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An adventure filled with mystery awaits her.
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Originally released for smartphones on March 28th, 2013, and rereleased twice, first for the 3DS on December 18th, 2014 and later for the Playstation Vita on April 27th, 2016. Fairune 2 released for the 3DS on October 20th, 2016. A prequel to Fairune was released even earlier (earliest known record on August 19th, 2011 according to Wayback Machine) under the same name as a Flash game, which became Fairune Origins as part of Fairune Collection, released May 17th, 2018 along with a new side game Fairune Blast.

Fairune Origins stars a then-unnamed hero as she set out to rescue four Fairies and seal the soon-to-awaken Demon King.

Fairune 1 stars Hope Girl, a random girl in a pretty dress called upon by the Ancient Codex, a talking bestiary who explains that the three Spirit Icons, which once sealed away a realm of darkness, have up and disappeared, causing strange events to happen, ultimately resulting in the world being overrun with monsters, which is described as a custom that happens ever few hundred years. After grabbing the bare necessities of her adventure and swapping her white dress for leather armor and a Sword of Hope, Hope Girl sets out to find the icons again.

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Fairune 2 starts off with the Codex noting that no crisis is currently threatening the land, and again calling upon Hope Girl to find three fairies, protectors of Fairune which have gone missing. Over the course of the adventure, Hope Girl meets a mysterious girl living in a ruined room stuck in perpetual twilight, with machinery around and agrees to help her find Storage Devices to restore her memory, while trying to find out what exactly is trying to invade the world of Fairune.

Fairune Blast takes the shmup-based final boss concept from Fairune 1 and 2 and stretches it into a 20 second score attack minigame, where Hope Girl, Yamato and Uzume take to the skies to gun down monsters and bosses from both Fairune and Kamiko.

Both games take a top-down perspective with puzzles to solve and enemies to defeat in a clear homage to old adventure games such as The Legend of Zelda, Hydlide, or the World of Mana series.

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Not to be confused with Fei Rune, a character from Inazuma Eleven.


The Fairune series contains examples of:

  • Adaptation Name Change: Between Fairune 2 on 3DS and on Switch, Snowy Fields was renamed to White Lands.
  • A God Am I: Fairune 1 has Mega Dark.
    Mega Dark:"I am Mega Dark, the Ruler. I am Life itself..."
  • A.I. Is a Crapshoot: In response to Layla not knowing her own name, Morphoglia decides to delete her from existence.
  • All There in the Manual: The names for the monsters and some characters are only found in the Monster Collection screen. Hope Girl's name in Fairune Blast is Girl from Another World, and is named Hinome in the achievements list.
  • Amazing Technicolor Battlefield: The Final bosses in both Fairune 1 and 2 take place in these. In 1, the form change between Giga Dark and Tera Dark shifts the battlefield from underground ruins to outer space flanked by DNA helixes, in 2 Gate seems to take place in some sort of virtual approximation of space and further evolves from there into ruins floating in space for Giga Dark Omega and on into a twilit sky for Sunset Cage.
  • Anti Poop-Socking: The 3DS version of Fairune autosaves every time you step on a mana plant.
  • Anti-Frustration Feature: Fairune 1 in Fairune Collection offers an easy mode if you die often enough.
  • Apocalyptic Log: Of sorts - the texts displayed whenever unlocking the next set of floors in the Administrators Tower is written from the perspective of the world's creator as his work is complete and Fairune begins rejecting his presence.
  • Auto-Revive: In Fairune 2, Dying in the final boss has Mana, personification of mana and possibly the source of your Mana Fragment, pop up once and refill your health.
  • Back Tracking: Present across the series, but not quite as noticeable in Fairune Origins and 1 due to the small scale of the map - but in Fairune 2, some items required for progression through Blue Temple and access to the Ashen World are locked behind obstacles in Green Fields, which themselves can only be bypassed using an item from Blue Temple.
