"New Theory Magical Girl+", an enhanced version of the free SRPG "New Theory Magical Girl", has been released.
This time it's paid software,An alternate story mode with Adrena as the main character has been added.
If you enjoyed the free version of "New Theory Magical Girl," I'm sure you'll enjoy this one too.
If you haven't played "New Theory Magical Girl," why not try that first, and if you enjoy it, then consider buying it?
This article will focus on the additional content, "Adrena Chronicles."
For more information about the main story of "New Theory Magical Girl," please see the separate article.
Additionally, the table of contents includes the names of the stages and the characters who become your allies.
Please be aware that this may not be suitable for those who do not want to know before playing.
New Theory Magical Girl (Free Software)
New Theory Magical Girl+ (The free version with "Adrena Chronicles" added)
(As of May 2020, the price is 1320 yen including tax.) If you purchase through this link, I will receive a small commission.
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New Theory Magical Girl: Impressions and Strategy (Simulation RPG)
Game Overview
The game has 40 episodes in total, and the completion time was approximately 30 hours.
The gameplay is just as engaging and enjoyable as the main story.
I think beginners to SRPGs will find it difficult to play.However, this shouldn't be a problem for anyone who has completed the main game on "Real" difficulty.
むしろ本編で慣れている分、アドレナ戦記は余裕をもってプレイできるかもしれません。
Just like in the main story, each character has their own unique personality, and it's very enjoyable to watch their interactions.
The group of friends keeps growing, and although there are many characters, they all seem to be acting with vitality and purpose.
This work features a parallel-world scenario where the problem is resolved without turning Earthlings into Magicaloids.
Even if you've played the main game and already know the background of the incident and the mystery of the bio-monsters' appearance, the completely new characters make it feel very fresh.
It's particularly interesting to compare the endings while paying attention to the differences from the original story.
Many of the Earthling members who didn't become Magicaloids also make appearances, which will surely bring a smile to your face.
Strategy techniques, etc.
Basic tactics
Those who haven't completed the main story in "real" terms might find it difficult to grasp the gameplay.
The important information is written in the "SRPG Basics" section of the game's help menu.
The most important thing is to avoid being attacked at all costs.
Therefore, I think it's important not to take on a large number of enemies at once.
Being surrounded by enemies from all sides makes it difficult to respond, so let's take the initiative, attack from our side, and change the battlefield to avoid being surrounded.
In that situation, it's important to be careful to prevent slower teammates from becoming isolated.
If there are many enemies, you can intentionally place a sturdy allied unit within the enemy's attack range to weaken them with counterattacks, allowing you to eliminate many more enemies on your next turn.
The concept of combat
In this game, it's crucial to consider how to efficiently eliminate enemies using your limited MP.
MP is also used to restore HP.
As I've said many times, the important thing is to defeat the enemy without taking any damage.
Sometimes, using powerful techniques without hesitation to defeat enemies can actually help you conserve MP in the long run.
Focus on actively targeting weak points and dealing significant damage with minimal MP.
While it's certainly important to conserve MP for units used to attack bosses, it's crucial to use all other units aggressively.
The most important thing to avoid is having a unit with plenty of MP remaining get defeated.
Losing multiple units early in a stage can be particularly devastating in the later stages.
Units that have run out of MP can be effectively used as decoys or to deliver the finishing blow.
Then, move the units to protect any units that still have MP remaining.
(It's unfortunate, but that's the difficulty level, so there's nothing we can do about it.)
About the nest
This is about the bio-monster nests that are placed on the map from the mid-game onwards.
Reinforcements will appear as turns pass, so it's important to destroy them as quickly as possible, even if it means taking some risks.
If a boss-level enemy appears as reinforcement, you might run out of MP and have no means of attacking, leaving you helpless.
Let's use our powerful special moves to advance quickly and destroy the nest.
If you proceed too slowly, you'll end up with an irreversible situation, but once you destroy the nest, you can take your time and conquer the rest.
The Recommendation of Auto-Heal (Again)
As I mentioned in the main game's walkthrough, the auto-heal ability, which automatically restores HP without using MP, is extremely useful.
In my case, I mostly use my credits for auto-healing until about the mid-game.
Equipping this to a highly durable attacker reduces the need for healing after luring or damaging enemies.
In this game, where enemy attacks are powerful, you'll want to heal your HP as soon as it drops even a little, but if you do that, you'll never have enough MP.
To put it extremely, if there's a possibility of being counterattacked when attacking an enemy, I'd want to give every single unit an auto-heal ability.
By rotating between units equipped with auto-heal to act as tanks, and switching them out again when their HP has naturally recovered, you can further save MP.
