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The Hundred Line -Last Defense Academy- Walkthrough: Start to Endgame

Step-by-step The Hundred Line -Last Defense Academy- walkthrough covering every phase from first session to endgame. Complete progression guide with milestones and checklists.

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 walkthrough takes you from your first session to endgame content. Each phase has specific goals, priorities, and milestones. New to the game? Start with our beginner's guide first.

Quick Progression Summary

PhaseAreaFocusBuildDuration
1. StartSchool areaShared AP pool with rollover basicsHiruko Shizuhara1-2 hours
2. EarlyDesert areaVoltage meter capped at 300 percent masteryHiruko Shizuhara3-5 hours
3. MidForest areaHemoanima Special Moves + gearTakumi Sumino or Hiruko Shizuhara5-10 hours
4. LateUnderground areaBuild optimizationTakumi Sumino5-10 hours
5. EndgameCoast areaMin-maxTakumi Sumino or Eito AotsukiOngoing

See our maps guide for detailed area breakdowns.


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Phase 1: Getting Started (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.

Level/Difficulty: Available from the first exploration day Key Rewards: Battle Points and an even spread of the four resource types

What to Do in School area

  1. Learn 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. Spend your first session getting comfortable with this.
  2. Pick Hiruko Shizuhara as your starting build. See our builds guide for why.
  3. 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.
  4. Acquire your first equipment upgrade: Special Move or whatever's available.
  5. Clear all main content before moving on.

Phase 1 Checklist

  • Understand Shared AP pool with rollover fundamentals
  • Hiruko Shizuhara selected and functional
  • School area main content cleared
  • Ready for Desert area

Phase 2: Early Game (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.

Level/Difficulty: Needs a level 2 Fire Extinguisher Key Rewards: Machine resources for equipment and facility upgrades

What to Do in Desert area

  1. Work on 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. This system becomes critical from here on.
  2. Farm for Special Move if you haven't already. It's the key upgrade for this phase.
  3. 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.
  4. Complete all objectives before pushing to Forest area.
  5. Consider whether Takumi Sumino might suit your playstyle better than Hiruko Shizuhara.

Phase 2 Checklist

  • Voltage meter capped at 300 percent integrated into gameplay
  • Special Move acquired
  • Desert area fully cleared
  • Ready for Forest area

Phase 3: Mid Game (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.

Level/Difficulty: Needs a level 2 Fire Extinguisher Key Rewards: Plant resources and consumable crafting materials

What to Do in Forest area

  1. Master 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. This unlocks a new layer of gameplay.
  2. Start working toward Hemoanima katana. It's the best equipment and becomes accessible around now.
  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. This area is the main skill check. If you can clear it, you're ready for late game.
  5. Start investing in School shield defense objective for the tactical depth you'll need going forward.

Phase 3 Checklist

  • Hemoanima Special Moves mastered
  • Hemoanima katana acquired or in progress
  • Forest area fully cleared
  • Ready for Underground area

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Phase 4: Late Game (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.

Level/Difficulty: Needs a level 3 Fire Extinguisher Key Rewards: Mineral resources for late equipment tiers

What to Do in Underground area

  1. Finalize your build. You should be running Takumi Sumino or Hiruko Shizuhara with optimized gear.
  2. Hemoanima katana should be your primary. If you don't have it yet, prioritize getting it.
  3. 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.
  4. Exploration tiles and Fire Extinguisher levels optimization starts here. Small improvements compound into massive advantages.
  5. Farm this area for the resources needed to push into Coast area.

Phase 4 Checklist

  • Build fully optimized
  • Hemoanima katana upgraded to max
  • Underground area fully cleared
  • Ready for Coast area

Phase 5: Endgame (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.

Level/Difficulty: Needs a level 3 Fire Extinguisher Key Rewards: Textile resources for the later crafting recipes

What to Do in Coast area

  1. Coast area tests everything. Come prepared with your best build and gear.
  2. 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.
  3. The endgame loop: run Coast area, optimize gear, push harder content.
  4. Experiment with Eito Aotsuki for a fresh take once you've mastered the standard builds.
  5. This is where Exploration tiles and Fire Extinguisher levels mastery separates good players from great ones. See our tips guide for advanced strategies.

Phase 5 Checklist

  • Endgame content on farm
  • Best-in-slot gear acquired
  • Coast area fully cleared
  • Ready for challenge content

Common Progression Mistakes

  • 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.

Key Tips for Smooth Progression

  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.

For more advanced strategies, see our tips & tricks guide.

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