Having recently finished playing "Vestaria Saga," I decided to play a spin-off title this time.
Although it was initially released under the title of a side story, in terms of content, it is a complete sequel.
Perhaps for that reason, the remake proudly added a "2" after the title.
Since the remake is no longer available and I couldn't get it, I'm playing the original version (ver1.01) this time.
The article title should probably have included "Side Story" from the pre-remake version, but since it's definitely a sequel, I've titled it "Vestaria Saga II: The Holy Sword of Silvabirch".
I played on the "Rescue" difficulty setting, and it took me about 25 hours to complete the game.
(Of course, it takes longer because a lot of data is being loaded.)
Game Overview

The story is directly connected to the previous installment.
If you haven't played the previous game, I recommend playing that first.
Driven by the desire not to cause trouble for his older brother, Zechs, Zeid sets off on a journey to the Temple Kingdom with Acolt.
Along the way, they meet Ashram, a swordsman, and Sujata, a young girl, who are traveling in the same direction, and they join forces, but they are attacked by barbarians.
The story begins with the protagonists joining forces with Ashram and his group to repel the barbarians.

Many characters from the previous game return, and there are naturally many scenes where you encounter former comrades.
Units that appeared in the previous game are often quite strong from the start, which gives a sense of the passage of time.
Compared to the previous game, this game features many stages where the starting members are fixed.
The focus has shifted from freely training and assembling your favorite units to how to overcome challenges with the cards you're given.
I think they made an effort to avoid giving players who played the previous game a sense of repetition.

As with the previous game, you can choose between Normal and Easy difficulty levels.
Even though it's a rescue mission, it's still considered for intermediate players, so please be aware of that.
In the case of rescue, when Zeid is deployed, the attack, defense, and magic defense of all allied units except Zeid are increased by +2.
The class change (CC) system has changed significantly from the previous game; basically, only a limited number of units can undergo CC through events.
Since changing your level doesn't affect it, there's no need to worry about it being a waste not to raise your level to the maximum.
However, if you level up too much before changing classes, you'll have fewer opportunities to raise your stats to their maximum after the stat cap increases following the class change.
If you're just playing normally, you probably don't need to worry about it too much.
Additionally, the number of items you can possess has increased from six to eight.
Instead, Zeid loses his ability to stock, and a separate unit is introduced to handle the stocking.
If you don't deploy this unit, you'll have the disadvantage of not being able to send items to your inventory when your inventory is full from shopping on the stage (before the remake).
Items obtained from treasure chests or enemies can be sent to your inventory at any time if your inventory is full.
Review (no spoilers)
Like its predecessor, this was a very challenging and rewarding game.
However, compared to the previous game, it seemed a bit easier.
For example, as mentioned earlier, there were quite a few maps where the units deployed were fixed.
This reduces the likelihood of thinking, "I should have deployed that unit," in the later stages of a stage.
While it might be said that the degree of freedom has decreased, I personally liked this game because it has its own merits.
Deciding who to develop is one of the joys of SRPGs, but some players find the sheer number of choices overwhelming.
I'm also that type of player, so if you ask me which I prefer, I'd say I prefer this one.
Another significant improvement is that the number of items you can carry has increased to eight.
Having many item slots was helpful because there are various types of weapons, not just powerful ones, but also cheap and economical weapons, suicide weapons, and enhancement status items.
Also, since Shuri's magic stones are hard to come by, I feel that the value of her exclusive weapons has increased relatively compared to the previous game.
However, it seems like you can acquire a lot of powerful weapons in return, so it might balance out.
The story was just as interesting as the previous installment.
There was a lot of text between chapters, and the pacing of the story's development and the shifts in setting were excellent.
Many of the plot points that were bothering me in the previous film are finally revealed, which is very satisfying, and the ending leaves me strongly hoping for a sequel.
When the story is interesting, even difficult stages motivate you to persevere and move forward.
While many games are designed to be user-friendly and easy to complete, this game evokes a nostalgic feeling of classic strategy RPGs.
Playthrough Notes (Difficulty/Help) Pre-Remake ver1.01
Those looking for walkthrough information should refer to the walkthrough websites mentioned above.
Chapter 1: A Dangerous Journey
The first episode of the sequel is exciting because it features both familiar and unfamiliar faces.
For now, we'll fight while conserving our valuable weapons.
However, since Assassins have a high evasion rate, it's probably easier to attack them with Lord Asral or Nashorn.
I will make sure to collect the Book of Diligence from Sujata.
Chapter 2: Yanes' Labyrinth
It's exciting to see unfamiliar units doing something important in a hidden room that only the player can see.
Enemies that can inflict sleep or paralysis with long-range attacks are already present, which is quite annoying.
First, to help Sline, I sent Zeid to the lower left.
The thief was running away with the jewels, and chasing him seemed like it would be a lot of trouble, so I gave up and advanced slowly.
Enemies with Dark Sleep are troublesome, but if multiple people approach them at once, even if someone is put to sleep, the other units can take them down.
The demon was strong, so I fought him using powerful weapons without hesitation.
We will wait for Zeid and Sline to arrive before rescuing Hilda and recovering Eustitia.
Zeid needs to pull the lever in the upper left corner at the end.
Who exactly was that heavy knight who stopped Adpos...?
Chapter 3: The Village on the Strait
The background music for this map has been used frequently since the previous game, and I like it because it gives off a feeling of openness.
For now, we'll head along the western coast, making sure to keep Jonathan's path clear.
I encountered a fire dragon along the way, so I shot it down with Sheila and defeated it.
It seems we have to let them swim around in order to get Shuri's magic stone, but there's no other way.
Continue onward and recruit Baymonk as a companion in Zeid.
After that, we'll use Sujata to weaken Karajan and then capture him with Zeid.
Meanwhile, the light troops cross the bridge and head south to defeat Rackam and his men.
Since recovery options are limited, we'll use medicinal herbs and other items carefully.
By the time you defeat Rackham, give the bracelet to Zeid, and have him talk to Drake, Jonathan should have arrived in the village as well.
After that, I lured Pollux and Castor in with Sujata, chipped away at them, and made them my allies.
Since both characters were moving at the same time, it was quite difficult to time the shaving correctly.
Since I sometimes ended up defeating them, I want to make good use of the 5-turn save timing.
Chapter 4: The War on Missley Island
With so many new units joining your team at once on this map, it's exciting to think about who you'll train next.
To protect the refugees, we will first work together with our allies to hold off the enemy.
The northern area, where we are protecting the refugees, already has a large number of allies, so I think we can defend it without having to divert too many of our forces.
However, if you intend to retrieve the book hidden in the house on the cliff, you will need to allocate enough units to push through the reinforcements.
If you're trying to retrieve the treasure chest on the cliff, you'll likely have to engage in combat with enemy cavalry units that appear from the plains.
Send Abram east to act as a shield, and intercept him in the narrow point between the cliffs.
I don't think the conversation between Alexander and Hetion will be too difficult.
You can obtain a lance from the enemy reinforcements that arrive on turn 20, but if it looks like the refugees will have finished evacuating by then, block the escape point.
Chapter 5 Crossroads
Since the enemy's strategy seems to be random depending on when the map starts, there are probably many different patterns.
In my case, I used the Hannibal tactics, and somehow, I feel like it wasn't that difficult.
The eastern side had more enemies from start to finish.
I dealt with the situation by having Abram stand on the front lines and having other units finish off any enemies he missed.
If you get too close, you'll be attacked by the Arbalest to the northeast, so I think it's best to fight near the mountain's exit.
Be careful, as Marge and heavily armored enemies will appear partway through the battle.
Towards the end of the battle, you'll encounter Mages who use Antidote, so it's a good idea to eliminate them with Sline's ranged attacks.
Even if paralyzed, magic attacks can still be used, so if you have Fivi or Karajan, you can intercept heavily armored soldiers.
There will be almost no fighting in the northern region in the early stages.
Four heavily armed infantry units appear in the middle of the game, and cavalry units appear on the final turn (you don't need to engage in combat as you'll clear the stage before making contact).
There was almost no fighting in the south, just like in the north.
Four Bow Knights appear in the middle of the battle, and four Cavalry appear on the final turn.
If you collect Shuri's magic stone early on, you can safely deal with only the thieves wielding Death Daggers.
Visit a house around turns 10 to 15 to recruit Bertoria.
To the west, bandits and thieves are continuously advancing southward.
They aren't very strong, but it would be a good idea to send a few reinforcements.
Baselhen will appear in the middle of the game, so if you want to recruit him, send Zeid and a character to weaken him.

