I've finally gotten around to playing "Vestaria Saga I: Knights of the Fallen Kingdom and the Star Maiden".
I played it when it was first released, but I found it difficult around Chapter 5, and I haven't played it since.
However, I often heard people say it was fun, so I always wanted to complete it.
This time, I thought I might have enough time to complete it, so I decided to give it a try.
I think it was a wonderful work that had everything: a compelling stage production, an interesting story, and charming characters.
My completion time was approximately 25 hours (difficulty level: Easy).
However, since it loads countless times, it might actually take 30 to 40 hours.
This article is a review of the free version of the game. A paid remake, "Vestaria Saga I+", was released on April 25, 2024. As of the time of writing, there has been no official announcement regarding a Switch version. "Vestaria Saga 3," the final installment in the series, was announced in December 2021, but its release date has not yet been announced.
Game Overview

The story begins with Zeid, the prince of the Redessa Principality, which belongs to the Mereda Kingdom, being urged by his brother, Zekuris, to head to the port in order to escape the Empire.
The prologue begins with Zechs being entrusted with the care of Princess Atolphis, who is both the princess of the Mereda Kingdom and Zechs's fiancée, by his brother, and heading to the port with only a small force.
It might sound convoluted when put into words, but one of the amazing things about this game is how it naturally makes the player understand this situation through just a few lines of dialogue.

There are two difficulty levels available: one called "Normal" is actually a high-difficulty mode, and the other called "Emergency" is actually a mode for intermediate players.
In other words, this game might be a bit difficult for SRPG beginners.
If you're not specifically looking for a high difficulty level, choosing "Rescue" might be the safest option.

The game itself is a classic SRPG, so I don't think it needs much explanation.
Even though they are just enemy units, many of them have character portraits, and imagining the background of these characters is one of the fun aspects of the game.
One characteristic of the stages is that each map is quite dense in terms of content.
Specifically, there are a lot of events related to particular units and gimmicks on the map.
Furthermore, there are many events that you don't have to complete, but that offer rewards if you do.
Since it would be very difficult to complete all of these events, I think it's important for players to determine how far they want to go.
Review (no spoilers)
I cleared it by using the difficulty reduction feature.
It was extremely difficult, and I felt like I had to congratulate myself for clearing it.
Looking back after clearing the game, I think a major reason I found it difficult was that I tended to hoard valuable weapons.
In retrospect, I realize I could have used them more freely, but while playing, I didn't know how much I should save, so I often felt like I had to hold back.
In this game, there's a risk of getting stuck if you play carelessly, so I was always afraid of wasting valuable weapons.
Also, there were many situations where you could obtain valuable items by working hard to defeat specific enemies.
I suppose you're free to defeat them or not, but I sometimes felt compelled to do so because I worried that not obtaining the reward for defeating them would cause problems later on.
This is just how I felt, so it might not apply to others.
While I found it quite challenging, the sense of accomplishment upon completing it was immense.
This game has many points where you might get stuck, and many events that are difficult to trigger unless you know about them beforehand.
These are points that, at first glance, might be perceived as unfair by players.
However, for me, it evoked a feeling akin to nostalgia, reminding me of the Fire Emblem series I played in the past.
I think it will be easy for long-time fans of the series to accept.
Even though I found it difficult, the reason I was able to play it all the way to completion is solely because the story and characters were so captivating.
The main plot is a classic story of reclaiming one's homeland from an enemy nation.
However, as a military chronicle, it carefully depicts the situation in surrounding countries and the relationships between them, making the progression of the story both satisfying and exciting.
The relationships between the characters were also interesting because they gradually changed from their initial dynamics.
I believe that good text is one that allows the reader to imagine the background and setting through brief conversations, rather than describing everything in meticulous detail.
This game's difficulty level is not something I would easily recommend to someone who isn't good at SRPGs.
However, the sheer enjoyment of the story and the sense of accomplishment upon completion are things that are hard to find in other works.
Playthrough Notes (Spoiler Warning)
This section contains gameplay notes written while referring to the strategy guide website mentioned above.
This isn't meant to be a walkthrough, but rather a record of how I played the game.
note that.
Prologue: The Princess and the Prince
Since it was the introductory chapter, the map wasn't difficult.
There were countless open houses, and visiting them would earn me 100 Denaris, which is a valuable source of funds, so I made an effort to visit them all.
You can get a cutlass in large villages.
We confirmed that this type of village can be visited by someone other than Zeid.
Chapter 1: Zeid's Sortie
Having enemy units with faces and names, like Amundsen, mixed in from time to time, makes them more memorable.
I left him alone for the time being and sent Troy ahead to the village of Lucca.
The regular enemies were easy to deal with because Prodi and Bonacel are strong enough to take care of them.
Since there's no rock-paper-scissors system, it was surprisingly refreshing to be able to fight an axe-wielding spearman in a straightforward manner.
After successfully recruiting Ash, Jean, and Dune, Troy set off to rescue the village in the west.
I'm told sarcastically, "It's a bit late for you to come and help now," but having played the side story, I understand the weight of those words.
I challenged the Curly Axe-wielding enemy on the cliff with my hand axe right after saving, but unfortunately my units were defeated, so I reloaded the game repeatedly to get the gold coins.
After that, I hesitated about whether I should defeat Haldia, but since the dialogue command didn't appear even with Alisha, I went ahead and attacked.
If you place Prodi next to Bonacer and have him attack with a phalanx, you can win without taking any damage at all.
Chapter 2: The Pirate Island
If you're unlucky, Meldy will be defeated in the second turn.
I sent Lucca's group, who can climb cliffs, ahead to try and protect the area.
It's frustrating that I can't give them healing items because they're treated as allies until I talk to them through Zeid.
Once we ensure Merdy's safety, all that's left is to secure the cave.
The enemies kept coming in reinforcements, but by pushing Prodi and Bonacer to the front and using Lucca's group's indirect attacks from the cliffs to push them back, we were able to clear it without too much trouble.
Chapter 3: Defeating Galakia
To protect the village, I'll send Troy and Merdy ahead to the village in the lower left, taking a northern route.
Along the way, you'll encounter thieves, archers wielding arbalests, and eventually mountain thieves, so don't forget to bring healing items.
The other members follow behind.
For now, we'll leave the thieves with Death Daggers on the left side of the starting point alone.
I'll have Lucca's group climb the cliff near the north side of the door, and then I'll focus on securing the high ground.
Once Seizel appears in the village in the lower left, wait there for a while and await the rendezvous with Troy Merdy.
Once the village is safe, collect items from the trees in the lower right of the village while attacking enemies across the river.
Troy and Merdi, while joining forces with Cezar, head towards Thebes to capture it.
Since it's difficult to move Prodi and Bonacer, you might want to wait for them near the south of Valerius.
After conquering Thebes, I had either Sheila or Cezar visit the yurt I had opened to recruit Zayd as a companion, and also completed the statue event.
Once we've finished everything we need to do, we'll head towards the ruins.
The ruins in the upper left are heavily guarded, so it would be best to have Seizel use Fire to take them down.
