Mishgard Chronicles (Free SRPG) Introduction, Impressions, and Strategy Notes

ミシュガルド戦記(フリー・SRPG)紹介・感想・攻略メモ game
This post can be read in about 29 minutes.
Note!
This review article is based on version 3.01.
Please note that there are differences from version 4.0 and later, which were released in August 2024, so be careful when using this guide as a reference.

I played "The Chronicles of Mishgard," a game created with SRPG Studio.
This game takes place on a different continent, in an era after the events of "Bone Continent War Chronicles," a full-length SRPG created by Kenji Goto, which I played recently.
In terms of production order, "The Chronicles of Mishgard" was created first.
Mishgard is a website for posting original comics and novels.ShintoshaThis world was created as part of a shared world project, and many works have been created that are set in this world.

Playing the sequel to this game, "Bone Continent War Chronicles," will give you a stronger sense of the connections between the two works and the fact that they share the same world, making the experience even more enjoyable.
My completion time was approximately 20 hours on hard mode.

Download here

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The original novel isHere(Shintosha website)

Game Overview

 

"The Chronicles of Mishgard" is a story depicting the exploits of Klaus, a hero who played an active role in the war between Alfheim and the Koukou Empire.
Klaus, an elven carpenter of commoner origin, finds himself caught up in the war, but he leads a volunteer army and fights to bring it to an end.
The war in this fictional world is depicted with realistic descriptions and rich text.

The game has three difficulty levels: Easy, Normal, and Hard.
If you're familiar with SRPGs, I think you won't have any problems choosing the hardware.
It's challenging, and I'd say it's of average to slightly difficult difficulty.
The early to mid-game battles can be tough, but once you acquire ace units and powerful characters, the struggles become much easier.
The tutorial is thorough, so even those unfamiliar with SRPGs can easily enjoy the game by choosing Easy or Normal difficulty.

Because characters created by various people appear, the character graphics are not uniform.
On the other hand, there are a great many units that can join your team, and I think there's a lot of fun in selecting and training your favorite units.
Many units have exclusive weapons with no usage limits, and this is an interesting aspect that greatly distinguishes the performance of each unit.
It's difficult to develop everyone equally, so you need to make choices about who to nurture.

Even after changing classes, your level doesn't reset to 1; it continues to increase.
Therefore, it's best to promote your character as soon as you reach level 15, the level at which you can change classes.

Between chapters, side quest maps may occasionally appear.
Since these tasks can lead to recruiting new companions or obtaining valuable items, you should try to complete them whenever they become available.

Review (no spoilers)

I was able to complete the game on hard mode.
It was an enjoyable story with a classic plot: a heroic leader standing up against a powerful nation that is waging an invasion.
The scenario was very engaging, realistically depicting how neither the allied nor the enemy factions were monolithic, and the relationships with other races.

This work depicts many conflicts between races that differ in appearance, such as humans, elves, and demi-humans.
In the real world, inter-ethnic conflicts constantly occur within the human species, and I believe this is a topic that we cannot remain indifferent to as someone else's problem.
Because it is titled "War Chronicle," it is written with the style of a historical record in mind, and descriptions from individual perspectives are kept to a minimum.
The story follows Klaus, who would later be known as a hero, so Klaus's own personality was rather understated.
I think they intentionally did it that way because it leaves more room for the player's imagination.
The fact that Klaus's original profession was a carpenter resonates with the fact that Jesus Christ was a carpenter, and I feel it emphasizes the process by which ordinary people were deified.

Regarding the gameplay itself, even on hard mode, it's not particularly difficult.
In the early stages, when you don't have any outstandingly strong units, some maps can be challenging. However, from the mid-game onward, you'll acquire powerful units, and the game will gradually become easier.
In that sense, you could say the balance is a bit rough around the edges.

One of the game's features is its high degree of freedom, allowing for various strategies to be devised for each map.
Many maps have multiple clear conditions, and players are free to choose any method they like to complete them.
There are many units you can recruit by paying money, offering a high degree of freedom, but conversely, it might mean that choosing which ones to keep and which to discard can be quite challenging.
Players who have fairly clear likes and dislikes will likely find the high degree of freedom satisfying.
Furthermore, there are many powerful exclusive weapons, and there's not much need to conserve weapons, so I think it's a great, stress-free design.

One thing that caught my attention was the class change system.
I felt there were relatively few units that could change classes, so personally, I found it somewhat lacking.
Units that automatically join your party as the story progresses are often able to change classes, while mercenary units that don't join automatically are usually unable to change classes.
The fact that units that aren't required to join cannot undergo class changes could be seen as budget-friendly, so that might be considered a benefit.

Also, the inability to use items on the base screen or the sortie preparation screen was a bit inconvenient.
In this game, doping items are readily available, so it would have been more convenient if they could be used at base camps.

