This article is about "HollowSky," a non-field card battle RPG created with RPG Maker MV.
This game is appealing because of its grand storyline and the strategic element of building a game around the synergistic effects of the cards.
I played at a leisurely pace, trying out various things along the way, and my first playthrough took about 5 hours.
When I played through the game a second time or later with a different character, it took me about 2 to 3 hours.
There is currently only one playable scenario, but it is a complete and self-contained scenario.
It has been announced that more new scenarios will be added in the future.
postscriptA new scenario, Scenario A, was added in July 2022.
The completion time was about two hours.
I think I was able to clear it a little earlier because I had already completed Scenario B.
Game Overview

The story begins with the goddess Kotoka waking up and being surprised to find herself in a world different from the one she created.
You will explore a mysterious world where Kotoka's powers as a goddess are ineffective, together with your companions.

This game adopts the format of a non-field RPG.
Dungeon exploration is simple, consisting only of moving forward and backward.
Battles with enemies will occur at specific locations, and a boss battle awaits you at the deepest part.
Defeating the boss advances the story and allows you to explore the next floor.

The battles are turn-based card battles.
As you use cards from your hand, your AP decreases by a set amount, and when you run out of things to do and choose "End Turn," the turn shifts to the enemy.
All unused cards in your hand are moved to the discard pile, and new cards are dealt from the deck in your next turn.
Each time you take damage, you accumulate CP (Carnage Points), and by consuming CP, you can use a powerful special move called "Airborne."
There are several types of airship equipment available for each character, so it's best to equip the one that matches your current tactics.
In battles, various terms appear, such as the concept of a "barrier" that absorbs damage instead of HP, and status effects that give you an advantage or disadvantage in combat.
While many of these effects can be intuitively imagined, I believe that having a solid understanding of their specifications will allow you to compete more effectively.

At your base, you can switch out the characters you're using and purchase cards from the shop.
You can use the SP you earn from defeating enemies to make purchases, so it's a good idea to check the shop whenever new cards become available.
Review (no spoilers)
I completed the game once with each of the four characters.
Each character has their own unique cards, and it was fun because you could fight using different strategies for each of them.
In the early stages of the game, there are few specialized cards, so the fighting style tends to be similar no matter who you use.
However, as the game progresses, you gradually get to showcase each character's unique strengths, and that feeling was really enjoyable.
When your AP (Action Points) reach 4 in the later stages of the game, you can do more in a single turn, which broadens your tactical options and makes the game much more interesting.
Basically, I mostly bought cards at the store by spending SP, but buying individual packs often included cards that weren't available at the store.
Buying a specific card at the store guarantees you'll get what you want, but buying a pack gives you a random mix of cards, which I found fun because it felt like a gacha game.
One point that concerns me a little is the effect of the generated cards.
This game includes cards with effects that generate cards when used, such as Abduction and Logical Phenomenon.
There were some cards whose effects I couldn't understand without actually seeing them in battle, so I thought it would be nice to be able to check them in situations other than combat.
The story was grand in scale and very interesting.
