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    FAQ/Walkthrough by Saint

    Version: 7.2 | Updated: 05/29/12 | Search Guide | Bookmark Guide

    Warsong/Langrisser FAQ 7.2, 5/10/2012
    Maintainer: saintly@innocent.com
    Send comments or questions to the above address.
    About this FAQ
    This FAQ answers common questions about the Sega Genesis game
    "Warsong", published by Treco.  Thanks to a number of generous fans,
    almost all the stats are completed and in now.
    Things I'd still like to know: 
    - Battle formula for how damage and bonuses are determined
    - Different strategies for beating the scenarios
    - "Clear bonus" for each level
    You can find the latest copy of this FAQ at www.gamefaqs.com
    What's here/Table of contents [QFZ]
     Quick-Find codes have been added to this FAQ.  To jump down to any section,
     press Ctrl+F and search for the code starting with QF.  To return to the
     table of contents, search for QFZ.
      getting a copy
      new in this FAQ
      moving troops
      casting spells
      the scenario map
      spell draining
      terrain, movement and defense (QFM)
      experience (QFE)
     player/enemy troop comparisons    
     discussions of individual classes
    17. Thanks & credits
    About the game: [QFA]
    Warsong is a 1991 turn-based strategy game (sometimes called a Simulation
    Game/SLG) originally released in Japan as "Langrisser" (or Lungrisser) for 
    the Sega MegaDrive system.  It was ported to the Sega Genesis as "Warsong".
    Although it was hardly noticed at the time, it attracted a die-hard 
    following of fans who found it in bargain bins. It is now considered one of 
    the coolest strategy games to come out on the Sega Genesis platform.  The 
    game spawned 7 sequels (at the time of this writing) in Japan, none of 
    which were brought to the US.
    The Megadrive ROM "Langrisser II" has been fan-translated into English,
    first by the Hiryuu'Honyaku team and then more completely by MIJET.
    You can download the translation patch (not the ROM, you'll have to
    google for that elsewhere) from MIJET:
    During the game, you slowly acquire ally leaders, each of whom can
    hire up to 8 troops (each troop representing 10 soldiers) to fight in
    stages called Scenarios.  Each scenario starts you out in a defensive
    position with enemies nearby and a goal to accomplish.  Typical goals
    are, "Protect this person", "Destroy all the enemies", "Destroy the
    enemy leader (other enemies optional)" and several other types.  You
    chose where to place your troops in the beginning, and the formations
    you want to fight in.
    Along the way, you also acquire special items that can increase the
    power of your commanders.  As your commanders gain experience, they
    can be promoted to different "classes" with new spells, and new
    Warsong is a well-designed game for it's time, has nicely drawn 
    'Anime'-style graphics and one of the best soundtracks for any
    Genesis game.  For strategy game fans, it has quite a lot of
    re/playability too.
    Getting a copy
    Warsong was made by the software company 'Treco', a small company
    which seems to have published very little, unfortunately.  No other
    Langrisser games were ported to the Genesis (though a few showed
    up on the Sega Saturn)
    Unfortunately, Warsong didn't sell too well on the Genesis and is
    somewhat hard to find.  Your best bet for a cartridge is likely to be ebay.
    A check of ebay at the time of this writing showed several carts for sale at
    about $15-60.  As a 20-year-old game, the battery backup may be dying and
    you may be unable to save.
    Your other alternative is a Genesis emulator and a ROM.  An emulator
    runs on your PC and 'plays' ROMs that have been turned into ordinary
    files.  Emulators are available for several platforms (they all run
    each other's ROMs).  It is legal to own an emulator, but illegal to
    own a ROM without owning the original cartridge.  Listed below are
    popular emulators;
    PC: Genecyst, KGen, GenEm, *Megasis, *Gens
    Mac: *GenEm
    Most emulators now can run Warsong.  If you experience trouble, look for
    Gens and GenEm which I've used to play both Warsong and Langrisser II.
    For a list of genesis emulators, visit
     or  http://genecyst.parodius.com/
     or  http://www.emux.com
     or  http://www.gens.emuforce.com 
    Sites may or may not be up, and move frequently.  It is best to try
    a google search for "Gens", "Megasis" or "Warsong ROM"
    New in this FAQ
    I have added updates to the classes and added other information gained from
    examining the raw data in the ROM (using a hex editor & Amuseum's guide).
    HOW TO PLAY (for people without manuals)
    Warsong is a strategy game.  The object of each scenario is to
    accomplish the scenario goals through killing as many enemy units as
    possible and losing as few allied units as you can.
    Each scenario starts in "troop purchase & item distribution" mode.
    You will see eight boxes (four at the top and four at the bottom of
    the screen).  The boxes will be filled in with pictures of
    commanders.  Don't worry if some of the boxes are "bricked out", you 
    will gain and lose commanders as the game progresses.  
    From this screen, you can assign the items you have collected to each
    commander.  Each commander can only carry one item.  You do not have
    to distribute all the items, but (except for the evil axe) it doesn't
    hurt.  Most items affect the commander's personal attack/defense
    ratings, but have no effect on the troops.  
    Each commander can purchase troops.  Only one kind of troop can be
    assigned to a commander at one time, although they may have several
    types (eg, archer, horseman & soldier) to choose from.  You may
    assign up to eight troops to any one commander.  You do not have to 
    assign troops.  It costs money to hire them, and it is usually better 
    not to have the max.  Troops do not carry over to the next scenario, so any 
    troops that never see combat are basically wasted money.  It also takes
    time to move or cycle through the units each turn.  6 troops is usually
    adequate for a commander you want to promote, 0-4 are better for the
    others, depending on whether they will be used to soften up the enemy.
    After you are through assigning troops and items, proceed to the
    next screen; assigning locations.  Here you see a map of the entire
    scenario, with enemy starting positions as flashing blue dots. You
    can see potential starting positions as yellow crosses.  
    You must assign all available commanders to a starting location.
    Place each commander on one of the open crosses (you can't place two
    commanders in the same place).  When all commanders have been
    assigned, start the game.
    The main scenario map shows each commander surrounded by his or her
    troops.  The game procedes in three 'phases'.  Your movement phase,
    allied/friendly commander's movement phase, and the enemy's movement
    phase.  The only phase you have any control over is the first one.
    During your turn, you have several options.  You can move troops,
    move commanders, attack or cast spells.
    Moving troops
    This is fairly simple.  Select the troop, the cursor changes to a winged 
    boot.  The game calculates where your troop can move to (based on movement
    points and costs, explained later).  The squares that are unavailable are 
    darkened.  You can move the cursor to any brightened square and select it.  
    The unit will move to the location you specified, and if an enemy is 
    nearby you will have the option to attack it.  If you do not attack 
    immediately, you can't change your mind later.  You'll have to wait until
    the next turn.
    You cannot move through or on top of an enemy unit, even if it is
    flying.  Troops that are next to their commander at the beginning of
    the main Enemy/Friendly phase are healed up to 3 points.
    Moving commanders follows the same procedure.  If the commander's
    troops are in formation mode, any troops that were not moved may be
    moved automatically at the end of your phase.
    Either select 'attack' from the troop/commander menu or move the
    troop/commander next to an enemy unit.  The cursor changes to a
    sword.  Select an available enemy and press C, or press B to
    cancel attacking (you cannot attack later the same turn if you choose
    to pass; your troop will be Greyed out).
    The attack procedes automatically, and there is nothing you can do to
    influence the outcome short of restarting and attacking again.  
    During the battle, the two troops will rush towards each other to
    attack.  The center box shows what is currently being calculated and
    factored into combat.  Adjustments due to the terrain, commander's
    level and geography are all taken into account.
    Swords appear on both the left and right side representing how many
    'kills' each side has made in that battle.  If the opposing unit is
    wiped out, the victorious unit's commander gains experience.  If both
    are wiped out, both get xp.  The green bar representing experience 
    (inside the gold border) gets longer. When it is full, the commander 
    advances a level.  When a commander advances to level 10, they can 
    move up a class. (detailed on the advancement paths)  They start 
    out at level one in their new class.  If they are at maximum advancement, 
    they will stop gaining experience at level 9.  It is possible for enemy
    commanders to gain levels, but none advance to other classes (except 
    through story events).  You generally kill all enemy commanders each
    level, so their advancement is not really an issue.
    Casting a spell
    Only commanders can cast spells, and it takes all their actions (they
    cannot move or attack on the same turn).  Select the commander and
    the spell you want to cast.  Now select the center of the area of
    effect of the spell (squares that are too far away are darkened).
    The screen brightens the squares that will be affected by the spell.
    If you are satisfied with how the spell is targeted, continue to cast
    the spell.  Both the distance away from the caster and the area of
    effect increase when the caster advances past level 5 in their class.
    Spell ranges and effects are listed in another part of this FAQ.
    You do not regain MP until the next scenario.
    The scenario map
    You can move the cursor on top of a square or unit to see more about
    it.  When you move on top of a commander or a troop, the commander's
    'sphere of influence' blinks green, and all the commander's troops
    have a flashing yellow dot (or blue dot in the case of enemies).
    Troops with an 'x' in front of them are allied troops;
    computer-controlled, but friendly to you.  It is OK to allow allied
    commanders to die, they will return later.  Troops with an 'E' in
    front of them are 'Frozen' and can't be moved.
    Additionally, the commander displays another icon representing which
    formation mode the troops are in.  A sword means 'attack', a shield
    means 'defense', a boot means 'move' and the finger means 'manual'.  
    All troops belonging to the commander inside the 'sphere of
    influence' gain a bonus to attack and defense, based on the
    commander's class.  (see the list of classes)
    Each troop displays a number representing how much 'power' the troop
    has left.  When the power reaches zero, the troop is destroyed and
    cannot be revived.  A troop with at least one power can be brought
    back to the commander to be healed.
    If you move the cursor over an unoccupied tile, you will see a
    picture of the tile, followed by a description and the defense
    adjustment provided.  See 'moving and defense' for more about this.
    Game Preferences
    You can adjust the game speed to slow, normal or fast.  The default
    is Normal.  In Normal mode, the cursor moves to the enemy, selects
    each troop, selects the destination for the troop to move to, then
    animates moving the troop.  It also moves to each commander when
    they talk.  In slow mode, it does each of the steps slowly.  In
    fast mode, the cursor "jumps" to each troop and just moves it
    without stopping to draw its movement path.  Hold down "B" in slow
    or normal mode to make the game behave one speed faster.  While 
    many prefer Fast mode, Normal mode gives you more of a perspective of
    how far away (and where) the enemy is, since you can see it scrolling
    the screen to them.  In Fast mode, you should periodically check to
    see where the enemies are.
    "BGM" turns background music on or off.  (see the cheats section
    about changing the background music).  In "Semi-Automatic" mode, the
    cursor moves from troop to troop, opening it's move mode to allow you
    to set the destination and action for each troop.  It's annoying
    since it usually doesn't select the troops in an order that's
    Interruption saves the game mid-scenario.  You can only have one
    "interrupted" state.  You are prompted to save the game after each
    level.  It is suggested that you use a different save slot when you
    are trying to decide which advancement path to send a commander.
    It helps to save after each level, then start the new level with no
    troops (just place commanders in any order) to see where the enemies
    start and what troops they have.  Then reset and pick commanders, 
    troops and placement to match.
    Once a leader joins your team (ie. you can place them and control them), they
    will die permanently if they get killed.  I would reset or restart the 
    scenario if this happened.  One commander is scripted to die (he'll do it at
    the end of a level after you've beaten it) and another will leave before the
    final boss.  Both of these cases are normal and cannot be prevented.
    The enemy will not move their troops out of their "sphere of influence" (the
    blinking green squares).  If the enemy chases you, they can accidentally 
    strand some troops.  These troops will attack anything that moves next to
    them, but won't move on their own unless their commander comes back.
    A commander with troops will almost never attack directly, unless one of 
    your troops is sitting next to them.  When all their troops are gone, 
    though, they'll attack the weakest unit they can get to.  A stranded troop
    will still keep commanders from attacking directly.
    Everyone, even the weakest troop has a chance of doing at least 1
    damage to any enemy (if you're incredibly lucky, 2 points), even
    when the numbers show that it couldn't possibly work.  Yes, out-of
    range soldiers flinging spears can kill (a weakened) Chaos.  Cool, 
    huh?  To eke out experience, save the game and restart until the
    soldiers or leader takes out the enemy.  Freddie Nguyen points out
    that Civilians (with an attack power of 0!) can kill barbarians
    sometimes.  Likewise, I've seen them hurt a styrac on Scen 15.  It's
    amusing, but not something you should be counting on.  :)
    An enemy commander at 7 or less HPs will always choose to heal,
    rather than cast a spell or do anything else.  Enemies won't attack
    with troops lowered to 6 or less.  This means that if you hit the
    enemy with a Thunder or two, you will prevent it from attacking you
    for a while.  This is somewhat bad AI, since the game could win
    sometimes (particularly on Scen 8) if it would just run for it.
    Magic is somewhat underestimated by many people.  Magic ALWAYS does
    a certain amount of damage to each enemy within range.  That means
    that even if your troops can't hope to damage the enemies, the
    combined damage from several thunders, tornadoes and magic arrows in
    a row can rip the enemy apart.  Remember; Damaged troops are weaker
    and can inflict less damage than they could if they were fully
    healed.  After one Thunder, sic several troops on the enemy even if
    their odds are low.  The enemy won't attack with weakened troops,
    preferring to heal them instead.  One Tornado buys you a LOT of time
    to regroup while the enemy heals.
    From Freddie Nguyen:
    Try VERY hard not to take the full eight units when recruiting, Very 
    rarely will you need all eight. Four is good, Two is even neater.  
    Consider going commando (with no troops at all) on most levels b/c
    it's FASTER. No moving troops makes the game go lots faster.
