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Shin Megami Tensei III - Lucifer's Call (aka Nocturne) Game Basics - Like the previous MegaTen games, SMT3 is an RPG where you recruit demons to fight by your side. The main character, the Demi-Fiend or MC, does also participate in battle, and if he falls, it's game over. - You can get demons to join your party by recruiting them during battle or by fusing or summoning them in the Cathedral of Shadows. A small number of demons can also be obtained through other means. - The total number of demons you can have in your party starts off at 8, but the limit increases as you progress through the game (+2 at Mantra HQ, another +2 upon completing the Obelisk). - The Demi-Fiend can switch demons mid-battle at the cost of a single turn, but only demons part of the active party at the end of battle will receive Exp. - Base stats: Level | Power, magic power (penalty), accuracy, HP, MP Strength | Physical attack power Magic | Magical attack power, magic accuracy, max MP Vitality | Max HP Agility | Turn order Luck | ?? - Max HP = 6(Lv+Vit). Max MP = 3(Lv+Mag). - Base physical damage is 2,2*Lv+2*Str. - Random variation in damage is +/-10%. - Physical attacks are much less accurate than magical attacks. The more evasive enemies (eg. Preta, Koppa, Baphomet, etc.) can be rather annoying, but you can always hit them with magic (unless you've neglected your Magic stat too much). You can see your characters evading magic when there's a substantial enough level gap. - If multiple characters have the same Agility value, their turn order is defined by their party slot numbers. The Demi-Fiend is always in slot 1. - Enemies deal less damage than they would if they were a recruited demon. - When the Demi-Fiend levels up, he gains one Stat Point that you have to spend on one of the five base stats. There's no way to reset the allocation, so choose wisely. - When a demon levels up, one Stat Point is spent randomly, although one stat is more likely to receive the point than others. Manipulating a demon's stat gains is certainly worth considering, at least for demons you intend to use for the rest of the game. - Base stats can also be increased with the Incense items, which can be farmed quite easily through the lottery (if you have the money). - Base stats max out at 40. - A character's total Exp is not visible. - Max level is 255, although the highest level number the game can display is 99. You're really not intended to reach anywhere close to max level. Once above 99, you can easily calculate the character's level with (MP - 3*Mag)/3. - Demons level up slower than the Demi-Fiend. Eg. Pixie needs 2,666 times the amount of xp to reach the same level as the Demi-Fiend, whereas Lakshmi needs 1,78 times the amount. You can roughly calculate the multiplier using the demon's default level, like so: (160-Lv)/60. - The game employs Exp scaling, for your grinding pleasure. A multiplier will be applied to the demon's xp value if the Demi-Fiend has reached a certain level. eLv+ 5<DF | 0,7692 eLv+11<DF | 5/9 - Furthermore, if the Demi-Fiend is more than 14 levels higher than the enemy, the enemy may flee when below 61% HP. In practice, this often means you have to try and take out all the enemy's HP in a single round lest you lose all their xp (which probably isn't that much, but it all adds up). - The game does not feature any equipment in the traditional sense, but the Magatamas serve a similar purpose, as they provide you with varying stat bonuses and resistances. Even then, it's only for the MC. - When you level up, a Magatama may begin to "act violently." Depending on the Magatama, various effects can occur if you let it continue, the most common of which is the Demi-Fiend getting fully healed. - Your success in battle against tougher enemies relies heavily on your skills. There are eight slots for skills, and there's no way to recover a skill that has been discarded. - The Demi-Fiend learns new skills by leveling up, with each Magatama allowing him to learn a number of different skills. These skills have level requirements, however. If a Magatama is completely motionless or only moving slightly in the Magatama menu, it means you haven't reached the required level yet. - Demons start with a few default skills and can learn a small number of skills by leveling up, with simple level requirements immediately following their default level. Through Fusion, however, it's possible for a demon to learn almost any skill in the game. × When a demon levels up, one of their skills may try to mutate. You have the option of stopping it when it happens. Unless you know exactly what you're doing, you should always stop it. × Only certain skills can mutate. You can find a full list at the end of the section. - The Demi-Fiend can only learn one skill per level, but demons have no such restriction. - Magical skills consume a fixed amount of MP, whereas physical skills consume a proportional amount of HP (between 6%-45%). × Physical skills used by the enemy don't consume any HP, but they can still run out of MP (even bosses). - Magical damage involves a base power value and a power multiplier. The minimum base power of a spell, at a hypothetical Lv0, is about 10% of Pow. It then steadily increases with each level until it hits and caps at the Pow value, typically at Lv27 (+10/3 per level). Eg. at Lv15, Zio has a base power of 51 (150/3 + 10 -> 0,6 * 85). - The power multiplier is affected by Mag and Lv. A hypothetical Lv0/0 Mag would give you a multiplier of 0,72, which increases by 0,02 for each point of Mag and, regrettably, decreases by 0,004 for each level, or like so: 0,004(5(Mag+36) - Lv) - The level variable in the above formula caps at 160 in the PS2 version, but it seems like they dropped it to Lv100 in the 2021 version, resulting in higher damage should you level up beyond Lv100 (a final multiplier of 1,12 instead of 0,88 (not that you're likely to hit Lv160)). - The most common offensive magic are the four basic, elemental spells and their variations. When a demon is weak or resistant to all four of these elements, the game collectively refers to them as 'magic.' × A single target spell is more powerful than the multi-target version. Fire and Force (Wind) spells are more powerful than their Ice and Elec equivalents to compensate for the fact that Ice and Elec spells also have 10-30% chance to cause either Freeze or Shock. Fire MP tgt Pow Force MP tgt Pow Agi | 3 |s| 104 | Zan | 3 |s| 104 | Maragi | 8 |A| 85 | Mazan | 8 |A| 85 | Agilao | 6 |s| 155 | Zanma | 6 |s| 155 | Maragion | 15 |A| 126 | Mazanma | 15 |A| 126 | Agidyne | 10 |s| 220 | Zandyne | 10 |s| 220 | Maragidyne | 25 |A| 183 | Mazandyne | 25 |A| 183 | Fire Breath | 9 |r| 85 | Wing Buffet | 9 |r| 85 | Hellfire | 18 |r| 140 | Tornado | 25 |r| 183 | Prominence | 30 |r| 253 | Wind Cutter | 13 |s| 330 | Lv36 peak Ice MP tgt Pow Elec MP tgt Pow Bufu | 3 |s| 85 | Zio | 3 |s| 85 | Mabufu | 8 |A| 56 | Mazio | 8 |A| 56 | Bufula | 6 |s| 126 | Zionga | 6 |s| 126 | Mabufula | 15 |A| 98 | Mazionga | 15 |A| 98 | Bufudyne | 10 |s| 183 | Ziodyne | 10 |s| 183 | Mabufudyne | 25 |A| 155 | Maziodyne | 25 |A| 155 | Ice Breath | 9 |r| 70 | Shock | 9 |r| 70 | Glacial Blast | 25 |r| 183 | Bolt Storm | 25 |r| 183 | Violet Flash | 10 |s| 220 | E Megido | 30 |A| 197 | A Starlight | 22 |A| 140 | E Megidola | 37 |A| 225 | A Radiance | 30 |A| 211 | E Megidolaon | 50 |A| 253 | A Hell Gaze | 10 |s| 140 | D - Healing spells: MPs MPa Power Lv1 | Dia | 3 | 12 | Lv + 4*Mag | Lv2 | Diarama | 7 | 20 | 1,8*Lv + 6,5*Mag | LvX | Diarahan | 15 | 35 | 100% | LvX+| Prayer | - | 50 | 100% + status | - Some skills target enemies in random. More specifically, they'll hit 2-4 targets (usually just two), and a single target can be hit at most three times (although usually just once). Having a single target won't increase the odds of getting multiple hits. - Some of the most potent skills are the buff (-kaja) and debuff (-unda) spells, which can drastically alter the performance of a party. Buffs and debuffs stack up to 4 levels, with most spells providing +/-1 level. - Unlike proper attacks, buffs and debuffs can't be resisted or avoided. There are, however, skills that can cancel their effects, those being Dekaja (for canceling buffs) and Dekunda (for canceling debuffs). Using a buff/debuff with the opposing effect is also an option. - Taking full advantage of (de-)buffs can trivialize bosses, whereas not using them at all may leave you at a severe disadvantage. That's just MegaTen for ya. - A single War Cry will drop your damage to 75%. Two will drop it to 50%. - Until you get Dekunda (which is not until Lv30 at earliest), you