Warsong/Langrisser FAQ 7.0, 3/05/2001
Maintainer: saintly@innocent.com
Send comments or questions to the above address.

About this FAQ

This FAQ answers common questions about the Sega Genesis game
"Warsong", published by Treco.  Thanks to a number of generous fans,
almost all the stats are completed and in now.

Things I'd still like to know: 
- Battle formula for how damage and bonuses are determined
- Different strategies for beating the scenarios
- Verified Killing Score and #troops to advance data
- "Clear bonus" for each level

You can find the latest copy of this FAQ at www.gamefaqs.com
 
What's here/Table of contents

 1. About the game
    1.1. Getting a copy  
 2. How to play 
    2.1. Moving troops
    2.2. Attacking
    2.3. Casting spells
    2.4. The scenario map
    2.5. Preferences
 3. General advice
    3.1. Spell draining
    3.2. Formations
	3.3. Moving and Defense
 4. Experience and Promoting
 5. Level-by-level strategy
 6. Items & Effects
 7. Characters and advancement paths
 9. Troop comparisons
    9.1 Player/Enemy troop comparisons
10. Commander class comparisons
    10.1 Discussions of individual classes
11. Spells
12. Codes and Cheating
13. Rumors & comments
14. Nitpicks
15. Challenges
16. Thanks & credits

1. About the game:

Warsong is a turn-based strategy game (sometimes called a Simulation 
Game/SLG) originally released in Japan as "Lungrisser" (or
Langrisser) for the Sega MegaDrive system.  It was ported to the Sega
Genesis as "Warsong".  Although it was hardly noticed at the time, it
attracted a die-hard following of fans who found it in bargain bins.
It is now considered one of the coolest strategy games to come out on
the Sega Genesis platform.  The game spawned 7 sequels (at the time
of this writing) in Japan, none of which were brought to the US.  The
Megadrive ROM "Lungrisser II" was translated into English by the
Hiryuu'Honyaku team.

During the game, you slowly acquire ally leaders, each of whom can
hire up to 8 troops (each troop representing 10 soldiers) to fight in
stages called Scenarios.  Each scenario starts you out in a defensive
position with enemies nearby and a goal to accomplish.  Typical goals
are, "Protect this person", "Destroy all the enemies", "Destroy the
enemy leader (other enemies optional)" and several other types.  You
chose where to place your troops in the beginning, and the formations
you want to fight in.
 
Along the way, you also acquire special items that can increase the
power of your commanders.  As your commanders gain experience, they
can be promoted to different "classes" with new spells, and new
abilities.

Warsong is a well-designed game for it's time, has nicely drawn 
'Anime'-style graphics and one of the best soundtracks for any
Genesis game.  For strategy game fans, it has quite a lot of
re/playability too.

1.1 Getting a copy

Warsong is made by the software company 'Treco', a small company
which seems to have published very little, unfortunately.  No other
Langrisser games were ported to the Genesis (though a few showed
up on the Sega Saturn)

Unfortunately, Warsong didn't sell too well on the Genesis and is
somewhat hard to find.  Your best bet is used video-game stores and
friends if you want to buy it.  On the internet, you can buy it from
  
 http://www.gamespot.com
 
It is usually backordered, as more people are becoming aware of it
and buying it.  Expect to pay $15-20 USD for it.  I have one copy of
the game, no manual.  I loaned my other copy to a friend, who
promptly lost it, so I can't sell it to you.  If you find any other
'net retailers let me know so I can list them here.  

Your other alternative is a Genesis emulator and a ROM.  An emulator
runs on your PC and 'plays' ROMs that have been turned into ordinary
files.  Emulators are available for several platforms (they all run
each other's ROMs).  It is legal to own an emulator, but illegal to
own a ROM without owning the original cartridge.  Listed below are
popular emulators;

PC: Genecyst, KGen, GenEm, *Megasis, *Gens
Mac: *GenEm

At the time of this writing, Megasis and Gens are the only emulators
that correctly run the Warsong game.  Warsong uses a strange Genesis
mode to draw it's dialogs and none of the other emulators will draw
them.  I've found a lot of people playing the ROMs now, even though
they own the cart since the batteries are dying on most carts by now. 
This is the case for me; the game is almost 10 years old now!  Note
that Megasis is a windows program only (won't run in dos) and uses
DirectX.  Gens runs in windows or DOS.

For a list of genesis emulators, visit

 http://archaic-ruins.parodius.com/genesis/emulator.htm 
 or  http://genecyst.parodius.com/
 or  http://www.emux.com
 or  http://www.gens.emuforce.com 
 
Sites may or may not be up, and move frequently.  It is best to try
a google search for "Gens", "Megasis" or "Warsong ROM"

2. How to play (for people without manuals)

Warsong is a strategy game.  The object of each scenario is to
accomplish the scenario goals through killing as many enemy units as
possible and losing as few allied units as you can.

Each scenario starts in "troop purchase & item distribution" mode.
You will see eight boxes (four at the top and four at the bottom of
the screen).  The boxes will be filled in with pictures of
commanders.  Don't worry if some of the boxes are "bricked out", you 
will gain and lose commanders as the game progresses.  

From this screen, you can assign the items you have collected to each
commander.  Each commander can only carry one item.  You do not have
to distribute all the items, but (except for the evil axe) it doesn't
hurt.  Most items affect the commander's personal attack/defense
ratings, but have no effect on the troops.  

Each commander can purchase troops.  Only one kind of troop can be
assigned to a commander at one time, although they may have several
types (eg, archer, horseman & soldier) to choose from.  You may
assign up to eight troops to any one commander.  You do not have 
to assign troops.  It costs money to hire them, and it is sometimes
better not to have them.  Troops do not carry over to the next
scenario, so any troops that never see combat are basically wasted
money (though you might get a bit of money for them at the end).

After you are through assigning troops and items, proceed to the
next screen; assigning locations.  Here you see a map of the entire
scenario, with enemy starting positions as flashing blue dots. You
can see potential starting positions as yellow crosses.  

You must assign all available commanders to a starting location.
Place each commander on one of the open crosses (you can't place two
commanders in the same place).  When all commanders have been
assigned, start the game.

The main scenario map shows each commander surrounded by his or her
troops.  The game procedes in three 'phases'.  Your movement phase,
allied/friendly commander's movement phase, and the enemy's movement
phase.  The only phase you have any control over is the first one.
During your turn, you have several options.  You can move troops,
move commanders, attack or cast spells.

2.1 Moving troops

This is fairly simple.  Select the troop, the cursor changes to 
a winged boot.  The game calculates where your troop can move
to (based on movement points and costs, explained later).  The
squares that are unavailable are darkened.  You can move the
cursor to any brightened square and select it.  The unit will
move to the location you specified, and if an enemy is nearby
you will have the option to attack it.  

You cannot move through or on top of an enemy unit, even if it is
flying.  Troops that are next to their commander at the beginning of
the main Enemy/Friendly phase are healed up to 3 points.

Moving commanders follows the same procedure.  If the commander's
troops are in formation mode, any troops that were not moved may be
moved automatically at the end of your phase.

2.2 Attacking

Either select 'attack' from the troop/commander menu or move the
troop/commander next to an enemy unit.  The cursor changes to a
sword.  Select an available enemy and press C, or press B to
cancel attacking (you cannot attack later the same turn if you choose
to pass; your troop will be Greyed out).

The attack procedes automatically, and there is nothing you can do to
influence the outcome short of restarting and attacking again.  

During the battle, the two troops will rush towards each other to
attack.  The center box shows what is currently being calculated and
factored into combat.  Adjustments due to the terrain, commander's
level and geography are all taken into account.

Swords appear on both the left and right side representing how many
'kills' each side has made in that battle.  At the end of the battle,
experience is added to each commander if they managed to destroy the
enemy unit completely (even if both troops were destroyed).  The
green bar representing experience (inside the gold border) gets
longer. When it is full, the commander advances a level.  When a
commander advances to level 10, they can move up a class. (detailed
on the advancement paths)  They start out at level one in their new
class.  If they are at maximum advancement, they will stop gaining
experience at level 9.

2.3 Casting a spell

Only commanders can cast spells, and it takes all their actions (they
cannot move or attack on the same turn).  Select the commander and
the spell you want to cast.  Now select the center of the area of
effect of the spell (squares that are too far away are darkened).
The screen brightens the squares that will be affected by the spell.
If you are satisfied with how the spell is targeted, continue to cast
the spell.  Both the distance away from the caster and the area of
effect increase when the caster advances past level 5 in their class.

Spell ranges and effects are listed in another part of this FAQ.

2.4 The scenario map

You can move the cursor on top of a square or unit to see more about
it.  When you move on top of a commander or a troop, the commander's
'sphere of influence' blinks green, and all the commander's troops
have a flashing yellow dot (or blue dot in the case of enemies).
Troops with an 'x' in front of them are allied troops;
computer-controlled, but friendly to you.  It is OK to allow allied
commanders to die, they will return later.  Troops with an 'E' in
front of them are 'Frozen' and can't be moved.

Additionally, the commander displays another icon representing which
formation mode the troops are in.  A sword means 'attack', a shield
means 'defense', a boot means 'move' and the finger means 'manual'.  

All troops belonging to the commander inside the 'sphere of
influence' gain a bonus to attack and defense, based on the
commander's class.  (see the list of classes)

Each troop displays a number representing how much 'power' the troop
has left.  When the power reaches zero, the troop is destroyed and
cannot be revived.  A troop with at least one power can be brought
back to the commander to be healed.

If you move the cursor over an unoccupied tile, you will see a
picture of the tile, followed by a description and the defense
adjustment provided.  See 'moving and defense' for more about this.

2.5 Game Preferences

You can adjust the game speed to slow, normal or fast.  The default
is Normal.  In Normal mode, the cursor moves to the enemy, selects
each troop, selects the destination for the troop to move to, then
animates moving the troop.  It also moves to each commander when
they talk.  In slow mode, it does each of the steps slowly.  In
fast mode, the cursor "jumps" to each troop and just moves it
without stopping to draw its movement path.  Hold down "B" in slow
or normal mode to make the game behave one speed faster.  While 
many prefer Fast mode, Normal mode gives you more of a perspective of
how far away (and where) the enemy is, since you can see it scrolling
the screen to them.  In Fast mode, you should periodically check to
see where the enemies are.

"BGM" turns background music on or off.  (see the cheats section
about changing the background music).  In "Semi-Automatic" mode, the
cursor moves from troop to troop, opening it's move mode to allow you
to set the destination and action for each troop.  It's annoying
since it usually doesn't select the troops in an order that's
helpful.  

Interruption saves the game mid-scenario.  You can only have one
"interrupted" state.  You are prompted to save the game after each
level.  It is suggested that you use a different save slot when you
are trying to decide which advancement path to send a commander.

