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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. Strength | Physical attack power
  23. Magic | Magical attack power, max MP
  24. Vitality | Max HP
  25. Agility | Turn order
  26. Luck | ??
  27.  
  28. - Max HP = 6(Lv+Vit). Max MP = 3(Lv+Mag).
  29. - Base physical damage is 2,2*Lv+2*Str.
  30. - Potency of magic is determined by the Magic stat, the caster's Level and
  31. possibly some kind of base power value.
  32. - Random variation in damage is about +/-10%.
  33. - Physical attacks always have limited accuracy (without support magic),
  34. whereas offensive magic generally has 100% accuracy by default (except
  35. when used by the enemy). Enemies' physical evade rate varies. The more
  36. evasive ones (eg. Preta, Koppa, Baphomet, etc.)
  37. - A subject attacking a higher level target will be subject to an accuracy
  38. penalty.
  39. - If multiple characters have the same Agility value, their turn order is
  40. defined by their party slot numbers. The Demi-Fiend is always in slot 1.
  41. - Enemies deal less damage than they would if they were a recruited demon.
  42.  
  43. - When the Demi-Fiend levels up, he gains one Stat Point that you have to
  44. spend on one of the five base stats. There's no way to reset the allocation,
  45. so choose wisely.
  46. - When a demon levels up, one Stat Point is spent randomly, although one
  47. stat is more likely to receive the point than others. Manipulating a
  48. demon's stat gains is certainly worth considering, at least for demons
  49. you intend to use for the rest of the game.
  50. - Base stats can also be increased with the Incense items, which can be
  51. farmed quite easily through the lottery (if you have the money).
  52. - Base stats max out at 40.
  53. - A character's total Exp is not visible.
  54. - Max level is 255, although the highest level number the game can display
  55. is 99. You're really not intended to reach anywhere close to max level.
  56. Once above 99, you can easily calculate the character's level with
  57. (MP - 3*Mag)/3.
  58. - Demons level up slower than the Demi-Fiend. Eg. Pixie needs 2,666 times
  59. the amount of xp to reach the same level as the Demi-Fiend, whereas Lakshmi
  60. needs 1,78 times the amount. You can roughly calculate the multiplier
  61. using the demon's default level, like so: (160-Lv)/60.
  62. - The game employs Exp scaling, for your grinding pleasure. A multiplier
  63. will be applied to the demon's xp value if the Demi-Fiend has reached
  64. a certain level.
  65. eLv+ 5<DF | 0,7692
  66. eLv+11<DF | 5/9
  67. - Furthermore, if the Demi-Fiend is more than 14 levels higher than the
  68. enemy, the enemy may flee when below 61% HP. In practice, this often
  69. means you have to try and take out all the enemy's HP in a single round
  70. lest you lose all their xp (which probably isn't that much, but it all
  71. adds up).
  72.  
  73. - The game does not feature any equipment in the traditional sense, but
  74. the Magatamas serve a similar purpose, as they provide you with varying
  75. stat bonuses and resistances. Even then, it's only for the MC.
  76. - When you level up, a Magatama may begin to "act violently." Depending
  77. on the Magatama, various effects can occur if you let it continue, the
  78. most common of which is the Demi-Fiend getting fully healed.
  79.  
  80. - Your success in battle against tougher enemies relies heavily on your
  81. skills. There are eight slots for skills, and there's no way to recover
  82. a skill that has been discarded.
  83. - The Demi-Fiend learns new skills by leveling up, with each Magatama
  84. allowing him to learn a number of different skills. These skills have
  85. level requirements, however. If a Magatama is completely motionless or
  86. only moving slightly in the Magatama menu, it means you haven't reached
  87. the required level yet.
  88. - Demons start with a few default skills and can learn a small number
  89. of skills by leveling up, with simple level requirements immediately
  90. following their default level. Through Fusion, however, it's possible
  91. for a demon to learn almost any skill in the game.
  92. × When a demon levels up, one of their skills may try to mutate. You
  93. have the option of stopping it when it happens. Unless you know exactly
  94. what you're doing, you should always stop it.
  95. × Only certain skills can mutate. You can find a full list at the end
  96. of the section.
  97. - The Demi-Fiend can only learn one skill per level, but demons have no
  98. such restriction.
  99.  
  100. - Magical skills consume a fixed amount of MP, whereas physical skills
  101. consume a proportional amount of HP (between 6%-45%).
  102. × Physical skills used by the enemy don't consume any HP, but they can
  103. still run out of MP (even bosses).
  104. - The most common offensive magic are the four, basic, elemental spells
  105. and their variations. When a demon is weak or resistant to all four of
  106. these elements, the game collectively refers to them as 'magic.'
  107. × A single target spell is more powerful than the multi-target version.
  108. Fire and Force spells are more powerful than their Ice and Elec equivalents.
  109. This is to compensate for the fact that Ice and Elec spells also have
  110. 10-30% chance to cause either Freeze or Shock.
  111.  
  112. Fire Ice Elec Force MPs MPa MPr
  113. Lv1 | Agi | Bufu | Zio | Zan | 3 | 8 | 9 |
  114. Lv2 | Agilao | Bufula | Zionga | Zanma | 6 | 15 | - |
  115. Lv3 | Agidyne | Bufudyne | Ziodyne | Zandyne | 10 | 25 | 25 |
  116.  
  117. - Healing spells:
  118. MPs MPa Power
  119. Lv1 | Dia | 3 | 12 | Lv + 4*Mag |
  120. Lv2 | Diarama | 7 | 20 | 1,8*Lv + 6,5*Mag |
  121. LvX | Diarahan | 15 | 35 | 100% |
  122. LvX+| Prayer | - | 50 | 100% + status |
  123.  
  124. - Some skills target enemies in random. More specifically, they'll hit
  125. 2-4 targets (usually just two), and a single target can be hit at most
  126. three times (although usually just once). Having a single target won't
  127. increase the odds of getting multiple hits.
  128.  
  129. - Some of the most potent skills are the buff (-kaja) and debuff (-unda)
  130. spells, which can drastically alter the performance of a party. Buffs and
  131. debuffs stack up to 5 levels, with most spells providing +/-1 level.
  132. - Unlike proper attacks, buffs and debuffs can't be resisted or avoided.
  133. There are, however, skills that can cancel their effects, those being
  134. Dekaja (for canceling buffs) and Dekunda (for canceling debuffs). Using
  135. a buff/debuff with the opposing effect is also an option.
  136. - Taking full advantage of (de-)buffs can trivialize bosses, whereas not
  137. using them at all may leave you at a severe disadvantage. That's just
  138. MegaTen for ya.
  139. - A single War Cry will drop your damage to about 75%. Two will drop it
  140. to about 50%.
  141. - Until you get Dekunda (which is not until Lv30 at earliest), you should
  142. just run away from a normal battle if the enemy debuffs your accuracy or
  143. attack power too much.
  144.  
  145. - Spells like Riberama and Lightoma have effects that are active on the
  146. field (Riberama increases encounter rate, and Lightoma illuminates dark
  147. places). These effects last until the next new Kagutsuchi.
  148.  
  149. - SMT3 is the first game in the franchise to employ the 'Press Turn'
  150. combat system, where an attack will grant an additional "half" turn if
  151. it hits a target's weakness (with a magical attack) or rolls a critical
  152. hit (with a physical attack). Conversely, an additional turn will be lost
  153. if the attack is fully resisted or if it misses.
  154. × When a party has a stock of both full turns and half turns, an action
  155. will consume a half turn if it does not trigger half turn gain. If it
  156. does trigger half turn gain, it will consume a full turn. Consequently,
  157. half turn gain will no longer trigger when no full turns are left.
  158. × Passing will also give you a half turn when done with a stock of 0
  159. half turns. Square is set as a hotkey for Pass.
  160. × All remaining turns will be lost if an attack is absorbed or repelled.
  161. × Multiple weakness/critical hits in a single turn will only produce
  162. the gain of one half turn. Likewise, multiple misses or nullifications
  163. will only result in two turns being lost. If an attack triggers both
  164. turn gain and turn loss, turn loss will take priority.
  165. × Turn loss will not occur if a status ailment inducing skill (like
  166. Dormina) fails to inflict a status ailment. Turn loss *will* occur if
  167. Eternal Rest fails to cause instant death.
  168.  
  169. - The amount of time it takes to trigger an encounter varies significantly.
  170. - The compass in the lower right corner of the screen doubles as an
  171. encounter countdown indicator, visualized as a pulsing light. As you
  172. move in an area with encounters, it changes color from yellow to orange
  173. to red, with red indicating that an encounter is imminent. Note, however,
  174. that the color is only updated when the pulse is at its peak (in the
  175. 2021 version).
  176. - Enemies can ambush you, but you can't ambush the enemy. There are two
  177. types of ambushes: frontal ambushes and back attacks. Frontal ambushes
  178. are pretty common, whereas back attacks are not (thus rendering the Mind's
  179. Eye skill largely insignificant). You don't take increased damage when
  180. attacked from behind, so there's really no difference between the two
  181. types in practice.
  182. - Your chance to run away is affected by level and Agility. No matter how
  183. high your level or Agility, you always have a solid chance of failing
  184. during full Kagutsuchi. Running away will forfeit any spoils you might
  185. have earned in a given battle.
  186.  
  187. - Enemies don't really have anything particularly interesting to drop.
  188. The single most common item drop by far is the Life Stone, which is a
  189. moderately useful healing item throughout the whole game.
  190. - Many enemies drop gems that can only be used to trade for items at Rag's
  191. Jewelry in Ginza. Rag also has Elementals and Mitamas, but it's best to
  192. create those yourself.
  193. - The post-battle spoils screen only has three slots for dropped items.
  194. I *hope* this doesn't mean you're actually limited to a maximum of three
  195. different item drops, but I really can't say. Then again, unless you had
  196. a long chain, you're not likely to get that many drops anyway.
  197.  
  198. - The Lunar cycle system from previous games returns, although this time
  199. it's known as the Kagutsuchi cycle. The cycle goes from 0 (New) to 8 (Full)
  200. and then back to 0. The cycle advances as you move. A single phase lasts
  201. 5,2 seconds when moving at full speed. In practice, it's a bit longer,
  202. since you slow down a little when you turn or stop. On the overworld, it
  203. advances twice as fast.
  204. × If the word kagutsuchi doesn't exactly roll off your tongue, you can
  205. just call it the moon.
  206.  
  207. - The most common item container is the cache cube. Occasionally, the
  208. cube will be trapped and will damage you or inflict an ailment. It may
  209. also trigger a fixed encounter, in which case the contents will appear
  210. as a dropped item.
  211. - Mystical Chests are less common treasure containers that can give you
  212. one of two items: a Life Stone or something much, *much* more valuable.
