LANGRISSER 2: INSERT SUBTITLE HERE Alright, I guess there isn't a subtitle, but they are good for dramatic effect. Welcome to my, Disastrous Fate's, grand Langrisser 2 strategical FAQ. This is the first time I have ever written a FAQ, and I don't consider myself a master of Langrisser or of the English language. I do consider myself the master of the Fruit Loops bird, but thats another story altogether. If you wish to contact me, my email address is: Phystarstk@aol.com. If possible I will reply. Good news! Pyrolight has allowed me to include his fine in-depth FAQs into my FAQ. Now you can get all of your Langrisser 2 goodness in one bite sized FAQ. I'll put credit for him where it is due. Here I should put the table of contents or something: *-Not completed +-I may never complete. -1.Introduction -2.Version History -3.Strategy* a.Intro b.Beginner's Strategy c.Semi-Advanced Strategy d.Tactical Rules e.Scenarios* -4.Spells/Items/Weapons/Armor List+ -5.Classes* a.Pyrolight's Class FAQ (written completely by Pyrolight without my help) b.My Class Information (written completely by myself)* -6.Characters* -7.Secrets* a.Pyrolight's Secret Tile FAQ (written completely by Pyrolight without my help) b.Codes* -8.Thanks/Links 1.Introduction I made this FAQ starting on June 5th, 2001 because of the lack of information on this game anywhere on the web. Currently there is very little information in this FAQ, but I hope that it will at least get new players started, and, eventually, will be a good source of information ont he game in general. This is copyright Disastrous Fate 2001, copy it and you will be raped by chickens, etc. etc. 2. Version History Yes the ultimate part of the FAQ and the only reason you are reading it: VERSION HISTORY. After this the FAQ is all down hill... seriously. I try to make my version numbers as insanely impossible to understand as I can. 7/22/01-I wasn't going to release Beta Version Alpha Omega .0001.03, but I decided to after talking to a fellow Langrisser fan. This version has really been done for well over a month, but I didn't want to release it yet because it isn't as completed as I wanted it to be. Sorry, but a mixture of loss of interest and laziness has prevented me from finishing it. Check out CoolCloud's upcoming FAQ because I'm sure it'll kick ass. Beta Version .0001.03 Alpha Omega 6/6/01-6/12/01 -Found Hiryuu's REAL new address and changed the address to it. -Added Pyrolight's incredible class FAQ -Changed the format of the items list slightly, added a bunch of new items/weapons/armor. -Added specific class information. Beta Version .0001.02 Alpha Omega 6/5/01-6/6/01 -Started class information, spell and item information. -Added a new introduction. -Changed a few things around. -Cleaned a few things up and renamed some things. -Added thanks\links. -Basically made this FAQ half decent with many subtle changes. Beta Version .0001.01 Alpha Omega 6/5/01 -Started this piece of crap I call a FAQ. -Did the introduction, version history, table of contents, and started strategy. 3. Strategy a.Intro Okay, time for a little bit o' tactical pie. I'm not going to outline the strategy for all of the seenarios, and, at least for now, I'm not going to do anything before scenario 16. I'm going to tell you some basic tactical information to help you through the first 15, and, if you still can't, then quit and go play something else because I don't want you here. First off, I'm going to explain a little bit about how the game works. The game is based on a system of heroes and mercenaries. The heroes are your main guys, the main characters, and they are great. They are the only ones that can cast magic and treat and are your most powerful units. If you lose a hero all of his mercenaries die and you are out an army. Next you have your mercenaries. These are your soldiers, griffons, archers, phalanx, horsemen, heavy horsemen, pikemen, gladiators, guardmen, angels, mermen, and whatever else your heroes can use in battle. You hire up to 6 of these units before each battle using money. These units can only attack