3. General advice:

It helps to save after each level, then start the new level with no
troops (just place commanders in any order) to see where the enemies
start and what troops they have.  Then reset and pick commanders, 
troops and placement to match.

Once you have a leader join (so that you can control them), be
careful not to let them die.  Once they are dead, they are
permanently gone, and nearly all are useful.  Before they join (when
they are "allies") they can die, and still come back later when
they're supposed to! 

You may have noticed that troops within their commanders sphere of
influence (the blinking green squares) get the bonus to attack and
defense (determined by their commander's class).  The enemy won't
move troops out of this sphere, and for a stationary enemy leader,
won't attack you with troops unless they can do so from within range.
You, on the other hand, can move troops anywhere you want.  They
still give you experience even if they are out of range.  The enemy
will occasionally move faster than his troops, stranding them out of
range (this often happens around water or when the troop is blocked
by impassable terrain).  Stranded troops will attack anything next to
them, but may not move unless the commander comes back in range.

Everyone, even the weakest troop has a chance of doing at least 1
damage to any enemy (if you're incredibly lucky, 2 points), even
when the numbers show that it couldn't possibly work.  Yes, out-of
range soldiers flinging spears can kill (a weakened) Chaos.  Cool, 
huh?  To eke out experience, save the game and restart until the
soldiers or leader takes out the enemy.  Freddie Nguyen points out
that Civilians (with an attack power of 0!) can kill barbarians
sometimes.  Likewise, I've seen them hurt a styrac on Scen 15.  It's
amusing, but not something you should be counting on.  :)

An enemy commander at 7 or less HPs will always choose to heal,
rather than cast a spell or do anything else.  Enemies won't attack
with troops lowered to 6 or less.  This means that if you hit the
enemy with a Thunder or two, you will prevent it from attacking you
for a while.  This is somewhat bad AI, since the game could win
sometimes (particularly on Scen 8) if it would just run for it.

Leaders won't attack unless all their troops have been destroyed,
or you move a troop next to them (Unless the leader is in "Attack"
formation).  Leaders and units usually attack the enemy with the
weakest HP, even if it would be suicide; This is especially true in
Scenario 2, where barbarians will all slaughter themselves on
Baldarov's horsemen.  They show a strong preference for attacking
regular troops and not attacking your commanders unless nothing else
is in range.
  (Thanks *****)

Magic is somewhat underestimated by many people.  Magic ALWAYS does
a certain amount of damage to each enemy within range.  That means
that even if your troops can't hope to damage the enemies, the
combined damage from several thunders, tornadoes and magic arrows in
a row can rip the enemy apart.  Remember; Damaged troops are weaker
and can inflict less damage than they could if they were fully
healed.  After one Thunder, sic several troops on the enemy even if
their odds are low.  The enemy won't attack with weakened troops,
preferring to heal them instead.  One Tornado buys you a LOT of time
to regroup while the enemy heals.

From Freddie Nguyen:

Try VERY hard not to take the full eight units when recruiting, Very 
rarely will you need all eight. Four is good, Two is even neater.  

Consider going commando (with no troops at all) on most levels b/c
it's FASTER. No moving troops makes the game go lots faster.

My note: I have this weakness of buying lots of troops I never use as 
well.  This is a good point, you waste money and the game does go 
slower as you have to move troops out of the way or spend turns
shuffling them around at times.  You *can* beat the entire game
without ever hiring troops (though it will either take forever or you
will miss lots of XP).

A commander will use his troops before commiting himself to battle
(unless you stand next to him in which case you're expecting
trouble). So try to make a picket line between him and his troops so
they can't get to him (remenber no to touch him). he won't attack you
but his troops will. Cut them off so they can't heal. Cut them off
further away and they won't get the bonus.

3.1 Devious spell-draining:

Pick a commander (a Dragon knight if you have one), set all the
troops on "manual" and stash them out of the way.  Fly solo right in
the sphere of influence of an enemy spellcaster (but inaccessible to
the troops; Over a high-wall, on a pillar, whatever so that no more
than one of the spellcaster's troops can get to you).  The enemy will
attempt to blast the commander with a spell (and probably also attack
with troops if it can).  Heal your next turn and keep doing that
until the commander is out of magic.  Now return to your troops and
continue the game.  A ranger with the cross or shield is especially
good for this.

3.2 Formations:

A defense formation is:

  TTT  where the troops totally surround the commander, or try to
  TCT  get as close as possible.  Troops will not attack.
  TTT
  
Attack and Move formation is:

   T
  T T   Like a diamond.  In "attack", troops automatically
 T C T  attack enemies in the sphere of influence.  In 
  T T   'Move' formation, troops will attack any enemies
   T    they move next to.
   
What's the point of the diamond?  Since the enemy always targets
spells at the commander, Magic Arrows won't hurt the troops.  Also,
if you are attacked, all the "healing" positions are still open to
move the damaged troops into and replace them with fresh ones.

You can also overlap two troop formations:

   12    With the two commanders in the middle.  Why?
  1212   I have no idea.  Move/Attack also prevents damaged
 12CC12  troops from getting healed.
  1212
   12

In general, there aren't many benefits to Formation mode after the
enemy gets spells more powerful than Magic Arrows.  There is one
benefit to 'Attack' though; troops in formation mode usually move
after Friendly commanders and their troops. If you put your troops in
'Attack', they will attack after the Friendly troops have softened up
the enemy.  Defense is a useful mode when you want to move a
commander over a long distance without any enemies.

In "formation" mode, the troops will often leave the positions you
set them in a turn earlier.  This can be very annoying if you are
trying to block a passageway or keep troops away from water or
similar.  It's usually a better idea to leave them on Manual and only
use Formations when you want to go a distance without enemies along
the way

For a much better defensive position when there's no terrain
advantage, consider using a "Picket Line Defense"; have the troops
just stand in a line.  Only the troops at the ends of the line can
be attacked by more than one enemy unit.  (From Freddie Nguyen). 

My note: There are times when the enemy can destroy your troop units
with only one of their units as well, but it is rare.  Make sure not
to move units out of the command range when doing this (or they will
be the first units the enemy goes for). Sometimes, you can completely
block a passageway this way, then it works even better.

3.3 Moving and defense

Each square on the scenario map has several properties that are
important to the game.  One is the "movement cost".  Each commander
and troop type has a set number of Movement points each turn.  To
move over a square, you subtract its Movement cost from the points
you have available.  This makes moving over mountains and water
difficult (mermen have the special ability to move through water, and
flying troops treat all terrain as plains).  

Some squares are impossible for ground-based troops to move onto.
These include the white mountain peaks, and High castle walls.

The other property of each tile is Defense adjustment.  This is a
special bonus offered to troops or commanders that end their turn
in that square.  Troops stationed on a castle wall have a better
defense adjustment than troops stationed in plains.  

When you move troops and commanders, it's usually a good idea to
position them to take advantage of the terrain, rather than to
use the default formation and move your maximum limit each turn.

Your best position is one that offers you a good defense bonus,
while forcing enemies to attack you from a weaker position.  A
Forest tile surrounded by four plains tiles is good.  If you are
fighting water-based enemies (who get a large bonus when they
fight in the water), set all your troops in positions that force
the enemy to come on land to attack you.

An "X" in the chart means that the square cannot be moved onto using
that movement type.

  Terrain         MV Usage by       Defense
   type      Land  Horse  Sea  Air   Bonus
  -------    ---------------------  -------
  Plains/Cave 1     1      2?   1     +10%
  House       1     2?     2?   1     +10%
  Road        1     1      1    1     +0%
  Bridge      1     1      2    1     +0%
  Forest      1     3      2    1     +20%
  Low Wall    4     X      4    1     +40%
  Rubble      3     4      2    1     +15%
  High Wall   X     X      X    1     +40%
  Mountain    2     3      3    1     +30%
  Mountaintop X     X      X    1     +40%
  Water       3     3      1    1     +0%
  Deep Water  5     X      1    1	  +0%
  Cast. Floor 1     2      2    1     +10%

Note: A throne is a low wall, many impassable objects that appear  
 to be decorative count as High Wall.  Look at the icon that appears
 when you move over the square.

You will also note that although Horsemen have 2 extra movement
points vs. soldiers, they lose it in penalties when crossing any
non-flat terrain type.  Any class that is riding a horse (and
Horsemen) uses the 'Horse' movement type, all other classes (besides
swimming and flying ones) use the Land movement type.  This includes
Styracosaurs and Grand Knights (who are riding Styracs, not horses).

Even though styracs use the Land movement rates, they still cannot
move onto any "wall" terrain type (including thrones).
  
"House" Terrain type shows up in only a few levels, and I could not
find out their movement consumption rates.

4. Experience and Promoting:

I play the game trying to get all the experience I can.  I prefer to
destroy all the enemies possible (it can be done, but takes some
strategy).  If you "feed" Sabra experience (have everybody weaken
the enemies, then kill them off with Sabra and her troops as much
as possible) she'll become a Dragon knight on scenario 6!  That
rocks!  It makes the game ridiculously easy after that...  Remember,
out-of range troops still give their commander experience...

To save an enemy leader for one of your people, surround him with
four of your troops (ideally with their commander right next to two
of them, like so:

   T     T - Your troops, E - Enemy commander
  TET    C - Troop commander
  CT
  
This "traps" the enemy.  Every turn, the enemy will attack one of the
troops, swap out the troop he damaged for a fresh one and let the
damaged one heal next to it's commander.  This gives you time to heal
the commander you want to get the experience, or bring a far-away 
commander to the enemy without the enemy getting away. 

Lance and Baldarov don't gain experience, so don't use them if you
can avoid it (they are best suited to softening up the enemies for
other commanders to kill).  Don't use Lance at all if Sabra can fly.
See the end of the FAQ for advancement paths, promoting, troop 
comparisons and discussions of each commander class.

Commanders give more experience than troops do (about three times as
much), Royal soldiers give about double what the average troop does.

After characters have reached their highest class, they should be
used for weaking the enemies to help other commanders who are on the
way up.  After everyone is at their maximum class, try to get your
spell-casters to lv5 where their spells get better ranges and power.
  
5. Level-by-level strategy

On several levels, more enemies show up as reinforcements on a
certain turn (one one level, they show up after being "triggered").
When they appear, the commander will always try to appear in the same
place, with the troops distributed roughly around it in a defense
formation.  If the commander cannot appear in the same place (like,
if you have your own troops there) it will try to appear as close as
possible.  Troops will try to appear as close as possible within the
sphere of influence, if there are not enough spaces, however, the
troops that cannot appear close by will appear randomly on the entire
map.  This means that if you can fill up the entire sphere of
influence of an incoming commander (but not the commander's actual
appearance spot) their troops will be scattered throughout the map,
out of range...

