Fate stay night ending walkthrough. Briefly about previous film adaptations

Fate/Stay Night

The Holy Grail War. That hellish, great ritual that offers the ultimate prize for the one who claims it: a wish. There are two conditions to participate: one must be a magus (magic user), and one must be chosen by the Holy Grail to participate.

There are seven chosen Masters, and seven classes of Servants. Only one master may seize the grail.

This is the story of a boy who wanted to be a superhero. It "s the story of three warring families. It" s the story of an ultimate prize and ultimate sacrifice.

OVERALL ENDING GUIDE*(Read!)*

Spoiler

Fate/Stay Night encompasses four separate stories:

  • The Prologue
  • "Fate" Route
  • "Unlimited Blade Works" Route
  • "Heaven's Feel" Route

The four routes must be played in the order listed above, as each unlocks the next one on the list (Prologue--> Fate--> UBW--> HF). There is therefore a forced route progression, but thankfully each route presents a different tale, reveals new secrets (and answers) to the mysteries of the story, and (arguably) raises the stakes on the outcome of your actions.

FSN is well-known for its cornucopia of bad endings. The routes detailed below will faithfully lead you to the "True" or "Good" endings of each route (Note: both the Prologue and Fate route have only one ending).

This guide will provide a spoiler-minimalized walkthrough for each of the three routes. During the story, if a choice does not directly affect the final outcome of the route (example: good/true/bad ends), I will simply notate it as "Your Choice." The content of the game will vary based on what you choose (certain flags will/won"t be raised, etc.), but so long as you follow the key choices I note, you will arrive at your chosen ending. If you" re interested in planning the consequences of these "Your Choice" options, please refer to the flowchart.pdf in the FSN directory (courtesy of Mirror Moon, the translators responsible for our amazing English patch).

Fate Route Ending Guide

Unlimited Blade Works Route Ending Guide

Spoiler

Unlimited Blade Works has two possible ending scenarios based on the choices you made throughout the story:

  • the True ending - or the way the author's officially end the UBW story
  • the "Good" End - or the scenario the author considered "happiest" for the characters

Heaven's Feel Route Ending Guide

Spoiler

Heaven's Feel has two possible ending scenarios based on the choices you made throughout the story:

  • the True ending - or the way the author"s officially end the HF story. Note: While controversial, a strong case can be made that either this or the Fate route are considered the work"s true, "canon" endings. A huge population, however, wishes a fig on both their houses, and chooses their own canon. ;) Be a filter, not a sponge.
  • the two "Neutral" Endings - These "neutral" endings are interesting specimens. We don "t have a lot of commentary on them. Note: Their canonical value is put into question by F/SN HA (the sequel to FSN)

Individual Walkthroughs

PROLOGUE

Spoiler

Read through the prologue. You"ll follow a female narrator through a short preparatory story which will set the stage for the tale to come. The prologue should initiate when you first start the game.

FATE ROUTE

Spoiler

*** Between Day 1 and Day 14, you must accumulate at least 6 Saber points to finish this route. Saber points will be noted throughout the walkthrough, and highlighted in red .

DAY ONE
1. Your Choice
2.Your Choice
3.Your Choice




DAY TWO




DAY THREE
1. (May not show up if this is the first time you"re playing the game) Don"t stop her.
2. Fight ("Revoke" leads to Bad Ending/Tiger Dojo 1)
3. Save her ("Run" leads to Bad Ending/Tiger Dojo 2)




DAY FOUR*
1. Your Choice
2. Cooperate
3. Your Choice
"Where did you get those clothes?" leads to +1 Saber Point)

*If your first choice on Day 4 was to go to Shinto or Secure the Neighborhood, you"ve accidentally stumbled into the Heaven"s Feel route. This generally can"t happen unless you"ve already unlocked HF (or are playing on a computer/port that has HF pre-unlocked). If you don't want to continue on the HF route (I'd strongly recommend you play the Fate > UBW > HF order), you'll need to start a new game and make non-Sakura-centric choices until Day four.



DAY FIVE
1. Your Choice
2.Your Choice




DAY SIX
1. Your Choice
2. Don't Fight ("Fight" leads to Tiger Dojo 3)




DAY SEVEN
1. Your Choice (
Asking about before Saber before she became a servant will give you +1 Saber Point) (Asking about her reason for fighting and why she seeks the holy grail will give you +2 Saber Points)



DAY EIGHT
1. You will only get two of the following three options:
- Want to know about Saber Before she became a servant (
+1 Saber Point)
- Want to know why Saber is fighting (+2 Saber Points)
- Super Move (No Saber Points)
2. Your Choice "Go Straight Home" gives you +1 Saber Point)
3.Your Choice



DAY NINE
1. Your Choice
2.Your Choice
3. I can't match her ("Beat Her" leads to Tiger Dojo 4)

4. Either ("If I can..." or "Summon") will work."Summon" gives you +2 Saber points. ("No, I can't" leads to Tiger Dojo 5)



DAY TEN
1. Follow ("Wait" leads to Tiger Dojo 6)
2. Your Choice
"Run to" will give you +2 Saber Points)



DAY ELEVEN
1. I can "t do that ("I" ll have to do that "leads to Tiger Dojo 7)

2. Your Choice "I must fight/First move" will give you +1 Saber Point)
3. Your Choice "Worried about Saber" will give you +1 Saber Point)
4.Your Choice
5. Don't Use It ("Only Option" leads to Tiger Dojo
8)



DAY TWELVE
1. Your Choice
2.Your Choice
3.Your Choice




DAY THIRTEEN
1. Go with Saber ("Split Up" leads to Tiger Dojo 9)
2. Believe in her ("Let Saber" leads to Tiger Dojo 9)
3. Don "t do it!" ("She" s got it "leads to Tiger Dojo 10)




DAY FOURTEEN
1. Stand Up ("Don't stand" leads to Tiger Dojo 11)

DAY FIFTEEN*
1. Down the Stairs ("Go back home" leads to Tiger Dojo 12)
2.Your Choice
3. Strategy Meeting (other options lead to Tiger Dojo 14)
4. Give Saber her sheath (other options lead to Tiger Dojo 14)

*You need at LEAST 5 Saber points in order to survive Day 15. If you lack the 5 points, you"ll go to Tiger Dojo 13.

Congratulations! Your heart is probably a little broken (in a happy way), and you"ve seen a glimpse of how wonderful, deep and epic the rest of the story will be. Congrats on finishing the Fate route.

UNLIMITED BLADE WORKS - "TRUE" ROUTE

Spoiler

To reach the "True" Route, you need to watch two values: Rin Points and Saber Points. The "True" Route requires you to have MORE THAN 8 Rin points, and LESS THAN 4 Saber points at a key moment on Day 16. Saber Points will be highlighted in Red (like in the Fate Route), and Rin Points will be highlighted in green .

If you"re not big into counting flags, here"s my suggestion (and my personal style): What this requirement boils down to is that the True UBW route is Rin-centric. If you play with Rin as your focus, you"ll pretty much safely find this route.

** NOTE: There are actually two ways to enter the UBW route. The main way is on Day 3, and it is this route we "ll follow in the guide below. Some unique choices/scenes do occur if you take the alternate route into UBW. A short section detailing the alternate route can be found just after Day 3's decision guide below.

**VERY IMPORTANT: You must have at least 2 Rin Points by the start of Day 12 of UBW

DAY ONE
1. Your Choice
2.Your Choice
3.Your Choice

DAY TWO
There may or may not be two choices offered to you. This depending on whether or not you were Sakura-focused on Day one. In both optional cases, the answers are up to you (non-plot decisive).

DAY THREE*
1. Stop her. (This decision transfers you onto the UBW route)
2. Either "Follow them" or "Stay Here." ("Do as Tohsaka Said" leads to Tiger Dojo 15)
3. If you chose "Follow Them" in decision #2 above, you can choose either option (though "Bring Back" give
+1 Saber Point , and +1 Rin Point

+1 Rin Point ), "...I"m sorry, but I can"t."
* After that, you can move on and join the guide at the Day 4 decision guides, like normal. Note that some additional scenes/choices will be available at various parts of UBW which otherwise wouldn't be available.




