Langrisser II/Light and Dark

Winning condition: -Death of all enemies Losing condition: -Death of Elwin Items: Knife, Robe, Amulet Heroes: Elwin, Hain, Scott, Riana, Sherry, Aaron, Keith, Lester, Larna. Enemies: Vampire Lord Archdemon x4, Vampire Bat x2

( Witch L7 Ballista x4, Golem x2 ) x3 ( Cerberus L10 Hell Hound x6 ) x3  ( Demon Lord L1 Archdemon x4, Elemental x2 ) x3 Your first priority here is to take down the Vampire Lord. Put horsemen in front, fliers on the flanks (the extreme starting position away from all the other characters), and any other troops in back. Hopefully, you will be able to defeat the vampire by turn 2 or 3. Use protection on your units before you send them in, because the vampire's attack will strike before any of your troops can actually reach him.

Of course, it only gets harder. The demon army is very well-balanced. Hell hounds may be weak, but they can still mow down monks if you let them, and you'll need all the monks you can get to deal with the archdemons and elementals. Meanwhile, witches are raining meteors and ballista shot on you. As with scenario ?3, if anyone takes more than 2 damage from a meteor, it's time to start thinking about resist. You on the front lines at once - but you can minimize losses by using spells like resist, protection, and heal2.
 * will* lose troops - you can't keep counters for 3 different unit types

If you have a serpent master, you might consider giving him the southeast position and moving him into the river. The southern half of the enemy army will break off and attack him, but if he's a serpent master (that's 5th class level, approximately 40AT 42DF) they shouldn't be able to touch him. Doing this buys the rest of your army time to deal with the other monsters.

{{Footer Nav|game=Langrisser II|prevpage=The Light Rod|nextpage=The Continent's Strongest Knights