FAQ/Strategy Guide by DAdler

Version: 1.2 | Updated: 10/25/02 | Printable Version

Langrisser 5 Strategy Guide
Written by David Adler
Version 1.2

Copyright:  Don't reproduce this without my permission.

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

Version History
Langrisser Overview
Purpose of this Guide
Getting the Girl
Menu Explanation
Walkthrough Scenarios 1 through 30
Class Changes
______|========================|___) \______
\_____|    Version History     |__{ O }/////
      |========================|   ) /

V 1.0 - 9/4/01    Overview, purpose, menus, first 10 scenarios.
V 1.1 - 10/1/01   Added graphics, extra commands in menu section, combat
                  section, strategy section, character creation details,
                  and scenarios 11-20.
V 1.2 - 10/25/02  It's been a while.  I added 10 scenarios to the
                  walkthrough, and the Strategy, Class Change, 
                  Items, and Spells sections.  Made corrections and 
                  clarifications in other sections.  

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

______|========================|___) \______
\_____| Purpose of this Guide  |__{ O }/////
      |========================|   ) /

     There are no other complete guides to Langrisser 5, and I do not understand 
Japanese.  These two factors will severely inhibit the completeness of this 
guide.  Instead this guide is meant to make Langrisser 5 playable and enjoyable 
to someone who does not read Japanese.  

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

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

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

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

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

( Attack and Defense Stats  )

     The difference between your attack and their defense is how many of them 
are going to die; the difference between their attack and your defense is how 
many of you are going to die.  Say your men are soldiers which have 20 attack 
and 14 defense, and their men are pikemen with 18 attack and 18 defense.  You 
should lose 4 and they should lose 2 (for now, I am ignoring everything
except the bast stats of these two units).  I say "should" because there are
actually  10 separate hits, one from each soldier.  Each hit has a 2/10 chance
of killing an enemy, and each of his has a 4/10 chance of killing one of your
guys because  of the stats of the two groups.  However, there is always a very
small chance that a  soldier will die, even if their defense is higher than
their enemy's attack.  Also, there is always a chance that a soldier will
survive, even if their defense is 10 lower than the enemy's attack.    So, 
having an attack power 10 greater than the enemy's defense does not guarantee
that the enemy unit will be wiped out.  To sum it all up:   attack minus
defense is the amount of guys killed, with a bit of randomness thrown in.

(      Modifying Stats      )

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

     Revision:  If a group of troops is standing within their commander's 
command zone (the area outlined in colored lines) they receive bonuses to their 
attack defense and move.  These revisions are added to the troops' base stats.  
Soldiers (20, 14) commanded by a general with +2, +4 revision have stats of (22, 
18) while in range of their general.  Troops are tied to the general that hired 
them; they don't receive revisions from any other generals.  Troops should
almost always stay within their general's command radius because without the
revsions, they are much poorer fighters.  This is not extremely important early
in the game, when your revisions and the enemies' revisions are small, but
when revisions get up to about +15, +10, a unit that is outside it's general's
command radius gets only a small fraction of the general's revision, and is
almost useless.  Also, a unit that is on the edge of the radius, so that it is
part in and part out, only gets part of the the full revision.  

     Troop Affinities:  Some types of troops receive bonuses when fighting a 
certain type of troop.  The most important affinity is the paper, rock, scissors 
relationship between soldiers, pikemen, and cavalry.  Soldiers are strong 
against pikemen, pikemen beat cavalry Braveheart-style, and cavalry run right 
over the sword-wielding soldiers.  The unit with the advantage gets a +5, +5 
bonus to their stats.  For example, the (20, 14) soldiers fight like they are 
(25, 19) if their opponents are pikemen.  This is a big difference, and having 
the troop-type advantage is the best way to win most battles.  The other 
affinity worth mentioning is the advantages and disadvantages holy troops
and evil units have.  Evil things, like wraiths and ghost armors get a +5,
+5 bonus against everything that isn't holy.  Holy troops like monks and
angels get a +5, +5 bonus againt the evil units.  

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

(       HP and Health       )

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

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

(     Attack Animation      )

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

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

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

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

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

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

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

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

(      Battle Strategy      )

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

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

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

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

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

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

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

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

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

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

-- Making Judgment Work For You -- 
     There is only one way to cheat with judgment, and it is due to the fact 
that summoned creatures can do whatever they want and it doesn't cost judgment.  
Have your general start charging a short spell, then have your creature do 
whatever it wants.  Make any other troops wait.  The general will get her next 
turn right away, and the creature can do whatever it wants again.  Cancel the 
spell, (Select the general, press B, then choose No) start charging the short 
spell again, and do it all over.  

     These next ones aren't cheap like the last one, but they'll help avoid 
wasting Judgment.

1.  If you're casting a short spell, don't move your troops.  You
    can move them when the spell is cast.

2.  The wait command is weird.  If the general waits, the next turn 
    will occur in a short while (it actually uses up a small amount of
    judgment).  But if you give the wait command to the troops, the troops
    (but not the general) do nothing and waste no judgment.  So if you only
    want to wait for a very short time, move the general a small distance, and
    move the troops an equal or lesser distance, or tell them to wait.  This
    way, the small move it the "biggest" action, and the next turn will come
    very soon.  By carefully selecting how far you move, you can choose exactly
    when that general's next tur will occurr.

3.  If you want a general to do nothing for a while, tell him to rest.

4.  The wait command for troops has an additional effect: it lets the "store
    up" judgment.  If your general does an action that uses up judgment, and
    the troops wait, the time in which they are doing nothing is carried over
    to their next turn.  On their next turn, their movement range is multiplied
    by up to about 1.5 times their normal range, depending on how much judgment
    they stored.  This is added to their move-and-attack range too.  
______|========================|___) \______
\_____|  Menu Translation      |__{ O }/////
      |========================|   ) /

This section is a very dry read, but hopefully it is useful in navigating the 
game's menus.

(    Battle Preparation     )
This is the menu that appears before every battle.  

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

Hire Troops:  Choose the general, choose the type of troops, then press left and 
right to add and subtract troops.  Some generals can command multiple types of 
troops at once, in which case you choose two types of troops, one right
after another.  Once you have selected the troops you want, select the bottom 
option to confirm and return to the general-select menu, or the
second-from-the-bottom option to cancel not hire those troops.

Store:  You go to the store, where you can
        Buy: Choose the item you want, select "yes" to buy it, 
                 then choose who gets it.
        Sell: Sells an item that is not equipped.  Prices are 3/4 of the buying
        Equip: Lets you equip weapons, armor, and accessories in that
                 order.  The first option on the item list removes
                 the equipped item.  The second option doesn't change           
                 the equipped item.  The rest of the list is items you
                 have in stock.  Select one and it is equipped.  After
                 one weapon is selected, the menu changes to armor,
                 then accessory.

