat. Magic can be
used to up attack, up defense, heal, make the opponents fall asleep, and to
hurt the enemies straight forward.
-Heroes can also use treat to replenish their own HP.
-Mercs can replenish HP big standing right beside -their- hero. It has to be
the hero that commands them. Also, they must stand either one square above the
hero, one square to the right, one square to the left, or one square down.
They will not be healed if they are diagonal from the hero.
-Heroes have a command area. If -their- units are in -their- command area then
their units will receive their commander's attack bonus. This is very
important, try to never let your heroes' units leave their hero's command area.
When you put your cursor over a hero an area will be highlighted, this is the
command area.
-Finally, there are attack bonuses depending on where you attack from. If you
try to move your unit, the places where you move it to should show (in the
bottom left corner I believe) whether it has any bonuses. It would look like
this:
+0%
+10%
That would mean that if your unit attacks from that area, it will receive no
attack bonus but 10% defensive bonus.
-Flying units can flow over most areas, and are incredibly fast.
-Water units move faster in the water and always have a 50% defensive bonus in
the water.
-Horses and knights move fast on the normal plans but slow in trees, water, and
forests.
-Soldiers, Archers, Pikemen, and their upgrades always move semi-slowly.
c.Semi-Advanced Strategy
-Soldiers are good against pikemen, pikemen are good against horsemen, horsemen
are good against soldiers, and all of these units are good against archers.
Archers have ranged attacks and are good against griffons. Other than that,
air units and naval units have no special bonuses against any units.
-Balistas, you won't see them for a semi-while into the game, have HUGE ranges
and are good against many units. Its always good to take these things out
early.
-Mermen are almost always better than their evil brethren, the lizardmen.
-Some units have better versions of themselves available later in the game:
Soldiers-Gladiators-Armoured Soldiers
Horsemen-Heavy Horsemen-Dragoons
Archers-Ballistas
Pikemen-Phalanx
d.Tactical Rules
Finally, its time for my top 10 strategical rules for the game. Don't break
these unless my specific scenarios suggest it, or if you want to tempt fate.
10.Don't let your units leave their hero's command area unless it can horribly
weaken the enemy, protect another hero, or if you think that their sacrifice
will be worth it.
9.Kill all of the enemy mercenaries before you kill the heroes, you'll need the
experience.
8.If their are multiple possibilities of winning, always do the hardest one
because you need the experience.
7.Take out ballistas, they cause lots of problems.
6.Don't let enemy archers near your griffons.
5.Always remember to equip armors and weapons.
4.Always survey the enemy forces before you choose what mercs you will use. If
the enemy has lots of horses don't make an army of soldiers,
3.Don't underuse or underestimate your magic. In the later levels magic will
be incredibly necessary for battles. Do not try to conserve it if you think it
could help.
2.Don't try to over protect your stronger heroes, they will be needed, but...
1.Don't let your heroes die!!
There, always follow those. If I remember more later, I'll add them or edit
the current list.
e.Scenarios
Currently I only plan to do scenarios after and including Scenario 16. Right
now all I have done is 16 because, simply, its really really hard and I don't
want to waste my current time with the scenarios following and preceding it.
-Scenario 16
Hero-Suggested Unit
Sherry-Griffons
Elwin-Pikemen, Soldiers
Keith-Griffons
Lester-Mermen
Scott-Heavy Horsemen
Aaron-Heavy Horsemen
Jessica-Gladiators, some Archers
Hein-Gladiators, some archers
Tips:
-First off, survey the battle first. If you follow my instructions, your Elwin
should be a swordmaster, Scott and Aaron should be HighLanders, Keith and
Sherry should be Dragon Knights, Lester should be a serpent knight, and Jessica
and Hein should be mages. Lester and Sherry should both have fireball. Give
Elwin soldiers and pikemen and have him lead the assault. Let him cross the
bridge first, ballistas shouldn't hurt him, and he will be able to hurt the
enemy really badly. Position Jessica and Lester on the right side and Hein and
Sherry on the left. Put all 4 heroes (but not their units) right within range
to hit the enemy ballistas with magic. Keep most of their units out of range
but put up a few units of Jessica's and Hein's so that neither of them are hurt
too badly. Position Keith at the bottom, but bring him up so that he'll cross
the bridge area to the left of Elwin in a few turns. Position Scott and Aaron
so they'll cross the brdige after Elwin.