DAY FOUR*
1. Your Choice



DAY FIVE
1. Your Choice ("I" ll go see how Saber "s doing" will give you
+1 Saber Point)
2. Jump to hallway ("Jump to the Stairs" leads you to Tiger Dojo 16)
3. Your Choice ("Can I hand her my command spell?" will+1 Rin Point)

5.Your Choice




DAY SIX
1. Your Choice

DAY SEVEN
1. Your Choice




DAY EIGHT
1. It "ll be pointless, don" t ask ("I guess I" ll ask "will lead you to Tiger Dojo 18)

2. Your Choice ("Meat" s on Sale, buy for Saber" will give you+1 Saber Point +1 Rin Point )



DAY NINE
+1 Rin Point)




DAY TEN
+1 Saber Point +1 Rin Point )



DAY ELEVEN

2. Refuse ("Obey" leads to Tiger Dojo 20)




DAY TWELVE*
1. Meet up with Tohsaka (If you have less than
2 Rin points

3.Your Choice






DAY THIRTEEN
1. Your Choice

3. Either "I don't mind, but under one condition" (which gives you
+1 Rin Point



DAY FOURTEEN
1. Your Choice

DAY FIFTEEN
1. Your Choice ("Think" will give you +1 Rin Point +2 Rin Points +1 Saber Point )



DAY SIXTEEN

1. "No way, I can"t!" ("I"ll at least take him..." will take you to Tiger Dojo 24)

UNLIMITED BLADE WORKS - "GOOD" ROUTE

Spoiler

Reaching the "Good" route requires you attention to two values: Rin Points and Saber Points. The "Good" route requires you to have AT LEAST 4 Saber points, and LESS THAN 7 Rin Points at a key moment on Day 16. Saber Points will be highlighted in Red (like in the Fate Route), and Rin Points will be highlighted in green .

If you"re not big into counting flags, here"s my suggestion (and my personal style): What this requirement boils down to is that you play UBW with a focus still on Saber. Watch your choices, skew them to her (and other characters, away from Rin), and you"ll get this ending pretty easily. If possible, however, consider jotting down and keeping track of your point values ​​just in case.

** NOTE: There are actually two ways to enter the UBW route. The main way is on Day 3, and it is this route we "ll follow in the guide below. Some unique choices/scenes do occur if you take the alternate route into UBW. A short section detailing the alternate route can be found just after Day 3's decision guide below.

**VERY IMPORTANT: You must have at least 2 Rin Points by the start of Day 12 of UBW

DAY ONE
1. Your Choice
2.Your Choice
3.Your Choice

DAY TWO
There may or may not be two choices offered to you. This depending on whether or not you were Sakura-focused on Day one. In both optional cases, the answers are up to you (non-plot decisive).

DAY THREE*
1. Stop her. (This decision transfers you onto the UBW route)
2. Either "Follow them" or "Stay Here." ("Do as Tohsaka Said" leads to Tiger Dojo 15)
3. If you chose "Follow Them" in decision #2 above, you can choose either option (though "Bring Back" give +1 Saber Point , and+1 Rin Point ); If you chose "Stay Here" in #2 above, you need to choose "Head to the Graveyard" ("Don"t Go" will send you to Tiger Dojo 15)

*The alternate route into UBW requires you to make the following choices on Day 3: "Don"t Stop Her", "Fight", "Save Saber"; and on Day 4: (Your choice, but "Ask about yesterday" will get you+1 Rin Point ), "...I"m sorry, but I can"t."
* After that, you can move on and join the guide at the Day 4 decision guides, like normal. Note that some additional scenes/choices will be available at various parts of UBW which otherwise wouldn't be available.

DAY FOUR*
1. Your Choice

DAY FIVE
1. Your Choice ("I"ll go see how Saber"s doing" will give you +1 Saber Point)
2. Jump to hallway ("Jump to the Stairs" leads you to Tiger Dojo 16)
3. Your Choice ("Can I hand her my command spell?" will
SUBTRACT a Rin Point (-1 Rin Point)) ("Can I admit defeat against her?" will give you+1 Rin Point)
4. Your Choice, but not "Use the Command Spell" (which will send you to Tiger Dojo 17)
5.Your Choice

DAY SIX
1. Your Choice

DAY SEVEN
1. Your Choice
2. Your Choice ("Use the Command Spell to Call For Saber" will give you +2 Rin Points )

DAY EIGHT
1. It "ll be pointless, don" t ask ("I guess I" ll ask "will lead you to Tiger Dojo 18)
2. Your Choice ("Meat" s on Sale, buy for Saber" will give you+1 Saber Point ) ("Worried About Sakura, go to Matou" will give you+1 Rin Point)

DAY NINE
1. Your Choice ("I guess that"s the only option" will give you+1 Rin Point)
2. Protect Tohsaka ("Help Saber" will take you to Tiger Dojo 19)

DAY TEN
1. Your Choice ("Talk to Saber" will give you+1 Saber Point ) ("Talk to Tohsaka" will give you+1 Rin Point)

DAY ELEVEN
1.Your Choice (If you chose to make Japanese Food/Take it out on the culprit, you"ll get a second choice in the next scene. That choice is also a "Your Choice")
2. Refuse ("Obey" leads to Tiger Dojo 20)

DAY TWELVE*
1. Meet up with Tohsaka (If you have less than 2 Rin points , you wont get this option, and you"ll ultimately go to Tiger Dojo 21) (If you choose "Go to the Church for Advise", you"ll similarly ultimately end up at Tiger Dojo 21) (Both of these paths have an option before the Tiger Dojo, but all of those choices still lead to the bad end)
2. Not yet, I can"t act so recklessly ("I"ll go out. I can give Tohsaka an opening..." will lead to Tiger Dojo 22)
3.Your Choice

*You MUST HAVE at least 2 Rin Points to survive Day 12

DAY THIRTEEN
1. Your Choice
2. Stop the man (choosing "Restrain myself" will ultimately lead to Tiger Dojo 23)
3. Either "I don't mind, but under one condition" (which gives you +1 Rin Point ), or "...All Right". ("I refuse" will lead you to Tiger Dojo 23)

DAY FOURTEEN
1. Your Choice

DAY FIFTEEN
1. Your Choice ("Think" will give you+1 Rin Point ) ("Go Over Strategy with Tohsaka" will give you+2 Rin Points ) ("Check Up On Saber" will give you+1 Saber Point)

DAY SIXTEEN
*During the story of day 16, your total Rin and Saber points are calculated. If your Saber Points are 4+, and your Rin Points are less than 8, then you will get the "Good" end. Otherwise, you"ll get the "True" end. Regardless of which path you get, you"ll need to make the following choice:
1. "No way, I can"t!" ("I"ll at least take him..." will take you to Tiger Dojo 24)

HEAVEN"S FEEL - "TRUE" / "NORMAL 1" / "NORMAL 2" ROUTES

Spoiler

The "True" and "Neutral 1/2" routes diverge on Day 16. A guide at that point will explain how to select your ending.

*Before anything, you need to know that Heaven's Feel is the hardest and most complicated route in the game. There are a LOT of variable flags. Here are the new variables: Sakura Points , Ilya Points , IlyaConversations .

*Note: Heaven's Feel is a very complicated route. I will do my best to make it simple, but if all else fails and we get separated, remember this: the power of love is remarkable. If your love for Sakura is strong enough, several flag barriers (and thus bad ends) can still be overcome. (How's that for a beautiful real life lesson?) There are some exceptions, so please read the following warnings.

WARNINGS

*If you do not have at least 9 Sakura Points by the end of Day 7, you"ll be sent to Tiger Dojo 25

*During the events of Day 13, if you do not have at least 12 Sakura Points , you'll be taken to Tiger Dojo 35

*Normal End 1 requires you to have 3 or less Ilya Points

*Normal End 2 requires you to have finished the True route before

DAY ONE

1.Help Sakura (gives +1 Sakura Point )

2.Your Choice

3. I'll take Sakura Home

DAY TWO

1. I "ll make one more side since Sakura" s coming

2. I'm worried about Sakura

DAY THREE

1.Don't stop her

2 Fight

3. Save Saber

DAY FOUR (HF Route)

1. Your Choice ("Secure" gives+1 Saber Point)

DAY FIVE

1. Your Choice ("Consult Her About Sakura" gives+1 Rin Point ) ("I Smell Danger" skips the next choice)

2. Your Choice, both will end up giving +1 IlyaConversation ("I don't hate you" gives +1 Ilya Point )

3. Your Choice ("I"ll tell her myself" gives+2 Sakura Points)

4. Your Choice ("Should I go check on her?" gives+2 Sakura Points)

DAY SIX

1. Your Choice

2. Your Choice, but "I'll go shopping" is recommended (gives +1 IlyaConversation). ("I"ll have a snack" gives +1 Sakura Point )