    My note: I have this weakness of buying lots of troops I never use as 
    well.  This is a good point, you waste money and the game does go 
    slower as you have to move troops out of the way or spend turns
    shuffling them around at times.  You *can* beat the entire game
    without ever hiring troops (though it will either take forever or you
    will miss lots of XP).
    A commander will use his troops before commiting himself to battle
    (unless you stand next to him in which case you're expecting
    trouble). So try to make a picket line between him and his troops so
    they can't get to him (remenber no to touch him). he won't attack you
    but his troops will. Cut them off so they can't heal. Cut them off
    further away and they won't get the bonus.
    Devious spell-draining:
    Pick a commander (a Dragon knight if you have one), set all the
    troops on "manual" and stash them out of the way.  Fly solo touching
    the sphere of influence of an enemy spellcaster (but inaccessible to
    the troops; Over a high-wall, on a pillar, whatever so that no more
    than one of the spellcaster's troops can get to you).  The enemy will
    attempt to blast the commander with a spell (and probably also attack
    with troops if it can).  Heal your next turn and keep doing that
    until the commander is out of magic.  Now return to your troops and
    continue the game.  A ranger with the cross or shield is also good 
    for this.
    A defense formation is:
      TTT  where the troops totally surround the commander, or try to
      TCT  get as close as possible.  Troops will not attack.
    Attack and Move formation is:
      T T   Like a diamond.  In "attack", troops automatically
     T C T  attack enemies in the sphere of influence.  In 
      T T   'Move' formation, troops will attack any enemies
       T    they move next to.
    What's the point of the diamond?  Since the enemy always targets
    spells at the commander, Magic Arrows won't hurt the troops.  Also,
    if you are attacked, all the "healing" positions are still open to
    move the damaged troops into and replace them with fresh ones.
    You can also overlap two troop formations:
       12    With the two commanders in the middle.  Why?
      1212   I have no idea.  Move/Attack also prevents damaged
     12CC12  troops from getting healed.
    In general, there aren't many benefits to Formation mode after the
    enemy gets spells more powerful than Magic Arrows.  There is one
    benefit to 'Attack' though; troops in formation mode usually move
    after Allied commanders and their troops. If you put your troops in
    'Attack', they will attack after the Friendly troops have softened up
    the enemy.  Defense is a useful mode when you want to move a
    commander over a long distance without any enemies.
    In "formation" mode, the troops will often leave the positions you
    set them in a turn earlier.  This can be very annoying if you are
    trying to block a passageway or keep troops away from water or
    similar.  It's usually a better idea to leave them on Manual and only
    use Formations when you want to go a distance without enemies along
    the way
    For a much better defensive position when there's no terrain
    advantage, consider using a "Picket Line Defense"; have the troops
    just stand in a line.  Only the troops at the ends of the line can
    be attacked by more than one enemy unit.  (From Freddie Nguyen). 
    My note: There are very few times when the enemy can destroy your troop 
    units with only one of their units.  You can form a picket line with
    your "softening-up" troops, let the enemy attack you, then rotate out
    the damaged troops and kill the heavily weakened enemies with the commander
    who needs XP.  Then you can move fresh picket troops up to cover the troops
    from the weaker commander.  This works best when you can block a passageway.
    Terrain, Movement and Defense [QFM]
    Each square on the scenario map has several properties that are
    important to the game.  One is the "movement cost".  Each commander
    and troop type has a set number of Movement points each turn.  To
    move over a square, you subtract its Movement cost from the points
    you have available.  This makes moving over mountains and water
    difficult (mermen have the special ability to move through water, and
    flying troops treat all terrain as plains).  
    Some squares are impossible for ground-based troops to move onto.
    These include the white mountain peaks, and High castle walls.
    The other property of each tile is Defense adjustment.  This is a
    special bonus added to the DF stat of troops or commanders that end their 
    turn in that square.  Troops stationed on a castle wall have a better
    defense adjustment than troops stationed in plains.  If the DF bonus is
    40% and the unit's DF is 14, they will have an effective DF of 19.  Some
    troops have additional bonuses that add to the base terrain bonus.
    When you move troops and commanders, it's usually a good idea to
    position them to take advantage of the terrain, rather than to
    use the default formation and move your maximum limit each turn.
    Your best position is one that offers you a good defense bonus,
    while forcing enemies to attack you from a weaker position.  A
    Forest tile surrounded by four plains tiles is good.  If you are
    fighting water-based enemies (who get a large bonus when they
    fight in the water), set all your troops in positions that force
    the enemy to come on land to attack you.
    An "X" in the chart means that the square cannot be moved onto using
    that movement type.  Each class has the potential to treat each
    terrain differently, but there are 5 common movement types (there are
    10 movement types total, but the other 5 apply to 1 or 2 monsters each;
    I note the exceptions below, but for full details you can see my class
    spreadsheet, listed at the end of the FAQ).
      Terrain            MV Usage by          Defense
       type      Land  Horse  Monst Sea  Air   Bonus
      -------    ---------------------------  -------
      Plains/Cave  1     1      1    2    1    +10%
      House        1     2      1    1    1    +10%
      Road         1     1      1    1    1    + 0%
      Bridge       1     1      1    2    1    + 0%
      Forest       1     3      1    2    1    +20%
      Low Wall     4     X      X    4    1    +40%
      Rubble       3     4      3    2    1    +15%
      High Wall    X     X      X    X    1    +40%
      Mountain     2     3      3    3    1    +30%
      Mountaintop  X     X      X    X    1    +40%
      Water        3     3      3    1    1    + 0%
      Deep Water   5     X      4    1    1    + 0%
      Cast. Floor  1     2      1    2    1    +10%
    Note: A throne is a low wall, many impassable objects that appear  
     to be decorative count as High Wall.  Look at the icon that appears
     when you move over the square.
    You will also note that although Horsemen have 2 extra movement points vs. 
    soldiers, they lose it in penalties when crossing any non-flat terrain type.
    Any class that is riding a horse (and Horsemen) uses the 'Horse' movement 
    type, most other classes (besides swimming and flying ones) use the Land 
    movement type.  
    Grand Knights, Golems, Skeletons and dinosaur-looking classes use the 
    Monster movement type.
    Ants move as horsemen, except with even worse penalties.
    Kraken (commanders) and Lizardmen are swimmers, but have no penalties for 
    moving on land.
    Experience [QFE]
    There are no optional or repeatable missions in this game (unless you use
    the cheats to warp backward).  Therefore, the amount of experience available
    for leveling is limited.  If you want to get all your commanders to their
    highest class (and especially if you want two Saints), you will need to be
    careful not to waste experience, and do your best to prioritize who gets it.
    If you kill a commander, any remaining troops of theirs will also die.  They
    will add to your gold total, but NOT give any experience.  Try to avoid this.
    These would be my personal priorities:
     1. Get Garett to Grand Knight (or King)
     2. Get Sabra to Dragon Knight
     3. Get Mina and Calais to Saint
     4. Promote the rest to their final class
     5. Get Mina and Calais to Lv.5 (for better magic)
     6. Get others to Lv.5 
    Once Garett is a GK/King, he can buy archers to help promote the others.
    Baldarov should also stick to archers.  Once any character gets to their
    highest class they also be used to soften up enemies.
    Archers are great for helping other commanders.  They usually miss at least
    one shot, leaving the enemy at severely low health.  Then the weaker troops
    from another commander can mop them up.
    A couple high damage spells, such as Tornado + Fireball can do the same
    Commanders give more experience than troops do (about three times as
    much), Royal soldiers give about double what the average troop does.
    It would be painful to micro-manage every kill.  As long as you have an
    experience strategy in mind and stick to it, you'll probably get there.
    Avoid killing commanders before their troops are all dead, intercept the
    monsters on the missions where they try to fight the enemy.
    Since commanders give so much experience, it's worth it to save them
    for the person you are trying to promote.  However, that person may not be
    close by when another commander has destroyed all the regular troops.
    To save an enemy leader for one of your people, surround him with
    four of your troops (ideally with their commander right next to two
    of them, like so:
       T     T - Your troops, E - Enemy commander
      TET    C - Troop commander
    This "traps" the enemy.  Every turn, the enemy will attack one of the
    troops, swap out the troop he damaged for a fresh one and let the
    damaged one heal next to it's commander.  This gives you time to heal
    the commander you want to get the experience, or bring a far-away 
    commander to the enemy without the enemy getting away. 
    On several levels, more enemies show up as reinforcements on a
    certain turn (on some levels, they show up after being "triggered").
    When they appear, the commander will always try to appear in the same
    place, with the troops distributed roughly around it in a defense
    formation.  If the commander cannot appear in the same place (like,
    if you have your own troops there) it will try to appear as close as
    possible.  Troops will try to appear as close as possible within the
    sphere of influence, if there are not enough spaces, however, the
    troops that cannot appear close by will appear randomly on the entire
    map.  This means that if you can fill up the entire sphere of
    influence of an incoming commander (but not the commander's actual
    appearance spot) their troops will be scattered throughout the map,
    out of range...
    When a strategy calls for a commander to go "commando", that means to
    place them without troops.
    Scenario 1 - Save Garett
    Object: Save Garett by moving to the edge of the battlefield
    Commanders: Garett, Baldarov
    Placement: Place Garett and Baldarov
    Allies: Tiberon, Calais, Sabra, Alfador
    Clear Bonus: 1000g (+650g max killing score)
     Serpent Knight/8 Lizard men
     Bishop/4 Elementals
     Lord/8 Dark Elves
     Lord/5 Soldiers
     The easy way to complete this mission is to run away like they tell you to 
     do.  You can get to the top of the map in about 2 turns.  However, this 
     strategy wastes a huge ton of experience.
     If you're feeling more adventurous, try this: Give Baldarov one or two
     horsemen, then Garett as many soldiers as possible.  Head left to help
     Tiberon with the archers, finishing off weakened troops with Garett's
     soldiers.  Baldarov can't help much with his horsemen yet, but when the
     commander is dead, you can both go south to help out Calais.
     Sabra will probably die (she'll be back).  If Tiberon or Calais die, it's
     also not a big deal.  Hopefully they'll last long enough to do some damage
     to the enemy commanders so you get to kill them.  With luck, they'll also
     gain some experience.  I've seen Calais get to Lv9 on this scenario.
     When the mage gets to the king with his elementals, sit tight.  Garett's
     dad is a King (with a high defense), sitting on a throne (with a huge bonus
     to defense).  He'll barely take damage from elementals.  Get as close as
     you can without touching the mage's green sphere of influence and wait.
     As soon as you can attack the mage on two sides, go in with Garett and
     his soldiers.  The mage is weak to physical attacks.
     You'll win, and they'll say something about going for reinforcements
     and you'll leave anyway.  
    Scenario 2 - Protect Mina
    Object: Defeat all the enemies, or get Mina to the castle.
    Commanders: Garett, Baldarov
    Placement: Place Garett and Baldarov
    Allies: Mina
    Clear Bonus: 500 (+1020g max killing score)
     Shaman/6 Barbarians (x4)
     Shaman/4 Barbarians
     Shaman/6 Barbarians (on turn 13)
    Tips: (revised, thanks to Andrew Luxmore)  Get Archers for Baldarov.   
     If you give him horsemen, they will almost always completely
     slaughter the enemy (a horseman with 1hp can destroy a full company
     of 10 barbarians, if the horsemen is in range). Archers will usually
     miss one or two shots, and they will still be almost immune to the
     barbarians attacks.  Make a defensive spread of archers for the
     barbarians to slaughter themselves on during the enemy's turn, then
     on your turn move in Garett's troops to clean up.  Mina has a habit
     of moving out from behind your protective shield and close to the
     enemy.  If you know where she'll try to move to, you can block the
     spot to prevent it- you'll need to block several spots to prevent her
     from moving at all.  She will try to move about every other turn.  On 
     turns where she doesn't move, she will heal a commander at 6 HP or less 
     within range of her Heal1.  If you feed all the experience to Garett (and 
     had not wimped out of Scenario 1), he can make Lv4 of the next class on 
     this level.  If you cheat and warp back, a second run through can make 
     him advance to his highest class, either Grand Knight or King.
    Scenario 3 - Save Mina again.
    Object: Defeat all the enemies
    Commanders: Garett, Baldarov
    Placement: You cannot control placement on this level
    Allies: Mina, Thorne
    Clear Bonus: 750 (+980g max killing score)
     Shaman/8 Barbarians
     Shaman/6 Barbarians
     Shaman/4 Barbarians (x2)
     Shaman/2 Barbarians (x3)
    Tips: Not that tough, remember it doesn't matter if other commanders 
     get killed when they're not under your control.  Be an experience
     pig! Sabra joins and you win the 'Great Sword' after this level.
     If Garett was promoted on the 2nd scenario, then I'd give Baldarov no more 
     than 2 archers, and Garett 6 horsemen or 8 archers (depending on what he's 
     promoted to).  If Garett has not been promoted, then give him 8 soldiers
     and maybe 4-6 archers for Baldarov to use for softening-up.
     It is possible to get Garett to his final class here.  He has to
     have gotten to Lv4 of his 2nd class on the previous scenario, and must
     kill nearly everything on this level.  Thorne can't kill more than 4
     troops + 1 commander, with all the rest of the experience going to
    Scenario 4 - Gesundheit!
    Object: Survive long enough for reinforcements to show up
    Commanders: Garett, Baldarov, Sabra
    Placement: Place Garett, Baldarov and Sabra
    Allies: Mina, Thorne (turn 5)
    Clear Bonus: 800 (+410 max killing score)
     Great Slime/8 Slimes (x2)
     Great Slime/6 Slimes (x2)
     Great Slime/4 Slimes
    Tips: Unless you already have a Grand Knight or King (unlikely, 
     unless you went all-out on Scen 3), don't bother bringing troops
     since they can't hurt the slimes.  Head as far left as possible, 
     then position your characters in nice defensive spots (like in a forest 
     with clear plains all around it).   Sit around and beat up the enemies 
     with commanders alone. Mina and Thorne show up to "save" you on turn 5.