-Next, continue the assualt on the bridge enemy with Elwin. Have Elwin's
soldiers take out the enemy pikemen. Take out all of the enemy ballistas with
magic, it should take 2 turns of magic. After 2 turns of magic, send Lester
and his Mermen and Sherry and her Griffons to fight. Keith should be close
enough to start to help Elwin, and either Aaron or Scott should be almost close
enough as well.
-Next, continue to assualt the mages on both sides with magic from Jessica and
Hein, it should help to keep them from constantly hitting Elwin and the other
forces with magic. The mages will still hit them with magic though, so heal
with Elwin. You should be able to take the first force by now, but the back up
should be arriving. As soon as you can, get Sherry and Keith to try to take
out the mages (each taking a side).
-After you take out most of the enemies original forces (except Leon),
reinforcements should arrive, get ready for trouble. As soon as the mages are
taken out, get Jessica and Hein onto the other side to help. Basically, try to
get Elwin to the gate using your other heroes to stall. Break several of my
rules by purposely sacrificing many heroes and units to get Elwin onto the
other side. I know I said to always take the harder objective but this
scenario is definitely an exception. I can't be too specific at this point
because so many things can differ, but just do what it takes to get Elwin over
there. It won't be easy but there isn't much of a choice. If you make it,
good job, you are one of the few people to beat this scenario without cheating.
The levels after it are much easier, so don't worry about all that missed
experience. Instead just rejoice that you are still alive.
4. Spells/Items list
This is going to be horribly incomplete for now, deal with it.
-Spells-
Magic Arrows-Harms any one enemy. Costs 1 mp.
Fireball-Harms a group of enemies. Costs 2 mp.
Tornado-Harms a group of enemies, starting point is the hero who uses it.
Costs 2 mp.
Blizzard-Harms a group of enemies, starting point is the hero who uses it.
Costs 3 mp.
Thunder-Harms a group of enemies under the control of a specific hero. Costs 4
mp.
Meteor-Harms a group of enemies. Costs 8 mp.
Blast-Harms one enemy. Costs 10 mp.
Earthquake-
Zone-Takes away the enemy's command area taking away his mercenary bonus.
Costs 6 mp.
Turn Undead-
Teleport-
Summon-
Protect-Raises defense. Costs 2 mp.
Resist-Same as protect. Costs 2 mp.
Attack-Raises attack. Costs 2 mp.
Sleep-Makes the enemy fall asleep. Costs 2 mp.
Mute-
Illusion-Creates a double of your hero to confuse the enemy. Costs 2 mp.
Charm-Charms the enemy making him or her fight for you for a small while.
Heal 1-Cures a group of allies. Costs 2 mp.
Heal 2-
Force Heal 1-Cures a group of allies under the control of a specific hero.
Costs 3 mp.
-Items-
Crown-Range+2 Mercenary Bonus: Attack+3 Defense+2
Runestone-Returns hero who uses it back to level one instead of having a class
change when a class change is possible.
-Weapons-
Knife-Attack+1
Great Sword-Attack+4
Langrisser-Attack+4 Defense+1
Devil Axe-Attack+8 Defense-3
War Hammer-Attack+2
Wand-Magic Range+2 Magic Damage+1
Masayan Sword-Doubles experience
-Armor-
Robe-Defense+1 Magic Defense+10
Chain Mail-Defense+3
Plate Armor-Defense+4
Mirage Robe-Defense+2
Dragon Scale-Defense+4
5. Classes (with a BIG thanks to Pyrolight!)
a.Pyrolight's Class FAQ
-Disastrous Note-Keep in mind this part is Pyrolight's COMPLETE Class FAQ.
