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#REDIRECT [[Langrisser II/Knights of the Rayguard Empire]]
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{{Wikify|August 2007}}
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===Scenario 1 "Knights of the Rayguard Empire"===
<pre>
Winning Condition: -Defeat of Baldo
Losing Conditions: -Baldo escapes to edge of map
                  -Death of Elwin
Items: Knife
Heroes: Elwin, Hain
Enemies:
 
  Cavalry:
      Leon Knightmaster L4 Plate mail, Great sword, Royal Horseman x1
      Laird MagicKnight L6 Chain mail, War hammer, Heavy Horseman x2
      Movement for these 2 is limited to their command radius.
 
  Infantry vanguard:
      Baldo Fighter L4 Soldier x6
      Riana (hostage, doesn't really do anything except take up space.)
 
      Imperial General Fighter L1 Soldier x6
 
 
NPCs:
  Villager Cleric L2 Civilian x3
 
When Baldo abducts Riana:
  Jikeidan(Vigilance) Lord L2 Chain mail, War hammer, Pikeman x6
 
  Shisai Priest L2 Chainmail, War hammer, Soldier x4, Guardsman x2
</pre>
For a first scenario, this can be kinda tricky. Buy Elwin 6 soldiers, you'll need them all. Buy Hain between 4-6 guardsmen, he will be less important because he starts further away from the center. Get Elwin a knife if you want. Have Elwin attack imperial general and defeat as many of his troops as possible. Try to have Elwin himself get in an attack each turn, since he will be stronger than his soldiers. Go for damaged enemy soldiers first, and try to position Elwin so as many of his soldiers can attack while still being within 2 spaces of him. Listen to Laird and put damaged troops next to Elwin, and have any units that can't reach the enemy surround the damaged troop to protect it. Don't attack a unit next to the enemy commander unless you think you can finish it that turn, otherwise the commander will heal it right back up again.
 
Once Baldo comes close, it's time to forget about the imperial general if he's still alive. The two key passages are the space between the two houses to the left, and the top entrance to Elwin's house. Make sure these are blocked at all times, even if it means putting someone outside their commander's range. If Baldo makes it through either of those paths, you're basically screwed. Use Hain to block the left, and one of Elwin's soldiers to block the door. Form a line above that soldier with Elwin and any soldiers that aren't very damaged (8-10 health). Put the damaged units behind the line so Baldo doesn't attack them. Hopefully, Baldo will attack Hain's guardsmen, leaving him trapped between Elwin and Hain with nowhere to go. If not, read the next part anyway.
 
Hit Baldo with Hain's magic arrow and use Elwin and one of his soldiers to take out one of the soldiers protecting Baldo. Then hit Baldo with another soldier unit... make sure it's at full health. The idea here is to keep his health below 8 so he can't move. If you were able to contain him, this isn't as important. Use any remaining soldiers to attack Baldo's other troops - only if it's within their commander's range, though. If you can expose Baldo on two sides with Elwin and Hain still active, you should be able to kill him. Save before you try, though.
 
Note: Although it is rare, it is actually possible for Riana to cast heal on your characters during this battle. To do it, Baldo must not have moved that turn, and she must already be in a space next to him; basically, you have to make it so that the AI doesn't try to move her. This isn't very important, but I thought it was kind of neat.
 
 
===Scenario 2 "Besieged Manor"===
<pre>
Winning Condition: -Riana escapes to top of map
                  -Defeat all enemies
Losing Condition:  -Death of Riana
                  -Death of Elwin
Items: Knife, War Hammer, Great Sword, Small Shield, Robe, Cross
Heroes: Elwin, Hain, Scott
Enemies:
  Front gates:
    Zolm Lord L1 Soldier x4
 
    Imperial General Knight L1 Soldier x3
  ( Imperial General Fighter L3 Soldier x4 ) x2
 
  Ambush, shows up when you bring a hero to or beyond the rear bridge
  or when Zolm is defeated:
  ( Imperial General Fighter L3  Soldier x4, Barbarian x2 ) x2
 
NPCs:
    Rolan Highlord L7 Great Sword, Large Shield
                      Soldier x2, Archer x2
 
  ( General Fighter L5 Soldier x3 ) x2
 
    Riana Cleric L3 (unless you really pushed her healing last scenario,
                    which I doubt.)
</pre>
Compared to the last scenario, this one is pretty straightforward. Imperial generals of the Fire Dragon Army show up to take Riana (again) and you have to escort her out through the back exit. Of course, things are never that easy, and a pair of enemy commanders shows up to ambush you. The commanders are pretty weak, and their soldiers are even worse than the ones in the last mission since some of them are barbarians. Plus, you don't have to worry about them escaping or any enemies breaking through the front gates because Rolan is so powerful.
 
Buy at least one great sword, it gives a huge +4 attack bonus. It'll be awhile before you see it come up in the shop again. Since Hain's defense is so low, you might also consider a robe for him. You can go with any number of soldiers you want, since as stated before the enemies aren't that powerful. 4 to each hero should do nicely. Try to take the fighting as far from the gates as possible, because the enemy has an annoying tendency to use the +40% DF walls that are on the outside of the manor  (Outside?! Aren't the walls supposed to protect the defenders?) Since you don't have to worry about time, try to kill all enemy soldiers before going for the leaders for the most experience. Keep Hain himself behind the front lines, because his defense is low.
 
====Alternative Strategy: All marbles====
The NPC's defending the front gate will never join you, so any experience they get from killing Zolm's crew will be wasted. There is a way to prevent this. Buy both Elwin and Scott Great Swords, and get Hain as many guardsmen as possible. Depending on how lucky Jikeidan was last scenario, you might have some leftover cash. If so, use it to buy some soldiers for Elwin and Scott.
 
When the scenario starts, disregard Scott's advice and move Elwin and Scott to the front gates of the castle, where the fighting is. Post Hain at the rear gate. From here on, you are trying to get as many kills as possible with Elwin and Scott in the south, while keeping the enemy from breaking through in the north. Go for enemy leaders above all - although the Knight gets attack/defense bonuses against your fighters, he has to REACH you first to hurt you, and your great sword should allow Elwin to do 6-8 damage in a single attack. The other enemy leaders are not very powerful, even Lord Zolm, and you should be able to easily get them for yourself provided you keep a save state ready. When Zolm and his cohorts are defeated, send Elwin and Scott back around to assist Hain. When the dust clears, you will (hopefully) have more than doubled your experience gain for this scenario.
 
If you're not willing to risk having Hain defend all by himself, you can do a milder version of this strategy by having only Elwin go to the front, and leaving Scott behind to support. You'll get less experience, but it'll also be a lot safer. If you position Hain's troops right, you can actually block Riana from reaching the back entrance, avoiding the hassle altogether.
 
A nice side effect of this strat is that since Hain will be taking so much damage, it's a great opportunity for Riana to practice her healing magic.
 
After the manor is quiet once more, Rolan gives you a Great sword and sends you off to Estol.
 
 
==Scenario 3 "Mountain Ambush"==
<pre>
Winning condition: -Defeat all enemies
Losing condition:  -Death of Elwin
                  -Death of Riana
Items: Knife, Small Shield, Robe
Heroes: Elwin, Hain, Scott
 
Enemies:
  Zolm Lord L3 Soldier x3, Pikeman x3
 
  Imperial General Fighter L2, Barbarian x1, Pikeman x5
( Imperial General Fighter L3 Barbarian x1, Pikeman x5 ) x2
 
When first wave or Zolm defeated:
        ( Imperial General Fighter L1 Barbarian x2, Pikeman x4 ) x3
 
NPCs:    Riana Cleric L? Guardsman x4
</pre>
Despite the huge number of enemies, this scenario is very easy. All soldiers except Zolm's are poorly equipped - as Scott points out, pikes are at a great disadvantage against your swordsmen. Riana's defense and defense bonuses are so high that you don't have to worry about her dying evens if her 'protector' decides to charge headlong into a mass of enemies. Just be careful not to neglect any one character too much. You can make the scenario go faster by using terrain to your advantage and not letting the enemy take the hills, but even when charging uphill your soldier units will still cut them to pieces . I won't say any more about killing the leader after his troops if you can - from now on, that'll just be implicit.
 
The only real threat here is Zolm. His soldiers are stronger than yours, so use your leaders to attack them. A great sword or two is extremely helpful here. Try to go after him last so that your characters will be more experienced when they fight him. Scott's suggestion to use Hain's attack magic is also good, but make sure he's been weakened by your fighters before you send the soldiers in. Since Zolm's rolling fire strikes first, you want him to have as few hits as possible.
 
When you finally defeat the last of the bumbling fools attacking you, General Vargas himself shows up. However, a mysterious knight shows up with a unit of phalanx to chase him off, then leaves as quickly as he came. Bewildered but no less resolute, the companions continue on to Estol.
 
 
==Scenario 4 "The Light Shrine"==
<pre>
Winning Condition: -Death of Morgan
Losing Conditions: -Death of all Shinto Priests
                  -Death of Riana
                  -Death of Elwin
Items: Knife, Small Shield, Robe
 
Heroes: Elwin, Hain, Scott
 
Enemies:
 
  Main army:
  ( Imperial General Warlock L3 Barbarian x6 ) x2
 
    Imperial General Shaman L1    Morgan Sorcerer L1
    Barbarian x4, Dark Elf x2    Soldier x2, Dark Elf x2, Horseman x2
 
  Shrine attackers:
  ( Imperial General Thief L1 Soldier x2, Pikeman x4 ) x2
 
NPCs:
    Riana Cleric L? Guardsman x4 (Charmed by Morgan on turn 4)
 
Shrine defenders:
    Shisai Priest L2 Cross, Guardsman x4
 
    Clergy Cleric L6 Guardsman x3
    Clergy Cleric L6 Guardsman x4
 
Reinforcements, arrive turn 6 near the shrine:
    Mystery Knight/Nazonoki Fighter L9 Gladiator x3
</pre>
In this scenario, you're racing to defeat the enemy leader before the beleaguered allied garrison falls. The defending clerics are no match for the thieves that Morgan has sent. Fortunately, only the 2 thieves are attacking - all the other enemy forces are waiting for you.
 
