Free versionThis version features enhanced graphics and background music, the addition of new maps, and a revised game balance.
The completion time was approximately 20 hours.
Game Overview

The protagonist is Astian, the second prince of the Principality of Ordina, a country on the continent of Syntharia, where a mysterious "red rain" has fallen, causing crops to wither and resulting in famine.
The story begins with the protagonist leading an army to fight bandits in order to rescue his kidnapped sister, Selephia.
Below, we will introduce the distinctive systems of this game.

There is no difficulty level selection in this game.
Furthermore, there is no save function during a stage; only pausing is possible.
Since saved game data is lost upon loading, it's not possible to repeatedly load and overcome difficult situations.
It feels like a message saying, "Please find a strategy that doesn't require gambling."

Even if a unit is defeated, it is not lost.
However, you acquire a detrimental skill called "Old Wound," which permanently lowers your parameters.
Since the parameters that decrease are random, I think it's acceptable if parameters unrelated to that unit decrease.
Old wounds can be removed using certain items, but these items are not readily available.
We want to proceed in a way that avoids being defeated as much as possible.

Class changes can be performed by units level 10 or higher using a common item.
When you change classes, your level resets to 1.
To maximize opportunities for leveling up, you'd ideally want to raise your lower-level classes to the maximum level, but if you resist the urge to change classes, you'll find yourself struggling quite a bit.
Once you've reached a certain level, I think you need to make the bold decision to change classes.

Before tackling a stage, you'll be given information and guidance on how to complete it.
This will be helpful in figuring out how to proceed with the game, so be sure to listen and put it to good use.
There are many conversation events that trigger support effects between units, so be sure not to miss them.

When you clear a map, you'll receive a money bonus depending on the number of turns it took to clear it.
You won't be able to get them after a certain number of turns, so if you have the opportunity, try to get them actively.
However, since you can't save mid-game, it would be counterproductive if you push your luck and your units get defeated.

In this game, each enemy unit has its own individual description.
These are like flavor texts, but they sometimes contain hints about enemy behavior patterns or reinforcements, so it's interesting to take a look at them before attempting to complete a mission.
Review (no spoilers)
I was able to enjoy playing until the very end.
With its just-right level of difficulty and tension, along with the enjoyment of unit development, this game reminded me of the fun of SRPGs.
First of all, the character illustrations and facial expression variations are abundant, and each member of the unit has their own unique charm.
While the story itself is certainly appealing, the unit also possesses a unique personality.
Even units of the same troop type had distinctly different characteristics, so there was almost no overlap in their features.
This is a part where you can really feel the attention to detail in the production.
Therefore, I suspect that the units used will be distributed among players, so I'm curious to know what units other people are using.
The difficulty level seemed to be average to slightly difficult.
However, looking back on the points I found difficult, I realize the reason lay in my own play style.
For example, if you try to collect all the treasure chests or clear the game quickly to get the bonus, it will become considerably more difficult.
If you try to play with the goal of collecting everything, you might find it difficult, especially since there's no save function mid-stage.
Also, in the middle of the game, I tried to level up my lower-level characters to the maximum level before changing classes, which resulted in a lack of a ace character, and I struggled for a while.
I think the expectation is that players will quickly change to an advanced class because the amount of experience points they receive decreases significantly as they approach the highest level of their lower-level classes.
I felt that if you approach this aspect in the same way as your other works, you might have some difficulty.
Just like with the graphics, I felt that a lot of effort had been put into the background music as well.
I think they put a lot of thought into selecting the songs in this regard as well.
The battle animations also appear to be created individually for each unit, and the visual aspects are quite meticulously crafted.
However, since I usually play with combat animations turned off, that didn't particularly affect me, neither positive nor negative.
The character sprites were designed in a way that made them easily recognizable, such as by the color of their hair and armor, so I felt that the visibility was very good.
One thing that concerned me was the screen size.
This might be a limitation of the production tool's specifications, but the window size is a bit larger and harder to see compared to other works, so I wish it could be made one size smaller.
Since the map is fairly large, I thought that if the map area that could be displayed on a single screen were to increase by the increase in chip size from 32x32 to 48x48, the area you can see at a glance would be wider, and the need to scroll would be reduced.
For people using small monitors, the larger size might make it easier to see.
This is a matter of the tool's specifications and has nothing to do with the content of the work, so please take it as just one opinion and disregard it.
Another system I found subtly nice is that you gain experience points by opening treasure chests and doors.
Thief-type units will inevitably experience slower growth if they focus solely on lockpicking.
However, since you gain experience points by picking locks, it's a nice feature that helps compensate for the slower-than-expected character progression.
Also, I enjoyed the flavor text and hints included in the descriptions of the enemy units.
It helps to imagine the world of the story, and even the enemy mob characters have a human touch, making it a rewarding read.
I imagine it's quite difficult to create, but it's one of my favorite parts.
I personally liked the story as well.
I appreciated that it consistently depicted a war chronicle focusing on conflicts between humans, without suddenly introducing demon lords or dark dragons.
Since several characters from the author's other work, "Jigokuron," appear in this game, those who are interested should give it a try.
Strategy Notes (Spoiler Warning)
・Purchase a healing wand and a magic key.
In the early stages of the game, healing staves tend to be scarce, so it's a good idea to buy them whenever you see them in a shop.
Additionally, purchasing as many magic keys as possible will broaden your strategic options, as you won't have to rely solely on units with lock-picking skills.
Change classes when you start gaining less experience points.
As I mentioned in my review, I think it's a good idea to change classes when you feel like you're not gaining enough experience points.
I feel like you get more experience points from level 1 in an advanced class than from level 18 in a lower class, so I think the disadvantages of fighting through difficult battles while sacrificing a few opportunities to level up might outweigh the advantages.
*The additions to "Difficulty Level Another" only include the parts that caught my eye, so not all of them are listed.
Chapter 1: Astian's First Battle
Let's have Astian and Leroy, who can use swords which are advantageous against axes, attack actively.
However, since we're short on manpower, let's make sure Gunbolt and Zank, despite their disadvantageous spears, are also put to good use.
You can get a treasure chest key in the village in the upper right corner, and you can use it to open the treasure chest and get money.
Tita will join your party in the village in the lower left, so be sure to visit it before it is invaded by bandits.
Difficulty: Another: On turn 7, Gerel and a total of three swordsmen will appear near your starting position.

At this point, they are quite formidable opponents.
Use Gunbolt and Zank as shields, and try to whittle them down and defeat them as quickly as possible with bows and magic.
Chapter 2: Travelers
Since Valtina and Seek are isolated, let's use a nearby base to strengthen our defenses.
If you have Sheik stationed at the base and position Valtina higher up to provide support, Sheik will be much harder to defeat.
I think Valtina and the others can hold their own, so I think the other members should advance to the left.
Since you may face a large number of enemies at once, it's best to advance as a unit rather than dividing your forces.
Village on the left: Estoc
Top left treasure chest: Longsword
Reference: 1500G bonus for clearing in 10 turns
Difficulty: Another: Three Aerial Knights will appear from the upper right on turn 6.

I think Valtina and Seek have already fled to the west, so let's exploit their weaknesses with bows and magic and defeat them.
By effectively utilizing the support effects of Astian and Valtina, you can make the battle easier.
Chapter 3 Bandit Fortress
Let's split into two groups: one to collect the treasure chests and the other to head towards Selephia.
Due to the reinforcements, you'll need more members heading towards Selephia, but the treasure chest retrieval team also needs to finish quickly, otherwise they'll be caught by the reinforcements coming from the upper left.
Be careful to distribute your forces evenly.
A considerable number of reinforcements will appear from the stairs on the right.
Use units equipped with their preferred weapons to deal with the enemy.
On the enemy's sixth turn, cavalry will appear from the stairs in the lower left.

