Fanastasis (Free RPG) Introduction, Impressions, and Strategy Notes

Fanastasis(フリー・RPG)紹介・感想・攻略メモ game
This post can be read in about 30 minutes.

This article is about "Fanastasis," a free RPG created with RPG Maker VX Ace.
I've heard a lot of positive feedback about "Fanastasis" ever since I learned about it on Twitter.
However, because it's quite a long game and it's a Nephest-type game, which I'm not particularly fond of, I kept putting off playing it.
This time, I was able to secure the time and mental fortitude to enjoy playing, so I decided to give it a try.

The reason I'm not a fan of Nephews is that I'm not really comfortable with the idea of being completely free to go anywhere, and I prefer a bit more guidance to help me progress through the game.
"Fanastasis" is a fairly open-world RPG, but the areas you can go to are subtly restricted by items and mechanisms.
I think what appealed to me was that it subtly provided a guideline of "this is the way to proceed."
Also, the combat balance is such that my ultimate strategy of "leveling up and brute-forcing my way through" is somewhat tolerable, which made things much easier mentally.

My completion time was approximately 20 hours for the first half and another 20 hours for the second half, for a total of 40 hours.
My play style is rather laid-back; I don't bother with collecting items or events, and my main goal is simply to reach the final ending.

Download here

Free!
Purchase the paid version ([DE:]Fanastasis) here

Steam(As of September 2024, ¥2,180)

BOOTH(As of September 2024, ¥1,780)

DLsite(2026年9月時点で\2,310)

DLsiteのリンクから購入すると、私にいくらかの報酬が発生してしまいます。

Game Overview (No Spoilers)

"Fanastasis" is an RPG where the protagonist (default name "Amata"), who has been resurrected with amnesia, travels to various areas to collect "Memory Orbs" in order to regain their true form.
There is absolutely no explanation as to why Amata was resurrected or who he really is.
It will be important for players to actively piece together the fragmented information they gain as they progress through the game and to think for themselves.

 


The first area you can go to is the coast, but as you progress through your exploration, you can go to various other areas.
Since it uses a symbol encounter system, you can avoid most battles by avoiding enemies that move around on the field.

The strength of enemies is determined by their color, so try to avoid battles with powerful enemies as you progress.
It will likely be quite some time after you first entered the area before you can easily defeat the strongest red enemies.

 


One of the game's distinguishing features is the large number of hidden passages and doors within the dungeons.
Some places look suspicious just by looking at them, while others can only be discovered by approaching from the opposite direction.
The connections between maps are very intricate, and there are plenty of shortcuts.
Later on, you'll often be surprised to discover, "So these two places were connected!", allowing you to fully experience the fundamental joy of exploration.

It seems that unavoidable battles are very rare, and even battles that appear inevitable can be avoided through various routes and methods.
However, if finding it is difficult, you can still progress by defeating powerful enemies.

 

The battles are traditional turn-based command battles.
Even bosses can be escaped from, so if you encounter one unintentionally, it's important to run away.
If your entire party is wiped out, you will drop some magic stones (money) at the spot and be returned to your base.
If you return to the place where you were wiped out, you can retrieve the magic stone you dropped.

 

If you find the remains of a character you can recruit on the map, you can summon them at your base and add them to your team.
Each companion has unique abilities, and you can check their general type from the status screen.
You can stick with the same party, or it might be more fun to add new members along the way.

In places deeply connected to the characters you've recruited, you may be able to retrieve memories of your companions' past.
By selectively collecting these individual events, we can delve deeper into what kind of person they are.

 

Additionally, various facilities become available in the "Prison Chamber," which serves as your base, as you progress through the game.
These include facilities where you can acquire skills that give you an advantage in exploration, or facilities where you can synthesize items.
To unlock the facilities, you will need "Orbs of Wisdom" and "Magic Stones" (which are equivalent to money).
None of these are essential for progressing in the game, but using them effectively will give you an advantage.

Review (no spoilers)

I was able to watch it all the way to the final ending.
The enemies were quite strong in the early stages, which made it difficult for me to get into, as I'm used to typical RPGs.
However, it gradually became more interesting once we added our first group of friends, and from then on, I was completely engrossed until the very end.

It might be easier to understand if you think of it not as an RPG where you just keep defeating enemies, but as an adventure game where you explore and try to recover your memories.
Avoiding the wandering monsters and trying to deduce what happened by referring to lingering thoughts and left-behind diaries was like playing a Resident Evil-style adventure game, which I found quite enjoyable.
However, what sets it apart from adventure games is that if the puzzles or mechanisms are difficult, it allows for a shortcut gameplay style where you brute-force your way through by defeating powerful enemies.
Even if a battle seems unavoidable at first glance, there's usually a way to avoid it, so minimizing the number of battles can be quite rewarding.

Basically, you can go anywhere and do anything you want, and there are a great many places to explore.
I liked that if I encountered a strong boss while exploring a certain area, I could think, "This boss is tough, so I'll deal with it later," and explore another area.
In typical RPGs, if you get stuck on a boss, you have to grind for levels, but in this game, you naturally level up while exploring different routes, so it doesn't feel like you're being forced to do it, and it's less stressful.
However, even with significant level increases, the improvement in abilities was only moderate, which allowed me to maintain a constant sense of tension.