The game has a lot of depth to it, so I'm looking forward to future additional scenarios.
I understood why it's labeled a "meta-fantasy RPG" after I finished the game.
The game makes generous use of original graphics, and the background music also seems to have been carefully selected.
I think people who enjoy deck-building card games or non-field RPGs will find this quite enjoyable.
The game isn't easy, so those who aren't good at strategy-focused RPGs might find it challenging.
Since you can't just brute-force your way through by leveling up, you need to develop a proper strategy.
やや難しめだからこそ、上手くクリアできた時の感動もひとしおでした。
Strategy Notes: Scenario B (Contains Spoilers)
This section will describe the user experience and impressions of each character.
When I first started playing, I was switching between various characters, but partway through, I changed my approach to sticking with the same character and clearing the game that way.
With this playstyle, there are some enemies that are difficult to defeat depending on the character type, but I felt that it deepened my understanding of each character's characteristics and tactics.
A point common to all characters is that if you find the boss difficult, using the three types of "Developmental Void" before the battle will give you a slight advantage.
(This is also written in the walkthrough hints included with the game files.)
My personal impression of the strength and ease of use of each character was "Reine > Altair > Kotoka > Shilt".
Kotoka (First playthrough)
While the individual cards in your hand aren't particularly powerful, I think this character can fight consistently if you skillfully use cards that are strengthened by factors like the number of hits.
Conversely, it might be difficult to win without using such tactics.
・First layer
Before proceeding to the first floor, use your SP to purchase individual spaces.
The initial Slash attack is weak, so aim to replace it with High Slash or Double Break.
Buying individual empty packs for 50 SP through "Consumables Generation" is also a good option as it's relatively inexpensive.
・Second layer
The boss, the False World Sorcerer, was a very tough opponent.
I realized that simply playing cards that deal a lot of damage isn't enough to win; you need to be mindful of the synergy effects, which are one of the game's main attractions, and use them strategically.
The key card for defeating them was Earthbreak.
Earthbreak deals more damage the more hits it lands, so it worked very well in combination with cards that can rack up hits, such as Shurogismos and Double Break.
If the opponent doesn't attack, the hit count carries over to the next turn, allowing you to rack up even more hits and aim for massive damage.
Abduction is also a way to rack up hits, and using it generates the attack card "Thought Spear," which can be used with 0 AP.
By consistently using Abduction from the early stages of combat, you can increase the proportion of "Thought Spear" cards in your hand, which simply increases the number of attacks you can perform.
Incorporating "Quick Guard," which disappears after use, was also an effective strategy for reducing damage while simultaneously compressing your hand.
I feel like the foundation for my strategy when using Kotoka was established here.
・Third layer
The boss, the rampaging clone, could be defeated by Kotoka using the same tactics as the boss of the second layer.
I incorporated a logical phase to improve my strategy and cycle through my hand more quickly, but I was able to win by basically using the same tactics.
・Fourth layer
We managed to get through the boss's Void Dragon type + Mud type x2 using Kotoka's strategy.
The strategy is to primarily use Abduction in the early stages to defeat the slime-type enemies, and then aim for massive damage with Earth Break after racking up hits.
Incorporating a good amount of Logical Faracy makes it easier to land Earthbreak at the right moment, so it's quite useful.
The strategy for racking up hits is the same as last time, using plants like *Syringa japonica*.

