********************************************************************************************** * * * Der Langrisser - Secret Levels Walkthrough * * * ********************************************************************************************** Version 1.0 By Kilgamesh @@@@@@@@@@@@@@@@@@ @[1] Introduction@ @@@@@@@@@@@@@@@@@@ ~**Introduction**~ Welcome to the Der Langrisser - Secret Levels Walkthrough. This FAQ exists to help you through the 2 secret levels, although you'd probably only need help with the first one, I'll probably cover the others too. What kind of Secret Level Walkthrough only covers 1 secret level? This FAQ is written by Kilgamesh, and im NOT FEMALE.. (Or so im told...) Indentation bad!! Things you should be doing = Reading this FAQ in 800x600 or higher (You can E-Mail me at Arcnorn@Juno.com) <--- Report all typos, flames welcome /~**Introduction** *Note: If its marked with a (???), Im not sure about it. Feel free to Mail and confirm. ----------------------------------------DISCLAIMER-------------------------------------------- | | | Blah blah blah. Every lame wannabe site is going to steal this FAQ, because they steal all | | of them, so don't even bother E-Mailing me to confirm the theft. Just for the record... | | | | NO! YOU CAN'T HAVE THE DAMN FAQ! ITS ONLY FOR WWW.GAMEFAQS.COM! | | | | If you're going to steal it anyway, at least leave my name on it. As usual, screw you. | | | ---------------------------------------------------------------------------------------------- @@@@@@@@@@@@@@@@@@@@@@@ @[2] Table of Contents@ @@@@@@@@@@@@@@@@@@@@@@@ ~**Table of Contents**~ [1] - Introduction [2] - Table of Contents [3] - ..The hell? Where do I get Der Langrisser [4] - General Game Tips [5] - Secret Level 1 - Scenario X1 [6] - Secret Level 2 [7] - Secret Level 3 [8] - Secrets and Cheats [9] - Wall of lame [10]- Stuff [11]- Credits /~**Table of Contents**~ ~**Table of Continents**~ [1] - Antarctica [4] - Africa [3] - Asia [4] - Australia [5] - Europe [6] - North America [7] - South America /~**Table Of Continents**~.....o_o @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @[3] ..The hell? Where do I get Der Langrisser@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Well, if you don't have the cartridge, then you'll have to get a ROM, and you can only legally keep the ROM for 24 hours unless you have the cartridge too. There are ROMs of Der Langrisser floating around all over the place, just look. The translation is... Hmm.. Elsewhere. Im not allowed to give out links to ROM sites so, to hell with you guys :). - Note: If the ROM has been half patched or half translated, the latest patches won't work. You need a CLEAN Der Langrisser ROM. Patching is easy, go to Zophar.net, look under Utilities/General, and download IPS or IPSWin. Both are fairly self-explanatory.. Don't dare ask me how to use them, I'll put you on the Wall of Lame. "hwo do u pathc teh gaem!?1" @@@@@@@@@@@@@@@@@@@@@@@ @[4] General Game Tips@ @@@@@@@@@@@@@@@@@@@@@@@ (Im guessing you don't have a manual, or a Ragnorak1 =P) - Don't forget about the unit weaknesses/strenghts **IMPORTANT** You can check the unit's type by placing the battle cursor over it and pressing the CONFIRM button. Soldiers Weak VS Horses Horses Weak VS Spears Spears Weak VS Soldiers *Note: Troop type doesn't mean everything. If your troops are out of their general's C-Range, they will be weakened, and might not do so well, regardless of weaknesses. Also, generals with insane commander bonuses, *COUGH* Vargas *COUGH*, will give you trouble, regardless of weaknesses. Finally, pay attention to classes. Low-class troopers won't fare well against high-class grenadiers, even though troopers are of the Horse class and grenadiers are of the Soldier class.. As a matter of fact, grenadiers will often obliterate troopers completely, as do phalanx with soldiers and dragoons with pikemen. - There are also... Unconfirmed, unit type weaknesses