Axle Kerrigan
axlekerrigan@mac.com
Version 1.10
10/11/01

*Introduction*

     Welcome to Axle Kerrigan's complete guide to Warsong.  I was 
introduced to Warsong many moons ago by my Uncle Jim.  As a fellow RPG 
fan and a great gamer in his own right, he showed me that good RPGs CAN 
be found on the Genesis.  Although Warsong could probably be considered 
a strategy genre game, I feel that its medieval overtones are enough to 
qualify it for RPG status (the same with Ogre Battle).  I don't know why 
they call that genre "strategy" anyway.  They're tactics games, not 
strategy.  I digress.  I understand that this game was originally called 
Langrisser or Lungrisser or some such.  It matters not to me.  I do 
wonder how much of the dialogue was cut or altered in the translation 
though...

     In writing this FAQ, nearly all of the material and tactics have 
been painstakingly researched over many trips through the game.  
However, some information has been borrowed from other sources.  As a 
college student, it has been beaten into my being that all sources must 
be cited.  First of all, my uncle is responsible for some the tactics 
and observations contained herein.  In addition, I would like to credit 
Saint (saintly@innocnet.com) with a few borrowed numbers for spell costs 
and with the advancement scheme for Mina and Calais.  His FAQ saved me 
countless hours of going through the game with each possible class 
combination to confirm years-old memories.

      UPDATE: Jason Chrapliwy is the man responsible for removing the 
wool from over my eyes and pointing out that Lords rule Scenario 12 just 
like they do every other scenario.  Many thanks to Jason.


*Table Of Contents*

Introduction
Table Of Contents
Update Information
A Note On Abbreviations
A Note On The Computer AI
General Tips
Characters
Magic
Class Paths 
Units
Item Guide
Scenarios
Conclusion And Parting Thoughts
Warsong Quiz

*Update Information*

Version 1.10

- I fixed a few grammatical errors and added some spaces between 
paragraphs for aesthetic reasons.

- I reorganized the character class paths for easier readability.

- There are tons of new tactics and improvements on old tactics in the 
Scenarios section.

- Some misinformation has been corrected, specifically concerning magic 
immunities.

- For the Warsong trivia enthusiast, I've added a Warsong Quiz.

By the way, all updates will be preceded by "UPDATE:" so as to draw your 
attention to them.

*A Note On Abbreviations*

I will use many abbreviations throughout this guide.  Here is a 
comprehensive list:

HP - Hit Points
MP - Magic (Mana) Points
AI - Artificial Intelligence (barely, see the section on computer AI)
MGS - Meat Grinder Syndrome (again, see the section on computer AI)
RPS - Rock, Paper, Scissors (see the section on units)
XP - Experience
NPC - Non-player Character (any computer-controlled ally)
RPG - Role Playing Game (such as Warsong)
WTHAYDMDMP! - See the section on computer AI
Various nicknames - These will be listed in the characters section

*A Note On The Computer AI*

The AI in Warsong is one of the worst ones ever programmed.  The enemy 
is, in most cases, completely predictable.  Then why play this game, you 
ask?  Since you are almost always faced with enemies that have more 
and/or superior troops, the odds are somewhat evened.  Add the fact that 
dead commanders remain dead forever (always start a scenario over if you 
lose a commander), and you suddenly have a moderately challenging game.  
I will now list the computer actions that you can always rely on, the 
ones you can usually rely on, and the truly aberrant behaviors that can 
be exploited.  Note that these behaviors apply to both computer 
opponents AND computer-controlled allies (NPCs).

Always:  

Commanders at 7 HP or less will Treat.  

Commanders at 8 HP or more will never Treat, even if they are doing 
nothing else.  That is an AI glitch that really should have been fixed.  

Troops at 6 HP or less and within the influence sphere of their 
commander will move toward their commander, adjacent if possible, and 
not attack.

Troops at any HP outside the influence sphere of their commander and 
unable to reach that sphere in one turn of movement will stay put and 
attack any adjacent enemy.

Troops at 7 HP or more will attack any enemy within range while 
remaining within their commander's influence sphere (Note: Since I began 
this FAQ I've seen a computer-controlled guardsman at 7 HP move next to 
the commander rather than attack.  This is the only time I've ever seen 
this rule violated).  

Troops will try to double-, triple-, or quadruple-team an enemy unit 
whenever possible.

A commander will always act immediately before his/her troops act, if 
he/she is going to act at all. 

Usually:  

Commanders with magic will cast their most powerful spell at the nearest 
enemy commander.  It is EXTREMELY rare for the computer to violate this 
rule unless there is an enemy unit adjacent to the spellcaster, but is 
does happen.  In the case that there is an enemy unit adjacent to the 
spellcaster, the spellcaster will usually attack.  

The computer will use terrain and enemy unit weaknesses to its 
advantage.  The computer will violate this rule fairly often.  

The computer values attacking troop targets over commanders.  The 
computer rarely violates this rule, but it usually ruins your day when 
it does.  

Injured units without targets in range will move next to their 
commander.  

Uninjured units without targets will surround the commander in a 
predictable pattern.  This rule and the previous one usually apply 
unless terrain or units get in the way.  

Troops will stay within the influence sphere of their commander.  Again, 
certain terrain or gobs of units can interfere with this behavior, as 
can a commander with a faster movement than that of his/her troops.

Commanders with healing spells will usually use them on an allied 
commander if that commander is at 6 HP or lower and is within range of 
the spell.  This behavior tends to supercede all others, but not always.  

Most computer commanders will move along the most direct path to the 
nearest enemy commander.  Note that this is often not the quickest 
route, just the shortest.  Also, the computer will violate this rule 
fairly often, such as the case of head commanders who stay put and 
occasional target priority.  

In some scenarios head commanders (ones for which the scenario ends when 
they die) will stay in a static location until all of their troops are 
dead.  Obviously, this can be easily exploited (see the general tips 
section).

Dumb or Weird Behavior:  

The computer AI suffers from a chronic form of mental retardation that I 
have dubbed "Meat Grinder Syndrome."  This disorder causes the computer 
to send wave after wave of troops to their destruction by attacking 
vastly superior opponents.  Example:  Lance has eight units of horsemen, 
each with 10 HP.  Garett has one group of archers, also with 10 HP.  
Lance sends one of his horsemen to attack Garett's archers.  The 
horsemen are mowed down without loss to the archers.  Lance decides to 
send a second unit of horsemen to see if they do any better.  They 
don't.  Mystified, Lance sends his remaining six units of horsemen to 
their graves in rapid succession.  On his next turn, Lance will hurl 
himself at the now laughing archers and possibly take a few with him as 
they fire a full volley of ten arrows into his supple hide.  Although 
MGS can be exploited by the player, you should not get too cocky, 
because you will soon find that your NPC allies are also prone to this 
suicidal disease.  Don't worry though.  Any ally that dies will return 
in due course; only commanders that you control can die permanently.

Another strange behavior I have witnessed is an apparent glitch in the 
programming that I call "What The Hell Are You Doing Moving During My 
Phase!"  WTHAYDMDMP! occurs when a computer unit moves and possibly 
attacks during the Player's Phase.  I don't know why it happens, but a 
unit behaving in this way essentially gets to act twice as often as 
everyone else does.  As such, it should be destroyed quickly.
UPDATE: Sometimes when an enemy troop is engaged in WTHAYDMDMP!, the 
computer becomes confused, pauses to process, and then puts the troops 
under the same commander as the buggy troop in strange formations.  I 
guess you could benefit from in some cases, but mostly the computer's 
formations consist of useless posturing anyway.

The last bizarre behavior I have witnesses involves certain units being 
completely immune to magic for the duration of a whole scenario.  It 
seems to happen to your commanders and to the enemy's commanders with 
about the same frequency.  When this oddity occurs, both the commander 
and all of his/her troops will be unaffected by offensive spells for the 
entire scenario.  Use this bug to your advantage, if you can.

*General Tips*

1) Be an XP glutton.  There are a limited number of enemies in Warsong, 
and thus, a limited amount of XP.  To combat this, kill EVERYTHING.  
Also, don't kill anything with Baldarov if you can help it.  Use 
lizardmen and slimes to level up Mina and Calais, since they're about 
the only thing guardsmen can kill.  Finally, don't kill the head 
commander of the scenario until last.

2) Be defensive.  In many scenarios, you have the luxury of time.  Find 
a choke point, park a commander or a line of troops in it, and let the 
enemy attack you.  Then you can rotate out injured units to be healed 
and rotate in fresh ones to polish off the weakened enemy.  Leaving a 
space open on one side of your commander helps with the rotations.

3) Use terrain.  Most terrain offers a defensive bonus of some amount.  
Stick your troops in spaces with trees, mountains, or castle walls while 
forcing your opponents to attack from open fields, roads, or water.  
Exception: don't let lizardmen attack you from the water.

4) Exploit the Meat Grinder Syndrome.  Most enemies have a troop type 
that they are weak against.  The enemy will attack units that they have 
an advantage against if they get the opportunity.  Don't give them one.  
If their only possible targets are units that will obliterate them, they 
will attack anyway to your vast amusement.

