Level Descriptions and Strategy FAQ for Langrisser I (Warsong) for the PC-Engine Version by Daisuke Suzuki and William Chow The main strategy for this FAQ is to get as much experience points as possible and level up the characters as far as they can go. I will not use any item cheats in this FAQ. My level strategy will be as follows: Ledin : fighter - lord - high lord - hero Narm: fighter - lord - high lord - ranger (choosing personal higher AT/DF over flight) jessica: warlock - bishop - high priest - sage (I am making Narm the ranger so I will make jessica the magic attacker) mina - cleric - bishop - arch mage - princess tiberon - crocodile knight - knight - knight master thorne, barnyard, Hawking - fighter - lord - magic knight (will be best used in defensive roles so I will choose best flexibility and higher DF rather than higher AT) Lance - dragon knight - useless - can't level him up. Only useful if you need flight abilities. Also good if you need a kamikaze team! Don't let him kill anything because that's wasted experience points. STAGE ONE "Escape from the Castle" winning condition *Destruction of all enemy units or joining Narm. (Careful Genesis player. Ledin must be moved up to right beside her, not on the edge of the screen.) losing condition *Losing either Narm or Ledin Status: Ledin: fighter L1 PC-Engine version: Don't waste your time pitting Ledin against enemies. He only has an attack of 22 so he won't get very far. His troops can be used to leech experience from the other leaders like Jessica or Raygar, but the money is better used for Volkov. You will have plenty of time to level up Ledin. I would start up with Ledin with nothing. Give Volkof all horses. Head out together to help Jessica with the sea monsters. You can hang around Volkof to help him pick off some guys for cheap. The leader of the sea monsters might give you problems so don't worry about it too much if you can't kill him. It also doesn't hurt to give Baldv a weapon to give him that extra little bit of an edge against the bosses although, a long sword only gives you AT+1. Mr. Serpent loser is to your left and he should be able to handle the archers. Again, Ledin can get some easy kills there. You will have a tough time with the boss since he has some half descent attack. Oh don't forget Baldv does has Shield spell. The monks on your right defense are actually not too bad. They can usually hold their weight until Baldv finishes with Jessica's opponents. The lizard man boss is tough to kill even for the horse unit, so don't waste too much time on him. Emperor Digos will come in as the reinforcements at turn eight on the right hand side. He is a wimp and can be taken out with 2 or 3 horse units. If you can bobo him, the sccenario ends and you get a pretty neat blood axe which is like a A+7 and D-3. If not, fall back into the castle to reduce the number of attacks on your guys. You can use the king's guards as they have AT+6 and DF+6 to help you weaken down the bad guys. Try to remember, this level is about the money so it doesn't matter if you kill the bosses right away with Volkov since he doesn't need the experience anyway. There is no winning this level, just grab as much as you can, then leave the level with Narm. Either that or stick around long enough to beat back Digos for that Blood Axe. STAGE TWO "To Salras" winning condition *Either destruction of all enemy unit or Chris reaching the city on upper left corner Losing condition *Loss of either Chris or Ledin Status: Ledin: fighter L2, won the blood axe from level 1. You can stock Volkov with soldiers as they will be cheap and prevent the enemy rapists from suiciding themselves against something like horses. Start Ledin to the left to secure the bridge. Start Volkov to the right and kill the boss to the right. Remember, you don't have to kill them unit by unit for Volkov as he doesn't need the experience points. You should be able to both left and right squads killed. Build a wall with Volkov's forces to stop the enemy forces from reaching Kris's units. Bend the wall like a "L" to protect the forces from the right and the ones coming from the top. Use Ledin's forces to pick them off if they don't suicide themselves on Volkov's troops first. Keep moving the wall as Kris keeps on moving forward. The enemy reinforcements come at turn seven, top of the map and right side of the map. Don't kill all enemies till then (which you can pull off), or you'll miss out whole chunk of EXP points and money. Keep a couple of soldiers around the bridge defense since that is a bottle neck for the enemy. You can use this to buy you some time while you are killing the guys troop by troop rather than attacking the boss. Turn nine, your reinforcements (Thorne and Hawking) arrive on the far left. They will credit for the kills as NPCs. If you are lucky, Hawking will have enough for a level up and a class change. If you can get to the forces that Volkov is blocking on the right, Ledin should be able to get enough kills to get his level up on this level. STAGE THREE "The Raid" winning condition *Destruction of all enemy units losing condition *Either loss of Ledin or all civilian NPCs starting stats: Leden: Lord L2; Hawking: Fighter L9; Mina: cleric L4; Thorn: fighter L2 The trick here is to protect the civilians and get them into the church where it is easier to defend them rather than trying to save them in the open. Ledin move up the road in the center of the map and wait at the left hand edge to intercept the reinforcements coming from the left right by the entrance to the church. The EXP that the NPC build up during this stage will carry over to later stage when they join in as PC. Use Volkov to build a fence between the rapists coming from the top and leave an one hex road for the civilians to get through. As they pass through, collapse in and follow them to the church. Use Vokof shouldn't get too nosy about taking out the barbarians coming from the bottom. Thorne can handle himself alright for a while until Hawking gets there. There is nothing you can do to help them because it will take 5 turns before they arrive at the church door. Don't forget the church has a door at the bottom and one at the top, so post 2 guards. Leave two of Ledin's unit or one Volkof's unit on