"The Princess General of Eishengrad" is a full-length SRPG that follows a classic formula while incorporating its own unique system.
This game is characterized by its solid atmosphere and challenging maps.
My clear time on hard mode was 22 hours (I think it was around 25 hours if you include retries).
Princess General of Eishengrad
Game Overview
As a simulation RPG, it's a very classic and solidly made game.
The story is a classic, quintessential example of a well-established formula, which in a way makes it a game you can play with peace of mind.
The story follows Lutecia, the princess of Eishengrad, as she tries to reclaim her country from the Empire.
The fact that he was staying in a friendly country as a guest general, and was forced to cooperate in military actions due to relations with that country, reveals the difficult position he was in, like a middle manager.
However, like Prince Reese in "Berwick Saga," she is a princess herself, but she understands her position and calmly accepts and solves requests, which makes her a character you want to root for.
The character graphics and background music are mostly default assets and don't have any particularly noteworthy features.
Their conversations are often formal and stiff, giving the overall impression of being rather rigid and serious.
While the individual characters aren't explored in great depth, the pre-battle dialogue with enemies on the tactical map is relatively extensive, giving the impression that the game is well-crafted.
You can choose from four difficulty levels.
I'm playing on "Hard," the second most difficult setting, so this walkthrough is based on that difficulty level.
I found the hard difficulty level to be quite challenging.
While it's possible to save at the start of each turn, I found it difficult to progress without making full use of the save and load functions.
Since characters are lost if they are defeated, they are not really suitable for being used as disposable pawns.
A distinctive system
This game incorporates several unique combat systems, resulting in a gameplay experience that differs from typical SRPGs.
If you don't understand this part, you'll have a hard time clearing the game.
"Intimidation"

Melee units generally possess a skill called "Intimidation."
This is a skill that has the effect of lowering the abilities of adjacent enemy units.
This skill is extremely important in this game, and the basic strategy for dealing with powerful enemies is to surround them before attacking.
Conversely, friendly units can be quickly defeated if surrounded, so it's crucial to position your units in a way that prevents them from being surrounded.
"attribute"