should just run away from a normal battle if the enemy debuffs your accuracy or attack power too much. - Spells like Riberama and Lightoma have effects that are active on the field (Riberama increases encounter rate, and Lightoma illuminates dark places). These effects last until the next new Kagutsuchi. - SMT3 is the first game in the franchise to employ the 'Press Turn' combat system, where an attack will grant an additional "half" turn if it hits a target's weakness (with a magical attack) or rolls a critical hit (with a physical attack). Conversely, an additional turn will be lost if the attack is fully resisted or if it misses. × When a party has a stock of both full turns and half turns, an action will consume a half turn if it does not trigger half turn gain. If it does trigger half turn gain, it will consume a full turn. Consequently, half turn gain will no longer trigger when no full turns are left. × Passing will also give you a half turn when done with a stock of 0 half turns. Square is set as a hotkey for Pass. × All remaining turns will be lost if an attack is absorbed or repelled. × Multiple weakness/critical hits in a single turn will only produce the gain of one half turn. Likewise, multiple misses or nullifications will only result in two turns being lost. If an attack triggers both turn gain and turn loss, turn loss will take priority. × Turn loss will not occur if a status ailment inducing skill (like Dormina) fails to inflict a status ailment. Turn loss *will* occur if Eternal Rest fails to cause instant death. - The amount of time it takes to trigger an encounter varies significantly. - The compass in the lower right corner of the screen doubles as an encounter countdown indicator, visualized as a pulsing light. As you move in an area with encounters, it changes color from yellow to orange to red, with red indicating that an encounter is imminent. Note, however, that the color is only updated when the pulse is at its peak (in the 2021 version). - Enemies can ambush you, but you can't ambush the enemy. There are two types of ambushes: frontal ambushes and back attacks. Frontal ambushes are pretty common, whereas back attacks are not (thus rendering the Mind's Eye skill largely insignificant). You don't take increased damage when attacked from behind, so there's really no difference between the two types in practice. - Follow up encounter: When you clear out all the enemies in a given encounter, there's a chance that you'll chain into another encounter. This can occur in the vast majority of normal battles in the game, but it doesn't seem to be possible to get chains longer than two battles without using Riberama. - Your chance to run away is affected by level and Agility. No matter how high your level or Agility, you always have a solid chance of failing during full Kagutsuchi. Running away will forfeit any spoils you might have earned in a given battle. - Enemies don't really have anything particularly interesting to drop. The single most common item drop by far is the Life Stone, which is a moderately useful healing item throughout the whole game. - Many enemies drop gems that can only be used to trade for items at Rag's Jewelry in Ginza. Rag also has Elementals and Mitamas, but it's best to create those yourself. - The post-battle spoils screen only has three slots for dropped items. I *hope* this doesn't mean you're actually limited to a maximum of three different item drops, but I really can't say. Then again, unless you had a long chain, you're not likely to get that many drops anyway. - The Lunar cycle system from previous games returns, although this time it's known as the Kagutsuchi cycle. The cycle goes from 0 (New) to 8 (Full) and then back to 0. The cycle advances as you move. A single phase lasts 5,2 seconds when moving at full speed. In practice, it's a bit longer, since you slow down a little when you turn or stop. On the overworld, it advances twice as fast. × If the word kagutsuchi doesn't exactly roll off your tongue, you can just call it the moon. - The most common item container is the cache cube. Occasionally, the cube will be trapped and will damage you or inflict an ailment. It may also trigger a fixed encounter, in which case the contents will appear as a dropped item. - Mystical Chests are less common treasure containers that can give you one of two items: a Life Stone or something much, *much* more valuable. In order to get the good stuff, you have to open the chest during full Kagutsuchi. You have a chance of getting the better item even on lower phases, but you really shouldn't risk it. - Press Cancel on the field to bring the camera behind the Demi-Fiend. If you press and hold Cancel, you can strafe, although you can't move as fast as when moving forward. - If a demon dies during battle, they'll be placed in the reserve. You can revive them while they're in the reserve, but you can't heal them beyond that without bringing them out. This can make it difficult to successfully revive demons mid-battle, at least earlier in the game when you don't have Balms of Rising, since a Revival Bead only brings them back with single digit HP. - Healing items Medicine | 50 HP Chakra Drop | 25% + 10 MP Life Stone | 25% + 10 HP Chakra Pot | 100% MP Bead | 100% HP Great Chakra | 100% MP \all Bead Chain | 100% HP \all Soma Droplet | 50% HP & MP Revival Bead | Revive w/1%+1 HP Soma | 100% HP & MP Balm of Rising | Revive w/100% HP Bead of Life | 100% HP & MP \all Dis-Poison Dis-Stun Dis-Charm Dis-Mute Dis-Stone Sacred Water | Bind/Sleep/Panic \all - Status ailments Poison | Deal ~55% phys. dmg, -1/8 mHP during battle, -1/40 cHP on field Sleep | Unable to act, recover 1/8 HP & MP Panic | May drop money, dismiss itself, or do nothing Stun | Accuracy penalty Bind | Unable to act Charm | Attack own party or do nothing Mute | Unable to use magical skills Petrified | Unable to act. Getting attacked may cause Instant Death. Shocked | Incoming attacks will always crit Frozen | Incoming attacks will always crit Cursed | Likely unable to act + 15% mHP dmg, can't switch Magatama Instant Death | Instant Death - Most ailments fall under one of three types: Curse (Poison, Mute), Nerve (Stun, Bind), or Mind (Sleep, Panic, Charm). When a demon is weak or resistant to all three of these types, the game collectively refers to the three as 'ailments.' - Petrification is considered a Death-type ailment. - Most Instant Death attacks are either Expel- (Hama) or Death-type (Mudo, Hell Gaze). The Tetraja spell can be used to block Expel- and Death-type skills, and the effect remains until it blocks something. - Poison, Stun, and Mute will last until healed. Petrification is removed at the end of battle, but otherwise lasts until healed (or until the demon is shattered). Panic, Charm, and Bind last for a few rounds (at least one). Sleep lasts until the end of the round or until the demon is attacked. Shock and Freeze last until the end of the current phase. - Characters with the Might skill will always do a critical on enemies under Sleep or Bind. - Cursed may be caused by a Magatama when you level up. You can only remove it at a Fountain of Healing. - Only the Demi-Fiend can use items during battle. - Some dungeons have floor tiles that damage you if you walk on them without levitation. The damage is 3% cHP (current HP). - When saving the game, the game automatically highlights the most recent save file. Careful if you ever load a file that isn't the most recent one. - You'll get a Lottery Ticket if you spend at least 1000 Macca when shopping (after reaching the Manikin settlement in the Great Underpass). If you get 10 tickets, you'll get to play the lottery, where you simply choose one of three boxes (black, white, or pink) for a random prize. Black White Pink Pearl Balm of Rising Life Stone Sapphire Strength Incense Bead Chain Emerald Magic Incense Soma Droplet Bead Vitality Incense Soma Diamond Agility Incense Chakra Pot Luck Incense Great Chakra - The game features multiple endings. The ending you get depends on the dialog choices you've made at certain points in the game. If you're skipping dialog quickly and don't want to accidentally choose the wrong dialog option, use Cancel instead of Confirm. Regarding the 2021 version - The crashing that was particularly prevalent in the PAL-version is no longer present. × The PAL-version had an optimized aspect ratio, but did run slower. There was also an NTSC option, which apparently featured less crashing, but I never used it, since my TV at the time didn't support NTSC, and I didn't feel like playing the game in black and white. - The game now features a new, casual-friendly difficulty level