The following units are those that I found to work well with auto-healing:
Adrena
When you enter the enemy's attack range to whittle them down, it's easy to counterattack with water projectiles that have a range of 1-3.
By using water projectiles to counterattack and weaken the enemy, you'll have more enemies that you can finish off on your turn, making it easier to eliminate them.
Rather than being a pure tank, this character is positioned more as a damage dealer, but it's a very efficient combination for combat.
・Eldopa
With its high durability and mobility, it can do anything: act as a decoy, a damage dealer, or a vanguard.
To conserve MP, I don't want to use anything other than melee attacks when counterattacking, but I often end up using quick attacks and the like.
I've compromised and decided it's okay to use up the remaining MP that's a multiple of 7, which is the MP cost of the Tachyonic Blaster.
Dopam, serotonin
Both of them have powerful arm swords despite having no cost.
Having these two on the front lines significantly increases the overall stability of the unit.
E3, Melaton
Because there are no restrictions on movement and their ability scores are high, they tend to rush ahead and end up isolated.
However, with auto-heal, the effort required for healing is reduced, making it a more user-friendly unit for skirmishes.
The Recommendation of Harmonience
Besides Auto-Heal, another item I found useful was Harmony.
It is a parameter that has few means of being increased.You can increase your "movement speed".Therefore, depending on the unit, it becomes considerably easier to use.
The main targets are front-line characters with a movement speed of 5 and a relatively short attack range.
・Lenny
Since many of the attack methods have a range of 1, they often fail to reach the enemy when you need them most.
However, strengthening your movement speed will make it easier to approach the boss.
・Oxyto
Like Lenny, I want to use Shield Break, but sometimes I lack the movement speed when it matters most.
Improving your abilities will increase the range of your shield break to 3, but increasing your movement speed will make it even more useful.
・ Rufin
This character is tough and useful as a front-line fighter, but their movement range of 5 makes them difficult to use effectively.
However, being able to increase its movement speed to 6 made it considerably easier to use.
Cholesis
It has a movement range of 5 and a relatively short range.
Increasing movement speed makes it easier to position powerful map weapons effectively, allowing you to use them in optimal locations.
Stage-by-stage strategy notes (contains spoilers)
Early game strategy
For episodes 1 through 8, you should be fine as long as you understand the basic tactics.
In short, the important thing is to defeat the enemy while avoiding their attacks as much as possible.
In my case, I equipped the tough Eldopa, the fuel-efficient Dopam, and Adrena, who has a cost-free indirect attack method, with auto-heal and had them handle the front lines.
When you have the opportunity, you can intentionally position your units within the enemy's movement range to chip away at their health during their turn, increasing the total damage you deal to them.
Humanoid enemies will start appearing from episode 9 onwards, so conserve Oxyto and Lenny's MP during battles against weaker enemies.
As your forces grow, you'll be able to use tactics like sacrificing units that have run out of MP to whittle down the enemy or using them as decoys.
Below, I'll write some strategy notes starting from episode 12, which I feel is getting a little more difficult.
Episode 12: Showing Off
Since Oxyto will leave the battlefield on turn 8, I played with the intention of engaging the closer humanoid on the right as soon as possible, involving Oxyto.
For the humanoid enemies at the top, try to finish them off with Eldopa if possible to earn a bonus.
Since there are many enemies, be careful of your MP as you progress.
Mew has fairly strong close-range attacks and can recover MP on her own, but since I want to use her all-out attack as much as possible, there's a dilemma in that I can't afford to slowly recover MP.
Episode 13: Underground Exploration
It was a battle where we didn't have much room to maneuver.
A large enemy force is advancing from the rear, so we need to advance as quickly as possible, but cautiously.
Once we reach the target line, we must be prepared for some casualties and forge a path forward.
Looking back after clearing the area, I realized I had plenty of time to spare against enemies approaching from behind.
The second humanoid enemy can be defeated without actually killing it, depending on your marching speed, so I think it's okay to attack Oxyto and Lenny to some extent, treating them like weak enemies.
Use the Sentry Robot's MP recovery potion early on units with long-range, powerful attacks.
Episode 14: Repaying a favor isn't easy.
The enemies in the initial positions won't move unless you enter their attack range, so lure them in little by little and defeat them.
If you equip the character you're using to lure enemies with auto-healing, you'll have less trouble with unnecessary healing.
Two humanoid and two centauroid creatures will appear on turn 6, so you'll be in trouble if you don't have countermeasures in place.
If Dopam can use Full Power Slash, I think it will give you a little more breathing room.
