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SMT3

Jun 7th, 2022 (edited)
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  1. Shin Megami Tensei III - Lucifer's Call (aka Nocturne)
  2.  
  3.  
  4.  
  5. Game Basics
  6.  
  7.  
  8. - Like the previous MegaTen games, SMT3 is an RPG where you recruit demons
  9. to fight by your side. The main character, the Demi-Fiend or MC, does also
  10. participate in battle, and if he falls, it's game over.
  11. - You can get demons to join your party by recruiting them during battle
  12. or by fusing or summoning them in the Cathedral of Shadows. A small number
  13. of demons can also be obtained through other means.
  14. - The total number of demons you can have in your party starts off at
  15. 8, but the limit increases as you progress through the game (+2 at Mantra
  16. HQ, another +2 upon completing the Obelisk).
  17. - The Demi-Fiend can switch demons mid-battle at the cost of a single
  18. turn, but only demons part of the active party at the end of battle will
  19. receive Exp.
  20.  
  21. - Base stats:
  22. Level | Power, magic power (penalty), accuracy, HP, MP
  23. Strength | Physical attack power
  24. Magic | Magical attack power, magic accuracy, max MP
  25. Vitality | Max HP
  26. Agility | Turn order
  27. Luck | ??
  28.  
  29. - Max HP = 6(Lv+Vit). Max MP = 3(Lv+Mag).
  30. - Base physical damage is 2,2*Lv+2*Str.
  31. - Random variation in damage is +/-10%.
  32. - Physical attacks are much less accurate than magical attacks. The more
  33. evasive enemies (eg. Preta, Koppa, Baphomet, etc.) can be rather annoying,
  34. but you can always hit them with magic (unless you've neglected your Magic
  35. stat too much). You can see your characters evading magic when there's a
  36. substantial enough level gap.
  37. - If multiple characters have the same Agility value, their turn order is
  38. defined by their party slot numbers. The Demi-Fiend is always in slot 1.
  39. - Enemies deal less damage than they would if they were a recruited demon.
  40.  
  41. - When the Demi-Fiend levels up, he gains one Stat Point that you have to
  42. spend on one of the five base stats. There's no way to reset the allocation,
  43. so choose wisely.
  44. - When a demon levels up, one Stat Point is spent randomly, although one
  45. stat is more likely to receive the point than others. Manipulating a
  46. demon's stat gains is certainly worth considering, at least for demons
  47. you intend to use for the rest of the game.
  48. - Base stats can also be increased with the Incense items, which can be
  49. farmed quite easily through the lottery (if you have the money).
  50. - Base stats max out at 40.
  51. - A character's total Exp is not visible.
  52. - Max level is 255, although the highest level number the game can display
  53. is 99. You're really not intended to reach anywhere close to max level.
  54. Once above 99, you can easily calculate the character's level with
  55. (MP - 3*Mag)/3.
  56. - Demons level up slower than the Demi-Fiend. Eg. Pixie needs 2,666 times
  57. the amount of xp to reach the same level as the Demi-Fiend, whereas Lakshmi
  58. needs 1,78 times the amount. You can roughly calculate the multiplier
  59. using the demon's default level, like so: (160-Lv)/60.
  60. - The game employs Exp scaling, for your grinding pleasure. A multiplier
  61. will be applied to the demon's xp value if the Demi-Fiend has reached
  62. a certain level.
  63. eLv+ 5<DF | 0,7692
  64. eLv+11<DF | 5/9
  65. - Furthermore, if the Demi-Fiend is more than 14 levels higher than the
  66. enemy, the enemy may flee when below 61% HP. In practice, this often
  67. means you have to try and take out all the enemy's HP in a single round
  68. lest you lose all their xp (which probably isn't that much, but it all
  69. adds up).
  70.  
  71. - The game does not feature any equipment in the traditional sense, but
  72. the Magatamas serve a similar purpose, as they provide you with varying
  73. stat bonuses and resistances. Even then, it's only for the MC.
  74. - When you level up, a Magatama may begin to "act violently." Depending
  75. on the Magatama, various effects can occur if you let it continue, the
  76. most common of which is the Demi-Fiend getting fully healed.
  77.  
  78. - Your success in battle against tougher enemies relies heavily on your
  79. skills. There are eight slots for skills, and there's no way to recover
  80. a skill that has been discarded.
  81. - The Demi-Fiend learns new skills by leveling up, with each Magatama
  82. allowing him to learn a number of different skills. These skills have
  83. level requirements, however. If a Magatama is completely motionless or
  84. only moving slightly in the Magatama menu, it means you haven't reached
  85. the required level yet.
  86. - Demons start with a few default skills and can learn a small number
  87. of skills by leveling up, with simple level requirements immediately
  88. following their default level. Through Fusion, however, it's possible
  89. for a demon to learn almost any skill in the game.
  90. × When a demon levels up, one of their skills may try to mutate. You
  91. have the option of stopping it when it happens. Unless you know exactly
  92. what you're doing, you should always stop it.
  93. × Only certain skills can mutate. You can find a full list at the end
  94. of the section.
  95. - The Demi-Fiend can only learn one skill per level, but demons have no
  96. such restriction.
  97. - Magical skills consume a fixed amount of MP, whereas physical skills
  98. consume a proportional amount of HP (between 6%-45%).
  99. × Physical skills used by the enemy don't consume any HP, but they can
  100. still run out of MP (even bosses).
  101.  
  102. - Magical damage involves a base power value and a power multiplier. The
  103. minimum base power of a spell, at a hypothetical Lv0, is about 10% of Pow.
  104. It then steadily increases with each level until it hits and caps at the
  105. Pow value, typically at Lv27 (+10/3 per level). Eg. at Lv15, Zio has a
  106. base power of 51 (150/3 + 10 -> 0,6 * 85).
  107. - The power multiplier is affected by Mag and Lv. A hypothetical Lv0/0 Mag
  108. would give you a multiplier of 0,72, which increases by 0,02 for each point
  109. of Mag and, regrettably, decreases by 0,004 for each level, or like so:
  110. 0,004(5(Mag+36) - Lv)
  111. - The level variable in the above formula caps at 160 in the PS2 version,
  112. but it seems like they dropped it to Lv100 in the 2021 version, resulting
  113. in higher damage should you level up beyond Lv100 (a final multiplier of
  114. 1,12 instead of 0,88 (not that you're likely to hit Lv160)).
  115. - The most common offensive magic are the four basic, elemental spells and
  116. their variations. When a demon is weak or resistant to all four of these
  117. elements, the game collectively refers to them as 'magic.'
  118. × A single target spell is more powerful than the multi-target version.
  119. Fire and Force (Wind) spells are more powerful than their Ice and Elec
  120. equivalents to compensate for the fact that Ice and Elec spells also
  121. have 10-30% chance to cause either Freeze or Shock.
  122.  
  123. Fire MP tgt Pow Force MP tgt Pow
  124. Agi | 3 |s| 104 | Zan | 3 |s| 104 |
  125. Maragi | 8 |A| 85 | Mazan | 8 |A| 85 |
  126. Agilao | 6 |s| 155 | Zanma | 6 |s| 155 |
  127. Maragion | 15 |A| 126 | Mazanma | 15 |A| 126 |
  128. Agidyne | 10 |s| 220 | Zandyne | 10 |s| 220 |
  129. Maragidyne | 25 |A| 183 | Mazandyne | 25 |A| 183 |
  130. Fire Breath | 9 |r| 85 | Wing Buffet | 9 |r| 85 |
  131. Hellfire | 18 |r| 140 | Tornado | 25 |r| 183 |
  132. Prominence | 30 |r| 253 | Wind Cutter | 13 |s| 330 | Lv36 peak
  133.  
  134. Ice MP tgt Pow Elec MP tgt Pow
  135. Bufu | 3 |s| 85 | Zio | 3 |s| 85 |
  136. Mabufu | 8 |A| 56 | Mazio | 8 |A| 56 |
  137. Bufula | 6 |s| 126 | Zionga | 6 |s| 126 |
  138. Mabufula | 15 |A| 98 | Mazionga | 15 |A| 98 |
  139. Bufudyne | 10 |s| 183 | Ziodyne | 10 |s| 183 |
  140. Mabufudyne | 25 |A| 155 | Maziodyne | 25 |A| 155 |
  141. Ice Breath | 9 |r| 70 | Shock | 9 |r| 70 |
  142. Glacial Blast | 25 |r| 183 | Bolt Storm | 25 |r| 183 |
  143.  
  144. Violet Flash | 10 |s| 220 | E Megido | 30 |A| 197 | A
  145. Starlight | 22 |A| 140 | E Megidola | 37 |A| 225 | A
  146. Radiance | 30 |A| 211 | E Megidolaon | 50 |A| 253 | A
  147. Hell Gaze | 10 |s| 140 | D
  148.  
  149. - Healing spells:
  150. MPs MPa Power
  151. Lv1 | Dia | 3 | 12 | Lv + 4*Mag |
  152. Lv2 | Diarama | 7 | 20 | 1,8*Lv + 6,5*Mag |
  153. LvX | Diarahan | 15 | 35 | 100% |
  154. LvX+| Prayer | - | 50 | 100% + status |
  155.  
  156. - Some skills target enemies in random. More specifically, they'll hit
  157. 2-4 targets (usually just two), and a single target can be hit at most
  158. three times (although usually just once). Having a single target won't
  159. increase the odds of getting multiple hits.
  160.  
  161. - Some of the most potent skills are the buff (-kaja) and debuff (-unda)
  162. spells, which can drastically alter the performance of a party. Buffs and
  163. debuffs stack up to 4 levels, with most spells providing +/-1 level.
  164. - Unlike proper attacks, buffs and debuffs can't be resisted or avoided.
  165. There are, however, skills that can cancel their effects, those being
  166. Dekaja (for canceling buffs) and Dekunda (for canceling debuffs). Using
  167. a buff/debuff with the opposing effect is also an option.
  168. - Taking full advantage of (de-)buffs can trivialize bosses, whereas not
  169. using them at all may leave you at a severe disadvantage. That's just
  170. MegaTen for ya.
  171. - A single War Cry will drop your damage to 75%. Two will drop it to 50%.
  172. - Until you get Dekunda (which is not until Lv30 at earliest), you should
  173. just run away from a normal battle if the enemy debuffs your accuracy or
  174. attack power too much.
  175.  
  176. - Spells like Riberama and Lightoma have effects that are active on the
  177. field (Riberama increases encounter rate, and Lightoma illuminates dark
  178. places). These effects last until the next new Kagutsuchi.
  179.  
  180. - SMT3 is the first game in the franchise to employ the 'Press Turn'
  181. combat system, where an attack will grant an additional "half" turn if
  182. it hits a target's weakness (with a magical attack) or rolls a critical
  183. hit (with a physical attack). Conversely, an additional turn will be lost
  184. if the attack is fully resisted or if it misses.
  185. × When a party has a stock of both full turns and half turns, an action
  186. will consume a half turn if it does not trigger half turn gain. If it
  187. does trigger half turn gain, it will consume a full turn. Consequently,
  188. half turn gain will no longer trigger when no full turns are left.
  189. × Passing will also give you a half turn when done with a stock of 0
  190. half turns. Square is set as a hotkey for Pass.
  191. × All remaining turns will be lost if an attack is absorbed or repelled.