On the enemy's 8th turn, six cavalry units will appear from the upper left of the map.
Once you've collected the treasure chests, quickly move away and ambush them in a narrow passageway for an easy way to defeat them.
Treasure Chests: From left to right: Warhammer, Speed Card, Longbow
Chapter 4: The Beginning of Turmoil
This map shows you advancing towards the ship in the bottom right corner.
Since the number of allies will increase and congestion is likely, it would be more efficient to split your forces into two groups: one heading towards the village and treasure chest via the lower route, and the other continuing straight to the right.
If you let Cory do the shopping at the store, you can get things cheaper, so it's a good deal.
If you visit the village in the lower right, Dadalion will join your party.
Even 15 turns before the game starts moving when you get close to Craig.
Be careful if you're aiming to destroy them.
Treasure chest below: Power Card
Reference: 3000G bonus obtained in 11 turns
Difficulty: Another: Be careful, as the reinforcements in the lower left include flying units.

The village in the lower left: Narashiba (If you possess it, you will receive the skill "Merchant").
*I think it wasn't possible to visit in normal mode.
I find it extremely useful because it eliminates the need to rely on Cory when shopping.
Chapter 5: The Witch's Island
Since most of the enemy uses axes, you probably don't need to deploy units that primarily use spears.
However, even if Gunbolt is at a disadvantage in terms of type matchups, it has the defensive ability to withstand enemy attacks, so I think it's useful as a tank.
The northern route tends to get congested with units, so it's a good idea to send reliable frontline units and units capable of indirect attacks there.
Units that can use longbows with a range of 3 can add depth to their attacks even in congestion.
The south side has a larger enemy presence, so let's make use of support effects and lure them in with advantageous weapons before engaging them.
Reinforcements will appear from the north and south partway through the battle, but they won't be able to approach you quickly from their appearance points, so you'll have plenty of time to deal with them once they show up.
When you visit the northern village, Skyrider Selene will join your party.
However, since you'll mostly be up against unfavorable enemies, try not to send them to the front lines too often.
The boss, Halder, is a formidable opponent, so let's take care of the witch next to him first before engaging him.
It is possible to perform some degree of boss-killing using Halder.
If you decide to do so, make sure to implement it in a way that fully utilizes the support system's effectiveness.
Bottom treasure chest: Life Card, Top treasure chest: Fire Blast
Difficulty Level Another: Tougher captains are added to the reinforcements that appear, and wizards with staffs that grant extra actions appear near the cave in the lower right.

Captains with the "Indomitable" ability become less susceptible to damage once their HP is low, so try to deal with them using multiple units.
Chapter 6: The Defense of the Free Cities
Unlike the previous map, there are almost no enemies wielding axes.
Therefore, units that primarily use swords are at a slight disadvantage, so be careful.
Maxim and Ruki will be forced to deploy.
You will likely need two people to collect treasure chests, one at the top of the map and the other at the bottom.
Sheik and Kisscut would also work, but for the treasure chest on the south side, Selene with the key might be a smoother option.
You can clear the stage by defending for 15 turns, but try to defeat Gotton to earn experience points and items.
The battlefield will be in three locations: top, middle, and bottom. In each location, focus on using Armagita, Gunbolt, and one other character (such as Zank) to act as shields, and fight by blocking off the narrow passages.
Assign Selephia and Ruki to be healers, and use healing potions in the remaining areas.
If you've leveled up Dadalion, you can deploy him, but his low magic power makes him somewhat inadequate as a healer.
Since there are many scenes where you'll be attacking from behind walls, be sure to prepare plenty of units that can perform indirect attacks.

Just like in the original game, you'll receive praise from your older brother after defeating Gotton and clearing the stage.
The village closest to the starting point: Kisscat will join your party (Thief).
Lower left of Kisscutt Village: Magic Key
Village above the arena: Halberd
Village in the upper left (near the treasure chest in the upper left): Skill card
Village in the lower left: Restoration Staff
Treasure chest in the bottom right, on the right: Body type card
Treasure chest in the bottom right, left side: Proof of Training
Treasure chest in the upper right: 3000G
Top left treasure chest: Flame Sword
Clearing the stage in 15 turns will earn you a bonus of 2500G (guaranteed).
Difficulty: Another: Advanced class enemies have infiltrated the troops inside the wall.
It seems like there are a few more strong enemies appearing.

QA7 Agatho's Arena
This is a quest you can only attempt once.
When you press the switch, teams of spear, sword, and axe users will appear, and you will have to defeat them in order.
Considering weapon compatibility, it's a good idea to bring three elite characters, a mage, and a healer.
Before pressing the switch, it's helpful to have allies waiting near the entrance to the upper room, and then block the entrance as soon as the enemy appears. This will make the battle easier.
After defeating the enemy, it's a good idea to heal your allies and prepare to block the entrance to the next room before going to step on the next switch.
After defeating three teams, if you accept their challenge, you'll face off against Craig's team.
This is a very formidable opponent, so you might consider not accepting the challenge.
I think indirect attacks using magic are effective against tough enemies.
Prize money and goods
Match 1: 1000G, Fairy Silver Sword,
Match 2: 2000G, Magician Bite
Match 3: 3000G, Proof of Training
Match 4: 5000G, Travel Card
After defeating the sword team, Zenoa will join your party upon completion.
Chapter 7: The Pursuit of Gotton
This chapter features a map not found in the free version, making it a chapter that makes you think, "Wow, that's different!"
If you want to gain experience points, set the command for Hyderick's unit to "Don't move," and they will wait until turn 10.
If your priority is to prevent Gotton from escaping, instruct him to move on the shortest turn, turn 3, and have him clear the way.
If Hyderick captures the castle gate, the level will be cleared, so if you want to collect the treasure chests slowly, have your allies wait on top of the castle gate to prevent him from clearing the level.
The enemy is quite densely packed, but because there are many heavily armored soldiers and the terrain is often difficult to move through, you won't get surrounded easily.
Use heavily armored soldiers with high defensive capabilities, along with protective potions, to advance aggressively and do your best to prevent Gotton from escaping.
Be extremely careful of enemies equipped with weapons that deal heavy damage.
When the ship reaches the shore, pirates appear as reinforcements.
A swift advance is essential to prevent the village from being invaded.
Getting greedy will make this map very difficult, so use Hyderic while considering the growth of your units.

Village below the starting point: Missile Guard Staff (reduces bow attacks by half)
Upper left village: Miracle cure (heals old wounds)
Treasure chest in the bottom right: Proof of Training
Treasure chest in the bottom left: Aerial Blade
Reference: If it's 16 turns, the bonus is 500G
Difficulty: Another: Berserkers appear as reinforcements on turn 10.

Chapter 8: Batral Border Fortress
There's a lot to do, and I think it's one of the most challenging maps in the early stages of the game.
There are many doors and treasure chests, so having a magic key or a member who can pick locks is essential.
Doors that must be opened can be opened with a switch.

The first step is to assemble a unit that will head towards the switch in the upper left corner in order to open Hyderic's door.
As for how Hyderick and his group should move, as shown in the image above, be careful with their positioning and make use of healing potions to prevent Martina and Harrier from being defeated.
If you equip Martina with a long lance, her evasion should increase slightly in the rock-paper-scissors system.
Since Hyderic cannot exchange items, assume that he won't be able to heal until he rejoins the group.
For the Astians, the small hall immediately to the left of the starting point will be the first area of intense competition.
On the indoor route below, reinforcements will continuously appear after a short distance from the stairs ahead.
Since two enemies wielding swords and axes appear every turn, it's a good idea to send a few elite units that can easily handle them.
I sent Shalka Almagita Ruki.
After engaging the enemy in the center for a while, split your group into two: one to continue straight ahead to the left, collecting the treasure chests in the small rooms along the way, and the other to head north to press Hyderick's switch.
Hyderick and his group won't last very long, so I think it's better to prioritize the north.

On turn 15, more cavalry reinforcements will appear around Gatlantis and head towards the building.
At the same time, a Swordmaster wielding a Slayer Sword will appear from the stairs to the upper right of the boss, Massimar, so be careful when collecting the final treasure chest.
We have some time before the Gatlantis reach us, but let's aim to be engaged in combat with the boss by around this turn.
Massimar is surprisingly strong, so if you find him troublesome, you can just defeat him with Hyderick.
Treasure chest in a courtyard-like meadow: Fairy Silver Spear
Treasure chest in the upper left of Holmer: Iron Shield
Three treasure chests in the small room on the left: Fairy Silver Sword, Great Healing Staff, Potion of Protection
Three treasure chests in the small room on the right: Glass Spear, 3000G, Lucky Card
The two treasure chests in the bottom left: Top - Griffithbeak, Bottom - Magic Card
Two treasure chests in the small room in the bottom right: Magic Defense Card, Mage Slayer
For reference, the bonus for clearing in 18 turns is 1000G.
Difficulty Another: Barghest, who appears on turn 15, is wearing a stealth cloak.

