Believe Sword Part 2: Time Traveler (Free SRPG) Introduction, Impressions, and Strategy Notes

Believe Sword 第2部 時空の旅人(フリー・SRPG)紹介・感想・攻略メモ game
This post can be read in about 29 minutes.

This is an introductory article for "Believe Sword Part 2: Time Traveler," a game created using SRPG Studio.
Previous work "Believe Sword"This game is a sequel to the previous one, and it introduced various new systems, which made it feel fresh.
It's quite challenging, so those who are somewhat familiar with SRPGs will likely enjoy it.

The completion time was approximately 18 hours. (Difficulty level B)

Download here
Free game dream
※一時公開停止されていましたが、2026年10月25日に配布が再開されました。
Windows 24H2で起きていた強制終了の不具合に対応した版です(作者様によると、正規の方法での修正ではないため動作は保証できないとのこと)。

Game Overview

The story begins with Flare, a girl who was a member of the volunteer army in the previous installment, traveling to the past to change the outcome.
While explanations are included so that you can understand the story even if you start with this game, I think you'll enjoy it more if you play the previous game first.

 

When you start playing, you can choose from four difficulty levels.
I played on difficulty level B, and I found it quite challenging.
If you find it too difficult at any point, you can lower the difficulty level from the base screen (you cannot raise it).
To fully enjoy the game, it's important to choose a difficulty level that suits your play style.

Incidentally, there is no unit loss, but if a certain number of your allies are defeated, you will lose the match, so you will need to play in a way that minimizes the number of your allies being defeated.

 

You can also choose the growth method for your units.
Fixed growth guarantees a certain level of strength, but it also prevents excessive upward fluctuations.
Players who enjoy carefully considering their stats when leveling up should choose the random growth system.
In this game, you can save not only at the start of each turn, but at any time.
Therefore, since the evaluation process is very easy, it can be said that it is a good match.
(By the way, I chose the fixed growth model.)

 

As mentioned earlier, this game has a "Recent Records" section, which automatically saves your progress after each move.
It's convenient because you can go back up to 40 moves and try again without having to save every time.
The saving timing can be changed in the options menu; you can choose to save after each turn or after each unit action.
In the later stages of the game, you'll have more moves per turn, so don't forget to save your game regularly.
Perhaps due to this system, the cursor position would reset to the first position every time I saved or loaded, which was a bit of a hassle.
(If you disable autosave in the options, there will be no problems as before.)

 

There are also command skills that can activate specific effects at any time you choose.
While it cannot be abused due to its limited usage, it is extremely useful when the situation calls for it.
When playing on higher difficulty levels, it will be difficult unless you utilize this effectively.

In addition, the game incorporates a variety of other features, such as a system that allows you to purchase items you missed later, an auto mode that automatically moves your units, a system that allows you to withdraw from a stage and redeploy (limited to certain maps), and weapons that have a limited number of uses but are restored upon clearing a map.
For more details, please refer to the explanation within the game or the included readme file.

Review (no spoilers)

I was able to clear the game to the end on difficulty level B.
There were some quite difficult maps along the way, but I never felt completely stuck, and I was able to overcome them by readjusting my tactics.
When things got really tough, since the random number generator wasn't fixed, I sometimes resorted to brute-forcing my way through by loading a save file and restarting.
In this game, you are allowed to save mid-turn, and it seems to align with the story's theme of "trying again and again to find a good ending," so perhaps this kind of approach was intended for this game (self-justification).

There are quite a few challenging maps right from the start, and there are relatively few maps that you can clear easily.
However, I never felt it was unfair, such as unexpected reinforcements arriving.
The fact that you don't get experience points but do get bonus points when defeating enemies with guest units was great because it allowed me to focus on strategy.

Overall, enemy units are highly aggressive and will defeat you after just a few hits.
そして突撃型の敵が多いため、ワンパターンな待ち戦法だと被害が多くなって対応が難しい印象でした。
I had the impression that mobile advances, such as using ample space to retreat while gradually wearing down the enemy, or cutting in on areas with fewer enemies, were often successful.

Money and supplies were often scarce from the very beginning.
However, the ability to steal or capture targets became available partway through the game, which helped to alleviate the problem to some extent.
In games with a capture system, I often find myself with a lot of leftover items, but in this game, it was just right.
Because it wasn't easy to capture them, the joy of finally succeeding was all the greater.
The powerful weapons whose uses can be restored felt like a clever solution to the problem in SRPGs where players tend to hoard their weapons, and I really liked that system.

The story was compelling and offered many highlights.
Since I had played the previous game, I found it interesting to feel the differences in the storyline more directly.
There was a fair amount of text between stages, and I felt that the story and dialogue were well-developed.
Despite the considerable amount of text, I didn't notice any typos, grammatical errors, or awkward phrasing while playing, suggesting that it had been revised multiple times.

