This is an article introducing "Fiber Embalm," a game created using SRPG Studio.
This game's title, reminiscent of a certain famous SRPG, is intriguing.
Despite its parody-like title, this is a challenging simulation game consisting of a serious and original story and robust gameplay.
My completion time was approximately 30 hours (I chose the "Not Easy" difficulty setting).
Game Overview
Story Introduction

When the protagonist, Marsh, wakes up in a cabin, a mysterious woman named Sheba is standing before him.
Sheba claims that she is an immortal homunculus created by Marsh 400 years ago for a certain project.
Having no memory whatsoever, Marsh is told about the "Fiber Embalm Project" by Sheba, and together they proceed with the project.
This game is a full-length simulation RPG that begins with this introduction.
Regarding difficulty level

You can choose between "Easy" and "Hard" difficulty levels, and after clearing the game, you can select "Extreme."
The recommended difficulty level for this game is "Not Easy," but it's still quite challenging.
If you're not good at or unfamiliar with SRPGs, it's a good idea to choose the "easy" difficulty level.
About Lost
There is no character loss.
Even if you are defeated, you can use it without any problems in the next map.
This isn't just a game system; it also has significance in the story.
About weapons
There is no rock-paper-scissors relationship between swords, spears, and axes.
However, since the weapon performance is significantly different, you might feel a gap if you have the same expectations regarding their feel when using them.
Specifically, swords allow for consecutive attacks with a certain probability, spears halve the damage taken from enemies, and axes have low accuracy but high attack power and the effect of lowering enemy defense.
Skill Acquisition

Skills consist of individual skills acquired by leveling up each unit, and weapon skills acquired by equipping weapons.
In addition,You can use the bonus points you receive when clearing a map to purchase general-purpose skills and freely assign them to your units.
They are divided into three types: blue, green, and pink, and you can learn one of each type.
It's also possible to forget skills, so if you find them difficult to use, you can purchase the skill again and relearn it.
The magnitude of the terrain effect

This game heavily relies on terrain on the map for adjustments.
As shown in the image above, waiting on a river incurs a very significant negative effect, so you must be careful when crossing rivers.
Furthermore, Mori, who is often given a positive boost in other works, also receives a significant penalty.
The tactic of luring the enemy into a particular terrain to gain an advantage in battle is often very effective.
quest

You can optionally challenge quest maps in between the main story segments.
Since you won't be able to obtain any valuable items, the purpose of using this is to train your units or earn money.
Even if you don't complete the quest, your units will level up just by deploying them.
I'm torn between trying to clear it with my main force or using weaker units purely for training purposes.
Class Change

In this game, class changes not only allow you to move from a lower-level class to a higher-level class, but you can also change from one lower-level class to another lower-level class, but only once.
In some units, there are several members whose ability scores and class don't match up when they join.
You can change to a different troop type by using items that can be purchased with bonus points.
However, you can only change classes once each, either from lower class to lower class, or from lower class to upper class.
Once you reach level 25 or higher, you'll be able to choose advanced classes.
Your level won't reset to 1, so if you've decided on your next class, there's no problem with changing classes early.
Choosing a class can be difficult, but make your decision while considering the overall balance of your army.
Other Systems
Other detailed system features include:The healing staff is used automatically.
For example, the basic healing staff, "Healing Staff," when equipped by a healer, will heal all units adjacent to the healer at the start of each turn (it can be used indefinitely).
In addition to the automatically used staff, there are also remote healing items that can be used at will (though these do have usage limits).
Also, there's a system where you can purchase treasure chests that you couldn't collect on the map at your base (if I remember correctly).
This is a welcome feature when you don't have time to collect treasure chests in a time-limited map.
Review (no spoilers)

On the "Not Easy" difficulty setting, my completion time was approximately 30 hours.
In reality, it probably takes a little longer because there's time spent loading and restarting.
Based on the title, I started playing thinking it might be a silly game (sorry for the rudeness), but it wasn't like that at all. The main story was serious and interesting.
The story's introduction and setting were unlike anything I've seen in SRPGs, so it felt very refreshing.
It's not all serious; there are many eccentric and odd characters, so there were plenty of scenes that made me laugh.
The character portraits have many variations, giving the overall impression of a rich and detailed experience.
The font used for the text is different from the fonts commonly found in SRPG Studio games, so some people might find it a little difficult to read until they get used to it.
By the time I finished the game, I had actually become accustomed to feeling uncomfortable with the fonts used in other works.
In terms of difficulty, I felt it was quite challenging.
As the story progresses, many formidable enemies appear, so you'll struggle if you don't think carefully before you fight.
However, this game features a system that allows for a very high degree of unit customization.
Since players can thoroughly strengthen the playstyle they find effective and easy to use, finding a fighting style that suits them will actually make the game easier.
Since the strength of a unit varies greatly depending on the combination of units, classes, skills, and equipment, I feel that thinking about how to make the most of each unit is of paramount importance.
I think this is a game where each player's approach to developing their units will vary considerably.
It would be fun to compare your progress with other players after you've completed the game.
There were many stages where the timing of enemy reinforcements felt a bit annoying.
However, since you can save every turn and the game is designed with the assumption that some of your allies will be defeated, it wasn't too stressful.