  213. In order to get the good stuff, you have to open the chest during full
  214. Kagutsuchi. You have a chance of getting the better item even on lower
  215. phases, but you really shouldn't risk it.
  216.  
  217. - Press Cancel on the field to bring the camera behind the Demi-Fiend.
  218. If you press and hold Cancel, you can strafe, although you can't move
  219. as fast as when moving forward.
  220.  
  221. - If a demon dies during battle, they'll be placed in the reserve. You
  222. can revive them while they're in the reserve, but you can't heal them
  223. beyond that without bringing them out. This can make it difficult to
  224. successfully revive demons mid-battle, at least earlier in the game
  225. when you don't have Balms of Rising, since a Revival Bead only brings
  226. them back with single digit HP.
  227.  
  228. - Healing items
  229. Medicine | 50 HP Chakra Drop | 25% + 10 MP
  230. Life Stone | 25% + 10 HP Chakra Pot | 100% MP
  231. Bead | 100% HP Great Chakra | 100% MP \all
  232. Bead Chain | 100% HP \all Soma Droplet | 50% HP & MP
  233. Revival Bead | Revive w/1%+1 HP Soma | 100% HP & MP
  234. Balm of Rising | Revive w/100% HP Bead of Life | 100% HP & MP \all
  235.  
  236. Dis-Poison
  237. Dis-Stun
  238. Dis-Charm
  239. Dis-Mute
  240. Dis-Stone
  241. Sacred Water | Bind/Sleep/Panic \all
  242.  
  243. - Status ailments
  244. Poison | Deal ~55% phys. dmg, -1/8 mHP during battle, -1/40 cHP on field
  245. Sleep | Unable to act, recover 1/8 HP & MP
  246. Panic | May drop money, dismiss itself, or do nothing
  247. Stun | Accuracy penalty
  248. Bind | Unable to act
  249. Charm | Attack own party or do nothing
  250. Mute | Unable to use magical skills
  251. Petrified | Unable to act. Getting attacked may cause Instant Death.
  252. Shocked | Incoming attacks will always crit
  253. Frozen | Incoming attacks will always crit
  254. Cursed | Likely unable to act + 15% mHP dmg, can't switch Magatama
  255. Instant Death | Instant Death
  256.  
  257. - Most ailments fall under one of three types: Curse (Poison, Mute),
  258. Nerve (Stun, Bind), or Mind (Sleep, Panic, Charm). When a demon is weak
  259. or resistant to all three of these types, the game collectively refers
  260. to the three as 'ailments.'
  261. - Petrification is considered a Death-type ailment.
  262. - Most Instant Death attacks are either Expel- (Hama) or Death-type (Mudo,
  263. Hell Gaze). The Tetraja spell can be used to block Expel- and Death-type
  264. skills, and the effect remains until it blocks something.
  265. - Poison, Stun, and Mute will last until healed. Petrification is
  266. removed at the end of battle, but otherwise lasts until healed (or
  267. until the demon is shattered). Panic, Charm, and Bind last for a few
  268. rounds (at least one). Sleep lasts until the end of the round or until
  269. the demon is attacked. Shock and Freeze last until the end of the current
  270. phase.
  271. - Characters with the Might skill will always do a critical on enemies
  272. under Sleep or Bind.
  273. - Cursed may be caused by a Magatama when you level up. You can only
  274. remove it at a Fountain of Healing.
  275. - Only the Demi-Fiend can use items during battle.
  276. - Some dungeons have floor tiles that damage you if you walk on them
  277. without levitation. The damage is 3% cHP (current HP).
  278.  
  279. - When saving the game, the game automatically highlights the most
  280. recent save file. Careful if you ever load a file that isn't the most
  281. recent one.
  282.  
  283. - You'll get a Lottery Ticket if you spend at least 1000 Macca when
  284. shopping (after reaching the Manikin settlement in the Great Underpass).
  285. If you get 10 tickets, you'll get to play the lottery, where you simply
  286. choose one of three boxes (black, white, or pink) for a random prize.
  287.  
  288. Black White Pink
  289. Pearl Balm of Rising Life Stone
  290. Sapphire Strength Incense Bead Chain
  291. Emerald Magic Incense Soma Droplet
  292. Bead Vitality Incense Soma
  293. Diamond Agility Incense Chakra Pot
  294. Luck Incense Great Chakra
  295.  
  296. - The game features multiple endings. The ending you get depends on the
  297. dialog choices you've made at certain points in the game. If you're
  298. skipping dialog quickly and don't want to accidentally choose the wrong
  299. dialog option, use Cancel instead of Confirm.
  300.  
  301.  
  302. Regarding the 2021 version
  303.  
  304. - The crashing that was particularly prevalent in the PAL-version is no
  305. longer present.
  306. × The PAL-version had an optimized aspect ratio, but did run slower.
  307. There was also an NTSC option, which apparently featured less crashing,
  308. but I never used it, since my TV at the time didn't support NTSC, and
  309. I didn't feel like playing the game in black and white.
  310. - The game now features a new, casual-friendly difficulty level called
  311. Merciful, without which this guide would never have materialized. This
  312. is how the game is modified when playing on Merciful:
  313. × Your party's performance is greatly increased: you deal a lot more
  314. damage, you take a lot less damage, your hits connect much more easily,
  315. and you evade attacks much more easily.
  316. × You gain 3x Exp and 5x Macca.
  317. × Encounter rate is drastically reduced. This largely negates the
  318. benefits of the increased Exp.
  319. × Ambushes are uncommon, and follow up encounters don't occur.
  320. - When fusing demons, you can manually choose which skills carry over.
  321. - Refers to the Expel element as Light and the Death element as Dark.
  322. - Some demon names are longer (eg. Uzume -> Ame-no-Uzume) or (slightly)
  323. altered (eg. Cai-Zhi -> Xiezhai, Kusi Mitama -> Kushi, Feng Huang ->
  324. Zhuque, Onkot -> Ongkhot, Pyro Jack -> Jack-o'-Lantern, Beiji-Weng ->
  325. Beidou Xingjun, Purski -> Pulukishi, Wu Kong -> Qitian Dasheng, Gui
  326. Xian -> Xuanwu, Rakshasa -> Vetala, Girimehkala -> Girimekhala,
  327. Gurr -> Gurulu).
  328. × The one name that *isn't* corrected is Jirae, which is a bastardization
  329. of Chirei.
  330. - Some skill names have also been changed or altered (eg. Samrecarm ->
  331. Samarecarm, Gonnection [sic] -> Kinspeak).
  332. - Instead of Dante, the game features Raidou Kuzunoha as a guest character.
  333. You can still swap him for Dante by getting the Dante DLC.
  334. - There's some other DLC as well, but I haven't bothered buying any of it.
  335. - The right analog stick is used to control the camera (L1 and R1 can
  336. still be used as well). In the original, the right analog stick was used
  337. to look around, but you couldn't move while doing so.
  338. - Voice acting has been added. (I don't use it, though)
  339. - You get 20 save slots.
  340. × On the PS2, a single save file takes 171kb of space, and the game
  341. only supports memory card slot 1.
  342. - The Suspend Save feature allows you to save and quit anywhere.
  343. - The Config menu in the original only featured three items: Vibration,
  344. Menu Memory, and Auto Memory. The 2021 version has:
  345. - Volume settings for sound effects, music, voice acting, and cutscenes
  346. - Voice language (Japanese or Japanese)
  347. - Invert Y-axis
  348. - Invert X-axis (I have both of these on)
  349. - Screen brightness
  350. - Difficulty (Merciful / Normal / Hard)
  351. - Menu memory
  352. - Auto memory
  353.  
  354. - While this guide was written while playing the 2021 version, I still
  355. chose to reference the names used in the original version to make it
  356. more consistent with all the material produced before the 2021 release.
  357.  
  358.  
  359. Magatama List
  360.  
  361. - Only the most notable skills are listed.
  362. - Don't forget to switch Magatamas before leveling up.
  363. - Iyomante is the Magatama I use the most, to avoid getting Charmed.
  364. - *: A Magatama that may curse you on leveling up.
  365.  
  366. PFITOEDCNM Location Skills
  367. Marogare | | Default | Berserk (10), Counter (20)
  368. Wadatsumi | IW | Forneus | Fog Breath (21)
  369. Iyomante | I| Shibuya | Sukunda, Rakunda
  370. Shiranui | I W | Shibuya |
  371. Ankh | IW | Great Underpass | Media (19)
  372. Hifumi | W I | Great Underpass | Tornado (17), War Cry (24)
  373. Kamudo |R WWW| Great Underpass | Might (29)
  374. Narukami | WI | Mantra HQ |
  375. Gaea |R WWW | Mantra HQ (24 Str) Deathbound (61), Avenge (69)
  376. Anathema *| WI | Nihilo | Mana Drain (28), Anti-Death (32)
  377. Miasma *| WI | Kabukichou Prison| Glacial Blast (52)
  378. Murakumo *|RWW | Ikebukuro Tunnel | Void Mind (34)
  379. Nirvana | IW | Asakusa | Divine Shot (41), Void Expel (56)
  380. Gehenna | AW | Asakusa |
  381. Djed *| RRI | Obelisk | Sukukaja (43)
  382. Muspell *| RRR| Shibuya 1F |
  383. Kamurogi |RWWWWRR | Asakusa | Retaliate (54)
  384. Vimana | I | Asakusa | Endure (50), Hades Blast (73)
  385. Sophia | I | Asakusa | Mediarahan (63)
  386. Satan *| WI | Kabukichou Prison| Void Death (55), Mana Aid (58)
  387. Adama | EWRR | Amala Temple |
  388. Gundari | WA | North Temple |
  389. Geis *| I | Puzzle Boy... | Mediarama (44), Mana Refill (51)
  390. Kailash *| | Tower of Kagutsuc| Freikugel (80)
  391. Masakados |IIIIIIIIII| Bandou Shrine | Phys Repel
  392.  
  393.  
  394. Demon List
  395.  
  396. - There are a total of 185 demons that belong in 30 different families,
  397. as seen below.
  398.  
  399. Lv Deity Megami Fury Lady
  400. 38 Horus 18 Uzume 44 Dionysus 24 Kikuri-Hime
  401. 47 Atavaka 30 Sarasvati 54 Wu Kong 41 Kushinada
  402. 56 Amaterasu 48 Sati 61 Beiji-Weng 57 Parvati
  403. 65 Odin 54 Laksmi 95 Shiva 67 Kali
  404. 78 Mithra 64 Scathach 74 Skadi
  405. 93 Vishnu
  406.  