You won't understand the personalities of the characters who become your allies unless you actively try to get to know them yourself.
Many of my colleagues have close relationships with important figures, but they rarely speak frankly about them, which only fuels my imagination.
This way of presenting characters reminds me of my favorite free RPG, "Iris's GameIt has something in common with that, and it's a distance I personally like.

While it's a challenging game to complete entirely on your own, it was fun to try and figure things out on your own.
I think this game reminds you of the primitive joy of RPGs: exploration and discovery.

Conversely, if your play style requires you to guide you every step of the way and tell you where to go next, you might find it a little difficult to enjoy.
However, even for someone like me who tends to be that type of person, I was able to stay engrossed and enjoy it from the beginning onwards.
I think it's lighter in style than "Nefesiel" and "Histoire," which are often cited as works in a similar vein.

Strategy notes with impressions (contains spoilers)

Although it's titled "Strategy Notes," it's not a flowchart of the shortest possible routes, but rather written more like a simple play diary.
There are many unnecessary actions, so I hope you'll view this as just one player's footprint.

For strategy information,Strategy wikiI often referred to it, and it was a great help when I got stuck in the middle or later stages of the game.
On the wiki, especially in the later stages, I often visited the "Valuables" page to check where to obtain items and how to use them.
The publicly available map images don't contain detailed information, so I used the "Valuables" page to check the location and then meticulously search the area around that location.

In the later stages of the game, I've tried to include more detailed information on aspects that aren't covered much on the wiki.

This post includes my personal opinions and spoilers, so please be aware of that before reading.

first half

- The coast of Ishtor
I continued exploring, trying to avoid combat with enemies as much as possible.
Since acquiring a hammer with blunt damage, I've adopted a stance of fighting weaker enemies rather than avoiding them, and engaging in combat in moderation.
I made my way towards the sunken ship, running away while thinking that there was no way I could defeat "Metis the Fanatic" right now.

- The Kazakh shipwreck
Since the enemies are humanoid, I'll switch my equipment from the hammer and continue exploring.
Obtain the "ghost-repelling magic powder" in the basement and defeat "Screeching Robert" on the 1st floor.
I obtained the "Shipwreck Key," continued exploring, and acquired the "Orb of the Other Race."
With this, I felt like I had more places to go, and I recruited Kazaff as a companion.

Since I felt I couldn't defeat the Kraken at the moment, I went back to the coast and defeated "Herbert, the Last Coast Priestess," among other things.

- Cave of Different Races
We proceeded with our exploration, paying close attention to traps and hidden passages underfoot.
I checked the HP of the boss "Poisonous Romelia" to confirm her strength, and then defeated her, thinking, "It seems like I'm on the right track, progressing through this side rather than the Kraken."

Hidden village of different races
I was relieved when I finally encountered a place that looked like a town after starting to play this game.
I'll put off hunting the ferocious beasts of the south for now and proceed with exploring the "Abandoned Settlement of Heretics."

- Abandoned settlement of heretics
You'll progress deeper into the area, solving small puzzles involving hidden doors, stone doors, switches, and moving stones.
I accidentally came into contact with a room full of moving golems, but thankfully, a battle didn't start unless I moved towards the golems.
Further inside, I found my long-awaited second companion, Fauna, and excitedly welcomed her into the party.

With Fauna joining our party, making it a three-person team, we fought the boss Gene and managed to defeat him.
Gene will gain the ability to act twice per turn midway through the battle, and his attacks will intensify.
Lightning's area-of-effect attack is powerful, but if you heal properly with Recover, you can fight it reasonably well.
After defeating Gene, I obtained the "Orb of Wisdom" and the "Heretic's Key".

I used the Orb of Wisdom to expand the shop's lineup for now.
Since the practical use of demonic linguistics was unclear, and it can apparently be learned using magic stones, I decided to put it on hold for the time being.

Kingdom's Cave ~ Pilgrimage Forest ~ Balrock Manor
I felt that Ungues, the boss of the southern cemetery in the Hidden Village of Different Races, was still a formidable opponent, so I used the Pilgrim's Orb I purchased in the Hidden Village of Different Races and headed from the Kingdom's Cave to the Pilgrim's Forest.
Avoiding the formidable red orcs, I made my way through the hidden passages in the forest and, without really knowing where I was going, arrived at Balrock Manor through the sewers.
I obtained "Balrock's Magic Key" in the basement of Balrock's mansion, giving me a way to proceed to the research lab deep within the cave of the different races.

- Daedalus Falls ~ Daedalus's Magic Workshop
Since I hadn't fully explored the pilgrimage forest yet, I left Balrock's mansion and continued on, eventually arriving at Daedalus Falls.
Emeralda, who was in prison, had told me to "head to the workshop by the river," so I proceeded in that direction.

Inside, move the levers in the order of spear > sword > armor > tools, and proceed to the back of the workshop.
Obtain the key from behind the shredder and retrieve Leesa's soul from a nearby room.
After retrieving various weapons and demon orbs from the underground area, we conclude our exploration of the magic workshop.
If Daedalus were a living human, this might be the first time he's encountered a human being without hostility.

