---|---- / | | | _________
.----. --/----- --, ,--|--, /___|___ | | |
|----| / / / |__|__| / | | | |
|----| o /_ / -'|\| | | --|-- --- ___|___ | | |
---------- ' ,`. | `-|--| ,-|-,--,-- | | | |
_,-' `\ _,' \ | | |-+-| / ___|____ _|__|__|_
`-|-' ,/ \
--|-- '---'' NOCTURNE
I speak to my disciples--
In the future I see the destruction of the Sangai.
When the sound of the revolving drum reaches the ends of the universe,
the Eastern Palace will enter into the Taizo with glory.
The people of the world will become as red souls through Daihi,
and the throng of demons will follow this transformation.
The secret master will stand before the souls' Renge and announce a Kotowari.
This will become the Law of the Creation of the world.
--From Book 4, Section 24 of the Miroku Scriptures
The apocalypse of a wrathful god, or an allegory of the demon lord;
Our world died.
A man belonging to a strange sect foretold the destruction,
which took place when the light called for it.
Chaos creeps up from the depths of an ocean deep underground.
Scorched earth, where Death attacks Death.
Searching for a god to pray to, only death and demons respond.
The mocking darkness lies to me.
"The truth can be found in the flames of the Menorah"
--From the notes of a man that vanished into another dimension
================================
SHIN MEGAMI TENSEI III: NOCTURNE
FAQ/WALKTHROUGH
(UPDATED FOR MANIACS)
August 16, 2004
Version 1.2
By: Ian Kelley
Email: masakadokou@yahoo.com
=================================
This Document is Copyright 2003, 2004 by Ian Kelley. All Rights Reserved. It is
protected by US and International Copyright Law. It is for private and personal
use only, and cannot be reprinted in or reproduced in part or in entirety
without the express written consent of the author. This document is intended to
be free and may not be used for any sort of commercial venture, be that selling
it, giving it away as a promotion, or making otherwise making available for
profit. It may not be used or distributed by any website, organization, or
individual, nor may it be used as a refererence or altered by anyone (such as
strategy guide authors/publishers or magazine staff) without express permission
of the author.
Megami Tensei is a copyright of Atlus.
I am not affiliated with Atlus in any way nor is this document an official guide
authorized by Atlus.
################################################################################
IMPORTANT NOTES:
################################################################################
HOW TO USE THIS GUIDE:
======================
This document is formatted to look right with a fixed-width font, and looks best
in around a 9 point font in an 80-column window. It is in Shift-JIS format for
the Japanese characters.
This guide is divided into two sections--an FAQ, under which all the pertinent
data regarding the game's system and so forth is covered, and a walkthrough as a
step-by-step guide through the actual game itself.
Shin Megami Tensei III has a total of five different alignment paths through the
game. (Six for Maniacs) While I've included most of the deviations in dialogue,
etc. that take place in each alignment path, there may be some minor differences
I didn't cover.
EMAIL/CONTACT POLICY:
=====================
I get a ton of email about the various guides I write, and I don't have the time
or the inclination to answer it all. I actually do not answer the majority of
the email I get regarding my FAQs, because most of them are not worth responding
to. If you are writing me an email and want me to respond, keep the following
things in mind:
* I have a very low tolerance threshold for stupid questions. If you need
to ask a question, make sure the answer isn't already in this FAQ. The
"Find" option of your text editor is your best friend.
* Really basic translation questions I will also consider as "stupid
questions." If you are playing this game, I am going to assume you can at
least read the Hiragana and Katakana. I can understand if you can't do the
Kanji or Japanese grammar, but quite frankly, if you cannot read one writ of
Japanese on your own you should not be playing a game as text-heavy as this.
Questions regarding clarification or further explanation of the FAQ are
welcomed and encouraged, but if you need more hand-holding than these 300
pages of FAQ can provide, it's time to crack open a Japanese dictionary.
Questions like "translate the menu choices for me" or "What is Raku-kaja" are
likely to get you tossed into my killfile. (That last one is a question I
actually got recently, which demonstrates that the asker not only could not
read the kana, but was too lazy to search through the FAQ for the answer
as well.)
* Put the name of the game you're asking the question for in the subject line
at least, and at least in the body of the text! I write a lot of FAQs and
it'll help if I know what game you're talking about. Plus it will greatly
increase the chance of my reading your email and not accidentally deleting
it as spam. (Viva la 21st Century Internet and the spam flood it spawned...)
* I'm not going to be anal about it, but try and keep a decent semblance of
grammar and punctuation. Also refrain from using AOL-netspeak; use "you"
instead of "u" and the like. It's only two keystrokes difference, come on.
Other than that, if you have any questions or have found any errors in this
guide, please email me and let me know. Error reports are especially helpful
(hint, hint) Keep in mind I've tried to include everything I know about Shin
Megami Tensei III in this guide and am not hiding any juicy information--if it's
not in this guide, there's a good chance I won't know, though it won't hurt to
ask me.
If you send me corrections or additions to the FAQ, unless you specify that you
wish otherwise, I will add your name (or handle) crediting you for your
contribution at the point of contribution (e.g. "XXX says that [your info]"
unless it's in an unwieldy place. (like, say, for example, I messed up in some
of the demon data and you corrected me, it would break the flow of the document
to place a credit to you smack in the middle of the demon data) In that case
you'll be added to the end of the document in the credits section. Again, if for
whatever reason you do not wish to be specifically credited for your
contributions to the FAQ, please let me know.
Oh, and if you're one of those psychos that wants to track down my home phone
number and call me about the game--you're probably out of luck, as my number is
now unlisted. :) (Yep, it's true--back when I was in college and writing FAQs
from my now-defunct mail account at ikelley@mail.sas.upenn.edu, there were a few
loons that tracked down my number via the university directory to ask me
questions about games over the phone.)
HOSTING THIS FAQ:
=================
If you want to host this FAQ on your site, your site must be either A)
GameFAQs.com or B) a specific Megami Tensei-themed site. If you are B) email me
first to ask so I know. If you have just a general-purpose game FAQ repository
site that leeches off GameFAQs, do not even bother to email me to ask for
permission to host this FAQ as the answer is no. I explicitly deny the use of
this FAQ to the FAQ thieves at cheatcc.com, Cheatcc.com may not use this guide
in any way, shape or form. If you find this, or any of my other guides, at
cheatcc.com, it does not belong there, and the webmaster has stolen it. Email
their upstream providers at Yahoo and complain, as they never pay any attention
to complaints themselves.
ENGLISH VERSIONS & WARNINGS:
============================
This FAQ is for the Japanese version of Shin Megami Tensei 3. While normally I
would have some sort of caveat here that I have not played the English version
of this game, will not answer English version questions, or will make an English
version edition of the FAQ, I actually *have* played the English version, as I
was hired to help with the translation of the DoubleJump strategy guide. So if
you ask me a question with regards to the English version, I can likely answer
it. However, I am still not going to make an English version of the FAQ even
though I could, I'm not going to do it because of the conflict of interest it
would create. (I can't in good conscience work on an official guide and get paid
for it, then turn around and produce a free competitor to that very same guide)
So, sorry, no English versions of this FAQ. :)
Furthermore, in the past, many of my major FAQs have been stolen by various
commercial interests (magazine and article writers, and in one case even the
game publisher itself) and used as a helper for them to do their job and get
paid. I will not tolerate this. Be forewarned! If you are involved in any job
that concerns the English language version of Shin Megami Tensei III in any
fashion (that includes guide and magazine article writers), *PUT THIS FAQ DOWN
RIGHT NOW!* I expressly forbid you to even use this as a passing reference. I
did not write this FAQ so you could get paid for it!
I am planning on giving a copy of this FAQ to a local copyright group that
specializes in identifying plagiarism, and if they think I have a case against
someone, I will press charges with no compunction. Don't think you can steal
this FAQ and get away with it, as I will have little trouble finding out whether
or not you used it--especially if you reproduce one of the deliberate but minor
errors or mistranslations I put in here. >:) Internet FAQ writers do not exist
to do your job for you!
################################################################################
CONTENTS
################################################################################
Changes history
For Newcomers: Introduction
For Vets: What's Changed
The Hero of SMT III
Magatama
Full Magatama List
Hero Skills by Level and Sample Hero Builds
Skill List
Sample Builds:
Physical Fighter
Elementalist
Defensive Supporter
Offensive Supporter
Nakama-Demon Party Members
Demon Characteristics
The Races
Negotiation
Demon to Demon Negotiation
"Abnormal" Negotiations
Nakama Nitty-Gritty
Nakama Advancement
Demon Fusion
Standard Fusion
Special Fusions
Sacrifice Fusions
Fusion Accidents
Fusing when Cursed
Maniacs: Majin Fusion
Fusion Tables
Normal Fusion Tables
Cursed Fusion Tables
Seirei Fusions
Mitama Fusions
Mythology Fusions
Akuma Zensho
Skill List
Magic Skills
Mouth Skills
Eye Skills
Wing Skills
Claw Skills
Bite Skills
Physical Skills
Needle Skills
Weapon Skills
Conversation Skills
Unique Abilities
Hero-Only Abilities
Item List
Healing Items
Combat Items
Miscellaneous Items
Incense
Unlimited Use Items
Gems
Gameplay
Kagutsuchi
The Terminal
Shops
Press Turn Battle
Maniacs: Differences and additions
Difficulty Levels
Alignment
The Kotowari System
Kotowari Choosing
Easiest way to get all 5 endings
Tips & Tricks
Walkthrough
The End of the World
Shinjuku Eisei Hospital
Yoyogi Park
Shibuya
The Amara Network
Ginza
The Great Ginza Underpass
Ikebukuro
The Nihilo Organization
Kabukicho Prison
Ikebukuro Tunnel
Asakusa
Interlude: The Puzzle Boy Game
Nihilo Revisited
The Obelisk
The Amara Network Revisited
Asakusa Tunnel
Yoyogi Park
Asakusa Shrine
Mifunashiro
Yurakucho Tunnel
The Tokyo Diet Building
Kagutsuchi Tower
Endings
The Bonus Dungeon: The Bando Shrine
The Amara Deep Zone
The First Calpa
The Second Calpa
The Third Calpa
The Fourth Calpa
The Fifth Calpa
Cheats
Terminology and Mythology References
Bibliography and Recommended Reading
Thanks
Copyright Information
################################################################################
CHANGES HISTORY
################################################################################
1.2 Fixed a bunch of errors, added some extra information, lots of minor
changes. Should be close to being ready for a "final" version. I also cut out
the "Plot and Character Analysis" section. It was kind of a dumb section to
start with and is kind of out of place with the rest of the FAQ, and I keep
changing my opinion of the plot anyway. :P
1.1
Some various and sundry minor changes--grammar and spelling corrections,
1.0
Too many changes to list individually--lots of spelling, grammatical errors
cleaned up, cumbersome prose fixed, etc. Added plot summaries to the other four
"canonical" endings, in addition to adding data and walkthroughs for the Maniacs
expansion pack. Fixed a bunch of mistakes, most notably the fusion for
Amaterasu, and one minor error in the Puzzle Boy Level 13 solution (I received
way too many complaints regarding this. Come on people, use your brains--I
remembered NOTHING about this level but upon hearing that the solution was
mistaken I was able to find the error in less than a minute--if the solution
tells you to run into a wall, that move is probably something else) The
FAQ/walkthrough should be more or less finished, though I'm not giving it a
"final" release until more people have found more errors. :)
0.5
Initial release
################################################################################
FOR NEWCOMERS: INTRODUCTION
################################################################################
WHAT IS MEGAMI TENSEI?
======================
Megami Tensei (called Megaten for short in Japan) is one of the biggest console
RPG series in Japan, second in popularity only to Dragon Quest and Final
Fantasy. "Megami Tensei" literally means "Goddess Reincarnation," and derives
its name from the first game in the series, "Digital Devil Story: Megami
Tensei", which was based on the book of the same name by Nishitani Aya. (Aside
from that first game, none of the MT/SMT games have anything to do with
reincarnations of goddesses) The series is generally set in modern-day Japan,
and is an "occult" themed RPG. The "occult" in Japan as it's called is a
subculture movement really into world mythology, ghost stories, alternative
religions, and the like--slightly different than the connotations to that word
most well-known in the West. The SMT games are more or less tailored to this
subculture in their plethora of mythology references. There are no fewer than 8
Megami Tensei games, and substantially more if you count remakes or spin-off
series like Last Bible and Persona. While extremely popular in Japan, the Megami
Tensei games never came out in the West, partially because of their (generally)
mediocre graphics, but more likely because of their subject matter--in addition
to the occult undertones, the series was likely to offend a lot of Westerners'
religious sensibilities; the primary arch-villian throughout the canonical
series has been YHVH, the Judeo-Christian god--whenever he appears in-game he is
always portrayed as being a petty and sadistic despot, and his nemesis Lucifer
usually is portrayed as a noble resistance fighter. Also the Megami Tensei
titles are VERY "Japanese" and would probably seem somewhat foreign to most
Western game players. Whatever the reasons, the Megami Tensei games have never
seen a domestic release. (outside of Persona, which is like Megami Tensei Lite
and doesn't count ^_^)
Being tailor-made to the "occult" subculture, the Megami Tensei games have loads
of mythology references in them--nearly all of the standard enemies you fight in
battles are demons or gods from various pantheons throughout history. These
enemies are researched extensively by the developers--their bibliography for
Devil Summoner, for example, numbers over 500 books--and are usually designed
completely to spec with their mythological counterparts. The character designer
for the series, Kaneko Kazuma, is very well versed in world mythology and has
gained quite a lot of popularity through his work on the series. The real-life
mythological demons are a big attraction for the series, and two spinoff
"games," Akuma Zensho and Akuma Zensho 2, both for the Saturn, are really just
large databases of demons from the games and their mythological backgrounds.
The stories of Megami Tensei/Shin Megami Tensei games tend to be pretty dark and
gritty--usually they revolve around humans either caught in the crossfire
between clashes of divine powers, or struggling against a maniacal god(s) hell-
bent on their subjugation or destruction. Most of the MT/SMT games feature some
sort of massive global destruction/genocide/nuclear holocaust too. The "Shin"
series of Megami Tensei games also has had a moral/ethical focus to them in that
they involve various opponsing ethical or religious factions battling over their
ideologies. None of them are necessarily "good" or "evil" (all "sides" in game
sport their share of nasty and nice people and gods) and the player must choose
whichever side they feel is "right." (and the games always allow the player to
side with neither and "go his own way" as well) There is always a nice element
of moral ambiguity to make the player sweat over his or her decision as well.
Shin Megami Tensei 3 thankfully continues this trend.
Gameplay in the Megami Tensei/Shin Megami Tensei games has been very consistent
throughout all the "canonical" games. (though SMT3 has some substantial
differences) Up until SMT3, all the games had the hero as a Demon Summoner along
with a magic-slinging Partner, and all other party members being demonic allies
summoned via the Hero's computer and use of a substance called Magnetite.
Battles and dungeons are in first-person, with an overworld map connecting
regions and human allies bring both a melee weapon and a gun into combat. All
the games have involved a moon phase, which affects enemy (and sometimes ally)
behavior. All of the games have also featured a "Jakyo Manor" whereby the hero
can fuse his demonic allies together to create new, powerful demons.
Shin Megami Tensei 3 continues a lot of these traditions, but changes a lot of
things too. Some are for the better, some are for the worse, but overall it's
still a worthy addition to the series.
################################################################################
FOR VETS: WHAT'S CHANGED
################################################################################
SMTIII plays similarly to the earlier SMT games, but the system has changed. A
lot. If you've never played a SMT game before you won't notice, but the
differences are marked and striking for vets of the series. It's almost like a
strange amalgamation of classic SMT, Persona, and Last Bible, with a dash of
Majin Tensei and Devil Children tossed into the mix.
No more Human Party Members
==============================
A lot of Megatenists complained when Atlus released the Devil Summoner and
Persona games as they totally revolved around human, rather than demonic,
characters. Well, SMTIII goes back 180 degrees and even further--almost NOBODY
is human in this game. Not even the hero. In past SMT games, the hero was a
human demon summoner that used his (or her if you picked a female protagonist in
SMT If...) computer to talk to and summon demons. In SMTIII, the hero IS a
demon, and no longer needs a computer to interact with other members of
demonkind.
The hero more or less takes on the characteristics of a demon. He can't equip
weapons or armor (in fact neither is even present in-game) he doesn't use a
computer, and he can fuse himself with demonic essences called Magatama. (more
about that in a minute) He also can cast spells and use abilities restricted to
demons only in earlier games. The "partner" of previous SMT games is gone, and
parties are now limited to a maximum of four members instead of six.
Demon party members can level up
================================
In previous SMT games, the level of your demon allies was fixed and could not
raise, save for the Pocketstation game in the PSX version of Soul Hackers. In
SMTIII, all party members can gain experience and raise levels. As their levels
raise, their stats increase randomly and they can learn new Skills, and with
some, mutate into a completely different--and more powerful--demon.
Majin Tensei-esque combat system
================================
Rather than having round based combat like previous SMT games, SMTIII uses a
player turn/enemy turn-based combat model called "Press Turn Combat." The
implementation is very different from anything earlier in the series.
First-person dungeon perspective change
=======================================
Rather than use a first-person point of view for dungeons, SMTIII uses an over-
the-shoulder viewpoint. Other than that the basic system is identical to earlier
games. (overworld with "icons", and 3D dungeons)
Demon Fusion Overhaul
=====================
The demon fusion system has been more or less gutted, and made much more
simplistic than previous games. The number of available demon races has been
drastically reduced, and skill inheritance has been more or less dumbed down.
Triple fusions are gone and have been replaced by "Sacrifice Fusions." Sacrifice
Fusions sometimes work like the old triple fusions but more often than not they
don't.
Alignment made unimportant
==========================
Probably the most shocking change to SMTIII is that the Law/Chaos alignment axis
is gone. As previous SMT games revolved entirely around that axis, it gives the
game a drastic change in atmosphere. There is still a Light/Dark alignment axis,
but it is largely irrelevant, as none of your decisions within the story affect
it whatsoever. There are of course different sides with conflicting values
within the story, but they are not tied directly into the gameplay.
##############################################################################
THE HERO OF SMT III
##############################################################################
The hero starts the game as a human, but is almost immediately turned into a
demon. As a demon, he gets a demon race--and rather than use equipment like a
human, he swallows something called "Magatama" to change his abilities.
The Hero is more or less like every other demon in the game. He goes up levels
at set amounts of experience points, and new skills at preset levels, up to 8 at
any one time, as he advances in levels. However, there are several critical
differences between the Hero and the demons he allies himself with.
DIFFERENCE 1: VARIABLE HERO RACE
================================
Most (actually, all) demons have one set race that will never change no matter
how they advance. Your Hero, however, is different. As he masters Magatama (read
the Magatama section for details) his race will change. Whenever you "master" a
Magatama you get a point. When you have enough points, your race will change.
The races are as follows:
Points|Light Race Neutral Race Dark Race
------+-------------------------------------------------------
0-1: | Majin (魔人)
2-3: |Shinhei (神兵) Kishu (鬼衆) Mato (魔徒)
4-5: |Seima (聖魔) Goki (業鬼) Matoshi (魔闘士)
6-11: |Makyotei (魔教帝) Shurakan (修羅漢) Mashogun (魔将軍)
12-24:|Shinrei (神霊) Shura-O (修羅王) Matei (魔帝)
25: | Konton-O (混沌王)
You'll note that for each "tier" there are three different races, one of each
alignment. Which one you get will depend on which Magatama you have mastered.
Each Magatama you find has an alignment--Light, Neutral, or Dark. The race you
get will depend on the quantity of Light, Neutral, or Dark Magatama you have
mastered. For example, if you've mastered 8 Magatama in total, and most of them
were Neutral, your race will be Shurakan.
In the event of a tie, Light and Dark beat out Neutral. IOW, if you have 1 Dark
and 1 Neutral Magatama mastered (and no Light) then you'll end up with the Dark
race, in this case Mato. If Light and Dark are tied for the most, your race will
be a Neutral one. In the event of a three-way tie, you'll also get a Neutral
race. If you master all 25 Magatama your race will become Konton-o, (混沌王) or
Chaos Lord. Note that this will also require you to be Level 99 since there are
99 skills you can learn. (You can still level up even after reaching Level 99)
Note that hero race is totally cosmetic and has no real impact on the game.*
*Unless you're playing Maniacs, in which case Hero "alignment" makes a
difference in some very minor ways in the Amara Deep Zone.
DIFFERENCE 2: COMBAT OPTIONS
============================
Each demon in your party has combat options that are totally dependent upon what
skills it has. The Hero, follows the same rules; however, he has several skills
that he can use in addition to and on top of any skills that he has learned
through leveling-up:
Item (アイテム):
----------------
The Hero is the only character that can use Items in battle. Items get their own
separate "page" on the battle menu, and take up a turn in battle just like any
other action.
Talk (話し掛ける):
------------------
While there are several specialized "Talk" commands that the Hero or his allies
can use to attempt to persuade other demons to join the party or give you items,
the Hero can always use this "generic" Talking command without having to use up
one of his eight Skill slots.
Summon:
-------
Summon gets its own separate "page" on the battle menu. The options presented
are each of the demons that you currently have in your Stock. If you already
have three demons in your active party, you will have to swap one of them out
with the demon you want to summon. Summoning in this manner costs nothing in
terms of Makka or anything else. (a change from earlier games)
DIFFERENCE 3: CUSTOMIZING VIA MAGATAMA
======================================
Your demonic allies' skills are limited by what they have been preset, or by
what they "inherited" from their "parent" demons in a fusion. The hero is
different, and customizable. Rather than being defined by a pre-set skillset,
the hero's skills depend upon what Magatama he uses. Magatama is complicated, so
it gets its own section.
################################################################################
MAGATAMA:
################################################################################
Magatama are little demonish things that the Hero will come across in his
journey. There are 25 of them in total throughout the game. By swallowing a
Magatama, it "fuses" with the hero and changes his abilities. The Hero's
Affinity (what elements he is strong/weak to, etc) and statistics will change,
and the skills he will learn on leveling up will change. What Magatama you use
and when will dictate how your Hero advances, so it's important to think
carefully when using them. The Hero can only use one Magatama at a time, all
others will just remain in his stock. While the game says he's swallowing each
Magatama, think of it overall as a special type of "demon equipment."
MAGATAMA AND LEVELING UP:
=========================
When your hero levels up, you get to add an additional point to a statistic of
your choosing. Any other changes to him will come about as a result of the
Magatama he is using. These changes will come either in the form of a new Skill,
or by the Magatama going Wild.
Skill Gain:
-----------
Each Magatama has several different skills associated with it. In addition, each
of these skills has a level associated with it; your Hero must be at least that
level in order to learn it.
Example:
The Hero is equipping Marogare and reaches level 3. The skill "Charge" is a
Level 3 Skill on Marogare, so he learns Charge upon leveling up.
If you "miss" a skill, don't worry--you can still learn it. However, you can
only learn one skill per level--if there are multiple skills you have "missed"
on a Magatama, you have to learn them one at a time.
Example:
The Hero ignores Shiranui until he is level 20. He finally equips it and raises
to level 21. Shiranui has three skills that can be learned below level 21--Fire
Breath, Fire Enhance, and Taunt--but he will only learn Fire Breath on reaching
level 21, not all three. To learn Fire Enhance he would have to keep equipping
Shiranui and then learn it at level 22, Taunt at level 23, etc.
Wild Magatama:
--------------
Magatama has a mind of its own and upon leveling up will often go wild inside
you. You can choose to let it do what it wants to or force it to stop. If you
let it do what it wants to, the results are unpredictable: They may be good--It
may heal you to max or raise your stats--or they may be bad--it might poison or
curse you instead. There are no Magatama with nothing but bad effects (though
several low-level Magatama have nothing but good) so there is always at least a
chance you will benefit from letting it do its thing.
FULL MAGATAMA LIST
==================
MAROGARE マロガレ (DARK)
-----------------------
DESCRIPTION: Focuses on learning physical attacks
AFFINITY: Normal Resistance
STAT BONUSES: P+2 M+1 V+2 S+1 L+1
SKILLS:
(LV3) Charge
(LV4) Analyze
(LV6) 10% Life Spring
(LV10) Rampage
(LV20) Counterattack
(Special) Penetrate (Maniacs Only)
WILD EFFECTS: Hero healed max, Power +1
LOCATION: Your starting Magatama
USELESS TRIVIA: "Marogare" is derived from the Japanese verb "Marogaru" which
means "to solidify in a sphere." Connected to the idea of forming the earth
from primordial chaos.
My ratings: Equip *, Skills ***
Marogare teaches some pretty useful skills for early on the game--Analyze and
Counterattack may even be long-term keepers depending on your playstyle.
## MANIACS NOTE:
The final skill on Marogare, Penetrate, is not initially available to you in
Maniacs. Once you get Counterattack the final skill will remain as a "?" until
you get it unlocked at the bottom of the Amara Deep Zone, at which point you can
learn it. Note that this means that you cannot get this skill unless you play
the special new "Maniacs Ending" path through the game. This also means you
can't become a Chaos Lord on the other routes any more, as you can no longer max
out Marogare...
WADATSUMI ワダツミ (NEUTRAL)
----------------------------
DESCRIPTION: Focuses on learning Ice Magic
AFFINITY: Immune to Ice, Weak to Lightning
STAT BONUSES: M+3, V+2, S+2, L+1
SKILLS:
(LV7) Ice Breath
(LV11) 10% Magic Pulse
(LV15) Ice Enhance
(LV21) Fog Breath
(LV24) Ice Resistance
WILD EFFECTS: Hero healed max, Magic +1
LOCATION: Get after defeating Forneus in the Shinjuku Hospital
USELESS TRIVIA: Wadatsumi is a Shinto sea god.
My ratings: Equip **, Skills ***
Ice Breath is a fantastic early skill, and Ice immunity is nice. Being weak to
lightning is rough though, as you'll have a greater chance of being Shocked.
ANKH アンク (LIGHT)
-------------------
DESCRIPTION: Focuses on learning Healing Magic
AFFINITY: Strong to Hama, Weak to Curses
STAT BONUSES: P+1 M+1 V+4 L+2
SKILLS:
(LV5) Dia
(LV12) Fast Retreat
(LV19) Media
WILD EFFECTS: Hero healed max, Party healed max
LOCATION: Get after leaving Pixie in Yoyogi Park, or bought in Ginza Tunnel
USELESS TRIVIA: The ancient Egyptian symbol of Life. Also an alternate name for
the Egyptian creator god.
My ratings: Equip *, Skills ****
Being weak to curse magic is a death sentence, and there are no stat boosting
Wild effects as far as I can tell. Verdict: A crappy Magatama to be equipping
"between" level-ups. The healing magic it gives you is a lifesaver early on in
the game though.
IYOMANTE イヨマンテ (LIGHT)
---------------------------
DESCRIPTION: Focuses on learning Combat Support Magic
AFFINITY: Immune to Mind attacks (Confusion/Charm/Sleep)
STAT BONUSES: P+2, V+2, S+2, L+3
SKILLS:
(LV8) Taru-nda
(LV13) Suku-nda
(LV16) Raku-nda
(LV36) Breath of Victory
WILD EFFECTS: Party healed to max, Luck+1, Hero poisoned
LOCATION: For sale in the Shibuya Junk Shop
USELESS TRIVIA: "Iyomante" is an Ainu winter festival when a god comes the human
world in the form of a bear.
MY RATINGS: Equip ****, Skills **
When you've got Randomizer to drop all stats, the individual stat-dropper
spells of Iyomante become a lot less attractive, though Breath of Victory keeps
this from a one-star rating. As a "between level-up" equipper, Iyomante is the
best Magatama in the early stages of the game--immunities, but no weaknesses.
SHIRANUI シラヌイ (DARK)
------------------------
DESCRIPTION: Focuses on learning Fire Magic
AFFINITY: Immune to Fire, Weak to Shock
STAT BONUSES: M+5, S+4
SKILLS:
(LV9) Fire Breath
(LV14) Fire Enhance
(LV19) Taunt
(LV23) Fire Resistance
WILD EFFECTS: Hero healed to max, Speed +1
LOCATION: For sale in the Shibuya Junk Shop
USELESS TRIVIA: "Shiranui" is a strange fire that appears on the surface of the
ocean that it is said you can see from the top of Yotsuyama mountain on the new
year.
MY RATINGS: Equip **, Skills *
The hefty Magic bonus is nice, and fire immunity isn't too shabby, but he
skills overall from this Magatama are pretty lousy, unless you're aiming to
create a fire-character. And even then, Gehenna does a much better job. Not a
great Magatama overall.
HIFUMI ヒフミ (NEUTRAL)
-----------------------
DESCRIPTION: Focuses on learning Shock Magic
AFFINITY: Immune to Shock, Weak to Fire
STAT BONUSES:
SKILLS: M+3, S+4, L+3
(LV17) Tornado
(LV22) Shock Enhance
(LV24) Battle Cry
(LV27) Shock Resistance
(LV40) Shock Immunity
WILD EFFECTS: Party healed to max, Hero Paralyzed
LOCATION: For sale in the Junk Shop in the Ginza Underpass.
USELESS TRIVIA: "Hifumi" (literally "one, two, three") is a method of chanting
numbers in an attempt to harmonize or resonate oneself with the universe.
MY RATINGS: Equip **, Skills ***
Ho-hum equipping, and no Wild stat boosting as far as I can tell. The skills
are kind of useless unless you're shooting to make a Shock guy, and even then
the last two are a total waste. The first three skills are useful early on
though, and Battle-Cry/Tornado are potential permanent keepers.
KAMUDO カムド (NEUTRAL)
-----------------------
DESCRIPTION: Focuses on learning physical attacks
AFFINITY: Strong to physical attacks, weak to bad status attacks
STAT BONUSES: M+3, S+4, L+3
SKILLS:
(LV18) Heat Wave
(LV23) Kiai
(LV25) Sixth Sense
(LV29) Critical
WILD EFFECTS: Hero healed to Max, Power +1
LOCATION: For sale in the Junk Shop in the Ginza Underpass
USELESS TRIVIA: Kamudo is a powerful sword wielded by gods in Japanese legend,
most notably by Takemikazuchi.
MY RATINGS: Equip ****, Skills *****
Kamudo is by far one of the best Magatama to use in the first part of the game.
Weakness to bad status attacks is a bummer (especially charming) but physical
resistance, combined with a lineup of top-notch combat skills, makes this
Magatama a real keeper.
NARUKAMI ナルカミ (LIGHT)
-------------------------
DESCRIPTION: Focuses on learning Electricity Magic
AFFINITY: Immune to Electricity, Weak to Ice
STAT BONUSES: P+5, M+6
SKILLS:
(LV21) Discharge
(LV26) Electric Enhance
(LV30) Electric Resistance
(LV44) Electric Immunity
WILD EFFECTS: Party healed to Max, Vitality+1, Hero paralyzed
LOCATION: Thor gives it to you after you defeat him
USELESS TRIVIA: Narukami is a Japanese god of thunder, most famous for his
appearance in a Kabuki play.
MY RATINGS: Equip ***, Skills *
The skills you get from Narukami are overall pretty useless unless you're
trying to make an Electricity guy. The affinity negatives counteract the
positives (no more Shock status, but lots of Freeze status) but the huge boosts
to Power and Magic for the period of the game when you get it make it a good
"between level-up" equipper. If you level while equipping Narukami, it will
paralyze you with annoying frequency though.
ANATHEMA アナテマ (DARK)
------------------------
DESCRIPTION: Focuses on learning Curse Magic
AFFINITY: Immune to Curse, Weak to Hama
STAT BONUSES: M+8, V+2, S+1, L+1
SKILLS:
(LV28) Drink Magic
(LV32) Resist Curse
(LV35) Maha-Mudo
(LV38) Evil Eye
(LV49) Maha-Mudo-on
WILD EFFECTS: Heal the party to max, Curse the Hero
LOCATION: Get after defeating Ose in the Core of the Nihilo Organization
USELESS TRIVIA: An "anathema" is someone cursed by the Church.
MY RATINGS: Equip ***, Skills ****
Great stat boosts, especially to Magic, but weakness to Hama is NOT fun and
could mean easy Game Over if you don't watch yourself. Very nice skills though,
especially if you're going to make a "dark magic" type of guy.
MIASMA ミアスマ (DARK)
----------------------
DESCRIPTION: Focuses on learning Ice Magic
AFFINITY: Immune to Ice, Weak to Fire
STAT BONUSES: P+2, M+5, V+2, S+2, L+2
SKILLS:
(LV31) Color Dance
(LV45) Ice Immunity
(LV52) Absolute Zero
(LV60) Ice Absorption
WILD EFFECTS: Heal the party to max, Magic +1, Poison the Hero
LOCATION: Get after defeating the boss Mizuchi in the Kabuki Theater
USELESS TRIVIA: A "miasma" is a corrupting atmosphere, but it initially was a
term to describe the vapor you exhale on cold days--it was thought that this
vapor carried disease.
MY RATINGS: Equip ***, Skills ****
If you want to make your Hero an Ice-themed character, this is the Magatama to
do it with. Absolute Zero is great, and Ice Absorption is another great bonus.
The stat bonuses are nothing to sneeze at either.
NIRVANA ニルヴァナ (LIGHT)
-------------------------
DESCRIPTION: Focuses on learning Hama (exorcising) magic
AFFINITY: Immune to Hama, Weak to Curses
STAT BONUSES: P+1, M+1, V+2, S+2, L+8
SKILLS:
(LV32) Hama Lightning
(LV33) Hama Resistance
(LV41) Haja Light-beam
(LV56) Hama Immunity
WILD EFFECTS: Heal the party to max, Heal the Hero to max
LOCATION: Buy it in the Asakusa Junk Shop
USELESS TRIVIA: Nirvana is the state of enlightenment and "oneness with the
universe" in some sects of Buddhism.
MY RATINGS: Equip ***, Skills **
If you're trying to make a Hama-esque fighter, you might want Hama Lightning,
and the Light-Beam is pretty useful too. Otherwise none of the skills of this
Magtama are anything to write home about. Weakness to curses sucks too, though
the massive luck boost Nirvana gives you will counteract that to some degree.
MURAKUMO ムラクモ (NEUTRAL)
---------------------------
DESCRIPTION: Focuses on learning Bad Status Immunity
AFFINITY: Strong to physical, weak to Fire and Ice
STAT BONUSES: P+4 M+4 V+1 S+4 L+1
SKILLS:
(LV34) Mental Immunity
(LV37) Nerve Immunity
(LV40) Rannyuken
(LV42) Magic Immunity
WILD EFFECTS: Heal the hero to max, Speed +1, Curse the Hero
LOCATION: In Ongyoki's treasure hoard in the Ikebukuro Tunnel
USELESS TRIVIA: Murakumo, or its full name, the Ame-no-Murakumo sword, is one of
the Three Sacred Treasures of Japanese legend, along with the Mirror and the
Jewel.
MY RATINGS: Equip **, Skills *
Bleagh. One of the less useful Magatama. The stat bonuses are nice as is
Physical resistance, but the weaknesses are a pain. The skills are pretty
pathetic, though Mental Immunity is potentially useful.
GEIS ゲッシュ (LIGHT)
---------------------
DESCRIPTION: Focuses on learning Healing magic
AFFINITY: Immune to Hama
STAT BONUSES: P+2, M+2, V+4, S+3, L+3
SKILLS:
(LV37) Diarama
(LV39) Breath Shoes
(LV41) Tetraja
(LV44) Mediarama
(LV47) Diarahan
(LV51) Chakra Shoes
WILD EFFECTS: Heal the hero to max, Heals party to max, ?
LOCATION: Beat the puzzle game in Asakusa to get it
USELESS TRIVIA: A Geis is a Celtic concept, and is an "unbreakable promise."
Sort of like a "life's quest," something one would be given (usually by a seer)
that one must do to achieve good luck and fortune.
MY RATINGS: Equip: ***, Skills *****
Not fantastic in terms of equipping, but the skills Geis gives you are great.
Healing is always nice, but the Shoes skills are especially useful. Just
about all the skills on this one are worth trying out.
DJED ジェッド (NEUTRAL)
-----------------------
DESCRIPTION: Focuses on learning Special Magic
AFFINITY: Immune to Magic (Close/Poison)
STAT BONUSES: P+2, M+6, V+2, S+2, L+2
SKILLS:
(LV42) Taru-Kaja
(LV43) Suku-Kaja
(LV44) Maka-Kaja
(LV45) Raku-Kaja
(LV46) De-Kaja
WILD EFFECTS: Heal the hero to max, heal the party to max, Paralyze the hero,
Curse the hero
LOCATION: Get in the Obelisk after defeating the Moirai sisters
USELESS TRIVIA: The Djed is a pillar-shaped holy symbol of the ancient
Egyptians, associated with Osiris, the god of the dead. It was used in funeral
rites, and was believed to aid the transformation of the human body into its
spirit forms.
MY RATINGS: Equip: ****, Skills *****
Djed is one of the best Magatama in the game, especially the skills. If you
keep all of them, your Hero will be more or less a one-trick-pony, but a very
powerful one-trick-pony. All of the first four are game-breakingly powerful. No
weaknesses and nice magic boost for equipping is icing on the cake.
MUSPELL ムスペル (DARK)
----------------------
DESCRIPTION: Focuses on learning Bad Status magic
AFFINITY: Strong to Bad Status
STAT BONUSES: M+8, V+7
SKILLS:
(LV49) Tentarafu
(LV53) Makajama-on
(LV56) Zeloth Beat
WILD EFFECTS: Heal the Hero to max, Curse the Hero
LOCATION: Get after defeating Mara in the Shibuya Center
USELESS TRIVIA: Muspell-heim is the firey void that the fire giant Surtr guards
in Norse mythology.
MY RATINGS: Equip: ****, Skills ***
Great boost to magic and Power makes it a nice equipper. Skills are kind of
ho-hum though. Zeloth Beat is a nice skill for a physical fighter though.
GEHENNA ゲヘナ (NEUTRAL)
------------------------
DESCRIPTION: Focuses on learning Fire Magic
AFFINITY: Absorbs Fire, Weak to Ice
STAT BONUSES: All + 3
SKILLS:
(LV33) Hellfire
(LV42) Fire Immunity
(LV45) 20% Magic Pulse
(LV60) Fire Absorption
(LV65) Magma Axis
WILD EFFECTS: Heal the hero to max, Vitality + 1
LOCATION: Buy it from the Asakusa Junk Shop
USELESS TRIVIA: Gehenna is commonly known as the Underworld in Hebrew mythology,
but originated as a valley in the Middle East used as a burning trash dump in
ancient times.
MY RATINGS: Equip: ***, Skills ***
If you're going to be a fire-guy, this is the Magatama to use. Even so the
skills aren't that useful overall, and aren't as powerful as other Elemental
attacks. May be good, may be bad, depending on your style.
KAMUROGI カムロギ (LIGHT)
-------------------------
DESCRIPTION: Focuses on learning Physical attacks
AFFINITY: Strong to Physical, Weak to all magic.
STAT BONUSES: P+8, S+4, L+4
SKILLS:
(LV45) Venom Zapper
(LV46) 20% Life Spring
(LV48) Iron Claw
(LV54) Fierce Counterattack
(LV64) Kishin-Raku
WILD EFFECTS: Heal the hero to max, Power +1, Vitality +1
LOCATION: Buy from the Junk Collector Manekata in Asakusa
USELESS TRIVIA: Kamurogi is a Shinto concept, an "Earth Force." It is sort of
like a spiritual force held by the earth, as opposed to Kamuromi, the spiritual
force of the heavens.
MY RATINGS: Equip: **, Skills ****
The power boost of this Magatama is fantastic, but being weak to all elemental
spells is quite painful. The skills learned though are quite useful, though
inferior to Magatama like Vimana or Gaia.
SATAN サタン (DARK)
-------------------
DESCRIPTION: Focuses on learning special magic
AFFINITY: Immune to Curse, Weak to Hama
STAT BONUSES: P+2, M+8, V+1, S+1,
SKILLS:
(LV51) Jive Talk
(LV55) Curse Immunity
(LV58) Chakra of Victory
(LV60) Charisma
(LV65) Deathsport
WILD EFFECTS: Heal the party, Poison the Hero, Paralyze the Hero, Curse the Hero
LOCATION: Get from defeating the Jack Frost boss in Kabukicho.
USELESS TRIVIA: Satan is a figure from Jewish and Christian mythology that
varies wildly depending on the tradition, from a holy angel that judges the
unworthy to the Dark Side of the supreme god to an enemy of said god. A
traditionally major player in the Megaten games too.
MY RATINGS: Equip: ***, Skills ***
Satan is a screwy Magatama, with its share of both powerful and useless skills.
Deathsport and Curse Immunity are the only potential keepers IMO. The magic
boost when equipping it is decent, but being weak to Hama stinks.
ADAMA アダマ (LIGHT)
--------------------
DESCRIPTION: Focuses on learning Electricity Magic
AFFINITY: Reflects Electricity, Weak to Shock
STAT BONUSES: P+3, M+2, V+8, S+2, L+2
SKILLS:
(LV60) Shockwave
(LV62) 30% Magic Pulse
(LV67) Absorb Electricity
WILD EFFECTS: Heals the Hero to max, Luck +1
LOCATION: Get it after defeating Albion in the Amara Shrine
USELESS TRIVIA: Adama is Hebraic for "dust," and in that tradition's mythology,
is what humans were originally made from. Why Adama is an Electricity Magatama
is anyone's guess.
MY RATINGS: Equip: ***, Skills ****
Not a whole lot of skills from this Magatama, but they're all pretty useful.
The definitive Magatama for an Electricity-themed character. Nice stat boosts
too when equipping.
VIMANA ヴィマーナ (NEUTRAL)
---------------------------
DESCRIPTION: Focuses on learning Physical attacks
AFFINITY: Immune to Nerve attacks
STAT BONUSES: P+7, M+1, V+3, S+2, L+5
WILD EFFECTS: Heal the party to max, Paralyze the Hero
SKILLS:
(LV50) Withstand
(LV59) Reppu-ha
(LV68) Javelin Rain
(LV71) 30% Life Spring
(LV73) Meikai-Ha
LOCATION: Buy from the Junk Collector Manekata in Asakusa
USELESS TRIVIA: The Vimana is the flying boat that the gods ride in Hindu
mythology.
MY RATINGS: Equip: *****, Skills ****
A very nice Magatama--no weaknesses when equipping, good stat boosts, and
almost all of its skills are very useful.
GUNDARI グンダリ (DARK)
-----------------------
DESCRIPTION: Focuses on learning Shock attacks
AFFINITY: Absorb Shock, Weak to Electricity
STAT BONUSES: P+4, M+1, V+2, S+9, L+3
WILD EFFECTS: Heal the Hero to max, Speed +1
SKILLS:
(LV64) Shinku-ha
(LV66) Absorb Shock
(LV72) Spiral Snake
LOCATION: Recieve from Bishamonten after defeating him in the temple in Ueno
USELESS TRIVIA: Gundari is one of the five Myo-o in Shingon Buddhism. He is the
Myo-o famous for fighting off demons and distributing Soma to the poor.
MY RATINGS: Equip: ****, Skills ****
Very few skills from this Magatama, but they're all quite nice. Shinku-Ha is
one of the only "Extreme" level damage skills the Hero can learn, and Spiral
Snake is another one of those cool Hero-only skills. Nice stat boosts too. Not
a whole lot of enemies use Electricity so the weakness isn't that bad either.
SOPHIA ソフィア (LIGHT)
-----------------------
DESCRIPTION: Focuses on learning Healing attacks
AFFINITY: Immune to Hama
STAT BONUSES: P+1, M+2, V+5, S+7, L+4
WILD EFFECTS: Heal the Hero, Heal the Party, Do nothing(!)
SKILLS:
(LV45) Judgement Bolt
(LV57) Samarecarm
(LV59) Absorption attack
(LV63) Mediarahan
(LV70) Divine Retribution
LOCATION: Buy from the Junk Collector Manekata in Asakusa
USELESS TRIVIA: Sophia is from the (now pretty much defunct) Christian Gnostic
tradition, in which she is the good and benevolent goddess of Wisdom. Her son,
the evil god Demiurge, was held by the Gnostics to be the same god as the one
described in the Old Testament.
MY RATINGS: Equip: *****, Skills ****
Okay, so Judgement Bolt, Absorption attack, and Divine Retribution aren't
that great. But Samarecarm and Mediarahan are fantastic skills. Hama immunity
and the Vitality/Speed bonus is nice, but the Power and Magic bonuses aren't,
and they're usually the most important. Still, no weaknesses makes for a good
all-around equipper.
GAIA: ガイア (DARK)
-------------------
DESCRIPTION: Focuses on learning Physical Attacks
AFFINITY: Strong to Physical, Weak to Shock, Hama and Curse
STAT BONUSES: P+10, V+10
WILD EFFECTS: Heal the Hero, Power +1
SKILLS:
(LV61) Deathbound
(LV69) Death Counter
(LV74) Mother Earth's Dinner
(LV76) Attack All
LOCATION: Behind the heavy doors in the Mantra HQ--need a power of 24 to open.
USELESS TRIVIA: Gaia is the mother earth goddess from Greek Mythology. It's also
one of the two big traditional Megaten religions, that of Chaos.
MY RATINGS: Equip: **, Skills *****
The +10 boost to Power and Vitality will make you an absolute killing machine,
but weakness to all forms of death magic is asking for trouble. The skills on
Gaia are all GREAT though, and if you're going to make a physical fighter are
all potential perma-keepers.
KAILASH カイラース (NEUTRAL)
----------------------------
DESCRIPTION: Focuses on learning All-Purpose Magic
AFFINITY: Normal resistence
STAT BONUSES: P+2, M+10, V+5, S+1, L+2
WILD EFFECTS: Heal the Party to max, Curse the Hero
SKILLS:
(LV72) Makalakarn
(LV75) Megido
(LV78) Tetrakarn
(LV80) Supreme Blast
(LV82) Megidora
LOCATION: Buy from the Junk Shop in the last dungeon
USELESS TRIVIA: Kailash is the name of the mountain upon which the Hindu gods
are said to live.
MY RATINGS: Equip: ***** Skills: *****
Aside from the Ultimate Magatama, Kailash is quite simply the best Magatama in
the game. OK, so it has no resistances, but it has no weaknesses either, and
the huge Magic boost makes it the definitive Magatama for magic-users. And all
of the skills are extremely powerful.
MASAKADUS マサカドゥズ (ULTIMATE MAGATAMA)
-------------------------------------------
DESCRIPTION: Magatama that holds Ultimate Power.
AFFINITY: Immune to everything but All-Purpose attacks
STAT BONUSES: P+10, M+10, V+10, S+10
WILD EFFECTS: Heal the Hero to max
SKILLS:
(ANY) Megidoraon
(ANY) Unblemished Power
(ANY) Flame Reflection
(ANY) Ice Reflection
(ANY) Electricity Reflection
(ANY) Shock Reflection
(ANY) Physical Reflection
LOCATION: Recieve froom Masakado after completing the Bando Srhine
USELESS TRIVIA: Masakado is the guardian deity of Tokyo. He was also an actual
historic person who led a revolt in the 10th century against the Emperor,
which, while short-lived, could be argued led to the eventual takeover of the
country by the warrior class.
MY RATINGS: Equip: ***** Skills: *****
Bottom line--Masakadus is just plain unfairly powerful. All the
skills are fantastic, the stat boost is fantastic, the immunities are
fantastic. You'll simply be a walking tank with this Magatama. It's hard to
get, but nothing will stand in your way once you have it.
################################################################################
HERO SKILLS BY LEVEL AND SAMPLE HERO BUILDS
################################################################################
3: Charge *** Marogare
Rather useful in the early stages of the game. Not a long-term skill by
any stretch of the imagination.
4: Analyze *** Marogare
The only likely long-term keeper from Marogare. Being able to see enemy
weaknesses at a moment's notice is nice. But once you get the item that does
the same thing for free, this skill becomes useless.
5: Dia *** Ankh
Hey, it's healing. Who can complain? Very useful at the start of the game.
6: 10% Life Spring ** Marogare
A 10% boost to your life is nice, but not worth wasting a skill slot on IMO.
7: Ice Breath **** Wadatsumi
A _great_ early-on damage spell. You will use this a lot early on in the
game. Very useful!
8: Taru-nda ** Iyomante
I'm not a fan of stat-dropper spells. It's useful, but not worth holding
onto for long periods of time, especially when Battle Cry works better.
9: Fire Breath ** Shiranui
The least useful of the breath weapons. Sure it's great against fire-weak
enemies, but I much prefer Ice Breath--it can freeze people.
10: Rampage *** Marogare
It's better than Charge, and at really high levels can do decent damage, but
overall it's not worth it. Eventually you'll want to replace it.
11: 10% Magic Pulse ** Wadatsumi
Same deal as 10% Life Spring--a 10% boost to max MP is not worth the slot.
12: Fast Retreat * Ankh
Yes, a higher chance of escaping battle will save your butt occasionally,
but learning to fight well works much better. Excusable in the second time
through the game with its super-hard enemies. Worthless in Hard Maniacs
games when you can't run from battle anyway.
13: Suku-nda ** Iyomante
Again I'm not a fan of stat-droppers, and Fog Breath works much better.
14: Fire Enhance ** Shiranui
Enhance skills can make individual spells very powerful, so they can be
useful. Whether or not it's worth taking up an extra slot is your call.
15: Ice Enhance ** Wadatsumi
Same deal as Fire Enhance; not worth it unless you're making a special
build.
16: Raku-nda *** Iyomante
The best of the stat-droppers, because there's no skill that you can have
that reduces defense better.
17: Tornado ***** Hifumi
I can't believe they give you a skill this powerful this early. 25 MP is
steep at level 17, but you will lay waste to all in your path with it at
this point. A potential permanent keeper.
18: Heat Wave *** Kamudo
A nice physical damage technique, and it looks cool too. It will serve you
well for a while, but you probably won't want it in your final build.
19: Media **** Ankh
The only reason this skill doesn't get 5 stars is because Sophia teaches you
better healing skills. VERY useful in the early stages of the game.
19: Taunt * Shiranui
A useless skill unless your entire party is immune to physical attacks. The
tradeoff is NOT worth it and you're likely to get killed using this skill.
20: Counterattack ** Marogare
Counter is nice--except that it can work against you. If a charmed comrade
attacks your Hero, you may end up killing it with this skill.
21: Fog Breath: **** Wadatsumi
Like Suku-nda, only a whole lot more effective. Possibly even a permanent
keeper, depending on your build.
21: Discharge: **** Narukami
A nice attack spell, sort of the Electric equivalent of Ice Breath. About as
useful as Ice Breath.
22: Shock Enhance *** Hifumi
Same deal as all the other Enhance techniques. The only difference is that
with Tornado and Shock Enhance at Lv22, you will be a killing machine.
Worth having for a while, even if you don't keep it permanently.
23: Fire Resist * Shiranui
Garbage. If you need fire resistance that badly, just pop on a Magatama that
gives you immunity.
23: Kiai ***** Kamudo
If you plan on making a physical-fighter type, this will probably be your
first permanent keeper skill. You can do obscene damage with the use of this
skill.
24: Ice Resist * Wadatsumi
Like all the other Resist skills, a total waste. Avoid.
24: Battle Cry **** Hifumi
Like Taru-nda, only better. Quite useful if you want to make a stat-killer.
25: Sixth Sense *** Kamudo
I don't know if preventing back-attacks is worth its own skill slot, but you
_can_ have your entire party wiped out before you get a chance to do
anything with particularly nasty back attacks, so it's worth thinking about.
A definite contender in second-time-through games, as back attacks are
downright lethal with the boosted enemy damage.
26: Electric Enhance ** Narukami
The same deal as all the other Enhancement skills....
27: Shock Resist * Hifumi
As useless as all the other Resist skills.
28: Drink Magic ***** Anathema
A fantastic skill. Chakra Drops are expensive--you can refill your MP
wherever and whenever you want with this skill. A must for any magic-using
Hero build, though Chakra Shoes will probably replace it eventually.
29: Critical ** Kamudo
An increased chance of critical hitting sounds nice--and it is--but it
just isn't raised all that much--not enough so that you can rely on it. A
gambler's skill, to say the least.
30: Electric Resist * Narukami
Another Resist skill to be passed over.
31: Color Dance ** Miasma
Does confuse things with high frequency, but confusion is not all that
helpful as status ailments go. Not worth a slot IMO.
32: Curse Resist * Anathema
One-hit-kill resistance is better than most other resist skills, but is
still not worth the slot. Pass.
32: Hama Lightning *** Nirvana
Damage of Hama-type is rare, and does lots of damage on undead, so this is
a pretty nice attack spell. A lot of enemies are immune though.
33: Hama Resist * Nirvana
Same deal as Curse Resist--except Hama almost never works on your Hero
anyway. Forget this skill.
33: Flames of Hell **** Gehenna
Since your Hero can't learn Prominence, this is the best Fire damage you're
going to get. A good skill for a Fire-character.
34: Mental Immunity **** Murakumo
It's a resist/immunity skill, but being Confused or Charmed is a royal pain,
especially toward the end of the game, so it can be really useful. Good for
a purely defensive build.
35: Mahamudo ** Anathema
An instant-killer spell...except it really doesn't work very often. A
gambler's skill to be sure. Better passed over for Mahamudo-on.
36: Breath of Victory *** Iyomante
Heal a chunk of HP after each battle--a nice skill. Maybe not a permanent
one, since Breath Shoes are better, but useful nonetheless.
37: Nerve Immunity * Murakumo
Like Mental Immunity. Immunity to Bind and Paralyze can be useful, but
so few enemies use Nerve attacks that it's not worth it IMO.
37: Diarama **** Geis
Healing, and more powerful than Dia. While not a perma-keeper, a very
useful spell nonetheless.
38: Evil Eye *** Anathema
Pull Evil Eye off, and you've got almost a guaranteed kill. But like most
other Curse skills, it's a real gamble. It doesn't work all that often.
39: Breath Shoes ***** Geis
If you are a physical fighter, this skill is an absolute necessity to help
make up for the HP your Skills consume.
40: Shock Immunity * Hifumi
Like other resistance-category skills, not worth the slot.
40: Rannyuken *** Murakumo
An excellent skill for a Physical fighter. Damage plus confusion. A good
replacement for Rampage.
41: Haja Light-beam **** Nirvana
Maybe not a permanent skill, but a nifty one. Kind of like a more powerful
Charge, with a higher rate of critical hitting. One of the coolest-looking
skills too.
41: Tetraja *** Geis
Insta-death Hama/Curse magic is indeed irritating as anything, but is it
really worth a skill slot keeping this magic? Could go either way, your
choice. Not a bad pick for a defensive character.
42: Taru-Kaja ***** Djed
Let's face it, the -Kaja spells are the traditional Megaten game-breakers,
and SMT3 is no exception. Increased attack damage is always nice.
42: Flame Immunity * Gehenna
Another resistance/immunity to be passed over. Why bother when you can
absorb it instead?
43: Suku-Kaja **** Djed
Of all the -Kaja spells, this is the least effective. I find it works better
to decrease enemy accuracy/evade than to increase yours. Still a nice skill
though.
44: Electric Immunity * Narukami
Not worth it IMO. Just equip Narukami for the same effect.
44: Maka-Kaja ***** Djed
Overwhelmingly powerful. No longer a magic resistance booster, Maka-Kaja now
boosts spell power. Heal 300+ HP with a humble Dia spell with this skill!
45: Ice Immunity * Miasma
Why bother when there's an Ice absorption/reflection skill too?
45: Raku-Kaja ***** Djed
Again, a great spell. Boosts your physical resistance. Nice to have.
45: 20% Magic Pulse ** Gehenna
A noticable boost to your MP. Whether it's worth it is up to you.
45: Venom Zapper *** Kamurogi
Like Rannyuken, only it inflicts poison instead of confusion. Not a keeper,
but a useful skill nonetheless.
45: Retribution Thunderbolt * Sophia
A useless skill. If something can be affected by Hama spells, it's best to
use Hama Lightning or attempt to kill them outright. Not worth thinking
about IMO.
46: De-Kaja **** Djed
Great skill against enemies that boost their stats through the stratosphere.
A keeper if you're creating a support-oriented character build.
46: 20% Life Spring ** Kamurogi
The extra boost to HP is nice, but is it necesary? I don't think so, but
it's up to you to decide.
47: Diarahan ***** Geis
Heals a single character to max HP and isn't too taxing in terms of MP
usage. Need I say more?
48: Iron Claw *** Kamurogi
The most powerful single-target physical attack skill in the game. (that the
Hero can get, that is) The problem is, it misses ALL THE FREAKING TIME! I
say you're better off with Haja Light-Beam or Spiral Snake.
49: Mahamudo-on **** Anathema
A great spell. Kills things with great efficiency. There is a gambling
element to the spell still, but quite effective. A must for a curse-build.
49: Tentarafu *** Muspel
OK, Tentarafu is a fun and potentially profitable spell as it confuses
enemies, but in the long run it's not all that practical. And most bosses
are immune to it.
50: Withstand ***** Vimana
I used to not like this skill much, but now I put it on virtually all of
my builds. Useful as a second chance and counter to the many insta-death
spells present in-game.
51: Chakra Shoes ***** Geis
If you are going to be a spellcaster of any sort, this skill is absolutely
essential. With it you can cast spells with abandon; without it you'll have
to scrimp on every MP. One of the most useful skills in the game!
51: Jive Talk ** Satan
A very unusual skill, that's for certain. Being able to negotiate with Yoju,
Gedo, and Yuki is useful--except that on a whole those three races are
pretty weak and not that useful in fusions. Not a keeper skill IMO.
52: Absolute Zero ***** Miasma
Like Ice Breath, only much, much more powerful. The most powerful Ice skill
in the game for the Hero.
53: Makajamaon ** Muspel
Nothing spectacular. It's true some of the nastiest enemies are magic users,
but this spell doesn't work consistently enough to make it worth it IMHO.
54: Fierce Counterattack: ** Kamurogi
More powerful than Counterattack, but still not worth it IMO. Especially
when Death Counter is available to you. Has same drawbacks as Counter.
55: Curse Immunity *** Satan
Probably the most useful of the Immunity skills your hero can get, but still
not worth it IMO. Using Withstand (which will be almost as effective, and
work for Curse AND Hama) is a better option if you want to go this defensive
route.
56: Hama Immunity ** Nirvana
Again, why? Hama almost never works on your Hero anyway--use Withstand
instead. Don't bother unless you're going for a very specialized build.
56: Zeloth Beat *** Muspel
OK, Zeloth Beat looks really cool, and critical hits fairly often, but the
HP requirement for this skill is absurd, and it misses a lot. Your call on
whether to keep it.
57: Samarecarm **** Sophia
A very, very useful skill...however, not a permanent keeper, since there's
an unlimited-use item that does exactly the same thing in the last dungeon.