In this game, your score is displayed after you clear each stage.
Those who enjoy challenging themselves to the fullest can aim for the maximum rating on every stage.
I was so preoccupied with just clearing most stages that I didn't pay any attention to my score.
However, when I managed to clear a level well, I got a high score, which gave me a sense of accomplishment.
Fiber Embalm is a full-fledged SRPG with an engaging story and characters, as well as a challenging gameplay experience.
This is a game I would highly recommend to players looking for something they can settle down and play for an extended period.
Overall strategy
This game makes it difficult to play in a way that relies on a small number of powerful units to achieve a "Musou" style of gameplay (though it's not impossible).
Therefore, I believe that effectively utilizing all of your own units is of paramount importance.
I'm not in a position to offer any profound advice, but I'd like to share some tips and tricks I learned while playing the game.
About the strategy
This isn't unique to this game, but enemy behavior patterns can be broadly divided into three categories.
There are three types of enemies: those that come towards you from the start (assault type), those that come towards you when you enter their attack range (interceptor type), and those that remain stationary (standby type).
If there's no need to rush, wait first, defeat the assault-type enemies, and then advance.
If you engage an assault-type unit at the same time you begin combat with an interceptor-type unit, you'll be facing a larger number of opponents, making it dangerous.
In this game, terrain has a significant impact, so it's important to actively utilize it in combat.
When fighting the enemy, positioning yourself in unfavorable terrain and waiting to ambush them will make the battle much easier.
When facing an opponent with high defensive capabilities, actively try to impose terrain penalties on them during the fight.
Furthermore, it is also important to utilize status effects.
In this game, in addition to the skills inherent in weapons, there are plenty of ways to inflict status ailments, including auxiliary equipment and magical items.
It's helpful to equip units that act as tanks, taking the first hits from enemy attacks, or units with long attack ranges with equipment that inflicts status ailments.
Unit Development Policy
In this game, you can develop units with a high degree of freedom.
However, simply training without a clear strategy will not allow the group to demonstrate its strengths.
Basically, I think it's best to focus on the role of each unit and cultivate their expertise accordingly.
When strategizing, visualize how you will utilize that unit.
Here is an example of how roles might be divided:
Wall role
Their role is to stop enemy attacks.
Rather than focusing on whittling down the enemy's health, it's more important to be tough enough to withstand attacks from multiple enemies without being defeated.
It's a good idea to strengthen your defenses with a spear that offers high defensive capabilities, as well as equipment such as shields, armor, and helmets.
It pairs exceptionally well with the "Shield Smash" skill, allowing it to take on the role of drawing the attention of other units in chaotic battles.
Melee attacker
Your role is to annihilate the enemy.
Specifically, the attack power required is the ability to reliably defeat the enemies that the tank character has held back during your own turn.
Due to the nature of close-range combat, you'll often be counterattacked, so it's best to have the ability to defeat your opponent without allowing them to retaliate.
Swords that allow for rapid, continuous attacks, and axes that can finish off enemies with high attack power (though this is only possible with units that have high skill) are useful.
After defeating the enemy by stepping forward as a tank, you need to move the tank forward to protect them from attacks during the enemy's turn.
Having a repositioning skill allows you to retreat after attacking, making it safer to use.
Indirect attacker
The tank's role is to weaken the enemy while the melee attackers take the hit, allowing them to finish off the enemy in one blow without taking any counterattacks.
Additionally, it plays a role in eliminating troublesome enemies from a distance with long-range attacks.
I think this is the most important role in this work.
To put it in extreme terms, even if you have no melee attackers at all, you can substitute them with ranged attackers.
Indirect attack methods include magic, bows, and throwing weapons, but magic is probably the most effective.
Since you don't anticipate being attacked, it's best to prioritize increasing your magic power and skill (of course, if you're using a bow or throwing weapon, prioritize strength).
The "Magic Slayer" skill is extremely useful when dealing with troublesome enemies from a distance using long-range magic.
Supporter
Their role is to heal and support other units.
The most important role is healing, so you'll need to equip them with healing staves or magic items.
Ideally, I'd like to position them right behind the tank to allow for smooth healing, but there's a risk of them being attacked by the enemy.
In that case, it's recommended to have the tank character use "Shield Smash" to increase safety.
Additionally, there are classes that provide support effects to allies, such as Dancers and Einherjar/Valkyries.
In any case, since I want to deploy them relatively close to the front lines, it would be reassuring if they have high HP, defense, and magic defense.
Furthermore, if a unit has high magic defense, it's also suitable for absorbing enemy ranged magic attacks, so equipping it with "Shield Smash" is a good option.
Skills that were particularly useful
Blue Skill
・Onslaught
(When attacking, additional damage is dealt after combat; this damage increases with high morale.)
It's subtly useful for boosting damage when eliminating distant enemies with long-range attacks.
Recommended for ranged attackers and similar roles where the likelihood of being attacked by the enemy is low.
Shield smashing
(Active skill, requires shield equipped, lasts 2 turns, HP +10, Evasion -30, increases the likelihood of being targeted)
This skill plays a very important role in strategy.
By controlling the enemy's targeting, you can minimize casualties among your allies.
This is definitely a skill you'll want to give to a tank character.
- Mana concentration
(Focused attack magic can be used on the turn following use, lasts for 3 turns including the turn the skill was used)
Focused attack magic can also deal damage to a four-square radius around the target.
When there were many enemies, it was useful because it allowed me to take down multiple enemies at once.
Since it requires one turn to charge, it's not suitable if you want to quickly reduce the enemy's numbers during combat.
However, if you charge it in advance during the downtime just before engaging the enemy, you can use it without any stress.
・Passion
(In the next battle, attack +5, critical hit +50, and inflicts stun when in close combat)
This skill is suited for an offensive role.
You need to use a command to charge it, but the charge state won't be canceled unless you enter combat, so it's easy to use when you have free time, such as while moving.
Since close-range attacks are guaranteed to inflict the stunned status, they are also useful for weakening enemies.
·concentration
(Skill * 10% chance to evade attack. Once activated, it is ineffective for 2 turns.)
This is a highly versatile and useful evasion skill that you can use whenever you're unsure what to do.
This is a powerful skill that is guaranteed to activate if you have 10 or more techniques.
Because it requires a short cooldown after activation, it's not suitable for tank roles that engage in many battles. However, it's an extremely useful skill for attackers who don't frequently engage in combat with enemies.
Green Skill
Idaten
(Speed +2, Movement +1)
It's reassuring that no parameters decrease, and important ability scores like movement speed increase.
If you don't have any skills yet, it's definitely a good idea to acquire some.
・Barbarism
(Strength/Magic +6, Defense/Magic Defense -2)
Your offensive capabilities will increase significantly, so you'll likely feel a substantial effect.
Since it slightly reduces defense, it's best suited for attackers who aren't expecting counterattacks from the enemy.
Assault
(When HP is full, Attack +4, Accuracy +20)
This skill is useful for attackers who need accuracy bonuses rather than attack bonuses.
Similar to "Brutal Bravery," this skill will be useful when equipped to ranged attackers who are not expected to take damage.
Peach Skill
Demon Slayer
(Special attack against those equipped with elemental magic or sorcery)
This skill is extremely useful for eliminating enemy ranged magic users who attack from a distance.
There are many killing skills, and it can be confusing to decide which one to use, but for indirect attackers, I recommend the Magic Slayer skill.
For units whose role is to attack nearby enemies, it seems that equipping them with the "Spear Slayer" skill makes battles easier, as many enemies are quite tough.
・ Life absorption
(When morale is 20% and a preemptive strike hits, restores 12 HP to yourself.)
Attaching this to units that you want to heal themselves will increase their stability.
In particular, if you're using a spear as a tank, it will have a synergistic effect with the spear skill "Hold the Battle Line" (though this only applies to large enemies).
- Precision attack
(Hit +15, prevents defensive skills from being used with cover and equipment)
With its straightforward effect of increasing accuracy, this skill is useful no matter who you equip it to.
This would be good for improving the reliability of units wielding axes.
A collection of skill combos based on information submitted by our users.
Particularly useful classes
While it depends on how you use and develop them, I'll write about the classes that I found useful while playing.
Lower-ranking positions
Trooper
This class is incredibly versatile, as it can use any of the three weapon types, has high movement speed, and can move again after being active.
Depending on your equipment, you can play either a tank or an attacker role.
While mobility is reduced indoors, I still feel that the ability to reposition is a significant advantage.
Elementalist
Its greatest strength is undoubtedly its ability to use magic with a range of 2-3 and long-range magic with a range of 4-5.
In this game, attack options with a range of 3 or more are limited, so being able to attack enemies unilaterally is a huge advantage.
Since they can attack both nearby and distant enemies from behind a tank unit, you can't go wrong by making any unit with high magic power an Elementalist.
Hermit
While it doesn't have any special abilities, the fact that it's a staff-wielding unit with high mobility greatly increases its usability.
In this game, the automatic healing staff is a fundamental system, so the positioning of the healer is crucial.
Furthermore, its repositioning skill makes it easier to apply debuffs to enemies with a range of 1, which is another advantage.
Since there are no advanced classes that can equip staves while mounted on horseback, this class, despite being a lower-level class, can be said to have unique and unparalleled value.
Senior positions
Guardian
This class has the perfect abilities to serve as a tank.
The full armor that negates damage based on morale x 4% is very powerful.
The Full Armor skill is powerful because, while its activation by the user is probabilistic, the effect granted to surrounding units after the user has waited is guaranteed to activate.(It only grants a guaranteed full armor state; activation is probabilistic.)
Einherjar/Valkyrie
This character is both an attacker and a support character, capable of using various weapons and staves.
After your turn ends, allies within 4 spaces will gain a temporary effect of +20% to hit/critical hit rate. Therefore, ending your turn early in your turn makes it easier to eliminate enemies.
If you're unsure which class to choose for your healer, this class or Hermit would be good options.
Wizard
As an advanced class of the useful Elementalist class, it's bound to be a powerful class.
Since you can equip magic, you can use curse-type spells with a range of 4 to 7, making it even more versatile.
Curses, which might be underpowered for a witch due to their magical abilities, can be unleashed with high attack power by a wizard.
Map-specific strategy notes - Difficulty: Not Easy (Spoiler Warning)
Since it's difficult, I've decided not to aim for the evaluation bonuses in each stage.
This is primarily a strategy guide focused on clearing the game, so I hope it's somewhat helpful.
Chapter 1: Awakening
Since healing items are not abundant, there's no need to fight lizards you don't need to.
If you proceed while staying out of the lizard's attack range, you should be able to clear the stage smoothly.
Chapter 2: The Two Who Remained
The battle will take place with the troops separated.
Marsh and Sheba should advance further in, while Ain and Kyle should stand on top of the pillars and hold their ground to ambush the enemy.
Once you obtain the Orb of Healing, give it to Sheba and make her your healer.
After a while, slimes will start appearing from the back, but since it's dangerous to engage the enemy Larian without terrain effects, it would be safer for Ain and Kyle to wait on top of the pillar.
Once you've dealt with all the enemies except Larian, you can use Kyle, who has the skill to maintain distance, as a shield and move west to rejoin Marsh and the others.
The slime reinforcements that appeared near the entrance did not need to be defeated to clear the stage.
Chapter 3: The Abandoned Fortress
Purchase a healing staff at your base and have Sheba carry it.
At the start of your turn, you can heal adjacent allies (note that this differs from the specifications of typical SRPGs).
Please note that this staff cannot provide instant healing.
Since Faye is isolated, she can defeat enemies on her own if left alone, so she's safe for a while.
This map is for studying the magnitude of terrain effects.
Waiting by the river will drastically reduce your abilities, so it's safer to quietly circle around from the east.
Even then, waiting on top of a large number of rocks or bushes will significantly lower your evasion and defense, so be careful not to wait on those surfaces.
Enemy reinforcements will keep appearing, which might make you want to charge in recklessly, but you can advance safely by pushing Kyle, who has high defensive capabilities, to the front.
You can obtain a Guardian Orb in a house near the bridge, and a short spear in a house further north.
I'd like to get the Archer's Ring from the elite hunter on the cliff (it looks like I can only attack him with a dagger or a Sheba).
Chapter 4: Things that Lurk Underground
First, let's aim to meet up with Holmes and the other two.
Slimes aren't particularly scary opponents, but I don't want to engage goblins with my defenses weakened.
Use obstacles to your advantage and use the tough Kyle and Ares to fend off the goblins.
Once you join up with Holmes and his group, goblin reinforcements appear from the entrance, and the group in the upper left also moves, trapping you in a pincer attack.
The goblins at the entrance have entered a cosmic state, and their movement and attack power have increased significantly.
Use the large pillars to hold them off, and use Kyle with the Guardian Orb to stop them.
When they get close, we'll eliminate them all at once using indirect attacks.
Once we've dealt with the space goblins, we'll take on the group above.
Reinforcements will occasionally appear from holes in the map at key points, but if you proceed slowly, you shouldn't have any problems.
Be careful, as slimes will appear from the holes on either side of the boss when you approach it.
Chapter 5: Forest of Beasts
This map is quite difficult for an early-game map, due to the large number of enemies and the fact that you must not let Liana be defeated.
You can leave Liana alone until around turn 20, but since there are simply more enemies on the southern route, I proceeded from the north.
Send units capable of indirect attacks north first, and defeat the birds pecking at Liana.
Since wild boars are also coming from the south, we need to deploy a considerable force to deal with them.
The challenge lies in dealing with the snake that emerges from Liana's left side.
Being attacked by this enemy inflicts a severe poison, dealing 16 damage each turn, making it extremely dangerous.
Let's send Ares, who is immune to status ailments, ahead to seal the hole.
Once we've blocked the snake hole and there are no more enemies coming towards us, we can finally take a breather.
Visit the houses on the south side to retrieve the purification staff, or go defeat the gem-carrying turtles on the coast.
You can easily defeat this turtle by fishing it with a sea bass and waiting on top of a house.
You can obtain a dagger from the house near the center, and a healing orb from the house in the lower right.
If you have the time, you should collect them.
Chapter 6: The Evolved Slime
This map has a large number of enemies, making it time-consuming to deal with them.
Finding both the three isolated individuals and the two treasure chests requires a significant increase in marching speed, making it quite challenging.
Considering that the objective is to defeat the Slime Leader, and that the Slime Leader will approach you, it's difficult to complete the level slowly and carefully.
The safest option would be to use the bridge and pillars near the starting position to intercept the enemy.
However, since most of the enemy will be coming across the river, you'll be in serious trouble if you don't prepare adequately before intercepting them.
In my case, things progressed smoothly, and the fortress where the three isolated characters were located became the final battlefield.
I didn't have time to go and retrieve the treasure chest, so its contents are unknown (you can buy it later even if you don't retrieve it).
Chapter 7: The Hearer
The enemy will engage in combat in groups, often in somewhat coordinated formations.
Make sure to eliminate one group completely before engaging the next.
If you leave the frogs in the river, they will be almost impossible to hit with attacks.
When using the bridge to hold off the enemy, be careful to prevent the frogs from entering the river.
Units with guaranteed hit skills, such as Holmes's arsonist skill, can hit their targets.
Once you reach the puddle area after crossing the bridge to the upper right of your starting position, the boss ogre will leave its base and attack you with a roar.
Since this is a formidable opponent, I think it's safer to have Liyana, in her transformed state, capture their base first and then clear the stage.
You can get a Great Healing Orb by visiting the village in the upper left.
Quest 8: Hunting Camp
Enemy units will prioritize targeting units waiting in civilian houses.
It seems that different lines of dialogue are prepared for each unit being explored, which shows just how much effort went into creating this game.
Depending on the units you deploy, it's a good idea to have a decoy unit wait in a civilian house, with the surrounding units providing support to absorb the attacks.
However, be aware that if the enemy cannot attack the unit on top of the house, they will attack other units instead.
Lizards have a long range, so they can attack almost any unit on top of a house, but birds and rabbits are melee attackers, so their targets change easily.
Therefore, prioritize getting rid of any birds or rabbits that come near.
Deploying underdeveloped units will make it difficult to clear the stage, so if your main goal is to earn fiber, you will need some well-developed units as well.
If you don't mind not clearing the stage, deploy low-level units and try to defeat as many rabbits and other enemies as possible to finish the stage.
The stage ends when all allies or enemies are eliminated.
Chapter 8: A New Enemy
At your base, you will be able to change your troop type using Change Fiber.
There are several units that are perfectly suited for changing troop types, so you should try using them right away.
I changed William to an Elementalist, Kyle to a Trooper, and Robb to a Hermit.
Rob's abilities are mediocre, so I figured a mobile healer would be the safest option to use him in.
This is our first defense map.
There are a considerable number of enemies positioned there, and reinforcements keep appearing.
Since it's difficult to keep all allies alive, the idea is to use allies as shields to keep Marsh alive.
Some of the enemy reinforcements carry valuable items, but it's difficult to defeat them without casualties, so I basically opted for a defensive strategy.
If you enter a house and barricade yourself from the start, you won't be able to gain many turns, so first, have the unit on the left hold off the enemy at the bridge, while the other units defeat the enemy in the lower center.
If you try to barricade yourself in the western house, you'll be burned down by ranged magic users that appear from the western forest along the way, so you can't hold out for very long.
While we're engaging a few enemies on the bridge, we'll also deal with enemies coming from the opposite direction.
Since it's dangerous if your allies get separated, fight without straying too far from the entrance to the central building.