I felt that the background music was well-suited to each scene, enhancing the overall experience of the film.
Each stage features a different background music track, and there seems to be a good selection of upbeat and energetic songs.
What particularly stood out to me was "Decisive Battle" (by MoonWind), which featured multiple arranged tracks.
The background music played when shopping in stores is often associated with sad events, so this one is original and memorable (MoonWind - "Elegy for Fighting Men").

In summary, the scenario is quite well-developed, and while the gameplay offers difficulty options, it's a challenging experience.
You can play this game without having played the previous one, but playing this game first and then the previous one will spoil a lot of things, so it's definitely recommended to play the previous game first.

Strategy Notes - Difficulty Level B (Spoiler Warning)

*Play using a fixed growth system.

Prologue: To the World of the Past

It's like a tutorial, but you'll get caught off guard if you're not careful.
Use command skills and herbs without hesitation to complete the challenge.

Chapter 1: The First Move

First, use Flare to burn the enemy Alfred, and have the other members move south to prepare for reinforcements arriving on your turn.
Samantha can be reliably defeated with Graldo's guaranteed-hit bow, so the other units should focus their attacks on Lili.
Once the initial enemy cavalry is dealt with, have Flare lead the troops to deal with any further reinforcements.
Since walking units have low movement speed, it's safer to have them focus on advancing rather than attacking the enemy.

Chapter 2: What Comes After Enduring

I wasn't specifically targeting Cipher, but I adopted a strategy of taking some hits and going for it.
This strategy involves advancing with Nadia at the center, counterattacking, and then annihilating the enemy in one go during your turn.
However, the enemy Paladins are extremely powerful, so make sure Nadia doesn't get attacked.
パラディンが近づいて来たら、フレアのファイアー(またはラグナロク)→ゲラルドの弓攻撃という順番で削り、あとは有利な武器で攻撃すると良いでしょう。
Since it has high attack speed and attack power, try to avoid counterattacks as much as possible during battle.

If you wait where flowers are blooming, you can obtain the Gem of Impact.

Chapter 3: The Emperor's Faction and the Chancellor's Faction

This is a surprisingly difficult map right from the start.
Let's fight the boss, Shino, in Flare's Ragnarok.
Ragnarok prevents counterattacks when you initiate an attack, and nullifies enemy attacks once per turn.
In other words, if we can create a situation where Flare and Seeno can fight one-on-one, we can win, but getting to that point is the hard part.

Now, since it would be disastrous to engage the enemy head-on, let's move our forces to either the right or left and use the buildings effectively to intercept them.
Give Flare the Fire ability and let the enemy target her to some extent so she can counterattack.
The advanced class enemies scattered throughout the area are very strong, so try to weaken them with Flare before engaging them in combat.
This map is all about using Flare, but it's important to make full use of Rosalie's encouragement and whittle down tough enemies with Flare.

Nadia can generally withstand most enemies other than advanced classes, so fight while retreating to avoid engaging too many enemies at once.
If you're not ready to intercept Seeno, you can use your flying units as a decoy to lure him north and buy yourself some time.
As long as two of your characters are not Flare, Ria, or Gradido, it's okay if they get defeated, so don't hesitate to let them go when the time is right.

Chapter 4: The Volunteer Army Returns

The goal is to eliminate all enemies within 15 turns, so try to advance quickly.
The shooter will send out Flare first, then eliminate the enemies with magic.
Be careful when engaging the approaching Mage units from behind; your mounted and flying units should intercept them.
It's dangerous to fight four enemies at once, so it's safer to take them on two at a time.

Once you reach the middle of the mountain, defeat Lili and Carlos.
If you have the opportunity, you can also engage Natasha and Emil in combat from across the cliff.

If you enter Walter's range, Jeanne will inevitably attack as well.
Use Flare equipped with Ragnarok to lure it in, and then defeat it for sure on the next turn.
Slade can deflect one attack with a parry, so it's best to get close and attack him with Flare magic.
Support Flare and attack Jeanne Slade individually, then have the remaining members try to eliminate them all.

 

After defeating Jeanne, Cipher and Anastasia will appear in the bottom right corner.
Let's eliminate the enemies on the cliff before they get close.
Since Cypher will approach first, it's best to defeat him with Flare's Fire or similar spells, and then have Anastasia fight with Ragnarok.

If you wait in the flower field in the upper left, you can obtain the Gem of Agility.

Chapter 5 Fugitive


A terrible organization

 

This map allows you to progress by controlling the Army of Light on the east and the Army of Darkness on the west.
On turns 6 and 8, skeletons will appear as reinforcements from three locations on the map: top, left, and right. On turn 8, the boss door in the upper left will open and the boss will begin to move.
Be careful not to be too relaxed, or you'll end up dealing with a large number of people.

