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    Warsong/Langrisser FAQ 5.0, 4/2/99
    Maintainer: saintly@innocent.com
    Send comments or questions to the above address.

    About this FAQ

    This FAQ answers common questions about the Sega Genesis game
    "Warsong", published by Treco. I'm still working on it. I
    don't have the manual for Warsong anymore, and I get a lot
    of questions about things that are in it. This new version
    of the FAQ updates all the scenario descriptions and fleshes
    them out. I don't remember what turn reinforcements show up
    for certain levels, so they say "(Turn ??)", if you could tell
    me what turn this happens on, I'd appreciate it and add you
    to the FAQ with credit.

    You can find the latest copy of this FAQ at www.gamefaqs.com

    What's here/Table of contents

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

    1. About the game:

    Warsong is one of the coolest strategy games for Sega Genesis.
    Released as "Langrisser" elsewhere, this game is somewhat hard
    to find in the US. You slowly acquire ally leaders, each of whom can
    hire troops to fight the enemy in stages; called Scenarios. Each
    scenario starts you out in a defensive position with enemies nearby and a
    goal to accomplish. Typical goals are, "Protect this person", "Destroy
    all the enemies", "Destroy the enemy leader (other enemies optional)" and
    several other types. You chose where to strategically place your troops in
    the beginning, and the formations you want to fight in.

    Along the way, you also acquire special items that can increase
    the power of your commanders. As your commanders gain experience,
    they can be promoted to different "classes" with new spells, and
    new abilities.

    1.1 Getting a copy

    Warsong is made by the software company 'Treco', a small company which
    seems to have published very little, unfortunately. No other Langrisser
    games were ported to the Genesis.

    Unfortunately, Warsong didn't do too well on the Genesis and is somewhat
    hard to find. Your best bet is used video-game stores and friends if you
    want to buy it. On the internet, you can buy it from

    http://www.funcoland.com

    It is usually backordered, as more people are becoming aware of it and
    buying it. Expect to pay $15-20 USD for it. I have one copy of the
    game, no manual. I loaned my other copy to a friend, who promptly lost
    it, so I can't sell it to you. If you find any other 'net retailers
    let me know so I can list them here.

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

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

    IMHO, at the time of this writing, none of the available emulators seem
    to support Warsong well. They all have problems drawing the dialog
    and option boxes. For a list of genesis emulators, visit

    http://archaic-ruins.parodius.com/genesis/emulator.htm
    or http://genecyst.parodius.com/

    Which may or may not be up. It moves frequently.

    2. How to play (for people without manuals)

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

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

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

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

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

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

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

    2.1 Moving troops

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

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

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

    2.2 Attacking

    Either select 'attack' from the troop/commander menu or move
    the troop/commander next to an enemy unit. The cursor changes
    to a sword. Select an available enemy (or the unit itself to
    cancel the attack) to attack it.

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

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

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

    2.3 Casting a spell

    Only commanders can cast spells. Select the commander and the
    spell you want to cast. Now select the center of the area
    of effect of the spell (squares that are too far away are
    darkened). The screen brightens the squares that will be
    affected by the spell. If you are satisfied with how the
    spell is targeted, continue to cast the spell. Both the
    distance away from the caster and the area of effect
    increase with the caster's level.

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

    2.4 The scenario map

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

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

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

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

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

    2.5 Game Preferences

    You can adjust the game speed to slow, normal or fast. The default
    is Normal. In Normal mode, the cursor moves to the enemy, selects
    each troop, selects the destination for the troop to move to, then
    animates moving the troop. It also moves to each commander when
    they talk. In slow mode, it does each of the steps slowly. In
    fast mode, the cursor "jumps" to each troop and just moves it
    without stopping to draw its movement path. Hold down "B" in slow
    or normal mode to make the game behave one speed faster.

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

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

    3. General advice:

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

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

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

    Everyone, even the weakest troop has a chance of doing at least 1
    damage to any enemy (if you're incredibly lucky, 2 points), even
    when the numbers show that it couldn't possibly work. Yes, out-of
    range soldiers flinging spears can kill (a weakened) Chaos. Cool,
    huh? To eke out experience, save the game and restart until the
    soldiers or leader takes out the enemy.

