Langrisser I & II

Langrisser I & II

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

Hello there and welcome to my guide!

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

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

Also, just to clarify, while technically the first 7 chapters are part of Route A, I decided to rename them as "Prologue" since you have no say in the matter (even if your decisions during them do influence later routes). From Chapter 8 onward, there will be an indication of what specific route I'm talking about. If no indication is present, it means that something happens on every route.

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

In battle
Button
Default Key
Function
[X]
Accept, Select Unit, Show Spell List (while in Details)
[Z]
Back, Cancel
[C]
Toggle selected unit's Strike Zone, Fast Forward dialogue,
Show Commander Info (while in Squad List)
[V]
Show Battle Menu, Select End Phase, Toggle dialogue box
[←] [↑] [→] [↓]
Move Cursor, Navigate Menu
/
[A] / [S]
Change Commander, Filter List (while in Squad List)
[D]
Toggle unit information
[F]
Speed up cursor
[Q]
Toggle Mini-Map
[W]
Show Extended Map
[Return]
System Menu
General Tips & Tricks
  • Answering the quiz at the beginning with 3-3-1-1-1-3-1-2 will give Elwin two skills that raise his Attack as well as a pair of Boots of Wind (MOV+1). You can stack this with Easy Start to have two pairs right from the get-go!
  • Focus on killing Commanders and only go for Mercenaries if they are on the way or you're about to level up. Yes, it'll be less EXP, but it's faster and you'll barely notice it.
  • Unless you have very specific plans for a Mercenary (killing a weakened unit/blocking a path/etc.), just move your Commanders and End Turn after. The AI is usually more than competent enough with your units and, believe me, you don't want to control 40+ units in a single turn.
  • Don't waste turns. If a Commander is not doing anything that turn, just start casting Healing/Support spells to get EXP. It may not be much, but it adds up.
  • While class unlock cost might seem a little steep at first, changing to a new Tier for the first time will cut the cost of all other classes in that tier by half (e.g., changing Elwin to a Silver Knight will reduce Lord's cost from 20CP to 10 CP). This does not apply to Tier 5 though.
  • If you choose to go back to Main Menu while in battle, you'll retain all your EXP and any items you might have picked up. You can use this to grind your characters if needed, and/or to retain the final chapter's EXP without using NG+.
  • If you need help deciding on what Route to tackle first, the "Dark" routes (G-M) are more varied than the "Light" ones (A-F) which makes them better for a first playthrough if you're planning on doing them all. If you're looking for something more specific though, I is the fastest, L is the hardest, and E is the Golden/True route.
Prologue 01-04
Chapter 1 - Prologue


Win Conditions
  • All enemies are defeated.
  • Baldo is defeated.
Lose Conditions
  • Elwin is defeated.
  • Baldo escapes.
Allies: Elwin, Hein
You cannot change positions in this chapter

NPCs:
1. Sister lvl 2
2. Sister lvl 1, Civilianx2
Reinforcements:
1. Lord lvl 15, Spearmanx6
2. Priest lvl 15, Monkx6

Enemies:
1. Fighter lvl 2, Soldierx5
2. Highlander lvl 15, Lancerx4
3. Knight Master lvl 20
4. Fighter lvl 1, Soldierx5

Loot:
1. Large Shield
2. 1000G

Don't bother giving Hein any mercenaries. As for Elwin, 1-2 Soldiers should be more than enough.

Start by sending Elwin to fight the nearby enemy and then have him go straight to fighting Baldo, though be careful, as Baldo will prioritize escaping over fighting you. Hein can go for the bottom treasure spot if you want, but for the most part, he can stay where he is and keep on casting Sharpen to get some EXP or serve as a living obstacle.

Easy map, though try to not take too long since around Turn 6-7 Leon and Laird should be done with the NPC reinforcements and start going after your units.

Chapter 2 - Departure


Win Conditions
  • All enemies are defeated.
  • Liana escapes safely.
Lose Conditions
  • Elwin is defeated.
  • Liana is defeated.
Allies: Elwin, Hein, Scott

NPCs:
1. Sister lvl 4, Monkx3
2. High Lord lvl 20, Spearmanx6
Reinforcements:
1. Gladiator lvl 4, Soldierx5

Enemies:
1. Knight Master lvl 20
2. Fighter lvl 4, Soldierx5
3. Fighter lvl 4, Soldierx5
4. Highlander lvl 15, Lancerx3
Reinforcements:
1. Pirate lvl 4, Soldierx6
2. Pirate lvl 4, Spearmanx6
3. Fighter lvl 4, Soldierx6
4. Fighter lvl 4, Spearmanx6

Loot:
1. Rosary
2. 800G

If you have a spare set of Boots of Wind, give them to Scott. Have him in the topmost position with Elwin below him.

At the beginning of the map, you'll be asked if you want to escort Liana to the escape point at the top. Unlike most other maps, Liana's AI is actually quite competent, so it's up to you. Letting her go by herself is the fastest choice, but escorting can help you better pace the map to get more experience. Though if you choose to escort her, assign Hein to do that, so Scott and Elwin can focus on clearing the map. Also, make sure to leave Laird alone as you need him alive to get the choice of doing Routes G-M later on. Even if you don't plan on doing them right now, you sure don't want to lock yourself out and have to replay all the way from this chapter if you ever change your mind; and defeating him will not lead to an early completion anyway.

First wave of reinforcements will appear once you get close to the bridge while the second one will appear once Liana is halfway between the bridge and the escape point; or whenever all enemies are defeated.

If Loren survives, which should not be difficult as he tends to solo Laird and the rest of those units quite well, you'll get a Great Sword after the battle.

Chapter 3 - Temple of Light


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin or Liana are defeated.
  • Priests are defeated.
Allies: Elwin, Hein, Scott

NPCs:
1. Priest lvl 5, Civilianx4
2. Sister lvl 7, Monkx4
3. Sister lvl 5, Civilianx4
4. Gladiator lvl 7, Soldierx6
Reinforcements:
1. Hawk Knight lvl 7, Fairyx6

Enemies:
1. Gladiator lvl 3, Barbarianx4
2. Gladiator lvl 3, Spearmanx4
3. Gladiator lvl 3, Spearmanx4
4. Fighter lvl 3, Soldierx4
5. Fighter lvl 3, Soldierx4
6. Sorcerer lvl 5, Elfx3
7. Fighter lvl 5, Soldierx3
Reinforcements:
1. Fighter lvl 3, Soldierx4
2. Fighter lvl 3, Soldierx4

Loot:
1. Critical Ring
2. 1000G

Put Elwin in the center spot. As for Scott, he'll likely lose experience regardless of where you put him, which is fine since he'll be leaving soon anyway.

Most enemies are going to remain passive until you cross the halfway point of the map, so take your time picking off the ones that do approach you. At Turn 3, Rohga will join as a playable character, but since he's not a "real" party member yet, he won't be able to cast magic nor gain any experience on this map.

Once you cross the middle of the map, enemy reinforcements will appear and all enemies will become active; however, as soon as you defeat one of them, Cherie and her Fairy squad will arrive from the west and they should guard that position. A nice, powerful addition, but she and her team will more than likely stop whatever Commander you put in that side from reaching the enemies.

Overall, an easier map than it looks, and if both priests survive the battle, you'll get a Rosary (MGR+10) as reward. Just take care to not take too long to beat this map, because if Morgan is still alive by Turn 10, he'll turn Liana into an enemy (and spawn Cherie if she hasn't arrived yet). Langrisser 1 players should know what to do, just defeat him to release her and avoid fighting her at all costs since defeating her would mean a Game Over.

If all priests survive, you'll get a Rosary after this battle.

Chapter 4 - Attack on Kalxath


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
  • All neutral units are defeated.
Allies: Elwin, Hein, Scott, Liana, Rohga, Cherie

NPCs:
1. Hawk Knight lvl 9, Fairyx6
2. Fighter lvl 8, Soldierx6
3. Fighter lvl 8, Soldierx6

Enemies:
1. Hawk Knight lvl 6, Harpyx6
2. Gladiator lvl 6, Soldierx6
3. Fighter lvl 6, Soldierx6
4. Lord lvl 9, Spearmanx5
5. Fighter lvl 6, Soldierx6
6. Gladiator lvl 6, Soldierx6
7. Knight lvl 6, Lancerx4
8. Knight lvl 6, Lancerx4
Reinforcements:
1. Warlock lvl 6, Elfx4
2. Sorcerer lvl 7, Soldierx6
3. Fighter lvl 8, Soldierx6

Loot:
1. 1000G
2. Stiletto

For an early non-boss/escape map, they sure went overboard with the enemies. 70 to be exact. Oh, if only this map came a little bit later...

Put Cherie in the rightmost spot as she's your only flyer (unless you really grinded Scott). Her role on this map is going to rush to fight the Hawk Knight that's going to attack the NPCs to the east. As for the rest, try sending 1-2 more commanders to deal with the units on the bridge and near Keith while the rest stay back to deal with Vargas and the other enemies. Vargas can hit quite hard and is able to heal, but you can try softening him from afar with magic.

Reinforcements will arrive at Turn 8 or once all enemies are defeated. However, be careful with them as they affect the Routes G-M split later on. To ensure you have the option of getting those routes, you need to beat Vargas so Morgan starts running away to the east. Make sure you allow him to escape, which should take around 3 turns.

Map should end once all enemies are defeated (or after Morgan has escaped and the rest were defeated).
Prologue 05-07
Chapter 5 - Into the Fire


Win Conditions
  • Camilla is defeated.
Lose Conditions
  • Elwin is defeated.
  • Jessica is defeated.
Allies: Elwin, Hein, Liana, Rohga, Cherie, Keith

NPCs:
1. Mage lvl 10, Soldierx4
2. Pirate lvl 10, Mermanx5

Enemies:
1. Necromancer lvl 18, Phalanxx4
2. Hawk Knight lvl 8, Harpyx4
3. Warlock lvl 8, Barbarianx6
4. Warlock lvl 8, Barbarianx6
5. Warlock lvl 10, Soldierx4
Reinforcements:
1. Pirate lvl 8, Lizardmanx4
2. Pirate lvl 8, Lizardmanx4
3. Knight lvl 8, Lancerx6
4. Fighter lvl 11, Spermanx6
5. Lord lvl 12, Soldierx6

Loot:
1. Amulet of Creation
2. 1000G

Put one of your flyers in the leftmost spot to deal with the Hawk Knight if you want, though it's not really needed as the NPCs can easily take care of it. Have everyone else go south as starting at Turn 2 you'll find out why this chapter is named this way. Each turn, the fire will advance about 2 rows, and any unit caught in it will be damaged, so this is basically a race against time. Thankfully, Jessica and Lester will just follow Elwin around, so you won't have to worry much about them.

Since this is a boss map, it should be easy, as you only need to take out the enemy all the way at the bottom, but approaching the bridge will lead to the second wave of reinforcements which includes Zolm. Make sure to ignore him as you need him to be alive for further route split options, and be careful when facing Camilla. She has Cyclone, which has a huge range and will likely kill any flyer, and even some non-flyers as well. She can only use it once though, so you could always send a sacrificial unit and/or a mage to take the hit instead.

Last pre-first split map with future-split conditions, but not the last time there are game-wide flags that you'll need to raise (in fact, the next one will be in a couple of chapters later...).

Chapter 6 - The Holy Land


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Rohga, Cherie, Keith, Lester, Jessica (A8)

Enemies:
1. Lich lvl 12, Skeletonx4
2. Living Armor lvl 1, Wraithx6
3. Living Armor lvl 1, Wraithx6
4. Ghost lvl 9, Wraithx6
5. Ghost lvl 9, Wraithx6
6. Werewolf lvl 9, Wolfmanx6
7. Werewolf lvl 9, Wolfmanx6
8. Mirecreep lvl 9, Slimex6
9. Mirecreep lvl 9, Slimex6

Loot:
1. 1000G
2. Boots of Wind

A very simple map. Just split your party in two (making sure that Elwin is in the left side) and go to town. While there's technically an enemy reinforcement, it only appears for a few turns, you cannot interact with it in any way, and then leaves. Also, unlike Rohga before, Jessica joins as a full party member in this map, which means that she can both cast magic and gain EXP (not that it matters for her anyway).

However, if you'd like to enter the Extra stage after this, make sure to put one Commander in front of the second statue at the top of the map (the broken one). This will open a door in the top left alcove which you need to go investigate with Elwin. If you did everything right, after finishing this map you'll get the option to explore the hidden temple.

Chapter 6 Extra - Temple of Muscle


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Rohga, Cherie, Keith, Lester

Enemies:
1. Bodybuilder lvl 12, Wraithx4
2. Bodybuilder lvl 12, Wraithx4
3. Bodybuilder lvl 12, Wolfmanx6
4. Bodybuilder lvl 13, Golemx4
5. Bodybuilder lvl 14, Golemx6
6. Bodybuilder lvl 13, Golemx4
7. Bodybuilder lvl 12, Slimex6
8. Bodybuilder lvl 12, Wolfmanx6
9. Bodybuilder lvl 12, Slimex6

Loot:
1. Dumbbell
2. 2500G

This map does not affect achievements or routes.

Take note of the two candles between the pillars on the bottom floor. There's no hard wall in there, so if you have some nice flyers, possibly with spells of their own, you can send them there to avoid having to circle around. Golems are very defensive enemies, so you might also need support from your mages either to nuke them or to heal your flyers while they serve as a distraction.

However, try to be quick about it since after you reach the upper floor, the brothers will start charging their special attack. This takes 5 turns, and if you don't kill Baran before it's done... they'll all self-destruct, ending the map early.

Chapter 7 - Demon Girl


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
  • All villagers are defeated.
Allies: Elwin, Hein, Liana, Rohga, Cherie, Keith, Lester

NPCs:
1. Sister lvl 1, Civilianx4
2. Sister lvl 1, Civilianx3
Reinforcements:
1. Knight Master lvl 20, Trooperx2
2. Highlander lvl 15, Trooperx2

Enemies:
1. Werewolf lvl 11, Wolfmanx6
2. Silver Knight lvl 13, Hellhoundx6
3. Cerberus lvl 11, Hellhoundx6
4. Cerberus lvl 11, Hellhoundx6
5. Werewolf lvl 11, Wolfmanx6
Reinforcements:
1. Ghost lvl 11, Zombiex6
2. Ghost lvl 11, Zombiex6
3. Lich lvl 12, Zombiex6

Loot:
1. Gleipnir
2. 1500G

Finally, the first route split in the game, also with another long-term route split condition to boot!

Put Liana in the topmost position so she can deal with the reinforcements, and Rohga as close to the enemies as possible. A relatively easy map, but whatever you do, do not attack Sonya. Just make Rohga end his turn next to her to persuade her to leave. This is regardless of what path you're planning to take. Do note that with the right skills, class, and accessories, it's possible for Rohga to reach her before she summons the reinforcements. However, it's unlikely that you'll be able to accomplish that unless you're replaying this chapter.

Once map is done, and if you fulfilled all the previous conditions (not killing Laird in Chapter 2, Morgan in Chapter 4, and Zolm in Chapter 5), Leon will ask you to join him. If you do, you'll switch to Route G and start the "Dark"/"Imperial" Path. This leads to Chapter 8G with the possibility of splitting to Routes H-M later on.

However, if you decline (or did not fulfill the conditions), you'll stay on Route A and start the "Light" Path. This leads to Chapter 8A with the possibility of splitting to Routes B-F later on.
Route A 08-11
Chapter 8A - Bridge in the Sky


Win Conditions
  • Kramer is defeated.
Lose Conditions
  • Elwin is defeated.
  • 12 turns have passed.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester

Enemies:
1. Hawk Knight lvl 16, Harpyx4
2. Hawk Knight lvl 16, Harpyx4
3. Hawk Knight lvl 16, Harpyx4
4. Hawk Knight lvl 16, Harpyx4
5. Hawk Knight lvl 16, Harpyx4
6. High Lord lvl 17, Ballistax6
7. Hawk Knight lvl 16, Harpyx4
8. Hawk Knight lvl 16, Harpyx4
9. Hawk Knight lvl 16, Harpyx4
10. Hawk Knight lvl 16, Harpyx4
11. Hawk Knight lvl 16, Harpyx4

Loot:
1. 1000G
2. Longbow

For a regular playthrough, don't worry about the turn limit, but if you're looking to get access to the extra chapter, you might be cutting it short.

Unless Hein or Liana have Cyclone, put them in the left-most spots as they'll likely not be of much use in this chapter. Elwin, on the other hand, should be in the right-most one, and be equipped with Boots of Wind, preferably on a pony class. Give Boots of Wind to your flyers if you have any to spare and troops to everyone as you want to get enemies out of the way as quickly as you can.

Kramer will be passive, so you can have your other units draw as many enemies off from Elwin as they can, that way he can focus on getting to the spot below the bridge to trigger it (you can find an image of the specific tile in Arty-chan's Extra (Secret) Chapters guide). Uninterrupted, this should take around 8 turns.

If you're still having some issues getting there on time, Liana and Cherie can eventually learn Teleport, so you could always return later and replay this chapter (though by that point, your characters will likely be wrecking all these units anyway...)

Chapter 8A Extra - Let's Go! Quiz Time!


Win Conditions
  • Ukkii is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester

Enemies:
1. High Lord lvl 18, Ballistax3
2. Hawk Knight lvl 17, Harpyx4
3. Lord lvl 17, Ballistax4
4. Fighter lvl 17, Spearmanx4
5. Lord lvl 17, Soldierx5

Loot:
1. 2500G
2. Chunk of Gold

An interesting map, though a far cry from its Route G counterpart, both in EXP and rewards.

The premise of the map is simple: when you try to attack an enemy, you'll get a question. Answer correctly, and the enemy will stay and become hostile. Answer incorrectly, and that group will escape (except for the boss, who will fight you anyway). The answers to the questions are as follows:

Boss: Ukkii
North: *any*
West: Akitaan
East: Brother
South: *none*

If you get them all right (the South group does not matter), you'll receive a Jewel Necklace. An accessory that you could already buy in the shop...

Chapter 9A - Veteran's Stand


Win Conditions
  • Imelda is defeated.
Lose Conditions
  • Elwin is defeated.
  • All villagers are defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester

NPCs:
1. Sister lvl 1, Civilianx4
2. Sister lvl 1, Civilianx3
3. Lord lvl 17, Soldierx6

Enemies:
1. Lord lvl 14, Soldierx4
2. Lord lvl 14, Soldierx3
3. Saint lvl 16, Phalanxx6
4. Silver Knight lvl 14, Lancerx4
5. Lord lvl 14, Soldierx4
6. Lord lvl 14, Soldierx3
7. Lord lvl 14, Spearmanx4
Reinforcements:
1. Captain lvl 14, Lizardmanx4
2. Captain lvl 14, Lizardmanx4
3. Silver Knight lvl 14, Lancerx4

Loot:
1. 1000G
2. Golden Shield

While the NPCs might seem like they are in peril, they are not. Enemies will slowly aggro as the turns go, not all at once, and more importantly, Aaron is tanky enough to keep them safe for quite a long time even while enemies are being uninterrupted. Still, if you want to be even safer, you can send one or two flyers over the small walls to guard the passage where they are hiding.

Besides that, the first wave of reinforcements will appear after you're halfway over the map and the next one, who will rush to attack Elwin in specific, will arrive at Turn 8 (at which point all enemies will be aggroed).

Chapter 10A - The Beast General


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester, Aaron

Enemies:
1. Swordsman lvl 16, Elfx4
2. Hawk Knight lvl 15, Harpyx6
3. Hawk Knight lvl 15, Harpyx6
4. Silver Knight lvl 15, Lancerx6
5. Silver Knight lvl 15, Lancerx6
6. High Lord lvl 15, Soldierx6
7. Sorcerer lvl 15, Ballistax6
8. Sorcerer lvl 15, Ballistax6
Reinforcements:
1. General lvl 20, Berserkerx6

Loot:
1. Wizard's Rod
2. 1000G

In case you haven't been visiting the shop lately, Boots of Wind are finally available. Make sure to have enough for at least 3-5 characters, and take the opportunity to update your equipment if you haven't been doing so.

Put Elwin and one mage in the east side, and your flyers in the west side. You might be asking yourself why since the mountains will just get in the way, and that's the point.

After you enter the fortress, or its relative height, Vargas will appear and the winning condition will change to just defeating him. Moreover, he'll order all units to attack Elwin, so those mountains will stop them from getting too close to him. If you want to beat this chapter faster, you can ignore the fortress altogether and send all your flyers around the left side to gank Vargas as soon as he appears.

Also a pre-split choice chapter. After the battle answer: "Compassion is the most important".

Chapter 11A - The Sacred Sword


Win Conditions
  • All enemies are defeated.
  • You retrieve Langrisser
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester, Aaron
Reinforcements:
1. Mage lvl 23, Phalanxx6

Enemies:
1. Hawk Knight lvl 23, Harpyx6
2. Hawk Knight lvl 23, Harpyx6
3. Serpent Knight lvl 17, Lizardmanx6
4. Serpent Knight lvl 17, Lizardmanx6
5. Highlander lvl 19, Dragoonx6
6. Mage lvl 17, Ballistax4
7. Mage lvl 17, Ballistax4
8. High Lord lvl 17, Phalanxx6
Reinforcements:
1. Knight Master lvl 20, Dragoonx4

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

Route split chapter. The key to this split is understanding how both reinforcements work (of course, that's if you got all other flags up to this point).