Strategy Notes

The game version at the time of writing was 3.01, and these are records from playing on hard mode.
For detailed strategies,Author's blogIt's included there, so if you want to see a detailed walkthrough, you should refer to that.
I read the article after I finished the game, so I was surprised by how much I didn't know.
Therefore, please note that this section does not cover all events.

Prologue: The Invasion of the Kohō Army

Since this is the introductory chapter, there's nothing particularly difficult about it.
Let's take advantage of the terrain on top of the fort and fight to our advantage.

Chapter 1: Klaus's Uprising

As long as you utilize the unique characteristics of each unit, you should be fine.
Make sure to acquire the rapier in the graveyard.

Chapter 2: Battle within a Small Fortress

This map requires some thought if you're aiming to collect all the treasure chests and gain fame (by defeating all enemies within 25 turns).

First, recruit Jowan from the mercenary guild, then split your allies into two groups, one on the right and one on the left.
Have Doba move to the right, open the door, and then aim to collect the treasure chest.
Just as you clear a path through Doba, you send other units ahead to eliminate the enemy.

The left side will be under heavy archery attack, so send units including Jowan and Ino, equipped with Piram, to slowly whittle down the enemy forces.
Once you've reunited with the allied unit that opened the door, eliminate the enemies around the treasure chest.
Doba is slow, so prioritize collecting treasure chests to avoid stopping.

On the enemy's 15th turn, reinforcements will appear from four locations on the staircase.
At the same time, time your actions to defeat the enemy boss.
Imagine you're retracing your invasion route, blocking off the stairs as you go.
If you can't defeat the enemies quickly enough, use Klaus's rapier and other weapons to block the stairs as quickly as possible.

It's a good idea to block the stairs beforehand, but make sure you have enough firepower to defeat the group of enemies surrounding the boss.

Chapter 3: Vivi's Prayer

Let's head north as soon as possible to help Vivi and Law Blood.
Along the way, many enemy reinforcements will appear, but they are not particularly strong.
Let's hurry and advance to protect the non-combatants.

On the enemy's seventh turn, orc reinforcements will emerge from the cave.
The skeleton that appears two spaces below the boss on turn 9 will drop the "Dark Sword," although it has a limited number of uses.
The boss, Wolfbird, has a preemptive strike skill, but it won't attack on its own.
It's okay to enter their attack range, so when you're going to defeat them, launch a coordinated attack.
The treasure chest near the boss contains "Medium Treasure".

Once you defeat Wolfbird, Misha will appear, and you can clear the stage by having her talk to Klaus.
Note that defeating the Wolfbird does not immediately result in a clear.

Chapter 4: Encounter Battle

Staying in your starting position will result in the area being filled with reinforcements, so you must head west.
Deal with heavily armored soldiers using Klaus's rapier or Nicolo's high attack power.
We want to intercept the cavalry reinforcements approaching from the west at the entrance to the narrowest possible passage.
Be careful, as archers with longbows will attack from inside the building.

On turn 4, Naina and Miiha appear as allied reinforcements south of the refugees.
It would be best to continue heading north and rescue the refugees.
Since rescuing everyone will clear the level, it's a good idea to leave Mii-chan alive so you can clear the level anytime.
Naina will obtain the Alfheim Sword by having her talk to Klaus, so we will head east.

On turn 8, four members of the Salamander unit will appear in the southwest of the map as allied reinforcements.
They're all strong, so let's launch an attack to reduce the number of reinforcements that keep appearing.

On the enemy's 12th turn, the formidable enemy Tsontawool will appear from the cave in the northeast.
You don't have to defeat it if you don't want to, but if you do, you'll get a "medium treasure".
If you want to defeat it, it's best to attack it with Eilu's spirit sword, Sheele.

At the mercenary guild, you can recruit the magician Shinonome for 3000G.

Chapter 5: Pigs and Bats

From the very first turn, enemy flying units will be heading towards you.
Let's focus on getting past this group first.
You can talk to Tzitzi in Klaus and she'll join your party if you pay her money.
It's safest to defeat Vambia by weakening her with ranged attacks from gunners or archers.

The Rabbit Man's status-altering attacks are troublesome, so if you can't defeat him in one hit, whittle him down with ranged attacks before taking him down.
The three thieves are carrying valuable items, so let's defeat them all.
Iko has the "Book of Consecutive Attacks," Sako has the "Axe Emblem" (a class change item), and Lyako has the Spirit Ring II (recovers 5 HP every turn).

If you visit the house on the left and pay 500G, they will make some of the rabbit people retreat.
If you get the Rabbit Man to retreat early in the battle, you won't have to worry about status ailments, which will make things easier.

If you try to head north through the valley, you may encounter orcs in ambush.
Let's proceed with caution.

In the two houses in the upper right, you can get a hammer from the upper house, and Nini the healer will join your party from the lower house.
Also, at the mercenary guild, you can recruit the gunner Hargo for 2000G.
It's dangerous near the boss, so recruit them on the turn you defeat them.