Since you get a lot of experience points from defeating them, I think it's best to defeat all three of them.
Chapter 4: The Roar of Darkness
This was the first stage where I had to limit the number of units I could deploy, so I was unsure which to choose.
I sent out Cezar and Zayd to act as both a persuasion agent for Baal and a rock-breaking agent.
Also, since Seizel is currently the only mage-type character, I deployed him to deal with the dragons.
I think the Fire unit in this game is strong because it has many targets, such as infantry.
It seems you can only start talking to Baal after about five turns.
After talking to them and getting them to retreat, I received a speed potion after clearing the stage.
Reinforcements will appear from caves and other locations in the upper areas for quite a long time.
You can earn some money if you have the time, but the cave to the left of the boss is home to enemies wielding the Kali Axe, which have extremely high attack power, so if you don't want to die by accident, it might be best to just block it off.
I think it's a good idea to block it depending on the situation.
Be careful when attacking the boss, Dawson, as he will start moving as well.
The level is cleared once you defeat Dawson, so make sure to collect all the treasure chests.
Chapter 5: The Venetian Uprising
This is a challenging map with many tasks to complete and many things to consider.
The easiest route is to go through the route with many doors on the north side.
I found it surprisingly easy to force it open with a cezar.
A safe route would be for the southern troops to cross the river by boat and then go inside the fortress to pull the lever.
If you take this route, you'll need a cezar to lower the drawbridge at the sandbar.
Even without bringing Cezar along, it's possible to reach the lever by taking the route that leads to defeating Nashen.
First, the northern troops should eliminate any enemies within reach and secure their safety.
Augustus, who is inside the city walls, will not move to attack.
The Jimsund doesn't move, but be careful as it will attack if you enter its range.
The three air squadrons near Lytton's Manor should intercept the appearing enemy soldiers near their starting positions.
Archers will start appearing partway through, so wait right at the edge of their attack range, and after attacking, move again to make sure you're out of the attack range of the subsequent archers.
Kessler's troops from the south will open the door and charge in a few turns after the start of the game.
Use the forest and narrow entrances to intercept them.
The lost girl is a woman, and if you talk to her, you'll receive a lucky bracelet. Talk to her around Meredy and take her to the red house to the south.
By taking them along, only four people can cross the river.
Once you cross the river, enemy units near Matagros will not move.
Let's pass through quietly.
Be careful, as enemies further north will move normally once you enter their range of action.
Once Nina appears, walk towards Marlene.
If you enter Marlene's attack range, she will approach and attack you, but you can dodge all of her attacks.
After that, Burnworth and Marlene temporarily become allies.
After that, send Zeid towards Litton's mansion while gathering the other members near the drawbridge to go to Vildweiss.
If the three flying units wait just short of the three archers lined up by Wolfgang and others, it will be easier to eliminate the archers with hit-and-run tactics once they are able to move.
As the last drawbridge lowers, enemy soldiers begin attacking the prison.
If Litton is defeated, it's game over, so make sure you can rescue him as quickly as possible.
Chapter 6: The Mountain Path of Kral
If you deploy Dune, an event will occur after clearing the mission.
Also, if you have Jean talk to the big man who appears later, you will get the Axe of Friendship.
This map involves navigating narrow streets while protecting a carriage.
Since many enemies are positioned on cliffs, deploying Eil and Lupina will make it easier to eliminate them.
However, since it's difficult to heal them, be sure to carry herbs and potions with you.
A wand for remote healing would suffice.
Basically, you advance faster than the wagons, eliminating enemies as you go.
If you want to stop a horse-drawn cart, you can block off a narrow path four units wide and keep it there.
Those who want to take their time and thoroughly strategize should make use of this.
Chapter 7: The Witch and the Nobleman
Is there any player who, on their first playthrough, would choose not to defeat the skeletons?
For starters, I consulted some strategy guides and tried to recruit Accord as a party member.
I sent Merdy and Troy ahead so they could head to the grassland to provide assistance.
Since it was difficult to effectively stop the Knights of the Underworld, I gave up on trying to avoid defeating the cursed sword-wielding enemies and proceeded by eliminating them as I went.
Anticipating the arrival of reinforcements after Zeid's conversation with Diabolist, I positioned some units near the monastery.
If you can survive until the fifth turn, the Knights of the Underworld will stop attacking, so Troy and Meredy took advantage of this opportunity to advance quickly.
On the grassland side, the yurts are being defeated one after another, but the number of turns is relatively long.
The enemies tend to prioritize attacking any Gel that can attack them, so I reduced their numbers by staying within the attack range of several enemies at once.
We defeated the boss at the monastery with a concentrated attack the moment he appeared.
The Underworld General wielding Masuda's Holy Sword has extremely high attack power, so eliminate him primarily with ranged attacks.
Chapter 8: The Defense of Malaya
Although this map had a large number of enemies, including reinforcements, the individual enemies weren't particularly strong, so I was able to use it effectively to gain experience points.
I positioned my units in a way that prevented them from being easily defeated, and gradually advanced towards the right.
I wasn't able to defeat all of the named bosses clustered in the upper right corner, but I managed to take down about half of them.
Due to the limited number of turns I could save, I was afraid of dying in an accident and couldn't push forward.
Chapter 9: Conditions for Alliance
This is a map where I had to reload countless times because of an unseen assassin.
Be careful not to attack the ger along the way, as this will prevent Shiltin and Kemal from talking to each other.
Shiltin and Hoeln were isolated, but the surrounding enemies weren't moving, so we gradually eliminated them using hit-and-run tactics.
Reinforcements will start appearing from the cave, so it's a good idea to send in Eil and Lupina with some healing items to stabilize the situation.
The main force will first advance to the right.
The Arbalest-wielding enemy on the high ground cannot be attacked if you get within two spaces, so send in a unit that can attack indirectly while using Prodi to provide protection.
It might be a good idea for Prodi himself to defeat them using Pyram or similar methods.
Be careful, as there are assassins lurking at the points shown in the image below.

Once you reach the area near the shop in the upper right, head south towards the large yurt.
The enemies on the cliff won't move, so eliminate them with ranged attacks before destroying the large rock.
Be careful, because if you defeat the shift guard in the lower left, the enemies will start moving all at once.
Kemal and the other two flying soldiers aren't attacking or moving, so let's leave them alone.
If you talk to Shiltin, you will get a homing bow.
The Tandberg at the entrance of the large yurt has an incredibly high evasion rate, so it's possible to hit it with a homing bow (guaranteed hit).
However, since you have a potion, it's more efficient to land one hit using a method other than the homing bow, and then use it to finish them off.
Once you capture the ger, the clear condition changes to escaping from the sign in the lower left.
From the north, the cavalry led by the Kusans will appear, followed by mages and other enemies from the south.
Use cavalry units with high defensive capabilities, such as Prodi, to create a wall in narrow areas, and wait to eliminate any reinforcements that appear from the south in one turn.
There's a hidden assassin among the reinforcements, so keep a close eye on them during the enemy's turn to figure out where they are.