    An enemy commander at 7 or less HPs will always choose
    to heal, rather than cast a spell or do anything else. Enemies
    won't attack with troops lowered to 6 or less. This means that
    if you hit the enemy with a Thunder or two, you will prevent it
    from attacking you for a while.

    Leaders won't attack unless all their troops have been destroyed,
    or you move a troop next to them (Unless the leader is in
    "Attack" formation). Leaders and units usually attack the
    enemy with the weakest HP, even if it would be suicide; This
    is especially true in Scenario 2, where barbarians will all
    slaughter themselves on Baldarov's horsemen.
    (Thanks *****)

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

    3.1 Devious spell-draining:

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

    3.2 Formations:

    A defense formation is:

    TTT where the troops totally surround the commander
    TCT
    TTT

    Attack and Move formation is:

    T
    T T Like a diamond. In "attack", troops automatically
    T C T attack enemies in the sphere of influence. In
    T T 'Move' formation, troops will attack any enemies
    T they move next to.

    What's the point of the diamond? Since the enemy always
    targets spells at the commander, Magic Arrows won't hurt
    the troops. You can also overlap two troop formations to
    get better defense:

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

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

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

    3.3 Moving and defense

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

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

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

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

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

    4. Experience and Promoting:

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

    I'm not too fond of the ranger either... Although they have a very
    high attack/defense level and movement range, they can't have any
    troops, and the spells they get suck. The only damage spell they get
    is Earthquake (instead of Thunder for being a Magic Knight) and it
    uses all their MPs. You can try running up to the enemy and casting
    Confusion (or Sleep) but it doesn't seem to be a very effective
    tactic.

    You could sent Tiberon the route to become a Serpent Knight, but then
    he's almost totally useless after scenario 9. Skip it and make him the
    Knight Master.

    I think Magic Knights are more useful than Knight Masters, even though
    KMs offer a bigger bonus to their troops. Using a Thunder, a Magic
    Knight can soften up a lot of enemies at a time, making it easy for
    thier own troops and other troops to finish them off. They work
    especially well in cooperation with other commanders. Two Thunders
    can lower all the enemies in a wide range to 4 or less and allow them to
    be picked off by the weaker troops.

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

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

    T T - Your troops, E - Enemy commander
    TET C - Troop commander
    CT

    This "traps" the enemy. Every turn, swap out the troop he
    damaged for a fresh one and let the damaged one heal next to
    it's commander. This gives you time to heal the commander
    you want to get the experience, or bring a far-away
    commander to the enemy without the enemy getting away.

    Lance doesn't gain experience either, so don't use him if
    you can avoid it. Don't use him at all if Sabra can fly.
    See the end of the FAQ for advancement paths, promoting,
    and troop comparisons.

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

    5. Level-by-level strategy

    Scenario 1 - Save Garett
    Object: Save Garett by moving to the top of the screen
    Commanders: Garett, Baldarov
    Placement: Place Garett and Baldarov
    Allies: Tiberon, Calais, Sabra, Alfador
    Enemies:
    Serpent Knight/8 Lizard men
    Bishop/4 Elementals
    Lord/8 Dark Elves
    Lord/5 Soldiers
    Tips: This scenario is beatable! I've done it several times.
    Give Garett as many troops as possible (at least one or two
    horseman for Baldarov though). Head Left. Let Baldarov
    give Tiberon a hand beating up the archers, finish off
    particularly weak troops with Garett & co. After Tib and
    Baldy beat up the commander, head down and help out Calais
    with the enemy lizards. Let Sabra get killed, and the
    elemental guy show up. Garett's dad is a King (with a
    very high defense rating) sitting on a throne (with a
    nice bonus to defense). He's almost impervious to the
    elementals! Let the king damage the elementals until you
    can attack the mage on two sides, attack with Garett and
    his soldiers (the mage is physically weak). You'll win,
    and they'll say something about going for reinforcements
    and you'll leave anyway.

