Langrisser 5 Strategy Guide
Written by David Adler
dadler18@netscape.net
9/4/2001
Version 1.1

Copyright:  Don't reproduce this without my permission.

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\_____|       Contents         |__{ O }/////
      |========================|   ) /
                                  /-/

Version History
Langrisser Overview
Purpose of this Guide
Getting the Girl
Combat
Menu Explanation
Walkthrough Scenarios 1 through 20
        
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\_____|    Version History     |__{ O }/////
      |========================|   ) /
                                  /-/

V 1.0  9/15/01  Overview, purpose, menus, first 10 scenarios.
V 1.1  10/1/01  Added graphics, extra commands in menu section, combat
                 section, strategy section, character creation details,
                 and scenarios 11-20.
                           
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\_____|  Langrisser Overview   |__{ O }/////
      |========================|   ) /
                                  /-/
 
     Langrisser 5 is a strategy RPG released in Japan for the Sega 
Saturn.  It is a traditional tactical RPG in the vein of Shining Force 
or Vandal Hearts but mixes up the gameplay by allowing you to control 
several leaders and their hired troops.  The Langrisser series is 
relatively unknown outside Japan, and only the very first game in the 
series was translated into English as Warsong on the Genesis.  
Langrisser 5 is a direct sequel of Langrisser 4 and contains many 
recurring characters and locations.   Unfortunately, Langrisser 5 is 
not very import-friendly.  The plot is an important part of the game, 
and it is rather hard to tell how and why some things are happening 
since everything is presented in Japanese text.  On the plus side, 
almost every line of text is voice-acted so you can at least tell if 
someone is happy, sad, or angry.  In addition, menus, spells and items 
are all represented with Japanese text.  These hurdles can be overcome, 
and the gameplay of Langrisser is interesting enough to make this a 
worthwhile game.


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\_____| Purpose of this Guide  |__{ O }/////
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     There are no other complete guides to Langrisser 5, and I do not 
understand Japanese.  These two factors will severely inhibit the 
completeness of this guide.  Instead this guide is meant to make 
Langrisser 5 playable and enjoyable to someone who does not read 
Japanese.  


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\_____|   Getting the Girl     |__{ O }/////
      |========================|   ) /
                                  /-/

     90% or Langrisser 5 is fighting battles (and I'll talk about that 
plenty), 9% is listening to people talk, (which I don't understand) and 
the last 1% is rather unusual.  It is your job, as Sigma, to hit on the 
females in your party.  Towards the end of the game, you get to confess 
you love for any of the three ladies and if they like you enough, well 
I'm not sure what happens because I haven't gotten there yet.  To 
manipulate them into falling in love with you, whenever you are given 
the choice of what to say, just say the thing that will make them 
happiest.  It sounds like it would be simple, but this is hard to do 
because women are hard to please and more importantly, these women, as 
well as Sigma himself, speak in Japanese.  In the walkthrough below, I 
point out each of these choices and which response I think is best 
judging from Sigma and the girl's tone of voice.  So it is certainly 
not 100% accurate and further frustrated by the fact that the leading 
lady Lambda speaks in a monotone for most of the game.  Other things 
can effect your friendships too.  Saving all the civilians in some 
scenarios will make everyone like you more, or letting a love interest 
attack someone they really hate will make them happier.  Though hitting 
on the girls is not central to the gameplay (it only effects one scene 
at the end), I just put it up here to point out something unique about 
Langrisser as well as ask for help from someone who can read Japanese 
or who knows of a source of information about this area of the game.
     

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\_____|        Combat          |__{ O }/////
      |========================|   ) /
                                  /-/

     Langrisser 5 features possibly the most complicated battles in any 
strategy RPG.  Judgement, revision, pinpoint movement, charge time, 
unit affinities, all must be taken into account.  I'll get to all of 
these things, but I'll start with the smallest unit in the art of war, 
a single attack.  This is also known as "Why did my guys all just die?"

   When one unit, a general or group of 10 troops, moves next to the 
enemy unit and selects the attack command, some people are gonna die.  
Here's how to predict who and how many.


 /^\--------/^^^\--------/^\
( Attack and Defense Stats  )
 \_/--------\___/--------\_/

     The difference between your attack and their defense is how many 
of them are going to die; the difference between their attack and your 
defense is how many of you are going to die.  Say your men are soldiers 
which have 20 attack and 14 defense, and their men are pikemen with 18 
attack and 18 defense.  You should lose 4 and they should lose 2.  I 
say "should" because there are actually 10 separate hits, one from each 
soldier.  Each hit has a 2/10 chance of killing an enemy, and each of 
his has a 4/10 chance of killing one of your guys because of the stats 
of the two groups.  However, there is always a chance that a soldier 
will die, even if their defense is higher than their enemy's attack.  
Also, there is always a chance that a solder will survive, even if 
their defense is 10 lower than the enemy's attack.  If that's 
confusing, I apologize, just remember that higher attack kills more 
enemies, higher defense saves more of your soldiers.  Everything else 
is nuts and bolts.


 /^\--------/^^^\--------/^\
(      Modifying Stats      )
 \_/--------\___/--------\_/

     There are three ways to temporarily increase the stats of your 
troops, and these are key to making sure that you come out on top.

     Revision:  If a group of troops is standing within their 
commander's command zone (the area outlined in colored lines) they 
receive bonuses to their attack defense and move.  These revisions are 
added to the troops' base stats.  Soldiers (20, 14) commanded by a 
general with +2, +4 revision have stats of (22, 18) while in range of 
their general.  Troops are tied to the general that hired them; they 
don't receive revisions from any other generals.  

     Troop Affinities:  Some types of troops receive bonuses when 
fighting a certain type of troop.  The most important affinity is the 
paper, rock, scissors relationship between soldiers, pikemen, and 
cavalry.  Soldiers are strong against pikemen, which beat cavalry 
Braveheart-style, and cavalry run right over the sword-wielding 
soldiers.  The unit with the advantage gets a +5, +5 bonus to their 
stats.  For example, the (20, 14) soldiers fight like the are (25, 19) 
if their opponents are pikemen.  This is a big difference, and having 
the troop-type advantage is the best way to win most battles.  The 
other affinity worth mentioning is that holy troops like monks and 
crusaders have an advantage against the undead and slimes.  The actual 
value of this bonus depends on the specific units.  

     Land effects:  Some types of land formations give defensive 
bonuses to troops standing on them.  These range from 0% for flat areas 
to 40% for castle walls, with forests and hills sporting bonuses 
somewhere in between.  Water-based troops and generals get bonuses for 
being in water.  Taking advantage of land effects isn't very vital 
because most enemies won't attack if you are well fortified.  You'll 
have to move off you defensive terrain to attack them.  Revision and 
affinities are more important, but if you must fight from a 
disadvantage, terrain can help.  


 /^\--------/^^^\--------/^\
(       HP and Health       )
 \_/--------\___/--------\_/

     Every unit has a maximum of 10 HP and as they lose HP, their 
effectiveness goes down.  A group of troops with 10 HP has 10 men, but 
with only 3 HP, there are only 3 men left and the unit is 3 tenths as 
effective.  They have only 3 chances to kill an enemy (the chance of 
killing depends on their stats as always), where as a healthy unit has 
10 chances.  Injury to generals also affects their attack power:

HP:     Max Damage:
10      10
8~9     9
6~7     8
4~5     7
2~3     6
1       5  


 /^\--------/^^^\--------/^\
(     Attack Animation      )
 \_/--------\___/--------\_/

     The last thing that effects a unit's combat ability is the way in 
which they move in the battle scene.  If one soldier can kill his enemy 
before the enemy hits him, it is a big advantage.  When regular 
soldiers, pikemen, and cavalry fight with each other, they trade hits 
at exactly the same time, so even if your guy gets killed, he may have 
killed the enemy as well.  But some other troops have the ability to 
hit first, and they will only be hit back by the enemies that survive.  
The most common example of this is the fighter general's Sword Blaze 
attack.  In the battle scene, the fighter charges up, shoots a 
shockwave, and then shoots the blast of fire that does the damage.  
Pikemen walk slowly and they will all be caught in the fire; the ones 
who do not die proceed to the general and attack.  Soldiers are a bit 
quicker and 2 or 3 will reach the general and attack before the fire 
blast hits them.  Cavalry race across the screen, and most of them will 
get their hits in before being hit themselves.  Their speed gives them 
an advantage not reflected in their stats; they will still be hit, but 
at least all 10 of them did their damage before dying.  Also keep in 
mind that a unit's projectile attack is different than their regular 
attack.  Troops throw their weapons or otherwise shoot something at 
enemies that fly or are otherwise out of reach.  There are an almost 
infinite number of combinations of units but I'll point out some 
important ones:

Magician Generals:  Most mages have very slow attacks that allow enemy 
   soldiers to attack first.
Sword Blaze, which most fighting generals have, is great because it is 
   quick and the general stays on the ground.
Flying generals attack very quickly; most troops can't throw their
   weapons before being hit.
Soldiers throw their weapons slower than pikemen or cavalry so they are
   bad at fighting flying enemies.
Archers have very slow attacks; anything but pikemen will kill them
   before they can string their bows when the archers are attacked from 
   close range.  
Troops on a wall throw their weapons at troops attacking from below, 
   in a first strike.  The enemies must climb the wall to attack.
Caterpillars have a very fast attack, beat them with faster cavalry or 
   archers to avoid their attacks completely.  Or use heavy armor to 
   withstand the attack and then hit the enemy.
Omega's assassins have a near-instantaneous attack.  Hit them with 
   Archers from a distance. 
Various ghosts attack very quickly.  Armor or holy troops are needed to
    survive long enough to attack.


     Here ends the combat section.  Things to remember: base stats, 
revision, affinity, land effect, HP, and attack speed.  These all 
determine the outcome of a single fight.  But victory requires that 
each individual fight be part of your grand plan, your . . .

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\_____|       Strategy         |__{ O }/////
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     The strategy of Langrisser boils down to moving your men around 
the map, yet it is one of the most complex battle systems in any RPG.  
This section will talk about everything from creating a plan for the 
whole battle down to being cheap with the Judgement system.


 /^\--------/^^^\--------/^\
(    Pre-Battle Strategy    )
 \_/--------\___/--------\_/
     
     Once the cheerful "battle preparation" music starts playing, the 
first thing you should do is check out what you're up against.  Use the 
"Place General" command and take a look at the enemies and terrain 
around the map.  If you use my walkthrough, you'll know what might show 
up later, too.  

     Figure out what path each of you generals will follow through the 
battle, this way you can plan which enemies each of your generals will 
fight.  Plan your paths so that you can take advantage of troop 
affinities and terrain formations.  For example, if there are lots of 
cavalry on the east side of the map, send a general that can command 
pikemen up that way.  Or, if there is a wall that blocks an enemy, send 
your archers that way so they snipe over that wall.  Take into account 
how fast each of your groups can move because you'll want several 
generals to converge on the boss of the battle.  Remember that cavalry 
and fliers move slowly in indoor battles.  Also plan how you'll get the 
secret tiles; you don't want to spend an hour moving a mage from one 
side of the map to a secret tile in the opposite corner.

     Once you have that planned out, hire your soldiers and buy 
equipment.  Hire only the troops that you need to get the job done.  
Money isn't too tight in this game, but there are times when the store 
sells several rare, expensive, and awesome items, and sometimes you 
just need a full army of dragoons.  So save your money when you can.  
Don't buy phalanxes if pikemen will do the job.  Don't buy a new sword 
if it'll only raise your attack by 1.  

     Place your generals so they can carry out your plan, save, and 
then begin.


 /^\--------/^^^\--------/^\
(      Battle Strategy      )
 \_/--------\___/--------\_/

     These are a bunch of tips rather than step by step instructions 
like the previous section.  Almost all of them apply to every battle in 
the game.  I'll spare you the obvious, like, "heal when you get hurt," 
and other stuff that you can figure out on your own in 30 minutes of 
battle.    

-- Cowardly Enemies --
     Enemy general move along scripted paths until they meet your 
forces.  If he thinks that he can win an individual battle, he will 
send his troops to attack.  Otherwise, he'll just sit there.  Enemies 
seem to define "win" as "I'll lose less than five hp and he'll lose 
more than me in a single attack."  These rules aren't set in stone, but 
enemies will generally only attack if they think they have the 
advantage.  So, if your troops are superior, the enemy will do nothing 
and you can destroy them at your leisure.  Be careful if you have more 
than one type of troop though.  An enemy that won't attack your 
soldiers will attack your archers if given the chance.  Or, horsemen 
enemies won't attack your pikemen, but give them a shot at your 
soldier-type general and they'll surely take it.  

-- Double Teams --
     Fighting 2 enemies at once can be a pain, especially if they have 
2 different types of troops.  When your soldiers attack their pikemen, 
it leaves them open to the other enemy's horsemen.  It's best to avoid 
this type of situation:  If you see two enemies heading toward the same 
spot, like a narrow bridge, get to them before they group up.  Or you 
could pin one with your magic(I'll get to that technique later), so he 
gets left behind.  
     Of course, you can use double-teams to your advantage, too.  Two 
fighters isn't the most effective double-team, a mage/fighter team is 
much more useful.  Spells don't do much damage, but they are great for 
softening up enemies so fighters can go in for the kill.  Most mages 
can hire archers, which gives them added firepower from a distance.  
And don't neglect spells that help allies or hinder enemies; their 
effects don't last long, but can be quite potent.  What's great about 
mage support is that spells have such long range that several allies 
and opponents are within reach, so they can help out where it is most 
needed.  

-- Mixing Troops --
     Most generals that are class 2 or better can hire 2 different 
types of troops.  Doing so is not always useful because enemies usually 
only have 1 type.  But sometimes you have to because one general needs 
to fight more than one type of opponent.  And sometimes you want to.  
Hire three legions and 3 soldiers to save some money.  Use the legions 
to do the real fighting and use the soldiers to kill weakened units.  
Armored cavalry are big and have small attack ranges, so if you hire 6 
of them, you'll never be able to have all 6 attack.  Trade 2 or 3 of 
them for centaurs, which don't have to get right next to the target to 
attack.  But protect your weaker units.  An enemy that is afraid to 
attack your heavy cavalry will jump at the chance to hit the centaurs.  

-- The Little Squares --
     The battle-field is divided up into squares like in most strategy 
rpgs, but in Langrisser 5 they are really little.  

Foot soldiers take  Generals, cavalry, and fliers  And really big stuff
up a 2 x 2 block:   take up a 3 x 3 block:         like golems and 
                                                   Slepnir:
    O O                    O O O                      O O O O
    O O                    O O O                      O O O O
                           O O O                      O O O O
                                                      O O O O 

It can be very annoying when you want to move your general somewhere, 
but one of those 9 spaces where you want him to move is blocked by the 
corner of a troop.  So plan your moves carefully so that there is 
always room where you want to go.  Oh yeah, the cursor moves square by 
square, but it is a bit over-sized so it is not a good judge of space.  
I still count out spaces to make sure there is room for my troops.
 
-- Moving and Attacking --
     Troops can move, then attack, then move again if they have range 
left.  You can use this ability to attack an enemy several times 
because the unit that attacked can move out of the way to leave room 
for another to attack.  So it is often best to have the unit nearest an 
opponent attack first so that he has movement left over to move out of 
the way.  If you attack with a distant unit first, he may be stuck 
where he attack in get in the way of your other soldiers.   

-- Pin Enemies with Magic --
     When an enemy general has 7 or fewer HP, he will ALWAYS rest or 
cast a heal spell.  Even if your general has 1 hp and is right next to 
him, he will heal.  The can be exploited to prevent him from moving or 
attacking.  If some cavalry are headed right for your soldiers, hit the 
general with a Wind Cutter spell and knock him down 3 HP.  He'll stop 
dead in his tracks to rest.  Keep hitting him, and he'll be pinned 
there until he dies or you run out of MP.  Use this tactic on enemies 
that chasing civilians or are trying to escape.

-- Pin Enemies with Their Own Magic -- 
     This one is a lot like the above, but not quite as useful.  When 
one of your generals gets near an opponent, they will try to cast a 
spell on you if they have magic.  Of course, they have to stop moving 
to charge and cast the spell.  As long as you survive, and they still 
have MP, they won't move.  

