Anime Fighting Simulator jogo quest: Walkthrough Tips - Quests

Anime Fighting Simulator jogo quest: Walkthrough Tips

Follow the Anime Fighting Simulator jogo quest routes, unlock NPC questlines, farm Yen, and prioritize powers, swords, titles, and specials.

2026-09-23
Anime Fighting Simulator Wiki Team
Quick Guide
  • Anime Fighting Simulator jogo quest routes begin with Boom in the spawn building.
  • Main quests unlock Yen, Powers, Swords, abilities, and progression milestones.
  • Side questlines provide upgrades such as Super Human 2, Gear 2, and movement skills.
  • Repeatable quests are useful for farming Yen and mastery after reaching the required area.
  • Fighting Pass quests award XP through daily and weekly objectives.

Anime Fighting Simulator jogo quest Overview

Anime Fighting Simulator jogo quest progression is organized into main, side, title, special, repeatable, Fighting Pass, and daily quest categories. The best starting route is to speak with Boom inside the spawn building, complete his early stat-training objectives, and use each reward to unlock the next layer of progression.

Quests generally ask you to train Strength, Chakra, Durability, Sword, Speed, or Agility. Other objectives require defeating specific enemies, clearing dungeons, defeating bosses, crafting a special, or reaching a mastery level. Rewards include Yen, Chikara, Powers, Swords, Titles, Gears, Trait Rerolls, and special crafting materials.

The Anime Fighting Simulator Quests page is useful for checking the full objective and reward lists before beginning a long questline.

Main Quests

Start with Boom, then progress to Roshi, Zoru, and later quest givers. These quests form the main advancement path.

Side Quests

Unlock movement abilities, upgraded powers, extra dodges, Air Walk jumps, and advanced transformations.

Title Quests

Complete themed objectives to earn titles with player buffs, including Star Crusader and National Hunter.

Special Quests

Finish crafting-related questlines to unlock or craft specials such as Shrine, Vasto Lorde, and Gear 4.

Progression Tip

Keep one active quest that matches your current training routine. If a quest requires a stat you already train regularly, completing it alongside normal progression saves time.

Main Quest Walkthrough

Boom is the first major quest NPC and offers a long chain of objectives covering early training, enemy defeats, powers, and swords. His rewards begin with basic Yen and gradually include abilities such as Rapid Punch, Water Running, Dash, Flight, Instinct, and higher-tier attacks.

The route continues after Boom’s questline is completed. Roshi can be reached through the Dimension 2 gates, while Zoru becomes available after the Boom quest for Sword of the Mist. Zoru’s chain focuses heavily on Sword training and awards a sequence of new weapons.

Quest giverAccess conditionMain focusNotable rewards
BoomAvailable in the spawn buildingStats, early enemies, basic progressionRapid Punch, Katana, Dash, Flight
RoshiComplete Boom’s quests; travel to Dimension 2High-level stats and enemy defeatsBig Bang Kamehameha, Perfect Counter, Cruel Sun
ZoruComplete Boom’s Sword of the Mist questSword trainingTriple Bladed Scythe, Moon Blade, Dragon Slayer
YuharaComplete Zoru’s questsLater progressionSeveral objectives are listed as TBA

The early Boom route alternates between training objectives and enemy objectives. Examples include defeating Thugs, Kumo, Commissioners, Sand Ninjas, Pirates, Saiyans, Sorcerers, Goblins, Marines, Hollows, and Menos Grande. This structure encourages players to combine stat training with exploration rather than focusing on only one activity.

Progression phaseExample objectiveExample reward
EarlyTrain 5 Strength100 Yen
Basic combatDefeat 3 Thugs100 Yen
Ability unlockTrain 500 SpeedDash
Flight progressionTrain 250 Agility and 500 ChakraFlight
Advanced combatDefeat 12 Hollows50B Yen
Late trainingTrain 50Sx ChakraPlanetary Sphere
Check Requirements Carefully

Some objectives use very large stat values and abbreviated numbers such as M, B, T, Qd, Qn, Sx, SP, and OC. Confirm the exact requirement in the quest panel before committing to a long training session.

Quest Unlock Order and Side Routes

Not every useful quest belongs to the main route. Side questlines can unlock movement options, stronger forms, extra defensive charges, or additional progression systems. Several of these chains require a particular ability or a previous questline before the NPC becomes relevant.

1

Begin with Boom

Accept Boom’s quests inside the spawn building. Prioritize the early Strength, Chakra, Sword, Durability, Speed, and Agility objectives because they introduce the core training loop.

2

Open the Main Routes

Finish Boom’s chain to gain access to later quest givers. Travel to Dimension 2 for Roshi, and use the Teleport menu’s Swords tab to locate Zoru after the Sword of the Mist requirement.

3

Add Side Questlines

Start Bruce for Leg Weights, Hogan after unlocking Super Human, Silver Hair after Observation Haki, and Bucci after obtaining Air Walk or Geppo.

4

Pursue Advanced Unlocks

Use Lufe for Gear 2, SonAwakened for Super Human 3, and the relevant special NPCs when you are ready for crafting or transformation objectives.

NPCRequirement or starting conditionPrimary reward path
BruceAvailable immediatelyFlash Step, Geppo, Blink, and Leg Weights
HoganComplete Boom’s Super Human questSuper Human 2
Silver HairUnlock Observation HakiAdditional Instinct Dodge charges
BucciRequires Air Walk or GeppoAdditional Air Walk jumps
LufeReach mastery 50 on Rubber fruitGear 2
SonAwakenedComplete Hogan’s Super Human 2 questlineSuper Human 3

Bruce is especially useful for players building mobility because his chain awards Light, Medium, and Heavy Leg Weights alongside Flash Step, Geppo, and Blink. Silver Hair and Bucci improve the capacity of abilities already in your build, making them valuable after the related power has been unlocked.