Heath and Odds, who can capture, should actively use the capture ability to acquire supplies.
The Army of Light will now head towards the treasure vault in the upper right.
On turn 8, move the Dark Army to the east and have them join forces with the Light Army.

 

Allen, David, and Skeleton each have different movement speeds, so you can divide their forces by having them chase each other.
まずはアレンが突出してくるので、リリのエルウィンドなどで削ってから倒しましょう。
David is a formidable enemy who uses a large shield to mitigate damage, but you should be able to defeat him by separating him from the other enemies and focusing your attacks on him.

*By the way, Allen has plenty of pre-battle dialogue, mainly with female characters, so if you have the time, be sure to check it out.
The conversation between Allen and Mavel, which even shocks Allen, is a must-see.

Chapter 6: The Decisive Battle of the Plains - West

The goal is to get Graldo to the top of the screen within 10 turns.
When facing tough enemies, relying on Zenon's Elwind will be key.

Being too hasty in your advance and ending up facing a large number of enemies would be counterproductive.
Once you cross the river, if you can position Grald and Rosalie next to each other on a line where there are no enemies up to the top, you can use encouragement to move them 8x2 squares.
You'll likely engage in some combat with the last remaining hero unit, but you should be able to ignore the last cavalry unit.
You can tolerate up to two allies being defeated, so keep that in mind when using them as decoys.
If you position yourself correctly after crossing the river and time your move right, I think you can clear it in one go.

Chapter 7: The Decisive Battle of the Plains and East

There's a 10-turn limit, but since your guest allies are strong, I think you can clear it without any problems if you fight little by little.
Let's make good use of the support effects of the N's to fight.
Walter's long-range attacks are troublesome, so mark his attack range and stay vigilant at all times.

Chapter 8: The Hidden Village in the Gap

This map is almost like an event map.

Chapter 9: Flare's Secret Plan

This map requires you to defeat Reynard within 20 turns.
After progressing a certain distance, Rolf Flam Gustave will appear around Reynard, and you can defeat him immediately.
You should have plenty of turns, so try to defeat as many enemies as possible to earn bonus points.

Guest unit Leona can use capture and steal, so it's a good idea to take as much money and equipment as possible from her.

 

Chapter 10: The Gears of Fate

This map aims to eliminate four key enemy units.
Although there is no turn limit, enemy reinforcements will continuously appear after a certain number of turns have passed.
Since you can't gain experience points or BP on this map, your main goal is to clear it as quickly as possible.

 

You might be tempted to advance quickly, but getting ambushed would be disastrous, so let's fortify ourselves in the depression above our starting position for now.
Use powerful units like Rolf, Flare, Gustave, and Flam as a shield to intercept any approaching enemies until there are no more.
The guest units are quite strong, so they should be able to withstand the attacks fairly well.

Once the attacking enemies have left, head towards N's via the route on the right.
(The left side is problematic because of Walter's long-range attacks.)
Zenon and Zenobia have high attack speed, making it difficult to follow up with attacks, but they can be easier to fight with if you have expert equipment or Flare, which makes it easier to follow up attacks.
By utilizing Flare's command skills and Rolf's war god skills, you'll receive significant bonuses to accuracy and evasion, making it easier to dodge enemy attacks.
While being careful of Anastasia's long-range magic, aim to defeat Jeanne, Slade, N's, and Anastasia.

Chapter 11: The Emperor's Assassination

This map is quite difficult in the early stages.
There's no need to chase Gottfried unnecessarily; the Four Heavenly Kings, who will appear as reinforcements near the exit, can hold him off to some extent, so let's let him go for now.

First, focus on dealing with Simon while also fending off any enemies coming towards you.
Simon will target Flam, so as long as Flam is under attack, you don't need to worry about the other units.
However, unless we heal Flam, he won't last two turns.
Even if Geralt's provocation can save them once, the longer the situation drags on, the greater the damage will be.
Hoping for Flamm's consecutive activations, let's quickly defeat him with the Silver Axe while encouraging him with spur-of-the-moment tactics.

Even after defeating Simon, enemies will continue to come from the south for a while, so don't rush in too quickly and instead intercept them.
If you can get through this, the rest won't be too difficult.

The Four Heavenly Kings who appear on the south side should reliably intercept the approaching enemies, then wait near the candlestick to block Gottfried's escape route.
I think you can withstand the attacks reasonably well if you combine Seticia's high heels with Zenon and Zenobia's natural regeneration.

After a while, more skeleton reinforcements will appear.
Since its mobility isn't very high, there shouldn't be any particular problems if you deal with it calmly.
This map might make you want to rush, but let's advance without panicking.

The contents of the treasure chest are a Recovery Staff in the front and a "Book: Ability Debuff Immunity" in the back.

Chapter 12: The Witch and the Princess

This is a very difficult map.
To be honest, I don't really understand how I managed to clear it.
Although it's not very reproducible, I'll describe the approach anyway.

