Dragon's Chronicles ~The Dark Demon King and the Sword of the North Star~ (SRPG) Introduction, Impressions, and Strategy Notes

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This article can be read in about 68 minutes.

This is an introductory article for the SRPG game "Dragon's Chronicles ~The Dark Demon King and the Sword of the North Star~" developed by Stugio.
This is a robust simulation RPG that combines the simultaneous turn-based system of Berwick Saga with the two-army system of TearRing Saga (or Fire Emblem Gaiden), making it a hybrid of the two.
It's a challenging game that won't get you there easily, but it has a system that allows you to adjust the difficulty level yourself.

The completion time was approximately 56 hours.
(Difficulty: Traditional)

Purchase here (¥1,500 as of September 2025)
*A trial version is also available.

steam

table of contents

Game Overview

Let's skip the explanation of the story.

 

On the world map, you move two legions, Arthur's army and Leia's army, to advance.
By selecting "Battle" while adjacent to an enemy unit, you will enter a tactical map.
Entering a base on the world map allows you to prepare your troops.
You can shop at stores, and events may occur when you visit houses or talk to people.

 

The tactical map employs a simultaneous turn system similar to that used in "Berwick Saga."
The turn order is determined by the ratio of the number of allies and enemies, and each side takes turns moving one turn at a time.
The blue and red cards displayed on the right side of the screen indicate which side has taken the turn.

The interesting thing about simultaneous turn-based systems is that you can react immediately to the enemy's actions.
In a typical turn-based system, if you accidentally push your allies too far ahead, the entire enemy army will launch a concentrated attack on them all at once.
However, in a simultaneous turn system, your turn comes around after the enemy has finished their turn once or twice.
By having another ally provide support in this order, you can immediately cover up any unexpected failures.
This semi-real-time turn system makes the actions of both allies and enemies continuous, eliminating any sense of when to stop playing the game.
Time flies by as we engage in a back-and-forth exchange of responses: our actions are met with the enemy's actions, and we respond to those actions.
This is a major factor that makes this game so engaging.

Each stage has a mission assigned to it.
You will receive BP (Bonus Points) for completing missions.
By using this BP, you can obtain useful items, tactics, and more.

Missions are purely for those who want to complete the game.
Instead of expecting to achieve everything, it might be better to think of achieving nothing as the default.
The extent to which you aim and where you compromise is left up to the player.

 

Among the missions, EX missions offer the most BP, but they are also the most difficult.
If you have the time and resources, go for it; if it's going to cause you stress, feel free to skip it.
As I've said many times, the mission is not mandatory, so there's no need to force yourself to take on the challenge.

 

One of the systems that makes this game so addictive is the capture system.
When you injure an enemy, you can perform a capture attack, and capturing them allows you to take one of their items.
Injuries occur randomly when a large amount of damage is dealt at once.
The higher the percentage of damage dealt relative to the character's current HP, the higher the chance of injury.
When facing an enemy who possesses an item you want to steal, plan carefully and prepare thoroughly.

There are several other ways to steal items from enemies, including stunning or putting them to sleep and then performing a capture attack, or using the "Steal" command.
Since there are situations where it's possible and situations where it's not, it's best to aim carefully.

 

One system that enhances character customization is the ability to equip accessories.
You can customize your units by equipping them with accessories that provide various stat boosts and skill-granting effects.
Accessories have a cost, and you can equip them up to the maximum limit of each unit's AP (Action Points).
Accessories that have a greater effect tend to have higher equipment costs, so deciding how to customize your character can be a real headache.
Furthermore, AP increases with level ups, so the expandability of your units will continue to grow.

 

The last system I'd like to introduce is the "Tactics" command.
This allows you to instantly provide various forms of support by consuming TP, which are points that recover each turn.
It might be easier to understand if you think of it as something similar to the "Spirit Commands" found in games like Super Robot Wars.

Since using it doesn't consume a turn, you can use it to gain an advantage in the battle or to cover up mistakes.
I think this is a system that's surprisingly rare in games made with SRPG Studio.

 

In addition, there are various other systems such as a synthesis system, a costume change system, and a class change system.
You can refer to the manual and tips during the game, so be sure to read through them.
In particular, the character description pages provide an overview of each unit's growth rate, skills, and performance.
If you have a unit you're unsure whether to raise or not, you might want to read this.

Review (no spoilers)

I managed to complete the game on Traditional difficulty without any problems.
I played it for a little less than a month, and it was incredibly engaging; I got several times more enjoyment out of it than the price I paid.
There are only a handful of SRPGs that have captivated me this much, and I think it was by far the most engaging game I've ever played.
Although they belong to different fields—free games and indie games—among the games I've played recently,IMPERIALIZERI think I was just as engrossed in it as I was in [another project].

 

If I were to think about why I became so engrossed in it, it would overlap with what I wrote in the previous section, but I think it's because the simultaneous turn-based system was so addictive.
The enemy immediately responds to every move you make, so there's no time to stop playing during a stage.
Even when it comes to travel, there's almost never a situation where you're just moving around aimlessly; there's always something to do, which I think is one of the reasons why it doesn't feel boring.

Another clever aspect is the combination of missions set for each stage and enemy units that possess valuable items.
There's no penalty for not completing the mission, but you'll receive a small reward if you do.
The reward system is perfectly balanced; you won't feel bad if you ignore it, but if you collect enough points, you can exchange them for nice things.
I found the positive design philosophy—that you get rewarded for trying and succeeding, rather than suffering a huge loss if you fail—very appealing.

 

What further stimulates our desire for material possessions are enemy units that possess desirable items.
The capture system allows you to steal equipment from many enemies in some way.
If you had unlimited turns, the most profitable strategy would be to capture all enemies and steal their equipment.
However, almost all maps in this game have a turn limit, so you can't grind indefinitely.
It requires mature judgment on how far to push yourself, how far to give up, and where to compromise.
You must abandon the naive idea that you should be entitled to have everything you want.
If you still want to have your way, you'll need a brilliant strategy and tactics to get your way.

I believe there are many other reasons why the level of enthusiasm can be sustained.
For example, in this game, you will need to distribute your forces across many stages.
It's not that you're being forced to split up; rather, you have no choice but to split up in order to progress through the game without missing any missions or treasure chests.
The conventional strategy of advancing as a group and gradually luring and defeating enemies is practically impossible in this game (and since it's a simultaneous turn-based system, there aren't many tactics that can be used as is).
Since players are essentially distributing their forces based on their own judgment, I think they won't feel like they're being unfairly treated.

It was a well-designed game that kept the tension going while challenging the player's sense of balance regarding whether their force allocation was correct.

 

I think one of the elements that makes SRPGs fun is the enjoyment of developing your units.
Many units appear in this game, and each one is unique and appealing.
If there's one weakness in this game, it's that there aren't many deployment slots, even though there are many units you'll want to train.

However, I think this is an unavoidable issue that every SRPG has to some degree.
This game has a New Game Plus feature, so I think many people will enjoy playing through it a second or third time.
In that sense, it's not all bad, as it motivates you to try using this unit in the next playthrough.

 

I'd like to briefly touch upon the story aspect.
To put it simply, I had a great time.
The film is filled with scenes that completely shatter the medieval fantasy setting, as well as irreverent events, inappropriate language, and borderline (or even outrageous) parodies, creating countless moments that will leave you on the edge of your seat.
Each and every one of them was full of things to laugh at, and I couldn't help but laugh.

Common sense dictates that if you put this much effort into the gameplay, you'd naturally want to put just as much effort into the story and world-building.
However, this work goes to great lengths to mock and shatter that way of thinking.
For those who enjoy this kind of humor, it can be addictively fun, but for those who value characters and world-building, it may be unbearable.
The individual events and lines of dialogue are extremely punk, and even Steam hasn't been able to completely censor their venom.

Whether it's a clever calculation or something the author just came up with on the spur of the moment is unclear, but either way, I find it to be a very provocative piece of writing.

 

Now, let's talk about graphics.
Many of the graphics used are generated by AI.
I personally don't mind it, but some people might find it annoying.

Nevertheless, the game makes lavish use of original images, such as the single illustrations inserted into event scenes, character portraits, and costume graphics.
I personally think it was good because I prefer things that are new and interesting rather than things that I've seen before.

The battle animations have been completely removed, and combat is represented solely by on-screen visuals on the map.
I turn off the battle animations in most games, so this wasn't a problem for me at all.

 

I think a lot of effort went into selecting the background music.
There were many catchy songs, and yet, I felt like there were also many songs that I hadn't heard anywhere else.

In classic strategy RPGs throughout history, there has always been fantastic music that enhances the gameplay.
Since the author is likely someone who has experience with such classic works, I suspect they have a certain level of dedication to that aspect.
I feel that they've taken care to ensure that the background music during stage progression, which you'll be listening to the longest, doesn't get boring.

 

That's all for now; I've just jotted down my thoughts as they came to mind.
I think there are several different ways to make a SRPG (Strategy Role-Playing Game) enjoyable.
There are various types of games, including those that prioritize story, those that prioritize gameplay, those that prioritize characters, and those that prioritize graphics.
I feel that this work stands out for its gameplay.
This is a super high-calorie dish that's like actually trying to act on the idea, "Wouldn't it be three times more delicious if you combined tonkatsu, curry, and ramen?"
Players will either get nauseous or become addicted to the decadent pleasure.

 

Strategy Notes: Traditional (Spoiler Warning)

The chapters are listed in the order I played them.

Basic knowledge

Early completion bonus
- You can get an early completion bonus for Chapter 1 if you clear Leia's story first, but the difficulty is high so I don't think you need to force yourself to do it.

Don't push yourself too hard on the mission.
Trying to complete all the missions will be difficult, so let's compromise to some extent.
The one who enjoys it the most wins.

A quick review of the system surrounding item acquisition.
Let's review how to steal items.
You can only possess up to four weapons of the same type.
For example, if you have four one-handed swords, you cannot steal a fifth one.
Check before capturing or plundering.

- You can only possess up to the AP limit for accessories.
When trying to steal an enemy's accessory, be aware that you won't be able to do so if you don't have enough AP (Action Points).
I've failed many times too.

- The "Steal" ability can steal anything except weapons, but it cannot steal from items with the "Guard" ability.
To steal items from an enemy with a guarded state, you need to either put them into a collapsed state or injure them before capturing them.

- In addition to injuries, you can also use capture attacks by putting enemies to sleep or stunning them.
It's easier than trying to injure someone, so let's make use of it.
If your opponent has the Gospel ability, you cannot inflict sleep or stun.
However, if the effect of that blessing is derived from an item, you can remove the blessing by taking that item.

Don't be afraid of dispersing your forces.
- Sticking together as a group will give you an advantage in battle, but it will mean giving up various items and events.
If possible, let's spread our forces apart and deal with the situation simultaneously.
Even without a dedicated healer, you can manage by effectively utilizing healing items and tactical commands.

Prologue: Sunset

It's the first map, so it's not difficult.
Along the way, be sure to pick up the bronze sword that's in the supply box.
The three enemies that appear from the left don't offer much benefit from being defeated, so you can safely ignore them and proceed to the right.

 

Arthur's Story Chapter 1: The Lieber Rebellion

Chapter 1: The Child of the Sun

This is the map where the real challenge begins.
First, let's review the mission based on the "information" we have, and then consider what we want to achieve and develop a strategy.