and move. Finally there is money, money is what you use to hire mercs and buy weapons. You earn money by killing bad guys and selling items. b.Beginner's Strategy -Heroes can use magic by going into their command menu and clicking magic. Using magic takes away MP, but MP can be recharged with treat. Magic can be used to up attack, up defense, heal, make the opponents fall asleep, and to hurt the enemies straight forward. -Heroes can also use treat to replenish their own HP. -Mercs can replenish HP big standing right beside -their- hero. It has to be the hero that commands them. Also, they must stand either one square above the hero, one square to the right, one square to the left, or one square down. They will not be healed if they are diagonal from the hero. -Heroes have a command area. If -their- units are in -their- command area then their units will receive their commander's attack bonus. This is very important, try to never let your heroes' units leave their hero's command area. When you put your cursor over a hero an area will be highlighted, this is the command area. -Finally, there are attack bonuses depending on where you attack from. If you try to move your unit, the places where you move it to should show (in the bottom left corner I believe) whether it has any bonuses. It would look like this: +0% +10% That would mean that if your unit attacks from that area, it will receive no attack bonus but 10% defensive bonus. -Flying units can flow over most areas, and are incredibly fast. -Water units move faster in the water and always have a 50% defensive bonus in the water. -Horses and knights move fast on the normal plans but slow in trees, water, and forests. -Soldiers, Archers, Pikemen, and their upgrades always move semi-slowly. c.Semi-Advanced Strategy -Soldiers are good against pikemen, pikemen are good against horsemen, horsemen are good against soldiers, and all of these units are good against archers. Archers have ranged attacks and are good against griffons. Other than that, air units and naval units have no special bonuses against any units. -Balistas, you won't see them for a semi-while into the game, have HUGE ranges and are good against many units. Its always good to take these things out early. -Mermen are almost always better than their evil brethren, the lizardmen. -Some units have better versions of themselves available later in the game: Soldiers-Gladiators-Armoured Soldiers Horsemen-Heavy Horsemen-Dragoons Archers-Ballistas Pikemen-Phalanx d.Tactical Rules Finally, its time for my top 10 strategical rules for the game. Don't break these unless my specific scenarios suggest it, or if you want to tempt fate. 10.Don't let your units leave their hero's command area unless it can horribly weaken the enemy, protect another hero, or if you think that their sacrifice will be worth it. 9.Kill all of the enemy mercenaries before you kill the heroes, you'll need the experience. 8.If their are multiple possibilities of winning, always do the hardest one because you need the experience. 7.Take out ballistas, they cause lots of problems. 6.Don't let enemy archers near your griffons. 5.Always remember to equip armors and weapons. 4.Always survey the enemy forces before you choose what mercs you will use. If the enemy has lots of horses don't make an army of soldiers, 3.Don't underuse or underestimate your magic. In the later levels magic will be incredibly necessary for battles. Do not try to conserve it if you think it could help. 2.Don't try to over protect your stronger heroes, they will be needed, but... 1.Don't let your heroes die!! There, always follow those. If I remember more later, I'll add them or edit the current list. e.Scenarios Currently I only plan to do scenarios after and including Scenario 16. Right now all I have done is 16 because, simply, its really really hard and I don't want to waste my current time with the scenarios following and preceding it. -Scenario 16 Hero-Suggested Unit Sherry-Griffons Elwin-Pikemen, Soldiers Keith-Griffons Lester-Mermen Scott-Heavy Horsemen Aaron-Heavy