  407. Kishin Holy Element Mitama
  408. 17 Minakata 13 Shiisaa 7 Erthys 25 Ara Mitama
  409. 27 Zouchou 21 Unicorn 11 Aeros 29 Nigi Mitama
  410. 33 Koumoku 27 Senri 15 Aquans 32 Kusi Mitama
  411. 39 Okuninushi 36 Feng Huang 20 Flaemis 35 Saki Mitama
  412. 45 Mikazuchi 43 Baihu
  413. 52 Jikoku 55 Chimera
  414. 63 Futomimi
  415. 72 Bishamon
  416. 76 Thor
  417.  
  418. Youma Fairy Divine Fallen
  419. 8 Apsaras 2 Pixie 11 Angel 20 Forneus
  420. 14 Isora 7 Jack Frost 18 Archangel 29 Eligor
  421. 19 Koppa 10 High Pixie 28 Principality 37 Berith
  422. 23 Dis 19 Pyro Jack 33 Power 45 Ose
  423. 28 Karasu 26 Kelpie 41 Virtue 58 Decarabia
  424. 37 Onkot 38 Troll 50 Dominion 68 Flauros
  425. 44 Jinn 43 Setanta 64 Throne
  426. 48 Purski 46 Oberon
  427. 52 Efreet 57 Titania
  428.  
  429. Snake Beast Jirae/Chirei Brute
  430. 14 Nozuchi 13 Inugami 3 Kodama 4 Shikigami
  431. 28 Naga 18 Nekomata 5 Hua Po 20 Momunofu
  432. 34 Mizuchi 23 Badb Catha 13 Sudama 25 Oni
  433. 37 Raja Naga 34 Orthrus 35 Sarutahiko 44 Ikusa
  434. 55 Quetzalcoatl 54 Sparna 49 Titan 54 Shiki-Ouji
  435. 66 Yurlungur 61 Cerberus 55 Gogmagog 59 Kin-Ki
  436. 62 Sui-Ki
  437. 66 Fuu-Ki
  438. 81 Ongyou-Ki
  439.  
  440. Femme Vile Tyrant Night
  441. 7 Datsue-Ba 30 Arahabaki 52 Loki 8 Lilim
  442. 20 Taraka 33 Baphomet 69 Abaddon 18 Fomor
  443. 32 Shikome 45 Pazuzu 74 Surt 25 Incubus
  444. 43 Yaksini 58 Girimehkala 77 Aciel 37 Succubus
  445. 52 Dakini 65 Tao Tie 84 Beelzebub H 47 Kaiwan
  446. 58 Clotho 73 Samael 91 Mot 53 Loa
  447. 63 Lachesis 83 Mada 95 Beelzebub F 56 Queen Mab
  448. 67 Atropos 66 Black Frost
  449. 72 Rangda 70 Nyx
  450. 80 Lilith
  451.  
  452. Wilder Haunt Foul Seraph
  453. 6 Zhen 4 Preta 1 Will o' Wisp 73 Uriel
  454. 15 Bicorn 11 Choronzon 6 Slime 84 Raphael
  455. 25 Raijuu 17 Yaka 7 Mou-Ryou 87 Gabriel
  456. 31 Nue 20 Chatterskull 16 Blob 90 Michael
  457. 43 Mothman 28 Pisaca 28 Black Ooze 95 Metatron
  458. 75 Hresvelgr 49 Legion 42 Phantom
  459. 63 Rakshasa 45 Sakahagi
  460. 52 Shadow
  461.  
  462. Wargod Genma Dragon Avatar
  463. 33 Valkyrie 38 Kurama 24 Gui Xian 22 Makami
  464. 58 Ganesha 46 Hanuman 44 Long 26 Cai-Zhi
  465. 52 Cu Chulainn 46 Yatagarasu
  466. 60 Barong
  467.  
  468. Avian Fiend
  469. 63 Garuda 30 Matador
  470. 37 Daisoujou
  471. Raptor 42 Hell Biker
  472. 63 Gurr 52 White Rider
  473. 55 Red Rider
  474. Entity 61 Black Rider
  475. 64 Albion 63 Pale Rider
  476. 69 The Harlot
  477. 77 Trumpeter
  478. 80 Raidou
  479. 80 Dante
  480.  
  481.  
  482. - When you attempt to recruit a demon, the demon will first ask for
  483. items, money, or some of your life force. If the demon is satisfied,
  484. it'll either join right away or ask you a question, which you can
  485. respond with one of two answers. Choose the correct answer and the
  486. demon will join. The correct answer seems completely random, so it's
  487. essentially just a coin flip. I just choose the first one every time.
  488. Even if you comply with a demon's requests, they might still choose to
  489. just leave, although they might give you an item or heal you.
  490. - Enemies can also be the ones that initiate dialog, either during the
  491. first round of an ambush or when low on HP. In the event of the former,
  492. the demon will ask for an item or ask a coin flip question. If they're
  493. satisfied, they'll give you an (unimpressive) item, some money or some
  494. (useless) information or they'll offer to join.
  495. - Attempts to initiate dialog with a demon while other enemies are still
  496. present are likely to fail.
  497. - Approaching a demon during full Kagutsuchi is also likely to fail, but
  498. if you do succeed, you'll immediately get a coin flip without having to
  499. give anything.
  500. - There are three families of demons (Foul, Haunt, and Wilder) that
  501. can only be approached successfully during full Kagutsuchi. If a demon
  502. from one of these families approaches you asking for an item, they'll
  503. always offer to join should you comply.
  504. × While full Kagutsuchi only lasts for about 5,5 seconds, you can
  505. still pretty easily recruit demons from these families by simply
  506. saving the game right before full moon and then loading the game if
  507. you don't get the results you want.
  508. - If you anger a demon during negotiation, you won't be able to start
  509. dialog with them again for a few rounds.
  510. - Demons have a very low chance of begging for mercy if their HP is
  511. below 25% after being attacked (single target attacks only). They will
  512. then offer one of four things in exchange for their life: money, an
  513. item, information, or servitude. Even if you agree, there's a small
  514. chance they'll change their mind.
  515. × Even if an attack deals no damage, the demon may still beg for mercy.
  516. As such, you could use something like Analyze to try and recruit a
  517. demon. This is only really potentially useful early in the game, before
  518. you have access to the Compendium, but even then, you'll get better
  519. results with full Kagutsuchi recruitment or just regular recruitment.
  520. - When a demon joins your party mid-battle, the battle ends, with no
  521. chance of chaining. You'll still gain spoils from any enemies you
  522. defeated prior to that point.
  523. - There is no way to start dialog with demons from the Vile and Tyrant
  524. families. They may start dialog on their own, but even then, they'll
  525. never offer to join your party.
  526. - You can't obtain a demon that's a higher level than the Demi-Fiend.
  527. × Except for demons that evolve. The evolution can be triggered once
  528. the Demi-Fiend is no more than 4 levels below the resulting demon's
  529. level. The demon still can't be summoned at the Cathedral until you've
  530. reached its default level.
  531. - You can't have more than one of the same demon in your party at the
  532. same time.
  533. - You can't recruit any of the demons you encounter in the Labyrinth
  534. of Amala or Bandou Shrine.
  535. - The MegaTen wiki refers to the Seraph class as Herald.
  536.  
  537. - When you obtain any demon for the first time, it gets automatically
  538. registered in the Demon Compendium, which can be viewed in the Cathedral
  539. of Shadows. You can also manually update a demon's entry later (such as
  540. after the demon has leveled up). The Compendium is basically a demon
  541. storage, as you can summon any registered demon to add them to your
  542. party again, albeit for a price. It doesn't become available until you
  543. reach Ikebukuro, however.
  544.  
  545. - Demon fusion involves fusing two (in some cases three) demons to
  546. create a new one. The resulting demon is strictly defined by the families
  547. and levels of the fused demons. The new demon will also inherit a few
  548. of the skills that the fused demons had. Passing on the desired skills
  549. requires re-rolling in the original PS2-versions, since the skills are
  550. chosen randomly, but, thankfully, in the 2021 version, you can just freely
  551. choose the skills yourself.
  552. - A special type of fusion known as sacrificial fusion becomes available
  553. once you've reached Ginza. It can only be used during full Kagutsuchi
  554. and it involves throwing an additional demon into the mix. The demon type
  555. will still be determined by the first two demons selected (with a few
  556. exceptions), but the skill pool will include the third demon's skills,
  557. and the resulting demon will gain 1,5 times the amount of Exp the third
  558. demon has gained since their default xp value.
  559. × Mitamas can't be used in sacrificial fusion.
  560. - Fusion error: Fusion has a small chance of resulting in an error, in
  561. which case the result is either a Slime or a random demon of the highest
  562. level you can handle. The demon will have random skills, so they're not
  563. likely to be ideal party members despite their high levels. Fusion error
  564. is much more likely to occur during full Kagutsuchi.
  565.  
  566. - By far, the easiest way to get new demons in a specific family is by
  567. using Elementals to upgrade (or downgrade) a demon of the same family.
  568.  
  569. Ea Ae Aq Fl
  570. Deity - - - -
  571. Megami - - - - U: Upgrade
  572. Fury - - - - -: Downgrade
  573. Lady U - - -
  574. Kishin U - - -
  575. Holy - - - U
  576. Youma - U U -
  577. Fairy U - U -
  578. Divine - - U U
  579. Fallen - U - U
  580. Snake - - U U
  581. Beast - U - U
  582. Jirae U U - -
  583. Brute U - U U
  584. Femme U - U U
  585. Vile - - - -
  586. Tyrant - - - -
  587. Night - U - -
  588. Wilder - - U U
  589. Haunt - U - -
  590. Foul - - U -
  591.  
  592. N/A: Seraph, Wargod, Genma, Dragon, Avatar, Avian, Raptor, Entity, Fiend
  593.  
  594. - And, yes, there are a bunch of demons that evolve by reaching a certain
  595. level, ie. the level they learn their last skill (with the exception of
  596. High Pixie, who needs one more level after that).
  597. - When creating the pre-evolved demon, use a sacrifice to give them an
  598. Exp boost and Watchful, so they'll only need one level and can get it
  599. in the reserve. I use a Lv67 Throne as a sacrifice myself. For lower
  600. level demons, you can just give them Watchful with a Mitama (fuse a
  601. Koppa/Karasu with another Youma to create an Aquans with Watchful, then
  602. fuse that with Flaemis to create a Saki Mitama with Watchful).
  603.  
  604. 2 Fa Pixie 8 Nt Lilim 13 Bs Inugami 14 Sn Nozuchi
  605. 10 Fa High Pixie 80 Nt Lilith 22 Av Makami 24 Dr Gui Xian
  606. 56 Nt Queen Mab
  607.  
  608. 18 Bs Nekomata 19 Yo Koppa 20 Br Momunofu 23 Yo Dis
  609. 27 Ho Senri 28 Yo Karasu 30 Vl Arahabaki 33 Wg Valkyrie
  610. 38 Ge Kurama
  611.  