  192. × Multiple weakness/critical hits in a single turn will only produce
  193. the gain of one half turn. Likewise, multiple misses or nullifications
  194. will only result in two turns being lost. If an attack triggers both
  195. turn gain and turn loss, turn loss will take priority.
  196. × Turn loss will not occur if a status ailment inducing skill (like
  197. Dormina) fails to inflict a status ailment. Turn loss *will* occur if
  198. Eternal Rest fails to cause instant death.
  199.  
  200. - The amount of time it takes to trigger an encounter varies significantly.
  201. - The compass in the lower right corner of the screen doubles as an
  202. encounter countdown indicator, visualized as a pulsing light. As you
  203. move in an area with encounters, it changes color from yellow to orange
  204. to red, with red indicating that an encounter is imminent. Note, however,
  205. that the color is only updated when the pulse is at its peak (in the
  206. 2021 version).
  207. - Enemies can ambush you, but you can't ambush the enemy. There are two
  208. types of ambushes: frontal ambushes and back attacks. Frontal ambushes
  209. are pretty common, whereas back attacks are not (thus rendering the Mind's
  210. Eye skill largely insignificant). You don't take increased damage when
  211. attacked from behind, so there's really no difference between the two
  212. types in practice.
  213. - Follow up encounter: When you clear out all the enemies in a given
  214. encounter, there's a chance that you'll chain into another encounter.
  215. This can occur in the vast majority of normal battles in the game, but
  216. it doesn't seem to be possible to get chains longer than two battles
  217. without using Riberama.
  218. - Your chance to run away is affected by level and Agility. No matter how
  219. high your level or Agility, you always have a solid chance of failing
  220. during full Kagutsuchi. Running away will forfeit any spoils you might
  221. have earned in a given battle.
  222.  
  223. - Enemies don't really have anything particularly interesting to drop.
  224. The single most common item drop by far is the Life Stone, which is a
  225. moderately useful healing item throughout the whole game.
  226. - Many enemies drop gems that can only be used to trade for items at Rag's
  227. Jewelry in Ginza. Rag also has Elementals and Mitamas, but it's best to
  228. create those yourself.
  229. - The post-battle spoils screen only has three slots for dropped items.
  230. I *hope* this doesn't mean you're actually limited to a maximum of three
  231. different item drops, but I really can't say. Then again, unless you had
  232. a long chain, you're not likely to get that many drops anyway.
  233.  
  234. - The Lunar cycle system from previous games returns, although this time
  235. it's known as the Kagutsuchi cycle. The cycle goes from 0 (New) to 8 (Full)
  236. and then back to 0. The cycle advances as you move. A single phase lasts
  237. 5,2 seconds when moving at full speed. In practice, it's a bit longer,
  238. since you slow down a little when you turn or stop. On the overworld, it
  239. advances twice as fast.
  240. × If the word kagutsuchi doesn't exactly roll off your tongue, you can
  241. just call it the moon.
  242.  
  243. - The most common item container is the cache cube. Occasionally, the
  244. cube will be trapped and will damage you or inflict an ailment. It may
  245. also trigger a fixed encounter, in which case the contents will appear
  246. as a dropped item.
  247. - Mystical Chests are less common treasure containers that can give you
  248. one of two items: a Life Stone or something much, *much* more valuable.
  249. In order to get the good stuff, you have to open the chest during full
  250. Kagutsuchi. You have a chance of getting the better item even on lower
  251. phases, but you really shouldn't risk it.
  252.  
  253. - Press Cancel on the field to bring the camera behind the Demi-Fiend.
  254. If you press and hold Cancel, you can strafe, although you can't move
  255. as fast as when moving forward.
  256.  
  257. - If a demon dies during battle, they'll be placed in the reserve. You
  258. can revive them while they're in the reserve, but you can't heal them
  259. beyond that without bringing them out. This can make it difficult to
  260. successfully revive demons mid-battle, at least earlier in the game
  261. when you don't have Balms of Rising, since a Revival Bead only brings
  262. them back with single digit HP.
  263.  
  264. - Healing items
  265. Medicine | 50 HP Chakra Drop | 25% + 10 MP
  266. Life Stone | 25% + 10 HP Chakra Pot | 100% MP
  267. Bead | 100% HP Great Chakra | 100% MP \all
  268. Bead Chain | 100% HP \all Soma Droplet | 50% HP & MP
  269. Revival Bead | Revive w/1%+1 HP Soma | 100% HP & MP
  270. Balm of Rising | Revive w/100% HP Bead of Life | 100% HP & MP \all
  271.  
  272. Dis-Poison
  273. Dis-Stun
  274. Dis-Charm
  275. Dis-Mute
  276. Dis-Stone
  277. Sacred Water | Bind/Sleep/Panic \all
  278.  
  279. - Status ailments
  280. Poison | Deal ~55% phys. dmg, -1/8 mHP during battle, -1/40 cHP on field
  281. Sleep | Unable to act, recover 1/8 HP & MP
  282. Panic | May drop money, dismiss itself, or do nothing
  283. Stun | Accuracy penalty
  284. Bind | Unable to act
  285. Charm | Attack own party or do nothing
  286. Mute | Unable to use magical skills
  287. Petrified | Unable to act. Getting attacked may cause Instant Death.
  288. Shocked | Incoming attacks will always crit
  289. Frozen | Incoming attacks will always crit
  290. Cursed | Likely unable to act + 15% mHP dmg, can't switch Magatama
  291. Instant Death | Instant Death
  292.  
  293. - Most ailments fall under one of three types: Curse (Poison, Mute),
  294. Nerve (Stun, Bind), or Mind (Sleep, Panic, Charm). When a demon is weak
  295. or resistant to all three of these types, the game collectively refers
  296. to the three as 'ailments.'
  297. - Petrification is considered a Death-type ailment.
  298. - Most Instant Death attacks are either Expel- (Hama) or Death-type (Mudo,
  299. Hell Gaze). The Tetraja spell can be used to block Expel- and Death-type
  300. skills, and the effect remains until it blocks something.
  301. - Poison, Stun, and Mute will last until healed. Petrification is removed
  302. at the end of battle, but otherwise lasts until healed (or until the demon
  303. is shattered). Panic, Charm, and Bind last for a few rounds (at least one).
  304. Sleep lasts until the end of the round or until the demon is attacked.
  305. Shock and Freeze last until the end of the current phase.
  306. - Characters with the Might skill will always do a critical on enemies
  307. under Sleep or Bind.
  308. - Cursed may be caused by a Magatama when you level up. You can only
  309. remove it at a Fountain of Healing.
  310. - Only the Demi-Fiend can use items during battle.
  311. - Some dungeons have floor tiles that damage you if you walk on them
  312. without levitation. The damage is 3% cHP (current HP).
  313.  
  314. - When saving the game, the game automatically highlights the most
  315. recent save file. Careful if you ever load a file that isn't the most
  316. recent one.
  317.  
  318. - You'll get a Lottery Ticket if you spend at least 1000 Macca when
  319. shopping (after reaching the Manikin settlement in the Great Underpass).
  320. If you get 10 tickets, you'll get to play the lottery, where you simply
  321. choose one of three boxes (black, white, or pink) for a random prize.
  322.  
  323. Black White Pink
  324. Pearl Balm of Rising Life Stone
  325. Sapphire Strength Incense Bead Chain
  326. Emerald Magic Incense Soma Droplet
  327. Bead Vitality Incense Soma
  328. Diamond Agility Incense Chakra Pot
  329. Luck Incense Great Chakra
  330.  
  331. - The game features multiple endings. The ending you get depends on the
  332. dialog choices you've made at certain points in the game. If you're
  333. skipping dialog quickly and don't want to accidentally choose the wrong
  334. dialog option, use Cancel instead of Confirm.
  335.  
  336.  
  337. Regarding the 2021 version
  338.  
  339. - The crashing that was particularly prevalent in the PAL-version is no
  340. longer present.
  341. × The PAL-version had an optimized aspect ratio, but did run slower.
  342. There was also an NTSC option, which apparently featured less crashing,
  343. but I never used it, since my TV at the time didn't support NTSC, and
  344. I didn't feel like playing the game in black and white.
  345. - The game now features a new, casual-friendly difficulty level called
  346. Merciful, without which this guide would never have materialized. This
  347. is how the game is modified when playing on Merciful:
  348. × Your party's performance is greatly increased: you deal a lot more
  349. damage, you take a lot less damage, your hits connect much more easily,
  350. and you evade attacks much more easily.
  351. × You gain 3x Exp and 5x Macca.
  352. × Encounter rate is drastically reduced. This largely negates the
  353. benefits of the increased Exp.
  354. × Ambushes are uncommon, and follow up encounters don't occur.
  355. - When fusing demons, you can manually choose which skills carry over.
  356. - Refers to the Expel element as Light and the Death element as Dark.
  357. - Some demon names are longer (eg. Uzume -> Ame-no-Uzume) or (slightly)
  358. altered (eg. Cai-Zhi -> Xiezhai, Kusi Mitama -> Kushi, Feng Huang ->
  359. Zhuque, Onkot -> Ongkhot, Pyro Jack -> Jack-o'-Lantern, Beiji-Weng ->
  360. Beidou Xingjun, Purski -> Pulukishi, Wu Kong -> Qitian Dasheng, Gui
  361. Xian -> Xuanwu, Rakshasa -> Vetala, Girimehkala -> Girimekhala,
  362. Gurr -> Gurulu).
  363. × The one name that *isn't* corrected is Jirae, which is a bastardization
  364. of Chirei.
  365. - Some skill names have also been changed or altered (eg. Samrecarm ->
  366. Samarecarm, Gonnection [sic] -> Kinspeak).
  367. - Instead of Dante, the game features Raidou Kuzunoha as a guest character.
  368. You can still swap him for Dante by getting the Dante DLC.
  369. - There's some other DLC as well, but I haven't bothered buying any of it.
  370. - The right analog stick is used to control the camera (L1 and R1 can
  371. still be used as well). In the original, the right analog stick was used
  372. to look around, but you couldn't move while doing so.
  373. - Voice acting has been added. (I don't use it, though)
  374. - You get 20 save slots.
  375. × On the PS2, a single save file takes 171kb of space, and the game only
  376. supports memory card slot 1.
  377. - The Suspend Save feature allows you to save and quit anywhere.
  378. - The Config menu in the original only featured three items: Vibration,
  379. Menu Memory, and Auto Memory. The 2021 version has:
  380. - Volume settings for sound effects, music, voice acting, and cutscenes
  381. - Voice language (Japanese or Japanese)
  382. - Invert Y-axis
  383. - Invert X-axis (I have both of these on)
  384. - Screen brightness
  385. - Difficulty (Merciful / Normal / Hard)
  386. - Menu memory
  387. - Auto memory
  388.  
  389. - While this guide was written while playing the 2021 version, I still
  390. chose to reference the names used in the original version to make it
  391. more consistent with all the material produced before the 2021 release.
  392.  
  393.  
  394. Magatama List
  395.  
  396. - Only the most notable skills are listed.
  397. - Don't forget to switch Magatamas before leveling up.
  398. - Iyomante is the Magatama I use the most, to avoid getting Charmed.
  399. - *: A Magatama that may curse you on leveling up.
  400.  
