This is a free simulation RPG created with SRPG Studio.
With nearly 60 stages, this game is arguably one of the longest SRPGs ever made.
My completion time was approximately 40 hours (on hard mode).
The unit's character portraits and standing illustrations are all original and meticulously crafted.
Because it's such a big title, I hadn't had a chance to play it until now, but I finally got around to it, so I'd like to write an introduction and my impressions.
Runtime Saga
Game Introduction
Work summary
It's a fairly standard simulation RPG.
It might be easier to understand if you imagine Fire Emblem.

The title "Runtime" likely refers to the fact that the character designs are based on the default assets used in "SRPG Studio."
However, the default assets aren't being used as is; everything has been newly drawn.
Since full-body illustrations are also included, you can tell that the graphics are quite elaborate just by looking at them.

Numerous still images are inserted throughout the event, enhancing the story.
I imagine creating these single illustrations is incredibly difficult, and the fact that they are used so extensively shows the creator's passion.

During map progression, there are plenty of conversations that occur during battles between specific units.
There are so many different combinations of settings that it would be extremely difficult to see them all.
However, reading it allows me to delve deeper into the characters' backgrounds and personalities, which is exciting.

In addition, many catchy songs are used as background music.
From the title screen, go to "Extras" and then "Sound Room" to listen to all the songs that have appeared so far.
The URL of the music material's creator's website is also included.
Regarding difficulty level

You can choose from four difficulty levels.
The main differences include the strength of the enemies, the appearance of new enemies, the number of turns you can save, and the number of times you can use the arena.
I'm playing on the "hard" setting, and it's a challenging level that offers a bit of a push.
Players familiar with SRPGs should choose "Hard," while those who want to progress quickly should select "Normal."
vitality

Each unit has a parameter called "vitality."
If your HP reaches 0 while on the map, this value decreases by 1 and you will leave the party.
If a character's life force reaches zero, they will be lost and can no longer be deployed.
Conversely, if you have plenty of vitality left, you can tolerate being defeated a few times.
Arena

The Arena is a facility that can be accessed from the battle preparation screen of a specific map.
As the difficulty level increases, there will be restrictions on the number of times you can use an item.
Upon entering the arena, the map will temporarily change, and you will select only one member to deploy.
Direct attack units choose their opponent from the left area, and indirect attack units choose their opponent from the right area.
If you successfully defeat them, you will receive experience points and money.
There are no particular disadvantages to being defeated.
At lower difficulty levels, you can theoretically earn an unlimited amount of money using this method, but I don't think it's necessary to go to such lengths at lower difficulty levels in the first place.
Class Change

Lower-level units can change classes if they use a specific class change item between levels 10 and 20.
There are often multiple classes you can be promoted to, and you might find yourself wondering which one to choose.
The class change feature, which allows you to use multiple weapons, is appealing, but you need to be aware that you won't be able to use powerful weapons unless you level up your weapon levels.
However, I think it's a significant advantage that magic-users can use wands, allowing them to perform multiple roles.
Furthermore, the bonus that increases movement speed, which is normally impossible to increase, is also very appealing.
In any case, I don't think there will be a fatal difference between the two, so you can decide based on the image of the unit.
When a unit changes classes, their character portrait also changes, which I think is another enjoyable aspect of the game.
Mock battle