called Merciful, without which this guide would never have materialized. This is how the game is modified when playing on Merciful: × Your party's performance is greatly increased: you deal a lot more damage, you take a lot less damage, your hits connect much more easily, and you evade attacks much more easily. × You gain 3x Exp and 5x Macca. × Encounter rate is drastically reduced. This largely negates the benefits of the increased Exp. × Ambushes are uncommon, and follow up encounters don't occur. - When fusing demons, you can manually choose which skills carry over. - Refers to the Expel element as Light and the Death element as Dark. - Some demon names are longer (eg. Uzume -> Ame-no-Uzume) or (slightly) altered (eg. Cai-Zhi -> Xiezhai, Kusi Mitama -> Kushi, Feng Huang -> Zhuque, Onkot -> Ongkhot, Pyro Jack -> Jack-o'-Lantern, Beiji-Weng -> Beidou Xingjun, Purski -> Pulukishi, Wu Kong -> Qitian Dasheng, Gui Xian -> Xuanwu, Rakshasa -> Vetala, Girimehkala -> Girimekhala, Gurr -> Gurulu). × The one name that *isn't* corrected is Jirae, which is a bastardization of Chirei. - Some skill names have also been changed or altered (eg. Samrecarm -> Samarecarm, Gonnection [sic] -> Kinspeak). - Instead of Dante, the game features Raidou Kuzunoha as a guest character. You can still swap him for Dante by getting the Dante DLC. - There's some other DLC as well, but I haven't bothered buying any of it. - The right analog stick is used to control the camera (L1 and R1 can still be used as well). In the original, the right analog stick was used to look around, but you couldn't move while doing so. - Voice acting has been added. (I don't use it, though) - You get 20 save slots. × On the PS2, a single save file takes 171kb of space, and the game only supports memory card slot 1. - The Suspend Save feature allows you to save and quit anywhere. - The Config menu in the original only featured three items: Vibration, Menu Memory, and Auto Memory. The 2021 version has: - Volume settings for sound effects, music, voice acting, and cutscenes - Voice language (Japanese or Japanese) - Invert Y-axis - Invert X-axis (I have both of these on) - Screen brightness - Difficulty (Merciful / Normal / Hard) - Menu memory - Auto memory - While this guide was written while playing the 2021 version, I still chose to reference the names used in the original version to make it more consistent with all the material produced before the 2021 release. Magatama List - Only the most notable skills are listed. - Don't forget to switch Magatamas before leveling up. - Iyomante is the Magatama I use the most, to avoid getting Charmed. - *: A Magatama that may curse you on leveling up. PFITOEDCNM Location Skills Marogare | | Default | Berserk (10), Counter (20) Wadatsumi | IW | Forneus | Fog Breath (21) Iyomante | I| Shibuya | Sukunda, Rakunda Shiranui | I W | Shibuya | Ankh | IW | Great Underpass | Media (19) Hifumi | W I | Great Underpass | Tornado (17), War Cry (24) Kamudo |R WWW| Great Underpass | Might (29) Narukami | WI | Mantra HQ | Gaea |R WWW | Mantra HQ (24 Str) Deathbound (61), Avenge (69) Anathema *| WI | Nihilo | Mana Drain (28), Anti-Death (32) Miasma *| WI | Kabukichou Prison| Glacial Blast (52) Murakumo *|RWW | Ikebukuro Tunnel | Void Mind (34) Nirvana | IW | Asakusa | Divine Shot (41), Void Expel (56) Gehenna | AW | Asakusa | Djed *| RRI | Obelisk | Sukukaja (43) Muspell *| RRR| Shibuya 1F | Kamurogi |RWWWWRR | Asakusa | Retaliate (54) Vimana | I | Asakusa | Endure (50), Hades Blast (73) Sophia | I | Asakusa | Mediarahan (63) Satan *| WI | Kabukichou Prison| Void Death (55), Mana Aid (58) Adama | EWRR | Amala Temple | Gundari | WA | North Temple | Geis *| I | Puzzle Boy... | Mediarama (44), Mana Refill (51) Kailash *| | Tower of Kagutsuc| Freikugel (80) Masakados |IIIIIIIIII| Bandou Shrine | Phys Repel Demon List - There are a total of 185 demons that belong in 30 different families, as seen below. Lv Deity Megami Fury Lady 38 Horus 18 Uzume 44 Dionysus 24 Kikuri-Hime 47 Atavaka 30 Sarasvati 54 Wu Kong 41 Kushinada 56 Amaterasu 48 Sati 61 Beiji-Weng 57 Parvati 65 Odin 54 Laksmi 95 Shiva 67 Kali 78 Mithra 64 Scathach 74 Skadi 93 Vishnu Kishin Holy Element Mitama 17 Minakata 13 Shiisaa 7 Erthys 25 Ara Mitama 27 Zouchou 21 Unicorn 11 Aeros 29 Nigi Mitama 33 Koumoku 27 Senri 15 Aquans 32 Kusi Mitama 39 Okuninushi 36 Feng Huang 20 Flaemis 35 Saki Mitama 45 Mikazuchi 43 Baihu 52 Jikoku 55 Chimera 63 Futomimi 72 Bishamon 76 Thor Youma Fairy Divine Fallen 8 Apsaras 2 Pixie 11 Angel 20 Forneus 14 Isora 7 Jack Frost 18 Archangel 29 Eligor 19 Koppa 10 High Pixie 28 Principality 37 Berith 23 Dis 19 Pyro Jack 33 Power 45 Ose 28 Karasu 26 Kelpie 41 Virtue 58 Decarabia 37 Onkot 38 Troll 50 Dominion 68 Flauros 44 Jinn 43 Setanta 64 Throne 48 Purski 46 Oberon 52 Efreet 57 Titania Snake Beast Jirae/Chirei Brute 14 Nozuchi 13 Inugami 3 Kodama 4 Shikigami 28 Naga 18 Nekomata 5 Hua Po 20 Momunofu 34 Mizuchi 23 Badb Catha 13 Sudama 25 Oni 37 Raja Naga 34 Orthrus 35 Sarutahiko 44 Ikusa 55 Quetzalcoatl 54 Sparna 49 Titan 54 Shiki-Ouji 66 Yurlungur 61 Cerberus 55 Gogmagog 59 Kin-Ki 62 Sui-Ki 66 Fuu-Ki 81 Ongyou-Ki Femme Vile Tyrant Night 7 Datsue-Ba 30 Arahabaki 52 Loki 8 Lilim 20 Taraka 33 Baphomet 69 Abaddon 18 Fomor 32 Shikome 45 Pazuzu 74 Surt 25 Incubus 43 Yaksini 58 Girimehkala 77 Aciel 37 Succubus 52 Dakini 65 Tao Tie 84 Beelzebub H 47 Kaiwan 58 Clotho 73 Samael 91 Mot 53 Loa 63 Lachesis 83 Mada 95 Beelzebub F 56 Queen Mab 67 Atropos 66 Black Frost 72 Rangda 70 Nyx 80 Lilith Wilder Haunt Foul Seraph 6 Zhen 4 Preta 1 Will o' Wisp 73 Uriel 15 Bicorn 11 Choronzon 6 Slime 84 Raphael 25 Raijuu 17 Yaka 7 Mou-Ryou 87 Gabriel 31 Nue 20 Chatterskull 16 Blob 90 Michael 43 Mothman 28 Pisaca 28 Black Ooze 95 Metatron 75 Hresvelgr 49 Legion 42 Phantom 63 Rakshasa 45 Sakahagi 52 Shadow Wargod Genma Dragon Avatar 33 Valkyrie 38 Kurama 24 Gui Xian 22 Makami 58 Ganesha 46 Hanuman 44 Long 26 Cai-Zhi 52 Cu Chulainn 46 Yatagarasu 60 Barong Avian Fiend 63 Garuda 30 Matador 37 Daisoujou Raptor 42 Hell Biker 63 Gurr 52 White Rider 55 Red Rider Entity 61 Black Rider 64 Albion 63 Pale Rider 69 The Harlot 77 Trumpeter 80 Raidou 80 Dante - When you attempt to recruit a demon, the demon will first ask for items, money, or some of your life force. If the demon is satisfied, it'll either join right away or ask you a question, which you can respond with one of two answers. Choose the correct answer and the demon will join. The correct answer seems completely random, so it's essentially just a coin flip. I just choose the first one every time. Even if you comply with a demon's requests, they might still choose to just leave, although they might give you an item or heal you. - Enemies can also be the ones that initiate dialog, either during the first round of an ambush or when low on HP. In the event of the former, the demon will ask for an item or ask a coin flip question. If they're satisfied, they'll give you an (unimpressive) item, some money or some (useless) information or they'll offer to join. - Attempts to initiate dialog with a demon while other enemies are still present are likely to fail. - Approaching a demon during full Kagutsuchi is also likely to fail, but if you do succeed, you'll immediately get a coin flip without having to give anything. - There are three families of demons (Foul, Haunt, and Wilder) that can only be approached successfully during full Kagutsuchi. If a demon from one of these families approaches you asking for an item, they'll always offer to join should you comply. × While full Kagutsuchi only lasts for about 5,5 seconds, you can still pretty easily recruit demons from these families by simply saving the game right before full moon and then loading the game if you don't get the results you want. - If you anger a demon during negotiation, you won't be able to start dialog with them again for a few rounds. - Demons have a very low chance of begging for mercy if their HP is below 25% after being attacked (single target attacks only). They will then offer one of four things in exchange for their life: money, an item, information, or servitude. Even if you agree, there's a small chance they'll change their mind. × Even if an attack deals no damage, the demon may still beg for mercy. As such, you could use something like Analyze to try and recruit a demon. This is only really potentially useful early in the game, before you have access to the Compendium, but even then, you'll get better results with full Kagutsuchi recruitment or just regular recruitment. - When a demon joins your party mid-battle, the battle ends, with no chance of chaining. You'll still gain spoils from any enemies you defeated