From turn 7 onwards, the enemies that were initially positioned will gradually start moving towards you, so you need to be careful not to get surrounded all at once.
Since it's difficult to fight multiple humanoid and centaur-type enemies at the same time, you can use a unit that has run out of MP as a decoy to lure the enemies in a different direction from your main force, thus dispersing the number of enemies that come at you at once.
Episode 15: A Battle for Freedom
We will start from a state of division.
Both units proceeded straightforwardly, heading towards the upper right where there were fewer humanoid targets.
Let's stick to the basics and lure them out little by little, defeating them one by one.
Episode 16: Exploration Ability - Part 1 & Part 2
We will divide the unit into groups of 10.
The first part has one humanoid and one centaur-type enemy, while the second part has two humanoid and two centaur-type enemies, so allocate your resources to the second part with an emphasis on firepower.
However, in the second part, Adrena Epineph Mochiri will arrive as reinforcements from the top of the map.
The main obstacle to clearing the first part within 10 turns is the enemy located in the upper left corner of the map.
Since they are slow to start moving naturally, use a character that can move regardless of terrain and provoke them early on, even if you don't intend to defeat them (they will come towards you once you enter their attack range).
In the second part, we'll have reinforcements from Adrena and her group, so we shouldn't have too much trouble.
Episode 17: Mystic
This is an event.
It's hot.
Episode 18: Chatting
There's only one tough humanoid enemy, so this stage offers a bit of a breather.
Enemies still emerge from the nest, but it's not difficult if you proceed slowly and without panicking.
Take down the red rats before they attack you.
Episode 19: Likes and Dislikes
Since there are three nests, more enemies will appear than what the initial layout suggests.
I have the impression that the unit on the right had a tougher time in the early stages.
If you follow the basics, there shouldn't be any problems.
The fish-shaped enemies are a bit tough, and they have good movement and attack power, so be careful.
Episode 20: Bio-Monster
A strengthened individual will appear from the nest on turn 19, but there is plenty of time.
Let's proceed slowly and steadily.
As the number of enemies increases, it's important to be careful not to use up too much MP early on and to prevent your allies from being defeated.
Episode 21 Review
While advancing along the cliffs is difficult, it's a good opportunity to disperse the enemy's flying and walking units, so let's make good use of it.
It's unpleasant when enemy reinforcements emerge from the nest, but rushing to destroy it quickly and increasing losses is also not a good idea.
Even if reinforcements arrive, take a positive view of it as an increased opportunity to gain experience points, and proceed steadily.
When dealing with enemies that use long-range attacks, try to counter them with long-range attacks as much as possible, and avoid charging in and becoming isolated.
Episode 22: Summer Vacation
Although it's inside a cave, the enemies' strength varies, and there are many weak individuals.
Since the enemy often attacks first, make sure to deploy your forces properly and intercept them.
In the second half, two humanoid and one centaur-type enemy will approach, but due to the difference in movement speed, you should engage the centaur-type enemy first.
Make sure to defeat the centaur-type enemies first, and then fight the remaining humanoid enemies two at a time.
Without thinking too deeply, since we now have more allies, we should be able to win the later stages by brute force.
Episode 23: Magicaloid Part 1 & Part 2
In the first part, there is only one humanoid enemy, but you will have to fight several enhanced individuals that emerge from the nest.
However, since the nest locations are concentrated and most enemies don't come towards you from the start, it's an easy map to fight on.
Avoid engaging the enemies on the left and right, and head towards the nest using the path in the center of the map.
In the second part, there is only one humanoid enemy, but there are many tougher enemies, including bee-type and snake-type creatures.
Let's proceed as usual, making sure to keep an eye on our MP.
Episode 24: The Defense Operation of the Bridge Town
I think this was the most difficult map we've ever played.
Of the four landmasses, all but the one on the far right faced tough battles.
There is a building on the second piece of land from the left.
Be careful not to go too far above the defensive line, as the terrain makes it difficult to move back and forth.
If the enemy gets inside our defensive line, we lose, but they won't necessarily prioritize invading as they advance south.
Therefore, I think you should fight as you normally would without being overly conscious of defense.
In this map, there are so many enemies to deal with that you don't have much time to worry about conserving MP.
Let's defeat them one after another without holding back.
Units that have run out of MP can be used as decoys to attract enemy attention.
It's a little cruel, but let's use this method to protect the units that still have MP left so they don't get defeated.
A variety of formidable opponents await you, including bee-type, human-type, centaur-type, and even variations in color.
Place your units while imagining which unit's skills will be used to take on which boss.
Episode 25: The Shattering Peace
There is only one nest, but enemies appear at a rapid pace.