     You win if you're still around on turn 10.  Mina and Thorne join
     after you win this level.  You also get the Cross item.  Alternative
     strategy, courtesy Andrew Luxmore, is to get 4 archers for baldarov
     and 8 horsemen for Garett (if he is a Knight).  I have never killed
     all the slimes without cheating (warping back here with a Grand
     Knight or King). To max out on experience for Mina, head as far left 
     as you can so that she won't have to run to you when she shows up.
    Scenario 5 - Lance, round 1
    Object: Defeat Lance!  
    Commanders: Garett, Baldarov, Sabra, Mina, Thorne
    Placement: Place Garett, Baldarov, Sabra, Mina and Thorne
    Clear Bonus: 800 (+900 max killing score)
     Lance (Royal Guard)/8 Horsemen
     Fighter/8 Soldiers
     Fighter/8 Dark Elves
     Knight/ 8 Horsemen (x2)
    Tips: (revised, thanks to Andrew Luxmore, Freddie Nguyen).  The enemy 
     troops come in a good variety on this level, and they'll certainly try 
     to explot type weaknesses.
     Even so, you don't need a lot of troops to win this level.  If you
     are low on funds, you can get by with just your commanders.  Keep them
     clustered together, go up the middle path to the choke point where only
     a couple enemies can attack and rotate out damaged commanders.  It will
     work, it will just be very slow.
     I would recommend that you focus instead on promoting Garett and Sabra.
     If Garett is going the GK route, I'd definitely focus on him since you
     will be losing access to Baldarov's archers after this level, and having
     someone else to fill his role would be very useful.
     Buy 4-5 archers for whoever will be used to help promote the chosen ones,
     give the chosen commanders about 6-8 troops TOTAL (so if Garett is almost
     to level 10, give him only 2 with Sabra getting 4-6.  If Garett has a ways
     to go, give him all 6 and Sabra 2).  Don't bother with troops for Mina
     or Thorne.  
     Charge up the middle path between the mountains with Baldarov (or whoever
     is softening up the enemies for the chosen ones), with the chosen ones
     behind them.  Bring Mina along, but keep her in the back so she can cast
     Healing 1 whenever you have a bunch of hurt troops.  Then expose a line of
     archers for the enemy to attack, let them attack and get heavily damaged,
     mop up with the chosen ones' troops (then cover those troops with fresh
     troops or more archers), heal up, rinse, repeat.
     If you do it this way, the commander on the far right (and possibly also
     Lance) will get stuck.  When the other commanders are dead, run over to
     the right to take out the stuck commander, then finish off Lance last.
     Baldarov dies.  You can't prevent this.  Hopefully your replacement enemy
     softener is already ready.  If Sabra got some experience on level 1 and
     the slime level, she can make Lv6 of her second class (Lord, hopefully)
     here by taking out nearly all the enemies.
    Scenario 6 - You can't go home again.
    Object: Defeat Geryon
    Commanders: Garett, Sabra, Mina, Thorne
    Placement: Place Garett, Sabra, Mina and Thorne
    Clear Score: 1000 (+860 max killing score)
     Geryon (Lord)/2 Royal soldiers
     Knight/6 Horsemen (x2)
     Fighter/8 Soldiers (x2)
     Fighter/6 Dark Elves 
     You're back at Baltia castle, where it all started.  The enemies have
     thoughtfully beefed up the castle defenses so you can't just climb over
     the walls and rubble.  They've also put up a smart defense, using horsemen,
     archers & soldiers in just the right order.  When you bring in archers to
     attack the horsemen, the guys with soldiers will come out to defend.  If
     you stomp the soldiers with horsemen, then the commander with archers will
     be 2 steps behind them.  Additionally, the game forces you to divide up
     your commanders.  Of the 4 commanders, up to 3 can start out on one side.
     All-in-all, this is a tough scenario.
     You can try to mount two serious attacks.  A fully-promoted commander could
     start alone on one side and try to take out the horsemen and soldiers.  A 
     Lord with Archers can also solo one side, if you're careful about sticking 
     to the walls (in that case, give them the full 8 archers)  Or, you could 
     hedge your bets and put two commanders per side.  If whoever is closest to
     the bridge has archers, they can hopefully wipe out the horsemen and fall 
     back behind cover of your own horsemen or soldiers.
     I'd recommend giving up on one side.  Place a commander you can do without
     for a while on that side.  Give them no troops, or perhaps 1-2 archers if
     they can buy them.  Place them as close to the top of the map as you can,
     and then just have them run around the top of the map to the other side where
     all your other commanders are.  They will be chased by the commander with
     For your other commanders, decide who needs to the experience.  Give them 6
     to 8 troops; preferably archers or horsemen.  A Lord's archers are pretty
     tough, they can wipe out a horseman unit easily.  If you get them up onto
     the walls and force the enemy to attack from below, they can also hold their
     own against soldiers and other archers.  If you don't have a Lord or anyone
     to soften up enemies on that side, give 2-4 troops to the other commanders.
     Go on the offensive, stick to the high walls.  Mina's Healing 1 can help out
     if you have a bunch of lightly damaged troops.
     If Sabra's starts out at Lv4 of Lord, there is enough experience here to
     get her to Dragon Knight. 
     Alternate strategy (from Freddie Nguyen):
     Put Garret (commando) on the left, the rest on the right (troops or
     no, doesn't matter). Now take DEFENSIVE positions OUTSIDE the
     castle. Yup outside. On the right against the scenario wall is a
     good block for Garret to sit on. A hill block bordered by another
     hill, water and a plain. great defensive spot. Now that you have
     taken your defensive positions, sit and wait. The enemy will rush
     out of the castle to fight you. ideally 3 to the right, two to the
     left. Garret CAN take on two whole units if he's a Lord (or if
     you've been pumping him, a King!) Once the five enemy commanders
     have died, invade the castle. All that's left is Geryon and his
     royal soldiers. Take out the royal soldiers and Geryon will step off
     his throne to kill you. Fool. He's just given up a great defensive
     spot. Now waste him.
    Scenario 7 - Lance, round 2
    Object: Save Bayard (kill Momus)
    Commanders: Garett, Sabra, Mina, Thorne, Calias, Tiberon
    Placement: Place up to 6 commanders
    Clear Bonus: 1000 (+1235 max killing score)
     Momus (Fighter)/8 Dark Elves(x2)
     Serpent Knight/8 Lizard men (x2)
     Fighter/8 Soldiers
     Knight/6 Horsemen
     Lance (Royal Guard)/6 Horsemen (3 turns after you cross the bridge)
     Knight/6 Horsemen (3 turns after you cross the bridge) 
    Tips: Bayard is outnumbered 2 to 1, BUT he has a troop advantage 
     (soldiers vs. enemy archers) AND a defensible position (castle
     walls).  He can usually hold out at least 10 turns, but sometimes
     he'll get unlucky and take major damage to his troops, or send his
     troops on suicide missions.  You should definitely keep moving through
     this level and not waiting for the enemy to come to you.
     A few turns after you cross the bridge, Lance will show up with some
     reinforcements for the enemy (a bunch of horsemen).  If you're quick, you 
     can kill Momus before Lance shows up.  This will deprive you of a good 
     chunk of experience and about 350 gold though.
     My strategy would be to give Calais 8 guardsmen.  She'll be fighting the
     lizardmen on the left.  Lizardmen have such weak defense on land that
     the guardsmen and lizardmen will just kill each other evenly.  If you
     cast a spell so that the lizardmen are lowered to 8 HP or take advantage
     of the terrain (make them fight you from the plains while you're in the
     forest), you can tip the scales slightly so your guardsmen will survive
     with 1-2hp while killing the lizards.  Calais can't kill the commander
     though, so she'll need Tiberon, Sabra or Thorne to help.  I'd give Calais
     the shield in case she gets directly attacked.  It doesn't help her much,
     but she needs all the defense she can get.
     Team 2 would be someone you want to get experience for.  Ideally, they
     should have 8 Monks or Archers.  Another commander can go along with
     her, to soften up the enemy.  They should also have archers.  Run along
     the middle of the bridge, don't let any troops stop on the far right
     side touching the water.  Just keep running to the top each turn.  The
     lizardmen will come up on the bridge and slaughter themselves on your
     archers/monks.  The horseman commander will come down and do the same.
     Cross the bridge as quickly as you can and run for Bayard.  Odds are, he'll
     either be dying or just running out of troops.  Help him as much as you 
     can, but avoid killing or letting him kill Momus until Lance shows up.
     After you've sent Lance home on a stretcher, finish off Momus.
     Avoid letting Tiberon do much on this level.  He's useful as Croc Knight
     until Scenario 9.  It is possible for Bayard to get to Lv10 if he kills
     all the troops at his castle and the two commanders.  You'll get to choose
     his advanced class if he does. 
     Supplemental strategy (from Freddie Nguyen):
     Put Garret far right with archers. RUN over the bridge, You'll
     meet horseman who'll get slaughtered by the archers. Get Tiberon
     with mermen on the far left. Circle round the lizard men and target
     the soldiers on the other side. Keep them occupied and Garret can
     get to Anzel by Turn 7!! Lance shows up at Turn 14 [I've seen him as
     soon as turn 10, so I think it's a few turns after you get acroos
     the bridge] so you have time to mess around with Momus before taking 
     defensive positions in Anzel. That's right. Put Garret on the broken wall 
     and his archers on the walls. Remember archers slaughter horseman :)
    Scenario 8 - Lance, round 3
    Object: Kill the commanders that are running away.
    Commanders: Garett, Sabra, Mina, Thorne, Calais, Tiberon, Bayard
    Placement: Place up to 7 commanders
    Clear Bonus: 1200 (+1090 max killing score)
     Chief Commander (Lord)/2 Royal Soldiers
     Fighter/8 Dark Elves (x2)
     Fighter/8 Soldiers (x2)
     Lance (Royal Guard)/6 Horsemen (Turn 5)
     Knight/6 Horsemen (Turn 5)
    Tips: The enemy is retreating?  That's precious experience running away!
      Normally, you don't need to get all 8 troops for a commander.  In this
      case though, I recommend it.  There's a ton of soldiers to get through,
      and a bunch of archers behind them.  The soldiers will try to delay you
      while the archers and the Chief Commander run for the top of the screen.
      Guardsmen are pretty useless here.  If you have a Lord, take a bunch of 
      archers (I'd give them all 8) over to the road in the bottom left of the
      map.  They'll be a nasty surprise for Lance when he shows up.
      Monks and Soldiers do well against the enemy.  If you have some offense
      spells (Fireball or Thunder), they will do tons of damage to all
      the packed enemies and make it easy to finish them off with troops.
      If you can't easily kill an enemy unit on one turn, position your troops
      in defensive spots and let them attack you on their turn instead.  Then
      your counterattack can finish them off.
      To keep the enemy commander from getting away, it would be good to send
      someone after him to try to hurt him.  The commanders who can catch up
      to him the fastest (Dragon Knight Sabra or Croc Knight Tiberon) will get
      seriously hurt by the archers.  GK or King Garett + some archers is a
      safe bet.  Attack the enemy commander to lower him below 7HP, he'll be
      forced to heal the next turn instead of running.
      Lance appears on Turn 5, in the bottom left.  He has a bunch of horsemen
      with him.  To max out the experience on this level you'll probably have
      to delay the boss a few turns so you can have time to finish off Lance.
    Scenario 9 - Time to get Kraken (Lance, round 4)
    Object: Defeat the enemy commander, OR Garett to top row
    Commanders: Garett, Sabra, Mina, Thorne, Calais, Tiberon, Bayard
    Placement: Place up to 7 commanders
    Clear Score: 1200 (+1390 max killing score)
     Serpent Knight/8 Lizard men
     Grand Knight/8 Soldiers
     Fighter/8 Soldiers (x2)
     Fighter/8 Dark Elves
     Kraken/8 Leviathans (x2) (Turn 6)
     Lance/8 Horsemen (Turn 7)
      If you do nothing but sit tight on your side of the river, the serpent
      knight will come straight down to attack the commander below him.  The
      archer unit and two soldier units will slowly attempt to cross the river,
      going about 1-2 squares per turn.  On turn 6, the Kraken will appear and
      head for the nearest commanders.  These would be the enemy soldiers in
      the water.  There will be a big fight with heavy losses, the Kraken will
      probably win and come after you with whatever is left.
      Since that is a terrible waste of experience, I'd recommend diverting the
      Kraken down to you so you get to kill the soldiers, archers and both sets
      of Leviathans.  My strategy would be to pick two tough commanders to be
      bait.  They don't need any troops unless you think they can't survive 
      without them.  One goes up on the left peninsula and waits.  The other 
      goes right, out in the water off the right peninsula.
      If Tiberon is still a croc knight, this is his moment to shine.  Load up 
      with 6-8 mermen.  Start as far right as you can and swim across the water
      to fight the soldier unit that is trying to cross the water.  Keep the
      battle close to their shore.  Their soldiers can move at most 2 water
      squares per turn.  Position mermen so that 1 soldier unit can get to
      a full 10hp mermen on their turn.  They will attack and die, leaving your
      mermen at low health.  Rotate those into healing positions and replace
      with fresh mermen.  It is a little slow, but you can probably wipe out 
      the GK and Fighter's units without them getting very far into the water.  
      This should get Tiberon to Lv9.  He can lure Lance's horsemen into the 
      water later to get to Lv10, but I'd fall back and wait to do that till 
      the end of the level.  If you promote him to Knight (highly recommended)
      then you want to be close to land when he changes.