The Kusan are not so scary if you use the cliffs to your advantage during battle, but be careful of some of their deadly bow attacks.
If we manage to defeat them, all that's left is to get everyone out of the area.
Chapter 10: The Princess's Resolve
This is an interesting map where you fight using only Hoeln and Elva.
First, it's a good idea to visit the central ger, as obtaining the Holy Bow Ariadne before battling will make it easier to benefit from the increased growth rate.
Since dragon breath ignores defense, if Hoeln cannot withstand two breath attacks, you should refrain from attacking.
I think it's best to use Elva to whittle down its health.
After that, you visit a yurt in the southeast and face off against skeletons and mummies.
Since the Slave Mummies will attack from a distance, you should intercept all the enemies coming towards you before launching your own attack.
Next, I visited a yurt in the southwest and refused their marriage proposal.
The enemies aren't very strong, so you can safely defeat them by using your mobility to your advantage and attacking while dodging.
Finally, we visit a yurt in the northwest and head out to defeat the bandits.
We wait until all the reinforcements are dealt with, and then we lure the bandits out and defeat them.
Once Kukuma is alone, both of you should attack him and try to defeat him in one turn.
Kukuma won't move until we engage in combat, so there's no need to worry.
After completing the four events, I'll wait at the sign and issue the order to charge.
Enemies wielding battle axes have high attack power, so at the very least, make sure Hoelun isn't targeted.
They'll use their allies as cannon fodder to reduce the enemy's numbers.
When Gineman is equipped with a cutlass, attack him with Hoeln's Bow; when he is equipped with a greatbow, attack him directly with Elva to defeat him safely.
Chapter 11: The Battle of Harar
There are intrusion routes within the city walls, but I decided to enter from the west.
I'll give up on the gold bullion transport truck and take my time clearing the stage over several turns.
First, we'll attack the food storage area near the starting point.
This will stop reinforcements from the lower fort on the east side.
Next, we'll head to the food storage area in the northwest.
Be careful, as approaching the castle walls may expose you to ranged attacks from within the walls.
The three axe-wielding girls are quite formidable opponents, but they don't move, so they should be relatively easy to defeat.
Next, we will defeat Weizewald in the north.
I think the easiest way to defeat them is to let the enemy get the first move and then attack with Seizel's Ice Blade.
If you get hit by Hellpyram's attack, your HP will drop to 1, but don't worry, you won't be defeated even if you take more hits from Hellpyram in that state.
However, be careful of the attack range of the Meteor-wielding enemy located at the bottom.
Once Seizel defeats the demon and removes the barrier, we will proceed to conquer the area inside the castle walls.
I'll give the tough, highly defensive Troy the key to the door and use his ability to move again to gradually eliminate the enemies inside.
As long as you reach the position shown in the image above, you won't be considered to have entered the city walls, so from here, you can use repositioning to attack within range of the pyrams.
If you enter, the Eagle Knights will come towards you, so lure them outside the city walls and eliminate them.
I'll make sure not to forget to persuade Maya with Eir.
You're almost there, but there should be a couple of assassins inside the city walls, so be careful not to get accidentally killed by a critical hit.
Once you've defeated the assassin, most of the remaining enemies won't move, so you can safely complete the mission.
However, being put to sleep by an enemy with Dark Sleep can be troublesome, so it's best to eliminate this enemy first.
Chapter 12: The Wind Across the Grasslands
I'm a little unsure about which members to send from my own army.
Since there's no healer until Siegfried joins your party midway through the stage, if that's a concern, a party including Lilia might be a good choice.
In my case, I chose members including Prodi because I needed a unit that could act as a wall against the enemy.
First, let's have Shiltin and the main force head towards Litia's side.
Once you've dealt with the surrounding enemies, block the bridge with units that have high defense and store your weapons in your inventory.
I want to hold off Jamran until Neera and Shiltin can talk, so it would be reassuring to have some weak volunteer soldiers next to him to act as a wall.
You can also earn experience points by holding off enemies and defeating them across the river.
On the left side of the map, Hilda and Linka are fleeing south.
When the two enter a house, a bridge will appear, and by having Shiltin visit the house on the other side, you can recruit Hilda, Linka, and Siegfried as allies.
We need to deal with the bandit reinforcements, so it would be best to concentrate our forces here for a while.
Let's just ignore the Sigmas that appear as reinforcements for the Allied forces for now.
Sigma is heading towards Shiltin, so when he gets close, talk to him and make the Dragon Knights retreat.
After that, if you talk to Shiltin in Siegfried, Neera will warp to the left side of the map.
If you trigger the event after the bandit reinforcements have finished arriving, you can safely have a conversation in Shiltin.
When you talk to Neera, Jamran and the volunteers will retreat.
You can obtain the Tob's Charm by talking to Hoern, and then you can offer a prayer on the sandbar.
You can change classes while keeping your level the same, so don't forget to do that.
According to strategy guides, Malakan or Westamage are recommended.
In the Rare Shop, you can purchase items for class changing mounted units.
If you have characters waiting to change classes, it's a good idea to haggle with Maya to buy them.
Chapter 12 Side Story: Celebration Party

This map is for events only.
While there wasn't much dialogue from characters other than the main cast in the main story, there's plenty of conversation here.
I was satisfied to finally see some dialogue from Troy, who have almost no lines in the prologue.
As it is a country where various warring factions are vying for power, political marriages are discussed quite frequently.
It serves as a form of hostage to prevent betrayal, and also as a symbol of the bond of alliance; for better or for worse, it feels like something important.
Their approaches to love are all different, which is what makes it interesting.
I think it's nice that Elva approaches Hoern without hiding her feelings; it's very gentlemanly.
While respecting Hoelon's feelings, Shiltin seems to be sending a message along the lines of, "If you don't be honest soon, I'll take him for myself."
By the way, I can't help but suspect that Shiltin's attempt to praise and introduce Dune to Litia was partly an attempt to shift her interest to him.
Chapter 13 Beyond the Dust
The ultimate condition for this map is that everyone must leave from the upper right corner of the map.
Since movement is difficult in the desert, focus on deploying priest-type, flying-type, and thief-type units, but also include a few units capable of fighting strong enemies.
First, use Seizel or Acot to chase down and defeat the fleeing heavily armored soldiers.
Edal will appear from the village in the lower right and protect it.
If you are defeated, the village will be destroyed, the fort destruction event will no longer occur, and you will no longer be able to obtain Francisca.
If the reward isn't appealing, you can just leave it alone.
If you're going to send reinforcements, a strong cavalry unit like Troy's, capable of defeating the bandits in the fort, would be ideal.
Upon entering the yurt above the starting point, a wagon will automatically appear and you will be asked to provide escort.
Visiting early in the game makes it difficult to defend due to the dragon's attack range and the timing of Zwiras's undead summoning, so it's safest to visit near the end of the game.
While dealing with the fleeing heavily armored soldiers, send the flying units towards the treasure chest in the upper left.
Hilda and Siegfried will be heading towards the red treasure chest, but since Hilda is slow, Siegfried will be the only one to go ahead.