- Visit before the two villages are destroyed.
You need to decide in advance who to send and act quickly, otherwise you won't make it in time.
In my case, I had Lancelot and Beatrix dismount and sent them in from the shallows.
Diana, who could cross the river on her own, also provided a little assistance.
Let's support the recovery by making full use of tactics.
You can also get Ingrid to cross the river by using Beatrix's "Go ahead!" command.
In that case, I think it would be fine with just one person.

- Defeat Chuboss by turn 10
I hadn't realized that I could check the missions from the "Information" section, so I only found out about this mission right before clearing the map.
Therefore, it remains unachieved.

- Investigate the deserters' hideout (up to turn 16)
You will receive a Talent Book (1.2x experience points).
I think we'll be able to finish on time if we proceed as normal.
If you examine the nearby grass, you can obtain a rare ancient grass (recovers 20 HP, 6 times), so be sure to pick it up.

Other notes
Tou-Bou has strong defense and is a formidable opponent.
Let's start by having Lancelot take them down with his spear, and then everyone gang up on them and beat them to a pulp.

Ingrid's charge attack is highly accurate, ignores defense, and is very powerful.
I think it would be very powerful if used interchangeably with a battle axe.

 

Chapter 2 Side Story: The Battle of Oaivada Village

This map features drawbridges and gates.
My strategy for advancing was to first send the main force northward.
After that, the group splits into two: one to take down the bounty target with Arthur and a few others, and the other to head towards the lower left.
Enemies wielding halberdiers are almost always defeated in a single blow by cavalry.
It would be best to put Ingrid at the forefront of the battle.
Defeat the boss Matthew after using Lancelot's first spear to disrupt his formation.
We were cutting it pretty close in terms of the number of turns.
Ultimately, they managed to rescue Arthur in the frigate and transport him in time.

Beaujolais of Life and Death
I put Arthur at the front, with Diana and Frigid providing support, and we defeated them.
Considering the turn limit for clearing the stage, it's best for Arthur not to stray too far from the base in the upper left corner.
My allies were stuck in a traffic jam during the battle in front of the gate, and Mariabelle was bored, so I think it would have been nice if I had gone along with her.
You can buy Knight's Gauntlets (which grant critical hit immunity) at the base, so equipping them might make battles safer.

Lancelot visits the village with the blue roof.
You will receive Piranzer +1.

- Visit the house in the lower left corner with Atlas before turn 16.
You can get a Pugi.
I have a feeling we'll be right up to the turn limit.
On the final 15th turn, I managed to visit thanks to Beatrix's "Go!" and the tactic "Full Speed Ahead."

 

Chapter 2: The Liberation of Norzamia

Zel approaches Arthur on his own, and becomes an ally once he makes contact.
However, as you try to climb the cliff, you'll be caught and attacked by the enemy, so send some allies to the sandy side to provide cover.
If he's there, you can open the treasure chest in the upper center and get the Spinning Bow.

- Defeat Banjo within 8 turns
I think this is easy.
I think we can clear it without any problems if we put Ingrid, who has strong defensive skills, at the forefront.

- Defeat the Dark Priest Kanikama
The Sleep Staff is troublesome, but since it can't be used repeatedly due to FP limitations, you don't need to worry about it too much.
Eliminate the surrounding enemies to avoid entering Hellgrave's range, then use your main weapon to take them down quickly.

- Dimitri defeats Jeanne
This is the most difficult mission.
Let's use all 24 turns to give it a go.
To be safe, keep Arthur waiting just outside the royal castle in case you can't clear the level, so you can clear it at any time.
First, take down the Arbalest on the cliff with Frigid's running Light Spear plus someone's ranged attack.
We'll lure out and eliminate the surrounding heavily armored soldiers one by one.
Those with Firestorm won't use their Bamboo Blind Pressure ability, so it's best to leave them alone.
Dimitri, wielding a lance, can be lured out by Atlas or Ingrid using their charged attacks, then surrounded and defeated.
Once it's just Jeanne left, the rest should be easy to handle.
Using the Sidewinder, you can temporarily hold them off and leave them there.
If you want to take the Magic Swordsman's Emblem from Jeanne, you'll need to have someone hold Zel's Stealth Pendant beforehand, otherwise you won't have enough AP.
Be careful.

 

Chapter 3 Side Story: Logistics Base

This map requires you to divide your forces into two groups: one to stop the transport troops fleeing from the upper right, and another to advance straight ahead.
You should include cavalry in the upper right, but it would also be good to include Zel to steal from transport troops.
It's even better to include Silva in your party to visit the tavern.

The front lines will mainly consist of battles in confined spaces.
Besides Arthur and Ingrid, bringing Diana Mariabelle along would allow you to provide support from across the city walls and also help against flying units.

- Talk to Tristan in Ingrid
Ingrid is tough, so let her go ahead to some extent and recruit Tristan as soon as possible.
If enemies come from behind, Arthur and the other two should be able to handle them effectively.
Tristan is quite tough and has high combat power, but he has weapons that consume a lot of EP.
When your EP runs out, it's a good idea to use FP to attack with the Dark Sword.

- Prevent the transport troops from escaping.
If everything goes smoothly, I think we'll make it in time.
Since you can't steal their weapons, try attacking them with the intention of capturing them.
Once the escape routes are blocked and things have calmed down, it would be best to focus on the battle at the main gate.
Be careful, as it seems that other enemies start moving once you enter Pauler's attack range.
Barracks with 60 HP can be destroyed to obtain weapons and other items, so be sure to collect them.

Visit a tavern in Silva
You can obtain a weapons training manual, so be sure to get it.

 

Chapter 3: The Maginussa Bridge

There were a lot of things to do, but surprisingly, I had plenty of time during the turns.
In my case, I organized my troops with a cavalry-centered lower rank and an infantry-centered upper rank.
The general strategy was to advance the upper troops aggressively, aiming for Nova Village in the upper left.
After the lower unit defeats the enemy wielding the Silver Axe, they'll take a short break while clearing out the enemies and sailors around the bridge.
It would be a good idea to have Frigid retrieve the pocket watch, or to harass Shooter at the end of the turn.
However, be careful, as inflicting only partial damage will allow it to heal itself with Dark Heal.

- Deliver pocket watches to residents.
If you deploy the frigates to the higher-up units, I think you'll be able to recover them smoothly.
After delivering to the house below, you might as well go straight to add the Dark Sorcerer in the bottom left.
You will obtain the Genbu Bracelet.

- Defeat the Ballista Captain by turn 12
You will obtain ancient talismans, which are materials for synthesis.
To defeat him by turn 12, you'll need to either use Rise Up or other buffs to increase Frigid's power and deal damage effectively, or lower the drawbridge and attack.
I used Zel to lower the drawbridge and then used Ingrid to take on Geisar and break through.

- Intercept Lance's forces before the landing in the north.
This objective remains unfulfilled because we lured Lance's unit north.
I lowered the central drawbridge, so I fought some of them together with Gaisar.

Other notes
Enemies wielding Silver Axes can be easily disrupted by opening the door with Zel or Pollyanna and then using Lancelot's Castling ability.

You can get off the five-square-long drawbridge to the north by visiting the house with the red roof in the lower right corner. (Not the one closer to the sea, but the one surrounded by mountains.)

On turn 10, two enemies will quietly appear from the base in the upper right corner (Axe Knight and Archer).
Be prepared, as a Terror Knight and a Knight (with a slender sword) will appear on turn 14, and a Steel Knight equipped with a Silver Sword and Trident will appear on turn 18.
Those carrying a trident also carry gold bars, so if you have the opportunity, it's worth targeting them.

If you donate 1000G at the shrine in the lower left, the magic defense of the visiting unit will increase by +3.

If you examine the ore-like object on the far left, you can obtain a Magical Ingot.

 

Chapter 4 Side Story: Reclaiming Territory

The overall flow of events is that Arthur and some of the other members first head to the upper right to try and persuade Dimitri and Jeanne.
Our allies are very strong, so there's no need to worry about being defeated.

The remaining members should be divided into those who eliminate enemies in the center and upper left, those who control the coastline, and those who eliminate enemies around the town entrance.
Be careful not to carelessly enter the attack range of the lance-wielding cavalry near Yaman.
Since the door is treated as an enemy unit, enemy troops can pass through it and move in.

Once Dimitri and his group join us, Arthur and his companions will infiltrate from the direction where Python is located.
The remaining troops should invade from the south and defeat Yaman and his men.

- Flowers and supplies in the upper right
The flowers are sleep grass.
Additionally, don't forget to collect the supplies marked with weapon icons around Dimitri and his group, as they contain equipment.

- Eastern Swordsman Python
I think it's safer to recruit Dimitri first, and then attack with Lance.

- A burly man visits a private residence (karate).

When I visited with Atlas, my skill level increased by +2.

- The village in the lower right
I had to give up on protecting the village that Dennis was guarding due to the limited number of turns available.
As a related event, the diamonds dropped by the transport soldiers appearing from the bottom left are valuable, so you'll definitely want to acquire them.

- Yaman's Sword Skill Certificate

I used Ingrid's defense-ignoring martial arts to attack while Zell stole from her.
The Dark Mage's Pain is troublesome, but since its hit rate is low, try not to worry about it too much.
If you do get hit, there's no problem as long as you use tactics to quickly recover from the blood loss and treat the condition.

Hoffmann's Sword of Kings
Because they were highly durable and powerful, we cleared the stage by capturing their base.
Hoffman himself isn't very strong, so we'd like to capture him and take him for sure.

 

Chapter 4 Prisoner of War Camps

The plan is for the unit in the lower right to head north to rescue Noel, while the unit on the left goes to defeat the Jedi.
The final steps will likely involve collecting the treasure chests and freeing the citizens.

 

However, if you free Noel before defeating the Jedi, many reinforcements will appear around the Jedi, as shown in the image above.
Therefore, it might be better to defeat the Jedi first and then rescue Noel.
Noel's HP will drop to zero on turn 12, so if you want to defeat the Jedi first, advance your forces early.

To efficiently collect the treasure chests, I think it's best to include Zel and Pollyanna in separate dance units.
Since all the cavalry will dismount, be mindful of the decrease in combat strength.

- Remove all citizens
The citizens aren't very fast, so try to free the second prisoner by around turn 16 or 17.
Each time you liberate an enemy, reinforcements will appear from the south of the escape point, so be sure to have units ready to intercept them beforehand.
Be careful on turn 20, as two Birdmen and an Eastern Swordsman will appear from the magic circle in the upper center.

- Defeat the Jedi within 20 turns

As mentioned above, I recommend defeating the Jedi by turn 12, as it will make things much smoother.

- The treasure chest in the middle
The two items in the very center contain the Flame Sword and the Warp Staff, while the outer ones contain Growth Eggs.
Be careful to make sure you leave in time.

 

Chapter 5 Breaking through the castle gates

- Capture the second-floor balcony within 16 turns
I achieved it.
The ballista was in the way of disarming the magic stones on the left and right, so I was able to accomplish it while removing it.
However, be aware that because it is positioned on a base, its HP will recover every turn.
Dark Heal can also heal you.

- Remove Tachi's magic stone within 12 turns
- Remove the cat's magic stone within 12 turns
Both were executed in about 13-14 turns.
However, be careful, as the commanders, such as the Sword Masters and Landsknechts, are formidable opponents.
Let's hope the units tasked with taking down the enemies don't get hit by anti-weapon or anti-move abilities.