Send your characters forward, and try to defeat the warlocks quickly - whether you kill all their units is up to you. If you plan on doing it the slow way, use archers (if you have them) to at least knock their HP a little so they don't bombard you with magic arrows. Enemy units have a high attack, so use your fighter leaders to take on followers. This way, you'll be able to destroy most of the enemy soldiers before they even reach you. The enemy warlock leaders, however, will hit even if the fighter's attack kills them, so it's best to attack them with your own followers. Of course, you'll have to have <some> soldier to soldier fighting - it'd be too slow otherwise, and you want to take care of these guys before the shaman attacks you.
 
All right, challenge number two. The shaman is too inexperienced to use any advanced spells, so he will cast magic arrow like the warlocks. Protect Hain well, because his low defense makes him an ideal target for dark elves. Be careful to not cross the row on the map just below the small hill next to the road until you're ready - doing this causes Morgan to attack. Position your characters so that the dark elves will have to cross that line in order to attack you, and kill them first.
 
Morgan has a well-rounded army, so try to position yourself so that your troops get the first strike. Use pikes on the horsemen if you have them, if you don't just go straight for Morgan. The horsemen will usually go for your soldiers first, giving you some time to organize an attack before you get they hit your leaders. Cut through to Morgan on at least two sides using soldiers and fighters, then attack. Hopefully, you will be able to kill him before he kills you.
 
There really isn't much you can do about Morgan charming Riana except trying to keep moving forward so Riana can't reach you. Your main concern will be your characters 'accidentally' killing Riana, not Riana killing you. Use soldiers to weaken her below 8 HP so she is forced to spend a turn treating herself. Do NOT use leaders for this because you will run the risk of killing her outright. Daring (or sadistic) players can get a very small amount of extra exp by killing her guardsmen.
 
Unless you're fast, Mystery Knight will reach the shrine before you do, so I usually just cross my fingers and leave the rescuing to him (or her, as it turns out).
 
 
==Scenario 5 "A Werewolf Howls"==
<pre>
Winning Condition: -Death of all enemies in 22 turns
                  -Elwin reaches top of map in 22 turns
Losing Condition:  -Death of Elwin
                  -Run out of time
Items: Knife, Robe
Heroes: Elwin, Hain, Scott, Riana, Sherry
 
Enemies:  Morgan Sorcerer L10 Dark Elf x4, Horseman x2
 
          Imperial General Warlock L8 Soldier x6
          Imperial General Thief L6 Pikeman x4, Soldier x2
 
        ( Werewolf L1 Wolf man x6 ) x2
 
 
    After crossing point where road turns right for a couple of spaces:
        ( Werewolf L3 Wolf man x5 ) x2
 
 
    After reaching the hill after crossing the second bridge
    or defeat of Morgan:
        ( Werewolf L5 Wolf man x4 ) x2
</pre>
No matter what you do, Morgan will always survive to be in the next scenario, although it is possible to wound him here, forcing him to retreat. This scenario is essentially a very long chase, and how much you get out of it depends on how much you put into it.
 
Despite what Sherry says, werewolves are not very tough - about as hard as a low or mid level lord. The main threat is the thief. His attack is high enough to kill your weaker characters. Kill him using Sherry, Elwin, or Scott, who by this point should have class changed or at least be close to it. Keep Hain and Riana behind them, but try not to neglect them. Riana especially really needs experience. Have Hain cast attack on her guardsmen to help her.
 
If you wish to kill Morgan or his Warlock companion, chase after them using a knight and/or hawk knight. If you have a hawk knight, you can use griffins to sweep out the pikemen - if you don't, you'll have to wait for the soldiers to do it. You will have to move fast, or else the werewolves will surround you and block your movement. Bypass the warlock at first and go for Morgan himself. Attack him directly as soon as possible. Because of his low defense, you should be able to either kill him or cripple him so much he'll be stuck using the health command for 2-3 turns. The scenario will continue even after Morgan leaves. Once you've done that, backtrack and kill the warlock.
 
 
==Scenario 6 "The Lone Warrior"==
<pre>
Winning Condition: -Death of all enemies
Losing Condition:  -Death of all civilians
                  -Death of Elwin
Items: Knife, Small Shield, Robe
Heroes: Elwin, Hain, Scott, Riana, Sherry
 
Enemies:  Morgan Sorcerer L10 Horseman x4, Dark Elf x2
          Morgan attacks once you reach any tile above the bridge.
 
        ( Imperial General Shaman L1 Barbarian x6 ) x2
          Imperial General Fighter L10 Pikeman x6
        ( Imperial General Knight L1  Horseman x6 ) x2
 
      Besiegers:
        ( Imperial General Sorcerer L1 Barbarian x2, Pikeman x4 ) x2
 
      Reinforcements (show up on turn 7, enemy phase):
          Imperial General Hawk Knight L1 Griffin x6
 
NPCs:  Aaron Fighter L8 Gladiator x3, Soldier x3
</pre>
This is the first scenario you've had in awhile where you haven't been racing against the clock. Despite what the situation may seem, Aaron is extremely capable of holding his own with his gladiators, so you have all the time in the world. Don't feel like you have to rush it.
 
Survey your enemies first, and position your characters opposite the enemies they do well against (pike > horse, sword/monk > pike, etc.) This holds true for most of the missions in Langrisser 2, but this is the first time it really comes up. Be sure to keep your pikeman leaders surrounded on all sides by their troops, or else the enemy horsemen will charge the gap and kill your leader. Watch out for enemy leaders trying to disengage and attack your forces elsewhere, especially knights - it's entirely possible to lose the character you send after the pikemen in the middle because you forgot about the knights on the flanks. In other words, try to keep all leaders protected by troops, regardless of where they are.
 
The shaman have thunder this time around. This annoying spell damages everyone in a unit for a decent amount. Restore damaged troops with healing spells and by keeping them close to their leader. This is another good reason to keep the leader surrounded. Fortunately, the shamans' troops are weak. You should be able to destroy them easily with horsemen, which you should have by now. If not, use soldiers.
 
Morgan is rather tough, so take him on with care. Use pikemen, since they do well against both dark elves and horsemen. As tempting as it may be, don't steal Aaron's kills. He joins you afterwards, and he needs the experience more than you do. If all civilians are alive at the end of the mission (which I think pretty much always happens) they will award you with an amulet.
 
 
==Scenario 7 "Revival of the Old Spirits"==
<pre>
Winning condition: -Death of necromancer Ginam
Losing conditions: -Death of all civilians
                  -Death of Elwin
Items: War hammer, Great Sword, Wand, Chain mail, Robe, Cross
Heroes: Elwin, Hain, Scott, Riana, Sherry, Aaron
 
Enemies:
  Graveyard:
      Ginam Necromancer L7 Mirage Robe, Zombie x6
    ( Imperial General Necromancer L1 Skeleton x6 ) x2
    ( Great Slime L4 Slime x6 ) x2
 
  Eastern clearing:
      Imperial General Serpent Knight L1 Large Shield, Lizardman x6
      Imperial General Hawk Knight L3 Griffin x6
 
  Reinforcements, shows up on turn 6 at southeast entrance:
      Imperial General Assassin L1 Devil Axe, Soldier x6
 
NPCs:
          ( Villager Cleric L2, Civilian x4 ) x3
On turn 6:  Keith Hawk Knight L1, Griffin x6
</pre>
Lots of new items... this is where it pays off if you've been stockpiling cash from earlier scenarios. Try to buy as many as you can, but don't neglect soldiers either.
 
Send guardsmen and monks(if you have them) into the graveyard - guardsmen do well against slimes, and monks do well against the undead. Slimes have very high defense and are difficult to kill... on the plus side, they have a hard time killing anything else. Undead have a high attack, so any units except monks will likely end up going 1 for 1 with them. Since you will probably have fewer troops, this is a bad thing. Watch out for thunder from the necromancers - three bursts of it can seriously weaken anything. Keep units near their commanders to hasten the healing process.
 
The other enemies you have to face in this scenario are pretty straightforward. The lizardman's low defense means that just about any unit can take it on off of water. Do remember that the Serpent Knight is not an ordinary knight, and pikemen will probably just bounce off of it. It's probably best to use horsemen against him.
 
The hawk knight in this scenario can really wreak havoc among your civilian NPCs. Attack it with archers, and deploy them in a line in front of the civilians to protect them.
 
At the end of the scenario, the civilians will award you with a runestone if all three survived, and Keith joins your party, bringing news from Kalxath.
 
==Scenario 8 "The Great Bridge"==
<pre>
Winning condition: -Death of Kramer within 23 turns
Losing conditions: -Run out of time
                  -Death of Elwin
Items: Knife, Robe
Heroes: Elwin, Hain, Scott, Riana, Sherry, Aaron, Keith.
Enemies:
    Defenders:
      Kramer Highlord L1 Great Sword, Pikeman x4, Soldier x2
 
      Imperial General Mage L1 Dark Elf x4
      Imperial General Mage L1, Wand, Soldier x4, Dark Elf x2
 
    Attack wave 1:
      Imperial General Magic Knight L1, Horseman x4
      Imperial General Hawk Knight L1, Griffin x4
      Imperial General Hawk Knight L6, Griffin x4
 
    Attack wave 2:
      (Same as attack wave 1)
 
If any commander in the first wave defeated, Kramer sends in the second
wave.
 
    Reinforcements (show up when Kramer has been attacked):
      Vargas General L1 Pikeman x4
      Zolm Lord L5 Soldier x4
 
      Vargas' movement is limited to 2.
</pre>
The imperial vanguard outnumbers you, but they will hit you in waves, giving you time to recover in between attacks. Spread your air units out in front and on the flanks as much as possible, since they're the only unit that both horsemen and enemy griffins will shy away from attacking. Put pikemen in directly behind them, since the enemy charges will be led by horsemen. Hopefully, one of your characters can buy elves to take on enemy fliers - if not, just have your own fliers fight within a healer's range to minimize losses.
 
You will probably lose some pikemen to the fliers while they are fighting with the enemy horsemen. If you run out of them, just use horsemen instead. You'll probably trade one for one in terms of kills, but horsemen don't have much use against Kramer's pikes anyways.
 
When you approach the end of the bridge, the top mage will attack you. Pull your fliers back, since she has dark elves, and attack with your own ground units.
 
