1. Introduction
You're reading this now. Just a pointer to the other sections.
2. Maps & Objectives
The most thorough map of Legendra, cataloguing event locations and processes. We'll go over the conditions you'll need to finish the game, plus tips & things to remember.
3. Basic Tactics
We go over winning conditions, as well as when and how to attack. Find advice on formations, counter-formations, and generals. With this information, it'll be easy to win 90% of your battles.
4. Advanced Tactics
Fight dirty. Learn the tricks, the cheap moves and survival techniques that pull victory kicking and screaming from the jaws of defeat. Castle hoarding, creative staffing, the regroup lance - it's all here.
5. Appendices
Magic, Item, and Character lists. Find out what's best for which characters, and who has the coolest magic.
Cities that are filled in with one of the General's colors are cities that each general starts with IF YOU ARE PLAYING THAT SCENARIO. Therefore, the two cities Wein starts with on the map are the one's you get at the beginning of the Wein scenario, but not necessarily the one's you get if you play the Gongos scenario.
Towns with a colored outline are castles that are inhabited at the beginning of an individual scenario. The colored border indicates which scenario it applies to. Castles with no border are uninhabited in all scenarios.
  on a city, tower, shrine, or any marked location and you'll get taken to the appropriate entry. The general, his or her level, plus number and type of troops will be listed. If there are any significant comments, that'll get listed in the entry.
1. You need to defeat all the top generals
2. You need to visit Shadow Tower AND head towards Topaz. The Scyth/Gaul event
trigger doesn't happen, otherwise. Once you do, Ramda and Frest show up
3. Visit all three shrines with the appropriate Dragon Force members. See the
appropriate shrine entries to see who needs to go where
4. Defeat Katmando with the Star Dragon Sword
5. Gather all Dragon Force members at Bloodly castle. From there, you proceed to
Ruinledge automatically
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Although losing a battle doesn't mean losing a war, losing a lot of the former will cost you the latter. This section deals with winning battles. If you already know how to do that, then go to Advanced Tactics, which goes over special battles, magic, and castle holding.
Dragon Force Strategies: Table of Contents
1. Objectives
Ninja | ||
As your general | As enemy general | |
Kill all units, then defeat the general | Kill all units, then defeat the general | |
Comments | ||
A good offensive general, with moderate offensive capabilities but lousy defense compared to the more heavily armed units. In general, ninja magic is better at destroying armies than a commander, being designed to drain power and kill units. The Assassin's Star and variants are the best example, although the Reptile Cannon and Cross Rush are nothing to sneeze at. Don't duel unless you need to, or your army has weakened the opponent. |
Monk | ||
As your general | As enemy general | |
Kill all units, then defeat the general | Defeat the enemy general | |
Comments | ||
A good offensive general, with strong offensive capabilities but the weakest defense of all non-physical units. Generally, Monks specialize in personal attacks, with strong cross flash and cross rush capabilities. Some have the stone pedestal, but only at high levels. Try not to duel using the monk, unless he has high strength or full health. |
Fighter | ||
As your general | As enemy general | |
Kill all units, then defeat the general | Kill all units, then defeat the general | |
Comments | ||
Strong offense and defense. Identical to the knight, except in the types of items he can use. Magic is generally the Sonic Boom type, which is good for armies, so so for generals. Always duel, unless facing a knight or fighter, or less than 3/4 health. |
Knight | ||
As your general | As enemy general | |
Kill all units, then defeat the general | Kill all units, then defeat the general | |
Comments | ||
Strong offense and defense. Identical to the fighter, except in the types of items he can use. Magic is generally the Sonic Boom type, which is good for armies, so so for generals. Always duel, unless facing a knight or fighter, or less than 3/4 health. |
Beast | ||
As your general | As enemy general | |
Kill all units, then defeat the general | Defeat the general | |
Comments | ||
Strong offense and moderate defense. The beast is closest to the monk in strength, and thus, most often uses magic to attack generals. Magic is generally the Cross Rush/Flash type, which is good against generals. Beasts are good at duelling, but are somewhat at a disadvantage when facing knights and fighters. |
Thief | ||