Some units possess skills of attributes such as Holy, Dark, and Source.
There's a rock-paper-scissors relationship between swords, spears, and axes, but there's also a rock-paper-scissors relationship between these attributes themselves.
Attribute compatibility increases the damage dealt and received by about 1.5 times, so blindly engaging in battles is dangerous.
Even units with low stats can be very useful depending on their attribute.
Units with no elemental attribute are convenient because they can fight anyone as usual, so you don't have to think too much about them.
However, if a unit has low stats, it will struggle against any opponent, so if you don't raise it properly, it may not have many opportunities to shine and could be quite difficult to use.
About class changes
Units that are eligible for class change can do so from the "Class Change" option on the preparation screen, provided they are level 20 or higher.
You won't consume any items, but your parameters won't increase dramatically like in other games.
It mainly involves things like increasing the types of weapons you can use or being able to learn additional skills.
Since there are relatively few units that can heal in the early stages, it's a good idea to class change your mage characters early on to increase your healing options.
Review (no spoilers)
It had the feel of a hardcore simulation RPG, and I found it enjoyable.
I got the impression that it was a straightforward military chronicle, without resorting to character appeal or gags.
Some people might find it uninteresting, but for those who genuinely enjoy SRPGs, I think it's a challenging and rewarding game.
Since you'll run into financial difficulties if you don't use basic weapons like iron equipment, there isn't much choice in your weapons.
Conversely, it might have been good that it was simple, as it didn't require spending time thinking about what items to give them.
Just like in real warfare, being surrounded is extremely dangerous, so it made me think carefully about troop formations and formations.
When engaging a large enemy force, lining up in a straight line directly to the side is the most defensive strategy, as only the front of your troops will be in contact with the enemy.
However, it was interesting to consider things like the fact that the units at the edges could be surrounded from multiple directions, so you have to place sturdy units at the edges.
At first glance, it seems like a typical SRPG, but I felt it was well-designed because it makes you think about things you wouldn't normally consider.
Depending on how you arrange your formation, there seem to be many different ways to win, so I feel that this is a game design with great depth that will test the diverse tactics and strategies of various players.
Basic Strategy
Surround them and then fight.
This is a fundamental and crucial point.
Attacking while surrounding the enemy will result in greater casualties, so I think it's ultimately faster to surround them from all four sides before starting the attack.
When intercepting an enemy, deploying in a V-shape that envelops them makes it easier to surround them, as you will have a certain degree of encirclement from the start if they make contact from the inside.
However, this also has its pros and cons, as it is susceptible to attacks from two directions.
Form a formation centered around units with the ability to build a strong defensive line.
Vermeer and Bartok have skills that increase the defense of adjacent allied units by +3.
When dividing your troops into two groups or setting up defensive lines, distribute them effectively to increase the durability of your frontline units.
Even when attacking with a small, elite force, building the team around these two will create a formidable unit.
Effectively utilize the high level of support.
In this game, there are many relationships where characters can mutually benefit from each other's support, and these effects are quite powerful.
Luticia and Cretia, who possess the skill to provide support to anyone, are extremely useful.
Let's maintain our formation so that their support effects can be fully utilized.
Furthermore, when dividing a unit into multiple groups, it's important to consider support relationships when allocating them.
When pushing through the range of a greatbow, having Vermeer, Bartok, Luticia, and Cretia as reinforcements will prove to be quite reliable.
Map walkthrough (Hard Mode)
About the mission
Each mission is a map that can only be attempted once at the base camp in each scenario.
You don't have to do it, but if you do, you can earn some funds.
However, you can only deploy members who weren't used in the main scenario, and the turn limit is quite strict.
If you intend to complete all the missions, you will need to conserve some of your main force when selecting your deployment members for the main scenario.
I found it very difficult to clear the game with only members who weren't part of the main group, right from the start.
Therefore, I often abandoned missions midway through, and as a result, there are many missions that I haven't included in my guides.
Chapter 1: The Attack
Since this is the first map, it shouldn't be too difficult.
The game's unique intimidation system and other features weren't yet noticeable enough to be a significant factor in terms of difficulty.
Chapter 2: The Fugitives
After quickly recruiting Victoria and her group as allies, you must then deal with the enemy horde.
Since the enemy cavalry and infantry are not moving in tandem, it's easier to fight if you pull them back a little towards the starting point before setting up your defensive line.
The boss can be easily defeated by surrounding it with your units.
Chapter 3: The Retreat
The enemy army in the bottom right will begin moving from the enemy's turn on the 4th turn.
Let's head north as much as possible before then.
In my case, I cleared it on the 12th turn.
Since the boss Germamud is a Dark-type monster, you can gain an advantage in battle by attacking him with Holy-type monsters such as Vermeer or Glocal.
Chapter 4: The Tiger of Greenland
I positioned Rendic and Lieselotte on the right, Glocal and Medid (for countering flying units) on the left, and the rest in the center for the battle.
The members on the left will be difficult to regroup with after the battle ends due to the presence of the forest.
The members on the right will have difficulty dealing with the enemy, so it would be best for them to wait until the central unit has settled down before attempting to rendezvous with them from above.
The boss, Brandil, is a formidable opponent, so be mindful of his elemental attributes when challenging him.
If you don't effectively use close-range characters to surround and intimidate your opponent, it might be difficult to win.
Chapter 5: The Rescue of Dackenberg
The three isolated individuals don't need to worry too much if they make use of the terrain.
When Efada and Cretia talk, Cretia obtains the Bow of Wounds.
The main unit should continue moving forward to the left.
The heavily armed infantry positioned at the base won't move, so take care of the approaching enemies around you first, and then engage them at your leisure.
Generally, you'll have an advantage against bosses if you surround them before starting the fight.
Attacking before surrounding the enemy will result in heavy casualties, so caution is advised.
Chapter 6: Retreat

There are many enemies with long-range weapons, so I hesitate to stay in the center in front of them.
However, if you make full use of the support effects from Luticia and Cretia's "Pure Love" ability, as well as the support effects between other characters, bow attacks won't hit very often.
The central area is within range of the longbow-wielding enemies near the boss, so it's safer to clear out most of the enemies at the bottom of the stairs before entering.
After that, it's best to concentrate your forces on either the right or the left, and ignore the other side.
Position the members surrounding the boss so that support effects are properly distributed among them.
Chapter 7: Gorbazef's People
This map involves rescuing the isolated Yuriol and his group, and then shifting to a defensive position.
In addition to flying troops, scouts and mountain troops will also be able to cross the walls, so be sure to pay attention to defending the area around the firing platform.
If you have infantry defend your base and use mounted units to deal with enemies coming from the upper and lower firing platform entrances, you should be able to fight without too much trouble.
Distributing healers across the top and bottom of the formation and ensuring you have plenty of healing staves ready should make your strategy very solid.
Chapter 8: The Raid on Antinog
This map prevents all units from being deployed.
Considering the boss fight, having 3-4 archers and mages combined will make things much easier.

The initial clashes are the difficult part.
In the early stages, position your units using the mountain just above your starting position as a wall, and quickly engage the cavalry units.
After that, you'll engage an infantry unit that includes many mages, so be careful of members who are vulnerable to magic.
If we stick together in a way that allows us to support each other, as has been the pattern so far, I think we'll be surprisingly resilient.
If you advance upwards by lining up Bartok, Luticia, Vermeer, and Cretia in that order, the support effects will be added, making them fairly tough.
The four of you should focus solely on heading north, leaving any enemies that might get in your way to the other members behind.
On turn 9, reinforcements will start appearing from the bottom of the map, so wait near the entrance to the narrow path.