-- Judgment --
     Judgment is how the game determines when a general will get his 
next turn (it's also a word that I misspell every time, but that's 
another story).  The higher a general judgment stat, the quicker their 
next turn will come.  Mages have the highest, and knights and fliers 
have the lowest.  The actions your general takes during his turn 
effects the time until his next turn, too.  Basically, the "biggest" 
action that the general or any one of his troops take determines how 
long it will be.  "Small" actions would be casting a spell with a small 
charge time or waiting.  "Big" actions are moving and attacking, 
resting, or casting large charge time spell.  So, if your general casts 
protect, which is nearly instantaneous, and you move one soldier, that 
move is the biggest action and you will have to wait a while for your 
next turn.  If you do not move that soldier, the biggest action is the 
spell, and you'll get another turn right away.  
     You can see this effect on the screen.  When you are about to 
confirm an action, you see some numbers that look like:
   0 -> 8 / 13
The 0 means that the unit is active NOW, the 8 means that if you take 
this action, this general will be 8th to move out of 13 generals on the 
map.  If you take this action, then tell another member of the group to 
take a bigger action, you might see:
   8 -> 13 / 13
This means that if you take that action, this general won't be able to 
move again until all the other generals on the map have had their 
turns.

-- Making Judgment Work For You -- 
     There is only one way to cheat with judgment, and it is due to the 
fact that summoned creatures can do whatever they want and it doesn't 
cost judgment.  Have your general start charging a short spell, then 
have your creature do whatever it wants.  Make any other troops wait.  
The general will get her next turn right away, and the creature can do 
whatever it wants again.  Cancel the spell, (Select the general, press 
B, then choose No) start charging the short spell again, and do it all 
over.  
     These next ones aren't cheap like the last one, but they'll help 
avoid wasting judgement.
1.  If you're casting a short spell, don't move your troops.  You
    can move them when the spell is cast.
2.  The wait command is weird.  If the general waits, the next turn 
    will occur in a short while.  But if the general does something and 
    the troops wait, the next turn will happen when that action happens 
    even if that is shorter than the usual wait period.
3.  If you want a general to do nothing for a while, tell him to rest.

 
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\_____|  Menu Translation      |__{ O }/////
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This section is a very dry read, but hopefully it is useful in 
navigating the game's menus.


 /^\--------/^^^\--------/^\
(    Battle Preparation     )
 \_/--------\___/--------\_/
This is the menu that appears before every battle.  

+----------------------+ 
|                      | 
|  Hire Troops         |
|                      |
|  Store               |
|                      | 
|  Place General/Map   | 
|                      | 
|  LOAD                | 
|                      | 
|  SAVE                | 
|                      | 
+----------------------+

Hire Troops:  Choose the general, choose the type of troops, then press 
left and right to add and subtract troops.  Some generals can command 
multiple types of troops at once.  Once you have selected the troops 
you want, select the bottom option to return to the general-select 
menu.

Store:  You go to the store, where you can
        Buy: Choose the item you want, select "yes" to buy it, 
                 then choose who gets it.
        Sell: Sells an item that is not equipped.
        Equip: Lets you equip weapons, armor, and accessories in that
                 order.  The first option on the item list doesn't
                 change the equipped item.  The second option removes           
                 the equipped item.  The rest of the list is items you
                 have in stock.  Select one and it is equipped.  After
                 one option is selected, the menu changes to armor,
                 then accessory.

Place General/View Map:  This lets you put generals in their starting 
position as well as view the whole battlefield and enemy statistics.  
You must place a general in order to move the cursor around the map, 
but you can still hire soldiers for that general or move them to 
another position later.

SAVE:  
LOAD:  Allow you to load or save to the Saturn's internal memory or 
memory cartridge.  You get 3 slots to save in between scenarios, one 
pre-battle save slot, and one in-battle save slot.

Start Battle:  Select this, and then choose yes to start.  Yes is 
always the top option.
Battle Menus


 /^\--------/^^^\--------/^\
(       Screen Bottom       )
 \_/--------\___/--------\_/
This display appears at the bottom of the screen when the cursor is 
over an empty space on the map.

+-----------------------------------------------------------------+	
|                        Scenario #                               | 
|     Defense Bonus                      Judgment Bar             | 
|                        Turn #                                   | 
+-----------------------------------------------------------------+ 

Scenario #:  Number of the current Scenario (simple!)
Defense Bonus:  The percentage bonus to defense given by the type of 
land the cursor is currently on.
Judgment Bar:  Fills up as "time" passes.  When it fills up, the turn 
is over.  Characters with high judgment move first, and more 
frequently.
Turn #:  Self explanatory.  Troops next to their general recover at the 
end of turn, and some events take place on a certain turn.


 /^\--------/^^^\--------/^\
(    Screen Bottom Plus     )
 \_/--------\___/--------\_/
The information presented changes when the cursor is moved over a 
character or squad of troops.

+-----------------------------------------------------------------+	
|  Move/Att Bar            ???             ???                    | 
|  Defense Bonus                           AT+Rev     Exp Bar     | 
|  Move Bonus      Move Order    Level     DF+Rev     HP     MP   | 
+-----------------------------------------------------------------+
  
Move/Att Bar:  Visual representation of the character's movement range 
and attack range.  The longer the bar, the farther the general or unit 
can move.  The marker shows how far the character can move, and then 
attack.

Defense Bonus:  Same as before, it shows the defensive bonus given by 
the current terrain.  It does not show unit-specific bonuses, such as 
the big bonus lizardmen get when in the water.

Move bonus:  Shows how the current terrain affects the movement range 
of the selected unit.  This is specific to the unit type.  A negative 
percentage slows down the unit, positive speeds it up.

???:  Each of these ??? are a Japanese term.  I think one refers to the 
leader of a group, the other to the troops, possibly class-names.
Move Order:  Is a ranking that shows in which order the groups will 
move.  It is currently the 0th general's turn, the next is ranked 1st, 
the one to move after that is 2nd, and so on.

Level:  The current general's level.  Get to 10, and go to the next 
class.

At+Rev:  Two numbers that display the selected unit's attack power, and 
if it isn't a general, its revision is displayed as well.  

Df+Rev:  It's the same as above, but with defense.

Exp Bar:  The current general's experience.  Fill it up and go up a 
level.

HP:  The unit's current hit points.  Every unit in the game has a 
maximum of 10 HP.  A group of troops can only do as much damage as they 
have HP, generals are weakened as well, but not as much.

MP:  The general's magic points.


 /^\--------/^^^\--------/^\
(   Action Menu (Generals)  )
 \_/--------\___/--------\_/
Select the active General and you will see this menu.
+-----------------------------+
|                             |	
|   Move          Magic       |   
|                             |    +-------------+
|   Attack	      Recover     |    |             |
|                             |    |  Troops AI  |
|   Summon        Strategy    |    |             |
|                             |    |  Wait       |
+-----------------------------+    |             |
                                   +-------------+

Move:  This brings up the graphical representation of where you can 
move.  If you move in the clear area, you can attack, but if you move 
into the darker area, you will not be able to attack.  Once you select 
where to move to, if you are in range of an enemy, the next menu asks 
if you want to attack (first option), or wait.  Basically, moving and 
attacking both require action points; if you use them all to move a 
long distance you won't be able to attack.  Also, if you move only a 
very short distance and attack, you have action points left over and 
can move some more after the attack.  

Attack:  Lets you attack before moving; you can move after you attack.  

Summon:  Magic-oriented classes get the ability to summon a creature.  
You can only have one summoned at a time. 

Magic:  Selecting this brings up the spell list.  Select the spell, and 
then target it.  You cannot move and then cast a spell.  Different 
spells take varying amounts of time to charge.

Recover:  The general will regain 3 hp and 2 mp, but it will take 
longer than usual to get to their next turn.

Strategy:  This lets you choose the automatic tactics from you troops.  
This is what your troops will do when you give them the "auto" command.  
In order, the tactics are:

     Move:  Indicated by boots.  Troops follow their general, and
          attack anything that they end up next to.
     Aggressive:  Indicated by a small sword.  Troops will move and 
          attack anything within their range and their general's 
          command range.
     Defensive:  Shown by a small shield.  Troops follow their general,
          and will not attack anything.