Jessica will arrive at Turn 8. Leon, however, will arrive either at Turn 7 or once you go up the first stairs of the castle. If you beat the map after making Leon appear but before Jessica arrives, you'll start the "True Light" Path, switching to Route E. This will lead to Chapter 12E with the possibility of splitting to Route F later. However, if he does not spawn or you beat the map after Jessica appears, you'll remain on this route. This will lead to Chapter 12A with the possibility of splitting to Routes B-D later.

This is all regardless of what win condition you're going for.

Now, as for the map itself, have Hein and Liana near the mountains to blast all the approaching enemies. Meanwhile, your flyers can focus on either making a path for Cherie (she can take a "shortcut" by flying over the small wall between the sword and the treasure spot), or on facing the enemy flyers, Laird, and possibly Leon.
Route A 12-16
Chapter 12A - Stalwart Knights


Win Conditions
  • Leon is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester, Aaron
Reinforcements:
1. Highlander lvl 20, Dragoonx5

Enemies:
1. Knight Master lvl 20, Dragoonx4
2. Highlander lvl 20, Dragoonx6
3. Swordsman lvl 18, Banditx6
4. Swordsman lvl 18, Banditx6
5. Mage lvl 18, Ballistax6
6. Mage lvl 18, Ballistax6

Loot:
1. 1000G
2. Chunk of Gold

A walk in the park compared to last chapter.

Outside of the two Swordsman, enemies will mostly remain passive, so you can easily snipe Leon with your flyers. Just be careful with the mages, not so much because of the ballistas, but because they have Cyclone.

Scoot will arrive at Turn 5. Given you're already outnumbering the enemy, it's unlikely that you'll need him. But he's a pony unit with the same level as the bosses, so if you're struggling with this map, you can send him out.

Chapter 13A - Kaiser of Rayguard


Win Conditions
  • Either Bernhardt or Boser is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Aaron

NPCs:
Reinforcements:
1. Mage lvl 23, Phalanxx6

Enemies:
1. Dark Master lvl 20, Berserkerx6
2. Emeperor lvl 20, Royla Lancerx3
3. Zauberer lvl 20, Ballistax6
4. Summoner lvl 19, Ballistax4
5. Mage lvl 18, Ballistax6
6. Swordsman lvl 19, Phalanxx6
7. High Lord lvl 19, Berserkerx6
8. Swordsman lvl 19, Phalanxx6
9. Mage lvl 18, Ballistax6
Reinforcements:
1. Highlander lvl 19, Trooperx6
2. Highlander lvl 19, Trooperx6

Loot:
1. 1000G
2. Ice Blade

Another route split chapter.

Before starting, remember to equip and re-class Scott. While he joined at an appropriate level and was a Highlander on the previous map, he's still in whatever class you had him in all the way back in Chapter 4. He does come with a hefty amount of CP as well, so make good use of it.

Unsurprisingly enough, the split this time depends on which of the two bosses you beat. Defeating Bernhardt will switch you to Route C, leading to Chapter 14C with the possibility of splitting to Route D later on. Meanwhile, defeating Boser will keep you on this route, with the possibility of splitting to Route B.

Leaving that aside, easy map. Just rush to the boss of your choosing and defeat him. Just take into account that if you're aiming for Route C, both Egbert and Boser can attack you from where they are (with Energy Bolt and Tempest respectively), and with the Emperor also spamming Thunderstorm, it's going to be tough to handle all that damage. Defeating Egbert first and maybe having a few high MGR troops (such as mages or Angels) take those hits can help soften the damage. Just be careful with Boser, as he can start chasing your units, leading to an accidental defeat.

Chapter 14A - On the Harbor


Win Conditions
  • Imelda is defeated.
Lose Conditions
  • Elwin is defeated.
  • 15 turns have passed.
Allies: Elwin, Hein, Scott, Cherie, Keith, Lester, Aaron

Enemies:
1. Dragon Knight lvl 20, Harpyx6
2. Dragon Knight lvl 20, Harpyx6
3. High Lord lvl 20, Berserkerx6
4. Mage lvl 20, Ballistax6
5. Lord lvl 20, Berserkerx6
6. Mage lvl 20, Ballistax6
7. Sage lvl 22, Ballistax6
8. Serpent Knight lvl 20, Lizardmanx6
Reinforcements:
1. Silver Knight lvl 22, Dragoonx6
2. Highlander lvl 23, Dragoonx6

Loot:
1. 1000G
2. Rune Staff

Do not worry about the time limit, 15 turns is more than enough.

If you have enough flyers, sandwich your land units in between them. The goal is simple, board the boat as fast as you can and defeat the boss. For your land units, that means using one of the bridges, while flyers can enter from anywhere. Reinforcements will arrive as you get closer to the boat, but your flyers should easily be able to either dispatch them or get out of reach, making them a non-issue.

Chapter 15A - Marionette


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
  • 12 turns have passed.
Allies: Elwin, Hein, Scott, Cherie, Keith, Lester, Aaron
Reinforcements:
1. Mage lvl 24, Phalanxx6

Enemies:
1. Phoenix lvl 18, Gargoylex6
2. Minotaur lvl 22, Ogrex6
3. Succubus lvl 22, Demonx6
4. Dark Princess lvl 23, Witchx6
5. Minotaur lvl 22, Ogrex6
6. Phoenix lvl 18, Gargoylex6
Reinforcements:
1. Jormungand lvl 20, Leviathanx5
2. Faias lvl 23, Skeletonx5
3. Kraken lvl 21, Leviathanx6
4. Kraken lvl 21, Leviathanx6

Loot:
1. Lunar Coronet
2. 1000G

Keep Hein and 1-2 units (preferably non-flyers) behind to deal with the reinforcements while the rest of your main force goes to deal with the enemies. At Turn 6, or once Dark Princess is defeated, enemy reinforcements will arrive. By then the map should almost be over, but your own reinforcements should arrive soon to give you a hand with the sea units.

Chapter 16A - Unleashed Darkness


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Cherie, Keith, Lester, Aaron, Jessica

NPCs:
1. Priest lvl 25
2. Mage lvl 25

Enemies:
1. Zauberer lvl 30, Ballistax6
2. General lvl 24, Chalkaspidesx6
3. Arch Mage lvl 24, Ballistax6
4. Arch Mage lvl 24, Ballistax6
5. High Lord lvl 24, Cannonx6
6. High Lord lvl 24, Cannonx6
7. Mage lvl 24, Ballistax6
8. Mage lvl 24, Ballistax6

Loot:
1. 1500G
2. Odin's Shield

A very simple routing map. Enemies will mostly remain passive until you start ascending the stairs. At that point, Egbert will leave and they'll finally start going after you. Just be careful around the mages, all of them have Cyclone, and the ones on the upper level have Cold Snap as well.
Route A 17-21
Chapter 17A - The Key to the Seal


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Lana

Enemies:
1. Arch Mage lvl 26, Ballistax6
2. Swordsman lvl 26, Cannonx4
3. High Master lvl 28, Gryphonx4
4. Swordsman lvl 26, Cannonx4
5. Swordsmaster lvl 26, Berserkerx4
6. Highlander lvl 26, Dragoonx6
7. Swordsmaster lvl 26, Berserkerx4
8. General lvl 26, Chalkaspidesx6
9. Knight Master lvl 26, Dragoonx6
10. Mage lvl 26, Ballistax6
Reinforcements:
1. Royal Guard lvl 28, Dragoonx6

Loot:
1. 1500G
2. Brave General's Fan

Assign 2 characters to defend the west/east sides while the rest focuses in the middle.

At the start of the fight, Rohga will command the enemies at the temple to look for the Rod, making them go to the first, second, and last altars (left to right). The rod is on the last one, and when an enemy gets it, the losing condition will change to stop them from escaping. This is why you have most of your force in there, while the ones at the sides can take care of all the extra enemies. Leon will arrive at Turn 6, but if you beat all enemies before that, then you won't have to deal with him.

Do note that with Acceleration and some good MOV classes/skills/equipment, it is possible to get the rod before the enemy, avoiding making the enemies start fleeing.

Chapter 18A - Vengeance


Win Conditions
  • Sonya is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Lana

Enemies:
1. Wyvern lvl 27, Gargoylex6
2. Succubus lvl 30, High Witchx6
3. Arch Mage lvl 30, Archdemonx6
4. Living Armor lvl 30, Ogrex6
5. Dino Master lvl 27, Bone Dinox6
6. Dino Master lvl 27, Bone Dinox6
7. Living Armor lvl 27, Ogrex6
8. Succubus lvl 27, High Witchx6
9. Wyvern lvl 27, Gargoylex6
Reinforcements:
1. Jormungand lvl 27, Leviathanx6
2. Jormungand lvl 27, Leviathanx6
3. Vampire Lord lvl 28, Elementalx6

Loot:
1. 1800G
2. Necklace of the Earth

Last route split chapter.

Unsurprisingly if you've played other versions of this map, crossing the river is going to cause the first wave of reinforcements to arrive. However, more interesting than that is the second wave. When the Vampire Lord arrives, instead of helping Sonya, it'll be another case of two different bands of enemies fighting each other. You can take the opportunity and wait for them to weaken each other (maybe even have them defeat her for you), or just charge ahead and try to snipe the boss.

After the battle, going to Velzeria will keep you on this route and make you go to the next chapter. Pursuing Sonya will switch you to Route B, leading you to Chapter 19B instead.

Chapter 19A - The Blue General


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Lana

NPCs:
1. Arch Mage lvl 26

Enemies:
1. Dragon Lord lvl 30, Gryphonx6
2. Knight Master lvl 31, Royal Lancerx6
3. Royal Guard lvl 31, Royal Lancerx6
4. Highlander lvl 29, Dragoonx6
5. Arch Mage lvl 30, Elite Ballistax6
6. Knight Master lvl 29, Royal Lancerx6
7. Knight Master lvl 29, Royal Lancerx6
8. Knight Master lvl 29, Dragoonx6
9. Mage lvl 30, Elite Ballistax6
10. Highlander lvl 29, Dragoonx6

Loot:
1. 2000G
2. Chunk of Gold

If your mages are strong enough, buff during your first turn to make everyone get closer and then unleash their biggest spells while your front-line characters pick up the pieces. If they're not, you can do it the other way around and send out your front-line characters first to draw some enemy aggro while your casters fight whatever enemies that slip by.

Chapter 20A - Two Swords


Win Conditions
  • Bernhardt is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Lana

NPCs:
1. Arch Mage lvl 28, Cannonx6

Enemies:
1. Emperor lvl 35, Royal Lancerx6
2. Vampire Lord lvl 32, Archdemonx6
3. Zauberer lvl 33, Dark Guardx6
4. Vampire Lord lvl 32, Archdemonx6
5. Arch Mage lvl 31, Elite Ballistax6
6. Great Dragon lvl 32, Gargoylex6
7. Mage lvl 31, Elite Ballistax6
8. Zauberer lvl 31, Elite Ballistax6
9. Summoner lvl 31, Elite Ballistax6
Reinforcements:
1. Royal Guard lvl 32, Royal Lancerx6

Loot:
1. Brilliant Mirror
2. 3000G

Do not worry about the enemies to the sides, they will leave you alone if you do the same. As for Jessica, you can leave her to do Jessica things.

If you've played Route L/M before, this map will seem familiar. Continue approaching the boss, and at Turn 5 Leon will appear. Unlike those routes, though, defeating the enemies in a specific order will not trigger any conversations or events, so feel free to ignore him if you want. To be honest, Egbert and the vampires are pretty much the only enemies you need to beat besides the boss.

Chapter 21A - Transcend History


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Lana

NPCs:
1. Arch Mage lvl 30, Cannonx4
Reinforcements:
1. Dark Master lvl 33, Cannonx4

Enemies:
1. Wizard lvl 33, Golemx6
2. Great Dragon lvl 32, Gargoylex6
3. Great Dragon lvl 32, Gargoylex6
4. Vampire Lord lvl 31, Archdemonx6
5. Dino Master lvl 31, Bone Dinox4
6. Vampire Lord lvl 31, Archdemonx6
7. Stone Golem lvl 31, Golemx6
8. Succubus lvl 32, Elite Ballistax4
9. Stone Golem lvl 31, Golemx6
10. Dino Master lvl 31, Bone Dinox4
Reinforcements:
1. Chaos lvl 38, Archdemonx4

Put your low-mobility units North as that's where most of the action will take place (especially since Jessica can take care of the Dino Master by herself). Map will seem easy at first, but be very careful, especially with your MP management. Ensure that all enemies are defeated and that your party is in good health before facing Sonya as defeating her will summon Chaos.

If you have not faced him in either this game or the previous one, Chaos has a skill that allows him to passively recover 118 HP each turn. Moreover, he also has Flameburst, a spell that will likely deal around 150-200 damage to a single unit, and he loves casting that spell. Thankfully, all of your Commanders should have access to at least one healing spell and you should be able to mitigate that. If you want to take it safe, have only one unit attack Chaos while the rest stay behind to heal him or anyone that's getting targeted by Flameburst. Sooner or later, you'll achieve victory. However, if all of your units are strong/you don't care about the endings, you can always use the old and reliable human-wave tactics.

Also, remember to make a quick save before dealing the finishing blow in case you want to later resume and go back to the main menu while keeping all the EXP of this chapter without having to use NG+.
Route B 19-21
Chapter 19B - Wish of Destruction


Win Conditions
  • Sonya is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Lana

NPCs:
1. Arch Mage lvl 26, Cannonx6

Enemies:
1. Living Armor lvl 28, Dark Guardx6
2. Wizard lvl 30, Elementalx6
3. Living Armor lvl 28, Dark Guardx6
4. Great Dragon lvl 28, Gargoylex6
5. Dino Master lvl 28, Bone Dinox6
6. Stone Golem lvl 28, Golemx6
7. Vampire Lord lvl 30, High Witchx6
8. Stone Golem lvl 28, Golemx6
9. Phoenix lvl 28, Elementalx6
10. Phoenix lvl 28, Elementalx6

Loot:
1. 2000G
2. Chunk of Gold

If you've got a good mage with Divine Monument/Meteor, make sure to put them on the north side to deal with the Vampire Lord as soon as possible. Meteor + MP Heal is a bad combination, more so when there's only one way of getting to him. Regarding Sonya, she does have Tempest, but don't let that dissuade you from sending your flyers in through the small wall. She'll fall way faster than any of them will.

Chapter 20B - The Blue General


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Lana

Enemies:
1. Dragon Lord lvl 30, Gryphonx6
2. Knight Master lvl 32, Royal Lancerx6
3. Knight Master lvl 30, Royal Lancerx6
4. Highlander lvl 30, Dragoonx6
5. Arch Mage lvl 30, Elite Ballistax6
6. Knight Master lvl 30, Royal Lancerx6
7. Royal Guard lvl 33, Royal Lancerx6
8. Highlander lvl 30, Dragoonx6
9. Mage lvl 30, Elite Ballistax6
10. Highlander lvl 30, Dragoonx6

Loot:
1. 3000G
2. Brilliant Mirror

If your mages are strong enough, buff during your first turn to make everyone get closer and then unleash their biggest spells while your front-line characters pick up the pieces. If they're not, you can do it the other way around and send out your front-line characters first to draw some enemy aggro while your casters fight whatever enemies that slip by.

Chapter 21B - Legacy's Finale


Win Conditions
  • Bernhardt is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Lana

NPCs:
1. Arch Mage lvl 30, Cannonx6

Enemies:
1. Emperor lvl 35, Royal Lancerx6
2. Vampire Lord lvl 31, Archdemonx6
3. Dark Master lvl 34, Dark Guardx6
4. Vampire Lord lvl 31, High Witchx6
5. Arch Mage lvl 31, Elite Ballistax6
6. Great Dragon lvl 31, Gargoylex6
7. Mage lvl 31, Elite Ballistax6
8. Zauberer lvl 31, Elite Ballistax6
9. Zauberer lvl 31, Elite Ballistax6
Reinforcements:
1. Royal Guard lvl 31, Royal Lancerx6

Do not worry about the enemies to the sides, they will leave you alone if you do the same. As for Jessica, you can leave her to do Jessica things.

If you've played Route L/M before, this map will seem familiar. Continue approaching the boss, and at Turn 5 Leon will appear. Unlike those routes, though, defeating the enemies in a specific order will not trigger any conversations or events, so feel free to ignore him if you want. To be honest, Egbert and the vampires are pretty much the only enemies you need to beat besides the boss.

Remember to make a quick save before dealing the finishing blow in case you want to later resume and go back to the main menu while keeping all the EXP of this chapter without having to use NG+.
Route C 14-16
Chapter 14C - On the Harbor


Win Conditions
  • Vampire Lord is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Cherie, Keith, Lester, Aaron

Enemies:
1. Minotaur lvl 20, Ogrex6
2. Succubus lvl 20, Ballistax6
3. Succubus lvl 20, Ballistax6
4. Vampire Lord lvl 22, Witchx6
5. Minotaur lvl 20, Wolfmanx6
6. Succubus lvl 20, Ballistax6
7. Kraken lvl 20, Leviathanx6
Reinforcements:
1. Phoenix lvl 23, Gargoylex6
2. Great Dragon lvl 20, Batx6
3. Scylla lvl 20, Leviathanx6
4. Scylla lvl 20, Leviathanx6

Loot:
1. 1000G
2. Ice Blade

Technically a split chapter, but not in the way you think. Remember that turn limit back in Chapter 6 Extra where the enemies self-destructed, but you were allowed to continue anyway? Well, it's something like that.

If you have enough flyers, sandwich your land units in between them. The goal is simple, board the boat as fast as you can and defeat the boss. For your land units that means using one of the bridges. Marines can board from the side of the boat, meanwhile, flyers can enter from anywhere. Reinforcements will arrive as you get closer to the boat, changing the winning condition.

If you manage to beat all 3 bosses within 12 turns, you'll secure the boat and proceed to Chapter 15C (1) (aka, the "Sea" route). If not, all enemies will flee and you'll go to Chapter 15C (2) (aka, the "Land" route) instead. Mind you, this split does not change your Route nor give any achievements, so do not feel pressured to beat the timer (even though it's quite generous).

Chapter 15C (1) - The Icy Queen


Win Conditions
  • Imelda is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Cherie, Keith, Lester, Aaron

Enemies:
1. Dragon Knight lvl 22, Angelx6
2. Dragon Knight lvl 22, Angelx6
3. Serpent Knight lvl 22, Lizardmanx6
4. Swordsman lvl 22, Berserkerx6
5. Mage lvl 22, Ballistax6
6. Necromancer lvl 22, Crusaderx6
7. Sorcerer lvl 22, Ballistax6
8. Lord lvl 22, Berserkerx6
9. Serpent Knight lvl 22, Lizardmanx6
10. Saint lvl 25, Ballistax6
11. Hawk Knight lvl 22, Gryphonx6
12. Hawk Knight lvl 22, Gryphonx6

Loot:
1. 1000G
2. Lunar Coronet

This is the version of 15C you get if you defeated the bosses in the previous chapter within the turn limit.

If you want to turtle this map, have Elwin and one other unit block both bridges. This will stop the enemies from boarding you, even the flying ones since they like to attack you there instead of going for your other units. You can also take this opportunity to have Hein gain some levels by using AoE spells on the clusters of enemies.

Or, you know, just send your flyer army (potentially 5/7 characters) South to gang up on Imelda. She lacks any wind spells and flyers deal neutral damage to ballistas, so she should fall quite easily.

Chapter 16C (1) - Marionette


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
  • 12 turns have passed.
Allies: Elwin, Hein, Scott, Cherie, Keith, Lester, Aaron

NPCs:
Reinforcements:
1. Mage lvl 24, Cannonx6

Enemies:
1. Phoenix lvl 23, Gargoylex6
2. Minotaur lvl 24, Ogrex6
3. Succubus lvl 24, Elementalx6
4. Minotaur lvl 24, Skeletonx6
5. Dark Princess lvl 26, Witchx6
6. Succubus lvl 24, Elementalx6
7. Minotaur lvl 24, Ogrex6
Reinforcements:
1. Great Dragon lvl 20, Gargoylex6
2. Faias lvl 25, Demonx5
3. Kraken lvl 24, Leviathanx6

Loot:
1. Flame Lance
2. 1500G

This is the version of 16C you get if you defeated the bosses in Chapter 14C within the turn limit.

Same turn limit, but this time it's not optional. Keep Hein and one unit (preferably a non-flyer) behind to deal with the reinforcements while the rest of your main force goes to deal with the enemies. At Turn 6, or once Dark Princess is defeated, enemy reinforcements will arrive. By then, the map should almost be over, but NPC reinforcements should arrive soon to give you a hand if you need it.

After you beat this map, both Sea/Land routes will finally join back.