      Pick two other comamnders you want to gain experience.  Give them the
      max of their best troops.  If you have some fully-promoted commanders,
      besides Dragon Knight Sabra, get them 6-8 troops (total, between them) to 
      use for softening up the enemy.  DK Sabra doesn't need troops, but is
      great for damaging high-defense commanders like the Serpent Knight, or
      luring the Kraken back to your commanders.
      On Turn 6, the Kraken will appear.  Save.  Hopefully they will head for 
      the two bait commanders (reset if not).  Lead them down toward your side
      and away from the enemy.  Bring them to your waiting commanders.  Monks
      and Archers will shred Leviathans that are on land.  Guardsmen can also
      kill them (but will take heavy losses, so soften up the enemy with other
      troops/spells first).
      In my last game, the serpent knight was dead early on.  The lizardmen
      can be killed with Guardsmen, but the Serpent Knight himself has quite
      high defense and you'll need to gang up on him with high-AT units to
      bring him down.  The left-side soldier, archers and leviathan all got 
      to my commanders at about the same time.  They will attack each other, 
      so do your best to get in the middle and make them attack you instead.
      Run up when you're done and finish off Lance.  Ideally, you can promote
      Tiberon to Knight.  I also got Mina to Saint and Calais to Priestess on
      this level.
      Thanks, Andrew Luxmore & Freddie Nguyen for suggesting Guardsmen and
      Archers against the Lizardmen and Leviathans.
    Scenario 10 - Castle Crashers
    Object: Defeat the Chief Commander
    Commanders: Garett, Sabra, Mina, Thorne, Calais, Tiberon, Bayard
    Placement: Place up to 7 commanders
    Clear Bonus: 1200 (+1350 max killing score)
     Chief Commander (Lord)/4 Royal Soldiers
     Serpent Knight/8 Lizard men (x2)
     Bishop/8 Dark Elves
     Arch Mage/8 Soldiers
     Fighter/8 Soldiers
     Grand Knight/6 Archers (Turn 10)
     Grand Knight/8 Horsemen (Turn 10)
    Tips: If Sabra is a dragon knight, this is a great scenario to practice
     Devious Spell Draining to eat the spells of the Archmage and bishop.  
     Give her the shield to raise her defense past where the archers can 
     really hurt her.  Reinforcements (NOT Lance for once) show up on
     turn 10, from the left as well as the bottom. Save a commander or
     two to deal with them.  The commander on the left arrives with
     archers, the  commander on the bottom arrives with soldiers.
     Carleon joins after this level, and you get the Wand.
     Choose 1 or 2 commanders you want to gain experience and give them
     8-12 troops (if you only care about one commander, just get 8, otherwise
     6 apiece).  As always, 4-6 archers are great for anyone who is fully 
     promoted and can help soften up the enemy.  Horsemen are not that useful 
     here.  A Knight doesn't give them enough of a defense bonus to make them 
     survivable against most of the soldiers, and any other class can use 
     archers.   Guardsmen do OK against the lizardmen, as usual, but you'll 
     have to protect them from the soldiers.
     Supplemental strategy (from Freddie Nguyen):
     Go commando. Set up two picket lines to face the lizardman. Let
     Garret be your apex man. He should be a tough King by now.  A
     horizontal Line of 3 commanders, Garret then go down 3 commanders.
     Leave space for the lizardmen to be disadvantaged. Once again, the
     pitiful AI will charge out of the castle to get you, except for the
     Archer Commander and the Chief. Charge in once you're done outside.
    Scenario 11 - Lance, round 5
    Object: Garett to Center well
    Commanders: Gar, Sab, Mina, Thorne, Calais, Tib, Bayard, Carleon
    Placement: Place up to 8 commanders
    Clear Bonus: 1400 (+1850 max killing score)
     Arch Mage/8 Dark Elves
     Grand Knight/8 Soldiers (x4)
     Lance/8 Horsemen (Turn 5)
     Wyvern/8 Gargoyles (x2) (Turn 7)
    Tips: If you don't move toward the center of the castle, the flying 
     monsters will head straight for the archmage and all get slaughtered 
     by the archmage's spells.  Don't let that happen!  Charge for the
     top/bottom-center wals so they come after you instead and you get the 
     experience.  Lance (here we go again) shows up in the bottom-left on turn 
     5.  The Wyverns show up at the top and bottom center on turn 7.  Put
     commanders with horsemen closest to the center when you start,
     backed up by commanders with archers behind them.  Try to have at
     least one archer company on the top and bottom to deal with the
     wyverns (and Lance).  Sabra can hide in the right-most stair room 
     under the pillar (touching the archmage's sphere of influence) to
     absorb the spells.  The Wyverns can cast Fireball, so be ready.
     From Andrew Luxmore: Carleon can take out Lance if he is backed up
     by a Grand Knight Garett.
     Supplemental strategy (from Freddie Nguyen):
     Put a Lord in each corner with some archers. (Garret counts as one
     of these) Don't let the archers fight the soldiers but bring them
     onto some walls before the wyverns reach the dark elves.
    Scenario 12 - Warsong!  Ambush!
    Object: Pulverize Pythion
    Commanders: Gar, Sab, Mina, Thorne, Calais, Tib, Bayard, Carleon
    Placement: You cannot control placement on this level
    Clear Bonus: 1400 (+2050 max killing score)
     Pythion (Kaiser)/8 Royal Soldiers
     Lord/6 Royal Soldiers
     Arch Mage/8 Soldiers
     Bishop/8 Dark Elves
     Wizard/8 Dark Elves
     Grand Knight/8 Soldiers (x3)
    Tips: Well, it looks like your brilliant idea of splitting up and taking
     both sets of stairs has walked you into an ambush.  The enemy has 
     surrounded half your forces, which are cut off from the other half by a
     second group of enemies.  Additionally, the enemy has tried to match up
     your commanders with troops they are weak against.
     Garett, Mina, Tiberon and Bayard start on one side (the left side).  
     Tiberon, who is probably a Knight, is facing a squad of archers.  Bayard
     is facing soldiers.  On the other side of the wall, Sabra is right next
     to another squad of archers (bad news for Gryphons!).  She starts near 
     Calais, Thorne and Carleon, who are all facing Soldiers.
     Archers are disadvantaged here.  They are still somewhat useful for 
     softening up the enemy soldiers, but will have a hard time killing anything
     unless it is at 6 or less.  They are great against the two enemy 
     spellcasting commanders though.  Horsemen are useful if you have a fully 
     promoted commander, but otherwise they don't do much better than soldiers.
     They will also have a hard time getting anywhere on this level, which is 
     all "indoors". Monks are great for softening up enemies, and can finish 
     off troops that have been weakened.
     Sabra's side will have the toughest job.  I gave Sabra no troops and flew
     her as far to the left as possible on her turn (over a wall).  The Arch 
     Mage next to her spent the next 4 turns launching fireballs and attacking
     with soldiers.  The damage was easily treatable, and this kept the mage's
     troops out of the bigger fight going on.  I got the full 8 troops for Thorne
     and Carleon, both of whom needed experience.  Calais got 6 monks, and ran
     straight south to assist Thorne and Carleon.
     Tiberon's horsemen aren't very useful.  The wizard's archers on his side will
     completely murder horsemen, and the GK on his side has some nasty bonuses to
     attack that cancel out the weak +2 DF horsemen get for fighting soldiers.  
     They also have movement penalties over the whole map.  You could just skip
     giving him troops, or stick to soldiers if you want him to get XP.  Give 
     Garett 6 archers and Bayard his full 8 soldiers.  If Mina is a Saint, then 
     her Tornado + Garett's softening-up troops should be enough for Bayard to 
     mop up everything.  If you don't have much for spells, then give her Monks 
     instead and focus on giving her the experience to promote her.
     If you're having a hard time on the right side, you could give Sabra a 
     bunch of Gryphons, then kamikaze the Arch Mage, killing him on the first 
     turn, but wasting a chunk of experience.
     From Andrew Luxmore: Archmage Calais can Earthquake the whole right 
     side and assist in keeping the commanders under 7hp (and not casting 
     spells).  Switch Sabra with Carleon.  
     You'll collect Warsong (awww yeah!) and the Evil Axe on this level.  Finally
     some decent equipment!
    Scenario 13 - Let's NOT get stoned...
    Object: Defeat the basilisks
    Commanders: Gar, Sab, Mina, Thorne, Calais, Tib, Bayard, Carleon
    Allies: Lance/Gryphons (x8) - after stepping on the box
    Placement: Place up to 7 commanders
    Clear Bonus: 1400 (+1340 max killing score)
     Basilisk/6 Styracosaurs
     Basilisk/4 Styracosaurs (x2)
     Great Slime/8 Slimes (x2)
     Queen Ant/8 Evil Ants (x2)
    Tips: If none of your commanders has died, one of them will have to sit 
     this level out.  As it turns out, the enemy troops all have a somewhat
     high defense; not a problem for your commanders attacking directly, but
     any troops will get wiped out.  I'd suggest leaving all troops behind.
     If you thought the last level was a bit unfair, then you'll really love
     this level.  The enemy basilisks have a wacky 0MP spell that can turn
     your commander to stone.  They'll be spamming that sucker at every 
     opportunity.  If Garett gets stoned it's game over.  If anyone else is
     stoned, they won't be attacked by the enemy but they can't take any
     actions.  You'll have to step on the magic box of buzzkill in the top part
     of the map to un-stone them (and then nobody else can be stoned).  
     Stepping on the box will also free Lance, who will immediately fly down
     with his pack of gryphons and try to steal as much XP as he can.
     Unlike most spellcasters, the basilisks will cast the spell even if you
     aren't touching their sphere of influence.  Since they are all higher
     than lv6, they can cast their spell 6 squares away.  It also will hit
     neighboring squares.  Always keep this in mind during this level.  The
     only way to prevent them casting the spell is to be out of that range, or
     to lower them to 7HP or less so they'll treat instead.
     Since they're so dangerous, I would advise against trying to extract all
     the XP on this level, and just try to take out the basilisk commanders.  
     You will need high offense to be able to hurt them.  Only the Queen ants
     (the ant commanders) and Great Slimes (slime commanders) have a ranged
     attack on this level.  That means that you can give the Evil Axe to a
     weaker commander and they can hopefully kill most enemies before they
     can close the distance.  It's still a little risky.  I didn't use it.
     Knight Tiberon can slaughter any slimes or ants that attack him; he'll
     make good use of a defensive item.  If someone fireballs the enemy and Tib
     has a nice defensive spot, he can probably wipe them all out when they
     attack him.
     Dragon Knight Sabra is your panic button here.  She can wait a turn or two,
     then fly straight north to sit next to the magic box.  If you start flying
     there on the first turn, the slimes in the north will chase her.  If you
     wait, you can have her fly past them and send another commander up to meet
     the slimes to bring them down to the rest of your commanders.  If someone
     gets stoned and you want to fix it, Sabra can step on the box.
     Lance joins after this level.  He's maxed out on experience and he'll bail
     on you before the final scenarios.  You also get the Amulet.  The Amulet 
     super-sizes the sphere of influence.  It doesn't boost your bonuses, but
     your troops can be twice the distance away.
    Scenario 14 - 487 Werewolves
    Object: Save a town from wolves
    Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
    Placement: Place up to 6 commanders
    Clear Bonus: 1500 (+1530 max killing score)
     1 Were Wolf
     Were Wolf/8 Were Wolves (x6) (After you defeat the loner)
    Tips: Three of your commanders will have to sit this one out.  Also, the
     werewolves are pretty strong.  They all have a 21 DF and the troops have a
     murdertacular 31 AT.  If you're trying to get experience for someone not
     fully promoted, their troops will not be very effective.  They will have
     to let another commander's troops take the attack on the enemy's turn, then
     jump in to finish off nearly dead wolves.
     The best troops are archers or monks with a high attack bonus.  GK, KM, 
     Saint or Arch Mage basically.  3 groups of were wolves will appear on
     each side of the city.  The top-right werewolf will head for the top-right
     civilians.  The bottom-left werewolf will stay in their starting spot if
     you don't come out of the city on the left.
     The civilians are supposed to run to the center building, but may get 
     bugged and stay in their starting positions for the whole scenario.  You
     will have to send someone north on the right side to try to intercept the
     wolves who go for the top bunch of civilians.
     You can try this without troops.  Have your heroes take shelter in the 
     buildings and let the werewolves come to you.  Rotate out damaged leaders,
     and use spells to lower the wolf troops down to 8 points.  You lose the 
     civilians this way, but it is easier to win.
       - (Thanks Abacrombie)
     Alternate strategy (from Freddie Nguyen):
     The civilians WILL move towards the very center building and hide
     there. half of your commanders defending the doorway will nicely
     stop off the werewolves. Pick another building somewhere for the
     other half of your commanders.
    Scenario 15 - Killer pot
    Object: Save the town from the great dragon.
    Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
    Allies: Fire Element (after defeating the shaman)
    Placement: Place up to 4 commanders
    Clear Bonus: 1500 (+1340 max killing score)
     Great Dragon
     Gorgosaur/6 Styracosaurs (x2)
     Shaman/8 Barbarians
    Tips: Again we continue the trend of making you leave commanders behind.
     You can only bring 4 this time (don't worry, this is the last level
     where your commanders have to sit it out).  5 of your commanders will
     be warming the bench this time.  You must take Garett, as always.  I'd
     also recommend taking Dragon Knight Sabra (or Lance, if Sabra is not a
     DK).  The main enemy here is Styracs, and they have a nasty 24 DF, even
     harder than the werewolves from the last level.  
     A Saint + Monks would be useful here.  The high offense bonus, plus
     Tornado would be great.  The Gorgosaurs can't turn you to stone, but they
     aren't shy about chucking fireballs at you.  Each one has 3 fireballs, and
     the Dragon will also cast a special fireball that goes out 4 squares 
     (twice as far as most fireballs).
