________________________________________________________
| Shin Megami Tensei: Digital Devil Saga Walkthrough |
| By: JaggedJim |
| Date: July 9, 2005 |
| Version: 1.0 |
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This is my walkthrough for Shin Megami Tensei: Digital Devil Saga. You can
always find the latest version of this guide at:
http://www.gamefaqs.com
http://www.geocities.com/jagged_jim/FAQ
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|||||||||||||||||||||||||||||||||E-mail Notice|||||||||||||||||||||||||||||||||
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If you have any questions, comments, or you have something you want added to
this guide then feel free to email me at “jagged_jim@yahoo.com” (without the
quotation marks, of course...) Some things to note before you email me:
-Make sure you put “DDS” somewhere in the subject line. If you don’t I
will likely think that the email is junk and delete it.
-Please read the guide before emailing me,, it is quite annoying having to
answer a question that I have already answered in this guide. (...of course
if you’re not reading the guide then what are the chances that are going to
read this warning?)
-I am notoriously bad at checking email. ((...and even worse at answering it)
So if you are trying to contact me then you will just have to be patient.
-Do not, not, not, not, NOT send me ANY atttachments with your email. I don’t
care what the attachment is, I won’t look at it and I will likely delete the
email immediately. (Also I will NEVER send any attachments with my emails, so
if you receive something from my email address and it has an attachment on
it, delete it, immediately.)
-Please use proper spelling and grammar inn your email, it’s just common
courtesy. I don’t care if it’s perfect, as long as you make the effort.
Emails with “si teh awsome” in it, however, will likely be ignored.
-A pet peeve of mine is when people replacce “you” with “u.” It’s only two
extra key strokes people, jeez.
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|||||||||||||||||||||||||||||||Table of Contents|||||||||||||||||||||||||||||||
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Version History [#001]
Introduction [#002]
Characters [#003]
Mantras [#004]
Hunting [#005]
Hints and Tips [#006]
Walkthrough [#007]
-The Black Haired Girl [#007.1]
-An Ill-Fated Alliance [#007.2]
-Two Princes [#007.3]
-A Three Hour Tour [#007.4]
-A Brutish Encounter [#007.5]
-Journey to Nirvana [#007.6]
Side Quests [#008]
-Omoikanes [#008.1]
-Coordinate 136 Revisited [#008.2]
-Subduing Beelzebub [#008.3]
-Anahata Waterways [#008.4]
Appendix [#009]
-Key and Wall Checklist [#009.1]
-Combo List [#009.2]
-Cell Price List [#009.3]
Miscellaneous [#010]
Frequently Asked Questions [#011]
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|||||||||||||||||||||||||||||Version History [#001]||||||||||||||||||||||||||||
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0.1 – 4/26/05
1.0 – 7/9/05 – The Walkthrough is finished! Hooray! Next up is write ups for
the optional bosses, after that I would like to re-write the
supplemental sections to make them suck less, and finally I
hope to do a complete Mantra Listing.
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||||||||||||||||||||||||||||||Introduction [#002]||||||||||||||||||||||||||||||
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Digital Devil Saga is the latest game in the long running Megami Tensei
series. The game is the first part of a two-part story about the inhabitants
of the Junkyard and their struggles to reach Nirvana. Although the game does
re-use a lot of game play elements (like the graphic engine, battle system,
and even several of the demon models) from Shin Megami Tensei: Nocturne,
the game is unconnected story-wise to Nocturne. (And anybody who tells you
otherwise is wrong.)
Some differences between Nocturne and Digital Devil Saga:
-You only have three characters in battle,, instead of four.
-You can’t recruit enemies into your partyy this time around. There’s no
Fusion, either.
-Its a heck of a lot easier this time arouund. This is mostly due to the fact
that the entire party has to be killed for a game over, instead of just a
single character. I also noticed that there are a lot less Physical Immune
monsters running around the Junkyard.
-A whole new skill system. The big differeence is that you can change your
equipped skills at will instead of just at level-up and un-learned skills are
NOT lost forever.
-There is now an Earth Element to go alongg with Fire, Ice, Electricity, and
Force.
-Some of the demons that were in Nocturne have had their resistances switched
around. So to you Nocturne veterans out there don’t be surprised if you cast
a spell expecting to hit a weak point and instead just do normal damage or
worse, get blocked.
-Turn order is decided by party order and not by each character’s agility.
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|||||||||||||||||||||||||||||||Characters [#003]|||||||||||||||||||||||||||||||
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=====
====================================|Serph|====================================
=====
-Demon Form: Varna – Strong: Ice, Weak: Fire
-Human Weapon: Handgun – Targets a single enemy.
