LANGRISSER DRAMATIC EDITION MANUAL TRANSLATION LANGRISSER I PROLOGUE In ancient times, the secret sword of legend, Langrisser, was praised for the unlimited power that it gave to its wielder. As a result of the common people's avarice for that sword, it was mutually agreed to protect the sword from the viewing of the surrounding people, in order to prevent the spilling of much blood. Presently, however, the royal lineage of the Baldea kingdom, descended from ancient heroes who protected Langrisser throughout the ages, has left it to its trustee. But now, the peace is crumbling. His majesty, Dalshis Emperor Digos, has amassed an army to lay siege to Baldea Castle and obtain Langrisser. He wants to obtain the sword to realize his grand ambitions of world conquest. CHARACTERS Ledin (Fighter / Protagonist) Prince of the Baldea Kingdom. With the sword Langrisser, he escaped as the Dalshis Empire was sighted surrounding the royal castle. He strives to regain his native country, in a war to overthrow the Dalshis Empire. Chris (Cleric) Aiming to become a priestess, Chris was on a pilgrimage. On the way through the invaded country, she penetrated the raid, and aided Ledin's exit. Thereafter,she hugs Ledin with the warmth of her affection, together fighting with determination. Volkoff (Swordmaster) An old drilling knight of Baldea Kingdom. By the order of Baldea's king Isaac, Ledin and him both escape from the castle. Despite his advanced age, he has remarkable skill as a tactician. Narm (Fighter) As a woman that excels in horsemanship, she served as captain of Baldea's personal guard corps. In resisting the fall of Baldea Castle, she directs Ledin and Volkoff to the outer keep, then returns to the castle to aid King Isaac. Isaac (King) King of Baldea Kingdom, father of Ledin. Continues to protect Langrisser, even as he receives the invasion of Dalshis Empire's Emperor Digos. Jessica (Oracle) As chief diviner, she warns the king to prepare for war, as the royal palace will be captured. After the death of King Isaac, she is the only person who understands the secret of Langrisser. Digos (Emperor) Dalshis Empire's emperor. He holds an ambition for world domination, as he plans to place his hand on the Langrisser. Zeld (Lord) The man who exists like the right arm of Digos. Was in command during the invasion of Baldea Castle. The power that he has is feared by neighboring countries. Lance (RoyalGuard) As captain of Dalshis Empire's personal guard corps, he bears the distinct title of Black Knight. Yet due to his bravery and character, he harbors a deep personal hope for those inside the empire. LANGRISSER II PROLOGUE Hundreds of years after the events of the first ... The Baldea Kingdom has already ended, and now Langrisser has faded to a sword of legend once again. However, the continent has once more seen the beginning of an invasion by a foreign state. This time, the enemy is the Ligurd empire. Dark Prince Boser is behind it, and it's said that Alhazard (the evil sword that opposes Langrisser) is involved. The Ligurd empire that obtained Alhazard seeks to release its sealed true power, and at the same time, many people must fantasize that when the empire is defeated, the Unity of the Continent ambition that it holds will go with it. CHARACTERS Erwin (Protagonist) Bereft of his parents since childhood, he continues his travels as an adventurer. Besides his strong sense of righteousness, there's also a charm about him that attracts those around him. Liana (Cleric) A childhood friend of Hein's. She was a shrine maiden at the Shrine of Light in the nearby territory of Salrath. When the place was seized by the Ligrud empire, its distress call was answered by Erwin, and now she travels with Erwin. Hein (Oracle) A mage that resided in a village near the Salrath territory. From the time that he met Erwin, the congeniality in their relationship was as good as the relations of close friends. The capability of his magic is an unknown. Cherie (HawkKnight) A daughter of noble birth from Kalzas castle, which reigns over the western part of the continent. Due to her wild personality, she sneaked away from the castle, and polished her skill with the sword. In her opposition to the Ligurd empire, she recruits responsible groups from various parts of the country to continue the fight. Keith (HawkKnight) As captain of the Kalzas castle flight squad that was managed by Cherie, he was under Cherie's direct command. His dispassionate composure during battle causes him to be an able soldier. Imelda (General) This army mistress commands the Ice Dragon infantry. Due to her coldheartedness and lofty pride, she uses any means necessary to triumph. She is feared not