Langrisser I + II
Vers. 0.9

This guide is for Langrisser I + II for Playstation/Sega Saturn.

It contains Langrisser I which is a remake of the original Langrisser
game for the Genesis.

The Langrisser II in this game is actually Der Langrisser (SFC game).  It is not
a remake of the *real* Langrisser 2.

This guide is split into Langrisser I and Langrisser II, so there is some things
that are repeated.

Table o' Contents:

1: Basics/ Things that both games have with no difference
1a: Character creation quiz
1b: Basics for this game
1c: Miscellaneous Notes

2: Langrisser I
2a: L1 cast
- Ledin
- Volkov
- Namm
- Taylor
- Soun, Albert, Hawking
- Jessica
- Kris
- Lance
2B: Other characters
2C: Playable character classes
2D: Troops
2E: Allegiances
2F: Spells and Summons
2G: Weapons, Armor, and other equipable items
2H: Scenario guide (1 - 20)

3: Langrisser II
3a: Cast
- Elwin
- Hein
- Rouga
- Riana
- Sherry
- Keith
- Lester
- Aaron
- Leon
- Imelda
- Vargas
- Eggbert
- Est
- Ost
- Sonia
- Rana Dark Princess
- Rana Human
3b: Other characters
3c: Playable character classes
3d: Troops
3e: Allegiances
3f: Spells and Summons
3g: Weapons, Armor, and other equipable items
3h: Scenario guide
- Beginning Path
- Light Path
- Imperial Path
- Independent Path
- Chaos Path

Part One: Basics/ Things that both games have with no difference
________________________________________________________________________

1a: Character creation Quiz:
________________________________________________________________________

(This is borrowed entirely (with many thanks) from No-Life Translations/ Project:
Langrisser (http://www.geocities.com/moonknt69/) many thanks for allowing me to
use this.

In Langrisser I the quiz starts at the fifth question, which basically means you
cant choose your class.

[Main Character Creation Quiz]
-
The Main Character Creation Quiz, is a quiz that determines
how your main character is like. Like what class is he going
to be, how strong he is, how much money he has, how strong
his magic is, and more things like that.
-
*Legend*
-
LV = Level
AT = Commander Attack
DF = Commander Defense
MP = Commander Magic Points
A = Troop Attack bonus
D = Troop Defense bonus
CR = Command Range
EX = Experience points
Troop = Elwin's # of troops-
Unit = Elwin's troop unit selection
MDF = Magic defense
MDMG = Magic damage (offensive magic)
MRNG = Magic range
Class = Elwin's class
Item = Item added to inventory
Magic = Elwin's inherent magic spells
Summon = Elwin's inherent summons
P = Points (money)-
-
Note that a "=" negates any previous value for a statistic. This chart is valid
for Langrisser LE, effects are slightly different in the SFC version (and
possibly PC-FX and Dramatic versions). For Langrisser I (PSX and SAT versions),
the quiz starts on question 5.
-
Elwin's Base Statistics: LV=1 AT=23 DF=18 MP=0 A=0 D=0 CR=2 EX=0 Troop=4 P=500
------------------------ Unit: Soldier MDF=? MDMG=? MRNG=? Class=Undefined
------------------------ Item=None Magic=None Summon=None
------------------------------------------------------------------------
Q1: The enemy staged a surprise attack on you while you were replenishing your
resources. What do you do?
-
Retreat:------------------ D+1- Goto Q2
-
Defend honorably:          No Effect Goto Q3
-
Counterattack:-------      A+1 Goto Q4
-
Q2: Where do you think God is?
-
God doesn't exist:---    Class: Warlock, Magic: Magic Arrow,
------------------------------------- A=1, D=1 Goto Q5
-
In the heavens above:    Class: Bishop, Magic: Heal1(?),
----------------------------------------- Troop-1, Unit: Priest, A=0, D=4
----------------- ------------------------Goto Q5
In the heart and spirit: D+1 Goto Q4
-
Q3: What do you think is the most important thing in establishing an unrivaled
force?
-
Power to destroy:-  Class: Gladiator, Unit: Bandit,
----------------------------------- A=1, D=2 Goto Q6
-
Strong leadership:  Class: Fighter, Troop+1,
----------------------------------- A=1, D=3 Goto Q6
-
Good mobility:----- No Effect Goto Q4
-
Q4: What kind of things would you like at your next house?
-
The smell of the sea:------ Class: Pirate, Troop+1, Unit: Merman,
------------------------------------------------ A=0, D=2 Goto Q7
-
The soft breath of spring:  Class: Knight, Troop+1,
----------------------------------------------- Unit: Trooper, A=2, D=0 Goto Q7

A fresh gentle breeze:----- Class: HawkKnight, Troop+1,
----------------------------------------------- Unit: Harpy, A=1, D=1 Goto Q7
-
Q5: If the world falls into crisis, what would save it?
-
Mysterious holy power:      Magic: Force Heal1 Goto Q8
-
Vast knowledge:- -----------Magic: Thunder Goto Q9
-
My strength:--------------- AT+1 Goto Q10
-
Q6: If you were to take command of an army, what would you find most desirable
in your units?--------------------
-
Great soldier strength:     Troop+1, Unit: Trooper Goto Q9
-
Perfect regulation:-------  D+1 Goto Q10
-
High morale:--------------- D+1 Goto Q11
-
Q7: Which of these abilities would you find in an ideal army?
-
Commander strength:-------- AT+1, MV+1 Goto Q10
-
Impenetrable defense:------ D+1 Goto Q11
-
Power to annihilate enemy:  A+1 Goto Q12
-
Q8: What image would you like to hold when confronting a person of darkness?
-
A vile enemy:-----------    Magic: Turn Undead, MP+4 Goto Q13
-
A being to worship:         Item: Devil Axe Goto Q14
-
Difficult to kill:--------- Item: Mirage Robe, MP+2 Goto Q15
-
Q9: What would you consider your role of life in this world?
-
To protect those you love:  Magic: Protection1, MP+4 Goto Q13
-
To strengthen myself:-------AT+2, DF+1 Goto Q14
-
To pursue my dreams:------  Magic: Attack1, MP+4 Goto Q15
-
Q10: An allied unit is under siege, but your unit is in a perilous situation as
well. What command would you issue?
-
Order a retreat:------------Item: Speedboots, EX+7 Goto Q14
-
Call for reinforcements:-   Item: Large Shield, Magic: Protection1 Goto Q15
-
Help the allies in trouble: Item: Cross, Magic: Heal1 Goto Q16
-
Q11: What would you wish for in life?
-
Knowledge:----------------  Magic: Thunder, MP+4 Goto Q15
-
Wealth:---------------------P+300, Item: Large Shield Goto Q16
-
Power and authority:        Item: Wand Goto Q17
-
Q12: If you gained great powers, what would you use them for?
-
To protect the people: Item: Amulet Goto Q15
-
To rule over all:----------- AT+1, DF+2 Goto Q16
-
To promote justice:-----     Unit: Priest, AT+1 Goto Q17
-
Q13: What do you think love is?
-
Something shared:------------Magic: Charm, MP+1 Goto Q18
-
Something received:---- ---- Item: War Hammer Goto Q18
-
Something that strengthens:  AT+1 Goto Q18
-
Q14: If you could change the world, what would you wish for the people to have?
-
Love, hope, and courage:     AT+1 Goto Q18
-
Freedom and liberty:-------- MP+2 Goto Q18
-
Harmony and peace:---------  DF+1 Goto Q18
-
Q15: What ability must a person have to rule a country?
-
Charisma:----                Magic: Charm, MP+1 Goto Q18
-
Leadership:                  Magic: Quick, MP+1 Goto Q18
-
Initiative:-----             A+1 Goto Q18
-
Q16: Of the following choices, which do you think is most important
in becoming a hero?
-
Virtue and (of) determination:    MDF+10 Goto Q18
-
Strong Leadership:--------------- D+1 Goto Q18
-
Courage:--------------------------A+1 Goto Q18
-
Q17: Hmm, you are a boy aren't you!?
-
No, a romanticist...:----     Magic: Heal1 Goto Q18
-
No, a burning spirit...:      AT+1 Goto Q18
-
No, a man of steel...:--      DF+1 Goto Q18
-
Q18: At the beginning of a battle, what do you need the most?
-
Knowledge and tactics:--   Magic: Heal1, MP+3, A+1 Goto Q19
-
Cool judgment:------------DF+1, MP+2, D+1 Goto Q19
-
Exceptional battle skills: AT+1, DF+1, A+1, D+1 Goto Q19
-
Q19: What is your idea of an invincible army?
-
Small numbers, good skills: Troop-1, A+1, D+1 Goto Q20
-
Weak but large numbers:---- Magic: Attack1, Troop+1, MP+2 Goto Q20
-
Commander is strongest:---- AT+2, DF+1 Goto Q20
-
Q20: What is a cause you think is worth dying for?
-
For glory and honor:-----   AT+2 End
-
To defend my country:--     Magic: Attack1, MP+1 End
-
To protect those I love:    Magic: Protection1, DF+1 End
-
Results Derived From Langrisser Memorial, All Credits For Results Goto The
Respective People Who Submitted Info, Edited For Html Visibility By Moon Knight,
This Document's Design Is Meant For Use Only On
Http://www.geocities.com/moonknt69 But Is Free For Use In The Creation Of Your
Own Version Of This Documentation. Please Do Not Copy This Document In It's
Entirety Onto Your Commercial And/Or Personal Webpages Without Making Proper
Changes Unless You Leave This Credits Section In, And Give Us A Link. Have A
Nice Day.

________________________________________________________________________

1B)Basic gameplay:
________________________________________________________________________

After the character creation quiz is over, Lushiris offers to give you a
tutorial for the game asking if you want to hear more after every part is done.
What she explains is (with my comments/additions added in):

1: Leader and Troops:
Your army is composed of your characters (Leaders) and their troops/summons
(Troops)

Leaders can and should be equipped with weapons and an item (this includes armor)
which you buy at the store at the start of each level.

2: Command Range
In battles, the blue glow that pulses around a leader is their command range.
Troops inside that range get bonuses on Attack, Defense, and other stats.

3: Troop Healing
A troop can recover 3 HPs when it stands right beside/adjacent to its Leader.
Other than that you can only heal yourself with magic. As your HPs go down, the
amount of damage that unit can do also goes down. Enemy troops hardly ever
attack if their HPs are lower than 7 or 8.

4: Leader Healing
If a commander uses the Health command, they regain 3 HPs and 2 MPs. A note
that enemy leaders will NEVER attack if their HPs are 7 or lower they will
always heal themselves.

5: Affinities
Different units have different types. The various types are:
Soldier, Spear, Horseman, Archer, Sea, Flier, Demon, Undead, Gel and Dragon
- Soldiers are weak against Horsemen and Fliers, but strong against Spearmen.
- Spearmen are weak against Soldiers but strong against Horsemen.
- Horsemen are weak against Spearmen but strong against Soldiers.
- Fliers are weak against Archers but strong against Soldiers.
- Sea troops are weak outside of water (they do not receive their  +30/50% stat
bonus).
- Undeads, Gels, and Demons are weak against Soldier (Holy) troops and leaders.
- Archers (except for the Ballista) deal major damage to Fliers, but their low
defense makes them easy to kill if you attack them in meelee combat.

.. you should choose troops that you think will be able to work effectively.

6: Gaining Experience
When an enemy unit dies, the leader/leader of the troop that killed it gains
experience. Troops give a little experience while Leaders give a much bigger
amount. If the Leader dies, all the troops that the leader still possesses
die(disband), and you don't receive exp. for those.
It is a good idea to destroy the enemy leader after you have killed the troops
(Killing the troops and then the Leader nets more than two times the experience).
You need experience so your characters become more powerful.
There are two ways of gaining exp.: Kill something or heal.  Even if you heal a
big group you sill only get the same exp. as if you killed one troop, so don't
have one character rely on exp. from only healing.

7: Arranging Leaders/Beginning a scenario
Before the battle begins you post your leaders to various flags on the map. To
do this, use the Commander Post command (found at the start of each scenario) In
some levels you can not choose where they start. A leader's name is grayed out
once you have assigned them a post. Don't forget to hire troops since even in
the early levels you can easily lose without them.
There are two other commands at the beginning of the scenario:

1)Hire Troops:
You hire your troops with this command. You are allowed to only hire one kind
of troop per leader (in Langrisser 2 (Megadrive) you could hire as many
different troops as you wanted and in 4 and 5 you could hire 2 different types).
The enemy gets to hire more than one kind for some reason.
and
2)Store:
Store has its own three options:
1)Buy, which lets you buy equipment for your commanders
2)Equip: following the lead of most RPGs you need to equip your equipment before
you are actually using it.
3)Sell: Sell equipment you don't want/need.  Good for getting more P after a
level where every second commander drops a knife or some equipment you don't
need.

After you have set your leaders up, press A on the bottom option and you will
get one last option: Do you want to save? yes/no (the save will go into the
Ocontinue level in progress' save slot).  After that the level begins.
________________________________________________________________________

1C) Misc notes:
________________________________________________________________________

Langrisser 1 is a remake of the original Langrisser for Sega Megadrive.
Langrisser II in this game is a remake of the SFC/PC-FX game Der Langrisser.
Langrisser II is the first in the Langrisser series to have a nonlinear story.
There are a lot of branches of the story depending on choices you make and what
you do.  At the end you are on four possible paths: Light, which is where you
are fighting with Kalzath to kill Raygaurd and Bozel's monsters, Imperial, where
you have joined Raygaurd and are fighting to defeat Kalzath and Bozel,
Independent, where you have killed Bozel and are killing just about everybody
else, and Chaos where you have allied with the demon god Chaos to kill Kalzath
and Raygaurd.
Because of the way english names in japanese are written, there are several
ways that some names can be said and/or spelled.
Here's some of the conflicts I've found... there are most certainly more

Kalzath = Kalxath = Kalzas
Riana = Liana
Lana = Rana
Jessica = Jesica = Jeshica
Bozel = Boseru
Lushiris = Lushiris = Rashris
Sherry = Shelly = Sally
Ledin = Redin
Namm = Nahm = Namu = Nam
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________

Part Two: Langrisser 1
________________________________________________________________________

2A) Langrisser I Cast:
________________________________________________________________________

Ledin:

He is your main character this time around.  He is about the only character who
is nearly guaranteed to max out his third class so don't make him a GrandKnight
or he wont be able to gain as many levels.  For some reason after the
Swordmaster class he becomes a King instead of a Hero (like he should).  He is
the only character who gets a secret class.

                    HighLander --> Royal Guard
      Knight        GrandKnight
Fighter
      Lord          Swordmaster --> King
                    General --> King?

Recommended: Anything except GrandKnight
________________________________________________________________________

Volkov

He is rather unimpressive.  His only real use is his Attack1 spell which makes
allies stronger. He gains no experience (since he has maxed levels) and dies
after scenario 6 so I usually let him rot and use him only for emergencies.

SwordMaster

________________________________________________________________________

Namm

She is a very solid character as anything, but I highly recommend you build her
towards DragonMaster (aside from Ledin and her nobody will get close enough to
maxing their third class to care about the secret class).  She proves to be a
very solid flyer.

                    DragonLord
      HawkLord      KnightMaster
Fighter
      Lord          GrandKnight
                    General

Recommended: Fighter - HawkLord - DragonLord - DragonMaster
________________________________________________________________________

Taylor

He is your sea character in this game.  In levels with lots of water he can
really kill the enemy but out of water he isn't quite so strong. He gets a good
attack stat.  Don't make him a Knight since other characters will probably be a
knight and you need him as a Serpent. Don't know if he has a secret class or not.

      Captain       SerpentLord
Pirate
      SilverKnight  GrandKnight

Recommended: Pirate - Captain - SerpentLord - SerpentMaster
________________________________________________________________________

Soun, Albert, and Hawking

All three of these guys get very limited class changes. Soun and Hawking are
both identical while Albert has slightly better stats. It is tough to level up
Hawking and Albert because when you get them their levels are very low.  I don't
know if they get secret classes or not.

      SilverKnight  KnightMaster
Fighter
      Lord          General

Recommended: As long as you don't make all them knights or all them lords it
doesn't really matter
________________________________________________________________________

Jessica

She is playable in this game and very strong.  Because of the lack of mages in
this game you might consider making her a healer but she is good as anything.
Like most other characters there isn't enough experience to go around to get to
their secret classes so don't worry unless your going to use her a lot.


                    Archmage
      Sorcerer      GrandKnight
Warlock
      Paladin       HighPriest
                    Sage

Recommended: anything except GrandKnight
________________________________________________________________________

Kris

She is your other mage.  She isn't as powerful as Jessica but is still very
useful.  If you think you can live without the better healing spells like Heal2
make her a sage (she gets healing ability and some attack magic) or an archmage.
Otherwise make her a healer (This is one of the few games where Healing classes
are easy to level up... in most Langrisser games leveling them up is more hard
than most other characters.) A lot of her map icons are either Riana or Sonia
with a different head.