As your general | As enemy general | |
Kill all units, then defeat the general;Draw | Defeat the general | |
Comments | ||
Maniacal offense and weak defense. The thief can fight crazy, but suck at defense. The only magic thieves get is Shiva's Dagger and the Cross Rush, so they have to rely on their units. Dueling thieves are always a wild card, as they'll sometime have massive attack series, but tend to get hurt pretty easy. |
Spirit User | ||
As your general | As enemy general | |
Draw at lower levels; Kill all units, then defeat the general at higher levels | Defeat the general | |
Comments | ||
Low attack and defense. High in magic. Attack magic usually takes the form of tricolumn attacks like Trident's Daughter or Dante's Inferno. They very rarely have magic that directly attacks generals. In the lower levels, defend until the draw to gain awards. Later, with larger numbers and higher command, you can go for the win. |
Priest | ||
As your general | As enemy general | |
Draw at lower levels; Kill all units, then defeat the general at higher levels | Defeat the general | |
Comments | ||
Low attack and defense. High in magic. Magic is usually defensive in nature, but can be used very effectively. Holy Shield and Resurrection make the draw much easier for the priest. They very rarely have magic that directly attacks generals. In the lower levels, defend until the draw to gain awards. Later, with larger numbers and higher command, you can go for the win. |
Magician | ||
As your general | As enemy general | |
Draw at lower levels; Kill all units, then defeat the general at higher levels | Defeat the general | |
Comments | ||
Low attack and defense. High in magic. Magic is usually offensive in nature, and often deadly. Thunder Fall and the Meteor Storm are particularly deadly. Their magic can attack generals more effectively than priests or spirit users. In the lower levels, defend until the draw to gain awards. Later, with larger numbers and higher command, you can go for the win. They are deadly at higher levels. |
Dragons | ||
As your general | As enemy general | |
Kill all units, then defeat the general | Kill all units, then defeat the general | |
Comments | ||
High attack and defense. High in magic. Deadly in battle, although they tend to have lower command numbers than your best generals. That's made up, though, by the dragons they end up commanding. Generally, they use Stone Pedestal and Flame Cannon, although Uryll has Ensnare, which is very, very useful. The Flame Cannon, though, takes top much power to be an effective weapon. |
The Undead | ||
As your general | As enemy general | |
Kill all units, then defeat the general | Kill all units, then defeat the general | |
Comments | ||
High attack and defense. High in magic. Deadly in battle, although they tend to have lower command numbers than your best generals. That's made up, though, by the zombies they end up commanding. Generally, they use magic which attacks armies, rather than generals. Known Undead are Vlad, Sierra, and Santana. |
Formation | Best Unit Types | Counter-Formation |
Offense | Cavalry, Mage, Beast,Archer | Protect,Special,Defense |
Defense | Soldier,Mage,Archer,Zombie,Dragon | Breach, Squad,Offense |
Special | All Units | Breach,Protect,Raid |
Surround | Monk,Beast,Soldier,Zombie | Breach,Special* |
Raid | Cavalry,Samurai,Beasts | Surround, Special* |
Protect | Mage,Archer,Cavalry | Breach,Surround,Raid,Special* |
Squad | Harpy, Dragon, Soldier | Protect,Raid,Surround,Special |
Breach | Cavalry,Dragon,Zombie,Monk,Soldier | Special*,Protect,Surround,Offense |
* Special Formation is covered in the Advanced Tactics section
The following tips aren't necessary to win the game, but take advantage of the flaws in Dragon Force's design to insure your advantage against your computer opponents and save you time. So, if you'd like to play a fair game, then skip this section.
Didn't think so. Read on, you cheater!
The Retribution maneuver from last section is the best and easiest way of capturing generals. It's best if you use staffed generals, but if you don't have enough troops, or you just want to try something different, use a Retribution maneuver with strong generals that have NO units.
If the enemy generals have troops, then use magic to attack the general. The enemy is usually already weakened, and he'll either retreat or get defeated in 15 seconds or less.
Or, the enemy will immediately engaged in a duel. 99 out of a hundred times, the general will NOT retreat, no matter how weak he is. It's a perfect opporunity to gain experience for low-medium level characters.
Here's a great tip for keeping any general loyal. If a character can control 100 of any type of unit, they will remain loyal to you, no matter where you put them or how often you pass them over.