Chapter 9: The Fire of Betrayal
The objective is to defeat Garces, who resides in the central ancient castle, and occupy it with Astian.
Prioritize this, while also visiting the villages in the north and south, and collecting treasure chests if possible.
It would be difficult unless we send lock-picking units to the north and south and divide the work accordingly.
Craig will eventually start moving, so even if you're aiming to defeat him, there's no need to force a kill.
Since there are many enemies equipped with axes, having more units that can wield swords will make the battle easier.
Furthermore, the enemy units include a wide variety of types such as mages and flying units, so try to create a well-balanced formation and actively use weapons that are effective against enemy units.
On the enemy's 11th turn, the cavalry near Gatlan will move in.
Since it is equipped with a shock lance, it is dangerous unless you deal with it using heavy knights or cavalry.
On the enemy's 15th turn, all enemies, including Craig and Gatlan, will begin to move, so make sure Astian is ready to capture the castle at any time.

When facing Craig or his cavalry, it's safest to use narrow paths that are only one square wide.
Place Valtina and other units with support effects nearby to counter the enemy.
In my case, Craig was the only one I found difficult to defeat, but I was glad that I was able to collect all the treasure chests from everyone else.
In the village at the bottom center, the archer Shadi will join your party.
Treasure chest above the village in the lower center: Mace of Chaos
Village slightly to the upper left of the center: The mage Namis will join your party.
Treasure chest at the bottom center: Iodvi Spice (Dragon-slaying magic book)
Treasure chest at the top center right: 5000G
Treasure chest at the bottom center right: Life Card
Difficulty: Another: An Orc Warrior appears in the cave in the upper right on turn 10.

Chapter 10: Connecting Hope
This is a very busy map, and proper troop deployment is key to success.
I felt that the game was more difficult than the original because it's harder to prevent enemy incursions.

The group of mages in the upper left can all be defeated without taking any damage by placing Shadi, equipped with Magician's Bite, in the designated position.
However, since there are some spearmen and engineers mixed in, it would be a good idea to assign one person to counter those units.
The mid-boss Balayan has Corruption, which is powerful and highly accurate, so make sure to assign units that can deliver the final blow.
You'll be exposed to ballista attacks, so use healing potions and missile guard staves to protect yourself.

To deal with the cavalry coming from the lower left, it would be best to assign heavily armored knights or dragon knights with high defensive capabilities to counter the shock lance.
This will be the first major battle zone, so let's allocate a generous number of members here.
Flying units coming from above can be easily intercepted by having someone block a one-square-wide passage and shooting them down from the inside with bows or magic.
No flying unit reinforcements will appear, so once you've defeated the initial number of units, you'll have free time.
Let's use the spearmen with high defense to block the archers and swordsmen coming from the right.
If you're worried about your defenses, it's a good idea to deliberately not equip your units with ranged weapons and instead try to create a stalemate by jamming the enemy archers.
Once the situation on other fronts calms down, we'll send in other units to provide support.

The heavily armored knights coming from below were barely wiped out by Namis alone, thanks to her being equipped with an iron shield.
However, this situation makes it easy to lose quickly, so it's a good idea to simply block the enemy with any available units for the time being.
In each area, reinforcements of the same troop type will continuously appear.
It would be best to leave only the units that can handle the situation and send the remaining units towards the right side where you are having trouble.
To collect all the treasure chests, it's important to deploy both Sheik and Kisscut, but if you're worried about their strength, you should consider giving up on collecting some of the treasure chests.

If you manage to collect all the treasure chests and defeat Craig, you can pretty much say you've completed the game.
Once you exceed 15 turns, Gatlantis and Clansha will start to approach, so try your best to get Astian on standby before then.
If you move your allies to the right, you can buy yourself some time even after turn 15.
For this reason, try to collect the switches and treasure chests on the left side as early as possible.
Three treasure chests in the small room on the left: Proof of Training, 5000G, Ice Grave
Three treasure chests in the small room in the bottom right: Halberd, Explosion, Proof of Training
Three treasure chests in the small room in the upper right: Uchigatana, Proof of Training, Griffithbeak
Treasure chest next to the lake in the upper right: Orb of Fortune (Increases luck growth rate when possessed)
Reference: Clearing in 16 turns earns a bonus of 2000G, clearing in 17 turns earns a bonus of 1500G.
Difficulty Level Another: Berserkers are placed in this area and will start moving in the later stages.

Chapter 11 Underroad
Be careful, as there are traps in some places where rocks will fall, posing a risk of area damage and being separated by obstacles.
Assume that areas with different colored floors have traps set, and proceed with caution before entering.
From the starting position, the path branches off into various routes, but it's not enough to warrant splitting your troops.
There is no turn limit, so it's best to first intercept the approaching enemies near your starting position.
You can recruit Strisser by talking to him in Nalmdatt.
However, luring them in is extremely dangerous due to their high attack power, so use units with sufficient defense and support effects to effectively lure them out.
The wizards around the boss are tough enemies and difficult to lure out, so it's relatively safer to use your companion, Strisser, to lure them out.
Treasure chest on the left platform: Thundercris
Treasure chest on the high ground to the right: Smart Javelin
Treasure chest in the bottom right: Top left - 5000G, Bottom right - Orb of Technique
Difficulty: Another: On turn 7, reinforcements including Barghest appear at the starting position.

Chapter 12: The Holy City of Parasha
This map features many reinforcements and a lot of combat.
Rushing into the battle often leads to failure, so it's crucial to take advantage of the narrow terrain and slowly reduce the number of enemies.
First, we'll engage a group of heavily armed knights on the left.
Templars are tough opponents, so try to reduce their numbers from inside the walls before engaging them.
At the same time, it would be a good idea to send a few people south to visit the southern village, such as lock pickers and flying units.
We'll use the forest to our advantage and carefully intercept the first wave of swordsmen.
After that, if you can defeat the pirates who land, the village will no longer be in danger of being destroyed.
After defeating the Templars, you will engage in battle with mounted archers and mounted eagles.
While engaging in combat, eliminate the catapult in the center and then engage the heavily armed infantry blocking your path.

Around the 11th turn, which is expected to be around this time, a large army of 15 flying units will appear from the upper center of the map.
Since there are many of them, it's best to use units with high defense to retreat while chipping away at them with counterattacks, and then have all your units wipe them out at once.
After that, cavalrymen will appear from the three forts in the upper right for a while.
We'll use the two-square-wide central passage to intercept the enemy while advancing towards the left half of the map.

On turn 16, 10 cavalrymen wielding magic swords will appear from the bottom left, and two catapults will emerge from a small fort containing a treasure chest with a glass bow.
Catapults are troublesome, so eliminate them quickly with flying units or units lying in ambush.
Cavalrymen wielding magic swords can be held back if they are blocked by heavily armored soldiers or Namis who have used protective potions.
At the same time, the heavily armored soldiers and archers inside the building will use the narrow passageways to intercept the enemy, being careful not to be overwhelmed.
Now that we've come this far, all that's left is to take our time and deal with it slowly.
Being subjected to concentrated attacks from cavalry equipped with magic swords through a wall is quite tough, so be careful about your positioning.
In the village in the bottom right, Chocola, also known as Chocolate Lancer, will join your party.
Treasure chest directly below the starting position: 3000G
Treasure chest guarded by three archers in the lower center: Glass Bow
Village below the treasure chest containing the glass bow: Magic Defense Card
Treasure chest guarded by the gravedigger in the upper left: Magic Shield (Defense/Magic Defense +2, Speed -4)
Treasure chest in the bottom left corner inside the castle walls: Dada's Training Staff (Daddarion's exclusive healing staff, provides a lot of EXP)
Difficulty: Another: On turn 13, a ninja with a master key (infinite key) appears near the starting position.

