Langrisser I & II

Langrisser I & II

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Langrisser I Remake Walkthrough
By Togo
This is a guide to help walk you through Langrisser I Remake, giving general advice on every map and how to progress through the game.
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Introduction

Hello there and welcome to my guide!

The purpose of this document is to serve as guidance on the several maps of the game and what to expect in them, with some general recommendations of what to do given what you'll be facing. It's not meant to be a step by step guide or a thorough document of everything in the game (the latter mostly because of Steam guide limitations), and be mindful that just because a given strategy worked for me and/or my play-style, that does not necessarily mean that it will for you also. Still, I hope that the information here contained will be useful and can send people on the right path.

Be warned that this guide contains mild spoilers, mostly related to what characters or enemies are available and in which maps, but no actual details of the plot will be discussed in it.

Also, just to clarify, while technically the first 11 chapters are part of Route A, I decided to rename them as "Prologue" since you have no say in the matter. From Chapter 12 onward, there will be an indication of what specific route I'm talking about (if no indication is present, it means that it happens on every route).

Without further ado, let's get started.
Controls
Out of battle
Button
Default Key
Function
[X]
Accept, Show Commander Menu (while in Commander List)
[Z]
Back, Cancel
[C]
Show Synopsis, Show Unit Layout
[V]
Select Deploy, Remove Skill/Item
[←] [↑] [→] [↓]
Navigate Menu
/
[A] / [S]
Next Info, Change Commander
[Return]
System Menu

In battle
Button
Default Key
Function
[X]
Accept, Select Unit, Show Spell List (while in Details)
[Z]
Back, Cancel
[C]
Toggle selected unit's Strike Zone, Fast Forward dialogue,
Show Commander Info (while in Squad List)
[V]
Show Battle Menu, Select End Phase, Toggle dialogue box
[←] [↑] [→] [↓]
Move Cursor, Navigate Menu
/
[A] / [S]
Change Commander, Filter List (while in Squad List)
[D]
Toggle unit information
[F]
Speed up cursor
[Q]
Toggle Mini-Map
[W]
Show Extended Map
[Return]
System Menu
General Tips & Tricks
  • Answering the quiz at the beginning with 3-1-1-1-1-2 will give Ledin two skills that raise his Attack as well as a pair of Boots of Wind (MOV+1). You can stack this with Easy Start to have two pairs right from the get-go!
  • Try funneling your EXP into as few Commanders as possible, namely Narm and Taylor (because of their usefulness), Ledin (for all the solo battles), and Betty (only companion for Routes E and F). The rest are either not useful (Thorn), not available enough (Volkoff), or there just are way better options (Jessica) to warrant wasting your EXP on them.
  • Focus on killing Commanders and only go for Mercenaries if they are on the way or you're about to level up. Yes, it''s be less EXP, but it's faster and you'll barely notice it.
  • Unless you have very specific plans for a Mercenary (killing a weakened unit/blocking a path/etc.), just move your Commanders and End Turn after. The AI is usually more than competent enough with your units and, believe me, you don't want to control 40+ units in a single turn.
  • Don't waste turns. If a Commander is not doing anything that turn, just start casting Healing/Support spells to get EXP. It may not be much, but it adds up.
  • While class unlock cost might seem a little steep at first, changing to a new Tier for the first time will cut the cost of all other classes in that tier by half (e.g., changing Ledin to a Silver Knight will reduce Lord's cost from 20CP to 10 CP). This does not apply to Tier 5 though.
  • If you choose to go back to Main Menu while in battle, you'll retain all your EXP and any items you might have picked up. You can use this to grind your characters if needed, and/or to retain the final chapter's EXP without using NG+.
  • If you need help deciding on what Route to tackle first, H is the fastest, F is the hardest, and B is the longest but explains the most about the story.
Prologue 01-05
Chapter 1 - Castle Escape


Win Conditions
  • All enemies are defeated.
  • Ledin reaches Narm.
Lose Conditions
  • Ledin is defeated.
  • Narm is defeated.
Allies: Ledin, Volkoff
You cannot change positions in this chapter

NPCs:
1. Fighter lvl 5
2. King lvl 15, Cannonx2
3. Sage lvl 10, Monkx4
4. Pirate lvl 10, Mermanx4
5. Sorcerer lvl 10, Monkx4

Enemies:
1. Lord lvl 1, Spearmanx5
2. Pirate lvl 4, Mermanx5
3. Sage lvl 11, Monkx6
4. General lvl 12, Soldierx6
Reinforcements:
1. Emperor lvl 25, Cannonx5

Loot:
1. 1000G
2. Large Shield

Don't bother giving Volkoff any mercenaries. As for Ledin, 1 Soldier is more than enough.

Start of by sending Ledin west to fight the enemy there and after defeating him make your way to Narm and spend all your MP using Sharpen before escaping.

However, if you want to get as much EXP as possible, Ledin and his troops can instead go south to help Taylor before heading east to fight the main troops. In there, you can try to steal some kills from the NPCs, but you need to be fast because Emperor Digos will arrive at Turn 8. At lvl 25, with full Cannon troops, you stand no chance against him. When he appears, just head north and meet Narm to end the chapter (making sure to spend all your MP beforehand).

Chapter 2 - To Salrath


Win Conditions
  • All enemies are defeated.
  • Chris reaches the city gates.
Lose Conditions
  • Ledin is defeated.
  • Chris is defeated.
Allies: Ledin, Volkoff
You cannot change positions in this chapter

NPCs:
1. Sister lvl 4, Citizenx4
Reinforcements:
1. Silver Knight lvl 8, Lancerx2
2. Silver Knight lvl 10, Lancerx2

Enemies:
1. Shika Tribesman lvl 2, Barbarianx4
2. Shika Tribesman lvl 2, Barbarianx4
3. Shika Tribesman lvl 2, Barbarianx4
4. Shika Tribesman lvl 2, Barbarianx2
Reinforcements:
1. Shika Tribesman lvl 7, Barbarianx6

Loot:
1. Rosary
2. 500G

If you got enough CP, change Ledin to a Silver Knight and give him all Troopers. If not, Soldiers will suffice. As for Volkoff, he should have all Lancers.

If you are a Silver Knight, start off by sending Ledin east to get rid of the enemies there. Otherwise, send Volkoff to defeat them while Ledin goes west. After that, the rest of the map is simple. Have Ledin go west and north while engaging as many enemies as you can. Volkoff, on the other hand, should stay back and get in Chris' way (just take a look at her movement range and put your troops in there so she advances as little as possible).

At Turn 3, Thorn and Hawking will arrive and start fighting the enemies at the top and at Turn 6, or once all enemies are defeated, one last group will appear at the top right. If you're fast enough, you might be able to beat a few units yourself, but don't be surprised if Thorn and Hawking defeat them all by the time you get there.

Chapter 3 - Incursion


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
  • All villagers are defeated.
Allies: Ledin, Volkoff
You cannot change positions in this chapter

NPCs:
1. Fighter lvl 8, Soldierx5
2. Sister lvl 1, Civilianx3
3. Sister lvl 1, Civilianx3
4. Sister lvl 6, Civilianx3
5. Lord lvl 10, Soldierx5

Enemies:
1. Shika Tribesman lvl 3, Barbarianx3
2. Shika Tribesman lvl 3, Barbarianx3
3. Shika Tribesman lvl 3, Barbarianx3
4. Shika Tribesman lvl 3, Barbarianx3
5. Shika Tribesman lvl 3, Barbarianx3
6. Shika Tribesman lvl 3, Barbarianx3
7. Shika Tribesman lvl 8, Barbarianx5
Reinforcements:
1. Shika Tribesman lvl 8, Barbarianx5

Loot:
1. Critical Ring
2. Feather Ring

Oh boy, this map can be annoying. Saving all villagers can be quite a chore, likely lose Ledin his MVP, and the only reward you get is a rather unimpressive accessory which you can buy later anyway, so think well if you want to do it or not.

If you plan on saving the villagers, fill both Ledin and Volkoff with ponies (Ledin should easily have class changed at least once by now). As soon as the battle starts, have both Ledin and Volkoff fight the enemies nearest to them. Afterwards, whoever finishes first (likely Volkoff) should head north to help Thorn because, 9 times out of 10, the villager at the top will take that route even though it's filled with enemies. The other character should start heading west (near where Chris and the other villager are hiding) because at Turn 4 an enemy reinforcement will appear there and you need to kill it ASAP. With Hawking delaying the attack from southeast, you should have more than enough time to make a path for that last villager and proceed to beat the rest of the enemies. If both villagers are alive (only the Commanders matter), you should get a Jewel Necklace for your efforts.

If on the other hand you appreciate your time and your liver, fill Ledin with any kind of troop you want and leave Volkov alone. At the start, have both Volkov and Ledin fight the enemies closest to them. Once Volkov is done, either send him south to deal with those enemies or just ignore him altogether while Ledin stays in front of the house where Chris and the other villager are hiding until the reinforcement appears. After you defeat him, likely Thorn, Hawking, and the other villager will be dead, but it doesn't matter. Chris and the other villager should be safe for the rest of the chapter and you can proceed to destroy everything with Ledin and get that sweet EXP and MVP status.

Chapter 4 - Forest of Spirits


Win Conditions
  • All enemies are defeated.
  • Ledin survives for 11 turns.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Volkoff, Narm

NPCs:
Reinforcements:
1. Fighter lvl 8, Soldierx4
2. Sister lvl 8, Monkx4

Enemies:
1. Mirecreep lvl 5, Slimex4
2. Mirecreep lvl 5, Slimex4
3. Mirecreep lvl 5, Slimex5
4. Mirecreep lvl 5, Slimex5
5. Mirecreep lvl 5, Slimex5

Loot:
1. Sinclair
2. Robe of the Earth

One of the easiest maps in the game. Give Narm your best equipment and Ledin your second best, and fill their mercenaries. Both of them should have Boots of Wind equipped, but if you've only got one pair, Narm has priority. As for positions, they are fine as is.

Narm should go south to deal with the enemies there while Ledin takes care of the ones where you start. At Turn 3, Thorn and Chris will arrive, likely defeating both slimes at the southwest, so it's up to you whether to send Narm there first, or go southeast first and then west as fast as she can to steal some kills before the chapter ends.

Chapter 5 - Imperial Impasse


Win Conditions
  • Lance is defeated.
Lose Conditions
  • Ledin is defeated.

Allies: Ledin, Volkoff, Narm, Chris, Thorn

Enemies:
1. Silver Knight lvl 10, Lancerx3
2. Lord lvl 4, Soldierx4
3. Silver Knight lvl 14, Trooperx4
4. Lord lvl 4, Soldierx4
5. Silver Knight lvl 10, Lancerx3

Loot:
1. Amulet of Creation
2. 700G

Give Narm all Harpies. Since this is a snipe mission, she can solo it herself, but fill Ledin also if you want to get more EXP.

Send her north, following the same route as the "hidden" treasures, and at Turn 3, Lance should start moving south. Meet him while staying in the mountains and 1-2 turns later this should be done. Meanwhile, the rest of the team should cast spells to get some EXP.

If you want to defeat everyone though, Laias, one officer, and Lance (if no one has crossed the halfway point of the map) will head west while Laetitia and the other officer will head south. Ledin can take care of the enemies going west while Narm deals with the rest. Other characters can cast spells to get some EXP.
Prologue 06-11
Chapter 6 - Homeward Bound


Win Conditions
  • Xeld is defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Chris, Thorn

Enemies:
1. Lord lvl 4, Soldierx4
2. General lvl 15, Soldierx5
3. Lord lvl 4, Soldierx4
4. Knight lvl 5, Lancerx4
5. Lord lvl 12, Soldierx5
6. Knight lvl 5, Lancerx4
7. Lord lvl 7, Spearmanx5

Loot:
1. Chunk of Gold
2. Boots of Wind

Technically another snipe mission, but unlike last time you'll likely need to defeat every Commander here.

As per usual, fill Ledin and Narm with your mercenaries of choice and send them to battle. Chris and Thorn can stay behind them and take care of Buffing and Healing. If possible, try to get the Boots of Wind as well, though you'll be able to buy them after a couple chapters more.

Enjoy the last map in a while with no NPCs or Enemy reinforcements.

Chapter 7 - Saviors of Anzel


Win Conditions
  • Bernoulli is defeated.
Lose Conditions
  • Ledin is defeated.
  • Albert is defeated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor

NPCs:
1. Lord lvl 12, Soldierx5

Enemies:
1. Lord lvl 8, Spearmanx4
2. Lord lvl 12, Spearmanx5
3. Pirate lvl 8, Lizardmanx3
4. Silver Knight lvl 8, Lancerx4
5. Lord lvl 12, Soldierx5
6. Pirate lvl 8, Lizardmanx3
Reinforcements:
1. Highlander lvl 15, Trooperx4
2. Silver Knight lvl 12, Lancerx2
3. Silver Knight lvl 12, Lancerx2

Loot:
1. 800G
2. Mistletoe Wand

Change Taylor into a Dragon Knight and give him some Boots of Wind if possible (he has priority over Ledin but not Narm when it comes to them). Also, maybe this chapter would be the right time to go buy some new equipment so that him, Ledin, and Narm are as well equipped as possible.

Give Ledin, Narm, and Taylor mercenaries and position Ledin and Narm/Taylor as east as you can, while the other one should go in the spot all the way to the top. Once the battle starts, have Narm and Taylor rush to Albert while taking out as many enemies as they can. Ledin should go east of the bridge to fight the Pirate and once he's done, leave him there since Lance and co. will be arriving there at Turn 5. While Ledin serves as a distraction, have Narm and Taylor rescue Albert. If things were start to go bad though, either for Albert or Ledin, remember that this is a snipe mission and you can go straight for Bernoulli to finish it earlier if needed.