    Scenario 2 - Protect Mina
    Object: Defeat all the enemies, or get Mina to the castle.
    Commanders: Garett, Baldarov
    Placement: Place Garett and Baldarov
    Allies: Mina
    Enemies:
    Shaman/6 Barbarians (x4)
    Shaman/4 Barbarians
    Shaman/6 Barbarians (on turn 13)
    Tips: Send Baldarov's troops out of range unless you want
    them to totally slaughter the enemies. One of Baldarov's
    horsemen with 1HP can completely slaughter a 10HP barbarian
    unit if the horseman is in range. On turn 13, more barbarians
    show up (on the far left, north of the mountains). Bring 'em on!
    Remember to watch for the barbarians crossing the mountains. Mina
    has a bad habit of running away from troops carefully placed to
    protect her and charging the enemy. Her "troops" are
    basically worthless. She'll heal a commander at 7 or less if he
    is within range of her Healing 1. You can get Garett to Lord if
    you didn't wimp out of the first stage. A good stage to come
    back to before you complete scenario 4.

    Scenario 3 - Save Mina again.
    Object: Defeat all the enemies
    Commanders: Garett, Baldarov
    Placement: You cannot control placement on this level
    Allies: Mina, Thorne
    Enemies:
    Shaman/8 Barbarians
    Shaman/6 Barbarians
    Shaman/4 Barbarians (x2)
    Shaman/2 Barbarians (x3)
    Tips: Not that tough, remember it doesn't matter if other
    commanders get killed when they're not under your
    control. Be an experience pig! Sabra joins and you win
    the 'Great Sword' after this level.

    Scenario 4 - Who sneezed?
    Object: Survive long enough for reinforcements to show up
    Commanders: Garett, Baldarov, Sabra
    Placement: Place Garett, Baldarov and Sabra
    Enemies:
    Great Slime/8 Slimes (x2)
    Great Slime/6 Slimes (x2)
    Great Slime/4 Slimes
    Tips: Don't bother with troops. Position your characters
    in nice, defensive spots (like in a forest with clear
    plains all around it) to give yourself the max benefit
    while ensuring that the enemies don't get it too. Sit
    around and beat up the enemies with commanders alone.
    Mina and Thorne show up to "save" you on turn 5. You
    win if you're still around on turn 10. Mina and Thorne
    join after you win this level.

    Scenario 5 - Lance, round 1
    Object: Defeat Lance!
    Commanders: Garett, Baldarov, Sabra, Mina, Thorne
    Placement: Place Garett, Baldarov, Sabra, Mina and Thorne
    Enemies:
    Lance/8 Horsemen
    Fighter/8 Soldiers
    Fighter/8 Dark Elves
    Knight/ 8 Horsemen (x2)
    Tips: The enemy tries to come in 'waves' designed to get
    around your defense; first Horsemen, then Soldiers,
    then Archers. With some fast-switching and moving you
    can adapt to this and have the best advantage, but it's
    difficult to pull off neatly. Baldarov dies, and it can't
    be prevented (unless you cheat and warp past this stage).
    You weren't using him much anyway, right? He basically
    wastes experience.

    Scenario 6 - Castle assault
    Object: Defeat Geryon
    Commanders: Garett, Sabra, Mina, Thorne
    Placement: Place Garett, Sabra, Mina and Thorne
    Enemies:
    Geryon/2 Royal soldiers
    Knight/6 Horsemen (x2)
    Fighter/8 Soldiers (x2)
    Fighter/6 Dark Elves
    Tips: This is a tough stage. It helps if Garett is already
    a Lord. Take defensive positions along the walls. At the
    end of the scenario, you get Calais back. For a slightly
    easier time, concentrate your forces. Put three commanders
    on the right, and send the commander on the left all the
    way around the top of the castle to join the rest (the
    commander doing the 'hail mary' will probably lose a few
    troops, don't stop to fight - just run for the cover of
    the other commanders). Calais and Tiberon join after this
    scenario, plus you win the Magic Shield!

    Scenario 7 - Lance, round 2
    Object: Save Bayard (kill Momus)
    Commanders: Garett, Sabra, Mina, Thorne, Calias, Tiberon
    Placement: Place up to 6 commanders
    Enemies:
    Momus (Fighter)/8 Dark Elves(x2)
    Serpent Knight/8 Lizard men (x2)
    Fighter/8 Soldiers
    Knight/6 Horsemen
    Lance/6 Horsemen (Turn ??)
    Knight/6 Horsemen (Turn ??)
    Tips: Bayard won't last long without your help. Save and
    restart if he does particularly badly during the enemies
    phase. After you cross the bridge, Lance shows up.
    Kick his butt again! When you're fighting the lizard
    dudes, DON'T put your troops right up to the edge of the
    bridge! Force the overgrown frogs to come on land to
    fight you. Bayard joins your forces after this level.