The image above shows a slight miscalculation in luring the boss, but any location is fine as long as you can control the boss from all three directions.
Since the damage from melee attacks is reduced, surround the enemy with melee attackers, then finish it off quickly with magic and archery.
Chapter 9: The Road to Shetland
If Rendic and Lieselotte talk, you can obtain a Staff of Defense Enhancement.

For intelligence gathering, the advice is to focus on cavalry in the north and infantry in the south.
However, you shouldn't worry about it too much; it's better to prioritize balancing your forces, such as assigning roles like tanks and healers.
Let's maintain our defensive lines by using Bartók and Vermeer as the centers of the wall, respectively, in the north and south.
I found the battles in the south to be more chaotic and difficult to navigate.
Since the southern area will be primarily a forest battlefield, it's a good idea to include plenty of members with high accuracy, members who can provide support effects, and members with long attack ranges.
As usual, surround the boss with four squares and then attack with indirect attacks.
Chapter 10 Power Reconnaissance
If you're considering the enemy's special attack weapons, it's best to position your cavalry units on the right and your infantry units on the left.
However, the right flank is geographically advantageous for establishing a defensive line, so as long as you don't send infantry to the front, you probably don't need to worry too much about it.
The unit on the left has about four flying units, so it would be a good idea to deploy plenty of archers there.
Chapter 11: The Rescue Operation

If you purchase a healing staff at your base beforehand, you can heal from outside, which makes things a little easier.
However, to recover from the outside, you need to move one step to the right from your initial position inside the prison.
Moving even one step will expose you to indirect attacks from multiple enemies, so it's dangerous not to return to your original position after healing.
Also, carelessly opening the door is dangerous because enemy soldiers will slip through the prison door and move around, increasing the damage you take.
On turn 11, three mounted units will appear from the bottom right of the map, and on turn 21, three mounted units will appear from the bottom of the map.

Having a ranged healer outside is dangerous, but they are safe if they are on the waterway shown in the image.
Now, regarding the advance, the gates are a problem.
Since the battlefield will be a confined space, deploying more mages and archers should increase your destructive power.
Since the boss can only be surrounded from two directions, this map is considerably more challenging than previous ones.
Since the boss doesn't regenerate HP, take your time and gradually inflict damage to defeat it.
Mission: Defend the village
This quest map allows only the four units that were not deployed in the previous battle to fight.
If you're concerned about slow growth or want to earn some money, you should consider going on a mission.
If you can defend the village until the start of the third turn, you will clear the level and receive 1000G.
It's difficult to eliminate all enemies, but if you just want to clear the stage, you should be able to survive most of it if you have healing items.
The enemy doesn't concentrate their attacks on a single unit, so it's easy.
Chapter 12: The Prelude
The upper unit should be composed primarily of Holy-attribute units, while the lower unit should be composed primarily of Source-attribute units.
Even if you don't use certain members often, this is a chance for them to perform beyond their usual abilities.


In this game, the cost of entering a forest is fairly high, so it can be quite useful as a small barrier.
Let's use the forest to establish a defensive line and wait with a formation that maximizes the effectiveness of support.
Once you've repelled the first wave, there's a point where Germamud and Brandil will arrive.
The enemy's reinforcements are approaching, so let's quickly surround and defeat them.
After that, I think Aegislash will come to either the north or the south.
Aegislash is dangerous because it has very high attack power and is equipped with a weapon that can be used both at close range and at long range.
There are many enemy units around, so it will be difficult to separate them, but try to surround them and weaken them within one turn.
If you defeat the enemy and clear the stage, you will obtain the Anti-Magic Gem (a doping item that increases magic defense by +1).
Since it sells for 1000G, it might be better to use it as a source of funds.
Mission: Capture the watchtower
If you have four ranged attack units, you might be able to clear the game by repeatedly loading and resetting.
However, since this map is for the unit that stays behind, I don't think it will be conveniently preserved.
There isn't much time to destroy the door, so it seems the only option is to attack and defeat them from the outside.
Chapter 13: The Battle of Bayesen
This map will be the most intense battle we've seen so far.
While inside the camp, your HP will be restored by 15% at the start of battle.
Therefore, it is easier to fight by setting up a defensive line in front of the curtain and rotating the players to act as a wall, creating a siege-like defense.
It would be disastrous if the enemy forces all converged, so it's best to simply fight on the three separate battlefields.
Let's fight while cleverly using our allies as shields.
The enemy general will retreat when his HP drops below 10, but if you defeat him in one go, you can obtain his weapon.
After defeating Caesarion, I obtained a steel spear.
Mission: Eliminate bandits and robbers

The victory condition is to eliminate all enemies within 7 turns.
This map is easy unless you're using reserve players.
Positioning your units to maximize the advantages of the mountainous terrain will make battles easier, but it will also mean stricter turn limits.
Chapter 14 Air Force Support
It's the same map as before, but with the addition of flying units on our side, their unit placement has become more troublesome.
The turn limit means you can't take your time, which is frustrating.