5) Use battle lines.  Try to organize your troops into lines facing the 
enemy.  This will limit the number of directions from which each unit 
can be attacked.  The enemies will always try to overwhelm one unit with 
multiple attacks, so don't give them the chance.

6) Watch magic users.  Enemy magic users love to throw spells.  Since 
their behavior is fairly predictable in this regard, you should be able 
to anticipate it if you keep an eye on their spellcasters.  Spread your 
troops out a square or two away from their commander to guard against 
small area of effect spells.  Remember that a Bishop's Fire Ball spells 
have a huge area of effect.

7) Use your own magic users liberally.  Don't bother hoarding magic.  If 
you see a few troops with 1 or 2 HP standing in a clump, blast them.  
Chances are your spellcaster needs the XP anyway.  Offensive magic can 
also be used to soften units to protect your units from annihilation.  
Remember, a commander with less than 10 HP cannot possibly do 10 HP of 
damage in an attack (certain troops can, though).  Also, use healing 
magic if you need a unit to act rather than Treat or move next to the 
commander.  Some of the later healing spells can heal a lot at once over 
a large area.  Use this to your advantage.  Side note: offensive magic 
cast by your commanders cannot harm your own units.  Consequently, your 
healers won't heal enemy units within the area of effect.

8) Don't buy worthless troops.  This applies mainly to guardsmen and 
mermen, although monks can qualify as well, and gryphons are often cost-
prohibitive.  If you squander your money on pointless units, you can be 
sure you'll be short of cash when you need it later on.  In addition, 
any position that can be easily held by one or two lone commanders can 
also invoke this tip.  You'd be surprised how many scenarios can be won 
with no troops at all.  I'll detail them in the scenarios section.

9) Troops you do buy are expendable.  There is no refund, complete or 
partial, nor is there any bonus associated with keeping troops alive 
until the end of a scenario.  Thus, the rational mind says to sacrifice 
your soldiers' lives when necessary.  However, my mind is not completely 
rational, so I try to avoid losing units whenever possible.  This stems 
more from a desire to dominate rather than mercy for pixel soldiers.  
Still, I have no sympathy for NPC allies who die because of MGS (ahem... 
Thorne!).  I just let the morons die.  Both of these are just a matter 
of personal preference; the lives of your followers don't really matter 
in Warsong.

10) Exploit static head commanders.  Some head commanders will sit in 
one spot until all of their troops are destroyed.  Use this to your 
advantage by placing a unit adjacent to the farthest reach of their 
influence sphere.  The unit will be attacked by one enemy troop only, 
allowing you to switch out units to kill all of the enemy head 
commander's troops one by one.  Watch out when you kill the last one, 
though, because the head commander will move and attack on his next 
phase.

11) Always keep your troops within their commanders' influence spheres.  
I really can't stress this one enough.  There are VERY few instances 
where I would recommend ignoring this tip.  Covering a retreat with 
useless troops or attacking vastly inferior enemies are the only cases I 
can think of.  Leaving your troops without a leader is just asking for 
the enemy to slaughter them.  Even the retarded computer will go out of 
its way to chew up lost soldiers.

12) You should nearly always carry at least a few archers around with 
some commander.  Enemies tend to get reinforced in Warsong, and 
reinforcements tend to be horsemen.  In most cases, 4 units should be 
plenty.

13) Always change all of your commanders' orders to manual.  If you fail 
to do this with each of your commanders every scenario, sooner or later 
you will lose a whole formation and possible many troops to the 
computer's stupid AI.  Besides, the manual symbol looks like a hand 
flipping the bird, and that's just cool (Up yours, Lance!).

14) Corral enemy commanders.  After you've dealt with their troops, 
surround a commander on all sides with 10 HP troops.  Chances are, they 
can't kill a unit in one shot, and you can switch out fresh troops until 
you are ready to deal with the commander.

15) Use your commanders.  They are your greatest warriors.  See a 
soldier unit with 7 HP?  Don't send your 10 HP horsemen; you risk 
injuring them.  Send a commander.  Likely he/she will kill them all 
before they even close for melee.  Exception: archers.  Archers should 
usually be dealt with using soldiers (or equivalent), although Lords 
don't have much to fear from archers, or anything else for that matter.  
I love Lords.

*Characters*

Garett - The crown prince of Balatia.  He starts out as a completely 
inexperienced Fighter.  His only advantage at this point is that his 
troops receive a +2 attack bonus.  No other Fighter in the game gets 
this bonus.  Garett's other advantages include being one of two 
characters able to become a Grand Knight and the only character able to 
become a King (aside from Alfador, who dies in the first scenario).  
Garett should be an XP pig until you get him to his final class; then 
use him for support while you level the others.

Baldarov - Garett's protector for the first few scenarios, hereafter 
known as Baldy.  Sword Master sounds like a cool class, but it's really 
not.  Baldy sucks.  Not only is he unable to gain XP, but he has trouble 
taking on a Lord by himself.  The only thing he is good for is softening 
up units for Garett to finish off.  His whopping +9 defensive bonus will 
help him in this role.

Sabra - Sabra is a retainer to King Alfador, an apparent punk rocker 
(love the pink hair), and my favorite character.  She, along with 
Garett, is one of only two characters who can become a Grand Knight.  
Alternatively, she can become a Dragon Knight, the only one aside from 
Lance, who has his ass kicked so many times that he doesn't deserve the 
honor of fighting alongside your heroes.  If you make Garett a Knight, 
go the Lord route with Sabra, and vice versa.  That way you get a Grand 
Knight either way.

Calais - The court mage of Balatia.  First off, for the love of God, her 
name is pronounced "Kha - lay", not "Ka - lay - is."  Anyway, she starts 
out as a level 5 Warlock, although she will likely be level 7 or 8 by 
the end of the first scenario.  Calais does okay as an Arch Mage, but if 
you're particularly enterprising, you can go the long route to the 
Saint.  In any case, level her whenever lizardmen or slimes appear on 
the scene.

Tiberon - A former pirate (Arrrr...) turned soldier in service to King 
Alfador.  What can I say?  I like him, despite his laughable beginnings 
as a Crocodile Knight, a class so lame that Emperor Pythion refuses to 
employ them.  Don't, don't, don't make Tibs a Serpent Knight.  If you 
do, the game designers will screw you by refusing to put water in the 
second half of the game, leaving you with a very slow knight surrounded 
by pitiful mermen.  Although Knight Master is a mediocre class and will 
take Tibs longer to get to, you will avoid the above tragedy.

Mina - Mina is a travelling cleric, apparently, and although it's 
unclear whether Garett and Mina know each other previously (I blame bad 
or incomplete translation), they eventually fall in love.  Awww.  Mina 
is a weak character who eventually transforms into a badass, provided 
you make the right choices.  The only option open to you is a Saint, 
unless you want a lousy combatant with redundant healing spells.  Like 
Calais, Mina likes to eat lizardmen and slimes in order to build strong 
muscles and devastating magic.

Thorne - I hate Thorn.  He is a soldier of Duke Carleon's (it seems) and 
an idiot.  He looks like a Jarhead, complete with American flag waving 
in the background.  His actions while under computer control only 
reinforce my argument that he is blessed with sub-normal intelligence 
and a lack of self-preservation instincts.  Anyway, your only choices 
for Thorne are a Magic Knight or a Knight Master.  I would argue that 
Magic Knights are substantially better, but you might want to end up 
with two of each.

Bayard - My uncle always calls him Bernard, despite the fact that I 
always refer to him as Bayard.  I guess he misread the name the first 
time and refuses to change it in his head.  In any case, Bayard is the 
commander in charge of a Balatian outpost and is identical to Thorne 
aside from his face and a slightly better AI whilst under computer 
control.

Carleon - By the time you get control of Duke Carleon, or as I like to 
call him, Dukie, he is so far behind your other commanders in experience 
that you may feel like sticking him in the back and forgetting about 
him.  I stress you to not do this.  Instead, work on Dukie over the next 
couple of scenarios until he is comparable to Thorne and Bayard.  I have 
a suspicion that Dukie is secretly Thorne's brother.  Look at the 
evidence: they have identical abilities, both have blonde hair, both are 
stupid...

Lance - Lance is a Royal Guard when you fight him and a Dragon Knight 
when he joins you later.  You can imagine the obvious reasons.  Pythion 
is allergic to dragons, so he forbade Lance the use of one, despite 
Lance's ability to ride one.  Also, Pythion gets chilly easily due to 
his buff, fat-free physique, so he forbade Lance to use his Blizzard 
spell and gave him a Wand of Lightning Bolts instead.  Once free of said 
emperor, Lance returned to the Dragon-riding, ice-wielding lifestyle he 
so loved, but he lost the Wand during his cowardly flight from Pythion's 
last stand.  The moral of this story is: Screw Lance.  Sabra can do 
anything he can do, and she's not a dirty traitor.

Alfador - King of Balatia, Defender of Warsong, Father of Garett, and 
Dead by Scenario Two!  If you want a glimpse of Garett as a King, take a 
look at Alfador's stats in Scenario 1.  Don't bother looking at enemy 
Grand Knights though, Garett's stats as a Dino-rider are better (same 
with Sabra).

