The arcana прохождение asra

Обновлено: 05.07.2024

If this icy, blonde count has caught your eye, then here's an answer guide on how to achieve his Upright or Reversed End in the game.

Play as a sorcerer's apprentice in the enchanting visual novel The Arcana: A Mystic Romance. You'll get to enter a world full of magic and intrigue. as well as try your hand at wooing one of six love interests.

One of them is Count Lucio, the former husband of Countess Nadia. Though he died prior to the events of the game, his ghost still haunts and roams Nadia's palace. He's selfish and incredibly full of himself; however, with a push in the right direction from someone who loves him, he might just give up his volatile ways.

If this icy, blonde count has caught your eye, then here's an answer guide on how to achieve his Upright or Reversed End in the game.

*Please note that at the time of writing, Lucio's story is a work in progress. New books are currently being added. This guide reflects the current status of Lucio's story, as of December 2020.

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VI - THE LOVERS .

Into the Past

Choice 2 (If you chose "Go to the library.")

  • "I guess it is impressive."
  • "Oh, um, it's nothing special."

Choice 2 (If you chose "Try to call Asra.")
This is a timed choice!

You awake in the palace. You have the day off. You head to the gardens, and hear a faint voice calling out to you with a single word: "worried". It is Faust. You are surprised you can hear her, since she's Asra's familiar and not yours. Faust directs you to the back of a tree, where someone has carved your name. You recognize it immediately as Asra's work, though you can't imagine how. It's years old, much longer than the few years for which you remember knowing Asra.

Faust shows you one of her memories of Asra. He is thinking about a special someone who has gone where he can't follow, but he's close to getting them back. Julian makes an appearance, teasing Asra about his daydreaming and threatening to cure the plague without him. Julian does not wear an eyepatch; his eye appears normal. You snap back to reality, where you are lying on your back in the garden.

Faust imbues you with an urge to go to the library. Before you do, you have the option to try and contact Asra; you do not succeed. You arrive at the library door, and remember you do not have the keys. Fortunately, Portia makes an appearance and unlocks the door for you. Before she lets you in, she pulls out the emerald necklace Nadia gave to you last night. She says she'll give it back to you and not tell anybody you dropped it in the fountain, so long as you keep her secret. You agree, and she happily returns the necklace and leaves you to enter the library.

2. Secrets Between Pages

Faust accompanies you in the library, saying "find." You reach for two books that you feel Asra has touched. You take one down from the shelf. Faust says "friend," and shows you another memory. The first book contains a memory of Asra with Muriel; the second, one of Asra and Nadia. You come out of the memory, wondering what secrets Asra is keeping from you. You pick up the book you did not choose before. Nothing happens.

You are drawn to two books in a different corner of the library. Each contains a memory, and you must choose one. The first is of Asra with Julian, who is unsuccessfully trying to cure Lucio. The second, confusingly, is of you and Asra at the Masquerade. You didn't know Asra the last time there was a masquerade.

Faust draws you to Julian's desk, where you find one final book. Julian is working industriously, searching for a cure to the plague. Asra is less enthusiastic. Julian, with frustration, says he won't be able to protect Asra if he keeps slacking off. He's afraid for Asra's safety. Asra brushes him off.

You return to the present, wondering about the nature of Asra and Julian's relationship. You can decide to use magic to see it for yourself (150 gold), or to leave it be. You realize it's nearly night, and head back to the fountain in hopes of contacting Asra again.

3. The Other Side

In the palace garden, you prepare to drop the emerald necklace into the fountain. Before you can, Asra makes an appearance in the reflection. He teases you about having tired out Faust. You ask why your name was carved into the tree. He doesn't answer properly. You ask he it's something you've forgotten. Your memories only go back a few years, and before that, everything is blank. Asra has told you not to try to remember.

He now wants to talk in person. As if he was not just a reflection, Asra holds his hand out to you. When you take it, you are pulled down into the dark water, emerging in Asra's arms, in a fantastical oasis. He says you are in a gateway between worlds.

Holding hands, you walk on water together. Asra says he's ready to talk about your past, but if you get headaches, you should stop. He worries about damaging you irreparably. First though, he tells you to stop calling him "master." He's only helping you access knowledge you've forgotten. Asra invites you to explore the oasis with him. You can accept (150 gold), or not. Asra thanks you for taking his hand in the fountain, and says he'll see you soon. He sends you home before you can ask him to explain.

You find yourself back by the fountain. A sleepy Faust asks you about Asra. You tell her he's doing well, and she is "relieved." She wraps around your wrist, and you head back to the room.