Chapter 8 - Pursuit


Win Conditions
  • Zaldaff is defeated.
Lose Conditions
  • Ledin is defeated.
  • Zaldaff escapes.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert

Enemies:
1. Silver Knight lvl 10, Soldierx5
2. High Lord lvl 13, Phalanxx4
3. Lord lvl 10, Spearmanx5
4. Lord lvl 10, Spearmanx5
5. Silver Knight lvl 10, Soldierx5
Reinforcements:
1. Highlander lvl 15, Trooperx4
2. Silver Knight lvl 12, Lancerx3
3. Silver Knight lvl 12, Lancerx3

Loot:
1. Kite Shield
2. Longbow

Put Ledin in the top spot and fill his, Narm's, and Taylor's squads with mercenaries as usual. With all the enemies starting right next to you, Zaldaff escaping is a non-issue and you might even finish the map before Lance and co. arrive at Turn 3.

Also, a good map to use your mages offensively since everyone's close enough and cramped together.

Chapter 9 - Rall's Torrents


Win Conditions
  • All enemies are defeated.
  • Ledin reaches the road.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert

Enemies:
1. Lord lvl 15, Crusaderx6
2. Lord lvl 13, Soldierx5
3. Lord lvl 11, Soldierx5
4. Lord lvl 11, Soldierx5
5. Serpent Knight lvl 13, Lizardmanx5
Reinforcements:
1. Kraken lvl 15, Leviathanx4
2. Kraken lvl 15, Leviathanx4
3. Highlander lvl 15, Trooperx5

Loot:
1. Crystal Rod
2. Golden Shield

Boots of Wind are finally available in the shop. Get at the very least 3 (for Ledin, Narm, and Taylor), but 5-8 is optimal. Also, Ledin should already be a Highlander by now, though if you went for another class, turn him into a pony unit for this chapter.

As usual, give Ledin, Narm, and Taylor their mercs and put Ledin in the topmost position along with one of your flyers to handle the east side, while the other flyer can go in one of the bottom left spots to handle the west. Because of the amount of water in this level, pretty much no one else is gonna see any action. At turn 4, two neutral enemies will spawn (they have their own phase and attack both sides equally), but you should have already finished crossing by then.

At turn 5, or once you cross the water, Lance will appear, and it's your choice whether to confront him or just escape to finish this map.

Chapter 10 - Lakeside Castle


Win Conditions
  • Kirchner is defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert

Enemies:
1. Pirate lvl 12, Lizardmanx5
2. High Lord lvl 17, Crusaderx4
3. Paladin lvl 12, Spearmanx6
4. Lord lvl 12, Soldierx6
5. Sorcerer lvl 12, Elfx4
6. Pirate lvl 12, Lizardmanx5
Reinforcements:
1. Silver Knight lvl 15, Lancerx4
2. General lvl 15, Spearmanx4

Loot:
1. Assassin's Garment
2. Wizard's Rod

Fill your mercs as usual and send both Narm and Taylor north to deal with the boss and any troops inside, though be careful as you'll face your first caster here and she has Cyclone, which deals increased damage against flyers. By now, both Narm and Taylor should be Dragon Knights and their unlocked unit (Angels) is resistant to magic, so do a quick snipe or send an Angel to tank the Cyclone and then move in (or just fly around her through the east). Meanwhile Ledin should stay outside to deal with the Pirates and the reinforcements coming at Turn 4.

Chapter 11 - Dalsis Castle
Win Conditions
  • All enemies are defeated.
  • Ledin reaches the top floor.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

Enemies:
1. Sage lvl 18, Phalanxx6
2. Sorcerer lvl 14, Elfx4
3. Sorcerer lvl 14, Elfx4
4. High Lord lvl 15, Crusaderx6
5. Highlander lvl 15, Trooperx6
Reinforcements:
1. Highlander lvl 18, Trooperx6
2. Wyvern lvl 22, Batx4
3. Wyvern lvl 22, Batx4

Loot:
1. 1300G
2. Gleipnir

Welcome to the first route split in the game.

If you defeat Lance (or finish the map fast enough), you'll remain on Route A (possibly splitting to B). But if Lance appears AND you escape while he's still alive, you'll switch to Route C (possibly splitting to D-H).

If you're going for Routes A/B, split your team so that Ledin and one Dragon are on the east side while the other Dragon and your strongest unit (likely Hawkin) go west. Have both teams advance and defeat the Commanders and Mages, and after that Ledin's squad should go north to face Galious while the other team backs down to be ready to face Lance once he appears at Turn 4. The point is to defeat all enemies before Turn 6, to avoid the Wyverns, but you can always escape at the top if you're having issues. This leads you to Chapter 12A.

For the other routes, have both Dragons, Ledin, and Hawking on the east. One Dragon should rush to Galious while the other one helps clear the way forward for Ledin and Hawking casts Accelerate on Ledin as often as possible. Lance should arrive by the time you get to the top, though the rest of the team can help you buy time if needed. If the Wyverns appear, your Dragons can also help wall them so that Ledin can proceed to the exit. This leads you to Chapter 12C.
Route A 12-16
Chapter 12A - Twin Castle


Win Conditions
  • Digos is defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking
You cannot change positions in this chapter

Enemies:
1. Emperor lvl 25, Cannonx6
2. Sage lvl 18, Ballistax4
3. Silver Knight lvl 16, Lancerx6
4. High Lord lvl 16, Soldierx6
5. Mage lvl 16, Elfx4
6. High Lord lvl 16, Spearmanx6
7. General lvl 17, Soldierx6
8. Arch Mage lvl 17, Spearmanx6

Loot:
1. 2000G
2. Chunk of Gold

If you've played the Route C version of this chapter, it's pretty much the same thing except with a few minor changes. First of all, Galious does not matter, so feel free to ignore him if you want. Second, and most important, you cannot change positions in this chapter.

Fill Taylor with Angels, as they have high MGR and you can use them to bait Digos into casting Thunderstorm by positioning them at most 4 tiles away from him. Taylor is accompanied by the knight trio, so you'll likely need to open the passage to cross Ledin and Narm over so they can help offensively with Digos (the trio can help with buffs and healing).

Chapter 13A - City of Stone


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
  • All allies are incapacitated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

NPCs:
1. Dragon Lord lvl 20, Gryphonx6
2. Sister lvl 1, Citizenx4

Enemies:
1. Mirecreep lvl 15, Slimex6
2. Kraken lvl 20, Leaviathanx4
3. Kraken lvl 20, Leaviathanx4
4. Cerberus lvl 19, Hellhoundx5
5. Cerberus lvl 19, Hellhoundx5
6. Basilisk lvl 20, Crawlerx6
7. Living Armor lvl 23, Zombiex6
8. Basilisk lvl 20, Crawlerx6

Loot:
1. 1500G
2. Golden Wand

Have one of your Dragons go north at the start of the battle, not so much to deal with the slimes but to grab the treasure chest in the middle of the field to get the treasure chest in the middle of the field (unlike regular treasure spots, a Commander has to be the one to get it). Meanwhile, the rest of the team should hunker together in the south and deal with the other enemies as they arrive.

If you haven't faced Basilisks before, they petrify any character that fights it but does not finish it off, and the petrification lasts even after the Basilisk is dead, so be careful and try to soften them with Magic/Mercenaries before attacking with your Commanders. However, once you get the mirror, not only does it unpetrify Lance and the villager, but also heals your own units and stops it from happening again for the rest of the battle.

Chapter 14A - Wolf Pack


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
  • All villagers are defeated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking, Lance

NPCs:
1. Sister lvl 1, Civilianx3
2. Lord lvl 21, Civilianx3
3. Lord lvl 21, Soldierx4
4. Sister lvl 1, Civilianx3

Enemies:
1. Werewolf lvl 19, Wolfmanx6
2. Werewolf lvl 19, Wolfmanx6
3. Werewolf lvl 19, Wolfmanx6
4. Werewolf lvl 19, Wolfmanx6
5. Zauberer lvl 26, Skeletonx6
Reinforcements:
1. Werewolf lvl 19, Wolfmanx6

Loot:
1. Chunk of Gold
2. Ice Blade

Send one of your Dragons to deal with Nagya as he loves to use Earthquake. The Werewolves will take the north path into the city, which will make them all cramp up together because of the small size passageways. Not much else to this map to be honest.

For rescuing all villagers you'll get a Lunar Coronet. If you didn't... just what were you doing? It takes 18 turns for the enemies to reach the place where the villagers are hiding, and that's while completely ignoring the map. Moreover, once inside, they tend to prioritize the Lords over them as well. And that's assuming the AI does not get deadlocked where both NPCs and enemies are too low on HP to attack each other, yet troops are too far away from their Commanders to have passive HP recovery. Do better!

Chapter 15A - Dragon's Roar


Win Conditions
  • The Great Dragon is defeated.
Lose Conditions
  • Ledin is defeated.
  • Kossel and all villagers are defeated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking, Lance

NPCs:
1. Serpent Lord lvl 25, Nixx5
2. Sage lvl 17, Civilianx4
3. Sister lvl 1, Civilianx4
Reinforcements:
1. Ifrit lvl 50

Enemies:
1. Wyvern lvl 22, Batx4
2. Great Dragon lvl 29, Gargoylex6
3. Zauberer lvl 27, Skeletonx6
4. Werewolf lvl 20, Wolfmanx4
5. Dino Master lvl 24, Bone Dinox4
6. Wyvern lvl 22, Batx4
7. Dino Master lvl 24, Bone Dinox4

Loot:
1. Rune Staff
2. Demon Wolf's Howl

If this is not your first route, send your flying units to snipe the Dragon. Easy map.

If it is, though, Kossel (MIA since Chapter 1) tells you about a spirit trapped north from the village. Sending one of your Dragons to beat Nagya will release it and, being level 50, Ifrit can pretty much solo the dragon himself. Besides that, you can send someone to deal with the enemy at the bottom right corner of the map as it's the only treat the villagers will ever have to face, especially since one of them likes to walk in its path instead of trying to escape.

Chapter 16A - In the Darkness


Win Conditions
  • The Great Dragon is defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking, Lance

Enemies:
1. Wyvern lvl 24, Batx6
2. Queen Ant lvl 23, Giant Antx6
3. Great Dragon lvl 32, Gargoylex6
4. Mirecreep lvl 18, Slimex5
5. Dino Master lvl 25, Bone Dinox4
6. Queen Ant lvl 23, Giant Antx6
7. Vampire Lord lvl 24, Zombiex6

Loot:
1. Dragon Slayer
2. Chunk of Gold

Just like with the previous chapter, if this is not your first Route, it's a very simple snipe mission. Otherwise, the Dragon will mostly remain passive in the fight, so you can take your time to take care of the other enemies before going all in on the Dragon. A Hero Ledin can also easily take care of the Dragon thanks to his Courage skill.

Also, don't forget the Dragon Slayer, it has the same stats as the Langrisser. While it might not have the particles around it unlike most treasure spots, you can see the sword right in that spot.
Route A 17-20
Chapter 17A - The Forbidden Land


Win Conditions
  • All enemies besides Boser are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking, Lance

Enemies:
1. Wyvern lvl 25, Gargoylex6
2. Arch Mage lvl 30, Skeletonx6
3. Dark Master lvl 32, Archdemonx6
4. Zauberer lvl 29, Skeletonx6
5. Dino Master lvl 26, Bone Dinox6
6. Wyvern lvl 25, Gargoylex6
7. Wyvern lvl 25, Gargoylex6
8. Wyvern lvl 25, Gargoylex6

Loot:
1. Brave General's Fan
2. 2000G

How you handle this chapter depends on what your goals are because, yes, this is another Route split chapter. At the start of the battle, Nicolis is going to take control of one of your characters, Chris more specifically. If she's defeated, you'll continue on this Route, but if you manage to beat the chapter with her still alive, you'll switch to Route B.

If you're going for Route B, keep Chris as far away as possible, with Jessica next to her. Both of them being mages means that she'll be able to tank her easily. Meanwhile, you should have 1-2 characters rush to Nicolis as defeating him will turn Chris back to normal. If all goes well, you will go to Chapter 18B, but if she still dies because of an enemy attack, you'll remain on Route A, so be careful. If you're going for Route A instead, feel free to defeat her and then beat the map as you feel like.

If you're still having issues getting Route B, remember that you have 9 characters and only 8 spots. You can always bench Chris and beat the chapter as normal, though that'll likely lead to Narm getting controlled instead, which is more problematic.

Chapter 18A - Ancient Ruins


Win Conditions
  • Nagya is defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Lance, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

Enemies:
1. Zauberer lvl 32, Golemx6
2. Vampire Lord lvl 30, Skeletonx6
3. Living Armor lvl 31, Bone Dinox6
4. Vampire Lord lvl 30, Skeletonx6
5. Phoenix lvl 27, Gargoylex6
6. Kraken lvl 28, Leviathanx6
7. Kraken lvl 28, Leviathanx6
8. Phoenix lvl 27, Gargoylex6

Loot:
1. Chunk of Gold
2. Chunk of Gold

You can easily treat this as a snipe mission. You can enter the ruins from the broken walls at the sides using flying units and from there head almost straight for Nagya. Both him and the vampires only have earth spells, so your units should be safe.

If you're going for EXP instead, have your Dragons go to the sides to deal with those enemies while Ledin goes forward. As the Dragons finish with their enemies, they can join Ledin back for the final assault against Nagya.

Chapter 19A - Underground Temple


Win Conditions
  • Nicolis is defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

Enemies:
1. Vampire Lord lvl 30, Skeletonx6
2. Vampire Lord lvl 30, Skeletonx6
3. Arch Mage lvl 34, Elite Ballistax6
4. Arch Mage lvl 30, Ballistax6
5. Zauberer lvl 30, Ballistax6
6. Vampire Lord lvl 30, Skeletonx6
7. Vampire Lord lvl 30, Skeletonx6
8. Lich lvl 30, Ballistax6

Loot:
1. 3000G
2. Chunk of Gold

Have Ledin go west and your Dragons east, as the Arch Mage on the west has wind spells. Besides that, you can use Chris and Jessica to deal with the vampires and Nicolis' mercenaries while Ledin and Taylor slowly make their way around to him. Unfortunately, as a mage, Nicolis has too much MGR to be sniped from afar, but overall it should not be that difficult to make your way to him.