When a strategy calls for a commander to go "commando", that means to
place them without troops.

Scenario 1 - Save Garett
Object: Save Garett by moving to the edge of the battlefield
Commanders: Garett, Baldarov
Placement: Place Garett and Baldarov
Allies: Tiberon, Calais, Sabra, Alfador
Enemies: 
 Serpent Knight/8 Lizard men
 Bishop/4 Elementals
 Lord/8 Dark Elves
 Lord/5 Soldiers
Tips: This scenario is beatable!  I've done it several times.  Give 
 Garett as many troops as possible (at least one or two horseman for
 Baldarov though).  Head Left.  Let Baldarov give Tiberon a hand
 beating up the archers, finish off particularly weak troops with
 Garett & co.  After Tib and Baldy beat up the commander, head down
 and help out Calais with the enemy lizards.  Let Sabra get killed,
 and the elemental guy show up.  Garett's dad is a King (with a 
 very high defense rating) sitting on a throne (with a nice bonus to
 defense).  He's almost impervious to the elementals!  Let the king
 damage the elementals until you can attack the mage on two sides,
 attack with Garett and his soldiers (the mage is physically weak).
 You'll win, and they'll say something about going for reinforcements
 and you'll leave anyway.  
 
Scenario 2 - Protect Mina
Object: Defeat all the enemies, or get Mina to the castle.
Commanders: Garett, Baldarov
Placement: Place Garett and Baldarov
Allies: Mina
Enemies:
 Shaman/6 Barbarians (x4)
 Shaman/4 Barbarians
 Shaman/6 Barbarians (on turn 13)
Tips: (revised, thanks to Andrew Luxmore)  Get Archers for Baldarov.   
 If you give him horsemen, they will almost always completely
 slaughter the enemy (a horseman with 1hp can destroy a full company
 of 10 barbarians, if the horsemen is in range). Archers will usually
 miss one or two shots, and they will still be almost immune to the
 barbarians attacks.  Make a defensive spread of archers for the
 barbarians to slaughter themselves on during the enemy's turn, then
 on your turn move in Garett's troops to clean up.  Mina has a habit
 of moving out from behind your protective shield and close to the
 enemy.  You can try to prevent this by blocking the places she wants
 to move to with your own troops, but it has limited success.  She
 will try to move about every other turn.  On turns where she doesn't
 move, she will heal a commander at 6 HP or less within range of her
 Heal1.  If you feed all the experience to Garett (and had not wimped
 out of Scenario 1), he can make Lv4 of the next class on this level.
 If you cheat and warp back, a second run through can make him
 advance to his highest class, either Grand Knight or King.
 
Scenario 3 - Save Mina again.
Object: Defeat all the enemies
Commanders: Garett, Baldarov
Placement: You cannot control placement on this level
Allies: Mina, Thorne
Enemies:
 Shaman/8 Barbarians
 Shaman/6 Barbarians
 Shaman/4 Barbarians (x2)
 Shaman/2 Barbarians (x3)
Tips: Not that tough, remember it doesn't matter if other commanders 
 get killed when they're not under your control.  Be an experience
 pig! Sabra joins and you win the 'Great Sword' after this level.
 
Scenario 4 - Who sneezed?
Object: Survive long enough for reinforcements to show up
Commanders: Garett, Baldarov, Sabra
Placement: Place Garett, Baldarov and Sabra
Enemies:
 Great Slime/8 Slimes (x2)
 Great Slime/6 Slimes (x2)
 Great Slime/4 Slimes
Tips: Unless you already have a Grand Knight or King (unlikely, 
 unless you went all-out on Scen 3), don't bother bringing troops
 since they can't hurt the slimes.  Position your characters in nice, 
 defensive spots (like in a forest with clear plains all around it)
 to give yourself the max benefit while ensuring that the enemies
 don't get it too.   Sit around and beat up the enemies with
 commanders alone. Mina and Thorne show up to "save" you on turn 5.
 You win if you're still around on turn 10.  Mina and Thorne join
 after you win this level.  You also get the Cross item.  Alternative
 strategy, courtesy Andrew Luxmore, is to get 4 archers for baldarov
 and 8 horsemen for Garett (if he is a Knight).  I have never killed
 all the slimes without cheating (warping back here with a Grand
 Knight or King). If you want to max out on experience for Mina, head
 as far left as you can so that she won't have to run to you when she
 shows up.
 
Scenario 5 - Lance, round 1
Object: Defeat Lance!  
Commanders: Garett, Baldarov, Sabra, Mina, Thorne
Placement: Place Garett, Baldarov, Sabra, Mina and Thorne
Enemies:
 Lance/8 Horsemen
 Fighter/8 Soldiers
 Fighter/8 Dark Elves
 Knight/ 8 Horsemen (x2)
Tips: (revised, thanks to Andrew Luxmore).  The enemy will try to 
 come in 'Waves' designed to get around your defense.  First
 Horsemen, then soldiers, then archers.  If you want to take a very
 slow way to win, cluster everyone in the bottom left corner.  The
 archers and soldiers will wait at the entrance to the middle
 mountain pass, the horsemen will wait by the top bridge, and the far
 right mountains.  As long as you do not advance up the pass, or move
 too close to the top bridge or right mountains, no one will even
 move. You can put the commander with archers in position, then put
 the troops on manual and run the commander alone either to the far
 right, or up the road to the top left.  This will attract only the
 horsemen, and you can lead them back to your waiting archers.  If
 you advance up the center pass, the commander that best matches the
 troops will come down to get you.  So run a commander (with horsemen
 as troops) up the pass alone to attract the archers, then run back
 and attack with soldiers instead.  Then move in the horsemen after
 the archers are mostly dead.  After that, you can run to Lance, who
 is probably stuck in the mountains.  Beating the scenario this way
 takes forever though; maybe 50+ turns.  For a faster level with
 higher losses and some hairy times as you try to do some
 fast-switching, run everyone either up the middle pass, or to the
 far right.
 
 Alternate strategy (from Freddie Nguyen):
 I like this level for 1 reason. You almost have to win. Place in any
 order (all commando). Run up the middle Valley to a spot where only
 one unit can  pass at a time. Yes there is a spot. It's a plain.
 Nest to it on you side  are two hills. Get two commanders to stand
 on these hills and you're set.  Only ONE unit can attack you at a
 time, So you're invincible. Put your other  three commanders close
 behind and rotate out if they get too injured. if the  commander
 that got attacked is hurt, Let them heal and kill off the unit with
 the other commander. EASY. Note: The horse commander on the far
 right will not be killed in this case, he gets stuck behind some
 hills, but it's a very easy level if you play it this way, albeit, a
 long level, but...


Scenario 6 - The perfect defense
Object: Defeat Geryon
Commanders: Garett, Sabra, Mina, Thorne
Placement: Place Garett, Sabra, Mina and Thorne
Enemies:
 Geryon/2 Royal soldiers
 Knight/6 Horsemen (x2)
 Fighter/8 Soldiers (x2)
 Fighter/6 Dark Elves 
Tips:  Note that they have upgraded it so that it will stand up to  
 attack better. This is a tough stage.  It helps if Garett is already
 a Lord. Take defensive positions along the walls.  For a slightly
 easier time, concentrate your forces.  Put three commanders on the
 right, and send the commander on the left all the way around the top
 of the castle to join the rest  (the commander doing the 'hail mary'
 will probably lose a few troops, don't stop to fight - just run for
 the cover of the other commanders).  Calais and Tiberon join after
 this  scenario, plus you win the Magic Shield!  Andrew Luxmore
 points out that if you got Garett (or any other class) to it's
 maximum advancement class, they make the best choice for doing the
 hail mary.  For whoever is making the hail mary, you will have to
 run through mountains and forest, being chased by a commander with
 horsemen.  The best class to do this would have archers with them to
 be able to move quickly and punish the horsemen who attack.
 
 Alternate strategy (from Freddie Nguyen):
 Put Garret (commando) on the left, the rest on the right (troops or
 no, doesn't matter). Now take DEFENSIVE positions OUTSIDE the
 castle. Yup outside. On the right against the scenario wall is a
 good block for Garret to sit on. A hill block bordered by another
 hill, water and a plain. great defensive spot. Now that you have
 taken your defensive positions, sit and wait. The enemy will rush
 out of the castle to fight you. ideally 3 to the right, two to the
 left. Garret CAN take on two whole units if he's a Lord (or if
 you've been pumping him, a King!) Once the five enemy commanders
 have died, invade the castle. All that's left is Geryon and his
 royal soldiers. Take out the royal soldiers and Geryon will step off
 his throne to kill you. Fool. He's just given up a great defensive
 spot. Now waste him.
 
 
Scenario 7 - Lance, round 2
Object: Save Bayard (kill Momus)
Commanders: Garett, Sabra, Mina, Thorne, Calias, Tiberon
Placement: Place up to 6 commanders
Enemies: 
 Momus (Fighter)/8 Dark Elves(x2)
 Serpent Knight/8 Lizard men (x2)
 Fighter/8 Soldiers
 Knight/6 Horsemen
 Lance/6 Horsemen (Turn 14? or 12?)
 Knight/6 Horsemen (Turn 14? or 12?)
Tips: Bayard is outnumbered 2 to 1, BUT he has a troop advantage 
 (soldiers vs. enemy archers) AND a defensible position (castle
 walls).  Unless he gets unlucky (or the computer makes some
 amazingly bad decisions, which is too common), he should be able to
 take care of himself (he usually destroys all the enemy troops,
 though his own troops are also wiped out) until you get there if you
 don't waste time.  Save and restart if he does particularly badly 
 during the enemies phase.  After you cross the bridge, Lance shows
 up.  Kick his butt again!  When you're fighting the lizard dudes,
 DON'T put your troops right up to the edge of the bridge!  Force the
 overgrown frogs to come on land to fight you.  Bayard joins your
 forces after this level, and he can usually advance a class on this
 level as well.  You will get to choose what he advances to if he
 does.  Given the low defense of the lizardmen, guardsmen do about as 
 well as soldiers at fighting them if they come on land.  Unless you
 intend to make Tiberon a serpent knight, make sure he doesn't do
 much on this level.
 