Serph is the leader of Embryon and the main character of the game. Serph is
also the only character that you have direct control over stat distribution.
I usually concentrate on Strength, Vitality, and Magic, while putting a point
into Agility and Luck every second or third level.
With this build you end up with a well-rounded character that can use both
magic and physical attacks equally well. He won’t be able to match the raw
damage of either Heat or Argilla, but he’ll be able to more than hold his
own.
As for skills, I usually have him concentrate on learning the –Kaja and
–Kunda skills, while taking time out to learn the Fire and Ice Elemental
Mantras and Healing Mantras.
====
=====================================|Heat|====================================
====
-Demon Form: Agni – Strong: Fire, Weak: Ice
-Human Weapon: Grenade – Targets all enemies.
Heat concentrates on Strength and Vitality almost to the exclusion of
everything else. This makes him fantastic at physical attacks, but rather
deficient at magic. This can leave him at a disadvantage at the end of the
game, when you start running into Physical Immune monsters regularly. His low
Magic score also means he will take more damage from magic attacks. Have him
concentrate on the physical and hunting Mantras, since it is about the only
thing he can do.
=======
===================================|Argilla|===================================
=======
-Demon Form: Prithivi – Strong: Earth, Weak: Force
-Human Weapon: Rifle – Targets a single enemy.
Argilla uses the classic mage build, with high Magic and rather mediocre
Strength and Vitality. She can easily be your biggest damage dealer when she
uses –Dyne level spells with the corresponding Amp and Boost spells set. Also
her high Magic stat means that magic spells cast against her will do a lot
less damage to her. (She can get hit with a Mazandyne spell and still take
less damage than Heat does.) You concentrate on having her master the
Elemental and Healing Mantras, obviously.
====
=====================================|Gale|====================================
====
-Demon Form: Vayu – Strong: Force, Weak: Elec
-Human Weapon: Assault Rifle – Targets random enemies.
Gale is a rather well balanced character. He puts most of his stat points
into both Strength and Magic. I usually have him concentrate on learning the
Elemental Mantras and use him as a backup spell caster for Argilla.
=====
====================================|Cielo|====================================
=====
-Demon Form: Dyaus – Strong: Elec, Weak: Ailments (ack!)
-Human Weapon: Submachine Gun – Targets random enemies.
I don’t like Cielo; first he puts all his stat points into Agility, which
isn’t all that helpful. But the real killer is that he is weak against status
ailments. As such I hardly ever use him outside of the one dungeon where you
are forced to use him.
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|||||||||||||||||||||||||||||||||Mantras [#004]||||||||||||||||||||||||||||||||
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Not yet, sorry.
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|||||||||||||||||||||||||||||||||Hunting [#005]||||||||||||||||||||||||||||||||
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The main difference between Digital Devil Saga and Nocturne is that you don’t
talk to demons, you EAT them! The basic idea behind the Hunting system is
simple enough, you use a Hunt skill to defeat an enemy and you get extra AP
when the battle is over. Of course, if you just randomly use Hunt skills you
won’t get very far, as damaging Hunt skills by themselves are rather
ineffective, they just don’t cause that much damage and the instant death
attacks have such a pitiful chance of actually working.
-Note: Only the character that devoured thhe enemy will get the extra AP. The
other characters will get no AP from that enemy.
To be able to Hunt effectively you must first make your opponent frightened.
To do this you must first hit them with a critical attack, hit their weak
points, or Block, Repel, or Drain one of your opponent’s attacks. (Every one
of your opponents will be frightened if you block an attack) When an opponent
is frightened they take about three times as much damage from Hunt skills and
instant death hunt skills are almost guaranteed to work. Unfortunately,
enemies will only stay frightened until their next turn, when they’ll return
to normal.
Every time you successfully Hunt an enemy there is a chance that your
character will come down with a Stomachache. A character with a Stomachache
will not only randomly lose their turn but they will NOT gain ANY AP. You can
either use a Dis-Ache or the Achedi skill to cure the Stomachache, or you can
set the Iron Stomach skill to prevent your character from getting a
Stomachache in the first place. Other useful skills for Hunting are AP Divide
(Gives AP to the non-hunting party members) and Atma Boost. (Gives more AP
for the entire party)
===========
=================================|Field Hunts|=================================
===========
Scattered throughout the Junkyard are areas where weak demons congregate.