Considering that we have to collect the treasure chest within 10 turns, it will be tough unless we send in flying units for support.
Sending Cezar or a healer would be a good idea.
The other members should aim to become Lavinia.
Once Siegfried retrieves the plug from the treasure chest, Lavinia disappears and three demons and Zwiras appear.
Even if you enter Zwairas's attack range, he will only continue using the Staff of Undead Summoning, and after a while, he and the demon will disappear, so you can leave him alone.
If you want to defeat Zwiras and obtain the Ring of Magic Resistance, you will need to eliminate the demons before defeating Zwiras.
The demons will move once you enter their attack range, so when fighting them, make sure to form a team where multiple people can attack with Ice Blades.
If you don't defeat them in one go, they'll recover 30 HP every turn.
The problematic Zwiras has a skill that halves its attacks, so if you paralyze it with Litia's Lip Whip, the damage reduction won't activate, making it easier to deal damage.
Let's make use of it.
Once you conquer the old castle, Hilda, Rinka, and Siegfried will join your party.
After retrieving the plug, bandits will appear from the upper left for a while, but you can ignore them.
Be careful, because if you attack the dragons placed on the map, dragon reinforcements will randomly start appearing from that point onward.
Chapter 14: The Forest of Nightmares
This map is roughly divided into four areas, and you need to divide your troops to defend each area.
First, let's look at the troops around Garan in the center.
Reinforcements will only appear from the vicinity of Carriera on the right.
From this location, you can use long-range healing staves to the north or west, or send flying units.
Atol Hoeln in the north is constantly under attack from enemy reinforcements from the east, so it would be necessary to send in a couple of flying troops.
Next is Shirtin's troops from the west.
Your job here is to send reinforcements to Atol Hoeln in the northwest while collecting treasure chests, and to protect the garrison headquarters from enemy reinforcements appearing from the south.
You can hire tough NPCs, but in the later stages, priests with sleep abilities and snipers will appear, so it's a dangerous area if you're not careful.
And then there are Zeid Seizel's troops in the southeast.
Your role is to protect Priest Melvin, deal with the cavalry coming from the southeast, and in the latter half, intercept the stray dragons that appear from the south.
If Zeid and Seizel are well-trained, you shouldn't have to fear too much from anything other than stray wyverns.
We could lower the drawbridge and rendezvous with Shiltin's troops, but ultimately we have to protect Father Melvin, who remains behind, so there's no point in joining them.
The enemy reinforcements get stronger as the game progresses.
Let's intercept them while staying away from the edges of the map.
Chapter 15: The Three-Headed Dragon
The "Three Dragons Operation" reminds me of Fire Emblem: Genealogy of the Holy War.
This map is similar in that the operation is carried out by dividing the troops into three groups.
Is it too much to think that there might be another character who is a dragon, besides the poison dragon and the fire dragon?
Based on the strategy guide, I positioned the heavy knight duo of Prodi and Bonacer, along with other mounted units, primarily in the north.
The number of enemies seemed large at first glance, but with sufficiently trained members, it was actually the easiest area.
We'll have the two most defensively capable characters charge forward with Piram or Piranzer, and then we'll mow down any straggling enemies at the second line of defense.
In the second half, we were careful because the horsemen with flaming bows were dangerous for just two heavy knights.
The central Shiltin unit was composed of Hoeln (drawbridge), Dune, Litia (for breaking through Flowbersark), and Seizel (on the cliff + for dealing with fire dragons).
When I had Dune climb the cliff to defeat the archer with the arbalest, I think having Slain would have worked just as well.
After eliminating the poisonous dragon and investigating the tower, you will obtain the saint's robe.
After the drawbridge is lowered, Nuvas's Flow Berserk is extremely dangerous, so wait near the edge of its attack range in the southern part of town, and then use Litia's support to quickly close in and defeat it.
Since Flow Berserk has a range of 2 or more and the ability to strike first, it's safest to leave it to a unit that can perform melee attacks.
In the southern area, we progressed with Zeid, Linka (for dealing with assassins and thieves), Hilda, Siegfried, Slein, and Haldia.
I was able to easily defeat thieves and assassins with Linka, while I fought off the other soldiers with Hilda and others.
The area around Redessa Castle was quite challenging.
Since Hilda had Francisca, we first defeated Legrand, who was positioned there.
After that, I gradually whittled down Aiolos and finished him off with Haldia, then immediately defeated Keinig with Zeid.
If you don't defeat him in one turn, the priest will heal him, and if you get close and attack Aiolos, you'll be immediately riddled with bullets by Koenig, who has a range of 3.
If you're chipping away at the priest with Hellfire using Slain's Arbalest, the priest with Meteor will heal, making it difficult to defeat him, but during that time, you won't be able to use ranged attacks either.
You can defeat them by landing consecutive or critical hits, so once you've defeated them, target the ones with Meteor.
He's holding a Ring of Heat Haze, so he's hard to hit, but if you attack him patiently, you'll eventually be able to defeat him.
Chapter 15 Side Story: Unit Formation
This is a map showing the preparations made just before splitting the troops into two.
Since visiting houses often spawns enemies that give a significant amount of experience points, I made sure to let my units gain as much experience as possible before class change.
Class change items are expensive, but you'll want to make use of your bargaining skills to buy as many as you can.
The Arbalest +2, in particular, seems like it would be quite useful.
Chapter 16: The Road to the Royal Capital
This is a long map where you have to complete various events while ensuring Atol's safety and following his automatically progressing route.
First, let's talk about the fort in the lower right corner of the starting point.
Even if reinforcements appear, it's not much of a concern, but if you're worried about the Meteor and Arbalest users, take them down with a few well-trained units.
Since they are separated by a deep forest, it would be best to eliminate the two priests with indirect attacks and then attack with flying units.
If someone is carrying an Arbalest, you can safely eliminate them with Sline's Arbalest.
Be careful of the attack range of the thief wielding the Death Dagger.
After capturing this castle, it might be a good idea for your flying units to head east and capture two more castles, or eliminate the two units carrying Arbalests.

The first town has few enemies, so let's use our powerful units to rush in and wipe them out.
The thief fighter with Cerberus, who is slightly behind you, is dangerous, so be careful of him.
To reach the second town, you'll first encounter Christ's garrison after crossing the bridge.
Christ has the Master Spear, but he's not that scary if you lure the surrounding enemies in before fighting him.
The only dangerous enemy in the vicinity is Shin, the Swordmaster lurking in the western forest.
The enemy cavalry near the town are not a threat, so you can easily defeat them by sending in Prodi or Bonacer to intercept them.
Neretba, who is positioned on top of the cliff, is easiest to defeat with indirect attacks from the north.
To reach the third town, you first need to eliminate the enemies on the cliff.
Use units that can climb cliffs or perform indirect attacks to ensure Atol's path is safe.
If Merdy is kidnapped, assassins will be positioned near the tower.
Be careful, as the members who are moving along the top of the cliff will eventually clash.
