=========================================================
Shin Megami Tensei: Digital Devil Saga 1
=========================================================
This FAQ may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
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violation of copyright.

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respective trademark and copyright holders.

Written by: Daniel Acaba 
GameFAQS ID: Misfit119
Contact me at: eternalmisery718@yahoo.com
System: PlayStation 2

This FAQ Copyright 2008 Daniel Acaba

List of Sites that may host this FAQ:
www.gamefaqs.com
www.ign.com
www.gamesradar.com / www.cheatplanet.com


=========================================================
Index
=========================================================
01 - Update History
02 - About This FAQ
03 - Controls
04 - Characters
05 - Walkthrough
 - 05.00 - Gameplay Basics
 - 05.01 - The Mysterious Object
    - 05.01.01 - Muladhara
    - 05.01.02 - Svadhisthana
    - 05.01.03 - Muladhara & Samsara
 - 05.02 - Forming An Alliance
    - 05.02.01 - Svadhisthana - Blue Key
    - 05.02.02 - Muladhara - Blue Wall
    - 05.02.03 - Manipura
    - 05.02.04 - Anahata - Solids Base
    - 05.02.05 - The Citadel
 - 05.03 - Revenge for the Fallen
    - 05.03.01 - Manipura Once More
    - 05.03.02 - Coordinate 136
    - 05.03.03 - Deserted Ship
 - 05.04 - War with the Brutes
    - 05.04.01 - Samsara Tunnels
    - 05.04.02 - Anja
    - 05.04.03 - Brutes Base
 - 05.05 - Heading to the Finale
    - 05.05.01 - Coordinate 136
    - 05.05.02 - Sahasrara
 - 05.06 - Ascent to Nirvana
    - 05.06.01 - Karma Temple
    - 05.06.02 - Svadhisthana Redux
    - 05.06.03 - Return to Manipura
    - 05.06.04 - Samsara Tunnels
    - 05.06.05 - Anahata Again
    - 05.06.06 - Samsara Tunnels Yet Again
    - 05.06.07 - Sahasrara Again
    - 05.06.08 - Anahata Finale
    - 05.06.09 - Svadhisthana Finale
    - 05.06.10 - Anja Yet Again
    - 05.06.11 - Manipura Finale
    - 05.06.12 - Anja Finale
    - 05.06.13 - Sahasrara - End Game
 - 05.07 - New Cycle
06 - Field Hunts
07 - Beastiary
08 - Mantra Grid
 - 08.01 - Melee Mantra
 - 08.02 - Elemental Mantra
 - 08.03 - Recovery Mantra
 - 08.04 - Mudo Mantra
 - 08.05 - Hama Mantra
 - 08.06 - Ailment Mantra
 - 08.07 - Support Mantra
 - 08.08 - Special Mantra
09 - Items, Ammo and Cells
10 - About the Author
 

=========================================================
1. Update History
=========================================================
v.1.0 - 8/06/2008 - FAQ Completed.


=========================================================
2. About This FAQ
=========================================================
This is the fourth entry in my attempt to write guides for all of the Shin
Megami Tensei games. I decided to start with the ones that were actually
released outside of Japan first. After this one is done I will move on to the
sequel and write a guide for that one as well.

=========================================================
3. Controls
=========================================================
Field Controls
================
Directional Pad - Move Raidou, Move cursor in menus.
Left Analog - Move Raidou, Move cursor in menus.
Right Analog - Turn camera
Square Button - Menu
Triangle Button - Open Map
X (Cross) Button - Confirm, Check area
Circle Button - Cancel, Center camera behind character
L1 Button - Turn camera left quickly
R1 Button - Turn camera right quickly
Select Button - None
Start Button - Pause / Resume game

================
Battle Controls
================
Directional Pad - Move cursor
Left Analog - Move cursor
Right Analog - None
Square Button - Pass turn
Triange Button - Turn on / off Auto Mode
X (Cross) - Press to confirm menu decision
Circle - Cancel back to attack command menu
L1 Button - None
R1 Button - None
Select Button - None
Start Button - Pause / Resume game

=========================================================
4. Characters
=========================================================
Serph
--------------
The silent protagonist of Digital Devil Saga you will be stepping into Serphs
shoes. By nature he seems to be a clever leader, one whose talented leadership
has enabled the relatively small Embryon tribe to hold their own against the
larger tribes all around them. Always calm and collected Serph is deferred to
as the leader of the Embryon and carries a great amount of respect from those
who serve under him.

When the white light comes to the Junkyard all things begin to change and the
inhabitants of the Junkyard begin to show emotions and true personalities.
Serph does not however. While there are some hints of an emerging nature and
some signs of emotion he tends to be in something of a limbo.

---------
Gun: Handgun - High accuracy, moderate damage, high criticals, one target
---------
Stats: Serph is the only character you can customize so his stats can progress
       however you like. It is in your best interest to ensure that his stats
       develop in a well rounded manner. There are items you can find later on
       to let you boost his stats. It's suggested you come up with a system for
       distributing his points. Something along the lines of +1 Strength, +1
       Vitality and +1 Agility at odd levels, +1 Magic, +1 Vitality and +1 Luck
       at even levels is a fair idea but you can really do just about anything.
---------
Varna
---------
Strong: Ice
Weak: Fire
---------
Serphs demon form seems to be based on the Vedic deity Varuna, a god of the
sky, rain and the celestial ocean. He was also considered to be a chief deity
of law and the underworld. Varuna is largely given dominion over all forms of
the water element especially oceans. This carried over when he was introduced
to Hinduism. Which explains a lot about Serph being an ice user.

Varuna is regarded as a solar deity and he focuses more on morality than he
does with being worshipped. Another peculiar thing is that he is considered to
be a god of the dead, capable of granting immortality. Many of these things
only seem partially connected to the game at hand. However as you get further
into the game and its sequel things start to make a bit more sense.

--------------
Argilla
--------------
Acting as the sniper of the Embryons elite troops Argilla seems to take on the
role of scout. Argilla is one of the few people in the Junkyard who accepts
very quickly that something strange is going on. Refusing to acknowledge the
changes that are happening to her she initially avoids eating her fallen foes
out of disgust. It doesn't take long for this to turn around but it is a strong
testament to her character.

Argilla is definitely the conscience of the group. She can be pretty ruthless
when the situation calls for it but overall she is definitely a compassionate
person. Out of all the characters in the Embryon she is the first one to
seemingly see a problem with having to devour your once human enemies.

---------
Gun: Rifle - High accuracy, moderate damage, moderate critical, one target
---------
Stats: Argilla puts most of her stat points into her Magic rating. Her Strength
       and Vitality will usually lag behind while her Agility and Luck will be
       somewhat mediocre. As such she makes for quite the perfect spellcaster.
       Whenever you need someone to act as a magic user for a battle she should
       always be your first choice.
---------
Prithivi
---------
Strong: Earth
Weak: Force
---------
Prithivi is known to be a mother goddess in the Hindu religion as well as being
an earth goddess. She is known to be the wife of Dyaus, known as father Dyaus,
and may have originally been part of a single deity previously. Prithivi acts
as the opposite to Dyaus acting in the opposite dichotomy of earth and sky
along with her husband.

She is the mother of both Indra and Agni and when Indra slew Dyaus she not
only applauded him for it but she married him. In other beliefs she was one of
the wives of Vishnu and acted as another form of the goddess Lakshmi although
seemingly with a different elemental focus. As a mother goddess she seems to
have held the beliefs of protection and nurtering which meshes with Argilla.

--------------
Heat
--------------
Heat seems to have the role of the muscle amongst the Embryon, likely acting as
a bodyguard to Serph before the event. It is Heat who begins to show the first
signs of emotion due to the blazing rage that seems to be building up within
this powerful warrior. He has absolutely no problems with devouring his enemies
and will do just about anything to defeat those who get in his way.

While he acts as the stereotypical hothead in the group Heat has a deep seated
secret - his emotions for this mysterious black-haired girl. The feelings that
he has for her drive him to do a number of things that seem confusing even to
him. Some of them even seem to pain him but he will not stop. Calling Heat
persistant would be an understatement.

---------
Gun: Grenade Launcher -Low damage, moderate accuracy, low critical, all targets
---------
Stats: Befitting his sometimes brutish nature Agni has most of his stat points
       placed into his Strength and Vitality. This makes him quite a powerhouse
       with physical attacks but by the late game this will take its toll on
       his magical capabilities. Early on this isn't quite a problem but it
       becoms a big issue later on. He can still cast spells but he is lacking.
       Focusing on physical attack superiority as well as resistances to enemy
       spells is a good use of his abilities. This forces him to get reduced in
       effectiveness and he starts to take second fiddle to Gale.
----
Agni
----
Strong: Fire
Weak: Ice
----
Agni is the two headed god of fire and the acceptor of sacrifice. He is one of
the most important Vedic gods. While he is powerful he is the messenger of the
gods and carries all sacrifices made to both himself and the other gods to the
rest of the pantheon. His appearance is a red two-headed beast which represent
both the destructive and benevolent qualities he possesses.

Agni is one of the few Vedic gods to have survived into modern Hinduism. Known
for his ever young nature he is quite immortal. While this refusal to truly die
doesn't really make much sense in the context of the first game, Agnis loyalty
and unwillingness to pass on makes much more sense late in the second game.

--------------
Gale
--------------
Gale is the voice of logic and reason amongst the Embryon. Where as the other
characters are rapidly overwhelmed by their emotions and start to act on them
he remains focused and detached. This paired with his natural intellect and
cunning makes him the ideal fit as the Embryons tactician, guiding the team and
creating the plans that Serph used to lead them to victory. His intellect and
Serphs leadership are very likely why such a small tribe was able to stay as
strong as they were in the Junkyard for so long.

However he is not left fully untouched by the strange light that gave everyone
their Atma. He has begun thinking in ways that would never have been possible
before, coming up with deceitful plans that show a remarkable willingness to
break the previously iron-clad laws of the Junkyard.

---------
Gun: Machine Gun - High accuracy, low damage, moderate critical, all targets
---------
Stats: Gale's stats are pretty evenly thrown about Strength, Magic with a
       secondary focus on Vitality although his Agility and Magic can drag back
       quite a bit later on. However due to his point spread he can fill just
       about any role, be it back-up spellcaster or back-up physical attacker.
       While he's not great at any one role he works well in a variety of
       situations. He will often find his way into your party as the third man.
----
Vayu
----
Strong: Force
Weak: Elec
----
Vayu, his name being the word for air, is known as one of the five great
elements. He is considered a deity of life itself. Known as the father of the
great warrior Hanuman, an integral character in the Ramayana. As a god of air
and breath he is considered to be one of the most powerful deities and is most
integral to the world itself since without breath there can be no life.

Due to his power and attachment to life itself Vayu was considered to be a very 
important god. The Upanishads, important Hindu scriptures, have a number of
examples about just how important Vayu was to life and shows very clearly how
well regarded he was.

--------------
Cielo
--------------
After the Atma was given to all those in the Junkyard Gale suffered one of the
most noticeable changes. Not only did he gain emotion but he gained it in a
rather spectacular fashion. Going from a quiet member of the tribe to a wise
mouthed, high on life jokester caught many off guard and is the most wild of
the changes brought on by the light, second only to Heat. That's to say nothing
of the weird Carribean accent he picks up.

More than just that Cielo seems to have the greatest grasp of just how wrong
things are. He is able to sense that everything is not as it should be and the
very world they live in has some flaws in it that he cannot quite figure out.
This light hearted boy in a mans body might just hold the key to understanding
the world the Embryon inhabits.

---------
Gun: Submachine Gun - High accuracy, low damage, moderate critical, all targets
---------
Stats: Cielo suffers from some rather poor design decisions in regards to his
stat growth. Most of his development is focused entirely on his Agility with a
secondary focus on Luck. Lastly come his Magic, Strength and Vitality in more
or less that order. Due to this he is quite good at evading attacks and hitting
your foes but he takes a lot of damage from physical and magical attacks unless
you do something to protect him. Using the Noise items after you've already
buffed up Serph as much as you like is a good way to make him more useable.

* NOTE: To solve the problem of his obnoxious weaknesses you will want to send
him down the Status Ailment path, getting him the Null skills that will protect
him from Status Ailments. If you can get him Null Ailment itself then that is
a much better choice and saves on space.

----
Dyaus
----
Strong: Elec
Weak: Ailments
----
In the Vedic religion Dyaus (or Dyaus Pita, is known as the Sky Father. He is
husband to Prithivi (Argilla?!) and father of both Agni and Indra. It seems as
if he was not originally a Vedic god and may have come down due to exposure to
other religions as he seems to be a derivative of one of the other many thunder
and lightning type gods of the sky.

Stories state that Dyaus was killed by Indra at some point although the exact
details of this encounter are not clear. He doesn't seem to have been held as
highly as many of the other gods at the time though and his contributions to
the religions seem to mainly consist of being the father of Indra and Agni.

--------------
Sera
--------------
This mysterious black haired girl wakes up in a strange egg looking device that
appears in the middle of the Junkyard one day. Even ignoring her strange hair
color she has a peculiar ability, that of song. By singing a particular tune
she can instantly calm anyones demon form even those succumbing to hunger rage.
What makes this even more peculiar is that there is no such thing as song in
the Junkyard. Where this girl came and who she truly is forms a major plot
element for this game.


=========================================================
5. Walkthrough
=========================================================
This walkthrough is written with the assumption that you will wrap the side
quests and other optional events into the main storyline. However if you are
looking only for side quest information you should use the search function.
Also of note is the fact that it is not worth the trouble to provide detailed
information on how to do Field Hunts each time they come up. A section on them
will be included in a seperate part of the guide.

===================
05.00 - Gameplay Basics
===================
Terminology
==============
Below is some of the terminology that you will see thrown around in the game
and this guide. It's been listed and defined without being full of spoilers.

Ammo: The bullets each character can equip with their respective guns. These
      are useful but no so much so that you should buy them too often. You can
      find them often enough.
Atma: The mysterious markings that have appeared on the various Tribes have
      infused them with this mysterious power. And even more foreign emotions.
Atma Points: Gained at the end of every battle these are how you master the
             various Mantra you can acquire.
Blue Node: These are the floating blue prisms that you see around the world.
           Essentially these are this games version of treasure chests.
Field Hunt: Sometimes you will come across an area where weak demons are felt.
            In these areas you can hunt the weak demons and then fight the
            powerful Mitama demons for lots of AP. This has its own section.
Gold Node: These are the floating gold prisms that you see around the world.
           Much rarer than the blue ones these are this games rare chests.
Junkyard: This is the location of the events in Digital Devil Saga 1 (DDS). It
          seems to take place in some post apocalyptic version of the world we
          live in. However there is more to it than that...
Large Karma Terminal: You can save your game at any Karma Terminal but you can
                      also restore your HP/MP for a price and teleport to any
                      other LKT in the dungeon. More often than not you will be
                      visiting these for purchasing new Mantra.
Life Terminal: A glowing green terminal that you can pay to restore your HP and
               MP at. These are somewhat rare so don't count on them.
Macca: What is used as currency in the Junkyard. This is awarded after a battle
       by the Karma Temple who rewards quick and brutal combat tactics with
       increased money. Used at the Vendor to buy supplies and get Mantra from
       the Karma Terminals. It can be hard to come buy so use it smartly.
Mantra: The programs that you can download that teach you the various skills.
        Mastering use of the Mantra Grid is essential to advancement.
Nirvana: The paradise that awaits the Tribe that prevails in the Junkyard. This
         is the ultimate goal of all of the various Tribes and the reason that
         they fight so hard.
Press Turn: This is both the name of the combat system and the hexagon shapes
            in the upper right corner of the combat screen. The Press Turn
            combat system is explained in more detail below.
Rejuvenating Light: Essentially these are Life Terminals that are entirely free
                    to use. Your entire party will be fully restored by using
                    one of these. Sadly there are only two in the whole game.
Small Karma Terminal: These are much more limited than the Large Karma Terminal
                      and you can only save your game and get new Mantra here.
                      You can also teleport to any LKT in the dungeon.
Tribe: One Tribe rules each section of the Junkyard. These various groups are
       fighting to be the one last standing who will rule the Junkyard and then
       ascend to Nirvana.
Vendor: This is where you will buy and sell basic items. Since there is no
        weapons or armor you will not need to buy too much from them.

==============
Solar Noise
==============
As you move around the Junkyard you will notice the number in the top left
portion of the screen changing. This is called Solar Noise and represents the
changing effects that the data can have on demons. There are nine levels to the
Solar Noise count, it starts at 0/8 and works it's way up to 8/8 before going
back down to 0. When the Solar Noise is at 0/8 it's represented as MIN and when
it's at 8/8 it's represented as MAX.

Where the Solar Noise type element had a big effect in other Shin Megami Tensei
games it's not too important in the Junkyard. The main effects that it has are:

 - Cells picked up sell for the maximum amount at MAX Solar Noise. Exception to
this is the Jack Cell which sells for maximum Macca at MIN Solar Noise.

 - There is a good chance (40% or so) that you will be healed of any status
ailments you are suffering when it hits the next MIN Solar Noise. This chance
is figured independantly for each character.

 - The MIN/MAX Critical skills make use of the Solar Noise quite heavily.

 - When using an Estoma Spray or Magic Reed the effects will last until the
next MIN Solar Noise. Thus to get the best out of it you will want to use it
when Solar Noise is at the minimum already.

Solar Noise plays a much more important role in the sequel but for now you will
be able to ignore it for the most part.

==============
Status Ailments
==============
Status ailments are a powerful tool both for or against you. Many enemies are
immune or resistant to many forms of attack and then have a weakness to status
ailments. Cielo, your fifth party member, also has a weakness to it as well.
Making good use of status ailments can make hard battles quite a bit easier.

Using the status ailment healing spells is a waste of time since keeping one
of them set is usually a waste of a skill slot. Instead make sure to have a
good amount of curative items, between 10 to 20 of each type of item. With some
forethought you can also render yourself immune to status ailments or at least
able to heal very quickly from it.

---------
Ache
---------
Cured by: Dis-Ache, Achedi
Protection: Iron Stomach
This is only caused by using Hunt abilities too often in a short time. Those
so afflicted will randomly lose their turns and will get no AP after the fight.

---------
Bat
---------
Cured by: End of battle, Cures after several rounds
Protection: Null Attack
Only one boss can cast this status ailment so you don't need to worry about it.
There's no way to stop it short of the Null Attack skill and there's no way to
cure it besides waiting it out. While in this form your stat parameters (all
stats and HP/MP) are cut rather drastically.

---------
Charm
---------
Cured by: Patra, Me Patra, Panacea, End of battle
Protection: Void Charm, Null Charm
When a character is charmed they will do one of a two things; take no action
and waste their turn or treat your party as enemies. This means that they can
take a variety of actions that benefit your enemy, whether it be to attack your
party, use magic spells on your party or heal your enemies.

---------
Curse
---------
Cured by: Dis-Curse, Cursedi
Protection: Null Death, Void Death, Repel Death, Death Resist
When a character has been cursed they suffer a two-fold problem. First any time
a cursed character deals damage they will recieve that same damage in return
unless they kill their target. Secondly they are twice as vulnerable to Mudo
spells as they normally are.

---------
Freeze
---------
Cured by: None
Protection: Void Ice, Drain Ice, Repel Ice, Ice Resist, Null Ice
Any time a character is struck with Ice skills there is a chance that they
will be frozen for one turn. The higher level the skill used the better the
odds are it will freeze someone. Cocytus has the highest chance of doing so.
Any resistances the target might have had are lost although the target gains a
high resistance to Hunt skills for some reason. All physical attacks will be
critical strikes while they are so frozen.

---------
Frightened
---------
Cured by: N/A
Protection: N/A
This is a status ailment for enemies only. It is caused by either hitting an
enemey in their weakness or nullifying their attack. When an enemy is afflicted
by this they will take about twice as much damage from Hunt skills and Fatal
Hunt skills are almost guaranteed to work.

---------
Mad
---------
Cured by: Sera using Song of Grace
Protection: None
This status ailment will only come up in one boss fight and for good reason.
Essentially this is a much worse version of panic since the character either
attacks his party or does nothing, never hitting the enemy. This leaves them to
either hit their party members or taking damage and passing their turn.

---------
Mute
---------
Cured by: Dis-Mute, Closedi
Protection: Void Mute, Null Mute
When a character is muted it is impossible for them to use any skill that has
an MP cost associated. It can often be ignored if you're not expecting to use
any magics for the character so afflicted. This is one of the few ailments
that causes enemies a huge issue.

---------
Panic
---------
Cured by: Panacea, Patra, Me Patra, End of battle
Protection: Void Panic, Null Panic
This is basically the confusion status ailment of DDS. When so panicked they
will either do as you tell them, use one of their skills at random, leave the
battle, revert to human form or withdraw from battle entirely. This is really
bad and you should try to cure it as soon as possible.

---------
Poison
---------
Cured by: Dis-Poison, Posmudi
Protection: Void Poison, Null Poison
While poisoned you will take a fair bit of damage after every action that you
take. Once battle ends the poisoned character loses about five to ten HP for
every step that Serph takes.

---------
Shock
---------
Cured by: None
Protection: Void Elec, Repel Elec, Drain Elec, Elec Resist, Null Elec
Any time a character is struck with Elec skills there is a chance that they
will be shocked for one turn. The higher level the skill used the better the
odds are it will shock someone. All physical attacks will be critical hits
while they are so shocked. The main difference between being frozen and shocked
is that while shocked is that enemies don't lose any resistances but they can
still be Hunted. Every Hunt attack is a guaranteed critical.

---------
Sleep
---------
Cured by: Panacea, Patra, Me Patra, End of battle
Protection: Void Nerve, Null Nerve
While a character is asleep they will, obviously, lose their turns. Every time
they are attacked there is a very high chance that they will suffer a critical
hit. This is actually one of the least dangerous of the status ailments.

---------
Stone
---------
Cured by: Dis-Stone, Petradi, End of battle
Protection: Null Death, Void Death, Repel Death, Death Resist
And we have the single worst status ailment in the game. When a character is
turned to stone they will basically be treated as if they are dead, losing all
of their turns in battle. Any physical hit against a stoned character carries a
good chance of shattering them, requiring them to be revived after this. It's
more or less a one shot kill at that point.

---------
Stun
---------
Cured by: Dis-Stun, Paraladi
Protection: Void Nerve, Null Nerve
Stunned characters face a number of detriments. Firstly most of their attacks
are going to miss since their accuracy gets wiped out. Secondly almost any
attack against them has a good chance of being a critical.

==============
Combat System
==============
Combat in Digital Devil Saga uses a system that was devised for the Shin Megami
Tensei games. It was first used in SMT: Nocturne, the spiritual predecessor to
the DDS games, and returns here. Later on it will even appear, in a modified
form, in Persona 3 and its expansion FES. Every time it has appeared in a new
game there have been a small number of changes made to the system itself.

This combat system is called the Press Turn system and it works as follows. At
the start of a fight you will have a number of hexagonal icons in the upper
right corner of the screen, as many as you have party members (so three max).
Whenever you take an action, be it attacking, using items or casting magic you
will take up one turn icon.

The first person to act will be the first person in your party sequential line
up and then moving down the line. Once you have used up all of your turn icons
the enemy will go. Basic enemies will get one icon per enemy (up to four or
five depending on the enemy in question) while harder enemies will get up to
two actions per round. Bosses will usually get at least two turns and regularly
have access to spells that will give them a number of extra turns.

 - Rage: Two flashing icons added
 - Psycho Rage; Four flashing icons added

These flashing icons are the actual Press Turns in question. Whenever you hit
an enemy by striking at their weakness, land a Critical hit or pass your turn
your turn icon will begin to flash. These flashing "half-turns" will take the
place of regular turns for pretty much any sort of action (although passing a
half turn is basically a waste). On the other hand if you hit an enemy with a
skill that they can Void (Null) then you will lose two turn icons (flashing or
otherwise) as well as if you miss. Should you hit an enemy with a skill that
they Drain or Repel then you will lose all of your turn icons remaining.

However this goes both ways. If you are totally unprepared for a fight then the
enemy just might be able to hammer you and gather up numerous Press Turns and
kill you rather unexpectedly. Should you be prepared and manage to Drain or
Repel their attacks then you will take all of their turns and have quite the
tactical advantage on them.

What this means is that having a diverse amount of skills at your fingertips at
all times is an absolute necessity. As such you should spread out the way that
you teach your characters skills and let each of them have a role. Listed below
is an idea as to what sort of things each character should learn and an idea as
to what role they can be put to.

 - Serph: Ice for offense, Fire (for Fire Resist), Stat Buffs
 - Argilla: Earth for offense, Force (for Force Resist), Healing
 - Gale: Force for offense, Elec (for Elec Resist), Hama, Stat Debuffs
 - Heat: Physical for offense, Fire for backup offense, Ice (for Ice Resist) 
 - Cielo: Elec for offense, Ailment skills for backup offense/protection, Mudo

Of course this can be easily modified. If you are not using, say, Heat but are
getting a lot of use out of Cielo then switch their places. You may also find
yourself needing several characters to learn one type of elemental attack to
make a particular boss fight easier. However as a general rule knowing what
role you want your characters to play and giving them Mantra to learn those
skills accordingly is important to giving them skills without wasting too much
money on redundant Mantra.

* NOTE: You may wish for one of your characters who you don't use at all to
learn the Dia and Media spells. This way they can be an out of battle healer,
letting you reserve your active members MP for battles.

==============
Post-Battle Rewards
==============
Atma Points: Each enemy gives you a set amount of Atma. There is no way to
alter this amount without using skills. Skills like Atma Bonus will help you to
get a bit more AP from a fight. Hunt skills give all of the AP from an enemy to
the character who uses it. All characters get AP, even inactive ones.

Karma: This is the experience value of enemies in Digital Devil Saga. It never
gets higher or lower, enemy rewards remain consistant although the amount of
Experience you need to level up increases rather rapidly. Inactive characters
get no Karma without the Shared/Mutual Karma skills.

Macca: The amount of Macca that you recieve at the end of battle is determined
by a number of factors. The game figures it out following the system set up
below. Some of the numbers might be a bit fudged but it's mostly accurate.

1. Each enemy starts with a base amount of Macca. Add them up to determine the
total amount given by the battle.
2. Subtract one fourth from this amount for each round it takes to defeat the
enemy past the first. This stops after the third turn.
3. If you are higher level than the demon you're facing then the total amount
of Macca you recieve is cut by 1/4th.
4. This is your total.

So as you can see fighting enemies closer to your level and finishing them off
with all haste is the most important aspect of attaining money.

Items: Each enemy has a chance to drop items when you defeat them in battle.
The chance of recieving an item is affected by your Luck rating as well as if
you have any skills equipped that will change this.

==============
Leveling Up
==============
Whenever your party members level up their points will be distributed in a very
set fashion. This will define the role that they take during battle to quite a
large degree. For example most of Argillas level up points go straight into her
Magic rating and many of her other stats are fairly neglected. Due to this she
should be taking the role of a healer or primary spellcaster. A list of the
roles that characters find themselves in is listed below:

Heat: Physical attack user
Argilla: Offensive spellcaster
Gale: Support spellcaster / Healer
Cielo: Healer / Ailment,Mudo,Hama caster

Heat has such a focus on his Strength and Vitality that he is great for doing
physical damage but his magic rating causes him to do less damage with spells
and to take more damage than others might. Argilla is the exact opposite since
her Magic rating is so high. Gale doesn't have a particularly high Magic rating
but it's usually higher than Cielo and Heat. Cielo has a very high Agility
rating but low almost everything else meaning he isn't a great fighter or a
very good spellcaster. They can be shaped into roles if you like somewhat (see
the section below on Stat Noises) but it's usually a waste.

Serph is a special case in that whenever he levels up you will be given three
points to distribute to his stats as you like. This means that you can make him
literally any sort of character that you want him to be. Let's take a small
look at what each of the ability scores means.

Strength - Changes the amount of damage you do with Physical attacks be they
           skills or the basic attack command.
Magic - Changes the amount of damage you do with Magical attacks as well as
        reducing the amount of damage you take from hostile magical attacks.
Vitality - Increases your maximum HP and reduces the amount of damage that you
           will recieve from physical attacks.
Agility - Increases your chance to attack first in battle as well as increasing
          your accuracy with physical and magical attacks.
Luck - This has a number of minor effects: Increases your chance to perform a
       critical hit, chance of enemies dropping items, chance of being ambushed
       and whether you are healed of ailments when the Solar Noise is at MIN.

With this in mind you will see that each ability is actually very necessary for
a well rounded character. However depending on your personal playing style you
will want to focus on different attributes. Depending on what role you will
have Serph playing will change exactly what stats are important. Some examples:

Fighter - Since he will focus on Physical attacks you don't really need a high
          Magic rating or lots of MP.
Primary Spellcaster - You will want to focus heavily on Magic to the exclusion
          of most stats, putting 2 points into Magic per level.
Buff Spellcaster - Since he will be using a lot of buffs and debuffs a high
          Magic rating isn't as necessary. Focusing on Luck will help land you
          in more favorable battles while a high Vitality will help you live.

However most players simply go to round Serph out and let the Stat Noise items
buff up his stats. With enough of these items, and you will see plenty of them
by late game, you will have the chance to make him a better spellcaster than
Argilla, better fighter than Heat and more accurate than Cielo.


==============
Stat Noises
==============
One of the rarest items you can find in the game, the Noise items are also the
most useful. When used a Noise item will increase your stats by 2 (or by 10 in
the case of HP and MP Noise) permanently. As such you can use these to make
your main character quite powerful quite quickly. By and large they are found
in nodes across the entire game but you can also find them from very particular
enemies as a post-battle drop.

Listed here are the demons that drop the respective Noises. The hardest of the
Noises to be found are the Strength and Quick Noises. The others are fairly
simple as listed below:

Power Noise: Ongyo-Ki, Located in one major spot, as reinforcements whenever
                       you fight a Kin-Ki, Sui-Ki and Fuu-Ki are defeated.

Magic Noise: Horus, Located on the 3F of the Brutes Base in the secret area.
                    Sometimes found in the topmost floors of the Karma Temple.

Vital Noise: Arahabaki, Located in the secret area of the Samsara Tunnels
                        (Manipura Entrance) as reinforcements. Come in pairs.

Quick Noise: Garuda, Located as enemies after fighting it as a boss in the
                     topmost floors of the Karma Temple.

Luck Noise: High Pixie, Located in the Samsara Tunnels (Svadhisthana entrance)
                        summed by a regular Pixie. Also found in Brutes Base.

HP Noise: Girimehkala, Located in the Brutes Base (White Configuration) and the
                       Karma Temple. Be very careful with them.

MP Noise: Isis, Located in the second half of the Samsara Tunnels (Manipura
                entrance) and come in bigger groups.

Please consult the Beastiary section to see how to best handle these creatures
since they are all fairly powerful enemies. Especially the Girimehkala and the
Arahabaki. Be very careful with that Arahabaki since they can be borderline
impossible to kill it if you aren't prepared.


===============================================================================
                      5.01 - The Mysterious Object
===============================================================================
This part of the game is a series of lengthy cutscenes that set up the premise
and situation for the rest of the game. Who is this mysterious girl passed out
in the crater? What are these mysterious markings left in the wake of that odd
white light? When all is said and done the Embryon return to their base.

===================
05.01.01 - Muladhara
===================
Something peculiar you may or may not notice about the characters in this game
at this point. They almost never use contractions. It's a bit odd to listen to.

When you gain control of Serph head on out of the strategy room and go to the
north a bit. Take the first door to your east and open the purple node there to
find a Revival Bead x1. The two western doors contain nothing although the
southern one has the girl with black hair sleeping on the bed. Enter the door
to your north and east to find your first Vendor while going further north and
west will get you to a Large Karma Terminal.

There's nothing to really buy at this point but you should watch the cutscene
and then save your game at the Karma Terminal. From here head to the west to
get outside.

Go on up the staircases and you will see another staircase right near you. Go
on up it and through the door. The first southern door has another purple node
with Chakra Drop x3. The second northern door has Dis-Poison x2 and the second
southern door has a Soma Drop x1. 

Now head on out of the building, talk to people as you like and then use the
elevator here. This takes you to the upper floor where you can talk to people
more and then head on out to the world map.

===================
05.01.02 - Svadhisthana
===================
It seems that the Vanguards base is terrifically undermanned. Where is everyone
and just what the heck is going on? Who knows but it's time to head on into the
Vanguards base. There is a Vendor outside but you likely won't need to use it
at this point. However make note of it, it's one of the easiest Vendors to get
to in the entire game and is an ideal place to sell any Cells you acquire. More
on that later. Before heading inside make sure to search the outside area, you
can find a purple node with Soma Drop x1 in it.

Go through the door into the Vanguards base. It's eerily quiet in here as well.
From where you start head to the north to find a Large Karma Terminal, save the
game and then head through the door to the south. Head on up the small stairs
you see and grab the Panacea x2 from the node up here. There's nothing on the
lower level so head down the stairs to your south and follow the path to the
door out of the room.

In this new room there is a switch, ignore that and head through the southern
door. Ignore the stairs at first and go through the door all the way to the
east. Open the node to grab the Ration x3 and then double back, going up the
stairs this time. To your east up here is a blue wall that you cannot get rid
of for the time being so ignore it and go to the west and through the door.

You're on an upper level of the room with the switch. Had you flipped that
switch it would have lowered the bridge you are going to use to continue to the
north. Grab up the Chakra Drop x3 from the node here and then double back to
the lower room. Hit the switch and the bridge will lower. Head through the door
and then go up the stairs to find another purple node with Chakra Drop x3. Get
it, go down the stairs and use the Small Karma Terminal to save the game.

When you attempt to go through the door further in this room you will be warned
that there are sounds coming from within the room. This is your indicator that
there is either going to be a boss fight or some sort of mid-boss fight behind
the door. Later in the game this will be when you want to swap around skills
and ready yourself for the boss fight but for now just head through the door.

==============
First Fight: Ghoul x2
---------
Resistances: None
Weakess: Fire, Earth
---------
Welcome to your first fight in the game. You are given a bit of a tutorial on
how the Press Turn system works. The fight itself is fairly simple to beat as
it is really just a regular battle started in a more dramatic fashion. As you
can see the ghouls have no real strengths to speak of and they don't do all too
much damage with their attacks. If you want to make your life simple have Serph
use his Bufu attack on the first enemy, Heat use Venom Claw on the second one,
let Argilla pass and have Serph hit the first ghoul with a second Bufu. This
will kill it and let you take out the second one at your leisure.
==============

* NOTE: Until you actually reach the boss of this area Argilla will not gain
any AP meaning she cannot learn her Mantras. This is due to her character
refusing to eat her fallen opponents. Once you beat the boss she will stop
doing this and she can be used as a normal character.

When the battle ends you will be able to assign your stats however you like.
With that done you will now have the ability to swap in new skills when you
learn them from the Mantras. These have their own section and are discussed in
more detail there.

Also be aware that this is where random battles start. So from this point on
you will face enemies in fairly high concentrations in any area that isn't a
designated safe zone. You can identify these by your party members standing
around and allowing you to initiate dialog with them.

Head through the eastern door whenever you're ready to continue. Going upstairs
is a waste since it leads to two dead ends so head through the eastern door.
After the cutscene ends go out the door and head on up the stairs now. Head in
the eastern door and go to the north. The wall that they raised acts as a sort
of bridge for you to get across up here. Without it being there, as it was
before you saw Harley a moment ago, this would have been a dead end.

Go over the bridge and you will enter into another tutorial sort of fight. This
one is against a rather huge Cockatrice. The game will explain a bit more about
the Press Turn system although it's still fairly vague. This boss is vulnerable
to Ice and resists Fire so hit him with a few Bufu attacks to really ruin his
day and get rid of him.

Now go to the switch and flip it to lower the wall before climbing down the
nearby ladder. Go through the door you end up next to and head into the next
corridor. You will be in a rather large room with stairs going downward and a
pair of small terminals, the green one is a Life Terminal where you can pay to
have your health restored while the red one is a Small Karma Terminal. These
are really useful since you can save your game, get Mantras and even teleport
to one of the Large Karma Terminals you have found in the dungeon. You cannot
purchase new Mantras just yet but you will be able to soon.

Ignore the stairs down since you can't get past the colored walls down here in
either case. Use the two terminals and then continue forward. You will have to
fight two Empusa. These little kitties are weak to fire but they use Ice spells
as you might have guessed from the game mentioning that you should use Void Ice
to make them lose their turns. Just let use Agi on them and you can continue on
your merry way.

You will be prompted to pass through the next door and chase Harley some more.
After he bolts follow him through the door he just used. Head through this
straight path and you will find yet another door with a prompt before going on
through it. When you pass through you will get yet another scene with Harley.
Follow him through the door he went through, yes he's leading you in circles,
and head along the southern path. Go on up the stairs here.

On the second floor take the eastern path and go through the door to find a
golden node with a Charge Shot x1 in it. Now double back and go to the west and
go through this door next. You will find a switch on the other side of a wall
bridge, go flip the switch to lower one wall and raise the other. Head back to
the downstairs level and go through the eastern door, taking the long way to
the western door. The reason you have to do this is the wall that you raised up
just a moment ago is blocking the western door, forcing you to take the longer
way around.

When you reach the room with the walls you just shifted go through the west
door and up the stairs. Passing through this next door lets you see Harley run
away again but this time he's trapped. Before going after him head up around
the north side to find a ladder, go down it. There are three purple nodes down
here - one has Revival Gem x1, one has Chakra Drop x1 and the last has an Ice
Blast x1 in it. Now go back up the ladder Use the Small Karma Terminal and the
Life Terminal here, the next room is a boss fight.

Head on through the door when you're ready for the boss. Hey, contractions! And
some pretty powerful emotions too. Nice.

==============
Boss Fight: Hayagriva
---------
Resistances: Null Ailments, Null Death, Null Expel, Null Fire
Weakness: Weak Ice
---------
As a first boss Hayagriva is fairly easy. He has some pretty powerful fire
spells but these are only really dangerous if he targets Serph. To make your
life easier have Heat cast Void Fire every round while Serph keeps on pummeling
him with Bufu. Argilla can alternate between healing and using Tera to pile on
the damage. He isn't going to be much trouble unless you let him hammer on
Serph with a bunch of fire spells, things can get bad then. So long as you keep
protecting Serph from this you will be just fine.
==============

You are now the leader of the Vanguards so yay!

===================
05.01.03 - Muladhara & Samsara
===================
It's time for some exposition and cutscenes, yay! Head on over to Muladhara to
get them started. Once that is over you will have to head to the Karma Temple
so mosey on over to Sahasrara. This is a straight path so just head on in to
the deepest part of the temple and you will get more cutscenes. Once they're
over with head on out and you will be informed by a member of your Tribe that
you can now purchase Mantras. Head on over to do so, look down to the Mantra
section of the guide where paths of learning will be suggested.

===============================================================================
                      5.02 - Forming An Alliance
===============================================================================
Upon returning to Muladhara your Tribe will consult and come up with a new plan
of attack in the Tribe war. You will ally with the Maribel and take down the
bigger Solids tribe.

*****************************
Digital Devil Saga 2 Note
-------------------
Serph will be asked what he thinks about the plan. If you're going to import
this saved data into Digital Devil Saga 2 then you should answer "We will help
them without betrayal." Heat doesn't really appreciate you thinking this way
but it will net Argilla a new skill in DDS2.
*****************************

We have a stop to make before heading to Manipura and that's going right on
back to Svadhisthana. There's a good reason for this.

===================
05.02.01 - Svadhisthana - Blue Key
===================
Those blue walls that you've been seeing about the place? There's a way to get
past them, to the treasures that lie beyond them. That way is located deep in
the Vanguards base where you fought Harley. Head on back to that room and talk
to the man there to be given the Blue Key. With this in hand you can lower any
blue walls you come across. There is one here in Svadhisthana and another in
the Embryons Base at Muladhara.

Head to the Small Karma Terminal outside the room you got the Blue Key and
teleport to the Large Karma Terminal. From there head south, east and then go
south at the room with the switch. Head on up the stairs and continue east to
find the Blue Wall. Following this path will let you reach two purple nodes,
one that has Vital Noise x1 and the other has Power Noise x1. You can now leave
Svadhisthana and head to the Embryon base.


===================
05.01.02 - Muladhara - Blue Wall
===================
The Blue Wall you're looking for is located in the building you can enter, the
one that's directly across from the stairs leading into the base proper. Use
the elevator and go down to the Lower Layer. You can't get the three gold nodes
down below so ignore that for now. Ignore the Blue Wall you see at first and
continue down the hallway. In the middle door in the western room is a purple
node with MP Noise x2 and in the next room to the west is a second node with a
HP Noise x2.

Go back to the Blue Wall, destroy it and take the elevator up. This nets you
the purple node you may have seen before but couldn't get. Snatch up the Great
Chakra and head back up the elevators and out of Muladhara to Manipura.

===================
05.02.03 - Manipura
===================
After the initial cutscene make your way to the east all the way and you will
see a door. Go through it and head straight north. There's a purple node here
with a Revival Gem x1 in it. Grab that and then head back to the main entrance
you started near. Head on through it and you will be inside the Maribel base
proper. Directly to your north is a Vendor and through a door to your west is
a Large Karma Terminal. The door near the terminal is locked and will not be
opened on this trip through the area. 