Chapter 15C (2) - Frozen Flames


Win Conditions
  • Imelda is defeated.
Lose Conditions
  • Elwin is defeated.
  • All villagers are defeated.
Allies: Elwin, Hein, Scott, Cherie, Keith, Lester, Aaron

Enemies:
1. Swordsman lvl 21, Berserkerx4
2. High Lord lvl 21, Phalanxx6
3. Highlander lvl 21, Dragoonx6
4. Swordsman lvl 21, Berserkerx6
5. Saint lvl 25, Elite Ballistax6
6. Dragon Knight lvl 21, Angelx6
7. Swordsmaster lvl 21, Crusaderx6
8. Swordsmaster lvl 21, Crusaderx4
9. High Lord lvl 21, Phalanxx6
10. Highlander lvl 21, Dragoonx6

Loot:
1. 1000G
2. Demon Dragon's Horn

This is the version of 15C you get if you did not defeat the bosses in the previous chapter on time.

Send your flyers to the North while your pony units go west to deal with the pursuing units. Whoever finishes first can then just circle around to help the other team. Or, you know, just gang up on Imelda. She's right there, half of the enemies will be busy chasing the villagers, and even foot units should be able to reach her within a couple of turns.

If all villagers survive, you'll get a Lunar Coronet after the battle.

Chapter 16C (2) - Dead End


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Cherie, Keith, Lester, Aaron

Enemies:
1. Great Dragon lvl 20, Gargoylex6
2. Great Dragon lvl 20, Gargoylex6
3. Faias lvl 25, Archdemonx6
4. Great Dragon lvl 20, Gargoylex6
5. Phoenix lvl 22, Batx6
6. Phoenix lvl 22, Batx6
7. Phoenix lvl 22, Batx6
8. Kraken lvl 22, Lizardmanx3
9. Kraken lvl 22, Lizardmanx3
10. Jormungand lvl 20, Leviathanx3

Loot:
1. 1500G
2. Consecrated Talisman

This is the version of 16C you get if you did not defeat the bosses in Chapter 14C on time.

While you could send all your flyers to beat the enemies (potentially 5/7 characters), it might be better if you just wait a couple of turns for them to get to your boat. Or at the very least, until the aquatic monsters do, as not only will this let Elwin, Hein, and potentially others get EXP, but it'll debuff them as well.

After you beat this map, both Sea/Land routes will finally join back.
Route C 17-21
Chapter 17C - Unleashed Darkness


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
  • Jessica is defeated.
Allies: Elwin, Hein, Scott, Cherie, Keith, Lester, Aaron, Jessica

NPCs:
1. High Priest lvl 25
2. High Priest lvl 25

Enemies:
1. Dark Master lvl 27
2. Zauberer lvl 27, High Elfx6
3. Arch Mage lvl 25, Ballistax6
4. Arch Mage lvl 25, Ballistax6
5. Dino Master lvl 25, Bone Dinox6
6. Mage lvl 25, Ballistax6
7. Mage lvl 25, Ballistax6
8. Dino Master lvl 25, Bone Dinox6
Reinforcements:
1. Emperor lvl 29, Cannonx6

Loot:
1. 1500G
2. Chunk of Gold

Last route split chapter. Don't worry, it's just a simple choice after this map's over.

Jessica will join your party during this chapter. While she technically knows Meteor, she lacks the level to cast it, leaving her with only Cold Snap (not that she'll likely get a chance to use it anyway).

Map will start as usual, but once you cross the halfway point (easy by just having a flyer go through the small passage on the west side) Bernhardt will arrive and shake things up. From then on there will be 2 enemy factions fighting you and each other, and the win condition will change. Bernhardt is beatable, though maybe a bit hard if this is your first route, so remember to keep making Jessica advance just in case.

After the battle, you'll get a choice on whether to make Lana join the party or keep Aaron. If you choose to stay with Aaron, you'll switch to Route D, leading to Chapter 18D. Otherwise, you'll stay on this route and can proceed to the next chapter.

Chapter 18C - The Key to the Seal


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Lana

Enemies:
1. Arch Mage lvl 26, Ballistax6
2. Swordsman lvl 26, Cannonx4
3. High Master lvl 28, Gryphonx4
4. Swordsman lvl 26, Cannonx4
5. Swordsmaster lvl 26, Berserkerx4
6. Highlander lvl 26, Dragoonx6
7. Swordsmaster lvl 26, Berserkerx4
8. General lvl 26, Chalkaspidesx6
9. Knight Master lvl 26, Dragoonx6
10. Mage lvl 26, Ballistax6
Reinforcements:
1. Royal Guard lvl 28, Dragoonx6

Loot:
1. 1800G
2. Dragon Shield

Assign 2 characters to defend the west/east sides while the rest focuses in the middle.

At the start of the fight, Rohga will command the enemies at the temple to look for the Rod, making them go to the first, second, and last altars left-to-right. The rod is in the last one, and when an enemy gets it, the losing condition will change to stop them from escaping. This is why you have most of your force in there, while the ones at the sides can take care of all the extra enemies. Leon will arrive at Turn 6, but if you beat all enemies before, then you won't have to deal with him.

Do note that with Acceleration and some good MOV classes/skills/equipment, it is possible to get the rod before the enemy, avoiding making the enemies start fleeing.

Chapter 19C - Vengeance


Win Conditions
  • Sonya is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Lana

Enemies:
1. Great Dragon lvl 25, Gargoylex6
2. Arch Mage lvl 30, Archdemonx6
3. Dino Master lvl 28, Bone Dinox6
4. Dino Master lvl 28, Bone Dinox6
5. Living Armor lvl 28, Ogrex4
6. Living Armor lvl 28, Ogrex4
7. Succubus lvl 28, High Witchx4
8. Great Dragon lvl 25, Gargoylex6
Reinforcements:
1. Jormungand lvl 25, Leviathanx6
2. Jormungand lvl 25, Leviathanx6
3. Vampire Lord lvl 29, Elementalx6

Loot:
1. 2000G
2. Chunk of Gold

Unsurprisingly if you've played other versions of this map, crossing the river is going to cause the first wave of reinforcements to arrive. However, more interesting than that is the second wave. When the Vampire Lord arrives, instead of helping Sonya, it'll be another case of two different bands of enemies fighting each other: everyone against Sonya. You can take the opportunity and wait for them to weaken each other (maybe even have them defeat her for you), or just charge ahead and try to snipe the boss.

Chapter 20C - The Blue General


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Lana

Enemies:
1. Dragon Lord lvl 30, Gryphonx6
2. Knight Master lvl 32, Royal Lancerx6
3. Royal Guard lvl 33, Royal Lancerx6
4. Highlander lvl 30, Dragoonx6
5. Arch Mage lvl 30, Elite Ballistax6
6. Knight Master lvl 30, Royal Lancerx6
7. Knight Master lvl 30, Royal Lancerx6
8. Highlander lvl 30, Dragoonx6
9. Mage lvl 30, Elite Ballistax6
10. Highlander lvl 30, Dragoonx6

Loot:
1. 3000G
2. Brilliant Bracelet

If your mages are strong enough, buff during your first turn to make everyone get closer and then unleash their biggest spells while your front-line characters pick up the pieces. If they're not, you can do it the other way around and send out your front-line characters first to draw some enemy aggro while your casters fight whatever enemies that slip by.

Chapter 21C - Legacy's Finale


Win Conditions
  • Bernhardt is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Lana

Enemies:
1. Emperor lvl 35, Royal Lancerx6
2. Vampire Lord lvl 31, Archdemonx6
3. Dark Master lvl 34, Dark Guardx6
4. Vampire Lord lvl 31, Archdemonx6
5. Arch Mage lvl 31, Elite Ballistax6
6. Great Dragon lvl 31, Gargoylex6
7. Arch Mage lvl 31, Elite Ballistax6
8. Summoner lvl 31, Elite Ballistax6
9. Summoner lvl 31, Elite Ballistax6
Reinforcements:
1. Royal Guard lvl 31, Royal Lancerx6

Do not worry about the enemies to the sides, they will leave you alone if you do the same. As for Jessica, you can leave her to do Jessica things.

If you've played Route L/M before, this map will seem familiar. Continue approaching the boss, and at Turn 5 Leon will appear. Unlike those routes though, defeating the enemies in a specific order will not trigger any conversations or events, so feel free to ignore him if you want. To be honest, Egbert and the vampires are pretty much the only enemies you need to beat besides the boss.

Remember to make a quick save before dealing the finishing blow in case you want to later resume and go back to the main menu while keeping all the EXP of this chapter without having to use NG+.
Route D 18-21
Chapter 18D - The Key to the Seal


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Aaron

Enemies:
1. Arch Mage lvl 26, Ballistax6
2. Swordsman lvl 26, Cannonx4
3. High Master lvl 28, Gryphonx4
4. Swordsman lvl 26, Cannonx4
5. Swordsmaster lvl 26, Berserkerx4
6. Highlander lvl 26, Dragoonx6
7. Swordsmaster lvl 26, Berserkerx4
8. General lvl 26, Chalkaspidesx6
9. Knight Master lvl 26, Dragoonx6
10. Mage lvl 26, Ballistax6
Reinforcements:
1. Royal Guard lvl 28, Dragoonx6

Loot:
1. 1800G
2. Mithril Armor

Assign 2 characters to defend the west/east sides while the rest focuses in the middle.

At the start of the fight, Rohga will command the enemies at the temple to look for the Rod, making them go to the first, second, and last altars left-to-right. The rod is on the last one, and when an enemy gets it, the losing condition will change to stop them from escaping. This is why you have most of your force in there, while the ones at the sides can take care of all the extra enemies. Leon will arrive at Turn 6, but if you beat all enemies before, then you won't have to deal with him.

Do note that with Acceleration and some good MOV classes/skills/equipment, it is possible to get the rod before the enemy, avoiding making the enemies start fleeing.

Chapter 19D - Vengeance


Win Conditions
  • Sonya is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Aaron

Enemies:
1. Great Dragon lvl 25, Gargoylex6
2. Arch Mage lvl 30, Archdemonx6
3. Dino Master lvl 28, Bone Dinox6
4. Dino Master lvl 28, Bone Dinox6
5. Living Armor lvl 28, Ogrex4
6. Living Armor lvl 28, Ogrex4
7. Succubus lvl 28, High Witchx4
8. Great Dragon lvl 25, Gargoylex6
Reinforcements:
1. Jormungand lvl 25, Leviathanx6
2. Jormungand lvl 25, Leviathanx6
3. Vampire Lord lvl 29, Elementalx6

Loot:
1. 2000G
2. Chunk of Gold

Unsurprisingly if you've played other versions of this map, crossing the river is going to cause the first wave of reinforcements to arrive. However, more interesting than that is the second wave. When the Vampire Lord arrives, instead of helping Sonya, it'll be another case of two different bands of enemies fighting each other: everyone against Sonya. You can take the opportunity and wait for them to weaken each other (maybe even have them defeat her for you), or just charge ahead and try to snipe the boss.

Chapter 20D - The Blue General


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Aaron

Enemies:
1. Dragon Lord lvl 30, Gryphonx6
2. Knight Master lvl 32, Royal Lancerx6
3. Knight Master lvl 30, Royal Lancerx6
4. Highlander lvl 30, Dragoonx6
5. Arch Mage lvl 30, Elite Ballistax6
6. Knight Master lvl 30, Royal Lancerx6
7. Royal Guard lvl 33, Royal Lancerx6
8. Highlander lvl 30, Dragoonx6
9. Mage lvl 30, Elite Ballistax6
10. Highlander lvl 30, Dragoonx6

Loot:
1. 3000G
2. Brilliant Bracelet

If your mages are strong enough, buff during your first turn to make everyone get closer and then unleash their biggest spells while your front-line characters pick up the pieces. If they're not, you can do it the other way around and send out your front-line characters first to draw some enemy aggro while your casters fight whatever enemies that slip by.

Chapter 21D - Legacy's Finale


Win Conditions
  • Bernhardt is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Scott, Liana, Cherie, Keith, Lester, Aaron

NPCs:
1. Arch Mage lvl 30, Cannonx6

Enemies:
1. Emperor lvl 35, Royal Lancerx6
2. Vampire Lord lvl 31, Archdemonx6
3. Dark Master lvl 34, Dark Guardx6
4. Vampire Lord lvl 31, Archdemonx6
5. Arch Mage lvl 31, Elite Ballistax6
6. Great Dragon lvl 31, Gargoylex6
7. Arch Mage lvl 31, Elite Ballistax6
8. Zauberer lvl 31, Elite Ballistax6
9. Zauberer lvl 31, Elite Ballistax6
Reinforcements:
1. Royal Guard lvl 31, Royal Lancerx6

Do not worry about the enemies to the sides, they will leave you alone if you do the same. As for Jessica, you can leave her to do Jessica things.

If you've played Route L/M before, this map will seem familiar. Continue approaching the boss, and at Turn 5 Leon will appear. Unlike those routes though, defeating the enemies in a specific order will not trigger any conversations or events, so feel free to ignore him if you want. To be honest, Egbert and the vampires are pretty much the only enemies you need to beat besides the boss.

Remember to make a quick save before dealing the finishing blow in case you want to later resume and go back to the main menu while keeping all the EXP of this chapter without having to use NG+.
Route E 12-16
Chapter 12E - Usurper


Win Conditions
  • Rohga is defeated.
Lose Conditions
  • Elwin is defeated.
  • Liana is defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester, Aaron

Enemies:
1. Mage lvl 19, Witchx4
2. High Lord lvl 19, Phalanxx6
3. Highlander lvl 19, Dragoonx6
4. Swordsman lvl 22, Banditx4
Reinforcements:
1. Silver Knight lvl 25, Dragoonx4
2. Captain lvl 19, Lizardmanx6
3. Sorcerer lvl 25, Witchx4
4. Hawk Knight lvl 25, Harpyx6
5. Captain lvl 19, Lizardmanx6

Loot:
1. 1000G
2. Exorcist Sword

Enemies will remain passive until you approach the bridge, at which point both reinforcements will also appear (first from the South, then from the North). Almost regardless of where you put her, Liana will be at risk from at least one of the Knights, but do not underestimate the Captains.

As long as you keep an eye on her, or assign a few bodyguards, the map should go easily.

Chapter 13E - Daughter of Demons


Win Conditions
  • Sonya is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester, Aaron

NPCs:
Reinforcements:
1. Zauberer lvl 25, Dark Guardx6

Enemies:
1. Phoenix lvl 20, Gargoylex6
2. Kraken lvl 20, Leviathanx6
3. Succubus lvl 20, Batx3
4. Stone Golem lvl 20, Golemx4
5. Minotaur lvl 20, Ogrex6
6. Mage lvl 23, Witchx4
7. Dino Master lvl 20, Bone Dinox6

Loot:
1. Demon Dragon's Horn
2. 1000G

Easy map.

Most of the enemies are to the North, so you can focus most of your main force in there while waiting for Sonya to get closer. Defeating her should be easy, especially with the help of the reinforcement arriving at Turn 5. However, since Sonya lacks any sort of wind spells, there's nothing stopping you from sending your flyers to snipe her instead.

Chapter 14E - Fall of a Conqueror


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
  • Leon, Laird, or Egbert are defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester, Aaron

NPCs:
1. Knight Master lvl 27, Dragoonx6
2. Highlander lvl 26, Dragoonx6
3. Zauberer lvl 28, Crusaderx6

Enemies:
1. Dark Master lvl 28
2. Succubus lvl 22, Witchx6
3. General lvl 24, Berserkerx6
4. Succubus lvl 22, Witchx6
5. Succubus lvl 22, Skeletonx6
Reinforcements:
1. Faias lvl 23, Bone Dinox6
2. Dark Princess lvl 23, Specterx6
3. Mage lvl 23, Specterx6

Loot:
1. 1000G
2. Chunk of Gold

In direct contrast to the previous map, this one can be quite tough. Not because of the enemies themselves, but rather because of how easily the NPCs will get overwhelmed. Without assistance, Leon or Laird could end up dying as soon as Turn 3, so be careful. Egbert, on the other hand, can take care of his enemies without any issues.

Out of the two, Leon tends to die more often, so give him a slight preference when it comes to splitting your forces (still, do not neglect Laird). You might also want to separate Hein and Liana so that each one goes to only one NPC since they often tend to block access to the enemies and you will likely need ranged attacks more than once. Liana should be going on Laird's side as getting her close to Dark Princess will make her leave the battle.

Once you defeat Rohga, Sonya will arrive, but a mage with undead troops is easy enough for Egbert to take care of without your help.

Chapter 15E - Black Genus


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
  • All the villagers are defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester, Aaron

NPCs:
1. Sister lvl 1, Civilianx4
2. Sister lvl 1, Civilianx4

Enemies:
1. Faias lvl 25, Skeletonx6
2. Dino Master lvl 23, Bone Dinox6
3. Living Armor lvl 23, Specterx6
4. Great Dragon lvl 23, Gargoylex6
5. Kraken lvl 23, Leviathanx6
6. Phoenix lvl 23, Gargoylex6
7. Stone Golem lvl 23, Golemx6
8. Succubus lvl 23, Witchx6

Loot:
1. 1000G
2. Lunar Coronet

Thankfully, back again to the easy maps.

Send the villagers to the southwest as it's the safest place. As long as you have at least one unit on both entrances to the town, no enemy should get even close. In fact, if your levels and equipment are good enough, you can have those two units tackle all enemies and beat the map by themselves. North side could use a mage, thanks to all the undead and flying enemies that will likely arrive from there.

If all villagers survive, you'll get a Chain Mail after this battle.

Chapter 16E - Blurred Lines


Win Conditions
  • Imelda and Morgan are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester, Aaron

Enemies:
1. Sorcerer lvl 26, Elite Ballistax4
2. Swordsmaster lvl 25, Berserkerx6
3. Highlander lvl 25, Dragoonx6
4. Serpent Lord lvl 25, Lizardmanx6
5. Swordsmaster lvl 27, Phalanxx6
6. Serpent Knight lvl 25, Lizardmanx6
7. Dragon Lord lvl 25, Angelx6
8. Dragon Knight lvl 25, Angelx6

Loot:
1. 1500G
2. Flame Lance

Both bosses are aggressive, so this map will go fast.

Have one or two flyers go to the east to distract the enemies and get some EXP while Elwin, Aaron, and your other land units just wait for both bosses to come crashing into them. If your flyers get done before the map is over, you can send them to help the rest of your units since neither boss has access to wind spells (they do have access to lighting spells though, which should only affect Lester and that's only if he's in a Marine class).
Route E 17-21
Chapter 17E - Woman Scorned


Win Conditions
  • Imelda is persuaded or defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester, Aaron

Enemies:
1. Dragon Lord lvl 27, Gryphonx6
2. Arch Mage lvl 26, Elite Ballistax4
3. Arch Mage lvl 27, Ballistax4
4. Queen lvl 27, Chalkaspidesx6
5. General lvl 27, Chalkaspidesx6
6. Mage lvl 27, Ballistax4
7. Zauberer lvl 27, Ballistax4
8. Knight Master lvl 27, Royal Lancerx6
9. Swordsmaster lvl 27, Cannonx6
10. Swordsmaster lvl 27, Cannonx6
11. Knight Master lvl 27, Royal Lancerx6
12. Summoner lvl 27, Ballistax4

Loot:
1. 1500G
2. Bolt Axe

Don't get confused by the win condition. Imelda isn't like Sonya, things won't be as easy as just having someone stand next to her. However, persuading her is another pre-route split flag.

While the map might seem impressive at first, half of the enemy Commanders will leave during the first turn (more specifically, all the ballista ones). So don't worry about them. Moreover, Imelda is just as aggressive in this map as in the previous ones, so it's likely that she'll crash into your party rather than you going after her.

As to how to convince her, it's really easy. All you need to do is wait for her to talk about her past (which happens automatically during the Enemy phase of Turn 2) and then make sure to not kill every other unit on the map. As long as she gave her speech, and at least one unit beside her remains, that will count as "persuading" her after you defeat her.

Chapter 18E - Gates of Darkness


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester, Aaron

Enemies:
1. Ranger lvl 30, Cannonx4
2. Faias lvl 30, Elite Ballistax6
3. Dino Master lvl 28, Bone Dinox6
4. Dino Master lvl 28, Bone Dinox6
5. Arch Mage lvl 30, Elite Ballistax6
6. Stone Golem lvl 28, Golemx6
7. Stone Golem lvl 28, Golemx6
8. Great Dragon lvl 26, Gargoylex6
9. Great Dragon lvl 26, Gargoylex6
Reinforcements:
1. Great Dragon lvl 26, Gargoylex4
2. Dino Master lvl 28, Bone Dinox4

Loot:
1. 1800G
2. Chunk of Gold

Small map, so be careful not to get too overwhelmed.

If your mages are strong enough, buff during your first turn to make everyone get closer and then unleash their biggest spells while your front-line characters pick up the pieces. If they're not, you can do it the other way around and send out your front-line characters first to draw some enemy aggro while your casters fight whatever enemies that slip by.

Also, while it's not a route split option like in so many maps before, approaching Sonya with Elwin will lead to you persuading her and Rohga to leave the battlefield (in fact, if you put Elwin on the top right spot, it's likely that she'll be the one approaching you during the first enemy phase). Just be careful when dealing with Rohga/Sonya, as persuading Sonya or defeating either of them will trigger the reinforcements and they could easily blindside you.