the left corner of the road in front of the church, since there will be reinforcement coming in turn 5 of the stage. I decided to send Ledin there to wait for them. Make sure you leave at least 9 hexes on the left for them to appear or some of them will appear behind your front lines. They don't need to stay alive but they will need to slow them down enough so all the girls get inside and you can get volkov back to block the entrance way to the church. If you're leaving behind cavalry, place them on the edge of screen, or the enemy commander will make a banzai run at them (and there goes another whole chunk of EXP). If you do it right, Ledin will have his first class change in this stage. STAGE FOUR "Forest of Evil Spirits" winning condition *Either destruction of all enemies or survival of Ledin till turn twelve. losing condition *Loss of Ledin starting stats: Leden: Lord L6; Narm: Fighter L4; Mina: cleric L4; Thorne: fighter L3 Slimes have ridiculously high DF. There's no point in buying soldiers for Narm, since they will get decimated anyway. Just hire archers for Ledin and the old man. If didn't get the class change by now, just get horses for Valkov since they will be the only thing that can hurt the slimes. Even regular foot troops for Ledin won't do it. Form a circle using their units, making sure all the units are within the command range. Also, take full advantage of the terran effect in the forest, since the archers have especially strong in the forest. Let Narm finish off the almost dead slimes so she can get some experience points. The red slimes are hopeless unless you carried out the cheat and Narm has the dragon slayer or something powerful. BTW, if Ledin hasn't been promoted to the second class, you're in DEEP trouble here. Volkov will have an attack of about 27 or so and the boss slimes will be at about 28 DF so have lots of fun. Try to shift the battle closer to the left side of the screen so when the reinforcements come, Chris can start cutting through the slimes. The reinforcements will come on the path from the left at turn 6 but they probably won't see a piece of any action by turn 12 if you don't get them closer. So my strategy here is to use Ledin and Volkov to run left as fast and serve as decoys to lure the slimes over to the left. At turn 6, Kris and Thorne arrive. Split Ledin up and Volkov down to let Kris and Thorne plow right up the middle. Try and let those two get some XP for kills. Around turn 9, bring Volkov and Ledin back in and head straight for the leaders just for cash grab. The level ends after Player Turn 12, so grab as much experience as you can, and then last few turns kill the leaders for the cash. STAGE FIVE "Imperial Royal Guard" Winning condition *Destruction of Lance. Losing condition *Loss of Ledin starting stats: Leden: Lord L8; Narm: Fighter L5; Kris: cleric L8; Thorne: fighter L6 Split the force into two; one to the left and one to the right. Ledin with archers should go up, as the main force. Volkov takes archers and goes down to build a wall to get ready to block the cavalry units. Have Narm and Kris go up to help Ledin. Have Thorne to leech kills of Volkov. You might want to use Narm for this if she can get archers instead. This will be the last stage where you will enjoy the company of the old man. No more pampering from class three commander. The only real annoying spell Lance has is Thunder so be ready to do some light healing from Kris. A good strategy is to hold the horse units at the bridge by using a row of archers from Ledin. Then use Narm to kill off the leftovers and to kill the soldiers coming over the river. Wait till they come over and attack you. You move the injured unit away for healing and attack back with archers or the alike. Caution though, Narm's forces can't take on too much, so back up if you can't hold the line. Kris's units can hold the soldiers at bay while you pick them off as they take damage. Use Volkov to weaken the enemy horse units coming around the bottom. Use Thorn to leech some kills here for experience points. Remember, kill Lance last. STAGE SIX "Battle of Castle Baldia" Winning condition *defeat of the enemy commander Losing condition *Loss of Ledin starting stats: Leden: High Lord L3; Narm: Fighter L7; Kris: cleric L8; Thorn: fighter L7 Critical point about this stage is how you place your commanders. There is only two ways in. Also, since Thorn isn't particularly strong yet in this stage, don't rush him into the battle. If Narm has already been promoted to the second class commander, everything will be much easier, but if not, pair her with Thorn and form a blockade of the bridge on the left hand side and wait for Ledin and Chris to break through the right side defense. Narm's units don't have a great chance against the horse units but at least better than Thorn's units. Use common sense and place archers or pikes against the horses and foot troops against archers. Start Ledin with archers and if you did promote Narm or Thorne then give them a set of archers. Rush Ledin around and through his enemies to help out Narm and Thorne in. After you clear them out, come back and kill off the king. Don't waste too much time, as Narm and Thorne can only hold out for so long. If needed, have Narm and Thorne pull back and form a defensive wall to just occupy the enemy forces until Ledin can swing around to help. STAGE SEVEN "Hero of the Fortress" Winning condition *defeat of the enemy commander (the guy with the red shield) Losing condition *Loss of Ledin or Albert (Baynard). starting stats: Leden: High Lord L6; Narm: Lord L1 ; Kris: cleric L9; Thorn: Lord L1 ; Ragar: crocodile knight L6 ; Jessica: Warlock L9 ; You may note that Kris should be close to a level up if she hasn't in the last stage. Jessica starts off almost at a level up and Ragar with a bit of work could get a level up. So distribute your kills. note: Baynard's squad is the soldier units situated south of the fortress. It is speed counts the most in this stage. The defense force in the castle on upper right corner are not all that strong. Once one or two of your commanders cross the bridge, the enemy may start to divert some of the attack to you. Place the fastest commander in front. Chances are, it's either Ledin or Narm as dragon lord. Taylor