Once you reach the end, take on Kramer pikes with your own Lord(s). If you want to get the most experience, kill the bottom Mage first. She should fall to anything except pikemen. Even fliers could take her on, since elves don't do so well when they're on the defense. Against Kramer himself, use your knight(s) and follow up with your lord(s) if that wasn't enough to finish him off.
 
By the time Vargas and Zolm show up, you should already be well on your way to victory, so they should not be a threat. If you would like to kill them anyway, use horsemen to take down Zolm, monks or soldiers against Vargas' pikemen, and horsemen again to attack Vargas himself. Scott does well here because of his large attack bonuses. If you can spare it, have a mage or shaman hang back to provide supporting fire. Sleep is extremely effective. Keep in mind that this part is strictly optional.
 
==Scenario 9 "The Siege of Karzas (yeah, I know the spelling isn't
consistent) Castle"==
<pre>
Winning Condition: -Death of Laird, the second in command of the
                    Blue Dragon Knights
Losing Conditions: -Death of all Kalxath defenders
                  -Death of Elwin
Items: Knife, Robe
Heroes: Elwin, Hain, Scott, Riana, Sherry, Aaron, Keith
Enemies:
 
    Laird Silver Knight L1, War hammer, Heavy horseman x4
    Attacks when all imperial knights are defeated, although he will
    defend himself if you come within his command radius.
 
Besiegers:
( Imperial General Lord L6 Berserker x4 ) x2
 
Mountain pass guards:
( Imperial General Magic Knight L6, Soldier x4, Horseman x2 ) x2
 
( Imperial General Mage L4, Dark Elf x4 ) x2
 
  Imperial General Dragon Knight L3 Griffin x4
  Imperial General Knight L10 Horseman x6
 
NPCs (Castle defenders):
( General Fighter L7, Soldier x6 ) x2
  General Lord L1, Soldier x6
</pre>
Lots of strong enemies... but you should be strong too. First of all, you can forget about attacking as a single group - if you only go up one side of the mountain, the knights on the other side will assist the lords when they see they have nothing to fight in front of them. Second of all, the Blue Dragon Knight blue Dragon Knight (sic) is very strong, and any fliers you send at him will probably get fried before they even get close. If you don't have archers, hit him with horsemen and magic. Third of all, don't even think about charging up the mountain itself, since the mages and archers will cut you to pieces.
 
With that in mind, split your forces so that they're relatively even, and put your stronger commanders and archers nearer to the center so that they can assist whichever group the dragon knight goes after. If for some reason the dragon attacks the castle, then you should reload and change your move orders so that there is something of yours within the knight's range that he can go after. If you want, after you defeat the dragon knight, you can move everyone except one group of pikes to one side, and use the pikes the keep the knights are the other side busy. If you do this, make sure the pikes have a good leader, (like a shaman) or else the imperial soldiers will destroy them.
 
However you choose to do it, fight your way steadily. You might want to send your fliers ahead to sweep out the berserkers trying to storm the ramparts of Kalxath castle. As always, remember your unit counters.
 
When Laird attacks, hopefully whatever he goes after will have pikes nearby. Use them to block him from reaching your vulnerable leaders until you're ready to take him on. If you don't have any pikes left, then... well, you're screwed. Laird is several levels above any of your characters. Use attack and protection on your pikemen when they fight Laird, they'll need every bonus they can get.
 
 
==Scenario 10 "The defender of the Raul River"==
<pre>
Winning condition: -Death of Lester
                  -Changes to Death of all enemies
Losing condition:  -Death of Elwin
Items: War hammer, Great sword, Wand, Chain mail, Robe, Cross, Necklace
Heroes: Elwin, Hain, Sherry, Aaron, Keith
Enemies:
  Pirates (ally after turn 3):
      Lester Crocodile Knight L7, Merman x6
    ( Kaikozu Pirate L3, Merman x4 ) x2
 
  Monsters (show up on turn 3)
      Great Slime L6  Slime x6
      Great Slime L10 Slime x6
      Great Slime L8  Slime x6
 
    ( Werewolf Werewolf L10 Wolf Man x6 ) x2
 
    ( Scylla L1 Lizardman x6 ) x2
    ( Scylla L3 Lizardman x6 ) x2
      Scylla L6 Lizardman x6
</pre>
Plenty of good items, including a new special item, the necklace. Any one of your characters could benefit from this right now, since it gives good benefits without getting in the way of weapons or armor. Mages will probably end up swapping it for an orb later on, though. How many you buy is up to you - I bought 4 and went into the scenario with 14 troops, but that's just me =P.
 
This scenario really begins in earnest on turn 3. However, if you want to get some experience before that, have your flyers quickly take out the two pirates. Do NOT touch Lester. On turn 3, a horde of monsters shows up, and any surviving pirates will become your allies.
 
Despite the large number of enemies, this isn't too difficult. Werewolves and slimes are too weak to be a real threat, and lizardmen have terrible defense. Scylla can get deadly, but if you have archers you should be able to handle them. If you don't have archers, just use magic to take their number of attacks down from 10, then gradually whittle them down with troops. Don't charge out to meet the enemy water units. Stay on the shore so that they fight at a disadvantage.
 
Be sure to leave experience for Lester, since he joins you afterwards. His pirates will not - if they somehow manage to survive they will simply retreat after a certain point.
 
If for some reason you defeat Lester before the monsters show up, the scenario will end and Lester will escort you to Jessica without you fighting any monsters. Lester will still get the exp bonus as if he had survived the scenario, but you miss out on all the exp the monsters had to offer.
 
 
==Scenario 11 "Inside the Flame"==
<pre>
Winning Condition: -Death of all enemies
Losing Conditions: -Death of Elwin
                  -Death of Jessica
Items: Knife, Robe
Heroes: Elwin, Hain, Sherry, Aaron, Keith, Lester
Enemies:
 
  Egbert Zarvera L7 Wand, Mirage Robe, Necklace
  Armored Soldier x4  (Leaves second part of turn 2)
 
  Battle group north:
    Imperial General Hawk Knight L5 Necklace, Griffin x6
    Imperial General Assassin L3 Berserker x2, Pikeman x4
    Imperial General Swordsman L1, Berserker x6
    Imperial General Mage L3 Pikeman x2, Dark Elf x4
 
  Battle group south:
  ( Imperial General Magic Knight L1, Horseman x6 ) x2
    Imperial General Mage L5 Pikeman x2, Dark Elf x4
    Imperial General Serpent Knight L1, Lizardman x6
Attacks when you cross the bend in the road by the single tree, or when
first battlegroup defeated.
 
Eastern Reinforcements on second part of turn 6
or when all other enemies defeated:
        Imperial General Hawk Knight L6, Griffin x4
 
NPC:    Jessica Sorceror L5, Soldier x4
</pre>
Egbert sets Jessica's field on fire in the second part of turn 1 - at the end of both the player's and enemy's phases, it spreads one space. Anything unfortunate enough to be in one of those spaces is burned to a crisp. As a result, you have to move, and quickly.
 
Position your forces so that you have good counter troops facing the enemies in front of you, then just charge. On this battle, always save your game before you hit end turn, because Jessica will occasionally do something stupid and put herself within 2 spaces of the flame. If she does this, reload and send one of your troops to where she went, and she should go somewhere else.
 
Don't trigger the second battlegroup until you feel you can hold them. The knights are fast, and they will go for your weakest characters. If your formation is too open, they might charge past you and attack Jessica. She is weak after having transmigrated, and a single horse charge will almost always kill her.
 
The Hawk Knight comes at a very bad time, at the start of the enemy phase right on your flank. The only thing you can really do about it is try to keep Jessica and her weak soldiers surrounded as best as you can without hurting your offensive too much. Turn 6 is the critical stage. Once it's your turn again you should be able to kill him easily.
 
It might be possible to defeat Egbert in this scenario, but I've never done it. It is definitely possible to defeat some of his troops by powering up some of your heavy horsemen or luring them into the flame.
 
 
==Scenario 12 "The Holy Land Reital"==
<pre>
Winning conditions: -Death of all enemies
                    -Get the Dark Rod
Losing condition:  -Death of Elwin
Items: Wand, Robe, Orb
Heroes: Elwin, Hain, Sherry, Aaron, Keith, Lester, Jessica
Enemies:
  Sanctum Guardians:
    Witch L1 Wraith x4
  ( Living Armor L1, Gargoyle x6 ) x2
These guys remain passive until Egbert arrives.
 
  Outer Shrine Guardians:
    Ghost L5 Wraith x4
 
    Cerberus L3 Hell hound x4
    Master Dino L1 Bone Dino x4
 
  ( Great Slime L10, Slime x6 ) x2
  ( Great Slime L8, Slime x6  ) x2
 
    Egbert Zarvera L7 Wand, Mirage Robe, Orb
Shows up once any of your units reaches the foot of the second set of
stairs. Takes the dark rod the next turn, then disappears the turn
after. I doubt it's possible to defeat him, unless you've been level
skipping - only a flyer could hope to even reach him in time.
 
Lots of new enemies in this scenario. Cerberuses (Cerberii??)/ Hell
Hounds and Master Dinos/Bone Dinos are horse units. Ghosts are weak
only against monks, and gargoyles are flyers. Living armor are
essentially high lords with different spells. With that in mind, you
should be able to position your troops to defeat them. Favor Jessica a
LOT in this scenario, because she is way behind in experience.
Fortunately, there are 4 groups of slimes begging to be torched.
 
After Egbert shows up, the Witch and 2 Living Armors attack. Watch out
for meteor, it's probably the most powerful magic you've seen so far.
Keep those healing spells and monk crosses ready. Use dark elves on the
armor's gargoyles and then charge with horsemen. If you don't have
elves or horsemen, fliers will do.
 
There is a secret on this map. Go to the upper left platform, and move
Elwin onto the tile that is in the top right corner of it. He'll make
a note of it, then ask you if you want to investigate afterwards when
the scenario is over. Say 'yes' to go to secret scenario #1. Thanks to
Pyrolight for this information.
 