3.Your Choice

4. Your Choice, but "No I"m worried about Sakura" will give a whopping+5 Sakura Points

DAY SEVEN*

If you have 2 IlyaConversation points, you'll get a choice here

1. "Forgive Me" gives no bonuses, "Invite" gives+3 Ilya Points and a flag, "Do anything she says" gives+3 Ilya Points

*If you do not have at least 9 Sakura points by the end of Day 7, you"ll be sent to Tiger Dojo 25

DAY EIGHT*

1. Your Choice

2. Your Choice (but "Attack" leads to Tiger Doujo 27)

*If you have less than 3 Ilya Points by the beginning of Day 8, you will be sent to Tiger Dojo 26

DAY NINE

1. Your Choice (but all options except "He was on guard against my counter" give+1 Rin Point)

2. I can't do this myself ("No, this is my problem..." leads to Tiger Dojo 28)

3. Your Choice ("Yes" leads to+1 Rin Point)

4. Your Chocie ("No" leads to +1 Rin Point )

5. No way! ("I guess it can"t be helped" will ultimately lead to Tiger Dojo 31 down the road)

6. Your Choice ("No, I can't leave her by herself" gives you+1 Sakura Point )

7. Your Choice, except for "Close my eyes and attack" which leads to Tiger Dojo 29 (but "Pull Tohsaka"s Hand" gives+1 Rin Point and +1 Sakura Point )

8. I wan to protect Sakura ("Persist on Superhero" leads to Tiger Dojo 30)

DAY TEN

1. Your Choice (but "Want something to eat, Rider?" will give+1 Sakura Point ) ("I really like her" will give+1 Sakura Point )

2. "I should go see what"s going on" ("I should stay here" leads to Tiger Dojo 32)

3. Protect Ilya ("Bring Back Tohsaka" leads to Tiger Dojo 33)

4. Your Choice ("I guess Ilya" gives+1 Ilya Point ) ("I Guess Tohsaka" gives +1 Rin Point )

5.Your Choice

DAY ELEVEN

1. Your Choice (all options except "Go check on Tohsaka/Ilya" give+1 Sakura Point )

DAY TWELVE

1.Nod

DAY THIRTEEN

1. Accept ("Don't Accept" leads to Tiger Dojo 34)

2. I can't do that.

*During the events of Day 13, if you do not have at least 12 Sakura Points, you"ll be taken to Tiger Dojo 35

DAY FOURTEEN

1. Your Choice ("Quickly go home" gives+1 Ilya Point )

** At this point in the guide, I will not be making any more notes about Tiger Dojos. There are SEVERAL left, but they will clutter up the guide. Please see the flowchart for the last few.

DAY FIFTEEN

1. Save her.

2 Accept

3.Your Choice

4. Answer to question

5. Will I be on Sakura's side until the very end

DAY SIXTEEN

This is where the road diverged. There are three endings possible: the True Ending, Normal Ending 1, and Normal Ending 2. Note: the "Normal" ending is thus called because the term "Good" is controversial in its nomenclature. Follow the guides below for each ending:

true end:

1. Wait for my chance

2. Bring my arm down

Normal End 1:

1. Use another projection

2. Bring my arm down

*Have 3 or less Ilya Points

Normal End 2:

*Requires you to have beaten the HF True route before

1. Use another projection

2. Bring my arm down

3. Do it

This walkthrough was heavily based on Mirror Moon's amazing Flowchart.pdf walkthrough packaged with the English patch. A huge thank you for their amazing work. The VN community is made more for it.

Thanks!

A 100% walkthrough of the Fate route of the Fate/stay night visual novel including all CGs, Tiger Dojos, and entertaining moments in general.

These are not the only ways to get through, of course, but I picked the paths that give pretty much the most exciting and useful scenes. I will not be listing what all choices “don’t matter,” because if you were going to pick every option possible, why are you reading this anyway? If there is a choice that basically equates to do nothing and watch TV, I’m not going to have anyone make it who are just trying to get through. On that note, there is more than one, and sometimes several, way to reach certain Tiger Dojos, but I listed the simplest ways to reach them, or, in a case of equal simplicity, the most interesting.

I do not entirely recommend using a walkthrough for this visual novel since it's pretty easy to get through anyway. I compiled this originally from my notes I made for myself years ago on all the different ways to cause specific things to happen. So only use this if you're still having trouble, you're trying to get the Good End to Unlimited Blade Works (yeah, I'll admit, that one is pretty complicated), or you're trying to get all the Tiger dojos. Which you should do that last one because it unlocks a unique scene if you do.

If you are going for 100% completion, I would recommend saving at each choice that I have a “Note” under that indicates a different option, following that advice, then continuing from the “correct” option for your main save.

Note you must finish Fate before you can unlock Unlimited Blade Works, and you must complete Unlimited Blade Works before you can unlock Heaven's Feel. You do not technically need to in for Windows, but it's still recommended.

Day 1

2. I'll go and finish my daily routine.

1. I'll go and help out the student council.

Day 2 Day 3

2. Don't stop her.

(Note: Only appears if already cleared)

(Note: Never appears in Fate/stay night for Windows)

2. Save Saber...!

(Note: If you're on the Windows port, the one where all 3 routes come separate, many of the choices in the first 3 days will not exist, that is they will already be chosen for you appropriate to the route)

Day 4

1. Ask about yesterday.

1. ...All right. Let's cooperate.

Day 5

1. Go and meet Tohsaka as arranged.

1. About Lancer.

Day 6

1. Talk to Rider.

2. Don't fight.

Day 7

1. Her reason for fighting. I want to know why she seeks the Holy Grail.

Day 8

1. I want to know about Saber before she became a Servant.

2. Go and visit the park.

Day 9

1. Go and get Tohsaka.

2. ...I can't match her.

1. Summon Saber...!

Day 10

2. I have to follow Saber...!

2. Run to Saber.

Day 11

2. ...I can't do that.

2. ... I "m in no condition to fight. I'll sit in the chair and pretend I" m tied up.

1. I'm worried about Saber.

1. I'll provide backup with the bow...!

2. Don't use it!

Day 12

1. Protect Illya.

2. That's fine, but why are you exactly on time today?

1. Ask about the projection magic.

Day 13

2. Go out with Saber.

1. Believe in Tohsaka.

2. Don't do it, Saber...!

Day 14 Day 15

2. Go down the stairs.

1. ...Even so, Tohsaka.

3. ...Have a strategy meeting.

3. Give Saber back her sheath.

Tiger Dojo 13

Follow the previous guide as before, but for all designated choices in the following guide, replace them as shown.

Day 4

Choice 1: 3. ...I have a bad feeling about this. I don't want to hear either.

Choice 3: 2. Is she right?

Day 5 Type-Moon was founded in 2000 by illustrator Takeshi Takauchi and screenwriter Kinoko Nasu. Their first project was the light novel (light novel) Kara no Kyoukai, published back in 1998. The novel turned out to be gloomy, philosophical and difficult for the average reader to understand, which is why sales were low. But Type-Moon was noticed and they got money.

Subsequently, the two friends decide to level up and write their first visual novel, Tsukihime (2000). The visual novel turned out to be as dark and philosophical as KnK, but on the plus side there were elements of comedy and hentai. The visual novel received fairly high marks in the press, and three years later it was filmed as a TV series.

Thanks to Tsukihime, Type-Moon made even more money and put all their efforts into creating their Opus Magnum - Fate/stay night (2004). The experience gained from past projects was not in vain. FSN had everything at once. Philosophy, gloom, comedy, as well as a huge well-developed universe, with its own laws and its own history. The success has been phenomenal. The sales record was broken on the first day. Type-Moon resurrected and built a franchise with sequels, prequels, and spinoffs. Since then, the universe has released three anime series and one film, which at its core is brief retelling events of the second route. In 2017, they promise to release a series based on the PSP game Fate / EXTRA and a film based on the third route of the original novel.

The plot of all works takes place in the same universe, which fans have nicknamed "Nasuverse" in honor of the main writer of Type-Moon. The world of the Nasuverse is very similar to ours, but with one difference - it contains magic and sorcery, carefully hidden from ordinary people. Some characters from various novels are interconnected with each other.

High school student Emiya Shiro becomes an unwitting participant in the so-called "Holy Grail War" that takes place from time to time in the Japanese city of Fuyuki. This is the struggle of seven magicians for the possession of the legendary artifact - the Holy Grail, which will fulfill any wish of the winner and, thus, change his fate.