will have to deal with the water force coming from the top, so place him on the left end. Make sure somebody else stays with him (Jessica to give him support fire or Chris to keep him in shape). So most likely it will be Raiden and Narm up the bridge, Chris & Jessica spread out to lure the lizard men down to attack them. Put Taylor into the water to close the gap, and keep the lizard men on the land. Whip up the left hand side with Thorne to go around the long way. Keep Thorne and Taylor back to lure the lizardmen on land to attack Kris and Jessica. Once engaged, then run Thorne up there. The Lizard men are very weak on land. If all else fail, lure them to land. Even Chris's monk soldiers can kill them. To take the bridge quickly, use Ledin with archers, and throw attack from either Jessica or Taylor and Shield from Chris. His units should be able to blow through the horses guarding the bridge. Concentrate on breaking a hole and get to the other side. You can pick off the units and fight them better when your units reach the land on the other side. When walking across the bridge, try it single file on the left side of the bridge. This will force the lizardmen to walk on to the bridge to attack you. This counts as them on land and not on water. The big annoyance here is the stupid mermen Leader has Blizzard which gets to be a bit of fun when you are trying to swarm them. So clear the bridge as fast as you can and get on the land on the other side. Try not to bunch up all your forces on the bridge. Remember, blizzard is a ranged attack that originates from the commander, so keep your distance from the commander. Lance appears at the top of the screen as reinforcements on turn 10. A good way to kill his units if they arrive too fast for you is to build a two hex barracade on the bridge. That way, only 2 units can ever attack you and they can't get around you to attack any one unit twice to kill it. This way you can use command sphere to heal your units and use Jessica to Fireball the shit out of the horses. Don't kill the commander with the red shield as the level will end as soon as you kill him. So if necessary, use Kris and Jessica in containment roles to hold the commanders in position until your killer troops can get to them and wipe them out. There is a lot of experience on this level so spread the wealth of XP. Possible Strategy Change: This level turned out to be very profitable experience points wise. Ledin, Narm, Thorne, Mina and Jessica all had a class change. I will note that Ledin is now at his fourth and last class change so I will now change my strategy slightly. Ledin will now be used like Volkov and be used to help others gain levels. Narm will be used as the main fighter as she has 2 class changes left. Kris and Jessica both has 2 left as well but at least Kris now has stronger troops and Jessica has better spells. They will be used the most to leech kills. The rest of the fighting action will be split between Thorne, Hawking and Bernard and Taylor as they will only have 1 class change or so to do and they will all end up as magic knights. STAGE EIGHT "Chase" Winning condition *defeat of the enemy commander Losing condition *Loss of Ledin or escape of the enemy commander starting stats: Ledin: High Lord L9 ; Narm: Lord L6 ; Kris: Cleric L9 ; Thorne: Lord L2 ; Taylor: Knight L1 ; Jessica: Bishop L1 ; Albert: Fighter L8 note: This is VERY messy stage, with Ledin's forces ganging up on five squads of enemy force (36 units in total). All I can say here is to be sure to keep track of which units are whose. You have two sets of archers on the edges and the rest of them are soldiers plus you will get two horse units with Lance appearing later. So I will set up Ledin and Thorne with archers to deal with Lance, Narm and Taylor will do horses for the kills on the soldiers and speed to catch the enemy commander. Mina and Jessica and Albert need to take care of the archers. So from left to right, deploy in this order: Albert, Taylor, Kris, Ledin, Thorne, Narm, and Jessica. Or if you choose different troops, from left to right do archer, soldiers, archer, soldiers, horse, horse, soldiers. Remember the missions, the 2 archers must sneak along to bottom because they are Lance and the reinforcements, the soldiers are to sweep the archers on the top and the bottom, and the horses are to blast through the middle and pursue and contain the red leader before he escapes to the top of the screen. Jessica will split and block the archers to the top. Narm will use her horses to punch through and chase the boss (in red). Thorn and Ledin will creep along the bottom and head to the left to get ready for Lance to show up. Baynard will do the same as Jessica, attack and split the archers from the the soldiers, so that Taylor can bring his horses in and bobo the soldiers. Now go quickly and penetrate the front line and chase the commanders. They will run to the top left corner. Remember, Lance and troops will arrive at the bottom left corner on turn 5. So be ready to use archers to block them from stopping you with the boss chase. Use some soldiers to trap and block the red boss from escaping because that will give you all the time you need to kill everyone on this level. In my case, both Albert and Taylor both need a level up so let them leech some kills. The target in this stage is the Red King unit, so don't kill him too quickly since this is a good experience grab level. The red leader is a weakling and can be boxed in and held in place with even a "10" unit from Kris. STAGE NINE. "The Stream of Warl" Winning condition *Either Ledin reaches the upper edge center road of the map, or destruction of all enemy units Losing condition *Loss of Ledin. starting stats: Leden: Hero L1; Narm: Lord L8 ; Kris: Bishop L1; Thorn: Lord L4 ; Taylor: knight L3 ; Jessica: Bishop L2 ; Albert: Fighter L9 The movements are very restricted in water, except for water force like Taylor or air soldiers like griffins. The first thing that is going to come your way is a set of lizard men. You can use ordinary soldiers from Albert or monks from Jessica or Kris will do just fine against them. Two squads of Kraken, one from the right, the other from the left will appear in turn five. There's no way anybody except Taylor