 
Scenario ?1 "The Temple of Muscle" (it gets worse =P)
Winning condition: -Death of all enemies
Losing condition:  -Death of Elwin
Items: Devil Axe, Iron Array, Plate Armor
Heroes: Elwin, Hain, Sherry, Aaron, Keith, Lester, Jessica
Enemies:
  ( Aniki Builder L1 Barbarian x6 ) x2
  ( Aniki Builder L1 Wraith x4, Berserker x2 ) x2
  ( Aniki Builder L1 Ballista x4, Berserker x2 ) x2
 
On the platform:
    Adon and Sampson: ( Builder L9, Golem x4, Wraith x2 ) x2
      They attack on turn 6, or when one of your heroes reaches the
      top row of statues.
    Varan: Builder L10 Golem x4, Wraith x2
 
Turn 10: Varan starts countdown, when it is finished all enemies are
destroyed.
 
First, a little history. Masaya, the company that made the Langrisser
series, also made a certain 'homoerotic shooter' (to quote the Clouds
of El Salia, a now dead Langrisser site) starring Samson, Varan, and
Adon. Thankfully, it was never released in the US. Anyway, these guys
have somehow managed to creep into the Langrisser world. This is an...
interesting... little scenario, to say the least. If nothing else,
these dudes give huge amounts of experience and cash.
 
This scenario is a good time to start favoring whoever you plan on
making into a swordmaster. I usually say it's best to split exp evenly,
but in the next few scenarios you will want to have some good phalanxes.
 
Golems are essentially improved phalanxes, so arm yourself accordingly.
Ballistae aren't as deadly against your air as archers, but they are
much worse on your ground units. They have high attack and a range of
6. If you have thunder, you can cast it on the ballista leaders, since
they will usually get ahead of their troops. This will destroy the
ballistae before they get close enough to hurt you. They have a very
low magic resistance.
 
Builders have an insanely high attack, don't even think about attacking
them when they have 10 health. Use magic to knock them down a bit
first, then send in your best leaders. When the builder dies, use
healing magic to accelerate their climb up from what will probably be
a very low HP. Surround them with troops strong enough to ward off
attack from the other anikis. Rinse and repeat. Heavy horsemen and
griffins work well too. Sleep is extremely effective.
 
Enjoy the dialogue in this scenario. You'll never see anything quite
like it, unless you do the secret scenario in Der Langrisser too =P.
 
 
Scenario 13 "Battle with the Fire Dragon Corps"
Winning condition: -Death of General Vargas
Losing condition : -Death of Elwin
Items: Knife, Robe
Heroes: Elwin, Hain, Sherry, Aaron, Keith, Lester, Jessica
Enemies:
  Left wing:
          Imperial General Swordsman L4 Berserker x4, Dark Elf x2
        ( Imperial General Magic Knight L1 Horseman x4, Soldier x2 ) x2
  Right wing:
          Imperial General Swordsman L4 Berserker x4, Dark Elf x2
          Imperial General Bishop L5 Wand, Pikeman x6
          Imperial General Bishop L5 Wand, Ballista x4, Soldier x2
  Aerial:
        ( Imperial General Dragon Knight L4, Griffin x6 ) x2
  Rear guard:
          Imperial General Bishop L5 Wand, Ballista x4, Soldier x2
          Zolm Highlord L9 War hammer, Horseman x4, Berserker x2
 
  When you move any unit two spaces past the row of houses (the same
  row the last bishop is on) Vargas shows up and he and Zolm attack.
          Vargas General L8 Devil Axe,
                            Armored Soldier x4, Heavy Horseman x2
Vargas' AI is totally berserk in this scenario, it reminds me of the
Warsong AI...
 
How tough this scenario is depends on how experienced your characters
are, and how many expensive items you've bought. If your characters are
strong, you don't really have to worry much about tactics here, since
you'll be able to just roll over everything. If not, then you'll have
to do some planning. As usual, position your forces for effective
countering. The best way to take on ballistae is to use phalanxes, but
any unit with a protection spell on them can probably manage. Remember
that mounted and water units can't move over houses. Watch out for the
two dragon knights. If it looks like they're going for a group that
can't handle them, pull that group back to your main force. The problem
 
with this mission is that your forces tend to get really spread out due
to the positions of your enemies, and sometimes a powerful enemy will
make you wish they weren't. If you get clobbered, it's time to consider
taking the mission a little more slowly. You should definitely not
trigger Vargas until you've killed everything above that row of houses.
 
Once Vargas appears, regroup your forces and choose a spot to meet him.
If you're confident, pick a relatively open space so that you hit him
hard and quickly. If you're not, choose a narrow alley where his
horsemen will have trouble hitting you, and you can hit him from all
sides with troops, leaders, and magic. Put units on the rooftops beside
the alley, but not directly next to it, and not so forward that Vargas
or his troops can reach them by climbing. When Vargas arrives, he
should be open on at least two sides, and within range of all your
characters - timing and placement are everything. Pick out your best 2
leaders, and have everyone else hit Vargas with magic. Hopefully, the
pair will be able to finish him.
 
Either way, let them come to you so you can take down Zolm first - you
don't want to fight them both at the same time. Zolm is a bit stronger
but he should be no match for your horsemen. If you're having trouble,
power them up with an attack spell.
 
Yes, I know I said to favor your would-be swordmaster last scenario.
This isn't the scenario where you need him, but keep feeding him kills
nonetheless.
 
Upon defeating Vargas, Leon and Laird appear, and a short dialogue
takes place between them. One of the things that I like about
Langrisser II is that the villains are not just one dimensional
cookie cutters - they are human, with dreams, virtues, and vices just
like any of the heroes. The party shares a brief moment of silence for
the fallen general before spending at least five times as long
mourning a certain cookie cutter. Some things never change.
 
 
Scenario 14 "The Race for Langrisser"
Winning conditions: -Elwin, Jessica, or Sherry reaches Langrisser
                    -Death of Blue Dragon Knight leader Leon
Losing conditions : -Leon reaches Langrisser
                    -Death of Elwin
Items: Knife, Robe
Heroes: Elwin, Hain, Sherry, Aaron, Keith, Lester, Jessica
Enemies:
  Rear guard:
    Imperial General Lord L1, Soldier x6
    (Damn, this guy is obsolete... well, Blue Dragon Knights are known
    for cavalry, not infantry...)
    Imperial General Swordsman L4 Berserker x6
  ( Imperial General Mage L5, Ballista x6 ) x2
 
  Navy:
    Imperial General Serpent Knight L7, Lizardman x4
 
  Air force:
  ( Imperial General Dragon Knight L4, Griffin x4 ) x2
    Imperial General Dragon Knight L6, Griffin x4
 
  Forerunner:
  (Will go for Langrisser until turn 5, then attacks nearest enemy)
    Laird Silver Knight L5, War hammer, Berserker x2, Dark Elf x4
 
  Imperial Descendent of Light:
  (Arrives second part of turn 3, charges for Langrisser)
    Leon Royal Guard L2, Great Sword, Plate Armor
    Royal Horseman x4, Armored Soldier x2
 
Both you and the Blue Dragon Knights are equally determined to get
Langrisser. This mission can be either incredibly easy or incredibly
hard, depending on how experienced you are and how much you try to do.
If Sherry is a flier, all you have to do is send her in and the mission
is won. However, if she isn't, or if you want to get more experience
out of this, further measures are needed. If you got yourself a
swordmaster like I suggested, this is where it pays off.
 
The main threat in the enemy ground guard is the ballistae - use
fireball or thunder to take them out quickly. Laird is inexperienced
enough so pikes/phalanxes should take him with no trouble. If your
phalanxes are tied up (see next paragraph) use your own knight, he
shouldn't be that far behind Laird in experience. You will meet him
after you have probably already defeated the rest of the land forces
except Leon, so you shouldn't have to worry about being preoccupied.
Enemy air and sea units are numerous, but not too tough. Keep the
fighting somewhat close to the shore, so your land units can support.
 
All that's left now is Leon. At the start of the mission, you should
send your best pike commander - preferably Elwin - to secure
Langrisser. Not to take it. Just to secure it. This is why I said you
should favor your future swordmaster a couple of scenarios back. Block
the doorway, and have him hold fast until the rest of your leaders
finish off the other enemies and come up. Then, just bombard Leon and
his men with spells and powered-up phalanxes. If you feel that he's too
much for you, all you have to do is move Elwin onto Langrisser to end
the mission. Defeating Leon is strictly optional. Note that trying to
take him on with a character below his third class change (fourth class
level) is mostly a matter of luck. (read: extremely hard)
 
Langrisser in hand, the party heads to the heart of the empire to
confront the emperor and Alhazard.
 
 
Scenario 15 "The Battle at Roleck River"
Winning conditions: -Defeat General Imelda, leader of the Ice Dragon
                    Navy.
                    -Elwin reaches bottom two rows of map
Losing condition:  -Death of Elwin
Items: Knife, Robe
Heroes: Elwin, Hain, Sherry, Aaron, Keith, Lester, Jessica
Enemies:
  Navy:
    Imperial General Serpent Knight L1, Lizardman x4
 
    Imperial General Serpent Knight L7, Lizardman x4, Dark Elf x2
 
  Shore guard:
    Imperial General Mage L3, Ballista x6
    Imperial General Bishop L5, Ballista x6
    Imperial General Swordsman L4, Berserker x6
 
    Imelda General L6, Speed Boots
    Armored Soldier x2, Heavy Horseman x2, Ballista x2
 
  Dark forces (Reinforcements, arrive on second part of turn 6):
    Larna Dark Princess L1, Vampire Bat x4
    Scylla L10 Leviathan x6
    Wyvern L1 Gargoyle x6
 
  Scott (shows up turn 8 and rejoins you) Angel x4
  Gains 7-10 levels, depending on length of level up bar.
 
The enemy starts out in an extremely good position. Luckily, Imelda
is too impatient to take full advantage of it. Don't attempt a river
crossing with your land forces until you have defeated the 3 Serpent
Knights and the reinforcements that show up later. This may involve
spending some time doing nothing, but it's better than having to fight
tough enemies in the middle of a river where your mobility is seriously
restricted, and catapults raining boulders on you from the far shore.
 
Dark princess shows up in the top center of the map, on the left side
of the hill. Be sure that none of your weaker characters are exposed to
attack there, or her bats will suck them dry. Hit them with archers,
then use one of your fighters to defeat her. She shouldn't be too hard
if you have been leveling properly, but if she is you should probably
modify this strategy and deploy your characters on the sides, away
from where Larna shows up.
 