Upon reaching the third town, you'll be given the option to fight pirates.
If you have the resources, I think it's a good idea to fight and get Puj and money.
We're almost there, just short of clearing the game.
I think the key to making things easier is deciding how much you're willing to give up on obtaining rock items.
Chapter 17 Prisoner of War Camps
When I completed the game, I was able to obtain the key using only Edal, Linka, and Maya, so I will write this guide based on that strategy.
We're heading east to rescue Talis.
Sending everyone except Maya east should be fine.
The enemy cavalry along the way are equipped with lances, but they will approach you once you enter their attack range, so lure them out with units other than cavalry.
While luring the cavalry in, we'll use Litia to support Dune and Hilda as they climb the cliffs, eliminating the Arbalest users.
Heckenbauer will reduce your HP to 1, but as long as you don't enter the attack range of the archer cavalry behind you, he should be the last cavalry unit to act, so pay attention to your positioning.
Once you've defeated most of the enemies, send Litia and Dune towards the cabin.

As for Edal, he faces off against Zigma all by himself.
The group won't move until combat begins, so we'll move to the position shown in the image.
From the position shown in the image above, defeat the enemy one step above, then use the repositioning function to retreat to the bottom.
Then, during the enemy's turn, Zigma will attack Edal from an adjacent position, so defeat Zigma with a counterattack that turn and your actions on your next turn.
Once we defeat Zigma, all the enemy dragon knights will retreat, and then Linka and I will take down the long archers on the cliff.
If you eliminate the snipers first from outside the Arbalest's attack range and then close in, you won't be attacked by the long-range archers.
After eliminating the enemies on the cliff, you'll gradually eliminate the remaining enemies by using the ability to reposition yourself from outside their attack range.
If you keep an eye out for the Archer with the Repeater Bow and the Priest with the Glacial, you should be able to eliminate them all.
Let's have Rinka and Maya follow Edal and infiltrate as well.
After safely rescuing Talis, Shiltin and his companions will head towards the gate via a narrow path one block higher up.
We'll use Hilda and Dune's indirect attacks to eliminate enemies adjacent to the wall.
The enemies wielding the Staff of Silence are troublesome, but since there's no way to eliminate them, let's proceed in a way that forces them to use it all up.
Also, since you have no choice but to leave any Arbalest-wielding units that are in a position where they cannot be attacked from the outside, be careful about how you heal your weaker units.
Once you unlock the door from the inside with Edal, you'll then head towards the boss.
On turn 25, the executioner will appear and head towards the prisoners, so you'll need to act quickly if you want to protect them.
Once you unlock the boss gate, reinforcements will appear, so use the narrow paths to fend them off.
Chapter 18 The Bringer of Light
Since it seemed extremely difficult to avoid killing any enemy soldiers, I proceeded by defeating archers with arbalests and enemies around the prison without particularly avoiding them.
Let's divide into three groups: one to rescue Carriela, one to open the prison in the southwest, and one to talk to Emil.
Eil and Lupina are suitable flying units to help Cariera, but since the enemies are fairly strong, make sure they are equipped with powerful weapons and healing items.

On the enemy's fifth turn, Emil will appear by lowering the drawbridge in the center.
If you place Seizel a little distance away from the position shown in the image above, he will come towards you, so let's have him talk to you right away.
Be careful not to get too close, as you're likely to be attacked and accidentally defeated in return.
Let's send the rest of our main force to the prison.
Since speed is important, you might want to leave units with low movement speed near the center, along with units like Seizel.
You'll need two keys to reach the prison, so if you don't have them, you'll need to buy them from the rare shop in the center or you'll need Cezar.
If your main force is put to sleep by an enemy with Dark Sleep, your advance will be halted, so it's best to have them advance simultaneously with a decoy ally.
Dachau, who is in prison, attacks with a terrifying six times using his blood-stained spear.
After opening the door, they will prioritize attacking you, so be careful not to let the unit that unlocked it get defeated.
Once Carriera safely reaches the trading post in the southeast, Ajax will appear, and several cavalrymen will be sent out as scouts.
If you leave the scouts alone and avoid engaging them in combat, I think Ajax and his group will eventually leave.
Securing the center is difficult because of the Dark Sleep and Meteor users, so it's best to have Sline eliminate them before advancing.
After defeating Gering, the Burnworths will appear, but you can avoid fighting them by talking to them and paying them money through Zeid.
I think the battle against Adelaide would be exciting if you could have Seizel participate in the pre-battle dialogue.
Make sure to collect both treasure chests before clearing the level.
Chapter 19: The Stirrings of Darkness
As it was one of the later stages, it was a challenging map with a lot to do.
I will write about the method I used to finally succeed after trying multiple times.
First, I sent Hilda, who had grown up sufficiently, to the western trial chamber.
Stone statues will attack you along the way, but they shouldn't pose much of a threat.
You can either defeat the dragon or just unlock the lever.
You don't need to help the reinforcements around the entrance in the early stages.
A demon will appear from the left early on, but since Elion often uses the Staff of Confusion to engage the golem, you can leave it for later.
The other members, excluding Hilda, will proceed to retrieve the treasure chest on the east side.
When you open a treasure chest, multiple enemies will appear around it, so make sure to prepare your units to defeat them all.
Be careful, because if Shiltin possesses the Holy Bow Amsolim, the decaying bow at the very back will be replaced with a Ring of Fortune.

The eastern section, the Dream Chamber, was a difficult part of the experience.
I'll leave this to Amnelia and Litia.
Specifically, we'll first send Amnelia in and advance forward.
On the next turn, send Litia equipped with Lip Whip to create the positioning shown in the image above.

After that, move Amnelia to the back, and Litia to the bottom left.
As a result, all the enemies will rush towards Litia, who has weaker parameters, allowing Amnelia to easily advance upwards.
Litia is safe as long as she has enough Lip Whip uses, but be careful with the fake Amnelia, as there are rare occasions when Lip Whip misses and she gets hit directly.
You'll probably take some damage from the enemies around the lever above, so use a healing wand or potion to recover from the damage.
Once the main force has finished collecting the treasure chests, let's head back to deal with the reinforcements near the entrance.
We wait there for the members who have gone to the Chamber of Trials and the Chamber of Illusions.
While remaining vigilant against reinforcements from the entrance, we will begin our assault on the central sealed chamber.
The combination of the three characters with Deathmatch and the status-inflicting characters waiting in the back is formidable, but the ranged attackers in the back won't move.
First, deal with the reinforcements while making sure to eliminate the Deathmatch users.
I think you can eliminate them by combining repositioning and bow attacks.
Once you've defeated the Deathmatch user, build walls at the two points where reinforcements will appear so you can focus on other things.
Let's use Litia's encouragement to help us defeat them all at once, prioritizing Flow Berserk > Dark Sleep > Others.
When a unit enters the back area, Adpos will appear, so proceed with completing the events for Shiltin's Decayed Bow and Sedica's Holy Bow.
As long as Adpos is present, you can rest assured that Twilas will not attack.
When Adpos appears, attack its living parts with Shiltin and Dune.