Every magician, from the moment he begins his participation in the war, summons a servant - one of the great heroic souls of the past or future - fighting on the side of his master. The battle continues until one pair of master and servant remains. Emiya Shiro, against her will, summons a swordswoman who has set herself the goal of reaching the Grail by any means. However, he does not wish to participate in the battle. Emiya begins to be helped by Rin Tohsaka, a strong magician who studies at the same school as Shiro. But the rules of the Holy Grail War indicate that sooner or later they will have to fight each other, and the most likely outcome for the loser is death.

Characters

Shiro Emiya

Second grade student at Fuyuki City High School. Lost his parents in the last Grail War that took place in the city 10 years ago. His adoptive father - Emiya Kiritsugu - was a magician and participated in the war as a master. He became a role model for young Shiro, as he sought to help all people using his abilities. At the same time, Kiritsugu did not dare to teach Shiro any spells, except for a single technique. After her father's death, Shiro was looked after by Fujimura Taiga, the granddaughter of an old friend Kiritsugu and a school teacher. Having become a participant in another Holy Grail War, Emiya does not want to fight anyone, but learns that the catastrophe that orphaned him is a consequence of the War. If the artifact falls into the hands of a madman, the catastrophe may repeat itself.

  • Fate: Resigned to Saber's disappearance and continued to live a quiet life. In Realta Nua's true ending, he lived his life as a hero and met Saber again in Avalon after his death.
  • Unlimited Blade Works: Good ending - moved in with Rin and Saber. The true ending is leaving with Rin for London.
  • Heaven's Feel: Normal ending - sacrificed himself to destroy the Grail. True ending - received a new body and began to live with Sakura and Rider.

Rin Tohsaka

A girl from Shiro's parallel class. A representative of a hereditary dynasty of magicians, the founders of the Grail War. Rin is determined to join the war and prepares to summon Saber, but mistakenly (actually not a mistake, as stated in the Unlimited Blade Works thread) summons Archer instead, which confuses her plans. At first, having met Shiro, she sees him as an enemy, but over time she becomes his reliable ally and friend. Sakura's sister.

  • Unlimited Blade Works: Good Ending - Lived with Shiro and Saber. The true ending is leaving with Shiro for London.
  • Heaven's Feel: Normal ending - started a family and stayed in Fuyuki. True ending - went to the Association. Later visits Shiro, Sakura and Rider.

Sakura Mato (間桐桜 Mato: Sakura)

Shiro's close friend, who took care of him for the last year and a half before the events described, was originally assigned to Shiro by her grandfather as an observer. Representatives of the Makiri dynasty (now called Mato) were strong magicians, but over time, their family lost their ability to magic, that is, Sakura's magical skills were suppressed. She loves Shiro very much, but is afraid to admit it to him. Sakura was the victim of her grandfather's cruel magical experiments, Zoken Mato. Because of them, she became the host for Angra Mainyu, a servant of the Grail and a representative of the eighth class, who cannot be summoned in the usual way. Rin Tohsaka and Sakura Mato are siblings from the Tohsaka clan who were separated as children. Sakura is the youngest. In order to save their eldest daughter and maintain friendly relations with the Mato family, the girls' father and mother gave Sakura to be raised by Joken. The Mato family gain their power by controlling the worms and allowing them to live in their bodies.

  • Fate: Continued to live a quiet life.
  • Heaven's Feel: Normal ending - moved to Shiro's house and waited for him until his death. The true ending - lived happily with Shiro and Rider, but she is still connected with Akase and has a huge supply of magical energy.

Illiyasviel von Einzbern (Illiya)

A little girl participating in the war on behalf of the Einzbern family, who were among the initiators of the Grail Wars. At the beginning of the series, he lives in the forest castle of Einzbern, in which family members stay during wars. A very strong mage. Illia was able to summon Berserker - the most physically strong servant - and easily control him, converting her magical powers into energy for her servant. A homunculus destined to serve as a vessel for a portion of the Grail at the end of the War and, as a result, die. Likes to pester Shiro and call him "brother". First acts as the main opponent of Shiro and Rin. Daughter of Kiritsugu Emiya, Shiro's adoptive father. Initially, she was ambivalent about Shiro: on the one hand, she envies the boy for whom her father left her, but believes that if Kiritsugu found something in him, then there must be something. In fact, she is eighteen years old. After the death of the Berserker, he remains with Shiro.

  • Fate: She moved to Fuyuki and lived a normal life, but her lifespan will not exceed a year.
  • Unlimited Blade Works: Killed by Gilgamesh.
  • Heaven's Feel: Normal ending - unknown. True ending - sacrificed herself for Shiro, revealing to him the truth about her birth before disappearing.

Shinji Mato (間桐 慎二 Mato: Shinji)

Member of the Mato family, Rider's temporary master, Sakura's half-brother. Since childhood, she dreams of becoming a powerful magician. From the moment Sakura became a member of the Mato family, Shinji did his best to support her. On her birthday, he overheard a conversation between his family and Sakura saying that Sakura should be their representative in the Holy Grail War. Shinji decided that Sakura had been taunting him all this time. Since then, they have been in a very tense relationship. Shinji often hits Sakura for little things. Tries to surpass Shiro Emiya, but fails. Made a fake contract with Ryder, who does not provide mana and treats her like a thing. Later, when Sakura made a contract with Rider, she saved Shinji in his battle with Shiro.

  • Fate: Killed by Illya after being defeated.
  • Unlimited Blade Works: Survived, was able to form a relationship with Sakura.
  • Heaven's Feel: Brutally killed by Sakura.

Soichiro Kuzuki

A teacher who teaches at the same school that Shiro and the others attend. His servant is Caster. He is cold-blooded, ruthless, and fights his opponents without passion.

  • Killed in all arches.

Kirei Kotomine (言峰 綺礼 Kotomine: Kirei)

Priest of Fuyuki Church, mentor of Tohsaka Rin. Observer of the Fifth War, participated in the Fourth War, in which Gilgamesh was his servant. It was he who was to blame for the fire ten years ago, from which only Emiya Shirou escaped. After killing master Lancer, he himself became his master.

  • Fate: Killed by Shiro while summoning the Grail.
  • Unlimited Blade Works: Killed by Lancer.
  • Heaven's Feel: After the battle with Shiro at the Grail, he dies after having his black heart stopped by Dark Sakura.

Each servant belongs to one of seven classes:
Swordsman - "Saber";
Archer - "Archer";
Spearman - "Lancer";
Horseman - "Rider";
Warrior - "Berserk";
Killer - "Assassin";
The caster is "Caster".
There are also non-standard Servant classes:

Defender - "Schilder".
The ruler is "Ruler".

The class of a servant is given in accordance with his "noble fantasies" - the distinguishing features of the hero, the important reasons for his fame (Gorgon Medusa, for example, is able to turn people to stone, although not literally). Each servant is interested in obtaining the Grail no less than the master, since the fulfillment of desire awaits everyone. Each master has a three-piece pattern on his arm, reminiscent of a tattoo (the pattern depends on the personality of the master). These are command spells. They allow you to overcome the limitations of the servants: with their help, you can give orders that contradict the intentions of the servants, up to suicide, or their physical capabilities. The command spell can be used three times - until the last part of the pattern disappears, in which case the person ceases to be a master. He may enter into a new contract, but usually this does not happen.

Saber (セイバー Seiba:)

Servant Shiro. He considers receiving the Grail his main goal and duty. She seems cold-blooded and selfish, although she also has human feelings, which she carefully hides. She was summoned by Emiya Kiritsugu in the last, fourth war, but lost the last duel. Real name - Artoria Pendragon, King Arthur. Saber believes that another person is worthy of the title of King of England, less soulless and callous than herself. Participates in the War for this purpose. Considered the strongest servant. Rin Tohsaka wanted to summon her, but Shiro Emiya accidentally did it by mistake.

  • Fate: Destroys the Grail and disappears.
  • Unlimited Blade Works: Good ending - continues to live as Rin's servant. True ending - destroys the Grail and disappears.
  • Heaven's Feel: Killed by Shadow in the middle of the War, later turned into Saber Alter and finally destroyed by Shiro and Rider.

Archer

Servant of Tohsaka Rin. Claims he doesn't remember his real name. In Unlimited Blade Works, he is revealed to be Emiya Shiro from a possible future.

  • Fate: Dies by the Berserker's Hands after killing him 5 times.
  • Unlimited Blade Works: Disappears in the ending after asking Rin to take care of herself.
  • Heaven's Feel: He was mortally wounded by a shadow while protecting Rin. Later, he asked Shiro to transplant his hand, after which he disappeared.