prior to that point. - There is no way to start dialog with demons from the Vile and Tyrant families. They may start dialog on their own, but even then, they'll never offer to join your party. - You can't obtain a demon that's a higher level than the Demi-Fiend. × Except for demons that evolve. The evolution can be triggered once the Demi-Fiend is no more than 4 levels below the resulting demon's level. The demon still can't be summoned at the Cathedral until you've reached its default level. - You can't have more than one of the same demon in your party at the same time. - You can't recruit any of the demons you encounter in the Labyrinth of Amala or Bandou Shrine. - The MegaTen wiki refers to the Seraph class as Herald. - When you obtain any demon for the first time, it gets automatically registered in the Demon Compendium, which can be viewed in the Cathedral of Shadows. You can also manually update a demon's entry later (such as after the demon has leveled up). The Compendium is basically a demon storage, as you can summon any registered demon to add them to your party again, albeit for a price. It doesn't become available until you reach Ikebukuro, however. - Demon fusion involves fusing two (in some cases three) demons to create a new one. The resulting demon is strictly defined by the families and levels of the fused demons. The new demon will also inherit a few of the skills that the fused demons had. Passing on the desired skills requires re-rolling in the original PS2-versions, since the skills are chosen randomly, but, thankfully, in the 2021 version, you can just freely choose the skills yourself. - A special type of fusion known as sacrificial fusion becomes available once you've reached Ginza. It can only be used during full Kagutsuchi and it involves throwing an additional demon into the mix. The demon type will still be determined by the first two demons selected (with a few exceptions), but the skill pool will include the third demon's skills, and the resulting demon will gain 1,5 times the amount of Exp the third demon has gained since their default xp value. × Mitamas can't be used in sacrificial fusion. - Fusion error: Fusion has a small chance of resulting in an error, in which case the result is either a Slime or a random demon of the highest level you can handle. The demon will have random skills, so they're not likely to be ideal party members despite their high levels. Fusion error is much more likely to occur during full Kagutsuchi. - By far, the easiest way to get new demons in a specific family is by using Elementals to upgrade (or downgrade) a demon of the same family. Ea Ae Aq Fl Deity - - - - Megami - - - - U: Upgrade Fury - - - - -: Downgrade Lady U - - - Kishin U - - - Holy - - - U Youma - U U - Fairy U - U - Divine - - U U Fallen - U - U Snake - - U U Beast - U - U Jirae U U - - Brute U - U U Femme U - U U Vile - - - - Tyrant - - - - Night - U - - Wilder - - U U Haunt - U - - Foul - - U - N/A: Seraph, Wargod, Genma, Dragon, Avatar, Avian, Raptor, Entity, Fiend - And, yes, there are a bunch of demons that evolve by reaching a certain level, ie. the level they learn their last skill (with the exception of High Pixie, who needs one more level after that). - When creating the pre-evolved demon, use a sacrifice to give them an Exp boost and Watchful, so they'll only need one level and can get it in the reserve. I use a Lv67 Throne as a sacrifice myself. For lower level demons, you can just give them Watchful with a Mitama (fuse a Koppa/Karasu with another Youma to create an Aquans with Watchful, then fuse that with Flaemis to create a Saki Mitama with Watchful). 2 Fa Pixie 8 Nt Lilim 13 Bs Inugami 14 Sn Nozuchi 10 Fa High Pixie 80 Nt Lilith 22 Av Makami 24 Dr Gui Xian 56 Nt Queen Mab 18 Bs Nekomata 19 Yo Koppa 20 Br Momunofu 23 Yo Dis 27 Ho Senri 28 Yo Karasu 30 Vl Arahabaki 33 Wg Valkyrie 38 Ge Kurama 28 Sn Naga 34 Sn Mizuchi 37 Yo Onkot 43 Fa Setanta 37 Sn Raja Naga 44 Dr Long 46 Ge Hanuman 52 Ge Cu Chulainn 54 Fu Wu Kong 44 Yo Jinn 48 Mg Sati 48 Yo Purski 54 Bs Sparna 52 Yo Efreet 57 La Parvati 58 Wg Ganesha 63 Av Garuda 55 Ji Gogmagog 64 Dv Throne 64 Mg Scathach 69 Ty Abaddon 64 En Albion 73 Se Uriel 74 La Skadi 77 Ty Aciel 84 Ty Beelzebub H 95 Ty Beelzebub F - The number of skills you can carry over in fusion depends on the total number of skills the demons involved have. <5 | 1 5-8 | 2 9-12 | 3 13-15 | 4 16-19 | 5 20-24 | 6 - Some skills can only be learned by demons with a specific physical characteristic, such as having a weapon, jaws, or wings, etc. You can find a list of all the characteristics each demon has in hidora's SMT3 guide on Gamefaqs. - There are also some unique skills (Godly Light, Fire of Sinai, etc.) that simply can't be passed on. - If you're using the Heretic Mansion, note that it has some errors here and there. - Completing the Compendium gives you a 50% cut on all summoning costs as well as a gold Trophy on the PS4. Skill Mutation - If a demon possesses any skills that are eligible for mutation, there's a 25% chance that one of those skills will attempt to mutate upon leveling up. When this happens (and you don't stop it), you have a 50-50 chance of getting either power up mutation or rank up mutation. - Power up mutation involves single target spells becoming multi-target and everything else just powering up (ie. Anti -> Void -> Drain, HP +10% -> +20% -> +30%, Bright/Dark Might -> Might, etc.). - Rank up mutation turns the skill into a random skill from the next rank. - Power up mutation can't occur if the demon is set with the no power up mutation flag. The flag initially becomes active when a demon powers up any skill, after which it spreads virulently. If the flag is active for any type of demon, it will then apply to any and all members of that particular demon. Combined with the fact that the flag is passed on through fusion (and evolution), the potential for power up mutation is *very* limited. - The skills that are eligible for mutation are indeed limited to the ones that can be powered up. These are marked with '!' on the list. Rank 1 Rank 3 Rank 4 ! Agi Maragi ! Agilao ! Bufu Mabufu ! Bufula ! Zio Mazio ! Zionga ! Zan Mazan ! Zanma ! Feral Claw ! Hama Tetraja ! Feral Bite ! Mudo Stun Gaze ! Needle Rush Paraladi Marin Karin Petradi Toxic Cloud Sukukaja Last Resort Rank 2 Taunt Riberama Dormina ! Bright Might ! Dia Pulinpa ! Dark Might ! Patra Sexy Gaze ! Life Gain Posumudi Mute Gaze Life Aid Mutudi Analyze ! Anti-Fire Shibaboo ! Venom Claw ! Anti-Ice Lullaby ! Venom Bite ! Anti-Elec Tarunda ! Toxic Sting ! Anti-Force Rakunda Hell Thrust Wooing ! Life Bonus Sacrifice Brainwash Seduce ! Mana Bonus Soul Recruit Begging ! Anti-Curse Threaten Haggle ! Anti-Nerve Flatter ! Anti-Mind Persuade Scout Arbitration Beseech Pester Trade Rank 5 Rank 6 Rank 7 Rank 8 Media ! Diarama ! Agidyne Mediarama Me Patra ! Hamaon ! Bufudyne ! Recarm Makatora ! Mudoon ! Ziodyne Glacial Blast ! Makajam Mahama ! Zandyne Violet Flash Fire Breath Mamudo Maragion ! Megido Ice Breath Thunderclap Mabufula Evil Gaze Shock Binding Cry Mazionga Tetrakarn Wing Buffet Sonic Wave Mazanma Makarakarn Mana Drain Eternal Rest Hellfire Debilitate Focus War Cry Tornado Makajamon Tarukaja Liftoma Life Drain Tentarafoo Makakaja ! Stun Bite Rakukaja Allure Fog Breath Berserk Panic Voice Tempest Dekaja Brutal Slash Stone Gaze Heat Wave Lightoma Kamikaze Dismal Tune Dark Sword Trafuri Life Surge Estoma Hell Fang Stun Claw Mana Aid Iron Claw Mana Surge ! Charm Bite Fire Boost Stone Bite Void Expel ! Stun Needle Ice Boost Arid Needle Void Death Mighty Gust Elec Boost Guillotine Watchful ! Counter Force Boost ! Retaliate ! Mana Gain Void Curse Might ! Anti-Phys Void Nerve Drain Attack ! Anti-Expel Void Mind Mana Refill ! Anti-Death Kidnap ! Void Fire Life Refill Mischief ! Void Ice Endure Intimidate ! Void Elec Charisma Maiden's Plea ! Void Force Lucky Find Nag Dark Pledge Wine Party Gonnection Stone Hunt Detain Beckon Call Rank 9 Rank 10 Rank 11 ! Diarahan Maragidyne Mediarahan Recarmdra Mabufudyne Prayer Bolt Storm Maziodyne Samrecarm Wind Cutter Mazandyne Radiance Mahamaon Prominence Holy Wrath Mamudoon ! Megidola Deathbound Hell Gaze Blight Hassouhappa Stasis Blade Chaos Blade Hades Blast Avenge Attack All Phys Drain Fire Drain ! Void Phys Ice Drain Fire Repel Elec Drain Ice Repel Force Drain Elec Repel Force Repel -------------------------------------------------------------------------- Party Optimization - There are, of course, countless different possible party builds, but if you don't feel like coming up with one of your own, you can just create the party I use, as detailed in this section. - If you're playing on Merciful, you