  612. 28 Sn Naga 34 Sn Mizuchi 37 Yo Onkot 43 Fa Setanta
  613. 37 Sn Raja Naga 44 Dr Long 46 Ge Hanuman 52 Ge Cu Chulainn
  614. 54 Fu Wu Kong
  615.  
  616. 44 Yo Jinn 48 Mg Sati 48 Yo Purski 54 Bs Sparna
  617. 52 Yo Efreet 57 La Parvati 58 Wg Ganesha 63 Av Garuda
  618.  
  619. 55 Ji Gogmagog 64 Dv Throne 64 Mg Scathach 69 Ty Abaddon
  620. 64 En Albion 73 Se Uriel 74 La Skadi 77 Ty Aciel
  621.  
  622. 84 Ty Beelzebub H
  623. 95 Ty Beelzebub F
  624.  
  625. - The number of skills you can carry over in fusion depends on the total
  626. number of skills the demons involved have.
  627.  
  628. <5 | 1
  629. 5-8 | 2
  630. 9-12 | 3
  631. 13-15 | 4
  632. 16-19 | 5
  633. 20-24 | 6
  634.  
  635. - Some skills can only be learned by demons with a specific physical
  636. characteristic, such as having a weapon, jaws, or wings, etc. You can
  637. find a list of all the characteristics each demon has in hidora's SMT3
  638. guide on Gamefaqs.
  639. - There are also some unique skills (Godly Light, Fire of Sinai, etc.)
  640. that simply can't be passed on.
  641. - If you're using the Heretic Mansion, note that it has some errors here
  642. and there.
  643. - Completing the Compendium gives you a 50% cut on all summoning costs
  644. as well as a gold Trophy on the PS4.
  645.  
  646.  
  647. Skill Mutation
  648.  
  649. - If a demon possesses any skills that are eligible for mutation, there's
  650. a 25% chance that one of those skills will attempt to mutate upon leveling
  651. up. When this happens (and you don't stop it), you have a 50-50 chance of
  652. getting either power up mutation or rank up mutation. *However*, if the
  653. demon has previously powered up even a single skill, power up mutation is
  654. no longer possible for that demon or *any* of its descendants.
  655. - Power up mutation involves single target spells becoming multi-target
  656. and everything else just powering up (ie. Anti -> Void -> Drain, HP +10%
  657. -> +20% -> +30%, Bright/Dark Might -> Might, etc.).
  658. - Rank up mutation turns the skill into a random skill from the next rank.
  659. - The skills that are eligible for mutation are indeed limited to the
  660. ones that can be powered up. These are marked with '!' on the list.
  661.  
  662.  
  663. Rank 1 Rank 3 Rank 4
  664.  
  665. ! Agi Maragi ! Agilao
  666. ! Bufu Mabufu ! Bufula
  667. ! Zio Mazio ! Zionga
  668. ! Zan Mazan ! Zanma
  669. ! Feral Claw ! Hama Tetraja
  670. ! Feral Bite ! Mudo Stun Gaze
  671. ! Needle Rush Paraladi Marin Karin
  672. Petradi Toxic Cloud
  673. Sukukaja Last Resort
  674. Rank 2 Taunt Riberama
  675. Dormina ! Bright Might
  676. ! Dia Pulinpa ! Dark Might
  677. ! Patra Sexy Gaze ! Life Gain
  678. Posumudi Mute Gaze Life Aid
  679. Mutudi Analyze ! Anti-Fire
  680. Shibaboo ! Venom Claw ! Anti-Ice
  681. Lullaby ! Venom Bite ! Anti-Elec
  682. Tarunda ! Toxic Sting ! Anti-Force
  683. Rakunda Hell Thrust Wooing
  684. ! Life Bonus Sacrifice Brainwash
  685. Seduce ! Mana Bonus Soul Recruit
  686. Begging ! Anti-Curse Threaten
  687. Haggle ! Anti-Nerve Flatter
  688. ! Anti-Mind Persuade
  689. Scout Arbitration
  690. Beseech
  691. Pester
  692. Trade
  693.  
  694. Rank 5 Rank 6 Rank 7 Rank 8
  695.  
  696. Media ! Diarama ! Agidyne Mediarama
  697. Me Patra ! Hamaon ! Bufudyne ! Recarm
  698. Makatora ! Mudoon ! Ziodyne Glacial Blast
  699. ! Makajam Mahama ! Zandyne Violet Flash
  700. Fire Breath Mamudo Maragion ! Megido
  701. Ice Breath Thunderclap Mabufula Evil Gaze
  702. Shock Binding Cry Mazionga Tetrakarn
  703. Wing Buffet Sonic Wave Mazanma Makarakarn
  704. Mana Drain Eternal Rest Hellfire Debilitate
  705. Focus War Cry Tornado Makajamon
  706. Tarukaja Liftoma Life Drain Tentarafoo
  707. Makakaja ! Stun Bite Rakukaja Allure
  708. Fog Breath Berserk Panic Voice Tempest
  709. Dekaja Brutal Slash Stone Gaze Heat Wave
  710. Lightoma Kamikaze Dismal Tune Dark Sword
  711. Trafuri Life Surge Estoma Hell Fang
  712. Stun Claw Mana Aid Iron Claw Mana Surge
  713. ! Charm Bite Fire Boost Stone Bite Void Expel
  714. ! Stun Needle Ice Boost Arid Needle Void Death
  715. Mighty Gust Elec Boost Guillotine Watchful
  716. ! Counter Force Boost ! Retaliate
  717. ! Mana Gain Void Curse Might
  718. ! Anti-Phys Void Nerve Drain Attack
  719. ! Anti-Expel Void Mind Mana Refill
  720. ! Anti-Death Kidnap ! Void Fire
  721. Life Refill Mischief ! Void Ice
  722. Endure Intimidate ! Void Elec
  723. Charisma Maiden's Plea ! Void Force
  724. Lucky Find Nag
  725. Dark Pledge Wine Party
  726. Gonnection Stone Hunt
  727. Detain Beckon Call
  728.  
  729. Rank 9 Rank 10 Rank 11
  730.  
  731. ! Diarahan Maragidyne Mediarahan
  732. Recarmdra Mabufudyne Prayer
  733. Bolt Storm Maziodyne Samrecarm
  734. Wind Cutter Mazandyne Radiance
  735. Mahamaon Prominence Holy Wrath
  736. Mamudoon ! Megidola Deathbound
  737. Hell Gaze Blight Hassouhappa
  738. Stasis Blade Chaos Blade Hades Blast
  739. Avenge Attack All Phys Drain
  740. Fire Drain ! Void Phys
  741. Ice Drain Fire Repel
  742. Elec Drain Ice Repel
  743. Force Drain Elec Repel
  744. Force Repel
  745.  
  746.  
  747. --------------------------------------------------------------------------
  748.  
  749. Party Optimization
  750.  
  751.  
  752. - There are, of course, countless different possible party builds, but if
  753. you don't feel like coming up with one of your own, you can just create
  754. the party I use, as detailed in this section.
  755. - If you're playing on Merciful, you don't really need to pay much, if any,
  756. attention to your party build at all.
  757.  
  758. - The attack debuff skills are Tarunda and War Cry. War Cry is preferable,
  759. since it accomplishes in one turn what Tarunda accomplishes in two. A great
  760. choice for the Demi-Fiend, given how vital the skill is. Having another
  761. War Cry on one of your demons isn't really necessary, but you could still
  762. do it just to be safe. Then again, it might not even be available, since
  763. it requires the demon to have a big mouth, figuratively speaking.
  764. - Debilitate is another option, but isn't available until Lv50+.
  765. - You'll need Rakukaja for defense boosting. Get it for at least one demon.
  766. Giving it to the Demi-Fiend is an option, but I choose not to myself.
  767. - Agility (de)buffing (with Sukukaja/Sukunda/Fog Breath) would also help,
  768. but I don't bother with it myself. While it can be very annoying to see
  769. your normal attacks miss on a regular basis, I think you should just try
  770. to get used to it and accept it.
  771.  
  772. - You should have one demon with Dekunda and another with Dekaja. While
  773. Dekaja can be invoked with a rock, there's just too much use for it, so
  774. you really don't want to rely on a limited supply.
  775.  
  776. - Tetraja won't be needed as a skill so long as you create a party that's
  777. (largely) natively immune to Expel and Death.
  778. - Here are the gems needed for the rocks:
  779. Dekaja Rock | Garnet + Coral
  780. Tetraja Rock | Garnet + Aquamarine
  781.  
  782. - Between Mediarahan and Prayer, I'd have to go with Mediarahan. There
  783. are only a couple of bosses where the status healing would really come
  784. in handy, and that's just not enough to warrant giving it a skill slot.
  785.  
  786. - Mana Aid heals 10% max MP at the end of battle (the proper end, ie. not
  787. when you get a follow up encounter). Running away also triggers the effect.
  788. Highly recommend it for all your demons.
  789. - At very high levels, you'll gain access to Victory Cry, which fully heals
  790. the demon post-battle. Given how late you get it, it might not be worth
  791. the trouble to implement it.
  792. - Mana Refill regenerates 10% MP for every passing lunar phase, but only
  793. when the demon is in your active party. It's clearly better than Mana Aid
  794. *except* when using Riberama. Since I use Riberama pretty much all the
  795. time (gotta get that xp), this isn't a hard choice for me.
  796. - While the Demi-Fiend can learn both Mana Aid and Mana Refill, I'd go
  797. with Mana Drain instead, since you can also use it to fully drain an enemy's
  798. MP. Quite useful in a few bosses. Once you get the Chakra Elixir at the
  799. end of the game, you can replace it with something like Pierce or Avenge.
  800.  
  801. - Might increases critical hit rate from what feels like 5% to 10%. It
  802. only affects normal attacks, however.
  803. - Bright Might would help quite a bit in bosses, but it's not vital for
  804. your survival the way buffs and debuffs are. That's why I favor the regular
  805. Might, since it can help you in *any* battle.
  806.  
  807. - Focus (8 MP) increases the damage of your next physical attack by
  808. 150%. It's mainly useful, since it allows you to use a physical skill
  809. with increased power at regular HP cost. A popular choice, but I don't
  810. use it myself.
  811.  
  812. - The Dormina + Eternal Rest combo is my preferred method for handling
  813. tougher normal enemies. Either that or Godly Light.
  814. - Dormina (9 MP, Mind): Sleep \all. 30% chance.
  815. - Lullaby (6 MP, Mind): Sleep \single, 70% chance.
  816. - Mind weakness/resistance will multiply the hit rate by 1,5/0,5.
  817. - Godly Light (10 MP) is an Expel-type spell that targets all enemies,
  818. has a 50% chance of hitting and deals 80% cHP damage. Not exactly Instant
  819. Death, but it's close enough.
  820.  