First, use the terrain of the mountain in the upper right to form a formation and defeat the enemy cavalry and infantry.
Place defensively superior units at the corners of the defensive line and advance while maintaining formation.

After that, Welfen and the other flying troops move independently and quickly to defeat the archers.
The key point in the image is a spot where you won't be attacked by the greatbow, so use a throwing axe from here to defeat it.
The cavalry inside the fort will launch an attack, but try to hold on.
After that, we'll head over to take down the large archer just above us.
The area just to the right is a safe zone, so attack from there with your steel axe and wipe out the archers on the right.
Scouts equipped with string-cutting or demon-slaying swords should be eliminated by units equipped with dual-purpose weapons (such as javelins).
If both of our large bows are still functional, we will proceed without taking any unnecessary risks.
Take down the large bow on the left in the same way, starting from below.
Since we're short on time, let's proceed slowly down the central aisle at the same time.
I'll have Vermeer, who's equipped with an armor-piercing weapon, attack from behind, along with Luticia.
Be careful, as three White Knights will appear from the bottom of the map on turn 9.

Ultimately, if you can lure Musée in this way, it's pretty much a piece of cake.
Since we have flying units this time, we can completely surround the enemy.
Mission: Eliminate the bandits 2
Using the forest in the bottom right makes the battle easier, but the turn limit is a real drawback.
Chapter 15: Cleaning Up the Abandoned Village
This is the first map where non-human enemies appear.
Since the enemy has high attack power and accuracy, it would be best to deploy plenty of ranged attack units to minimize the damage taken from their attacks.
Give them as many javelins, throwing axes, and healing potions as possible.
This was the most challenging map I've encountered so far.
The enemy will basically charge straight at you, so the most important thing is to reduce their numbers.
Divide your troops into upper and lower sections, but it will be a little easier if you send Bartok in with one of the groups to whittle down the enemy.
First, deploy your units to the front lines, and basically aim to counterattack during the enemy's turn.
I think a unit can withstand enemy attacks up to two times, so I'll position my units to prevent the same unit from being targeted more than once.
As the number of enemies gradually increases, it becomes difficult to deal with them, so you gradually lower your defensive line while using counterattacks during the enemy's turn to weaken their forces.
Then, in the second half, when the time is right, we'll wait for the right moment and go on the offensive.
It's also important to anticipate situations where you can't defeat the enemy completely, and to use weaker units as decoys by deliberately placing them within the enemy's attack range.
Chapter 16: Fortress Defense Line
This map is much easier compared to the previous chapter.
Basically, you can place sturdy units on top of the fortress and archer units or units capable of ranged attacks on the firing platforms, and you should be fine.
To counter flying units, place archers on the far right and far left.
However, I don't think it can be defeated in one hit, so let's have someone else deliver the finishing blow.
The two shooting stations closer to the center can serve two adjacent passages, so there are many options available.
Place magic characters and any other units besides the extra tank units, and attack from behind the wall.
It's best to distribute healing units to the left and right sides, but since they often can't reach you immediately, make sure they have healing potions with them.
Alternatively, you can swap them out with another tank unit and have them approach a healing unit themselves to get healed.
I wasn't aiming to defeat the boss.
Mission: Monster extermination
The objective is to defeat a monster with high attack power within six turns.
The quests are starting to become too much for the reserve members, so I don't think you need to force yourself to complete them.
Chapter 17 Control network strategy
Basically, you should attack the fort in the upper left corner, but you also have to be mindful of the allied forces below you on this map.
Once we have a clear plan to capture the upper fort, leave a minimum number of troops behind and send the rest south.
When the outermost door of the lower fort is destroyed, reinforcements will appear from the bottom of the screen.