Goblin Cave ~ Lightning Peak
I'm impressed by Leesa's ability to act twice per turn, and I continue exploring while avoiding strong enemies.
Along the way, you'll fill in the map by visiting places like the forest above the river and the bee cliff.

The fast-moving birds at Leiguang Peak were a nuisance, but we managed to avoid them and explored the area.
The thrill comes from progressing through the game in a way that feels like an action game.
I couldn't find the teleportation gems properly, and I was progressing without healing for a long time, so avoiding enemies was quite tense.
Just before "Ed the Goblin Hunter," the teleportation gem and magic circle were finally ready, and I breathed a sigh of relief.
Since we had a party of four, we were able to defeat Ed with almost no difficulty and obtained the "Goblin Key".

After freeing Bold's soul in a nearby cave, our fifth party member finally joined.
Judging from Bold's skills, it seemed like applying buffs to Leesa could produce powerful effects.
Although his membership level is a bit low, I decided to try using him in place of Kazaff.
I feel that Kazaff is useful in boss battles because he has a party-wide buff, but when fighting regular enemies, I feel that Fauna has higher destructive power.

Ishtor's Cliff
This map features a series of similar landscapes.
Having obtained the "Lamia's Rope" at the pilgrim's inn, I'll just remember that it can be used in the cave down the cliff on the lower left (near the path with falling rocks), and for now, I'll head down towards the lower right.
I obtained the "Orb of the Tide" in a hidden room in a cave, which I reached by following the purple flowers.
This isn't a type of item used within the prison cells; it's a key item used to progress on the map.

Ishtor Cathedral
The map was quite large, making it very worthwhile to explore.
I looked around thoroughly and found the "Cathedral Key" in a hidden room.

Putting aside a thorough exploration of the cathedral for the moment, I was curious about what lay beyond the Lamia's Rope, so I returned to Ishtor's Cliff and used the rope.
Further on, after defeating Bernard the Earth Spider, I came across an unfamiliar map called the underground city of Melva. I decided to postpone exploring that area and headed south to defeat Ungues in the village of different races.

- Darkus Catacombs
We were able to defeat Ungues with ease, and I savored the feeling of our party's growth.
Recruit Van at the Heretic's Tomb just above the stairs, then proceed further into the Catacombs.
I navigated the puzzle-like mechanisms, bypassed the dangerous-looking "Corrosive Zoras" in the middle, and obtained the "Heretic's Cross" after escaping from the laughing staff.

I sensed that Marca Death, who was in the burial ground further ahead, would be a formidable opponent, so I decided to ignore him for the time being until there were no other places to go, and headed towards exploring Balrock's laboratory.

Balrock's Laboratory
It was an interesting map, with sections where you had to navigate through flames spewed by statues and rooms that required drawing a single continuous line.
I was able to recruit Gale in one of the first rooms.
I managed to reach the treasure chest on the south side of the room that was drawn in a single continuous line by using a hidden passage.
Since I've obtained the Balrock's note, which will allow me to go to the swamps, I decided to head to Azran's research facility, which can be accessed from the Kingdom Cave.
If we can obtain a new key, we should be able to proceed further underground.

Hidden Valley ~ Mezesta Wetlands
In the Hidden Valley, you must proceed deeper while avoiding the cyclops that throws rocks at you.
Since there were many tough enemies, I tried to avoid combat as much as possible.
The Mezesta Wetlands beyond were also teeming with strong enemies, and exploration was difficult due to the poisonous swamps and the sudden appearance of merfolk.
I'll just do a quick search for now and postpone a more detailed exploration.

• Underwater tunnel
Come to think of it, I realized I hadn't defeated the Kraken at the very beginning, so I went back and defeated it now.
We were able to defeat them with ease, and proceeded through the underwater tunnel beyond.

・The Old Bookstore of Brusa
Beyond the underwater tunnel lay the old library of Brussa.
This map features scenery and background music reminiscent of the ancient library from FF5.
Librarian Bari Bari's area-of-effect poison attack was troublesome, but by using Gale's bandage gag and Leesa's cursed black + double action anti-venom, we were able to defeat him without too much difficulty.

Ancient ruins
The party's average level was 25, and the enemies weren't too strong, so it was easy to explore.
Even the formidable red enemy, "Hollow Arachne," could be defeated using auto-battle, demonstrating a level of balance that made it possible.
The ruins had a pyramid-like atmosphere, with many hidden passages, doors, and staircases, making it a fun treasure hunt.
However, the map was so vast that I was lost and didn't know where to go to proceed.
I figured I should probably head towards Margieberg, so I aimed for the bottom right as much as possible.

The veteran Wittgen was able to fully utilize Gale's evasion techniques and fight comfortably.
After obtaining the key to the ruins, we will explore every nook and cranny.
I think I was able to gain quite a bit of experience points on this map.
The ancient puppeteers you'll frequently fight in this dungeon have powerful fire magic attacks, but you can easily defeat them by silencing them with Gale's bandage gag and Liza's curse of black.