  • Bigfoot, Sasquatch and Yeti: Yeti show up in the White Lands of Fairune 2.
  • Bittersweet Ending: In Fairune 2. Layla learns her name and is allowed to pass through the Gate, leaving Hope Girl and Ancient Codex to miss her and bemoan that they didn't even get to say their farewells. Then it gets averted in that Layla met up with and sent the Layla native to Fairune back to give her farewells and gratitude to the protagonists. The ending continues as Hope Girl, Layla and Ancient Codex travel the worlds with the Fairies as guides.
  • Blackout Basement: Most of the underground areas in Fairune 1 and 2 that aren't specific regions are dark - players can navigate by a middling-sized circle of light around Hope Girl.
  • Bleak Level: The Grave in 1 and the Graveyard in 2, being a zone with a staticky overlay and somber music floating in a black void literally in a grave in 1 and in a hole next to the Overseer's Tower in 2. The Ashen World in 2 counts as well, what with being a monochrome land riddled with ruins of an old castle and dominated by an ominous monolith, with black miasma blowing around in the wind.
  • Bookends: In Fairune 2.
    Ancient Codex:Fairune... A world where imagination is reality. Currently... No demon is being resurrected to threaten the world. Nor is the world going to come to an end.
  • Breaking the Fourth Wall: The Ancient Codex in Fairune 1 and 2 addresses the player in the intro. The Fairies also address the player directly in the ending of Fairune 1, giving thanks for guiding Hope Girl through the adventure. In addition, the player is expected to invoke this with a side order of The Fourth Wall Will Not Protect You inverted when dealing the final blow to Tera Dark, and From Beyond the Fourth Wall in Fairune 2 in that you have to input Layla's name after the boss using your real-world controller.
  • But Thou Must!: Subverted in Fairune 2. When upgrading your ID card, you're ordered to plce it on an altar/device with a card icon near it. Pestering the fairy in the same room will eventually have her upgrade the card manually. The Blue Fairy actually calls you out on doing this on purpose if you pester her. This is part of getting the Fairy Maniac achievement.
  • Call-Back: Some of the rare monsters in Fairune 2 are recycled from Fairune 1. One of the rare monsters is the final form of the final boss from Fairune 1. In addition, there's a design on the ground in the Ashen World which is the same design used in Fairune 1 to travel between the Underworld and the Overworld, tilted 45 degrees so that it points north instead of northwest. Also, getting the Monster Slayer in 2 plays the fanfare played when the sword was used in 1.
  • Canon Immigrant: Looking at the achievements for Fairune Blast, the achievement for clearing the minigame with the Girl from Another Dimension, implied to be Hope Girl, reveals her to be Hinome, the sword-and-board character from Kamiko! Fairune Blast also cribs some bosses from the same game, and the other two characters are Yamato and Uzume, the other two protagonists of Kamiko.
  • Cap: Hard cap on levels is 25 in Fairune 1 and 30 in Fairune 2.
  • Cartography Sidequest: In Fairune 2, mapping out each layer of the world 100% nets you the Map Master achievement.
  • Cave Behind the Falls: The Dramos Cave of Fairune 2 is behind the large waterfall with a rainbow over it in Green Fields.
  • Checkpoint: Of sorts. While saving can be done anywhere, the games do have some spots where you can restore health. These have to be activated with a Piece of Mana. This is used as a part of a puzzle in the Overseer's Tower of 2.
  • Chekhov's Gun: The Faraway Memory found early on in Fairune 2 is needed to reveal Layla's name after the final boss.
  • Cherry Blossoms: In Fairune Origin, saving the Purple Fairy turns the frozen tundra into a grove of cherry trees.
  • Chuck Cunningham Syndrome: The Purple Fairy in Fairune Origins. Rescued from a block of ice, knocked out by the Demon King, turned into a wisp to help seal the Demon King, resurrected as a fairy for the ending gathering...and completely gone by Fairune 1.