Whenever you're done saving, getting new Mantra and shopping make your way to
the north past the vendor to continue onward. After going up the ramp you will
see a ramp leading down to your west, head that way. All the way west, into the
room, is a gold node containing Error Cell x1. 

* NOTE: There is a purple node near the locked door to the north. You can open
this either now or later depending on if the Dis-Poison x3 is important to you.
You can get it before you complete this area though so don't worry too much if
you happen to miss it just now.

Leave the room with the gold cell and head up the stairs to the north. The path
leads across a bridge and into a hallway. At the end of the hallway the door
will lead you to an outside area where you will hear some whispering voices.
Use the switch in the northeast corner to unlock the Gate #1 right near you and
then head on through it. Don't worry about the message of a presence being felt
through the door, they run off as you go through so there's no fight.

Make your way east down the ramp and follow the path. You will come to a split
where you can go two ways:

 - Up the stairs will lead you to an optional area with goodies.
 - Straight through the alley will lead you to a Small Karma Terminal and the
   Gate to let you proceed forward.

Let's go deal with up the stairs first. Ignore the ladder for the moment and
head forward until you reach two doors. Go through the eastern one first to
find a Blue Wall. After removing it go through the southern door to find a Wild
Card x1 inside of a purple node. Take the other hallway east then north to find
a Yellow Wall you can't do anything with just yet and a room. Go inside this to
find a purple node with Quick Noise x1.

Head all the way back to the outside area with the two doors and ladder and use
the northern door now. Some creepy whispering can be heard and then you get to
explore. Go through the norhtern door right in front of you to find a purple
node with Brave Ration x1. Take the other path and go through the door to fight
a lone Cockatrice. Use Ice to take him out and then open the gold node here to
find Frigid Shot x1.

Go back outside once again and this time head up the ladder. Follow the path
across the rooftops and go down the other ladder to find a gold node. Open it
to get Active Cell x1.

With all that done head back to the ground level and take the alleyway to reach
the Small Karma Terminal. Use it and then hit the gate switch nearby to open
the Gate #2 right here. When you head through you will be attacked by four
Preta and a Yaksa. This isn't that hard a fight since the Preta are pretty weak
to just about anything. Use Bufu on the Yaksa and Tera or Agi on the Preta.

Once they're dead make your way west to an area with a door in front of you. Go
south first and follow this path to find a gold node with Active Cell x1 inside
of it. Now go through the western door to find a door and Blue Wall. Go through
the Blue Wall and follow the path to find Great Chakra x1. Make your way back
to where you removed the Blue Wall and go through the door.

Head up the ladder and start making your way across the rooftops. There is a
purple node with Chakra Drop x2 and a switch to open Gate #3 here. Double back
down the ladder and head east out of this area. Go north and through the door.
In this hallway head through the north door and open the purple node to obtain
Dis-Ache x3. Head back to the hallway and go through the door here. Once again
the presence will retreat.

Since you opened the Gate #3 earlier on the rooftop simply use the Small Karma
Terminal and then head through the gate. You will be ambushed by three Macha
and trapped in human form. This works out fine for you since they're weak to
Guns so just shoot them dead.

Ignore the stairs for now and go through the alleyway. Enter the first door
that you see to find a gold node. Snatch the Devil Cell x1 from it and then go
toward the western door. There is a Field Hunt here, please consult the Field
Hunt section of the FAQ for more detailed information on it. Head towards the
southeast and go through the door here to find a gold node containing a pair of
Ikusa aching for trouble. Defeat them to get a Brave Ration x1. It's now time
to head back to those stairs we passed.

Go on up the stairs and enter the first door that you see. Ignore the north
room since it's empty and head all the way to the west into the room. Open the
purple nodes to obtain Odd Morsel x1 and Revival Gem x1. Take the hallway near
this room to end up back outside and head up the stairs nearby. Follow the path
to reach a Small Karma Terminal and a ladder down.

Head down the ladder and continue moving forward until you find yourself in a
little ambush. You will need Bufu spells to deal with the two waves of Yaka
(it's three in the first wave and five in the second) and then a Gyu-Ki. While
the first two waves are more of an MP waster than anything Gyu-Ki is something
of a problem. He takes two turns and will generally use them to Power Charge
and then do some form of attack, racking up between 60-70 damage per hit.

Gyu-Ki is, however, weak to Earth attacks so use items or skills to keep your
party healthy and let Argilla pound on him with Tera attacks. It shouldn't take
too long for him to fall. Once he's been taken out you will want to open up
Gate #5 to get back to the entrance. The gate control is just to the north of
said gate. Sell off any Cells and do whatever you need to at the Vendor and
Large Karma Terminal.

Whenever you are ready to get through with this dungeon head over to Gate #4,
use the Small Karma Terminal if you like and then open the door nearby to find
a purple node with Chakra Pot x1. With that done go and unlock the gate before
you head on through. After some chatting you will have to fight Bat.

==============
Boss Fight: Camazotz
---------
Resistances: Null Ailments, Null Death, Null Expel
Weakness: Earth (When Guarding only)
---------
Camazotz isn't really that tough of an opponent. He will attack you with some
basic attacks at the beginning but he doesn't really get hard until you hurt
him a bit. Once injured he will use Rage to grant himself two turns and then
use Spiral Edge, a physical attack that hits everyone, followed by Guard. When
he is guarding all damage will be reduced to 1 or 2 points of damage.

To defeat him you really don't need all that much. Have Argilla with Tera and
hopefully you have Dia and Media on your party members. Serph can use Bufu or
physical attacks, Heat shold use physical attacks and Argilla can attack with
physicals as well but she should act as your healer.

When he enters his guarded form you will want to hit him with Tera to knock him
out of it but don't bother with that magic otherwise, it doesn't do enough
damage to him to warrant the MP useage.

Really this is all there is to the fight. Just be careful and don't let your HP
get too low.
==============

Once you defeat Bat you will be moved straight to the next area.

===================
05.02.04 - Anahata - Solids Base
===================
Before you do anything else take note of this fact: The minute you go into the
Solids base you are stuck there. Do not go into the base if there are Cells you
must sell or items you want to get. Instead leave and go to either Muladhara or
Svadhisthana and restock and save your game there. You can then go back to
Anahata and begin this area.

Once that is done you can start this area. Proceed forward and talk to Heat,
Argill and Jinana before you go up the ladder. Head up the stairs and go on
inside of the Citadel.

===================
05.02.05 - The Citadel
===================
Go forward and head down the stairs and through the door. There are no enemies
in this area so you don't have to worry about that just yet. Enter the north-
western door and get the Dark Veil x2 from the purple node. The southwestern
node has two nodes, one with Shock Bomb x2 and the other with Blast x2. Now
proceed through the southern door and you will reach a wide area with four more
doors for you to explore.

Northwestern - Wind Wall x3, Bolt Wall x3
Southwestern - Moldy Roll x3, Dis-Mute x2
Northeastern - Chakra Drop x3
Southeastern - Dis-Stun x3

* NOTE: If you take a look at this haul you've just recieved you can see that
they're preparing you for something. You will be dealing with plenty of Wind,
Elec, Mute and Stun users here. Set up your party as appropriate.

Continue south, down the middle, and you will find a Small Karma Terminal. Use
it before you head forward and keep this as a seperate save. You will find that
you're cut off from leaving this place shortly after you get past this area and
if you have difficulty come back to this save, restock on more items and then
you can try again.

Go through the door and you will encounter two Archangel demons. You probably
don't have any Mudo type spells at this point but you do have those two Dark
Veils that you picked up. Use them and if they're still alive hit them with Ice
spells to hopefully freeze them before pounding them with physical attacks. If
you can't freeze them rely on magics instead because they resist phys attacks.

With them out of the way go through the eastern door and into the larger room
to find a gold node containing an Error Cell x1. Now take the west door and
head south, ignoring the stairs down. Once you've head all the way south you
will find a purple node with a Revival Gem x1 to your west and a yellow wall to
your east, make note of it.

Now you can head back north and go down the stairs to your east. Follow it all
the way forward and you will be in a wide open room. To your east is a Blue
Wall with a purple node in the northern room containing Magic Noise x1. Go back
and take the southern path to continue onward. 

In this new room you will find a locked eastern door so go through the western
one. Use the Small Karma Terminal you find inside of the room and then go on
through the southern door to see a giant red-eyed idol staring at you.

* NOTE: This is the aforementioned point of no return. Once you go forward you
will be stuck here and not able to escape. Do not do this if you think there's
any reason you might need to leave now.

A small explanation of how this areas gimmick works. You will encounter a bunch
of statues of giant idol heads. When you step on the tile in front of them a
few things will happen. If it's eyes are red you will be dropped into the
dungeon of this place. If they're yellow then they will change to either red or
green as you near them (you will have time to avoid stepping on the tile more
often than not) and the greens let you pass safely.

Since this is a red eyed idol and there's no other way to go it's time to drop
into the dungeon. The toxic gas that is mentioned isn't really all that much of
a threat like you might initially fear. All it does is make your party pass out
on occasion and when you wake up you're facing a different direction. All you
need to do to render this a non-issue is to reorient yourself with your map and
compass and then continue onward.

Because of the hexagonal shape to the rooms here some directions might not be
absolutely accurate so bear with us here. Head through the door to your east
and once your party is done talking go through the southwestern door. That
commotion you're hearing is a Gyu-Ki trying to get out. Kill him like you did
the earlier one to get a fair reward of Karma, AP, Macca and a Medical Kit x1
from the purple node here.

Head all the way south to the door and go on through it. This room is probably
the first place you will pass out. Reorient yourself and continue through the
southern dor here. As you move through this southeastern angled passage go into
the first room you come across. Kill the Gyu-Ki in here as well and then open
the purple node for Dis-Poison x2.

Just a bit south of this room you will find a dead Maribel member. He has
scrawled a warning about the red-eyed idols on the floor in his blood. But we
already know this so continue onward. Ignore the western door, there's nothing
there so just head through the east door. The ladder up is in here but ignore
that for now, take the door on the northern wall. Take the western path here
and go through the first door to find yet another Gyu-Ki, this time with a
Revival Gem x1 as a reward.

Head north a bit more and go through the northeastern door to find yet another
Gyu-Ki. Defeating this one nets you a gold node with Code Cell x1. Continue all
the way to the north through the door here (we're working in a circle here).
The dead Maribel here warns you about the yellow eyed idols. Head all the way
to the east and then go through the southwestern door. Go through the east door
in this room and then head south all the way until you're near the door leading
to the ladder up. There's nothing else down here so up the ladder it is.

* NOTE: In this new area you start fighting purple cow enemies called Apis.
These enemies are pretty rough with all their resistances so be very careful
when dealing with them. They can stun your party, thus the Dis-Stuns.

To your west is a pair of gigantic statue heads but you can't do anything with
them now. You need two keys to deactivate them so that you can head on through.
Go through the northern door and head all the way north to find a Large Karma
Terminal so save and heal up. Go through the southwestern door and head east.
The west path leads only to a drop back into the toxic maze so don't bother.
Go into the first western door you see and take the southern door in this room.
Follow the path and you will find a gold node containing an Active Cell x1.

Leave this series of rooms back the initial corridor you head back. If you go
to the south you will find a trapped gold node that does damage to your party
so avoid going that way. Once back in the Large Karma Terminal area go through
the northeastern door. Going east here will put you in the path of a red-eyed
idol and that gold node is to taunt you into doing it. Don't be fooled.

Head to the west and into the northern door. Get the Vital Noise x1 from the
purple node and open the gold node for a fight with two Nue. They're weak to
Charm and Force so hopefully you have a few Blast items or Zan skills to help
get rid of them. Once they're dead you get a Medical Kit x1 for your trouble.

Head south from here but remain vigilant and be careful, there's lots more red-
eyed idols around. Go around to the west and then head south. Following it
around will net you Code Cell x1 from the gold node. With that done head back
to the main room, save and then go through the southeastern door.

Going through the straight eastern door leads to a Small Karma Terminal. If you
wish to get to it move across the tiles as follows. From where you start:

- East
- East
- South

And then you have a straight shot west to the room with the SKT. Go back the
opposite path and then head to the south. There is a blue wall here, this leads
to the Citadel (Anahata) Field Hunt. Once you're done with that make your way
to the north. Stop before reaching the yellow-eyed idol, it's going to turn red
and dump you. Go through the door east of it instad.

Run past the blue eyed idol and head through the northern door. Then turn east
and go that way then south through another door. There's a purple node right
here that nets you a Soma Drop x1. With all that done go back to the eastern
door with the statues and follow this pattern from the door:

- East
- East
- South
- South
- West to the wall
- South to the wall
- East (read what dead Maribel has to say)
- East
- East (the yellow eyed idol will become green)
- North and then a straight shot to the door to your east.

When you go through the door be ready for a fight with a Tarrasque. He's not
too hard so long as you keep hitting him with Tera and Agi spells (his two weak
spots). He will go down pretty quickly and you can get the R Statue Key from
the gold node.

Go all the way back to the Large Karma Terminal and then take the northwestern
door. If you don't feel like walking it you could just go to the Small Karma
Termimal and teleport to the LKT to save some time. Follow the path until it
forks and then take the eastern path through a door here. Get the Brave
Ration x1 from the purple node. Now go and enter the western door for another
idol puzzle. From the start:

- North
- East
- North to the green-eyed idol
- East
- North to the wall

Now all you need to do is go east and then north through the door. The dead
Maribel here is basically just warning you against the mini-boss Valkyrie you
will fight through the next door. So save and then head on through the door. If
you have Mute Blow then it will help now. Otherwise just use magical attacks
that aren't Agi based to take her out. Avoid physical attacks or risk being
counterattacked for some pretty good damage.

Once she's dead open the gold node to get the L Statue Key. You can go to the
northern door here and open it. Doing this allows you access to earlier parts
of the Citadel and the ability to leave. But it's a waste for now. Just open
the door (for later) and then use the Small Karma Terminal nearby to teleport
back to the Large Karma Terminal.

Head south and then go over to the two big idols. Use the R Statue Key on the
right statue and turn the key to the left. Then use the L Statue key on the
left statue and turn the key to the right. This will let you pass as both idols
eyes will have turned green. Now go through the door and follow the path. It
continues on for awhile but it's pretty straightforward.

Soon you will reach a Large Karma Terminal, go in and use it. As you continue
north along the passage don't miss the door to the west that has a purple node
containing a Revival Gem x1. Go forward through the door, use the elevator and
go through the double doors into Mick's room.

There is a fight here, involving two groups of four Ikusa and then a Turdak who
is flanked by a pair of yet more Ikusa. While it might sound bad it isn't. It
can actually be pretty easy if you're ready for it. Set a Zan/Mazan skill and
use any Blast items if you have them to take out the Ikusa with ease. When the
Turdak appears make use of Hama skills to cut its health down and then kill it
by using anything other than Fire spells.

With them dead exit through the eastern door and go down the elevator. Simply
move along the path and you will eventually reach a more open room that has
both a Large Karma Terminal and a Vendor. Make use of the vendor and use that
LKT since you've got a boss fight coming. Go through the eastern door and then
out the main gate when you're ready for it.

* NOTE: Do not enter this next fight without Void Expel. It will be borderline
impossible to do without this. While you can struggle through it the loss of
items would make it less than worthwhile.

==============
Boss Fight: Usas
---------
Resistances: Null Ailments, Null Death, Null Expel
Weakness: None
---------
Unicorn x2
-----
Resistances: Null Ailments, Null Expel
Weakness: Weak Death
---------
This fight isn't necessarily hard as much as it can get prolonged which works
in her favor. She has four main offensive forms: a regular attack; Whirlwind, a
random target physical attack; Marin Karin, single target charm spell; last is
Support, an ability that lets her summon in one Unicorn per use up to two. The
Unicorns can attack or cast Hama but the real danger comes in that Usas and a
single unicorn can perform a combo attack Seraph Lore. This will cut your whole
partys HP by 8/10ths.

Now she has no particular resistances or weaknesses to keep in mind during the
fight so you can pretty much proceed as you like. However the minute she casts
Support for the first time you have to keep up a Void Expel shield. Not only
will this protect you from Hama and Seraph Lore it will cost her turns. Using
any sort of attacks on the Unicorns is a waste of time since you can't kill
them very fast (they have about 300 HP or so) and she will just call in more.

With that in mind you're far better off focusing your strongest physical and
magical attacks on Usas and trying to take her out. She doesn't have a crazy
amount of HP compared to, say, Camazotz so she isn't much harder. The Unicorns
can actually help with the fight since every time a Hama attack is voided they
cost themselves turns.

So long as you focus on Usas this shouldn't take very long.
==============

With that done make sure you've sold any Cells you might have, restock on your
supplies, switch around Mantra and then head on over to Manipura.


===============================================================================
                      05.03 - Revenge for the Fallen
===============================================================================
Now you will have to return to the Maribels base at Manipura and check in on
what's going on there. Considering what's happened so far you will want to see
the state of things there. Things are not looking so good once you've arrived
there and it's time to clean house some.

===================
05.03.01 - Manipura Once More
===================
You've obtained yourself a new party member, shortly after arriving at this
location again. Gale will join up with you and he's something of a replacement
for Heat since you will find many enemies who Force magics are useful against
and phsyical magics are not as useful by and large.

Regardless of what you choose to do as far as your party goes set up your group
and shuffle skills as necessary before going in through the front gate. Head
forward, use the Vendor if necessary, and go straight north. You will see a
member of the Solids running away, follow him.

Pass through Gate #3 and head south to find that same Solid. Chase him through
Gate #4 (save the game at the nearby Karma Terminal if needed) and you will
find another boss fight happening right here with Bat again. 

* NOTE: You are going to lose Heat for a short time after you complete this
boss fight so you might want to 

==============
Boss Fight: Camazotz
---------
Resistances: Null Ailments, Null Death, Null Expel
Weakness: Earth (While guarding only)
---------
Baphomet
-----
Resistances: Null Ailments, Null Death, Null Fire
Weakness: Weak Expel
---------
This fight can be incredibly tough if you aren't prepared for it. Camazotz is
pretty strong on his own but including the two Baphomet only makes it worse. To
simplify matters here. Come into this fight with Gale instead of Heat and make
sure he still has Void Death set.

Camazotz will start the fight off by using Psycho Rage, Guard, call in two
Baphomet demons and then usually cast Void Expel. As usual while he's guarding
he's near impossible to hurt except this time you can't knock him out of that
state until the Baphomet are dead. Unlike last time though he will still take
actions while Guarding, mostly these consist of alternating between Void Earth
and Void Expel castings, protecting himself and the Baphomet accordingly.

Any round where he has cast Void Expel you should hit him with Tera attacks
if only to weaken him a bit and get the extra turns from exploiting his weak
spot. Hit the Baphomet with any non-fire elemental attacks or physicals to
weaken them a bit. Whenever he has instead cast Void Earth you should hit the
Baphomet with Hama attacks but do not use Mahama as it will Void on Camazotz
and cost you two turns. 

Whenever you do finally get him out of his guarding he's pretty much the same
as before. If you've been hitting him with Tera attacks while he was guarding
them he will be fairly weakened and go down rather fast.
==============

Heat is gone and now you're locked into the area. Time to slice and dice our
way out of the base. To start off with head straight in the direction you're
facing, south. Go inside the room here to find a Small Karma Terminal and green
shaft of light. This Rejuvenating Light is of immense help as it is free to use
healing. Use it, save up and then head on back out.

Head to the east and up a small flight of stairs to get a purple node with Dis-
Poison x3. If you head further east from here you will reach the Large Karma
Terminal but the way to leave is locked and using this is unecessary since you
can heal for free at the Rejuvenating Light.

North is blocked so head to the west, use the gate control nearby and head on
through Gate #6. Make sure that someone has Maragi, or at least Agi, set here
since you have to fight a huge group of Kelpie and they're only weak to Fire
attacks and resist Elec and Earth. If you have any Molotovs now is a good time
to use them. There are three groups of three Kelpie and then one fine one that
is all by himself.

With them dead head through the door to the south. At the first room to your
west go inside to find a gold node containing Code Cell x1. The second path is
blocked by a Yellow Wall so stop heading north. Go back to the area where you
fought the Kelpies and head north. The two paths lead to the same place but as
you go north if you watch your east you can find a purple node with Dis-Stun x2
in it. After that continue along the north path to find a ladder, go up.

On the rooftop there is a purple node right next to you, open it to find some
Dis-Curse x3. Make your way across the roof and down the ladder on the other
side to the west. Follow the path through the alley until you come to another
ladder. Grab the Quantum Cell x1 from the gold node here and go back down to
the alleyway. Head north and ignore the eastern path when you see it, just stay
north. When you reach Gate #7 it starts out open but it will be locked on you
by a member of the Solids.

Use the Small Karma Terminal to save since this next fight can be a bit hairy.
You will be fighting four waves of Nue, first two, then threey waves of three.
Nue are dangerous because they can hit you with Mudo, causing instant death, or
Blood Curse on a party member making damage dealing with them a dicey situation
until they're healed of it. Keep Void Death up at all times and keep hammering
them with Agi, Tera and especailly Zan skills. A lone final Nue will come at 
the very end of it all, you can take him out with ease.

Hit the gate control switch, double back to the gate and head on through. This
should be a familiar area.

* NOTE: The Field Hunt will have regenerated by now so you can feel free to go
for another round of Ara Mitama soup.

Head to the northeast, towards Gate #3 and the Life Terminal. This gate is also
locked so head on up the stairs. Make your way all the way to the rooftops and
over to the Small Karma Terminal to the south. Save your game and then head on
down the ladder. Once down the ladder head to the east to get into a fight with
a large group of Onkot; one wave of two and two waves of three. They resist
physical attacks but are weak to elec so it can be tough if you don't have some
Zio spells by now. You should have items to use though so that makes it a bit
easier on you.

With them dead continue on towards the gate here. You will find yourself in the
area with Gate #4 and Gate #5. If you wish to open #4 and head on over to the
Rejuvenating light to heal do so and then return to #5, open it and head on
through. As you reach the doors that lead out of the base you will have to fend
off one last enemy, an Atavaka. This guy is a physical powerhouse but is weak
to Earth attacks to let your boys take up healing roles and Argilla hammer on
it with Tera spells. It can do some serious damage but it usually only attacks
once per round. Just try to keep your health up and if you can't beat it level
grind a bit and it should be easier.

Head on out from here and return to Muladhara. After a bunch of cutscene type
stuff inside of the base you will get Heat again and it's time to head out to

Coordinate 136 to get Sera back.

===================
05.03.02 - Coordinate 136
===================
Talk to the other members of the Embryon if you like and then proceed inside.
Watch the amusing cutscene with Cielo before you hear a voice talking over the
speaker system. Sounds almost like Sera... Head down the stairs to the east and
go forward to find a Large Karma Terminal. Whenever you're ready to start this
area go through the double doors here. More talking will ensue, giving you some
interesting stuff to ponder.

Walk up to Ser... the Princess' portrait and examine it to unblock the doors in
the room. By talking to the Twinklebell statue you will find out that your goal
is to examine the good princes portrait and then return to the Princess in this
room. However the walls are littered with the Evil prince and you have to find
the good prince in that mess.

Twinklebell and the portraits in the next room will give the following tips to
help you out:

- The Good Prince is dressed in blue.
- The Evil Prince has set traps.
- The Good Prince' motto was "slowly make haste"
- The two look identical from a distance, only up close can you see differences
- The Good Prince dwells east of the Princess
- There's a treasure chest near the Good Prince

* NOTE: The first trick of this area is similar to the Citadel. You will see a
number of paintings on the wall. Some are of the "good prince" and some are of
the "Evil prince" and should you stand in front of the Evil prince ones you
will get dumped into the basement. The second trick is that most doors are only
a one-way affair once you leave the areas just east and west of the Princess'
room. So you will very likely find yourself falling at least a few times.

* NOTE: Falling into the pits can be helpful since there's treasure down there.
But all of the doors in the basement are one-way trips. So you literally have
to fall into every pit trap to get all of the treasure. It's not recommended
since there's lots of Baphomets down there who can easily kill you and you're
far better off just completing the area quickly and using less items.

Now regardless of what the pictures said you want to start this from the west
room. While the Prince is located to the East of the princess there's no way to
get straight to him. You need to take a roundabout path from the west to get
there. Before you embark on this make sure you set both Void Death and Hama. If
you should fall down into a pit the lower area is infested with Baphomets and
you do not want to fight them unprepared.

* NOTE: All directions below are relevant as per the Map. Always regard any of
these directions with yourself facing north.

- From the first room with the portraits enter the eastern door.
- Go west and then north at the intersection and head through the door.
- Head north until you reach the second intersection.
- Go east until you reach another intersection, pass through the northern door.
- Head east and go through the door here.
- Continue east until you reach the second path that leads south, go that way.
- Head east and go through the door.
- The very first portrait in your path here will turn blue as you near it, this
is the good prince. There's also a chest just south of him with Soma Drop x1.

Once you're ready to move on examine the painting to get a message you need to
deliver to the Princess' portrait. Step in front of one of the Evil princes to
get dropped into the basement, loot the chest here and then head back to the
Princess. Save your game since you will pass the Large Karma Terminal and then
continue on. Examine the princess' portrait to relay the message and let her
open the way to the next floor. Head on up the stairs now. The second floor is
basically useless at this point since there's only two Yellow Walls.

However when you try to go up to the next floor you will be attacked by a Jack
Frost and Pyro Jack. These guys are fairly easy to beat if you have a Fire, Ice
spell and Void Ice and Fire. Bufula and Agilao are preferred especially with
the appropriate Boost skills set but you can make do with Bufu and Agi.

With these all you need to do is focus on Jack Frost with Ice spells as quickly
and as hard as you can, trying to kill him off quickly. He can use Diarama to
heal up to 200 HP a round so you want to keep up the offense. Pryo Jack is the
damage dealer typically using Mind Charge and Agilao. However if you have Media
you should be able to keep yourself alive easily and then just focus on Jack
Frost until he's dead. Once he's gone Pyro Jack will die easily enough once you
have gotten rid of Jack Frost.

You will obtain a Jack Cell, this one must be sold at MIN Noise for maximum
effect. At the top of the stairs you will get to hear another message over the
speaker system. Use the Small Karma Terminal and then head through the western
door to reach the first puzzle. You will be trying to turn the Princess statue
so that her "love" (beam of light) reaches the good prince statue.

1st Puzzle: Turn the princess statue to the right. Follow the beam of light to
the Mirror it is hitting and press the switch. This will get it to the Prince
and complete this puzzle. Open the chests now to get Organic Cell x1 and a
Revival Gem x1.

Now head through the eastern door and go into the first room to your North.

2nd Puzzle: This is simple as well. Simply go on over to the Princess statue
and turn it to the right. Now go to the Mirrors in the room and flip the switch
on each of them one by one. After you press the third one it will hit the Good
Prince statue to finish this. Now open the chests to get a Quantum Cell x1 and
HP Noise x1.

3rd Puzzle: And this one is a bit harder. It looks really complex and can leave
you pressing switches forever. However the solution is simple enough. Turn the
Princess statue to face the left. Follow the beam of light and press the button
on the Mirror, this will reflect it to the large mirror to your left. Follow
the beam of light and flip the switches on these two mirrors and you will get
it to the Good Prince statue. Grab the Magic Noise x1 and Soma x1 from the
treasure chests in this room and head on back to the main room.

Use the Small Karma Terminal to save the game and then head up this next flight
of stairs. Head forward through the double doors for another broadcast over the
speakers. This area is a bit more complicated than it seems although it can be
woefully easy once you know what you're doing.

First take the platform to the westmost of where you start. Go through the
doors into the room here to find a gold node containing a fight with two Taown.
Use Earth attacks to get rid of them and claim the Medical Kit x1. Go west and
open the purple node to get Luck Noise x1. Now follow the path to make it back
to the room with the lifts.

Now take the lift right next to Twinklebell and open the gold node here to get
Nerve Shot x1. There's a red wall here as you head back to the lift room so
make note of it for later on. When back in the lift room head all the way to
the southeast corner of the area and get on the lift here, next to the plaque
on the wall. Ride this lift and you will end up near a switch.

Use the switch to move a piece of the track around. Go through the door and get
the Revival Gem x1. Once you've arrived back at the room with the lifts get on
the lift with the Good Prince statue and activate it. This will set the statues
facing each other and allow you through. Pass through the door and up a lot of
stairs to reach a Small Karma Terminal on the 6F. You will hear a rather broken
up message over the speakers before being able to move on.

As you reach the 7th floor you will reach the final puzzle of this dungeon.
Head just to the west of the door and examine the cracked plaque on the wall.
Heat will rant a bit and bust the cracked plaque allowing in sunlight. You will
be trying to guide it much like you were guiding the Princess' love in the room
with all the mirrors except now we're trying to get it to the picture.

* NOTE: There are, thankfully, no enemies in this room. This allows you to putz
around as much as you like without worrying about fights.

Get on the lift nearest the ladder and cracked wall and ride it down. Ignore
the switch that's right there. Head up the ladder and go ride the lift that was
north of the one you just used. Now head over to the switch near the first lift
and press the button to shift the track before going back up the ladder.

Head to the eastern side of the room and ride the lift to reach a Mirror. Press
the button on the mirror to shift it and then get back on the lift and ride it
up to the top level again. Go over to the ladder and head down to the lower
level and press the switch here. Now go back to the eastern platform and ride
it. This will complete the light circuit and shatter the painting.

Step off the platform and run back to the switch and press it again. Now head
back to the eastern lift (still on the lower level) and ride it to reach the
Gold Node here. This will net you the Yellow Key. I heavily suggest that you go
back to the 2F and use it to dispel the barriers there to find Quick Noise x1,
Magic Mirror x2 and Chakra Potx1 and, to the east, a Field Hunt.

With that done make your way back up to the 7F puzzle and go through the doors
behind where the painting was. Follow the path until you reach the 10F and use
the Small Karma Terminal outside of the Princess' bedchamber and from there
head out onto the balcony. Watch the cutscenes but be ready to make a choice.

*****************************
Digital Devil Saga 2 Note
--------------
When confronted by heat you must say "No, I can't." if you wish to have access
to the hidden character in Digital Devil Saga 2. There will be several more of
these choices throughout the game.
*****************************

You will have a "fight" with Heat where your choice will dictate what happens.
From here a boss fight with Mick will ensue.

==============
Boss Fight: Rahu
---------
Body
-----
Resistances: Null Ailments, Null Death, Null Expel, Null Force
Weakness: Fire
---------
Head
-----
Resistances: Null Ailments, Null Death, Null Expel, Null Fire
Weakness: Force
---------
First things first do not have Gale in your party for this fight. Rahu can use
Zionga quite effectively and you don't want to be giving him extra turns. Also
make sure that you have as many Agi and Zan spells set along with Fire and
Force Boost. You can bring Void Earth and Void Elec but it's kind of a waste.
All out offense is of much more use than defense in this battle. Just make sure
you have Media set.

When the fight starts the body will seperate into two pieces. The Head will use
Dragon Thrash to capture a party member, usually your third slot. From here on
in the Head will drain a bit of HP every turn from the captive until they are
dead or released by killing either part of Rahu. The Body for its part will
attack most of the time with a powerful Earth spell called Dragon Quake.

You should focus on the Body since it seems to die much easier. Use as many Agi
type spells as you can each round to hammer on the Body to take it out ASAP and
release your captive party member. This is why you have to have your Agi type
spells on more than one character.

Once you've taken out the body the Head will attack you. It isn't too dangerous
since it doesn't do as much damage as the body did but it can still hit you
pretty hard with Zionga attacks (thus leaving Gale behind is a good idea). Just
start hammering it with Zan attacks and it will die in short order.
==============

Before proceeding to the next area, the Deserted Ship, you will want to head
out and sell your Cells. Then head to Svadhisthana and search the B1 area to
find a Yellow Wall that has a Vital Noise x1 behind it. Then head to Anahata
and look for the Yellow Wall we passed on the 3F to find Iron Shot x1. Lastly
head back to Manipura and go to the area where you dispelled the Blue Wall.
Find the Yellow Wall past it and get the Soma Drop x1 and Power Noise x1.

===================
05.03.03 - Deserted Ship
===================
After the initial cutscenes have played you are given control of Serph. You're
on a pretty straight path to where you need to set the first bomb and Gale will
chastise you any time you try to deviate from it so just follow the path down
to the lowest floor and set the bomb. Now you need to find the second place to
set the bomb on the lower level.

The door directly to west of the elevator has a quantum cell in it, grab that
before continuing on. When heading on the way out (westmost door) take the very
first door to find a life terminal, pass the second door (it's rusted). The
third one leads to the bomb room here so plant it and then head for the north
door. Fight the two Taown and then double back to heal up. Now continue onward
until you reach a branch, totally ignore the left path as it's a dead end with
no treasure and go to the right.

When you pass through the door take the southern door and go down the stairs.
The door to the south is rusted shut so go north and plant the bomb in that
room. Now double back to the elevator room and go into the elevator (ignore the
big double door as it's another dead end without treasure). Go to the 4th floor.

Once you're on the fourth floor go straight into the next room and then go
straight yet again into a room with a small terminal. Now take the other path,
plant the bomb and then head back to the elevator. Go to the fifth floor, watch
the cutscene and then head for the double doors. Take the second door on your
left side to find Medical Kits x3 and the last door on the right to find a
Theory Cell. Go through the small door and enter the door right in front of you
to find a small terminal. Leave and double back, taking the eastern path to
reach the bomb room. 

Now make your way back to the elevator and take the small door to the east.
Follow that path until you reach stairs going upwards, head on up. At the top
of the stairs head to the east and keep going forward to reach a life terminal.
Use it and then take the other path south to find the bomb room. Make your way
back to the stairs but keep going forward and then turn north to find the
stairs to level seven.

Head through the door and make your way to the south and keep on heading that
way. When you reach the first fork in the road keep on moving south but at the
second one go to the west. The southern room is a dead end and the western room
is the bomb room. Fight the enemies and now double back to the previous fork.
Take the western door. In this hallway go into the second door on the left to
find a Revival Gem and Chakra Drop x3 and then go into the next door on the
right to find an Organic Cell. Go through the double doors at the end of the
hallway to reach a small terminal.

Save your game and then go through the double doors to your east to find
yourself in the room with the stairs upward. Seems there's an ambush up 
ahead... sweet. Head on up and kill off the Sui-Ki. They are weak against Fire
and they Null Ice and Death, so just pummel them to death with group Agi spells
and they will go down in no time.

From here head through the double doors at the other end of the room and take
western path first. The first door has Brave Rations x3 and the second one has
some Neutron Shot ammo. Now go back and take the eastern path. Ignore the first
door since there's nothing in there but get the Magic Noise from the second
room before you continue on. Enter the next room to find a Life Terminal and a
small terminal so heal up and then save the game.

Go through the double doors near the small terminal and go past the first room
since it's empty. Go into the second room, open the item and fight the two
Mothmen to get an Earth Wall. Now ignore the middle passageway and take the
small door past the room you just fought the Mothmen in. Follow the passage,
once more ignoring a branch due to there being no treasure (the north one) and
head north to the room there to find the last place to set a bomb. Go on back
to the life terminal and the small terminal, heal and save and then go through
the middle passage I told you to ignore before.

Go into the room to the north here and you can find an Organic Cell. Once more
go back to the terminals, use them if desired and then go through the western
door. Take the stairs here up to the 9th floor. It's a pretty straight path to
the area you started out in which is where your final showdown with Bat will
finally happen.

==============
Boss Fight: Camazotz
---------
Resistances: Null Ailments, Null Death, Null Expel
Weakness: Earth (When Guarding only)
---------
This fight is a heck of a lot simpler than it might initially appear to be. The
first thing you will want to be aware of is the fact that you will need to have
Drain or Repel Force set to as many people as possible. In the least have Void
Force set, it's incredibly important. 

Secondly you will want to have as many Null Poison skills set as you can have 
to cut out one of Bats' many status ailment attacks. Lastly you will want as 
many powerful physical attacks as you can get, or powerful elemental magics 
with the appropriate Boost and Amp skills equipped, but having powerful Earth 
magics equipped is incredibly important.

The fight will typically consist of Camazotz using Psycho Rage, turning one of
your party members into a bat with Zotzilaha Bane and then launching Wind of
Hell before guarding. There's nothing you can do about being turned into a bat
by Camazotz and it has the effect of halving your HP and SP as well as lowering
all of your stats rather incredibly - it's bad news basically. However you want
to leave the changed party member(s) in since this will prompt him to use Wind
of Hell during his turns.

Wind of Hell is an incredibly powerful Force attack but it can devastate
Camazotz if you simply have one party member cast Repel Force each round. By
casting this he will damage himself whenever he uses Wind of Hell and lose all
of his turns. So long as you keep up a Repel Force, hit him with Earth attacks
to accrue Press Turns and attack him with your strongest spells and attacks
when he isn't guarding he will go down fairly quickly.
==============

With this over and done with some cutscenes will play before you end up back
at the Embryon base. After some more talking you will get Heat back and you
need to head to Svadhisthana to talk to Lupa.


===============================================================================
                      5.04 - War with the Brutes  
===============================================================================
Make sure that you have done everything you need to do before heading back over
to Svadhisthana. Head on through the Vanguards base and to the back area by
going through B1. After talking to Lupa you can head through the access that he
opened into the Samsara Tunnels.

===================
05.04.01 - Samsara Tunnels
===================
Once you're inside of the tunnels a cutscene will occur. This is a fairly long
one but once it's over you can talk to your party members and Sera before you
continue forward. The minute you leave this little area you will be open to
monster attacks so be ready for it.

From the save point go east and follow this path until it goes north, enter the
door. Now go all the way north here, ignoring the doors to your east. Go over
the bridge to the west and turn south, follow this path until you reach a
Revival Gem x1. Now go back through the door and all the way north to find a
small terminal, save the game and switch mantra before going over the bridge to
the west and go through the southwest door. At the end of this path is an icon
with a Cell in it. Double back and take the north west door this time.

Follow the path until you see a small bridge leading west, go over it and
follow it north ignoring this second land bridge. Go through the door and to
the end of the path to reach a treasure icon. Double back to the first bridge
that you went over and go north, crossing the bridge here. Go west and north
to find a door - fight the Fuu-Ki and Su-Ki in here. Grab the treasure from
the treasure and ammo node and double back to that first bridge. Cross it and
go across the north bridge and through the door. Now keep heading west and go
over the bridge and through the door to reach the next area. Use the small
terminal, get the oxygen tank from the guy nearby and enter the maze.

This can either be really confusing, really frustrating due to the encounters
or really easy if you get the right path quickly. You only have until the Solar
Noise goes from Min to Max to get out of here as well. The solution is as 
follows if you want the answer:

- North
- West
- North
- North
- North

Make your way to the save point, get mantras and save the game before you
double back across the bridge and head north to the door. Go on through and 
follow this path to reach two nodes; the right one has a theory node and the 
left has a fight with two Gorgon. Use fire attacks to take them out and recieve 
an attack Mirror. You can gain up to 1500 Macca if you take them out within a 
round. Double back and go through the other door and continue along the path 
until you reach a ladder. Go on up and open the node to recieve Luck Noise x2.

Now go back down and keep going forward. Go on up the second ladder here and 
you will find a small terminal and a door. Use the terminal and then head 
forward and through the tunnel here. On a ledge on the other side you will find 
a Great Chakra inside of a node. Grab it, go back to the ladder and then keep 
on moving along the lower path. Go into the next room, proceed forward and take 
the outer path until you reach a yellow wall. Use the yellow key on it and then 
proceed forward. It might seem like you're going forward in the dungeon but 
this leads to another small terminal and a Theory Cell in a node. Grab the 
cell, save the game and get any new mantras you need before heading on back.

When you reach the area where you destroyed the yellow wall take the bridge 
over to the west, continue to the west and north and then go over the second 
bridge. From here keep heading west, then south and west again through the 
door. Head north but watch your east, there's a node with a Revival Gem in it 
across from the dead brute soldier. Now go north, west and then south to the 
door opposite the one you came in from and head on through. Once more, ignore 
the ladder here unless you need to use the small terminal and head on through 
the door. Keep on this path and you will find the very powerful Forged Shot 
ammo which should probably go to Serph thanks to his incredible Critical rate.

Go back and climb up the ladder. Use the terminal up here and then head through 
the door to fight three Oni, a Su-Ki, Fuu-ki and Kin-Ki.

Once you've defeated them head down the tunnel, out the door and use the 
ladder. Continue forward and use the terminal in your path to save your game 
and get new mantra. Now go back down and, ignoring the door, go over the bridge 
and follow that path to find a node with a Power Noise inside of it. Grab that 
before heading back to the door.

Follow that path, ignoring the bridge, a bit and you will find a life terminal.
Heal on up and go towards the waterfall, moving towards the wall to the right 
of the life terminal. You will go behind the water and into a new hallway. 
There is a yellow wall here, dismiss it and go into the water behind it.

This pump puzzle is quite a bit harder. It gives you until the Solar Noise goes
from Min to Max and back to Min before you're flushed. However it is bigger and
the enemies don't stop coming plus you need to flip a valve partway through to
even have a chance of completing it. The solution is as follows:

- South
- South
- West
- South
- South
- North

Find the valve in the room you are in and use it. You will now end up having to
backtrack through a few areas you've been in already. Don't worry about it, it
is part of the solution/

- South
- East
- East
- North
- North
- East
- East
- South

You will find yourself near a ladder now so climb on up.  You will be in a room
with a node so open it up and HUZZAH! the Red Key. Unfortunately now you have
to backtrack through the water maze puzzle. I suggest just moving through 
jetstreams repeatedly to get flushed by the water since actually navigating out 
can be tricky and annoying since it also requires you to flip the valve at one
point. It's better to not even bother trying.