Chapter 20A - Seal of Darkness


Win Conditions
  • Boser is defeated.
  • Chaos is defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

Enemies:
1. Vampire Lord lvl 30, Skeletonx6
2. Vampire Lord lvl 30, Skeletonx6
3. Dark Master lvl 40, Archdemonx6
4. Vampire Lord lvl 30, Elite Ballistax6
5. Vampire Lord lvl 30, Elite Ballistax6
6. Zauberer lvl 30, Elite Ballistax6
7. Zauberer lvl 30, Elite Ballistax6
Reinforcements:
1. Chaos lvl 38, Archdemonx4

The beginning of the map is easy. Have Chris and Jessica deal with the vampires at the top, and optionally the ones at the center either, while Ledin goes to take care of Boser and one of your Dragons goes to take care of the bottom right caster. You can have the other one help Ledin, but take care since Boser has many deadly spells, including wind magic. Once Boser is down, however, that's when the fight gets a little rough.

Chaos has Flameburst, which deals around 200 DMG to a single unit, and he's able to cast it almost non-stop thank to his equipped skills. Moreover, he also recovers 100+ HP per turn, making fighting him more of a battle of attrition than power. The easiest way to deal with him is have your best character, likely Ledin, go face him while the rest stay in the square above the throne room. In there, the vampires in the middle will not be able to touch you with their spells, Chaos will ignore you completely, and you'll be able to cast Heal on Ledin every turn to offset the damage from Flameburst (remember to do so before he attacks as having more HP means you deal more damage also). Like this, slowly but surely, you'll beat the fight. Or, if you don't mind human-wave tactics, send everyone on your team, attack at once, and only heal those who are actually contributing as anything more than Flameburst-bait. That works as well.

Before defeating Chaos though, remember to make a quick save in case you want to later on resume and go back to main menu to keep all your EXP for this chapter without having to go through NG+.
Route B 18-20
Chapter 18B - Ancient Ruins


Win Conditions
  • Nagya is defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Lance, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

Enemies:
1. Zauberer lvl 30, Golemx6
2. Vampire Lord lvl 29, Skeletonx6
3. Living Armor lvl 31, Bone Dinox6
4. Vampire Lord lvl 29, Skeletonx6
5. Phoenix lvl 27, Gargoylex6
6. Kraken lvl 28, Leviathanx6
7. Kraken lvl 28, Leviathanx6
8. Phoenix lvl 27, Gargoylex6

Loot:
1. Necklace of the Earth
2. Chunk of Gold

You can easily treat this as a snipe mission. You can enter the ruins from the broken walls at the sides using flying units and from there head almost straight for Nagya. Both him and the vampires only have earth spells, so your units should be safe.

If you're going for EXP instead, have your Dragons go to the sides to deal with those enemies while Ledin goes forward. As the Dragons finish with their enemies, they can join Ledin back for the final assault against Nagya.

Chapter 19B - Underground Temple


Win Conditions
  • Nicolis is defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Chris, Thorn, Jessica, Taylor, Albert, Hawking

Enemies:
1. Vampire Lord lvl 30, Skeletonx6
2. Vampire Lord lvl 30, Skeletonx6
3. Arch Mage lvl 32, Ballistax6
4. Arch Mage lvl 30, Ballistax6
5. Zauberer lvl 30, Ballistax6
6. Vampire Lord lvl 30, Skeletonx6
7. Vampire Lord lvl 30, Skeletonx6
8. Lich lvl 30, Ballistax6

Loot:
1. 3000G
2. Brilliant Gem

Have Ledin go west and Taylor east, as the Arch Mage on the west has wind spells. Besides that, you can use Chris and Jessica to deal with the vampires and Nicolis' mercenaries while Ledin and Taylor slowly make their way around to him. Unfortunately, as a mage, Nicolis has too much MGR to be sniped from afar, but overall it should not be that difficult to make your way to him.

Chapter 20B - Seal of Darkness


Win Conditions
  • Boser is defeated.
  • Chaos is defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Chris, Thorn, Jessica, Taylor, Albert, Hawking

NPCs:
1. Dragon Lord lvl 35, Gryphonx4
2. Knight Master lvl 35, Royal Lancerx4

Enemies:
1. Vampire Lord lvl 30, Skeletonx6
2. Vampire Lord lvl 30, Skeletonx6
3. Dark Master lvl 40, Bone Dinox6
4. Vampire Lord lvl 30, Ballistax6
5. Vampire Lord lvl 30, Ballistax6
6. Zauberer lvl 30, Ballistax6
7. Zauberer lvl 30, Ballistax6
Reinforcements:
1. Chaos lvl 38, Archdemonx6

The beginning of the map is easy. Have Chris and Jessica deal with the vampires at the top, and optionally the ones at the center either, while Ledin goes to take care of Boser. You can have Taylor help him as well, but take care since Boser has many deadly spells, including wind magic. Once Boser is down, however, that's when the fight gets a little rough.

Chaos has Flameburst, which deals around 200 DMG to a single unit, and he's able to cast it almost non-stop thank to his equipped skills. Moreover, he also recovers 100+ HP per turn, making fighting him more of a battle of attrition than power. The easiest way to deal with him is have your best character, likely Ledin, go face him while the rest stay in the square above the throne room. In there, the vampires in the middle will not be able to touch you with their spells, Chaos will ignore you completely, and you'll be able to cast Heal on Ledin every turn to offset the damage from Flameburst (remember to do so before he attacks as having more HP means you deal more damage also). Like this, slowly but surely, you'll beat the fight. Or, if you don't mind human-wave tactics, send everyone on your team, attack at once, and only heal those who are actually contributing as anything more than Flameburst-bait. That works as well.

Before defeating Chaos though, remember to make a quick save in case you want to later on resume and go back to main menu to keep all your EXP for this chapter without having to go through NG+.
Route C 12-16
Chapter 12C - Twin Castle


Win Conditions
  • Digos is defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Lance, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

Enemies:
1. Emperor lvl 25, Cannonx6
2. Sage lvl 21, Ballistax4
3. Silver Knight lvl 18, Lancerx6
4. High Lord lvl 18, Soldierx6
5. Mage lvl 18, Elfx4
6. High Lord lvl 18, Spearmanx6
7. General lvl 20, Soldierx6
8. Arch Mage lvl 20, Spearmanx6

Loot:
1. 2000G
2. Chunk of Gold

After last chapter's route split, time to spice things up with another route split. Defeating Galious will let you remain on Route C (possibly splitting to D), while ignoring him leads to Chapter E (possibly splitting to F-H).

Put Ledin, Narm, and Taylor on the east side and fill Narm and Taylor with Angels. As for the last spot, if you're going for Routes E-H, give it to Lance. Otherwise, a healer can take it. Have Ledin's squad attack the Commanders near Digos while one Angel stays at most 4 tiles away from him. This will lead him to cast Thunderstorm, which can hit hard, but Angel's having high MGR means that they can take it while also helping empty his MP. Once it's gone, go all in to finish this map.

As for the west side, if you're going for Route C-D, Lance should easily be able to reach and take care of Galious himself. Otherwise, ignore that side altogether and proceed to Chapter 13E.

Chapter 13C - Creeping Darkness


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
  • All villagers are defeated.
Allies: Ledin, Lance, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

NPCs:
1. Sister lvl 1, Citizenx6
2. Sister lvl 1, Citizenx6
Reinforcements:
1. Silver Knight lvl 20, Trooperx6
2. Silver Knight lvl 20, Trooperx6

Enemies:
1. Mirecreep lvl 15, Slimex5
2. Cerberus lvl 19, Hellhoundx4
3. Living Armor lvl 23, Zombiex6
4. Cerberus lvl 19, Hellhoundx4
Reinforcements:
1. Kraken lvl 20, Leviathanx5
2. Kraken lvl 20, Leviathanx6

Loot:
1. 1500G
2. Golden Wand

Have one of your dragons fly up north to deal with the slimes while Ledin and the other one take care of the enemies near where you spawn. Fight should be over in a couple of turns, but if you take longer, at Turn 3 some enemy reinforcements will arrive while at Turn 4 you'll have some NPC reinforcements. Unfortunately, Laias and Laetitia spawn near the bottom corner of the map while all the enemies you might struggle with (the krakens and the slime) will be at the top, so you won't get much use out of them anyway.

Chapter 14C - Dark Fortress


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
  • Lance is defeated.
Allies: Ledin, Lance, Laias, Laetitia, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

Enemies:
1. Living Armor lvl 21, Zombiex6
2. Zauberer lvl 26, Skeletonx6
3. Stone Golem lvl 21, Golemx6
4. Stone Golem lvl 21, Golemx6
Reinforcements:
1. Cerberus lvl 21, Hellhoundx6
2. Cerberus lvl 21, Hellhoundx6
3. Werewolf lvl 21, Wolfmanx6
4. Werewolf lvl 21, Wolfmanx6

Loot:
1. Chunk of Gold
2. Ice Blade

Chance Lance into a foot unit and place him at the bottom next to Ledin, meanwhile your flying units should be at the top.

In theory a simple map, but things get complicated at Turn 2 when Lance gets turned into an NPC. Ledin is there to wait for the first wave of reinforcements while your flyers should be able to take care of the enemies at the fortress, especially since Lance is heading straight for Nagya. Have Lance go as much southwest as he can on the turn you have still have access to him. You can also try having one of your healers follow Lance just in case, but be careful as they might draw aggro away from him.

Second wave arrives at Turn 5. If you've already beat Nagya, Lance should be back in your control and it should be easy to finish them. If not, either rush to defeat him or take care as the one arriving from the east will likely get close to him soon.

Chapter 15C - Demon Horde


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Lance, Laias, Laetitia, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

NPCs:
Reinforcements:
1. Emperor lvl 27, Cannonx6
2. Sage lvl 25, Crusaderx6

Enemies:
1. Wyvern lvl 22, Gargoylex4
2. Serpent lvl 22, Leviathanx4
3. Cerberus lvl 22, Hellhoundx4
4. Dullahan lvl 22, Specterx6
5. Cerberus lvl 22, Hellhoundx4
6. Serpent lvl 22, Leviathanx4
7. Wyvern lvl 22, Gargoylex4
Reinforcements:
1. Serpent lvl 22, Leviathanx4
2. Serpent lvl 22, Leviathanx4
3. Cerberus lvl 22, Hellhoundx4
4. Cerberus lvl 22, Hellhoundx4
5. Wyvern lvl 22, Gargoylex4
6. Wyvern lvl 22, Gargoylex4

Loot:
1. Flame Lance
2. Demon Wolf's Howl

A very good map to level your mages.

Send one of your flyer units north to deal with the enemy and reinforcement there while the rest of your team slowly makes their way east. Thanks to the big number of enemies, you'll soon get surrounded by them at which point you can start blasting them with spells and/or have your Langrisser user slowly whittle down at them.

Your reinforcements are quite useful as well, being able to hit the enemies with super effective spells, so it's your choice whether you want to work with them or rush the enemy to get as much EXP as possible.

Chapter 16C - Looming Shadow


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Lance, Laias, Laetitia, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

Enemies:
1. Wyvern lvl 24, Batx6
2. Wyvern lvl 24, Batx6
3. Vampire Lord lvl 24, Ballistax6
4. Dino Master lvl 24, Bone Dinox6
5. Wyvern lvl 24, Batx6
6. Wyvern lvl 24, Batx6
Reinforcements:
1. Phoenix lvl 24, Elementalx6
2. Zauberer lvl 24, Demonx6
3. Phoenix lvl 24, Elementalx6
4. Roc lvl 24, Gargoylex6
5. Dullahan lvl 24, Specterx6

Loot:
1. Lunar Coronet
2. Chunk of Gold

This map can be easy or hard depending on a) how much you've leveled Lance, and more importantly b) which Route you want to take, because yes, this is yet another route split chapter, the last one actually. The bulk of the battle is going to be in the east/northeast corner of the map, so if you're planning on switching to Route D, put your strongest characters there and the Lance brigade as far as you can while filling them with their strongest troops. Do otherwise if you're planning to continue on Route C.

At Turn 2, Nagya will appear and turn Lance, Laias, and Laetitia into NPCs. He will appear with two more reinforcements, and at Turn 4 more will appear, which is why you have to act fast if you're going for Route D as Lance will quickly get overwhelmed and die if let alone for long.

If Lance survives this battle (Laias and Laetitia don't matter), you'll switch routes and continue on to Chapter 17D. Otherwise, you can proceed to Chapter 17C instead.
Route C 17-20
Chapter 17C - Retaliation


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Laias, Laetitia, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

Enemies:
1. Queen Ant lvl 23, Giant Antx6
2. Mirecreep lvl 18, Slimex6
3. Great Dragon lvl 32, Gargoylex6
4. Dino Master lvl 25, Bone Dinox6
5. Queen Ant lvl 23, Giant Antx6
Reinforcements:
1. Cerberus lvl 25, Hellhoundx6
2. Cerberus lvl 25, Hellhoundx6
3. Stone Golem lvl 25, Golemx6
4. Stone Golem lvl 25, Golemx6

Loot:
1. 2000G
2. Consecrated Talisman

A simple map, though with the exception the 2-3 characters you put at the bottom, it's extremely unlikely that anyone else will get any EXP from it.

If Ledin is a Hero, have him go face the Dragon while two of your flyers go for the sides. If he isn't, you can have your Langrisser user face the Dragon or ignore it altogether as it's gonna remain passive for most of the fight. Whoever goes southeast is likely to get the MVP bonus for this chapter, so choose who you send wisely.

Chapter 18C - The Forbidden Land


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Laias, Laetitia, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

NPCs:
Reinforcements:
1. Emperor lvl 27, Cannonx6

Enemies:
1. Wyvern lvl 27, Gargoylex6
2. Arch Mage lvl 28, Skeletonx6
3. Zauberer lvl 28, Skeletonx6
4. Wyvern lvl 27, Gargoylex6
5. Wyvern lvl 27, Gargoylex6
6. Wyvern lvl 27, Gargoylex6
Reinforcements:
1. Sage lvl 25, Demonx6

Loot:
1. Chunk of Gold
2. Chunk of Gold

If you've played this map before in Routes A, B, or D, you already know what to expect.