Chapter 6: Kibidango

This map features a battle between just Vivi and Leda.
Wait on top of the torch and lure the enemies in to take them down.
Even if Leda enters the enemy's attack range, the enemy will only target Vivi, so it's safe to approach her.
If you can put the enemy to sleep with Leda's Sleep Staff, you can reduce their speed and make it easier to attack twice.
Since we're here, let's try to earn as much experience points as possible for both of them.

Chapter 7: The Battle of Firefly Valley


This map is a crucial point in the early stages of the game, and deciding where to set up your defensive line is key.
In my case, as shown in the image above, I lowered my line considerably to meet the attack.
Thanks to the many obstacles, it's less likely to be surrounded by enemies, making it easier to fight.

You can recruit various units from private homes and mercenary guilds, so try to add as many as you can.
There are many enemies in this stage, so you can never have too many fighting forces.

If a certain number of volunteer longbowmen are defeated, they will no longer be able to gain fame.
However, since volunteer soldiers are easily targeted by the enemy, they can be useful as decoys. I think it's easier to fight if you put them in the front and use them as shields when your allied units are about to be attacked.

When engaging the enemy, be careful of the Rabbit Fighter wielding the Death Dagger and the Night Killer.
Mounted units can dismount to avoid taking damage from mounted units, so use this strategy as needed.

If you visit the house just above Klaus's starting position, it will warp you to a location where you can rescue the hostages.
Use this if you want to rescue the hostages unharmed.
However, since Klaus will be isolated in enemy territory, he will be unable to participate in combat for a while.


At the start of turn 11, Lilia's cavalry will appear from the position shown in the image.
Be careful.

On turn 15, from near the graveyardObokataOboca Tarr appears along with the zombies.
It has Hellfire with a range of 3, which is troublesome, so let's fight it with strong units.

Infantry positioned in front of cavalry can engage them before the cavalry can move, provided they don't get too close.
Let's try to fight in a way that avoids having too many enemies attacking at once.
Once the enemy forces have been reduced to a certain extent, all generals except Balzac will retreat.

This map is quite challenging due to the large number of enemies, but try to use the guest units effectively to minimize casualties among your allies.

Chapter 8: Berserker

This map is designed for small groups.
If you proceed at a steady pace, I think you'll be able to clear it without any problems.

Let's ignore Gallon and move on.

Chapter 9: The Birth of the Scarlet Eye

The plan involves quite a few steps, but the most important thing is to safely deliver the refugees to our base in the southeast.
Since refugees automatically act and head towards their destination once they appear, you need to be careful about when you make them appear.

The first thing you should do is head towards the rock in the upper right of your starting position and build a fortress.
When you bring a unit close to the rock, Colonel Gel's troops and the blue troops will move towards the rock.
You only need to send one mobile cavalry unit.
Entering the house in the north-central area will give you a photo of Melta (Luck +3), so it might be a good idea to send another rider there.
The other units will advance southeast from the bridge to the south.
It's fine to have three refugees appear as well.

Once we've lured Colonel Gel's forces and the Blue forces in to some extent, we'll invade the forest area and build a fortress.
Then both units will stay in place and not move.
Taking advantage of the situation, the remaining troops advanced steadily southward.
Along the way, enemy reinforcements will target the refugees, so assign a few units to guard them.

When Klaus reaches the entrance to the mountain, an event occurs where he raises a flag, and allied reinforcements appear from the southeast.
We will engage the remaining enemy forces to the south while coordinating with our reinforcements.

After a while, dawn broke, and Colonel Gel and his Blue Unit, realizing that the northern fortress was empty, began to move south.
Since engaging them directly would be difficult, we should move our entire army southeast and position ourselves so that we can cooperate with NPC units when engaging them.
Many enemies possess the Night Killer weapon, so mounted units should dismount before engaging in combat.
Lambert is a formidable opponent, but I think you can defeat him surprisingly easily if you attack him with a weapon that is effective against cavalry.

Once you defeat Lambert, the musketeers around Bernard will retreat north.
Also, Olga Polka Fiora will appear, so have Klaus, Cypha, and Nicolo talk to her to recruit her.
Now it's a race to see whether the refugees reach Bolnia Castle first, or whether Colonel Gel and his men can advance south first.

Chapter 10 Formation of the Guards

If you want to obtain the Sword Emblem dropped by Celeb Heart, head to the right from your starting position.
If Amethyst transforms into a Dragonewt on the second turn, it should be able to attack Celeb Heart through the wall on the third turn.

Mezetz is a formidable opponent, so if you don't have any units that can inflict damage on him, it's best to give up on using Sword Emblem and instead transform Amethysta into a Dragonewt and send him into battle.