Horsemen Jessica-Gladiators, some Archers Hein-Gladiators, some archers Tips: -First off, survey the battle first. If you follow my instructions, your Elwin should be a swordmaster, Scott and Aaron should be HighLanders, Keith and Sherry should be Dragon Knights, Lester should be a serpent knight, and Jessica and Hein should be mages. Lester and Sherry should both have fireball. Give Elwin soldiers and pikemen and have him lead the assault. Let him cross the bridge first, ballistas shouldn't hurt him, and he will be able to hurt the enemy really badly. Position Jessica and Lester on the right side and Hein and Sherry on the left. Put all 4 heroes (but not their units) right within range to hit the enemy ballistas with magic. Keep most of their units out of range but put up a few units of Jessica's and Hein's so that neither of them are hurt too badly. Position Keith at the bottom, but bring him up so that he'll cross the bridge area to the left of Elwin in a few turns. Position Scott and Aaron so they'll cross the brdige after Elwin. -Next, continue the assualt on the bridge enemy with Elwin. Have Elwin's soldiers take out the enemy pikemen. Take out all of the enemy ballistas with magic, it should take 2 turns of magic. After 2 turns of magic, send Lester and his Mermen and Sherry and her Griffons to fight. Keith should be close enough to start to help Elwin, and either Aaron or Scott should be almost close enough as well. -Next, continue to assualt the mages on both sides with magic from Jessica and Hein, it should help to keep them from constantly hitting Elwin and the other forces with magic. The mages will still hit them with magic though, so heal with Elwin. You should be able to take the first force by now, but the back up should be arriving. As soon as you can, get Sherry and Keith to try to take out the mages (each taking a side). -After you take out most of the enemies original forces (except Leon), reinforcements should arrive, get ready for trouble. As soon as the mages are taken out, get Jessica and Hein onto the other side to help. Basically, try to get Elwin to the gate using your other heroes to stall. Break several of my rules by purposely sacrificing many heroes and units to get Elwin onto the other side. I know I said to always take the harder objective but this scenario is definitely an exception. I can't be too specific at this point because so many things can differ, but just do what it takes to get Elwin over there. It won't be easy but there isn't much of a choice. If you make it, good job, you are one of the few people to beat this scenario without cheating. The levels after it are much easier, so don't worry about all that missed experience. Instead just rejoice that you are still alive. 4. Spells/Items list This is going to be horribly incomplete for now, deal with it. -Spells- Magic Arrows-Harms any one enemy. Costs 1 mp. Fireball-Harms a group of enemies. Costs 2 mp. Tornado-Harms a group of enemies, starting point is the hero who uses it. Costs 2 mp. Blizzard-Harms a group of enemies, starting point is the hero who uses it. Costs 3 mp. Thunder-Harms a group of enemies under the control of a specific hero. Costs 4 mp. Meteor-Harms a group of enemies. Costs 8 mp. Blast-Harms one enemy. Costs 10 mp. Earthquake- Zone-Takes away the enemy's command area taking away his mercenary bonus. Costs 6 mp. Turn Undead- Teleport- Summon- Protect-Raises defense. Costs 2 mp. Resist-Same as protect. Costs 2 mp. Attack-Raises attack. Costs 2 mp. Sleep-Makes the enemy fall asleep. Costs 2 mp. Mute- Illusion-Creates a double of your hero to confuse the enemy. Costs 2 mp. Charm-Charms the enemy making him or her fight for you for a small while. Heal 1-Cures a group of allies. Costs 2 mp. Heal 2- Force Heal 1-Cures a group of allies under the control of a specific hero. Costs 3 mp. -Items- Crown-Range+2 Mercenary Bonus: Attack+3 Defense+2 Runestone-Returns hero who uses it back to level one instead of having a class change when a class change is possible. -Weapons- Knife-Attack+1 Great Sword-Attack+4 