This part was entirely written by him and he deserves all of the credit.
Class Change Charts 1.0
by Michael (Pyrolight) Fesser <
[email protected]>
Copyright 2001
Ok is my second faq for Langrisser 2 and this one covers all playable
character class changes. The initial part was made awhile ago by three
of us as you can see. The second and third parts I created and are as
they were before but with the addition of attack speeds. Back when I
was first working on this the game was still all Japanese and figuring
what was what was rather difficult. But I got it done and sent Alamone
a nasty text document. Alamone in turn turned the mess I sent him into
html and put this up on his site. And so it sat for a year or so and
then sadly Alamone shut his site down and I thought that this was gone.
Thankfully Commander stab saved it and I was presented with the html
version I had come to love. Everything is good until I notice that
gamefaqs doesn't accept html. I will tell you taking something that is
in html and converting it to text is no fun ;) Add a few corrections
here and there and we can see the product.
Character Path Chart
Contributed by AK, KY, & Pyrolight.
Next to the characters name I will put my recomemded path for them
Knt = Kinght
HighLndr = HighLander
Mstr = Master
Lrd = Lord
UniKnt = UnicornKnight
Elwin Fighter,Knight,Highlndr,SwdMstr,Hero
Saint -
Bishop King -
Lord HighLord SwdMstr Hero
Fighter Knight HighLndr KntMstr RoyalKnt
Shaman MagicKnt GrandKnt -
Mage SlvrKnt -
Archmage -
Hein Warlock,Sorcerer,Mage,Archmage,Zarvera
HiPriest -
Priest Saint -
Shaman Bishop Wizard Summoner
Warlock Sorcerer Mage Archmage Zarvera
Lord MagicKnt Sage -
HighLord Paladin -
SwdMstr -
Sherry Fighter,Shaman,Mage,SlvrKnt,Princess
Saint -
HighLord Ranger HighMstr
Lord UniKnt Paladin -
Fighter HawkKnt DrgnKnt DrgnLrd DrgnMstr
Shaman Bishop SlvrKnt Princess
Mage Wizard -
Archmage -
Aaron Fighter,Knight,Highlndr,SwdMstr,HighMstr
HiPriest -
Bishop Saint -
Lord HighLord SwdMstr HighMstr
Fighter Knight HighLndr Paladin -
Shaman MagicKnt KntMstr -
Mage GrandKnt -
Archmage -
Keith Fighter,HawkKnt,DrgnKnt,DrgnLrd,DrgnMstr
Saint -
HighLord SwdMstr -
Lord MagicKnt Paladin -
Fighter HawkKnt DrgnKnt DrgnLord DrgnMstr
Healer Bishop SlvrKnt -
Priest Wizard -
HiPriest -
Lester Pirate,CrocKnt,SrpntKnt,SrpntLrd,SrptMstr
KntMstr -
HighLndr GrandKnt -
Knight MagicKnt SlvrKnt -
Pirate CrocKnt SrpntKnt SrpntLrd SrptMstr
Shaman Bishop Paladin -
Mage Wizard -
Archmage Zarvera
Scott Fighter,Knight,HighLndr,KntMstr,RoyalKnt
DrgnLord -
DrgnKnt SlvrKnt -
HawkKnt MagicKnt GrandKnt -
Fighter Knight HighLndr KntMstr RoyalKnt
Lord Priest Paladin -
HighLord Sage -
Saint -
Riana Cleric,Healer,Priest,HighPriest,Agent
Archmage -
Mage SlvrKnt -
Shaman MagicKnt Paladin Summoner
Cleric Healer Priest HiPriest Agent
Lord Bishop Wizard Zarvera
HighLord Sage -
Saint -
Lana Cleric,Healer,Priest,HighPriest,Agent
Archmage -
Mage SlvrKnt -
Shaman MagicKnt Paladin Summoner
Cleric Healer Priest HiPriest Agent
Lord Bishop Wizard Zarvera
HighLord Sage -
Saint -
Jessica Warlock,Sorcerer,Mage,Sage,Summoner
HiPriest -
Priest Saint -
Healer Bishop Wizard -
Warlock Sorcerer Mage Archmage Zarvera
Lord MagicKnt Sage Summoner
HighLord Paladin -
SwdMstr -
Note: The last class (5th) can only be obtained by choosing the class
(4th) directly before it.