     The Great Dragon itself is a special problem.  With 35/35 stats, only the
     Ranger class can hurt him without a boost.  A fully promoted Garett + the
     Evil Axe can do it, as well as a Dragon Knight/Knight Master with Warsong
     (or the Axe).  It is still vulnerable to spells, but with only 4 
     commanders you can't really unload on it.
     You have an ace in the hole, however.  If you run (preferably fly) 
     straight north, you'll see a shaman and a bunch of barbarians.  If you
     kill the shaman, you'll get a temporary ally: A genie with 41/34 stats.
     He'll help you stomp the dragon.  If you want to give it a try on your
     own first, you can send Sabra up there, wipe out the barbarians and leave
     the Shaman alone.  Whenever you need the Genie, whack the Shaman and the
     Genie will teleport down to the dragon.  Don't assume the barbarians will
     be pushovers- Gryphons have such a miserable defense that they die pretty
     much 1 to 1 with barbarians.  Sabra can sit on a post and let them attack
     her first.  
     Your "allies" are 3 fighters with 8 civilians each.  On turn 2, the top and
     middle one will start running for the city.  On turn 6, the bottom one will
     also realize that's a good idea.
    Scenario 16 - Revenge of the Guardsmen
    Object: Kill the dragon.  Again.
    Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
    Placement: Place up to 8 commanders
    Clear Bonus: 1500 (+1980 max killing score)
     Great Dragon/8 Styracosaurs
     Gorgosaur/8 Carrion Crawlers (x2)
     Queen Ant/8 Evil Ants (x3)
     Great Slime/8 Slimes (x2)
    Tips: One commander has to sit out, but I don't really think of Lance as one
     of my commanders.  I didn't invite him to any of the remaining scenarios.
     They say the dragon is badly injured, but he seems fine to me.  Its stats
     are still 35/35 and now he has an army of styracs to defend him.
     Start anyone with guardsmen on the left to waste the slimes.  It's payback 
     for getting stomped on while they were clerics or warlocks. You don't need 
     more than 6 guardsmen total.  Even out-of-range guardsmen can still wipe 
     out the slimes without getting hurt.  Wait one turn before moving left of 
     where you start though; otherwise the queen ant in the bottom right will 
     come up with the slimes.  
     If you get the queen ant, the ants can easily kill guardsmen.  Send you
     guardsmen away, lower the ants health with spells, then let them attack 
     your commanders.
     Nobody else needs troops, but if you want to bring them, horsemen do OK.
     You will be fighting the dragon again, and this time there is no genie to
     bail you out.  Instead, you have all 8 commanders and a chest with a sword
     for whoever steps on it.  The sword gives +5 AT/+3 DF and temporarily 
     replaces the item of whoever opened it.  I'd give it to someone with a
     high AT (GK Garett, KM Tiberon).  When you get to the dragon, beat it up
     with all your commanders.  I had a bunch of spellcasters (magic knights
     and saints), so hitting him with several thunders, tornados and blizzards
     will make quick work of the styracs and lower the dragon down to where it
     can be killed by a commander with good equipment.
     I'd give someone with high AT the Evil Axe as insurance.  Sabra or Garett
     can make use of it, since you can keep them out of combat unless you need
     them.  Give the sword to someone else with high AT if it will help them
     get over 35.  Give yourself some options.
     Sabra can help a lot by flying along the cave walls down to the Gorgosaurs
     and letting them use up their fireballs on her.  Then she can do the same
     to the dragon.  If she's not a DK, then Lance can do it.
     The sword disappears at the end of the battle.
    Scenario 17 - Dinosaur Duck Hunt
    Object: Kill everything in sight
    Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
    Placement: Place up to 8 commanders
    Clear Bonus: 1600 (+2880 max killing score)
     Gorgosaur/8 Styracosaurs (x2)
     Wyvern/8 Gargoyles (x6)
    Tips: 3 sets of flying enemies will fly down each side.  They will arrive one
     turn after each other.  The flyers are all weak to archers, even 
     out-of-range archers can do a lot of damage to them.  One magic knight with
     6-8 archers could easily handle all the flyers on one side.  Set up in a nice
     spot with your archers in defensive positions, make sure that you are not 
     touching the incoming wyvern's sphere (so that it won't fireball you), then
     let them fly in and attack.  They won't manage to kill anything, but will 
     have a few nearly-dead units.  Thunder the rest (hopefully taking the wyvern
     to 7hp or less), rotate out the hurt archers and wait.  Next turn they'll
     attack with a bunch of injured gargoyles against your full-strength archers
     and wipe themselves out.  Rinse, repeat.
     Part 2 of the stage will be the Gorgosaurs.  At least they're not basilisks.
     The styracs have high defense, so make sure they don't get defense bonuses
     on top of that.  Make them fight you in the plains even if you can't get a
     good defense bonus yourself.  Otherwise your troops will barely hurt them.
     Hopefully you still have some spells left.  Archers aren't great against
     styracs, but styracs weakened by some spells can be picked off by anyone.
     They styracs usually strand 4 of their troops in the mountains.  If you 
     want that XP, Sabra can fly up and get it.  Beware of the gorgosaur 
     fireballs; they hit a large area.  If you want to be done with this level
     quickly, bring Lance.  He and Sabra can start flying up to meet the 
     styracs on turn 6 (when the last of the wyverns is fighting your other
    Scenario 18 - Somebody call for an exterminator?
    Object: Kill Naxos
    Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
    Placement: Place up to 8 commanders
    Clear Bonus: 1800 (+1480 max killing score)
     Naxos (Conjurer)/8 Golems
     Living Armor/8 Skeletons
     Queen Ant/8 Evil Ants (x3)
     Great Slime/8 Slimes (x3)
    Tips: This is the last time you'll be seeing slimes.  If someone with 
     guardsmen needs experience, 4 guardsmen should be enough to wipe out
     the top two groups of slimes.  You'll just need to protect the guardsmen
     from the ants and skeletons that are in the way.
     This is also the last time you'll get to use Lance.  If Sabra is not a
     DK, then bring Lance to eat Naxos' blizzard spells.  If you want a cheap
     and quick win, bring some gryphons.  Naxos leaves himself open to attack
     from the air, so you can kill him in 3 turns if you like.
     You can also use an Earthquake early in the level to damage the wall,
     then climb across it to fight Naxos and skip all the ants.  I'm going to
     assume you'll take the free XP and fight all the enemies.
     There is one group of Skeletons that starts close to you.  Monks will
     trash these guys like archers murder gryphons.  Monks also do OK on all
     the rest of the enemies.
     It looks like attacking Golems is pointless: they have 20 AT/42 DF, which
     puts them out of range of everything but a ranger + attack item, or DK/KM
     with the Evil Axe.  However, somehow your horsemen can still do 1-2 damage
     without getting hurt much.  Your best bet is to save some spells on several
     commanders for the end, then unload them all at once.  Once you can get to
     Naxos, he has pitiful stats.  Out-of-range troops can kill him.
     You get the Orb (halves MP cost for spells!) and lose Lance after this
     battle.  I'd call that a good trade.
    Scenario 19 - Death to Mortimus
    Object: Kill Mortimus
    Commanders: Gar, Sab, Mina, Thorne, Calais, Tib, Bayard, Carleon
    Placement: Place up to 8 commanders
    Clear Bonus: 2000 (+1600 max killing score)
     Mortimus (Sorceror)/8 Skeletons
     Bishop/8 Dark Elves
     Wizard/8 Dark Elves (x2)
     Lord/8 Royal Soldiers (x2)
     Fighter/8 Soldiers (x3)
    Tips: You will have to circle around the enemy's castle.  There are two ways
     around, and if you have troops you should probably go both ways since they 
     are so narrow and congested.  The enemy spellcasters will attempt to harass
     you with fireballs and blizzards along the way,  Mortimus will try to use
     Confusion or Sleep to mess you up.
     Soldiers do pretty well here.  Monks are great against the final skeletons.
     Horsemen are OK against the weak soldiers, but tend to lose against the 
     royal soldiers and skeletons unless they have a numerical advantage.
     The spellcaster AI is fairly simple.  They will head for the closest 
     commander (even though they are on the other side of the wall), then cast
     their spells on you.  Their spells do a fair amount of damage and hit a 
     wide area (especially the Bishop's powered-up dragon fireball).  I would
     suggest sending commanders solo to be spell-bait.  Anyone can do it, though
     Sabra is best at it.  Just move so you are touching their sphere of 
     influence and make sure no other friendly troops are close.  When the 
     spellcasters run out of spells they'll just wait around until you get 
     close to them inside the castle.
    Scenario 20 - Chaos
    Object: Kill Ganelon, then Chaos
    Commanders: Gar, Sab, Mina, Thorne, Calais, Tib, Bayard, Carleon
    Placement: Place up to 8 commanders
    Clear Bonus: 2000 (+930 max killing score) -- not that it matters
     Ganelon (Wight)/8 Styracosaurs
     Living Armor/8 Skeletons (x6)
     Chaos/8 Elementals (After you kill Ganelon)
    Tips: There's tons of skeletons on this level, and monks rip through those 
     like there's a free prize inside.  As an extra, monks also get bonuses 
     against Ganelon (he's got a 34 DF and is tough to hurt otherwise); they
     can do 2-3 points of damage on him, even when he's sitting on his throne.
     Give Warsong and the Great Sword to whoever you have to so that you can
     have an AT higher than 35.  You might also give out the Evil Axe.  Chaos
     is 35/35, the same as the great dragon.  He's not immune to magic though.
     Horsemen and horse commanders suffer movement penalties over the whole 
     level.  Even with a +8 AT bonus from a GK/KM, they still can't hurt the
     styracs.  Archers with a high AT bonus can do OK against the skeletons,
     and can also extinguish Chaos's elementals.  
     There are three groups of Living Armor/Skeletons on each side.  If you have
     two classes that can use monks, I would form a picket lines on each side
     and let them come to you.  DK Sabra can drain their blizzards.  The top
     two groups tend to get stuck and unable to get to you.  
     This is DK Sabra's shining moment.  First, she can fly up to the probably-
     stuck skeletons and lure them back down, soaking up their blizzards.  Then
     she can head for Ganelon and let him use up his VERY NASTY thunder spells.
     On top of that, bring a bunch of Gryphons.  Ganelon's styracs are boosted
     to 30 AT/30 DF.  Only Gryphons can hurt them, though other troops may get
     You'll most likely need to use some magic on Ganelon and finish off his 
     troops with Gryphons.  After that, you only have to worry about Chaos.
     Chaos's elementals are easily splattered by archers with a high AT bonus.
     Most other troops can at least do even damage to them.  Gryphons will still
     get slaughtered though, so don't use them if you can help it. If you save 
     at least 1 spell on a bunch of commanders, you can defeat him that way 
     fairly easily.  
     For fun, you can trap Ganelon for a few turns and have everyone else 
     surround the central area in the empty north chamber.  You could beat Chaos
     without him ever getting a chance to move.
     Enjoy the ending!
    Here are the hero characters in the game, along with their name in
    Langrisser and their recommended advancement path (marked with *).  Their
    name in Langrisser is given in parentheses.
    Garett (Ledin) - Your main hero.  If you lose him, your game is over.
     Garett is a decent fighter through most of the game (as a fighter
     class, he also gets a few bonuses), but really shines as a Grand
     Knight or King.
     GK has better troop bonuses and personal attack.  King has some weak 
     spells (Healing 1 & Arrows).  King sounds cooler, though.
     I recommend GK, but it's really your pick. (thanks, Andrew Luxmore)  
       Fighter -> *Knight or Lord
        Lord    -> King or Magic Knight
        Knight  -> Knight Master or *Grand Knight
    Baldarov (Volkov) - Garett's bodyguard.  Can't advance or gain exp.!
     Plus, he dies later (this is not preventable.)  His troops are 
     practically invincible though with his +9 to defense.  Try to use
     him as little as possible, and only for softening up the enemy (by
     either attacking first, or letting the enemy come to his troops).
       Sword Master
    Mina (Kris) - A travelling cleric Garett meets on the road.  
     Mina and her troops are really weak until she becomes a Saint,
     however, once she does then she'll really start toasting the
     enemies.  Feed her experience.  (azheem@beaches.net)
     As a Cleric she has some large bonuses when she personally
     attacks slimes, but loses this bonus when she promotes to any
     other class.
       Cleric -> Warlock or *Priestess
        Priestess -> High Priestess or *Saint
        Warlock   -> Bishop or Wizard
         Wizard   -> (same as Calais)
    Calais (Jessica) - The court mage of castle Baltia 
     Arch Mage sounds cool, but the spells aren't as useful as the Saint's.  It
     will take a lot more work to get to Saint though, and you'll be weak and
     without good spells for your team until you get there.
     If for some reason you want Calais to become a Bishop, she can advance
     to Cleric (taking her to Mina's Cleric class), then become a Warlock
     again and THEN become a Bishop.  I can't think of any reason why you
     would want to do that, unless you really really want the cool-looking
     fireball spell that has dragons.
       Warlock -> *Cleric or Wizard
        Wizard -> Arch Mage or Magic Knight
         Magic Knight -> Ranger
        Cleric -> *(same as Mina)
    Sabra (Nahmu) - Commander of the Baltia troops
     Sabra is the only full-time member of your team that can become
     a dragon knight and fly.  Do it, it's well worth it. She's even
     a decent fighter up until then, too.
       Fighter -> Knight or *Lord
        Lord   -> *Dragon Knight or Magic Knight
          Magic Knight -> Ranger
        Knight -> Knight Master or Grand Knight
    Tiberon (Tiira) - Reformed pirate & navy commander
     Unless you want him to be left far behind your party in later
     stages of the game, DON'T make him a serpent knight.  He's
     better as a Knight Master, even though it's not a great class.