QA1 Reason for fighting

This map features a battle between just Keigo and Annelie.
You can defeat Keigo one by one using indirect attacks, and there won't be any problems.
The boss, Sanri, won't attack you if you get close, so approach him and take out the surrounding enemies first.

QA2 Polka's Revenge

The number of units you can deploy is small, but this map is perfect for leveling up low-level units.
The boss is high level relative to its strength, making it ideal for boss grinding.

You can only add either Navari or Eliza to your party.
In terms of strength,transformationNavari had significantly higher HP and felt much stronger.

Reinforcements will appear near the boss, so be sure to use this opportunity to farm.

Chapter 11: The Lamenting Black Rabbit

This map features allied forces retreating south from the northeast, while enemies are advancing towards you from the northwest.
First, let's send Klaus and the main force to the bridge to speak with Sekine.

At the same time, the allied forces advancing south will be pursued by enemy reinforcements appearing from ships in the north, so let's send some people to escort them.
On turn 8, Diogo will appear and chase after your fleeing allies.
If you talk to Klaus twice, he will retreat.
However, Diogo's attacks are very powerful, so there's a chance Klaus might be defeated after you talk to him.
If you have a dancer, bring them along and use their support abilities to have them talk twice in one turn.

The Izayoi Squad surrounding Sekine will charge towards any enemy that comes within their attack range.
Let's raise our defensive line to prevent the enemy from entering their range of action.
If you can keep the Izayoi Squad alive for as long as possible, you can use them as guests in the next map.

At the mercenary guild, you can recruit Lucy the Mage Knight for 5000G.
This unit possesses the powerful exclusive magic spell, Ray Bow.

Chapter 12: The Battle of Brosnan

This map features continuous reinforcements appearing from the left, right, and front.
While simply surviving for 30 turns is easy, it might also be worthwhile to try and take down the anchor man.

Freya's minions, which only appear in Hard Mode, are troublesome because they boost the abilities of all enemies, so you should take them down as soon as possible.
If you send Amethysta, who has transformed into a dragon, to defeat it, you should be able to take it down.

In the mercenary guild, you can recruit the flying unit, Fuller.
If you have Vivi examine the spirit tree in the upper right corner, you will obtain the powerful attack staff, Holy.
This is something you definitely want to get your hands on.

Since there are around three enemies appearing from the left and right, you can handle them without allocating too many forces if you also utilize the guest unit's healing ability.
If we can handle the left and right sides, we can then deploy our remaining forces to the front, so let's push forward aggressively.
The gunners near the anchorman will be strengthened by the support effect, so lure them out of the support range and eliminate them there.

Chapter 13: The Heavens Fall After Revenge

This map is one where you progress by controlling only the guest unit.
Basically, there shouldn't be any problems if you wait for allied reinforcements to arrive and proceed cautiously.
If you talk to Nero in Numero and then defeat him, you can obtain "Maug" after clearing the game.

The Workers that keep appearing until Freya is defeated will not appear if you block them with your own units.
Since it's getting in the way, let's block it with a suitable ally.

QA3 The vengeful spirits of the Stark family

This map allows you to see what's beyond a dark area when you approach it.
Since enemies can suddenly appear right in front of you, it's safest to push your strongest units to the front and advance.

Be careful, as the boss, Lord Stark, will move and attack if you enter his attack range.
Since reinforcements appear for extended periods near the boss, it's a good idea to gain experience points if you have the time.

The treasure chest in the upper left contains a Sword Emblem, so deploy a unit with the lock-picking skill.

QA4 Person Plan

Whether or not you destroy the armored creatures will change the opponents you fight.
When fighting Wolfbird, a large number of enemy skeletons will appear, but they are not particularly strong.
It's best to deploy the units you want to level up.
By the way, the ending won't change no matter which option you choose.

Chapter 14: Mountains and Rivers of Bloodshed

There is a large enemy force to the south, but if you visit the house east of your starting position, they will build a bridge to your allies.
However, if you want to gain experience points and money, head south and defeat enemies.
Many enemies drop treasure, so you can earn money.

The southern route is dangerous due to artillery attacks that ignore defenses.
Position your forces in a location where they won't be directly hit by artillery fire, then lure in and eliminate the surrounding enemies.
After that, let's eliminate the artillery with long-range weapons.
Be careful, as there are many powerful enemies that are equivalent to mid-bosses.

Gazami will join your party at the mercenary guild near your starting location.
This is an amphibious, well-balanced, all-around warrior type.

If you visit the large tree west of Zeta with Vivi, you can obtain the Starlight Staff (an attack staff with a range of 1-7 / 20 uses).

The treasure chest in the bottom right contains the Sage Emblem (for female characters).

Chapter 15: Floria's Deadly Struggle

This map requires a small number of members to defend.
If you just want to clear the stage, I think you can hold out by surrounding the throne with your units.
If you want to acquire treasure, you may need to take risks.
A boss is located at each door, but there are especially many bosses clustered together on the south side.
Be especially careful of Type C Maidens who possess the "Guaranteed Hit" ability, as they are dangerous.