In my case, Dune was more damage-efficient due to its consecutive hits and critical hit rate.
Since you recover 30 HP each turn, use Shiltin + Dune + Encourage to concentrate your damage output.
Once you defeat Adpos, Zwiras will transform into a demon and charge at you.
Since it uses the Tobu Charm to warp in, it's probably easier to calculate if you have someone waiting within Tswairus's attack range.
If you keep Hilda nearby, you should be able to defeat it quickly with Justitia.
Chapter 20: The End of the Journey
This map reminds me of the final chapter of the Berwick Saga, making me anxious about how long it will take to complete.
The ultimate goal is to obtain Emang from the blue treasure chest in the center right of the map, have Zeid use it to defeat Telenias, and seize the throne.
The journey to get there is long, so it's important to secure all locations where reinforcements will appear.
We divided the group into several: one to advance through the hidden passage in the tomb on the right, another to climb the rope ladder on the left, another to wait for the door in front to open, and a third to guard Atol.
I don't think the arena players will die, so let's just match them with some random opponents.
I left Saeed alone as Atol's bodyguard.
Your allies will take care of some of the reinforcements on the left and right, and on turn 15, Shiltin's troops will arrive from the bottom right, so you can add a few more troops then.
The unit sent to the hidden passage consists of up to five people: Cezar Bonacer, Haldia, Akot, and Lilia.
However, to be honest, I don't think we needed this much.
Move to the right from your starting position, defeat the cavalry reinforcements, lower the drawbridge, and then advance once you have eliminated a certain number of surrounding enemies.
After a few turns, you will emerge into a small room inside the fortress. Pull the lever and wait for the room's exit to open.
You can avoid any problems by blocking the door to the room where the Guardian is located from the outside with Bonacel, without opening it.
It's dangerous to try and defeat them carelessly and then get hit by the mage's attack.
Don't give them any weapons; just give them healing items.
The members proceeding up the rope ladder on the left are Ash, Jean, Sheila, Eil, Lupina, and Maya.
Once you've climbed up, turn right and move the lever to open the door in front of you.
Once the door is open, go and open the lever on the opposite side as well.
Once you've opened the lever, there's no need to rush, so proceed to the door in the upper left.
The remaining troops in the front will circle around from the left, so they will be with the rope ladder members for part of the way.
If you have concerns about the members on the right side, you can rotate some of them.
Assassin reinforcements will continuously appear from below the river on the far left of the map, so have someone block them off.
If you don't advance while protecting your rear with strong units, you'll be vulnerable to unexpected attacks.
Be careful, as there are a lot of hidden assassin reinforcements on this map, which can be very annoying.
Once you arrive at the main gate, wait for the rope ladder members to open the door for you.
At the same time, it will be a little easier if you clear out the enemies on the castle walls with Slaine.
Once the main gate opens, we'll use the key to go and rescue Aslan and the others.
There are enemies near the entrance that can put you to sleep, so be sure to take precautions against status ailments.
If you don't have the key to the door, you can get it by defeating the enemy on the left after entering the main gate.
If you move the lever on the right side of the arena, the members inside will be able to escape.
The room in the middle of the corridor with the scorpion-wielding sniper will open its entrance later, so leave one unit there that can take him down without any problems.
After that, you proceed towards your destination on the map.
Since many assassins will appear, proceed with caution, checking their attack range with Slein's wide attack range.
The rope ladder members want to reach Weisewald, but if they don't have the strength to push through the reinforcements, they should wait to rejoin the main force without forcing their way in.
This is about the floor where Zagan and Emil are located.
Unlock the door and talk to Seizel to rescue her.
Zagan doesn't have high attack power, but he has a high evasion rate, so attack him patiently.
Reinforcements will come out the stairs to the right of Emil's cell, so we need to block them, but they are within range of the Flow Berserk user outside.
Let's wait patiently for Slain to arrive, eliminate him, and then prevent reinforcements from coming.
To operate the lever in Weizewald's room on the left, use a unit that can withstand Guardian attacks.
After the operation, reinforcements will continue to appear from the upper staircase, so it's a good idea to block them off with a Providence equipped with a Phalanx.
The prison where the Death Mark user is located is dangerous when heading upwards, so have someone block it off.
Infantry units should advance upwards from the central passage, while cavalry units should aim upwards from the left side.
While keeping an eye out for flying units approaching from both sides of the King's Corridor, eliminate the enemies around Telenias.
Assassins and enemy reinforcements will spawn from the treasure room on the right, so let's block it off with the door for now.
Let's overwhelm the Diabolist's room on the left with sheer numbers.
Since the Avenger unit won't move, prioritize defeating the other enemies.
Be careful, because if you wait on the patterned floor, you'll fall into a pit and be warped into a prison cell on the floor below.
In the treasure room on the right, the treasure chest in the bottom right corner is a lever; moving it will allow you to proceed.
It's tough because there are so many Dragoons coming, but we're almost there.

Final Chapter: Towards Tomorrow...
The epilogue tells the story of what happened to the friends afterward.
I'm looking forward to seeing what kind of adventures this interesting group of friends will embark on next.
Based on Seizel's statements, it seems likely that the Zechs rescued from the internment camp was a fake, and that Zoi, who helped Atol, is the real Zechs.
There were already indications that Zechs was a product of Valerius's plan, so that's probably what it is.
Unit usage impressions (contains spoilers)
I will write about my impressions of using each unit during my own gameplay.
Since I haven't thoroughly examined their growth, I suspect some units didn't develop well.
Zeid
Thanks to Lord Asral, he was a unit I could rely on at crucial moments, even in the early stages of the game.
While not quite at the top level of strength, he still played a valuable role as a member of the Zeid army.
While it's a unit you can't help but raise, by the time it's leveled up, it seems to become quite strong even without the help of Lord Asral.
Being able to leverage the power of stock is a huge advantage.
For some reason, I don't remember ever being defeated while playing.
・Atoll
Although she is a healer who heals with a staff, in the Salvation difficulty setting, her deployment increases attack and defense by +2, providing a significant benefit to the entire army.
Therefore, maps in which Atol was not deployed felt relatively more difficult.
Troy
This unit is available from the start and is an ace unit that almost everyone will undoubtedly rely on.
This was the first class change in our army.
In the early stages, he can be relied upon as a tank that can move ahead of Prodi and the others, and he can also be used to break through enemy lines on his own.
The destructive power of its consecutive attacks and triple attacks was high, and there were almost no instances where it couldn't defeat enemies in combat.
After class change, you can now use throwing javelins, making the character even more versatile.
Considering the entire period of his active role, I think he's the best character in the series.
・ Bonacer
He played a crucial role as a reliable tank from the very beginning.
While Prodi is superior in terms of ease of use as an adjacent escort, Bonacer also showed quite good growth and became a unit that could stand shoulder to shoulder with Prodi in the later stages of the game.
While I was a little worried when facing assassins or mages with high attack frequency and critical hit rates, I felt confident that I could charge in recklessly against other units without any problems.