Once you do decide to cross, do it on the right side, where there are
enough shallows to make a ford of sorts. You may want to send a sea or
air unit to take out the artillery on the left side, but that's purely
optional. Whenever you're attacking ballistae, have someone cast
protection on whoever's doing it. Defeating Imelda is optional as well,
but there is no real reason why you shouldn't, since she's about as
tough as Vargas. Just keep weak commanders like mages out of range of
her catapults, which get the general's large attack bonus. In fact,
keeping weak characters out of range of ranged units in general is a
good idea.
 
Scott shows up midway through the scenario in the upper right and joins
you once more. He comes with angels, a flier that has less offense than
griffins but much more defense. They're also immune to magic - a
definite plus. Use them to help you clear the shore.
 
 
Scenario 16 "The Blue Dragon Knights Again"
Winning condition: -Death of Leon
                  -Elwin reaches the gates of Bernhart's castle
Losing condition:  -Death of Elwin
Items: War hammer, Great Sword, Wand, Longbow, Chain mail, Plate Armor,
Cross, Necklace, Orb.
Heroes: Elwin, Hain, Scott, Sherry, Aaron, Keith, Lester, Jessica.
Enemies:
  Gate defender:
    Leon Royal Guard L4 Great Sword, Plate Armor
    Royal Horseman x4, Ballista x2
  Moat defender:
    Imperial General Saint L3 Phalanx x4, Berserker x2
 
  Turret artillery:
    ( Imperial General Archmage L1 Phalanx x2, Ballista x4 ) x2
 
  Offensive forces:
    Laird Silver Knight L6 War hammer, Chain mail
    Armored Soldier x2, Heavy Horseman x4
 
    Imperial General Knight Master L1 Berserker x2, Heavy Horseman x4
    Imperial General Dragon Lord L1 Griffin x6 (attacks turn 3)
 
  Dark forces (Reinforcements, arrive on turn 8 from the north):
  ( Ghost L5 Wraith x4 ) x2
    Larna Dark Princess L1 Dark Elf x2, Elemental x4
 
Leon and Larna will hang back and defend, but they will shoot anything
that comes within they range. If you ever attack them, or if you've
killed all the imperials, they will come out and attack you. (Note that
'imperials' here does not include ghosts)
 
This castle is built for a tenacious defense, with unscalable walls
and a narrow bridge across the moat that can be easily pounded into the
ground by falling meteors. The best way to deal with this defense is to
force it to turn into an offense. Don't attack it, let the imperials
come out to you.
 
Put ranged attackers and mages on the flanks, with your fighters in the
center. Bombard the archmages and ballistae in the towers (don't you
love always going first?) with your own magic and ballistae. Make sure
that both mages are knocked down to 7 HP or lower at the end of every
round so they're too busy healing themselves to retaliate. Use
protection on your artillery before you send it to attack.
 
Meanwhile, have the fighters hang back, ready to cast support or
healing magic on your other characters. The knights will eventually
sally forth to meet you, as will the ghosts that Larna brings with her.
Let them. It's a lot easier to fight them on clear terrain, where you
can maneuver, and where the imperials will have their own maneuvering
impaired by their own moat. Cut them down as they emerge, while your
other characters finish off the archmages. The last character you'll
have to kill before taking on the tough stuff is the saint guarding the
bridge. Because she has no real offensive magic, use this time to heal
and prepare your formation for the true challenge. You might want to
have a flier move just out of range of the ballistae so that Larna
wastes all her MP trying to meteor him/her - it makes the coming
battle a bit easier.
 
Protect your phalanxes in this scenario - you'll need every one against
Leon. He and Larna attack as soon as the last Imperial General falls.
Put phalanxes in front, and do anything - attack, protection - to
increase their stats. You do not want Leon breaking through and hitting
your (relatively) fragile commanders. Pound Leon with magic, then
attack with your powered up phalanxes, and hope it's enough. Trying to
get Larna too is risky, and not particularly worth it. If you must,
(like me =P) take out Leon's horsemen and then use spells to knock him
down to 7 each turn - like you did with the archmages - while you send
your dragon lord and maybe someone else to defeat Larna's elementals.
They are not weak against archers, so the dragon's breath is really the
only way of dealing with them that doesn't result in your losing a lot
of troops, unless you bought monks. Since your troops are probably
somewhat battered by this point, that's important.
 
If you still do not have a 4th level character with phalanxes, then you
should probably just go for the gate. I think it has to be Elwin,
even though the objectives don't specify, because I tried doing it with
my dragon lord and it didn't work. Use low level troops to distract
Leon, or have lots of units surround Elwin while he makes a break for
it. Boots of speed help. Have other characters take out the ballistae
and dark elves. Use magic to keep Leon too busy healing to attack.
Heck, try anything you want - without that fourth class level, it'll be
tough regardless.
 
 
Scenario 17 "Emperor Bernhart"
Winning condition: -Death of Emperor Bernhart
Losing condition:  -Death of Elwin
Items: War hammer, Great sword, Wand, Longbow, Chain mail, Plate Armor,
Necklace, Orb, Speed Boots.
Heroes: Elwin, Hain, Scott, Sherry, Aaron, Keith, Lester, Jessica.
Enemies:
      Throne room:
          Bernhart Emperor L1 Ballista x4, Royal Horseman x2
          Bosel Dark Master L1 Dark Guard x6
        ( Imperial General Wizard L3 Phalanx x2, Ballista x4 ) x2
 
      Hall guard:
          Imperial General Saint L6 Phalanx x4, Heavy Horseman
      Stair guard:
        ( Imperial General Saint L3 Ballista x4, Berserker x2 ) x2
      Balcony:
        ( Imperial General Archmage Ballista x2, Berserker x4 ) x2
 
Reinforcements (arrive second part of turn 5 at south entrance):
        ( Imperial General Magic Knight L10 Heavy Horseman x6 ) x2
 
This being an indoor map, your horsemen will have serious problems
moving. Just bear with it, you'll still need them when confronting
Bosel's Dark Guards.
 
Bernhart has prepared a nice ambush for you, but you still get to go
first. Use the same strategy against enemy mages and ballistae as you
did in last scenario - weaken them down to at least 7 HP, then take out
their troops one by one with protected ballistae of your own.
Meanwhile, have your melee troops gradually sweep the place clean of
any other enemies. You might want to leave behind a unit of phalanxes
to greet the enemy reinforcements.
 
Watch out for the wizards' blast spell - it is incredibly powerful, and
could easily kill one of your heroes. Keep your leaders a good distance
away - you should be able to, because all your fighters should have
necklaces - or do the old knock down to 7 trick to stop them from
casting it. Blast has a pretty short range. Resist is helpful, but you
might not have it at this point.
 
Don't try to confront Bernhart and Bosel until you bring all your
heroes over, although you may want to send kamikaze troops in before
that to kill Bernhart's ballistae. Use dragoons against dark guards,
and phalanxes against Bernhart's horsemen. Bosel himself should fall
easily enough. Weaken Bernhart with magic first, otherwise his attack
will likely do the full 10 damage to anything that attacks him. Use
meteor to crush his throne into rubble, eliminating the 40% bonus, then
hit him with your best characters. Be sure to have your dragon lord
pick up the goodies in the fireplaces in the throne room (again, thanks
to Pyrolight).
 
 
Scenario 18 "The Dark Princess Larna"
Winning conditions: -Death of Great Dragon
                    -Death of Dark Princess Larna
Losing conditions:  -Death of villagers
                    -Death of Elwin
Items: War hammer, Great sword, Wand, Chain mail, Plate armor,
Necklace, Orb, Speed Boots.
Heroes: Elwin, Hain, Scott, Sherry, Aaron, Keith, Lester, Jessica.
Enemies:
    Battle group south:
    ( Minotaur L1 Bone Dino x4 ) x2
 
    Battle group north:
      Larna Dark Princess L3 Elemental x6
      Attacks when all enemies but her and Great Dragon defeated.
      Great Dragon L1 Gargoyle x4, attacks turn 5
 
      Wyvern L6 Gargoyle x6
    ( Scylla L10 Leviathan x6 ) x2
    ( Witch L1 Wraith x4 ) x2
 
Villager NPCs: ( Villager Cleric L2 Civilian x4 ) x2
Orders option: Go west, go south, or stay.
 
Your forces come into this scenario pretty scattered, so you should
make sure each character is ready to deal with whatever's nearest him/
her -  you should know unit counters by now. Or, you could put your
most mobile characters in the furthest positions, and have everyone
group together at the center of the map. Whether you go offensive or
defensive is your call, but remember Scylla are weaker on land, and if
you charge them they'll probably still be on the water.
 
There are a number of ways to go about this scenario, but in
general you should use the town walls and houses to your own advantage,
since they provide terrain bonuses. Tell the villagers to go wherever
you want, but having them stay where they are allows you to use the
houses and walls as fortifications while staying within range of their
healing spells. Just be careful that nothing slips through - gargoyles
are good at doing that. Pikemen do well against bone dinos, but make
sure you have some other unit types around to deal with the minotaur
leaders. You should be able to handle scylla and wyverns by now.
 
Great dragon is not that tough, your best heroes should be more
than a match for him. Hit him with spells, leaders, and powered up
troops until he falls. If you decide to go after Larna, send your
dragon lord and leave behind one angel for your characters to cast
force heal and protection on. If you go for Larna, make sure that you
do not kill Great Dragon while you are fighting her, since that will
cause Larna to retreat.
 
If all villagers are alive at the end of the scenario, they award you
with a crown. This is a very useful item, like an improved version of
the necklace.
 