Unbelievably useful until you reach that point though.
58: Chakra of Victory *** Satan
It's helpful...but Chakra Shoes is more useful. Getting attacked more than
once within a single moon phase is a rarity, so on the whole the Shoes are
more effective.
59: Reppu-Ha *** Vimana
Straight physical damage to all enemies you're facing. Does substantially
more damage than its "sister" techniques Heatwave, Rannyu-ken, and Venom
Zapper.
59: Absorption Attack ** Sophia
At first the idea of healing every time you land a physical attack sounds
great, until you see the meager amount of healing you get with this skill.
60: Ice Absorption **** Miasma
Quite useful. If you're making an ice-guy or an absorption-themed character,
a great skill.
60: Flame Absorption **** Gehenna
Same deal as Ice Absorption. Maybe a little less useful since there's no
status ailment attached to Flame like there is with Ice.
60: Charisma * Satan
Since the Hero will always be in your party, it's nice to have Charisma on
him, but not worth wasting a slot IMO. You're better off bringing in a
temporary demon with Charisma for when you want to do negotiations.
60: Shockwave ***** Adama
The best electricity attack in the game for the Hero. Quite nice!
61: Deathbound ***** Gaia
Deathbound is like a really powerful version of Rampage. Useful, but I
prefer attack-all physical attacks than the crap-shoot random versions,
though the random versions have the advantage of sometimes multi-hitting
single targets. Since it's a Weapon skill, damage scales based on HP, so
that's a bonus.
62: 30% Magic Pulse *** Adama
If you're going to get an MP-boosting skill, this is the one to take. It's
up to you whether or not you think it's worth it.
63: Mediarahan ***** Sophia
If you want a healing character, you must get this skill. VERY useful,
though Mediarama _will_ suffice until you're a very high level.
64: Kishin-Raku **** Kamurogi
An excellent all-enemies attack skill. Only the Hero can use this one too.
64: Shinku-ha ***** Gundari
One of the only "Extreme"-level damage skills in the game that the Hero has
access to. It's Shock though, which not a lot of high-level demons are weak
to. Still a great skill though.
65: Magma Axis **** Gehenna
An unusual skill--does fire damage but uses HP rather than MP. Looks really
cool too. I love this skill--I've done over 2000 damage with it toward the
end of the game, though it's more of a personal preference than anything.
65: Deathsport ***** Satan
Wow, is this one effective skill. Attacks all the enemies and criticals a
whole lot too. Lower damage overall than Mother Earth's Dinner, but its
high critical rate and lower HP requirement make it a better skill IMO.
66: Shock Absorption **** Gundari
Probably the least useful of the Absorption skills, since not a whole lot
of demons use Shock attacks. Still potentially worth your while though.
67: Electricty Absorption **** Adama
Another useful absorption skill. Whether it's worth getting depends on your
build.
68: Javelin Rain **** Vimana
Admittedly Javelin Rain is a really cool-looking skill, but it's basically
the same as Zeloth Beat only with Close effects, which aren't as useful.
However it does do more damage. It misses with annoying frequency though...
69: Death Counter **** Gaia
Makes you a nightmare against monsters that attack you physically. On the
other hand, it makes charmed allies a nightmare to you. A risky but
potentially useful skill.
70: Divine Retribution **** Sophia
This game-breaker skill of previous Megaten games has been gutted. It has
the same effect, but rather than doing All-purpose damage, it does Hama
damage, making it worthless against bosses. Not too shabby otherwise though.
71: 30% Life Spring *** Vimana
If you want a HP-boosting skill, then take this one. Otherwise pass it over.
It's a noticable boost, but I don't think it's worth wasting a slot myself.
72: Makalakarn **** Kailash
Reflecting magic is always great, and this is a very useful spell, though
the MP requirement is steep. If I'm going to use this spell I personally
prefer keeping it on my Nakama rather than the Hero though.
73: Spiral Snake **** Gundari
Spiral Snake and Haja Light-Beam are almost the same, but Spiral Snake does
slightly more damage. Better than Iron Claw since it doesn't miss all the
time.
73: Meikai-ha **** Vimana
One of the best do-damage-to-all-enemies physical attacks in the game. A
great skill for a physical fighter. The only reason it doesn't get five
stars is...
74: Mother Earth's Dinner ***** Gaia
...because this skill trumps it by a good margin. Yikes, this is one
brutally effective skill. Not only does it do more damage on the whole
than Meikai-ha, but it also criticals more often in my expereince. A
decided perma-keeper for a physcial fighter.
75: Megido *** Kailash
Your first available All-Purpose attack. By the time you're this level
though you'll want to be only picking keepers, and this skill is not a
keeper simply because Megidora and Megidoraon are better. Still nice though.
76: Attack All *** Gaia
Attack All is a fantastic skill for most of the game. The problem occurs
late in the game--which is when you can first get this skill--as there are
long stretches where virtually every fight will have a physically immune
enemy in it, making use of this skill dangerous. If you take it, you will
need a single-target Physical skill to use in these occasions.
78: Tetrakarn **** Kailash
Same deal with Makalakarn. Great skill, heavy MP use. And also I prefer
keeping this skill on my Nakama rather than my Hero.
80: Supreme Blast ***** Kailash
Ho-lee crap. Supreme Blast is just amazing. It is, by far, the most damaging
attack available to you in the game. It's all-purpose, meaning it can work
against anything, but it can Critical like a physical attack. It even does
more damage than Megidoraon, though it can only hit one enemy at a time.
81: Megidora **** Kailash
Like Megido, only substantially more powerful. Hits all enemies for oodles
of damage. What more could you want?
**: Megidoraon ***** Masakadus
Megidoraon is the most powerful attack spell in the game. It's All-purpose
type meaning it cannot be blocked, and does quite a lot of damage to all
enemies when you let it loose.
**: Unblemished Power **** Masakadus
This is kind of like Hama Lightning, only it hits everything. Very powerful,
but ineffective against a lot of enemies, and often you'll get more bang for
your buck with Divine Retribution. Still a good skill though.
**: Flame Reflection **** Masakadus
I personally prefer absorption to reflection--usually demons that cast
elemental spells on you are immune to the elements they're casting so
reflection does little aside from eat up Press Turns. This is still a good
skill though.
**: Ice Reflection **** Masakadus
Basically the same deal with Flame Reflection, only with Ice.
**: Electricity Reflection *** Masakadus
Another Reflection skill, but I'm not too fond of it, simply for the reason
that there really aren't a whole lot of enemies that use Electricity, and
even fewer with really powerful Electricity attacks.
**: Shock Reflection *** Masakadus
Ditto Electricity Reflection. Almost NOBODY uses Shock against you at the
later stages of the game. If you could get this skill early on it might
have been better, but by this point in time it's just a waste IMO.
**: Physical Reflection ***** Masakadus
Do I really need to comment how great a skill this is? You'll be blocking
nearly half the attacks in the game with this, and soaking up enemy Press
Turns like mad. VERY nice.
??: Penetrate ***** Marogare
Only available in Maniacs, and only available if you take the new
route through the game. At first it sounds rather uninteresting, but it's
virtually impossible to kill the last boss without it. It comes in quite
handy in many other situations as well.
SAMPLE HERO BUILDS:
--------------------------------------------------------------------------------
Here are some good sample Hero builds. None of them include skills from
Masakado's, since that's sort of like a bonus Magatama. Obviously any build will
be tougher with the skills it comes with. These are all very specialized builds,
and are not necessarily better than any build that you can come up with--you may
decide you want to be good at a lot of things rather than great at one thing.
These are just some suggestions. If you have any other good builds, I'd love to
hear of them and how you use them.
PHYSICAL FIGHTER:
EARLY GAME MID-GAME FINAL BUILD
--------------------------------------------------------------------------------
Charge Haja Light-Beam Spiral Snake
Heatwave Kishin-Raku Deathsport
10% Life Spring 20% Life Spring 30% Life Spring
Breath of Victory Breath Shoes Breath Shoes
Counterattack Fierce Counterattack Death Counter
Kiai Kiai Kiai
Critical Critical Critical
Media Medirama Mediarahan
Primary Stat: Power
Greater stat focus: Vitality/Speed
Lesser stat focus: Magic/Luck
This build focuses entirely on physical attacks. One one-target attack, one All-
targets attack, and then a bunch of Passive skills to enhance the build. The
healing spells are in there just because it's kind of a waste to have all that
MP and not be able to use it, and healing is very useful to have on your hero.
Depending on how you want to build this character you might want to substitute
different skills--for example, substituting Attack All or another physical
attack skill for Critical is potentially a good idea. Scuttling the Counter s
kills for another attack (weapon based like Deathbound or status ailment-
inflicting like Zeloth Beat.) is another option. In terms of dealing raw damage,
this is probably the type of build to shoot for.
ELEMENTALIST:
EARLY GAME MID-GAME FINAL BUILD
--------------------------------------------------------------------------------
Fire Breath Hellfire Magma Axis
Ice Breath Absolute Zero Absolute Zero
Discharge Shockwave Shockwave
Tornado Tornado Tornado OR Shinkuha
Drink Magic Chakra Shoes Chakra Shoes
Hama Lightning Tentarafu Supreme Blast
Mahamudo-on Maka-Kaja Maka-Kaja
Media Medirama Mediarahan
Primary Stat: Magic
Greater Stat Focus: Luck/Power
Lesser Stat Focus: Vitality/Speed
This is one of my favorite builds, and close to the one I took first time
through the game. This build is primarily designed to exploit enemy weaknesses
and increase your Press Turns during battle. By having a skill of each of the
four main attack-spell elements, it ensures that the Hero will be able to
exploit the bulk of the elemental weaknesses that your opponents have. Maka-Kaja
will add insult to injury.
DEFENSIVE SUPPORTER:
EARLY GAME MID-GAME FINAL BUILD
--------------------------------------------------------------------------------
Drink Magic Chakra Shoes Chakra Shoes
Fog Breath Fog Breath Tetrakarn
Battle Cry Battle Cry Makalakarn
Raku-Nda Taru-Kaja Taru-Kaja
Breath of Victory Raku-Kaja Raku-Kaja
(Whatever) Suku-Kaja Suku-Kaja
(Whatever) Maka-Kaja Maka-Kaja
Media Medirama Mediarahan
Primary Stat: Vitality
Greater Stat Focus: Magic/Speed
Lesser Stat Focus: Power/Luck
The Hero with this build will be next to useless himself in battle, but will be
able to beef his Nakama into massive engines of destruction. Early on in the
game before the -Kaja spells are available, you can pretty much give whatever
skills you want to him as there's not much in the way of support available at
that point. The offensive support skills Fog Breath and Battle Cry should be
ditched for Tetrakarn and Makalakarn by the end of the game, since by that point
you'll be using Randomizer for stat dropping, and your Hero can't use that.
You'll want to boost Vitality and Magic most so you can get your HP and MP up--
the other skills are less important since you won't be doing most of the
fighting yourself.
OFFENSIVE SUPPORTER:
EARLY GAME MID-GAME FINAL BUILD
--------------------------------------------------------------------------------
Drink Magic Chakra Shoes Chakra Shoes
Fog Breath Fog Breath Fog Breath
Battle Cry Battle Cry Battle Cry
Raku-Nda Raku-Nda Raku-Nda
Evil Eye Mudo-On Mahamudo-on
Tentarafu Color Dance Color Dance
(whatever) Makajamaon Makajamaon
Media Medirama Mediarahan
Primary Stat: Luck
Greater Stat Focus: Magic/Speed
Lesser Stat Focus: Vitality/Power
This build is like the offensive counterpart of the defensive support character.
He is primarily focused on softening up the enemy and making them easier to kill
by his allies. The Fog Breath/Battle Cry/Raku-Nda are there to lower stats
(Taunt can be substituted for Raku-Nda, though that's risky) and the rest of the
skills are designed to inflict status ailments. Luck is the most important stat
since a lot of the skills are all-or-nothing type skills, and you'll need as
good a chance as possible to succeed with them, which is why Speed is also
important. (so the enemy doesn't dodge, though I think only Mahamudo-on can be
dodged from the above skillset) A good lineup of Nakama is vital for this build,
as the Hero by himself will be as weak as a baby.
IMPENETRABLE WALL:
EARLY GAME MID-GAME FINAL BUILD
--------------------------------------------------------------------------------
10% Life Spring 20% Life Spring 30% Life Spring
Fast Retreat Fast Retreat Fast Retreat
Media Medirama Mediarahan
(Element) Resistance Breath Shoes Breath Shoes
Sixth Sense Sixth Sense Sixth Sense
Hama Resistance Hama Immunity Hama Immunity
Curse Resistance Curse Immunity Curse Immunity
Critical Withstand Withstand
Primary Stat: Vitality
Greater Stat Focus: Speed/Power
Lesser Stat Focus: Magic/Luck
The Hero of this build will be a lot like the Hero of the previous Megaten games
in that the only thing he'll be able to do is attack, use items, and summon
allies. (though he will have some healing magic, just so the MP doesn't go
totally to waste) He won't be all that useful in battle and will have to leave
most of the fighting up to his Nakama, but he will be extremely difficult to
kill. The boosted HP of the Life Spring skills go hand-in-hand with Breath
Shoes, the Hama/Curse Immunity protects him from insta-death attacks, and
Withstand protects him just in case an enemy gets a lucky shot in. Sixth Sense
and Fast Retreat stand to prevent back attacks and give you a chance to escape
battle, just in case. You might consider substituting Mental Immunity for Fast
Retreat as well. While this build is admittedly pretty boring, it is a
great one to use the second time through the game when enemies do more damage
and a lucky Critical attack just might kill a full-health Hero...
There are plenty of other potentially good builds, these are just some ideas to
get you started.
###############################################################################
NAKAMA--DEMON PARTY MEMBERS
###############################################################################
Like all Megatens before it, your party in SMT3 is primarily composed of demons
whom you recruit on the battlefield. Given the right conditions, virtually any
enemy you encounter outside of bosses can be persuaded to join your party. Up to
three demons can be in your active party at any one time, but you can "stock" up
to eight, and this stock will be increased to ten and then finally twelve. You
can summon demons whenever and wherever you want as well. Nakama--allied demons-
-operate under very similar rules as your Hero, though the way they advance is
slightly different.
DEMON CHARACTERISTICS:
======================
Alignment and race are probably the most important factors when you're dealing
with demons. Each demon falls into a specific race, and each race has an
Alignment associated with it. There are three basic Alignments--Light, Neutral,
and Dark. (Yes, Law and Chaos have unfortunately gone the way of the dinosaur)
LIGHT:
------
Light demons are pretty much all gods of some sort or other. They're almost all
loved and worshipped deities by their various pantheons. However, true to
Megaten form, Light does not necessarily equivocate to "good" pe se--I doubt
there'd be a lot of people that would claim that the Chimera is "good" for
example. Light Demons will rarely cross your path in the game and when they do,
they won't be willing to join your party or negotiate no matter what you do.
(especially since most you will encounter are in the form of bosses) However,
they can be created through fusion and tend to be much more powerful than their
Neutral or Dark brethren.
NEUTRAL:
--------
With only a few exceptions, Neutral demons are minor deities or supernatural
creatures from some mythos or other that fall between the lines and are neither
benevolent gods nor devils/evil gods, though there are exceptions. (Quetzalcoatl
and the Greek Fates, for example) The bulk of the demons you will encounter in
the game are Neutral. They can be enticed into joining your party normally
(though during full moons they go nuts and won't usually listen to you) through
negotiations. Unlike previous Megaten games, Neutral demons potentially serve as
a lot more than fusion fodder, and can be truly viable allies.
DARK:
-----
Dark Demons are generally evil gods, monsters, or devils, reviled by whatever
pantheon believes in them. (Like the other two alignments, there are of course
exceptions) You'll encounter a fair number of Dark demons in normal encounters,
though they are less numerous than Neutrals. Dark demons can be quite powerful
(Jashin and Maou are powerhouse races on par with the Light races) but they
won't generally join you when you talk to them. It's not impossible to get a
Dark demon to join you through persuasion, though it is substantially more
difficult. You're best off trying to do so during a full Kagutsuchi. Three of
the Dark races--Maou, Jashin, and Kyocho--are intelligent and are open to trade
when you talk to them, but will not join. The other three Dark races--Yoju,
Yuki, and Gedo--are semi- or non-intelligent, and are normally impossible to
communicate with at all, though a special conversation skill exists that will
allow you to talk to them like a Neutral demon.
THE RACES:
==========
LIGHT:
------
MAJIN (魔神): Majin are without exception (in this game at least) the chief
deities of their pantheons. They are amongst the most powerful races in the game
and are more difficult to fuse than most of the other races. They are well-
rounded all-purpose demons, adept in both physical and magical combat.
MEGAMI (女神): Megami are high-ranking goddesses in their pantheons. They're not
that great as combatants when compared to most other Light demons of similar
level, but are very good at using magic, especially healing magic.
HAKAISHIN (破壊神): Literally meaning "God of destruction," Hakaishin are gods
that deal out the wrath and punishment when necessary in their pantheons. (Or in
the case of Shiva, they literally ARE gods of destruction) As allies, Hakaishin
are almost all bruisers, focused on doling out heavy amounts of physical
punishment, though they can hold their own magically too. Like the Majin, they
are tricky to fuse.
JIBOSHIN (地母神): Goddesses that usually rank a little lower than Megami in
their pantheons. Jiboshin are a mixed bag, and are more varied than Megami.
They're not geared toward physical combat (with the exception of Kali) but are
better at it than Megami. They wield a range of magic, a mix of offensive and
defensive spells. Jiboshin is another race that is difficult to fuse, and
usually requires other Light demons as "ingredients" to make.
KISHIN (鬼神): With the sole exception of Thor, (and Futomimi if you're playing
Maniacs) Kishin are all warrior gods from either Japanese or Buddhist mythology,
whose purpose is to protect something or other. They are all powerhouse demons,
geared toward physical combat and are all capable of using weapon techniques.
(except for Takeminakata, who doesn't even have arms, the poor guy) They also
all learn some sort of attack magic, though that's not their forte.
SEIJU (聖獣): Seiju are all holy beasts that skirt the line between supernatural
creature and god, though they aren't usually the target of worship within their
pantheons. As Light demons go, Seiju are pretty much the bottom of the barrel,
and aren't all that much better than Neutrals. They're usually focused on
physical attacks--claw and bites usually--and aren't too good at magic, though
they often have a decent selection of spells.
SHINJU (神獣): Shinju are like Seiju, except more powerful. They're gods in the
form of animals, or gods that "naturally" appear as animals. (Well, not Kaichi,
but still) They are also one of the trickier demon races to fuse.
SEIREI (精霊): Seirei are elementals, and as party members they aren't anything
to write home about. Their true function is fusion-fodder; when combined in a
fusion they can raise the rank of their "partner" demon in a fusion so are quite
useful in that regard.
MITAMA (御魂): Mitama are Shinto aspects of the soul/emotions. Like Seirei, they
aren't too useful as party members. Their role too is in fusions--when fused
with a demon, they can boost that demon's stats. In that sense they can be more
useful than Seirei and are thus harder to fuse/come by.
DAITENSHI (大天使): The Daitenshi are the four Seraphim, the top-ranking angels
from Christian mythology. All of them are very powerful, well-rounded allies
that make great endgame demons to have along with your party. They're good at
both physical and magical attacks, though they're a little bit lacking in the
Endurance department. Daitenshi is a special demon race that can only be gotten
through Mutations or special fusions. Note that in Maniacs there is a fifth
Daitenshi, and he is a Seraph from the Judaic, but not Christian, pantheon.
GUNSHIN (軍神): The Gunshin are war gods. Though not exceptionally powerful,
they are reasonably well-balanced demons with some very useful skills. Their
skills are more geared toward physical rather than magical combat, though they
can hold their own in either role. Gunshin is a special demon race that can only
be gotten through Mutations, and there are only two of them.
GENMA (幻魔): Genma are heroes and demigods from epic tales of mythology. As
races go, there is no real one trait you could pin down on them. Some are more
combat-oriented, some (well, actually one, there are only three of them) are
more magic-oriented. All have useful skills. Genma is another special demon race
that can only be gotten through mutations.
RYUJIN (龍神): There are only two Ryujin in the game. Both are from the Chinese
Shiseiju. (four holy beasts) They're like a more powerful version of the Ryuo
(well, for their level, the highest-level Ryujin is lower than some Ryuo) and
their techniques are similar. Both absorb Ice, and both are geared toward using
ice as well. Both also can only be attained through Mutating other dragons.
REICHO (霊鳥): There's only one Reicho in the game, and he can only be attained
through mutation. He's a capable demon for when you get him though, and will
potentially help a lot in the last quarter of the game or so.
IRYO (威霊): Like the Reicho, there's only one Iryo in the game, and he also can
only be attained through mutation. He's also a really powerful ally.
NEUTRAL:
--------
YOMA (妖魔): Yoma are primarily lesser deities or supernatural creatures. They
are so-so fighters and decent spellcasters, mostly focused on support or status
ailment spells. Probably the most notable aspect of the Yoma is their propensity
for demon mutations--fully two thirds of the Yoma in the game can mutate to
higher forms.
YOSEI (妖精): Yosei are whimsical fantasy creatures--fairies, trolls, goblins,
etc. With a couple of exceptions, they are rather weak fighters, but are
exceptional magic-users, usually specializing in elemental magic. There are a
handful that can mutate as well. As demon races go, Yosei aren't too powerful
overall.
TENSHI (天使): Tenshi are like the Daitenshi in that they are all angels from
Hebrew and Christian mythology, except they are lower, "generic" angel types.
They are all geared toward Hama and Healing-type spell usage, are good
spellcasters, and can dish out a fair amount of damage as well. However, they
are very fragile and die easily, especially since all of them are weak to
Curses.
DATENSHI (堕天使): Datenshi are all fallen angels/demons encased in the 72
pillars of Solomon from Hebrew mythology. Datenshi are among the more powerful
of the Neutral races, and are adept in both physical and magical combat, though
they are more geared toward the former. They tend to learn physical attacks or
combat/offensive support spells. All are immune to Curse magic, but none can
mutate.
RYUO (龍王): Ryuo are dragons or lesser dragon gods. Two (Quetzalcoatl and
Yurlunggur) are even the chief deities of their pantheons. Ryuo are a very
powerful Neutral race, at least on par with some of the lesser Light races. They
all have exceptional Vitality and lots of HP, but usually make shabby
spellcasters. Most of their skills are of the elemental or support variety.
MAJU (魔獣): Maju are animal spirits or monsters, and are geared toward physical
combat, usually using bite or claw attacks and having greater-than-average HP
and power. They make shoddy spellcasters though and most are weak to some form
of elemental magic.
CHIREI (地霊): The Chirei are mostly earth spirits or deities. They are an odd
race; there are six in total, and they are split into two categories more or
less. The top three are rather powerful physical fighters that can take a lot of
punishment. The bottom three are pretty weak, are more geared toward elemental
magic, and mostly appear at the beginning of the game. All in all the Chirei are
weaker than most of the other races.
YOKI (妖鬼): The Yoki are almost all Japanese Oni of some sort or another. As
allies, they act like a physical counterpart to the Yoma--decent fighters and
so-so spellcasters. Of the Neutral races, some of the Yoki are among the
strongest; the most powerful Yoki is easily an endgame ally, on par with many of
the stronger Light demons.
KIJO (鬼女): The Kijo are primarily warrior women from various traditions around
the world. They are quite a balanced race, being good at both physical fighting
and magic. Overall they're a mixed bag, with no single defining trait between
them. The high-level Kijo are quite powerful and can prove to be very useful.
YAMA (夜魔): Yama are primarily "life draining" types of demons, often with
sexual overtones...things like vampires and succubi fall into this category.
They are powerful spellcasters and so-so physical combatants. Their spells are
usually geared towards curse magic or inflicting the enemy with negative status
effects. Overall they are a very versatile race. The highest-level Yama ranks
among the most powerful demons in the game.
DARK:
-----
JASHIN (邪神): Jashin are either evil deities from within their own pantheons,
or deities demonized and vilified by neighboring religions. They are a "bruiser"
race, tied with Maou for the most powerful Dark race and easily on par with any
of the Light races. With a few exceptions, they are very offense-oriented
demons, and are jacks-of-all-trades.
MAOU (魔王): Maou are all gods that are "arch-villains" from within their
pantheons. They are the most powerful Dark race, and also one of the most
powerful races in the game in general. They are good at just about anything they
do. Maou are a lot like a Dark version of the Majin. They're also equally tricky
(if not more so) to fuse.
YOJU (妖獣): Yoju are monstrous beasts, creatures feared by people within their
respective pantheons. As allies they're more or less the Dark equivalent of
Maju. They are primarily but not exclusively physically offense-oriented demons,
using their claws and jaws to attack. They make pretty average allies overall.
All of them are immune to Curse magic, which is a bonus.
YUKI (幽鬼): Yuki are undead; ghosts, zombies, spirits, that sort of thing. They
are all curse-oriented demons and are likewise immune to curse-based attacks.
However, aside from the strongest ones, as demons go they're not that great.
They're powerful, but they make horrible spellcasters and usually are rather
lacking in the HP department as well. Being undead, almost all of them are weak
to Hama, which is a bummer if you've got them as allies (but great if you're
fighting them!)
GEDO (外道): Slimes, blobs, weird things that walk the line between living and
non-living material--that's what Gedo are. Gedo can make useful allies if used
right; almost all of them are strong to physical attacks and can take a lot of
punishment. They're also better than Yuki at spellcasting, though every one of
them is weak to Hama-spells. Overall, they're an average/slightly below average
race.
KYOCHO (凶鳥): There's only one Kyocho in the game, and he can only be attained
through a special fusion. He's also the only "unique race" enemy you'll
encounter in the game outside of fusion, mutation or a boss fight. As an ally
he's not too shabby and will prove useful toward the end stages of the game. All
of his stats are pretty decent except luck. That he's weak to Hama spells is a
downer though.
NEGOTIATION
===========
In order to get demons to join your party, you will have to recruit them via
negotiations. Negotiations are extremely watered-down from previons Megaten
games--no longer can you have conversations with demons, you just cut straight
to the chase and buy them off with money and items.
NORMAL CONVERSATION:
--------------------
The following is a basic flowchart for normal negotiations to get a demon to
join.
Level Check
|
V
,----->,-> Demon Makes Request <-.
/ | | | |
| `---Accept Refuse---'
| | |
| | Demon Gets Angry
| V
| Joins <---Demon Considers Offer--->Demon Leaves
\ |
`--------------------V
|
V
Demon Asks Question
| |
Likes Answer Dislikes Answer
| |
Demon Joins Demon Leaves*
*Ally Intervention will not work here.
Level Check:
------------
Demons will only join your party if your Hero is an equal or higher level than
they are. If the target is a higher level than the Hero, then the negotiations
will automatically fail and you'll lose a Press Turn.
Demon Makes Request:
--------------------
The demon you are talking to asks you for something, either Makka, an item, or
to absorb some of your life. If you refuse, the demon will either get angry or
ask for something else instead. If the demon asks for Makka, then any allies
with the "Bargain" skill will intervene and try to get them to lower their
price.
Demon Gets Angry:
-----------------
If the demon gets angry, it will either break off conversation, leave, get ready
to fight, or attack you. If it just breaks off conversation, you can try talking
to it again. If it gets ready to fight, you can no longer talk to it. If it
attacks outright, then you lose your turn and the game automatically switches to
an enemy turn. If any of your allies have "Mediate," "Maiden Mediate," or "Booze
Party," they will attempt to use these skills to calm the demon down.
Demon Considers Offer:
----------------------
A demon can do this up to three times in a single conversation. Each time it
considers your offer, there is a chance that it will decide to join you or
switch to its final question. The first time it considers your offer, the chance
of it joining you is extremely low, but each successive time it considers your
offer the chance of it joining is higher. When the demon you are talking to
considers your offer, your allies with passive conversation skills will often
jump into the conversation to try and get them to join. "Persuade," "Brown-
nose," "Selfishness," "Brotherly Love," and "Booze Party" are all skills that
can be used to try to sway a demon considering your offer.
Demon Leaves:
-------------
If the demon leaves after considering an offer, then sometimes it will give you
an item or heal you instead of joining you. If it leaves after getting angry it
will never give you an item. Allies with the skills "Stop" or "Booze Party" will
attempt to keep a demon from leaving mid-conversation.
Demon Asks Question:
--------------------
At this point the demon will ask you a question about your values. If you answer
in a way that the demon likes, it will always join you. If you answer in a way
that they DON'T like, then they will leave. Ignore the way they ask the
question (ie for a "Don't you think X," "yes" is not always what you want to
say) and consider their background within their Kotowari (if they have one)
before asking. For example, angels have little respect for the weak, so if they
ask you if you think that the weak should be protected, answer no. Youth Female
demons respect confidence, so when they ask if you think you could beat them in
a one-on-one fight, answer yes. And so forth--it may take a little
experimentation to figure out what each demon is looking for.
#MANIACS NOTE:
For some bizarre reason, in Maniacs the demons don't seem to have a set answer
they're looking for when asking questions. There was a random factor even in
Nocturne, but in Maniacs it seems like more or less a total crap shoot when
answering these questions. The same demon asking the same question may want
different answers at different times.
Demon Joins:
------------
Success! The demon agrees to your terms and joins your party as a Nakama.
TRADE CONVERSATION:
-------------------
There are some conversation skills that are designed to try to get items or
money out of demons rather than getting them to join. The following is a
flowchart for just such an attempt to trade with a demon:
,-> Demon Makes Request <-.
| | | |
`---Accept Refuse---'
| |
Demon gives you item Demon Gets Angry
Note that it's much simpler to get items out of a demon than to get them to
join. Demons will usually only make around two requests before agreeing to your
terms. Other than that, trade negotiations work the same way as normal
negotiations.
DEMON TO DEMON NEGOTIATION
==========================
On the whole, your demon allies are a lot better at negotiation than you are. In
addition to persuading a demon to join, they have skills that can be used to try
and get money, items, or gems from their "targets."
The most important thing about demon-to-demon negotiation is that their
conversation skills can have "immediate effects." When this happens the game
will tell you "Your persuasion had an immediate effect on (target)!" Immediate
effects are automatically triggered if the conditions for the conversation skill
being used are met. The conditions are target and speaker age, target and
speaker gender, speaker personality, etc.
Immediate effects can be both positive and negative. With a positive effect,
your target will do its "happy" animation and conversation will either
immediately succeed without you having to give them anything, or the
conversation will automatically succeed the first time the demon considers your
offer. With a negative effect, your target will do its "angry" animation and the
conversation will automatically fail--and the target may attack.
Here's a list of the positive and negative effects I've heard of and found so
far.
ACTIVE SKILLS:
--------------
ALLURE:
-------
Positive: Female Youth talking, Male target
Negative: Male talking, Male target
ABDUCT:
-------
Positive: Non-Child talking, Child target
Negative: Child talking, Non-Child target
SCOUT:
------
Positive: Adult talking, Youth or Child female target
Negative: Child talking, Adult target
HEADHUNT:
---------
Headhunt is kind of a crap-shoot skill. It seems to produce an immediate effect
when the talker is a substantially higher level than the target. The funny thing
is, I've seen it produce both Positive and Negative effects with the same
speaker and the same target! It appears to be random whether or not the
immediate effect will be positive or negative, though positive seems to be a lot
more common.
SMOOTH TALK:
------------
Positive: Male Youth talking, Female target.
Negative: Male talking, Male target.
BRAINWASH:
----------
Positive: Speaker is a substantially higher level than the target
Negative: Speaker is a substantially lower level than the target
SILENT SKY VOW:
---------------
Positive: Kagutsuchi is currently Silent
Negative: None
PRANK:
------
Positive: Male Speaker, Female target
Negative: None
HERO HUNT:
----------
Positive: Valkyrie is the Speaker, Male target.
Negative: None
DEATH CONTRACT:
---------------
Positive: Speaker is a substantially higher level than the target.
Negative: None
REQUEST:
--------
Positive: Speaker is a child
Negative: Target is a child
BEG:
----
Positive: Speaker is a substantially lower level than the target
Negative: None
BLACKMAIL:
----------
Positive: Speaker is a substantially higher level than the target
Negative: Speaker is a substantially lower level than the target
STONE HUNT:
-----------
I don't think this skill has any Immediate Effects.
SWAP:
-----
No Immediate Effects with this one either, I think.
BORROW:
-------
No Immediate Effects with this one, though I should probably note that this is a
rather risky skill to use. If you use it too much it may backfire and the demons
will come back to collect your debt. With interest--they'll take 1/3 of whatever
money you're carrying.
PASSIVE SKILLS:
---------------
Since Passive skills kick in without you actually having any control, the
designers of the game were nice enough not to include any negative Immediate
Effects. (I think...I vaguely remember pissing off a Sudama with Persuade but
I'm not sure) Either way it never says "immediate effect" for passive skills, it
seems to be somewhat random. However there are some times where it always (or
almost always) works. Those that I have found are the following:
BROTHERLY LOVE:
---------------
Brotherly Love only gets triggered when a demon of the same race can use it
against another demon of the same race. E.G. if you are trying to persuade Yosei
Troll to join, Yosei High Pixie can use Brotherly Love (if she has it) since
both Troll and High Pixie are Yosei. If it gets triggered it almost always
works.
THREATEN:
---------
Always works when the target is a substantially lower level than the one
threatening.
BROWN-NOSE:
-----------
Always works when the target is a substantially higher level than the one
ass-kissing.
SELFISHNESS:
------------
Always works when either a youth or adult girl is using against a male target,
or a child is using against a youth or adult target.
"ABNORMAL" NEGOTIATIONS
=======================
NEGOTIATING DURING A FULL MOON:
-------------------------------
During a full moon the excessive light from Kagutsuchi drives demons wild, and
makes it impossible to have normal conversation with them--they act drunk or
stoned. Usually if you talk to them during a full Kagutsuchi they will just
ignore you, but sometimes they will ask you a question, sometimes really odd. If
you answer the question in such a way to make them happy, they will give you an
item, or, in the case of Yoju, Yuki and Gedo, sometimes join you.
INTERRUPTIONS:
--------------
Attempting to talk to a demon when you're facing several is a risky proposition;
for each demon you choose not to talk to, there is a chance that it will
interrupt you and stop you from talking to its ally. If this happens, the turn
will automatically switch over to the enemy's turn, and they will get a free
attack on you.
"ME TOO" INTERRUPTIONS:
-----------------------
This only happens when you use demon-to-demon negotiation and ask for money or
items from your target. After you succesfully complete the trade and get
whatever you ask for, there is a small chance that your transaction will pique
the interest of any other demons you are facing, and they will ask to trade too.
DEMON BEGGING:
--------------
Sometimes the demons you face will initiate conversation with you and ask if you
can spare some sort of item. If you give them the item, they'll either reward
you with money, another item (sometimes the same item you gave them!),
information, or a request to join your party. In my experience, if a Yoju, Yuki,
or Gedo is the one begging, they will ALWAYS request to join your party--useful
since they won't normally join you otherwise. If you refuse to give them
anything, they usually just leave.
DEMON QUESTIONING:
------------------
This is a lot like demon begging, except that instead of asking you to give it
something, the demon will ask you a question about your values, much like the
"final question" during normal negotiation. The results are the same as begging.
However, if the asker is a Dark demon, it won't join you and will only give you
items, money, and information. Since Yoju/Yuki/Gedo are too stupid to have
normal conversations they won't ever come forward with a question.
DEMON BEGGING FOR ITS LIFE:
---------------------------
If a demon is the only one in its party left and you take out a substantial
chunk of its life left, it will sometimes interrupt you mid-turn and ask you to
let it escape in exchange for money, items, or information. Sometimes they will
offer to join your party for free too. In very rare occurances if you let your
guard down after they beg for their life, they'll take the opportunity to get in
a surprise attack.
SPECIAL CONVERSATIONS:
----------------------
This only happens when you use demon-to-demon negotiation. They are special,
preset conversations that happens when two demons with a mythological connection
speak to one another. (Usually, but not all--for example Dionysus and Mada are
two totally separate pantheons--their connection though is that they're both
gods of liquor) For example, Scathach is Setanta's master in Celtic mythology,
so there is a special conversation the two of them can have when talking to one
another. Orthrus and Kerberos are brothers, and there's a rather humorous
exchange between the two you can get as well. Usually you'll get an item
afterwards, but not always--Rangda and Barong start a fight. Here are the
special conversations I've found so far:
Speaker Speakee
Ame-no-Uzume --> Sarutahiko
Scathach --> Setanta
Orthrus --> Kerberos
Chimera --> Kerberos
Chimera --> Orthrus
Any Daitenshi --> Any Tenshi
Kali --> Dakini
Valkyrie --> Loki
Odin --> Loki
Thor --> Loki
Barong --> Rangda
Dionysus --> Mada
Kurama Tengu --> Koppa Tengu
Kurama Tengu --> Karasu Tengu
Garuda --> Naga
Garuda --> Naga Raja
Shiva --> Naga
Shiva --> Naga Raja
All special conversations are one-time only; after that if you have the same
demons talk to each other the result will be the same as any normal
conversation.
NAKAMA NITTY-GRITTY
===================
Okay, so you've succeeded in your negotiations, and now have a demon fighting
alongside you as your Nakama. Nakama work a lot like your Hero with a few
differences.
SUMMONING AND THE STOCK:
------------------------
If you want to actively use a demon in your party you'll have to summon it. You
can have up to three Nakama as active party members; the rest you can "store" in
your Stock. Only your hero can actively summon Nakama (there is a skill "Summon"
that demons can use, but it just summons a random Nakama) and can do so either
during battle or outside of it. If the Hero summons a Nakama in battle and the
party is already full, he'll have to pick a demon currently in the active party
to swap out. For some odd reason you can't actually swap out demons outside of
battle; you have to actively return your demons to your Stock first.
Demons in the Stock don't gain experience from battles, (unless they have the
skill Memory Enhancement, but even then they will only receive 50% of the
experience your active party members will) and their passive skills, like
Treasure Hunt or the Shoes skills, will not work. However, while not in battle,
demons in the Stock can still cast spells on your party, like Lightma or the
healing spells. Note that any multiple-target healing spells will also only work
on the active party--you can't use them to heal demons in the Stock.
DISMISSING ALLIES:
------------------
You have the option to Dismiss any demon allies you have from the menu screen
outside of battle. Keep in mind that once you dismiss an ally, it is gone
PERMANENTLY. If you want to use that demon again, you'll have to re-hire or re-
fuse it, and any experience points or levels it has gained will have to be
regained.
AFFINITY:
---------
Nakama have two types of Affinities--a basic Affinity and a Transfer Affinity.
Neither of these will ever change.
A demon's basic Affinity dictates what sorts of attacks it is strong or weak to.
While these innate strengths and weaknesses will never change, they can be
"bypassed" by the use of skills. For example, the skill "Hama Immunity" will
supercede a natural weakness to Hama. However a "worse" skill on a demon with
natural resistance (e.g. "Flame Immunity" on a demon that naturally absorbs
flame) will be ignored. Overall, the game looks at all the skills and natural
affinities, and picks the highest priority, from lowest to highest:
Normal Resistance, Weakness, Immunity, Absorption, Reflection.
So, for example, if you had a demon that had both the skills "Ice Absorption"
and "Ice Reflection" then it would reflect, not absorb, any ice attacks. If the
demon only had "Ice Absorption" as a skill but had "Ice Reflection" as an innate
Affinity it would still reflect ice attacks since reflection is "better" than
absorption.
NOTE: "Resistance" skills by themselves are unusual. They will reduce
damage/success rate from said skills, but will not actually negate any weak
points. So, for example, if Maju Orthrus (naturally weak to Ice) had the skill
"Ice Resistance," Ice attacks would do less damage than if he didn't have the
skill, but will still count as exploiting his Weak Point and do more damage than
to a demon with similar stats but no Ice Weakness. Also note that Resistance
skills "stack;" a demon with "Ice Resistance" that was already naturally
resistant to Ice will take even less damage. Also, Resistance skills cut both
ways when it comes to damage--an Ice Absorbing demon that also has an Ice
Resistance skill will heal less than if it didn't.
Transfer Affinity really only plays a part in demon fusion--it dictates what
types of Skills a demon is likely to receive from its "parent" demons. Transfer
Affinity is covered in more detail in the fusion section.
RANK:
-----
Each Demon has a Rank, which lists how "high" it is in comparison to other
demons of its same race. This rank is dependent upon the demon's initial, not
actual level. For example, the lowest-ranking Chirei with a rank of 1 is Kodama,
who is level 3. The next highest ranking Chirei, Kahaku, has a rank of 2 and
level of 5. Rank really only factors in when dealing with Seirei, and is covered
in more detail in the fusion section.
NAKAMA ADVANCEMENT
==================
Nakama can advance in level and experience just like you. There are actually
several different ways that Nakama can advance--via normal leveling-up, via
Mutations, and via Fusing.
LEVELING UP:
------------
Nakama can gain levels just like your hero by earning experience points through
battle. When a Nakama levels up, several things happen. First, they will gain
extra HP and MP, and one of their stats will go up by one point at random.
Second, they can learn new skills. Third, they can attempt to change one of
their skills to a more powerful or new skill. Fourth, they will sometimes give
you a gift. Finally, they can mutate.
1) HP/MP/Stat gain
How much HP and MP your Nakama gains depends on its Vitality and Magic levels
respectively. What stat they gain upon leveling up is totally random, though
somewhat weighted--each demon has a stat or two that they will tend to favor
over the others. For example magic-using demons will tend to favor Magic over
Vitality. Overall they advance in such a way to accentuate their strengths
rather than to cover their weaknesses.
2) Gaining New Skills
Each Nakama starts out with two or three skills already available to it, but for
each level it gains it will (usually) learn a new skill. What skills it will
learn are preset, and you can check by looking at its status screen to see what
skill it will learn next. There are a few rare occurances where a Nakama will
have to gain two levels to gain a new skill, but those are few and far between.
3) Self-Altering Skills
Sometimes when leveling up, one of your Nakama will attempt to transform one of
its skills into something more powerful. You will have to give it permission to
go ahead and try. If you do, it will have a 50% chance of success. If it fails,
the skill will not power-up, but will turn into something completely different--
which could be potentially better or worse. There will be a 100% chance of
failure if either one of the following conditions are met:
A) The demon has already successfully powered up a skill (including previous
forms if the demon is a Mutation)
B) The demon already has the "target" skill.
SUCCESS:
Here is a list of all the skills that can be powered up.
Agi/Agirao/Agidain --> Maharagi/Maharagion/Maharagidain
Bufu/Bufura/Bufudain --> Mahabufu/Mahabufura/Mahabufudain
Jio/Jionga/Jiodain --> Mahajio/Mahajionga/Mahajiondain
Zan/Zanma/Zandain --> Mahazan/Mahazanma/Mahazandain
Megido --> Megidora --> Megidoraon
Hama/Hamaon --> Mahanma/Mahamaon
Mudo/Mudo-on --> Mahamudo/Mahamudo-on
Makajama --> Makajamaon
Dia/Diarama/Diarahan --> Media/Medirama/Mediarahan
Recarm --> Samarecarm
Flame Resist --> Flame Immunity --> Flame Absorption
Ice Resist --> Ice Immunity --> Ice Absorption
Electric Resist --> Electric Immunity --> Electric Absorption
Shock Resist --> Shock Immunity --> Shock Absorption
Physical Resist --> Physical Immunity --> Physical Absorption
Hama Resist --> Hama Immunity
Curse Resist --> Curse Immunity
Nerve Resist --> Nerve Immunity
Magic Resist --> Magic Immunity
10% Life Spring --> 20% Life Spring --> 30% Life Spring
10% Magic Pulse --> 20% Magic Pulse --> 30% Magic Pulse
Bright Sky Critical/Silent Sky Critical --> Critical
Counterattack --> Fierce Counterattack --> Death Counter
Claw --> Poison Claw --> Paralysis Claw
Bite --> Poison Bite --> Charm Bite --> Paralysis Bite --> Petrify Bite
99 Needles --> Poison Needles --> Paralysis Needles --> Petrify Needles
FAILURE:
Failure is actually only a relative failure. Each skill has a rank. This rank
determines how easy or difficult it is for a skill to be transferred during
fusion. The more difficult it is for a skill to be transferred, the higher its
rank. If a skill fails to be powered up, it will become a random skill from the
next higher rank. For example, Agi is a rank 1 skill--if it fails to become
Maharagi when an ally tries to power it up, it will become a random Rank 2 skill
instead. To see the skills and their ranks, check out the Fusion section of the
FAQ.
4) Gifts
This doesn't happen very often--maybe about a 20% chance per demon levelup--but
sometimes your Nakama will give you a present when you level up. Gifts vary,
from minor items like a Dis-Poison, to major items like Somas, and even
occasionally will give you Incense. It seems like the greater the disparity
between your level and the level of your Nakama, the greater the chance they'll
give you something.
5) Mutations
Predetermined demons can "mutate" into a new form after "maxing out" and gaining
all the skills it can learn. These forms are always more powerful and a higher
level, and almost always connected mythologically as well. To find out whether
or not an individual Nakama can mutate, use a "Kugatachi Water" on it, and it
will not only tell you whether it can Mutate, but how soon the Mutation will
occur as well.
Note that it IS possible for a post-mutation demon to be a higher level than the
Hero, but not by much. I think it can only be 3-5 levels above the Hero tops.
Even if your Nakama is maxed out, if your Hero's level isn't high enough, it
won't mutate. This is important, because there are some early-level demons whose
post-mutation forms are substantially higher than their pre-mutation forms--for
example, Yama Lilim is only level 8, but mutates into a level 80 Yama Lilith. If
you max out Lilim when you're level 15, she still won't mutate into Lilith, and
won't for a l-o-o-o-ng time.
Also, some of the post-mutation forms appear in the game as bosses. As a rule of
thumb, any demon that appears as a boss in-game can't join your party until you
either defeat it or pass the point in the game where you would have fought it.
(for bosses you only fight on certain alignment paths) This holds true for
mutations. So you even if you have a maxed-out Tenshi Throne and are the right
level, if you haven't killed Daitenshi Uriel yet, Throne won't mutate.
The following are all the demons in the game that can mutate:
Yosei Pixie --> Yosei High Pixie --> Yama Queen Maeve
Yama Lilim --> Yama Lilith
Maju Inugami --> Shinju Makami
Ryuo Nozuchi --> Ryujin Genbu
Maju Nekomata --> Seiju Senri
Yoma Koppa Tengu --> Yoma Karasu Tengu --> Genma Kurama Tengu
Yoki Momunofu --> Jashin Arahabaki
Yoma Dis --> Gunshin Valkyrie
Ryuo Naga --> Ryuo Naga Raja
Ryuo Mizuchi --> Ryujin Seiryu
Yoma Ongkot --> Genma Hanuman --> Hakaishin Seitentaisei
Yosei Setanta --> Genma Cu Chulainn
Yoma Djinn --> Yoma Ifreet
Yoma Purski --> Gunshin Ganesha
Megami Sati --> Jiboshin Parvati
Maju Sparna --> Reicho Garuda
Chirei Gogmagog --> Iryo Albion
Megami Scathach --> Jiboshin Skadi
Tenshi Throne --> Daitenshi Uriel
Maou Abbadon --> Maou Arsiel
*Maou Beelzebub --> Maou Beelzebub (fly form)
*Maou Beelzebub is only available in Maniacs
You can cancel out any mutation if you wish. Cancelling isn't permanent; the
demon will continue to attempt to mutate on each successive level-up.
################################################################################
DEMON FUSION
################################################################################
Fusion is the big way that demons advance in SMT3. Fusions are all done at the
Jakyo Manor. What you do is pick two demons out of your current Stock, and fuse
the two of them together to create a new, more powerful demon.
SMT vets may be a little disappointed by the fusion system in SMT3 as it has
been more or less gutted. No longer can you fuse three demons together, (save
for Sacrifice fusions, which I'll cover later) and technique/magic inheritance
has been totally watered down from the earlier system. But it still has quite a
bit of depth to it, and is easy to get a hang of.
FUSION BASICS:
--------------
You can fuse your demons willy-nilly and hope you get a good result, but it is
to your advantage to learn the fusion system so you can predict what kind of
Nakama you'll create. Here are the basic rules to find out what demon you are
getting:
1) Take the two races of the demons you are fusing and cross-reference them on
the fusion charts. The race indicated on the chart will be the resulting race of
your fusion.
2) Take the average of the BASE levels of your starting demons rounding down,
and add 1 to make sure that the resulting demon is more powerful than just the
average. This will be the absolute minimum level of your resulting demon.
3) Find a demon whose base level is the same as this number, and that will be
your result. If there is no demon of the target race with this level, the next
highest demon of the same race will be the result. If this number is higher than
all demons of the target race, then the target will be the highest-level demon
of that race that does not have a special fusion or mutation associated with it.
EXAMPLE:
--------------------------------------------------------------------------------
We will fuse a Level 8 Yama Lilim with a Level 19 Yosei Jack O'Lantern.
Checking the charts, we see that Yama fused with Yosei will make a Tenshi.
(19+8)/2 + 1 = 14.5. We round this down so we get level 14.
There aren't any Tenshi of level 14. Therefore we pick the next highest Angel,
Level 19 Tenshi Archangel.
Our final result:
Yama Lilim + Yosei Jack O'Lantern = Tenshi Archangel.
--------------------------------------------------------------------------------
You might wonder what would happen in the example above if you had raised Lilim
and Jack O'Lantern's levels so that they were much higher. The answer is that
the result would still be the same though, as it is the BASE level of demons
that determine fusion results, not their current level. You could level Lilim
and Jack O'Lantern to level 99, and you'd still get a level 19 Tenshi Archangel
fusing the two together.
Which brings me to my next point--Any experience that your "component" demons
have obtained will be lost when you fuse them together. No matter how much
experience they have gained, the new result will always be at its base level
with no experience. (This is not the case for Sacrifice fusions, which I'll
explain later)
So, you might ask, what's the point of putting all that work into my Nakama if
I'm just going to lose it all? There is still some benefit to doing so, and that
is....
SKILL INHERITANCE
-----------------
...Skill Inheritance. When you fuse two demons together, the result gets to keep
some of the skills of its "parents." The more you build up the "parent" demons,
the more skills get inherited by the "child" demon. The number of skills that
will be inherited by the "child" demon is determined by getting the sum of the
skills learned by all "component" demons:
Known # Transferred
----------------------------
4 skills: 1 transferred
5-8 skills: 2 transferred
9-12 skills: 3 transferred
13-15 skills: 4 transferred
16-19 skills: 5 transferred
20-24 skills*: 6 transferred
*This level requires a Sacrifice fusion
What skills will be inherited by the target is random--but it is a "weighted"
randomness. Each skill is given a "rank." The lower its rank, the more likely it
is to be picked for transferrence in a fusion. The higher its rank, the less
likely it is to be inherited. The skills and their ranks are as follows:
RANK 1:
Agi, Bufu, Jio, Zan, Suku-nda, De-kunda, Death Touch, Claw, Bite, Charge, 99
Needles
RANK 2:
Dia, Patra, Posumdi, Closdi, Taru-nda, Raku-nda, Lullaby, 10% Life Spring,
Allure, Beg, Bargain
RANK 3:
Hama, Mudo, Dorminer, Plinpa, Paraladi, Petradi, Suku-kaja, Analyze, Noble-Death
Crash, Taunt, Nerve Resistence, Mind Resistence, Magic Resistance, 10% Magic
Pulse, Sexy Eye, Close Eye, Poison Claw, Poison Bite, Hell Stab, Poison Needles,
Scout, Headhunt, Smooth Talk, Request, Swap
RANK 4:
Agirao, Maharagi, Bufura, Mahabufu, Jionga, Mahajio, Zanma, Mahazan, Shibabu,
Marin-Karin, Tetraja, Riberama, Self-Destruct, Flame Resistence, Ice Resistence,
Electric Resistence, Shock Resistence, 20% Life Spring, Bright Sky Critical,
Quiet Sky Critical, Breath of Victory, Poison Gas Breath, Parala-Eye, Brainwash,
Hero Hunt, Blackmail, Borrow, Persuade, Brown-nose, Mediate
RANK 5:
Makajama, Media, Mepatra, Makatora, Taru-kaja, Maka-kaja, De-kaja, Lightma,
Torafulee, Discharge, Drink Magic, Kiai, Physical Resistence, Hama Resistence,
Curse Resistence, 20% Magic Pulse, Counterattack, Breath Shoes, Withstand,
Treasure Hunt, Fire Breath, Ice Breath, Fog Breath, Wing Flap, Paralysis Claw,
Charm Bite, Paralysis Needles, Yamaoroshi, Silent Sky Vow, Brotherly love, Stop,
Charisma
RANK 6:
Hamaon, Mahanma, Mudo-on, Mahamudo, Diarama, Liftma, Suicide attack, Judgement
Bolt, Endless Sleep, Strange Soundwave, Summon, Flame Enhance, Ice Enhance,
Electric Enhance, Shock Enhance, Nerve Immunity, Mind Immunity, Magic Immunity,
Chakra of Victory, Bind Voice, Battle Cry, Paralysis Bite, Rampage, Zetsumyoken,
Abduct, Stone Hunt, Selfishness, Threaten, Maiden Mediate, Booze Party
RANK 7:
Agidain, Maharagion, Bufudain, Mahabufura, Jiodain, Mahajionga, Zandain,
Mahazanma, Raku-kaja, Estma, Hellfire, Tornado, Drink Blood, Abyssal Melody,
Flame Immunity, Ice Immunity, Electric Immunity, Shock Immunity, 30% Life
Spring, Critical, Absorption Attack, Fierce Counterattack, Chakra Shoes, Panic
Voice, Petra Eye, Iron Claw, Petrify Bite, Petrify Needles, Guillotine Cut
RANK 8:
Megido, Tentarafu, Makajamaon, Mediarama, Recarm, Tetrakarn, Makalakarn,
Absolute Zero, Hama Lightning, Carnal Release, Randomizer, Hama Immunity, Curse
Immunity, 30% Magic Pulse, Memory Advancement, Evil Eye, Hell Fang, Reppu-Ha,
Heatwave, Anyaken
RANK 9:
Mahanmaon, Mahamudo-on, Diarahan, Recarmdora, Shockwave, Shinkuha, Flame
Absorption, Ice Absorption, Electric Absorption, Shock Absorption, Death
Counter, Hell's Eye, Fudoken
RANK 10:
Maharagidain, Mahabufudain, Mahajiodain, Mahazandain, Megidora, Prominence,
Physical Immunity, Flame Reflection, Ice Reflection, Electric Reflection, Shock
Reflection, Attack All, Rannyuken, Venom Zapper
RANK 11:
Mediarahan, Samarecarm, Unblemished Power, Divine Retribution, Distant Prayer,
Physical Absorption, Meikai-Ha, Deathbound, Hasso-Happa
RANK 12:
Physical Reflection
RANK 13:
War Cry of Victory
RANK 14:
Megidoraon
What skills a demon will get will be listed before the master of the Manor asks
for your confirmation. If you like the current skillset, go ahead and fuse that
demon. If you DON'T like the current skillset, just cancel the fusion and pick
the same demons again--a new skillset will be generated from the "parents." Just
keep in mind that the higher rank the skills of the parents, the harder it will
be for them to transferred. If say, the parents have War Cry of Victory and
Megidoraon, you will be cancelling and re-picking fusions for quite a while
before you get a skillset with both skills in it. This is especially true if
your "parents" have "noise" skills--not-too-useful but low-rank skills.
If you've got two beefy demons packed to the gills with super techniques, but
one of them has a lowly Rank 1 technique like--say, Jio--then Jio will be one of
the techniques picked for virtually all fusions between the two.
HEY, IT WON'T LET ME INHERIT THAT SKILL!
----------------------------------------
Got a skill you really want to transfer in a fusion, but the game stubbornly
refuses to allow your "target" demon to inherit? There's another element of
transferrence you have to factor in--the characteristics of your "target" demon.
For example, if your "target" demon isn't holding a weapon, you can pick and
repick your fusion until you're blue in the face, but you will never get the
skill "Guillotine Cut" to transfer, since that skill requires that its user have
some sort of weapon. If your target is a semi-intelligent beast, don't expect to
be able to transfer conversation Skills to it. Each skill in the game has a
"type" assigned to it, and each demon in the game has a list of types that it is
allowed to inherit. To find out the types, look in the Skills section for more
details. To find out which demons have which types, check out the Demon List
section. (I don't guarantee that the latter is going to be accurate, as a good
deal of those are semi-educated guesses--there's only so much testing I can do
before going stark raving insane. Generating the Fusion tables and the full
demon list was bad enough!) Note that this skill transferrance applies not only
to fusion "targets," but also to Mutations as well. For example, if your High
Pixie had "Wing Flap" and mutates into Queen Maeve, you will lose that skill
since Queen Maeve doesn't have wings.
There's also a very small subset of skills that are demon-specific. For example,
only Maou Surtr can use the spell "Ragnarok." These demon-specific skills can
never be transferred to ANY other demon.
SPECIAL FUSIONS:
================
SEIREI FUSIONS:
---------------
There are four Seirei in total, and they are a special race. They're not so hot
as allies go, but are instead designed to be a special type of fusion fodder. To
create Seirei, you need to fuse two of the same race of demon together. You can
also buy Seirei from Rag's shop in Ginza. What Seirei will be generated depends
on race--check the charts to find out who makes what.
The Seirei's primary purpose is to provide an artificial "Level up/Level down"
boost. Seirei change the rank of the demon they were fused with. For example,
LV20 Yoki Momunofu plus a Seirei would either give you LV25 Yoki Oni (Rank up)
or LV4 Shikigami. (Rank down) Each demon race reacts differently with each of
the four Seirei--check the charts a little further down to see how. If you think
you can use the Seirei to cheese your way to a ranked-up unique or difficult-to-
fuse race, think again--all four Seirei Rank-down the difficult-to-fuse races,
(unless, of course, you're cursed...) and you can't fuse them at all with the
unique races.
MITAMA FUSIONS:
---------------
Mitama are a lot like the Seirei, in that there are four of them and they're a
special race. Mitama are created by fusing two Seirei together, and you can buy
them in Rag's shop as well. Mitama are all "power-up" demons. When you fuse a
Mitama with another demon, rather than transforming it to an entirely new demon,
it merely boosts its stats. A Yosei Pixie + a Mitama will produce a Yosei Pixie,
but a Yosei Pixie with higher stats. When you fuse a Mitama with another demon,
that demon also retains all of its experience and skills that it has. (though
you can transfer skills from the Mitama to it if it has blank skill slots)
Mitama can be fused with any demon as many times as you want. There's nothing
stopping you from fusing Mitama over and over until you max out a demon's stats.