In certain maps, if certain conditions are met, a simulated battle event may appear on the preparation screen.
This event allows you to instantly level up a selected unit to a certain level.
By using this method, even characters with low levels when they join the party can be raised to a certain level.
However, weapon levels do not increase, so the only way to improve them is by engaging in battles.
Even after becoming an advanced class, it's possible that you can only use weapons made of steel.
thoughts
In addition to its immense volume, the level of detail and craftsmanship was incredible.
The graphics for each character and the event management are incredibly detailed, and I felt that it would be impossible to fully appreciate them in a single playthrough.
The story follows a classic formula, making it a safe and enjoyable game to play.
The character graphics all had a somewhat youthful look, but personally, I liked the art style, and they were all cute, which was great.
As I've said many times before, the character portraits change after class changes, and there are plenty of event stills, so I felt the quality was truly amazing.
In terms of game difficulty, I found the hard setting to be just right.
It was difficult at the beginning, but once I started chipping away at the boss's health to earn some points, it became much easier.
The units that have advanced to higher classes are very strong, so you can clear the game by simply brute-forcing your way through until about the mid-game.
However, as the game progressed, the enemies gradually became stronger, and towards the end, the level difference between allies and enemies narrowed, making it feel like the original difficulty of the hard mode had returned.
In the final stage, I had the feeling of barely clearing it for the first time in a while, and I realized that the difficulty level was just right for me.
My attitude was simply that I just needed to clear the level, so I didn't earn many tactical points.
If there's one minor complaint, it's the limited number of unit deployment slots.
There are so many characters, and I want to use many of them, but I have to give up on many of them.
However, increasing the number of units deployed can lower the difficulty, while maintaining the difficulty requires larger maps, more enemies, and longer playtime.
While the map size in this game felt somewhat compact, the sheer number of stages made for a very good balance.
If the map had been any larger, I think there was a possibility that players might lose interest halfway through.
In that sense, it might be unavoidable that the number of deployable units is small.
This is a great game to play at your own pace.
As a game made with SRPG Studio, I felt it was a masterpiece that I could recommend to a wide range of players.
Strategy Notes (Hard Mode - Spoilers Included)
There are plenty of helpful walkthroughs available on the fan-made wiki pages.
This game has many small events and triggers, so detailed walkthrough information will be very helpful.
In my case, after my units became quite strong from defeating some bosses along the way, I was able to clear the game even with a sloppy approach.
For stages where I played sloppily, I haven't written any decent walkthroughs.
Please forgive me for those stages, as they've ended up being more like simple play records.
Chapter 1: Nash's Departure
Even though it was the first map, it wasn't the kind of map that you could easily clear.
Since the only way to heal is through items, taking unnecessary damage repeatedly will quickly put you in a difficult situation.
Also, aside from Zegan, the other characters are all weak, so it will be difficult to fight them properly.
I felt that it would be difficult to progress further unless we consciously made a point of having Zegan weaken the enemies with his dagger in the early stages, and then having the other members finish them off.
Chapter 2: The Princess Rescue Battle
With Sophia, who seems poised to become a key player in the future, joining the team has made battles easier.
However, there are many bosses among the enemies, and you will definitely struggle without relying on Zegan.
Since the bandits are aiming to destroy the village, I'd like to pursue them with Zegan without worrying about losing experience points.
Let's have Helen, the healer, swing her staff a lot to increase her proficiency.
In the village in the upper right, you can purchase a doping item that increases HP by 4 and a healer for 1000G.
Chapter 3: The Lake of Grani
It is more efficient to advance by dividing the army into a northern route and a southern route.
You can divide them however you like, but it would be a good idea to send Nash to the north to persuade Simon (explained later), and Lucy to the south to visit the village, along with Helen to act as a healer.
As you approach the northern village, Simon will join you as a guest, and if you talk to him with Nash, he will become your ally.
Since you can use a healing staff, you should primarily use this character as a healer.
If you visit the northern village where Simon appeared, you will receive a secret potion of skill.
There's a gold nugget on the isolated island, so let's go get it with Laura.
Also, don't forget to have a conversation with Alberto to establish a support relationship with him.
When Lucy visits the southern village, she will receive +1 Strength and a crossbow.
Be careful, as the boss will use Whirl, a magic attack that is especially effective against flying enemies.
Shops near the boss sell the Light series of weapons, which prioritize accuracy and are relatively lightweight, while item shops sell healing staves.
Buy it if you need it.
Buying the door key will give you more turns to spare when collecting treasure chests in Chapter 4.
Chapter 3 Side Story: The Lone Mercenary
This map features a battle between Alberto and Sofia.
There aren't that many enemies, but make sure you bring some healing potions.
As long as you consider the compatibility of your weapons with those of the enemy and position yourself to take advantage of the terrain, you should be fine.
The enemy boss will also come towards you on its own if you leave it alone, so there shouldn't be any problems if you fight around your starting position.
Chapter 4: The Defense of Grani's House
Defeating the boss is one thing, but I'd like to aim to collect all the treasure chests.
Having at least one key to a door or treasure chest beforehand makes things a bit easier, as you won't have to leave all the unlocking to David.
Basically, the main force will wait near the guest's heavily armored knight's defensive line.
The swordsman who appears from the bottom left can be dealt with by Albert or Laura, who are wielding spears.
The heavy hammer wielder approaching from the right should be dealt with by either Nash or Richard.
With Sophia and Simon as a strong duo, if you head south and up the stairs in the upper right, you should be able to persuade David relatively quickly.
On the enemy's turn, turn 8, Harold the heavily armored knight will appear from the stairs in the upper right.
I think the safest way to defeat him is with Simon's Flame.
The treasure chests, from right to left, contain: Potion of Fortune, Javelin, Staff of Great Healing, Strisher (a light sword for female characters only), and Knight's Emblem (a class change item).
If you have keys to treasure chests or doors, other members besides David should help out.
If you don't have one, try to use the rescue ability of mounted units like Richard to move as quickly as possible.
Chapter 5: Bandit Gangs in the Mountains
First, we'll slowly intercept the enemies coming towards us.
Utilize the forest terrain, weaken the enemy with Albert's counterattacks, and devise a strategy to defeat them all at once on your turn.
There are no turn limits, so I think it's important to advance without rushing.
Once you've advanced a certain distance, Vanda in the lower right will start moving.
It's dangerous because it has a high critical hit rate, but if you use Albert as a tank and attack with Simon's magic, you can defeat it relatively safely.
Gael, who guards the village in the upper right, can be safely defeated with ranged attacks.
It might take some time, but you should be fine if you keep attacking them slowly with Lucy.
Visit the village with Nash and recruit Sabrina.
When you enter the attack range of the archers near the entrance to the hill where the boss is positioned, reinforcements will start appearing from the northern fort and the fort in the lower right.
Since there's some distance between us, I think it will be easy to deal with.
Once we've tidied things up to a certain extent, let's use Sabrina to persuade Robin.
If you examine the lake in the lower left with David, you will obtain a "Pennant" (which grants +1 Luck if you possess it).
Chapter 5 Side Story: Androphobia
If you don't aim to defeat the boss, it's not that difficult.
The first hurdle is Ingo, but if you rely on Simon, it won't be too difficult.
You gain experience points by protecting captive women, so prioritize protecting the members you want to level up.
The female character with the graphic will join your party after you complete the game if you talk to her once with Nash and then talk to her again with a female character.
The treasure chests, from left to right, contain Sol, a defensive potion, and a sword instruction manual.
Chapter 6: The Black-Clad Sorcerer
This map is particularly troublesome because of the enemy's poison attacks.
It's not particularly fatal, but it takes effect gradually, so you'll need multiple all-purpose remedies and healers.
Deploying more characters capable of ranged attacks, such as archers and magic users, will make the battle a little easier.
First, let's send Simon to rescue Lambert and recruit him as an ally.
If we don't help them soon, they'll be defeated.
Lambert and Simon are members who rejoin the group early in the Ijuran arc.
I especially recommend leveling up Lambert, as it will make the early stages of Ijuran's story much easier.
Let's have Nash and a few others march towards the village in the upper right.
The other members slowly move northward from the left.
Having Laura is very convenient because she can transport units across mountains when you want to swap out your forces.
Basically, you should intercept the approaching enemies while gradually luring them in.
Ulrike will join your party in the village in the upper right.
In the village in the upper left, you can obtain the Trident, a spear that is effective against heavily armored enemies.
Chapter 7: The Battle of the Royal Capital
This will be a very long battle.
There are a lot of reinforcements coming, but if you make good use of the city's cover, you can fight to your advantage.
Since there are many chaotic battles, it's useful to have many units that can perform ranged attacks.
The fleeing bandits are heading east towards the edge of the map.
If an allied unit blocks a passage, the enemy will try to escape by avoiding it, so you can lure them in if you block it effectively.
Thieves who possess valuable weapons, such as Nash's Kolishmald, are ones you'll want to defeat and not let escape.
Rescuing civilians is not that difficult.
The citizens located to the right, left, and below Beatrice's initial position should be rescued all at once during the early stages when the number of allied forces is large.
First, the civilians directly below are in danger, so it's best to rescue them first.
Additionally, you can obtain valuable items from houses with open doors, so be sure to collect them.
There aren't many houses in the direction that would become a hotspot, so I think it will be easy to collect the items.
When reinforcements arrive, be careful of pirates who can move on the water, and stick together near the castle.
Rickson, who appears on turn 15, is a tough opponent, so you'll want to use Albert to create a wall and defeat him in one go.
On turn 18, a flying unit, including one wielding a halberd capable of attacking mounted units, will appear from the southern edge of the map.
It's tough when you get the timing right with Rickson, but prioritize taking down the wingriders that jump over obstacles.
The reinforcements that appear on turn 20 are the last ones, so hold out until then.
Apparently, if you defeat all the enemies except for the boss, Bruno, you can proceed to the side story.
Chapter 7 Side Story: Ruins Standing in the Forest
If you can manage to fend off the incoming air reinforcements, this map isn't that difficult.
Shortly after the game starts, Edith's air force will appear from the upper left corner of the screen.
After persuasion, Edith's unit will join the allied forces, but the allied forces will retreat to the right of their initial position.
If you can then pit the subsequent arrival of Dragon Knight reinforcements against them, it should create a chaotic battle situation that makes fighting much easier.
It will be much easier if you deploy archers and mages who can use Whirl.
The door to the boss will open if you step on the blue magic circle shown in the image below.
Stepping on any other magic circles will inflict significant damage, so be careful.
Characters with low HP may be forced to leave the battle.

