With around 100 endings in The Hundred Line: Last Defense Academy and plenty to learn along the way as you and your teammates defend the school from colorful invaders and prevent the downfall of humanity, you may want to keep a couple little things in mind to make seeing them all a bit easier.

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Between combat shortcuts, tips on how to get the most out of your Free Time segments, and some pro tips now that we’ve reached the first of several endings in The Hundred Line: Last Defense Academy, here are a few things we wish we knew sooner.
Don’t Be Afraid To Let Teammates Die
They Earn Powerful Boosts In Last Resort Attacks
In most situations in games like these, it’s to your benefit to make sure your teammates die as little as possible. And while you’d naturally still do well to ensure the classmates on the field take as little damage in fights as you can manage, should you start your turn with a teammate close to death, you can sacrifice near-death teammates for Last Resort attacks.
Last Resort moves vary for each teammate, just like their specials and passives, but you’ll find in general that they deal more Attack damage than a normal attack, and they hit in a wider range than this teammate’s signature moves. The only downside of using these moves is that your teammate dies when they use a Last Resort, as the name implies.
Since the kids at the Last Defense Academy can be revived in combat between waves, you’ll want to keep your eye on everyone’s health at the start of your turn in combat. If someone is close to going down, don’t let the school invaders get a power-up boost for killing them – sacrifice the teammate, deal a colossal amount of damage, and wait until the next wave to see them again.
Make The Most Of Your Expeditions
Look Around As Much As Possible Before Ending Adventures
If you haven’t done so before, then when you need to convince new teammates to take up arms and join the fight against the school invaders, you’ll often need to venture out on an expedition beyond the Undying Flames to play a board game in search of materials, resources, extra Battle Points, and plenty of other critical things.
These expeditions require you to take a few teammates along and either explore to find materials or hunt for specific items and treasures required for use in the Gift-o-Matic. Each teammate has an expedition perk, allowing you to do things like find certain types of materials more easily than others, for example.
Regular expeditions end when Takumi’s HP is depleted when you choose to venture out on your own free will, during which you’ll be able to choose three other teammates to bring with you. If you’re going out to explore for a Persuasion Mission, then persuasion expeditions end when you find the lost item required for use in the Gift-o-Matic.
You can explore as much as Takumi’s HP can take during persuasion expeditions, offering a chance to grab extra materials while you’re hunting for treasures.
With the expedition map divided into zones and each zone having more of one type of resource than others, you’ve got a lot of exploring to do. Since time and HP are limited, you may want to have a rough idea of where you’re going when you start moving around the expedition map, so be sure to check the map overview often to ensure you’re on track.

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Upgrade Your Class Weapons ASAP
Unlock New Abilities And Boosts After Major Battles
As soon as you gain access to the Training Room, you’ll be able to begin upgrading Class Weapons for any teammate you’ve got unlocked at the time, which will allow you to not only improve the stats of a teammate’s default abilities after they’ve been unlocked, but you can even work on teaching teammates new attacks and skills in time.
Before the Garage unlocks on Day 019, the upgrades are limited to the machine in the Training Room, which can make offensive attacks hit harder or even improve the armoring abilities of defensive moves. After you’ve gained access to the garage, though, you can also teach classmates new moves, able to build quite a roster for everyone on the team.
Every teammate has several additional abilities they can learn if you have the BP, high enough grades in the requisite subjects, and the material goods to make them. These abilities will become available the next time that teammate is in combat, so check often and upgrade what you can. Performing upgrades doesn’t consume the Free Time slot during which you visit, so there’s no harm in stopping by to use the machines.
Versatility Is Critical To Your Survival
Learn How To Use Every Teammate In Battle
While it’s only natural that the visual novel segments of The Hundred Line: Last Defense Academy make it easy to fall in love with specific teammates and choose your favorites based on personality, you’d be wise to have a grasp on everyone’s use on the battlefield, since there’s never a guarantee which teammates you’ll be using.
Throughout the story, you’ll be made to fight with all kinds of combinations of different teammates, given access to a blend of characters who deal melee damage to invaders on adjacent grids, ranged attackers who keep their distance and fight from afar, and support teammates who can fight but fare better when used to help bolster their teammate’s efforts in battle.
A good way to get used to your teammates as they unlock, since you’ll gradually gain access to every teammate in the game as the story progresses, is to use the Training Room’s VR machine to practice combat whenever you’d like to brush up on your skills.
It’s never a bad idea to improve Takumi’s Class Weapons – there are always more specialized fighters than he is, but he’s always in battle, making him a good staple to fall back on.
New scenarios unlock regularly as you gain access to new teammates, so if you’re struggling to use someone out on the field, it might help to spend some Free Time putting in the work on practice missions. They give you BP, in addition to your own practice time.
Even if you do pick favorites, it’s not a bad idea to do your best to delegate roles in battle early in fights, so your teammates can begin specializing in what you need from them with the Attack Points you’re given. While offense is always the goal, don’t neglect support characters like Tsubasa, either – they can turn the tide in battle by helping your teammates improve their offense.