and Narm can make it to the opposite shore by then, so stand by on the bottom shore and wait for them to come out. They are almost hopeless enemy in water or on shore, but they're sitting duck on land. So place your units two squares away from the shoreline and remember to turn soldier option to manual. Archers and horse units will do great damage against them on land but the only thing archers are really good is against Lance. Turn 6 Lance arrives behind Sonya. Doesn't matter since you will be still fighting the Krackens. Method 1: use mermen to protect an advance right up the middle. You need mermen in this level more so than air units since the opponent has a unit of a lot of archers and spear units. Choose mermen for Taylor and possibly for Narm too. If you don't have mermen, then griffons will do. If you don't decide to wait for Kraken on land then then you start sending your forces up the middle of the water and use the mermen to protect the advance. I will also make a note that the Kraken will also attack your opponent too if you let it. However, that will steal away your experience. Method 2: deal with the lizard men and Kraken first. Then move across the water without any issues and bobo them. If you wait on your side for the lizard men to come down to kill them on land; wait for the Kraken to come down and kill them on land; and wait until Lance comes down and kill him on land; you will probably need up to turn 22 before those guys can even start heading across the stream. If you are really adventurous, you can load Taylor with horses and plow them up the left side. He will be able to make it entirely onto the island before turn 5 when the kraken come. Then after they turn towards your units at the bottom of the screen, you can then split and head upwards. Now horses are not very good against on the other side but you can knock a few the spear girls down. Anyway, have someone with archers like Narm and someone with monks like Jessica to get rid of the karken that Taylor left behind and then work your way up. The archers should be able to reach the island by the time Lance decides to come down with his horses. He will be easy targets for the archers. Be real patient, I didn't get my main force over until turn 20 and it took me 34 turns to finish the level. Lots of experience for Jessica and Kris for all the lizard men and kraken kills. Whoever takes the archers up the left will get good kills with the kraken and Lance. Taylor gets a couple kills as the kamikaze decoy. If you are lucky Ledin doesn't have to do anything except be a decoy. Remember kill Sonya last (she's the one with the archers). STAGE TEN "A Castle on Lake" Winning condition *Defeating the enemy commander. Losing Condition *Loss of Ledin starting stats: Ledin: Hero L1; Narm: High Lord L4 ; Mina: bishop L2; Thorne: Lord L4; Taylor: knight L5 ; Jessica: Bishop L3 ; Albert: Lord L2 There's only one way into the fortress. Place commander with cavalry at the gate, and place strong magic users behind him/her on the left and right wing (to cast attack and shield spell). You might opt to back out of the castle so you can take care of the 2 units of lizardmen coming on you from the left and right. The two squads of soldiers will come out of the castle to engage you anyways. Watch out for those Blizzard spells. The remainder of your troops will go in as the castle gate clears. Taylor should remain very close to the water so that he can intercept the water force swiftly. Also, the reinforcements will appear at turn 10. Have at least one commander stay outside and wait for them to show up. You will have a squad of archers from the left and a squad of soldiers from the bottom. It takes awhile to go through the narrow hallways of this castle but you work your way through, taking all those fireball hits and blizzard hits. Be patient, it took me 37 turns to finish this level but I was able to level up both Narm and Thorne by carefully knocking down the opponents down to 1 or 2 hit points and then let them go in for the kill. I let Jessica and Kris take care of the lizardmen and some of the guards that came out the castle for their easy experience for this level. STAGE ELEVEN "Castle Dalsis" Winning Condition *Destruction of all enemy or Ledin reaching the stairs at the top floor. starting stats: Ledin: Hero L2; Narm: High Lord L7 ; Mina: bishop L5; Thorne: Lord L5 ; Taylor: knight L6 ; Jessica: Bishop L4 ; Albert: Lord L3; Hawking: Lord L4; If you storm in the cavalry units to take out the first two grand knight and foot soldier units, make sure not to get in too deep into the castle that you can't make a way for your foot soldiers to take on the dark elves units coming from the second level. So I did Narm with horses, Albert with soldiers with Kris by herself on the left. Taylor with horses, Hawking with soldiers with Jessica herself on the right. Ledin and Thorne with archers to wait for Lance in the middle. Note, Jessica is at her max level so she is just going to sit back with an orb and toss spells everywhere. Kris still needs levels but due to the speed of advance on this level, I will choose not to give Kris any troops this level. Again, Ledin is at max level so no point giving him experience. I will pair him up with Thorne so he can get the experience from picking off Lance's troops. Do be careful with the two archmage, since they keep on blasting magics at the first opportunity they have. In turn five, Lance will appear at the center section of the shore facing the castle. Have somebody ready to take him or you may be trapped on the bridge with nowhere to run. You can leave a set of archers to take care of him. In turn seven, two Wyvern appear from left and right upper corner. Just leave them alone and let them fight against the Sir Galius's squad stationed on the top floor. By the time the two monster squads die out, the dark elves units should also be gone. If you are really forward, you can draw the elves to attack you, so the wyverns comes down to attack you and the elves. This is some experience points here. If Jessica is levelled up enough to have the Meteor spell, then you can use it on them and they will get rocked! STAGE TWELVE "Twin Castle" Winning Condition: Defeating Digos Losing Condition *Loss of Ledin