The developments and atmosphere around this point somehow remind me of Lang (=Langir) from "Mystery of the Emblem" and Hardin (=Zechs) who had a change of heart.
I wonder if the similarity between Langir's name and Lang's is intentional.
Chapter 6: Turning Point
I sent in some light troops from the cliff on the right, just as Loreck instructed.
Loreck and Slain remained in their initial positions, eliminating the necromancers and elite snipers.
Be careful, because the snipers will revive if you don't defeat the necromancer.
The revived snipers will appear near enemies using staffs, so if you can just defeat the necromancer in the southwest, you should be able to get through the main gate without any problems.
The defeated snipers are revived by the necromancer in the northwest, but for some reason the revived snipers don't move even when you enter their attack range, making the area easier to clear.
As a result of the above sequence of events, we somehow managed to break through the front lines without much effort, so the light troops advancing from the cliff on the right followed the designated route, dealing with reinforcements along the way, and then rejoined the main force.
If you have Penelope's Longbow or Arbalest from Sline, I think it will be easier to complete the mission in combination with Loreck's Encouragement.
It would be best for Aslan and Ezrel to stay put until they can rendezvous with the main allied force.
Chapter 6 Side Story: The Temple of Rana
This chapter consists solely of dialogue events.
It took me over 30 minutes to finish reading it.
However, as various settings and the situation of the country are revealed, and new relationships are uncovered, it's becoming more interesting.
I also enjoyed the individual portrayals of each character.
Chapter 7: The Defense of Libec
This is the same map where we previously fought a siege, but this time our army will be the defending side.
I like stages where the roles are reversed on the same map.
By using Loreck and Abram as shields at the main gate, and Claude and Lucion as shields at the right wing passage, while other units launched indirect attacks, we were able to efficiently gain experience points.
It would be a good idea to have Loreck and Abram eat a meal at the tavern to boost their defenses and give them some healing items.
The thieves that appear on the inside should be dealt with by Baymonk, who can only perform direct attacks, Drake, who is heading to collect the treasure chests, and Fivi, who can easily land attacks with Sylphid.
Be careful of the ballista's attack range.
As turns progress, new ballistas are deployed, making it more difficult to collect treasure chests.
If the right flank engages Urban, the defensive line will be put to sleep, and it will become difficult to land attacks, often resulting in a stalemate.
It's fine as it is, but if you want to defeat them, let's wait for Drake or Phoebe.
When the Sleep Dagger breaks, you can switch to the Mangosh, making it even harder for your attacks to hit you.
Also, be careful when dealing with snipers who spill out of the main gate and move to the right flank.
Leaving the main gate to Abram and Loreck is generally safe.
Samson tends to be a tough opponent and can get stuck in a stalemate, but if you want to defeat him, it's best to wear him down with Karajan or Phoebe's Thunderbolt + Encouragement.
However, since there are enemies that can heal from a distance, you will need a fair amount of firepower to defeat them.
Also, the Marge with Niima at the main gate is extremely dangerous, so use indirect attacks and encouragement to quickly take him down.
Other enemies aren't that scary.
Chapter 7 Side Story: The Wolf Pack Operation
This map's objective is to destroy every last enemy transport unit as they try to escape.
Since you can't catch up by simply tracking them, the key is to use Orlan to cross the northern cliff and block their path.
As mentioned on strategy websites, the easiest and most reliable strategy is to have Oran move north from his starting position and block the bridge in the upper left.
First, everyone heads north, with Oran climbing the cliff while the other members eliminate any reinforcements that appear nearby.
Orlan continues north, defeating a shaman wielding a healing staff along the way.
Once Orland has crossed the cliff, the other units should continue along the path.