First, the Flare team's strategy is to intercept any approaching enemies.
The basic strategy is to eliminate the generals who have guards using magic attacks and other means.
Engaging multiple enemies at once can be dangerous as you may not be able to defeat them all, so it's sometimes easier to approach the nearest enemy unit first.
Walter should eliminate the enemies in the upper passageway by using Thunderbombs to attack the trio of Generals blocking the southern exit of the central plaza from behind the wall.
Doing so will make it easier for Jeanne's group to advance later.

Jeanne's group should head south from their starting position and aim for the exit.
Place Carlos, Lili, and Samantha, who can move again, at the rear, and prioritize moving south without stopping against pursuing enemies.
Having one of Alfred or Lionel charge in and then calling out to their partner to retrieve them is also an effective strategy.
Lili is also useful for eliminating enemy generals, so use her flexibly in the front and back lines depending on the situation.


When Natasha's HP drops below half after taking an enemy attack, she is guaranteed to unleash a special attack.
Maintaining the enraged state and using it in conjunction with Luce's encouragement makes it extremely useful, as it can almost certainly kill two enemies every turn.
It's easier if you get angry early on.

Anya is pursuing you while using Blizzard.
Let's try to avoid entering their range of activity as much as possible and get away.
If Natasha is within range, she can control the target, so it might still be safe.
While Slade can neutralize the effect with a parry, be careful as being defeated will result in an instant game over.

Enemy reinforcements will periodically appear from various locations on the map.
The Flare team should handle the regular reinforcements on the right flank to some extent, while any available units head to the left to help Jeanne escape.
In particular, Walter will be kept entirely focused on eliminating the enemy from above.
If you have a unit equipped with a healer's staff, providing support from behind a wall can be an effective strategy.

Chapter 13: Hope in Light and Darkness

This is a large-scale, all-out battle map, and it's unusual in that you can withdraw and re-deploy during the battle.
However, since there are units that cannot be withdrawn, you cannot use the tactic of having everyone withdraw when things get tough, and then redeploying after things have calmed down.
In my case, I didn't use any special abilities and just sent everyone out on the mission.

The troops will split into two groups, one on the right and the other on the left, and advance.
In terms of strategy, the left side will be a fierce battle focused on interception, while the right side will allow us to attack at our own pace.
Therefore, it would be a good idea to allocate more strong units to the left side.

There are many different strategies, but I'll share the tactics I found easiest to use.

First, since engaging the enemy directly on the left side of the map will be difficult, you should run as fast as you can towards the weapons shop in the south.
Stop the enemy's advance in the narrowest areas (one square wide).
The units tasked with holding them back were those like Slade, who fully utilized their support effects.
The enemy air force will cross the river, but they don't have ranged weapons, so if you're lined up in a single file at the bottom of the screen, you should only take one hit (excluding the front and back of the formation).
After withstanding the attack, it's a good idea to eliminate them by shooting them with arrows or by assigning a large number of flying units.

 

The unit on the right should advance by gradually luring the enemy in while eliminating enemy shooters with Walter's Thunderbombs.
I think we can eliminate them efficiently if we combine it with Rosalie's encouragement and motivation.
If you've run out of Thunderbombs, have the unit on the left purchase some and deliver them to Walter via the transport unit.
Graviton is also useful for defeating Gottfried, so you should buy it if possible.

 

After advancing for a while, Gottfried will fly towards the magic circle on the right.
Because its movement range is low at 3, if you place a flying unit like Ferris (transformed into Chick) and have it run around, you can buy time indefinitely.
You will defeat Gottfried last.

 

Now, if you keep intercepting the enemy forces with your left-hand troops, you will enter the attack range of Anastasia's Blizzard.
Natasha and Jeanne will be targeted first, so if they take damage, use the High Healing Staff to heal them.
If you run out of staves, just have them buy more at the weapons shop.

 

Reynard can act twice per turn, and he is equipped with the Master Sword, which allows for two attacks.
If you boost Slade's command skills with those of Luce Jeanne Flare, and if possible, with the support effects of Van Alfred Lionel, he will become much less likely to get hit by attacks.
Even then, you might still get defeated if you're unlucky, but in that case, just try again.

Since Seeno uses Heal All every turn, it will be difficult to defeat Reynard unless the unit on the right defeats Seeno.
In my case, I was able to create a stalemate, so I calmly advanced the troops on the right flank.
After defeating Seeno, defeat Reynard, and then defeat Anastasia.

 

Gottfried is quite strong, so ideally, I'd like to defeat him in one turn.
However, if you have few effective means of attack, you can safely wear down the enemy by encouraging Walter while attacking with Graviton and retreating.

The flower in the lower left contains the book "Heavy Armor Slayer," the treasure chest below contains the "Embodiment Gem," and the treasure chest above contains the "Heal All Staff."