- Inzaghi the Assassin
I hadn't deployed Frigid, and I didn't have the luxury of using Beatrix to blow them away, so I gave up.
It's a bit of a shame, because the pocket dagger was quite an attractive accessory.

 

Chapter 6 Liberation of Tana City

The troops will be divided into east and west, and each will advance separately.
The eastern troops will have to travel a longer distance, so a cavalry-centered army might be a good choice.

First, Arthur will try to talk to Aeon Mall and get them to withdraw the central shooter.
This step is optional, so you can ignore it and proceed, but you'll have a hard time unless you find a way to deal with the shooters.

Noel heads towards the northern tower.
Upon entering the tower, you will be able to control Aurelia's unit in the northeast.
At the same time, the drawbridge on the right side of the tower will lower, so be careful of enemy incursions.
If you use Aurelia's troops to defeat Lahan, the four Dark Cultists surrounding Rudolf will retreat.
Instead, an assassin appears in the bottom right and moves towards the base where Aeon Mall was located.
He has a valuable bolt knife and a Kirin bracelet, so if you have the opportunity, go for it.

If you talk to Brad in Aurelia, he will retreat, and you will receive a pursuit choker.
Since it's a valuable item, it's better to talk to it rather than defeat it.

- Defeat mercenary Gary within 12 turns.
This objective was not achieved because it took too long to deal with the shooter in front of me.
Everyone will retreat on turn 13, so if you want to seize valuable weapons and other items, engage in combat early.

- Talk to Aeon Mall and select "Tell me how to deal with this."
This objective was not achieved because I chose to have the shooter retreat.
If you try to manage on your own, you'll receive a Health Buckler S, a shield that prevents blood loss.

 

• Apothecary (Tristan)

If you visit the house shown in the image in Tristan, you can get information from the pharmacist.
It is unclear whether this is a requirement for progressing in later events.

 

 

- A unit well-versed in military strategy visits Karate.

When I had Lancelot visit, my skill and defense stats increased by +1.
There may be other units that appear.

 

Leia's Story Chapter 1: The Barren Land and the Conqueror of the Sky

Chapter 1: The Encirclement

Be careful, because if you take even one step onto the bridge, the cavalry in the center will start moving.
In that case, if we all fled to the northern route, for some reason the enemy didn't try to flank us, but instead stuck to the upper part of the central route and stopped moving.
It's best to slowly defeat them with indirect attacks.

After a certain number of turns, reinforcements of cavalry led by Bruford will appear near your starting position.
It would be a good idea to use the narrow terrain to your advantage for interception.

Collect the treasure chest.
The treasure chest in the bottom left contains the Book of Wisdom (FP +5).
Since you'll have to circle around Leia, I think it will take quite a while.
Assassins are easier to defeat if you use status effects like Temptation while attacking them with highly accurate ranged attacks such as a crossbow.

- Allied units reach the facility where escaped prisoners are killed.
I didn't have enough time to turn, so I gave up.

- Steal Bruford's Black Armor
We also had to give up on this because we didn't have enough time to turn.

 

Chapter 2 Side Story: The Isthmir Airship Fleet

Enemies with M-shields that are difficult to defeat can be easily dealt with if you charm them with Temptation first. (Terror Knight with Sarissa)

On turn 12, all the Dragoon Riders except Sergio will come towards you.
Let's have Sieghart, Felicia, and others set up a defensive line at the entrance to hold them off.

- Defeat the disrespectful Jereg
The War Pickaxe is very powerful, and due to its skill effect, when it hits, you will be temporarily unable to act.
Use a tank character to hold the enemy back, and chip away at their health with magic and ranged attacks.

- Defeated Sergio
I possess a weapons training manual, but due to time constraints, I was unable to defeat the enemy.

 

Chapter 2: Death Mountain

The plan is to recruit Millia as a companion, defeat the ruffian Gonz, and then head south.
Activating the lever near Gonz will lower the rope ladder, allowing you to proceed straight down.
Since we don't have many people to engage in combat anyway, I think splitting into two groups would allow us to proceed more efficiently.

In my case, only Sieghart and Lester headed towards the bottom right; everyone else went towards Gonz.
It would be best to have Felicia skirmish in the middle so that she can provide support to both sides.

In the early stages, proceed cautiously, intercepting any enemies that come towards you.
The Birdmen are quite strong, so let's exploit their weaknesses and eliminate them.
Sieghart's provocations are also effective.

The sniper and dark mage in the upper left are troublesome.
If you enhance Zoe's movement speed and quickly move her to the bridge next to the bandit with the poison axe, she will be out of the dark mage's range.
Let's use Berserk and other techniques to defeat them in one go.
Snipers are the most dangerous.

Along the way, enemy reinforcements will emerge from a cave on the map.
They're not a particularly strong opponent, but be prepared so you don't get caught off guard.
It's not worth deploying forces specifically to intercept them.

The assassins near Millia are troublesome, so it's best to hold them off with Temptation for now.
Let's try again once we're ready.

- Collect the two items that are lying around.
The reinforced iron is in the upper left, and the stirrups of glory are in the upper right.
Stirrups are a class change item for cavalry units.

- Clear the game in less than 27 turns
I barely managed to clear it in exactly 27 turns.
The last Terror Knight wielding the Piranzer can be easily defeated by charming it with Temptation to clear the way and then stealing its Magic Shield.

- Capture of the rough-and-tumble Gonz
I didn't have time to capture it, so I just defeated it.

 

Chapter 3: The Siege of Musako Castle

This map offered a fair amount of leeway in terms of turns.
I think it's actually easier to capture the militia members who are attacking you at close range.
Let's use Sherry to inflict serious injuries.

The general plan is to take Leia and a few others along the left-hand route to talk to Ayla.
Once you recruit Aira, transform her into a dragon and defeat the Arbalest-wielding enemy from behind the wall.
Leia's Soul Steal is also very effective.

The route on the right will be quite intense, so let's proceed slowly and carefully.
We'll eliminate the enemy while putting defensive characters like Sigrun and Sieghart on the front lines.
Doors with health points can be blocked by placing friendly units in front of them, preventing enemies from entering. Keep them blocked until things calm down. (At least the damage will be limited to indirect attacks.)

If you enter the upper floor via the stairs of the upper fortress, enemy reinforcements will appear near your starting position.
I don't think they'll catch up if we proceed normally, so let's just keep going straight to the throne.
It will be a little smoother if you eliminate the archers from the outside through the wall.

- Deal with the heavily armored Zabas within 2 turns.
Even without considering its shield capabilities, its defense is high.
Use Leia's magic, daggers that ignore defense, and martial arts to unleash a concentrated attack.
Weakening them with tactical skills like roars is also an effective strategy.

- Collect the treasure chest (re-movement manual) before the thieves take it.
Because it has the ability to slip through obstacles, simply blocking its path won't stop it.
Furthermore, since he possesses the bow evasion skill, when attacking with Lester, be sure to use the Focus skill (learned at LV7) before attacking.

- Keep all militia members alive

Basically, the safest approach is to injure them with Sherry and then capture them.
I left the militia members equipped with low-grade crossbows alone.
Those wielding lances are troublesome because they have castling abilities.
If you leave the path to the door open, they will move back inside, so if you place an ally in front of the door to block it until you are ready to capture them, they will never be able to come out again.

- Open the door in the left area to recruit Aira.
You'll need to have a conversation with Leia, so it would be best to have her head over there.
Since it's a flying type, be aware that it's vulnerable to arrows.

 

Chapter 4 Side Story: The Pursuit of the Noble

Let's leave the northern bandit group alone for now and focus on pursuing the transport troops.
Having Felicia and Aira on the team gives you an advantage in battle because you can anticipate their moves.
After defeating a number of fleeing enemies, head towards the cave in the upper left.
You have a fair amount of turns to spare, so it would be a good idea to try capturing them depending on the situation.

- Defeat 3 transport soldiers
You could pursue them normally, but as mentioned earlier, using flying units will make the pursuit much easier.
Since it's troublesome if the accompanying enemy provides close-range protection, it's effective to attack when the two are separated.
The number of attempts will vary depending on how far you want to go in trying to capture the fleeing thieves and bantalions.

- Defeat the ruthless warrior Gundam and explore the cave.
On turn 8, a slave trader appears near the village in the north-central area and heads towards the cave.
If the slave traders reach the cave, you will likely fail to rescue Elise, so advance as quickly as possible.
Once you've grasped this point, you can slowly conquer the rest.

 

Chapter 4: Mimost's Trojan Horse

If you just want to clear the map, you can simply defend near your starting position, but it would be a real waste to only do that.
Once we've eliminated the first enemy cavalry, let's launch a full-scale offensive.
When enemies are clustered together, it's efficient to use Felicia's Dragon Breath and Aira's Cold Breath.

- Destroy at least one enemy before the transport troops reach their target location.
I wasn't entirely sure where the target was, but I managed to grab onto it and take it down near the bridge.
The prototype dreadnought can be sold for 2000G, so let's aim to get one.

- Defeat Ulbricht before the start of turn 14
If you can block the initial charge with the heavy lance, it's no longer a threat.

- Persuade Goldo with Elise
It will appear from the village (Large size is a quick pizza) at the start of turn 6.
They aren't proactive, so let's wait until we're ready before we start talking.

- Investigate the cave with Sherry
Opening a small treasure chest will give you Twin Fangs, and opening a large treasure chest will give you a gigantic knife (Attack 20, Accuracy 70, does not ignore defense).
The nearby bag contains air defense orders.
If you can take the Assassin's Sleep Dagger, it will be very useful for capturing opponents.

- Cavalry reinforcements arrive on turns 14 and 17.
It will appear at the bottom center of the map.
On turn 14, there's an enemy with the Stirrups of Re-action, and on turn 17, there's an enemy with Herous's Blessing, so let's have Leia steal them.

- Defeat Vice Baron to clear the stage

You have plenty of time in the turn itself, but it's best to capture them after dealing with the reinforcements on turn 20.

 

Chapter 5 Side Story: Mahira Autonomous Region

It's not a particularly difficult map; the key is how many good items you can capture.
Regarding my route, I chose to head south first, then west.
I sent Felicia alone to eliminate the enemy with Firestorm, and I used Halberdier to take out the one with Twin Bowguns.

- Item box in the upper right
It contains a Tomahawk missile.
If we take the route that involves lowering the drawbridge with the flying unit, we should be able to recover it relatively quickly.

- Persuading Marie
Since Marie acts last in each turn, I don't think the conversation in Sigrun will take too long.
Once Marie joins your party, her Beast Rider entourage will also become allies, so use them to shield your forces from enemy fire.
Don't forget that there's a conversation with Bernardo at the end.

- Violent Sullivan
Since he's a wanted criminal, we should at least take him down, even if we don't capture him.
There's a dark contract in the next cave, so don't forget to collect it.

- A room with two treasure chests
It includes battle boots and a power absorber ring.
If you're chasing a fleeing thief, you can trap them by placing a unit outside the door.
Battle Boots are a valuable accessory that increases movement speed, so be sure to collect them.
You can get the Hero's Proof by defeating the Landsknecht inside, but it might be better to capture it if you want to get the Enhance Sword.
(I feel that the Enhance Sword is a good match for Sigrun, who has some magical power.)
Also, moving the lever inside the room will open a shortcut to the enemy base, saving you turns.