Langrisser-Attack+4 Defense+1 Devil Axe-Attack+8 Defense-3 War Hammer-Attack+2 Wand-Magic Range+2 Magic Damage+1 Masayan Sword-Doubles experience -Armor- Robe-Defense+1 Magic Defense+10 Chain Mail-Defense+3 Plate Armor-Defense+4 Mirage Robe-Defense+2 Dragon Scale-Defense+4 5. Classes (with a BIG thanks to Pyrolight!) a.Pyrolight's Class FAQ -Disastrous Note-Keep in mind this part is Pyrolight's COMPLETE Class FAQ. This part was entirely written by him and he deserves all of the credit. Class Change Charts 1.0 by Michael (Pyrolight) Fesser Copyright 2001 Ok is my second faq for Langrisser 2 and this one covers all playable character class changes. The initial part was made awhile ago by three of us as you can see. The second and third parts I created and are as they were before but with the addition of attack speeds. Back when I was first working on this the game was still all Japanese and figuring what was what was rather difficult. But I got it done and sent Alamone a nasty text document. Alamone in turn turned the mess I sent him into html and put this up on his site. And so it sat for a year or so and then sadly Alamone shut his site down and I thought that this was gone. Thankfully Commander stab saved it and I was presented with the html version I had come to love. Everything is good until I notice that gamefaqs doesn't accept html. I will tell you taking something that is in html and converting it to text is no fun ;) Add a few corrections here and there and we can see the product. Character Path Chart Contributed by AK, KY, & Pyrolight. Next to the characters name I will put my recomemded path for them Knt = Kinght HighLndr = HighLander Mstr = Master Lrd = Lord UniKnt = UnicornKnight Elwin Fighter,Knight,Highlndr,SwdMstr,Hero Saint - Bishop King - Lord HighLord SwdMstr Hero Fighter Knight HighLndr KntMstr RoyalKnt Shaman MagicKnt GrandKnt - Mage SlvrKnt - Archmage - Hein Warlock,Sorcerer,Mage,Archmage,Zarvera HiPriest - Priest Saint - Shaman Bishop Wizard Summoner Warlock Sorcerer Mage Archmage Zarvera Lord MagicKnt Sage - HighLord Paladin - SwdMstr - Sherry Fighter,Shaman,Mage,SlvrKnt,Princess Saint - HighLord Ranger HighMstr Lord UniKnt Paladin - Fighter HawkKnt DrgnKnt DrgnLrd DrgnMstr Shaman Bishop SlvrKnt Princess Mage Wizard - Archmage - Aaron Fighter,Knight,Highlndr,SwdMstr,HighMstr HiPriest - Bishop Saint - Lord HighLord SwdMstr HighMstr Fighter Knight HighLndr Paladin - Shaman MagicKnt KntMstr - Mage GrandKnt - Archmage - Keith Fighter,HawkKnt,DrgnKnt,DrgnLrd,DrgnMstr Saint - HighLord SwdMstr - Lord MagicKnt Paladin - Fighter HawkKnt DrgnKnt DrgnLord DrgnMstr Healer Bishop SlvrKnt - Priest Wizard - HiPriest - Lester Pirate,CrocKnt,SrpntKnt,SrpntLrd,SrptMstr KntMstr - HighLndr GrandKnt - Knight MagicKnt SlvrKnt - Pirate CrocKnt SrpntKnt SrpntLrd SrptMstr Shaman Bishop Paladin - Mage Wizard - Archmage Zarvera Scott Fighter,Knight,HighLndr,KntMstr,RoyalKnt DrgnLord - DrgnKnt SlvrKnt - HawkKnt MagicKnt GrandKnt - Fighter Knight HighLndr KntMstr RoyalKnt Lord Priest Paladin - HighLord Sage - Saint - Riana Cleric,Healer,Priest,HighPriest,Agent Archmage - Mage SlvrKnt - Shaman MagicKnt Paladin Summoner Cleric Healer Priest HiPriest Agent Lord Bishop Wizard Zarvera HighLord Sage - Saint - Lana Cleric,Healer,Priest,HighPriest,Agent Archmage - Mage SlvrKnt - Shaman MagicKnt Paladin Summoner Cleric Healer Priest HiPriest Agent Lord Bishop Wizard Zarvera HighLord Sage - Saint - Jessica Warlock,Sorcerer,Mage,Sage,Summoner HiPriest - Priest Saint - Healer Bishop Wizard - Warlock Sorcerer Mage Archmage Zarvera Lord MagicKnt Sage Summoner HighLord Paladin - SwdMstr - Note: The last class (5th) can only be obtained by choosing the class (4th) directly before it. Note: The Ranger/HighMaster Class has a command range 0 and is very limited in weapons as well as having a crappy magic defense. Do not use the ranged weapons that they can get as they suck. Use a Dragonslayer instead. Note: Characters already wielding a weapon will still wield it after a class change even if they cannot use it in that class. Useful if you want a