Chapter 13: The Empire's Intervention
There are quite a lot of enemies, and it will be difficult to get all the treasure chests unless you move quickly and efficiently.
First, let's divide our forces into a small group that will head left to visit the village, and the main force that will proceed along the central route.
The treasure chests are scattered all over the place, which can be a challenge, but make use of the magic key held by Meegle, who will join your party.
You can also buy a magic key at a shop near Malpas, so if you give it to a highly mobile unit, it will make collecting treasure chests much easier.
Flying units and cavalry will continuously appear from the north.
They don't appear indefinitely, so stay in a place where you can easily intercept them and avoid attacking recklessly.
Cavaliers wielding bastard swords and flame swords are troublesome, and you can't avoid taking some damage from them.
It's necessary to utilize the narrow terrain and, at times, retreat to intercept attacks from a large group.
The catapult is troublesome, but it doesn't have any special attacks against airborne troops.
If there's an opportunity for our air force to approach, try to eliminate them when they're vulnerable.
Units with low defense are vulnerable to attack.
Leaving Malpas alone will be dangerous, as enemy Macars with Mage Slayers will keep getting closer.
Send the villagers heading north to stop Makar from approaching.
Treasure chest on the high ground to the left of the starting point: 3000G
Treasure chest on the high ground above the starting point: Fairy Silver Spear
Treasure chest on the small hill in the center: Longbow
Treasure chest on the small raised area to the lower left of the boss: Killer Tomahawk
Treasure chest (left) where the Halberd is located in the upper left: Blessed Ribbon (slightly increases the growth rate of all abilities)
Treasure chest (right) where the Halberd is located in the upper left: Amethyst Sword
Village in the lower left (top): Leviathan the pirate will join your party.
Village in the lower left (bottom): Lucky Card
Difficulty: Another: The extra treasure chest in the upper left contains the Ring of Inspiration (Skill Inspiration: Increases evasion in the first battle of each turn by 50%), however, a Wyvern Knight is positioned nearby.

Chapter 14: The Phantom City
This map requires you to divide your troops into clockwise and counterclockwise directions and advance accordingly.
Since there are many magic-users, having a Mage Slayer or a Shadi with high strength will make things much easier.
If you try to eliminate the mages who attack from a distance, be extremely careful, as there are enemies nearby with magic that is particularly effective against flying enemies.
There is no limit to the number of turns, so it's important to proceed without rushing.
On turn 7, two flying units will appear from the bottom right and bottom left of the map, and infantry units will appear from the top right and top left bases.
Flying units, especially those appearing from below, are highly mobile and require particular caution.
Since flying reinforcements will continuously appear from below, it's best to focus on intercepting them once they start appearing.
If you are hit by Balayan's Degenerate ability, your HP will be permanently reduced to 1 for that stage.
A straightforward approach would be to have a unit that you don't plan to use in combat anymore absorb the attack before engaging in battle.
Treasure chest in the bottom left: Proof of Training
Treasure chest in the bottom right: 5000G
Top left treasure chest: Haste Staff (Target's Speed +5, Movement +2)
Top right treasure chest: Staff of Insight (grants guaranteed hit effect)
Treasure chest in the upper center: Cyclad (High-level electric magic)
Difficulty: Another: Each of the two thieves possesses a special accessory.


Chapter 15: The Crimson Scepter
A royal scepter (王篏) is described as "a symbolic and decorative staff held by a monarch" (according to Wikipedia).
First, let's prepare to intercept the enemy that is charging towards us.
Fortunately, there are many narrow passages, so there is no shortage of points to intercept.
Enemies that use shooters or long-range magic are often positioned in a way that allows you to defeat them with a longbow.
If Selene has become an Aerial Knight and learned the move-back ability, it's convenient because you can defeat enemies more directly and then safely escape.
The bandits heading north from the lower left will likely be unstoppable unless you have cavalry or flying units.
Flying units are at risk, but even cavalry should be careful, as archers wielding Griffith's Beak will attack from behind walls along the way.
When you open the treasure room, Halberdia will appear from the nearby stairs.
Be careful.
On turn 8, mages will appear as reinforcements from various staircases.
They use long-range magic, but they don't seem to be positioned in particularly troublesome locations.
On turn 9, three flying units will appear from the upper left.
Be careful to prevent members who visit the village or reach the treasure vault from being targeted.
If Yangyang is reasonably well-developed, I think he can defeat the enemy on his own if you equip him with a weapon that can be used both at close range and at close range and have him wait above the village.

The heavily armored soldiers in the center primarily use magical weapons for their attacks.
If you use a unit with high magic defense, you should be able to defeat it without much difficulty.
I was able to handle it almost entirely by Namis alone.

On turn 11, twelve members of Clansha's magician unit will appear from the upper right of the map.
Since there's quite a bit of time before they reach the center, if Selene can move again, it's entirely possible to chip away at their numbers by attacking them from across the wall.
Since Clansha uses attacks that ignore defense, it would be best to counter it with a magician ace equipped with Cold Black.
Attacking with a longbow with a range of 3 is also an effective strategy.
Village in the upper left (right): Halberd
Village in the upper left (left): None (the gate is open but it cannot be visited)
Six treasure chests in the treasure vault: Staff of Ranged Healing, Certificate of Training, Maul (Hammer for Heavy Armor), 5000G, Longbow, Heaven's Gate (Advanced Divine Magic)
QA16 Magium Arena
There are many obstacles, so if you have well-trained flying units, the battle will be easier.
Additionally, having infantry who can be assigned to the front lines, as well as archers and mages who can perform ranged attacks, makes battles easier.
Since there are many enemies equipped with special attack weapons, it's easier to fight if you deploy a balanced number of ace units from each troop type.
The switch on the left will bring out the archer team.
Be careful of the Magician Bite and the archer who has Griffith Beak.
The switch in the center is the magic switch.
Be careful of enemies wielding Aerial Blade and Creeping Death & Pressure Staff.
The switch on the right is the switch for the mounted unit.
After defeating the third team, you can face off against the fourth team, led by Craig.
The battle becomes slightly easier if you lure out and defeat only the flying units first.
Use obstacles to your advantage and avoid being outnumbered.
Prize money and goods
Match 1: 2000G, Adamas Spear
Match 2: 3000G, Creeping Death
Match 3: 5000G, Book of First Strike
Game 4: 10,000G, Giants' belt
Chapter 16: The Border Fortress Revisited
There will be many enemy reinforcements, but there are plenty of narrow passages that are easy to intercept, so you shouldn't have too much trouble.
Regarding the thieves who steal the treasure chests, they will try to escape by breaking down the upper wall of the fortress, so if your chest is stolen, keep a close eye on their movements.
In that case, be aware that reinforcements will appear once from the upper left (see below).
If you carelessly mess with bandits, you'll be put to sleep with their Napper spell, which can be quite troublesome.
It's best to attack in a safe environment before taking action.
On turn 10, five cavalry units with Shock Lances will appear from the upper left, and five Dragon Knights will appear from the upper right.
Since there are many points where interception is easy in both cases, I don't think it will be a difficult fight.
Since Holmer automatically recovers health while on the throne, it might be possible to farm for health by slowly chipping away at the health of any units you want to level up.
Treasure chest in the small 9-square room slightly to the left of the center: Star Shooter
Small room with three treasure chests in the upper left (left): Proof of Training
The small room with three treasure chests in the upper left (right): Nodachi
Treasure chest in the upper right (located at the bottom of the stairs): Fire Rain
Treasure chest just above and to the right of the boss: Smart Javelin
Small room with two treasure chests to the upper right of the starting point: Skill Card
Difficulty: Another: Master's Certificate in the treasure chest in the upper left

Chapter 17: The Battle of Ordina

In terms of protecting your village, you should first head towards the four villages in the bottom left.
The enemy's heavily armored troops are waiting in a position, but if we don't break through quickly, we won't make it in time for the bandits to arrive.
If the shooter's attack isn't too threatening, you could try using flying units to cross the river and head left.
In my case, I equipped Namis with the preemptive strike skill and high-powered magic, which allowed me to wipe out almost everyone with a single counterattack.
Meanwhile, flying troops will be approaching from the north, so let's prepare to intercept them.
Once the interception is complete, you can advance your units clockwise, but on turn 5 the drawbridge in the center will lower and the cavalry will move south, so you might want to anticipate this and have your main force wait in front of the bridge.
However, bandits will emerge from the cave on the right side of the map and head towards the village to the north, so you will need to deal with them fairly quickly, perhaps by sending a few people to go around them in a clockwise direction.
Treasure chest in the bottom right: Kagenui (a bow that stops the movement of the target it hits)
Treasure chest surrounded by water in the upper left: Dragon Guillotine (Axe that is effective against dragons)
The four villages in the lower left; upper left: Griffithbeak
Four villages in the lower left / Upper right: Wing Brooch (Speed +2)
The four villages in the lower left - lower left: Staff of Remote Healing
The four villages in the lower left and the Book of Indomitable Spirit in the lower right.
Central North Village: Miracle Cure
Reference: 3500G bonus for clearing in 13 turns
Difficulty: Another: Barghest appears on turn 11 wielding the Lightning Blade.