                    HighPriest
      Cleric        Sage
Sister
      Paladin       Archmage
                    GrandKnight

Recommended: anything except GrandKnight
________________________________________________________________________

Lance

You do get him as a playable character for a few levels late in the game.  He
gets the strongest (but not best) flyer troop, Griffon but is missing all the
other troops he should have as a DragonLord with Imperial units (Soldier, Harpy,
Lancer, Griffon, Royal Lancer).  He isn't as strong as Namm but is still a
fairly solid leader.  Unfortunately for you he leaves after Scenario 18 so if
you even use him don't give him too much experience or your other characters
will miss out on it.  Odd how all the times you fight him he is a KnightMaster
while when you get him he is a DragonLord.  If you manage to Runestone him you
can access his other classes but there isn't much point.  A lot of his map icons
are Leon's with Lances's head.

                    SwordMaster
      Silverknight  KnightMaster
Fighter
      HawkLord      DragonLord
                    GrandKnight
________________________________________________________________________

2B)Other characters:
________________________________________________________________________

Isaac: Ledin's Father.  He dies early on in the game.
Classes: King

Reitasha and Laias: Lances two helper kids. Since they don't die, I don't know
what happens to these two.
Classes: SilverKnight

Zeldo: One of Deigos's henchmen, fights as well as he looks.
Classes: General

Deigos: The evil Emperor, he is somewhat strong but like Bernhart in Langrisser
2 he is weak to magic.
Classes: Emperor

Nagya: Annoying idiot henchman of Bozel, it feels good to whack him cause of his
incredibly annoying voice. He has rather too much confidence in weak units (wow
werewolves, wow golems!)
Classes: Zarvera

Nicholas: The other annoying idiot (this is just the beginning, Bozel always
gets idiots to fight for him (like Ivar in Langrisser 4). The only time he ever
wins is when YOU fight for him) that works for Bozel.
Classes: Archmage

Bozel: Everybody's favorite DarkMaster makes his first appearance! Because
everybody maxes out at level 10 on the third class Bozel is actually somewhat
strong in this game.
Classes: DarkMaster

Chaos: Bozel didn't do a very good job of summoning him, cause for the last boss
he is kind of weak (In Langrisser 4, on the evil path, Chaos kills like thirty
guys with one Earthquake spell).
Classes: Chaos
________________________________________________________________________

2C)Playable Character Classes:
(some classes in Langrisser I are different from the same class in Langrisser II)
________________________________________________________________________

Classes  (Level 1)

Fighter
Troops: Soldier
Spells: None
Type: Soldier

Pirate
Troops: Merman
Spells: None
Type: Water

Warlock
Troops: Soldier
Spells: (Magic Arrow?), Fireball, Attack 1
Type: Soldier

Sister
Troops: Monk
Spells: Heal1, ForceHeal1, Turn Undead
Type: Soldier (Holy)

_________________________________

Classes (Level 2)

Lord
Troops: Soldier, Pike
Spells: Heal1
Type: Soldier

SilverKnight
Troops: Trooper, Pike
Spells: None
Type: Horse

HawkLord
Troops: Fairy, Trooper
Spells: None
Type: Flyer

Captain
Troops: Merman, Elf
Spells: None
Type: Water

Paladin
Troops: Monk
Spells: ForceHeal1, Protection1, Turn Undead, Resist
Type: Soldier (Holy)

Cleric
Troops: Monk
Spells: Heal1, ForceHeal1, Turn Undead, Summon Valkary
Type: Soldier (Holy)

Sorcerer
Troops: Elf
Spells: Mute, Fireball, Decline
Type: Soldier

_________________________________

Classes (Level 3)

SwordMaster
Troops: Grenadier, Phalanx, Ballista
Spells: None
Type: Soldier

General
Troops: Grenadier, Phalanx
Spells: Heal1
Type: Soldier

KnightMaster
Troops: Dragoon, HighElf
Spells: Attack1
Type: Horse

GrandKnight
Troops: BoneDino, Witch
Spells: Attack1
Type: Horse

DragonLord
Troops: Angel (Namm) Griffon (Lance)
Spells: Fireball
Type: Flyer

SerpentLord
Troops: Nixie, Phalanx
Spells: Attack1
Type: Water

HighPriest
Troops: Crusader, High Elf
Spells: Heal2, ForceHeal2, Summon WhiteDragon
Type: Soldier (Holy)

Sage
Troops: Ballista, HighElf, Crusader
Spells: Again, Earthquake, Protection2, Resist
Type: Soldier (Holy)

ArchMage
Troops: High Elf, Ballista
Spells: Meteor, Earthquake, Attack2
Type: Soldier

_________________________________

Secret Classes (Level 4):

King (Ledin only)
Troops: Grenadier
Spells: None
Type: Soldier

RoyalGaurd (Ledin only)
Troops: Angel
Spells: Attack1
Type: Horse

________________________________________________________________________

2D) Troops (enemy or ally)
________________________________________________________________________

Angel:        AT24 DF23  Flier***       Impervious to Magic
Arch Demon:   AT30 DF24  Demon***       Impervious to Magic
Ballista:     AT22 DF10  Archer*        Range is 6
Bandit:       AT28 DF16  Soldier
Barbarian:    AT19 DF13  Soldier
Bat           AT23 DF15  Flier
Berserker:    AT21 DF13  Soldier
Bone Dino:    AT29 DF20  Horse
Crawler       AT18 DF20  Horse
Crusader:     AT24 DF20  Soldier(Holy)**
Dark Elf:     AT19 DF8   Archer         Range is 3
Dark Guard:   AT26 DF23  Soldier
Dragoon:      AT28 DF20  Horse
Elemental     AT24 DF24  Undead****
Elf:          AT19 DF8   Archer         Range is 3
Fairy:        AT23 DF15  Flier
G Ant         AT20 DF13  Horse
Gargoyle:     AT27 DF20  Flier
Gel:          AT20 DF20  Gel
Golem:        AT22 DF26  Spear
Grenadier:    AT26 DF23  Soldier
Griffon:      AT29 DF19  Flier
Harpy:        AT25 DF13  Flier
HellHound:    AT24 DF15  Horse
High Elf:     AT23 DF10  Archer***      Range is 3, Impervious to magic
Lancer:       AT24 DF15  Horse
Leviathan:    AT28 DF21  Sea
Raise:        AT21 DF16  Undead
Lizard man:   AT24 DF13  Sea
Merman:       AT23 DF13  Sea
Monk:         AT19 DF14  Soldier(Holy)**
Nixie:        AT27 DF18  Sea
Pike:         AT18 DF18  Spear
Phalanx:      AT23 DF26  Spear
Royal Lancer: AT30 DF21  Horse
Trooper:      AT24 DF15  Horse
Skeleton:     AT21 DF20  Undead
Soldier:      AT20 DF14  Soldier
Specter:      AT25 DF21  Undead
Wolfman:      AT19 DF14  Horse
Witch:        AT24 DF10  Archer***      Range is 3, Impervious to magic
Zombie:       AT20 DF13  Undead

* The game considers Ballistas as Obow armies' but they do not have the anti-air
goodness that other archers have, they just have double the range as other
archers

** Monks and Crusaders have the holy attribute that makes them Have a huge bonus
on Undeads, Demons, and Gels

Note: All undead units (Ghost, Skeleton, Zombie, Spectre, and Elemental) can
have instant death if you cast OTurn Undead' on them.  This is useful in later
levels where the leaders sometimes have undead troops.  You cant instant death
an Undead leader though.

Sea units (Merman, Lizardman, Leviathan, Nixie) gain a +50% bonus in water and a
+30% bonus on beach.

Flyers get a +25% bonus no matter what (ie: in a crater they get 5+20% =25% on a
high wall they get 40-15% = 25%)

________________________________________________________________________

2E) Allegiances:
________________________________________________________________________

Like Langrisser 2, every Side of the battle gets different units which
sometimes have different stats, depend on what side the leader is on (even if
they go to a different side later). They are:

Dark Blue -
The Shamen in Scenario 2 and 3, Lances troops in some levels.

Light Blue -
Ledin, Kris, Volkov, Namm, Isaac, Jessica, Taylor, Soun,
Albert, Hawking, all Balita, and NPC Leaders

Green -
Lance, Deigos, Zeldo, all empire leaders

Red -
Bozel, Nagya, Nicholas, Chaos, all monsters

________________________________________________________________________

2F) Spells and Summons:
________________________________________________________________________

Attack Spells:

Single unit attacks:

MagicArrow  1MP        Weak Damage to One Unit (Fire)
Blast       10MP       Stronger Damage to One unit (Energy)

Thunder     4MP        Stronger attack to one group (Thunder)

Area attacks:
Fireball    2MP        Weak attack over an area (Fire)
Tornado     2MP        Area Attack (Wind)
Meteor      8MP        Powerful Area attack, long range (at the exact
                      center (where all the meteors go) if it can, the
                      terrain
                      becomes crater.) (Earth)
Earthquake  14MP       Powerful Area attack, no range (Randomly makes
                      surrounding terrain crater) (Earth)

Healing spells:

Heal1       2MP        Restores up to 3 HP (in an area)
Heal2       4MP        Restores all HP (area)
ForceHeal1  3MP        Restores up to 3 HP (group)
ForceHeal2  6MP        Restores all HP (group)

Status Spells:

Again       10MP       Allows commander and troops to move again.
Charm       6MP        Makes enemy leader into NPC (hardly ever works)
Decline     4MP        Reduces Magic Defense
Mute        2MP        Unit is unable to cast magic (low success rate)
Quick       5MP        Raises movement (one leader and his troops)
Resist      5MP        Increases Magic Defense
Sleep       4MP        Puts enemies to sleep (very low success rate, notice
                      a trend?)
Teleport    5MP        Teleports one leader and troops (allies only)
TurnUndead  5MP        Instant death to undeads (you can get massive exp. this
                      way)
Zone        5MP        Makes the Command range bonus less (again, low
                      success
                      rate)

Attack1     2MP        Raises attack stat for group +3
Attack2     4MP        Raises attack stat for group +5
Protection1 2MP        Raises defense stat for group +3
Protection2 4MP        Raises defense stat for group +5

Wind spells hurt Flyers more
Fire spells hurt undead more

Summons:

Valkary        Cleric       Fireball, Quick                    Flyer
WhiteDragon    HighPriest

There are only two Summons in this game. They are both very strong and will
serve you well.

________________________________________________________________________

2G) Equipable Weapons and Items list
________________________________________________________________________

Weapons:

Knife
Bonus: AT + 1
Comment: Basically anybody can equip this except some of the monster classes,
its useful until you get better things.

War Hammer
Bonus: AT + 2
Comment: A lot of classes can equip this as well.

Great Sword
Bonus: AT + 4
Comment: This is the best sword you are going to have for the majority of the
game, not as many classes can use it however.

Flame Lance
Bonus: AT + 5
Comment: The best weapon that money can buy, but only mounted classes (Serpent,
Dragon, and Horseman) can use it.

Dragonslayer
Bonus: AT + 6, Attack bonus against Dragons.
Comment: Useful but you cant buy it and you lose it on the one level where you
can pick it up.

Masayan Sword
Bonus: AT - 4, DF - 3, Experience received is double.
Comment: There's a few ways to get this weapon, its sort of useful because of
its 2x exp. bonus, but you'll only get half as many kills with your weakened
character.

Devil Axe
Bonus: AT + 8, DF - 3
Comment: If you have a character who cant use the Langrisser or other strong
weapons like the FlameLance, this is a useful weapon.  Good for characters whose
attack is Sword-Blast (like a gladiator, swordman, etc.), where the attack stat
is a lot more important than defense.

Langrisser
Bonus: AT + 3, DF + 1
Comment: Not so strong in this game. Because there is never an event where the
HolyRod awakens it.

LongBow
Bonus: AT - 2, MV - 1, Range 3, Attack bonus vs fliers.
Comment: Makes the character like a beefed up elf, its useful against fliers,
but otherwise its pretty useless.

Arbalest
Bonus: AT - 4, MV - 3, Range 8
Comment: (there only a few select classes that can equip these. So far i have
seen that Assasin, Ranger, and Highmaster can. There are probably more) Much
better than the LongBow, if you have a class that can equip this, it is very
useful.  Its the longest range physical attack in the game.

Wand
Bonus: Magic Range increased
Comment: Good to buy for mages.

Orb
Bonus: Double MP maximum
Comment: Very good to buy for mages (especially healers and summoners), because
it doubles MP

Armor/Accessories:

Small Shield
Bonus: DF + 1
Comment: For the few levels before you can buy a Robe, this is what you'll use.

Robe
Bonus: DF + 1, Magic Defense Increased
Comment: Not so useful, but its one of the first accessories you get

Mirage Robe
Bonus: DF + 2, Magic Defense increased
Comment: Good for mages before you can buy the DragonScale

Large Shield
Bonus: DF + 2
Comment: Limited use, but its cheap and lots of enemies drop it.

Chain Mail
Bonus: DF + 3
Comment: A lot of classes can equip this, more than those that can equip plate
armor.

Plate Armor
Bonus: DF + 4
Comment: One of the best armors, but only some classes can equip lit (Lords,
swordsmen, and knights)

DragonScale
Bonus: DF + 4, Any class can Equip this (even mages and fliers)
Comment: The best armor in the game.  Anybody can equip this, and it gives a
sizable defense bonus.

SpeedShoes
Bonus: MV + 2
Comment: Good for units that are really slow like Mages or any leader with
ballistas or somebody who has a LongBow or Arbalest.

Amulet
Bonus: M.Defense increased
Comment: Marginally useful, but you have to give up your armor to use this

Necklace
Bonus: Command range +2
Comment: Good for Rangers and HighMasters, who have no command range at all.
Also good for classes that have small command ranges.

Crown
Bonus: Command range +2 Troop attack bonus + 3 Troop defense bonus +2
Comment: Very Useful, it is like a Necklace with extra bonuses.


________________________________________________________________________

2H)  Scenario Guide:
________________________________________________________________________

When you are on the Title screen for this game if you leave it running you can
see a movie.

Before you see the prologue of Scenario 1, you get to see a movie which tells
you some back story and lets you see Balita castle get whacked.

____________________________________________

Scenario 1

Victory Condition: Ledin escapes by moving to where Namm is
Losing Condition: Death of Ledin

There isn't much to do here. Don't bother hiring troops unless you are going to
go after the enemy.  If you do go after the enemies, retreat when Deigos shows
up since he can whack you.  Taylor and Jessica show up here as NPCS (they wont
join you for some time). It doesn't matter if they die. To win just move Ledin
to where Namm is.

____________________________________________

Scenario 2

Victory Condition: Kris makes it to the end of the road, Death of everything.
Losing Condition: Death of Ledin, Kris

If you aren't confident Ledin can go it alone, hire Volkov some soldiers, but
Don't use them or you'll be wasting exp.  Kris's civilians get slaughtered vs
the barbarians and she will continuously move along the path, even into the
enemy so keep her safe.  If there's some shamen that you missed and ledin is
busy send Volkov to go kill them for the money.  Soun and Hawking will show up
as NPCs after a while and kill the barbarians at the top.  At the end of the
level Hawking will go to level ten and you can class change him (both classes
are good).

____________________________________________

Scenario 3

Victory Condition: Death of Everything
Losing Condition: Death of Ledin or any NPCs

The shop here has a lot of good stuff so upgrade your equipment. There are a lot
of enemies in this level but they are all still weak Shamen and barbarians.
Keep the enemy busy so the civilians can get to the church.  You'll get hit with
Thunder a lot, if Ledin got Heal1 or ForceHeal1 from the character creation quiz,
it will come in handy here.  Have Volkov cast Attack1 on Soun so he can get more
exp.  A while into the level another leader will appear right below the church.
If you made Hawking a Lord he will go after that leader but if you made him a
knight he will still be trying to get out of his building (SilverKnight have an
exceedingly bad 2 movement inside) and you'll have to kill the leader yourself.
At the end of the level, Namm joins and gives you a Great Sword.

____________________________________________

Scenario 4

Victory Condition: Survive for 16 turns or death of everything
Losing Condition: Death of Ledin

Try to get Namm up to her class change on this level.  The enemy and your troops
have very little effect on each other so you'll have to use leaders. If Ledin is
a Knight you can kill the Gels fairly easy because of Trooper's higher attack
stat. After a while Soun and Kris show up (both with Monks), they will kick the
Gel's arse (Gels are weak vs holy troops).  Soun might attain class change here
too.
At the end of the scenario, Soun and Kris join.