    Scenario 8 - Lance, round 3
    Object: Kill the commanders that are running away.
    Commanders: Garett, Sabra, Mina, Thorne, Calais, Tiberon, Bayard
    Placement: Place up to 7 commanders
    Enemies:
    Chief Commander/2 Royal Soldiers
    Fighter/8 Dark Elves (x2)
    Fighter/8 Soldiers (x2)
    Lance/6 Horsemen (Turn ??)
    Knight/6 Horsemen (Turn ??)
    Tips: Show no mercy! Pick off the commanders. Several
    will try to head north, make a run for it to prevent
    their escape. Lance shows up (again. Doesn't that
    guy ever quit?) from the bottom left. Kick his butt,
    then pick off the remaining enemies. This is a good
    stage to get experience and come back to before you complete
    scenario 10.

    Scenario 9 - Leviathan and pals (Lance, round 4)
    Object: Defeat the enemy commander, or Garett to top
    Commanders: Garett, Sabra, Mina, Thorne, Calais, Tiberon, Bayard
    Placement: Place up to 7 commanders
    Enemies:
    Serpent Knight/8 Lizard men
    Grand Knight/8 Soldiers
    Fighter/8 Soldiers (x2)
    Fighter/8 Dark Elves
    Giant Squid/8 Leviathans (x2) (Turn 2? or 3?)
    Lance/8 Horsemen (Turn 7)
    Tips: If you're an experience pig, send troops out
    to the two peninsulas to fight the water monsters.
    Take shelter in forests and force them to attack
    you from land. If you just want to coast through this
    level, stay in your original positions and let the monsters
    attack the enemies for you. Lance shows up on turn 7.
    Lance will attack you if you land on the shore.

    Scenario 10 - Magic Soak
    Object: Defeat the high priest guy
    Commanders: Garett, Sabra, Mina, Thorne, Calais, Tiberon, Bayard
    Placement: Place up to 7 commanders
    Enemies:
    Chief Commander/4 Royal Soldiers
    Serpent Knight/8 Lizard men (x2)
    Bishop/8 Dark Elves
    Arch Mage/8 Soldiers
    Fighter/8 Soldiers
    Grand Knight/8 Archers (Turn 10)
    Grand Knight/8 Horsemen (Turn 10)
    Tips: If Sabra is a dragon knight, or becomes one on
    this level, send her over to soak up the spells
    of the bad guys before you invade the castle.
    Reinforcements (NOT Lance) show up on turn 10,
    from the left as well as the bottom. Save a
    commander or two to deal with them. The commander
    on the left arrives with archers, the commander
    on the bottom arrives with soldiers. Carleon joins after
    this level, and you get the Wand.

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

    Scenario 12 - Recover Warsong
    Object: Pulverize Pithion
    Commanders: Gar, Sab, Mina, Thorne, Calais, Tib, Bayard, Carleon
    Placement: You cannot control placement on this level
    Enemies:
    Pythion/8 Royal Soldiers
    Chief Commander/6 Royal Soldiers
    Arch Mage/8 Fighters
    Bishop/8 Dark Elves
    Wizard/8 Dark Elves
    Grand Knight/8 Soldiers (x3)
    Tips: This is two-sided, and hard. Your troops are
    split with a wall between half your commanders.
    Don't fight Pithion until you've toasted the
    other enemy leaders. It may be prudent to kill
    at least one of the enemy leaders on the right
    side straight away so you don't have to deal with it's
    troops. You can't control the placement of your
    commanders. Consider getting just soldiers for
    the left side, horsemen for the bottom two
    commanders on the right side and soldiers for
    the top two commanders on the right. After this stage
    you get Warsong (POWER!) and the Evil Axe.