 
Scenario 19 "Battle at Mireil"
Winning condition: -Defeat Imelda in 23 turns
Losing conditions: -Death of Elwin
                  -Run out of time
Items: Longbow, Plate Armor, Cross, Necklace, Orb, Amulet
Heroes: Elwin, Hain, Scott, Sherry, Aaron, Keith, Lester, Jessica
Enemies:
    On the ship:
    Imelda General L10 Wand, Amulet, Ballista x4, Phalanx x2
    Imperial General Wizard L3 Ballista x4, Dark Elf x2
    Imperial General Archmage L4 Ballista x4, Phalanx x2
    On the docks:
    Imperial General Saint L5 Armored Soldier x6
    On the water:
    Imperial General Serpent Lord L4, Lizardman x6
    Imperial General Dragon Knight L8, Griffin x6
 
    Eastern Reinforcements (arrive when someone has reached the ship):
    Laird Silver Knight L9 Heavy Horseman x4, Berserker x2
    Imperial General Dragon Knight L10 Griffin x6
    Imperial General Lord L10 Phalanx x6
 
Another scenario with lots of mages and ballistae... start off by
sending all your forces out, although you may want to keep a mixed
group of pikemen and soldiers to greet the enemy reinforcements.
Resist the urge to have everyone go at their own speed unless you're
really confident - you want to keep your forces together. If you think
you can handle it, have everyone move at their fastest because it will
take some of the pressure from the timer off you. Ballistae are not a
very good choice for this mission because they're so slow, and your
mages will do most of the long-range attacking anyway. If you want,
you can give your ballista commander boots of speed to aid their
movement.
 
To get to secret scenario ?2, bring Elwin to the top-right corner of
the map. Elwin will say something about the enemy's reinforcements, and
then at the end you will have the option of confronting them. To get
him there in time, give him speed boots if he can equip them, and have
him go for that place above everything else - no stopping to attack
enemies. Thanks to Pyrolight for this info.
 
Once you reach the ship, have horsemen take out the Saint, and use
mages to keep pressure on the enemy mages and destroy their ballistae.
If you don't have meteor by now, feed your archmage kills using your
other characters to speed him up. Meteor is crucial for crushing
ballistae. Try not to fight the serpent lord in the water if you can,
since defeating him with that 50% bonus will be extremely tedious. You
shouldn't have to worry about the dragon knights, since they're lower
leveled than the one you had to fight to get into Bernhart's castle -
just hit them with archers and let whoever needs exp the most get the
kill. Watch out for Imelda's and the wizard's blast, they can take out
your leaders if you're not careful. If you do this right, you can
destroy all the ballistae without them firing a single shot. Of course,
you could just go in and kill them with troops if you want to.
 
By the time you reach Imelda, you should have things wrapped up. If
you're pressed for time, kill her right away, but otherwise send a
couple of leaders to deal with the reinforcements. Except for Laird,
they are exceedingly weak, practically walking experience, so feed them
to your weakest character.
 
After defeating Imelda, the party prepares to leave for Velzeria.
If Elwin discovered the enemy reinforcements, you get a chance to
defeat them before you go.
 
 
Scenario ?2 "Fierce Battle of Dires"
Winning condition: -Death of all enemies
Losing condition:  -Death of Elwin
Items: Flame Lance, Mirage Robe, Crown
Heroes: Elwin, Hain, Scott, Sherry, Aaron, Keith, Lester, Jessica
Enemies:
  North wing:
  ( Imperial General Serpent Lord L4 Lizardman x6 ) x2
 
  East wing:
    Folger Dragon Lord L9 Griffin x6
    Seigal Dragon Lord L9 Griffin x6
    Imperial General Dragon Knight L10 Griffin x6
 
  South wing:
  ( Imperial General Dragon Knight L10 Griffin x6 ) x2
 
  West wing:
  ( Imperial General Serpent Knight L10 Lizardman x6 ) x2
 
Hopefully, you've been stockpiling cash for awhile, because there are a
heck of a lot of rare and useful items to be bought here.
 
Each character in this scenario is on their own, isolated from the rest
of the party and surrounded by enemies. Fortunately, you get to choose
who goes where. The weaker characters should go in the bottom left,
where enemies are weakest. Buy maximum troops for any characters you
don't have much confidence in. Put archers in the lower right, that's
where the most enemy fliers are. Place sea and air units wherever you
don't want anyone else, since they're the only units in this scenario
with any mobility.
 
It's kind of odd that a person like Imelda would inspire so much
loyalty. Anyways, take Elwin's advice and use fliers/sea units to cover
weaker characters. Because there are so many tough enemies, you need to
be careful with your troops. Don't try to get into a war of attrition,
because you'll probably lose. Healing and protection spells help a lot.
Surround damaged troops with healthier ones to protect them until you
get a chance to heal them.
 
 
Scenario 20 "The Red Sea"
Winning condition: -Death of all enemies
Losing condition:  -Death of Elwin
Items: Knife, Robe
Heroes: Elwin, Hain, Scott, Sherry, Aaron, Keith, Lester, Jessica
Enemies:
  Fayas Demon Lord L1 Golem x2, Archdemon x4
( Witch L3 Wraith x4, Ballista x2 ) x2
They hold position until reinforcements arrive.
 
  Boarders:
( Minotaur L3 Golem x2, Bone Dino x4 ) x2
( Scylla L10 Leviathan x6 ) x2
 
  Reinforcements (arrive second part of turn 9 ):
    Kraken L4 Leviathan x6
  ( Wyvern L6 Gargoyle x6 ) x2
 
Golems are boosted phalanx, and demons are very powerful units that are
weak only against monks. All the other enemies you should have fought
before, and if you did scenario ?1 you'll know about golems too. Keep
those counters in mind when choosing your units.
 
This sea battle gives you a bit more control than the last one. Here,
you both start out on ships, and they're large enough for you to do
some actual maneuvering. It's probably best to let the enemies come to
you rather than try to attack. If you go on the offensive, you'll end
up meeting on the gangplank, which is an encumbering place to fight.
If you wait until they board your ship, you can surround them on all
sides and cycle in the appropriate counter unit to deal with them. Be
sure not to put your leaders too close to the entrance, or the enemy
troops will get bogged down outside. You want to give them plenty of
space on your ship to move onto so you can cut them down efficiently.
 
Another reason for fighting on your own ship is that it makes it easier
for your heal spells to affect anyone you want. Since there are two
witches on the other ship raining meteors on you, this is a good thing.
Try to distract them with your own magic as much as you can, but if it
looks like it's not working feel free to shift your fire to the enemy
fighters. This scenario is a lot about patience, unless you've done a
good job leveling, in which case it doesn't matter =P. Regardless, you
should hold off on killing Fayas until you've had a chance to destroy
his reinforcements - waste not, want not.
 
 
Scenario 21 "Marionette"
Winning condition: -Death of all enemies
Losing condition:  -Death of Elwin
Items: Knife, Robe
Heroes: Elwin, Hain, Scott, Sherry, Aaron, Keith, Lester, Jessica
Enemies:
  Main force:
    Larna Dark Princess L6 Crown, Elemental x6
 
  ( Succubus L1 Vampire Bat x6 ) x2
    Witch L5 Ballista x4, Wraith x2
    Living Armor L4 Golem x4, Bone Dino x2
 
  South shore:
    Witch L5 Ballista x4, Wraith x2
    Living Armor L4 Golem x4, Bone Dino x2
 
  Sea Reinforcements (arrive second part of turn 9):
  ( Kraken L5 Leviathan x6 ) x2
    Kraken L8 Leviathan x6
 
  Imperial General Archmage L6 Armored Soldier x4, Ballista x2
  He arrives either on the second part of turn 12 or when Larna is
  defeated, and replaces her.
 
The forbidden continent doesn't have a natural dock, so the party will
have to go on foot to reach the shoreline. There is a large group of
monsters led by Larna bent on stopping them. The hardest thing about
this scenario is the terrain - you'll still be struggling to reach the
shore when the succubi start dropping meteors on you. Be patient, and
use healing and resist spells a lot. A single resist spell makes a
whole unit immune to any offensive spells for a full turn... very
useful.
 
Once you make it to the shore, the hardest part is over. The witches in
the mountains will rain meteors on you the same as the succcubi on
shore, but you will have much more maneuverability on land. Go slow and
steady, and don't try to charge into battle with an already damaged
character. Keep using those heals and resists.
 
You may want to leave a couple of characters on the ship to deal with
the krakens that come in on turn 9. Otherwise, the enemy sea units
might attack your forces still trying to cross over the water.
 
Killing Larna in this scenario isn't necessary, but it allows you to
get a crown, which is a very useful special item. In order to get to
her before the archmage arrives, you'll probably have to send your
dragon lord/master, alone. Keep behind one angel for your characters to
cast protection, attack, resist, and force heal on, and have him just
go for Larna. Don't waste time on any of the other units. This is
optional, and risky, but the reward is good. Larna carries a crown.
 
 
Scenario 22 "Alhazard's Revival"
Winning condition: -Death of all enemies
Losing conditions: -Death of Elwin
                  -Death of Jessica
Items: Knife, Robe
Heroes: Elwin, Hain, Scott, Sherry, Aaron, Keith, Lester, Jessica
Enemies:
  Chaos:
    Bosel Dark Master L6
    Larna Dark Princess L6
If any unit crosses a certain point - it's on the same line as the last
blue stone on the first path - Bosel finishes the ceremony.
 
  ( Witch L5 Necklace, Wraith x6 ) x2
  ( Iron Golem L10 Golem x6 ) x2
 
  Imperials:
    Egbert Zervera L8 Orb, Ballista x4, Dark Elf x2
    Imperial General Archmage L8 Ballista x6
    Imperial General Archmage L8 Ballista x4, Armored Soldier x2
    Imperial General Saint L9 Armored Soldier x3, Phalanx x3
 
  Summoned by Egbert after Bosel finishes the ceremony:
    Bernhart Emperor L10 Great Sword (Alhazard after defeating Bosel)
                          Dark Guard x6
Chaos monsters and Imperials turn on each other.
 
Your first problem in this scenario is the pair of witches sitting in
the cave throwing meteors at you. You should give your archmage
ballistae and have him and any other offensive magic users cast meteor,
fireball, or thunder on the witches. Have your ballistae damage the
witches enough so they can't spellcast (the old 7 trick) and then
gradually take down the wraith followers. If they aren't powerful
enough, you can have someone cast attack on them, or you can just
ignore the troops and kill the leader straight away. Because the
witches are so far away, and their magic resistance so strong, their
meteors *will* hit you for a while, and this strategy may simply not
work. Just use grit your teeth, use heal spells, and keep moving. If it
gets really bad, you can try resist.
 
Iron Golems are essentially powered up versions of ordinary golems. Use
armored soldiers to defeat them, supported by fliers. Keep your
horsemen in back, out of range of the golems' spears.
 