Now go through the door near the life terminal and go up the ladders until you 
are at a door. Go through for a little dialogue and then go forward and turn 
north to find a large terminal. 

---------
* NOTE: This area is actually one of the best places in the whole game to level 
up. By simply walking around near the life terminal you will eventually come 
across a lone pixie just waiting to be killed. Do not kill it, put up Elec 
barriers until she summons a High Pixie. Kill the regular Pixie and keep 
putting up Elec barriers, soon enough she will summon a Queen Mab. Kill Queen
Mab using Hamaon and a few good physical attacks but leave the High Pixie 
alone. She will soon enough summon yet another Queen Mab. Simply keep doing 
this to accrue great amounts of Atma, Karma and Macca with relative ease. Just 
make sure your inactive party members have the Shared Karma skill or they will 
miss out on the Karma boost. That would be bad since you can easily gain two
levels if you spend enough time here.

Another good idea is to have someone use the Consume skill on the Queen Mab. I
only suggest using this if you have the AP Divide skill since otherwise nobody
else will get any Atma. Simply have the first character pass, the second use
Power Charge, the third pass, the first use Hamaon and then have the second
attack with Consume. They should eat Queen Mab with no problem and net you a
fair bit of AP.
---------

Use the Large Terminal to heal up, change mantras and save the game. Now head 
over the bridge to the southwest to find a blue and yellow barrier. Through the 
blue barrier you will find a long path topped off with a gold node with a 
------------- in it. Behind the yellow is basically the same thing but with a 
Logic Cell at the end. Now go back to the save terminal, use it and teleport 
back to the first large terminal.

From here head on over to the red barrier and destroy it. Go to the right side 
door and head on through, following that path to find an Attack Mirror. Now go
back the way you came and head on through the other door. Follow that path 
until you reach a bridge, cross it enter the room here to grab a Fusion Cell. 
Leave, cross the bridge again and follow the outside wall to reach a field 
hunt. I have no idea how to complete this one reliably, I lucked out, but when 
you complete it you will need to have Electric skills to handle the Saki Mitama 
that pop up.

Now teleport back to Samsara Tunnels 3. Head to the east, towards the ladder 
that goes up and a boss fight with Cerberus will ensue.

==============
Boss Fight: Cerberus
---------
Resistances: Drain Fire, Null Ailments, Null Death, Null Expel, Strong Earth,
Strong Elec, Strong Force
Weakness: None
---------
This fight can be really hard since you're fighting three strong enemies in one
that have no weaknesses. This means no press turns so you're going to have to 
get a bit inventive. The big problem here is that the boss can really mess you 
up if you don't consistantly use Dekaja, Dekunda and Fire Drain. Many 
strategies would tell you to use these three often and worry about everything 
else second. However there is a much easier and better way to do this and you 
only need a few skills to make the majority of it work out.

However you must be aware of Cerberus' combat conditions. First off he is
almost totally resistant to anything except Physical and Ice attacks and he has 
the High Counter skill so physical attacks are quite risky here. He has three 
heads that all do different things:

Cerberus (R) is the buff head, he will cast spells to boost Cerberus' stats and 
lower yours in addition to casting Ice Repel every so often.

Cerberus (L), this head is the one that will cast Diarama spells on the other
two heads which is it's major function. 

Cerberus (C) is the middle head and is the attacker. He will use Agidyne,
Maragidyne and if he's the last remaining head he will use Gate of Hell, an 
entire party hitting attack that has a chance of petrifying your characters.

Lastly are his combo attacks. If he has three heads he will cast Pyriphlegeton
which does massive fire damage to your whole party. If he only has two heads he
instead uses its weaker little brother, Phlegeton, which still does quite a bit 
of damage to your whole party.

First you need Heat with a Fire Drain, Power Charge and Death Blow. He should
also have the Critical and MIN or MAX Critical (and make sure the fight happens
at the appropriate level of Solar Noise) to help late in the fight. Secondly 
you need a healer to go into your second spot, I suggest Gale or Argilla. 
Lastly you need Serph with Bufudyne and Ice Boost or Amp (preferably Amp). Now 
your turns should go like this. Make sure that Heat has at least 400 HP before 
embarking on this method.

Heat - Fire Drain
Gale - Pass
Serph - Bufudyne on the Cerberus (R)
Heat - Power Charge

Cerberus will attack you when his turn comes but you shouldn't have too much of 
a problem with it. His most dangerous attack is his combo attack that does 
massive fire damage to your whole party. But that's what the Fire Drain is for 
so don't worry about it. Now if this has all gone without a hitch, your next 
turn will be as follows:

Heat - Fire Drain
Gale - Pass
Serph - Bufudyne on the Cerberus (R)
Heat - Death Blow

Now when you do this you will very likely cause Heat to be counterattacked 
twice by Cerberus' various heads but you will do heavy damage to him. Now 
during your next turn:

Heat - Fire Drain
Gale - Diarama / Diarahan
Serph - Pass
Heat - Power Charge

The boss can't handle this sort of assault for very long and his R head will 
die pretty quickly. From here you want to keep doing this same pattern but 
instead of using Death Blow simply have Heat used a Power Charged regular 
attack on the C head to inflict damage. Do not hurt the L head since if the 
center head is the only one left alive at any point he will spam Rages, Power 
Charges and group attacks that will end up wiping you out really fast.

Just keep this up and he will go down in no time.
--------------

Now head on up the ladder and you will enter...

===================
05.04.02 - Anja 
===================
Well you seem to have successfully gotten the drop on the Brutes. Head through
this area, chatting with people as you go, into the next area. Talk to whomever
you like and then use the Vendor and Large Karma Terminal. The door to the
right of the Karma Terminal is the exit to the map but it's locked right now so
head on over to the door near the Vendor. This leads to another area so head on
over to the big building to enter the Brutes Base proper.

===================
05.04.03 - Brutes Base
===================
When you enter the base you will find three weird objects floating in pillars 
of light. These three spheres are the key to moving around this place. By 
touching one of the spheres you will open some doors while others will remain 
sealed. If you don't activate any of them the only thing you can do is leave or 
go up the stairs and use the Large Karma Terminal. Now, what you need to do is 
touch an orb and then move through the building before activating another one.
You have to do this three times to activate the light pillar in the middle so
let's get started.

* NOTE: The moment that you go through a door after touching one of the orbs
you will be able to get into fights. So you can't just waltz through this
place. However the encounter rate does seem to be pretty low here which is a
pretty nice change of pace after the Samsara tunnels.

Touch the red orb, this opens up the northeast and southwest doors, go to the 
north eastern one first. You will find a yellow wall, get rid of it and go 
through the door behind it to get a Soma. Now go back to the main room and take 
the southwest door. Go up the stairs and follow the path until you reach a long 
hallway with some doors. In the first room you can find a Revival Gem and 
Dekaja Rock while you can find a small terminal in the second room.

* NOTE: At this point you will need all the money you can get to keep your
party supplied with the best Mantra you can get. I suggest saving money on
healing spells by retreating to the main room whenever you're hurt, healing up
party members and then equipping Chakra walk on anyone who knows it before
healing. This will leave you only having to heal the SP of those who don't have
the skill thus making it much cheaper to heal your party.

Now there's nothing left for you to do but go through the door at the end of 
the hallway. There's an enemy waiting behind the door in the aqua colored 
hallway so be ready for it. You will need fire skills and Void Death (in the 
least) to deal with this boss.

==============
Boss Fight: Catoblepas
---------
Resistances: Drain Earth, Null Ailments, Null Death, Null Expel, Repel Elec
Weakness: Fire
---------
This boss comes off as hard but he isn't really all that bad. While there are a 
few things that make this fight frustrating it can also be made incredibly 
easy. He has a number of attacks that you must concern yourself with:

First is Stone Gaze which can one shot a character into a statue that he will 
shatter with a regular old attack. Next is Teradyne / Materadyne - this is just 
bad news all around. Third he will use Gate of Hell, the spell Cerberus used to 
do a lot of physical damage and it carries a chance of turning you to stone. 
Fourth he has Psycho Rage which gives him four extra half turns, just like 
Camazotz did. Lastly he has High Counter which is yet more bad news and means
that physical attacks are a bad way to go.

This means that your only options are Force, Fire and Ice attacks. Oh, you can
use Almighty but most of those attacks don't do enough damage to merit the cost
of the spells themself. Stick with Boosted and Amped elemental spells for this.

Now coming into this fight, if you have a Void Death you can remove the one 
shot kill aspect of the battle which makes it easier but still tricky. If he 
uses psycho rage there is a small, but present, chance that he will use two 
Materadynes which can kill your party off with ease. Thus I suggest you have 
the following skills on your three characters who will fight him:

 - Death Resist (or Null Death if you've gotten it) - Saves you from being
petrified by any of his attacks.
 - Drain Earth - This will cost him all remaining turns so his psycho rage goes 
to waste if you've got this up, plus you heal from the attack.*

Now Death Resist isn't perfect so there's still a chance the attack will work. 
If you're more confidant in your ability to heal then you can bring these 
skills:

 - Mediarama / Mediarahan - To heal up from damage.
 - Death Repel - While he's immune to the death effect it will cost him all of 
his remaining turns when it bounces back at him. This is what you're hoping 
for since it means he can't pummel you with Materadyne after Materadyne.*
 - Life Bonus - To help you survive those Teradyne onslaughts.

* - Whoever you give the barrier spells to should also have the healing magic, 
more on that below.

With that set up all you really need to do is keep casting your 
Void/Repel/Drain spells and hitting him with fire. I suggest setting Serph with 
Fire spells and Fire Amp as your first character, Gale or Argilla as your 
secondary Fire user and anyone except Cielo as your Void/Repel/Drain caster.
While I like Cielo his weakness can be a serious liability in fights like this. 
This lets you hit him with two fire attacks, get two press turns, put up the 
barrier, hit him with two more fire attacks and then have your last character 
heal when necessary.
==============

With him dead you are done here, go to the small terminal and teleport back to 
the large terminal. Now go touch the green configuration and enter the door 
right next to you. Go upstairs, through the door and you will be in a hallway 
with two east facing passages. The southern one has a small terminal and 
nothing else so just go to the upper door and follow that path to another boss 
fight. This one's a fair bit easier.

==============
Boss Fight: Isis
---------
Resistances: Null Ailments, Null Death, Null Expel, Repel Phys
Weakness: None
---------
It took me forever to figure out some sort of reliable way to kill this 
obnoxious creature but after some time it became painfully apparent. She has no 
elemental weaknesses or resistance but she does have one peculiar nature. Isis
will cast back at you the last spell type you used on her. So if you use Fire
spells she will return the favor - this is the key to beating her.

I chose fire since both Serph and Heat had Agidyne and Fire Amp while Argilla 
had Fire Repel. Now set them up however you like and simply cast two attack 
spells and then the barrier. She will respond with that same element, heal your 
party or hurt herself (depending on the barrier) and lose her turns. Simply by 
repeating this you can keep her on the ropes the entire fight, even when she 
summons in two more Isis demons to help her. They will use Maragidyne, you will 
heal yourself/hurt them and then proceed to beat them down.

The only change to your strategy should be to use group attack spells whenever 
she has any reinforcements with her. This will help you kill them off quicker.
Other than that this is a mostly straightforward, and really easy, battle.
==============

Go ahead and head on back to the main room by either walking or using the small
terminal nearby to teleport and heal up. Now touch the blue sphere to get 
started on the last doors. This opens the Northeast door so head on through it. 
In this hallway the first door on your left has a Theory Cell while the door 
opposite this has a Magic Mirror. Ignore the second room on the left as the 
gold node there only has a trap that poisons your party while the one across 
from it has a monster node.

You will have to fight two Titanias who pop out but killing them gives you a
Dekaja Rock, Theory Cell and about 24000+ Macca depending on how fast you get 
rid of them. Just use status ailments and keep Serph and Heat out of the party 
to avoid them getting press turns since they use Agidyne and Bufudyne.

Take the door on the northern side of the room and then head left. Ignore the 
west door for the moment. You will find yourself in what appears to be a dining 
room, go through it and take the other door. Go through this passage and take 
the next door, go up the stairs and use the small terminal there. Now follow 
the path until you reach a fork, right in front of you is a red wall that's 
begging to be removed. Get rid of it and go into the next room to find a Fusion 
Cell. Leave and take the other path until you reach another boss.

==============
Boss Fight: Nidhoggr
---------
Resistances: Drains Ice, Null Ailments, Null Death, Null Expel
Weakness: None
---------
This fight is something of a pain. You are going to be desperately trying to 
stop the middle Nidhoggr from eating the others, he is the actual boss here. 
Until he eats four of the little ones he will do nothing but cast a few stat 
boosting spells and summon in more of the wee ones once you kill some. The 
little guys for their part will be casting Diarama to heal from injuries and 
Bufudyne to hurt your party.

The trick here is to get someone with two particular attacks. Set up one party
member to act as a healer and who has Ice Drain. Then set up a second member 
with Maragion/Maragidyne, Fire boost and Fire amp. Your last party member 
should have Power Charge and Death Blow. Organize them with the group 
spellcaster first, your physical fighter (who should be Heat all things 
considered) second and your healer to act last in line.

Now in any given round you will want to have your group spellcaster pass, Heat
Power Charge, Healer pass, spellcaster use a powerful Maragion/dyne spell to 
hurt the little guys and then have Heat use Deathblow to finish them off. This 
should kill all four little ones and hurt the big one pretty badly. By simply 
repeating this you will minimize the damage you take although Heat can be a 
liability since he will often give press turns to the little ones. If this is a 
concern simply have the healer cast Ice Drain, pass with the spellcaster and 
have Heat use Death Blow.

When the little ones are dead the big guy will Rage, call for Reinforcements 
and let the little one either call for reinforcements or it will attack you. 
There is about a 50/50 chance of it going either way so you can either be safe 
or a bit on the reckless side. It shouldn't make too much of a difference in
the long run.

Simply keep hammering on the big one with group attacks while you try to keep 
on killing the small ones. Eventually he will grow to full size after eating 
four of them and he will start powering up his magic and casting Megidolaon. 

Now you want to hit him with Agidyne, power charged physical attacks and heal 
using Mediarama. Just fight out this little battle of attrition with him and he 
will go down fairly quickly although not so easily. There isn't much you can do
to make it easier, besides perhaps casting some buff spells, but overall it
shouldn't be too bad a fight. Unlike most bosses he only gets one turn so you
won't have much difficutly overwhelming him.
==============

Now go back, save the game and go down to the lower floor. Head back to that 
west door I told you to ignore. When you go through it you will be teleported 
to another place in the dungeon. If you use the door behind you it will take 
you right to the large terminal but ignore that. Go forward and take the door 
to your left to be teleported yet again. Follow this path and when you end up 
in the library looking room there is an Attack Mirror and Logic Cell to your 
left. Go to the other door and exit the room into another hallway. Move forward 
a bit and enter the doorway to your left to find a small terminal - save your 
game and use this terminal to go back to the large terminal, you're done here.

Restore yourself, get any mantra you can and save your game before going back 
to the main room. Now use the new white sphere to enter the last configuration 
of the building and head to the northeast door. Keep along the path, sticking 
to the outer wall when you get into the room with the fountain in the middle. 
You can't get to the node just yet so keep going. You will find yourself in the 
area you were just teleporting around in so save your game and keep moving.

When you reach the large room with a door to your east and north take the 
eastern door, going down the staircase here. You are in a sub-basement now and 
there's a lot of treasure down here. Go east at the first intersection to find 
Magic Noise x2 and a Logic Cell. Now turn south and  you will see to your north 
a life terminal and to your south a node. Grab the HP Noise x2 from the node 
and heal up at the life terminal if you like.

Double back the way you came and go save your game. Through the other door is 
the boss and he's fairly likely to kill you at least once if you aren't careful
enough so don't take the risk.

**** Warning: Do NOT enter this fight without Force Repel. It is necessary for 
the second stage of the fight and you will have no time to change spells.

==============
Boss Fight: Ravana (Invisible Form)
---------
Resistances: Null Ailments, Null Death, Null Expel
Weakness: None
---------
This fight is actually incredibly simple. Ravana is basically invisible and 
will only reveal himself once you have struck him at least once. This is 
somewhat easier said than done since he can be in any one of six different 
spots at any time. Even when you finally do figure out where he is it only 
lasts for that single round since he will move his position and strike you once 
it's over and you have to find him again.

* NOTE: Do not use Ma -Dyne spells, they will not work. They are a guaranteed 
miss and will cost you your turn. Stick to using single target attacks only.

To make matters a little simpler Sera will give you information on where to 
strike to help you get him. However for the first round after he poofs her 
information is going to be vague, along the lines of "Maybe the center, maybe 
the left. Definitely not to the right." This means you should aim at one of the 
three left side spots that you can attack and hope you hit him. If you do hit 
him you can get some hits in but if you don't she will narrow it down better 
next round with more concrete information.

If this all sounds troublesome, well it is but it's not that bad. Ravana only 
does weak attacks that do about 70 points of damage until you seriously hurt 
him. Even then he will only cast Megidola or a single target -dyne spell so it 
shouldn't be an issue. Just be patient and he will go down. For your part all 
you will need is some buff spells, some healing spells and single target -dyne 
spells paired up with a bit of patience.

Should you be having problems you may want to buff your party during the first 
round he goes invisible and when she narrows it down better have all three 
party members hit him with your strongest -dyne spell. He never casts Dekunda 
in this form so it's a guaranteed boost.
==============

Watch a cutscene and then it's time for round two.

==============
Boss Fight: Ravana (Hunter Form)
Resistances: Null Ailments, Null Death, Null Expel, Repel Phys
Weakness: None
---------
Alright, this is where things get a bit more complicated and rough. From the 
very get go he is going to drive your whole party into a hunger rage with the 
Mad status ailment. This is pretty bad since your characters will often hit 
each other hard and if they don't then they will still stand there and take 
damage from the status anyways. Luckily Sera will remove it from one character
per turn and this is the only time in the battle it will work on all characters 
at once with 100% certainty. More often than not from this point on only one 
person will be affected and Sera will cure them immediately.

With that out of the way he is still dangerous. He can cast Megidola, a number 
of single target -dyne spells (mostly Zan and Zio) and he can cast Dekaja and 
Dekunda. This means buffing is a pretty wishy-washy affair since he could get 
rid of it at any time. He also has a unique skill called Infinite Wind that 
will do about 150 damage to every party member at once, more if you're using
Argilla who is weak against Wind

The trick here is to give every character a Void Force skill in the least, 
although Repel Force is better. This way you can ensure that, no matter who 
goes Mad, you will be able to keep up the barrier. If you have Force Repel 
going he will do about 450 damage to himself every time he casts Infinite Wind 
which makes this fight so much easier (he has about 4,500 HP at last count).

Now that you have neutralized his worst offensive attack you can focus on how 
to attack him. You will want to have at least one character with a -dyne skill 
and the respective Amp and Boost skill attached. Let this person be your 
primary attacker while the other two play healer and Force Repel caster. It 
might take awhile but you will dominate the entire fight and never be in any 
real danger of dying.
==============

Weird stuff, eh? All that's left now is the Karma Temple dungeon. Time to 
ascend to Nirvana through that huge location. SMT games have a real fetish 
going for these humongous towers, something they even slip into Persona games 
on occasion. Fixation much... 

===============================================================================
                      5.05 - Heading to the Finale
===============================================================================
Anywho, head on over there or you could stop and work on some side quests since 
that is the final dungeon. I would actually suggest that you go and complete 
most of the Karma Temple before you do any of the side quests, this will help 
you level up. Plus you can just use the Large Karma Terminals to teleport 
around the temple after you leave and come back. First off though, head to
Coordinate 136 for a fairly easy side quest.


===================
05.05.01 - Coordinate 136
===================
Head on inside and you will see two Pyro Jacks floating around a chest. Talk to
them and agree to help them find the key to the chest. Once you do this head on
over to the large terminal and save your game and such. Now head up to the 2nd
floor where you can do the field hunt over again so bust out your fire spells
and hunt skills.

With that done you can continue upwards until you come to the room with the
four lifts. Take the lift just to the left of the Twinklebell statue and ride
it. Go through the door and down the hallway to run into a Titania, bust out
the status ailments and Mudoon spells to take her out in a jiffy. Now make your
way out of that room and go over to the red wall nearby. Dismiss it and follow
the path, going north at the first intersection.

Time for another puzzle with the mirrors, it's not as hard as it looks. Know
that you want to turn the right statue with the left button and the left statue
with the right button. By doing this you will simply need to guide the light
with the mirrors. Just keep turning them and you will lower the gate allowing
you access to a Soma and a Logic Cell.

Follow that path until you reach the small Karma Terminal, use the teleport to 
get back to the bottom floor where the Jacks' were hanging out. Give them the
key to the chest to get... of course, they ran off with the treasure. Now you
have to make your way to the very top part of the dungeon where you fought Mick
to find that Pyro Jack, so do so.

==============
Boss Fight: King Frost
---------
Resistances: Drain Ice, Null Null Ailments, Death, Null Expel, Null Fire
Weakness: None
---------
While not very hard King Frost can quite easily beat you in a war of attrition.
He gets an obnoxious number of turns, can dish out pretty heavy damage and will
summon a neverending stream of Jack Frosts. The worst part is that by himself
he gets three turns and has no problems with spending all three turns using a
spell that does 120 - 140 damage to a single target. That's bad if you don't
haev an ungodly number of HP.

The trick to beating him is to keep up an Ice Drain at all times. By doing this
any time either him or his Jack Frosts use an Ice spell he will lose all of his
turns and thus you go without him seriously injuring your party. This spares
you time having to heal up your party.

What you will want is some Fire and Earth / Force spells on a primary caster,
Earth / Force spells on a secondary caster and healing and Ice Drain on your
last character. Make sure that anyone using an elemental spell has all of the
respective boost spells (Amp and Boost) equipped to help with damage. With this 
setup you will be able to pull press turns by hitting the Jack Frosts, immunize 
yourself against Ice attacks and hit the King Frost with the Force / Earth
attacks as often as possible.

If the MP ever becomes an issue you can quite easily just leave the Jack Frosts
alive and simply heal from their attacks but I suggest taking them out. The
more Jack Frosts you kill the more turns he wastes bringing them back.

With all of this in mind you should have little difficulty killing him. It is
of the utmost importance that you never let him hit you with ice attacks though
since he can end your game quite easily. He has a very powerful Ice spell
called Cocytus that can easily do 200+ points of damage and freeze the target
which means the Jack Frosts will critical that character and accrue press turns
and your party will die in short order. Don't let that happen and it's easy as
can be.
==============

*****************************
Digital Devil Saga 2 Note
-------------------
Defeating King Frost will unlock an item in Digital Devil Saga 2 that allows
you to Null Ice attacks.
*****************************

With this done you should head to Sahasrara to enter the Karma Temple itself
and head towards the end of the game. The other side quests require you to be
in the mid-50's at least to complete so going through a large portion of the
final dungeon will help. In addition there are four enemies that only become
available right before you complete the final dungeon so it might be worth it
to unlock them and then leave. I'll point out where the point is.

===================
05.05.02 - Sahasrara
===================
When you enter the area you will see a wounded member of your tribe standing
nearby who tells you that the guards aren't allowing people into the temple for
some odd reason. Guess you have to do this the hard way...

==============
Sub-Boss: Temple Guards
---------
Resistances: Null Guns, Null Phys
Weakness: None
---------
There is some reluctance to call this the sub-boss fight that it is since these
guys are so ridiculously easy. They only have a few weak attacks to their name
and you can kill them with a couple of -dyne spells that have been Boosted and
Amplified. With all this in mind the only real complication is if you have a
bunch of physical based skills equipped. Switch out any party members that have
a physical damage build, like Heat, and pummel them with spells to end this.

The only skill they have that can be a problem is Marevert which can transform
your entire party back to human form... in theory. It almost never worked the
all of three times it was done in the game so don't stress over it.
==============

After the cutscene ends continue moving forward. In the new area you will be
able to talk to your party members. Once you've done this it's time to head on
inside the Karma Temple for some answers.

*****************************
Digital Devil Saga 2 Note
-------------------
There is a man to the left of the entrance to the Karma Temple, near where Gale
stands. Talk to this man and he will ask you to deliver something to a woman
named Amelia. Agreeing to do so will unlock something in Digital Devil Saga1.
*****************************

===============================================================================
                      5.06 - Ascent to Nirvana
===============================================================================
Do not enter Sahasrara until you've done everything you want to do outside of
it. You can leave but it's an arduous process. Also make sure that you have all
of the items that you are going to want/need to help ascend this humongous
tower since there are no vendors inside of it.

===================
05.06.01 - Karma Temple
===================
Watch the cutscene that plays and then move forward to engage the two Temple
Guards in combat. They aren't hard here either so get rid of them and then go
through the door behind them for more cutscenes. Follow Sera's example and get
on the lift in the middle of the Dissemination Room. However you end up going 
all the way down instead of up.

Okay... this was a bit disturbing. So it seems that people are created as full
adults in this place since those are half-formed people in the water. Making
sense of this really hurts the brain but more on that later.

Examine the blue terminal, talk to your friends and then go over to the blue
terminal. Where the stilt / pillar like objects are in the background is where
you need to head to. However when you near the elevator you are greeted by what
must be the guardian of this area, the Sea of Milk.

==============
Boss: Vasuki
---------
Resistances: Drain Ice, Null Ailments, Null Death, Null Expel, Resist Phys
Weakness: Fire
---------
This fight can be a pretty serious pain in the ass but you can make it a heck
of a lot easier with just one simple spell. Vasuki just loves the spell Hima
Alaya, a very dangerous and powerful Ice spell that can level your whole party
with ease. It also carries a chance of freezing anyone hit by it, a very high
chance at that. His only other method of offense are far less threatening: 
Maziodyne and Megidola. Even double cast they won't kill you unless you brought
Gale into the fight.

What you want to do is have your first character constantly casting Ice Drain,
not Repel or you will heal him. By keeping this barrier up you will force him
to rely on his weaker, less threatening attacks to handle your party. Mind you
he will almost never cast Him Alaya (Himalaya? Urk... just caught that) when
you have the barrier up but that's okay so long as you never get hit by the
spell in the first place.

The only complication to this fight is that he will occasionally begin casting
Sonic Wave and trying to Panic your characters. This is bad but if you have the
Null Panic ability, equipping it on your caster of Ice Drain and you will not
have any problems.

Now all you need to do is start damaging him. You should equip the character
who will be using Ice Drain with Agilao / Agidyne and whatever boosts you have
and then have a second caster who will only cast Agidyne (Boosted of course).
Your final character should be someone with Mediarma and have Ice Drain. A good 
idea would be to use Serph, Argilla and Heat here. You don't need the two Ice
Drains if you have Null Panic on Serph.

Put Serph (with Ice Drain, Agidyne, Fire Amp and Fire Boost) first in line,
Argilla as your healer second in line and Heat last with Agidyne. Your turn
should go as follows:

Serph - Agidyne
Argilla - Cast Teradyne (Boosted) / Cast Ice Drain
Heat - Agidyne
Serph - Ice Drain / Agidyne if Argilla cast Ice Drain
Argilla - Pass
Heat - Agidyne

Repeating this, only interrupting it so you can have Argilla cast Mediarama on
your party and you will defeat him in short order.
==============

You will now have access to the elevator so get into it. When you get off you
will be at Elevation -492 ft. Obviously you have some climbing to do. Use the
Karma Terminal nearby to save your game and get new Mantra. If your party is
seriously running low on SP you may want to teleport back to the Large Terminal
to spare yourself some agony.

When moving through this area you will be fighting plenty of Temple Guards, now
as basic enemies. They're laughably easy now though. One fully boosted -dyne
spell will take them out so make short work of them whenever you fight them.

Go over to the staircases and head on up and through the door at the top. Head
down the hallway and take the stairs up before going west. Follow this path 
back outside to find a node with HP Noise x2. Make your way back to the stairs
you just used and continue to the east, taking the stairs there and going out
that door. Make your way up this staircase as well and take the western stairs.
Follow this path to reach a node with a Fusion Cell.

Make your way back to the twin staircases and go up the eastern one and follow
that path. It goes up a bit and you will find yourself back outside with a
staircase to either side of yourself. Take the eastern stairs to find a node
that has MP Noise x2 inside. Go down the stairs and take the western path now.
You will go up several staircases, through a door and up some more steps.

Eventually you will reach Elevation 0ft, one of the other sides of the very
first floor. Even better than that, there is a Large Terminal right nearby. Go
on over and use it to heal up, get new Mantra and save the game. Heck you can
even teleport back to the entrance and leave now if you want or need to restock
up on supplies.

Now use the door across from the Terminal to continue moving through the area.
After yet another staircase you will find yourself in a crescent shaped room.
The way to the west that circles north is where you want to go as the other way
is a dead end. Follow that path until you reach the stairs, go up to enter a
new area.

Make a beeline for the door straight ahead and go through. There are two yellow
walls here, take them down to find nodes with a Great Chakra and a staircase
that goes down. Follow the stairs to reach a node that contains one of the most
obnoxious enemies in the entire game, Samael. He's so obnoxious a fight that
he gets his own sub-boss section.

==============
Sub-Boss: Samael
---------
Resistances: Null Earth, Repel Death, Repel Elec, Repel Expel, Strong Phys
Weakness: Mute, Poison
---------
I would seriously suggest that you simply do not open this container. He always 
gets first action, takes two turns at a minimum and will usually petrify one of 
your party members and then shatter them with a Bloodbath attack that leaves 
the rest of your party in some big pain. Top that off with the fact that his 
only "Weaknesses" have little effect on him (he uses four non-important spells 
so Mute isn't that big of a deal to him).

If you do choose to fight him it is suggested that you have a party composed of 
only those who have the Null Death ability equipped so as to avoid instant 
kills. You should also have Phys Repel equipped. Now you will want to cast Phys 
Repel every round to stop him from slaughtering you with a Bloodbath attack and
allows you to actually attack him. 

Hitting him with a Mute attack to force him to use Physical attacks only will 
lock him into a mostly inescapable circle of hitting you, getting hit in return 
and losing his turn while you whittle his health down. I would suggest using
power charged physical attacks as well as heavily boosted fire and ice spells.
==============

For your troubles you get... a Magic Mirror and less than 1,000 Karma. You get
an okay amount of Macca but it's still something of a waste. If you fought him
then head back to the Karma Terminal and heal up, you will at least likely need
to restore your SP.

With that obstacle out of the way you can keep heading along the path and go
up the stairs. Ignore the door directly to your west and continue southwards
along the curve to find a staircase that goes down, use it. Head on over to the
node to obtain a Fusion Cell. Go back and take the door you ignored and head up
the stairs taking note of the Small Terminal to the south, right near the door.

After you're done with using the Terminal head on through the door and move on
until reaching an elevator. At the new landing you can head forward, going up
the stairs here and through this door. You will be in a short hallway now, the
stairs to the west are a dead end so just go through the door.

When you enter the room you get to watch a small cutscene and then a bunch of
panels on the floor will begin glowing. Walk straight forward to be teleported
to the left. Move forward and step on the panel right in front of you to be
right next to a Soma Drop treasure chest. Use the panel behind you now to get
dropped into the bottom of the staircase you ignored previous.

Go back into the room and run all the way to the easternmost hallway and step
on the panel of light. Step onto the panel in front of you in the hallway that
you end up in to be yoinked left again. Keep doing this two more times and you
will reach the door in no time. Head on through and up the stairs until you
pass through another door.

Move on over to the Small Terminal and save your game. Now continue forward and
you will get to watch another cutscene of Sera (who is rapidly draining our
patience, yes she is) as she activates more teleportation panels. Step on it to
fall into the ground.

You will come to in a new area entirely. Head south through the hallway and
turn to go down the stairs to the north when you reach them. Follow that path
and you will reach a node with Medical Kit x3 in it. Get rid of the red barrier
nearby and head through that door and along that passage until you find a node
with a Fusion Cell in it. Now double back to the first node and go back the way
you came, ignoring the teleport panel since it goes in a circle.

* NOTE: If you go all the way to the west and then south you will find a Small
Karma Terminal and a red barrier that has a field hunt behind it. There's no
other reason to head this way so only go there if you feel like dealing with a
very hard field hunt.

Head back up the stairs and continue moving to the west. Stick with this path
until you reach an intersection. Ignore the eastern doorway since it just leads
to some uneccesary teleporting and continue south. Go down the stairs to find
a node with Wild Bomb x3 (very useful) and a small Karma Terminal. Use it and
then head back up the stairs, go east and the south, going up the stairs.

Start heading east but turn to the south to go down the stairs there and follow
that path. Keep along that path and grab up the Magic Noise x2 before making
your way back to the staircase you came down (the east is essentially a dead-
end so don't bother). Once upstairs again head to the east and keep going that
way (the other path loops with the quasi-dead end mentioned before).

You will come to a Small Karma Terminal and a Red Wall. Use the terminal and
then destroy the wall. Go through it and you will find a Layer Cell in a node.
With that in hand double back to the Karma Terminal and take the north passage
up the stairs. Stick with this passage going north until you pass two rooms and
head down a flight of stairs. Grab the Revival Gem from the node and then bust
the red wall to reach a field hunt.

Once finished with the field hunt make your way back to where you got the item
from a node. Head south up the stairs and take the northermost door on the
western wall (the one closest to your position). You will find yourself in a
three-pronged hallway with teleportation panels down each of them. Go up the
middle and step on that panel and then step on the panel you appear in front of
in the left hall. This will get you back into the main hallway behind the panel
that Sera put in your path. Head on over to the elevator and use it.

Head on up the stairs to watch Sera get rid of the last of your goodwill. The
wall that she put up will appear as you approach them, requiring you to find a
way around them after figuring out where they are. This is going to be fun...

* NOTE: In this area you will find two enemy parties that can automatically
wipe out your party. Laksmi demons will usually appear in at least a pair and
will cast Dormina in an attempt to put your party to sleep and then cast Calm
Death, a nerve spell that kills all sleeping characters. In one fell swoop they
can take out your whole party made easier if you use Cielo. Make sure as many
party members as can equip it have Null Nerve equipped (Holy Leader mantra).

The second group is a pair of Ganeshas. Without any weaknesses you can only
really hurt them by hammering on them with powerful Physical attacks. However
they have an attack called Ragnarok which is an Almighty type spell that does
serious amount of damage and lowers your defense. Two castings of this spell
will do about 350-400 damage to your party. There's no really easy way to
handle this fight and the suggested combat strategy is not to fight. Equip the
Quick Escape skill on someone and get the heck out of dodge ASAP.

Regardless of that you will have a Large Karma Terminal to your east after the
little cutscene ends. Go there and use it, getting new Mantra and such. However
it is suggested that you teleport back to the 1st floor and go on another side
quest to help you level up. If you'd rather not skip on to the Sahasrara Again
section to continue with this area.

===================
05.06.02 - Svadhisthana Redux
===================
Alright you're going to be going for a side quest right now. Go back to the
Vanguards base at Svadisthana, use the Vendor outside and then go into the
base. Make your way back to the easternmost room with the Small Terminal and
Life Terminal. Take the stairs down and go straight to the red barrier, get rid
of it. Now continue north with the path and go west through the door. Ignore
the first doorway since it's a dead end, keep going west until you reach the
second door.

Look to your west once you're in the new room and you will see a ladder there.
Head out the door here and go all the way down the corridor. Take down the red
wall and go through the door here to find two nodes, one with a Soma and the
other with a Theory Cell.Ignore the other path since it leads to a dead end.
Now go back up the ladder and head across the raised wall and go to the west to 
find a door, head through.

Follow this path until it forks to the east and west. Taking the eastern path
leads to a Large Karma Terminal so head on over and use that as needed before
taking the other path. You will reach another fork, this one north and south.
Ignore the north path as it's yet another dead end and head south. Follow this
path until you find your way down a flight of stairs into B2.

At the bottom of the steps head west and go through the door. Grab the Logic
Cell from the node and head through the door here. Follow this path and you
will find yourself running into a flight of stairs. Go up the stairs and head
to the east, ignoring the other staircase, and you will find two nodes - one
that contains Luck Noise x2 and the other that contains Great Chakra. Now you
can go back to the staircase and head down it. Head through the door to the
east to find the circuit breaker, flip it to restore power to this level.

To the west of this room is a Small Karma Terminal. You can use it to teleport
back to the Large Terminal or you can keep exploring the area.

If you choose to keep exploring the area go back up the staircase, head back to
the other staircase and head on down it. You will want to head east now and go
through the door here to reach a field hunt. This one is fairly easy so don't
stress over it. Now make your way back to the Large Karma Terminal however you
like and take the northern passage back to the room with the ladder to B2 and
the wall switch.

Go across the bridge and hit the switch to lower the wall. Now you can use the
ladder to head down below to fight the crazed demon. Go through the eastern
door here into another hallway. The easternmost door here is where the demon is
locked up but first a small detour. Take the southern passage to reach a small
room that contains a Layer Cell. Grab that and then go through the eastern door
to fight...

==============
Boss: Beelzebub
---------
Resistances: Everything except for Physical and Fire
Weakness: None
---------
Regardless of what his resistances might indicate Beelzebub is actually fairly
easy to defeat. He has a number of skills that can do some serious damage but
so long as you come prepared he shouldn't be that big of a problem. His main
offense comes in some basic attacks he uses and then three distinct combos you
will see fairly often. First and foremost he will use basic attacks (about 70
damage base), Tarukaja to increase his attack power and Mazionga to hurt your
party. None of these are too threatening and you should be able to heal from
them with ease.

Occasionally he will use Mind Scream instead of a basic attack which isn't too
bad since it is rare for it to afflict anyone with stun. The big problem comes
in his double-whammy combos. First is his Mahamaon / Mamudoon combo where he
will attempt to cut your partys' health by 2/3 and then try to flat out kill
everyone else. The second one is a Makakaja / Megidolaon combo where he boosts
up his Magic rating and then does a healthy bit of damage to your whole party
with his Almighty attack.

Preparation is incredibly important. Bring Serph, Heat and Argilla into this
fight. Give Serph your most powerful Fire spells and all the boosts you can get
on him as well as Expel Repel. Take Heat and give him Power Charge, your most
powerful single target Physical attack (Skull Cleave works just fine) Critical,
Counterstrike and MIN (or MAX) Critical, picking the one that's appropriate to
the Solar Noise when you fight him. Lastly set up Argilla as your healer with
the strongest healing and -kaja magics at your disposal and Dekunda if at all
possible. Now put Null Nerve, Expel Resist and Death Resist on all three of 
them if possible.

For the start of the battle all you will want to do is have Serph hit him with
a Fire spell, Heat Power Charge and then Skull Cleave while Argilla heals from
the myriad attacks coming your way. Simply by keeping this up you can handle
the first phase of the fight.

The secod phase begins when he mentions that a new Oracle has been created or
something along those lines. This is when he will begin throwing off the Hama /
Mudo combo as well as the Megidolaon combo. Serph must now keep putting up the
Expel Repel while Heat continues to attack and Argilla continues healing. You
will likely need to take breaks in attacking every so often to help with
healing since you cannot, under any circumstance, let him Makakaja more than
two times. Any more than that and you're looking at a Megidolaon that does well
over 350 points of damage to the unprepared.

So long as his Magic rating never gets too high you should defeat him with very
little difficulty.
==============

Revel in your experience gain, listen to him promise to get his revenge and
then pick up the Al Azif from the node across from you. Make your way out of
the Vanguards base entirely, sell off any Cells at the Vendor and make your way
to the Maribels base at Manipura to continue this side quest.

===================
05.06.03 - Return to Manipura
===================
From the area where you start go all the way to your right where the second
doorway into the base is. There was nothing but a node in this area but now
there is a panel that has been moved. Beelzebub is down there so it's time to
go in after him. Go on down to enter a new section of the Samsara Tunnels. It's
becoming fairly obvious that these sewer tunnels run under the entire Junkyard.

===================
05.06.04 - Samsara Tunnels
===================
Take the right hand path down to the yellow wall and get rid of it. Use the
bridge to head across the water and use the Karma Terminal. Now head back over
the land bridge. Head to the west, going through the door and picking up the
Power Noise x2 from the node.

Double back to the Karma Terminal and take the door directly to the west of it.
In this next area go up the ladder when you reach it since the path dead ends
very shortly. Head down the tunnel and through the door before going down the
ladder here. Take the path to the south and go up the ladder that you find,
there is a Soma and Luck Noise x2 to be had up here. Now go back down and head
on over to the first ladder, the one you came down.

There is a door north of the ladder, head on through it and you will soon reach
a blue wall right in your path. Get rid of it and head on over to the nodes 
here. You do not want to touch the southern one, it's a damage trap. Go to the 
northern one and open it to start a fight with three Shiki-Ouji. Kill them off 
to get a Great Chakra and Logic Cell.

Go all the way to the north, taking the second bridge across to the west and go 
through the door. You will find Vital Noise x2 in a node here. Go back across 
the land bridge and go south, crossing the first bridge and going through this 
door next. Head on over to the Karma Terminal use it and then head north. Take
the first path to your west, ignoring the path that goes further north since it
only leads to a dead end. Follow the outer wall to reach a door, go through.