  821. - You'll want to have some offensive magic for enemies that resist
  822. physicals, Mind, or Expel. I recommend sticking to the Elec and Force
  823. elements (the most common weaknesses), but if you can squeeze in Fire
  824. and Ice as well, that'd be nice.
  825.  
  826. - The three counterattack skills are quite nice as well. These are, in
  827. order from weakest to strongest: Counter (1,0x), Retaliate (1,6x), Avenge
  828. (1,7x). They all have a 50% activation rate. They won't activate if no
  829. damage is incurred. Counterattacks can't miss or do critical hits. They
  830. also can't be reflected, but the damage is still nullified.
  831.  
  832. - You should aim to have at least one demon with a physical skill like
  833. Hassouhappa or Deathbound. Many of these require the demon to possess
  834. a weapon.
  835.  
  836. - Watchful allows a demon to gain Exp while in the reserve (50% of what
  837. active characters receive).
  838.  
  839. - Pierce allows the character's physical attacks to ignore any type of
  840. resistance other than Repel. The only way to get it is by completing the
  841. Labyrinth of Amala.
  842.  
  843. - No, you can't learn Dragon Eye. It's only used by the enemy.
  844.  
  845. - Without a guide, the Analyze skill would be highly useful for checking
  846. a demon's abilities and resistances (although it doesn't work on bosses).
  847. There's also the reusable Spyglass item that lets you use Analyze without
  848. having it as a skill. You can find it in the Obelisk.
  849.  
  850. - Don't forget that, once you've beaten Daisoujou (and have at least one
  851. Deathstone in your possession), you can't do sacrificial fusion that
  852. results in a Fairy without triggering Daisoujou. Late in the game, you
  853. also can't do sacrificial fusion that results in a Tyrant without getting
  854. a Fiend instead.
  855.  
  856. - Pay attention to skill order when choosing which skills are passed
  857. on. You'll want the most frequently used skills at the top.
  858.  
  859. - Here's a list of demons that natively learn some notable skills.
  860.  
  861. Mediarama Mana Aid Mana Refill
  862. Mi Saki 35 Fo Mou-Ryou 7 Mg Uzume 18
  863. De Horus 38 Bs Badb Catha 23 Mg Sarasvati 30
  864. Dv Virtue 41 Av Yatagarasu 46 Wi Nue+ 31
  865. La Kushinada 41 Fi White Rider 52 Ks Mikazuchi 48
  866. La Lakshmi 54 Yo Efreet 52
  867. Mediarahan Fu Beiji-Weng 61 Se Raphael 84
  868. La Laksmi 54 Mg Scathach 64
  869. Fa Titania 57 Vl Tao Tie 65 Might
  870. Fe Clotho 58 Ks Zouchou 27
  871. Av Barong 60 Victory Cry Yo Karasu 28
  872. Dv Throne 64 Ty Aciel 77 Wg Valkyrie 33
  873. Sn Yurlungur 66 Br Ongyou-Ki 81 Yo Onkot 37
  874. Ks Thor 76 Se Michael 90 Ho Baihu 43
  875. Fu Shiva 94 De Atavaka 47
  876. Prayer Ty Beelzebub F 95 Mg Scathach 64
  877. Wi Nue+ 31 Se Metatron 95 Ks Futomimi 63
  878. Fi Daisoujou 37
  879. De Amaterasu 56 Hassouhappa Deathbound
  880. Fa Titania 57 Fu Wu Kong 54 De Odin 65
  881. Se Raphael 84 Fu Shiva 95 La Kali 67
  882. De Vishnu 93 Se Michael 90
  883.  
  884. Dormina Eternal Rest Lullaby
  885. Fe Datsue-ba 7 Vl Baphomet 33 Yo Apsaras 8
  886. Yo Apsaras 8 Nt Succubus 37 Yo Isora 14
  887. Ha Chatterskull 20 Fe Clotho 58 Nt Fomor 18
  888. Nt Succubus 37 Fl Decarabia 58
  889. Nt Queen Mab 56 Fi Pale Rider 63
  890. Fe Lachesis 63 Nt Nyx 70
  891. Nt Nyx 70
  892.  
  893. War Cry Rakukaja Debilitate
  894. Wi Zhen 6 Ji Hua Po 5 Nt Loa 53
  895. Fo Slime 6 El Erthys 7 De Amaterasu 56
  896. Ho Shiisaa 13 Sn Nozuchi 14 Wg Ganesha 58
  897. Br Oni 25 Fe Taraka 20 Vl Girimehkala 58
  898. Wi Nue 31 Ho Unicorn 21 Dv Throne 64
  899. Bs Orthrus 34 Fl Eligor 29 Nt Nyx 70
  900. Fl Ose 45 Fl Ose 45 Fe Rangda 72
  901. Fo Sakahagi 45 Fo Shadow 52 De Mithra 78
  902. Ho Chimera 55 Fe Lachesis 63 Vl Mada 83
  903. Ks Futomimi 63 Sn Yurlungur 66 Se Metatron 95
  904. Fl Flauros 68
  905. Ty Surt 74
  906.  
  907. Dekunda Dekaja Tetraja
  908. Ha Pisaca 28 Ks Minakata 17 Ho Unicorn 21
  909. Fi Matador 30 Ha Chatterskull 20 Yo Dis 23
  910. De Horus 38 Mi Kushi 32 Ks Koumoku 33
  911. Fl Ose 45 Fl Berith 37 Fi White Rider 52
  912. Ks Jikoku 52 Fo Phantom 42 Nt Loa 53
  913. Nt Loa 53 Fl Ose 45 Nt Queen Mab 56
  914. Fi Red Rider 55 Br Shiki-Ouji 54 Vl Tao Tie 65
  915. Fi Harlot 69 Fi Trumpeter 77
  916.  
  917. Riberama
  918. Fo Will o' Wisp 1
  919. Fl Forneus 20
  920. Fl Eligor 28
  921. Ha Pisaca+ 28
  922. Fe Yaksini 43
  923.  
  924. - Here's the Elemental chart again:
  925.  
  926. Ea Ae Aq Fl
  927. Deity - - - -
  928. Megami - - - - U: Upgrade
  929. Fury - - - - -: Downgrade
  930. Lady U - - -
  931. Kishin U - - -
  932. Holy - - - U
  933. Youma - U U -
  934. Fairy U - U -
  935. Divine - - U U
  936. Fallen - U - U
  937. Snake - - U U
  938. Beast - U - U
  939. Jirae U U - -
  940. Brute U - U U
  941. Femme U - U U
  942. Vile - - - -
  943. Tyrant - - - -
  944. Night - U - -
  945. Wilder - - U U
  946. Haunt - U - -
  947. Foul - - U -
  948.  
  949. - Here's how to create Elementals and Mitamas:
  950.  
  951. Erthys | Jirae, Brute, Night, Fallen (2x each)
  952. Aeros | Fairy, Divine, Beast, Wilder
  953. Aquans | Youma, Snake, Femme
  954. Flaemis | Holy, Seraph
  955.  
  956. Ara Mitama | Erthys + Aquans, Aeros + Flaemis
  957. Nigi Mitama | Erthys + Aeros
  958. Kushi Mitama | Erthys + Flaemis, Aeros + Aquans
  959. Saki Mitama | Aquans + Flaemis
  960.  
  961. - Here's how the number of inherited skills is defined again:
  962.  
  963. <5 | 1
  964. 5-8 | 2
  965. 9-12 | 3
  966. 13-15 | 4
  967. 16-19 | 5
  968. 20-24 | 6
  969.  
  970.  
  971. - Right, so, here's the party build I use:
  972.  
  973. Demi-Fiend Lakshmi
  974.  
  975. 17 Tornado 28 Mana Drain/Pierce ¤ Mediarahan Rakukaja
  976. 19 Media 61 Deathbound ¤ Mana Aid Violet Flash
  977. 24 War Cry 56 Void Expel Mazionga Might
  978. 29 Might 55 Void Death Dormina Avenge
  979.  
  980. Amaterasu Wu Kong
  981.  
  982. ¤ Prominence Mana Aid Tornado " Rakukaja/Sukukaja
  983. Lullaby Might Dormina Mana Aid
  984. Eternal Rest ¤ Godly Light Dekaja " Might
  985. Dekunda ¤ Debilitate Might ¤ Hassouhappa
  986.  
  987. - So, yeah, I mostly just blow everything away with Hassouhappa. Still
  988. plenty of use for magic thanks to all the physically resistant enemies.
  989. Late in the game, I have to rely heavily on Godly Light and Eternal Rest,
  990. since the enemies just have too much HP.
  991. - I keep the MC's Agility low, so the turn order comes out as 1. Wu Kong,
  992. 2. Amaterasu, 3. Lakshmi, 4. Demi-Fiend. I hang on to all Agility Incenses
  993. in case the turn order becomes compromised. This is sadly inevitable if
  994. you level up high enough (160+).
  995. - I have three of the four, basic elements covered, with Ice missing.
  996. It's hardly an issue at all, but you *could* replace the MC's Tornado
  997. with Glacial Blast or maybe give it to Lakshmi to replace Avenge (just
  998. sacrifice a Quetz).
  999. - Lakshmi will occasionally get owned by Death-type attacks, and Amaterasu
  1000. is vulnerable to Charm. Not that big a deal.
  1001. - If you want Mana Refill instead of Mana Aid, you can easily get it
  1002. from Uzume.
  1003. - Wu Kong can have either Rakukaja or Sukukaja. I go with Rakukaja.
  1004. - I'd stick to Berserk until you can get Deathbound. Heat Wave is too
  1005. inaccurate.
  1006. - I get *very* little use out of the MC's Tornado and Deathbound, but
  1007. I still don't think I can go without them.
  1008. - I replaced Mana Drain with Pierce in my Trophy run, which was indeed
  1009. the only full playthrough I did on the PS4, but if I were to do another
  1010. one, I'd replace it with Avenge instead, since I wouldn't be triggering
  1011. TDE again.
  1012. - You'll need a couple of back-up demons who are immune to Curse (this
  1013. is for a boss in the final dungeon). I go with Skadi and Metatron. No
  1014. need to put that much effort into their skill sets. Just make sure one
  1015. of them has Dekunda (I give it to Metatron) and both of them have Watchful.
  1016.  
  1017. - Here's how the build progresses:
  1018.  
  1019. 2 | Pixie Hua Po
  1020. 18 | Uzume
  1021. 20 | Chatterskull Koppa
  1022. 24 | Kikurihime
  1023. 33+| Baphomet
  1024. 37 | Onkot
  1025. 38+| Horus
  1026. 54 | Lakshmi Wu Kong
  1027. 56+| Amaterasu
  1028.  
  1029.  
  1030.  
  1031. Lakshmi
  1032.  
  1033.  