Ultimately, by positioning yourself adjacent to the enemy transport convoy at the location shown in the image above, you can safely blockade them without being attacked.
However, as a preliminary step to this position, let's ambush the leading Sword Master at a point slightly to the right of this location, just within his attack range.
If you attack the Sword Master, then move away as far as possible, and repeat this process three times, you should be able to defeat him.
This would allow us to safely blockade the area, while the other members could advance slowly.
Penelope will join your party if you visit a village along the way.
Don't forget to enroll them.
Let's use Raffine, who has the ability to evade special attacks, to lure out and defeat the group of four Lance Knights in the upper right.
It's quite tough, so it's best to attack it with weapons like the War Goddess's Sword or the Magic Bow Fury.
Chapter 8: Distant Memories
This map practically screams, "Please train your underdeveloped units!"
If you have few weapons, it's a good idea to buy some inexpensive ones from a weapons shop and use them in battle.
For the three armored units in the southwest, position Abram in the center to activate adjacent guarding, and then train Lucion and Claude.
Fove and Lilia should manage to escape while reuniting with Haldia and the others, and after joining forces, they should fight while blocking the bridge for a while.
I especially want to earn money by focusing on Orphelia.
Around turn 17, an enemy wielding a Gale Axe will appear in a cave near your starting position, so be careful.
Once you've dealt with a certain number of enemies, visit the village to the south. The mission is complete when the villagers who appear there retreat to the sign in the northeast.
Be careful, as enemies will suddenly appear south of the village as soon as you arrive.
Abram, Orphelia, and Karajan have conversation events with specific villagers, so be sure to complete them.
Karajan, in particular, can obtain a powerful, exclusive grimoire called Nocturne.
Let's make sure we don't miss it.
Chapter 9: The Battle of Azammour
If you're just aiming to clear it normally, this map was quite easy.
Place units capable of indirect attacks inside the fence to defeat the approaching cavalry.
Aslan should move to the northern sea and use his repositioning effectively to defeat the two healers who use Silence Staff and Healing spells.
After that, you should retrieve Shuri's magic stone from the bones in the northeast.
Since the reinforced cavalry are carrying pyramids, it would be wise to place some fairly tough units inside the palisade on the side closest to the enemy.
Since you don't need members who can directly attack, I think it's fine not to deploy Ashram or Baymonk.
Chapter 10 Supply Base
You can think of this map as one where you earn experience points by using wooden stakes, barracks, and gargoyles while being careful of the Ballista Gigant.
First, we'll aim to eliminate Jeffrey while being mindful of the ballista's attack range.
Since it can be captured by Zeid, lure it in with a unit that has high defense and capture it.
Once we've eliminated Jeffrey, let's split into two groups: one to lure the gargoyles and gain experience points, and the other to advance.
Gargoyles will move when you enter their attack range.
Gargoyles have a high critical hit rate, but Aslan, who has critical hit evasion, can fight them relatively safely.
You could even give Aslan some healing items and let him earn the money on his own.
Since they stay out for quite a long time, any units tasked with dealing with the gargoyles will be stuck here.
While advancing units need to be mindful of the ballista's attack range and indirect attacks from enemies along the way, barracks and wooden stakes are safer options for gaining experience points.
Selina won't come over unless you get into the middle row of the fence, so when she does come, talk to her with Zeid and capture her.
Once the ballista's attack stops, the Foggs will come towards you, so prepare to meet them head-on.
Thanks to the Iron Duke's effect, it's quite tough, so you won't be able to defeat it easily without high-attack units or the help of Accord's magic.
Whether or not to spare Foggs is up to the player, but some argue that executing him is the better option because you receive the Iron Duke and a +5 Luck item.
I didn't execute him because I heard that keeping him alive would increase the number of NPCs in Chapter 20.
In Chapter 20, he plays a very important role as a solid NPC.
Chapter 11 Lights
This stage starts with a sudden influx of various events.
The game begins with Sujata in a state of confusion and attacking, while Penelope and Zayed are isolated and hostile towards each other.
It would be best to use Karajan's Staff of Awakening to quickly restore his health.
Zayed must withstand Penelope's attacks until Sheila appears.
If you equip them with an estoc that increases their defense or healing items beforehand, they should be able to withstand the attack for a while.
If it's too difficult to endure, you'll need to heal them from behind the wall using a healing staff.
Once Sheila appears, talk to Zayed, then talk to Penelope to make her retreat to the northeast, and you will be surrounded by enemies.
You'll need to hold out until Zayd and his group can rescue you, so it might be smoother to move as far northeast as possible before Sheila appears (although this will take you further away from Sheila's spawn point...).
The surrounded Pennelop can attack the two enemies positioned diagonally, but don't defeat it immediately. Leave it alive to use as a life-draining enemy when its HP is low.
The main force needs to rescue the children within 30 turns, so let's advance with the intention of pushing back the reinforcements.
Since we want to defeat the Blard Dragon in Ashram, let's get the Dragon Buster from the green treasure chest and give it to Ashram.
Anyone can open this treasure chest.
The Blard Dragon doesn't move, and its long-range attack, Meteor, isn't very powerful, so let's eliminate the other enemies first.
Be careful, as Meteor can sometimes target the Pennelops on the other side of the wall.
Once Zayed's group has successfully rescued Penelope, they should move in a circular fashion to rejoin the main force.
The distance is rather long, but if we don't meet up, the reinforcements that will arrive after the children are rescued may be blocked.
Opening the prison cell changes the clear condition to everyone leaving.
At the same time, massive reinforcements continue to arrive from all directions.
Even if we want to earn money, the first priority is to get our two children to safety in the south.
Let's use narrow paths to devise ways to contain the enemy with fewer units.
Children tend to run off on their own, so be sure to keep an eye on the front and back of the group.
Once the children have left, we'll wait for the right moment and then our own troops will escape as well.
Among the reinforcements, the enemies wielding the Flame Axe have a high hit rate, so don't underestimate them, or you'll take heavy damage.
Barbarians wielding broad axes are also a cause for concern.
Chapter 12: The Valley of the Swirling Wind
This stage requires you to skillfully utilize Bennett and Bertoria to overcome relentless long-range attacks.
Bennett visits a private house and obtains a wear-resistant ring.
The enemy's flaming longbow is treated as a magic attack, so this should drastically reduce the damage Bennett takes.
Bennett can climb cliffs, so let's take out the enemy longbowmen early on.
Some of them are carrying Arbalests, so it's a good idea to have some healing items with you.
After Fivi talks to the horse, obtain an apple and give it to the horse again to complete the class change event.
You'll likely take some ranged attacks when you go to get the apples, but it shouldn't be a problem if you have decent magic defense.
In fact, armored units are more fragile, so move them to a lower position where they are less likely to be hit by enemy attacks.
I think it's safest to intercept the enemy reinforcements emerging from the cave on the south side.
When you visit the village, Bertoria will become playable, but since Bertoria will likely take a fair amount of damage, you should use her more cautiously than Bennett.
Enemy carriages transform into ballistas when they reach certain points, so eliminate them when they get close.
By the time you become a barista, I think allied reinforcements will be arriving from the southeast.
Chapter 13: The Red Hand Bandits
This stage is more about competing for treasure chests than actual battles.
Since there's a 20-turn limit, it's important to employ a strategy of letting the enemy thief collect the treasure chest and then waiting for them on the stairs leading to their escape route.
Also, anyone can open the treasure chest.
It's fine to allocate personnel to deal with the fleeing bandits, but ultimately, you should send Zeid, who will be talking to Ariel, and one other powerful unit to the boss.
The shamans inside the boss's room are troublesome, especially those with sleep-casting staffs and anti-weapon users, so eliminate them with Sline's ranged attacks.
Since Baruch's allied forces will be in the northeast until turn 6, they will often be the target of the Staff of Sleep until then, giving you a chance to pass through or launch ranged attacks.
The Arbalest +1 and Iron Duke are located in the furthest area, making them difficult to acquire, but I would like to obtain them if possible.
Try your best by sending characters with high mobility, such as Drake and Sheila, to the shortest route.
Chapter 14: Armistice Negotiations
This map allows everyone to gather and carefully plan their strategy.
Until enemies appear, all allies can act indefinitely (and can act indefinitely again once enemies are defeated).
Furthermore, the enemies that appear are level 30 despite their strength, making it very easy to gain experience points.
Mummy Skeletons are an easy and excellent target for chipping away at enemy levels, so it's a good idea to farm them if you're unsure about the level of your units.
When you visit each house, enemies will appear depending on the choices you make.
It's a good idea to save your game, check where the enemy appears, and then reposition your units to make the battle easier.
While capturing Rackham's remnants yields valuable items, they run away as soon as they appear, and their low HP makes them difficult to defeat.
While they are easy to capture if you use Baselhen's axe of love and encouragement, they are all aggressive and can easily be defeated in a counterattack.
It's time-consuming, but the safest method is to surround them with unarmed units or archer units and capture them little by little.