don't really need to pay much, if any, attention to your party build at all. - The attack debuff skills are Tarunda and War Cry. War Cry is preferable, since it accomplishes in one turn what Tarunda accomplishes in two. A great choice for the Demi-Fiend, given how vital the skill is. Having another War Cry on one of your demons isn't really necessary, but you could still do it just to be safe. Then again, it might not even be available, since it requires the demon to have a big mouth, figuratively speaking. - Debilitate is another option, but isn't available until Lv50+. - You'll need Rakukaja for defense boosting. Get it for at least one demon. Giving it to the Demi-Fiend is an option, but I choose not to myself. - Agility (de)buffing (with Sukukaja/Sukunda/Fog Breath) would also help, but I don't bother with it myself. While it can be very annoying to see your normal attacks miss on a regular basis, I think you should just try to get used to it and accept it. - You should have one demon with Dekunda and another with Dekaja. While Dekaja can be invoked with a rock, there's just too much use for it, so you really don't want to rely on a limited supply. - Tetraja won't be needed as a skill so long as you create a party that's (largely) natively immune to Expel and Death. - Here are the gems needed for the rocks: Dekaja Rock | Garnet + Coral Tetraja Rock | Garnet + Aquamarine - Between Mediarahan and Prayer, I'd have to go with Mediarahan. There are only a couple of bosses where the status healing would really come in handy, and that's just not enough to warrant giving it a skill slot. - Mana Aid heals 10% max MP at the end of battle (the proper end, ie. not when you get a follow up encounter). Running away also triggers the effect. Highly recommend it for all your demons. - At very high levels, you'll gain access to Victory Cry, which fully heals the demon post-battle. Given how late you get it, it might not be worth the trouble to implement it. - Mana Refill regenerates 10% MP for every passing lunar phase, but only when the demon is in your active party. It's clearly better than Mana Aid *except* when using Riberama. Since I use Riberama pretty much all the time (gotta get that xp), this isn't a hard choice for me. - While the Demi-Fiend can learn both Mana Aid and Mana Refill, I'd go with Mana Drain instead, since you can also use it to fully drain an enemy's MP. Quite useful in a few bosses. Once you get the Chakra Elixir at the end of the game, you can replace it with something like Pierce or Avenge. - Might increases critical hit rate from what feels like 5% to 10%. It only affects normal attacks, however. - Bright Might would help quite a bit in bosses, but it's not vital for your survival the way buffs and debuffs are. That's why I favor the regular Might, since it can help you in *any* battle. - Focus (8 MP) increases the damage of your next physical attack by 150%. It's mainly useful, since it allows you to use a physical skill with increased power at regular HP cost. A popular choice, but I don't use it myself. - The Dormina + Eternal Rest combo is my preferred method for handling tougher normal enemies. Either that or Godly Light. - Dormina (9 MP, Mind): Sleep \all. 30% chance. - Lullaby (6 MP, Mind): Sleep \single, 70% chance. - Mind weakness/resistance will multiply the hit rate by 1,5/0,5. - Godly Light (10 MP) is an Expel-type spell that targets all enemies, has a 50% chance of hitting and deals 80% cHP damage. Not exactly Instant Death, but it's close enough. - You'll want to have some offensive magic for enemies that resist physicals, Mind, or Expel. I recommend sticking to the Elec and Force elements (the most common weaknesses), but if you can squeeze in Fire and Ice as well, that'd be nice. - The three counterattack skills are quite nice as well. These are, in order from weakest to strongest: Counter (1,0x), Retaliate (1,6x), Avenge (1,7x). They all have a 50% activation rate. They won't activate if no damage is incurred. Counterattacks can't miss or do critical hits. They also can't be reflected, but the damage is still nullified. - You should aim to have at least one demon with a physical skill like Hassouhappa or Deathbound. Many of these require the demon to possess a weapon. - Watchful allows a demon to gain Exp while in the reserve (50% of what active characters receive). - Pierce allows the character's physical attacks to ignore any type of resistance other than Repel. The only way to get it is by completing the Labyrinth of Amala. - No, you can't learn Dragon Eye. It's only used by the enemy. - Without a guide, the Analyze skill would be highly useful for checking a demon's abilities and resistances (although it doesn't work on bosses). There's also the reusable Spyglass item that lets you use Analyze without having it as a skill. You can find it in the Obelisk. - Don't forget that, once you've beaten Daisoujou (and have at least one Deathstone in your possession), you can't do sacrificial fusion that results in a Fairy without triggering Daisoujou. Late in the game, you also can't do sacrificial fusion that results in a Tyrant without getting a Fiend instead. - If you're planning on doing power up mutation, don't let the no power up flag pop up before that. - Pay attention to skill order when choosing which skills are passed on. You'll want the most frequently used skills at the top. - Here's a list of demons that natively learn some notable skills. Mediarama Mana Aid Mana Refill Mi Saki 35 Fo Mou-Ryou 7 Mg Uzume 18 De Horus 38 Bs Badb Catha 23 Mg Sarasvati 30 Dv Virtue 41 Av Yatagarasu 46 Wi Nue+ 31 La Kushinada 41 Fi White Rider 52 Ks Mikazuchi 48 La Lakshmi 54 Yo Efreet 52 Mediarahan Fu Beiji-Weng 61 Se Raphael 84 La Laksmi 54 Mg Scathach 64 Fa Titania 57 Vl Tao Tie 65 Might Fe Clotho 58 Ks Zouchou 27 Av Barong 60 Victory Cry Yo Karasu 28 Dv Throne 64 Ty Aciel 77 Wg Valkyrie 33 Sn Yurlungur 66 Br Ongyou-Ki 81 Yo Onkot 37 Ks Thor 76 Se Michael 90 Ho Baihu 43 Fu Shiva 94 De Atavaka 47 Prayer Ty Beelzebub F 95 Mg Scathach 64 Wi Nue+ 31 Se Metatron 95 Ks Futomimi 63 Fi Daisoujou 37 De Amaterasu 56 Hassouhappa Deathbound Fa Titania 57 Fu Wu Kong 54 De Odin 65 Se Raphael 84 Fu Shiva 95 La Kali 67 De Vishnu 93 Se Michael 90 Dormina Eternal Rest Lullaby Fe Datsue-ba 7 Vl Baphomet 33 Yo Apsaras 8 Yo Apsaras 8 Nt Succubus 37 Yo Isora 14 Ha Chatterskull 20 Fe Clotho 58 Nt Fomor 18 Nt Succubus 37 Fl Decarabia 58 Nt Queen Mab 56 Fi Pale Rider 63 Fe Lachesis 63 Nt Nyx 70 Nt Nyx 70 War Cry Rakukaja Debilitate Wi Zhen 6 Ji Hua Po 5 Nt Loa 53 Fo Slime 6 El Erthys 7 De Amaterasu 56 Ho Shiisaa 13 Sn Nozuchi 14 Wg Ganesha 58 Br Oni 25 Fe Taraka 20 Vl Girimehkala 58 Wi Nue 31 Ho Unicorn 21 Dv Throne 64 Bs Orthrus 34 Fl Eligor 29 Nt Nyx 70 Fl Ose 45 Fl Ose 45 Fe Rangda 72 Fo Sakahagi 45 Fo Shadow 52 De Mithra 78 Ho Chimera 55 Fe Lachesis 63 Vl Mada 83 Ks Futomimi 63 Sn Yurlungur 66 Se Metatron 95 Fl Flauros 68 Ty Surt 74 Dekunda Dekaja Tetraja Ha Pisaca 28 Ks Minakata 17 Ho Unicorn 21 Fi Matador 30 Ha Chatterskull 20 Yo Dis 23 De Horus 38 Mi Kushi 32 Ks Koumoku 33 Fl Ose 45 Fl Berith 37 Fi White Rider 52 Ks Jikoku 52 Fo Phantom 42 Nt Loa 53 Nt Loa 53 Fl Ose 45 Nt Queen Mab 56 Fi Red Rider 55 Br Shiki-Ouji 54 Vl Tao Tie 65 Fi Harlot 69 Fi Trumpeter 77 Riberama Fo Will o' Wisp 1 Fl Forneus 20 Fl Eligor 28 Ha Pisaca+ 28 Fe Yaksini 43 - Here's the Elemental chart again: Ea Ae Aq Fl Deity - - - - Megami - - - - U: Upgrade Fury - - - - -: Downgrade Lady U - - - Kishin U - - - Holy - - - U Youma - U U - Fairy U - U - Divine - - U U Fallen - U - U Snake - - U U Beast - U - U Jirae U U - - Brute U - U U Femme U - U U Vile - - - - Tyrant - - - - Night - U - - Wilder - - U U Haunt - U - - Foul - - U - - Here's how to create Elementals and Mitamas: Erthys | Jirae, Brute, Night, Fallen (2x each) Aeros | Fairy, Divine, Beast, Wilder Aquans | Youma, Snake, Femme Flaemis | Holy, Seraph Ara Mitama | Erthys + Aquans, Aeros + Flaemis Nigi Mitama | Erthys + Aeros Kushi Mitama | Erthys + Flaemis, Aeros + Aquans Saki Mitama | Aquans + Flaemis - Here's how the number of inherited skills is defined again: <5 | 1 5-8 | 2 9-12 | 3 13-15 | 4 16-19 | 5 20-24 | 6 - Right, so, here's the party build I use: Demi-Fiend Lakshmi 17 Tornado 28 Mana Drain/Pierce ¤ Mediarahan Rakukaja 19 Media 61 Deathbound ¤ Mana Aid Violet Flash 24 War Cry 56 Void Expel Mazionga Might 29 Might 55 Void Death Dormina Avenge Amaterasu Wu Kong ¤ Prominence Mana Aid Tornado " Rakukaja/Sukukaja Lullaby Might Dormina Mana Aid Eternal Rest ¤ Godly Light Dekaja " Might Dekunda ¤ Debilitate Might ¤ Hassouhappa - So, yeah, I mostly just blow everything away with Hassouhappa. Still plenty of use for