 Supplemental strategy (from Freddie Nguyen):
 Put Garret far right with archers. RUN over the bridge, You'll
 meet horseman who'll get slaughtered by the archers. Get Tiberon
 with mermen on the far left. Circle round the lizard men and target
 the soldiers on the other side. Keep them occupied and Garret can
 get to Anzel by Turn 7!! Lance shows up at Turn 14 so you have time
 to mess around with Momus before taking defensive positions in
 Anzel. That^s right. Put Garret on the broken wall and his archers
 on the walls. Remember archers slaughter horseman :)
 
Scenario 8 - Lance, round 3
Object: Kill the commanders that are running away.
Commanders: Garett, Sabra, Mina, Thorne, Calais, Tiberon, Bayard
Placement: Place up to 7 commanders
Enemies:
 Chief Commander/2 Royal Soldiers
 Fighter/8 Dark Elves (x2)
 Fighter/8 Soldiers (x2)
 Lance/6 Horsemen (Turn 5)
 Knight/6 Horsemen (Turn 5)
Tips: Show no mercy!  Pick off the commanders.  Several will try to 
 head north, make a run for it to prevent their escape.  Lance shows
 up (again.  Doesn't that guy ever quit?) from the bottom left.  Kick
 his butt, then pick off the remaining enemies.  This is a good stage
 to get experience and come back to before you complete scenario 10.
 The soldiers initially block your way to the archers, but they are
 densely packed in.  Either launch a spell (fireball, blizzard,
 etc..) and dive right in with soldiers, or use monks (who do
 surprisingly well against the soldiers).  If you try to send someone
 around the top, it would probably be Dragon Knight Sabra or Croc
 Knight Tiberon.  They will run straight into the archers and suffer
 nasty losses.  I would not even bring Tiberon (so I can save him to
 promote him on Scen 9) and send Sabra solo over the top, out of
 range of the archers.  To really mess up Lance's day, send an archer
 company over to the road and spread out and wait for him.  Trap the
 enemy commander as soon as you can, until Lance and his buddy are
 destroyed.
 
Scenario 9 - Leviathan and pals (Lance, round 4)
Object: Defeat the enemy commander, OR Garett to top row
Commanders: Garett, Sabra, Mina, Thorne, Calais, Tiberon, Bayard
Placement: Place up to 7 commanders
Enemies: 
 Serpent Knight/8 Lizard men
 Grand Knight/8 Soldiers
 Fighter/8 Soldiers (x2)
 Fighter/8 Dark Elves
 Giant Squid/8 Leviathans (x2) (Turn 6)
 Lance/8 Horsemen (Turn 7)
Tips: If you're an experience pig, send troops out to the two 
 peninsulas to fight the water monsters. Take shelter in forests and
 force them to attack you from land.  If you just want to coast
 through this level, stay in your original positions and let the
 monsters attack the enemies for you.  Lance shows up on turn 7.
 Lance will attack you if you land on the shore.  In order to make
 the right-side leviathans attack you, put troops on manual and run
 out into the water (so that you can get back in one turn).  Fight
 the lizardmen with Mina/Calais's guardsmen, since they have a weak
 defense out of water (from Andrew Luxmore).  Archers are
 surprisingly effective against Leviathans (from Freddie Nguyen).
 
Scenario 10 - Magic Soak
Object: Defeat the high priest guy
Commanders: Garett, Sabra, Mina, Thorne, Calais, Tiberon, Bayard
Placement: Place up to 7 commanders
Enemies:
 Chief Commander/4 Royal Soldiers
 Serpent Knight/8 Lizard men (x2)
 Bishop/8 Dark Elves
 Arch Mage/8 Soldiers
 Fighter/8 Soldiers
 Grand Knight/6 Archers (Turn 10)
 Grand Knight/8 Horsemen (Turn 10)
Tips: If Sabra is a dragon knight, this is a great stage to practice 
 Devious Spell Draining to eat the spells of the Archmage and bishop.  
 Give her the shield to raise her defense past where the archers can 
 really hurt her.  Reinforcements (NOT Lance for once) show up on
 turn 10, from the left as well as the bottom. Save a commander or
 two to deal with them.  The commander on the left arrives with
 archers, the  commander on the bottom arrives with soldiers.
 Carleon joins after this level, and you get the Wand.
 
 Supplemental strategy (from Freddie Nguyen):
 Go commando. Set up two picket lines to face the lizardman. Let
 Garret be your apex man. He should be a tough King by now.  A
 horizontal Line of 3 commanders, Garret then go down 3 commanders.
 Leave space for the lizardmen to be disadvantaged. Once again, the
 pitiful AI will charge out of the castle to get you, except for the
 Archer Commander and the Chief. Charge in once you're done outside.

 
Scenario 11 - Lance, round 5
Object: Garett to Center well-thingy.
Commanders: Gar, Sab, Mina, Thorne, Calais, Tib, Bayard, Carleon
Placement: Place up to 8 commanders
Enemies: 
 Arch Mage/8 Dark Elves
 Grand Knight/8 Soldiers (x4)
 Lance/8 Horsemen (Turn 5)
 Wyvern/8 Gargoyles (x2) (Turn 7)
Tips: If you don't move toward the center of the castle, the flying 
 monsters will head straight for the archamge and all get slaughtered 
 by the archmage's spells.  Don't let that happen!  Charge for the
 center so they come after you instead and you get the experience.
 Lance (here we go again) shows up in the bottom-left on turn 5.  The
 Wyverns show up at the top and bottom center on turn 7.  Put
 commanders with horsemen closest to the center when you start,
 backed up by commanders with archers behind them.  Try to have at
 least one archer company on the top and bottom to deal with the
 wyverns (and Lance).  Sabra can hide in the right-most stair room 
 under the pillar (touching the archmage's sphere of influence) to
 absorb the spells.  The Wyverns can cast Fireball, so be ready.
 From Andrew Luxmore: Carleon can take out Lance if he is backed up
 by a Grand Knight Garett.
 
 Supplemental strategy (from Freddie Nguyen):
 Put a Lord in each corner with some archers. (Garret counts as one
 of these) Don't let the archers fight the soldiers but bring them
 onto some walls before the wyverns reach the dark elves.

 
Scenario 12 - Recover Warsong
Object: Pulverize Pithion
Commanders: Gar, Sab, Mina, Thorne, Calais, Tib, Bayard, Carleon
Placement: You cannot control placement on this level
Enemies:
 Pythion/8 Royal Soldiers
 Chief Commander/6 Royal Soldiers
 Arch Mage/8 Fighters
 Bishop/8 Dark Elves
 Wizard/8 Dark Elves
 Grand Knight/8 Soldiers (x3)
Tips: This is two-sided, and hard.  Your troops are split with a wall 
 between half your commanders. Don't fight Pithion until you've
 toasted the other enemy leaders.  It may be prudent to kill
 at least one of the enemy leaders on the right side straight away so
 you don't have to deal with it's troops.  You can't control the
 placement of your commanders.  Consider getting just soldiers for
 the left side, horsemen for the bottom two  commanders on the right
 side and soldiers for the top two commanders on the right.  After
 this stage you get Warsong (POWER!) and the Evil Axe.  The worst
 part is that they put Sabra's Griffin army up against a mage and 
 their archers!  From Andrew Luxmore: Archmage Calais can Earthquake
 the whole right side and assist in keeping the commanders under 7hp
 (and not casting spells).  Switch Sabra with Carleon.  My
 alternative was punching through and taking out the mage (physically
 weak) with griffins, at a  bad loss of XP.
 
Scenario 13 - Let's get stoned...
Object: Defeat the basilisks
Commanders: Gar, Sab, Mina, Thorne, Calais, Tib, Bayard, Carleon
Allies: Lance
Placement: Place up to 7 commanders
Enemies: 
 Basilisk/6 Styracosaurs
 Basilisk/4 Styracosaurs (x2)
 Great Slime/8 Slimes (x2)
 Queen Ant/8 Evil Ants (x2)
Tips: Don't get troops for Sabra, start her out at the top, then send 
 her straight up to sit right next to the box.  When it looks like
 you're in trouble, move onto the box (turns all stoned people back
 to normal).  Lance will also get un-stoned (but not the villagers.
 Weren't they turned to stone too?) and beat up the remaining
 enemies.  From now on he'll fight on your side.  This stage is great
 for experience, and the ants and slimes are a pushover.  If you have
 a Saint, let the Tornados rip on the basilisks and kill them before
 they can heal (that way they don't get a chance to use their stone
 gaze).  Don't bother bringing many troops along.  Win the Amulet
 after this level.  Lance joins you after this level.
 
Scenario 14 - The WolfMan
Object: Save a town from wolves
Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
Placement: Place up to 6 commanders
Enemies:
 1 Werewolf
 Werewolf/8 Werewolves (x6) (After you defeat the loner)
Tips: This is somewhat hard.  Take defensive positions when you can.  
 A fairly basic battle.  The village will be attacked from both
 sides.  Bring all the troops you can.  The wolf leaders are VERY
 strong.  Alternately, you can try this without troops.  Have
 your heroes take shelter in the buildings and let the werewolves
 come to you.  Rotate out damaged leaders, and use spells to lower
 the wolf troops down to 8 points.  You lose the civilians this
 way, but it is easier to win and you probably don't need the money
 anyway.
   - (Thanks Abacrombie)
   
 Alternate strategy (from Freddie Nguyen):
 The civilians WILL move towards the very center building and hide
 there. half of your commanders defending the doorway will nicely
 stop off the werewolves. Pick another building somewhere for the
 other half of your commanders.
 
Scenario 15 - Sending someone out for some pot...
Object: Save the town from the great dragon.
Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
Placement: Place up to 4 commanders
Enemies:
 Dragon
 Gorgon/6 Styracosaurs (x2)
 Shaman/8 Barbarians
Tips: Send a flying knight (preferably Sabra) with some troops 
 straight up to kill the shaman in the north.  When you do, you'll
 open a Pot and a genie will come out and kick the dragon's butt.
 Time it to get the most experience from this one.  The top and
 middle Fighters (allies) will move every other turn, starting
 the first if the way is clear.  The bottom fighter will bravely
 get slaughtered until turn 6-7 if you can keep him alive that
 long.  After that he moves once every other turn back to the
 city.
 
Scenario 16 - Revenge of the Guardsmen
Object: Kill the dragon.  Again.
Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
Placement: Place up to 8 commanders
Enemies:
 Dragon/8 Styracosaurs
 Gorgon/8 Carrion Crawlers (x2)
 Queen Ant/8 Evil Ants (x3)
 Great Slime/8 Slimes (x2)
Tips: Send Mina and Calias with gaurdsmen to the left to waste the 
 slimes.  It's payback for them getting stomped on while you were
 Clerics 
 or Warlocks.  Send either a commander without any troops (and
 Warsong)
 south to beat up the ants, or use horsemen.  Use Sabra to hide
 in inaccessible spots and drain the magic from the enemy leaders.
 Despite the dragon supposedly being weaker, it doesn't seem like 
 it's stats or HPs are any different.  There's a Dragon Sword (+5/+3) 
 in a chest to help you finish him off.  It will (temporarily) 
 replace the item of the person moving onto the sword, so keep that 
 in mind when assigning items for this level. The sword disappears 
 at the end of the battle.
 