I couldn't help but laugh at how mercilessly Baruch was being criticized.
He's a villain, much like Chagall in "Genealogy of the Holy War," but he's an indispensable character to the story.
Chapter 15: Entrusted Feelings
This map starts with you suddenly surrounded by the enemy.
Ideally, we should have retreated to the north, which is outside the attack range of the enemy longbowmen, but we decided to stay in the south, assuming we could eliminate four of them in the first attack.
Some of our archers were exposed to enemy attacks, but they were able to withstand them without any significant danger.
After repelling the first wave, advance either east or west, waiting while eliminating enemy reinforcements and enemies on the castle walls.
After a while, Gigant will appear, but since you kept Technician Razelia alive in Chapter 10, it has been rigged to have a low hit rate.
After Baruch falls into the square, we'll use allied reinforcements to eliminate the enemies on the castle walls while attacking Baruch.
Initially, he wields the magic sword Nightmare, but when he is near death, he fully recovers and switches to the terrifying barbarian sword.
Despite everything, it's quite tough, so use indirect attacks and other tactics while whittling it down with your main units to defeat it.
Chapter 16 Lady Bennett
This map requires a limited number of members to complete.
There is a turn limit, but I think you can complete it without worrying too much about it.
Engaging the guards in each area will trigger a mode where they report to Conrad, so you must prevent this from happening.
The mercenary group in the center won't do anything as long as you don't get too close, so it might be best to just confidently pass through when heading to the western and central areas.
It's not difficult to prevent an infantry guard from reporting, but pursuing a Dragon Knight can be challenging.
It's best to engage in combat after you've positioned your forces to some extent.
Along the way, reinforcements will appear from the fort, and assassins will emerge from near the lighthouse in the northeast.
If the rock-throwing removal unit alone is insufficient, take precautions when responding.
Chapter 17: The Wolf's Den
This map allows you to carefully select your deployment members, something we haven't done in a while.
I was really struggling to decide which one to choose.
The members I personally feel are necessary are the following:
- Zeid + Sujata → Fixed
- Orland → Eliminate engineers in the northwest
- Slain → Eliminate Sorcerers and Ballistas
- Use Merge-type attacks followed by Fire-type attacks to eliminate pirate ships (Phivi is ideal as she can move quickly).
- Flying units → Eliminate ballistas, eliminate pirates, and carry out assassination requests at the mansion.
- Healer → (I want Bennett who can climb cliffs)
Because of the long distance to travel, it's difficult to deploy heavy knight units.
Cavalry units aren't bad, but since being able to climb cliffs makes advancing easier, a light infantry-focused army might be better.
This stage features a variety of events.
As an initial strategy, it would be best to send Orland west to hold off the Knights of Coolvent, while also bringing along a unit capable of liberating the villages where Lapron is stationed.
If the main army advances quickly, the impact of farmers venturing out will be minimal, but liberating the villages early will reduce the amount of thinking required and make things easier.
The slingers on the north side of the fortress can be dealt with without any problems if you request support from Technician Razelia during the selection process before the stage begins.
To deal with the slingers on the south side, it's best to send an air unit towards the southeastern mansion and request its elimination.
However, even if you manage to avoid the assassins by approaching from the mountain side, you will be attacked by them after visiting the mansion, so it is dangerous unless your flying units are reasonably strong.
Eliminating Captain Berger through the Assassins will eliminate the threats from both the north and the south.
Let's eliminate the sorcerers positioned in the four corners individually using the Sline ability.
If you proceed as planned, you will encounter three pirate ships near the drawbridge.
Its attack power isn't particularly high, but its defense and magic defense are both high, so you'll have a tough time unless you use special attack weapons like Hellfire or Hammer Axe.
If you get Sujata close to Marlene, the mercenary couple will leave.
The Keepsake Ring event can be progressed by entering the shrine, but after returning the ring in the village, Muggle wraith reinforcements will start appearing from the shrine.
Blocking the shrine will eliminate the problem, but it's a bit dangerous because Conrad will appear nearby after you capture the throne (more on that later).
The trio of Armorheads on the north side of the fortress are quite formidable opponents.
Moving the units this far is difficult, but let's gather our strongest units and lure them in little by little to defeat them.
The Rose mercenary group inside the fortress are also formidable opponents.
Let's engage in combat little by little.
You get a lot of experience points, so it's easy to level up even if you defeat them with high-level units.
Just when you think you've cleared the stage after defeating Rohan, Conrad appears from a crack near the shrine.
They have characters like Pugi and aren't weak, so have some strong characters ready beforehand and eliminate them smoothly.
Chapter 18: The Battle of Cordea
This map involves dividing your forces into a western and an eastern unit and advancing them separately.
Regarding the west, let's go and defeat General Kobachi by turn 10.
The sooner you do it, the more money you'll get.
After a while, three heavy knights, along with Phivi and Fove, will arrive as allied reinforcements, but waiting for them will take some time.
Use powerful units to defeat the cavalry as quickly as possible.
Flavia can survive if you weaken her to a certain extent and then return her to the fort.
Be careful, because if you defeat it, Coolvent will appear.
If you keep them alive, they will appear as NPCs in Chapter 20, becoming valuable allies.
The eastern troops are advancing towards the fort in the forest.
Be careful of the combination of the Thief's Death Dagger and the Sorcerer's Meteor.
Once you capture the fort, the drawbridge will lower, allowing you to proceed.
After lowering the drawbridge, advance while being careful of the ballista's attack range.
Be careful, as Alandon, who is guarding the first fort, will move if you enter his attack range.
If you manage to keep Alandon alive and capture the fort, he will apparently help you as an NPC in Chapter 20.
Also, if you send a sorcerer with Lightning to the south, it will be difficult for Foggs, so you'll want to defeat them if possible.
Sarine takes down enemies from behind Foggs using hit-and-run tactics.
Be careful, as Foggs can be defeated if the enemy attacks at the wrong time.
If we can hold out until turn 8, Amlyut and his reinforcements will appear, so we'll do our best to hold out until then.
By the time we've captured three fortresses, we should be able to deal with the central ballista, but first, let's take care of Sines and Nea.
It's hard to predict where it will warp to, but in my experience, it often happened around Zeid.
There was an isolated Jonathan, but the enemy didn't fly towards him, so it doesn't seem like they're choosing weaker units.
Shines and Nea have very high evasion rates, and their preemptive paralysis from Lip Whip is troublesome.
Attack with a weapon with a range of 3 or more, or use Amlyute, who is immune to status ailments, or, after talking to Amlyute, Raffine will obtain Mother's Necklace (paralysis resistance), so it's best to defeat him with both of them.
If Rosfel's Sleeping Staff has remaining uses, it may put you to sleep.
If it's asleep, it won't attack with its lip whip, making it very easy to eliminate.
Regarding the central ballista, the standard approach would be to slip past its range, approach it, and first eliminate the two mounted archers.
After that, it would be best to attack and eliminate them with flying units or Slain units.
Even if you're not attacked by the ballista, be careful because two pirate ships will also attack you with fire arrows.
This might be the most difficult part to get through.
After that, each player completes their own dialogue events, and the game is cleared once Solvaldi is defeated and the area is secured.
Solvaldi is a formidable opponent because it has the ability to rage, as well as life drain and mirages.
It's dangerous unless you defeat them all at once with a unit that can attack multiple times.
Chapter 19: The Approaching Terror
The members you deploy here will not be able to participate in Chapter 20, so if you choose mainly your reserve team members, Chapter 20 should be a little easier.
However, fighting head-on requires dealing with the continuous stream of reinforcements spawning from the barracks while simultaneously taking down the transport vehicles and escorts advancing north, so a considerable amount of firepower is necessary.

If you leave Ariel alone at the position shown in the image, you can persuade Foros as soon as he appears as reinforcements (in the remake, enemy units act as a barrier, so it seems you can't persuade him immediately unless you bring another friendly unit with you).
The other members should position themselves somewhere on the east side of the barracks, out of the attack range of the sorcerer to the south.
We can ignore the enemy from the north, so let's focus on the barracks and the enemy from the south.
Reinforcements from the barracks appear during the enemy's turn and act immediately, so it's somewhat dangerous to be near them.
If Lilia and Ezrel are well-trained and equipped with light magic that allows them to strike first, you might be able to defeat them quickly, but your weapons will wear out very fast.
If you have a heavy knight equipped with something like a pyram, it should be relatively safe.
The enemies coming from the south that you should be wary of are sorcerers with Bolgarno and Tornado, swift mercenaries, and invisible assassins.
Ideally, you'd want to use the repositioning of mounted units to safely eliminate the enemy in front of you before engaging in combat.
The assassins can avoid engaging in combat at this point in time.
You can clear the level by defeating Neil Meisen and the transport vehicles, so if you're so close to clearing it, I don't think you need to bother fighting them.
Chapter 20 War Clouds
This map is extremely difficult and will take a long time to complete.
If many of the NPCs you've helped so far are still alive, they will serve as reliable allies and act as a shield for you.
(In my case, everyone except Alandon, whom I defeated, made an appearance.)
The goal is to survive until the enemy's 19th turn ends.
First, Accord will focus on rescuing civilians.
The event to retrieve the memento hat should be handled by flying units like Sarine, so that it can be retrieved early in the game.
As time passes, more ballistas will be placed and more enemies will appear, making it harder to collect the items.
Alexander and Hestion in the northwest should focus on protecting the villagers.
The villagers will retreat when their HP drops to about half.
If you can get the enemy to attack successfully, you can force everyone to retreat, but that's not easy.
In my case, I wasn't forced to retreat, so I ended up having to defend this spot until the very end.
At that time, Orphelia, Aslan, and Sarine were also added to the force, providing a substantial defensive presence.
In the mid-to-late game, if a sorcerer with Antid Weapon comes towards you, they will deal a good amount of damage to the villagers, making it possible to force them to retreat.
As for the drawbridge to the southeast, in my case, I left it as it was without lowering it.
We want to concentrate our forces on the enemy's main force to the west as much as possible, so we'll block this area until the Foros unit has wiped out the enemy.
Regarding the enemy's main force to the west, their engineers are steadily breaking down the walls.
Apparently, it's possible to prevent it if you play your cards right, but I wasn't very good at it, so I counterattacked while dealing with the large gaps that had opened up.
I want to encourage Slain and prioritize taking out the enemy longbowmen first.
Longbowmen don't appear as reinforcements (I think), so if you take care of them when they're initially positioned, you can feel a little more at ease.
The next target Slain should prioritize is the sorcerer who uses magic attacks.
The enemy you should be particularly wary of is the cavalry wielding lances.
Since you cannot retaliate when attacked, it is difficult to reduce the enemy's numbers through counterattacks during their turn.
Let's prioritize taking them down.
If things get tough, you can buy time by retreating slightly from the wall and cooperating with NPCs to defend.
Around turn 10, Lavinia should start to sneak in through the hole in the wall.
Since they will target Ashram, lure them in, reduce their HP to 1 with Haldia's Flammal, and then use Encouragement or the Staff of Motivation to give them another turn, which will make them retreat.
Once you've secured Lavinia, you should gradually lower your defensive line while monitoring the progress of Accord's evacuation efforts.
Ultimately, you can buy yourself some time by retreating to your starting fort.
However, be careful, as enemy engineers will also blow up this wall.
It might be a good idea to have strong units with high mobility move outside the fort to deal with the engineers advancing from the north.