Humanoid creatures also emerge from the nest, so a quick approach is required.
Episode 26: The Embodiment of a Nightmare
There are three nests, and humanoid and centaur-like creatures appear, so we can't advance at a leisurely pace.
The clear condition is to complete it within 20 turns.
Furthermore, since E3, Oxyto, and Adrena are absent, there are fewer means of attacking humanoid targets.
In my first playthrough, my army's advance was slow, and the enemy reinforcements arrived in large numbers.
As a result, I completely ran out of steam in the second half, leading to my first game over.
I'm glad that the one rematch I had as insurance came in handy.
In the second attempt, I didn't worry too much about taking some damage and focused on moving the defensive units as quickly as possible, aiming to destroy the nest as soon as possible.
Although the formation became quite long, we were able to destroy the nest before many reinforcements arrived, and surprisingly, the casualties were quite small.
Even with enemies still around, prioritizing the destruction of the nest proved to be the right decision.
The clear time was 10 turns.
Episode 27: A Substitute for an Arm
This requires a quicker completion than all the episodes, with the condition being to clear it within 12 turns.
However, there are only a few enemies, and only one of them is humanoid.
There are many nests, but they're not too far from the starting position, and you can clear the level by brute force.
Episode 28: The Forgotten Homeland
Demon-type enemies will appear, but the number of enemies isn't that large, so it's not too difficult.
In any case, since there's a nest there, it's still best to act quickly.
Episode 29: Mind Reading
Let's launch a quick attack on the nest.
However, if you cause too much damage, you'll run out of steam later on.
Episode 30: Rank B
Ignore the enemies in the back at first, and advance towards the entrance.
By turn 13, a large number of colored, enhanced individuals will appear, so you'll want to move Shiki to near the entrance by then.
If you're prepared to clear it at any time, it's perfectly fine to have everyone advance to the room in the upper right.
However, extremely powerful colored enemies appear repeatedly as reinforcements, making it virtually impossible to defeat them without shield break-type abilities.
You get a bonus of 500 for each enemy you defeat, and a bonus of 3000 if you defeat several (around 3?).
Those aiming for this should deploy units with abilities that lower the enemy's defense, such as Oxyto or Lenny.

I managed to defeat El-sama by the skin of my teeth after breaking her shield.
The "strange object" in the room you can slip into using E3 is Brain Assist 2, and the room in the upper right contains Subconscious Release.
Regardless of Brain Assist, I think you can ignore the room in the upper right.
Episode 31: Valkyrie
It's been a while since we've had a stage without nests, so I can take my time and clear it properly.
However, as time goes on, the number of enemies approaching will increase, so it's important to regroup with your allies and steadily eliminate the enemy forces.
On turn 8, two centaur-type enemies and one demon-type enemy will appear as reinforcements.
I thought there would be no reinforcements, so I wasted my MP recklessly, and it was a terrible mistake.
Episode 32 Sudden approach
Since our allies are scattered, let's position our main force in a location where we can engage the enemy quickly.
The demon-type enemies become less threatening if you use up a map-wide attack with a flying character or similar.
If you think of the Demon Type 2 as being just a tough humanoid, you shouldn't have too much trouble.
Retsu...
Episode 33: Sweeping Operation
I thought it would be a long battle, but it didn't take that long.
It is important to decide which nest to deal with and to advance as quickly as possible.
The Adrena closest to the enemy will head south along the path and be in charge of the two nests.
Let's split the main force into two groups: one heading towards the nest on the right, and the other towards the nest on the south.
Episode 34: Homecoming
The stage has changed, and they are fighting without their key players.
To defeat tough enemies like humanoid, demonic, and mutated spiders, calculate your MP in advance.
Since there are many guest characters, there are many units that can be used as expendable pawns, which might make the game easier in some ways.
The high-speed armored vehicle that you can control yourself is equipped with 10 potions that restore 2 MP, so use them frequently.
Episode 35: Counterfeit Goods
Sentry robots can be surprisingly troublesome because they sometimes reside in forests.
Since there are no nests, let's advance slowly and carefully rather than attacking recklessly.
Even if a large number of enemies attack, they won't be much of a threat if you use guest units to scatter their targets.
The goal is to defeat the boss, so when it approaches, unleash a concentrated attack on it.
Unless you break their shield or use a piercing attack, you won't be able to deal any significant damage.
Episode 36 Under the Death Sun
This map gradually inflicts damage in areas other than the forest.
This is a rare map where delaying the engagement of the enemy will reduce their health, which works to our advantage.
The limitations on the number of members that can be deployed, and the lack of healers, can have significant consequences.