During the enemy phase of the second turn, one door is destroyed first, and the second door is destroyed on the following turn.
Enemy reinforcements keep appearing one after another, making it difficult to deal with them all.
Since musketeers cannot be defeated by counterattacks, it's best to attack and defeat them as much as possible during your turn.

Chapter 16: In Search of Freedom

This map requires you to protect refugees while eliminating enemies in their path, in order to help them escape north.
To deal with the flying harpies, it would be helpful to have flying units, as well as archers and gunners on your side.
Having a character like Flur who can use wind-based magic is extremely useful.

There are bandits and ranged attackers positioned ahead.
Be careful, as enemy thieves will steal items if your speed is lower than theirs.
Enemies that use Meteor aren't so bad, but Ice Block is troublesome because it paralyzes you if it hits you.
Let's proceed while making use of the mountainous terrain.

The enemy Gamo will become your ally if you talk to him with Nicolo.
Since he has a special bow with a long range, he can immediately contribute to the team.

The bosses Liza, Gandhara, and Shiva are tough opponents, especially Gandhara, so try to defeat them with ranged attacks.
Since it will start moving once you enter its attack range, let's lure it out little by little.

In Hard mode, enemy air forces will appear from the southeast on the enemy's 10th turn.
Ground units will take significant damage, so be careful when dealing with them.
When fighting, I think it will be easier if you take advantage of the mountainous terrain.

Chapter 17: The Dragon's Fang Unbreakable

This map involves controlling Georg's army to conquer the enemy.
The quest is completed when Georg speaks to Valgilua, but since there are many characters you can recruit, it's best to complete all the events before finishing the quest.
Many events are held in private homes.

Reinforcements will continue to appear until you defeat the Wolfbird.
With the mindset that you can clear the stage anytime, it's better to advance with the intention of gaining experience points rather than trying to defeat the enemy quickly.
However, enemy undead soldiers are extremely difficult to defeat due to their "immortality" skill.
Georg can be easily defeated with the power of the Holy Sword, but it will take a long time to defeat him with other units.
In addition, the status ailments caused by the poisoned sword are troublesome, so weaker units need to proceed with caution.

If Georg has the Dragon's Elixir and visits the house in the upper left of Valgilua, Lapis and Heliodor will join your party.
Lapis's All-Range Heal is a handy staff that can heal distant allies multiple times.

If you examine the magic circle beneath the jewel, a dragon called Hydro End Star will appear nearby.
This flying unit has tough HP, but you can get 3333G by defeating it.
It's safer to use a powerful ally like Redfin to conduct the investigation.

QA5 Prisoner rescue

This map requires you to divide your forces into right and left flanks and use small groups to quickly break through the enemy lines.
Let's prepare a unit with a door that can be opened on the right side.
Artillery can be troublesome, but as long as you avoid being subjected to concentrated fire from multiple artillery units, there's no need to be particularly afraid.
Once you get close enough, the enemy will show signs of attacking the prisoners, so it's easier to use the dancers' support and other tactics to quickly close the distance.

QA6 Obtain royal milk

This is a quest for a small group.
Be careful, as enemy reinforcements will appear frequently.
Approaching the cave in the upper right will cause a level 80 hamster to appear. Defeating it will complete the level.
Since it's truly level 80, you can gain a huge amount of experience points just by engaging in combat.
I think you can gain experience points by surrounding an enemy with your allies without using weapons.

Chapter 18: The Assassination Plot

This map only allows the deployment of six characters: Klaus, Vivi, Olga, Amethyst, Cypha, and Fiora.
Having underdeveloped units will only hold you back.
Be careful, as the doors to rooms that are hidden by roofs will open after a certain number of turns, and enemies will appear from inside.

Siam is a formidable opponent; it's dangerous because it will move and attack if you get too close.
Since Sham is the fastest of the enemies to act, take advantage of the fact that Sham, who only uses melee attacks, won't move if you wait adjacent to an enemy unit in front of him.
If you talk to Vivi, she will join your party.

QA7 Skull Canyon

There are baristas placed at each point, making this a somewhat tricky map.
I feel it's safer to advance head-on with units that have a longer range than to try to destroy them with flying units.

After visiting Aruna in the house north of the starting point, visit Kiriko in the house southwest, and tell Aruna about Kiriko again to obtain "Aruna's Stuffed Animal" (Sleep Resistance & Luck +5).

Many of the enemies around the boss are tough, so let's lure some weaker enemies in and reduce their numbers.
Lalayla, in particular, who wields a sniper rifle, will unleash a powerful attack if you carelessly approach her.

The boss, Dark, can be captured if you reduce his HP to less than one-third and advance the turn.
Upon capturing them, you will receive additional bonus points and a Zett Alloy Rod (Power 14, Defense +3).