  401. PFITOEDCNM Location Skills
  402. Marogare | | Default | Berserk (10), Counter (20)
  403. Wadatsumi | IW | Forneus | Fog Breath (21)
  404. Iyomante | I| Shibuya | Sukunda, Rakunda
  405. Shiranui | I W | Shibuya |
  406. Ankh | IW | Great Underpass | Media (19)
  407. Hifumi | W I | Great Underpass | Tornado (17), War Cry (24)
  408. Kamudo |R WWW| Great Underpass | Might (29)
  409. Narukami | WI | Mantra HQ |
  410. Gaea |R WWW | Mantra HQ (24 Str) Deathbound (61), Avenge (69)
  411. Anathema *| WI | Nihilo | Mana Drain (28), Anti-Death (32)
  412. Miasma *| WI | Kabukichou Prison| Glacial Blast (52)
  413. Murakumo *|RWW | Ikebukuro Tunnel | Void Mind (34)
  414. Nirvana | IW | Asakusa | Divine Shot (41), Void Expel (56)
  415. Gehenna | AW | Asakusa |
  416. Djed *| RRI | Obelisk | Sukukaja (43)
  417. Muspell *| RRR| Shibuya 1F |
  418. Kamurogi |RWWWWRR | Asakusa | Retaliate (54)
  419. Vimana | I | Asakusa | Endure (50), Hades Blast (73)
  420. Sophia | I | Asakusa | Mediarahan (63)
  421. Satan *| WI | Kabukichou Prison| Void Death (55), Mana Aid (58)
  422. Adama | EWRR | Amala Temple |
  423. Gundari | WA | North Temple |
  424. Geis *| I | Puzzle Boy... | Mediarama (44), Mana Refill (51)
  425. Kailash *| | Tower of Kagutsuc| Freikugel (80)
  426. Masakados |IIIIIIIIII| Bandou Shrine | Phys Repel
  427.  
  428.  
  429. Demon List
  430.  
  431. - There are a total of 185 demons that belong in 30 different families,
  432. as seen below.
  433.  
  434. Lv Deity Megami Fury Lady
  435. 38 Horus 18 Uzume 44 Dionysus 24 Kikuri-Hime
  436. 47 Atavaka 30 Sarasvati 54 Wu Kong 41 Kushinada
  437. 56 Amaterasu 48 Sati 61 Beiji-Weng 57 Parvati
  438. 65 Odin 54 Laksmi 95 Shiva 67 Kali
  439. 78 Mithra 64 Scathach 74 Skadi
  440. 93 Vishnu
  441.  
  442. Kishin Holy Element Mitama
  443. 17 Minakata 13 Shiisaa 7 Erthys 25 Ara Mitama
  444. 27 Zouchou 21 Unicorn 11 Aeros 29 Nigi Mitama
  445. 33 Koumoku 27 Senri 15 Aquans 32 Kusi Mitama
  446. 39 Okuninushi 36 Feng Huang 20 Flaemis 35 Saki Mitama
  447. 45 Mikazuchi 43 Baihu
  448. 52 Jikoku 55 Chimera
  449. 63 Futomimi
  450. 72 Bishamon
  451. 76 Thor
  452.  
  453. Youma Fairy Divine Fallen
  454. 8 Apsaras 2 Pixie 11 Angel 20 Forneus
  455. 14 Isora 7 Jack Frost 18 Archangel 29 Eligor
  456. 19 Koppa 10 High Pixie 28 Principality 37 Berith
  457. 23 Dis 19 Pyro Jack 33 Power 45 Ose
  458. 28 Karasu 26 Kelpie 41 Virtue 58 Decarabia
  459. 37 Onkot 38 Troll 50 Dominion 68 Flauros
  460. 44 Jinn 43 Setanta 64 Throne
  461. 48 Purski 46 Oberon
  462. 52 Efreet 57 Titania
  463.  
  464. Snake Beast Jirae/Chirei Brute
  465. 14 Nozuchi 13 Inugami 3 Kodama 4 Shikigami
  466. 28 Naga 18 Nekomata 5 Hua Po 20 Momunofu
  467. 34 Mizuchi 23 Badb Catha 13 Sudama 25 Oni
  468. 37 Raja Naga 34 Orthrus 35 Sarutahiko 44 Ikusa
  469. 55 Quetzalcoatl 54 Sparna 49 Titan 54 Shiki-Ouji
  470. 66 Yurlungur 61 Cerberus 55 Gogmagog 59 Kin-Ki
  471. 62 Sui-Ki
  472. 66 Fuu-Ki
  473. 81 Ongyou-Ki
  474.  
  475. Femme Vile Tyrant Night
  476. 7 Datsue-Ba 30 Arahabaki 52 Loki 8 Lilim
  477. 20 Taraka 33 Baphomet 69 Abaddon 18 Fomor
  478. 32 Shikome 45 Pazuzu 74 Surt 25 Incubus
  479. 43 Yaksini 58 Girimehkala 77 Aciel 37 Succubus
  480. 52 Dakini 65 Tao Tie 84 Beelzebub H 47 Kaiwan
  481. 58 Clotho 73 Samael 91 Mot 53 Loa
  482. 63 Lachesis 83 Mada 95 Beelzebub F 56 Queen Mab
  483. 67 Atropos 66 Black Frost
  484. 72 Rangda 70 Nyx
  485. 80 Lilith
  486.  
  487. Wilder Haunt Foul Seraph
  488. 6 Zhen 4 Preta 1 Will o' Wisp 73 Uriel
  489. 15 Bicorn 11 Choronzon 6 Slime 84 Raphael
  490. 25 Raijuu 17 Yaka 7 Mou-Ryou 87 Gabriel
  491. 31 Nue 20 Chatterskull 16 Blob 90 Michael
  492. 43 Mothman 28 Pisaca 28 Black Ooze 95 Metatron
  493. 75 Hresvelgr 49 Legion 42 Phantom
  494. 63 Rakshasa 45 Sakahagi
  495. 52 Shadow
  496.  
  497. Wargod Genma Dragon Avatar
  498. 33 Valkyrie 38 Kurama 24 Gui Xian 22 Makami
  499. 58 Ganesha 46 Hanuman 44 Long 26 Cai-Zhi
  500. 52 Cu Chulainn 46 Yatagarasu
  501. 60 Barong
  502.  
  503. Avian Fiend
  504. 63 Garuda 30 Matador
  505. 37 Daisoujou
  506. Raptor 42 Hell Biker
  507. 63 Gurr 52 White Rider
  508. 55 Red Rider
  509. Entity 61 Black Rider
  510. 64 Albion 63 Pale Rider
  511. 69 The Harlot
  512. 77 Trumpeter
  513. 80 Raidou
  514. 80 Dante
  515.  
  516.  
  517. - When you attempt to recruit a demon, the demon will first ask for
  518. items, money, or some of your life force. If the demon is satisfied,
  519. it'll either join right away or ask you a question, which you can
  520. respond with one of two answers. Choose the correct answer and the
  521. demon will join. The correct answer seems completely random, so it's
  522. essentially just a coin flip. I just choose the first one every time.
  523. Even if you comply with a demon's requests, they might still choose to
  524. just leave, although they might give you an item or heal you.
  525. - Enemies can also be the ones that initiate dialog, either during the
  526. first round of an ambush or when low on HP. In the event of the former,
  527. the demon will ask for an item or ask a coin flip question. If they're
  528. satisfied, they'll give you an (unimpressive) item, some money or some
  529. (useless) information or they'll offer to join.
  530. - Attempts to initiate dialog with a demon while other enemies are still
  531. present are likely to fail.
  532. - Approaching a demon during full Kagutsuchi is also likely to fail, but
  533. if you do succeed, you'll immediately get a coin flip without having to
  534. give anything.
  535. - There are three families of demons (Foul, Haunt, and Wilder) that
  536. can only be approached successfully during full Kagutsuchi. If a demon
  537. from one of these families approaches you asking for an item, they'll
  538. always offer to join should you comply.
  539. × While full Kagutsuchi only lasts for about 5,5 seconds, you can
  540. still pretty easily recruit demons from these families by simply
  541. saving the game right before full moon and then loading the game if
  542. you don't get the results you want.
  543. - If you anger a demon during negotiation, you won't be able to start
  544. dialog with them again for a few rounds.
  545. - Demons have a very low chance of begging for mercy if their HP is
  546. below 25% after being attacked (single target attacks only). They will
  547. then offer one of four things in exchange for their life: money, an
  548. item, information, or servitude. Even if you agree, there's a small
  549. chance they'll change their mind.
  550. × Even if an attack deals no damage, the demon may still beg for mercy.
  551. As such, you could use something like Analyze to try and recruit a demon.
  552. This is only really potentially useful early in the game, before you
  553. have access to the Compendium, but even then, you'll get better results
  554. with full Kagutsuchi recruitment or just regular recruitment.
  555. - When a demon joins your party mid-battle, the battle ends, with no
  556. chance of chaining. You'll still gain spoils from any enemies you
  557. defeated prior to that point.
  558. - There is no way to start dialog with demons from the Vile and Tyrant
  559. families. They may start dialog on their own, but even then, they'll
  560. never offer to join your party.
  561. - You can't obtain a demon that's a higher level than the Demi-Fiend.
  562. × Except for demons that evolve. The evolution can be triggered once
  563. the Demi-Fiend is no more than 4 levels below the resulting demon's
  564. level. The demon still can't be summoned at the Cathedral until you've
  565. reached its default level.
  566. - You can't have more than one of the same demon in your party at the
  567. same time.
  568. - You can't recruit any of the demons you encounter in the Labyrinth
  569. of Amala or Bandou Shrine.
  570. - The MegaTen wiki refers to the Seraph class as Herald.
  571.  
  572. - When you obtain any demon for the first time, it gets automatically
  573. registered in the Demon Compendium, which can be viewed in the Cathedral
  574. of Shadows. You can also manually update a demon's entry later (such as
  575. after the demon has leveled up). The Compendium is basically a demon
  576. storage, as you can summon any registered demon to add them to your
  577. party again, albeit for a price. It doesn't become available until you
  578. reach Ikebukuro, however.
  579.  
  580. - Demon fusion involves fusing two (in some cases three) demons to create
  581. a new one. The resulting demon is strictly defined by the families and
  582. levels of the fused demons. The new demon will also inherit a few of the
  583. skills that the fused demons had. Passing on the desired skills requires
  584. re-rolling in the original PS2-versions, since the skills are chosen
  585. randomly, but, thankfully, in the 2021 version, you can just freely
  586. choose the skills yourself.
  587. - A special type of fusion known as sacrificial fusion becomes available
  588. once you've reached Ginza. It can only be used during full Kagutsuchi
  589. and it involves throwing an additional demon into the mix. The demon type
  590. will still be determined by the first two demons selected (with a few
  591. exceptions), but the skill pool will include the third demon's skills,
  592. and the resulting demon will gain 1,5 times the amount of Exp the third
  593. demon has gained since their default xp value.
  594. × Mitamas can't be used in sacrificial fusion.
  595. - Fusion error: Fusion has a small chance of resulting in an error, in
  596. which case the result is either a Slime or a random demon of the highest
  597. level you can handle. The demon will have random skills, so they're not
  598. likely to be ideal party members despite their high levels. Fusion error
  599. is much more likely to occur during full Kagutsuchi.
