Level Descriptions and Strategy for Langrissa I by Daisuke Suzuki and William Chow STAGE ONE "Escape from the Castle" winning condition *Destruction of all enemy units or joining Narm. (Careful Genesis player. Ledin must be moved up to right beside her, not on the edge of the screen.) losing condition *Losing either Narm or Ledin Don't waste your time pitting Ledin against enemies. He only has an attack of 22 so he won't get very far. His troops can be used to leech experience from the other leaders like Jessica or Raygar. If you want, you can hang around by the left gate and pick off the half dead dark elf units. The wisest choice is just to buy calvary unit for Volkof and let him pick off enemies for the money sake and stand by Ledin around Narm. It also doesn't hurt to give Baldov a weapon to give him that extra little bit of an edge against the booses. Mr. Serpent loser is to your left and he should be able to handle the archers. Again, raidan can get somee easy kills there. Baldov should take his squad of horses and take out the guy attacking Jessica. You will have a tough time with the boss since he has some half descent attack. Oh don't forget Baldov does has Shield spell. The monks on your right defense are actually not too bad. They can usually hold their weight until Baldov finishes with Jessica's opponents. Emperor Digos will come in as the reinforcement at turn eight on the right hand side. He is a wimp and can be taken out with 2 horse units. If you can bobo him, the sccenario ends and you get a preetty neet blood axe which is like a A+7 and D-3. STAGE TWO "To Salras" winning condition *Either destruction of all enemy unit or Chris reaching the city on upper left corner Losing condition *Loss of either Chris or Ledin Once Volkof's unit finishes off the squad coming from the right hand side, build a blockade with them so that Chris and her civilian units can't move any further. The enemy reinforcement come at turn four. Don't kill all enemies till then (which you can pull off), or you'll miss out whole chunk of EXP points and money. Keep a couple of soldiers around the bridge defense since that is a bottle neck for the enemy. You can use this to buy you some time while you are killing the guys troop by troop rather than attacking the boss. STAGE THREE "The Raid" winning condition *Destruction of all enemy units losing condition *Either loss of Ledin or all civilian NPCs The trick here is to let the civilians through and let them evactuate into the church while Ledin move up the road in the center of the map to intercept the two or three squad of barbarians coming from the top. The EXP that the NPC build up during this stage will carry over to later stage when they join in as PC, so Vokof shouln't get too nosy about taking out the barberians coming from the bottom. Leave two of Ledin's unit or one Volkof's unit on the left corner of the road in front of the church, since there will be reinforcement coming in in the later part of the stage. If you're leaving behind cavalry, place them on the edge of screen, or the enemy commander will make a banzai run at them (and there goes another whole chunk of EXP). If you do it right, Ledin will have his first class change in this stage. STAGE FOUR "Forest of Evil Spirits" winning condition *Either destruction of all enemies or survival of Ledin till turn twelve. losing condition *Loss of Ledin Slimes have ridiculously high DF. There's no point in buying soldiers for Narm, since they will get decimated any way. Just hire archers for Ledin and the old man. If didn't get the class change by now, just get horses for Valkov since they will be the only thing that can hurt the slimes. Even regular foot troops for redin won'`t do it. Form a circle using their units, making sure all the units are within the command range. Also, take full advantage of the terran effect in the forest, since the archers have especially strong in the forest. Let Narm finish off the almost dead slimes. The red slimes are hopeless unless you carried out the cheat and Narm has the dragon slayer or something powerful. BTW, if Ledin hasn't been promoted to the second class, you're in DEEP trouble here. Volkov will have an attack of about 27 or so and the boss slimes will be at about 28 DF so have lots of fun. You do get reinforcements from the left but they probably won't see a piece of any action by turn 12. STAGE FIVE "Imperial Royal Guard" Winning condition *Destruction of Lance. Losing condition *Loss of Ledin Split the force into two, one to the left and one to the right. Ledin should go left, as the main force, and the right one will be the decoy to take out the cavalry units. You might want to use Narm for this if she can get archers. This will be the last stage where you will enjoy the