- Margiberg - The Old Library of Brussa - Ishtor Cathedral
It's a city that gives the impression of having no enemies, and only the humans having vanished without a trace.
I obtained the "Key of Margiberg" in the first basement, and then later obtained the "Magic Key of Canon" in the basement of the Magic Circle Mansion.
This should open doors to all sorts of places I've seen so far.
And from the center, it leads to the old library of Brussa, and I was surprised to see that it led there.
Use the orb from the third floor of the old bookstore to fly to the center of the cathedral.

In the central part of the cathedral, which was inaccessible from the Cliff of Ishtor side, we witnessed a scene in which a figure believed to be a saint is betrayed.
By setting the "Orb of Sorrow" I obtained in the prison chamber, it became easier to strengthen allies who were lower level than me.

- Darkus Burial Grounds ~ The Sinner's Tunnel
I think there are several places I can proceed to using Kanon's magic key, but for now I've decided to focus on areas I haven't explored yet.
I easily defeated Marca Death, whom I previously thought I couldn't defeat, and proceeded further inside.
Because enemy reinforcements such as zombies appear at the end of each turn, this map tended to prolong battles and resulted in heavy casualties.

To the north, we found the entrance to Canon's coffin, and we can enter with the magic key, but we'll do that later.
In the south, I received a request from a gravedigger to place a cross on a statue of a demon, but the map was dark and difficult to see, so it was a challenge.

Heading south, we found a tunnel leading to Melva.
Following my encounter with the gravedigger Vakkel, I met Noin, a rare survivor of a different species.
Other species may have a higher survival rate because they are tougher than humans.

- The underground city of Melva
Because the map is divided into neatly organized sections, it was difficult to get a sense of where I was.
The lingering thoughts suggest that the alien beings were originally human.
Going further in, we found ourselves in a goblin cave, which led to Ishtor's Cliff, the one we had previously passed through.

Canon's Coffin
It appears to be a facility where various experiments were conducted on criminals in order to create different species.
The fact that they used the character "柩" (hitsuji) instead of "棺" (kan) is rather ominous.
The first level mainly consisted of traps combining slowing floors with guard dogs and flames.
The second level mainly consisted of solitary confinement cells, and the key to obtaining the coffin key was whether you could find the hidden passages.
Stepping into the lava on the third level would inflict heavy damage, so progressing through it was quite tense.
The skeleton enemy symbols that lurked in the shadows and would push you into lava if you tried to pass by were a real pain.
It seemed like there might be a place I could reach by ignoring the lava damage and pushing through, but I figured that would consume a lot of healing items, so I decided to stop exploring for now.

- Alchemist's Hollow ~ Le Croupe, the Cliffside Village
I previously gave up exploring the Mezesta Wetlands because the enemies were too strong, but now that my level has increased, I have more leeway.
After defeating the alchemist Murutol, we proceed further in.

By using the hidden passage in the upper right, we arrived at the cliffside village of Le Croupe.
Le Croupet appears to be a village with ties to Bordeaux, Fauna, and Naomi.
We obtained the key to the old fort through a hidden staircase in the inn, and it was revealed that the old fort was the hideout of Otus's ninjas.
After exploring the alchemist's cavern and solving the damage-dealing floor puzzles, we were able to enter the joint laboratory.

Joint experimental facility
Because it was dark and difficult to explore, we first looked for the magic lantern.
Man-made structures were easy to explore because hidden passages were readily discoverable.
At the very back, I discovered the "Orb of Solitude" and learned about memories related to the protagonist's true identity.
By releasing the Soul Absorption ability from the Soul Chamber, leveling up companions who aren't in the party has become much easier.
From now on, it looks like I'll be able to try it out with various friends.

Balrock's Trap Workshop
Having obtained Canon's magic key, we can now proceed to areas that were previously inaccessible.
There are some sections that require a bit of action, but there is no combat whatsoever. At the very end, you can obtain the Orb of the Old Capital and proceed to Milton.
With Balrock joining the party, we finally have a main mage in our group.
(Because they hadn't yet met Aisha or Crest)

- Pilgrimage Forest ~ Sewers ~ Alcam Plains
While it was possible to go to Milton, I hadn't explored the southern part of the Pilgrimage Forest much, so I decided to head to the Archam Plains.
Bakuhori joined near the entrance, and Rupi joined in the sewers.

Executioner Schmidt was at the entrance, but perhaps because our average level was 35, we didn't have too much trouble.
While it's possible to avoid combat to some extent by using hidden passages and such, I got the impression that the number of battles tended to be quite high.
At the very back, we found the Orb of Mist embedded in a stone slab, and decided to end our exploration for the time being.

- Former capital Milton ~ Milton Vigilante Group ~ Abandoned House
This map is characterized by its desolate atmosphere, reminiscent of Domdora from Dragon Quest 1.
Having obtained the dial number for the Babylon Mansion, it's now possible to go to the Demon World Gate, but the enemies are strong, so I'll put it off for now.

The vigilante leader, Lermitt, is strong, but his fighting style is entirely physical.
By strengthening overall defense with Kazaf and using Gale to disrupt their strategy, countermeasures become relatively easy.
Equip yourself with armor that offers high physical damage reduction and go into battle.
Obtaining "Milton's Key" expands the area you can explore.