Random Fighters - Later on in the game, you are forced to park some of 
your commanders so that a couple of generic Fighters can temporarily 
join your side.  I think this is purely to make the game harder, as they 
are food for any enemy unit that wants to bother engaging them.  Which 
they all seem to.

Assorted Other Uniques - Throughout Warsong there are several other 
unique characters you will run into, such as Pythion, Great Dragon, 
Efreet, and others.  These will be dealt with in the units and scenarios 
sections.

*Magic*

Ah magic, the one thing an RPG can't exist without.  Spells don't 
usually make a huge impact in Warsong; their use is more subtle.  
Healing spells are convenient, but usually not necessary.  Destruction 
spells are used to soften or finish off units, rather than cripple them.  
Status affecting spells don't do much in the way of affecting anyone's 
status in Warsong; they almost always fail.  Below is a list of all the 
spells of Warsong:

Healing 1 - 2 MP - Heals ~1 HP
Healing 2 - 4 MP - Heals ~3 HP
Healing 3 - 8 MP - Heals ~6 HP
Magic Arrows - 2 MP - Deals ~1 HP
Fire Ball - 4 MP - Deals ~2 HP
Fire Ball - 8 MP - Deals ~3 HP
Thunder - 4 MP - Deals ~3 HP
Lighting Bolt - 4 MP - Deals ~2 HP
Blizzard - 4 MP - Deals ~2 HP
Tornado - 8 MP - Deals ~4 HP
Earthquake - 16 MP - Deals ~1 HP, destroys random walls
Sleep - 4 MP - Puts units to sleep
Paralyze - 4 MP - Same as sleep, basically
Confusion - 8 MP - Units attack their allies
Petrify - 0 MP - Turns units to stone (dead); only the Basilisks have 
this spell

You may notice that there are two Fire Ball spells.  One is the cheap 
one most classes get, while the other is the expensive, dragon-summoning 
version that is limited to Bishops.

A note on XP and spells: After a commander reaches level 5 in his/her 
class, the range, area of effect, and HP healed or dealt of all spells 
increase by 1.

*Class Paths*

Here's the lowdown.  A commander gets enough XP to get to level 10.  
That character then can change to a new, more powerful class (usually).  
Now I'll illustrate the paths each commander can take:

Garett
Fighter -> Lord or Knight
Lord -> King or Magic Knight
Knight -> Grand Knight or Knight Master

Sabra
Fighter -> Lord or Knight
Lord -> Dragon Knight or Magic Knight
Knight -> Grand Knight or Knight Master
Magic Knight -> Ranger

Tiberon
Crocodile Knight -> Serpent Knight or Knight
Knight -> Knight Master

Mina
Cleric -> Priestess or Warlock
Priestess -> High Priestess or Saint
Warlock -> Bishop or Wizard
Wizard -> Archmage or Magic Knight
Magic Knight -> Ranger

Calais
Warlock -> Wizard or Cleric
Wizard -> Archmage or Magic Knight
Cleric -> (See Mina's path)
Magic Knight -> Ranger

Thorne
Fighter -> Lord or Knight
Lord -> Magic Knight
Knight -> Knight Master

Bayard
(See Thorne's path)

Carleon
(See Thorne's path)

      UPDATE: Note that Calais can go down Mina's path by changing to a 
Cleric at first class change.  Also note that Mina's Warlock is 
different from Calais's in that it can become a Bishop.  So if you want 
Calais to become a Bishop (I can't imagine why anyone would want that; 
I'm just saying.), she has to become a Cleric, become a Warlock AGAIN, 
and then become a Bishop.

Now I will describe the various classes:

Fighter - They have a single attack and can kill weakened troops.

Sword Master - a.k.a. Baldy.  He sucks.  Nice defense bonus, though.

Lord - Lords also have a single attack and can kill even fully healed 
troops some of the time.  Lords laugh at archers.  Also, they have a 
minor healing spell.  I love Lords.

Knight - Don't attack archers with a Knight, you might lose him/her.  
They eat up soldiers and horsemen, though.  These aren't nearly as 
useful as Lords are, due to their shooter attack and lower defense.  
However, you'll need horsemen before people start reaching their final 
classes, so you'd better make at least two Knights (Tibs will be one, 
and Garett or Sabra the other).

Magic Knight - These guys have Thunder, which hurts.  I recommend.  I 
wish the final Lord class was more Lord-like, though instead of another 
shooter-knight type.

Knight Master - These have Lightning Bolt, which kind of sucks.  They 
have slightly better numbers than Magic Knights, but Thunder is SO much 
better than Lightning Bolt.

Grand Knight - The only final class with no magic, but it doesn't 
matter, because Grand Knights tear ass.  There're better than Kings and 
Dragon Knights in my opinion, but if you send both Garett and Sabra down 
the Knight path, you're doing without archers for while, which will be a 
MAJOR pain.

King - Garett as a King gets Magic Arrows (lame) and Healing 1 (lame).  
His attack and defense are good, though, so take the King over the Grand 
Knight if you can't live without magic or you want to cater to the 
story.  Note: sending Garett down this path will make the first third of 
the game significantly easier.

Dragon Knight - Sabra can dish out some hurt as a Dragon Knight.  Plus, 
she can hide in mountains and walls and sports a mean Blizzard spell.  
Overall, though, I think Grand Knight is better.

Crocodile Knight - Ha ha ha ha ha ha ha ha ha!

Serpent Knight - Don't make this thing.  Trust me.

Warlock - Needs virtually no XP to level up, decent attack, you should 
leave this behind fairly early.

Cleric - This is the hardest class to level.  Their attack is weak for a 
commander and defense sucks, too.  Add to that a dependency upon 
guardsmen and you have a junk class.  Kill slimes and lizardmen to 
advance.

Wizard - A decent class, it has Fire Balls and soldiers (with a big 
attack bonus).  The attack sucks, though.

Priestess - A new healing spell, monks, and a slightly better attack.  
Upgrade quickly.

Arch Mage - Resistance to magic, a strong attack (although poorly 
executed), Earthquake, and tons of Fire Balls.  At level 5 with the wand 
equipped, Earthquake can do nice damage to the entire screen at once.  A 
decent overall class.

Bishop - This isn't as good as the Archmage, High Priestess, or Saint, 
despite the upgraded Fire Ball.  Confusion sucks.  Don't bother.  
UPDATE: There is one benefit to the Bishop class.  Warlock is far, far 
easier to level up than Priestess, so you could get Mina (or Calais) to 
her final class earlier than you would be able to if you went for Saint.

Saint - Mina finally has worth!  Fire Ball, Tornado, and Healing 2.  Oh, 
the power...  Her attack is strong as well, a single attack lightning bolt 
that rips through the enemy.  Rock!

High Priestess - What? Sleep? Healing 3? No, go with the Saint.  Much 
better.

Ranger - Sort of a secret class, in that the manual doesn't mention it.  
It looks more like a fat, little ninja with throwing stars than a 
ranger.  Only Mina, Calais, and Sabra can become a Ranger, and only 
after level 10 as a Magic Knight.  It's a lot of work, but nothing can 
stand against a Ranger with the Evil Axe, even golems.  It gets 
Earthquake, too.  Downsides?  No troops, and tons of XP to get there.

Note: Shooter attacks tend to suck; often some enemies will slip through 
or engage before they can be targeted.  Single attacks are better, hence 
the usefulness of Lords and Saints.

       Obviously you have some choices in final classes.  I would 
recommend Garett a King, Sabra a Grand Knight, Calais an Arch Mage, Mina 
a Saint, Tibs a Knight Master, Thorne a Magic Knight, Bayard a Magic 
Knight, and Dukie a Magic Knight.  The choices are yours though, and the 
game is beatable with ANY combination, so have fun with it.  Also keep 
in mind that you should still feed XP to your final classes until they 
get to level 5 so that you get the increased magic effectiveness.  
Obviously, this doesn't apply to the Grand Knights.

*Units*

      I'll be honest.  I'm not going to list every statistic for every 
unit in the game.  It's a waste of time, since you can look at their 
stats any time you encounter them.  I will, however, address the pros 
and cons of each unit and discuss any magic they might have at their 
disposal.  Also, note the RPS relationships between units in Warsong.  
Just like in real life.

The Good Guys:

Soldiers - Soldiers kill archers.  Their movement is fair and isn't too 
affected by terrain.  Your basic unit, expect a lot of these to die.

Archers - Archers kill horsemen.  They aren't slowed by forests, and 
they actually get an extra defense bonus in the trees.  They have the 
advantage of getting the first strike because of their ranged attack, 
but at best they can only kill one enemy for each archer.  "One shot, 
one kill."

Horsemen - Horsemen kill soldiers.  Simple, no?  Horsemen have a great 
movement, but it really suffers in mountains, forests, and indoors.  
They also have the ability to kill a 10 HP enemy troop in one attack 
even when they have less than 10 HP, provided they substantially 
outclass them.  Before moving on to the more exotic units, it should be 
noted that soldiers don't kill archers as well as horsemen kill 
soldiers, who, in turn, are simply massacred by archers.