First, we will intercept this ambush.
If you make good use of the wetlands, they shouldn't be too much of a challenge.
Once the ambush is dealt with, the final target is the lower fort.
If you can manage around 25 turns at this point, you should have plenty of leeway.
It's quite difficult to attack and can be frustrating, but first, let's use the support effects of Luticia, Jerome, and Cretia as a base and attack with members who have high evasion abilities.
Destroying the door will take time, so while we wait, we'll attack the archers inside from the outside.
Once you've entered the fort, be careful of the boss's attack range, which is 2-5.
Equip units with high defensive capabilities with weapons that can be used both at close and long range to reduce the number of snipers.
Once the number of surrounding enemies has decreased to a certain extent, we will launch a full-scale attack and surround them.
In this situation, having flying units makes things easier because you can surround the boss from behind.
The clear time was 33 turns.
Chapter 18: Simultaneous Defense
This map requires you to either defend for 10 turns or force the enemy commander to retreat.
The fact that the area around the target is relatively open, combined with the simultaneous attack of all enemy units, makes this a very difficult mission.
If you leave one or two defensive lines open in the walls surrounding your city, some enemy units may prioritize invading from those points.
Furthermore, if you leave the area above the city you are defending empty without placing any units there, the enemy may prioritize movement over attacking you.
It seems crucial to make good use of these resources to somehow withstand the enemy's fierce attacks.
I managed to get through it by resetting, reloading, and relying on luck.
Chapter 19: A Castle Overlooking the Great River
It's not a particularly difficult map, but the 20-turn limit is a bit restrictive.
Therefore, it is necessary to aim for a swift advance.

On turn 9, reinforcements will appear at the location shown in the image.
Since the mounted units are equipped with lances, it would be best to send reinforcements consisting of members who will not be susceptible to their attacks.
Having flying units makes things easier, especially when trying to get behind the boss (but be careful of archers).

Once you breach the first castle gate, reinforcements will appear on your side as well.
However, if you block the entrance to the fort, it's not scary at all.
Even if you break down the second and third doors, reinforcements will appear, but they are not scary either.
The door is sturdy, but physical attacks from walking units are effective.
Since the bosses are adjacent to each other, it's difficult to completely surround them, which is troublesome, but once you get close, they're not so scary.
If you defeat Geisgarg without letting him escape, you will get the Magic Bow.If you defeat Yuayade without letting him escape, you will get a Travel Orb.You can get it.
Chapter 20: Flowers of the Cold Village

Charlotte is isolated, so send a mounted unit or something similar to head straight towards her.
The formation will likely lengthen north-south, so let's use that as a defensive line to intercept enemies coming from the west.
By placing a unit with lower defense one row behind, the enemy will target that unit with indirect attacks, which can somewhat mitigate damage to the front row.
If your goal is to defeat the boss, send a certain number of units towards it from the start.
If you fill your formation with units that can cross rivers, you'll be unstoppable.
Chapter 21: Construction of Frontline Bases

Just like with our usual defensive lines, there shouldn't be any problems if we defend in the manner shown in the image.
Once you've cleared things out to some extent, head to the central entrance to defeat the boss, Jekyllsky.
Once you enter Žižyrsky's attack range, you can lure him close to the fort, making him easy to defeat.
Chapter 22: Traversing the Great Forest
This map features a forest as the main battlefield.
Since the enemy doesn't have any archers, our flying units can be used to their full potential.
Cavalry units have difficulty moving through forests, so it's easier to advance using mainly infantry units.
If we don't advance quickly, we won't make it within the 15-turn limit.

On turn 9, reinforcements will appear from the location shown in the image.
Since they are all flying units, it would be easier to fight if you deploy archers, mages with whirlwind abilities, and cavalry units beforehand.
Chapter 23: Return
First, we'll intercept the enemy advancing towards the central fort, and then we'll attack the castle.
The turn limit is quite strict, so you need to aim for a quick advance.
If you talk to Morulo through Luticia, you will receive the "Ice Curtain".
The other three enemy generals of Eishengrad will tell you that they cannot join your party at this time, even if you talk to them with Luticia, so you will end up having to defeat them.
These three characters will join your party after you clear Chapter 24, but it's possible that you need to have a conversation with them at this point to make them join.
On turn 11, enemy reinforcements will appear from the top and bottom of the map and target Morullo.
As reinforcements arrive, the bridge to the western area will also be destroyed, making travel difficult.
Therefore, in addition to the troops sent to attack the enemy fort, let's leave some forces behind.
On turn 16, three flying units will appear at both the northern and southern ends of the river.
I think the siege will take some time to destroy the gates, so it will be a little easier if you eliminate the snipers from the outside, mainly with Jerome and others who have archery defense.
Furthermore, on turn 21, flying units will appear at the northern and southern ends of the enemy castle.
We're almost there, so let's go for a final push and finish the game!
Chapter 24: Recapturing the Royal Capital
This map itself is structured like a triple siege.
First, let's not panic and instead intercept the enemy from outside.
After that, they proceed to destroy the door,If you have Eliade or Luticia, who possess the "Mind's Eye" ability, the door's resistance won't activate, making it somewhat easier to defeat.
The interior is a fierce battlefield where enemy ranged attacks fly everywhere. Use members with high defense and evasion to advance ahead and move quickly into the interior.
By positioning flying units or similar units just outside the sniper's attack range, you can lure them to the edge of a wall.
If you can lure it to a corner near the wall, you can attack it indirectly from two directions, making it a little easier to defeat.
On turn 14, five Dragon Knights will appear as reinforcements from the northern edge of the map.
They're not much of a threat, so let's wait for the right moment to intercept them.
The innermost mini-boss, Yukid, will move and attack if you enter its attack range.
Lure them in carefully and take them down in one swift move.
Once you've defeated Yukid, all you have to do is deal with the stationary snipers.
Let's carefully eliminate the surrounding enemies so as not to enter Caesarion's attack range.
After clearing this map, Luticia will change classes and gain the ability to use staves.
Chapter 25: Mopping-up Operation
I'm not entirely sure if we need to capture the lower fort, but I've sent about a third of my troops there anyway.
There will be times when you need to deal with flying units as reinforcements, so it's reassuring to have flying units and archers on your side as well.
Just like in previous siege battles, we'll gradually weaken their forces from the outside while breaking down the gates and advancing.
On the sixth turn, four enemies will appear from the top edge of the map screen, two from the right, and two from the bottom, without being clustered together.
On turn 7, flying reinforcements will appear from the edge of the map, and on turn 9, three dragon knights will appear from just to the left of the boss, Sanaria.
Chapter 26: Offense and Defense
This was a challenging map where distributing forces was crucial.
Since the turn limit is relatively short, you must send your attacking troops north from the very beginning.
However, if we disperse our forces too much at the beginning, we won't be able to defend the city, so we'll first send about one-third of our main force north.
After the town settles down, we'll send another third or so further north.