By using Milton's key in town to obtain the "mansion key," it became possible to explore the abandoned mansion on the left side of town.
You can obtain the Orb of Agony in a secret base accessible through a hidden staircase near the training area in the courtyard.
It appears that the "son" of this abandoned house was originally the protagonist.
Having obtained the "important numbers" and the "student's key," it seems we can now explore Sena's magic academy.
Furthermore, the "Key to Heterogeneous Hunting" seems to be able to unlock the doors inside Le Croupe's fortress.

Sena's Magic Academy
At the magic academy, you use the student key and important numbers to obtain the key to Building 2 and a diary from a locker.
If you have the "Master Craftsman's Hammer," which can be obtained at the Azran research facility, you can remove the orb from the outdoor stone slab and head towards the student dormitories.
You can also obtain the "Jet Black Magic Key" by using the "Important Number" on the hidden beach of the cathedral.
Using the jet-black magic key seems like it will greatly advance our exploration.

• Ancient ruins (Miracle Chamber)
After opening the pitch-black door, you will battle the ancient saint, Rejiteine.
They possessed attributes that combined human and non-human characteristics, and were strong enough to be defeated in one swift physical attack (average level 40).
Further inside, I obtained items such as the "Orb of Another World."

• Cathedral (Central Sanctuary) to the Cathedral's underground passage
In the hidden basement of the central shrine, activate the lever, then descend the ladder to the basement and use the jet-black key.
"The Devourer of Sin" is troublesome because of its status abnormalities such as disease, confusion, and frenzy, but if you have your main attacker deal with them, it wasn't too difficult.

- Canon's Coffin (Aiming for the 4th Layer)
I decided to try again to defeat Lopeo of the Coffin, whom I had previously failed to defeat.
Perhaps because our level has increased considerably, we obtained the key to the torture chamber without much difficulty.
And I was able to obtain the "Orb of Hatred," which is the final orb of memory.
Based on what I've seen and remembered so far, I feel like I've come to understand various facts.

After that, I saw what's called the "Saint Ending" in the prison, and experienced my first ending.

- Margieberg (small church) - Azran Research Facility
I was astonished to find myself in a place that looked exactly like a prison cell after opening the pitch-black door.
It's surprising to learn that Emeralda performed her ritual here.
After killing Emeralda, I obtained "Azran's Magic Key" and "The Truth of Rebirth."

After that, I saw the second ending in the prison room.
The resurrection ritual failed, and the war-torn era continued—a kind of "war ending."
I defeated Gordon at Azran's research facility and obtained "The Truth of the Kingdom" and "The Forbidden Art Construction Diagram."
I will cast a forbidden spell in Emeralda's place and head towards the prison chamber.

- Prison Room
I went back to the other side of the closed door and spoke with Alfred again, and a new set of options appeared.
However, first, choose "Kill," just like in endings 1 and 2, and check the third ending.
He killed Emeralda and stopped the ritual, but then he makes the bizarre move of performing the ritual himself again.
Judging from the subsequent developments, it seems the story will end in a "destruction ending," where the saint uses all of their power for destruction.

Choosing a new option will finally revive you in a physical body, and Azran will declare war on you.

Tower of Demon Release
With Azran's magic key, you can climb to the top floor.
On the third floor, be careful as there is a hidden door leading to the northern outer wall in the room next to the red treasure chest in the upper left.
On the dial of the image above, setting it to G (top left), A (bottom left), E (top right), R (bottom right), and S (center) will allow you to move the lever.
(It also works with bottom left E and top right A, but the lever didn't move in that case: ver1.13)
To access the pitfall on the 5th floor, align the statues on the 4th floor with the following positions: top left C, bottom left N, center N, top right A, bottom right O, then pull the lever to reveal the path.

In the upper floors, there are gems that can take you to the demon world.

・The Great Hole of the Demon World
Azran awaits you at the very back.
If you are defeated by Azran, you will see the fourth ending where you lose.
After Azran himself disappeared, it appeared that the demon he had made a contract with was collecting his magical energy.

Azran will heavily use ice and sleep magic.
If you can counter these two things as much as possible with your equipment, I don't think you'll have too much trouble.
After defeating Azran and watching the credits, you'll be presented with a choice.
Choosing self-destruction led to the fifth ending, where the Raga Kingdom triumphed over Canon and different races prospered.
Turning back to the prison chamber, the adventure to close the gate of release begins.
The "Spirit" system, which allows you to adjust levels that have risen too high, will be unlocked.

Up to this point, the protagonist's level is 45, and the playtime is exactly 20 hours.

Second half

- Demon World Gate ~ Rastarine's Little Garden
After defeating Azran, I headed to the Great Hole in the Demon World and was able to pick up the Demon's Emblem.
This will allow you to access the entrance to the demon world gate, which can be reached from the Library of Babylon, and explore it.

Witch Village Norkamfa
From Razia's account, it is revealed that the Demon Gate was opened through a contract between the Kingdom Defense Association and demons.
After hearing more details from Catherine, he learns that the Royal Defense Association is located deep within Milton's magic academy, and that he must defeat three witches, and he receives the "Witch's Magic Key."