starting stats: Leden: Hero L2; Narm: High Lord L9 ; Mina: bishop L5; Thorne: Lord L5 ; Taylor: Knight L7 ; Jessica: Bishop L5 ; Albert: Lord L5; Hawking: Lord L4 Ok, Leden, Narm, Thorne, Taylor and Jessica are now all at their final class change, thus they don't need levels. I am going to concentrate on Mina, Albert and Hawking for levelling up. The stage start without letting you place the commanders. The first group on the left should try as hard as it can to join the right side group. The right side group should remain in defensive position, or they may be decimated before the rescue arrives. For the defensive group, move them straight downwards and punch through the group of soldiers at the bottom. Theres a choke point that is only 3 hexes wide. You should set up a defensive line right there to hold off the enemy units coming at you there until the right side can come and join you. On the right side, you also have a three hex choke zone. As you use your horses to slowly kill the enemy soldiers, quickly fill in the gaps with defensive troops to keep them separated from the archers come down. By turn 4, the enemy will have that entire hallway covered with archers. In my game; Ledin, Kris, Taylor, Hawking were on the left; Everyone else on the right. Thus, Mina and Hawking are doing the picking off on the right Use Ledin as the blocker, and Taylor as the decoy to absorb some spells. It took me until turn 30 to slowly pick off the archers and finally break through into the main hall. The big boss has a high defence value while he sits on the throne so you will have to come at him some AT, something in the high 30's. Digos has an AP of 30. Just keep on attacking him and don't give him a chance to strike back or else you'll be losing commanders. STAGE THIRTEEN "The Town of Stone Statues" Winning condition: Destruction of all enemies Losing condition: Losing of Ledin. Or all commanders turned into stone. starting stats: Leden: Hero L3; Narm: High Lord L7 ; Mina: bishop L8; Thorne: High Lord L3 ; Taylor: Knight L7 ; Jessica: Bishop L6 ; Albert: Lord L5 ; Hawking: Lord L7 The trick behind this level is a commander has to get to the chest just beyond the slimes and giant ants. Inside the chest is a magic mirror which will revive Lance and the civilians in the city. It will also prevent/cure you from getting stoned. So, start with Ledin with griffins and Jessica with monks to the north. Take Narm with archers to the left. Set up the archers in a long single file line to make a defensive fence to stop the basilisks from getting thru. Take Hawking or Albert with archers to the right. Do the same with them, set of a 3 or 4 long barrier between the building and the water to stop the basilisks. Once your guys get stoned, back your guys off the front line and just plug up the holes in the line until you have stone wall of stoned troops. The slimes are kinda hard due to their high defensive values. However, if you use Jessica with attack, you should be able to take one of them using 2 or 3 units. They are whimps. Bagilisk that appear from left and the right side of the initial position turn its enemies into stones. They aren't too tough so kill them ASAP. The treasure box on the corner of the road on upper shore contains the mirror that will bring the civilians and Lance back to life. Once Lance comes back to life, he'll join the force, but at this point, he's automatic character. You are going to need Redin to take out say the slimes, Taylor should have an attack of over 30 by now so use him on you left flank and Narm ought to be pretty tough so use her on you right flank. Now the back flank is hard to take out with Jessica or Chris so you might just have to hold out until one of the other guys finishes fast. Either that or drop one of the girls for Airheart's archers. STAGE FOURTEEN "Wolf Pack" Losing condition: Either loss of Ledin or all NPC Losing condition: Losing of Ledin. starting stats: Ledin: Hero L3; Narm: Ranger L1 ; Mina: Arch Mage L2 ; Thorne: High Lord L3 ; Taylor: Knight L8 ; Jessica: Bishop L7 ; Albert: Lord L5 ; Hawking: Lord L7 ; Lance: Dragon Knight L7 You can only pick 4 commanders for this level and one of them has to be Ledin. Not a lot of choices here. Lots of monsters and undead so you may as well get some experience for Kris and Jessica. Don't bother using Lance even though he has griffins, that is just wasting experience points. The commander closest to the bridge should have monk squad to go against Nargya's skeletons. Speed counts, so have the mobile units (eg. griffin squads) intercept the four wolf squads coming from the top. You have only 10 turns to blockade and make a hold point at the door of the building that holds all the civilians. The monk troops can't hold off the wolves for long. Reinforcements will appear in turn four from the right bottom corner shore. I chose to have Ledin with griffons fly up to set up a blockade to stop the wolves from getting into the building with all the girls in it. I chose Jessica with monks to take out the skeletons. The rest can be anyone else with archers as they are the best against the wolves. I was a bit late getting to the building with Ledin so I had to kill the 2 enemy commanders prematurely which cost me a bunch of potential experience points. STAGE FIFTEEN "The Cry of Evil Dragon Losing Condition: Either loss of Ledin or all NPC Winning condition: killing the Great Dragon starting stats: Ledin: Hero L6; Narm: Ranger L1 ; Mina: Arch Mage L5 ; Thorne: High Lord L3 ; Taylor: Knight L9 ; Jessica: Bishop L9 ; Albert: Lord L5 ; Hawking: Lord L7 ; Lance: Dragon Knight L7 This is another level where you only get 4 commanders, and one of them has to be Ledin. Unless Narm became level four commander "Ranger", there is nothing in your army can defeat the great dragon (AP 36, DF 38, MP, 16, MV 16). He is the one that starts off immediately right of the troops on the doomed boat. I decided to take Ledin with griffons to set up a defensive front just above the left corner of the town. Don't enter the mountains and don't enter the sea yet. They need to create a defensive line to help get the girls out of the town. I chose Taylor and Jessica with horses, although someone with archers would have been better but both Taylor and Jessica are