Send a Dragon to both sides of the screen to aggro all the flying enemies and have Ledin focus on Nicolis, because he's going to turn one of your characters into an enemy during his first turn. As usual, beating him will dispel it, but there are no consequences this time if you decide to defeat the converted unit. If you have a third flying unit, you can have it go after Nagya to take advantage of his love for casting Earthquake. Otherwise, you can have a few other characters help Ledin before turning to the other mage.

Don't pay much attention to the reinforcements, both the enemies and yours. They've very much a non-issue.

Chapter 19C - Underground Temple


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Laias, Laetitia, Digos, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

Enemies:
1. Dark Master lvl 28, Archdemonx6
2. Great Dragon lvl 32, Gargoylex6
3. Great Dragon lvl 32, Gargoylex6
4. Arch Mage lvl 28, Demonx6
Reinforcements:
1. Jormungand lvl 26, Lizardmanx6
2. Jormungand lvl 26, Lizardmanx6
3. Swordsmaster lvl 30, Dark Guardx6

Loot:
1. 3000G
2. Emblem of the Insane

Nothing much to talk about in this chapter. If Ledin's a Hero, send him to deal with one of the Dragons while two other characters go deal with the other one. Otherwise, do two-and-two since Dragons have high HP and DEF. You can also have some mages near Boser and Nicolis to bait their spells and make them waste MP if you want, and you can also help deal with their mercenaries in the meantime.

Defeating Nicolis will not dispel any of the reinforcements, though that's not much of an issue as none of them are bad. In fact, Shadow Ledin might be the easiest enemy in this map (thankfully he does not share your levels, class, or anything else).

Chapter 20C - Two Pillars


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Laias, Laetitia, Digos, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

Enemies:
1. Roc lvl 30, Gargoylex5
2. Roc lvl 30, Gargoylex5
3. Dark Master lvl 40, Archdemonx5
4. Dullahan lvl 30, Specterx6
5. Knight Master lvl 35, Royal Lancerx5
6. Highlander lvl 30, Dragoonx5
7. High Lord lvl 30, Cannonx5
8. Highlander lvl 30, Dragoonx5
9. Basilisk lvl 30, Crawlerx6
10. Basilisk lvl 30, Crawlerx6

A pretty simple map, especially for last chapter standards.

What you see is what you get. No reinforcements, no NPCs, no anything. If you've never faced a Basilisk, however, be careful as they petrify any unit that fights them but does not kill them, so you might want to send a Commander with a high mercenary count to face them. Also, another flyer (or a Marine Taylor) are the only ones who can target the Rocs before they cross over to the main fighting area. Besides that, be careful when fighting Boser as he has Tempest and that's going to hurt your flying units bad.

Remember to quick save in case you want to resume later and go back to the main menu to try a different Route while keeping all the EXP without going into NG+.
Route D 17-20
Chapter 17D - Retaliation


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Lance, Laias, Laetitia, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

NPCs:
Reinforcements:
1. Saint lvl 25, Crusaderx4

Enemies:
1. Queen Ant lvl 23, Giant Antx6
2. Mirecreep lvl 18, Slimex6
3. Great Dragon lvl 32, Gargoylex5
4. Dino Master lvl 25, Bone Dinox6
5. Queen Ant lvl 23, Giant Antx6
Reinforcements:
1. Cerberus lvl 25, Hellhoundx6
2. Cerberus lvl 25, Hellhoundx6
3. Stone Golem lvl 25, Golemx6
4. Stone Golem lvl 25, Golemx6

Loot:
1. 2000G
2. Demon Wolf's Howl

With the exception of maybe the 2-3 characters you put at the bottom, don't really expect a lot of EXP for the party.

If Ledin is a Hero, have him go face the Dragon while two of your flyers go for the sides. If he isn't, you can have your Langrisser user face the Dragon or ignore it altogether as it's gonna remain passive for most of the fight. Betty will arrive at Turn 3, but fight will mostly be over by the time she gets to the main area.

Whoever goes southeast is likely to get the MVP bonus for this chapter, so choose who you send wisely.

Chapter 18D - The Forbidden Land


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Lance, Laias, Laetitia, Betty, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

NPCs:
Reinforcements:
1. Emperor lvl 25, Cannonx6

Enemies:
1. Wyvern lvl 27, Gargoylex6
2. Arch Mage lvl 28, Skeletonx6
3. Zauberer lvl 28, Skeletonx6
4. Wyvern lvl 27, Gargoylex6
5. Wyvern lvl 27, Gargoylex6
6. Wyvern lvl 27, Gargoylex6
Reinforcements:
1. Sage lvl 27, Demonx6

Loot:
1. Chunk of Gold
2. Infernal Grimoire

If you've played this map before in Routes A, B, or C, you already know what to expect.

Send a Dragon to both sides of the screen to aggro all the flying enemies and have Ledin focus on Nicolis, because he's going to turn one of your characters into an enemy during his first turn. As usual, beating him will dispel it, but there are no consequences this time if you decide to defeat the converted unit. If you have a third flying unit, you can have it go after Nagya to take advantage of his love for casting Earthquake. Otherwise, you can have a few other characters help Ledin before turning to the other mage.

Don't pay much attention to the reinforcements, both the enemies and yours. They've very much a non-issue.

Chapter 19D - Underground Temple


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Lance, Laias, Laetitia, Betty, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

NPCs:
1. Emperor lvl 30, Cannonx6

Enemies:
1. Dark Master lvl 28, Archdemonx6
2. Great Dragon lvl 32, Gargoylex6
3. Great Dragon lvl 32, Gargoylex6
4. Arch Mage lvl 28, Demonx6
Reinforcements:
1. Jormungand lvl 26, Lizardmanx6
2. Jormungand lvl 26, Lizardmanx6
3. Swordsmaster lvl 30, Dark Guardx6

Loot:
1. 3000G
2. Diamond Gem

Nothing much to talk about in this chapter. If Ledin's a Hero, send him to deal with one of the Dragons while two other characters go deal with the other one. Otherwise, do two-and-two since Dragons have high HP and DEF. You can also have some mages near Boser and Nicolis to bait their spells and make them waste MP if you want, and you can also help deal with their mercenaries in the meantime.

Defeating Nicolis will not dispel any of the reinforcements, though that's not much of an issue as none of them are bad. In fact, Shadow Ledin might be the easiest enemy in this map (thankfully he does not share your levels, class, or anything else).

Chapter 20D - Friend, Foe


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

Enemies:
1. Dragon Lord lvl 30, Gryphonx6
2. Dragon Lord lvl 30, Gryphonx6
3. Highlander lvl 30, Dragoonx6
4. Royal Guard lvl 35, Royal Lancerx6
5. Highlander lvl 30, Dragoonx6
Reinforcements:
1. Knight Master lvl 32, Dragoonx6
2. Vampire Lord lvl 30, Demonx6
3. Knight Master lvl 32, Dragoonx6
4. Shika Tribesman lvl 31, Berserkerx6
5. Saint lvl 33, Crusaderx6
6. General lvl 30, Cannonx6

Start by sending one Dragon north to deal with the enemies across the river while the rest of your team (yes, all of it) starts making its way northeast as you don't want your weak units to be ambushed by Laetitia later. Reinforcements arrive in waves every other turn, and it's better if you defeat them as they come so you don't get swarmed later (though if you're planning on using mages, getting swarmed will mean more EXP for them). Defeating Lance does not end the map earlier, it (un)fortunately just makes the reinforcements arrive faster.

With so many enemies on one map, remember to make a quick save before dealing the finishing blow in case you want to later resume and go back to the main menu to keep all your EXP for this chapter without having to use NG+.
Route E 13-17
Chapter 13E - Creeping Darkness


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
  • All villagers are defeated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

NPCs:
1. Sister lvl 1, Citizenx6
2. Sister lvl 1, Citizenx6

Enemies:
1. Mirecreep lvl 15, Slimex5
2. Cerberus lvl 19, Hellhoundx4
3. Living Armor lvl 23, Zombiex6
4. Cerberus lvl 19, Hellhoundx4
Reinforcements:
1. Kraken lvl 22, Leviathanx5
2. Kraken lvl 22, Leviathanx6

Loot:
1. 1500G
2. Arbalest

A pretty simple chapter. Have one of your flyers go north to deal with the slimes while Ledin and the rest of the team take care of the ones down south. Reinforcements arrive at Turn 3, but map should be over by then. A good map for underleveled Chrises and Jessicas as well as they can easily take care of both the undead team and the reinforcements even at their base levels.

Chapter 14E - Dark Fortress


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Chris, Thorn, Jessica, Taylor, Albert, Hawking

NPCs:
Reinforcements:
1. Saint lvl 20

Enemies:
1. Zauberer lvl 26, Skeletonx6
2. Sage lvl 26, Zombiex4
3. Stone Golem lvl 21, Golemx5
4. Stone Golem lvl 21, Golemx4
5. Cerberus lvl 21, Hellhoundx5
6. Cerberus lvl 21, Hellhoundx6
Reinforcements:
1. Werewolf lvl 21, Wolfmanx6
2. General lvl 25, Trooperx6
3. Werewolf lvl 21, Crawlerx6

Loot:
1. Chunk of Gold
2. Heavenly Bridle

Another easy map, fitting since for the second to last route split in the game. The strategy here depends on whether you want to keep Betty alive to remain on Route E (possibly splitting to F) or let her die to switch to Route G (possibly splitting to H).

For Routes E/F, put a Dragon at the topmost spot and have them deal with the Golems and maybe Galious while the rest of your steam slowly approaches. Nagya loves to use the Earthquake spell, so you can always position a flying unit nearby to make him waste his MP.

For Routes G/H, Betty likes to rush the boss, so if you're not in a hurry, you can just wait for Galious, the Golems, or Nagya to finish her off before heading in. Otherwise, you can put a high mobility unit on the east side and block her path with your troops so she's forced to fight the enemies that spawn next to her (just like with Chris back in Chapter 2). This will lead you to Chapter 15G once you beat the map.

Chapter 15E - Desperation


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Chris, Jessica, Taylor, Betty

NPCs:
1. Silver Knight lvl 20, Trooperx2
2. Silver Knight lvl 20, Trooperx2
3. Knight Master lvl 25, Dragoonx3

Enemies:
1. Lord lvl 22, Witchx5
2. Lord lvl 22, Witchx5
3. Hawk Knight lvl 22, Harpyx5
4. Hawk Knight lvl 22, Harpyx5
5. High Lord lvl 22, Phalanxx5
Reinforcements:
1. Lord lvl 22, Crusaderx5
2. Lord lvl 22, Crusaderx5
3. Silver Knight lvl 22, Trooperx5
4. Silver Knight lvl 22, Trooperx5

Loot:
1. Demon Dragon's Horn
2. Flame Lance

Have both of your Dragons on the east side and Ledin and Betty on the west side. Also, equip Betty with the Langrisser and the best equipment you have as you want her and Ledin to level up as much as possible.

Starting the fight, have both of your Dragons deal with the flyers while Ledin and Betty slowly make their way forward. Having Ledin stand next to Laias or Laetitia, or their units, will make them playable. Since they don't have magic or any equipment, just get them out of the way while your actual characters deal with the reinforcements.

Chapter 16E - Spiraling Doubt


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Betty
Reinforcements:
1. Silver Knight lvl 20, Trooperx6
2. Silver Knight lvl 20, Trooperx6
You cannot change positions in this chapter

NPCs:
1. Sister lvl 1, Civilianx3
2. Sister lvl 1, Civilianx3

Enemies:
1. Assassin lvl 15, Banditx4
2. High Lord lvl 18, Berserkerx4
3. Assassin lvl 15, Banditx5
4. Assassin lvl 15, Banditx4
Reinforcements:
1. Assassin lvl 16, Banditx4
2. Assassin lvl 16, Banditx4

Loot:
1. Odin's Shield
2. Chunk of Gold

Since Ledin is like higher level, send him north to deal with Assassin while Betty deals with the other two units in the lower path. At Turn 3, for the first and last time ever, you'll get playable character reinforcements. Unfortunately, Laias and Laetitia have the same issue as before where they don't have any magic or equipment. They can still help with clearing the map faster, but I'd suggest to ignore them and instead feed that EXP only to Ledin and Betty.

Reinforcements arrive at Turn 8, but map will end early if you defeat all other enemies before that.

Chapter 17E - Destined Path


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Betty, Laias, Laetitia

NPCs:
Reinforcements:
1. Shika Tribesman lvl 24, Banditx5

Enemies:
1. High Priest lvl 25, Crusaderx5
2. Knight Master lvl 25, Phalanxx5
3. Sage lvl 25, High Witchx5
4. Dragon Lord lvl 25, Angelx5
5. Serpent Lord lvl 25, Lizardmanx5
6. Swordsmaster lvl 25, Berserkerx5

Loot:
1. Infernal Grimoire
2. 2000G

Pay no attention to the conditions of this chapter (they lie). Also, last route split in the game.

Put Ledin on the east side and Betty on the west. While most enemies will rush as soon as they can, Jessica will remain very passive all throughout the fight (helps that the only spell she knows and has enough MP to cast is Heal 2). Laias can help soften the enemies, but remember to let Ledin, and especially Betty, get as much EXP as you can; though be careful with Narm as she can, and will, use wind spells as much as she can.

If you actually followed through with the Win Conditions for this chapter, congratulations, you're now on Route F. Good luck, hope it's not your first route, and you can now proceed to Chapter 18F.

If, however, you left Chris alone, you'll remain on this route and can proceed to Chapter 18E instead.
Route E 18-20
Chapter 18E - Sunset in Baldea


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Any of your commanders are defeated.

Allies: Ledin, Betty, Laias, Laetitia

Enemies:
1. Swordsman lvl 27, Soldierx3
2. Summoner lvl 27, Ballistax3
3. General lvl 27, Phalanxx3

Loot:
1. Heavenly Bridle
2. Chunk of Gold

Fill Ledin and Betty's troops if you want, but make sure to not give Laias or Laetitia any. Enemies should be really easy by this point of the game, though be ready to face a couple of former comrades once you're done with the three of them.