Guardsmen - Guardsmen can inexplicably go toe to toe with lizardmen and 
they chew up slimes.  Don't use them against ANYTHING else.

Mermen - They suck; never buy them.

Citizens - They are only listed for sake of completeness.  You can never 
control them, and they are cannon fodder for anything that comes along.  
Occasionally, they provide comic relief by killing one enemy soldier 
despite their attack power of 0.  Laugh or cry, but don't mourn the 
worthless Citizens of Balatia.

Monks - Monks are like archers, only they aren't as good.  Limited 
usefulness, even against undead.  UPDATE: Monks do pretty well against 
soldiers, but they have a hard time with archers.  Also, they do tear up 
skeletons pretty badly; I don't know why I thought they didn't before.

Gryphons - These aren't as good as they seem.  Think of them as really 
expensive horsemen who have slightly better movement and who aren't 
affected by terrain.  By the time Sabra is a Dragon Knight, she probably 
won't need troops anymore anyway.  Save your money.

The Bad Guys:

Soldiers - Same as the Good Guy equivalent.

Dark Elves - Archers, only with a +1 to attack power.

Horsemen - Same as the Good Guy equivalent.

Elementals - These guys make an appearance during the first and last 
scenarios.  They are tough as shit and have no weaknesses.

Lizardmen - These guys get a major advantage on water.  On land, they go 
about one for one with soldiers and guardsmen.

Barbarians - Horsemen tear these guys up.

Slimes - My uncle calls them gumdrops.  Whatever you want to call them 
(blobs, boogers, goo, etc.), slimes are a staple monster for lazy game 
designers (they're so easy to draw!).  In Warsong, use guardsmen or 
commanders.  Anything else is a stalemate at best.

Royal Soldiers - Like soldiers, only stronger and tougher.  Use 
horsemen, or, better yet, commanders.  Don't waste these, they give more 
XP than other troops.

Leviathans - Horsemen do pretty well against these.  Don't fight them in 
water, though.

Gargoyles - These are a pain.  Use archers and be prepared to rotate 
them a lot.

Styracosaurs - Also a pain.  Horsemen do the best.

Evil Ants - Not only is it a giant ant, but it's evil as well!  Again, 
horsemen or commanders.

Were Wolves - I don't use anything but commanders in this level, so I 
don't know what troops work well.  By the by, isn't "werewolf" one word?

Carrion Crawlers - I have no idea what these are supposed to be.  
Caterpillars, maybe?  Whatever.  Use horsemen or commanders.

Skeletons - The Undead don't seem to have a real weakness.  Monks do 
better than the numbers say they should, but that doesn't mean they do 
well.  Use horsemen or commanders.  UPDATE: Monks kick skeleton butt 
(pelvis?).  They will serve you MUCH better than horsemen will.

Golems - These are immune to magic and virtually indestructible.  Only a 
Ranger with the Evil Axe stands a chance of killing them.  They can't 
hurt you either, though, so just go after their commander and move on. 
UPDATE: Golems CAN be harmed by magic, unless you are unlucky and they 
get the magic immunity bug.  Now you can rack up even more XP.  Bully!

You might notice that many of the later enemies are best fought with 
horsemen or commanders.  I think the folks at Treco got lazy.

The Bad Guy Commanders:

Fighter - This guy is just like your Fighters; he sucks.  A Lord will 
humble him easily.  Interestingly, these guys come in two flavors: lime 
and blueberry.

Lord - He's just like your Lords.  Strong defense, you're going to need 
a commander to fight him to stand a chance.

Bishop - These guys are not fun.  They have the upgraded Fire Ball and 
they give big bonuses to their troops.  If I weren't such an XP glutton, 
I'd say forget about their troops and kill them quickly, but the wasted 
XP really makes me cringe.

Serpent Knight - I wonder if all these dudes had to progress through the 
embarrassing Crocodile Knight phase as well.  Lead them on to land and 
use two or three commanders with good defense.

Knight - Just like yours, only dumb.  These guys love to attack archers.  
I say let them, it's their funeral.

Great Slime - Use guardsmen or commanders.  Anything else won't scratch 
them.  These things have a tendency to outrun their own troops.

Royal Guard - a.k.a. Lance.  Watch out for his Lightning Bolt.  He only 
gets one, fortunately.  For fun and profit, present Lance with archers.  
After feeding all of his troops into them, he will sacrifice himself as 
well.  You might lose one archer unit, though.

Kraken - I don't know why giant squids are hanging out in the Worth 
River or why their ink is so deadly, but there they are, nevertheless.  
Lead them on land and use magic and commanders to end their mysterious 
existence.

Grand Knight - Their attack and defense are weaker than those of your 
Grand Knights are and their troop attack bonus is less as well.  A pair 
of commanders with good defense can usually take one of these out 
without much danger.

Arch Mage - These guys are a lot like Bishops, except their Fire Ball is 
the lesser variety, and they get more of them.

Wyvern - Each Wyvern is actually ten little dragons in a bunch, more 
like a troop than a commander.  They have a couple of weak Fire Balls 
and are always accompanied by gargoyles.

Wizard - The Wizard is virtually identical to the Arch Mage except it 
gets Blizzard instead of Fire Ball.  Which really isn't a difference at 
all.

Kaiser - a.k.a. Emperor Pythion.  Pythion is like a King, only stronger 
in almost every way.  He carries a Blizzard spell as well.  Fight him 
with care.

Basilisk - These guys have a Petrify spell with infinite uses.  Hit them 
fast and hard to keep them Treating themselves and they won't get to use 
it.  Since they are like Wyverns in that they are actually 10 monsters 
serving as a commander, your own commanders will bust them up.  Other 
than their one spell, Basilisks are pretty much a joke.

Queen Ant - These charming gals always lead evil ants into battle and 
spew corrosive spittle at their enemies.  They have a high attack rating 
and good movement, but their defense is poor.

Were Wolf - I don't know why these commanders and their troops have the 
same (misspelled) name.  You don't need silver, just a commander with an 
attack-boosting item and a choke point.  Even Mina can smoke these guys.

Gorgosaur - Another 10-commanders-in-one unit, these guys are a little 
tougher than the others of their kind are.  They get 3 Fire Balls and 
are usually dragging styracosaurs around with them.

Great Dragon - This guy is a badass.  With 4 Fire Balls with big damage, 
35 attack and 35 defense, plus nice troop bonuses, Monster (that's his 
name) truly is a great dragon.  You have to fight this guy twice, but 
each time he can be humbled by spell assault combined with the Evil Axe 
in the hands of a commander with a high attack rating.

Conjurer - a.k.a. Naxos.  He gets 4 Blizzards and a bunch of golems, but 
his attack and defense are pitiful.  He is immune to magic, so wait for 
an opening in his ranks and hit him with a commander or two. UPDATE: 
Like his golems, Naxos is only immune to magic when he gets the immunity 
bug.  He is even more pathetic than I thought!

Living Armor - For some reason, these guys are all named, "The guards."  
They look and attack just like Baldy, but don't be mislead; these boys 
are tough.  They also have a pair of Blizzards up their sleeves 
(gauntlets?).  Two or three commanders can take them down.

Sorcerer - a.k.a. Mortimus.  He looks just like Naxos, but he has 
slightly better stats and a worthless Paralyze spell.  No worries.

Wight - a.k.a. Ganelon.  Somehow I think this guy had a much larger role 
in the Japanese version.  Your characters seem to know him and are 
surprised to find him alive.  He'll hit you with a couple of Thunders 
and then attack you Saint-style.  Rotate commanders and destroy.

????? (The Final Boss) - Rather than risk spoilers, I'll just wait until 
the scenarios section to discuss this chap.

As far as enemy commanders go, think of them as exceptional examples of 
their own minions.  Example: Lance doesn't like archers, but they won't 
usually waste him in one go.  Any mould-breaking commanders will be 
addressed in the scenarios section.



*Item Guide*

You pick up a variety of magical items along the way during your quest, 
often accompanied by humorous quotes such as, "The power of the Cross is 
now mine!" or "It's the Mystic Orb.  Take it with us!  Go!"  Each item 
gives the equipped commander a bonus (or minus) to attack, defense, 
both, or neither.  Some items give the commander an advantage of some 
sort.  Below is the list and effects of each item:

Great Sword: +2 to attack
Cross: +2 to defense
Wand: +2 to attack, commander's spells do +1 HP
Shield: +4 to defense
Warsong: +4 to attack, +4 to defense
Evil Axe: +8 to attack, -10 to defense
Dragon Slayer: +5 to attack, +3 to defense
Amulet: +2 to defense, commander's influence range is doubled
Orb: commander's spells use 1/2 normal MP

Note that the user of the Orb must be able to meet the full original 
cost of the spell in order to cast it; the Orb gives the 1/2 MP benefit 
after the spell is cast.  Think of it as a rebate. Also note that the 
bonuses only apply to the commander, not his/her troops.