- From the 5th layer onwards
Once you obtain Xenon Paradox, you can shift away from the strategy of racking up hits with Earth Break.
Xenon Paradox can deal damage equal to the number of cards played during that turn multiplied by 4.
Therefore, by generating many AP0 cards such as Thought Spear and Reasoning, you can deal significant damage with Xenon Paradox.
This attack method can serve as a base, and players can then build their decks according to their preferences.
- Upon completion
The deck used to defeat the final boss was as follows:
I think there's still room for improvement, but this is the state it was in when I first completed it.

Earthbreak
I think it would be fine to change it to the Zenon paradox, but I haven't made any changes.
・Parallel chant
Equipping it lowers your attack power and other stats, but the +1 AP for 4 turns is a significant benefit.
I think it was useful in Kotoka, where the number of moves is crucial.
Quick Guard
It reduces damage by 5 and disappears after use, allowing you to thin your hand.
If you change your perspective, you can think of it as the same as restoring 5 HP beforehand at no cost.
・Fast thinking
I used it in the later stages of battle when I wanted to finish off my opponent in one turn.
Since it disappears after use, I conserved it and used it sparingly in the early stages of the game.
Cogito ergo sum
I was using it as a means of recovery.
It's effective because you can recover a lot of cards at once if you have many in your hand.
The fact that it increases attack power by +3 for two turns and allows you to draw three cards is also a point that shouldn't be overlooked.
If you have two cards in your hand, you can use both to recover a large amount of health at once.
Amplify
This card, which adds three AP0 cards to your hand while also boosting your offensive capabilities, is particularly useful in the later stages of combat.
If you are generating a lot of thoughts and inferences, you will be able to draw many cards.
It also pairs well with the Cogito Ergo Sum.
Logical Faracy
Its attack power is average, but its ability to generate inferences and compress your hand is a major advantage.
Zenon's Paradox
This is Kotoka's main attack method.
The power increases depending on the number of cards used in the same turn, so generating many Reasoning or Thought Spear cards will create a greater synergistic effect.
Dialectic
When used, it restores regeneration and recovers from negative status effects while adding three inference cards.
Since it disappears after use, I used it with the understanding that it was a one-time recovery method or a way to instantly enhance the Xenon Paradox.
Spiral Doxa
This is a convenient normal attack method that deals normal damage, generates a Thought Spear, and inflicts paralysis for just 1 AP.
I found the "Thought Spear" to be appealing and useful because of its generation effect.
In battles with a large number of enemies, we used Abduction instead.
- Hero's Memory / Sage of Calculation
I was using AP0 in an amplification-like manner.
I think it would be perfectly fine to switch to an amplifier.
- Hero's Memory - War Demon's Spirit Training
It increases both offense and defense and grants a regeneration state, so it was easy to use as it could be used for both offense and defense.
That said, since it disappears after use, it won't significantly change the course of the battle.
- Hero's Memory - Piercing Flash
Because it attacks while ignoring barriers, it felt like it could consistently inflict moderate damage in any situation.
There's a 25% chance of a critical hit, so it was possible to inflict unexpectedly large amounts of damage.
・(Airborne) Linguistic concreteness/Conjunction
This effect restores approximately 6 HP while also increasing your hand size by one card.
Since it only costs 4 CP to use, the fact that it can be used relatively easily was also a great advantage.
Along with Cogito Ergo Sum, it proved to be a very reliable means of restoring HP.
The healing methods available in the early stages were insufficient, so I had no choice but to adopt a strategy of overwhelming the enemy rather than focusing on restoring HP.
However, by utilizing Cogito ergo sum and linguistic concretization and conjunction, I felt that these methods could finally be used as legitimate means of recovery.
Altair (2nd playthrough)
In the early stages, you won't be able to easily grant your preferred sword skills, so you'll need to fight steadily and patiently.
From the mid-game onward, as you acquire a variety of swords, you'll become increasingly powerful through the extension of buffs and the granting of barriers via Sword Spirit Synchronization.
The way he continuously creates swords, increasing the number of offensive and defensive moves, is like <Unlimited Blade Works>It looks cool.
・Second layer

The boss, the False World Sorcerer, was a tougher opponent than Kotoka.
However, since it was my second playthrough, I had a better understanding of the system, and I was able to defeat it without much difficulty.
Since I didn't have an abundance of SP, I prepared plenty of Quick Guard, which I found useful, and then focused on attacking to deal as much damage as possible.
I'd like to think about a more relaxed fighting style.
・Third layer

The boss's rampaging clone was defeated using the deck described above.
This strategy involves using the Steel Sword and Heavy Strike Sword to grant the sword effect, and then immediately using Sword Spirit Synchronization to maintain that state as much as possible.
The idea is to eliminate cards like Quick Guard as quickly as possible to maximize the damage dealt.
・4th to 5th layer
By increasing the number of "Sword Spirit Synchronization" cards to two, it's now possible to maintain a state where two types of swords are always attached, further increasing stability.
I feel like I'm finally starting to understand Altair's fighting style.
・6th to 7th layer

The boss, the Lightning Dragonkin, gave me quite a bit of trouble.
This was because their defensive formation increased their resistance to our main attack methods, preventing us from dealing as much damage as we wanted.
However, by incorporating the Flame Sword as a new weapon, and further adding Sword Spirit Synchronization and Sword Dance, it became possible to maintain a certain level of barrier without relying on Quick Guard.
Thanks to those efforts, we managed to win by the skin of our teeth.
Using the same tactics, I was able to defeat Almiria on the next floor much more easily than the Lightning Dragonkin.
- From layer 8 onwards
With the addition of new types of swords like the Flash Sword and Thunderclap Sword, the barrier effect from Sword Spirit Synchronization has grown significantly, allowing me to overcome enemy attacks.
Furthermore, increasing your barrier while attacking with Blade Release will make your defense even more secure.
By using a shield charge in conjunction with the increased barrier, you can inflict even greater damage.
- Upon completion