Actually there is one thing stopping you--a demon's stats cannot be more than
doubled from their "natural" values via Mitama fusion. So if a demon has a
"natural" Power of 15, you can fuse Aramitamas with it until you're blue in the
face, you'll never get it above 30. (that is, unless you gain it a level and
get it a power of 16, in which case you can fuse Mitamas till you get 32, and
so forth.)
MYTHOLOGY FUSIONS:
------------------
There are some demons that can only be fused through special, unique fusions of
demons, where the target demons have mythological significance from within the
same pantheon. Often these are done through Sacrifice fusions--for example,
there are some "good" gods in one pantheon that are demons or "evil" gods in
other, competing religions. By setting up a fusion that would create the "good"
god, and then sacrificing a Jashin, you can get the "evil" version of that god
from its competing religion. In any case, try fusing demons that seem to
"partner" together or are connected somehow and often you'll get a new result.
If you want clues, I've included some hints on how to get them, followed by
out-and-out spoilers for each one, later in the document.
HEY, IT WON'T LET ME FUSE THAT DEMON!
-------------------------------------
Even following all the rules above, you may find that you still can't fuse the
demon you want. This may be because of a few caveats within demon fusion.
1) Bosses must be killed before you can fuse them. Like the mutations, if a boss
is still alive and kicking, you can't fuse it yet. The sole exception to this is
bosses that you only fight on certain alignment paths. In this case, you just
have to pass through the point of the story where you WOULD have fought it. For
example, you won't fight the Daitenshi on the Yosuga alignment route. On that
route, once you pass the part of the story where you would have fought them
had you been another alignment, they will be unlocked and available to you. Note
that there are some exceptions: there are a handful of bosses that can be fused
before you fight them, and a boss you have to fight twice before you can fuse
him.
2) Demons that are "mutation products" cannot be fused. If you tried to rank-up
Yama Nyx with a Seirei fusion, you wouldn't get Yama Lilith, since you can get
Lilith by mutating Yama Lilim. (In fact, since Lilith is the highest Yama, you
wouldn't be able to fuse rank-up Seirei with Nyx at all) If you wanted Yama
Lilith, you'd either have to Mutate Lilim or get one to join you directly via
negotiation.
3) Demons that are fused via Mythology fusions can ONLY be fused via Mythology
fusions. So if you try to rank-down Majin Odin with a Seirei fusion, you won't
get Majin Amaterasu, since she has a Mythology fusion associated with her.
Instead, you'd get Majin Atavaka (since he's the next Majin down after
Amaterasu)
SACRIFICE FUSIONS
=================
Sacrifice Fusions are a new addition to the Shin Megami Tensei series. You will
not be able to perform Sacrifice Fusions until you reach Ginza, and even
afterwards, you will only be able to perform Sacrifice Fusions during a full
Kagutsuchi. A sacrifice fusion is much like a normal fusion--you pick two of
your demons to fuse, except that you also pick a third demon to "sacrifice," so
it's more or less like fusiong three demons together. However, Sacrifice fusions
work much differently than triple fusions in previous SMT games.
With the exception of Mythology fusions, sacrificing a third Nakama in a fusion
will not change the resulting demon. If the first two demons form Kishin
Zochoten, no matter whom you sacrifice, you will still get Kishin Zochoten. So
what's the point in doing Sacrifice fusions? The reason that Sacrifice fusions
are superior to normal fusions is that you can use your sacrifice to power-up
your target demon.
Normally when you fuse two demons together, the target will only inherit the
skills of its "parents." When you add a sacrifice into the mix, the target
"child" not only inherits skills from all three "parents," but also inherits any
experience points that the Sacrifice has gained in battle. In fact, it goes
beyond simple experience point transfer--products of Sacrifice fusions get one
and a half times as many experience points as the Sacrifice had gained. So if
your Sacrifice had gained, say, 100 EXP in battle, the product of the fusion
would have 150 EXP added on on top of its "base" state.
The net effect is that you can get a leveled-up demon as soon as you fuse it,
without having to build it up from scratch. Its HP, MP, and stats will all be
raised according to the number of levels it goes up within the fusion. However,
this comes with a few caveats. First, the product demon with its added EXP still
can't be a higher level than the Hero. Say your Hero was level 49--he would be
able to fuse LV47 Majin Atavaka with no problem. But, if you tried to fuse
Atavaka and sacrifice a demon that would raise his level to 50, you would not be
able to do the fusion since he would be too powerful for you.
Second, demons won't learn any skills they would normally through any levels
they gain via Sacrifice fusions. At least not initially. At their next level-up
though, they will learn any skills they should have gained before. For example,
Kishin Takeminakata has a base level of 17. Say you do a Sacrifice fusion and
fuse a Level 20 Takeminakata. Now, if you had fused Takeminakata normally and
leveled him up to level 20 via battle, he would have learned Makajama, Threaten,
and Parala-eye...but the LV20 Takeminakata created by Sacrifice fusion will not
have any of these skills. However, as soon as you level-up the newly fused LV20
Takeminakata to LV21, he will learn all three skills at once, plus De-Kaja (the
skill he normally learns after gaining four levels)
Overall, Sacrifice fusions are much more useful than normal fusions, and you
will probably find yourself doing virtually ALL of your fusions via Sacrifice
fusion once you gain access to it, since it allows you to "keep" the hard-earned
experience your party has gained through battle. However, the 1.5x experience
bonus is a double-edged sword. While you can sacrifice your developed demons
over and over again, you will find the experience point bonuses will quickly
grow out of control, and eventually reach a point where your sacrifice-beefed
Nakama will level up your fusions 10 levels or more when sacrificed, rendering
it pretty much useless as a sacrifice when trying to create Nakama even
marginally close to your own level. Unless you're trying to make a very low-
level demon powerful enough to "play with the big boys," such recursive
sacrificing is counterproductive.
FUSION ACCIDENTS
================
Fusion Accidents are back from earlier SMT games, and they're much more painful
than they used to be. Gone are the days of Devil Summoner and Soul Hackers where
fusion accidents could give you unique or super-powerful demons. Now they're
almost all negative.
Every time you do a demon fusion, there's a chance that things will go awry and
the demon you fuse won't be the demon you planned for. It'll be clear that an
accident has occurred mid-fusion, as a loud, irritating alarm starts blaring and
your target demon gets vaporized and replaced with a new demon. This new demon
is randomly chosen from all the normally fusable (aka no Mythology fusions or
Mutations) demons within a range of 15 levels below to 3 levels above your
Hero's current level. So it is possible that you'll get a demon more powerful
than your Hero, but much more likely that you'll get a weak one. In addition,
the skills that get inherited by a demon produced by a fusion accident are
repicked totally at random. If that wasn't bad enough, if you were doing a
Sacrifice fusion, you lose ALL the experience your Sacrifice would have brought,
as the new demon is always set at its "initial" state with no experience.
The good news is that fusion accidents are pretty rare, and there's only a 1 in
256 chance of them occurring. The bad news is that during full moons and new
moons, this chance gets boosted to 1 in 16. This makes doing Sacrifice fusions
extra risky, as they can only be done during a full moon--so if you do Sacrifice
fusions they will always be at greater risk of Accidents.
FUSING WHEN CURSED
==================
If your hero is Cursed when you go into the Jakyo manor, you'll notice that the
background music is changed, and the Master of the manor will address you as
呪われし者, "ye accursed one." When you're cursed, fusions change dramatically--
no matter what you pick as your "ingredients," you will only be able to fuse
Dark demons (no Kyocho though) or Yama. This can be beneficial if you're trying
to fuse Maou or Jashin, but detrimental if you want to fuse anything else.
Except for Seirei fusions. When you're cursed, all Seirei fusions are "reversed"
(that is, level-down Seirei become level-up Seirei, and vice versa) This is
extremely useful, as you can then do level-up fusions with powerful races such
as Majin, Hakaishin or Maou.
MANIACS: MAJIN FUSION
=====================
This might be a little confusing as there are two types of Majin in-game
with Maniacs, just with different Kanji--魔神 vs 魔人, but they're pronounced
the same. This deals with the fusion of the 魔人 type of Majin. This only
applies to Maniacs, as Majin don't appear in the "vanilla" version of Shin
Megami Tensei III: Nocturne.
Majin are a special, new kind of demon, and while not newcomers to the Megami
Tensei series, this is the first time you can get them in your party. Majin
follow special rules for fusion:
First, since all Majin are bosses, you have to defeat them before you can fuse
them, the same way it works for other bosses in SMT3. Second, you need to have a
Deathomen stone, which will be lost during the fusion. (死兆石) These are found
in treasure chests in the Amara Deep Zone. There are a limited number, so use
them wisely! Third, Majin are fused simply by fusing any demon of the "Mazoku"
demon genus (Yama, Yoma, Yosei, and Maou) during the right phase of the moon--
though which Majin you get will depend on which species. For example, to fuse
Majin Matador you need to perform any fusion that would normally result in a
Yoma--any Yoma will do. Lastly, Majin must be fused during specific Kagutsuchi
phases. It'll be blatantly obvious that you're doing a Majin fusion as you'll
get a little skull icon in the fusion tables when picking your "ingredients."
The formulas for each of the Majin are as follows:
Yama Majin:
-----------
Silent: LV 61 Black Rider
1/8-Half: Normal Yama fusion
5/8-Full: LV 37 High Priest
Yoma Majin:
-----------
Silent: LV 52 White Rider
1/8-Half: LV 30 Matador
5/8-Full: Normal Yoma Fusion
Yosei Majin:
------------
Silent: LV 55 Red Rider
1/8-3/8: Normal Yosei Fusion
Half-7/8: LV 42 Hell's Angel
Full: Normal Yosei fusion
Maou Majin:
-----------
Silent: LV 63 Pale Rider
1/8-3/8: Normal Maou fusion
Half: LV 69 Mother Harlot
5/8-7/8: Normal Maou Fusion
Full: LV 77 Trumpeter
Note that this means that among the Majin, only High Priest and Trumpeter can be
created via Sacrifice fusion. Of course this means that once High Priest and
Trumpeter are defeated, you can't ever do Maou or Yama sacrifice fusions again
so long as you still hold Deathomen stones. Life's a bitch sometimes.
FUSION CHARTS
=============
Here are fusion charts for normal double-fusions within SMT3. To make them
easier to use, I've broken them down by alignment: Light + Light, Light +
Neutral, Light + Dark, Neutral + Neutral, Neutral + Dark, and Dark + Dark. The
following is a key for the abbreviations for each race:
Light Races:
MAJI: Majin 魔神
MEGA: Megami 女神
HAKA: Hakaishin 破壊神
JIBO: Jiboshin 地母神
SEIJ: Seiju 聖獣
DAIT: Daitenshi 大天使
GUNS: Gunshin 軍神
RYUJ: Ryujin 龍神
REIC: Reicho 霊鳥
IRYO: Iryo 威霊
Neutral Races:
YOMA: Yoma 妖魔
YOSE: Yosei 妖精
TENS: Tenshi 天使
DATE: Datenshi 堕天使
RYUO: Ryuo 龍王
MAJU: Maju 魔獣
CHIR: Chirei 地霊
YOKI: Yoki 妖鬼
KIJO: Kijo 鬼女
YAMA: Yama 夜魔
Dark Races:
JASH: Jashin 邪神
MAOU: Maou 魔王
YOJU: Yoju 妖獣
YUKI: Yuki 幽鬼
GEDO: Gedo 外道
KYOC: Kyocho 凶鳥
NORMAL FUSION TABLES:
---------------------
LIGHT + LIGHT FUSION TABLE
L I G H T
MAJI MEGA HAKA JIBO KISH SEIJ DAIT GUNS GENM RYUJ SHIN REIC IRYO
------------------------------------------------------------------
MAJI | **** **** **** **** HAKA MEGA **** KISH MEGA **** MEGA MEGA MEGA| MAJI
MEGA | **** MAJI HAKA JIBO TENS MAJI MAJI TENS SHIN MAJI MAJI MAJI| MEGA
L HAKA | **** JASH JIBO KISH JASH MAJI JIBO **** SEIJ KISH HAKA| HAKA
JIBO | **** HAKA SHIN MAJI KISH KIJO **** HAKA **** HAKA| JIBO
I KISH | **** JIBO TENS HAKA MEGA HAKA SEIJ JIBO HAKA| KISH
SEIJ | SEIR TENS KISH YOMA RYUO MEGA JIBO SEIJ| SEIJ
G DAIT | SEIR KISH MEGA SEIJ MAJI MEGA MAJI| DAIT
GUNS | **** SEIJ JIBO MAJI KISH HAKA| GUNS
H GENM | **** SEIJ KISH MEGA HAKA| GENM
RYUJ | **** KISH HAKA JIBO| RYUJ
T SHIN | **** SEIJ HAKA| SHIN
REIC | **** MAJI| REIC
IRYO | ****| IRYO
LIGHT + NEUTRAL FUSION TABLE
N E U T R A L
YOMA YOSE TENS DATE RYUO MAJU CHIR YOKI KIJO YAMA
----------------------------------------------------
MAJI | MEGA YAMA MEGA HAKA KISH SHIN YOKI KISH JIBO JASH| MAJI
MEGA | KISH DATE SEIJ TENS YOSE SEIJ JIBO KIJO YOSE DATE| MEGA
L HAKA | SEIJ YOKI MAJI JASH KISH SHIN KIJO JIBO JIBO JIBO| HAKA
JIBO | YAMA YOMA MEGA HAKA KIJO RYUO MAJU HAKA KISH KISH| JIBO
I KISH | KIJO YOKI JASH YAMA KIJO SEIJ RYUO RYUO JIBO KIJO| KISH
SEIJ | TENS MEGA YOSE MAJU KISH SHIN MAJU KIJO JIBO YOSE| SEIJ
G DAIT | MEGA SEIJ MEGA JIBO **** **** **** **** **** DATE| DAIT
GUNS | **** **** SEIJ JIBO KISH SEIJ KISH **** **** ****| GUNS
H GENM | **** **** MEGA JIBO KIJO YOSE JIBO TENS YAMA SEIJ| GENM
RYUJ | SHIN RYUO MEGA RYUO JIBO RYUO KISH YAMA YAMA KIJO| RYUJ
T SHIN | TENS TENS MEGA TENS JIBO RYUO KISH KISH KISH SEIJ| SHIN
REIC | YAMA YAMA RYUO RYUO KISH KIJO KISH KISH YOKI KIJO| REIC
IRYO | MEGA MEGA MEGA KISH HAKA SEIJ HAKA HAKA JIBO YOKI| IRYO
LIGHT + DARK FUSION TABLE
D A R K
JASH MAOU YOJU YUKI GEDO KYOC
-------------------------------
MAJI | **** **** **** **** **** MAOU | MAJI
MEGA | HAKA **** JASH **** **** MAOU | MEGA
L HAKA | MAOU MAJI **** **** **** MAOU | HAKA
JIBO | **** **** YUKI JASH JASH HAKA | JIBO
I KISH | **** **** **** **** **** HAKA | KISH
SEIJ | **** **** **** **** **** KISH | SEIJ
G DAIT | TENS DATE **** DATE DATE **** | DAIT
GUNS | KISH **** **** **** **** **** | GUNS
H GENM | YOMA YOMA YOMA **** **** JIBO | GENM
RYUJ | RYUO **** **** **** RYUO **** | RYUJ
T SHIN | MAJI **** **** **** **** YOJU | SHIN
REIC | **** **** **** **** **** MEGA | REIC
IRYO | **** **** YOKI YOKI YOKI JASH | IRYO
NEUTRAL + NEUTRAL FUSION TABLE
N E U T R A L
YOMA YOSE TENS DATE RYUO MAJU CHIR YOKI KIJO YAMA
---------------------------------------------------
YOMA | SEIR SEIJ RYUO CHIR YAMA DATE MAJU KIJO YOKI TENS | YOMA
N YOSE | SEIR MEGA YOMA YOMA TENS YOMA YAMA YUKU RYUO | YOSE
E TENS | SEIR JASH YOSE SEIJ YAMA YOMA MAJU RYUO | TENS
U DATE | SEIR MAJU YAMA YOKI CHIR YOJU YUKI | DATE
T RYUO | SEIR YOKI DATE MAJU KISH DATE | RYUO
R MAJU | SEIR YOMA KIJO GEDO YOSE | MAJU
A CHIR | SEIR YOSE YOJU GEDO | CHIR
L YOKI | SEIR MAJU KISH | YOKI
KIJO | SEIR CHIR | KIJO
YAMA | SEIR | YAMA
NEUTRAL + DARK FUSION TABLE
D A R K
JASH MAOU YOJU YUKI GEDO KYOC
-------------------------------
YOMA | CHIR YAMA MAJU CHIR RYUO YUKI | YOMA
N YOSE | YAMA YAMA YOMA YAMA YUKI YUKI | YOSE
E TENS | DATE JASH DATE CHIR YOSE GEDO | TENS
U DATE | YOKI HAKA YAMA YAMA JASH GEDO | DATE
T RYUO | KISH YOKI YAMA YOKI DATE GEDO | RYUO
R MAJU | GEDO YAMA CHIR YOJU YOJU YOJU | MAJU
A CHIR | YUKI YOJU YOKI JASH KIJO GEDO | CHIR
L YOKI | YUKI YUKI YOSE GEDO YOJU HAKA | YOKI
KIJO | YOKI JIBO DATE GEDO YOJU GEDO | KIJO
YAMA | JIBO JIBO MAJU YOJU YOKI JASH | YAMA
NEUTRAL + DARK FUSION TABLE
D A R K
JASH MAOU YOJU YUKI GEDO KYOC
-------------------------------
JASH| **** HAKA GEDO GEDO YUKI HAKA | JASH
D MAOU| **** YAMA GEDO YUKI HAKA | MAOU
A YOJU| SEIR CHIR MAJU JASH | YOJU
R YUKI| **** YOKI JASH | YUKI
K GEDO| **** JASH | GEDO
KYOC| **** | KYOC
CURSED FUSION TABLES:
---------------------
LIGHT + LIGHT FUSION TABLE
L I G H T
MAJI MEGA HAKA JIBO KISH SEIJ DAIT GUNS GENM RYUJ SHIN REIC IRYO
------------------------------------------------------------------
MAJI | **** **** **** **** JASH GEDO **** JASH MAOU YOJU YOJU MAOU JASH| MAJI
MEGA | **** **** JASH **** GEDO MAOU GEDO TENS YOJU YOJU MAOU JASH| MEGA
L HAKA | **** JASH **** JASH JASH GEDO JIBO **** YOJU JASH JASH| HAKA
JIBO | **** MAOU JASH GEDO JASH KIJO YUKI YOJU JASH JASH| JIBO
I KISH | **** **** GEDO JASH MEGA MAOU YOJU **** JASH| KISH
SEIJ | **** GEDO JASH YOMA YAMA MAOU **** JASH| SEIJ
G DAIT | **** JASH MEGA YOJU MAOU MAOU ****| DAIT
GUNS | **** SEIJ **** YOJU JASH ****| GUNS
H GENM | **** YOJU JASH MAOU ****| GENM
RYUJ | **** JASH JASH ****| RYUJ
T SHIN | **** YOJU ****| SHIN
REIC | **** ****| REIC
IRYO | ****| IRYO
LIGHT + NEUTRAL FUSION TABLE
N E U T R A L
YOMA YOSE TENS DATE RYUO MAJU CHIR YOKI KIJO YAMA
----------------------------------------------------
MAJI | GEDO YAMA GEDO JASH JASH YOJU YUKI JASH **** ****| MAJI
MEGA | JASH YAMA GEDO GEDO GEDO YOJU YAMA **** JASH YOJU| MEGA
L HAKA | YOJU YUKI JASH JASH JASH JASH YUKI **** **** ****| HAKA
JIBO | YUKI YUKI GEDO YUKI YUKI **** YUKI YUKI JASH JASH| JIBO
I KISH | YUKI YUKI YUKI YAMA YUKI YOJU **** **** **** ****| KISH
SEIJ | GEDO YOJU GEDO YOJU YAMA YAMA **** YOJU **** YOJU| SEIJ
G DAIT | GEDO GEDO GEDO **** **** GEDO **** **** **** GEDO| DAIT
GUNS | YUKI YAMA YOJU **** JASH JASH YOJU YUKI JASH ****| GUNS
H GENM | YOJU YAMA MAOU **** YUKI YAMA YAMA YAMA **** ****| GENM
RYUJ | GEDO GEDO GEDO GEDO **** **** **** YUKI JASH ****| RYUJ
T SHIN | YOJU YOJU YOJU GEDO YOJU YOJU YOJU YUKI JASH YOJU| SHIN
REIC | **** **** **** **** **** **** **** **** **** ****| REIC
IRYO | YAMA YAMA YAMA YAMA YUKI YUKI YUKI YUKI YUKI GEDO| IRYO
LIGHT + DARK FUSION TABLE
D A R K
JASH MAOU YOJU YUKI GEDO KYOC
-------------------------------
MAJI | **** **** **** **** **** MAOU | MAJI
MEGA | HAKA **** JASH **** **** MAOU | MEGA
L HAKA | MAOU MAJI **** **** **** MAOU | HAKA
JIBO | **** **** YUKI JASH JASH HAKA | JIBO
I KISH | **** **** **** **** **** HAKA | KISH
SEIJ | **** **** **** **** **** KISH | SEIJ
G DAIT | TENS DATE **** DATE DATE **** | DAIT
GUNS | KISH **** **** **** **** **** | GUNS
H GENM | YOMA YOMA YOMA **** **** JIBO | GENM
RYUJ | RYUO **** **** **** RYUO **** | RYUJ
T SHIN | MAJI **** **** **** **** YOJU | SHIN
REIC | **** **** **** **** **** MEGA | REIC
IRYO | **** **** YOKI YOKI YOKI JASH | IRYO
NEUTRAL + NEUTRAL FUSION TABLE
N E U T R A L
YOMA YOSE TENS DATE RYUO MAJU CHIR YOKI KIJO YAMA
---------------------------------------------------
YOMA | SEIR SEIJ RYUO CHIR YAMA DATE MAJU KIJO YOKI TENS | YOMA
N YOSE | SEIR MEGA YOMA YOMA TENS YOMA YAMA YUKU RYUO | YOSE
E TENS | SEIR JASH YOSE SEIJ YAMA YOMA MAJU RYUO | TENS
U DATE | SEIR MAJU YAMA YOKI CHIR YOJU YUKI | DATE
T RYUO | SEIR YOKI DATE MAJU KISH DATE | RYUO
R MAJU | SEIR YOMA KIJO GEDO YOSE | MAJU
A CHIR | SEIR YOSE YOJU GEDO | CHIR
L YOKI | SEIR MAJU KISH | YOKI
KIJO | SEIR CHIR | KIJO
YAMA | SEIR | YAMA
NEUTRAL + DARK FUSION TABLE
D A R K
JASH MAOU YOJU YUKI GEDO KYOC
-------------------------------
YOMA | YUKI YAMA YUKI GEDO YOJU GEDO | YOMA
N YOSE | YUKI YAMA YUKI GEDO YAMA GEDO | YOSE
E TENS | YOJU JASH GEDO **** YUKI GEDO | TENS
U DATE | YUKI JASH YAMA GEDO YUKI GEDO | DATE
T RYUO | YOJU YUKI YAMA GEDO YUKI GEDO | RYUO
R MAJU | GEDO YAMA YUKI YOJU YOJU YOJU | MAJU
A CHIR | YUKI YOJU YAMA YOJU YOJU GEDO | CHIR
L YOKI | YUKI YUKI YAMA GEDO YUKI GEDO | YOKI
KIJO | YUKI **** **** GEDO YUKI GEDO | KIJO
YAMA | YUKI **** GEDO GEDO YOJU GEDO | YAMA
NEUTRAL + DARK FUSION TABLE
D A R K
JASH MAOU YOJU YUKI GEDO KYOC
-------------------------------
JASH| **** YUKI GEDO GEDO GEDO MAOU | JASH
D MAOU| **** YAMA GEDO YUKI GEDO | MAOU
A YOJU| **** GEDO YUKI YUKI | YOJU
R YUKI| **** YOJU **** | YUKI
K GEDO| **** **** | GEDO
KYOC| **** | KYOC
SEIREI FUSIONS
FLAMIES: SEIJU, DAITENSHI
AQUANS: YOMA, RYUO, KIJO
AEROS: YOSEI, TENSHI, MAJU, YOJU
EARTHIES: DATENSHI, CHIREI, YOKI, YAMA
SEIREI + SEIREI FUSIONS
FLAMIES AQUANS AEROS EARTHIES
---------------------------------------------------
FLAMIES | **** SAKIMITAMA ARAMITAMA KUSHIMITAMA |
AQUANS | **** KUSHIMITAMA ARAMITAMA |
AEROS | **** NIGIMITAMA |
EARTHIES | ****
SEIREI + OTHER RACE FUSIONS*
FLAMIES AQUANS AEROS EARTHIES
-----------------------------------
MAJIN | DOWN DOWN DOWN DOWN
MEGAMI | DOWN DOWN DOWN DOWN
HAKAISHIN | DOWN DOWN DOWN DOWN
JIBOSHIN | DOWN DOWN DOWN UP
KISHIN | DOWN DOWN DOWN UP
SEIJU | UP DOWN DOWN DOWN
----------+-----------------------------------
YOMA | DOWN UP UP DOWN
YOSEI | DOWN UP DOWN UP
TENSHI | UP UP DOWN DOWN
DATENSHI | UP DOWN UP DOWN
RYUO | UP UP DOWN DOWN
MAJU | UP DOWN UP DOWN
CHIREI | DOWN DOWN UP UP
YOKI | UP UP DOWN UP
KIJO | UP UP DOWN UP
YAMA | DOWN DOWN UP DOWN
-----------+-----------------------------------
JASHIN | DOWN DOWN DOWN DOWN
MAOU | DOWN DOWN DOWN DOWN
YOJU | UP UP DOWN DOWN
YUKI | DOWN DOWN UP DOWN
GEDO | DOWN UP DOWN DOWN
-----------------------------------------------
* Shinju, Daitenshi, Gunshin, Genma, Ryujin, Reicho, Irei and Kyocho cannot be
fused with Seirei. Also, all the "Downs" and "Ups" are reversed when fusing
while cursed.
MITAMA FUSIONS
------------------------------------
SAKIMITAMA: Vitality & Luck up 20%
KUSHIMITAMA: Vitality & Speed up 20%
NIGIMITAMA: Magic & Luck up 20%
ARAMITAMA: Power and Speed up 20%
MANIACS: MAJIN (魔人) + OTHER DEMON FUSIONS
RACE NORMAL CURSED
------------------------------------------------
HAKAISHIN | MAJIN (魔神 not 魔人) JASHIN
DAITENSHI | DATENSHI (Can't fuse)
GENMA | YOMA YAMA
SHINJU | (Can't Fuse) YOJU
IREI | (Can't Fuse) GEDO
----------+--------------------------------------
YOMA | YAMA YAMA
YOSEI | YAMA YAMA
TENSHI | JASHIN JASHIN
DATENSHI | HAKAISHIN JASHIN
RYUO | YOKI YUKI
MAJU | YAMA YAMA
CHIREI | YOJU YOJU
YOKI | YUKI YUKI
KIJO | JIBOSHIN (Can't Fuse)
YAMA | JIBOSHIN (Can't Fuse)
----------+-----------------------------------
JASHIN | HAKAISHIN YUKI
YOJU | YAMA YAMA
YUKI | GEDO GEDO
GEDO | YUKI YUKI
KYOCHO | HAKAISHIN GEDO
MYTHOLOGY FUSIONS
=================
HINTS:
MAJIN AMATERASU
---------------
Read the story about Amaterasu shutting herself up into the cave. Fuse together
some of the major players that enticed her out to get her. Sacrifice the
stripper.
JASHIN GIRIMEKARA
-----------------
Girimekara is thought to be Sri Lanka's demonized form of the Indian Ganesha.
Since you can't make Ganesha through fusion, try the next closest thing and
sacrifice an evil god.
KYOCHO GURULU
-------------
Gurulu is Sri Lanka's demonized form of the Indian Garuda. Like Ganesha, you
can't make Garuda through fusion, so use the closest thing with an evil god in
the mix.
JASHIN SAMAEL
-------------
Samael is an "evil angel" within Hebrew mythology. What rank of angel is Samael?
YOKI ONGYOKI
------------
This one should be obvious just playing the game. What did you need to do first
before you could fight Ongyoki?
DAITENSHI RAPHAEL
-----------------
Raphael is a higher rank than Uriel, but a Seirei fusion won't work. What other
type of demon would you want to fuse to make a Seraph?
DAITENSHI GABRIEL
-----------------
The same principle behind fusing Raphael works for fusing Gabriel.
DAITENSHI MICHAEL
-----------------
A similar principle behind fusing Ongyoki works for fusing Michael.
HAKAISHIN SHIVA
---------------
There has been a traditional "special fusion" for making Shiva ever since SMT1,
and it still holds here. If you don't know it, then try fusing two mortal
enemies from the island of Bali.
DAITENSHI METATRON (MANIACS ONLY)
---------------------------------
Metatron is the most powerful of the angels, and is fused a lot like the other
Seraphim in the game are. However, Metatron is also "one with God." In the SMT
games, God is the "ultimate evil." You'll need to use a sacrifice that reflects
this...
SPOILERS:
MAJIN AMATERASU:
Kishin Takemikazuchi + Shinju Yatagarasu, Sacrifice Megami Ame-no-Uzume
JASHIN GIRIMEKARA:
Any fusion that would normally make Yoma Purski, Sacrifice any Jashin
KYOCHO GURULU:
Any fusion that would normally make Maju Suparna, Sacrifice any Maou
JASHIN SAMAEL:
Any fusion that would normally make Tenshi Throne, Sacrifice any Jashin
YOKI ONGYOKI:
Yoki Kinki + Yoki Suiki, Sacrifice Yoki Fuki
DAITENSHI RAPHAEL:
Daitenshi Uriel + Tenshi Dominion
DAITENSHI GABRIEL:
Daitenshi Raphael + Tenshi Throne
DAITENSHI MICHAEL:
Daitenshi Uriel + Daitenshi Raphael, Sacrifice Daitenshi Gabriel
HAKAISHIN SHIVA:
Shinju Barong + Kijo Rangda
DAITENSHI METATRON:
Daitenshi Michael + any other angel, Sacrifice any Maou
################################################################################
AKUMA ZENSHO
################################################################################
Aside from fusions, the Akuma Zensho is the other function of the Jakyo Manor.
"Akuma Zensho" loosely translates to "The Complete Book of Demons." Once you
reach Ikebukuro, you will gain access to it. The Akuma Zensho "stores" all the
demons you have had as party members. Whenever you fuse, mutate, or recruit a
new demon into your party, it gets recorded into the Akuma Zensho. When you
enter the Jakyo Manor, you can use the Akuma Zensho. You get two options: Record
(登録) and Browse. (閲覧)
RECORD:
-------
Initially the demons in the Akuma Zensho are recorded in the default state, with
whatever levels, stats, and skills they had when they first joined your party.
When you pick "Record" you are given the option to record the demons in your
current party into the Zensho, replacing whatever status is currently recorded
there. In this way, you can record a fully "fleshed-out" demon into the Zensho,
with all its skills, level-ups, stat boosts, etc.
BROWSE:
-------
Browse lets you do just that, browse the Zensho and view all the demons you
currently have recorded. It will list all the names of the demons, either in
racial or level order. (you can pick with the L1/R1 buttons) Press the O button
to select whatever demon you like, and you will be brought to its status screen.
You can also use the L1 and R1 buttons to go to a "view" screen, where you can
use the controller to spin the demon around and change the angle you view it at.
You can also use the L1/R1 buttons to go to the "mythology" screen, where you
can read a short mythological background of the current demon in question.
The most useful function of the Browse ability is that you can also use it to
summon demons at will. Press the O button at the demon's status screen and the
Master of the Manor will ask you if you want to summon that demon into your
party. Agree, and that demon will be summoned into an empty slot in your Stock,
with whatever status is currently recorded in the Zensho. In this way you can
have your cake and eat it too--you can record a demon in the Zensho, use it as
fusion fodder or a sacrifice for a new demon, then turn around and re-summon it.
However, this comes at a cost--summoning demons using the Akuma Zensho is
exorbitantly expensive, to prevent you from abusing the system and summoning
powerful demons willy-nilly. The cost to summon a demon scales with its power,
so if you power up a Nakama and record it into the Zensho, the cost to re-summon
it will rise as well. Even mid-level demons can cost tens of thousands of Makka
to summon. If you manage to complete the Akuma Zensho, recording all possible
Nakama into it, the Master of the manor will give you a price break, and the
cost to summon all demons will be halved.
Another nifty feature of the Akuma Zensho is that it spans multiple playthroughs
of the game. After you finish the game, you get the option to play through again
at a higher difficulty level, and the current status of the Akuma Zensho will
carry over to the new game. Of course, your level will be too low to summon most
of the demons in it, but it can still give you a real advantage if you fuse low-
level demons with powerful Skills and record them into the Zensho, then summon
them early on in your new game...
THE DEMONS
==========
Here is a list of all the demons that can be recorded into the Akuma Zensho, at
their "base" statistics. There may be errors in here--to make this thing I had
to do a boatload of fusions and uses of Analyze to see demons' "base"
statistics, and I may have missed a few and ended up recording down "enhanced"
demons, but I think I have it down fairly well. Also I had to guesstimate some
of the "transfer" and Personality parts of the thing, so it may be wrong. All in
all it may not be 100% accurate, but this monstrosity took a freakishly long
time to write up so please don't flame! :)
Notes on the key:
STATS AND AFFINITY: These are the base stats that the demon will have when it
joins you. Note that when you face a demon as an enemy, often they will have
totally different stats and affinities than when they are in your party. When
you fight Ongyoki as a boss for example, he's not immune to Physical attacks,
but he is in your party. When you fight Majin Amaterasu as a random enemy in the
Bando Shrine, she has more hit points than her base HP are when you have her in
your party.
SKILLS: Some of the skills listed have asterisks next to them. These skills are
"base" skills that the demon automatically comes with when you first fuse or
recruit them. The rest of the skills you'll have to learn by leveling-up the
demon. The only time you WON'T see a demon with these base skills is if they are
a Mutation product (i.e. if you mutate Lilith, you won't get her innate skills,
but if you recruit her, you will) or if you purposely replaced them in favor of
others. Also, don't use this as a guide to what enemy demons will use on you--
often enemy demons have skills they won't get as allies, and vice versa.
TRANSFER:
These are the types of skills that can be transferred to this demon when it is
either fused or advanced. The part before the colon is the demon's affinity--
what types of skills are most likely to be transferred during fusion.
If an affinity has an "opposite," then skills of that opposite type are less
likely to be transferred.
Affinities with opposites are as follows:
Fire vs. Ice
Electicity vs. Shock
Hama vs. Curse
If there's no colon, it means that the demon cannot be fused (aka, a mutation)
and therefore has no transfer affinity. Or if there is, there's no way for me to
find out.
Everything after the colon is the list of types of skills that can be
transferred to the demon. The skill classes as separated in the skill list are
listed below. Note that the general-purpose "magic" category from the skill list
can be transferred to any demon.
Mo: Mouth
Wi: Wing
Cl: Claw
Bi: Bite
Ph: Physical (weaponless)
Ne: Needles
We: Weapon
Ma: Maiden Mediate
Ta: Talking/Conversation
In this case, said skill types ARE important with mutations, since all the pre-
mutation skills transfer over to the post-mutation form if they are
"acceptable." (e.g. Mutate High Pixie to Queen Mabe and she'll lose the "Wing
Flap" ability since Queen Mabe has no wings) Also with mutations it's important
to note that the Transfer stats listed here are by no means the only types of
skills that said demon can gain. For example, you can never transfer Mouth
skills to a Valkyrie (since Dis can't have them) but Valkyrie CAN use them.
(once I had her Agirao mutate to Fire Breath)
PERSONALITY TYPE:
There are 15 Personality types within SMT3.
GOD: Tough to nail down a description, except that it's what you'd probably
expect a god to talk like. Kind of classical-Japanese style way of talking.
WARRIOR-MAIDEN: Forceful yet feminine at the same time. Acts like a woman that
doesn't take any crap.
BUSHI: Talks like a samurai from a trashy samurai flick.
HEE-HO: Your traditional "Jack Frost" type of speech. Like a little child, but
in a weird form of speech that's trademark Megaten.
ANIMAL: Speaks fluently and intelligently, but decidedly not in a human voice.
MINDLESS: Doesn't really speak at all, just groans and makes weird noises.
Sometimes a couple of intelligible words will come out though.
BEAST: Semi-coherent beast speech. All Yoju have this type of personality, and
no other demon tyes do.
GENTLEMAN: Like the "gentleman" description from the Soul Hackers guidebook.
Polite and refined, but kind of haughty at the same time.
LADY: The female version of gentleman. Polite, refined, sometimes haughty.
OLD MAN: Talks like an old man...kindly but sometimes crochety.
OLD WOMAN: Not THAT old, but talks a lot like a woman in late-middle age might
speak. Kind of crochety.
GUY: Talks a lot like a guy in his teens or 20s would talk.
GIRL: Talks a lot like a girl in her teens or 20s would talk.
LITTLE BOY: Like a child under 10. Innocent but sometimes spoiled.
LITTLE GIRL: A young girl--more mature than "little boy" though--maybe around
early adolescence.
There is actually a sixteenth personality type, that only the Gijin--the
Manekata--have. Since you can't get any Manekata to join you though, you won't
find any of them here. Also, in Maniacs, all the "new" demons have their own
unique personality type.
DESCRIPTION: This is more or less a translation of the mythological roots of the
demon from the Akuma Zensho. It's not an exact translation--being a mythology
buff myself I interjected a bit of extra trivia here and there. :)
================================================================================
MAJIN (魔神)
================================================================================
LV 93: Vishnu ヴィシュヌ
HP/MP: 708/384
P:27 M:35 V:25 S:20 L:26
------------------------
SKILLS:
Distant Prayer*, Divine Retribution*, Hell's Eye*, Prominence, Meikai-ha,
Unblemished Light, Physical Reflection
AFFINITY:
Reflect Hama, Curse Immune, Strong to Everything
TRANSFER:
Physical: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY TYPE: God, Adult, Male
DESCRIPTION:
One of the top gods in Indian mythology. The god that maintains the universe. A
deification of sunlight. He has 10 forms or avatars, and in order to bring about
justice appears in various places in various bodies. Probably the most
worshipped Hindu deity today, and represents "maintenance" in the creation-
maitnenance-destruction cycle.
LV 78 Mithra ミトラ
HP/MP: 819/309
P:27 M:25 V:27 S:16 L:18
------------------------
SKILLS:
Randomizer*, Megidora*, Mahamudo-on*, Death Contract, Divine Retribution, Fog
Breath, Mahanmha-on, 30% Magic Pulse
AFFINITY:
Reflects Physical, Curse/Hama immune, weak to Ice
TRANSFER:
Physical: Mo, Ey, Ph, Ne, Ta
PERSONALITY TYPE: God
DESCRIPTION:
Ancient Persian deity. A high god that is both a war god and a sun god.
Possesses all the truth and harmony in the world, and exacts retribution on
evildoers that attempt to distort this. As a harmony-maintaining god, he is said
to possess the power to cure illness. In addition to his wild popularity as a
"Mystery Religion" god, Mithra has had a position in the Zoroastrian and Vedic
Hindu pantheons dating back thousands of years. Mithra worship still exists in
some places in the world, making him one of--if not THE--oldest gods still
worshipped today.
LV 65 Odin オーディン
HP/MP: 498/270
P: 24 M: 25 V:18 S:17 L:16
--------------------------
SKILLS:
Bufudain*, Agidain*, Deathbound, Makajamaon, Entice, Mahabufudain, Maharagidain
AFFINITY:
Ice/Hama Immune, Weak to Shock
TRANSFER:
Physical: Mo, Ph, Ne, Ta
PERSONALITY TYPE: God, Adult, Male
DESCRIPTION:
Supreme god of Norse myths. A warrior and magician, and eternal seeker of
knowledge. He appears as a one-eyed warrior. He weilds a magic spear, Gungnir,
wears a powerful ring, Draupnir, and rides atop Sleipnir, an eight-legged horse.
LV 56 Amaterasu アマテラス
HP/MP: 438/237
P: 19 M: 23 V: 17 S: 16 L: 16
-----------------------------
AFFINITY:
Fire, Hama, Curse Immune
SKILLS:
Tetrakarn*, Prominence*, Shinkoha, Randomizer, Flame Reflect, Distant Prayer
TRANSFER:
Physical: Mo, Ph, Ne, We, Ta
PERSONALITY TYPE: Gentleman, Adult, Male(!?)
DESCRIPTION:
Japanese goddess of light and head of the Shinto pantheon. As written in the
Kojiki, she is the ruler of the "Takamagahara," the country of gods. A symbol of
the sun, and the goddess that gives light. It is said she was born from the left
eye of Izanagi. And why the HELL did Atlus make her look like a MAN this time!?
I understand you can only have so many demon models, but at least use the Ame-
no-Uzume/Kikurihime wireframe! Sheesh!
LV 47 Atavaka アタバク
HP/MP: 402/183
P:24 M:14 C:20 S:10 L:14
------------------------
AFFINITY:
Reflects Hama/Curse, weak to Nerve and Mind
SKILLS:
Critical*, Yamaoroshi*, Withstand, Bind Voice, Fierce Counterattack, Rannyu-ken
TRANSFER:
Physical: Mo, Ph, Ne, We, Ta
PERSONALITY TYPE: God, Adult, Male
DESCRIPTION:
One of the 8 Great Yaksha Kings like Bishamonten. He gathered together the
Yaksha Kings, the Four Heavenly Kings, the Asura and the like for Buddhification
and had them swear oaths of loyalty to Buddhism. Atavaka is more commonly known
in Japan as "Fudo-Myo-o" (the Unmovable Myo-o) and is in charge of protecting
the Dharma.
LV 38 Horus ホルス
HP/MP: 312/162
P:12 M:16 V:14 S:21 L:10
------------------------
AFFINITY:
Reflects Hama, Strong to Physical, Weak to Curse
SKILLS:
Memory Advancement*, Mahanma*, 20% Magic Pulse, Dekunda, Liftma, Medirama, Hama
Lightning
TRANSFER:
Hama: Mo, Ey, Wi, Cl, Ph, Ne, Ta
PERSONALITY TYPE: Old Man
DESCRIPTION:
In ancient Egypt, a god that represented the sky, hawks and falcons, the flow of
the Nile River, and generally stood for the blessings and greatness of nature.
Occasionally Horus was seen as the chief god of the pantheon, and because of
that he was also sometimes seen as a sun god. Horus is the son of Isis and
Osiris and is often represented as a falcon or a man with a falcon's head.
================================================================================
MEGAMI (女神)
================================================================================
LV 64: Scathach スカアハ
HP/MP: 486/270
P:21 M:26 V:17 S:18 L:15
------------------------
AFFINITY:
Shock, Hama, and Magic Immune, Weak to Electricity
SKILLS:
Critical*, Mahazandain*, Shock Reflection, Silent Sky Vow, Retribution Bolt,
Chakra of Victory, Shinkuha
TRANSFER:
Shock: Mo, Ey, Ph, Ne, Ta
PERSONALITY TYPE: Warrior-Maiden, Female, Adult
DESCRIPTION:
A Celtic witch goddess. The queen who rules the alternate dimension "The Land of
Shadows." While she is a powerful sorceress, she is also an able warrior and
took Cu Chulainn in as her protege. She was the one who gave him his magic
spear, Gae Bolga.
LV 54: Lakshmi ラクシュミ
HP/MP: 414/234
P:14 M:24 V:15 S:13 L:16
------------------------
AFFINITY:
Reflects Hama, Bad Status Immune, Weak to Electricity
SKILLS:
Mediarahan*, Allure*, Chakra of Victory, Petra-Eye, 30% Magic Pulse, Samarecarm,
Recarmdora
TRANSFER:
Healing: Ey, Ne, Ma, Ta
PERSONALITY TYPE: Lady, Female, Youth
DESCRIPTION:
The goddess of beauty and good fortune in Hindu mythology. She is the wife of
Vishnu and the mother of the god of love, Kama. Whenever Vishnu appears on earth
in avatar form, Lakshmi appears in one as well to become that avatar's mate.
Lakshmi's form is that of the ideal of feminine beauty, and she is famed for her
dazzling good looks. She is also known as an alluring dancer, and is said to
have enthralled many a god doing so.
LV 48: Sati サティ
HP/MP: 366/204
P:11 M:20 V:13 S:15 L:17
------------------------
AFFINITY:
Absorbs Fire, Reflects Hama, weak to Ice
SKILLS:
Agidain*, Recarm*, Sexy Eye*, Maharagidain, Makatora, Request, Carnal Release
TRANSFER:
Fire: Ey, Ne, Ma, Ta
PERSONALITY TYPE: Lady, Female, Youth
DESCRIPTION:
In Hindu mythology, the goddess that was the first wife of Shiva. Because of a
dispute between her father Daksha and Shiva, she immolated herself in flames and
died, but was reincarnated as Parvati and married Shiva once again.
LV 30: Sarasvati サラスヴァティ
HP/MP: 246/141
P:9 M:17 V:11 S:9 L:12
------------------------
AFFINITY:
Immune to Hama and Bad Status, Weak to Fire
SKILLS:
Close Eye*, Chakra Boots*, Recarm, Allure, Mahazanma, Shock Enhance
TRANSFER:
Healing: Ey, Ne, Ma, Ta
PERSONALITY TYPE: Lady, Youth, Female
DESCRIPTION:
A Hindu goddess, the wife of Brahma. Said to be an incarnation of a river, her
name means "One who has water." She is also known as a goddess of the arts, and
is said to have a mastery of 64 different types of music and arts.
LV 18: Ame-no-Uzume アメノウズメ
HP/MP: 156/90
P:6 M:12 V:8 S:8 L:12
------------------------
AFFINITY:
Immune to Shock and Hama, weak to Electricity
SKILLS:
Media*, Mahazan*, Hama, Allure, Petra-Eye, 10% Life Spring, Chakra Boots
TRANSFER:
Healing: Ne, Ma, Ta
PERSONALITY TYPE: Girl, Youth, Female
DESCRIPTION:
Japanese goddess of the arts. Proponent of Chingon, (providing rest for dead
souls) Shintaku (fortunetelling) and many other Kagura. (Shinto musical dances)
The episode where she did a striptease dance in front of a cave Amatarasu had
holed herself into in an attempt to entice her out is especially famous. Later,
she became the wife of Sarutahiko.
================================================================================
HAKAISHIN (破壊神)
================================================================================
LV 94: Shiva シヴァ
HP/MP: 786/363
P:32 M:26 V:36 S:26 L:15
------------------------
AFFINITY:
Immune to Hama and Curses, Strong to everything.
SKILLS:
War Cry of Victory*, Hasso-Happa*, Carnal Release*, Shockwave, Death Counter,
Megidoraon, Physical Absorption
TRANSFER:
Physical (Electricity?): Mo, Ey, Ph, Ne, We, Ta
PERSONALITY TYPE: God, Adult, Male
DESCRIPTION:
One of the three great Brahmanic gods of Hinduism. Like Vishnu, Shiva has a
great deal of dedicated worshippers even today. While wielding unparalleled
destructive power, at the same time he is a god of medicine and rebirth. It is
said that all things revolve around the rythm of his dance.
LV 61: Hokutoseikun ホクトセイクン
HP/MP: 504/255
P:23 M:24 V:23 S:14 L:12
------------------------
AFFINITY:
Immune to Hama and curses, strong to physical, weak to flame
SKILLS:
Chakra of Victory*, Fudoken*, Retribution Bolt*, Hell's Eye, Smooth Talk,
Mahamudo-on, Divine Retribution
TRANSFER:
Curse (Hama?): Mo, Ey, Ne, We, Ta
PERSONALITY TYPE: Old Man, Adult, Male
DESCRIPTION:
Hokutoseikun is the Japanese pronunciation of the Chinese deity Beidoxingjun. He
is a god within some schools of Taoist thought, one that governs death and
judgement. Hokutoseikun appears as an ugly old man, wrapped in robes that are
translucent like ice.
LV 54: Seitentaisei セイテンタイセイ
HP/MP: 432/201
P:22 M:13 V:18 S:20 L:16
------------------------
AFFINITY:
Immune to Hama, Curses, and Physical
SKILLS:
Hasso-Happa, Silent Sky Vow, Attack All, Death Counter
TRANSFER:
Mo, Ey, Ph, Ne, We, Ta
PERSONALITY TYPE: Guy, Youth, Male
DESCRIPTION:
Seitentaisei is the Japanese name of the famous Chinese Qitiandasheng, which is
another name for the monkey god/hero Sun Wukong, or Son Goku as he is known in
Japan. Wukong was born when an enchanted stone on the top of a mountain was
filled with life force by the heavens. A constant troublemaker, he went on a
journey through the three worlds of the heavens, the earth, and the lands of the
dead, angering the gods and even receiving a stern admonition by Sakyamuni
Buddha. However he was saved by the Buddhist priest Sanzo-Hoshi, and set out on
another journey. Wukong is usually depicted riding a cloud, and wielding a magic
staff that extends at will.
LV 44: Dionysus ディオニュソス
HP/MP: 354/354
P: 16 M:20 V:15 S:13 L:15
-------------------------
AFFINITY:
Immune to Flame, Curse, and Hama, weak to Ice
SKILLS:
Maharagion*, Fire Immunity*, Booze Party, Abyssal Melody, Reppu-ha, Maharagidain
TRANSFER:
Flame: Ey, Ph, Ne, Ta
PERSONALITY TYPE: Gentleman, Adult, Male
DESCRIPTION
Dionysus is the Greek god of wine and of the theater, and was especially popular
among women. He was originally the god of life that protected the Thracian
mountains. It is said that he was the one that discovered the grape vine and
learned how to make wine from it, afterwards spreading the method for making it
amongst the humans of the world.
================================================================================
JIBOSHIN (地母神)
================================================================================
LV 74: Skadi スカディ
HP/MP: 570/309
P:23 M:29 V:21 S:18 L:15
------------------------
AFFINITY:
Immune to Shock, Hama, and Magic, Weak to Electricity
SKILLS:
Makajamaon, Maka-Kaja, Electric Reflection, Great Earthquake
TRANSFER:
Shock: Ey, Ne, Ta
PERSONALITY TYPE: Warrior-maiden, Adult, Female
DESCRIPTION:
Skadi is the goddess of darkness from Celtic mythology. Her name means "Shadow,"
and this "shadow" was the one that all the gods would be consumed by on the
final day of judgment. Skadi was often thought to be the same as Scathach.
L67: Kali カーリー
HP/MP: 540/258
P:25 M:19 V:23 S:19 L:13
------------------------
AFFINITY:
Reflect Curse, Immune to Flame and Hama, Weak to Ice
SKILLS:
Tentarafu*, Deathbound*, Death Counter, Fog Breath, 30% Life Spring, Anyaken
TRANSFER:
Physical: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY TYPE: Girl, Adult, Female
DESCRIPTION:
Kali is one of the faces of Shiva's wife from Hindu mythology. She has a
terrible side as an earth goddess, bloodthirsty and aggressive, and is usually
depicted wearing human skulls and wielding bloody swords. However, at the same
time she is also said to give great blessings and fortune to her followers, so
ends up being a goddess with two very distinct, different sides.
LV57: Parvati パールヴァティ
HP/MP: 432/240
P:15 M:23 V:15 S:16 L:20
------------------------
AFFINITY:
Absorbs Flame, Reflects Hama, Weak to Ice
SKILLS:
Medirama, Tetrakarn, Retribution Bolt, Unblemished Power
TRANSFER:
Healing: Ey, Ne, Ma, Ta
PERSONALITY TYPE: Lady, Youth, Female
DESCRIPTION:
Parvati is one of the faces of Shiva's wife from Hindu mythology. She is
exquisitely beautiful and and represents all beauty in the world. She is always
by Shiva's side, and is the only one that can help to open his third eye.
Parvati is the reincarnation of Sati, Shiva's first wife who self-immolated
herself.
LV 41: Kushinada-Hime クシナダヒメ
HP/MP: 330/180
P:12 M: 19 V:14 S:10 L:18
-------------------------
AFFINITY:
Reflects Hama, weak to Curse
SKILLS:
Medirama*, Selfishness*, Poison Neeldes*, Maharagion, Paraladi, Treasure Hunt,
Headhunt
TRANSFER:
Healing: Ey, Ne, Ma, Ta
PERSONALITY TYPE: Lady, Youth, Female
DESCRIPTION:
A goddess from Japanese Mythology. A goddess of the harvest and of farming. She
is the youngest of eight daughters of Tenazuchi and Ashinazuchi, but lost all of
her sisters who were sacrificed as offerings to the great monster Yamata-no-
Orochi. The story of how Susa-no-O defeated the Orochi and rescued her is
famous. The reason that Kushinada-Hime looks like she has combs all over her
body in-game is because of another famous story, where Susa-No-O turned her into
a comb and put her in his hair to hide her.
LV24: Kikuri-Hime キクリヒメ
HP/MP :210/120
P:10 M:16 V:11 S:8 L:11
-----------------------
AFFINITY:
Immune to Hama, Nerve, and Mind, Weak to Flame
SKILLS:
Diarama*, Sexy Eye*, Maiden Mediate, Posumdi, Mepatra, Recarm
TRANSFER:
Healing: Ey, Ne, Ma, Ta
PERSONALITY TYPE: Lady, Youth, Female
DESCRIPTION:
Goddess from Japanese Mythology. She is the goddess of Hakusan Mountain, and was
the arbitrator between Izanagi and Izanami when they had their famous quarrel in
Yomotsu-Hira-Saka, the slope that leads down to Yomi, the Japanese Land of the
Dead. Basically, as the story goes, Izanagi went to Yomi to retrieve his dead
wife Izanami, but ran away revolted when he saw her all infested with maggots.
She got really angry and Kikuri-Hime was their mediator. In turn, she is also
seen as a goddess associated with death and rebirth.
================================================================================
KISHIN (鬼神)
================================================================================
LV 76: Thor トール
HP/MP: 612/288
P:28 M:20 V:26 S:12 L:17
------------------------
AFFINITY:
Immune to Hama and Electricity, weak to Magic and Nerve
SKILLS:
Death Counter*, Jiodain*, Meikai-ha*, Mediarahan, Mahajiodain, Fudo-ken, Flame
Reflection
TRANSFER:
Electricity: Ey, Ph, Ne, We, Ta
PERSONALITY TYPE: Bushi, Adult, Male
DESCRIPTION:
Norse god of thunder. Next to Odin, he had more worshippers than just about any
other god in the pantheon. He wears magic gloves that double the wearer's
strength, and weilds Mjollnir, a battle hammer can be thrown at an enemy to
crush it, and yet will always return to the hand of its owner on its own. He is
the strongest god among the Aesir.
LV 72: Bishamonten ビシャモンテン
HP/MP: 756/267
P:25 M:18 V:25 S:17 L:15
------------------------
AFFINITY:
Reflect Flame, Immune to Hama, Weak to Ice
SKILLS:
Retribution Bolt*, Attack All*, Prominence, Flame Enhance, Stop, Withstand,
Hasso-Happa
TRANSFER:
Flame: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY TYPE: God, Adult, Male
DESCRIPTION:
A guardian Bodhisattva within Buddhism. One of the Shiten-O (Four Kings),
originally named Tamonten (or Kuvera from Hinduism). One of the Hachibushu, the
eight guardian deities/Bodhisattvas that defend the Dharma. Under orders from
Taishakuten, he guards the North. He became very popular as a war god amongst
the Bushi in Japan, after Shotoku Taishi (famous prince in Japan that lived in
the 6th & 7th centuries) prayed to him for victory.
Maniacs Only:
LV 63 Futomimi フトミミ
HP/MP: 498/267
P:20 M:26 V:20 S:15 L:12
------------------------
AFFINITY:
Immune to Hama, Curse and Bad Status, Strong to Physical
SKILLS:
Kiai*, Battle Cry*, Close-Eye*, Charge*, Critical, 30% Life Spring, 30% Magic
Pulse
TRANSFER:
Magic: Mo, Ey, Ph, Ne
DESCRIPTION:
A good Manekata, reincarnated in the Vortex world after being guided by the "Mud
Bell of the Afterlife" when in his dead, pure Magatsuhi state. Because of his
great virtue, he attained the power of a Kishin.
LV 52: Jikokuten ジコクテン
HP/MP: 426/204
P:21 M:16 V:19 S:11 L:12
------------------------
AFFINITY:
Reflect Ice, Immune to Hama, Weak to Flame
SKILLS:
Fudo-ken*, Diarahan*, De-Kunda, Bufudain, Silent Sky Vow, Mahazandain, Shockwave
TRANSFER:
Ice: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY TYPE: God, Adult, Male
DESCRIPTION:
A guardian Bodhisattva within Buddhism. One of the Shiten-O (Four Kings) One of
the Hachibushu, the eight guardian deities/Bodhisattvas that defend the Dharma.
Under orders from Taishakuten, he guards the East.
LV 45: Takemikazuchi タケミカヅチ
HP/MP: 372/177
P:19 M:14 V:17 S:11 L:10
------------------------
AFFINITY:
Reflect Electricity, Immune to Hama, Weak to Shock
SKILLS:
Jiodain*, Discharge*, Mediate, Anyaken, Breath Shoes, Mahajionga*
TRANSFER:
Electricity: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY TYPE: Guy, Youth, Male
DESCRIPTION:
Japanese thunder god. When the Amatsu-kami took control of Japan, he was sent
Takamagahara on a mission to meet O-kuni-nushi and persuade him to turn control
of the land to the Amatsu-kami. He wields the sword Tokka-no-tsurugi, and is
said to have been the father of the old-style swordfighting in Japan.
LV 39: O-kuni-nushi オオクニヌシ
HP/MP: 312/165
P:16 M:16 V:13 S:11 L:10
------------------------
AFFINITY:
Reflect Hama, Immune to Curse
SKILLS:
Rannyu-ken*, Mahamudo*, Smooth Talking, Agidain, Makajamaon, Summon
TRANSFER:
Hama: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY TYPE: Gentleman, Youth, Male
DESCRIPTION:
One of the Kunitsu-kami from Japanese mythology. After passing the trials that
Susa-no-o gave him, O-kuni-nushi married his daughter Suseri-Hime and the two of
them established the country of Izumo. Because of this, he is known as the
founder of Izumo and is the most important god within the tradition there. He is
also a patron of agriculture and medicine.
LV 33: Komokuten コモクテン
HP/MP: 282/135
P:16 M:12 V:14 S:9 L:9
----------------------
AFFINITY:
Reflect Shock, Immune to Hama, weak to Electricity
SKILLS:
Yamaoroshi*, Mahazanma*, 20% Life Spring, Headhunt, 10% Magic Pulse, Tetraja
TRANSFER:
Shock: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY TYPE: God, Adult, Male
DESCRIPTION:
A guardian Bodhisattva within Buddhism. One of the Shiten-O (Four Kings) One of
the Hachibushu, the eight guardian deities/Bodhisattvas that defend the Dharma.