Ultimately, you enter the central house and block the entrances to buy yourself some time.
Be extremely careful not to be defeated prematurely by the enemy, and try to hold out for as many turns as possible, making full use of protective magic to withstand their attacks.
We win by the 13th turn.
Chapter 9: The Valley of Resentment
This map's objective is to reach the bottom right.
The road is too narrow, making it difficult to have all units fight at once.
Make full use of mounted units' ability to move again and attack methods with a range of 2-3 to fight efficiently.
If you can quickly defeat the rogue that runs away from the starting position, there won't be any further enemy reinforcements, so you can proceed at your own pace.
Once you've quickly dealt with the slimes, use the one-square-wide gap between the cliff and the river ahead to block it off with a wall unit.
The birds will start heading towards you once they reach a certain area, but their movement speed isn't very high.
If you handle it calmly, there shouldn't be any problems.
Bird venomous claws are troublesome, so be sure to have a cleansing wand ready.
If you visit a house in the middle of the group, Lucy will join you.
The treasure chest in the bottom right contains the Shield of Faith.
The Harpner near the exit can be quickly defeated by approaching it with Liyana transformed into a bat, then reverting to her human form and attacking.
Quest 10: Slime Extermination
Although it's a quest map, if you're aiming to clear it, you should deploy top-tier units rather than units that are slow to grow.
However, the boss elite slime is a tough opponent, so it might be difficult to defeat.
Even if you're going to be wiped out, make sure to prioritize defeating the enemies that drop steel equipment.
With fiber often becoming scarce, being able to obtain steel equipment is a huge advantage.
Chapter 10: The Root of Corruption
There are many enemies positioned here, but we'll just keep advancing little by little, as we always have.
We'd like to eliminate the enemy outside the city walls before engaging the cavalry that's charging towards us.
Even if you take your time clearing the stage, the endlessly spawning reinforcements are only slimes with 13 HP each, so I don't feel they're that much of a threat.
Considering forests and castle walls, having multiple elementalists or longbowmen capable of attacks with a range of 2-3 will add depth to your offense and make battles easier.
Let's make good use of Change Fiber to increase the number of unit types that players find easier to use in battles.