・Super concentration
It was useful for adjusting my hand when I couldn't draw Sword Spirit Synchronization and a sword at the same time.
It can only be used once, but it's effective when you want to quickly prepare for battle at the beginning of the fight.
Create: Sword
There's no need to rush into using it, but using it after you've prepared your attacking formation can significantly boost your offensive power.
There's also a bonus feature that creates a high slash with zero cost.
I really appreciate that the creative features aren't automatically canceled and continue indefinitely.
Create: Shield
If it appears early in the battle, you'll want to use it as soon as possible.
Even though the resistance is only slight, it's helpful that it keeps increasing throughout the battle.
The barrier effect of 15 is also effective as a temporary measure until the guard stance is established through Sword Spirit Synchronization.
Create: Gauntlet
Like other creative cards, this is a card you'll want to use in between other activities.
The acceleration effect is temporary, but the 25% increase in evasion provides unexpected leeway, which is very helpful.
Quick Guard
This is a temporary measure to bridge the gap until you can properly defend with your sword.
Steel sword
This is my favorite sword from the very beginning.
Rather than being used for its performance on its own, it's incorporated as a material for sword spirit synchronization.
Heavy Strike Sword
This is also a material for sword spirit synchronization.
It consumes 2 AP, but the attack power is decent.
Flame Sword
This is for sword spirit synchronization.
Its offensive capabilities are no different from a heavy sword, but the ability to inflict the burning status on enemies is a welcome feature, allowing for continuous damage.
・Thunderclap Sword
This is for sword spirit synchronization.
It costs 3 AP to use, but it deals a commensurate amount of damage to all enemies, making it very useful in battles with multiple enemies.
Flash Sword
This is for sword spirit synchronization.
While its attack power isn't high, the effect of increasing evasion and critical hit rates by 15% is significant.
Sword Spirit Synchronization
I think this card is crucial to Altair's tactics.
Since it consumes 0 AP, you can effectively make the sword's effect last almost indefinitely by incorporating multiple copies.
The more swords you have, the stronger the barrier effect becomes, so including the maximum number will give you a solid advantage in battle.
Spirit Defense Formation
I incorporated it because I wanted to strengthen the barrier.
You could also change it to a recovery card or something similar.
Shield Charge
This card can be a significant source of damage in the later stages of a battle, once your barrier has been sufficiently strengthened by Sword Spirit Synchronization.
If you can maintain your barrier long enough for this card to be effective, then you can rest assured that you're in the right place for that battle.
- Blade release
I think it would be good to include Shield Charge, depending on your preference.
Although it consumes AP, you can attack while simultaneously creating two barriers, allowing for a solid offensive strategy.
- Hero's Memory: War Demon's Spirit Training
I've included it because it can be used for attack, defense, and healing—anything!
Reine (3rd playthrough)
While the special cards have the drawback of generating a curse, their base power is high relative to the AP cost, making them simply powerful.
The character's drawback, the curse, can be turned into an advantage by the reversal curse of the empty equipment "Collapse and Revolve: All Things Without Self," which makes him undeniably powerful.
・1st layer ~ 2nd layer
Just like with other characters, you should prioritize replacing your initial cards with ones that are superior to them.
Quick Guard is useful, so it's important to equip as many of them as possible.
Also, try to change your attack method to something like "Kyuu" (a type of attack) as much as possible to replace Slash.
Reine's exclusive S-Drive can attack while also creating a barrier, so it's convenient to equip multiple copies of it.
Decadus deals average damage, but it has a slight advantage because it can inflict the poison status.
・Third layer
Chaos Noise and Ephemeral Reactance are powerful cards that offer high attack power despite their low AP cost.
However, since it generates a curse, overusing it will clutter your hand with cursed cards.
In the early stages of a battle, when you want to quickly reduce the number of enemies, it's a good idea to think of it as "borrowing actions in advance" and fight with the understanding that it's okay if you generate some curses.
Once the number of enemies decreases and things calm down, you'll have more time to use up your curses, and even if the curses increase to a certain extent, you might be able to avoid using them and avoid having to use them up at all.
This card is very much in line with Reine's style, so I'd like to actively incorporate it into my deck and enjoy it.
- Layers 4 to the final layer