Chapter 18: Recapture of the Royal Capital
Since we were pursuing the pirates, there was no need to split up the troops, so the entire army advanced from the left.
There are quite a few enemies, but there aren't many terrains that force you to fight a large number at once, so I think it's a fairly easy battle.
One thing to note is that the boss, Clansha, will move if you enter its attack range.
Since allies who don't possess Cold Black are highly likely to be defeated if attacked, pay close attention to Clansha's movement range.
Upper left village: Emerald Sword
Village to the left of Clansha: Defense Card
Upper right village: Mahamut (Wizard) joins your party.
Reference: 2000G bonus for clearing in 16 turns
Difficulty: Another: After getting close enough, a Deathbringer will be positioned north of the castle gate, and the surrounding Bishops will be holding Sun Medals.

Chapter 19: Macan's Treasury
It would be best to split your forces into two groups: one to fight Craig and his formidable enemies on the north side, and the other to eliminate the shooters by making their way through the city.
The northern side will immediately lead to battles with formidable enemies, so be sure to allocate many of your ace units there.
Instead of fighting all five of them at once, it's possible to lure them out a few at a time, so aim to take them down one by one.
Be careful on the northern route, as you risk losing the top right treasure chest to thieves if you don't hurry.
When you open the door to the room where Kys is, heavily armored soldiers will appear from the stairs.
He possesses three types of special attack weapons, so be careful of those as well.
There aren't many troublesome enemies on the south side, so try to eliminate any shooters that might interfere with the fighting on the north route as quickly as possible.
Village to the right of the arena: Red Special (Shalka's Axe)
Top right treasure chest: Demon Power Gauntlets (Strength +2)
Five treasure chests in the treasure vault: Proof of Training, Speed Card, 7000G, Halberd, Griffithbeak
Reference: Clearing in 12 turns earns a bonus of 4000G, clearing in 18 turns earns a bonus of 1000G.
Difficulty: Another: The wealthy merchant Zoltan is located in the bottom right.

Chapter 20: Battle on the Plateau
Use fences and narrow paths effectively to intercept large numbers of enemy units.
Fortunately, there are no enemy flying units, so I think we can fight if we block off key points from a flat perspective.
However, since reinforcements won't stop until you defeat Generals Gareth and Wallace, you'll ideally want to finish them off by turn 10, when the Gatlantis start to move.
First, let's focus on attacking General Wallace in the center right, using the Astian main force as our main attacking point.
The Adamas Shield, which you can obtain by visiting the hidden village, is a valuable item for flying units because it nullifies special attacks.
Depending on your forces, it would be best to wait until General Gareth and his troops in the upper left corner have joined forces with the main Astian army before attacking.
If you have the resources, I think it would be a good idea to attack Gareth and Wallace at the same time.

When the Gatlantis charge on turn 10, I find it easier to fight if you make the area near the fence on the right side of the center your main battlefield.
If you block off the area around the fence with heavy knights, the cavalry will try to infiltrate through gaps in the forest.
If we intercept them in this area, we won't be surrounded by a large number of enemies, making it easier to carry out the interception.
While the Cataphracts are formidable opponents with their strong defenses, the Cholni Ritzal are on a whole other level of strength.
Instead of engaging in close combat head-on, it's better to attack with magic from behind large rocks or fences.
Since Gatlantis are immune to ranged attacks, it's best to take them on with a tough ace who can use an axe.
To avoid being pursued, it's also effective to strengthen your allies with spells like Haste.
Village in the center right: Adamas Shield (Speed -4, Defense +2, No Super Attack)
Reference: 17 turns for a 1500G bonus, 15 turns for a 2500G bonus.
Difficulty: Another: A Wyvern Knight wielding a Golden Dragonfly is positioned in the upper right (100% bow evasion).

Chapter 21: The Last Trooper
This map requires you to defeat the boss before the 15th turn, when enemy reinforcements, including Miraka, appear.
To proceed to the boss, you must press a switch from the outside to open the door.
Since the door only opens while the switch is pressed, and reinforcements appear from the stairs near the switch, it's best to open the door at the necessary time and move away from the switch once Astian and his group have passed through.
(By the way, reinforcements that appear when you press the switch give zero experience points.)
It's best to calculate the necessary forces to defeat the boss in advance and carefully select which troops to send forward.

First, let's use our main force to intercept the cavalry coming from the bottom right of the map.
At the same time, be prepared to deal with the flying units approaching from the upper left of the map.
Regarding this flying unit, I think we can completely shut down everyone except the commander with a preemptive strike if we have Shadi waiting behind a wall.
After dealing with the attacking enemies, we'll move on to eliminating the waiting enemies and operating the switches.
There are many enemies inside that will attack from a distance, so wait near the wall to lure them out and eliminate some of them from the outside as well.
The boss, Ranaria, is equipped with a powerful spear, making the battle difficult for Astian, who can only attack with a sword.
It would be a good idea to bring along an axe-wielding or magic-using ace.
Village in the lower left: Azura's banner (All allies on the map gain +10 accuracy, +1 attack and defense)
Village in the lower right (towards the left): Life Card
Village in the lower right (towards the right): Holy Knight's Spear
Near the center, to the left of the Sword Master holding Nodachi, there is a treasure chest containing a Staff of Extra Action.
Treasure chest to the lower left of the boss: Staff of full recovery
Reference: Clearing in 15 turns earns a bonus of 2500G, clearing in 16 turns earns a bonus of 2000G.
Difficulty: Another: The ninja in the upper right has the Crimson Bee (Critical Hit +50, Critical Hit Evasion -50).

Chapter 22: Staining the North Sea
This map requires you to have someone waiting on the red switches at the top and bottom exactly on the 10th turn.
Note that the gameplay continues even after you press the switch.
We have quite a bit of time in 10 turns, so let's push forward little by little towards the right side of the map.
Enemy reinforcements continuously appear from the far right, so if you don't deal with them quickly, the number of enemies will keep increasing.
The reinforcements will stop arriving a few turns after you press the switch, so instead of heading straight for the boss after pressing the switch, deal with the reinforcements until they subside.
On turn 6, three ninjas will appear from near the top and bottom starting points.
Be careful not to focus too much on the right side, as this can leave you vulnerable.
The boss, Red Shark, is a tough opponent, but you can easily defeat it by concentrating range 2 attacks on it while it's equipped with the range 1 Tempest.
Reference: 1500G bonus for clearing in 17 turns
Chapter 23: The Sword that Divides the Sea
First, let's head over and take down the white and black sharks on the upper and lower sides of this shore.
The subsequent battles will proceed as follows: heavy knight units from the central area, cavalry from the lower area, and flying units from slightly below the center.
Let's quickly finish the battles in the upper and lower areas and prepare for the battles in the central and lower areas.
Around the second turn of the enemy, a path will appear in the sea to the right of your castle (center of the map), and the enemy will begin to advance.
There is still some time before they cross over.
I mostly left it up to Namis, but if you don't control the number of people being attacked by the enemy, you're likely to get wiped out.
On turn 4, the Halder Pirates will arrive from the south of the map as allied reinforcements.
They're not particularly powerful as combatants, but let's use them to shield the enemy.
On the enemy's fourth turn, a path will open in the sea at the bottom of the map, and cavalry will approach.
However, on the very next turn, the fifth turn, the Underground Kings appear from a cave in the lower left corner as reinforcements to help you.
By joining forces with the Halder Pirates and the Underground King's Army, we can handle the situation even with a small number of allies.
If you have the resources to intercept the central heavy knights, it might be a good idea to send them here instead.