There is a turn limit, but even if you don't attack first, the enemy will attack you.
It's best to stay put and fight near your starting position.
Reinforcements will appear several times, and on the 8th turn, two bosses will appear on the right side of the map.
At that point, Nuclea joins as reinforcements, and later Lenny and Norua also join.
However, there are also Type 2 Demon forms, so be careful of running out of MP in the later stages.
At worst, we can send in Lenny as reinforcement and somehow manage to fix it.
Episode 37: The Bata City Capture Operation - Part 1 & Part 2
If you use more reserve characters in the first part, the second part will be easier.
If you use the guest unit's sentry robot effectively as a decoy, you can mitigate the damage to some extent.
Since multiple humanoid and demonic creatures appear, fighting them head-on will be quite difficult.
On the 7th turn, you only need to defeat Centromea, which appears on the right side of the screen, to clear the stage.
Since they will start moving from turn 9, prepare to position your units so that they can make contact in the center of the screen between turns 10 and 11.
To deal with other enemies, use your own units that aren't effective in combat as decoys to draw them away.
If you can weaken Centromere using both Peptida's Destiny Bond (attack reduction) and Lenny's Pulverizer (defense reduction), you can fight her with a degree of safety.
Let's do our best to defeat them all in one go.
The second part of the map involves protecting a tank while reaching the objective.
Instead of advancing along the path, if you move diagonally to the lower right from your starting position, you can reach the boss without fighting the group of enemies in the lower left.
This should make things considerably easier.
A large number of reinforcements will appear near your starting position on turn 8, so advance as quickly as possible.
Episode 38: Block '3'”
This map has nests, but let's just destroy the nest located next to the path south of the starting position.
Ignore the nest in the lower left and concentrate your attacks on the synapses that appear as reinforcements later on.
The E-receptors will move around, so you need to defeat them to avoid them getting in the way, but the Centromeas shouldn't be a hindrance, so there's no need to defeat them.
Let's fire off map weapons from outside the wall, and then overwhelm them with sheer numbers.
Let's make good use of the guest units as decoys to minimize casualties on the main force.
Episode 39: The Truth is in the Darkness
There are multiple Centromeres and E3 Receptors, making this a rather challenging map.
If you enter the passageway to the room with the two nests on the right side of the map, Centromeres and E3 Receptors will approach you.
It would be best to prepare to some extent before attempting to break in.
If we don't hurry, the enemies will come out of their nest, so it's going to be quite difficult.
If you don't have time to prepare, you can buy yourself some time by using Peptida's Destiny Bond to sap their attack power and movement speed.
When Fon's HP is reduced to about one-third to one-fourth, he will retreat.
However, if you don't have enough resources, surround the enemy with members who have run out of MP to prevent them from moving.

Synapse isn't much of a threat as long as you have a shield-breaking unit remaining.
Placing telomeres and E3s next to each other will power up your technique.
In addition to enhancements to abilities like Bite Fog, the counterattack restriction on Mystic Mist has been removed, making it easier to use.
Episode 40: The Death of Justice
This is the final episode.
Many multi-noids have been deployed, and the enemy's quality and numbers are vastly different from before.
While their offensive power isn't particularly high, some types have high defensive capabilities, and many possess area-of-effect attacks.
They all have high HP, so it's quite a challenge to defeat them.
The performance of Type Omega can only be described as utterly devastating.
If you manage to survive until turn 10, the victory conditions will change to "eliminate all enemies, eliminate all allies, and 15 turns will pass."
Once you reach that point, you can clear the game no matter what you do, so put all the techniques you've learned so far into action and see the story through to the end.

The kind of guy who becomes tough when he's your enemy.
After clearing the game
After clearing the game, you can select and play previous stages from the base screen.
There are also hidden stages, so you can train your units to your heart's content.
Additionally, it's possible to carry over your credits and bonus points to the main game.
Character impressions (contains spoilers)
There were various characters, some useful from the start, and others that became useful later on.
However, even with characters that are difficult to use, there are many maps that are difficult to clear without making full use of all of them, so I was able to enjoy it all the way through.
Below, I will write my impressions of using the characters after completing the game.
Adrena
As expected of the main character, this unit is quite easy to use.
Water projectiles with a range of 1-3 are convenient as they cost nothing, and they can also serve as healers.
The Aqua Ring is also powerful and has a convenient range, making it easy to use when you want to instantly kill weaker enemies.
Combination commands are useful when used with allies who possess powerful techniques, similar to the Release Nenka technique in the main story.
However, since he himself is an excellent attacker, there weren't many opportunities to use him.
Epineph
Thanks to his "Rage" skill, he's an attacker who gives the strong impression of being able to deal more damage than expected.