only by her enemies, but also by her subordinates. Leon (RoyalGuard) Serves as captain of the Blue Dragon cavalry. His military career boasts numerous glories and no defeats. He has the deep confidence of his subordinates. He has zeal for his monarch. Chaos Dark god that administers turmoil. He is also the patron of all of the vice in existence. Boser (DarkMaster) He prepares to summon Chaos by acting as a scourge himself. This time, he utilizes Emperor Bernhardt, who schemes to obtain Alhazard and Langrisser. ? (DarkPrincess) A stratagem designed to manipulate Boser, in the form of a DarkPrincess. Her birth and personal history are shrouded in mystery. She has obtained the power of Darkness, and can use powerful magic. BEGINNING THE GAME While the disc is stopped, turn on the power, and the demo begins. When you push the Start button, the title screen appears. When you push it again, the screen appears that chooses "I" or "II". To play the game, move the direction button right or left to choose, and push the C button as your decision. Next, the opening movie begins to play, and then the game begins. GAME OVER If a defeat condition is ever satisfied, Game Over appears. Push a button to return to the opening screen. ABOUT SAVING The game can save either on internal RAM or cartridge RAM (separately sold power memory). In order to save I and II, 165 empty space is needed. There are two types of saves: one performed at Scenario Clear, and one performed in the course of a scenario. - Saving when scenario clears When Scenario Clear appears, a maximum of 3 slots can be saved. - Saving in the course of a scenario 1 slot of data can be saved in play. Before you fight a powerful enemy, you should utilize the save feature. The save can be created in the Setup Menu. Moreover, after the end of a player phase, a save can be performed. ABOUT LOADING Both types of save data are similar, in the way that load data can be done on both types. It can be done when the game begins or in the Setup Menu while in play. CONTROLS Game Menu L,R No use When a situation shows only 1 screen, push to switch pages Start Open Setup Menu No use A,C Decide. Menu. Show data Decide B Cancel Cancel X Ascertain move range Description of item Y Press this and the direction key No use to move the cursor at a higher speed Z Show last action of character Change character DIRECTION OF GAMEPLAY In the game, a Scenario Clear occurs when a victory condition is satisfied. 1) Show Continent diagram Shows the route of advance for the player's army and operating units, as well as the story, victory conditions, and defeat conditions of the scenario. 2) Prepare to attack First, hire mercenaries, then equip items, and then prepare to perform a normal attack. (You'll get items in the course of the game). Pay attention to your supply of money. Select the Action command, then select the Order command for the commander (char). - Soldier assignment Select the commander to designate for soldier assignment, and if the commander can hire mercenaries, the screen shows it being executed. If you have the money available to hire mercenaries, please select the number of soldiers to hire, increasing the number with the C button, and decreasing with the B button. A single commander may only be assigned one type of mercenary, but 3-6 units. You can select the number of mercenaries, but not the type of mercenary, as the class of each commander differs. Once the number is decided, select Decision. - In many situations, selecting a type of mercenary causes a cursor to display. With the right and left of the direction button, you can see how mercenaries of the outer screen are structured. - Since the mercenaries have been employed and used in the scenario, in the next scenario, they continue to be employed. - Equipping items Select Equip Item, then select the commander to equip the item. Next, choose between Equip, Buy, and Sell. Push the B button to return to the previous screen. Only Part I applies to the 14th-18th pages, as other chars won't display on the top of the screen. Push the L/R buttons to display other chars. Equip ... how a held item is equipped There are two types of items: Gear and Other. One of each can be equipped at a time. Select the item that you would like to equip, in order to execute your decision. When you select one that can't be equipped, Can't Equip is shown. Items that can't be equipped are shown as dim. Shown on the diagram: Data of the commanders that can equip the item, the list is formed such that commanders that can't equip the item are dimmed, Money that you have, and Sale price of the item. Buy ... inventory differs in each scenario's shop. In addition, when the cursor