The boss, Nicholas, is equipped with powerful magic, but if you can withstand his attacks with Edith or someone else equipped with a protective charm, you can reduce him to just a broken magic book.
In that situation, I think we can safely steal the gold bars with David.

As mentioned on the strategy wiki, leveling up slowly here makes things much easier.
If you have a bow character with a range of 2, you can safely continue attacking with the broken bow without taking any counterattacks from the broken magic book, guaranteeing that you can raise their level to the maximum.
Other members with a range of 1 will need a large number of healing staves because they will be vulnerable to counterattacks.
However, by making the most of the support effects, you can avoid attacks to a considerable extent, allowing you to raise quite a few units.
With this boss, I was able to raise Lucy, Robin, Edith, and Lambert to level 20, and Dorothea to level 18 (Holy S).
Even if it costs a little money, raising them now will make things easier in the future.
Chapter 8: The Maxton Front
This map is the first to feature shooter-type characters.
Each shooter possesses gold coins, so you'll want to make sure David steals them all.
This map isn't too difficult if you use a decoy unit to try and make the enemy run out of ammo.
On the enemy's turn, turn 6, three Dark Mages will appear near your starting position.
If you're advancing using a tactic of waiting for your shooter to run out of ammo, be careful because this is a spot where weaker characters can be ambushed from behind.
The letter of introduction that Bacchus possesses can be obtained by David using the Steal ability.
The secret shop is located just above a house near the objective.


We sell critical-hit weapons and some stat-boosting items.
Buy it if you need it.
Chapter 9: Putting an End to the Turmoil
First, we need to hurry and rescue the civilians.
Using the teleportation tickets that can be purchased from the "Information Gathering" screen will make things a little easier.
Give the item to a unit capable of defeating the Berserker, and hurry to a position where you can teleport to the other side of the corridor.
(In my case, I flew with Lambert, who had been class-changed to a Sage in Sophia.)
If one person takes on a unit, then two people can handle the situation, including the unit they are taking on.
Berserker attacks often miss, but if you're unlucky, your civilians will be defeated quickly, so in that case, reload and try again.
Once you've defeated the Berserker, there's no time limit, so you can take your time and progress at your own pace.
When you open the prison door, the citizens will escape through the corridor to the left, so eliminate the two enemy units before opening the door.
Chapter 10: Beloved Land
Since the enemy is few in number, all we need to do is assemble our elite troops and fight.
If you've already earned some money by farming bosses beforehand, you'll have some advanced class units, so it won't be too difficult.
Chapter 11 Crown Prince of the Empire
Because the initial members are low level, you'll have a very hard time if you fight them head-on.
Since recovery options are limited, it's safer to make effective use of Dwayne and let the other members fight whenever there's an opportunity.
It's especially troublesome if you get poisoned by a slime's attack.
Let's fight carefully.
Chapter 12: The Battle for the Port Town
Dick and Annette are coming as reinforcements and are in danger, so let's send Dwayne there immediately.
I can't sustain such a long turn.
These units are generally weak, so try to weaken them with ranged attacks as much as possible, and then fight while avoiding taking damage.
Chapter 13: The Sorcerer of Berberg
The recovery potion boxes that can be purchased on the sortie preparation screen are very useful.
The healing amount is small at 3, but since it can be used indefinitely, let's all share it.
With this, we can advance safely, provided we have enough time.
First, Connie, who will appear as reinforcements, is dangerous, so let's have Ijuran and Dwayne advance as soon as possible.
Connie will move towards your allies.
When skeletons attack from the cliff with longbows, lure them to the edge of the cliff and eliminate them quickly with indirect attacks using Flame and attacks with Natalia.
If you try to get your allies onto the cliff with Natalia, I think Natalia will be shot down by arrows.
Once there are no more enemy units actively attacking you, all you have to do is heal and advance slowly.
Make sure you don't forget to pick up any items that Natalia can carry you to and that Connie can find.
Chapter 14: The Two Paths
The map only requires you to choose which of the four characters to take with you and to answer what abilities Dion needs; there is no combat.
I was unsure who to bring along, but I chose Osvin.
It seemed like, aside from Kamil, choosing anyone else wouldn't cause any particular difficulties.
It seems that Kamil can also change classes to a special type of shooter, but it looks like he'll be difficult to raise.
Chapter 14 Side Story: Howling at the Moon
It seems I didn't meet the conditions to access the side story, so it didn't trigger.
It seems they probably didn't visit any houses in Chapter 12.
Ulrike didn't join the party, but that's okay since we added Osvin, a swordsman character, in the previous chapter.
Chapter 15: Lagoon Cavalry
The shooters should be dealt with quickly, perhaps by having Dwayne use his Javelin.
If you visit the village, Lambert and Simon will join your party.
If you properly train them in the first half, they will become a reliable unit.
Even if you haven't leveled him up, Simon is still useful as a healer.
By the way, you can use Otto, the boss of this stage, to slowly level up your character.
You can also buy healing staves at the item shop, so I think you can earn money relatively safely.
Even if you destroy the Sword Killer, don't worry, it will be brand new when you obtain it after defeating it.

I used this stage to raise all of my deployed members except Simon and Dwayne to level 20 (after about 2700 turns).
Even if the difficulty level is high, I think you can progress more easily if you utilize boss-chewing tactics to some extent.
Chapter 15 Side Story: The Arrogant Young Lady
This map is easy as long as you watch out for the enemy Gian Domenico who appears on turn 5.
If you deliberately avoid opening the door immediately to the right of your starting position and proceed by going north, you'll end up on a straight path, making it easier to deal with Gian Domenico.
Chapter 16: In the Castle Town at Night
Since there are many flying enemies, deploying many units that can use bows will make the battle considerably easier.
When Ijuran approaches Orobas, who exudes the aura of a mastermind, he retreats.
Immediately after they retreat, a large number of gargoyles appear outside the castle walls.
Furthermore, after Orobas retreats, Edith appears near the initial position and moves northward.
If you have Vil waiting near the house on the left beforehand, you can have a smooth conversation with him and recruit him as a companion.
If you ask Philip at the house in the bottom right, Dahlia will join your party.
Chapter 17 Those Who Wander
First, in order to protect the village where Mirabelle will be rescued, I will have Ijuran and a few others advance to the left from their starting position.
The remaining members should advance by taking a northern route, eliminating any approaching enemies along the way.
A few turns after the start of the game, a drunkard (Fraser) will appear in the north of the map.
Frederica will be heading towards you on the enemy's fifth turn, so if you don't send reinforcements quickly, you risk being defeated.
Since clearing this stage within 20 turns seems to be a requirement for unlocking the side story, it's a good idea to aim for a quick advance.
On the enemy's 8th turn, a mini-boss named Nikai will appear near the boss, so be careful.