     After you choose Move or Aggressive, you get another set of three
     options, but I haven't figured out what they do.

Of course, if you move your troops yourself, you don't need to bother 
with these tactics.


Secondary Menu:
Press left while in the left column of the main menu, or right when in 
the right column to display the secondary menu.  It has these options:

Troops AI:  Your troops do their thing according to the strategy you 
set.

Wait:  This is the "Do nothing" command.  The general and troops hold 
their position.  Your next turn will happen sooner depending on the 
number of units that wait.


 /^\--------/^^^\--------/^\
(    Action Menu (Troops)   )
 \_/--------\___/--------\_/
Select an active unit of troops to issue these commands.
+-------------+ 
|             |
|   Move      |  +-------------+ 
|             |  |             | 
|   Attack    |  |  Troops AI  |           
|             |  |             |        
+-------------+  |  Wait       | 
                 |             | 
                 +-------------+ 

These are all exactly the same as for the generals.


 /^\--------/^^^\--------/^\
(      General's Stats      )
 \_/--------\___/--------\_/
Select a General during battle to see their stats.  Other information 
such as attack, defense, and hp still appears in the info bar at the 
bottom of the screen.  

                  +-------------+ 
                  |             | 
                  |     ???     |
                  |     ???     | 
                  |     ???     | 
                  |             | 
                  +-------------+ 
+-------------------------------+ 
|                               | 
|    ???          A+     M+     | 
|                 D+            | 
|  MP #/#    Move    Judgment   | 
|                               |
|  Magic Defense Chart          | 
|                               |
| Fire lightning earth evil     |
| Ice  wind      light physical | 
|                               |                    
+-------------------------------+

A+:  General's attack revision.
D+:  General's defense revision.
M+:  General's move revision.

MP:  General's current MP and max MP.
Move:  General's movement range.
Judgment: General's judgment rating.  Higher judgment means the general 
is quicker.

Magic Defense Chart:  Lists the general's resistances to various types 
of magic.  Check this on enemy monsters, as they can have special 
strengths and weaknesses.

Pressing start at this menu cycles through spell and skill lists:
Spell list 1
Spell list 2
Summon list
Skill list


 /^\--------/^^^\--------/^\
(      Battle Options       )
 \_/--------\___/--------\_/
Move the cursor to an empty spot the map to see this menu.

+----------------------+ 
|                      | 
|  Map/Judgment Order  |
|                      |
|  Win/Lose Conditions |
|                      | 
|  Options             | 
|                      | 
|  LOAD                | 
|                      | 
|  SAVE                | 
|                      | 
+----------------------+ 

Map/Judgment Order:  Shows a zoomed-out map of the battle and displays 
several generals in the order in which their turn will occur.

Win/Lose Conditions:  Displays how you can win and lose, in Japanese of 
course.  They're usually easy to figure out.  To win, kill all the 
enemies, or kill the leader.  To avoid losing, don't let Sigma die, and 
protect any NPCs around.

Options:  Same options as on the main menu.
LOAD:  
SAVE:  Saves to the In-Battle save slot.  There is only one slot.


 /^\--------/^^^\--------/^\
(      Other Controls       )
 \_/--------\___/--------\_/

While in battle:
Right Shoulder Button:  Cycles though active general and troops
Left Shoulder Button:   Cycles in other direction
X Button:
Y Button:  Toggles HP display on/off
Z Button:  
Select unit with A button:  Display's its movement range. 
 

                                  \-\    
 _____|========================|___) \______
\_____|      Walkthrough       |__{ O }/////
      |========================|   ) /
                                  /-/

 /^\--------/^^^\--------/^\
(    Character Creation     )
 \_/--------\___/--------\_/

The game begins with the character creation quiz.  Gizarof's assistant 
(or is she more like a computer interface?) asks you questions about 
how you want Sigma (the main character) to be created.  

The first question sets Sigma's "metal" and determines which 5th class 
he can get.  The options are:
Gold   -> Hero
Silver -> The class that follows Sigma's 1st element (choose that next)
Bronze -> 2nd element
Iron   -> 3rd element
My advice is to go for Hero.  

The next several questions allow you set the order of Sigma's elements, 
which effect which classes he can become.  No matter what you choose, 
the foot-soldier path will be available.  The elements are:
Earth -> Cavalry
Water -> Serpent Rider
Fire  -> Magician
Wind  -> Flying Knight

You get to select them in order, so first choose his primary element 
from the list of 4, then his secondary element from the remaining 3, 
and then his third element from the remaining 2.  I'd go for wind or 
earth depending on how I want to develop my other characters.
(Credit for the metals and elements stuff goes to 
http://popup.tok2.com/home/langrisser/ and 
http://babelfish.altavista.com/ for translating it.)

Next you are asked a series of questions that determine Sigma's 
starting abilities.  The questions have a branching structure with 
about 50 possible questions, so I can't tell you the effects of each 
one.  The best you can do is guess.  To get a decent Sigma, I did this:  
The rest of the questions will have 4 choices, so choose the 1st 
response, then 2nd, then 3rd, 4th, 1st, 2nd, and so on.  Sigma will end up 
with decent attack, defense, spells, MP, and revisions.  Choosing 1, 1, 
2, 3, 4, 1, 2, 3, 4 also worked well.  If you try something else and it 
turn out well, let me know.  At the end you get a random choice, too.  
Don't choose the same response throughout the quiz(1, 1, 1, 1. . . ); 
Sigma will turn out with really weird stats like lots of spells but no 
MP(I tried this).  Once you answer all the questions you get to look at 
all of Sigma's stats, spells1, spells2, summons, skills, (a single 
short word in the top left means "none") and class change chart.  At 
the end of these, you get a yes/no choice.  You can always identify a 
yes/no choice because a small box pops up with two short words one 
above the other.  The top choice is yes.  Choose yes if you are 
satisfied with Sigma, choose no if you want to answer the questions 
again.  

Scene:  Sigma is awakened by Lambda, and the lab comes under attack.

Sigma insists that his name isn't Sigma, and you are given the chance 
to rename him.  The cursor starts on the "end" option, so just select 
that if you want to remain "Sigma."  Otherwise, make up a new name.

Eventually, the view changes, and Rainforce and Aizer show up.  They're 
bent on destroying the lab and are both much stronger than you, so you 
have to escape to the exit in the top left. 


 /^\--------/^^^\--------/^\
(        Scenario 1         )
 \_/--------\___/--------\_/
Opponents:  Rainforce
            Aizer
            2 Fighters

You don't get to prepare for this fight at all; you go straight to 
fighting.  The basic idea is:  Don't get attacked by Aizer (the big 
guy) and definitely don't get attacked by Rainforce (the effeminate 
one).  You do want to kill the two green fighters for the experience.  
Have Sigma and Lambda move toward the general to their left.  Lambda 
should cast her fire spell on him, and Sigma Should finish him off.  On 
turn 4 a fellow clone named Omega appears on the right side of the 
screen.  Rainforce will go and kill him, and this gives you the chance 
to kill the other fighter.  After that, move around the tree to the 
exit.  If Sigma gets there first, you get to choose how to tell Lambda 
to hurry up.  Once both heroes escape, the battle is over and Aizer is 
pissed off.

Scene:  Lambda explains some stuff about combat.  She asks some 
questions, just choose responses until the lecture is over.
Scene:  Virash and Brenda watch you pass.


 /^\--------/^^^\--------/^\
(        Scenario 2         )
 \_/--------\___/--------\_/
Opponents:  Aizer   2 Centurions
            Fighter 3 Soldiers      Sword1
            Fighter 3 Soldiers      Sword1

Aizer has cut you off at the pass (or bridge in this case) and you'll 
have to fight your way through.  At least you get to prepare this time.  
It's a good idea to buy a Sword1 for Sigma, and hire as many troops as 
you can for both protagonists.  You don't get to pick starting 
positions.