This is an approximate equation donated by Mana Knight, but it's a formula to determine your ability to capture a retreating general. Here goes:
Hit Points + Troops Left = Troops needed by opponent to capture
The example given is Wein vs. Goldark. If Wein runs away with 5 troops and 50 hit points, then Goldark needs 55 men to capture him. And vice versa.
If you're looking for an item or need to restart really quickly, this tip saves you a lot of time when restarting the game.
Press X+Y+Z+START to restart. You'll see the Star Dragon Crest shine on screen. Keep your finger on the START button, and the Start/Continue screen should come up, without going through the beginning animation. Saves at least 15 seconds.
Tired of Agonni and Paine? There's an easy way to make them stick somewhere without moving or escaping. When fighthing Agonni, kill all his troops, but force the Draw (let time run out). Kill Paine. Agonni will wander off to a nearby town and just sit there until attacked.
If you're low on levels and need to gain a couple every turn, then head over to Lightan Castle and beat up on Zanon.
Take five of your generals and attack Lightan. Take a looke at the unit composition of Lightan Castle and plan accordingly. This isn't the easiest of battle and takes careful planning.
After you defeat him, Zanon will escape with his generals. However, he'll only go so far as the first junction and return to attack you. Make sure you've been Restaffing, since Zanon will have full hit points. However, his three sub-generals will have 1 hit point each, plus none of them should have any magic points left. Thus, send your weaker generals against the 1 point enemy commanders, and send your strongest against Zanon. Recruit all the troops for general that attacks Zanon. Any one of your generals should be able to do one point of damage against the other generals, duel or no duel.
Children of Madruk - Wein, Gongos, Teiris Scenarios | ||||||||
Name | Type | Special Format | Initial Allegiance | Initial Unit | 1st Level Magic | 5th Level Magic | 10th Level Magic | Comment |
Gasper | Knight | Raid | Skull | Cavalry | (40) | Sonic Boom | Sonic Wave | - |
Helm | Fighter | - | Skull | Solider | (20) | Sonic Boom | - | - |
Tsuvan | Fighter | Protect | Skull/Madruk | Solider | (20) | Sonic Boom | Cross Flash | - |
Children of Madruk - Junon+? Scenarios | ||||||||
Name | Type | Special Format | Initial Allegiance | Initial Unit | 1st Level Magic | 5th Level Magic | 10th Level Magic | Comment |
Agonni | Fighter | ----- | ----- | ----- | ----- | Shiva's Dagger | ----- | ----- |
Paine | Fighter | ----- | ----- | ----- | ----- | Shiva's Dagger | ----- | ----- |
Item List | ||
Name | Effect | Classes |
Ambition Ring | +6 Command | All |
Astea's Herb | Heals Wounds | All |
Astea's Ring | +8 Command | All |
Astea's Statue | +1 MP | All |
Battle Spear | +5 Strength | K |
Battle Armor | Gives Defense | K |
Beast Claw | +3 Strength | B, |
Bravery Coin | +3 Strength | All |
Dark Axe | +6 Strength | B,F |
Dark Claw | +7 Strength | B, |
Death Claw | +9 Strength | B,Mo |
Divine Shield | Gives Defense | F |
Dragon Crest | Use Dragons | All |
Dragon's Eye | +6 Command | All |
Dragon Statue | +3 HP | All |
Earth Axe | +6 Strength | B, |
Emerald | +7 Command | Su |
Faith Coin | Gives Loyalty | All |
Flying Crest | Use Harpies | All |
Gaia Sword | +8 Strength | K, |
Gauze Armor | Gives Defense | F,K |
Goddess Tear | +7 Command | All |