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

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

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

(       Battle Menus        )

(       Screen Bottom       )
This display appears at the bottom of the screen when the cursor is over an 
empty space on the map.

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

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

(    Screen Bottom Plus     )
The information presented changes when the cursor is moved over a character or 
squad of troops.

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

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

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

Move Order:  Is a ranking that shows in which order the groups will move.  It is 
currently the 0th general's turn, the next is ranked 1st, the one to move after 
that is 2nd, and so on.

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

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

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

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

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

MP:  The general's magic points.

(   Action Menu (Generals)  )

Select the active General and you will see this menu.
|                             |	
|   Move          Magic       |   
|                             |    +-------------+
|   Attack	  Recover     |    |             |
|                             |    |  Troops AI  |
|   Summon        Strategy    |    |             |
|                             |    |  Wait       |
+-----------------------------+    |             |

Move:  This brings up the graphical representation of where you can move.  If 
you move in the clear area, you can attack, but if you move into the darker 
area, you will not be able to attack.  Once you select where to move to, if you 
are in range of an enemy, you can choose to attack by moving the cursor onto an
enemy and pressing C.  Leave the cursor on the general and hit C to stop there
but not attack.   Basically, moving and attacking both require judgment; 
if you use them all to move a long distance you won't be able to attack.  Also, 
if you move only a very short distance and attack, you have judgment left 
over and can move some more after the attack.  

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

Summon:  Some magic-oriented classes get the ability to summon a
creature.  Choose the creature to summon, and then press C on the
general.  Each summoner can only have one creature in existance at a time. 

Magic:  Selecting this brings up the spell list.  Select the spell, and then 
target it.  You cannot move and then cast a spell.  Different spells take 
varying amounts of time to charge.  Once the spell is charged, the caster get
another turn.  Select the caster, then select the target to cast the spell
on.  If you don't want to cast the spell yet, select the caster, then press
B.  Select the top option to keep the spell charged and wait for the next turn,
or select the bottom to cancel the spell.  Pressing B at this choice is makes
no decision, the spell is not canceled, and the caster is not waiting for the
next turn.  

Recover:  The general will regain 3 hp and 2 mp.  Resting takes one full round,
so if the general has high judgment, they'll still be resting when their next
turn comes up.  They can't move, but their troops can.  

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

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

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

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

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

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

Wait:  This is the "Do nothing" command.  The general and troops hold their 
position.  Uses up a small amount of judgment.

(    Action Menu (Troops)   )

Select an active unit of troops to issue these commands.
|             |
|   Move      |  +-------------+ 
|             |  |             | 
|   Attack    |  |  Troops AI  |          
|             |  |             |        
+-------------+  |  Wait       | 
                 |             | 

These are all exactly the same as for the generals, except "Wait" uses no

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

                  |             | 
                  |     ???     |
                  |     ???     | 
                  |     ???     | 
                  |             | 
|                               | 
| General's name  A+     M+     | 
|                 D+            | 
|  MP #/#    Move    Judgment   | 
|                               |
|  Magic Defense Chart          | 
|                               |
| Fire lightning earth dark     |
| Ice  wind      light physical | 
|                               |                    

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

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

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

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

(      Battle Options       )
Move the cursor to an empty spot the map to see this menu.

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

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

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

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

(      Other Controls       )

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

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

(    Character Creation     )

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

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

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

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

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

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

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

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

(        Scenario 1         )
Opponents:  Rainforce
            2 Fighters

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

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

(        Scenario 2         )
Opponents:  Aizer   2 Centurions
            Fighter 3 Soldiers      Sword1
            Fighter 3 Soldiers      Sword1

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

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

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

(        Scenario 3         )
Opponents:  Goldry (Knight)  4 Horsemen
            Fighter          3 Soldiers
            Fighter          2 Pikemen

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

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

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

(        Scenario 4         )
Opponents:  Commodore Wheeler (Fighter) 1 Pikemen
            Caconsis Knight             2 Horsemen
            Goldry (Knight)             2 Horsemen
            Fighter                     2 Soldiers
            Fighter                     2 Pikemen (appears on turn 4)

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

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

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

(        Scenario 5         )
Opponents:  Aizer    2 Soldiers
            Fighter  3 Pikemen
            Fighter  3 Pikemen
            Goldry   3 Horsemen
            Knight   2 Horsemen

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

Secret Tile:  Move onto the fruit in the tree in the top right.  You get a 
1:  +3 to MP max
2:  +2 to MP max, +2 to a stat I can't identify
3:  +1 to MP max, +2 to a stat I can't identify, +2 to another stat
    (those stats are possibly magic range, area, or charge time)
4:  Nothing

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

(        Scenario 6         )
Opponents:  Alvince (Gladiator)  4 Soldiers
            Knight          3 Horsemen
            Knight          2 Horsemen
            Fighter         3 Pikemen
            Fighter         2 Pikemen
            Fighter         3 Soldiers

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

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

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

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

(        Scenario 7         )
Opponents:  Aizer      2 Soldiers
            Mage       2 Elves
            Priest     2 Elves
            Knight     2 Horsemen
            Fighter    2 Soldiers

Not much to do to prepare here.

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

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

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

(        Scenario 8         )
Opponents:  Knight     3 Horsemen
            Knight     3 Horsemen
            Fighter    3 Pikemen
            Fighter    4 Pikemen
            Fighter    3 Soldiers 

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

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

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

(        Scenario ?1        )
Opponents:  3 Aniki (Anikis?)
            Weird Woman  1 Frogs
            Weird Woman  1 Tigers
            Weird Woman  1 Slimes
            Weird Woman  1 Caterpillars 

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

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

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


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

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

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

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

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

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

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

(        Scenario 9         )
Opponents:  Golem     4 Skeletons
            Sea Nymph 4 Lizardmen
            Tiger     4 Scorpions
            Barbarian 4 Wolfmen
            Big Slime 4 Slimes

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

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

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

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

(        Scenario 10        )
Opponents:  Knight   4 Horsemen
            Knight   4 Horsemen
            Fighter  4 Pikemen
            Fighter  4 Soldiers
               When 3 of the above are defeated:
            Baron Craydo  4 Horsemen

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

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

Stay put
Claret runs
Jessica runs
Both run

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

Middle path

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

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

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

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

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

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

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

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

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

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

(        Scenario 12        )
Opponents:  Fighter 5 Pikemen
            Fighter 5 Soldiers
            Knight  2 Heavy Cavalry, 4 Pack Animals
            Knight  2 Heavy Cavalry, 4 Pack Animals
            Fighter 2 Pikemen, 4 Pack Animals
            Fighter 2 Soldiers, 4 Pack Animals

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

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

Secret Tile:  The nest in the center of the screen must be reached by a flier.  
None of the choices has an immediate effect, but the third choice (which has the 
longest response, 1st has next longest response) will let you hire dragons 
starting in scenario 20.