Chapter 19E - New Light


Win Conditions
  • Boser is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester, Aaron

Enemies:
1. Dark Master lvl 35, Dark Guardx6
2. Dark Princess lvl 34, Specterx6
3. Vampire Lord lvl 30, Specterx6
4. Great Dragon lvl 33, Elementalx6
5. Dino Master lvl 33, Bone Dinox6
6. Vampire Lord lvl 30, Specterx6
7. Stone Golem lvl 30, Golemx6
8. Stone Golem lvl 30, Golemx6
9. Wizard lvl 33, Elite Ballistax4
10. High Master lvl 33, Elite Ballistax4
Reinforcements:
1. Arch Mage lvl 30, Elite Ballistax6
2. Mage lvl 30, Elite Ballistax6

Loot:
1. 2000G
2. Chunk of Gold

If you persuaded Sonya during the last map, approaching her with Elwin again (which can be done even from across the wall) will turn both her and Rohga into NPCs. Same way, approaching Lana with Liana will turn her into an NPC as well (though you might want to do this away from Boser...). However, doing any of this (even if the Rohga/Sonya one fails) will spawn the reinforcements, so it's up to you whether you want to do so or not.

As for the rest of the map, Boser barely has enough MP to cast Meteor once, so that will likely not be an issue, but he does have access to Tempest which means you should be careful if trying to snipe him using your flyers.

Chapter 20E - Bitter Blades


Win Conditions
  • Laird is persuaded or defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester, Aaron, Lana

Enemies:
1. Dragon Knight lvl 31, Gryphonx6
2. Dragon Lord lvl 31, Gryphonx6
3. Knight Master lvl 31, Royal Lancerx6
4. Highlander lvl 31, Royal Lancerx6
5. Dragon Knight lvl 31, Gryphonx6
6. Knight Master lvl 31, Royal Lancerx6
7. Knight Master lvl 35, Royal Lancerx6
8. Knight Master lvl 31, Royal Lancerx6
9. Highlander lvl 31, Royal Lancerx6
10. Highlander lvl 31, Royal Lancerx6
Reinforcements:
1. Dark Master lvl 37, Cannonx4

Loot:
1. 3000G
2. Unyielding Gem

Route split time, obviously this time being on whether you persuade or defeat Laird.

To persuade him, you'll need to approach him with both Elwin and Lana (if you've not played another route with her, make sure to also send some escorts as she's way under-leveled for this point in the game). The first time you do so, Egbert will appear as a reinforcement, but that should not matter. Just go in with the other character and that's the map done. And unlike Imelda, you do not need to have any other generals alive for this.

If you'd rather defeat him, he should be easy enough to snipe with one of your many flyers/high-mobility units.

Unlike most other route splits where doing the more difficult/convoluted thing switches your route, persuading Laird will instead make you remain on Route E, leading to the last chapter of this route. Defeating him will switch you to Route F, making Chapter 21F your last chapter.

Chapter 21E - Salvation


Win Conditions
  • Leon is persuaded or defeated.
Lose Conditions
  • Elwin is defeated.
  • Laird or Egbert are defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester, Aaron, Lana

NPCs:
1. Knight Master lvl 36, Royal Lancerx4
2. Dark Master lvl 37, Elite Ballistax4
Reinforcements:
1. Queen lvl 37

Enemies:
1. Arch Mage lvl 34, Elite Ballistax4
2. Royal Guard lvl 38, Royal Lancerx6
3. Arch Mage lvl 34, Elite Ballistax4
4. General lvl 34, Chalkaspidesx6
5. Swordsmaster lvl 34, Cannonx6
6. Zauberer lvl 34, High Elfx6
7. Swordsmaster lvl 34, Cannonx6
8. Knight Master lvl 34, Royal Lancerx6

A relatively easy map, all things considered.

Laird and Egbert will not go above the first floor, and as for the initial troops going after them, Laird has an advantage over the ones coming from his side while Egbert has Meteor and MP Heal, so you don't really need to worry much about them.

As for the conditions to beating this chapter, as long as you keep Imelda and Lana alive, do the usual and position any Commander next to Leon or one of his units to trigger a conversation and persuade him. If either of them falls, defeating Leon will have a minor impact on the Epilogues and ending.

Regardless of whether you go for a defeat or persuade, remember to make a quick save before dealing with Leon in case you want to later resume and go back to the main menu while keeping all the EXP of this chapter without having to use NG+.
Route F 21
Chapter 21F - Salvation


Win Conditions
  • Leon is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Cherie, Keith, Lester, Aaron, Lana

NPCs:
Reinforcements:
1. Sage lvl 37

Enemies:
1. Arch Mage lvl 34, Elite Ballistax4
2. Royal Guard lvl 38, Royal Lancerx6
3. Dark Master lvl 37, Elite Ballistax4
4. General lvl 34, Chalkaspidesx6
5. Arch Mage lvl 34, High Elfx4
6. Knight Master lvl 34, Royal Lancerx6
7. Swordsmaster lvl 34, Cannonx6
8. General lvl 34, Chalkaspidesx6

Unlike its Route E counterpart, there's nothing much going on for this map. Just head to the top, defeating enemies as you do so, and kill the boss. Leon is passive, so you can take as much time as you need, but make sure to defeat the two mages to the sides (especially Egbert since he can recover his MP). NPC is not a factor in this version.

Also, remember to make a quick save before dealing the finishing blow in case you want to later resume and go back to the main menu while keeping all the EXP of this chapter without having to use NG+.
Route G 08-11
Chapter 8G - No Regrets


Win Conditions
  • Lester is defeated.
Lose Conditions
  • Elwin is defeated.
  • 12 turns have passed.
Allies: Elwin, Hein, Rohga, Leon
Reinforcements:
1. Warlock lvl 14, Elfx4

Enemies:
1. Knight lvl 12, Trooperx4
2. Captain lvl 14, Banditx4
3. Cleric lvl 12, Monkx4
4. Knight lvl 12, Trooperx4
5. Fighter lvl 12, Phalanxx6
Reinforcements:
1. Dragon Knight lvl 13, Fairyx4
2. Hawk Knight lvl 12, Harpyx4
3. Hawk Knight lvl 12, Harpyx4
4. Hawk Knight lvl 12, Harpyx4
5. Hawk Knight lvl 12, Harpyx4

Loot:
1. 1000G
2. Flamberge

For a regular playthrough, don't worry about the turn limit, but if you're looking to get access to the extra chapter you might be cutting it short. And be sure to select "To Gain Power" after the battle to allow more route split options further down the line.

Unless Hein has Cyclone, put him in the bottom-most spot as he'll likely not be much use in this chapter. Elwin, on the other hand, should be on the top-most one, be equipped with Boots of Wind, preferably on a pony class. Give Boots of Wind to the other two if you have any to spare and troops to everyone as you want to get enemies out of the way as quickly as you can.

Lester will be passive, so you can focus on attacking the knights and the reinforcements (hopefully at least one of these groups will go for Hein instead). At Turn 6, Imelda will arrive, but as a foot unit whose only spell is Ghost Arrow, she's unlikely to be of any use.

If you're going for the extra chapter, Elwin should focus on getting to the spot below the bridge to trigger it (you can find an image of the specific tile in Arty-chan's Extra (Secret) Chapters guide) and Leon should remain as close to him as possible to cast Accelerate. Uninterrupted, this should take around 6-8 turns. Also, you don't need to defeat the Phalanxes to get to this spot, there's one tile between them and the bridge where you can easily go down unless one of the Hawk Knights gets in the way.

Chapter 8G Extra - Familiar Face


Win Conditions
  • Witch is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda

Enemies:
1. Sorcerer lvl 18
2. Cerberus lvl 17, Hellhoundx6
3. Necromancer lvl 17, Elfx4
4. Swordsman lvl 17, Banditx4
5. Wyvern lvl 17, Batx5
6. Serpent lvl 17, Mermanx4
7. Roc lvl 17, Batx5
8. Dullahan lvl 17, Wraithx4

Loot:
1. Assault Suit
2. 2500G

Unlike the extra chapter in 8A, no quizzes or extra items here. While I usually don't like to go after Mercenaries, the big jump in levels and ease of defeating them make this a good place to get EXP for your lower-level units. Just beware the boss of this map, as she'll go up to level 20 once you defeat one of the commanders at the top or you attack her, and she has access to quite a few nasty spells.

You might be wondering how to get the Assault Suit (ATK+50, DEF+100, MOV+1) since the boss is stationary, and defeating her would end the map. Well, if you wait until Turn 15, she'll warp all the way to the platform at the bottom, only to return to her normal position the next turn, meaning this is your only window to get it.

Chapter 9G - Holy Heirloom


Win Conditions
  • Cherie is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda

NPCs:
1. Sister lvl 1, Civilianx2
2. Sister lvl 1, Civilianx2
Reinforcements:
1. High Lord lvl 17, Banditx6

Enemies:
1. Serpent Knight lvl 12, Mermanx4
2. Dragon Knight lvl 12, Fairyx4
3. Dragon Knight lvl 12, Fairyx4
4. Dragon Knight lvl 14, Fairyx4
5. Swordsman lvl 12, Crusaderx4
6. Lord lvl 14, Dark Elfx4
7. Silver Knight lvl 14, Trooperx4
8. Swordsman lvl 12, Crusaderx6
9. Silver Knight lvl 14, Trooperx4
10. Lord lvl 14, Dark Elfx4

Loot:
1. 1000G
2. Chunk of Gold

Boots of Wind are finally available in the shop. Make sure to have enough for at least 3-5 characters, and take the opportunity to update your equipment if you haven't been doing so.

If by any chance Leon can fly by now, put him in the top spot so he can handle the enemies coming from the sea. Otherwise, your casters can easily take them while the rest of your team goes to handle the main force. Vargas will arrive at Turn 6, but aside from helping to deal with the enemies coming from the sea, it's unlikely that he'll be of much help by the time he arrives.

Chapter 10G - Elderly Swordsman


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda

NPCs:
1. Silver Knight lvl 18, Mermanx4

Enemies:
1. Necromancer lvl 15, Ballistax4
2. Cleric lvl 15, Crusaderx4
3. Necromancer lvl 15, Ballistax4
4. High Lord lvl 17, Phalanxx6
5. Silver Knight lvl 15, Trooperx4
6. Saint lvl 15, Crusaderx4
7. Silver Knight lvl 15, Trooperx4
8. Dragon Knight lvl 12, Fairyx4
9. Dragon Knight lvl 12, Fairyx4
10. Dragon Knight lvl 12, Fairyx4
Reinforcements:
1. Serpent Knight lvl 12, Mermanx4
2. Serpent Knight lvl 12, Mermanx4

Loot:
1. Zweihander
2. 1000G

Another pre-split decision, make sure to answer "Of course I do" to enable this flag. Besides that, there's nothing much else going for this map.

Enemies will remain passive until you've crossed halfway through the bridge. Since enemies will be clustering a lot, this is a nice opportunity to level up your mages if you want, but your 3 front-line fighters should be more than capable enough to take care of everyone by themselves.

Chapter 11G - Sword of Light


Win Conditions
  • All enemies are defeated.
  • You retrieve Langrisser.
Lose Conditions
  • Elwin is defeated.
  • Jessica seizes Langrisser.
Allies: Elwin, Hein, Rohga, Leon, Imelda

NPCs:
1. Highlander lvl 17, Trooperx6
Reinforcements:
1. High Lord lvl 18, Phalanxx6

Enemies:
1. Hawk Knight lvl 16, Fairyx4
2. Hawk Knight lvl 16, Fairyx4
3. Dragon Knight lvl 17, Harpyx4
4. Highlander lvl 13, Dragoonx4
5. Silver Knight lvl 16, Dragoonx4
6. Necromancer lvl 16, Ballistax4
7. Necromancer lvl 16, Elfx4
8. Necromancer lvl 16, Elfx4
9. Swordsman lvl 13, Crusaderx6
10. Mage lvl 17, Witchx4
Reinforcements:
1. Dragon Knight lvl 17, Angelx6

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

Finally, another actual route split chapter.

If you've already done the Route A version of this map, especially when trying to split into Route E, this should be familiar. Give Elwin and Leon Boots of Wind and put them on the left side, their goal will be to rush to get the Langrisser at the top of the map, Leon serving as an Accelerate bot/enemy distraction and only that, since it's imperative that Elwin grabs the sword and not him. Meanwhile, the rest of your team can focus on destroying the huge army coming from the mountains.

Uninterrupted, it'll take Jessica 9 turns to get to the sword, so there's not that much pressure from that side, but at Turn 7 Cherie will appear, and, unsurprisingly, she'll be able to cross the map way faster.

If Leon got the Langrisser or you decide to give it to the Empire, you'll remain on Route G and the Imperial path, leading you to Chapter 12G with the possibility of splitting to Routes H-J after. Meanwhile, if you decide to keep it for yourself, you'll start the "Chaos" path, switching to Route K which will lead to Chapter 12K, with the possibility of splitting to Routes L-M after.
Route G 12-16
Chapter 12G - Light's Lament


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas

Enemies:
1. Lord lvl 18, Phalanxx4
2. Summoner lvl 18, Witchx4
3. Hawk Knight lvl 18, Harpyx6
4. Hawk Knight lvl 18, Harpyx6
5. Lord lvl 18, Phalanxx4
6. High Lord lvl 15, Crusaderx6
7. Dragon Knight lvl 18, Angelx6
8. Highlander lvl 15, Dragoonx6
9. High Lord lvl 15, Crusaderx6
10. Dragon Knight lvl 18, Dragoonx6
11. Mage lvl 18, Ballistax5
12. Priest lvl 17, Crusaderx5

Loot:
1. 1000G
2. Wizard's Rod

If you don't want to feel overwhelmed by all the enemies, the named Commanders will remain passive until Turn 7, so you can wait where you start and get rid of the rest as they arrive. If you're using magic, just remember that Angels are resistant to it. Keith isn't, but it's something to take into account if you want to beat them for the EXP.

A very simple map, so it's unlikely that you'll face any issues.

Chapter 13G - Extermination


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
  • Enemies escape.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert

Enemies:
1. Swordsman lvl 18, Berserkerx6
2. High Lord lvl 18, Phalanxx6
3. Highlander lvl 20, Dragoonx6
4. Summoner lvl 18, Dark Elfx4
5. High Lord lvl 20, Crusaderx4
6. Necromancer lvl 20, Dark Elfx4
7. Silver Knight lvl 20, Dragoonx6
8. Priest lvl 20, Crusaderx4
9. High Lord lvl 20, Phalanxx6
10. Swordsman lvl 18, Berserkerx6
Reinforcements:
1. Silver Knight lvl 20, Dragoonx4
2. Silver Knight lvl 20, Dragoonx4

Loot:
1. 1000G
2. Chunk of Gold

While at first glance this looks like a tough map, what with so many enemies starting close to the escape point, they'll remain passive until Turn 6 and not every enemy can escape anyway (seems to be limited to the two bosses and the mages).

Put your two toughest units at the top, no troops are needed (as usual) but if you're going to give them any, make it ranged ones. There's a one-tile choke point to escape the mansion on both sides (occupied by a Phalanx on the right side and free on the left side). As long as you have one Commander on both of them, it'll be impossible for the enemies to ever escape. Meanwhile, the rest of your units can just head inside and slaughter everyone else.

Even the reinforcements will focus more on trying to escape instead of fighting your characters, so you can just continue defeating everyone inside while they reach you.

Chapter 14G - Steel Garrison


Win Conditions
  • Aaron is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert

NPCs:
1. Sister lvl 1, Civilianx4
2. Sister lvl 1, Civilianx4

Enemies:
1. Highlander lvl 20, Dragoonx6
2. Swordsman lvl 20, Berserkerx6
3. Serpent Knight lvl 20, Nixx6
4. Summoner lvl 20, High Elfx4
5. Swordsmaster lvl 22, Phalanxx6
6. Necromancer lvl 23, Ballistax4
7. Swordsman lvl 20, Berserkerx6
8. Highlander lvl 20, Dragoonx6
9. Summoner lvl 20, High Elfx4

Loot:
1. 1000G
2. Necklace of the Earth

An easy map.

Have one unit on each bridge to deal with all the incoming enemies while Leon and Vargas take to the water if possible (Leon as a flyer, Vargas as a Marine). Boss will remain passive until the villagers have escaped, at which time he'll likely end up crashing into one of your units himself. Mages will never move, so as long as you're careful you can take them out with ease.

Chapter 15G - The Fall of Kalxath


Win Conditions
  • Everyone except Liana is defeated.
  • Egbert reaches Liana.
Lose Conditions
  • Elwin is defeated.
  • Liana is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert

Enemies:
1. High Priest lvl 23
2. Arch Mage lvl 23
3. Dragon Knight lvl 22, Angelx6
4. Dragon Knight lvl 22, Angelx6
5. Serpent Lord lvl 23, Lizardmanx6
6. Sage lvl 23, Dragoonx6
7. High Lord lvl 22, Phalanxx6
8. High Lord lvl 22, Phalanxx6
9. Dragon Lord lvl 23, Angelx6
10. Summoner lvl 22, Dark Elfx4
11. Summoner lvl 22, Dark Elfx4

Loot:
1. Lunar Coronet
2. 1000G

A seemingly easy map that gets slightly more complicated because of an escape condition, this time triggered by either defeating Keith or waiting until Turn 7.

If you want to delay the escape, just make sure to send Leon/Vargas to the sides so that they can start picking on those enemies while your land units go through the bridge. Whoever gets Keith's attention should try to run away to keep him alive for longer.

Liana will take her sweet time getting to the exit, so that won't be an issue. Even while not having good movement options, Egbert should reach her quickly enough.

Chapter 16G - Three Corners


Win Conditions
  • Boser is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert

NPCs:
1. High Priest lvl 24
2. Wizard lvl 24

Enemies:
1. Dark Master lvl 25, Dark Guardx4
2. Arch Mage lvl 25, Bonde Dinox6
3. Dino Master lvl 25, Gargoylex5
4. Vampire Lord lvl 24, Specterx4
5. Stone Golem lvl 24, Golemx6
6. Vampire Lord lvl 24, Specterx4
7. Great Dragon lvl 24, Batx6
Reinforcements:
1. General lvl 24, High Elfx6
2. Sage lvl 25, Angelx6
3. Arch Mage lvl 25, High Elfx6
4. Serpent Lord lvl 25, Lizardmanx6

Loot:
1. 1500G
2. Odin's Shield

Another route split map.

First things first, put Rohga in the middle position so he can go talk to Sonya first turn and remove her from battle (also fulfilling a further down-the-line split decision). As for the rest, it depends on how fast you want to beat the map.

This is a boss mission and he starts quite close to you, so you could just go snipe Boser with your whole squad if you want. If you want more EXP though, you can leave him for last but just take into account that reinforcements will arrive either a couple of turns into the battle or whenever you get too close to Boser. These reinforcements are not the usual kind, as they will fight Boser's army if they can, so you can either let them handle each other or get in the middle of the fray to get as many kills as possible.

Once you beat the map, you'll get a choice. Pursuing Boser will keep you on this route, leading you to Chapter 17G with the possibility of splitting to Route H after. If you go for Jessica instead, you'll switch to Route I, leading to Chapter 17I with the possibility of splitting to Route J after.
Route G 17-21
Chapter 17G - Dear Sister


Win Conditions
  • Sonya is defeated or persuaded.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert

Enemies:
1. Arch Mage lvl 28, Dark Guardx6
2. Great Dragon lvl 28, Gargoylex6
3. Vampire Lord lvl 25, Demonx4
4. Dino Master lvl 28, Elementalx6
5. Dino Master lvl 25, Bone Dinox4
6. Dino Master lvl 25, Bone Dinox4
7. Stone Golem lvl 25, Golemx6
8. Dino Master lvl 25, Bone Dinox4
9. Dino Master lvl 25, Bone Dinox4
10. Stone Golem lvl 25, Golemx6

Loot:
1. 1500G
2. Heavenly Bridle

Back-to-back route split chapters.

Regardless of if you have better weapon options, try having the Langrisser equipped as it'll be upgraded to its true form during the cutscene right before the map starts. Also, put a mage with Divine Monument at the top spot to get rid of the vampire as soon as the battle starts. Unlike other similar maps, Sonya will aggro pretty much from the beginning, so it'll be easier to do whatever you plan to do.

If you do the usual and use Rohga to persuade her for the last time, you'll switch to Route H, leading you to Chapter 19H. If you defeat her instead, you'll continue on this route and will proceed to the next chapter.

Chapter 18G - Elegy


Win Conditions
  • Boser is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert

Enemies:
1. Dark Master lvl 31, Archdemonx6
2. Dino Master lvl 27, Bone Dinox6
3. Vampire Lord lvl 30, Witchx4
4. Dino Master lvl 27, Bone Dinox6
5. Vampire Lord lvl 27, Specterx6
6. Great Dragon lvl 30, Gargoylex6
7. Stone Golem lvl 27, Golemx6
8. Dino Master lvl 30, Elementalx6
9. Vampire Lord lvl 27, Archdemonx6
10. Succubus lvl 27, Witchx4
11. Succubus lvl 27, Witchx4

Loot:
1. 1800G
2. Magic Shield

There are barely any unpassable walls on this map, so you can quickly end it by sending Leon over to fight Boser directly. Just be careful as there are lots of caster enemies on this map, and both Boser and the vampire closest to him can cast Meteor.