Chapter 17 Side Story: A Moment of Rest
This map is mainly for Ijuran and Natalia to go on dates.
When you visit a house, you'll find units that can recruit you, such as the dancer Ria and the magician Huey, so be sure to remember to check them out.
Many other conversation events also increase your parameters, so be sure to participate in them as well.
I was undecided about which fortune slip to choose, but I ended up learning Thunderstorm, a long-range magic spell that seems to be hard to come by.
Chapter 18: Landing in Proland
On the information gathering screen, paying 1000G to the traveling merchant will allow you to block attacks from shooters other than bosses.
It will make things considerably easier, so it's something you should definitely do if possible.
The enemy cavalry's charge is a concern, but if we can successfully block the bridge, the battle will be much easier.
By placing sturdy members in positions and launching indirect attacks from the rear, you can defeat them efficiently.
Heavy infantry aren't a threat if you lure them in with a strong group of members and deal damage primarily with magic attacks.
At the glowing spot at the southern end of the map, you can obtain gold ingots with Connie and gold coins with the other characters.
If you have a flying character rescue Connie and then wait, you can get both items, so I recommend doing that.
Chapter 19: The Battle of Grani River
This stage is not particularly difficult.
On the small northern island where the griffon is located, have Connie wait and collect items that can be sold for a high price.
Chapter 19 Side Story: The Man Who Lay Down His Weapons
This map is easy as long as you pay attention to the archers being equipped with longbows and the berserkers that appear from the houses around the boss.
As mentioned on the information gathering screen, there are few places where you can buy Soul's Magic, so you should buy a few.
Chapter 20: Legacy of a bygone era
This map is all about preventing the bandits from escaping.
The thief holding the experience point boosting scroll cannot be defeated unless you reach him as quickly as possible with a mounted unit.
Let's head towards the left-hand route to reach our destination quickly, making use of Leah's dance moves as well.
You don't have to insist on Connie picking the lock; you could just take the door key with you.
David will join your party if you talk to him using characters like Lucy or Robin.
They will naturally move south, so there's no need to attack them.
I'd like to steal the Thief's Key and some gold coins from the boss, Denholm.
It takes two turns to steal, but with support, you can do it in one turn.
I think it would be a good idea to utilize rescue operations.
In this game, thieves gain experience points by opening doors and treasure chests, which is a nice way to level them up.
It's useful to raise the thief's speed as quickly as possible so that they can steal items from various enemies.
In the small room in the upper right of the map, if you examine the empty treasure chest on the left with Connie, you will obtain some kind of fragment.
Chapter 21: A Legendary General
Although there are many enemies, there are plenty of points that are easy to defend, so if you have a few top-tier ace characters leveled up, this map isn't too difficult.
Let's use the fort north of our starting position as our defensive line and engage the enemy.
I think it's best to use the Pugle when the enemy Dragon Knights appear.
However, on hard difficulty, you can't damage the enemy's Dragoon, so its only use is as a tank.
For the guest shooters, keep sending them ammunition using flying units and other means.
If you possess even one ballista or catapult, you cannot receive resupply at the castle.
It's more efficient to pass the task on to other units one after another, like a bucket brigade.

Since it's a long distance to deliver the slingshot to the shooter in the north, it's a bit more efficient to first deliver it to the shooter just to the left of the house.

The secret shop is located at the position shown in the image above.
Although there is only one of each item in stock, various special attack weapons are available for purchase.
Since opportunities to obtain them are limited, you should buy them all if you have the means.
Chapter 22: Between Life and Death
It's easy to get distracted by Veronica and Sherry's isolation, but they're not in immediate danger.
However, it would be best to head there and protect them as soon as possible.
The demons are a bit strong, so it's best to defeat them with a bow or the holy magic spell Gefion.
Chapter 22 Side Story: The Omen (or Star-Lord Mash)
You're up against a Nash imposter and his gang.
I think both Nanvert and Larsey look cooler and more mature than the originals.


Dorothea can talk to any of the female characters who appeared in Nash's story, so make sure to recruit one of them.
Chapter 23: Traps at Sea
Aside from having to deploy Helen to recruit Sophia, this map isn't difficult.
However, the enemy's weapons are powerful, so be careful if you have units you want to level up.
Also, the Rack Saber that Datz possesses is useful, so don't forget to get it.
Equipping this item will increase the experience points you gain.
Chapter 24 Silver World
One important point to note is that being hit by toxic magic will result in a severely poisoned state.
Healing takes time as turns pass, and you also take a lot of damage.
It is dangerous if you do not quickly heal the status ailment with a staff or universal remedy.
If you visit the house in the upper right corner in Ijuran, Paris will join your party.
The secret shop is the stone monument in the upper right corner of the map.
You might want to buy a long-range healing staff, but the rest is up to your preference.

Chapter 25: The Battle to Relief of the Chrom Kingdom
Zegan and Richard are isolated and in danger, but let's gradually move south to get them out of the way.
It would be a good idea to use Zegan's Silver Spear to defeat the monsters without taking any counterattacks.
We'll escape while the Chrome Knights are acting as a shield.
Enemies that use the Staff of Sleep are extremely annoying.
In my case, I was willing to let a few people fall asleep, and I pushed through in one go.
Since we need to hurry up and defeat the fleeing bandits and rescue Zegan and the others, I think charging in is one option.
The boss will use Thunderstorm for long-range attacks, so be careful.
Chapter 26 Confrontation

Zagan will be heading towards Ijuran on the left, so make sure you have strong units ready.
Since they don't have any means of ranged attacks, they're not that tough of an enemy if you keep your distance and whittle them down with bows or magic.
Enemies often have poison-type equipment, so it's best to advance while trying to avoid taking counterattacks as much as possible.
There are many doors, but be careful, as opening them usually reveals reinforcements inside the room.
The reinforcement sniper Sneech who appears in the bottom right corner has a "Lucky Coin" that allows you to purchase items at a 30% discount, so be sure to collect it.