The Dragon Knights will advance on the enemy's 8th turn.
Also, be aware that one ninja will appear from each of the caves in the upper left and lower left of the map.
Aside from their captain, Halford, the Dragon Knights can sometimes be completely shut down by Shadi, who has the First Strike ability, or by mages equipped with both First Strike and Aerial Blade.
I was able to completely shut them down with Namis's Aerial Blade, which I had almost mastered to get the first strike.
Once you defeat the three Iron Demons, Miraka and Clansha will retreat, and you will clear the stage.
Treasure chest at the top center of the map: Shield Spell Staff
Treasure chest at the bottom center of the map: Spark (a powerful axe usable both at close range and at close range)
Reference: 5000G bonus for clearing in 10 turns
Final Chapter: The Sword King of the Setting Sun
Although the number of enemies is small, each one is an extremely formidable opponent.
They will actively approach you, so be sure to eliminate the enemies as they get closer.
If you take too long to defeat them, they will join forces with subsequent enemies, making it impossible to avoid taking damage.
Since this is the final map, I think it's necessary to be prepared to attack even if some of your teammates get injured.
Be careful, as Miraka will always counterattack at any range.
It's not that only Astian can defeat him, so let's all work together and launch a concentrated attack.
Be careful, because if you take too long, the healer remaining in the back will heal you.
Difficulty Level Another: The 12 Demon Generals have acquired individual skills and are strengthened.

- After clearing the game

If you start over after clearing the game, you can use your clear points to start with powerful items.
Be careful, because if you finish shopping using points and then end the game without saving, even if you select to start over, the points will be considered used, and you won't be able to return to the shop screen.
*Added in May 2026
With the update, you can now select the "Another" difficulty level from the second playthrough onwards.
New enemies, items, and class change options have been added.
Unit usage impressions, first playthrough, difficulty: Standard (spoiler alert)
*Please consider the user experience as just one opinion.
Most of the old injuries were sustained in the final chapter, and at the start of the final chapter, only Sheik has one old injury and Yangyang has two (a mysterious display of vanity).
I think they used a special medicine, but I remember that Selenium and Tita each got their old wounds reappeared once.
Astian

Because of the support effect provided by its charisma ability, this unit tends to stay on the front lines as much as possible, making it easy to level up.
While not incredibly powerful, it can play an important role by utilizing its stock to flexibly use special attack weapons as needed.
To be honest, he didn't have many particularly memorable performances, but he gave the impression of being able to compete evenly in any situation.
Since this unit has many opportunities to be deployed, you'll want to actively use its dedicated weapon and level it up from the early stages of the game.
Gunbolt

This heavy knight's defensive capabilities increase dramatically, so it can survive even if used carelessly as a tank.
Since its speed is low, it's difficult to pursue the enemy, but I want to aim for massive damage by utilizing special attack weapons.
Furthermore, equipping them with weapons that can be used both at close and long range, and having them wear down the enemy with counterattacks, is also an important role.
My magic defense has improved more than I expected, but I'm still weak against magic and special attack weapons, so I need to be careful about the enemy's equipment.
·dolly

He's a valuable archer and one of the original members.
Its low speed makes it difficult to pursue opponents, but its high strength means you'll want to increase its damage output with high-attack equipment such as a Great Bow.
Its magic defense is practically nonexistent, so it can easily be defeated if targeted by mages. Caution is advised.
Since I hardly used any other archers in my playthrough, I was able to monopolize and use the valuable bow equipment.
・Zank

Although its speed was low, its strength, defensive ability, and mobility were high, making it useful in a variety of situations.
He can be the vanguard, the tank, or even a solo skirmisher—he's got it all.
Before class change, you can only equip spears, but after becoming a Cataphract, you can also use axes, expanding the range of enemies you can deal with.
I often used him in conjunction with Leroy, who provided support effects.
Leroy

In the free version, I was demoted to the second string midway through, but this time I fought alongside Zank on the battlefield until the very end.
His skill and speed are high, but his strength and defense are lacking.
It's a good idea to equip them with items that increase their attack power to compensate for their low strength.
Unlike Zank, the fact that he can use two types of weapons from the start is an advantage.
Furthermore, after class change, it becomes possible to move again, making it easier to use.
Tita

Since it's one of the earliest magic units available, I think many people will continue to use it.
While its stats make it extremely vulnerable to damage, magic itself is quite powerful in this game, so I think there will be plenty of opportunities for it to shine.
Because of its high speed stat, it had many opportunities to activate its multi-hit skill, giving the impression that it had a high chance of instantly defeating enemies.
・Valtina

Like Astian, this unit is appealing because of the support effects it provides to allies through its command skills.
To make the most of her high magical power, all the magic swords were given to Valtina.
My impression is that this unit is well-suited to fighting from a position slightly behind the front lines, and I used it to finish off enemies that I hadn't been able to defeat, or as a magic attacker.
·seek

Before I knew it, I'd been perfectly present since joining, and I'd been used not only for lockpicking but also in a lot of sword-fighting-like roles.
At first glance, you might think it's a thief-type unit, but in reality, it possesses combat abilities similar to a swordmaster, making it a valuable asset in battle.
Since he often goes to open treasure chests and doors on his own, I used the movement speed-boosting card on him, and I think that was the right decision.
While ninjas can use magic, their magical power isn't very high, so I think it's more of a bonus feature.
・Selephia

She remained a valuable professional healer until the very end.
Since Dadalion's magic power is low and he's not very effective as a healer, I think many people used Selephia instead.
After changing classes, you gain the ability to use offensive magic, but your stats aren't suited for combat, so you'll likely get defeated quickly.
Its skill that grants magic defense to surrounding units is also useful, making it a unit that can easily be used to create a wall to intercept enemies or to provide support in boss battles.
・Shalka

This unit has performance specialized for offense.
There are plenty of exclusive weapons, and axes come in a variety of types, including ranged and special attack weapons, so they were quite useful.
He's not particularly tough, but he gives the impression of being a reliable attacker who can somehow hold his own even against swordsmen at a disadvantage.
Dadalion

I chose Selephia as my healer because of her visual appeal and performance, so I didn't use Dadalion.
If you change classes, you'll become a Templar capable of close combat, but I get the impression that having a pure tank and healer is sufficient.
·selenium

Since it's a flying unit that joins your team early in the game, if you can level it up quickly, it can be very useful in various situations.
Thanks to their skills, they grew quickly and were very effective until the very end.
Since the Aerial Knight can move again after CC (Critical Boost), it was very useful for eliminating enemy shooters and then safely escaping out of their range.
Although it's relatively small in stature, its speed is exceptionally high, making it easy to follow up attacks even with somewhat heavy Great-type weapons.
I think using a card that increases her movement speed would be a pretty good idea.
・Ruki

While she's slower than Tita, she's a magic-tank with extremely high magic power and magic defense.
Furthermore, despite being a lower-ranking class, their ability to use staves made them extremely effective as a second healer.
Dark magic is heavy and difficult to use, but it can be made lighter with skills, which is an advantage in that respect.
Since he can use staves from the start, his usability doesn't improve dramatically after class change, but his consistent ease of use from the beginning made him a reliable choice.
Maxim

Since I had already hired Shalka as an axe user, I figured this unit would be okay...
The Killer Tomahawk was powerful, so I gave it to Shalka.
For the next time I play, I'd definitely like to use Leviathan again, visually speaking.
I find him very likable as a person (a strange compliment).
Almagita

Although it's less powerful than the Gunbolt, its high speed makes it a tank capable of pursuing opponents.
Its defensive capabilities are not inferior to Gunbolt's, so depending on how it grows, I think it could become a superior version of Gunbolt.
Although he's small in stature, he can eventually use three different weapons, so you'll want to equip him with them so he can launch a special attack against any enemy.
・Corey