In the early stages, as shown in the image, if you leave a clear route to the city you are defending, some of the enemy's invading forces will move to flank from the north.
(If you surround the city or have your troops waiting on top of it, the enemy will come straight at you.)
First, try to gather the enemies in one direction as much as possible, or make them approach at different times to make the battle easier.
There's a dangerous Mushe among the approaching enemy dragoons, so try to take him down with ranged attacks as much as possible.
After that, reinforcements continue to appear, targeting the city and the troops heading towards the castle.
The troops advancing north should not take unnecessary risks, but instead advance slowly and cautiously until they are rendezvous with the reinforcements.
Once you reach the castle, proceed as before, making full use of support effects to navigate the narrow paths.
The enemies stationed in the castle will come out if you enter their attack range, so lure them in little by little and defeat them.
Chapter 27: The Empire's All-Out Attack
This stage features a tremendous number of enemies, but it's a siege battle, making it relatively easy to fight.
If Eliade talks to Angelique, you will receive Flame Fang (a magic weapon with an attack power of 20).
Whether you concentrate your forces at the main camp or defend the fort itself is up to your preference, but in my case, I defended the entire fort.

Just like in a typical siege, we'll place highly defensive units at key strongholds and indirect attack units at firing positions.
If you prioritize dealing with the enemy air units, and then keep an eye on the areas where the hunters are located, I think you should be able to control the situation without any problems.
In the second half, the boss will appear from three directions, but if each entrance is blocked by enemy units, there is no need to be particularly cautious.
Chapter 28: Fortress Siege Warfare
You might be thinking, "Another siege battle?", but the turn limit isn't too strict, and the enemy formations aren't particularly annoying.
There aren't that many enemy archers, and the snipers don't move around much.
Let's have Henrinette, who has just joined our ranks, take out and eliminate the great archers.
If the archers attack Henrinette, they can counterattack, so it's possible to defeat her in as little as two turns.
You'll want to make sure you have indirect attack units ready to take down snipers positioned near walls from behind them.
On turn 4, three spear generals will appear from the north and three from the south outside.
On turn 9, five Dragoons will appear near the starting point.
If you place a few of each near the entrance, you should be able to deal with them without much trouble.
Chapter 29: Wide-Area Warfare
This is the final hurdle.
It's extremely difficult to defend the position, so the key is how quickly you can eliminate the enemy general.
The northwestern forces should be comprised of elite troops, designed to quickly defeat Elisabeth after making contact.
Regarding the northwest, you can all head towards the boss and leave it completely undefended.
However, a Dragoon will appear nearby on turn 6, so if you cannot clear the objective by the end of your turn on turn 7, the target will be invaded and it will be game over.
Leaving one person behind would allow us to hold out a little longer, but that would reduce the strength of our attacking force, which is a dilemma.
The northwestern troops will engage enemy units along the way, but if there are allies within their attack range, they will move towards them, so there is no need to force an advance that blocks their path.
Let's advance in a way that gets us as close to the boss as possible.

As with the other defensive points, if you leave them open without blocking the target, the enemy will try to flank you, which will buy you some time.
Furthermore, if there is a unit on top of the target being defended, the enemy will prioritize attacking that unit, so use this characteristic to your advantage when defending.