  600.  
  601. - By far, the easiest way to get new demons in a specific family is by
  602. using Elementals to upgrade (or downgrade) a demon of the same family.
  603.  
  604. Ea Ae Aq Fl
  605. Deity - - - -
  606. Megami - - - - U: Upgrade
  607. Fury - - - - -: Downgrade
  608. Lady U - - -
  609. Kishin U - - -
  610. Holy - - - U
  611. Youma - U U -
  612. Fairy U - U -
  613. Divine - - U U
  614. Fallen - U - U
  615. Snake - - U U
  616. Beast - U - U
  617. Jirae U U - -
  618. Brute U - U U
  619. Femme U - U U
  620. Vile - - - -
  621. Tyrant - - - -
  622. Night - U - -
  623. Wilder - - U U
  624. Haunt - U - -
  625. Foul - - U -
  626.  
  627. N/A: Seraph, Wargod, Genma, Dragon, Avatar, Avian, Raptor, Entity, Fiend
  628.  
  629. - And, yes, there are a bunch of demons that evolve by reaching a certain
  630. level, ie. the level they learn their last skill (with the exception of
  631. High Pixie, who needs one more level after that).
  632. - When creating the pre-evolved demon, use a sacrifice to give them an
  633. Exp boost and Watchful, so they'll only need one level and can get it
  634. in the reserve. I use a Lv67 Throne as a sacrifice myself. For lower
  635. level demons, you can just give them Watchful with a Mitama (fuse a
  636. Koppa/Karasu with another Youma to create an Aquans with Watchful, then
  637. fuse that with Flaemis to create a Saki Mitama with Watchful).
  638.  
  639. 2 Fa Pixie 8 Nt Lilim 13 Bs Inugami 14 Sn Nozuchi
  640. 10 Fa High Pixie 80 Nt Lilith 22 Av Makami 24 Dr Gui Xian
  641. 56 Nt Queen Mab
  642.  
  643. 18 Bs Nekomata 19 Yo Koppa 20 Br Momunofu 23 Yo Dis
  644. 27 Ho Senri 28 Yo Karasu 30 Vl Arahabaki 33 Wg Valkyrie
  645. 38 Ge Kurama
  646.  
  647. 28 Sn Naga 34 Sn Mizuchi 37 Yo Onkot 43 Fa Setanta
  648. 37 Sn Raja Naga 44 Dr Long 46 Ge Hanuman 52 Ge Cu Chulainn
  649. 54 Fu Wu Kong
  650.  
  651. 44 Yo Jinn 48 Mg Sati 48 Yo Purski 54 Bs Sparna
  652. 52 Yo Efreet 57 La Parvati 58 Wg Ganesha 63 Av Garuda
  653.  
  654. 55 Ji Gogmagog 64 Dv Throne 64 Mg Scathach 69 Ty Abaddon
  655. 64 En Albion 73 Se Uriel 74 La Skadi 77 Ty Aciel
  656.  
  657. 84 Ty Beelzebub H
  658. 95 Ty Beelzebub F
  659.  
  660. - The number of skills you can carry over in fusion depends on the total
  661. number of skills the demons involved have.
  662.  
  663. <5 | 1
  664. 5-8 | 2
  665. 9-12 | 3
  666. 13-15 | 4
  667. 16-19 | 5
  668. 20-24 | 6
  669.  
  670. - Some skills can only be learned by demons with a specific physical
  671. characteristic, such as having a weapon, jaws, or wings, etc. You can
  672. find a list of all the characteristics each demon has in hidora's SMT3
  673. guide on Gamefaqs.
  674. - There are also some unique skills (Godly Light, Fire of Sinai, etc.)
  675. that simply can't be passed on.
  676. - If you're using the Heretic Mansion, note that it has some errors here
  677. and there.
  678. - Completing the Compendium gives you a 50% cut on all summoning costs
  679. as well as a gold Trophy on the PS4.
  680.  
  681.  
  682. Skill Mutation
  683.  
  684. - If a demon possesses any skills that are eligible for mutation, there's
  685. a 25% chance that one of those skills will attempt to mutate upon leveling
  686. up. When this happens (and you don't stop it), you have a 50-50 chance of
  687. getting either power up mutation or rank up mutation.
  688. - Power up mutation involves single target spells becoming multi-target
  689. and everything else just powering up (ie. Anti -> Void -> Drain, HP +10%
  690. -> +20% -> +30%, Bright/Dark Might -> Might, etc.).
  691. - Rank up mutation turns the skill into a random skill from the next rank.
  692. - Power up mutation can't occur if the demon is set with the no power up
  693. mutation flag. The flag initially becomes active when a demon powers up
  694. any skill, after which it spreads virulently. If the flag is active for
  695. any type of demon, it will then apply to any and all members of that
  696. particular demon. Combined with the fact that the flag is passed on
  697. through fusion (and evolution), the potential for power up mutation is
  698. *very* limited.
  699. - The skills that are eligible for mutation are indeed limited to the
  700. ones that can be powered up. These are marked with '!' on the list.
  701.  
  702.  
  703. Rank 1 Rank 3 Rank 4
  704.  
  705. ! Agi Maragi ! Agilao
  706. ! Bufu Mabufu ! Bufula
  707. ! Zio Mazio ! Zionga
  708. ! Zan Mazan ! Zanma
  709. ! Feral Claw ! Hama Tetraja
  710. ! Feral Bite ! Mudo Stun Gaze
  711. ! Needle Rush Paraladi Marin Karin
  712. Petradi Toxic Cloud
  713. Sukukaja Last Resort
  714. Rank 2 Taunt Riberama
  715. Dormina ! Bright Might
  716. ! Dia Pulinpa ! Dark Might
  717. ! Patra Sexy Gaze ! Life Gain
  718. Posumudi Mute Gaze Life Aid
  719. Mutudi Analyze ! Anti-Fire
  720. Shibaboo ! Venom Claw ! Anti-Ice
  721. Lullaby ! Venom Bite ! Anti-Elec
  722. Tarunda ! Toxic Sting ! Anti-Force
  723. Rakunda Hell Thrust Wooing
  724. ! Life Bonus Sacrifice Brainwash
  725. Seduce ! Mana Bonus Soul Recruit
  726. Begging ! Anti-Curse Threaten
  727. Haggle ! Anti-Nerve Flatter
  728. ! Anti-Mind Persuade
  729. Scout Arbitration
  730. Beseech
  731. Pester
  732. Trade
  733.  
  734. Rank 5 Rank 6 Rank 7 Rank 8
  735.  
  736. Media ! Diarama ! Agidyne Mediarama
  737. Me Patra ! Hamaon ! Bufudyne ! Recarm
  738. Makatora ! Mudoon ! Ziodyne Glacial Blast
  739. ! Makajam Mahama ! Zandyne Violet Flash
  740. Fire Breath Mamudo Maragion ! Megido
  741. Ice Breath Thunderclap Mabufula Evil Gaze
  742. Shock Binding Cry Mazionga Tetrakarn
  743. Wing Buffet Sonic Wave Mazanma Makarakarn
  744. Mana Drain Eternal Rest Hellfire Debilitate
  745. Focus War Cry Tornado Makajamon
  746. Tarukaja Liftoma Life Drain Tentarafoo
  747. Makakaja ! Stun Bite Rakukaja Allure
  748. Fog Breath Berserk Panic Voice Tempest
  749. Dekaja Brutal Slash Stone Gaze Heat Wave
  750. Lightoma Kamikaze Dismal Tune Dark Sword
  751. Trafuri Life Surge Estoma Hell Fang
  752. Stun Claw Mana Aid Iron Claw Mana Surge
  753. ! Charm Bite Fire Boost Stone Bite Void Expel
  754. ! Stun Needle Ice Boost Arid Needle Void Death
  755. Mighty Gust Elec Boost Guillotine Watchful
  756. ! Counter Force Boost ! Retaliate
  757. ! Mana Gain Void Curse Might
  758. ! Anti-Phys Void Nerve Drain Attack
  759. ! Anti-Expel Void Mind Mana Refill
  760. ! Anti-Death Kidnap ! Void Fire
  761. Life Refill Mischief ! Void Ice
  762. Endure Intimidate ! Void Elec
  763. Charisma Maiden's Plea ! Void Force
  764. Lucky Find Nag
  765. Dark Pledge Wine Party
  766. Gonnection Stone Hunt
  767. Detain Beckon Call
  768.  
  769. Rank 9 Rank 10 Rank 11
  770.  
  771. ! Diarahan Maragidyne Mediarahan
  772. Recarmdra Mabufudyne Prayer
  773. Bolt Storm Maziodyne Samrecarm
  774. Wind Cutter Mazandyne Radiance
  775. Mahamaon Prominence Holy Wrath
  776. Mamudoon ! Megidola Deathbound
  777. Hell Gaze Blight Hassouhappa
  778. Stasis Blade Chaos Blade Hades Blast
  779. Avenge Attack All Phys Drain
  780. Fire Drain ! Void Phys
  781. Ice Drain Fire Repel
  782. Elec Drain Ice Repel
  783. Force Drain Elec Repel
  784. Force Repel
  785.  
  786.  
  787. --------------------------------------------------------------------------
  788.  
  789. Party Optimization
  790.  
  791.  
  792. - There are, of course, countless different possible party builds, but if
  793. you don't feel like coming up with one of your own, you can just create
  794. the party I use, as detailed in this section.
  795. - If you're playing on Merciful, you don't really need to pay much, if any,
  796. attention to your party build at all.
  797.  
  798. - The attack debuff skills are Tarunda and War Cry. War Cry is preferable,
  799. since it accomplishes in one turn what Tarunda accomplishes in two. A great
  800. choice for the Demi-Fiend, given how vital the skill is. Having another
  801. War Cry on one of your demons isn't really necessary, but you could still
  802. do it just to be safe. Then again, it might not even be available, since
  803. it requires the demon to have a big mouth, figuratively speaking.
  804. - Debilitate is another option, but isn't available until Lv50+.
  805. - You'll need Rakukaja for defense boosting. Get it for at least one demon.
  806. Giving it to the Demi-Fiend is an option, but I choose not to myself.
  807. - Agility (de)buffing (with Sukukaja/Sukunda/Fog Breath) would also help,
  808. but I don't bother with it myself. While it can be very annoying to see
  809. your normal attacks miss on a regular basis, I think you should just try
  810. to get used to it and accept it.
  811.  
  812. - You should have one demon with Dekunda and another with Dekaja. While
  813. Dekaja can be invoked with a rock, there's just too much use for it, so
  814. you really don't want to rely on a limited supply.
  815.  
  816. - Tetraja won't be needed as a skill so long as you create a party that's
  817. (largely) natively immune to Expel and Death.
  818. - Here are the gems needed for the rocks:
  819. Dekaja Rock | Garnet + Coral
  820. Tetraja Rock | Garnet + Aquamarine
  821.  
  822. - Between Mediarahan and Prayer, I'd have to go with Mediarahan. There
  823. are only a couple of bosses where the status healing would really come
  824. in handy, and that's just not enough to warrant giving it a skill slot.
  825.  
  826. - Mana Aid heals 10% max MP at the end of battle (the proper end, ie. not
  827. when you get a follow up encounter). Running away also triggers the effect.
