Mana Khemia 2: Fall of Alchemy
A direct sequel and tenth Atelier series installment.
Mana Khemia 2: Fall of Alchemy is a role-playing game from Gust Co. Ltd., released for the PlayStation 2. It follows directly from Mana Khemia: Alchemists of Al-Revis and marks the tenth entry in the Atelier series. A Portable+ version for the PlayStation Portable came out on 1 October 2009, but only in Japan.
The game is a console RPG that continues the alchemy-focused mechanics of its predecessor. Players craft items, weapons, armor, and accessories through alchemy, with recipes discovered by exploring fields, completing jobs, or buying them from shops. Each item has unique properties, including elemental attributes and "Common Skills" that aid in battle. An item's quality depends on its "Ether Level," which starts at 50 and can rise or fall based on elemental choices on the "alchemy wheel." New recipes can branch off from existing ones depending on the ingredients used.
In the field, monsters are visible, and bumping into one triggers a prompt for one of four PlayStation controller buttons. A quick correct input gives the player an advantage, letting their party strike first. Unlike the first Mana Khemia, the player's group consists of five permanent characters—three in the active party and two or three in reserve—plus a sixth "Guest" who only appears during certain events. Guests can fight but cannot access equipment or status parameters. Reserve characters can be called in for an extra attack or to defend, but a switched-out character must wait before being available again.
As players land hits, a battle gauge builds up. When it maxes out, "Unite Mode" begins, similar to the previous game's "Burst Mode." In this mode, damage becomes critical, and reserve characters can act again more quickly. The "Intimate Attack" (formerly "Co-op Attack") can only be used during Unite Mode, combining attacks from both reserve characters for extra damage, much like the "Variable Strike" from the first game. The "Finishing Burst" also returns, a powerful single-character attack that requires a separate gauge filled only during Unite Mode.
The game has no character levels. Instead, stats increase through "Grow Books," which require the player to create items via alchemy to unlock slots containing stat boosts. These boosts are earned by spending Ability Points (AP) gained in battle.
Quick Facts
- Title
- Mana Khemia 2: Fall of Alchemy
- Developer
- Gust Co. Ltd.
- Publisher
- JP · Gust Co. Ltd. · NA · NIS America
- Series
- Atelier
- Platforms
- PlayStation 2, PlayStation Portable, PlayStation Network
- Released
- PlayStation 2 / JP · May 29, 2008 · NA · August 25, 2009PSP / JP · October 1, 2009PlayStation Network / JP · June 27, 2013
- Genre
- Role-playing
- Modes
- Single-player
Facts from the source article.
Lore & Background
The game is set at Al-Revis Academy, a famous alchemy school that once floated above the Lower World but plummeted due to weakening Mana power. After adapting to its new surroundings, the school resumes teaching alchemy. Due to budget issues, sponsors appoint Marta Schevesti as Chairman, who proposes a new 'Combat Class' to boost enrollment, but her true goal is to remove alchemy from the syllabus. Principal Zeppel, weak-willed, enlists Flay (from the previous game) as the Combat Class teacher, while Tony (another returning character) teaches the alchemy class. Players choose between two protagonists: Razeluxe Meitzen (Raze) or Ulrika Mulberry, whose routes differ—Raze's deals with his past, Ulrika's with the origin of Mana—though core events remain similar.
Reader's Guide
Mana Khemia 2: Fall of Alchemy is notable for its alchemy-focused gameplay, where players create items, weapons, and accessories using recipes obtained from exploration, jobs, or shops. Item quality depends on 'Ether Level,' starting at 50 and adjustable via an alchemy wheel. The game replaces traditional leveling with 'Grow Books,' requiring item creation to unlock stat boosts using AP gained in battle; a third slot for each creation unlocks only when an item's Ether Level reaches 100. Combat features visible monsters, a button-prompt advantage system, and a five-character party (three active, two/three reserve) plus occasional 'Guest' characters. The 'Unite Mode' (similar to previous 'Burst Mode') enables critical damage and 'Intimate Attacks' (combo attacks via reserve switches) and a 'Finishing Burst' single-character attack. The game is structured into terms with weeks, courses, and free time for jobs, character stories, or the Bazaar. Reception was mixed or average per Metacritic, with Famitsu scoring it 32/40.
Did You Know?
- The game has no levels; character stats increase solely through 'Grow Books' using AP gained in battle.
- An item must reach Ether Level 100 to unlock the third stat slot in its Grow Book entry.
- The soundtrack was composed by Ken Nakagawa and Daisuke Achiwa, released May 21, 2008 in Japan.
- Players can choose between two protagonists, Raze or Ulrika, whose story routes differ significantly.