Efficient Route

Complete a side questline when its requirement overlaps with your normal build. For example, train Speed and Agility while working toward movement upgrades instead of postponing those stats until the endgame.

Titles, Specials, and Repeatable Farming

Title quests reward permanent-style progression targets such as Star Crusader, Toad Sage, Anteiku, and National Hunter. These chains mix training with enemy and dungeon objectives. National Hunter is one of the longer title routes because it includes multiple boss fights and Jeju Island clears across Easy, Medium, and Hard difficulties.

Special quests work differently. They are often tied to crafting or transformation access, and completing the associated chain may be required before an NPC allows the special to be crafted. Examples include Curse King for Shrine, Alquior for Murcielago, Vigo for the White Fragment used in Vasto Lorde, Polo for Phoenix: Full Transformation, and Rubber Captain for Gear 4.

Quest categoryExample NPCMain objective typeFinal reward or purpose
TitleJoeProgressive stat trainingStar Crusader title
TitleToad SageTraining and enemy defeatsToad Sage title and Gama mount
TitleBlade DancerBosses and Jeju Island clearsNational Hunter title
SpecialCurse KingTrain, defeat Sorcerers, craft ShrineShrine crafting access
SpecialVigoLimbo clears and Black Moon objectivesWhite Fragment and Vasto Lorde route
SpecialRubber CaptainTraining and Alligator-related fightsGear 4

Repeatable quests are best used after unlocking the appropriate dimension and enemy zones. They provide a repeatable source of Yen and can support mastery progression. Dimension 1 options range from Thugs and Cyclops to Sorcerers, Curse Spirits, Goblins, and Demon Knights. Dimension 2 offers higher-value targets such as Marines, Hollows, Menos Grande, Demons, Saibamen, and Oni.

DimensionNPCRepeatable targetsListed Yen reward
Dimension 1Cop5 Thugs or 5 Cyclops125 or 275
Dimension 1Iceman8 Pirates or 5 Fishmen4.5K or 5.5K
Dimension 1Tada8 Sorcerers or 15 Curse Spirits85K or 400K
Dimension 2Soup8 Marines or 12 Destroyers12M or 75M
Dimension 2Rokya10 Hollows or 8 Menos Grande200M or 800M
Dimension 2GrillinDemons, Saibamen, or Frieza Soldiers8B to 40B
Farming Advice

Choose repeatable targets that you can defeat consistently. A slightly lower listed reward can be more practical if the enemies are grouped nearby and require less travel or recovery time.

Daily and Fighting Pass Quests

Daily quests and Fighting Pass quests are separate systems. Daily quests award Yen and Chikara, while Fighting Pass objectives provide Pass XP. Fighting Pass tasks are divided into daily and weekly objectives, with daily quests offering 50 XP and weekly quests offering 400 XP according to the listed quest information.

Daily objectives include training specific stats, defeating Demon Fox, playing for a set duration, playing with a friend, and defeating other players. Fighting Pass objectives cover training increments, boss defeats, player defeats, playtime, dungeon clears, Champion Rolls, and Special Rolls.

SystemReset patternExample objectiveListed reward
Daily QuestDailyTrain Strength 800 times2,500 Yen and 200 Chikara
Daily QuestDailyPlay for 60 minutes7,500 Yen and 500 Chikara
Daily QuestDailyDefeat 3 players3,000 Yen and 200 Chikara
Fighting Pass DailyDailyDefeat 8 bosses50 XP
Fighting Pass DailyDailyComplete 3 dungeons50 XP
Fighting Pass WeeklyWeeklyDefeat 100 bosses400 XP
Fighting Pass WeeklyWeeklyComplete 20 dungeons400 XP

Quest Progress Checklist:

  • Accept Boom’s first quest inside the spawn building
  • Complete the early stat and enemy objectives
  • Finish Boom’s Sword of the Mist quest before seeking Zoru
  • Unlock side routes that match your current powers
  • Check daily and Fighting Pass objectives before training
  • Use repeatable quests for Yen and mastery farming

A practical daily routine is to check the Daily Quest panel first, then select a main or side quest that uses the same stat or enemy target. If the Fighting Pass includes a matching boss, dungeon, or training objective, completing all three goals in the same session improves efficiency.

Daily Routine

Before starting a long session, compare your daily tasks, Fighting Pass tasks, and active NPC quest. The strongest overlap usually comes from training objectives and repeatable enemy missions.

Anime Fighting Simulator jogo quest FAQ

Q: Where does the Anime Fighting Simulator jogo quest route begin?

The main route begins with Boom, the first quest NPC inside the spawn building. His quests introduce stat training, early enemies, Yen, Powers, and Swords.

Q: How do I reach Roshi and Zoru?

Roshi becomes available after finishing Boom’s questline and can be found by traveling to Dimension 2 through the Dimension gates. Zoru becomes available after Boom’s Sword of the Mist quest and can be reached through the Swords tab in the Teleport menu.

Q: Which quests unlock movement upgrades?

Bruce’s quests provide Flash Step, Geppo, Blink, and Leg Weights. Bucci’s questline requires Air Walk or Geppo and increases Air Walk jump capacity.

Q: What is the difference between Daily Quests and Fighting Pass Quests?

Daily Quests provide Yen and Chikara for objectives such as training, defeating enemies, or playing for a set time. Fighting Pass Quests provide Pass XP and include separate daily and weekly objectives.

Quest Data Note

Quest objectives and rewards can change with updates. Use the in-game quest panel and the linked quest reference to verify unusually high requirements or entries marked TBA.