that don't seem to be stated in the game, but apply nonetheless. Archers Weak VS ANYTHING close range and other long range types. *Magic(???). *Ballistas Weak VS ANYTHING close range and other long range types. *Magic too. *Monks Weak VS Horses and Soldiers, but they stand a small chance against Soldiers. *Monsters Weak VS Monks. Gels Weak VS *Magic. Monks. Air Units Weak VS Archers. Horses Weak VS Archers(This doesn't really apply for dragoons). Soldiers Weak VS Nearly everything. They don't even really do so well against Spears. Spears Weak VS Monks(Only seems to be, perhaps due to high defense from C bonus). Sea Units Weak VS (???) Only weakness seems to be when they are on land. Archers...? *Bandits Weak VS ALL. *Mages Weak VS (???) -- Holy type = Monk type (Im sure there are others, I'll add them when I remember.) *Ballistas: Ballistas are part of the Archer unit type. *Magic: When I say magic, I mean spells that you select from a unit menu, not neccassarily Mage type units. *Monks: THe only thing that seems to keep Monk types going is Riana's high defense bonus. They do surprisingly well against almost any unit type. The Monk type includes the high-class monks, crusaders. The Monk type is best used for most monsters and the Archer type, although, I don't reccomend monk vs ballista. Crusader vs ballista is fine. *Monsters: When I say Monsters, I mean Undead types, Gel types, and a few others. The Monster type units do not include wolfmen, those are Horse type units. Don't use monks against wolfmen :). *Bandits: Im not aware of any reason to ever use the Bandit type units. I don't think think they are strong against anything, but im sure they are weak against everything. I think I saw some do well against Monk types (Well for the bandit class is 5 troop losses on both sides) but im not sure. They are cheap at least... I suppose if you look at it mathematically, they might have some use. ----- (When I say Bandits, im mainly talking about the low-class Barbarian unit. I've never used a single high-class bandit unit, but im guessing they also suck..) For instance: Bandits are better than Soldiers against Horses. Bandits are better than Horses against Spears. Bandits are better than Spears against Soldiers(Barely true...) In all 3 instances, the barbarians will 'lose' the actual battle, but not as badly as the other unit would have. Where soldiers will rarely even damage troopers, a barbarian might actually take off 1 or 2 HPS, and maybe a barbarian will even survive. 6 barbarians cost as much as 1 trooper, so feel free to stock rouga up on them. Also, barbarians could make a nice sheild for other, more useful units, such as Archer types, or transit sheilds. For example, I used rouga in scenario 6 to make a little 'sidewalk' where I could sneak Keith's pikemen behind those gels, and straight to the wolfmen(You have to be quick when doing such a thing though, because the bandits barely survived a single turn.) ----- *Mages: The only mage units I've seen are generals. I don't know about any type comparisons, but I know most flying troops will hit before the unbearably slow air attack goes off. - Remember, generals have have unit types too. Highlight them and press CONFIRM to see what type they are. - Don't waste all of your money. Money is sort of like a level balancing tool. Its good to try and use all of your units, so they can gain levels... You'll need them later. Don't buy too many(if any) troops for generals with very high levels, since you should just let them sit back and watch(or weaken enemy generals for weaker units to kill). Buy more troops for lower-level generals, to help them on their way. As far as equipment goes, its not THAT important. Buy troops first, then get any equipment you'll need. - KILL EVERYONE! Its very easy to go through the entire game without killing the enemy generals before their troops are dead. This will help in leveling, it makes a big difference