Lancer (Jap. ランサー Ransa:)

Archer and Saber's first opponent, the first Servant Shiro encountered. He appreciates beautiful fights, participates in the war only for his own entertainment. He lost his master on the fourth day of the War and became a servant of Kotomine Kirei, the priest of the local Fuyuki church. Lancer's true name is Cuchulainn, the hero of the Celtic myths.

  • Fate: Killed by Gilgamesh near the end of the story.
  • Unlimited Blade Works: Committed suicide on Kirei's orders, but managed to kill him as well while protecting Rin Tohsaka.
  • Heaven's Feel: Killed by the Shadow early on in the War, then devoured by the True Assassin.

Rider

A servant summoned by Sakura Mato, but placed under the control of her brother, Shinji Mato. Rider is secretive, reticent and cautious, hating her temporary master, but takes a liking to Sakura and tries to help her whenever possible. Since Mato Shinji is not a magician, he is unable to supply Rider with energy and sustain her in battle, and her stats are downgraded, so she has to attack people by absorbing the energy of their souls. Real name - Gorgon Medusa. Ryder is able to control her eyes, paralyzing anything within sight, but wears an eyepatch as a precaution.

  • Fate: Died fighting Saber.
  • Unlimited Blade Works: Killed by Souichiro early in the War.
  • Heaven "s Feel: Attacked people and was defeated by Saber, later saved Shiro from the True Assassin. When Shinji kidnapped Sakura, it was revealed that it was Sakura who called Rider and created the "Command Spell Book" for Shinji. She cares a lot about Sakura, but goes against she is protected by Shiro at the last conscious request of Sakura.On the last day of the War, together with Shiro, she fights Saber-Alter and wins, in the true ending she lives quietly with Sakura and Shiro, in the normal ending, her fate remains unknown.

Berserker

Elijah's servant. Real name - Hercules, the famous hero of Greek mythology. His colossal physical strength and stamina are reinforced by the Noble Phantasm "God's Hand", which grants Berserker an additional 12 lives - one for each feat he accomplished during his lifetime. This Phantasm also grants the servitor protection from all low- and medium-rank damage and immunity to weak magic. Servants of the berserker class are usually wild and uncontrollable, but Hercules unquestioningly obeys his little mistress and obeys her in everything.

  • Fate: Killed by Saber and Shiro.
  • Unlimited Blade Works: Killed by Gilgamesh while protecting Elijah.
  • Heaven's Feel: Defeated by Shadow and Saber Alter, turned into a dark Berserker and defeated by Shiro with his own True Phantasm (Nine Lives: The Shooting Hundred Heads).

Caster (Jap. キャスター Kyasuta

A servant who tricked her master into wasting all command spells and killed him. Without calculating, she was left with virtually no energy and on the verge of extinction. Found by Kuzuki Souichiro (a teacher at Fuyuki's Shiro's school) and became his servant. In love with Kuzuki. Real name is Medea.

  • Fate: Killed by Gilgamesh when she attacked Shiro's house and demanded that Saber become her servant.
  • Unlimited Blade Works: The main antagonist of the arc, managed to take control of several servants at once (Assassin, Archer, Saber). But she was betrayed by Archer and died protecting Souichiro.
  • Heaven's Feel: Killed by Saber at the beginning of the War, but resurrected by Zouken as a puppet. Defeated by Saber and Archer.

Assassin (jap. アサシン Assassin)

Sasaki Kojiro. He was called not by a human magician, like other servants, but by Caster. Because of this, he is limited in movement and constrained in combat abilities. He does not take the position of a Servant in the war and serves solely as a gatekeeper guarding the entrance to Ryudoji Temple.

  • Fate: Protected the gates to the temple. During Sakura's release from Caster, Saber was defeated.
  • Unlimited Blade Works: Defended the Temple Gate to the end, defeated by Saber.
  • Heaven's Feel: A mysterious ritual was performed on him, and a True Assassin escaped from him, who later ate his body to restore his personality.

Gilgamesh (ギルガメッシュ Girugameshu)

Cursed Servant from the last (fourth) Holy Grail War, Archer class. Two-thirds god and one-third man, the ruler of ancient Uruk. Arrogant and mysterious, his desire is to get Saber. At the end of the last War, he was partially influenced by Angra Mainyu, which made his body material. Gilgamesh is the strongest participant in the Holy Grail War.

  • Fate: Defeated by Saber with Avalon.
  • Unlimited Blade Works: One of the main antagonists of the arc, planned to let Angra Mainyu into this world. Shiro is defeated.
  • Heaven's Feel: Devoured by Sakura when he tried to attack her.

But I never saw a single novel there. Maybe this is due to the Asian habit of "not releasing their own products outside the country", or maybe due to the lack of translation from Japanese. One way or another, only since 2010 this kind of books began to appear on the shelves of digital stores. Well, enough about the past, first we will analyze the review part no spoilers, where we will try to understand why I recommend reading something as much as 15 years ago.

Almost a review of Fate/Stay Night

Let's start with a description of the most important thing - how watchable and readable it is in general. Despite the ancient age of drawing, it gives out quite a suitable, even modern level of graphics. The characters have good body proportions, they periodically show us the main character and openly show bloody scenes, hatnay and average quality backdrops (very blurred). The screen resolution is only 800x600, but despite having rather easily irritated eyes, I never once felt tired, sore or tense. There is a convenient save menu with the ability to select slots, as well as a quick skip of already read dialogues (instant). Most of the text is voiced by the Japanese so professionally that you can feel the originality of the characters, their emotions and mood in the words. Of course, there are places where thoughts are described to us - these are no longer voiced (like hentai, for obvious reasons).

Events take place in quite a modern world, only with the exception of innovations in the form of mobile phones, computers and the eternal desire to "be different from everyone else." The focus is on the main character named Shiro, who experienced the loss of his parents as a child. The kid lived for some time with his adoptive father, who reluctantly taught the boy useless types of creative magic. Then that parent was gone. Then a school teacher and a childhood friend took care of the teenager, although for the most part he began to live alone in a huge house. Although, to be honest, this trough can hardly be called a house, in fact there are no chairs, no beds (except for the guest room), no wardrobes, no other amenities - and all this is called "Japanese style". Sleep on the floor and rejoice, yeah In the morning you cook food from the products that you bought yourself, then you go to school, and then to work part-time, because tomorrow you will want to eat again. Completely closed and hopeless life.

According to his psychological characteristics, Shiro is quite persistent and purposeful. He wants to help people in every way he can. The word "no" is not in his vocabulary, which is often used by others. However, you can’t call him a weakling, because he can easily strike in the face, strengthening the nearest useless object with durability magic. There is little sense from this, but if only paper is at hand, then you can turn it into a tree, and a tree even into iron (the internal structure of strength will change, that's all). This is where his skills end. The guy does not have a spark of humor, moreover, he keeps all emotions deep inside. One ordinary evening, he witnesses a strange fight on the street, and realizing the mortal danger of the situation, he tries to hide in the school. In vain. An unknown adversary quickly overtakes him and pierces his heart with a pike in a matter of seconds. Nearby is a magician who uses the power of a magical gem to transfuse magical energy. This gives the guy a chance to wake up after a while and hobble home, but if everything was so simple ...

grail war

Upon reaching home, Shiro is subjected to a second attack from the spearman, because the latter is not going to leave any witnesses. This is not at all a personal dislike - just ordinary people should in no case see magic in action. Their elimination must be dealt with in the first place, otherwise the holy church will take up the matter, at the same time eliminating you, the culprit of what happened. The church here is very unusual, for example, they won’t lift a finger if you kill people left and right, the main thing is that no one suspects a mystical background. God saves the beneficiary, right? But it is impossible to complete the murder, because at the last moment Shiro somehow summons a defender to his side, who easily repels the attack and drives the enemy away. Yes, but it was not at all an ordinary familiar, such as a dog or a dragon, who was summoned, but a man - the heroic spirit of antiquity, about which many legends are sung. And he did not appear at all on a whim, it was just time to conduct another war for the holy grail - an artifact of incredible power.

