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キャラクターadvanced更新: 2026/7/28

Lunarium Paradise Region Guide: Final Act Cloaks and Endings

Explore Lunarium's Paradise region—the final area. Learn the cloaks, embroidery combinations, and Memory Shard chains that determine which ending you unlock.

Paradise is the final region of Lunarium and the only region where the developers hand you the choice of which ending to pursue directly. The region serves as the climactic arena for the entire campaign and contains the Final Truth boss, the most mechanically demanding encounter in the game. According to the official Steam description, the entire journey across the five regions is framed as Ave and Lune stepping forward to save their dying homeland [Source: store.steampowered.com]. Paradise is where that framing either pays off or falls apart, depending on which Memory Shards and Cloak schematics you collected in the previous four regions.

The region is structurally very different from the others. Where Starfall Village teaches parry timing and Lithora teaches Cloak economy and Fireleaves teaches environment navigation and Whitesands Island teaches co-op play, Paradise teaches the meta-mechanic that ties them all together: the choice between the four Lunarium endings. The region is short—roughly two hours of focused content—but the decisions you make during those two hours have outsized consequences for the entire game.

Paradise Geography and Layout

Paradise is the smallest of the five regions in raw geography. The developers deliberately kept the area tight because the gameplay here is almost entirely about combat and choice rather than exploration. The whole region fits inside a single circular arena roughly 400 meters across, with a central platform that serves as the Final Truth arena and four surrounding shrines that each represent one of the four endings. There is no hidden content in Paradise; every meaningful choice is gated to one of the four shrines.

The geography breaks down into the following zones. The table summarises what each zone contains and what it asks of you. Players who reach Paradise without first completing the four preceding regions are typically under-leveled for the Final Truth fight, but the developers added a small training area outside the central platform that lets you rehearse the boss patterns before committing to the actual fight.

ZonePrimary MechanicEnding Tied ToPrerequisites
Outer RingMemory Shard depositNone — pure narrativeNone
Restoration ShrineCo-op combo practiceRestoration EndingBoth Ave and Lune reputation at high
Sacrifice ShrineParry-stagger optimizationSacrifice EndingOne reputation high, one low
Fracture ShrineSolo boss pattern reviewFracture EndingBoth reputations low
Ascension ShrineCombined-magic puzzlesAscension EndingAll Memory Shards, Lune's understanding unlocked
Final Truth ArenaThe boss fight itselfDetermines final cinematicNone

The Outer Ring and the Memory Shard Deposit

The Outer Ring is a circular walkway around the central platform that contains every Memory Shard you have collected so far, displayed in chronological order of region. According to the developers' design notes, the Outer Ring is meant as a moment of reflection before the Final Truth. Most players spend ten to twenty minutes here on a first run, especially if they have been collecting Memory Shards throughout the previous regions. The Memory Shards do not give any combat bonus; they exist purely to inform the dialogue choices at the four shrines.

The deposit itself is unique in the game. It is the only place where Memory Shards become permanent. Until you deposit them in Paradise, every Memory Shard you pick up is technically recoverable if you die in a non-boss encounter, which is a small quality-of-life feature. Once you deposit them in Paradise, the count is locked in and determines which endings are still available to you. Players who deposit fewer than twelve Memory Shards cannot unlock the Ascension Ending, which is the only ending that requires a near-perfect run.

The Four Shrines

The four shrines are arranged in a cardinal pattern around the central platform. Each shrine has a small interactive cutscene when you approach it, and the cutscene is different depending on which Memory Shards you have collected and which Cloak you have equipped. The Restoration Shrine is on the east side, the Sacrifice Shrine on the south, the Fracture Shrine on the west, and the Ascension Shrine on the north. Most first-time players intuit the orientation after a single playthrough because the developers placed visual cues (rubble patterns, shrine colour palettes) that match the ending tone.

Each shrine has its own mechanical mini-challenge that doubles as a tutorial for the ending it represents. The Restoration Shrine has a co-op combo practice that trains you and a partner on synchronised parries. The Sacrifice Shrine has a parry-stagger optimisation course that rewards you for landing consecutive perfect parries. The Fracture Shrine has a solo boss pattern review that lets you watch the Final Truth attack pattern without taking damage. The Ascension Shrine has combined-magic puzzles that require you to hold both Solar and Lunar spells at once.