  • Commonplace Rare: Almost all mundane items are this.
  • Convection Schmonvection: Hope Girl can stand right next to lava, and in Fairune 1, Ancient Codex can float over lava with no ill effects. Averted with the Red Fairy in Fairune 2 - after being freed, she can't stand the heat of her surroundings and warps out of the lava caves.
  • Critical Annoyance: Getting on low enough health causes the borders of the game screen to pulse red and a three-note warning loop to sound.
  • Critical Existence Failure: Hope Girl doesn't react to damage in any way beyond getting knockback from an enemy that's above her level...and goes from standing to gravestone the moment her HP hits zero.
  • Cutting the Knot: Late in the second game, you're faced with a statue-pushing puzzle, which is seemingly impossible. It is, the loose statue is a red herring. You're supposed to turn into a Dramos and step on the statue's podium.
  • Damsel in Distress: Downplayed in Fairune Origins - only the Purple Fairy is trapped in a block of ice, the other three just sort of...float around. Played straight in Fairune 2 - the fairies are captured on accident when investigating the Storage Devices.
  • Death Is a Slap on the Wrist: Dying in either game just autosaves and dumps you into the Grave in 1 or the Graveyard in 2. The only downside is that you'll have to travel back to where you died in order to continue.
  • Death of a Thousand Cuts: What Hope Girl seems to do to (most of) her enemies.
  • Deliberately Monochrome: In Fairune 2, the Ashen World is a Splash of Color variant, where the afforementioned splashes are light blue for powered things and bright red and softer whites for the native monsters.
  • Dem Bones: Skeletons, Wraiths and the rare enemy Skull Lord in Fairune 1, of which Skeleton and Skull Lord return in Fairune 2.
  • Disproportionate Retribution: Fairune 2. Attempting to cross the Gate without knowing your name? You need to be deleted from existence.
  • Divine Birds: To a degree, as Hope Girl's armor and weapons disintegrate into doves at the end of Fairune 1 and Origin, leaving her in her familiar white dress with red trim, and considering what her given name in Fairune Blast implies...
  • Door to Before: Pushblocks that usually form a bridge across a river when in position. Fairune 2 also has a one-way teleporter from the battle arena to the Administrator's Tower entrance.
  • Dramatic Ellipsis: Happens moments before the Layla hologram shuts down.
  • Dramatic Shattering: The Prototype boss breaks out of it's containment capsule.
  • Early Installment Weirdness: In the first game, killing monsters only gave 1 EXP even if you killed a monster one level higher than you, and wouldn't give any EXP if it was an enemy on par with you, (which can admittedly be mitigated with the Shield Boost and EXP Boost files cutting damage taken by one and increasing EXP intake by one,) you weren't able to kill any enemies two levels higher than you and the map is divided into five squares.
    • Fairune Origins, a remake of the original flash game, was even more different, with the map being divided into 3x4 single screen squares, battle simplified to first striker wins, no pickup animations and no fanfare aside from saving the Purple Fairy and killing the Demon King.
  • Eenie, Meenie, Miny Moai: Stone Heads and their Ice Head counterparts in Fairune 2 resemble moais with underbite.
  • Eldritch Location: In both games, the Secret File, a room based around either a desktop file system, an old RPG or a roguelike populated by unkillable Space Invader-styled bit monsters. In 1, these seem to bleed into the final dungeon, and in 2, this could count for both Ashen World and it's underground, Sky Land.
  • 11th-Hour Superpower: In both games, the Mamono/Monster Slayer sword is used to give Hope Girl wings, a tail and a Sword Beam to fight the boss with. Taken Up to Eleven in 2, with the new Fairune Sword and Photon Blade giving more elaborate forms, until the combined power of all three swords gives her something like an open top fighter jet.
  • Everything's Better with Rainbows: There's a small rainbow near a waterfall in Green Fields that marks the entrance to Dramos Cave.