Highmaster with a devil axe. Detailed Class information (by Pyrolight) Class Level 1 Strike Speed Class Type AT Pattern (Ground) (Air) Cleric Holy Slow Cross Dart 10-hit Slow Slow Fighter Soldier Sword Blaze Medium Medium Pirate Sea Sword Blaze? Medium Medium Warlock Mage Slow magic charge Slow Slow Class Level 2 Strike Speed Class Type AT Pattern (Ground) (Air) CrocKnt Sea Forward Charge Medium Slow HawkKnt Flier Hawk Knight Tornado Slow Slow Healer Holy Slow Cross Dart 10-hit Slow Slow Knight Horse Forward charge Medium Slow Lord Soldier Sword Blaze Medium Medium Shaman Mage Bishop Lightning Slow Slow Sorcerer Mage Slow Magic Charge Slow Slow Class Level 3 Strike Speed Class Type AT Pattern (Ground) (Air) Bishop Holy Bishop Lightning Slow Slow DrgnKnt Flier Dragon Lightning Fast Fast HighLndr Horse Forward Charge Medium Medium HighLord Soldier Sword Blaze Medium Slow Mage Mage Slow Magic Charge Slow Slow MagicKnt Horse Forward Charge Medium Slow Priest Holy Slow Cross Dart 10-hit Slow Slow SrpntKnt Sea Forward Charge Medium Slow UniKnt Horse Forward Charge Medium Slow Class Level 4 Strike Speed Class Type AT Pattern (Ground) (Air) ArchMage Mage Slow Magic Charge Slow Slow DrgnLord Flier Dragon Lightning Fast Fast GrandKnt Horse Forward Charge Medium Slow HiPriest Holy Slow Cross Dart 10-hit Slow Slow King Soldier Aura Blast Fast Fast KntMstr Horse Fast Forward Charge Fast Fast Paladin Horse Forward Charge Medium Slow Ranger Scout Forward Charge Fast Fast Saint Holy Sage Lightning Fast Fast Sage Mage Sage Lightning Fast Fast SlvrKnt Horse Forward Charge Medium Slow SrpntLrd Sea Forward Charge Medium Slow SwdMstr Soldier Aura Blast Fast Fast Wizard Mage Bishop Lightning Slow Slow Class Level 5 (Secret) Strike Speed Class Type AT Pattern (Ground) (Air) Agent Holy Slow Cross Dart 10-hit Slow Slow DrgnMstr Flier Dragon Lightning Fast Fast Hero Soldier Aura Blast Fast Fast HighMstr Scout Aura Blast Fast Fast Princess Holy(?) 1st Strike Flash Instant Instant RoyalKnt Horse Fast Forward Charge v.Fast Fast SrptMstr Sea Forward Charge Medium Medium Summoner Mage Fast Fire 10-hit v.Fast v.Fast Zarvera Mage Aura Blast Fast Fast Detailed Class information (by Pyrolight) Class Level 1 Class AT DF MP A+ D+ MV CR Troops Magic Cleric NA NA NA NA NA 5 2 Guardsman Heal, Protection Fighter NA NA 0 NA NA 5 2 Soldier Pirate NA NA NA NA NA 5 2 Merman Warlock NA NA NA NA NA 5 2 Guardsman Magic Arrow, Attack Class Level 2 Class AT DF MP A+ D+ MV CR Troops Magic CrocKnt +6 +3 +2 +5 +3 6 3 Merman Fireball, Attack HawkKnt +7 +2 +3 +2 +4 8 3 Griffon Tornado Healer +2 +6 +6 +3 +5 5 2 Monk Turn Undead, Heal1, Force Heal1 Knight +6 +3 +2 +6 +2 8 3 Horseman Attack Lord +3 +6 +3 +2 +4 5 3 Pikemen, Soldier Heal1, Protection Shaman +3 +5 +7 +4 +4 5 2 Guardsman, Pikeman Illusion, Thunder Sorcerer +4 +4 +8 +5 +4 5 2 Elf Illusion, Fireball Class Level 3 Class AT DF MP A+ D+ MV CR Troops Magic Bishop +4 +5 +12 +5 +4 5 3 Monk, Gladiator Fireball, Force Heal1, Mute DrgnKnt +6 +6 +4 +4 +3 9 4 Horseman, Griffon Fireball, Attack HighLndr +9 +4 +4 +5 +3 11 4 Heavy Horseman, Sleep, Protection Gladiator HighLord +4 +6 +5 +3 +4 5 3 Elf, Phalanx Force Heal1, Attack Mage +5 +4 +14 +6 +4 5 3 Elf, Gladiator Sleep, Tornado, Resist MagicKnt +7 +4 +8 +6 +3 10 4 Gladiator, Sleep, Fireball Heavy Horseman Priest +3 +6 +10 +4 +6 5 3 Monk, Phalanx Heal2, Turn Undead, Mute SrpntKnt +4 +7 +4 +5 +4 5 3 Merman, Elf Blizzard, Protection UniKnt +6 +5 +8 +6 +2 10 4 Gladiator, Heal1, Charm, Mute Heavy Horseman Class Level 4 Class AT DF MP A+ D+ MV CR Troops Magic ArchMage +7 +4 +14 +7 +4 5 4 Phalanx, Ballista Meteor, Blizzard, Zone DrgnLord +10+4 +4 +9 +6 10 4 Armored Soldier, Force Heal1, Angel Thunder GrandKnt +8 +9 +0 +8 +8 8 4 Phalanx, Dragoon Earthquake, Protection, Zone HiPriest +4 +7 +12 +6 +7 5 3 Phalanx, Sleep, Resist, Armored Soldier Force Heal2 King +8 +7 +8 +8 +8 5 4 Ballista, Heal2, Resist, Heavy Horseman Attack KntMstr +8 +4 +4 +10 +5 11 4 Dragoon, Blizzard, Attack Armored Soldier Paladin +7 +5 +6 +9 +6 10 4 Monk, Angel Tornado, Force Heal1 Ranger +9 +6 +12 +7 +5 7 