Secret Tile:  Thanks to Masaki:  "Just move your flier general to a 
        flower middle right of the map, answer yes for the first question. but if 
        you want a healing skill just answer no then yes for the second one"

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

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

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

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

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

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

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

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

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

(        Scenario 14        )
Opponents:  Dragon Knight        4 Griffons, 2 Sky Archers
            Hawk Knight          5 Griffons
            Hawk Knight          5 Griffons
            Hawk Knight          4 Sky Archers
            Hawk Knight          4 Sky Archers
            Hawk Knight          4 Rocs
            Eric (Dragon Knight) 4 Griffons

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

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

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

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

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

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

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

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

Secret Tile:  Have a general go to the black square just below the fort.
1:  Nothing
2:  Asks another question: 1:  Shade Troops
                           2:  Nothing
                           3:  Nothing
3:  Leave it.

Thanks to Masaki and Final_Flare for infomation on getting to ?2:
Station one general on each of the five bronze-colored plates inside the fort
at the same time.  Answer yes to get access to ?2.

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

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

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

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

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

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

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

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

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

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

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

(        Scenario 18        )
Opponents:  Goulot (Mage)  2 Ballistae 2 Pikemen
            Shaman        3 Snipers
            Priest        4 Monks
            Knight        4 Horsemen
            Knight        4 Horsemen
            Knight        4 Horsemen
            Knight        4 Horsemen
            Fighter       3 Pikemen, 2 Soldiers
            Fighter       3 Pikemen, 2 Soldiers

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

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

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

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

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

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

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

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

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

Scene:  Aizer and Omega converse near a flying ship.

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

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

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

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

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

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

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

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

(        Scenario 21        )
Opponents:  Omega (Ranger) 2 Assasins
            Brave Knight   3 Dragoons, 3 Centaurs
            Brave Knight   3 Dragoons, 3 Centaurs
            Knight         5 Heavy Cavalry
            Knight         5 Heavy Cavalry
            Shaman         2 Elves, 2 Soldiers
            Shaman         2 Elves, 2 Soldiers
               Turn 5:
            Hawk Knight    4 Griffons  (bottom)

This fight can be tricky because of all the knights, not to mention that Omega 
is quite dangerous.  Those Dragoons are very strong, and the centaurs can pick 
off your generals if they have low defense.  Send your best fighters to take 
them on.  They Heavy Cavalry should be no problem for your Class 3 generals, and 
they can be taken out easily with magic.  The Shamans' troops are worthless and 
their spells aren't much better, and the Hawk Knight is entirely trivial.  Leave 
these for last.  Omega is another story.  His assassins have good power and an 
extremely quick attack, so it is best to attack them with archers.  Omega 
himself is an archer so hit him with your best troops, probably Dragoons.  The 
battle ends only when all enemies are destroyed, so hit Omega ASAP and clean up 
the rest later.  

Scene:  Aizer retreats from Grove.  
Scene:  Sigma rejoins Jessica and Kharhaz

(        Scenario 22        )
Opponents:  Grove (Mage)    4 Ghost Armors, 2 Witches
            Succubus        4 Gargoyles
            Succubus        4 Gargoyles
            Hell Apparition 2 Blood Shades
            Wraith          2 Shades
            Wraith          2 Shades
            Golem           5 Skeletons
            Harpy           5 Imps
            Tiger           3 Caterpillars
            Tiger           3 Caterpillars
            Minotaur        3 Wolfmen
            Minotaur        3 Wolfmen

You've got lots of monster type enemies here, but the only one that is dangerous 
is that Hell Apparition.  It will hang back and cast Zone on you which isn't 
bad, but its little Blood Shades are mean, with their 39 attack, bonus against 
regular troops, and quick attack.  Weaken them with Decrease and fire spells 
before you kill them and the apparition.  I love Grove's reaction when you kill 

On turn 6, Grove resurrects the regular enemies you've killed.  Not a big 
problem, those minotaurs would have been dangerous in scenario 5, but not 
here!  The last thing to watch out for are Grove's witches.  They are very-long 
range archers with good power so don't let them pick off anyone with low 
defense.  Let Claret get in an attack on Grove; she enjoys smashing his face in.

Scene:  Virash shows up.
Scene:  Goulot fires the ancient cannon.
Scene:  Eric sacrifices himself to prevent it from firing again.

(        Scenario 23        )
Opponents:  Goulot (mage)   4 Ballistae, 2 Warriors
		Priest          4 High Elves, 2 Crusaders
            Priest          4 High Elves, 2 Crusaders
            Ancient Machine
            General         6 Phalanx
            Brave Knight    4 Dragoons, 2 Centaurs
            Brave Knight    4 Dragoons, 2 Centaurs
               Turn 3:
            Dragon Knight   4 Griffons, 2 Sky Archers (center bottom)

Goulot is holed up in a little fort, and he's actually in a pretty good position 
to repel an attack.  Nothing you can't handle, though.  First, ignore everything 
inside the fort, even the General won't take a step towards you.  Take out the 
Brave Knights, and be prepared for the Dragon Knight (yes, THE Dragon Knight 
you've fought several times before).  He's only packing griffons, so just don't 
let him surprise a soldier-less mage.  The machine likes to blast the area right 
in front of the fort even if none of your guys are there, and injure the General 
in the process.  When you're ready, kill the General, and cast decrease and a 
few spells to take care of the machine.  Send in Sigma to finish him off if you 
need to.  Goulot only casts Attack2 on the General's group, and then casts Zone 
when you get close, which isn't too bad.  The Priests' high elves don't have 
good power, so the ballistae are the only threat left.  Weaken them with magic 
as you send in your group with the highest defense.  Mages and maybe snipers can 
stay outside the fort and hit enemies within.  Goulot's death returns the 
kingdom to its rightful heir.