You will see a ladder right nearby you but you want to ignore it and head on
further into the room. This level is a dead end but there's a second ladder you
can use to go up to a node that has Charm Shot x1 in it. Go back down to the
lower level, head over to the very first ladder you used and go on up and
through the door.

Make your way through this long, narrow passage and through the door. Go down
the ladder and take the door directly to your north. Now take the doorway to
your west and follow this corridor until you reach a Small Karma Terminal. Once
done with it jump into the water for another Pump Maze. This one is actually
simple, all you need to do is just go into the streams right in front of you
and get sucked through it. Easy as pie.

Climb up the ladder and head south before going over the bridge and you will
find yet another Small Karma Terminal. Use it or not and then follow the outer
wall path through the door, ignoring the bridge. Follow this path until you
reach a blue wall, dismiss it and go through the door. This will let you reach
another node with a Fusion Cell in it. Grab that and double back to the bridge
you ignored a bit ago.

Head on over the bridge and through the door here. Go to the south and over
the first bridge you come across and destroy this blue wall here. Move over to
the next blue wall just north of you and destroy it before going through the
southern door that this opens up.

Now go through the first door, head south over the land bridge and then go
through the door to the east. Stay on this path and you will reach a node with 
MP Noise x1 in it. Grab that and double back to the land bridge you used. Move
over to the door that brought you into this area and head to the west along the
paths. By sticking to this path you will reach a node with a Logic Cell x1.

You're done with this area so go back to the room with the blue walls and get
rid of the final one to your north. You can now take the north or south door;
take the southern one since it immediately leads to a Theory Cell before going
back and taking the door along the northernmost wall, not the one that was
behind the blue wall. Stick to the outermost wall in this new area and you will
find a node with a Logic Cell x1 in it.

Doubling back to the room where the blue walls were take the northernmost door
on the western wall. This path is straightforward until you reach the red wall, 
get rid of it and keep going. By following this path you can find a Large Karma 
Terminal so heal up and save your game. The door to your south here is where
Beelzebub has retreated to so you can bet your knickers this isn't going to be
easy. This fight is actually about twice as hard as the last battle so make
sure that you're ready for it.

* NOTE: If you don't have the skills needed to take out Beelzebub just now that
is perfectly fine. If you simply walk around right in front of the Large Karma
Terminal you will get into fairly hard fights regularly. All of these enemies
can be taken out with some forethought rather easily and they give you good
Karma and Macca and you can level up your Mantra pretty quickly. All you need
is a good party hitting physical attack like Revelation and Cocytus to get 
through this with ease and watch your Mantra skills grow incredibly quick. As
an added bonus the Isis here drop Magic Noises and the Arahabaki drop Vital
Noises so you can boost your stats while here too.

==============
Boss: Beelzebub (Fly)
---------
Resistances: Everything except for Physical and Fire
Weakness: None
---------
While he is one of the hardest bosses in the entire game Beelzebub can actually
be made ridiculously easy if you simply set up your party properly. Basically
you will have to contend with a boss who gets two actions a round routinely
hammering your party into the ground. I suggest using Serph, Heat and Argilla
for this battle due to them being your bruiser, your magic user and Serph being
tuned however you like him.

Beelzebub will be using a number of spells, some from the last fight and a few
new ones. His offense consists of basic attacks that can do anywhere from 150
to 300 damage depending on your level, Maziodynes, Mazandynes, Mind Screams and
Megidolaons. He can also buff himself with Power Charge, Tarukaja and Makakaja. 
He does have Dekaja and Dekunda as well so no status buffs or debuffs are safe. 
Lastly he has a new attack all his own, Death Flies an almighty spell that hits 
your entire party for about 350 damage without him having cast Makakaja that
also carries a chance of instant killing anyone hit by it.

It is not a good idea to engage Beelzebub before your party is level 60 in the
least, I suggest waiting until you're at 65. This is doubly true since it's
quite easy to level up and master Mantra in the area just outside his door.

Once you finally think you're ready set up your party with these skills:

/----------------------------------------------\
|    Serph     |      Heat        |  Argilla   |
|----------------------------------------------|
|    Dekaja    |    Executioner   | Mediarama  |
|   Tarukaja   |   Power Charge   | Mediarahan |
|   Rakukaja   |    Debilitate    | Samrecarm  |
|  Debilitate  |   High Counter   | Debilitate |
| High Counter | MAX/MIN Critical | Mana Surge |
|  Null Death  |     Critical     | Null Expel |
|  Null Expel  |    Null Death    | Null Death |
|  Null Nerve  |    Null Expel    | Null Nerve |
\----------------------------------------------/

With this set-up you are protected from him using Mahamaon, the Stun effect of
his Mind Scream and you will not be killed by Death Flies outright. Plus you
have the ability to destroy his stats. With this set-up you only have one lone
attacker but he will be more than enough to handle Beelzebub on his own.

During your first turn everyone should throw off a Debilitate to start playing
havoc with his stats. He will rarely, if ever, use Dekaja or Dekunda at this
stage of the fight. His turns will consist of using Maziodyne, Mazandyne and
regular attacks at this point so you can drop them with impunity. During your
turns from now on you will want to have Serph spend his time using Rakukaja to
max out your defense boosts, Heat should Power Charge and then Executioner on
his next turn while Argilla can pass her turn when healing (or Debilitiate) is
not needed. Even with just Heat attacking he can still do up to 1000 damage via
his Power Charge / Executioner combo.

Eventually you will get him to rant more about how he's the Wicked King and he
will get serious. Now he will begin throwing off Dekaja, Dekunda, Mahamaons and
Megidola as well as his Death Flies attack. Even though he will typically get
rid of any of your stat boosts or debuffs fairly quickly you should still do
them fairly religiously. This will, in the worst case scenario, force Beelzebub
to spend a turn getting rid of them.

There are two things of extreme note. First off whenever he uses Makakaja get
rid of it immediately. If he manages to boost his Magic rating too high he will
wipe out your party with raw damage from Death Flies. Also if he ever uses the
Power Charge ability have your entire next round be spent using Debilitate or
he can cause some really serious damage with a MindScreame (Null Nerve will
keep you from getting stunned by it in either case).

So long as you prevent him from firing off any uber-powerful Death Flies spells
you should be fine. Your reward for beating this boss is a bucketload of Karma,
Atma and Macca as well as the ability to keep moving through the waterways.
==============

Okay so that fight was kind of scary but now we can move on. Go back to the
Large Karma Terminal and heal up, change Mantra and save before heading back to
the room you fought Beelzebub in. Continue along the paths here all the way to
the south and you will find two doors. Go through the eastern door to find a
node with a Fusion Cell in it. Head back to the previous room and take the west
door now to proceed find the ladder out of here.

Odd... we are back in the Embryon Base with a yellow wall in front of us. Get
rid of the yellow wall, going through the door behind it. This leads you to a
room you might have seen before with three nodes in it. Get the Magatama, 
Tyrant Skill and Murder Rock. I suggest equipping the Magatama on Serph or
Argilla since they're the only ones who can use it to kill an Omoikane.

Go back to the room with the yellow wall and go to the north door. Unlock it
and head on through the Embryon base to find your way back to the world map.
Make your way on over to the Solids base to fight the next hard side-boss.

===================
05.06.05 - Anahata Again
===================
Head on inside the Solids base and stop by the vendor. Pick up a bunch of the
Estoma Sprays to ward off enemies and then use the Large Karma Terminal to warp
to the Large Karma Terminal 2. Leave the terminal and run north until you reach
a fork in the path with a room to your west. Head on inside that room and go
down the ladder here to reach the Samsara Tunnels under Anhata, the Northern
Tunnels 2.


===================
05.06.06 - Samsara Tunnels Yet Again
===================
Head down the path to your left from where you start and get rid of the blue
wall. Head over the bridge and use the Large Karma Terminal as needed before
you move forward any.

* NOTE: The enemies here are incredibly easy so you shouldn't really have much
in the ways of problems moving through this area. Just make sure to have some
fire and electric attacks on hand. However every so often a pair of Samael will
show up as Reinforcements. They aren't worth the trouble to fight so I heavily
suggest you simply use Quick Escape and get the heck outta dodge.

Keep moving forward following this remarkably straight path until you reach a
yellow and red wall. Go to the yellow wall first and dismiss it. Enter the door
here and follow this path until you reach a straight path and another door, go 
through it. Go around the corner and through the winding, misty tunnel and out
the other end. Serph will end up behind a waterfall. Head to the east to get
around it and take the bridge to the other side to find three nodes; one has
Great Chakra in it, the other has Magic Noise x2 and the gold node contains a
Logic Cell x1.

Now double back to the red wall and get rid of it. Follow the path down the
ladders and through the door at the very bottom here.  Head over the bridge and 
use the Small Karma Terminal as needed. There is a node to your west but you 
want to save before using it so once you've done so head on over to it and open 
it up.

You will get jumped by three Ongyo-ki when you do so and they will immediately 
hit you with a Megidolaon combo attack. This isn't a big deal. Quickly revert 
Serph and Argilla to human form and pick them off until one is left and leave 
them alive. What you want to do is keep on killing off all but one of the 
Ongyo-ki and let them keep on calling in reinforcements. Not only can you get a 
heck of a lot of Karma and AP from doing this but you will also get Power 
Noises. This monster is rare enough that farming him like this here is one of 
the only ways to reliably do so. You get a Soma when you finally kill them.

Use the save point again if you like and then take the passage to the south to
reach yet another pump maze. This one is actually rather huge and can be almost
impossible to figure out via practice. To get through it follow this path:

- South
- West
- South
- South
- East
- The Northern of the two Eastern passages
- East
- North
- The Northern of the two Eastern passages
- East
- West
- West
- West

Climb out using the ladder and start heading forward through the tunnel and out
the door. When you get out into the sewers again look to your left - You see
that big ol' green snake monster? Yeah that's the enemy you're going to be
fighting in just a minute. More than a bit intimidating looking so save your
game and get your party set up for a throw down before going over and picking
a fight with him.

==============
Boss: Orochi
---------
Resistances: Everything except for Elec and Ice
Weakness: None
---------
Beating Orochi is a heck of a lot simpler than it might initially appear to be.
His big advantage is that he can take eight actions a turn but he doesn't do
all that much damage so long as he doesn't hit your elemental weakness. The
only real threat that he provides is occasionally he will cast four Makakajas
in a row followed by a Megido which is pretty devastating. It's devastating
enough that it might take you several attempts at the fight to figure out a way
to handle him. It's doubly dangerous since he often pairs it up with a twin use
of Foul Breath, likely poisoning your whole party.

However due to his intense use of magic spells he will quickly burn himself out
of spirit points. He can recoup it by using MP Thief four times or so in a row
and draining you of all your SP and letting him begin the barrage anew. There
is a major weakness to this and all you need to do is happily exploit it.

Come into the fight with the following abilitie set on all characters:
- Null Mute: Stops all attempts to MP Thief you.
- Null Poison: Prevents you from taking oodles of poison damage.
- Phys Repel: Causes Orochi to lose all of his turns when he runs out of SP.
- Debilitate: Explained below.
- Each character MUST have the Resist ability that will cancel out their own
elemental weakness otherwise you will give Orochi yet more turns.

Now you should have one offensive spellcaster who can use Bufudyne or Ziodyne
and has the appropriate Boost and Amp spell equipped. Then have a healer with
Diarahan and Mediarahan as well as Debilitate. Lastly you should have any
character of your choice in the third slot with Debilitate and Phys Repel.

Orochi will immediately waste a turn to remove any Debilitates that you cast on
him but there's a trick to this. Every time he removes your -kunda effects he
will seriously chunk his MP. Simply start the fight by casting Bufudyne/Ziodyne
with your 1st character, passing with the second, casting Debilitiate with the
third and then letting your 1st character use an offensive spell again.

The boss will likely respond by casting Dekunda and then casting four Makakajas
and Megido to pummel your party. This is often followed by two Foul Breaths.
Your whole party should still be in one piece since you're immune to poison. On
the next turn simply attack, heal your party and then Debilitate him again.
What he does this turn will often vary but it's almost guaranteed that he will
burn himself out of SP during this round.

From now on all you need to do is have your first character keep on pummeling
him with offensive magics, let the healer cast Debilitate until he's fully
debuffed and havethe third character use Phys Repel every round. Orochi will
usually start his round with a few Mad Rushes but if you have a Phys Repel up
he will automatically lose all 8 of his turns and you can go again. Thus all
you really need to do is let him keep wasting his turns and hitting him with
offensive spells.

Heck if you're lucky you might freeze/shock him and then your whole party can
pummel on him a few times. Just don't forget to keep up the phys repel and you
will take him out like it's nothing.
==============

Head south from where you fought Orochi to reach the ladder to the upper areas
you are heading to. Ignore that for the moment and go up the eastern path back
north to reach a node with a Fusion Cell in it. Grab it up and then head over
to the Small Karma Terminal and save the game. I suggest changing your Mantra
to fresh ones; the area you're going to has some enemies that give good AP but
there are no Karma Terminals anywhere in there. In either case go up the ladder
whenever you're ready.

You are now in a sub-basement of the Brutes Base and there are no encounters
for the moment. Start heading up the stairs and make your way all the way up
to the 3F and go through the door. In this hallway you will start to encounter
the Horus enemy. These guys will almost always get first action and end up with
a Magic Repel barrier up. However they die pretty easily to the Murder Rock you
got as a reward for killing Beelzebub. Simply keep using that to kill them off,
or use Mudoon if you like, and you can get some good Karma, AP and Magic Noise
from fighting them.

Look around for a dead body on the floor here at the end of a long hallwayy and
examine it to find the Red Ring. Grab it up and then go through the door here
to find a node on a balcony with a Layer Cell in it. Now hang out in the halls
here fighting as many Horus as you like before beginning the trek back to the
Small Karma Terminal. Warp to the nearest Large Karma Terminal from there and
make your way out of these sewers. Go to the Karma Terminal in the Brutes base
and teleport to Large Karma Terminal 3 and head on back to the world map.

There's nothing left to do anymore outside of the Karma Temple so head on back
over that way and start chasing Sera again.


===================
05.06.07 - Sahasrara Again
===================
Use the Large Karma Terminal on the first floor to teleport up to Large Karma
Terminal 3 and head on out. Head to the west taking the side path to get around 
the wall Sera put up. Follow the path until you reach another place where the 
path branches off. Continue west to find a Chakra Pot in front of another wall 
that fades in and out before going back east and taking the north branch to get 
around the wall. Continue to the north up the stairs to go through a door.

Follow the path east and then head south at the fork to find a Small Karam
Terminal. Use it and then head north, towards the dead end. As you near it the
wall will fade out so just keep on going and pass through the door. Take the
path to the west and go down the stairs. Keep an eye on the wall to your left,
it will soon fade out and reveal a Life Terminal and a node with a Layer Cell
in it. Double back to the previous room and take the eastern path, up the
stairs and through the door into a new area.

Even though you can see the door you need to use you can likely guess that it
isn't going to be that simple. Run straight south but when you see the path
fork to the east head that way and open the node to find Earth Wall x2. Go back
to the door you came in from and stop at the fork. As you can guess the east
path is a dud so head down the western one. The wall that blocks your path will
poof out of the way as you near it and you can head for the door.

The path from here is pretty straightfoward and continues up plenty of steps
leaving you at elevation 4198. You will find a Small Karma Terminal, use it and
swap Mantras before heading through the door. This is another room with walls
that disappear and appear. Head north at the first intersection and west at the
second. Follow this path and the walls will disappear allowing you to grab Fire
Wall x2 from the node. Amusingly the eastern paths are duds and you can head
right up the middle to leave this room.

Head north past the first branch to the east and take the second eastern path.
Swing to the north at the intersection and you will find a node with a Soma
Drop x1. Head all the way north to the "dead end" and the walls to your east 
and west will fade away, go through the western one and follow it until you
head through a door.

Okay now we're outside the temple and... oh wow those two flying around in the
background are really big. Next boss fights are coming up soon then. There's a
Small Karma Terminal near the door so use that before heading forward any. Head
over the bridge that's going to the northwest, going south at the other end to
reach a switch of sorts. Activate it and then step into the pillar of light
that causes the level you're standing on to raise up a bit. Take note that the
bridge you took to get over here turns into stairs so you can still get back to
the Small Karma Terminal.

Head over the bridge to the southwest and activate the next switch. Step into
this pillar of light as well and then continue along the path south. After the
second bridge you will see another switch to the north. Go hit it and step into
the light one more time. Hooray, you can see the door from here! But guess what
that means? When you reach the next platform it's time for a boss fight!

==============
Boss: Jatayu
---------
Resistances: Null Ailments, Null Death, Null Elec, Null Expel, Null Fire,
             Repel Earth
Weakness: None
---------
Jatayu is actually fairly easy as far as the bosses you have fought so far go.
The trick is that he isn't alone; the minute you defeat him he is going to call
for reinforcements from the other demon that was flying around with him. So the
trick is to get through this fight with plenty of HP and SP remaining (or at
least having items to recover it).

As far as combat goes Jatayu is going to attempt to boost his stats, debuff
your party members, use physical attacks and then cast some Mudoon / Mamudoon
spells at random. To prepare for this fight bring in Dekunda, Dekaja and have
every character set the Null Death skill. By doing this you force him to rely
on his physical attacks and the occasional Mazandyne.

As far as combat goes you can simply bring in Serph, Heat and Gale to make this
go easy. Have Gale act as your healer and leave Serph casting the Dekunda /
Dekaja spells whenever the need arises. Every other round he should be using
Repel Phys to ensure that if he makes the mistake of attacking you he suffers
for it. Have Heat use Power Charge and your strongest physical attack, if you
have Executioner it works wonders, and simply keep up a constant attack. Should
he use Gates of Hell the Repel Phys ensures that this is an easy fight.

By sticking to the above strategy he likely won't even present a threat at all.
==============

Reinforcements!

==============
Boss: Garuda
---------
Resistances: Null Ailments, Null Death, Null Earth, Null Expel, Null Force,
             Null Ice, Resist Elec, Resist Fire
Weakness: None
---------
Looking at Garudas veritable laundry list of resistances you can see that the
only way to really hurt him is with physical attacks. Since he spends most of
his three turns using Mind Charge, Power Charge and then attacking you with
pretty powerful attacks this can easily turn into a slugfest. Unless you're
clever enough to not fall into that.

If you've followed the strategy for the above fight you will have the skill
Repel Phys set. This is the key to defeat Garuda without a headache. Have Serph
use the skill every round while Heat keeps up the physical attacks. By sticking
with this, leaving Gale to act as healer again, you pose a huge danger to the
boss. His favorite attack is Power Wave which will reflect back on him and do
some serious damage, especially if he has Power Charged.

He will often use Mind Charge and Megidola but that isn't much of a threat at
this point in the game. Heal it up whenever he does it and should your party
not need healing just let Gale use physical attacks on the boss.

See? Easy.
==============

Head through the door here and look to your west to find Large Karma Terminal 4
so go ahead and use it. If you have any cells that need selling now is a good
time to return to the bottom floor, go to the world map and head over to
Svadhisthana since that's the easiest Vendor to just walk over to. Whenever you
are ready to continue through the Karma Temple teleport back up to this Karma
Terminal and continue on.

Head north up the stairs and through the door, following the path until you
reach an elevator. Take it to the upper floors. Go west and the north up yet
more stairs to see Seras image again. Now she's taken away all my good will...
I'm gonna hit her. Hard. You're going to be dealing with the appearing walls
and the blue strips that drop you down floors.

Now you have to deal with a wall blocking your path and a blue strip to the
west of your position. Head on over and step on it, dropping down to a lower
elevation. From where you land turn around and head to the east. Go through the
door and keep going east, ignoring the branches, and run for the dead end. The
wall will fade away and let you get Dekaja Rock x2 from the node.

There is a blue strip to the direct north of you but don't bother with it. The
middle passage has an appearing wall in your path so head to the very first of
the paths and step on the blue strip there. This will teleport you onto the
middle path so head right up the stairs in front of you. Head to the west and
go through the door to end up in a maze of sorts.

The trick here is to keep moving forward while trying to figure out where you
can and can't go due to the appearing and disappearing walls. Continue west but
keep your eyes open for a path to the south. There's a Small Karma Terminal to
be found that way. Go back along the initial path but immediately start trying
to head back south, there's a node with a Chakra Pot x1. If you stick to this
top path that goes to the west you will reach a dead end so look for the next
branch off south and follow it through the walls to reach a doorway.

Head west here but keep looking to the south and take the path here to get out
of this room. Once through the door ignore the two immediate branches and head
south just a bit before going east. This apparent dead end leads to a node with
Great Chakra x1. Double back towards the door and head down the eastern path.
The stairs here are a trick, you have to go the long way around. Follow this
path and then head east through the door.

Stick to this path ignoring the door that is to your north at the branching
path. In this room head forward more to the east and go up the path there. If
you try going up the left path you will reach an appearing wall so step on the
blue strip in the eastern path to get past it. Stay on path and you will end up
in another roomthat is a bunch of corridor loops, blue strips and appearing 
walls. As you can guess this is going to be fun.

For starters take the first northern branch you can and stick to it, you will
end up facing a blue strip. Step on it to be yoinked through the wall. There is
a node with a Fusion Cell x1 in the corridor you end up in. Step on the blue
strip in here and then walk back over to the room entrance. Go down to the blue
strip just south of your position and step on it. Now from here, near the mid-
section of the room go to the north and step on that blue strip. This will have
the result of pulling you through the wall and right next to the stairs.

Saunter on up the stairs and go through the door into yet another blue strip
maze... yay? Go to the middle path and head south down it until you step on the
blue strip. From hwere you appear go south again and step on the blue strip to
your west, not the south one. Now step forward and use the blue strip to the
west and then north. This will pull you through a wall and leave you in a
hallway without blue strips. Simply run north to reach an intersection where
you can head to the west and through the door.

Continue along the path, up the stairs and through the door to find yet more
stairs. Go on up until you end up in a long hallway that branches off to the
north shortly after starting. The hallway itself turns into a dead end as does
the northern path. However there is a door just before the dead end that leaves
you in, you guessed it, the umpteenth million blue strip maze.

Step on the blue strip just to the east of where you come in. Now go to the
west and then south to find another blue strip, step on it. Go around the wall
to the south and then use the blue strip to the east. You're pulled into the
initial hallway, past the dead end now with a blue strip right in front of you.
Step on it to be pulled through the wall again. Step on the strip in front of
you to get pulled through the wall and then step on the blue strip here to get
yanked back into the puzzle room. The corridor you end up in is the end of
the puzzle thankfully.

Head north, go out the door and then head up the stairs to the east. Continue
south and you will reach an area right next to where Sera tried to step your
climb up the tower. Head through the door to the east to find yet another
freaking blue strip maze. Argh! Unimaginative game developers make Misfit angry
enough to smash PlayStation 2!

To start this one head north and then step on the blue strip to the east. Go
through the door to your east and then head all the way east in the next room.
At the apparent dead end a wall to your south will fade away. Step on the blue
strip and then walk south and step on the southern blue strip. Once again head
for the western blue strip, the walls will fade out to allow you to see it.

This corridor is the way out, yay! Follow it to the west and through the two
doors. At the dead end after the second door the norther wall will fade out to
reveal a blue strip, step on it. This leads you right back into the room you
first came into the level on. Walk over to the elevator and head on up.

At the top of this elevator is a Small Karma Terminal and a Life Terminal. Use
them as needed before heading on up the stairs, there's one more boss standing
between you and Sera. Make your way up the steps and then through the door to
find it. You are given the choice to leave after listening to Seras message,
do so if you need to change up your skills.

==============
Boss: Ananta
---------
Resistances: Drain Earth, Null Ailments, Null Death, Null Expel, Repel Force
Weakness: None
---------
For what is the next to last boss in the entire game Ananta is actually kind of
a pushover. Sure he can pummel you into the ground with physical attacks and
fire off all sorts of status ailments but a smart player can easily overcome
that little hitch. Other than that all he has is a few piddling Mudo attacks.

To start with you will want to bring a fighter, a healer and an offensive type
spellcaster. All three will need to have Null Nerve, Null Panic and Null Death
equipped to counter his offensive. With these equipped literally the only type
of attack he will have left is a basic attack. Of course this can be countered
with one of the best spells in the game: Phys Repel.

Equip your spellcaster with Ice or Fire skills and the appropriate Boost and
Amp. Have your physical attacker using Power Charge and Executioner and leave
your healer with Phys Repel. Set your party up so that you can follow the turn
order listed below:

Spellcaster: Pass
Attacker: Power Charge
Healer: Phys Repel
Spellcaster: Pass
Attacker: Executioner

In reality your spellcaster is a superflous damage dealer since a strong
physical attacker, like Heat or modified Serph, can easily kill Ananata on
their own in a very short time.

If it isn't possible for you to set your party up that way then you can do it
the same way we did it.

Serph: Offensive Ice Spellcaster
Heat: Physical Attacker with Phys Repel (lacking Null Nerve, Null Panic)
Argilla: Healing spells, especially Paraladi

With this set-up it was easy to follow this turn order:

Serph: Pass
Heat: Phys Repel
Argilla: Pass
Serph: Bufudyne
Heat: (Odd Turns) Power Charge, (Even Turns) Executioner

Even if you need to heal up one of your characters from the occasional panic
or sleep status it isn't that bad. Ananta will still die with little difficulty
so long as you don't, don't, don't let him start using Mudo to kill off your
party one by one.
==============

Head on over to the Small Karma Terminal here and use it as needed. Now head up
the steps nearby, talking to your party as you go. From here you can make a big
decision. Do you wish to fight the Four Heavenly Beasts or do you just want to
beat the game already. If you want to fight the Beasts talk to everyone but
Gale, make sure to go to the upper level and then teleport back to the Large
Karma Terminal 1 and head on out.

The walkthrough will cover the side quests now so if you just want to see the
boss fight skip ahead. As far as these four beasts go we are going to go in
the order of difficulty. So the first stop is going to be Anahata.

===================
05.06.08 - Anahata Finale
===================
Head on inside the Solids Base and go to the Large Karma Terminal. Teleport to
the Citadel 1 Large Karma Terminal. Now head to the west and then north, going
through the doors and avoiding the red eyed idols until you reach the stairs
to the third floor. There's a blue door here you may not have opened if you are
following this walkthrough so go on through it and you will find a Magic Noise
in the northern room here.

Now go on up the stairs and head to the south and east to find a yellow wall
and an ex-Solids member. Get rid of the wall and head on through the southern
door to find an Iron Shot x1 in a node

==============
Boss: Gui Xian
---------
Resistances: Drain Earth, Null Ailments, Null Death, Null Expel, Resist Phys
Weakness: None
---------
First off let's start with one huge note. These four enemies have a ridiculous
amount of HP restoration if they happen to drain your magics. Never, ever cast
the spells that they drain on them or you will immediately regret it. They will
usually heal somewhere in the area of 1,000 Hp if you hit them with their
chosen element so don't do it.

This boss is something of a nightmare. Not only does he have the typical sort
of resistances you'd come to expect from one of these four beasts but he also
resists physical damage to the point of insanity. Even a Power Charge enhanced
Executioner will only do about 10 - 15 points of damage. Obviously you aren't
going to be able to go this route here.

What this means for you is that you are going to be needing to use any of your
elemental skills that aren't earth based and have the Amp and Boost skills set. 
However there is a way to make this fight almost laughably easy - Ragnarok. If
you have this physical based Almighty type attack then the boss will be a piece
of cake to take out.

The suggested party here is Serph, Heat and Argilla. Serph should bring his Ice
spells with Ice Boost and Ice Amp as well as Dekaja and Earth Drain. Argilla
should slot Diarahan, Mediarahan, Samarecarm (just in case) and Earth Drain.
Heat should bring Power Charge and Ragnarok to the fight as well as any of the
Life boosting skills you have (Bonus, Gain and Surge). Also make sure to equip
Earth Resist and Phys Resist on all characters who you can do so. With this
set up you are ready to take out Gui Xian.

Gui Xian will start off with using only weak Tera and Matera attacks with the
occasional Terazi thrown in. After you damage him some he will upgrade to using
Terazi and Materazi reliably as well as the occasional Rage, Mind Charge and
Magic Repel skills. When he's finally all fired up he will use Teradyne, 
Materadyne, Mind Charge, Makakaja, Tarukaja and Bloodbath. It gets a bit rough
later in the fight but if you have Heat with Ragnarok the fight is laughable.

Place Heat first, Serph Second and Argilla third. Let Heat Power Charge, Serph
put up an Earth Drain and pass Argilla to let Heat use Ragnarok. It will do in
the area of 600 damage to him and lower his defense. This forces him to spend
an action using Dekunda to get his defense back to normal before he tries to do
anything else. Since Ragnarok is Almighty it can punch through his Magic Repel
and totally ignore his physical resistances, a great boon.

In the end the only real difference that his using Magic Repel will make is in
halting any back-up magical attacks that you attempt to use from Serph. It's
all rather simple. All you really need to do is make sure that Heat stays alive
and you will have no problems here.
==============

Defeating Gui Xian will net you the Copper Orb. The next beast is located in
Svadhisthana so head on over there.

===================
05.06.09 - Svadhisthana Finale
===================
So even though they've eaten everybody they left behind the basic enemies? Gah!
Lazy game developers aren't even maintaining consistancy now, grar!

Regardless of all that make your way down to B2 and then head to the west. You
can find a red wall there, you may have opened it earlier. There's an injured
member of the Vanguards here who tries to warn you off. Go through the door
when you are ready.

==============
Boss: Feng Huang
---------
Resistances: Drain Fire, Null Ailments, Null Death, Null Earth, Null Expel,
             Null Phys, Resist Force
Weakness: None
---------
First off let's start with one huge note. These four enemies have a ridiculous
amount of HP restoration if they happen to drain your magics. Never, ever cast
the spells that they drain on them or you will immediately regret it. They will
usually heal somewhere in the area of 1,000 Hp if you hit them with their
chosen element so don't do it.

Feng Huang is fairly simple in theory but it isn't so easy in practice. At the
start of the fight she will only use spells like Agi and Maragi. After you hurt
her a bit she will start using Agilao and Maragion, this will be prefaced with
her complaining about you ruffling her feathers. Hurt her a bit more and she
will get really mad and start throwing around Agidynes and Maragidynes. This is
her pattern for most of the fight.

As she nears her death she will begin to use HP Thief to heal herself. Her
version of this spell is so powerful that she will actually usually kill anyone
she targets with this. Unfortunately HP Theif is an Almighty attack so there's
nothing you can do about this. Lastly she will use a ridiculously powerful
spell combo where she uses Psycho Rage to give herself seven turns and then
cast four Makakajas followed by two Megidolaons and a Maragidyne.

You can make this fight considerably easier by coming into the fight with a
number of skills set. Make sure everyone has Resist Fire set to reduce damage
from her spells to a minimum and bring Heat into the fight. Never cast a spell
to Void/Repel/Drain her fire magics or she will begin pummeling you with a
number of physical attacks, like Bloodbath. You cannot survive three of those
in one round unless you're basically max leveled. It will kill you even if you
have Phys Resist due to sheer attrition.

The suggested party for this fight would be Serph, Argilla and Heat. Make sure
that each of them has Bufudyne with Ice Boost and Ice Amp set. Give Heat spells
like Makakaja and Debilitate while you make sure that Serph has Dekaja and
Makakaja leaving Argilla with the healing spells. With this set up you can do
some pretty wicked damage really quickly to Feng Huang.

Spend your first few turns casting four Makakaja spells and putting down one
Debilitate on her. While she has Dekunda she doesn't have Dekaja and she will
often not cast Dekunda until late in the fight. Even then she only seems to use
it if you have cast more than two on her. Once your magic is maxed out start to
pummel her with Bufudyne attacks. If you freeze her that's even better because
you can abuse her with critical physical attacks.

At some point she will use her Psycho Rage and spell combo. At this point if
you have put a Debilitate on her she will instead take the time to Dekunda it
which can save your life. She will not get to cast the Maragidyne at the end or
she will leave out one of the Megidolaons which is a life saver.

That's all there is to it. It is usually a battle of attrition.
==============

This will net you the Crimson Orb. Now head on over to Anja, the Brutes Base.

===================
05.06.10 - Anja Yet Again
===================
Go on into the base proper and activate the Red icon. Go head on through the
northeastern door and follow this path. There is a yellow wall here that once
you take it out you can find Long behind it. Just look for the wounded gang
member on the floor and you're going the right way.

==============
Boss: Long
---------
Resistances: Drain Ice, Null Ailments, Null Death, Null Expel, Resist Earth,
             Resist Phys
Weakness: None
---------
First off let's start with one huge note. These four enemies have a ridiculous
amount of HP restoration if they happen to drain your magics. Never, ever cast
the spells that they drain on them or you will immediately regret it. They will
usually heal somewhere in the area of 1,000 Hp if you hit them with their
chosen element so don't do it.

Quite unlike the other elemental beasts Long is actually incredibly easy. All
you need to do is set a few abilities and he will go down with very little
trouble. His biggest threat is Mabufudyne which is telling.

Make sure to set Ice Resist, Agidyne, Fire Boost and Fire Amp on everybody. If
you can afford it also make sure to set Null Mute and Resist Phys. Now spread
out Debilitiate, Dekaja, Dekunda, Makakaja and then Diarahan and Mediarahan.
With these you are ready to make short work of Long.

For the start of the fight you will want to hit Long with four Debilitates and
then try to get four Makakajas on your party. With this done he will do a lot
less damage and you can do much more damage to him. Occasionally he will cast
two Makakajas and a Mind Charge. At this point hit him with a Dekaja and two
Debilitates to minimize damage. He will follow this up with a Mabufudyne and
Revelation which will do laughably sad damage to you thanks to the literal bevy
of debuffs you've been using.

On occasion he will throw down two Tarukajas and a Power Charge followed by a
pair of Revelations. Hit him with the Debilitates and even this will be of
little threat to your party. Simply take him out at your leisure and laugh as
he tries to heal himself with Dia.
==============

You will get the Azure Orb from this fight. Now head on over to Manipura.

===================
05.06.11 - Manipura Finale
===================
Head on into the Maribel Base and head to the east. You are going to need to
make your way all the way to the east, sticking along the south route. There is
a yellow wall here with Baihu behind the easternmost door. Head on in to fight
the last of the four beasts.

==============
Boss: Baihu
---------
Resistances: Drain Force, Null Ailments, Null Death, Null Expel, Resist Elec,
             Resist Ice, Resist Phys
Weakness: None
---------
First off let's start with one huge note. These four enemies have a ridiculous
amount of HP restoration if they happen to drain your magics. Never, ever cast
the spells that they drain on them or you will immediately regret it. They will
usually heal somewhere in the area of 1,000 Hp if you hit them with their
chosen element so don't do it.

As you can guess Baihu is the Force user of the Heavenly Beasts but he is also
a seriously powerful physical attacker. He makes good use of a number of party
hitting physical attacks, he uses High Counter and he is pretty fond of Power
Charge/Tarukaja/Executioner combos. However he also uses a variety of wind
attacks to strike the whole party.

To make this fight simple make sure to equip as many Force Resist and Phys
Resists as you can. Any Null Phys is even better but you don't really need to
go that far. Secondly make sure your party has any skills that increase their
HP count and one of them should have Phys Repel. Now during the fight you will
need a dedicated healer, a dedicated attacker who will be using Agi or Tera
spells and someone to cast Phys Repel every round.

By doing this you will cause any of his physical attacks to hit him right in
the nose and lose the rest of his turns. This lets you keep on pummeling him
with your offensive spells and whittle him down. The reason he is the last of
the four beasts you will challenge is because he can do some appreciable Force
damage while you're avoiding his physical attacks. You will need a lot of HP
and a good Magic rating to survive the onslaught.
==============

Once you've taken him out you will get the White Orb. Now that you have taken
out the Four Heavenly Beasts you need to take out their leaders. First up is
the angelic entity, Metatron. It took me a bit to locate this pecker but he can
be found in Ajna, the Brutes Base. 

===================
05.06.12 - Anja Finale
===================
There are two ex-Brutes standing outside who will mention a demon with 
beautiful silver wings inside the base. Head on into the base proper and set it
to the White Configuration. Save your game and go through the northeastern door
to find the Metatron.

==============
Boss: Metatron
---------
Resistances: Null Ailments, Null Death, Null Expel
Weakness: None
---------
Metatron is actually somewhat disappointing as far as a leader of these enemies
go. He uses Hama spells which are easily stopped and if you've fought the fly
form of Beelzebub then you likely have those skills at the ready. All you will
need is your characters that have the top magic rating with Null Expel set and
if Serph is there give him a Fire Resist.

With those set you've already stopped the early stages of his attacks from
having almost any sort of effect. Now you will want to give each character a
powerful Ice or Electric type spell as well as the appropriate Amp and Boost
skills. Any element will work but you can actually shock or freeze him and if
you do it makes the fight much, much easier. It doesn't happen often, it's so
rare as to be negligable, but you may as well since the other types of spells
confer no bonuses with their casting.

Now that you've prepared your resistances and your offensive magics give out
the spells Makakaja, Rakukaja and Dekaja. It is best if you have two offensive
casters split up who has what, giving one Makakaja and the other Rakukaja while
giving the healer Dekaja. Also make sure that everyone has Null Mute and if you
can fit it Resist Phys.

In the early parts of the battle he will mostly be casting Mahamaon throwing in
some Maragidyne for variety every so often. So long as Serph isn't giving him
extra turns this part of the fight is laughably easy. He will be losing most of
his turns to Null Expel. During this point in the fight you will want to keep
two, and no more than two, of each type of stat debuff going. If you have two
Makanda and two Rakunda that is fine but if you cast a third he almost always
seems to Dekunda it away. Stick with just the two and keep hitting him with
your offensive magics.

The only threat at this point in the fight is that occasionally he will cast
Revelation. If you have Null Mute equipped your party will be able to totally
ignore the mute status ailment and Resist Phys will lessen the damage and make
critical hits rather unlikely. Essentially these two skills will stop him from
being able to put you on the defensive.

After you've done enough damage he will talk a bit of smack and then start up a
new spell combo. He will spend one round casting two Makakaja and then on the
next turn Mind Charge and cast his spell, Fire of Sinai. This is an Almighty
attack that does an incredible amount of damage and can hit your party members
multiple times. So if you think you can survive a hit for 150-200 points of
damage it might just hit you two or even a third time although that is rare.

To counteract this spell you will now want to buff up your party to a full four
of each Makakaja and Rakakaja. This will help you resist dying to Fire of Sinai
although you will desperately need to make sure your healer casts Dekaja any
time he uses Makakaja. He will never attack in the same round he uses Makakaja
unless he casts it immediately followed up by Fire of Sinai. But in these rare
situations your party won't be as badly hurt so it shouldn't be a big deal.

So long as you make sure that he never gets to have Makakaja at the same time
as Mind Charge to amp up his Fire of Sinai you will be fine. You might lose one
of your lesser HP party members to a random Fire of Sinai but it won't be a
common occurance and you will be able to whittle him down.
==============

*****************************
Digital Devil Saga 2 Note
-------------------
Defeating Metatron nets you a special item in the next part of the game that
grants you protection from Expel attacks.
*****************************

Defeating Metatron nets you the Seraph Quill. Taking this to a Karma Terminal
will unlock the Gyokuza Mantra which lets you learn that pretty little Fire of
Sinai skill. Now it's time to get the very last leader of the Four Heavenly
Beasts, Huang Long. If the name doesn't sound like trouble then I don't know
what does. The last boss can be found in a hidden area in Sahasrara, in an area
past the last Large Karma Terminal.

Time to head to Sahasrara to finish this game off once and for all.

===================
05.06.13 - Sahasrara - End Game
===================
Use the Large Karma Terminal 1 in the entryway to teleport to the Large Karma
Terminal 4. From here make your way to Elevation 12,530 and past the first blue
strip maze and make your way to the second one. Head down the middle passage
and take the southern blue strip. When you appear in the second corridor use
the blue strip to the south yet again. This will land you in a side corridor
that has a red wall in it to the south. Go through the red wall and follow this
path to reach a door, behind this door is Huang Long - the second hardest boss
in the game (second only to the Demi-Fiend).

==============
Boss: Huang Long
---------
Resistances: Null Ailments, Null Death, Null Expel
Weakness: None
---------
Although he is immensely powerful and has some of the more dangerous attacks
in the entire game Huang Long can be surprisingly easy if you're just careful.
Let's just get one thing out of the way first, if you die here do not let it
discourage you. It can happen with the greatest of ease due to the slightest of
miscalculations on your part. Just think of this fight as preparation for the
ridiculously overpowered final boss.

The greatest threat when fighting Huang Long comes in the form of his Celestial
Ray attack. This is an Almighty attack that throws down a hefty amount of
damage to your entire party and also hammers them with random status ailments
as a parting gift. It can be particularly brutal to have your party hanging on
by a sliver of life only to have your party members get charmed and kill each
other off.

That's not to say that this is his only form of attack. As the fight goes on
he will change between a variety of different forms. You can't actually see any
real changes in how he looks but his attacks will all change to fit in with the
new form. So if he has begun using fire spells it's a fair bet that he has
assumed a fire form. You will know that he has changed forms by a long and
drawn "Gggrrrraaaugghhh...." from him.