Chapter 14 Despair

In stark contrast to the previous chapter, this map is much smaller.
Since the enemies are all charge-type, you're likely to be overwhelmed if you only focus on defense.
小さい戦場ですが、空いたスペースを広く使って、多数の敵を相手にしないよう立ち回りましょう。

You may not have much money to steal or capture, but try your best to raise as much as you can so you can use it for repairs.
You clear the stage by defeating everyone except Leona and Smith.
The mission will not be completed if you have captured any regular soldiers, so be careful not to forget to release them.

Chapter 15 Demon King

Although Flare is invincible, the enemies ignore her, so it's not an easy battle.
While allowing your allies to retreat to the left, always position yourself to engage a small number of enemies at once.

The enemy's attack power is high, and I think my allies will be wiped out after just a few hits.
Make effective use of Geralt's taunt and Leah's calming presence to distract the enemy's target.
While encouraging Flare, prioritize defeating the nearby Dragon Masters, Rangers, and Paladins with high mobility.
Since Beastmaster doesn't have high attack power, you can lower its priority.

Chapter 16: A Distorted World

Compared to recent maps, the number of enemies that charge in all at once is reduced, so I think this map is considerably easier.
As with previous strategies, take out enemy shooters with Walter's Thunder Bomb.
Take down the slow-moving skeletons one by one, and make sure to eliminate all of the fast-moving enemy cavalry.
If you have the resources, use capture and stealing to earn money.

Once you've taken out a certain number of shooters, use Walter to whittle down the HP of the enemy cavalry on the other side of the mountain, which will make it easier to eliminate them when they charge.

Reynard is a tough enemy who can act twice, but I think you can defeat him without any problems by whittling down his health with indirect attacks such as magic.

Chapter 17: The Sword of Life and the Sword of Murder

The shooter on the right side beyond the mountain is tempting to take down, but approaching with a flying unit will only make you easy prey for the nearby flying units, so it's safer to be patient.
Furthermore, even if you try to defeat them all at once, it will be difficult because the General is guarding them.
For now, just ignore them and fight the enemies in your path.

The enemies are clustered together in groups, so fight carefully to avoid being targeted by concentrated attacks during their turn.
When engaging in combat, it's easier to fight if you utilize the terrain effects of mountains and forests.

Around the fourth turn, Rear appeared from near the starting position.
You're immortal until you defeat all enemies except for Ria, so quickly take care of the enemies that are initially positioned.
If only Ria remains, an event will occur, leading to a one-on-one battle with Slade.

Chapter 18: The Rebel in the Gap

You will receive 40,000G at the start.
It's a considerable amount of money, so I think I'll be able to acquire all the equipment I've wanted but couldn't afford before.
Make sure your main units are equipped with silver gear capable of taking on bosses.
Demon-type monsters are powerful against weaker enemies.
Also, Walter's Graviton is a trump card weapon against bosses, so I'd like to have at least one.

The number of allied units you deploy can be changed even during the battle, so be sure not to deploy units that are easily defeated.

Standing on the magic circle will halve the damage you receive.
This has a very powerful effect, so be sure to place any units that are expected to be attacked during the enemy's turn on this.
Conversely, if the enemy is standing on a magic circle, you won't be able to deal damage as effectively, so using skills that allow you to move to a different location, such as slamming or pulling, will make things easier (even against bosses).

It would be difficult to engage the enemy head-on, so this time too, let's focus our attacks on either the left or right side.
It's safer to advance only after reducing the number of enemy forces that charge forward to some extent, rather than forcing your way in recklessly.
Skeleton units have low movement speed, so it's easier to fight if you can prioritize eliminating enemy flying and mounted units.

On turns 8 and 10, four reinforcements will appear from each of the left and right passages.
It's unconfirmed whether they'll appear again after this point, but aim to be at least engaged in combat with Reynard by around this time.
Rolf becomes much easier to defeat if you move him using skills or lure him out of the magic circle with Natasha.

Chapter 19: The Holy Sword and the Demonic Sword

This map is similar to the one we saw earlier, but the placement of the yellow magic circles is more convenient, so let's make good use of them.

First, quickly deal with the enemies with high mobility, and use units equipped with both melee and ranged weapons to whittle them down using the yellow magic circle.
Alicia moves quickly with two actions per turn, so move your troops towards the left side of the map.
It teleports once after the first engagement, so it might be a good idea to make it teleport once using long-range attacks or similar methods.
Since indirect attacks won't be counterattacked, concentrate your attacks and take them down in one go.
With Walter's Graviton, which combines the Impact Gem, Armor Carrier's Staff, and Zenon's Fire Blessing, I was able to one-turn kill the enemy with the additional attack and encouragement.