Three hundred years ago, three famous families of magicians joined forces to create an artifact that grants any wish. They used the knowledge of the ancients, the ability to form golems (alchemy), and energy crystals to summon something unimaginable into this world. But the grail turned out to be not a simple object, but an entity with its own interests. For its full formation, it was necessary to make sacrifices, which became the founding families. The union quickly turned into a bloody massacre, but no one was able to get what they wanted, and the grail disappeared without being filled. But he has a passive property to return to the world once every 60 years, in order to once again give the afflicted the opportunity to fight for the possession of the "cup". To do this, the seven most worthy people (called "masters") are selected and seven powerful spirits (servants) are called to serve them. Spirits and magicians must fight until only one pair remains. Only the last surviving servant can touch the grail and transfer to its master the power to grant one wish. According to rumors, it could be anything, even "the destruction of all life."

And here begins the part that personally interested me the most - each servant belongs to a certain class of characters. Archer (archer) uses a ranged technique, Berserker is a rampant warrior, Saber is a swordsman, Caster is a mage, and there are also Rider (rider), Lancer (spearman) and Assassin. Accordingly, each master can have only one servant with him, and as proof of the contract between them, three command spells appear on the body of the master. They allow you to give a special order to a servant once, for example, instantly restore health, quickly teleport to the right place, or increase combat power many times over. Servants have their own consciousness, they are far from stupid and are themselves interested in the fulfillment of desires (at least, the grail promised them such). Including you can beg for you to stay in this world in the form of a person and live a normal life. For a long-dead hero, this is a fantastic opportunity.

First blood

The events of the plot unfold over two weeks (14 days) and in this short time many alliances are formed, vile betrayals and unexpected discoveries. No dull school life, here in the evenings everyone tries to kill each other, although not in the manner of the Royal Battle. Servants have cool ultimate abilities related to their essence. For example, Hercules performed twelve legendary feats, therefore he earned a special reward from the gods - 12 resurrections. Of course, this did not help him survive in the past, but in this war it will be a great bonus. The rest have active-type skills that release a lot of energy, while doing a great job with a single target or an entire area. If you recognize the name of an enemy vehicle or see its true weapon, you can recognize the essence of the hero and easily take countermeasures (play on weaknesses). Therefore, the servants carefully hide their true essence, sometimes even from the masters.

The spirits are extremely strong, so the masters cannot counter those in open combat. If the servant goes against any person, the battle will take only a couple of seconds and will end in a very predictable way. After the death of the master, his servant can stay in this world for a maximum of a couple of days, after which he will disappear. But, if another participant in the battle has lost his servant, he can still renew the contract with the freed one. It turns out that in theory it is possible to do without human casualties, which is what the protagonist strives for. In practice, it is necessary to eliminate the weakest and most accessible links in the first place. Battles between heroes often end in a draw, and since they quickly heal any non-fatal wounds, victory depends more on the survival skills and patience of the participants. Who climbs on the rampage - acts recklessly, because you can stupidly sit out and wait until the rest kill each other.

And, of course, Shiro wouldn't have had any chance of winning if it wasn't for the special piano made from bushes. For some reason, the guy received an unrealistic regeneration, capable of restoring him at the level of Wolverine from the X-Men. Enemies often treat what is happening with enviable indifference, so they do not make a control blow to the heart or brain. And this helps to lie down and "heal" by the next day. Again, it's not strength that decides, but survival. Although without one-shots it will not do in any case. In total, there are forty bad endings in the game, all of which end with the death of the protagonist in different variations and are accompanied by text for 3 minutes of reading. After that, a special dojo of tigers is highlighted, where the gamer is guided on the right path ... They suggest the correct choices in the dialogues and the places of the logical errors made (a kind of cheat, if this is applicable to visual novels at all). There are about a dozen good endings, but in general there are only three major plot branches.

three ways

The passage is linear, which means that you first have to read the central branch of Fate, then Infinite Blades, and only then Heaven. The differences begin already on the third day out of 14, and then they become so significant that it is easier to call each branch a separate game. Sometimes while watching a good anime, a thought arises "it would be nice to see an alternative turn of events". Well, here they give three versions of the plot at once, completely different. Not only the actions and beliefs of the characters differ, not only the order of battles and elimination of characters, but also the antagonists change. Shiro is the same everywhere, but the set of experience he gains varies. This is not a harem, not a romantic drama, but in general we can say that each branch has its own girl, with whom you have to play shura-mura. Although not even so - sex here is a necessity to replenish energy, in all three cases.

By the way, the hentai scenes turned out completely out of place. In such an active novel, they look inappropriate and simply unnecessary, and I don’t believe that there is no other way to share mana. And it just so happened that everyone is trying to sleep with the protagonist, as if there are no more suitable personalities. Moreover, as participants in the great war, magicians had to prepare for such difficulties in advance. But none of them, NONE, did. Yes, this time the grail appeared only ten years later, and not sixty, which probably did not allow some to properly train their supplies. Three original families entered the battle, which is quite logical, as well as four outsiders. Virtually none of them at this point no longer has a rich family tree, or outstanding spells, or trusted allies. It would seem that it is time to use the power of money and connections with the same police, hire snipers and set traps, but ALL collisions occur spontaneously head-on.

Somewhere in the middle of reading Fate, I got really bored. The hero is constantly beaten, nothing is clear, and the number of ordinary events goes off scale (the notorious tea drinking, cooking, meaningless training). At this point, I decided to watch the anime adaptation and I was right. It turns out there is a backstory called Fate/Zero, which describes in great detail the events of ten years ago. Also, instead of slow-witted schoolchildren, real meters of magic and cunning are fighting there, and the servants are an order of magnitude more charismatic. Adult showdowns, adult victims and the same goal - to get desire. But the plot of Fate xthtcxeh is dragged out and fresh. It becomes really interesting to go through the second and third branches, because everything changes a lot there. Already new servants are revealed in all their glory, and the intentions of the masters are demonstrated from a different angle. Probably, it is better to start acquaintance with the series with Zero, and only then move on to reading the novel ... Or watching the anime, because it is also well done (although the part about Heaven will be released only in 2018). The voice acting is the same everywhere, which is undoubtedly pleasing.

Shortcomings of the novel

The first reason to hate is that she does not follow her own rules. Either they tell us for an hour about the impossibility of a master's victory over a servant, or they demonstrate exceptions. At first they say that there can be only seven servants, and then it turns out that there can be ten or a hundred. The constant contradictions in facts and rules cause bewilderment, so you involuntarily begin to perceive any new information with hostility. But most of all, the discrepancy between the class characteristics of the called heroes freezes out. In the Fate branch, the shooter does not use a bow and arrow at all, preferring close combat, the rider now and then jumps on his two aka assassins along walls and trees, and the true assassin turns out to be a brilliant fighter of open close combat, instead of covert techniques. The only mechanic that works properly here is the powerful resistance of all melee magicians. That is, they are not taken by any level of the spell, they do not even scratch. Therefore, there is quite a bit of magic in the novel. Spoilers follow, but that's basically all there is to say about the novel.

It tells about duty, honor and valor, about attempts to protect society with all their might and correspond to the difficult status of the "leader". In general, everything that is alien to a gamer ... Also, the concept of "fate" is put up here in a not very pleasant light, demonstrating the hopelessness of life situations and the inevitable consequences. Shirou seeks to enlist the help of others in order to train himself as much as possible in the use of magic and close combat. As a result, he becomes very close to his servant and falls in love with her, although it is unlikely that it will be possible to reach such a level of adoration in two weeks. Immediately, the essence of Saber, her past and, in general, the essence of the work of the grail is revealed. In the end, it turns out that everything is not what it seems, and the outcome of the war was determined even before it began. All battles look like a banal beating of the weak by the strong and end with a large preponderance of strength. But even in conditions of terrible inequality, the characters manage to survive. Sometimes the absurdity of some rescues goes beyond all limits. It is unlikely that the novel would have found such high marks if it consisted only of this branch.


Here events take a completely different turn. Shiro makes himself a real killer enemy in the face of Archer. Having taken a liking to the protagonist, the archer begins to suspect that he is connected with the boy in the most unpleasant way - they are one. In the future, small Shiro will become the very great hero Archer, who will believe until he's blue in the face in a world without war and the salvation of everyone around. From the realization of this absurdity, Archer decides to kill the guy no matter what, because he hated all this heroism of endless battles. His dream of "saving everyone" is impossible, because "when a terrorist takes hostages, but you save them, there will still be at least one victim - the terrorist himself". And the universe itself suggests that there should not be two identical objects in the same time period. In contrast to the strong dependence on outsiders in Fate, here Shiro learns everything on his own and begins to powerfully copy other people's techniques. To such an extent that it becomes just the same thunderstorm of the grail war. Caster is also seriously pumped, doing real game. You should not give the ancient magician time to accumulate strength!