company of the old man. No more pampering from class three commander. The only real annoying spell Lance has is Thunder so be ready to do some light healing. A good strategy is to hold the horse units at the bridge. Wait till they come over and attack you. You move the injured unit away for healing and attack back with archers or the alike. Caution though, Narm's forces can't take on too much. STAGE SIX "Battle of Castle Baldia" Winning condition *defeat of the enemy commander Losing condition *Loss of Ledin Critical point about this stage is how you place your commanders. Also, since Thorn isn't particularly strong yet in this stage, don't rush him into the battle. If Narm has already been promoted to the second class commander, everything will be much easier, but if not, pair her with Thorn and form a blockade of the bridge on the left hand side and wait for Ledin and Chris to break through the right side defense. Narm's units don't have a great chance against the horse units but at least better than Thorn's units. Use common sense and place arcchers or pikes against the horses and foot troops against archers. STAGE SEVEN "Hero of the Fortress" Winning condition *defeat of the enemy commander, Belnui Losing condition *Loss of Ledin or Albert. note: Belnui's squad is the soldier units situated south of the fortress. It is speed counts the most in this stage. The defense force in the castle on upper right corner are not all that strong. Once one or two of your commanders cross the bridge, the enemy may start to divert some of the attack to you. Place the fastest commander in front. Chances are, it's either Ledin or Narm as dragon lord. Taylor will have to deal with the water force coming from the top, so place him on the left end. Make sure somebody else stays with him (Jessica to give him support fire or Chris to keep him in shape). So most likely it will be Raiden, Chris & Jessica to whip up the bridge. Put Taylor into the water with Thorn at the base of the bridge as a lure. The Lizzard men are very weak on land. If all else fail, lure them to land. Even monk soldiers can kill them. To take the bridge quickly, use Raiden, and throw attack from either Jessica or Taylor and Shield from Chris. His units should be able to blow through the bridge defenses. The big annoyance here is the stupid mermen Leader has Blizzard which gets to be a bit of fun when you are trying to swarm them. Lance appears at the top of the screen as reinforcements. A good way to kill his units if they arrive too fast for you is to build a two hex barracade on the bridge. That way, only 2 units can ever attack you and they can't get around you to attack any one unit twice to kill it. This way you can use command sphere to heal your units and use Jessica to Fireball the shit out of the horses. STAGE EIGHT "Chase" Winning condition *defeat of the enemy commander Losing condition *Loss of Ledin or escape of the enemy commander note: This is VERY messy stage, with Ledin's forces ganging up on five squads of enemy force (36 units in total). All I can say here is to be sure to keep track of which units are whose. Two squads of cavalries, headed by Lance will appear halfway through the stage, from bottom mid left valley at turn 5. Have somebody with light elf units break through the battle front or detour around it to be there. Remember archers are really effective against horsemen. The target in this stage is the Red King unit, so don't kill him too quickly since this is a good experience grab level. The red leader is a weakling and can be boxed in and held in place with even a "10" unit from Chris. STAGE NINE. "The Stream of Warl" Winning condition *Either Ledin reaches the upper edge center road of the map, or destruction of all enemy units Losing condition *Loss of Ledin. The movements are very restricted in water, except for water force like Taylor or air soldiers like griffins. Let Taylor and Narm deal with the lizzardmen squad that comes at the beginning. Two squad of Kraken, one from the right, the other from the left will appear in turn seven. There's no way anybody except Taylor and Narm can make it to the opposite shore by then, stand by on the bottom shore and wait for them to come out. They are almost hopeless enemy in water or on shore, but they're sitting duck on land. So place your units two squares away from the shoreline and remember to turn soldier option to manual. You need mermen in this level more so than air units since the opponent has a heck of a lot of archers. Choose mermen for Taylor and possibly for Narm too. If you don't decide to wait for Kraken on land then then you start sending your forces up the middle of the water and use the mermen to protect the advance. I will also make a note that the Kraken will also attack your