The Flame Barrage is a very draining attack, but it's a powerful technique when you absolutely need to finish off an enemy.
It's not very tough, so be careful.
The long-range Heat Wave Scorching Flash, which you learn in the middle of the game, is easy to use and remains useful throughout the entire game.
I'd say it was more useful in battles against weaker enemies.
Altil
When she first appeared, she seemed weak as an attacker and mediocre as a healer.
However, once you master the Plasma Throw, you can function as a shooter and become much more versatile.
Since it doesn't consume much MP, it can be expected to steadily and safely whittle down the enemy's health.
Learning Call Thunderbolt increases your firepower, making it useful for defeating flying and amorphous types in almost one hit.
Repti
It's a shooter similar to Alchil.
However, once Alchill learns Call Thunderbolt, its offensive capabilities become inferior.
A safe and effective role for this character is to use Sound Arrow to whittle down enemies while using Heal Song to restore the MP of useful allies.
I didn't have many opportunities to get close enough to the enemy to use Melody Drop.
Basoprea
If you consider it solely as a healer, Snipe Heal is excellent in terms of both healing amount and range.
My impression is that they are a healer who can also attack when necessary.
While various attributes can be used, I ultimately end up using Geno Blizzard because of its long range.
In the second half, I mainly act as a long-range healer.
Eldopa
With his tough physical abilities and high mobility, he's an attacker who can be kept on the front lines.
While it doesn't have any moves that can deal massive damage in the early stages, it's easy to use for chipping away at the enemy's health.
人型が現れてからは、タキオニックブラスターが相当頼れる攻撃手段となります。
On the other hand, I feel it's a waste to use anything other than melee attacks that consume MP, so I tend to conserve it.
Thank you for everything from start to finish.
Krone
This shooter character has abundant MP and can unleash long-range attacks.
This unit is easy to use, with high attack power and range.
In particular, mastering the White Beam skill will further extend your range and allow you to be more effective.
If you master the Aurora Cannon, it will be quite effective against bosses, and deploying it will undoubtedly be useful.
dopame
While not exceptionally tough, this attacker boasts high power thanks to its free-to-use arm sword, making it highly capable of sustained combat.
Although constantly getting injured, they are the unsung heroes working behind the scenes.
Once you learn the piercing attack Full Power Slash in the middle of the game, it becomes a useful weapon against humanoid enemies and a formidable force against bosses as well.
Polan
The Sakura Crystal Bow has a long range, making it easy to use, and its low cost means you can keep firing it indefinitely.
On the other hand, the firepower is a little lacking, and yet it feels like a waste to use Arrow Rain on it.
In the later stages of the game, learning Fragarach and Brynhildr will increase your firepower, but your MP will run out very quickly.
In any case, it's not a technique suited for bosses, and it's not tough either,I think it's best to use him early in the stage to eliminate weaker enemies and deplete his MP.
Rufin
They possess the toughness to fight on the front lines, but their low mobility prevents them from reaching the front lines effectively.
Equipping Harmonience, which increases movement speed, will make it easier to use.
Being able to switch between several types of elemental attacks is convenient, making it easy and enjoyable to exploit the weaknesses of any enemy.
This unit is quite useful for fighting weaker enemies.
E3
Its strength lies in its mobility, which is unaffected by terrain effects.
Relying on atomization can be disastrous, but it's a very useful ability when it activates.
The character's abilities include the close-range Bite Fog and the mid-range Ice Mist Shot, both of which are powerful, but they are somewhat lacking in firepower against the bosses in the later stages of the game.
This unit might be best suited for fighting weaker enemies.
The event where you learn Mystic Mist in the middle of the game is exciting, and the technique itself is cool, but using it effectively is a bit difficult.
However, they had plenty of MP and many powerful techniques, making them useful as a skirmish unit.
Norua
She has the same light-based abilities as Haruka, but hers are rather unremarkable.
Photon throwing is fairly powerful, but its range is relatively short, only 1-2 units.
The Annihilation Shining Blast also has a range of 1 and recoil, making it difficult to use as a decisive weapon against bosses.
I got the impression that we were slightly lacking in everything, from healers to regular enemy encounters and boss battles.

Lenny agrees.
Added in August 2022"Norua may seem unassuming, but her Light Film skill actually has a hidden effect? It's a god-tier skill that not only slightly increases attack and defense but also grants a state of MP recovery +1 * 2 turns, making her a convenient unit that can slightly boost allies' stats while sharing her own MP with ace units." (Information provided anonymously)
Morphine
The operator has a range of 1, but its high healing ability makes it quite efficient.