Just have Sigma and Lambda kill the Fighters nearest themselves.  Your 
revisions are higher than the enemy's so your soldiers should have the 
advantage.  Use Sigma's strong attack and Lambda's spells especially 
when attacking the generals.  Don't worry about Aizer; he can smash you 
easily, but on turn 7, or when you defeat the fighters, Wheeler and 
Selena approach from the south.  Wheeler sends his girlfriend to take 
on Aizer and her dragoons will run right over him.  If you get Lambda 
close enough, you might be able to finish off Aizer with a spell and 
earn some more experience.  When he retreats, the battle ends.  Wheeler 
and Selena leave too, and Lambda informs you that as Caconsis soldiers, 
Wheeler and Selena are enemies of Gizarof, and therefore your enemies 
as well.  

Scene:  Rainforce and some guy talk.
Scene:  Alfred's father is dying, and he is looking for a particular 
medicine.  After the store turns him away, Claret offers to help.
Scene:  Claret and Alfred incur the wrath of Goldry and the toll-
collectors.


 /^\--------/^^^\--------/^\
(        Scenario 3         )
 \_/--------\___/--------\_/
Opponents:  Goldry (Knight)  4 Horsemen
            Fighter          3 Soldiers
            Fighter          2 Pikemen

Buy soldiers, and buy a staff for Lambda (it shortens spell charge 
time).  Put Sigma to the left and Lambda to the right.  

Claret will fly to the right and eventually leave the map.  Alfred will 
run to the right and then down through the trees.  You want to get 
Lambda near him as soon as possible because he will join you, giving 
you control of him.  Have Lambda move up and right to intercept Alfred, 
and kill the Fighter with pikemen along the way.  Foot-soldiers can 
climb the stockade, but horsemen can't.  Sigma should kill the other 
Fighter who chases Alfred.  Goldry will ignore Sigma until Alfred joins 
you, then watch out; Goldry's horsemen are strong against soldiers.  
Once Alfred joins, use his pikemen to kill Goldry and his horsemen, but 
be careful because Alfred himself is a soldier and weak against 
cavalry.  

Scene:  King of Regenberg(?), Ranbert, and Alvince.  Alvince and Alfred 
are both sons of the sick king.


 /^\--------/^^^\--------/^\
(        Scenario 4         )
 \_/--------\___/--------\_/
Opponents:  Commodore Wheeler (Fighter) 1 Pikemen
            Caconsis Knight             2 Horsemen
            Goldry (Knight)             2 Horsemen
            Fighter                     2 Soldiers
            Fighter                     2 Pikemen (appears on turn 4)

Buy a weapon and armor for Alfred.  Equip the accessory you found; it 
increases defensive revision.  Hire troops, Alfred should take pikemen.  
Place Alfred near Goldry, Sigma should take on the other Fighter, and 
start Lambda in the topmost position.

Wheeler is you enemy in this scenario, but since he is such a terrible 
fighter, he will run away to the north.  If he escapes, you lose.  
Sigma and Alfred should kill the enemies near their starting positions 
quickly and then chase Wheeler.  Lambda should get in spell range of 
wheeler and pin him down by continually casting fire or wind cutter on 
him.  Even it you don't do this, he move slowly so you shouldn't have 
trouble running him down.  Alfred is the best choice to fight the 
Knight and Wheeler; Sigma can help finish Wheeler.

Scene:  Wheeler and Goldry regroup with Selena in the norther part of 
town.  The villagers rat on Goldry for attacking Claret and Alfred, and 
Wheeler chews out Goldry for doing it.
Scene:  Alfred asks for Sigma and Lamda's help and won't take no for an 
answer.


 /^\--------/^^^\--------/^\
(        Scenario 5         )
 \_/--------\___/--------\_/
Opponents:  Aizer   2 Soldiers
            Fighter 3 Pikemen
            Fighter 3 Pikemen
            Goldry  3 Horsemen
            Knight  2 Horsemen

You got an Armor+2 in the last battle, the store sells Hammer+3, and 
you can buy boots with 1 defense.  Do I really need to tell you to 
fight the cavalry with your pikemen and to fight the pikemen with your 
soldiers?  I didn't think so.  Aizer is still very strong, but when he 
attacks you the first time or when you kill Goldry, Brenda and her 
female knights show up with heavy horsemen to take Aizer out.  You can 
kill him with Sigma for extra experience and a challenge.  In order to 
do that, don't get attacked by him and don't kill Goldry until you are 
ready.  Have Lambda pound him with fire spells, then cast Attack1 on 
Sigma when he goes in for the kill.  

Secret Tile:  Move onto the fruit in the tree in the top right.  You 
get a choice:
1:  +3 to MP max
2:  +2 to MP max, +2 to a stat I can't identify
3:  +1 to MP max, +2 to a stat I can't identify, +2 to another stat
4:  Nothing

Scene:  You get to see a nice shot of Brenda, then when she asks you 
something, don't choose the last response; it makes her angry.  
Scene:  Sigma and Lambda report to Gizarof, who sends them on a mission 
and then chuckles evilly to himself.
Scene:  I think this is what happened.  At some point before, Alfred 
got the medicine, and now he has given it to the King, who promptly 
died.  Alfred is accused of the poisoning, and a Alvince goes to hunt 
him down.


 /^\--------/^^^\--------/^\
(        Scenario 6         )
 \_/--------\___/--------\_/
Opponents:  Alvince (Gladiator?)  4 Soldiers
            Knight          3 Horsemen
            Knight          2 Horsemen
            Fighter         3 Pikemen
            Fighter         2 Pikemen
            Fighter         3 Soldiers

Equip Brenda and buy troops; there's a new accessory, too.

Brenda could almost do this fight herself.  Have her lead the way 
toward the fort Alfred is in.  You can leave the Fighter with the 
pikemen to someone else, or Brenda can just kill the general.  Once you 
get close enough, Alfred will come under your control and he can pull 
the lever to open the door.  Do that, and have him flee from all the 
soldiers.  You get a choice of responses at one point; the second 
answer seems to be good.  Brenda can mow down Alvince and the Fighter 
generals, but some help from Sigma or Lambda to kill the pikemen would 
be good.  The battle ends when you beat Alvince, so finish your other 
business before you do so.

Secret Tile:  Step on the snorkel in the lake and answer NO to increase 
your troop maximum by 1.

Scene:  Brenda's spy.
Scene:  In a scene from Langrisser 4, Landius kills Bozel.
Scene:  Sigma and company arrive at Bozel's lair, but miss Landius.
Scene:  Landius kills Gizarof.


 /^\--------/^^^\--------/^\
(        Scenario 7         )
 \_/--------\___/--------\_/
Opponents:  Aizer      2 Soldiers
            Mage       2 Elves
            Priest     2 Elves
            Knight     2 Horsemen
            Fighter    2 Soldiers

Not much to do to prepare here.

The smoke in the tunnel does one damage every turn, but it's not going 
to kill anyone.  Getting near the tunnel exit is enough to be safe from 
the smoke.  The enemies wont move until one of your generals enter the 
room, so bust in all at once.  The archers are only dangerous to people 
with low defense, so Alfred is a good candidate to take 'em out.  Just 
watch out for Aizer because his revisions are still potent.

Secret Tile:  Get the little sparkly thing on top of the left 
staircase.  First option seems to give you something, but I can't tell 
what, second choice gives you 500 gold, third choice is nothing.  

Scene:  Landius and company talk about stuff.
Scene:  Another of Brenda's spies reports that Gizarof is dead, and 
Sigma's party decides what to do.  There's a speaking choice here.
Scene:  Tell Alfred to hurry up, I'm not sure if what you say here maks 
a difference, and then Lambda talks to a tree.  You get to choose 
something to say here, and I think the first choice is good.  (but 
Lambda's mood is hard to read)


 /^\--------/^^^\--------/^\
(        Scenario 8         )
 \_/--------\___/--------\_/
Opponents:  Knight     3 Horsemen
            Knight     3 Horsemen
            Fighter    3 Pikemen
            Fighter    4 Pikemen
            Fighter    3 Soldiers 

Buy new stuff, hire troops, and put your generals in the obvious 
places.

This battle is a piece of cake, until Emily shows up behind you with 
dragoons.  This will happen on turn 5 or as soon as all your troops 
cross the bridge.  Emily WILL destroy you if you let her catch you, so 
you'll need to run to the bridge in the southwest.  She moves slowly 
through the forest, so you shouldn't have much trouble.  