Under orders from Taishakuten, he guards the West.
LV 27: Zochoten ゾウチョウテン
HP/MP 234/111
P:15 M:10 V:12 S:7 L:10
-----------------------
AFFINITY:
Immune to Hama, Magic, and Nerve, Weak to Shock
SKILLS:
Zetsumyoken*, Agirao*, Mahanma*, Stop, Hamaon, Curse Resistance, Critical
TRANSFER:
Electricity (physical?): Mo, Ey, Ph, Ne, We, Ta
PERSONALITY TYPE: God, Adult, Male
DESCRIPTION:
A guardian Bodhisattva within Buddhism. One of the Shiten-O (Four Kings) One of
the Hachibushu, the eight guardian deities/Bodhisattvas that defend the Dharma.
Under orders from Taishakuten, he guards the South.
LV 17: Takeminakata タケミナカタ
HP/MP 168/75
P:11 M:8 V:11 S:9 L:5
---------------------
AFFINITY:
Reflect Electricity, Immune to Hama, Weak to Flame and Nerve
SKILLS:
Silent Sky Critical*, Maha-Jio*, Jionga*, Makajama, Threaten, Parala-Eye, De-
Kaja, Kiai
TRANSFER:
Electricity: Mo, Ey, Ph, Ne, Ta
PERSONALITY TYPE: Gentleman, Adult, Male
DESCRIPTION:
Military god from Japanese mythology. He is both a god of hunting and of the
harvest, and is also one of the seven Fukujin, Japanese gods of happiness and
good fortune. When Takemikazuchi came to claim the land, Takeminakata fought on
behalf of his father O-Kuni-Nushi to retain control of the country, but was
defeated. He fled to the country of Shinano, and later was said to have been
forbidden to leave the land of Suwa contained within.
================================================================================
SEIJU (聖獣)
================================================================================
LV 55: Chimera キマイラ
HP/MP 426/204
P:23 M:13 V:16 S:17 L:10
------------------------
AFFINITY:
Absorb Flame, Immune to Hama, Weak to Mind and Nerve
SKILLS:
Fire Breath*, Flame Enhance*, Battle Cry*, Iron Claw, Abduct, Suicide Attack,
Strange Soundwave
TRANSFER:
Flame: Mo, Ey, Ph, Cl, Bi, Ne, Ta
PERSONALITY TYPE: Animal
DESCRIPTION:
A monster with the head of a lion and a goat, and with a snake for a tail.
Originally she was a holy beast representing the seasons, but eventually ended
up as a violent monster within Greek mythology. Her parents are the Wind Giant
Typhon and the snake goddess Echidna.
LV 43: Byakko ビャッコ
HP/MP 348/153
P:19 M:8 V:15 S:17 L:8
----------------------
AFFINITY:
Immune to Ice and Hama, Weak to Fire
SKILLS:
Breath of Victory*, Petrification Bite*, Ice Breath*, Critical, Headhunt, Kiai,
Bufudain
TRANSFER:
Ice: Mo, Ey, Ph, Cl, Bi, Ne, Ta
PERSONALITY TYPE: Animal
DESCRIPTION:
"Byakko" is the Japanese pronunciation of the Chinese "Baihu." One of the "Four
Holy Beasts" appearing often within Chinese mythology and thought. His direction
is west, his season is autumn, and his element is metal. In ancient Chinese
literature, the "Lord of 100 Beasts" is the tiger, and Byakko is the top-ranking
one among them.
LV 36: Suzaku スザク
HP/MP 276/138
P:10 M:10 V:10 S:17 L:13
------------------------
AFFINITY:
Absorb Electricity, Immune to Hama, weak to Ice
SKILLS:
Liftma*, Wing Flap*, Fire Breath*, Recarm, Mediate, Mahajionga, Breath of
Victory
TRANSFER:
Flame: Mo, Wi, Ey, Ph, Cl, Bi, Ne, Ta
PERSONALITY TYPE: Animal
DESCRIPTION:
"Suzaku" is the Japanese pronunciation of the Chinese "Zhuqiao." One of the
"Four Holy Beasts" appearing often within Chinese mythology and thought. His
direction is south, his season is summer, and his element is fire. He is a huge
bird that looks a lot like a quail, and is said to sing in an enchantingly
beautiful voice.
LV 27: Senri センリ
HP/MP 216/135
P:10 M:14 V:9 S:12 L:9
----------------------
AFFINITY:
Absorb Shock, Immune to Hama, Weak to Electricity
SKILLS:
Mahazanma, Treasure Hunt, Stone Hunt, Absorption Attack
TRANSFER:
Ey, Ph, Cl, Ne, Ta
PERSONALITY TYPE: Girl, Youth, Female
DESCRIPTION:
A creature that is born when an extremely old mountain cat undergoes a
transformation. It transforms into a beautiful woman and seduces human males to
steal their life energy. The highest rank amongst the Nekomata. It is said that
the reason that "monsterized" animals try to gather life energy is because they
want to become Senri themselves.
LV 21: Unicorn ウニコーン
HP/MP 186/99
P:9 M:12 V:10 S:7 L:7
---------------------
AFFINITY:
Immune to Hama, Magic, and Mind, Weak to Electricity
SKILLS
Raku-Kaja*, Mahabufu*, Media*, Breath Shoes, Paralysis Bite, Tetraja, Me-Patra,
Diarama
TRANSFER:
Healing: Mo, Ey, Ph, Bi, Ne, Ta
PERSONALITY TYPE: Gentleman
DESCRIPTION:
A white horse from Scottish legend, notable for the spiral horn protuding from
its forehead. It will only open its heart to young women that remaine chaste,
and will not let anyone else touch it. It is said that its horn can be ground
into a powder that can be used as a panacea that will cure any and all sorts of
illness or disease.
LV 13: Shisa シーサー
HP/MP 120/57
P:9 M:6 V:7 S:9 L:6
-------------------
AFFINITY:
Absorbs Electricity, Immune to Hama, Weak to Flame
SKILLS:
Discharge*, Claw*, Battle Cry, Brainwash, Petrification Bite, Counterattack,
Flame Resist
TRANSFER:
Electricity: Mo, Ey, Ph, Cl, Bi, Ne, Ta
PERSONALITY TYPE: Animal
DESCRIPTION:
A holy beast that bestows luck and protects households from any and all types of
demons. While its appearance is very similar to that of a Komainu (stone dog
statues that protect Shinto Shrines) it is actually designed after a lion. Tales
of the Shisa originate in and are primarily concentrated within mythology from
Ryukyu.
================================================================================
SEIREI (聖霊 )
================================================================================
LV 20: Flamies フレイミーズ
HP/MP 156/96
P:10 M:12 V:6 S:6 L:7
---------------------
AFFINITY:
Absorb Flame, Immune to Hama and Curse, Weak to Ice
SKILLS:
Maharagi*, Bright Sky Critical*, Maka-Kaja, Media, Mind Immunity, Agirao
TRANSFER:
Flame: Ph, Ne, Ta
PERSONALITY TYPE: Gentleman
DESCRIPTION:
Of the four Elements, an elemental of Fire.
LV 15: Aquans アクアンズ
HP/MP 126/75
P:6 M:10 V:6 S:6 L:8
--------------------
AFFINITY:
Reflects Ice, Immune to Hama and Curse, weak to Fire
SKILLS:
Suku-Kaja*, Hama Resistance*, Mahabufu, Nerve Resistance, 10% Life Spring,
Bufura
TRANSFER:
Ice: Ph, Ne, Ta
PERSONALITY TYPE: Gentleman
DESCRIPTION:
Of the four Elements, an elemental of Water.
LV 11: Aeros エアロス
HP/MP 102/57
P:5 M:8 V:6 S:8 L:5
-------------------
AFFINITY:
Immune to Hama and Curses, Strong to all magic
SKILLS:
Dia*, Jio*, Lullaby, Marin-Karin, Mind Resistance, Poison Needles
TRANSFER:
Magic: Ph, Ne, Ta
PERSONALITY TYPE: Gentleman
DESCRIPTION:
Of the four Elements, an elemental of Air.
LV 7: Earthies アーシーズ
HP/MP 90/36
P:6 M:5 V:8 S:4 L:5
-------------------
AFFINITY:
Immune to Hama and Curses, Weak to Shock
SKILLS:
Jio*, Patra*, Raku-Kaja, Magic Resistance, Mediate, Mahajio
TRANSFER:
Electricity: Ph, Ne, Ta
PERSONALITY TYPE: Gentleman
DESCRIPTION:
Of the four Elements, an elemental of Earth.
================================================================================
MITAMA (御魂)
================================================================================
LV 35: Sakimitama サキミタマ
HP/MP 270/138
P:10 M:11 V:10 S:11 L:20
------------------------
AFFINITY:
Immune to Hama, Curse, and Bad Status
SKILLS:
Dorminer*, Swap*, Analyze*, Mahazanma, Medirama, Mahajionga, Tetrakarn
TRANSFER:
Magic: Mo, Ey, Ph, Ne, Ta
PERSONALITY TYPE: Lady
DESCRIPTION:
One of the four souls from the "One Spirit, Four Souls" concept within Shinto.
Sakimitama is the happy and optimistic aspect of the spirit and is the source of
happiness, love, compassion, and other related emotions. It is said to bestow
good fortune in hunting and fishing.
LV 32: Kushimitama クシミタマ
HP/MP 240/150
P:9 M:18 V:8 S:12 L:12
----------------------
AFFINITY:
Immune to Hama, Curse, and Bad Status
SKILLS:
Suku-Kaja*, De-Kaja*, Analyze*, Shock Resistance, Ice Resistance, Electric
Resistance, Flame Resistance
TRANSFER:
Magic: Mo, Ey, Ph, Ne, Ta
PERSONALITY TYPE: Gentleman
DESCRIPTION:
One of the four souls from the "One Spirit, Four Souls" concept within Shinto.
Sakimitama represents the intelligent and rational aspect of the spirit and is
the source of intelligence, wisdom, clear thought, and other related emotions.
It is said to bestow good health and recovery from disease.
LV 29: Nigimitama ニギミタマ
HP/MP 234/117
P:10 M:10 V:10 S:16 L:10
------------------------
AFFINITY:
Immune to Hama, Curse, and Bad Status
SKILLS:
Raku-Nda*, Persuade*, Analyze*, Flame Enhance, Ice Enhance, Electric Enhance,
Shock Enhance
TRANSFER:
Magic: Mo, Ey, Ph, Ne, Ta
PERSONALITY TYPE: Old Man
DESCRIPTION:
One of the four souls from the "One Spirit, Four Souls" concept within Shinto.
Nigimitama represents the serene, moderate aspect of the spirit and is the
source of calmness, respect, trust, and other related emotions. Of the dualistic
nature of the spirit, Nigimitama is the more harmonic and composed.
LV 25: Aramitama アラミタマ
HP/MP 210/105
P:12 M:10 V:10 S:10 L:10
------------------------
AFFINITY:
Immunity to Hama, Curse, and Bad Status
SKILLS:
Taru-Kaja*, Bright Sky Critical*, Analyze*, Breath of Victory, Breath Shoes,
Counterattack, Charge
TRANSFER:
Magic: Mo, Ey, Ph, Ne, Ta
PERSONALITY TYPE: Guy
DESCRIPTION:
One of the four souls from the "One Spirit, Four Souls" concept within Shinto.
Aramitama represents the wild, forceful aspect of the spirit and is the source
of anger, passion, valor, and other related emotions. Of the dualistic nature of
the spirit, Aramitama is the more rough and untamed.
================================================================================
YOMA (妖魔)
================================================================================
LV 52: Ifreet イフリート
HP/MP 402/225
P:15 M:23 V:15 S:14 L:9
-----------------------
AFFINITY:
Absorbs Flame, weak to Ice
SKILLS:
Agidain*, Taunt*, Maka-Kaja, Maharagidain, Summon, Prominence
TRANSFER:
Mo, Ey, Ph, Ne, Ta
PERSONALITY TYPE: Guy, Adult, Male
DESCRIPTION:
A type of elemental from Arabian legend. A powerful spirit with magical powers
of flame. They will grant all sorts of favors to those who summon them, but are
of a rather irritable disposition, and will immediately kill any master they
take a disliking to.
LV 48: Purski プルキシ
HP/MP 390/189
P:19 M:15 V:17 S:9 L:12
-----------------------
AFFINITY:
Immune to SHock and Hama, Weak to Electricity
SKILLS:
Bind Voice*, Memory Advancement*, Scout*, Fudoken, Panic Voice, Shock Enhance,
Rannyuken, Mahazandain
TRANSFER:
Shock: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY TYPE: Gentleman, Adult, Male
DESCRIPTION:
An elephant-headed god from Indian mythology. He has a third eye in the middle
of his forehead and is often depicted with a snake wrapped around him. Judging
from his appearance, one might expect that Purski was influenced by the also
elephant-headed god Ganesha; however, in actuality he originates from Tibet, and
is thought to be an indigenous god to the people of the Himalaya mountains.
(Note--this is one demon whose correct romanization has escaped me so I'm using
the one that Atlus uses. I know that he is a Himalayan folk deity with an
elephant head and is often seen in Nepalese Mask Dances, and I have seen him
kanafied as both プルシキ and プルキシ on Japanese sites. He seems to have been
so much "fused" with Ganesha that all attempts of mine to find a reference to an
earlier name have failed. IOW, "Purski" may not be right)
LV 44: Djinn ジン
HP/MP 342/189
P:14 M:19 V:13 S:14 L:8
-----------------------
AFFINITY:
Absorbs Shock, Weak to Nerve
SKILLS
Shock Enhance*, Zandain*, Mahazanma*, Diarama, Suicide Attack, Brown-Nose, Taunt
TRANSFER:
Shock: Mo, Ey, Ph, Ne, Ta
PERSONALITY TYPE: Old Man, Adult, Male
DESCRIPTION:
A wind and fire spirit from Arabian legend. Widely known as its "Genie in the
lamp" form. It can spontaneously create palaces and treasure at will, and is
capable of transforming itself into other shapes as well. There are many stories
of Djinn being sealed within bottles and pots by the summoners that called them.
LV 37: Ongkot オンコット
HP/MP 288/138
P:14 M:9 V:11 S:15 L:12
-----------------------
AFFINITY:
Strong to Physical, Weak to Magic and Nerve
SKILLS:
Critical*, Rampage*, Taru-Kaja*, Tetrakarn, Zetsumyoken, Stone Hunt, Suku-Kaja,
Noble Death-Crash
TRANSFER:
Physical: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY TYPE: Guy
DESCRIPTION:
A monkey god from Indian mythology. A general amongst the army of Hanuman. His
most famous exploits are recorded in the epic poem "The Ramayana," in which he
led an army of monkeys against the Rakshasa, and successfully defeated all the
enemy generals.
LV 28: Karasu Tengu カラステング
HP/MP 234/117
P:12 M:11 V:11 S:10 L:8
-----------------------
AFFINITY:
Reflects Shock, Weak against Magic
SKILLS:
Wing Flap*, Taru-Kaja*, 20% Magic Pulse, Brotherly Love, Mahanma, Critical,
Tornado
TRANSFER:
Wi, Ph, Ne, Ta
PERSONALITY TYPE: Guy, Adult, Male
DESCRIPTION:
A type of Tengu. The Karasu Tengu does not possess a very long nose like his
more well known brethren, but just like its name suggests, is said to have a
crow-like beak (Karasu means Crow) which it hides behind a mask. They have a
evil side to their personality, and are said to tempt people into depravity and
corruption.
LV 23: Dis ディース
HP/MP 198/111
P:10 M:14 V:10 S:7 L:6
----------------------
AFFINITY:
Absorbs Flame
SKILLS:
Tetraja*, Agirao*, Makajama*, Diarama, Petra-Eye, Makatora, Mepatra
TRANSFER:
Support: Ey, Ph, Ne, Ma, Ta
PERSONALITY TYPE: Lady, Youth, Female
DESCRIPTION:
The Disir are from Norse mythology, a group of low-ranking goddesses that are
much like spirit guardians, watching over humans and their families. In addition
to their roles as family protectors and agricultural goddesses, they are said to
bring fortune in battle, where they work as servants of the Valkyries. In that
capacity, they have a very similar role in their "choosing of the dead."
LV 19: Koppa Tengu コッパテング
HP/MP 144/87
P:10 M:14 V:10 S:7 L:6
----------------------
AFFINITY:
Immune to Shock, Weak to Magic
SKILLS:
Wing Flap*, Taru-Kaja*, Memory Advancement, Shibabu, Makatora, Suicide Attack,
Zanma
TRANSFER:
Shock: Wi, Ph, Ne, Ta
PERSONALITY TYPE: Guy, Youth, Male
DESCRIPTION:
A type of Tengu. Possessing less spiritual power than the other kinds of Tengu,
Koppa Tengu appear substantially smaller than their brethren. It is said that
wolves that live an exceptionally long life span do not die but rather undergo a
transformation, and after that turn into a form much like that Karasu Tengu.
LV 14: Isora イソラ
HP/MP 132/66
P:9 M:8 V:8 S:6 L:3
-------------------
AFFINITY:
Strong to Ice, Weak to Fire
SKILLS:
Analyze*, Poison Bite*, Abduct, Lullaby, Ice Breath, Media
Transfer:
Ice: Mo, Ey, Ph, Bi, Ne, Ta
PERSONALITY TYPE: Animal
DESCRIPTION:
An indigenous Japanese sea god. It lives at the bottom of the ocean, and possess
the power to control water at will. Isora was worshipped by the Azumi, a fishing
tribe in ancient Japan.
LV 8: Apsaras アプサラス
HP/MP 84/42
P:6 M:6 V:6 S:5 L:5
-------------------
AFFINITY:
Absorbs Electricity, Weak to Flame
SKILLS:
Lullaby*, Allure*, Close-Eye*, Mahajio, Mind Resistance, Makajama, Dorminer
TRANSFER:
Support: Ey, Ne, Ma, Ta
PERSONALITY TYPE: Lady, Youth, Female
DESCRIPTION:
A water spirit from Hindu mythology. Her name means "One that moves in the
water." She appears as a young woman, and her enchanting beauty is used by the
gods to prevent holy men from acheiving too much power by making them capitulate
to their earthly desires. Also, she has a role in the Vedic tradition of
bringing the souls of those that died in battle to Indra's heaven.
================================================================================
YOSEI (妖精)
================================================================================
LV 57 Titania ティターニア
HP/MP 432/240
P:14 M:23 V:15 S:12 L:13
------------------------
AFFINITY:
Reflects Hama and Curses, Strong to all magic
SKILLS:
Absolute Zero*, Request*, Mediarahan, Plinpa, Charisma, 30% Magic Pulse, Distant
Prayer
TRANSFER:
Magic: Wi, Ey, Ne, Ma, Ta
PERSONALITY: Lady, Youth, Female
DESCRIPTION:
The wife of the Fairy King Oberon, ruler of the Moonlit Forest. Said to have her
roots in the moon goddess Diana from Roman mythology. Afterwards was
reinterpreted as an English fairy, and was established as a fairy queen in
Shakespeare's "A Midsummernight's Dream."
LV 46 Oberon オベロン
HP/MP 354/195
P:16 M:19 V:13 S:8 L:10
-----------------------
AFFINITY:
Strong to Physical, Weak to Magic
SKILLS:
Heatwave*, Smooth Talk*, Medirama*, Makalakarn, Diarahan, Tornado, Bufudain,
Jiodain
TRANSFER:
Magic: Wi, Ey, Ph, Ne, We, Ta
PERSONALITY: Gentleman, Youth, Male
DESCRIPTION:
King of the fairies. His wife is the fairy queen Titania, and he is in charge of
all matters dealing with the fairies. He is very old, but due to a curse he
received when he was young, is eternally stuck in the body of a boy. He is
constantly being admonished by his wife for falling in love with human women.
LV 43 Setanta セタンタ
HP/MP 378/165
P:17 M:12 V:20 S:12 L:6
-----------------------
AFFINITY:
Reflects Shock, Weak to Magic and Nerve
SKILLS:
Estma*, Guillotine Cut*, Suku-Kaja*, Fierce Counterattack, Taunt, Magic
Immunity, Smooth Talk, Reppu-Ha
TRANSFER:
Physical: Ey, Ph, Ne, We, Ta
PERSONALITY: Gentleman, Youth, Male
DESCRIPTION:
A brave youth from Irish mythology. After killing a ferocious guard dog with his
bare hands, he offered himself to take its place, upon which he was given the
name "Cu Chulainn" which means "fierce dog."
LV 38 Troll トロール
HP/MP 354/144
P:14 M:10 V:21 S:4 L:9
----------------------
AFFINITY:
Absorbs Ice, Weak to Mind
SKILLS:
Beg*, Closdi*, Mahabufura, Rampage, 20% Life Spring, Lightma, Diarahan
TRANSFER:
Ice: Mo, Ey, Ph, Ne, Ta
PERSONALITY: Guy, Youth, Male
DESCRIPTION:
Trolls are cruel giants that appear in many European legends. They are often
depicted appearing by bridges or narrow roads and blocking the passage of
travellers. While extremely stronge, Trolls are also quite stupid, and are often
beaten by weaker but craftier opponents. Their origin is normally thought to be
as a race of giants within Norse mythology.
LV 26 Kelpie ケルピー
HP/MP 210/117
P:9 M:13 V:9 S:8 L:7
--------------------
AFFINITY:
Strong to Ice, Weak to Shock
SKILLS:
Plinpa*, Mediate*, Paraladi*, Paralysis Bite, Nerve Immunity, Marin-Karin,
Diarama
TRANSFER:
Support: Mo, Ey, Ph, Bi, Ne, Ta
PERSONALITY: Animal
DESCRIPTION:
A water spirit told about in Scottish folklore that resembles a horse. While it
has a dreadful side, drowning those that it entices to ride it, it also is said
that Kelpies will become exceptionally fast and loyal steeds to those that
manage to tame them.
LV 19 Jack o'Lantern ジャックランタン
HP/MP 162/87
P:8 M:10 V:8 S:6 L:7
--------------------
AFFINITY:
Absorbs Flame, Weak to Ice
SKILLS:
Agi*, Maharagi*, Selfishness*, Parala-Eye, Charge, Agirao, Ice Resist
TRANSFER:
Flame: Mo, Ey, Ph, Ne, Ta
PERSONALITY: Hee-Ho, Child, Male
DESCRIPTION:
A spirit from England a lot like the Will-o-Wisp. Jack o'Lanterns are said to be
the souls of people who led depraved lives prior to death, but could not pass on
to the afterlife so wander the earth endlessly, never being able to attain
peace.
LV 10 High Pixie ハイピクシー
HP/MP 84/48
P:4 M:6 V:4 S:6 L:10
--------------------
AFFINITY:
Strong to Electricity
SKILLS:
Wing Flap*, Paraladi, Me-Patra, Request, Treasure Hunt, Torafulee
TRANSFER:
Wi, Ey, Ne, Ma, Ta
PERSONALITY: Little Girl, Youth, Female
DESCRIPTION:
Leaders of groups of Pixies. Pixies with exceptional magic power and leadership
abilities are called High Pixies.
LV 7 Jack Frost ジャックフロスト
HP/MP 78/45
P:5 M:8 V:6 S:4 L:4
-------------------
AFFINITY:
Absorbs Ice, Weak to Flame
SKILLS:
Bufu*, Brotherly Love*, Silent Sky Critical*, Mahabufu, Swap, Ice Breath, Breath
Shoes
TRANSFER:
Ice: Mo, Ey, Ph, Ne, Ta
PERSONALITY: Hee-ho, Child, Male
DESCRIPTION:
A snow and frost spirit from England. Jack Frost is mischevious but not evil or
sinister. However, he has a dark side in that he is said to freeze those that
anger him to death.
LV 2 Pixie ピクシー
HP/MP 36/24
P:3 M:6 V:4 S;2 L:7
-------------------
AFFINITY:
Strong to Electricity
SKILLS:
Dia*, Jio*, Allure, Raku-Nda, Posumdi, Wing Flap
TRANSFER:
Healing: Wi, Ey, Ne, Ma, Ta
PERSONALITY: Little Girl, Child, Female
DESCRIPTION:
Forest sprites originating from English legend. It is said that children that
die before being baptized transform into Pixies. They never appear in places
that people can see directly, but have a sybiotic relationship with humans in
several ways. Pixies are said to reward people that help them out.
================================================================================
TENSHI (天使)
================================================================================
LV 64 Throne ソロネ
HP/MP 492/258
P:18 M:22 V:18 S:15 L:15
------------------------
AFFINITY:
Reflects Hama, Absorbs Flame, Weak to Ice and Curse
SKILLS:
Mahanmaon*, Prominence*, Brainwash*, Mediarahan, Close-Eye, Divine Retribution,
Randomizer
TRANSFER:
Hama: Ey, Ph, Ne, Ta
PERSONALITY: Gentleman, Adult, Male
DESCRIPTION:
Within the hierarchy of angels from Christian mythology, the third rank. They
number amongst the Thrones (Cherubim and Seraphim are sometimes considered
Thrones as well, depends on the version of the mythology) a high-ranking
category of angel. The highest ranking angels made of physical matter. Their
name means "wheel" and their job is to carry the throne of God on their
shoulders.
LV 50 Dominion ドミニオン
HP/MP 390/204
P:15 M:18 V:15 S:11 L:11
------------------------
AFFINITY:
Reflects Hama, weak to Curse and Magic
SKILLS:
Diarahan*, Hama Lightning*, Tetrakarn, Persuade, Maka-Kaja, Makajama, Mahanmaon
TRANSFER:
Hama: Wi, Ey, Ph, Ne, Ta
PERSONALITY: Gentleman, Male, Adult
DESCRIPTION:
Within the hierarchy of angels from Christian mythology, the fourth rank. They
number amongst the Lords, a middle-ranking category of angel. Their job is to
tell others of God's power.
LV 41 Virtue ヴァーチャー
HP/MP 348/174
P:12 M:17 V:17 S:8 L:7
----------------------
AFFINITY:
Reflects Hama, Weak to Shock and Curse
SKILLS:
Mahanma*, Stop*, Medirama*, Petrification Needles, Makalakarn, Mahajionga,
Retribution Bolt
TRANSFER:
Hama: Ne, Ta
PERSONALITY: Gentleman, Adult
DESCRIPTION:
Within the hierarchy of angels from Christian mythology, the fifth rank. They
number amongst the Powers, a middle-ranking category of angel. They are in
charge of "doling out" miracles, and are said to give humans courage.
LV 33 Power パワー
HP/MP 294/123
P:16 M:8 V:16 S:7 L:6
---------------------
AFFINITY:
Reflects Hama, Weak to Nerve and Curse
SKILLS:
Silent Sky Critical*, Brainwash*, Taru-Kaja*, Guillotine Cut, Mahanma, Hamaon,
Nerve Immunity
TRANSFER:
Hama: Wi, Ey, Ph, Ne, We, Ta
PERSONALITY: Gentleman, Male, Adult
DESCRIPTION:
Within the hierarchy of angels from Christian mythology, the sixth rank. They
number amongst the Powers, a middle-ranking category of angel. Their job is to
be guards, and in order to keep demons from invading Heaven, they are said to be
constantly on the lookout, patrolling the corridors of Heaven.
LV 28 Principality プリンシパリティ
HP/MP 222/120
P:11 M:12 V:9 S:7 L:9
---------------------
AFFINITY:
Immune to Hama, Weak to Curse and Nerve
SKILLS:
Bright Sky Critical*, Zanma*, Brotherly Love*, Diarama, 10% Magic Pulse, Hamaon,
Heatwave
TRANSFER:
Hama: Wi, Ey, Ph, Ne, We, Ta
PERSONALITY: Gentleman, Male, Adult
DESCRIPTION:
Within the hierarchy of angels from Christian mythology, low-ranking angels from
the seventh rank. They are said to be in charge of the welfare of countries and
civilization.
LV 18 Archangel アークエンジェル
HP/MP 156/72
P:11 M:6 V:8 S:7 L:6
--------------------
AFFINITY:
Immune to Hama, Weak to Ice and Curse
SKILLS:
Taru-Kaja*, Yamaoroshi*, Hama, Estma, Wing Flap, Persuade, Diarama
TRANSFER:
Hama: Wi, Ey, Ph, Ne, We, Ta
PERSONALITY: Gentleman, Male, Adult
DESCRIPTION:
Within the hierarchy of angels from Christian mytholgy, low-ranking angels from
the eigth rank. They are said to be responsible for the welfare of countries and
civilization. They are said to be the highest-ranking kind of angel that has
direct contact with human affairs.
LV 11 Angel エンジェル
HP/MP 108/54
P:4 M:7 V:7 S:7 L:6
-------------------
AFFINITY:
Immune to Hama, Weak to SHock and Curse
SKILLS:
Dia*, Hama*, Stop, Patra, Petradi, Paralysis Needles, Breath of Victory
TRANSFER
Hama: Wi, Ne, Ma, Ta
PERSONALITY: Lady, Female, Youth
DESCRIPTION:
Within Christianity, Judaism, and Islam, agents of God whose job is to carry out
his orders. They are often depicted as having wings, and can be of either
gender. Within Christian mythology, there is a hierarchy of nine different ranks
of Angels in total, and "Angels" themselves are the lowest rank within.
================================================================================
DATENSHI (堕天使)
================================================================================
LV 68 Flauros フラロウス
HP/MP 540/246
P:27 M:14 V:22 S:13 L:12
------------------------
AFFINITY:
Immune to Curse, Strong to Nerve
SKILLS:
Iron Claw*, Blackmail*, Battle Cry*, Deathbound, Withstand, Meikai-ha, 30% Life
Spring, Hasso-Happa
TRANSFER:
Physical: Mo, Ey, Ph, Cl, Ne, We, Ta
PERSONALITY: Guy, Adult
DESCRIPTION:
One of the gods of the 72 Pillars of Solomon. He appears as a leopard-faced
warrior, and has the power to see and communicate the past and the future. In
addition, he can control fire to his will, and will burn the enemies of those he
finds favor with.
LV 58 Decarabia デカラビア
HP/MP 450/240
P:15 M:22 V:17 S:12 L:12
------------------------
AFFINITY:
Immune to Curse, Strong to all magic
SKILLS:
Analyze*, Bargain*, Tetrakarn*, Suku-Kaja, Hell's Eye, Endless Sleep, Torafulee,
Megido
TRANSFER:
Magic: Ey, Ph, Ne, Ta
PERSONALITY: God
DESCRIPTION:
One of the gods of the 72 Pillars of Solomon. A strange-looking demon in the
form of a five-pointed star. He has a comprehensive knowledge of birds and
gemstones, and it is said that his minions are in the form of birds themselves.
LV 45 Ose オセ
HP/MP 354/168
P:17 M:11 V:14 S:12 L:11
------------------------
AFFINITY:
Immune to Curse, Weak to Nerve
SKILLS:
Raku-Kaja*, Battle Cry*, Venom Zapper*, De-kaja, De-kunda, Blackmail, Kiai,
Makalakarn
TRANSFER:
Physical: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Guy, Adult
DESCRIPTION:
One of the gods of the 72 Pillars of Solomon. He appears as a half-human, half-
leopard. He has an extensive knowledge of liberal arts and will grant any such
knowledge to those that summon him. In addition, he can transform those that
summon him into any form they desire, though such power only lasts for a very
short time.
LV 37 Berith ベリス
HP/MP 324/141
P:16 M:10 V:17 S:8 L:6
----------------------
AFFINITY:
Absorbs Flame, Immune to Curse, Strong to Physical, Weak to Ice
SKILLS:
Mudo*, Abduct*, Heatwave*, De-Kaja, Maharagion, Abyssal Melody, Flame Enhance,
Flames of Hell
TRANSFER:
Flame: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: God, Adult, Male
DESCRIPTION:
One of the gods of the 72 Pillars of Solomon. He appears as a terrible king
riding atop a huge horse. Among the 72 Pillar Demons he is an especially high-
ranking lord, and is said to burn to death those that do not offer the proper
deference to him. He also has the ability to turn any metal into gold.
LV 29 Eligor エリゴール
HP/MP 258/114
P:14 M:9 V:14 S:6 L:6
---------------------
AFFINITY:
Immune to Curse, Strong to Physical, Weak to Electricity
SKILLS:
Hell Stab*, Raku-Kaja*, Bright Sky Critical*, Mudo, Rampage, Riberama, Threaten,
Petra-Eye
TRANSFER:
Physical: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Gentleman, Adult, Male
DESCRIPTION:
One of the gods of the 72 Pillars of Solomon. He appears as a mounted knight. He
has the ability to see the future, and is also a great military tactician. He is
also said to have the ability to make members of the "upper crust" of society
fall in love with whomever he dictates.
LV 20 Forneus フォルネウス
HP/MP 180/81
P:10 M:7 V:10 S:5 L:8
---------------------
AFFINITY:
Absorbs Ice, Immune to Curse, Weak to Electricity
SKILLS:
Paralysis Bite*, Riberama*, Bufura, Borrow, Fog Breath, Electric Resistance,
Mahabufura
TRANSFER:
Ice: Mo, Ey, Ph, Bi, Ne, Ta
PERSONALITY: Guy
DESCRIPTION:
One of the gods of the 72 Pillars of Solomon. He appears as a giant silver
winged fish. He is exceptionally talented in matters of language, knowing much
about figures of speech, linguistics, and morphology. In addition, he is said to
have the ability to make people well-loved by friend and foe alike.
================================================================================
RYUO (龍王)
================================================================================
LV 66 Yurlunggur ユルング
HP/MP: 576/246
P:18 M:16 V:30 S:9 L:13
-----------------------
AFFINITY:
Immune to all magic, weak to Bad Status attacks
SKILLS:
Jiodain*, Raku-Kaja*, Shockwave*, Electricity Enhance, Mediarahan, Samarecarm,
Shinkuha
TRANSFER:
Healing: Ey, Ph, Ne, Ta
PERSONALITY: Animal
DESCRIPTION:
A copper-bodied python from Oceanic mythology. It is a great god that transcends
both good and evil, and is a deity of the weather and farming. Because it is
said to live in a holy spring filled with rainbow-colored water, it is also
known as the "Rainbow Snake."
LV 55 Quetzalcoatl ケツアルカトル
HP/MP: 492/201
P:16 M:12 V:27 S:9 L:11
-----------------------
AFFINITY:
Immune to Ice, strong to Physical, Weak to Electricity
SKILLS:
Petrify Bite*, Brotherly Love*, Absolute Zero*, Rampage, Ice Enhance, Ice
Absorb, Poison Gas Breath, Recarmdora
TRANSFER:
Ice: Mo, Wi, Ey, Ph, Bi, Ne, Ta
PERSONALITY: Animal
DESCRIPTION:
The supreme deity from Aztec mythology, though originally he derives from Toltec
tradition, Quetzalcoatl's name means "Feathered Snake." Therefore, he is often
depicted as a snake with wings, although he was said to take on many other
forms. He created humanity by sprinkling his own blood on the bones of those of
a previous age, and is said to be the father of culture and good harvest. In
addition, it is said that Venus is Quetzalcoatl's heart.
Lv 37 Naga Raja ナーガラジャ
HP/MP: 348/138
P:15 M:9 V:21 S:8 L:9
---------------------
AFFINITY:
Absorbs Electricity, Strong to Physical, Weak to Flame
SKILLS:
Absorption Attack*, Taru-Kaja*, Counterattack, Discharge, Smooth Talk, Reppu-Ha,
Flame Immunity
TRANSFER:
Mo, Ey, Ph, Ne, Ta
PERSONALITY: Gentleman, Adult, Male
DESCRIPTION:
The kings of the Nagas, half-human, half-snake gods from Hindu mythology.
Particularly powerful Nagas are known as "Naga Rajas." Nanda, Takshaka,
Hachidairyuo and the like are all examples of Naga Rajas.
LV 34 Mizuchi ミズチ
HP/MP: 318/141
P:12 M:13 V:19 S:7 L:7
----------------------
AFFINITY:
Absorbs Electricity, Immune to Ice and Curse, Weak to Flame
SKILLS:
Bufura*, Mahabufura*, Maka-Kaja*, Makalakarn, Mepatra, Rampage, Fog Breath
TRANSFER:
Ice: Ey, Ph, Ne, Ta
PERSONALITY: Animal
DESCRIPTION:
A water spirit from Japanese mythology. The ruler of the inhabitants of ponds,
lakes, rivers, and any other bodies of fresh water. It's said that wherever
there is a marsh or pond with lots of fish, a Mizuchi will appear and become its
master. It controls the power of illusion, and is said to be able to cause
hallucinations in its enemies.
Lv 28 Naga ナーガ
HP/MP: 264/108
P:13 M:8 V:16 S:7 L:8
---------------------
AFFINITY:
Absorbs Electricity, Weak to Flame
SKILLS:
Absorption Attack*, Taru-Kaja*, Swap*, 20% Life Spring, Fog Breath, Hell Stab,
Jionga
TRANSFER:
Electricity: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Guy, Youth, Male
DESCRIPTION:
Within Hindu mythology, cobras that are deified into half-human, half-snake
gods. While extraordinarily poisonous, they control the powers of rebirth and
revival as well. They are said to live in paradises beneath rivers, lakes, and
the ocean, and frolic with song and dance whenever they are not in battle. The
Nagas are notorious enemies of Garuda, who eats them.
Lv 14 Nozuchi ノズチ
HP/MP: 144/60
P:11 M:6 V:10 S:4 L:7
---------------------
AFFINITY:
Absorbs Shock, Weak to Electricity
SKILLS:
Charge*, Poison Gas Breath*, Counterattack, Brown-Nose, Raku-Kaja, Noble Death-
Crash
TRANSFER:
Physical: Mo, Ph, Ta
PERSONALITY: Animal
DESCRIPTION:
An Earth Spirit from Japanese mythology, whose name derives from "God of the
Plains." It is said to hide in the shadow of trees and plants. It's not evil,
but is wild and uncontrollable, and as a result is said to sometimes bring
calamity to humans that it sees.
================================================================================
MAJU (魔獣)
================================================================================
Lv 61 Kerberos ケルベロス
HP/MP: 456/225
P:23 M:14 V:15 S:17 L:12
------------------------
AFFINITY:
Reflects Flame, Strong to Physical, Weak to Ice
SKILLS:
Iron Claw*, Bind Voice*, Fog Breath*, Fierce Counterattack, Stop, Hellfire,
Attack All
TRANSFER:
Flame: Mo, Ey, Ph, Cl, Bi, Ne, Ta
PERSONALITY: Animal
DESCRIPTION:
From Greek Mythology, the guard dog of the Underworld, Tartarus. He is said to
be a giant, valiant dog with three heads and the tail of a snake. His father is
the Wind Titan Typhon, and the snake goddess Echidna is his mother. He is the
older brother of Orthrus.
Lv 54 Suparna スパルナ
HP/MP: 408/219
P:13 M:19 V:14 S:22 L:11
------------------------
AFFINITY:
Reflects Shock, Immune to Bad Status
SKILLS:
Zandain*, Fog Breath*, Suku-Kaja*, Mahazandain, Poison Claw, Stone Hunt,
Diarahan
TRANSFER:
Shock: Mo, Wi, Ey, Ph, Cl, Ne, Ta
PERSONALITY: Gentleman, Adult
DESCRIPTION:
Legendary birds from Hindu Mythology. Its name means "One with beautiful wings."
It is said that they can creates great winds by flapping their wings, and also
have the ability to change the size of their body at will. The Suparna are the
servants of Garuda.
Lv 34 Orthrus オルトロス
HP/MP: 282/126
P:16 M:8 V:13 S:11 L:6
----------------------
AFFINITY:
Absorbs Flame, Weak to Ice
SKILLS:
Fire Breath*, Paralysis Claw*, Flame Enhance, Scout, Battle Cry, Hell Fang
TRANSFER:
Flame: Mo, Ey, Ph, Cl, Bi, Ne, Ta
PERSONALITY: Animal
DESCRIPTION:
A great two-headed dog from Greek Mythology, and the younger brother of
Kerberos. Orthrus is the guard dog of the monster Geryon's ranch on a remote
island at the end of the world. He was a great guard dog, but was killed by a
single blow from Heracles during one of his twelve tasks--to steal the cows of
Geryon.
Lv 23 Badhbh Cathach バイブ・カハ
HP/MP: 186/87
P:16 M:8 V:13 S:11 L:6
----------------------
AFFINITY:
Strong to Physical, Weak to Electricity
SKILLS:
Liftma*, 99 Needles*, Stop, Wing Flap, Shock Resistance, Chakra of Victory
TRANSFER:
Physical: Mo, We, Ey, Ph, Cl, Ne, Ta
DESCRIPTION:
A goddess from Celtic Mythology, who doubles as both a goddess of war and of
love. Her name means "Crow of the Battlefield," and just as it suggests, she
appears as a crow on the battlefield, where she pecks at the bodies of the
fallen to carry their souls onward.
Lv 18 Nekomata ネコマタ
HP/MP: 156/90
P:7 M:12 V:8 S:7 L:7
--------------------
AFFINITY:
Absorbs Shock, Weak to Electricity
SKILLS:
Paralysis Needles*, Marin-Karin*, Paraladi*, 10% Magic Pulse, Claw, Request,
Close Eye
TRANSFER:
Support (shock?): Ey, Cl, Ne, Ta
PERSONALITY: Girl, Youth, Female
DESCRIPTION:
From Japanese folklore, a cat that has lived an exceptionally long life and
underwent a transformation. Nekomata have great wisdom and can understand human
speech. Depending on the level of power they get in their transformation, their
depiction tends to vary, but some Nekomata are said to fully transform into
people, or even control the dead.
Lv 13 Inugami イヌガミ
HP/MP: 132/60
P:10 M:7 V:9 S:6 L:5
--------------------
AFFINITY:
Immune to Flame and Curse, Weak to Shock
SKILLS:
Fire Breath*, Bite*, Media, Raku-Nda, Fog Breath
TRANSFER:
Flame (support?): Mo, Ey, Ph, Bi, Ne, Ta
PERSONALITY: Animal
DESCRIPTION:
From ancient Japanese tradition, the spirit of a dog that is believed to possess
humans. Those possessed fall into a state called "Inuzuki" (literally, "Dog
Attached") and go crazy. In addition, they are often used as Shikigami
(familiars, servant spirits) by Onyoshi ("Ying-Yang users" literally, Eastern
mystics of the past)
================================================================================
CHIREI (地霊)
================================================================================
Lv 55 Gogmagog ゴグマゴグ
HP/MP: 456/207
P:22 M:14 V:21 S:7 U:14
-----------------------
AFFINITY:
Immune to Physical, Ice, and Curse, Weak to Flame
SKILLS:
Tornado*, Rampage*, Diarama*, 30% Life Spring, Taru-Nda, Evil Eye, Raku-Nda,
Suku-Nda
TRANSFER:
Support (Ice?): Ey, Ph, Ne, Ta
PERSONALITY: Animal
DESCRIPTION:
Giants said to have lived in the British Isles in ancient times. Its name means
"Antagonist." They were said to be so huge that they could destroy a huge
sailing barge with but a single wave of the hands. The Gogmagog constantly
scared off invaders to the islands, but were eventually defeated by Brutus of
Troy.
Lv 49 Titan ティターン
HP/MP: 396/177
P:21 M:10 V:17 S:8 L:13
-----------------------
AFFINITY:
Immune to Shock, Weak to Electricity
SKILLS:
Headhunt*, Guillotine Cut*, Taunt*, Parala-eye, 30% Life Spring, Fierce
Counterattack, Fire Breath
TRANSFER:
Physical: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Guy, Adult, Male
DESCRIPTION:
One of the three races of giants born between Gaia and Uranus in Greek
mythology. In contrast to the other two which were decidedly monstrous, only the
Titans were born in "normal" human form. They all wear bronze armor, and are
outfitted like heavy warriors, or so it is said.
Lv 35 Sarutahiko サルタヒコ
HP/MP: 312/126
P:18 M:7 V:17 S:7 L:6
---------------------
AFFINITY:
Immune to Hama and Curse, Weak to Nerve
SKILLS:
Rampage*, Lightma*, Bargain, Petra-Eye, Counterattack, Kiai, Hell Stab
TRANSFER:
Physical: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Guy, Youth, Male
DESCRIPTION:
A god from Japanese mythology. Sarutahiko was one of the most talented gods
amongst the Kunitsu-Kami (the gods of earth, as opposed to the Amatsu-Kami, the
gods of Heaven) and is sometimes said to be the father of the Tengu. After the
Tenson-Korin (Descent of the Divine Progeny, lit.) he was the first to challenge
the Amatsu-Kami, but was seduced by the charms of Ame-no-Uzume, who later became
his wife.
Lv 13 Sudama スダマ
HP/MP: 96/60
P:7 M:7 V:3 S:8 L:8
-------------------
AFFINITY:
Strong to Shock, Weak to Flame
SKILLS:
Zan*, Beg*, Mahazan, Suicide Attack, Makatora, Maka-Kaja, Suku-Kaja
TRANSFER:
Shock: Ph, Ne, Ta
PERSONALITY: Little Boy, Child, Male
DESCRIPTION:
A nature spirit from Japanese folkore. It is said that Sudama live in ancient
trees and rocks. They are not evil, but as watchers of the mountains, they
sometimes appear as humans or monsters to give warnings.
Lv 5 Kahaku カハク
HP/MP: 60/30
P:4 M:5 V:5 S:6 L:5
-------------------
AFFINITY:
Strong to Flame, Weak to Ice
SKILLS:
Agi*, Request*, Patra, Selfishness, Sexy Eye, Raku-Kaja, Maharagi
TRANSFER:
Flame: Ey, Wi, Ne, Ma, Ta
PERSONALITY: Little Girl, Child, Female
DESCRIPTION:
"Kahaku" is the Japanese name of Huabai from Chinese folklore, who is a tree
spirit said to live in trees that have hung themselves on. Huabai appear as
beautiful young girls clothed in white, but they are much smaller than humans.
They can't speak, but their voices are said to be as beautiful as those of
songbirds.
Lv 3 Kodama コダマ
HP/MP: 42/21
P:4 M:4 V:4 S:6 L:5
-------------------
AFFINITY:
Strong to Shock, Weak to Flame
SKILLS:
Zan*, Brotherly Love*, Dia, Charge, Scout, Shock Resistance
TRANSFER:
Shock: Ph, Ne, Ta
DESCRIPTION:
A plant spirit from Japanese folklore. Kodama are said to live inside trees that
are over 100 years old.
================================================================================
YOKI (妖鬼)
================================================================================
LV 81 Ongyoki オンギョウキ
HP/MP: 625/324
P:23 M:27 V:23 S:20 L:11
------------------------
AFFINITY:
Immune to Physical, Curse, Magic, and Mind, Weak to Hama
SKILLS:
Anyaken*, Summon*, Tentarafu*, Megido, Blackmail, Mudo-on, Venom Zapper, Battle
Cry of Victory
TRANSFER:
Physical: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Bushi, Adult, Male
DESCRIPTION:
One of the four Oni led by Fujiwara Chikata, the legendary personage of the
Heian period of Japanese history. Chikata held land between the lands of Iga and
Koga and was from a powerful family, and is said to have started a revolt
against the emperor. Ongyoki is spelled "隠形鬼" in Kanji, which literally means
"Concealed-Form-Oni." He had the power to become invisible and to make it look
like there were copies of himself. Some believe that Ongyoki was the base model
for the "romanticised" ninja of today. (as the pajama-clad men of martial arts
film today never actually existed in history)
Lv 66 Fuki フウキ
HP/MP: 516/261
P:18 M:21 V:20 S:19 L:11
------------------------
AFFINITY:
Immune to Shock and Curse
SKILLS:
Mahazandain*, Zandain*, Bind Voice, Rannyu-Ken, Silent Sky Vow, Fog Breath
TRANSFER:
Shock: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Guy, Adult, Male
DESCRIPTION:
One of the four Oni led by Fujiwara Chikata, the legendary personage of the
Heian period of Japanese history. Chikata held land between the lands of Iga and
Koga and was from a powerful family, and is said to have started a revolt
against the emperor. Fuki is spelled "風鬼" in Kanji, which literally means
"Wind-Oni." He could control the winds at will, and used that power to knock
over all his enemies.
Lv 62 Yoki Suiki スイキ
HP/MP: 492/258
P:18 M:24 V:20 S:14 L:9
-----------------------
AFFINITY:
Immune to Ice and Curse, Weak to Flame
SKILLS:
De-kaja*, Absolute Zero*, Ice Enhance*, Evil Eye, Bufudain, Scout, Breath of
Victory
TRANSFER:
Ice: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Guy, Adult, Male
DESCRIPTION:
One of the four Oni led by Fujiwara Chikata, the legendary personage of the
Heian period of Japanese history. Chikata held land between the lands of Iga and
Koga and was from a powerful family, and is said to have started a revolt
against the emperor. Suiki is spelled "水鬼" in Kanji, which literally means
"Water-Oni." No matter where he was, he had the ability to call forth great
drowning waves with a wave of his arm.
Lv 59 Yoki Kinki キンキ
HP/MP: 647/216
P:23 M:13 V:24 S:7 L:15
-----------------------
AFFINITY:
Strong to Physical, Weak to Magic
SKILLS:
Rampage*, Kiai*, Raku-Kaja*, Taunt, Noble Death-Crash, Borrow, Reppu-ha
TRANSFER:
Physical: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Guy, Adult, Male
DESCRIPTION:
One of the four Oni led by Fujiwara Chikata, the legendary personage of the
Heian period of Japanese history. Chikata held land between the lands of Iga and
Koga and was from a powerful family, and is said to have started a revolt
against the emperor. Kinki is spelled "金鬼" in Kanji and literally means "Gold
(or Metal)-Oni." His body was solid it was almost like it was made out of metal,
and swords and arrows alike would merely bounce off his thick hide.
LV 54 Shikioji シキオウジ
HP/MP: 420/234
P:14 M:24 V:16 S:10 L:10
------------------------
AFFINITY:
Reflects Hama and Curse, Immune to Physical, Weak to Flame
SKILLS:
Paralysis Needles*, Mahamudo-on*, De-Kaja*, Brainwash, Close-Eye, Mahanmaon,
Megido
TRANSFER:
Hama (Magic?): Mo, Ey, Ne, Ta
PERSONALITY: God
DESCRIPTION:
An extremely powerful type of Shikigami used as a servant among the most elite
of those that practiced the mystic arts of Ying-Yang. It could ward off calamity
and scare away demons of sickness, but its base nature is of a Kishin, and very
ferocious
Lv 44 Yomotsu-Ikusa
HP/MP: 342/177
P:17 M:15 V:13 S:9 L:10
-----------------------
AFFINITY:
Immune to Nerve, Weak to Shock
SKILLS:
Petrification Needles*, Petradi*, Analyze*, Beg, Silent Sky Vow, Yama-oroshi,
Mudo-On
TRANSFER:
Curse: Ph, Ne, We, Ta
PERSONALITY: Old Man, Adult, Male
DESCRIPTION:
An Oni from Japanese mythology that lives in Yomi, the Japanese land of the
dead. When Izanami got pissed off at her husband Izanagi in the incident at
Yomotsu-Hira-Saka (Izanagi saw her, infested with maggots--she had died--and was
disgusted; this offended Izanami greatly) she sent Yomotsu-Ikusa to chanse after
him. They form an army, led by Yomotsu-Shikome.
Lv 25 Oni オニ
HP/MP: 222/96
P:13 M:7 V:12 S:6 L:7
---------------------
AFFINITY:
Strong to Physical, Weak to Nerve
SKILLS:
Raku-Nda*, Bargain*, Rampage*, Battle Cry, Estma, Beg, 20% Life Spring, Anya-Ken
TRANSFER:
Physical: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Guy, Youth, Male
DESCRIPTION:
Ugly, cruel, and violent evil monsters that appear in many Japanese legends and
myths. They attack human settlements and cause great destruction with the huge
iron clubs they wield. They have horned heads, (with one, two, or three horns)
their skin is reddish, and they have fangs as sharp as swords.
Lv 20 Momunofu モムノフ
HP/MP: 180/78
P:13 M:6 V:10 S:7 L:8
---------------------
AFFINITY:
Strong to Physical, Weak to Bad Status attacks
SKILLS:
Charge*, Kiai*, 10% Life Spring, Zetsumyo-Ken, Persuade, Suicide Attack
TRANSFER:
Physical: Ey, Ph, Ne, We, Ta
PERSONALITY: Guy, Adult, Male
DESCRIPTION:
A warrior god from the ancient mythology of the indigenous Japanese. A servant
of Arahabaki, a Soil God from the same pantheon. It is said Momunofu was used as
the model for the famous folk hero "Momotaro," and later became the basis of the
word "Momunofu" used by the Bushi class. ("Momunofu" is another word that means
Bushi/Samurai/Warrior that was used by the warrior class in Japan)
Lv 4 Shikigami シキガミ
HP/MP: 48/28
P:5 M:5 V:4 S:5 L:5
-------------------
AFFINITY:
Reflects Electricity, Weak to Flame
SKILLS:
Jio*, Headhunt*, Taru-Nda, Suku-Nda, Magic Resistance, Taru-Kaja
TRANSFER:
Electricity: Mo, Ey, Ph, Ne, Ta
PERSONALITY: Animal
DESCRIPTION:
Familiar demons used by the Onyoshi. ("Ying-Yang Users" literally, a type of
Eastern mystic) They have many servant-oriented skills, ranging from taking care
of the mystic's immediate vicinity, to placing curses upon the mystic's enemies.
They are used for many different functions.
================================================================================
KIJO (鬼女)
================================================================================
Lv 72 Rangda ランダ
HP/MP: 552/288
P:19 M:24 V:20 S:14 L:15
------------------------
AFFINITY:
Reflects Physical, Weak to Electricity
SKILLS:
Randomizer*, Paralysis Claw*, De-Kaja*, Chakra Shoes, Makajamaon, Hellfire,
Death Counter
TRANSFER:
Support: Ey, Ph, Cl, Ne, Ta
PERSONALITY: Old Woman, Adult, Female
DESCRIPTION:
A witch from the mythology of Indonesia and Bali. She is a representation of
evil in Bali Hinduism, and is always fighting with her arch-enemy Barong, who
similarly represents good. Even if defeated, Rangda will always come back from
the dead, and fights a battle that never ends. On the mainland Rangda is more
known as a fertility goddess that brings good harvest, but her role as witch and
opposer of Barong is more famous.
Lv 67 Atropos アトロポス
HP/MP: 504/285
P:16 M:28 V:17 S:15 L:14
------------------------
AFFINITY:
Immune to Hama, Curse, and Mind
SKILLS:
Jiodain*, Zandain*, Bufudain*, Electricity Enhance, Shock Enhance, Ice Enhance,
30% Magic Pulse, Megidora
TRANSFER:
Magic: Ey, Ne, Ma, Ta
PERSONALITY: Little Girl, Youth, Female
DESCRIPTION:
From Greek Mythology, one of the three sisters appointed to managing the Threads
of Fate by the head of the pantheon. She is one of the "Moirai," or as more
commonly known "The Fates." After Lachesis measures out the appropriate amount
of the Threads of Fate, Atropos cuts the thread. For that end, she is depicted
holding a pair of scissors in her right hand.
Lv 63 Lachesis ラケシス
HP/MP: 492/267
P:16 M:26 V:19 S:10 L:15
------------------------
AFFINITY:
Immune to Bad Status Attacks
SKILLS:
Maka-Kaja*, Raku-Kaja*, Makalakarn*, Suku-Kaja, Dorminer, Tetrakarn, Raku-Nda,
Torafulee
TRANSFER:
Support: Ey, Ne, Ma, Ta
PERSONALITY: Lady, Youth, Female
DESCRIPTION:
From Greek Mythology, one of the three sisters appointed to managing the Threads
of Fate by the head of the pantheon. She is one of the "Moirai," or as more
commonly known, "The Fates." Lachesis measures out the length of the threads
that Clotho spins. It's said that the length of each thread that Lachesis
measures decides the lifespan of an individual.
Lv 58 Clotho クロト
HP/MP: 438/240
P:16 M:22 V:15 S:16 L:12
------------------------
AFFINITY:
Immune to Hama and Curse
SKILLS:
Hell's Eye*, Mahanma*, Selfishness*, Mediarahan, Endless Sleep, Carnal Release,
Samarecarm
TRANSFER:
Healing: Ey, Ne, Ma, Ta
PERSONALITY: Warrior Maiden, Youth, Female
DESCRIPTION:
From Greek Mythology, one of the three sisters appointed to managing the Threads
of Fate by the head of the pantheon. She is one of the "Moirai," or as more
commonly known, "The Fates." Destiny is represented as a thread woven into a
large tapestry, and Clotho is the sister that spins out that thread.
Lv 52 Dakini ダーキニー
HP/MP: 414/189
P:21 M:11 V:17 S:13 L:10
------------------------
AFFINITY:
Strong to Flame, Weak to Ice
SKILLS:
Abyssal Tone*, Breath of Victory*, Mahamudo, Abduct, Agidain, Venom Zapper,
Withstand
TRANSFER:
Physical(?): Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Girl, Adult, Female
DESCRIPTION:
Goddesses of love and human interaction from Hindu mythology. They originated as
wind spirits and are the servants of Kali. Dakinis are sometimes said to eat
human flesh, and it is said that they hold parties every night at graveyards and
funeral pyres. Their name means "Woman who walks the Wind."
Lv 43 Yakshini ヤクシニー
HP/MP: 348/162
P:17 M:11 V:15 S:11 L:9
-----------------------
AFFINITY:
Immune to Shock, Weak to Electricity
SKILLS:
Abduct*, Guillotine Cut*, Riberama*, Bind Voice, Ice Immunity, Tentarafu, Fierce
Counterattack
TRANSFER:
Physical: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Girl, Youth, Female
DESCRIPTION:
She-devils from Hindu mythology. They actually originated as fertility goddesses
worshipped by the Dravita people, but as their religion competed with Hinduism
they became incorporated into Hinduism as evil demons. (As one man's god is
another man's demon) Yakshinis are the female counterparts of the Yaksha, and
specialize in seducing and tricking humans. They are usually depicted as
voluptuous, totally naked women.