 

Chapter 5: The Decisive Battle! Dragon Knight Burn

I think there are several routes to take, but I went from the left and recruited Klein as a companion.
After that, we split into two groups: one to retrieve the treasure chest on the left, and the other to cut through the castle town and head towards the prison slope.
I was able to clear it in exactly 24 turns by using the prisoners, so I think there's a fair amount of leeway no matter which route you take.
The advantage of the left route is that the Mystic Grimoire (AP9, restores 151 HP and 3 TP to adjacent units each turn) in the treasure chest in the upper left is less likely to be stolen by the thief.

- Visit the prison in Leia and refuse the prisoner's offer.
The prison is the building in the upper right corner that Sergio is guarding.
Let's take Felicia with us so we can talk.
Even if you recruit Sergio, be aware that the surrounding air units will remain enemies.
However, using the exit door would make interception easier.

- Clear within 24 turns
I was able to make it even by taking the route from the left and using the prison, so I think you don't need to worry about it too much.

- Infiltrate the king's chambers without the help of prisoners.

If you enlist the help of the prisoners before entering the king's chamber, Hippolyta and the surrounding enemies will disappear, and Burn will be weakened.
Since it's quite difficult to defeat them without weakening them, I think it's best to simply use them unless you're doing a hardcore challenge.
As long as you don't step on the red carpet, you'll be fine, so it's possible to take weapons and other items from Hippolyta and then enlist the help of the prisoners.

- Recruit Klein
The fact that he has Arbalest is troublesome, but you can buy yourself a few turns by using Temptation.
Additionally, using Aether's smoke grenades and tactical skills should help minimize damage.
If you recruit an ally while they are under the "seduction" status, the status effect will persist, so be sure to quickly cure them using tactical commands or similar methods.

- A conversation between Sigrun and Albert
You will receive a Mithril Sword.
It's not incredibly powerful, so if you feel it's a waste of a deployment slot, you don't have to deploy it unnecessarily.

 

Key points regarding unit organization after Chapter 1

- If you include Tristan in Leia's squad, there will be an important event where he gets cured of whooping cough.

- If you include Silva in Leia's squad, there are several hidden events (Chapters 8 and 11) where you can have conversations with top-tier bounty targets and earn a large amount of money and BP.

- If you include Pollyanna in Leia's squad, there's a rewarding event in Chapter 8 where you can receive a large sum of money during the serving event.

- If you include Zack in Arthur's squad, there's an event in Chapter 7 where you can obtain Autoclaire during an enemy encounter.

(Add information as it becomes available)

 

Leia's Story Chapter 2: A Heart of Iron, a Soul of Steel

Chapter 6 Side Story: Dreams of the Downtown Area

This map only allows you to deploy 5 characters.
However, there aren't any particularly strong enemies, so just prepare some people to open the treasure chests.

Northern Treasure Chest

My personal recommendation is to leave the northern Bow Soldiers and Terror Knights to Pollyanna.
If Pollyanna hasn't leveled up yet, you can gain experience points by attacking an Arbalest-wielding enemy next to her.
Carefully considering your options until your movement points reach 10 will make things considerably easier.
You should be able to defeat the Terror Knight if you call in mercenaries.

- The wild Steiner
I have a manual on life and death, so let's take it.
Let's fight while being careful of the War Pickaxe's suicide attacks.

・Bormann
Ideally, we'd like to snatch the mage's robe, and if possible, capture him and steal his Absorb ability as well.

 

Chapter 6: The Road to Paradise

This map's objective is to get the citizens to leave, and then for all of you to leave as well.
While there's no need to be overly concerned with protecting civilians, be aware that there are times when you could be attacked if you don't provide proper protection.

- Remove 7 or more allied units & remove all 10 allied units

By deploying a sufficient number of flying units and eliminating the enemy near the wooden stakes, it was possible to safely withdraw.
Be careful, because if you don't defeat the Birdmen quickly, there will be a chance that civilians will be attacked.
Enemy reinforcements will continue to appear, so send in your air force for skirmishes.

- Capture Gaston, the bounty hunter.
I had plenty of time, so I didn't have any particular difficulties.

- Pegasus Knight Urbinas
It takes 19 turns for it to reach the escape point, which is the absolute last chance to capture it, so the only option was to snatch it and destroy it.
Since she has the Lightning Strike skill, it might be effective to intentionally let allied units that you don't mind losing (like the mercenaries Pollyanna can summon) get defeated so that she can approach faster.

 

Chapter 7: Escape from the Mine

First, you must defeat the enemies standing in front of the prison and free your allies from it.
Be careful not to waste turns here, as getting bogged down will result in unnecessary turns.
The next step is to send Geraldine to the central prison and free the two prisoners.
Once released, it will automatically head towards the exit point in the upper left, so you need to quickly eliminate any enemies in its path.
Geraldine doesn't have high mobility, so make sure he avoids unnecessary movement.

- Clear within 20 turns
If you play normally, I don't think it's that difficult.
Let's quickly eliminate anything that stands in the way of Geraldine's progress.
The boss isn't that strong.

- Collect all treasure chests and dropped items.
There's nothing placed in a particularly inconvenient location.

- Remove two members from the allied unit.
Like Geraldine, he's slow to move, and you can't control him yourself, so be careful.
Since reinforcements such as snipers will be chasing you from behind, make sure to keep a few allied units at the rear to act as a rearguard.

 

Chapter 8: The Port Town of Yohakoma

There are two routes: a direct frontal assault and a route that goes around via the small island on the right.
Trying to defeat Dorusus, who has a high support effect, and attempting a frontal assault is a bit of a challenge, so unless you have a particular preference, the Kojima route is probably easier.

If you visit the arena, you will see a mysterious woman spending lavishly.
Also, you can buy powerful weapons at the shop, so if you have the means, you should buy them.

- Investigate the watchtower
You can obtain a Repair Orb.

- Clear within 16 turns
I was able to achieve it with a bit of leeway.
The route we'll take is along the small island on the right, eliminating Dorcas.
The next steps involve capturing the watchtower, completing various events throughout the town, and then capturing Charles.

- Eliminate Dorusus without the cooperation of the island's inhabitants.
After defeating Ghibli, you can visit his base and choose whether or not to eliminate Dorusus.
Once you eliminate Dorusus, the enemies around him will also retreat.
Be careful if you're aiming for the fertility pendant that Drusus possesses.
By the way, the treasure chest contains a Zodiac Stone (cost 11, EP recovery +751 TP 3T, FP recovery -201 TP 3T).
The supply crate contains an armor killer.

- Defeat Charles, a top bounty target.
He's a very tough opponent, but if you talk to him with Silva within 17 turns, you'll capture him and get 15,000G and 360 BP.
At the same time, the enemy known as the Charles Pirates suddenly disappears.
Be careful if there are enemies you intend to capture.
Furthermore, Charles is extremely dangerous because he uses powerful area-of-effect attacks once you enter his attack range.

- We are looking for female waitresses for our bar.
The items you receive will vary depending on the unit you visit.
I've listed only the units I tested below.
(Silva ×, Aether ×, Sigrun ×, Zoe → 3000G, Marie ×, Pollyanna → 10000G)

Chapter 9 Side Story: The Ruthless Battlefield

The enemy numbers aren't large, and you have plenty of turns, so it's a good idea to deploy the units you want to level up.
The enemy's attack power is quite high, so I think it's easier to defend yourself by intercepting them near your starting position until all the incoming enemies are gone.

Mushroom or bamboo shoot?
You can only visit the villages that cooperated with the project.
Visiting the village on the right will allow you to obtain Kinock's card (Recovers +5 FP per turn).
In the village on the left, you can obtain Takenok's card, but it's an accessory that significantly lowers your stats and evasion rate.
Since Takenok's cards are (almost) unnecessary, I think it's generally better to side with Kinok.
If you want to gain experience points, it's fine to make enemies of both sides.
By the way, you can obtain the Dark Contract by conquering the Mushroom Tower, and the Stirrups of Glory by conquering the Bamboo Shoot Tower.

• Guards
If you examine the plant in the lower right of Ovo, you can obtain a class change item of your choice.
It would be a good idea to replenish what you anticipate being lacking.

 

Chapter 9: Fierce Battle! Gladiator Arena

Since this map involves fighting with a small number of units, choose members who are simply strong rather than focusing on unit training.
Since you have plenty of turns, it's also a good idea to keep trying to capture enemies once their numbers have decreased.
Make sure to check whether the enemy is immune to injury, sleep, or stun effects.

Round 1
Since the enemy team consists mostly of physical attackers, I want to select members with high defense.
Since your opponent will also be moving forward, you need to be careful not to let your healing run out in time.

Round 2
Next up are only magical enemies.
They generally won't move unless you enter their attack range, so lure them out one by one and take them down.

Final match
If you approach the match with roughly the same atmosphere as the first round, you should be fine.
Let's eliminate the enemies one by one, starting with the ones that come forward first.
Since this will be a quick battle, don't hesitate to use your tactics and FP-consuming skills from the very first turn.

 

Chapter 10: Attack on the Concentration Camp

This map shows the units advancing in two separate directions: Leia's unit on the left and Geraldine's unit on the right.
Leia's team makes their way towards the building's entrance, defeating the transport soldiers as they appear.
The men of Geraldine on the far left will approach you later, so you don't need to go after them.

 

The flowers blooming on Leia's side are Sleep Grass, so collect them to help with the capture.
Leia's team will continue towards the cave in the upper left, with the immediate goal being to unlock the gates at headquarters.
Investigating the cave in the middle will open the gate to headquarters.

On turn 17, six cavalry reinforcements will appear near the starting position in the direction of Leia.

If you visit the house with the red roof in the central area with Millia, you will receive a large Power Pizza.

 

Enemies clustered near the entrance can be easily wiped out with area-of-effect attacks like breath attacks, which is very satisfying.
Ada can be persuaded by either Miria or Geraldine, so let's have them join forces before engaging in combat.
We're almost there!

The goal of Geraldine's troops on the right is to first capture the residential area in the lower right, and then capture the barracks defended by the General in the upper right.
Once we've secured the barracks, we'll join Leia and head off to attack headquarters.

Geraldine's movement speed is always increased by +2, but his marching speed is still relatively slow.
Prioritize getting Geraldine ahead and keep him moving forward.
The gate to enter the building can be opened by examining the second tombstone from the right.

- Capture the residential area in the lower right corner within 6 turns.
I'll have Geraldine move forward proactively to talk to Douglas.
Dragoon Riders wielding Tridents are quite tough because their skills make them immune to flying attacks.

- Complete within 28 turns

If you don't procrastinate too much, you should be able to make it just in time.
I feel it's important to push forward with our main force, without worrying too much about taking some damage.

- Persuade or capture all six of Geraldine's subordinates.
Since Leia's side doesn't have Geraldine, they need to capture the enemy, so they should prepare some means to injure them.
If you're going to use the Sleep Grass you can obtain, Rampere with the Arbalest would be the most suitable choice.
I think that by the time Deggins on the far left starts to move in the second half, Geraldine will have arrived from the right.

 

The sixth subordinate will appear as reinforcement on turn 14 at the location shown in the image above.
Be careful.

 

Chapter 11 Side Story: Dragon's Canyon

This map isn't difficult if you're just aiming to clear it.
The difficulty level changes depending on how many valuable items you aim to obtain from powerful enemies.