Chapter 19E - The Fallen Sword


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Betty

Enemies:
1. Dark Master lvl 35, Archdemonx6
2. Dullahan lvl 28, Specterx6
3. Roc lvl 28, Gargoylex6
4. Jormungand lvl 28, Leviathanx6
Reinforcements:
1. Arch Mage lvl 30, Specterx4
2. Lich lvl 28, Specterx4
3. Vampire Lord lvl 28, Skeletonx4
4. Vampire Lord lvl 28, Skeletonx4

Loot:
1. Naiad's Feather
2. 3000G

If Betty is still underleveled, have her take charge in this map. Since this is not Route F, reinforcements will appear once you enter the castle. All casters, and at least 2 of them will be who can pretty much hit you from anywhere in those thin halls, so try to get rid of all the initial enemies beforehand as you don't want them to delay your progress. Also, these are short walls, so remember that you can always hop over them.

Boser will remain passive until you beat Nicolis, so this map can go as fast or slow as you want.

Chapter 20E - Bane of Life


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Betty

Enemies:
1. Dragon Lord lvl 32, Gryphonx5
2. High Priest lvl 32, Crusaderx5
3. Arch Mage lvl32, Crusaderx5
4. Knight Master lvl 32, Royal Lancerx5
5. Knight Master lvl 32, Royal Lancerx5
Reinforcements:
1. Serpent Lord lvl 32, Nixx5
2. Shika Tribesman lvl 30, Berserkerx5
3. General lvl 30, Cannonx5
4. General lvl 30, Cannonx5

If you haven't unlocked Lord for Ledin yet, try to do so. While definitely easier than Chapter 20F, you are inevitably going to get swarmed and will likely want to have some form of healing with both characters.

Starting off, head straight to Chris and try to defeat her as soon as possible because her Heal 3 is going to make this fight longer than it should. Aside from that, be ready for a relatively long map as a lot of commanders won't even get close to you due to lack of space. If you did this map before Route F, you might want to have Betty defeat as many enemies as she can just so that you can level her up. Otherwise, try feeding that EXP to Ledin as you won't see her again.

Also, remember to make a quick save before defeating the last enemy in case you want to Resume later and go back to Main Menu to keep all the EXP without having to do a NG+.
Route F 18-20
Chapter 18F - Sunset in Baldea


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Any of your commanders are defeated.
Allies: Ledin, Betty, Laias, Laetitia

Enemies:
1. Swordsman lvl 33, Soldierx3
2. Summoner lvl 33, Ballistax3
3. General lvl 33, Phalanxx3

Loot:
1. Chunk of Gold
2. Heavenly Bridle

Fill Ledin and Betty's troops if you want, but make sure to not give Laias or Laetitia any. Enemies should be really easy by this point of the game, though be ready to face a couple of former comrades once you're done with the three of them.

Chapter 19F - The Fallen Sword


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Betty

Enemies:
1. Dark Master lvl 35, Archdemonx6
2. Dullahan lvl 28, Specterx6
3. Roc lvl 28, Gargoylex6
4. Jormungand lvl 28, Leviathanx6

Loot:
1. Abyss Gem
2. 3000G

If Betty is not level 30 or so yet, have her solo this map. Only 4 enemies and relatively easy ones at that. Have her deal with the troops as well if needed. Besides that, a fairly easy and straightforward chapter.

One you cross the moat, Boser will charge at you and likely start the battle with with Meteor. If he does, even though he recovers some HP each turn, you should be able to beat him before his next cast. If he goes for Tempest instead, you might need to do some healing as he can cast that one almost non-stop.

Chapter 20F - Bane of Life


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Betty

Enemies:
1. Dragon Lord lvl 32, Gryphonx5
2. Arch Mage lvl32, Crusaderx5
Reinforcements:
1. Serpent Lord lvl 32, Nixx5
2. Shika Tribesman lvl 30, Banditx5
3. General lvl 30, Cannonx5
4. General lvl 30, Cannonx5
5. Chaos lvl 38, Archdemonx6
6. Lucilis lvl 40, Angelx6

The toughest map in the game, mostly because this is a war of attrition and you've only got TWO commanders.

Fight starts with only Narm and Jessica. Narm for the most part is not much of an issue while Jessica will likely start the fight with Meteor. Unlikely Boser, Jessica will be back casting spells relatively soon, so it might be a good idea to split Ledin and Betty so you can handle both of them at once.

At Turn 2, the first wave of reinforcements will arrive. More importantly though, at Turn 3 (or once Narm is defeated), the second wave will arrive as well and, unlike the first one, they'll likely start fighting you right away. So far, everything easy and you might even go through without losing HP so far depending on your defenses.

Once all enemies are gone, Chaos appears. If you've fought him before in Route A/B, you know what to expect, except that this time you only have one possible supporting unit. He recovers 100+ HP turn and he'll cast Flameburst almost non-stop dealing 200+ DMG to a single unit. You can handle it same as in those routes, having Ledin tank Chaos while Betty heals from affar, but be careful since there's another enemy after this. Since Flameburst has a range of 3, you can always stay 4-5 tiles away and you might be able to bait him into moving and attacking normally instead, though that'll make healing more difficult.

After defeating him, Lucilis arrives. She's way easier than Chaos, but you'll likely be low on MP after the previous battle. If possible, kill her troops for an extra level, for the full heal, and then go full offense against her. She casts Divine Monument, dealing around 60-80 DMG in an area, but more importantly she can also heal herself with Grand Heal. If you can't beat her in one turn, weaken her to slightly above half HP and then use both characters to attack her. Unlike Chaos, she runs out of MP kind of frequently, but that's like 1 out of every 4-5 turns, so you could take that extra turn to attack her for the kill.

If you're still having issues, summoning Freyja (Betty starts with this) or Demon Lord (gotten from another route) can help with the healing as they have multiple casts of Grand Heal that would allow you to attack with both characters. Moreover, specifically for Lucilis, you can use your Mercenaries to bait her Divine Monuments and get a few extra turns of attacking without healing.

Worst comes to worst, go as far as you can and then return to Main Menu to keep your EXP and try again. In fact, do so as well before doing the final blow (making a Quick Save before) so you can keep the EXP of this chapter without needing to go in NG+.

Best of luck!
Route G 15-20
Chapter 15G - City of Harmony


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin

NPCs:
1. Priest lvl 5
2. Living Armor lvl 6
3. Dark Master lvl 25
4. Zauberer lvl 24
5. Arch Mage lvl 24
6. Queen Ant lvl 4
7. Cerberus lvl 4
8. Wyvern lvl 4
9. Mirecreep lvl 4

Enemies:
1. Captain lvl 22, Elfx6
2. Lord lvl 22, Soldierx6
3. Captain lvl 22, Elfx6
4. Lord lvl 25

Loot:
1. Protein
2. Flame Lance

An extremely easy map. Head southwest and try to defeat as many enemies as possible. At Turn 3, your allies will start attacking but battle should almost be over by then. If not, try to hurry, as they can and will steal EXP from you if given the chance.

Chapter 16G - Former Friends


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Boser, Nagya, Nicolis

Enemies:
1. Serpent Knight lvl 29, Nixx6
2. Swordsman lvl 29, Phalanxx6
3. Highlander lvl 29, Trooperx6
4. Mage lvl 29, Crusaderx6
5. Dragon Knight lvl 29, Gryphonx6

Loot:
1. Chunk of Gold
2. Dumbbell

Now might be a good time to visit the shop as you got new allies and you're unlikely to have good equipment for them. Also, another Route split chapter (last one for these routes).

Have Boser at the top, Nagya at the bottom, and Ledin at the front. Once the battle starts, move Boser and Nagya as west as you can and Ledin should try to keep parallel with them. These should cluster all enemies together so that you can blast them all next turn (remember, wind magic is effective against flying units and Thunder/Ice magic against aquatics).

What you do next from here depends on what route you plan to take. Defeating Jessica will keep you on this route while positioning Ledin near her or one of her units will lead you to Chapter 17H.

Chapter 17G - Cavern Battle


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Thorn, Jessica, Taylor, Boser, Nagya, Nicolis

Enemies:
1. Lord lvl 20
2. Lord lvl 18
3. Lord lvl 16
4. Lord lvl 14
5. General lvl 25, Cannonx6
6. High Lord lvl 25, Phalanxx6
Reinforcements:
1. Swordsman lvl 25, Berserkerx6
2. Swordsman lvl 25, Berserkerx6
3. High Lord lvl 25, Phalanxx6
4. High Lord lvl 25, Phalanxx6

Loot:
1. Chunk of Gold
2. 2000G

This map can be as short or as long as you want it to be.

From the start, the four Messenger units will try to escape at the bottom of the screen while the remaining two enemies will try to hold you back. For every Messenger that escapes, one reinforcement will come. You'll probably need Boser's teleport to handle the one at the bottom, but, overall, getting rid of all Messengers shouldn't be difficult thanks to your Dragons and Ranger/Pony Ledin. However, the reinforcements are easy to beat and provide good EXP so it's your choice whether to let them come or not.

Be warned, however, that the reinforcements will only appear once there are no longer any Messengers on the map (be it dead or escaped) and it can take 9 turns for them to escape and that's uninterrupted. If you want to speed it up a little, the one that starts closest to you takes 2 extra turns to escape, so you can get rid of him to make it just a 7 turn wait instead...

Chapter 18G - Anti-Invasion


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Thorn, Jessica, Taylor

Enemies:
1. General lvl 27, Cannonx6
2. Knight Master lvl 27, Royal Lancerx6

Loot:
1. Emblem of the Insane
2. Chunk of Gold

After last chapter's slug-fest comes an incredibly short one. Only two enemies, kind of far away, so arm your Dragons and send them away and make sure to not give Thorn any units in this chapter. Since this is not Route H, you'll have to deal with him personally.

Chapter 19G - Assassination


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Jessica, Taylor

NPCs:
1. Arch Mage lvl 29, Demonx4
2. Zauberer lvl 29, Golemx4
3. Dark Master lvl 30, Archdemonx4

Enemies:
1. Assassin lvl 29, Banditx6
2. Assassin lvl 29, Banditx6
Reinforcements:
1. Assassin lvl 29, Berserkerx6
2. Assassin lvl 29, Berserkerx6

Loot:
1. 3000G
2. Sultan's Bracelet

To be honest, you could do nothing this chapter and still win. If you want some EXP, for it to go faster, just rush to the two enemies at the sides and beat them before your allies have a chance to do so. Don't worry about the reinforcements, they'll likely be dead by the time you get to them.

Chapter 20G - I am Boser


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Jessica, Taylor, Nagya, Nicolis

Enemies:
1. General lvl 30, Cannonx6
2. General lvl 30, Phalanxx6
3. Knight Master lvl 32, Chalkaspidesx6
4. General lvl 30, Phalanxx6
5. General lvl 30, Cannonx6
Reinforcements:
1. General lvl 30, Royal Lancerx6
2. Knight Master lvl 31, Royal Lancerx6
3. Knight Master lvl 31, Royal Lancerx6
4. General lvl 30, High Elfx6

Tight quarters and cramped enemies, looks like this is going to be a mage battle.

Have both Nagya and Nicolis front and center (Jessica as well if she's leveled enough) while the melee fighters acts as vanguard. Give everyone mercenaries, it's the last battle after all. First turn march forward as much as you can. It's unlikely that you'll face a battle in the first turn, but regardless, on the second one start casting your best spells and picking up the stragglers with your other characters. If you defeat everyone on turn 2, the battle is over. Otherwise, reinforcements will come but Nagya (and up to a lesser extent Nicolis) should be more than capable of turning the tide in your favor.

Remember to quick save before dealing the last blow, in case you want to resume later as you can go back to the main menu and try another route while keeping all the EXP of this battle without needing NG+!
Route H 17-20
Chapter 17H - Cavern Battle


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Thorn, Jessica, Taylor, Boser, Nagya, Nicolis

Enemies:
1. Lord lvl 20
2. Lord lvl 18
3. Lord lvl 16
4. Lord lvl 14
5. General lvl 25, Cannonx6
6. High Lord lvl 25, Phalanxx6
Reinforcements:
1. Swordsman lvl 25, Berserkerx6
2. Swordsman lvl 25, Berserkerx6
3. High Lord lvl 25, Phalanxx6
4. High Lord lvl 25, Phalanxx6

Loot:
1. Demon Wolf's Howl
2. 2000G

This map can be as short or as long as you want it to be.

From the start, the four Messenger units will try to escape at the bottom of the screen while the remaining two enemies will try to hold you back. For every Messenger that escapes, one reinforcement will come. To be honest, getting rid of all Messengers is not difficult thanks to your Dragons, Ranger/Pony Ledin, and Boser's teleport. However, the reinforcements are easy to beat and provide good EXP so it's your choice whether to let them come or not.

Be warned, however, that the reinforcements will only appear once there are no longer any Messengers on the map (be it dead or escaped) and it can take 9 turns for them to escape and that's uninterrupted. If you want to speed it up a little, the one that starts closest to you takes 2 extra turns to escape, so you can get rid of him to make it just a 7 turn wait instead...

Chapter 18H - Anti-Invasion


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Thorn, Jessica, Taylor

Enemies:
1. General lvl 27, Cannonx6
2. Knight Master lvl 27, Royal Lancerx6

Loot:
1. Lunar Coronet
2. Chunk of Gold

After last chapter's slug-fest comes an incredibly short one. Only two enemies, kind of far away, so arm your Dragons and send them away. Map should be over after a couple of turns or so.

Oh, and make sure to not give any units to Thorn!

Chapter 19H - Assassination


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Jessica, Taylor

NPCs:
1. Arch Mage lvl 29, Demonx4
2. Zauberer lvl 29, Golemx4
3. Dark Master lvl 30, Archdemonx4

Enemies:
1. Assassin lvl 29, Banditx6
2. Assassin lvl 29, Banditx6
Reinforcements:
1. Assassin lvl 29, Berserkerx6
2. Assassin lvl 29, Berserkerx6

Loot:
1. 3000G
2. Chaos Gem

To be honest, you could do nothing this chapter and still win. If you want some EXP, for it to go faster, just rush to the two enemies at the sides and beat them before your allies have a chance to do so. When it comes to the reinforcements, unsurprisingly, Nagya will likely beat the one that spawns next to him before you get there. Nicolis will have slightly more problems with his, so you could try sniping it, but in 2-3 turns or so he'll likely have defeated his as well.