Note: The Ranger/HighMaster Class has a command range 0 and is very
limited in weapons as well as having a crappy magic defense. Do not use
the ranged weapons that they can get as they suck. Use a Dragonslayer
instead.
Note: Characters already wielding a weapon will still wield it after a
class change even if they cannot use it in that class. Useful if you
want a Highmaster with a devil axe.
Detailed Class information (by Pyrolight)
Class Level 1 Strike Speed
Class Type AT Pattern (Ground) (Air)
Cleric Holy Slow Cross Dart 10-hit Slow Slow
Fighter Soldier Sword Blaze Medium Medium
Pirate Sea Sword Blaze? Medium Medium
Warlock Mage Slow magic charge Slow Slow
Class Level 2 Strike Speed
Class Type AT Pattern (Ground) (Air)
CrocKnt Sea Forward Charge Medium Slow
HawkKnt Flier Hawk Knight Tornado Slow Slow
Healer Holy Slow Cross Dart 10-hit Slow Slow
Knight Horse Forward charge Medium Slow
Lord Soldier Sword Blaze Medium Medium
Shaman Mage Bishop Lightning Slow Slow
Sorcerer Mage Slow Magic Charge Slow Slow
Class Level 3 Strike Speed
Class Type AT Pattern (Ground) (Air)
Bishop Holy Bishop Lightning Slow Slow
DrgnKnt Flier Dragon Lightning Fast Fast
HighLndr Horse Forward Charge Medium Medium
HighLord Soldier Sword Blaze Medium Slow
Mage Mage Slow Magic Charge Slow Slow
MagicKnt Horse Forward Charge Medium Slow
Priest Holy Slow Cross Dart 10-hit Slow Slow
SrpntKnt Sea Forward Charge Medium Slow
UniKnt Horse Forward Charge Medium Slow
Class Level 4 Strike Speed
Class Type AT Pattern (Ground) (Air)
ArchMage Mage Slow Magic Charge Slow Slow
DrgnLord Flier Dragon Lightning Fast Fast
GrandKnt Horse Forward Charge Medium Slow
HiPriest Holy Slow Cross Dart 10-hit Slow Slow
King Soldier Aura Blast Fast Fast
KntMstr Horse Fast Forward Charge Fast Fast
Paladin Horse Forward Charge Medium Slow
Ranger Scout Forward Charge Fast Fast
Saint Holy Sage Lightning Fast Fast
Sage Mage Sage Lightning Fast Fast
SlvrKnt Horse Forward Charge Medium Slow
SrpntLrd Sea Forward Charge Medium Slow
SwdMstr Soldier Aura Blast Fast Fast
Wizard Mage Bishop Lightning Slow Slow
Class Level 5 (Secret) Strike Speed
Class Type AT Pattern (Ground) (Air)
Agent Holy Slow Cross Dart 10-hit Slow Slow
DrgnMstr Flier Dragon Lightning Fast Fast
Hero Soldier Aura Blast Fast Fast
HighMstr Scout Aura Blast Fast Fast
Princess Holy(?) 1st Strike Flash Instant Instant
RoyalKnt Horse Fast Forward Charge v.Fast Fast
SrptMstr Sea Forward Charge Medium Medium
Summoner Mage Fast Fire 10-hit v.Fast v.Fast
Zarvera Mage Aura Blast Fast Fast
Detailed Class information (by Pyrolight)
Class Level 1
Class AT DF MP A+ D+ MV CR Troops Magic
Cleric NA NA NA NA NA 5 2 Guardsman Heal, Protection
Fighter NA NA 0 NA NA 5 2 Soldier
Pirate NA NA NA NA NA 5 2 Merman
Warlock NA NA NA NA NA 5 2 Guardsman Magic Arrow, Attack
Class Level 2
Class AT DF MP A+ D+ MV CR Troops Magic
CrocKnt +6 +3 +2 +5 +3 6 3 Merman Fireball, Attack