Scenario 17 - Duck Hunt
Object: Kill everything in sight
Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
Placement: Place up to 8 commanders
Enemies:
 Gorgon/8 Styracosaurs (x2)
 Wyvern/8 Gargoyles (x6)
Tips: Get several bunches of archers to toast the wyverns/gargoyles 
 when they fly down.  It helps to have one set killed off by the time
 the next arrives.  Then you have the long, slow task of destroying
 the styracosaurs.  If you bring Lance and Sabra, they can be working
 on the styracs while you fight the wyverns, saving you like... 15
 turns of working your way up to meet them.  
 
Scenario 18 - Somebody call for an exterminator?
Object: Kill Naxos
Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
Placement: Place up to 8 commanders
Enemies:
 Naxos/8 Golems
 Living Armor/8 Skeletons
 Queen Ant/8 Evil Ants (x3)
 Great Slime/8 Slimes (x3)
Tips: Just about the only way to beat up the golems is to use   
 several magic spells in a row.  Bring on the Thunder and Tornados!
 One you have an opening, Naxos himself is easy.  You could also send
 flying troops in to finish him off.  Yes, you could use an
 earthquake here (and on Scenario 19) but then you wouldn't have the
 pleasure of killing everyting!  If you want an easy win, send
 Sabra/Lance up behind Naxos and kill him by turn 3.  Lance leaves
 after this level. 

Scenario 19 - Death to Mortimus
Object: Kill Mortimus
Commanders: Gar, Sab, Mina, Thorne, Calais, Tib, Bayard, Carleon
Placement: Place up to 8 commanders
Enemies:
 Mortimus/8 Skeletons
 Bishop/8 Dark Elves
 Wizard/8 Dark Elves (x2)
 Lord/8 Royal Soldiers (x2)
 Fighter/8 Soldiers (x3)
Tips: You can send your troops in two directions here.  Go for it 
 instead of trying to crowd all your troops through one narrow
 passage!  The Monks are pretty good against the  skeletons.
 
Scenario 20 - Chaos
Object: Kill Ganelon, then Chaos
Commanders: Gar, Sab, Mina, Thorne, Calais, Tib, Bayard, Carleon
Placement: Place up to 8 commanders
Enemies: 
 Ganelon/8 Styracosaurs
 Living Armor/8 Skeletons (x6)
 Chaos/8 Elementals (After you kill Ganelon)
Tips: Send Sabra without troops along one side to drain the magic 
 from the skeletons, then use her to drain Ganelon.  Once she moves
 out of range of the skeletons she's trying to drain, they'll keep
 going for the main party.  For a bit of fun, trap Ganelon on his
 throne until you can move everyone else up and surround the area
 where Chaos shows up (you'll never guess where..)  Bring along
 several squads of archers and monks, because they make short work of
 the elementals.  Only Sabra's griffons don't slaughter the
 elementals, so save them for mop-up duty.  If you save your magic,
 you can totally demolish Chaos's forces if you are waiting for them.  

6. Items & Effects:

 Name           -  Attack adj./Defense adj., special effect
 Amulet         -  +0/+2, doubles sphere of influence
 Cross          -  +0/+2
 Great Sword    -  +2/+0
 Wand           -  +2/+0, increases spell damage by 1-2 points
 Shield         -  +0/+4
 Evil Axe       -  +8/-10  
 Dragon Slayer  -  +5/+3, disappears after the battle
 Warsong        -  +4/+4
 Orb            -  +0/+0, magic cost reduced by 50%
 
The Orb is one of the more interesting items.  It cuts the cost of
the spell by 50% *WHEN IT IS CAST*.  If you don't have enough points
to pay the full cost of the spell, you can't cast it even though you
should be able to. (bug?)  So, you can't cast that last 'Lightning'
with only 2 MP left.  This way, it doesn't quite double the number of
spells you can cast. 

7. Characters available and advancement paths:

Here are the main characters in the game, along with their name in
Langrisser and their recommended advancement path (marked with *).  

Garett (Ledin) - Your main hero.  If you lose him, your game is over.
 Garett is a decent fighter through most of the game (as a fighter
 class, he also gets a few bonuses), but really shines as a King.
 A decent defense stat (improved by the shield or the cross) and a
 buff attack power makes him able to take on a lot of enemies
 personally.  Grand Knight gets better bonuses and higher defense
 stat at the expense of the Healing and Arrows spells. It's your 
 pick.  (Andrew Luxmore)
Advancement:
   Fighter -> *Knight or Lord
    Lord    -> King or Magic Knight
    Knight  -> Knight Master or *Grand Knight
   
Baldarov (Volkov) - Garett's bodyguard.  Can't advance or gain exp.!
 Plus, he dies later (this is not preventable.)  His troops are 
 practically invincible though with his +9 to defense.  Try to use
 him as little as possible, and only for softening up the enemy (by
 either attacking first, or letting the enemy come to his troops).
Advancement:
   Sword Master

Mina (Kris) - A travelling cleric Garett meets on the road.  
 Mina and her troops are really weak until she becomes a Saint,
 however, once she does then she'll really start toasting the
 enemies.  Feed her experience.  (azheem@beaches.net)
Advancement:
   Cleric -> Warlock or *Priestess
    Priestess -> High Priestess or *Saint
    Warlock   -> Bishop or Wizard
     Wizard   -> (same as Calais)
       
Calais (Jessica) - The court mage of castle Baltia 
 The ArchMage really sucks as a class (IMHO) even though it sounds
 cool, its spellcasting powers are kind of weak, unless you build a
 strategy out of using Earthquake to break down walls and
 shortcutting your way through a stage.  If you're reading this too
 late to make her a Cleric, at least make her a Magic Knight, even
 that is better than Arch Mage (avoid giving her enough experience to
 force her to become the Ranger though)
Advancement:
   Warlock -> *Cleric or Wizard
    Wizard -> Arch Mage or Magic Knight
     Magic Knight -> Ranger
    Cleric -> *(same as Mina)
    
Sabra (Nahmu) - Commander of the Baltia troops
 Sabra is the only full-time member of your team that can become
 a dragon knight and fly.  Do it, it's well worth it. She's even
 a decent fighter up until then, too.
Advancement:
   Fighter -> Knight or *Lord
    Lord   -> *Dragon Knight or Magic Knight
    Knight -> Knight Master or Grand Knight

Tiberon (Tiira) - Reformed pirate & navy commander
 Unless you want him to be left far behind your party in later
 stages of the game, DON'T make him a serpent knight.  He's
 better as a Knight Master, even though it's not a great class.
 Andrew Luxmore comments that having a serpent knight or Croc
 Knight is a fairly big advantage on the stages where it is
 useful (7-9).  I agree, but wouldn't want to make him so
 crippled after that.  Still, if you never plan to really
 use him again (especially to move anywhere), then you could
 make him a Serpent Knight.  A good alternative would be to
 intentionally keep him from promoting until the end of Scen 9,
 then make him a knight.  
Advancement:
   Crocodile Knight -> Serpent Knight or *Knight
    Knight -> *Knight Master

Thorne (Soun) - One of Lord Carleon's Knights
 Generic fighter with no outstanding abilities.  I prefer 
 Magic Knights to Knight Masters generally, but there are 
 benefits to either I suppose.
Advancement:
   Fighter -> Knight or *Lord
    Lord   -> *Magic Knight
    Knight -> Knight Master
    
Bayard (Albert) - Commander of castle Anzel
 A clone of Thorne with a different picture.
Advancement:
   Fighter -> Knight or *Lord
    Lord   -> *Magic Knight
    Knight -> Knight Master

Carleon (Hawking) - Friend of Garett's father
 Another Thorne clone.
Advancement:
   Fighter -> Knight or *Lord
    Lord   -> *Magic Knight
    Knight -> Knight Master

Lance (??) - One of emperor Pithion's commanders
 Another dragon knight is fun to have, except this guy will
 eventually desert you, and can't gain experience anyway.
Advancement:
   Dragon Knight
    
Note: If you follow the recommended advancement paths, you will have
 1 Grand Knight, 2 Saints, 1 Dragon Knight, 1 Knight Master and 3
 Magic Knights.  


9. Troop comparisons:

Troops can't usually do more damage than they have points; that means
that a troop that is at 7 HPs can usually only do 7 points of damage.
All hand-to-hand troops can get a counterattack on any other
hand-to-hand troop that attacks them and misses.  So if the enemy
usually misses, the troop can completely destroy them.  This shows up
best when scores are drastically different and the enemy has weak
defense (so your counter-attack succeeds), like Baldarov's Horsemen
vs. Barbarians.  It does not apply when fighting Archers/Monks or
when your troops are using a distance attack (fighting someone on a
wall when you are on the ground, etc..)

For example; one of Baldarov's horsemen with 1hp fights the
barbarians with 10hp.  The horsemen's revised stats (with Baldarov's
+9 defense bonus) are 21/24.  The barbarian's stats (the shaman gives
no bonus) are 19/14.  Each of the 10 figures will attack the single
horseman unit and miss (19 vs 24), the horsemen will get a
counterattack (21 vs 14) and kill the figure that attacked it.  All
10 figures will attack the lone horseman, all 10 will probably die.
The horseman gets 1 attack of it's own as well.  This is why it is
better to bring Archers for the commander doing softening-up for
other commanders.  The archers only get 1 attack, and usually miss at
least 1 or 2 shots.  Archers don't counter-attack their attackers,
and no-one can counterattack their arrows.

Commanders max damage depends on their HP level: 
  
  HP 10: 10 damage
  HP 8-9: 9 damage
  HP 6-7: 8 damage
  HP 4-5: 7 damage
  HP 2-3: 6 damage
  HP 1:   5 damage
  (Thanks *****)

Commanders - Commanders use a special ranged attack against all
enemies with their own attack/defense rating (they don't get 
their own adjustment).