One thing remains constant through most of his forms and that's his resistances
and weaknesses. In all forms he will maintain his  Ailment, Death and Expel
resistances. In addition he essentially resists all elements, physical attacks
and just about anything except for Almighty attacks. To add to that he is quite
powerful to begin with. This ends up having the side effect of making it just
about impossible to damage him. Making matters yet worse is the fact that if
you hit him with a spell that he absorbs it will heal him for about ten times
the amount that you would have damaged him.

All of this isn't going to exactly paint the picture that he is going to be an
easy beast to handle. However if you come into this battle with the proper set
of skills you will be able to handle this fight with ease. Come into this with
the following skills set:

/--------------------------------------------------\
|    Serph      |     Heat         |   Argilla     |
|--------------------------------------------------|
|   Bufudyne    |    Ragnarok      |  Debilitate   |
|   Makakaja    |  Power Charge    |  Diarahan     |
|   Dekunda     |    Rakukaja      |  Mediarahan   |
|   Dekaja      |    Critical      |  Samarecarm   |
|  Mind Charge  | Min/Max Critical |  Close Call   |
|   Ice Amp     |   Ice Resist     | Null Elements |
|  Fire Resist  |   Phys Resist    |  Phys Resist  |
| Null Ailments |  Null Ailments   | Null Ailments |
\--------------------------------------------------/

With this set-up you will never have to worry about any of his status ailments
affecting your party. If you don't have Null Ailments you can shuffle things
around so that you are protected from Charm, Nerve and Panic spells. However
it is really best if you have Null Ailments.

Null Elements is fairly hard to come by on one party member much less get it on
all three of your party members. However if you make sure to cover all of your
elemental weaknesses having it on one person will do the job. With this set-up
your party will never give Huang Long any extra turns and he will in fact lose
both of his turns due to this. This is ideal because it will lessen the beating
that you take from his attacks.

Now you will only need to worry about surviving his attacks. Any time he casts
any sort of -kaja type spell immediately Dekaja it. Whenever he casts any sort
of -kunda type spell make sure to Dekunda it. By doing all of this you will
ensure that he does no more damage than he really needs to. Especially since he
can do a serious amount of damage to you with a simple Power Charge followed by
a basic attack.

Even better than that is that he almost never casts Dekaja himself so you can
buff yourself with Rakukaja and Makakaja all you like. In addition his usage of
Dekunda is actually fairly limited so you can feel free to Debilitate him. Try
to keep him fully Debilitated at all times. Even if he gets rid of it wait for
him to change forms and then pummel him with them again.

The last thing of note is his two special forms. On a rare occasion he will
end his roar with an "!" instead of the "..." that he normally does. This is an
indication that he has entered his major offensive form. In this form he has
absolutely no resistances to anything other than the ones listed at the top of
this entry. When he leaves this offensive form he will enter an absolutely
defensive form where he is immune to everything, including Almighty attacks.

With all of that out of the way we can get to the actual combat. For the most
part you are going to want to fully -kaja up your party and ensure that he is
entirely Debilitated. With that out of the way you should spend your time with
Serph removing any status buffs Huang Long may use, let Heat use Power Charge
followed by Ragnarok while Argilla keeps Heat and the party healed.

With this all set up all you really need to do is make sure that Heat never has
any damage from Ragnarok when the turn ends. If this happens then you will very
likely see him die. Keep your party fully healed at the end of every turn and
you will take out Huang Long pretty easily. Whenever he enters his all out
offensive mode you can feel free to let Serph use Mind Charge and Bufudyne to
inflict some serious damage to him. Just never use Bufudyne at any other time
or he might have found his way to his ice casting form and he will heal about
10,000 HP. That'll set you back a good ten turns worth of damage to him. That's
about all it takes to beat him. Once you've gotten this right and taken him out
all that's left is the final boss.

And the optional boss if this is a New Cycle playthrough.
==============

*****************************
Digital Devil Saga 2 Note
-------------------
Defeating Huang Long nets you a special item in the next part of the game that
grants you resistance to Almighty attacks.
*****************************

Now make your way to the highest floor and elevation of the tower and talk to
Gale to head on your way up to the highest part of the tower. It's just a short
run up the tower steps to reach the final cutscenes and last boss of the game.

==============
Boss: Harihara
---------
Resistances: Null Ailments, Null Death, Null Expel, Resist Almighty
Weakness: None
---------
If you've taken out Huang Long then Harihara is going to be pathetically easy
simply due to you being overleveled for the situation. However she can still
wipe you out if you aren't careful enough so make sure that you've got your
bases covered before getting into the fight.

To prepare for the battle make sure that you set Null Death as well as whatever
resist you need to make sure that your elemental weaknesses are covered. Also
make sure that you have Null Ailments set or if lacking in that make sure that
you set Null Charm and Null Nerve to cover the very worst of her ailments. All
you need after that is to equip the proper attack spells.

It's heavily suggested that you bring Serph, Heat and Argilla into the battle. 
Equip their skills as follows:

/--------------------------------------------\
|    Serph     |     Heat     |   Argilla    |
---------------------------------------------|
|  Bufudyne    | Executioner  |  Teradyne    |
|   Agidyne    | Power Charge |  Diarahan    |
|   Ice Amp    |   Dekaja     |  Salvation   |
|  Fire Amp    |   Dekunda    | Earth Boost  |
|  Ice Boost   | High Counter |  Earth Amp   |
|  Fire Boost  | Phys Resist  | Null Death   |
|  Null Death  |  Null Death  | Null Ailment |
| Null Ailment | Null Ailment | Phys Resist  |
\--------------------------------------------/

Actually fighting Harihara comes in three different forms, two of which will be
repeated twice before you get to the grand finale. However there are a few
attacks that you are going to be putting up with through the entire fight. She
is fairly fond of Hunger Wave and she will make use of Dekunda.

---------
Form 1 & 3
---------
This form is actually fairly simple to take out, especially if you're higher
leveled. In this form she will make good use of a variety of buffs and debuff
type spells. Most importantly is her attack Vaikunta, a physical attack that
hits the party and can turn them to stone. It's kind of like Gates of Hell on
steroids and it's pretty bad news if you don't have Null Death.

You shouldn't have much difficulty fighting through this form. This can be 
made easier by having Heat Power Charge and attack her although she has no real
strengths or weaknesses, meaning any strategy is pretty much viable. She will 
likely only take a few rounds to eliminate as it stands. 

---------
Form 2 & 4
---------
Unlike the last form she gets a bit more excitable now. Expect to have almost
all of the various -dyne type spells thrown at you. In addition to that she
can also use a few of the very powerful physical attacks, Genocide, Bloodbath
and Executioner are all possibilities. The biggest of her attacks is Bhairava
which is a rather brutal attack that will do anywhere between 450 - 900 damage
in one fell swoop to a single party member.

The trick here is to hit her hard and fast enough to punt her out of this form
as fast as you can. A good Power Charge / Executioner combo followed up by an
attack spell or two. She only has about 2,000 HP so this shouldn't be too hard.

---------
Form 5
---------
Essentially this is her one winged angel form. Harihara grows to a rather
immense size and summons six orb-like cores in. These cores represent each of
the five elements and then the physical core. Each of these cores provides her
with a repel barrier of its chosen element and they themselves will repel the
chosen element. In addition each core can take its own turn and they will hit
you with the strongest attacks of their element, so Bufudyne and the like.

Worst of all is the attack that if there are three cores she can perform an
attack called Reincarnation. This rather insane Almighty attack can easily do
400 damage to your entire party in one fell swoop, thus it is imperative that
you wipe them out as fast as possible.

The way you go about this is as follows. Have Serph hit the Ice Core with your
Agidyne spell to get rid of it. Pass with Heat and have Argilla heal up your
party members. Now have Serph hit everybody with his Mabufudyne attack and you
should get rid of the rest of the cores and harm Harihara.

She can bring back one of the cores for free and does so at random so each
round she might summon a different type of core or the same one over and over.
However she will be left with just a pathetic physical attack as her primary
offense and Hunger Wave. It's rare for this to affect more than one party
member at a time and her physical attack is fairly laughable. Thus all you need
to do is keep on killing the cores as she summons them and let Heat pound on
her with Power Charged Executioners and she will go down in no time.
==============

Sit back and enjoy the final cutscene and credits. There's more to see after
the credits finish so watch it and then save your data for the New Cycle.


===================
Importing to DDS2
===================
There are a number of things to keep in mind when you are planning to import
your DDS 1 save into Digital Devil Saga 2. 

 - Depending on the amount of Mantra you have mastered you will gain a bonus to
   your stats. A fully mastered Grid will net you a +5 bonus to all your stats.
   This is figured independantly for each character.
 - If you have more than 1,000,000 Macca then you will start the game with more
   money than normal. 20,000 instead of 10,000.
 - If you have completed certain Side Quests you will gain special items to
   help you in your playthrough of DDS2.
 - So long as you have answered certain questions through the game properly you
   will acquire a hidden character towards the end of DDS2.
 - You will automatically unlock the Hard difficulty which allows you access to
   its secret boss (accessible only on the Hard mode).

===============================================================================
                      5.07 - New Cycle
===============================================================================
When you play the game in a New Cycle you will enter what is known as Extra
Mode. When you go into Extra Mode many things will be a bit different to make
your game a bit easier. A full list of these is below:

 - All of your mastered Mantra will be still learned giving you access to all
   of the skills you had in the previous playthrough.

 - Any non-mastered but purchased Mantra will still be unlocked. This is a good
   thing since you will not get much money from the weaker enemies. If you're
   not going to import your completed save into DDS2 then buy up all the Mantra
   you can afford before fighting the final boss.

 - Your level will reset to level 1 but you will still have all of your skills
   so this limitation can be easily overcome with some cleverness (Bufudyne &
   Auto Soma will make your life ridiculously easy for most of the game).

 - All of your characters will learn the Human Form passive skill. This lets
   you start a fight as a human. It's mostly useless with a few exceptions but
   it can help out when dealing with a lot of Gun weak enemies.

* NOTE: The actions that determine if you get the secret character in DDS2 are
not reset until you reach the point that they were made before. So if you start
a new game over and get disinterested you can port over to DDS2 without any
incident so long as you haven't made different decisions (choosing to betray
the Maribel the second time will overwrite your choice not to the first time).

But that isn't all, there is a new challenge for those who play through a New
Cycle game. For those of you who played Atlus' last release, Shin Megami Tensei
Nocturne, he will be quite familiar. For those of you who didn't play that
particular entry in the SMT series... well prepare to have a new definition of
pain brought down upon you.

To find the Demi-Fiend you will want to head over to the B1 of the Solids base
into the poison gas maze. Search through the doors here until you feel a
presence on the other side of a door.

* NOTE: I have not figured out a method to defeat him that can't be found in
any other strategy guide. The only reliable method to do so is the "Red Star
Strategy" invented by a GameFAQs member of that name. If I figure out something
simpler then I will edit this and update the FAQ.


=========================================================
06. Field Hunt
=========================================================
As you proceed through the game you will occasionally find areas that, when you
enter them, you will be warned that there are weak demons about. You can either
choose to hunt them, leave the area or seek for more information on the Field
Hunts. Completing these is highly suggested since they're a great way to gain a
lot of Karma, Macca and hell of a lot of Atma Points.

* NOTE: These areas are marked on the map by a strange purplish icon so they're
easy to find again if you choose to go save your game before attempting it.

Essentially what a Field Hunt is, is as follows; You will transform into your
demon form and floating purple/black orbs will spawn in, floating around the
area. Using the square button you will physically attack these orbs seeking to
take them out as fast as possible. 

These weak demon orbs appear in sets, this means that you must destroy all of
them in one set before the next set will spawn in. Memorizing thier locations
is key so you might want to play it once, see where they are and then reload
the game since they never change position. Honestly in some of the harder Field
Hunts this is the only way for you to possibly take them all out since they are
so hard to track down and appear in such random locations.

* NOTE: When you take out the last orb in a set you will hear a sort of dingle
type chime play. This is your indicator that you've gotten the last one in this
group and it's time to move on to the next one.

Once you have destroyed all of the orbs the Mitama will appear in a set
location and you can kill them for a great reward. However the Mitama are not
going to go down without a heck of a time dealing with them. They take little
damage from physical attacks (5 - 10 HP damage usually) and are totally immune
to any damage at all from most elemental attacks (Null almost everything) and
Hama/Mudo as well as ailments are likewise useless. You will need the following
to even make this fight possible:

 - A Ma- spell of the type that they are weak to on every character possible.
   The stronger the skill the better the chance that you frighten the Mitama.

 - Hunt skills. Either have one of the following - an instant death attack or a
   strong group affecting Hunt skill. Either of these will work wonders here.

 - Several support skills are almost a necessity as well - Iron Stomach to ward
   off any sudden aches, Atma Bonus and Atma Divide. 

The Mitamas weaknesses are as follows:
 - Ara Mitama: Ice
 - Kusi Mitama: Force
 - Nigi Mitama: Fire
 - Saki Mitama: Elec

So when you fight them the battle should mostly consist of using group attack
spells until they are Frightened and then hammering them with Hunt skills. By
doing this you will be able to eat most, if not all, of the Mitama before long.

* NOTE: According to some FAQs and Starions Field Hunt Pattern map Field Hunts
will regenerate every five full Solar Cycles (so from MIN to MAX and back five
full times) but this doesn't seem to work for every one. There have been some
times where a Field Hunt has remained fully dormant for us.

===================
Field Hunt Strategy
===================
Listed below are all of the Field Hunt locations and descriptions on how to get
the most out of it.

-------------------
Manipura - 1F
-------------------
Time: 60 sec.
Mitama: Ara Mitama x3

Description: This hunt is broken up into three specific areas: 
 - An eastern hallway that is the doorway in, shaped like a Z.
 - A northern hallway that leads to a room.
 - A southern hallway that turns west and into a room.

Group 1: Follow the eastern hall to the fork in the middle of the map taking
         out the six demons.
Group 2: You will have two of these right in front of you after taking out the
         six group 1 demons. Turn north and take out the other three here.
Group 3: Continue straight forward and enter the room here. Take out the two
         demons here.
Group 4: Head straight south from this room towards the southern hallway. Take
         out the five demons.
Group 5: Head straight into the room here and you will find two demons, get rid
         of them.
Group 6: Leave the room and go straight north, taking out the six demons as you
         go along the path.
Mitama: Head into the northern room to fight the three Ara Mitama.

-------------------
Anahata - 2F
-------------------
Time: 60 sec.
Mitama: Ara Mitama x4

Description: This area is simply a straight hallway that stretches west into a
larger room.

Group 1: Head straight west and take out the two demons in front of you.
Group 2: Turn around, facing to the east, and take out the two demons here. Now
         run all the way to the west into the large room and take out the two
         here for a total of four demons.
Group 3: These two are located right near where you killed the last two demons.
Group 4: The first of these is in the northwestern corner of the room so kill
         it and then go back into the corridor, there's four more there.
Group 5: After you kill Group 4 the two from this group are right in front of
         you so take them out.
Group 6: Turn to the west again and the lone one from this group is right in
         front of you.
Group 7: He is right to your east after killing group 6. Take him out and then
         run to the room to get the last three.
Group 8: Run back to the eastern hallway and kill him to finish this group.
Group 9: Run to the northwest corner of the room to start this and then go down
         the hallway killing demons as you go, only five here.
Mitama: Head into the western room, northeastern corner to find the Ara Mitama.


-------------------
Coordinate 136 - 2F
-------------------
Time: 90 sec.
Mitama: Nigi Mitama x4

Description: This area is broken up into three sections:
 - A central cross area, the door you entered in is to the west and there is a
   door to your north and south.
 - Through the northern door is a short hallway and then a large room.
 - Through the southern door is a short hallway that turns east and then a
   large room.

Group 1: Head through the northern door and into the large room. Kill the seven
         demons in here.
Group 2: Go back into the central area and kill the demon in the middle.
Group 3: Continue through the southern door and into the large room. There are
         four of them in the corner here.
Group 4: Head along the western corridor going back to the central corridor.
         There are two demons here, kill them and then go through the door into
         the central area. Kill the demon near the northern door.
Group 5: Double back to the southern door and go through into the room again.
         There are four more demons in here now.
Group 6: Head to the central area and take out the lone demon there.
Group 7: This is a bit tougher. Go through the northern door and take out the
         four demons here. Quickly head through all the way to the southernmost
         room and take out the four last demons here.
Group 8: Head back towards the central area and take out the three demons that
         are in your way.
Group 9: Take out the lone demon in the central area for this group.
Group 10: Continue going north and into the room, there's one demon on the west
          wall and one on the eastern wall.
Mitama: Quickly head all the way back to the southern room and the Nigi Mitama
        will be in your way.

-------------------
Samsara Tunnels - Southern
-------------------
Time: 90 sec.
Mitama: Saki Mitama x4

Description: This is one of the most confusing areas. It's not made up of
totally seperate areas, instead it's an outer ring, an inner ring and the paths
between them. Oh and there's a room to check as well. Be prepared to mess this
one up a bit. For simplicity sake lets break this up into two parts: 
 - The outer ring that stretches from the southern door you entered through to
   the dead end all the way on the east side.
 - The inner circle accessed from a northern part of the outer ring. This is
   connected to the room here.

Group 1: Continue along the path from the door, heading along it to the north.
         There are five demons in your path so get rid of 'em.
Group 2: Make your way to the north but ignore the demons in front of you for
         the moment. Take the path to the inner ring and go to the west side,
         taking out the two demons here. Now go back to the outer ring and go
         north, taking out the three demons in your path.
Group 3: Continue east along the outer ring to find three demons lurking in the
         dead end.
Group 4: This is the hard one. Double back and then go into the inner ring. Go
         into the room here and take the two demons here. Leave the room and
         go south along the inner circle to find four more of them. Kill them
         and then go north back to the outer ring. Swing west and south along
         the path to find the last two demons. If you haven't done this with
         some expediency you've lost this Field Hunt.
Group 5: Continue along the outer ring south back towards the entrance to find
         the five demons comprising this set.
Group 6: Make your way back to the inner ring and take out the two demons along
         the northern part. Head to the south and take out demons here, there's
         two of them.
Group 7: Go into the room here and take out the two demons that comprise this
         particular set.
Group 8: Head back to the outer ring and go east, taking out the three demons
         that appear in your path.
Mitama: The Saki Mitama are located in the dead end just past the demons from
        Group 8 so you can't miss them.


-------------------
Muladhara - B2
-------------------
Time: 60 sec.
Mitama: Kusi Mitama x4

Description: This Field Hunt is broken up into two connected areas:
 - The northern corridor runs from east to west - the western door is where you
   entered through and the east leads to a large room.
 - The Southern path curves east and leads to a smaller room.

Group 1: From the door you enter head east and take out the three demons that
         are in your path.
Group 2: Go through the door and into the room, taking out the four demons
         lurking in here.
Group 3: Leave the room and head all the way west, back towards the entrance.
         Take out the four demons on this path before you swing to the south,
         down the path here, and take out the two demons.
Group 4: Continue along the southern path and take out the two demons. Go into
         the room and take out the last lingering demon. 
Group 5: Return to the northern corridor and take out the four demons here.
         There's one in the middle and two to each side of him.
Group 6: Now go back down the southern path and take out the four demons that
         are here.
Group 7: Head back to the northern path and go through the eastern door into
         the room. Take out the seven demons in here.
Mitama: The Kusi Mitama will appear near the door the room, can't be missed.

-------------------
Karma Temple - 1,837 ft.
-------------------
Time: 60 sec.
Mitama: Saki Mitama x4

Description: While this one looks pretty easy you don't have any time for even
the smallest mistakes. It's broken up into two smaller areas:
 - There's a southern area, L-shaped, with the door that you came through. It
   is seperated from the northern part by a door.
 - Through the doro are stairs leading down and a small room here.

Group 1: From the entrance door head north, taking out the two demons in your
         way to beat this group.
Group 2: Go through the northern door and take out the two demons on the stairs
         to get rid of this set.
Group 3: In the northwestern corner of the room at the bottom of the stairs are
         the three demons from this group take them out.
Group 4: Head towards the stairs and go up them to find the lone demon from
         this group.
Group 5: Double back down the stairs and kill off the seven demons that are
         down here. Now go back up the southern stairs and through the door
         to find the last demon in this set.
Group 6: This demon will appear right in front of you after destroying the last
         member of Group 5 so take him out.
Group 7: Head north and then go down the stairs to find the lone demon from
         this group.
Group 8: Go into the northern room and then take out the lone demon in the
         southwestern corner of the room. Quickly go back up the stairs and
         through the door to find the last two demons from this group.
Group 9: Run back to the north through the door and down the stairs to find the
         three demons from this group along the east wall in your face. Easy to
         get to so take them out.
Group 10: The three demons from this group are located to the west of where
          Group 9 was located.
Group 11: Go to the eastern wall where Group 9 was and take these three out.
Group 12: Back over to where Group 10 was located, take out these three demons
          before double back and heading south. The last demon from this group
          is located on the steps.
Group 13: Go back down the steps and into the northwestern corner of the room
          to find the first demon from this set. Now move quickly since you
          likely don't have much time. Go south up the stairs and through the
          door to find the last demon from this set.
Mitama: The Saki Mitama is going to appear in front of you so you should have
        no problem reaching him.

-------------------
Karma Temple - 1,902 ft.
-------------------
Time: 60 sec.
Mitama: Saki Mitama x4

Description: This area is fairly small but this one is still tough. You don't
have the time to make any mistakes so you have to move quickly and take the
demons out rather fast. There are two small areas to this one:
 - An upstairs area that goes north and leads to the door you came in through.
 - Down the stairs south leads to a large room. It is seperated from the north
   passage by a doorway.

Group 1: Go down the stairs and into the room, taking out the eight demons that
         are in here.
Group 2: Head up the stairs and through the door to find the two demons that
         are near the door you came in through.
Group 3: Make your way back through the door to the south and kill the two 
         demons loitering on the stairs.
Group 4: Ignore the demons in front of you and go through the northern door to
         find a single demon near where Group 2 was killed. Now go back south
         and down the stairs, killing the three demons here.
Group 5: Go to the east and take out the three demons here to finish off this
         group.
Group 6: Head to the west and take out the three demons here to take out this
         group.
Group 7: Ignore the demons to the north for a moment, head east and take out
         the three demons here. Quickly go up the stairs and take out the two
         demons here.
Group 8: Continue up the stairs and go through the door to find the three minor
         demons you need to take out.
Group 9: Go back through the door to the south and take out the demon on the
         stairs before taking out the demon in the southeastern corner.
Mitama: Now head all the way to the north to find the Saki Mitama.



=========================================================
07. Beastiary
=========================================================
This is a list of all of the non-boss enemies in the game. Each of the bosses
carry their own strategy and have a section devoted to them. Thus they are not
listed here although plenty of the sub-boss monsters are put here since they
become regular enemies later on in the game.

-------------------
Resist = They take about half as much damage from these spells / attacks as
they do from attacks of the same power level of different attacks. In the case
of status ailments they will almost never work at all.

You do not lose any Turns for casting a spell an enemy Resists at them.
-------------------
Null = Enemies who Null an attack will take no damage from spells of this type.
No spell that carries this effect can have any effect on the enemies. This has
a bunch of complications discussed below.

If an enemy can null an attack then any secondary effects will never occur.
Thus if you cast an Ice spell that freezes an enemy who nulls Ice attacks the
freeze effect can never occur. This can even happen in some odd cases. If you
use an attack that does Physical damage but carries a Mute effect against an
enemy who is immune to Physical but Weak to Mute the attack will not work.

You will lose one extra Turn for casting a spell the enemy Resists on them.
-------------------
Drain = Enemies who Drain an attack will be healed by attacks that they are
able to Drain. The amount that they heal is roughly 75% of the damage that they
would have taken.

You will lose all of your remaining Turns when casting a spell an enemy Drains
on them.
-------------------
Repel = Enemies who can Repel attacks will send attacks right back at you if
you cast a spell at them they Repel. The enemies will not be healed by the
attack but it will damage the caster quite a bit. If you should hit a group of
enemies with a spell they all Repel all of those attacks will hit the caster
they will get pummeled by all of the attacks coming back at them.

You will lose all of your remaining Turns when casting a spell an enemy Drains
on them.
-------------------

/-----------------------------------------------------------------------------\
|Name: Alp         || Level: 3  || Hit Points: 35    || Spirit Points: 40     |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Resist Earth, Resist Elec                                                   |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| N/A                                                                         |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Dia, Dream Haze, Tera                                                       |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Apis         || Level: 13 || Hit Points: 160   || Spirit Points: 100   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Ailments, Null Expel, Repel Elec, Repel Fire, Repel Force, Repel Ice   |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Death, Weak Earth                                                      |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agi, Agilao, Earth Drain, Makakaja, Mind Scream, Rakukaja, Sukukaja,        |
| Tarukaja                                                                    |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Apsaras      || Level: 25 || Hit Points: 162   || Spirit Points: 224   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Elec                                                                   |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Fire                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Dormina, Makajam, Diarama                                                   |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Arahabaki    || Level: 77 || Hit Points: 1777  || Spirit Points: 999   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Ailments, Null Earth, Null Elec, Null Fire, Null Force, Null Death,    |
| Null Physical, Null Guns                                                    |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Ice                                                                    |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Debilitate, Diarahan, Gate of Hell, Hell Thrust, Last Word                  |
|-----------------------------------------------------------------------------|
| Note: These enemies are easily taken out by one simple spell, Cocytus. By   |
| using this spell you have a roughly 60% chance of freezing either of the two|
| Arahabaki. Once it is frozen you can simply pound on it with basic physical |
| attacks or, if both are frozen, all enemy targetting physical attacks. They |
| die pretty quickly to this method.                                          |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Archangel    || Level: 17 || Hit Points: 100   || Spirit Points: 116   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Expel, Resist Death, Resist Phys                                       |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Death                                                                  |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Hama, Mute Blow, Vile Blade, Void Death                                     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Atavaka      || Level: 46 || Hit Points: 400   || Spirit Points: 384   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Panic, Repel Death, Repel Expel, Resist Phys                           |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Eart                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Executioner, Megido, Tentarafoo                                             |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Badb Catha   || Level: 15 || Hit Points: 98    || Spirit Points: 124   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Resist Earth, Resist Force, Resist Phys                         |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Guns, Weak Fire                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Bolt Flare, Poison Dart                                                     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Baphomet     || Level: 26 || Hit Points: 156   || Spirit Points: 236   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Null Fire, Resist Ailments                                      |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Expel                                                                  |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agilao, Curse, Mudo, Mudoon, Void Expel                                     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Bicorn       || Level: 16 || Hit Points: 108   || Spirit Points: 120   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Elec, Resist Fire, Resist Force, Resist Ice                           |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Ailments                                                               |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Body Rush, Zio, Zionga, Stun Needle                                         |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Black Ooze   || Level: 30 || Hit Points: 268   || Spirit Points: 220   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Fire, Drain Ice, Repel Death, Resist Phys                             |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Earth, Weak Elec, Weak Expel                                           |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Body Rush, Megido, Mind Scream, Taunt                                       |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Blob         || Level: 12 || Hit Points: 96    || Spirit Points: 128   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Resist Phys                                                     |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Earth, Weak Expel, Weak Ice                                            |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Dormina, MP Thief, Teradyne                                                 |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Cai-Zhi      || Level: 32 || Hit Points: 248   || Spirit Points: 288   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Poison                                                                 |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Earth, Weak Mute                                                       |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agilao, Avalanche, Hell Thrust, Tarunda, Terazi                             |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Catoblepas   || Level: 59 || Hit Points: 650   || Spirit Points: 920   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Ailments, Null Death, Repel Elec                                       |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Fire                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Body Rush, Death March, Earth Repel, Gate of Hell, HP Thief, Materadyne     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Chatterskull || Level: 33 || Hit Points: 248   || Spirit Points: 252   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Null Earth, Null Ice, Resist Force                              |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Charm, Weak Expel, Weak Fire, Weak Panic                               |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Death March, Mudoon, Skull Cleave, Void Expel, Void Force                   |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Cockatrice   || Level: 8  || Hit Points: 120   || Spirit Points: 40    |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Resist Force                                                                |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Guns, Weak Ice                                                         |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Body Rush, Mad Rush, Power Wave, Pulinpa                                    |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Cu Chulainn  || Level: 30 || Hit Points: 252   || Spirit Points: 192   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Null Expel, Resist Elec, Resist Force, Resist Ice, Resist Phys  |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Nerve, Weak Poison                                                     |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Demon Rage, Executioner, Skull Cleave                                       |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Decarabia    || Level: 38 || Hit Points: 268   || Spirit Points: 336   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Repel Death, Resist Magic                                                   |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Expel                                                                  |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agidyne, Blood Curse, Maragidyne, Mind Charge, Mudo, Revert                 |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Empusa       || Level: 6  || Hit Points: 35    || Spirit Points: 60    |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Ice                                                                    |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Fire                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Bufu, Mabufu, Makanda                                                       |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Fomor        || Level: 24 || Hit Points: 216   || Spirit Points: 200   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Ice                                                                    |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Ailments, Weak Elec                                                    |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Bufudyne, Bufula, Frost Breath, Hell Thrust, Void Elec                      |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Forneus      || Level: 43 || Hit Points: 480   || Spirit Points: 332   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Repel Death, Repel Fire, Repel Ice, Resist Earth                            |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Elec                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Bufudyne, Curse, Mudoon, Stone Gaze, Teradyne                               |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Fuu-Ki       || Level: 42 || Hit Points: 500   || Spirit Points: 328   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Null Force                                                      |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Elec                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Earth Repel, Elec Repel, Fire Repel, Void Charm, Zandyne                    |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Ganesha      || Level: 54 || Hit Points: 500   || Spirit Points: 444   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drains Force, Null Death, Null Elec, Null Expel, Null Ice, Resist Earth,    |
| Resist Fire                                                                 |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| None                                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Diarama, Makakaja, Maziodyne, Ragnarok, Xanadu, Ziodyne                     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Garuda       || Level: 63 || Hit Points: 1300  || Spirit Points: 1000  |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Ailments, Null Death, Null Expel, Null Ice, Repel Earth, Repel Force,  |
| Repel Guns                                                                  |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| None                                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Mabufudyne, Mahamaon, Megidola, Mind Charge, Power Charge, Power Wave,      |
| Zandyne                                                                     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Ghoul        || Level: 10 || Hit Points: 74    || Spirit Points: 72    |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| None                                                                        |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Earth, Weak Fire                                                       |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Body Rush, Venom Claw                                                       |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Gorgon       || Level: 44 || Hit Points: 356   || Spirit Points: 376   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Repel Death, Resist Elec, Resist Force, Resist Elec                         |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Fire                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Blood Curse, Fire Drain, Fire Repel, Power Wave, Stone Gaze                 |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Grimehkala   || Level: 49 || Hit Points: 600   || Spirit Points: 400   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Fire, Repel Death, Repel Guns, Repel Phys                             |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Charm, Weak Expel                                                      |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agidyne, Debilitate, Demon Rage, Mudoon, Rage                               |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Gurr         || Level: 35 || Hit Points: 280   || Spirit Points: 204   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Repel Death                                                     |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Elec, Weak Expel, Weak Guns                                            |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Death Blow, Death Spray, Needle Rush, Poison Dart, Rakukaja, Sukukaja       |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Gyu-Ki       || Level: 16 || Hit Points: 200   || Spirit Points: 120   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death                                                                  |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Earth                                                                  |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Body Rush, Mad Rush, Power Charge                                           |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Hanuman      || Level: 48 || Hit Points: 352   || Spirit Points: 412   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Resist Phys                                                                 |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Charm                                                                  |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Force Drain, Genocide, Tarukaja                                             |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: High Pixie   || Level: 38 || Hit Points: 300   || Spirit Points: 320   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Elec, Null Death, Null Expel, Resist Earth                            |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| None                                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Diarama, Mazionga, Zionga                                                   |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Horus        || Level: 64 || Hit Points: 900   || Spirit Points: 800   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Earth, Repel Elec, Repel Expel                                         |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Death, Weak Guns                                                       |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Debilitate, Diarahan, Mabufudyne, Magic Repel, Maziodyne, Xanadu            |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Hresvelgr    || Level: 40 || Hit Points: 550   || Spirit Points: 284   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Earth, Repel Ice                                                       |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Elec, Weak Guns                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Mazanma, Power Charge, Power Wave, Sukunda, Vanity                          |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Ikusa        || Level: 17 || Hit Points: 148   || Spirit Points: 120   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Null Nerve                                                      |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Force                                                                  |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Matera, Hell Thrust, Raving Slash                                           |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Isis         || Level: 62 || Hit Points: 360   || Spirit Points: 608   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Ailments, Repel Death, Repel Expel, Repel Gun, Repel Phys              |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| None                                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agidyne, Bufudyne, Makakaja, Megido, Teradyne, Zandyne, Ziodyne             |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Isora        || Level: 32 || Hit Points: 248   || Spirit Points: 264   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Ice, Resist Earth                                                      |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Elec, Weak Force                                                       |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Bufula, Elec Drain, Force Drain, Frost Breath, Makakaja                     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Jack Frost   || Level: 25 || Hit Points: 136   || Spirit Points: 224   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drains Ice                                                                  |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Fire                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Bufula, Fire Drain, Mediarama                                               |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Jatayu       || Level: 62 || Hit Points: 1000  || Spirit Points: 1000  |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Ailments, Null Elec, Null Expel, Null Fire                             |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Guns                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agidyne, Dekaja, Makanada, Mudoon, Sukunda, Tarunda, Taunt, Ziodyne         |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Jinn         || Level: 27 || Hit Points: 180   || Spirit Points: 244   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Force                                                                 |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Elec                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Mazan, Mazanma, Mind Charge, Zan, Zandyne, Mazandyne                        |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Karasu       || Level: 35 || Hit Points: 200   || Spirit Points: 250   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Elec, Repel Force                                                      |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Ailments                                                               |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Executioner, Hama, Mahama, Shock Wave, Vanity                               |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Kelpie       || Level: 21 || Hit Points: 188   || Spirit Points: 144   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Elec, Resist Earth                                                     |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Fire                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Comatose, Mazionga, Sukunda, Void Fire                                      |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Kikuri-Hime  || Level: 49 || Hit Points: 445   || Spirit Points: 700   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Earth, Null Charm, Null Expel, Null Fire, Null Mute                   |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| None                                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Mabufudyne, Maragidyne, Magic Repel                                         |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Kin-Ki       || Level: 44 || Hit Points: 550   || Spirit Points: 380   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Null Elec, Resist Ailments                                      |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Earth                                                                  |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Me Patra, Mediarama, Ziodyne                                                |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Kushinda     || Level: 44 || Hit Points: 356   || Spirit Points: 556   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Charm, Repel Expel                                                     |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Death, Weak Elec                                                       |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Makakaja, Maragion, Mediarama, ZIodyne                                      |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Laksmi       || Level: 63 || Hit Points: 492   || Spirit Points: 572   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Fire, Drain Ice, Repel Earth, Repel Expel                             |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| None                                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
|      Calm Death, Debilitate, Dormina, Hamaon, Mediarahan, Megidola,         |
|      Megidolaon, Rage                                                       |
|-----------------------------------------------------------------------------|
| Note: It is incredibly important that you make sure to have the Null Nerve  |
| skill set. Otherwise one Laksmi will cast Dormina and the others will cast  |
| Calm Death, immediately wiping out anyone who was put to sleep by Dormina.  |
| There is no way to resist Calm Death if you've been put to sleep.           |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Lilim        || Level: 35 || Hit Points: 300   || Spirit Points: 300   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Earth                                                                  |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Ice                                                                    |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Allure, Tarunda                                                             |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Macha        || Level: 12 || Hit Points: 96    || Spirit Points: 120   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Force, Strong Earth                                                   |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Elec, Weak Guns                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Makakaja, MP Thief, Raving Slash, Zanma                                     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Mizuchi      || Level: 35 || Hit Points: 264   || Spirit Points: 405   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Ice, Null Death, Null Phys, Resist Earth                              |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Fire                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Bufudyne, Fire Drain, Mabufudyne, Tentarafoo                                |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Mothman      || Level: 35 || Hit Points: 260   || Spirit Points: 292   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Repel Elec                                                                  |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Earth                                                                  |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Earth Drain, Mazionga, Pulinpa, Ziodyne                                     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Mou-Ryo      || Level: 5  || Hit Points: 21    || Spirit Points: 44    |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Null Fire, Resist Earth                                         |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Expel, Weak Ice                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Maragi, Void Fire, Void Ice                                                 |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Naga         || Level: 32 || Hit Points: 248   || Spirit Points: 240   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Repel Elec                                                                  |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Fire                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Hell Thrust, Tarukaja, Void Fire, Zionga                                    |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Nekomata     || Level: 15 || Hit Points: 112   || Spirit Points: 120   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Charm                                                                  |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Elec                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Charm Slash, Marin Karin, Sukukaja, Tera, Terazi, Void Elec                 |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Nidhoggr     || Level: 56 || Hit Points: 1555  || Spirit Points: 700   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Ice, Null Ailments, Repel Death                                       |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| None                                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Allure, Body Rush, Mabufudyne, Makakaja, Megidola, Phys Drain, Tarukaja     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Nozuchi      || Level: 10 || Hit Points: 88    || Spirit Points: 76    |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Force                                                                 |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Elec                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Mad Rush, Matera, Tera                                                      |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Nue          || Level: 23 || Hit Points: 212   || Spirit Points: 168   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Null Ice                                                        |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Charm, Weak Force                                                      |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Death Blow, Force Drain, HP Thief, Mudo, Venom Claw                         |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Okuninushi   || Level: 46 || Hit Points: 384   || Spirit Points: 384   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Null Expel, Null Force                                          |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Nerve, Weak Poison                                                     |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Chi Blast, Expel Repel, Sakura Rage, Taunt                                  |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Ongyo-Ki     || Level: 69 || Hit Points: 669   || Spirit Points: 6699  |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Elec, Drain Fire, Drain Ice, Null Ailments, Null Expel, Repel Death   |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Guns                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agi, Bufu, Last Word, Mahamaon, Makakaja, Mamudoon, Megidolaon              |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Onkot        || Level: 20 || Hit Points: 136   || Spirit Points: 184   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Resist Phys                                                                 |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Charm, Weak Elec, Weak Nerve                                           |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Mute Blow, Rakukaja, Sukukaja                                               |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Onmoraki     || Level: 1  || Hit Points: 30    || Spirit Points: 34    |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Resist Fire                                                                 |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Ice                                                                    |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agi                                                                         |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Parvati      || Level: 58 || Hit Points: 330   || Spirit Points: 900   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Charm, Null Force, Null Mute, Repel Expel                              |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Ice                                                                    |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Allure, Dream Haze, Mahamaon, Makajam, Mazandyne, Mediarama, Megidola,      |
| Phys Drain                                                                  |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Pazuzu       || Level: 54 || Hit Points: 355   || Spirit Points: 476   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Elec, Drain Ice, Repel Death                                          |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Force                                                                  |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agidyne, Blood Curse, Maragidyne, Mind Charge, Stone Gaze, Stun Wave        |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Phantom      || Level: 30 || Hit Points: 236   || Spirit Points: 224   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Null Guns, Null Phys                                            |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Expel, Weak Force                                                      |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Blood Curse, Force Drain, Mamudo, Megido, Mudo                              |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Pixie        || Level: 1  || Hit Points: Varies|| Spirit Points: Varies|
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Expel, Null Death, Resist Earth, Resist Elec                           |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| None                                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Dia, Megidolaon, Zio                                                        |
|-----------------------------------------------------------------------------|
| Notes: Pixie is probably one of the most peculiar demons in this game. She  |
| appears in no less than four seperate dungeons and her stats vary wildly by |
| what dungeon you fight her in. For example, in the first dungeon you fight  |
| her in she has barely any HP and cannot cast Megidola. In one of the later  |
| dungeons she has the ability to summon in High Pixie demons. After that she |
| gains the ability to cast Megidolaon once or twice per battle. Be mindful   |
| of this when fighting her.                                                  |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Preta        || Level: 3  || Hit Points: 36    || Spirit Points: 16    |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| None                                                                        |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Earth, Weak Fire                                                       |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Body Rush, Zan, Zio                                                         |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Principality || Level: 22 || Hit Points: 220   || Spirit Points: 256   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Repel Expel                                                                 |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Death, Weak Mute                                                       |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Death Repel, Mahama, Makajam, Rakunda                                       |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Purski       || Level: 42 || Hit Points: 348   || Spirit Points: 402   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Repel Expel, Repel Force                                                    |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Elec                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agidyne, Diarama, Double Slash, Power Charge, Skull Cleave, Zandyne         |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Pyro Jack    || Level: 25 || Hit Points: 136   || Spirit Points: 260   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Fire                                                                  |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Ice                                                                    |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agilao, Maragi                                                              |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Queen Mab    || Level: 46 || Hit Points: 392   || Spirit Points: 404   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Repel Death, Repel Earth, Resist Elec, Resist Fire, Resist Force, Resist Ice|
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
|  None                                                                       |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agidyne, Bufudyne, Magic Repel, Makakaja, Teradyne, Vanity, Ziodyne, Zandyne|
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Raiju        || Level: 40 || Hit Points: 280   || Spirit Points: 340   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Elec, Null Death                                                      |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Force                                                                  |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Bolt Flare, Force Repel, Maziodyne, Mamudoon, Mudoon, Ziodyne               |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Raksahsa     || Level: 50 || Hit Points: 320   || Spirit Points: 399   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Repel Death, Repel Ice                                                      |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Earth, Weak Expel, Weak Panic                                          |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Chi Blast, Demon Rage, Mudoon, Phys Repel, Raving Slash, Skull Cleave       |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Samael       || Level: 64 || Hit Points: 1400  || Spirit Points: 666   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Earth, Repel Death, Repel Elec, Repel Expel, Resist Phys               |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Mute, Weak Poison                                                      |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Bloodbath, Magic Repel, Marevert, MP Thief, Phys Repel, Revelation,         |
|  Stone Gaze, Vanity                                                         |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Sarasvati    || Level: 30 || Hit Points: 220   || Spirit Points: 288   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Ailments, Null Elec, Repel Expel                                       |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Fire                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Mazio, Mediarama, MP Thief, Sonic Wave, Tentarafoo                          |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Sati         || Level: 45 || Hit Points: 360   || Spirit Points: 420   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Fire, Repel Expel                                                     |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Ice                                                                    |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agidyne, Dream Haze, Mahamaon, Maragidyne, Mediarama, Void Phys             |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Senri        || Level: 45 || Hit Points: 396   || Spirit Points: 396   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Charm, Null Expel, Repel Force                                         |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Elec                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Allure, Mazanma, MP Thief, Zandyne                                          |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Shiisa       || Level: 40 || Hit Points: 252   || Spirit Points: 444   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Elec, Null Repel                                                      |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Earth                                                                  |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Mazio, Mediarama, Power Charge                                              |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Shiki-Ouji   || Level: 40 || Hit Points: 336   || Spirit Points: 372   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Repel Death, Repel Expel                                                    |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Fire                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Fire Repel, Hamaon, Mahama                                                  |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Slime        || Level: 3  || Hit Points: 52    || Spirit Points: 32    |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Resist Phys                                                     |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Earth, Weak Expel, Weak Fire, Weak Ice                                 |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Needle Rush                                                                 |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Sparna       || Level: 54 || Hit Points: 320   || Spirit Points: 500   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Earth, Repel Force, Resist Ailments                                    |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Gun                                                                    |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Diarahan, Materadyne, Mazandyne, Rakunda, Sukunda, Tarukunda, Teradyne,     |
| Zandyne                                                                     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Succubus     || Level: 19 || Hit Points: 122   || Spirit Points: 181   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Charm, Resist Earth                                                    |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Elec, Weak Expel, Weak Mute, Weak Nerve, Weak Panic                    |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Allure, Elec Repel, Expel Repel, Fire Drain, Force Drain, HP Thief,         |
|  Makakaja, MP Thief                                                         |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Sui-Ki       || Level: 40 || Hit Points: 500   || Spirit Points: 300   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Null Ice, Resist Ailments                                       |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Fire                                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Bufudyne, Power Wave, Teradyne                                              |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Tan-Ki       || Level: 42 || Hit Points: 600   || Spirit Points: 264   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Resist Phys                                                                 |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Ailments, Weak Earth                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Hell Thrust, Materadyne, Mind Scream, Sonic Wave                            |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Taown        || Level: 33 || Hit Points: 252   || Spirit Points: 232   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drains Force                                                                |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Earth                                                                  |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Hell Thrust, High Counter, Sonic Wave, Zandyne                              |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Tarrasque    || Level: 16 || Hit Points: 210   || Spirit Points: 136   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Elec, Resist Phys                                                      |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Earth, Weak Fire                                                       |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Mad Rush, Mazio, Zionga                                                     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Temple Guard || Level: 50 || Hit Points: 290   || Spirit Points: 440   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Charm, Null Expel, Null Gun, Null Phys                                 |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| None                                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Impale, Marevert, Revert                                                    |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Thoth        || Level: 27 || Hit Points: 172   || Spirit Points: 268   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Charm, Null Nerve, Null Panic, Resist Phys                             |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Death                                                                  |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Death Repel, Maziodyne, Rage, Rakukaja, Sukunda, Sukukaja, Tarukunda,       |
|  Vanity, Zionga                                                             |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Titania      || Level: 56 || Hit Points: 280   || Spirit Points: 688   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Elec, Null Fire, Null Force, Null Ice, Resist Earth                    |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Ailments                                                               |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Agidyne, Bufudyne, Dekunda, Mabufudyne, Maragidyne, Mediarahan, Rakunda,    |
|  Sukunda                                                                    |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Turdak       || Level: 23 || Hit Points: 171   || Spirit Points: 180   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Death, Null Fire                                                       |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Expel, Weak Panic                                                      |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Death Spray, Power Charge, Venom Fang, Void Poison                          |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Unicorn      || Level: 24 || Hit Points: 168   || Spirit Points: 180   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Charm, Null Expel, Resist Force, Resist Ice                            |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Death                                                                  |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Body Rush, Diarama, Hama                                                    |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Uzume        || Level: 35 || Hit Points: 207   || Spirit Points: 344   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Force, Null Expel                                                     |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Elec, Weak Mute                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Allure, Diarama, Shock Wave, Void Force                                     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Valkyrie     || Level: 20 || Hit Points: 192   || Spirit Points: 152   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Expel, Null Fire, Resist Phys                                          |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Mute, Weak Panic                                                       |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Mute Blow, Phys Repel, Power Wave, Raving Slash                             |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Virtue       || Level: 28 || Hit Points: 192   || Spirit Points: 232   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Repel Expel, Resist Earth                                                   |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Death, Weak Elec                                                       |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Death Repel, HP Thief, Mahama, Mahamaon                                     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Wu Kong      || Level: 47 || Hit Points: 288   || Spirit Points: 388   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Drain Fire, Null Death, Null Expel, Null Gun, Null Phys, Repel Earth        |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| None                                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Death Blow, Genocide, Power Charge, Tarukaja                                |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Yaksa        || Level: 13 || Hit Points: 100   || Spirit Points: 104   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Null Fire                                                                   |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Expel, Weak Ice                                                        |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Makakaja, Rakukaja, Sukukaja, Void Fire                                     |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|Name: Yurlungur    || Level: 46 || Hit Points: 380   || Spirit Points: 384   |
|-----------------------------------------------------------------------------|
|**Resistances**                                                              |
|-----------------------------------------------------------------------------|
| Repel Fire, Repel Ice, Resist Death, Resist Expel, Resist Gun, Resist Phys  |
|-----------------------------------------------------------------------------|
| ** Weaknesses**                                                             |
|-----------------------------------------------------------------------------|
| Weak Ailments, Weak Earth                                                   |
|-----------------------------------------------------------------------------|
| **Skills**                                                                  |
|-----------------------------------------------------------------------------|
| Force Repel, Power Wave, Stun Wave, Tentarafoo                              |
\-----------------------------------------------------------------------------/