- Examine the Dragon's Jewel
Upon investigation, it becomes nighttime, and the clear condition changes to having all characters leave by turn 22.
Many reinforcements will appear around you, so you'll need to decide how many you want to defeat.

・A healing village in Tristan
If you visit the town in the upper right corner (not a private house or building) after nightfall, you can obtain things like the removal of negative skills, the acquisition of new skills, and an increase in your stat caps.
There are enemy reinforcements to the south, on the escape route, so it would be a good idea to send a few people to provide cover.

- Rare shop in the top left cave

They sell valuable items, so be sure to visit and make a purchase.
Weapons that increase the number of attacks are particularly useful no matter who uses them.
If you have a unit with the skill to negotiate discounts, you can purchase items at a better price.

Main enemies that carry valuable items
① Barbarian (appears on turn 18, above the exit point) - Mjolnir, Pendant of Abundance II

② Light Sword Geed, Black Belt

③ Gigas Armor Barrier Sword, General Shield L

④ Cressida Hermes' boots

⑤ Oliver Partisan, Power Shield M, Diamond

*I ignored everything else and only gained a small amount of experience points at the base two squares near the exit point.

 

Chapter 11: In front of the South Gate of Dobrak Fortress

There are probably various routes to take, but I first aimed for the barracks in the upper right (where Bocochin is waiting) while using flying units to eliminate the ballistas.
The ballistas will reappear in the same location as reinforcements unless you defeat Cruyff and capture his base.
If you're aiming for the mission, leave it alone and don't interfere.

I captured the ballista fort because the ballista was getting in my way.
Then the fence separating the barracks from the main gate was removed, and the Lance Knights, who had been positioned on the other side of the bridge, split into two groups, one heading west and the other east, and advanced southward.
Intercept them at the very edge of their attack range, and if possible, try to capture multiple Oxtans (I managed to get three).

After defeating Bokochin, we split into two groups: one to take down Garagara and the other to take down Oscar.
The area around Garagara was lightly defended, so we were able to defeat it with just a few flying units that had captured the ballista fort.
The other members will proceed, aiming for events in the cafeteria or Oscar.
Try to defeat Oscar by around turn 20, and have Leia on standby near the destination.

Once you defeat Oscar, the path to your final destination will open up.
Be careful, as some enemies will appear as reinforcements near your destination.
Additionally, a group of Dragon Knights will appear near your starting position.
I'd love to steal Mustang's items, but time-wise, it might be quite difficult.

- Defeat the enemy general Garagara before he can escape.
I don't know when it will escape, but I defeated it on the 14th turn.
They're not particularly tough opponents.

- Return the lost ring to the resident.
The beginning is hectic, so once you've captured the ballista fort and things have calmed down, retrieve the ring and deliver it to the red house on the left.
You will receive the Ring of Grace II.

- Capture the barracks in the upper right before capturing the central ballista fort.
I haven't achieved it yet.
I removed the barista because it was getting in the way when I was crossing the bridge.
Even if you defeat the ballista, it will reappear as reinforcements unless you capture the ballista fort.
I think it's best to either capture the ballista fort first, or completely ignore it.

- Talk to Mad Dog Norris in Silva
Talking to Norris in Silva will count as capturing the bounty target, earning you 13,000G and 320BP.
However, since it will leave at the start of turn 18, a quick approach is necessary.
It's also possible to use the Warp Wand to send Silva from below the castle walls, so consider using the wand if you think you won't make it in time.

• Cafeteria in the upper right
When I visited with Leia, I received a counterattack manual.
There are probably other units that can complete the event, but it's unclear whether the items you receive are the same.

 

Chapter 12: The Siege of Dobrak Fortress

This is the final map of Chapter 2.
The objective is to open the small rooms with doors while activating the red mechanism needed to open the boss's door.
During this time, the employees become allies and return to their homes outdoors.
If we are to achieve our mission, we must ensure that our employees get home safely.

Defeating the Harassment Demon Without the Help of a Labor Union
I didn't even know how to enlist the help of the labor union, so I just defeated them the normal way.

- Defeat all named characters with assigned roles within 12 turns.
They are distributed and placed at various points.
While not particularly formidable, be cautious and distinguish its strength from that of other surrounding enemies.

Send all employees who try to run away home.
This is arguably the main mission of this map.
The troublesome thing is that enemy reinforcements appear unexpectedly, both indoors and outdoors.
If the employee you've been tending to starts to leave, it's a good idea to have allied units escort them.
Reinforcements will appear outdoors until the very end of the battle, so it's a good idea to have 3-4 highly mobile members positioned outside.
A fair number of reinforcements will appear indoors, so be careful to prevent your divided units from being subjected to concentrated fire.

- Persuade Mordred with Leia
After sending all the employees home, I unlocked Doblack's room and spoke to him with Leia, and he became my ally.
If you proceed to Doblack's chamber before sending all the employees home, they might not become your allies.
If you have some leeway in your turn, it might be a good idea to wait until all employees have gone home before activating the final mechanism.

 

Arthur's Story Chapter 2: Ethnic Conflict

Chapter 6 Side Story: The Citizen Rescue Operation

- All citizens withdraw
The enemy wagon is heading towards an escape point near the three barbarians.
Initially, it detours to the left before heading upwards, but from the fifth turn onwards, the door opens and it starts heading straight north.
Either way, they're coming from the same point, so it would be smoother to aim to defeat the three barbarian brothers from the start.
The three brothers have low accuracy but immense attack power, so it's safest to lure them out one by one with a unit that has high evasion and defeat them there.
When you knock over the carriage, citizens will appear and head towards the exit point in the upper left.
Enemy reinforcements will appear from the upper left, so it's a good idea to send 2-3 units ahead to eliminate them.
If you get all the citizens to leave, you will receive the Pendant of Abundance II.

- Investigate the building (base area) to recruit Altina.
It's a tough decision how many of the surrounding strong enemies to defeat, but for now, let's visit the base and recruit Altina.
Also, if you investigate the cave where Seiji is waiting, you can obtain Orichalcum.

• Shop
The weapons shop sells various magical weapons, so buy them if you need them.

 

Chapter 7: Battle on the Plateau

The difficulty level isn't particularly high, so I think it's fine to focus on leveling up your units.

The shop sells Elder-type equipment.
As for its effects, it has high power, accuracy, and number of uses, so if you give it to an otherwise unremarkable unit, it will suddenly start to shine.

- Defeat or capture Bayar and Damtin in the same turn.
It will appear from the southern end at the start of turn 17.
Both of them are quite strong, so be careful where you position yourself to intercept them.
If we can surround Julian with everyone, we should be able to intercept him with ease.

- Clear within 24 turns
By using the abandoned fort to advance, after about 15 turns, the northern area was reduced to a situation where only Julian remained.
Therefore, we had some leeway, as all that remained was to deal with the reinforcements coming from the south.

- Fight the cavalry head-on without using the abandoned fort.
As mentioned earlier, this is not achieved because I cleared the game using the abandoned fort.
I think you could probably break through the front without much trouble if you had two sturdy units.

- Have mercenary Presley and Zack have a conversation.
If you deploy Zack, Presley will appear near his starting position at the start of turn 10.
If you make them talk, Presley will be defeated unconditionally, and you will obtain Autoclaire.
Autoclaire is a weapon that provides +15 HP, high power, and high accuracy, so if you have Zack, be sure to deploy him.

 

Chapter 8 Side Story: Blue Dragon Bridge

Although it's a defensive map, the rewards will be greater if you aim to defeat Hakuho and clear the stage.
Enemy cavalry will charge depending on the turn.
By strategically using Asashoryu to block the enemy's path with stones, you can prevent them from rushing in all at once.
However, I managed to clear it without moving my character even once.
I think we can fight by advancing from both the top and bottom, and eliminating any reinforcements that appear on the spot.
Fighting at the entrance to the bridge on the right side is advantageous because civilians can provide cover fire with Molotov cocktails.

- The gel in the lower left
There's an old man who made too much dried meat.
When I visited with Mariabelle, my HP increased by 2.
There may be other units that trigger events.

• The gel in the upper left
By destroying it, you can obtain a Gatling Bowgun, Over Scimitar, and High Metal Axe.

- Two treasure chests in the center
It contains the Rune Spear and the Stirrups of Glory.

 

Chapter 8: The Canyon of the Undead

This map is reminiscent of a chapter from the Berwick Saga.
Enemy reinforcements can appear from multiple directions, making it essential to disperse your forces on this map.

 

- The two priests cleared the stage without taking any damage.
Basically, the task is to have two priests escort half of the group while eliminating any enemies ahead.
The Chage tribe to the north are further away and more vulnerable to enemy reinforcements, so we need to send some of them ahead to provide assistance.
Even after they each arrived at the settlement, the two continued to make their way towards the central temple.
Reinforcements will appear from the center, so move your allies forward to prevent the priests from taking damage.

- Eliminate the swift Gunrad

The two priests will appear near the cave in the upper right after they have each arrived at the settlement.
If left unattended, it will continue south and leave the area, so be careful.

- Defeated Oro the Eagle
On the way to the southern settlement, I climbed the cliff and eliminated them early in the stage.
It's a bit tough, but I think you can defeat it by sending in one powerful unit and having them fight it out.
The fact that it's specifically set as a mission suggests that it might drop out midway if left unattended.

 

Chapter 9: Liberation of the Turkic People

This map shows you how to attack a fortress surrounded by walls, deciding whether to approach from the west or the east.
You have plenty of turns, so it would be a good idea to take your time and complete all the events carefully.
If you just want to clear it, you can talk to Turkhhan in Kisana, and if you use a warp staff, you can clear it in an instant.

I absolutely do not recommend it because the items and experience points you can obtain are wasted.

 

- Wait for the bridge to be repaired without destroying the engineers.
If you don't defeat them, Galahad's troops, armed with lances, will appear and approach you across the bridge.
If you're after Galahad's belongings, it might be a good idea to wait for the bridge to be repaired.

- Defeat Sené without talking to her.
After speaking with Sené, the Bagram tribe waiting on the west side will retreat.
At the same time, there are downsides, such as reinforcements appearing from the upper right edge of the map, or shamans waiting in the towers retrieving supplies and retreating.
Sené isn't a particularly tough opponent, so it's perfectly fine to defeat him.

- Before going around to the back, go through the main gate (east gate).
We tried to climb over the cliff and attack from the main gate, but we weren't able to achieve our goal.
Since I was using a flying unit to visit the village in the upper left, it might have been treated as if I had entered through the back gate first.

Forest mushrooms
Upon investigation, I was able to obtain a Great Mushroom (Magic Defense +2).
It has been confirmed that this occurs in Sherry.

・Magic Researcher
Visiting this place if you are interested in magic will increase your magic power and magic defense by +1.
This occurred in Noel.

- Visit the upper left village within 16 turns.
I received a Repair Orb.

- The bone in the lower right of the map
If you investigate, you can get an épée.

- Supplies from the right of the Turk Khan
You can obtain the Cavalier Sword.

 

Chapter 10: The Battle for the Highlands

As this is the final map of Chapter 2, it's a rather long stage.
The general flow is to defeat the Babylonian Temple and then remove Sharkhan's barrier.
To defeat Babylon at this point, you'll need to use a weapon that can bypass attack-blocking abilities, so be careful not to leave it equipped on units that aren't being deployed.

