From: dskim@eng.umd.edu (Daeshik Kim)
Newsgroups: rec.games.video
Subject: Re: WARSONG (MD/GENESIS) hints request
Date: 18 Aug 92 20:28:50 GMT
Organization: Univ. of Maryland, College Park

In article <Bt6rGy.5ox@newcastle.ac.uk> R.K.Scott@newcastle.ac.uk (R.K. Scott) writes:
>Are there any fellow GENESIS/MD owners out there who've played WARSONG?
>I'm doing OK at this game (only managed to kill off 3 characters!) but
>would like a few tips on strategy/use of items/keeping players alive etc.

Spoiler

Well, I'll try to recap. my mem. ; I've stop playing this since
I beat'em in the first scenario.

Here's my strategy:
1) Let' Bald. (Sword Master) to be killed in the 1'st scen.
   And get Garette have 2-3 level.
2) Just wipe out the whole enemy; you'll get Garette as Lord.
3) Again, wipe out the whole enemy - when I say wipe out'em,
   kill the leader at the last moment.
   You'll have pretty high level of Lord (maybe 6?).
4) Hmm, I think this is where the Slimes attack..
   Protect Sabre; use Garette as a bait to gather all those Slimes to
   the left-hand sides where Mina shows up while hunting down Slimes.
   You can hunt down most of slimes with Mina/Garette; actually, I
   've wiped out all couple of times.
   Here, Mina can be a Priest.

My memory is fading after this.

In some stages, wait until more enemies show up - especially
when you save Bayard:
	Here, your Garette (either King or Magic Knight) with
	Archers has to run fast towards the castle so that
	you can get the attention of the enemy leader; then
	protect the enemy leader & Bayard so that they can
	survice till you kill all those enemies even the
	ones show up later (you have to wait probably 10 turns).
	Since they show up with Horses; it's good to have Archers
	& Monks.

In the last war to get the Warsong, since you don't have
any choice to form your troop; make sure you use those characters
to kill the enemy in prev. stage so that they can be strong.

Here's general tip:
Every character with level 5 or up has expanded effective area
and stronger impact with its Magic uages (I prefer Magic Knigt's
thunder somehow).

For the items, most of them are clear in its usage so I'll skip'em
hard to find things: Ammun. expand leader's effective area for its
troop.  Orb. reduces its holder's magic points usage to half.

When you go after the Dragon, you won't need to hire troops except
maybe Guards to hunt down those Slimes.

In scene 18 (?), where you get the Orb, ignore the comments that
says "do not try to beat Gothem(?)" and beat them using Magic & attack.
You can beat the shit out of them using Thuder/Fire and pure power.

In any case, do not leave any enemy; do not finish up any
stage less than 10 turns - lots of times you'll have more to hunt.

Don't let the Tiberron(?) be Serpent Knight; he'll be better off being
Knight Master.

Here's my choice of ine-up in the last battle (stage 20);
King, 1 Knight Master, Arch Mage,
High Priest (make sure Mina becomes; otherwise, Evil
Axe is trash since it takes out 8 from defense power and add
it to Attack power)
the rest will be Magic Knight (or sometime I take Grand Knight with
Sabre).
-- 
	Daeshik Kim	H: (703)273-1517 O: (703) 689-5878
	/PN=Daeshik.Kim/O=SprintIntl/ADMD=Telemail/C=US/@Sprint.com
	dskim@eng.umd.edu