The enemy you should be wary of is the Elder Slime, which can shoot out venom under high pressure.
With a range of 2-4 and high HP, getting caught in a chaotic battle means you'll be attacked unilaterally and it's dangerous.
The two immobile Elder Slimes are getting in the way, so it's best to fight from a slightly distanced position.
When fighting near the entrance to the fort, be careful not to enter the attack range of the ranged magic users on the castle walls.
Once you've secured the area, seal the hole from which slime is endlessly spawning.
Around turn 15, three enraged birds will appear from the upper right and use Cosmic Herbs to unleash a devastating attack, so be careful.
Their movement speed is only 4, so it's best to ambush them and take them down quickly with ranged attacks.
In the second half, you'll encounter troublesome enemies like Armored Slimes (range 1-3) guarding your destination, and Warlocks with Lightning Curse (range 4-7).
I think we're in a position to calmly tackle each challenge, so let's proceed without rushing.
Chapter 11: The Lair
On maps with a large number of enemy units, you'll need a certain number of allied units to clear the stage.
If many units are defeated along the way, it will be very difficult to clear the stage.
Slimes will spawn from the back, but they are not particularly strong enemies as they spawn endlessly, so there is no need to rush unnecessarily.
First, eliminate the enemies near your starting position, and once you've repelled the charging Elder Slimes, you can advance at your own pace.
You can obtain "Death Perfume" (5 uses, 24 attack, 120 hit rate, 40 critical hit rate) from the treasure chest in the room to the left of the entrance.
If you have the time, it will be easier if you collect the items while also taking out the anti-aircraft mages from behind the wall.
Just before clearing the stage, two enemies that use long-range magic will appear near the treasure chest, so leaving an ally to deal with them might make things a little easier (even if you don't leave a unit there, they can still attack from behind walls).
If you enter the area in the lower right, Noble Slimes will continuously appear from the hole in the lower right, causing freezing.
The armored slimes are getting in the way, but let's get rid of them as quickly as possible and then go seal the hole.
If you reach the upper half of the map, you're almost there to clearing the game.
If you are attacked by a slime, you will enter a "complete slime" state, which significantly reduces your defense, so be sure to have at least one person with a purification staff.
In rooms with Axemen and Axewomen, being attacked after being hit by slime mucus can be fatal, so be extremely careful about your positioning.

In the final room, a fierce attack using the slime's "Desperate Attack" skill awaits you.
As you get closer to the target hole, two enemies with long-range magic will be positioned in the room to the lower left.
It's best to be prepared for some damage and push through in one swift move.
Chapter 12 For an Old Friend
This map's objective is to defeat the enemy boss while preventing the enemy from reaching the right edge of the map.
There's no chance of being ambushed or having them slip through, so it's perfectly fine for everyone to advance together.
The initial objective is to see if you can block the path by dropping rocks in two locations.
By blocking the road in two places, you can stretch out the enemy's ranks and make it easier to attack them from the top of the cliff.
Let's use Liana, who has been transformed into a bat, to go and drop the rocks, even if it means taking some risks.
The first location is the rock to the right of the pillar in the center of the map.
Push this from the left to block the path of flames and thorns.
The second location is a rock near the magic circle on the left side of the map; push it down from above.
This limits the enemy's path, allowing them to navigate through the traps on the spikes.
Having a character positioned on top of the spikes to act as a shield gives you a significant advantage in battle.

Even if you block the path with a tank, some enemies will still attack with long-range magic.
The enemy will attack from the cliff below the magic circle on the left side of the map, so send in an Elementalist or similar unit to intercept them.
Also, since birds fly in regularly, we need forces to intercept them.
Around the 11th turn, the boss, a bear, will appear.
Since it will come towards you, it's safest to defeat it with a ranged attack when it reaches the bottom of the cliff.
Quest 13: The Starting Place
I must have overlooked it, as it hasn't been implemented yet.
Chapter 13: The Last Survivor
First, we'll head to the upper left of the map to rescue Samia.
Once we've dealt with the enemies near our starting position, let's split up: some members will rescue Samia, while others will focus on eliminating the enemies on the right.
After recruiting Samia, your objective will change.
A boss will appear in the center of the right edge of the map, and defeating it will complete the stage.
There are many traps around Samia's cabin, so be careful not to step on any suspicious terrain.
However, since there are also disadvantages due to the terrain in the forest, it might be best to avoid approaching the cabin until you've dealt with a certain number of enemies.
Once you've dealt with some of the surrounding enemies, go talk to them with either Marsh or Sheba.
The slimy rabbit in the bottom left is equipped with a weapon called "Shadow Strike," and its attacks can be blocked by attack-sealing abilities.
This weapon has a durability of 1, but since you use a conspiracy (which prevents durability loss for one hit) every other turn, the weapon's uses will never naturally reach 0.
Since it attacks every other turn, it's not particularly fierce, but it does require some effort to keep it under control.
Destroying "Shadow Strike" with a weapon-destroying orb will trigger a new attack method called "Body Slam".
When you cross the central bridge, a snake will emerge from a hole.
If you try to capture the spawn location immediately, you'll be subjected to a concentrated attack from the surrounding long-range magic, so be patient and eliminate the surrounding enemies first.
When you attack the boss eagle, three birds will appear from behind.
Since it attacks twice and has high attack power, when it attacks me, try to finish it off in one turn.
Chapter 14: The Buried Woman
The objective is to defeat the boss deer and the four enemy Embalmed.
Also, while it's not a problem if Lara is defeated, she's a powerful elementalist, so keeping her alive will make the game easier.
Lara's general route is to first head towards the magic circle below Keen, and then teleport to the area above Lateria.
If you are adjacent to Lateria, you will not be attacked, so stay put and wait until you defeat Persephone.
Once you defeat Persephone, you'll be teleported to that magic circle, and you'll be safe for the time being.
After that, once the area around Lateria is safe, we can teleport and rejoin the main force.
Now, let's talk about the main force's advance.
It would be easier if we could defeat Chignon quickly as he tries to escape, but if that results in casualties, it will ultimately become more difficult.
For now, let's deal with the approaching enemies first, and then proceed cautiously.
If you let the bird with Shadow Strike attack during the enemy's turn, its weapon will break, and it will temporarily become vulnerable to attacks.
If they have another Shadow Strike, it will be troublesome if they equip it again, so let's attack them on our turn and defeat them in one go.
You can purchase long-range magic spells at the workshop.
There's no limit to the number you can buy, so stocking up on a certain amount will make things easier in the upcoming maps.
There's no point in saving them, so let's buy a lot and actively use them.
Quest 15: The Wrathful Goblin
I must have overlooked it, as it hasn't been implemented yet.
Chapter 15: The Talking Enemy
For now, let's leave Renil and Kodram, who are trying to escape, and proceed while engaging the enemies that are coming towards us.
Let's advance while avoiding the forests that incur penalties and the large number of stones.
Puel and the surrounding monsters in the upper center of the map are tough enemies, so leave them alone for now.
If an ally is waiting on a special floor inside the fort, Kodram will pull the lever during the enemy's turn, dealing massive damage.
You should be able to defeat Kodram by focusing your attacks with ranged attacks the moment it comes to pull the lever.
If you want to avoid casualties on the special floor, jump over it and wait to lure the enemy out for a fight.
The story unfolds with the player taking either Kodram or Renil as a prisoner, but the plot remains the same regardless of which option is chosen (though the level of detail in this difference is impressive).
Visiting a private house will grant you the skill "Inner Fire" (Morale +3).
You don't need to defeat Puel, but if you explore the area after defeating him, you can obtain a "bag of sweets" (an item that can be sold for money).
Chapter 16: Inhabitants of the Ruins
This is an indoor map that will take a long time to complete.
Reinforcements won't keep spawning indefinitely, so there's no problem with advancing slowly.
The Warlock in the treasure chest room is getting in the way with his ranged attacks, so let's take him down.
You can open the door on the narrow northern path, wait at the very edge of its attack range to lure it in, and then defeat it with the Elementalist's ranged attacks.
If you continue heading north and open the door, you'll run into a trainee who's coming towards you.
They aren't particularly strong enemies, so you can continue your advance.
The main force will advance to the right from its initial position.
We will make effective use of the narrow passages and engage in combat while avoiding concentrated attacks.
If you step onto the bridge near the top center of the map, two Raiders will appear above you.
After they appear, it's best to retreat, engage them, and then cross the bridge.
The three witches with instant teleportation fiber that were lined up were all wiped out with an area-of-effect attack thanks to an Elementalist with a mana focusing skill in my army.
We haven't tested how far you have to go before they warp away.
After that, you'll engage in battle with Juggernaut and Valkyrie.
Juggernaut's attacks are powerful and dangerous, so try to defeat it quickly.
When it's the opponent's turn, they can heal you with a distant healer, which is troublesome.
In areas with ranged attackers like harpists, archers with super longbows are a real nuisance.
To avoid being targeted by a concentrated attack, lure this archer alone and safely defeat him first using long-range magic.
Once you've taken down the one wielding the super longbow, all you have to do is carefully eliminate the rest from the sidelines.
The slimes surrounding the boss are initially motionless, but they start moving once you engage the boss in combat.
Furthermore, four more enemies possessing the White Death ability will begin to appear from the four magic circles above.
Dealing with reinforcements will be difficult, so let's try to defeat the boss as quickly as possible.
The samurai guards protecting the boss are tough due to terrain effects and skills, but they become weaker when their invincible hardening is broken.
Using weapon-destroying orbs or similar items should allow you to defeat them quickly.
The treasure chest in the small room contains a Swamp Orb (for 3 turns, the target's speed is reduced by 25 and movement by 1).
To reach the treasure chest at the end of the waterway, have Liana use the thief's key, transform, and head there.
You can obtain the Great Guardian Orb, but a Mad Bird will appear nearby immediately after you open it.
It's safest to retrieve it right before clearing the game.
Chapter 17: Prisoners of War and Rescuers
This map features enemies attacking from both the left and the right, creating a pincer movement.
The clear condition is to defeat either Renil or Kodram (whichever one is not captured).