After that, we will advance towards Sahar in the upper right.
After completing the event with Sahar, we will head to Shalkan's location.
I think we have a reasonable amount of turns to spare.

 

- Talk to Sahar and refuse her offer.
When you talk to Sahar, you can choose to either enlist his help or have him retreat.
If you enlist their help, friendly flying units will appear, and if you force them to retreat, you can obtain Fräulein.

- Clear the game without capturing the temple.
I went to capture the temple to remove Shalkan's enhancements, so the mission is not complete.
If we ignore the temple, it seems like we'll have plenty of turns to spare.

EX Mission
The condition is to capture both Galbaador and Garsaria, who appear before the confrontation with Sharkhan.
If you capture both of them, an event will occur that will significantly strengthen Julian, increasing his main stats in this map by +10.

- Cave below Sahar
Visiting with Beatrix or Mariabelle would grant you fresh vegetables (HP and Defense +1).

- The painter
When I visited with Lancelot, I was able to obtain the Phoenix Bracelet (HP -4, Movement +1).
It is unknown whether there are any other units that fit this description.
Incidentally, Noel has a special line of dialogue, but she rejects it.

Tower next to Sharkan
If you investigate, you can obtain 3300G.

 

Key points regarding unit reorganization after the end of Chapter 2

- In Arthur's Chapter 12, if you send Diana to a specific location, the hidden character Gilbert will join your party.

- In Arthur's Chapter 13, if you deploy Silva and talk to Ivan of the Elegy, I think an event will occur that will likely result in his capture.

- In Arthur's Chapter 13, what event might occur if you send Elise out and have her visit a specific village?

- Atlas event in Arthur's Chapter 14

- In Arthur's Chapter 14, you can talk to Mash as Sergio and to Cowen as Felicia.

 

Arthur's Story Chapter 3: The Mystery of the Senate

Chapter 11: The Defense of the Old City

This map requires you to defend for 20 turns, and naturally, there are various opportunities to obtain items.
The challenge lies in deciding how to divide the troops and how far we should go to acquire valuable items.

Let's immediately make the bridges on either side of the central base impassable.
When enemies invade, they can cross the river, so placing one person to act as a shield at each point will make your position very secure.

I think Berenice and her group in the bottom left can basically defend themselves on their own.
If Berenice buys a buckler and a potion on her first turn, she should be pretty much set up for anything.
If severely injured members can safely attack through indirect fire, let's actively include them in the attack.

- Defeat Dark Knight Bruford
The enemy group to the south is a formidable opponent, but the rewards are great, so it's worth targeting.
Three cavalry reinforcements will emerge from each of the red arrows, so you may not be able to hold them off unless you commit a significant portion of your main force to them.
Bruford will reflect damage, but the reflection will not reduce your HP to zero.
Therefore, it would be best to defeat them with powerful indirect magic attacks.
You can obtain the dark sword Vajra by defeating Bruford.

- All members of the Holy Flower Knights survived.
If you let Berenice defend until the end, it shouldn't be too difficult.

- Capture Fermat
Fermat's transport vehicle will appear in the lower right corner around turn 11.
Transport soldiers have been appearing regularly and carrying valuable items, so let's send a few of them along.
Fermat, who appears after you defeat the transport soldiers, is quite a formidable opponent, so it's safest to surround him while he's still in his transport soldier form and prevent him from moving until you're ready to capture him.

- Bags in the field to the left of Bruford
If you investigate, you can obtain a pursuit manual (achievement: Rare Book of the Fields).
This is a very rare item, so you'll definitely want to get your hands on it.

- On turn 14, five flying unit reinforcements will appear on the mountain in the upper left.

The boss, Baikal, has a brand new Master Spear and Dragoon's Shield S, so if you have the opportunity, try to defeat him.
Incidentally, on the 15th turn, the ore (Orichalcum) located to the right of the spawn point will be taken away.
If it's too much trouble, you can send a flying unit to retrieve it early.
I'm torn between getting the Master Spear or the Dragoon's Shield.
(Since he has the "Caution" ability, you can't take his shield.)

- Village in the center right
Giving 1500G will increase the HP of the unit you visited by +3.

 

Chapter 12: The Dust-Swept Wasteland

This map has no turn limit, and the objective is for all players to escape.
Units that have commands that grant experience points can earn as much experience as they want by simply using those commands without actually using them.
Take your time and carefully progress through the game to make sure you don't miss out on items like the Senal Axe, which can be obtained by capturing enemy bases, or the Abilnarz, which Katu possesses.

Capture both the Corgi and the Maltese.

If you capture both of them, you will obtain the man's ring (which permanently increases your critical hit rate by +15).

• Drink all cactus water
They are scattered in various places, but it can be easily accomplished by having people currently suffering from heatstroke take the test.

- Collect all five hidden treasures.
I've found four so far, but I haven't achieved my goal yet.

 

The Earth Armor is located on the bone in the lower left of the map.

 

A Mithril Shield M is attached to the bone in the center right.

 

There's 7000G on the bone in the upper right corner of the map.

 

Dash Pizza is located on the bone in the upper left of the map.

- Add the hidden character Gilbert to your party.
If you wait near the mountains to the northwest in Diana, Diana's brother, Gilbert, will join your party.

 

Chapter 13 Justiva Prison

The first step is to rescue Camille from the central prison.
Arthur and Noel are needed for the rescue, so we want to advance as soon as possible.
I don't think the number of turns will differ much whether you approach from the front or the side, so I think it's fine to advance from the side.

After that, we will cover the withdrawal of our allies while eliminating the enemy in the direction of the Senate's residence.
Enemy reinforcements will appear near the exit point, so make sure to provide good protection.

- Extract ore
If you examine the ore to the left of the exit point, you can obtain a diamond.

- Complete the thief villager's request.
The female thief Benny is in the red house in the upper left.
You can obtain a ring by examining the skeletal remains below the rare shop (explained later), so be sure to deliver it to the owner.
The unit you acquire will now possess the ring, and if you visit in this state, you will receive Cerberus.

- Leave the Magic Fist Gang without a single member dying.
I think you'll have enough time if you free the prisoners by around turn 12.
If it seems difficult, use tactical commands to boost the marching speed.

- Bow maker (red house to the left of the exit point)
If you bring the magic crystal, an event will occur and you will be able to obtain the Heavenly Bow Artemis.
Make sure to collect the magic crystals beforehand on the world map.

- Talk to Ivan in Silva's elegy.
Not achieved.
They've probably captured him, and you'll get a reward.

Rare Shop

There is a rare shop in the cave to the right of the prison cell's lock-unlocking switch.

- The village below the Senate House (above the apostle holding the rune sword)
If you visit with Camille, you will receive the Salamander's Magic Book and an Ancient Talisman.

Rocky arrives as reinforcement on turn 22.

Reinforcements will appear near the center of the bottom edge of the map.
If you're aiming to steal weapons, be sure to prepare in advance.

 

Chapter 14: The Den of Betrayal

There's no turn limit, and I think it's a relatively easy map to clear for the final stage of the chapter.
The planned strategy would be for Camille and Berenice to engage in conversation with the enemy commanders on both sides, reducing resistance from the front before launching an attack.
For now, the front-line group should stay out of Gene's line of sight and focus on eliminating the surrounding archers and collecting the treasure chests.
If you move towards the area where the bones are scattered, a large number of gargoyle reinforcements will appear all at once.

Be careful, as Cassius's Dreadnought has a long range and high power.

- Capture Knight Reuenthal (Visit the house in the northeast with Berenice)
If you visit Berenice, Reuenthal will appear in a severely injured state, so quickly pursue and defeat him.

- Berenice converses with four members of the Holy Flower Knights.
I forgot about it and ended up defeating everyone, so the objective was not achieved.

- Infiltrate the northern mountainous region before the Istmir Airborne Brigade withdraws.
Since they will be withdrawn at the start of turn 14, if you want to have conversations with Sergio or Felicia, it would be smoother to include them in the left-hand unit.
If you talk to Mash through Sergio, everyone will retreat.
The Felicia → Cowen pairing is unverified.

- Talk to Wolfgang in Atlas
You can get a Pugi.
Additionally, a special event will occur after clearing the game.

 

Leia's Story Chapter 3: The Priestess of the Divine Dragon

Chapter 13: High-Speed Race! Red Mountain

This map is cleared when everyone escapes from the pursuing enemies and gets out of the way.
Ryo and Kei, who are pursuing you, are equipped with powerful weapons, but they are among the strongest characters in this game, so capturing both of them will be difficult.
While the map itself is easy to clear, the difficulty level depends on how much you explore and detour, considering the number of pursuers and turns available.

- Defeat the poacher Zarbon
They appear along the path, so they're not particularly difficult to defeat.
Their ambush counterattacks are troublesome, so let's take them down with indirect attacks.
Valuable furs will be dropped.

- Clear within 20 turns
I think it should be achievable without any problems, as long as you don't encounter any particular difficulties.
If you try to steal Shahim's gold bars that appear in the lower left, or try to capture Zeza or steal Nightmare from the cliff in the upper left, you might be cutting it very close.

- Liberate the mining town
Since Kyrgyzstan has the Gospel, let's use the Injury or Steal ability to take away their Defensive Pendant II.
Be careful, as it has high attack power and possesses the Rage skill.

Stolen goods market
Details are unknown because the unit in question was not deployed.

- The cave in the upper left
If you investigate the cave where Zeza is located, you will obtain three Bandit Armors and three Shields.

 

Chapter 14: The Valley of the Flying Dragons

There are two main routes: either pass through the tribes on the south side, or go through the valley above them.
Since the dragon takes half damage from attacks other than bows and magic, if you have few countermeasures, it's best to go south.

 

If you meet the conditions and have Enigma join your party just before the battle, you'll take almost no damage from the fire breath, allowing you to fight the enemy alone.
Putting them to sleep with Nightmare would make the situation even more secure.
If we warp to Takenok's location, it will be easier to rescue him.

- Rescue three or more Takenok
After talking to them, you will receive 5000G, an Over Scimitar, 50 BP, and a Takenok card.

- Clear the game without eliminating Stefan.
The objective is not achieved because the target was captured.

General Balthazar
I defeated it because letting it escape would make later maps more difficult.
Be careful not to miss the nearby exit point.

Stray Wyvern
I suspect I might find something by investigating the location where the stray wyvern was defeated, but I haven't completed that objective yet.

 

Chapter 15: The Dragon Priestess Araune

The strategy involves defeating Duskar in the upper left and Wales in the upper right in the same turn, and then moving towards the center.
Crossing the shallow waters on the left would be difficult, so it would be easier to cross the bridge on the right and head north.

- Visit the port workers' union by turn 8.
Senior sailor reinforcements appear periodically, so if they're getting in the way, it's a good idea to visit them early with an air unit.
The port workers' union is in the red-roofed house across the sea from the starting point.

- Defeat Longbowman Captain Haggar and capture the Longbowman base by turn 12.
Since there are too many enemies to eliminate with flying units, I think it's easier to use a warp wand to send in some tougher units.
Since dragoons will also be advancing south from the north, send in some units that can put up a decent fight.

- Defeat Duskar and Wales in the same turn.
Neither of them are particularly strong opponents, so once you've dealt with most of the other enemies, coordinating your attacks should be easy.
Be careful, as Wales recovers a small amount of HP each turn even after its HP is reduced.