Archers - The weakest offensive and defensive stats, but they get
to shoot first (before the enemy can get to them) so they may
destroy many of their opponents.  When fighting in a forest, they
get a 40% bonus to defense (vs the normal 20%).  They still tend to 
miss 1-2 shots, even when their offense stat is much higher than the
opponent's defense stat.  If, however, you soften up the enemies
with a spell or two, they can work wonders - wiping out several
companies of enemies without even getting hurt.  They seem to get
a 50% bonus to offense when fighting flying troops and possibly
Horsemen (and horse-mounted commanders).
 Good against: Horsemen, Mermen/Lizardmen, Elementals
 Weak against: Soldiers

Soldiers - The basic, average troops.  If they can't physically
reach the enemy, they fling spears like archers (slightly weaker)
They appear to get a 25% bonus to defense when fighting archers.  
Even though the manual says Soldiers have an advantage over archers,
it isn't very much.  Personally, I think archers vs. archers
works better than soldiers vs. archers, unless the archers are very
hurt, or the soldiers have a huge defense bonus.
 Good against: damaged Archers, Barbarians
 Weak against: Horsemen
 
Horsemen - Mounted troops.  Somewhat stronger Attacking, but
vulnerable to ranged attacks.  Although stats are highest overall,
this type of troops suffers movement penalties on all terrain types
except regular plains and roads, making them *slower* than soldiers
and archers.  On flat terrain, their +2 movement range is a help
though.  Keep them on it when you move.  
 Good against: Soldiers, Barbarians, Evil Ants
 Weak against: Archers
 
Mermen - Aquatic troops.  Extremely strong in the water, but weak
everywhere else.  They can move quickly through water, but their
movement rate really sucks outside of it.  They seem to get a 100% 
bonus to defense when fighting in water (ooh!  12!).  Their 
mobility in the water can help in stages 6-9.
 Good against: damaged Commanders in the water
 Weak against: Archers
 
Griffons - "Mermen of the sky"  With their cruddy defense, even 
barbarians can walk all over these troops.  Their main advantage
is their high offense score - 31 and the ability to fly, making
them your most mobile troops.  Since they'll get badly hurt by any
enemy, don't buy them unless you have an enemy with a strong defense
that you want to use them for.
 Good against: Carrion Crawlers, Styracosaurs, damaged Commanders
 Weak against: Archers 

Guardsmen - Weaker Holy troops, temple acolytes.  They have low
scores but get special bonuses vs. some creatures.  They are good
for attacking Lizardmen or anything with a low defense score (they
come out about even, but are cheap and expendable).
 Good against: Slime (multiple attacks, massive bonuses)
 Weak against: Pretty much everything else
 
Monks - Slightly stronger Holy troops.  They use a ranged attack
like Archers and are a little stronger defensively.  Consider them
a flip-flopped archer; good against solders and bad against 
horsemen. (thanks Andrew Luxmore)
 Good against: Soldiers, Undead
 Weak against: No major weaknesses
 
Citizens - Cannon fodder.  Speed bumps. They are only useful to 
temporarily slow the enemy down.  Don't rely on these troops to
last long enough for you to waste your time.  They are almost
gauranteed to be completely wiped out if they attack anything.
 
9.1 Player/Enemy troop comparisons

Key:
$$ - Amount added to your killing score for destroying 1 unit
AT - Attack Power
DF - Defense Strength
MV - Movement points
Attack - Attack type
Special - Notes

Class       AT  DF  MV  Attack (Close/Far)      Special
-----       --  --  --  ------------------      -------
Soldier     20  14   6  Fight/Spears            None
Horseman    21  15   8  Fight/Spears            None
Archer      19  14   7  Arrows/Arrows           +40% in Forest
Monk        20  13   6  Spears/Spears           vs. Undead
Merman      24   6  *7  Fight/Trident           *Sea Movement
                                                +50% in Water
Gryphon     27  13  *9  Fight/Fight             *Air Movement
Guardsman   16  10   6  Fight/Fire              Fire attack

Enemy Class      AT  DF  MV  $$  Special
-----------      --  --  --  --  -------
Barbarian        19  14   6  15  weak vs. Horsemen
Slime            19  20   6   5  weak vs. Guardsmen
Dark Elf         20  14   7  15
Soldier          20  14   6  10
Horseman         21  15   8  15
Royal Soldier    24  18   6  20  provides 2x experience
Lizard man       23   6   8   5  (sea movement, +50% def. in water) 
Leviathan        23  17   8  10  (sea movement, +50% def. in water) 
Gargoyle         27  14   8  20  (air movement)
Styracosaur      23  24   6  20  
Evil Ant         19  16   8   5 
Werewolf         25  17   6  10 
Carrion Crawler  20  24   6  20
Skeleton         24  21   6   5  slightly weak vs. Monks
Golem            19  40   6  50
Elemental        23  20   8  10  (air movement)

10. Commander class comparisons:

Key: 
Adv - Number of regular troop kills to advance a level
AT  - Commander's attacking power
DF  - Commander's defense
MP  - Magic points
MV  - Movement points
R   - Sphere of Influence range
A+  - Attacking bonus to troops in range
D+  - Defense bonus to troops in range
Troops - Type(s) of troops commander can get
Spells - Spells available to commander
*   - Enemy commander class
$$$ - Amount added to your killing score for destroying it

Class           Adv $$$ AT DF MP MV R A+/D+ Troops  Spells
-----------------------------------------------------------
Archmage        10  150 31 17 32  6 4 9/2   SAG     A,F,E
*Basilisk       10? 200 27 27  1  6 4 3/2           STONE GAS
Bishop          10  120 27 20 16  6 4 6/4   SAK     F,H2,C
*Chaos			10  100 35 35 40  7 4 4/4           E
Cleric           5      23 17  8  5 4 0/4   G       H1
*Conjurer       10  300 19 20 16  6 4 1/2           B
Croc. Knight     5      28 20  0  7 4 2/2   SM      -
Dragon Knight   15      34 24  4  9 4 4/2   F       B
Fighter          5   50 23 21  0  6 3 2/2   S       - 
*Gorgosaur      10  200 31 28 12  6 4 5/0           F
*Grand Knight   10   80 31 25  0  6 4 6/4           -
Grand Knight    15      28 33  0  6 4 8/4   SHA     - 
*Great Dragon   10  500 35 35 16  3 4 5/4           F
*Great Slime     5   50 19 28  0  6 4 2/2           -
High Priestess  15      27 32 32  6 4 4/8   SGK     H2,H3,S
*Kaiser         10  500 32 32 12  6 4 4/4           B
King            15      31 28 12  6 4 6/4   SHA     A,H1
Knight           8      31 20  0  8 4 4/2   SH      -
Knight Master   15      34 24  8  8 4 8/2   SHA     L
*Kraken         10   50 29 26  0  6 4 0/2           -
*Living Armor   10?  50 32 30  8  6 4 5/4           F
Lord             8      27 24  8  6 4 2/4   SA      H1
*Lord            8  100 27 24  8  6 4 2/4           H1
Magic Knight    15      31 25 16  8 4 6/4   SHA     Th,H1
Priestess       12      27 24 16  6 4 2/6   GK      H1,H2 
*Queen Ant       5  100 31 20  0  8 4 6/5           -
Ranger          15?     41 28 16  9 4 0/0   -       E,C,S
*Royal Guard    10  100 35 21  4  8 4 6/4           L
Saint           15      31 24 24  6 4 9/4   SGK     F,To,H2
Serp. Knight     8   80 32 24  0  7 4 6/2   SM      -
*Shaman          5   80 25 15  5  5 4 0/0           A
*Sorceror        8  100 27 20 16  6 4 3/2           C
Sword Master     8      25 22  0  6 4 0/9   SHA     -
Warlock          3      27 13 10  6 4 3/2   G       A
*Werewolf        8  150 29 21  0  6 4 6/4           -
*Wight          10   50 31 34 16  6 4 7/6           Th
Wizard           8? 100 27 15 16  6 4 6/2   SG      A,F
*Wyvern         10  200 31 24  8  7 4 3/2           F

NOTE: Garrett as a fighter gets +1 to defense and an
 +4/+2 bonus to troops instead of +2/+2.

 Troop codes: 
 S - Soldiers, H - Horsemen, A - Archers, M - Mermen
 K - Monk, G - Guardsmen, F - Gryphon
 
 Spell codes:
 A - Magic Arrows, F - Fireball, Th - Thunder, To - Tornado
 L - Lightning, E - Earthquake, B - Blizzard
 H1 - Healing 1, H2 - Healing 2, H3 - Healing 3
 C - Confusion, S - Sleep

10.1 Uses for various commander classes

 Archmage

  The Archmage sucks.  So what if she gets Earthquake?  It usually
  does a puny 2 points of damage, and can destroy walls. The Saint
  gets Tornado, a righteous kick-ass spell that rips the enemy to
  shreds!  Send Calais the Saint route.  

  Andrew Luxmore disagrees with me about this; here are his comments
  on the usefulness of the Archmage:

  ------------------------------------------------------------------
  Now I agree with what you say about the saint and tornado... and
  earthquake is annoying because it's so expensive, but I don't think
  it can be so easily disregarded!  First of all, the orb makes for
  an extra use of it, and then you still have room left for fireball
  - the small spells shouldn't be underestimated.  Often, only one or
  two damage is needed to make the enemy weak enough to kill with any
  commander.  This is excellent for promoting weaker commanders.
  Without the orb, argemage has 8 uses of fireball, with the orb 15.
  Every turn she is able to knock down every single troop by 1 or
  2, for 15 turns!  It doesn't have the impact of a tornado, but it's
  still impressive.
  -----------------------------------------------------------------

  I think constant fireballs would be one of the best uses of the
  archmage,  but fairly slow.  Unlike a tornado or thunder, it
  couldn't keep a commander down below 7hps every turn.  Still, it
  would do a number on the enemy's *troops* - pounding them down
  faster than they can be rotated in to heal.  It's small area
  of effect is a liability.  You have to either take the huge,
  screen-clobbering Earthquake (which I think is more interesting 
  for it's wall-destroying ability), or the 2-range fireball which
  seems best for zapping the troops trying to heal.  You also lack
  the Saint's ability to heal.

  I can see two uses for the archmage's low-damage (but plentiful)
  spells:  If a troop or commander is already damaged and lowering it
  even further will make it safe to attack with a troop formation or
  one of your own commanders.  The other use is in a protracted
  battle with lots of closely grouped enemies and commanders.  The
  constant damage and huge AE would slowly wear them down faster than
  your own troops would be hurt.

  There are a few levels where Earthquake is helpful, especially for 
  finishing the level quickly.  Level 12 has lots of closely-grouped
  troops, and earthquake can do a lot of (total) damage.  On levels
  18 and 19, you can use it to cut across the walls and take out the
  commander early on.
  
 Bishop

  Strike 1: Confusion.  A totally useless spell, but Fireball and
  Heal2  are fairly good, if not outstanding spells.  This class
  compares poorly to other "final" classes, but it doesn't take much
  experience to end up here either.  Unfairly, the enemy Bishop class
  seems really cool!  Better troops (Elementals!)

 Cleric

  Well, for a starting class, it's okay I guess.  Keep it and it's
  crappy soldiers in the back and save them for mop-up duty on badly
  damaged enemies (or mermen on land).  Cleric and Priestess don't
  get very good troops; after you're done beating up mermen who come
  on land, you have to hover around other commanders like vultures,
  swooping in to pick off the 2-3hp troops they leave behind (with
  your full-health guardsmen).  It can be considered to be the
  defensive counterpart to the enemy Shaman class.  They both have
  only a 5 movement range and similar stats.  With the MV range of 
  5, she can't keep up very well with other commanders on the move.
  