____________________________________________

Scenario 5

Victory Condition: Defeat Lance
Losing Condition: Death of Ledin

You actually outnumber the enemy here but this is the first hard level of this
game. Don't divide your troops and attack from two sides just squish them all
the same way. Reitasha and Laias (Lances' two helper kids) aren't much stronger
than normal horsemen so you Don't need to worry much about them (you never even
see Reitasha again) If Namm is a hawk send her with troopers over to kill the
Knight that you aren't going towards. If you have troops on both sides Lance
will attack the weakest.  Lance is very strong at this point, pikes have little
effect, the only good unit to attack him with is troopers.  If you gave Volkov a
great sword he should have an attack of 30.  Since the SwordMaster's attack
happens before the Knights, you can use Volkov to hurt Lance.  It doesn't matter
if Volkov gets wasted since at the end of the Scenario he dies.

____________________________________________

Scenario 6

Victory Condition: Defeat Zeldo
Losing Condition: Death of Ledin

Rather easy level except for Zeldo the boss.  Try to use anybody who isn't
promoted yet more so they can get levels.  The Knight that has soldier troops
might be hard to beat, attack him with horses.  Nearly every leader here is a
Lord and they will cast Heal1 a lot of times. Use horsemen against Zeldo since
everything else wont do much damage.  After you kill Zeldo you win.
Jessica and Taylor join at the end of the scenario.

____________________________________________

Scenario 7

Victory Condition: Kill Bernie
Losing Condition: Death of Ledin, Death of Albert

As long as you are fairly quick you Don't need to worry about Albert getting
wasted.  Send HawkLord Namm over to help along with another leader.  Have Tayler
kill the enemy sea units then attack commanders who are near water.  Make sure
Taylor and Jessica gets some kills so they can promote. Sometimes, not always,
Lance will show up at the top with one of his cohorts. If he does waste him with
horses again.
Albert joins you at the end of the scenario.

____________________________________________

Scenario 8

Victory Condition: Kill the enemy General (okay i forgot the name)
Losing Condition: Death of Ledin, General escapes

The enemy starts right in front of you.  Put Taylor at the bottom to take
advantage of the water there.  Put Albert near the other pike leader so he can
get a level and class change.  After you kill a bunch of the enemies they try to
retreat.  If you Don't catch up fast enough Lance and one of his cohorts shows
up.  If you move a character onto the square at the far left that got three dots
on it you get a Mayasan Sword.

____________________________________________

Scenario 9

Victory Condition: Ledin gets to the top of the map, Death of everything
Losing Condition: Death of Ledin

There are two places where you can cross the river without it taking forever.
I usually have everybody go the same path, which takes longer but you are more
safe.  Send Namm up to the top so she can get some exp.   If Kris is a cleric
send up a summoned valkary as well.  After a while two Krackens with Leviathan
troops show up.  Leviathans are a lot stronger than mermen and you most likely
Don't have Nixies yet so wait until they are on land or else it will be hard to
kill them.  Lance will show up again roughly the same time the Krackens do.  You
Don't have to kill everything but its easier and you get more exp.

____________________________________________

Scenario 10

Victory Condition: Kill the General who is on the throne (forgot the name again)
Losing Condition: Death of Ledin

The two sea leaders here are extra weak for some reason so you can send a non-
sea leader to go whack them (like Namm).  This is about the first time you see
enemy elves.  They aren't a threat if you Don't put flyers or mages in their
range.  Taylor cant go on high walls but he can attack enemies on them.  Around
turn 10 two reinforcements show up, but they are fairly weak.
At the end of the scenario Hawking will show up and join you.

____________________________________________

Scenario 11

Victory Condition: Ledin makes it to the top of the tower, Death of Everything
Losing Condition: Death of Ledin

Put Hawking in a place where he can make a lot of kills because his level is
very low at this point. At the end of turn 5 Lance shows up. He will go after
Ledin.  If Ledin is a General or a SwordMaster, use phalanxes, if Ledin is a
knight, use horses.  A couple turns later two Wyverns will show up.  If all the
other enemies are dead they will go after Sar Grius. Sar will whack them so rush
up there with Namm so the experience doesn't go to waste.

____________________________________________

Scenario 12

Victory Condition: Defeat Deigos
Losing Condition: Death of Ledin

If you remember the opening cinematic, you'll remember how Deigos totaled
Balita castle; despite being a fighting class, his meteor spell can take off 5
of more HPs.  Your group is split up (Ledin, there's two doors there!).  Try to
kill or at least damage the mage at the bottom right on turn 1 so she doesn't
cast meteor on you.  Hawking was placed rather annoyingly because it makes it so
its almost impossible to get some levels for him here.  If anybody can hire
Dragoons have them do it since they will be a big help in defeating Deigos.  Saa
Grius will teleport in a couple turns after the levels starts with ballistas.
Try to kill him quickly before he kills your weak units.
Killing Deigos is really really hard. If Kris is a Cleric, the Valkary summon
(with command bonus) can do some damage on him, as well as any knight. Have
Jessica cast Attack1 on all the character who you are using to attack.  Magic
takes off 1 of his HPs, so anybody who knows any magic should cast it on him. If
you cant defeat him even if you lose a lot of troops, your level is too low.
When you kill Deigos, you get the Langrisser (which in this Langrisser never
gets the stat boost so it will always be a sucky +3 attack and +1 defense).

____________________________________________

Scenario 13

Victory Condition: Death of Everything
Losing Condition: Death of Ledin
Character Limit: 6 (5 + Ledin)

This scenario marks the start of one of the worst parts about the original
Langrisser game (which unfortunately was not edited out of this game).  Like in
some Final Fantasy games, in the levels to come you have to choose a group of
characters instead of all of them. The story will give you reasons but its still
very annoying. Anyhow, you HAVE to bring Ledin along, but you should bring your
low level characters (Jessica, Albert, Hawking) along so you can get their
levels up (later in the game you can use all your characters again so Albert and
Hawking as level 3 Lords/SilverKnight will be next to useless if you Don't raise
them. Since most of the monsters here are weak compared to what you faces in the
last level you shouldn't have much trouble. Basilisks and their crawler troops
are considered horses, so are hell hounds.  The Living Armor's troops are
susceptible to Turn undead, and since a LivingArmour is an undead, you can get
rid of him with Kris's crusaders.
If you move a character on top of that humongous treasure chest, Lance (NPC who
will help you) and the two NPCs are freed.
At the end of the scenario, Lance joins.
Note: Lance is the other flyer you get besides Namm, but I recommend you hardly
ever use him because he leaves before the end of the game so you'll be wasting
exp.

____________________________________________

Scenario 14

Victory Condition: Death of Everything
Losing Condition: Death of Ledin, NPCs
Character Limit: 4 (3 + Ledin)

This level is very good for raising levels of characters whose levels are
exceedingly low (Hawking and Albert, again). The only real challenge here is
defeating Nagya.  Since his troops are skeletons, you can turn undead them. The
werewolves will go after you if you get near to them so unless you are really
slow you Don't need to worry a lot.  Two more werewolf groups turn up at the
bottom right later.

____________________________________________

Scenario 15

Victory Condition: Death of Kill the dragon
Losing Condition: Death of Ledin, NPCs
Character Limit: 5 (4 + Ledin)

Take your two really low exp. characters along again (Hawking and Albert).
Taylor is useful here because of the water, so is Namm.  When you defeat Nagya
again Ledin summons Ifrit, who ironically is pretty sucky, to help you kill the
dragon. Unless you really rush the NPC serpent knight is nearly guaranteed to
die, but the other two should be easy to protect.  Use magic and ranged units,
and then your good leaders to kill the dragon.

____________________________________________

Scenario 16

Victory Condition: Death of the dragon
Losing Condition: Death of Ledin
Character Limit: 5 (4 + Ledin)

Even though they still probably haven't caught up in levels, if Albert and/or
Hawking are knights Don't use them this time.  The Ants are easy to kill, but
their leader has a very high defense. The gigantic treasure chest holds a
DragonSlayer (gives +6 attack) which gets equipped immediately on the person who
stood on it.  The VampireLord will cast meteor on you, but he runs out of MP
after two casts.  The Dragon you have to kill this time is actually weaker than
the one you had to kill in the previous scenario, so if your here it should not
be a problem.

____________________________________________

Scenario 17

Victory Condition: Defeat Bozel's' minions.
Losing Condition: Death of Ledin
Character Limit: 8 (7 + Ledin)

The last few levels were really easy, now the game starts to get really hard.
Hire lots of HighElves to take care of the large number of fliers in this level.
Nagya will cast Meteors on you, if you can kill him in turn 1.  The other one,
Nicholas casts a spell which makes one of your allies (usually either Kris or
Namm) an enemy, until you defeat him, which you can do in turn one if you put a
strong character like Ledin at the start closest to him. Bozel and Nagya will
both cause a lot of damage with their meteors, Bozel is very hard to kill
because of Archdemon troops, Nagya is easy to whack cause his troops are crappy
skeletons.  All the fliers are fairly strong, use Highelves (if nobody can hire
those your in trouble).

____________________________________________

Scenario 18

Victory Condition: Defeat of Nagya.
Losing Condition: Death of Ledin
Character Limit: 8 (7 + Ledin)

You can buy the best weapon money can buy (FlameLance) and the best armor in
the game in this level (DragonScale - 2000P). Nagya (the idiot) makes a big deal
out of the fact his troops are Golems (which are the monster equivalent of
phalanxes). Grenadiers and Crusaders take those out easily.

When he is defeated, Nagya dies (silent cheer you Don't have to hear his awful
voice again).
At the end of the scenario, Lance leaves (no more character limits).

____________________________________________

Scenario 19

Victory Condition: Defeat of Nicholas.
Losing Condition: Death of Ledin

This is the hardest level in the whole game.  There are 8 mages and Nicholas.
Namm's Angels are very useful here because they are impervious to magic. So are
HighElves.  Cast resist on somebody you use to attack so they Don't get wasted
with all the meteors hitting them. A lot of the troops are undeads so Turn
Undead is again useful.
If anybody is still in their second class you might as well give up on them now
since they enemies are going to be really hard from now on.
There is a way to pass this level but you get NO experience from it.  Nicholas
is just barely in the range of a ballista attack from the start beneath where he
is. If you cast Attack2 on the leader and attack Nicholas will die and you'll
win, but you get no exp. from doing that.
When he gets whacked, Nicholas dies (like Nagya, you can give a silent cheer
you will never hear his annoying voice again).

____________________________________________

Scenario 20

Victory Condition: Death of Everything
Losing Condition: Death of Ledin

If you haven't noticed, the last physical enemy class in the game was the
GrandKnight way back in Scenario 18. Every enemy here is an equivalent of an
Archmage.  Since this is the last level of this game, hit the leaders and forget
about the troops.  The two VampireLords with ballistas in the center of the map
can do a lot of damage against weak units so kill them on turn 1. You'll need to
keep healing because you'll get hit with tons of meteors.
Bozel has BoneDinos (monster eqv. of Dragoon) instead of Archdemons for troops,
so he should be a lot easier to defeat than he was in Scenario 17.  When you
whack Bozel (he doesn't REALLY die, he will be back in nearly all the
Langrissers), Chaos gets summoned. Chaos's troops are very powerful, but he
isn't. Dragoons and Grenadiers and maybe Phalanxes are pretty much all that can
dent his troops (Angels, Ballistas, Crusaders, and HighElves are ineffective).
King Ledin or Ledin at Level10 of the third class shouldn't have much trouble
beating Chaos.
After that, you can celebrate that you have beaten Langrisser 1.


Part Three: Langrisser II
________________________________________________________________________

3A) The cast:
________________________________________________________________________

Elwin (or the name you choose for the hero): Your main Character, you get him
from the start (duh).  He is the strongest character in the whole game except
for a few choice characters like Bernhart and Leon.  I say make him a warlock
cause killing one commander and his troops can raise a warlock four levels or so.
(Elwin can thus get class change by Scenario 3 instead of 4 and 5).  He gets
some nice offensive spells out of it as well, like fireball. The Hero class is
inferior to the King class because both classes have the swordblast attack but
King has more defense. After that don't make him a mage though since you need
his brawn. He is a descendant of Light (can equip the Langrisser) and is the
only playable character who can equip the Alhazzard.

                          Sage
                   Highlord
        Lord              General   ---> King
Read Below          Swordman
        SilverKnight      Swordmaster ---> Hero
                   Highlander
                          Knightmaster ---> Royal Guard

First Class could be: Fighter, Gladiator, Knight, Hawk Knight, Warlock, Priest,
or Bishop
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Recommended: Warlock or Bishop - and then building towards either King or Royal
Guard

Playable on: Every scenario
________________________________________________________________________

Hein:  You start with him too.  You have to make him a Sorcerer - Mage -
Archmage if you want him to attain his secret class. If you don't want to make
him into an attack magic user, make him a Paladin - Priest - Swordmaster. On the
Imperial and Independent paths this is a good choice since there are no
characters who know the strong healing magics.  If you do that you get a semi
strong fighter who has heal2, freya summon, and a bunch of offensive spells.

                  Arch Mage ---> Wizard
             Mage
      Sorcerer    Sage
Warlock       Saint
      Paladin     Swordmaster
             Priest
                  HighPriest

Recommended: Warlock, Sorcerer, Mage, Archmage, Wizard
Or: Warlock, Paladin, Priest, Swordmaster

Playable on: Every Scenario
________________________________________________________________________

Scott:  He is your main cavalry character early in the game and later in the
Light path.  He is sort of like Leon in terms of stats and classes except that
he cant use the Langrisser.

                       General
                High Lord
     Lord              Swordmaster
Knight           Swordman
     Silverknight      Knightmaster --> Royal Guard
                Highlander
                       Dragon Lord

Recommended: Knight - Lord or Silver Knight - Highlander - Knightmaster - Royal
Guard

Playable on: Beginning and Light path
As an enemy classes: Highlander
________________________________________________________________________

Rouga: He shows up as an NPC in scenario 2 and 3 and joins you a while into
Scenario 3.  His secret class, HighMaster and the class you need to make him for
him to attain Highmaster class, Ranger have some rather big drawbacks. As a
Ranger his command range is zero (1 with a necklace) and  he can equip a longbow
or an arbalest but these two decrease his stats. To make him a HighMaster you
have to make him a Gladiator - Assasin - HighLord - Ranger - HighMaster.  If you
Don't want to make him a Highmaster build him towards Knightmaster or
Swordmaster.

                            KnightMaster
                   Highlander
       Silver Knight        SwordMaster
Gladiator           Swordman
       Assassin             General
                   HighLord
                            Ranger ---> HighMaster

Recommended: Any class except General

Playable on: Beginning, Imperial, Independent, Chaos
As an enemy classes: Highmaster
________________________________________________________________________

Riana: You get her after Scenario 3 ends.  You have to make her Sister - Cleric
- Priest - HighPriest for her secret class. If you Don't need a character
dedicated to healing build her towards Archmage or a Swordmaster.

                HighPriest --> Agent
          Priest
    Cleric      Sage
Sister     Saint
    Paladin     Archmage
          Mage
                Swordmaster

Recommended: Sister - Cleric - Priest - HighPriest - Agent
or: Sister - Cleric - Saint - Archmage

Playable on:  Beginning, Light, Chaos
As an enemy classes: Priest, HighPriest, Agent
________________________________________________________________________

Sherry: You get her in Scenario 3 as well.  As a flier, she gets stats nearly
identical to Keith, but two fliers is usually more than you need so you could
make her something else, like towards Princess class. She can be a Royal Guard
but since you already have Scott and maybe Elwin going towards that i wouldn't
recommend it

                             Ranger  --> HighMaster
                   Swordman
         HawkLord            Sage --> Princess
HawkKnight          DragonKnight
         SilverKnight        Dragon Lord --> Dragon Master?
                   UnicornKnight
                             Knightmaster --> RoyalGaurd

Recommended: HawkKnight
or: HawkKnight - HawkLord - DragonKnight - Sage - Princess

Playable on: Beginning, Light
As an enemy classes: DragonKnight, DragonLord, Sage, Princess
________________________________________________________________________

Keith:  You get him after Scenario 4 ends. Either make him a Serpent or a Dragon
He gets fairly good stats and is a good flier in the light path. His only really
big problem is his low defense which makes him very venerable to enemy attacks
late in the game. Making him a Lord boosts his Defensive stat with the sacrifice
of some of his offensive stat.