This is an image from my turn 19.
I couldn't complete the game as I had hoped, but I did manage to get two certificates of appreciation.
All the NPCs, except for Foros, became the foundation of the Holy War.
Chapter 21: The Black Duke
This stage finally reveals the true identity of Drake, whose background had been unknown for quite some time.
The general flow is to defeat the Blard dragon, obtain its blood and give it to Drake, talk to the skeleton in the prison (it looks like a skeleton, but it's actually a dying human), and then enter the boss's room.
Pull the lever before and after defeating the dragon to simultaneously rescue Seizel and Emil.
Seizel and Emil should move to the right side of the prison and obtain the Thunderbolt from the skeleton.
After that, you can either try your best to defeat the necromancer, or you can endure by protecting Emil from behind at the far right.
If you go up the stairs near your starting position, you'll immediately enter the prison, but only one person can enter at a time.
It's too dangerous for Drake to handle this alone, so it's safer for everyone to go around to the other side, open the door, and then proceed.
The prison is full of invisible assassins and mimics that look like treasure chests, so proceed with caution.
Since Drake is the only one who can pick locks, it will be difficult, so prepare some keys for the doors and consciously increase the number of times Drake can act by encouraging and motivating him.
Dragons are easiest to defeat with Haldia or Ashram equipped with Dragon Buster.
Once you've entered the boss's room, eliminate the surrounding enemies, then use Drake to retrieve the crested sword located in the upper right corner of the room.
Argos has skills like triple attacks and is dangerous, so it's safer to deal with him using Seizel, who can attack from a distance.
After defeating Langir, he is resurrected as the demon Ifrit.
You should be able to defeat it by attacking with multiple units using weapons strong against the Dark element (such as the Emblem Sword or Valkyrie Sword, which can be obtained in the room).

When I skipped the opening event by right-clicking, a bug caused Langir, Argos, and the guards to remain in the positions shown in the image, which was quite annoying.
After defeating Langir, he eventually reappears in the room as Ifrit, so you cannot skip the step of unlocking the door.
Chapter 22: The Road to the Royal Capital II
If you have Castor and Pollux on your team, this map will allow you to capture pirate ships and dominate the battlefield.
However, I think you won't make it in time unless you defeat the bridges up to turn 5 and turn 10 using conventional methods, so the early stages are crucial on this map.
Don't worry too much about the Hell Knights that are closing in from behind; just focus on moving forward.
Once you defeat the engineers, who have a deadline of the first five turns, a large number of enemies will appear on the south side of the nearby bridge.
Furthermore, since the bridge is repaired instantly, it might be best to take down the engineers after you've made some preparations.
If you defeat the engineer in the northeast, whose deadline is turn 10, then you can use Castor and Pollux's ranged attacks to take down the remaining engineers, and you won't have to worry about the turn limit anymore.
If you defeat the engineer with a 20-turn limit who is in an easily accessible position early on, a warship will appear and a large number of enemies will land.
Since there's an area with skeletons, those enemies won't all come at you at once, so you can take them down one by one with the two pirates and your flying units.
The maid cafe in the northwest offers two options: either have Baselhen visit to remove the bad smell skill and learn lockpicking, or have a female walking character become a maid.
When you change your class to Maid, your equipment will be limited to spears only, but you will gain the Charm skill (increases the attack power of adjacent units by +3).
Visiting Baselhen is recommended because you can obtain the Saint's Axe in a house in Chapter 25.
Chapter 23: Regina's Captivity
This map requires no prior preparation; you must proceed using only the units provided.
Conversely, this could be described as a map where it's absolutely impossible to get stuck.
First, we'll use Bonacer Prodi Tasha to defeat the enemies.
Let's make the most of Prodi's adjacent escort and have Bonacer lead the charge in battle.
There's no need to rush, so we'll eliminate the enemy safely and steadily.
Once you've secured a certain level of safety, rescue Emma and retrieve Lightning from the prison near your starting location.
Once you open all the prison cells, reinforcements of Hell Knights will appear, so make sure you're ready before rescuing the last one.
Next, we'll open the northeast door and go to help Troy, so it would be most efficient to leave the civilian (the old man next to Emma) for last.
In Troy, let's keep defeating even the toughest barbarians.
If you find yourself in combat with barbarian warriors, do not attack first; wait for the rescue team to arrive.
I want to avoid defeating the barbarian warriors because it would force me into a fight with Rhea.
Once you open the northeast door, use Garlan's lightning to gradually defeat the enemies.
If you can somehow defeat Helden by making full use of Tasha's ability to recover her actions, Prodi will be able to seize the enemy's armor and regain his combat capabilities.
After quickly eliminating the enemies in the room, intercept the Hell Knight reinforcements approaching from behind and regroup.
Once you're ready, move the lever and proceed with Prodi leading the way.
Be careful of enemies wielding Dark Axes, as they are a major obstacle.
If you can somehow defeat the enemy's healer with Piram, you should be able to eliminate the rest of the enemy by making full use of healing items.
Once we have the old woman nearby to persuade Leah, let Emma unlock the door, and then Prodie should quickly go inside as well.
The barbarian warriors can be defeated by opening the prison door first.
If you defeat them too early, the rare enemy will come to the front, making it difficult to find the right timing to talk to the old woman.
After defeating Yugonio, we'll now head towards the escape route to the northwest.
Distribute the weapons you've acquired so far appropriately to each unit so that you can defeat as many enemies as possible in a single turn.
Enemy reinforcements keep appearing, so you have to push them back as you make your way to the boss's room.
If you put Prodi and Bonacel, equipped with pikes, on the front lines, I think you'll be able to take down the Hell Knights one after another.
Also, while a Rare equipped with a Wind Spear can be quite reliable with its considerable attack power, be careful not to overuse magic weapons designed for fighting golems.
If you can make full use of Tasha's ability to recover her actions to protect the citizens from attack, you're just one step away from clearing the level.
In the late game, you need to keep pushing forward, otherwise your weapons will run out and you'll be stuck. Be careful not to play defensively.
Chapter 24: Separation and Reunion
This stage, like the one in the previous game, involves opening various special doors using levers.
It took me two hours to clear it, but it felt easier than Chapter 20 in the previous game (the previous game had a lot of Atol defense and reinforcements).
We will proceed by dividing into three units.
Choose carefully, as you won't be able to deploy them in the next map.
The workflow for each unit is as follows:
- Zeid's troops (early stages)
Besides Zeid, it would be good to have units that can perform indirect attacks from behind walls, or units with high accuracy that can reliably take down assassins.
During the battle, paralysis and sleep status effects are possible, so it's a good idea to prepare countermeasures for those as well.
Zeid should open the nearby regular doors and head towards the lever at the very back (in front of the room where the Sword Saint Marzburn is).
The castle gate opens with the lever closest to the starting position, but there's no need to rush, so Zeid just opens the door and heads for the lever further inside.
The other units should follow Zeid, operating levers and clearing out enemies along the side paths.
- Outdoor troops (early stages)
Aside from the initial engagements with the assassins, this unit isn't particularly fierce, so I think it's fine to use mainly your second-string troops.
When the outdoor troops open the nearest lever, the castle gate will open and they will engage the defending troops.
First, defeat the assassins and Hell Knights on the south side, then take care of any errands at the tavern or shops before having Zeid's team open the lever.
If you have units with low stats, it's a good idea to strengthen them at the izakaya (Japanese pub).
- Southeast forces (early stages)
You'll be fighting a wide variety of enemies from the beginning to the end of the game.
In addition to a staff user who can heal status ailments, it's reassuring to have a unit with a countermeasure against Lip Whip, and a strong unit that can overpower the attack reduction.
The main battle area will be the southern to southeastern block, and ultimately you will have to defeat three poisonous dragons (by which point you will be able to join up with another unit).
First, after defeating the enemy in front of you, you will be warped to the skull-shaped prison in the lower left corner via a warp tile.
This door can be opened using the lever located on the south side of the isolated Troy forces.
Since you'll be engaging in combat with the surrounding Moscra, Zagan, and Witchdoll units, it's a good idea to prepare relatively strong units for the warp mission.
Note that the Witch Doll is equipped with a lip whip, so you won't be able to defeat it unless you have a countermeasure such as a range 3 weapon or a weapon that cannot retaliate (I defeated it with Alexander's lance).
The Trojans
First, in Troy, go and operate the lever at the bottom (this will open the prison door to the warp point where the southeastern troops will be transported).
Even if it takes some damage, I'll do this much to get it done, and then return to the other units after I've finished.
We'll have to endure for a while, so place Prodi in the center of the three-square passage and flank him with Bonacer and Troy.
Later, enemies with range 3 Francisca weapons or reinforcements will appear, so position yourselves slightly to the south to prevent your Garlans in the rear from being attacked.
Midfield
By Zeid operating the lever in front of the treasure vault, the areas before and after the southeastern unit's warp will connect, allowing you to proceed with the block's attack in earnest.
After this, move the members of Zeid's squad who will be fighting the dragon to the area around the door connecting to the outdoor unit, and position the units with high accuracy near the small room with many assassins close to their starting position to counter the assassins.
The southeastern unit should defeat Zagan and the other bosses, and once the lever operation is complete, aim to conquer the area beyond the warp tile.
It's efficient to leave a few people behind to open the levers in the room with the golem and in the smaller rooms.
The lever you operate after crossing the warp platform is rigged with a mechanism that will cause you to take damage, so send a tough unit that can withstand the attack.
Once the small room containing the two dragons opens, quickly operate the lever.
You can defeat the dragon with Dragon Buster or similar weapons, but it's a tough opponent, so you can also just leave it alone.
When you pull the lever in the room, the prison cell where Troy and his men are held finally opens.
Let's receive weapons from Jonathan and launch a counterattack.
At the same time, the door to a nearby room filled with many assassins will also open, so it would be helpful to position some of Zeid's team there to ensure a smooth operation.
Depending on the timing, reinforcements may still arrive, so I think it's best to keep the Trojans where they are rather than forcing them to cross the highly poisonous waterway.