=========================================================
08. Mantra Grid
=========================================================
This is a complete list of all of the various Mantra in the game and what their
exact details are. It follows the grid from top to bottom, left to right. Where
it branches off will be noted as an insert at the end of a skill telling you
what it branches off to. Rare Mantra have their own section as they have no
true place on the Mantra Grid.

* NOTE: At times your party members will leave the party for story reasons.
When this happens you will want to equip a brand new Mantra on them since when
they rejoin your party they will fully master the Mantra that is equipped on
them. This means you could master a difficulty 9 Mantra in a fraction of the
time by abusing this scenario. However it doesn't happen too often.

Information about each of the skill types as well as the authors opinion of
them are listed below.

------------------------
Physical Skills: Any sort of physical attack that does light damage is more or
less worthless unless it hits all enemies due to the associated HP costs. Even
then it's a bit touchy. The best attacks are the ones with Moderate damage with
a chance to cause status ailments, Moderate damage that hits all enemies and
Damage relative to HP. The Heavy Damage skills are mostly useful only against
bosses who are vulnerable to only phys attacks or have several resistances to
anything other than phys attacks. They can also randomly critical and give you
free Press Turns. Many enemies do resist them and the HP cost can be rather
prohibitive at times.

--------------

Hunt Skills: These skills are used for Hunting enemies and gaining the AP they
give all for one character. Very useful when you're trying to get one character
a particular Mantra. As a note they are not considered physical damage so they
can be used on Phys immune enemies. However they always do very little damage
unless the enemy is Frightened so only use them when you think you can kill the
enemy. Frozen enemies are nearly immune to these attacks for some reason but
Shocked enemies will be hit for critical damage every time. So shocking an
enemy you can't Frighten will work just as well.

--------------

Elemental Magics: These are the lions share of the spells you will be using
for the better portion of this game. The only thing that really needs to be
said is that the random striking spells are mostly useless. Unless they are the
only choice that you have then they are better left alone since they don't hit
for as much damage as their cost would imply.

--------------
Healing Skills: As you can guess these are the second most often used skills in
the entire game. Since healing spells are an integral part of any RPG you will
want to master these Mantra ASAP. Always try to have the best healing spells
you can afford at any given time.

--------------

Status Skills: The Status ailment afflicting spells are actually more or less
useless due to their inherent unpredictability. They are only really useful
against enemies that are weak against them. However the skills that render you
immune to these status ailments are incredibly useful since enemies will quite
often use them with impunity. Late game enemies can be nearly impossible to
deal with if you don't have particular status immunities.

--------------

Hama/Mudo Spells: These are some of the best skills in the game. Hama skills
will cut the enemys HP by a predetermined amount based on the skill used. They
have pretty good accuracy especially when it comes to enemies who are weak to
it. This leaves them easy prety to kill with just about any other follow up
spell. Late game you will even get a very useful damaging Hama spell. Mudo
skills are not quite as good, having an often incredibly low accuracy to any
foe that's not weak to it. When you do find an enemy that is vulnerable to them
then they shine quite readily. However neither of these skills will be of any
use against bosses since they are always immune to these attacks.

--------------

Support Skills: Of these various skills the stat buff (-kaja) and debuff (-nda)\
spells are also the most useful skills in the entire game. Many of the rest of
them are a mixed bag although the Shared/Mutual Karma skill and Chakra/Mana
walk are must haves for every single character.

-------------------------

==================================
08.01 - Melee Mantras
==================================
Everyone should master at least a few Hunt mantra but otherwise you can leave
these mostly for Heat and possibly one other character. Some of the late end
skills are absolutely incredible but they are best used by Heat or a customized
Serph who has a high strength. The skills are mostly wasted on the rest of the
Embryon members.

//==========================================================================\\
|| Devourer                                                                ||
||--------------------------------------------------------------------------||
|| Cost: 1,000                                                              ||
|| Difficulty: 1                                                            ||
||==========================================================================||
|| Skill: Devour                                                            ||
|| Cost: 12% Max HP                                                         ||
|| Effect: Light Hunt Damage, Single Target                                 ||
|| Note: Every character should learn this skill even if they only use it   ||
|| for killing Mitama during Field Hunts.                                   ||
||==========================================================================||
|| Skill: Hell Thrust                                                       ||
|| Cost: 12% Max HP                                                         ||
|| Effect: Light Phys Damage, Single Target                                 ||
|| Note: This skill is more or less worthless since it costs a lot of HP to ||
|| use (relatively speaking) and doesn't do all that much damage.           ||
||==========================================================================||
|| Links to: Demon Beast                                                    ||
\\==========================================================================//

//==========================================================================\\
|| Demon Beast                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 4,000                                                              ||
|| Difficulty: 2                                                            ||
||==========================================================================||
|| Skill: Feed Frenzy                                                       ||
|| Cost: 26% Max HP                                                         ||
|| Effect: Light Hunt Damage, Random                                        ||
|| Note: While a good skill in theory it isn't all that good in practice.   ||
|| It will, often enough, miss the target and hit everyone but them.        ||
||==========================================================================||
|| Skill: Venom Fang                                                        ||
|| Cost: 18% Max HP                                                         ||
|| Effect: Damage Relative to HP + Chance to Poison, Single Target          ||
|| Note: One of the better early physical skills. Not only does it do good  ||
|| damage as compared to the HP cost but the poison is icing on the cake.   ||
||==========================================================================||
|| Skill: Ingest Mana                                                       ||
|| Cost: Passive                                                            ||
|| Effect: Gain a small amount of MP from a successful Hunt.                ||
|| Note: The amount of HP that you get from this is so minor as to be more  ||
|| or less inconsequential. Use it early on but move on to other skills.    ||
||==========================================================================||
|| Links to: Holy Beast                                                     ||
\\==========================================================================//

//==========================================================================\\
|| Holy Beast                                                               ||
||--------------------------------------------------------------------------||
|| Cost: 50,000                                                             ||
|| Difficulty: 4                                                            ||
||==========================================================================||
|| Skill: Consume                                                           ||
|| Cost: 15% Max HP                                                         ||
|| Effect: Moderate Hunt Damage, Single Target                              ||
|| Note: This is one of the better Hunt skills in the game. It's strong and ||
|| it doesn't have an absurdly high HP cost.                                ||
||==========================================================================||
|| Skill: Hell Fang                                                         ||
|| Cost: 16% Max HP                                                         ||
|| Effect: Moderate Phys Damage, Single Target                              ||
|| Note: A very good attack skill. It is very reliable and you won't risk   ||
|| killing yourself using it on enemies.                                    ||
||==========================================================================||
|| Skill: AP Divide                                                         ||
|| Cost: Passive                                                            ||
|| Effect: All party members gain some AP from a successful Hunt.           ||
|| Note: Normally a successful hunt only gives the attack AP but with this  ||
|| skill equipped your whole party will get a small amount of AP.           ||
||==========================================================================||
|| Skill: Iron Stomach                                                      ||
|| Cost: Passive                                                            ||
|| Effect: Prevents the Ache status ailment.                                ||
|| Note: You only really need to set this when you're expecting to be doing ||
|| a lot of hunting. It doesn't need to be on at all times.                 ||
||==========================================================================||
|| Links to:                                                                ||
\\==========================================================================//

//==========================================================================\\
|| Godly Beast                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 300,000                                                            ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Insatiable                                                        ||
|| Cost: 32% Max HP                                                         ||
|| Effect: Moderate Hunt Damage, All Targets                                ||
|| Note: The single best hunt skill. It isn't too expensive and it can wipe ||
|| out a group of enemies who are Frightened with great ease.               ||
||==========================================================================||
|| Skill: Mind Scream                                                       ||
|| Cost: 24% Max HP                                                         ||
|| Effect: Moderate Phys Damage + Chance to Stun, All Targets               ||
|| Note: A great physical attack skill especially since it carries the Stun ||
|| status, making it easier to critical your foes.                          ||
||==========================================================================||
|| Skill: Atma Bonus                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Increases the amount of AP gained from battle. Active members.   ||
|| Note: Since it gives the character who has it equipped more AP there's   ||
|| no reason you shouldn't keep this equipped if you've extra skill slots.  ||
||==========================================================================||
|| Links to: Wikipedia                                                      ||
\\==========================================================================//

//==========================================================================\\
|| Shura                                                                    ||
||--------------------------------------------------------------------------||
|| Cost: 1,000                                                              ||
|| Difficulty: 1                                                            ||
||==========================================================================||
|| Skill: Venom Claw                                                        ||
|| Cost: 12% Max HP                                                         ||
|| Effect: Light Phys Damage + Chance to Poison, Single Target              ||
|| Note: Another light phys damage attack which is more or less useless.    ||
|| Don't bother with this skill.                                            ||
||==========================================================================||
|| Skill: Mad Rush                                                          ||
|| Cost: 15% Max HP                                                         ||
|| Effect: Light Phys Damage, Single Target                                 ||
|| Note: A very good skill for the early portion of the game. It's good for ||
|| putting some damage on all enemies, regardless of resistances.           ||
||==========================================================================||
|| Links to: Raksas, Battle Demon                                           ||
\\==========================================================================//

//==========================================================================\\
|| Raksas                                                                   ||
||--------------------------------------------------------------------------||
|| Cost: 2,500                                                              ||
|| Difficulty: 2                                                            ||
||==========================================================================||
|| Skill: Poison Dart                                                       ||
|| Cost: 12% Max HP                                                         ||
|| Effect: Light Phys Damage + Chance to Poison, Single Target, Multi-Hit   ||
|| Note: While it can hit everyone random attacks are too unpredictable to  ||
|| be relied on. There are better skills out there.                         ||
||==========================================================================||
|| Skill: Raving Slash                                                      ||
|| Cost: 12% Max HP                                                         ||
|| Effect: Light Phys Damage + Chance to Panic, Single Target               ||
|| Note: Pass! Panic isn't very useful against enemies who seem to ignore it||
|| more often than not. Poison is far better as a skill.                    ||
||==========================================================================||
|| Skill: Life Bonus                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Increase max HP by 10%                                           ||
|| Note: A very good skill if you have the slots to spare. However the small||
|| increase is barely noticeable at lower levels.                           ||
||==========================================================================||
|| Skill: Critical                                                          ||
|| Cost: Passive                                                            ||
|| Effect: Increases the chance to cause criticals 2x.                      ||
|| Note: If you're using physical attacks then use this. It works especially||
|| well if you're using entire party effecting phys attacks.                ||
||==========================================================================||
|| Links to: Priestess                                                      ||
\\==========================================================================//

//==========================================================================\\
|| Priestess                                                                ||
||--------------------------------------------------------------------------||
|| Cost: 15,000                                                             ||
|| Difficulty: 3                                                            ||
||==========================================================================||
|| Skill: Comatose                                                          ||
|| Cost: 18% Max HP                                                         ||
|| Effect: Light Phys Damage + Chance to Sleep, Single Target               ||
|| Note: A very good skill. Putting enemies to sleep is a nice way to take  ||
|| them out of the fight for a bit.                                         ||
||==========================================================================||
|| Skill: Stun Needle                                                       ||
|| Cost: 15% Max HP                                                         ||
|| Effect: Light Phys Damage + Chance to Stun, Single Target, Multi-Hit     ||
|| Note: Incredibly useful skill. A stunned enemy is so hindered that they  ||
|| are basically useless. If you're going with physical attacks use this.   ||
||==========================================================================||
|| Skill: Null Critical                                                     ||
|| Cost: Passive                                                            ||
|| Effect: Halves the chance of you recieving a critical strike.            ||
|| Note: A more or less useless skill. It's too situational to be a constant||
|| equip. Useful against the secret boss but that's about it.               ||
||==========================================================================||
|| Skill: Quick Cure                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Increased chance to recover from status ailments each round.     ||
|| Note: Anytime you're dealing with ailments this skill is very useful. If ||
|| you know a boss uses status attacks bring this along. Not all the time.  ||
||==========================================================================||
|| Links to: Maiden                                                         ||
\\==========================================================================//

//==========================================================================\\
|| Maiden                                                                   ||
||--------------------------------------------------------------------------||
|| Cost: 50,000                                                             ||
|| Difficulty: 4                                                            ||
||==========================================================================||
|| Skill: Charm Slash                                                       ||
|| Cost: 18% Max HP                                                         ||
|| Effect: Moderate Phys Damage + Chance to Charm, Single Target            ||
|| Note: Charm is always a useful status ailment plus the damage increase is||
|| very nice. The ailment doesn't usually last long though so be ready.     ||
||==========================================================================||
|| Skill: Close Call                                                        ||
|| Cost: Passive                                                            ||
|| Effect: If killed given a small chance you live with 1 HP in human form. ||
|| Note: This is a throw-away skill that isn't worth using. Even if you live||
|| you have no HP and are in the mostly useless human form. As sad as it is ||
|| the character dying is better since a Revival Bead heals your HP fully.  ||
||==========================================================================||
|| Skill: MIN Critical                                                      ||
|| Cost: Passive                                                            ||
|| Effect: Greatly increased critical hit rate during MIN Solar Noise.      ||
|| Note: Useless for random encounters this is great for bosses, especially ||
|| since it stacks with Critical. Simply start the fight at MIN Solar Noise.||
||==========================================================================||
|| Links to: Queen                                                          ||
\\==========================================================================//

//==========================================================================\\
|| Queen                                                                    ||
||--------------------------------------------------------------------------||
|| Cost: 150,000                                                            ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Sakura Rage                                                       ||
|| Cost: 23% Max HP                                                         ||
|| Effect: Moderate Phys Damage + CHance to Charm, Random                   ||
|| Note: Not worth the HP cost since it hits random enemies. These types of ||
|| skills are too unpredictable and they cost far too much HP.              ||
||==========================================================================||
|| Skill: Life Gain                                                         ||
|| Cost: Passive                                                            ||
|| Effect: Increase Max HP by 20%.                                          ||
|| Note: At this point you should have plenty of HP so this skill is much   ||
|| more useful now than it was before. Stacks with Life Bonus.              ||
||==========================================================================||
|| Skill: Phys Resist                                                       ||
|| Cost: Passive                                                            ||
|| Effect: Reduces damage taken from physical attacks by about 40%.         ||
|| Note: Quite a useful skill so long as you have the skill slots to spare  ||
|| for its use. You should always make room for it when fighting bosses.    ||
||==========================================================================||
|| Skill: MAX Critical                                                      ||
|| Cost: Passive                                                            ||
|| Effect: Greatly increased critical hit rate during MIN Solar Noise.      ||
|| Note: Useless for random encounters this is great for bosses, especially ||
|| since it stacks with Critical. Simply start the fight at MAX Solar Noise.||
||==========================================================================||
|| Links to: Wikipedia                                                      ||
\\==========================================================================//

//==========================================================================\\
|| Wikipedia                                                                ||
||--------------------------------------------------------------------------||
|| Cost: 600,000                                                            ||
|| Difficulty: 7                                                            ||
||==========================================================================||
|| Skill: Last Meal                                                         ||
|| Cost: 38% Max HP                                                         ||
|| Effect: Fatal (Moderate) Hunt Damage, All Targets                        ||
|| Note: While it is incredibly useful for killing almost any enemy, whether||
|| they are frightened or not. The HP cost makes the skill worthless though.||
||==========================================================================||
|| Skill: Bloodbath                                                         ||
|| Cost: 30% Max HP                                                         ||
|| Effect: Heavy Phys Damage, All Targets                                   ||
|| Note: A useless skill when compared to the other high level physical     ||
|| attacks. Genocide, Gate of Hell and Ragnarok are all better for the cost.||
||==========================================================================||
|| Skill: Devour Mana                                                       ||
|| Cost: Passive                                                            ||
|| Effect: Recover half your mana after a successful Hunt.                  ||
|| Note: Worthless since you will have Mana or at least Chakra Walk. Only of||
|| any use if you're level grinding with a Magic Reed and even then...      ||
||==========================================================================||
|| Links to: Destroyer                                                      ||
\\==========================================================================//

//==========================================================================\\
|| Battle Demon                                                             ||
||--------------------------------------------------------------------------||
|| Cost: 4,000                                                              ||
|| Difficulty: 2                                                            ||
||==========================================================================||
|| Skill: Devil Feast                                                       ||
|| Cost: 18% Max HP                                                         ||
|| Effect: Fatal (Light) Hunt Damage, Single Target                         ||
|| Note: Useful only for when you're fighting a group of enemies you can    ||
|| easily frighten, like the Mitamas while Field Hunting.                   ||
||==========================================================================||
|| Skill: Death Spray                                                       ||
|| Cost: 14% Max HP                                                         ||
|| Effect: Light Phys Damage + Chance to Curse, Single Target, Multi-Hit    ||
|| Note: Very useful once you have Mudo skills since enemies who are cursed ||
|| are twice as likely to die to a Mudo spell. Not so useful until then.    ||
||==========================================================================||
|| Skill: Vile Blade                                                        ||
|| Cost: 16% Max HP                                                         ||
|| Effect: Phys Damage Relative to HP, All Targets                          ||
|| Note: One of the best low level physical attack skills. The cost for     ||
|| damage that you inflict is great and you can use it for quite some time. ||
||==========================================================================||
|| Skill: Taunt                                                             ||
|| Cost: 5 MP                                                               ||
|| Effect: Lowers all enemies defense and raises their offense.             ||
|| Note: Two Tarukajas paired with Two Rakundas. Useful only in particular  ||
|| situations especially against magic-user enemies. Or pair it with Dekaja.||
||==========================================================================||
|| Links to: Demon Lord, Ogre                                               ||
\\==========================================================================//

//==========================================================================\\
|| Demon Lord                                                               ||
||--------------------------------------------------------------------------||
|| Cost: 25,000                                                             ||
|| Difficulty: 3                                                            ||
||==========================================================================||
|| Skill: Ingest                                                            ||
|| Cost: 22% Max HP                                                         ||
|| Effect: Fatal (Light) Phys Damage, Single Target                         ||
|| Note: These sorts of Hunt skills are only really useful against enemies  ||
|| who are Frightened. Not really worth the HP cost here though.            ||
||==========================================================================||
|| Skill: Power Wave                                                        ||
|| Cost: 22% Max HP                                                         ||
|| Effect: Moderate Phys Damage, All Target                                 ||
|| Note: One of the better group attack skills since you get it fairly early||
|| on and it isn't too cost intensive.                                      ||
||==========================================================================||
|| Skill: Mute Blow                                                         ||
|| Cost: 20% Max HP                                                         ||
|| Effect: Phys Damage Relative to HP + Chance to Mute, Single Target       ||
|| Note: One of the better status afflicting physical attacks. It does good ||
|| damage and Mute is quite useful since enemies waste turns when afflicted.||
||==========================================================================||
|| Links to: Demon God                                                      ||
\\==========================================================================//

//==========================================================================\\
|| Demon God                                                                ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 4                                                            ||
||==========================================================================||
|| Skill: Great Feast                                                       ||
|| Cost: 34% Max HP                                                         ||
|| Effect: Fatal (Moderate) Hunt Damage, All Targets                        ||
|| Note: Considering the cost involved in using this skill you're better off||
|| using a lower level skill that doesn't cost almost half your HP.         ||
||==========================================================================||
|| Skill: Skull Cleave                                                      ||
|| Cost: 22% Max HP                                                         ||
|| Effect: Phys Damage Relative to HP, Single Target                        ||
|| Note: This is actually a fairly good skill if you don't have something   ||
|| that is stronger. Good damage and a fair cost adds up quite well.        ||
||==========================================================================||
|| Skill: Chi Blast                                                         ||
|| Cost: 24% Max HP                                                         ||
|| Effect: Moderate Phys Damage, All Targets                                ||
|| Note: This skill has a very good accuracy and seems to Critical fairly   ||
|| often. One of the better physical skills in the game.                    ||
||==========================================================================||
|| Links to: Cruel Leader                                                   ||
\\==========================================================================//

//==========================================================================\\
|| Cruel Leader                                                             ||
||--------------------------------------------------------------------------||
|| Cost: 300,000                                                            ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Executioner                                                       ||
|| Cost: 25% Max HP                                                         ||
|| Effect: Mega Phys Damage, Single Target                                  ||
|| Note: This is the best physical attack in the game, period. This paired  ||
|| with Power Charge will do serious damage to almost any enemy.            ||
||==========================================================================||
|| Skill: Demon Rage                                                        ||
|| Cost: 26% Max HP                                                         ||
|| Effect: Phys Damage Relative to HP, Random                               ||
|| Note: While this skill works great for enemies it's not so good for you. ||
|| A steep cost and inability to be aimed work against you. Use Chi Blast.  ||
||==========================================================================||
|| Skill: Revelation                                                        ||
|| Cost: 29% Max HP                                                         ||
|| Effect: Heavy Phys Damage + Chance to Mute, All Targets                  ||
|| Note: A very good skill, second only to Ragnarok as the best phys group  ||
|| attack skill in the whole game.                                          ||
||==========================================================================||
|| Links to: Amatsuki                                                       ||
\\==========================================================================//

//==========================================================================\\
|| Ogre                                                                     ||
||--------------------------------------------------------------------------||
|| Cost: 25,000                                                             ||
|| Difficulty: 3                                                            ||
||==========================================================================||
|| Skill: Double Slash                                                      ||
|| Cost: 17% Max HP                                                         ||
|| Effect: Light Phys Damage, Random                                        ||
|| Note: Essentially this is Mad Rush with the chance to hit enemies more   ||
|| than once. Just like Mad Rush you can give this a pass.                  ||
||==========================================================================||
|| Skill: Counter                                                           ||
|| Cost: Passive                                                            ||
|| Effect: Low chance to counter physical attacks for light damage.         ||
|| Note: This is more or less a waste of a skill. It doesn't work often     ||
|| enough for the light damage to help. Give it a pass.                     ||
||==========================================================================||
|| Skill: First Strike                                                      ||
|| Cost: Passive                                                            ||
|| Effect: Increases chance of you going first in battle.                   ||
|| Note: Meh, I could give or take this skill. It's helpful but there are   ||
|| better skills for you to take.                                           ||
||==========================================================================||
|| Links to: Violent God                                                    ||
\\==========================================================================//

//==========================================================================\\
|| Violent God                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 4                                                            ||
||==========================================================================||
|| Skill: Death Blow                                                        ||
|| Cost: 24% Max HP                                                         ||
|| Effect: Moderate Phys Damage + Chance to Curse, All Targets              ||
|| Note: Curse isn't a very good status unless you plan to use Mudo on the  ||
|| enemies right after hitting them with this skill.                        ||
||==========================================================================||
|| Skill: Power Charge                                                      ||
|| Cost: 5 MP                                                               ||
|| Effect: The next physical attack does more than 2x damage.               ||
|| Note: Don't use this unless you're planning something big like using     ||
|| Executioner, Gate of Hell or Ragnarok. Works on Phys, Hunt and Almighty. ||
||==========================================================================||
|| Skill: Void Phys                                                         ||
|| Cost: 20 MP                                                              ||
|| Effect: Voids physical attacks on party for the next turn.               ||
|| Note: This is actually not as useful as you might think. It is only of   ||
|| any use when you're fighting a boss that uses a lot of physical attacks. ||
|| Or against Arahabaki. Otherwise the cost is pretty prohibitive.          ||
||==========================================================================||
|| Links to: War God                                                        ||
\\==========================================================================//

//==========================================================================\\
|| War God                                                                  ||
||--------------------------------------------------------------------------||
|| Cost: 300,000                                                            ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Genocide                                                          ||
|| Cost: 27% Max HP                                                         ||
|| Effect: Phys Damage Relative to HP, All Targets                          ||
|| Note: Kind of useful but the cost as compared to the damage isn't really ||
|| the best. You're better off with Gate of Hell or Ragnarok if you get it. ||
||==========================================================================||
|| Skill: Phys Repel                                                        ||
|| Cost: 30 MP                                                              ||
|| Effect: Repels physical attacks on party for the next turn.              ||
|| Note: Once again, not as useful as you might think. Especially since most||
|| of the bosses you would want to use it against are either going to be    ||
|| immune to, or highly resistant to, physical attacks. Good for taking all ||
|| of their turns away but that is about all it's really useful for.        ||
||==========================================================================||
|| Skill: Counterstrike                                                     ||
|| Cost: Passive                                                            ||
|| Effect: Moderate chance to counter physical attacks for moderate damage. ||
|| Note: This is much better than Counter but still kind of tricky. If you  ||
|| have this when a Phys Repel enemy hits you, you will hurt yourself.      ||
||==========================================================================||
|| Skill: Attack All                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Your basic attacks will hit all enemies by default.              ||
|| Note: Only really useful when fighting much weaker enemies. Normally you ||
|| will want to exploit enemy weaknesses, not use basic attacks to fight.   ||
||==========================================================================||
|| Links to: Amatsuki                                                       ||
\\==========================================================================//

//==========================================================================\\
|| Amatsuki                                                                 ||
||--------------------------------------------------------------------------||
|| Cost: 600,000                                                            ||
|| Difficulty: 7                                                            ||
||==========================================================================||
|| Skill: Gate of Hell                                                      ||
|| Cost: 30% Max HP                                                         ||
|| Effect: Phys Damage Relative to HP + Chance to Petrify, All Targets      ||
|| Note: The single best group attack in the game. Unless enemies are fully ||
|| resistant to death or phys attacks it's will remain useful.              ||
||==========================================================================||
|| Skill: Phys Drain                                                        ||
|| Cost: 25 MP                                                              ||
|| Effect: Repels physical attacks on party for the next turn.              ||
|| Note: Now we're talking. This is much better since it heals your party   ||
|| and restores hit points to your whole party. The perfect solution.       ||
||==========================================================================||
|| Skill: High Counter                                                      ||
|| Cost: Passive                                                            ||
|| Effect: High chance to counter physical attacks for high damage.         ||
|| Note: A very good skill since you can counter for quite a bit of damage. ||
|| Very good especially when you've gotten up a Phys Drain barrier.         ||
||==========================================================================||
|| Links to: Destroyer                                                      ||
\\==========================================================================//

//==========================================================================\\
|| Destroyer                                                                ||
||--------------------------------------------------------------------------||
|| Cost: 1,200,000                                                          ||
|| Difficulty: 8                                                            ||
||==========================================================================||
|| Skill: Ragnarok                                                          ||
|| Cost: 35% Max HP                                                         ||
|| Effect: Heavy Almighty Damage + Rakunda, All Targets                     ||
|| Note: The best physical attack in the game. Pair this up with a Power    ||
|| Charge and you will do extreme damage. A few of these kill most bosses.  ||
||==========================================================================||
|| Skill: Null Phys                                                         ||
|| Cost: Passive                                                            ||
|| Effect: Renders you immune to all physical attacks.                      ||
|| Note: Is there any reason not to use this if you have it? A beautiful    ||
|| skill that works for bosses and regular enemies just fine.               ||
||==========================================================================||
|| Skill: Life Surge                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Raises Max HP by 30%                                             ||
|| Note: A very good skill for any character if you have the skill slot to  ||
|| spare for its use. This is a rather appreciable gain.                    ||
||==========================================================================||
|| Links to: Godly Spirit (Only if Dark Lord and Vicious God are mastered as||
|| well), doesn't need to be done by the same character.                    ||
\\==========================================================================//


==================================
08.02 - Elemental Mantra
==================================
These are the bread and butter of your combat offense. Typically you will want
to send a character down the elemental path that leads to them mastering their
native element and then the element they are weak to. This will grant them the
skill to grant them resistance to their elemental weakness.

* NOTE: Against enemies without an elemental weakness of note (where you can
use any element to combat them) stick to using Elec and Ice. These always have
a chance of inflicting Shock or Freeze status ailments and that makes any fight
much easier. Obviously hitting elemental weaknesses is more important than this
but don't forget about this detail.

//==========================================================================\\
|| Fire Spirit                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 1,000                                                              ||
|| Difficulty: 1                                                            ||
||==========================================================================||
|| Skill: Agi                                                               ||
|| Cost: 3 MP                                                               ||
|| Effect: Light Fire Damage, Single Target                                 ||
|| Note: N/A                                                                ||
||==========================================================================||
|| Skill: Void Fire                                                         ||
|| Cost: 3 MP                                                               ||
|| Effect: Nulls Fire attacks for one turn.                                 ||
|| Note: This is the first of the protection from fire skills. This is the  ||
|| one to use until you have Drain Fire.                                    ||
||==========================================================================||
|| Links to: Fire Demon                                                     ||
\\==========================================================================//

//==========================================================================\\
|| Fire Demon                                                               ||
||--------------------------------------------------------------------------||
|| Cost: 2,500                                                              ||
|| Difficulty: 2                                                            ||
||==========================================================================||
|| Skill: Maragi                                                            ||
|| Cost: 8 MP                                                               ||
|| Effect: Light Fire Damage, All Targets                                   ||
|| Note: N/A                                                                ||
||                                                                          ||
||==========================================================================||
|| Skill: Fire Boost                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Boosts the damage caused by Fire skills by about 15%             ||
|| Note: If you're using Fire skills then this is the skill that you will   ||
|| want to have set on the character.                                       ||
||==========================================================================||
|| Links to: Fire Leader                                                    ||
\\==========================================================================//

//==========================================================================\\
|| Fire Leader                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 3                                                            ||
||==========================================================================||
|| Skill: Agilao                                                            ||
|| Cost: 6 MP                                                               ||
|| Effect: Moderate Fire Damage, Single Target                              ||
|| Note: You should always upgrade your attack skills as soon as possible.  ||
||                                                                          ||
||==========================================================================||
|| Skill: Flame Breath                                                      ||
|| Cost: 12 MP                                                              ||
|| Effect: Moderate Fire Damage, Random                                     ||
|| Note: This is a worthless skill, it's random and will likely not hit the ||
|| enemies you want it to. Just use Maragi and leave it at that.            ||
||==========================================================================||
|| Skill: Fire Repel                                                        ||
|| Cost: 5 MP                                                               ||
|| Effect: Repels Fire attacks for one turn.                                ||
|| Note: Repel skills are more or less worthless since any enemy who uses   ||
|| Fire skills on you likely Nulls or Drains them. Stick to Void for now.   ||
||==========================================================================||
|| Links to: Fire Lord                                                      ||
\\==========================================================================//

//==========================================================================\\
|| Fire Lord                                                                ||
||--------------------------------------------------------------------------||
|| Cost: 25,000                                                             ||
|| Difficulty: 4                                                            ||
||==========================================================================||
|| Skill: Maragion                                                          ||
|| Cost: 16 MP                                                              ||
|| Effect: Moderate Fire Damage, All Targets                                ||
|| Note: If you're using it for some reason this replaces Flame Breath.     ||
||                                                                          ||
||==========================================================================||
|| Skill: Fire Drain                                                        ||
|| Cost: 5 MP                                                               ||
|| Effect: Drains Fire attacks for one turn.                                ||
|| Note: This is the bad boy of fire protection. Use this whenever you have ||
|| a fire using enemy on your hands to heal up and cost them their turns.   ||
||==========================================================================||
|| Links to: Fire Emperor                                                   ||
\\==========================================================================//

//==========================================================================\\
|| Fire Emperor                                                             ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Agidyne                                                           ||
|| Cost: 12 MP                                                              ||
|| Effect: Heavy Fire Damage, Single Target                                 ||
|| Note: Same as Agilao.                                                    ||
||                                                                          ||
||==========================================================================||
|| Skill: Fire Amp                                                          ||
|| Cost: Passive                                                            ||
|| Effect: Boosts the damage caused by Fire skills by about 30%             ||
|| Note: A great skill for your primary fire caster to use. This stacks with||
|| Fire boost for some rather impressive damage.                            ||
||==========================================================================||
|| Links to: Fire God                                                       ||
\\==========================================================================//

//==========================================================================\\
|| Fire God                                                                 ||
||--------------------------------------------------------------------------||
|| Cost: 350,000                                                            ||
|| Difficulty: 6                                                            ||
||==========================================================================||
|| Skill: Maragidyne                                                        ||
|| Cost: 32 MP                                                              ||
|| Effect: Heavy Fire Damage, All Targets                                   ||
|| Note: Same as Maragion.                                                  ||
||                                                                          ||
||==========================================================================||
|| Skill: Fire Resist                                                       ||
|| Cost: Passive                                                            ||
|| Effect: Grants Resistance to Fire skills. Nullifies weaknesses to Fire.  ||
|| Note: This is a must have for Serph so as to protect him from offensive  ||
|| Fire magics. It also prevents the Press Turns that come from this.       ||
||==========================================================================||
|| Links to: Dark Leader, Monotheist (if the same character has mastered    ||
||           every Elemental mantra)                                        ||
\\==========================================================================//

//==========================================================================\\
|| Ice Spirit                                                               ||
||--------------------------------------------------------------------------||
|| Cost: 1,000                                                              ||
|| Difficulty: 1                                                            ||
||==========================================================================||
|| Skill: Bufu                                                              ||
|| Cost: 3 MP                                                               ||
|| Effect: Light Ice Damage, Single Target                                  ||
|| Note: N/A                                                                ||
||==========================================================================||
|| Skill: Void Ice                                                          ||
|| Cost: 3 MP                                                               ||
|| Effect: Nulls Ice attacks for one turn.                                  ||
|| Note: This is the first of the protection from ice skills. This is the   ||
|| one to use until you have Drain Ice.                                     ||
||==========================================================================||
|| Links to: Ice Demon                                                      ||
\\==========================================================================//

//==========================================================================\\
|| Ice Demon                                                                ||
||--------------------------------------------------------------------------||
|| Cost: 2,500                                                              ||
|| Difficulty: 2                                                            ||
||==========================================================================||
|| Skill: Mabufu                                                            ||
|| Cost: 8 MP                                                               ||
|| Effect: Light Ice Damage, All Targets                                    ||
|| Note: N/A                                                                ||
||                                                                          ||
||==========================================================================||
|| Skill: Ice Boost                                                         ||
|| Cost: Passive                                                            ||
|| Effect: Boosts the damage caused by Ice skills by about 15%              ||
|| Note: If you're using Ice skills then this is the skill that you will    ||
|| want to have set on the character.                                       ||
||==========================================================================||
|| Links to: Ice Leader                                                     ||
\\==========================================================================//

//==========================================================================\\
|| Ice Leader                                                               ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 3                                                            ||
||==========================================================================||
|| Skill: Bufula                                                            ||
|| Cost: 6 MP                                                               ||
|| Effect: Moderate Ice Damage, Single Targett                              ||
|| Note: You should always upgrade your skills as soon as possible.         ||
||                                                                          ||
||==========================================================================||
|| Skill: Frost Breath                                                      ||
|| Cost: 12 MP                                                              ||
|| Effect: Moderate Ice Damage, Random                                      ||
|| Note: This is a worthless skill, it's random and will likely not hit the ||
|| enemies you want it to. Just use Mabufu and leave it at that.            ||
||==========================================================================||
|| Skill: Ice Repel                                                         ||
|| Cost: 5 MP                                                               ||
|| Effect: Repels Ice attacks for one turn.                                 ||
|| Note: Repel skills are more or less worthless since any enemy who uses   ||
|| Ice skills on you likely Nulls or Drains them. Stick to Void for now.    ||
||==========================================================================||
|| Links to: Ice Wolf                                                       ||
\\==========================================================================//