There is a secret shop between Nash's cell and Crom V's prison cell.
You can purchase class change items, so use your lucky coins to buy them.
You can obtain gold ingots on this map, so it's a good idea to sell them to help fund your purchases.
Chapter 26 Side Story: The Forgotten Girl
Although the number of deployable units is small, this map is not too difficult.
It's dangerous if Baker isn't leveled up yet, but it's safe because we can send in flying units to help immediately.
Chapter 27 Permafrost
This map is quite difficult to advance on.
Having a direct attack unit to lead the charge and a support unit for indirect attacks is, in a sense, all you need.
Having multiple well-trained flying units makes things much easier, as you can freely go around and defeat enemies.
The frozen floor inflicts damage and reduces your dodge rate, so be careful not to accidentally fight on it.
Stepping onto the blue magic circle will change the path, making it easier to advance.
Chapter 28 The Price of a Great Cause
This stage is quite strategic, with a large number of enemies and reinforcements arriving.
If you can just steal the fine wine from the thief Gael, you can take your time and conquer the rest of the game.
Since there are many cavalry and heavily armored units, it's easier if you prepare weapons that specialize in attacking them.
Chapter 29: Ijuran's Responsibilities
As Ijuran heads north to try and escape, enemy reinforcements appear at key points along the way.
Therefore, it is dangerous to act in a way that is not possible in a group.
Blocking off points where reinforcements continuously appear, such as the left end of the second-to-last corridor, will make things easier.
I'd really like to get my hands on one of the "fragments of something" from the treasure chest in the lowest prison cell using Connie.
Chapter 30 Encounter
This stage is reminiscent of "Soulful Bridge" from "Mystery of the Emblem".
The dragon knights are attacking from the sea, but let's force our way through the bridge.
You need to be a little careful with enemies equipped with Damascus armor.
There's a secret shop on a small island south of the bridge.
They mainly sell equipment related to the rock-paper-scissors-like system and its reversal.
Chapter 30 Side Story: The Frivolous Tracker
If you want to recruit Nielson, all you need to do is surround him with female units, and the mission itself isn't difficult.
The boss can counter any of the three rock-paper-scissors mechanics, so you should be fine if you focus on ranged attacks.
Chapter 31: The Path of the Scorching Sands
Only mages, flying units, thieves, and Billy can move properly.
Where there are bones, treasure is hidden, so it's easier if you send Connie out.
While it's possible to obtain it by waiting with characters other than Connie, it's not guaranteed.
The basilisk's petrifying gaze with a range of 2 is dangerous, so you'll want to take it down quickly with a silver weapon from a flying unit.
Chapter 31 Side Story: The Late-Night Attacker
"Shinkō" = late night, midnight.
I usually like defensive maps because they're often easy if you just decide to hold out, but this time it was quite tough.
The biggest problem is the enemy's deadly poison and petrification attacks.
Since both characters will suffer a status ailment 100% of the time if they are attacked, it is absolutely essential to prepare a means of healing.
You'll need multiple units that can heal, as well as some top-tier members.
Silver equipment is extremely useful, so don't hesitate to use it.
The goal is to survive for 10 turns, so push your units, strengthened with status effect resistance staves, to the front lines and fight.
Chapter 32: The Ordeal of the Underground Lake
This stage features narrow passages and a gimmick that makes passages appear.
Having well-developed flying units makes it easier to deal with enemies that launch long-range attacks quickly.
Be careful, the Master's Staff of Confusion is dangerous.
Even if they recover quickly, allied units that are confused during the enemy's turn will act first on your turn, meaning they will be at risk at least once.
Therefore, to avoid causing confusion, either make sure that units do not carry weapons, or use units with no combat ability, such as Ria.
If you can survive three abnormal recovery attempts, you can proceed safely afterward.
Because the Master has the skill to avoid last-minute problems, you'll need luck to defeat him in the same turn.
Since their combat power is high, be sure to save your game before challenging them.
The rose crystal necklace in the southern treasure chest is an item that prevents confusion and will be useful in many situations later on, so be sure to collect it.
After clearing a stage, you will be given a route selection screen.
Chapter 33: The Ancient Forest (Deserted Island Route)
Since the map is mostly forest, flying and walking units will have an easier time moving around.
The plants that attack with their confusing vines are very dangerous, so fight them primarily using indirect attacks to avoid being hit.

The secret shop is located in the upper right corner of the screen.
There are useful items such as critical-hit weapons, so it's a good idea to buy a variety of them.
The gold ingot can be found near a solitary palm tree in the lower left corner of the map and can be obtained from Connie.
The boss golem is quite tough, has high attack power, and is dangerous.
Let's defeat them primarily using magic attacks.
Chapter 33: The Burning Island (Volcanic Island Route)
The cliffs make advancing difficult, but since the enemy's movements are also limited, it's actually an easier map to fight on.
Since there are many enemies approaching from the other side, it's easier to fight if you wait near your starting position.
Using flying units effectively to launch attacks will make things much easier.
If you don't have an effective weapon, it's also a good idea to ignore the dragon in the center and pass it by.
Talk to the Northern Sword Saint in Ijuran.
Chapter 34: The Windswept Valley (Deserted Island Route)
This is a special map where flying units are subject to a movement speed reduction penalty.
A strong gust of wind will blow every few turns, sometimes sending you flying down several spaces, so be careful.
The boss, the Storm Dragon, is a flying type, so you won't have much trouble if you fight it with bows or wind magic.
Chapter 34: Places that Generate Scorching Heat (Volcanic Island Route)
All enemies are troublesome because they have a skill that fully restores their HP every turn.
It's pointless unless you defeat them all in the same turn.
Let's avoid launching half-hearted attacks.
Conversely, there are also areas with lava that inflict damage, so be sure to bring plenty of healing items.
Just like in the previous map, you can advance relatively safely by first intercepting only the enemies that are coming towards you before continuing your advance.
Chapter 35: The Land Corrupted by Evil
If you talk to Ratland in Ijuran, he will become your ally.
Let's talk when the timing is right.
As soon as you enter the castle town, the Dragon Knights will all come at you at once.
It's okay to retreat a little and regroup, but you need to be careful not to get caught in a concentrated attack.
The mid-boss, Jakov, attacks first and wields the Master Axe.
When initiating an attack, be careful and make sure to use your sword.
Chapter 36: Those Who Clear Away the Dark Clouds
First, you need to deal with the nearby wizard's wand of confusion.
We'll use magic-sealing spells and sleeping wands to put them to sleep and buy ourselves time to get around to the other side of the wall.
Even if you plan to defeat them with Thunderbolt or similar attacks, neutralizing them with a staff beforehand will buy you some good time.
I advanced counter-clockwise, and the first boss I encountered was Ipos.
If you are attacked, you will be guaranteed to be turned to stone.
Thanks to Clifford's command effects, the enemy's hit rate is also quite high.
Therefore, it would be best to defeat it with party members equipped with staves that grant abnormal status resistance.
Without a cane, you'll have a tough time.
Annemarie isn't very strong, so you don't need to worry about her too much.
Let's continue our advance.
Once you reach the corridor where Clifford is, he will start moving after the event.
Clifford is equipped with the Fragarach, a weapon that can be used for both close-range and close-range combat.
Use the weapon that gives you an advantage in the rock-paper-scissors system to whittle down their health and then defeat them in one go.
This is a formidable opponent, so make sure you have everyone ready before you fight and save your game.
Gusion, the boss of the throne, is a formidable opponent, but not as for Clifford.
Since they are equipped with magic-dependent weapons, magic-users with high magic defense might find it easier to fight them.
Chapter 37: The Hidden Depths of the Sea
This is a map of the deep sea.
Pirate-type or Warden-type characters that can move through shallow waters make the game a little easier to complete.
However, since you often get stuck in the corridors, it's ultimately best to have a number of members who can perform indirect attacks.
The enemy Pythia's class has a +15 evasion bonus, so attacks don't hit her as often as you might think.
Since each enemy is getting considerably stronger, it's important to advance slowly and steadily without rushing.
After clearing the game, you will be given a route selection screen.
Chapter 38: Overcoming Doubt (Eastern Route)
This stage involves climbing a winding slope that twists from side to side.
Shooters and engineers are positioned at both ends, and once the engineers reach the northern fort, the floodgates will be opened, resulting in heavy damage.
Furthermore, there are bandits in the northeast heading towards the village in the northwest, so there's a lot to do in the early stages.
In my case, I first used a teleportation staff to send a powerful unit alone to the cliff on the left and had it take down the siege soldiers.
After that, I had them continue north, tasked with eliminating the shooters and defending the village.
There were many mounted archers on the cliff to the right, and I didn't want to provoke them, so I used long-range magic to take out the shooters.
Shooters don't have very high HP, so it's great that you can defeat them in one hit.
The central force will advance northward, but since there are many enemies equipped with Bardiches, which are effective weapons against cavalry, we need to advance northward quickly but cautiously.