later on. Also, I don't think you get money for troops if you kill the general first. - NEVER end a units turn outside of it's commanders range. Units outside of C-Range are like giant flaming beacons that summon every enemy unit on the battlefield to come and attack it. Its ok if said unit can't possibly get attacked by any enemies that turn and you need to clean up a straggling general low on hps, though. (Insanely powerful units, mainly summons, really don't need to stay in C-Range unless they are going up against another insanely powerful unit) - Plan ahead. Attack in such a way that allows your general to move in afterwards and heal all of the troops that were likely damaged in the attacks. (In case you didn't know, your troops get 3 HPs back if their general ends it's turn adjacent to them(3 HPs at the beginning of the next Player Phase)) - Remember, if a general uses health, they not only regain 3 hps, but regain 2 MPs as well. Health can only be used at the beginning of a general's turn, and you can't move before using health either. - Some items have special effects. Press the Select button on an item to see it's description and effects. The wand for instance, gives +2MagicRange and +1MagicDamage. Needless to say.. Give Hein a wand, and maybe a necklace(+2C-Range) to offset his horrid C-Range. - For generals with only 3 maximum troops, its probably best to travel like this 1. 2. ^ T ^ | T TGT T | | <-----GT | TG-----> T | T | T TGT TGT | T V Enemies don't really like attacking your generals unless they are alone or damaged. This formation is advantageous because all troops will receive 3 HPs at the beginning of the next player phase, one enemy unit will usually stop in front of the general for no reason, and non-Horse/Air types won't be able to get behind and gang up on your troops. Number 2 is inferior because it doesn't make good use of the general, and leaves three holes open for the enemy to attack the front troop. This really only applies when the enemy is in mid-range, because just about anyone could get around you at close range. - For generals with 4 or 5 maximum troops, where the threat is affects the formation. (Rotate the formation according to where the enemy is) 3. 4. 5. T T T TET TET TET T T T 888 888 88 8TGT 8TGT 8TT 8TT 8T 8TGT 8 8T 8T6 6 = 6th Troop (If said general has 6 troops) 8 = Attack spot Formation 3 only leaves the enemy with 2 chances to attack your troops, and leaves 3 of your troops with the commander heal at end of the Enemy Phase.. You could also try formation 4 which only leaves 2 troops with commander heal, but the enemy can only attack the troop with commander heal twice. Formation 5 is kind of awkward, but the troops the enemy is likely to gang up on are will both be healed at the beginning of the Player Phase. It doesn't make 'good' use of the fifth troop, but if you get hit by a spell, it will be healed at least. Its more of a formation to draw the enemy in. Note: These formations are mainly defensive, because it seems better to make the enemy come to you, instead of charging up to him and taking unwanted damage from his cohorts and/or spells. Also, you should usually rush Archer type units. Note2: Some generals don't have enough C-Range to support formation 4. Note3: Terrain bonus is important, you can trash any set formation you're following to get better terrain bonus, just don't trash it too bad. Healing is important too. Don't worry about formations for your Sea types if they are fighting Land types. Just keep them on water. Note4: When attacking, just kill stuff. However, if you manage to stay in formation too, that will definetely work to your advantage. Note5: You want to keep your Archer types as far away from the enemy as possible... They will be slaughtered at close range. - You don't always have to move your troops manually. Troops will move on their own if they haven't used their turns yet. You can select orders for such