You can obtain Iron's Sunglasses (Magic Defense +5, Spirit's Blessing III) by talking to the doctor, Iron.

Chapter 19: The Battle of the Narvia River

This map allows for the deployment of many units.
Prioritize deploying your strongest units.

In my case, on the second turn, I had Redfin remove the river.
After a short time, a bridge will be built in the center, and since the route of progress will be fixed to one point in the center, it will become much easier to complete.
Enemy soldiers trapped on the river are unable to move, effectively neutralizing them.
The Army Air Force, being an air unit, is heading towards us, so let's intercept them.
Since they possess weapons that are especially effective against many types of troops, you'll be defeated quickly if you're not careful.

The boss, Julius, can only be attacked with Georg's holy sword; anything else will prevent him from attacking.
Georg should be able to defeat them without any problems, so let's have him focus on attacking.
Julius won't be moving, so there's no problem if you secure the surrounding area and then fight him carefully.

Chapter 20: Aldbaran, the Sky Castle

The game is cleared after 30 turns or when the throne is captured.
The area with the door is divided into the lower right and lower left sections, and the throne is located in the lower left section.
The enemy reinforcements start to intensify around the 10th turn, so you'll want to collect the treasure chest in the bottom right as early as possible and take refuge in the throne area in the bottom left.
If you deploy two units capable of picking locks, you can split your forces into two and advance more smoothly.
If there is only one person capable of picking locks, have them head to the bottom right, and then have them open the door from the south side of the left area.
Opening one of the doors in that area will open both the north and south sides, so the other unit can wait on the north side without any problems.

The enemy has high defense, so you can have an easier time by focusing on lightning-based magic.
Since your familiar is a flying type, aim for weapons that are effective against it.

In the right area, you can obtain powerful weapons such as Ichival (bow), Gae Bulg (spear), Almaz (axe), and Faraflame (fire).

The treasure chest behind the throne in the left area contains four different colored Maug.
The treasure chest at the very back on the north side contains Durandal.
All the bosses are formidable opponents, so lure them out one by one and fight them.

Chapter 21: Cunnibal's Ambition

In this map, once you defeat the target boss, new enemies will appear one after another from various directions.
Instead of sending the entire army in one direction, it's more efficient to anticipate the enemy's movements and disperse your forces to some extent.

First, engage the nearest Balzac unit. Once you defeat Balzac, Isaacs and Oboka Tarr will appear to the south.
After defeating Isaacs, Entweyen will appear near Lionel and his group to the north and will approach them via a bridge.
Lionel and his group can launch attacks using flying units such as Redfin, even before Entweyen appears.
It will be easier if you eliminate some of them beforehand.
However, in that case, be careful of the cyborgs around Lionel.

After defeating Entweihen, Heibu and his men will appear east of Bornia Castle.
Since Heibu will be leading the charge, we should be able to defeat him quickly.
After defeating Heibu, Cunnibal Oboka will appear near where Lionel was, and zombies and lesser demons will appear near the cave west of Bolnia Castle.
After that, Mezetz and his group appear as allies from a house a little above the cave.

Since many musketeers tend to remain after the Bingwu unit, you will temporarily have to deal with enemies coming from three directions.
If you want to avoid the hassle, you can concentrate your forces in the north beforehand and defeat Cunnibal Oboka early.

When Vivi and Mezetz talk, their stats increase slightly.

Chapter 22: Flowers Blooming in Alyuza

It looks like a siege battle, but the map is easier to attack than it appears.
The basic strategy is to eliminate the ballistae and artillery from the sides before advancing too far.
Lula and Fairnote, who join you on this map, along with Redfin and others, will prove to be very useful.
By having multiple flying units act in a coordinated manner, it becomes possible to eliminate enemy ranged attack units in one go, even if they are clustered together.

This map can be cleared without any problems as long as you proceed carefully.
The shop sells valuable weapons, so if you have extra money, you should buy them.

Chapter 23: The Empire's Counterattack

This map is cleared when Klaus reaches the far right.
Basically, you should just keep moving east, but you need to be prepared for pursuers and reinforcements arriving from the north and east.

While it's a good idea to meet the pursuing cavalry from the west head-on, you can also hold them off if you have a few powerful aces positioned there.
Try to delay them by waiting on a small patch of forest.

On the enemy's second turn, reinforcements led by Julius will appear near the escape point.
Since engagement with this unit is unavoidable, let's push our main force to the front and deal with them quickly.
If you attack Julius with multiple people, primarily using Georg's holy sword and the newly acquired attack-blocking weapon, you should be able to defeat him without too much difficulty.

Starting from the enemy's third turn, orcs will continuously appear near the northern cave.
This will leave the flank of the formation, which has stretched east and west, vulnerable, but there's no problem if you just push straight through.
The enemies aren't that strong, so you don't need to worry too much about them.