At the end of the story, an unrealistic action begins. Servants die already at the very beginning, and something new, dark comes to replace them. It seems that one of the participants in the war summoned a creature that could easily destroy both the city and the masters. Not only does it completely paralyze everything it touches, but it also resurrects fallen servants in the form of defiled undead. One by one, the masters lose servants and are left with a nose, while hitherto unused characters come to the fore. All previous measures of strength and ability no longer work, and the aspirations change dramatically. The heroes have to reveal all the cards and discuss what is sore, and each event turns into a maximum surprise. And then it becomes much more difficult to look for the right path, because the slightest mistake leads to death. Including some waypoints require a whole bunch of reputation from one of the heroes, and if you haven’t saved it, then they won’t let you go further and you have to replay it again. Well, at least in the game folder there is a manual with all possible dialogue answers and hidden rewards.

Game walkthrough Fate/Stay Night DiomedesXX Version 1.00 To jump to a section, please use your browser"s find function and type in the portion in the brackets, including the brackets. Should you need to contact me, do so at diomedesxx(at) gmail(dot)com. If you are concerned about the accuracy of my guide, please be sure to give a name that I can reference to you as in this guide for your contribution. Be sure to put Fate/Stay Night in the subject field , or my spam filter will not like you. ===================== GENERAL INFORMATION ======================= Fate/ Stay night is a visual novel released by Type-Moon. Owing that it was never released in English on the PC, few guide exist after even four years after its release. You must be of legal age as determined by your province's obscenity laws in order to play t his game. There are suggestive themes, and rampant nudity (at parts); if you are offended by these items, please do not play this game ======================= MISSION STATEMENT ====================== Given the branching nature of the game, I will be providing a run for each of the five endings. chose to get the endings. The fun of the game is playing around with it, after all. I will provide a path to obtain all endings, and Tiger Dojo"s. ================== TRANSLATIONS ================== Unfortunately, I do not understand Japanese; you might be curious how I am preparing this guide. The fansub group Mirror Moon provides fansubs of many Type-Moon endeavors, from Fate/Stay Night, to Tsukihime, Melty Blood, and other. Their homepage can be reached at http://mirrormoon.org/projects/fate_stay_night I recommend being prepared to wait a while - their patch files are well over 60MB. I will be using this translation to write the FAQ. ============== CONTROLS ============== Left Click or mouse wheel down: Display next text, or change page Right click: menu, or go back if in a menu CTRL: auto read while hold down (fast skim through text) F: skims to next dilemma or scene S: open save dialogue L: open load dialogue Tab: hop between on-screen choices Enter: select highlighted choice There are more controls, but I did not find them necessary. As this is a story game, the more intuitive and less obtrusive the controls are, the better the immersion. ================= WALKTHROUGH ================= To avoid putting spoilers into this guide, the walkthrough will be very bare - I will give the number of the choice I made and a one, or two word description of the choice for comprehension. In Regards to the endings, it seems the game likes to go by a point, or affinity system. Different choices will add to (or subtract from) a certain character's affinity value. For instance, the Unlimited Bade Works GoodEnd cannot be obtained unless you have more than 2, but less than 8 point for Tahsaka, but still more than 4 for Saber. I will provide the Tiger Dojo offshoots in the walkthrough. Please be sure to save before choosing a band end, as you will die. Simply search "Bad End xx", no """s and replace the xx with the Tiger Dojo scene you need to find. Ex, "Bad End 02". ========== FATE ========== Day One dilemma 1: 2. Daily Day One dilemma 2: 1. Help Day One dilemma 3: 3. Rest Day Two offers no dilemmas . Day Three dilemma 1: 2. Don "t stop (The first time you play the game, you will NOT be given above dilemma) Day Three dilemma 2: 2. Fight (Choice 1 leads to Bad End 01) Day Three dilemma 3: 2. Save (Choice 1 leads to Band End 02) Day Four dilemma 1: 1. Yesterday Day Four dilemma 2: 1. Co-Op Day Four dilemma 3: 1. Who is she Day Five dilemma 1: 1. Tohsaka Day Five dilemma 2: 1. Lancer Day Six dilemma 1: 1. Rider Day Six dilemma 2: 2. Don "t Fight (Choice 1 leads to Bad End 03) Day Seven dilemma 1: 1. Why she fights. Day Eight dilemma 1. 1. Previous life Day Eight dilemma 2. 1. Home Day Eight dilemma 3. 1. Gift? Day Nine dilemma 1: 1. Find Rin Day Nine dilemma 2: 1. Don't stop Day Nine dilemma 3: 2. Cant Match (Choice 1 leads to Bad End 04) Day Nine dilemma 4: 1. Summon (Choice 3 leads to Bad End 05) Day Ten dilemma 1: 2. Follow (Choice 1 leads to Bad End 06) Day Ten dilemma 2: 2. Saber Day Eleven dilemma 1: 2. Can "t (Choice 1 leads to Bad End 07) Day Eleven dilemma 2: 2. Pretend Day Eleven dilemma 3: 1. Saber Day Eleven dilemma 4: 1. Bow Day Eleven dilemma 5: 2. Use it (Choice 1 leads to Bad End 08) Day Twelve dilemma 1: 1. Protect Day Twelve dilemma 2: 2. Why on time? Day Twelve dilemma 3: 1. Projection Day Thirteen dilemma 1: 2. Leave with Saber (Choice 1 leads to Bad End 09) Day Thirteen dilemma 2: 1. Believe in Tohsaka Day Thirteen dilemma 3: 2. Don "t do it ( Choice 1 leads to Bad End 10) Day Fourteen dilemma 1: 1. Stand Up (Choice 2 leads to Bad End 11) Day Fifteen dilemma 1: 2. Basement (Choice 1 leads to Bad End 12) Day Fifteen dilemma 2: 1. Tohsaka Day Fifteen dilemma 3: 3. Strategy (Choice 1 leads to Bad End 14) Day Fifteen dilemma 4: 3. Give it Back If you are really, really, really adamant about that missing Bad End 13, you cannot obtain it unless you have less than 5 points with Saber. I recommend starting from day one and choosing options you didn't choose the first time through, as it will unlock more scenes. If you want to figure it out yourself - make fun of saber as much as you can. Day 01: 2, 1, 3; Day 03: 2, 2, 2; Day 04: 3, 1, 2; Day 05: 2, 2; Day 06: 2, 2; Day 07: 3; Day 08: 1, 2, 3; Day 09: 2, 2, 2, 2; Day 10: 2, 1; Day 11: 2, 2, 2, 1, 2; Day 12: 1, 3(Fake Tiger Dojo, just watch until story resumes), 3 ;Day 13: 2, 1, 2;Day 14: 1;Day 15: 2. _______________ FATE ROUTE -fin ========================= ============ UNLIMITED BLADE WORKS - TrueEnd ================================ ==== Day One dilemma 1: 2. Daily Day One dilemma 2: 2. Work Day One dilemma 3: 3. Rest Day Two offers no dilemmas. Day Three dilemma 1: 1. Stop Day Three dilemma 2: 2. follow them (Choice 3 leads to Bad End 15) Day Three dilemma 3: 2. bring back Saber Day Four dilemma 1: 1. Stay Day Five dilemma 1: 1. Saber Day Five dilemma 2: 2. Hallway (Choice 1 leads to Bad End 16) Day Five dilemma 3: 1. Command Day Five dilemma 4: 3. Nail (Choice 1 leads to Bad End 17) Day Five dilemma 5: 1. Not sure Day Six dilemma 1: 2. Sakura Day Seven dilemma 1: 1. Go Out Day Seven dilemma 2: 2. Command Day Eight dilemma 1: 2. Don "t ask (Choice 1 leads to Bad End 18) Day Eight dilemma 1: 1. Sakura Day Nine dilemma 1: 1. Stop Tohsaka Day Nine dilemma 2: 2. Protect Tohsaka (Choice 1 leads to Bad End 19) Day Ten dilemma 1: 1. Tohsaka Day Eleven dilemma 1: 1. Japanese Day Eleven dilemma 2: 1. Look Inside