occasions by clicking on their general, and.... Selecting some... - Spells are your freind. Generally, use them to weaken a huge group of enemies so lower leveled units can come in and take them out. Spells alone won't help you much level-wise. - Use the save state at the beginning of every few turns, incase you make a giant mistake or the emulator crashes. Sometimes, you should save state just before attacking a powerful general unit with Elwin or something. - Some characters are just more useful then others, and will be on a higher level most of the time. (In order of easiest - hardest to level)(Light path only) 1.Elwin - Most of his classes are great, and you have him always. 2.Hein - Has a tiny EXP bar, and you have him always. 3.Riana - Small EXP bar, Holy type is versatile and Summons. 4.Sherry - Air types are good at lots of things, she also has 6 troop max. 5.Keith - Same as sherry, but if lord, hes the only one for Horse types. 6.Lester - EXP bar is quite large, and there are only so many good places to use him. 7.Rouga - BANDITS! Agh! He leaves you if you choose the ligth path, don't bother using him. You should try leveling Keith and Lester early so they don't fall behind. ...o_o @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @[5] Secret Level 1 - Scenario X1@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Secret Level 1 can be accessed through Scenario 6. Before killing the lich, bring Elwin to coordinates 6,2. (Not the entire map) 1 2 3 4 5 6 7 8 9 - - - - - - - - - 1| 2| 3| 4| 5| 6| X 7| L 8| 9| X Is 6,2. 7,9 would be the lich. Im not sure if you have to leave him there, but leave him there anyway just to be safe. Defeat the lich and make a backup save state. AFter some storyline embellishments, Elwin will ask you if you want to investigate the Muscular Shrine. Say 'no' if want to be a total idiot, but if you wish otherwise, say 'yes'.(Yes is the top option) -- Scenario X1 -- First of all, check the shop, theres alot of nice stuff there. *Shop* Great Sword 300P Wand 150P Orb 1000P Chain Mail 400P Amulet 1000P Necklace 900P Speedboots 600P Cross 300P (Remember, get troops first) Muscular Shrine Map (Upon closer inspection... Its shaped like a heart ¬_¬) |--------------------------------- @ = Talking Heads |   | | ||| ||| |  = Unpassable/Roof type | ||@||||@|| | | ||| |||||| ||| | | = Pillar/Air only | | | G | |||||| | G | | | | || GaG | @@ | GaG || | H = Bridge perimeter |  | G G |  | |  |  IG IG  |  | V = Shore |   IAI IIISI   | |  !!  GI IVIGI  gg  | 1-7 = Commander starting points |  !a! II gag  | |****!!*|||**|||gg*****|<------ * = The Wall of Indescribeable Doom/Passable |  |||||| ||||||  | |  | |C|C C|C| |  | g = Gel | |  !CE  Cgg  | | | |  !a!  gag  | | G = Ghost | | | !!! || gg | | | | ||  ||||  || | I = Golem | ||| | | ||| | | ||| X ||| | ! = Wolfman | ||| ||| | | ||| 1 2 ||| | a = Lesser Aniki | ||| ||| | | ||| ||| | V = Varan | || || | | || || | S = Samsom | |3 4| | | W |H H| W | A = Adon | H H | | H H | O = Other types of terrain, it is of no matter | Left Route 5 6 | | H H | W = Mainly water | H H | | H__H | B = Cheesy ballista spots |VVVVVVVVVVVVVVVV7VVVVVVVVVVVVVVV| | | X = Wall of Useless Generals | O | | | E = Cheesy Hein spot |--------------------------------| Turn Triggers (Turn #: = Beginning of Enemy Phase for turn #) Turn 1: Talking Turn 6: Varan will scold Hein for being too flabby..Note: Theres nothing wrong with fat girls! (And yes, hein looks like a girl) Turn 7: Worldwide Extermination Ray will begin counting down. (Its better to wait for this, instead of passing the Wall of Indescribeable Doom) Turn 8: Worldwide Extermination Ray charged to 128%. o_o Turn 9: Countdown - Three Turn 10:Countdown - Two Turn 11:Countdown - One Turn 12:COuntdown - Zero - Scenario Clear (No dumbbell if you didn't kill Varan.) On turn 7(Meaning, the end of turn 6), the 3 main anikis will begin charging the Worldwide Extermination Ray. Also, if any units go