Scene:  Erik dies.
Scene:  Emily distracts the prison guard while Landius rescues Ranford.
Scene:  Virash has an ancient weapon of his own, and puts it to good    
        use by shooting down Aizer's flying craft.
Scene:  Lacer gets word that Ranford has escaped.
Scene:  Clared addresses her new subjects.
Scene:  Landius and Ranford complete their escape and plan their next 

(        Scenario 24        )
Opponents:  Omega (Ninja)   2 Assasins
            Dragon Knight   4 Angels, 2 Sky Archers
            Dragon Knight   4 Angels, 2 Sky Archers
            Brave Knight    3 Dragoons, 1 Soldiers
            Brave Knight    3 Dragoons, 1 Soldiers
            Battle Master   3 Warriors, 1 elves
            Battle Master   3 Warriors, 1 elves
            General         3 Phalanx, 1 Soldiers
            General         3 Phalanx, 1 Soldiers
            Mage            3 Snipers
            Priest          3 High Elves

The mission is to race Omega to Langrisser.  The legendary sword is in the 
second shed from the top on the left, but Omega's troops don't seem very 
interested in opening the doors unless you give them plenty of time.  The area 
between the storage rooms counts as "indoors" so cavalry and fliers move slow 
there.  Have two fighting units advance upward, back them up with your magic 
users, and have another fighting group bring up the rear to fight off the enemy 
fliers that will flank you.  The contents of each room are revealed if any troop 
steps inside, but only generals can open the chests.  Don't worry about them 
until you've got the enemies under control.  Omega will charge you after you 
kill an enemy general or two, take him out before he con do any damage.  The 
battle doesn't end until all enemies are dead, but don't forget to grab all the 
chests before you finish them off.  

Scene:  Rainforce arrives with his crimson knights, but leaves when a 
        messenger arrives.  Brenda chases him, then Virash shows up and
        runs after her.
Scene:  Brenda catches Rainforce, but he promptly knocks her out and
        hands her over to Virash.
Scene:  Flashback to Brenda's past.
Scene:  Virash's cabin.  Brenda recovers, and Virash explains some 
        things about Crimsonia.  It's pretty clear that you don't want
        Rainforce to get his hands on anything to do with Crimsonia.      

(        Scenario 25        )
Opponents:  Goldry (Ranger?)  4 Grenadiers, 2 Snipers
            Brave Knight      6 Dragoons
            Brave Knight      6 Dragoons
            General           6 Phalanx
            General           6 Phalanx
            Dragon Knight     4 Angels, 2 Sky Archers
            Battle Master     6 Warriors
            Mage              3 Snipers
            Mage              3 Snipers

Here you have to help out Landius and Ranford.  They're both quite strong, so 
they'll last pretty long.  None of the enemies here are difficult, and they're 
spread out so it should be no problem.  Goldry is an unusual class and his 
bandits are interesting, but they're basically regular soldiers who throw their 

Scene:  Ranford joins, but Landius goes his own way.  You get choose two class 
        promotions for Ranford.  He makes a good foot-soldier, 
        knight, or flier, so make him into whatever you don't already 
Scene:  Brenda reminisces about the past and Sigma talks with her.  You get a        
        choice of responses here:  
1) The first seems to be the best, Brenda closes her eyes and smiles.
2) Seems like the worst, Brenda just gives a short answer.
3) The third seems good too.
        Goldry shows up with a last-ditch attempt to kill Sigma and Brenda, but 
        Sigma puts a stop to it.
Scene:  Brenda brings news of Sigma's sacrifice, and everyone but Brenda wanders 
        off.  Then Sigma stumbles back, and you get a choice of what to say to 
1) Definitely the worst.
2) Has the same response as 3).
3) Seems like the best, since Sigma sounds like he's not about to die.

(        Scenario 26        )

Opponents:  Alvince (Marshall)  3 Legions, 3 Phalanx
            Mage                3 Longbowmen
            Priest              3 High Elves
            Brave Knight        4 Dragoons, 2 Centaurs
            Brave Knight        4 Dragoons, 2 Centaurs
            General             6 Phalanx
            General             6 Phalanx
        When one of your generals moves to the north of the Mage and Priest:
            Golem               4 Mud Men, 2 Gargoyles
            Golem               4 Mud Men, 2 Gargoyles
            Metal Golem         2 Mud Men, 4 Gargoyles
               (The statues come to life)

This is a simple battle until one of your characters moves to the north of the 
alcoves that contain the enemy Mage and Priest.  Then the three groups of 
statues to the south come alive (gee, didn't see that coming), and Alvince sets 
the whole castle on fire.  The fire moves inwards slowly from all four walls, 
and you have to escape to the exit in the center.  Alvince runs there too, and 
you must kill him before he gets away.  On his turn, Alvince opens a door on the 
North side of the central room.  He will run southward towards the exit, so kill 
him before he get there.  The battle is over once he is dead, but your generals 
can escape by stopping near the exit.    

Secret Tiles:  Two chests on two tables in the top left and right.  Two items.

Scene:  Alvince is dead, but nobody's very sad about it.  

(        Scenario 27        )

Scene:  Rainforce and his underling talk.

Opponents:  Mastaza (Knight Master)  4 Dragoons, 2 Legions
            Brave Knight             6 Dragoons
            Brave Knight             6 Dragoons
            Battle Master            6 Legions
            Battle Master            6 Legions
            General                  6 Phalanx
            General                  6 Phalanx
            General                  6 Phalanx
            Mage                     3 Longbowmen

Here's a wide open, army versus army battle.  The enemy cavalry is way behind 
the other soldiers, but they all charce straight at you, making a big pile of 
troops where the two armies meet.  As usual, the trick is to take advantage of 
troop affinites, but it's harder than usual in this battle.  Attack when you
have a troop-type advantage, and then pull your general back when they're done.
It's also a good chance to use some big area-effect spells.  

Secret Tile:  Little blue doodad in the top right corner.  You get 3 choices:
1) Skill or stat by 2?
2) +4 MP
3) Item?

Scene:  Mastaza dies.
Scene:  Virash's army gets some bad news about Rainforce's army.
Scene:  Virash's forces face off against Rainforces.  The battle goes well as 
        Virash's giant robots attack.  But Rainforce's stronger bots arrive and 
        turn the tide. 
Scene:  Two of Virash's soldiers investigate a structure.  Rainforce puts a stop 
        to it with the help of two Crimson Knights.

(        Scenario 28        )

Scene:  Your crew meets Lacer (the guy who tossed Ranford in jail), but it turns 
        out he was a fake.
Opponents:  Shapeshifter (Dark Priest?) 4 Ghost Armors, 2 Imps
            Succubus          4 Gargoyles, 2 Ghosts
            Succubus          4 Gargoyles, 2 Harpies
            Succubus          4 Gargoyles, 2 Wraiths   
            Metal Golem       6 Mud Men
            Saber-Tooth       6 Lions
            Saber-Tooth       6 Lions
When one of your Generals moves into the reflecting pool:
            Orochi            4 Serpents, 2 Frogs   (Appears behind the statues)

The shapeshifter runs upward to the top of the pool, and then to the west.  It 
seems like shes trying to escape somewhere, but there aren't any exits at that 
part of the castle.  Maybe she can teleport from that crystal.  The enemies in
the courtyard are a good source of experience.  They'r enot too dangerous, and 
the lions and tigers count as cavalry, so the counter is obvious.  The Succubi 
can cast some basic spells like freeze, just to annoy you.  The Shapeshifter's 
imps and ghost armors are both evil, so watch out.  Even though the shapeshifter
seems to be some sort of mage, her lightning attack is much quicker than the
usual mage attack.  