Sena's Magic Academy ~ Kingdom Defense Association
After using the witch's magic key, defeat Sena, and then remove the orb further inside to deactivate the protective magic.
Within the Defense Association, you could defeat enemy symbols in one hit by attacking them from behind, much like in a stealth action game.
You can fight them normally, but since you get a decent amount of souls when you defeat them in one hit, I actively aimed for that.
The trio of Zarya, Galakua, and Law were formidable opponents.

Canonskron Castle
The immediate objective is to destroy the four crystals that are sealing the door on the second floor.
By lighting a flame on the floor in front of the dragon statue and moving in a single continuous line, you can unlock the nearby door.
While it's difficult to draw in a single continuous line in some places, you can correct it by taking a step back, even if it means risking damage.
Be careful, as it can inflict significant damage.

After obtaining the key to Canon's Chron, proceed down to the lower floor through the hidden passage to the right of the lingering spirit on the 2nd floor that says, "Strangely, there is no custom of dragon worship in my kingdom" (I had a hard time finding this part).
Samuel is a formidable opponent, but Thor's dragonkin, whom he brings in as reinforcements, are just as tough.
Use electric shocks or other means to exploit its weakness and defeat it in one go.

In the King's chamber, you can obtain the "King's Key" by defeating the moving mass of flesh (King Liam).
Behind the king's bed is a staircase leading to a secret passage, which connects to the first floor of the alien cave.
Additionally, there is a hidden staircase near the red carpet in the center, and a lever that reveals the path leading to Canonskron Hill.
You can fight Thor the Storm on the hills of Canonskron in the back.
They are quite formidable opponents, but you can defeat them if you level up sufficiently.

In the hidden basement behind the piano in the king's chamber, there is a contract to release demons.
By offering this to Razia, I was able to see the sixth ending, where she closes the gate of demon release in exchange for her own lifespan.

Additionally, you can teleport to Azran's research facility from the magic circle.
There is another hidden passage next to the connecting path accessible from the tiles mentioned in the note, where you can obtain the "Frontier Magic Key".
You will now be able to proceed from the fourth level of Canon's Coffin.

- Shortcuts ~ The Witch's Great Snowfield
There is a long escape route from the bookshelf at the back of the torture chamber in Kanon's coffin.
Beyond that point lies a vast snowfield, which can be accessed by using the Frontier Magic Key.

Visibility is regularly obscured by blizzards across the vast snowfields.
Hiding on the ice or inside caves can reduce the number of battles you have to endure.
First, head to the back of the northwest area and defeat the ghosts of the people of Ledo to obtain the slash-and-burn magic orb.
After that, you use a magic orb on a single path along a cliff in the northeast area, then you chase after "The Devourer" and manage to escape.
I think it's easier to avoid obstacles if you start after the blizzard has stopped.

- The abandoned town of Ledo ~ The frozen castle of Ledo
A frozen, deserted city somehow gives off the feeling of being near the end of an RPG.
Inside the castle, pulling a lever opens a door, but there's a gimmick where you have to pass through the door before the ghost that goes to close it can do so.
The action elements were refreshing.
However, if you manage to find hidden passages or other secret locations, it seems you can prevent ghosts from appearing and proceed slowly.

Medra primarily attacks with ice-based attacks.
Use the "Evaporation Crystals" you obtain to eliminate the crystals south of Ledo and proceed further.
Additionally, immediately after defeating Medra, you can obtain the "Witch's Number" and the "Pure Teleportation Gem" in a hidden passage to the right of the hidden room.

Goliath's Lava Caves ~ Hōryūden
Bats are moving around inside, but they won't move onto the red fragments, so keep that in mind if you want to avoid combat.
In the lower levels, you'll find the half-demon Siegfried. After defeating him, using the Evaporation Crystal will allow you to enter the Dragon Hall.

The interior features large hidden doors and staircases.
In the "Void Chamber" in the western area, you can eventually obtain the "Key to the Dragon Hall" by systematically identifying the locations of hidden staircases starting from the basement.

In the "Eight Rooms" located in the eastern area, obtaining the "Foot Protection Orb" in the second hidden room from the right, on the lower south side, will expand the explorable area.
After using the foot protection orb, use the magic circle in the lower left to teleport, and then proceed through the explosion area to the left.
I think it's best to prioritize getting through and ignore the treasure chests along the way for now.

In the area where taking the wrong path will result in an explosion, you can pass through in the order of 6th, 1st, and 4th from the top.
In the next area where the fire-type enemy symbols are moving around, you should be able to get through safely by avoiding the paths where the floor is black.

- The Hidden Passage of the Crouching Dragon
If you go all the way through the Hōryūden, you will reach the Fukuryūden.
The dragonkin Unloader, who blocks the path to the witch's chamber, has very powerful physical attacks.
If you're aiming to defeat it, make sure you have equipment that provides overall defensive buffs and stun resistance before you challenge it.

Further ahead, you'll face off against Riard.
You can easily defeat it by taking measures against its magic attacks and exploiting its weakness to ice.
Having defeated Unloader, Riard was considerably easier.
Defeating it will reward you with the "Dragon Eater Key".
If you go south from where Riard was, through the lava, you'll find a hidden door.
Further ahead, there is a place where you can offer a total of eight fragments of another dimension and a half-demon skull.
Since I don't have either of them, I'm going on a quest to collect them.