Secret Tile:  Go to the crack in the ground in the bottom right and 
choose the third option, then answer yes.  This can be hard with Emily 
pursuing you, so use Lambda's spells to pin her down, and sacrifice 
soldiers if need be.  Then go to the vine hanging off the chasm and 
select yes.  This takes you to . . .


 /^\--------/^^^\--------/^\
(        Scenario ?1        )
 \_/--------\___/--------\_/
Opponents:  3 Aniki (Anikis?)
            Weird Woman  1 Frogs
            Weird Woman  1 Tigers
            Weird Woman  1 Slimes
            Weird Woman  1 Caterpillars 

Buy the better boots, and you can also buy the chain that increases 
command radius.  Make sure your generals are in top fighting form 
because you get no troops for this fight.  It's a weird one.

The objective is to get to the bottom of the screen before the Anikis 
(the dudes) and buy an item.  But you should just kill everything.  
Move downward and go to work on the Anikis.  If you're smart, you made 
Lambda into a cleric and she got the Fairy summon.  Use that.  Anikis 
are strong, but weak to magic, so have Lambda fireball them and have 
Sigma or Brenda finish them off.  Soon, the women will show up.  Their 
pets are very strong so avoid them.  The women have good stats, but 
they have the "civilian" animation in battle so they don't do any 
damage.  You can hit the pets with spells to prevent them from 
attacking, or just take out the women.  If an Aniki gets away, race him 
to the bottom.  You can use the fairies to get in his way and slow him 
down.  

Move a character in front of the counter at the bottom of the screen.  
When you stop, you get three choices:  

Buy
Info
Talk

Buy ->   Maid Troops 1000P
         ???         800P
         Other
Other -> Bad Hammer  500P
         ???         30P

Info repeats the conversation at the beginning of the battle; 
describing how to buy stuff.

Talk ->  ???  you say something and the turn ends.
         ???  you say something and the turn ends.
         End battle.  Choose this when you're done.

The maid troops let you hire maids as troops.  They only cost 20P, but 
they have 0 attack and 6 defense, and are worthless.

The Bad Hammer has attack power of 1 and slows you down by 2.

Every ??? here, I have no idea what it is.  I really tried to figure 
out the 800P one, but couldn't see that it did anything.  It might be a 
skill.  I bought the maids, at least they're cute.

Scene:  You return to Gizarof's headquarters and find a message from
   him.
Scene:  Lambda thinks the town looks familiar, and goes looking around. 
   She finds a painting of what looks like her as little girl (and with
   blonde hair).  


 /^\--------/^^^\--------/^\
(        Scenario 9         )
 \_/--------\___/--------\_/
Opponents:  Golem     4 Skeletons
            Sea Nymph 4 Lizardmen
            Tiger     4 Scorpions
            Barbarian 4 Wolfmen
            Big Slime 4 Slimes

Gaiel threatens the villagers, forcing Jessica to hand over Alhazard 
and Langrisser.  He takes them, and leaves the monsters behind.

Set up Lambda in the top spot and hire monks for her.  Whoever's got 
the longest movement should be next.  Put people who need experience in 
the bottom two slots.

The objective is to save the villagers, you get relationship points for 
this.  Just keep all the civilian generals alive, the civilian troops 
don't matter.  The only ones in danger are those near the tiger and 
scorpions.  Move Lambda to the right as fast as you can until she's in 
spell range of the scorpions and then hit them with whatever you have 
to stop them from attacking.  The monks are strong against the slimes, 
so kill them along the way.  The knight should follow to clean up the 
scorpions.  Just kill everything else.

Scene:  Alfred accuses Claret of giving him poison instead of medicine.  
   Jessica says that isn't true.  Claret and Jessica leave to retrieve
   the swords.  Makure shows up looking for Jessica (just missed her). 
   He is about to leave, and recognizes Lambda as Mariendel, his sister
   who had disappeared.  Lambda is surprised and runs off.  Take the
   second choice to go and talk with her, otherwise you send Alfred to
   do it.
Scene:  Ranford, Emily, and the new Queen of Regenberg talk.
Scene:  Rainforce introduces Omega and Aizer.  Either the Omega that 
   Rainforce killed in the first battle has recovered, or this is a
   different Omega.  Sigma and Lambda both had numbers after their
   names, so its possible there were more of them, too.


 /^\--------/^^^\--------/^\
(        Scenario 10        )
 \_/--------\___/--------\_/
Opponents:  Knight   4 Horsemen
            Knight   4 Horsemen
            Fighter  4 Pikemen
            Fighter  4 Soldiers
               When 3 of the above are defeated:
            Baron Craydo  4 Horsemen

Before the fight starts, you get to say something to Lambda and I think 
the first response is the best.

All the enemies will go after Claret and Jessica, so two of your 
characters will have to go and cut off the two knights.  The other two 
characters should take out two fighters.  When the battle begins, you 
get to tell Jessica and Claret what to do:

Stay put
Claret runs
Jessica runs
Both run

If you tell anyone to run, when their turn comes up, you can tell them 
where to run:

Down
Middle path
Left

You can tell Claret and Jessica to run different directions.  I suggest 
making Claret move down, and Jessica move left.  They'll be safely out 
of the way when the Baron Craydo (I think that is his name) shows up 
when 3 enemy generals are dead.  He and his 4 horsemen have strong 
attack, so back up your pikemen with spells and healing.  But don't 
kill him too quickly, first get the. . .

Secret Tile:  Step on the loose tiles in the top right.  
1 Troops can paralyze enemy (rarely).
2 General can paralyze enemies (rarely).
3 Leave it.

Scene:  Claret joins and tells you all about her problems.
Scene:  Ranford, Ranbert, and some other dude.  
Scene:  Gaiel recruits Grove to his cause.


 /^\--------/^^^\--------/^\
(        Scenario 11        )
 \_/--------\___/--------\_/
Opponents:  Fighter      3 Pikemen
            Fighter      3 Soldiers
            Warlock      2 Elves
            Warlock      2 Elves
Turn 6:     Hawk Knight  3 Griffons (top left)
Turn 10:    Baron Craydo 4 Horsemen (bottom right)
            Hawk Knight  4 Griffons (bottom right)

Some townsfolk need saving again, and this time it's going to be a bit 
tricky.  The gimmick to this battle is the bridge that can be extended 
by hitting the red switch.  It is not vital to do so, but I did.  Have 
you flier equip armor and accessory that increase magic defense, and 
station them in the middle starting point.  Put you knight on the top.  
Put someone who needs more mp on the bottom.  Put your pikemen second 
from the bottom.  

As the battle starts, you get to choose what to say to Claret, choose 
the first option.  Then you get a yes/no question about the bridge 
switch, but I don't know what effect answering this question has.  Then 
you get to choose where the civilians will run.  Choose the first 
option to have them run around the top of the map, choosing the second 
answer will have them run across the bridge and give the enemies a jump 
on them.  

Your knight should race towards the civilians and take out those 
fighters.  The flier should head right for the switch and activate it, 
then take out the mages.  Lambda should summon the fairies to heal the 
fliers as they are pounded by spells and arrows.  The pikemen should 
cross the bridge and head straight for the right of the map.  They 
should intercept the Baron and Hawk Knight when they appear on turn 10.  

Secret Tile:  Flowers in the bottom left.  
1 Nothing
2 +2 MP

Secret Tile:  Stick in little hole in center of the map.  Only a flier 
can get it.  
1 ???2   I can't figure out what they are
2 ???
3 nothing
4 leave it

Scene:  Claret and Duke Salrath, she is asking for his help
Scene:  Rainforce, Ranbert, and Alvince.
Scene:  Omega finds Sigma and a flashback to Omega and Gizarof.


 /^\--------/^^^\--------/^\
(        Scenario 12        )
 \_/--------\___/--------\_/
Opponents:  Fighter 5 Pikemen
            Fighter 5 Soldiers
            Knight  2 Heavy Cavalry, 4 Pack Animals
            Knight  2 Heavy Cavalry, 4 Pack Animals
            Fighter 2 Pikemen, 4 Pack Animals
            Fighter 2 Soldiers, 4 Pack Animals

There are some nice new weapons and armor to buy, otherwise this battle 
is a total cakewalk.