  • Evil Knockoff: The Prototype fought near the top of the Administrator's Tower in Fairune 2. Doubles as a Puzzle Boss due to not staying dead.
  • Experience Booster: The EXP Boost file.
  • Exposition Fairy: The Ancient Codex takes this task.
  • Faceless Mooks: The Knight enemies across the series. The only difference in the lot is their armor color and detail denoting their rank.
  • Failed a Spot Check: Both games feature hidden pathways difficult to see for the player due to the top-down view, which should be readily visible for Hope Girl. Especially egregious and silly when you realize these paths in the Grasslands of Fairune 1 and the Green Fields and White Lands and the Ashen World of 2 take the form of floating trunkless tree foliage.
  • Fake Longevity: Fairune 1 has the medals found in the Records menu. To wit, you need to clear the game 8 times over and kill 10,000 monsters in order to get the last two. The first two are received on first completion of the game and the completing of the 1H Speedster achievement.
  • Fantastically Indifferent: In the intro to Fairune 1, the Ancient Codex reports that monsters have overrun the world, and then drops voice to remark that it's a kind of a custom, repeating every few hundred years.
  • Foreshadowing: The intro cinematic for 2 shows an odd spike object on an altar in the background. It's one of the stakes needed to open the way to the four giants in the Ashen World.
    • In Fairune 2, the panels used to expand the Faraway Memory have images of a goddess on them, and activate only partially, revealing the image of a winged woman. Said goddess is in fact Morphoglia, the game's final boss. The statues in the last Faraway Memory room also look rather familiar...
  • Flunky Boss: In Fairune 2, Sunset Cage sends out a series of drones with different attack patterns on top of it's own bullets.
  • Flying Face: Water Sphere, found in the Blue Temple of Fairune 2, is described as "a head floating in a sphere of water."
  • Frickin' Laser Beams: Used by Giga Dark and Tera Dark in Fairune 1, and Giga Dark Omega and Sunset Cage in Fairune 2.
  • Frictionless Ice: In Fairune 2, in the White Lands. Walking on any square of ice causes Hope Girl to slide to the other end of where she stepped on the ice, unless you have the Ice Ring.
  • Genius Loci: The Ashen World is thought to be an instance of this and The Virus. The Sunset Cage also qualifies, being both the top floor of the Overseer's Tower and the final form of the final boss.
  • Gold-Colored Superiority: Gold Dramos and Gold Knight in Fairune 1
  • Golem: One in Fairune 1 with a cylindrical head and blades in place of arms, and a few variants in Fairune 2 - the Golem in Green Fields Underground, Ice Golem as a rare encounter in White Lands, and the Metal Golem found in the Sky Lands.The Knight enemies inhabiting the Tower areas of both Fairune 1 and 2 may also count, if they're not homunculi or robots.
  • Guide Dang It!: The final puzzle in Fairune 1 requires you to tap the power button on the touch screen.
  • Hailfire Peaks: The regions connected to the Administrator's Tower in Fairune 2 are like this. Green Fields has desert ruins under it, Snowy Field/White Lands has a large-ish lava cavern under it, Blue Temple outright is an ancient high-tek temple ruins, and the Ashen World connects to Sky Land through both staircases and a magic gate.
  • Hard Light: In Fairune 2, in Blue Temple, placing prisms into the triangular slots on the southern island activates hardlight bridges to the south, west and east.
  • Hell Is That Noise: In Fairune 1, the background "music" in the Grave is a mishmash of TV static, radio static and electronic, modulated screeching.
  • Helmets Are Hardly Heroic: Hope Girl doesn't wear helmets in any of her styles.
  • Hologram: In Fairune 2, a puzzle in Blue Temple uses holographic Dramos to show the solution. This Layla may also have been a hologram before being recreated by AW Layla
  • Holographic Terminal: Used in the Administrator's Tower of Fairune 2.