I didn't think I could clear it, but luckily I managed to get to the situation shown above on the 7th turn and cleared it.
The defenses of the troops other than those in the northwest were also precarious, so I don't think they could have held out for any more turns.
Mission: Receive supplies
I hadn't been able to complete previous missions because it was too difficult with only reserve members, but this time, all I have to do is defend to clear it.
If you clear it, you can obtain four valuable weapons, so give it a try.

In my case, I equipped Radorata with plenty of healers and sent her out alone.
Arrange the images so that they are in the correct relative positions, and then just endure the ordeal.
If you can get ahead of the main camp, other hunters or air units will work just fine.
This mission isn't particularly difficult and can be completed easily, so I recommend clearing it.
Chapter 30: The Final Battle
This is truly the final battle.
Since there's a 13-turn limit, you have to play aggressively.
The battlefield is divided into north, center, and south, but our target, Angelgis, is located at the very back of the central area.
Therefore, we will concentrate our elite forces in the center and attack with all our might.
Regarding the north and south sides, in my case, I gathered my forces in the center from the starting point and strengthened the defenses of Roseshur, which we absolutely could not afford to lose.
After that, the enemy forces from the north and south will reach the right edge of the map, and the area around Roseshur will be caught in a pincer attack from both the north and the south.
When enemies approach, Roseshur will move to attack, so concentrate your forces in the direction Roseshur is heading, focusing on buying time rather than annihilation, and strengthening your defenses.
The central unit should soon be facing a barrage of bosses.
Because we forced the troops from the north and south to retreat, the boss is also gathering in the center.
If we had simply allowed the troops to advance, the boss might not have become so entangled.
I'd like to wait a bit before moving forward, but the turn limit is strict, so I have to keep pushing forward.
It's a relief that Angelgis is also coming towards us.

Ultimately, we managed to reach Angelgis in a tattered state and somehow defeat him.
However, several people were defeated during that attempt, but since it was inevitable that someone would be defeated, we gave up.
The ending after clearing the game is very brief and ends very quickly.
Useful characters
As your team grows, you should feel free to swap in units that you find particularly useful.
The units that join in the second half will also grow, and there are many useful members.
It will be difficult to clear the game without making full use of the members not listed here, so it will be easier in the end if you try to level them up as evenly as possible.
Luticia

Possesses the "Pure Love" trait, which increases the hit and evasion of units within 3 squares by 10%.And he's a valuable magician who's been there since the beginning.
Cretia, who also possesses the "Pure Love" trait, is useful, but her unit abilities tend to run out over time.
Luticia grew well, and her defensive capabilities eventually became quite high.
They can also learn the "Mind's Eye" skill, and they are a unit that can perform well on the front lines until the very end.
Their HP is a bit low, but since there are many support units, it shouldn't be much of a problem.
Vermeer

I initially thought he was just a supporting character, but that's not the case at all; he's a force worthy of being the captain of the Royal Guard.
With its "solid formation" ability, it becomes a key player on the front lines from the beginning, and its offensive capabilities are also very high.
This is a character I'd like to have fighting on the front lines, working alongside Luticia.
Lendic

While it has some weaknesses in accuracy, it is a valuable front-line character with the Source attribute and also has very high defensive capabilities.
While it does have a weakness to magic, its mobility is decent, making it a fairly reliable choice for the front lines.
Lieselotte

They are valuable as a mobile healer.
After class change, you can also take on the role of an attacker.
Because it has resistance to archery and protective abilities, it's surprisingly tough against archers and snipers during castle sieges.
Since resistance from skills doesn't count towards enemy units' attack calculations, the fact that they are more likely to be targeted by long-range attacks than other members is actually an advantage.
David

The fact that your HP recovers a little each turn thanks to the Holy Light is subtly convenient.
With moderately high attack and defense capabilities, it proved to be a valuable, unsung hero on the front lines.
The disadvantage is that you can only equip spears, but your attack power is boosted by skills like "Strong Attack" and "Spear Proficiency."
Rosalinde

With its high attacking power, it's a key offensive player who can be active on the front lines.
In close combat, it boasts considerable offensive power against infantry, and its combat ability increases if it masters fighting spirit.
With high HP, this infantry unit can perform effectively until the very end.
Bartók

This frontline shield has been useful from the stage it first appeared on.
Like Vermeer, he is very useful because he can strengthen the front line by building a solid formation.
Thanks to his impenetrable defense skill, he is extremely strong against physical attacks.
Learning the Holy Light technique takes a little while, but it becomes even more useful once you've mastered it.
However, its weaknesses are its very low movement speed and its vulnerability to magic attacks.
You are almost invincible against physical attacks, but be careful of magic and special attack weapons.
Regent

In this game, any unit that can use magic and healing will be useful.
Among them, Regent,Having a movement range of 7 due to its high speed, and possessing Holy Light, are very convenient.
His stats are relatively high for a mage, so if you train him, he can be useful in a variety of situations.
Werfen