The generals with the cargo will run to the right and then upwards.  I 
think they will escape if they reach the top right, but there is no way 
that should happen.  Send some your forces to the right, then down to 
block them.  Your other characters should fight through the groups of 
soldiers and pikemen, then catch the cargo units from behind.  The pack 
animals aren't helpless, but present no real challenge.  Just watch out 
for the heavy cavalry buried in there.  

Secret Tile:  The nest in the center of the screen must be reached by a 
flier.  None of the choices has an immediate effect, but the third 
choice (which has the longest response, 1st has next longest response) 
will let you hire dragons later.

Scene:  The villagers verbally abuse Claret, then Alfred and Brenda
   join in, and Claret runs off.  You get to comment on this, but I
   can't tell what effect it has.
Scene:  Alone, Claret mopes for a bit then comes up with a great idea. 
   I don't know what it is, but she seems pleased with herself.
Scene:  Emily informs Ranford of what Rainforce, Ranbert, and Alvince
   are doing.
Scene:  Virash's forces.
Scene:  Claret proposes her plan to the Duke, his army will create a
   diversion while she rescues some prisoners.
Scene:  Duke's army does its part.


 /^\--------/^^^\--------/^\
(        Scenario 13        )
 \_/--------\___/--------\_/
Opponents:  Knight   3 Horsemen
            Fighter  4 Pikemen
            Fighter  4 Soldiers
               When the above are defeated or turn 10:
            Baron Craydo 4 Horsemen  (right)
            Fighter      4 Soldiers  (right)
            Fighter      4 Pikemen   (bottom)
            Priest       2 Monks     (bottom)
            Hawk Knight  4 Griffons  (left)
            

I'll stop saying to check the shop every battle, but there is almost 
always something new to buy.  Anyway, place someone with high movement 
on the right to stop the Knight form escaping, and place foot-soldiers 
in the middle to infiltrate the jail.  The guy who goes to the right 
will see a lot of action, make sure they can fight well against 
soldiers and cavalry.  Heavy cavalry and centaurs are ideal for this.

As the battle begins, you can say something to your troops.
1:  Makes Claret happy.
2:  Makes Brenda happy.
3:  Makes Lambda happy. 

As soon as anyone moves past the horizontal line formed by the bottom 
edge of the moat, the guards will notice you and the Knight will try to 
escape to the right.  Destroy him before he gets to the edge of the 
screen.  

When the guards are defeated, or on turn 10, Craydo's men surround the 
jail and the cells open.  You get to tell the prisoners where to run.
1:  Stay in you cells.
2:  Move
If you select 2, then tell them where to go.
1:  East exit.
2:  South exit.
3:  West exit.

They're safest in their cells if you can keep the enemies out of the 
jail.  

Secret Tile:  Cross in the water in top left.  No choices, it just 
gives you an item.

(Note:  Scenario ?2 should be around this point in the game, maybe in 
this scenario, but I didn't find it.)

Scene:  Conversation with prisoners, Brenda takes Claret aside and 
   offers Virash's help because the present situation has something to
   do with Langrisser and Alhazard.
Scene:  Ranford and Emily prepare to fight Alvince's army.
Scene:  Brenda talks with Virash.
Scene:  Kharhaz's army.
Scene:  Brenda returns with the flying ship.  There's choice of things
   to say to Alfred, but it can't tell that it effects anything.

 
 /^\--------/^^^\--------/^\
(        Scenario 14        )
 \_/--------\___/--------\_/
Opponents:  Dragon Knight        4 Griffons, 2 Sky Archers
            Hawk Knight          5 Griffons
            Hawk Knight          5 Griffons
            Hawk Knight          4 Sky Archers
            Hawk Knight          4 Sky Archers
            Hawk Knight          4 Rocs
            Eric (Dragon Knight) 4 Griffons

Put Claret in the top position.  If Sigma is you flier, put him in the 
top left position.  This is a good time to hire rocs since they have a 
bonus against flying units.

Have Claret move toward Eric and he will recognize her and not fight 
you.  The bum doesn't go as far as to help you, though.  The Hawk 
Knights are almost no threat due to their tiny revisions.  Let them 
move onto the ship and take them out.  The Dragon Knight has much 
better revisions, but shouldn't be too hard if you use your Rocs 
against him.  The scenario ends when all enemies are defeated.

Secret Tile:  Circular thingy on ship's bow.  Answer yes to get a 
   skill.  The general's troops regenerate 1 hp every turn.

Scene:  Eric tells Duke Kharhaz about Claret and the ship.
Scene:  Magician guy outside castle.
Scene:  Emily and Ranford vs. Alvince.
Scene:  Magician and Empress.


 /^\--------/^^^\--------/^\
(        Scenario 15        )
 \_/--------\___/--------\_/
Opponents:  Gladiator     4 Soldiers, 2 Pikemen
            Figther       5 Pikemen
            Knight        5 Horsemen
            Mage          3 Elves
            Priest        4 Monks
               When the above are defeated, or on turn 15:
            Brave Knight  3 Heavy Cavalry
            Brave Knight  3 Heavy Cavalry
            Brave Knight  3 Heavy Cavalry      ( one in each corner )
            Brave Knight  3 Heavy Cavalry      ( of the map         )
               One turn after that:
            Dragon Knight 4 Griffons, 2 Sky Archers (top center)

This is by far the hardest battle yet; you can lose a general or two if 
you get caught with your pants down.  Your flier should have a mix of 
griffons and rocs.  You'll want a full army of pikemen, and one of 
heavy cavalry and centaurs.  Bring some archers for your mages.  From 
left to right, set up your generals: pikemen, mage, flier, mage, then 
knight.  

The first 4 enemies are class 1 pieces of poop so kill them and get 
inside the fort.  Get the secret tile, but don't worry about the 
gladiator yet.  Put your heavy cavalry and pikes at the two entrances 
to the fort and put your archers on the walls where they are safe since 
horses can't climb walls.  Your flier should hang out near a mage and 
also be the northernmost general.  Do this before turn 15.  

The Brave Knights have a big +10 attack revision and armored cavalry, 
which makes them extremely dangerous. If you funnel them into heavy 
arrow and spell fire from the walls and block their advance with 
pikemen and your own heavy cavalry then you should take them out.  
Meanwhile, your flier will be fighting the Dragon Knight again and 
hopefully the rocs will be enough to make up for your lower revisions.  
Make sure everyone is within range of a heal spell.  Once that is over, 
take your time killing that cowardly gladiator in the middle. 

Secret Tile:  Have four general each stand on the four bronze-colored 
squares in the four corners of the fort.  Then have the other general 
go to the black square just below the fort.
1:  Nothing
2:  Asks another question: 1:  Shade Troops
                           2:  Nothing
                           3:  Nothing
3:  Leave it.

Scene:  Kharhaz is fighting and Eric informs him of Claret's victory.
Scene:  Brenda explains something to the group.
Scene:  At the temple.  You get to choose what to say to Claret, the 
first choice is good.
Scene:  Destruction of the flying ship (is its name something like 
Stutego?), but Eric thinks he knows who did it.


 /^\--------/^^^\--------/^\
(        Scenario 16        )
 \_/--------\___/--------\_/
Opponents:  Gladiator    2 Pikemen, 2 Elves
            Knight       5 Horsemen
            Knight       4 Horsemen
            Hawk Knight  4 Sky Archers
            Fighter      4 Soldiers
            Fighter      3 Soldiers, 2 Pikemen
               Appearing on turn 13 at the bottom of the screen:
            Baron Craydo 4 Heavy Cavalry, 2 Centaurs
            Fighter      4 Pikemen
            Fighter      4 Soldiers

When the fight starts, you get to send someone to the top right of the 
map to attack from behind.  Selecting a female will make them like you 
more.  The choices are:
1 Lambda
2 Alfred
3 Brenda
4 Claret
It makes sense to choose someone who can fly or swim.

When you reach the halfway point of the bridge, the enemies will all 
charge you.  Get to the top of the bridge because you don't want to 
fight the horsemen and pikemen right next to each other on the bridge.  