The scene where the water recedes and the bottom of the water is covered with skulls was quite chilling and frightening.
- Endgame
Operating the lever in the Golem's room in the southeast block will trigger a battle against the Poison Dragon Trio.
The poisonous dragon doesn't move, so as long as you don't enter its attack range, it's fine to approach it.
However, since all of them will move when you attack, prepare to eliminate them all in one turn.
If you don't have enough members, you can rotate a few people from other units.
Other idle units that are not participating in the fight against the poisonous dragon should use their time to eliminate enemies around the Gänewaltz area.
There are enemies with Hellpiram, so be careful not to get your HP reduced to 1 and then be finished off by Genewaltz's long-range magic.

I love it when a seemingly powerful enemy character with a face suddenly appears (and they were actually quite strong).
Operate the lever near the poisonous dragon to enter the treasure room.
The stone statues on either side will attack you, so use magic attacks to eliminate them as you proceed.
Since Marzburn won't move, let's take him down quickly with units that can attack from a distance.
Be careful, as their evasion rate is quite high.
Once Zeid obtains Emang, all that remains is to defeat Gainewaltz.
After defeating the enemy once, you'll have to fight Zeid alone in a separate small room, so gather support characters nearby who can heal from a distance or use area-of-effect staves.
When Emang's durability runs out, reinforcements will appear, and you can obtain Silvabirch by talking to the reinforcements.
After obtaining it, defeat Gänewaltz again to finish the game.
Chapter 25: The darkness of morning, the light of night
This is the magnificent final stage.
The Adpos background, which takes up a huge portion of the map, is truly impressive.
First, let's consider how to allocate the troops.
Ariel in the southwest will be swarmed by enemies relatively early on, so send in a few mounted units.
Since enemy reinforcements will appear intermittently throughout the second half of the game, it's essential to stay in that direction the entire time.
The main enemy will likely be the Hell Knights.
If you've sent Bennett back to care for Loreck, he'll appear here.
In addition to Foros Bennett and Laureck, having three or four more people would make the team very solid.
Regarding the defense of Porte in the north, we have some leeway as a wall because we have stationary allied forces and ballistas.
However, they can't hold on on their own, so let's send a few people over.
From the mid-game onward, enemies that use long-range magic to inflict poison attacks, as well as tough golems, will start to appear.
Having a unit that can use magic would be very reassuring.
The southern barbarians can be ignored until turn 14, as long as you don't get close to them.
The early stages are busy, so let's allocate our units to Ariel and Porte without interfering unnecessarily.
If you request assistance from the northeast mansion, you can eliminate one-third of the barbarians in a few turns, but they will start attacking a few turns after that.
Therefore, if you're going to make a request, it's best to do so on turn 12 (requests are not possible from turn 13 onwards).
However, if you request it, the event won't occur even if you've completed the pub's sleeping pill event, so it's either/or.
Even if you put it to sleep, you'll ultimately need to defeat it before it wakes up, so if you have the money, it might be better to hire someone to do it for 5000 Dena.
If Polluc and Castor appear in their pirate ship, it will be easier to provide support to the central island and the northern area.
To compensate, you should reduce the number of units guarding Porte and reallocate them to guarding the southern barbarians or Ariel.
On turn 10, Zeid and his group will emerge from the royal palace.
First, send Emil straight to Porte to extend the turn limit from 15 to 20.
If he makes no detours, I think Emil will be able to reach Porte just in time.
If you have any magic-resistant rings or parameter-enhancing items for Zeid, give them to him and head straight for Adpos's weak point on the head.
Let's gather a certain amount of forces south of the royal palace in preparation for the barbarians' northward advance on turn 14.
Since Ariel and Porte still need protection, let's consider redeploying our units, taking into account the arrival of allied reinforcements other than Pollux, Castor, and Zeid.
Once the barbarians start moving, use obstacles such as buildings and your allies to your advantage, and use Tasha's ability to recover actions to counterattack them.
Zeid, try your best to reach the weak point on the head by the 20th turn.
The terrain along the way, such as "scorched earth" and "great wasteland," only allows you to move one step at a time, making it difficult to determine the correct path.
Hover your cursor over enemy units and proceed while checking their paths.
If you fight Adpos, the battle will continue until one of you is defeated, depending on the opponent's deathmatch skill.
To avoid getting stuck here, it might be a good idea to use some enhancement items.

After defeating Adpos, you will proceed to the epilogue of the final chapter.
By the way, I think Adgropos is its official name, but I found it cute how everyone shortens it to Adpos like a nickname.
Final Chapter: Oath Under the Stars
Since not everything has been resolved, the future plans of each unit will be outlined.
This chapter consisted solely of dialogue events, but I think it took me over an hour.
Every unit that has survived and joined your team has had some kind of conversation event, so I felt that all the effort I put into keeping them alive up until now was worth it.

In the previous installment, Shiltin defeated Adpos, but now that he has also defeated Zeid in this installment, I feel that Zeid's reputation has been further enhanced.

Although they may appear to be different types, the two lieutenants who complemented Zeid's shortcomings may be similar in their essence.
I like relationships where people understand each other so well that they don't even need to be completely honest about their true feelings.

It has been reported that Slaine's sister, who was thought to be dead, is actually alive.
While there are many instances where characters turn out to be alive, the fact that there are moments of redemption in the story, despite the frequent despair during gameplay, makes the experience very satisfying.

If Ashram and Irena can get together, then perhaps Valerius and Lavinia can get together too.
However, given the story's premise, it seems like Valerius might die, so I don't think he has a very bright future.
Valerius seems to regret his actions at the very end, and the story suggests that he might sacrifice his life to save Lavinia and Queen Sivil.

Karajan's arrogant attitude can be off-putting, but his weakness for authority and his earnest nature make him somewhat endearing.
I'm imagining that the reason his magical power limit is relatively low, despite him being a mage, is because he has a scholarly temperament.
Will we see them in action in the Sphere Kingdom arc as well?

It was refreshing to see Troy conversing in such an equal tone, as there aren't many scenes like that.
I was wondering what kind of relationship we had,Q&A section on the creator's pageThat explained why they were speaking in such a casual tone.