Secret Tile:  Chest in the small room.  It's a cheap robe.  Doesn't seem like 
              the chest in the larger room can be opened. 

Scene:  Rainforce and Ranbert.
Scene:  Virash reports his failure, and then tells Brenda how far Rainforce has 
        gotten in harnessing the power of Crimsonia.

(        Scenario 29        )

Scene:  Ranbert sacrifices himself.  Whether this plays into Rainforce's plans, 
        or against them, I'm not sure.   
Scene:  The shapeshifter runs back to Gaiel.  Interesting that she mentions 

Opponents:  Omega (Ranger)          4 Assassins
            Crimson Knight          4 Dragoons
            Crimson Dragon Knight   4 Angels
            General                 6 Phalanx
            General                 4 Phalanx
            Battle Master           6 Legions
Appearing on turn 3:
            General                 6 Phalanx  (Right near your lop-left 
                                                starting position)
On turn 4:
            Being near Langrisser allows Omega to become more powerful.  
When you defeat Omega:
            Rainforce               4 Centurions, 2 Elite Cavalry
            Crimson Knight          6 Elite Cavalry  
            Both appear right in your starting position.
Allies:     Makure                  4 Phalanx
            Villager                4 Civilians
            Villager                4 Civilians
            Villager                6 Civilians

Before the battle:
You get to choose something to say to Lambda:
1)	Not good, Lambda gets quiet . . . 
2)	This is definitely the best choice
3)	About the same as 1)

On Makure's first turn, you get to tell him where to go.  
1)	North
2)	East
3)	South
4)	Southeast

On a villager's first turn, tell them where to go.  This order is for all the 
1)	North
2)	East
3)    Southeast
4)	Stay in place.  You can tell them to move on their next turn. 

To win this battle, you need to defeat all the enemies except Rainforce and his 
Crimson Knight.  Those two are supposed to be very hard, but they aren't too 
difficult if you're expecting them.  Rainforce has 49 attack, and a whopping 50 
defense, but he's far from unbeatable.  Decrease, and a barrage of spells is the 
best way to kill off his troops, since he has a very strong defensive revision, 
too.  If Sigma is well-armed, cast Attack 2 on him and he can finish off 
Rainforce.  The Crimson Knight with him is very strong, as well.  Tell Makure to 
go north, he can take care of the enemy General up there.  The civvies should 
stay in place; there's no safe place to run.  You can tell them to move later, 
when there is someplace safe.  Omega was dangerous about 10 battles ago, but he 
isn't much stronger here, and when he powers up, he only gains one more attack

If you don't want to fight Rainforce, then take out the others quickly.  Makure 
can handle that General, but it will take him a while to finish it off, so send 
one of your own to do it.  

Scene:  Discussion with the villagers, Makure runs off.

Scene:  Party splits up.  Choose one character to go with Sigma:
1)	Lambda
2)	Brenda
3)	Claret
4)	-->        1)  Alfred
                   2)  Ranford
                   3)  Back to first choice.

Each of the women blush if you pick them, pick the one you want to score points 

Scene:  At the Crimsonia entrance, Ranforce, his henchman, and some Crimson 
Knights are frustrated by the barrier.  

(        Scenario 30        )

Opponents:  Gladiator              6 Soldiers

When you kill the Gladiator:
            Omega (Ranger)         4 Assassins  (Middle of big church)
            Crimson Knight         4 Dragoons  (inside big church, on right)
            Crimson Dragon Knight  4 Angels  (inside big church, on left)
            General                6 Phalanx  (building to right of church)
            General                6 Phalanx  (east side of town, halfway up)
            Battle Master          6 Legions  (just northeast of town's entrace)
            Dragon Knight          4 Angels, 2 Sky Archers (far southwest)
            Wizard                 3 Longbowmen  (just west of statue)

Sigma and the character you chose will do most of the work in this battle.  I
guess the idea here is to be sneaky, but you don't even have to do that.  The
Gladiator can see a short distance in all four directions from where he is
standing, so you can get to the church without being seen if you skirt around
the outside of town.  But if the Gladiator sees you, he'll just chase you and
try to fight.  He doesn't raise the alarm until he dies.  Then the rest of the
enemies will appear.  Your other generals won't appear for about 10 more turns.

Omega and his Crimson Knights are pretty strong.  I like to bring a mage along
with Sigma to hit the knights with some spells and shoot Omega's assassins with
archers.  Some phalanx troops with Sigma will be good for fighting the
Dragoons and Angels the Crimson Knights have.  Omega's stats aren't so
impressive any more, but has a good bow and he'll kill your mage if you let
him.  Sigma and his partner will have probably have to fight off another enemy
before the rest of you army shows up to finish off the remains of Omega's

If you don't think Sigma and his partner can take Omega and his Crimson
Knights, you could kill the Gladiator and retreat to the bottom of the
map.  Omega will advance on you, but it might buy enough time for your allies
to join the fight.  

Secret Tile:  Signpost in ground in top left.  Choose yes or no:
              Yes:  Nothing?

Scene:  Makure confronts Rainforce at the Crimsonia barrier.  Rainforce is 
        holding Makure and Lambda's mother hostage.  Lambda agrees to remove the 
        barrier in exchange for her mother.  
Scene:  Back in town, Rainforce returns Lambda's mother, then Virash arrives.
Scene:  At the entrance to Crimsonia, Rainforce's lackey (still can't figure out 
        his name) walks in, but locks Rainforce out.  

______|========================|___) \______
\_____|  Class Change Chart    |__{ O }/////
      |========================|   ) /

--- Sigma ---
Class 1    Class 2       Class 3       Class 4        Secret Class

                                       Sword Master   Gold (Hero) 
                         Battle Master
           Gladiator                   Element 3      Iron
Fighter                  Element 2
           Element 1                   Element 2      Bronze
                         Element 1
                                       Element 1      Silver

Sigma's metal and element priority are chosen during character creation
before scenario 1.  You choose 3 elements in order, and those determine
which classes Sigma can become.  The elements are:

Earth      Silver Knight Brave Knight  Knight Master  Royal Guard
Water      Captain       Serp. Knight  Serpent Lord   Serpent Master
Fire       Shaman        Mage          Arcmage        Hermit
Wind       Hawk Knight   Dragon Knight Dragon Lord    Dragon Master

Of course, Sigma always gets to choose the class appropriate to his class
level.  What I mean is, after Sigma promotes from Battle Master, you get
the choice between Sword Master and the third class of Sigma's third
element, not the weakest class of the third element.  