                              Serpent Lord
                  Serpent Knight
          Hawk Lord           Dragon Lord --> Dragon Master
Hawk Knight        Dragon Knight
          Lord                Knight Master
                  High Lord
                              General

Recommended Path: Hawk Knight - Hawk Lord or Lord - Dragon Knight - Dragon Lord
- Dragon Master
or: HawkKnight - HawkLord - SerpentKnight - SerpentLord

Playable on: Beginning, Light
As an enemy classes: DragonKnight, DragonLord, DragonMaster
________________________________________________________________________

Lester:  You get him after Scenario 6 ends.  Until he is a Serpent Knight he
sort of sucks but he can make some major kills in water levels (water units get
+50% in water and +30% in river and beach). Instead of making him a
SerpentKnight, make him a DragonKnight : both classes gain virtually the same
stats, and he gains the ability to hire Angels, which comes in handy late in the
game (since Nixies are slow in indoor levels.)

                       DragonLord
            DragonKnight
    Captain            SerpentLord ---> Serpent Master
Pirate       SerpentKnight
    Assassin           KnightMaster
            Swordman
                       SwordMaster

Recommended Path: Pirate - Captain - Serpent Knight - Serpent Lord - Serpent
Master

Playable on: Beginning, Light
As an enemy classes: SerpentKnight, SerpentLord, SerpentMaster
________________________________________________________________________

Aaron:  You get him in Light Path Scenario 9. Even though there is only one path
out of several in the Light path where you can use him to the end, Aaron is a
very good unit once he gets some levels. He has both high defense and high
offense stats. As a Hero Aaron is very strong.

                     Ranger  --> High Master
            HighLord
     Lord            SwordMaster --> Hero
Fighter      Sword Man
     Paladin         Sage
            Saint
                     DragonLord

Recommended Path: Fighter - Lord - HighLord - Swordmaster - Hero

Playable on: Light
As an enemy classes: HighLord, Hero
________________________________________________________________________

Leon:  If you don't join Raygaurd then he will be your enemy (or if you betray
Raygaurd). If you go down the Imperial path however he is a very good character
who is exceedingly powerful He starts at a very high level as well.  He's about
the only playable character whose got a shot at killing Elwin on equal grounds.
Even better is he can use the Langrisser so he can get the big stats bonus it
gives (if Elwin gets the Alhazzard give Leon the Langrisser)

                         General
                High Lord
     Lord                Swordmaster ---> Hero
Knight           Swordman
     Silver Knight       Knightmaster ---> Royal Guard
                High Lander
                         Dragon Lord

Recommended path: Knight - Silver Knight - Highlander - Knightmaster - Royal
Guard

Playable on: Imperial
As an enemy classes: Knightmaster, RoyalGaurd
________________________________________________________________________

Imelda:  She's the Imperial mage.  Like Leon she is an enemy in every other path
than imperial.  Either make her a mage or a saint for the secret classes. I made
put her on the path to the Queen class since you already have Hein going towards
Wizard. If you've got Hein as a Mage make her a Saint and vice versa. She has
both good physical and magical potential, but doesn't get a secret class for
being a swordmaster.

                   Zarvera
            Mage
     Sorcerer      Archmage ---> Wizard
Warlock      Saint
     Assassin      Sage ---> Queen
            Swordman
                   Swordmaster

Recommended path: Warlock - Sorcerer - Saint - Sage - Queen
or: Warlock - Assasin - Swordman - Sage - Queen

Playable on: Imperial
As an enemy classes: Saint, Sage, Queen
________________________________________________________________________

Vargas:  He is sort of like Aaron. He makes for a good Serpent, of which you are
lacking of in the Imperial path. The story makes him a General but as far as i
can tell he doesn't get a secret class. He's an enemy in every path other than
imperial too. He is so useful as a serpent in this game im surprised they didn't
give him the secret class of SerpentMaster.

                     Archmage
            High Lord
     Lord            General
Fighter      Swordman
     Assassin        SwordMaster
            SerpentKnight
                     SerpentLord

Recommended Path: Fighter - Assassin - Serpent Knight - Serpent Lord
Playable on: Imperial
As an enemy classes: HighLord, General
________________________________________________________________________
Eggbert:  He is the other Imperial mage.  When you get him he starts at a really
low level so unfortunately its very likely he wont attain his secret class
unless you use the level skip cheat.  Its semi-challenging to level him up when
he is a summoner since he is troops and spells sort of suck. As a zarvera,
however he is very strong with some decent units and spells.  DarkMaster class
is somewhat disappointing (one new spell and one new troop).  If you don't want
a summoner he can be a Hein clone and be a Wizard. I Don't recommend building
him towards his only physical class because generals do a forward charge attack
and Eggbert's defense is too low.

                    General
               Saint
     Sorcerer       Sage
Warlock         Mage
     Necromancer    Arch Mage ---> Wizard
               Summoner
                    Zarvera --> Dark Master

Recommended path: Warlock - Necromancer - Summoner - Zarvera - Dark Master
Or: Warlock - Sorcerer - Mage - Archmage - Wizard.

Playable on: Imperial
As an enemy classes: Zarvera, Dark Master
________________________________________________________________________

Est:  Bozel's female mutant henchman.  She doesn't get a secret class so you
Don't need to worry about it.  Either make her a flier (GreatDragon) or a mage
(VampireLord). The manual has Iron golem instead of Stone golem (stone golem is
correct so its a typo).  I Don't know how to romanize the name of her fourth sea
class (looks like a coiled up snake).  Making her a GreatDragon makes her
exceedingly strong (like 55 attack) but dragon-type units are really really slow
(her movement is reduced to 2 in indoors and its only 6 or so outdoors), but
that is the only flying class that isn't weak against arrows.

                 Great Dragon
          Phoenix
     Serpent     Ielm Guard
Scyillia   Kraken
     Lich        Vampire Lord
          Saccubus
                 Iron Golem

Recommended path: Scyillia - Lich - Saccubus - Vampire Lord
Or: Scyillia - Serpent - Phoenix - Great Dragon.

Playable on: Independent, Chaos
As an enemy classes: Great Dragon, Scyllia
________________________________________________________________________

Ost:  Bozel's' male mutant henchman.  He is good as any non-mage class. He
doesn't get a secret class, Like Est, so you Don't need to worry about one.
Make him a class that you are missing (GreatDragon is equivalent to DragonLord,
MasterDino is like a Knightmaster, VampireLord is like Archmage and Living Armor
is like Swordman).  The manual has Iron golem instead of Stone golem (stone
golem is correct so its a typo).


                     Great Dragon
              Phoenix
      Cerberos       Master Dino
Werewolf       Minotaur
      Dullahan       Vampire Lord
              Living Armor
                     Stone Golem

Recommended path: Werewolf - Dullahan - Living Armor - Stone Golem or
VampireLord
Or: Werewolf - Cerberos - Phoenix - MasterDino

Playable on: Independent, Chaos
As an enemy classes: Master Dino, Living Armour, Phoenix
________________________________________________________________________

Sonia:  You can get her in every path except Light.  I have no idea why they
made her a Knight since her attack and defense are downright bad.  She is much
better as a mage, since she has high MP and her secret class is a mage-type.
Continuing her to Knightmaster wouldn't be a good idea in most cases. In the
independent path she starts at a very high level, but on the imperial path she
starts at a very low one.


                      General
               SwordMan
    Assassin          SwordMaster
Knight          Mage
    SilverKnight      Archmage  ----> Wizard
               Highlander
                      KnightMaster

Recommended Path: Knight - Assassin - Mage - Archmage - Wizard.
Playable on: Imperial, Chaos, Independent
As an enemy Classes: Silverknight, Archmage, Wizard
________________________________________________________________________

Rana:  Riana's twin sister.  She is Bozel's maiden of darkness; there are two
Rana's that you can get in this game.  There is Rana the Dark Princess, and Rana
after being released from Bozel's grip.  In both cases I say make her into a
mage, she gets three secret classes and they are all mage-type. Even as a
DragonLord she can be a fairly good character.

Rana, Dark Princess

                  DragonLord
            Saint
    Necromancer   Sage --> Dark Princess
Shaman       Summoner
    Sorcerer      Zarvera --> Dark Master
            Mage
                  Archmage --> Wizard

Recommended Path: Anything
Playable on: Chaos

Rana (Human)

                  DragonLord
            Saint
    Cleric        Sage --> Princess
Sister       Priest
    Sorcerer      HighPriest --> Agent
            Mage
                  ArchMage --> Wizard

Recommended Path: Anything
Playable on: Light
________________________________________________________________________

3B) NPC/enemy characters (that are not playable under any route)
________________________________________________________________________
(Various Imperials)

Liard:  Leon's second in command.  He's either useful or a nuisance depending on
what path your on.
Classes: HighLander, Knightmaster

Zilmu: Vargas's second in command.  He only appears in a few levels and is
fairly easy to kill.  If you want to go down the Imperial path Don't kill him.
Classes: Fighter, Swordman
Morgan: He's the annoying mage who brainwashed Riana in Scenario 3.  You can
kill him in Scenario 4 if you catch up to him while he's running away.
Classes: Sorcerer

Camilla: High-ranking mage in Eggbert's army
Classes: Sorcerer

Kramer: Leader in Imelda's army
Classes: HighLord

Bernhart:  The Imperial Emperor.  He's really strong but has bad magic defense
(hint, hint)
Class: Emperor

(other characters)

Shinto Priest: He is more of a story character than a useful ally in play.  He's
the head of the shrine that Elwin tries to have Riana placed so she's safe from
he imperials.

Jessica:  She has connections with Lushiris (the goddess) and appears in every
Langrisser game as either a NPC or a playable character (Playable in Langrisser
1,2, and 4). She is only an NPC/enemy in this game. In some paths where she is
an enemy sometimes she gets a demotion of levels (example: In Imperial 11 she is
a archmage but the level right after she is a level 9 mage again)
Classes: Mage, Archmage, Wizard

Bozel:  Bozel is sort of the anti-jessica.  He is connected to the evil god
Chaos and HE is in every Langrisser too.  If you go the evil paths he is an NPC.
His defense is rather low so ballistas can whack him.  This is about the only
level where is class, Dark Master is attainable in a playable character (Eggbert
and Rana DP)
Class: DarkMaster

Lushiris: You actually get to fight and kill her in one of the paths.
Class: Lushiris

Chaos: Like Lushiris in terms of stats. For somebody so strong he's kind of weak.
Class: Chaos
________________________________________________________________________

3C) Playable Character Classes:

________________________________________________________________________
At the moment this is incomplete...

A - means nothing

Classes  (Level 1)

Fighter
Troops: Soldier
Spells: None
 Soldier

Gladiator
Troops: Barbarian
Spells: None
 Soldier

Knight
Troops: Trooper (Kalzath), Lancer (Imperial)
Spells: None
 Horse

Pirate
Troops: Merman
Spells: None
 Water

HawkKnight
Troops: Fairy (Kalzath) Harpy (Elwin)
Spells: None
 Flyer

Warlock
Troops: Soldier
Spells: Magic Arrow, Fireball, Attack 1
 Soldier

Shaman
Troops: Barbarian
Spells: Thunder, ?
 Soldier

Sister
Troops: Monk
Spells: Heal1, ForceHeal1, Turn Undead
 Soldier (Holy)

Priest (Elwin)
Troops: Monk
Spells: ?
 Soldier (Holy)

Bishop (Elwin)
Troops: Monk
Spells: Heal1, Forceheal1, Fireball
Type: Soldier (Holy)

Werewolf
Troops: Wolfman
Spells: None
Type: Horse

Scyillia
Troops: Lizardman?
Spells: None
Type: Water

____________________________________________
Classes (Level 2)

Lord
Troops: Soldier, Pike
Spells: Heal1
Type: Soldier

Assassin
Troops: Soldier (Kalzath and Imperial) Berserker (Monster), Barbarian
Spells: None
Type: Soldier

Silver Knight
Troops: Trooper (Kalzath) Lancer (Imperial) HellHound (Sonia)
Spells: None
Type: Horse

Hawk Lord
Troops: Fairy, Trooper
Spells: None
Type: Flyer

Captain
Troops: Merman, Elf
Spells: None
Type: Water

Sorcerer
Troops: Elf
Spells: Mute, Fireball, Decline
Type: Soldier

Necromancer
Troops: Elf (Imperial) Dark Elf (Monster)
Spells: Thunder, Summon Salamander
Type: Soldier

Paladin
Troops: Monk
Spells: ForceHeal1, Protection1, Turn Undead, Resist
Type: Soldier (Holy)

Cleric
Troops: Monk
Spells: Heal1, ForceHeal1, Turn Undead, Summon Valkary
Type: Soldier (Holy)

Dullahan
Troops: Raise, Zombie
Spells: None
Type: Undead?

Cerberos
Troops: Hellhound, Wolfman
Spells: Fireball
Type: Horse

Serpent
Troops: Lizardman, Bat
Spells: none
Type: Water

Lich
Troops: Leis, DarkElf, Zombie
Spells: Fireball, Quick, Attack1
Type: Undead

____________________________________________
Classes (level 3)

Swordman
Troops: Bandit
Spells: None
Type: Soldier

HighLord
Troops: Phalanx
Spells: Heal1
Type: Soldier

HighLander
Troops: Dragoon (Kalzath) Royal Lancer (Imperial) BoneDino (Sonia), Fairy
(Kalzath) Harpy (Elwin and Imperial) Bat (Sonia)
Spells: None
Type: Horse

Unicorn Knight
Troops: Dragoon, Monk
Spells: Heal1
Type: Horse

DragonKnight
Troops: Angel (Kalzath) Griffon (Imperial)
Spells: None
Type: Flyer

Serpent Knight
Troops: Nixie (Kalzath) Leviathan (Imperial), Ballista
Spells: None
Type: Water

Mage
Troops: Ballista
Spells: Attack2,
Type: Soldier

Summoner
Troops: High Elf
Spells: Attack1, Fireball, Summon Stone Golem
Type: Soldier

Saint
Troops: Crusader
Spells: Quick, Protection2, Zone
Type: Soldier (Holy)

Priest
Troops: Crusader
Spells: Heal2, ForceHeal1, Protection1, Summon Freya
Type: Soldier (Holy)

Minotaur
Troops: Ogre, Golem
Spells: None
Type: Soldier

Living Armor
Troops: Elemental (impossible to hire), Skeleton
Spells: None
Type: Undead

Phoenix
Troops: Gargoyle
Spells: Fireball
Type: Flyer

Kraken
Attack   Forward Charge
Troops: Leviathan, BoneDino
Type: Water

Saccubus
Troops: Raise, ArchDemon
Spells: FireBall, Charm, Attack2, Resist
Type: Undead

____________________________________________
Classes (Level 4)

General
Troops: Grenadier, Phalanx
Spells: Heal1
Type: Soldier

Swordmaster
Troops: Grenadier, Phalanx, Ballista
Spells: Quick
Type: Soldier

Ranger
Troops: None
Spells: Tornado, Blizzard, Blast
Note: The ranger has zero command range, you can give the character a command
range of one with a necklace.
Type: Soldier

Knightmaster
Troops: Dragoon (Kalzath) Royal lancer (Imperial) BoneDino (Monster)
Spells: Attack1
Type: Horse

DragonLord
Troops: Angel (Kalzath) Griffon (Imperial) Gargoyle (Monster)
Spells: None
Type: Flyer

Serpent Lord
Troops: Nixie (Kalzath) Leviathan (Imperial), Phalanx
Spells: Attack1
Type: Water

ArchMage
Troops: High Elf(Kalzath and Imperial) Witch (Monster), Ballista
Spells: Meteor, Earthquake
Type: Soldier

Zarvera
Troops: Ballista, HighElf (Imperial) Witch (Monster)
Spells: Meteor, Attack2, Summon DemonLord
Type: Soldier

Sage
Troops: Ballista, HighElf, Crusader
Spells: Again, Earthquake, Protection2
Type: Soldier (Holy)

High Priest
Troops: Crusader, High Elf
Spells: Heal2, ForceHeal2, Protection2, Summon WhiteDragon
Type: Soldier (Holy)

Stone Golem
Troops: Golem, Spectre, Elemental
Spells: None
Type: Spear

MasterDino
Troops: BoneDino, Gargoyle, Skeleton
Spells: Fireball
Type: Horse

Great Dragon
Troops: Gargoyle, Ogre, ArchDemon
Spells: Fireball
Type: Dragon

Ielm Guard
Troops: Leviathan, Gargoyle, Archdemon
Spells: None
Type: Sea

Vampire Lord
Troops: Ballista, Archdemon
Spells: Meteor, Attack2
Type: Undead

____________________________________________
Secret Classes

King
Troops: Phalanx
Spells: Heal1
Type: Soldier

Hero
Troops: Grenadier
Spells: None
Type: Soldier

High Master
Troops: None
Spells: Earthquake, Teleport
Type: Soldier

RoyalGaurd
Troops: Griffon(Imperial) Angel(Kalzath)
Spells: Attack1
Type: Horse

DragonMaster
Troops: Dragoon
Spells: Attack1
Type: Flyer

SerpentMaster
Troops: Nixie
Spells: ?
Type: Water

Wizard
Troops: Ballista, Griffon
Spells: Teleport
Type: Soldier

Dark Master
Troops: Ballista
Spells: Teleport
Type: Soldier

Agent
Troops: ?
Spells: ?
Type: Soldier (Holy)