HawkKnt +7 +2 +3 +2 +4 8 3 Griffon Tornado
Healer +2 +6 +6 +3 +5 5 2 Monk Turn Undead, Heal1,
Force Heal1
Knight +6 +3 +2 +6 +2 8 3 Horseman Attack
Lord +3 +6 +3 +2 +4 5 3 Pikemen, Soldier Heal1, Protection
Shaman +3 +5 +7 +4 +4 5 2 Guardsman, Pikeman Illusion, Thunder
Sorcerer +4 +4 +8 +5 +4 5 2 Elf Illusion, Fireball
Class Level 3
Class AT DF MP A+ D+ MV CR Troops Magic
Bishop +4 +5 +12 +5 +4 5 3 Monk, Gladiator Fireball,
Force Heal1, Mute
DrgnKnt +6 +6 +4 +4 +3 9 4 Horseman, Griffon Fireball, Attack
HighLndr +9 +4 +4 +5 +3 11 4 Heavy Horseman, Sleep, Protection
Gladiator
HighLord +4 +6 +5 +3 +4 5 3 Elf, Phalanx Force Heal1, Attack
Mage +5 +4 +14 +6 +4 5 3 Elf, Gladiator Sleep, Tornado,
Resist
MagicKnt +7 +4 +8 +6 +3 10 4 Gladiator, Sleep, Fireball
Heavy Horseman
Priest +3 +6 +10 +4 +6 5 3 Monk, Phalanx Heal2, Turn Undead,
Mute
SrpntKnt +4 +7 +4 +5 +4 5 3 Merman, Elf Blizzard,
Protection
UniKnt +6 +5 +8 +6 +2 10 4 Gladiator, Heal1, Charm, Mute
Heavy Horseman
Class Level 4
Class AT DF MP A+ D+ MV CR Troops Magic
ArchMage +7 +4 +14 +7 +4 5 4 Phalanx, Ballista Meteor, Blizzard,
Zone
DrgnLord +10+4 +4 +9 +6 10 4 Armored Soldier, Force Heal1,
Angel Thunder
GrandKnt +8 +9 +0 +8 +8 8 4 Phalanx, Dragoon Earthquake,
Protection, Zone
HiPriest +4 +7 +12 +6 +7 5 3 Phalanx, Sleep, Resist,
Armored Soldier Force Heal2
King +8 +7 +8 +8 +8 5 4 Ballista, Heal2, Resist,
Heavy Horseman Attack
KntMstr +8 +4 +4 +10 +5 11 4 Dragoon, Blizzard, Attack
Armored Soldier
Paladin +7 +5 +6 +9 +6 10 4 Monk, Angel Tornado,
Force Heal1
Ranger +9 +6 +12 +7 +5 7 0 None Tornado, Resist,
Blast
Saint +6 +7 +6 +8 +8 5 3 Armored Soldier, Tornado, Sleep,
Ballista Heal2
Sage +4 +7 +8 +7 +5 5 3 Phalanx, Earthquake, Heal2,
Armored Soldier Mute
SlvrKnt +7 +6 +2 +10 +6 8 4 Griffon, Dragoon Tornado, Zone
SrpntLrd +5 +9 +4 +10 +6 8 4 Ballista, Force Heal1,
Gladiator Thunder
SwdMstr +6 +7 +3 +8 +7 5 3 Phalanx, Tornado, Protection
Armored Soldier
Wizard +6 +5 +14 +6 +6 5 4 Armored Soldier, Resist, Blast, Zone
Ballista
Class Level 5 (Secret)
Class AT DF MP A+ D+ MV CR Troops Magic
Agent +0 +3 +10 +8 +7 5 4 Monk, Angel Meteor, Charm,
Teleport, Attack
DrgnMstr +4 +0 +4 +8 +7 11 4 Dragoon, Gladiator Heal2, Attack, Blast
Hero +2 +2 +4 +9 +8 6 4 Phalanx, Dragoon Resist, Blast, Zone
HighMstr +2 +2 +8 +8 +6 8 0 N/A Earthquake, Resist,
Thunder
Princess +2 +2 +8 +9 +9 5 4 Monk, Angel Charm, Force Heal2,
Protection
RoyalKnt +5 +1 +2 +10 +7 11 4 Phalanx, Gladiator Heal2, Blast,
Protection
SrptMstr +4 +2 +2 +10 +7 9 4 Dragoon, Angel Earthquake, Resist,
Zone
Summoner +2 +1 +14 +8 +7 8 4 Phalanx, Meteor, Protection,
Armored Soldier Summon: Elemental
Zarvera +2 +1 +14 +9 +7 5 4 Armored Soldier, Meteor, Earthquake,
Heavy Horseman Blast, Protection
Note: Horse & Sea types change attack pattern to Sword Throw when
engaging Fliers
Note: When Rangers/High Masters can used ranged weapons.
Credits:
AK and KY for their work on the Character Path chart. Alamone for
taking all of what I sent him and making it into pretty html that I had
to convert back to text ;) Lastly to Commander Stab for saving the html
file after Alamone shut his site down.
-Disastrous Note-Thats his class FAQ. Keep in mind all of the information
written in that FAQ was written by Pyrolight with no help from me.
b.My Class Information
This part contains my suggested classes and other information on classes I
wrote myself. Please remember I wrote this part (part b) and Pyrolight wrote
part a.
-Disastrous Fate's Preferred Classes-
Elwin-Fighter, Knight, Highlander, Sword Master, Hero
Hein-Warlock, Sorcerer, Mage, Archmage, Zarvera
Sherry-Fighter, Hawk Knight, Dragon Knight, Silver Knight, Princess
Keith-Fighter, Hawk Knight, Dragon Knight, Dragon Lord, Dragon Master
Scott-Figher, Knight, Highlander, Knight Master, Royal Knight
Aaron-Figher, Knight, Highlander, Sword Master, High Master
Lester-Pirate?, Crocodile Knight, Serpent Knight, Serpent Lord, Serpent Master
Jessica-Warlock, Sorcerer, Mage, Sage, Summoner
-Specific Class Information-
Fighter-Fighters are the first class for almost all of the heroes. They are
moderately good, but are nothing compared to their upgraded counterparts. They
don't have any big weaknesses like some of the other classes, but they aren't
good against horsemen. They have no magic.
Warlock-Warlocks are the first class for your best magic users. They are the
only first level class to have offensive magic. They have pretty good attack
but weak defense like most of the other major magic classes and aren't too good
against any one on one attacks. They can cast magic arrow and attack.
Pirate-Pirates are not really a controllable class. It is guessed that Lester
would be a pirate in his first level form, so its considered a first level
class. What is known about pirates comes from Lester's first scenario where
his friends are pirates. They are very similar to fighters except that they
operate in water similar to the Serpent and Crocodile classes. Consider
pirates the water equivalent to fighters like crocodile knights are the water
equivalent to knights. They have no magic.
Cleric-Cleric are the only first level class to use curative magic. They
aren't very good in one on one battle, and their units, guardmen, are only good
against pikemen, archers, and slimes. All in all not a very good class. Their
curative support is welcomed, though, and the higher level healers more than
make up for this weak first class. They can cast Heal and Protection.
Knight-Knights are another common class. They can move very far when compared
to other units in most environments except forests. They are very strong, but
they are weak against pikemen. A good military hero with good military
mercenaries, you'll need at least one of these in any early campaign. They can
cast Attack.