Chapter 19G - Stars in the Sea


Win Conditions
  • Lester is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert

Enemies:
1. Dragon Lord lvl 29, Angelx6
2. Serpent Lord lvl 29, Nixx6
3. Zauberer lvl 30, High Elfx4
4. Highlander lvl 29, Dragoonx6
5. Serpent Lord lvl 32, Cannonx6
6. Summoner lvl 30, High Elfx4
7. Knight Master lvl 29, Dragoonx6
8. General lvl 29, Chalkaspidesx6
9. General lvl 29, Chalkaspidesx6
10. Dragon Knight lvl 29, Angelx6
11. Dragon Lord lvl 29, Angelx6
12. Dragon Knight lvl 29, Angelx6

Loot:
1. 2000G
2. Chunk of Gold

If you don't mind turtling, this is a great map to level up your casters. Put Egbert/Imelda and your toughest frontline character at the bottom to deal with the flyers and block the lower bridge leading to the boat respectively. Most enemies will end up gathering there, so you can have your mages wait in position and start blasting them with their AoE spells. Easy map.

If you'd rather go faster, you can send Leon/Vargas to the south (Vargas will need to jump off the side of the ship or one of the bridges though) to circle around and snipe the boss since a couple of turns in, that part should be mostly devoid of enemies.

Chapter 20G - Twin-Headed Castle


Win Conditions
  • Cherie is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert

Enemies:
1. Summoner lvl 30, Elite Ballistax4
2. Princess lvl 34, Royal Lancerx4
3. Zauberer lvl 30, Elite Ballistax4
4. General lvl 29, Chalkaspidesx6
5. Knight Master lvl 29, Royal Lancerx6
6. High Lord lvl 29, Chalkaspidesx6
7. Dragon Lord lvl 29, Angelx6
8. Swordsmaster lvl 29, Cannonx6
9. Swordsman lvl 29, Cannonx6
10. Dragon Knight lvl 29, Gryphonx6
Reinforcements:
1. Knight Master lvl 31, Royal Lancerx6
2. Highlander lvl 29, Dragoonx6

Loot:
1. 3000G
2. Diamond Sceptre

Enemies will remain passive until you actually set foot inside the castle, so if you've got some powerful mages, you can blast the first four enemies from afar without any issue.

Even though you cannot fly all the way to the boss, you could try sniping by sending Leon to fight the enemy near the stairs, which will likely be enough to not only spawn the reinforcements early on but also aggro Cherie and make her go down by herself. As for fighting her, she's in a mage class while lacking any spells whatsoever, so there should be no issues (except if you're trying to keep her alive to go for the treasures).

Chapter 21G - Final Clash


Win Conditions
  • Jessica is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert

Enemies:
1. Arch Mage lvl 35, High Elfx6
2. General lvl 31, Chalkaspidesx6
3. Knight Master lvl 31, Royal Lancerx6
4. Agent lvl 35, Cannonx4
5. Wizard lvl 35, Cannonx4
6. General lvl 31, Cannonx6
7. Swordsmaster lvl 31, Cannonx6
8. Swordsmaster lvl 31, Cannonx6
9. Zauberer lvl 31, Elite Ballistax4
10. Knight Master lvl 31, Royal Lancerx6
11. Knight Master lvl 31, Elite Ballistax6
12. Necromancer lvl 31, Elite Ballistax4

Depending on how much you care about the ending, put either your 3 best units or 2 of your best units + Egbert on the east tower. They're pretty much the only ones doing something on this map.

At the start of the battle, Egbert will tell you that you need both priestesses alive. Since this is the last map, doing as he says will only impact the ending. To save them, you can either move Egbert to them, where he'll just teleport them out, or you can defeat Jessica while they are still alive. Defeating them, though, leads to a longer ending that also includes a CG if you're playing with modern graphics.

Regardless of whether you're teleporting them out or defeating them, Lana is the biggest pain because of her attack spells, so focus on her first, and don't worry about the boss. She should fall easily.

Also, remember to make a quick save before dealing the finishing blow in case you want to later resume and go back to the main menu while keeping all the EXP of this chapter without having to use NG+.
Route H 18-21
Chapter 18H - Into the Light


Win Conditions
  • Boser is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert, Sonya

Enemies:
1. Dark Master lvl 33, Archdemonx6
2. Dino Master lvl 28, Bone Dinox6
3. Vampire Lord lvl 30, High Witchx4
4. Dino Master lvl 28, Bone Dinox6
5. Vampire Lord lvl 28, Elementalx6
6. Dino Master lvl 32, Elementalx6
7. Stone Golem lvl 28, Golemx6
8. Great Dragon lvl 32, Gargoylex6
9. Vampire Lord lvl 28, Archdemonx6
10. Succubus lvl 28, High Witchx4
11. Succubus lvl 28, High Witchx4

Loot:
1. 1800G
2. Wise Man's Armor

There are barely any impassable walls on this map, so you can quickly end it by sending Leon over to fight Boser directly. Just be careful as there are lots of caster enemies on this map, and both Boser and the vampire closest to him can cast Meteor.

Chapter 19H - Stars in the Sea


Win Conditions
  • Lester is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert, Sonya

Enemies:
1. Dragon Lord lvl 29, Angelx6
2. Serpent Lord lvl 29, Nixx6
3. Zauberer lvl 30, High Elfx4
4. Highlander lvl 29, Dragoonx6
5. Serpent Lord lvl 32, Cannonx6
6. Summoner lvl 30, High Elfx4
7. Knight Master lvl 29, Dragoonx6
8. General lvl 29, Chalkaspidesx6
9. General lvl 29, Chalkaspidesx6
10. Dragon Knight lvl 29, Gryphonx6
11. Dragon Lord lvl 29, Angelx6
12. Dragon Knight lvl 29, Gryphonx6

Loot:
1. 2000G
2. Chunk of Gold

If you don't mind turtling, this is a great map to level up your casters. Put Egbert/Imelda at the bottom spot to deal with the flyers and your toughest frontline character blocking the lower bridge leading to the boat. Most enemies will end up gathering there, so you can have your mages wait in position and start blasting them with their AoE spells. Easy map.

If you'd rather go faster, you can send Leon/Vargas to the South (Vargas will need to jump off the side of the ship or one of the bridges though) to circle around and snipe the boss since a couple of turns in, that part should be mostly devoid of enemies.

Chapter 20H - Twin-Headed Castle


Win Conditions
  • Cherie is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert, Sonya

Enemies:
1. Zauberer lvl 31, Elite Ballistax4
2. Princess lvl 34, Royal Lancerx4
3. Zauberer lvl 31, Elite Ballistax4
4. General lvl 31, Chalkaspidesx5
5. Knight Master lvl 31, Royal Lancerx6
6. High Lord lvl 31, Chalkaspidesx5
7. Dragon Lord lvl 31, Gryphonx6
8. Swordsmaster lvl 31, Cannonx6
9. Swordsman lvl 31, Cannonx6
10. Dragon Knight lvl 31, Gryphonx6
Reinforcements:
1. Knight Master lvl 31, Royal Lancerx6
2. Highlander lvl 31, Dragoonx6

Loot:
1. 3000G
2. Diamond Sceptre

Enemies will remain passive until you actually set foot inside the castle, so if you've got some powerful mages, you can blast the first four enemies from afar without any issue.

Even though you cannot fly all the way to the boss, you could try sniping by sending Leon to fight the enemy near the stairs, which will likely be enough to not only spawn the reinforcements early but also aggro Cherie and make her go down by herself. As for fighting her, she's in a mage class while lacking any spells whatsoever, so there should be no issues (Except if you're trying to keep her alive to go for the treasures).

Chapter 21H - Final Clash


Win Conditions
  • Jessica is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert, Sonya

Enemies:
1. Agent lvl 37, High Elfx6
2. General lvl 33, Chalkaspidesx6
3. Knight Master lvl 33, Royal Lancerx6
4. Agent lvl 37, Cannonx4
5. Wizard lvl 37, Cannonx4
6. General lvl 33, Cannonx6
7. Swordsmaster lvl 33, Cannonx6
8. Swordsmaster lvl 33, Cannonx6
9. Zauberer lvl 33, Elite Ballistax4
10. Knight Master lvl 33, Royal Lancerx6
11. Necromancer lvl 33, Elite Ballistax4
12. Necromancer lvl 33, Elite Ballistax4

Depending on how much you care about the ending, put either your 4 best units or 3 of your best units + Egbert on the east tower. They're pretty much the only ones doing something on this map.

At the start of the battle, Egbert will tell you that you need both priestesses alive. Since this is the last map, doing as he says will only impact the ending. To save them, you can either move Egbert to them, where he'll just teleport them out, or you can defeat Jessica while they are still alive. Defeating them, though, leads to a longer ending that also includes a CG if you're playing with modern graphics.

Regardless of whether you're teleporting them out or defeating them, Lana is the biggest pain because of her attack spells, so focus on her first, and don't worry about the boss. She should fall easily.

Also, remember to make a quick save before dealing the finishing blow in case you want to later resume and go back to the main menu while keeping all the EXP of this chapter without having to use NG+.
Route I 17-21
Chapter 17I - River of Despair


Win Conditions
  • Lester is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert

Enemies:
1. Serpent Lord lvl 26, Nixx6
2. Dragon Lord lvl 26, Gryphonx6
3. Serpent Lord lvl 29, Nixx6
4. Serpent Knight lvl 26, Nixx6
5. Summoner lvl 26, High Elfx4
6. Knight Master lvl 26, Royal Lancerx6
7. Serpent Knight lvl 26, Nixx6
8. Dragon Knight lvl 26, Angelx6
Reinforcements:
1. Highlander lvl 26, Dragoonx6
2. High Lord lvl 26, Phalanxx6

Loot:
1. 1500G
2. Heavenly Bridle

Another routing map.

As said by the enemy, they will remain passive for the first 6 turns (when the reinforcements will arrive) or until you attempt to cross the river. Sniping Lester should be easy enough, though he'll crash into your units sooner or later, so you can ignore him if you'd rather get more experience.

Weirdly enough for their position, reinforcements are not flyers, so it'll take them a while to go down the mountain and approach any of your units.

Chapter 18I - Extinguished Light


Win Conditions
  • Jessica is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert

Enemies:
1. Dragon Knight lvl 27, Gryphonx6
2. Serpent Knight lvl 27, Nixx6
3. Arch Mage lvl 31, High Elfx4
4. Princess lvl 30, Gryphonx4
5. Swordsman lvl 27, Cannonx6
6. Highlander lvl 27, Royal Lancerx6
7. Summoner lvl 27, Elite Ballistax4
8. General lvl 27, Chalkaspidesx6
9. Summoner lvl 27, Elite Ballistax4
10. Serpent Lord lvl 27, Nixx6
Reinforcements:
1. Highlander lvl 27, Dragoonx6
2. Highlander lvl 27, Dragoonx6

Loot:
1. 1800G
2. Chunk of Gold

Boss map again.

Have Leon/Vargas attack from the sea while the rest of your team deals with whatever enemies they find as they make their way inside. Depending on how strong Leon/Vargas are, they might be able to snipe Jessica way before the rest of your team arrives.

If you'd like, you can have one unit take care of the enemies at the top and stay there for when the reinforcements finally arrive.

Chapter 19I - Army of Darkness


Win Conditions
  • Sonya is persuaded or defeated.
Lose Conditions
  • Elwin is defeated.
  • Bernhardt is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert

NPCs:
1. Emperor lvl 37, Royal Lancerx6
2. Knight Master lvl 36, Royal Lancerx6

Enemies:
1. Dino Master lvl 30, Elementalx6
2. Great Dragon lvl 30, Gargoylex6
3. Wizard lvl 30, Elementalx6
4. Dino Master lvl 28, Bone Dinox4
5. Great Dragon lvl 28, Elementalx6
6. Dino Master lvl 28, Bone Dinox4
7. Stone Golem lvl 28, Golemx6
8. Great Dragon lvl 28, Elementalx6
9. Vampire Lord lvl 30, Specterx6
10. Stone Golem lvl 28, Golemx6
11. Dino Master lvl 28, Bone Dinox4

Loot:
1. 2000G
2. Chunk of Gold

Persuaded or defeated. If you've been paying attention to all the previous route split conditions, you know which one you need to do here.

Unsurprisingly, this is a race against the clock. Surprisingly though, that's not to save the NPCs, as they are more than capable enough. No, it's a race to get to Sonya before the NPCs kill her. It should take about 10 turns for the NPCs to defeat the top 4 enemies, Sonya included, so if you're planning on having that last route split available, you need to get to her fast.

If you have a strong Hero character, placing them in the middle spot should draw the dragon away (possibly ending up with it being killed). Afterward, Rohga can easily walk up to her and finish the map. As for the rest of the enemies, a few mages with Divine Monument/Earthquake should be more than enough, but you can use your other units too if you want to distribute the EXP.

If Laird survives, you'll get a Flame Lance after this battle.

Chapter 20I - Demonic Castle


Win Conditions
  • Sonya is defeated or persuaded.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert

Enemies:
1. Succubus lvl 30, High Witchx6
2. Great Dragon lvl 32, Gargoylex6
3. Vampire Lord lvl 30, Specterx6
4. Wizard lvl 32, Dark Guardx6
5. Dino Master lvl 32, Elementalx6
6. Succubus lvl 30, High Witchx6
7. Dino Master lvl 30, Bone Dinox6
8. Dino Master lvl 30, Bone Dinox6
9. Stone Golem lvl 30, Golemx6
10. Dino Master lvl 30, Bone Dinox6
11. Dino Master lvl 30, Bone Dinox6
12. Stone Golem lvl 30, Golemx6

Loot:
1. 3000G
2. Diamond Sceptre

Same conditions as the last chapter, but this time it's actually a route split.

If you've got a good caster with Divine Monument, put them on the top spot so they get rid of the Vampire Lord, giving you full access to Sonya. After that, it's just a matter of what final map you want to do. If you move Rohga to her as per usual, you'll persuade Sonya and switch to Route J, making Chapter 21J your last chapter. Meanwhile, if you defeat her, you'll stay on this route and proceed to the next chapter.

Also, because of how enemies are distributed, this is a good map to level up your mages, especially if they have access to Divine Monument because of all the undead enemies and golems.

Chapter 21I - Elegy


Win Conditions
  • Boser is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert

Enemies:
1. Dark Master lvl 35, Archdemonx6
2. Dino Master lvl 32, Bone Dinox6
3. Vampire Lord lvl 32, High Witchx4
4. Stone Golem lvl 32, Golemx6
5. Vampire Lord lvl 32, Specterx6
6. Great Dragon lvl 34, Gargoylex6
7. Dino Master lvl 32, Bone Dinox6
8. Dino Master lvl 34, Elementalx6
9. Vampire Lord lvl 32, Specterx6
10. Succubus lvl 32, High Witchx4
11. Succubus lvl 32, High Witchx4
Reinforcements:
1. Chaos lvl 38, Archdemonx6

To be perfectly honest, the only scary enemies in this map are those MP-Heal vampires due to how easy it is for them to cast back-to-back Meteors. Leaving that aside, slowly make your way to Boser with your full party while making sure that you beat all enemies. This is because after you defeat him, he'll summon Chaos and the real last battle will begin.

If you have not faced him in either this game or the previous one, Chaos has a skill that allows him to passively recover 118 HP each turn. Moreover, he also has Flameburst, a spell that will likely deal around 150-200 damage to a single unit, and he loves casting that spell. Thankfully, all of your Commanders should have access to at least one healing spell and you should be able to mitigate that. If you want to take it safe, have only one unit attack Chaos while the rest stay behind to heal him or anyone that's getting targeted by Flameburst. Sooner or later, you'll achieve victory. However, if all of your units are strong/you don't care about the endings, you can always use the old, reliable human-wave tactics.

Also, remember to make a quick save before dealing the finishing blow in case you want to later resume and go back to the main menu while keeping all the EXP of this chapter without having to use NG+.
Route J 21
Chapter 21J - History's Victor


Win Conditions
  • Boser is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Leon, Imelda, Vargas, Egbert, Sonya

Enemies:
1. Dark Master lvl 37, Archdemonx6
2. Dino Master lvl 33, Bone Dinox6
3. Vampire Lord lvl 33, High Witchx4
4. Dino Master lvl 33, Bone Dinox6
5. Vampire Lord lvl 33, Specterx6
6. Great Dragon lvl 35, Gargoylex6
7. Stone Golem lvl 33, Stone Golemx6
8. Dino Master lvl 35, Elementalx6
9. Vampire Lord lvl 33, Specterx6
10. Succubus lvl 33, High Witchx4
11. Succubus lvl 33, High Witchx4
Reinforcements:
1. Chaos lvl 39, Archdemonx6

To be perfectly honest, the only scary enemies in this map are those MP-Heal vampires due to how easy it is for them to cast back-to-back Meteors. Leaving that aside, slowly make your way to Boser with your full party while making sure that you beat all enemies. This is because after you defeat him, he'll summon Chaos and the real last battle will begin.

If you have not faced him in either this game or the previous one, Chaos has a skill that allows him to passively recover 120 HP each turn. Moreover, he also has Flameburst, a spell that will likely deal around 150-200 damage to a single unit, and he loves casting that spell. Thankfully, all of your Commanders (except Sonya, but she does not matter unless you've done other routes with her before) have access to at least one healing spell and you should be able to mitigate that. If you want to take it safe, have only one unit attack Chaos while the rest stay behind to heal him or anyone that's getting targeted by Flameburst. Sooner or later, you'll achieve victory. However, if all of your units are strong, or you don't care about the endings, you can always use the old, reliable human-wave tactics.

Also, remember to make a quick save before dealing the finishing blow in case you want to later resume and go back to the main menu while keeping all the EXP of this chapter without having to use NG+.
Route K 12-16
Chapter 12K - Conquest


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga
Reinforcements:
1. Phoenix lvl 18, Bone Dinox6
2. Succubus lvl 18, Specterx6
3. Highlander lvl 18, Elementalx6

Enemies:
1. Dragon Knight lvl 18, Harpyx6
2. Dragon Knight lvl 18, Harpyx6
3. Knight Master lvl 20, Dragoonx4
4. Highlander lvl 20, Dragoonx4
5. Zauberer lvl 21, Ballistax4
6. Mage lvl 18, Ballistax4
7. Lord lvl 18, Phalanxx6
8. Sage lvl 20, Phalanxx6
9. General lvl 20, Berserkerx6
10. Lord lvl 18, Phalanx6

Loot:
1. 1000G
2. Chunk of Gold

If all three of these characters are leveled enough, just go to town and beat every enemy. There are no tricks, reinforcements, or anything of note in this map. However, if they're a little under-leveled, you might want to buff them during your first two turns both to cluster the enemies together and to make time for the reinforcements to arrive.

Out of the new units, Est is easily the best one as she's both a flyer and has access to Thunderstorm, allowing her to take care of all flyer enemies. Ost is not as good, not to mention that he arrives with non-flying troops, but he can still help to chip in some damage. Just be careful with all the mages and ballistas in this chapter.

Chapter 13K - Kaiser of Rayguard


Win Conditions
  • Bernhardt and Egbert are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Sonya, Est, Ost

NPCs:
1. Dark Master lvl 23, Skeletonx6

Enemies:
1. Swordsman lvl 19, Berserkerx6
2. Emperor lvl 23, Cannonx6
3. Swordsman lvl 19, Berserkerx6
4. High Lord lvl 19, Phalanxx6
5. Zauberer lvl 22, Witchx4
6. High Lord lvl 19, Phalanxx6
7. Highlander lvl 19, Dragoonx6
8. Saint lvl 19, Crusaderx4
9. Highlander lvl 19, Dragoonx6
10. Silver Knight lvl 19, Dragoonx6
11. Silver Knight lvl 19, Dragoonx6

Loot:
1. 1000G
2. Mithril Armor

A tough map given your current party.

If this is your first go, Est will suffer a lot from most of her options being undead and there being a Saint with Crusaders right at the start, while Ost will suffer more from both of the bosses having good MAG and spells that are effective against flyers. And if you couple that with Hein being your only good option for healing at the moment...

Have Elwin on a pony class if possible, or let everyone else deal with all the mounted enemies on the lower floor, and slowly make your way up. Elwin and Rohga should be more than strong enough to deal with both bosses by themselves, but the occasional spell from the NPC guest can help soften them up for you.

Chapter 14K - Extermination


Win Conditions
  • Scott and Loren are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Sonya, Est, Ost

Enemies:
1. Swordsman lvl 21, Crusaderx4
2. Mage lvl 21, High Elfx4
3. Highlander lvl 23, Dragoonx4
4. Swordsman lvl 21, Crusaderx4
5. High Lord lvl 24, Phalanxx6
6. Summoner lvl 21, High Elfx3
7. Swordsman lvl 21, Crusaderx4
8. Silver Knight lvl 21, Dragoonx4
9. Silver Knight lvl 21, Dragoonx4
10. Serpent Knight lvl 21, Lizardmanx3
11. Serpent Knight lvl 21, Lizardmanx3

Loot:
1. 1000G
2. Emblem of the Insane

A much better "first" map. From the layout, you can already tell where each of your new units can easily shine, so send everyone where they're supposed to be. As for your old units, spread them as well, but put a slightly bigger emphasis on the west side of the map. Starting at Turn 5 the condition will change to stop them from fleeing at the top, and Scott should be the priority since he's a pony unit.