The ideal spot to confront the enemy on the left is one square below the special tile.
Since high attack power isn't necessary, you can use units with high defense to absorb enemy attacks, and then activate special floor tiles to inflict massive damage, allowing you to defeat them efficiently.
The snake located south of the fort can inflict various status ailments if it attacks, so prioritize defeating it with long-range magic or similar methods.
I used the pillar near my starting position to intercept the enemies coming from the right.
Birds will be coming from above, so we'll use the terrain at the entrance to set up a defensive line.
When you talk to the enemy Embarmud, Sheba will temporarily enter a "willing to communicate" state.
This will reduce all attacks by 80% until the next turn, but it's still dangerous, so there's no need to force a conversation.
I think the target leader will come towards you fairly early on, so if you take him down quickly when he gets close, you can clear the mission.
The enemy's attacks are fierce, but try to avoid concentrated damage by using defensive skills to protect your tank or by using shield-smashing skills to distribute the enemy's target.
Clearing this map will finally unlock the ability to change to an advanced class.
The requirement is that you must be level 25 or higher, but take your time at your base to carefully consider who you want to train and how.
Quest 18: Slime Colosseum

The enemies are high-ranking and tough, but you can easily defeat them by repeatedly using long-range attacks from outside their range.
Specifically, when Liana transforms and holds a "spoon bender" (a broken "winter curse," etc.), she uses "ultrasonic waves" to attack from above the waterway, allowing you to defeat her without taking any damage.
If Liana isn't leveled up yet, this is a good opportunity to raise her level quickly.
Chapter 18: Marsh and Almo
The story reaches a major climax, and all the enemies are named characters, making this a rather luxurious map.
The objective is to reduce the number of enemies to five or fewer.
Let's intercept the charging enemies one by one.

By drawing a defensive line slightly to the right of your starting position on the map, in an area with a lot of rocks and forest, you can gain an advantage in battle by forcing the enemy to stop in unfavorable terrain.
When facing enemies attacking from a distance, have a sturdy ally use shield-mashing to control their targeting.
I feel this method is inexpensive and easy as a countermeasure against long-range attacks.
Since the enemy will scatter due to differences in movement speed, once you engage them, take them down one by one and avoid pursuing them too aggressively.

…。
Quest 19: Potato Thief
This map involves defending your crops by toggling traps on and off.
Because I deployed non-mainstay members in order to train lower-ranking units, clearing the stage was difficult.
Therefore, there's nothing particularly noteworthy to mention as a strategy guide.
Chapter 19: Back North
Isolated, Rocco gives up for the time being and spends the next turn dealing with the enemies advancing towards his own side.
Since enemies will be coming from all directions, huddle together near your starting position and fortify your defenses in the narrow terrain.
For enemies that attack from a distance, you can calmly fight them by using shield smashes to draw their attention to one person.
Taurus has high HP and defense, so it can be relied upon as a temporary tank in emergencies.
Let's use the effects of the Great Healing Staff to act as a shield.
The endlessly appearing warping witches will warp near one of your allies each turn.
If you defeat it during your turn, it won't attack you, so be sure to take care of it.
In my case, the witch always warped near Liana, so I positioned Liana next to unfavorable terrain and had her wait there. This caused the witch to warp onto unfavorable terrain as well, making it easier to defeat.
Since they are easy to defeat, you can use them to gain experience points for low-level units.
Once you've dealt with the charging enemies, you then gradually break down their formation.
If you attack from the edge using long-range magic, it will take time, but you can definitely defeat them.
Personally, I recommend Liana's transformed ultrasonic attack (a weapon that transforms into a "spoon-bending" weapon).
If you equip them with a poisoned dagger and use the repositioning ability to chip away at their health from outside their range, you can eventually defeat them.
When you approach the boss Slime Leader, two Raiders will appear in the lower right and upper left corners of the map.
Be careful.
As you get closer, the boss lets out a roar, and it seems that reinforcements will arrive a few turns later.
Let's take them down before they arrive.
Incidentally, if you repair the tattered spear that Rocco possesses, it will become a hero's spear.
Quest 20: Hot Spring Vacation
Unusually for a quest, this map has a fixed starting lineup.
Since the battle will consist only of male units, various tactics can be considered depending on the class change status of the units up to this point.
In my case, I used cover to position myself around the torus, aiming to withstand the attack for as long as possible, while sending one person east to escape.

Ultimately, I managed to escape and clear the stage.
If you choose to peek into the hot springs during the post-clearance options, you can view a reward illustration.
Even if your entire party is wiped out, you will still clear the stage, but in that case, you won't be able to see the scene.
You should use all your strength and give it your all to clear the challenge.
Chapter 20: The Last Burial Site
The biggest challenge on this map is figuring out how to withstand the magic cannons that start firing at your allies from the second turn onwards.
The strategy is to ignore the enemies on the right side of the starting high ground for now, and focus on eliminating the troublesome enemies positioned in the fort on the left.
The magic cannons are fired by enemy necromancers with the magic cannon skill, who wait on a magic circle and target your allies (their range seems to be infinite).
The necromancer will emerge from its magic circle and prioritize ranged attacks using sorcery when you get close to the fortress wall, so try to stop attacking it as soon as possible.
Putting them to sleep or something similar to temporarily tide them over might be a good idea.
To reach this wall, you need to get past the boss Elder Slime and his henchmen.
Since there's no way around the Elder Slime, let's leave it alone for now and prioritize defeating the other enemies with longbows and magic.