is on an item that commanders can't equip, the data is shown as dim. Sell ... unneeded items can be sold. However, neither equipped items nor items like Langrisser can be sold. When the cursor is on a suitable item, push the X button to learn the effect of the item. Shown in the diagram: Price of items that can be sold For each commander that doesn't Equip, his equip screen shows that another commander can equip. In Buy and Sell, the screen shows for whom. The Z button changes for which char. - Commander placement Select Commander Placement, then decide which commander (char) to designate for placement. A flag is on the map in certain places that can be chosen for commander placement. However, every scenario has fixed rally points. In addition, the names of commanders that have finished placement are dimmed. - Begin battle When all commanders have finished preparations, select Begin Battle. Thereafter, save confirmation may occur. - Opening maneuvers When you select Begin Battle, the game decides whether to save first, or merely execute. If it saves here, at the moment that you prepare to begin the battle, you can re-start, and the game begins with placement and assigning of soldiers, which is useful when you wish to redo. It's also easy to do opening maneuvers. The commander of personal troops has a subordinate unit, and he orders it to execute a maneuver. The sequence repeats until one side wins. 4) Layout of screen Various information is shown on the screen. Ordinary units that are allies face the right, yet enemies are shown as facing left, and units under the cursor can merge such that all members of the units are on the same side (unit). Magic mark When magic has been applied to a unit, that is shown. Which magic has been applied can be seen by the magic abbreviation symbol of the information window. Order icon This mark is only attached to a commander. It shows the contents of an order to subordinates. Unit mark This mark shows to which side a unit belongs. Allies are blue, enemies are red, and NPCs are green. E mark When a unit's action has ended, it shows the E mark, and it can no longer move. Unit symbol Shows type of unit. When its action has ended, the unit becomes black and white. HP (life energy) It's blue for allies, yellow for enemies. It decreases. 10 is the most damage that you can take, and the unit disappears when it reaches 0. - Layout of information window - When cursor is not on any unit Terrain modifier of the terrain at the position of the cursor, Scenario number, Turn number - When cursor is on a commander unit Type of magic that has been applied to the unit, Unit symbol, class, Terrain modifier of the terrain at the position of the cursor, Terrain that unit prefers, Kinesthetic modifier of the unit that adjusts the overall terrain modifier (Upper level is the terrain modifier, lower level is the kinethetic), Name, Experience meter, Equipped items. - When cursor is on a mercenary unit Same as above, without Experience meter and Equipped items. The name of the unit's commander is displayed, not the name of the unit itself. Type of Magic symbol Green characters indicate magic that is beneficial to a unit and its comrades. A = Attack. P = Protection. R = Resist. Q = Quick. Yellow characters indicate magic that is harmful to the enemy. S = Sleep. Z = Zone. C = Charm. M = Mute. D = Decline. Explanation of terminology Terrain modifier ... the terrain confers a beneficial value to those that are on defense in the confrontation. Kinesthetic modifier ... an attribute of the unit (form of motion) in its relation to the terrain can confer a beneficial value to those that are on defense in a confrontation. (Example: Mermen are strong on water). Command modifier ... Inside the command range of the commander, subordinates receive a bonus. There's an attack modifier and a defense modifier. The commander himself doesn't receive a bonus. About command range As for command range, a commander confers his command modifier to his own subordinates within the command range. For subordinates inside the command range, the command modifier serves as a bonus. However, the same is true for enemy commanders. When the cursor on the map meets a unit, the command range of its commander is displayed. Show commander data When the cursor meets a commander and the C button is pushed, the commander data is shown. Explanation of fatigue When an enemy's HP is low, its attack frequency decreases, and this decrease continues as an opponent inflicts damage. In addition, when the commander of an enemy falls, the squad is annihilated. In this case, when the subordinate disappears, its experience value is not gained by anyone. Conversation Many events are scripted, like reinforcements appearing in the game, or finding an item. The C button progresses to the next message. In addition, voices can be skipped with the B button. 