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The Hundred Line -Last Defense Academy- Guide: Complete Strategy & Tips

Complete The Hundred Line -Last Defense Academy- guide covering builds, strategies, progression tips, and everything you need to master the game.

Researched and editorially reviewed. Updated .
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Too Kyo Games and Media.Vision released The Hundred Line -Last Defense Academy- on 24 April 2025 for Switch and PC, with Kazutaka Kodaka and Kotaro Uchikoshi writing and Aniplex publishing. Takumi Sumino is pulled out of the Tokyo Residential Complex into a school ringed by fire, where fifteen students form the Special Defense Unit and hold the building for 100 days against School Invaders. Story days alternate with grid based battles, and the choices you make across those days fork the run into 21 routes and just over 100 endings.

This guide covers everything you need: core mechanics, the best builds, equipment worth investing in, location progression, and the tips that actually make a difference.

Core Mechanics

Shared AP pool with rollover

Each player phase gives the whole squad one pool of attack points rather than one action each, and the player team always moves first. Moving and attacking are a single action, so a unit walks its movement range and swings at the end of it. Any AP left unspent carries into the next turn, which makes a deliberately quiet turn a real opening rather than a wasted one.

Voltage meter capped at 300 percent

Landing attacks builds Voltage, which carries between waves of the same battle but holds at a maximum of 300 percent. Anything generated above that cap is discarded, so spending at 300 is always better than saving for a moment that may not come. Voltage pays for Special Moves, for Boost Hemoanima and for Move Again.

Hemoanima Special Moves

Hemoanima is the blood drawn power the students fight with, and Takumi Sumino's takes the form of a katana with wide horizontal and vertical sweeps plus one armour piercing strike, on a movement range of roughly five to six tiles. Special Moves spend Voltage to either clear a cluster or punch through a single hard target. Boost Hemoanima spends Voltage on a buff instead, such as raising attack.

School shield defense objective

Most battles are lost by letting the academy's shield or a protected generator fall rather than by losing students. Invaders path toward the objective every enemy phase, so holding lanes usually beats chasing kills. Takumi's power allows a battle to be restarted outright, which is the intended response to a shield that dropped further than you meant it to.

Exploration tiles and Fire Extinguisher levels

Between story days you send students across five exploration areas built from resource tiles. The School sits in the centre with the most Battle Point tiles, the Desert to the north yields Machine, the Forest to the east yields Plant, the Underground to the south yields Mineral and the Coast to the west yields Textile. Desert and Forest need a level 2 Fire Extinguisher, and Underground and Coast need level 3.

For a deeper dive into how these systems interact, see our The Hundred Line -Last Defense Academy- combat guide.

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Builds Overview

BuildTierPlaystyleKey Stats
Takumi SuminoAVersatile approachBalanced stats
Hiruko ShizuharaAVersatile approachBalanced stats
Karua KashimiyaAVersatile approachBalanced stats
Darumi AmemiyaAVersatile approachBalanced stats
Eito AotsukiAVersatile approachBalanced stats

For full build breakdowns with gear and stat priorities, see our The Hundred Line -Last Defense Academy- builds guide. For rankings, check the tier list.

Equipment Guide

EquipmentWhy It MattersBest For
Hemoanima katanaTakumi Sumino's blood drawn weapon, with wide horizontal and vertical sweeps that cover grouped enemies plus a single armour piercing attack that hits far harder.Clearing lines of Invaders and opening on Enemy Commanders
Special MoveThe Voltage funded attack every student carries, generally splitting between wide clears and single target punches.Turning a full Voltage meter into a cleared wave
Boost HemoanimaSpends Voltage on a buff rather than an attack, with attack boosts being the most immediately useful.Setting up a one turn kill on a hard target
Strategic MaterialThe fourth action available on the player phase alongside movement, Special Attacks and Boost Hemoanima.Rounds where the squad needs an effect that attacking cannot provide
Move AgainA Voltage purchase that grants an extra action and clears fatigue on the unit taking it, which effectively adds AP to the current turn.Repositioning a fatigued front line unit without spending the shared pool

Hemoanima katana: Takumi Sumino's blood drawn weapon, with wide horizontal and vertical sweeps that cover grouped enemies plus a single armour piercing attack that hits far harder. His movement sits around five to six tiles, so the reach of the sweeps compensates for average mobility.

Special Move: The Voltage funded attack every student carries, generally splitting between wide clears and single target punches. Because Voltage caps at 300 percent within a battle, holding one back through an entire wave usually wastes more than it saves.

Boost Hemoanima: Spends Voltage on a buff rather than an attack, with attack boosts being the most immediately useful. It is the correct spend when a commander is out of reach this turn but will be in reach next turn.

Strategic Material: The fourth action available on the player phase alongside movement, Special Attacks and Boost Hemoanima. It covers the consumable side of a battle rather than the raw damage side.

Move Again: A Voltage purchase that grants an extra action and clears fatigue on the unit taking it, which effectively adds AP to the current turn. It is the cheapest way to fix a unit that ended the last enemy phase in the wrong place.

Full breakdowns in our The Hundred Line -Last Defense Academy- weapons guide.