Their business acumen is exceptional, so I think they might be worth training for that alone.
The advantage of clearing stages quickly in this game is the bonus money you receive, which you can then use to shop at stores.
However, if you can shop at Cory's, you can save a lot of money without having to rush to complete the game quickly, so it might be a good option for those who want to complete it at a leisurely pace.
After class change, the Halberdier becomes immune to the anti-personnel special attack of the Shock Lance, and is also quite strong as a combatant.
I raised him using the free version, so I didn't use him in this playthrough.
Alexi

I hardly used him because he was an advanced class from the start, and there were already many axe users like Shalka Maxim.
・Nalmdat

I really wanted to grow it, but I struggled with how to manage it, and in the end I stopped using it.
Basically, I think it's best to use it primarily in battles against mages, but it often proved insufficient in battles against other types of opponents.
While it was fast, its small physique seemed to hinder its ability to launch effective follow-up attacks.
Kiss cut

I didn't use this unit much because I had completely used up my Seek ability.
If you haven't collected enough magic keys, you might find it difficult to retrieve treasure chests without using both Sheik and Kisscut.
・ Zenoa

I didn't really use Zenoah either.
Astian was always deployed, and there were also Sheik and Leroy, so the demand for sword specialists was low.
Furthermore, the low skill level meant that the Horse Splitter only hit 70-80% of the time, which was a significant drawback.
Martina

To be honest, I considered swapping him for Leroy, but I didn't decide to use him at the expense of Leroy, who has a support effect with Zank.
This is a unit that makes me want to try it out in the next round.
Harrier

I feel that mounted archers are a relatively rare unit type.
Although we didn't hire them, they have high skill and speed, making them potentially easy to use.
I get the impression that there aren't many situations where the skill of maintaining stability is actually useful.
It might be good to be immune to poison when you encounter something like Corruption.
Also, since his luck is relatively low, it might be useful in neutralizing special attacks.
・Yang Yang

He was very effective as a mobile defensive wall.
Although its magic defense is low, it had defensive capabilities on par with Gunbolt and Almagita, making it a reliable unit.
It was also useful when working together with Selene to collect treasure chests or to take out shooters.
While its low speed is understandable, it's a unit that deals heavy damage with each hit, so I didn't feel it was too much of a disadvantage.
Shadi

It proved useful in a few specific maps.
Thanks to the powerful skill of "First Strike," if the right special weapon and terrain conditions were met, I could single-handedly wipe out groups of enemies.
Specifically, this refers to a situation where the enemy is attacking from behind a wall.
If the opponent is an enemy flying unit, you can defeat them unconditionally; if they are a mage, you can defeat them with Magician's Bite; and if they are a cavalry unit, you can defeat them in one hit by equipping Griffith's Beak.
However, in situations other than those, Dory, with her superior strength and other abilities, would usually come out on top.
・Namis

Just like in the free version, its formidable performance when used alone remains intact in this game as well.
Because her life-draining skill allows her to recover half the damage she inflicts, she excelled in situations where she had to take on many enemies alone.
Its weaknesses include its relatively low luck, making it susceptible to critical hits, and its slightly inferior speed.
However, its magic power and magic defense are exceptionally high, so I think it's practically unbeatable against mages.
By teaching him the First Strike and Indomitable skills, he can replenish his HP more reliably and become tougher in critical situations.
Compared to the free version, it feels like it's lost some of its overwhelming power, but I still think it's a very strong unit.
・Strisser

At the time of his introduction, he seems to be a very strong swordsman with quite high parameters.
Like Alexi, I thought that since he's an advanced class, he might not level up that much, so I didn't particularly train him.
Chocola

Since it has resistance to swords, I think that if you level it up, you could fight against powerful enemies, including the final boss, with a significant advantage.
However, by this time, the regular lineup was pretty much established, so we didn't hire them.
Meegle

As a flying unit, it's a useful unit, though perhaps not as useful as Selenium.
Because of its reconnaissance skill, it provides an evasion bonus to all allies, so I think it's worth deploying even if it doesn't contribute significantly to the fighting force.
Leviathan

I haven't raised Leviathan yet, but since she has a preemptive strike skill, I think she has a lot of potential to be very useful.
Becoming a captain allows you to use swords, and axes are also a popular weapon for special attacks.
Even when attacked by the enemy, it can strike first and counterattack (and has a multi-hit attack ability), so I feel like it could be quite effective even against groups of enemies.
・Mahamut

Since this unit joins your party towards the end of the game, I didn't bother training them.
Since there's a skill that doesn't consume up to two uses, I think it's a good idea to have them use valuable long-range attack magic like Meteor, which they have from the start.
Unit usage impressions (2nd playthrough), Difficulty: Another mode (includes impressions, spoiler warning)
*Article is currently being written.
For my playthrough on Another difficulty, I decided to use units that I hadn't used in my first playthrough.
While there are a few exceptions, I will describe my experience using each unit in order.
The class change options I've chosen are mainly those added in Another, but not all of them.
On my second playthrough, perhaps due to being more familiar with the game, I was able to complete it more smoothly than the first time.
Especially since I thoroughly farmed the bosses in Chapter 5, completing the main story became considerably easier.
The added enemies didn't significantly change the difficulty level, but many of the added accessories were quite useful.
The training badges, in particular, were very useful when training lower-level classes.
Furthermore, many of the new classes added in Another were very useful, and the overpowered gameplay that was thought to be difficult was possible at key moments, which was very satisfying.
The replayability elements in this game, like the "Another" mode, were enjoyable because they provided motivation to play it repeatedly.
Astian

The protagonist becomes significantly more powerful and easier to use from the first playthrough onwards.
The new Class Change destination, Great Lord, is incredibly powerful, and the fact that it can use all weapons except bows is fantastic.
I often fought using magic because spells with a range of 1-2 were very convenient.
Since you can also use a staff, it was good to have a way to level up even if you grew too strong and it became difficult to gain experience points from enemies.
It showed remarkable defensive growth, and its skills further neutralized suicide attacks, making it possible to send it in alone without fear of suicide weapons and unleash its full power.
I had him use the doping item that increased his movement speed, and I think that was absolutely the right decision.
Ultimately, I also taught it the preemptive strike skill, which made it practically invincible.
I think it's fair to say he's the MVP of the Another difficulty level.
・Selephia

I used this character in my first playthrough as well, but I included them again because I needed a healer.
In this playthrough, I used Valkyrie's crowd control ability, and she proved useful as a mobile healer.
Since I didn't use Valtina this time, I gave the magic sword that I had given to Valtina in the first playthrough to Selephia and fought in a similar style.
The ability to move again makes it very convenient to use, and the skill that increases accuracy across the entire map is a welcome addition.
Dadalion

Although her low magic power made her difficult to use as a healer, after class change she became a tough tank and healer, providing stable support to the front lines.
While her healing output is low for a healer, this can be compensated for by equipping her with a Staff of Great Healing.
Because its skill halves magic damage, I could confidently deploy it on the front lines as a unit strong against both physical and magical attacks.
Alexi

Although it didn't make it to the final stage, it supported my army, which had many units before class change, during the early to mid-stages.
Although it's an early-stage advanced class, its growth rate wasn't bad, and it performed well with its high attack power.
His techniques are somewhat understated, but his physique and speed are excellent, allowing him to handle heavy and powerful weapons effectively.
Compared to Maxim, who had been thoroughly trained in lower-ranking positions, I inevitably fell short, so I decided to make way for younger generations.
Kiss cut

Since I didn't use her last time, I decided to use Kisscutt as my main thief this time.
I changed her class to maid with the aim of specializing in support rather than combat.
I occasionally participated in battles using lucky daggers and shurikens.
Like Dadalion, he has low magic power, so I think it would be good to give him either a staff for great healing or a staff with an effect that doesn't depend on magic power.
Shadi

This is the ace unit for archers.
In the first round, its preemptive attack skill was strong, allowing it to shine in certain situations, but in the second round, I used it as a regular member of my team.
The ability to move again was incredibly convenient, and I equipped it with a special attack weapon and used it to slaughter all sorts of enemies.
Archers don't have a special attack against heavy armor, so they struggled against heavily armored units. However, after class change, equipping them with an estoc allowed them to counter this and gain an advantage against any enemy.
・Corey