Execution site ~ Executioner's village Silens ~ Morgue ~ Heretical engineer's workshop
Using the "Executioner's Key" given to us by the half-demon Albert, we proceed through a hidden door in the basement of the Milton Vigilante Group.
Once you leave the execution site, you'll arrive at the executioner's village of Silens, so collect jade from each house to reach the morgue.
Alternatively, it seems there's another way to enter through the hidden passage on the left after defeating Cester.

The underground areas have poor visibility and a large number of enemies, so battles tend to be frequent.
Let's move forward while taking measures against highly toxic substances and diseases.
Deep within the long, long dungeon lies the beheaded Ekaterina.
They're not very tough, so it might be best to take them down quickly by using instant-kill countermeasures.
After defeating Ekaterina, I was able to obtain a fragment of another dimension.

However, even though I used the "Exorcism Orb" on the lowest level, I was unable to purify it.
After obtaining the "Cremator's Key" in a house on the outskirts of the village northeast of Silence, it seems you need to return to the stairs leading to the Heretic Engineer Gene's chamber, obtain the "Purifying Black Orb," and use it to complete the purification.

We return to the area of the other races and explore the area beyond where we used the Cremator's Key.
It has puzzle-like mechanisms, but I didn't have too much trouble with it.
I successfully obtained the "Black Orb of Purification" and the "Great Spear of Fauna" in the back, and then returned to the morgue.

First, we will activate the black orb from the black hole in the outdoor public execution site to purify it.
Next, we will use it in three locations on the first basement floor: the area at the far left of the center, the area slightly to the upper left of the center, and the area slightly to the lower left of the center.
I didn't have the key to open the gray door inside the morgue, but I was able to enter through a hidden passage nearby.
On the second basement floor, the black orb activation point is in the upper left area.
Activating the black sphere should be completed in these five locations.
(Of course, you will also need to activate all the magic circles that eliminate the green symbols.)
I activated the artifact detection statue from a side passage in the underground hidden corridor and obtained "Albert's Sea Chart" and "Half-Demon Skull".

Witch's Great Snowfield
In search of fragments of another dimension, I have returned to the vast snowfield where the blizzard had stopped.
Warp northwest, then head north through the cave on the lower left to reach the shrine.
Using the witch's number obtained in Ledo, we head to the hidden basement.
Further on, we collected the fragments of the alternate dimension, and now we have them all.

Riard's Magic Circle
By offering the Fragment of Another Dimension and the Half-Demon Skull, and typing "Razia" into the central statue, I obtained the "Ambiguous Skull."
Beyond the open door, you will obtain "Riad's Heart" and be ready to unlock the ending.

Witch Village Norkamfa
I went to Razia and, first, I retrieved the seventh Witch Empress Razia End by simply sacrificing my lifespan.
Next, by suddenly raising an ambiguous skull, we also achieved the eighth ending.
Furthermore, I unlocked the ninth ending by taking advantage of the moment after she answered that she would sacrifice her life, raising the skull, and then losing the battle against Razia.

You can't damage Razia unless you defeat the minions she spawns in sequence.
Once you defeat the four minions, you'll finally be able to attack Razia, but she'll put up a shield that reduces all damage.
Furthermore, once you inflict a certain amount of damage, the shield will break down, so when that happens, finish them off in one go.

After defeating Razia, you will be summoned by Aram, the leader of the demon world, and the game will return to a save screen.
The conversation will change depending on your subsequent choices.
The first three options that ask about your objective don't really make much difference regardless of which one you choose.
If you choose the option "Abandon everything," you'll reach the tenth ending. If you choose "Walk down the endless road," the game continues.
You will receive the "Demon Lord's Emblem" when the conversation ends.

- Breeding pond, Lazia's House
If you leave Duke Aram's mansion and head immediately to the left, you'll find a place where you can pass if you have the Demon Lord's Emblem.
Further inside, there is a breeding pond where you can learn why demons welcome saints and how demons are born.
That's where you obtain the "Ancient Mixed-Race Numbers."

At Razia's mansion, you can obtain "Razia's Heart" and learn about Razia's thoughts by reading her journal.
Additionally, we can hear new stories from Catherine, Eudokia, and Babylon.

The mouth of the heart
From the mouth of the heart that appears south of the prison chamber, you can now access an area where you can offer the memories you have acquired so far.
If everything was there, there wouldn't be a problem, but I was missing one thing.
It seems I had missed out on obtaining the "Memory of Medicine," which is supposedly obtainable in the alchemist's dwelling in the Mezesta Wetlands, by putting off my exploration, so I went to retrieve it.
After that, once I had set aside all my memories, a path opened up for me to move forward, and I arrived at the depths of my heart.

Deep inside
It seems that four memories are needed here, but at this point I only had the "paranoid memory," so I decided to look for the other three.

"The Silent Man's Memory" can be found in the basement of the shrine after defeating Herbert in the coastal cave, following a conversation with Eudokia and obtaining the Heart of Return.
However, you cannot enter unless you have obtained the "Moon Emblem" and the "Sun Emblem" as prerequisites.
You can also obtain the "Proof of the Saintly Covenant" underground.
By giving this to Eudokia, you can see the 11th ending, although it doesn't have the staff roll.