    Scenario 13 - Let's get stoned...
    Object: Defeat the basilisks
    Commanders: Gar, Sab, Mina, Thorne, Calais, Tib, Bayard, Carleon
    Allies: Lance
    Placement: Place up to 7 commanders
    Enemies:
    Basilisk/6 Styracosaurs
    Basilisk/4 Styracosaurs (x2)
    Great Slime/8 Slimes (x2)
    Queen Ant/8 Evil Ants (x2)
    Tips: Don't get troops for Sabra, start her out at
    the top, then send her straight up to sit right
    next to the box. When it looks like you're in
    trouble, move onto the box (turns all stoned people
    back to normal). Lance will also get un-stoned (but
    not the villagers. Weren't they turned to stone too?)
    and beat up the remaining enemies. From now on he'll
    fight on your side. This stage is great for experience,
    and the ants and slimes are a pushover. If you have
    a Saint, let the Tornados rip on the basilisks and
    kill them before they can heal (that way they don't
    get a chance to use their stone gaze). Don't bother
    bringing many troops along. Win the Amulet after this
    level. Lance joins you after this level.

    Scenario 14 - The WolfMan
    Object: Save a town from wolves
    Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
    Placement: Place up to 6 commanders
    Enemies:
    1 Werewolf
    Werewolf/8 Werewolves (x6) (After you defeat the loner)
    Tips: This is somewhat hard. Take defensive positions
    when you can. A fairly basic battle. The village
    will be attacked from both sides. Bring all the
    troops you can. The wolf leaders are VERY strong.
    Alternately, you can try this without troops. Have
    your heroes take shelter in the buildings and let
    the werewolves come to you. Rotate out damaged
    leaders, and use spells to lower the wolf troops
    down to 8 points. You lose the civilians this
    way, but it is easier to win and you probably
    don't need the money anyway.
    - (Thanks Abacrombie)

    Scenario 15 - And what's in the Pot?
    Object: Save the town from the great dragon.
    Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
    Placement: Place up to 4 commanders
    Enemies:
    Dragon
    Gorgon/6 Styracosaurs (x2)
    Shaman/8 Barbarians
    Tips: Send a flying knight (preferably Sabra) with
    some troops straight up to kill the shaman in
    the north. When you do, you'll open a Pot and
    a genie will come out and kick the dragon's butt.
    Time it to get the most experience from this one.

    Scenario 16 - Beat up the fleeing dragon
    Object: Kill the dragon. Again.
    Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
    Placement: Place up to 8 commanders
    Enemies:
    Dragon/8 Styracosaurs
    Gorgon/8 Carrion Crawlers (x2)
    Queen Ant/8 Evil Ants (x3)
    Great Slime/8 Slimes (x2)
    Tips: Send Mina and Calias with gaurdsmen to the
    left to waste the slimes. Send either a commander
    without any troops (and Warsong) south to beat up
    the ants, or use horsemen. Use Sabra to hide
    in inaccessible spots and drain the magic from
    the enemy leaders. The dragon is much weaker
    this time, and there's a Dragon Sword (+5/+3) in
    a chest to help you finish him off. The sword
    disappears at the end of the battle.

    Scenario 17 - Wyverns
    Object: Kill everything in sight
    Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
    Placement: Place up to 8 commanders
    Enemies:
    Gorgon/8 Styracosaurs (x2)
    Wyvern/8 Gargoyles (x6)
    Tips: Get several bunches of archers to toast the
    wyverns/gargoyles when they fly down. It helps
    to have one set killed off by the time the next
    arrives. Then you have the long, slow task of
    destroying the styracosaurs.

    Scenario 18 - Is there a Naxos in the house?
    Object: Kill Naxos
    Commanders: Gar, Sab, Mina, Thorne, Cal, Tib, Bay, Car, Lance
    Placement: Place up to 8 commanders
    Enemies:
    Naxos/8 Golems
    Living Armor/8 Skeletons
    Queen Ant/8 Evil Ants (x3)
    Great Slime/8 Slimes (x3)
    Tips: Just about the only way to beat up the golems is to use
    several magic spells in a row. Bring on the Thunder and
    Tornados! One you have an opening, Naxos himself is easy. You
    could also send flying troops in to finish him off. Yes, you
    could use an earthquake here (and on Scenario 19) but then you
    wouldn't have the pleasure of killing everyting! If you want
    an easy win, send Sabra/Lance up behind Naxos and kill him by
    turn 3. Lance leaves after this level.