PAST(Not on top of) the Wall of Indescribeable Doom, the charging shall begin. You'll have to kill Varan to stop the countdown. It seems that Adon and Samson will always do their part of the countdown, regardless of their alive/dead status. The only way to stop the countdown is to kill Varan. Enemies and their Stats $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ (All generals in this scenario give the same 6/1 C-Bonus) ! = General Gel - Gel type unit - A 20 + 6 with C-Bonus - 26 - D 20 + 1 with C-Bonus - 21 - MV 5 Wolfman - Horse type unit - A 19 + 6 with C-Bonus - 25 - D 14 + 1 with C-Bonus - 15 - MV ?? (Their MV is 2 while indoors) Ghost - Undead type unit - A 21 + 6 with C-Bonus - 27 - D 16 + 1 with C-Bonus - 17 - MV 6 Golem - Spear type unit - A 22 + 6 with C-Bonus - 28 - D 26 + 1 with C-Bonus - 27 !Aniki(normal) - General - Class Aniki - Soldier type unit - LVL 1 (All 6 of them) - A 38 - D 20 - MV 6 - MP 10 - C-Range 4 - C-Bonus A+6 D+1 - (Spells???) !Adon - General - Class Aniki - Soldier type unit - LVL 9 - A 45 - D 25 - MV 6 (He never moves) - MP 15 - C-Range 4 - C-Bonus A+6 D+1 - Known spells: Heal1 (Others???) !Samson - General - Class Aniki - Soldier type unit - LVL 9 - A 45 - D 25 - MV 6 (He never moves) - MP 15 - C-Range 4 - C-Bonus A+6 D+1 - Known spells: Heal1 (Others???) !Varan - General - Class Aniki - Soldier type unit - LVL 10 - A 47 - D 30 - MV 6 (He never moves) (Hes standing on the Iron Dumbbell after all) - MP 18 - C-Range 4 - C-Bonus A+6 D+1 - Known spells: Heal1, Blast(???) (Others???) #Numbers# Gels - 12 Wolfmen - 12 Ghosts - 12 Golems - 14 !Anikis - 6 !Adon - 1 !Samson - 1 !Varans - 18473 (...No, just one really...) $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Ok, im going to explain exactly how I did this first. If you pay attention to anything, pay attention to Riana's forces. * What I had * (Equipment with !next to it means IMPORANT to my strategy) *Equipment* Elwin - Highlander LVL 1 - Great sword / Plate Mail Hein - Mage LVL 1 - !Wand / !Necklace Riana - Cleric LVL 7 - Warhammer / !Necklace (buy it) Sherry - Hawklord LVL 4 - Great sword / DragonScale Keith - Lord LVL 4 - Warhammer / Chain Mail Lester - Captain LVL 3 - Warhammer / Robe(o_O?) Rouga - Same as beginning of the game (I was low on cash...) *Troops* Elwin - 1 dragoon (Wasn't used) Hein - 3 ballistas Riana - 3 monks (Barely used) Sherry - 6 Faeries (Only needed about 3-4) Keith - None, used in The Wall of Useless Generals Lester - None, used in The Wall of Useless Generals Rouga - None, used in The Wall of Useless Generals *Starting Position* Elwin - 3 (Should have been 4) Hein - 4 (Should have been 3) Riana - 1 Sherry - 5 Keith - 2 Lester - 6 Rouga - 7 ****What I did...**** (Giving Riana the Necklace makes worlds of difference) (Also, if you're having alot of trouble, you may want to buy some speed boots and see if that helps you in any way) Turn 1: Moved Rouga, Lester, Hein and Elwin up(+troops). Moved Keith to X. Summoned Valkyrie with Riana. Moving Sherry along left route to the left entrance. Turn 2: Cast Fireball from Elwin, damaged both front lesser anikis and some gels. Attacked left lesser aniki with Valkyrie(+Necklace bonus), killed him. Moved Riana above Valkyrie to heal the 2 damage from the attack. Positioned a dragoon to help the in-transit ballistas defend against against the gels. Kept moving Sherry along the left route. Moved Rouga and Lester up. EnemyP: .... Didn't form Wall of Useless Generals quick enough, ballista at 1 hp. Turn 3: Cast thunder on right gel aniki. Killed with ballistas. Moved damaged ballista to Hein for healing. Sherry moving up left route. Rouga in useless wall position. Lester almost in useless wall position. Used Fireball on second left lesser aniki. Killed with Valkyrie. Moved Riana to heal Valkyrie's 3 damage. Turn 4: Attacked nearby gels with Lester's archers. Keith, Rouga and Lester used Health. Began moving Riana and her units just