- Evil Dragon Araune
Since their defenses are very high, let's gather everyone together first before engaging them.
Since you can reduce the enemy's EP with each attack, even if you don't deal damage, you can significantly reduce their EP by attacking with weapons that have a high number of hits. (e.g., Cerberus, Gatling Bow)
After their EP decreases, their defense will drop, making them easier to damage, so focus your attacks on them.

 

Chapter 4: Reclaiming the Homeland

Arthur's Story, Chapter 15 Side Story: Dent Temple

This map requires you to divide your forces into two groups and advance to the left and right. Once you capture both thrones, a path to the center will open up.
Enemies that primarily use magic are positioned on the right side, while enemies that primarily use physical attacks are positioned on the left side.
Let's carefully consider compatibility before advancing.

As you approach the boss rooms on the left and right, reinforcements will appear inside the rooms.
They won't move unless you enter their attack range, but be careful.
In particular, there is an enemy wielding a charm wand in the center of the magic circle in the right-hand room.
Be extremely careful, as being charmed by them can be very troublesome.
Magic circles have a high terrain effect, so let's make use of them as much as possible.

Oro and Cressida
The boss on the left, Oro, is a type of boss that will start moving if you enter its attack range, so be careful.
Cressida's Evil Whip on the right is troublesome, but if you follow the theory and launch a wave of attacks, her EP will be depleted and she will become easier to defeat.
Since this enemy won't move, it's best to first eliminate the surrounding enemies to secure your safety before engaging in combat.

Reinforcement information
On turns 7 and 11, two reinforcements will appear from the bottom left and bottom right stairs.
You have some time before they catch up, but be careful.

・Treasure chest
The treasure chest on the right contains Thor's Hammer, and the treasure chest on the left contains the Invoker.

Simeon
Since they have Vajra, who can seal attacks, equip your main weapon with one that can break attack seals to counter her.
Gehenna, a ranged attack, is also dangerous, so if you get hit by it, make sure to move to a safe place immediately.

 

Leia's Story Chapter 15 Side Story: The Gate of Amor

The group will split into two: those inside and those outside.
The members inside are surrounded by the Arbalest's firing range, so quickly eliminate the infantry on the left and break through.
Trying to take down the archers from the center is difficult because they have ranged defense skills.
Let's simply open the door and eliminate them.

The members outside should descend from the high ground and ambush the enemy in the forest.
Once things have calmed down somewhat, head towards eliminating the troops on the right or collecting the treasure chests inside.

- Contents of the treasure chest
The treasure chest contains 15,000 gold and a silk cloak.

Rare Shop
There's a rare shop if you wait in the cave in the upper right.
The lineup is as follows:

Master-level equipment and the insanely powerful Megaton Punch are the main attractions.
I hardly have any opportunities to spend money anymore, so I think it's fine to spend it all here.

VS Geraldine
Geraldine is tough, but very vulnerable to magic.
You could easily defeat it with magic attacks or a dagger that ignores defense.

Aither, who has a decent amount of strength and magic power, can deal very high damage by boosting her attack power with the Magic Sword skill, as it ignores defense.

 

Final Chapter: Triumphant Return to the Royal Capital

Units other than Arthur and Leia deployed on this map cannot be deployed on the next map.
First, on this map, you will deploy six characters from each faction, excluding Arthur and Leia, and then you will deploy another five characters from each faction.
You need to be careful not to deploy too many powerful units, but if you do your best, the final stage will be much easier.

Magic Light Soldiers possess magic light skills and can only be attacked with divine artifacts that have the ability to break attack-sealing effects.
Since they are a formidable enemy, let's try to engage them with several units equipped with divine artifacts.

First, Leia and her companions should prioritize taking down the enemy with Black Meteor in the upper right corner.
If your FP (Focus Points) accumulates too much, you will be hit by a map-wide attack.
The enemy you're guarding possesses magical light, so don't forget your divine artifact.

Arthur's unit on the left should either go and defeat the sorcerer with the Earthbound Array, or go and defeat the magic-powered support unit in the south-central area.
You could try to defeat either of them first, but it might be better not to spread your forces too thin.

- Have Leia and Arthur talk to each other
When you have the two of them talk, Leia's Moon Sword Rave will be upgraded to the True Moon Sword Rave.

 

Final Chapter: The Battlefield of the Final Battle

This is the final map.
Don't hold back; unleash all the best weapons and items you have lying dormant in your stock.

The doors to the rooms on the left and right will open at regular intervals, and the boss and his minions inside will attack you.
On turn 1, Burn and Temujin appear; on turn 4, Araune and Scheherazade; on turn 7, Zenith and Geraldine; and on turn 11, Gaia appears. If you defeat Gaia, Belial will appear in the center.
If you dawdle, more and more enemies will appear, so defeat them quickly and proceed at a pace that allows you to rest before moving on to the next room.

After Belial appears in the center, he will use his charming magic eye every few turns.
However, using the tactical command's detoxification technique should prevent any particular problems.
Eliminate all enemies except Belial, and then gather your allies in the center.
When you attack with Leia, an event will occur and Belial's charming eye will be sealed.

Belial recovers 20 HP every turn and has a skill that seals attacks.
There are probably various strategies, but I equipped Leia with Zoe's Gloves (which absorb damage dealt) and a Choker for follow-up attacks, and had her fight one-on-one to maximize the support effects.
During our turn, we'll have Leia rest and wait, focusing on recovering EP.
It also depends on how much Leia has leveled up, but since Leia's HP balance per turn was at least plus or minus 0, and Belial's was around minus 10, it became possible to defeat him if enough turns were taken.

If you defeat Belial, he will be resurrected as the God of Destruction Belial.
After one turn, a new tactical skill will be unlocked after the event, so you can win by continuously using it on Arthur and Leia.
It will unleash a full-area map attack every few turns, so make sure to heal the HP of your other party members as well.

As a side note, you can use the "Steal" command to force accessories with significant drawbacks onto Belial, which will drastically lower his stats and allow you to defeat him more quickly.

 

After clearing the stage, your battle record will be displayed, so post it on social media to show off to your fellow players.

 

Replayability

Completing each playthrough adds to your clear points, allowing you to start over with some powerful items.
It's also possible to recruit hidden units from the start, which might lead to discovering new strategies.

For my second playthrough, I think I'll make full use of the replayability features and try it on veteran difficulty.
I'm planning to impose a restriction on myself: I'll try to use as many units as possible that I didn't use in the first playthrough.

Unit usage impressions (First playthrough: Traditional) - Spoiler alert

This is my impression after completing the game for the first time.
Since I'm writing this article immediately after clearing the game, the impressions of each unit are mainly based on their performance towards the end.
I may have forgotten how much you helped me in the beginning and written something rude, so please forgive me for that.

This is the tier list at the time of completion.
This is simply the result of my own gameplay.
Please note that this does not mean that the units at the bottom are weak.



The image above was created using the following tool.
DC Dark Hokuto TierList Tier List Maker

 

Arthur

They were powerful infantry, and their combat effectiveness steadily improved from the beginning to the end of the game.
Because they possessed specialized weapons that increased the number of attacks and could equip two-handed swords, they were a decent asset from the early stages of the game.
In particular, the ability to strengthen itself through the power of the Sun Dragon was a subtle but useful ability.
Compared to Leia, she's not as flashy, but she was a unit that could be reliably counted on as a solid fighting force.

Since I was tempted to use Sun Dragon Power whenever my FP (Focus Points) accumulated, I hardly ever used guaranteed combo attacks.

 

Leia

He's a behind-the-scenes protagonist, capable of many things and a significant asset to the team.
There were so many tasks to do: lockpicking, stealing, magic attacks, area-of-effect attacks using soul steal, and charming.
Since its speed stat is high, I think it was also worthwhile to equip it with the Pursuer's Choker.
While their magical power is inferior to that of top-tier specialists, in this game where there are few enemies with high magic defense, they more than adequately fulfill their role as attackers.

When you're short on EP, it's more efficient to use FP to cast Soul Steal or Temptation.
The ability to use stock was a major advantage, as it made it easier to organize accessories before plundering.

 

Lancelot

In the early stages, she played a solid role as part of a cavalry duo with Beatrix.
However, when other superior units joined the team, it inevitably got the short end of the stick, and in the later stages of the game, it hardly had any opportunities to be deployed.
I wanted to utilize the synergy with Beatrix, but the problem was that deploying both of them would inevitably take up too many deployment slots.

 

・Beatrix

This cavalry unit has slightly more offensive capabilities than Lancelot.
While it's easy to follow up attacks and deal damage with the light axe, I often found myself running out of EP (Energy Points).
It was convenient to be able to use FP to boost my attack power when I was just about to defeat an enemy.
However, for the same reasons as Lancelot, its opportunities to sortie decreased dramatically from the middle of the game onward.

The "Go ahead!" skill seems like it could be useful in various strategies depending on how you use it.

 

Ingrid

This is the instructor (Mama) who helped me a great deal in the early stages.
I've used the abundant EP and high defensive capabilities provided by the Pendant of Abundance to hold back many enemies.
When defending, I used a battle axe hoping for a counterattack, and when attacking, I used martial arts that prioritized accuracy, which gave me a sense of stability.
However, because it lacked CC (Critical Boost), its training priority decreased, and it was used less and less.
Felicia and Zeke, who are equally reliable as tanks, may have been at a disadvantage because they were superior in terms of mobility.

 

Diana

He served as an archer from the beginning to the end of the game.
Since he has more magical power than Lester, I think his attacks using his magic bow were very powerful.
Additionally, its high speed makes it a good match for the Pursuer's Choker, further enhancing the power of attacks with the Magic Bow.
I've been saving up BP, acquiring Failnaught relatively quickly, and using maintenance fire to carefully eliminate distant enemies.
Failnaught cannot be fired repeatedly, but its strength lies in its ability to reliably eliminate even moderately durable shooters when combined with fire tactics and other strategies.
Equipping them with the Magic Swordsman's Emblem can also be expected to boost the damage they deal by utilizing their magical power.
I think I could have become even stronger if I could have boosted my powers with more doping.

 

Sieghart

As a wall with decent mobility, it played an active role until the very end.
When evaluating units, we often measure their ability to annihilate the enemy, but in his case, he ranked as a main force because of his ability to stop enemies on his own.
This tank is reliable because it can survive even if you place it haphazardly, such as when you want to break up the enemy's neatly lined-up formation at the beginning of a turn.
By equipping them with a Black Belt and enhancing their EP, you can expect them to effectively whittle down enemy health.

As a tank, instant rest was also a useful means of self-recovery, and I relied on it quite a lot.
The taunt skill also synergizes well with the unit's performance, and I used it when I wanted to draw the shooter's target.

 

Zoe

He played an active role as a swordsman until the middle of the game.
This unit was the type that needed follow-up attacks, but the fact that it relied so heavily on weapons and accessories left me feeling slightly unsatisfied.
I changed his class to War Brave to try and compensate for the weaknesses he had when he was in Berserk mode, but it felt somewhat incomplete to use, so I ended up deploying him less and less in the later stages of the game.
I have a feeling that if you focus solely on martial arts, it would make for a more economical and efficient unit.

 

Leicester

As a mounted archer, he played an active role from beginning to end.
Like Diana, her high speed made her a good match for the Pursuer's Choker.
Since my magic power was low, I didn't rely on magic bows and instead used a physical bow to chip away at enemies.
The ability to reliably hit an opponent who is dodging arrows by focusing fire on a single point is a strong point.