"Memories of the Empire" is accessed by going into the "Ancient Sacred Chamber," which is even deeper within the Forbidden Magic Chamber of the ancient ruins (a number obtained from the breeding pond is required).
If you have mastered "Ancient Linguistics" with the Orb of Wisdom, you can obtain a lot of ancient information from the writing on the walls.
Obtain the "Ancient Sacred Key" from the hidden door in the upper right, and if you continue exploring, you will find the "Queen Darcus's Number," and further on, on the Ancient Sacred Coast, you will find the "Ishtor's Orb" and the "Memory of the Empire."

"Mother's Memory" can be obtained in the area at the southern end of Melva where the ground is a different color, after entering Queen Darcus's number.

・ From the bottom of my heart
By offering four memories, a ladder will appear, allowing you to reach the depths of your heart.
You can obtain the "Reverse Droplet" by stepping on the skeleton there.

Ishtor
Using Ishtor's Orb in the "Friend's Chamber" of the coastal cave (the place where you obtained the memories of the silent man) will allow you to travel to Ishtor.
Use the "Reverse Droplet" to remove the barrier at the entrance and you can proceed.



After receiving my own home, I was able to have Eudokia break the saintly covenant and see the final ending.

 

The title screen has changed from displaying "Fanastasis" to displaying "anastasis".

This game is a journey that, from the very beginning, is solely about uncovering one's own past.
If the first half was a journey of searching for and confronting the past, the second half was a journey of settling accounts with the past.
However, finally reaching Ishtor and meeting living people made me feel as if my existence had finally been acknowledged by others.
Having their existence acknowledged and being given a home, they felt a sense of hope that their "future" would finally begin here.
I want to make my own ending to this story one where I don't break the saintly contract and instead start a new life from here.

I was deeply impressed by the way the title "Fanastasis," which evokes the word "fanatic," changes to "anastasis" at the end.
I think the title represents both the resurrection of the people gathered in Ishtor and the protagonist himself settling his past and achieving true resurrection.

If I were to play through the game a second time, I'd like to take the route where I defeat the Kraken early on.

Character impressions (contains spoilers)

In the early stages of the game, characters who weren't in my party wouldn't level up, so I stuck to a fairly fixed party for my adventures.
There were many characters I ended up not using at all until I cleared the game.
I'd like to briefly introduce some of the characters I've used.

・Amata
The main character and healer plays a crucial role.
While she can also act as an attacker, I primarily focused on her role as a party healer, using abilities like Recover for area-of-effect healing and Raise Dead.
All healing spells are useful, but they require a lot of SP, so rather than using them indiscriminately, I carefully considered when and how to use them.

Kazaff
Since it was my first companion, I used it for a relatively long time.
Because it's easy to use to boost the attack and defense of the entire party, it's generally seen as having decent performance as both an attacker and a support character.

Fauna
This is the third member we added to our group.
Although it mainly consists of single-target attacks, it has plenty of skills that exploit weaknesses, so it was great that it could deal some degree of damage to any enemy.
Ultimately, he played a long and successful role as a regular member of the team.

・ Leesa
My impression of him was that of a magic warrior who prioritized a high number of attacks.
Both are somewhat mediocre, but their ability to act twice is powerful, so they remained regulars for a long time.
There were many situations where it was useful, such as quickly providing support by using single-target healing items twice, or attacking safely while guarding.
After obtaining the Demon's Gauntlet, I equipped it along with the Magical Duerhythm and used it as a killer machine to slice and dice enemies.

・Bold
This character's appeal lies in their ability to enhance a single target's attack power with buff-type skills.
Initially, I enhanced Leesa's attack power to create explosive offensive capabilities, but I replaced her with Gale because it was too time-consuming and cumbersome.

・Gail
This character can act as both an attacker and an evasion tank, capable of tanking with a high evasion rate.
While vulnerable to attacks, with the right skills, it can be quite powerful against enemies that use physical attacks.
Since there were fewer enemies using physical attacks, I removed it midway through.

Van
This character is an excellent attacker with high offensive power thanks to their dual-wielding style.
While your defense is lower because you can't equip a shield, you can absorb HP by dealing damage to enemies, so it's not a problem if you can keep attacking consistently.
However, because its HP and defense were low and it was often defeated, I stopped using it in the later stages of the game.

・Balrock
Although it has low durability, it is a magic attacker that can unleash powerful magical attacks with its enormous MP and magic power.
Using the Orb of Wisdom to teach magic that doesn't consume SP was very convenient, as it allowed me to cast fairly powerful spells right from the start of battle.
Resist Field was useful against enemies with intense magic attacks, and Obliterate, a one-hit kill spell, was a powerful attack method that could hit any opponent.

 

Here's another recommendation: a compilation of free RPGs featured on this blog.
A collection of articles introducing recommended free RPG games.
For other games featured on this blog, please see this article.
A compilation of gaming-related articles featured on this blog.
0 0 票
Article Rating
申し込む
注目する
guest

0 Comments
最も古い
最新 高評価
Copied title and URL