For the air-based attack, instead of using the "Collapse and Revolve: All Phenomena Without Self" technique, I employed a strategy that utilized the "Reversal Curse."
ホロウブレードを最優先で使用してCPを稼ぎ、ケイオスノイズとエフェメラルリアクタンスで生成した呪縛を反転呪縛に変化させる戦法です。
Reverse Bind is a powerful card that grants high attack power while healing the user, so I felt that if you could quickly cycle through your hand, you could defeat enemies quite quickly.
The idea is that once you have three "Curse" cards in your hand, you activate Reversal Curse.
We were able to defeat the boss of the fourth layer in this way.
Elmiria on the 7th floor generates a curse on my hand, which actually helped me out.
In the end, I was able to clear the game without changing my basic strategy until the final stage.
This character was capable of clearing boss battles with ease, even without using items to power up beforehand.
- Upon completion

Hollow Blade
This will earn me CP so I can use the Reversal Curse with the airborne equipment.
It's not particularly powerful, but it's a card you'll want to use as a priority.
Create: Shield
I incorporated the creation system after realizing its usefulness while playing Altair.
This equipment is intended to boost your defensive capabilities.
Blood Drain
The basic strategy is to recover HP by using Reversal Curse to reverse the curse, but this is an alternative way to recover HP when that's not possible.
When your HP is below half, the damage is multiplied by 1.5, making it simply powerful.
I think a deck that uses this hand as a base and then revolves around cards like Trans Ego and Overdose would be interesting.
Vicious Aurora
It was useful for attacking all enemies, but the effect of extending the number of turns for unfavorable elemental attacks was also quite useful.
Chaos noise
This is a basic card that creates a curse.
The relatively high damage output and the ability to inflict darkness are significant advantages.
ephemeral reactance
This card can deal a decent amount of damage with 0 AP and also inflict the curse effect.
- Hero's Memory: War Demon's Spirit Training
It's useful for offense, defense, and healing, so you'll want to include it in your team right away.
・Super concentration
Although it disappears after use, it can be used with 0 AP, making it a trump card when you have excess AP or when you can't find the card you want.
- Zerfaren Selbst
In addition to dealing high damage that penetrates barriers, the ability to inflict weakness is a major advantage.
A Level 3 curse will be generated, but since I'll be using Reversal Curse anyway, I don't really care what level the curse is.
Shilt (4th lap)
Many cards in your hand become stronger the more times you reload your deck.
Therefore, in boss battles that tend to drag on, engaging in a war of attrition allows you to deliver a decisive blow in the later stages of the fight.
However, if there are many enemies, you need to reduce their numbers quickly, otherwise you will be defeated before you can strengthen your forces.
Depending on the type of enemy, you may need to use different deck types and change your tactics accordingly.
I managed to clear the game without a clear answer as to how I should have fought, so I'll just leave it at that for now.
・1st layer ~ 2nd layer
Just like with previous characters, the goal is to collect four Quick Guard cards, while swapping out Slash, Focus, Heal, and Guard for other cards.
As a means of attacking multiple enemies, the missile launcher is fairly powerful, so I think it can be a reliable option when there are several enemies.
・3rd layer to 5th layer

Call: My impression is that one of Schilt's fighting styles involves using Gundrone to summon drones (guns) and then using drone control to launch a rapid series of attacks.
It can rack up hits when combined with an airborne gatling gun, so it might be a good match for Earthbreak.
I was able to defeat the bosses on the third and fourth floors with this deck.
・6th layer

I couldn't defeat the boss, the Lightning Dragonoid, because my drone-based strategy lacked sufficient firepower.
Therefore, I switched to a strategy of constantly cycling through my hand.
I managed to defeat it with some prior enhancements from items, but I felt that my brute-force tactics weren't very smart.
I'm happy that I managed to win.
・7th layer

After strengthening my characters with items beforehand, I managed to narrowly defeat Elmiria.
My strategy was to quickly cycle through my hand, and when my opponent was completely dodging, I would heal with Heal Drone (I couldn't buy Heal Drone yet, so it came out of an empty pack).
The Void Tremor Kick and Void Storm Kick, when equipped with the aerial weapon, have a large bonus to the number of reloads, so I was fighting while aiming to inflict a lot of damage with them.
It was more of a brute-force approach to the fight, so it didn't feel like a resounding victory.
- Layers 8 to the final layer