5) Level Up and class change When an enemy falls, the commander gains its experience value as a bonus. If much is earned, the character grows stronger, as a method of improvement (even if a commander's subordinate defeats an enemy, the commander still gains the experience value). Upon Level Up, as abilities increase, new spells may be learned. Furthermore, the range and power of magic increase, as do physical defense and offense. If the level reaches 10, you can perform a Class Change. It's the same way about Class Change, in that your character grows stronger as an improvement. Moreover, during a class change, spells are learned, physical offense increases, physical defense increases, MP increases, and the type and number of mercenaries changes (refer to following description). Furthermore, the mercenaries can carry over. About number of mercenaries The number that can be employed rises and falls with class change. This condition involves a calculation of between 2 and 7 like this: "2 or less is made 3", "7 or more is made 6". This is how the correction is done. CLASS CHANGE CHART Langrisser I ,- KnightMaster ,- SilverKnight --' -- GrandKnight Ledin Fighter --', '- Lord --, -- SwordMaster '- General ,- DragonLord ,- HawkLord --' -- KnightMaster Narm Fighter --', '- Lord --, -- GrandKnight '- General ,- Captain ---- SerpentLord Taylor Pirate --', '- SilverKnight ---- GrandKnight ,- ArchMage ,- Sorceror --' -- GrandKnight Jessica Warlock --', '- Paladin --, -- HighPriest '- Sage ,- HighPriest ,- Cleric --' -- Sage Chris Sister --', '- Paladin --, -- ArchMage '- GrandKnight ,- SilverKnight ---- KnightMaster Thorn, Albert, Fighter --', and Hawking '- Lord ---- General ,- KnightMaster ,- SilverKnight --' -- SwordMaster Lance Fighter --', '- HawkLord --, -- DragonLord '- GrandKnight Langrisser II ,- Sage ,- HighLord -', ,- Lord --' -, ,'- General Erwin Fighter --', ',- SwordMan -' -, '- SilverKnight --, -' ,'- SwordMaster '- Highlander -,' '- KnightMaster ,- ArchMage ,- Mage -', ,- Sorceror --' -, ,'- Sage Hein Warlock --', ',- Saint -' -, '- Paladin --, -' ,'- SwordMaster '- Priest-,' '- HighPriest ,- HighPriest ,- Priest -', ,- Cleric --' -, ,'- Sage Liana Sister --', ',- Saint -' -, '- Paladin --, -' ,'- ArchMage '- Mage -,' ' SwordMaster , Ranger ,- HighLord -', ,- Lord --' -, ,'- SwordMaster Aaron Fighter --', ',- SwordMan -' -, '- Paladin --, -' ,'- Sage '- Saint -,' '- DragonLord ,- General ,- HighLord -', ,- Lord --' -, ,'- SwordMaster Scott Knight --', ',- SwordMan -' -, '- SilverKnight --, -' ,'- KnightMaster '- Highlander -,' '- DragonLord ,- DragonLord ,- DragonKnight -', ,- Captain --' -, ,'- SerpentLord Lester Pirate --', ',- SerpentKnight -' -, '- Assassin --, -' ,'- KnightMaster '- SwordMan -,' '- SwordMaster ,- KnightMaster ,- HighLord -', ,- SilverKnight --' -, ,'- SwordMaster Rohga Gladiator --', ',- SwordMan -' -, '- Assassin --, -' ,'- General '- Highlander -,' '- Ranger ,- DragonLord ,- Saint -', ,- Necromancer --' -, ,'- Sage Lana Shaman --', ',- Summoner -' -, '- Sorceror --, -' ,'- Zauberer '- Mage -,' '- ArchMage ,- General ,- SwordMan -', ,- Assassin --' -, ,'- SwordMaster Sonya Knight --', ',- Mage -' -, '- SilverKnight --, -' ,'- ArchMage '- Highlander -,' '- KnightMaster ,- GreatDragon ,- Phoenix -', ,- Serpent --' -, ,'- Jormungandr Esto Scylla --', ',- Kraken -'-, '- Lich --, -' ,'- VampireLord '- Succubus-,' '- IronGolem ,- GreatDragon ,- Phoenix -', ,- Cerberus --' -, ,'- MasterDino Osto Werewolf --', ,'- Minotaur -' -, '- Dullahan --, -' ,'- IronGolem '- LivingArmor -,' '- VampireLord ,- General ,- HighLord -', ,- Lord --'-, ,'- SwordMaster Leon Knight --', ',- SwordMan -' -, '- SilverKnight --, -' ,'- KnightMaster '- Highlander -,' '- DragonLord ,- ArchMage ,- HighLord -', ,- Lord --' -, ,'- SwordMaster Vargas Fighter --', ',- SwordMan -' -, '- Assassin --, -' ,'- General '- SerpentKnight -,' '- SerpentLord ,- Zauberer ,- Mage -', ,- Sorceror --' -, ,'- ArchMage Imelda Warlock --', ',- Saint -' -, '- Assassin --, -' ,'- Sage '- SwordMan -,' '- SwordMaster ,- General ,- Saint -', ,- Sorceror --' -, ,'- Sage Egbert Warlock --', ',- Mage -' -, '- Necromancer --, -' ,'- ArchMage '- Summoner -', '- Zauberer ,- Ranger ,- SwordMan -', ,- HawkLord --' -, ,'- Sage Cherie HawkKnight --', ',- DragonKnight -' -, '- SilverKnight --, -' ,'-DragonLord '- UnicornKnight -,' '- KnightMaster ,- SerpentLord ,- SerpentKnight -', ,- HawkLord --' -, ,'- DragonLord Keith HawkKnight --', ',- DragonKnight -' -, '- Lord --, -' ,'- KnightMaster '- HighLord -,' '- General EXPLANATION OF UNIT ABILITIES AND TERMINOLOGY Every unit is the holder of various abilities. Moreover, the abilities are represented by the following terms. - Abilities of all units class Type of unit. As various classes grow, their abilities change differently. A AT This number to a large extent influences how much damage is inflicted on an enemy. D DF This number to a small extent influences how much damage is received from an enemy. HP In every unit, the maximum is 10. When an attack is received, it decreases, and if it reaches 0, the unit disappears. When a unit's commander reaches 0, the unit is totally destroyed. This number to a large extent becomes beneficial when facing an enemy attack. Furthermore, only a commander can do Heal, which restores 3 HP points. Moreover, when a commander's subordinate is placed adjacent to him at the beginning of a phase, the subordinate has 3 HP restored. MV 1 point indicates the distance that can be moved at a time (due to mass). However, it can change due to terrain. Kinesthetic The aspect of how a unit moves. For example, Flying Soldier flies through the air, and it has the bonus that for almost all terrain, it functions like a unit of that terrain's type, without actually changing. - Abilities held only by a commander L LV When experience value accumulates, it can reach a milestone. Higher levels benefit might and magic. Again, although class change can be done at Level 10, that returns you to Level 1 in your new class. Experience value meter When the unit itself (commander) or a subordinate defeats an enemy unit, the commander receives the experience value. If the meter becomes full, Level Up occurs, abilities rise, and spells are learned. Command range The unit's own subordinates receive benefits in battle when they are within this domain. A+ (attack modifier) When inside the command range, a subordinate receives the addition of this as a command modifier. D+ (defense modifier) When inside the command range, a subordinate receives the addition of this as a command modifier. MP Decreases as magic is used. Heal restores 2 points of MP. Spells Each class has different spells. Level Up adds spells, increases spell range, and strengthens spells. Mercenary Each class has a different mercenary. When class change occurs, the type of mercenary also improves. EXPLANATION OF MENU SCREEN COMMANDS Menu commands comprise a large portion of two types of menus: the Main Menu and the Setup Menu. Main Menu This menu of commands gives orders to a unit. To issue orders, when the cursor meets a unit, push the C button and the Main Menu appears. For an order, select the command, and push down the C button. (Annotation) E mark means a unit has already been given an order. However, the Order command of a commander unit can be used any number of times. Move (all units can use this command) Range of movement is shown on the map. NPCs and enemies can move over their own army units. The Box-type cursor is movable with the direction buttons. Decide upon a destination with the C button as a provisional decision (this step can be undone with the B button). Once you have already pushed the C button, the E mark is shown to indicate that the action has completed. The moment that you have made a provisional decision on a destination, the distance to attack enemies is calculated, and an attack on an enemy can be executed. Attack (all units can use this command) Select this command, once you have made a provisional decision on where to move with the Move command and it's a situation where you're within range to attack an enemy, and the cursor changes to a sword or a bow type. This shows that you're inside the range where you can attack one enemy unit via the attack mechanism. However, when you activate the attack mechanism, the enemy also counterattacks. When you don't want to carry out an attack, and the cursor meets your own unit, please push the C button (when you make a provisional decision to move, and the attack occurs, the cursor returns to Box-type). When you have already pushed down the C button, and after the attack action has completed, the E mark is shown. (Annotation) Regarding the attack range of a unit, for most units it's when the unit is adjacent to an enemy unit (up, down, left, right), but for elves and ballistas (units with ranged attacks), they can attack units from afar. Magic (only commanders use this command) First, the magic menu shows the spells that can be cast. When you decide on a magic with the C button, the casting range (distance that the magic can reach) is shown on the map. At that time, the cursor changes to Staff-type, as it acknowledges the spell that you want to