Chapter 20H - I am Boser


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Ledin is defeated.
Allies: Ledin, Narm, Jessica, Taylor, Nagya, Nicolis

Enemies:
1. General lvl 30, Cannonx6
2. General lvl 30, Phalanxx6
3. Knight Master lvl 32, Chalkaspidesx6
4. General lvl 30, Phalanxx6
5. General lvl 30, Cannonx6
Reinforcements:
1. General lvl 30, Royal Lancerx6
2. Knight Master lvl 31, Royal Lancerx6
3. Knight Master lvl 31, Royal Lancerx6
4. General lvl 30, High Elfx6

Tight quarters and cramped enemies, looks like this is going to be a mage battle.

Have both Nagya and Nicolis front and center (Jessica as well if she's leveled enough) while the melee fighters acts as vanguard. Give everyone mercenaries, it's the last battle after all. First turn march forward as much as you can. It's unlikely that you'll face a battle in the first turn, but regardless, on the second one start casting your best spells and picking up the stragglers with your other characters. If you defeat everyone on turn 2, the battle is over. Otherwise, reinforcements will come but Nagya (and up to a lesser extent Nicolis) should be more than capable of turning the tide in your favor.

Remember to quick save before dealing the last blow, in case you want to resume later as you can go back to the main menu and try another route while keeping all the EXP of this battle without needing NG+!
Playable Characters
Ledin


Routes:
All

Recommended Path:
Fighter → Silver Knight → Highlander/Swordsman → Ranger

Best Skills:
Courage, Stealth Force, Melee Master

In typical Lord fashion, Ledin is one of the best characters and you should not neglect him throughout the game. He's a forefront fighter first and foremost, but sadly, he lacks any flying classes to help with his movement (though Ranger and his pony classes can work).

Speaking of classes, Ranger is by far his best non-tier 5 class and you should try to get it as soon as possible. As for whether to go Highlander or Swordsman, it depends on how much you plan on raising him. Highlander is the superior choice between the two of them, but Swordsman also unlocks Swordsmaster, which gives you access to Hero, his best class overall. Even while getting MVP in every map, it can be difficult to get a tier 5 class during a normal/single run, but if you plan to do every route, it's something to consider.

Volkoff


Routes:
Prologue

Recommended Path:
Swordsmaster

Best Skills:
Sword God's Roar, Melee Master (or Courage and Stealth Force if you actually level him up)

Volkoff is the typical Jagen, a promoted high level unit that mostly exists to ensure that your Main Character does not die in the beginning and that basically acts as an EXP sponge. Use him as a meat shield and/or a way to get rid of minor inconveniences, nothing else, as he will leave your party early on and the rest of your characters could use the EXP and MVP bonuses.

Narm


Routes:
A, C, D, G, H

Recommended Path:
Hawk Lord → Dragon Knight → Dragon Lord

Best Skills:
Worth a Thousand, Maelstrom, Stealth Force

While initially seeming a little frail given her base class, units, and battle performance as an NPC, Narm is easily the best character in the game hands down. Being able to get Dragon Lord means that she gets access to one of the, if not the best Mercenary unit in the game (Gryphons) along with good attack (further raised by skills like Raid Formation and Maelstrom), ignoring terrain, and a base 7 MOV to boot. Adding to that, her other classes also bring stuff to the table that she could use (Tempest to deal with other flyers, Stealth Force for even more MOV, Heal 1 AND Heal 2, etc.). Her only downside, besides wind magic, is that she's so good that other characters (aka, Ledin) might struggle to get EXP or MVP bonuses with her around. But who cares when you have such a beast on your side!

Chris


Routes:
A, B, C, D

Recommended Path *suggested by anonymousername*:
Cleric → Paladin → Saint → Ranger/Arch Mage

Best Skills:
Holy Light, Suppressing Fire, Stealth Force

Chris is severely burdened by the fact that she is a mage. Low mobility, not being able to cast and move during the same turn, level requirements for spells, and the prohibitively cost of spells in general means that in the time it takes to get her into combat, a Ledin or a Narm could have easily dispatched all those enemies by then, maybe more. However, her great coverage (thanks in part to her initial classes giving her all the holy spells and the healing she'll ever need) means that if you somehow manage to cast a spell, it's going to hurt, and bad. As for classes, Ranger will give Chris more range to help her get closer to enemies, access to all holy spells (perfect for the latter parts of the routes she's in), and a much needed boost in physical attack for when she runs out of MP. Meanwhile Arch Mage will get her pretty much all high level spells and a bigger boost to her magical attack.

Thorn


Routes:
A, B, C, D

Recommended Path:
Silver Knight → Lord → Swordsman → Swordsmaster

Best Skills:
Sword God's Roar, Melee Master, Knight's Decree

The first of the knight trio that joins you, and easily the worst of the 3. Compared to Albert and Hawking, the only difference is that he has exclusive access to Fireball (which he just doesn't have the MP or MAG to use effectively) and slightly better availability. Outside of casting a buff on your other characters at the beginning of a battle, or his potential as a heal-bot, there's not much reason to use him instead of the other 2, let alone compared to the huge number of other characters that are way better than the three of them.

Moreover, depending on the route you take, it might pay off to have him as low level as possible...

Jessica


Routes:
A, B, C, D, G, H

Recommended Path:
Sorcerer → Saint → High Priest → Agent

Best Skills:
Heavenly Messenger, Holy Light, Suppressing Fire

Jessica, just like Chris, is burdened with the fact of being a caster and all that entails; however, just like Thorn, her biggest issue lies in how she's outclassed by pretty much all of her competition. On routes A-D, Jessica must choose between getting healing and divine magic (to be useful in the latter chapters) or elemental magic (to be useful in the earlier ones), which is not a trade-off that Chris has to do at all. And while that decision is easier in G-H, where Chris is not available and Demons are less common, you get better casters in those routes who are already powerful enough to solo most chapters by themselves, putting into question why you're using her instead of any of the alternatives.

Taylor


Routes:
A, B, C, D, G, H

Recommended Path:
Captain → Dragon Knight → Dragon Lord

Best Skills:
Maelstrom, Sea Devil, Raid Formation

Technically the "Marine" expert of the group, just him having easy access to Dragon Lord makes Taylor one of the better characters in your team. Compared to Narm and Ledin, he is the weaker of the bunch, having growths more focused on defense than attack, no access to Stealth Force, and the worst tier 5 class out of the three. However, being third place out of the top three is miles better than what most other characters can say and you'd be doing yourself more harm than good by ignoring him or following a different class path (though Dragon Knight does give access to Serpent Lord if that's more your thing).

Albert


Routes: A, B, C, D

Recommended Path:
Lord → High Lord → Knight Master → Royal Guard

Best Skills:
Sword God's Roar, Melee Master, Knight's Decree

The second of the knight trio. Compared to Thorn and Hawking, the only difference is earlier access to Shatter and exclusive access Dull, which are infinitely more useful than Thorn's Fireball. This makes him a better character, coupled with a higher joining level, means that he'll likely see more use than Thorn, but in the latter chapters he's likely to fall in the same role of "just there to pop the occasional buff and/or heal".

Hawking


Routes: A, B, C, D

Recommended Path:
High Lord → Lord → Swordsman → Swordsmaster

Best Skills:
Sword God's Roar, Melee Master, Knight's Decree

The last, and arguably best, of the knight trio. Compared to Thorn and Albert, the only difference is earlier access to Precision and exclusive access to Accelerate and Sharpen 3, both being really useful spells overall and Accelerate is even one of his default spells. For combat, you can definitely do better, but just those two spells warrant him the spot of the other two knights combined.
Route-specific Characters
Lance


Routes:
A, C, D

Recommended Path:
Highlander → Swordsman → Dragon Lord

Best Skills:
Sword God's Roar, Maelstrom, Raid Formation

On paper, Lance is a good character. Almost enough CP to get Dragon Lord from the get-go, access to the best mercenaries in the game (Gryphons and Royal Lancers), and while he lacks Taylor's rugged looks and Albert's dadlyness, he's fair on the eyes as well. However, Lance is one of the only two characters who do not ever take part in the last chapter (regardless of route). Don't get me wrong, he's a solid unit when you have access to him, but you have to ask yourself if the EXP you're feeding him might be better served on somehow who'll actually be there when you need it the most...

Laias


Routes:
C, D

Recommended Path:
Highlander → Swordsman → Dragon Lord

Best Skills:
Sword God's Roar, Maelstrom, Raid Formation

Lance 2.0. Outside of their initial class (thus one different troop and skill), there's nothing else much different between the two of them. Laias also suffers a lot from low availability and Thorn's issue of how it may pay off to not level him up depending on Route, but on the plus side, you can at least use him once in a final battle.

Laetitia


Routes:
C, D

Recommended Path:
Highlander → Swordsmaster

Best Skills:
Sword God's Roar, Heavenly Messenger, Sacred Veil

Remember how I said Jessica was almost the worst mage in the game? That's because Laetitia is. Barely any caster classes and the few that she gets are mostly focused on support, leaving her with only two attacking spells even after unlocking all her classes! Moreover, that would be fine if, like Betty, she at least had some solid physical options but she does not have them either. That plus sharing the whole "it may pay off depending on route" part lands her squarely at the bottom of the barrel among all your units.

Betty


Routes:
D, E, F

Recommended Path:
Sage → Saint → Ranger → Queen

Best Skills:
Stealth Force, Sword God's Roar, Empress's Gaze

Beware of first impressions. While she might start in a mage class, and she's mostly portrayed as a healer, Betty is not a caster. Not only are most of her classes physicals, but she has the stats to pull them and even access to Ranger as well. It's kind of a shame that her tier 5 is more of a caster class, but at the end of the day it matters little. Regardless of what you think about her or her options, she'll be your only companion on two of the Routes she joins you, so you better level her up as you're going to need her.

Digos


Routes:
C

Recommended Path:
Emperor

Best Skills:
Arcane Scholar, Suppressing Fire, Sword God's Roar

In some ways, Digos could be considered Laetitias opposite. While most of his classes are casters and he has a very good spell selection, he just lacks the stats to make them work. Moreover, just like other casters, he's really lacking in the mobility department. Sure, you could make him a pony, but Laias and the knight trio can also pull that off and better. Moreover, if you add how he's only available for 2 chapters in the whole game, it's unlikely that he'll evre get a level, even less somehow make it matter...

Boser


Routes:
G, H

Recommended Path:
Dark Master

Best Skills:
Shadow Sorcery, Skull Emblem, Holy Light

Boser has two main cons going against him. On one hand, he's just like Lance, in that you don't get access to him in the last chapter regardless of Route. On the other hand, he's also like Digos, in that you only have access to him for two chapters (or four, if you count G and H separate). However, out of those two/four chapters, he's really useful in one of them and you'll likely need to use him anyway until Nicolis levels enough to take his place. So, don't worry about leveling him, but don't fret about the EXP he's gonna get anyway.

Nagya


Routes:
G, H

Recommended Path:
Zauberer→ Arch Mage → Dark Master

Best Skills:
Shadow Sorcery, Skull Emblem, Holy Light

Unsurprisingly, Nagya is the best of the caster trio you get for routes G/H. He already starts with all the useful spells: Tempest, Thunderstorm, Flameburst... Not to mention two very good summons. He does not start with Earthquake though, which is weird given how much he loves that spell as an AI, but he starts with enough CP to go grab it from Arch Mage if you want (along with other useful spells like Meteor and Crimson Tide).

Nicolis


Routes:
G, H

Recommended Path:
Arch Mage → Saint → Sage

Best Skills:
Shadow Sorcery, Skull Emblem, Holy Light

Also unsurprisingly, Nicolis is the worst of the caster trio. While the Arch Mage spells are good, he'll basically be stuck playing catch up with Nagya/Boser for quite a while, especially since you'll have to start from the very beginning of his unlock path if you want to ever get to his tier 5. However, unlike Boser, he does take part in final chapters, and you can easily grind EXP for him there if you really want.
Classes
Tier 1
Class
MOV
Area Size
Area Bonus
Hire Count
HP
MP
ATK
DEF
MAG
MGR
Fighter
5
2
20%
4
+20
+0
+12
+14
+3
+9
Gladiator
5
2
20%
4
+20
+0
+15
+12
+3
+6
Knight
6
2
20%
4
+20
+0
+12
+15
+0
+5
Pirate
5
2
20%
4
+30
+1
+10
+18
+1
+10
Sister
5
2
20%
4
+10
+4
+5
+7
+6
+12
Warlock
5
2
20%
4
+0
+4
+0
+2
+10
+16

Tier 2
Class
MOV
Area Size
Area Bonus
Hire Count
HP
MP
ATK
DEF
MAG
MGR
Captain
5
2
30%
4
+70
+4
+27
+39
+12
+21
Cleric
5
2
30%
4
+40
+9
+19
+20
+17
+24
Hawk Lord
7
2
30%
4
+50
+5
+31
+27
+16
+5
Lord
5
2
35%
4
+60
+3
+30
+32
+15
+19
Necromancer
5
2
30%
4
+30
+9
+15
+9
+30
+29
Paladin
5
2
30%
4
+70
+3
+25
+37
+10
+24
Silver Knight
6
2
30%
4
+60
+3
+30
+29
+11
+13
Sorcerer
5
2
30%
4
+30
+9
+10
+12
+27
+31

Tier 3
Class
MOV
Area Size
Area Bonus
Hire Count
HP
MP
ATK
DEF
MAG
MGR
Dragon Knight
7
3
40%
4
+80
+9
+51
+45
+29
+10
High Lord
5
3
45%
5
+90
+6
+43
+48
+26
+33
Highlander
6
3
40%
5
+100
+6
+50
+48
+22
+21
Mage
5
3
40%
4
+60
+15
+21
+23
+46
+48
Priest
5
3
40%
4
+70
+15
+34
+35
+42
+37
Saint
5
3
40%
4
+90
+10
+42
+47
+23
+37
Serpent Knight
5
3
40%
5
+110
+7
+46
+63
+24
+33
Summoner
5
3
40%
4
+60
+15
+28
+19
+50
+44
Swordsman
5
3
40%
5
+100
+6
+53
+45
+14
+23