//==========================================================================\\
|| Ice Wolf                                                                 ||
||--------------------------------------------------------------------------||
|| Cost: 25,000                                                             ||
|| Difficulty: 4                                                            ||
||==========================================================================||
|| Skill: Mabufula                                                          ||
|| Cost: 16 MP                                                              ||
|| Effect: Moderate Ice Damage, All Targets                                 ||
|| Note: If you're using it for some reason this replaces Frost Breath.     ||
||                                                                          ||
||==========================================================================||
|| Skill: Ice Drain                                                         ||
|| Cost: 5 MP                                                               ||
|| Effect: Drains Ice attacks for one turn.                                 ||
|| Note: This is the bad boy of Ice protection. Use this whenever you have  ||
|| an ice using enemy on your hands to heal up and cost them their turns.   ||
||==========================================================================||
|| Links to: Ice Master                                                     ||
\\==========================================================================//

//==========================================================================\\
|| Ice Master                                                               ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Bufudyne                                                          ||
|| Cost: 12 MP                                                              ||
|| Effect: Heavy Ice Damage, Single Target                                  ||
|| Note: Same as Bufula.                                                    ||
||                                                                          ||
||==========================================================================||
|| Skill: Ice Amp                                                           ||
|| Cost: Passive                                                            ||
|| Effect: Boosts the damage caused by Ice skills by about 30%%             ||
|| Note: A great skill for your primary Ice caster to use. This stacks with ||
|| Ice boost for some rather impressive damage.                             ||
||==========================================================================||
|| Links to: Ice God                                                        ||
\\==========================================================================//

//==========================================================================\\
|| Ice God                                                                  ||
||--------------------------------------------------------------------------||
|| Cost: 350,000                                                            ||
|| Difficulty: 6                                                            ||
||==========================================================================||
|| Skill: Mabufudyne                                                        ||
|| Cost: 32 MP                                                              ||
|| Effect: Heavy Ice Damage, All Targetss                                   ||
|| Note: Same as Mabufula.                                                  ||
||                                                                          ||
||==========================================================================||
|| Skill: Ice Resist                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Grants Resistance to Ice skills. Nullifies weaknesses to Ice.    ||
|| Note: This is a must have for Heat so as to protect him from offensive   ||
|| Ice magics. It also prevents the Press Turns that come from this.        ||
||==========================================================================||
|| Links to: Dark Leader, Monotheist (if the same character has mastered    ||
||           every Elemental mantra)                                        ||
\\==========================================================================//

//==========================================================================\\
|| Bolt Spirit                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 1,000                                                              ||
|| Difficulty: 1                                                            ||
||==========================================================================||
|| Skill: Zio                                                               ||
|| Cost: 3 MP                                                               ||
|| Effect: Light Elec Damage, Single Target                                 ||
|| Note: N/A                                                                ||
||==========================================================================||
|| Skill: Void Elec                                                         ||
|| Cost: 3 MP                                                               ||
|| Effect: Nulls Elec attacks for one turn.                                 ||
|| Note: This is the first of the protection from elec skills. This is the  ||
|| one to use until you have Drain Elec.                                    ||
||==========================================================================||
|| Links to: Bolt Lord                                                      ||
\\==========================================================================//

//==========================================================================\\
|| Bolt Lord                                                                ||
||--------------------------------------------------------------------------||
|| Cost: 2,500                                                              ||
|| Difficulty: 2                                                            ||
||==========================================================================||
|| Skill: Mazio                                                             ||
|| Cost: 8 MP                                                               ||
|| Effect: Light Elec Damage, All Targets                                   ||
|| Note: N/A                                                                ||
||                                                                          ||
||==========================================================================||
|| Skill: Elec Boost                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Boosts the damage caused by Elec skills by about 15%             ||
|| Note: If you're using Elec skills then this is the skill that you will   ||
|| want to have set on the character.                                       ||
||==========================================================================||
|| Links to: Lightning                                                      ||
\\==========================================================================//

//==========================================================================\\
|| Lightning                                                                ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 3                                                            ||
||==========================================================================||
|| Skill: Zionga                                                            ||
|| Cost: 6 MP                                                               ||
|| Effect: Moderate Elec Damage, Single Target                              ||
|| Note: You should always upgrade your attack skills as soon as possible.  ||
||                                                                          ||
||==========================================================================||
|| Skill: Bolt Flare                                                        ||
|| Cost: 12 MP                                                              ||
|| Effect: Moderate Elec Damage, Random                                     ||
|| Note: This is a worthless skill, it's random and will likely not hit the ||
|| enemies you want it to. Just use Mazio and leave it at that.             ||
||==========================================================================||
|| Skill: Elec Repel                                                        ||
|| Cost: 5 MP                                                               ||
|| Effect: Repels Elec attacks for one turn.                                ||
|| Note: Repel skills are more or less worthless since any enemy who uses   ||
|| Elec skills on you likely Nulls or Drains them. Stick to Void for now.   ||
||==========================================================================||
|| Links to: Bolt Emperor                                                   ||
\\==========================================================================//

//==========================================================================\\
|| Bolt Emperor                                                             ||
||--------------------------------------------------------------------------||
|| Cost: 25,000                                                             ||
|| Difficulty: 4                                                            ||
||==========================================================================||
|| Skill: Mazionga                                                          ||
|| Cost: 16 MP                                                              ||
|| Effect: Moderate Elec Damage, All Targets                                ||
|| Note: If you're using it for some reason this replaces Bolt Flare.       ||
||                                                                          ||
||==========================================================================||
|| Skill: Elec Drain                                                        ||
|| Cost: 5 MP                                                               ||
|| Effect: Drains Elec attacks for one turn.                                ||
|| Note: This is the bad boy of elec protection. Use this whenever you have ||
|| a elec using enemy on your hands to heal up and cost them their turns.   ||
||==========================================================================||
|| Links to: Bolt Master                                                    ||
\\==========================================================================//

//==========================================================================\\
|| Bolt Master                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Ziodyne                                                           ||
|| Cost: 12 MP                                                              ||
|| Effect: Heavy Elec Damage, Single Target                                 ||
|| Note: Same as Zionga.                                                    ||
||                                                                          ||
||==========================================================================||
|| Skill: Elec Amp                                                          ||
|| Cost: Passive                                                            ||
|| Effect: Boosts the damage caused by Elec skills by about 30%             ||
|| Note: A great skill for your primary elec caster to use. This stacks with||
|| Elec boost for some rather impressive damage.                            ||
||==========================================================================||
|| Links to: Bolt God                                                       ||
\\==========================================================================//

//==========================================================================\\
|| Bolt God                                                                 ||
||--------------------------------------------------------------------------||
|| Cost: 350,000                                                            ||
|| Difficulty: 6                                                            ||
||==========================================================================||
|| Skill: Maziodyne                                                         ||
|| Cost: 32 MP                                                              ||
|| Effect: Heavy Elec Damage, All Targets                                   ||
|| Note: Same as Mazionga.                                                  ||
||                                                                          ||
||==========================================================================||
|| Skill: Elec Resist                                                       ||
|| Cost: Passive                                                            ||
|| Effect: Grants Resistance to Elec skills. Nullifies weaknesses to Elec.  ||
|| Note: This is a must have for Gale so as to protect him from offensive   ||
|| Elec magics. It also prevents the Press Turns that come from this.       ||
||==========================================================================||
|| Links to: Dark Leader, Monotheist (if the same character has mastered    ||
||           every Elemental mantra)                                        ||
\\==========================================================================//

//==========================================================================\\
|| Dragon                                                                   ||
||--------------------------------------------------------------------------||
|| Cost: 1,000                                                              ||
|| Difficulty: 1                                                            ||
||==========================================================================||
|| Skill: Zan                                                               ||
|| Cost: 3 MP                                                               ||
|| Effect: Light Force Damage, Single Target                                ||
|| Note: N/A                                                                ||
||==========================================================================||
|| Skill: Void Force                                                        ||
|| Cost: 3 MP                                                               ||
|| Effect: Nulls Force attacks for one turn.                                ||
|| Note: This is the first of the protection from force skills. This is the ||
|| one to use until you have Drain Force.                                   ||
||==========================================================================||
|| Links to: Dragon Lord                                                    ||
\\==========================================================================//

//==========================================================================\\
|| Dragon Lord                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 2,500                                                              ||
|| Difficulty: 2                                                            ||
||==========================================================================||
|| Skill: Mazan                                                             ||
|| Cost: 8 MP                                                               ||
|| Effect: Light Force Damage, All Targets                                  ||
|| Note: N/A                                                                ||
||                                                                          ||
||==========================================================================||
|| Skill: Force Boost                                                       ||
|| Cost: Passive                                                            ||
|| Effect: Boosts the damage caused by Force skills by about 15%            ||
|| Note: If you're using Force skills then this is the skill that you will  ||
|| want to have set on the character.                                       ||
||==========================================================================||
|| Links to: Hiten                                                          ||
\\==========================================================================//

//==========================================================================\\
|| Hiten                                                                    ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 3                                                            ||
||==========================================================================||
|| Skill: Zanma                                                             ||
|| Cost: 6 MP                                                               ||
|| Effect: Moderate Force Damage, Single Target                             ||
|| Note: You should always upgrade your attack skills as soon as possible.  ||
||                                                                          ||
||==========================================================================||
|| Skill: Shock Wave                                                        ||
|| Cost: 12 MP                                                              ||
|| Effect: Moderate Force Damage, Random                                    ||
|| Note: This is a worthless skill, it's random and will likely not hit the ||
|| enemies you want it to. Just use Mazan and leave it at that.             ||
||==========================================================================||
|| Skill: Force Repel                                                       ||
|| Cost: 5 MP                                                               ||
|| Effect: Repels Force attacks for one turn.                               ||
|| Note: Repel skills are more or less worthless since any enemy who uses   ||
|| Force skills on you likely Nulls or Drains them. Stick to Void for now.  ||
||==========================================================================||
|| Links to: Sky Dragon                                                     ||
\\==========================================================================//

//==========================================================================\\
|| Sky Dragon                                                               ||
||--------------------------------------------------------------------------||
|| Cost: 25,000                                                             ||
|| Difficulty: 4                                                            ||
||==========================================================================||
|| Skill: Mazanma                                                           ||
|| Cost: 16 MP                                                              ||
|| Effect: Moderate Force Damage, All Targets                               ||
|| Note: If you're using it for some reason this replaces Shock Wave.       ||
||                                                                          ||
||==========================================================================||
|| Skill: Force Drain                                                       ||
|| Cost: 5 MP                                                               ||
|| Effect: Drains Force attacks for one turn.                               ||
|| Note: This is the bad boy of force protection. use this whenever you have||
|| a force using enemy on your hands to heal up and cost them their turns.  ||
||==========================================================================||
|| Links to: Sky Wizard                                                     ||
\\==========================================================================//

//==========================================================================\\
|| Sky Wizard                                                               ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Zandyne                                                           ||
|| Cost: 12 MP                                                              ||
|| Effect: Heavy Force Damage, Single Target                                ||
|| Note: Same as Zanma.                                                     ||
||                                                                          ||
||==========================================================================||
|| Skill: Force Amp                                                         ||
|| Cost: Passive                                                            ||
|| Effect: Boosts the damage caused by Force skills by about 30%            ||
|| Note: A great skill for your primary force caster to use. This stacks    ||
|| with Force boost for some rather impressive damage.                      ||
||==========================================================================||
|| Links to: Wind God                                                       ||
\\==========================================================================//

//==========================================================================\\
|| Wind God                                                                 ||
||--------------------------------------------------------------------------||
|| Cost: 350,000                                                            ||
|| Difficulty: 6                                                            ||
||==========================================================================||
|| Skill: Mazandyne                                                         ||
|| Cost: 32 MP                                                              ||
|| Effect: Heavy Force Damage, All Targets                                  ||
|| Note: Same as Mazanma.                                                   ||
||                                                                          ||
||==========================================================================||
|| Skill: Force Resist                                                      ||
|| Cost: Passive                                                            ||
|| Effect: Grants Resistance to Force skills. Nullifies weakness to Force.  ||
|| Note: This is a must have for Argilla so as to protect her from offensive||
|| Force magics. It also prevents the Press Turns that come from this.      ||
||==========================================================================||
|| Links to: Dark Leader, Monotheist (if the same character has mastered    ||
||           every Elemental mantra)                                        ||
\\==========================================================================//

//==========================================================================\\
|| Earth Spirit                                                             ||
||--------------------------------------------------------------------------||
|| Cost: 1,000                                                              ||
|| Difficulty: 1                                                            ||
||==========================================================================||
|| Skill: Tera                                                              ||
|| Cost: 3 MP                                                               ||
|| Effect: Light Earth Damage, Single Target                                ||
|| Note: N/A                                                                ||
||==========================================================================||
|| Skill: Void Earth                                                        ||
|| Cost: 3 MP                                                               ||
|| Effect: Nulls Earth attacks for one turn.                                ||
|| Note: This is the first of the protection from earth skills. This is the ||
|| one to use until you have Drain Earth.                                   ||
||==========================================================================||
|| Links to: Earth Shrine                                                   ||
\\==========================================================================//

//==========================================================================\\
|| Earth Shrine                                                             ||
||--------------------------------------------------------------------------||
|| Cost: 2,500                                                              ||
|| Difficulty: 2                                                            ||
||==========================================================================||
|| Skill: Matera                                                            ||
|| Cost: 8 MP                                                               ||
|| Effect: Light Earth Damage, All Targets                                  ||
|| Note: N/A                                                                ||
||                                                                          ||
||==========================================================================||
|| Skill: Earth Boost                                                       ||
|| Cost: Passive                                                            ||
|| Effect: Boosts the damage caused by Earth skills by about 15%            ||
|| Note: If you're using Earth skills then this is the skill that you will  ||
|| want to have set on the character.                                       ||
||==========================================================================||
|| Links to: Earth Temple                                                   ||
\\==========================================================================//

//==========================================================================\\
|| Earth Temple                                                             ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 3                                                            ||
||==========================================================================||
|| Skill: Terazi                                                            ||
|| Cost: 6 MP                                                               ||
|| Effect: Moderate Earth Damage, Single Target                             ||
|| Note: You should always upgrade your attack skills as soon as possible.  ||
||                                                                          ||
||==========================================================================||
|| Skill: Avalanche                                                         ||
|| Cost: 12 MP                                                              ||
|| Effect: Moderate Earth Damage, Random                                    ||
|| Note: This is a worthless skill, it's random and will likely not hit the ||
|| enemies you want it to. Just use Matera and leave it at that.            ||
||==========================================================================||
|| Skill: Earth Repel                                                       ||
|| Cost: 5 MP                                                               ||
|| Effect: Repels Earth attacks for one turn.                               ||
|| Note: Repel skills are more or less worthless since any enemy who uses   ||
|| Earth skills on you likely Nulls or Drains them. Stick to Void for now.  ||
||==========================================================================||
|| Links to: Earth Lord                                                     ||
\\==========================================================================//

//==========================================================================\\
|| Earth Lord                                                               ||
||--------------------------------------------------------------------------||
|| Cost: 25,000                                                             ||
|| Difficulty: 4                                                            ||
||==========================================================================||
|| Skill: Materazi                                                          ||
|| Cost: 16 MP                                                              ||
|| Effect: Moderate Earth Damage, All Targets                               ||
|| Note: If you're using it for some reason this replaces Avalanche.        ||
||                                                                          ||
||==========================================================================||
|| Skill: Earth Drain                                                       ||
|| Cost: 5 MP                                                               ||
|| Effect: Drains Earth attacks for one turn.                               ||
|| Note: This is the bad boy of force protection. use this whenever you have||
|| a force using enemy on your hands to heal up and cost them their turns.  ||
||==========================================================================||
|| Links to: Earth Emperor                                                  ||
\\==========================================================================//

//==========================================================================\\
|| Earth Emperor                                                            ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Teradyne                                                          ||
|| Cost: 12 MP                                                              ||
|| Effect: Heavy Earth Damage, Single Target                                ||
|| Note: Same as Terazi.                                                    ||
||                                                                          ||
||==========================================================================||
|| Skill: Earth Amp                                                         ||
|| Cost: Passive                                                            ||
|| Effect: Boosts the damage caused by Earth skills by about 30%            ||
|| Note: A great skill for your primary earth caster to use. This stacks    ||
|| with Earth boost for some rather impressive damage.                      ||
||==========================================================================||
|| Links to: Mother Earth                                                   ||
\\==========================================================================//

//==========================================================================\\
|| Mother Earth                                                             ||
||--------------------------------------------------------------------------||
|| Cost: 350,000                                                            ||
|| Difficulty: 6                                                            ||
||==========================================================================||
|| Skill: Materadyne                                                        ||
|| Cost: 32 MP                                                              ||
|| Effect: Heavy Earth Damage, All Targets                                  ||
|| Note: Same as Materazi.                                                  ||
||                                                                          ||
||==========================================================================||
|| Skill: Earth Resist                                                      ||
|| Cost: Passive                                                            ||
|| Effect: Grants Resistance to Earth skills. Nullifies weakness to Earth.  ||
|| Note: Since no character has a weakness to Earth in this game there's no ||
|| immediately necessary reason to master this skill.                       ||
||==========================================================================||
|| Links to: Dark Leader, Monotheist (if the same character has mastered    ||
||           every Elemental mantra)                                        ||
\\==========================================================================//

//==========================================================================\\
|| Dark Leader                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 700,000                                                            ||
|| Difficulty: 7                                                            ||
||==========================================================================||
|| Skill: Last Word                                                         ||
|| Cost: 66 MP                                                              ||
|| Effect: Mega Almighty Damage, Single Target                              ||
|| Note: While this skill is too expensive to use most of the time it works ||
|| just fine for a few bosses. Paired with Mind Charge it is excellent.     ||
||==========================================================================||
|| Skill: Megidola                                                          ||
|| Cost: 45 MP                                                              ||
|| Effect: Heavy Almighty Damage, All Targets                               ||
|| Note: Almighty spells are not worth using by and large. They are far too ||
|| expensive to use regularly. Last Word is possibly the only one that has  ||
|| much strategic use. Give this one a pass.                                ||
||==========================================================================||
|| Skill: Mind Charge                                                       ||
|| Cost: 10 MP                                                              ||
|| Effect: Your next magic attack will do more than double damage.          ||
|| Note: Be careful with this skill since it can be wasted if you cast an   ||
|| elemental barrier spell or buff/debuff instead of an attack spell.       ||
||==========================================================================||
|| Skill: Magic Repel                                                       ||
|| Cost: 30 MP                                                              ||
|| Effect: Reflects all magical attacks for the next turn.                  ||
|| Note: Not only does it stop elemental type spells but it also stops Hama ||
|| and Mudo spells, status ailments and stat debuffs. The only problem is   ||
|| that the cost for using it is a little too steep.                        ||
||==========================================================================||
|| Links to: Dark Lord                                                      ||
\\==========================================================================//

//==========================================================================\\
|| Dark Lord                                                                ||
||--------------------------------------------------------------------------||
|| Cost: 1,400,000                                                          ||
|| Difficulty: 8                                                            ||
||==========================================================================||
|| Skill: Megidolaon                                                        ||
|| Cost: 60 MP                                                              ||
|| Effect: Mega Almighty Damage, All Targets                                ||
|| Note: Way, way too expensive for the damage that it deals. It's only of  ||
|| use if you know that you're fighting enemies immune to other attacks but ||
|| even then there's likely another strategy (like with Arahabaki).         ||
||==========================================================================||
|| Skill: Null Element                                                      ||
|| Cost: Passive                                                            ||
|| Effect: Nulls all Earth, Elec, Force, Fire and Ice attacks.              ||
|| Note: Not on will this skill cover your weakness but it will also keep   ||
|| you safe from most other attacks as well. A phenomenal skill that is just||
|| a little too costly for everyone to learn with ease.                     ||
||==========================================================================||
|| Links to: Godly Spirit (Only if Destroyer and Vicious God are mastered as||
|| well), doesn't need to be done by the same character.                    ||
\\==========================================================================//

-- This special Mantra has its own conditions before it appears on the grid:

//==========================================================================\\
|| Montheist                                                                ||
||--------------------------------------------------------------------------||
|| Cost: 2,000,000                                                          ||
|| Difficulty: 9                                                            ||
|| Notes: Must master the Bolt God, Fire God, Ice God, Mother Earth and the ||
|| Wind God Mantras.                                                        ||
||==========================================================================||
|| Skill: Null Attack                                                       ||
|| Cost: Passive                                                            ||
|| Effect: Nulls all non-Almighty type attacks.                             ||
|| Note: Don't set this skill if you expect this game to be any sort of a   ||
|| challenge. It makes all but the hardest of bosses fairly easy. One thing ||
|| that makes it hard to master this is the steep cost of the Mantra.       ||
||==========================================================================||
|| Links to: None                                                           ||
\\==========================================================================//

==================================
08.03 - Recovery Mantra (with Ailments)
==================================
These are the most important Mantra you can master in the game. You won't get
very far in the game without good healing magics. Typically you will want the
healing spells that match up with whatever spells you are facing. So if you are
early in the game Dia/Media will suffice but once you start seeing second tier
elemental magics and attacks upgrade to Diarama/Mediarama and lastly upgrade to
Diarahan/Mediarahan once you start dealing with -dyne level spells.

//==========================================================================\\
|| Protection                                                               ||
||--------------------------------------------------------------------------||
|| Cost: 1,000                                                              ||
|| Difficulty: 1                                                            ||
||==========================================================================||
|| Skill: Dia                                                               ||
|| Cost: 3 MP                                                               ||
|| Effect: Heals a small amount of HP, Single Target                        ||
|| Note: You will find this skill to be quite useful early in the game.     ||
|| However you will need Media for bosses pretty quickly since they get kind||
|| of tough pretty quick. You will want to upgrade to Diarama quickly so as ||
|| to keep up with the damage dealing.                                      ||
||==========================================================================||
|| Skill: Patra                                                             ||
|| Cost: 10 MP                                                              ||
|| Effect: Cures Charm/Panic/Sleep status ailments.                         ||
|| Note: These ailment healing skills are far too specific. Don't bother    ||
|| with them and make sure to have plenty of curative items instead.        ||
||==========================================================================||
|| Skill: Analyze                                                           ||
|| Cost: 2 MP                                                               ||
|| Effect: Shows enemy HP/MP, Resistances and Weaknesses                    ||
|| Note: Doesn't work on bosses. Use it early on but buy the Spyglass item  ||
|| ASAP to avoid wasting a skill slot on this. You could also simply consult||
|| the beastiary of this FAQ for an even cheaper alternative.               ||
||==========================================================================||
|| Links to: Fallen Hero, Adamant                                           ||
\\==========================================================================//

//==========================================================================\\
|| Fallen Hero                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 10,000                                                             ||
|| Difficulty: 2                                                            ||
||==========================================================================||
|| Skill: Media                                                             ||
|| Cost: 10 MP                                                              ||
|| Effect: Heals a small amount of HP, All Targets                          ||
|| Note: Very useful for boss fights. You will definitely want to get this  ||
|| skill on whomever you dedicate as your healer as soon as possible.       ||
||==========================================================================||
|| Skill: Posmudi                                                           ||
|| Cost: 5 MP                                                               ||
|| Effect: Heals the Poison status ailment, Single Target                   ||
|| Note: Waste of a skill slot, carry lots of Dis-Poisons instead.          ||
||                                                                          ||
||==========================================================================||
|| Skill: Achedi                                                            ||
|| Cost: 5 MP                                                               ||
|| Effect: Heals the Ache status ailment, Single Target                     ||
|| Note: Waste of a skill slot, carry some Dis-Aches instead. As a note this||
|| isn't a terrifically common status ailment so don't worry about this one ||
|| as much as the other ailments. You can control how often this happens.   ||
||==========================================================================||
|| Links to: Fierce Spirit                                                  ||
\\==========================================================================//

//==========================================================================\\
|| Fierce Spirit                                                            ||
||--------------------------------------------------------------------------||
|| Cost: 15,000                                                             ||
|| Difficulty: 3                                                            ||
||==========================================================================||
|| Skill: Diarama                                                           ||
|| Cost: 7 MP                                                               ||
|| Effect: Heals a moderate amount of HP, Single Target                     ||
|| Note: This is the 2nd best healing spell in the game. You get it fairly  ||
|| quickly and it will suffice for quite some time. It's powerful enough to ||
|| get you through most of the game without absolutely needing Diarahan.    ||
||==========================================================================||
|| Skill: Paraladi                                                          ||
|| Cost: 5 MP                                                               ||
|| Effect: Heals the Stun status ailment, Single Target                     ||
|| Note: Waste of a skill slot, carry lots of Dis-Stuns instead.            ||
||                                                                          ||
||==========================================================================||
|| Skill: Me Patra                                                          ||
|| Cost: 15 MP                                                              ||
|| Effect: Heals the Charm/Panic/Sleep status ailments, All Targets         ||
|| Note: This is actually pretty good since it heals your whole party. This ||
|| actually makes it better than the Panacea item at hand. Definitely use   ||
|| this when dealing with bosses that use these status ailments but you can ||
|| make use of Panaceas more regularly.                                     ||
||==========================================================================||
|| Links to: Calm Spirit                                                    ||
\\==========================================================================//

//==========================================================================\\
|| Calm Spirit                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 4                                                            ||
||==========================================================================||
|| Skill: Mediarama                                                         ||
|| Cost: 18 MP                                                              ||
|| Effect: Heals a moderate amount of HP, All Targets                       ||
|| Note: Amusingly this is THE best healing spell in the game. It heals so  ||
|| much HP for the party and the cost is so reasonable that this will very  ||
|| likely be your healing spell of choice for the entire game.              ||
||==========================================================================||
|| Skill: Closedi                                                           ||
|| Cost: 5 MP                                                               ||
|| Effect: Heals the Mute status ailment, Single Target                     ||
|| Note: Waste of a skill slot, carry lots of Dis-Mutes instead.            ||
||                                                                          ||
||==========================================================================||
|| Skill: Cursedi                                                           ||
|| Cost: 5 MP                                                               ||
|| Effect: Heals the Curse status ailment, Single Target                    ||
|| Note: Waste of a skill slot, carry lots of Dis-Curse instead. You could  ||
|| also equip an ability to help you resist death attacks.                  ||
||==========================================================================||
|| Links to: Death Spirit                                                   ||
\\==========================================================================//

//==========================================================================\\
|| Death Spirit                                                             ||
||--------------------------------------------------------------------------||
|| Cost: 25,000                                                             ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Diarahan                                                          ||
|| Cost: 15 MP                                                              ||
|| Effect: Heals all HP, Single Target                                      ||
|| Note: This is definitely better than Diarama and cost effective too. The ||
|| problem lies in this skill being a fair bit harder to get than Diarama.  ||
||==========================================================================||
|| Skill: Petradi                                                           ||
|| Cost: 5 MP                                                               ||
|| Effect: Heals the Stone status ailment, Single Target                    ||
|| Note: Waste of a skill slot, carry lots of Dis-Stones instead. You could ||
|| also equip an ability to help you resist death attacks or just let the   ||
|| person be shattered and then revive them.                                ||
||==========================================================================||
|| Links to: Goddess (once this and Six Realms are mastered).               ||
\\==========================================================================//

//==========================================================================\\
|| Adamant                                                                  ||
||--------------------------------------------------------------------------||
|| Cost: 3,000                                                              ||
|| Difficulty: 2                                                            ||
||==========================================================================||
|| Skill: Dream Haze                                                        ||
|| Cost: 5 MP                                                               ||
|| Effect: Inflict the Sleep Ailment, Single Target                         ||
|| Note: These ailment inducing skills are far too risky to use very often. ||
|| They only have a percentage chance to work making the single target ones ||
|| even less useful. Only use these against enemies weak to the ailment.    ||
||==========================================================================||
|| Skill: Foul Breath                                                       ||
|| Cost: 8 MP                                                               ||
|| Effect: Inflict the Poison Ailment, Single Target                        ||
|| Note: These ailment inducing skills are far too risky to use very often. ||
|| They only have a percentage chance to work making the single target ones ||
|| even less useful. Only use these against enemies weak to the ailment.    ||
||==========================================================================||
|| Skill: Void Charm                                                        ||
|| Cost: 3 MP                                                               ||
|| Effect: Nulls any Charm based attacks for the next turn.                 ||
|| Note: Interesting note about these skills is that they will totally stop ||
|| a status ailment attack (like Allure) but it will not stop a physical    ||
|| attack that carries the ailment. However it does stop the ailemnt from   ||
|| working on your party. So you will be damaged but not be charmed/etc.    ||
||==========================================================================||
|| Skill: Void Panic                                                        ||
|| Cost: 3 MP                                                               ||
|| Effect: Nulls any Panic based attacks for the next turn.                 ||
|| Note: Interesting note about these skills is that they will totally stop ||
|| a status ailment attack (like Allure) but it will not stop a physical    ||
|| attack that carries the ailment. However it does stop the ailemnt from   ||
|| working on your party. So you will be damaged but not be charmed/etc.    ||
||==========================================================================||
|| Links to: Kichijyo                                                       ||
\\==========================================================================//

//==========================================================================\\
|| Kichijyo                                                                 ||
||--------------------------------------------------------------------------||
|| Cost: 15,000                                                             ||
|| Difficulty: 3                                                            ||
||==========================================================================||
|| Skill: Stun Sphere                                                       ||
|| Cost: 5 MP                                                               ||
|| Effect: Inflict the Stun Ailment, Single Target                          ||
|| Note: These ailment inducing skills are far too risky to use very often. ||
|| They only have a percentage chance to work making the single target ones ||
|| even less useful. Only use these against enemies weak to the ailment.    ||
||==========================================================================||
|| Skill: Void Poison                                                       ||
|| Cost: 3 MP                                                               ||
|| Effect: Nulls any Poison based attacks for the next turn.                ||
|| Note: Interesting note about these skills is that they will totally stop ||
|| a status ailment attack (like Allure) but it will not stop a physical    ||
|| attack that carries the ailment. However it does stop the ailemnt from   ||
|| working on your party. So you will be damaged but not be charmed/etc.    ||
||==========================================================================||
|| Skill: Void Mute                                                         ||
|| Cost: 3 MP                                                               ||
|| Effect: Nulls any Mute based attacks for the next turn.                  ||
|| Note: Interesting note about these skills is that they will totally stop ||
|| a status ailment attack (like Allure) but it will not stop a physical    ||
|| attack that carries the ailment. However it does stop the ailemnt from   ||
|| working on your party. So you will be damaged but not be charmed/etc.    ||
||==========================================================================||
|| Skill: Null Panic                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Automaticaly Nulls any Panic attacks on this character.          ||
|| Note: This will not protect them from attacks that have an ailment as an ||
|| added bonus (like Mute Blow) but it means the ailment will never work. A ||
|| good skill but one that should only be set when dealing with enemies who ||
|| make constant use of these types of attacks.                             ||
||==========================================================================||
|| Links to: Vidya Raja                                                     ||
\\==========================================================================//

//==========================================================================\\
|| Vidya Raja                                                               ||
||--------------------------------------------------------------------------||
|| Cost: 25,000                                                             ||
|| Difficulty: 4                                                            ||
||==========================================================================||
|| Skill: Sonic Wave                                                        ||
|| Cost: 9 MP                                                               ||
|| Effect: Inflict the Panic Ailment, All Targets                           ||
|| Note: Since these affect all enemies they're more useful against basic   ||
|| enemies, the odds of at least one being affected is much higher. However ||
|| they're still less useful than just a flat damage dealing spell.         ||
||==========================================================================||
|| Skill: Stun Wave                                                         ||
|| Cost: 10 MP                                                              ||
|| Effect: Inflict the Stun Ailment, All Targets                            ||
|| Note: Since these affect all enemies they're more useful against basic   ||
|| enemies, the odds of at least one being affected is much higher. However ||
|| they're still less useful than just a flat damage dealing spell.         ||
||==========================================================================||
|| Skill: Void Nerve                                                        ||
|| Cost: 3 MP                                                               ||
|| Effect: Nulls any Nerve based attacks for the next turn.                 ||
|| Note: Interesting note about these skills is that they will totally stop ||
|| a status ailment attack (like Allure) but it will not stop a physical    ||
|| attack that carries the ailment. However it does stop the ailemnt from   ||
|| working on your party. So you will be damaged but not be charmed/etc.    ||
||==========================================================================||
|| Skill: Null Charm                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Automaticaly Nulls any Charm attacks on this character.          ||
|| Note: This will not protect them from attacks that have an ailment as an ||
|| added bonus (like Mute Blow) but it means the ailment will never work. A ||
|| good skill but one that should only be set when dealing with enemies who ||
|| make constant use of these types of attacks.                             ||
||==========================================================================||
|| Links to: Holy Leader                                                    ||
\\==========================================================================//

//==========================================================================\\
|| Holy Leader                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 50,000                                                             ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Tentarafoo                                                        ||
|| Cost: 24 MP                                                              ||
|| Effect: Moderate Panic Damage, All Targets                               ||
|| Note: An odd but good skill, it actually deals Panic damage. This means  ||
|| that it will at least hurt anyone that isn't immune to Panic and it      ||
|| carries fair odds to Panic them as well. Not a bad skill to have on hand ||
|| just in case, you could do much worse. The cost is a bit steep thought.  ||
||==========================================================================||
|| Skill: Null Mute                                                         ||
|| Cost: Passive                                                            ||
|| Effect: Automaticaly Nulls any Mute attacks on this character.           ||
|| Note: This will not protect them from attacks that have an ailment as an ||
|| added bonus (like Mute Blow) but it means the ailment will never work. A ||
|| good skill but one that should only be set when dealing with enemies who ||
|| make constant use of these types of attacks.                             ||
||==========================================================================||
|| Skill: Null Nerve                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Automaticaly Nulls any Nerve attacks on this character.          ||
|| Note: This will not protect them from attacks that have an ailment as an ||
|| added bonus (like Mute Blow) but it means the ailment will never work. A ||
|| good skill but one that should only be set when dealing with enemies who ||
|| make constant use of these types of attacks.                             ||
|| * NOTE: Unlike the other Null passives this is a very important skill.   ||
|| when you start encountering the Laksmi enemies they will slaughter you   ||
|| if you don't have this skill. This happens high up in the Karma Temple.  ||
||==========================================================================||
|| Skill: Null Poison                                                       ||
|| Cost: Passive                                                            ||
|| Effect: Automaticaly Nulls any Poison attacks on this character.         ||
|| Note: This will not protect them from attacks that have an ailment as an ||
|| added bonus (like Mute Blow) but it means the ailment will never work. A ||
|| good skill but one that should only be set when dealing with enemies who ||
|| make constant use of these types of attacks.                             ||
||==========================================================================||
|| Links to: None                                                           ||
\\==========================================================================//

//==========================================================================\\
|| Hades                                                                    ||
||--------------------------------------------------------------------------||
|| Cost: 18,000                                                             ||
|| Difficulty: 4                                                            ||
|| Note: Must master three 3 difficulty Mantra to unlock.                   ||
||==========================================================================||
|| Skill: Recarm                                                            ||
|| Cost: 20 MP                                                              ||
|| Effect: Revives a dead ally with a small amount of HP                    ||
|| Note: Note as useful as you might think. Since characters come back after||
|| a battle anyways this skill is a bit redundant. You're far better off    ||
|| letting items do the work here and saving a skill slot.                  ||
||==========================================================================||
|| Links to: Six Realms                                                     ||
\\==========================================================================//

//==========================================================================\\
|| Six Realms                                                               ||
||--------------------------------------------------------------------------||
|| Cost: 150,000                                                            ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Samrecarm                                                         ||
|| Cost: 20 MP                                                              ||
|| Effect: Revives a dead ally with full HP.                                ||
|| Note: Now this is what I'm talking about. If you don't have a Revival Orb||
|| or at least enough Revival Gems then this is what you want. However you  ||
|| will only really need it for boss encounters so keep that in mind.       ||
||==========================================================================||
|| Links to: Goddess (once this and Death Spirit are mastered).             ||
\\==========================================================================//

//==========================================================================\\
|| Goddess                                                                  ||
||--------------------------------------------------------------------------||
|| Cost: 500,000                                                            ||
|| Difficulty: 7                                                            ||
||==========================================================================||
|| Skill: Allure                                                            ||
|| Cost: 13 MP                                                              ||
|| Effect: Inflict the Stun Ailment, All Targets                            ||
|| Note: This is much like the previous status ailment attacks, useless if  ||
|| you're not dealing with those who are weak to it.                        ||
||==========================================================================||
|| Skill: Mediarahan                                                        ||
|| Cost: 36 MP                                                              ||
|| Effect: Heal to full HP, All Targets                                     ||
|| Note: This is a pretty good skill but it's very MP intensive. You won't  ||
|| be able to use this too often without using a Soma or somesuch but it is ||
|| going to eat up your MP. Stick to Mediarama until late game.             ||
||==========================================================================||
|| Skill: Recarmdra                                                         ||
|| Cost: 1 HP                                                               ||
|| Effect: User dies, entire party has HP/MP fully restored.                ||
|| Note: Yes this will bring back your entire party from the dead. Yes it   ||
|| will cost you one characters life. However as a last resort it is rather ||
|| fantastic. You can save your entire party from a certain death with one  ||
|| good use of this so give it to whomever has the best chance of surviving ||
|| a seriously damaging group attack.                                       ||
||==========================================================================||
|| Links to: Vicious God                                                    ||
\\==========================================================================//

==================================
08.04 - Mudo Mantra
==================================
These spells are a bit more difficult to use than most other skills. The chance
of them working is so low to most enemies that they aren't likely to work on
enemies who aren't weak to the skill. But when they do work it is a one shot
kill against what might have been a tough enemy. However these skills are too
risky to use often so save them for enemies who are weak to Death.

* NOTE: If you aren't keen on using Mudo against enemies weak to Death you can
use Stone or Curse attacks. They are both Death element status ailments so you
will still be able to exploit the enemies weakness.

* NOTE: If an enemy is afflicted with the Curse status ailemnt the chance of
them being hit by a Mudo spell increases by about 15%. So using Blood Curse and
then a Mudo skill will almost guaranteed wipe out a group of Death weak enemies
and likely kill most groups of non Death weak enemies.

//==========================================================================\\
|| Yaksa                                                                    ||
||--------------------------------------------------------------------------||
|| Cost: 3,000                                                              ||
|| Difficulty: 2                                                            ||
|| Notes: Unlocks when you have three difficulty 1 Mantras and one          ||
|| difficulty 3 Mantra mastered.                                            ||
||==========================================================================||
|| Skill: Mudo                                                              ||
|| Cost: 6 MP                                                               ||
|| Effect: Low chance of instant Death, Single Target                       ||
|| Note: Not really worth using unless you're dealing with an enemy who is  ||
|| weak to Death. When they start turning up use this otherwise it's a waste||
|| of a skill slot. For killing regular enemies use Mamudo.                 ||
||==========================================================================||
|| Skill: Void Death                                                        ||
|| Cost: 3 MP                                                               ||
|| Effect: Nulls any Death based attacks on the party for one turn.         ||
|| Note: Not really worth keeping at the ready this is still a good skill.  ||
|| Equip it when dealing with an enemy who uses these skills since it's a   ||
|| waste to keep it as a set skill at all times.                            ||
||==========================================================================||
|| Skill: Quick Escape                                                      ||
|| Cost: Passive                                                            ||
|| Effect: Increases the chance of escaping from battle successfully.       ||
|| Note: One of the better low level skills in the game this will see more  ||
|| use late game than early on. There is no way to escape from battles with ||
|| ease in this game (no Smoke Bombs) so this is a very good skill to set.  ||
|| Set it on someone with a high agility like Cielo and use them to flee    ||
|| from the fight and it's a near guarantee. Escaping can be tricky without ||
|| this skill since it relies on your agility as compared to the enemies.   ||
||==========================================================================||
|| Links to: Evil Spirit                                                    ||
\\==========================================================================//

//==========================================================================\\
|| Evil Spirit                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 25,000                                                             ||
|| Difficulty: 3                                                            ||
||==========================================================================||
|| Skill: Mamudo                                                            ||
|| Cost: 15 MP                                                              ||
|| Effect: Low chance of instant Death, All Targets                         ||
|| Note: Much better for killing non-death weak enemies. However you should ||
|| still stick to using it on those who are vulnerable to Death magics.     ||
||==========================================================================||
|| Skill: Stone Gaze                                                        ||
|| Cost: 5 MP                                                               ||
|| Effect: Inflict the Stone ailment, Single Target                         ||
|| Note: This is a nice enough skill but it suffers from the same problems  ||
|| that the other ailent skills do, it's not reliable enough. If you're     ||
|| going to be taking chances you might as well do it with Hama and Mudo.   ||
||==========================================================================||
|| Skill: Curse                                                             ||
|| Cost: 10 MP                                                              ||
|| Effect: Inflict the Curse ailemnt, Single Target                         ||
|| Note: This a very nice status ailment skill. Cursed foes die to Mudo type||
|| skills easier so it works as a prelude to that. However wait for the     ||
|| Blood Curse skill since that hits the whole group.                       ||
||==========================================================================||
|| Skill: Death Resist                                                      ||
|| Cost: Passive                                                            ||
|| Effect: Grants increased resistance to death type attacks.               ||
|| Note: Since this makes Mudo, Stone and Curse type skills all much less   ||
|| likely to work this is a skill you will definitely want to use.          ||
||==========================================================================||
|| Links to: Dark Spirit                                                    ||
\\==========================================================================//

//==========================================================================\\
|| Dark Spirit                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 4                                                            ||
||==========================================================================||
|| Skill: Mudoon                                                            ||
|| Cost: 10 MP                                                              ||
|| Effect: High chance of instant Death, Single Target                      ||
|| Note: This is almost guaranteed to kill of any who are weak to Death type||
|| magics. For those not weak to death wait for Mamudoon before tyring to   ||
|| wipe them out with instant death attacks.                                ||
||==========================================================================||
|| Skill: Blood Curse                                                       ||
|| Cost: 15 MP                                                              ||
|| Effect: Inflicts the Curse ailment, All Targets                          ||
|| Note: Now this is what I'm talking about. It means that your Mudo skills ||
|| are almost guaranteed to work, especially with Mudoon/Mamudoon at your   ||
|| fingertips at this point.                                                ||
||==========================================================================||
|| Links to: Death                                                          ||
\\==========================================================================//

//==========================================================================\\
|| Death                                                                    ||
||--------------------------------------------------------------------------||
|| Cost: 250,000                                                            ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Mamudoon                                                          ||
|| Cost: 25 MP                                                              ||
|| Effect: High chance of instant Death, All Targets                        ||
|| Note: And right here we have the best of all the Mudo skills. One lucky  ||
|| Blood Curse/Mamudoon combo will level any opposition who isn't immune to ||
|| Death magics in a heartbeat.                                             ||
||==========================================================================||
|| Skill: Death Repel                                                       ||
|| Cost: 5 MP                                                               ||
|| Effect: Repels Death attacks on party for the next turn.                 ||
|| Note: Now this is a good Death shield. Not only does it nullify attacks  ||
|| that might auto kill you and cost the enemy all of their turns but since ||
|| it isn't going to heal any enemies who it reflects Mudo skills at you.   ||
|| This means that you don't have to worry about healing them with this.    ||
||==========================================================================||
|| Links to: Evil God                                                       ||
\\==========================================================================//

==================================
08.05 - Hama Mantra
==================================
Hama is probably the better of the "chance to work" skills. While it might not
be an instant kill like Mudo (and like it is in most other Shin Megami Tensei
games) there's a trade off for this. It seems to have about the same chance to
work as most status ailment skills of comparative level which is usually much
more often than Mudo does. Since it cuts the enemies health by rather large
numbers this means that you can very easily cut through groups of enemies with
a few applications of these skills. To say nothing of those who are weak to the
skill making fights with them much easier.