Queen
Troops: ?
Spells: ?
Type: Soldier (Holy)

Princess
Troops: Grenadier
Spells: Teleport
Type: Soldier (Holy)

Dark Princess
Troops: Dark Guard
Spells: Teleport
Type: Soldier
________________________________________________________________________

3D) The Troops
________________________________________________________________________

Angel:        AT24 DF23  Flier***       Impervious to Magic
Arch Demon:   AT30 DF24  Demon***       Impervious to Magic
Ballista:     AT22 DF10  Archer*        Range is 6
Bandit:       AT28 DF16  Soldier
Barbarian:    AT19 DF13  Soldier
Bat           AT23 DF15  Flier
Berserker:    AT21 DF13  Soldier
Bone Dino:    AT29 DF20  Horse
Crusader:     AT24 DF20  Soldier(Holy)**
Dark Elf:     AT19 DF8   Archer         Range is 3
Dark Guard:   AT26 DF23  Soldier
Dragoon:      AT28 DF20  Horse
Elemental     AT24 DF24  Undead****
Elf:          AT19 DF8   Archer         Range is 3
Fairy:        AT23 DF15  Flier
Gargoyle:     AT27 DF20  Flier
Gel:          AT20 DF20  Gel
Golem:        AT22 DF26  Spear
Grenadier:    AT26 DF23  Soldier
Griffon:      AT29 DF19  Flier
Harpy:        AT25 DF13  Flier
HellHound:    AT24 DF15  Horse
High Elf:     AT23 DF10  Archer***      Range is 3, Impervious to magic
Lancer:       AT24 DF15  Horse
Leviathan:    AT28 DF21  Sea
Raise:        AT21 DF16  Undead
Lizard man:   AT24 DF13  Sea
Merman:       AT23 DF13  Sea
Monk:         AT19 DF14  Soldier(Holy)**
Nixie:        AT27 DF18  Sea
Pike:         AT18 DF18  Spear
Phalanx:      AT23 DF26  Spear
Royal Lancer: AT30 DF21  Horse
Trooper:      AT24 DF15  Horse
Skeleton:     AT21 DF20  Undead
Soldier:      AT20 DF14  Soldier
Specter:      AT25 DF21  Undead
Wolfman:      AT19 DF14  Horse
Zombie:       AT20 DF13  Undead
Witch:        AT24 DF10  Archer***

* The game considers Ballistas as Obow armies' but they do not have the anti -
air goodness that other archers have, they just have double the range as other
archers

** Monks and Crusaders have the holy attribute that makes them Have a huge bonus
on Undeads, Demons, and Gels

*** These troops are impervious to magic.

**** Due to a bug in the game Elementals can not be hired (even though some of
Est and Ost's classes say you can hire them.  They didn't fix this bug in
Langrisser I + II for some reason, you would've thought they would have.

Note: All undead units (Ghost, Skeleton, Zombie, Spectre, and Elemental) can
have instant death if you cast OTurn Undead' on them.  This is useful in later
levels where the leaders sometimes have undead troops.  You cant instant death
an Undead leader though.

Sea units (Merman, Lizardman, Leviathan, Nixie) gain a +50% bonus in water and a
+30% bonus on beach.  Flyers get a +25% bonus no matter what (ie: in a crater
they get 5+20% =25% on a high wall they get 40-15% = 25%)

Every Side of the battle gets different units which sometimes have different
stats. They are:

Dark Blue -
Elwin, Hein, Rouga (not when he is an enemy however)

Light Blue -
Scott, Sherry, Keith, Lester, Riana, Rana, Aaron, Jessica, Lushiris, all
Kalzath Commanders.

Dark and Light Green -
Leon, Vargas, Imelda, Eggbert, Liard, Bernhart, all Imperial Commanders.

Red -
Est, Ost, Sonia, Rana DP, Bozel, Chaos, all monsters.

Some troops are exactly the same but one costs more (Elf and DarkElf), one unit
that is even slightly worse than another costs more (Golem costs more than
Phalanx).

________________________________________________________________________

3F) Spells and Summons:
________________________________________________________________________

Attack Spells:

Single unit attacks:
MagicArrow  1MP        Weak Damage to One Unit (Fire)
Blast       10MP       Stronger Damage to One unit (Energy)

Thunder     4MP        Stronger attack to one group (Thunder)

Area attacks:
Fireball    2MP        Weak attack over an area (Fire)
Tornado     2MP        Area Attack (Wind)
Meteor      8MP        Powerful Area attack, long range (at the exact center
                      (where all the meteors go) if it can, the terrain
                      becomes crater.) (Earth)
Earthquake  14MP       Powerful Area attack, no range (Randomly makes
                      surrounding terrain crater) (Earth)

Healing spells:

Heal1       2MP        Restores up to 3 HP (in an area)
Heal2       4MP        Restores all HP (area)
ForceHeal1  3MP        Restores up to 3 HP (group)
ForceHeal2  6MP        Restores all HP (group)

Status Spells:
Again       10MP       Allows commander and troops to move again.
Charm       6MP        Makes enemy leader into NPC (hardly ever works)
Decline     4MP        Reduces Magic Defense
Mute        2MP        Unit is unable to cast magic (low success rate)
Quick       5MP        Raises movement (one leader and his troops)
Resist      5MP        Increases Magic Defense
Sleep       4MP        Puts enemies to sleep (very low success rate,
                      notice a trend?)
Teleport    5MP        Teleports one leader and troops (allies only)
TurnUndead  5MP        Instant death to undeads (you can get massive exp.
                      this way)
Zone        5MP        Makes the Command range bonus less (again, low
                      success rate)

Attack1     2MP        Raises attack stat for group +3
Attack2     4MP        Raises attack stat for group +5
Protection1 2MP        Raises defense stat for group +3
Protection2 4MP        Raises defense stat for group +5

*Wind spells hurt Flyers more
*Fire spells hurt Undead more

Summons:

Valkary        Cleric       Fireball, Quick                    Flyer
Freya          Priest       ForceHeal2, Attack2, Charm, Sleep  Flyer
WhiteDragon    HighPriest

Salamander     Necromancer  None                               Horse
Iron Golem     Summoner     None                               Spear
Demon Lord     Zarvera      Meteor, ForceHeal2                 Demon

Fenrir         ?
Slepnil        Scen.X3      None                               Horse
(to be able to summon Slepnil you must equip the Odin's Buckler, found in
scenario X3 and some shops)

Aniki          Scen.X1*     Heal1, Decrease, Blast             Soldier
(to be able to summon Aniki you must equip the item you receive when you stand
where Baran was in Scenario X1
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3G) Equipable Weapons and armor list
________________________________________________________________________

Weapons:

Knife
Bonus: AT + 1
Comment: Basically anybody can equip this except some of the monster classes,
its useful until you get better things.

War Hammer
Bonus: AT + 2
Comment: A lot of classes can equip this as well.

Great Sword
Bonus: AT + 4
Comment: This is the best sword you are going to have for the majority of the
game, not as many classes can use it however.

Flame Lance
Bonus: AT + 5
Comment: The best weapon that money can buy, but only mounted classes (Serpent,
Dragon, and Horseman) can use it.

Masayan Sword
Bonus: AT - 4, DF - 3, Experience received is double.
Comment: There's a few ways to get this weapon, its sort of useful because of
its 2x exp. bonus, but you'll only get half as many kills with your weakened
character.

Devil Axe
Bonus: AT + 8, DF - 3
Comment: If you have a character who cant use the Langrisser or other strong
weapons like the FlameLance, this is a useful weapon.  Good for characters whose
attack is Sword-Blast (like a gladiator, swordman, etc.), where the attack stat
is a lot more important than defense.

Langrisser
Bonus: AT + 3, DF + 1
(after event) AT + 9, DF + 2
Comment: At first its not so useful, but after an event it is very powerful.
Only descendants of light can use it however (Elwin, Riana, Sherry, Lana, Leon)

Alhazzard
Bonus: AT + 12/10, DF + 1
Comment: The strongest sword in the game. Only Elwin can use it however.

LongBow
Bonus: AT - 2, MV - 1, Range 3, Attack bonus vs fliers.
Comment: Makes the character like a beefed up elf, its useful against fliers,
but otherwise its pretty useless.

Arbalest
Bonus: AT - 4, MV - 3, Range 8
Comment: (there only a few select classes that can equip these. So far i have
seen that Assasin, Ranger, and Highmaster can. There are probably more) Much
better than the LongBow, if you have a class that can equip this, it is very
useful.  Its the longest range physical attack in the game.

Wand
Bonus: Magic Range increased
Comment: Good to buy for mages.

Orb
Bonus: Double MP maximum
Comment: Very good to buy for mages (especially healers and summoners), because
it doubles MP

HolyRod
Bonus: ?
Comment: Don't know if this actually does anything

Armor/Accessories:

Small Shield
Bonus: DF + 1
Comment: For the few levels before you can buy a Robe, this is what you'll use.

Robe
Bonus: DF + 1, Magic Defense Increased
Comment: Not so useful, but its one of the first accessories you get

Mirage Robe
Bonus: DF + 2, Magic Defense increased
Comment: Good for mages before you can buy the DragonScale

Large Shield
Bonus: DF + 2
Comment: Limited use, but its cheap and lots of enemies drop it.

Chain mail
Bonus: DF + 3
Comment: A lot of classes can equip this, more than those that can equip plate
armor.

Plate armor
Bonus: DF + 4
Comment: One of the best armors, but only some classes can equip lit (Lords,
swordsmen, and knights)

Dragonscale
Bonus: DF + 4, Any class can Equip this (even mages and fliers)
Comment: The best armor in the game.  Anybody can equip this, and it gives a
sizable defense bonus.

Speedshoes
Bonus: MV + 2
Comment: Good for units that are really slow like Mages or any leader with
ballistas or somebody who has a LongBow or Arbalest.

Amulet
Bonus: M.Defense increased
Comment: Marginally useful, but you have to give up your armor to use this

Necklace
Bonus: Command range +2
Comment: Good for Rangers and HighMasters, who have no command range at all.
Also good for classes that have small command ranges.

Crown
Bonus: Command range +2 Troop attack bonus + 3 Troop defense bonus +2
Comment: Very Useful, it is like a Necklace with extra bonuses. This item is
very rare however.


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3H) Scenario guide
________________________________________________________________________

Note: The game is divided up into five paths, two of which have several
different branches of their own. These are: Beginning, Light, Imperial,
Independent, and Chaos.
Since there are many levels which have the same name in the game, I have written
in brackets the Scenario number that you would find that scenario with the level
select, which hopefully makes this mess a whole lot less confusing...

      Beginning 1 (Scenario 1)

Victory Condition: Defeat of Beldo
Losing Condition: Death of Elwin, or Beldo gets to the bottom of the map

You cant choose where your leaders start this time.  Depending on what you
answered on the character creation quiz Elwin will be either a : Warlock, Priest,
Bishop, Knight, Fighter, Hawk Knight, Gladiator or Pirate.  Except for Pirate,
they are all good classes (there is hardly any water in the beginning of the
game), Warlock is a very good class since Elwin gets some nice attack spells and
it has a very small experience bar.
Make sure you always have the best equipment you can afford.  It makes a large
difference over time. So get a knife and shield for your characters now.
To win this simply waste the Imperial Commander who is near to you, then go
waste Beldo (the guy who's pushing Riana around).  Don't go after Leon and Liard
since they are way more powerful than you at this point.  If the two NPCs are
both alive at the end you get a free 100P.
After you kill Beldo, the 'Lord's Army' turns up and Leon runs away, Scott
joins.
____________________________________________

      Beginning 2 (Scenario 2)

Victory Condition: Riana gets to the top of the map, or death of all enemies
Losing Condition: Defeat of Elwin or Riana

Don't hire more than a few Troopers for Scott since most of the guys in this
Scenario are Pikes which are spear units and can kill horses easily.
They made Scott 'Mr. Tutorial' since most people probably said no to
Lushris's question of if you need to learn how to play.
The idea of this level is that you are supposed to protect Riana as she
moves northward.  But Masaya made this so easy that you Don't really need to
worry about Riana much.  Her troops get a large defense bonus and the Imperial
soldiers (except Liard) cant really hurt her much.
After Turn 1 Leon leaves and Liard attacks.  Kill the two fighters at the
bottom then let Lauren worry about Liard.  If you insist on killing Liard then
use Scott's (or Elwin if he was a knight) troopers.  But if Liard is defeated
then your relations with Leon decline. (affects the story later on)

If you go north enough or you kill the two Fighters then more guys will turn up
at the top around the river.  Use anything but horses to kill them since most of
their troops will be pikes.   After those guys die two more will show up along
with Rouga (NPC for now).
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      Beginning 3 (Scenario 3)

Victory Condition: Death of all enemies
Losing Condition: Death of the Priest, Elwin, or Riana

Have scott defend the middle since the two sides have pike troops.  A
few turns into the level Rouga will join.  Have him make as many kills as you
possibly can this level since he gets the worst troops in the game until his
class change.  If you go far enough down on the two sides, reinforcements will
show up.  They're easy enough so Don't worry.   If you move about halfway down
the map the girl Sherry will turn up. She will move to protect the entrance of
the temple, and her flying troops
About the only thing you have to worry about in this map is being
overwhelmed by weak enemies, or letting a group get past you and kill Riana or
the priest.  This is the first level where you will see ranged units, but they
are not anything to worry about if you Don't let low-defence units in their
range.  The archer's range is three.
At the end of the Scenario Sherry and Riana joins.
____________________________________________

      Beginning 4 (Scenario 4)

Victory Condition: Death of all enemies
Losing Condition: Death of Elwin, all NPCs

If Hein has promoted yet, have him hire elves.  The flier you encounter
can be a nuisance, use other fliers or archer to take them out.  Have two
characters attack each of the two groups of knights and soldiers. If you Don't
have anti-knight units yet have scott's horsemen attack the enemy horsemen.  You
will notice that Rouga can only hire the worst troop unit in the game, the
Barbarian.  I recommend you level up Rouga as fast as you possibly can because
he will end up sucking if you Don't.
Use Elwin, and soldiers or monks to take out Vargas's pike soldiers and
elves, then horsemen to defeat vargas.  The two NPCs wont die quickly, but they
will eventually be defeated, so send Sherry and somebody else to kill the
attackers off.
Half a dozen or so turns into the Scenario, a warlock, Morgan, and Zilmu show
up.  If you are quick you can kill Morgan since he will try to run away. Take
out the other guys with whatever strategy works.
At the end of the Scenario, Keith joins and Scott leaves.
____________________________________________

      Beginning 5 (Scenario 5)

Victory Condition: Death of Camilla
Losing Condition: Death of Jessica or Elwin


Here is your first look at Eggbert and Jessica.  On turn 1 Eggbert sets
fire to the forest, and every phase it moves a square down.  Unless you are
really really slow you shouldn't have to worry much, since the two mages that
try to stop you are weak.  Two pirates show up as reinforcements, but out of
water they are quite weak so kill them with anything.  Use a flier to kill the
Hawk that starts near you, but Don't take too long.
After a while a knight, Vargas and Zilmu show up.  Don't kill Zilmu
unless you are sure you Don't want to take the Oevil' paths since  it lowers
your Orelations' with the imperials and they wont ask you to join if you kill
both Zilmu and Liard (in Scenario 2).
Camilla, who you have to kill to win, is just an ordinary troop and can
be killed by anything.
At the end of this Scenario, Lester joins
____________________________________________

      Beginning 6 (Scenario 6)

Victory Condition: Get the Dark rod or Kill everything
Losing Condition: Death of Elwin

You can get some major experience for Riana in this level (since you might have
noticed its rather hard to get exp. for her).  If you get her close enough to
the ghosts have her cast 'turn undead'. Its instant death to all undead troops.
She can get several levels with just one cast if you are lucky.
The gels (known as slimes in Langrisser 1 and Langrisser 2) hardly damage you,
but you hardly damage them.  Don't try to kill all the Gel troops since they are
so annoying to kill.
The Wolfman are considered horses, but their stats are so bad that anybody can
kill them without much trouble.  Try to get a few kills for Lester so you can
promote him.
The Lich at the end has Skeletons, which are semi-tough, but you can instant-
death those with Turn Undead.
After you kill a few of the guardians, Eggbert shows up and takes the
Dark Rod, and then teleports out again.
You have to keep fighting since the guardians will go ravenge the land
if you Don't.