    Scenario 19 - Death to Mortimus
    Object: Kill Mortimus
    Commanders: Gar, Sab, Mina, Thorne, Calais, Tib, Bayard, Carleon
    Placement: Place up to 8 commanders
    Enemies:
    Mortimus/8 Skeletons
    Bishop/8 Dark Elves
    Wizard/8 Dark Elves (x2)
    Lord/8 Royal Soldiers (x2)
    Fighter/8 Soldiers (x3)
    Tips: You can send your troops in two directions here. Go
    for it instead of trying to crowd all your troops through
    one narrow passage! The Monks are pretty good against the
    skeletons.

    Scenario 20 - Chaos
    Object: Kill Ganelon, then Chaos
    Commanders: Gar, Sab, Mina, Thorne, Calais, Tib, Bayard, Carleon
    Placement: Place up to 8 commanders
    Enemies:
    Ganelon/8 Styracosaurs
    Living Armor/8 Skeletons (x6)
    Chaos/8 Elementals (After you kill Ganelon)
    Tips: Send Sabra without troops along one side to drain the
    magic from the skeletons, then use her to drain Ganelon.
    Once she moves out of range of the skeletons she's trying
    to drain, they'll keep going for the main party. For a
    bit of fun, trap Ganelon on his throne until you can move
    everyone else up and surround the area where Chaos shows up
    (you'll never guess where..) Bring along several squads of
    archers and monks, because they make short work of the
    elementals. Only Sabra's griffons don't slaughter the
    elementals, so save them for mop-up duty. If you save your
    magic, you can totally demolish Chaos's forces if you are
    waiting for them.

    6. Items & Effects:

    Name - Attack adj./Defense adj., special effect
    Amulet - +0/+2, doubles sphere of influence
    Cross - +0/+2
    Great Sword - +2/+0
    Wand - +2/+0, increases spell damage by 1-2 points
    Shield - +0/+4
    Evil Axe - +8/-10
    Dragon Slayer - +5/+3, disappears after the battle
    Warsong - +4/+4
    Orb - +0/+0, magic cost reduced by 50%

    The Orb is one of the more interesting items. It cuts the cost
    of the spell by 50% *WHEN IT IS CAST*. If you don't have
    enough points to pay the full cost of the spell, you can't
    cast it even though you should be able to. (bug?) So, you
    can't cast that last 'Lightning' with only 2 MP left. This
    way, it doesn't quite double the number of spells you can cast.

    7. Characters available and advancement paths:

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

    Garett (Ledin) - Your main hero. If you lose him, your game is over.
    Advancement:
    Fighter -> Knight or *Lord
    Lord -> *King or Magic Knight
    Knight -> Knight Master

    Baldarov (Volkov) - Garett's bodyguard. Can't advance or gain exp.!
    Plus, he dies later (this is not preventable.) His troops are
    practically invincible though...
    Advancement:
    Sword Master

    Mina (Kris) - A travelling cleric Garett meets on the road.
    Advancement:
    Cleric -> Warlock or *Priestess
    Priestess -> High Priestess or *Saint
    Warlock -> Bishop or Wizard
    Wizard -> (same as Calais)

    Calais (Jessica) - The court mage of castle Baltia
    Advancement:
    Warlock -> *Cleric or Wizard
    Wizard -> Arch Mage or Magic Knight
    Magic Knight -> Ranger
    Cleric -> *(same as Mina)

    Sabra (Nahmu) - Commander of the Baltia troops
    Advancement:
    Fighter -> Knight or *Lord
    Lord -> *Dragon Knight or Magic Knight
    Knight -> Knight Master

    Tiberon (Tiira) - Reformed pirate & navy commander
    Advancement:
    Crocodile Knight -> Serpent Knight or *Knight
    Knight -> *Knight Master

    Thorne (Soun) - One of Lord Carleon's Knights
    Advancement:
    Fighter -> Knight or *Lord
    Lord -> *Magic Knight
    Knight -> Knight Master

    Bayard (Albert) - Commander of castle Anzel
    Advancement:
    Fighter -> Knight or *Lord
    Lord -> *Magic Knight
    Knight -> Knight Master

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

    Lance (??) - One of emperor Pithion's commanders
    Advancement:
    Dragon Knight

    Note: If you follow the recommended advancement paths, you will have
    1 King, 2 Saints, 1 Dragon Knight, 1 Knight Master and 3 Magic Knights.