* NOTE: Unlike Mudo there is actually a damaging Hama skill. This means that if
an enemy is vulnerable to Hama you could use Hamaon to cut an enemies health by
a good two thirds and then kill them off with the attack skill, Xanadu. That
alone makes it much more useful than Mudo skills in the long run.

//==========================================================================\\
|| Angel                                                                    ||
||--------------------------------------------------------------------------||
|| Cost: 3,000                                                              ||
|| Difficulty: 2                                                            ||
|| Notes: Unlocks once you have mastered three 1 difficulty Mantra and one  ||
|| 2 difficulty Mantra.                                                     ||
||==========================================================================||
|| Skill: Hama                                                              ||
|| Cost: 6 MP                                                               ||
|| Effect: Low chance of reducing targets HP by 1/2, Single Target          ||
|| Note: As was stated above, these skills are much better than they were   ||
|| in most previous games. This makes them more reliable when trying to get ||
|| them to work against those not weak to these skills. Even better when it ||
|| is used against someone who is weak to Light.                            ||
||==========================================================================||
|| Skill: Tarunda                                                           ||
|| Cost: 12 MP                                                              ||
|| Effect: Reduces all enemies Physical attack power.                       ||
|| Note: Can be stacked up to four times to seriously lower all of your     ||
|| opponents stats. It does not have any effect on Magical skills like it   ||
|| worked in Shin Megami Tensei: Nocturne, like it was in previous games.   ||
||==========================================================================||
|| Skill: Void Expel                                                        ||
|| Cost: 3 MP                                                               ||
|| Effect: Nulls Expel attacks on the party for the next turn.              ||
|| Note: As dangerous as Hama attacks are against the enemies they aren't   ||
|| too dangerous for your party. One Mediarama spell will heal your whole   ||
|| party from a Mahama attack. Since there's only four light type attacks in||
|| the entire game you're not likely to come up with them too often.        ||
||==========================================================================||
|| Links to: Thrones                                                        ||
\\==========================================================================//

//==========================================================================\\
|| Thrones                                                                  ||
||--------------------------------------------------------------------------||
|| Cost: 15,000                                                             ||
|| Difficulty: 3                                                            ||
||==========================================================================||
|| Skill: Mahama                                                            ||
|| Cost: 15 MP                                                              ||
|| Effect: Low chance of reducing targets HP by 1/2, All Targets            ||
|| Note: As was stated above, these skills are much better than they were   ||
|| in most previous games. This makes them more reliable when trying to get ||
|| them to work against those not weak to these skills. Even better when it ||
|| is used against someone who is weak to Light.                            ||
||==========================================================================||
|| Skill: Sukunda                                                           ||
|| Cost: 12 MP                                                              ||
|| Effect: Reduces all enemies' agility.                                    ||
|| Note: Can be stacked up to four times to seriously lower all of your     ||
|| opponents stats. A few good uses of this and your enemies will spend most||
|| of their time missing, costing them two turns per attack.                ||
||==========================================================================||
|| Skill: Expel Resist                                                      ||
|| Cost: Passive                                                            ||
|| Effect: Grants increased resistance to Light type attacks.               ||
|| Note: These attacks aren't very dangerous since you can easily heal from ||
|| it. It's only really important that you use this skill if a boss you're  ||
|| fighting makes plentiful use of these sorts of skills since he might do  ||
|| enough damage with it to kill you with a follow-up attack.               ||
||==========================================================================||
|| Links to: Cherubim                                                       ||
\\==========================================================================//

//==========================================================================\\
|| Cherubim                                                                 ||
||--------------------------------------------------------------------------||
|| Cost: 50,000                                                             ||
|| Difficulty: 4                                                            ||
||==========================================================================||
|| Skill: Hamaon                                                            ||
|| Cost: 10 MP                                                              ||
|| Effect: High chance of reducing targets HP by 2/3, Single Target         ||
|| Note: Even better than the actual Hama skill Hamaon does a lot of damage ||
|| and works pretty often. It works often enough that you can use it on an  ||
|| enemy who isn't weak to Light and actually expect it to work.            ||
||==========================================================================||
|| Skill: Rakunda                                                           ||
|| Cost: 12 MP                                                              ||
|| Effect: Reduces all enemies defense ratings.                             ||
|| Note: Can be stacked up to four times to seriously lower all of your     ||
|| opponents stats. This lets you seriously pummel on them with a bunch of  ||
|| attacks and do about twice as much damage as before.                     ||
||==========================================================================||
|| Skill: Makatora                                                          ||
|| Cost: 50 MP                                                              ||
|| Effect: Gives one other party member 50 MP.                              ||
|| Note: Since this skill lets you move around MP it seems like it might be ||
|| useful but it really isn't. Mana Thief is useful as is Chakra Walk. If   ||
|| you can get Mana Walk on the character then it's all the better.         ||
||==========================================================================||
|| Links to: Seraphim                                                       ||
\\==========================================================================//

//==========================================================================\\
|| Seraphim                                                                 ||
||--------------------------------------------------------------------------||
|| Cost: 150,000                                                            ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Mahamaon                                                          ||
|| Cost: 25 MP                                                              ||
|| Effect: High chance of reducing targets HP by 2/3, All Targets           ||
|| Note: And right here you have the single best Light attack in the game.  ||
|| This will utterly devastate your enemies especially if they're weak to   ||
|| Light type attacks.                                                      ||
||==========================================================================||
|| Skill: Makanda                                                           ||
|| Cost: 12 MP                                                              ||
|| Effect: Reduces all enemies Magic strength.                              ||
|| Note: This means that your enemies will inflict less damage with their   ||
|| magical attacks and status ailment/Hama/Mudo spells work less often. It  ||
|| really shines against certain bosses later in the game.                  ||
||==========================================================================||
|| Skill: Expel Repel                                                       ||
|| Cost: 5 MP                                                               ||
|| Effect: Repels Light attacks on party for the next turn.                 ||
|| Note: Hama attacks are still not really a dangerous issue later on in    ||
|| the game. You can use this to nullify a boss who makes plentiful use of  ||
|| Hama skills or Xanadu but it's still a marginal skill.                   ||
||==========================================================================||
|| Links to: Evil God, Insane God (must master Illusion Mantra as well)     ||
\\==========================================================================//

-- The Hama and Mudo paths terminate at the Evil God Mantra.

//==========================================================================\\
|| Evil God                                                                 ||
||--------------------------------------------------------------------------||
|| Cost: 500,000                                                            ||
|| Difficulty: 7                                                            ||
||==========================================================================||
|| Skill: Debilitate                                                        ||
|| Cost: 48 MP                                                              ||
|| Effect: Reduces all opponents overall combat performance.                ||
|| Note: Essentially this is a Makanda, Rakunda, Sukunda and Tarunda tied up||
|| in one casting. It even costs the same as one casting of each of those   ||
|| spells. If all three of your characters cast this in one round then your ||
|| enemies will have serious problems hitting, do less damage, take a heck  ||
|| of a lot more damage and their magic is mostly useless. Just remember it ||
|| stacks up to four times to seriously hamper a foe.                       ||
||==========================================================================||
|| Skill: Null Expel                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Automatically Nulls any Expel attacks.                           ||
|| Note: This isn't a skill you would want equipped at all times but it can ||
|| shine against very particular bosses. It will definitely spare you having||
|| to use Void/Repel Expel during the fight if everyone has this.           ||
||==========================================================================||
|| Skill: Null Death                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Automatically Nulls any Death attacks.                           ||
|| Note: Unlike Null Expel you might want this on you a bit more often. It  ||
|| stops Mudo, Curse and Stone attacks. It's very useful but is only a must ||
|| equip when you're fighting bosses who use Mudo skills too often.         ||
||==========================================================================||
|| Links to: Vicious God                                                    ||
\\==========================================================================//


==================================
08.06 - Ailment Mantra
==================================
And here we come to a set of Mantra that mostly focus on inflicting straight
out status ailments. While there were others peppered about the Hama, Mudo and
Healing Mantra paths this section has plenty more of them. Keep in mind the
limitations of these skills and that if they don't work then you've wasted the
turn and had no effect.

//==========================================================================\\
|| Spirit                                                                   ||
||--------------------------------------------------------------------------||
|| Cost: 15,000                                                             ||
|| Difficulty: 3                                                            ||
||==========================================================================||
|| Skill: Pulinpa                                                           ||
|| Cost: 5 MP                                                               ||
|| Effect: Inflict the Panic status ailment, Single Target                  ||
|| Note: Not really all too useful, the Panic ailemnt is much more of a     ||
|| threat to your party than it is to the opponents.                        ||
||==========================================================================||
|| Skill: Makajam                                                           ||
|| Cost: 4 MP                                                               ||
|| Effect: Inflict the Mute status ailment, Single Target                   ||
|| Note: Much more useful than a lot of other status ailments. Casting this ||
|| on a heavy magic using enemy (ie. a lot of them) will cause them to use  ||
|| up their turns trying to cast their spells to no avail.                  ||
||==========================================================================||
|| Skill: Dormina                                                           ||
|| Cost: 9 MP                                                               ||
|| Effect: Inflict the Sleep status ailment, All Targets                    ||
|| Note: Not for nothing, the Sleep status ailment tends to not work more   ||
|| often than not. Plus any enemy who is asleep will likely wake up after a ||
|| round where they've been struck. You're better off using ammo that has   ||
|| the sleep status than wasting MP on this skill. However if you have an   ||
|| enemy who is weak to Nerve then this will work wonders on them.          ||
||==========================================================================||
|| Skill: Tarukaja                                                          ||
|| Cost: 12 MP                                                              ||
|| Effect: Raises your entire partys' physical attack power.                ||
|| Note: This is a good skill for when you're using lots of physical type   ||
|| attacks. The problem here is that physical attacks are more likely to be ||
|| used against basic enemies than bosses or really hard enemies. Using it  ||
|| against basic enemies is a waste of time (which costs you Macca) and it  ||
|| is also a waste of MP. If you're fighting a boss where physical attacks  ||
|| help you can use this skill. Otherwise give it a pass since it's a waste.||
||==========================================================================||
|| Links to: Karma                                                          ||
\\==========================================================================//

//==========================================================================\\
|| Karma                                                                    ||
||--------------------------------------------------------------------------||
|| Cost: 50,000                                                             ||
|| Difficulty: 3                                                            ||
||==========================================================================||
|| Skill: Marin Karin                                                       ||
|| Cost: 5 MP                                                               ||
|| Effect: Inflict the Charm status ailment, Single Target                  ||
|| Note: Charm status ailments are incredibly useful but this skill is more ||
|| of a waste. You want to use skills that hit all enemies to increase the  ||
|| chances that it works. Give this one a pass.                             ||
||==========================================================================||
|| Skill: Rakukaja                                                          ||
|| Cost: 12 MP                                                              ||
|| Effect: Raises your entire partys' defense rating.                       ||
|| Note: A very useful skill when you're fighting enemies who are fighting  ||
|| a boss who is using a lot of physical attacks. It will lessen the damage ||
|| that you take thus saving you plenty of MP on Dia/Media type skills.     ||
||==========================================================================||
|| Skill: Sukukaja                                                          ||
|| Cost: 12 MP                                                              ||
|| Effect: Raises your entire partys' agility rating.                       ||
|| Note: Even more useful than raising your defense is raising your agility.||
|| Avoiding getting hit saves you HP as well but it also costs the enemies  ||
|| two Press Turns every time their attack totally misses. In addition it's ||
|| going to make you more likely to hit the enemy with every single attack  ||
|| that you use against the enemey, sparing you the same fate.              ||
||==========================================================================||
|| Links to: Illusion                                                       ||
\\==========================================================================//

//==========================================================================\\
|| Illusion                                                                 ||
||--------------------------------------------------------------------------||
|| Cost: 150,000                                                            ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Makajamon                                                         ||
|| Cost: 11 MP                                                              ||
|| Effect: Inflicts the Mute status ailment, All Targets                    ||
|| Note: Now we're talking, an attack that targets all enemies. This means  ||
|| that you're increasing the chance that everyone is hit by this skill and ||
|| they will waste their time trying to cast magics while so muted. This is ||
|| worth keeping equipped since there's only two enemies in the entire game ||
|| that Null the Mute ailment and at least six who are weak to it.          ||
||==========================================================================||
|| Skill: Calm Death                                                        ||
|| Cost: 16 MP                                                              ||
|| Effect: Instantly kill all enemies afflicted by the Sleep ailment.       ||
|| Note: This is a very bizarre skill. If an enemy is asleep then they are  ||
|| dead, guaranteed. However if any enemies are awake the skill misses in   ||
|| its entirety and costs you two turns. However since there's absolutely   ||
|| not a single way to put enemies to sleep there's no way to use this with ||
|| any reliability. If you're going to use this then keep every one of your ||
|| active party members set with Dormina and use it repeatedly before you   ||
|| wipe them out with a follow-up Calm Death. However you are still better  ||
|| off with just using Mudo/Mamudo type skills.                             ||
||==========================================================================||
|| Skill: Makakaja                                                          ||
|| Cost: 12 MP                                                              ||
|| Effect: Raises your entire partys' Magic rating.                         ||
|| Note: This is the most useful of the four stat boosting skills. The more ||
|| of these you have active the less damage you will take from offensive    ||
|| magic and the more you will deal to opponents. These can be stacked up   ||
|| to four times during a fight.                                            ||
||==========================================================================||
|| Links to: Insane God (once you master Seraphim as well)                  ||
\\==========================================================================//

//==========================================================================\\
|| Insane God                                                               ||
||--------------------------------------------------------------------------||
|| Cost: 500,000                                                            ||
|| Difficulty: 7                                                            ||
||==========================================================================||
|| Skill: Xanadu                                                            ||
|| Cost: 36 MP                                                              ||
|| Effect: Heavy Light Damage, All Targets                                  ||
|| Note: This is a very good spell to use against enemies who are weak to   ||
|| Light type magics. Using Hamaon followed up by Xanadu will wipe them out ||
|| quite easily. Xanadu also works just fine against enemies who are not    ||
|| weak to Light and you want to hit them hard with a group attack spell.   ||
||==========================================================================||
|| Skill: Dekaja                                                            ||
|| Cost: 10 MP                                                              ||
|| Effect: Cancels any -kaja effects, All Enemies                           ||
|| Note: This is something that you will want equipped on at least one of   ||
|| your party members, especially when going up against a boss. Getting rid ||
|| of an enemies buffs is just as important, if not moreso, than buffing up ||
|| your own party.                                                          ||
||==========================================================================||
|| Skill: Dekunda                                                           ||
|| Cost: 10 MP                                                              ||
|| Effect: Cancels any -kunda effects, All Allies                           ||
|| Note: Removing hostile stat debuffs is a yet more important skill. It is ||
|| suggested that at least character have this set at all times.            ||
||==========================================================================||
|| Links to: Vicious God                                                    ||
\\==========================================================================//

-- Hama, Mudo and Ailment all lead to the Vicious God Mantra in the end.

//==========================================================================\\
|| Vicious God                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 1,000,000                                                          ||
|| Difficulty: 8                                                            ||
||==========================================================================||
|| Skill: Vanity                                                            ||
|| Cost: 25 MP                                                              ||
|| Effect: Inflicts a random status ailment, All Targets                    ||
|| Note: The chance of this working is quite high since it has a chance to  ||
|| hit all status ailments and it hits the entire enemy group. Plus it has  ||
|| a naturally high chance of working so at least one enemy is usually hit. ||
||==========================================================================||
|| Skill: Salvation                                                         ||
|| Cost: 50 MP                                                              ||
|| Effect: Heals to full HP + Cures all status ailments, All Targets        ||
|| Note: This is not a very cost effective skill. You're better off using   ||
|| Mediarahan and then using items to cure the ailments. However if you're  ||
|| fighting a boss a good idea is to put your healer as the first in order  ||
|| give them Null Ailment and then use this skill to heal your party. This  ||
|| opens up skills for your party members and lets you handle all healing.  ||
||==========================================================================||
|| Skill: Mana Surge                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Increase max MP by 30%                                           ||
|| Note: Very nice. Stick this on your primary spellcaster and watch the    ||
|| drastic increase to your MP.                                             ||
||==========================================================================||
|| Links to: Godly Spirit (Only if Dark Lord and Destroyer are mastered as  ||
|| well), doesn't need to be done by the same character.                    ||
\\==========================================================================//

==================================
08.07 - Support Mantra
==================================
These are the Mantra that really don't fit anywhere else thanks to their odd
but still useful natures. Many of these are Mantra you should master ASAP since
their abilities are almost a necessity to play through the game without more
frustration than is really necessary.

//==========================================================================\\
|| Ancient God                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 15,000                                                             ||
|| Difficulty: 3                                                            ||
|| Note: Unlocks when you master two difficulty 2 Mantra.                   ||
||==========================================================================||
|| Skill: HP Thief                                                          ||
|| Cost: 5 MP                                                               ||
|| Effect: Very Light Almighty Damage + HP Drain, Single Target             ||
|| Note: Sounds great in theory, not so good in practice. It seems to drain ||
|| about 1/11th of an enemies max HP with each attack. So if an enemy has   ||
|| 200 HP, you're looking at doing about 18 HP worth of damage. Even using  ||
|| a low level skill (like Agi) against a foe who resists it would still be ||
|| likely to do more damage than this skill.                                ||
||==========================================================================||
|| Skill: MP Thief                                                          ||
|| Cost: 2 MP                                                               ||
|| Effect: Drains MP, Mute element, Single Target                           ||
|| Note: This is an absolutely great skill. Not only can you use it to give ||
|| your characters an MP boost but it saves you money on healing your MP at ||
|| a Large Karma Terminal/Life Terminal. It can also hit an enemies weakness||
|| which gives you a Press Turn and a lot of MP back if they're weak to Mute||
|| type skills. Be wary of Mute resistances although only two demons seem to||
|| have that particular resistance, barring bosses who this won't work on.  ||
||==========================================================================||
|| Links to: Outer God                                                      ||
\\==========================================================================//

//==========================================================================\\
|| Outer God                                                                ||
||--------------------------------------------------------------------------||
|| Cost: 50,000                                                             ||
|| Difficulty: 4                                                            ||
||==========================================================================||
|| Skill: Chakra Walk                                                       ||
|| Cost: Passive                                                            ||
|| Effect: Restores your MP as you walk (each time the Solar Noise changes).||
|| Note: This is a wonderful skill, especially for your healer. Since it    ||
|| heals your MP passively you can pair this up with MP Thief and ensure    ||
|| that you never need to worry about the MP on this character.             ||
||==========================================================================||
|| Skill: Mana Bonus                                                        ||
|| Cost: Passive                                                            ||
|| Effect: Raises max MP by 10%                                             ||
|| Note: This is not as good as you might think. You're looking at a 20 MP  ||
|| boost for most characters at the time. You're better with Chakra Walk.   ||
||==========================================================================||
|| Links to: Secret God                                                     ||
\\==========================================================================//

//==========================================================================\\
|| Secret God                                                               ||
||--------------------------------------------------------------------------||
|| Cost: 250,000                                                            ||
|| Difficulty: 5                                                            ||
||==========================================================================||
|| Skill: Mana Walk                                                         ||
|| Cost: Passive                                                            ||
|| Effect: Restores your MP as you walk (each time the Solar Noise changes).||
|| Note: This is the big brother of Chakra Walk. With this equipped you will||
|| never need to worry about MP for this character. You can even use this   ||
|| paired with Makatora and MP Thief to keep your whole party supplied with ||
|| MP even if you don't have Chakra/Mana Walk on everyone.                  ||
||==========================================================================||
|| Skill: Mana Gain                                                         ||
|| Cost: Passive                                                            ||
|| Effect: Raises max MP by 20%                                             ||
|| Note: Much better than Mana Bonus you're looking at a 50 MP boost in the ||
|| least for most characters.                                               ||
||==========================================================================||
|| Links to: None                                                           ||
\\==========================================================================//

//==========================================================================\\
|| Mitama                                                                   ||
||--------------------------------------------------------------------------||
|| Cost: 20,000                                                             ||
|| Difficulty: 4                                                            ||
|| Note: Unlocks when you master three difficulty 3 Mantra.                 ||
||==========================================================================||
|| Skill: Shared Karma                                                      ||
|| Cost: Passive                                                            ||
|| Effect: Inactive characters gain half Karma after every battle.          ||
|| Note: Honestly this skill is easily skipped. Unless you want to put it on||
|| a character you refuse to use, then it's worth it. Otherwise wait for the||
|| Shared Karma skill which comes up very soon.                             ||
||==========================================================================||
|| Links to: None                                                           ||
\\==========================================================================//

//==========================================================================\\
|| Soul                                                                     ||
||--------------------------------------------------------------------------||
|| Cost: 75,000                                                             ||
|| Difficulty: 5                                                            ||
|| Note: Unlocks when you master four difficulty 4 Mantra.                  ||
||==========================================================================||
|| Skill: Mutual Karma                                                      ||
|| Cost: Passive                                                            ||
|| Effect: Inactive characters gain full Karma after every battle.          ||
|| Note: Every character should have this skill equipped even the ones you  ||
|| normally use on the off chance they are panicked and flee from a fight.  ||
|| When fighting a boss you can unequip the skill from your active fighters ||
|| to free up space for skills that will assist in the boss battle.         ||
||==========================================================================||
|| Links to: None                                                           ||
\\==========================================================================//

==================================
08.08 - Special Mantra
==================================
Most of the Special Mantra are opened up by fighting the optional bosses that
are found at specific points in the game. They will give you skills that the
special bosses themselves used against you as well as some other, very useful
skills you can't get any other way.

//==========================================================================\\
|| Gyokuza                                                                  ||
||--------------------------------------------------------------------------||
|| Cost: 1,500,000                                                          ||
|| Difficulty: 9                                                            ||
|| Notes: After defeating Metatron take the Seraph Quill to a Karma Terminal||
|| to get this Mantra unlocked.                                             ||
||==========================================================================||
|| Skill: Fire of Sinai                                                     ||
|| Cost: 70 MP                                                              ||
|| Effect: Heavy Almighty Damage, Random                                    ||
|| Note: This skill is a mixed bag. If it hits an enemy more than once it   ||
|| will do about as much damage as hitting an enemy with an attack they're  ||
|| weak to. But if it doesn't it's a waste of MP. Give this one a pass with ||
|| the exception of a boss or two. Whenever you do use it use Mind Charge   ||
|| before you use it to maximize the damage output.                         ||
||==========================================================================||
|| Skill: Repel Expel                                                       ||
|| Cost: Passive                                                            ||
|| Effect: Passively repel all Expel attacks.                               ||
|| Note: This is a wonderful skill. If a boss is going to be making frequent||
|| use of Expel attacks then this is a skill you will want equipped.        ||
||==========================================================================||
|| Skill: Repel Death                                                       ||
|| Cost: Passive                                                            ||
|| Effect: Passively repel all Death attacks.                               ||
|| Note: Even better than Repel Expel this will repel all Mudo, Curse and   ||
|| Stone attacks. This is a must have although you don't need it set at all ||
|| times. It's a real life saver against later bosses though.               ||
||==========================================================================||
|| Links to: None                                                           ||
\\==========================================================================//

//==========================================================================\\
|| High Priest                                                              ||
||--------------------------------------------------------------------------||
|| Cost: 1,200,000                                                          ||
|| Difficulty: 9                                                            ||
|| Notes: After defeating Beelzebubs fly form take the Tyrant Skull to a    ||
|| Karma Terminal to get this Mantra unlocked.                              ||
||==========================================================================||
|| Skill: Death Flies                                                       ||
|| Cost: 80 MP                                                              ||
|| Effect: Mega Almighty Damage + Chance for Instant Death, All Targets     ||
|| Note: If an enemy doesn't Null Death then this is their worst nightmare. ||
|| If you set this with Auto Soma you can use it every random encounter to  ||
|| wipe out the enemies really fast. And for those really stubborn enemies  ||
|| then just pair it up with a Mind Charge for a guaranteed wipe out.       ||
||==========================================================================||
|| Skill: Repel Element                                                     ||
|| Cost: Passive                                                            ||
|| Effect: Repels all Elemental type attacks.                               ||
|| Note: While this is an incredible skill, learning it is the hard part.   ||
|| Once you get it set then it's definitely a skill you want to have set at ||
|| all times. It covers your elemental weakness and then some. Any time that||
|| your party has an elemental attack used on it the enemy will lose all of ||
|| their Press Turns makes the healing it will give some enemies negligable.||
||==========================================================================||
|| Links to: None                                                           ||
\\==========================================================================//

//==========================================================================\\
|| Godly Spirit                                                             ||
||--------------------------------------------------------------------------||
|| Cost: 1,200,000                                                          ||
|| Difficulty: 9                                                            ||
|| Note: Unlocks when Dark Lord, Destroyer and Vicious God Mantras are all  ||
|| Mastered (doesn't need to be done by the same character).                ||
||==========================================================================||
|| Skill: Auto Soma                                                         ||
|| Cost: Passive                                                            ||
|| Effect: Restores a characters HP/MP fully after a battle.                ||
|| Note: Once you get this skill on someone you're heading for being set for||
|| life in this game. This is the best skill in the game because it will, in||
|| the end, save you a fortune on healing items and Life Terminal healing.  ||
||==========================================================================||
|| Skill: Null Ailment                                                      ||
|| Cost: Passive                                                            ||
|| Effect: Nulls all status ailments.                                       ||
|| Note: A few limitations on this one; curse and stone are Death types and ||
|| Bat and Mad are Almighty. So it will work on all ailments but these. Not ||
|| a must equip for most characters but a definite must own for Cielo to    ||
|| protect him from his own ridiculous weakness.                            ||
||==========================================================================||
|| Links to: None                                                           ||
\\==========================================================================//

//==========================================================================\\
|| Five Gods                                                                ||
||--------------------------------------------------------------------------||
|| Cost: 2,000,000                                                          ||
|| Difficulty: 9                                                            ||
|| Note: After defeating Huang Long take the Golden Orb to a Karma Terminal ||
|| and this will be unlocked.                                               ||
||==========================================================================||
|| Skill: Celestial Ray                                                     ||
|| Cost: 99 MP                                                              ||
|| Effect: Mega Almighty Damage + Chance to inflict ailments, All Targets   ||
|| Note: While this seems like a phenomenal skill on paper Death Flies is   ||
|| still a better skill as it's cheaper and can instant kill. Instant death ||
|| is far and away better than a random status ailment. Plus, against boss  ||
|| enemies neither instant death or ailments will work so stick with a Mind ||
|| Charge/Death Flies combo if you want a high cost, high damage attack.    ||
||==========================================================================||
|| Skill: Phys Absorb                                                       ||
|| Cost: Passive                                                            ||
|| Effect: Drains all Physical type attacks.                                ||
|| Note: Once you've learned this skill there's no reason not to keep it    ||
|| equipped at almost all times. It's great for making most random battles  ||
|| incredibly easy and it helps against most bosses as well.                ||
||==========================================================================||
|| Links to: None                                                           ||
\\==========================================================================//

//==========================================================================\\
|| King                                                                     ||
||--------------------------------------------------------------------------||
|| Cost: 100,000                                                            ||
|| Difficulty: 5                                                            ||
|| Note: After defeating King Frost take the Ice Crystal to a Karma Terminal||
|| to unlock this Mantra.                                                   ||
||* NOTE: This is probably one of the best Mantra in the game. It's easy to ||
|| learn and Cocytus is absolutely devastating to most enemies in the game. ||
||==========================================================================||
|| Skill: Megido                                                            ||
|| Cost: 30 MP                                                              ||
|| Effect: Moderate Almighty Damage, All Targets                            ||
|| Note: The damage to MP ratio is totally imbalanced. Give this skill a    ||
|| pass since it's just not cost effective.                                 ||
||==========================================================================||
|| Skill: Cocytus                                                           ||
|| Cost: 20 MP                                                              ||
|| Effect: Moderate Ice Damage, Random Targets                              ||
|| Note: This is a phenomenal skill. If it hits enemies who are weak to Ice ||
|| more than once it will do more damage than Mabufudyne. Plus it has quite ||
|| an abnormally high chance of Freezing opponents, which works out in your ||
|| favor for most random encounters. Unless you're dealing with foes who are||
|| resistant to Ice you can literally use this every battle and then just   ||
|| use Physical attacks to critical the enemy into kingdom come. This skill ||
|| gets this authors vote for best skill in the DDS series.                 ||
||==========================================================================||
|| Skill: Null Sleep                                                        ||
|| Cost: Passive                                                            ||
|| Effect: A sleeping character will evade all attacks.                     ||
|| Note: Talk about a bizarre skill this makes it so that someone who is    ||
|| asleep dodges every single attack thrown at them. Well everything except ||
|| the Calm Death skill which is when you see Sleep attacks most often (due ||
|| to those damnable Laksmi). The only time that this skill is useful is for||
|| the secret boss encounter when it can be pretty vital as a backup skill. ||
||==========================================================================||
|| Links to: None                                                           ||
\\==========================================================================//


=========================================================
09. Items, Ammo and Cells
=========================================================
You can purchase both items and ammunition from the various Vendor terminals
that you come across throughout the Junkyard. While the stock starts off pretty
limited it will open up slowly for two reasons. First it will open up as you
get further through the game, advancing the plot gets you better items. Second
you will get better items as you sell Cells to the Vendor. The exact number of
Cells you must sell to them is unknown to us at this time but more information
may be forthcoming in a future update. This applies to both items and Ammo.


//===========================================================================\\
||  Item Name    || Price   ||  Effect                                       ||
||===========================================================================||
|| Ration        ||   100   || Heals 50 HP, single target                    ||
|| Revival Bead  ||   500   || Revive a target from death with some HP       ||
|| Dis-Poison    ||   200   || Cures the Poison status ailment               ||
|| Dis-Stun      ||   100   || Cures the Stun status ailment                 ||
|| Panacea       ||   150   || Cures the Panic/Sleep/Charm status ailment    ||
||===========================================================================||
|| Unlocks after first visit to the Karma Temple (Sahasrara)                 ||
||===========================================================================||
|| Dis-Ache      ||   150   || Cures the Ache status ailment                 ||
|| Dis-Mute      ||   150   || Cures the Mute status ailment                 ||
|| Dis-Curse     ||   200   || Cures the Curse status ailment                ||
|| Molotov       ||   500   || Light Fire damage to all targets              ||
|| Ice Blast     ||   500   || Light Ice damage to all targets               ||
|| Thunder Rod   ||   500   || Light Elec damage to all targets              ||
|| Sonic Stone   ||   500   || Light Force damage to all targets             ||
|| Land Mine     ||   500   || Light Earth damage to all targets             ||
||===========================================================================||
|| Unlocks after you complete the Solids base                                ||
||===========================================================================||
|| Brave Ration  ||   500   || Heals 150 HP, single target                   ||
|| Holy Arrow    ||  2,000  || Low chance to remove 1/2 HP, all targets      ||
||===========================================================================||
|| Unlocks after you visit Coordinate 136                                    ||
||===========================================================================||
|| Hero Ration   ||  2,000  || Heals 300 HP, single target                   ||
|| Dark Veil     ||  2,000  || Low chance for instant death, all targets     ||
||===========================================================================||
|| Unlocks after you visit Deserted Ship                                     ||
||===========================================================================||
|| Revival Gem   ||  10,000 || Revive a target from death with full HP       ||
|| Fire Bomb     ||   3,000 || Moderate Fire damage to all targets           ||
|| Frost Bomb    ||   3,000 || Moderate Ice damage to all targets            ||
|| Shock Bomb    ||   3,000 || Moderate Elec damage to all targets           ||
|| Blast         ||   3,000 || Moderate Force damage to all targets          ||
|| Magni Bomb    ||   3,000 || Moderate Earth damage to all targets          ||
||===========================================================================||
|| Unlocks after you complete the Samsara Tunnels under Svadhisthana         ||
||===========================================================================||
|| Medical Kit   ||   5,000 || Heals 150 HP, all targets                     ||
|| Dis-Stone     ||     300 || Cures the Stone status ailment                ||
|| Wild Card     ||   4,000 || Light Almighty damage to all targets          ||
||===========================================================================||
|| Unlocks after you complete Ajna (Brutes Base)                             ||
||===========================================================================||
|| Wild Bomb     ||   8,000 || Moderate Almighty damage to all targets       ||
||===========================================================================||
|| First Bonus from selling Cells                                            ||
||===========================================================================||
|| Muscle Drink  ||   2,000 || Heals HP/MP, Afflicts with random status      ||
|| Spyglass      ||   5,000 || Casts Analyze at will                         ||
||===========================================================================||
|| Second Bonus from selling Cells                                           ||
||===========================================================================||
|| Chakra Drop   ||   3,000 || Heals 50 MP, single target                    ||
|| Magic Reed    ||   3,000 || Increase encounter rate until Min Solar Noise ||
||===========================================================================||
|| Third Bonus from selling Cells                                            ||
||===========================================================================||
|| Graven Shard  ||  50,000 || Acts as Ration, reuseable (in battle)         ||
|| Chakra Pot    ||  10,000 || Heals 100 MP, single target                   ||
|| Estoma Spray  ||   3,000 || Reduce encounter rate until Min Solar Noise   ||
||===========================================================================||
|| Fourth Bonus from selling Cells                                           ||
||===========================================================================||
|| Graven Image  || 150,000 || Acts as a Brave Ration, reuseable (in battle) ||
|| Chakra Elixir || 200,000 || Acts as Chakra Drop, reuseable (in battle)    ||
||===========================================================================||
|| Fifth Bonus from selling Cells                                            ||
||===========================================================================||
|| Revival Orb   || 600,000 || Acts as Revival Gem, reuseable                ||
|| Megido Fire   || 300,000 || Acts as Wild Bomb, reuseable                  ||
\\===========================================================================//

//===========================================================================\\
||  Ammo Name    || Price   ||  Effect                                       ||
||===========================================================================||
|| Shot Shell    ||     800 || Power: 16                                     ||
||===========================================================================||
|| Unlocks after first visit to the Karma Temple (Sahasrara)                 ||
||===========================================================================||
|| Charge Shot   ||   1,500 || Power: 24, Chance to shock target             ||
||===========================================================================||
|| Unlocks after you complete the Solids base                                ||
||===========================================================================||
|| Metal Jacket  ||   5,000 || Power: 40                                     ||
|| Frigid Shot   ||   6,000 || Power: 32, Chance to freeze target            ||
||===========================================================================||
|| Unlocks after you visit Coordinate 136                                    ||
||===========================================================================||
|| Hollow Point  ||  10,000 || Power: 56                                     ||
|| Tranq Shot    ||  10,000 || Power: 48, Chance to inflict Sleep status     ||
||===========================================================================||
|| Unlocks after you visit Deserted Ship                                     ||
||===========================================================================||
|| Iron Shot     ||  15,000 || Power: 80                                     ||
|| Nerve Shot    ||  15,000 || Power: 64, Chance to inflict Stun status      ||
||===========================================================================||
|| Unlocks after you complete the Samsara Tunnels under Svadhisthana         ||
||===========================================================================||
|| Silver Shot   ||  25,000 || Power: 96                                     ||
|| Neutron Shot  ||  25,000 || Power: 88, Chance to inflict Poison status    ||
||===========================================================================||
|| Unlocks after you complete Ajna (Brutes Base)                             ||
||===========================================================================||
|| Forged Shot   ||  50,000 || Power: 120                                    ||
|| Charm Shot    ||  50,000 || Power: 104, Chance to inflict Charm status    ||
||===========================================================================||
|| Fifth Bonus from selling Cells                                            ||
||===========================================================================||
|| Dead End      || 300,000 || Power: 112                                    ||
\\===========================================================================//

//===========================================\\
|| Cell Values  ||  MIN Value  || MAX Value  ||
||===========================================||
|| Active Cell  ||    1,600    ||   2,400    ||
||--------------||-------------||------------||
|| Code Cell    ||    6,400    ||   9,600    ||
||--------------||-------------||------------||
|| Devil Cell   ||     800     ||   1,200    ||
||--------------||-------------||------------||
|| Error Cell   ||    3,200    ||   4,800    ||
||--------------||-------------||------------||
|| Fusion Cell  ||   128,000   ||  192,000   ||
||--------------||-------------||------------||
|| Jack Cell    ||    24,000   ||   16,000   || - Valued best at MIN not MAX.
||--------------||-------------||------------||
|| Layer Cell   ||   240,000   ||  360,000   ||
||--------------||-------------||------------||
|| Logic Cell   ||    64,000   ||   96,000   ||
||--------------||-------------||------------||
|| Organic Cell ||    16,000   ||   24,000   ||
||--------------||-------------||------------||
|| Quantum Cell ||    12,000   ||   18,000   ||
||--------------||-------------||------------||
|| Theory Cell  ||    40,000   ||   60,000   ||
\\===========================================//

=========================================================
10. About the Author
=========================================================
My name is Daniel Acaba, I live in New London, Connecticut and I am 24 years 
old. Im a huge video game fan, although I dont have the time to play as much 
anymore. I love writing reviews, but Im going to start trying to do more FAQs
as well.

So far Ive written the following FAQs: 
---------------------------------------
Genji: Days of the Blade - PS3
Untold Legends: Dark Kingdom - PS3
Bloodrayne 2 Boss FAQ - Xbox
Sims 2 Career FAQ - PC
TES IV: Oblivion - PS3 (Unfinished)
Resistance: Fall of Man - PS3
Final Fantasy VII: Dirge of Cerberus Boss FAQ - PS2
Dungeon Siege: Throne of Agony - PSP
Brave Story New Traveler - PSP
Super Star Soldier - Wii
Ninja Gaiden Sigma - PS3
Lair - PS3
Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha vs. the Soulless Army - PS2
Dawn of Mana - PS2
Two Worlds - XBox 360 / PC
Conan - PS3 / XBox 360
Clive Barker's Jericho - PS3 / XBox 360 / PC
Metroid Prime 3: Corruption - Wii
Turok - XBox 360 / PS3
Shin Megami Tensei: Persona 3 - PS2
Frontlines: Fuel of War - Xbox 360
Shin Megami Tensei: Persona 3 FES - PS2
Shin Megami Tensei: Digital Devil Saga - PS2
Shin Megami Tensei: Digital Devil Saga 2 - PS2

---------------------------------------

CCC Exclusive FAQs:
Kane & Lynch: Dead Men - XBox 360, PS3, PC

Kingdom Under Fire: Circle of Doom - XBox 360

---------------------------------------

Games Radar Strategy Guides:
Guides to Everyone in Super Smash Bros. Brawl - Wii

---------------------------------------

I am currently working on:

Shin Megami Tensei: Nocturne - PS2
Shin Megami Tensei (Aeon Genesis Translation) - SNES