 Croc. Knight

  It has the special advantage of being able to travel on water and
  have swimming troops.  This makes it a useful class until Scen 9,
  after which there is no more water to really fight in.  Your only
  starting class with these kind of special advantages, though.  Nice
  to have around for the while you have it.  If you are stuck with
  this class after scen 9, there are little patches of water on scen
  13 - 15 that are cool to fight in (vs. styracosaurs) if you can
  get to them and convince the enemy to come to you.

 Dragon Knight

  Woohoo!  This class rules once you get it.  The commander and their 
  troops can zip around the map, heading to trouble spots or out of
  danger.  Their troops have fairly nasty attacking power and can do
  serious damage to any non-archers they attack.  Not to mention the
  devious spell-draining tricks...  The spell does suck, and you can
  only cast it once.  This class is well designed for taking out 
  commanders with strong troops.  Use griffins to punch through the
  troops and wipe out the commander.  It's tailor-made for Basilisks
  and Gorgosaurs, each of which come with styracosaurs.

 Fighter
 
   Hey, well... what did you expect from a starting class?  Garett
   gets some advantages, but other than that... the class bites.  The
   only one with a measly 3-square range on the sphere of influence
   instead of 4.  
   
 Grand Knight
 
  Not one I had ever considered (I considered it's lack of any magic
  capabilities to be too much of a drawback), but Andrew Luxmore
  points out some interesting possibilities:

  -------------------------------------------------------------------
  Garrett, even though he should be king because it fits in well with
  the story, makes for an interesting Grand Knight.  Knights are
  better than lords, especially early in the game, and he gets
  promoted to Grand Knight before Baldorov dies; he replaces his
  purpose, which is to weaken enemies for promoting commanders.
  -------------------------------------------------------------------

  This could be a good idea.  The King's weak magic spells (Arrows
  and Heal1) aren't *that* great (though they are definitely useful).
  The GK has an unbelievable defense (though not as high an offense)
  and better troop bonuses as well.  NOTE: Although it looks like it
  is riding a mount, this commander uses regular Land-based movement
  (instead of horse-based movement).  You still can't move onto 
  castle walls though.
 
 High Priestess
 
  Well, starting off at one wasted spell: Sleep, this class would
  have to be *really* good to make up for the loss.  Guess what?  It
  isn't!  Your only other spells are healing ones, making this a pure
  defense class.  Most of your troop options are specialized
  (Guardsmen and Monks).  I wouldn't recommend this class unless you
  know what you're giving up by not choosing the Saint.
 
 King

  Only one class can become a King; Garett.  It's a fairly
  well-rounded class too, and fits in with the story.  It doesn't
  shine in any seriously outstanding way.  Both personal
  attack/defense are high.  It's somewhat hard to kill, and can help
  out in a minor way with Arrows and Heal1.  
  
  The GK is overall a better class, with better bonuses and easier to
  keep alive (due to it's higher personal defense).  Sacrificing the
  spells is not a serious loss, since your other commanders can make
  up for it.
  
  I'd say the only reason to become a King is for the story.

 Knight
 
  Well, getting Horsemen is nice, but has some disadvantages.  First,
  horsemen (and the commander as a Knight) have movement penalties
  indoors.  This will mean that your commander will be restricted on
  a lot of levels, including the final ones.  The one bad thing about
  this class is that (unless you are Garett) it means you decided to
  become a Knight Master instead of a Magic Knight.  WHY???  Tiberon
  and Garett have an excuse, but the KM is a pretty sorry alternative
  to the Magic Knight.  Knight doesn't even get some token spell,
  like Lord does.
  
 Knight Master

  Well, the only person who has an excuse for ending up here is
  Tiberon.  It's a cruddy class.  Its spell sucks: lightning hits
  about as many people as magic arrows (if you're lucky) for not much
  more damage.  Okay, you get better attack bonuses for your troops
  (8/2 vs. 6/4) but the fact is that you *need* that to even start to
  compensate for not being able to cast Thunder.  And the lack of the
  good defense bonus will come back to haunt you.  If Tiberon is a
  Knight Master, his stats and bonuses *do* come in handy on the
  last dragon level (if you don't have a Grand Knight).  Still, he
  should be the only one you ever make.

 Lord
 
  Lord-based classes have higher defense at the expense of offense,
  but get nice spells as well.  You get a weak, but handy spell
  (healing 1) and can use Archers.  Odds are, you won't want archers
  as much as you wish you had horsemen (for being a Knight), but
  there are several times they come in handy.

 Magic Knight
 
  A decent final class, and hands-down better than the Knight Master.
  Thunder gives you a chance to nicely soften up the enemies before
  your troops finish them off.  Take advantage of your defense bonus
  to sit in defensive spots and let the enemies come to you when you
  can.  If you can get 2 MKs together, 2 thunders can lower all the
  enemies to 4 or less and make them easy cleanup for any commander.
  
 Priestess
 
  Not *much* better than cleric, but your upgraded healing spell is
  nice.  And hey!  You get Monks!  Bet you're just thrilled.  Get
  through this class to Saint as quickly as possible.  This class has
  a longer experience bar than most 2nd-stage classes and will be a
  pain to get through.

 Ranger
 
  Wow, check out the stats: 41/28!!   This could be a great class...
  but it isn't.  It's perfect for devious spell draining, but after
  that, it's not nearly as versatile.  If someone keeps the Ranger at
  full health, you can destroy... all of 1 enemy a turn.  If you're
  using the challenge rules and not getting any troops anyway, this
  is the ultimate class.  The spells are totally useless; Earthquake
  (which sucks anyway) - and you can only cast 1, even with the orb!
  Confusion (you *are* kidding, right?) and Sleep!  All the spells
  totally suck!  Even though the stats are high, you have at least
  5 times the destructive potential with any other class. 
  Sacrificing troops is a big loss.
  
 Saint
 
  I don't see what's so Saintly and peaceful  bout this class, but it
  rules nonetheless.  Since the alternative is High Priestess, the
  choice is a no-brainer.  The High Priestess could have been a nice
  class, but the Saint is *way* better.
  
  This class is revenge for the fairly weak Cleric/Priest classes and
  makes it worth slogging through them (IMHO).  You get pumped troop
  bonuses (+9!/+4) to allow your troops to take on enemy commanders
  and hurt them.  You get a versatile selection of spells: Tornado
  (the game's nastiest spell to deal lots of damage to a fairly wide
  area), Fireball (to soften/weaken troops) and Healing 2 (to allow
  you to play a support role as well!)

  The Saint is good for taking on full-health enemies and ending the
  battle quickly.  Launch a Tornado and dive right in.  If your
  troops are evenly matched, you'll kill almost every one you attack
  (assuming you start with full-health troops).  Best of all, the
  enemy troops will still be damaged and just starting to rotate into
  healing position; your second attack wave can kill them all off.
  To capitalize on this, attack the troops that are next to their
  commander on the first wave, so *none* of the troops get to heal on
  their next turn.  If you have one or two other commanders to back
  up your Saint, you can probably wipe out a full-health enemy and
  all their troops on the same turn.  You don't get as many Tornados
  (3 without the orb), but that translates almost directly to 3 or
  more entire groups of enemies destroyed.  You do have to hold the
  Saint in reserve for the occasions where you need her, whereas with
  the Archmage you may as well keep her constantly chucking fireballs
  around, since she's not good for much else.

  The major disadvantage of the Saint for Calais is that she'll have
  a longer experience route to get there.  Unfortunately, the
  Priestess experience bar is longer than the Wizard bar, meaning you
  will take quite a bit longer (at least several scenarios more than
  it would take to become Archmage) to advance to Saint.  I think
  it's ultimately worth it to have a better commander, but I'm also a
  perfectionist.

 Serpent Knight

  As the advanced version of the Crocodile Knight, it comes into it's 
  own Scen 7-9 (with lots of water), then *ROYALLY* sucks after that.
  If you still have it post-scen 9, only use it when the enemies are
  willing to come to you, and get soldiers.  Otherwise, the battles 
  will be long over before Tiberon can drag his stupid serpent there.
  You are making a big sacrifice (the last 11 levels, more than half
  the game!) to have a short-term advantage in 7-10.

  From Freddie Nguyen:
  -------------------------------------------------------------------
  Don't bag the Serpant Knight. He has great stats, even if he IS
  slow, just find a pool of water and he RIPS. Out of water, he ain't
  so great, but he's still good. The Knight/Knight Master path is
  quite horrible. Tiberon as a Serpant Knight holds my record for
  consecutive kills. 89 werewolves in the same enemy phase! He looks
  better than the Knight too, and you don't have to give him much EXP
  to get there. Any pool of water and Tiberon is full power!
  -------------------------------------------------------------------

 Sword Master
 
  For the short time you have one, this class serves one purpose:
  weaken the enemies enough so that other commanders can get the
  experience.  The huge defense bonus is your ticket.  As long as the
  troops are in range, they are practically invincible.
  
 Warlock
  
   Hey, it's a starting class.  And not *that* bad either.  Guardsmen
   and magic arrows.  You have to follow the same strategy as the
   cleric; beating up really weak enemies (like mermen out of water)
   and scavenging the rest of your kills.  With the game's shortest
   experience bar (only 3 enemies to go up a level!) you'll won't be
   a warlock very long.

 Wizard

  It's a competent class; fireball can come in handy a couple times.
  But your main objective is still to get through it to the more
  advanced classes.  If you're fairly evenly matched against the
  enemy (say you have guardsmen vs. lizardmen), let them come to you
  and leave a bunch of their 1-2hp troops close together after
  fighting yours.  Then one fireball can wipe out a bunch at a time,
  racking up the experience for you.  On the plus side, you can use
  Soldiers, which are a whole lot better than Guardsmen.
  
11. Spells:

 Spell Name    Cost  - Distance away, Effect Radius, Effect
 --------------------------------------------------------------------
 Magic Arrows  (2mp) - 6, 1r, 1-2 Dmg
 Healing 1     (2mp) - 4, 2r, 1-2 Recover
 Healing 2     (4mp) - 4, 2r, 2-4 Recover
 Fireball      (4mp) - 5, 2r, 1-3 Dmg
 Thunder       (4mp) - 5, 3r, 2-5 Dmg
 Lightning     (4mp) - 7, Straight Line, 1-3 Dmg
 Blizzard      (4mp) - 5, 3r, 1-3 Dmg
 Sleep         (4mp) - 4, 2r, 25% chance of putting enemies to sleep
 D.Fireball    (8mp) - 5, 3r, 2-4 Dmg
 Healing 3     (8mp) - 4, 2r, 5-8 Recover
 Tornado       (8mp) - 5, 4r, 2-6 Dmg
 Confusion     (8mp) - 7, 1r, Enemies in area might attack each other
 Earthquake   (16mp) - 4, 11r, 1-4 Dmg (also damages walls)

 After the caster reaches level 5, the max distance away and effect
 radius of all spells increase by 1, the maximum damage (and possibly
 minimum damage) also increases by 1.  Confusion and Sleep are really
 useless, you get the most bang for your MP out of Thunder and
 Tornado.  