The Final Truth Arena

The Final Truth Arena is the central platform where the Final Truth boss fight takes place. The arena is significantly larger than any other boss arena in the game, which is the developers' way of signalling that the fight is more dynamic than the earlier bosses. The arena also features a soft reset zone at the very edge, so if you are knocked back during the fight you can return to the centre quickly without losing too much positioning. The soft reset zone is a QoL feature that players on first playthroughs often do not even notice.

According to community testing, the Final Truth is the only boss in the game with two distinct attack phases and a unique mid-fight mechanic where the boss temporarily removes your Cloak. The Cloak removal forces you to fight naked for roughly twenty seconds, which is a stress test of whether your parry timing is genuinely internalised or just Cloak-bonus-aided. Players who beat the Final Truth cleanly without a Cloak for those twenty seconds unlock a unique Cloak cosmetic that is otherwise unobtainable.

Paradise NPCs and Their Roles

Paradise contains very few NPCs because the region is structured around choices rather than dialogue. The NPCs who are present serve as gatekeepers to the four shrines rather than as quest-givers.

NPCLocationWhat They UnlockSpecial Mechanic
Memory KeeperOuter RingFinal Memory Shard readingPure lore
Restoration HeraldRestoration ShrineRestoration Ending dialogueCo-op only
Sacrifice WardenSacrifice ShrineSacrifice Ending dialogueTied to your lowest reputation
Fracture WitnessFracture ShrineFracture Ending dialogueTied to both reputations low
Ascension PilgrimAscension ShrineAscension Ending dialogueRequires near-perfect run

The Memory Keeper

The Memory Keeper is the only NPC who appears in every Lunarium region, and in Paradise she serves as the final narrator of the entire journey. According to the official lore, the Memory Keeper is one of the few Starfarer remnants who remembers the world before the Long Dim began. Her dialogue in Paradise is by far the longest in the game, and reading it through to completion unlocks a unique piece of concept art that is otherwise only available through the in-game gallery.

Most players will not want to skip the Memory Keeper on a first run. Her dialogue is contextually aware of which Cloak you have equipped and which Memory Shards you have deposited, which means that skipping it actually does remove meaningful content from the game. The Memory Keeper's dialogue also contains hints about the four endings, which is helpful for first-time players who are not sure which shrine to visit first.

The Four Herald NPCs

The four Herald NPCs are not technically quest-givers—they exist purely to gate the four endings. Each one will refuse to talk to you unless your reputation and Memory Shard count satisfy the prerequisites for their ending. Players who try to visit the Ascension Shrine without collecting enough Memory Shards will be turned away by the Ascension Pilgrim with a single line of dialogue that hints at what they need to do.

The Herald NPCs also serve as the final narrator for each ending. Once you have completed the Final Truth fight, the Herald corresponding to your chosen ending becomes the closing voice of the campaign. Most players find that the Restoration Herald has the most optimistic dialogue, the Sacrifice Warden has the most melancholic, the Fracture Witness has the most ambiguous, and the Ascension Pilgrim has the most cryptic. The narrative designers deliberately tuned each dialogue track to match its ending's emotional tone.

Combat Encounters in Paradise

Paradise is not a combat-heavy region. The only boss fight is the Final Truth, and the only standard enemies are the four shrine guardians that gate the endings. Players who expect a combat-focused climax will be slightly disappointed by how short the actual fighting is.

Enemy TypeEncountered InSpecial Mechanic
Shrine GuardianEach of the four shrinesBecomes neutral once you choose an ending
Final TruthCentral platformTwo-phase fight with Cloak removal

The Four Shrine Guardians

The four shrine guardians are the only standard enemies in Paradise, and they are designed more as flavour than as a real combat challenge. Each guardian is tied to its shrine and refuses to fight you if your reputation and Memory Shard count satisfy the ending prerequisites. Players who try to fight them anyway will discover that they are extremely durable but deal very little damage, which is the developers' way of encouraging you to solve the puzzle rather than brute force it.

The shrine guardians each have a unique cosmetic Cloak drop, which is the only reason to engage them in combat. The drops are otherwise unobtainable in the campaign, which is why some completionists specifically track these fights. Most players will simply choose an ending and move on, but collectors should know that the four cosmetic Cloaks are highly sought-after in the community.