magic thanks to all the physically resistant enemies. Late in the game, I have to rely heavily on Godly Light and Eternal Rest, since the enemies just have too much HP. - I keep the MC's Agility low, so the turn order comes out as 1. Wu Kong, 2. Amaterasu, 3. Lakshmi, 4. Demi-Fiend. I hang on to all Agility Incenses in case the turn order becomes compromised. This is sadly inevitable if you level up high enough (160+). - I have three of the four, basic elements covered, with Ice missing. It's hardly an issue at all, but you *could* replace the MC's Tornado with Glacial Blast or maybe give it to Lakshmi to replace Avenge (just sacrifice a Quetz). - Lakshmi will occasionally get owned by Death-type attacks, and Amaterasu is vulnerable to Charm. Not that big a deal. - If you want Mana Refill instead of Mana Aid, you can easily get it from Uzume. - Wu Kong can have either Rakukaja or Sukukaja. I go with Rakukaja. - I'd stick to Berserk until you can get Deathbound. Heat Wave is too inaccurate. - I get *very* little use out of the MC's Tornado and Deathbound, but I still don't think I can go without them. - I replaced Mana Drain with Pierce in my Trophy run, which was indeed the only full playthrough I did on the PS4, but if I were to do another one, I'd replace it with Avenge instead, since I wouldn't be triggering TDE again. - You'll need a couple of back-up demons who are immune to Curse (this is for a boss in the final dungeon). I go with Skadi and Metatron. No need to put that much effort into their skill sets. Just make sure one of them has Dekunda (I give it to Metatron) and both of them have Watchful. - Here's how the build progresses: 2 | Pixie Hua Po 18 | Uzume 20 | Chatterskull Koppa 24 | Kikurihime 33+| Baphomet 37 | Onkot 38+| Horus 54 | Lakshmi Wu Kong 56+| Amaterasu Lakshmi Pixie A ---> High Pixie Hua Po --- Pixie B --\ \ \ Kodama A ----> Apsaras ----> Angel ----> Uzume ----> Kikurihime [Mouryou] --/ / / Lilim ---/ [Chatter]--- Dominion --> Virtue --- Dominion -- Kodama B ---> Erthys --/ \ \ Hua Po --/ [Karasu] --/ Dionysus ---> Atavaka ----> Lakshmi / Kikurihime -/ Shikigami -/ []: Sacrifice Pixie A Mou-Ryou Apsaras Lilim Dia Pulinpa # Lullaby Rakunda _Zio _Toxic Sting Seduce _Sexy Gaze Seduce Zan _Mutudi (Analyze) Rakunda Death Touch # Mazio (Dark Pledge) Posumudi # Mana Aid (Anti-Mind) (Tarunda) Wing Buffet # Mazan (Makajam) (Mazio) (Dormina) #+ Mana Aid #: Pass on + Mazan +: Inherited + any _ High Pixie Uzume Hua Po Kikurihime Paraladi # Media Agi Diarama Me Patra #_Mazan _Pester _Sexy Gaze Pester Hama Patra Maiden Plea Lucky Find Seduce Nag Posumudi Trafuri Petradi Sexy Gaze Me Patra Life Bonus # Rakukaja # Recarm ! Avenge Angel Mana Refill Maragi + Media Dia #+ Mazio + Mazio _Hama (#)+ Lullaby Chatter + Mazan #+Mazio #+ Mana Aid # Dormina #+ Rakukaja #+Lullaby + Zio / any #+ Dormina #+Mana Aid + Mana Aid Kodama B Karasu Dionysus Atavaka Lakshmi all (6) # Watchful Maragion # Might Mediarahan _Void Fire _Mighty Gust _Seduce Hua Po Virtue #+ Dormina (Endure) Mana Aid all (7) Mahama #+ Rakukaja (Binding Cry) Stone Gaze Detain + Mana Aid (Retaliate) Mana Surge Erthys _Mediarama #+ Avenge (Chaos Blade) Samarecarm 8 Arid Needle #+ Dormina Recarmdra Makarakarn Dominion #+ Rakukaja + Mazionga # Mazionga Diarahan #+ Avenge + Dormina (#)+ Watchful #_Violet Flash #+ Mazionga + Rakukaja + Violet Flash + Might + Avenge/Ret. - Your first Mouryou should be a regular one you just picked up in the wild. The second one (for Chatterskull) should be made with a Preta + Datsueba combo just so you'll get some use out of the Preta you most likely picked up at the Medical Center. - If you want to create Kikurihime before Baphomet, you can just use some other demon to get Dormina. The main reason I wait is because I want my Amaterasu to descend from my original Hua Po, but that's just a sentimental thing. - Mutating Recarm to Avenge could take a while. As an alternative, you could just take Atavaka's Retaliate and power that up. - Virtue needs 3 levels to learn Mazionga, but a sacrifice will easily bring that down to one. Amaterasu Apsaras ----> Shiisaa --\ Pixie ---/ Lilim -----> Pyro Jack \ Choronzon ---> Blob ----> Chatterskull Shikigami --/ / [Mouryou] - Preta -----/ Datsueba --/ Shikigami -\ Datsueba ---> Inugami ----> Makami [Flaemis] --/ Chatterskull Uzume ------> Horus ----> Yatagarasu --\ \ Makami ---/ Inugami --/ Mikazuchi ----> Amaterasu Hua Po ---->[Baphomet] -/ Uzume ----/ Apsaras Pixie Shiisaa Pyro Jack Chatter Lullaby Dia Shock Agi Sukunda Seduce _Zio _Feral Claw # Maragi _Stun Gaze _Mutudi (Seduce) #+ Mazio _Nag (#)Dekaja # Mazio (Rakunda) + any #+ Mazio (#)Dormina Last Resort Choronzon Shikigami Blob Mouryou Hell Thrust Agi Zio Tarunda Pulinpa #+ Mazio _Sukunda _Beseech _Last Resort _Toxic Sting #+ Mazan Tarunda + any 2 Zan + Maragi Lilim Deathtouch #+ Mana Aid Rakunda # Mana Aid + Zan / any _Sexy Gaze # Mazan + any Hua Po Baphomet Flaemis Inugami _ Makami Agi Makakaja Maragi Fire Breath Void Mind _Pester Beckon Call # Bright Might _Feral Bite Petradi Patra _Dark Pledge Mabufu Media Diarama Nag Evil Gaze Mazio Rakunda Recarm Sexy Gaze # Maragion Mazan Fog Breath #+ Might # Rakukaja # Eternal Rest Dormina Panic Voice + any Maragi Dismal Tune Mana Aid #+ Bright Might #+ Mazio Void Mind ! Might + Mazan + any + Rakukaja #+ Mana Aid Uzume Horus Yatagarasu Mikazuchi Amaterasu Media Watchful # Mana Aid Ziodyne Tetrakarn Mazan _Mahama _Violet Flash _Shock _Prominence Mazio Mana Gain Wind Cutter Arbitration Godly Light Zio # Dekunda Mana Gain Dark Sword Debilitate Me Patra Liftoma Force Boost Mana Refill Fire Repel # Lullaby Mediarama Recarmdra Mazionga Prayer Mana Aid Violet Flash #+ Lullaby + Lullaby Mana Refill + Mazio #+ Eternal Rest + Eternal Rest + Maragion #+ Dekunda + Dekunda #+ Lullaby #+ Might + Mana Aid #+ Eternal Rest + Might + Mana Aid #+ Might - Instead of catching a Choronzon, you can also just create one (Pixie + Datsueba, Jack Frost + Wisp). - Being able to transfer 5 skills when creating Chatterskull is a nice little bonus, but if you're only getting 4, that's fine. - If you can't power up Inugami's Bright Might, create a Mitama with Might (Karasu + Apsaras -> Aquans, etc.). - You may need to drop Baphomet for a couple of levels to actually be able to do the fusion for Horus. - Depending on how long you used Uzume, you won't be able to fuse Amaterasu until you're maybe Lv58 or so. - Just to be clear, all the other Uzumes after the first one in the Lakshmi chart are ones you summon at the Cathedral of Shadows after using the original one to create Kikurihime. Wu Kong Apsaras A ---> Nozuchi ----> Forneus -----> Koppa --> Karasu Mouryou --/ Lilim ---/ High Pixie --/ [Mouryou] ---/ Chatter -\ Shiisaa --\ Apsaras B --\ Shiisaa --\ Fairy ---> Fomor ----> Pyro Jack ----> Unicorn ---> Flaemis [Mouryou] --/ Flaemis --\ Pyro Jack -\ Karasu ---\ High Pixie --> Jack Frost --> Aeros ----> Onkot --> Hanuman --> Wu Kong [+ xp] --/ [Uzume] ---/ Mouryou High Pixie Forneus Koppa _ Karasu Pulinpa Dia Stun Bite Wing Buffet Mana Gain _Toxic Sting Zio _Riberama Tarukaja Connection Zan Seduce (Bufula) (#)Watchful Mahama Deathtouch Rakunda (Loan) Shibaboo (#)Might # Mana Aid Posumudi (Fog Breath) Makatora # Tornado Mazan Wing Buffet (Anti-Elec) Kamikaze (Mabufula) Zanma Apsaras A #+ Mazio + Mazio # Mazio + any #+ Mana Aid Chatter Fomor Pyro Jack Unicorn Flaemis Sukunda Bufu Agi Rakukaja Maragi Mazio _Lullaby Maragi Mabufu (#)_Bright Might Mazan #+ Dekaja _Nag _Media Makakaja Maragi #+ Dormina (#)+ Dekaja #+ Dormina Media # Dormina #+ Mana Aid #+ Dormina #+ Mana Aid # Void Mind # Mana Aid + any #+ Mana Aid + any Agilao Dekaja #+ Dormina Zan / any #+ Void Mind #+ Mana Aid Jack Frost Aeros Onkot _ Hanuman Bufu Dia Might Rakukaja Connection _Zio Berserk Endure _Dark Might Lullaby Tarukaja Kidnap #+Dormina Marin Karin _Tetrakarn Life Surge #+Void Mind Anti-Mind Brutal Slash #+Mana Aid Toxic Sting Stone Hunt _ Wu Kong + any #+ Dormina Sukukaja Hassouhappa #+ Dekaja Last Resort Dark Pledge #+ Void Mind + Tornado Attack All #+ Mana Aid + Dormina Avenge + Dekaja + Void Mind + Mana Aid - Make sure Koppa/Karasu hangs on to Watchful. Ongkhot doesn't have to keep it anymore, though. - You need to create Baphomet before you can create Flaemis and, subsequently, Aeros. You can at least create the Apsaras in advance. - Don't forget to register the new Pyro Jack (as you're creating Flaemis). Otherwise, when creating Aeros, you'll have to sacrifice one of the earlier demons that was carrying Chatterskull's Dekaja (like Fomor). Sacrificing Chatterskull itself is not recommended, since it would give Aeros a far greater Exp boost than needed. It would increase his summoning cost for no good reason. - Try to register all the demons right before they evolve, especially Koppa and Karasu. For Karasu, you need to stop the evolution, then do the upgrade with Aeros. - Don't forget that counterattack skills are worthless for demons like Wu Kong who are immune to physical attacks. - DON'T FORGET TO REGISTER YOUR DEMONS BEFORE SACRIFICING! Area Notes Shinjuku Medical Center - Pick up all five demons available here (Wisp, Kodama, Hua Po, Preta, and Shikigami). Yoyogi Park - A good place to farm Chakra Drops and Revival Beads (if needed). Shibuya - Grab a Mouryou and put it in your active party. Mouryou needs 2400 xp for 3 levels and 3600 xp for 4. 