  828. Highly recommend it for all your demons.
  829. - At very high levels, you'll gain access to Victory Cry, which fully heals
  830. the demon post-battle. Given how late you get it, it might not be worth
  831. the trouble to implement it.
  832. - Mana Refill regenerates 10% MP for every passing lunar phase, but only
  833. when the demon is in your active party. It's clearly better than Mana Aid
  834. *except* when using Riberama. Since I use Riberama pretty much all the
  835. time (gotta get that xp), this isn't a hard choice for me.
  836. - While the Demi-Fiend can learn both Mana Aid and Mana Refill, I'd go
  837. with Mana Drain instead, since you can also use it to fully drain an enemy's
  838. MP. Quite useful in a few bosses. Once you get the Chakra Elixir at the
  839. end of the game, you can replace it with something like Pierce or Avenge.
  840.  
  841. - Might increases critical hit rate from what feels like 5% to 10%. It
  842. only affects normal attacks, however.
  843. - Bright Might would help quite a bit in bosses, but it's not vital for
  844. your survival the way buffs and debuffs are. That's why I favor the regular
  845. Might, since it can help you in *any* battle.
  846.  
  847. - Focus (8 MP) increases the damage of your next physical attack by 150%.
  848. It's mainly useful, since it allows you to use a physical skill with
  849. increased power at regular HP cost. A popular choice, but I don't use
  850. it myself.
  851.  
  852. - The Dormina + Eternal Rest combo is my preferred method for handling
  853. tougher normal enemies. Either that or Godly Light.
  854. - Dormina (9 MP, Mind): Sleep \all. 30% chance.
  855. - Lullaby (6 MP, Mind): Sleep \single, 70% chance.
  856. - Mind weakness/resistance will multiply the hit rate by 1,5/0,5.
  857. - Godly Light (10 MP) is an Expel-type spell that targets all enemies,
  858. has a 50% chance of hitting and deals 80% cHP damage. Not exactly Instant
  859. Death, but it's close enough.
  860.  
  861. - You'll want to have some offensive magic for enemies that resist
  862. physicals, Mind, or Expel. I recommend sticking to the Elec and Force
  863. elements (the most common weaknesses), but if you can squeeze in Fire
  864. and Ice as well, that'd be nice.
  865.  
  866. - The three counterattack skills are quite nice as well. These are, in
  867. order from weakest to strongest: Counter (1,0x), Retaliate (1,6x), Avenge
  868. (1,7x). They all have a 50% activation rate. They won't activate if no
  869. damage is incurred. Counterattacks can't miss or do critical hits. They
  870. also can't be reflected, but the damage is still nullified.
  871.  
  872. - You should aim to have at least one demon with a physical skill like
  873. Hassouhappa or Deathbound. Many of these require the demon to possess
  874. a weapon.
  875.  
  876. - Watchful allows a demon to gain Exp while in the reserve (50% of what
  877. active characters receive).
  878.  
  879. - Pierce allows the character's physical attacks to ignore any type of
  880. resistance other than Repel. The only way to get it is by completing the
  881. Labyrinth of Amala.
  882.  
  883. - No, you can't learn Dragon Eye. It's only used by the enemy.
  884.  
  885. - Without a guide, the Analyze skill would be highly useful for checking
  886. a demon's abilities and resistances (although it doesn't work on bosses).
  887. There's also the reusable Spyglass item that lets you use Analyze without
  888. having it as a skill. You can find it in the Obelisk.
  889.  
  890. - Don't forget that, once you've beaten Daisoujou (and have at least one
  891. Deathstone in your possession), you can't do sacrificial fusion that
  892. results in a Fairy without triggering Daisoujou. Late in the game, you
  893. also can't do sacrificial fusion that results in a Tyrant without getting
  894. a Fiend instead.
  895.  
  896. - If you're planning on doing power up mutation, don't let the no power
  897. up flag pop up before that.
  898.  
  899. - Pay attention to skill order when choosing which skills are passed on.
  900. You'll want the most frequently used skills at the top.
  901.  
  902. - Here's a list of demons that natively learn some notable skills.
  903.  
  904. Mediarama Mana Aid Mana Refill
  905. Mi Saki 35 Fo Mou-Ryou 7 Mg Uzume 18
  906. De Horus 38 Bs Badb Catha 23 Mg Sarasvati 30
  907. Dv Virtue 41 Av Yatagarasu 46 Wi Nue+ 31
  908. La Kushinada 41 Fi White Rider 52 Ks Mikazuchi 48
  909. La Lakshmi 54 Yo Efreet 52
  910. Mediarahan Fu Beiji-Weng 61 Se Raphael 84
  911. La Laksmi 54 Mg Scathach 64
  912. Fa Titania 57 Vl Tao Tie 65 Might
  913. Fe Clotho 58 Ks Zouchou 27
  914. Av Barong 60 Victory Cry Yo Karasu 28
  915. Dv Throne 64 Ty Aciel 77 Wg Valkyrie 33
  916. Sn Yurlungur 66 Br Ongyou-Ki 81 Yo Onkot 37
  917. Ks Thor 76 Se Michael 90 Ho Baihu 43
  918. Fu Shiva 94 De Atavaka 47
  919. Prayer Ty Beelzebub F 95 Mg Scathach 64
  920. Wi Nue+ 31 Se Metatron 95 Ks Futomimi 63
  921. Fi Daisoujou 37
  922. De Amaterasu 56 Hassouhappa Deathbound
  923. Fa Titania 57 Fu Wu Kong 54 De Odin 65
  924. Se Raphael 84 Fu Shiva 95 La Kali 67
  925. De Vishnu 93 Se Michael 90
  926.  
  927. Dormina Eternal Rest Lullaby
  928. Fe Datsue-ba 7 Vl Baphomet 33 Yo Apsaras 8
  929. Yo Apsaras 8 Nt Succubus 37 Yo Isora 14
  930. Ha Chatterskull 20 Fe Clotho 58 Nt Fomor 18
  931. Nt Succubus 37 Fl Decarabia 58
  932. Nt Queen Mab 56 Fi Pale Rider 63
  933. Fe Lachesis 63 Nt Nyx 70
  934. Nt Nyx 70
  935.  
  936. War Cry Rakukaja Debilitate
  937. Wi Zhen 6 Ji Hua Po 5 Nt Loa 53
  938. Fo Slime 6 El Erthys 7 De Amaterasu 56
  939. Ho Shiisaa 13 Sn Nozuchi 14 Wg Ganesha 58
  940. Br Oni 25 Fe Taraka 20 Vl Girimehkala 58
  941. Wi Nue 31 Ho Unicorn 21 Dv Throne 64
  942. Bs Orthrus 34 Fl Eligor 29 Nt Nyx 70
  943. Fl Ose 45 Fl Ose 45 Fe Rangda 72
  944. Fo Sakahagi 45 Fo Shadow 52 De Mithra 78
  945. Ho Chimera 55 Fe Lachesis 63 Vl Mada 83
  946. Ks Futomimi 63 Sn Yurlungur 66 Se Metatron 95
  947. Fl Flauros 68
  948. Ty Surt 74
  949.  
  950. Dekunda Dekaja Tetraja
  951. Ha Pisaca 28 Ks Minakata 17 Ho Unicorn 21
  952. Fi Matador 30 Ha Chatterskull 20 Yo Dis 23
  953. De Horus 38 Mi Kushi 32 Ks Koumoku 33
  954. Fl Ose 45 Fl Berith 37 Fi White Rider 52
  955. Ks Jikoku 52 Fo Phantom 42 Nt Loa 53
  956. Nt Loa 53 Fl Ose 45 Nt Queen Mab 56
  957. Fi Red Rider 55 Br Shiki-Ouji 54 Vl Tao Tie 65
  958. Fi Harlot 69 Fi Trumpeter 77
  959.  
  960. Riberama
  961. Fo Will o' Wisp 1
  962. Fl Forneus 20
  963. Fl Eligor 28
  964. Ha Pisaca+ 28
  965. Fe Yaksini 43
  966.  
  967. - Here's the Elemental chart again:
  968.  
  969. Ea Ae Aq Fl
  970. Deity - - - -
  971. Megami - - - - U: Upgrade
  972. Fury - - - - -: Downgrade
  973. Lady U - - -
  974. Kishin U - - -
  975. Holy - - - U
  976. Youma - U U -
  977. Fairy U - U -
  978. Divine - - U U
  979. Fallen - U - U
  980. Snake - - U U
  981. Beast - U - U
  982. Jirae U U - -
  983. Brute U - U U
  984. Femme U - U U
  985. Vile - - - -
  986. Tyrant - - - -
  987. Night - U - -
  988. Wilder - - U U
  989. Haunt - U - -
  990. Foul - - U -
  991.  
  992. - Here's how to create Elementals and Mitamas:
  993.  
  994. Erthys | Jirae, Brute, Night, Fallen (2x each)
  995. Aeros | Fairy, Divine, Beast, Wilder
  996. Aquans | Youma, Snake, Femme
  997. Flaemis | Holy, Seraph
  998.  
  999. Ara Mitama | Erthys + Aquans, Aeros + Flaemis
  1000. Nigi Mitama | Erthys + Aeros
  1001. Kushi Mitama | Erthys + Flaemis, Aeros + Aquans
  1002. Saki Mitama | Aquans + Flaemis
  1003.  
  1004. - Here's how the number of inherited skills is defined again:
  1005.  
  1006. <5 | 1
  1007. 5-8 | 2
  1008. 9-12 | 3
  1009. 13-15 | 4
  1010. 16-19 | 5
  1011. 20-24 | 6
  1012.  
  1013.  
  1014. - Right, so, here's the party build I use:
  1015.  
  1016. Demi-Fiend Lakshmi
  1017.  
  1018. 17 Tornado 28 Mana Drain/Pierce ¤ Mediarahan Rakukaja
  1019. 19 Media 61 Deathbound ¤ Mana Aid Violet Flash
  1020. 24 War Cry 56 Void Expel Mazionga Might
  1021. 29 Might 55 Void Death Dormina Avenge
  1022.  
  1023. Amaterasu Wu Kong
  1024.  
  1025. ¤ Prominence Mana Aid Tornado " Rakukaja/Sukukaja
  1026. Lullaby Might Dormina Mana Aid
  1027. Eternal Rest ¤ Godly Light Dekaja " Might
  1028. Dekunda ¤ Debilitate Might ¤ Hassouhappa
  1029.  
  1030. - So, yeah, I mostly just blow everything away with Hassouhappa. Still
  1031. plenty of use for magic thanks to all the physically resistant enemies.
  1032. Late in the game, I have to rely heavily on Godly Light and Eternal Rest,
  1033. since the enemies just have too much HP.
  1034. - I keep the MC's Agility low, so the turn order comes out as 1. Wu Kong,
  1035. 2. Amaterasu, 3. Lakshmi, 4. Demi-Fiend. I hang on to all Agility Incenses
  1036. in case the turn order becomes compromised. This is sadly inevitable if
  1037. you level up high enough (160+).
  1038. - I have three of the four, basic elements covered, with Ice missing.
  1039. It's hardly an issue at all, but you *could* replace the MC's Tornado
  1040. with Glacial Blast or maybe give it to Lakshmi to replace Avenge (just
  1041. sacrifice a Quetz).