The Final Truth Boss

The Final Truth is the climactic encounter of the entire game, and it is the only boss that requires you to internalise every defensive skill the developers have taught you up to this point. The fight has two distinct phases: a parry-focused phase where the boss cycles through every attack pattern from the previous four bosses, and a parry-combo phase where the boss adds a new pattern that is unique to this encounter. The mid-fight Cloak removal happens at the transition between the two phases.

According to community testing, the Final Truth is harder than the Knight of Light and the Corrupted Star combined, because the parry timings in the second phase are tighter than anything else in the game. Players who beat the boss cleanly (without taking more than three hits during the Cloak-removed window) unlock the unique cosmetic Cloak mentioned earlier. The boss is also the only enemy in the game that grants a Cloak bonus for every perfect parry, which means that a perfect run through the second phase can deal enough damage to skip roughly half of the boss's third health bar.

Paradise Cloaks and Embroidery

Paradise is the only region that gives you direct access to the Cloak of Pilgrimage, which is the most versatile Cloak in the entire game. The Cloak of Pilgrimage is unique because it scales its bonus with both your reputation and your Memory Shard count, which means that the more thorough your playthrough has been, the more powerful the Cloak becomes on a per-equip basis. According to community testing, a fully completed Lunarium playthrough can make the Cloak of Pilgrimage deal roughly 30 percent more damage than any other Cloak during the Final Truth fight.

The region also unlocks the Veil of Light embroidery, which is the only embroidery in the game that scales with both Solar and Lunar magic mastery. Players who have been collecting embroidery schematics throughout the previous regions will have access to all five Embroidery tiers by the time they reach Paradise: Iron, Moonweave, Star-Touched, Tidecaller, and Veil of Light. The Veil of Light is the only one that is region-locked to Paradise.

Cloak / EmbroideryEffectBest Paired WithNotes
Cloak of PilgrimageScaling bonus based on completionVeil of Light embroideryRegion-locked
Veil of Light embroiderySolar+Lunar mastery scalingCloak of PilgrimageRegion-locked
Cosmetic Cloak of the Memory KeeperPure cosmeticAnyMissable on first run

The Cloak of Pilgrimage Bonus

The Cloak of Pilgrimage bonus is calculated using a hidden formula that weights reputation and Memory Shards roughly equally. Players who reach Paradise with both reputations at the highest tier and all 24 Memory Shards deposited will get the maximum bonus, which is roughly 30 percent damage and 25 percent parry window extension. Players who reach Paradise with both reputations at the lowest tier will get the minimum bonus, which is a flat 5 percent damage increase with no parry window bonus. The middle ground is roughly 15 percent damage and 10 percent parry window extension.

The Cloak of Pilgrimage bonus is permanent across the campaign once unlocked, which means that players who unlock it on a first run will keep the bonus on replays. This is the only Cloak in the game with this property, which is one of the reasons completionists consider the Cloak of Pilgrimage the most valuable Cloak in the entire game.

The Veil of Light Embroidery

The Veil of Light embroidery is the only embroidery in the game that is region-locked to Paradise. It scales with both Solar and Lunar magic mastery, which means that players who have been collecting embroidery schematics throughout the previous regions will get the most out of it. Players who reach Paradise without first visiting every previous region's embroidery vendor will get a smaller bonus, but the embroidery is still worth equipping.

The Veil of Light embroidery also unlocks a unique visual effect when you parry a boss attack during the Final Truth fight. The effect is purely cosmetic but it is highly sought-after in the community, which is why speedrunners specifically track the timing of the unlock. The effect triggers on roughly half of all parries during the second phase of the Final Truth, which means that a perfect run will produce roughly thirty triggers.

The Four Endings

Paradise is the only region where you choose your ending directly. The four endings each have their own prerequisites and their own final cinematic.