I cant seem to remember how to get to Secret Scenario X1 so just use the level
skip cheat to get to it.
____________________________________________

      Beginning 7 (Scenario 7)

Victory Condition: Death of everything
Losing Condition: Death of Elwin or villagers

Put Rouga closest to the enemies because you want to get Sonia later on in the
game you have to not kill her.  If you move Rouga into her command range they
will talk and she will leave.
Around turn 3 Sonia summons some groups of strong monsters in the
graveyard but Don't worry about them.  The monsters left when Sonia leaves are
really easy  to kill.
After a while Leon and Liard show up but they are NPCs in this and help
you kill the monsters Sonia summoned.
At the end of the Scenario Leon will ask you if you want to join
Raygaurd (provided you didn't kill Zilmu and Liard).

If you said yes to Leon, Riana asks you if you are sure.  If you still
want to then say yes again.  If you join Raygaurd,
Riana leaves.
Sherry leaves.
Keith leaves.
and Lester leaves
Leon joins, and you can promote him.
And you will go to Imperial Scenario 8 (Scenario 37)

If you Don't join Raygaurd,
Rouga leaves.
And you will go to Light 8 (Scenario 8)
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____________________________________________

      Light 8(Scenario 8)

Victory Condition: Kill Kramer in 18 turns
Losing Condition: Turn over, Death of Elwin

Captain Lester will be useful here since he can hire twice as many elves as
Hein (you are up against a completely air army).  Have Keith attack some of the
flyers and go over the bridge until the flyers charge.  They will all bunch
together so the fireball spell will be useful.  You can get tons of exp on this
level if you kill the harpies first and then the commanders.  Kramer has
ballistas, which are long range archers who can wipe out low defense units
rather fast but are weak against magic and die easily in a meelee.
____________________________________________

      Light 9 (Scenario 9)

Victory Condition: Kill Everything
Losing Condition: Death of Elwin, Aaron or villagers

Here is the first level where you can use the mermen troops without them being
at a huge disadvantage.  If you move a bit up two sea commanders will show up,
but you can them fairly easily with Sea, Air, or Horse commanders.  Have
somebody go up the map on the far left so the two commanders there will charge
you and you can intercept them with Lester.
      A while into the level Aaron and Imelda have a dialogue and she sends
troops after him. You can promote Aaron twice but he remains an NPC till the end
of the Scenario. You Don't have to worry too much about Aaron but the computer
might make a mistake and leave the Villagers open and the scenario would end in
a loss.
At the top left corner there is a secret tile (the square with the four poles
sticking out of the water).  Answer the middle for a RuneStone.
____________________________________________

      Light 10 (Scenario 10)

Victory Condition: Kill Vargas
Losing Condition: Death of Elwin

Have Lester and Hein hire archers and put them along with a strong
character on the right starts. The air commanders have griffons which are really
strong for this point in the game so after you get the harpies just hit the
commander.  If somebody can get Phalanxes do so since the horsemen can be
annoying to kill.  Let them come to you once they are charging.  After most of
the troops are dead Vargas shows up, you can kill him fairly easily with
horsemen.  This is rather early for a main character to die but Vargas really
does die at this level (so does Zilmu but he isn't a main character). Leon and
Co. will show up after Vargas dies but they leave.
____________________________________________

      Light 11 (Scenario 11)

Victory Condition: Somebody gets the Langrisser, You kill everything
Losing Condition: Death of Elwin, Leon gets the sword

This level is far easier than Imperial 11 (the other level where you are
rushing to get the sword) because you have more descendants of light and one of
them is possibly a flier.  If both Sherry and Elwin are horses you can even send
up Riana, provided she doesn't get whacked.
All you have to do is charge Sherry up to the sword and have other characters
whack the commanders. If Sherry isn't a flier then the descendant of light that
is a foot soldier should get speed shoes and run up to the sword (the underwater
parts inside of the
fortress are considered inside so horsemen are slowed down significantly.
After a while Leon shows up and charges for the sword.  He is pretty fast so
either kill him (not easy or likely) or just get there before he does. Jessica
will show up on turn 8 but its probably too late for her to be of any use.
If you use the level skip cheat to play this level again, the second time you
will get the Mayasan sword (lowers stats but raises exp you receive).  If you
get it give it to somebody with low levels.
____________________________________________

      Light 12 (Scenario 12)

Victory Condition: Defeat Leon
Losing Condition: Death of Elwin

      There isn't much to worry about in this level. Lester is useful in this
map because of the moat. Send Keith and/or Sherry to go kill the mages and
ballistas and use horsemen or soldiers to get the troops that come down.
After most of the troops are scrapped Rana Dark Princess appears and summons
two phoenixes.  The phoenixes are not hard to kill as long as your flyers are
dragons and have angels.  Liard and Leon are not tough as long as you keep
soldiers and weak commanders out of the way.
____________________________________________

      Light 13 (Scenario 13)

Victory Condition: Defeat Bozel, Bernhart
Losing Condition: Death of Elwin

      There is almost no need to hire horsemen at all here since there are alot
of spear troops and horses are slowed down a lot here.  Flyers are useful since
they are not slowed down and thus have a way faster movement. The three mages
will cast meteor on you so kill them quick so you Don't have to heal constantly.
Defeat Eggbert since he will bombard you with spells if you Don't. If you have
trouble with Bozel's Spectre troops cast Oturn undead' to instant-death them.
The story forks here depending on who you defeat, Bozel or Bernhart.

If you defeat Bozel you will go to Light 14 (Scenario 14)
If you defeat Bernhart you will go to Light 14 (Scenario 25)

____________________________________________

      Light 14 (Scenario 14)

Victory Condition: Defeat of Imelda within 23 turns
Losing Condition: Death of Elwin, Turn Over

This level should be very tough.  The time limit is really really high (even if
you are slow you can probably beat this level in 15 turns or so). If you move
about halfway to the east on the map, Liard and an Imperial commander show up,
but they are easy to kill since they have really weak troops. Hopefully Keith
and/or any other flying character is well into the third class so they have
angels and can kill the Imperial flyers.  Kill the ballistas with magic or just
kill the leader that has them. The Serpent Knight is easy to kill because he
only has Lizardmen. Whack Imelda with knights or ballistas.

____________________________________________

      Light 15 (Scenario 15)

Victory Condition: Defeat all enemies within 18 turns
Losing Condition: Death of Elwin, Turn over

Fliers and Serpents will be useful here. The initial enemies are pretty easy to
kill as long as you Don't let the ballistas or witches waste you.  Before you
waste Lana make sure your leaders are all on the beach. Once you waste Lana,
Faias the VampireLord shows up, and summons 2 Krackens and one Irem Guard (all
sea). Let them come out of the water so they  lose their 50% terrain bonus.
Faias will cast Meteor on you, Kill his troops with Turn Undead and then use
anything to get him.
Jessica turns up on Turn 10 or so.

____________________________________________

      Light 16 (Scenario 16)

Victory Condition: Death of Everything
Losing Condition: Death of Elwin

Every Scenario 16 in the game is this map.  The mages that are protected behind
the rock wall will be annoying, if you Don't want to go all the way around to
kill them, use ballistas.  Jessica is an NPC here but she's next to useless as
always. Eggbert teleports away after a while so Don't worry about him. The only
thing you need to really worry about in this level is having a leader get hit
with enemy ballistas.
At the end of the scenario, Riana and Lana (Human) join you, and Aaron leaves
(you Don't get a choice on this path).

Riana gains enough levels to be early into the 4th class
Lana gains levels up to level 1 of the fourth class

____________________________________________

      Light 17 (Scenario 17)

Victory Condition: Death of Everything
Losing Condition: Death of Elwin, the rod makes it to the bottom of the map

Wonder what happened to Rouga? well here he is.  The rod is placed randomly in
one of four of those rooms.  The archmages will cast lots of meteors on you, and
their ballistas can be annoying as well.  You Don't have to charge into the
enemy, so let them come to you. Your two new healers will be very useful here.
On Turn 10, enemy phase, Leon shows up at middle of the bottom. If you have guys
there who aren't protected, they will get whacked.
For somebody who has maxed out the secret class, Rouga the enemy really really
sucks. A couple of Scott's dragoons can kill him. Whoever kills the leader that
is holding the rod gains the rod as their equipped weapon; it displaces whatever
your character is holding.
After the end of this scenario, there is a big fancy ceremony (in the
playstation version there is a movie) and the Holy Rod makes the Langrisser a
lot stronger;  Langrisser now gives +9 attack and +2 defense.

____________________________________________

      Light 18 (Scenario 18)

Victory Condition: Defeat Sonia
Losing Condition: Death of Elwin

You can buy DragonScale armor in this level, get it for anybody who cant equip
plate armor. When you cross a certain point in the map, two Ielm Gaurds will
show up at the top of the river.  Let them come out of the water and kill them
there.  The flyers are ridiculously weak (equiv. to HawkLord), all you have to
watch out for are the Archdemons that some of the monsters have as troops.</pre><pre id="faqspan-3">
Archdemons are the most powerful foot soldier in the game. A while after that a
VampireLord teleports in and he and Sonia talk (basically Bozel doesn't like her
anymore), and the monsters start attacking her. Since the level ends when Sonia
gets whacked, and the Vampirelord and Saccubus will kill Sonia within a few
turns, start aiming for the enemy leaders so you can get some experience.

At the end of the Level you have a choice of going to going to the castle
Valzellia (or something like that), or going to Sonia (you go to Sonia if you
say no to Valzellia).

If you chose Valzellia you go to Light 19 (Scenario 19)
If you chose Sonia you go to Light 19 (Scenario 22)

____________________________________________

      Light 19 (Scenario 19)

Victory Condition: Kill all the enemies
Losing Condition: Death of Elwin

Have any character who can hire spearmen do so since you meet a huge army of
horsemen this level. Eggbert appears and teleports Jessica to you, then leaves.
Jessica doesn't help you, she leaves. Kill the mages so they don't cast meteor
on you. Luckily a lot of the horsemen have Lancers and not better troops so they
are easier to kill. Use magic and dragoons to defeat Leon.
____________________________________________

      Light 20 (Scenario 20)

Victory Condition: Defeat Bernhart
Losing Condition: Death of Elwin

If you played the original Langrisser II for Sega Megadrive you will recognize
this level, since the events that happen are very similar.  Bernhart is the
master of the monsters now because Bozel is dead and he holds the Alhazzard. If
anybody has teleport it will be useful in this level. Have two or three leaders
hire Ballistas and take out the four mages near you on turn one so you don't get
hit with lots of meteors. Jessica is here again as an NPC. She is moderately
helpful with her Meteors. The Dragon can be taken down with Attack2-ed Ballistas
or any fighter. Eggbert and Bernhart (for some reason) both have high magical
attack. Kill the two VampireLords with anything. On turn 8 or so, Leon turns up
(even though you beat the stuffing out of him just a while ago), and he turns up
at a very odd place, the center of the map where all your starts are. If you
have any leaders still there they will most likely get killed. If you are far
enough up the map you can just ignore Leon and go kill Bernhart. If you aren't
just kill him with Spearmen and Dragoons. Bernhart is very strong, but Elwin is
stronger. Wear Bernhart down with magic, and then use Elwin to attack (you can
use Keith too if his level is high enough).

____________________________________________

      Light 21 (Scenario 21)

Victory Condition: Death of Everything
Losing Condition: Death of Elwin

This is the last level of this path so hit the leaders and forget about the
troops. Take out all the low-defense enemy leaders on turn one with ballistas.
Kill both the Golems with Grenadiers and the MasterDinos with Spearmen. Don't
kill Sonia until all the enemy troops are dead. When you defeat Sonia, Chaos
gets summoned. Eggbert appears as an NPC and tells you to weaken Chaos (ie:
defeat him) so he can finish him off with a special spell. Chaos has strong
magical powers but doesn't have very good stats if Elwin is at a good enough
level. You cant use magic (Chaos is invulnerable to it) so use Elwin, Sherry,
and any other strong fighter to kill him.
And then that's it... you have beat the Light Path.
____________________________________________
____________________________________________
      Light 19 (Scenario 22)

Victory Condition: Defeat Sonia
Losing Condition: Death of Elwin

Jessica appears here again as a semi-useless NPC unit. She has no troops so
kill the VampireLord above her or it will kill her.  The Phoenixes have
elementals which can be Turn Undeaded.  The Living Armors will cast Fireball on
you a lot, but you have a lot of characters who have healing ability so you
should do fine. Sonia will try to summon Chaos but fails. Sonia is easy to kill
again.

____________________________________________

      Light 20 (Scenario 23)

Victory Condition: Kill all the enemies
Losing Condition: Death of Elwin

Have any character who can hire spearmen do so since you meet a huge army of
horsemen this level. Eggbert appears and teleports Jessica to you, then leaves.
Jessica doesn't help you, she leaves. Kill the mages so they don't cast meteor
on you. Luckily a lot of the horsemen have Lancers and not better troops so they
are easier to kill. Use magic and dragoons to defeat Leon.

____________________________________________

      Light 21 (Scenario 24)

Victory Condition: Defeat Bernhart
Losing Condition: Death of Elwin

This is the last level of this path so forget about the troops and concentrate
entirely on the leaders (you wont be needing exp.) If you played the original
Langrisser II for Sega Megadrive you will recognize this level, since the events
that happen are very similar.  Bernhart is the master of the monsters now
because Bozel is dead and he holds the Alhazzard. If anybody has teleport it
will be useful in this level. Have two or three leaders hire Ballistas and take
out the four mages near you on turn one so you don't get hit with lots of
meteors. Jessica is here again as an NPC. She is moderately helpful with her
Meteors. The Dragon can be taken down with Attack2-ed Ballistas or any fighter.
Eggbert and Bernhart (for some reason) both have high magical attack. Kill the
two VampireLords with anything. On turn 8 or so, Leon turns up (even though you
beat the stuffing out of him just a while ago), and he turns up at a very odd
place, the center of the map where all your starts are. If you have any leaders
still there they will most likely get killed. If you are far enough up the map
you can just ignore Leon and go kill Bernhart. If you aren't just kill him with
Spearmen and Dragoons. Bernhart is very strong, but Elwin is stronger. Wear
Bernhart down with magic, and then use Elwin to attack (you can use Keith too if
his level is high enough).
Then that's it... you beat the Light path.
Langrisser 4 and 5 are both based on the story that you beat the game on this
path.
____________________________________________
____________________________________________

      Light 14 (Scenario 25)

Victory Condition: Defeat of Est, Ost, and the Vampire Lord
Losing Condition: Death of Elwin

There seems to be only one dock in all of this game, so many many levels have
this map. The only thing you have to worry about is the enemy ballistas, which
will go for your leaders if they are in range. When you are 2/3 across the map
Est, Ost, and two Scyllias show up. The Scyllias are the monster equivalent of a
Pirate, so they are super weak. Est is somewhat hard to kill but Ost is not.
If you beat this level in 15 turns or less, you go to Light 15 (Scenario 26)
If you didnt beat them in 15 turns you go to Light 15 (Scenario 28)


____________________________________________

      Light 15 (Scenario 26)

Victory Condition: Defeat Imelda
Losing Condition: Death of Elwin

There are a lot of fliers and enemies with low defense in this level, so have
at least a couple leaders hire ballistas so you can take those units out at a
distance.  Let the sea units come aboard before you attack them so its easier to
kill them.  The fliers at the top of the map are weaker than those at the bottom
of the map, and they aren't protected by other leaders, so you can take those
out easily.  When you move a troop onto her ship, Imelda orders the mages to
charge. Imelda is easy to kill, hit her with Angels or Dragoons.

____________________________________________

      Light 16 (Scenario 27)

Victory Condition: In 16 Turns, Defeat Everything
Losing Condition: Death of Elwin

If you can, avoid killing Lana again because it affects event later on if you
defeat her. Hire troops with good mobility so you can get off the ship quickly.
There are lots of undead troops in this level, so Turn Undead is very useful.
Make sure all your troops are nearly out of the water before you kill all the
attacking troops since when you do... Faias the VampireLord teleports in, and a
GreatDragon, and two Krackens appear, and Lana leaves. Lester with Nixies can
kill the Krackens easily, but letting them come ashore is a good idea again.
Faias and the GreatDragon are both fairly weak so you don't have to worry about
them much. Just like in Light 15 (Scenario 15) if you have a leader step onto
the whirlpool-looking thing on the top part of the beach, and answer yes, you
get +4 MP.
Jessica shows up on turn 8, but wont be of much help.

____________________________________________

      Light 15 (Scenario 28)

Victory Condition:
Losing Condition: Death of Elwin, Death of all NPCs

If you were too slow in defeating Est, Ost, and the VampireLord in the previous
Scenario, you will go here instead of Light 15 (Scenario 26).
The enemies here have somewhat high levels, but if you have been leveling up
your characters these should not be a problem. Just remember the Spear-Soldier-
Horse maxim and you will do all right. If you are too slow you might have to
kill the leader instead of the troops first to get to the enemies attacking the
villagers.