Sigma's metal determines which one secret class he can access.  Gold gives
you Hero.  Silver gives you the secret class corresponding to Sigma's
first element, Bronze:  Sigma's second element, and Iron: Sigma's third

--- Lambda ---
           Shaman                      Arcmage        Hermit
Warlock                  Mage
           Healer                      Saint          Avatar
                                       High Priest

--- Alfred ---
                                       Ranger         High Master
           Gladiator                   Marshall
Fighter*                 Serpent Knight
           Captain                     Serpent Lord   Serpent Master
                         Brave Knight
                                       Knight Master

--- Brenda ---
                                       Arcmage        Hermit
           Sorceror*                   Wizard
Knight                   Brave Knight
           Silver Knight               Knight Master  Royal Guard
                                       Marshall       Queen

--- Claret ---
                                       High Priest    
           Healer                      Sage           Princess
Pegasus Knight           Paladin
           Pegasus Lord                Dragon Lord    Dragon Master
                         Dragon Knight
                                       Ranger         High Master

--- Ranford ---
                                       Sword Master
                         Battle Master
           Gladiator                   Marshall
Knight                   General 
           Silver Knight               Knight Master  Royal Guard
                         Brave Knight
                                       Dragon Lord    Knight Master

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

(          Class 1          )

--- Fighter ---

Judgment:        50    Attack    +5   Magic Defense:
Movement:        12    Defense   +4   55 for all elements
Command Radius:   6    Att. Rev. +4   
Max Troops:       4    Def. Rev. +4
MP               +2    Mov. Rev.  2

Troops:  Soldiers                     Abilities:  none
Attack Style (ground):  Sword Blaze 
                        (One big burst of flame.  Medium speed) 
Attack Style (air):     Fire Spray
                        (10 projectiles in succession.  Slow)     

--- Warlock ---

Judgment:        60    Attack    +4   Magic Defense:
Movement:        10    Defense   +2   70 for all elements
Command Radius:   5    Att. Rev. +5   
Max Troops:       3    Def. Rev. +1
MP               +6    Mov. Rev.  1

Troops:  Soldiers                     Abilities:  Fireball
                                                  Wind Cutter
                                                  Attack 1

Attack Style (all):  Mage's Wings
                     (Sprouts wings, then fires 10 projectiles.  Slow)

--- Knight ---

Judgment:        40    Attack    +5   Magic Defense:
Movement:        19    Defense   +3   45 for all elements
Command Radius:   7    Att. Rev. +5   
Max Troops:       4    Def. Rev. +2
MP               +2    Mov. Rev.  2

Troops:  Horsemen                     Abilities:  none
Attack Style (all):  Knight's Charge
                     (Jumps in the air, then flies across the
                      screen with a shockwave.  Fast, flying)

--- Pegasus Knight ---

Judgment:        40    Attack    +4   Magic Defense:
Movement:        20    Defense   +2   40 for all elements, except Wind 30
Command Radius:   8    Att. Rev. +4   
Max Troops:       4    Def. Rev. +2
MP               +2    Mov. Rev.  2

Troops:  Griffins                     Abilities:  Flies
Attack Style (all):  Sky Dive 
                     (Surrounds self in energy, then dives on
                      enemies.  Fast, flying)

(          Class 2          )

--- Gladiator ---

Judgment:        50    Attack    +5   Magic Defense:
Movement:        12    Defense   +4   65 for all elements
Command Radius:   6    Att. Rev. +4   
Max Troops:      +1    Def. Rev. +4
MP               +2    Mov. Rev.  2

Troops:  Soldiers                     Abilities:  Mix Troops
Attack Style (ground):  Sword Blaze 
Attack Style (air):     Fire Spray

--- Silver Knight ---

Judgment:        40    Attack    +6   Magic Defense:
Movement:        19    Defense   +4   55 for all elements
Command Radius:   7    Att. Rev. +6   
Max Troops:      +1    Def. Rev. +2
MP               +2    Mov. Rev.  2

Troops:  Horsemen                     Abilities:  Mix Troops
         Heavy Cavalry
Attack Style (all):  Knight's Charge 

--- Shaman ---

--- Healer ---

--- Pegasus Lord ---

--- Captain ---

(          Class 3          )

--- Battle Master ---

--- General ---

Judgment:        52    Attack    +5   Magic Defense:
Movement:        11    Defense   +6   75 for all elements
Command Radius:   7    Att. Rev. +2   
Max Troops:      +1    Def. Rev. +3
MP               +6    Mov. Rev.  4

Troops:  Phalanx                     Abilities:  Mix Troops
         Pikemen                                 Heal 1
         Elves                                   1 more spell
Attack Style (ground):  Sword Blaze 
Attack Style (air):     Fire Spray

--- Brave Knight ---

--- Dragon Knight ---

--- Serpent Knight ---

--- Summoner ---

--- Mage ---

--- Priest ---

--- Paladin ---

(          Class 4          )

--- Sword Master ---

Judgment:        51    Attack    +9   Magic Defense:
Movement:        12    Defense   +6   87 for all elements
Command Radius:   8    Att. Rev. +5   
Max Troops:      +1    Def. Rev. +4
MP               +4    Mov. Rev.  4

Troops:  Legions                      Abilities:  Mix Troops
         High Elf
Attack Style (ground):  Sword Blaze 
Attack Style (air):     Fire Spray

--- Marshall ---

Judgment:        52    Attack    +6   Magic Defense:
Movement:        11    Defense   +9   87 for all elements
Command Radius:   8    Att. Rev. +3   
Max Troops:      +1    Def. Rev. +6
MP               +5    Mov. Rev.  4

Troops:  Phalanx                      Abilities:  Mix Troops
         Legions                                  Heal 1
         High Elf                                 1 more
Attack Style (ground):  Sword Blaze 
Attack Style (air):     Fire Spray

--- Knight Master ---

Judgment:        41    Attack    +10  Magic Defense:
Movement:        20    Defense   +6   82 for all elements
Command Radius:   9    Att. Rev. +6   
Max Troops:      +1    Def. Rev. +4
MP               +3    Mov. Rev.  4

Troops:  Dragoons                     Abilities:  Mix Troops
         Longbowmen                               Attack 1
Attack Style (all):  Knight's Charge

--- Dragon Lord ---

Judgment:        31    Attack    +8   Magic Defense:
Movement:        22    Defense   +6   Fire 90  Earth --  Thund 87  Dark 87  
Command Radius:  10    Att. Rev. +5   Ice  90  Wind  60  Light 87  Phys 87
Max Troops:      +1    Def. Rev. +3
MP               +6    Mov. Rev.  6

Troops:  Angels                       Abilities:  Mix Troops
Attack Style (all):  Sky Dive 

--- Serpent Lord ---

Judgment:        46    Attack    +8   Magic Defense:
Movement:        17    Defense   +7   82 for all elements
Command Radius:  10    Att. Rev. +6   
Max Troops:      +1    Def. Rev. +3
MP               +3    Mov. Rev.  4