3 levels is enough for Uzume, since she learns Mazan natively. 3 is also enough for Koppa, since he's got Wing Buffet. - Fuse Wisp with Shikigami to create a Zhen. You can fuse it with a Kodama later to create a Momunofu. Amala Network - Grab a Choronzon if you can. You can also get one in the warehouse. Ginza - With sacrificial fusion now available, creating an Uzume with Mana Aid should be your first priority (if you're following the party build outlined above). If you've already hit Lv18, you can do it right away. - Next is Chatterskull. If you can't be bothered to create one with Mana Aid yet (requires leveling up another Mouryou), just grab one at the warehouse. I mean, you'll have to level up another one anyway, so you can register it, but if you do it now, you'll have to do a third one, or a *fourth* one if you go all the way and create a Koppa as well. I'm certainly up for it, but, yeah, you can do it once you reach Ikebukuro and save yourself some grinding. It really doesn't take that long, though. There's good xp at the Underpass. Try the Isoras in the water. - If you work on one demon at a time and don't pick up unnecessary demons, party space should *not* become an issue. - DON'T FORGET TO SWITCH MAGATAMAS BEFORE LEVELING UP! Great Underpass - With Chatterskull's Dekaja, Matador shouldn't be an issue. Labyrinth of Amala - Entering the Labyrinth is a bit slow, since you always have to go through the underwhelming mini-game. You don't really have to do anything during it if you don't feel like it, although you'll take some damage from hitting the obstacle spheres. If nothing else, you could try grabbing the item sphere(s) (the glowing, white spheres) to receive a random item. There can be 0-2 of these. You can lose the item if you hit an obstacle before the end. The items aren't anything great, though (not until the 5th Kalpa). - Just another reminder that you can't recruit any of the demons you encounter in the Kalpa dungeons. They won't even beg for mercy. They can still run away, though. - In certain locations within the Kalpas, you'll find a pair of lovely nurses, who offer to heal you for 500 macca. What they really do is warp you all the way back to the save terminal while also relieving you of 2500-15 500 macca (more the deeper you are). You do get healed too, though. - Gaining access to any of the Kalpas after the first one requires you to defeat the optional bosses referred to as Fiends. Second | Daisoujou | Ikebukuro Hell Biker | OW - Ikebukuro (after Assembly of Nihilo) Third | White Rider | Near any Terminal (after Kabukichou Prison) Red Rider | Great Underpass Black Rider | Shinjuku Medical Center (after Obelisk) Fourth | Pale Rider | Asakusa (after Amala Network 2) Harlot | Yoyogi Park (after boss) Trumpeter | Yuurakuchou Tunnel - When you encounter a Fiend, you'll be given the choice to either face the Fiend or try and avoid it. There's no guarantee you'll get away, though. - Completing the Kalpas is the only way you can obtain Black Frost, Belzebub H/F, Metatron, Sakahagi, Futomimi and Dante / Raidou and unlock Marogare's final skill. Also something about an ending? I don't know. I have no interest in that. - Within the Labyrinth are Burial Chambers with the graves of the bosses you've killed. Once you have the Black Visor from the 1st Kalpa (requires the Moon Key from the 2nd Kalpa), you can re-fight the bosses. Ikebukuro / Mantra HQ - With the Demon Compendium now available, you can further start working on your build, so long as you have the money and have reached a high enough level. - You'll want to level up and register some of the demons you sacrificed or evolved prior to this point. - Don't bother with Compendium completion yet. For now, just save your money for the demons you're actually planning on using in your party. !!! DON'T FORGET TO REGISTER YOUR DEMONS BEFORE SACRIFICING !!! - If you've been pumping most of your stat points into Strength, you can probably already pick up Gaea. You won't be able to learn any of those skills until you're level 60+, though. - You'll want to buy a bunch of Tetraja Rocks (at least 5) for Daisoujou. He doesn't use his instant death spells much, but you definitely want that Tetraja nonetheless. If you don't have enough gems for the rocks, you can either create a Dis just for this one fight, or you can complete the Assembly of Nihilo first, since you can fairly easily get Aquamarines there. Labyrinth of Amala - First Kalpa - Don't forget to heal yourself after the mini-game. - A spirit merchant on the east side of 1F offers you a Pisaca with the following skills: Life Drain, Trafuri, Estoma, Riberama, Liftoma, Lightoma, Lucky Find, Watchful. The cost is 15 000 macca. Definitely pick it up to replace your previous Riberama demon. Lightoma will also come in handy. Later, you should sacrifice it while creating some other demon, such as Sarasvati, who has Mana Refill (which won't do anything in the reserve, but you could always just bring the demon up front for a while). - This will likely be your first time dealing with enemies immune to physicals, namely Arahabaki. The immunity comes at a significant cost, though, as they're weak to three elements as well as ailments. Try not to let them stand alone to avoid Dragon Eye + Stone Gaze. - You can safely get past the trap floors on B1 if you move diagonally between them, although you have to be fairly precise. Assembly of Nihilo - Kaiwan also has instant death spells, but doesn't use them much. Also, he's not the proper boss and only has 650 HP. When fighting the trio, you can just pop Tetraja Rocks or just keep trying until you're lucky enough to not lose anyone. They mostly stick to Mudo. Second Kalpa - You'll fight Hell Biker on your way to the prison. This is one of those bosses who constantly clears out buffs and debuffs, but it might still be worth casting them just so he'll waste a turn on Dekunda. He has his own unique version of Dekaja (Hell Exhaust) that he spams even if you haven't used any buffs. It actually deals damage, so it's possible to avoid it, but even so, your buffs won't likely last long. Hifumi would allow you to negate Hell Exhaust, but then you'll be weak to Hell Burner. - Once both Daisoujou and Hell Biker are down, you can access and complete the Second Kalpa. - A spirit merchant on B2 (in the northeast sealed room) offers to sell you a demon for 30 grand, a Nue with the following skills: Prayer, Me Patra, Mutudi, Posumudi, Paraladi, Petradi, Samrecarm, Mana Refill. - The area with the (semi-)invisible walls on B3 is split into two sections that are not directly connected (accessed from the two holes above). The northern section is the one where you'll find the Moon Key. - Exploring the cursed area on B2 at this point will net you 250 000 cash. Moving in a cursed area deals 50% cHP damage to your party at the same high pace as damage floors, and there's nothing you can do to stop it. As if that wasn't bad enough, the enemies you encounter in this area are among the toughest enemies in the game. I suggest giving it a shot after the prison, since you can level up nicely there. Anyway, it's really not all that bad, so long as you're not caught at low HP (<300). No need to heal yourself constantly. That's just a waste. Keep your eye on the radar, and don't start healing yourself until the radar goes red. It could be a slow encounter, though, so even if it's red, it could take a while before you actually get into a battle. Not sure if Estoma makes any difference, since the enemies are higher level than you. Kabukichou Prison - Grab a Raijuu for Lightoma if you didn't buy the Pisaca in the 1st Kalpa (you really should, though). Light Balls certainly work too. Ikebukuro Tunnel - Fighting the four Onis is optional, but does net you the Murakumo magatama. Asakusa - If you triggered the scene with the Four Horsemen at the beginning of the Third Kalpa, the White Rider will now start appearing near any main terminal. You might not be able to save before the