  • Hyperspace Arsenal: By the end of either game, you'll be carrying around at least two useless tools, a bottle, a large, talking book and a fragment of magic and a lifesize statue of yourself! Though with what else is done over the course of the game, it's pretty smalltime...
  • Informed Attribute: The Ancient Codex in Fairune 2's intro asks the player to carry him around as he's just a book and cannot move...only to blatantly float out of Hope Girl's pocket whenever talking with someone.
  • Instakill Mook: The Bit creatures in Fairune 1 and 2 will instantly kill Hope Girl unless she has Bit Killer/Mamono Slayer.
  • Instant Armor: On picking up the Sword of Hope, Hope Girl ditches the white-with-red-highlights dress for a set of red-ish leather armor and a buckler. May be justified, as the armor may be magical, judging by how it disintegrates into doves at the end of Fairune 1.
  • Insurmountable Waist-High Fence: You can't push a specific rock before Hope Girl gets the Sword of Hope and ditches her dress in Fairune 2 because the Ancient Codex is afraid she'll get it dirty. But you can push other rocks, cut down trees and do pretty much everything else in the area with the dress on!
  • Interchangeable Antimatter Keys: Averted, every lock in the game has a specific, distinct key consumed on use.
  • Invisible Block: In Fairune 2, hidden passages are these by way of Scenery as You Go, when they're not obscured by the environment.
  • Item Get!: In Fairune 1 and 2, whenever an item is picked up. Played with in 2 - the Sunset Cage girl does the pose-and-jingle when receiving the first Storage Device.
  • Kill Enemies to Open: Two rooms especially in Fairune 1 block off an item required for progress until you've cleared the room of monsters (making them fairly decent for level grinding with their moderately higher monster count.) Certain items in Fairune 2 are similarly blocked.
  • Lethal Lava Land: The aptly named Lava Zone in 1. 2 has the lava cave in the White Lands Underground.
  • Let Us Never Speak of This Again!: Red Fairy in Fairune 2.
    Red Fairy:I must have made a terrible impression there. PLEASE, FORGET ALL ABOUT IT.
  • Level-Up Fill-Up: Hope Girl's health is restored every time she levels up.
  • Living Shadow: Shadow enemies in Fairune 1.
  • MacGuffin: Spirit Icons in 1, Storage Devices in 2 and three medals and a flower in Origins.
  • Magitek: The tower areas, and a lot of lategame areas besides are this, complete with Power Glows and Tron Lines.
  • The Maker: The unnamed Administrator, master of the three fairies and creator of Fairune, implied to have been ejected by Fairune itself.
  • Man-Eating Plant: In both Fairune 1 and 2. It's even called Maneater!
  • Mascot Mook: The Dramos, spherical cyclops dragon demons. Also comes in zombie and mechanical flavors!
  • The Maze: Two. In the Clouds in Fairune 1, the way forward is marked by the fairy statues at the entrance, and in Snowy Field/White Land of Fairune 2, you need a Compass to determine where to go.
  • Meaningful Name: Hope Girl, wielding the Sword of Hope is the last hope for the world of Fairune. Was Hope Girl counts too, as she was the previous Hope Girl, now trapped as a statue in Sky Land in 2.
  • Mecha-Mooks: Lategame enemies in both Fairune 1 and 2. While most are unique, one and two variants in particular are machine duplicates of the Slime and the Dramos, respectively.
  • Mechanical Lifeforms: Reading the Monster Collection for Fairune 2 post-game reveals that the seagulls from Blue Temple were a type of Surveillance Drone.
  • Money for Nothing: Downplayed. In 2, the only use for money is to upgrade the (optional) Boost Skill Files, and it's given out at such a pace that three of the worlds has a grave which gives out large amounts of money when dug up.
  • Mysterious Waif: Layla, The girl in the Sunset Cage counts. Both of them do.