  1042. - Lakshmi will occasionally get owned by Death-type attacks, and Amaterasu
  1043. is vulnerable to Charm. Not that big a deal.
  1044. - If you want Mana Refill instead of Mana Aid, you can easily get it
  1045. from Uzume.
  1046. - Wu Kong can have either Rakukaja or Sukukaja. I go with Rakukaja.
  1047. - I'd stick to Berserk until you can get Deathbound. Heat Wave is too
  1048. inaccurate.
  1049. - I get *very* little use out of the MC's Tornado and Deathbound, but
  1050. I still don't think I can go without them.
  1051. - I replaced Mana Drain with Pierce in my Trophy run, which was indeed
  1052. the only full playthrough I did on the PS4, but if I were to do another
  1053. one, I'd replace it with Avenge instead, since I wouldn't be triggering
  1054. TDE again.
  1055. - You'll need a couple of back-up demons who are immune to Curse (this
  1056. is for a boss in the final dungeon). I go with Skadi and Metatron. No
  1057. need to put that much effort into their skill sets. Just make sure one
  1058. of them has Dekunda (I give it to Metatron) and both of them have Watchful.
  1059.  
  1060. - Here's how the build progresses:
  1061.  
  1062. 2 | Pixie Hua Po
  1063. 18 | Uzume
  1064. 20 | Chatterskull Koppa
  1065. 24 | Kikurihime
  1066. 33+| Baphomet
  1067. 37 | Onkot
  1068. 38+| Horus
  1069. 54 | Lakshmi Wu Kong
  1070. 56+| Amaterasu
  1071.  
  1072.  
  1073.  
  1074. Lakshmi
  1075.  
  1076.  
  1077. Pixie A ---> High Pixie Hua Po ---
  1078. Pixie B --\ \ \
  1079. Kodama A ----> Apsaras ----> Angel ----> Uzume ----> Kikurihime
  1080. [Mouryou] --/ / /
  1081. Lilim ---/ [Chatter]---
  1082.  
  1083.  
  1084. Dominion --> Virtue --- Dominion --
  1085. Kodama B ---> Erthys --/ \ \
  1086. Hua Po --/ [Karasu] --/ Dionysus ---> Atavaka ----> Lakshmi
  1087. /
  1088. Kikurihime -/
  1089. Shikigami -/ []: Sacrifice
  1090.  
  1091.  
  1092.  
  1093. Pixie A Mou-Ryou Apsaras Lilim
  1094. Dia Pulinpa # Lullaby Rakunda
  1095. _Zio _Toxic Sting Seduce _Sexy Gaze
  1096. Seduce Zan _Mutudi (Analyze)
  1097. Rakunda Death Touch # Mazio (Dark Pledge)
  1098. Posumudi # Mana Aid (Anti-Mind) (Tarunda)
  1099. Wing Buffet # Mazan (Makajam) (Mazio)
  1100. (Dormina)
  1101. #+ Mana Aid #: Pass on
  1102. + Mazan +: Inherited
  1103. + any
  1104.  
  1105. _ High Pixie Uzume Hua Po Kikurihime
  1106. Paraladi # Media Agi Diarama
  1107. Me Patra #_Mazan _Pester _Sexy Gaze
  1108. Pester Hama Patra Maiden Plea
  1109. Lucky Find Seduce Nag Posumudi
  1110. Trafuri Petradi Sexy Gaze Me Patra
  1111. Life Bonus # Rakukaja # Recarm ! Avenge
  1112. Angel Mana Refill Maragi + Media
  1113. Dia #+ Mazio + Mazio
  1114. _Hama (#)+ Lullaby Chatter + Mazan
  1115. #+Mazio #+ Mana Aid # Dormina #+ Rakukaja
  1116. #+Lullaby + Zio / any #+ Dormina
  1117. #+Mana Aid + Mana Aid
  1118.  
  1119. Kodama B Karasu Dionysus Atavaka Lakshmi
  1120. all (6) # Watchful Maragion # Might Mediarahan
  1121. _Void Fire _Mighty Gust _Seduce
  1122. Hua Po Virtue #+ Dormina (Endure) Mana Aid
  1123. all (7) Mahama #+ Rakukaja (Binding Cry) Stone Gaze
  1124. Detain + Mana Aid (Retaliate) Mana Surge
  1125. Erthys _Mediarama #+ Avenge (Chaos Blade) Samarecarm
  1126. 8 Arid Needle #+ Dormina Recarmdra
  1127. Makarakarn Dominion #+ Rakukaja + Mazionga
  1128. # Mazionga Diarahan #+ Avenge + Dormina
  1129. (#)+ Watchful #_Violet Flash #+ Mazionga + Rakukaja
  1130. + Violet Flash
  1131. + Might
  1132. + Avenge/Ret.
  1133.  
  1134. - Your first Mouryou should be a regular one you just picked up in the
  1135. wild. The second one (for Chatterskull) should be made with a Preta +
  1136. Datsueba combo just so you'll get some use out of the Preta you most
  1137. likely picked up at the Medical Center.
  1138. - If you want to create Kikurihime before Baphomet, you can just use
  1139. some other demon to get Dormina. The main reason I wait is because I
  1140. want my Amaterasu to descend from my original Hua Po, but that's just
  1141. a sentimental thing.
  1142. - Mutating Recarm to Avenge could take a while. As an alternative, you
  1143. could just take Atavaka's Retaliate and power that up.
  1144. - Virtue needs 3 levels to learn Mazionga, but a sacrifice will easily
  1145. bring that down to one.
  1146.  
  1147.  
  1148.  
  1149. Amaterasu
  1150.  
  1151.  
  1152. Apsaras ----> Shiisaa --\
  1153. Pixie ---/ Lilim -----> Pyro Jack
  1154. \
  1155. Choronzon ---> Blob ----> Chatterskull
  1156. Shikigami --/ /
  1157. [Mouryou] -
  1158. Preta -----/
  1159. Datsueba --/
  1160.  
  1161. Shikigami -\
  1162. Datsueba ---> Inugami ----> Makami
  1163. [Flaemis] --/
  1164.  
  1165.  
  1166. Chatterskull Uzume ------> Horus ----> Yatagarasu --\
  1167. \ Makami ---/ Inugami --/ Mikazuchi ----> Amaterasu
  1168. Hua Po ---->[Baphomet] -/ Uzume ----/
  1169.  
  1170.  
  1171.  
  1172. Apsaras Pixie Shiisaa Pyro Jack Chatter
  1173. Lullaby Dia Shock Agi Sukunda
  1174. Seduce _Zio _Feral Claw # Maragi _Stun Gaze
  1175. _Mutudi (Seduce) #+ Mazio _Nag (#)Dekaja
  1176. # Mazio (Rakunda) + any #+ Mazio (#)Dormina
  1177. Last Resort
  1178. Choronzon Shikigami Blob Mouryou Hell Thrust
  1179. Agi Zio Tarunda Pulinpa #+ Mazio
  1180. _Sukunda _Beseech _Last Resort _Toxic Sting #+ Mazan
  1181. Tarunda + any 2 Zan + Maragi
  1182. Lilim Deathtouch #+ Mana Aid
  1183. Rakunda # Mana Aid + Zan / any
  1184. _Sexy Gaze # Mazan
  1185. + any
  1186.  
  1187. Hua Po Baphomet Flaemis Inugami _ Makami
  1188. Agi Makakaja Maragi Fire Breath Void Mind
  1189. _Pester Beckon Call # Bright Might _Feral Bite Petradi
  1190. Patra _Dark Pledge Mabufu Media Diarama
  1191. Nag Evil Gaze Mazio Rakunda Recarm
  1192. Sexy Gaze # Maragion Mazan Fog Breath #+ Might
  1193. # Rakukaja # Eternal Rest Dormina Panic Voice + any
  1194. Maragi Dismal Tune Mana Aid #+ Bright Might
  1195. #+ Mazio Void Mind ! Might
  1196. + Mazan + any
  1197. + Rakukaja
  1198. #+ Mana Aid
  1199.  
  1200. Uzume Horus Yatagarasu Mikazuchi Amaterasu
  1201. Media Watchful # Mana Aid Ziodyne Tetrakarn
  1202. Mazan _Mahama _Violet Flash _Shock _Prominence
  1203. Mazio Mana Gain Wind Cutter Arbitration Godly Light
  1204. Zio # Dekunda Mana Gain Dark Sword Debilitate
  1205. Me Patra Liftoma Force Boost Mana Refill Fire Repel
  1206. # Lullaby Mediarama Recarmdra Mazionga Prayer
  1207. Mana Aid Violet Flash #+ Lullaby + Lullaby
  1208. Mana Refill + Mazio #+ Eternal Rest + Eternal Rest
  1209. + Maragion #+ Dekunda + Dekunda
  1210. #+ Lullaby #+ Might + Mana Aid
  1211. #+ Eternal Rest + Might
  1212. + Mana Aid
  1213. #+ Might
  1214.  
  1215.  
  1216. - Instead of catching a Choronzon, you can also just create one (Pixie +
  1217. Datsueba, Jack Frost + Wisp).
  1218. - Being able to transfer 5 skills when creating Chatterskull is a nice
  1219. little bonus, but if you're only getting 4, that's fine.
  1220. - If you can't power up Inugami's Bright Might, create a Mitama with
  1221. Might (Karasu + Apsaras -> Aquans, etc.).
  1222. - You may need to drop Baphomet for a couple of levels to actually be
  1223. able to do the fusion for Horus.
  1224. - Depending on how long you used Uzume, you won't be able to fuse
  1225. Amaterasu until you're maybe Lv58 or so.
  1226. - Just to be clear, all the other Uzumes after the first one in the
  1227. Lakshmi chart are ones you summon at the Cathedral of Shadows after
  1228. using the original one to create Kikurihime.
  1229.  
  1230.  
  1231.  
  1232. Wu Kong
  1233.  
  1234.  
  1235. Apsaras A ---> Nozuchi ----> Forneus -----> Koppa --> Karasu
  1236. Mouryou --/ Lilim ---/ High Pixie --/
  1237. [Mouryou] ---/
  1238.  
  1239. Chatter -\ Shiisaa --\ Apsaras B --\ Shiisaa --\
  1240. Fairy ---> Fomor ----> Pyro Jack ----> Unicorn ---> Flaemis
  1241. [Mouryou] --/
  1242.  
  1243. Flaemis --\ Pyro Jack -\ Karasu ---\
  1244. High Pixie --> Jack Frost --> Aeros ----> Onkot --> Hanuman --> Wu Kong
  1245. [+ xp] --/ [Uzume] ---/
  1246.  
  1247.  
  1248.  
  1249. Mouryou High Pixie Forneus Koppa _ Karasu
  1250. Pulinpa Dia Stun Bite Wing Buffet Mana Gain
  1251. _Toxic Sting Zio _Riberama Tarukaja Connection
  1252. Zan Seduce (Bufula) (#)Watchful Mahama
  1253. Deathtouch Rakunda (Loan) Shibaboo (#)Might
  1254. # Mana Aid Posumudi (Fog Breath) Makatora # Tornado
  1255. Mazan Wing Buffet (Anti-Elec) Kamikaze
  1256. (Mabufula) Zanma
  1257. Apsaras A #+ Mazio + Mazio
  1258. # Mazio + any #+ Mana Aid
  1259.  