*Scenarios*

Scenario 1 - Escape From The Castle

Victory: Escape of Garett
Defeat: Death of Garett

      The introductory level can be won in three basic ways.  First, you 
can simply run Garett up to the stone wall at the top of the screen.  
Quick and easy.  However, you'll be sacrificing XP this way.  The second 
approach is to buy eight soldiers with Garett and take out the Lord 
guarding the bridge, then escape.  If you are feeling particularly 
slick, you can try method three, which is the elimination of all enemy 
troops.  It can be done, but it's tough and requires some luck.  In any 
case, you should wait until Calais, Sabra, and Tibs are dead before 
exiting the stage as you could be robbing them of XP otherwise (one time 
Calais killed all of the lizard men and the Serpent Knight by herself 
and got to level 9).  If you want to kill everything and rack up some 
extra dough, use Baldy to attack the Bishop when there's an opening.  
Don't worry about the XP loss to Garett, he can't handle a Bishop or 
elementals at this point anyway.  If you get Calais two or three levels 
or and Garett to level 2, count this scenario as a victory and move on.

Scenario 2 - To Sulras

Victory: Escape of Mina
Defeat: Death of Garett or Mina

      This level has three possible approaches.  One, form a wall around 
Mina and let her s l o w l y make the journey to the upper wall.  This 
method sucks.  Two, get horsemen with Baldy and let him lay waste.  
Better, but still not the best use of your resources.  Three, be an XP 
hog.  I shall now explain...  

      First off, buy eight archers with Baldy.  They have a strong 
tendency to wound the enemies without killing them and with minimal 
casualties to themselves.  Put Baldy in the north position and Garett in 
the south.  Now comes the tricky part.  On the first turn, move Baldy so 
that he is exactly five squares north of Mina (four squares of 
intervening space).  Move up the archers too, but leave the square just 
south of Baldy open.  Mina will fill it. Then stall for one more turn.  
Garett can be cleaning up after the archers during this time.  On turn 
three move Baldy four more squares north, so he is on the first mountain 
square in that axis.  Again, leave his south square open and move up the 
archers.  After turn three, move your archers so that there is one north 
of Baldy, one east of that guy, three east of Baldy, and three east of 
Mina.  This L-shaped pattern makes for a perfect Minatrap, since she 
can't move far enough to go north or east.

      After that, Garett can truck around picking off weak barbarians 
and Shamans.  Occasionally, this setup will cause Mina to run south for 
a turn or two, but she's not in any real danger from the enemies in this 
scenario; plus, she'll soon return to her prison cell provided you have 
kept it free of units.  Also, occasionally Baldy's archers will finish 
off a barbarian or two or a Shaman.  Unless you lose more than five or 
six such units, Garett will be a Knight or Lord by the end of this 
scenario.  Lastly, the archers can be left where they are until they get 
down to 4 HP.  If one group does get beaten down to 4 or less 
(unlikely), then move one archer away from Baldy, move the wounded 
archer where that guy was, and move Garett were the wounded archer was.  
On the next turn or two, you can put everyone back where they go and 
continue the XP harvest.  Oh, one last piece of advice: turn the game 
speed to fast before you finish off the last enemy or your conversation 
with Dukie will take forever.

      UPDATE: Upon playing the game through again, I've noticed that 
Mina can get killed by a lucky attack in this configuration.  If you 
aren't the gambling type, buy two soldiers for Garett and place them in 
the two squares in the above configuration that cannot be attacked from 
any side (the squares are immediately north and east of Baldy's square).  
Then use the two displaced archers to cover Mina's rump.

Scenario 3 - Surprise Attack

Victory: Death of Malvese
Defeat: Death of Garett or Mina

      Another chance for crazy XP.  Get Garett 4 horsemen or 8 soldiers 
and buy just one archer for Baldy.  When the level starts rush the 
barbarians to the north with Garett and run Baldy to the nearest 
building with a one square-wide door.  His only function in this 
scenario will be to stand behind his archer to keep it alive.  UPDATE:  
If the archer is just injured for 1 or 2, it's a good idea to leave it; 
there's less chance it will kill off a group of barbarians.  After 
dealing with the northern barbarians, go east, and north or south as 
needed, killing all in your path.  Exception: Malvese.  Don't kill him 
until last.  In fact, if Thorne pulls a hero stunt and kills Malvese 
prematurely, I recommend you start the level over.  There's just too 
much easy XP to be had here to be wasting it.

      Just let the barbarians ride over Thorne, and Baldy will hold most 
of them at bay with little XP lost.  Since Garett should be a Lord or a 
Knight by now, he shouldn't be in much danger. Just play clean up like 
the last scenario.  It's worth noting that the Shamans are more 
dangerous to a Knight than they are to a Lord (but then, just about 
everything is).  Take care with them if you go down the Grand Knight 
path.  Also, make sure none of the Shamans make a beeline for Mina.  
You'll have to chase them down if they do.

Scenario 4 - The Wood Of Lost Souls

Victory: Survive to Turn 10, Enemy Phase
Defeat: Death of Garett

      This is the most one-sided battle in the game.  Don't buy any 
troops.  The slimes will kill every archer and soldier you have, and 
horsemen can't hurt them.  Just run southwest as fast as you can.  After 
a few turns, Mina and Thorne will show up.  Then all you have to do is 
laugh with glee as Mina's guardsmen eat all the slimes.  Thorne's 
bloodlust seemingly wasn't sated in the last level, so he's brought some 
more soldiers to sacrifice.  The key to this scenario is to try to limit 
the distance Mina has to travel to get to the slimes.  Done correctly, 
(and with a little luck) the guardsmen will clear out most of the map, 
getting Mina to level 9 or better.  I recommend playing this level over 
until you get her to be a Priestess.  Cleric is a horrible class to try 
to level.

      UPDATE: I've found that running Baldy west just south of the lake 
will draw all of the slimes toward him, leaving Garett and Sabra to flee 
southwest.  Baldy tends to stalemate with slimes, but leave him at 7 to 
9 HP just to be sure.  If you like, you can buy a few horsemen to help 
keep the heat off of Garett and Sabra, but it isn't at all necessary.

Scenario 5 - Army Of The Empire

Victory: Death of Lance
Defeat: Death of Garett

      This level can be tough, depending on your choices thus far.  It 
stems from the fact that Lance has a good amount of horsemen with him 
(get used to this).  If Garett is Lord, his archers will be able to 
humble them without any trouble.  If you're going for the Grand Knight, 
though, you'll have to rely on horsemen or commanders to deal with all 
the enemy cavalry (you did get Mina to Priestess, didn't you?), which 
isn't nearly as effective.  Worst case: Baldy gets archers and wastes XP 
like crazy.  

      That said, buy 8 horsemen or archers with Garett.  Sabra and 
Thorne each get 8 soldiers.  Deploy them in this order: Archers (or 
horsemen) far east, soldiers next, one naked commander after that, and 
Baldy last.  Now run everyone east as fast as you can and try to 
bottleneck the enemy in the mountain pass.  Switch out troop types as 
needed to maintain RPS advantage, and leave a square or two by each 
commander for rotations.  Make sure you leave space in between your 
different forces, or you will limit your own movement and sacrifice the 
advantage that the pass gives you.  The enemy will just cram all their 
troops into a huge block and pay a big butcher's bill.  Don't forget 
about Lance's Lighting Bolt (caterpillar) spell; it can be nasty in 
dense formations.  Also, it can be tricky getting rid of the enemy 
commanders in this tight space.  You can soften them up with Baldy or 
just corral them with troops (they probably won't kill a whole unit in 
one attack) and take them on one at a time.  Remember to kill Lance 
last.  Use this scenario to build Sabra up to level 10 and change her 
class to the opposite of whatever you've made Garett.

      I'd be willing to admit there are other ways to take on this 
scenario, but they would almost certainly involve Baldy wasting XP.  
Credit for my recommended tactic goes to my Uncle Jim.  However, beating 
this level with Garett as a Knight without using Baldy is exceedingly 
hard, and if you can do it, why are you reading this FAQ?  If you must, 
use archers with Baldy as a last resort and shed a bitter tear for all 
that lost XP.

      UPDATE: I've developed a second set of tactics for this scenario 
that should enable a player to waste no XP even if Garett is a Knight.  
Buy the same troops as before, but run all of your commanders to the 
middle as quickly as possible.  Your goal is to get all six commanders 
into the narrow pass in the middle of the map; there is a particularly 
narrow point that can be held with three commanders in a diagonal 
pattern.

      Once your commanders are in position, wait for the enemy to get 
themselves all bunched up while your commanders stay on the defensive.  
During this time, you can pick off weak enemies with Sabra and Thorne.  
I recommend making as many of the kills as possible with one or the 
other, because you will want a Lord for the next scenario.  Sooner or 
later, the two spaces in front of your commanders will become filled 
with enemy troops that are below 7 HP but cannot reach their commander 
because other units are in the way.  LEAVE THEM THIS WAY!  Pull out 
Sabra and Thorne and hold the line with Garett, Mina, and Baldy.  The 
injured troops will stay in their positions forever if you let them.

      Meanwhile, Sabra and Thorne can pick up their soldiers and run 
around the mountains to the east to take care of any straggling enemies 
that got caught on impassible terrain.  Once they are finished, they can 
circle around the back and pincer the remaining enemy forces in the 
pass.  Now you can chew up the enemy from either side, just remember to 
save Lance for last and to get either Sabra or Thorne to a Lord before 
you finish the scenario.