     Andrew Luxmore comments that having a serpent knight or Croc
     Knight is a fairly big advantage on the stages where it is
     useful (7-9).  I agree, but wouldn't want to make him so
     crippled after that.  Still, if you never plan to really
     use him again (especially to move anywhere), then you could
     make him a Serpent Knight.  A good alternative would be to
     intentionally keep him from promoting until the end of Scen 9,
     then make him a knight.  
       Crocodile Knight -> Serpent Knight or *Knight
        Knight -> *Knight Master
    Thorne (Soun) - One of Lord Carleon's Knights
     Generic fighter with no outstanding abilities.  I prefer 
     Magic Knights to Knight Masters generally, but there are 
     benefits to either I suppose.
     As a fighter, Thorne (and Bayard/Carleon) has a very slight defense bonus 
     when personally attacking slimes.  He loses it when promoting to another
     class.  You probably won't make use of this bonus except on the first
     stage where you see slimes.
       Fighter -> Knight or *Lord
        Lord   -> *Magic Knight
        Knight -> Knight Master
    Bayard (Albert) - Commander of castle Anzel
     A clone of Thorne with a different picture.
       Fighter -> Knight or *Lord
        Lord   -> *Magic Knight
        Knight -> Knight Master
    Carleon (Hawking) - Friend of Garett's father
     Another Thorne clone.
       Fighter -> Knight or *Lord
        Lord   -> *Magic Knight
        Knight -> Knight Master
    Lance (??) - One of emperor Pythion's commanders
     Another dragon knight is fun to have, except this guy will
     eventually abandon you, and can't gain experience anyway.
       Dragon Knight
    Note: If you follow the recommended advancement paths, you will have
     1 Grand Knight, 2 Saints, 1 Dragon Knight, 1 Knight Master and 3
     Magic Knights.  
    Troops can't usually do more damage than they have points; that means
    that a troop that is at 7 HPs can usually only do 7 points of damage.
    All hand-to-hand troops can get a counterattack on any other
    hand-to-hand troop that attacks them and misses.  So if the enemy
    usually misses, the troop can completely destroy them.  This shows up
    best when scores are drastically different and the enemy has weak
    defense (so your counter-attack succeeds), like Baldarov's Horsemen
    vs. Barbarians.  It does not apply when fighting Archers/Monks or
    when your troops are using a distance attack (fighting someone on a
    wall when you are on the ground, etc..)
    For example; one of Baldarov's horsemen with 1hp fights the
    barbarians with 10hp.  The horsemen's revised stats (with Baldarov's
    +9 defense bonus) are 21/24.  The barbarian's stats (the shaman gives
    no bonus) are 19/14.  Each of the 10 figures will attack the single
    horseman unit and miss (19 vs 24), the horsemen will get a
    counterattack (21 vs 14) and kill the figure that attacked it.  All
    10 figures will attack the lone horseman, all 10 will probably die.
    The horseman gets 1 attack of it's own as well.  This is why it is
    better to bring Archers for the commander doing softening-up for
    other commanders.  The archers only get 1 attack, and usually miss at
    least 1 or 2 shots.  Archers don't counter-attack their attackers,
    and no-one can counterattack their arrows.
    The weakest offensive and defensive stats, but they get to shoot first 
    (before the enemy can get to them) so they may destroy many of their 
    opponents.  When fighting in a forest, they get a 40% bonus to defense (vs 
    the normal 20%).  They always seem to miss 1-2 shots, even when their 
    offense stat is much higher than the opponent's defense.  If, however, you 
    soften up the enemies with a spell or two, then set your archers in good
    spots to wait for th enemy's attack, they can work wonders - wiping 
    out several companies of enemies without even getting hurt.  
    When fighting flying or horse-mounted troops, they get +4 to attack and +2 
    to defense.  They do NOT get this bonus against enemy commanders riding
    horses, but DO get it against flying commanders.
     Good against: Horsemen, Mermen/Lizardmen, Elementals
     Weak against: Soldiers
    The basic, average troops.  If they can't physically reach the enemy, they 
    fling spears like archers (without archer bonuses).
    They get +2 AT/+4 DF when fighting archers.  This is a pretty weak bonus,
    so unless they get a high +DF from their commander they're probably going
    to lose a few people.
     Good against: damaged Archers, Barbarians
     Weak against: Horsemen
    Mounted troops.  Somewhat stronger Attacking, but vulnerable to ranged 
    attacks.  Although stats are highest overall, this type of troops suffers
    movement penalties on all terrain types except regular plains and roads, 
    making them *slower* than soldiers and archers.  On flat terrain, their 
    +2 movement range is a help though.  Keep them on it when you move.
    Against soldiers and most enemy commanders they get +4 AT/+2 DF
     Good against: Soldiers, Barbarians, Evil Ants
     Weak against: Archers
    Aquatic troops.  Strong offense, but also easily killed.  They can move 
    quickly through water, and get a +50% defense bonus in it.  This raises 
    their defense to a pathetic 11-12 (if in range of their commander).
    Against archers, their miserable defense gaurantees they'll die... like 
    shooting fish in a barrel.  Against other troops, you can expect to some
    mutual destruction (so you'll win if your troops start out with more
    health).  Against DAMAGED commanders, any mermen that aren't killed by
    the range attack have a good chance of doing some damage.
    They're also a little expensive.  Their shining moment comes in stages
    6-9 (with a lot of water), and then the rest of the game is fought inside.
     Good against: damaged Commanders in the water
     Weak against: Archers
    "Mermen of the sky"  With their cruddy defense, even barbarians can walk 
    all over these troops.  Their main advantage is their high offense score 
    31 and the ability to fly, making them your most mobile troops.  Since 
    they'll get badly hurt by any enemy, don't buy them unless you have an 
    enemy with a strong defense that you want to use them for.
     Good against: Carrion Crawlers, Styracosaurs, damaged Commanders
     Weak against: Archers 
    Weaker Holy troops, temple acolytes.  They have low scores but get special 
    bonuses vs. slimes.  They are good for attacking Lizardmen or anything with 
    a low defense score (they come out about even, but are cheap and expendable).
    Against slime, they get an insane +14/+18, raising the stats of even out-of
    range troops to 30 AT/28 DF.  Even a Great Slime (Commander) only has 19 AT
    and 28 DF.  A 1 HP guardsman can usually wipe out a 10HP slime.
    They also get +2 AT/+4 DF vs Archers, just like soldiers.  However, their
    defense stats are too weak to survive attacking archers with high HP.
     Good against: Slime 
     Weak against: Pretty much everything else
    Slightly stronger Holy troops.  They use a ranged attack like Archers and 
    are a little stronger defensively.  Consider them a flip-flopped archer; 
    good against solders and bad against horsemen. (thanks Andrew Luxmore)
    They get +6 AT/+8 DF against undead.  However, the only undead in the
    game are Skeletons (troops) and Ganelon.
     Good against: Soldiers, Undead
     Weak against: No major weaknesses
    Cannon fodder.  Speed bumps. They are only useful to temporarily slow the 
    enemy down.  Don't rely on these troops to last long enough for you to waste 
    your time.  They are almost gauranteed to be completely wiped out if they 
    are attacked.  They will never attack anything themselves.
    Oddly enough, they get +2 AT/+4 DF vs. Archers, just like soldiers do.
    Player/Enemy troop comparisons
    Cost - Amount it costs to buy 1 unit for 1 battle
    AT - Attack Power
    DF - Defense Strength
    MV - Movement points
    Attack - Attack type
    Special - Notes
    Typ - Type of enemy (for determining bonuses to hit)
    $$ - Amount added to your killing score for destroying 1 unit
    XP - Experience gained for killing it
    Class      Cost AT  DF  MV  Attack Near/Far  Special
    -----      ---- --  --  --  ---------------  -------
    Soldier     40  20  14   6  Fight/Spears     +2/+4 vs Archers
    Horseman    60  21  15   8  Fight/Spears     +4/+2 vs Soldiers
    Archer      70  19  14   7  Arrows/Arrows    +4/+2 vs Horse/Flyers
                                                 +20% DF in Forest (+40% total)
    Monk        60  20  13   6  Spears/Spears    +6/+8 vs Skeletons/Wights
    Merman      80  24   6  *7  Fight/Trident    *Sea Movement
                                                 +50% DF in Water (+50% total)
    Gryphon    100  27  13  *9  Fight/Fight      *Air Movement
    Guardsman   30  16  10   6  Fight/Fire       +14/+18 vs Slimes
                                                 +2/+4 vs Archers
    Enemy Class      Typ AT  DF  MV  XP $$  Special
    -----------      --- --  --  --  -- --  -------
    Barbarian         S  19  14   6   3 15  weak vs. Horsemen
    Slime             L  19  20   6   3  5  weak vs. Guardsmen
    Dark Elf          A  20  14   7   3 15  +20% DF in Forest
    Soldier           S  20  14   6   3 10  
    Horseman          H  21  15   8   3 15  weak vs. Archers
    Royal Soldier     S  24  18   6   5 20  
    Leviathan         W  23  17   8   3 10  (sea movement, +50% def. in water)
    Gargoyle          F  27  14   8   3 20  (air movement, weak vs. Archers)
    Styracosaur       S  23  24   6   3 20  
    Evil Ant          M  19  16   8   2  5  movement penalties
    Werewolf          S  25  17   6   3 10 
    Carrion Crawler   M  20  24   6   3 20
    Skeleton          U  24  21   6   3  5  weak vs. Monks
    Golem             M  19  40   6   8 50
    Elemental         F  23  20   8   2 10  (air movement, weak vs. Archers)
    Lizard man        W  23   6   8   3  5  (sea movement, +DF in water)
      +40% def. in deep water, +50% in Shallow water, +10% DF in Forest
      S -> Soldier, weak vs Horsemen
      H -> Horseman, weak vs Archers/Dark Elves
      A -> Archer, weak vs Soldiers
      F -> Flying, weak vs Archers/Dark Elves
      U -> Undead, weak vs Monks/Priests
      L -> Slime, weak vs Guardsmen/Cleric
      W -> Water, +50% to defense in water
      M -> Monster [no weaknesses]
    Commanders max damage depends on their HP level: 
      HP 10: 10 damage
      HP 8-9: 9 damage
      HP 6-7: 8 damage
      HP 4-5: 7 damage
      HP 2-3: 6 damage
      HP 1:   5 damage
      (Thanks *****)
    All commanders have a special ranged attack against all enemies.  They
    can get bonuses from terrain, but they do not add their troop bonus to 
    their own stats.  They do not get counterattacks like melee troops.
    Adv - XP Needed to advance a level
    XP  - XP Given when killed
    AT  - Commander's attacking power
    DF  - Commander's defense
    MP  - Magic points
    MV  - Movement points
    R   - Sphere of Influence range
    A+  - Attacking bonus to troops in range
    D+  - Defense bonus to troops in range
    Troops - Type(s) of troops commander can get
    Spells - Spells available to commander
    *   - Enemy commander class
    $$$ - Amount added to your killing score for destroying it
    Class           Typ Adv XP  $$$ AT DF MP MV R A+/D+ Troops  Spells
    Archmage         S  40  10    - 31 17 32  6 4 9/2   SAG     A,F,E
    *Archmage        S  32  10  150 31 17 16  6 4 7/0           F,To
    *Basilisk        M  32  15  200 27 27  1  6 4 3/2           STONE GAS
    Bishop           S  48  10    - 27 20 16  6 4 4/6   SAK     F2,H2,C
    *Bishop          S  32  10  120 27 20 16  6 4 6/4           A,F2,H2
    *Chaos           M  32  10  100 35 35 40  7 4 4/4           Th,E,H2
    Cleric           S  32   7    - 23 17  8  5 4 0/4   G       H1
    *Conjurer        S  32  10   44 19 20 16  6 4 1/2           B
    Croc. Knight     W  16  10    - 28 20  0  7 4 2/2   SM      -
    Dragon Knight    F  48  12    - 34 24  4  9 4 4/2   F       B
    Fighter          S  16a  7   50 23 21  0  6 3 2/2   S       -
    *Fighter         S  16   8   50 23 21  0  6 4 2/2   S       -
    Fire Element (b) M  64  45    - 41 34 16  8 4 0/0           F
    *Gorgosaur       S  32  20  200 31 28 12  6 4 5/0           F
    Grand Knight     H  48  12    - 33 28  0  6 4 8/4   SHA     -
    *Grand Knight    S  32  10   80 31 25  0  6 4 6/4           -
    *Great Dragon    F  32  25  244 35 35 16  3 4 5/4           F
    *Great Slime     L  24   9   50 19 28  0  6 4 2/2           -
    High Priestess   S  48  10    - 27 32 32  6 4 4/8   SGK     H2,H3,S
    *Kaiser          S  32  15  244 32 32 12  6 4 4/4           B,H1
    King             S  48  15    - 31 28 12  6 4 6/4   SHA     A,H1
    Knight           H  24   7    - 31 20  0  8 4 4/2   SH      -
    *Knight          S  24   9   70 31 20  0  8 4 4/2           -
    Knight Master    H  48  10    - 34 24  8  8 4 8/2   SHA     L
    *Kraken          W  32  17  150 29 26  0  6 4 0/2           -
    *Living Armor    S  32  10   50 32 30  8  6 4 5/4           F
    Lord             S  24a 10    - 27 24  8  6 4 2/4   SA      H1
    *Lord            S  24  10  100 27 24  8  6 4 2/4           H1
    Magic Knight     H  48  10    - 31 25 16  8 4 6/4   SHA     Th,H1
    Priestess        S  40   7    - 27 24 16  6 4 2/6   GK      H1,H2
    *Queen Ant       M  24  12  100 31 20  0  8 4 6/5           -
    Ranger           S  64  20    - 41 28 16  9 4 0/0   -       E,C,S
    *Royal Guard     S  32  15  100 35 21  4  8 4 6/4           L
    Saint            S  48  12    - 31 24 24  6 4 9/4   SGK     F,To,H2
    Serp. Knight     W  24  12    - 32 24  0  7 4 6/2   SM      -
    *Serp. Knight    W  24  12   80 31 24  0  7 4 4/2           -
    *Shaman          S  16  10   80 25 15  4  4 4 0/0           A
    *Sorceror        S  24  15  100 27 20 16  6 4 3/2           H2,C,S
    Sword Master     S  24  15    - 25 22  0  6 4 0/9   SHA     -
    Warlock          S   8   7    - 27 13 10  6 4 3/2   G       A
    *Werewolf        S  32  10  150 29 21  0  6 4 6/4           -
    *Wight           U  32  20   50 31 34 16  6 4 7/6           Th
    Wizard           S  24   7    - 27 15 16  6 4 6/2   SG      A,F
    *Wizard          S  24   8  100 27 16 16  6 4 4/0           B
    *Wyvern          F  32  15  200 31 24  8  7 4 3/2           F
      a: Garrett as a fighter gets +1 to defense and an
         +4/+2 bonus to troops instead of +2/+2.
      b: The Fire Elemental joins for scenario 15 as an ally
     Troop codes: 
     S - Soldiers, H - Horsemen, A - Archers, M - Mermen
     K - Monk, G - Guardsmen, F - Gryphon
     Spell codes:
     A - Magic Arrows, F - Fireball, Th - Thunder, To - Tornado
     L - Lightning, E - Earthquake, B - Blizzard, F2 - Fireball (Dragon)
     H1 - Healing 1, H2 - Healing 2, H3 - Healing 3
     C - Confusion, S - Sleep
      The Archmage sucks.  So what if she gets Earthquake?  It usually
      does a puny 2 points of damage, and can destroy walls. The Saint
      gets Tornado, a righteous kick-ass spell that rips the enemy to
      shreds!  Send Calais the Saint route.  