・Prodi
Adjacent escorts were convenient and useful units when creating defensive lines.
It was convenient because it allowed even light troops, whose defensive capabilities were questionable, to form ranks.
Because he possesses the Diligence skill, he grew much faster than Bonacel, but ultimately he became an equally reliable tank unit.
Jean
Initially, I had almost no intention of raising it.
However, after obtaining the Axe of Friendship, I realized it could be a valuable asset in battle and began to train it.
While its high strength is certainly appealing, the unexpected increase in speed has made follow-up attacks more likely.
While his low defensive ability can be somewhat compensated for by his high HP, he's generally vulnerable to hits, so he was mostly used in the second line of defense.
Ash
Like Jean, he had a strong second-string feel to him.
He's inferior to Jean in terms of pure combat ability, and he doesn't have a dedicated weapon, so he's a bit underwhelming.
However, in the second half, I feel like I've managed to close the gap with Jean to some extent thanks to my speed and the double attack I get from my warpie.
In the final chapter, their strength makes them perfectly suited to the role of blocking reinforcements.
Merdi
In the beginning, we were weak and our fighting power was so low that we couldn't even fight without the help of Dandelion.
However, thanks in part to the increased growth rate of the Dandelion, its defensive capabilities have also grown significantly, making it a cavalry unit that rivals Troy.
Its high magic defense is an advantage, as it means you don't have to fear even mages.
The fact that movement speed is increased by +1 is also a point that shouldn't be overlooked.
・Siesel
In the early stages, there weren't many merge-type characters, so I naturally relied on them more and became stronger.
Because its stats necessary for combat grew steadily, it was a reliable and powerful attacker, aside from its low defense.
Furthermore, obtaining Duwa Mater improved his vulnerability to damage due to its attack reduction effect, making him incredibly powerful.
It's endearing how suddenly dangerous they become when silenced.
・Cesar
My primary role was mainly to pick locks and run errands.
I had considered raising one, but I didn't have the time or resources, so I gave up.
From the mid-game onward, even the lockpicking became risky, as enemies capable of long-range attacks were positioned beyond the unlocked areas, making it difficult to send out to the front lines.
This unit left a strong impression of being fearful of being defeated, and instead accompanied the main force.
Sheila
Because I didn't obtain their exclusive weapon, this unit had low stats until about the mid-game, making them very difficult to raise.
After changing its class, it finally seemed to become a full-fledged character, but it was still quite fragile and its period of activity was rather short.
Zayed
This is a helpful unit that I relied on many times to overcome the difficult early stages of the game.
However, from the middle of the game onward, I felt it was a waste to give him experience points, so his appearances decreased drastically.
In the final stages of the game, when everyone was expected to be deployed, I was afraid to put myself on the front lines, so I often stayed a step back even more than Jean and Ash.
・Haldia
In the early stages of the story, she gave the strong impression of being constantly injured, but if you properly train her, she can become a powerful attacker with many attacks.
The ability to use weapons that could attack multiple times gave me a strong sense of security, knowing I could defeat enemies in one go.
His defensive abilities had improved considerably, so even when I put him on the front line, he wasn't much of a threat.
Lupina
Along with Eir, she was a strategically very important unit that played an active role in various maps.
She wasn't particularly strong on her own, but ultimately her stats became higher than Eiru's.
I spent most of my time with Eiru, and I was often glad that I had raised her.
・Eiru
Like Lupina, it was a strategically very important flying unit.
Thanks to Fräulein's immense power, she was useful in being able to defeat enemies on her own.
Although Lupina's stats are higher, because of the image of her possessing the Fräulein, I always had the impression that Eil was stronger.
Lilia
This unit is strongly associated with the role of having a second healer.
I had no particular complaints regarding their abilities, and the fact that gathering medicinal herbs was a major source of income was a significant factor.
Thanks to the halving of the Funnel's attacks, it was surprisingly effective and powerful when fighting dark-type enemies.
Accord
This unit was blessed with powerful offensive magic, including Nashorn, Niima, and Norma.
They were strong, with enough attack power to defeat even bosses and mid-bosses in a single battle.
However, since it's difficult to face many enemies in normal battles, the rate of character development was slow.
It has enough destructive power even without leveling up, so it's perfectly capable of being used as a tough enemy killer.
Maya
Although her main role is as a shopping errand girl, she's a valuable flying unit, so I worked hard to train her.
However, it never grew strong enough to be considered truly powerful, and even when combined with Fräulein's strength, it only comes across as about average.
・Sline
This is the long-awaited allied unit capable of long-range attacks.
While a follow-up attack is unlikely, the character has skills for consecutive and critical hits, making them more useful as their speed and technique improve.
I've heard that one strategy involves teaching the character the "Spirit" skill, reducing their HP, and then repeatedly landing critical hits, but I never tried that myself (though I would have liked to).
Ideally, I'd like to position myself near the front of the advance to eliminate enemies attacking from a distance, but unfortunately, my movement speed is only 4, which is a bit slow.
However, it feels incredibly satisfying to take down enemy mages with long-range attacks in a single blow.
・Siltin
Thanks to the events in Solis's storyline, I grew quite a bit without even realizing it.
While its stats are average, its appeal lies in its abundance of powerful weapons.
After class changing to Malacan, I could also wield a sword, but I never had a chance to use it.
Compared to Zeid, whose personality is quite well-developed from the start, Shiltin's growth process is clearly depicted, which made it easier to empathize with him.
・Elva
His defensive capabilities improved significantly, making him a reliable cavalryman who wouldn't be easily defeated.
While his offensive capabilities weren't quite on par with Troy or Meredy, Lance himself was quite powerful, so he quietly had plenty of opportunities to shine.
If he had a special weapon that allowed him to attack twice, I think he would have been much more useful.
Litia
Just being able to offer encouragement and constructive criticism was incredibly valuable.
They proved invaluable when we were just one move short, or as companions for slow-moving units like Slain.
Chapter 19 showed us just how annoying it is when the enemy has a lip whip.
・Talis
He's good at lockpicking and stockpiling, but I think his true strength lies in his weapon repair skills.
While Shuri's magic stones can be obtained fairly easily in this game, they are expensive, so it's essential to utilize his repair services.
The stock command becomes unusable partway through the game, which is a shame because the Shiltin army could be doomed without it.
Helm
He played a fairly good role in Shiltin's army, similar to Zayed's position.
With its two-attack Zweihander ability and cavalry unit status, it performed admirably alongside Jamran.
Its skill level isn't low either, so I didn't get the impression that it was difficult to use.
However, I didn't want to actively give them experience points, so their appearances were limited.
Hilda
She was an extremely powerful attacker, much like a female version of Osin.
Since Justitia has a range of 1, it might actually be good as a feature to prevent being defeated prematurely.
I always thought, "This guy's always landing critical hits," and I increasingly relied on him against tough enemies.
I was a little worried because there's no defensive bonus while equipping close-range weapons, making it easy to get defeated.
Siegfried
Anna Havel's attack reduction effect is very strong, making her a healer who won't be easily defeated.