Scenario 6 - Battle For The Castle Of Balatia

Victory: Death of Geryon
Defeat: Death of Garett

      By the time this scenario begins, Garett, Mina, and Sabra (or 
Thorne) should all have moved up a class, and Garett is likely nearing 
another class change.  Have your Lord buy 8 archers and your Fighter buy 
8 soldiers.  Your Knight can get a couple of horsemen too if you want, 
but you need to let your Fighter kill most of the enemy soldiers so 
(s)he can get a class change soon.

      Put Garett in the middle spot on the east side of the castle.  
Sabra and Thorne should flank him, and Mina goes on the north spot on 
the west side of the map.  Immediately run Mina around the north end of 
the castle to meet the others.  The trees should slow down the pursuing 
horsemen enough for her to outrun them.  Meanwhile, your Lord should 
kill all of the east horsemen and their commander, then move north to 
intercept the west horsemen when they arrive.  After your Lord moves, 
stick your Fighter and your Knight side by side on the bridge and chew 
up the enemy soldiers.  Remember to let the Fighter have most of the 
kills.  When the archers arrive, move your Knight back and let your 
Fighter's soldiers take care of them.  Both of these commanders are 
Fighters, so (s)he should be able to beat them, provided you gave 
him/her the Great Sword or the Cross or if your Knight or Mina can help 
him/her.  Once those are dead, run north with your Fighter to swap 
places with your Lord and take on the west soldiers.

      After everything else is worm food, kill Geryon with the static 
head commander tactics described in the tips section.  Thorne and Sabra 
should both have attained their second class by now (or be really 
close).

Scenario 7 - A Brave Man Of The Fortress

Victory: Death of Momus
Defeat: Death of Garett or Bayard

      This scenario is pretty tough.  Unlike most other levels, you have 
a time restraint in this one.  Bayard is badly outnumbered and you start 
out far away.  You'll need a lot of troops for this one.  Buy 8 
soldiers, 8 archers, 8 horsemen, and 16 guardsmen.  Don't get anything 
for Tibs; he's too slow to participate anyway.  Put the commander with 
archers in the far east spot, and follow him/her in this order: 
soldiers, guardsmen, horsemen, guardsmen, Tibs.

      Now you have to race across the bridge.  Sometimes Bayard can hold 
out a long time, sometimes not.  You need to run your archers, soldiers, 
and then horsemen along the west strip of the bridge ONLY.  Put 
guardsmen along the middle strip to protect your important troops from 
the lizardmen while still drawing them out onto land.  Meanwhile, the 
other guardsmen and Tibs will take on the western lizardmen.  Get across 
the bridge and quickly smoke the enemy cavalry.  Move your archers north 
and leave them near the edge of the map if Bayard looks like he can hang 
on for a few more turns.  If not, move your archers to draw off some of 
the heat.  Get your soldiers there as soon as possible and cover them 
from the enemy soldiers with your cavalry.  

      Now, kill everyone except Momus (you may need to corral the 
eastern Serpent Knight with guardsmen until Tibs or the other girl can 
help out).  Leave Momus corralled with your soldiers until Lance 
arrives.  Humble him with your archers (this commander may need help, 
but your own horsemen should still be nearby) and finish Momus off to 
win.

      By this time, everyone but Tibs and Bayard should be at their 
second class, and Bayard is probably pretty close.  Garett should also 
be close to his third class.

Scenario 8 - The Follow-up Attack

Victory: Death of Chief Commander
Defeat: Death of Garett or escape of Chief Commander

      This is a nice, fun level to play after the last scenario's hustle 
and bustle.  First, buy two full sets of soldiers and two full sets of 
horsemen (if you can, soldiers if you can't) as well as one full set of 
archers.  Put the soldiers on the outside flanks (I recommend Tibs in 
the southern flank; he can cross the pond in one leap) with the horsemen 
just inside them.  Put the archers in the middle, flanked by your two 
lone commanders.

      Jam your horsemen right into the asses of the enemy infantry.  
Don't worry about the archers, they will likely flee instead of 
attacking.  Meanwhile circle your southern soldiers around the pond and 
run your northern soldiers through the mountains.  Move your archers 
straight west.  The lonely commanders can pick off a few weak troops if 
you want.

      On subsequent rounds, keep circling your soldiers in front of the 
archers and close them together to heard the enemy in.  The enemy 
soldiers should be dead within two or three rounds; kill their 
commanders quickly as well.  Keep moving your archers west.  When they 
reach the little clump of trees just east of the mountain pass, stop and 
set them up in the trees.  Lance will arrive on turn five and waste his 
Lightning Bolt on your troops but be unable to follow it up until they 
have already healed.

      Use this pincer setup to level Bayard to a Lord.  If you can, get 
Tibs to a Knight as well.  Garett should be very close to a King or 
Grand Knight by now if not already one.  All three of the girls plus 
Thorne should be at their second classes before you start this scenario.  
Sometimes the Fighters in this level try to be cute and attack your 
troops themselves.  Don't worry if you lose a couple of troops to this 
behavior; you should have plenty left to get the job done.  Corral the 
Chief Commander until everyone else is dead, including Lance.  Then off 
the Chief himself.

Scenario 9 - The Torrents Of Worth
     
Victory: Escape of Garett
Defeat: Death of Garett

      Be prepared for a long fight.  All the water in this scenario will 
slow everyone to a crawl and drag out the battle.  You will need 16 
horsemen, 8 soldiers, 8 archers, and 8 guardsmen.  Position a horsemen 
commander on each outside location.  Each of them should have one of 
your lone commanders as a helper.  Inside those, put your archers on one 
side and your soldiers on the other.  The guardsmen should be in the 
middle.

      When the level begins, park your archers and soldiers out of the 
way and have their commanders move to help your guardsmen as they line 
up in the trees near the shore.  Your horsemen need to be in the tree 
lines at the far east and west sides of the map.  Have your helper 
commanders accompany them.  Deal with the lizardmen in the usual way.  
Now you wait.

      When the Krakens show up, make sure they come after your horsemen 
and not the enemy.  Although funny to witness, having gobs of enemy 
soldiers be wiped out by leviathans is a waste of XP.  With the help of 
your lone commanders, your horsemen should be able to deal with the 
Krakens and leviathans.  You need to be a little aggressive with the 
Krakens, for soon the enemy soldiers will cross the river and you don't 
want to fight both at once.  Hopefully you will have enough horsemen 
left to deal with the soldiers.  Your own soldiers should take up 
position right along the now corpse-clogged shoreline and force the 
archers to attack from the water.  The battle will be extremely one-
sided.

      After you've rid the River Worth of Fighters and Krakens, move all 
of your remaining units to one spot on the riverbank to cross in unison.  
Eventually, Lance will move against you, but I hope that by this time 
you know how to deal with him.  Any remaining horsemen you have can take 
on the forces of the Grand Knight.  Just make sure you don't move Garett 
next to the north wall, or the scenario will end.

Scenario 10 - Castle On The Water

Victory: Death of Chief Commander
Defeat: Death of Garett

      "A perfect defense..."  Garett, for once, has something both 
intelligent and accurate to say, unlike his previous (and later) 
statements involving killing enemy commanders first.  This level bites, 
because it is extremely hard to maintain RPS advantage with all the 
enemies and open space.

      You'll need 16 horsemen, 16 soldiers, and 16 guardsmen for this 
one.  Position your horsemen in the front center and middle center 
spots.  Flank them with guardsmen.  Put your soldiers on the outsides 
and put Garett (or someone else who no longer needs XP) in the back.

      At the start, run a horsemen commander and one horseman to sit on 
the bridge.  Keep the other commanders and horsemen inside a sphere of 
guardsmen.  Your guardsmen shield should leave one space in between it 
and the shore and completely encompass the horsemen.  This setup will 
protect your horsemen from the lizardmen.  If the horseman on the bridge 
gets smoked, send in another from inside your shield.  Take care with 
the Arch Mage here; he has a lot of Fire Balls.  While the drawbridge 
battle rages, you should send a contingent of soldiers to the west and 
another to the south, each out of range of the lizardmen.  By this time 
you know how to deal with Serpent Knights; do so.

      Your first commander will probably run out of horsemen.  If he/she 
does, rotate him/her out and send in the second cavalry commander.  If 
the first one can hold the bridge, send the second commander south.  
When the reinforcements arrive, you should be able to deal with them.  
Be careful with the archers to the west, they can deal out decent 
punishment even to soldiers.  Use leftover guardsmen as fodder if you 
need to.

      Once everyone outside is dead, collect your units and take them 
into the fort.  Both of the commanders in here are of the stationary 
sort.  A Lord can sit on the northeast tower of the four towers that 
surround the second bridge.  Here, he will slowly deplete the Bishop of 
all his magic and archers and then kill the Bishop himself.  Next, move 
on to the Chief Commander, who is even easier.  You know the drill.