  1260. Chatter Fomor Pyro Jack Unicorn Flaemis
  1261. Sukunda Bufu Agi Rakukaja Maragi
  1262. Mazio _Lullaby Maragi Mabufu (#)_Bright Might
  1263. Mazan #+ Dekaja _Nag _Media Makakaja
  1264. Maragi #+ Dormina (#)+ Dekaja #+ Dormina Media
  1265. # Dormina #+ Mana Aid #+ Dormina #+ Mana Aid # Void Mind
  1266. # Mana Aid + any #+ Mana Aid + any Agilao
  1267. Dekaja #+ Dormina
  1268. Zan / any #+ Void Mind
  1269. #+ Mana Aid
  1270.  
  1271. Jack Frost Aeros Onkot _ Hanuman
  1272. Bufu Dia Might Rakukaja
  1273. Connection _Zio Berserk Endure
  1274. _Dark Might Lullaby Tarukaja Kidnap
  1275. #+Dormina Marin Karin _Tetrakarn Life Surge
  1276. #+Void Mind Anti-Mind Brutal Slash
  1277. #+Mana Aid Toxic Sting Stone Hunt _ Wu Kong
  1278. + any #+ Dormina Sukukaja Hassouhappa
  1279. #+ Dekaja Last Resort Dark Pledge
  1280. #+ Void Mind + Tornado Attack All
  1281. #+ Mana Aid + Dormina Avenge
  1282. + Dekaja
  1283. + Void Mind
  1284. + Mana Aid
  1285.  
  1286.  
  1287. - Make sure Koppa/Karasu hangs on to Watchful. Ongkhot doesn't have to keep
  1288. it anymore, though.
  1289. - You need to create Baphomet before you can create Flaemis and, subsequently,
  1290. Aeros. You can at least create the Apsaras in advance.
  1291. - Don't forget to register the new Pyro Jack (as you're creating Flaemis).
  1292. Otherwise, when creating Aeros, you'll have to sacrifice one of the
  1293. earlier demons that was carrying Chatterskull's Dekaja (like Fomor).
  1294. Sacrificing Chatterskull itself is not recommended, since it would give
  1295. Aeros a far greater Exp boost than needed. It would increase his summoning
  1296. cost for no good reason.
  1297. - Try to register all the demons right before they evolve, especially
  1298. Koppa and Karasu. For Karasu, you need to stop the evolution, then do
  1299. the upgrade with Aeros.
  1300. - Don't forget that counterattack skills are worthless for demons like
  1301. Wu Kong who are immune to physical attacks.
  1302.  
  1303. - DON'T FORGET TO REGISTER YOUR DEMONS BEFORE SACRIFICING!
  1304.  
  1305.  
  1306.  
  1307. Area Notes
  1308.  
  1309.  
  1310. Shinjuku Medical Center
  1311.  
  1312. - Pick up all five demons available here (Wisp, Kodama, Hua Po, Preta,
  1313. and Shikigami).
  1314.  
  1315. Yoyogi Park
  1316.  
  1317. - A good place to farm Chakra Drops and Revival Beads (if needed).
  1318.  
  1319. Shibuya
  1320.  
  1321. - Grab a Mouryou and put it in your active party. Mouryou needs 2400 xp
  1322. for 3 levels and 3600 xp for 4. 3 levels is enough for Uzume, since she
  1323. learns Mazan natively. 3 is also enough for Koppa, since he's got Wing
  1324. Buffet.
  1325. - Fuse Wisp with Shikigami to create a Zhen. You can fuse it with a
  1326. Kodama later to create a Momunofu.
  1327.  
  1328. Amala Network
  1329.  
  1330. - Grab a Choronzon if you can. You can also get one in the warehouse.
  1331.  
  1332. Ginza
  1333.  
  1334. - With sacrificial fusion now available, creating an Uzume with Mana
  1335. Aid should be your first priority (if you're following the party build
  1336. outlined above). If you've already hit Lv18, you can do it right away.
  1337. - Next is Chatterskull. If you can't be bothered to create one with
  1338. Mana Aid yet (requires leveling up another Mouryou), just grab one at
  1339. the warehouse. I mean, you'll have to level up another one anyway, so
  1340. you can register it, but if you do it now, you'll have to do a third
  1341. one, or a *fourth* one if you go all the way and create a Koppa as well.
  1342. I'm certainly up for it, but, yeah, you can do it once you reach Ikebukuro
  1343. and save yourself some grinding. It really doesn't take that long, though.
  1344. There's good xp at the Underpass. Try the Isoras in the water.
  1345. - If you work on one demon at a time and don't pick up unnecessary demons,
  1346. party space should *not* become an issue.
  1347.  
  1348. - DON'T FORGET TO SWITCH MAGATAMAS BEFORE LEVELING UP!
  1349.  
  1350. Great Underpass
  1351.  
  1352. - With Chatterskull's Dekaja, Matador shouldn't be an issue.
  1353.  
  1354. Labyrinth of Amala
  1355.  
  1356. - Entering the Labyrinth is a bit slow, since you always have to go
  1357. through the underwhelming mini-game. You don't really have to do anything
  1358. during it if you don't feel like it, although you'll take some damage
  1359. from hitting the obstacle spheres. If nothing else, you could try
  1360. grabbing the item sphere(s) (the glowing, white spheres) to receive
  1361. a random item. There can be 0-2 of these. You can lose the item if
  1362. you hit an obstacle before the end. The items aren't anything great,
  1363. though (not until the 5th Kalpa).
  1364. - Just another reminder that you can't recruit any of the demons you
  1365. encounter in the Kalpa dungeons. They won't even beg for mercy. They
  1366. can still run away, though.
  1367. - In certain locations within the Kalpas, you'll find a pair of lovely
  1368. nurses, who offer to heal you for 500 macca. What they really do is warp
  1369. you all the way back to the save terminal while also relieving you of
  1370. 2500-15 500 macca (more the deeper you are). You do get healed too, though.
  1371. - Gaining access to any of the Kalpas after the first one requires you
  1372. to defeat the optional bosses referred to as Fiends.
  1373.  
  1374. Second | Daisoujou | Ikebukuro
  1375. Hell Biker | OW - Ikebukuro (after Assembly of Nihilo)
  1376. Third | White Rider | Near any Terminal (after Kabukichou Prison)
  1377. Red Rider | Great Underpass
  1378. Black Rider | Shinjuku Medical Center (after Obelisk)
  1379. Fourth | Pale Rider | Asakusa (after Amala Network 2)
  1380. Harlot | Yoyogi Park (after boss)
  1381. Trumpeter | Yuurakuchou Tunnel
  1382.  
  1383. - When you encounter a Fiend, you'll be given the choice to either face
  1384. the Fiend or try and avoid it. There's no guarantee you'll get away, though.
  1385. - Completing the Kalpas is the only way you can obtain Black Frost,
  1386. Belzebub H/F, Metatron, Sakahagi, Futomimi and Dante / Raidou and unlock
  1387. Marogare's final skill. Also something about an ending? I don't know. I
  1388. have no interest in that.
  1389. - Within the Labyrinth are Burial Chambers with the graves of the bosses
  1390. you've killed. Once you have the Black Visor from the 1st Kalpa (requires
  1391. the Moon Key from the 2nd Kalpa), you can re-fight the bosses.
  1392.  
  1393. Ikebukuro / Mantra HQ
  1394.  
  1395. - With the Demon Compendium now available, you can further start working
  1396. on your build, so long as you have the money and have reached a high
  1397. enough level.
  1398. - You'll want to level up and register some of the demons you sacrificed
  1399. or evolved prior to this point.
  1400. - Don't bother with Compendium completion yet. For now, just save your
  1401. money for the demons you're actually planning on using in your party.
  1402.  
  1403. !!! DON'T FORGET TO REGISTER YOUR DEMONS BEFORE SACRIFICING !!!
  1404.  
  1405. - If you've been pumping most of your stat points into Strength, you can
  1406. probably already pick up Gaea. You won't be able to learn any of those
  1407. skills until you're level 60+, though.
  1408. - You'll want to buy a bunch of Tetraja Rocks (at least 5) for Daisoujou.
  1409. He doesn't use his instant death spells much, but you definitely want
  1410. that Tetraja nonetheless. If you don't have enough gems for the rocks,
  1411. you can either create a Dis just for this one fight, or you can complete
  1412. the Assembly of Nihilo first, since you can fairly easily get Aquamarines
  1413. there.
  1414.  
  1415. Labyrinth of Amala - First Kalpa
  1416.  
  1417. - Don't forget to heal yourself after the mini-game.
  1418. - A spirit merchant on the east side of 1F offers you a Pisaca with the
  1419. following skills: Life Drain, Trafuri, Estoma, Riberama, Liftoma, Lightoma,
  1420. Lucky Find, Watchful. The cost is 15 000 macca. Definitely pick it up to
  1421. replace your previous Riberama demon. Lightoma will also come in handy.
  1422. Later, you should sacrifice it while creating some other demon, such as
  1423. Sarasvati, who has Mana Refill (which won't do anything in the reserve,
  1424. but you could always just bring the demon up front for a while).
  1425. - This will likely be your first time dealing with enemies immune to
  1426. physicals, namely Arahabaki. The immunity comes at a significant cost,
  1427. though, as they're weak to three elements as well as ailments. Try not
  1428. to let them stand alone to avoid Dragon Eye + Stone Gaze.
  1429. - You can safely get past the trap floors on B1 if you move diagonally
  1430. between them, although you have to be fairly precise.
  1431.  
  1432. Assembly of Nihilo
  1433.  
  1434. - Kaiwan also has instant death spells, but doesn't use them much. Also,
  1435. he's not the proper boss and only has 650 HP. When fighting the trio,
  1436. you can just pop Tetraja Rocks or just keep trying until you're lucky
  1437. enough to not lose anyone. They mostly stick to Mudo.
  1438.  
  1439. Second Kalpa
  1440.  
  1441. - You'll fight Hell Biker on your way to the prison. This is one of
  1442. those bosses who constantly clears out buffs and debuffs, but it might
  1443. still be worth casting them just so he'll waste a turn on Dekunda. He
  1444. has his own unique version of Dekaja (Hell Exhaust) that he spams even
  1445. if you haven't used any buffs. It actually deals damage, so it's possible
  1446. to avoid it, but even so, your buffs won't likely last long. Hifumi would
  1447. allow you to negate Hell Exhaust, but then you'll be weak to Hell Burner.
  1448. - Once both Daisoujou and Hell Biker are down, you can access and complete
  1449. the Second Kalpa.
  1450. - A spirit merchant on B2 (in the northeast sealed room) offers to sell
  1451. you a demon for 30 grand, a Nue with the following skills: Prayer, Me Patra,
  1452. Mutudi, Posumudi, Paraladi, Petradi, Samrecarm, Mana Refill.
  1453. - The area with the (semi-)invisible walls on B3 is split into two sections
  1454. that are not directly connected (accessed from the two holes above). The
  1455. northern section is the one where you'll find the Moon Key.
  1456. - Exploring the cursed area on B2 at this point will net you 250 000 cash.
  1457. Moving in a cursed area deals 50% cHP damage to your party at the same
  1458. high pace as damage floors, and there's nothing you can do to stop it.