  • Non-Combatant Immunity: Even monsters won't attack girls in cute dresses. Don't expect such mercy from quicksand, though...
  • No-Sell: If Hope Girl's level isn't high enough, her attacks just bounce off the enemy while dealing damage to her. Hope Girl, on the other hand, can do the same to enemies equal or one level tougher by using the Shield Booster.
  • Ominous Visual Glitch: The Grave/Graveyard staticky filter. Also happens with the final boss after beating it. In 2, the first Layla you meet glitches out a bit before disappearing like a hologram once you've found and inserted all the Storage Devices.
  • One-Winged Angel: Played straight in 1: Mega Dark grows into the monstrous Giga Dark before crossing the Bishōnen Line and turning into the Terra Dark. Taken a step further in 2: Morphoglia has a total of five forms, only four of which are fought. One, for some reason, is a revived and upgraded Giga Dark!
  • Our Ghosts Are Different: Phantoms in Fairune 1 and 2, though strangely solid for a ghost. In Fairune 2, tha Ghost is a rare monster found in the Graveyard, appearing as a shadow with a softly glowing light in the head.
  • Our Homunculi Are Different: Homunculus from the Blue Temple of Fairune 2. The Knights populating the Overseer's Tower in Fairune 1 and the Administrator's Tower in Fairune 2 may also count.
  • Our Orcs Are Different: Small, piglike blemmyes with green hair, for one.
  • Patchwork Map: Fairune Origin takes place on a 3x4 map, with a lake, a set of ruins, a desert, a volcanic caldera and a frozen tundra/cherry grove splattered amidst the forest.
  • Plant Mooks: Treants, Fungus, Maneaters, Poison Fungus in Fairune 1 and Trent, Fungus, Madtree and Wood Folk
  • Playing Possum: Red Fairy when faced with Dramos Style Hope Girl:
    Red Fairy:Uh...At times like this...PLAY DEAD!
  • Power Crystal: In Fairune 2, the Giant's Hearts appear to be this.
  • Power Glows: Anything magical glows or radiates, and Magitek segments of the world usually have Tron Lines to boot.
  • Precursors: The Fairies had a master, who created the Administrator's Tower in Fairune 2, and who's nowhere to be seen. It's later revealed that he also created all of Fairune, and was likely forced out by much of the same.
  • Pre-Explosion Glow: Giga Dark lets out a few rays before exploding and turning into Tera Dark.
  • Quicksand Sucks: The most common entrance to the Green Fields Underground in Fairune 2 is to step on sand and get sucked under. The sand whirlpools in Green Fields Underground are, in turn, instant death.
  • The Quiet One: Blue Fairy opens her encounter with Hope Girl with a series of Visible Silence rendered in ellipsis, followed by a longer period of the same with added exclamation marks as she reads the Ancient Codex. She gets considerably more talkative when explaining the Ashen World.
  • Reality Warper: The Fairies, possibly, as Blue Fairy changes the scenery from the familiar Administrator's Tower Entrance to a nebula in space in order to explain what she knows about the Ashen World.
  • Robo Speak: In Fairune 2, the White Knight in the Administrator's Tower 16th floor talks like this.
  • Rule of Three: In both games. Three Red Gems to enter the Lava Zone, three Green Gems to return from the Lava Zone, three Logs to build a raft in the water ruins of the Underworld and Hope Girl needs to bring three Sacred Icons to the monolith on the Grasslands in Fairune 1. In Fairune 2, every door leading to the fairy requires three orbs of a color, three prisms are used to open up three bridges in the Blue Temple, and three logs are again cut down and used, this time to complete a bridge across a river. You'll also need three Dimensional Stones to access another part of Sky Land, and three different swords to open the last door before the final boss.
  • Rule of Seven: Seven Sage's Tablets are required to get the Dragon Scale in Fairune 1.
  • Scary Scorpions: Sand Scorpion from Fairune 2.