L9 so they need the experience points. These two will set up a defense line to the left of the town. Note, leave a path between you and the town so the girls can run downwards to the exit. I chose Kris with archers as my last choice. Let her go into the town and begin setting up a defensive positions. At best, the doomed boat will last 3 turns, so turn 4 you better start getting ready in the town. Take advantage of the tight quarters and wall yourself in. After the doomed boat is bobo'ed, the monsters will come after you. I chose to put Kris with archers on the right at the inside corner of the right top building. She will get the most monsters attacking her and her archers are well suited to go against them AT 22 (+12). A 10 unit will almost kill a 10 in one shot. Ledin with griffins can take up the left side with Jessica close by to swoop in for the cheap kills. I will use Taylor to pick off the wolves once all the girls are cleared the area. One set of wolves will attack Taylor once he touches the mountains. You can contain the dragon using some griffons from Ledin (DF12+9). This will buy you more time to kill off the wolves and skeletons. A good tip, the Meteor spell can do up to 5 points of damage to the skeletons. Once you kill the Narava, the Ilfreit will come out from the seal (the stone pillar in the upper left corner). This guy is nasty AT45 and DF 36. Back away and let the Ifreit chase after the Great Dragon. Let them duke it out between each other. In a pinch, you can kill the dragon with two maybe three 10pt units of griffons with attack spell them. Note the Ilfreit is on your side, however he will throw fireballs everywhere and anywhere. STAGE SIXTEEN "In the Dark Shadow" Losing Condition: Either loss of Ledin or all NPC Winning condition: killing the Great Dragon starting stats: Ledin: Hero L6; Narm: Ranger L1 ; Kris: Arch Mage L9 ; Thorne: High Lord L3 ; Taylor: Dragon Knight L1 ; Jessica: High Priest L2 ; Albert: Lord L5 ; Hawking: Lord L7 ; Lance: Dragon Knight L7 This level you can only have 5 commanders and one of them is Ledin. First objective is to obtain the Dragon Slayer, the sword you'll find in the treasure box located at the junction point in the cave. All the monsters besides the dragon are not all that strong. You can use this stage to gain EXP for low level commanders. Be warned that terrain effect in this stage is all the same, so make sure to keep all your units in the sphere of command. Hint: Meteor spell is really effective on the slimes and ants, doing 6,7 even 8 points of damage. The strategy behind this level is to keep your forces in your inital startup positions so that it will keep the enemy monsters at bay until you are ready to take them on. The Master Dragon at the bottom and and the two units under the Master Dinos will hold positions until you move far enough down for you to call them down. Watch out for these guys because they have fireballs. The slimes and Giant ants will attack first so take your time and take these guys on and eliminate them and heal back up. If you use a lot of patience and good use of the attack spell with archers, I was able to level up enough to get Kris, Jessica and Hawking up to their last class change; however, it took me 75 turns to complete this level. STAGE SEVENTEEN "The Forbidden Land, Valzeria" Losing Condition: Either loss of Ledin or all NPC Winning condition: kill the enemy commanders, not required to kill Borgel (the guy in blue at the bridge) starting stats: Ledin: Hero L8; Narm: Ranger L1 ; Kris: Princess L1 ; Thorne: High Lord L3 ; Taylor: Dragon Knight L1 ; Jessica: Sage L1 ; Albert: Lord L6 ; Hawking: High Lord L1 ; Lance: Dragon Knight L7 In this level you can choose everyone except for 1 person, so you may as well kick Lance off the team. It is obvious that Albert is the only person left that needs levelling up. I choose to not give any troops to Kris, Jessica or Narm. I will give winged units to Ledin and Taylor as they will have to knock out the strong magic user guys fast. The sorcerer in right side of the forces located in front will cast spell to control either Narm or Chris before the turn one begins. Make sure to defeat him ASAP. Forget EXP on this. At this point in the game, both characters are at max level and thus don't require troops. I will equip them with an orb for their magic powers. Now I chose Ledin and Taylor with griffons, stick them up front. I choose Narm and Jessica next because they have spells. I use Narm to cast either Thunder or Blizzard on the sorcerer on the right. Then use Jessica to throw Attack on Ledin's griffons. This will allow you to whack the sorcerer first turn and thus free Chris. Then use Chris to do a Healing 2 to fix up Ledin. He will need it because he will have they will throw the wyverns to the right, the dinos from the top and the wizard will throw a meteor at him too which with griffons is really bad. Taylor should throw attack on himself and try to take out the dinos in the middle. Use one of the other high lords like Thorne to help out with a Thunder spell. Everyone else, spread out and pull back, there are a lot of breath weapons exploding. In my game, Albert is the only guy left I need to level up so I will try to feed him the most kills. I put the Dragonslayer sword on Narm, which makes her AT 52!! Now that is a killing machine! She can take on a full wyvern unit by herself, she kills a unit almost in one shot. They will suicide them selves if they attack her. She only takes one hit point of damage from fireballs or meteor spells. You aren't required to defeat Borgel, the commander that starts off at the foot of the bridge, but since he casts powerful magics, it is good idea to get rid of him soon also. The monsters sets of monsters aren't too hard to kill. The wyverns are easy enough to kill with archers. The dinos with an attack spell on them are easy to kill with griffons. Raiden can go after the wizard if he wants, Taylor can take out bottom left, Narm can take out top right, Hoking and Thorn might have some fun with the bottom right and Airheart is left to help Raiden with the undeads or the monsters to the top left. Jessica is left to buffer out Chris. Remember the monsters have breath weapons so spread out as fast as you can. STAGE EIGHTEEN "In the Ruin" Objective: To kill Nargya or be killed. starting stats: Ledin: Hero L9; Narm: Ranger L1 ; Kris: Princess L1 ; Thorne: High Lord L4 ; Taylor: Dragon Knight L1 ; Jessica: Sage L2 ; Albert: Lord L9 ; Hawking: High Lord L3 ; Lance: Dragon Knight L7 I may note here that Albert is one level away from his last class change. Everyone else is at their max class change. The strategy will shift to go straight for the commander and kill him off, no need to collect experience points. Again you can choose everyone except one guy. Hmmm. Maybe we can ditch that loser Lance. I sent Narm, Jessica and Chris up the bridge (alone) because they have the magic ability and they have magic resistance. No point sending troops because the fireballs and meteors will just wipe them out. Narm is a walking death machine. I ran her up the bridge to take all the meteor spells and attacks. She will take a 10 wyvern unit down to 1 or 2. A 10 bracken unit will kill themselves if they attack her. Even when she is down to 4 HP, she can still take a 10 crawler worm down to 3! Fireballs don't do damage to her, and Meteor only does 1 point of damage. Keep your archers back and let the monsters come after you. Advance after you have cleaned up the monsters. At this point, Albert is the only guy left to level up to the last class change so experience is not really all that important. The boss is only a A20 & D20 so no big deal beating him, however, the stone golems that he has are impervious to fireballs, meteor and thunder so you will have to hit them head on. Even Narm could only knock them down to 4 on her first run at them. STAGE NINETEEN "Underground Shrine" starting stats: Ledin: Hero L9; Narm: Ranger L1 ; Kris: Princess L1 ; Thorne: High Lord L4 ; Taylor: Dragon Knight L1 ; Jessica: Sage L2 ; Albert: Lord L9 ; Hawking: High Lord L3 ; Lance: Dragon Knight L7 Objective: Kill Nicholas or be killed. Ok, on this level is a real messy level. Fireballs and Meteors from hell! OK, you can pick everyone for this level and loser Lance is no longer with you anymore. Ok it is very important what you pick and where you place them on this level. If you don't get some fast and heavy hitters fast, you will get roasted with magic. Ok this is the "last" scenario. You got Nicholas the Meteor man above you. Place Narm against him because she can withstand the damage of the meteor reasonably. Move and press her right up against the wall where Nic is so that she won't hurt too many others. The guys always aims fireballs and meteor at your commander. Set her to manual move and split her men out as far away as possible. When Loser Nick starts bombing her with Meteor, everything within 5 hexes of her will take massive damage. You have a lich in a balcony to your left and to your right and below you. Now you can't climb over these balconies but you can sure fly over them. So, equip 3 squads of griffons, Raiden, Narm and Taylor. Position them as close to each of their perspective targets. They will storm their walls, and bobo the lich as fast as possible. Jessica or Taylor or Hoking or Raiden or Narm can cast Attack if the extra damage is needed. These liches gotta go ASAP because you got too many troops in a confined area and they'll take big damage from fireballs. So I went Ledin with griffons at the bottom. Jessica with archers is to his right. Taylor is on the left. Narm by herself to the top centre. Kris in the centre with monks. The rest of the guys can go anywhere else. I used Jessica to cast attack on Ledin. The used Albert to cast Thunder on the bottom squad to knock them down to 9's. Then moved Ledin as close to the wall as possible to get the Zone Of Control where I need it. Then fly the griffons over and hit the lich. Once the guy is dead, move Albert's archers right against the wall so you don't take damage from all the fireballs and meteors. Leave Jessica by herself, move her forces against the right wall and as far down as you can. Try to get 5 hexes away from Jessica as she will be taking fireballs and meteor spells on the head. Narm is the centre decoy for Nicolas. Press her right up to the wall to the north so she can minimize the blast radius of the meteors. Taylor is out of range of the wall so, have him move up to the wall on the left. Move all his griffons down and to the left at least 5 hexes away from Taylor. This will set up the ambush on turn 2. I have Thorne to engage and attack the wolves to the right and Hawking to engage the wolves to the left. Turn 2, you will note, both lichs (right side and left side) has abandoned their leader. Use Taylor to cast attack, on himself. Now fly the griffons right on the unguarded lich and kill him. Hawking will probably has lost half his archers to the wolves so back off and head towards the middle, drawing them to the centre. Reassemble Albert at the bottom left to help Hawking next turn. Use Kris to cast healing 2 on Ledin's griffons. Move Jessica right against the wall on the right. Move her archers at least 5 hexes away from her. Move Ledin closer to Jessica. Move Ledin's griffons to the bottom right as close to the lich as you can but also 5 hexes away from Jessica. Reassemble Kris's monks around her. Thorne has probably lost half of his archers and he has skeletons coming at him. Retreat back to the centre towards Kris, keep at least 5 hexes away from Narm and Jessica. Narm can help Thorne by casting healing. Turn 3, move Ledin right up the wall on the right beside Jessica. Have Jessica cast attack on Ledin. Ledin's griffons now fly in on the lich and kill him. Use Kris to cast Healing 2 to fix up the griffons after the attack. On the left, heal Taylor, but move the griffons along the balcony away from Taylor. Advance Albert ahead to help Hawking. Keep backing Hawking to the centre. Keep his forces at least 5 hexes away from Narm. Turn 4, Jessica can cast attack on Ledin's griffons, and they can now take out the Lich if you haven't done so in turn 3. Reassemble Jessica's archers. Reassemble Ledin's griffons. Heal them if they need it. Taylor can now cast attack on his griffons and attack the oncoming wolves. Hawking and Albert meet and they can cast heal as well as take out any stray wolves as they advance. Narm holds her position. She can cast thunder on the