This strategy involves healing with Heal Drone while waiting for turns to pass, and then aiming for massive damage in the later stages with moves like Void Storm Kick and Disruptor Storm.
While it speeds up the rotation of the deck, it also generates Heal Drones to increase the number of cards, so it inevitably feels a bit half-baked.
However, with this deck, I was able to manage to play for a while, enough to endure a battle of attrition.
- Upon completion

Ultimately, we settled on a deck centered around drones.
We'll increase our AP with parallel casting, strengthen ourselves with Rise Shift, and attack with the drone's rapid attacks.
Since you should be able to maintain your HP, once you've cycled through your hand a bit, you can deal damage with cards like Void Storm Kick, Disruptor Storm, and Void Tremor Kick.
・High-speed chant
Although it slightly reduces HP, it was useful because it simply increases the number of actions you can take.
Lost HP can be compensated for with Rise Shift.
・Parallel chant
Although your stats may decrease slightly, the significant advantage is the increased number of actions you can take, similar to the rapid casting ability.
Quick Guard
Since it disappears after use, it's used as a barrier in the early game and also as a filler to thin your hand.
Call: Gundrone, Bombdrone, Healdrone
While each of them doesn't have much power on its own, they're convenient because they can be summoned via drone control.
・Rise Shift Lv0
Using it permanently increases your stats and generates a Rise Shift of the next level.
Raising your Rise Shift level as early as possible will give you an advantage and make battles easier.
・Uroarashikyaku
It was useful because it gets stronger as you rotate the deck.
However, if you build a deck centered around drones, the deck won't decrease very quickly, so the rate at which your power increases will be gradual.
Disruptor Storm
It's used similarly to the Void Storm Kick, but the advantage is that it can inflict paralysis.
It consumes a bit of AP, but it's useful because if you can paralyze the enemy, the damage you take will decrease.
・Emergency repair
This is insurance for situations where drones cannot provide sufficient time for recovery.
Strategy Notes: Scenario A (Contains Spoilers)Added in July 2022
I played this scenario because it was added after I completed Scenario B.
It's an easy-to-understand introduction to this work, and the scenario serves as a culmination of the previous series (in a Turn A Gundam kind of way).
Many new cards have also been added.
Below are some notes about the bosses I struggled with a bit.
Please excuse the brevity of the strategy guide, as I learned about each character's fighting style in Scenario B before playing.
(Imitation Real)
- Verite of the Heavenly Eye (2nd battle), Heavenly Liberation Sword - Separated Form x2

Since I couldn't find a way to win with Altair, I defeated him with Kotoka.
We'll focus on defeating the Heavenly Liberation Sword first by using Abduction to attack all enemies while generating the Thought Spear.
Now that Verite is on her own, it's a chance to get things in order.
We recover by using Law Cancellation, while also attacking with Logical Phalacyl and Shurogismos to recover further.
Also, if I have the resources, I'll try to cast a 1-cost Lightning spell with Spellforge.
Once the Heavenly Liberation Sword is revived, we'll aim for a one-turn kill with the Heavenly Liberation Sword by using a cost 1 Lightning + Abduction or Lightning combination.
If you have enough CP, use it and repeatedly use the "Word of Calamity" ability to defeat them for sure.
The rest of the strategy involves maintaining a cycle of using Law Cancellation and Shurogismos to heal when Verite is alone, and I think you'll be able to defeat him.
(Prosopikos Entelecheia)
・Autonomous Cybernetic Type 40, Spear-running Type 10

I defeated it with Altair.
The idea is to attack only the central autonomous computer, maintaining synchronization with the sword while launching a barrage of attacks.
If you don't attack with the intention of constantly destroying the autonomous cybernetic barrier, you'll be intimidated by attacks that deal damage equivalent to the barrier's capacity.
In the middle of the battle, the barrier created by the Sword Spirit Synchronization couldn't quite keep up, and we were gradually losing ground, but we managed to defeat the enemy just in time.
(Diaspora)
The final battle will consist of three consecutive matches, and all three of you must fight through them.
Since you cannot use the same character twice, make sure you have the right equipment before you go.
- Final Battle, Match 1