  1034. Pixie A ---> High Pixie Hua Po ---
  1035. Pixie B --\ \ \
  1036. Kodama A ----> Apsaras ----> Angel ----> Uzume ----> Kikurihime
  1037. [Mouryou] --/ / /
  1038. Lilim ---/ [Chatter]---
  1039.  
  1040.  
  1041. Dominion --> Virtue --- Dominion --
  1042. Kodama B ---> Erthys --/ \ \
  1043. Hua Po --/ [Karasu] --/ Dionysus ---> Atavaka ----> Lakshmi
  1044. /
  1045. Kikurihime -/
  1046. Shikigami -/ []: Sacrifice
  1047.  
  1048.  
  1049.  
  1050. Pixie A Mou-Ryou Apsaras Lilim
  1051. Dia Pulinpa # Lullaby Rakunda
  1052. _Zio _Toxic Sting Seduce _Sexy Gaze
  1053. Seduce Zan _Mutudi (Analyze)
  1054. Rakunda Death Touch # Mazio (Dark Pledge)
  1055. Posumudi # Mana Aid (Anti-Mind) (Tarunda)
  1056. Wing Buffet # Mazan (Makajam) (Mazio)
  1057. (Dormina)
  1058. #+ Mana Aid #: Pass on
  1059. + Mazan +: Inherited
  1060. + any
  1061.  
  1062. _ High Pixie Uzume Hua Po Kikurihime
  1063. Paraladi # Media Agi Diarama
  1064. Me Patra #_Mazan _Pester _Sexy Gaze
  1065. Pester Hama Patra Maiden Plea
  1066. Lucky Find Seduce Nag Posumudi
  1067. Trafuri Petradi Sexy Gaze Me Patra
  1068. Life Bonus # Rakukaja # Recarm ! Avenge
  1069. Angel Mana Refill Maragi + Media
  1070. Dia #+ Mazio + Mazio
  1071. _Hama (#)+ Lullaby Chatter + Mazan
  1072. #+Mazio #+ Mana Aid # Dormina #+ Rakukaja
  1073. #+Lullaby + Zio / any #+ Dormina
  1074. #+Mana Aid + Mana Aid
  1075.  
  1076. Kodama B Karasu Dionysus Atavaka Lakshmi
  1077. all (6) # Watchful Maragion # Might Mediarahan
  1078. _Void Fire _Mighty Gust _Seduce
  1079. Hua Po Virtue #+ Dormina (Endure) Mana Aid
  1080. all (7) Mahama #+ Rakukaja (Binding Cry) Stone Gaze
  1081. Detain + Mana Aid (Retaliate) Mana Surge
  1082. Erthys _Mediarama #+ Avenge (Chaos Blade) Samarecarm
  1083. 8 Arid Needle #+ Dormina Recarmdra
  1084. Makarakarn Dominion #+ Rakukaja + Mazionga
  1085. # Mazionga Diarahan #+ Avenge + Dormina
  1086. (#)+ Watchful #_Violet Flash #+ Mazionga + Rakukaja
  1087. + Violet Flash
  1088. + Might
  1089. + Avenge/Ret.
  1090.  
  1091. - Your first Mouryou should be a regular one you just picked up in the
  1092. wild. The second one (for Chatterskull) should be made with a Preta +
  1093. Datsueba combo just so you'll get some use out of the Preta you most
  1094. likely picked up at the Medical Center.
  1095. - If you want to create Kikurihime before Baphomet, you can just use
  1096. some other demon to get Dormina. The main reason I wait is because I
  1097. want my Amaterasu to descend from my original Hua Po, but that's just
  1098. a sentimental thing.
  1099. - Mutating Recarm to Avenge could take a while. As an alternative, you
  1100. could just take Atavaka's Retaliate and power that up.
  1101. - Virtue needs 3 levels to learn Mazionga, but a sacrifice will easily
  1102. bring that down to one.
  1103.  
  1104.  
  1105.  
  1106. Amaterasu
  1107.  
  1108.  
  1109. Apsaras ----> Shiisaa --\
  1110. Pixie ---/ Lilim -----> Pyro Jack
  1111. \
  1112. Choronzon ---> Blob ----> Chatterskull
  1113. Shikigami --/ /
  1114. [Mouryou] -
  1115. Preta -----/
  1116. Datsueba --/
  1117.  
  1118. Shikigami -\
  1119. Datsueba ---> Inugami ----> Makami
  1120. [Flaemis] --/
  1121.  
  1122.  
  1123. Chatterskull Uzume ------> Horus ----> Yatagarasu --\
  1124. \ Makami ---/ Inugami --/ Mikazuchi ----> Amaterasu
  1125. Hua Po ---->[Baphomet] -/ Uzume ----/
  1126.  
  1127.  
  1128.  
  1129. Apsaras Pixie Shiisaa Pyro Jack Chatter
  1130. Lullaby Dia Shock Agi Sukunda
  1131. Seduce _Zio _Feral Claw # Maragi _Stun Gaze
  1132. _Mutudi (Seduce) #+ Mazio _Nag (#)Dekaja
  1133. # Mazio (Rakunda) + any #+ Mazio (#)Dormina
  1134. Last Resort
  1135. Choronzon Shikigami Blob Mouryou Hell Thrust
  1136. Agi Zio Tarunda Pulinpa #+ Mazio
  1137. _Sukunda _Beseech _Last Resort _Toxic Sting #+ Mazan
  1138. Tarunda + any 2 Zan + Maragi
  1139. Lilim Deathtouch #+ Mana Aid
  1140. Rakunda # Mana Aid + Zan / any
  1141. _Sexy Gaze # Mazan
  1142. + any
  1143.  
  1144. Hua Po Baphomet Flaemis Inugami _ Makami
  1145. Agi Makakaja Maragi Fire Breath Void Mind
  1146. _Pester Beckon Call # Bright Might _Feral Bite Petradi
  1147. Patra _Dark Pledge Mabufu Media Diarama
  1148. Nag Evil Gaze Mazio Rakunda Recarm
  1149. Sexy Gaze # Maragion Mazan Fog Breath #+ Might
  1150. # Rakukaja # Eternal Rest Dormina Panic Voice + any
  1151. Maragi Dismal Tune Mana Aid #+ Bright Might
  1152. #+ Mazio Void Mind ! Might
  1153. + Mazan + any
  1154. + Rakukaja
  1155. #+ Mana Aid
  1156.  
  1157. Uzume Horus Yatagarasu Mikazuchi Amaterasu
  1158. Media Watchful # Mana Aid Ziodyne Tetrakarn
  1159. Mazan _Mahama _Violet Flash _Shock _Prominence
  1160. Mazio Mana Gain Wind Cutter Arbitration Godly Light
  1161. Zio # Dekunda Mana Gain Dark Sword Debilitate
  1162. Me Patra Liftoma Force Boost Mana Refill Fire Repel
  1163. # Lullaby Mediarama Recarmdra Mazionga Prayer
  1164. Mana Aid Violet Flash #+ Lullaby + Lullaby
  1165. Mana Refill + Mazio #+ Eternal Rest + Eternal Rest
  1166. + Maragion #+ Dekunda + Dekunda
  1167. #+ Lullaby #+ Might + Mana Aid
  1168. #+ Eternal Rest + Might
  1169. + Mana Aid
  1170. #+ Might
  1171.  
  1172.  
  1173. - Instead of catching a Choronzon, you can also just create one (Pixie +
  1174. Datsueba, Jack Frost + Wisp).
  1175. - Being able to transfer 5 skills when creating Chatterskull is a nice
  1176. little bonus, but if you're only getting 4, that's fine.
  1177. - If you can't power up Inugami's Bright Might, create a Mitama with
  1178. Might (Karasu + Apsaras -> Aquans, etc.).
  1179. - You may need to drop Baphomet for a couple of levels to actually be
  1180. able to do the fusion for Horus.
  1181. - Depending on how long you used Uzume, you won't be able to fuse
  1182. Amaterasu until you're maybe Lv58 or so.
  1183. - Just to be clear, all the other Uzumes after the first one in the
  1184. Lakshmi chart are ones you summon at the Cathedral of Shadows after
  1185. using the original one to create Kikurihime.
  1186.  
  1187.  
  1188.  
  1189. Wu Kong
  1190.  
  1191.  
  1192. Apsaras A ---> Nozuchi ----> Forneus -----> Koppa --> Karasu
  1193. Mouryou --/ Lilim ---/ High Pixie --/
  1194. [Mouryou] ---/
  1195.  
  1196. Chatter -\ Shiisaa --\ Apsaras B --\ Shiisaa --\
  1197. Fairy ---> Fomor ----> Pyro Jack ----> Unicorn ---> Flaemis
  1198. [Mouryou] --/
  1199.  
  1200. Flaemis --\ Pyro Jack -\ Karasu ---\
  1201. High Pixie --> Jack Frost --> Aeros ----> Onkot --> Hanuman --> Wu Kong
  1202. [+ xp] --/ [Uzume] ---/
  1203.  
  1204.  
  1205.  
  1206. Mouryou High Pixie Forneus Koppa _ Karasu
  1207. Pulinpa Dia Stun Bite Wing Buffet Mana Gain
  1208. _Toxic Sting Zio _Riberama Tarukaja Connection
  1209. Zan Seduce (Bufula) (#)Watchful Mahama
  1210. Deathtouch Rakunda (Loan) Shibaboo (#)Might
  1211. # Mana Aid Posumudi (Fog Breath) Makatora # Tornado
  1212. Mazan Wing Buffet (Anti-Elec) Kamikaze
  1213. (Mabufula) Zanma
  1214. Apsaras A #+ Mazio + Mazio
  1215. # Mazio + any #+ Mana Aid
  1216.  
  1217. Chatter Fomor Pyro Jack Unicorn Flaemis
  1218. Sukunda Bufu Agi Rakukaja Maragi
  1219. Mazio _Lullaby Maragi Mabufu (#)_Bright Might
  1220. Mazan #+ Dekaja _Nag _Media Makakaja
  1221. Maragi #+ Dormina (#)+ Dekaja #+ Dormina Media
  1222. # Dormina #+ Mana Aid #+ Dormina #+ Mana Aid # Void Mind
  1223. # Mana Aid + any #+ Mana Aid + any Agilao
  1224. Dekaja #+ Dormina
  1225. Zan / any #+ Void Mind
  1226. #+ Mana Aid
  1227.  
  1228. Jack Frost Aeros Onkot _ Hanuman
  1229. Bufu Dia Might Rakukaja
  1230. Connection _Zio Berserk Endure
  1231. _Dark Might Lullaby Tarukaja Kidnap
  1232. #+Dormina Marin Karin _Tetrakarn Life Surge
  1233. #+Void Mind Anti-Mind Brutal Slash
  1234. #+Mana Aid Toxic Sting Stone Hunt _ Wu Kong
  1235. + any #+ Dormina Sukukaja Hassouhappa
  1236. #+ Dekaja Last Resort Dark Pledge
  1237. #+ Void Mind + Tornado Attack All
  1238. #+ Mana Aid + Dormina Avenge
  1239. + Dekaja
  1240. + Void Mind
  1241. + Mana Aid
  1242.  