I felt that Cezar made a lot of harsh remarks in this work, but my opinion of him steadily improved.
Perhaps he's the only one who can praise and scold Zeid not just as a hero of Meleda, but as a human being.
I think this scene is the highest form of praise for Cezar.
Unit usage impressions (spoiler alert)
This post will cover my impressions of using the units featured in this game.
Please note that this is based solely on my personal experience playing the game.
Zeid
Because he possesses a certain level of strength from the start, he gives the impression of being a more reliable attacker than in the previous game.
Because I had lock-picking skills, I often took the lead.
Thanks to its combat prowess from consecutive skills and the effects of its commander skills, it proved to be a reliable unit even on the front lines.
Just like in the previous game, the Lord Asral is a powerful weapon with high precision.
I haven't thoroughly examined its growth, but I think the fact that its movement speed reached its maximum potential was one of the reasons it was easy to use.
Accord
Nashorn was, as always, a powerful mage-type unit.
In this work, Karajan, Fivy, and Özler join relatively early on, so they didn't leave a particularly strong impression.
Since I knew she would leave the party in Chapter 20, I used her at a more natural frequency rather than focusing on leveling her up intensely.
Despite being with Zeid throughout this film, her position hardly changes, which I found endearing.
However, Zeid's reaction in the epilogue made me realize that he had become a significant figure without me even noticing.
Ashram
Even though this unit was there from the start, its skill and speed were so high that I thought, "Aha, it must be a support unit," but it fought hard until the very end.
While it lacked the explosive power of Haldia, it still fulfilled its role as an attacker effectively.
After obtaining the legendary sword Batras, its previously worrying durability was resolved, making it an even more reliable unit.

He's one of the kindest people in the story, even among those working as mercenaries, considering he took in and cared for Sujata, a complete stranger.
Given that there's absolutely no support relationship between Lavinia and him, there's a suspicion that they don't feel anything for each other...
Irene (Sujata)
This unit has a powerful immortality skill thanks to the Thunder God's Dagger.
It's a little scary while you have the "emotional wound" skill, but once you become Irene, you can safely act as an evasion tank.
Since she wasn't quite up to the task of being an attacker, she was used more as an immortal dancer who would encourage and motivate others while wielding the Thunder God's Dagger.
Regarding movement speed, we carefully considered how to maximize it.
Sheila
My strength wasn't quite what I expected, but since many of the bows are powerful, I didn't feel a significant lack of attack power.
Since she was a sniper from the start, she had high mobility and performed exceptionally well as a ranged attacker.
When the rapid-fire attack is unleashed, you can almost certainly defeat the enemy, and the support effect with Zayed was also very powerful.
Zayed
Being able to use both axes and swords makes this unit particularly useful for ranged attacks with axes.
While it shows improvement compared to the previous work, it still doesn't seem to be top-tier.
However, thanks to the support from Sheila and Penelope, I didn't feel particularly lacking in strength.
・Sline
If things go as planned, they will leave the party after Chapter 20, but they are a strategically very important unit with a long range.
In the previous game, it was difficult to perform follow-up attacks, but characters had skills for consecutive and critical hits. However, in this game, Penelope's longbow can be obtained early on, making it possible to perform follow-up attacks on your own.
His ability to encourage and motivate us to eliminate the Merge-type and Barista types was extremely useful.
Baymonk
While Climahigh is certainly a strong player, their defensive capabilities seem weak, making it difficult to get them to play forward.
While I don't feel that the character's growth is bad, in a game with so many excellent swordsmen, I didn't really see much value beyond their exclusive weapon.
It gives the impression of being a swordsman version of Accord.
Karajan
Because it can use healing spells, it proved invaluable from the beginning of the game, especially in crucial moments.
The Staff of Awakening is also useful in this game, as many enemies use status-altering attacks from the early stages.
Although her magical power isn't particularly high for a magic user, her signature weapon, Nocturne, is extremely powerful, making her very useful.
When it was first introduced, its low mobility made it difficult to use, so I gave it some thought.


Isn't Sigma a Karajan facing forward?
Their clothes look similar too...
Castor & Polluc