Use meteor/thunder/fireball to destroy the archmages' ballistae on the
platform. Against Egbert, send the best fighter your left side has, and
cast resist on him/her if you can.
 
Larna plays no role in this battle, although you can attack her if you
want. 'Killing' her does not affect what happens at the end in any way.
 
Don't go near Bernhart until you're ready. If you plan on doing
Jessica's dimension shift, you can try to lure Bernhart to attacking
one of your troops, moving himself ahead of his guards. If you plan on
killing him and his soldiers, mass all your dragoons and cast attack
on them. If you have zone, use it to make things a lot easier. For
Bernhart himself, knock him down with a magic arrow or two, then attack
with your best heroes - preferably a knight, because Bernhart is a
soldier-type unit. Because he'll have less than 10 HP, he won't be able
to kill any of your characters in one fight. Cross your fingers and
hope that your 4 best leaders are enough. If not, there's always
Jessica's dimension shift. Even if you manage to kill Bernhart, the
game will act as if Jessica did it.
 
At the end, Riana gains about 15 levels, and Larna gains about 30. Both
of them join you.
 
To get to scenario ?1, bring Elwin to the base of the pillar to the
right of Bernhart, 6 spaces down from the top of the screen. Then, have
someone meteor the pillar that blocks the left staircase, and move
Elwin to the end of the tunnel on the far left. (5 spaces down) Again,
thanks to Pyrolight.
 
 
Scenario ?3 "Magic Dragon's Lair"
Winning condition: -Death of all enemies
Losing condition:  -Death of Elwin
Items: Dragon Slayer, Dragon Scale, Aura, Gleipnur, Gyaral Horn.
Heroes: Elwin, Hain, Scott, Riana, Sherry, Aaron, Keith, Lester, Larna.
Enemies:
  Center:
      Witch Mage L1 Wand, Bone Dino x4, Vampire Bat x2
      Great Dragon L1 Elemental x6
    ( Great Dragon L1 Golem x4, Vampire Bat x2 ) x2
 
  3 o'clock:
      Great Dragon L1 Bone Dino x4, Vampire Bat x2
  5 o'clock:
      Great Dragon L1 Gargoyle x4, Golem x2
      Great Dragon L1 Wraith x4, Slime x2
  7 o'clock:
      Great Dragon L1 Gargoyle x4, Golem x2
      Great Dragon L1 Wraith x4, Slime x2
  9 o'clock:
      Great Dragon L1 Bone Dino x4, Vampire Bat x2
 
Second part of turn 3:
Witch transforms into Saint L7, Longbow, Mirage Robe, Elemental x4.
 
There's a treasure trove of cool items in this scenario, but there's
also a lot of enemies. Try to buy as much stuff as you think you can
without getting crushed in this scenario. Pick up any summon item you
haven't already, and spend the rest on Dragon Scale and Dragon Slayers.
Sell some of your old stuff if you don't think you'll ever use it, or
if you think it's a good tradeoff. Remember, these items will never
appear in a store again.
 
Onto the actual fight. This scenario is hell. You're in a cave
surrounded by meteor-chucking dragons, and your characters are jammed
together in a single entrance corridor. If you try to charge forward,
you'll find yourself in the center of the map with every dragon hitting
you. If you don't, the area-of-effect spells will take their toll on
your packed units. Either way, you're in for a world of pain.
 
First off, any character who takes more than 2 damage from meteor
should either be put in back or put under a constant stream of resist
spells. Even 2 damage is kinda risky. Second of all, don't try to
charge out to meet the dragons. You want to make them come to you, and
you also want your characters in range of each other. Compact your
forces, use resist on your most vulnerable characters, and heal a lot.
A healer with the Masayan Sword can make a killing in this scenario.
Put any weak characters behind the main battle line - far behind, so
they don't get bashed by any stray meteors.
 
After the first couple of turns, things should calm down. Dragons don't
have a lot of MP, and their spells cost 8 apiece. If you're confident,
charge out to take advantage of their shortage - otherwise, just keep
back, and methodically kill anything that gets too close. Keep in mind
that charging will probably result in you getting hit by more meteors
from the dragons that didn't get a chance to reach you before.
 
 
Scenario 23 "The Light Rod"
Winning condition: -Find Light Rod and bring it to top of map
                  -Death of all enemies
Losing condition:  -Light Rod is lost
                  -Death of Elwin
Items: Knife, Robe
Heroes: Elwin, Hain, Scott, Riana, Sherry, Aaron, Keith, Lester, Larna.
Enemies:
  Attackers:
      Laird Silver Knight L10 Great sword, Necklace, Royal Horseman x4
    ( Imperial General Dragon Lord L10 Elemental x3 ) x2
 
  Searchers:
    ( Imperial General Paladin L8 Phalanx x4, Heavy Horseman x2 ) x2
    ( Imperial General Saint L10 Dark Elf x4, Berserker x2 ) x2
    ( Imperial General Paladin L10 Berserker x4, Phalanx x2 ) x2
    ( Imperial General Wizard L10 Orb, Ballista x4, Phalanx x2 ) x2
 
There are a lot of weak enemies to kill in this scenario - the problem
is, they won't always stay in one place to let you. Your objective is
to search the building's rooms and find the Light Rod. There are 4
possible locations, each of which can be reached by one of the doors
near the center of the hallway. The rooms that are conveniently right
next to your starting positions are always empty.
 
This scenario is all about controlling the center of the map. Single
out your strongest non-flying fighter and put him/her in the front
center. Put your two best mages or ballista characters behind the
fighter. Hopefully, your best character is strong enough that most of
the imperials will be too scared to attack him/her. This means your
mages and ballistae are free to shoot at anything that comes into the
hall. Move these three as far forward as they can go. If you can block
the center, great - if you can't, that's all right, just shoot any
leaders that try to enter one of the rooms to stun them (knock them
down to 7). The paladins favor the rooms on the bottom, so your
ballistae should be able to hit them easily. Keep trying to move your
line further towards the center. The more enemies you distract away
from searching, the better. As long as your center characters can
take it, that is.
 
Meanwhile, put your flier(s) in front on either one of the side
positions. Then, place your remaining characters, soldiers in front,
horsemen in back (this is a building map, so horsemen are slower). Have
everyone move at top speed - your fliers should be able to reach the
center when the enemy paladins are just entering the rooms. Hit them
hard, but be ready to pull back a bit once the dark elves start
emerging. Have your ballistae focus on them if there aren't any
paladins entering the rooms, since dark elves have inferior range and
terrible defense.
 
The main generals you have to worry about are the two front paladins.
By the time any of the other searchers show up, your flanks should be
secure.
 
Light Rod in hand, Riana and Larna prepare to break the seal on
Langrisser, unleashing its full power. However, Larna's thoughts are
elsewhere...
 
Note: The character who picks up the Light Rod will lose the item that
was equipped in his/her weapon slot. In other words, do NOT pick it up
with any character wielding a rare item (like, say, Langrisser).
 
 
Scenario 24 "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
*will* lose troops - you can't keep counters for 3 different unit types
on the front lines at once - but you can minimize losses by using
spells like resist, protection, and heal2.
 
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.
 
 
Scenario 25 "The continent's strongest knights"
Winning condition: -Death of all enemies
Losing condition:  -Death of Elwin
Items: War hammer, Great sword, Wand, Longbow, Arbalest, Chain mail,
Plate armor, Cross, Necklace, Orb, Speed boots.
Heroes: Elwin, Hain, Scott, Riana, Sherry, Aaron, Keith, Lester, Larna.
Enemies:
  Front row:
  ( Imperial General Wizard L7 Wand, Orb, Armored Soldier x6 ) x2
 
  Middle row:
    Leon Royal Guard L10 Flame Lance, Large shield, Amulet
                          Royal Horseman x6
    Laird Silver Knight L10 Great sword, Plate armor
                            Royal Horseman x 6
    Imperial General Knightmaster L10 Royal Horseman x6
 
  Back row:
    Imperial General Dragon Lord L10 Necklace, Griffin x6
  ( Imperial General Paladin L10 Heavy Horseman x6 ) x2
  ( Imperial General Paladin L10 Necklace, Heavy Horseman x6 ) x2
 
A nice, straightforward melee, with little terrain to get in the way.
Egbert returns Jessica to you at the start of the battle, but she joins
with no MP, so she won't play much of a role here. This is the first
and last time you are actually required to defeat Leon, but you should
have had plenty of practice.
 
Basic strategy: All-out assault
 
Put phalanxes in the middle, and dragoons on the side. You might want
to mix in a couple of units of elves with one of your phalanx leaders.
You want to kill both wizards by the end of turn 1 - you don't want to
have to deal with any magic but your own in what is already a very
intense battle. Make a line out of your *good* phalanxes stretching
from one dragoon group to another, forming a U, with your weaker
characters in back. It's hard to figure out which of your characters
are tough enough except by trial and error - if Leon mauls the unit
at the start of the enemy's first turn, then you know. Hopefully, you
will have enough good units to form an unbreakable line. If you don't,
you might want to try the other strategy.
 
When the enemy charges you, take out the royal horsemen first - they
are the most dangerous. Leon's amulet lessens any magic attacks you
throw at him, but the other commanders have no such restrictions. Zone,
Charm, and Sleep to your heart's content. Always make sure that your
leaders are protected, since it only takes one horse charge to send a
mage or soldier type character to oblivion. Keep fighting, and use
heal2 a lot - *after* everyone else has attacked.
 
Because the enemy tends to cluster around your flanks, where the
horsemen are, you might want to send a 'fodder' unit in front of the
center. Leon will charge this unit, and you will be able to attack him
from all sides instead of just with one flank. Taking down Leon early
makes the rest of the scenario much easier.
 
Finesse strategy: Mountain defense
This starts out the same as the above, use dragoons to kill the two
wizards. However, instead, of having the phalanxes support them, have
them stay by your starting position, forming an n-shaped line along the
forests and mountains below the main road. Put the characters with the
worst A/D bonuses on the mountains, they'll need the +25% bonus more
than anyone else. If for some reason you have characters that can't
recruit phalanxes, dragoons, or angels, put them as far behind your
lines as you can.
 