Chapter 24 The Price of Peace

The race will start from four different locations.
If you include plenty of units capable of long-range attacks among your starting members in the north, it will make things a little easier.

Units other than those from the north should gather some forces outside the small rooms, then defeat the gatekeepers in each room and enter.
There are often three enemies inside a room, so explore the room with a total of four people, including a unit to take down the gatekeeper.

Many enemies inflict status ailments, so be sure to prepare some means of healing.
Also, in Hard mode, assassins may suddenly appear, so it's best to avoid having units act alone.

Having progressed this far, you should have plenty of strong allies, so you shouldn't have any trouble with the opponent's strength.

Chapter 25: The Legend of the Hero

As expected of the final map, it's not a map where you can just blindly charge in.
Basically, the enemy won't act proactively unless you give them a trigger, so it's important to gradually whittle them down.

Let's keep Klaus and Amethystia, who are isolated, quiet and not move them around too much.
If both of them are growing strong, Amethystia can go and eliminate the Dark Mage troops in the mountains, or gradually whittle down the enemies in the south.
If you visit the house to the west from your main unit's starting position, you can send three allied units north.
Sending units that can perform long-range attacks or healing units is useful.

If the main force is facing the mechanical unit in front of them, they should take them down little by little.
However, if you defeat the Anchorman, the enemy will launch a full-scale attack, so be sure to leave the Anchorman alive.

The air force units inside the wall are also a major threat.
When you launch an attack, all of them will come towards you, so try to stay out of their attack range and leave them alone.

After visiting the house to the east of your starting position, if you then visit the house to the northeast, the rocky mountain to the right of Klaus's starting position will explode, and El-Qaeda's allies will appear and move to attack nearby enemies.
Even if you don't visit any houses, after 20 turns, El-Qaeda will lose patience and appear as an ally.
If you're dealing with the Dark Mages in the mountains, friendly air units might launch an attack on your air force, which could be dangerous.

When Klaus approaches the fortress, a conversation event with Julius occurs, and Misha dies after the event.
If Klaus doesn't approach the fortress, or if you go around it from the other side of the mountain, you can rescue him without being killed.
The door can be opened even without a lock-picking skill by consuming 10 HP.
Klaus's individual ending changes depending on whether Misha lives or dies.

All of the bosses are formidable opponents, and the artillery units they deploy also have high attack power.
Unlike before, Julius is stationed on top of the fortress, and even if multiple allies surround him, it's difficult to reduce his HP.
Having a Starlight or Holy staff makes it the easiest way to deal damage reliably.
Let's chip away at it steadily.

Character impressions (contains spoilers)

I'd like to share the units I deployed on the final map and other units that proved useful in my playthrough.
There are many other strong units not listed here, so please take this as just one player's opinion.

Klaus

As the protagonist, he has many support relationships, but his individual combat ability remains questionable, making him seem unsuitable for the front lines.
The exclusive weapon is powerful, but I obtained it too late and couldn't fully utilize its potential.

As a descendant (or reincarnation?) of Lyon from "The Chronicles of the Bone Continent," he seems to have inherited her upright character.
Rather than possessing overwhelming charisma himself, my impression was that he functioned as a vessel for a hero because those around him and the circumstances strongly desired one.

・Vivi

This unit will grow steadily and become one of the strongest if you raise it properly.
He's a versatile warrior with a wide range of skills, and is also strong when using magic.
Its HP is a little low, but it grows enough that it's not much of a concern.
As an important character, they are given preferential treatment in many ways.

Nicolo

He's a tough, powerful fighter who can be used from the beginning to the end of the game.
While it lacks speed, its exclusive weapon, the Guardian Club, has a range of 1-2, making it easy to use and allowing you to deploy it to the front lines while hoping to counterattack the enemy.
However, in the latter half of the game, many strong front-line characters join the team, and it's undeniable that you start to feel like you're running out of steam.

In the story, she takes on an important role in the volunteer army and supports Klaus as his partner.
I suspect he might be a descendant of Nicholas from the Bone Continent War Chronicles.

Annelie

She starts as a healer, but because her magic power grows well, she can become a powerful mage unit once she's leveled up.
Earth Heal, with its slightly longer range, is quite useful, so I think it's easy to gain experience points this way.
Additionally, Starlight and Holy, exclusive to Leda and Annelie, inflict consistent damage, making them especially useful against tough opponents.

Olga

He is a swordsman who possesses strength, speed, and toughness, and can be reliably entrusted with the front lines.
Since its signature weapon has a range of 1, equipping it with a magic sword like the Megid Blade allows for counterattacks and makes it more versatile.