Initially, after joining the team early on, I was merely there to fill out the numbers, but I gradually grew and improved.
The hit rate boost from the brothers' bond was very significant, and despite being an axe, its strength lay in its ability to consistently achieve a decent hit rate.
Both of them had decent growth rates, and their strength and defense grew reasonably well, so they could even be hit with ranged weapons like hand axes and tomahawks.
In the final stages of the game, you can board a pirate ship and, with guaranteed consecutive attacks and the Olab Weapon's no-weapon-cost weapon, you can be incredibly effective as a mobile artillery unit.
The only drawback is that you can only travel along rivers, but the map is designed so that you can participate in battles, so it shouldn't be too much of a problem.
Drake
From its debut, this unit possesses a high-performance exclusive weapon, a wide range of skills, high mobility, and the ability to pick locks, making it a very high-spec unit.
Because my strength is somewhat low, I end up using my Synaglu and Cutlass much less often.
When equipped with high-powered weapons, this unit has a high evasion rate and is quite reliable.
It was useful against assassins and merging types.
He's a character who's gone through a lot of hardship, and his background remained a mystery until the very end, when he finally gets his moment in the spotlight.
Jonathan
This is the unit responsible for shopping.
If you don't deploy him, items won't be sent to your inventory when you shop on the map, which is inconvenient.
That said, it feels a bit wasteful to fill up a sortie slot, but being able to obtain medicinal herbs is a big plus.
Its biggest drawback was its low mobility, which often led to it becoming isolated from the main unit.
If you had carefully trained them at the Grow Dragon Dojo, it might not have been a dream to raise their movement speed to the maximum.
Nelke
I'm a healer specializing in staves.
It seems you can increase your movement speed during the event, but I missed it.
Because of its low mobility, I mainly used ranged healing and area-of-effect healing in the later stages of the game.
Since she doesn't gain the ability to use divine magic, she's a unit that pales in comparison to Lilia in many ways.
・Loreck
In the early to middle stages of the story, this character was positioned almost like a second protagonist.
In addition to their high defensive capabilities, they also possess excellent offensive power, as they bring weapons that allow for two attacks, such as the Knight Sword.
Furthermore, the "Frontier General" skill affects the entire allied army, so this alone makes it very worthwhile to introduce him in Chapter 25.
Although I ended up leaving the story midway through, the Miss Lee Island arc had a significant impact, almost like a Loreck arc.
Bennett
Appearing early in the game as Nurse Feria, she can fulfill various roles, including healing and indirect attacks.
As a former hunter, he can climb cliffs and has the potential to act again, so he has a decent amount of mobility.
It pairs well with magic bows, so I'd like to give it a fire bow or something similar.
The growth rate is high, and major stats tend to reach their maximum levels easily.
I think it would be best to have Loreck return midway through the story, so that he can appear in the final chapter.
Lucion
As a heavy knight who could use a sword, he had a high growth rate and performed well.
It's a shame that the stat cap remains relatively low even after class change, but it performed exceptionally well thanks to its extremely high defensive capabilities.
It's a unit worth raising, and it's perfectly usable as a frontline tank.
・ Fivi
Sylphide is an extremely powerful weapon; if you can unleash its triple attack, it's almost guaranteed to kill.
However, she wears down quickly, and Fivi herself has low HP and defense, making her vulnerable to enemy attacks.
Against monsters, you can use funnels to create something similar to mass-produced versions of Ezrel's Shine Bit mines.
After class change, he becomes an even more versatile character with high mobility as a mage, but it becomes more difficult to coordinate with Abram.
Abram
As he started in the advanced class, he was a unit whose growth was somewhat slower compared to Lucion and Claude.
However, as a tank unit, it is excellent, and its adjacent escort is powerful.
Since its stat cap is very high, I think it has a high chance of becoming the strongest unit if you carefully consider its growth.
Since its speed is inherently low, I'd like to equip it with weapons that attack twice or weapons that deal special damage.
Claude
He is a heavy knight who has great potential and grows very quickly.
While Lucion can use a sword, we can use an axe.
Both of them had good growth rates, so I think they'll eventually grow to almost their maximum potential.
Because he has the potential, I changed Claude's class to Royal Guard first.
Alexander
This mounted unit has strong synergy with Hetion and boasts high attack power.
The technique's range wasn't great, so the reliability of attacks with the lance was a bit disappointing.
Also, since you only get the spear that allows you to attack twice in the final version, it felt slightly less practical compared to Hesion.
However, it has a triple attack, so if you activate it, you can make up for it.
The overall growth trend is good, and it will be strong if properly cared for.
Hesion
After class change, you'll be able to use throwing javelins, so class changing early will broaden your attack options.
It's not a triple attack but a continuous skill, but since you can use a sword, it's easy to attack twice, and it seems quite user-friendly.
This one is also growing well, and it can be very useful if you raise it together with Alexander.
So, it's a combination of Alexander the Great and Hephaestion, perhaps?
In this story, the king is a commoner...
・ Raffine
This unit is excellent overall, possessing high-performance equipment such as the Holy Knight's Lance from its first appearance.
However, since his magical power grew more rapidly than his physical strength, I felt he was well-suited to wielding magical weapons.
I didn't get many opportunities to use her in my playthrough, but I think she's a unit that can perform similarly to Meldy from the previous game.
・Amlyute
While its strength is excellent, its technique and speed growth are somewhat lacking, and I got the impression that it was difficult to attack twice without the help of the Repeater Bow.
However, the fact that her strong will prevents her stats from exceeding her actual power is a significant advantage, and in Chapter 18, she helped defeat the Lip Whip-wielding witch alongside Raffine.
Baselhen (Basel Papa)
This unit, wielding the Axe of Love, is useful for safely whittling down enemy units that can be captured.
However, since there aren't many enemies that can be captured, its effectiveness is very limited.
Furthermore, I rarely used it because its foul odor skill forced me to isolate the character.
Apparently, if you become Basel's father in Chapter 22, you can get the Saint's Axe in Chapter 25, but I missed it because I made Miang a maid.
Bertoria
I was using it without much thought, but even with these stats, it's quite strong.
Being able to deal damage with guaranteed consecutive attacks without worrying about the enemy's defense is amazing.
Once you learn the Concentration skill, your accuracy will increase considerably, so the problem of attacks missing will decrease.
Since its base defense is also quite high, if its weaknesses are eliminated by dispelling special attacks, it can often single-handedly dominate the battlefield.
If you don't worry about money and carefully consider your options, I feel like you could become incredibly strong.
Aslan
As a valuable flying unit, she played an active role alongside Orphelia.
Compared to the previous game, there are more maps where the units that can be deployed are fixed, so I feel that the importance of flying units has decreased relatively.
However, the ability to move regardless of terrain is a unique strength, and it gave me a sense of security knowing I could handle various situations.
However, since its movement range is only 6, I found it a little inconvenient.
If they could be given a letter of appreciation and examined, and their movement speed could be increased to its maximum, their mobility through repositioning would improve, and their usability would increase dramatically.
・Ezrel
While its abilities are average, its combat weapon, the Shine Bit, is extremely powerful.
Isn't it strange that it has the first strike, half attack damage, and two attacks?
The individual skills of increased evasion, last-ditch effort, magic shield, and consecutive attacks all contribute to the overall perfection of this mobile fortress.
While relying on it will quickly deplete your Shine Bits, I think this is one of those grimoires that is well worth repairing.
If the Shine Bits get destroyed, we can use the Funnels to compensate.
・Olan
This is a highly capable unit with high mobility, the ability to climb cliffs, and the ability to pick locks—it can do almost anything.
I feel terrible that I ended up giving him the cursed book (which is useless) (although it won't be a problem if he doesn't use it).
While their natural talent allows them to develop quickly, their overall growth rate seemed rather poor.
The Technical Bow was useful for hunting assassins and mages.
In Chapter 25, it's chilling to think that without him, the drawbridge might not have been able to be lowered (since Baselchen hadn't learned how to pick locks).
Pennelop
She has similar abilities to Sheila, but her lower movement speed and poor growth rate make her slightly less impressive.
However, since bows can largely compensate for combat weaknesses with their performance, I hardly noticed any differences other than movement speed.
Zayed and I had a rather shady relationship, but Sheila softened the tension and made things less dangerous.
I was hoping for a relationship as intense as Thorfinn and Hild's in "Vinland Saga," but it wasn't quite that intense.
・Haldia
In the previous game, this poor character nearly died twice, but in this game, she finally gets her sister back, and as a unit, she seems to have been significantly strengthened.
He ultimately played a major role as the team's ace pitcher.
Since I taught him the ambush technique, even if he was attacked by the enemy, if he was equipped with a weapon that could hit twice and trigger consecutive critical hits, he could defeat them almost unscathed, making him extremely effective against large armies.
I'm also happy that the Flammal has unlimited durability, making it economical.
Orphelia
This unit has a much better growth rate compared to Aslan.
Since throwing spears are unusable, Fräulein can receive them from Aslan, and if Aslan uses weapons like the Pyram, the usability will be more uniform.
Since all stats except defense and luck are maxed out without any further consideration, the attack power when equipped with a magic weapon is quite impressive.
That being said, combat isn't the main focus; the strength of flying units lies in their ability to ignore terrain.
They possessed sufficient combat capabilities to perform those tasks.
He can use a cane when walking, but we've never let him use one.
・Fauve
He appears alongside Lilia, and I got the impression that he's like a Bartz-type character, in addition to Ash and Jean.
It was quite strong from the moment it was introduced, but I didn't have many opportunities to train it.
He wasn't a bad person, but I got the impression that he often didn't get the recognition he deserved.
I think it's okay because the epilogue provides a kind of closure for the story with Mr. and Mrs. Laurec Bennett.
Since he has renewed his contract with Zeid, it seems they will be fighting together for a while longer.
Lilia
There was naturally no interaction with Ash, and Tasha, who was supposed to be a friend, only appeared in the final scene, so she seemed to have a rather weak presence in this film.
I have no complaints about its performance as a healing unit, and it feels good to occasionally get the ability to act again, as it's a nice bonus.
If you equip it with funnels at the highest level, it will be able to easily defeat a fair number of enemies.
Knowing that Garlan is looking out for me and taking care of me gives me a great sense of security.
・Sarine
This unit is a unique class called Dragon Sister.
Its stats increase like those of a merger-type character, making it a good match for magical weapons.
Although its active period is not long, it is more robust than Aslan and Orphelia, so it provides a sense of security even when operated alone.
・Mian
This unit's strength lies in the sheer power of its miraculous hoe.
Giving them various certificates of appreciation as they grow stronger will make them even more powerful, but you might not need to go that far.
The Miracle Hoe has a range of 1-2 and is especially effective against dark-type enemies, making it useful for defeating many monsters with counterattacks.
Although it's a walking unit, it can also move again, giving it excellent mobility.
Lavinia
She's a female swordswoman who grows at an incredible pace.
Argylan, with its infinite durability, boasts super-high performance with +6 to defense and magic defense, as well as halved attack and double attack.
The power is a little lacking, but with all the additional abilities it has, it should be sufficient.
This is a unit that I want to help grow quickly after joining.
・Foros
They play a supporting role towards the end of the game, but their growth rate isn't bad.
However, since there isn't much time to raise them, they are strong even as they are.
I'd like to make effective use of encouragement and motivation, but that would reduce my ability to eliminate enemies, which is a dilemma.
I think it's best to let the enemy charge in and then whittle them down with counterattacks.
In the story, she was a character who was easily deceived and used, and who seemed likely to make many enemies with her blunt way of speaking.
However, once you realize that they don't mean any harm and are simply saying what they truly think, they might be the type of person you can become friends with.
Paulos
This unit is an immediate asset that officially joins the team in the final chapter.
The Master Sword has both the Swallow Reversal skill and the ability to attack both directly and at close range, making it ready to use right away.
However, its magic defense is low, so it is vulnerable to repeated long-range magic attacks.
Since there are adjacent guards, let's make good use of our allied units and fight by securing Paulo's flanks.
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