Before CC, his abilities were average and unremarkable, but he steadily improved while maintaining that balance, and eventually all of his abilities reached a high level.
The fact that they are immune to infantry attacks and can use halberds for cavalry attacks made them a reliable force against cavalry.
On the other hand, enemies who use swords, which are advantageous in the rock-paper-scissors system, generally have high agility, making it difficult to pursue them, so I didn't really get the impression that I had an advantage.
・Nalmdat

Although its low HP and stature are drawbacks, it proved useful from the early stages of the game as an attacker capable of using both swords and bows.
It was reassuring to know that I could confidently charge into battles against mages because of its high magic defense.
His small stature is a drawback, but his high base speed means he should be able to handle heavy weapons reasonably well.
Maxim

The appeal lay in using brute strength and physique to overwhelm enemies with powerful weapons.
However, since its speed isn't very high and its defense is also low, it can't withstand enemy attacks very well.
I often played the role of finishing off any enemies that the vanguard missed, staying a step back from the front lines.
If I had to choose, I'd say I found Sharka easier to use.
If I had made him a warrior and given him the ability to use a bow, he might have been a bit more versatile.
・Strisser

He has grown into an attacker with extremely high offensive capabilities.
Like Alexi, he was introduced as an early-game advanced class, but he remained one of the strongest attackers until the very end.
With high skill and speed, you can unleash a series of attacks with a high critical hit rate, defeating many enemies in a single battle.
I think it would be even more stable if you equipped it with a weapon that has a high critical hit rate.
Like Narmudat, it has high magic defense, making it unparalleled against mages.
Since he has a decent amount of magical power, he's not a bad match for magic swords.
・ Zenoa

Although I had tried to train him, I was worried about his toughness, so I had him fight from a distance, just like Maxim.
The rage skill is powerful, so I'd like to use it when counterattacking, but it's difficult because I don't want to be attacked by enemies in the first place.
Harrier

Compared to Shadi, his stats and skills aren't particularly impressive, but the fact that he's a mounted archer who can move again makes him quite useful.
Since their strength is somewhat lacking, it would be a good idea to equip them with weapons that have high attack power, such as a great bow, to take advantage of their physique.
Martina

Like the Harrier, it's a unit that's a bit lacking in power, but it can fight reliably.
It's convenient because you can switch between swords and spears right from the start.
His defensive capabilities are quite high, so he can hold his own in the attacking third as well.
The maid outfit for the new CC would suit her, but I decided against it because it would clash with Kisscut.
Meegle

Like Selenium, its combat-related parameters have grown significantly, making it a powerful flying unit.
While Selene's advantage lies in her innate skills which allow her to develop quickly, Meegle's biggest advantage is her ability to boost everyone's evasion with her skills.
It paired well with the "Ring of Inspiration," which is exclusive to Another mode, allowing me to safely take down the shooters.
Leviathan

If Astian was the MVP of the Another difficulty level, then I think she would have been the runner-up.
With the addition of the Vice Admiral class, magic becomes usable, which I felt made the preemptive strike skill much more effective.
This unit excelled at taking on multiple opponents alone, for example, by equipping groups of flying units with suicide attack magic and employing a mine-based strategy.
Since it's not as tough as Astian, I feel we need to be a little careful about it getting beaten in a slap.
Chocola

Since I made Cory a Halberd, I had Chocola become a Wyvern Knight.
The lack of repositioning is a slight inconvenience, but it proved to be a valuable second flying unit.
While it has a unique appearance, I think it will be a unit that can play a solid role no matter which CC (Charge Change) you choose.
Thoughts and screenshots included (contains spoilers)
I'll write about the scenes that left a lasting impression on me during my playthrough, along with my thoughts and feelings about them.
This contains many spoilers, so please be careful if you haven't finished the game yet.

I was surprised to find that the enemy status descriptions, which I opened without much thought, weren't generic sentences but individually written for each enemy.
Some of the clues offer hints for strategy, others reveal the individuality of the units, and still others allow us to imagine their backgrounds, making it fun to check each map.

This game features a very large number of pre-battle conversations.
Since you can't save mid-battle, it's difficult to try out various battle combinations, but it's fun because unexpected results can occur even with unpredictable combinations.

In the early stages, it was convenient to be able to check the lineup of shops on the information gathering screen.

Shalka is constantly being told that she's disgusting.
It's funny to be called a kid by Selephia.

The Gatlantis's design instantly makes you think it's going to be an enemy.
The polite tone of voice is what makes it so unsettling.

At this point, Dadalion is not expected to initiate an attack, so the only way to trigger the conversation is for Maxim to attack.
I was surprised to see such an obscure combination chosen.

The relationship between Selene and Corey is so sweet and innocent.
I like Selene because she's cute and strong.

Although the NPCs are trampled upon, each one has a description, which gave them a human touch.

A troublesome named enemy that you'll encounter many times.
I've been strangely impressed by it because it always drops a good weapon.

Shalka casually makes another remark that is likely to annoy the other person.
Perhaps his unwavering commitment to his desires is something he inherited from his mother.

I was surprised again because my memory of the free version had faded, and I didn't realize it was like this.

I admire this priest's ability to maintain a balance, not just remaining completely neutral, but also being able to act as a counterweight to the opposite side.

Malpus appears as a general of the Empire.
He has intense eyes and is a little intimidating, but he's a character I like because he's cooperative in many ways due to his position.

It was a real struggle to stop the "absolute killer" from heading towards Malpas.
If only he weren't around, our Imperial allies would have been fine without any problems.

For some reason, this king's armor looked like bikini armor to me, and it left a very strange impression on my mind, making me think he had some kind of unusual taste.
sorry.

I love the pre-battle conversations with your sworn enemy.

Rodard conveys what could be considered the main theme of this work.
I'm glad I was able to be there for my father when he passed away.

Sheik is told that he seems to have few supportive relationships, and he tear up, saying that it might be true.
Sheik usually comes across as cool and composed, but he looked a little cute in this scene.

Astian seemed timid at first, but now he can speak confidently, which shows how much he's grown.
This smile is lovely.

Selephia is the target of creepy people's obsessive attention.

It was kind of funny to see Shalka, who Selefia finds the creepiest, acting like her boyfriend.

The internal conflict ended, and the story escalated to a powerful external attack by the strongest enemy, which was very exciting.
In fact, this enemy is far stronger than any we've faced before, which heightens the tension with the narration.

I had completely forgotten about it, but these reinforcements were a great help at this point (including the King of the Underworld).
I felt bad about only being able to block arrows, so I wanted to heal him, but I couldn't target him with my healing wand.

A person who says, "I don't believe in an afterlife; death is the end,"It wasn't the end.That's ironic.

Duke Rodar said it was okay to make mistakes, but if those mistakes were fatal, there was no going back.
Perhaps only those who strive to be better will have that chance.

Shalka has always had a boyish way of speaking and behaving, but when you talk to Milaka, you really get the feeling that he's still a child.
It seemed like a typical scene: a rebellious teenage son fighting with his mother (though this time it was a fight to the death).

The "Val" in Valtina's name was probably taken from her parents' names.
I don't know the exact circumstances, but I can imagine various possible backgrounds.

I think Miraka is the kind of person who believes that power is everything, but that's precisely why I think it's consistent of her to gracefully accept defeat when she's defeated by someone stronger.

The way she says "W-what should I do..." while blushing is really touching.
I'm glad I was able to propose to Valtina, who had always helped me, with such straightforward words.
Wishing you happiness!
A compilation of gaming-related articles featured on this blog.

Screen size is simply a matter of user preference.
This is because whether you make it larger like in this game, or smaller and increase the resolution like in previous games, the dissatisfaction will never be completely eliminated.
I agree.
Whether the map is displayed large or small, as long as the area of the map that can be viewed without scrolling remains the same, I think it's a matter of personal preference.
It probably depends on the size of the monitor the player is using.
I felt that the map was displayed quite large in this game, so if it's possible with the tools, I wrote that I would be happy if the map area that can be viewed at a glance could be widened in exchange for a smaller display size, as this would reduce the frequency of scrolling.
I believe that expanding the displayed map area is a matter of convenience, not a matter of personal preference.