0 None Tornado, Resist, Blast Saint +6 +7 +6 +8 +8 5 3 Armored Soldier, Tornado, Sleep, Ballista Heal2 Sage +4 +7 +8 +7 +5 5 3 Phalanx, Earthquake, Heal2, Armored Soldier Mute SlvrKnt +7 +6 +2 +10 +6 8 4 Griffon, Dragoon Tornado, Zone SrpntLrd +5 +9 +4 +10 +6 8 4 Ballista, Force Heal1, Gladiator Thunder SwdMstr +6 +7 +3 +8 +7 5 3 Phalanx, Tornado, Protection Armored Soldier Wizard +6 +5 +14 +6 +6 5 4 Armored Soldier, Resist, Blast, Zone Ballista Class Level 5 (Secret) Class AT DF MP A+ D+ MV CR Troops Magic Agent +0 +3 +10 +8 +7 5 4 Monk, Angel Meteor, Charm, Teleport, Attack DrgnMstr +4 +0 +4 +8 +7 11 4 Dragoon, Gladiator Heal2, Attack, Blast Hero +2 +2 +4 +9 +8 6 4 Phalanx, Dragoon Resist, Blast, Zone HighMstr +2 +2 +8 +8 +6 8 0 N/A Earthquake, Resist, Thunder Princess +2 +2 +8 +9 +9 5 4 Monk, Angel Charm, Force Heal2, Protection RoyalKnt +5 +1 +2 +10 +7 11 4 Phalanx, Gladiator Heal2, Blast, Protection SrptMstr +4 +2 +2 +10 +7 9 4 Dragoon, Angel Earthquake, Resist, Zone Summoner +2 +1 +14 +8 +7 8 4 Phalanx, Meteor, Protection, Armored Soldier Summon: Elemental Zarvera +2 +1 +14 +9 +7 5 4 Armored Soldier, Meteor, Earthquake, Heavy Horseman Blast, Protection Note: Horse & Sea types change attack pattern to Sword Throw when engaging Fliers Note: When Rangers/High Masters can used ranged weapons. Credits: AK and KY for their work on the Character Path chart. Alamone for taking all of what I sent him and making it into pretty html that I had to convert back to text ;) Lastly to Commander Stab for saving the html file after Alamone shut his site down. -Disastrous Note-Thats his class FAQ. Keep in mind all of the information written in that FAQ was written by Pyrolight with no help from me. b.My Class Information This part contains my suggested classes and other information on classes I wrote myself. Please remember I wrote this part (part b) and Pyrolight wrote part a. -Disastrous Fate's Preferred Classes- Elwin-Fighter, Knight, Highlander, Sword Master, Hero Hein-Warlock, Sorcerer, Mage, Archmage, Zarvera Sherry-Fighter, Hawk Knight, Dragon Knight, Silver Knight, Princess Keith-Fighter, Hawk Knight, Dragon Knight, Dragon Lord, Dragon Master Scott-Figher, Knight, Highlander, Knight Master, Royal Knight Aaron-Figher, Knight, Highlander, Sword Master, High Master Lester-Pirate?, Crocodile Knight, Serpent Knight, Serpent Lord, Serpent Master Jessica-Warlock, Sorcerer, Mage, Sage, Summoner -Specific Class Information- Fighter-Fighters are the first class for almost all of the heroes. They are moderately good, but are nothing compared to their upgraded counterparts. They don't have any big weaknesses like some of the other classes, but they aren't good against horsemen. They have no magic. Warlock-Warlocks are the first class for your best magic users. They are the only first level class to have offensive magic. They have pretty good attack but weak defense like most of the other major magic classes and aren't too good against any one on one attacks. They can cast magic arrow and attack. Pirate-Pirates are not really a controllable class. It is guessed that Lester would be a pirate in his first level form, so its considered a first level class. What is known about pirates comes from Lester's first scenario where his friends are pirates. They are very similar to fighters except that they operate in water similar to the Serpent and Crocodile classes. Consider pirates the water equivalent to fighters like crocodile knights are the water equivalent to knights. They have no magic. Cleric-Cleric are the only first level class to use curative magic. They aren't very good in one on one battle, and their units, guardmen, are only good against pikemen, archers, and slimes. All in all not a very good class. Their curative support is welcomed, though, and the higher level healers more than make up for this weak first class. They can cast Heal and Protection. Knight-Knights are another common class. They can move very far when compared to other units in most environments except forests. They are very strong, but they are weak against