Once the magic cannon attacks stop, you've practically won.
You can advance slowly, or you can defeat the Elder Slimes from behind the wall.
I think Holmes, with his arsonist abilities (and witch hunts), could easily defeat them even through a wall.

As a side note, when summoning an NPC using a summoning scroll, if the user is adjacent to a wall and surrounded by other units, it is possible to send the servant over the wall and into the interior.
This method takes time to execute, but it might be useful when you want to disrupt the enemy formations inside a building.
Chapter 21: A Debate Without a Winner

Marsh is currently suffering from the "Prisoner" status ailment.
In this state, if attacked by an enemy with the Guard skill, you will die instantly. However, if Marsch has learned the "Feint" skill, it will not activate, which will make Celia furious.
On the second turn, Gladiolus will unlock the prison cell for you.
Marsh's plan is to weave through the guards' attack range and head towards the magic circle where Gladiolus is.
The main force will advance towards the bottom left of the map to rendezvous with Marsch.
Vanguard reinforcements will appear from the rear, so proceed while keeping an eye on what's behind you.
When Marsh arrives at the magic circle, the prisoner tags can be removed.
However, once the tags are removed, all the prison doors open, putting Marsch alone in danger.
It might be best to wait until the main force is able to eliminate the Dragoon before deleting the tags.
After removing the tags, you will proceed towards the entrance.
Let's use the narrow terrain to our advantage and intercept them.
Taking your time is not a problem; the key to victory is to advance steadily without rushing.
Chapter 22 Desire
The level is cleared when Sheba can escape to the candlestick at the entrance after Marsh activates the jewel.
The map isn't very big, but I think it's going to be a very long session.
I didn't fight head-on; instead, I circled around the outer perimeter from the right and advanced.
The enemy will come outside and chase you, but if you have a tank character act as the rearguard, it's not so scary.
There are few enemies with the range to attack the outer perimeter, and the Lightbringer closest to the wall only uses softening orbs, so it's not that scary.
When you open the door in the upper right, some enemies will come towards you, but most of them are defensive, so there's no need to panic.
However, Celia should be moving towards the door in the upper right, so you'll likely engage her in combat around the needle trap above the jewel.
Since it has a long range, lure it in with a shield smash, then concentrate your attacks and take it down.
Let's also take care of the elementalists and wizards who are positioned on top of the castle walls.
When Marsh activates the jewel, the upper wall of Sheba's prison cell collapses instead of the door, and reinforcements appear around the perimeter.
Be careful, as it can be dangerous if you don't prepare before starting it.
It's safest to go through the building towards the entrance, defeat all the enemies, and then activate it.
Let's collect the treasure chests while we're at it (Shield of Light, Perfect Gem).
After activating the jewel, Marsh escapes alone by going through the building.
The main force should eliminate the enemies near the entrance and finish them off before Sheba arrives.
When Sheba arrives near the entrance, a teleporting witch will appear in the upper left corner of the map.
Since this is the very last step, you can ignore it if you want, but be careful not to let your guard down.

Before activating it, I used a necromancer to summon a massive number of spirits up to the maximum limit.
While you'd be taken down in almost one hit if attacked by the enemy, it was useful for blocking bullets.
Quest 23: Combat Training
It's a battle with only 6 against 6.
If you have two tanks and a member who can attack from a distance, winning isn't that difficult.
Let's quickly clear this for Lucy's lovely smile.
Quest 23: The Unexpected Beast
There are a lot of enemies, which makes it difficult, but I think you can clear it by using the elevated passage where Helion is located, creating a wall with high-defense units, and gathering units that can attack with long-range magic from behind them.
If you can eliminate all the enemies, you'll get a fair amount of fiber and bonuses, so try your best to clear the level.

Chapter 23: The Sand Garden
We will divide the troops into three groups and proceed.
However, since it's not indoors, meeting up isn't too difficult.
If you can withstand the initial onslaught of aggressive enemies, the rest of the game can be played relatively calmly.
First up is the top-ranking unit.
The attacking enemy mainly consists of birds, so they aren't particularly tough, but there are a lot of them.
Having a tank character and a magic user who can focus mana will make it easier to counterattack.
I want to seal off the ruins as soon as possible, but it's important not to rush, as that would put me in the attack range of Wasabi, a mid-boss-level enemy.
The troops in the middle are being attacked by rabbits.
The ideal strategy is to use the pillars to counterattack and deplete the enemy's weapons with "attack-sealing" abilities, then finish them off in one go during your turn.
Since there are no immediate plans for reinforcements to attack, once things have settled down, it would be wise to focus on supporting the units above and below you.
The lower level can be tackled most calmly if you can block off the bridge.
Once you've defeated the Face with its unusually high attack power, you should be able to hold off the rest of them near the bridge.
After weathering the initial onslaught of enemy forces, it's crucial to use long-range weapons to attack the waiting enemies and gradually reduce their numbers.
The enemies you need to be especially careful of are the bear-type enemies.
While it's clear they have high attack power and are tough, their evasion is surprisingly high as well, so you might have a tough time if you're using a weapon with low accuracy.
By repeatedly attacking with transformed Liana's ultrasonic waves and then retreating using her repositioning ability, you can safely eliminate even the toughest enemies around the boss.
Equip them with a poisoned dagger or similar weapon, then attack them from a distance to slowly wear them down.
Defeating Almo will complete the level.
Chapter 24: The Dragon's Cape
Since the path is narrow, let's split up and advance into two groups: one to defeat the Dragon Summoner on the right, and the other to head towards the center.
First, let's intercept the enemies coming towards us, and then focus on eliminating the enemies that are attacking from a distance.
This battle will also be easier if you actively attack with long-range attacks (especially long-range curse-type magic).
Advancing to the left should be safe if you place a tank unit in front while attacking from behind with long-range magic.
It's safer to equip the tank character with items that prevent status ailments.
Before attacking the summoner, take your time to lure out and eliminate the raiders before engaging in combat.
Defeating the summoner who summons the dragon in the upper right corner will cause it to transform into a Holy Dragon.
Be careful to prevent your injured units from being attacked during the enemy's turn immediately after you've defeated them.
You can teleport from the center of one magic circle to another, but it's dangerous while the enemies are still being dealt with.
After eliminating the summoner, our forces should be free, so let's use our flying units to lure the dragonkin in the center and take them down one by one.
As the troops heading left approach the end of the high ground where the two Tricksters are located, Witches and Necromancers will teleport in.
Because the Witch has a focus skill, you can't defeat her without attacking her at least twice.
Be careful, as this requires several steps.
If you descend into the forest from the high ground on the lower left, four snakes will appear nearby, and one more will emerge from a hole.
Since snakes will continue to appear from the hole, let's block it off with a unit.
Once you reach this point, all that's left is to head towards the center and eliminate the enemy.
Quest 25: The Final Defense
This map can be attempted multiple times.
If you want to earn as much as you can before clearing the final map, go ahead and earn as much as you like.
Final Chapter: Fiber Embalm
This map starts with two units each on the left and right sides.
Since you might not have the resources to heal your allied units when needed, it's a good idea to use your bonus to purchase Orbs of Rescue, which can be helpful in a pinch.
We'd like to hurry and join up, but the necromancer blocking the connecting passage has high defensive capabilities and is very tough.
Since its range is 1, it's best to use a softening magic item to safely defeat it with indirect attacks.
The treasure chest on the left contains Marsh's dragon-slaying weapon "Judgment," and the treasure chest on the right contains the "Orb of Sealing," which completely seals the enemy's actions for three turns.
The thief's key is held by the enemy, so you don't need to buy it.
Even without the key to the door, you can retrieve it by using a flying unit to go around it.
On the third turn, Face will appear from the left as an NPC, and on the fourth turn, Celia will appear from the right (there may be conditions such as Almo being defeated beforehand).
Since they are NPCs, they will most likely be attacked and defeated by enemies.
Warping is possible using a teleportation device.
If the forces are unbalanced and you're unable to advance as planned, send in reinforcements.
You might be tempted to rush your advance because you're worried about enemy reinforcements, but all the enemies positioned here are formidable opponents, so fight without holding back.
Elite enemies, in particular, all have high stats, so treat them as bosses when you fight them.
When you attack the enemies in the upper area (including ranged attacks), the summoners in the upper left and upper right disappear, and a large number of Dark Dragons and Sub-Dragons appear.
They don't use long-range attacks, but their large numbers make them dangerous.
If the dragon reinforcements are becoming a nuisance, it might be a good idea to have them interfere early on.
If multiple people cast a mana-ending spell while the dragons are heading south along the central path, you can wipe them all out at once.
On turn 10, four cats will appear as allied NPCs, on turn 11, four birds will appear, and on turn 12, Taro and Jiro will appear.
It's not incredibly powerful, but it's useful for consuming the dragon flames that dragon-type monsters possess, so let's make use of it.
Now, the toughest mutated dark dragon is difficult to damage, but the Shadow Binding Orb and Softening Orb are effective against it.
Since it has a super-reaction skill, you can defeat it without too much trouble by immobilizing it and attacking it from a range of 3.