      UPDATE: Sometimes the lizardmen in this scenario are particularly 
stubborn and relentlessly attack the Knight on the bridge until they 
kill it.  And alternate, but inferior, tactic is to run two or three 
commanders and all of their troops into the castle and try to duke it 
out with the two soldier commanders while the girls cut off the Serpent 
Knights.  It's hard to pull off without losing anyone, but sometimes the 
Serpent Knights don't leave you any choice.

Scenario 11 - The Castle Of Dalsis

Victory: Move Garett next to the well
Defeat: Death of Garett

      Dukie finally signs on with your army as a level 9 Fighter.  By 
this time, he should be the only commander still in his first class.  
Remedy that in this scenario.  In addition, Garett, Sabra, and Thorne 
should be in their final classes by the end of this mission.

      Placement is key in this level.  You are going to use your 
commanders to hold each entrance single-handedly, without the use of 
troops.  Buy 24 archers, then position one of their commanders at one 
spot to the southeast, one spot to the southwest, and one to any north 
position.  Now, examine the map and determine who can pair with whom to 
hold enemies at the four bottlenecks.  The east choke points only need 
one commander, so pair them with someone weak.  The west choke points 
need two commanders each, so pair strong commanders together.  Make sure 
you give the shield to Dukie and stick him in one of the west entrances 
so he can get his level.  Try not to give too much XP to anyone who has 
reached his/her final class until everyone has.  Don't give XP to Grand 
Knights at all if you can help it.

      Each commander pair should be able to deal with all of the enemy 
units at its entrance.  However, those with archers need to make haste, 
so that when the Wyverns arrive, they can beat feet to the centers to 
combat them.  Similar to the Krakens, you don't want your enemies 
killing each other off.  Oh, and Lance will show up in the southwest, so 
your southeast army should try to take on the Wyverns.  Once all the 
Grand Knights, Wyverns, and Lance are dead, use the stationary commander 
tactics to kill the Arch Mage in the center.  Move Garett next to the 
well and prepare for one nasty fight.

      UPDATE: I've found it doesn't matter which southern entrance you 
choose to set up your Wyvern-killing archers; west is just as good as 
east.  Also, Dukie with the Shield can hold even one of the eastern 
entrances by himself.

Scenario 12 - The Twin Castle

Victory: Death of Pythion
Defeat: Death of Garett

      This is probably the hardest scenario in Warsong.  If you are like 
me, and hate wasting XP, it is definitely the hardest.  If anyone can 
formulate a set of tactics to complete this level without wasting XP or 
losing commanders, I will verify it and then include it in this FAQ.  
That said, I now give you my current battle plan, which will at least 
limit how much XP you lose.

      Buy as many horsemen as you can.  Everyone else needs to buy 8 
soldiers.  If Sabra is a Dragon Knight, get gryphons if you want.  The 
level begins with Garett, Mina, Bayard, and Tibs in a good position in 
the northwest and Calais, Sabra, Thorne, and Dukie in a terrible 
position in the east.  You don't get to choose where commanders go in 
this scenario, so you might need to move commanders with horsemen away 
from archers and replace them with soldiers.  Note that this is pretty 
hard, since horsemen crawl while indoors while archers are unaffected.  
The two real threats in this level are the Wizard to the west and the 
Bishop to the east.  They have archers, which, coupled with the 
spellcasters' high attack bonuses and powerful magic, will lay waste to 
your troops.  Even soldiers get creamed pretty badly by these archers, 
as they get killed off before they can close for melee.  Your only shot 
is to look for (or make) an opening and send a commander with a high 
attack rating to kill their commanders before the archers wipe you out. 

      Once you deal with the two sets of archers, you can use the rest 
of the level to feed XP to any commanders that haven't reached their 
third class yet.  The Lord in between the two halves of the map is a 
static commander and shouldn't be a problem.  Pythion is also 
stationary, but he can be a pain.  Once you drain his magic and kill all 
of his minions, he'll tear into you, probably hurting his target rather 
badly.  He's (usually) immune to magic, so the only way you can kill him 
is to hit him with your strongest commanders four at a time and have the 
remaining commanders heal your wounded.  Even then, it will likely take 
three or four turns to finish off His Grace.

      Don't be surprised if this scenario takes a few tries to win 
without losing any commanders.  Try not to get discouraged, because 
there are some fun levels coming up soon.

      UPDATE: Okay, here we go.  Much thanks go out to Jason Chrapliwy
for major contributions to this new approach to Scenario 12.  It seems 
that a Lord with the Shield or Cross can take on Hell's Archers without 
much personal risk.  I should have known that Lords were the solution!  
Lords ROCK!  All you have to do is have at least one Lord on each half 
of the map (Bayard to the west, and Sabra, Thorne, or Dukie to the 
east), give him/her a defense-boosting item, and laugh as the archers 
commit suicide.

Scenario 13 - The City Of Stone Statues

Victory: Death of all enemies
Defeat: Death or petrification of Garett

      There are two ways to approach this level.  One, you can try to 
run a commander up to the chest in the middle of town while the rest of 
your forces hold off the Basilisks and evil ants.  Lance will then join 
you and the level is easily won.  The second method is a little tougher, 
but more rewarding.  Be aggressive with the Basilisks and try to knock 
them down to 7 HP or less and keep them weakened until you finish off 
their troops.  Meanwhile, Calais or Mina can kill all the slimes and two 
other commanders can take on the ants.

      Either way, you'll need 16 horsemen in the south and 16 horsemen 
in the north, along with 4 guardsmen in the north.  Basilisks are pretty 
weak for commanders, so a full unit of horsemen can usually knock them 
down to 7 HP or lower with one attack (at moderate cost to themselves).  
The styracosaurs are actually tougher than the Basilisks, so it could 
take a few turns to finish them off.

Scenario 14 - Wolf Pack

Victory: Death of all enemies
Defeat: Death of Garett

      This is a fun scenario.  Don't buy any troops.  Give attack-
enhancing items to the commanders you wish to level.  Position your 
commanders wherever.  After you kill the initial Were Wolf, run three 
commanders to a building with a one-square entrance and the other three 
to a like building.  Put a commander in need of XP in the entrance to 
each building, sit back, and enjoy the ensuing carnage.  Treat when 
wounded and attack when not.  On turn 10, a soldier warns Garett that 
the moon is coming out and that the Were Wolves will become stronger.  I 
have seen no evidence that this is true.

Scenario 15 - Roar Of The Dragon

Victory: Death of Great Dragon
Defeat: Death of Garett or Great Dragon reaches the town

      The commanders you want to take on this mission are: Garett (you 
have to), your fastest unit that can still benefit from XP (not Lance), 
and your two lowest level commanders.  I would Give Warsong and the Evil 
Axe to the two commanders you plan on building up, and the Wand or the 
Great Sword to the speedy commander.  Buy some horsemen if you like, and 
set up your fast commander in the north position.  It doesn't matter 
where you put the rest.

      Now, race north as fast as you can with your speed demon.  
Everyone else can sit tight around the town walls for a bit.  Once the 
Gorgosaurs reach the town, send out your three commanders to mop them 
up.  By this time, your expeditionary force of one should have 
dispatched the barbarians and released Efreet.

      Kill as much as you can, hit the Great Dragon with some magic 
and/or wait for the Fire Element to weaken it to 1 or 2 HP, and then 
attack it with your axe-wielder on the next turn.  If you're lucky, 
he/she'll kill it.  If not, Efreet will polish it off.

      By this time, you should only have two commanders who have not 
reached their third class, three at the very most.  If you're good, 
you'll only have one left to level.

Scenario 16 - In The Darkness

Victory: Death of Great Dragon
Defeat: Death of Garett

      I love this level.  Aside from a guardsman or two, you don't even 
need troops!  Take a spellcaster with a pair of guardsmen to the north 
and deal with the goo.  Send one other commander as backup, just in case 
the southwest evil ants go that way.  Everyone else can run south.  
There is a great choke point that you should be able to reach with a 
pair of mounted units on the first turn.  Stick two commanders of your 
choice here and let MGS take its course.  After all other enemies are 
dead, rob the Great Dragon of his magic, troops, and finally, his life.  
You can pick up the Dragon Slayer sword if you want to, but the Great 
Dragon will more easily fall to the combined damage of your commanders' 
spells.

Scenario 17 - The Fierce Attack

Victory: Death of all enemies
Defeat: Death of Garett

      This scenario, however, I hate.  It's long and boring and tough.  
Get four full contingents of archers and two sets of horsemen, if you 
can.  Line everybody up at the edge of tree lines for maximum defense.  
It's likely you'll be attacked by multiple Wyverns at once, so use magic 
liberally to keep your troops in top form and theirs in a weakened 
state.  By the time the Gorgosaurs reach you, all of the Wyverns should 
be dead.  To compound the suckness of this level, the Gorgosaurs like to 
leave some of their troops behind, forcing XP hogs like myself to hunt 
them down through all those forests and mountains.  Bummer.

Scenario 18 - Seneferia

Victory: Death of Naxos
Defeat: Death of Garett

      This scenario is pretty easy.  Don't bother with troops, just get 
your commanders on defensive ground and let the enemy bust its teeth on 
them.  Once you get to Naxos, lure his golems away with a couple of 
units, then attack him when he's exposed.  Even Calais can take Naxos 
one on one; he's a chump.  By this time, all of your commanders should 
have reached their final class.  Now you should try to get each one to 
level 5 in that class so their magic will be enhanced.