Still, neither of them will start moving until Turn 7 or after one of them is defeated, so you can preposition or weaken them accordingly.

Chapter 15K - The Fall of Kalxath


Win Conditions
  • Everyone except Liana is defeated.
  • Sonya reaches Liana.
Lose Conditions
  • Elwin is defeated.
  • Liana is defeated.
Allies: Elwin, Hein, Rohga, Sonya, Est, Ost

Enemies:
1. High Priest lvl 24
2. Arch Mage lvl 25
3. Dragon Knight lvl 22, Angelx6
4. Dragon Knight lvl 22, Angelx6
5. Serpent Lord lvl 23, Nixx6
6. Sage lvl 23, Dragoonx6
7. High Lord lvl 22, Phalanxx6
8. High Lord lvl 22, Phalanxx6
9. Dragon Lord lvl 23, Angelx6
10. Summoner lvl 22, Ballistax4
11. Summoner lvl 22, Ballistax4

Loot:
1. Lunar Coronet
2. 1000G

Another seemingly easy map that gets slightly more complicated because of an escape condition, this time triggered by either defeating Keith or waiting until Turn 7.

If you want to delay the escape, just make sure to send your flyers to the sides so that they can start picking on those enemies while your land units go through the bridge. Whoever gets Keith's attention should try to run away to keep him alive for longer.

Liana will take her sweet time getting to the exit, so that won't be an issue, but if you want to beat the map by defeating every opponent instead of taking Sonya to her, just take into account that the two enemies at the top will not aggro, so you'll have to go out of your way to get them.

Chapter 16K - Wrath of Alhazard


Win Conditions
  • Bernhardt is defeated/Boser and Bernhardt are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Sonya, Est, Ost

NPCs:
1. Dark Master lvl 25, Archdemonx4
2. Cleric lvl 24
3. Dark Princess lvl 23
4. Stone Golem lvl 22, Golemx6
5. Stone Golem lvl 22, Golemx6
6. Great Dragon lvl 20, Gargoylex6

Enemies:
1. Highlander lvl 22, Lancerx6
2. Knight Master lvl 24, Dragoonx6
3. Dragon Knight lvl 22, Angelx6
4. Highlander lvl 23, Dragoonx6
5. Highlander lvl 22, Lancerx6
6. Dragon Knight lvl 22, Angelx6
7. Zauberer lvl 24, Crusaderx6
8. Emperor lvl 25, Royal Lancerx4

Loot:
1. 1500G
2. Infernal Grimoire

Route split time. If you decide to turn on Boser, you'll switch to the "Independent" path, and most NPCs, Est, and Ost will all turn into enemies. They'll still have their own separate turn order and will attack the Empire units if possible, though.

If you're turning on Boser, make sure to put Est and Ost together on the lower level while Elwin/Rohga are on top, this is because defeating Boser will lead to both of them becoming playable again. The Est/Ost side will likely defeat all or most enemies on their side, giving you more breathing room to handle the other one easily. Regardless of whether you betrayed him or not, the Empire units will cluster a lot, so this is another map where you can level your mages easily (focus more on Hein, especially if you're aiming for Route M).

At the end of the map, if you turned on Boser, you'll switch to Route L, leading you to Chapter 17L with the possibility of splitting to Route M later. If you did not, you'll stay on this route and go to Chapter 17K instead.
Route K 17-21
Chapter 17K - Emissary of the Abyss


Win Conditions
  • Vargas is defeated.
Lose Conditions
  • Elwin is defeated.
  • 14 turns have passed.
Allies: Elwin, Hein, Liana, Rohga, Sonya, Est, Ost, Dark Princess

Enemies:
1. Dragon Lord lvl 25, Angelx6
2. Swordsmaster lvl 25, Berserkerx6
3. Swordsmaster lvl 25, Phalanxx6
4. Highlander lvl 26, Dragoonx6
5. Highlander lvl 25, Dragoonx6
6. Mage lvl 25, Dark Elfx4
7. General lvl 28, Chalkaspidesx6
8. Knight Master lvl 27, Royal Lancerx6
9. Emperor lvl 29, Cannonx4
10. Swordsmaster lvl 27, Berserkerx6

Loot:
1. Chunk of Gold
2. 1500G

If you've played Route L/M, this is a way simpler version of that map.

Around half of the enemies will try to escape, and Vargas is an aggressive boss that starts right next to you. You'll likely end up sniping him, even by accident, before most of the other troops get halfway to the escape point.

Chapter 18K - Broken Waves


Win Conditions
  • Imelda is defeated.
Lose Conditions
  • Elwin is defeated.
  • 14 turns have passed.
Allies: Elwin, Hein, Liana, Rohga, Sonya, Est, Ost, Dark Princess

Enemies:
1. Serpent Knight lvl 27, Nixx6
2. Serpent Lord lvl 27, Nixx6
3. Swordsmaster lvl 27, Cannonx6
4. Highlander lvl 29, Royal Lancerx6
5. Zauberer lvl 27, Ballistax4
6. Knight Master lvl 30, Royal Lancerx6
7. Highlander lvl 27, Royal Lancerx6
8. Emperor lvl 31, Cannonx4
9. Zauberer lvl 30, High Elfx4
10. Swordsmaster lvl 30, Elite Ballistax4
Reinforcements:
1. Dragon Lord lvl 27, Gryphonx6
2. Dragon Lord lvl 27, Gryphonx6

Loot:
1. 1800G
2. Naiad's Feather

I know what you might be thinking, large enemy concentrations, small spaces, this is the time for mages! Well, not so much.

Enemies will mostly remain passive for the first 4 turns as Egbert teleports half of the Commanders away, followed soon by the arrival of the two reinforcements. It's likely that Imelda, just like Vargas, ends up crashing into your party ending the map way before the turn limit...

Chapter 19K - Twin Castle


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Rohga, Sonya, Est, Ost, Dark Princess

Enemies:
1. Knight Master lvl 31, Royal Lancerx6
2. Royal Guard lvl 32, Royal Lancerx6
3. Highlander lvl 29, Royal Lancerx6
Reinforcements:
1. Swordsmaster lvl 29, Cannonx4
2. Swordsmaster lvl 29, Cannonx4
3. Swordsmaster lvl 29, Cannonx4
4. Serpent Lord lvl 29, Nixx6
5. Arch Mage lvl 30, High Elfx4
6. Arch Mage lvl 30, High Elfx4
7. Dragon Lord lvl 29, Gryphonx4
8. Dragon Knight lvl 29, Gryphonx4

Loot:
1. 2000G
2. Chunk of Gold

Reinforcements galore.

Every time you Attack one of the existing units, a new reinforcement will arrive. If they attack you or you cast spells on them, however, they will not appear even if you end up killing them. If your mages are leveled enough, it's actually possible to beat this map without any of the reinforcements ever appearing.

Chapter 20K - Imperial Funeral


Win Conditions
  • Bernhardt is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Rohga, Sonya, Est, Ost, Dark Princess

Enemies:
1. Emperor lvl 35, Cannonx6
2. Dark Master lvl 34, High Elfx4
3. General lvl 30, Chalkaspidesx6
4. Arch Mage lvl 30, Elite Ballistax4
5. Arch Mage lvl 30, Elite Ballistax4
6. Zauberer lvl 30, Elite Ballistax4
7. Swordsmaster lvl 30, Cannonx6
8. Knight Master lvl 30, Royal Lancerx6
Reinforcements:
1. Knight Master lvl 30, Royal Lancerx6
2. Royal Guard lvl 30, Royal Lancerx6

Loot:
1. 3000G
2. Chaos Brooch

You can either play this map fast, or you can play it safe.

If you want to beat it fast, then you already got an idea of what needs to be done. Get rid of the enemy guarding the passage between the two towers and send your units over. Depending on whether you have troops or not, this could end up meaning that only one Commander could cross at once. However, the big problem lies immediately after you get out of the passage since you'll have 3-4 mages bombarding you with spells at the same time. Try to take care of them ASAP, but don't be surprised if you lose a few units while you do so. After that's done, the rest of the map should be easy.

If you'd rather play it safe though, at Turn 5 reinforcements will arrive and once they do, enemies will start being more aggressive. So, take a page from the enemies' book and just make your own ambush choke point so that all your front-line fighters can have enemies fighting them while also having all your casters close enough to use their spells with impunity.

Chapter 21K - Legend of Darkness


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Liana, Rohga, Sonya, Est, Ost, Dark Princess

Enemies:
1. Arch Mage lvl 34, High Elfx4
2. Swordsmaster lvl 34, Cannonx6
3. Knight Master lvl 31, Royal Lancerx6
4. Swordsmaster lvl 31, Cannonx6
5. Knight Master lvl 31, Royal Lancerx6
6. General lvl 31, Chalkaspidesx6
7. High Priest lvl 31, Crusaderx4
8. Arch Mage lvl 31, Elite Ballistax4
9. Swordsmaster lvl 31, Cannonx6
10. Serpent Lord lvl 34, Nixx6
11. Dragon Lord lvl 34, Gryphonx6
Reinforcements:
1. Lucilis lvl 38, Angelx4
2. King lvl 36, Cannonx6

The main issue here is space, namely inside the fortress.

Have your flyers on the east side so they can take care of the units starting there. After that, barely any of the walls in here will stop them from going anywhere, so you should focus on trying to take out the mages with them. Meanwhile, the rest of your units should focus on the outside enemies before slowly making their way inside.

After you beat Jessica, reinforcements will arrive. Both of them can be very annoying, exclusively because of their healing spells, but as more of your units get closer, they won't be able to out-heal you.

Also, remember to make a quick save before dealing the finishing blow in case you want to later resume and go back to the main menu while keeping all the EXP of this chapter without having to use NG+.
Route L 17-21
Chapter 17L - Tyrant of All


Win Conditions
  • Vargas and Imelda are defeated.
Lose Conditions
  • Elwin is defeated.
  • 14 turns have passed.
Allies: Elwin, Hein, Rohga, Sonya, Est, Ost

Enemies:
1. Dragon Lord lvl 25, Angelx6
2. Swordsmaster lvl 25, Berserkerx6
3. Swordsmaster lvl 25, Phalanxx6
4. Highlander lvl 26, Dragoonx6
5. Highlander lvl 25, Dragoonx6
6. Mage lvl 25, Dark Elfx4
7. General lvl 28, Chalkaspidesx6
8. Knight Master lvl 27, Royal Lancerx6
9. Emperor lvl 29, Cannonx6
10. Swordsmaster lvl 28, Cannonx6
11. Zauberer lvl 28, High Elfx4

Loot:
1. Ice Blade
2. 1500G

Last pre-route split requirement.

If you're not interested in going for Route M, this is an easy map. Around half of the enemies will try to escape, so just let them while you focus on your two targets. However, if you want to raise that flag...

It'll take Bernhardt around 6 turns to reach the escape point uninterrupted, so you need to get to him fast. While both Est and Ost should be flyers by now (and everyone else but Hein should have a class/skill that increases movement), reaching the Emperor is not as easy as it looks, especially when you have to be careful to not defeat both Vargas and Imelda to end the map. Out of the two, Vargas is more in your way, so you'll likely end up defeating him just to get across, so the problem is mostly avoiding Imelda.

Fortunately, both the Emperor and Egbert tend to attack your units more than escape. So if you get in their range fast enough, the rest of your units should eventually catch up.

Chapter 18L - Blue Dragon's Flame


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Sonya, Est, Ost

Enemies:
1. Knight Master lvl 27, Royal Lancerx6
2. Zauberer lvl 27, Cannonx6
3. Knight Master lvl 29, Royal Lancerx6
4. Knight Master lvl 27, Royal Lancerx6
5. Dragon Lord lvl 27, Gryphonx6
6. Royal Guard lvl 30, Royal Lancerx6
7. Knight Master lvl 27, Royal Lancerx6
8. Knight Master lvl 27, Royal Lancerx6
9. Zauberer lvl 27, Cannonx6
10. Knight Master lvl 27, Royal Lancerx6

Loot:
1. 1800G
2. Necklace of the Earth

Easy map, what you see is what you get. Enemy clusters to level up your mages, and barely any threats for your units. Even the enemy mages are pretty much a non-threat (unless you happen to have a Marine-class Est).

Chapter 19L - Kaiser of Rayguard


Win Conditions
  • Bernhardt is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Sonya, Est, Ost

Enemies:
1. Emperor lvl 33, Royal Lancerx6
2. Dark Master lvl 32, High Witchx4
3. Zauberer lvl 29, High Elfx4
4. General lvl 28, Chalkaspidesx6
5. General lvl 28, Chalkaspidesx6
6. Knight Master lvl 28, Royal Lancerx6
7. General lvl 28, Chalkaspidesx6
8. Swordsmaster lvl 28, Cannonx6
9. Swordsmaster lvl 28, Cannonx6
10. Mage lvl 30, High Witchx4
11. Arch Mage lvl 30, Elite Ballistax4
Reinforcements:
1. Royal Guard lvl 32, Royal Lancerx6

Loot:
1. 2000G
2. Chunk of Gold

Last route split. If you'd like to remain on this route, the fastest way is to send your flyers straight North to snipe the boss, and the map will be over. However, if you'd like to trigger that last flag...

Enemies will remain mostly passive for the first 5 turns, so you can take advantage of that to defeat as many as you want, but be sure to leave Egbert and the Emperor alone. Leon will arrive at Turn 6, defeat him and the Emperor will ask you a question.

If you answer: "To Conquer the World", then both Egbert and Leon will flee the map. More importantly though, you'll switch to Route M and will proceed to Chapter 20M after you beat the Emperor. However, if you miss even a single step, you'll continue on this route and proceed to the next chapter.

Chapter 20L - Divine Ruins


Win Conditions
  • All enemies are defeated.
  • Ruins are restored.
Lose Conditions
  • Elwin is defeated.
  • 20 turns have passed.
Allies: Elwin, Hein, Rohga, Sonya, Est, Ost

Enemies:
1. Swordsmaster lvl 29, Cannonx4
2. Knight Master lvl 29, Royal Lancerx6
3. Princess lvl 34, Gryphonx5
4. Mage lvl 30, High Elfx4
5. Knight Master lvl 29, Royal Lancerx6
6. Swordsmaster lvl 29, Cannonx6
7. Knight Master lvl 29, Royal Lancerx6
8. General lvl 29, Chalkaspidesx6
9. Summoner lvl 29, High Elfx4
10. Serpent Master lvl 34, Nixx6
11. Summoner lvl 29, High Elfx4
12. General lvl 29, Chalkaspidesx6

Loot:
1. 3000G
2. Czar's Crown

Do not worry about the turn limit. Regardless of which condition you're trying to fulfill, it's unlikely that you'll get anywhere even close to it.

Personally, I prefer to just beat all enemies, but if you want to restore the ruins, the only thing you need to do is stand on the same platform as the Commander guarding them. You don't need to defeat the Commander or stand anywhere specific on the platform, just being there is enough.

As for beating the map, it's very straightforward. Just send one front-line and one backup character to each ruin and defeat everything in your path. Easy peasy.

Chapter 21L - Ascension


Win Conditions
  • Lucilis is defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Sonya, Est, Ost

Enemies:
1. Arch Mage lvl 35, High Elfx4
2. Agent lvl 34, Cannonx4
3. Wizard lvl 34, Cannonx4
4. Zauberer lvl 30, High Elfx4
5. Summoner lvl 30, High Elfx4
6. High Priest lvl 30, High Elfx4
7. General lvl 30, Chalkaspidesx6
8. Knight Master lvl 30, Royal Lancerx6
9. Highlander lvl 30, Royal Lancerx6
10. General lvl 30, Chalkaspidesx6
Reinforcements:
1. Lucilis lvl 38, Angelx6
2. King lvl 37, Cannonx6
3. Hero lvl 37, Cannonx6

Do not get scared by the reinforcements' levels, with good enough equipment and skills, you can easily defeat them even if you're in the low 30s. Besides that, nothing much going on for this map, just go along and defeat every enemy on the way to the boss.

Also, remember to make a quick save before dealing the finishing blow in case you want to later resume and go back to the main menu while keeping all the EXP of this chapter without having to use NG+.
Route M 20-21
Chapter 20M - Extermination


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein, Rohga, Sonya

Enemies:
1. Dragon Lord lvl 30, Gryphonx6
2. Agent lvl 30
3. Wizard lvl 30
4. Arch Mage lvl 31, High Elfx4
5. Swordsmaster lvl 30, Cannonx6
6. Serpent Lord lvl 30, Nixx6
Reinforcements:
1. Dino Master lvl 31, Elementalx6
2. Great Dragon lvl 31, Gargoylex6
3. Vampire Lord lvl 30, Skeletonx6
4. Dino Master lvl 28, Bone Dinox6
5. Succubus lvl 28, Archdemonx6
6. Jormungand lvl 28, Leviathanx6

Loot:
1. 3000G
2. Czar's Medallion

Another map where there are two bands of enemies fighting each other. Depending on how much EXP you want to get, you can go get involved or just wait for them to finish each other. Monsters have a slight advantage, but depending on how many get distracted by your own units, it's possible that the humans end up winning in the end.

Chapter 21M - Lonely King


Win Conditions
  • All enemies are defeated.
Lose Conditions
  • Elwin is defeated.
Allies: Elwin, Hein

Enemies:
1. General lvl 30, Chalkaspidesx4
2. Royal Guard lvl 32, Royal Lancerx6
3. Dark Master lvl 32, High Elfx4
4. Swordsmaster lvl 30, Cannonx4
Reinforcements:
1. Wizard lvl 32, High Elfx4
2. Agent lvl 32, Cannonx4

Last map of this route.

Only 6 enemies, so doubt you need much help, but if you really need to control how many enemies you're facing, staying at the bottom left corner to wait for the reinforcements and then taking them out as fast as you can is a good option. The only enemy you need to worry about is Egbert, the rest should barely be able to out-damage or out-heal you.

Also, remember to make a quick save before dealing the finishing blow in case you want to later resume and go back to the main menu while keeping all the EXP of this chapter without having to use NG+.
Independent Characters
Elwin


Routes:
All

Recommended Path:
Fighter → Silver Knight → Highlander → Swordsmaster → Hero

Best Skills:
Courage, Sword God's Roar, Melee Master

Compared to Ledin from the previous game, Elwin is lackluster. Don't get me wrong, he's still better than average and you should not neglect him throughout the game, but losing access to Ranger hurts him bad and its replacements (Sage/Royal Guard) sure do not make up for it.

Just like Ledin before, Hero is his best Tier 5 overall and should almost always be an option regardless of classing options (exception being if for some reason you went for Sage), but the lack of MOV-increasing options or a Brigand-type class means that you should not expect him to be the powerhouse that his predecessor was, or even the same levels of other units such as Cherie or even Rohga.

Hein


Routes:
All

Recommended Path:
Warlock → Sorcerer → Mage → Arch Mage → Wizard

Best Skills:
Arcane Secrets, Holy Light, Arcane Scholar

Objectively speaking, Hein is not a good unit, namely because his easily outclassed in most routes by someone else (Liana in Light, Egbert in Dark). However, the one thing carrying him is that he's the only other unit beside Elwin to be available for every single map in the game. This is especially important since there will be many maps during the midgame, in both paths, where he'll be your only magic unit at all.

Lana


Routes:
A, B, C, E, F

Recommended Path:
Arch Mage → High Priest → Agent

Best Skills:
Shadow Sorcery, Arcane Secrets, Holy Light

Unfortunately, given how late in the game you get her, Lana is just not enough. Compared to Liana, she has access to more low-level spells (which you likely won't be using at all in the endgame), and compared to Dark Princess, she's missing access to several elements. And while, yes, she has access to Dragon Lord, pretty much everyone else does in the routes she's in; and that's without going into how Dragon Lord is not a good class for casters anyway.

Sonya


Routes:
H, J, K, L

Recommended Path:
Highlander → Knight Master → Royal Guard

Best Skills:
Sword God's Roar, Melee Master, Arcane Secrets

While in many ways Sonya could be considered a way better Laetitia from Langrisser 1, the fact is that she's still not a good character and it all comes from her design. She is a hybrid character, but unlike, say, Chris from Langrisser 1, she lacks the options to make it work properly. She's got access to high-tier spells and even a Tier 5 magic class, but she has higher physical stats than magical, which makes her fall short compared to other casters in her routes (e.g., Imelda). As for the physical side, her only Tier 5 is Royal Guard, which is among the worst ones you could get, and while being a mobile unit would help her a lot for the routes she's in, she lacks the skills to supplement that playstyle either...

Est


Routes:
K, L

Recommended Path:
Succubus → Vampire Lord → Lich

Best Skills:
Lord of the Dead, Lust for Knowledge, Searing Feather

Out of the two monster class units, Est is definitely the worst, her only saving grace being that she's one of your only two flyers in her routes. While she has a nice spell selection and some skills to improve her magic, the weird way in which monster classes are balanced means that she won't be able to perform that role correctly (her best MATK option is Lich, which is a Tier 2 class). The given path is if you want to capitalize on her magic abilities, but there's nothing wrong with just going for Great Dragon instead, even if she'll perform worse than her counterpart and has to start from the beginning...