Crocodile Knight-Crocodile Knights are the water equivalents to knights. They
can move quite fast in water and moderately fast on land. Similar to knights
in attack style and strength, the major differences are in mercenaries and in
magic. Their mercenaries, mermen, are good against many units but are used
quite differently than horsemen. Crocodile knights are useful in most
situations but they excel at water levels. They can cast attack and fireball.
Hawk Knight-
6.Characters
Elwin-The main character and descendant of light. He is the eventual wielder
of the Langrisser and the most powerful hero you have. His parents were
murdered when he was young and the man who took care of him, Doren, was
murdered eventually as well. As a result, he became a traveler looking for
whoever accomplished these atrocious crimes. He has since settled in a small
town for a small while and befriended Hein. Elwin has a good heart and is
always ready to help people.
Hein-Local warlock in the town where Elwin eventually 'settles', he befriends
Elwin and eventually asks him to help a local village. He apparently knew
Riana before the events in Langrisser. He also has a good heart, and wants to
help people. He is looking for a good teacher to teach him magic, and Jessica
eventually agrees to be it.
Riana-Old acquintance of Hein's, her village is attacked early on. This attack
begins Elwin's quest in Langrisser 2. She is nice, but constantly feels she is
too much trouble and is constantly saddened by the trouble she causes. She is
left behind early on for her own protection but is eventually kidnapped.
Scott-Son of a local nobleman, he has studied many of the arts of war. He is a
great strategist and a good fighter. He too wants to help people, but he
leaves early on to continue his training. Eventually, he does return, though,
and he is more powerful than ever.
Sherry-Originally a mysterious knight who kept helping Elwin and his friends,
she eventually reveals herself. She is nice and brave, but sometimes naive in
the strategical part of war. It is eventually revealed that she is a princess.
Aaron taught her how to fight, and she has known Keith for some time.
Aaron-An old local knight who is beyond his prime, he still has some fight in
him. Some enemies underestimate him because of his age, but they are all
proven wrong. He is the one who taught Sherry how to fight, and he has known
her for some time.
Keith-Military leader of the local kingdom, he has known Princess Sherry for
some time. He is very strong and knowledgable of tactics. Keith is brave,
strong, and always willing to help the needy.
Lester-Leader of a group of pirates, he has pledged to protect Jessica. He
isn't too trusty of those he doesn't know unless they prove themselves
trustworthy. Noble in spirit but rough in personality, he is a strong and
interesting addition to Elwin's party.
Jessica-Seemingly all knowing mage who has recently been reincarnated. She
knows much about the Alhazard and the Langrisser, and once fought with the
Baltia royal family in the last fight with Chaos. She taught Eggbert but now
regrets it and was unwilling to teach others until she got to know Hein.
Incredibly intelligent, and a great mage, she, along with Hein, provides great
support for Elwin's army.
7.Secrets
a.Pyrolight's secret tile FAQ.
-Disastrous Note-Once again please remember I had no involvement with its
creation, it was created by his awesomeness, Pyrolight. ALL the credit goes to
him. If you think I wrote this part, you should be raped by chickens.
Secret Tile Chart ver .99
by Michael (Pyrolight) Fesser <
[email protected]>
Copyright 2001
This Chart has the locations of all the secret Item locations and event
items in Langrisser 2.
Note: Some things you need a flying character to get. The fireplace and
the rocks can only be accessed by a flyer.
Note: Secret levels have very good shops so save your money.
Note: [will be the item you receive if all npc's live]
Note: *will be a special item or event that is noteworthy*
Note: Only ELWIN can find switches to secret levels.