Honor Coin | +2 Command | All |
Honor Crest | Use Cavalry | All |
Igneous Axe | +7 Strength | B,F |
Javelin | +3 Strength | K |
Jeweled Rod | +4 Strength | M,S |
Kamui Blade | +8 Strength | Sam, |
Kusanagi Blade | +6 Strength | N,Sam |
Magic Crest | Use Mages | All |
Magical Lance | +8 Strength | K |
Mars Blade | +3 Strength | K |
Miracle Rod | +5 Strength | M,S |
Moonbeam Sword | +4 Strength | Sam, |
Moon Cane | +9 Command | P |
Moon God Sword | +5 Strength | Sam, |
Murasame Sword | +10 Strength | N, |
Phantom Sword | +7 Strength | Sam, |
Psycho Sword | +6 Strength | K |
Rune Lance | +7 Strength | K |
Sacrifice Shield | Gives Defense | F |
Sage Bracelet | +6 Intelligence | All |
Savage Crest | Use Beasts | All |
Shogun Armor | Defense | Sam, |
Soldier Crest | Use Soldiers | All |
Soul Buster | +5 Strength | K |
Spirit Crest | Use Zombies | All |
Stardragon Sword | +9 Strength | K, |
Strategy Runes | +6 Intelligence | All |
Sun Bracelet | +9 Command | Mo, |
Tempest | Gives Defense | M,S |
Thunder Axe | +5 Strength | B,F |
True Ring | +9 Command | All |
Valhart's Charm | +3 Command | All |
Virtuous Runes | +6 Intelligence | All |
Wicked Claw | +4 Strength | Mo |
Wisdom Armlet | +6 Intelligence | All |
Name | Enemy Affected | Magic Points | Power | Comments |
Assassin's Star | Enemy Army | 2 | 6 | Power Drain |
Aura Assault | Enemy Cmdr | 2 | 10 | ----- |
Cross Flash | Enemy Cmdr | 2 | 10,15 | Beast, Monks, Samurai |
Cross Rush | Enemy Army | 4 | 30 | ----- |
Dante's Inferno | All Foe | 3 | 15 | ----- |
Dark Vortex | All Troops | 3 | 15 | Middle of Field Attack; sucks hole through middle |
Ensnare | Enemy Cmdr | 1 | 10 | Keeps Cmdr from retreating, building power |
Flame Cannon | Enemy Cmdr | 2 | 10 | ----- |
Gale Blast | Enemy Commander | 2 | ----- | Mikhal's Unique 10th Level Attack |
Holy Blast | Enemy Troops | 3 | 15 | Attacks the middle of the field |
Holy Shield | Enemy Troops | 2 | 15 | Local to General |
Hyperstorm | Enemy Troops | 3 | 15 | Triple Tornado |
Mega Tornado | ----- | ----- | ----- | ----- |
Meteor Storm | All Foe | 4 | 15 | ----- |
Mirage Star | Enemy Army | 3 | 15 | Triple Assassin's Star |
Phantasm | Friendly Army | 1 | 10 | ----- |
Quagmire | All Men | 3 | 15 | ----- |
Reptile Cannon | Enemy Cmdr | 2 | 15 | ----- |
Resurrect | Your Troops | 2 | 10 | Creates 25 new units, will act the same as your front |
Shiva's Dagger | All Foe | 2 | 5 | Kills units, drains power |
Solar Flare | All Troops | 3 | 15 | Middle of Field Attack |
Sonic Blast | Enemy Army | 4 | 15 | Five Sonic Waves |
Sonic Boom | Enemy Army | 2 | 10 | Single |
Sonic Wave | Enemy Army | 3 | 10 | Triple Wave |
Sky Driver | Enemy General | 3 | 15 | ----- |
Stone Pedestal | Enemy Troops | 3 | 10 | Immobilizes Units/Doesn't affect airborne units |
Summon Golem | Enemy Army | 2 | 15 | ----- |
Summon Guardian | Enemy Troops | 4 | 15 | Immobilizes Unites/Doesn't affect airborne units |
Summon Reaper | Enemy/Friendly General | 1 | 20 | Reduces enemy and friendly general to 1. Only Katt has it this magic |
Summon Wyvern | Enemy Army | 3 | 15 | Blasts commander |
Sword Rush | Enemy General | 2 | ----- | ----- |
Thor's Fist | Enemy Troops | 3 | 15 | Similar to Summon Guardian |
Thunderfall | Enemy Army | 3 | 15 | Multipart Lightning |
Trident's Daughter | Enemy Army | 3 | 15 | Two Column Spiral in middle of army |
Wind Dancer | Enemy Army | 3 | 15 | Two Column Spiral in middle of army |