Tier 4
Class
MOV
Area Size
Area Bonus
Hire Count
HP
MP
ATK
DEF
MAG
MGR
Arch Mage
5
3
50%
5
+100
+25
+35
+37
+70
+69
Dragon Lord
7
3
50%
5
+130
+14
+82
+63
+56
+17
General
5
3
55%
6
+160
+10
+71
+77
+45
+44
High Priest
5
3
50%
5
+140
+23
+53
+54
+60
+60
Knight Master
6
3
50%
6
+160
+10
+75
+72
+37
+32
Ranger
6
3
50%
2
+160
+17
+77
+79
+45
+49
Sage
5
3
50%
5
+120
+22
+47
+41
+70
+66
Serpent Lord
5
3
50%
6
+170
+12
+70
+92
+40
+48
Swordsmaster
5
3
50%
6
+150
+10
+83
+67
+25
+34
Zauberer
5
3
50%
5
+100
+25
+45
+32
+84
+61

Tier 5
Class
MOV
Area Size
Area Bonus
Hire Count
HP
MP
ATK
DEF
MAG
MGR
Agent
5
4
60%
6
+170
+27
+83
+83
+79
+81
Dark Master
5
4
60%
6
+120
+27
+50
+41
+96
+78
Emperor
5
2
65%
4
+190
+14
+104
+90
+65
+54
Hero
5
4
60%
6
+210
+15
+102
+104
+50
+54
High Master
6
3
60%
2
+220
+21
+94
+96
+66
+62
King
5
4
65%
6
+190
+14
+88
+106
+57
+63
Princess
5
4
60%
6
+160
+27
+66
+68
+86
+84
Queen
5
4
65%
6
+170
+23
+84
+89
+78
+87
Royal Guard
6
4
60%
6
+190
+12
+93
+89
+47
+39
Serpent Master
5
4
60%
6
+210
+15
+87
+113
+51
+68
Skills
Skill
Effect
Class
Acolyte
MGR+5
Sister
Admiral
Command Area+1, Mercenary ATK+10%, vs Marines +20%DMG, vs Aquatic Demons +20%DMG
Serpent Lord
Ancestry of Light
Mercenary ATK+5%
Quiz only
Apprentice
MAG+5
Warlock
Arcane Scholar
MAG+20, MGR+30, HP-40, MP+20
Arch Mage
Assault Medal
DEF+20,Command Area+1
Highlander
Courage
ATK+30, DEF+30, MOV+2, Mercenary Count-2, vs Dragons +50% DMG
Hero
Diligent Study
MGR+10, MP+4
Sorcerer
Emperor's Authority
ATK+20, MOV-1, Command Area+1, Mercenary ATK+25%
Emperor
Empress's Gaze
ATK+20, MAG+30, Mercenary ATK+20%, Mercenary DEF+10%
Queen
Guardian Blade
DEF+10
Quiz only
Hawkeye
ATK+10, AGL+5
Hawk Lord
Heavenly Messenger
DEF+20, MAG+30, MGR+20
Agent
Heretic's Guidance
MAG+10, MP+4
Necromancer
Holy Light
DEF+10, MAG+20, MP+20
Sage
Iron Wall
DEF+30, MOV-1, Mercenary DEF+15%, vs Cavalry +20% DMG
General
Knight Order
DEF+10, HP+10
Silver Knight
Knight's Decree
MGR-10, HP+50, Mercenary ATK+10%, Mercenary DEF+10%
Royal Guard
Knight's Honor
DEF+10, MGR+10
Knight Master
Light's Blessing
MP+20, Mercenary DEF+20%, Mercenary MGR+20%
Princess
Loving Heart
MGR+20, MP+5, Mercenary MGR+10%
Priest
Maelstrom
ATK+20, MGR-20, MP+20, DEX+10
Dragon Lord
Magic Barrier
MGR+20
Cleric
Melee Master
ATK+20, vs Spearmen +20% DMG
Swordsman
Miasma Wall
DEF+10, MAG+15, MGR+10, MP+10
Summoner
Monarch's Rule
ATK+5, DEF+5, Mercenary ATK+5%, Mercenary DEF+5%
Lord
Naval Boarding
ATK+10, DEF+5
Captain
Phalanx
Mercenary DEF+10%, vs Cavalry +20%DMG
Paladin
Pride
ATK+10
Quiz only
Raid Formation
ATK+25, MGR-20
Dragon Knight
Rookie Sky Knight
DEX+1
Quiz only
Sacred Veil
MAG+10, MGR+20, Mercenary MGR+10%
High Priest
Sea Devil
DEF+20, MAG+20, MGR+20, MOV+1, Mercenary Count-1
Serpent Master
Shadow Sorcery
MAG+50, Command Area+1, vs Priests -20%DMG
Dark Master
Skirmisher
Command Area+1, Mercenary ATK+10%
High Lord
Skull Emblem
DEF-10, MAG+40, HP-30
Zauberer
Sovereign's Dignity
MOV-1, Command Area+1, Mercenary DEF+20%, Mercenary MGR+20%
King
Spoils of War
Mercenary ATK+5%
Pirate
Squire
Commander Bonus: DEF+5%
Knight
Steadfast Faith
DEF+20, MGR+15, HP+20
Saint
Stealth Force
ATK+20, MOV+2, Mercenary Count-1
Ranger
Sturdy
HP+20
Quiz only
Suppressing Fire
DEF-10, MAG+25, MP+10
Mage
Sword God's Roar
ATK+40, DEF-30
Swordsmaster
Torrent Rider
DEF+10, MGR+10, HP+20
Serpent Knight
Trainee Soldier
DEF+5
Fighter
Way of the Sword
ATK+5
Gladiator
Worth a Thousand
ATK+20, DEF+20, MAG+20, MGR+20, DEX+10, Mercenary Count-2
High Master
Spells
Attack
Spell
Range
Area
MP
Req. Level
Effect
Classes
Ghost Arrow
4
1
2
Sister, Warlock
Flameburst
3
1
25
30
Ranger, Sage, Zauberer
Meteor
4
Special
60
30
Arch Mage
Fireball
4
1
3
Increased damage on undead, slimes, and ghosts
Dragon Knight, Fighter (Thorn), Sorcerer
Spearstorm
3
2
12
12
Increased damage on undead, slimes, and ghosts
Mage
Crimson Tide
Special
Directional
25
20
Increased damage on undead, slimes, and ghosts
Arch Mage, Dragon Lord
Lightning
5
1
4
Increased damage on marines and aquatic demons
Necromancer
Thunderstorm
0
5
12
12
Increased damage on marines and aquatic demons
Emperor, Summoner
Energy Bolt
Special
Directional
20
20
Increased damage on marines and aquatic demons
Arch Mage, High Master
Wind Saber
6
1
5
Increased damage on sky knights and flying demons
Hawk Lord, Ranger, Sorcerer
Cyclone
1
4
15
10
Increased damage on sky knights and flying demons
Mage
Tempest
4
3
23
20
Increased damage on sky knights and flying demons
High Master, Zauberer
Frostbite
3
2
6
Increased damage on aquatic demons
Sorcerer
Blizzard
0
5
15
12
Increased damage on aquatic demons
Mage, Serpent Master
Cold Snap
Special
Directional
25
20
Increased damage on aquatic demons
Zauberer
Stone Grave
4
2
12
Has no effect on sky knights, flying demons, ghosts, or dragons
Necromancer
Earthquake
0
Special
30
25
Has no effect on sky knights, flying demons, ghosts, or dragons
Arch Mage
Retribution
0
4
5
Only affects undead and vampires
Sister
Holy Blaze
Special
Directional
15
10
Increased damage on demons, ghosts, and undead
Cleric
Divine Monument
4
3
25
16
Increased damage on demons, ghosts, and undead
Agent, Saint

Healing
Spell
Range
Area
MP
Req. Level
Effect
Classes
Heal 1
3
1
4
3
Heals HP by 40%
Dragon Lord, Lord, Sister, Warlock
Heal 2
4
1
12
10
Heals HP by 70%
High Master, Priest
Heal 3
5
1
20
20
Heals HP by 100%
High Priest
Grand Heal 1
3
3
8
Heals HP by 30%
Cleric
Grand Heal 2
4
3
16
10
Heals HP by 45%
King, Priest
Grand Heal 3
5
3
24
20
Heals HP by 60%
High Priest
Cleansing Wind
3
3
24
15
Heals HP by 20% at the beginning of each turn (3 turns)
High Priest, Princess

Buff
All buffs last 2 turns
Spell
Range
Area
MP
Req. Level
Effect
Classes
Sharpen 1
3
2
4
Raises allies ATK by 25
Captain, Fighter (Ledin), Hawk Lord, High Lord
(except Ledin/Thorn), Highlander (Thorn),
Silver Knight (except Ledin/Taylor),
Swordsman (except Ledin), Warlock
Sharpen 2
3
2
8
10
Raises allies ATK by 50
Hero, Knight Master, Ranger, Saint, Serpent Knight
Sharpen 3
3
3
12
20
Raises allies ATK by 80
King, Sage, Serpent Master, Swordsmaster (Hawking)
Aegis 1
3
2
4
Raises allies DEF by 20
High Lord, Highlander, Paladin, Serpent Knight, Sister
Aegis 2
4
2
8
10
Raises allies DEF by 40
Cleric, General, Knight Master, Serpent Lord
Aegis 3
4
3
12
20
Raises allies DEF by 60
High Priest, King, Royal Guard
Precision
3
2
5
Raises allies DEX by 10
Fighter (Hawking), Saint, Swordsmaster (except Hawking)
Accelerate
4
2
5
Raises allies MOV by 2
Hero, Silver Knight (Ledin/Taylor/Hawking/Lance/Laias/Laetitia)

Debuff
All debuffs last 2 turns
Spell
Range
Area
MP
Req. Level
Effect
Classes
Decay
5
1
12
Lowers an enemy's MGR by 80
Summoner
Suppress
4
1
25
Render's an enemy's command abilities ineffective
Dark Master, Emperor, King, Queen
Dull
4
2
10
Lowers enemies' ATK by 35
Fighter (Albert), Sage
Shatter
5
2
6
Lowers enemies' DEF by 35
Fighter (Albert), Necromancer, Serpent Lord
Charm
4
1
10
Temporarily converts an enemy
Princess, Queen
Silence
4
1
5
Seals an enemy's magic
Mage
Cripple
4
1
5
Lowers' an enemy's MOV
Summoner
Bind
4
1
10
Paralyzes an enemy
High Master, Queen

Special
Spell
Range
Area
MP
Req. Level
Effect
Classes
Cadence
4
1
15
Enables an ally to take action again
Agent, Princess
Teleport
4
1
20
Sends all allies besides yourself to
another location
Agent, Dark Master, Princess
HP Drain
4
1
10
Steals an enemy's HP
Dark Master, Ranger
MP Drain
4
1
10
Steals an enemy's MP
Agent
Units
  • Infantry is strong against Spearmen, weak against Cavalry.
  • Spearmen are strong against Cavalry, weak against Infantry.
  • Cavalry is strong against Infantry, weak against Spearmen.
  • Marines are stronger and have more movement in water, weaker on land.
  • Sky Knights ignore terrain, but are weak against Archers.
  • Archers can attack from range and are strong against Sky Knights, but weak in direct combat.
  • Priests are strong against undead and ghosts.
Mercenaries
Unit
Type
MOV
HP
ATK
DEF
Fee
Classes
Soldier
Infantry
5
120
65
65
40G
Cleric, Fighter
Berserker
Infantry
5
200
109
98
200G
Ranger (Volkoff), Swordsman (except Volkoff)
Cannon
Infantry
5
220
117
117
280G
Ranger (Volkoff), Serpent Master,
Swordsmaster (except Volkoff)
Dark Guard
Infantry
5
220
119
115
280G
Dark Master, Emperor
Spearman
Spearman
5
120
62
70
40G
Captain, Lord, Paladin
Phalanx
Spearman
5
180
85
99
160G
High Lord, Mage, Serpent Lord
Lancer
Cavalry
6
120
69
69
50G
Knight, Lord, Silver Knight (Volkoff)
Trooper
Cavalry
6
150
81
84
100G
Silver Knight (except Volkoff)
Dragoon
Cavalry
6
170
96
96
200G
Dragon Knight, Highlander, Serpent Knight
Royal Lancer
Cavalry
6
220
122
124
350G
Knight Master
Harpy
Sky Knight
7
140
86
75
120G
Hawk Lord, Highlander
Angel
Sky Knight
7
160
100
86
240G
Agent, Dragon Knight, Saint
Gryphon
Sky Knight
7
210
133
107
400G
Dragon Lord, Emperor, King, Royal Guard
Merman
Marine
5
140
73
82
80G
Pirate
Lizardman
Marine
5
170
92
93
180G
Captain, Serpent Knight
Nix
Marine
5
220
115
122
320G
Serpent Lord
Monk
Priest
5
120
61
71
40G
Sister, Warlock
Crusader
Priest
5
170
93
90
160G
High Lord, Saint
Elf
Archer
5
80
60
60
60G
Cleric, Sorcerer
Witch
Archer
5
90
78
70
130G
Priest
Dark Elf
Archer
5
100
72
72
130G
Necromancer, Swordsman (except Volkoff)
High Elf
Archer
5
140
94
88
250G
Arch Mage, Knight Master
Barbarian
Bandit
5
120
68
46
40G
Gladiator
Ballista
Ballista
4
120
83
79
250G
General
Archdemon
Demon
5
220
121
121
330G
Dark Master
Skeleton
Undead
5
160
86
86
130G
Summoner
Specter
Ghost
5
170
91
94
230G
Zauberer
High Witch
Archer
5
130
100
80
250G
High Priest, Queen
Chalkaspides
Spearman
5
230
109
127
280G
General, Princess
Elite Ballista
Ballista
4
140
99
86
360G
Sage