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Explorations Are Dangerously Fruitful
Be Prepared To Battle, Even When You Didn’t Choose A Battle Space
No matter how cautious you are during expeditions beyond the Undying Flames, you’ll always see the option to pick fights with school invaders you encounter in the wild. And while it’s a good way to earn Battle Points and practice combat with whichever teammates have accompanied you on that particular venture, you’ll want to stay on your toes and be ready to fight at any moment.
Just like back at the Academy itself, battles can happen at almost any time while you’re exploring if you’ve landed on a space on the game board that requires you to take some kind of action. Naturally, there are battle spaces, but you’ll need to watch out, since even cards on non-battle spaces can begin battles if you’re not careful with your choices!
This is most common on mysterious spaces, the ones without a clear outcome, but higher-level resource spaces may also result in battles if the resources you’re trying to find happen to be defended by a group of invaders. Stay on your toes and pay attention to Takumi’s HP – the expedition is over when he dies beyond the Flames.
Takumi Can Restart Battles
Don’t Waste Time On Fights You Know You Likely Can’t Win
Since The Hundred Line: Last Defense Academy is a tactical survival game, you can bet you’ll find yourself and your teammates in all kinds of fights throughout the game. Whether it’s the smaller battles you’ve picked while exploring out the narrative-based attacks from squads led by the mysterious commanders, you’ll be on the battlefield quite a lot!
But even the most seasoned fighters can be blindsided by defeat if they’re not careful. Maybe you focused too much on offense and left the school’s armor system without defense, or you took too much damage to feel confident in your next few turns – whatever the case, don’t be afraid to restart waves, or even entire battles if you can feel the tide turn against you.
The school invaders are no joke, consistently homing in on both your teammates and the school’s defenses during combat – they are trying to destroy the thing you’re protecting inside, after all, and they’ll need to get through the defenses to do so. Takumi’s Special skill allows you to retry any fight you need, no matter where you restart from.
Trying a wave again is a good idea if you’ve made a few silly mistakes, but it can also be easier to retry a fight from the start if your defenses get too low. It’s easy to get swept up in offensive combat, but you’re the Defense Academy, so if your school’s shield is getting a little too low for comfort, you may want to restart the battle and try again with what you’ve learned.
Fatigue Limits Your Movement, Not Your Attack
Fatigued Teammates Can Still Use A Second Move While Exhausted
Unless you’re using an Attack Point on a teammate that doesn’t experience fatigue, any move that consumes AP will typically leave a teammate fatigued once they’ve finished their move. No matter how much space they could cover on the board before their move, fatigue dramatically limits physical movement after a turn in battle.
Though there are ways to remove fatigue and allow your teammate a full range of motion again – like support from a teammate or using Voltage to Move Again – just because a teammate is fatigued doesn’t mean they can’t still take a second turn.
This is especially helpful if a teammate is surrounded even after they’ve moved. Maybe they didn’t do enough damage to kill the enemies, but they have an attack that can take out the enemies from the grid position on which they ended. If you still have AP left, you can still use that teammate, and they can deal the same damage but in a more restricted range than their original turn.
Additionally, you can end your turn without using all your AP – unused points roll over into your next turn.

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