opponent too if you let it. However, that will steal away your experience. STAGE TEN "A Castle on Lake" Winning condition *Defeating the enemy commander. Losing Condition *Loss of Ledin There's only one way into the fortress. Place commander with cavalry at the gate, and place strong magic users behind him/her on the left and right wing (to cast attack and shield spell). The remainder will go in as the gate clears. Taylor should remain very close to the water so that he can intercept the water force swiftly. Also, the reinforcement will appear at turn 10. Have at least one commander stay outside and wait for them to show up. STAGE ELEVEN "Castle Dalsis" Winning Condition *Destruction of all enemy or Ledin reaching the stairs at the top floor. If you storm in the cavalry units to take out the first two grand knight and foot soldier units, make sure not to get in too deep into the castle that you can't make a way for your foot soldiers to take on the dark elves units coming from the second level. Do be careful with the two archmage, since they keep on blasting magics at the first opportunity they have. In turn five, Lance will appear at the center section of the shore facing the castle. Have somebody ready to take him or you may be trapped on the bridge with nowhere to run. In turn seven, two Wyvern appear from left and right upper corner. Just leave them alone and let them fight against the Sir Galius's squad stationed on the top floor. By the time the two monster squads die out, the dark elves units should also be gone. STAGE TWELVE "Twin Castle" Winning Condition: Defeating Digos The stage start without letting you place the commanders. The first group on the left should try as hard as it can to join the right side group. The right side group should remain in defensive position, or they may be decimated before the rescue arrives. Digos has an AP of 30. Just keep on attacking him and don't give him a chance to strike back or else you'll be losing commanders. STAGE THIRTEEN "The Town of Stone Statues" Winning condition: Destruction of all enemies Losing condition: Losing of Ledin. Or all commanders turned into stone. Note: The commander placed on the top of the initial position should have guardian to pick off the slimes. They are whimps. Bagilisk that appear from left and the right side of the initial position turn its enemies into stones. They aren't too tough so kill them ASAP. The treasure box on the corner of the road on upper shore contains the mirror that will bring the civilians and Lance back to life. Once Lance comes back to life, he'll join the force, but at this point, he's automatic character. You are going to need Redin to take out say the slimes, Taylor should have an attack of over 30 by now so use him on you left flank and Narm ought to be pretty tough so use her on you right flank. Now the back flank is hard to take out with Jessica or Chris so you might just have to hold out until one of the other guys finishes fast. Either that or drop one of the girls for Airheart's archers. STAGE FOURTEEN "Wolf Pack" Losing condition: Either loss of Ledin or all NPC The commander closest to the bridge should have monk squad to go against Nargya's skeletons. Speed counts, so have the mobile units (eg. griffin squads) intercept the four wolf squads coming from the top. Reinforcement will appear in turn four from the right bottom corner shore. Have at least one squad head there to intercept them. STAGE FIFTEEN "The Cry of Evil Dragon Losing Condition: Either loss of Ledin or all NPC Unless Narm became level four commander, nothing in your army can defeat the great dragon (AP 36, DF 38, MP, 16, MV 16). He is the one that starts off immediately right of the troops on the doomed boat. Your force should split into two. One to defeat Nargya and release Ilfriet from the seal (the stone pillar in the upper left corner). The other force, preferably the griffin squads, will stop the advance of the monster squad to let the girls escape to the bottom right. The Iffrit will attack you and the dragon to weaken it enough for the kill. STAGE SIXTEEN "In the Dark Shadow" First objective is to obtain the Dragon Slayer, the sword you'll find in the treasure box located at the junction point in the cave. All the monsters besides the dragon are not all that strong. You can use this stage to gain EXP for low level commanders. Be warned that terrain effect in this stage is all the same, so make sure to keep all your units in the sphere of command. The strategy behind this level is to keep your forces in your inital startup positions so that it will keep the enemy monsters at bay until you are ready to take them on. The Master Dragon at the bottom and and the two units under the Master Dinos will hold positions until you move far