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Japanese Super Famicom version

Der Langrisser Light route progression and difficult sections

Check bridge, holy-sword acquisition, harbor, and branch objectives after choosing Light. Includes sequences tracking where paths rejoin after ID13.

Scope: Japanese Super Famicom version (1995) / References checked: 2026-10-15. No gameplay verification performed. A complete guide including every map and all enemy data remains under further cross-checking.

7 entries shown

Light progression sequences

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Light progression sequences

Chosen branchStage-select ID sequence
Boser at ID13 → pursue the main force at ID188→9→10→11→12→13→14→15→16→17→18→19→20→21
Boser at ID13 → pursue Sonya at ID188→9→10→11→12→13→14→15→16→17→18→22→23→24
Bernhardt at ID13 → Lana joins8→9→10→11→12→13→25→26→27→30→31→32→23→24
Same, if harbor completion is on turn 16 or later25→28→29→30→31→32→23→24
If keeping Aaron at ID3030→33→34→35→36
  • After ID25 chooses between 26 → 27 and 28 → 29, both rejoin at 30. Keeping Aaron at ID30 may be chosen from either harbor outcome.
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Chapter 8 / ID8: Bridge Across the Sky

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Chapter 8 / ID8: Bridge Across the Sky

  1. Check the 18-turn limit and assign someone to reach Kramer. Prepare archers against flying units.
  2. Use bows or area magic when flying enemies gather around the bridge. Do not send archers alone beyond it to receive melee attacks.
  3. Leave time to defeat Kramer even when examining the secret-stage entrance. Defeating every enemy individually is not the victory objective.
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ID9/10: Escorts and ranged attacks

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ID9/10: Escorts and ranged attacks

  1. At ID9, protect the route toward Aaron and the villagers. Do not leave escorts unguarded to pursue enemy water units.
  2. At ID10, advance after checking ballista and mage ranges. Disrupt dangerous positions with magic or flying units before concentrated attacks arrive.
  3. When the victory objective changes to defeating Vargas, split attacks between him and his entourage using strong cavalry and other suitable units. Do not leave weakened allied commanders at the front.
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ID11: Choose who will reach the holy sword

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ID11: Choose who will reach the holy sword

  1. Reach the sword before Leon. Do not restrict the retrieval role to the protagonist; check movement and troop types of other Descendants of Light able to take it.
  2. If cavalry slow indoors, use infantry or flying units for retrieval. Other allies handle passages and pursuing enemies.
  3. Do not keep detouring for development after Leon appears. Prioritize obtaining the sword.
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ID13: Decide whom to defeat first

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ID13: Decide whom to defeat first

  1. Decide whether to advance toward Boser or Bernhardt before attacking. Whom you defeat changes the harbor and subsequent progression.
  2. Do not expose clustered units to enemy Meteor or ballista attacks. Approach dangerous enemies with mobile flying units or similar forces.
  3. Appropriate magic can also reduce undead troops. Before defeating the victory target, check that you have a save for your intended route.
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Read the harbor turn boundary

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Read the harbor turn boundary

ID14 and ID25 share a harbor title but are different IDs. At ID25, clearing within 15 turns changes the next destination. Do not apply that branch to ID14.

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Preparation before the later stages

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Preparation before the later stages

  1. In chapters pursuing an enemy carrying the Holy Rod, catch the carrier before they reach the exit. Watch who receives possessions when each enemy falls.
  2. Prepare for Leon's cavalry by checking employment of spearmen-capable units. Restore HP and MP before entering castle gates too.
  3. Make a normal save immediately before ID18's choice or ID30's ally selection. The IDs traversed differ even when the final chapter number matches.
  • Detailed placements for every later map, all reinforcement turns, and every hidden-item coordinate remain under cross-checking.
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