Summons
Unit
Type
MOV
HP
ATK
DEF
Notes
Classes
Fenrir
Demon
6
190
180
100
Casts Cyclone and Blizzard
Cannot summon unless Gleipnir is equipped
Any
Valkyrie
Sky Knight
7
160
120
90
Casts Accelerate and Cripple
Priest
Frejya
Sky Knight
7
120
90
70
Casts Grand Heal 2 and Sharpen 2
Sage
Demon Lord
Demon
5
190
170
110
Casts Meteor and Grand Heal 2
Any
Iron Golem
Spearman
5
190
140
170
Hero, Summoner
Salamander
Dragon
5
160
130
90
Casts Fireball and Crimson Tide
Necromancer
White Dragon
Dragon
7
200
150
120
Casts Frostbite and Blizzard
Zauberer
Sleipnir
Cavalry
6
180
160
140
Cannot summon unless Odin's Shield is equipped
Any
Brother
Infantry
5
200
100
100
Casts Flameburst and Decay
Cannot summon unless Dumbbell is equipped
Any
Weapons
Name
Price
Stats
Acquired from
Knife
80G
ATK+3
Shop (Ch. 1-4)
War Hammer
120G
ATK+8, DEF-2
Shop (Ch. 2-4)
Great Sword
180G
ATK+10
Shop (Ch. 3-5), Acquired as part of the story
Stiletto
200G
ATK+5, DEX+3, AGL+3
Shop (Ch. 4-5)
Lochabar Axe
250G
ATK+10, DEF+5
Shop (Ch. 5-6)
Rod
270G
ATK+5, MAG+10
Shop (Ch. 4-6)
Intro to Magic
300G
MAG+15, MGR+5
Shop (Ch. 5-6)
Pallasch
340G
ATK+5%, ATK+15
Shop (Ch. 6-7)
Sinclair
380G
ATK+15, DEF+10
Shop (Ch. 7-8), Loot (Ch. 4)
Magic Wand
400G
ATK+10, MAG+10
Shop (Ch. 6-8)
Gem Rod
420G
MAG+20
Shop (Ch. 7-9)
Sorcerer's Tome
500G
MAG+15, MGR+10
Shop (Ch. 7-9)
Glaive
560G
ATK+25
Shop (Ch. 8-10)
Halberd
630G
Area Bonus: DEF+10%, ATK+18, DEF+10
Shop (Ch. 9-11)
Mistletoe Wand
670G
Area Bonus: MGR+15%, MAG+30
Shop (Ch. 9-11), Loot (Ch. 7)
Grimoire
700G
MAG+25, MGR+15
Shop (Ch. 10-12)
Longbow
740G
ATK+30, DEX+7
Shop (Ch. 10-12), Loot (Ch. 8)
Flamberge
820G
ATK+35
Shop (Ch. 11-13)
Zweihander
900G
ATK+30, DEF+10, AGL-2
Shop (Ch. 12-14)
Crystal Rod
1000G
MAG+45
Shop (Ch. 12-14), Loot (Ch. 9)
Wizard's Rod
1100G
Area Bonus: MGR+10%, MAG+40
Shop (Ch. 13-15), Loot (Ch. 10)
Arbalest
1200G
ATK+50, DEF-10, MOV-1
Shop (Ch. 13-15), Loot (Ch. 13E)
Devil Axe
1300G
ATK+55, DEF-30
Shop (Ch. 14-16)
Golden Sword
1500G
ATK+40, DEF+10
Shop (Ch. 15-17)
Exorcist Sword
1650G
ATK+50
Shop (Ch. 16-17)
Force Rod
1700G
ATK+10, MAG+50
Shop (Ch. 15-18)
Golden Wand
1750G
ATK-10, MAG+50, MP+10
Shop (Ch. 16-18), Loot (Ch. 13A/C)
Flame Lance
2000G
ATK+40, MAG+30
Shop (Ch. 17-20), Loot (Ch. 15C/E/G)
Ice Blade
2100G
ATK+60, DEF+20
Shop (Ch. 18-20), Loot (Ch. 14A/C)
Bolt Axe
2200G
ATK+80, DEF-30, MGR-10, DEX+5
Shop (Ch. 19-20)
Rune Staff
2500G
MAG+50, MGR+20
Shop (Ch. 18-20), Loot (Ch. 15A)
Necronomicon
2600G
MAG+70, MGR-10, MP-10
Shop (Ch. 19-20)
Dragon Slayer
10000G
Area Bonus: ATK+20%, ATK+50, HP+30
Loot (Ch. 16A)
Langrisser
0G
Area Bonus: ATK+20%, ATK+50, HP+30
Acquired as part of the story
Armor
Name
Price
Stats
Acquired from
Small Shield
60G
DEF+5
Shop (Ch. 1-4)
Robe
100G
DEF+2, MGR+5
Shop (Ch. 2-5)
Large Shield
150G
DEF+8
Shop (Ch. 3-5), Loot (Ch. 1)
Leather Armor
300G
DEF+12
Shop (Ch. 4-6)
Mirage Robe
350G
DEF+10, MGR+8
Shop (Ch. 4-7)
Chain Mail
420G
DEF+15
Shop (Ch. 5-7)
Robe of the Earth
540G
DEF+10, MGR+12, HP+20
Shop (Ch. 6-8), Loot (Ch. 4)
Scale Armor
550G
DEF+12, MGR+10
Shop (Ch. 6-9)
Brigandine
640G
DEF+20
Shop (Ch. 7-9)
Round Shield
750G
DEF+24
Shop (Ch. 8-10)
Lantern Shield
490G
ATK+10, DEF+15
Shop (Ch. 9-11)
Magician's Robe
520G
DEF+18, MGR+20
Shop (Ch. 8-11)
Priest's Robe
570G
Area Bonus: MGR+10%, MGR+25
Shop (Ch. 10-13)
Plate Armor
900G
DEF+28
Shop (Ch. 10-14)
Bone Mail
1000G
DEF+36
Shop (Ch. 11-14)
Cuirass
1100G
ATK+15, DEF+30
Shop (Ch. 12-15)
Kite Shield
1200G
DEF+40, MGR+10
Shop (Ch. 14-15), Loot (Ch. 8)
Robe of Light
1360G
DEF+30, MGR+30, MP+5
Shop (Ch. 12-13, 15-17)
Golden Shield
1450G
DEF+45
Shop (Ch. 15-17), Loot (Ch. 9)
Golden Armor
1600G
DEF+50, AGL-5
Shop (Ch. 16-18)
Assassin's Garment
1850G
DEF+40, MGR+30, AGL+5
Shop (Ch. 14-18), Loot (Ch. 10)
Lucilis' Robes
2200G
Area Bonus: MGR+20%, DEF+35, MGR+40, MP+5
Shop (Ch. 16-20)
Dragon Shield
2350G
ATK+10, DEF+50, MGR+10
Shop (Ch. 18-20)
Mithril Armor
2400G
DEF+60, MGR+10
Shop (Ch. 19-20)
Magic Shield
2500G
DEF+45, MGR+50
Shop (Ch. 18-20)
Wise Man's Armor
2600G
DEF+50, MGR+30, MP+5
Shop (Ch. 19-20)
Odin's Shield
0G
DEF+80
Loot (Ch. 16E)
Accesories
Name
Price
Effects
Acquired from
Rosary
400G
MGR+10
Shop (Ch. 3-5), Loot (Ch. 2)
Vital Ring
400G
HP+20
Shop (Ch. 4-10)
Magic Ring
400G
MP+5
Shop (Ch. 4-10)
Critical Ring
400G
DEX+4
Shop (Ch. 5-10), Loot (Ch. 3)
Feather Ring
400G
AGL+4
Shop (Ch. 5-10), Loot (Ch. 3)
Crystal Orb
800G
DEF+5, MGR+8
Shop (Ch. 6-12)
Aurora Bracelet
1000G
HP+30, MP+10
Shop (Ch. 6-12)
Amulet of Creation
1200G
Area Bonus: MGR+20%
Shop (Ch. 7-14), Loot (Ch. 5)
Jewel Necklace
1500G
Area Bonus: ATK+10%, Area Bonus: DEF+10%
Shop (Ch.8-16, 19), Ch. 3: save all villagers
Boots of Wind
1500G
MOV+1
Shop (Ch.9-16, 18), Loot (Ch. 6)
Fairy Pendant
1250G
ATK+10, MP+15
Shop (Ch. 10-16)
Diadem
1300G
MAG+10, MGR+10
Shop (Ch. 11-16)
Iron Gauntlet
1450G
ATK+10, DEX+8
Shop (Ch. 12-16)
Dog Tag
1480G
MGR+20, AGL+8
Shop (Ch. 13-16)
Blood Anklet
1600G
ATK-20, MAG-20, HP+50
Shop (Ch. 14-16)
Demon Dragon's Horn
1800G
Area Bonus: ATK+15%, ATK+20
Shop (Ch. 15-20), Loot (Ch. 15E)
Naiad's Feather
1800G
Area Bonus: DEF+15%, DEF+20
Shop (Ch. 15-20), Loot (Ch. 19E)
Brave General's Fan
1800G
Area Bonus: DEF+15%, ATK+20
Shop (Ch. 15-20), Loot (Ch. 17A)
Consecrated Talisman
1800G
Area Bonus: MGR+15%, DEF+20
Shop (Ch. 17-20), Loot (Ch. 17C)
Necklace of the Earth
1800G
Area Bonus: ATK+15%, Area Bonus: MGR+15%
Shop (Ch. 17-20), Loot (Ch. 18B)
Emblem of the Insane
2000G
Area Bonus: Atk+15%, Area Bonus: DEF+15%, DEF-20
Shop (Ch. 17-20), Loot (Ch. 18G, 19C)
Sultan's Bracelet
2200G
DEF-20, MAG+30, MOV-1, HP+70
Shop (Ch. 19-20), Loot (Ch. 19G)
Dumbbell
0G
ATK+30, DEF+30, MOV-1
Loot (Ch. 16G)
Lunar Coronet
0G
Command Range+1, Area Bonus: ATK+15%, Area Bonus: DEF+15%
Ch. 14A: save all villagers, Loot (Ch. 16C, 18H)
Gleipnir
0G
DEF+30, MGR+30
Loot (Ch. 11)
Chunk of Gold
3000G
None
Loot (Ch. 6 onwards)
Brilliant Gem
4000G
Command Range+1, Area Bonus: ATK+20%, ATK+30
Shop (Ch. 19-20 B), Loot (Ch. 19B)
Diamond Gem
4000G
Command Range+1, Area Bonus: ATK+20%, DEF+30
Shop (Ch. 19-20 D), Loot (Ch. 19D)
Abyss Gem
4000G
Command Range+1, Area Bonus: ATK+20%, MAG+30
Shop (Ch. 19-20 F), Loot (Ch. 19F)
Chaos Gem
4000G
Command Range+1, Area Bonus: ATK+20%, AGL+12
Shop (Ch. 19-20 H), Loot (Ch. 19H)
Demon Wolf's Howl
10000G
Gives Fenrir spell
Shop (Ch. 20 E/F), Loot (Ch. 15A/C, 17D/H)
Heavenly Bridle
10000G
Gives Sleipnir spell
Shop (Ch. 20 C/D), Loot (Ch. 14E, 18E/F)
Infernal Grimoire
30000G
Gives Demon Lord spell
Shop (Ch. 20 G/H), Loot (Ch. 17E, 18D)
Protein
10000G
Gives Brother spell
Shop (Ch. 20 G/H), Loot (Ch. 15G)
Credits
I'd like to thank:
  • Masaya Games and Chara-ani Corporation for creating the original game and this port.
  • LadyStarbird for her Route H guide which helped me a lot on my first playthrough and which ignited my love for the game.
  • Tiysi for their 100% Story Tree Routes guide.
  • anonymousername for a better recommended class path for Chris.
  • The Langrisser Wiki community for sharing all the Goddess quiz results and ways to obtain them.
  • A, uhm, certain brave community for helping ease with some of the data gathering.
7 Comments
Xune 22 Jul @ 8:09am 
For Chapter 14A - Wolf Pack, one NPC villager can be stuck inside the N2 house for one turn making the "all rescued" villagers impossible to do if you're not ready for it. It happen to me 3/3 times.

If you're having trouble, rush north with a flying unite with high mobility and a good enough level (Narm/Taylor), you can buff them with the extra +mov spell at the start if you want.
GustoPunch 6 May, 2024 @ 10:27pm 
:steamthumbsup:... This is an Excellent Guide... :steamthumbsup:
I had Warsong on the Sega Genesis as a Kid... back when you had to buy game magazines for everything and Game Faqs wasn't even a thing yet... I wish Langrisser 3 would get a release like this or at least a fan translation... its a Prequel from what I Read about it.
anonymousername 17 Mar, 2023 @ 7:49am 
Paladin Chris might have problems getting experience, but the same can be said about cleric Chris. At least as a paladin she can be used as an anti-cavalry unit. One of the good ways for her to get some exp early is to intercept Laias on the bridge in chapter 5. It's not guaranteed that she can finish him by the time Narm is done with her sniping mission, but at least she should be able to get some exp from his squad. But yeah, you should make her a saint as soon as possible. Good luck with the guide for the second game.
Togo  [author] 17 Mar, 2023 @ 7:18am 
Thinking about it, yeah, that's a good path. I guess I never considered it because of bad experiences with Paladin Chris before. I'll be updating it. (Also, since I already had some notes, decided to start working on the Langrisser 2 guide, though with 13 Routes it's likely to take some time)
anonymousername 16 Mar, 2023 @ 6:52pm 
Well, trying to figure out strategies and classes on my own is fun in its own way too. Speaking of classes, if there's one thing I disagree with you — it's Chris's recommended path. I think Paladin — Saint — Ranger is the way to go because this way she'll have access to Retribution, Holy Blaze and Divine Monument and good mobility to actually be able to use them. By the time you'll be able to make her into a ranger most of the enemies will be undead and demons and she'll be able to solo most of the chapters by herself.
Togo  [author] 16 Mar, 2023 @ 6:50am 
I plan on doing it eventually, but I've been focusing on other games atm :p
anonymousername 16 Mar, 2023 @ 5:10am 
Any chance you can do the same type of guide for the second game?