Amethyst

There are quite a few maps where you're forced to deploy units, so leveling them up will make things easier, but I wasn't able to level mine up much.
Its stats are all fairly high, and its magic power is also high, so it pairs well with a magic sword.
Because it could be used as a flight unit when it had wings, it was useful in a variety of situations.
However, it's not strong enough to charge into the enemy on its own, so it's probably best to use it in conjunction with other flying units, such as having it accompany Redfin.

He was deeply loyal, sometimes offering advice to Klaus, and was a man worthy of the name of the Imperial Guard.

Cipher

As a mounted unit capable of using magic from its initial appearance, it has decent performance.
While it doesn't have any outstanding abilities, it proved to be a quietly useful mounted unit capable of using magic.
Like other SS units, they are required to be deployed on many maps, so it's a good idea to level them up to a certain extent.

Fiora

Although its abilities aren't particularly suited for combat, it can also function as a healer with the "Silver Healer" skill.
Since there are mandatory sorties, it will be easier if you level up your units a bit.

Marguerite

Being able to give allies another turn made it incredibly useful until the very end.
In this game, the effect of granting an extra action extends to up to four units adjacent to the dancer, making it highly useful.
Although it has no combat ability whatsoever, this is a unit I used from the moment it joined until the very end.

・Shinonome

This mercenary unit joins fairly early in the game, but it remained useful until the very end.
The exclusive magic, Thanatos, can be used indefinitely within a range of 1 to 3, making it very convenient to use.
I had always thought the character was female, but when I saw that the class change item available was for males, I was surprised to learn that they were actually male.
I wasn't very resilient, so in the later stages, I was easily defeated whenever I was exposed to enemy attacks.

Lucy

While not incredibly powerful, this mounted unit possesses a unique magic spell with decent power and critical hit rate, so I used it whenever I had a spare deployment slot.
Since lightning magic is especially effective against heavily armored enemies, I feel like it had quite a few opportunities to shine.

Arianna

Although it's vulnerable to attacks, it has a high evasion rate, a unique weapon with a range of 1-3, and can also act twice, making it an excellent unit.
If you're in a location where you can benefit from the terrain, you can feel safe even if you're surrounded by enemies on the front lines.
With a high probability of taking two actions, and the ability to support and allow them to take another action, their chances of acting increase even further, resulting in unparalleled speed in eliminating enemies.

Frost

She can heal with her staff, and her exclusive weapon has a long range of 3-4.
It's a good idea to equip them with regular weapons to fill in the gaps in their range (1-2).
If you don't have any magic units you're currently training, she'll be an immediate asset.

Georg

This unit has a significant presence and is powerful thanks to its exclusive weapon that can break through attack-blocking effects.
Since its initial abilities are perfectly adequate even in the final map, feel free to use it actively without hesitation.
The Holy Sword has a range of 1, but its magic defense bonus is so high that you don't really want to switch to other weapons.
I feel like I'm a little short on firepower to take on Julius in the final map.

Charlotte

Although they join the team late, this unit has good growth in strength and HP.
While its speed is relatively low, its large physique allows it to handle heavy weapons without any problems.
After class change, you become a Master Knight and can use weapons other than axes.
Since their exclusive weapon has a negative defense modifier, it's a good idea to equip them with any other powerful weapons you have lying around.

Redfin

This is a flying unit with fully developed capabilities from the moment it joins the team.
It has a breath attack with a range of 2-4, and its defense and HP are also sufficient.
Because it possesses the ability to take on groups of enemies on its own, it is a strategically important unit.

Meralda

This is a magic-using unit that joins your party towards the very end of the game.
If you have other units that are already leveled up, you don't necessarily need to deploy this unit.
However, since it possesses the exclusive magic, Saint Meteor, it is useful as a long-range attacker.
There's not much need to hoard it, so let's use it actively.

·Siam

This Sword Master has slightly low strength, HP, and defense, but all other abilities are perfected.
In addition, her exclusive weapon allows for two attacks, making her an excellent attacker.
However, it's not very effective against enemies with high physical defense, so it's better to use it against regular enemies rather than bosses.

・Gaibar

She joins the party late in the game and possesses healing abilities that render all other healing units obsolete.
The Reserve skill of the exclusive staff is incredibly powerful, as it can heal all allied units on the map and can be used repeatedly.
Just deploying them will prove very useful.

Lapis Lazuli

All-Range Heal is extremely useful because it can be used an unlimited number of times and has a long range.
Once Gaival joins your party, he inevitably pales in comparison, but until then, I think he's incredibly useful.

Fair Notes

This is a long-range attack unit that joins your party later in the game.
Due to its unique movement type, it can climb even high mountains that infantry cannot reach.
The magic cannon rounds with a range of 3-5 are also powerful and useful for taking out ballistas and enemies with long-range attacks.
Since magic cannonballs are magic-dependent weapons, enhancing your magic power will increase their destructive power.

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Two years ago

I was sad because I could no longer download it from the official website,
The remake version 4.xx was released some time ago without me even noticing.

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