____________________________________________

      Light 16 (Scenario 29)


Victory Condition: Defeat Everything
Losing Condition: Death of Elwin

This is one of the hardest levels in the game. All of your leaders are spread
out.  Put your two strongest Characters at the top since that is where the
strongest enemies are. Lester with Nixies and your fliers will be very useful in
this level. Have them protect your weaker characters. once the sea enemies are
dead, this will be a much easier level.

____________________________________________

      Light 17 (Scenario 30)

Victory Condition: Death of Everything
Losing Condition: Death of Elwin, Death of Jessica

You have to make sure Jessica doesn't die in this level, mostly all you have to
do is kill any Ballistas that are near her. You'll get hit with a lot of magic,
so put a character with healing ability on both sides. When you have got to the
mouth of the caves, Bozel tries to resurrect the Alhazzard, but Eggbert caused
it to not work. The monsters and the Imperials will start fighting each other.
The turn after that, Bernhart appears back from the dead and teleports to where
Bozel is and kills him. Eggbert is semi-hard to kill because of his HighElves,
which are anti-air so you cant attack with fliers unless you feel lucky.
Bernhart isn't so hard again, but his troops are somewhat strong.

After the Scenario, Riana joins and you can raise her to the fourth class.
Then, you raise Lana up to the fourth class (she is still an NPC for the time
being). If you did not defeat her in Light 12 and Light 16, she will offer to
join you. Because the game was only designed for you to have a maximum of 8
leaders at one time, Aaron will leave if you choose to have Lana join you. If
you don't, Lana will be an NPC and Aaron will stay with you (it basically boils
down to whether you want another fighter or another mage).

____________________________________________

      Light 18 (Scenario 31)

Victory Condition: Death of Everything
Losing Condition: Death of Elwin, the rod makes it to the bottom of the map

(This level is exactly the same as Light 17 (Scenario 17) and Light 18
(Scenario 31)).
Wonder what happened to Rouga? well here he is.  The rod is placed randomly in
one of four of those rooms.  The archmages will cast lots of meteors on you, and
their ballistas can be annoying as well.  You Don't have to charge into the
enemy, so let them come to you. Your two new healers will be very useful here.
On Turn 10, enemy phase, Leon shows up at middle of the bottom. If you have guys
there who aren't protected, they will get whacked.
For somebody who has maxed out the secret class, Rouga the enemy really really
sucks. A couple of Scott's dragoons can kill him. Whoever kills the leader that
is holding the rod gains the rod as their equipped weapon; it displaces whatever
your character is holding.
After the end of this scenario, there is a big fancy ceremony (in the
playstation version there is a movie) and the Holy Rod makes the Langrisser a
lot stronger;  Langrisser now gives +9 attack and +2 defense.

____________________________________________

      Light 19 (Scenario 32)

Victory Condition: Defeat Sonia
Losing Condition: Death of Elwin

(This level is the same as Light 18 (Scenario 18)
You can buy DragonScale armor in this level, get it for anybody who cant equip
plate armor. When you cross a certain point in the map, two Ielm Gaurds will
show up at the top of the river.  Let them come out of the water and kill them
there.  The flyers are ridiculously weak (equiv. to HawkLord), all you have to
watch out for are the Archdemons that some of the monsters have as troops.
Archdemons are the most powerful foot soldier in the game. A while after that a
VampireLord teleports in and he and Sonia talk (basically Bozel doesn't like her
anymore), and the monsters start attacking her. Since the level ends when Sonia
gets whacked, and the Vampirelord and Saccubus will kill Sonia within a few
turns, start aiming for the enemy leaders so you can get some experience.

After this level you go to Light 20 (Scenario 23).

____________________________________________

      Light 18 (Scenario 33)

Victory Condition: Death of Everything
Losing Condition: Death of Elwin, the rod makes it to the bottom of the map

(This level is exactly the same as Light 17 (Scenario 17) and Light 18
(Scenario 31), except that instead of Lana you have Aaron)
Wonder what happened to Rouga? well here he is.  The rod is placed randomly in
one of four of those rooms.  The archmages will cast lots of meteors on you, and
their ballistas can be annoying as well.  You Don't have to charge into the
enemy, so let them come to you. Your two new healers will be very useful here.
On Turn 10, enemy phase, Leon shows up at middle of the bottom. If you have guys
there who aren't protected, they will get whacked.
For somebody who has maxed out the secret class, Rouga the enemy really really
sucks. A couple of Scott's dragoons can kill him. Whoever kills the leader that
is holding the rod gains the rod as their equipped weapon; it displaces whatever
your character is holding.
After the end of this scenario, there is a big fancy ceremony (in the
playstation version there is a movie) and the Holy Rod makes the Langrisser a
lot stronger;  Langrisser now gives +9 attack and +2 defense.

____________________________________________

      Light 19 (Scenario 34)

Victory Condition: Defeat Sonia
Losing Condition: Death of Elwin

(This level is the same as Light 18 (Scenario 18) and Light 19 (Scenario 32)
except instead of Lana you have Aaron)
You can buy DragonScale armor in this level, get it for anybody who cant equip
plate armor. When you cross a certain point in the map, two Ielm Gaurds will
show up at the top of the river.  Let them come out of the water and kill them
there.  The flyers are ridiculously weak (equiv. to HawkLord), all you have to
watch out for are the Archdemons that some of the monsters have as troops.
Archdemons are the most powerful foot soldier in the game. A while after that a
VampireLord teleports in and he and Sonia talk (basically Bozel doesn't like her
anymore), and the monsters start attacking her. Since the level ends when Sonia
gets whacked, and the Vampirelord and Saccubus will kill Sonia within a few
turns, start aiming for the enemy leaders so you can get some experience.


____________________________________________

      Light 20 (Scenario 35)

Victory Condition: Defeat Everything
Losing Condition: Death of Elwin

Have any character who can hire spearmen do so since you meet a huge army of
horsemen this level. Eggbert appears and teleports Jessica to you, then leaves.
Jessica doesn't help you, she leaves. Kill the mages so they don't cast meteor
on you. Luckily a lot of the horsemen have Lancers and not better troops so they
are easier to kill. Use magic and dragoons to defeat Leon.
When you defeat Liard, he dies.

____________________________________________

      Light 21 (Scenario 36)

Victory Condition: Defeat Bernhart
Losing Condition: Death of Elwin

This is the last level of this path so forget about the troops and concentrate
entirely on the leaders (you wont be needing exp.) If you played the original
Langrisser II for Sega Megadrive you will recognize this level, since the events
that happen are very similar.  Bernhart is the master of the monsters now
because Bozel is dead and he holds the Alhazzard. If anybody has teleport it
will be useful in this level. Have two or three leaders hire Ballistas and take
out the four mages near you on turn one so you don't get hit with lots of
meteors. Jessica is here again as an NPC. She is moderately helpful with her
Meteors. The Dragon can be taken down with Attack2-ed Ballistas or any fighter.
Eggbert and Bernhart (for some reason) both have high magical attack. Kill the
two VampireLords with anything. On turn 8 or so, Leon turns up (even though you
beat the stuffing out of him just a while ago), and he turns up at a very odd
place, the center of the map where all your starts are. If you have any leaders
still there they will most likely get killed. If you are far enough up the map
you can just ignore Leon and go kill Bernhart. If you aren't just kill him with
Spearmen and Dragoons. Bernhart is very strong, but Elwin is stronger. Wear
Bernhart down with magic, and then use Elwin to attack (you can use Keith or any
other flier too if his level is high enough).
Then that's it... you beat the Light path.

____________________________________________
____________________________________________

      Imperial 8 (Scenario 37)

Victory Condition: Cross the bridge in 21 turns and defeat Lester
Losing Condition: Death of Elwin,  Turn over.

This level has the same map as the light Scenario 8.  If you have Elwin
up to HighLord by now have him hire Phalanxes and kick the mounted guys who
attack you. If you Don't use pikes or horsemen. After they are dead, Don't do
much except heal until Turn 6 or so, when Imelda shows up and joins you.  You
can promote her once (even though her initial class is Warlock she doesn't have
some of the Warlock spells like MagicArrow, oddly enough).  She comes with High
Elves, which can kill fliers easily.
When you pass a certain point, Keith and a bunch of fliers will show up.  Keith
has Angel troops, which are really strong at this point, but Imelda's HighElves
(and Dragoons if you have them) can kill them. After the Fliers are dead, just
go kill Lester and the rest of them and you win.
If you are having trouble killing Lester, kill the girl who keeps
healing him and the other troops that help him.
If you use Leon enough you can get him to the third class change.  Make
him a HighLander because the Imperials get way better horsemen than the
monsters or Kalzath.
Im not quite sure if there is an effect for the question that is posed
to you at the end of the level.
____________________________________________

      Imperial 9 (Scenario 38)

Victory Condition: Defeat Sherry
Losing Condition: Death of Elwin

There isn't much hard about this level.  Just kill the spear troops with
bandits or soldiers and the soldiers with horsemen.  After a while Vargas shows
up (he is your friend now) and you can promote him.  He comes with grenadiers,
which are strong for this point in the game, but by the time you get him mOst of
the enemies will be dead.
Kill Sherry with Hein or Imelda's archers.
At the end of the Scenario Vargas leaves, but he will be back.
____________________________________________

      Imperial 10 (Scenario 39)

Victory Condition: Kill Everything
Losing Condition: Death of Elwin (note that it doesn't matter if the NPC leader
dies)

This level is sort of like Imperial 8 for the reason that if you cross
the bridge fast, strong guys will appear at both sides, but this time they are
Serpent Knights.
Leon will ask you if you want the Knight to help you.  I Don't think it
matters, but say no because he is too weak.
Aaron will ask Elwin some questions:  Im not sure if they will effect
your game.
If you Don't have a leader with Ballistas yet killing the two mages at
the top of the map will be somewhat hard.
____________________________________________

      Imperial 11(Scenario 40)

Victory Condition: Leon or Elwin gets the Langrisser
Losing Condition: Death of Elwin Jessica or Sherry gets the langrisser

At the beginning, Liard will ask you what you want him to do: (this isn't an
accurate translation)

Secure a path to the sword: He helps you fight to the Langrisser
Defend: He stays where he is
Or Let him decide: Random

I chose Defend because Leon (my other horseman) was going for the sword.

Have Elwin and Leon go for the Sword, and Hein and Imelda (along with
NPC Liard) defend against the soldiers attacking in your direction. Have Rouga
do whatever you want.  After you kill the soldiers attacking at the bottom left,
have your guys attack the bottom right side and try to get Jessica (she is a
descendant of light and can draw the sword).  If you are too slow, Keith and his
troops will block your way and you will have to kill him.  If Elwin and/or Leon
is mounted he will have to go around instead of through the middle which is
faster.
      After a while Vargas will show up and you can promote him again. Again he
turns up too late and isn't really useful at the point you get him, this level.
      If you take too long, Sherry will appear at the bottom right and go for
the sword.  If you want to win by killing everything hit her with archers and
ballistas.
      This level is another fork in the story:

If Elwin gets to the sword first or you choose to not give the langrisser to
Raygaurd:
You go to Independent 12
Both the Empire and Kalzath are your enemy
Leon leaves
Imelda leaves
Vargas leaves
You get the Langrisser

If Leon gets the sword or you choose to give the sword to Raygaurd:
You go to Imperial 12
The Empire gets the Langrisser but you can use it.
____________________________________________
____________________________________________

      Imperial 12(Scenario 41)

Victory Condition: Death of everything
Losing Condition: Death of Elwin

Give the Langrisser to Leon, since Elwin is stronger and on this path
(there isn't any more significant branching) eventually you get the Alhazzard,
which gives a bigger offensive bonus.
This is easy.  If you can hire high elves do so and ballistas as well. Kill
Sherry and Keith with the elves and Jessica and Riana with the ballistas.  This
isn't hard.
In the epilogue Eggbert joins. You can promote him twice.
____________________________________________

      Imperial 13(Scenario 42)

Victory Condition: Death of everything
Losing Condition: Death of Elwin, Scott, Lauren, or any other troops escape.

This level is the same as Independent 14, except that if anybody escapes then
you lose.  Have characters with high defense or good troops go at the top (I
used Leon and Rouga/Vargas)
After a while, two groups of horsemen will appear and try to run away
around the fort.  You can easily catch up to them as long as you Don't waste
time.
____________________________________________

      Imperial 14(Scenario 43)

Victory Condition: Defeat Aaron
Losing Condition: Death of Elwin

This is the same as Light 12.
The only real problem here is the sea leader.  If Vargas is a Serpent
knight the enemy one is easier to kill. Just go for the leader though since
Nixies whack Leviathans.
It doesn't matter if the villagers escape or not.
Aaron is sort of strong for this point in the game, hit him with
ballistas and magic, then Leon or Elwin. The rest of the troops are easy to kill.
____________________________________________

       Imperial 15(Scenario 44)

Victory Condition: Eggbert converts Riana
Losing Condition: Riana dies/escapes, Death of Elwin.

This is the same as Independent 15.  You can try killing everything
since getting Eggbert and his low defense close to Riana is hard.  Again the big
problem is the sea leader (Lester this time).  I have found that Royal Lancers
work well against Nixies even if they are in water.
Eggbert/Imelda/Hein should be able to Hire HighElves which kill fliers (and thus
Keith).  Both Jessica and Sherry will cast Earthquake on you sometimes so make
sure you are healed up.  You can kill Riana's troops but Don't attack her or the
level is over.
____________________________________________

      Imperial 16(Scenario 45)

Victory Condition: Defeat Bozel
Losing Condition: Death of Elwin

When you are placing your leaders, put Rouga at a point close to Sonia
so on turn 1 you can move him up to her and she leaves.  Bozel will hit you with
meteors if you get close to him, just heal and kill him.  If you want more
experience you can kill the monsters that are below where you start.  A few
turns into the level Jessica, Lester, Sherry, and a generic Kalzath commander
will show up and Est and Ost will go after them. You can kill them but you Don't
have to.

      At the end of the scenario you are posed a question: Will you go after
Bozel (yes/no).
If you say no you will be asked Will you go after Jessica (yes/no)
If you say no to that it will repeat.

If you said go after Bozel you will go to Imperial 17 (Scenario 46)
If you said go after Jessica you'll go to Imperial 17 (Scenario 51)
____________________________________________

      Imperial 17(Scenario 46)

Victory Condition: Kill or talk to Sonia
Losing Condition: Death of Elwin

In the prologue Jessica and Liard fight (he wins) at the Raygaurd gates and she
drops the HolyRod, which you can equip. This level can be hard because of the
sheer numbers of enemies you have to fight.  The dragons will sometimes cast
fireball on you and the VampireLord and Sonia will cast Meteor  if you get too
close.  Have a 2 or 3 leaders hire Phalanxes and 2 hire soldiers and then put
the phalanxes against the horses and the soldiers against the Golems.  If you
have good relations with Sonia, (you moved Rouga into her command range in
Beginning 9 and Imperial 16) then move Rouga into her command range again and
she will join you.  You can promote her twice (very odd since in Independent 12
she joins at a higher level than the one she starts with here).  You will go to
Imperial 18(Scenario 47) if you got Sonia.
If you didn't get Sonia to join you for whatever reason you'll go to Imperial
18 (Scenario 74)
____________________________________________

      Imperial 18(Scenario 47)

Victory Condition: Defeat Bozel
Losing Condition: Death of Elwin

Have two or more leaders hire Ballistas so you can take out the witches and
mages that appear on both sides of you on Turn1.  The Three VampireLords and
both Est and Ost will cast attack magic on you so either be quick or pull your
troops back a bit so they are out of the range of the Vampire's Meteor.  Bozel
has Infinite magic defense (like an Angel) and will most likely do instant death
on Elwin, so use ballistas to weaken him (if you can get them in range)
and then a strong character to finish him off.  At the end of the level you will
get the Alhazzard (Only equipable by Elwin).
____________________________________________

      Imperial 19(Scenario 48)

Victory Condition: Kill Lester
Losing Condition: Death of Elwin

If Vargas is a serpent put him at the top and have his Leviathans slaughter the
angels there.  The enemy serpent will be hard to kill.  If you have lots of
trouble just hit the commander.  Don't let Lester get into the water or he will
be tougher to kill.  Take advantage of the computer's stupidity and put spears
against horses and soldiers against spears.
____________________________________________

      Imperial 20(Scenario 49)