I wanted to finish him off with my Marsh, but the NPC cat delivered the final blow.
It was a rather anticlimactic ending.
Unit usage impressions (spoiler alert)
・Marsch

Skills acquired: Speed, Focus, Life Drain, Feint
The returning king's skill provides a significant support effect to allied units.
Therefore, its effectiveness is maximized when it is deployed on the front lines.
While being defeated means losing, the overall growth rate is quite high, so it seems unlikely that you'll be defeated very often.
I mainly used a spear as my weapon and played a role somewhere between a tank and an attacker.
I have large breasts.
Sheba

I realized that I hadn't taught them any skills at all.
In the early stages, she was useful as a valuable magic attacker, but once more magic attackers were added, she began to focus solely on healing.
I have large breasts.
・Ein

Skills acquired: Passion, Assault, Axe Slayer
I changed classes from the initial class to Trooper and then Paladin.
Since it has high speed, I think it would be best to train it in a way that makes the most of its continuous sword attacks.
On the other hand, its skill level is relatively low, so it's a good idea to reinforce it with accessories or other items.
Kyle

Skills acquired: Heavy Warrior, Shield Smasher, Guard, Puyo Puyo
He is undeniably the top defensive player on our side.
By equipping various items, you'll become incredibly tough and difficult to defeat.
Teaching him the shield-smashing technique makes him even more useful as a tank.
I'm also happy that its magic defense is surprisingly high.
Ares

Skills acquired: Shadow Stitch, Reckless Valor, Bow Slayer
This unit's training direction was undecided until the very end, but ultimately I made them an archer.
Its high speed and guaranteed activation of Shadow Stitch made it very useful for holding back enemies.
I feel like there might have been a better way to manage it.
Faye

Skills acquired: Assault, Focus, Spear Slayer
I could have continued developing him as an archer, but I went with the Fanatic route instead.
Although it had paper-thin armor, its "attack before being attacked" style meant it was surprisingly effective at eliminating enemies.
However, accuracy was a problem, so I mainly focused on taking down tough enemies.
It was rather difficult to use, so perhaps a different class would have been better, even if it went against the student's wishes.
I have large breasts.
Holmes

Skills acquired: Precision Attack, Recklessness, Focus
I changed classes from Elementalist to Swordsman to Witch Hunter.
Because of his strong physical and magical abilities, I used Change Fiber to turn him into a Swordsman and gave him hybrid weapons like a flaming sword, but he wasn't tough enough to withstand close combat, so I think it would have been better to leave him as an Elementalist.
The witch hunter was a role that suited Holmes perfectly, and he was useful with his witch-hunting weapons.
Daisy

Skills acquired: Rogue, Concentration, Speed, Space-time Distortion
I changed classes from Dancer to Valkyrie.
I think Hermit would have been a good choice too.
Based on her image as a dancer, I focused on giving her the spacetime distortion skill to allow allies to act again.
Since I'll be taking extra actions frequently, I chose the Valkyrie class because it's a class where simply waiting is beneficial (increased accuracy and critical hit rate, and automatic healing with a staff).
Making her an Enchantress to boost the attack power of ranged units might have been a good option.
Incidentally, I think it would have been easier if I had Daisy steal a lot of enemy items, but I didn't steal anything at all in this game.
I have large breasts.
Sephiroth

Skills acquired: Luck, Jester, Accidental Hit, Life Drain, Flash
By gathering skills that could take advantage of his unique trait of having high luck, he became strong enough to dominate on his own to a certain extent.
This combination utilizes a lucky hit and a softening spell to allow damage to even tough enemies.
By increasing the chance of dodging attacks with abilities like Luck and Flash, and having the character wait in an area with significant terrain effects, they were able to defeat enemies one after another.
・ Liyana

Skills acquired: Focus, Magic Slayer, Assault, Lethal Poison
To be honest, my time as a witch wasn't very successful.
However, after discovering "ultrasonic waves" that could be used in bat form, he became a specialist in attacking distant enemies and played a major role in the game.
Ultrasonic attacks have a range of 3-6, a base hit rate of 200, and ignore defense, making them a reliable attack that can deal damage to any opponent.
Since its attack power wasn't very high, I equipped it with items like the Demon Slayer and Poison Dagger to boost its attack power.
By combining high-speed flight with the ability to move again, it was able to attack enemies from quite far away, demonstrating remarkable effectiveness.
I chose Enchantress, but I think any class that can use magic would be fine.
I have large breasts.
・Rion

Skills acquired: Wild and untamed, reckless bravery, frontline, spear killer
I changed my class from Trooper to Paladin.
I mainly played a tanking role, but I was more conscious of being an offensive tank than Kyle.
By making the most of its stats (10), it was able to deal fairly consistent damage with its wild, untamed skills.
Since its magic defense isn't very high, I haven't included the shield-smashing skill, which could potentially draw in magic attacks.
I have large breasts.
William

Skills acquired: Assault, Magic Slayer, Mana Shield
I think it would be best to make her a specialist in magic attacks, taking advantage of her high magical power.
He played a crucial role as a one-hit kill attacker.
Because of their high magical power, I believe even lightning magic with high accuracy would be quite lethal.
I also taught it Mana Shield, but honestly, I think Focus would have been better.
Rob

Skills acquired: Shield smash, Giant rock
This unit seems to offer the most versatility in terms of how it can be used by different players.
To make the most of the unique skills of the mob character, I initially aimed to be a tank and healer, and changed my class to Hermit.
Since its HP was fairly high, it performed quite well as a tank.
Lucy

Skills acquired: Reckless bravery, fierce attack, inner fire, archer
To make the most of their high magical power, it would be best to change their class to a magic-based class.
I might have preferred a wizard or something similar, but I chose a necromancer because I wanted to try summoning.
Anyone can use a summoning scroll, but necromancers can use it without consuming it.
The summoned Servants proved to be somewhat useful as bullet shields.
Servants have high accuracy and ignore defense, so their strength lies in the fact that they can deal damage almost instantly if they attack first.
I have large breasts.
・Samia

Skills acquired: Abominable One, Blitzkrieg, Speed, Concentration,
While having high skill is a desirable trait for any class, the lack of high strength and magic power makes it difficult for this class to excel in either area.
In my case, I decided to focus on increasing my strength and chose to build a Dragoon, which can make good use of the many shield-breaking abilities I possess.
Since the Dragoons in this game don't have high movement speed, I artificially increased their movement speed using Blitzkrieg and Speed skills to create units that can perform hit-and-run tactics.
I have large breasts.
・Lara

Skills acquired: Magic Artilleryman, Mana Focus, Reckless Courage, Magic Slayer
He played a major role as a magic expert, second only to William.
He's been given the ability to concentrate mana, making him more effective in team fights than William.
I have large breasts.
Van

Skills acquired: Idaten
Before class change, he's a versatile unit capable of anything, and like Rob, there seems to be a lot of variation in how players develop him.
In my case, I wanted a staff-wielding unit and a bow-using unit, so I chose the Lightbringer (even though it went against the character's wishes).
To be honest, I hardly ever used the bow for attacks, so a different class might have been better.
·torus

Skills acquired: Bolt of the Giant, Shield Smash
While it cannot be changed to a different class, I think it's best to use it as a tank and healer, taking advantage of its incredible HP.
If you teach them the shield-smashing technique, they'll become a reliable tank and an immediate asset in battle.
Your voice is loud.
Rocco

Skills acquired: Assault, Focus, Strategist
I wanted to create a flying attacker that could perform hit-and-run tactics, so I changed its class to Raider.
While its defenses are paper-thin, its high evasion rate and focus make it an attacker that is difficult to counterattack.
This unit has decent offensive power, high mobility, and is easy to handle.
Considering the need for repositioning, perhaps I should have chosen the "Idaten" skill instead of "Assault."
I have large breasts.
Gladiolus

Skills acquired: Mana Focus, Speed, Demon Slayer
This is the last unit you'll join.
Since their magical power is high, I think it would be best to change them into a magic-type character.
In my case, like with Lara, I taught her Mana Focus and made her an attacker capable of area-of-effect attacks.
Positioning is crucial when performing area-of-effect attacks, so the idea is to compensate for that with speed.
Post-completion impressions with screenshots (spoiler alert)
I'll be sharing screenshots I took during gameplay that left a lasting impression on me, along with some comments.
Please be aware that this contains many spoilers.