      UPDATE: Yeah, so it appears that Naxos and his golems aren't 
immune to magic after all.  This level just got even easier.

Scenario 19 - The Elusive Knight

Victory: Death of Mortimus
Defeat: Death of Garett

      The Elusive Knight, Mortimus, hides behind a full cadre of 7 
commanders and 640 troops (counting his own).  Even so, you don't need 
any troops for this scenario.  Put Calais as close to Mortimus as you 
can on the first turn.  She will absorb his Paralyze spells without 
effect.  Send any commanders who still need XP to the south.  Line them 
up abreast in the southern corridor where they will slowly murder the 
two Fighters, the Lord, and all of their troops.  Also, you can expose 
yourself to the spells of the Bishop and the Wizards with minimal risk.

      Next, run everyone north to a good choke point and use a Grand 
Knight and a Saint to rip up the other Lord and all of the archers.  
Make sure you don't put anyone else up against the archers or you could 
lose them.  Done that?  Go after Mortimus himself, destroying all of his 
skeletons first.  The Elusive Knight is just slightly less of a loser 
than Naxos was.  Soon it will be his breath that he finds elusive.

      UPDATE: The previous sentence contains a very bad joke.  I 
apologize.

Scenario 20 - The Confinement Of Darkness

Victory: Death of Chaos
Defeat: Death of Garett

      At this point, you should have most if not all of your commanders 
at level 5 in their final class.  Don't get troops; you don't need them.  
They'll just make the level last longer with all their moving and 
attacking.  Tear through the Living Armors and beat the piss out of 
Ganelon as well.  You shouldn't have any trouble by this time.

      When Chaos shows up, let HIM come to YOU (Oh, the arrogance; I 
love it!).  When he finally arrives, get ready for either a very tough 
or a very easy fight.  I'll explain.  The Treco team gave Mr. Entropy an 
Achilles Heel: magic.  For the final enemy, you'd think they would have 
at least made him immune to spells like some of the past commanders have 
been.  You can fight him if you want; he looks really cool.  However, he 
will fall pretty easily to spell assault.  It's less heroic, but 
ridiculously easy.

      UPDATE: As has been mentioned several times above, no commander is 
immune to magic unless the anti-magic bug is in effect.  This info 
doesn't change the tactics against Chaos, but I wanted to correct all 
false statements in this FAQ.  Also, I underestimated the usefulness of 
monks in past games.  If you have one Saint, monks will make the level 
go faster.  If you have two, you'll really clean house.

*Conclusion And Parting Thoughts*

      Don't be surprised if the ending to Warsong leaves you wanting.  I 
guess Chaos was the Evil that was sealed within Warsong?  Or was it just 
sealed within Seneferia using Warsong?  Also, Chaos claims to be a 
balancing force.  That doesn't sound particularly evil...  Anyway, Warsong 
is a great game; it just has a few nuances that are a little irritating.  
The magic immunity bug and Lords becoming just another shooter knight 
class are examples.  Also, Calais' final class, Arch Mage, is far weaker 
both physically and magically to Mina's Saint.  I know you can make 
Calais a Saint too, but it requires her to go through Cleric and 
Priestess, probably the two hardest classes to level.  And what's up 
with the Ranger?  Why didn't they just call it a Ninja, and why can only 
women attain it?  Weird.  Also, why do Knights and Knight Masters suck 
so badly compared to Lords and Magic Knights?

      As for what's good about the game, I think the concept of Warsong 
is unique with the commanders and troops system.  The class-changing 
system, although done before in other games, makes Warsong exciting and 
gives it replay value.  The graphics in Warsong are pretty good for the 
time, and the music is excellent.  Despite its flaws, Warsong remains 
one of my favorite games of all time.

      If anyone out there finds superior tactics or additional 
information for this game, email me your info and I'll consider 
including it in an update.  Also, my records for final XP are as 
follows:
Garett - Level 5 King
Sabra - Level 6 Grand Knight
Calais - Level 5 Arch Mage
Tiberon - Level 5 Knight Master
Mina - Level 6 Saint
Bayard - Level 5 Magic Knight
Thorne - Level 5 Magic Knight
Carleon - Level 5 Magic Knight

      If you can beat these totals, you're pretty damn good, and I would 
like to know what you do differently.

      UPDATE: These new totals are better than the old ones, thanks in 
part to the new tactic for Scenario 12.  To get these I only wasted the 
XP of four troops and no commanders, not counting most of the enemies in 
Scenario 1.  The only way anyone can beat these is to kill more on 
Scenario 1, get those four troops I missed, choose classes with smaller 
XP bars, and/or cheat.  Good luck!

Garett - Level 5 Grand Knight
Sabra - Level 6 Dragon Knight
Calais - Level 5 Arch Mage
Tiberon - Level 6 Knight Master
Mina - Level 8 Saint
Bayard - Level 5 Magic Knight
Thorne - Level 5 Magic Knight
Carleon - Level 6 Magic Knight

      I would also like to play and write a FAQ for Warsong's sequels 
(of which there are many, I hear), but I can't find a decent translation 
that doesn't require me to have hacker skills (which I don't).  Any help 
here would be appreciated.

      UPDATE: I have found a well-translated version of Langrisser II.  
I haven't played it much, as the graphics seriously make me sick.  
There's something about fat little soldiers with huge heads that really 
burns me up.  I also hate the way they fall on their asses when they 
*die* instead of actually looking dead.  Maybe someday I'll give it a 
go, but it will have to be one hell of a game to overcome the stupid 
Bomberman-esque graphics.

      In closing, I would like to mention my disdain for cheat codes, 
gamesharks, and game hacking (barring translations, of course).  If you 
use the cheat codes for Warsong, the game becomes ridiculously easy.  If 
a game is pitifully easy, what is the fun in playing it?  I just don't 
understand.  Anyway, if you really want to cheat, I'm sure you can find 
the codes somewhere online; I refuse to include them in this FAQ.

      The writing of this FAQ was a much larger undertaking than I ever 
imagined it would be, so please don't rip it off or copy it.  Thank you.  
Have fun with Warsong, and contact me if you have any specific 
questions, corrections, or missing information that you think needs to 
be included in future versions of this FAQ.

*Warsong Quiz*

      Test your Warsong knowledge with this exciting and challenging 
quiz!  Or waste a few minutes of your life by looking at my super-lame 
quiz.  Or don't take it at all.  Although you may not believe me when 
you look at the answers, I didn't make any mistakes here.  I triple- 
checked the answers and field-verified each of them.  They are all 
correct; there's just some silly stuff in Warsong.

Item 1: Why does Pythion steal Warsong?

A)	He wants to revive the Evil.
B)	He hated King Alfador.
C)	He craves power.
D)	To lead Garett into a trap.

Item 2: If a skeleton can't reach its target, what does it throw?

A)	An axe.
B)	A bone.
C)	A spear.
D)	Mortimus.

Item 3: Which of these is NOT a reason why the Great Dragon is easier 
the second time you fight it?

A)	He is stationary.
B)	You can use the Dragon Slayer.
C)	He is lower level.
D)	His defense is lower.

Item 4: Why does Sabra leave Balatia after the fight with Chaos?

A)	She wants to marry Thorne.
B)	She wants more training in swordsmanship.
C)	She is ashamed she couldn't save Alfador.
D)	She joins Tibs to become a pirate (Yar!).

Item 5: What reason does Mortimus give as to why Garett should join him 
in the world of darkness?

A)	For power.
B)	He'll kill him if he doesn't.
C)	It's fun.
D)	Chicks dig it.

Item 6: How many Magic Points does a unit of Basilisks possess?

A)	0
B)	1
C)	2
D)	4

Item 7: How many units of skeletons are in Warsong?

A)	72
B)	64
C)	56
D)	32

Item 8: Who tells Garett of the Soul of Flame?

A)	Priest
B)	Mina
C)	Soldier
D)	Lance

Item 9: What battle background is displayed for a unit fighting on one 
of the walls of the valley where the Great Dragon lives?

A)	A cave.
B)	A castle wall.
C)	A low mountain.
D)	A high mountain.

Item 10: From what object(s) did Naxos create his golems?

A)	Rocks.
B)	Easter Island heads.
C)	The Mystic Orb.
D)	A pillar.

    Okay, check how you did and total your score to see what kind of 
Warsong fanatic you truly are.

Item 1:  C
Item 2:  A
Item 3:  D
Item 4:  B
Item 5:  C
Item 6:  B
Item 7:  B
Item 8:  A
Item 9:  B
Item 10: D

0 - 1 correct: You have never played Warsong and are bad at guessing.
2 - 3 correct: You haven't gotten past Lance.
4 - 5 correct: You are a Warsong fan.
6 - 7 correct: I'm impressed.
8 - 9 correct: You are truly dedicated.
10	correct: Scary.

This FAQ is copyrighted Axle Kerrigan, 2001-2002.  Any unauthorized sale 
or reproduction of this document is forbidden.  Others may use the 
information contained herein provided they give the author written 
credit in their work.