enough down for you to call them down. Watch out for these guys because they have fireballs. The slimes and Giant ants will attack first so take your time and take these guys on and eliminate them and heal back up. STAGE SEVENTEEN "The Forbidden Land, Valzeria" The sorcerer in right side of the forces located in front will cast spell to control either Narm or Chris before the turn one begins. Make sure to defeat him ASAP. Forget EXP on this. You aren't required to defeat Borgel, the commander that starts off at the foot of the bridge, but since he casts powerful magics, it is good idea to get rid of him soon also. You can choose everyone except one guy which you may as well get rid of Lance since he won't stay long. The four sets of monsters aren't too hard to kill. Raiden can go after the wizard if he wants, Taylor can take out bottom left, Narm can take out top right, Hoking and Thorn might have some fun with the bottom right and Airheart is left to help Raiden with the undeads or the monsters to the top left. Jessica is left to buffer out Chris. Remember the monsters have breath weapons so spread out as fast as you can. STAGE EIGHTEEN "In the Ruin" Objective: To kill Nargya or be killed. Again you can choose everyone except one guy. Hmmm. Maybe we can ditch that loser Lance. Ok, there are a couple things that need to be done here. You got 2 monster in the water. I suppose you can get one set mermen. Now if you are really bored you can get 2 set of mermen but that might pervent someone like Narm from getting her Griffons. Ok, you can use Hoking's horses up the centre of the bridge with Jessica can Chris behind him. Have him hold the bridge and kill the Master Dino. Watch the wizards with the fireballs on either side of the guys. There are holes in the castle on either side, so you can get your flying forces into the castle on either side to divert the attention of the magic users. (ie. Raiden and Narm most likely). Like most things, you might want to hang back until the monsters come forth and attack you and/or the sea creatures threat is over. The boss is only a A20 & D20 so no big deal beating him. STAGE NINETEEN "Underground Shrine" Objective: Kill Nicholas or be killed. Ok, on this level is a real messy level. Fireballs and Meteors from hell! OK, you can pick everyone for this level and loser Lance is no longer with you anymore. Ok it is very important what you pick and where you place them on this level. If you don't get some fast and heavy hitters fast, you will get roasted with magic. Ok this is the scenario. You got Nicholas the Meteor man above you. Place Jessica against him because she can withstand the damage of the meteor reasonably. Move and press her right up against the wall where Nic is so that she won't hurt too many others. Set her to manual move and split her men out as far away as possible. When Loser Nick starts bombing her with Meteor, everything within 5 hexes of her will take massive damage. You have a lich in a balcony to your left,. your right and below you. Now you can't climb over these balconys but you can sure fly over them. So, equip 3 squads of griffons, Raiden, Narm and Taylor. Position them as close to each of their perspective targets. They will storm their walls, an bobo the lich as fast as possible. Jessica or Taylor or Hoking or Raiden or Narm can cast Attack if the extra damage is needed. These liches gotta go ASAP because you got too many troops in a confined area and they'll take big damage from fireballs. Ok, that leaves 2 units of wolves. Use Hoking and Thorn to hold those units until the Griffons finish off the liches. They probably won't do too well against these guys unless you did some major level ups previously. Ok, these guys plus the reinforcements which are travelling down both sides right and left have fireballs and Blizzard so they are annoying as hell. But take your time and bobo them. As for Jessica just sit there and toss fireballs at Nicholas. You throw enough of them, his stupid skeletons will get wasted. Make use of Chris' healing spells both heal and group heal. A clever trick is to take one of Jessica's troops and keep it near Chris so that she can cast group heal on it and that will also heal Jessica at the same time. STAGE TWENTY The Seal of Darkness" It is the big show down. Kill the evil king and Chaos or be killed. Flying forces would be nice but not 100% important a few of your guys need speed and power. Positioning is very important in this stage so choose troops carefully. You thought the last level was tough, now you got 3 guys that can cast Meteor and 4 guys that cast blizzards and fireballs. Ok, positioning is very critical in this level so I will try to be as descriptive as possible. Raiden will start off top left and he will take a set of