Ost


Routes:
K, L

Recommended Path:
Minotaur → Phoenix → Great Dragon

Best Skills:
Vicious Instinct, Mad Charge, Grudge Armor

The better monster class unit. Better skills to improve his main stat, a MOV-increasing skill, and easy access to Great Dragon. Moreover, monster classes follow a more traditional approach when it comes to ATK, so you're not sacrificing movement for power with him as you would with Est.

Dark Princess


Routes:
K

Recommended Path:
Arch Mage → Zauberer → Dark Master

Best Skills:
Heavenly Messenger, Arcane Secrets, Holy Light

Dark Princess is a beast of a caster unit, getting access to pretty much all the offensive spells you need. Whether it's debuffs or just raw power you're looking for, she can provide it. However, the issue with her is the limited availability. If only you could have her on more routes, or if only she wasn't the fifth mage you get on Route K, she'd fare way better. Moreover, just like Est and Lana, she suffers from the unfortunate choice in that you either go for mobility with Dragon Lord (which has terrible MAG and MGR) or any of her Tier 5s and get stuck with 5 MOV.
Army of Light Characters
Scott


Routes:
A, B, C, D

Recommended Path:
Knight → Silver Knight → Highlander → Dragon Lord

Best Skills:
Maelstrom, Sword God's Roar, Melee Master

There are many things going against Scott. First of all, how he's missing for about half of the game (and that's just counting the routes he's in), but perhaps more damning is how redundant he's as a character. In the Light path, pretty much everyone and their mother is a flying unit, and the fact that a Cherie or Keith have access to the Tier 5 of that archetype while he doesn't is just rubbing salt on the wound. Sure, when he rejoins he'll be at an appropriate level and have more than enough CP to turn into whatever it is you want him to be, but what does he have to offer over any other flyer you get?

Liana


Routes:
A, B, C, D, E, F, K

Recommended Path:
Cleric → Saint → Arch Mage

Best Skills:
Heavenly Messenger, Holy Light, Arcane Scholar

Without a doubt, Liana is your best mage in the Light path, having access to most of the spells she needs to do her job and do it well. However, just like Scott, she suffers from an availability issue. She'll be missing for a chunk of the midgame, and while that chunk is not that big, it happens to be the one where you need her the most. Moreover, the fact that this game has way less battles against monsters compared to its predecessor means that her edge over, say, Hein is not as big as what Chris had against Jessica in the previous game. Now don't get me wrong, she can prove useful, especially with how few mages you get in the Light paths, but sooner or later she'll start to feel the consequences of not being as available as the blue boy.

Cherie


Routes:
A, B, C, D, E, F

Recommended Path:
Hawk Lord → Dragon Knight → Dragon Lord → Dragon Master

Best Skills:
Worth a Thousand, Stealth Force, Effortless Carnage

Hands down one of the best units in the game. Tier 5 Flyer. Access to Ranger and High Master as well. Early recruitment. Capable of wielding the Langrisser...

The only reason why you should not be using her every single time you can is only so your other units can still get some EXP, and let's be honest, a well trained Cherie and Elwin can easily carry you through the whole Light Path just by themselves.

Keith


Routes:
A, B, C, D, E, F

Recommended Path:
Hawk Lord → Dragon Knight → Dragon Lord → Dragon Master

Best Skills:
Effortless Carnage, Maelstrom, Raid Formation

Keith is basically a nerfed version of Cherie, but being a worse version of the best character in the game still makes him a good character. Just treat him like her, maybe give him Alhazard instead, and believe me that you won't be disappointed.

Lester


Routes:
A, B, C, D, E, F

Recommended Path:
Captain → Dragon Knight → Dragon Lord

Best Skills:
Maelstrom, Sea Devil, Raid Formation

If you played the first game, Lester is basically the Taylor of this one. The more defensive of your flyers, unfortunately at the cost of his offense. Lester will not be doing the same damage as Cherie or even Keith, but that extra defense will allow him to survive hits that the others won't especially as the game advances and Cyclone/Tempest starts becoming more common. He also has access to Marine classes, but why would you have him swim when he can fly?

Aaron


Routes:
D, E, F

Recommended Path:
Swordsmaster → Ranger → Hero

Best Skills:
Courage, Worth a Thousand, Stealth Force

Like teacher like student. While Aaron might lack access to a Tier 5 flying class, he easily compensates for that thanks to having access to both Hero and Ranger/High Master. This not only gives him access to a Brigand class (aka, no longer affected by the class triangle), but access to two mobility increasing skills! In fact, if you raise him enough to get access to Dragon Lord as well, you could get him to a natural 11 movement. Add some Boots of Wind and the Assault Suit if you want, and you'll have him crossing entire maps in a couple of turns while also eliminating all enemies on his way.

It is kind of unfortunate that you can only permanently access him for three routes, but on the other hand, the only reason Keith, Lester, Scott, and even Elwin can get their time in the limelight is just because he's not there to steal it from them.
Empire Characters
Rohga


Routes:
G, H, I, J, K, L

Recommended Path:
Assassin → High Lord → Ranger → High Master

Best Skills:
Worth a Thousand, Stealth Force, Sword God's Roar

For a land-locked unit, Rohga is a beast. Access to High Master (not only giving him mobility but also neutral attacks to all enemies) and Emperor (which give him even better stats), and excellent availability, being both in the prologue and pretty much all of the Dark paths, mean that there's barely any reason to not use him whenever you're able to.

Leon


Routes:
G, H, I, J

Recommended Path:
Silver Knight → Highlander → Dragon Lord

Best Skills:
Courage, Sword God's Roar, Maelstrom

In many ways, Leon is similar to Scott. In fact, they have exactly the same class tree with one exception, but what separates and elevates him from the rabble that is Scott is simple: lack of other flyers. Unlike Scott, who is already outclassed by the time he rejoins the party, Leon joins you early, does not leave you, and provides a utility that no one else can and you sorely need. Couple that with access to the Hero class and being able to wield the Langrisser, and Leon can be considered by far one of the best characters in his routes.

Imelda


Routes:
G, H, I, J

Recommended Path:
Saint → Mage → Zauberer → Arch Mage

Best Skills:
Arcane Secrets, Holy Light, Empress's Gaze

Imelda is just not good. Leaving aside all the issues that come with being a mage in this game, her biggest downfall comes in the name of Egbert. Pretty much everything she can do, he can do better. The only edge she has over him is slightly better availability and access to more status condition spells, neither of which help her that much. Still, with only two other mages in her routes (three if you count Sonya), every once in a while she might be able to see some use.

Vargas


Routes:
G, H, I, J

Recommended Path:
High Lord → Assassin → Serpent Knight → Serpent Lord

Best Skills:
Courage, Sword God's Roar, Melee Master

Ignoring for a moment the terrible class path he starts in, Vargas is a solid unit by the time he joins, and while he lacks mobility, that's the norm in the Dark paths. As for his classes, you get an interesting choice. On one hand, you could go for Hero, a good Tier 5 class, but one that both Elwin and Leon can access. Moreover, as a foot class, he'd be competing with Rohga as well, and Rohga blows everyone else in that category. On the other hand, the Marine classes will weaken him on land, a common occurrence, but that'd also allow him to traverse deep waters (something that only Leon can do on his routes). Overall, while Marine might be a bit niche, it's a niche that only he can fill, while Hero is something that can be left for the other characters. Or get both and switch depending on the map...

Egbert


Routes:
G, H, I, J

Recommended Path:
Summoner → Arch Mage → Zauberer → Dark Master

Best Skills:
Shadow Sorcery, Holy Light, Miasma Wall

Egbert is the best attack mage you can get. In his routes. While he might struggle with non-undead (alive?) monsters, you'll mostly be fighting against humans in his routes. Moreover, his starting level lets you cast most of the spells you need right off the bat, and the few he cannot are only a few levels away. He still suffers from the pains of being a mage, but with the small number of characters you get in the Dark paths, there will often be cases when you can and should use a mage. And when those times come, Egbert's your man.
Human Classes
Tier 1
Class
MOV
Area
Bonus
Mercs
HP
MP
ATK
DEF
MAG
MGR
Fighter
5
2
20%
4
+20
+0
+12
+14
+3
+9
Gladiator
5
2
20%
4
+20
+0
+15
+12
+3
+6
Hawk Knight
7
2
20%
4
+10
+2
+12
+11
+3
+0
Knight
6
2
20%
4
+20
+0
+12
+15
+0
+5
Pirate
5
2
20%
4
+30
+1
+10
+18
+1
+10
Shaman
5
2
20%
4
+0
+4
+3
+0
+12
+15
Sister
5
2
20%
4
+10
+4
+5
+7
+6
+12
Warlock
5
2
20%
4
+0
+4
+0
+2
+10
+16

Tier 2
Class
MOV
Area
Bonus
Mercs
HP
MP
ATK
DEF
MAG
MGR
Assassin
5
2
30%
2
+80
+6
+32
+34
+15
+20
Captain
5
2
30%
4
+70
+4
+27
+39
+12
+21
Cleric
5
2
30%
4
+40
+9
+19
+20
+17
+24
Hawk Lord
7
2
30%
4
+50
+5
+31
+27
+16
+5
Lord
5
2
35%
4
+60
+3
+30
+32
+15
+19
Necromancer
5
2
30%
4
+30
+9
+15
+9
+30
+29
Paladin
5
2
30%
4
+70
+3
+25
+37
+10
+24
Silver Knight
6
2
30%
4
+60
+3
+30
+29
+11
+13
Sorcerer
5
2
30%
4
+30
+9
+10
+12
+27
+31

Tier 3
Class
MOV
Area
Bonus
Mercs
HP
MP
ATK
DEF
MAG
MGR
Dragon Knight
7
3
40%
4
+80
+9
+51
+45
+29
+10
High Lord
5
3
45%
5
+90
+6
+43
+48
+26
+33
Highlander
6
3
40%
5
+100
+6
+50
+48
+22
+21
Mage
5
3
40%
4
+60
+15
+21
+23
+46
+48
Priest
5
3
40%
4
+70
+11
+34
+33
+32
+21
Saint
5
3
40%
4
+90
+10
+42
+47
+23
+37
Serpent Knight
5
3
40%
5
+110
+7
+46
+63
+24
+33
Summoner
5
3
40%
4
+60
+15
+28
+19
+50
+44
Swordsman
5
3
40%
5
+100
+6
+53
+45
+14
+23
Unicorn Knight
6
2
40%
4
+120
+7
+57
+55
+27
+25

Tier 4
Class
MOV
Area
Bonus
Mercs
HP
MP
ATK
DEF
MAG
MGR
Arch Mage
5
3
50%
5
+100
+25
+35
+37
+70
+69
Dragon Lord
7
3
50%
5
+130
+14
+82
+63
+56
+17
General
5
3
55%
6
+140
+10
+59
+63
+42
+35
High Priest
5
3
50%
5
+140
+23
+53
+54
+60
+60
Knight Master
6
3
50%
6
+160
+10
+75
+72
+37
+32
Ranger
6
3
50%
2
+160
+17
+77
+79
+45
+49
Sage
5
3
50%
5
+120
+22
+47
+41
+70
+66
Serpent Lord
5
3
50%
6
+170
+12
+70
+92
+40
+48
Swordsmaster
5
3
50%
6
+150
+10
+83
+67
+25
+34
Zauberer
5
3
50%
5
+100
+25
+45
+32
+84
+61

Tier 5
Class
MOV
Area
Bonus
Mercs
HP
MP
ATK
DEF
MAG
MGR
Agent
5
4
60%
6
+170
+27
+83
+83
+79
+81
Dark Master
5
4
60%
6
+120
+27
+50
+41
+96
+78
Dark Princess
5
4
60%
6
+150
+27
+69
+71
+91
+80
Dragon Master
7
4
60%
6
+160
+17
+95
+74
+71
+21
Emperor
5
4
65%
6
+190
+14
+104
+90
+65
+54
Hero
5
4
60%
6
+210
+15
+102
+104
+50
+54
High Master
6
3
60%
2
+220
+21
+94
+96
+66
+62
King
5
4
65%
6
+190
+14
+88
+106
+57
+63
Princess
5
4
60%
6
+160
+27
+66
+68
+86
+84
Queen
5
4
65%
6
+170
+23
+84
+89
+78
+87
Royal Guard
6
4
60%
6
+190
+12
+93
+89
+47
+39
Serpent Master
5
4
60%
6
+210
+15
+87
+113
+51
+68
Wizard
5
4
60%
6
+130
+27
+45
+47
+91
+84
Monster Classes
Since Est/Ost do not share classes with any human, stat bonuses are calculated just in comparison with other monster classes.

Tier 1
Class
MOV
Area
Bonus
Mercs
HP
MP
ATK
DEF
MAG
MGR
Scylla
5
3
40%
5
+50
+10
+23
+23
+22
+31
Werewolf
5
2
30%
5
+0
+0
+10
+10
+8
+25

Tier 2
Class
MOV
Area
Bonus
Mercs
HP
MP
ATK
DEF
MAG
MGR
Cerberus
6
3
40%
5
+50
+2
+23
+23
+15
+31
Dullahan
6
3
40%
5
+60
+11
+28
+28
+18
+33
Lich
5
4
40%
5
+40
+27
+0
+0
+79
+78
Serpent
5
3
30%
5
+70
+2
+23
+23
+15
+31

Tier 3
Class
MOV
Area
Bonus
Mercs
HP
MP
ATK
DEF
MAG
MGR
Kraken
5
4
40%
5
+90
+1
+39
+32
+12
+21
Living Armor
5
4
40%
5
+120
+17
+41
+61
+26
+0
Minotaur
5
3
30%
5
+60
+3
+34
+28
+18
+28
Phoenix
7
4
40%
5
+80
+15
+39
+30
+26
+51
Succubus
5
4
50%
5
+30
+21
+14
+16
+30
+63

Tier 4
Class
MOV
Area
Bonus
Mercs
HP
MP
ATK
DEF
MAG
MGR
Dino Master
5
4
40%
5
+150
+3
+56
+48
+31
+50
Great Dragon
7
4
50%
5
+200
+18
+98
+81
+51
+60
Jormungand
5
4
40%
5
+150
+3
+48
+34
+31
+36
Stone Golem
5
4
40%
5
+170
+15
+57
+72
+0
+48
Vampire Lord
5
4
60%
5
+100
+72
+48
+36
+51
+68
Skills
Acolyte
MGR+5
Sister
Admiral
Command Area+1, Mercenary ATK+10%, vs Marines +20%DMG, vs Aquatic Demons +20%DMG
Serpent Lord
Agent of the Night
vs Infantry +20%DMG, vs Cavalry -20%DMG
Assassin
Alluring Evil
DEF+10, MGR+10, AGL+5, Mercenary DEF+10%
Scylla
Ancestry of Light
Mercenary ATK+5%
Quiz only
Apprentice
MAG+5
Shaman, Warlock
Arcane Scholar
MAG+20, MGR+30, HP-40, MP+20
Arch Mage
Arcane Secrets
MAG+40, MGR+20, Mercenary Count-1
Wizard
Assault Medal
DEF+20,Command Area+1
Highlander
Banquet of Ecstasy
MAG+20, AGL+10, Command Area+1, Mercenary MGR+10%
Succubus
Battle Princess
ATK+20, Mercenary ATK+10%
Unicorn Knight
Beast Within
ATK+10, HP+20, Mercenary ATK+10%
Werewolf
Courage
ATK+30, DEF+30, MOV+2, Mercenary Count-2, vs Dragons +50% DMG
Hero
Darkness's Blessing
MP+25, Mercenary ATK+25%
Dark Princess
Deicide Venom
ATK+30, DEF+20, MGR-20, Mercenary Count-1
Jormungand
Diligent Study
MGR+10, MP+4
Sorcerer
Effortless Carnage
ATK+50, DEX+10, vs Archers -30%DMG, vs Ballistae -10%DMG
Dragon Master
Emperor's Authority
ATK+20, MOV-1, Command Area+1, Mercenary ATK+25%
Emperor
Empress's Gaze
ATK+20, MAG+30, Mercenary ATK+20%, Mercenary DEF+10%
Queen
Grudge Armor
ATK+20, DEF+20, MGR+20, AGL-10
Living Armor
Guardian Blade
DEF+10
Quiz only
Hawkeye
ATK+10, AGL+5
Hawk Lord
Heavenly Messenger
DEF+20, MAG+30, MGR+20
Agent
Hellhound's Roar
ATK+20, DEF-10, vs Spearmen +20%DMG
Cerberus
Heretic's Guidance
MAG+10, MP+4
Necromancer
Holy Light
DEF+10, MAG+20, MP+20
Sage
Iron Wall
DEF+30, MOV-1, Mercenary DEF+15%, vs Cavalry +20% DMG
General
Knight Order
DEF+10, HP+10
Silver Knight
Knight's Decree
MGR-10, HP+50, Mercenary ATK+10%, Mercenary DEF+10%
Royal Guard
Knight's Honor
DEF+10, MGR+10
Knight Master
Light's Blessing
MP+20, Mercenary DEF+20%, Mercenary MGR+20%
Princess
Lord of the Dead
MAG+20, MP+20, Mercenary ATK+15%
Vampire Lord
Loving Heart
MGR+20, MP+5, Mercenary MGR+10%
Priest
Lust for Knowledge
MAG+20, MGR+15, HP-20
Lich
Mad Charge
ATK+40, DEF-20, MGR-20, HP+40
Minotaur
Maelstrom
ATK+20, MGR-20, MP+20, DEX+10
Dragon Lord
Magic Barrier
MGR+20
Cleric
Melee Master
ATK+20, vs Spearmen +20% DMG
Swordsman
Miasma Wall
DEF+10, MAG+15, MGR+10, MP+10
Summoner
Monarch's Rule
ATK+5, DEF+5, Mercenary ATK+5%, Mercenary DEF+5%
Lord
Naval Boarding
ATK+10, DEF+5
Captain
Obsidian Scales
DEF+30, MGR+30, AGL-5
Great Dragon
Phalanx
Mercenary DEF+10%, vs Cavalry +20%DMG
Paladin
Pride
ATK+10
Quiz only
Raging Tentacles
ATK+20, DEF+15, DEX+10, vs Marines +20%DMG
Kraken
Raid Formation
ATK+25, MGR-20
Dragon Knight
Rookie Sky Knight
DEX+1
Hawk Knight
Sacred Veil
MAG+10, MGR+20, Mercenary MGR+10%
High Priest
Sea Devil
DEF+20, MAG+20, MGR+20, MOV+1, Mercenary Count-1
Serpent Master
Searing Feather
DEF-20, MAG+20, MGR+20, MP+20
Phoenix
Shadow Sorcery
MAG+50, Command Area+1, vs Priests -20%DMG
Dark Master
Skirmisher
Command Area+1, Mercenary ATK+10%
High Lord
Skull Emblem
DEF-10, MAG+40, HP-30
Zauberer
Sovereign's Dignity
MOV-1, Command Area+1, Mercenary DEF+20%, Mercenary MGR+20%
King
Spoils of War
Mercenary ATK+5%
Pirate
Squire
Commander Bonus: DEF+5%
Knight
Steadfast Faith
DEF+20, MGR+15, HP+20
Saint
Stealth Force
ATK+20, MOV+2, Mercenary Count-1
Ranger
Stone Fist
ATK+20, DEF-10, vs Infantry +20%DMG, vs Cavalry +20%DMG, vs Skr Knights -20%DMG
Stone Golem
Sturdy
HP+20
Quiz only
Suppressing Fire
DEF-10, MAG+25, MP+10
Mage
Sword God's Roar
ATK+40, DEF-30
Swordsmaster
Torrent Rider
DEF+10, MGR+10, HP+20
Serpent Knight
Trainee Soldier
DEF+5
Fighter
Tsunami Charge
ATK+15, DEF+10, Mercenary ATK+10%
Serpent
Vengeance Blade
ATK+20, MP-10, vs Infantry +20%DMG
Dullahan
Vicious Instinct
ATK+30, MOV+1, HP+40, Mercenary Count-1
Dino Master
Way of the Sword
ATK+5
Gladiator
Worth a Thousand
ATK+20, DEF+20, MAG+20, MGR+20, DEX+10, Mercenary Count-2
High Master
Spells
Attack
Spell
Range
Area
MP
Req. Level
Effect
Classes
Ghost Arrow
4
1
2
Shaman, Sister, Unicorn Knight, Warlock
Flameburst
3
1
25
30
Ranger, Sage, Zauberer
Meteor
4
Special
60
30
Arch Mage, Dark Princess, Vampire Lord
Fireball
4
1
3
Increased damage on undead, slimes, and ghosts
Cerberus, Dragon Knight, Lich, Sorcerer
Spearstorm
3
2
12
12
Increased damage on undead, slimes, and ghosts
Dragon Master, Mage, Phoenix, Succubus
Crimson Tide
Special
Directional
25
20
Increased damage on undead, slimes, and ghosts
Arch Mage, Dragon Lord, Great Dragon
Lightning
5
1
4
Increased damage on marines and aquatic demons
Necromancer
Thunderstorm
0
5
12
12
Increased damage on marines and aquatic demons
Emperor, Summoner
Energy Bolt
Special
Directional
20
20
Increased damage on marines and aquatic demons
Arch Mage, High Master, Succubus
Wind Saber
6
1
5
Increased damage on sky knights and flying demons
Hawk Lord, Lich, Ranger, Wind Saber
Cyclone
1
4
15
10
Increased damage on sky knights and flying demons
Mage
Tempest
4
3
23
20
Increased damage on sky knights and flying demons
High Master, Vampire Lord, Zauberer
Frostbite
3
2
6
Increased damage on aquatic demons
Scylla, Sorcerer
Blizzard
0
5
15
12
Increased damage on aquatic demons
Kraken, Mage, Serpent, Serpent Master
Cold Snap
Special
Directional
25
20
Increased damage on aquatic demons
Jormungand, Zauberer
Stone Grave
4
2
12
Has no effect on sky knights, flying demons, ghosts, or dragons
Lich, Necromancer
Earthquake
0
Special
30
25
Has no effect on sky knights, flying demons, ghosts, or dragons
Arch Mage, Jormungand
Retribution
0
4
5
Only affects undead and vampires
Sister
Holy Blaze
Special
Directional
15
10
Increased damage on demons, ghosts, and undead
Cleric
Divine Monument
4
3
25
16
Increased damage on demons, ghosts, and undead
Agent, Saint