Day Eleven dilemma 3: 1. Refuse (Choice 2 leads to Bad End 20) Day Twelve dilemma 1: 1. Tohsaka (Choice 2, then any choice -> Bad End 21) Day Twelve dilemma 2: 2. Wait (Choice 1 leads to Bad End 22) Day Twelve dilemma 3: 2. Help Day Twelve dilemma 4: 3. Co-op Day Thirteen dilemma 1: 2. Stop him (Choice 1 eventually -> Bad End 23) Day Thirteen dilemma 2: 2. One Condition (Choice 3 leads to Bad End 23) Day Fourteen dilemma 1: 1. Why Not? Day Fifteen dilemma 1: 1. Tokshaka Day Sixteen dilemma 1: 2. Don "t give up (Choice 1 -> Bad End 24) ===================== =============== UNLIMITED BLADE WORKS - GoodEnd ============================ ======== Day One dilemma 1: 2. Daily Day One dilemma 2: 2. Work Day One dilemma 3: 3. Rest Day Two offers no dilemmas. Day Three dilemma 1: 1. Stop Day Three dilemma 2: 2. follow them (Choice 3 leads to Bad End 15) Day Three dilemma 3: 2. bring back Saber Day Four dilemma 1: 1. Stay Day Five dilemma 1: 1 Saber Day Five dilemma 2: 2. Hallway (Choice 1 leads to Bad End 16) Day Five dilemma 3: 2. Defeat? Day Five dilemma 4: 2. Fight Day Five dilemma 5: 2. How It'll be Day Six dilemma 1: 1. Stop Fuji-nee Day Seven dilemma 1: 2. Don't Want to Die Day Seven dilemma 2: 2 . Command Day Eight dilemma 1: 2. Don "t ask (Choice 1 leads to Bad End 18) Day Eight dilemma 1: 3. Meat" s On Sale Day Nine dilemma 1: 1. Stop Tohsaka Day Nine dilemma 2: 2. Protect Tohsaka (Choice 1 leads to Bad End 19) Day Ten dilemma 1: 2. Saber Day Eleven dilemma 1: 2. Shop Day Eleven dilemma 2: 1. Refuse (Choice 2 leads to Bad End 20) In an effort to be nice to saber, if you"re too much of an ass to Tohsaka, the game will give you 3 choice for the first dilemma, and you die no matter what you choose. Bad End 21 Day Twelve dilemma 1: 1. Tohsaka (Choice 2 , then any choice -> Bad End 21) Day Twelve dilemma 2: 2. Wait (Choice 1 leads to Bad End 22) Day Twelve dilemma 3: 1. Don't Help Day Twelve dilemma 4: 3. Co-op Day Thirteen dilemma 1: 2. Stop him (Choice 1 eventually -> Bad End 23) Day Thirteen dilemma 2: 1. Alright (Choice 3 leads to Bad End 23) Day Fourteen dilemma 1: 2. Why Should I Day Fifteen dilemma 1: 2 . Saber Day Sixteen dilemma 1: 2. Don "t give up (Choice 1 -> Bad End 24) __________________________ UNLIMITED BLADE WORKS -fin ===================== ==================== HEAVEN'S FEEL - True End & Good End ==================== ===================== Day One dilemma 1: 1. Sakura Day One dilemma 2: 2. Work Day One dilemma 3: 1. Sakura Day Two dilemma 1: 2. Sakura Day Two dilemma 2: 2. Sakura Day Three dilemma 1: 2. Fight *1(see credits) Day Three dilemma 2: 2. Saber Day Four dilemma 1: 1. Secure the neighborhood. Day Five dilemma 1: 1. Sakura (Choice 3 eventually leads to Bad End 26) Day Five dilemma 2: 1. Don't Hate Day Five dilemma 3: 2. Ask Sakura personally Day Five dilemma 4: 1. Look for Sakura. Day Six dilemma 1: 1. Don't lie. Day Six dilemma 2: 1. Go out (Choices 2 & 3 eventually leading to Bad End 26) *2 Day Six dilemma 3: 2. Restrain myself *3 Day Six dilemma 4: 3. Worried about Sakura(Choices 1 & 2 ev . -> Bad End 25) *4 Day Seven dilemma 1: 2. Apologize Day Eight dilemma 1: 1. Search the Temple Day Eight dilemma 1: 3. Use my Command Spell (Choice 2 leads to Bad End 27) Day Nine dilemma 1: 2. Didn "t want to kill me Day Nine dilemma 2: 2. Co-op (Choice 1 leads to Bad End 28) Day Nine dilemma 3 : 1. Yes Day Nine dilemma 4: 1. Yes Day Nine dilemma 5: 1. No way! (Choice 2 eventually leads to Bad End 31) Day Nine dilemma 6: 1. Can "t leave Sakura alone Day Nine dilemma 7: 1. Tohsaka (Choice 2 leads to Bad End 29) Day Nine dilemma 8: 2. I "ll help Sakura (Choice 1 leads to Bad End 30) Day Ten dilemma 1: 1. I really like her. *5 Day Ten dilemma 2: 2. See what is going on (Choice 1 leads to Bad End 32) Day Ten dilemma 3: 2. Protect Ilya (Choice 1 leads to Bad End 33) Day Ten dilemma 4: 1. Tohsaka Day Ten dilemma 5: 1 Release it. Day Eleven dilemma 1: 3. Sakura comes first Day Twelve dilemma 1: 1. Nod (Choice 2 eventually leads to Bad End 35) Day Thirteen dilemma 1: 1. Accept (Choice 2 leads to Bad End 34) Day Thirteen dilemma 1: 2. Can "t do that (Choice 1 leads to Bad End 35) Day Fourteen dilemma 1: 1. Quickly return home. Day Fifteen dilemma 1: 1. Save Sakura. (Choice 2 leads to Bad End 36) Day Fifteen dilemma 2: 2. Accept (Choice 1 leads to Bad End 37) Day Fifteen dilemma 3: All three responses are the same. *6 Day Fifteen dilemma 4: 3. ...give her the answer (Ch. 1&2 -> to Bad End 38) *7 Day Fifteen dilemma 5: 3. Sakura"s side (Ch. 1&2 -> to Bad End 38 ) *8 ============================================== =============================== Please be sure to save at this point. not be given the third dilemma. You will obtain the True End. Open the save, and after you choose the same answers for the first two dilemmas, a new option will open. Choose Option 1 for NormalEnd ======== ================================================= ===================== Day Sixteen dilemma 1: 3. Wait for my chance (Choice 1 -> Bad End 39) Day Sixteen dilemma 2: 2. .. .bring my arm down (Choice 1 leads to Bad End 40) Day Sixteen dilemma 3: 2. ...is that the way-> TrueEnd (1. Do it-> NormalEnd) __________________ HEAVEN"S FEEL -fin === =================== CREDITS & THANKS ====================== First and foremost to anyone who finds this guide useful, thank you for taking the time to consult it. A big thanks to harleyquin for his translation of the Heaven's Feel route - I ended up replaying a few things and correcting a couple of mistakes as a result; details as follows. *1: Somehow I missed that I had the wrong number here , your suggestions helped me notice it. *2: Thanks for letting me know about the other choice leading to a BadEnd. *3: Choice 1 (Attack Shinji) is more or less the same as choice 2 - they go to the same place, just with different scenes; again, thank you. *4: Thanks for letting me know about the other choice leading to a BadEnd. *5: Choice 3 (How about Breakfast?) is more or less the same as choice 1 - they go to the same place, just with different scenes. *6: Thanks for pointing out they all advance the story with no discernable impact. *7: Thanks for letting me know about the other choice leading to a BadEnd. *8: Thanks for letting me know about the other choice leading to a BadEnd. ==================================== AUTHORIZED WEBSITES & COPYRIGHT ========= ============================ The only website authorized to display the guide, in part or in full, at this time is GameFAQs. The reasoning is quite simple; I enjoy the community at the website and the sheer volume of resources available. I just wanted to contribute to this in some way. This work is Copyright 2008 by Joshua Howard (DiomedesXX). This my not be reproduced, in part or whole, without my explicit permission. ====================== REVISION HISTORY ===================== 0.2: Start version , guide finished to the end of Fate and Tiger Dojo 1-14 0.6: Finished up to Heaven's feel and associated Tiger Dojo 13 & 15-24. Slight re-arrangement or the guide. Started Heaven's Feel, but still awaiting a translation from Mirror-Moon. 0.9: Bumbled through the Heaven's Feel in Japanese & finished the Heaven's Feel paths. True and Normal ends are both complete as well as all of The Tiger Dojo"s. Once Mirror-Moon releases their patch, I will place the a quick English description of each choice for Heaven"s Feel. 0.91: Huge thanks to harleyquin for his translation of the Heaven's Feel choices. Fixed a couple of mistakes in the HF route as a direct result. Changed format and added a couple of sections. 1.00: As busy as I had been, I completely missed that the patch was released until nearly a week after the fact.