On turn 1, the royal knights will charge and kill some of your
dragoons. Hopefully, your leaders are strong enough that they will not
be attacked. On turn 2, retreat all your surviving cavalry back to your
main line, and await the enemy assault. The teleport spell helps here.
Cast protection/attack on anyone whose troops bonuses you're not
confident of. When the enemy charges, just kill them all, using the
same spells as described above, but without moving your line away from
the protective terrain.
 
The advantage of doing it this way is that your phalanxes can take
advantage of the mountains and forests to get defensive bonuses. Also,
you're using the edges of the map as your flanks, which are much more
stable than dragoons. The disadvantage is that on turn 1 your dragoons
are in a very precarious position, and if your leaders aren't powerful
enough they could easily get killed by either Leon or Laird.
 
One interesting thing to note is that Leon's unit will never attack
Larna in this scenario, no matter how heavily the odds are stacked in
his favor.
 
 
Scenario 26 "The Black Dragon Sorceror's Trap"
Winning condition: -Death of Egbert
Losing condition:  -Death of Elwin
Items: War hammer, Great sword, Wand, Longbow, Arbalest, Chain mail,
Plate armor, Cross, Necklace, Orb, Speed boots, Amulet.
Heroes: All
Enemies:
  Left tower:
      Imperial General Archmage L5 Orb, Ballista x2, Dark Elf x4
      Imperial General Wizard L7 Orb, Armored Soldier x4, Ballista x2
      Imperial General Saint L10 Armored Soldier x4, Heavy Horseman x2
  Center tower:
      Imperial General Archmage L5 Orb, Ballista x4, Dark Elf x2
      Imperial General Archmage L7 Wand, Ballista x4, Dark Elf x2
  Right tower:
      Imperial General Archmage L5 Orb, Ballista x2, Dark Elf x4
      Imperial General Wizard L7 Orb, Armored Soldier x4, Ballista x2
      Imperial General Saint L10 Armored Soldier x4, Heavy Horseman x2
 
  Gateway:
      Imperial General Knight Master L10 Amulet
      Heavy Horseman x4, Dark Guard x2
 
      Egbert Zarvera L10 Dark Rod, Mirage Robe, Elemental x6
 
You've been through scenarios like this before - you start out on low
ground, and the enemies are meteor-chucking mages and ballistae behind
unscaleable walls. Use the same tactics as before - hit them with
ballistae and meteors of your own. Since this is the second-last
scenario, you might want to ditch the 'knock down to 7' routine and
just kill them outright. Either way, you will still end up getting hit.
There are 6 mages sitting on the parapets, way too many for you to
suppress/kill at once.
 
If your fighters have good magic resistance, send them ahead to attack
the saints at the base of the towers and cast resist on your mages.
This extends the life expectancy of your ballistae, which are very
vulnerable to magic. If your fighters do not have good magic defense,
buy them an amulet - you need magic defense more than you do physical
defense. If you'd rather not use fighters at all, a group of ballistae
under a serpent master, resist, and protection could probably wipe out
all three towers. However you decide to do it, resist is very useful.
 
Once the towers fall silent, it's time to go after Egbert. Hit the
knight master with dragoons or phalanx - you will definitely need a
couple of dragoons to deal with his dark guards. Egbert's elementals
aren't tougher than any of those you've already faced, his bonuses are
not very good. Just be careful not to put any heroes near him until
you've taken out most of the troops unless they have high stats,
because the knight's dark guards are strong, and even the horsemen
might cause trouble for a mage.
 
 
Scenario 27 "The end of a legend"
Winning condition: -Death of Bernhart
Losing condition:  -Death of Elwin
Items: Knife, Robe
Heroes: All
Enemies:
Final boss:
    Bernhart Emperor L10 Alhazard, Chain mail
                        Dark Guard x4, Dark elf x2
 
Shows up in enemy phase after Bernhart is attacked or all but
Bernhart defeated:
    Leon Royal Guard L10 Flame Lance, Large Shield, Necklace
                        Royal Horseman x4, Dark Guard x2
 
    Imperials:
        Imperial General Saint L10 War hammer, Chain mail, Cross
                                  Dark Guard x4, Phalanx x2
        Imperial General Saint L10 War hammer, Chain mail, Cross
                                  Phalanx x4, Dark Guard x2
      ( Imperial General Wizard L8 Robe, Orb
                                  Dark Elf x4, Ballista x2 ) x2
    Dark allies:
      ( Demon Lord L10 Archdemon x6 ) x3
        Vampire Lord L10 Archdemon x4, Vampire Bat x2
 
In some ways, this is easier than the last scenario. You don't have as
many mages to deal with, and the two wizards that you do have to fight
do not start out as close to your forces anyway. This is a
straightforward melee. However, these enemies are the toughest bunch
you'll see in the game. This being the last battle, that shouldn't come
as a surprise. Unless you really want to, forget about killing troops
first. Go for leaders whenever possible.
 
Put monks in the front, directly in front of the enemy demons. Place
dragoons/soldiers on the sides to attack the saints, and put any
leftover troops in the center or rear. If you want, make a unit of
phalanxes and have them hang back while the rest of your forces fight.
Use monks to cut away the archdemons and elementals protecting the
demon lords, then use a powerful fast attack leader like the princess
or royal guard to kill the demon lord itself. If you can, use powered
ballistae to knock the demon lord down to 9 so that if your attack
fails the demon doesn't kill your character. Keep those healing spells
handy, and try to wait until the end of the turn to use them.
 
Vampire Lord periodically hits you with meteor, but don't go after him
until you've killed everyone except him and Bernhart. You want to have
all your characters (except maybe that pike commander) around when you
attack him. Also, any hero that kills the vampire lord puts him/herself
in striking distance of Bernhart's Dark Guards, so you want to have a
healer ready. Unlike the demons, Vampire Lord can be hurt by magic, so
feel free to soften him up before you attack. Remember, he's weak
against monks.
 
If you decided to get some phalanxes in this scenario, this is where
you'll be thankful. Leon shows up after you first attack Bernhart at
the entrance. If you don't have phalanxes, just hit Leon with powered
up dragoons and magic - his resistance is high, but he still takes one
damage from spells. He has the same unwillingness to attack Larna that
he had back in scenario 25.
 
Bernhart's magic resistance is pretty bad considering he's the last
boss. Charm, sleep, and zone all work on him, as do all damaging
spells. Zone him, use meteor to pound his throne into the ground, then
hit him hard with cavalry.
 
Enjoy the ending, even though it's untranslated. Langrisser 2 is a very
enjoyable game, and there are plenty of things to do even after you've
beaten it. You could try different character classes. Or you could try
to complete the mission objectives you weren't able to do before. Or
you could replay just to experience the world and characters of
Langrisser all over again.
 
 
Scenario ?4
Winning condition: -Death of Bernhart
Losing condition:  -Death of Elwin
Items: Flame Lance, Dragon Slayer, Odin's Buckler, Angel Wing,
      Carbunkle.
Heroes: All
Enemies:
 
  Level 1:
  Vargas AT 83 DF 54 Devil Axe, Chain mail, Necklace
                    Armored Soldier x4, Heavy Horseman x2
 
  Level 2:
  Imelda AT 72 DF 56 Wand, Large Shield, Necklace
                    Armored Soldier x4, Heavy Horseman x2
 
  Level 3:
  Leon AT 93 DF 69 Flame Lance, ?, Necklace
                  Royal Horseman x4, Dark Soldier x2
  Laird AT 71 DF 49 Flame Lance, Plate Armor, Necklace
                    Royal Horseman x4, Dark Soldier x2
  Demon Lord AT 75 DF 60 Elemental x6
 
  Level 4:
  Egbert AT 68 DF 56 Dark Rod, Mirage Robe, Orb, Elemental x6
 
  Level 5:
  Bosel AT 81 DF 57 Alhazard, Mirage Robe, Orb
                    Archdemon x4, Elemental x2
( Demon Lord AT 75 DF 60 Archdemon x6 ) x2
 
  Level 6:
  Bernhart AT 99 DF 72 Alhazard, Assault Suit, Gyaral Horn
                      Dark Soldier x4, Ballista x2
 
I know I said that scenario 27 had the toughest enemies in the game. I
lied. Getting through this scenario requires having insanely high
stats, and that means using multiple runestones. If you want to be able
to beat it without excessive level skipping, start the game, choose
your favorite character, and give all experience to him/her. You should
choose either Elwin or Sherry because they start out closest to you.
Masayan Sword helps a lot.  To reach this scenario, from the title
screen, go to the load menu and press left, right, start, c. You will
then be able to access all scenarios in the game, including this one.
 
Someone told me that you can get to this scenario without level
skipping by having all characters on level 10 and fully promoted by the
end of this scenario. However, several people have told me this is not
true. I have tried it out myself, and it didn't work, but that doesn't
mean that there isn't a way, since this person says that he was able to
get it to work. There might be another condition you have to meet, like
getting a certain score (the game rates you at the end of scenario 27).
 
If you want a more detailed speculation about how the heck to reach
this scenario, see the game script, scenario ?4.
 
Your characters come into this scenario split, with forced placement.
You control only Elwin and Hain, all other heroes are NPCs.  Each time
you defeat the main enemy leader on a level, all characters on that
level will come under your control. The chance of you 'saving' any of
the characters on the upper levels is pretty low. Vargas, Imelda, and
the Blue Dragon Knight crew will all attack aggressively the NPCs on
their level, then move on to you. Bosel and Bernhart will stay where
they are and defend themselves. Egbert and Bosel's demons will attack
Bernhart for some reason. If you give the 'captured' characters AI
other than manual before this mission, their troops will follow that
AI. They will also heal themselves if they get hurt.
 
There isn't much to say about tactics in this scenario... either you
have high stats, or you don't. Try to keep a magic user alive - Hain is
a good choice, since he starts in the same general area as Elwin and
Sherry. Use magic to hit the enemy leaders before the fighting
character attacks, so that s/he will never take more than 9 damage.
Remember, a warlock does as much damage to Bernhart as a zarvera when
using magic. You can use the narrow passageways in between floors to
prevent enemies from swarming you, or from killing Hain. Heal2 is
extremely helpful if you manage to rescue a character who has it.
 
Note: The music for the enemy phase in this scenario changes to the
theme music of whatever enemy hero you're fighting.
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Revision as of 09:10, 21 November 2007