 

Similarly, Flam can be safely defeated with indirect attacks, so it's best to fight him while keeping him out of the magic circle.
This map allows for a quick battle, so let's defeat them in one go without dragging it out unnecessarily.
(I cleared it in 4 turns)

Final Chapter: Traveler of Time and Space

It was a high-difficulty challenge that truly felt like the final chapter.
You might be tempted to defeat Flare quickly, but don't rush things, as she'll teleport away and reset the fight every time her HP drops below a certain level.

I haven't verified this, but reinforcements appeared from the green magic circle on turns 6 and 12.
(Perhaps it appears in multiples of 6.)

At the start, Flare will charge towards you, so for now, surround her and restrict her movement.
If they enter the narrow corridor, Jeanne and Slade can easily surround them.
Let's eliminate all the enemies except for Flare for now so we can focus on the main target.

Enemy reinforcements will reappear on turn 6, so it's easier if you defeat them beforehand.
Hydras are troublesome because they attack from a distance with Blizzard, so even though they're tough, you should prioritize taking them down.
Use Natasha and Geralt's provocations to divert their attention, or utilize the yellow magic circle to withstand their attacks.
Since the Hydra is a formidable enemy, I think it's a good idea to temporarily assign Jeanne and Slade to take care of it.
Flare's attack power is high, but I think other units can withstand it if you use the yellow magic circle.

When Flare's HP drops below 100, she will use Judgment on the next turn, dealing damage to all of your allies.
You can recover by using Heal All twice promptly.
If you've used up a Heal All, use a Repair Staff to fix it.

 

Flare will use Teleport when her HP drops below 51, but you can prevent her from teleporting by continuing to attack her with additional attack skills.
If you reduce its HP to just under 51 and then use Walter's Graviton or other additional attacks, you can defeat it in one go without letting it use its third teleport.
In my case, enemy reinforcements appeared all at once on turn 12, but I ignored them and focused all my attacks on Flare.
To get into a good position, it's helpful to deploy units that can adjust their location, such as those that can slam or pull enemies in, to make battles easier.

 

*This is an image of the score after clearing the game.

 

Unit usage impressions (spoiler alert)

I'll be discussing my impressions of using the deployed units.
This is the growth result using a fixed growth method.
The order in which the characters are listed follows the order in which they appear in the extra character descriptions.

 

Jeanne

When he first joined the team, he was somewhat underpowered and lacked absolute strength, but his mobility and quick reflexes made him incredibly easy to use.
Since it can recover using sunlight, its ability to sustain combat is somewhat high.
His leadership abilities were also a significant factor, and he played a key role in the second half of the season.
It's a bit of a shame that there's no option to move again, but it would probably make the game too convenient, so I suppose it can't be helped.

 

Slade

Although less mobile than Joan, she is a powerful infantry unit excelling in strength and defense.
She was particularly useful in boss battles in the later stages of the game.
The ability to negate indirect attacks with a parry is powerful, and the Sky skill is also very strong.
She and Jeanne formed a formidable duo, supporting the front lines in the latter half of the season.

 

Luce

Just having encouragement and constructive criticism is extremely useful.
Furthermore, it has command capabilities and the ability to move again, so I felt it was quite easy to use.
It has enough capability to reliably kill enemy flying units, so I got the impression that it would definitely be useful if deployed.
Switching weapons is convenient, but this character isn't really suited for fighting on the front lines.

 

Alfred

While its abilities are average, its ability to draw in opponents and its partner summoning ability are very convenient.
It was convenient that I could send Lionel deep into enemy territory and then safely retrieve him using the "Call Partner" function.
While its combat capabilities are somewhat lacking, it can use two types of weapons and a staff, so there's a fair amount of what it can do.

 

Lionel

While its abilities are average, its smashing skill and partner calling ability are very convenient.
It was convenient that I could send Alfred deep into enemy territory and then safely retrieve him using the "Call Partner" command.
While its combat capabilities are somewhat lacking, it can use two types of weapons and a staff, so there's a fair amount of what it can do.

 

Neil

I excelled as a mobile healing class.
The fact that it also has the ability to move again is particularly convenient as it prevents delays in the advance.
The Repair Staff is something you should use at least once in each map, but for one reason or another, there's often no opportunity to use it, which can leave you feeling a little disappointed.

 

Emil

Despite having paper-thin armor, this power-type infantry unit compensates with high HP, achieving both high firepower and high agility.
The best thing about this game is that even though the axe is the main weapon, you can almost always follow up with an attack.
Even a simple hand axe could deal a significant amount of damage, so it was quite powerful.

 

・ Cathy

This unit has more evasion-type skills than Belvie.
Surprisingly, his attack power is quite high; he seemed to have more attack power than other swordsmen like Van and Leah.
Bloodfang was a very powerful weapon that could be used at both close and long range, and it was strong because it was immune to counterattacks.
The increased mobility due to its speed is another welcome feature.

 

Samantha

While its abilities weren't particularly high, it was very useful as a flying unit that could move again after being deployed.
It was useful for healing, and its high magic defense made it effective against magic-users, so there were plenty of opportunities for it to shine.