Although it's a flying type, its movement range is 5, so equipping it with Harmonience will make it even easier to use.
It feels so good to provide nursing care to injured allies lined up in a cross shape.
I hardly ever remember running out of MP, so I have the impression that they are an excellent healer.
Oxyto
This unit's job is to use shield breaks on humanoid enemies, so it absolutely cannot be defeated early in the stage.
I don't want to get defeated in battles against weak enemies, and I also want to conserve MP, so it's difficult to include them in combat.
However, being able to use Shield Break on bosses allows even units specializing in fighting weaker enemies to deal sufficient damage, so it undoubtedly plays an important role.
As I acquired more techniques that were effective against bosses, I gradually started using Spark Plasma more frequently.
Lenny
This unit, along with Oxyto, conserves its techniques for use in humanoid form.
I feel it's a waste of MP to use it on weak enemies, so I only use it to finish them off with melee attacks.
Since the key skill has a range of 1, increasing your movement speed with Harmonience will make it easier to approach the boss.
In the second half, I didn't have many opportunities to use the Performator, and I mostly used the Pulverizer.
Mew
Like Dopam, its physical attacks are fairly powerful.
By using a swift, decisive attack before engaging the enemy and concentrating while moving, you can maintain high offensive power.
It's not very tough, and its ranged attacks are weak, so it seems difficult to use it for anything other than finishing off enemies.
However, once you learn the "All-Around Attack" technique, your ability to guarantee a kill increases, making it much easier to use.
It's nice that even after using up all your MP, you can still be a decent fighter.
Nuclea
While it's good that it has many long-range attacks, it lacks elemental attacks, making it difficult to exploit weaknesses.
The rescue arm is useful for rescuing allies who have fired map-wide weapons in a good position, but I didn't use it very often.
GABA
While it has relatively high attack power, its attacks are primarily melee, making it difficult to use against enemies that can retaliate.
Because of its high mobility and attack power, it was easy to use, and I used it in the same way as Mew.
I was making them act together so harmoniously that I thought there might be some kind of support effect between them.
After using up all MP, it transforms into a highly mobile decoy.
Ceroton
This type has less burst damage than Dopam, but offers improved sustained combat capability.
Although unassuming, it boasts high attack power and durability, making it well-suited as a front-line tank.
Because Double Wave is surprisingly strong, it seems to be stronger than Dopamine at mid-range distances.
Mochiri
It's not a particularly tough unit, but it has useful skills for healing, area-of-effect attacks, and long-range attacks, making it versatile and capable of handling almost any situation except close combat.
Tentacle Arms has decent power, and mastering it makes battles even easier.
All things considered, it was quite useful in the latter half.
Cholesis
The 100x Rock Projectile is quite powerful.
Although its mobility is low, the Super Heavy Barrier is a map-wide attack weapon, so if used effectively, it can wipe out multiple enemies at once.
The Super Heavy Telekinetic Throw deals damage based on a percentage of your current HP, making it useful as the first attack against a boss.
It was especially useful in the later stages, as there were many bosses with high HP.
Tze
When it first appears, it only has a weapon with a range of 1 and low durability, making it difficult to use.
The real fun begins after learning Plasma Roar, but either way, its low durability means you'll have to use it cautiously.
Its high attack power is appealing.
Prola
Like Snipe Heal, long-range and area-of-effect healing are very useful.
Due to its high MP consumption, it is inferior to Morphine and Basoprea as a healer.
The healing amount is somewhat underwhelming, but it becomes useful in the later stages of the game when enemies start using more area-of-effect attacks.
gamma
Skills with a range of 1-5 and no cost are excellent.
However, its durability is low, so it's best to use it in a similar way to Polan.
A long-range shot with a range of 9 comes in handy when you really need it.
Melaton
It's a flight unit, but be aware that it doesn't have enough durability to fly far enough.
While it doesn't have any long-range attacks, it has two powerful attacks of different attributes, which is very useful.
It's quite useful when deployed at a distance from the main force, for example, to disperse enemy forces or destroy flying units.
We were operating in good harmony with E3.
Polaris
They are a quirky and distinctive unit.
It tends to be a low priority for deployment, and it's not something I'd particularly like to use.
Demon blood also has defensive properties, making them surprisingly tough, and fighting on the front lines covered in blood and on the brink of death looks visually cool.
I used my strongest technique for the first time in the final episode.
Telomere
While not tough enough to constantly charge onto the front lines, all of its well-balanced, high-powered techniques are useful.
Long-range piercing attacks are easy to use, but powerful map-wide attacks are also very useful.