Victory Condition: Kill Sherry
Losing Condition: Death of Elwin

The two commanders that are slightly into the fortress wont come after you, you
have to come to them.  Just use whatever strategy you have used before to
dispose of them. If Vargas is a Serpent Knight then Leviathans will be very
useful in this level. A while into the battle a KnightMaster will appear on both
sides of the map.  They are not anything to worry about as long as you Don't
have weak characters way at the back.  Unless you are desperate Don't bother
trying to kill the two leaders that are beside Sherry.  Sherry and those two
leaders will cast Meteor or Earthquake every turn when you get close so kill
them quickly.  If you can hire Griffons or Angels have somebody do so since they
are immune to Earthquake (You would most likely have Griffons from DragonLord or
RoyalGaurd Leon and from RoyalGaurd Elwin, if those two are those classes).
____________________________________________

      Imperial 21(Scenario 50)

Victory Condition: Kill Jessica
Losing Condition: Death of Elwin

Since this is the last level just hit the leaders and forget about leveling up.
Most of the leaders are fairly powerful so watch out.  Riana, Rana, and Jessica
will hurl meteors and earthquakes at you non-stop so send in a flyer or just
wait till they use up all their MP to attack.  If anybody is a Wizard class
(Hein, Imelda, Eggbert) then the Teleport spell will be your best friend.  All
you have to do is warp Leon or Elwin up to Jessica and kill her.
____________________________________________
____________________________________________

      Imperial 18(Scenario 74)

This level is basically the same as Imperial 18 (Scenario 47) except that you
Don't have Sonia
____________________________________________

      Imperial 19(Scenario 75)

This level is basically the same as Imperial 19 (Scenario 48) except that you
Don't have Sonia
____________________________________________

      Imperial 20(Scenario 76)

This level is basically the same as Imperial 20 (Scenario 49) except that you
Don't have Sonia
____________________________________________

       Imperial 21(Scenario 77)

This level is basically the same as Imperial 21 (Scenario 50) except that you
Don't have Sonia
____________________________________________
____________________________________________

      Imperial 17(Scenario 51)

Victory Condition: Kill Lester
Losing Condition: Death of Elwin

If you chose to go after Jessica after Imperial 16 this is the level you go to.
If Vargas is a serpent he can make a lot of exp here. Nixies have low defense so
hit them with HighElves and Ballistas.  Kill the Angels with archers or strong
troops.  After while a couple reinforcement leaders will show up at the top but
they are really weak so just keep up your attack.  Don't let Lester get into
water or he will be far harder to kill.
____________________________________________

      Imperial 18(Scenario 52)

Victory Condition: Kill Jessica
Losing Condition: Death of Elwin

In the prologue of this (after you have placed your commanders) there is a
somewhat disturbing scene of Sherry, I Don't want to spoil it so you can find
out for yourself.  Just use the same strategies you have used in the past and
you will turn out fine.  Vargas the Serpent can make tons of kills here again.
You'll get hit with lots of Meteors again so just keep healing.  Sherry and
Jessica can be defeated with Physical attacks (you probably wont be able to get
ballistas close enough).
____________________________________________

      Imperial 19(Scenario 53)

Victory Condition: Defeat or Talk to Sonia
Losing Condition: Death of Elwin or Bernhart

At the end of Imperial 18 you have to rush back to the palace... you find Sonia,
Est, and Ost overrunning the palace with monsters.  At the top there is Bernhart
and Liard.  They will lose their troops fairly fast but they are both pretty
tough and they themselves wont die for a while.  If Elwin can cast OTurn Undead'
put him in the middle and on turn two (after he has moved up) have him cast it
and you can wipe out three commanders' worth of troops (and get massive levels).
If you want Sonia to join you move Rouga up and and near her.  If not just kill
her.
____________________________________________

      Imperial 20(Scenario 54)

Victory Condition: Kill Everything
Losing Condition: Death of Elwin

This level can be hard since you are attacked at several directions at once.
Move If you moved Rouga up to talk to Sonia in Beginning 7, Imperial 15 and
Imperial 19 she will join you (the next scenario will become Imperial 21
(Scenario 78).  If you didn't she will go with you at the end of the level but
wont fight with you.
____________________________________________

      Imperial 21(Scenario 55)

Victory Condition: Defeat Bozel
Losing Condition: Death of Elwin

Right down to the Dialogue this level is identical to Imperial 18 (Scenario 47),
except that Sonia is not fighting with you.
Have two or more leaders hire Ballistas so you can take out the witches and
mages that appear on both sides of you on Turn1.  The Three VampireLords and
both Est and Ost will cast attack magic on you so either be quick or pull your
troops back a bit so they are out of the range of the Vampire's Meteor.  Bozel
has Infinite magic defense (like an Angel) and will most likely do instant death
on Elwin, so use ballistas to weaken him (if you can get them in range) and then
a strong character to finish him off.
____________________________________________
____________________________________________

      Imperial 21(Scenario 78)

Victory Condition: Defeat Bozel
Losing Condition: Death of Elwin

This level is identical to Imperial 21 (Scenario 55) except that Sonia isn't
fighting with you.

____________________________________________
____________________________________________

      Independent 12(Scenario 56)

Victory Condition: Kill everything
Losing Condition: Death of Elwin

Equip Elwin with the Langrisser at the beginning of this level.  Hire troops
with high defense stats since you will need them.  At first this level looks
really hard and it is.  Have Elwin, Rouga, and Hein fight towards the right side
of the map.  Kill as many enemies as you can and on turn 3... Sonia appears,
along with Est and Ost.

Sonia joins, you can promote her twice
Est joins, you can promote her twice
Ost joins, you can promote him twice.

After that the level is a breeze.  Now the only tough part is Eggbert and Leon.
Use spells to kill Eggbert's ballistas, then send in a troop.  Try to kill
Eggbert before his troops are dead and you will probably lose the leader. Leon
is tough to kill if you Don't have many horsemen.  Use the Golems Ost starts
with and the BoneDinos (considered horses) to defeat him.

____________________________________________

      Independent 13(Scenario 57)

Victory Condition: Defeat Bernhart
Losing Condition: Death of Elwin

This level is fairly easy as well.  Have Hein and Sonia get ballistas and the
rest horsemen or spears.  Eggbert will use magic on your ballistas if you get
too close, so heal them or cast OQuick' if you have it.
After a while Bozel the Dark Master will show up as an NPC.
If you got Hein or Sonia up to Archmage class, they have the Meteor
spell which you can use on the Emperor's throne to change his +40% terrain bonus
into  +5%.  Elwin (and maybe Est or any horseman) is about the only character
who can hurt Bernhart, so use him on Bernhart after hitting him with all your
magic.
Killing Bernhart is about the first hard battle in this game, hit him
with lots of magic and then with Elwin and any other strong commanders.
____________________________________________

      Independent 14(Scenario 58)

Victory Condition: Kill Scott and Lauren before they escape through the back
exit
Losing Condition: Death of Elwin, Scott or Lauren escape.

Scott and Lauren have the unpleasant task of getting killed in every
path except light, first. This level can be tougher than Imperial 14 since you
Don't have any guys at the other end, where Scott and Lauren will eventually run
to.
Let the Serpents come to you, and Meteor all the troops you can before you
attack them.  Don't take too long or you wont be able to catch up with Scott and
Lauren.
____________________________________________

      Independent 15(Scenario 59)

Victory Condition: Death of everybody except Riana, Sonia converts Riana
Losing Condition: Riana dies/escapes, Death of Elwin.

This level's map is the same as Scenario 4 except there is more at the top.
You have to get Sonia close to Riana so Riana will agree to come with you.  Or,
you could slaughter all of the other people for experience, and just block Riana
from escaping.  Use High Elves or Witches if you have them on Keith and
Ballistas on the Mages that are guarding the bridge.  Lester is tough to kill
since he wont leave the water much and will intercept you before all your troops
are across the bridge.  The Saccubus and Vampire Lord's ArchDemon troops are the
best soldier unit in the game and are very good at killing, so make sure Est or
Ost gets a class where they can hire them. (They should have or be about at
class change by now).
Don't kill Riana or its game over (sometimes troops will attack her on
their own).
If you chose 'A vile enemy' in the character creation quiz, go to
Independent 16a
If you chose 'A being to worship' go to Independent 16b.
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      Independent 16a(Scenario 60)

Victory Condition: Defeat of Bernhart (later added: Death of Bozel)
Losing Condition: Death of Elwin

If you chose 'A vile enemy' in the character creation quiz, then this level
will be the toughest in the game.  Put Est and Ost at points closest to the
Imperials.  If you want to be extra careful, Don't hire troops for them. Put
Elwin as close as possible to Bozel and either Sonia or Hein close to Bozel as
well.
On turn one, Bozel does a 'ceremony' and the Alhazzard gets a lot stronger.
Then a big horde of imperials turn up. The langrisser starts flashing and it
becomes stronger. Elwin decides to kill Bozel.
Any troop or leader that has a ranged attack should go along with Elwin to go
whack Bozel (Bozel always gets the first attack in a battle so unless Elwin has
exceptional defense he cant kill Bozel by himself).  Avoid killing the monsters
if you can, because when you kill Bozel, you receive the Alhazzard, and become
the master of the monsters (thus they obey YOU now).  Any monsters still alive
become NPCs and Est and Ost rejoin.
By now Bernhart, Leon, Eggbert, and Liard are probably somewhat close. Have
Rouga and Somebody else block the ends of the caves and your Ballista leaders
pummel the low-defence leaders.  Kill Bernhart with magic and Elwin.
Riana and Rana (now Human because Bozel is dead) will NOT join you and they
teleport out.
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      Independent 16b(Scenario 60)

Victory Condition: Defeat of Bernhart
Losing Condition: Death of Elwin

If you chose 'A being to worship' then you will go to this level instead of 16a.
There are less NPC monsters but they Don't start as enemies. Hit the Imperials
in the bottlenecks/choke points and blast them with ballistas and magic. Eggbert
and Bernhart will annoy you with their Meteor spells, so keep healing.
Bozel and another monster will be an NPC in this but they are nearly useless.
If Ost was made into a Stone Golem, killing Leon in this level and levels to
come is much easier (since Stone Golems have good strength and defense and are
spear/anti-knight units).

Kill Bernhart with Elwin, again.
At the end of this Scenario,
Riana joins and you can promote her twice (or up to the fourth class),
Rana Dark Princess joins and you can promote her three times.
Go to Chaos 17.
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      Independent 17(Scenario 66)

Victory Condition: Kill Vargas and Imelda
Losing Condition: Death of Elwin

You are now the master of the monsters, but besides Sonia's troops, Est, and
Ost you will never see another Monster troop or leader again. Go figure.
The task at hand is to kill Vargas (General) and Imelda (Queen).
Bernhart's stats have been set really low this level, something like 14 attack
and 18 defense.
Est the Vampire Lord, Sonia, and Hein are useful hitting the big mass of troops
near Vargas with Meteor.  The Mage will annoy you with meteor so kill him as
fast as you can.  After Vargas is dead, you can kill Imelda pretty easy with
Ballistas.
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      Independent 18(Scenario 67)

Victory Condition: Kill everything
Losing Condition: Death of Elwin

You meet a massive army of Leon's horsemen.  If Est or Ost is a Stone Golem
this level will be easier. Have two or three characters hire phalanxes and
golems and the rest horses and ballistas.  Take out the mages with ballistas and
magic. Take Leon out with Your strong characters. Form a line with all of your
spear troops and slaughter the horsemen while your ballistas and archers hit
them from behind that line. If some of the horsemen get around your line of
spear troops hit them with your horse troops. Try to kill lots of the horsemen
before the Dragon knight gets there and kills your spear troops.
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      Independent 19(Scenario 68)

Victory Condition: Kill Bernhart
Losing Condition: Death of Elwin

Use Ghosts/Spectres as well as Hein and Sonia's ballistas to kill the mages on
turn one. This is the same map as a bunch of other levels.  Eggbert will meteor
any ballistas that get close to him so cast Oquick' on them or use other methods.
There isn't anything new here so you Don't have to worry much.
In the SNES version the portrait of Bernhart looks really stupid when you
attack him.  Meteor Bernhart's throne again to kill his +40% bonus. Bernhart is
easier to kill now than in Scenario 14 since he doesn't have the Alhazzard.
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      Independent 20(Scenario 69)

Victory Condition: You wake up, Death of everything
Losing Condition: Death of Elwin

You have to be fairly quick in this level.  It doesn't say so but the level
ends as a loss around turn 25 if you Don't kill everything by then.  There is a
lot of ground to cover in this level so hit the commanders if you are taking too
long.  You have to split your forces into three groups of two and take on all
three of the forces at once. Use Elwin to kill Sherry and Lester. There is a lot
of holy troops in this level so Don't hire undeads. I Don't know if you
absolutely have to move units on top of the gate things that what's left of
Kalzath is guarding (you get some dialogues if you do).
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      Independent 21(Scenario 70)

Victory Condition: Defeat of Lushiris
Losing Condition: Death of Elwin

This is the last level of the Independent path, just hit the commanders and
forget about exp. Lushiris, Jessica, Riana, and Rana (Human) talk and Lushiris
teleports away.  Your troops are divided so Don't put two mages together or they
will get killed (ie: Sonia and Hein).  For some reason you can walk on the
starscape (you wouldn't think that you could if you saw the map).
The commanders here are strong but you are stronger and the commanders aren't
very well placed : on the sides there are only spears and in the middle there
are only horses.  You can use that to your advantage.  Kill the Highpriest if
she tries to move behind other commanders so she wont heal the enemy.  You'll
get hit with Meteor and Earthquake literally dozens of times so use healing
magic a lot.  Once Rana and Jessica are out of MP you can run up and whack them.
After a while Lushiris comes back with reinforcements : Ledin (Hero class) and
another commander (King Class), they are both very strong but you can kill them
with your strongest units.  Lushiris's angels are immune to magic and can whack
foot soldiers and most horses.  Highelves and witches can kill them but their
range is rather small and you'll end up having to put them inside Lushiris's
command range which means that all the angels left the next turn will kill your
elves.  Archdemons, if you can hire them, are also useful because of their high
stats.  Lushiris's attack is always first and ranged attacks are ineffective.
Have somebody cast 'Decline' on her so her Mdefence wont be so high and then hit
her with attack magic.  Once her HP is down to 9 or less you can send in your
strongest commanders (Est, Ost, Rouga, Elwin) and kill her.
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      Chaos 17(Scenario 61)

Victory Condition: Kill Vargas within 20 turns
Losing Condition: Time up, Death of Elwin

This level is exactly the same as Independent 17 except you have Riana and Rana
DP, and you Don't have to kill Imelda.  Riana and Rana both start at very low
levels, so try to get them some exp.  Hit the big bunched up group of enemies
with Meteor a bunch of times and use your physical troops to kill them when they
are damaged.
Just kill Vargas and you win.
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      Chaos 18(Scenario 62)

Victory Condition: Kill Imelda
Losing Condition: Death of Elwin

This is the only level besides Light 12 where you see Imperial Serpent Knights.
Don't cast Meteor directly on the bridges or you wont be able to cross easily.
If Est and/or Ost can hire Spectres or Ghosts have them do it so you can reach
out and kill the enemy ballistas.  After a while Leon and Liard run away.
Proceed to kill Imelda, she isn't physically strong.
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      Chaos 19(Scenario 63)

Victory Condition: Death of everything
Losing Condition: Death of Elwin

This is one of the hardest levels in the game.  At first all you see is Leon,
Liard and another generic Imperial commander.  Don't hit them until you've got
your troops bunched up in such a way that they aren't isolated from each other
(like when the level starts).  Once you hit and of the enemy units then a couple
more commanders will show up at the forest at the bottom right.  Hit those
enemies, and two mages show up at the bottom left.  Hit THOSE enemies and three
fliers will appear at the top left.  If a character isn't guarded they will be
short lived once all the enemy units show up.  Anyhow kill them how you normally
do.
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      Chaos 20(Scenario 64)

Victory Condition: Defeat of Bernhart
Losing Condition: Death of Elwin

This level looks like it should have been hard but it isn't.  After you kill
some of the enemies, Leon and co. turn up, just kill him the same way you always
do.
Simply kill Eggbert with ballistas and Bernhart with magic and Elwin.
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      Chaos 21(Scenario 65)

Victory Condition: Kill everything
Losing Condition: Death of Elwin

This is the last level of the Chaos path, so just hit the commanders and forget
about the troops.  This is not very hard for a last level, even if you didn't
get exp very well.  Sherry and Lester can be hard to kill, take them out with
Elves.  Because of the way the starts were positioned you might end up losing a
couple characters.  If anybody is a sea or a flier unit this level will be
easier since you wont get stuck in choke points and then wont get hit by a dozen
casts of meteor.

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      Secret Scenario X1 (Scenario 71)

Victory Condition: Kill Everything
Losing Condition: Death of Elwin

Welcome to the Muscle Shrine!  This is actually harder than it was in
Langrisser II (Genesis) because nobody has sleep at this early level.  The aniki
are strong, but they are magically delicious. Its hard to kill them quickly,
which you have to do if you want to get the Aniki summon (have to stand where
the head Aniki is)