apply, and push the C button to show the effect range (range of the occurrence effect of the magic). When you push the C button for confirmation, the magic is executed. Before execution, you can press the B button to return. Each spell that you decide on consumes MP, and if the remaining MP are less than the amount required for another cast, that casting may be unavailable. (Annotation) After executing the Move and Attack commands, you can no longer use the Magic command for that turn. Heal (only commanders use this command) When a commander uses this command, it restores 3 points of HP and 2 points of MP. (Annotation) After executing the Move and Attack commands, you can no longer use the Heal command for that turn. Order (only commanders use this command) The method by which you direct your subordinates, which are under the automatic operation of the computer. The Order command installs 4 possible types, such that when the phase is completed and the E mark appears on the unit, Manual orders need not be executed by the unit, as the contents of the orders occur automatically. Battle The action executed is a balance of offensive and defensive plans. Charge To pursue battle, the actions selected focus on attack. Defense Use the attack mechanism to guard itself. Manual Automatic operation of the unit doesn't occur. (Annotation) This command determines to what extent actions are managed. When the game begins. Battle is installed as the default Order. Setup Menu At the end of a phase, the menu of commands can perform setup. During gameplay, push the Start button and the Setup Menu appears (or when the cursor isn't on a unit through the C button). Push down the C button to select the orders for each command. Save Store 1 file of data during the course of a scenario. Load Load data that has been saved. Victory Conditions While playing a scenario, show the victory and defeat conditions. Game Setup Toggle different variables about the environment in which the game is played. Select up and down on the direction buttons to go through commands, and decide on a setup with the C button. After a decision, you can use the B button to return to a previous state. game setup Setup the length of the wait interval of the enemy phase and cursor speed. info setup Setup the speed of showing messages. battle scene Omit individual battle scenes. PCM Toggle PCM sound effects. high speed battle Switch ON/OFF to change the speed of battles. End Phase Ends the phase of your own army, and begins the phase of the enemy. (For an NPC situation, the NPC unit's actions are completed during the enemy's phase). During the phase of the enemy, push the B button to continue onward, changing the game into high speed. When the waiting interval is shortened, it's difficult to ascertain the enemy's actions. It should only be used under the proper circumstances. (Annotation) You must use this command as an action, otherwise the game does not progress. ATTACK CORRELATION INFO The attack attribute of one unit type versus another can be advantageous or disadvantageous. By analyzing the relationship, you can devise new attack strategies, leading to improved performance. A: Advantage mA: minor Advantage D: Disadvantage mD: minor Disadvantage The chart is symmetric. When a type has an advantage as an attacker, it has a disadvantage as a defender. And vice versa. Attacker (row) \\\\ Defender (column) Infantry Monk Spear Cavalry Adapted Cavalry Flier Infantry Monk Spear D D Cavalry A A D Adapted Cavalry A A D Flier mA mA mA mA mA Bandit A D D mD Aquatic D A D D mD Gel D Demonic (no correlation with any other type) Monster (no correlation with any other type) Infantry Monk Spear Cavalry Adapted Cavalry Flier Barbarian D D mD Mage A D D mD Ghost D A Undead D Archer mA mA mA mA mA A Ballista mA mA mA mA mA Dragoon (no correlation with any other type) Bandit Barbarian Mage Archer mA mD mD Ballista mA mD mD MAGIC SUMMARY Effect range and power vary as you level. ATT = Attribute TAR = Target. E = Enemy, A = Ally CR = Casting range ER = Effect range. U = Unit. Q = Squad. S = Squares (mass part). UMP = Used MP - Sorcery Magic name ATT TAR CR ER UMP LV Effect of use Magic arrow E 5 1U 1 1 An arrow of fire of is aimed and shot at the enemy Blast E 2 1U 10 6 Shoots a powerful arrow of pure energy Thunder Thunder E 7 1Q 4 5 Conjures a thunder cloud, and thunder falls on the enemy sqaud Fireball E 4 3S 2 3 Causes the emission of an explosion in the atmosphere, which inflicts damage on the enemy Meteor E 8 2S 8 2 Conjures many meteorites to fall, and they fall aimed at the target Blizzard E 0 4S 3 3 Causes a sudden cooling in the atmosphere, which produces a snowstorm with a localized target Tornado