This was similar to how Diana in Leia's story used her, employing Failnaught to eliminate distant shooters.

 

Aether

I didn't use it much at the beginning, but after equipping it with a sword skill certificate and a magic sword, it displayed tremendous destructive power and proved to be incredibly useful.
It's great that it has a built-in follow-up attack skill, which means it can equip a variety of accessories, which is very helpful.
Equipping the Magic Swordsman Emblem will increase the damage of dagger attacks that ignore defense, making the swordsman capable of dealing extremely high damage.
Although its durability is low, the goal is to use smoke screens and absolute evasion to mask its weaknesses while reliably eliminating enemies.
Its magic defense is extremely high, making it a very strong mage killer.

 

Frigate

This unit was among the most powerful in terms of destructive force, rivaling the top units overall.
It would be ideal to carefully consider its mobility at an early stage to improve its usability.
After class-changing to a Flügelitter, she became a powerful unit that zips around and slaughters enemies with magic.
Because of its high speed, I think it's a strong candidate for being equipped with the Pursuer's Choker.
I doubt there are many enemies that could stand after being hit twice with powerful ancient magic like Meltdown.

Because of its high mobility, it consumes EP quickly, so I overlooked the FP skill and equipped it with a Zodiac Stone.
It was a reliable unit that almost never ran out of EP and relentlessly slaughtered enemies.

 

Atlas

While not weak by any means, I didn't deploy him very often because he was a combatant who only used axes.
FP skills are all high-quality offensive skills, so I think that with proper training, this character has the potential to become a top player.

 

Mariabelle

Thank you so much for everything from start to finish.
Gathering medicinal herbs proved surprisingly useful, providing Arthur's troops with a constant supply of healers.
While it doesn't have any particularly outstanding stats, its magic power, skill, and speed are all at a high level and well-balanced, making it an excellent combat unit as a magic attacker.
I used the Meteor Bracelet to compensate for the lack of speed and also equipped the Pursuer's Choker.

Meteor Fall, which can attack a wide area, is powerful, and Rise Up, which grants counterattacks, is also subtly but effectively useful.

 

・Silva

I didn't use it at the beginning, but I tried it because other players had a good opinion of it, and it was really strong.
In addition to pursuit attacks, the character is blessed with skills that make the most of their abilities, such as Gale and Divine Speed, which allow for extra actions.
The advantage of being able to use three types of weapons is fully utilized in superior attacks, which are extremely powerful.
Because its strength growth was somewhat modest, doping its strength or equipping it with a power-absorbing ring will allow it to boast the ultimate destructive power.
However, you need to be careful about running out of EP (Energy Points).

 

Leon

I believed that if I worked hard to raise it, it would definitely become strong, and indeed it did.
I was torn between Master Knight and Ark Knight, but I went with Ark Knight because of the larger CC bonus.
With overall high stats, this unit can perform well as a well-balanced cavalry unit.
It takes some time to raise them, but they gain a lot of experience points, so use good equipment on them and raise them quickly.

 

・Zel

This is an important unit that can be used for lockpicking and stealing.
However, compared to overpowered units like Sherry and Pollyanna, she inevitably paled in comparison, and I hardly ever bothered to level her up.

 

・Milia

Like Atlas, I think he could become quite strong if you train him, but he was eliminated due to competition with other units.
Thanks to their specialized wing boots and light footwork, I believe they have a mobility advantage over other infantry units.

 

Pollyanna

He played a crucial role as the ultimate supporter, capable of using stocks and extra actions.
Although its combat power is low, I think it's interesting because you can think of various builds by making use of its 30 AP.
I think the more you consider the growth of its movement ability, the easier it will become to use.

After learning maintenance skills, I became a merchant who would stab from a distance with a sleep dagger.
Its skill level is low, so you'll need to boost its accuracy, but it's incredibly reliable because it can definitely neutralize one enemy (and even capture them afterward).

 

Zack

This unit has a similar vibe to Faramir from Berwick Saga.
I definitely want to raise them in my second playthrough.
I loved the character's cool appearance and his constant use of loanwords.

 

Nova

A swordsman with a Xeno-esque feel, reminiscent of Tear Saga.
As a swordsman, he has quite high performance, and I think it's great that he can learn follow-up attack skills on his own.
However, perhaps because there are other Arthurs of a similar type, he sometimes seemed a little inferior since he couldn't use the power of the Sun Dragon.
However, even though their roles overlap, the units themselves are strong, so I think it's worthwhile to train them.
Since it's difficult to gain an advantage if you can only use swords, you'll want to equip them with a two-handed sword.

 

Tristan

He was a highly skilled cavalryman who helped me out in the early to mid-game.
I think her combat ability is in a league of its own, even when compared to Lancelot and Beatrix from the same period.
The ability to heal oneself with the Dark Sword is also a major advantage.
The growth rate seems pretty good, so I'd like to try growing it next week.
I've finally recovered from my illness, after all.

 

Felicia

This unit joins your team early on and plays a strategically important role as an airborne unit.
Despite being a flying type, it's not weak; its appeal lies in its ability to charge into the enemy alone and fight fairly effectively.
Since EP tends to run out easily, you'll want to replenish it with some kind of accessory.
When EP runs out, you can use Dragon Breath for a wide-area attack, which was a very useful attack method.

 

Sigrun

Looking back, my defensive capabilities weren't particularly high, but thanks to the M Shield and Blazing Sun, I had the impression that I had good sustained combat ability.
Equipping them with magic-powered swords that can be used for both close-range and close-range combat, or enhanced swords, allowed them to fight with a decent amount of firepower, which was very convenient.
Since AP is relatively high, I think the ability to customize it in various ways with accessories was a strong point.
I mostly fought as a Holy Knight.

 

Albert

I only went on one mission to deliver the Mithril Sword to Sigrun.
I think the system where your stats decrease as you gain experience points is interesting.

 

Chris

I was gradually deploying my units, spurred on by their command level and strategic preparations.
Looking at its stats now, it's certainly not very strong, but being able to restore tactical points was quite convenient.
The "Chains of Self-Binding" command proved quite useful for immobilizing troublesome enemies.
While an archer could be given a Sidewinder as a substitute, I felt it had an advantage because it could be used by Chris, who is less powerful in combat.

 

Sherry

This unit specialized in injuring enemies and was very useful for capturing them.
Its extremely high mobility and the "Lightning Strike" ability made it useful for finishing off weakened enemies.
While she pales in comparison to Pollyanna, considering her ability to use stocks, I think she's a perfectly useful unit.

 

Dimitri

I haven't used it at all since joining.
The skills of senior commanders seem appealing.

 

Jeanne

I used her quite a bit right after joining the party, mainly because she's a healer who rides a horse.
His magic sword attacks weren't bad either, so I feel he's more useful than Dimitri.
However, healers gradually came to be replaced by tactical commands, and players stopped deploying healers as standalone units.

 

Noel

I prioritized training him, but I feel he's a bit underwhelming as a magic attacker.
If their magical power and skills were a little higher, I think they would have been more stable.
However, Divine Punishment is a powerful command that allows you to absorb attacks in the later stages of the battle, and it feels great to use it against a group of enemies.

 

Aira

Since Unpo was incredibly strong in the previous game, I thought Aira must be strong too, but I never had the opportunity to raise her to the point where I could even see a glimpse of that strength.
I think it's convenient that you can transform almost constantly without having to boost your FP that much.

 

Elise

This is a magic knight characterized by its powerful, exclusive weapon.
Lightning Ray is certainly easy to use, but its stats are somewhat lacking compared to other magic attackers.
However, since she was capable of doing the minimum required work, she was used a little more towards the end of the project.

 

・Gordo

Like Zack, this is a unit I'd like to level up in my next playthrough.
It seems like it can withstand fairly tough use, so I'd like to equip it with a Black Belt and a Miracle Grimoire and try using it for a long time.

 

・Marie

This unit can use its high mobility to skirmish and eliminate troublesome enemies.
Similar to the Frigit, if you can carefully consider and increase its movement speed early on, its usability will improve significantly.
Once you change classes, you'll be able to use lances, so charging in from a distance with an Octane will inflict a lot of damage.
Since it consumes a lot of EP, I think some kind of accessory is necessary to compensate for that.

 

Bernardo

This unit possesses a decent level of combat power and can also be used to steal items.
I haven't used it at all, but is it strong?
Having an L-shield while being able to safely seize it might be a good thing.

 

・ Klein

Since my archers were already quite well-trained, I didn't have the resources to train Klein.
I've heard rumors that it can transform into a shooter, so I'm somewhat interested.

 

Sergio

Even though I hadn't used him at all, I suddenly deployed him in Arthur's Chapter 14 just to have him talk to Mash.
I find it interesting that they were still able to contribute to the fighting force to some extent.

 

Aurelia

I haven't deployed them in any particular missions.

 

Altina

It starts at level 1, but it was satisfying to watch it grow so quickly.
Knowing that you can always act again after defeating an enemy was very reassuring.
Normally, the strategy was to fight with magic, and only attack with the Dragoon Spear against opponents with low defense.
Due to its Swift Strike skill, it depletes its EP more easily than other flying units, so I think it's important to use it in a way that allows it to rest and wait appropriately.

 

Ada

It is unused.
If they could just dope their techniques, they might have the potential to become an extremely destructive unit.

 

・ Kisana

When it first appeared, I thought it was weak and difficult to raise, but as it grew stronger, I started to think, "Maybe this thing is actually strong."
It felt like the game ended before I could change my mind about that.

Like Aether, she possesses considerable strength despite being able to use daggers that ignore defense, giving her the potential to unleash a significant amount of burst damage.
Although it doesn't have a follow-up attack ability, it's great that it has many skills that increase the number of attacks.
Since it also possesses magical power, it seems to be well-suited for attacks using magic swords and would pair well with the Magic Swordsman's Emblem.

 

Julian

It may not have the most striking appearance, but its high level of leadership makes it appealing to players who prioritize tactics.
He gives a similar impression to Chris, but he seems to have higher combat abilities.
To make the most of their superior attack, it might be interesting to give them a close-quarters combat manual.
He has charisma, and I feel he has the potential to become a key player in the first team.

 

Berenice

This is Paramites.
Although it's a special unit with its own pursuit ability, it didn't make the regular lineup at the time of its introduction because the main force was already established.
However, I think the emergency collection feature is quite useful, and it's definitely a very helpful character.

 

Mordred

I haven't used it yet, but I get the feeling it could be used in a way similar to a variant of Sieg Hart.
The ability to equip two-handed swords is likely what sets it apart.
I felt that the face design looked like something that would appear in Final Fantasy Tactics.

 

Seria

This character appears as a helpful support character in the final stages of the game.
She has a similar vibe to Sigrun, and I like her visually.
I'd like her to do her best as a support character in the second playthrough.

 

Gilbert

This unit is almost complete but unused.
The equipment was enjoyed by another staff member.

 

Enigma

This is a late-arriving hidden character capable of warping across the entire area.
Although it appeared late in the game, its powerful sleep-inducing ability thanks to Nightmare, which could be used many times, proved to be quite effective.
The area-wide warp ability, when combined with a special accessory, was extremely useful for collecting treasure chests.
Its durability is paper-thin, but I feel like the second playthrough, which can be used from the beginning, might allow for a strategy that completely destroys everything.

 

 

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