Troops:  Lizard Warriors              Abilities:  Mix Troops
         Mer Warriors                             Heal 1
Attack Style (ground):  Water Column
Attack Style (air):     Focused Jet

--- Wizard ---

Judgment:        60    Attack    +7   Magic Defense:
Movement:        10    Defense   +5   90 for all elements, except Dark 94
Command Radius:   6    Att. Rev. +4   
Max Troops:      -1    Def. Rev. +3
MP              +15    Mov. Rev.  5

Troops:  Soldiers                     Abilities:  Mix Troops
         Pikemen                                  Attack2
Attack Style (all):  Lightning Strike             3 more spells

--- Arcmage ---

Judgment:       61    Attack    +8   Magic Defense:
Movement:        10    Defense   +5   Fire 94  Earth 94  Thund 94  Dark 98
Command Radius:   7    Att. Rev. +5   Ice  94  Wind  94  Light 94  Phys 94
Max Troops:      +0    Def. Rev. +3

Troops:  High Elf                     Abilities:  Mix Toops
         Ballista                                 5 spells
Attack Style (all):  Lightning Strike

(       Secret Class        )

--- Hero ---

--- Royal Guard ---

--- High Master ---

--- Queen ---

--- Princess ---

--- Dragon Master ---

--- Serpent Master ---

--- Hermit ---

--- Avatar ---

______|========================|___) \______
\_____|    Item Reference      |__{ O }/////
      |========================|   ) /

( I made up the names, it's either this or Sword1, Sword2, etc. )
Items sell for 75% of the listed cost.  You can figure out what you have by 
seeing how much it sells for.  

(          Weapons          )

Knives Equipped by all classes
| Name           | Attack |        Other Effects          |   Price   |
|                | Power  |                               |           |
| Dagger         |   1    |                               |  30       |
| Dirk           |   2    |                               |  200      |
| Main Gauche    |   1    |   Defense +1                  |  350      |
| Machete        |   3    |                               |  620      |

Swords  Equipped by all classes except Priests and Mages
| Name           | Attack |        Other Effects          |   Price   |
|                | Power  |                               |           |
| Foil           |   3    |                               |   750     |
| Cutlass        |   4    |                               |  1000     |
| Broad Sword    |   5    |                               |  2300     |
| Cold Blade     |   5    | Allows Freeze and Frozen      |  4000     |
|                |        | Maiden spells, Ice Mdef +10   |           |
| Thunder Striker|   5    | Bolt and Thunderstorm spells  |  4000     |
|                |        | Spark Mdef +10                |           |
| Zweihander     |   7    | Defense +1                    | 11000     |
| Scimitar       |   6    |                               |  5000     |
| Alhazard       |   3    | Sometimes allows ranged attack|     0     |  
| Langrisser     |   8    | Def +1  AttRev +1 DefRev +1   |     0     |
|                |        | All Mdef +10  Light Mdef +20  |           |

Lances  Equipped by Knights and Flying Knights
| Name           | Attack |        Other Effects          |   Price   |
|                | Power  |                               |           |
| Long Spear     |   4    |                               |  1100     |
| Steel Lance    |   5    |                               |  2250     |
| Glaive         |   6    |                               |  5000     |

Hammers  Equipped by all classes except Mages
| Name           | Attack |        Other Effects          |   Price   |
|                | Power  |                               |           |
| Flail          |   3    |                               |   150     |
| Mace           |   4    |                               |   750     |
| War Hammer     |   5    |                               |  1100     |
| Giant Hammer   |   7    | Move -2                       |  6500     |
| Mjollnir       |   7    |                               |  8000     |

Axes  Equipped by fighting classes on foot
| Name           | Attack |        Other Effects          |   Price   |
|                | Power  |                               |           |
| Hatchet        |   2    |                               |   160     |
| Battle Axe     |   5    | Move -1                       |  1600     |
| Double Axe     |   5    |                               |  2100     |
| Evil Axe       |   8    | Def -4 Move -2 Light Mdef -15 |  2350     |

Staffs  Equipped by mages and Priests
( usually affect the range, size of effected area, and charge time of 
spells ) 
| Name           |                Effects                 |   Price   |
|                |                                        |           |
| Staff          |  Attack +1                             |   150     |
| Focus Rod      |  Range +4                              |   800     |
| Divining Cane  |  Range +5                              |  1200     |
| Resist Staff   |  Range +9, Area +1,   All Mdef +5      |  2000     |
| Unknown Staff  |  Nothing?                              | 10000     |

Bows  Equipped by Ranger classes
| Name           | Attack |        Other Effects          |   Price   |
|                | Power  |                               |           |
| Short Bow      |   0    | Def -1  Move -2  Short Range  |  3000     |
| Long  Bow      |   0    | Def -3  Move -3  Med   Range  |  4500     |
| Short Bow      |   0    | Def -7  Long  Range           |  8500     |

(          Armors           )

Robes  Equipped by everyone
| Name           | Defense|        Other Effects          |   Price   |
|                | Power  |                               |           |
| Cotton Robe    |   1    | All Mdef +2                   |    50     |
| Priest's Robe  |   2    | All Mdef but light & dark +5  |   560     |
| Mage's Robe    |   2    | All Mdef +8                   |   600     |
| Aura Robe      |   2    | All Mdef +8, all troop Mdef +8|  7500     |
| Old Coat       |   1    | All Mdef +10                  |   290     |

Armor  Equipped by everyone but Priests and Mages
| Name           | Defense|        Other Effects          |   Price   |
|                | Power  |                               |           |
| Chain Mail     |   2    |                               |   440     |
| Plate Mail     |   3    | Move -1                       |  1000     |
| Blessed Armor  |   2    | Move -1  may cast forceheal1  |  4000     |
|                |        | Earth Mdef +12 Ice Mdef +8    |           |
| Heat Armor     |   3    | Fire Mdef +12 Ice Mdef +5     |  2700     |
| Great Helm     |   5    | Move -3                       |  3800     |
| Dragon Armor   |   4    | Move -1                       |  4000     |
| Borin's Mail   |   4    |                               |  4800     |
| Gold Armor     |   5    | Move -2, all Mdef +5          |  4200     |
| Winged Helmet  |   5    |                               |  6000     |

(        Accessories        )