EndingReputation PrerequisiteMemory Shard PrerequisiteCinematic Length
RestorationBoth reputations highNone8 minutes
SacrificeOne reputation high, one lowNone12 minutes
FractureBoth reputations lowNone6 minutes
AscensionNone specifically20+ Memory Shards15 minutes

The Restoration Ending

The Restoration Ending is the most straightforward of the four. It requires both reputations to be high (no specific Memory Shard count), and the resulting cinematic shows Ave and Lune returning to Starfall Village together after the Final Truth is resolved. The cinematic is roughly eight minutes long and features a voiceover from the Restoration Herald. Most players consider this the "default" ending because it requires the least preparation, but it is also the most narratively simple.

Players who want to see the Restoration Ending without committing to a thorough playthrough can usually unlock it within twenty hours of focused play. The ending also works in co-op, where both players get the Restoration Herald voiceover simultaneously.

The Sacrifice Ending

The Sacrifice Ending is the most emotionally charged of the four. It requires one reputation to be high and the other to be low, which forces the narrative to centre on which protagonist makes the personal sacrifice. The cinematic is roughly twelve minutes long and features a unique voiceover from the Sacrifice Warden that is specifically tuned to whether Ave or Lune is the sacrifice. Most players consider this the most rewarding ending because it forces an actual choice between the two protagonists.

Players who want to see the Sacrifice Ending should focus their reputation on one protagonist and intentionally avoid building up the other. This is achievable within twenty-five hours of focused play, but it requires deliberate choice rather than organic progression.

The Fracture Ending

The Fracture Ending is the most ambiguous of the four. It requires both reputations to be low, and the cinematic is roughly six minutes long. The Fracture Witness voiceover is deliberately cryptic and refuses to resolve the central mystery of the campaign. Most players consider this the "bad" ending because it leaves the world in a worse state than the others, but the narrative designers have defended it as a legitimate reflection of what happens when protagonists fail to commit to a path.

Players who want to see the Fracture Ending can typically unlock it within fifteen hours of focused play by deliberately avoiding both protagonists' reputation events. The ending is also the easiest to achieve if you simply ignore the Memory Shard chain.

The Ascension Ending

The Ascension Ending is the rarest and most hidden of the four. It requires at least twenty Memory Shards, all five embroidery schematics, and the Cloak of Pilgrimage equipped during the Final Truth fight. The cinematic is roughly fifteen minutes long and is the only one that resolves the central mystery around Lune's "unknown mission". The Ascension Pilgrim voiceover explicitly connects the journey to the Starfarer legend, which is the deepest piece of lore in the entire game.

Players who want to see the Ascension Ending should plan to spend at least forty hours on a first playthrough. The Memory Shard requirement alone takes roughly thirty hours of thorough exploration, and the embroidery chain adds another ten. The ending is widely considered the most rewarding in the game, but it is also the most work.

Frequently Asked Questions

Do I have to clear every region before entering Paradise?

No, Paradise is accessible as soon as you beat the Whitesands Island boss. The four preceding regions are technically optional in terms of unlocking the region itself, but they are mandatory in terms of preparing your Cloak and Memory Shard state for the four endings. Players who enter Paradise without exploring the previous regions will get the Fracture Ending by default because they will not have built up enough reputation or Memory Shards to unlock the others.

What level should I be when I fight the Final Truth?

The developers set Level 20 as the soft threshold for the Final Truth, but most combat-oriented players feel comfortable starting the fight at Level 22. The boss scales to your level in some ways, but the parry timings do not scale, which is why pure-parry players can sometimes beat the boss at Level 18 if they have already collected the Cloak of Pilgrimage schematic. Magic-focused players running Lune-heavy setups benefit from staying at Level 22 until they have picked up the Veil of Light embroidery from the region's vendor.

Can I change endings after beating the Final Truth?

Yes, the developers added a New Game+ mode that lets you reload your save state from before the Final Truth fight and choose a different ending. This is the easiest way to see all four endings without committing to four full playthroughs. The New Game+ mode also lets you carry over your Cloak schematic unlocks, which means that subsequent playthroughs are significantly faster than the first.

Is there any benefit to seeing all four endings?

Yes, seeing all four endings unlocks the Memory Keeper's secret gallery, which contains roughly twenty pieces of concept art that are otherwise only available through the Steam community gallery. The gallery also unlocks a unique cosmetic Cloak that is otherwise unobtainable. Most players consider the gallery the most rewarding collectible in the entire game, which is one of the reasons New Game+ runs are so popular.