Griffons up against the first set of guards. Now if you position 2 griffons right at the foot of the entrance 4 hexes down from the leader. This way, the leader may waste a Blizzard (which has a 4 hex range) on you but only hit 1 griffon. Use Raiden to waste that guy. Don't position Raiden on the right side of the 3 hex wall with the torch right above him because that will put him into Meteor spell range of Bozel. Ok, put Chris below Raiden and stick her right up against the wall with the lich. She will be a decoy for the meteor spells. Get her troops out of the way since that spell has a blast radius of 5 hexes. Under Chris you can put anyone you want but I chose the useless guy, in this case it was Thorn. He does nothing much except get away from Chris as fast as possible and engage in defensive positions around the wolves in the bottom left. The last guys on the bottom left should be someone who can take out those wolves. I picked Taylor on Griffons. On for the right side, Narm, Jessica, Airheart and Hoking. ok, same strategy here as from the left. Get Narm up there with 2 Griffon Units. Now, the idiot probably won't blizzard you but will probably fireball you. If you throw a griffon one at the entrance into Bozel's room, you will not only decoy Bozel's monsters but you may decoy some of the skeletons to move up and out of the room. Jessica does what Chris does. Stick her right up against the wall and get ready to take those meteors. She will just sit there and toss fireballs and meteors back inside that room. A fireball in the centre of the room will cover the entire room including the one hex after the door. As for her troops, split them up and get them out of there. My suggestion is to get one of them down and around the bottom and up the otherside near Chris so she can do a group heal on her forces. remember, meteor only does a couple more points of damage over fireball but costs 6 instead of 2. Ok, next is Airheart and Hoking. Well, I usually give Airhedart archers and let him help Narm while hoking uses ccavarly to beat up the wolves. As soon as Taylor finishes with his set of wolves, he can send units over to help. Watch out for Meteors when sending leaders across the bottom passage. Remember, the AI was not all that swift back at this time, the Liches will only target their meteors on the leaders and they will let the explosion go out 5 hexes. Ignore Bozel andd the liches for the time being until you get rid of all the skeleton & wolf troops. To lure the skeletons out of the lich room, move a few units into Bozel's room. Bozel will not move but he will send in his monsters and the liches will send in skeletons. This will bait the enemy closer to you. Remember to keep your leader out of Meteor range (8 hexes). Now the skeletons are so dumb they will be out of zone to chase you down. So in short, bait them, let them come, you bobo them and then back off. Bozel is not too tough but you will probably need strikes from raiden & Taylor to fully knock him out. But don't knock him out before you fully heal up and rest up Jessica because you will need some heavy duty magic from her. Ok, you kill Bozel, Chaos will be summoned from behind him wwith a bunch of his bum-buddies. Set up a blockade in the hallway 3x2 right behind where Bozel was standing using some ordinary foot troops, say Thorns for example. Now if they are in zone, a 10 unit can withstand even an attack from Chaos (AT 50, DF 38) So let them attack, they can only hit one of your 3 front row guys and only get one attack on them. You put that troop back to heal him. If the enemy has been sufficently damaged, move a unit in for the kill. Otherwise, hold and just replace the unit with a new 10 unit for defense, Continue to do this until you get raiden & Taylor healed from attacking Bozel and until you get Chris & Jessica healed up & in range for spell casting. Chris and Airheart will be there to do the healing and Jessica will be there to throw more fireballs and Meteors at Chaos and losers. You may note, Chaos is not very magic resistant. Just beat up his minions and weaken him down, then use the leaders to waste on him. Don't let him retailate because of his high attack strength. He can cast magic but fortunately, it is not fireball or Meteor. He does have an ice blast which killed a 10 unit Thorn so watch it. Ok, that basically wraps up the in and outs of Langrissa I for the PCE. This information can be applied to the Sega Genesis versions and a bit to the newly revised Playstation version which is a variant of the Genesis version anyway. So have fun and look for more in the future. changes and comments and edits and hints can be sent to Vancouver Japanese Animation Club 2780 East Broadway Street, Unit 102 Vancouver, BC, Canada, V5M3S7 vjac@idmail.ca