 Earthquake can destroy walls, making them passable.  Destroyed walls
 are NOT saved if you do an Interrupt, so you can make some wierd
 strategy out of casting Earthquake, running across the wall,
 interrupt, reload and the enemy cannot get to you... :) This is
 probably a bug.
 
12. Codes and Cheating:

All items - On the troop purchase and distribution screen (after you
have chosen commanders and Garett is highlighted), press and hold
LEFT + UP + A + B for about 10 seconds (you will be highlighting the
last commander in the list).  The music will start over, your gold
will be set to Zero and you will have all items except for Warsong
(if you already have Warsong, you won't lose it though).This code
gives you all the items in the game except for Warsong!  It's
existence has been a rumor for quite some time, since the Warsong box
shows the item-distribution screen with a bunch of items, including
the Dragon Slayer!  A code like it existed in Langrisser but was
reportedly removed.  It has now been verified and works in both the
ROM and the cart.  Thanks *VERY MUCH* to Joseph Teo
<joekoko@singnet.com.sg> for reporting this one!

Level Select - Go to the Upper-Left square in wide-screen mode (icons
are smaller, press A to switch between wide and normal).  Then go
Down 1 square and Right one square.  (Exactly 1 square diagonally
from the upper-left).  Press B for 5 seconds or so.  Pick the level
you want to go to.  Warping ahead is suicide - you often miss
characters you would have gotten, and you'll be a lot weaker than
you're supposed to be.  If you feel lucky, take on Chaos with just
Garrett and Baldarov!  This is more beneficial if you warp backwards
to pick up extra experience.  Good levels to visit are 13 (the
Basilisk level) and 16 (The Great Dragon's lair).  Note: If you pick
up Lance on level 13, you can warp ahead to 20 and he won't leave!
NOT that he's all that great...

Caveat: If the scenario you warp to gives you a new character at the 
 end (and you already have the character), their class will change
 back to what it was at the time (usually setting it back to Fighter
 or Lord). They keep the level and experience they had before they
 got changed back, though.

 If you warp back to one of the really early scenarios where you had
 Baldarov after you have already lost him, then Baldarov will be
 replaced with one of the other characters you had before you warped,
 usually Calais (She won't die if you warp to the stage where you
 lose Baldarov and beat it though, although it will do the
 Baldarov-dying dialog).

 It's usually best to warp to a stage where your party does not
 change and wasn't smaller than it is now.

12.1 Sound Test 

Same as the Level select, just do it in Normal screen mode.  You can 
change the background music (lasts until end-of-turn).

There are a total of 63 sound "slots", many of which are silent.
I've 
tried to identify all the sounds I could.  Ones marked with a '*' are
never used in the game, as far as I can tell.  Numbers which aren't
listed are silent.

  1 - Opening theme, part 1
  2 - Ending theme
  3 - Victory theme 	
* 4 - (Annoying battle theme)
* 5 - (Battle theme)
  6 - Good side battle theme 1
  7 - Good side battle theme 2
  8 - Enemy side battle theme 1
  9 - Good side battle theme 3
 10 - Enemy side battle theme 2
 11 - Game over
 12 - Enemy side battle theme 3
 13 - Character select music
 14 - Battle over tally music
*15 - (Happy music)
 16 - Opening theme, part 2/Final Battle music
 33 - Battle figure dying 1
 34 - Battle figure screaming 1
*35 - (blob sound)
*36 - (fart siren)
 37 - Battle figure dying 2
*38 - (buzz)
*39 - (chirp)
 40 - Battle figure miss
 41 - Spell Explosion 1
 42 - Spell Explosion 2
 43 - Spell Explosion 3
 44 - Battle unit annihilated 1
*45 - (buzz)
*46 - (chattering) - repeats
*47 - (horseman noise) - repeats
*48 - (explosion noise) - repeats
 49 - Spell Explosion 4
 50 - Lightning spell 
*51 - (buzz)
 52 - Battle figure dying 3
 53 - Battle figure dying 4
 54 - Menu cursor move beep
 57 - Error Buzz
 58 - Battle unit annihilated 2
*59 - (buzz)

13. Rumors, reported codes & comments:

Move Garett to Bottom-Left corner on Level 2.  Supposedly maxes out
experience.  This doesn't seem possible.  Could it possibly be the
Top-Left or right?  At any rate, Garett can max out on experience in
only a few more scenarios.

An interesting note (Andrew Luxmore) is that the outcome of the
battle is determined as soon as it starts.  If you save-state and
restore during a battle, the outcome will always be the same.  This
is due to the way the game determines random numbers.  This is often 
based on the number of milliseconds that have elapsed since the game
was
turned on.  Since that information is also saved when you use a
state-save, the outcome will always be the same.  So will the next
battles as well if you do not do something to alter the timing (like
hit B to speed up the selection of the next troop).

14. Nitpicks

We start each scenario by buying troops (presumably hiring
mercenaries for a one-shot battle).  At the end of scenario 11 we end
by going up the stairs to Pythion's throne room.  Where do we hire
the mercenaries from for scenario 12?  Does Pythion have
mercenary-hiring depots in his stairwells?

People in the game seem to recognize artifacts with no explanation: A
soldier points out Pythion's axe to Garett, Garett just says
something like "Oh, yeah - that's the Evil Axe." without commenting
on it.

The unstoning mirror in level 13 doesn't un-stone the villagers (the
statues that are laying around)

From Freddie Nguyen:

Has anyone noticed that Baldarov hasn't got that good stats? With his
bonus, his troops have a better def than him!

Scen 2: What's a traveling Cleric doing with 60 Civilians?

Scen 3: Why in level 3 are there only 80 civilians? Did Mina bring
the Town 75% of it's population? Were there only 20 people living
there before?

Why is it that when commanders join you. That they die and that's
that. They're dead. When you kill Lance the first 5(!!) times you
meet him, he comes back, just as good as ever. As soon as he joins
you and dies, he's permanatly dead. As with the other commanders..
It's like they join you and they're allowed to pass through to the
other worlds.

Why is Sabra the only one to escape the fall of Baltia? She gets
smashed by two groups and she'll probably die first but she escapes
to meet with you whilst Tiberon and Calis get captured.

We can assume that Alfador died between level 1 and 6. How come
then, after that no one calls you King Garret? You are the King since
Pa's bought the farm.

Why does Carleon come much later and weaker than Thorne? Carleon is
Thorne's BOSS.

When people evolve, where do they get thier stuff from? Do they
pull horses, serpents and dragons out of thin air?

Scen 12: how did you get surrounded and split? Did those four run
forward like charging idiots? and did those four enemy commanders let
them pass before cutting them off?

[ My note: Actually, there seem to be stairs above Garett and below
the commanders on the right side.  Presumably those two staircases in
Scen 11 end up at those separate stairwells... ]

15. Challenges

 I've played the game through many times now (at least 5), and I
 still enjoy it.  Once you get the AI down and can predict what the
 computer will probably do and how to make it fight the way you want,
 the scenarios become a lot easier.  Still, there are many ways to
 make it even easier; using a dragon knight to drain all the enemy
 magic, using the interrupt/reset to gaurantee a perfect result,
 warping back to earlier stages to beef up your characters...  This
 section is here to provide self-imposed rules to make the game more
 difficult for people who want a challenge...

 - Don't warp backwards (25 points)
 - Don't use interrupt/reset or state-save on an emulator (25 points)
 - Don't use the Dragon Knight draining trick (5 points)
 - Self-defense: Try to complete the scenario objectives without 
   attacking any enemy troops (just enemy commanders; 'Allied'
   commanders don't count against this restriction) (20 points)
 - Don't use items at all. (10 points)
 - Don't buy troops at all! (You can beat the game with just the
   leaders, especially after you get defensive items.  Tip: Place as
   few commanders as the game will let you) (15 points)
 
  Try to beat the game while breaking as few challenge rules as you
  can, then add up the points after each rule and rate yourself:

        100 points - Supreme master! 
      95-99 points - Master
      90-94 points - Expert
      65-89 points - Pro
      50-64 points - Amateur
      25-49 points - Beginner
       0-24 points - Wuss

  (Note: By this scale, I only rate 'Master' since I like to use the
   dragon knight draining trick.  Maybe next time I'll just make
   Sabra a Magic Knight instead and try for the max points)
   
 Tips: 
 
 Everyone should be able to beat the game without warping backwards
 or using interrupt/reset.  It's not *that* hard or terrible when you
 do not achieve the perfect result.  I don't count saving/loading at
 the end of the level to be breaking this rule.
 
 If you don't get troops, your best bet is to also just take out the
 commanders when you have a chance (losing XP as well).  Your
 scenarios will take a *long* time to beat.  It doesn't count if the
 enemy attacks you (self-defense!) so you can still let the enemy
 come to you and wait for your turn to strike.  Some stages are
 *REALLY* hard this way, especially 7 and 8 for me.  Try to make
 Calais a Ranger, since it is the best Solo class.  
 
16. Thanks & credits to: 

  Darin Mackiewicz <negel@bradley.edu> - 
   For working out the advancement paths and commander relative 
   strengths!
   
  Abacrombie <??@foxinternet.net> - Strategy tips
  
  ****? - Somebody sent me an AWESOME text file (warsong.wri)
   listing a lot of stuff about the different scenarios, 
   spell damage and a bunch of other bits.  If you can tell
   me who you are, I'll happily add you here.

  Nelson <azheem@beaches.net> - Several class stats and some tips
   for playing Mina and Calais.

  Mark <mark@pncacity.net> - Stats for Garett and moving power
   consumptions.  Also for the entry times for reinforcements in
   scenarios 7, 8 and 9.

  Guy H. <goldwolf22@hotmail.com> - Grand Knight stats and for
   pointing out that Garett and Sabra can become a GK from Knight.  

  Eric Karl <nodaishi@netzero.net> - Telling me about Megasis (one 
   of very few emulators that correctly run Warsong ROMS!)
  
  Levi Banker <bankerle@egr.msu.edu> and 
  James Kohos <jameskohos@hotmail.com> - for pointing out (on the
   same day!) Gens, the other emulator that runs Warsong Roms.  
   
  Andrew Luxmore <evilhomer55@hotmail.com> - Comments on several
   of the classes, many alternative scenario strategies, corrections 
   to the monk class.  Suggestions for different advancement paths.

  Joseph Teoh <joekoko@singnet.com.sg> - The "All Items" code!

  Freddie Nguyen <Hornet8888@excite.com> - Tons of strategy
  suggestions for a lot of levels, also plenty of general strategy
  tips and ideas for other levels, not to mention quite a lot of
  fun Nitpicks.  :)