      Andrew Luxmore disagrees with me about this; here are his comments
      on the usefulness of the Archmage:
      Now I agree with what you say about the saint and tornado... and
      earthquake is annoying because it's so expensive, but I don't think
      it can be so easily disregarded!  First of all, the orb makes for
      an extra use of it, and then you still have room left for fireball
      - the small spells shouldn't be underestimated.  Often, only one or
      two damage is needed to make the enemy weak enough to kill with any
      commander.  This is excellent for promoting weaker commanders.
      Without the orb, argemage has 8 uses of fireball, with the orb 15.
      Every turn she is able to knock down every single troop by 1 or
      2, for 15 turns!  It doesn't have the impact of a tornado, but it's
      still impressive.
      After trying this out, I've upgraded the Archmage from 'sucks' to
      so-so.  If you are using archers or solo commanders and the enemy
      is can all get to you on their turn, an earthquake could lower every 
      enemy into the sweet 8-9 HP zone so that they'll all suicide on your 
      ranged attackers.
      Strike 1: Confusion.  A totally useless spell, but D.Fireball and
      Heal2  are fairly good, if not outstanding spells.  With the ability
      to use Archers AND Monks, and with a nice defense bonus, you could
      say this is a versatile class that could be good at filling a support
      role.  However, the low MP means you won't get many spells, the stats
      on the Bishop aren't good enough to attack things directly, and I'd
      probably never use the Archers over the Monks.  On the plus side, it
      doesn't take much experience to get here.  Now if they'd replaced the
      Archers with Elementals like the enemy Bishops use, we'd be getting
      Well, for a starting class, it's okay I guess.  Keep it and it's
      crappy soldiers in the back and save them for mop-up duty on badly
      damaged enemies (or mermen on land).  After you're done beating up 
      mermen who come on land, you have to hover around other commanders 
      like vultures,  swooping in to pick off the 2-3hp troops they leave 
      behind (with your full-health guardsmen).  It can be considered to 
      be the defensive counterpart to the enemy Shaman class.  They both 
      have only a 5 movement range and similar stats.  With the MV range of
      5, she can't keep up very well with other commanders on the move.
      Cleric commanders get bonuses when directly attacking slimes.
     Croc. Knight
      It has the special advantage of being able to travel on water and
      have swimming troops.  This makes it a useful class until Scen 9,
      after which there is no more water to really fight in.  Your only
      starting class with these kind of special advantages, though.  Nice
      to have around for the while you have it.  
     Dragon Knight
      Woohoo!  This class rules once you get it.  The commander and their 
      troops can zip around the map, heading to trouble spots or out of
      danger.  Their troops have fairly nasty attacking power and can do
      serious damage to any non-archers they attack.  Not to mention the
      devious spell-draining tricks...  The spell does suck, and you can
      only cast it once.  This class is well designed for taking out 
      commanders with strong troops.  Use gryphons to punch through the
      troops and wipe out the commander.  It's tailor-made for Basilisks
      and Gorgosaurs, each of which come with styracosaurs.
       Hey, well... what did you expect from a starting class?  Garett
       gets some advantages, but other than that... the class bites.  The
       only one with a measly 3-square range on the sphere of influence
       instead of 4.  
     Grand Knight
      Not one I had ever considered (I considered it's lack of any magic
      capabilities to be too much of a drawback), but Andrew Luxmore
      points out some interesting possibilities:
      Garrett, even though he should be king because it fits in well with
      the story, makes for an interesting Grand Knight.  Knights are
      better than lords, especially early in the game, and he gets
      promoted to Grand Knight before Baldorov dies; he replaces his
      purpose, which is to weaken enemies for promoting commanders.
      This... was an awesome idea.  I tried it out, and the game seems a
      bit easier after that.  GK's extra attack bonus + archers make it
      a piece of cake to weaken enemies.  The extra defense is reassuring
      if he ever gets attacked.  I also hardly ever cast Arrows or Heal 1.
      NOTE: Although it looks like it is riding a mount, this commander 
      uses regular Monster-based movement (instead of horse-based movement).  
      You can't move onto castle walls though.
     High Priestess
      Starting off at one wasted spell: Sleep, this class would have to be 
      *really* good to make up for the loss.  Guess what?  It isn't!  Your 
      only other spells are healing ones, making this a pure defense class.  
      Most of your troop options are specialized (Guardsmen and Monks).  I 
      wouldn't recommend this class unless you know what you're giving up 
      by not choosing the Saint.
      Only one hero can become a King; Garett.  It's a fairly
      well-rounded class too, and fits in with the story.  It doesn't
      shine in any seriously outstanding way.  It's somewhat hard to kill, 
      and can help out in a minor way with Arrows and Heal1.  With archers,
      it is decent for helping other commanders gain XP.
      The GK is overall a better class, with better bonuses and easier to
      keep alive (due to it's higher personal defense).  Sacrificing the
      spells is not a serious loss, since your other commanders can make
      up for it.
      I'd say the only reason to become a King is for the story.
      It's nice to have Horsemen.  They do some decent damage in the first
      2/3 of the game.  The Knight has a tough time moving over anything but
      plains and roads.
     Knight Master
      If Magic Knight didn't have the awesome Thunder spell, Knight Master
      wouldn't look so bad.  KM has the second-highest attack bonus, behind
      Saint and Archmage.  This makes their troops great for softening-up
      enemies or taking on high DF enemies and bosses.  The personal AT for
      the commander is tied at second-highest as well, same as Dragon Knight.
      Unfortunately, not having access to Thunder means you can't use the
      strategy of Thunder + letting the enemy destroy itself on their turn.
      Your lightning spell is a more annoying version of Magic Arrows.  You'll
      hit about as many people for about as much damage (using twice the MP), 
      but they all have to be in a straight line from you.
      Tiberon should be the only one of these you make.
      Lord-based classes have higher defense at the expense of offense,
      but get nice spells as well.  You get a weak, but handy spell
      (healing 1) and can use Archers.  Odds are, you won't want archers
      as much as you wish you had horsemen (for being a Knight), but
      there are several times they come in handy.
     Magic Knight
      A decent final class, and hands-down better than the Knight Master.
      Thunder gives you a chance to nicely soften up the enemies before
      your troops finish them off.  Take advantage of your defense bonus
      to sit in defensive spots and let the enemies come to you when you
      can.  If you can get 2 MKs together, 2 thunders can lower all the
      enemies to 4 or less and make them easy cleanup for any commander.
      If your MK gets to level 5, Thunder becomes even nastier.  I've seen a
      single Thunder do 6 damage to troops.
      At first it doesn't seem like a big upgrade to the Cleric, and the 
      experience bar is huge.  Then you notice that your monks, combined
      with your hefty defense bonus, do well against nearly all enemies.
      About the only thing they don't do well against is horsemen.  You
      also get an upgraded healing spell that comes in handy.  Feed this
      class experience and you'll be rewarded with the most powerful class
      in the game: Saint!
      Wow, check out the stats: 41/28!!   There's only three downsides: the
      spells are complete crap, you don't get any troops, and you had to
      give up becoming a DK or Saint to get here.
      If you give her a defensive item, she can drain enemy spells fairly
      well.  She's not weak against archers like a DK, but can't fly over
      a wall to get the 40% defense bonus.
      If you make one, they're great to have against several enemies that
      have a high defense: the dragon, golems, Ganelon and his styracs, 
      and Chaos.
      This is the ultimate class if you are doing a "no troops" playthrough.
      If someone casts an offense spell to lower the enemy, they'll
      happily fling themselves against the wall of death that is the Ranger.  
      I don't see what's so Saintly and peaceful  bout this class, but it
      rules nonetheless.  Since the alternative is High Priestess, the
      choice is a no-brainer.  The High Priestess could have been a nice
      class, but the Saint is *way* better.
      This class is revenge for the fairly weak Cleric/Priest classes and
      makes it worth slogging through them (IMHO).  You get pumped troop
      bonuses (+9!/+4) to allow your troops to take on enemy commanders
      and hurt them.  You get a versatile selection of spells: Tornado
      (the game's nastiest spell to deal lots of damage to a fairly wide
      area), Fireball (to soften/weaken troops) and Healing 2 (to allow
      you to play a support role as well!)
      The Saint is good for taking on full-health enemies and ending the
      battle quickly.  Launch a Tornado and dive right in.  If your
      troops are evenly matched, you'll kill almost every one you attack
      (assuming you start with full-health troops).  Best of all, the
      enemy troops will still be damaged and just starting to rotate into
      healing position; your second attack wave can kill them all off.
      To capitalize on this, attack the troops that are next to their
      commander on the first wave, so *none* of the troops get to heal on
      their next turn.  If you have one or two other commanders to back
      up your Saint, you can probably wipe out a full-health enemy and
      all their troops on the same turn.  You don't get as many Tornados
      (3 without the orb), but that translates almost directly to 3 or
      more entire groups of enemies destroyed.  You do have to hold the
      Saint in reserve for the occasions where you need her, whereas with
      the Archmage you may as well keep her constantly chucking fireballs
      around, since she's not good for much else.
      The major disadvantage of the Saint for Calais is that she'll have
      a longer experience route to get there.  Unfortunately, the
      Priestess experience bar is longer than the Wizard bar, meaning you
      will take quite a bit longer (at least several scenarios more than
      it would take to become Archmage) to advance to Saint.  I think
      it's ultimately worth it to have a better commander, but I'm also a
     Serpent Knight
      As the advanced version of the Crocodile Knight, it comes into it's 
      own Scen 7-9 (with lots of water), then *ROYALLY* sucks after that.
      If you still have it post-scen 9, only use it when the enemies are
      willing to come to you, and get soldiers.  Otherwise, the battles 
      will be long over before Tiberon can drag his stupid serpent there.
      You are making a big sacrifice (the last 11 levels, more than half
      the game!) to have a short-term advantage in 7-10.
      If you are stuck with this class after scen 9, there are little 
      patches of water on scen 13 - 15 that are cool to fight in (vs. 
      styracosaurs) if you can get to them and convince the enemy to come 
      to you.
      From Freddie Nguyen:
      Don't bag the Serpant Knight. He has great stats, even if he IS
      slow, just find a pool of water and he RIPS. Out of water, he ain't
      so great, but he's still good. The Knight/Knight Master path is
      quite horrible. Tiberon as a Serpant Knight holds my record for
      consecutive kills. 89 werewolves in the same enemy phase! He looks
      better than the Knight too, and you don't have to give him much EXP
      to get there. Any pool of water and Tiberon is full power!
     Sword Master
      For the short time you have one, this class serves one purpose:
      weaken the enemies enough so that other commanders can get the
      experience.  The huge defense bonus + archers is your ticket.  As long as 
      the troops are in range, they are practically invincible. 
      Hey, it's a starting class.  And not *that* bad either.  Guardsmen
      and magic arrows.  You have to follow the same strategy as the
      cleric; beating up really weak enemies (like mermen out of water)
      and scavenging the rest of your kills.  With the game's shortest
      experience bar (only 3 enemies to go up a level!) you'll won't be
      a warlock very long.
      It's a competent class; fireball can come in handy a couple times.
      But your main objective is still to get through it to the more
      advanced classes.  If you're fairly evenly matched against the
      enemy (say you have guardsmen vs. lizardmen), let them come to you
      and leave a bunch of their 1-2hp troops close together after
      fighting yours.  Then one fireball can wipe out a bunch at a time,
      racking up the experience for you.  On the plus side, you can use
      Soldiers, which are a whole lot better than Guardsmen.