Alchemy as the Engine of Play
Mana Khemia 2: Fall of Alchemy builds its entire gameplay loop around synthesis. Players gather recipes through field exploration, completing jobs, or purchasing them in shops, then use the alchemy wheel to combine ingredients into weapons, armor, accessories, and consumables. Every crafted item carries elemental attributes and what the game calls Common Skills, which provide tactical options in combat. The quality of a creation is governed by its Ether Level, which begins at 50 and shifts up or down depending on the elemental choices made during synthesis. New recipes can also emerge from older ones based on the specific ingredients selected, rewarding experimentation. Progression abandons traditional leveling entirely. Instead, characters grow through Grow Books, which unlock stat-boost slots as the player synthesizes items and distributes Ability Points earned in battle. A third slot on any given creation demands an Ether Level of 100, pushing players to plan their synthesis carefully before committing ingredients. The narrative is framed as academic terms at Al-Revis Academy, each term containing weeks of coursework, free-time jobs paid by Cole, Character Stories that deepen individual backstories, and a Bazaar where crafted goods can be sold and later repurchased without re-synthesizing.
A School in Free Fall
The story opens with the player choosing between Razeluxe Meitzen, nicknamed Raze, or Ulrika Mulberry. Raze's arc explores his personal past, while Ulrika's route investigates the origin of Mana itself. Despite these divergent narratives, the structural backbone—attending alchemy classes and school events—stays consistent across both playthroughs, though available jobs may differ slightly. Al-Revis Academy is introduced as a once-magnificent floating institution, long separated from the Lower World where ordinary humans live. The weakening of Mana, the force that kept the school aloft, causes it to plummet into the human world. With help from students and teachers, the academy adapts to its new ground-level setting and resumes alchemy instruction. Financial strain follows quickly. Marta Schevesti, spokesperson for the school's new sponsors, is installed as Chairman. She proposes a Combat Class to boost enrollment and revenue, but her real objective is to strip alchemy from the syllabus, calling it a waste of money. Principal Zeppel, a carryover from the first game, proves too weak-willed to oppose her and instead appoints Flay as the Combat Class instructor, enrolling Raze and Etward. Tony handles the alchemy homeroom, teaching Ulrika, Chloe, and Lily.
Combat Rhythm and Party Management
In the overworld, monsters are visible, and bumping into one triggers a quick-time button prompt on the PlayStation controller. A successful input grants the party first-strike advantage in the ensuing battle. The roster consists of five permanent characters—three in the active party and two or three in reserve—plus a sixth Guest who appears only during specific story events. Guests can fight but their equipment and status screens remain locked. Reserve members can be called in for an extra attack or to block an incoming hit, though a switched-out character must wait a set cooldown before re-entering. As the party lands successive hits, a battle gauge fills. When it maxes out, Unite Mode activates, a state similar to the Burst Mode from the first Mana Khemia. During Unite Mode, all damage becomes critical and reserve cooldowns shrink. This window also unlocks the Intimate Attack, a combo executed by consecutively switching in both reserve characters, which outdamages a standard strike. The Finishing Burst, a high-damage single-character move, also requires a separate gauge that only charges during Unite Mode.
Production, Music, and Release
Mana Khemia 2: Fall of Alchemy was developed by Gust Co. Ltd. for the PlayStation 2, serving as the direct sequel to Mana Khemia: Alchemists of Al-Revis and the tenth entry in the broader Atelier series. A Portable+ edition targeting the PlayStation Portable arrived exclusively in Japan on October 1, 2009. The game's score was composed by Ken Nakagawa and Daisuke Achiwa, and the soundtrack album was published in Japan on May 21, 2008, by Team Entertainment. The opening theme, My Silly Days, was performed by Marie. Two insert songs appear during play: Kibou Tsugeru Kaze, a chorus arrangement by the Gust Staff, and Namenloses Licht, sung by Yuto Izumi. The closing track is Sail, performed by Mami Yanagi. Upon its release, the title received a mixed critical reception.
Frequently Asked Questions
What is Mana Khemia 2: Fall of Alchemy?
Mana Khemia 2: Fall of Alchemy is a role-playing game developed by Gust Co. Ltd. for the PlayStation 2. It serves as the direct sequel to Mana Khemia: Alchemists of Al-Revis and is the tenth installment in the Atelier franchise.
Who are the protagonists of Mana Khemia 2?
Players choose from three young alchemists—Sophie, Yuna, and Elie—each following their own personal arc set in the city of Al-Revis. Although they share the same world, their individual storylines, relationships, and goals shift depending on which one you select.
How does the story of Mana Khemia 2: Fall of Alchemy end?
The conclusion varies based on which alchemist you play and the choices you make throughout the adventure. In general, the climax revolves around the protagonists confronting a threat to Al-Revis and its alchemical traditions, with the final outcome shaped by the bonds you've built and the milestones you've completed.
Why is Mana Khemia 2 considered important in the Atelier series?
As the franchise's tenth entry, it marked a significant step forward by offering three distinct protagonists within a single title and deepening the alchemy crafting loop with a wider variety of recipes and item properties. It helped cement the series' identity as a character-driven, exploration-heavy RPG before the line transitioned to newer hardware.
What platforms is Mana Khemia 2: Fall of Alchemy available on?
The original release was on the PlayStation 2, and a Portable+ edition for the PlayStation Portable followed in Japan on 1 October 2009. The PSP version was exclusive to the Japanese market.
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