Book VII: The Chariot

1. Reunion

You awake to a knock on the door. It is Portia. As she talks to you, you spot Faust behind her, on the door frame. You try not to make it noticeable. This tactic fails and she spots Faust. Faust makes a great escape down the hallway. Portia, shocked and increasingly upset, starts to chase her. Faust makes a mad dash to the garden.

You encounter Nadia on the veranda overlooking the garden. The Chamberlain is there to make an announcement, but they are interrupted by the appearance of mysterious hooded figure. The person performs some showy magic, and is almost immediately tackled by the palace guard. The Chamberlain irately finishes announcing Asra's arrival and asks the guards why they have tackled him. Asra is nonchalant, saying "they usually do."

Nadia is intrigued to meet Asra. To Nadia's confusion, Asra mentions "remembering" her. He apologizes for violating court protocol, and hugs you vigorously. Nadia is amused. Asra requests to borrow you from the palace for the day, to hone your magical abilities. She agrees and tells you to enjoy yourself. Before you leave, she compliments Faust on her looks and asks where Asra got her. Simply, he replies that Faust was a gift.

You two depart silently. Asra comments that the palace has changed. He thinks the chamberlain remembers him, but the guards, and Nadia, seem to have forgotten. Asra asks if you want to try the limits of your magic. You first head to the market, staying close to Asra. You smell fresh bread, and head to the bakery. The baker and Asra strike up a conversation while you wait for the loaves to come out of the oven. Asra pays for them by healing some scars on the back of the baker's hands.

Eventually, you and Asra leave the bakery. You pass the fortune teller's stall. Asra notices you avoiding it, and offers to disguise you so that the two of you can get a love reading. You can accept (150 gold) or decline. You and Asra get to the edge of the woods, and then go off your normal path. You wonder what awaits you.

2. Enter the Cave

You enter the cave, nevertheless. The cave is very bright, cool, and humid. You feel waves of magical energy. Asra says they come from a spring in the center of the cave. That's your destination. He wants you to lead. Whether you accept or decline, Asra and you get to a cavern where the energy is very strong. Asra stares in surprise at a bubbling pool - the spring has been dry for years.

Your test is to get a flower on a lily pad in the center of the pool. You walk across the lily pads while Asra watches tensely. You reach the flower, and tumble into the water. Asra pulls you out of the pool, but you are fine; you don't need to breathe. Asra is proud and relieved. You have the option to let him hold you (paid choice), or leave. You notice the cave has changed, with glowing magic patterns visible on the walls. The lights guide you to a new exit.

3. Sanctuary

You climb out of the cave to discover that the forest has changed. Just like the cave, it now shows traces of magic everywhere. As you take in your new surroundings, you hear a whispering voice in your head. Asra hears it too. He asks you what you saw at the palace, and tells him that there's a creature that may be Book VIII: Strength

1. The Low Road

It is night, and you and Asra are preparing to leave the city. After your encounter with Lucio earlier that day, Asra said he thought it was a bad idea for you to go back to the palace, with Lucio on the loose. You agreed to leave town, and Asra sent Faust to keep an eye on Nadia and make sure she is ok.

As you walk through wheat fields under a starry sky, Asra explains he wants to strengthen and test your magic due to things changing at the palace and the cards. There's a golden circle of wheat. Asra holds out a handful of water chestnuts, and a many-legged creature emerges. The Beast greats Asra, in a voice like "groaning wood". The Beast speaks your name, after a sniff. It remembers you, though you do not remember it.

Asra asks the Beast to take you to Nopal. The Beast agrees. You two get on, and take a wild ride into a desert. You reach an inviting house after sunrise. Asra turns sand into water to take care of the plants while you go inside to rest.

2. Away from it All

3. No Escape

A red spout erupts from the dry well in Nopal. You thought it was fire. There was no heat, but a vibrant red gleaming. It darkens the sky like a storm, then turns out to have been insects. Asra makes sure you are ok, and the townsfolk rejoice: the spring is running again, and the well is filling quickly with water.

You are swept into the crowd and treated with a great feast. As you wait, an artist lets you pick a clay animal. You can't decide. Asra selects a fox. You are surprised he didn't pick the snake, but he insists it doesn't look like Faust. He wonders how she is doing at the palace.

When the food is ready, you can sit with Asra in a private spot, or ask him to dance with you. After, Saguaro thanks you again, and confides that the spring originally went dry after some Vesuvians demanded one-third of the town's crops in exchange for "protection." When the townspeople refused, a giant red beetle came and rampaged. The Vesuvians offered to "take care of it," if they were given two-thirds of the crops. The count "saved" them by striking the beetle, which turned into thousands of tiny beetles. They burrowed in the ground, and the spring was dry ever since.