Lv 32 Yomotsu-Shikome ヨモツシコメ
HP/MP: 246/144
P:8 M:16 V:9 S:10 L:9
---------------------
AFFINITY:
Immune to Magic and Nerve, Strong to Mind, Weak to Flame
SKILLS:
Borrow*, Petra-Eye*, Mahazanma*, Curse Resistance, Strange Soundwave, Paralysis
Needles, Absorption Attack
TRANSFER:
Curse: Mo, Ey, Ph, Ne, Ta
PERSONALITY: Old Woman, Adult, Female
DESCRIPTION:
A demoness from Japanese mythology that lives in Yomi, the Shinto Land of the
Dead, famous for being hideously ugly. She was the first pursuer that Izanami
released to chase Izanagi at Yomotsu-Hira-saka. (see entry on Yomotsu-Ikusa and
Kikuri-Hime for more info) She leads an army of Yomotsu-Ikusa.
Lv 20 Taraka ターラカ
HP/MP: 186/78
P:10 M:6 V:11 S:6 L:7
---------------------
AFFINITY:
Immune to Nerve, Weak to Ice
SKILLS:
Shibabu*, Taunt*, Analyze*, Raku-Kaja, Headhunt, Suicide Attack, Jionga*,
Heatwave
TRANSFER:
Physical: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Old Woman, Adult, Female
DESCRIPTION:
A demoness from Hindu mythology. She lives in the forest where she preys on
travellers. Every night she prowls through the darkness seeking male victims. If
finds one that she likes, she will have sex with him and suck out his life
force. If not, she will simply eat him, starting from the head.
Lv 7 Datsueba ダツエバ
HP/MP: 72/45
P:4 M:8 V:4 S:5 L:6
-------------------
AFFINITY:
Immune to Nerve and Mind, Weak to Electricity
SKILLS:
99 Needles*, Shibabu*, Bargain, Bufu, Patra, Dorminer
TRANSFER:
Support: Mo, Ph, Ne, Ta
PERSONALITY: Old Woman, Adult, Female
DESCRIPTION:
A monster from Japanese folklore. She strips the clothes off of dead sinners
crossing over Sanzu-no-Kawa (a river the souls of the dead cross over, a lot
like the river Styx from Greek Mythology actually) and hangs them on the
branches of trees--the more crimes they committed in life, the more clothes she
steals. In contrast to her appearance as a wizened old woman, she has very sharp
eyes, and the glint therein is said to bestow blessings upon innocent souls
crossing over the river.
================================================================================
JASHIN (邪神)
================================================================================
Lv 83 Mada マダ
HP/MP: 678/312
P:30 M:21 V:30 S:14 L:16
------------------------
AFFINITY:
Absorbs Physical, Immune to Curse, Weak to Magic
SKILLS:
Randomizer*, Meikai-ha*, Blackmail*, Grand Intoxication, Diarahan, Taru-Kaja,
30% Life Spring
TRANSFER:
Physical: Mo, Ey, Ph, Ne, Ta
PERSONALITY: Guy, Adult
DESCRIPTION:
A monster god from Hindu mythology, created by Chyavana to save his butt when
Indra was out for his blood. Mada's name means "drunkenness," and he is the god
of liquor and intoxication. He can change the size of his body whenever he
wants, and can become so huge that he could swallow the entire universe and all
the gods in one gulp. Needless to say Mada stopped Indra dead in his tracks when
he threatened Chyavana...
Lv 73 Samael サマエル
HP/MP: 576/297
P:19 M;26 V:23 S:19 L:16
------------------------
AFFINITY:
Reflects Hama and Curse, Weak to Electricity
SKILLS:
Mahanmaon*, Mahamudo-on*, Prominence*, Samarecarm, Tetrakarn, Death Counter,
Physical Reflection
TRANSFER:
Curse: Mo, Ey, Bi, Ph, Wi, Ne, Ta
PERSONALITY: Gentleman
DESCRIPTION:
Samael's name has the somewhat contradictory meaning of "Splendorous poisonous
one." A very mysterious and confusing angel from Hebrew mythology. Samael
appears as a huge winged snake, and while being an angel is a leader of demons
as well. Some interpret him as being a fallen angel, and later Jewish
interpretations have him as the Serpent in the Garden of Eden myth, but that
does not match up with a lot of his descriptions within earlier Hebrew
scriptures. The common belief among mythologians is that he originated as a
"good" angel and over time evolved to an "angel representing the cruel/vengeful
aspect of God" to outright "demon."
Lv 65 Totetsu トウテツ
HP/MP: 516/258
P:18 M:21 V:21 S:15 L:18
------------------------
AFFINITY:
Immune to Curse, Weak to Magic
SKILLS:
Megido*, Tetraja*, Borrow*, Drink Blood, Hell's Eye, Chakra of Victory,
Makajamaon
TRANSFER:
Magic(?): Mo, Ey, Bi, Ph, Ne, Ta
PERSONALITY: Animal
DESCRIPTION:
Totetsu is the Japanese name of the Chinese Taotie, a terrible monster feared in
ancient China. It looks like a goat with a human face, with concealed sharp
fangs. The Taotie has an endless hunger and eats anything and everything it can
get its hands on and yet still never achieves satiation. In addition, it steals
the treasure from anyone weaker than it, though it will flagrantly brown-nose
anything stronger than it.
Lv 58 Girimekara ギリメカラ
HP/MP: 474/225
P:22 M:17 V;21 S:13 L:13
------------------------
AFFINITY:
Reflects Physical, Immune to Curse
SKILLS:
Bind Voice*, Rannyu-Ken*, Abyssal Tone, Discharge, Randomizer, Reppu-ha
TRANSFER:
Physical: Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Guy, Adult, Male
DESCRIPTION:
A giant monster elephant from Sri Lankan mythology. It is said to be the mount
of the Demon Lord Mara, who tried to tempt the Buddha so he would not achieve
enlightenment. It is thought that Girimekara is either a demonized Ganesha or
Airavata. (as the Buddhist Sri Lankans and Hindu Indians came into conflict
quite a lot) Girimekara has an evil eye, and it is said that anything that falls
under its gaze will fall ill.
(Note: I've had tremendous trouble locating English resources on Sri Lankan
demons--I don't want to think about the trouble I went to find "Gurulu"--and
have come up totally empty-handed on Girimekara. Even in Japanese sources it's
been really hard finding anything about him outside of Megaten-related links.
So, this romanization may be wrong)
Lv 45 Pazuzu パズス
HP/MP: 390/192
P:16 M:19 V:20 S:10 L:8
-----------------------
AFFINITY:
Immune to Curse, Weak to Ice
SKILLS:
Hell's Eye*, Medirama*, Threaten*, Shock Immunity, Petrification Needles,
Tentarafu, Moist Wind
TRANSFER:
Shock: Mo, Ey, Wi, Ph, Ne, Ta
PERSONALITY: God, Adult, Male
DESCRIPTION:
Pazuzu is the demonic god of wind and tempest from Babylonian mythology. He has
the head and arms of a lion, the clawed, taloned legs of a hawk, the wings of a
bird, the poisonous tail of a scorpion, and his phallus is a gigantic snake.
Pazuzu is a bringer of disease to humans, and it is said that those that fall
under his blight can only be cured through the use of magic.
Lv 33 Baphomet バフォメット
HP/MP: 300/150
P:8 M:17 V:17 S:9 L:10
----------------------
AFFINITY:
Reflects Curse, Weak to Hama
SKILLS:
Maka-Kaja*, Summon*, Silent Sky Vow*, Evil Eye, Maharagion, Endless Sleep,
Abyssal Tone,
TRANSFER:
Magic: Mo, Ey, Wi, Ph, Ne, Ta
PERSONALITY: God
DESCRIPTION:
The goat-headed demon summoned in the Black Mass. In some interpretations he
represents all demons. Baphomet's origins lie in the story of the Knights
Templar. The Knights Templar was a religious order of knights in the Middle Ages
that was accused of crimes against the Church; one admitted to worshipping an
idol called "Baphomet." After his confession, details on the god/demon Baphomet
were formulated, and soon after he was said to be a god worshipped by witches.
There is some dispute as to whether or not the Knights Templar really did
worship Baphomet, as the information was extracted via the Church's torture
chambers...
Lv 30 Arahabaki アラハバキ
HP/MP: 294/120
P:14 M:10 V:19 S:6 L:9
----------------------
AFFINITY:
Reflects Ice, Immune to Physical, Hama, and Curse, Weak to everything else
SKILLS:
Mahabufura, Petra-eye, Mudo, Panic Voice, Absorption Attack
TRANSFER:
Mo, Ey, Ph, Ne, Ta
PERSONALITY: God
DESCRIPTION:
A supreme deity from ancient Japanese mythology of the Kohun period. He is
usually seen represented in the form of Shako-Kidogu. (a special kind of
mud/clay figurine or doll) Because he was worshipped by Nagasunehiko, enemy of
Emperor Jimmu, Arahabaki became a symbol of treachery and his worship was
forbidden for a long time afterwards.
================================================================================
MAOU (魔王)
================================================================================
Maniacs Only:
LV 95 Beelzebub (Fly Form) ベルゼブブ
HP/MP: 738/372
P:35 M:28 V:28 S:29 L:21
------------------------
AFFINITY:
Reflects Hama and Curse, Immune to Bad Status
TRANSFER:
Support: Mo, Ey, Ph, Ne
PERSONALITY: Unique
DESCRIPTION:
The demon lord that rules Hell. His name means "Lord of the Flies." He uses his
fly underlings to carry and control souls. It is said that Beelzebub is the
cursed form of the Canaanite god Baal. However most scholars think that
Beelzebub actually derives from a minor god, Baal-Zebulon, patron deity of the
ancient city of Zebulon, and was just one of the many "rival" gods demonized by
the monotheistic faction of Hebrews. (like Bael is from the "big" Baal) Since
"Zebulon" is close to "Zebub," the Aramaic(?) word for "fly," it was an easy
jump to make.
Lv 91 Mot モト
HP/MP: 759/369
P:25 M:32 V:31 S:16 L:19
------------------------
AFFINITY:
Immune to Hama, Curse, and Bad Status, weak to Electricity
SKILLS:
Maharagidain*, Mahazandain*, Maka-Kaja*, Summon, Threaten, Shock Absorption,
Megidoraon
TRANSFER:
Magic: Ph, Ne, Ta
PERSONALITY: God
DESCRIPTION:
The Mesopotamian god of death and sterility that terrorized the land of Canaan
in Babylonian mythology. His name means "death" and he lives in the Afterworld.
Mot's rivalry with the fertility god Baal is legendary, and through his
machinations Mot managed to kill him. However, Baal's younger sister Anat had
him brought back to life, after which she exacted revenge on Mot by killing him.
However Mot did not stay dead, and it is said that Anat slays him every harvest
season, only for him to revive again each spring.
Maniacs Only:
LV 84 Beelzebub (Human form) ベルゼブブ
HP/MP: 666/333
P:32 M:27 V:27, S:19 L:19
-------------------------
AFFINITY:
Reflects Hama and Curse, Immune to Bad Status
SKILLS:
Mahajiodain*, Megidoraon*, Memory Advancement, Electricity Enhance
TRANSFER:
Support: Mo, Ey, Ph, Ne
PERSONALITY: Unique
DESCRIPTION:
The demon lord that rules Hell. His name means "Lord of the Flies." He uses his
fly underlings to carry and control souls. It is said that Beelzebub is the
cursed form of the Canaanite god Baal. However most scholars think that
Beelzebub actually derives from a minor god, Baal-Zebulon, patron deity of the
ancient city of Zebulon, and was just one of the many "rival" gods demonized by
the monotheistic faction of Hebrews. (like Bael is from the "big" Baal) Since
"Zebulon" is close to "Zebub," the Aramaic(?) word for "fly," it was an easy
jump to make.
Lv 77 Arsiel アルシエル
HP/MP: 624/306
P:29 M:25 V:27 S:14 L:16
------------------------
AFFINITY:
Reflects Curse, Immune to Hama, Strong to all Magic
SKILLS:
30% Life Spring, Tetrakarn, Hell Fang, War Cry of Victory
TRANSFER:
Mo, Ey, Ph, Bi, Ne, Ta
PERSONALITY: Gentleman
DESCRIPTION:
From Hebrew mythology, the lord of "Gehenna," one of the 7 layers of Hell.
Despite the "-el" ending, his name means "Black Sun," and he was actually copied
from the Babylonian underworld god "Aciel." Occasionally he is seen as being the
same as the Lord of Locusts, Abbadon, and sometimes he is seen as the same as
Satan.
LV 74 Surtr スルト
HP/MP: 588/282
P:28 M:20 V:24 S:15 L:19
------------------------
AFFINITY:
Absorbs Flame, Immune to Curse, Nerve, and Mind, Weak to Ice
SKILLS:
Hellfire*, Battle Cry*, Heatwave*, Electricity Absorb, Attack All, Smooth Talk,
Ragnarok
TRANSFER:
Flame: Mo, Ey, Ph, We, Ta
PERSONALITY: God, Adult, Male
DESCRIPTION:
A giant king from Norse mythology. The ruler of the land of fire, Muspellheim,
he wields a giant flaming sword named "Laevateinn." In the grand battle that
would be the twilight of the gods, Ragnarok, it is said that he will lead his
armies into Asgard, destroy the Aesir, and afterwards, the world.
LV 69 Abbadon アバドン
HP/MP: 564/279
P:26 M:24 V:25 S:13 L:15
------------------------
AFFINITY:
Reflects Curse, Immune to Hama, Strong to all Magic
SKILLS:
Attack All*, Panic Voice*, Mahabufudain, Threaten, Fierce Counterattack, Ice
Reflect, Meikai-ha
TRANSFER:
Physical: Mo, Ey, Ph, Bi, Ne, Ta
PERSONALITY: God
DESCRIPTION:
The Lord of the Abyss told about in the book of Revelations in the Christian
Bible. He is depicted as a demon lord leading a huge throng of gnats, locusts,
and other irritating insects infested with infectious disease. It is said that
Abaddon originates as a deification of the swarms of locusts that occasionally
flood over crops and destroy them.
LV 52 Loki ロキ
HP/MP: 432/216
P:16 M:20 V:20 S:12 L:16
------------------------
AFFINITY:
Strong to Physical, all magic, and Bad Status
SKILLS:
Mahabufudain*, Makajamaon*, Prank, Charisma, Torafulee, Mudo-on, 20% Magic Pulse
TRANSFER:
Support: Mo, Ey, Ph, Ne, Ta
PERSONALITY: Guy, Youth, Male
DESCRIPTION:
The "evil god" of Norse mythology. In actuality, Loki is not really evil, but
unpredictable, cunning, and a trickster/practical joker. On one hand he helps
the gods out quite a lot, including obtaining valuable artifacts for them
(including Thor's hammer) but on the other hand spawns such irritants to the
gods like Fenrir and Hel. After enough nasty pranks, including tricking the
blind god Hodur into killing the supreme god Odin's son Baldur, he was thrown
out of Asgard.
================================================================================
YAMA (夜魔)
================================================================================
LV 80 Lilith リリス
HP/MP: 606/330
P:17 M:30 V:21 S:17 L:15
------------------------
AFFINITY:
Immune to Hama and Curse, Strong to all magic
SKILLS:
Carnal Release*, Hell's Eye*, Mahajiodain*, Drink Blood, Hell Fang, 30% Magic
Pulse, Megidoraon
TRANSFER:
Mo, Ey, Bi, Ne, Ta
PERSONALITY: Girl, Adult, Female
DESCRIPTION:
From Hebrew mythology, the first woman, and the first wife of the first man,
Adam. Her relationship with her husband was tumultuous as she demanded equality
and he demanded superiority--finally, after refusing to "be on the bottom" and
getting raped by Adam, Lilith fled the Garden of Eden and became a demon.
Despite the circumstances of her banishment, she became seen as a symbol of
infidelity. Lilith actually originates as a Babylonian earth goddess.
LV 70 Nyx ニュクス
HP/MP: 522/291
P:15 M:27 V:17 S:16 L:15
------------------------
AFFINITY:
Strong to All Magic
SKILLS:
Dorminer*, Makalakarn*, Endless Sleep*, Randomizer, Drink Magic, Absolute Zero,
Absorb Flame
TRANSFER:
Magic: Ey, Ne, Ta
PERSONALITY: Girl, Adult, Female
DESCRIPTION:
The goddess of the night from Greek mythology. Originally it was said that she
was born from chaos, and her name meens "the mother night." She is depicted as a
goddess draped in long flowing black robes. Versions of her birth and origins
vary, but one interpretation has her as a creator goddess, laying a silver egg
that produces the gods responsible for the creation of the world.
Maniacs Only:
LV 66 Ja-aku Frost ジャアクフロスト
HP/MP: 474/270
P:24 M:24 V:13 S:16 L:24
------------------------
AFFINITY:
Reflects Flame and Curse, Absorbs Ice, Immune to Hama, Strong to Physical
SKILLS:
Mahabufudain*, Mahamudo-on*, Rampage*, Diarama, Magic Immunity, Nerve Immunity,
Mind Immunity
TRANSFER:
Ice: Mo, Ey, Ph, Ne, Ta
PERSONALITY: Hee-ho, Child
DESCRIPTION:
A Jack Frost that sought out powerful evil. He wandered the Vortex World
training, until he acheived the wicked power he was after. He still retained his
cute appearance, but the awesome power within him is incomparable to his earlier
self.
LV 56 Queen Maeve クイーンメイブ
HP/MP: 522/291
P:12 M:27 V:12 S:12 L:19
------------------------
AFFINITY:
Strong to All Magic
SKILLS:
Medirama*, Jiodain*, Taru-Kaja*, Mediarahan, Makalakarn, Dorminer, Tetraja,
Mahajiodain
TRANSFER:
Ey, Ne, Ta
PERSONALITY: Girl, Adult, Female
DESCRIPTION:
A fairy queen from Celtic Mythology. Maeve actually originates as neither fairy
nor queen, but as a patron goddess of Ireland. Post-Christianization of Ireland,
she became seen as not a goddess but a mortal of legend or a demon that haunts
dreams. Afterwards she became confused with Titania and became seen as a queen.
Queen Maeve is said to have had many husbands, and gave each of them a nectar
liquor mixed with her own blood, to give them right of authority to rule the
lands of Ireland.
Lv 53 Loa ロア
HP/MP: 414/225
P:16 M:22 V:16 S:12 L:7
-----------------------
AFFINITY:
Immune to Mudo, Magic, and Nerve, Weak to Hama
SKILLS:
Mahamudo*, Tetraja*, De-Kunda*, Poison Bite, Petra-Eye, Self-Destruct, Mahamudo-
on, Randomizer
TRANSFER:
Curse: Mo, Ey, Ph, Bi, Ne, Ta
PERSONALITY: God
DESCRIPTION:
Loa is a general term for gods and holy spirits within the Voodoo religion.
Specifically, Loa are the spiritual forces that intervene directly with human
affairs, as opposed to the higher god(s) that do not directly interfere. It is
said that the powers that Loa grant to humans vary by the individual, and those
more aligned with shadow can use them to evoke powerful curses. The Loa probably
originate with animistic spirits of nature from the native Yoruba religion in
Africa.
LV 47 Chiun キウン
HP/MP: 372/198
P:14 M:19 V:19 S:11 L:8
-----------------------
AFFINITY:
Immune to Mudo, Strong to All Magic, Weak to Hama
SKILLS:
Mudo-on*, Charm Bite*, Strange Soundwave*, Suku-Kaja, Trade, Raku-Kaja, Evil
Eye, Hama Immunity
TRANSFER:
Magic: Mo, Ey, Ph, Bi, Ne, Ta
PERSONALITY: Guy
DESCRIPTION:
"Chiun" gets a passing reference in the book of Amos in the Old Testament as a
god that the Israelites worshipped before they adopted worship of their main
tribal deity, and is said to represent a star. In actuality, Chiun is really
Kewan, an Assyrian god/name for Saturn. (the planet/star) Chiun is often
juxtaposed with another idol, Moloch.*
*Note: Actually it says "Sakute" in-game, and I had no clue what they were
talking about until I managed to get my hands on a Japanese translation of the
Bible, in which instead of "Moloch," as appears in the English bible, I saw
"Sakute." The kana "Sakute" is nowhere near any of the names for the god Melech
from which "Moloch" originates, but I'm going to assume they are one and the
same.
LV 37 Succubus サキュバス
HP/MP: 288/159
P:10 M:16 V:11 S:10 L:10
------------------------
AFFINITY:
Immune to Mind, Weak to Hama
SKILLS:
Dorminer*, Analyze*, Selfishness*, Endless Sleep, Sexy Eye, Drink Blood,
Tentarafu
TRANSFER:
Support: Ey, Wi, Ne, Ta
PERSONALITY: Girl, Youth, Female
DESCRIPTION:
A female demon from legend in medieval Europe used to explain erotic dreams.
Incubus is the male form of this demon. Succubi enter the dreams of sleeping
men, have sex with them, and steal their spirit by doing so. The face of a
succubus is actually that of an extremely ugly old woman, but when she appears
in a dream, a succubus appears as a stunningly beautiful young woman.
LV 25 Incubus インキュバス
HP/MP: 198/117
P:7 M:14 V:8 S:9 L: 7
---------------------
AFFINITY:
Immune to Magic and Mind, Weak to Shock
SKILLS:
Brown-Nose*, Sexy Eye*, Wing Flap*, Paralysis Bite, Smooth Talk, Evil Eye, Drink
Blood
TRANSFER:
Support: Mo, Ey, Wi, Cl, Ph, Ne, Ta
PERSONALITY: Guy, Youth, Male
DESCRIPTION:
A male demon from legend in medieval Europe used to explain erotic dreams.
Succubus is the female form of this demon. Incubi enter the dreams of sleeping
women and impregnate them. During the Dark Ages, whenever a nun got pregnant,
incubi were frequently the ones that got blamed.
LV 18 Fomorian フォモリア
HP/MP: 192/75
P:8 M:7 V:14 S:4 L:5
--------------------
AFFINITY:
Immune to Ice, Weak to Electricity
SKILLS:
Bufu*, Lullaby*, Charge, 10% Life Spring, Abduct, Mahabufu, Rampage
TRANSFER:
Ice: Mo, Ey, Ph, Ne, Ta
PERSONALITY: Guy
DESCRIPTION:
The Fomorians are a race of evil giants from Celtic legend. They are often
depicted as barbarians with the heads of mountain goats, horses, or other
animals. They are ruled by the kings Indech, and the "Evil Eye," Balor. They are
said to have lived in Ireland from ancient times, where they beat back the
invasion of races from the west again and again.
LV 8 Lilim リリム
HP/MP: 78/48
P:4 M:8 V:5 S:7 L:4
-------------------
AFFINITY:
Immune to Electricity, Weak to Ice
SKILLS:
Raku-Nda*, Sexy Eye*, Analyze, Silent Sky Vow, Taru-Nda, Maha-Jio
TRANSFER:
Support (Electricity?): Ey, Wi, Ne, Ta
PERSONALITY: Girl, Youth, Female
DESCRIPTION:
From Hebrew mythology, the name of the children of Adam and his first wife
Lilith. They are usually interpreted as being demons like their mother, or else
as nightmare demons. It is commonly thought that the idea of the Lilim was
brought to Greece, where they became known as the Empousae.
================================================================================
YOJU (妖獣)
================================================================================
LV 75 Hraesvelgr フレスベルグ
HP/MP: 564/285
P:20 M:20 V:19 S:25 L:11
------------------------
AFFINITY:
Reflects Ice, Immune to Curse, Weak to Flame
SKILLS:
Mahabufudain*, Ice Enhance*, Wing Flap*, Physical Resistance, Iron Claw, Breath
Shoes, Electricity Reflection
TRANSFER:
Ice: Mo, Ey, Wi, Ph, Cl, Bi, Ne
PERSONALITY: Beast
DESCRIPTION:
From Norse mythology, a huge, omniscient eagle that sits atop the tallest branch
of Yggdrasil, the World Tree, and watches over the whole world. It also is said
to be responsible for creating all the winds of the world. Hraesvelgr's nemesis
is Nidhoggr, the great snake that lives among the deepest roots of the tree.
LV 43 Mothman モスマン
HP/MP: 366/183
P:11 M:18 V:18 S:8 L:8
----------------------
AFFINITY:
Immune to Flame and Curse, Weak to Electricity
SKILLS:
Evil Eye*, Paralysis Claw*, Torafulee, Panic Voice, Fire Breath, Electricity
Immunity
TRANSFER:
Curse (Flame?): Mo, Ey, Wi, Ph, Cl, Ne
PERSONALITY: Beast
DESCRIPTION:
An unconfirmed animal said to have been sighted in America in the 1960s-1980s.
It was given its name because of the "Moth Wings" protruding from its sides. It
is said to be extremely sensitive to the smell of blood, and as soon as it
detects it, it will carry off the person bleeding back to its lair so it can
drink their blood.
LV 31 Nue ヌエ
HP/MP: 258/120
P:14 M:9 V:12 S:8 L:8
---------------------
AFFINITY:
Immune to Ice and Curse, Weak to Flame
SKILLS:
Paralysis Claw*, Battle Cry*, Ice Breath, Panic Voice, Ice Enhance, Mahamudo
TRANSFER:
Ice: Mo, Ey, Ph, Cl, Bi, Ne
PERSONALITY: Beast
DESCRIPTION:
A monster from Japanese legend. It has the head of a monkey, the arms and legs
of a tiger, and the tail of a snake. In the _Heike Monogatari_, it would hide in
dark clouds in the dead of night every evening, from where it would launch
attacks on the Imperial palace.
LV 25 Raiju ライジュウ
HP/MP: 204/120
P:8 M:15 V:8 S:8 L:5
--------------------
AFFINITY:
Absorbs Electricity, Immune to Curse, Weak to Shock
SKILLS:
Jionga*, Lightma*, Claw, Discharge, 99 Needles, Electricity Enhance
TRANSFER:
Electricity: Mo, Ey, Ph, Cl, Bi, Ne
PERSONALITY: Beast
DESCRIPTION:
A monstrous animal from Japanese folklore that is said to come to earth along
with bolts of lightning. Normally they run around in thunderclouds, riding the
occasional thunderbolt down to earth. It is said to have fangs and limbs like a
weasel, but there is some dispute amongst the details.
Lv 15 Bicorn バイコーン
HP/MP: 150/63
P:10 M:6 V:10 S:5 L:4
---------------------
AFFINITY:
Immune to Curse, Strong to Bad Status, Weak to Electricity
SKILLS:
Suku-Kaja*, Charm Bite*, Maharagi, Bright Sky Critical, Nerve Resistance,
Plinpa, Parala-Eye
TRANSFER:
Support: Mo, Ey, Ph, Bi, Ne
PERSONALITY: Beast
DESCRIPTION:
An evil monster in the shape of a horse, with two spiral horns protruding from
its forehead. Its name can be interpreted as both "Two Horns" or "Crescent-
Shaped" but its original derivation is not clear. Sometimes you will see the
two-horned monster "Re'em" from Hebrew mythology mistranslated as this.
LV 6 Chin チン
HP/MP: 72/36
P:4 M:6 V:6 S:5 L:5
-------------------
AFFINITY:
Immune to Curse, Strong to Bad Status, Weak to Flame
SKILLS:
Close-Eye*, Posumdi*, Zan*, Poison Needle, Battle Cry, Wing Flap, Mahazan, Nerve
Immunity
TRANSFER:
Shock: Mo, Ey, Wi, Ph, Ne
PERSONALITY: Beast
DESCRIPTION:
"Chin" is the Japanese pronunciation of "Zhen," a poisonous bird from Chinese
legend. It has a beak similar in color to copper, and has a special like for
snakes, which it eats often. The strength of its poison is unparalleled, and it
is said that if a Zhen flies over fertile land, all its crops will wither and
die, and if you dip one of its feathers into a bottle of wine, it will turn it
into a deadly poison that can kill in a single gulp.
================================================================================
YUKI (幽鬼)
================================================================================
LV 63 Vetala ヴェータラ
HP/MP: 474/249
P:22 M:20 V:16 S:11 L:14
------------------------
AFFINITY:
Reflects Curse, Weak to Electricity and Hama
SKILLS:
Paralysis Claw*, Noble Death-Crash*, Drink Blood, Raku-Nda, Fierce
Counterattack, Megido, Rampage
TRANSFER:
Curse: Ey, Ph, Cl, Ne
PERSONALITY: Mindless
DESCRIPTION:
A type of Gaki mentioned in Hindu and Buddhist mythology. From amongst the
uncountable number of Gaki, the strongest of them are called Vetala. Its ears,
head, and limbs are flaccid and lack direction, and are always hanging very low.
Vetala hide in graves, using spells to manipulate corpses and bring harm to
humans.
LV 49 Legion レギオン
HP/MP: 420/180
P:19 M:11 V:21 S:9 L:9
----------------------
AFFINITY:
Reflects Curse, Weak to Electricity and Hama
SKILLS:
Tetrakarn*, Death Touch*, Physical Resistance, Reppu-Ha, Hell's Eye, Plinpa,
Mahamudo-on
TRANSFER:
Curse: Mo, Ey, Ph, Ne
PERSONALITY: Mindless
DESCRIPTION:
A mass of evil spirits mentioned in the Gospel of Mark in the Christian bible,
as "we are many." The name actually originates from military terminology used by
the Romans at the same time it was written; "Legion" was a term used to
designate a regiment of soldiers numbering around 5,000.
LV 28 Pishacha ピシャーチャ
HP/MP: 270/114
P:8 M:10 V:17 S:7 L:6
---------------------
AFFINITY:
Immune to Curse, Magic, and Mind, Weak to Flame
SKILLS:
Poison Bite*, Suku-Nda*, Parala-Eye, Drink Blood, Strange Soundwave, De-Kunda,
Mahajionga
TRANSFER:
Curse: Ey, Ph, Cl, Bi, Ne
PERSONALITY: Mindless
DESCRIPTION:
A type of carrion-eating Gaki from Hindu mythology. Pishachas enter the human
body through the mouth, and until driven out by spells or medicine, afflict its
victim with sickness. In addition, it is said that anyone that actually sees a
Pishacha will die within nine months. Pishachas are said to be the spirits of
those who met especially violent ends.
LV 20 Laughing Skull ラフィン・スカル
HP/MP: 156/96
P:7 M:12 V:6 S:7 L:8
--------------------
AFFINITY:
Absorbs Flame, Immune to Curse, Weak to Magic and Hama
SKILLS:
Suku-Nda*, Parala-Eye*, De-Kaja, Dorminer, Self-Destruct, Hell Stab
TRANSFER:
Support: Ey, Ph, Bi, Ne
PERSONALITY: Mindless
DESCRIPTION:
From Dominican folklore, a sentient human skull. Laughing Skull gives off an
indescribable shrill laugh, and its voice is said to freeze the hearts of those
that hear it.
LV 17 Yakka ヤカー
HP/MP: 150/81
P:8 M:10 V:8 S:5 L:6
--------------------
AFFINITY:
Immune to Curse, Weak to Ice and Hama
SKILLS:
Death Touch*, Taru-Nda*, Mahajio, Taunt, Dia, Poison Claw, Diarama
TRANSFER:
Curse: Ey, Ph, Cl, Ne
PERSONALITY: Mindless
DESCRIPTION:
A demon of sickness from Sri Lankan mythology. Yakka derives from the Hindu
Yakshas. Its evil eyes have the power to afflict people with disease or
insanity. It is said to be able to take on numerous different forms, but its
"true" form is that of a small, ugly demon.
LV 11 Choronzon コロンゾン
HP/MP: 156/45
P:9 M:4 V:15 S:1 L:2
--------------------
AFFINITY:
Absorbs Flame, Immune to Curse, Strong to Physical, Weak to Shock and Hama
SKILLS:
Agi*, Suku-Nda*, Fire Breath, Rampage, Torafulee, Petra-Eye
TRANSFER:
Physical: Mo, Ey, Ph, Ne
PERSONALITY: Mindless
DESCRIPTION:
A demon that the real-life magician Aleister Crowley attempted to allow to
possess his body in the early 20th century. It is an amalgamation of evil
consciousnesses. It is said that Choronozn tries to hamper and lead astray those
that come close to learning the true nature of knowledge.
LV 4 Gaki ガキ
HP/MP: 54/24
P:5 M:4 V:5 S:6 L:4
-------------------
AFFINITY:
Immune to Curse, Weak to all Magic
SKILLS:
Claw*, Suku-Kaja*, Agi, Death Touch, Poison Claw, Fog Breath
TRANSFER:
Curse: Mo, Ey, Ph, Bi, Cl, Ne
PERSONALITY: Mindless
DESCRIPTION:
Gaki are the forms of those that fall to the "Gaki Path," one of the "6 paths,"
a concept of the afterworld from certain lines of Buddhist thought. (Whereby
upon death, one that does not attain Buddhahood is reincarnated in a "higher" or
"lower" path based on one's karma, from highest to lowest being: Celestial
beings, Ashuras, Humans, Animals, Gaki, Demonic beings) As everything a Gaki
eats disappears in their mouths, they must suffer insatiable hunger. Gaki were
used to explain why corpses rot--it was thought that invisible Gaki were eating
the corpse.
================================================================================
GEDO (外道)
================================================================================
LV 52 Shadow シャドウ
HP/MP: 420/216
P:10 M:20 V:18 S:16 L:8
-----------------------
AFFINITY:
Immune to Curse, Strong to Physical, Weak to Shock and Hama
SKILLS:
Physical Resist*, Mudo-On*, Mahajionga, Drink Magic, Maka-Kaja, Taru-Kaja, Raku-
Kaja, Suku-Kaja
TRANSFER:
Support: Ph, Ne
PERSONALITY: Mindless
DESCRIPTION:
A phantasm that appears exactly like the person who sees it. It is said that one
who meets a Shadow will die within a few days. There are similar legends like
this from cultures all around the world, and it is said by some to be an actual
condition that causes mental illness.
Maniacs Only: LV 45 Sakahagi サカハギ
HP/MP: 360/186
P:17 M:17 V:15 S:15 L:11
------------------------
AFFINITY:
Immune to Hama, Curse, and Bad Status
SKILLS:
Maharagion*, Mahabufura*, Mahajionga*, Mahazanma*, Panic Voice*, Battle Cry*,
Shock Immunity, Electric Immunity
TRANSFER:
Physical: Mo, Ey, Ph, We, Ne
DESCRIPTION:
An evil Manekata, reincarnated in the Vortex world after being guided by the
"Mud Bell of the Afterlife" when in his dead, pure Magatsuhi state. Because of
his cruel actions, he was reborn as a Gedo.
LV 42 Phantom ファントム
HP/MP: 336/177
P:9 M:17 V:14 S:15 L:7
----------------------
AFFINITY:
Immune to Curse, Strong to Physical, Weak to Shock and Hama
SKILLS:
Drink Magic*, Self-Destruct*, Mahajionga, Suicide Attack, Taru-Nda, De-Kaja,
Jiodain
TRANSFER:
Support: Ph, Ne
PERSONALITY: Mindless
DESCRIPTION:
A ghost-like entity from English folklore. It is also said to be a vengeful
spirit of a human with a remaining grudge against someone or something in the
world. It appears in a very similar form to whomever sees it, and is said to be
an omen of death and misfortune.
LV 28 Black Ooze ブラックウーズ
HP/MP: 264/111
P:11 M:9 V:16 S:6 L:6
---------------------
AFFINITY:
Immune to Curse, Strong to Physical, Weak to Electricity and Hama
SKILLS:
Close-Eye*, Charm Bite*, Noble Death-Crash, Death Touch, Drink Magic, Panic
Voice, Hama Resistance
TRANSFER:
Support: Mo, Ey, Ph, Bi, Ne
PERSONALITY: Mindless
DESCRIPTION:
An entity that appears as a monster without a definitive form; a Black Ooze is
an evil will that could not attain a true body and become a full-fledged demon.
It merely eats victims and grows bigger.
LV 16 Blob ブロブ
HP/MP: 156/66
P:8 M:6 V:10 S:5 L:7
--------------------
AFFINITY:
Immune to Curse, Strong to Physical, Weak to Ice and Hama
SKILLS:
Taru-Nda*, Self-Destruct*, Poison Needles, Marin-Karin, Drink Magic, Zanma
TRANSFER:
Shock: Mo, Ey, Ph, Bi, Ne
PERSONALITY: Mindless
DESCRIPTION:
A shapeless monster most famous for its appearance in various Hollywood movies.
Its body is like a blood-red bubbling slime that eats people and increases in
size. In the movies, the only way to stop it is to freeze it and stop it from
moving.
Lv 7 Moryo モウリョウ
HP/MP: 66/42
P:6 M:7 V:4 S:5 L:5
-------------------
AFFINITY:
Immune to Curse, Weak to Hama
SKILLS:
Plinpa*, Poison Needles*, Zan, Death Touch, Chakra of Victory, Mahazan
TRANSFER:
Shock: Ph, Ne
PERSONALITY: Mindless
DESCRIPTION:
A spirit or incarnation of a dead person that could not pass on, appearing in
Japanese legend and folklore. Sometimes they have ill intentions but they are
not powerful. Often they are depicted as "Onibi," ghostly, disembodied flames
floating in the air.
LV 6 Slime スライム
HP/MP: 54/33
P:6 M:5 V:3 S:5 L:7
-------------------
AFFINITY:
Immune to Curse, Strong to Physical, Weak to Flame and Hama
SKILLS:
Death Touch*, Bite*, Suku-Nda, Self-Destruct, Battle Cry, Strange Soundwave
TRANSFER:
Support: Mo, Ey, Ph, Bi, Ne
PERSONALITY: Mindless
DESCRIPTION:
A primordial monster with a body made up of ooze. There is dispute to its
origins, which remain rather unclear. Generally they are depicted as gathering
and "eating" light.
LV 1 Will o' Wisp ウィルオウィスプ
HP/MP: 30/18
P:4 M;5 V:4 S:5 L:3
-------------------
AFFINITY:
Immune to Curse, Strong to Physical, Weak to Hama and all magic
SKILLS:
99 Needles*, Zan, Riberama, Death Touch, Self-Destruct, Maka-Kaja
TRANSFER:
Curse: Ph, Ne
PERSONALITY: Mindless
DESCRIPTION:
An Onibi (disembodied ghostly flames) legend from many parts of the world. It is
said that the Will o' wisp is the soul of a person that wanders the earth,
choosing not to go to the land of the dead. They appear in graveyards or swamps,
tricking travellers to take the wrong path. Will o' wisp are actually a natural
phenomenon--diphosphane gas produced from rotting organic matter oxidizing and
giving off a strange glow.
================================================================================
DAITENSHI (大天使)
================================================================================
Maniacs Only: LV 95 Metatron メタトロン
HP/MP: 744/387
P:32 M:34 V:29 S:24 L:16
------------------------
AFFINITY:
Immune to Hama, Curse, and Bad Status
SKILLS:
Mahanma-on*, Megidoraon*, Taru-Kaja*, Maka-Kaja*, Randomizer*, Divine
Retribution, Flame of the Sinai, War Cry of Victory
TRANSFER:
Hama: Mo, Wi, Ey, Ph, We, Ne
PERSONALITY: Unique
DESCRIPTION:
The greatest of the angels, and the one most enshrouded in mystery. He is known
by many other names, such as "The Face of God" and "The Angel of Contracts." In
contrast to his job of preserving the world, he is also said to perform numerous
acts of cruelty upon mankind.
LV 90 Michael ミカエル
HP/MP: 678/360
P:29 M:30 V:23 S:25 L:18
------------------------
AFFINITY:
Reflects Hama, Immune to all magic
SKILLS:
Deathbound*, Withstand*, War Cry of Victory, Taru-Kaja, 30% Magic Pulse,
Megidoraon
TRANSFER:
Magic: Wi, Ey, Ph, We, Ne, Ta
PERSONALITY: God, Adult, Male
DESCRIPTION:
Within the hierarchy of angels from Christian mythology, one of the four
Seraphim, the highest rank. His name means "Like God" and he is the highest
ranking of all the angels. The right hand of God and most superior entity,
Michael wields a mystical weapon that can turn aside any blade it locks arms
with. As the story goes, Michael was not originally a high-ranking angel, but
was promoted to lead the armies of Heaven as a reward for his performance in
fighting back the rebellion led by Lucifer.
LV 87 Gabriel ガブリエル
HP/MP: 654/351
P:24 M:30 V:22 S:24 L:12
------------------------
AFFINITY:
Reflects Hama, Immune to Flame, Electricity, and Shock
SKILLS:
Samarecarm*, Jiodain*, Mahajiodain*, Venom Zapper, Persuade, Electricity
Enhance, Unblemished Power
TRANSFER:
Electricity: Wi, Ey, Ph, We, Ne, Ma, Ta
PERSONALITY: Lady, Adult, Female
DESCRIPTION:
Within the hierarchy of angels from Christian mythology, one of the four
Seraphim, the highest rank. She is a messenger angel, and is the one that
informs the Virgin Mary of her impending pregnancy in the Nativity myth. Her
name means "Unifying One." Her face is that of a young woman, and unlike a lot
of angels is often interpreted as neither male nor gender-neutral, but as being
female.
LV 84 Raphael ラファエル
HP/MP: 636/330
P:26 M:26 V:22 S:28 L:17
------------------------
AFFINITY:
Reflects Hama, Immune to Flame and Shock
SKILLS:
Malakalarn*, Tetrakarn*, Chakra Shoes*, Distant Prayer, Mahanmaon, Fudo-Ken,
Divine Retribution
TRANSFER:
Support: Wi, Ey, Ph, We, Ne, Ta
PERSONALITY: Gentleman, Adult, Male
DESCRIPTION:
Within the hierarchy of angels from Christian mythology, one of the four
Seraphim, the highest rank. His name means "One that heals." He is said to be
the guardian of the Tree of Life, opposite the Tree of Knowledge in the Garden
of Eden. Most of Raphael's exploits take place in the Apocrypha, where he has
roles as imprisoner of Azazel (an angel that gets booted out of Heaven for
having sex with human females) and guide of Sheol, the Hebrew underworld.
LV 73 Uriel ウリエル
HP/MP: 558/291
P:25 M:24 V:20 S:21 L:18
------------------------
AFFINITY:
Reflects Hama, Immune to Flame
SKILLS:
Heatwave, Absorption Attack, Megidora, Unblemished Power
TRANSFER:
Ey, Ph, Ne, Ta
PERSONALITY: Gentleman, Adult, Male
DESCRIPTION:
Within the hierarchy of angels from Christian mythology, one of the four
Seraphim, the highest rank. His name means "Flame of God." On the last day of
judgement, Uriel is said to be the one that oversees and enforces resurrection
and retribution. In addition, he has the duty of carrying the stars in the sky,
and as mentioned in the Apocrypha, guarding the gate of the Garden of Eden,
wielding a flaming sword.
================================================================================
GUNSHIN (軍神)
================================================================================
LV 58 Ganesha ガネーシャ
HP/MP: 474/237
P:21 M:21 V:21 S:12 L:13
------------------------
AFFINITY:
Immune to Ice, Shock, and Hama, Weak to Electricity
SKILLS:
Withstand, Absorb Shock, Randomizer, Reppu-ha
TRANSFER:
Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Bushi, Adult, Male
DESCRIPTION:
An elephant-headed god from Hindu mythology, the son of Shiva and Parvati. Other
versions of the story have him as a god made from dust to guard Parvati's bath
and keep Shiva from peeking in on her. This made Shiva angry and he lopped off
his head. (other versions of the story when Ganesha is his son have Shiva
accidentally reduce his head to ashes with a look when Parvati first shows dad
his newborn boy) Since Ganesha needed a new head, Shiva took the head of the
first thing to come by--an elephant--and replaced it.
LV 33 Valkyrie ヴァルキリー
HP/MP: 282/135
P:15 M:12 V:14 S:12 L:10
------------------------
AFFINITY:
Absorbs Flame, Immune to Hama
SKILLS:
Guillotine Cut, Hero Hunt, Counterattack, Critical
TRANSFER:
Ey, Ph, Ne, Ma, Ta
PERSONALITY: Warrior Maiden, Youth, Female
DESCRIPTION:
Daughters of the supreme god Odin, from Norse mythology. They are said to ride
their horses through the air, clad in full armor and helmet. In preparation for
Ragnarok, the Twilight of the Gods, the Valkyries are sent out to bring the
souls of human warriors to the hall of Valhalla. Their name means "One who
carries the dead."
================================================================================
GENMA (幻魔)
================================================================================
LV 52 Cu Chulainn クー・フーリン
HP/MP: 414/201
P:21 M:15 V:17 S:14 L:15
------------------------
AFFINITY:
Reflects Shock, Immune to Hama
SKILLS:
Zandain, Retribution Bolt, Charisma, Venom Zapper, Attack All
TRANSFER:
Ey, Ph, Ne, We, Ta
PERSONALITY: Gentleman, Youth, Male
DESCRIPTION:
A hero from Irish/Celtic Mythology. His name has the unusual meaning of "Fierce
Dog of Chulainn," and his original name was Setanta. He is described as a tall,
cheerful, handsome young man. Wielding the magic spear Gae Bolga, received from
his teacher, he went on many adventures and battles, which are all quite famous.
LV 46 Hanuman ハヌーマン
HP/MP: 326/174
P:17 M:12 V:15 S:19 L:13
------------------------
AFFINITY:
Immune to Hama, Strong to Physical
SKILLS:
Raku-Kaja, Withstand, Abduct, 30% Life Spring
TRANSFER:
Mo, Ey, Ph, Ne, We, Ta
PERSONALITY: Guy
DESCRIPTION:
A hero from Hindu mythology. He has the power to constantly change his
appearance to his will, and fly through the sky. His many heroic exploits are
detailed in the epic poem "Ramayana," where he leads his army of monkey warriors
on an invasion against Sri Lanka, and helps Rama rescue Sita from the clutches
of Ravana. Hanuman's name means "One with a Jawbone," and he is often depicted
as a human with the face and tail of a monkey.
LV 38 Kurama Tengu クラマテング
HP/MP: 306/165
P:13 M:17 V:13 S:17 L:8
-----------------------
AFFINITY:
Absorbs Shock, Immune to Hama
SKILLS:
Hama Lightning, Shock Enhance, Fog Breath, Shinku-ha, Meisei-ko
TRANSFER:
Wi, Ne, Ta
PERSONALITY: Bushi, Adult, Male
DESCRIPTION:
A Tengu said to live in Kyoto's Kurama mountains. In Japanese legend, the Kurama
Tengu have the greatest level of power and intelligence amongst all other Tengu,
and they are said to have great powers in warding off misfortune and bestowing
blessings. It is sometimes said that the Kurama Tengu is actually the form that
Bishamonten takes at night.
================================================================================
RYUJIN (龍神)
================================================================================
LV 44 Seiryu セイリュウ
HP/MP: 396/171
P:15 M:13 V:22 S:9 L:11
-----------------------
AFFINITY:
Absorbs Ice, Immune to Hama, Weak to Flame
SKILLS:
20% Life Spring, Petrification Bite, Ice Breath, Hama Lightning
TRANSFER:
Ey, Ph, Ne, Ta
PERSONALITY: Animal
DESCRIPTION:
"Seiryu" is the Japanese pronunciation of the Chinese "Qinglong." One of the
"Four Holy Beasts" appearing often within Chinese mythology and thought. His
direction is west, his season is spring, and his element is wood. Of the four
Beasts Seiryu is the most noble, and lives in a huge palace underneath the
ocean.
LV 30 Genbu ゲンブ
HP/MP: 240/106
P:9 M:11 V:16 S:4 L:10
----------------------
AFFINITY:
Reflects Hama, Absorbs Ice, Weak to Electricity
SKILLS:
Bufura, Estma, Ice Enhance, Ice Breath
TRANSFER:
Mo, Ph, Ta
PERSONALITY: Old Man
DESCRIPTION:
"Genbu" is the Japanese pronunciation of the Chinese "Xuanwu." One of the "Four
Holy Beasts" appearing often within Chinese mythology and thought. His direction
is north, his season is winter, and his element is water. He has great wisdom
which he received by seeing the future, and is said to sometimes transform into
a human and fight demons.
================================================================================
SHINJU (神獣)
================================================================================
LV 60 Barong バロン
HP/MP: 456/246
P:22 M:22 V:16 S:16 L:14
------------------------
AFFINITY:
Reflects Hama, Absorbs Electricity, Weak to Curse
SKILLS:
Shockwave*, Bind Voice*, Iron Claw, Mediarahan, Absolute Zero, Curse Immunity
TRANSFER:
Healing: Mo, Ey, Ph, Bi, Cl, Ne, Ta
PERSONALITY: Gentleman
DESCRIPTION:
A lion-like divine beast from the mythology of Indonesia and Bali. He represents
the side of Good in Bali Hinduism, and is eternally at odds with the witch
Rangda, who represents the side of Evil. Even if he is defeated he will always
revive, and continues his fight with Rangda eternally.
Lv 46 Yatagarasu ヤタガラス
HP/MP: 348/195
P:13 M:18 V:12 S:16 L:10
------------------------
AFFINITY:
Reflects Shock and Hama
SKILLS:
Chakra of Victory*, Hama Lightning*, Shinku-ha, 20% Magic Pulse, Shock Enhance,
Recarmdora
TRANSFER:
Healing: Mo, Wi, Ey, Ph, Cl, Ne, Ta
PERSONALITY: Gentleman
DESCRIPTION:
A spirit bird from Japanese mythology. A holy crow with three legs that
Amaterasu sent to serve humans. When Emperror Jimmu became lost in battle,
Yatagarasu led his forces to battle. Because of his high divine status, it is
said that anyone unworthy that sees him will go insane.
LV 26 Kaichi カイチ
HP/MP: 210/114
P:13 M:12 V:9 S:9 L;7
---------------------
AFFINITY:
Immune to Ice and Hama, Weak to Bad Status attacks
SKILLS:
Poison Gas Breath*, Closdi*, Hell Stab*, Hamaon, Scout, Paraladi, Mahbufura
TRANSFER:
Ice: Mo, Ey, Ph, Bi, Ne, Ta
PERSONALITY: Animal
DESCRIPTION:
Kaichi is the Japanese pronunciation of "Jiezhi." (sometimes seen as "Xiezhi
too) A mysterious beast that looks like a sheep, appearing in Chinese legend.
Its eye can see through any lie, and it has the power to always tell whether
what is being said is the truth or not. When it occasionally appears in the
human realm, it uses the power stored in its sharp horn to exact justice on evil
men.
LV 24 Makami マカミ
HP/MP: 186/108
P:11 M:14 V:9 S:7 L:11
----------------------
AFFINITY:
Reflects Hama, Immune to Flame
SKILLS:
Immune to Mind, Petradi, Diarama, Recarm
TRANSFER:
Mo, Ey, Ph, Bi, Ne, Ta
PERSONALITY: Guy
DESCRIPTION:
A divine beast from Japanese mythology. A deified wolf. It is said to be strong
in warding off calamity, especially in protecting houses from fire or theft.
They have been drawn on ema--wooden tablets with pictures of animals (usually
horses) that are hung at shrines with wishes written on the back asking for
divine aid--since old times. However, they have also been seen as a ferocious
symbol of terror, as a beast that eats people.
================================================================================
REICHO (霊鳥)
================================================================================
LV 63 Garuda ガルーダ
HP/MP: 492/243
P:22 M:18 V:19 S:24 L:12
------------------------
AFFINITY:
Reflects Hama, Immune to Magic and Nerve, Weak to Curse
SKILLS:
Mahanmaon, Persuade, Shinku-Ha, Withstand
TRANSFER:
Mo, Wi, Ey, Ph, Cl, Ne, Ta
PERSONALITY: Bushi
DESCRIPTION:
A holy bird from Hindu mythology. In order to rescue his mother, who had been
captured by the Naga, he assaulted the heavens in order to get a cup of Soma,
the nectar of immortality as ransom. Impressed by his skill at avoiding the
other gods in his assault, Vishnu granted him immortality in exchange for his
service, and thereafter Garuda became Vishnu's mount.
================================================================================
KYOCHO (凶鳥)
================================================================================
LV 63 Gurulu グルル
HP/MP: 492/255
P:18 M:22 V:19 S:24 L:12
------------------------
AFFINITY:
Reflects Curse, Immune to Nerve and Mind, Weak to Hama
SKILLS:
Zandain*, Fog Breath*, Mahazandain*, Mahamudo-on, Brown-Nose, Shinku-Ha,
Shockwave, Death Counter
TRANSFER:
Support: Mo, Wi, Ey, Ph, Cl, Ne, Ta
PERSONALITY: Guy
DESCRIPTION:
A demon in the form of a giant eagle from Sri Lankan mythology. Gurulu has been
interpreted as a demonization of Garuda from Hindu mythology, as Hinduism has
been at odds with the beliefs of the native Sri Lankan population in the past.
================================================================================
IRYO (威霊)
================================================================================
LV 64 Albion アルビオン
HP/MP: 694/252
P:25 M:20 V:25 S:10 L:16
------------------------
AFFINITY:
Immune to Physical, Ice, and Hama
SKILLS:
Absorption Attack, Physical Absorption, Recarmdora, Meikai-Ha
TRANSFER:
Ey, Ph, Ne, Ta
PERSONALITY: God
DESCRIPTION:
The ancient ruler of the British Isles from the native mythology of England. The
forerunner of the Gogmagogs, and the first giant said to have lived in the
British Isles. In Greek mythology, he is said to be the giant son of Poseidon
and his legal wife, Amphitrite.
================================================================================
ALL MANIACS ONLY: MAJIN (魔人)
================================================================================
LV 80 Dante ダンテ
HP/MP: 612/306
P:25 M:22 V:22 S:25 L:16
------------------------
AFFINITY:
Immune to Hama, Curse, and Bad Status ailments, Strong to Magic and Physical
SKILLS:
E&I*, Rebellion*, Round Trip*, Whirlwind*, Holy Star*, Taunt*, Never Give Up*,
Threaten*, Twosome Time, Stinger, In My Father's Name, Showtime
TRANSFER:
N/A
PERSONALITY: Unique
DESCRIPTION:
A devil hunter that entered the Vortex World. He wields twin pisols, "Ebony" and
"Ivory" and a greatsword, "Rebellion." It is said that the blood of the
legendary swordsman "Sparda" flows through his veins.
LV 77 Trumpeter トランペッター
HP/MP: 588/324
P:21 M:31 V:21 S:24 L:15
------------------------
AFFINITY:
Immune to Hama, Curse, and Bad Status ailments
SKILLS:
Divine Favor Trumpet*, Maharagidain*, Mahabufudain*, Mahajiodain*, Mahazandain*,
Maka-Kaja, De-Kaja, Demon Fate Trumpet
TRANSFER:
Magic: Ey, Ne
PERSONALITY: Unique
DESCRIPTION:
An angel and minion of God with a trumpet, prophecied in the Revelation of John.
It is said that when he plays his trumpet the earth will go ablaze, the stars
will fall, in addition to many other disasters, which will turn the world into
a land of death.
LV 69 Mother Harlot マザーハーロット
HP/MP: 528/267
P:23 M:24 V:19 S:19 L:19
------------------------
AFFINITY:
Reflects Physical, Absorbs Electricity, Immune to Hama, Curse, and Bad Status
SKILLS:
Empress' Libido*, Mahajiodain*, Makajamaon*, Dekunda, Kiai, Shockwave, Evil
God's Harsh Voice
TRANSFER:
Support: Mo, Ey, Ph, Bi, Ne
PERSONALITY: Unique
DESCRIPTION:
The "Great Whore" told about in the Revelation of John. She is said to ride on
the back of a seven-headed, ten-horned beast that opposes God, and holds a
golden cup full of impurity.
LV 63 Pale Rider ペイルライダー
HP/MP: 486/267
P:24 M:26 V:18 S:17 L:13
------------------------
AFFINITY:
Immune to Ice, Hama, Curse, and Bad Status
SKILLS:
Pest Crop*, Mahabufudain*, Endless Sleep, Venom Zapper, Silent Sky Critical,
Bright Sky Critical
TRANSFER:
Curse: Mo, Ey, Ph, We, Ne
PERSONALITY: Unique
DESCRIPTION:
One of the "Four Horsemen of the Apocalypse" as described in the Revelation of
John, which describes the end of the world. He rides upon a pale horse, where he
is accompanied by the underworld, Hell.* Associated with "Pestilence," he is
tasked by God to destroy by killing people with disease.
*I know this makes absolutely no sense, but take it up with the author of
Revelations, not me or the game :P
LV 61 Black Rider ブラックライダー
HP/MP: 462/258
P:22 M:25 V:16 S:20 L:13
------------------------
AFFINITY:
Absorbs Ice, Immune to Hama, Curse, and Bad Status
SKILLS:
Soul Balance*, Absolute Zero*, Drik Magic, Mahamudo-on, Megidora, 30% Magic
Pulse, Megidoraon
TRANSFER:
Curse: Mo, Ey, Ne
PERSONALITY: Unique
DESCRIPTION:
One of the "Four Horsemen of the Apocalypse" as described in the Revelation of
John, which describes the end of the world. He rides upon a black horse and
holds a pair of scales in his hands. He is tasked by God to cause Famine and
kill the resulting suffering people.
LV 55 Red Rider レッドライダー
HP/MP: 438/228
P:23 M:21 V:18 S:15 L:13
------------------------
AFFINITY:
Immune to Electricity, Shock, Hama, Curse, and Bad Status
SKILLS:
Tera Sword*, Shinku-Ha*, Shockwave, De-Kunda, Death Counter
TRANSFER:
Curse: Mo, Ey, Ph, We, Ne
PERSONALITY: Unique
DESCRIPTION:
One of the "Four Horsemen of the Apocalypse" as described in the Revelation of
John, which describes the end of the world. He rides upon a red horse and wields
a sword. He is tasked by God to rob the earth of peace, and make people fight
amongst themselves. He is most frequently associated with "war."
LV 52 White Rider ホワイトライダー
HP/MP: 408/207
P:23 M:17 V:16 S:18 L:13
------------------------
AFFINITY:
Immune to Flame, Hama, Curse and Bad Status
SKILLS:
God Arrow*, Prominence*, Tetraja, De-Kaja, Chakra of Victory
TRANSFER:
Curse: Mo, Ey, Ne
PERSONALITY: Unique
DESCRIPTION:
One of the "Four Horsemen of the Apocalypse" as described in the Revelation of
John, which describes the end of the world. He sits upon a white horse and
wields a bow. He is given a crown, and tasked to kill and conquer.
LV 42 Hell's Angel ヘルズエンジェル
HP/MP: 336/168
P:17 M:14 V:14 S:17 L:10
------------------------
AFFINITY:
Absorbs Shock, Immune to Fire, Hama, Curse, and Bad Status
SKILLS:
Hell Spin*, Hell Burner*, Hell Exhaust, Attack All
TRANSFER:
Shock: Ey, Ph, Ne
PERSONALITY: Unique
DESCRIPTION:
Hell's Angel's name means "Angel of Hell,"* and he is a terrible rider that
manifests as a demon. The anger produced by hating himself and the world turned
himself into an abominable entity focused solely on violence and destruction,
*Oddly enough, this is probably redundant information to most Japanese, as well
as English speakers.