Wind E 0 3S 2 2 Manipulates wind such that a huge tornado is formed TurnUndead Holy E 0 4S 5 2 Only undead in range of the commander disappear Earthquake Earth E 0 5S 12 3 A poltergeist causes the earth to shake with powerful magic - Recovery magic Magic name ATT TAR CR ER UMP LV Effect of use Heal1 Ally 6 1S 2 2 An allied unit in range has 3 HP restored Heal2 Ally 6 1S 4 4 An allied unit in range has all of its HP restored ForceHeal1 Ally 6 1Q 3 3 All the units of 1 squad have 3 HP restored ForceHeal2 Ally 6 1Q 6 5 All the units of 1 squad have all of their HP restored - Hexes and abjurations Magic name ATT TAR CR ER UMP LV Effect of use Sleep Spirit Enemy 3 1S 4 2 Induces sleep in an enemy. While sleeping, it can't attack Mute Enemy 5 1U 3 4 Vibrates the air of enemy environs in a way that seals the use of magic Protection1 Ally 5 1Q 2 6 For 1 turn, raises the defense strength of an entire squad +3 Protection2 Ally 5 1Q 4 6 For 1 turn, raises the defense strength of an entire squad +5 Attack1 Ally 5 1Q 2 5 For 1 turn, raises the attack strength of an entire squad +3 Attack2 Ally 5 1Q 4 5 For 1 turn, raises the attack strength of an entire squad +5 Zone Enemy 6 1U 6 7 Temporarily changes the command range of the enemy to 0 Teleport Ally 16 1Q 5 4 1 allied squad is instantaneously moved to a preferred place Resist Ally 8 1Q 2 4 For 1 turn, the magic resistance strength of 1 squad is raised Charm Spirit Enemy 4 1Q 6 3 A magical charm, temporarily changes 1 enemy squad to allied Again Ally 3 1Q 10 5 When a squad's action ends, lets them act a second time Quick Ally 6 1Q 5 4 For 1 turn, raises the mobility of an entire squad +3 Decline Enemy 5 1Q 5 2 For 1 turn, reduces the magic resistance value of an entire enemy squad -15 Explanation of magic type Thunder = Causes additional damage to units on water Wind = Causes additional damage to flying units Holy = Slays undead (excluding commander) Earth = Flying units are unaffected Spirit = Undead are unaffected Details about magic Sleep, Mute, Zone, Charm These spells don't always succeed. The level of the character that casts the spell is compared to the level of the target, and the higher the ratio, the higher the success rate. In addition, as the level of the target increases, not only is the effect more difficult to begin, but there's also a small connection with how quickly it unravels. Mute, Zone, Charm These spells aren't used by subordinates of the enemy. Heal1, Heal2, ForceHeal1, ForceHeal2 When using these spells, the experience value gained by restoration is proportional to the number of units affected. However, when used on a unit that has 10 HP, that doesn't count. POINTERS FOR MASTERING THE GAME - Use the commander well Use the commander's magic to restore the HP of his subordinates. Being in range of the commander is beneficial to subordinates' battle performance. In addition, the Order command can set subordinates to automatic operation, saving you work and letting you focus on strategy. - For when the commander is defeated When it's one of the defeat conditions that a commander is defeated, a Game Over occurs, but if it's not a condition, then the commander will be resurrected in the next scenario. However, loss of commanders affects the clear bonus of a scenario, not to mention that all of their mercenary subordinates will be destroyed. Also, if a commander is defeated a certain number of times, that will change the game's ending. - Mercenary survivors can also grow If you seldom lose mercenaries, the computer records this on Scenario Clear, and if you attain a certain number of survivors, the attack modifier of allied commanders increases by 1 point. There is no other method to increase attack modifier. - When experience value accumulates If experience value accumulates, level and class increase. If an enemy commander is defeated, the squad is totally destroyed, and the experience value of his subordinates doesn't accumulate. When you have a surplus of strength, you should defeat the enemy subordinates one by one, so that more experience value accumulates. In addition, when an allied commander reaches the Scenario Complete time, bonus experience value accumulates. - Use magic well If magic is used well, it can let even a weak commander stand against the enemy, and growth will be overdue. You shouldn't only use sorcery, but also make effective use of hexes and abjurations, like Attack and Protection. - Quickly restore HP and MP A commander's Heal command restores 3 points of HP and 2 points of MP. Subordinate units that are adjacent to the commander (up, down, left, right) can recover 3 points of HP every turn, so use this concept for effective arrangement of your units.