     Name           -  Attack adj./Defense adj., special effect
     Amulet         -  +0/+2, doubles radius of sphere of influence
     Cross          -  +0/+2
     Great Sword    -  +2/+0
     Wand           -  +2/+0, increases max spell damage by 1-2 points
     Shield         -  +0/+4
     Evil Axe       -  +8/-10  
     Dragon Slayer  -  +5/+3, disappears after the battle
     Warsong        -  +4/+4
     Orb            -  +0/+0, magic cost reduced by 50%
    The Orb is one of the more interesting items.  It cuts the cost of
    the spell by 50% *WHEN IT IS CAST*.  If you don't have enough points
    to pay the full cost of the spell, you can't cast it even though you
    should be able to. (bug?)  So, you can't cast that last 'Lightning'
    with only 2 MP left.  This way, it doesn't quite double the number of
    spells you can cast. 
     Spells are great.  It doesn't sound that useful to do only 1-3 damage or
     a little bit of healing, but it can mean the difference between a complete
     wipeout of the enemy or heavy losses for your side.
     A full 10HP archer vs. a full 10HP enemy will usually miss a couple shots
     and end up taking damage.  If the enemy was lowered to 8HP by a fireball or
     magic arrows, then you'll wipe them out without taking any damage at all.
     So if you were to launch a fireball, place a line of archers and wait, the
     enemy will likely slaughter themselves completely on you.  In other 
     matchups like guardsmen vs. lizardmen, or soldiers vs. soldiers, the 
     outcome is usually a mutual destruction.  Both sets of troops are lowered
     to 0-2 hp,  If you set a line of troops for the enemy to attack, then both
     your troops and the enemy are lowered to 1-2 hp, a fireball can wipe out
     all those enemy troops, leaving yours to rotate into healing positions.
     Troops killed with magic DO give experience to the casting commander.
     Spell Name    Cost  - Distance away, Effect Radius, Effect
     Magic Arrows  (2mp) - 6, 1r, 1-2 Dmg
     Healing 1     (2mp) - 4, 2r, 1-2 Recover
     Healing 2     (4mp) - 4, 2r, 2-4 Recover
     Fireball      (4mp) - 5, 2r, 1-3 Dmg
     Thunder       (4mp) - 5, 3r, 2-5 Dmg
     Lightning     (4mp) - 7, Straight Line, 1-3 Dmg
     Blizzard      (4mp) - 5, 3r, 1-3 Dmg
     Sleep         (4mp) - 4, 2r, 25% chance of putting enemies to sleep
     D.Fireball    (8mp) - 5, 3r, 2-4 Dmg
     Healing 3     (8mp) - 4, 2r, 5-8 Recover
     Tornado       (8mp) - 5, 4r, 2-6 Dmg
     Confusion     (8mp) - 7, 1r, Enemies in area might attack each other
     Earthquake   (16mp) - 4, 11r, 1-4 Dmg (also damages walls)
     Stone Gas      0mp  - 5, 1r, turn enemy to stone [Used by enemy Basilisks]
     After the caster reaches level 5, the max distance away and effect
     radius of all spells increase by 1, the maximum damage (and possibly
     minimum damage) also increases by 1.  Confusion and Sleep are really
     useless, you get the most bang for your MP out of Thunder and
     Earthquake can destroy walls, making them passable.  Destroyed walls
     are NOT saved if you do an Interrupt, so you can make some wierd
     strategy out of casting Earthquake, running across the wall,
     interrupt, reload and the enemy cannot get to you... :) This is
     probably a bug.
    All items - On the troop purchase and distribution screen (after you
    have chosen commanders and Garett is highlighted), press and hold
    LEFT + UP + A + B for about 10 seconds (you will be highlighting the
    last commander in the list).  The music will start over, your gold
    will be set to Zero and you will have all items except for Warsong
    (if you already have Warsong, you won't lose it though).This code
    gives you all the items in the game except for Warsong!  It's
    existence has been a rumor for quite some time, since the Warsong box
    shows the item-distribution screen with a bunch of items, including
    the Dragon Slayer!  A code like it existed in Langrisser but was
    reportedly removed.  It has now been verified and works in both the
    ROM and the cart.  Thanks *VERY MUCH* to Joseph Teo
    <joekoko@singnet.com.sg> for reporting this one!
    Level Select - Go to the Upper-Left square in wide-screen mode (icons
    are smaller, press A to switch between wide and normal).  Then go
    Down 1 square and Right one square.  (Exactly 1 square diagonally
    from the upper-left).  Press B for 5 seconds or so.  Pick the level
    you want to go to.  Warping ahead is suicide - you often miss
    characters you would have gotten, and you'll be a lot weaker than
    you're supposed to be.  If you feel lucky, take on Chaos with just
    Garrett and Baldarov!  This is more beneficial if you warp backwards
    to pick up extra experience.  Good levels to visit are 13 (the
    Basilisk level) and 16 (The Great Dragon's lair).  Note: If you pick
    up Lance on level 13, you can warp ahead to 20 and he won't leave!
    NOT that he's all that great...
    Caveat: If the scenario you warp to gives you a new character at the 
     end (and you already have the character), their class will change
     back to what it was at the time (usually setting it back to Fighter
     or Lord). They keep the level and experience they had before they
     got changed back, though.
     If you warp back to one of the really early scenarios where you had
     Baldarov after you have already lost him, then Baldarov will be
     replaced with one of the other characters you had before you warped,
     usually Calais (She won't die if you warp to the stage where you
     lose Baldarov and beat it though, although it will do the
     Baldarov-dying dialog).
     It's usually best to warp to a stage where your party does not
     change and wasn't smaller than it is now.
    Sound Test 
    Same as the Level select, just do it in Normal screen mode.  You can 
    change the background music (lasts until end-of-turn).
    There are a total of 63 sound "slots", many of which are silent.
    tried to identify all the sounds I could.  Ones marked with a '*' are
    never used in the game, as far as I can tell.  Numbers which aren't
    listed are silent.
      1 - Opening theme, part 1
      2 - Ending theme
      3 - Victory theme 	
    * 4 - (Annoying battle theme)
    * 5 - (Battle theme)
      6 - Good side battle theme 1
      7 - Good side battle theme 2
      8 - Enemy side battle theme 1
      9 - Good side battle theme 3
     10 - Enemy side battle theme 2
     11 - Game over
     12 - Enemy side battle theme 3
     13 - Character select music
     14 - Battle over tally music
    *15 - (Happy music)
     16 - Opening theme, part 2/Final Battle music
     33 - Battle figure dying 1
     34 - Battle figure screaming 1
    *35 - (blob sound)
    *36 - (fart siren)
     37 - Battle figure dying 2
    *38 - (buzz)
    *39 - (chirp)
     40 - Battle figure miss
     41 - Spell Explosion 1
     42 - Spell Explosion 2
     43 - Spell Explosion 3
     44 - Battle unit annihilated 1
    *45 - (buzz)
    *46 - (chattering) - repeats
    *47 - (horseman noise) - repeats
    *48 - (explosion noise) - repeats
     49 - Spell Explosion 4
     50 - Lightning spell 
    *51 - (buzz)
     52 - Battle figure dying 3
     53 - Battle figure dying 4
     54 - Menu cursor move beep
     57 - Error Buzz
     58 - Battle unit annihilated 2
    *59 - (buzz)
    Move Garett to Bottom-Left corner on Level 2.  Supposedly maxes out
    experience.  This doesn't seem possible.  Could it possibly be the
    Top-Left or right?  At any rate, Garett can max out on experience in
    only a few more scenarios.
    An interesting note (Andrew Luxmore) is that the outcome of the
    battle is determined as soon as it starts.  If you save-state and
    restore during a battle, the outcome will always be the same.  This
    is due to the way the game determines random numbers.  This is often 
    based on the number of milliseconds that have elapsed since the game
    turned on.  Since that information is also saved when you use a
    state-save, the outcome will always be the same.  So will the next
    battles as well if you do not do something to alter the timing (like
    hit B to speed up the selection of the next troop).
    We start each scenario by buying troops (presumably hiring
    mercenaries for a one-shot battle).  At the end of scenario 11 we end
    by going up the stairs to Pythion's throne room.  Where do we hire
    the mercenaries from for scenario 12?  Does Pythion have
    mercenary-hiring depots in his stairwells?
    People in the game seem to recognize artifacts with no explanation: A
    soldier points out Pythion's axe to Garett, Garett just says
    something like "Oh, yeah - that's the Evil Axe." without commenting
    on it.
    The unstoning mirror in level 13 doesn't un-stone the villagers (the
    statues that are laying around)
    From Freddie Nguyen:
    Has anyone noticed that Baldarov hasn't got that good stats? With his
    bonus, his troops have a better def than him!
    Scen 2: What's a traveling Cleric doing with 60 Civilians?
    Scen 3: Why in level 3 are there only 80 civilians? Did Mina bring
    the Town 75% of it's population? Were there only 20 people living
    there before?
    Why is it that when commanders join you. That they die and that's
    that. They're dead. When you kill Lance the first 5(!!) times you
    meet him, he comes back, just as good as ever. As soon as he joins
    you and dies, he's permanatly dead. As with the other commanders..
    It's like they join you and they're allowed to pass through to the
    other worlds.
    Why is Sabra the only one to escape the fall of Baltia? She gets
    smashed by two groups and she'll probably die first but she escapes
    to meet with you whilst Tiberon and Calis get captured.
    We can assume that Alfador died between level 1 and 6. How come
    then, after that no one calls you King Garret? You are the King since
    Pa's bought the farm.
    Why does Carleon come much later and weaker than Thorne? Carleon is
    Thorne's BOSS. [In my last game, Thorne hadn't gotten any XP, so Carleon
    showed up at Lv9 while Thorne was still Lv2-3]
    When people evolve, where do they get thier stuff from? Do they
    pull horses, serpents and dragons out of thin air?
    Scen 12: how did you get surrounded and split? Did those four run
    forward like charging idiots? and did those four enemy commanders let
    them pass before cutting them off?
    [ My note: Actually, there seem to be stairs above Garett and below
    the commanders on the right side.  Presumably those two staircases in
    Scen 11 end up at those separate stairwells... ]
     I've played the game through many times now (at least 5), and I
     still enjoy it.  Once you get the AI down and can predict what the
     computer will probably do and how to make it fight the way you want,
     the scenarios become a lot easier.  Still, there are many ways to
     make it even easier; using a dragon knight to drain all the enemy
     magic, using the interrupt/reset to gaurantee a perfect result,
     warping back to earlier stages to beef up your characters...  This
     section is here to provide self-imposed rules to make the game more
     difficult for people who want a challenge...
     - Don't warp backwards (25 points)
     - Don't use interrupt/reset or state-save on an emulator (25 points)
     - Don't use the Dragon Knight draining trick (5 points)
     - Self-defense: Try to complete the scenario objectives without 
       attacking any enemy troops (just enemy commanders; 'Allied'
       commanders don't count against this restriction) (20 points)
     - Don't use items at all. (10 points)
     - Don't buy troops at all! (You can beat the game with just the
       leaders, especially after you get defensive items.  Tip: Place as
       few commanders as the game will let you) (15 points)
      Try to beat the game while breaking as few challenge rules as you
      can, then add up the points after each rule and rate yourself:
            100 points - Supreme master! 
          95-99 points - Master
          90-94 points - Expert
          65-89 points - Pro
          50-64 points - Amateur
          25-49 points - Beginner
           0-24 points - Wuss
      (Note: By this scale, I only rate 'Master' since I like to use the
       dragon knight draining trick.  Maybe next time I'll just make
       Sabra a Magic Knight instead and try for the max points)
     Everyone should be able to beat the game without warping backwards
     or using interrupt/reset.  It's not *that* hard or terrible when you
     do not achieve the perfect result.  I don't count saving/loading at
     the end of the level to be breaking this rule.
     If you don't get troops, your best bet is to also just take out the
     commanders when you have a chance (losing XP as well).  Your
     scenarios will take a *long* time to beat.  It doesn't count if the
     enemy attacks you (self-defense!) so you can still let the enemy
     come to you and wait for your turn to strike.  Some stages are
     *REALLY* hard this way, especially 7 and 8 for me.  Try to make
     Calais a Ranger, since it is the best Solo class.  
      I have compiled the class & unit data straight from the ROM and assembled
      it into a spreadsheet.  You can view it here: http://goo.gl/DWWnJ
      It shows all the bonuses, terrain movement penalties and other data.
      Darin Mackiewicz <negel@bradley.edu> - 
       For working out the advancement paths and commander relative 
      Abacrombie <??@foxinternet.net> - Strategy tips
      ****? - Somebody sent me an AWESOME text file (warsong.wri)
       listing a lot of stuff about the different scenarios, 
       spell damage and a bunch of other bits.  If you can tell
       me who you are, I'll happily add you here.
      Nelson <azheem@beaches.net> - Several class stats and some tips
       for playing Mina and Calais.
      Mark <mark@pncacity.net> - Stats for Garett and moving power
       consumptions.  Also for the entry times for reinforcements in
       scenarios 7, 8 and 9.
      Guy H. <goldwolf22@hotmail.com> - Grand Knight stats and for
       pointing out that Garett and Sabra can become a GK from Knight.  
      Eric Karl <nodaishi@netzero.net> - Telling me about Megasis (one 
       of very few emulators that correctly run Warsong ROMS!)
      Levi Banker <bankerle@egr.msu.edu> and 
      James Kohos <jameskohos@hotmail.com> - for pointing out (on the
       same day!) Gens, the other emulator that runs Warsong Roms.  
      Andrew Luxmore <evilhomer55@hotmail.com> - Comments on several
       of the classes, many alternative scenario strategies, corrections 
       to the monk class.  Suggestions for different advancement paths.
      Joseph Teoh <joekoko@singnet.com.sg> - The "All Items" code!
      Freddie Nguyen <Hornet8888@excite.com> - Tons of strategy
      suggestions for a lot of levels, also plenty of general strategy
      tips and ideas for other levels, not to mention quite a lot of
      fun Nitpicks.  :)

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