  1243.  
  1244. - Make sure Koppa/Karasu hangs on to Watchful. Ongkhot doesn't have to
  1245. keep it anymore, though.
  1246. - You need to create Baphomet before you can create Flaemis and,
  1247. subsequently, Aeros. You can at least create the Apsaras in advance.
  1248. - Don't forget to register the new Pyro Jack (as you're creating Flaemis).
  1249. Otherwise, when creating Aeros, you'll have to sacrifice one of the
  1250. earlier demons that was carrying Chatterskull's Dekaja (like Fomor).
  1251. Sacrificing Chatterskull itself is not recommended, since it would give
  1252. Aeros a far greater Exp boost than needed. It would increase his summoning
  1253. cost for no good reason.
  1254. - Try to register all the demons right before they evolve, especially
  1255. Koppa and Karasu. For Karasu, you need to stop the evolution, then do
  1256. the upgrade with Aeros.
  1257. - Don't forget that counterattack skills are worthless for demons like
  1258. Wu Kong who are immune to physical attacks.
  1259.  
  1260. - DON'T FORGET TO REGISTER YOUR DEMONS BEFORE SACRIFICING!
  1261.  
  1262.  
  1263.  
  1264. Area Notes
  1265.  
  1266.  
  1267. Shinjuku Medical Center
  1268.  
  1269. - Pick up all five demons available here (Wisp, Kodama, Hua Po, Preta,
  1270. and Shikigami).
  1271.  
  1272. Yoyogi Park
  1273.  
  1274. - A good place to farm Chakra Drops and Revival Beads (if needed).
  1275.  
  1276. Shibuya
  1277.  
  1278. - Grab a Mouryou and put it in your active party. Mouryou needs 2400 xp
  1279. for 3 levels and 3600 xp for 4. 3 levels is enough for Uzume, since she
  1280. learns Mazan natively. 3 is also enough for Koppa, since he's got Wing
  1281. Buffet.
  1282. - Fuse Wisp with Shikigami to create a Zhen. You can fuse it with a
  1283. Kodama later to create a Momunofu.
  1284.  
  1285. Amala Network
  1286.  
  1287. - Grab a Choronzon if you can. You can also get one in the warehouse.
  1288.  
  1289. Ginza
  1290.  
  1291. - With sacrificial fusion now available, creating an Uzume with Mana
  1292. Aid should be your first priority (if you're following the party build
  1293. outlined above). If you've already hit Lv18, you can do it right away.
  1294. - Next is Chatterskull. If you can't be bothered to create one with
  1295. Mana Aid yet (requires leveling up another Mouryou), just grab one at
  1296. the warehouse. I mean, you'll have to level up another one anyway, so
  1297. you can register it, but if you do it now, you'll have to do a third
  1298. one, or a *fourth* one if you go all the way and create a Koppa as well.
  1299. I'm certainly up for it, but, yeah, you can do it once you reach Ikebukuro
  1300. and save yourself some grinding. It really doesn't take that long, though.
  1301. There's good xp at the Underpass. Try the Isoras in the water.
  1302. - If you work on one demon at a time and don't pick up unnecessary demons,
  1303. party space should *not* become an issue.
  1304.  
  1305. - DON'T FORGET TO SWITCH MAGATAMAS BEFORE LEVELING UP!
  1306.  
  1307. Great Underpass
  1308.  
  1309. - With Chatterskull's Dekaja, Matador shouldn't be an issue.
  1310.  
  1311. Labyrinth of Amala
  1312.  
  1313. - Entering the Labyrinth is a bit slow, since you always have to go
  1314. through the underwhelming mini-game. You don't really have to do anything
  1315. during it if you don't feel like it, although you'll take some damage
  1316. from hitting the obstacle spheres. If nothing else, you could try
  1317. grabbing the item sphere(s) (the glowing, white spheres) to receive
  1318. a random item. There can be 0-2 of these. You can lose the item if
  1319. you hit an obstacle before the end. The items aren't anything great,
  1320. though (not until the 5th Kalpa).
  1321. - Just another reminder that you can't recruit any of the demons you
  1322. encounter in the Kalpa dungeons. They won't even beg for mercy. They
  1323. can still run away, though.
  1324. - In certain locations within the Kalpas, you'll find a pair of lovely
  1325. nurses, who offer to heal you for 500 macca. What they really do is warp
  1326. you all the way back to the save terminal while also relieving you of
  1327. 2500-15 500 macca (more the deeper you are). You do get healed too, though.
  1328. - Gaining access to any of the Kalpas after the first one requires you
  1329. to defeat the optional bosses referred to as Fiends.
  1330.  
  1331. Second | Daisoujou | Ikebukuro
  1332. Hell Biker | OW - Ikebukuro (after Assembly of Nihilo)
  1333. Third | White Rider | Near any Terminal (after Kabukichou Prison)
  1334. Red Rider | Great Underpass
  1335. Black Rider | Shinjuku Medical Center (after Obelisk)
  1336. Fourth | Pale Rider | Asakusa (after Amala Network 2)
  1337. Harlot | Yoyogi Park (after boss)
  1338. Trumpeter | Yuurakuchou Tunnel
  1339.  
  1340. - When you encounter a Fiend, you'll be given the choice to either face
  1341. the Fiend or try and avoid it. There's no guarantee you'll get away, though.
  1342. - Completing the Kalpas is the only way you can obtain Black Frost,
  1343. Belzebub H/F, Metatron, Sakahagi, Futomimi and Dante / Raidou and unlock
  1344. Marogare's final skill. Also something about an ending? I don't know. I
  1345. have no interest in that.
  1346. - Within the Labyrinth are Burial Chambers with the graves of the bosses
  1347. you've killed. Once you have the Black Visor from the 1st Kalpa (requires
  1348. the Moon Key from the 2nd Kalpa), you can re-fight the bosses.
  1349.  
  1350. Ikebukuro / Mantra HQ
  1351.  
  1352. - With the Demon Compendium now available, you can further start working
  1353. on your build, so long as you have the money and have reached a high
  1354. enough level.
  1355. - You'll want to level up and register some of the demons you sacrificed
  1356. or evolved prior to this point.
  1357. - Don't bother with Compendium completion yet. For now, just save your
  1358. money for the demons you're actually planning on using in your party.
  1359.  
  1360. !!! DON'T FORGET TO REGISTER YOUR DEMONS BEFORE SACRIFICING !!!
  1361.  
  1362. - If you've been pumping most of your stat points into Strength, you can
  1363. probably already pick up Gaea. You won't be able to learn any of those
  1364. skills until you're level 60+, though.
  1365. - You'll want to buy a bunch of Tetraja Rocks (at least 5) for Daisoujou.
  1366. He doesn't use his instant death spells much, but you definitely want
  1367. that Tetraja nonetheless. If you don't have enough gems for the rocks,
  1368. you can either create a Dis just for this one fight, or you can complete
  1369. the Assembly of Nihilo first, since you can fairly easily get Aquamarines
  1370. there.
  1371.  
  1372. Labyrinth of Amala - First Kalpa
  1373.  
  1374. - Don't forget to heal yourself after the mini-game.
  1375. - A spirit merchant on the east side of 1F offers you a Pisaca with the
  1376. following skills: Life Drain, Trafuri, Estoma, Riberama, Liftoma, Lightoma,
  1377. Lucky Find, Watchful. The cost is 15 000 macca. Definitely pick it up to
  1378. replace your previous Riberama demon. Lightoma will also come in handy.
  1379. Later, you should sacrifice it while creating some other demon, such as
  1380. Sarasvati, who has Mana Refill (which won't do anything in the reserve,
  1381. but you could always just bring the demon up front for a while).
  1382. - This will likely be your first time dealing with enemies immune to
  1383. physicals, namely Arahabaki. The immunity comes at a significant cost,
  1384. though, as they're weak to three elements as well as ailments. Try not
  1385. to let them stand alone to avoid Dragon Eye + Stone Gaze.
  1386. - You can safely get past the trap floors on B1 if you move diagonally
  1387. between them, although you have to be fairly precise.
  1388.  
  1389. Assembly of Nihilo
  1390.  
  1391. - Kaiwan also has instant death spells, but doesn't use them much. Also,
  1392. he's not the proper boss and only has 650 HP. When fighting the trio,
  1393. you can just pop Tetraja Rocks or just keep trying until you're lucky
  1394. enough to not lose anyone. They mostly stick to Mudo.
  1395.  
  1396. Second Kalpa
  1397.  
  1398. - You'll fight Hell Biker on your way to the prison. This is one of
  1399. those bosses who constantly clears out buffs and debuffs, but it might
  1400. still be worth casting them just so he'll waste a turn on Dekunda. He
  1401. has his own unique version of Dekaja (Hell Exhaust) that he spams even
  1402. if you haven't used any buffs. It actually deals damage, so it's possible
  1403. to avoid it, but even so, your buffs won't likely last long. Hifumi would
  1404. allow you to negate Hell Exhaust, but then you'll be weak to Hell Burner.
  1405. - Once both Daisoujou and Hell Biker are down, you can access and complete
  1406. the Second Kalpa.
  1407. - A spirit merchant on B2 (in the northeast sealed room) offers to sell
  1408. you a demon for 30 grand, a Nue with the following skills: Prayer, Me Patra,
  1409. Mutudi, Posumudi, Paraladi, Petradi, Samrecarm, Mana Refill.
  1410. - The area with the (semi-)invisible walls on B3 is split into two sections
  1411. that are not directly connected (accessed from the two holes above). The
  1412. northern section is the one where you'll find the Moon Key.
  1413. - Exploring the cursed area on B2 at this point will net you 250 000 cash.
  1414. Moving in a cursed area deals 50% cHP damage to your party at the same
  1415. high pace as damage floors, and there's nothing you can do to stop it.
  1416. As if that wasn't bad enough, the enemies you encounter in this area
  1417. are among the toughest enemies in the game. I suggest giving it a shot
  1418. after the prison, since you can level up nicely there. Anyway, it's
  1419. really not all that bad, so long as you're not caught at low HP (<300).
  1420. No need to heal yourself constantly. That's just a waste. Keep your eye
  1421. on the radar, and don't start healing yourself until the radar goes red.
  1422. It could be a slow encounter, though, so even if it's red, it could take
  1423. a while before you actually get into a battle. Not sure if Estoma makes
  1424. any difference, since the enemies are higher level than you.
  1425.  