I was given a task that was like a tongue twister, and I inwardly thought, "Are they just trying to say Fiber Embalm?"

Red and Green are put off by Sheba's lines, which show a lack of ethical considerations.
From now on, Sheba will only make comments like these, but it will later become clear that she is not being naive, but rather is intentionally joking.

Sheba's signature line is, "Even if I die, I'll come back to life."
I suspect they're repeating this message because trying to force help would likely cause many players to restart the game.
The game balance is designed with the assumption that some of your teammates will be defeated, so perhaps this kind of conditioning is important.

Sheba confesses that she loves to goof around.
He appears calm and expressionless, but you can always see the comedian's temperament in him, wanting to joke around.

In addition to the many mysteries surrounding the story, further suspicions are raised as the plot unfolds.
This scene is tense as we wonder what Sheba's true objective is.

This is the scene where the ability to change troop types using Change Fiber is unlocked.
Since units are influenced by the impression they make when they first appear, it's difficult to make drastic changes to their troop types.
However, I felt that the system was brilliantly designed to be easy to use, by clearly indicating which units would benefit from a change in troop type.

Thanks to Sephiroth's high luck and the abundance of skills he's equipped with, I can now calculate damage against any enemy.
It's interesting because you can further enhance your unique abilities by adjusting your skill build.

I also write strategy notes, and I've noticed that there are many maps where all the enemies are ones that should be prioritized for defeat, so I'm tempted to charge in like Leon.

The characters whose names appear here will not become allies, but they will definitely appear as enemies.
I think this is an amazing work, not only because of the character descriptions in the archives, but also because of the meticulous attention to detail.

This work is a bit strange, but there are a lot of kind people in it.
Liyana is a character that's fun to tease, and I find her very approachable.

The digging skill occasionally yields valuable items.
It's a low probability to aim for, but it's always a pleasant surprise when you unearth one unintentionally.

The emotion that Sephiroth speaks of is probably what you might call "wanting to be a wall that watches over your favorite idol."
When it comes to feelings towards real-life friends, not just those in fictional stories, I find myself agreeing with Holmes.

Since Marsh is a silent protagonist, players can reflect his personality through their choices.
Usually, there are some silly options mixed in, so it's only natural to be tempted to choose them.
Which option did you choose?

Almo is a character in a mastermind-like position, but he has a strangely human side that makes him endearing.

It felt like it had been a while since we'd heard Sheba say something like, "I don't think we'll be able to reunite alive..."

"It'll be alright, I'll use my healing wand to make a 'pirorin' sound," the word "pirorin" is adorable.
Indeed, at the start of each turn, the healing staff makes a "pirolin" sound.

Marth, Dark Dragon, Light Blade... Drunk characters will directly throw in Fire Emblem references.

While Embalmed's past is rarely discussed in the main story, this is one of the few scenes where it is revealed.
The character profiles that are unlocked after completing the game include information about what kind of person they were before, so be sure to read them if you haven't already.

The request, "Let me kill them unilaterally. Let me trample their lives with overwhelming violence," was amusing.
Given her personality, I believe that making Lucy a necromancer was the right decision.

Lucy has a very nice smile.
I can picture the gruesome corpses of the enemy Embalmeds scattered before my eyes.
I think Lucy is probably covered in blood too.

I thought Rob was exaggerating things amidst the chaos, but surprisingly, according to the third person's character description, it doesn't seem to be entirely a lie.
In fact, this Rob is being described as being of a different rank altogether.

The last character, Embamud, Justitia, seems to be the true mastermind, holding a lot of crucial information.
The underlying emotion might simply be affection (or obsession) for Almo.
The pasts of each character, which were not told in the main story, can be viewed in the archive through their memories.
I really liked how they presented the past in this way, without it being overly intrusive in the main story.
When everyone is in an Embalmed state, the age difference is hardly noticeable.
However, I was very surprised to find that there are characters who are siblings or parent and child in the past.

I didn't consciously look for any achievements, so I didn't accomplish anything at all.
I know that there are many hardcore players in the SRPG community who can easily complete all of these things.

Upon clearing the stage, a new difficulty level, "Insane," appeared.
Additionally, when you start from the beginning, you can use clear points to begin with helpful items.
Incidentally, if you buy the item called "Rob," Rob will join your party early in Chapter 2.
The conversation will also change subtly.
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All the female characters who join your party have large breasts (important).
Rob, who joins your party after clearing the game using points, seems to have his defense and magic defense adjusted depending on the difficulty level. The lowest difficulty level gives him the lowest adjustment.
One of the good things about this game is that you have to consider skill combinations and class changes based on the individuality of your companions.
My personal recommendation is to teach Liana Antlion and Shadow Stitch, creating a combination that allows for easy, low-cost, ultra-long-range crowd control.
Changing William's class to Necromancer and specializing in debuffs within a 2-tile radius seems like a pretty powerful option. Equipping him with the Cradle of Darkness item will further increase his debuffs.
While the Witch Hunter's signature ability, Burning Sentence, is difficult to utilize effectively when used by one player, when used in combination with two or more players, it allows for a powerful second hit in the same turn, making it invaluable against tough opponents with over 100 HP.
Thank you for your comment.
I had the impression that Daisy and Rocco had small breasts, so I checked, and they're actually quite large!
Since there are so many possible combinations, it seems like there will be a lot of combos that create amazing synergy.
If I can clear the stage, I won't look for a more useful combination than the current one, so there seem to be many more usable combinations out there.
The combo of Shadow Stitch followed by Antlion seems like it would be quite useful!
William's clinging ability combined with his miasma seems like it would be a strong combination for a class that utilizes individual skills.
Having two witch hunters use the "Sentence at the Burn" command followed by execution is quite powerful, especially without any extra action skills.
Whether it's Shadow Stitch or Sentence of Fire, the idea of forcibly creating weaknesses on our end to aim for special attack damage is a good theme to consider when thinking about skill synergies.
That was helpful!
It was a fun game with great combinations.
Rob has limitations as a tank due to difficulty adjustments and critical hits, but he was useful when combined with the Raider's "cannot take damage from the first enemy in combat" ability, and he could still lure enemies even in that state.
Faye is a good match for the blue skill, Headbutt.
Since it's a strength-dependent, guaranteed-hit action, it's stronger for Fei than swinging a mediocre weapon.
The recoil damage wasn't reduced by it, so it was useful for activating the personal skill, Frenzy.
Thank you for the information.
It's fun to see all sorts of combinations come together that I would never have thought of myself.
I haven't used headbutts or push kicks because their power was unclear, but if they're strength-dependent and always hit, they might be useful.
Furthermore, if you don't die from recoil damage, it's interesting that you can use it to reduce your own HP in order to activate the frenzy skill.
The Full Armor skill is also applied to surrounding units with a certain probability after the unit has waited.
Otherwise, it seems like two Guardians could clear the game.
Thank you for pointing out the error.
The text has been revised.
When enemies become drowsy or asleep, their movement speed becomes 0, making the antlion trap effective.