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

Buff
All buffs last 2 turns
Spell
Range
Area
MP
Req. Level
Effect
Classes
Sharpen 1
3
2
4
Raises allies ATK by 25
Assassin, Captain, Hawk Lord, High Lord, Shaman, Silver Knight, Swordsman, Warlock, Werewolf
Sharpen 2
3
2
8
10
Raises allies ATK by 50
Cerberus, Dragon Master, Hero, Knight Master, Ranger, Saint, Serpent Knight
Sharpen 3
3
3
12
20
Raises allies ATK by 80
Dino Master, King, Minotaur, Sage, Serpent Master, Wizard
Aegis 1
3
2
4
Raises allies DEF by 20
High Lord, Highlander, Paladin, Serpent, Serpent Knight, Sister, Unicorn Knight, Werewolf
Aegis 2
4
2
8
10
Raises allies DEF by 40
Cleric, Dragon Master, General, Knight Master, Living Armor, Minotaur, Serpent Lord
Aegis 3
4
3
12
20
Raises allies DEF by 60
High Priest, King, Royal Guard, Stone Golem, Wizard
Precision
3
2
5
Raises allies DEX by 10
Assassin, Dullahan, Saint, Swordsmaster
Accelerate
4
2
5
Raises allies MOV by 2
Dullahan, Hero, Silver Knight (Scott, Leon, Sonya)

Debuff
All debuffs last 2 turns
Spell
Range
Area
MP
Req. Level
Effect
Classes
Decay
5
1
12
Lowers an enemy's MGR by 80
Summoner, Vampire Lord
Suppress
4
1
25
Render's an enemy's command abilities ineffective
Dark Master, Emperor, King, Queen
Dull
4
2
10
Lowers enemies' ATK by 35
Fighter (Aaron), Sage
Shatter
5
2
6
Lowers enemies' DEF by 35
Captain, Dullahan, Lord (Scott), Necromancer, Serpent Lord
Charm
4
1
10
Temporarily converts an enemy
Princess, Queen, Succubus
Silence
4
1
5
Seals an enemy's magic
Assassin, Living Armor, Mage
Confuse
4
1
7
Confuses an enemy
Wizard
Cripple
4
1
5
Lowers' an enemy's MOV
Assassin, Kraken, Summoner
Bind
4
1
10
Paralyzes an enemy
High Master, Queen

Special
Spell
Range
Area
MP
Req. Level
Effect
Classes
Cadence
4
1
15
Enables an ally to take action again
Agent, Princess
Teleport
4
1
20
Sends all allies besides yourself to another location
Agent, Dark Master, Dark Princess, Princess
HP Drain
4
1
10
Steals an enemy's HP
Dark Master, Ranger
MP Drain
4
1
10
Steals an enemy's MP
Agent, Dark Princess
Units
  • Infantry is strong against Spearmen, weak against Cavalry.
  • Spearmen are strong against Cavalry, weak against Infantry.
  • Cavalry is strong against Infantry, weak against Spearmen.
  • Marines are stronger and have more movement in water, weaker on land.
  • Sky Knights ignore terrain, but are weak against Archers.
  • Archers can attack from range and are strong against Sky Knights, but weak in direct combat.
  • Priests are strong against undead and ghosts.
Mercenaries
Unit
Type
MOV
HP
ATK
DEF
Fee
Classes
Soldier
Infantry
5
120
65
65
40G
Cleric, Fighter
Berserker
Infantry
5
200
109
98
200G
Swordsman
Cannon
Infantry
5
220
117
117
280G
Dragon Master, Serpent Master, Swordsmaster
Dark Guard
Infantry
5
220
119
115
280G
Dark Master, Dark Princess, Emperor, Living Armor
Ogre
Infantry
5
200
107
105
220G
Cerberus, Minotaur, Serpent
Spearman
Spearman
5
120
62
70
40G
Captain, Knight (Scott), Lord (except Scott), Paladin
Phalanx
Spearman
5
180
85
99
160G
High Lord, Mage, Serpent Lord
Golem
Demon
5
240
122
125
290G
Stone Golem
Lancer
Cavalry
6
120
69
69
50G
Knight, Lord (except Scott)
Trooper
Cavalry
6
150
81
84
100G
Silver Knight
Dragoon
Cavalry
6
170
96
96
200G
Dragon Knight, Highlander, Serpent Knight, Unicorn Knight
Royal Lancer
Cavalry
6
220
122
124
350G
Knight Master
Wolfman
Demon
6
120
114
98
70G
Werewolf
Fairy
Sky Knight
7
120
72
62
60G
Hawk Knight, Lord (Scott)
Harpy
Sky Knight
7
140
86
75
120G
Hawk Lord, Highlander
Angel
Sky Knight
7
160
100
86
240G
Agent, Dragon Knight, Saint
Gargoyle
Sky Knight
7
200
114
98
310G
Dino Master, Great Dragon, Phoenix
Gryphon
Sky Knight
7
210
133
107
400G
Dragon Lord, Emperor, King, Royal Guard
Merman
Marine
5
140
73
82
80G
Pirate, Scylla
Lizardman
Marine
5
170
92
93
180G
Captain, Serpent, Serpent Knight
Nix
Marine
5
220
115
122
320G
Jormungand, Serpent Lord
Monk
Priest
5
120
61
71
40G
Sister, Warlock
Crusader
Priest
5
170
93
90
160G
High Lord, Saint
Elf
Archer
5
80
60
60
60G
Cleric, Sorcerer
Witch
Archer
5
90
78
70
130G
Priest
Dark Elf
Archer
5
100
72
72
130G
Necromancer, Swordsman
High Elf
Archer
5
140
94
88
250G
Arch Mage, Knight Master
Barbarian
Bandit
5
120
68
46
40G
Gladiator, Minotaur, Shaman
Bandit
Bandit
5
160
81
78
90G
Assassin
Ballista
Ballista
4
120
83
79
250G
General, Succubus
Demon
Demon
5
150
80
82
190G
Great Dragon
Archdemon
Demon
5
220
121
121
330G
Dark Master, Dark Princess, Vampire Lord
Zombie
Undead
5
130
59
59
30G
Lich, Living Armor
Skeleton
Undead
5
160
86
86
130G
Dullahan, Summoner
Hellhound
Demon
5
150
82
80
90G
Cerberus
Bone Dino
Demon
5
170
93
94
130G
Dino Master, Stone Golem
Leviathan
Aquatic Demon
5
180
94
95
170G
Kraken
Bat
Flying Demon
7
120
74
62
70G
Dullahan, Phoenix
Wraith
Ghost
5
120
66
66
70G
Lich
Specter
Ghost
5
170
91
94
230G
Kraken, Zauberer
Elemental
Ghost
5
200
105
105
290G
Jormungand, Vampire Lord
High Witch
Archer
5
130
100
80
250G
High Priest, Queen, Wizard
Chalkaspides
Spearman
5
230
109
127
280G
Dragon Master, General, Princess
Elite Ballista
Ballista
4
140
99
86
360G
Sage, Wizard

Summons
Unit
Type
MOV
HP
ATK
DEF
Notes
Classes
Fenrir
Demon
6
190
180
100
Casts Cyclone and Blizzard
Cannot summon unless Gleipnir is equipped
Any
Valkyrie
Sky Knight
7
160
120
90
Casts Accelerate and Cripple
Priest
Frejya
Sky Knight
7
120
90
70
Casts Grand Heal 2 and Sharpen 2
Sage
Demon Lord
Demon
5
190
170
110
Casts Meteor and Grand Heal 2
Any
Iron Golem
Spearman
5
190
140
170
Hero, Summoner
Salamander
Dragon
5
160
130
90
Casts Fireball and Crimson Tide
Necromancer
White Dragon
Dragon
7
200
150
120
Casts Frostbite and Blizzard
Zauberer
Sleipnir
Cavalry
6
180
160
140
Cannot summon unless Odin's Shield is equipped
Any
Brother
Infantry
5
200
100
100
Casts Flameburst and Decay
Cannot summon unless Dumbbell is equipped
Any
Weapons
Name
Price
Stats
Acquired from
Knife
80G
ATK+3
Shop (Ch. 1-4)
War Hammer
120G
ATK+8, DEF-2
Shop (Ch. 2-4)
Great Sword
180G
ATK+10
Shop (Ch. 3-5), Ch. 2: Loren survives
Stiletto
200G
ATK+5, DEX+3, AGL+3
Shop (Ch. 4-5), Loot (Ch. 4)
Lochabar Axe
250G
ATK+10, DEF+5
Shop (Ch. 5-6)
Rod
270G
ATK+5, MAG+10
Shop (Ch. 4-6)
Intro to Magic
300G
MAG+15, MGR+5
Shop (Ch. 5-6)
Pallasch
340G
ATK+5%, ATK+15
Shop (Ch. 6-7)
Sinclair
380G
ATK+15, DEF+10
Shop (Ch. 7-8)
Magic Wand
400G
ATK+10, MAG+10
Shop (Ch. 6-8)
Gem Rod
420G
MAG+20
Shop (Ch. 7-9)
Sorcerer's Tome
500G
MAG+15, MGR+10
Shop (Ch. 7-9)
Glaive
560G
ATK+25
Shop (Ch. 8-10)
Halberd
630G
Area Bonus: DEF+10%, ATK+18, DEF+10
Shop (Ch. 9-11)
Mistletoe Wand
670G
Area Bonus: MGR+15%, MAG+30
Shop (Ch. 9-11)
Grimoire
700G
MAG+25, MGR+15
Shop (Ch. 10-12)
Longbow
740G
ATK+30, DEX+7
Shop (Ch. 10-12), Loot (Ch. 8 A)
Flamberge
820G
ATK+35
Shop (Ch. 11-13), Loot (Ch. 8 G)
Zweihander
900G
ATK+30, DEF+10, AGL-2
Shop (Ch. 12-14), Loot (Ch. 10 G)
Crystal Rod
1000G
MAG+45
Shop (Ch. 12-14)
Wizard's Rod
1100G
Area Bonus: MGR+10%, MAG+40
Shop (Ch. 13-15), Loot (Ch. 10 A, 12G)
Arbalest
1200G
ATK+50, DEF-10, MOV-1
Shop (Ch. 13-15)
Devil Axe
1300G
ATK+55, DEF-30
Shop (Ch. 14-16)
Golden Sword
1500G
ATK+40, DEF+10
Shop (Ch. 15-17)
Exorcist Sword
1650G
ATK+50
Shop (Ch. 16-17), Loot (Ch. 12 E)
Force Rod
1700G
ATK+10, MAG+50
Shop (Ch. 15-18)
Golden Wand
1750G
ATK-10, MAG+50, MP+10
Shop (Ch. 16-18)
Flame Lance
2000G
ATK+40, MAG+30
Shop (Ch. 17-21), Loot (Ch. 16 E, Ch. 16-1 C), Ch. 19 I: Laird survives
Ice Blade
2100G
ATK+60, DEF+20
Shop (Ch. 18-21), Loot (Ch. 13 A, 14 C, 17 L)
Bolt Axe
2200G
ATK+80, DEF-30, MGR-10, DEX+5
Shop (Ch. 19-21), Loot (Ch. 17 E)
Rune Staff
2500G
MAG+50, MGR+20
Shop (Ch. 18-21), Loot (Ch. 14 A)
Necronomicon
2600G
MAG+70, MGR-10, MP-10
Shop (Ch. 19-21)
Holy Rod
0G
MAG+30, MGR+50
Acquired as part of the story
Dark Rod
0G
MAG+30, MGR+50
Acquired as part of the story
Langrisser
0G
Area Bonus: ATK+20%, ATK+50, HP+30
Acquired as part of the story
True Langrisser
0G
Area Bonus: ATK+20%, ATK+70, HP+50
Acquired as part of the story
Alhazard
0G
ATK+60, DEF+60, MP-10
Acquired as part of the story
True Alhazard
0G
ATK+80, DEF+75, MP-10
Acquired as part of the story
Messiah Sword
0G
Ch. 11: replay
Armor
Name
Price
Stats
Acquired from
Small Shield
60G
DEF+5
Shop (Ch. 1-4)
Robe
100G
DEF+2, MGR+5
Shop (Ch. 2-5)
Large Shield
150G
DEF+8
Shop (Ch. 3-5), Loot (Ch. 1)
Leather Armor
300G
DEF+12
Shop (Ch. 4-6)
Mirage Robe
350G
DEF+10, MGR+8
Shop (Ch. 4-7)
Chain Mail
420G
DEF+15
Shop (Ch. 5-7), Ch. 15 E: all villagers survive
Robe of the Earth
540G
DEF+10, MGR+12, HP+20
Shop (Ch. 6-8)
Scale Armor
550G
DEF+12, MGR+10
Shop (Ch. 6-9)
Brigandine
640G
DEF+20
Shop (Ch. 7-9)
Round Shield
750G
DEF+24
Shop (Ch. 8-10)
Lantern Shield
490G
ATK+10, DEF+15
Shop (Ch. 9-11)
Magician's Robe
520G
DEF+18, MGR+20
Shop (Ch. 8-11)
Priest's Robe
570G
Area Bonus: MGR+10%, MGR+25
Shop (Ch. 10-13)
Plate Armor
900G
DEF+28
Shop (Ch. 10-14)
Bone Mail
1000G
DEF+36
Shop (Ch. 11-14)
Cuirass
1100G
ATK+15, DEF+30
Shop (Ch. 12-15)
Kite Shield
1200G
DEF+40, MGR+10
Shop (Ch. 14-15)
Robe of Light
1360G
DEF+30, MGR+30, MP+5
Shop (Ch. 12-13, 15-17)
Golden Shield
1450G
DEF+45
Shop (Ch. 15-17), Loot (Ch. 9 A)
Golden Armor
1600G
DEF+50, AGL-5
Shop (Ch. 16-18), Acquired as part of the story
Assassin's Garment
1850G
DEF+40, MGR+30, AGL+5
Shop (Ch. 14-18)
Lucilis' Robes
2200G
Area Bonus: MGR+20%, DEF+35, MGR+40, MP+5
Shop (Ch. 16-21)
Dragon Shield
2350G
ATK+10, DEF+50, MGR+10
Shop (Ch. 18-21), Loot (Ch. 18 C)
Mithril Armor
2400G
DEF+60, MGR+10
Shop (Ch. 19-21), Loot (Ch. 13 K, 18 D)
Magic Shield
2500G
DEF+45, MGR+50
Shop (Ch. 18-21), Loot (Ch. 18 G)
Wise Man's Armor
2600G
DEF+50, MGR+30, MP+5
Shop (Ch. 19-21), Loot (Ch. 18 H)
Assault Suit
0G
ATK+50, DEF+100, MOV+1, HP+50, AGL-10
Loot (Ch. 8 Extra)
Odin's Shield
0G
DEF+80
Loot (Ch. 16 A/G)
Accessories
Name
Price
Effects
Acquired from
Rosary
400G
MGR+10
Shop (Ch. 3-5), Loot (Ch. 2), Ch. 3: all priests survive
Vital Ring
400G
HP+20
Shop (Ch. 4-10)
Magic Ring
400G
MP+5
Shop (Ch. 4-10)
Critical Ring
400G
DEX+4
Shop (Ch. 5-10), Loot (Ch. 3)
Feather Ring
400G
AGL+4
Shop (Ch. 5-10)
Crystal Orb
800G
DEF+5, MGR+8
Shop (Ch. 6-12)
Aurora Bracelet
1000G
HP+30, MP+10
Shop (Ch. 6-12)
Amulet of Creation
1200G
Area Bonus: MGR+20%
Shop (Ch. 7-14), Loot (Ch. 5)
Jewel Necklace
1500G
Area Bonus: ATK+10%, Area Bonus: DEF+10%
Shop (Ch.8-16, 19)
Boots of Wind
1500G
MOV+1
Shop (Ch.9-16, 18), Loot (Ch. 6)
Fairy Pendant
1250G
ATK+10, MP+15
Shop (Ch. 10-16)
Diadem
1300G
MAG+10, MGR+10
Shop (Ch. 11-16)
Iron Gauntlet
1450G
ATK+10, DEX+8
Shop (Ch. 12-16)
Dog Tag
1480G
MGR+20, AGL+8
Shop (Ch. 13-16)
Blood Anklet
1600G
ATK-20, MAG-20, HP+50
Shop (Ch. 14-16)
Demon Dragon's Horn
1800G
Area Bonus: ATK+15%, ATK+20
Shop (Ch. 15-21), Loot (Ch. 13 E, 15-2 C)
Naiad's Feather
1800G
Area Bonus: DEF+15%, DEF+20
Shop (Ch. 15-21), Loot (Ch. 18 K)
Brave General's Fan
1800G
Area Bonus: DEF+15%, ATK+20
Shop (Ch. 15-21), Loot (Ch. 17 A)
Consecrated Talisman
1800G
Area Bonus: MGR+15%, DEF+20
Shop (Ch. 17-21), Loot (Ch. 16-2 C)
Necklace of the Earth
1800G
Area Bonus: ATK+15%, Area Bonus: MGR+15%
Shop (Ch. 17-21), Loot (Ch. 14 G, 18 A/L)
Emblem of the Insane
2000G
Area Bonus: Atk+15%, Area Bonus: DEF+15%, DEF-20
Shop (Ch. 17-21), Loot (Ch. 14 K)
Sultan's Bracelet
2200G
DEF-20, MAG+30, MOV-1, HP+70
Shop (Ch. 19-21)
Dumbbell
0G
ATK+30, DEF+30, MOV-1
Loot (Ch. 6 Extra)
Lunar Coronet
0G
Command Range+1, Area Bonus: ATK+15%, Area Bonus: DEF+15%
Loot (Ch. 15 A/E/G/K, 15-1 C), Ch. 15-2 C: all villagers survive
Gleipnir
0G
DEF+30, MGR+30
Loot (Ch. 7)
Chunk of Gold
3000G
None
Loot (Ch. 8 onwards)
Brilliant Mirror
4000G
Command Range+1, Area Bonus: ATK+20%, ATK+30
Shop (Ch. 19-21 A/B), Loot (Ch. 20 A/B)
Brilliant Bracelet
4000G
Command Range+1, Area Bonus: ATK+20%, HP+40
Shop (Ch. 19-21 C/D), Loot (Ch. 20 C/D)
Unyielding Gem
4000G
Command Range+2, Area Bonus: DEF+20%, ATK+30
Shop (Ch. 19-21 E/F), Loot (Ch. 20 E)
Diamond Sceptre
4000G
Command Range+2, Area Bonus: ATK+10%, DEF+30
Shop (Ch. 20-21 G/H/I/J), Loot (Ch. 20 G/H/I)
Chaos Brooch
4000G
Command Range+1, Area Bonus: ATK+20%, DEF+30
Shop (Ch. 20-21 K), Loot (Ch. 20 K)
Czar's Crown
4000G
Command Range+1, Area Bonus: ATK+20%, MAG+30
Shop (Ch. 20-21 L), Loot (Ch. 20 L)
Czar's Medallion
4000G
Area Bonus: ATK+30%, AGL+12
Shop (Ch. 20-21 M), Loot (Ch. 20 M)
Demon Wolf's Howl
10000G
Gives Fenrir spell
Shop (Ch. 20 E/F), Loot (Ch. 11)
Heavenly Bridle
10000G
Gives Sleipnir spell
Shop (Ch. 20 C/D), Loot (Ch. 17 G/I)
Infernal Grimoire
30000G
Gives Demon Lord spell
Shop (Ch. 20 G/H), Loot (Ch. 16 K)
Protein
10000G
Gives Brother spell
Shop (Ch. 6 Extra)
Credits
I'd like to thank:
  • Masaya Games and Chara-ani Corporation for creating the original game and this port.
  • Tiysi for their 100% Story Tree Routes guide.
  • Taznak for their Character Creation guide.
  • Arty-chan for their Extra Chapter guide.
  • Prodakah for their Langrisser 2 - No Commentary video playthrough.
  • A, uhm, certain brave community for helping ease with some of the data gathering.
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AHappLizard 16 Thg03 @ 2:29am 
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