  1459. As if that wasn't bad enough, the enemies you encounter in this area
  1460. are among the toughest enemies in the game. I suggest giving it a shot
  1461. after the prison, since you can level up nicely there. Anyway, it's
  1462. really not all that bad, so long as you're not caught at low HP (<300).
  1463. No need to heal yourself constantly. That's just a waste. Keep your eye
  1464. on the radar, and don't start healing yourself until the radar goes red.
  1465. It could be a slow encounter, though, so even if it's red, it could take
  1466. a while before you actually get into a battle. Not sure if Estoma makes
  1467. any difference, since the enemies are higher level than you.
  1468.  
  1469. Kabukichou Prison
  1470.  
  1471. - Grab a Raijuu for Lightoma if you didn't buy the Pisaca in the 1st Kalpa
  1472. (you really should, though). Light Balls certainly work too.
  1473.  
  1474. Ikebukuro Tunnel
  1475.  
  1476. - Fighting the four Onis is optional, but does net you the Murakumo magatama.
  1477.  
  1478. Asakusa
  1479.  
  1480. - If you triggered the scene with the Four Horsemen at the beginning of
  1481. the Third Kalpa, the White Rider will now start appearing near any main
  1482. terminal. You might not be able to save before the fight, so be prepared.
  1483. God's Bow causes Instant Death (Expel-type). Don't bother killing the
  1484. Virtues, since he'll quickly just replace them with new ones. They mostly
  1485. use Rakunda, sometimes Makarakarn. You can drain their MP or you can just
  1486. keep casting Dekunda.
  1487. - Use a video guide for Puzzle Boy. It's incredibly hard, and you can't
  1488. save your progress.
  1489.  
  1490. Obelisk
  1491.  
  1492. - One of the longest dungeons in the game. Afterwards, you can fight two
  1493. optional bosses: Black Rider at the Medical Center (to unlock the Third
  1494. Kalpa) and Mara at Shibuya (to obtain Muspell).
  1495. - Mara has Diarahan. You can either drain all his MP or just debuff him
  1496. to the point that you can take him out in a single round.
  1497.  
  1498. Third Kalpa
  1499.  
  1500. - This dungeon features stat-check doors that can only be opened if the
  1501. Demi-Fiend's Strength, Magic, or Luck is high enough (~10-20). The Strength
  1502. area is west, Magic area east, and Luck area north.
  1503. - On B1, there are three doors that can only be opened if you have a
  1504. specific 'alignment,' which is determined by the types of Magatama you've
  1505. mastered. The alignments are light, dark, and neutral. Each of these rooms
  1506. holds a shady broker selling something.
  1507. - Dark (Strength): Preta with Megido, Megidola, Megidolaon, Mediarahan,
  1508. Samrecarm, Tetrakarn, Makarakarn, Recarmdra - 150 000 Mc.
  1509. - Light (Magic): Lv50 Arahabaki with Drain Attack, Tetrakarn, Makarakarn,
  1510. Tetraja, Rakukaja, Sukukaja, Dekaja, Dekunda - 70 000 Mc.
  1511. - Neutral (Luck): Deathstone - 100 000 Mc
  1512. - On B2, you'll start a mini-game, where Dante/Raidou chases you around
  1513. while you activate switches that open the door to the next level. It's
  1514. nothing particularly demanding. Once it's done, have the nurses on B4
  1515. warp you out, so you can save before the boss.
  1516. - You can pick up Black Frost on B2 later once you've fought him at the
  1517. prison.
  1518.  
  1519. Yoyogi Park
  1520.  
  1521. - The chain rate is really high here. Good place for xp (and money).
  1522. Nothing changes about the encounters after the boss despite what the
  1523. dialog might suggest.
  1524. - If you still have money left over after filling out the Compendium,
  1525. use it for playing the Lottery. While you *could* save when you're at
  1526. 9 tickets and then reload until you get an Incense, you should get some
  1527. Balm of Rising as well.
  1528. - After the events here, you can fight Harlot at the west plaza and
  1529. Black Frost at Kabukichou Prison.
  1530.  
  1531. Amala Temple
  1532.  
  1533. - Aciel has a very non-PC move that leaves your whole party at 1 HP.
  1534. While there's no way to prevent that, you *can* (and pretty much need
  1535. to) protect yourself from the follow-up attack (just a regular, physical
  1536. attack) by using an Attack Mirror. You'll know it's time to use one
  1537. when he spends an entire round casting Mana Drain.
  1538. - Albion has four goons, each of whom is able to revive Albion should
  1539. he fall before the goons, whereas Albion will bring back the goons if
  1540. all four of them go down. Draining their MP won't stop this.
  1541.  
  1542. Yuurakuchou Tunnel
  1543.  
  1544. - Trumpeter is a tricky one. He alternates between Holy Melody, which
  1545. fully heals whoever has the lowest proportional HP, and Evil Melody,
  1546. which instantly kills whoever has the lowest proportional HP (except
  1547. Trumpeter himself). Use a demon with a physical skill (such as Wu Kong)
  1548. to draw in Evil Melody, then bring them back with a Balm of Rising.
  1549. Someone else can take Holy Melody (such as the MC).
  1550. - An NPC here asks you to give him a demon to help him dig a tunnel.
  1551. You won't be getting the demon back, and the demon needs to have high
  1552. enough Str (20+). Once the tunnel is done (after 10 or so lunar cycles),
  1553. you can choose two of the four treasures at the end. Choose 2 and 4.
  1554. You'll get the Kimon Stone either way.
  1555.  
  1556. 2 3 | 2: 10 000 mc 3: Sapphire
  1557. 1 4 | 1: Kimon Stone 4: Great Chakra
  1558.  
  1559. - Use the Kimon Stone to fight Bishamonten at the temple near Asakusa.
  1560. This will also unlock his fusion.
  1561.  
  1562. Fourth Kalpa
  1563.  
  1564. - There's a small, cursed area at the beginning. Better explore it after
  1565. the boss when the curse is gone.
  1566. - A spirit merchant on 1F is selling a demon for 50 000 macca, a Lv60
  1567. Mothman with Maragidyne, Mabufudyne, Maziodyne, Mazandyne, Mahamaon,
  1568. Mamudoon, Megidolaon, Mana Refill.
  1569. - The portal on B1 can send you to four different locations depending
  1570. on the Kagutsuchi phase. The map is unavailable in each of these areas.
  1571. 1\3\5\7 | Road to Hell
  1572. 4\8 | Hell's Vault
  1573. 2\6 | Hell's Maze (flags that unlock Sakahagi and Futomimi)
  1574. 0 | Hell's Hall (boss)
  1575.  
  1576. - Beelzebub's Death Flies causes instant death and targets your whole
  1577. party. If your (whole) party isn't immune to Death, bring a bunch of
  1578. Tetraja Rocks.
  1579.  
  1580. Fifth Kalpa
  1581.  
  1582. - The 5th Kalpa is available as soon as you've completed the 4th one, but
  1583. you do have to jump through some event flag hoops to get in.
  1584. - The item sphere in the mini-game will sometimes give you a Bead of Life.
  1585. - The 5th Kalpa also features stat-check doors, but this time they check
  1586. the stats of your demons. There are also a few doors that require a specific
  1587. demon (Black Frost, Beelzebub F, Metatron)
  1588. - One of the doors asks for the demon who has "been with you the longest."
  1589. This would be the Pixie, who was the first demon to join you. If you send
  1590. the Pixie's descendant through the door, the demon will transform into a
  1591. Lv80 Pixie with 30 in all stats and the following five skills: Maziodyne,
  1592. Megidolaon, Mediarahan, Samrecarm, Endure. I recommend you pass. There's
  1593. nothing else in the room.
  1594. - A spirit merchant on B5 (beyond the Metatron door) will sell you a
  1595. Girimehkala with the following skills: Binding Cry, Chaos Blade, Might,
  1596. Bright Might, Dark Might, Attack All, Focus, Pierce. 200 000 Macca.
  1597. - You'll fight Metatron on B5.
  1598. - Once you take the Lift to the Abyss on B6, you will be locked on to the
  1599. True Demon Ending regardless of any of your prior ending-related choices.
  1600. Getting the TDE ending sequence does not have a Trophy nor is it required
  1601. for the all endings Trophy. Completing the Fifth Kalpa is, however, required
  1602. to unlock Marogare's Pierce, without which you can't get the Magatama master
  1603. Trophy.
  1604.  
  1605. Diet Building
  1606.  
  1607. - You'll fight Surt almost right away, so better head straight to the
  1608. save point.
  1609. - Samael is one of those bosses where Prayer would really come in handy,
  1610. but you can still manage without it.
  1611.  
  1612. Tower of Kagutsuchi
  1613.  
  1614. - Trophy note: One more time: You *must* complete the Fifth Kalpa before
  1615. entering the final dungeon or you won't be able to master Marogare.
  1616. - After completing the Diet Building and fusing the bosses you fought
  1617. there, your Compendium should be 99% complete. Only Thor remains at that
  1618. point. You'll fight him on 418F.
  1619. - Take the back entrance to the Obelisk to find the Chakra Elixir, an
  1620. infinite-use Chakra Drop. You can only use it during battle, though.
  1621. - The final dungeon features no fewer than three main terminals. It's
  1622. just for convenience, though, and not because the dungeon is massively
  1623. larger than any previous one.
  1624. - You'll face Ahriman on 223F. This is one of the hardest bosses in the
  1625. game. He can deal ~400 pod to your whole party with Apocalypse and ~300
  1626. with Tentacle.
  1627. - The remaining two Reason bosses can be fought in any order, as they're
  1628. not in your direct path leading up.
  1629. - You can fight Noah on 329F. He's not hard, but the battle can last for
  1630. 30 minutes, since you can only use magic of a certain element each round.
  1631. - The last main terminal is on 402F, where you'll also find a shop, a
  1632. Cathedral and a Fountain of Healing.
  1633. - 418F is a lovely warp maze, for which you really should seek out some
  1634. graphical assistance.
  1635. - You can fight Baal Avatar on 462F. Only demons immune to Curse are
  1636. viable when fighting her.
  1637. - You can get the Soul-Return if you navigate through the area with trap
  1638. floors on the west side of 431F without falling (reached by falling down
  1639. from 444F). Unless you're using a map, don't even bother. The Soul-Return
  1640. is an infinite-use revival item, but you should already have plenty of
  1641. Balms of Rising from Incense farming.
  1642. - After beating the game, you'll be given the option of creating a New Game+
  1643. save file. On New Game+:
  1644. × You get a slight stat boost depending on which jacket you choose.
  1645. × The Demon Compendium carries over and becomes available immediately.
  1646. Additionally, summoning is no longer restricted by level.
  1647.  
  1648. Bandou Shrine
  1649.  
  1650. - Not a big dungeon at all, but there are a lot of split paths, and you're
  1651. denied an in-game map, so it can be a bit confusing. There are four bosses,
  1652. triggered by examining the four pillars.
  1653. - If he has enough turns, Bishamon will use a Focused normal attack on
  1654. any character that happens to get shocked by his Thunder spells. It could
  1655. easily do more than 300 pod. He uses both Tarukaja and Makakaja a lot, so
  1656. don't bother with War Cry. Just use Dekaja to bring him back down to neutral
  1657. while also keeping your defense up with Rakukaja.
  1658.  
  1659.  
  1660.  
  1661.  
  1662.  
  1663. e
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