LV 37 High Priest だいそうじょう
HP/MP: 288/174
P:12 M:21 V:11 S:13 L:10
------------------------
AFFINITY:
Immune to Hama, Reflects Curse, Absorbs Magic and Mind, Immune to Nerve
SKILLS:
Meditate*, Mahanma-on*, Mahamudo-on, Distant Prayer, Banno-Sokubodai
TRANSFER:
Magic: Mo, Ey, Ne
PERSONALITY: Unique
DESCRIPTION:
A monk that killed himself while trying to save humanity through fasting and
meditation. Through the blessing of the Buddha his body did not rot and
continues to exist. It is said that he will reappear before humanity on the
coming day of salvation. (I actually suspect that High Priest is supposed to be
Miroku himself)
LV 30 Matador
HP/MP: 246/117
P:12 M:9 V:11 S:19 L:9
------------------------
AFFINITY:
Immune to Shock, Hama, Curse, and Bad Status
SKILLS:
Mahazan*, Andalucia of Blood*, De-kunda, Kiai, Taunt, Red Cape
TRANSFER:
Physical: Ey, Ph, We, Ne
PERSONALITY: Unique
DESCRIPTION:
A bullfighter who had many brushes with death, now born as a Spanish death-god,
that seeks a "death aesthetic." The targets of his deadly sword, "Espada," have
switched from bulls to humans.
################################################################################
SKILL LIST
################################################################################
There are a whole lot of skills in SMT3. I thought of breaking them down in many
ways--by element, by type, etc., but in the end I decided to group them by
Inheritance rather than anything else. Each skill not constrained to a single
character has an Inheritance type which dictates how you can transfer it from
demon to demon. For example, only demons with claws can inherit Claw attacks
from their "parent" demons. The Inheritance types are as follows:
Magic: General-purpose spells
Mouth: Skills that require the mouth (breath weapons and battle cries)
Eye: Skills that require eyes to use (eye-beams and the like)
Needles: Skills that consist of firing needles at the opponent
Claw: Attacks that require claws to use
Bite: Attacks that require sharp teeth to use
Wing: Skills (actually skill, there's only one AFAIK) that need wings
Physical: Physical attacks that don't require a weapon
Weapon: Attacks that require some sort of weapon to use
Conversation: Conversation skills--require some degree of intelligence
ALL offensive attacks, with the sole exception of the self-destruct attacks,
have some sort of type or affinity. (ie fire, ice, physical, etc.) In general,
skills that require HP to use will be Physical damage. (there are only two
exceptions, and they are both Hero-only skills) The amount of HP required is a
percentage of the user's max HP, and will scale up accordingly. For example, a
13% attack will cost 13 HP for a user with 100 max HP, and 26 HP for a user with
200 Max HP. Skills that require MP have constant requirements.
The Types/Affinities are as follows:
FIRE: Burning damage.
ICE: Freezing damage. Can inflict the FREEZE status as well.
ELECTRIC: Electrical shock damage. Can inflict the SHOCK status as well.
SHOCK: Kinetic force damage (ie damage done by winds, vibrations, etc)
HAMA: Hama is a Shinto concept--the idea of "granting passage" to restless
spirits so they can travel on to the next world, often by placing blessed
strips of paper called o-Fuda near them. General purpose holy damage too.
CURSE: Damaging curses--usually death, but also STONE and FLY status
ALL-PURPOSE: Almighty damage that cannot be resisted, reflected, or otherwise
stopped
NERVE: Attacks on the nervous system to impede movement--BIND or PARALYZE
MIND: Mental or psychological attacks--SLEEP, CHARM, or PANIC
MAGIC: Hexes, enchantments, etc--CLOSE or POISON
MAGIC SKILLS
================================================================================
ATTACK SPELLS:
-------------
Name Japanese MP # Type Notes
-------------------------------------------------------------------------------
Agi アギ 3 1 Fire
Agirao アギラオ 6 1 Fire
Agidain アギダイン 10 1 Fire
Maharagi マハラギ 8 All Fire
Maharagion マハラギオン 15 All Fire
Maharagidain マハラギダイン 25 All Fire
---
Bufu ブフ 3 1 Ice Can Freeze target
Bufura ブフーラ 6 1 Ice Can Freeze target
Bufudain ブフダイン 10 1 Ice Can Freeze target
Mahabufu マハブフ 8 All Ice Can Freeze target
Mahabufura マハブフーラ 15 All Ice Can Freeze target
Mahabufudain マハブフダイン 25 All Ice Can Freeze target
---
Jio ジオ 3 1 Electric Can Shock target
Jionga ジオンガ 6 1 Electric Can Shock target
Jiodain ジオダイン 10 1 Electric Can Shock target
Mahajio マハジオ 8 All Electric Can Shock target
Mahajionga マハジオンガ 15 All Electric Can Shock target
Mahajiodain マハジオダイン 25 All Electric Can Shock target
---
Zan ザン 3 1 Shock Insta-kills the Petrified
Zanma ザンマ 6 1 Shock Insta-kills the Petrified
Zandain ザンダイン 10 1 Shock Insta-kills the Petrified
Mahazan マハザン 8 All Shock Insta-kills the Petrified
Mahazanma マハザンマ 15 All Shock Insta-kills the Petrified
Mahazandain マハザンダイン 25 All Shock Insta-kills the Petrified
--
Megido メギド 30 All A/P
Megidora メギドラ 37 All A/P
Megidoraon メギドラオン 50 All A/P
--
Hama ハマ 6 1 Hama Death (40%)
Hamaon ハマオン 10 1 Hama Death (60%)
Mahanma マハンマ 15 All Hama Death (20%)
Mahanmaon マハンマオン 25 All Hama Death (30%)
--
Mudo ムド 6 1 Curse Death (40%)
Mudo-on ムドオン 10 1 Curse Death (60%)
Mahamudo マハムド 15 All Curse Death (20%)
Mahamudo-on マハムドオン 25 All Curse Death (30%)
--
Shibabu シバブー 5 1 Nerve Binds (60%)
Dorminer ドルミナー 8 All Mind Sleeps (30%)
Plinpa プリンパ 5 1 Mind Panics (60%)
Marin-Karin マリンカリン 5 1 Mind Charms (60%)
Tentarafu テンタラフー 15 All Mind Damage + Panics (20%)
Makajama マカジャマ 4 1 Magic Closes (40%)
Makajamaon マカジャマオン 5 All Magic Closes (20%)
HEALING SPELLS:
--------------
Name Japanese MP # Effect
-------------------------------------------------------------------------------
Dia ディア 3 1 Heals HP (low)
Diarama ディアラマ 7 1 Heals HP (medium)
Diarahan ディアラハン 15 1 Heals HP (all)
Media メディア 12 All Heals HP (low)
Mediarama メディアラマ 20 All Heals HP (medium)
Mediarahan メディアラハン 35 All Heals HP (all)
--
Patra パトラ 5 1 Cures Sleep, Bind, and Panic
Mepatra メパトラ 12 1 Cures Sleep, Bind, and Panic
Posumdi ポズムディ 5 1 Cures poison
Paraladi パララディ 5 1 Curse paralysis
Closdi クロスディ 5 1 Cures close
Petradi ペトラディ 5 1 Cures petrification
Recarm リカーム 20 1 Raises the dead
Samarecarm サマリカーム 35 1 Raises the dead to full health
Recarmdora リカームドラ 0 Other Caster dies, heals party's HP/MP to max
Makatora マカトラ 10 1 Gives an ally 10 MP
SUPPORT SPELLS:
---------------
Name Japanese MP # Effect
-------------------------------------------------------------------------------
Taru-kaja タルカジャ 12 All Raises attack power by 25%
Raku-kaja ラクカジャ 12 All Raises defense power by 25%
Suku-kaja スクカジャ 12 All Raises accuracy and evasion by 25%
Maka-kaja マカカジャ 12 All Raises magic power by 25%
De-kaja デカジャ 10 All Removes enemy -kaja effects
--
Taru-nda タルンダ 20 All Lowers attack and magic power by 12.5%
Raku-nda ラクンダ 20 All Lowers defense power by 12.5%
Suku-nda スクンダ 20 All Lowers accuracy and evasion by 12.5%
De-kunda デクンダ 20 All Removes party -nda effects
--
Tetrakarn テトラカーン 45 All Reflects physical attacks for 1 turn
Makalakarn マカラカーン 45 All Reflects magical attacks for 1 turn
Tetraja テトラジャ 15 All One-time Hama or Curse blocker
OTHER SPELLS:
-------------
Name Japanese MP Effect
-------------------------------------------------------------------------------
Estma エストマ 10 Until next "Silent," reduces low-level encounters
Riberama リベラマ 8 Until next "Silent," increase encounter rate
Lightma ライトマ 12 Until next "Silent," light dark areas
Liftma リフトマ 12 Until next "Silent," negate floor damage
Torafulee トラフーリ 25 Immediately flee from battle
Analyze アナライズ 2 Analyze a single enemy's data
SPECIAL ATTACK MAGIC:
---------------------
Name Japanese MP # Type Notes
-------------------------------------------------------------------------------
Hellfire 地獄の業火 18 1-4 Fire
Prominence プロミネンス 30 1-4 Fire
Absolute Zero 絶対零度 25 1-4 Ice Freezes (15%)
Discharge 放電 9 1-5 Electricity Shocks (15%)
Shockwave ショックウェーブ 25 1-4 Electricity Shocks (15%)
Tornado 竜巻 25 1-4 Shock
Shinkuha 真空刃 13 1 Shock
Death Touch デスタッチ 5 1 A/P Drains HP
Drink Magic 吸魔 2 1 A/P Drains MP
Drink Blood 吸血 10 1 A/P Drains HP/MP
Suicide attack 特攻 All HP 1 Special**
Noble-Death Crash 玉砕破 All HP 1-4 Special**
Self-Destruct 自爆 All HP All* Special**
Hama Lightning 破魔の雷光 10 1 Hama
Unblemished Power 汚れ無き威光 30 All Hama
Judgement Bolt 裁きの雷火 12 1 Hama Halves HP
Divine Retribution 天罰 36 All Hama Halves HP
---
Endless Sleep 永眠の誘い 16 All Nerve Kills Sleeping targets
Lullaby 子守り歌 13 1 Mind Sleep (70%)
Carnal Release 肉体の解放 13 All Mind Charm (50%)
Strange Soundwave 怪音波 9 All Mind Panic (20%)
Abyssal Melody 魔界のしらべ 30 All Magic Damage + Close (15%)
* Self-Destruct affects everyone in the battle, both allies and enemies
** Kamikaze techniques ignore all enemy affinities when doing damage
SPECIAL HEALING AND SUPPORT MAGIC:
----------------------------------
Name Japanese MP # Effect
-------------------------------------------------------------------------------
Distant Prayer 常世の祈り 50 All Heals all HP and status (except Curse)
Taunt 挑発 20 All Lowers enemy defense but raises attack
Randomizer ランダマイザ 48 All Lowers all enemy stats by 12.5%
Kiai 気合い 5 Self Next physical attack does ~2.5x damage
Summon 召し寄せ 14 Spec Summons a random ally
AUTO-EFFECT MAGIC:
------------------
Name Japanese Effect
-------------------------------------------------------------------------------
Flame Enhance 火炎高揚 Increases Fire skill damage by 50%
Ice Enhance 氷結高揚 Increases Ice skill damage by 50%
Electric Enhance 電撃高揚 Increases Electricity skill damage by 50%
Shock Enhance 衝撃高揚 Increases Shock skill damage by 50%
----
Physical Resistence 耐物理 Reduces damage taken from Physical attacks
Flame Resistence 耐火炎 Reduces damage taken from Fire
Ice Resistence 耐氷結 Reduces damage taken from Ice
Electric Resistence 耐電撃 Reduces damage taken from Electricity
Shock Resistence 耐衝撃 Reduces damage taken from Shock
Hama Resistence 耐破魔 Increased defense against Hama spells
Curse Resistence 耐呪殺 Increased defense against Curse spells
Nerve Resistence 耐神経 Increased defense against Bind/Paralyze
Mind Resistence 耐精神 Increased defense against Sleep/Charm/Panic
Magic Resistence 耐魔力 Increased defense against Close/Poison
----
Physical Immunity 物理無効 Blocks Physical attacks
Flame Immunity 火炎無効 Blocks Fire attacks
Ice Immunity 氷結無効 Blocks Ice attacks
Electric Immunity 電撃無効 Blocks Electricity attacks
Shock Immunity 衝撃無効 Blocks Shock attacks
Hama Immunity 破魔無効 Blocks Hama spells
Curse Immunity 呪殺無効 Blocks Curse spells
Nerve Immunity 神経無効 Blocks Bind and Paralysis attacks
Mind Immunity 精神無効 Blocks Sleep, Charm, and Panic attacks
Magic Immunity 魔力無効 Blocks Close and Poison attacks
----
Physical Absorption 物理吸収 Physical attacks heal user
Flame Absorption 火炎吸収 Fire attacks heal user
Ice Absorption 氷結吸収 Ice attacks heal user
Electric Absorption 電撃吸収 Electricity attacks heal user
Shock Absorption 衝撃吸収 Shock attacks heal user
----
Physical Reflection 物理反射 Reflects physical attacks back at attacker
Flame Reflection 火炎反射 Reflects fire attacks back at caster
Ice Reflection 氷結反射 Reflects ice attacks back at caster
Electric Reflection 電撃反射 Reflects electricity attacks back at caster
Shock Reflection 衝撃反射 Reflects shock attacks back at caster
----
10% Life Spring 一分の活泉 Increases Max HP by 10%
20% Life Spring 二分の活泉 Increases Max HP by 20%
30% Life Spring 三分の活泉 Increases Max HP by 30%
10% Magic Pulse 一分の魔脈 Increases Max MP by 10%
20% Magic Pulse 二分の魔脈 Increases Max MP by 20%
30% Magic Pulse 三分の魔脈 Increases Max MP by 30%
----
Critical 会心 Increased chance of critical hits
Bright Sky Critical 煌天の会心 100% chance of criticals during Full Moon
Quiet Sky Critical 静天の会心 100% chance of criticals during New Moon
---
Absorption Attack 吸収攻撃 Heal ~10% the damage you do when attacking
Attack All 全体攻撃 Normal attacks hit all enemies facing you
---
Counterattack 反撃 Small damage physical counter (50% chance)
Fierce Counterattack 猛反撃 Medium damage physical counter (50% chance)
Death Counter デスカウンター High damage physical counter (50% chance)
---
Breath of Victory 勝利の息吹 Heal 20% of max HP after every battle
Chakra of Victory 勝利のチャクラ Heal 10% of max MP after every battle
War Cry of Victory 勝利の雄叫び Heal HP and MP to full after every battle
Breath Shoes 息吹の具足 Heal 10% of max HP every Kagutsuchi change
Chakra Shoes チャクラの具足 Heal 20% of max MP every Kagutsuchi change
---
Withstand 食いしばり Once per battle, withstand a killing blow
Memory Advancement 見覚えの成長 When in the Stock, gain 50% of party EXP
Treasure Hunt 宝探し Occasionally find items on the world map
---
Penetrate 貫通 All attacks of character ignore physical
resistance, immunity, or absorption (but
not reflection) Only available in Maniacs.
MOUTH SKILLS
================================================================================
ATTACK SKILLS:
--------------
Name Japanese MP # Type Pow Sca Notes
-------------------------------------------------------------------------------
Fire Breath ファイヤブレス 9 1-5 Fire 30 --
Ice Breath アイスブレス 9 1-5 Ice 25 -- Freezes (20%)
Bind Voice バインドボイス 14 All Nerve -- -- Binds (20%)
Panic Voice パニックボイス 8 All Mind -- 30 Panics (30%)
Poison Gas Breath 毒ガスブレス 8 1-5 Magic 25 20 Poisons (20%)
SUPPORT SKILLS:
---------------
Name Japanese MP # Effect
-------------------------------------------------------------------------------
Fog Breath フォッグブレス 30 All Reduces accuracy & evasion by 25%
Battle Cry 雄叫び 40 All Reduces attack & magic power by 25%
EYE SKILLS
================================================================================
ATTACK SKILLS:
--------------
Name Japanese MP # Type Effect
-------------------------------------------------------------------------------
Petra Eye ペトラアイ 6 1 Curse Petrifies target (50%)
Evil Eye イービルアイ 8 1 Curse Reduces target's HP to 1(50%)
Hell's Eye ヘルズアイ 10 1 Curse Death (70%)
Parala-Eye パララアイ 5 1 Nerve Paralyzes target (40%)
Sexy Eye セクシーアイ 5 1 Mind Charms target (55%)
Close Eye クロスアイ 5 1 Magic Closes target (40%)
WING SKILLS
================================================================================
Name Japanese MP # Type
-------------------------------------------------------------------------------
Wing Flap 羽ばたき 9 1-5 Shock
CLAW SKILLS
================================================================================
Name Japanese HP # Notes
-------------------------------------------------------------------------------
Claw ひっかき 6% 1
Poison Claw 毒ひっかき 18% 1 Poisons (40%)
Paralysis Claw マヒひっかき 17% 1 Paralyzes (40%)
Iron Claw アイアンクロウ 14% 1
BITE SKILLS
================================================================================
Name Japanese HP # Notes
-------------------------------------------------------------------------------
Bite かみつき 12% 1
Poison Bite 毒かみつき 18% 1 Poisons (40%)
Charm Bite 魅惑かみつき 18% 1 Charms (60%)
Paralysis Bite マヒかみつき 17% 1 Paralyzes (40%)
Petrify Bite 石化かみつき 22% 1 Petrifies (60%)
Hell Fang ヘルファング 15% 1
PHYSICAL SKILLS
================================================================================
Name Japanese HP #
-------------------------------------------------------------------------------
Charge 突撃 10% 1
Hell Stab 地獄突き 12% 1
Rampage 暴れまくり 13% 1-5
Reppu-Ha 烈風破 25% All
Meikai-Ha 冥界破 32$ All
NEEDLE SKILLS
================================================================================
Name Japanese HP # Notes
-------------------------------------------------------------------------------
99 Needles 九十九針 10% 1
Poison Needles 毒針 7% 1 Poisons (40%)
Paralysis Needles マヒ針 7% 1 Paralyzes (40%)
Petrify Needles 石化針 12% 1 Petrifies (60%)
WEAPON SKILLS
================================================================================
Note: The power of all weapon skills scale with the amount of HP the user has.
Name Japanese HP # Notes
-------------------------------------------------------------------------------
Zetsumyoken 絶妙剣 13% 1
Yamaoroshi ヤマオロシ 14% 1
Heatwave ヒートウェーブ 16% All
Deathbound デスバウンド 14% 1-5
Hasso-Happa 八相発破 35% All
Guillotine Cut ギロチンカット 17% 1 Paralyzes (40%)
Fudoken 不動剣 22% 1 Binds (65%)
Anyaken 暗夜剣 22% 1 Closes (40%)
Rannyuken 乱入剣 32% 1-4 Panics (30%)
Venom Zapper ベノンザッパー 36% All Poisons (20%)
CONVERSATION SKILLS
================================================================================
ACTIVE SKILLS:
--------------
Name Japanese Effect
-------------------------------------------------------------------------------
Allure 誘惑 Use sex appeal to try to get a new ally
Abduct 誘拐 Recruit an ally by attempting to kidnap it
Scout スカウト Attempt to "recruit a rising star" as an ally
Headhunt ヘッドハント Recruit by bullying an enemy into joining
Smooth Talk 口説き落とし Recruit using smooth & seductive speech
Brainwash 洗脳 Attempt to brainwash enemy into joining you
Silent Sky Vow 静天の契り Recruit an ally during a Silent Kagutsuchi
---------
Request おねだり Ask a demon for items or money
Beg 物乞い Beg a demon for items or money
Blackmail 恐喝 Threaten enemy into giving you items or money
Stone Hunt ストーンハント Ask a demon for a magic stone or gemstone
Swap 物々交換 Trade your items for their items
Borrow 借金 Borrow lots of money--dangerous if overused
PASSIVE SKILLS:
---------------
Name Japanese Effect
-------------------------------------------------------------------------------
Bargain 値切り When a demon asks for cash, try to lower price
Brotherly love 同族のよしみ Persuade an indecisive demon of same race to join
Persuade 説得 Use logic to persuade an indecisive demon to join
Selfishness わがまま Whine to try to get an indecisive demon to join
Threaten 脅す Browbeat an indecisive demon into joining
Brown-nose ゴマすり Kiss an indecisive demon's ass to get them to join
Stop 引き止め Stop a demon from leaving mid-conversation
Mediate 執り成し Try to calm down an angry demon
Maiden Mediate* 乙女の仲裁 Try to calm down an angry demon--high success rate
Charisma カリスマ Raises chances of favorable reactions in general
*Maiden Mediate is a special skill, and only "maiden" demons can use it or have
it transferred to them.
UNIQUE ABILITIES:
================================================================================
MAGIC:
------
Name Japanese MP # Type Notes Demon
-------------------------------------------------------------------------------
Moist Wind 湿った風 25 All Shock Paralyzes Pazuzu
Meiseiko 明星光 22 All Hama Does damage Kurama Tengu
Ragnarok ラグナロク 30 1 Fire Surtr
Shinkoha 神光破 20 All Hama 80% Damage Amaterasu
Grand Inebriation 大いなる酩酊 15 All Mind Panics (65%) Mada
Dead Fly Funeral 死蝿の葬列 50 All A/P* Death (100%) Beelzebub
Flame of the Sinai シナイの神火 50 1-5 A/P Metatron
*While Beelzebub's Dead Fly Funeral does All-Purpose damage, the insta-death
part of the attack is Curse-aligned.
ATTACKS:
--------
Name Japanese HP # Demon
-------------------------------------------------------------------------------
Great Earthquake 大地震 45% All Skadi
CONVERSATION (ACTIVE):
----------------------
Name Japanese Effect Demon
-------------------------------------------------------------------------------
Hero Hunt 英雄狩り Recruit a hero in the name of the war gods Valkyrie*
Prank 悪戯 Recruit an ally via use of trickery Loki
Death Contract 死の契約 Recruits, randomly petrifies on refusal Mithras
*Hero Hunt can be transferred to other demons, but it only "works" when Valkyrie
is using it.
CONVERSATION (PASSIVE):
-----------------------
Name Japanese Effect Demon
-------------------------------------------------------------------------------
Booze Party 酒の宴 Wash away all disputes with wine! Dionysus*
*Booze Party can be transferred to other demons, but it only "works" when it's
Dionysus doing the talking...maybe Mada too though, since he's another god of
alcohol...
MAJIN ABILITIES (MANIACS ONLY):
-------------------------------
MAJIN MATADOR:
Name Japanese Cost # Type Effect
-------------------------------------------------------------------------------
Andalusia of Blood 血のアンダルシア 6% All Phys
Red Cape 赤のカポーテ 12 N/A N/A Maxes out Matador's Evade
and Accuracy
MAJIN HIGH PRIEST:
Name Japanese MP # Type Effect
-------------------------------------------------------------------------------
Meditate 瞑想 10 1 A/P Large HP/MP Drain on target
Banno-Sokubodai 煩悩即菩提 15 All Mind Damage + Random Mind Ailments(40%)
MAJIN HELL'S ANGEL:
Name Japanese Cost # Type Effect
-------------------------------------------------------------------------------
Hell Spin ヘルスピン 25%HP All Phys
Hell Burner ヘルバーナー 8 MP All Fire
Hell Exhaust ヘルエギゾースト 15 MP All Shock Damage + De-Kaja effect
MAJIN WHITE RIDER:
Name Japanese MP # Type Effect
-------------------------------------------------------------------------------
God Arrow ゴッドアロー 20 1 Hama Instakills (100%)
MAJIN RED RIDER:
Name Japanese MP # Type Effect
-------------------------------------------------------------------------------
Tera Sword テラソード 10 1-5 Phys Damage + Panic (30%)
MAJIN BLACK RIDER:
Name Japanese MP # Type Effect
-------------------------------------------------------------------------------
Soul Balance ソウルバランス 30 All Magic Halves HP + Closes (100%)
MAJIN PALE RIDER:
Name Japanese MP # Type Effect
-------------------------------------------------------------------------------
Pest Crop ペストクロップ 16 All A/P Damage, Instakills Poisoned targets
MAJIN MOTHER HARLOT:
Name Japanese MP # Type Effect
-------------------------------------------------------------------------------
Empress' Libido 女帝のリビドー 15 All Mind Charm (20%)
Evil God's Harsh Voice 邪神の蛮声 37 All A/P Heals Mother Harlot's HP
MAJIN TRUMPETER:
Name Japanese MP Effect
-------------------------------------------------------------------------------
Divine Favor Trumpet 神恩のラッパ 1 Character with lowest % HP among both
allies and enemies gets HP/MP maxed.
Can "pick" bosses, but won't actually
heal them (fortunately)
Demon Fate Trumpet 神恩のラッパ 1 Instakills enemy with lowest % HP.
Never fails, except against bosses.
MAJIN DANTE:
Name Japanese Cost # Type Effect
-------------------------------------------------------------------------------
E&I E&I 2 1 Physical Multi-hit
Rebellion リベリオン 10% 1 Physical High Critical Rate
Round Trip ラウンドトリップ 25 All Electric
Whirlwind ワールウィンド 25 All Shock
Holy Star ホーリースター 10 All N/A Same as De-Kunda
Taunt 挑発 0 All N/A Same as Taunt, heals MP
Never Give Up ネバーギブアップ N/A N/A N/A Same as Withstand
Twosome Time トゥーサムタイム 10% All Physical Panics (30%)
Stinger スティンガー 12% 1 A/P Instakills (20%)*
Showtime ショータイム 40 All A/P
In My Father's Name 父の名に誓って N/A N/A N/A Increases all
damage by 1.5x
*Stinger's success rate apparently raises as Dante raises levels. Once he's at
about level 150, it nearly always instakills, making it much more valuable than
it is at lower levels. (Of course, getting Dante that high a level is not
practical, but stil...)
HERO-ONLY ABILITIES:
================================================================================
ELEMENTAL ABILITIES:
-----------------
Name Japanese MP # Type Notes
-------------------------------------------------------------------------------
Color Dance 原色の舞踏 18 All Mind Panics (65%)
Magma Axis* マグマ・アクシス 15% 1 Fire
Supreme Blast* 至高の魔弾 17% 1 All-Purpose
*Both Magma Axis and Supreme Blast consume HP rather than MP.
PHYSICAL ATTACKS:
-----------------
Name Japanese HP # Notes
--------------------------------------------------------------------------------
Haja Light-Beam 破邪の光弾 13% 1 Frequently Criticals
Spiral Snake 螺旋の蛇 16% 1
Zeloth Beat ゼロス・ビート 40% All Binds (20%)
Kishin-Raku* 鬼神楽 30% All
Deathsport 死亡遊戯 32% All Frequently Criticals
Javelin Rain ジャベリンレイン 40% All Closes (20%)
Mother Earth's Dinner 地母の晩餐 35% All
*Utterly useless trivia here, but this skill's name is something of a double
entendre. It can either be pronounced "Kishin-Raku" in On-yomi, or "Oni-Kagura"
in Kun-yomi (different types of readings for Japanese characters) and the
meanings differ thereof. The On-yomi reading means "War God's Delight" and the
Kun-yomi means what it says--a Kagura is a special kind of Shinto dance
performed to worship the gods/kami. Oni is a Japanese ogre-monster. I'm sure the
word choice was deliberate. :)
OTHER ABILITIES:
-----------------
Name Japanese Effect
-------------------------------------------------------------------------------
Fast Flight 逃走加速 Increases your success rate for fleeing battles
Sixth Sense 心眼 Reduces chance of being back-attacked
Jive Talk ジャイブトーク Persuade Yoju, Yuki, or Gedo to join
################################################################################
ITEM LIST
################################################################################
HEALING ITEMS
=============
Name Japanese Buy Sell Effect -
-------------------------------------------------------------------------------
Medicine 傷薬 100 50 Heals 50 of one character's HP
Hogyoku 宝玉 --- 250 Heals one character's HP to max
Hogyokuwa 宝玉輪 --- 5000 Heals all characters' HP to max
Maseki 魔石 --- 50 Heals 25% of one character's HP
Chakra Drop チャクラドロップ 600 300 Heals 25% of one character's MP
Chakra Pot チャクラポット --- 1000 Heals one character's MP to max
Great Chakra グレイトチャクラ --- 7000 Heals all characters' MP to max
Soma Drops ソーマの雫 --- 800 Heals 50% of one character's HP/MP
Soma ソーマ --- 6000 Heals one character's HP/MP to max
Ikutama 生玉 --- 10000 Heals all characters' HP/MP to max
Muscle Drink マッスルドリンコ 400 200 Heals HP/MP, but with side-effects
Chigaeshi Tama 道反玉 600 300 Revives a dead character
Hangonko 反魂香 --- 1200 Revives a dead character to max
Iwakura Water イワクラの水 200 100 Cures party's Sleep/Panic/Bind
De-Stone ディストーン 100 50 Cures one character of Stone
Dis-Charm ディスチャーム 100 50 Cures one character of Charm
Dis-Poison ディスポイズン 150 75 Cures one character of Poison
Dis-Palyze ディスパライズ 150 75 Cures one character of Paralyze
Dis-Close ディスクローズ 150 75 Cures one character of Close
COMBAT ITEMS
============
Name Japanese Buy Sell Effect
--------------------------------------------------------------------------------
Maharagi Stone マハラギの石 250 125 Same as the spell Maharagi
Mahabufu Stone マハブフの石 250 125 Same as the spell Mahabufu
Mahajio Stone マハジオの石 250 125 Same as the spell Mahajio
Mahazan Stone マハザンの石 250 125 Same as the spell Mahazan
Mahanma Stone マハンマの石 300 150 Same as the spell Mahanma
Mahamudo Stone マハムドの石 300 150 Same as the spell Mahamudo
Megido Stone メギドの石 --- 400 Same as the spell Megido
Megidora Stone メギドラの石 --- 600 Same as the spell Megidora
Makajama Stone マカジャマの石 200 100 Same as the spell Makajama
Tetraja Stone テトラジャの石 --- 200 Same as the spell Tetraja
De-kaja Stone デカジャの石 --- 200 Same as the spell De-Kaja
Butsuhankyo 物反鏡 --- 250 Same as the spell Tetrakarn
Mahankyo 魔反鏡 --- 250 Same as the spell Makalakarn
Blinding Sphere くらましの玉 --- 450 Same as the spell Torafulee
Wagtail Feather セキレイの羽 --- 200 Same as the skill Carnal Release
Poison Arrow 毒矢 --- 150 Damage to all enemies + Poison
Pot of Dying 瀕死の壷 --- 50 Reduce all enemies' HP to 1
MISCELLANEOUS ITEMS
===================
Name Japanese Buy Sell Effect
--------------------------------------------------------------------------------
Lightball 光玉 600 300 Same as the spell Lightma
Hover Sphere 浮き足玉 400 200 Same as the spell Liftma
Kugatachi Water クガタチの湯 300 140 See if an ally can mutate or not
Fuma Bell 封魔の鈴 --- 150 Fewer encounters till next Silent
Shuma Whistle 集魔の笛 --- 150 More encounters till next Silent
Happy Ticket しあわせのチケット * 10 Get 10 and you can pick a prize
*A Happy Ticket is given to you whenever you leave a store after buying more
than 1,000 Makka worth of goods.
INCENSE
=======
Name Japanese Sell Effect
--------------------------------------------------------------------------------
Power Incense 力の香 1000 Heal HP to max, Max Power + 1
Magic Incense 魔力の香 1000 Heal HP to max, Max Magic + 1
Vitality Incense 体力の香 1000 Heal HP to max, Max Vitality + 1
Speed Incense 速さの香 1000 Heal HP to max, Speed + 1
Luck Incense 運の香 1000 Heal HP to max, Luck + 1
UNLIMITED USE ITEMS
===================
Name Japanese Sell Effect
--------------------------------------------------------------------------------
Far Sight Telescope 万里の望遠鏡 50,000 Same effect as the skill Analyze
Hama Spirit Fan 破魔の霊扇 50,000 Same effect as the spell Mahanma
Chakra Kongotan チャクラの金剛丹 50,000 Heals a little bit of MP
Hangonshinshu 反魂神朱珠 100,000 Same effect as a Hangonko
GEMS
====
Name Japanese In-game Description
--------------------------------------------------------------------------------
Agate メノウ A beautiful shining stone. Symbolizes truth.
Amethyst アメジスト A beautiful shining stone. Symbolizes loyalty.
Aquamarine アクアマリン A beautiful shining stone. Symbolizes fortune.
Coral コーラル A beautiful shining stone. Symbolizes wisdom.
Diamond ダイアモンド A beautiful shining stone. Symbolizes pure love.
Emerald エメラルド A beautiful shining stone. Symbolizes marriage.
Garnet ガーネット A beautiful shining stone. Symbolizes friendship.
Jade ヒスイ A beautiful shining stone. Symbolizes good luck.
Onyx オニキス A beautiful shining stone. Symbolizes trust.
Opal オーパル A beautiful shining stone. Symbolizes joy.
Pearl パール A beautiful shining stone. Symbolizes purity.
Ruby ルビー A beautiful shining stone. Symbolizes passion.
Sapphire サファイア A beautiful shining stone. Symbolizes kindness.
################################################################################
GAMEPLAY
################################################################################
KAGUTSUCHI
==========
The Vortex World of SMT3 is kind of weird. Post Tokyo-Fertilization, the ground
sort of flew up into the air and attached to itself, making it so the "world" is
spherical, like the inside of a hollow sphere. If you're ever in an outdoor area
in game, look up into the sky and you can actually see the ground on the other
side of the city.
In any case, one of the defining characteristics of this new world is
Kagutsuchi. Kagutsuchi is the moon that exists in the dead center of the Vortex
World, constantly emitting pulses of light. Its function is pretty much the same
as that of the moon in previous SMT games. It goes through 8 separate phases,
but instead of dictating the shape of the moon, the phases indicate the light
output of Kagutsuchi within its pulses. It goes from Full (8/8) at the apex of
its pulse when it is giving out the most light, to Silent (0/8) when it's not
giving out any light at all. There are no waxing and waning phases like earlier
SMT games, but for all intents and purposes Full is like the Full Moon of
earlier games, and Silent is like the New Moon of earlier games. As you move
around, the phase of Kagutsuchi slowly changes from 0/8 to 8/8 and back again.
Kagutsuchi will NOT change phase if you sit still--you must move in order for it
to change. Also, the speed at which it changes phase varies depending on where
you are--it changes phase much more quickly on the overhead map (since you're
traveling a greater distance)
Moon phase has several effects on gameplay. First and foremost is its effect on
combat. The brighter the moon, the more ancy the demons get. They will be more
likely to respond to negotiations and less likely to attack during the darker
moon phases, and more rough and violent during the higher phases. During a Full
Moon, the excessive light from Kagutsuchi more or less drives them nuts and they
act drunk. In addition, the brighter the moon, the tougher the demons will be.
They will do more damage and take less during the brighter phases, though the
difference is very slight. You can really feel the difference though during some
boss battles, for example. Some demons will act differently in the way they
conduct combat during different moon phases as well.
Second, moon phases have a huge influence on Magic Boxes. There are two types of
treasure chests in SMT3--regular treasure boxes, which look like hovering red
cubes, and Magic Boxes, which look like small chests on the ground. The content
of Magic Boxes varies by the moon phase. It can either contain a good treasure,
or a lousy treasure of a Maseki or two. The closer the moon phase is to Full,
the better the chance you will get the treasure instead of a Maseki. During a
Full Kagutsuchi, the chance of you getting the treasure from a Magic Box will be
100%. During a New Kagutsuchi, the chance of you getting the treasure is 0%--in
other words, it wil ALWAYS give you Maseki during a new moon.
Note: Throughout the walkthrough section of this guide, if you ever see an item
with an asterisk after its name, that indicates that specific treasure is the
"treasure" result of a Magic Box.
Lastly, there are a few story-based events that rely on moon phase--either
optional events that will only take place during specific phases (there will
always be someone around to give you a hint in this case) or events that take
place after a certain period of time, marked by the number of moon phases that
have passed.
THE TERMINAL
============
In past SMT games, the Terminals were a set of computers networked together that
allowed you to record your progress or teleport from terminal to terminal. In
SMT3, you save the game at big magic cylindrical stones with runes on them
throughout the game--which are also called Terminals, despite the fact they're
about as far from being computer terminals as you can get. Still, their function
is basically the same. You can use the terminals to either save your game, or
teleport to any other Terminal. However, you can only teleport to Terminals that
you have already visited.
There's also a new type of Terminal in SMT3--the Sub-Terminal. (says S-Terminal
in the upper-right hand area of the screen when you're near one) The Sub-
Terminal works the same as a normal Terminal when you save your game, but its
teleportational capacities are much more limited. Each Sub-Terminal is linked to
a Main Terminal, and can only teleport back to that Main Terminal. You can't
teleport anywhere else using them. You can still save there though.
SHOPS
=====
Traditionally, there has never been such thing as a "Town" a la garden variety
RPGs within SMT games, and SMT3 is basically the same. You can get attacked
pretty much anywhere, and there are no real "safe havens of civilization." Shops
exist independently, and while they are usually found in clusters, are not
necessarily linked in any coherent way. As there's no real equipment in SMT3,
shops have kind of taken a back seat in importance, but are a good place to
stock up on healing items. Also some stores will sell you Magatama that you
won't find anywhere else. There are four shop owners in-game:
HEE-HO-KUN:
-----------
The first shop owner you'll run into is a Hee-Ho-Kun, a Jack Frost. He won't
stick around for very long, which is good, because he's a very run-of-the-mill
shopkeeper. His items are rather blah (though he does have a few Magatama) and
he won't give you any Happy Tickets.
THE FLAMBOYANTLY GAY MANEKATA:
------------------------------
The Flamboyantly Gay Manekata (FGM from here on) is the main shopkeeper
throughout the game. He mans all the mainstream stores (taking over Jack Frost's
store once you reach Ikebukuro) and will be the guy you probably do the most
business with. His inventory differs from store to store (and if you go back to
an old store, he will inexplicably always be there, even if the area he is in
was since abandoned) so you may need to teleport to an old area to find what you
are looking for. Unlike Hee-Ho-kun, the FGM will give you a Happy Tickets
whenever you leave his shop after buying more than 1000 Makka worth of stuff
from him. Once you have 10 tickets, he will give you a free pick from one of
three boxes:
Black: Various gemstones--also can give you Hogyoku.
White: Either a Hangonko or a Stat Incense of some sort.
Pink: Various rare healing items--from Soma to Chakra Pots, and even Ikutamas.
Personally I find the White box by far the most useful, but the Pink Box can be
great if you're really low on healing items. (Keep in mind that while it does
deal out super expensive items like the Ikutama, you can never make a profit
off it as it costs 10K Makka at the bare minimum to get a Box pick)
THE JUNK COLLECTOR MANEKATA:
----------------------------
You'll meet the Junk Collector Manekata fairly early on, but he won't open up
his shop until about halfway through the game. He only has a shop in one place,
where he sells a wide variety of items you won't be able to buy anywhere else,
in addition to some more common fare. He also sells several upper-level
Magatama.
Small Box: Never picked it, but I think it's the same as FGM's Black box
Medium Box: Same as FGM's White Box
Large Box: Same as FGM's Pink box, I think
RAG THE JEWEL-O-PHILE:
----------------------
Rag's shop is in Ginza, and it's a very unusual shop. You don't use money in it
at all--you use gemstones to buy the things that you want. All of the stuff you
buy from here is super-rare stuff that you can't purchase anywhere else. (though
you can get them out of treasure chests or the occasional monster drop) In
addition, you can buy Seirei or Mitama off of Rag. Rag's Item List stays
constant, but his Seirei/Mitama list changes with every phase of the moon. You
can ALWAYS buy any Seirei or any Mitama at their "base" statistics, but he also
sells several different versions of leveled up Seirei/Mitama--it's these
versions that change every phase.
Rag's Item List:
ITEM: COST
--------------------------------------------
Hogyokuwa 3 Aquamarines
Chakra Pot 2 Sapphires
Great Chakra 1 Diamond
Soma Drops 1 Amethyst
Hangonko 1 Pearl
Megido Stone 1 Ruby
Megidora Stone 2 Rubies
Pot of Dying 1 Emerald & 1 Coral
Mahankyo 1 Opal & 1 Onyx
Butsuhankyo 1 Opal & 1 Turquoise
Dekaja Stone 1 Garnet & 1 Coral
Tetraja Stone 1 Garnet & 1 Aquamarine
Fuma Bell 1 Garnet & 1 Turquoise
Shuma Bell 1 Coral & 1 Turquoise
Blinding Sphere 1 Onyx & 1 Aquamarine
Rag's Seirei & Mitama List:
Name Level Cost Alternate Cost
----------------------------------------------------------------------
Earthies Lv 7 1 Agate & 2 Onyxes
Earthies Lv 8 2 Agates & 2 Onyxes 2 Agates & 3 Onyxes
Earthies Lv 9 3 Agates & 2 Onyxes 3 Agates & 3 Onyxes
Aeros Lv 11 1 Agate & 2 Turquoises
Aeros Lv 12 2 Agates & 2 Turquoises 2 Agates & 3 Turquoises
Aeros Lv 13 3 Agates & 2 Turquoises 2 Agates & 3 Turquoises
Aquans Lv 15 1 Agate & 2 Aquamarines
Aquans Lv 16 2 Agates & 2 Aquamarines 2 Agates & 2 Aquamarines
Aquans Lv 17 3 Agates & 2 Aquamarines 3 Agates & 3 Aquamarines
Flamies Lv 20 1 Pearl & 1 Coral
Flamies Lv 21 1 Pearl & 1 Garnet 1 Pearl & 1 Turquoise
Flamies Lv 22 1 Pearl & 1 Aquamarine 1 Pearl & 1 Onyx
Aramitama Lv 25 1 Jade & 1 Ruby
Aramitama Lv 26 1 Jade & 2 Rubies 2 Jade & 3 Rubies
Aramitama Lv 27 1 Jade & 3 Rubies 2 Jade & 2 Rubies
Nigimitama Lv 29 1 Jade & 1 Amethyst
Nigimitama Lv 30 1 Jade & 2 Amethysts 2 Jade & 1 Amethyst
Nigimitama Lv 31 1 Jade & 3 Amethysts 2 Jade & 2 Amethysts
Kushimitama Lv 32 1 Jade & 1 Opal
Kushimitama Lv 33 1 Jade & 2 Opals 2 Jade & 1 Opal
Kushimitama Lv 34 1 Jade & 3 Opals 2 Jade & 2 Opals
Sakimitama Lv 35 1 Jade & 1 Sapphire
Sakimitama Lv 36 1 Jade & 2 Sapphires 2 Jade & 1 Sapphire
Sakimitama Lv 37 1 Jade & 3 Sapphires 2 Jade & 2 Sapphires
PRESS TURN BATTLE
=================
SMT3 has introduced a totally new combat system unlike any SMT game releasedso
far. In addition to the perspective change (no more 1st-person battles, but this
is just cosmetic of course) and the number of combatants change, the entire
structure of combat has been altered into what is called "Press Turn Combat."
PLAYER TURN, THEN ENEMY TURN
----------------------------
Instead of giving your party commands at the beginning of a turn and then
enacting the round, with both allies and enemies attacking at the same time in
order of their Speed ratings, SMT3 has opted for a round-robin style of combat
where the entire party acts, and then the entire enemy party acts, trading back
and forth--somewhat similar to the Majin Tensei games.
PRESS TURNS
-----------
You may notice the little symbols that look kind of like Ryuo Yato-no-Kami from
earlier SMT games appearing in the upper-right-hand corner of your screen during
combat. These are your Press Turns. Each round, you get one Press Turn for each
character you have participating in the battle. If it's just your Hero, you only
get one. If it's your hero and two allies, you get three, and so forth. The same
deal goes for the enemies, except they can have five or more since they can have
larger parties. Cheap, but nobody said life was fair.
A Press Turn dictates how many actions you can take in a single turn. Normally,
you get one action per Press Turn, but depending on what actions you take, you
can get more or fewer actions per turn:
If you miss a target outright, you lose TWO Press Turns. A miss is defined as an
attack that the target "dodges," IOW you can actually see the target move out of
the way. Some attack magic (such as Mudo or Makajama) is all-or-nothing and says
"MISS" if it doesn't work, but this does not count as a miss since the spell
just didn't work and didn't actually miss the target. (If the spell misses
because the target dodged out of the way, that's a different story)
If your attack is Blocked via some sort of immunity, you also lose two Press
Turns.
If your attack is either absorbed or reflected by the target, you lose ALL of
your remaining Press Turns.
If you have a conversation with an enemy and it fails (and they get angry)
you'll lose all of your Press Turns. This includes Interruptions by the enemy.
If your attack exploits an enemy Weak Point or is a Critical Hit, you don't lose
a Press Turn at all--rather, one Press Turn Icon will start "flashing." (the
manual says it takes "half a turn" but this is misleading) If all of your Press
Turn icons are flashing, then the first one will be used up.
If the active character passes his/her/its turn to the next character in your
party, it will consume a flashing Press Turn Icon, or or turn a Press Turn Icon
flashing if there are none.
"FLASHING" PRESS TURN ICONS
---------------------------
Flashing Press Turns work a little bit differently from normal Press Turns.
Let's look at a sample round of combat to see how they function.
*=flashing Press Turn, O=solid press turn
Start of round
Turns at Character 1's action: OOOO
Action 1: Character 1 attacks and deals a critical hit.
Turns at Character 2's action: *OOO
Action 2: Character 2 attacks and exploits a weak point.
Turns at Character 3's action: **OO
Action 3: Character 3 passes his turn.
Turns at Character 4's action: *OO
Action 4: Character 4 attacks and misses outright.
Turns at Character 1's action: O
Action 5: Character 1 passes his turn.
Turns at Character 2's action: *
Action 6: Character 2 deals a normal attack.
End of round-switch to other team.
Let's look at each step to see how things work.
Action 1: Clear enough, we turn one "solid" Press Turn into a "flashing" Press
Turn by delivering a Critical Hit.
Action 2: A Weak Point attack is delivered. There are still some "solid" Press
Turns left, so the first Solid turn is changed into a Flashing turn.
Action 3: Passing a turn will normally change a Solid Turn into a Flashing Turn.
However, passing a turn doesn't have as much benefit as dealing a critical or
dealing a weak point--if there is a flashing Press Turn present, it will consume
it. So after Action 3, the first flashing Press Turn is consumed and we're left
with three Press Turns--one flashing and two solid.
Action 4: Character 4 misses, so we lose two Press Turns. Note that we lose the
first two turns available--one "flashing turn" and one "solid turn."
Action 5: Again, we see a turn passed. However, since the one turn remaining is
a solid turn, rather than losing it outright (as in Action 3) it merely turns
the remaining turn to a Flashing Press Turn.
Action 6: No matter what character 2 does in this action, it would automatically
switch sides--even if he dealt a critical hit, all the remaining turns are
flashing, so he would consume the sole remaining one.
MIXED RESULT ATTACKS
--------------------
If you deal an attack that targets multiple targets, it won't necessarily have
the same effect on all targets. It could hit one target, miss another, and deal
a critical hit to the third. If you have Critical(s) mixed with Miss(es) then
you lose one full Press Turn as if it was a normal attack. If you have hits and
Criticals mixed with no misses, it counts as a Critical and turns a Press Turn
flashing. Aside from that, a mixed result attack will "count" as the worst
result in terms of Press Turn loss--for example, if you hit three targets, two
critical hits and the third enemy absorbed the attack, you'd still lose all your
Press Turns, because a target reflecting or absorbing an attack automatically
makes the attacking side lose all its turns.
Also note that missing multiple targets is not cumulative--if a multi-target
attack misses two enemies, you'll still only lose two Press Turns and not four.
BASIC PRESS TURN STRATEGY:
--------------------------
All in all, in order to play battles to the fullest in SMT3, you are best off
trying to exploit enemy weaknesses as best as you can--not only will it hurt the
enemies more, but it will allow you to get more blows in before it's the enemy's
turn. Overall, SMT3 is not the sort of game where you can "save all your MP for
the boss" because if you don't exploit enemy weaknesses to try to prevent them
from getting their turn, they'll turn the tables on you and try to exploit YOUR
weak points. The best way to fight a battle is not to try and conserve MP or HP,
and specifically target enemy weaknesses--and when using multi-target attacks,
using only those that no enemy facing you is immune to. It's best to start out
using Weak Point attacks (even if they're weak) until you have four flashing
Press Turn Icons, then use your strongest attacks until your turn ends.
################################################################################
MANIACS: DIFFERENCES AND ADDITIONS
################################################################################
DIFFICULTY LEVEL:
=================
When you play a Maniacs game, you get a choice of difficulty levels from the
outset, rather than like the original Nocturne, where your first time through
was on a default difficulty and the second time through was a harder difficulty.
Difficulty levels make no difference in terms of what you can do or endings or
anything like that--they're just there as an additional option. Personally I
find Normal Mode MUCH too easy and have never played a full game on that
difficulty level. (Heck, even on Hard it's not as hard as a second-time-around
game in vanilla Nocturne) However, your mileage may vary. The differences in
gameplay are as follows:
CHANGES THROUGHOUT BOTH MODES:
------------------------------
* Enemies ambush you (i.e. strike first) with less frequency
* Enemies don't always critically hit you when Back attacking you
* Insta-death magic doesn't work as frequently
* Accuracy for many Physical attacking skills increased (Iron Claw can hit now)
* Bad Status ailments don't take as often. (Note that all the percentage
counting I did in the Skills section was for Vanilla Nocturne on that point)
NORMAL MODE:
------------
* Enemies do less damage than in a default Nocturne game--about 2/3 or 3/4, I'd
guess.
* Prices for items are the same as a default Nocturne game.
* Getting attacked from behind won't get you critically hit. (REALLY stupid
change IMO. There's essentially no difference between being back attacked and
the enemies getting first shot this way)
* Running away is easier than in a default Nocturne game.
HARD MODE:
----------
* Enemies do about double the damage that they do on Normal mode--about the
same amount of damage they do on a second-time-through game in Nocturne.
* Buying prices for items in stores are tripled. Sell prices are not likewise
scaled upwards. (IOW, you get paid the same for selling items in Normal and
in Hard) This only applies in Junk Shops--Rag's trade-ins are the same, and
summoning demons in the Jakyo Manor is no more expensive than if it was
on Normal.
* Damage Zones (burning floor, cursed corridor, or when you're Poisoned) all
do triple damage.
* You cannot run from battle. There are two exceptions: 1) if all
enemies facing you are incapacitated (ie Asleep, Bound, Frozen, etc) you can
run from them 2) Escape spells and items like Torafulee and Blinding Spheres
will work as normal.
NOTE:
It may not be TOTALLY impossible to run normally from battle--in Ikebukuro, I
once ran from a lone Manekata without it being incapacitated, but that was the
only time I ever suceeded on a "straight" run. It may just be that the chances
to run are much, much lower. Still, in that case, the failure rate would be so
ridiculously high as to make it the same as being impossible in practice.
* Insta-kill magic works more often than on a normal game (though still not as
much as in "vanilla" Nocturne)
IMPORTING DATA:
===============
If you've already played a Nocturne game, you can import your data and get some
minor bonuses for your Maniacs save. When you first select a save file to
import, 5 demons will be pulled at random from your Jakyo Manor. (It seems the
more experience the demon has, the better the likelihood that it will be picked)
If you like the team you get, pick Yes to start the game. If not, pick No and
the game will pick a new set of demons. There's also a third option, to pick a
different Nocturne save file from the one you initially picked. The demons that
get imported don't start with your party; rather, they are recorded into your
Akuma Zensho, so in theory you can bring them with you as soon as you reach
Ikebukuro. However, normal summoning rules still apply--if your level isn't high
enough you won't be able to summon them. So if you pick a bunch of high level
demons, you probably won't be able to reincorporate them into your party until
the end of the game. Personally, I suggest importing as many developed
"mutation" demons as you can, as they're a larger pain in the rear to build up
than "generic" demons.
There are also two other ways importing the game can affect you. First, when you
go to the Yoyogi Park healer at the beginning of the game, she will boost all
your stats, depending on how many playthroughs your Nocturne save had. So you
get a +1 boost to all skills for your first time through, +2 if you finished the
game once on that file, +3 if you finished it twice, and so forth, up to a
maximum of +5. This only applies on the first time through your Maniacs save--
you won't get this bonus on a second-time-around Maniacs game.
The second difference is when you first run into the Jack Frost at the Junk
Shop. He will give you an unlimited-use item, based on the last digit of your
playtime in your imported save. I.e. if your playtime was 65:32 the number it
would pick would be "2."
0, 7, 8: Hama Spirit Fan
1,2,3,6,9: Far Sight Telescope
4: Chakra Kongotan
5: Hangon-Shinshu.
(Props to the guys on the Dream Island message board for this info.)
I've repeated this info in the actual walkthrough for those that are lazy and
don't want to come back to this section to get the info. ;)
Also note that Jack Frost won't give you anything in second-time around Maniacs
games.
OTHER, GENERIC NEW STUFF
========================
NEW ENDING ADDED:
-----------------
There is a sixth, new ending that is generally called the "True Demon" ending on
Japanese boards. You can only get it by completing the new dungeon in-game
before entering the final dungeon. (More info on this new dungeon below)
THE AMARA DEEP ZONE:
--------------------
This is the real meat of the difference between Nocturne and Maniacs. The Amara
Deep Zone is a rather large optional bonus dungeon included in Maniacs. It is
divided into 5 sections, called "Calpa." There is a side quest tied into the
Amara Deep Zone that will allow you to get the new ending. In addition, each
time you complete a Calpa you will be rewarded with very juicy information that
ties up plot threads left hanging and ambiguous in Nocturne. There are new
goodies to be found in the Deep Zone (such as Dark Brokers, which will sell you
customized demons for your party) and a few new bosses to be fought. (and then
fused for your own use) You can't tackle the Amara Deep Zone all at once (unless
you wait until the end of the game) as you won't gain access to all 5 Calpas
immediately. Instead, you will need to find and defeat the Majin found in the
"normal" game, take their Menorahs, and use them to open the passageways to the
deeper Calpa. (More on the Majin below) The Majin show up at set places and
times in the story, so your progress through the Deep Zone is limited by that.
THE MAJIN:
----------
A new race, the Majin (not to be confused with the 魔神 Majin race already
present, this is written 魔人, but pronounced the same) appear in-game. Vets to
the SMT series will recognize the Majin as being super-secret "easter egg"
characters you could fight in the first two SMT games, and SMT If... Many of the
Majin that appear in SMTIII appear in at least one of these earlier games.
They're not as hard to find as in the earlier games (there's no real random
element to where and when they pop up) and they're semi-optional as well. Once
you beat a Majin, they will give you a Menorah to open new areas in the Amara
Deep Zone, and you can then fuse them in the Jakyo Manor as well. As a rule of
thumb, the Majin make very useful and powerful allies, and are well worth the
trouble to fuse.
DANTE APPEARS:
--------------
According to the back of the box, Dante is a popular character from some Capcom
game called "Devil May Cry 2." He makes a minor cameo in Maniacs. His presence
is very, very, minor, and you only have to meet him once. Which is a good thing,
in my opinion, because stereotypical, one-dimensional, "I'm such a badass"
characters like Dante are totally out of place in the world of SMTIII. I don't
know what he's like in his other games, but I personally *HATE* Dante in SMTIII;
few games have produced characters that I absolutely, positively despise, but
Maniacs has succeeded in that aspect when it comes to Dante. Fortunately the
game gives you several opportunities to beat the tar out of him. :) If you're a
Dante-lover you'll have to bear with me in this FAQ, as I have trouble
containing my antipathy toward him. ;)
Much later on in the game, you're given the opportunity to hire Dante and
incorporate him in the party. This is a mixed bag--around the time you get him,
he can be quite a capable addition to your party, depending on your level.
However, he becomes outclassed and lags behind fairly quickly, and you can't
ditch him once you've got him.
THE AMARA WARP ZONES:
=====================
This is a mini-game built into the Amara Deep Zone. To travel between Calpas,
you shoot at high speeds through a wormhole-like area. These wormholes, called
"Amara Warp Zones," are an actiony mini-game included in Maniacs. As you're
zipping through the Warp Zones, there will be Coins and Items to be picked up to
add to your Makka and Item stocks respectively. In addition, to impede your
progress, there are various obstacles in the tunnels that must be avoided or
destroyed. If you run into them, your Hero (and all members of his active party)
will take damage, and you'll drop either a percentage of the coins or an item
you collected in the tunnel. What exactly you will find in the Warp Zones are as
follows:
SMALL (YELLOW) COINS:
Each coin you pick up is worth 5 Makka. There is a set number in every tunnel.
Also, it is possible--though not easy--to pick up all the coins in every tunnel.
ITEMS:
These look like blue-white glowing spheres. They appear at set points in the
tunnel like coins, but do so randomly. (They may appear, they may not) If you
catch one, you will get an item upon completing the tunnel, assuming you don't
drop it on the way.
SMALL (RED) OBSTACLES:
These things look like a small collection of red stones bunched together. If you
run into one of these, you'll drop either 10% of the coins you've collected in
the tunnel, or an item. (You can tell which, if a bunch of coins fly from your
hero, you dropped coins, if the big white blob flies from your hero, you dropped
an item) Either way, you'll lose 10% of your health as well. If you time it
right, you can press X while approaching these obstacles to let fly a punch and
destroy it.
LARGE (YELLOW) OBSTACLES:
These things look like big, round yellow rocks. They work essentially the same
as the small obstacles, except they're larger and you take a heftier penalty for
running into them--25% of your coins dropped (or an item) and 25% of your health
taken as well. In addition, Large Obstacles cannot be destroyed unless your
hero's Power is at least a "natural" 15. (E.g. Magatama bonuses do not count)
LARGE (PURPLE) COINS:
These are the things to go for in the tunnel. They're like small coins in that
they give you Makka, but they give you more, and they're hidden. Large Coins are
ALWAYS hidden inside an obstacle, either large or small. (This means that some
Large Coins you can't get until your Power is a natural 15) Like all other
objects in the Warp Zones, their positions are set in advance. Values of Large
Coins vary. The first one you get is worth 100 Makka, and then the value doubles
for each successive Large Coin you get. (IOW, 200, then 400, then 800, etc, up
to a maximum of 9999) However, should you miss a Large coin in the tunnel, their
value will go back to 100. So, if you find one Large Coin and get 100 Makka,
then find another and it gives you 100 Makka as well, you know that somewhere in
between those two is at least one more Large Coin. In the higher-level Warp
Zones, there are more Large Coins, meaning that if you get them all, you can
make yourself quite rich. (40K Makka for a perfect runthrough of the highest
Warp Zone)
LOCATIONS OF ALL THE LARGE COINS:
1st Calpa Warp Zone
-------------------
1: Right after you go through three spinning large obstacles, a trio of Small
obstacles will fly at you from the right side of the screen. The Large Coin
is in this Obstacle
2: A lone Small Obstacle on the right side of the screen that appears after
a line of coins has it
4: The final Small Obstacle in the tunnel (it moves, you'll need to be in the
lower-left area of the tunnel to hit it)
PERFECT: 31 Small Coins + 3 Large Coins = 855 Makka
ITEMS: Minor Healing items (Maseki, Medicine, Hogyoku, etc)
HINTS FOR WARP ZONE 1:
There's not really much to say about this warp zone as it's pretty easy. It's a
good place to get your feet wet so that you can get used to warp zones in
general.