 

Lili

This unit has the feel of a classic mage.
In this game where magic is powerful, this character is incredibly reliable, and their ability to move again was extremely useful.
The success rate of activating consecutive skills wasn't bad either, making it an important unit that could reliably kill enemies in one turn.

 

Natasha

Its main role was to control the enemy's targeting through its detrimental skill of drawing attention.
Since there were many opportunities to take damage, there were also many opportunities to activate the rage skill, and it felt like the skills were working well together.
When enraged, it can unleash considerable firepower, making it a crucial unit, although even a small mistake can be fatal.

 

Carlos

Since I made Nadia a General, I decided to make Carlos a Black Knight.
However, in the later stages of the game, there are many enemies with high attack power, and you're more likely to get pursued, so he wasn't very effective as a tank.
If attacked by magic, you'll be instantly killed.
Since it has the ability to move again, it seems more convenient to use it as an attacker, taking advantage of its strength of being able to use three types of weapons.

 

・ Croa

With high magic defense and the Sunlight skill, this unit shows great potential against mages.
He was a highly skilled user of the staff.

 

Walter

In my own gameplay, this unit was arguably the MVP, the one that saved the world.
This shooter was incredibly versatile, capable of one-shotting other shooters with its Thunder Bomb and providing additional attacks against boss-class enemies with its Graviton.
Thanks to his ability to move again after attacking, he didn't feel difficult to use, and I felt that I could always rely on him to be effective.
Walter is practically the one who defeated the final boss, making him a boss killer.

 

Van

This unit has a wide range of skills, so I felt its attack power was greater than its stats suggest.
While I didn't have any particularly memorable performances in my gameplay, I didn't find it particularly difficult to use either.

 

Zenobia

This unit is so capable that they were appointed as leaders when the units were divided.
Characters with command skills are very useful and excellent.
Since the class is fixed as Mage Fighter, a drawback is that the maximum magic power is somewhat low.
However, it's more than strong enough to deal with regular enemies, and perhaps the correct way to use it is to charge into enemy mages with your sword.
Genius's attack range is limited to four surrounding squares, so there weren't many situations where he was useful.

 

Doris

In terms of abilities, he gives the impression of being a slightly weaker version of Emil (sorry).
While this character performs best when their HP is low, the strict limit on the number of injured characters in this game makes them difficult to use effectively, as you don't want them to be defeated.

 

Seticia

They weren't particularly strong, but like Alfred and Lionel, they had a lot to offer, so there were plenty of opportunities for them to shine.
Its high mobility due to its speed is a selling point.

 

Schwald

With high defensive capabilities and a powerful axe as its main weapon, this unit was capable of fighting quite effectively.
Once you can equip a bow, you can demonstrate your strength by eliminating enemy flying units on your own and play a significant role in the battle.

 

Zenon

Since Zenobia is a Mage Fighter, I changed Zenon to a Sage specializing in magic.
Thanks to the increased limit of her magical power, she became as strong as a mass-produced Lili and was able to perform well.
However, since the Judgment skill could no longer be activated, I never got to see it even once.

 

·rear

While its accuracy was excellent and it possessed a wide range of skills, its low attack power meant it didn't get much use.
I think I would have used the Iaijutsu skill quite a bit if it could be activated immediately upon use, but since it needs to be used in advance on the turn before, I didn't use it very often.
The "Clear Mind, Still Water" and "Additional Attack" abilities were very useful and I relied on them a lot.

 

Sophie

I didn't initially find it particularly useful, but I noticed that my defense had become quite high, and I realized I could do reasonably well in battles.
However, by the time I realized it, it was already the end of the game, so I couldn't shake the impression that I was just a tough healer, and I ended up in the role of a healer.

 

・Feyris

When it transforms into Boa, it becomes quite powerful, so it was very effective as an attacker.
When it transforms into Chick, it becomes a flying unit that can move again, so that was also quite easy to use.
I ended up not using the balanced cat food.

 

・Graldo

He excelled as a highly skilled archer right from the start.
Provocation is an important strategy skill, and command skills were also useful.
In the second half, the skill that halves ranged attacks made it quite tough against indirect attacks.

 

·rain

They're similar to other cavalry units in terms of usability, but they become much easier to use once you learn the ability to move again.
Combined with her speed, she gives the impression of being a superior version of Seticia.
Up until about the middle of the game, he didn't seem very impressive, but I felt that he could be quite useful if you trained him properly.

 

Kirk

He mainly served as a capture agent.
Because its magic defense increased well, it became useful as a flying unit to eliminate mages from midway through the game.
With the ability to heal using a staff, it seems like there are many things you can do.

 

・Mayvel

Like Schwald, he has high attack and defense stats.
The fact that you can use three different weapons, plus have a weapon-switching skill, is a significant advantage.