On turn 7, the character making the end run appears.  The enemies would 
rather kill their prisoner than let her be rescued, so you must protect 
her.  Have the character who just appeared block the ramp to her cell.  
Craydo should fall easily to your pikemen and the two fighters with him 
are worthless, so get the secret tile.

Secret Tile:  Round white rock on island in bottom left.  It gives you 
an item.

Scene:  Ranford leaves the battlefield.
Scene:  Claret's speech.
Scene:  ??? throne-room.
Scene:  Kharhaz's army.


 /^\--------/^^^\--------/^\
(        Scenario 17        )
 \_/--------\___/--------\_/
Opponents:  Baron Craydo    4 Heavy Cavalry, 1 Soldiers
            Dragon Knight   4 Griffons, 1 Sky Archer
            Shaman          3 Elves
            Shaman          3 Elves
            Priest          3 Monks
            Fighter         5 Pikemen
            Fighter         5 Soldiers
            Fighter         5 Soldiers

This fight is straight-forward.  The only real threats are Craydo and 
the Dragon Knight, but by now you should good enough revisions that you 
can take them without trouble.  

Secret Tile:  Go to each stick in the water in order of right to left.  
Then go to the bamboo shoot in the water.
1 Nothing
2 ---------->yes   skill
3 Nothing    no
4 Leave it.

Scene:  Kharhaz's army.
Scene:  Lacer (is that his name?) arrests Ranford.
Scene:  Emily's army loses, a messenger reports to Alvince.
Scene:  Brenda's spy causes some in-fighting behind the lines.


 /^\--------/^^^\--------/^\
(        Scenario 18        )
 \_/--------\___/--------\_/
Opponents:  Goulot (Mage)  2 Ballistae 2 Pikemen
            Shaman        3 Snipers
            Priest        4 Monks
            Knight        4 Horsemen
            Knight        4 Horsemen
            Knight        4 Horsemen
            Knight        4 Horsemen
            Fighter       3 Pikemen, 2 Soldiers
            Fighter       3 Pikemen, 2 Soldiers

This battle should be easy enough.  You're almost to class 3 by now, 
and these enemies are all class 1.  The snipers above you aren't have 
good attack and long range, but hit them with a spell and you'll see 
their weakness.  Once you climb the stairs to the sides of the starting 
points, the fighters and knights at the bottom will charge you.  

Goulot's Ballistae should be killed with magic from outside of the 
final room.  When you attack the knights in that room, Jessica and 
Makure will enter the castle.  They try to dissuade Lacer from whatever 
he is doing, but to no avail.  They will rush to attack him, but you 
don't need any help, so just finish of the remaining enemies.

Scene:  Goulot's grunts overhear that he was defeated, and surrender to
   Kharhaz.
Scene:  Omega, under heavy attack, gives up the search for Langrisser.
Scene:  Jessica restores Lambda's memory, but fails to help Sigma.  The
   game refers to Lambda as Mariandel from now on, but I'll keep using
   Lambda.
Scene:  Lambda talks to a potted plant in a nobleman's office.  It 
   tells her that the lord was killed by someone looking like Sigma and
   Grove had something to do with it.   


 /^\--------/^^^\--------/^\
(        Scenario 19        )
 \_/--------\___/--------\_/
Opponents:  Grove (Mage)  4 Cockatrice
            6x Phantom    2 Ghosts
               When Grove reaches the graveyard in top left,
            Wraith        3 Ghosts
            Ghost Armor   3 Zombies
            Phantom       2 Ghosts
               Every few turns, defeated Phantoms regenerate at the      
               graves.

Holy troops like exorcists and angels will be nearly invincible in this 
battle.  If you do not have them, use crusaders, rocs and sky archers.  
Bring pikemen too because the cockatrice count as cavalry.  Otherwise 
choose troops with high defense because the ghosts attack very fast.  
You must survive their hits in order to hit them back.

Your first objective is to save the town from the phantoms that appear 
at the bottom of the map.  Place you flier and knight in the top 
starting positions, then have them move directly to the right and 
intercept the phantoms.  Send a healer or fairy after them because the 
phantoms have an ice spell that hits a whole group.  Don't waste time 
killing troops.  Phantoms can move through walls, so kill them before 
they reach the town, and shoot arrows through walls if you have to.  
Once they are destroyed, stake out the graveyard at the bottom.

Grove will summon monsters from the other graveyard, so send your holy 
troops that way.  The ghost armor will rush toward the town, so pin him 
with magic until you can reach him.

The Phantoms will only regenerate 3 times, and then only grove is left.  
Let Claret get a hit in; smacking around someone she hates will make 
her happy.

Secret Tile:  Fly onto the statue in the church.  It opens up secret
   scenario 3.

Scene:  Aizer and Omega converse near a flying ship.


 /^\--------/^^^\--------/^\
(        Scenario ?3        )
 \_/--------\___/--------\_/
Opponents:  Succubus          4 Gargoyles
            Serpent Knight    2 Merwarriors, 2 Nixies
            Shaman            2 High Elves, 2 pikemen
            Knight            2 Horsemen, 2 Pikemen
            Goldry(Assassin)  2 Dragoons, 2 Grenadiers

There are good and expensive weapons in the shop here, I hope you saved 
your money.  (The new orb is available next battle, too, so don't buy 
that if you are short of cash)

You meet Goldry in an arcade, and challenge each other to a game of 
Langrisser!  You send one general to fight until they lose, and then 
the next in line goes.  The five enemies appear one at a time in random 
order, but Goldry is always last.  They will appear in the doorway on 
the top of the screen, except the serpent will appear in the water.  
You probably spent all your money on weapons, so it is a good idea to 
beat all the enemies with one general.  A flier with angels is a good 
idea because they aren't weak against anything.  The knight and shaman 
are easy, the serpent is easy if you lure him onto land, the succubus 
is weak although her gargoyles are really mean, and Goldry is strong, 
but nothing you can't handle.  I'm not sure what class Goldry is, his 
attack is weird, and the grenadiers are unusual.  The fact that he has 
dragoons is even more confusing.

I was able to beat the whole shebang with Claret as a Dragon Knight 
with 3 angels and 1 sky archer.  A helpful trick is to kill the enemy 
general with the first unit on your turn.  That way, when the next 
enemy appears the rest of your units can get the first attack.

                     
 /^\--------/^^^\--------/^\
(        Scenario 20        )
 \_/--------\___/--------\_/
Opponents:  Tiger         4 Caterpillars
            Tiger         4 Caterpillars
            Phantom       5 Ghosts
            Golem         5 Skeletons
            Golem         5 Skeletons
            Minotaur      5 Wolfmen
            Dryad         3 Evil Elves
            Water Nymph   2 Lizardmen, 2 Kobolds

Save the supply caravan.  They will all move across the bridges and 
then upward.  Block the monsters from crossing the bridges.  The most 
dangerous spot is the top left bridge where the tiger and golem will 
reach the caravan.  Send your fastest unit there.  At the other 
bridges, pin enemies with magic, block them with your own units, equip 
boots to move farther, or heal and protect the cargo with spells.  If a 
general ends a turn near a bridge-post, select yes to collapse the 
bridge (do it only the caravans have crossed).  The enemies are 
pushovers for your fighters, except for the caterpillars.  They have a 
quick and powerful attack.  Save ALL cargo units to make your lady 
friends happy.

Secret Tile:  The Zweihander(7) is on lily pad in top left.

Scene:  The Jessica and Makure discuss Bozel and Alhazard.
Scene:  The combined Kharhaz, Jessica, and Makure army.
Scene:  Aizer versus Grove.

                                  \-\    
______|========================|___) \______
\_____|     More to Come!      |__{ O }/////
      |========================|   ) /
                                  /-/
Complete walkthrough
Common Battle strategies
Spell list
Item list
Class change charts
Troop list
Character Creation quiz
Relationship info


                                  \-\    
______|========================|___) \______
\_____|     Contact Info       |__{ O }/////
      |========================|   ) /
                                  /-/

Any comments or corrections can be sent to dadler18@netscape.net
I'd really appreciate help completing certain aspects of this guide, 
help with translation is very much needed.  Suggestions and questions 
are good, too.  Thanks for reading!


 