fight, so be prepared. God's Bow causes Instant Death (Expel-type). Don't bother killing the Virtues, since he'll quickly just replace them with new ones. They mostly use Rakunda, sometimes Makarakarn. You can drain their MP or you can just keep casting Dekunda. - Use a video guide for Puzzle Boy. It's incredibly hard, and you can't save your progress. Obelisk - One of the longest dungeons in the game. Afterwards, you can fight two optional bosses: Black Rider at the Medical Center (to unlock the Third Kalpa) and Mara at Shibuya (to obtain Muspell). - Mara has Diarahan. You can either drain all his MP or just debuff him to the point that you can take him out in a single round. Third Kalpa - This dungeon features stat-check doors that can only be opened if the Demi-Fiend's Strength, Magic, or Luck is high enough (~10-20). The Strength area is west, Magic area east, and Luck area north. - On B1, there are three doors that can only be opened if you have a specific 'alignment,' which is determined by the types of Magatama you've mastered. The alignments are light, dark, and neutral. Each of these rooms holds a shady broker selling something. - Dark (Strength): Preta with Megido, Megidola, Megidolaon, Mediarahan, Samrecarm, Tetrakarn, Makarakarn, Recarmdra - 150 000 Mc. - Light (Magic): Lv50 Arahabaki with Drain Attack, Tetrakarn, Makarakarn, Tetraja, Rakukaja, Sukukaja, Dekaja, Dekunda - 70 000 Mc. - Neutral (Luck): Deathstone - 100 000 Mc - On B2, you'll start a mini-game, where Dante/Raidou chases you around while you activate switches that open the door to the next level. It's nothing particularly demanding. Once it's done, have the nurses on B4 warp you out, so you can save before the boss. - You can pick up Black Frost on B2 later once you've fought him at the prison. Yoyogi Park - The chain rate is really high here. Good place for xp (and money). Nothing changes about the encounters after the boss despite what the dialog might suggest. - If you still have money left over after filling out the Compendium, use it for playing the Lottery. While you *could* save when you're at 9 tickets and then reload until you get an Incense, you should get some Balm of Rising as well. - After the events here, you can fight Harlot at the west plaza and Black Frost at Kabukichou Prison. Amala Temple - Aciel has a very non-PC move that leaves your whole party at 1 HP. While there's no way to prevent that, you *can* (and pretty much need to) protect yourself from the follow-up attack (just a regular, physical attack) by using an Attack Mirror. You'll know it's time to use one when he spends an entire round casting Mana Drain. - Albion has four goons, each of whom is able to revive Albion should he fall before the goons, whereas Albion will bring back the goons if all four of them go down. Draining their MP won't stop this. Yuurakuchou Tunnel - Trumpeter is a tricky one. He alternates between Holy Melody, which fully heals whoever has the lowest proportional HP, and Evil Melody, which instantly kills whoever has the lowest proportional HP (except Trumpeter himself). Use a demon with a physical skill (such as Wu Kong) to draw in Evil Melody, then bring them back with a Balm of Rising. Someone else can take Holy Melody (such as the MC). - An NPC here asks you to give him a demon to help him dig a tunnel. You won't be getting the demon back, and the demon needs to have high enough Str (20+). Once the tunnel is done (after 10 or so lunar cycles), you can choose two of the four treasures at the end. Choose 2 and 4. You'll get the Kimon Stone either way. 2 3 | 2: 10 000 mc 3: Sapphire 1 4 | 1: Kimon Stone 4: Great Chakra - Use the Kimon Stone to fight Bishamonten at the temple near Asakusa. This will also unlock his fusion. Fourth Kalpa - There's a small, cursed area at the beginning. Better explore it after the boss when the curse is gone. - A spirit merchant on 1F is selling a demon for 50 000 macca, a Lv60 Mothman with Maragidyne, Mabufudyne, Maziodyne, Mazandyne, Mahamaon, Mamudoon, Megidolaon, Mana Refill. - The portal on B1 can send you to four different locations depending on the Kagutsuchi phase. The map is unavailable in each of these areas. 1\3\5\7 | Road to Hell 4\8 | Hell's Vault 2\6 | Hell's Maze (flags that unlock Sakahagi and Futomimi) 0 | Hell's Hall (boss) - Beelzebub's Death Flies causes instant death and targets your whole party. If your (whole) party isn't immune to Death, bring a bunch of Tetraja Rocks. Fifth Kalpa - The 5th Kalpa is available as soon as you've completed the 4th one, but you do have to jump through some event flag hoops to get in. - The item sphere in the mini-game will sometimes give you a Bead of Life. - The 5th Kalpa also features stat-check doors, but this time they check the stats of your demons. There are also a few doors that require a specific demon (Black Frost, Beelzebub F, Metatron) - One of the doors asks for the demon who has "been with you the longest." This would be the Pixie, who was the first demon to join you. If you send the Pixie's descendant through the door, the demon will transform into a Lv80 Pixie with 30 in all stats and the following five skills: Maziodyne, Megidolaon, Mediarahan, Samrecarm, Endure. I recommend you pass. There's nothing else in the room. - A spirit merchant on B5 (beyond the Metatron door) will sell you a Girimehkala with the following skills: Binding Cry, Chaos Blade, Might, Bright Might, Dark Might, Attack All, Focus, Pierce. 200 000 Macca. - You'll fight Metatron on B5. - Once you take the Lift to the Abyss on B6, you will be locked on to the True Demon Ending regardless of any of your prior ending-related choices. Getting the TDE ending sequence does not have a Trophy nor is it required for the all endings Trophy. Completing the Fifth Kalpa is, however, required to unlock Marogare's Pierce, without which you can't get the Magatama master Trophy. Diet Building - You'll fight Surt almost right away, so better head straight to the save point. - Samael is one of those bosses where Prayer would really come in handy, but you can still manage without it. Tower of Kagutsuchi - Trophy note: One more time: You *must* complete the Fifth Kalpa before entering the final dungeon or you won't be able to master Marogare. - After completing the Diet Building and fusing the bosses you fought there, your Compendium should be 99% complete. Only Thor remains at that point. You'll fight him on 418F. - Take the back entrance to the Obelisk to find the Chakra Elixir, an infinite-use Chakra Drop. You can only use it during battle, though. - The final dungeon features no fewer than three main terminals. It's just for convenience, though, and not because the dungeon is massively larger than any previous one. - You'll face Ahriman on 223F. This is one of the hardest bosses in the game. He can deal ~400 pod to your whole party with Apocalypse and ~300 with Tentacle. - The remaining two Reason bosses can be fought in any order, as they're not in your direct path leading up. - You can fight Noah on 329F. He's not hard, but the battle can last for 30 minutes, since you can only use magic of a certain element each round. - The last main terminal is on 402F, where you'll also find a shop, a Cathedral and a Fountain of Healing. - 418F is a lovely warp maze, for which you really should seek out some graphical assistance. - You can fight Baal Avatar on 462F. Only demons immune to Curse are viable when fighting her. - You can get the Soul-Return if you navigate through the area with trap floors on the west side of 431F without falling (reached by falling down from 444F). Unless you're using a map, don't even bother. The Soul-Return is an infinite-use revival item, but you should already have plenty of Balms of Rising from Incense farming. - After beating the game, you'll be given the option of creating a New Game+ save file. On New Game+: × You get a slight stat boost depending on which jacket you choose. × The Demon Compendium carries over and becomes available immediately. Additionally, summoning is no longer restricted by level. Bandou Shrine - Not a big dungeon at all, but there are a lot of split paths, and you're denied an in-game map, so it can be a bit confusing. There are four bosses, triggered by examining the four pillars. - If he has enough turns, Bishamon will use a Focused normal attack on any character that happens to get shocked by his Thunder spells. It could easily do more than 300 pod. He uses both Tarukaja and Makakaja a lot, so don't bother with War Cry. Just use Dekaja to bring him back down to neutral while also keeping your defense up with Rakukaja. e
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