The mage unit that appears when you enter the cliff on the right, and the mounted archer unit that moves last, can be fought relatively safely if you meet them at the position shown in the image (one square away).
Chapter 38: Lakeside Rescue Operation (Northeast Route)
First, the infantry unit coming over the mountain from the left is quite formidable, so hurry to the bridge, and if they catch up to you, engage them carefully.
For now, all we need is a few mounted units to get ahead, so it's dangerous if we don't place strong units behind them to counter their attacks.
The enemy cavalry approaching your forces are equipped with halberds, so it would be dangerous to rush in with your own cavalry units.
I think it's safest to transport infantry using flying units.
The village to the northeast is dangerous as it is entrenched with archers, so it is safer to sneak in infantry from the west and advance by land.
If you have a unit that can move through shallow water, you can reach it on your own, but it will take time.
Once we've dealt with the enemy on our allied island, both in front and behind, we'll wait for a while to regroup.
Let's advance only after all the approaching enemies have been eliminated.
Chapter 39: The Liberation of the Lagoon Kingdom
There are several ways to breach the castle gate, but I think the best approach is to wait for siege weapons to appear and then break through from the front.
We have to keep fighting in front of the castle gate for a while, but it's a relief that all enemy shooters become unable to attack from turn 12 onwards.
First, we'll eliminate the enemies outside the castle walls, and then destroy the outermost shooters with long-range magic.
If you don't have long-range magic, you'll want to eliminate them by any means necessary, such as using a Sleep Wand or a Charge & Rescue Wand for flying units.
After eliminating them, we will focus for a while on receiving reinforcements from the fort and intercepting any enemy soldiers that teleport in.
Also, luring the archers inside to the walls and eliminating as many as possible will make it easier to protect your siege weapons and make the assault much easier.
If friendly siege weapons appear, we will focus on defense.
Furthermore, two mini-bosses will appear from the bottom left corner and the bottom right corner, so you must eliminate them somehow.
This might be the most difficult part of the process.
When siege weapons approach the castle gate, they will be attacked by enemy shooters, so you need to protect them with healing and support magic.
After the castle gates open, Leonard will rush out.
Let's retreat to outside their attack range, and then when they charge in, let's all work together to take them down.
Direct attacks are dangerous, so we will only attack indirectly.

After defeating Leonard, the Dragon Knights will move south.
Let's establish a defensive line in a suitable location, intercept the enemy, and then launch an attack.
It's a mix of Dragon Rider and Dragon Knight, but the Dragon Knight is considerably tougher and more powerful.
Defeat them with bows or wind magic.
After that, Prince Vil will appear alone, so talk to him in Ijuran and then use the dummy weapon you obtain to fight him.
Meanwhile, the other members will focus on defeating enemies to reach the boss.
The next side story will have lots of monsters, so make sure you buy plenty of silver equipment.
However, be careful not to spend too much money, as this will prevent you from accessing the side stories.
Chapter 39 Side Story: Corridor of the Earth
Because it's divided into small rooms, it's a map that's relatively easy to advance on.
However, since scorpions can inflict confusion and basilisks can inflict petrification, it will be extremely difficult if you don't prepare countermeasures for each.
Basilisks cannot be petrified if you fight them with close-range attacks, but Scorpions have a range of 1-2.
You can obtain Heliodor's Ring, which prevents petrification, on this map, but it will be very difficult if you haven't obtained the Rose Quartz Necklace, which prevents confusion, from the treasure chest in Chapter 32.
The treasure chest in the bottom left can only be accessed with a lock-picking wand.
Examining the switch will open the path to the boss.
The boss, Fossil Dragon, is quite tough and a formidable opponent, so be sure to prepare some weapons that are effective against dragons.
Chapter 40: A Tragic Reunion
After defeating Gusion twice, Gusion's core will appear in the lower left corner.
Although it has high HP, you can defeat it smoothly if you have a few people lying in wait beforehand.
You don't need to defeat the giant beast, but if you do, attack it with indirect attacks.
Since it's not a dragon, dragon-slaying weapons won't work on it.
The only option is to attack with a weapon that has high attack power.
You can obtain a "Dragon Orb" by defeating the giant beast.
Even if you don't use it in the event, you can sell it for 20,000 gold.
Chapter 41: The Return of the Heretic
We will split our forces into two groups, one on the left and one on the right, and advance.
By waiting in the yellow box in the lower left, you can join a surprise attack force that attacks the enemy from within, alongside allied forces.
Since you can add up to three people, sending in three elite soldiers will make things easier as you can eliminate enemies with long-range magic.
I think the best time to signal the surprise attack force is on the third turn.

The west gate will be blocked on turn 4, but you can open it by selecting "Investigate" at the southeast fort (see the middle right of the image above).
On the enemy's 9th turn, eight Dragon Knights will appear from the bottom left of the map.
They aren't particularly strong enemies, so let's intercept them near the center.
After that, enemy reinforcements will appear sporadically, but let's intercept them each time.
It seems there are various patterns for the units that guard Olivia, depending on how you proceed.
However, if you put Olivia to sleep with the Sleeping Staff when she's away, you can then fight at your own pace.
Olivia has a high critical hit rate and is quite strong, so make full use of extra actions and rescues to defeat her in one turn.
In the next map, you may need many items such as door keys, treasure chest keys, magic-sealing staves, sleeping staves, and healing potions.
Make sure to purchase them at the general store or the secret shop in the upper left corner of the map.
Chapter 42: When Two Paths Intersect
This map requires you to divide your troops into four groups and advance accordingly.
The unit with Ijuran and Nash is fine, but make sure the other units have door keys and healing items.
First, we'll focus on defeating the bosses that are nearby.
Before carelessly unlocking the door, consider whether you can reduce the number of enemies from behind the wall to some extent.
As you defeat bosses, the command effect wears off, making things gradually easier.
If you're unsure about defeating the boss, it's a good idea to wait patiently until you can join up with nearby units.
Reinforcements will appear occasionally, but they will stop after a certain number of turns.
Try to utilize small rooms and corridors as much as possible to avoid being surrounded.
Let's wait until the reinforcements have finished before opening the treasure chests and other items.
The central room can be entered once Ijuran investigates it.
Gene and Brian are coming towards you, but their mutual support provides significant boosts to their accuracy and evasion, making them very formidable opponents.
It would be great if we could separate the two of them, but if that's not possible, let's just accept it and do our best.