2nd Calpa Warp Zone
-------------------
1: The first Small Obstacle you come across (easily obscured by your Hero if
you're trying to get the coins in the tunnel, be careful you don't get hit)
2: At one point in the tunnel, there's a long trail of Small Coins along the
right side of the passage. If you get them you'll be sandwiched between the
wall and a bunch of Small Obstacles to your left. The very last Small
Obstacle before this trail starts contains the coin.
3: At the end of the Coin Trail described in #2, in the very last Small Obstacle
you run into.
4: When the tunnel veers hard to the left, several Large Obstacles will appear
in the upper-left area of the tunnel. The first of these contains the Large
Coin.
5: The final Small Obstacle in the center of the tunnel, right before you exit.
PERFECT: 93 Small Coins + 5 Large Coins = 3565 Makka
ITEMS: Various Status-ailment healing items (including Chigaeshi no Tama)
HINTS FOR WARP ZONE 2:
* While collecting coins at the beginning of the tunnel, keep your eye out for
the oncoming small obstacle (ever so slightly to the left of the coin trail)
so that you don't plow into it by accident. Make sure to destroy it!
* Destroy all the Small Obstacles that appear in the center of the tunnel after
you get the first Large Coin. There are two sets of three, with a lone coin
sandwiched between them. Rather than dodging in to get the coin and back out
again, it's easier if you just punch the obstacles out of the way.
* The trickiest Large Coin to get here is #2. It helps you line yourself up with
the Obstacle, throw your Punch, then start moving to the lower-right as you're
punching to get in line with the trail of small coins. It's easy to lose one
or two coins if your timing isn't right.
* You'll need 15 Power to get Coin #4 in this tunnel.
3rd Calpa Warp Zone
-------------------
1: At the end of the Warp Zone, you'll come across six places where your
path is completely blocked by a wall of 8 Large Obstacles and one Small
Obstacle. All six of the Large Coins in this Warp Zone are contained within
these "Obstacle Walls." The first is contained in the top-center Large
Obstacle in the first "Wall."
2: The right-center Large Obstacle in the second "wall"
3: The bottom-center Large Obstacle in the third "wall"
4: The bottom-left Large Obstacle in the fourth "wall"
5: The upper-left Large Obstacle in the fifth "wall"
6: The center Small Obstacle in the final "wall"
PERFECT: 90 Small Coins + 6 Large Coins = 6750 Makka
ITEMS: Various Gemstones
HINTS FOR WARP ZONE 3:
* This warpzone requires some fancy footwork...er, flywork to get the coins
necesary. You have to be good at following coin trails, and you need to be
able to dodge the areas of Large Obstacles that come flying at you. Obviously,
you definitely want 15 Power so you can destroy those Large Obstacles.
* After the second mini-trail of coins, when you have small "clumps" of coins
separated by areas of Large Obstacles, if you have 15 Power, it's MUCH easier
to just line yourself up with the coins and punch through large obstacles that
get in your way, rather than trying to dodge them all.
* In this tunnel, you get a lot of coins that are right up next to Obstacles.
While you can take them without smacking into the obstacles, it's often safer
to just throw a punch at that point, so you can destroy the Obstacle if your
positioning isn't perfect.
* In a way, if you're just going for cash, you can pretty much ignore the early
parts of this tunnel, as all the real money to be had is in the tail end of
the tunnel.
4th Calpa Warp Zone
-------------------
1: At the bottom of the tunnel, in the middle of the "snaking" path of Small
Coins.
2: Right after Coin #1, the tunnel takes a sharp turn downward, and three
Large Obstacles fly by. The one on the right contains the Large Coin.
3: You'll come across six Large Obstacles, three on top and three on the
bottom; the top left one contains the coin
4: When you see six rotating Large Obstacles, the "top-middle" one contains
the coin. At the time you reach it, it will be at the center-right area of
the tunnel.
5: There is no fifth coin. Deceptive, aren't they? (I can't tell you how many
hours I spent combing this hellhole thinking there would be more coins than
Warp Zone 3)
PERFECT: 36 Small Coins + 4 Large Coins = 1680 Makka
ITEMS: Various "Support" items (Light Spheres, Fuma Bells, etc. You can get an
occasional Chakra Pot here too)
HINTS FOR WARPZONE 4:
* The most devious thing about this Warpzone is that there are fewer Large Coins
in it than you'd expect, so if you're not told in advance you might waste your
time like me looking for them...
* To get the first Item without getting smacked by the rows of Small Obstacles
that come before it, I usually veer to the left side of the tunnel then move
to the right when I'm sure the last row of Small Obstacles is gone.
* After the first item appears, stay in the absolute dead center of the tunnel
and don't move from there at all--all the masses of Obstacles that flood the
tunnel will pass harmlessly by you. When you see a Large Obstacle (and maybe
an Item) smack in front of you, that's your cue to veer hard to the upper-
right and grab the clump of coins.
* After the clump of coins listed above, I generally hang out around the extreme
4:00 area of the screen as few obstacles come that way. Then when I see the
final coins appear, I move back into the bottom-middle of the tunnel where
it's safe. (Careful not to go too early as there's an obstacle in that area
that coud smack you)
Warp Zone between 3rd and 4th Calpa
-----------------------------------
1: The first Small Obstacle that appears, in the middle of the tunnel.
2: Inside a small obstacle surrounded by four Large Obstacles
3: There's a strange "planet system" of small obstacles--a Small obstacle
smack in the middle of the tunnel with a "moon" rotating around it, along
with a ring of "satellites" at the edge of the tunnel. The "moon" obstacle
has a Large Coin.
4: Right after the two spinning sets of 3 Large Obstacles, a Small Obstacle
smack in the middle of the tunnel
5: At a place in the tunnel with a horizontal "bar" of small Obstacles, with
one Large Obstacle above and one Obstacle below (and sometimes an item) the
Large Obstacle on the bottom contains the coin
6: At the "point" of the final "V formation" of small obstacles in the tunnel
PERFECT: 82 Small Coins + 6 Large Coins = 6710 Makka
ITEMS: Various defense Support Items (Butsuhankyo/Mahankyo, De-Kaja Stones, etc)
There's also the occasional Kugatachi Water.
HINTS FOR WARPZONE 4.5
* This is the most irritating of the Warp Zones in my humble opinion, with odd
shapes of obstacles flying at you quickly from nowhere. The payoff isn't that
great either so I didn't play it as much, and hence don't have as much in the
way of hints to offer. It's really important to keep an eye on what's coming
ahead and dodge when necessary. If you don't go for the coins it's actually
quite easy to get through this Warp Zone without being hit, as all the
obstacles tend to congregate around where the coins are. Of course, that's
kind of a waste, isn't it?
Meifu Treasury:
---------------
1: At the top of the screen, when a trail of Small Coins starts sandwiched
between two Large Obstacles, a Large Obstacle will come at you from behind.
The Large Coin is in this obstacle. To time your punch right, punch as if you
were trying to hit the first coin.
2 & 3: After the first coin, there will be a trail of coins that travels up
and down, "weaving" between Large Obstacles. After each trail a sole Large
Obstacle comes up smack in the middle of the tunnel. In each of these Large
Obstacles is a Large Coin.
3-6: Three more Large Obstacles will fly at you from behind, in a very similar
setup to coin #1. (e.g. trail of coins sandwiched between Large Obstacles)
They appear on the bottom, then on the left, then on the right side of the
tunnel. Each of these Large Obstacles contain a Large Coin. The timing for
throwing your punch is identical to that of coin #1.
7-9: Soon after Large Coins 3-6, you will come upon six sets of Large
Obstacles. Each of the first three has a sole Small Coin in front of it.
The second three are identical in shape to the first three, and each has a
Large Coin inside one of the Large Obstacles. The positions of the Small
Coins in front of the first three sets indicate the exact location of the
Large Coins in the second three sets.
10: The final Large Coin comes at the tail end of the tunnel. At the very end
you'll have to punch through two "walls" of Large Obstacles that totally
block the tunnel. Immediately after this, another Large Obstacle will come
at you from the rear in the dead center of the tunnel. This Large Obstacle
holds the final coin. Timing on this coin is pretty tricky--if you flail on
the X button to break through those two "walls" and punch three times, you'll
still be recovering from the punch when the final Obstacle comes onscreen.
The best way to do it is wait until the very last second before you smash
into the "wall" before punching--if you time it right you can open a hole in
both walls with a single punch. Then wait half a second or so before punching
again and you should destroy the final Obstacle and get the Coin.
PERFECT: 94 Small Coins + 10 Large Coins = 43167 Makka
ITEMS: High level gems and the occaisonal Happy Ticket
HINTS FOR THE MEIFU TREASURY:
* This is the Warp Zone you'll probably be using the most, (who can sneeze at
40K+ Makka per run?) and so you'll probably get used to it fairly quickly. But
it can still be tricky. One of the trickiest parts of the tunnel is at the
very beginning in the "up + down weaving trails of coins." To sucessfully get
the coins without slamming into an Obstacle is not easy, so it helps to throw
punches as you approach the coins close to the Obstacles.
* The toughest part of the tunnel comes between coins 9 and 10. You'll have to
do a lot of weaving around walls that come fairly quickly. In particular, the
first "rotating" wall is liable to smack you just as you're going by on the
left, so throw a punch and destroy its "end" obstacle. You don't want to veer
too far to the left or up as that will put you directly in the path of the
next obstacle wall.
* Once the spinning walls are done, you'll come across four walls that cover the
right, left, bottom, and top halves of the tunnel respectively. It's not too
terribly hard to dodge them all, but I'm lazy; I sit at the very bottom of the
screen and make tiny adjustments to dodge the right and left walls, then punch
through the bottom wall and ignore the top one.
* While collecting coins in the upper-right area of the screen after the
right/left/top/bottom walls, be careful as a fast-moving wall of Obstacles
will come flying at you. Either punch through it, or cut hard to the bottom
left, immediately cutting back up to the upper-right once the wall has passed.
5th Calpa Warp Zone
-------------------
1: As coins are flying at you from the rear, a Large Obstacle smack in the
middle of the tunnel contains a Large Coin.
2: A Large obstacle at the end of a trail of coins on the left contains
the next Large Coin.
3: A Large obstacle at the end of a trail of coins on the bottom contains
the next Large Coin.
4-6: A trail of coins spirals through the tunnel, where it goes through several
"borders" of Large Obstacles. In the second, fourth, and sixth "borders"
are some Small Obstacles in the Borders (they can be tough to see as they're
obscured by Small Coins.) Each one of these has a Large Coin.
7: The final Large Coin appears in the final Large Obstacle in the tunnel.
PERFECT: 94 Small Coins + 7 Large Coins = 13170 Makka
ITEMS: Low-level healing items and the rare Ikutama.
HINTS FOR WARPZONE 5:
* The first Large Coin is elusive. It is very very easy to smack into it since
your Hero is likely obscuring it while collecting coins. Try and memorize the
timing for when it appears. Throw a punch right after you've picked up ~6-7
coins or so.
* After the first Large Coin, the trails of small coins more or less indicate
safe passages through the tunnel. Be aware that each of these trails ends in a
Large Obstacle, so be careful of them!
* The weird Blue Large Obstacles have items in them. Unlike Coin obstacles
however, you still have to fly through the Item after destroying the Obstacle
to pick it up--it is possible destroy the obstacle and still miss the item.
GENERAL HINTS FOR THE WARP ZONES:
---------------------------------
* The Warp Zones don't actually require that much skill per se to get through
perfectly, it's really just a question of rote memorization of the layout of
the tunnel. Odds are you're going to do terribly the first few times through
any given tunnel, then once you get used to it and know where the various
obstacles pop up in advance, you'll be able to zip through the hardest of
tunnels with little problem. So practice makes perfect.
* Use the D-pad rather than the analog stick for maneuvering. The analog stick
is not as well-suited for making tiny adjustments to your position as tapping
the buttons on the D-pad is.
* Get your Power and Speed to at least 15. At 15 Power you can destroy Large
Obstacles, at 15 Speed you can move more quickly around the tunnel, allowing
better precision movement. Luck is also useful, as it determines whether or
not the Items will appear.
* There are a lot of places where you have to dodge around large numbers of
obstacles quickly in order to avoid getting hit; in many cases it's often
easier to just punch through the obstacles rather than try and dodge them.
* Don't flail on the X button randomly, hoping that you will destroy any
obstacles in your way and/or find Large Coins. This rarely works. After
throwing three punches in succession your Hero will have to recover for a
half-second or so, and you'll often find it's in this half-second that he gets
whacked by an obstacle. It's better to punch only when you know you're going
to destroy something with it.
* If you want to know if you made a perfect run, the game will tell you, as the
text will turn red and it will say something like, "With elegant maneuvers,
(Hero name) got all the Makka!" This has no other bonus, it just is a good
indication that you've found everything there is to be found in that tunnel.
GRAVEYARDS:
===========
There are graveyards liberally strewn around the ADZ, each containing graves of
the bosses you defeat in-game. Until you defeat the corresponding boss, its
grave will remain empty of course. Once you find the special treasure called the
"Black Visor," you can use it to fight each boss battle again. The objective
here is to kill the boss as quickly as possible--your record for the number of
"attacks" it took you to beat the boss will be recorded on the gravestone. If
you "qualify," the number of attacks it took will be colored red when you
examine the grave. In reality, the "number of attacks" isn't exactly the number
of times you attacked the boss, but rather how many Press Turns you consumed in
defeating it. So, for example if you get Critical hits or exploit Weak Points,
you can essentially get two blows in and the game will count it as one attack.
In terms of Press Turns consumed, the game will round down, too, so if the
killing blow is a critical attack/weak point exploitation that turns a Press
Turn flashing, it essentially doesn't count as an "attack" at all. However if
you luck out and manage to kill the boss without consuming a single full
Press Turn at all, it'll still count as one attack.
Each of the Graveyards, its "inhabitants," and requisite attacks are as follows:
1ST CALPA:
----------
1F:
Forneus (2*)
Troll (2)
B1F:
Yakshini (2)
Orthrus (2)
SECOND CALPA
------------
B3F (West):
Ose (5)
Chiun (?)
B3F (North):
Mizuchi (6)
The Moirai Sisters (4*)
THIRD CALPA:
------------
1F (West):
Kinki (6*)
Suiki (3*)
Fuki (3*)
1F (North):
Ongyoki (10)
Mara (?)
Ja-Aku Frost (7)
FOURTH CALPA:
-------------
1F
Sakahagi (2)
Spectre (?)
Meifu Road
Arsiel (12)
Albion (5*)
Skadi (8*)
FIFTH CALPA:
------------
B2F
Mithra (6)
Thor (10*)
B5F
Ahriman (12)
Noah (18)
Baal Avatar (8)
Note: If you see an asterisk after a number, then I know for a fact that is the
minimum qualification to "pass." (IOW, I beat the boss there with one more
attack and it was not red, then when I went down to that number it turned red)
The numbers without asterisks I don't know the exact minimum qualifications for
that particular boss, but I know the number there qualifies. Question marks are
for fights I lucked out on and killed the enemy in only one Press Turn.
HINTS FOR THE GRAVEYARDS:
-------------------------
1) Bring an extra-beefy party.
The turn requirements for most bosses in Graveyards is very stringent, and often
will give even an Over-Level-99, All-Stats-At-40 Hero a run for his money. It's
best not to try to tackle the Graveyards (except for maybe the very first few)
until you've more or less finished the game and are extremely tough.
2) Equip Masakadus
You don't want to have to worry about dying when you're trying to kill the enemy
as fast as humanly possible. Masakadus will make you invincible to most of the
bosses, so it is definitely to your advantage to equip it so you can focus
entirely on offense.
3) Don't always bring in a full party to the battles
Unless you've got a demon that's almost guaranteed to deal big-damage criticals
or Weak Point exploits when it comes to their turn, it's often to your advantage
NOT to bring them in, and go it alone with your Hero only. In very few boss
battles is it to your advantage to bring in a full party of four. Every turn
counts, and you don't want them wasted with half-assed damage dealers.
4) Critical hits are...well, critical.
Most of the bosses are virtually impossible to qualify for unless you can
Critical them with great frequency, so it helps to have a Hero with a high Luck,
and the skill "Critical" won't hurt either. For bosses with Weak Points,
attacks to exploit those weak points are another alternative, but skills like
Surtr's Ragnarok notwithstanding, there are few Magic skills that can deal as
much damage as a Critical attack. Bringing a bunch of allies with Silent Sky
Critical and then fighting the bosses during a Silent Kagutsuchi can help too...
5) For the most part, ignore support Magic.
The Randomizers and -Kajas may be your best friend in "regular" boss fights,
but not here, where they just waste Press Turns. The only skill that doesn't
directly do damage that really is worth it in these fights is Kiai.
6) Bring a Physical-damage oriented hero into the battle.
Magic may be great at exploiting weak points, but few bosses actually have Weak
Points, and more often than not Physical attacks do more damage. An ideal
"grave raider" Hero build will be something like: Kiai, Deathbound, Supreme
Blast, Deathsport, Critical, Penetrate, etc. Must-have skills are: Deathbound,
the single best skill to use in these fights as it can hit an enemy more than
once per attack, Deathsport, which is great against multi-enemy boss fights and
it criticals more often than it doesn't, Penetrate, for dealing with physically-
resistant bosses, and Supreme Blast, which not only does more damage than any
other attack, but it's virtually impossible to qualify against Noah without it.
################################################################################
ALIGNMENT
################################################################################
Alignment sort of belongs in the gameplay section, but it's important enough
that it deserves its own section. There are some minor spoilers in here so be
forewarned.
Alignment is complicated in SMT3, much more so than the earlier SMT games. In
the earlier SMT games, there was a single alignment axis--that of Law and Chaos
that were diametrically opposed to each other. You perform Lawful actions, and
your alignment moves toward Law and away from Chaos. You perform Chaotic
actions, and your alignment moves away from Law and toward Chaos. Perform an
equal amount of Lawful and Chaotic actions and they would balance each other out
and you'd be Neutral. What path you took affected the demons you summoned and
what ending you would get.
SMT3 isn't so simple. Instead of dealing with just a single axis that can be
swung one direction or the other, you're dealing with three seperate
philosophies battling it out with each other. You can side with any one of these
three paths, and in addition there are two other "neutral" paths (three in
Maniacs) you can take without siding with any of them.
THE KOTOWARI SYSTEM:
====================
The Kotowari system ties in greatly with the basic plot structure of the game.
The basic concept/plot of the game is that the world has been destroyed into an
"embryo" form which will develop into a new full-fledged universe. How this
universe will turn out is decided by a "Kotowari." In Japanese, "Kotowari"
literally means "logic" or "reason" but the Kotowari in SMT3 is more like a "set
of natural laws." In other words, a new universe is going to be created, and you
pick the laws under which it will function. There are three basic Kotowari in
the game:
SHIJIMA
-------
"At One with the Universe"
Shijima is the first Kotowari you will be introduced to, and is the Kotowari the
people responsible for bringing about the Vortex World had in mind when they
destroyed the old world. Shijima has a very heavy Buddhist influence; the
central goal is a universe of silence, where everyone and everything has
attained inner peace. In the Shijima universe, individual passions and desires
do not exist, and the lines between individuals are blurred--everyone is at one
with the universe. Each individual is nothing and everything at the same time.
They are all at eternal peace, working in tandem as individual parts of the
giant, stable machine that is the universe.
YOSUGA
------
"Might makes Right"
Yosuga is the second Kotowari you will be introduced to. It is a more or less
"elitist" philosophy, where power and ability means everything. In the world of
Yosuga, there is no place for those that do nothing or are not useful. The world
will be built and the balance maintained by those that are naturally superior.
the inferior will be purged from the old world, and the new world will be a
paradise with no "inferior" at all, as everyone will be there by virtue of their
natural talents.
MUSUBI
------
"Every Man an Island to Himself"
Musbi is the last Kotowari you will be introduced to. It is a very
individualistic philosophy focused on extreme social isolation. In the Musubi
world, the self is acknowledged as being supreme, and each person more or less
gets their own isolated world where they exist free and independently. Nobody
suffers and everyone enjoys absolute superiority and gets everything they want.
This superiority is not attained at the expense of anyone else, because nobody
ever interferes with anyone else--everyone exists in isolated solitude, within
their own personal paradise.
KOTOWARI CHOOSING:
==================
Each of these philosophies vy for supremacy, but really only come into conflict
with one another indirectly. Which Kotowari, if any, will be the one that shapes
the world is entirely dependent upon the player. As none of the Kotowari are
diametrically opposed to one of other, there is no "tug of war" effect like in
previous SMT games. Instead, the player accrues "Kotowari points," and the final
Kotowari decided upon at the end of the game is picked via a combination of how
many points you have and flags.
Kotowari points are accrued via the various decisions that the Hero makes
throughout the game, and how he answers certain questions. You start with 0
points in each Kotowari, and when you give answers to questions in line with one
of the Kotowari, you will gain points toward that Kotowari. You can never
actually LOSE Kotowari points, and 32 Kotowari points appears to be the number
you need to pass to become really affiliated with an alignment.
Each Kotowari has a flag associated with it which affirms that the Hero is
officially aligned with it. These flags can be turned on during "Kotowari
Events," where the hero will be asked to assist advocates of each Kotowari.
Agreeing to assist in these choices will activate the "Kotowari Event." Note
that the Hero can align himself with one, two, or even all three of the
Kotowari. Before you enter the last Dungeon, the game looks among all alignments
with Kotowari flags activated and picks whichever one you have the most Kotowari
points toward--this will be the ending you get.
For example, say you got all three Kotowari events, and agreed to assist for the
Musubi and Shijima events, but not the Yosuga event. In this case, the Musubi
and Shijima flags would both be on by the time you reached the final dungeon. If
you had more Musubi points at this point, you'd get the Musubi ending, and if
you had more Shijima points, you'd get the Shijima ending. Even if you had more
Yosuga points than either of the other two Kotowari (which would be extremely
difficult, but not impossible) you still wouldn't get the Yosuga ending, since
you chose not to assist in the Yosuga event, and did not turn on the Yosuga
Kotowari flag. If the values were tied...well, I don't know what would happen.
Maybe they'd pick at random, maybe one alignment takes precedence over another.
If you reach the last dungeon and have NO Kotowari flags activated, then there
are two possible endings you can get, a "Neutral" ending and a "Demon"
Neutral ending. There are two questions in the game that set independent,
Neutral flags up when you answer them "right." If you have no Kotowari flags
activated, then the game checks these Neutral flags. If both of these flags are
on, then you will get the "Neutral" ending. Otherwise you will get the "Demon"
ending.
Also, If you're playing Shin Megami Tensei III: Nocturne Maniacs, there's a new,
sixth ending avaiable to you. This ending, dubbed by many players as the "True
Demon" ending, can be seen by completing the Amara Deep Zone in its entirety,
(and watching requisite cutscene) BEFORE entering the last dungeon at the end of
the game. If you do this, the "True Demon" ending will override any of the
other 5 "normal" endings. Also, to get the "True Demon" ending you will have to
face an additional, much tougher boss after the final boss.
It gets more complicated, though. In order for a Kotowari Event to take place,
you either have to have 32 points toward that Kotowari or have what I call a
"Kotowari Event Flag Event" turned on by the time you reach that point in the
story. There are a couple of choices in-game that will automatically turn on the
"Kotowari Event Flag Events" to ensure you will see that Kotowari's Event.
(Actually, I'm pretty sure these events just work by boosting the related
alignment by 32 points) Also, note that of the three main Kotowari, Shijima is a
real anomaly--no matter what you do, the Shijima Event will take place. However,
if you don't have 32 points toward Shijima or the Shijima Event Flag Event
turned on by that point, the event won't "count"--in other words, the final
Shijima flag will not be turned on (but will still nullify your chances for the
Neutral Ending if you try anyway!).
Also, it should be noted that getting 32 points toward an alignment (without
activating that alignment's Kotowari Event Flag) by the time a Kotowari Event
takes place is EXTREMELY difficult. If you answer every single other alignment-
influencing event right by the time the Kotowari Event appears, you'll JUST have
32 alignment points. (The sole exception is Yosuga, in which you can have as
many as 44 alignment points, so you have a little leeway there.)
Shijima Ending:
---------------
Shijima Flag + Shijima points greatest if other Flags on
Yosuga Ending:
--------------
Yosuga Flag + Yosuga points greatest if other Flags on
Musubi Ending:
--------------
Musubi Flag + Musubi points greatest if other Flags on
Neutral Ending:
---------------
Shijima, Yosuga, Musubi flags all off, both Neutral flags on
Demon Ending:
-------------
Shijima, Yosuga, Musubi flags all off, both Neutral flags NOT on
True Demon Ending (Maniacs only):
---------------------------------
Watch the final cutscene in the Amara Deep Zone before entering the last dungeon
EASIEST WAY TO GET ALL 5 ENDINGS:
=================================
The following is the easiest way to get all 5 endings without having to play
through the entire game 5 times. It has explicit choices listed for each of the
routes, so there is spoiler material in here. Be forewarned!
START:
Go through the game as normal and make whatever decisions you want on whatever
Kotowari choices there are, as this will rely more on Kotowari flags rather than
Kotowari points. The first important choice occurs after you meet Chiaki in the
"foyer" of the Mantra base and she tells you about the Yosuga world. Agree with
her.
The second important choice doesn't come for a while, until you're in the Amara
Network for the second time. Here, tell Isamu that you agree with him when he
tells you about the Musubi world.
The third important choice comes when you meet Hikawa on the steps of the Mantra
Army base. When he tells you about the ideals of the Shijima world, agree with
him.
The next important point takes place in Yoyogi Park. Before Aradia asks you if
you fear afflicition, deception, etc save the game in two separate slots. The
first slot we are going to call Save Game A. The second is going to be Save Game
B, and is going to be the slot we use to get the Demon Ending. Then, for
Aradia's questions:
Save Game A: "No" to both
Save Game B: "Yes" to both
Play both save games up until the Musubi Kotowari Event in the Amara Shrine.
Before enacting the event, create a third save game slot using Save Game A or B
as a "base". This is going to be Save Game C, the Musubi Ending Slot.
Then, for each of the save games:
Save Game A and B: Refuse to dump Hijiri into the pool
Save Game C: Agree to dump Hijiri into the pool
Play game A, B, and C up until the Yosuga Kotowari Event in Mifunashiro. Before
enacting the event, create a fourth save game slot using Save Game A or B as a
base. This is going to be Save Game D, the Yosuga Ending Slot.
Then, for each of the save games:
Save Game A-C: Tell Chiaki you don't agree with her -- fight the Seraphim
Save Game D: Tell Chiaki you agree with her -- fight Futomimi
Play save games A-D up until the final Shijima Kotowari Event in the Tokyo Diet
building. Before enacting the event, create a final, fifth save game slot using
Save Game A or B as a base. This is going to be Save Game E, the Shijima Ending
slot.
Then, for each of the save games:
Save Game A-D: Choose to Stop Hikawa -- fight Samael
Save Game E: Choose not to stop Hikawa -- don't fight Samael
Then, just play each one of the save games until the end.
Save Game A: Neutral Ending
Save Game B: Demon Ending
Save Game C: Musubi Ending
Save Game D: Yosuga Ending
Save Game E: Shijima Ending
#MANIACS ADDENDUM
If you're playing Maniacs and want the 6th ending as well, obviously you'll need
two memory cards for the 6th. Unless of course you've got both Nocturne and
Maniacs, in which case you can split the two with Nocturne and Maniacs saves.
All you need to do is complete the Amara Deep Zone using any of the above 5 save
games as a "Base" and save it into your sixth slot. Just make sure you do so
before entering the last dungeon, as you will hose your chances for the Maniacs
ending if you enter it before completing the ADZ.
In all honesty though, it's probably best if you do all this in your second
playthrough, after getting 100% on your Akuma Zensho the first time through.
Otherwise you'll have to deal with the excessive tedium of demon fusing and
mutation with each of the 5 save games to get a powerful party--if you already
have 100% Akuma Zensho on a second playthrough you won't have to bother and can
just shell out the cash to buy a powerful party at the Jakyo Manor (for a
reduced rate.) Also, since you'll have already seen one of the endings, you can
skip the step above that requires you make a separate save for whatever ending
you got the first time around.
################################################################################
TIPS AND TRICKS
################################################################################
This section is just a general list of tips, tricks, and strategies for playing
the game that don't really fit anywhere else into the FAQ/Walkthrough.
MAKING MONEY FAST:
------------------
Arguably one of the most difficult points of the game is getting money quickly--
summoning demons through the Akuma Zensho is convenient, but very expensive.
There are several ways to make money reasonably quickly--here are a few ideas.
Extortion:
The best way to make money is via extortion with the Blackmail skill. The user
must be a substantially higher level than the demons you're trying to extort,
but it works very well--toward the end of the game you can get over 4000 Makka
per demon, and easily make more than 10,000 Makka in a single battle. Sometimes
they'll give you Maharagi or Mahazan stones instead, but there's a way around
this--once you have 99 of a given item, whenever a demon tries to give you that
item in negotiation they will give you money instead. So to expedite the
process, you can buy 99 Maharagi/Mahazan stones before you start your extortion
spree.
Begging:
Begging with the Beg skill is a better option for low-level characters--it is
effective like Blackmail, but when low-level demons are doing the speaking. The
downside of course is that if you fail or get interrupted, there's a good chance
your Begging character will be creamed as they will be substantially weaker than
the demons they're begging from.
Requesting:
This is on par with Begging--have a "child-type" demon with Request ask for the
money. The down side is that like with Begging, if you fail or get interrupted,
there's a good chance you'll get your Requesting character killed as most
"child-type" demons are pretty weak. If you're playing Maniacs, this isn't a
problem, as Jaaku Frost, one of the toughest demons in the game, is also a
"child-type" demon and thus is a prime candidate for this skill.
Stone Hunting:
This is a little more convoluted, but with the Stone Hunt skill you can get
gemstones out of demons. If you use it on very low-level demons, you won't have
to pay too much for them, and can then turn around and use the gems to buy
expensive items at Rag's, which you can then sell for large amounts of cash.
Treasure Hunting:
Use of Treasure Hunt with Estma is another option. If you have a character with
high luck and Treasure Hunt, keep them in your party and run around doing
nothing on the overworld, casting Estma to keep monsters from fighting you. You
can find valuable items like Hogyokuwas or Somas this way, which can sell for a
lot of money. Quite frankly I find this method a little tedious, but some people
swear by it. (I personally like to keep the items I find)
Maniacs--Warp Zone diving:
Warp Zone diving is the best may to make money fast if you're playing Maniacs.
Getting through the upper Calpa tunnels with Perfect ratings can net you tens of
thousands of Makka quite easily. The downside (as compared to negotiation) is
that the types of items you get will be much more limited.
EASY NEGOTIATION:
-----------------
Brainwash is a remarkably effective skill for enticing demons to join your
party. It has an Immediate Effect on any demon 10 levels lower than the speaker,
so outfitting a high-level demon with this skill is really to your advantage.
Before you reach that point, Valkyrie's Hero Hunt and Loki's Prank are fantastic
skills for snagging male and female demons respectively.
CHEAPSHOT HEALING:
------------------
When you're on the overworld, move your character into a corner or dead end and
keep holding down the pad to try and move in the same direction as the wall.
Kagutsuchi's phase will change, but no enemies will attack you. Using this in
combination with Breath/Chakra Shoes will allow you to refill your HP/MP without
having to worry at all about getting attacked. This is also useful if you want
to advance Kagutsuchi so Shige will finish his digging in the Asakusa Tunnel.
NOTE: Later versions of the game have seemingly fixed this bug. Time will still
pass as you're up against the dead end, but enemies can attack you as well.
SURTR, THE ANOMALY:
-------------------
Lv 74 Maou Surtr is a very unusual demon. He is the only demon in your potential
arsenal whose base attack does not do physical-type damage. Rather, it does
Fire-based damage. If Surtr attacks enemies weak to Fire, it will count as
exploiting their weak spot, and will hit enemies that reflect, absorb, or are
immune to Physical damage, making him a very useful ally in the final dungeon,
when you deal with many physical-reflecting enemies. In addition, Surtr's normal
attack can critical hit like a normal physical attack. If you create Surtr via a
Seirei Rank-Down fusion with Arsiel, you can also have him inherit Ice
Reflection (since Abbadon, who mutates into Arsiel, learns it) to cover his
weakness, making him a very useful ally. Also, if you are playing Maniacs and
put Penetrate on Surtr, his normal attack will penetrate Fire Resistant, Immune,
and Absorbing enemies. Put Fire Enhance on Surtr to make him a real juggernaut!
LEVELING ADVANCED DEMONS QUICKLY:
---------------------------------
Get a reasonably low-level demon and advance it several levels beyond its "maxed
out" stage. (for example, I leveled Yoki Oni to Lv. 33) It won't cost very much
to summon using the Akuma Zensho, but will be a great sacrifice for high-level
demons because of all its experience.
SOME EXTRA USEFUL SKILLS:
-------------------------
Randomizer:
Randomizer is one of the best spells in the game--it's like casting a Taru-Nda,
Raku-Nda, and Suku-Nda all bundled up into one spell. As soon as you're a high
enough level to start summoning demons with this spell, you'll probably want to
use this on virtually every boss or otherwise difficult fight you come across.
Dorminer and Eternal Sleep:
This is a great combo to use, and works best if you have these skills on two
different characters, with the Eternal Sleep user just slightly slower than the
Dorminer caster. Have character #1 cast Dorminer, then character #2 immediately
follow up with Eternal Sleep. Eternal Sleep will insta-kill any sleeping
characters with 100%, zero-chance-of-failure efficiency.
War Cry of Victory:
I shouldn't have to explain how unfairly cheap this skill is--that it
automatically refills the user's HP and MP to max after every battle should be
enough for you to figure that out on your own.
Chakra Shoes:
Towards the middle to end of the game, I like to fuse my demons so virtually all
of them have this skill. It allows you to be less concerned about conserving MP-
-and you will have a hell of a time on even the boring random battles if you
have to worry about conserving MP all the time.
The -Kaja Spells:
The -Kaja Spells--all of them--are game-breaker skills. They improve your stats
immensely, allowing a weak party to go head-to-head with enemies that would
normally wipe them out. Also, the -Kaja spells are cumulative and can be stacked
up to four times, boosting your party's stats even HIGHER. Because of the
presence of Randomizer (which can also be stacked BTW) the -Kaja skills are
slightly less important than previous games, but still overwhelmingly useful.
Tetraja:
Curse and Hama attacks are very, very, very irritating in SMT3, far more so than
previous games. Tetraja will save your sorry butt many a time. If you don't use
Tetraja to protect your Hero from curses and Hama attacks, get used to watching
those angels dance around on his grave, as you will be seeing that sequence a
whole lot.
Withstand:
Another skill damn useful for counteracting instant-death attacks. However it's
less effective than Tetraja in that once it kicks in, you cannot use it again
for the rest of the combat (this includes multi-combats where new enemies appear
as soon as the first wave is defeated) and you'll be as weak as a babe once it
does.
Maniacs--Penetrate:
Lets you break through those pesky physical resistances so common toward the end
of the game. If you can get this skill, you're probably going to need it.
Maniacs--Demon End Trumpet
Best non-boss killer skill in the game. End of story.
TIPS FOR THE SECOND TIME AROUND:
--------------------------------
After finishing the game, you get the option of playing through again on a
higher difficulty level. The enemies have the same amount of HP they did before,
but they do more damage with their attacks, and are much smarter, picking on
injured/weaker allies and exploiting weak points much more often. There are
several things you can do to make your life easier in preparation for your
second time around.
First, no matter how much "twinking" you plan to do your second time around,
complete the Akuma Zensho your first time through the game. The Akuma Zensho
transfers between games, so if you complete it your costs for summoning from it
will be much lower your second time through--useful, since you will be spending
a lot of money at the Healing Spring.
Second, if you want to be cheap, you can "twink" your demons by specifically
fusing low-level demons and making them inherit very powerful skills. The Akuma
Zensho will be accesible to you as soon as you arrive at the first Jakyo Manor
the second time through, so you can make your "withdrawals" then. If you, say,
fuse a Pixie with War Cry of Victory, Megidoraon, Randomizer, etc. you will be
able to summon them and have access to those very powerful skills, even though
you yourself are at a low level. Now, maybe your low-level demons won't be able
to use said skills yet because their MP is so low, but you can use them as
fusion/sacrifice fodder to give them to other demons with sufficient MP levels,
far earlier than you'd be able to otherwise.
Finally, when you actually play through the second time, play extremely
defensively, and treat every battle--or at least most of them--as if you were
facing a boss battle. You may want to run or cast Torafulee if you're greatly
outnumbered even. And try to travel with full HP at all times, as otherwise you
will be as good as dead when you get surprised with a back attack. Good luck!
#MANIACS SECOND TIME AROUND NOTES:
None of the above strategies really apply to second-time around games, as the
game is not necessarily more difficult--you can pick your difficulty level
before starting, and there's no real difference in basic game mechanics as if
you were doing your first time around. Of course completing the Akuma Zensho is
still just as useful...
There are only two differences in Maniacs second time around games that are
worth taking note of. The first is that you can pick your starting outfit,
either the new, "hooded shirt" outfit, or the "classic" Nocturne starting
outfit--these outfits give your hero very minor bonuses to his starting stats.
The hooded outfit gives you a +2 Power, +1 Vitality bonus, and the "classic"
outfit gives you a +2 Magic, +1 Speed bonus.
The second, more noticable difference, is that in second-time around games you
can get your Hero's Press turns boosted by one. (So with just the Hero you get
2 press turns, with one ally you get 3, etc.) If you've "qualified" for all the
graves in the ADZ, when you enter the first Grave room you'll meet Kerberos, who
will teleport you to B666 of the 5th Calpa. There Izanami and Izanagi will greet
you and give you the Press Turn Bonus.
STUPID MEGATEN 3 TRICKS:
------------------------
Watch the conversation between Kerberos and Orthrus, or Kerberos and Chimera,
they are very funny. Amaterasu and Sarutahiko gave me a chuckle too.
Conversations between demons of the exact same type can be amusing too.
Kerberos and Orthrus are also special in that they change the music of the Jakyo
Manor when you enter during a New moon. Kerberos changes the BGM to the SMT1
Jakyo Manor music, and Orthrus changes the BGM to the SMT2 Jakyo Manor Music.
This isn't listed in the manual, but press Select when you're in a dungeon to
change the viewpoint to the more traditional 1st-person view.
EDIT: This trick only appears to work in second-time-around games. In Maniacs
it's available by default, or at least is available by default in imported
games.
SAVE NOW, SAVE OFTEN:
---------------------
SMT3 is one of the hardest console RPGs I have played in a very long time. Most
"modern" RPGs I don't have too much trouble with, but I watched the Game Over
sequence in SMT3 literally dozens of times before finishing. Playing on the
second time through the game with the harder difficulty setting, (without
excessive twinking of the party via Akuma Zensho) it's more or less par for the
course to have my entire party wiped out once or twice a play session.
Bottom line is, don't get frustrated, and save a lot. Expect to die a lot,
because odds are unless you're very lucky it is going to happen fairly often,
mostly through insta-death attacks. Unless you're testing something weird and
don't want to save, you should probably save every time you come across a
Terminal.
################################################################################
THE WALKTHROUGH
################################################################################
=====================
MANIACS: STARTING OUT
=====================
Before you even start the game when playing Maniacs, you have several new
options; check the "Maniacs differences" section above in regards to picking
difficulty levels and importing Nocturne data.
================================================================================
THE END OF THE WORLD
================================================================================
When you start the game, you will hear a woman's voice. She tells you that a
lost power is coming to the world, and that in order to be reborn. An old
prophecy tells of the world disappearing along with all of its residents. She
notes that you don't want that, but she wants you to survive. She says she needs
to know your name.
Go ahead and enter your name. It'll ask for your family name, given name, and
nickname in that order. Your family name and given name will be used throughout
the game by the various characters--your nickname will be the name of your Hero
in battle and in menus, etc.
After giving your name, the woman tells you that now you won't lose your power
to live when the great destruction comes. She tells you to believe in yourself
and live strong. You can respond either with "OK" or "I don't understand you." I
don't think what you say matters here.
The woman tells you that her job is to rebuild the world once it is destroyed.
She asks you to call her name, and you're brought back to the naming screen. The
default name for her is Takao Yuko. Throughout the rest of the FAQ I'll refer to
her as Yuko, though you're free to call her whatever you want.
After naming her, Yuko asks you to come find her in the new world, and tells you
to wake up.
You wake up on the subway. You've arrived at Yoyogi station, your destination.
As soon as you leave the station, you get a text message on your cell phone. The
message is from a classmate. He chastises you for your tardines, and tells you
to hurry up and rendezvous at Yoyogi park. Aftewards the two of you are going to
go visit Yuko--your teacher--who is sick at the hospital. The game now asks you
to enter the name of your friend. The default is Nitta Isamu.
As you leave the station, you'll be stopped by a worker/ticket taker. He's
surprised that you're going to the park what with the "incident" that happened
there. He asks if you haven't heard of it. If you reply that you didn't know of
it, he'll tell you that some group went nuts and started killing people in the
park.
Go outside to Shinjuku. Talk to people hanging around the park. The official
story is that the killing in the park was a terrorist act, enacted against the
company "Cyverse." However, a friend of yours will tell you the rumor that
demons were sighted in the park during the rampage.
Go and head inside to the park. It's closed up. There's a man there bitching
about it; he wants to take pictures of the crime scene. He asks if you want
something. You can either ask what's happening or tell him you don't want
anything. If you ask what happened, the reporter will tell you that while
officially, the killings took place in a clash between a terrorist and a
corporation, rumors are it was a battle between users of dark powers.
At this point, your telephone rings. It's another classmate, and the game asks
you to enter her name. The default is Tachibana Chiaki.
Chiaki asks you to come straight to the hospital--you took too long so she and
Isamu went ahead. She says that she wants to talk to the teacher about her
future plans (graduation etc): You can either say "I'll hurry." or chastise
Chiaki by saying "Hey, she's in the hospital!" Chiaki bitches at you if you say
#2.
The reporter asks if you're going to the hospital; apparently he is too. He
introduces himself as Hijiri, and gives you a magazine that will be coming out
soon--he is a writer for it. Hijiri says you didn't know what happened here and
don't know what the deal about the hospital really is--the magazine will fill
you in on the story. The article is titled "Special: The Gaians and the Miroku
tome." (SMT vets will recognize the Gaians as one of the main religious factions
from the first two SMT games) Hijiri says there's a lot of BS stories about, and
the story may be a load of garbage--if the rumors are false he apologizes in
advance.
Before you head to the hospital, check the vending machine here. You'll get a
"mysterious drink" from it. Once the game starts in earnest this will be
revealed to be a Soma, a great healing item, so grab it. Then, head to the
hospital.
Chiaki is in the hospital lobby. She is spooked, and says the hospital is really
strange--there's nobody here at all. Isamu has gone further into the hospital,
looking for Yuko, but hasn't come back in a while. She notices the magazine
you're carrying and asks about it. You can say "Someone gave it to me." or "Want
to read it?"
Either way, she'll take the magazine and leaf through it. She gets shocked, it's
an occult-themed magazine--very bad timing for that sort of thing. Chiaki says
the magazine will be a "good timekiller" and keeps it. She sends you upstairs to
look for Yuko or Isamu.
On the second floor, there's another vending machine. It'll give you another
mysterious drink, but this is just an Iwakura Water--not nearly as nice as a
Soma. Still worth getting though. On the east end of the second floor, you'll
see someone walking around on the opposite hall. Run over to where the person
was. In room A202, you can hear noises in the next room. Go on into that room,
and you'll find Isamu. You startle him, and after getting PO'd at you for
freaking him out, goes on to tell you that something really weird is going on--
he's sure he has the right hospital, that these are visiting hours, and that
Yuko should be here--he called ahead in advance to make sure she was here. You
can either say "Something might have happened." or "I'm sure there's nothing to
worry about."
Either way, he says he's going to go back and talk to Chiaki. Follow him back
there.
Chiaki tells you she was reading the "Gaia and the Miroku Tome" article that
Hijiri wrote. She tells you that Gaia is a cult that worships demons. They
believe the writings of the "Miroku Tome" and hold them as some sort of
prophecy. The prophecy says the some sort of "Chaos" is coming to earth. The
Gaians are trying to bring that chaos about and make the prophecy reality.
However, it isn's specific about what this "chaos" is, or why the Gaians want to
bring it to fruition. At this point Isamu comes back, and says that he can't
find Yuko anyway. Chiaki chastises him for interrupting, and continues on
talking about the article. She says that the Shinjuku Eisei hospital is somehow
the key to their plan, but doesn't specify how. Isamu mentions that he has weird
rumors of this hospital--that they've been doing experiments on people and
corpses. Chiaki gets upset--she says she doesn't believe the magazine article,
but admits the hospital is decidedly not normal. Isamu starts to get worried. He
notes that there is a passageway to another branch of the hospital on the second
floor, and that he is going to go investigate there. He gives you a keycard to
the basement, and asks you to investigate there. Chiaki mocks Isamu, asking if
he's afraid to go into the basement. Isamu gets annoyed and says he's giving the
job to you since the teacher probably isn't there anyway.
Head into the basement. Weird stuff is definitely going down there. There's
blood everywhere, and remains of some sort of strange ceremony in one room.
There is one room that you will hear a strange sound in when you approach--it
will ask you if you want to go in.
There is a man inside, Hikawa. He is not pleased that you entered. He spouts off
some poetry and then goes on to go on a tirade about how humanity is hopeless in
its warring and greed, and the world should start over from square one. He says
that salvation is to be found in the Miroku Tome, and that today is the day of
the coming of chaos, as it is prophecised therein. After his long soliloquy, he
finally gets around to asking who you are--at first he thinks you might be a
survivor of the "purging ceremony" in the park, but then realizes you're not. He
concludes you must be an aquaintence of Yuko, and are here to visit her. He says
that he won't tolerate any interference of his plans, and while he feels bad
doing so, must kill you. He tells you not to worry as the world will soon
follow. He summons a demon to attack you! You can choose to either "Stand and
Fight" or "Run."
The result is the same--Yuko enters the room to stop Hikawa. She tells him that
your being here will not hurt his plan, and that if he doesn't spare you, she
won't help him. Hikawa reluctantly agrees, calling her a "problematic medium"
and tells you to leave as he wishes to be alone when the chaos comes. Yuko
leaves and says she's waiting for you on the roof. She tells you to come see
what is going to happen to the world.
Head to the roof. On the way there in the basement hallway, a masked old woman
and a young boy will appear. Shin Megami Tensei veterans will probably recognize
the boy immediately. He is a young version of Louis Cypher, the human form that
Lucifer takes when mingling amongst others when not in his castle in the Abyss.
No, I'm not spoiling anything for you by telling you that the boy is Lucifer--
the game never actually reveals it directly to you, (Well, it does in Maniacs)
though it's pretty obvious unless you've never played another SMT game or seen
the adult Louis Cypher's design sketches.
The woman speaks in a manner that makes it clear that she is a servant to the
boy--a lot like you'd expect a butler or caretaker would talk to her employer's
child. She asks the boy if there's something about you that bothers him. The boy
whispers to her. "I see, we're busy, let us do it later" the old woman says. The
two vanish.
Head to the roof. Yuko is there waiting for you. She tells you that the coming
chaos is a "fertilization." Much like the fertilizing of an egg which later
develops into an embryo and then a child, the fertilization of the world will be
the primordial chaos from which a new world will develop--the world will be
reborn. She says that everyone that is not currently in the hospital will die,
and that nobody would forgive this method if they knew what was happening, but
it must be done to save the world. She says that she has willingly offered
herself to carry the burden of the crime she is about to commit when the
fertilization occurs. Yuko tells you that you will survive the fertilization,
but it may actually be worse than death. She tells you that once the
fertilization has happened, that you should to come see her, and that no matter
what happens to world she will help you. She says that she will be the "medium,"
the core for the new world. She realizes that you don't understand now, but if
you can reach her, she will give you all the answers.
The world goes kaboom. A huge glowing sphere appears above Tokyo and rips the
fabric of the world in two. You are knocked out.
You are awakened by a strange voice, which tells you to show it your heart. It
reads your mind and notes that there is nothing there--"not even the seeds of a
Kotowari have been planted." The voice says that in your current condition, you
cannot create a new world. It tells you that you must "become someone," and only
then can you shape the new world.
You awake again to darkness, and the old woman and boy are there. The woman
tells you that you have piqued the boy's interest. She tells you that despite
the fact that you are just a "mere human," the boy wants to give you a very
special present. You lie down and the woman and boy lean over you. The woman
tells you not to move, and that this will only hurt you for a second.
The boy holds out a wriggling little thing in his hand and drops it into you.
"Here, now you can become a demon" he says. The woman tells you that the boy has
given you a "Magatama," which holds the essence of a demon. She goes on to tell
you that the little boy is always watching you, and asks you not to bore him.
================================================================================
SHINJUKU EISEI HOSPITAL
================================================================================
DATA:
ITEMS:
------
Medicine
2 x Maseki
3 x Maseki
Hogyoku
2 x Chakra Drop
Mahajio Stone
Mahabufu Stone
300 Makka
2 x Medicine
Chigaeshi no Tama
ENEMIES:
--------
LV 1 Gedo Will o' Wisp
LV 3 Chirei Kodama
LV 4 Yoki Shikigami
LV 4 Yuki Gaki
LV 5 Chirei Kahaku (Rare)
NOTES:
------
You won't get any random encounters in the hospital until you get Pixie to join
your party. For the most part, the fights here are not too tough. You're weak as
a baby though, so just be careful not to let the enemies overwhelm you with
numbers. Get as many party members as you can. The only thing to be careful of
is not to use Jio on Shikigami, since Shikigami reflects Electricity. You'll
probably be OK here.
--------------------------------------------------------------------------------
You awaken in the hospital. The Magatama has granted you demonic powers--you are
now a demon, and are covered in strange-colored stripes and have a huge
spike/horn sticking out the back of your neck. Get up, and leave the room.
Go inside the room where Hikawa was earlier. Hijiri is there. He looks at you
and recognizes you from the park and asks what happened to you. You can respond
"I got power" or "I don't understand myself." It doesn't really matter what you
answer.
Hijiri tells you he woke up here in the room while investigating the hospital.
He asks if you've already met them. "Yes" or "Who?" are your options.
Hijiri is not talking about people, but "Demons." He says they're definitely
not something you could go to the police about. He wonders if this "Tokyo
fertilization" he had been investigating really might have happened. He motions
to the big glowing cylinder in the room and recognizes thing as belonging to
Hikawa. Hijiri tells you that he needs to find him. But he can't go anywhere
with the demons running about, so he wants to check it out.
The big cylindrical stone is your first Terminal. You can save here. The place
that you found in the basement that looked like a ceremony took place is a heal
spot. There you will find a "Shinentai." Shinentai literally translates to
"Thought Body" and it is what all former humans not fortunate enough to be in
the hospital during the Fertilization have turned into.
When you try to leave the level, some Will o' wisps will appear in the elevator.
They want something called "Magatsuhi" and will attack you to try to get it from
them.
FIRST FIGHT: 2 Gedo Will o' Wisps
--------------------------------------------------------------------------------
GEDO WILL O' WISP
HP:10 MP:30
AFFINITY:
Immune to Curse, Strong to Physical, Weak to all other magic
SKILLS:
Death Touch, Suku-Kaja
Might as well just Auto-Battle this fight. There's not much else you can do at
this point anyway and the Will o' Wisps are easy.
--------------------------------------------------------------------------------
Beat the Will o' Wisps and go into the main hospital.
################################################################################
INTERLUDE: MANIACS
If you're playing Maniacs, by now you're probably wondering what the hell I'm
talking about, as no Will o' wisps appeared in the elevator; rather the elevator
door led to a strange dimension. This is the first deviation from the
"original" game in Nocturne: Maniacs.
Once you enter the "Strange Area" as it's called, a decrepit old man in a
wheelchair and his young nurse appear, and the man speaks to you telepathically,
asking him to "show him your power."
Now, after taking a few steps, you'll have to fight the Will o' Wisp fight as
listed above. There's also a chest with 2 Medicines in it to the right of the
corridor before the fight.
Immediately after defeating the Wisps, there will be a Shinentai that is called
a "Dark Doctor." He will heal you for free. Make use of it, there are a couple
of more tough fights in here.
The next fight, against a Yuki Gaki, is a couple of steps from the first fight.
If you're playing on Hard, this fight can be damn tough, as the Gaki can kill
you in two hits if it's lucky, and it will probably take you three to take it
down. You may need to use a healing item. As soon as it's dead, go back to the
Dark Doctor and get yourself healed.
Go through the door and the man in the wheelchair will appear again, and beckon
you to follow him. If you follow him, you'll end up in a fight with one Chirei
Kodama and one Gedo Will o' Wisp. You might have to use some healing items if
they get a few lucky shots in, but it's not too tough.
An alternative is to go the opposite direction from Wheelchair Guy, in which
case you'll soon find yourself in a fight with two Chirei Kodamas. They
shouldn't be too tough, and once you beat them you can open the chest with the
Maharagi Stone behind them. This stone will allow you to decimate the
Kodama/Wisp fight on the other edge of the corridor.
Anyhow, once you get through the door, the old man and his nurse will be waiting
for you. The old man will applaud your skill, say that you will meet again soon,
teleport you back into the hospital, and the game will continue as normal.
################################################################################
Now you're in the lobby of the hospital. There's a cave-in by the main entrance,
so you can't get out that way--you'll have to exit via the west wing--however,
the door there is locked. In front of the entrance to the west wing you'll find
a Pixie. She will join you--she wants to get out of here and go to Yoyogi park,
and will team up with you until you get there. She tells you that Gaki has the
pass to get into the west branch. The Gaki are inside a locked room on the
second floor. Bring Pixie to the door and she will call to the Gaki and says she
has lots of Magatsuhi to give them--Gaki opens the door. Pixie tells them to
give you the card, but the Gaki are pissed off that you tricked them and attack!
FIGHT: 3 Yuki Gakis
--------------------------------------------------------------------------------
YUKI GAKI:
HP: 20 MP: 19
AFFINITY:
Immune to Curse, Weak to all other magic
SKILLS:
Claw, Suku-Kaja
This fight is not too hard, especially since you have Pixie tagging along. Have
her cast Jio on the Gaki and your hero follow-up with attacks, and you will be
able to get three whacks in per round since Jio hits their Weak Point. In case
one of the Gaki gets lucky with a Claw or critical attack, have Pixie heal with
Dia.
--------------------------------------------------------------------------------
With the Gaki dead, you will get the keycard to the West Wing of the hospital.
Inside the West Wing, you'll see that the exit is guarded by a huge manta-ray
like demon--a Shinentai will tell you that it is Forneus, who is preventing
anyone from leaving the building. However, a human managed to slip past him and
escape earlier.
Talk to everyone you find here. The Datsueba will give you combat advice. The
Shisa will give you a Medicine. Also, when you're in the basement, be sure to
unlock the door back to the main wing of the hospital--this will give you easy
access to the Terminal and the Heal Spot. If you run into Kodama, Shikigami, or
Kahaku, try and talk to them and get them to join you--the more allies, the
easier it is.
There's a sub-terminal on the first floor. Talk to the Shinentai there and he
will laugh at you if you say you are going to defeat Forneus, and tells you
he'll give you the entire contents of his wallet if you do.
Head into the lobby. Forneus is there. He is really steaming about the human
that slipped by him and needs to take out his agression. Unfortunately he
decides to take out his aggression on you. He attacks!
BOSS: DATENSHI FORNEUS
--------------------------------------------------------------------------------
DATENSHI FORNEUS:
HP: 500 MP: 200
AFFINITY:
Absorbs Ice, Immune to Curse, Weak to Electricity
SKILLS:
Bufu, Maha-Bufu, Death's Door Stream
Your first boss. If you take advantage of his Electricity weakness he's a
breeze. I suggest you go into the battle with Pixie, Kodama, and Shikigami. Have
Shikigami and Pixie cast Jio on Forneus, and Kodama cast attack or cast Dia on
you if you need it. If you get really desperate you can have Pixie heal you too.
You can tell when Forneus is getting weak as he will start to flop over. He also
talks smack to you at several points in the battle when he weakens.
--------------------------------------------------------------------------------
When Forneus dies, he will give you the Wadatsumi Magatama, and you are free to
leave the hospital. First though you might want to go back to that Shinentai
that offered to give you the contents of his wallet and hold him to his promise,
to line your pockets with an extra 1000 Makka (750 in second-time around games)
Outside the hospital the old woman and boy appear. The old woman is relieved
that you didn't "do something embarrasing like die immediately." She says that
someone given power by one as great as the child wouldn't die so easily anyway.
She tells you to look up at the sky if this is your first time outside. Way up
in the sky, you won't see the sky, but the ground! Tokyo has become a spherical
world, like the inside of a hollow ball! There is also a floating, glowing moon
in the center of the sphere. The old woman tells you that light is is
Kagutsuchi. It is the source of power that created this, the Vortex world. It
also gives power and strength to those that live here. The boy whispers to
woman, apparently that he wants to go. As the woman disappears, she tells you
that you can either create the world or destroy it...your choice.
################################################################################
INTERLUDE: MANIACS
At this point there's a new minor cutscene in Maniacs where you see a
"mysterious guy" wondering where the geishas are, then complaining about "the
job that old man gave me" before wandering off to investigate the situation.
################################################################################
Talk to the Shinentai to the west, and he'll tell you that the other
human that escaped the hospital went "south" of this area. You'll have to go
west first to get there though. Another Shinentai nearby will tell you that a
"Hito-Shura" is going to build a new world from the current Vortex World.
Head south to Yoyogi Park.
================================================================================
YOYOGI PARK
===============================================================================
ITEMS:
------
2 x Maseki
Chakra drop
Dispoison
ENEMIES:
--------
Lv 2 Pixie
NOTES:
------
You won't actually get INTO the main part of the park right now--it is locked
and closed off. You will get into there later. Be glad you can't get in, because
you'd get slaughtered by the enemies there at this point. :)
--------------------------------------------------------------------------------
Yoyogi Park is really only a temporary rest stop onwards, so you can keep your
promise to the Pixie. As soon as you enter, the Pixie asks if you should split
up now. If you say no she says "Now that we're here, our "deal" is complete...or
do you want to be with me forever?" She will stay with you permanently if you
say yes.