pikemen. A good military hero with good military mercenaries, you'll need at least one of these in any early campaign. They can cast Attack. Crocodile Knight-Crocodile Knights are the water equivalents to knights. They can move quite fast in water and moderately fast on land. Similar to knights in attack style and strength, the major differences are in mercenaries and in magic. Their mercenaries, mermen, are good against many units but are used quite differently than horsemen. Crocodile knights are useful in most situations but they excel at water levels. They can cast attack and fireball. Hawk Knight- 6.Characters Elwin-The main character and descendant of light. He is the eventual wielder of the Langrisser and the most powerful hero you have. His parents were murdered when he was young and the man who took care of him, Doren, was murdered eventually as well. As a result, he became a traveler looking for whoever accomplished these atrocious crimes. He has since settled in a small town for a small while and befriended Hein. Elwin has a good heart and is always ready to help people. Hein-Local warlock in the town where Elwin eventually 'settles', he befriends Elwin and eventually asks him to help a local village. He apparently knew Riana before the events in Langrisser. He also has a good heart, and wants to help people. He is looking for a good teacher to teach him magic, and Jessica eventually agrees to be it. Riana-Old acquintance of Hein's, her village is attacked early on. This attack begins Elwin's quest in Langrisser 2. She is nice, but constantly feels she is too much trouble and is constantly saddened by the trouble she causes. She is left behind early on for her own protection but is eventually kidnapped. Scott-Son of a local nobleman, he has studied many of the arts of war. He is a great strategist and a good fighter. He too wants to help people, but he leaves early on to continue his training. Eventually, he does return, though, and he is more powerful than ever. Sherry-Originally a mysterious knight who kept helping Elwin and his friends, she eventually reveals herself. She is nice and brave, but sometimes naive in the strategical part of war. It is eventually revealed that she is a princess. Aaron taught her how to fight, and she has known Keith for some time. Aaron-An old local knight who is beyond his prime, he still has some fight in him. Some enemies underestimate him because of his age, but they are all proven wrong. He is the one who taught Sherry how to fight, and he has known her for some time. Keith-Military leader of the local kingdom, he has known Princess Sherry for some time. He is very strong and knowledgable of tactics. Keith is brave, strong, and always willing to help the needy. Lester-Leader of a group of pirates, he has pledged to protect Jessica. He isn't too trusty of those he doesn't know unless they prove themselves trustworthy. Noble in spirit but rough in personality, he is a strong and interesting addition to Elwin's party. Jessica-Seemingly all knowing mage who has recently been reincarnated. She knows much about the Alhazard and the Langrisser, and once fought with the Baltia royal family in the last fight with Chaos. She taught Eggbert but now regrets it and was unwilling to teach others until she got to know Hein. Incredibly intelligent, and a great mage, she, along with Hein, provides great support for Elwin's army. 7.Secrets a.Pyrolight's secret tile FAQ. -Disastrous Note-Once again please remember I had no involvement with its creation, it was created by his awesomeness, Pyrolight. ALL the credit goes to him. If you think I wrote this part, you should be raped by chickens. Secret Tile Chart ver .99 by Michael (Pyrolight) Fesser Copyright 2001 This Chart has the locations of all the secret Item locations and event items in Langrisser 2. Note: Some things you need a flying character to get. The fireplace and the rocks can only be accessed by a flyer. Note: Secret levels have very good shops so save your money. Note: [will be the item you receive if all npc's live] Note: *will be a special item or event that is noteworthy* Note: Only ELWIN can find switches to secret levels. Lastly all coordinates are based on the fact that the top left corner is 1,1 and x,y Level 1 Nothing Level 2 Speed boots (12,21 under the crest at the main entrance) [great sword] Level 3 Nothing Level 4 Angel Wing (12,5 Between the 2 pillars off the right set of stairs) [Cross] Level 5 Nothing Level 6 Runestone (5,4 in well) [Amulet] Level 7 Mirage Robe (23,22 water trough) [Rune Stone] *Devil Axe from assassin who shows up on turn 6* Level 8 Nothing Level 9 Rune Stone (24,7 The grey rock in the water near the Castle) [Dragon Scale Armour] Level 10 Nothing [Necklace] Level 11 Rune Stone (14,6 Pentagram) Level 12 Carbuncle (15,6 same location as Dark Rod) *Secret entrance to level ?1 at 4,6. Elwin will make a note of it and at the end of the level will ask you if you want to got in.* Level ?1 Iron array (16,4 Top level of that pedestal the akini are on) Level 13 Nothing Level 14 Rune Stone(5,24 The grey rock in the water on the left side of the castle) *Mayasan Sword found through level cheat. You get it instead of Langrisser the second time* Level 15 Nothing Level 16 Nothing Level 17 Runestone(6,4 The left fireplace) Mayasan Sword (24,4 the right fireplace) Level 18 Nothing [Crown] Level 19 Gyaral Horn (36,9 Top barrel on the ship) Aurora (12,30 A Box at the bottom of the screen near a house) *Level ?2 entrance 46,1 top right hand corner of the map* Level 20 Nothing Level 21 Nothing Level 22 Odin's Bracelet (15,3 On the top of the Platform that Bernhart is on) *Secret entrance to ?3. A switch at 20,6 needs to be pressed. The pillar to the right of the platform Bernhart is on. Additionally you have to move Elwin to hex 1,5 to actually find the level. You will need someone with earthquake or Meteor to destroy the wall to allow Elwin to go there. Lastly Lana will ask you if you want to enter.* Level ?3 Runestone (2,10 You need to Meteor a blue rock) Dragon Slayer (not found and most likely was removed) Level 23 Nothing Level 24 Nothing Level 25 Nothing Level 26 Runestone (15,9 The red dot right in front of Eggbert) *Secret entrance to ?4 ?? not found yet. This was most likely removed also. ?4 has some serious bugs and is not possible to beat just playing through the game (the leaders are far to powerfull). Use the level skip trick if you want to lose and lose bad.* Level ?4 Runestone (2) (15,17, Center of large carpet with dragon symbol on it. 6,4 Left fire place near Bernhart) Assault Suit (15,3 The crest right above Bernhart) Flamelance (42,4 Right fire place near Bernhart) Level 27 Nothing As it stands now the Dragon Slayer on ?3 and secret enterence to level ?4 are both non existant. Here is a code if you want to see ?4 and how impossible it is (without runestone/level skipping to power yourself up). At the load screen (the in game one) hit left right start c on any save game except the contiune save. CREDITS Firstly a BIG thanks goes to Hiryuu'Honyaku for translating this great game. Also more thanks goes to Commander Stab for not killing me every time I bugged him for something as well as thanks to him for writing down what was in each level (saved me a lot of time.) Thanks to Kesac for letting me know where ?2 was. -Disastrous Note-Once again please realize that wasn't written by me but was written by Pyrolight. Thank you for not being an idiot. 8. Thanks/Links I'd like to thank GameFAQs IF they post this piece o' trash FAQ of mine. I'd like to thank Hiryuu'Honyaku (http://www.j2e.org/~hiryuu) for translating this great game and making it available to all. Check that link for the translation. I'd like to thank Pyrolight for his class information which helped me make it through the game, although I do differ with his thoughts in a few spots, and I'd REALLY like to thank him for letting me put his 2 great in-depth FAQs into my little piece of crap. Thanks man. I'd also like to thank myself for being so damn cool and so incredibly humble. Email me if you have questions. Thank you for reading my piece o' trash!