I think the easiest way to have Alexis fight is to use only Ijuran.
Strengthen your characters with support rings, dancer's power pom-poms, magic defense staves, and other items before battling.

The demo battle between Master and Orobas after clearing the game reminds me of Meteor & Holy from FF5, which is nostalgic.
I also like how the horizontal line of light appears at the start of battle; it gives it that divine weapon feel reminiscent of Fire Emblem: Genealogy of the Holy War.
Chapter 42 Side Story: The Day Before the Decisive Battle
This stage is for activities such as shopping, organizing equipment, and repairing weapons.
For players who haven't leveled up Sabrina, this map is perfect for using the Restoration Staff.
Let's repair all our powerful weapons and magic books here.

There's also a secret shop located at the position shown in the image, so buy anything useful there.
If you haven't collected all seven "fragments" by this point, you don't need them anymore, so you can sell them all to help fund your purchase.
Chapter 43: The Call of the Demonic Sword

For some reason, the enemy sage in the center had an insufficient weapon level and was unable to attack.
Since we're safe for now, let's send our ace flying unit to take down Salvatore.
If you're worried about your magic defense, it's a good idea to strengthen it with items or staves before sending your unit into battle.
After defeating Zagan, Ashkelon will appear where Shax was.
During the enemy's even-numbered turns, you will take damage if you are within 4 spaces of them, so attack all at once when you are not taking damage.
Ashkelon has high HP, so it's tough if you don't have many weapons that are effective against dragons.
Since their critical hit rate is high, you need to be careful not to get defeated by their counterattack.
Chapter 44: The Floating Fortress Utgard
The defense system can completely evade attacks from the same type of weapon.
Therefore, you must exploit your opponent's weaknesses.
However, if the unit has the skill nullification ability, it can still attack normally even if it's the same type of unit.
Since you'll be dividing your troops into left and right flanks to advance, make sure to distribute the types of weapons you have available in a balanced way.
Units equipped with bows are very useful because you don't have to worry about compatibility with other units.
Magic is an option, but its high magic defense makes it a bit difficult to fight.
In the early stages, prioritize destroying the interceptor gun emplacements and reconnaissance radars.
Since the enemy's accuracy and evasion have been significantly boosted by their radar, it's best to take your time and lure them out before engaging them in battle.
Let's destroy the turrets by attacking them with long-range magic.
Reinforcements will come out of the hatch, but there are only a limited number of them, so it's best to take them down as quickly as possible.
You can get a good amount of experience points, so make sure to level up your main members.
Be careful, as Shax will move and attack if you enter his movement range.
The HP absorption is particularly troublesome, and half-hearted attacks won't reduce its HP at all.
Since they will counterattack even with indirect attacks, you can win by attacking them unilaterally with a weapon that has a range of 3 or more, and then finishing them off with a weapon that can attack twice, such as the Aigloss.
Chapter 45: The Final Battle
First, we have the battle against Zagan.
Since it attacks indirectly, we want to lure it onto the gravity floor to gain an advantage in the fight.
After defeating Zagan, you will be able to control other members as well.
Ijuran and his companions can use the magic circle that appears to teleport them to the room where the boss, Dantalion, is located.
However, it will be difficult for the members who engaged Zagan alone until we have destroyed some of his search radar, so let's stay put for a while.
If a second character moves using the magic circle in the same turn, they will enter Dantalian's attack range, which is extremely dangerous.
Send them in one by one and slowly eliminate the defense system.
The other members will take turns pressing the switches in the four areas.
The blue floor tiles open the path to the boss when all four are standing on them simultaneously, so let's start by pressing the switches.
Reinforcements will keep spawning until you press the switch.
If you have the Staff of Teleportation and the Staff of Rescue, you can quickly press the switch and retrieve the items.
Depending on how many uses of the Teleportation Staff you have left, quickly pressing even just one or two switches using this method can make things considerably easier.
The faster you press the switch, the sooner you can head towards the enemy search radar, giving you an advantage in battle.
Once you've dealt with all the enemies, step onto the blue floor and the boss room will appear.
After luring and defeating the defensive systems on the left and right, prepare to slowly take down Orobas.
Once you defeat Orobas, it will transform into its second form.
In this state, they will move aggressively, so aim for a quick victory and defeat them in one go.
Dragons will be born from the surrounding jewels, but we want to finish them off before they can act.
Final Chapter: The Will to Weave the Future
As it was the final chapter, it was an extremely difficult battle.
Since there is a turn limit, we will try to create a situation where Ijuran can continue attacking the Master as quickly as possible.
It all starts with defeating the four jewels.
They are all formidable opponents, but reinforcements for the defense system will start appearing from the second turn onwards, so you'll want to defeat them as quickly as possible.
The yellow enemies use petrification attacks, so it's easiest to deal with them using Nash equipped with Heliodor's Ring and Ragulf, which prevent petrification.
Once you defeat the jewel, the final boss will appear, along with an enhancement device and a regeneration device.
The enhancement device has a confusion attack, the regeneration device has a sleep attack, and both have 100 HP.
These devices revive every turn, but you can't deal effective damage to the Master unless you defeat them, so you need to create a situation where you can reliably defeat these two.
Furthermore, reinforcements will appear from both above and below, so you will need to allocate forces to defeat them as well.
By positioning your units to allow the enemy to attack during their turn and then counterattacking to weaken them to some extent, you can more easily eliminate them during your own turn.
If someone is defeated midway through, the rate of elimination will slow down, and the enemies will accumulate, leading to a gradual decline in your chances, so be careful.
Since you'll inevitably run out of healing options, a wide-area healing staff or a long-range healing staff is essential.
Also, to make the most of Leah's action recovery, adjust the waiting positions of your mounted units after they act again to ensure they can operate at full capacity.
The higher Ijuran's stats, the more damage it can inflict in a single turn.
Once you've whittled down its health to a certain extent, it's best to concentrate all your attacks on the Master at the end.
Units that performed well
I'll write about the units I used, including my experience with them.
There were many units I wanted to use, but since the number of members I could deploy wasn't that large, many units ended up being used in a half-hearted way.
I felt that any unit could develop reasonably well, so I think you should just use the members you like.
By the way, I only used the boss-chick technique on two maps, and I hardly used the arena at all other than that.
・Ijuran

As expected of the main character in the second half, he played a very important role.
It was a shame that I reached level 20 so early on, making it a long wait before I could change classes.
After class change, their overall abilities were boosted, and they also gained access to exclusive equipment.
After changing classes, I wanted to level up quickly, so I equipped skills that increased experience points gained to speed up my growth.
I think it was a waste to use the skill nullification scroll.
Nash
As the main character in the early stages of the game, their abilities are well-balanced.
The ability to class change into a mounted unit and the fact that you can use stock are also major strengths.
Since acquiring the Ragruf, it has become my main weapon, including its performance.
If you're unsure which weapon to repair, you can't go wrong with using it on a Ragulf.
Helen