Chains   Equipped by anyone
| Name           |               Effect                     |  Price  |
| Magic Chain    | MP +6 All Mdef but light and physical +10|   800   |
|                |                                          |         |
| Resist Chain   | Defense Revision +1                      |   200   |
|                | All Mdef and troops' Mdef +2             |         |
|                | and light and dark Mdef +5               |         |
|                |                                          |         |
|Chain of Command| Defense revision +1                      |   620   |
|                | Command radius +2                        |         |
|                | max hired troops +1                      |         |
|                |                                          |         |
| Defense Chain  | Def +1  Def Revision +1                  |   850   |
|                | all Mdef +5  troops' Mdef +5             |         |
|                | and light, dark Mdef +8                  |         |
|                |                                          |         |
| Magic Void     | Mdef +20  troops' Mdef +20               |   700   |
|                |                                          |         |
| Strength Aura  | Att revision +2, Def revision +2         |  3750   |
|                |                                          |         |
| Adept Chain    | MP cost reduced by ~20% (rounds down)    |  4000   |
|                |                                          |         |
| Magic Barrier  | All Mdef +20                             |   920   |
|                |                                          |         |
| Art of War     | Attack revision +3, Def revision +2      |  4600   |
|                | Command radius +3                        |         |
|                |                                          |         |
|Unstoppable Force Attack +4, Attack revision +2            |  5000   |
|                |                                          |         |
| Immovable Wall | Defense +4, defanse  revision +2         |  5000   |
|                |                                          |         |
| Rune Armlet    | When class changes, you return to class 2| 15000   |
|                |                                          |         |
| Psychic Charm  | MP +12, Women only                       |  3000   |

Orbs  Equipped by Priests and Mages
| Name           |               Effect                     |  Price  |
| Ether Orb      | Max MP +50%                              |  1350   |
| Aggressive Orb | Att revision +3  Def revision +1         |  1600   |
|                | light and dark Mdef +5                   |         |
| Defensive Orb  | Def revision +3                          |  2300   |
|                | light and dark Mdef and troops' Mdef +10 |         |
| Burning Orb    | max MP +50%  fire Mdef +20               |   620   |
|                | max hired troops +1                      |         | 

Boots  Equipped by anyone not riding an animal
| Name           |               Effect                     |  Price  |
| Sturdy Boots   | def +1                                   |    40   |
| Armored Boots  | def +2                                   |   400   |
| Swift Boots    | Move +4                                  |  2700   | 

______|========================|___) \______
\_____|     Spell List         |__{ O }/////
      |========================|   ) /
(       Damage Spells       )
| Name           | MP Cost |Charge Time| Range  |     Learned By      |
| Fire           |    1    |     13    | Medium | Warlock, Dragon Knt |
|                +---------+-----------+--------+---------------------+ 
|                |  Medium fire damage to one enemy                   |
|                |                                                    |
| Wind Cutter    |    2    |     13    | Long   |     Warlock         |
|                +---------+-----------+--------+---------------------+
|                |  Medium wind damage to one enemy                   |
|                |                                                    |
| Lightning      |    5    |     14    | Long   |      Shaman         |
|                +---------+-----------+--------+---------------------+
|                |  Small lightning damage to one group of enemies    |
|                |                                                    |
| Fireball       |    3    |     18    | Medium | Shaman, Dragon Knt  |
|                +---------+-----------+--------+---------------------+
|                |  Small fire damage to a small area of enemies      |
|                |                                                    |
| Thunderstorm   |    7    |     27    | Medium |       Mage          |
|                +---------+-----------+--------+---------------------+
|                |  Medium lightning damage to a medium area of       |
|                |  enemies                                           |
| Tornado        |    9    |     29    | Long   |       Mage          |
|                +---------+-----------+--------+---------------------+
|                |  Medium wind damage to a large area of             |
|                |  enemies                                           |
| Thorned Halo   |    6    |     23    | Medium |       Saint         |
|                +---------+-----------+--------+---------------------+
|                |  Medium holy damage to a medium area of            |
|                |  enemies                                           |
| Frozen Maidens |    7    |     24    | Medium |     Cold Blade      |
|                +---------+-----------+--------+---------------------+
|                |  Medium ice damage to a medium-large area of       |
|                |  enemies                                           |

(        Heal Spells        )

| Name           | MP Cost |Charge Time| Range  |     Learned By      |
| Heal 1         |    2    |     1     | Medium |  Healer, General    |
|                +---------+-----------+--------+---------------------+
|                | Restores 3 HP to a medium area of allies           |
|                |                                                    |
| Cure           |    3    |     5     | Medium |      Healer         |
|                +---------+-----------+--------+---------------------+
|                | Removes detrimental status from a medium area of   |
|                | allies                                             |
| Force Heal 1   |    3    |     1     | Medium |      Priest         |
|                +---------+-----------+--------+---------------------+
|                | Restores 3 HP to one group of allies               |
|                |                                                    |

(       Support Spells      )

| Name           | MP Cost |Charge Time| Range  |     Learned By      |
| Attack 1       |    2    |     1     | Medium | Warlock, Shaman     |
|                +---------+-----------+--------+---------------------+
|                | Raises the attack power of one ally group by 3     |
|                |                                                    |
| Protect 1      |    2    |     1     | Medium |     Healer          |
|                +---------+-----------+--------+---------------------+
|                | Raises the defense power of one ally group by 3    |
|                |                                                    |
| Shield         |    3    |    14     | Medium |     Healer          |
|                +---------+-----------+--------+---------------------+
|                | Raises the magic defense of one ally group by 20   |
|                |                                                    |
| Haste          |    1    |     4     |  Short |     Priest          |
|                +---------+-----------+--------+---------------------+
|                | The target ally group gets their turn immediately  |
|                | after the spell is cast                            |
| Attack 2       |    4    |    14     | Medium |      Mage           |
|                +---------+-----------+--------+---------------------+
|                | Raises the attack power of one ally group by 5     |
|                |                                                    |

(       Status Spells       )

| Name           | MP Cost |Charge Time| Range  |     Learned By      |
| Silence        |    3    |     20    | Medium |      Shaman         |
|                +---------+-----------+--------+---------------------+
|                |  Prevents spells from being cast by 1 enemy group  |
|                |  Good chance of success                            |
| Sleep          |    6    |     60    |  Short |      Fairy          |
|                +---------+-----------+--------+---------------------+
|                | Each enemy in a small area has a chance of falling |
|                | asleep                                             |
| Decrease       |    4    |     25    |  Long  |  Cleric, Shaman     |
|                +---------+-----------+--------+---------------------+
|                | Reduces the magic defense of one enemy group by 30 |
|                |                                                    |
| MP Drain       |    1    |     2     | Medium |      Shaman         |
|                +---------+-----------+--------+---------------------+
|                | Steals ~25% of enemy general's MP, and adds        |
|                | it to the caster                                   |
| Zone           |    6    |    23     |  Long  |       Mage          |
|                +---------+-----------+--------+---------------------+
|                | Cuts the attack and defense revisions of one       |
|                | enemy group in half                                |

______|========================|___) \______
\_____|     More to Come!      |__{ O }/////
      |========================|   ) /
Complete walkthrough
Complete Spell list
Complete Item list
Complete Class change charts
Troop list
Relationship info

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

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