 

Rosalie

While its main role is to encourage and motivate, it has the advantage of being able to act immediately after healing with its staff, so equipping it with a magic book allows for situations where it can continue attacking.
Although it doesn't have the ability to move again, it's an important unit because it also has the transport unit skill.

 

Nadia

This tank unit was incredibly helpful from the very beginning.
I think the reason he left a stronger impression than Carlos is because he performed well right from the start.
While it has decent magic defense, it is still weak against magic, so caution is needed when using it.
I think the White Knight might have been a better choice because it has the ability to move again.

 

・Erika

Staying a Witch would have been more convenient, as she could fly and use staves, but I reluctantly changed her class because I was tempted by the stat boosts.
Although her abilities are mediocre, the magic in this game is still powerful, so she can be a decent asset in battle.

 

・Belvie

This swordsman unit is slightly more offensive than Cathy.
With decent attack power and the ability to easily follow up with attacks, it can be counted as a valuable asset in battle.
Swapping Cathy and Bloody Fang and attacking twice is quite powerful.
This tactic is easy to execute because Bloody Fang has a range of 1-2.

 

Odds

With decent attack power and agility, and the ability to ignore weapon compatibility, this unit could consistently perform well.
Their high offensive power was also useful for capturing targets, providing financial support to our army, which often faced financial difficulties.
Because his HP increases quickly and his defense is also fairly high, he is considerably tougher than Emil.

 

Minerva

This unit is basically a helpful character that can do anything.
While it doesn't have any particularly outstanding stats, its ability to fight effectively against any enemy is its appeal.
However, conversely, that could be said to be its only advantage.
Due to the timing of when he joined the team, he wasn't able to make a significant impact.

Will a third part featuring Crimson and Minerva as the main characters be produced in the future?
Based on her name, I'm guessing that Crimson might be Flare's daughter.

My thoughts and screenshots (beware of spoilers!)

I will list some of the most memorable scenes from my gameplay, along with screenshots.
This content is full of spoilers, so please be careful if you read it before finishing the game.

 

At first, Glardo seemed reluctant to do as Flare said, but it was striking to see him readily agree with her halfway through.
It seemed like he had made a conscious decision to prioritize protecting his soldiers over his own emotions.

 

Of course, it was a misunderstanding on Slade's part, but it was amusing to see Jeanne seem a little interested in him.
Perhaps she was intrigued because she was a female swordswoman, just like herself.

 

Despite their bickering and spiteful interactions, they seem to get along well, as they're quite similar in many ways.
They probably don't like each other, but perhaps there's something easier about it precisely because they understand each other's feelings and intentions.

 

The line, "His character is the worst," is bluntly hilarious.
Conversely, the fact that he became a general despite having such a terrible personality suggests that he must be exceptionally strong.
The Kingdom of Light may be experiencing a shortage of qualified generals.

 

I never imagined that Glardo, who was treated like a mere stepping stone in the previous film, would grow up to be like the main character.
I find it appealing.

 

The fact that he apologizes sincerely even when Anastasia harshly criticizes him shows just how doting he is on his granddaughter.

 

Gottfried's point is valid, but regardless of this incident, it confirms that he is disliked, so I wondered if he didn't feel any pain saying it himself.

 

I think it's great that Mavel is always cheerful and unwavering in her attitude.
Samantha probably doesn't dislike these kinds of topics either.

 

Shino's ability to provoke people was quite impressive, so I thought he was a great character.

 

This sylph seems quite interested in men.
If she's not interested in men, then she has the kind of face that suggests she might be interested in women (a biased opinion).

 

I laughed at the evil "I'm curious!"
The way the flares are packed is quite tight, which is scary.

 

"Huh? You just said you'd do anything, right?"
For Flare, this line sounds almost like a death flag.

 

I thought Flare was just bluffing when she said that anyone who isn't of mixed blood will die if they touch Ragnarok, but it seems it was actually true.
I had predicted that he would get Leona to confess to lying and then say, "That was a lie," but thankfully he wasn't that mean-spirited.

 

While N's appearances are limited in the second half, I was pleased to see more interaction between her and Jeanne, unlike in the previous film.

 

Even after he came charging at me with Durandal in hand, I certainly felt like making a sarcastic remark, just like Slade.

 

The part about Rain having "no leadership ability" made me chuckle because it reminded me a little of Reynard.
Although they are only half-siblings, Rain has a somewhat troublesome personality, so in that sense, you could feel the sibling relationship.
I wish the unit's performance was similar to Reynard's.

 

Here's another recommendation: a compilation of free SRPGs featured on this blog.
A collection of articles introducing recommended free games (simulation RPGs)
For other games featured on this blog, please see this article.
A compilation of gaming-related articles featured on this blog.
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Anonymous
Two years ago

The link to the previous article at the beginning of this article appears to be to a different article (an article from Yuru Linguistics Radio).

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