  • Schizo Tech: The high-fantasy world of Fairune has a small amount of futuristic/modern-day technology, sometimes misidentified as magic items. Justified, as the world itself appears to be artificial.
  • Sealed Evil in a Can: The Demon King from Fairune Origin and Mega Dark from Fairune 1.
  • Sheathe Your Sword: To progress through the Dramos Cave, you need to not kill any of the Stone Dramos milling about the latter two rooms.
  • Shows Damage: Both Gigadark Omega and Sunset Cage of Fairune 2 have bits broken off or shattered as they take damage.
  • Stock Ness Monster: Nessie, found in the Blue Temple waters in Fairune 2.
  • Suspiciously Similar Substitute: Before the final layer of the game, [[the girl in the Sunset Cage disappears and is shortly replaced with a near-identical girl save for her hair color (gray to cyan). The Mimics in Sky Land are a more straight example.]]
  • Sword of Plot Advancement: Mamono Slayer in Fairune 1. Overlaps with Infinity +1 Sword in Fairune 2 - the Monster Slayer can destroy the otherwise invincible Bit monsters.
  • Technicolor Fire: Blue Temple braziers burn with a blue flame.
  • Trap Door: Floor 7F of the Overseer's Tower in Fairune 1 has these. They line up with the spikes on Floor 6F. In addition, stepping on the holes in the clouds drops Hope Girl all the way down to the base of the Overseer's Tower...except one.
  • Turtle Power: Spike Turtles in Fairune 2 Blue Temple.
  • Underground Monkey: In both games, Slimes, Dramos and Knights have a few recolors here and there. Downplayed as all monsters have the same AI.
  • Unexpected Gameplay Change: Both games are pretty stock action-ish adventure with puzzles. The final bosses of both games see Hope Girl grow dragon wings and a tail, soaring off to fight the bosses in a top-down vertical space shooter.
  • Unflattering ID Photo: Sort of. Hope Girl gets her picture printed on the Unregistered ID in Fairune 2, but examining the ID Card in the inventory reveals that it's a "photo of someone".
  • Unintentionally Unwinnable: Thoroughly averted. Placing the Spirit Icons in front of the monolith opens new areas. These Icons have a secondary use somewhere else, some of which are required for progress and easily skippable until a certain point. No worries, though. The Icons can be picked back up as long as you haven't put all of them in place.
  • Voluntary Shapeshifting: The Heart of Dramos lets Hope Girl transform into a Dramos. With a flower on it's head! That you can use to terrorize the fairies!
  • Walk on Water: The Water Ring lets Hope Girl walk on water.
  • Water Is Blue: In Fairune 1, the lake and the underground aquifer are both blue. In Fairune 2, the river water in the Green Fields is blue. In Fairune Origin, the lake is also blue.
  • Weather-Control Machine: There's a pedestal in Blue Temple which turns the heavy rainstorm into clear sunny skies. It needs a Solar Medallion to function, however.
  • When It Rains, It Pours: Blue Temple's covered in a rainstorm heavy enough to blot out the sun, until the Solar Medallion is placed in the machine on the south island.
  • When Trees Attack: Treants in Fairune 1, Trents, Wood Folk and Madtrees in Fairune 2.
  • Wicked Wasps: Wasp enemies in Fairune 1 and 2.
  • World in the Sky: The Sky on top of the Administrator's Tower in 1, and Sky Land in 2.
  • Wouldn't Hit a Girl: Taken Up to Eleven and subverted. At the beginning of the game, all creatures refuse to hit Hope Girl because she's a defenseless cute girl. Even if you bump into them, neither side suffers Collision Damage. However, the moment you pick up the sword, they attack with impunity.
  • You Won't Like How I Taste: When talking to the Dramos Style Hope Girl, Green Fairy claims she doesn't taste good. Blue Fairy does the same with a twist, trying to redirect the Dramos to eat her sisters instead.

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