This is a valuable flight unit.
Learning melee weapon defense will give you more toughness than your defensive stats suggest, allowing you to act as a tank.
The breakthrough skill is just a bonus, but there are many situations where it's nice to have it.
Its magic defense is surprisingly high, but be sure to watch out for bows.
Milliana

While its defensive capabilities are somewhat questionable, it cuts physical attacks from infantry by 50%, making it surprisingly tough.
Furthermore, it has the skill to dismantle enemy units, giving it a significant advantage against infantry.
With its impressive specifications, including the Speed skill and the Morale Boost skill, as the character himself says in the story, he is greatly helped by his skills.
Jerome

Having a support skill that is a superior version of the pure love skill is a huge advantage.
Furthermore, their bow defense reduces accidental deaths in the archer unit, and their Mind's Eye ability makes them useful for destroying doors.
In siege battles and swift attacks, she's a member I'd like to place at the center of the assault force alongside Luticia.
She excels as both a magic attacker and a healer, so you won't regret deploying her.
Linelia

Because its Heavy Armor Magic Break skill is powerful, it's useful to place it on the front lines during siege battles.
Similarly, the skill to enhance magic soldiers also improves the ability to break through the front lines.
This unit is quite powerful right from its introduction.
Karbogil

Although he appears relatively late in the game, his defensive skills and fighting spirit allow him to immediately contribute as a tank.
Being able to use three types of melee weapons is another strength, allowing you to fight any enemy with an advantage.
Bertram

I am the only heavy armor mage.
This character possesses melee weapon defense and bow defense skills, and also has high base defense.
Its magic defense is also quite high, and since it can equip magic, it's a strong unit with no weaknesses in both offense and defense.
Its only weakness is its low mobility, but aside from that, it can be effective in any situation.
Eliade

Because it has resistance to cavalry, it is strong enough to hold off cavalry on its own.
Having the "Mind's Eye" ability is also convenient, making this a versatile unit capable of both magical and physical attacks.
A collection of articles introducing recommended free games (simulation RPGs)
A compilation of gaming-related articles featured on this blog.
Another SRPG that looks really interesting has come out.
I'm sure I'll download it.
Even so, I'm truly impressed that you've managed to create such a long and detailed walkthrough with images for just one free game. The writing is easy to read, and the explanations are thorough and excellent. Most people couldn't do this.
I really appreciate it every time.
I haven't commented, but I've been reading your articles on topics other than games as well. I've learned a lot from them.
Thank you for your comment, Mr. Davidoff.
Although this is labeled as a strategy guide, it's more like a play diary, so I'm enjoying it and playing at my own pace!
There are parts that I wrote rather haphazardly along the way, so I'm humbled by your kind words of praise.
I think that having a walkthrough would help new players understand things like how many chapters there are and what the general approach to playing the game should be, so I hope it will lower the barrier to entry for new players.
Thank you for reading my articles that aren't about games!
I hope that at least one reader will think, "Hmm, that's interesting."
Please don't worry about the comments; I'd be happy if you just casually skimmed through it.
I cleared it too. For some reason, I chose LUNA from the start, which made it quite difficult.
I'm quite curious about how other people are playing the game; there are people who come up with strategies and tactics I'd never even thought of, so your perspective is really helpful!
I managed to keep everyone alive through sheer willpower, using save and load, but I'm exhausted. I know I spend a lot of time preparing, but I still managed to complete it in about 54 hours. Except for the side story in Chapter 28, which was impossible to complete no matter what I did, I enjoyed it.
This game seems to rely heavily on "intimidation" and "elemental" skills. Neglecting to check your weapons and skills will have a noticeable impact during gameplay. While it's a good SRPG, I'm not sure I'd recommend it to everyone.
On a different note, there's a game I played after reading your article and becoming interested in it.
Thank you for your comment.
This game places a strong emphasis on its gameplay, making it a very rewarding title to complete.
But clearing it on LUNA difficulty is truly amazing.
I've included these strategy notes hoping they might be helpful as one way to play the game, so I'm glad if you find them useful.
I'm sure truly skilled players have much better strategies, but I always bravely write about my own methods, even if they seem arrogant.
Certainly, this game involves more considerations regarding intimidation and attributes than a typical SRPG, so I don't think it's for everyone.
However, because of its high difficulty level, it was a game that gave me a great sense of accomplishment when I finally completed it.
I'm glad you found this blog post interesting.
My game choices vary depending on my mood and how busy I am at the time, sometimes being short stories and sometimes long ones, but I intend to continue writing articles that I hope will be interesting to readers.
thank you.
So, I started playing while waiting for the Notani Village update.
---Several hours later---
(See explanation of Chapter 5) (See information about the side story)
...I'll either play episode 2 next week or start over from the beginning.
By the way, this uses a fixed random number generator. To everyone who has read the comments, please don't overthink it.