    8. Troop comparisons:

    Troops can't usually do more damage than they have points; that
    means that a troop that is at 7 HPs can only do 7 points of damage.
    There are exceptions when att/def scores of fighting troops are
    drastically different. Sometimes a fighter or two can get several
    attacks on the enemy. Commanders max damage depends on their HP
    level:

    HP 10: 10 damage
    HP 8-9: 9 damage
    HP 6-7: 8 damage
    HP 4-5: 7 damage
    HP 2-3: 6 damage
    HP 1: 5 damage
    (Thanks *****)

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

    Archers - The weakest offensive and defensive stats, but they get
    to shoot first (before the enemy can get to them) so they may
    destroy many of their opponents. They get a 40% bonus when
    fighting in the forest. (Thanks *****)
    Good against: Horsemen, Mermen, Elementals
    Weak against: Soldiers

    Soldiers - The basic, average troops. If they can't physically
    reach the enemy, they fling spears like archers (slightly weaker)
    They appear to get a 25% bonus to defense when fighting archers.
    Good against: Archers (not *that* great)
    Weak against: Horsemen

    Horsemen - Mounted troops. Somewhat stronger Attacking, but lower
    defensive strength makes them vulnerable to ranged attacks.
    Good against: Soldiers, Mermen
    Weak against: Archers

    Mermen - Aquatic troops. Extremely strong in the water, but weak
    everywhere else. They can also move quickly through water.
    They seem to get a 50% bonus to defense when fighting in water.
    Good against (when fighting from water): Soldiers, Horsemen
    Weak against: Archers

    Griffons - Flying troops. They are very strong soldiers, can
    move quickly over any terrain, but have a slightly low defense
    Good against: Soldiers, Mermen
    Weak against: Archers

    Guardsmen - Weaker Holy troops, temple acolytes. They have low
    scores but get special bonuses vs. some creatures.
    Good against: Slime
    Weak against: Pretty much everything else

    Monks - Slightly stronger Holy troops. They use a ranged attack
    like Archers and are a little stronger defensively.
    Good against: Horsemen, Slime, Undead
    Weak against: No special weaknesses

    Citizens - Cannon fodder. Speed bumps. They are only useful to
    temporarily slow the enemy down. Don't rely on these troops to
    last long enough for you to waste your time.

    8.1 Player/Enemy troop comparisons

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

    Class AT DF MV
    ----- -- -- --
    *Barbarian 19 14 6
    *Slime 19 20 6
    *Dark Elf 20 14 7
    *Royal Soldier 24 18 6
    *Lizard man 23 6 *8
    *Leviathan 23 17 *8
    *Gargoyle 27 14 *8
    *Styracosaur 23 24 6
    *Evil Ant 19 16 8
    *Werewolf 25 17 6
    *Carrion Crawler 20 24 6
    *Skeleton 24 21 6
    *Golem 19 40 6
    *Elemental 23 20 *8


    9. Commander class comparisons:

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

    *Enemy leader

    Troop codes:
    S - Soldiers, H - Horsemen, A - Archers, M - Mermen
    K - Monk, G - Guardsmen, F - Gryphon

    Spell codes:
    A - Magic Arrows, F - Fireball, Th - Thunder, To - Tornado
    L - Lightning, E - Earthquake, B - Blizzard
    H1 - Healing 1, H2 - Healing 2, H3 - Healing 3. C - Confusion, S - Sleep

    10. Spells:

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

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

    11. Codes and Cheating:

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

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

    12. Rumors, reported codes & comments:

    Press Up/Right + A + B while highlighting Garett on the recruit soldiers
    screen. Supposedly grants all items but sets gold to Zero. Sega says
    this code has been removed (it doesn't seem to work on my Warsong).
    It is rumored to work on the Japanese version of Warsong.

    Move Garett to Bottom-Left corner on Level 2. Supposedly maxes out
    experience. This doesn't seem possible.

    13. Nitpicks

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

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

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

    14. Thanks & credits to:
    Darin Mackiewicz -
    For working out the advancement paths and commander relative
    strengths!

    Abacrombie - Strategy tips

    ****? - Somebody sent me an AWESOME text file (warsong.wri)
    listing a lot of stuff about the different scenarios,
    spell damage and a bunch of other bits. If you can tell
    me who you are, I'll happily add you here.

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