You say your goodbyes, and discover that the Beast is waiting to take you back to the house. When you get back, the Beast asks for water. Asra suggests you try producing it again. You make water, but it is red. Asra tells you not to worry, but then says that the beetles were a sign. They are "not of this world, but they can pass through it, and cause a lot of damage when they do." He says the two of you should return to Vesuvia. You can linger awhile (Paid Option- 150 gold), or start your journey straight away. Asra worries that something will happen to you if you go back to the city. You comfort him, and then you go wake the Beast to start the return trip.

Book IX: The Hermit

1. Shelter From The Storm

At a field overlooking the city, you and Asra debate whether to go straight to the palace or stop to rest at the shop first( Choice of Palace or Shop). On your way, you pick up Faust at the edge of a forest, and your decision is made for you: a torrential downpour begins, and Asra suggests seeking shelter at the house of an "old friend." The both of you arrive at Muriel's hut, drenched and teeth chattering. Asra invites you to try lighting the fire. You succeed on your first attempt.

Asra explains that Muriel is under a spell: people forget him, "So you'll be meeting him for the first time. again." Muriel is Asra's oldest friend, and he's anxious for you to get along. Asra notices that the fire is dying, and he prepares to gather wood from the shed. You have the option of inviting him to cuddle by the fire first (paid option), or letting him go immediately.

Asra warns you not to open the door for anyone while he's gone. Soon, Muriel bursts in out of the storm with his wolf Inanna. Muriel tells you you aren't welcome, but Asra arrives with the firewood.

2. The Hermit

Asra greets Muriel and Inanna. He introduces you, but it feels like already know Muriel. Asra explains that Muriel is under a curse (or blessing, as Muriel sees it): people forget him. Asra notices that Inanna's muzzle is bloody, and cleans her off while telling you about his and Muriel's childhoods together. You have the option to pet Inanna (paid). Inanna was hunting a creature that looked like a white goat. Lucio's specter is apparently now solid enough to bite. Muriel says he's checked all the protections-- but not the one up on the tree.

You venture out into the woods. Along the way, Asra collects some berries, greens, herbs and mushrooms, and talks some more about his past. You reach the tree, and Muriel climbs it. With Muriel out of earshot, Asra confesses that he's worried. Muriel was never very social, but he didn't hate people until Lucio made him do things he regrets in order to protect Asra. Muriel returns from his climb and claims to have seen Lucio.

3. The Magician

The three of you head to a mountaintop, where Muriel often casts runes. Asra explains that magicians can create gateways between worlds, and use them to ask the Arcana for answers more. directly than usual. He takes you into his gate, but Muriel stays behind to watch over your bodies. You and Asra enter, and he takes you underwater. You get to a beautiful beach, remniscent of Vaadhoo, in the Maldives. You are here to asks questions of the Magician, who takes the form of a fox on two legs, just like their tarot card. Asra warns you not to be starstruck: the magician loves to play tricks on newcomers.

The magician beckons you inside a tent that wasn't there until he opened it. The interior looks just like the shop. Asra asks The Magician for information about the entity manifesting at the palace. The Magician then transforms into Asra. You can sense a test: can you distinguish the true Asra from the false? You having the option of saying yes or no, or asking to feel the Magician (Paid Option- 200 gold). Afterwards, the Magician reveals that Lucio tried to become one of the major arcana: the goat-headed Devil. However, sometimes, when a person identifies too strongly with one of the arcana, they begin to lose their individuality. The Magician also mentions off-hand that Asra made the deck himself. You two are sent back to reality, where it is raining again. You head to the palace.

Book X: Wheel of Fortune

1. Hungry Eyes

2. Haunting Taunting

3. Rise and Fall

Book XI: Justice

1. Bound Together

2. The Whole Truth?

3. Blood and Sand

Book XII: The Hanged Man

1. Calm Before the Storm

2. Last Rites

Book XIII: Death

1. Shadow of the Past

Book XIV: Temperance

1. Visions and Illusions

Out of all the romance options Asra is the most mysterious and secretive of the lot, yet always reliable. Here's how to earn his Upright/Reversed End.

As a talented student of the mystic arts with a somewhat neglectful mentor, you're free to find your way into all sorts of romantic adventures in The Arcana: A Mystic Romance. Out of all the romance options, Asra is the most mysterious and secretive of the lot, yet always reliable. Here's how you can crack his private exterior and earn the Upright and Reversed End.

Asra is constantly drawn out on adventures by his curiosity but normally shares a home with you at the magic shop. You share a history that implies a romantic past, but starting up a true romance with him again is not set in stone. You will need to know just how to approach this wandering and somewhat socially distant man.

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