If you agree to split up, she'll ask you if you're sure that you'll do OK on
your own once more, then leave if you say yes. As a parting gift, she will leave
and give you the Ankh Magatama. You can buy this Magatama later in the game, so
whether or not you want to keep the Pixie or the Magatama is up to you. If
you're playing "vanilla" Nocturne, I strongly suggest you ditch the Pixie in
favor of the Magatama--Pixies are a dime a dozen, and easy to level up, (Hell,
you can just get a new one here) whereas you won't be able to buy Ankh until
after several more dungeons. If you're playing Nocturne: Maniacs, on the other
hand, I strongly suggest the exact opposite--not only keep the Pixie, but never
get rid of her! Why? Because this Pixie, and only this Pixie, can unlock an area
at the tail end of the game that will give her a massive powerup, turning her
into an elite engine of death. Yes, you'll have to carry her around as dead
weight in your party for most of the game, but the payoff is worth it, IMO.
There's also a Healing Spring here if you need it. And you'll also find out
nearby it that the person who escaped the Hospital was last seen heading to
Shibuya.
#############
MANIACS NOTE:
If you're playing Maniacs and imported your Nocturne save, you'll definitely
want to go to the Spring here, as the healer will boost all of your stats. How
much she'll boost them by will depend on how many times you've played through
the game on your imported save. You'll get +1 to all stats no matter what, then
an additional +1 for every time you've finished the game on that save, up to a
maximum of +5 to all stats.
#############
Head further south to Shibuya.
================================================================================
SHIBUYA
================================================================================
ITEMS:
------
1000 Makka
2x Discharm
Amethyst*
Agate*
ENEMIES:
--------
Lv 1 Gedo Will o' Wisp
Lv 2 Yosei Pixie
Lv 3 Chirei Kodama
Lv 4 Yoki Shikigami
Lv 4 Yuki Gaki
Lv 5 Chirei Kahaku
Lv 6 Gedo Slime
Lv 7 Kijo Datsueba
Lv 7 Gedo Moryo
NOTES:
------
The enemies here aren't too tough, but this is the first area where you should
really watch your back, especially if you're playing your second time through.
There are some fights where the enemy will start ganging up on you using
superior numbers. Your Hero is probably pretty safe overall, but your weaker
Nakama are in serious danger of dying if this happens. Which is problematic,
because at this stage of the game, reviving a Nakama, no matter how weak, is
very hard on your wallet. It's going to be this way for quite some time so start
scrimping--watch every Makka you get.
--------------------------------------------------------------------------------
As the Shinentai in Shibuya plaza tells you, Shibuya is a "free area" among
demons. It'll tell you that demons in other areas are fighting each other over
philosophical differences, but Shibuya is essentially neutral in their
squabbles.
From the plaza, there are two entrances below ground. There's also a "hidden"
building in the plaza, but you don't want to be going in there yet. I don't even
know if it's possible at this stage of the game, but even if it is I wouldn't
recommend it unless you want to you get your ass handed to you on a platter with
garlic seasoning and a sprig of parsley on top. There is NO WAY that you could
survive the encounter in there at this point.
Anyhow, the left entrance from the plaza leads to the mall. There's a store
there with Hee-Ho-kun, a Jack Frost saving up some cash to go on a trip and
become "big and bad like the great King." (IOW, King Frost from the earlier
games) He's selling the Iyomante and Shiranui Magatama, so you might want to
pick them up now. If you can't afford them now don't worry--you can always come
back later, even after the Flamboyantly Gay Manekata takes over this shop.
#############
MANIACS NOTE:
If you imported your Nocturne save into Maniacs, Hee-Ho-kun will say you look
familiar, and reward you with an unlimited-use item. What item you get varies,
and depends on the value of the last digit of your playtime in your Nocturne
save. (E.g. if your time on the Nocturne save was 54:32 it would be 2)
The items you can get are:
0, 7, 8: Hama Spirit Fan
1,2,3,6,9: Far Sight Telescope
4: Chakra Kongotan
5: Hangon-Shinshu.
(Props to the guys on the Dream Island message board for this info.)
Obviously the item to shoot for would be the Hangon-Shinshu, especially if
you're playing on Hard.
##############
Also the mall contains a healing spot, a Terminal, and, most importantly, a
Jakyo Manor. Go on in and greet the Master of the Manor. This is where you're
going to be fusing all your demons in the future (well, not in Shibuya per se,
but Jakyo Manors in general) so get used to the mechanics here. Odds are you'll
be too low a level to fuse anything substantial here, but don't worry about that
now.
The right entrance from the plaza leads to the bulk of Shibuya. A Kodama around
the area tells you that Magatsuhi has the potential to grant wishes, which is
why everyone is after it. There's also a Shinentai that will pick a fight with
you. (He's just a Will o' Wisp so should be easy to beat)
You should be wary when you find three rooms lined up against the same wall
further in. Door #1 and Door #2 don't hold anything special, but Door #3 holds a
potentially nasty little fight with a Maju Nekomata. You might want to save the
fight till later.
Head to Disco Inferno downstairs. You'll find Chiaki hanging out there--she was
the one that managed to escape the hospital. She doesn't know whether or not to
be happy that both of you are safe, or sad that the world got destroyed. She
asks if you know what happened to the world, and you can say "It was Fertilized"
or "I don't know." I don't think it matters what you say.
Chiaki thought she was the only one left, so meeting you she feels a little
hopeful, and is sure that there are others that are safe. She is confident that
Yuko and Isamu are somewhere out there. Deciding to go search for them, she
leaves the bar to do so.
The disco has rumors about some organization that's set up shop in Ginza.
There's a Nekomata in here too who says she knows its name. She tells you that
if you "do something fun" with her she'll tell you, and asks if you're
interested. "Something fun" is a fight, so all you would-be sickos who want to
see a striped guy get it on with a cat-girl should go back to your hentai games.
Anyhow, you might as well agree for the experience alone.
MINI-BOSS: MAJU NEKOMATA
--------------------------------------------------------------------------------
MAJU NEKOMATA
HP:160 MP:72
AFFINITY:
Absorbs Shock, Weak to Electricity
SKILLS:
Claw, Marin-Karin
Nekomata isn't that tough but getting Charmed at this stage of the game is
essentially a death sentence, so you might want to equip Iyomante on your Hero
(if you bought it) to at least keep her from charming him. Still, once you know
that she's weak to Electricity, let your Shikigami and Pixie loose on her--cast
Jio and you'll be fine. If you have Kodama in the fight, make sure he doesn't
use Zan on her--that's bad.
--------------------------------------------------------------------------------
Once you beat Nekomata, she will tell you the organization is called the "Nihilo
organization."
Leave the disco and you will find a new demon topside who says there's a human
in the terminal room. Go there and you will find Hijiri has made it there. He
says he came to this area via the Terminal in the hospital, and that
the Terminal stones can be used to teleport people between them via something
called the "Amara Network." Hijiri says that that the Terminal stones are almost
undoubtedly connected to where Hikawa is. He asks to work together with you, and
tells you a little more about the organization in Ginza. The big news is that
the leader of this demon organization is actually human. Hijiri thinks it's
Hikawa, and says he can probably send you to Ginza via the terminal stone if you
want. When you're ready, talk to Hijiri via the menu in the terminal room and
he'll teleport you. HOWEVER, you will be cut off from shops and the Jakyo Manor
for a while after being teleported, so if you have any business left in Shibuya
to conduct--do it now! Make sure you're at good health, then go and have Hijiri
send you to Ginza.
================================================================================
THE AMARA NETWORK
================================================================================
ITEMS:
------
Destone
Hogyoku
2 x Maseki
Chakra Drop
Mahazan Stone
Hogyokuwa*
ENEMIES:
--------
Lv 1 Gedo Will o' Wisp
Lv 7 Yuki Moryo
Lv 7 Seirei Earthies
Lv 11 Yuki Choronzon
Lv 11 Yuki Aeros
NOTES:
This is the first area in the game where the enemies are going to start making
you sweat. You'll run into a lot, and they all take a LOT of punishment to take
down, especially the Seirei and Choronzon. Choronzon is especially a worry with
his Petra-eye, but will give you quite a lot of EXP. The Aeros are really
annoying because not only will they charm you with Marin-Karin, but heal
themselves (or any of their allies) with Dia as soon as their HP starts dipping
into low territory. That you can't get any Nakama in here is rough too--and you
can't leave except by finishing the dungeon. Aren't you glad you finished your
business in Shibuya in advance like I suggested? ;)
--------------------------------------------------------------------------------
Oops. Looks like Hijiri messed up. Wherever you are, it's decidedly not Ginza.
Hijiri talks to you via the Terminal--he tells you that the teleport screwed up
and dumped you directly into the Amara Network. He tells you to look for an
exit.
At one point in the dungeon you will find an exit, which closes up as soon as
you approach it. Hijiri asks you if your path has been shut off. Say yes, and he
decides to test something. After the test, he tells you it turns out that the
Amara Network's structure is not set, and that it changes constantly. On the
next floor the network pulls the same crap and Hijiri tries to change it to open
your path, but the method he uses to contact you warps too and he goes bye-bye.
Further in on B2F, there's a room where the area is stable enough to communicate
with Hijiri. Talk to him there and he can reopen the staircase. He says from now
on, go to any of these "thin spaces" to tell him about something that needs
fixing.
As soon as you enter B1, several exits disappear. A Shinentai in here will says
the red garbage you see on the floor is pure Magatsuhi. It also goes on to tell
you that Magatsuhi is born from strong emotions.
The central room to far east is the "thin space" on this floor. As soon as you
enter to contact him, Hijiri reopens the north and south staircases. He also
tells you that someone is trying to break into your communications.
The north exit leads straight to the final area of the Amara Network. Through
the south exit, you will find a Shinentai of a young boy--ignore him. He tells
you to go right, then left--a different thing each time--to confuse you. The
path on the right leads to the area you would have gone to if you had taken the
north exit. The path to the left leads to a long loop with some treasure boxes.
Go through the north exit. In the "thin space" room in that area someone
interrupts Hijiri as you're contacting him, and Spectre pops up. Spectre is
really annoyed at your communication with Hijiri as they are disturbing it. It
thinks you want to kill him and take all the Magatsuhi here. It asks if the
Magatsuhi is what you are after. If you say no, it doesn't believe you and boots
you out of the room. If you say yes, it attacks!
BOSS: GEDO SPECTRE
--------------------------------------------------------------------------------
6 x GEDO SPECTRE:
HP: 148 MP: 100
AFFINITY:
Immune to Hama, Curse, Mind, and Nerve, Strong to all magic
SKILLS:
Death Touch, Agi, Gather, Jarei-Ugo
GEDO SPECTRE (Big)
HP: 550/260/120 MP: 300/250/150
AFFINITY:
Immune to Hama, Curse, Mind, and Nerve, Strong to all magic
SKILLS:
Agi, Jarei Hoki
At the beginning of battle, Spectre summons a whole bunch of buddies. You have
three rounds to kill as many of them as you can before they all fuse together
and create a big Spectre. The big Spectre can be a tough cookie, and if you let
all the mini-Spectres fuse together there's a good chance he'll kill you. (50+
hp damage/strike) So you have to kill as many mini-Spectres as you can. If you
kill at least half of them the resulting Spectre will be extremely weak--weaker
than the original mini-spectres! If you kill one or two of them, he'll be
tougher than the mini-spectres, but not as overwhelming as a full 6-spectre
fusion. I had Kahaku cast Raku-Kaja, while Shikigami cast Taru-Kaja to get my
power up high enough for my Hero and accompaning demon, who focused on one
Spectre at a time to take them out.
Note that the more powerful Super-Spectres give you more experience than the
weaker versions. To maximize your EXP gain, you'll have to fight the 6-spectre
fusion...which is not easy. If you want to take on the Super-Spectre, here's a
quick strategy that works fairly well. Before you enter the Amara Network you'll
want Chirei Kahaku, Gedo Slime, and Yoki Shikigami. Power all three of them up
until Kahaku has Raku-Kaja, Slime has Battle Cry, and Shikigami has Taru-Kaja.
When the battle with the Spectres starts, bring in Kahaku, Shikigami, and one
other demon. (your choice) Equip Shiranui on the Hero. For the first three
rounds, buff your party with Kahaku's Raku-Kaja and Shikigami's Taru-Kaja. Then
once the Spectres fuse, dump Shikigami for Slime. Have Slime use Battle Cry on
the super-Spectre (if the Hero has Taru-nda from Iyomante, this is a good spell
to use too) to drop his power. Then just attack him with all your other
characters and hope you can take him down.
--------------------------------------------------------------------------------
After its defeat, the Spectre disppears, threatening to eat you some day. Hijiri
contacts you and asks if you're OK. Then he opens the exit. Head for the light,
and you're in Ginza.
################################################################################
INTERLUDE: MANIACS
If you're playing Maniacs, you're not in Ginza. Instead you're dumped into a
place called the "Amara Deep Zone." There's not much to do here (your exit is
sealed) so take a look in the peephole in the "pillar" in the middle of the
room. There you will see a "stage" of sorts, where the old man in the wheelchair
and his nurse that you saw earlier in the game are waiting for you.
The nurse gives you a quick description of the place you're in: You are in the
Amara Deep Zone, an area located in the far reaches of the Amara network, and a
place similar to the Abyss from a human perspective. The place is teeming with
very powerful demons--demons that were cast down here into exile by God. They
are now forming an army, waiting for the time that they can rise up and take
back what was stolen from them by God.
Noting that you're confused, lost, and not sure what the hell she's talking
about, the nurse tells you not to worry, that things will become clear in time.
She gives you a Menorah--the Kingdom Menorah--and tells you that it will lead
you in the right direction when you're lost. After giving you the Menorah, the
nurse teleports you to Ginza, saying that you're not powerful enough to do
anything important in the Deep Zone...at least, not yet.
################################################################################
================================================================================
GINZA
================================================================================
ITEMS:
------
Fuma Bell
1000-Yen Note
Pearl*
Emerald*
Sapphire*
ENEMIES:
--------
Lv 2 Yosei Pixie
Lv 3 Chirei Kodama
Lv 4 Yoki Shikigami
Lv 4 Yuki Gaki
Lv 5 Chirei Kahaku
Lv 7 Yosei Jack Frost
Lv 7 Kijo Datsueba
Lv 8 Yoma Apsaras
Lv 8 Yoma Lilim
Lv 11 Tenshi Angel
Lv 11 Yuki Choronzon
Lv 17 Yuki Yakka
Lv 20 Yuki Laughing Skull
NOTES:
------
There are lots of different enemies here, but after going through the Amara
Network you should be able to handle all of them without too much trouble. The
only ones that you should be wary of are the Laughing Skulls--when they blow
themselves up it they can deal lots of damage. They're pretty rare though.
--------------------------------------------------------------------------------
Upon exiting the Amara network into Ginza, Hijiri will tell you to look for
Hikawa via the terminal. He is going to search for Hikawa via studying the
terminals as he is too weak to be running around outside with all the demons. He
tells you the two of you will meet again.
Ginza is sort of like an underground plaza. Lots of Nihilo demons (mostly
Datenshi) are running around here. There's talk about the human leader of the
Nihilo and another human woman that's a "medium." The two of them apparently run
the place, and Nihilo in general. It seems that they're draining Magatsuhi from
the Amara Network. Exactly why it's unclear, though it seems that it is part of
their plan to rebuild the world.
In the north area of Ginza is a "mall." First and foremost is Rag's place. This
is Rag's only store in the game, so you'll probably be coming back here a lot.
You can exchange gems for items, Seirei, and Mitama here. Also be sure to check
out the Jakyo manor. Once you enter, Sacrifice fusions will become unlocked--
from here on out you can do Sacrifice fusions at the Manor whenever the moon is
full.
Check out the "Madam Bar." It's run by "Mama," a Nyx who probably not
coincidentally looks exactly like the character "Madam" from SMT2. She asks if
you're here because you're interested in Nihilo, and asks if you're interested
in the "human medium." Tell her you are and she tells you to go to the Nihilo HQ
"if you're a man." If the medium disses you, Mama tells you to come back and
ask for her advice. There's a back room of the bar, but Loki won't let you in--
his "stash" is in there.
However, there's another entrance to his stash. Leave Ginza to the overworld map
and go through north entrance back into Ginza. Presto! A back door. Of course,
there's a Troll guarding it, so you can't get in--at least not now.
Head to the Nihilo HQ--it's right to the south of Ginza. Berith is guarding the
entrance, and won't let you through. Go back to and talk to Mama. Mama didn't
think you would actually go into Nihilo and asks if there's some reason you need
to get in there,. When you say there is, tells you to meet Gozu-Tenno. Gozu-
Tenno is the boss demon of Ikebukuro, and an enemy of Nihilo. Mama says that he
might know how to get past the guards of the Nihilo HQ.
With the new structure of Tokyo, getting to Ikebukuro isn't as trivial as it
used to be. You'll have to go through the Great Ginza Underpass to get there.
The entrance to the underpass is in the Harumi Warehouse, east of Ginza. Cross
the first bridge east of Ginza, then head south to Harumi Warehouse.
================================================================================
THE GREAT GINZA UNDERPASS
================================================================================
ITEMS:
------
Muscle Drink
Makajama Stone
2x Maharagi Stone
2x Mahanma Stone
Poison Arrow
2x Medicine
2x Medicine
Blinding Sphere
2x Maseki
Soma Drops
Hogyokuwa*
Hogyokuwa*
Amethyst*
Diamond*
ENEMIES:
--------
Lv 3 Chirei Kodama
Lv 4 Yuki Gaki
Lv 6 Gedo Slime
Lv 11 Yuki Choronzon
Lv 13 Chirei Sudama
Lv 14 Yoma Isora
Lv 14 Ryuo Nozuchi
Lv 16 Gedo Blob
Lv 17 Yuki Yakka
Lv 18 Yama Fomorian
Lv 20 Yuki Laughing Skull
NOTES:
------
This is a LONG dungeon. It's one of the hardest parts of the early game; not
only are the enemies reasonably tough, but you're going to have to fight quite a
lot of them before you make it to the other side of the dungeon. If you're
playing it the second time around when the difficulty is boosted it's especially
brutal--a back attack can more or less mean instant death--but don't get
discouraged. While not the highest level demons here, the Sudamas and Blobs are
especially irritating--the Sudamas because they will spam Maka-Kaja and boost
damage from their spells to absurd levels, and the Blobs because they're very
hardy and do pretty decent damage. If you encounter two Laughing Skulls, you may
even want to run--they'll spam Suku-Nda making them extremely difficult to hit,
and if they self-destruct, you may have a quick Game Over.
The dungeon is divided into two parts, and you won't be able to get to the
second part until a bit later on. You can pick up some nice Nakama here. Be sure
to get Nozuchi, and getting an Inugami from the overworld is recommended too--
both of these demons can Mutate into more powerful forms, which will really
help. Stock up on healing items before you try to complete the whole thing. Make
sure your party contains an Ice user, a Flame user, and an Electricity user--use
Ice against the Blobs, Flame against the Sudamas and Isoras, and Electricity
against the Nozuchis to extend your Press Turns.
--------------------------------------------------------------------------------
Harumi Warehouse is very small--hit the switch to open the door, and climb down
the ladder to the Great Ginza Underpass.
Further in at the underpass, what looks a whole lot like a human man sees you
and runs for it. Chase after him. He'll meet up with another man. Upon seeing
that you're a demon, the other man wonders if you're part of "Mantra Army." They
both bolt to "warn the others about the demon." (IOW, you) Keep following them
and you will reach their "village."
Once you enter their "village" all the villagers will freak. They all look like
humans, but there is something weird about them--especially their sporadic full
body spasms. The weird humans think they're finished--they think you're a demon
from the "Mantra Army" come to get them. One old man, an elder of sorts, looks
you over and says says you're no Mantra army demon. The old man asks why you're
staring at them--he wants to know if they're so unusual.
Whatever you respond, the old man will tell you that he and the other people
there are "Manekata." Upon seeing that you are not a threat, they all go back to
their rooms.
Go talk to the old Manekata. He asks if you want to know about them. If you say
you do, then he will tell you that the Manekata are slaves of the demons in the
Mantra Army. They hate being slaves, so many fled the Mantra base to hide in the
Ginza underpass. Another Manekata will tell you that says Manekata look like
human are not--they were created by to serve as "surrogate humans," more or less
livestock to provide Magatsuhi to the demons. Another woman will tell you that
says most of the Manekata are serving the demons in Ikebukuro. A child Manekata
will inform you that Gozu-Tenno is boss of Mantra Army.
Visit the store here in the Underpass. Here you will meet the Flamboyantly Gay
Manekata, and from now on most of your business at the shops will be with him;
if you go back to Shibuya now you'll see the Jack Frost has split and the FGM
has taken over. If you didn't get the Ankh Magatama from the Pixie back at
Yoyogi park, you can buy it from him now. You can also buy the Hifumi and Kamudo
Magatama from the store here.
You'll note that you can't proceed further into the Ginza tunnel from the
Manekata town, as there is a guard who is blocking the door further in. However,
on the lower floor at the west end of "town," you will meet the junk collector
Manekata. He collects "things humans use," and sometimes sneaks past guard so he
can scavenge things for his collection. He will ask if you want him to get you
past the guard. In exchange for giving asks you to get something special for his
collection. The Junk Collector is looking for a small human-made picture called
a "note." Apparently it was extremely important to humans, and was even
more important than the lives of many people. He really wants one of his own,
and tells you that places with lots of people used to have it. (In case you
haven't figured it out, he wants some human currency.)
Go back to Ginza, and ask Loki in the bar if he has any Notes. He says "maybe"
and offers to give you his whole stash and see for 20 million Makka. Obviously
you won't have that much, so ignore him and go the back way to see for yourself.
When you go the back way, you'll find that the Troll has apparently taken a pee
break, so go on in unfettered. Open the treasure box in there and you will get a
1000-yen bill. (worth about $10, smallest denominiation of paper money in Japan)
Leave the room, and you'll run into Troll, who has come back from his pee break.
Oops. Looks like you'll have to fight your way out.
BOSS: YOSEI TROLL
--------------------------------------------------------------------------------
YOSEI TROLL:
HP: 850 MP: 150
AFFINITY:
Absorbs Ice, Weak to Mind
SKILLS:
Rampage, Mahabufura
As bosses go, Yosei Troll isn't all that tough. He does hella damage with his
attacks, so a Raku-Kaja or Taru-nda will help. Equip Wadatsumi on the Hero and
his ice spell will do no damage and you can soak up his Press Turns. You can
pretty much take him on single-handedly with the Hero, and with buffing spells
it will go even faster. Just don't bring any ice-weak characters into the
battle, or he'll often get two shots a round, which is no fun.
--------------------------------------------------------------------------------
Now that you've got your note, go back to the Junk Collector Manekata and give
it to him. He is beside himself with excitement and gives you a letter to give
to the gate guard. Go and do so--the guard refuses to let you through, but
something in the letter causes him to change his mind and let you through.
Furthermore, he tells you that you can go through whenever you want from now on.
################################################################################
INTERLUDE: MANIACS
Upon entering the first area after the door to Ikebukuro opens, you'll note that
the screen sort of "warps" and you get a message saying that the lights on your
Menorah start flickering violently. Take a note of this message--you'll see it
in various parts of the game, and it is an indicator that one of the Majin is
nearby.
A Manekata is on the ground, paralyzed with fear, saying that he saw "Death
himself." Go a little further, and you'll be stopped by a strange voice that
says that it must fight you because you possess a Menorah. You'll then be yanked
into a strange dimension, where the traditional SMT "encounter" music starts
playing.
Once in this strange dimension, the same voice that you heard earlier tells you
its purpose--to serve as a battleground between Menorah holders such that nobody
can come in and interfere. Whoever wins takes the loser's Menorah. Noting that
you have a menorah, the voice asks if you're after the "greatest power."
The owner of the voice finally shows up--it's a skeleton in bullfighter costume.
He goes on a short shpiel saying that you're unworthy to have the Menorah, it
should be he that gets them and the "greatest power." After calling you weak and
noting you probably won't give him the Menorah willingly, the skeleton--Majin
Matador--attacks you.
BOSS: MAJIN MATADOR
--------------------------------------------------------------------------------
MAJIN MATADOR:
HP/MP:1000/?
AFFINITY:
Boss Immunities, Immune to Shock
SKILLS:
Red Cape, Blood of Andalucia, Mahazan, De-Kunda, Kiai, Taunt
This is your first Majin fight, and it can be pretty tough depending on your
party. The toughest part is actually hitting Matador, as his "Red Cape" skill is
the equivalent of casting Suku-Kaja four times in a row. If you don't have
someone with Fog Breath or Suku-Nda, he will be very difficult to beat. He uses
physical attacks and Mahazan in addition to his cape, and when you bring him
down to half health, will Taunt you, use Kiai, and use "Blood of Andalucia,"
a powerful physical attack that hits everyone. First off, to counter the Mahazan
attacks you'll want minions strong or immune to Shock--and equip Hifumi on your
Hero for best results. Some good Nakama to use would be Nozuchi (LV 14 Ryuo) or
Nekomata, (LV 18 Maju) both of whom absorb Shock attacks. Ame-no-Uzume (LV 18
Megami) is a good healer for this battle as she is immune to Shock as well.
However, none of these demons has Fog Breath or Suku-Nda, so you'll probably
have to custom-make one or bring in a non-ideal demon if your Hero doesn't have
either skill. With a team of shock immune or resistant demons and
Fog Breath/Suku-Nda, Matador shouldn't be too terribly hard to beat, though
using Kaja spells (especially Raku-Kaja) is good insurance against him as well.
If you want to stack the odds even more in your favor, use Jack Frost to fuse a
powerful fighter and transfer Silent Sky Critical to them, then fight Matador
during a new moon to guarantee criticals and fight him in a weaker state--since
enemies are weakest when Kagutsuchi is silent. (Note that while LV 17 Kishin
Takeminakata is a powerful fighter that has Silent Sky Critical naturally, he
is a bad choice for this fight as he is weak to Shock)
--------------------------------------------------------------------------------
Defeating Matador will get you the Foundation Menorah.
Upon returning to the tunnel, you'll hear the disembodied voice of the
Wheelchair Guy's nurse, who makes a request of you. She asks you to bring the
Menorah you got from Matador and come see her in the Amara Deep Zone, but tells
you there's no rush, so that you can come at your leisure.
To find out what she has to say, head to the "Amara Deep Zone" section of the
FAQ. From here on out you never HAVE to return to the Deep Zone, so all
pertinent information therein will be covered in that section of the
walkthrough.
################################################################################
The second half of the tunnel is long and hard. It's mostly a maze of up & down
ladders. Work your way to the west end. If you get into serious trouble, there's
an S-tunnel about halfway between the Manekata town and the exit that'll
teleport you back to the Ginza Underpass Terminal. The far west end has ladder
that leads up to a graveyard. Note that at the end of the Graveyard there's
a hidden Incense. Leave to the map, and head north to Ikebukuro.
================================================================================
IKEBUKURO
================================================================================
ITEMS:
-------
Fuma Bell
Hogyoku
2x Hogyoku
Power Incense
Hogyoku
Mahamudo stone
Shuma Whistle
3000 Makka
Chakra Pot*
Power Incense*
Hogyoku*
Gaia (Special--see below)
ENEMIES:
--------
Lv 13 Maju Inugami
Lv 15 Yoju Bicorn
Lv 17 Yuki Yakka
Lv 18 Maju Nekomata
Lv 19 Yosei Jack o' Lantern
Lv 20 Yoki Momunofu
Lv 20 Kijo Taraka
Lv 23 Maju Badbh Cathach
Lv 25 Yoki Oni
Lv 34 Maju Orthrus
NOTES:
------
Battles here are going to be pretty rough. Most of the demons here take a whole
lot of punishment before they'll go down, and can do some really nasty physical
damage as well. Be sure to grab a Momunofu as soon as you can and start building
him up--once he maxes out he'll mutate into Arahabaki, one of the most useful
demons you can get in the early-to-mid stages of the game.
Most of the tougher monsters listed above only show up in the Mantra Army HQ,
which is a much more dangerous place to be wandering around in than Ikebukuro
itself. The Oni that show up there are pretty tough. If they back-attack you and
use Rampage over and over you might get your entire party wiped out before you
can do anything. And heaven help you if you're equipping the Hifumi Magatama in
the base and get ambushed by six Jack o'Lanterns.
--------------------------------------------------------------------------------
The first thing you'll probably want to do here is run straight to the heal spot
and save point. DON'T talk to anyone before doing this, as some of the demons
in here are hostile. The first one at the door will attack you if you talk to
him. After going through the ordeal of the Ginza Underpass, the last thing you
want is to have to deal with an Oni in a weakened state.
There is a demon in the middle of the plaza who says "Power is everything--you
need to solve the problems that befall you with your own strength! Don't you
agree?" You can answer Yes, No, or "I don't want to answer" If you say yes he
applauds you, no he berates you. If you say Yes your alignment will move toward
Yosuga by two points. If you say no, your alignment moves to Shijima by 2
points. If you don't answer, your alignment doesn't change at all.
There are lots of Manekata here, imprisoned an having their Magatsuhi sucked out
by the Mantra Army. They're slaves, and aren't too happy. They'll tell you of
rumors of four powerful Oni that caused were causing trouble here, but were
kicked out by Thor, and became bandits afterward. A Manekata on the East side of
1F asks if you came from the Underpass, and if so asks if the junk collector is
doing well-he helps him out often in his collecting. You'll also note that
Hee-Ho-Kun is here at the gates of the Mantra Base, thinking about joining but
too afraid to ask. (If you go back to his shop now, you'll find it has the same
inventory, but Flamboyantly Gay Manekata has taken over it. As usual FGM will
give you Happy Tickets from that store)
On the central region of 1F, there is a fight where 2 Oni will ambush you. Kill
them, get a Hogyokuwa, and take their loot. (Careful, the center treasure chest
in their room is a trap)
When you're ready, enter the Mantra Army Base. I *strongly* suggest you fuse
Kishin Takeminakata before going in, as he will prove invaluable inside. As
approach the door, you'll hear a voice inside the building saying "Who the hell
are you!?" When you go inside you'll see it's Isamu speaking. He's in front of
Thor, who is apparently accusing him of something."I didn't do anything!" Isamu
says. Isamu turns around, sees you, and recognizes you. He asks you to help him
and while talking to you, Thor whacks him with his hammer, then steals his
Magatsuhi. Then he sends his demons after you to catch you.
You wake up in a cell. A Jack o' Lantern wakes you up for your "trial."
Apparently the trial is a fight of some sort.
Talk to the walls and you can talk to the guys in the next cell. They say that
the Mantra demons won't listen to reason. You need to prove your innocence with
a demonstration of your power by winning a fight. Jack o' Lantern then opens
your cell, saying it's time for your trial.
Talk to the Oni that guards the exit and he will charge you for secret info
about the trial. Pay him 200 Makka and he'll talk. He'll tell you that you have
to face three fights in a row. If you lose any of them, you die. Pay him another
200 and he tries to tell you about who you'll face in your trial. The Jack o'
Lantern will come by and freak out the Oni, who will pretend that you were
asking your way. After the Jack o' Lantern leaves, the Oni fills you in on your
opponents. Your first opponent is a fire user, so his weakness should be
obvious. The second is a woman that uses shock attacks, so the Oni tells you to
use "male charm to electrify her" The final battle is Thor himself. Thor uses
lightning, and has no weakness.
Go into the fight cage as a "defendant." You are accused of being a Nihilo spy
since you were seen coming through the Ginza Tunnel. It is a crime just to show
yourself in Ikebukuro, so you must prove your innocence in a battle.
BOSS #1: MAJU ORTHRUS
--------------------------------------------------------------------------------
MAJU ORTHRUS
HP: 1000 MP: 200
AFFINITY:
Absorbs Flame, Immune to Hama, Curse, Nerve and Mind, Weak to Ice.
SKILLS:
Maharagi, Fire Breath, Agirao, Maharagion, Agidain, Paralysis Claw
If you have Ice Breath, it works VERY well against Orthrus. If you freeze him
any physical fighters will get easy criticals. Equip Shiranui if you're really
pressed. You'll want healers too, as Agidain can do loads of damage if you're
unprepared. Don't bring any Flame-weak characters into this fight.
--------------------------------------------------------------------------------
You get a chance to heal up and reform your party before the next match. Take
advantage of it.
BOSS #2: KIJO YAKSHINI
--------------------------------------------------------------------------------
KIJO YAKSHINI
HP: 1200 MP: 200
AFFINITY:
Immune to Flame, Hama, Curse, Nerve, Mind, Strong to Magic, Weak to Electricity
SKILLS:
Mahazan, Zanma, Mahazanma, Zandain
I found Yakshini to actually be easier than Orthrus. If you have Jionga
(Takeminakata has it) she's as good as dead. Whatever you do, DON'T equip
Shiranui for this battle, so if you were equipping it to deal with Orthrus, take
it off before this battle and switch to something else! Hifumi is a good idea if
you're really having trouble. Overall she's not too tough.
--------------------------------------------------------------------------------
Before your final match, you get another chance to regroup. Be sure to take it.
BOSS #3: KISHIN THOR
--------------------------------------------------------------------------------
KISHIN THOR
HP: 2000 MP: 3000
AFFINITY:
Reflects Electricity and Hama, Immune to Curse, Nerve, and Mind, Strong to Magic
SKILLS:
Mahajio, Jionga, Mahajionga, Jiodain, Diarama, De-Kaja, De-Kunda
The first boss in the game you'll often see "I can't beat him!" posts on message
boards about is Thor. Thor can be EXTREMELY rough as he does absurd amounts of
damage with his lightning spells, and there is no Magatama the Hero can equip to
counter them at this point. Plus, he gets a double attack. The secret to this
battle is once again, Takeminakata. (See why I recommended you fuse him before
entering the Mantra HQ?) Takeminakata is a GREAT demon to bring into this
battle, since he reflects electricity. The reflected electricity won't do jack
to Thor, but it will eat up his Press Turns so that he won't be able to get a
second attack in during his turn. Seiju Shisa is another really good choice for
this battle, as he absorbs Electricity, and if you've got him powered up a
couple of levels has Battle Cry to reduce Thor's power, though he'll probably
only have enough MP to cast it once. In the meantime while Takeminakata and/or
Shisa are nullifying Thor's spells, just throw the most powerful attacks you've
got at him. Unfortunately buffing and debuffing spells won't work too well on
him since he can just get rid of them with De-Kaja and De-Kunda. Be sure to
bring a decent healer into this fight, as even with Takeminakata acting as
lightning rod, odds are you'll get a little bit roughed up here.
--------------------------------------------------------------------------------
Upon his defeat, Thor recognizes you are possessed by something different than
the other demons. He gives you the Narukami Magatama in thanks for entertaining
him. He tells you to meet Gozu-Tenno, who is trying to create a world where only
the truly strong will survive. Thor says that your power may change the world.
He tells the judge that you are innocent, and lets you out. The Jack o' Lantern
is really peeved that you won, but says you can go in and out of the Mantra HQ
when ever you want--that annoys him off even more.
################################################################################
INTERLUDE: MANIACS
Rather than being let go inside the Mantra HQ, in Maniacs you're let out in
Ikebukuro. Once you try to go in, the "mysterious" man looks down at you from
the top of the building, jumps down, and attacks you.
BOSS: MAJIN DANTE
--------------------------------------------------------------------------------
Majin Dante
HP:2400 MP:?
AFFINITY:
Boss Immunities
SKILLS:
E&I, Rebellion, Holy Star, Taunt, Twosome Time
Wow, for all his flash, Dante sure is a wuss. You'll note early on that Dante
deals extremely powerful physical attacks--and that's all he does. What's more,
his Defense level is pathetic. Thus, if you cast Raku-Kaja and Suku-Kaja on
your party, he is little threat, and even less if you have the Hero equip
Kamudo too. If you're playing on Hard, his two attacks per round could possibly
kill one of your party members if he attacks the same person both times, but
this is easily countered--cast a -Nda spell on him. If any of his stats are
lowered, Dante will negate them with his "Holy Star" spell about 75% of the
time. This only gives him one attack per round, and only if he gets in a
critical hit will it be any threat. Once Dante is down to half of his HP, he
becomes more of a threat. He will use Taunt as his first move every round, and
seemingly ceases to use Holy Star, so use this chance to drop his stats with
skills like Fog Breath. If he hits you with your lowered defense from Taunt
(unless of course you cast Raku-Kaja) there's a very good chance he'll kill you.
The real sticking point is that he will also start to use his "Twosome Time"
skill here, and it can sometimes confuse you, which can be a major pain. It will
help to have a demon with Mepatra just in case. Also, if you want to make things
a little easier, fight him during a Silent Kagutsuchi, and bring Takeminakata
into the fight. (assuming you had him when you fought Thor) Takeminakata always
criticals during a Silent Kagutsuchi, guaranteeing you an extra Press Turn per
round. One thing bizarre about this fight is the game SAYS Dante's taunt heals
him 750 HP. (you see the little green "750" pop up and everything) It doesn't.
That's actually his MP that are being refilled.
--------------------------------------------------------------------------------
The now-defeated man applauds your skill and introduces himself as Dante. (As if
the target cursor in battle didn't tell you that already) He says he's a demon
hunter, and he was given a Menorah by the old guy in the wheelchair as well, and
thus was after you to take yours--which is why he tried (and failed) to kill
you. He leaves, saying that he wants to investigate the old man's scheme, and
that you may meet again. This is the only time that you MUST see Dante. If you
don't tackle the bonus Maniacs dungeon, you'll never see him again.
Around this point, the next Majin, Majin High Priest, will become "unlocked" and
available. Talk to Kamara and she'll clue you in on his position--"somewhere
with a tall building." High Priest is actually located in Ikebukuro, in the east
wing of the area, past the Mantra HQ, near the stairs to the second floor.
High Priest teleports around you, giving you a little speech that is rather
unimportant to the plot (people must die, the world must be destroyed, your
resistance against that shows you're just lost, even if you get all the
Menorahs, etc.) He offers to "show you the way to death." (In other words, he
attacks)
BOSS: MAJIN HIGH PRIEST
--------------------------------------------------------------------------------
Majin High Priest
HP:2500 MP:?
AFFINITY:
Reflects Hama and Curse, Absorbs Mind & Magic, Immune to Nerve, and strong to
everything else
SKILLS:
Meditate, Mahamudo-on, Mahanma-on, Announce, Banno-Sokubodai
In comparison to Matador, High Priest is pretty easy. His attacks are indeed
formidable--he uses his Meditate skill to drain you of HP and lots of MP, casts
powerful curse/Hama spells and does hella damage with those Amida beads--but he
has no support magic negation spells like De-Kaja or De-Kunda. This makes him a
sitting duck to two quick Fog Breaths; after that, he'll barely ever hit you,
except with Meditate which has a higher hit rate than normal. Compound that with
some War Cries (to reduce his power when he DOES hit you) and standard
Kaja-spell beefing of your party, and he should go down pretty easily. Like
Matador, High Priest will break out the big guns when you weaken him to half his
HP. He will use his "Announce" skill to beef up his Press Turns by 3, and also
start using his Banno-Sokubodai attack, which hits all your party for damage and
randomly deals Mind-based status ailments (e.g. Panic, Charm, or Sleep) This
spell can be irritating, so it helps to have someone with Mepatra on hand, or
else a good supply of Iwakura water. This is also why Iyomante is a good choice
of Magatama to equip on the Hero for this fight. Aside from that, bring a good
supply of Chakra Drops into this battle to restore HP lost via Meditate, and
High Priest should be no problem.
--------------------------------------------------------------------------------
Defeating High Priest will win you the Menorah of Eternity.
################################################################################
In the west wing of the base, an Oni will tell you that Isamu is locked up in
the dungeon--a human is a fantastic source of Magatsuhi, so they are keeping him
as their "cattle" more or less. Go into the basement and you'll find all the
locked up Manekata, and Isamu too. Isamu will tell you thie "medium" of Nihilo
is Yuko (as if you hadn't figured that out already) and the Mantra army is going
to attack the Nihilo Organization. If they capture Yuko they will kill her. He
asks you to save Yuko if they attack.
In the dungeon, there's a very strong door behind which the...erm, well-endowed
prisoner tells you Mantra keeps their treasure. If your strength is high enough
(somewhere around 25 I think) you can force open the door and go inside to get
the Gaia Magatama. You probably won't be able to do this for a LONG time, but it
doesn't really matter as Gaia is really an endgame Magatama and you can't learn
anything it until you're in your 60s level-wise anyway.
There's an angry Oni on level 2 that will attack you "to show he's stronger than
you" when you talk to him. On level 3, if you bribed the guard, he'll be in
jail. (He got caught giving you info) Also there's an elevator up to the 60th
floor on the third floor. From the 60th floor, climb the stairs to the 64th
floor. The door beyond is Gozu-Tenno's room. Go on in.
A Manekata with some weird thing attached to it starts chanting and a huge
statue behind him talks to you. It is Gozu-Tenno. He is the leader of the demons
of the Mantra Army. He says your fighting in the trial was wonderful, and he is
glad to meet a new ferocious demon. Gozu-Tenno rewards you with some of his
power--you can now stock 10 demons instead of 8. He says that if you work for
him he will give you even more power. You get three choices: "I will obey you"
"I refuse" "I can't decide"
"I will obey you"
Gozutenno laughs and says he is glad, and asks you to do a job for the Mantra-
gun. Your Alignment will shift toward Yosuga by 8 points.
"I refuse"
Gozu-Tenno laughs and says you're greedy, thinking you weren't impressed with
the power-up. He says that your desire is fitting of a demon and thus all is
well--you should do well even without working for him. He warns you not to cross
him though. Your Alignment will shift toward Shijima by 4 points.
"I can't decide."
Gozu-Tenno is disappointed, says that if you joined the power within you could
be unlocked. but says that you seem to have interest in the group, so you should
watch their work and then decide. He says you are fated to join them. Your
Alignment will shift toward Musubi by 4 points.
Gozu-Tenno ells you that the Nihilo Group is trying to bring silence to the
world and is thus threatening the Mantra Army. He then decided that he can no
longer stand them, so he will invade the Nihilo Organization and destroy them
once and for all. He has already given orders to his demons to attack the base
in Ginza. "If you are a demon, go to Ginza. Destroy those that threaten the
world!" he says. Gozu-Tenno follows up by saying that he wishes to lead
demonkind into a world of Chaos.
Head back to the Nihilo Organization HQ.
================================================================================
THE NIHILO ORGANIZATION
================================================================================
ITEMS:
------
Tetraja Stone
Dis-Close
Luck Incense*
Disparalyze
Wagtail Feather 3000 Makka
Iwakura Water
Chigaeshi no Tama
Hangonko*
ENEMIES:
-------
Lv 18 Yama Fomorian
Lv 18 Yoma Koppa-Tengu
Lv 20 Datenshi Forneus
Lv 23 Yoma Dis
Lv 25 Yama Incubus
Lv 29 Datenshi Eligor
NOTES:
------
This is another rather long dungeon, with multiple bosses. It may be a good idea
to take it one area at a time. None of the enemies are too terribly tough,
though a couple of enemies have techniques that could be very hazardous to your
health if the Hero gets hit. (Petra-Eye for Dis, Evil Eye for Incubus) Mostly
it's just a matter of a battle of attrition. The last leg of the dungeon,
however, has Datenshi Eligor appearing in random battles, and that can be
somewhat rough.
--------------------------------------------------------------------------------
The Mantra forces that are waiting in the main entrance of the Nihilo
headquarters are unopposed by enemies, and claim that Nihilo has already fallen,
though neither of the human leaders could be found. Take the elevator to B1F to
hear more Mantra guys gloating, go to B2 to proceed further in. The corridor
leaving the main core area is unstable, spinning, and generally unusable, so
ignore it for now.
Enter the main core. Hijiri is hanging out inside there. He apologizes for
getting you stuck in the Amara network, but says it was fortunate that he did
because messing with the pathways to let you out led him to this base. He says
was lucky that the Mantra army attacked when it did, because it allowed him to
slip in without notice; otherwise he would have been caught. He mentions that he
heard you joined the Mantra Army and asks if there's any truth the the rumor.
If you say yes it moves your alignment to Yosuga by 8 points. If you say no it
moves your alignment to both Shijima and Musubi by 4 points.
Hijiri tells you that the entire room is a giant Magatsuhi collector. It was
destroyed in the attack, but originally it was full of Magatsuhi. However, he
says that the Mantra forces left, without realizing this was a trap for
them set by Hikawa. Hijiri says that coming here via the Amara network, he could
sense something odd about the way the Magatsuhi was flowing here. He thinks that
this is not really the TRUE core, and that the real source of Magatsuhi is
somewhere else within the building--and Hikawa is probably with it. At this
point, a huge shudder rocks the room. Hijiri says that the area is too
dangerous, and though he'd like to continue on so he can give Hikawa a big punch
in the nose, he says he'd never make it to him, so leaves. He says that the
lock on the spinning passage was just opened. He leaves Hikawa to you if you
choose to pursue him.
Take the elevator at the end of the formerly spinning hall to B10. Follow the
tunnel and you will come across a Koppa-Tengu talking with an Incubus. The two
are joking at the stupid Mantra forces, getting fooled so easily. Incubus says
that their obsession with power is nothing if they don't have the knowledge to
back it up. Then they notice you. "I don't know where you came from, but it
looks like there was someone with a working brain after all." Incubus says. They
think you came to bring Hikawa's head back on a platter. Koppa-tengu wanted to
fight but never got a chance, so takes it out on you.
MINI-BOSS: Yama Incubus & Yoma Koppa-Tengu
--------------------------------------------------------------------------------
These guys are such wusses I didn't waste any time draining mana or counting HP
to see what their stats were. I'm pretty sure they're just cookie-cutter
versions of the ones that occur "naturally," with maybe a little extra HP.
Anyhow, don't waste any effort. They will drop like a sack.
--------------------------------------------------------------------------------
With the two guards dead, you pick up the Yellow Keyllar (It's a key and a
pillar at the same time--get it? I know, it's stupid. Blame Atlus) from them.
If you go north, and tell the Shinentai that you're looking for Hikawa, he will
tell you that Hikawa is on B15, but you need 4 Keyllars, Magatsuhi controlling
sticks, to get there. Beyond him is the Magatsuhi Storage Facility. The
Shinentai there will tell you that it has three floors, and there's a chamber
with a Keyllar on each floor. He'll tell you you can use the switch nearby to
change the flow of the Magatsuhi. It's so blindlingly obvious what order you
need to change the switches in, I won't even bother writing it.
Once you've hit right switches on 1F, go down the north corridor and fight
Datenshi Erigorl. He says that he likes smart people, so he will make it easy on
you.
BOSS: DATENSHI ELIGOR & YOMA DIS
--------------------------------------------------------------------------------
DATENSHI ELIGOR:
HP:700 MP:200
AFFINITY:
Immune to Mudo and Hama, Strong to Physical, Weak to Electricity
SKILLS:
Rampage, Summon (Dis), Raku-Kaja, Mudo, Beast's Eye
YOMA DIS:
(See Akuma Zensho--their stats are the same)
Yes, Yoma Dis. The first thing Eligor will do is summon some. You should take
advantage of this. They are very suceptible to Charming. So turn them over to
your side and let them help you do the dirty work. And you should, because if
you don't they'll use Petra-Eye on you. You don't need any more potential insta-
death attacks already; Eligor's Mudo is bad enough. Eligor himself isn't too
bad, and he's very stupid. (trying to sumon Disir when there are already two)
Overall he's not too hard--mini-boss at best. He's weak to electricity too.
--------------------------------------------------------------------------------
You'll get the White Keyllar from Eligor's corpse. Now go down to B11F.
The "puzzle" in this area is only slightly harder than the floor above, but you
still should have no problem. There are 9 rooms, set up like the following:
-------------
| 1 | 2 | 3 |
|---+---+---|
| 4 | 5 | 6 |
|---+---+---|
| 7 | 8 | 9 |
-------------
You want to hit the switch in 7 first, then 6, and finally 1. Then leave north.
Hooray! You get to fight an Eligor again. Except this time he summons Yakkas
instead of Disir. Yakkas are wimps, but they heal him. Take them out with a Hama
caster. Other than that use the same strategy as above.
The next area is kind of a mini-maze. In it you'll find a Shinentai who extols
the virtues of Nihilo--become one with the universe, casting off the cloak of
individuality and becoming one whole, etc. etc. There's a room with a magic box
in this mini-maze, and Eligor will attack you again after you leave it. And
AGAIN, at the corner towards the north-west area of the "maze" area.
At the northeast is a room with the Red Keyllar. As soon as you get it and try
to leave, Berith will stop you. He tells you to drop the Keyllar and leave. Even
if you say yes, he changes his mind, and says he can see your future, impaled on
his spear.
BOSS: DATENSHI BERITH & 2 YAMA SUCCUBUS
--------------------------------------------------------------------------------
DATENSHI BERITH:
HP:1000 MP:100
AFFINITY:
Absorbs Flame, Boss Immunities (Boss Immunity=No Hama/Curse or status attacks)
SKILLS:
Hellfire, Maharagi, Heatwave
YAMA SUCCUBUS
HP:300 MP:220
AFFINITY:
Immune to Hama and Mudo, Strong to magic
SKILLS:
Lullaby, Sexy Eye
Berith is weak to Ice. In addition, if you manage to freeze him, you have a good
shot at critical hitting him. The Succubi are really just annoyances, but they
can charm you or put you to sleep, which can be potentially deadly. (On the
other hand, sleeping may be just what the doctor ordered for someone low on MP)
Whatever you do, don't bring anyone weak to fire into the battle or Berith's
Hellfire will most likely kill them instantly. Otherwise this fight isn't too
tough.
--------------------------------------------------------------------------------
Go back to B11F and hit the switch in box 1 to open the way down to B12.
Continue down to B12.
EXIT
| |
-------------------
| A | B%| C | D%| E |
%=Switch |---+---+---+---+---| -------
| F | G@| H | I | J | | 1 | 2 |
@=Chiun Trigger |---+---+---+---+---| |---+---|
| K | L |*M%|@N*| O | | 3*| 4 |
*=Ladder/Pit |---+---+---+---+---| |---+---|
| P | Q | R | S | T | | 5*| 6 |
|---+---+---+---+---| -------
| U | V |@W*| X | Y | B13F
-------------------
B12F
You'll start in N. The hole in I leads to 2 when you jump down it. The ladder in
3 leads to M. The ladder in 5 leads to W.
When you pass a "Chiun Trigger," Yama Chiun teleports in and to tries and
prevent you from proceeding by changing a switch to red. You can't get out
without changing all of them back, and it can be a little annoying. Here's the
quickest route (that I've found) to get it to work.
Leap into the hole at I, and then climb up the ladder in 3. Flick the switch to
make it blue, then climb up the ladder in 5. Hit the switch in D, then run back
to hit the switch in B. Finally, proceed through the exit north of C.
You'll be in a green corridor. It's fairly straightforward, ignore the 8 locked
doors. You'll find where the green Keyllar should be...but the box is empty!
When you leave, Yama Chiun, the demon that turned off the switches, pops in and
laughs at you. He says he won't give you the Keyllar and runs. Chase him into
the 8 room chamber. The doors are unlocked. He always appears on the north side,
in the third room from the west. In the other rooms, there are some fake Chiuns
too, or more specifically, Chiuns without the Keyllar. There are a few Kelpie
ambushes as well. They'll disappear once the "true" Chiun dies, so if you want
to gain experience you can beat them up first.
BOSS: YAMA CHIUN x 3
--------------------------------------------------------------------------------
YAMA CHIUN
HP: 650: MP: 275
AFFINITY:
Immune to Hama, Curse, and all magic, strong to Bad Status attacks
SKILLS:
Death Touch, Mudo, Mahamudo, Evil Eye
The Chiun are immune to magic attacks, but so long as you have some good
physical fighters on hand, they are not hard to kill. They're not really worth
worrying about overall. Their excessive use of Death Magic can be a pain though,
so if you bring Yoma Dis in for insurance (she's all over the place here, if you
don't have one in your party, get one) and have her cast Tetraja, you're all
set.
--------------------------------------------------------------------------------
Once the Chiun are dead, you'll get the Green Keyllar.
Now that you have all four Keyllars, return to B10F and insert them into the
corresponding slots. The floor sinks and allows you passage down a spiral ramp
to the bottom, B14. There's a short series of corridors, then an elevator down
to B15. The hall leads to the TRUE core. (with save point to the east)
Go inside the Core. Hikawa is there, and is surprised someone made it down here.
He says "Mantra isn't made up of fools entirely, I see." He turns around to see
you, and is surprised to see you're still alive. Noting that you've gained great
power, Hikawa asks what you are doing here, and if you're here to see him. It
doesn't really matter what you say. Hikawa tells you that since you've come all
this way, you should learn the truth about this new world. He shows you his
special machine, which is designed to collect Magatama. He asks if you know what
Magatsuhi is for. No matter what you say, you don't really know what the reason
for it is, so Hikawa will make fun of your answer if you do say you know.
"Magatsuhi...is an offering to God." Hikawa says, and explains the idea behind
it. Magatsuhi provides the power to call a protective creator deity, and is the
entire reason for the existence of the Vortex world. It allows those with a
strong will to totally recreate the world. When such a person is able to
formulate a set of ideals and control a large amount of Magatsuhi, they can use
it to summon a guardian deity, and shape the current "fertilized" world into a
new world, modeled upon those ideals. Hikawa says that the reason he is
collecting Magatsuhi is so that he can be the one to summon the guardian deity
and create the world in his image. He goes on to tell you the world he plans is
a "world of silence" built upon the "Shijima" Kotowari.
Hikawa tells you that the Mantra army opposes his Shijima world, and attacked,
but failed to even touch the core. Hikawa says that he will soon have enough
Magatsuhi to summon his guardian deity, but needs to use some to show Mantra--
and the rest of the world--what will happen to those that oppose Nihilo. He uses
the remaining Magatsuhi here to activate something called the "Nightmare
System."
The Nightmare System fires, and a strange light engulfs Ikebukuro.
Hikawa explains that the Nightmare System is designed to control the flow of
Magatsuhi, and wields an unparalleled level of power. He is currently using the
System to suck all the Magatsuhi out of Ikebukuro, and soon everything there
will die. He tells you in passing that the system is actually powered by Yuko,
who acts as the medium through which all the energy is channeled. Hikawa asks if
you're worried about her. What you answer has no impact on the story, but Hikawa
doubts you if you say you're not worried. Either way, he will tell you that she
is not here.
Hikawa says you should not have been allowed to survive the fertilization.
"Those who try to hold on to the old world have no place here." he says. Hikawa
tells you that he should not have given into Yuko and killed you when he could.
So he summons Datenshi Ose to kill you.
BOSS: DATENSHI OSE
--------------------------------------------------------------------------------
DATENSHI OSE
HP: 3800 MP: 500
AFFINITY:
Immune to Hama and Mudo, Strong to Bad Status attacks
SKILLS:
Heatwave, Kiai, Suku-Kaja, De-Kaja, De-Kunda, Tetrakarn, Makalakarn
Ose is a real bruiser, and does a whole lot of damage with his physical attacks.
He gets to act twice per turn, and uses Heatwave and Kiai. However, he's a one-
trick-pony, as physical attacks is all he can do. There are several ways to deal
with this. One is to reduce his accuracy with Suku-nda or Fog Breath (the latter
works better) Don't over-rely on it as Ose can and will cast Deku-nda. Raku-kaja
helps, but as Ose casts De-kaja it's not foolproof. Your best bet is to bring in
physically resistant demons, and equip the Kamudo Magatama on your Hero as well.
If you have the demon Arahabaki (L30 Jashin--Momunofu mutates into him) you're
set--Arahabaki is immune to physical attacks, so Ose cannot kill him. As an
added bonus, if Ose wastes an attack on him (Heatwave counts) he loses his bonus
turn. Midway through the battle he will start bringing up reflective shields
with Makalakarn and Tetrakarn, so make sure you have both magic-users and
physical fighters--if he casts Tetrakarn, only use magic, and vice versa if
casts Makalakarn.
--------------------------------------------------------------------------------
After defeating Ose, you will receive the Anathema magatama. Ose is shocked at
his defeat, but says you will never see the Commander or the medium again. The
Nightmare System has activated, and the base will close up, forever shutting off
the path to the medium. He tells you to leave, and that Nihilo will be the ones
to create the world.
Head back to Ikebukuro and go into the main Mantra Army base. As soon as you
enter, you'll find Chiaki there, slumped against a pillar. She knows about you
winning your trial, and is glad she came here despite the difficulty she had
arriving. She says she has something to ask you. Chiaki says she has decided to
obey the purpose of the Vortex world, and wants to give a shot at shaping the
new world herself. She says she heard a mysterious "voice" when the world
changed and thinks you probably heard it too since you survived. (She's
referring to the voice that said you didn't have the seeds of a Kotowari) Chiaki
says that after the destruction, her primary concern was not "what should I do
now" but "why has the world become like this?" She believes that the world now
no longer allows the unneeded to exist. In the previous world, there were a
whole lot of people and other things, but they weren't actually building
anything, just passing the time--and the world didn't need those sorts of
people. Chiaki says that it's sad that she lost everything, but she did survive
the "fertilization," and therefore she must have been specially chosen. She is
sad for her loss, but thinks if she swallows her sadness she can attain
limitless possibilities. From her perceptions of the world, she has found a
Kotowari upon which the world should be built. Chiaki says the world by its
nature doesn't need useless things, so she will build a paradise where only by
the powerful and supreme live....a world built upon the "Yosuga" Kotowari.
Chiaki asks if you agree with her.
If you do, Chiaki says she is glad, that she thought you would understand, and
that some day she may need your help. You will also gain 32 Yosuga points, and
turn on the Yosuga Kotowari Event Flag.
If you don't agree with Chiaki she is disappointed and thought you would
understand, but says she won't change her mind. If you can't decide she
understands and believes that some day she is sure you will "see the light." In
either case you don't gain any points to any particular Kotowari.
Chiaki says she is going to start collecting the Magatsuhi necessary for
summoning her Guardian deity, but doesn't know where to start. Since Yosuga is a
Kotowari of the strong, she needs to follow it though, and is resolute to do
what she can with her ability. She leaves, saying that she was glad she could
have this little talk, and will most likely see you again.
Go on inside the Mantra Base. Inside, the Oni are getting the life sucked out of
them...very bad for them. Head to the basement and talk to the Manekata there.
They will ask you to save Futomimi, their leader. Go all the way in