I tried it with Kotoka.
Since I didn't have much firepower or a strong barrier, I fought by slowly chipping away at their health, mainly using healing cards to prolong the battle.
This strategy involves maintaining 6 AP with parallel casting, increasing the number of cards with Spiral Doxa and Logical Phalacy, and then delivering the decisive blow with Xenon Paradox.
I had the impression that recovery could be adequately handled by Cogito Ergo Sum and Law Counter.
If you can get through the early to mid-game, you can fight steadily.
- Final battle, second round

I took on the challenge with Reine.
Normally, I use status-inflicting attacks while extending the duration of the status effect with Vicious Aurora, and accumulate CP with Hollow Blade.
When your HP drops, you can recover it with Blood Drain.
Once you have accumulated 2-3 curses, activate Reversal Curse to attack while also aiming to recover HP.
もう少しデッキを練れば楽に戦えたかもしれませんが、とりあえず勝つことはできました。
- Final battle, third round

I took on the challenge with Altair.
Of the three consecutive matches, this one was the easiest, and I was able to win almost overwhelmingly.
By increasing your AP through parallel casting, and then sequentially acquiring various Create spells and the five types of swords, and then fixing them in place with Sword Spirit Synchronization, you will take almost no damage.
Altair is one of my favorite playable characters because you can clearly see and feel him getting stronger as the battle progresses.
Impressions/Scenario A (Contains Spoilers)
Playing the newly added Scenario A was enjoyable because it delved deeper into the main characters.
I'll mainly be writing about the characters, along with my impressions of the scenes that particularly stood out to me.
Kotoka

Perhaps due to a strong sense of ownership towards the beings he has made his subordinates, he often uses phrases like "my Altair" or "my Reine."
It sounded like a child whose toy was about to be broken, which I found kind of cute.
Her everyday demeanor gives the impression of a goddess who views things objectively and objectively, yet without any hint of arrogance or pride, creating a neutral and serene image.
Therefore, when someone occasionally uses words that convey emotion, I find it endearing and feel a sense of humanity in them.

Regarding Kotoka's world, I found the setting—a world ruled by philosophers—interesting.
I can imagine that an ordinary person would be driven by self-interest and fail to succeed.
On the other hand, the image of "philosophers" as stoic individuals who don't act out of personal gain or loss, but instead explore the good and evil of humanity, was very convincing.
Perhaps these are the kinds of people who are best suited to be the rulers at the very end of a controlled society.
However, in reality, since we are human beings, we cannot separate ourselves from self-interest and greed, so perhaps AI-led governance is a realistic option in the world we live in.
As a side note, I thought the naming sense of the card that can be generated with Kotobuki's Sky Equipment, which has the same sound as "Kotobuki," was cool.
・Reine


I think Reine might be my favorite character this time around.
Just her involvement in the conversation made it more interesting, thanks to her unique perspective.
Looking at the two images above, you can clearly see how eccentric she is, and ironically, you might even find her endearing.
The image I get is of a hedonistic type with a "chaotic/evil" side.
I admire how you always prioritize what makes you feel good.

Her wickedness, which would even astound a goddess, is perhaps something I, who usually live an honest life, find both enviable and alluring.

Despite all that, Reine seems to have a soft spot for truly good people.
The fact that I don't (at least not yet) feel the urge to "completely destroy" someone like that might be what makes it so appealing.
I have a feeling they've been doing a lot of crazy things, even if it's not explicitly shown...
Altair

I like how, despite possessing the most protagonist-like abilities, he somehow gives off a rather unremarkable impression.
Compared to Kotoka's (too overpowered) abilities, hers are weak, and Reine's character is so strong that it might be a problem with the surrounding characters.
However, in combat, I felt that Altair was the easiest to fight against and the strongest.
While the female characters may steal the spotlight in the dialogue, his incredible strength in combat might actually make him the coolest character of all.
A collection of articles introducing recommended free RPG games.
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