behind the Wall of Indescribeable Doom(Valkyrie just behind the wall, Riana just behind Valkyrie) and Elwin behind Riana. Sherry near Riana. Turn 5: Same as last turn. Attacked random troops of Adon/Varan with neraby ballistas. Riana and Sherry in position for mad rush. Lester killed a gel. Keith killed a gel. Elwin not in position yet. Turn 6: All 3 ballistas in position, 1 at 7 HPs, put Hein behind it. Got Elwin *almost* in position. Attacked with ballistas; Killed a ghost, and damaged Adon by 2. !Sherry and Riana begin moving over the Wall of Indescribeable doom! Suicide rushed the left ghost of top left aniki with Sherry and killed it. Sherry at 5. Moved Riana onto the stairs north of her. Killed top left aniki with Valkyrie. Valkyrie at 7. EnemyP: Worldwide Extermination Ray charging. Turn 7: Ballista healed. Began bombarding Adon with 3 ballistas + Attack 1 by Hein. Moved Riana as close to Varan as possible with Valkyrie ahead of her to heal. Using health with Sherry. Continuing to move Elwin towards Varan. EnemyP: Worldwide Extermination Ray charged 128%. Turn 8: Cast Attack1 with Elwin on monk I left behind for this very purpose. Cast Decrease on Varan's forces with hein. Attacked one of Varan's golem with Riana, killed it. Attacked one of Varan's golems with Valkyrie, killed it. Managed to damage 2 of Varan's golems with ballistas.(Note: Attack the golems before attacking with Riana's Forces)Wall of Useless Generals not doing much. Moved sherry closer to Varan for possible suicide run. EnemyP: Countdown - Three Turn 9: Elwin cast Attack1 on the tag monk. Hein Cast Decrease on Varan's forces. Killed a weakened(By ballistas) golem from Varan's forces with Riana. Riana Class upgrade to priest... Bah, I was hoping this wouldn't happen yet. Now her bonus is truly insane. Attacked Varan's golems with ballistas. Attacked the weakened golem with Valkyrie, killed it. Moved Sherry to open space just below Varan for possible suicide run later(also, to keep golems from blocking this spot). Lone aniki at Wall of Useless Generals. EnemyP: Countdown - two .... Sherry killed by strange magics o_o. Turn10: Same as turn 9. Attacked Varan with Valkyrie, killed him. (If you don't get him with Valkyrie, attack with Riana and anyone else who is near IMMEDIATELY. Samson will help heal him next turn.) Valkyrie at 1. Managed to fend off 3 golem attacks. :) I still had a turn left over. Repeat turn 10 and pray that you win. You don't have to make a wall of useless generals. I guess they'd be better used as suicide units for Varan. Just leave SOMEONE(Keith with pikes-Lester?) back there. The most important things in this strategy are 1.Valkyrie 2.Attack1 3.Decrease If Elwin doesn't have attack1(I started him as Warlock class), just forget about Degrade and have Hein use Attack1 on a left-behind monk. Also, if you don't have ballistas, you may want to consider trying to just pass right by Adon and going straight for Varan. Next time I play through this game, i'll pick different classes for everyone and put up new strategies. ***The Talking Heads*** If you bring a General to one of those big faces on the walls... Stuff will happen. (Do this AFTER you've stopped the countdown obviously) Talking Head Up-Left Simply go up to this, and end your turn. You'll receive a Runestone. Talking Heads Middle Drink some.... Sweat... Off the statue to get permanent +1 to Defense. Drink some more sweat off the next statue to get permanent +1 to Attack. Talking Head Up-Right This head will ask you a question. Pick the middle option for permanant +2 to Attack. ***Getting the hell out of here*** Anyway, clean up the rest of the enemies to end the scenario, I hope you didn't waste too much money. You may even want to go back and try to level more, but I don't reccommend that at all.. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @[6] Secret level 2 - Coming soon!@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@