The enhancement provided by Formalincle was useful, and it was convenient to send it charging into the enemy at crucial moments.
It was also good when I wanted just a little more attack power from Sline.
・Nera
As a mounted healer, she was very versatile and proved to be very useful.
Her magical power seems a bit low, but I suppose that's to be expected.
I was grateful that I could save on the ranged healing wand.
Jamran
Thanks to the War Pick, you can attack twice, but its other abilities are somewhat lacking compared to the Helm, giving the impression of being less reliable.
Helm has higher skill, so he can defeat assassins with just one hit, but Jamran can't defeat them in one hit, and I was worried because I had a strong feeling that both of them would miss their attacks.
Dune
Compared to Sheila, her strength increases more easily, making her an easy-to-use bow unit.
I prioritized leveling up my characters because there are mandatory battles in Chapter 17.
In the boss battle in Chapter 19, she was able to deal more damage than Shiltin and played a crucial role.
The Holy Bow Hargit's skill, which allows for repositioning, was also effective and made it very easy to use.
・Hoeln
Solis is a unit that is fortunate to have many events as a central character, such as obtaining her exclusive weapon in Solis's story.
However, in the latter half, he seemed to lack the necessary strength, and it was difficult for him to perform any role beyond that of a mounted thief.
・Aineria
In a sense, it's a unit that was complete from the start.
Alcyone's preemptive strike and guaranteed consecutive attacks give her high defensive capabilities.
As mentioned on strategy websites, I felt this unit was useful for countering opponents with high evasion rates, such as assassins.
This is an interesting unit whose usability hardly changes even at the initial level.
·linker
This unit gives the impression of being an even more aggressive version of Aineria.
Linkatras was incredibly powerful, boasting preemptive strikes, consecutive attacks, defense-ignoring attacks, two attacks per turn, and a durability of 80—it could do whatever it wanted.
However, since her armor is even weaker than Aineria's, boosting her HP and defense was essential.
Edal
While the number of maps you can freely use is limited, it proved extremely useful in obtaining the key in the prisoner-of-war camp in Chapter 17.
In addition to its high growth rate, its status as a flying unit and the strength of its Dragon Lance are also significant advantages.
Although he doesn't get many opportunities to shine as a flying unit in the final chapter, he remains a memorable character.
He leaves in a cool way at the end of the main story, but I can't help but wonder how many women he made cry during his journey.
Aslan
I thought he would join the party in Chapter 5, but he didn't, and I certainly didn't expect him to appear in the final chapter.
Since he appears as an infantryman, he has very few opportunities to shine outside of arena battles.
He's quite capable, so if you give him some of your spare weapons, he should be a valuable asset in battle.
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Oh, finally an article about Vessaga.
First of all, great job! As you mentioned in the article, without Atol, changing the difficulty level is pointless, and what's more, his charisma is also gone, which means you can't get that extra boost of accuracy. In other words, it's practically the same as a normal clear.
Actually, I've left the game unfinished halfway through chapter 20, so here are my initial impressions of each character.
Zeid: A protagonist with a special weapon for tough situations and a very strong defense.
Even if you raise Atol, his fixed stats in difficult areas can be a bit frustrating.
Troy Probona: These three will develop on their own, so I'll omit further details.
Initially, Jean's Friendship Axe wasn't implemented...
Ash, it's good to consciously raise your level.
Dune, and archers in general, should be trained patiently.
Let's not raise Alisha Aslan / Let's strip her of her equipment.
Merdy: Cavalry are valuable, so it's best to help them properly. Troy has forks and rusty swords, but we have expensive equipment.
Since Seizel is a main character just because he's a magic user, let's use him to the fullest while keeping a close eye on our finances.
Cezar, the earner.
Sheila: It's tough to get through the lower ranks without the Crimson Bow, but 20 attempts isn't enough...
Zayd has the Holy Axe → Boss Killer. He doesn't have it → His limit is high, so leave him alone until Chapter 15 Gaiden.
Outside of the story, Haldia is a reliable guy, meaning he's strong, a dagger-wielding hunter.
Let's cherish and make the most of Eil Rubina Fräulein.
Lilia: A valuable healer who can also participate in attacks with funnels in the later stages. Garlan's keen insight.
Acolto's growth is inconsistent compared to his best friend. A potential candidate for a secret potion.
Hoeln doesn't grow and can't use CC items. It's probably safest to act behind the person you're supporting.
If you keep putting experience points into Shiltin, he'll level up smoothly.
Elva is a nice guy, and he's so flawless that there's nothing to write about him.
Maya's difficulty in the later stages may change depending on how much effort you put into her.
Litia might only be useful as a dancer and against tough enemies.
Similarly, it's best to leave Talis to just be a repairman for the sake of hair health.
Helm is ready to go. It's also a good idea to give him some light weapons.
Aineria, be careful of unexpected accidental deaths.
Hilda: Nothing to write
Linka (same as above)
Siegfried's skill effect is often overlooked, so be sure to make good use of it.
Nera cavalry staff
Jamran is weak, so let's throw away any leftover potions here.
If you pick up Rinka in Chapter 17 of Edal, it might be fun to have her die in an accident.
I bought the Sline Book of Spirit and Arbalest+ and am now ready for a comfortable play session.
Thank you for your unit evaluation.
I was relieved because we had roughly the same impression.
I was worried because I hadn't carefully selected them, but luckily they grew up mostly to an average standard.
Jamran seems to be weak after all...
The overall assessment is that it's weak, but <fierce general
First of all, unlike the sequels, Vestaria Saga allows you to select and deploy units in the early and middle stages, but in the later stages they act separately, so you get a chance to use all of them, which is different from the older Fire Emblem games.
This is where Helm, who appears around the same time, and Helm become contrasting early-stage advanced classes: "They can do their own job and are given good equipment," while "They have a role only they can fulfill, but they are often pursued and forced to expend energy on support."
Furthermore, differences in initial skills, initial abilities, level, equipment brought in, and growth rate will also occur...
Some people liken Helm to the advanced classes from Thracia onwards, and Jamran to the advanced classes up to the Emblem series. I like both of them as characters, though.
While there are units that are easy to raise and units that are fun to develop, I think one of the charms of Vessaga is that you can manage even without them.
If you simply compare each unit, you'll naturally find some that are stronger and some that are weaker.
In the second half, everyone is deployed, so even if your units are weak, you have to manage them effectively, which makes it interesting.
Each strong unit has its own role to play, and it was interesting to consider how to put the right person in the right place.
The gameplay mechanics are very interesting, but I think it's definitely a game that SRPG beginners should avoid.
I can tolerate it because I've experienced injustice before, but there's a very high chance that a beginner would end up hating SRPGs.
The author himself has said that this game is aimed at players who are used to the absurdities and conventions of good old-school SRPGs.
Thank you for your comment.
Indeed, for better or worse, I think it's a good old-fashioned SRPG.
If you're used to free games that offer hands-on guidance and support, you might be surprised by this.
I believe that's just the way things are these days, so I try not to recommend it more than necessary.