wolves if she likes. Turn 5, Jessica can cast attack on Ledin's griffons, and they can now take out the wolf commander. If you are lucky, you might be able to take out the skeleton commander too if he is in range. Ok, that leaves 2 units of wolves. Use Hoking and Thorn to hold those units until the Griffons finish off the liches. They probably won't do too well against these guys unless you did some major level ups previously. Ok, these guys plus the reinforcements which are travelling down both sides right and left have fireballs and Blizzard so they are annoying as hell. But take your time and bobo them. As for Jessica just sit there and toss fireballs at Nicholas. You throw enough of them, his stupid skeletons will get wasted. Make use of Chris' healing spells both heal and group heal. A clever trick is to take one of Jessica's troops and keep it near Chris so that she can cast group heal on it and that will also heal Jessica at the same time. STAGE TWENTY The Seal of Darkness" It is the big show down. Kill the evil king and Chaos or be killed. Flying forces would be nice but not 100% important a few of your guys need speed and power. Positioning is very important in this stage so choose troops carefully. You thought the last level was tough, now you got 3 guys that can cast Meteor and 4 guys that cast blizzards and fireballs. Ok, positioning is very critical in this level so I will try to be as descriptive as possible. Raiden will start off top left and he will take a set of Griffons up against the first set of guards. Now if you position 2 griffons right at the foot of the entrance 4 hexes down from the leader. This way, the leader may waste a Blizzard (which has a 4 hex range) on you but only hit 1 griffon. Use Raiden to waste that guy. Don't position Raiden on the right side of the 3 hex wall with the torch right above him because that will put him into Meteor spell range of Bozel. Ok, put Chris below Raiden and stick her right up against the wall with the lich. She will be a decoy for the meteor spells. Get her troops out of the way since that spell has a blast radius of 5 hexes. Under Chris you can put anyone you want but I chose the useless guy, in this case it was Thorn. He does nothing much except get away from Chris as fast as possible and engage in defensive positions around the wolves in the bottom left. The last guys on the bottom left should be someone who can take out those wolves. I picked Taylor on Griffons. On for the right side, Narm, Jessica, Airheart and Hoking. ok, same strategy here as from the left. Get Narm up there with 2 Griffon Units. Now, the idiot probably won't blizzard you but will probably fireball you. If you throw a griffon one at the entrance into Bozel's room, you will not only decoy Bozel's monsters but you may decoy some of the skeletons to move up and out of the room. Jessica does what Chris does. Stick her right up against the wall and get ready to take those meteors. She will just sit there and toss fireballs and meteors back inside that room. A fireball in the centre of the room will cover the entire room including the one hex after the door. As for her troops, split them up and get them out of there. My suggestion is to get one of them down and around the bottom and up the otherside near Chris so she can do a group heal on her forces. remember, meteor only does a couple more points of damage over fireball but costs 6 instead of 2. Ok, next is Airheart and Hoking. Well, I usually give Airhedart archers and let him help Narm while hoking uses ccavarly to beat up the wolves. As soon as Taylor finishes with his set of wolves, he can send units over to help. Watch out for Meteors when sending leaders across the bottom passage. Remember, the AI was not all that swift back at this time, the Liches will only target their meteors on the leaders and they will let the explosion go out 5 hexes. Ignore Bozel andd the liches for the time being until you get rid of all the skeleton & wolf troops. To lure the skeletons out of the lich room, move a few units into Bozel's room. Bozel will not move but he will send in his monsters and the liches will send in skeletons. This will bait the enemy closer to you. Remember to keep your leader out of Meteor range (8 hexes). Now the skeletons are so dumb they will be out of zone to chase you down. So in short, bait them, let them come, you bobo them and then back off. Bozel is not too tough but you will probably need strikes from raiden & Taylor to fully knock him out. But don't knock him out before you fully heal up and rest up Jessica because you will need some heavy duty magic from her. Ok, you kill Bozel, Chaos will be summoned from behind him wwith a bunch of his bum-buddies. Set up a blockade in the hallway 3x2 right behind where Bozel was standing using some ordinary foot troops, say Thorns for example. Now if they are in zone, a 10 unit can withstand even an attack from Chaos (AT 50, DF 38) So let them attack, they can only hit one of your 3 front row guys and only get one attack on them. You put that troop back to heal him. If the enemy has been sufficently damaged, move a unit in for the kill. Otherwise, hold and just replace the unit with a new 10 unit for defense, Continue to do this until you get raiden & Taylor healed from attacking Bozel and until you get Chris & Jessica healed up & in range for spell casting. Chris and Airheart will be there to do the healing and Jessica will be there to throw more fireballs and Meteors at Chaos and losers. You may note, Chaos is not very magic resistant. Just beat up his minions and weaken him down, then use the leaders to waste on him. Don't let him retailate because of his high attack strength. He can cast magic but fortunately, it is not fireball or Meteor. He does have an ice blast which killed a 10 unit Thorn so watch it. Ok, that basically wraps up the in and outs of Langrissa I for the PCE. This information can be applied to the Sega Genesis versions and a bit to the newly revised Playstation version which is a variant of the Genesis version anyway. So have fun and look for more in the future. changes and comments and edits and hints can be sent to Vancouver Japanese Animation Club 2780 East Broadway Street, Unit 102 Vancouver, BC, Canada, V5M3S7 vjac@idmail.ca