Even though I intended to save it for the boss, I often ended up using it on regular enemies.
楓
This unit is designed to resemble a close-range magic user.
This type is like Krone, but with a shorter range and a wider area of effect.
While Krone is easier to use, this weapon is superior against densely packed enemies.
I used it almost exclusively to target map-wide attackers.
Shiki
Being a B-rank character, it's underpowered when first introduced, and leveling it up is a struggle.
Its growth rate is quite good, so it seems to be strong if raised properly, but it looks like it will be difficult to raise without considerable effort.
Valenza
Until you learn its powerful special moves, its firepower is somewhat lacking, so it's useful for eliminating weaker enemies by utilizing its range.
The reduced power of the attacks has a short range, which makes the low mobility a bit of a concern.
However, the wide-area map-wide attacks are easy to use, and although they have recoil, the special attacks have high firepower.
Cylony cylokis cylogis
Silony's techniques are powerful, and he was quite effective against enemies with internal weaknesses to certain attributes.
The other two were only used as either the finishing blow or a decoy.
I'm sorry...
Nanop
It helps with recovery in the second half, but the amount of recovery is insufficient.
If you have multiple damaged units, actively use area-of-effect healing.
Hemoco
While the Super Electric Gun can be powerful if you exploit its weaknesses, it still feels somewhat underpowered.
It's best to limit its use to supporting the main force.
Tauri
This unit has unique abilities, but its basic performance is low, making it difficult to use.
Similar to Hemoco, support from the main unit would be beneficial.
Peptida
Destiny Bond is fun, but I can't seem to get close to the boss.
大人しく回復役として運用するのが、結局は一番生きる道のような気がします。
Review (contains spoilers)
Just like the main game, this was a game that I got completely absorbed in once I started playing.
Since it had been quite a while since I played the main game, I was able to enjoy it while reminiscing, thinking, "Oh yeah, I remember this map."
The story followed a similar pattern to the main story, but it ended on a harsh note.
I felt particularly disheartened when characters who were perfectly fine in the main story ended up dying.
Many characters were defeated in the final battle, and if you consider Adrena to be the protagonist, it's certainly not a happy ending.
However, as a story, it was thoroughly depicted to the end and was very interesting.
I think the main story of "New Theory Magical Girl" was more dramatic and spectacular, with elements like the existence of dark powers and the death of a best friend.
However, Adrena Chronicles is, as a spin-off, a good thing because it has a grounded storyline that doesn't rely on the unknown or miracles.
Adrena is the main character, but from a certain point onwards, E3 becomes the main character, and she really livens up the story.
However, it was precisely because of Adrena that she had that moment at the end, and without that action, everyone would have been captured and it would have been the end.
My favorite character is Eldpa.
She was a troublemaker, but when it came to seeking strength, she was purer than anyone else, and her ending was very much in character for her.
Her words, "As a weapon, it has no value if it loses," convey a consistent conviction.
Her cooking skills were an interesting and unexpected contrast, and I appreciated that she was a strong character despite everything. The evolving relationship with Easley was also good.
In the second half, I laughed when I saw Eldopa casually among the people who wanted to flirt with Adrena.

I like how he's deliberately trying to maintain a blank expression...
Also, I really like Lenny.
Her eyes are a little intimidating, but if it weren't for that, she'd be a beautiful woman.
His slightly rough edges and the fact that he's a sensible and reasonable person among the allied characters are what make him so endearing.

Her attempts to show off how important she is are cute.
This is about my impressions of the gameplay.
I think the difficulty level is high, but I didn't really notice it while playing.
It's certainly not easy, but it's not the kind of game where you have to reset it over and over again. It gives the impression of being a challenging SRPG.
In the later stages of the game, I often thought, "Oh, this is going to be tough," at the start of each stage.
However, once the battle began, I became completely engrossed in it, like a puzzle game, trying to inflict as much damage on the enemy as possible while minimizing their counterattacks.
If you get attacked repeatedly by the enemy, you'll be defeated quickly, but the enemy can also be defeated just as easily, so it felt fair.
New Theory Magical Girl: Impressions and Strategy (Simulation RPG)
A compilation of gaming-related articles featured on this blog.
I used this as a reference when I cleared the game before.
Norua may seem unassuming, but her Light Film skill actually has a hidden effect: it subtly increases attack and defense, and also grants a state of MP recovery +1 for 2 turns. This makes her a very useful unit that can slightly boost the stats of her allies while also sharing her own MP with her ace units.
Thank you for the information.
I didn't know that light-emitting films had that kind of effect.
This means you can replenish MP without reducing the number of actions your ace unit can take, so it seems like it could be quite useful!