Location Progression

LocationLevel RangeKey Rewards
School areaAvailable from the first exploration dayBattle Points and an even spread of the four resource types
Desert areaNeeds a level 2 Fire ExtinguisherMachine resources for equipment and facility upgrades
Forest areaNeeds a level 2 Fire ExtinguisherPlant resources and consumable crafting materials
Underground areaNeeds a level 3 Fire ExtinguisherMineral resources for late equipment tiers
Coast areaNeeds a level 3 Fire ExtinguisherTextile resources for the later crafting recipes

School area: The central exploration zone and the first one unlocked, containing more Battle Point tiles than any other area. Its resource mix is balanced rather than specialised, which makes it the default early stop.

Desert area: North of the school and dominated by Machine tiles. Getting in requires a level 2 Fire Extinguisher, so it opens once you have put a first upgrade into that tool rather than into anything else.

Forest area: East of the school and weighted toward Plant tiles, unlocking at the same Fire Extinguisher level as the Desert. Running the two together on consecutive days is the efficient way to spend a level 2 tool.

Underground area: South of the school and heavy in Mineral tiles. The level 3 Fire Extinguisher requirement puts it in the second half of the hundred days for most runs, which lines up with when mineral costs start to bite.

Coast area: West of the school and the Textile source, sharing the level 3 Fire Extinguisher gate with the Underground. Textile demand tends to spike later than machine or plant demand, so most players unlock this last.

See our maps & locations guide for detailed area breakdowns and our walkthrough for the optimal progression path.

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Tips That Actually Matter

  1. AP is a squad resource, not a per unit one. Ending a turn with points left over is a legitimate strategy because the leftovers roll forward, and a banked turn followed by a five action turn beats two average turns almost every time.
  2. Voltage stops accumulating at 300 percent inside a battle. If the meter is sitting at the cap and you are saving for a better moment, you are throwing away everything the next three attacks generate.
  3. Movement and attacking are one action, so plan the walk and the swing together. A unit that moves into range and cannot reach anything has spent AP for nothing, which is the most common early misplay.
  4. The failure condition is usually the academy shield, not your students. Count how many enemy phases the nearest Invader needs to reach the objective and defend that number of turns rather than trying to clear the map.
  5. Takumi's ability to restart a battle exists to be used. If the shield takes heavy damage in wave one, restarting immediately costs less real time than grinding out a win you will regret three waves later.
  6. Enemy Commanders are humanoid Invaders with abilities that shape the wave behind them. Identify which one is present before spending Voltage, because killing the commander early can defuse a wave that would otherwise need three Special Moves.
  7. Fatigue and status ailments cut effectiveness noticeably. Move Again clears fatigue as well as granting an action, which makes it a cheap repair rather than a luxury spend.
  8. Upgrade the Fire Extinguisher deliberately. Level 2 opens the Desert and Forest and level 3 opens the Underground and Coast, so the tool gates two thirds of the resource economy behind two upgrades.
  9. Free time between story days feeds both bonds and materials, and the two compete for the same days. Decide early whether a given stretch of the hundred days is a resource run or a relationship run rather than splitting every day.
  10. The branching is structural, not cosmetic. With 21 routes and just over 100 endings, a first playthrough is meant to end somewhere specific rather than everywhere, so save before major choices instead of trying to see it all in one pass.

Common Mistakes to Avoid

  • Treating the battles as a kill count. The Invaders are pathing toward an objective, so a turn spent clearing a distant cluster while a lane stays open loses shield health for nothing.
  • Hoarding Voltage past the 300 percent cap. Every attack landed at the cap is wasted generation, and the meter carries between waves anyway so there is no reason to save it.
  • Spending the entire AP pool every turn out of habit. Rollover means an underspent turn is an investment, and the strongest openings in the game start with a turn that looks passive.
  • Ignoring the Fire Extinguisher upgrade path. Players who pour everything into combat gear find themselves locked out of the Mineral and Textile areas exactly when the recipes start demanding both.
  • Trying to reach every ending in one continuous save. The game runs 21 separate routes, and reloading from a much earlier point is the intended way to reach the branches you skipped.

Frequently Asked Questions

How many endings does The Hundred Line have?

Just over 100 endings spread across 21 distinct routes. A single playthrough of the hundred days reaches one of them, and the structure expects you to replay from branch points rather than to find them all in one run.

Is this a Danganronpa game?

No, though Kazutaka Kodaka wrote both and Kotaro Uchikoshi of the Zero Escape series co-wrote this one. The Hundred Line mixes visual novel story days with grid based tactical battles rather than trials and investigations.

What is Hemoanima?

The blood drawn power the students of the Special Defense Unit use to fight the School Invaders. Takumi Sumino's manifests as a katana, and Boost Hemoanima is the action that spends Voltage on buffs instead of attacks.

Do students die permanently in battle?

The battles are structured around defending the academy's shield rather than around permanent squad loss, and Takumi's power lets you restart a fight outright. Treat a badly damaged shield as the signal to restart.

Which platforms is it on?

Nintendo Switch and Windows, released simultaneously on 24 April 2025. Too Kyo Games and Media.Vision developed it and Aniplex published it.

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