Lastly all coordinates are based on the fact that the top left corner is
1,1 and x,y
Level 1 Nothing
Level 2 Speed boots (12,21 under the crest at the main entrance) [great
sword]
Level 3 Nothing
Level 4 Angel Wing (12,5 Between the 2 pillars off the right set of
stairs) [Cross]
Level 5 Nothing
Level 6 Runestone (5,4 in well) [Amulet]
Level 7 Mirage Robe (23,22 water trough) [Rune Stone] *Devil Axe from
assassin who shows up on turn 6*
Level 8 Nothing
Level 9 Rune Stone (24,7 The grey rock in the water near the Castle)
[Dragon Scale Armour]
Level 10 Nothing [Necklace]
Level 11 Rune Stone (14,6 Pentagram)
Level 12 Carbuncle (15,6 same location as Dark Rod) *Secret entrance to
level ?1 at 4,6. Elwin will make a note of it and at the end of the
level will ask you if you want to got in.*
Level ?1 Iron array (16,4 Top level of that pedestal the akini are on)
Level 13 Nothing
Level 14 Rune Stone(5,24 The grey rock in the water on the left side of
the castle)
*Mayasan Sword found through level cheat. You get it instead of
Langrisser the second time*
Level 15 Nothing
Level 16 Nothing
Level 17 Runestone(6,4 The left fireplace) Mayasan Sword (24,4 the right
fireplace)
Level 18 Nothing [Crown]
Level 19 Gyaral Horn (36,9 Top barrel on the ship) Aurora (12,30 A Box
at the bottom of the screen near a house) *Level ?2 entrance 46,1 top
right hand corner of the map*
Level 20 Nothing
Level 21 Nothing
Level 22 Odin's Bracelet (15,3 On the top of the Platform that Bernhart
is on) *Secret entrance to ?3. A switch at 20,6 needs to be pressed.
The pillar to the right of the platform Bernhart is on. Additionally
you have to move Elwin to hex 1,5 to actually find the level. You will
need someone with earthquake or Meteor to destroy the wall to allow
Elwin to go there. Lastly Lana will ask you if you want to enter.*
Level ?3 Runestone (2,10 You need to Meteor a blue rock) Dragon Slayer
(not found and most likely was removed)
Level 23 Nothing
Level 24 Nothing
Level 25 Nothing
Level 26 Runestone (15,9 The red dot right in front of Eggbert) *Secret
entrance to ?4 ?? not found yet. This was most likely removed also.
?4 has some serious bugs and is not possible to beat just playing
through the game (the leaders are far to powerfull). Use the level skip
trick if you want to lose and lose bad.*
Level ?4 Runestone (2) (15,17, Center of large carpet with dragon symbol
on it. 6,4 Left fire place near Bernhart) Assault Suit (15,3 The crest
right above Bernhart) Flamelance (42,4 Right fire place near Bernhart)
Level 27 Nothing
As it stands now the Dragon Slayer on ?3 and secret enterence to level
?4 are both non existant. Here is a code if you want to see ?4 and how
impossible it is (without runestone/level skipping to power yourself
up). At the load screen (the in game one) hit left right start c on any
save game except the contiune save.
CREDITS
Firstly a BIG thanks goes to Hiryuu'Honyaku for translating this great
game. Also more thanks goes to Commander Stab for not killing me every
time I bugged him for something as well as thanks to him for writing
down what was in each level (saved me a lot of time.) Thanks to Kesac
for letting me know where ?2 was.
-Disastrous Note-Once again please realize that wasn't written by me but was
written by Pyrolight. Thank you for not being an idiot.
8. Thanks/Links
I'd like to thank GameFAQs IF they post this piece o' trash FAQ of mine. I'd
like to thank Hiryuu'Honyaku (
http://www.j2e.org/~hiryuu) for translating this
great game and making it available to all. Check that link for the
translation. I'd like to thank Pyrolight for his class information which
helped me make it through the game, although I do differ with his thoughts in a
few spots, and I'd REALLY like to thank him for letting me put his 2 great
in-depth FAQs into my little piece of crap. Thanks man. I'd also like to
thank myself for being so damn cool and so incredibly humble. Email me if you
have questions. Thank you for reading my piece o' trash!