  1426. Kabukichou Prison
  1427.  
  1428. - Grab a Raijuu for Lightoma if you didn't buy the Pisaca in the 1st Kalpa
  1429. (you really should, though). Light Balls certainly work too.
  1430.  
  1431. Ikebukuro Tunnel
  1432.  
  1433. - Fighting the four Onis is optional, but does net you the Murakumo magatama.
  1434.  
  1435. Asakusa
  1436.  
  1437. - If you triggered the scene with the Four Horsemen at the beginning of
  1438. the Third Kalpa, the White Rider will now start appearing near any main
  1439. terminal. You might not be able to save before the fight, so be prepared.
  1440. God's Bow causes Instant Death (Expel-type). Don't bother killing the
  1441. Virtues, since he'll quickly just replace them with new ones. They mostly
  1442. use Rakunda, sometimes Makarakarn. You can drain their MP or you can just
  1443. keep casting Dekunda.
  1444. - Use a video guide for Puzzle Boy. It's incredibly hard, and you can't
  1445. save your progress.
  1446.  
  1447. Obelisk
  1448.  
  1449. - One of the longest dungeons in the game. Afterwards, you can fight two
  1450. optional bosses: Black Rider at the Medical Center (to unlock the Third
  1451. Kalpa) and Mara at Shibuya (to obtain Muspell).
  1452. - Mara has Diarahan. You can either drain all his MP or just debuff him
  1453. to the point that you can take him out in a single round.
  1454.  
  1455. Third Kalpa
  1456.  
  1457. - This dungeon features stat-check doors that can only be opened if the
  1458. Demi-Fiend's Strength, Magic, or Luck is high enough (~10-20). The Strength
  1459. area is west, Magic area east, and Luck area north.
  1460. - On B1, there are three doors that can only be opened if you have a
  1461. specific 'alignment,' which is determined by the types of Magatama you've
  1462. mastered. The alignments are light, dark, and neutral. Each of these rooms
  1463. holds a shady broker selling something.
  1464. - Dark (Strength): Preta with Megido, Megidola, Megidolaon, Mediarahan,
  1465. Samrecarm, Tetrakarn, Makarakarn, Recarmdra - 150 000 Mc.
  1466. - Light (Magic): Lv50 Arahabaki with Drain Attack, Tetrakarn, Makarakarn,
  1467. Tetraja, Rakukaja, Sukukaja, Dekaja, Dekunda - 70 000 Mc.
  1468. - Neutral (Luck): Deathstone - 100 000 Mc
  1469. - On B2, you'll start a mini-game, where Dante/Raidou chases you around
  1470. while you activate switches that open the door to the next level. It's
  1471. nothing particularly demanding. Once it's done, have the nurses on B4
  1472. warp you out, so you can save before the boss.
  1473. - You can pick up Black Frost on B2 later once you've fought him at the
  1474. prison.
  1475.  
  1476. Yoyogi Park
  1477.  
  1478. - The chain rate is really high here. Good place for xp (and money).
  1479. Nothing changes about the encounters after the boss despite what the
  1480. dialog might suggest.
  1481. - If you still have money left over after filling out the Compendium,
  1482. use it for playing the Lottery. While you *could* save when you're at
  1483. 9 tickets and then reload until you get an Incense, you should get some
  1484. Balm of Rising as well.
  1485. - After the events here, you can fight Harlot at the west plaza and
  1486. Black Frost at Kabukichou Prison.
  1487.  
  1488. Amala Temple
  1489.  
  1490. - Aciel has a very non-PC move that leaves your whole party at 1 HP.
  1491. While there's no way to prevent that, you *can* (and pretty much need
  1492. to) protect yourself from the follow-up attack (just a regular, physical
  1493. attack) by using an Attack Mirror. You'll know it's time to use one
  1494. when he spends an entire round casting Mana Drain.
  1495. - Albion has four goons, each of whom is able to revive Albion should
  1496. he fall before the goons, whereas Albion will bring back the goons if
  1497. all four of them go down. Draining their MP won't stop this.
  1498.  
  1499. Yuurakuchou Tunnel
  1500.  
  1501. - Trumpeter is a tricky one. He alternates between Holy Melody, which
  1502. fully heals whoever has the lowest proportional HP, and Evil Melody,
  1503. which instantly kills whoever has the lowest proportional HP (except
  1504. Trumpeter himself). Use a demon with a physical skill (such as Wu Kong)
  1505. to draw in Evil Melody, then bring them back with a Balm of Rising.
  1506. Someone else can take Holy Melody (such as the MC).
  1507. - An NPC here asks you to give him a demon to help him dig a tunnel.
  1508. You won't be getting the demon back, and the demon needs to have high
  1509. enough Str (20+). Once the tunnel is done (after 10 or so lunar cycles),
  1510. you can choose two of the four treasures at the end. Choose 2 and 4.
  1511. You'll get the Kimon Stone either way.
  1512.  
  1513. 2 3 | 2: 10 000 mc 3: Sapphire
  1514. 1 4 | 1: Kimon Stone 4: Great Chakra
  1515.  
  1516. - Use the Kimon Stone to fight Bishamonten at the temple near Asakusa.
  1517. This will also unlock his fusion.
  1518.  
  1519. Fourth Kalpa
  1520.  
  1521. - There's a small, cursed area at the beginning. Better explore it after
  1522. the boss when the curse is gone.
  1523. - A spirit merchant on 1F is selling a demon for 50 000 macca, a Lv60
  1524. Mothman with Maragidyne, Mabufudyne, Maziodyne, Mazandyne, Mahamaon,
  1525. Mamudoon, Megidolaon, Mana Refill.
  1526. - The portal on B1 can send you to four different locations depending
  1527. on the Kagutsuchi phase. The map is unavailable in each of these areas.
  1528. 1\3\5\7 | Road to Hell
  1529. 4\8 | Hell's Vault
  1530. 2\6 | Hell's Maze (flags that unlock Sakahagi and Futomimi)
  1531. 0 | Hell's Hall (boss)
  1532.  
  1533. - Beelzebub's Death Flies causes instant death and targets your whole
  1534. party. If your (whole) party isn't immune to Death, bring a bunch of
  1535. Tetraja Rocks.
  1536.  
  1537. Fifth Kalpa
  1538.  
  1539. - The 5th Kalpa is available as soon as you've completed the 4th one, but
  1540. you do have to jump through some event flag hoops to get in.
  1541. - The item sphere in the mini-game will sometimes give you a Bead of Life.
  1542. - The 5th Kalpa also features stat-check doors, but this time they check
  1543. the stats of your demons. There are also a few doors that require a specific
  1544. demon (Black Frost, Beelzebub F, Metatron)
  1545. - One of the doors asks for the demon who has "been with you the longest."
  1546. This would be the Pixie, who was the first demon to join you. If you send
  1547. the Pixie's descendant through the door, the demon will transform into a
  1548. Lv80 Pixie with 30 in all stats and the following five skills: Maziodyne,
  1549. Megidolaon, Mediarahan, Samrecarm, Endure. I recommend you pass. There's
  1550. nothing else in the room.
  1551. - A spirit merchant on B5 (beyond the Metatron door) will sell you a
  1552. Girimehkala with the following skills: Binding Cry, Chaos Blade, Might,
  1553. Bright Might, Dark Might, Attack All, Focus, Pierce. 200 000 Macca.
  1554. - You'll fight Metatron on B5.
  1555. - Once you take the Lift to the Abyss on B6, you will be locked on to the
  1556. True Demon Ending regardless of any of your prior ending-related choices.
  1557. Getting the TDE ending sequence does not have a Trophy nor is it required
  1558. for the all endings Trophy. Completing the Fifth Kalpa is, however, required
  1559. to unlock Marogare's Pierce, without which you can't get the Magatama master
  1560. Trophy.
  1561.  
  1562. Diet Building
  1563.  
  1564. - You'll fight Surt almost right away, so better head straight to the
  1565. save point.
  1566. - Samael is one of those bosses where Prayer would really come in handy,
  1567. but you can still manage without it.
  1568.  
  1569. Tower of Kagutsuchi
  1570.  
  1571. - Trophy note: One more time: You *must* complete the Fifth Kalpa before
  1572. entering the final dungeon or you won't be able to master Marogare.
  1573. - After completing the Diet Building and fusing the bosses you fought
  1574. there, your Compendium should be 99% complete. Only Thor remains at that
  1575. point. You'll fight him on 418F.
  1576. - Take the back entrance to the Obelisk to find the Chakra Elixir, an
  1577. infinite-use Chakra Drop. You can only use it during battle, though.
  1578. - The final dungeon features no fewer than three main terminals. It's
  1579. just for convenience, though, and not because the dungeon is massively
  1580. larger than any previous one.
  1581. - You'll face Ahriman on 223F. This is one of the hardest bosses in the
  1582. game. He can deal ~400 pod to your whole party with Apocalypse and ~300
  1583. with Tentacle.
  1584. - The remaining two Reason bosses can be fought in any order, as they're
  1585. not in your direct path leading up.
  1586. - You can fight Noah on 329F. He's not hard, but the battle can last for
  1587. 30 minutes, since you can only use magic of a certain element each round.
  1588. - The last main terminal is on 402F, where you'll also find a shop, a
  1589. Cathedral and a Fountain of Healing.
  1590. - 418F is a lovely warp maze, for which you really should seek out some
  1591. graphical assistance.
  1592. - You can fight Baal Avatar on 462F. Only demons immune to Curse are
  1593. viable when fighting her.
  1594. - You can get the Soul-Return if you navigate through the area with trap
  1595. floors on the west side of 431F without falling (reached by falling down
  1596. from 444F). Unless you're using a map, don't even bother. The Soul-Return
  1597. is an infinite-use revival item, but you should already have plenty of
  1598. Balms of Rising from Incense farming.
  1599. - After beating the game, you'll be given the option of creating a New Game+
  1600. save file. On New Game+:
  1601. × You get a slight stat boost depending on which jacket you choose.
  1602. × The Demon Compendium carries over and becomes available immediately.
  1603. Additionally, summoning is no longer restricted by level.
  1604.  
  1605. Bandou Shrine
  1606.  
  1607. - Not a big dungeon at all, but there are a lot of split paths, and you're
  1608. denied an in-game map, so it can be a bit confusing. There are four bosses,
  1609. triggered by examining the four pillars.
  1610. - If he has enough turns, Bishamon will use a Focused normal attack on
  1611. any character that happens to get shocked by his Thunder spells. It could
  1612. easily do more than 300 pod. He uses both Tarukaja and Makakaja a lot, so
  1613. don't bother with War Cry. Just use Dekaja to bring him back down to neutral
  1614. while also keeping your defense up with Rakukaja.
  1615.  
  1616.  
  1617.  
  1618.  
  1619.  
  1620. e
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