I felt compelled to raise the characters in their dedicated classes, so I did.
However, to be honest, there were issues with weapon levels and other factors when it came to using her as a magic attacker, so in the end, she was mainly used as a staff user.
In that case, I feel like it might have been better to train other mages.
However, I wanted to use Ijuran, Nash, and Helen in the story, so I used them until the very end.
Philip

While its growth rate was average, its class change bonus was significant, making it extremely useful as a key offensive unit.
Being able to wield both a spear and a sword is also convenient, making this a unit with no weaknesses in offense or defense.
When given powerful weapons, they lived up to expectations and performed admirably.
Stanley

As a character who rides a horse and uses an archery bow, she was useful in a variety of situations.
They have very high strength and attack power, and their skills are also aggressive.
In the final stages of the game, it was extremely effective because it could attack regardless of the rock-paper-scissors relationship.
Robin

This is also a mounted unit that can use a bow, and it performed well in a similar way to Stanley.
The user experience is almost the same, but the ability to negate skills is a great feature.
・Sophia

He played a crucial role as the linchpin of the attack.
Even when attacked during the enemy's turn, I often managed to defeat them without taking any damage thanks to my preemptive skill followed by a four-hit combo.
I'm a little worried about its magic defense, but its speed is also high, so it's not too much of a concern.
He's a reliable and powerful attacker from start to finish.
Lambert

As a mage, his stats are absolutely perfect, and his exclusive weapon is powerful; I have no complaints whatsoever.
He also has a combo attack ability, and I often concentrated powerful magic books on him.
Thanks to having leveled him up to the maximum in Nash's story, I was able to rely on him as a helpful character in the early stages of Ijuran's story.
Dorothea

Raising it was a bit challenging, but its stats needed for combat grew well, making it easy to use.
Furthermore, its exclusive weapon, Agatram, is very powerful.
Since there weren't many other members who could use light magic, it was very useful.
It also has the ability to nullify skills, so it will be quite useful in the later stages of the game.
Natalia

Having leveled-up flying characters proved useful in many situations, and I found them quite handy.
I prioritized mobility and changed my class to Wyvern Knight.
Since it wasn't weak against magic, it was often helpful in strategizing.
However, he's no match for boss-level opponents, so it's important to use him primarily as a skirmisher.
Edit

This is the second flight unit.
I often found myself unable to handle everything with just Natalia, so I raised her.
The way she was used was similar to Natalia, and the skill nullification wasn't very useful.
In the Gailkuze suicide attack aircraft, he once single-handedly wiped out almost an entire enemy air force.
·rear

This unit is of tactical importance.
Once the action recovery skill reached level 2, it was incredibly useful because it essentially allowed me to consider up to four extra allied units.
I couldn't have cleared the final stage without her.
The special item significantly increases the evasion rate, but the camouflage cloak further enhances the survival rate.
Power Pompons are useful in battles against tough opponents.
Connie

He served for a long time as a lock picker and treasure hunter.
What I liked about this game was that thieves could gain experience points by opening doors and treasure chests.
In the later stages of the war, when we were running out of resources, we couldn't deploy them much because they were no longer a reliable fighting force.
Alberto

He played a significant role as a tank until about the middle of the game.
In the latter half of the game, there weren't many opportunities to gain experience points, so I wasn't able to level up my characters much.
Having command skills is an advantage, as it provides benefits simply by deploying her.
Rutland

If Alberto isn't fully developed, he's a tank character that can be used immediately as a valuable asset.
This one is also good because it has command skills.
However, unlike Albert, who can choose Royal Guard, this character is a General, so it's important to note that he's not very strong against magic.
Sandy

I wanted a member who could use dark magic, so I trained them using practice battles and other methods.
However, due to the drawbacks of the mock battles, I wasn't able to raise my weapon levels much, so I couldn't use the S-rank magic book until the very end.
However, his unique magic, Laufey's magic power boost, is very strong, and his magic defense is extremely high, making him tough against mages.
Carlo

I was raising Robin and Stanley together for a while, but I stopped because I didn't like having too many units that were similar to Robin and Stanley.
However, its stats were quite excellent, and I regret not using it until the very end.
・ Billy

As a thief who can also fight, there were some situations where I found him useful.
While the gun was certainly powerful, it lacked a decisive edge, and therefore couldn't establish itself as a regular member of the first team.
It might have been more interesting if there were various types of guns, such as sniper rifles.
Marron

I was really looking forward to raising him, but because I turned him into a Thaumaturge, the inability to use a staff became a major drawback, and his opportunities to be deployed decreased.
This was a good example of how simply increasing the variety of weapons you can use is pointless if your weapon levels can't keep up.
・Dahlia

Like Marita from "Thracia," I had a feeling she would become incredibly strong, but I gave up before I could fully train her because I was running out of time to complete the game.
Because the power delivery isn't very good, there are many situations where it's difficult to use.
Dick

Even after changing classes, his skills and defense were still lacking, so he couldn't become a main player.
Compared to Sophia, whose main weapon is also an axe, there are quite a few differences.
Lucy

I really liked this character, but their low power level held them back, and they were dropped from the starting lineup midway through the season.
Having infantry archer units capable of using longbows would have made many battles easier, so if I had been able to properly develop them using strength cards and the like, things might have turned out differently.
A collection of articles introducing recommended free games (simulation RPGs)
Please also share my perspective on the gameplay. (I've already cleared the highest difficulty level, Veteran, by strategically scoring points without resorting to sabotage.)
I think the choices in Chapter 14 are balanced so that Kamil is the easiest and not the most difficult. (Because if you use his special item, he becomes the party's first healer at this point.)
In this playthrough, I made the mages into attack classes like Thaumaturge instead of Sages (Sandy can fly, after all).
I don't think Natalia's magic defense will increase that much under normal circumstances. Rather, Edith's magic defense will increase a lot. Characters with skill nullification are just so strong.
Thank you for your comment.
Playing on Veteran difficulty without any griefing and still gaining points is amazing!
I respect you.
On veteran difficulty, Kamil's infinite healing potions are indeed very useful.
In fact, even on Hard mode, the lack of a healer in the early stages of Ijuran's story was tough...
Since Sandy will be able to fly, I think changing her class to an offensive class would be useful.
What was the deciding factor in choosing Sorta Mage (movement speed?)?
I haven't really analyzed it in my own playthrough, so Natalia's magic defense might have been a matter of luck.
Ultimately, I feel that Edit is more useful because she has the ability to negate skills.
Fortunately, with hardware, there was still room to prioritize personal preferences.
Runtime Saga is a masterpiece that I would definitely recommend to anyone who likes SRPGs.
It will require a tremendous amount of uninterrupted playtime... ( ;∀;)
I also liked Sandy's sister.
The more you play it, the more you appreciate the incredible attention to detail; it's a truly amazing game.
It takes quite a while to play, but I highly recommend it to anyone who likes SRPGs.