When you find one of these areas, (marked as a purple area on your map) you
can participate in a Field Hunt. A Field Hunt is a mini game where you have
to destroy a certain number of demons to make a Mitama appear. When you
attack this Mitama you will get into a regular battle with the Mitama. You
then just have to kill them for a LOT of Macca and AP.
When you start a Field Hunt Serph will transform into Varna and you have to
destroy all the orb-like demons before the time limit runs out. The demons
will appear in groups, and you have to destroy all of the demons in a group
for the next group to appear. The key to successfully completing a Field Hunt
is efficiency. Never stop moving and try to destroy each group as quickly as
possible.
Killing Mitamas
---------------
Okay, so you’ve managed to get a Mitama to appear, so now what? Well, Mitamas
are nearly invincible, as they don’t take much damage from physical attacks
and block nearly all elemental damage. They do have an elemental weakness,
but they still take next to no damage from it. So what are you supposed to
do? Make them frightened and eat them, of course. To do that you need a
couple skills:
-A party-targeting elemental spell corresponding to the Weakness of the
Mitama you are facing.
-A hunting skill, obviously. Preferably one that does instant death, as you
might not be able to cause enough damage to kill them otherwise.
-Iron Stomach. You do NOT want to get a Stomachache and miss out on all that
delicious AP now, do you?
-Atma Boost, AP Divide. Getting more AP out of this encounter is always nice,
isn’t it?
The Elemental Weaknesses of each Mitama are:
-Ara Mitama: Ice
-Nigi Mitama: Fire
-Kusi Mitama: Force
-Saki Mitama: Elec
When you battle a Mitama just hit them in their weaknesses until they become
frightened and eat them.
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|||||||||||||||||||||||||||||Hints and Tips [#006]|||||||||||||||||||||||||||||
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-Explore every place thoroughly and use yoour map to look for places you might
have missed.
-Save often. Although you are not one Mudoo spell away from a game over like
you were in Nocturne, battles can still go south on you pretty quickly if you
aren’t careful.
-Always try to exploit an enemy’s weaknesss. Doing more damage and getting
extra turns is always a good thing, right?
-Don’t be afraid to retreat. If the battlee starts to go against you it’s
usually better to just run away and regroup instead of trying to stick it
out.
-Hunt skills don’t count as physical attaccks and will work even on Physical
immune monsters. Just thought you’d like to know.
-Do NOT ignore Agility and Luck when you aare raising Serph’s stats at level
up. Although they don’t have immediately noticeable effects like Strength,
Vitality, or Magic does, Agility and Luck does play an important part in how
effective Serph is. (Without Agility Serph will hardly ever hit anything or
get to attack first in battle, and Luck effects how often you critical, what
items that your enemies drop, and a bunch of other things.)
-Make sure that you use the Elemental Boosst and Amp skills. These skills can
significantly enhance the damage of elemental magic and makes them the most
effective attack in the game, but watch out for resistances. (Getting an
Amped Mazandyne bounced back in your face is not fun...)
-The elemental Resist skills will overridee a character’s weakness to that
element. For that reason you want to try to get each character to the end of
the Elemental path of their weakness as soon as you can.
-Remember that the various shield skills wwill only last one turn and you can
only have one of them up at a time.
-When a character leaves your party for sttory reasons and returns, they will
have mastered the Mantra they had equipped when they left regardless of how
close they were to mastering it when they left. Keep this in mind when you
know that a character is about to leave.
-Try to fight in demon form as often as yoou can. Although there are demons out
there that are weak to Guns, it’s usually a waste of time to spend a turn
reverting back to take advantage of the weakness. You also can’t use any
skills while you are in human form, either.
-A character’s human form has different reesistances than their demon form.
They take normal damage from all elements and they are immune to Expel
attacks.
-Remember that most of your money should bbe put into purchasing Mantras, not
buying worthless crap at the vendor. Try to limit your purchases to Healing
Items and even then only if you are about to run out of that Item.
-Never EVER buy ammo from a vendor. Like II said before, you will hardly ever
do any fighting in human form, and the Ammo found in the field should be more
than enough when you do.
-The price that Cells... uh... sell for flluctuates depending on the amount of
Solar Noise there is. Always sell your Cells at MAX Solar Noise for maximum
profit. The sole exception to this is the Jack Cell, which sells for the most
at MIN Solar Noise.
-The effects of an Estoma Spray or a Magicc Reed will only last until the next
MIN Solar Noise. To get the most out of these items, use them while Solar
Noise is at MIN and it will last until the next MIN.
-Make sure that you save before attemptingg a Field Hunt, and if you mess up
during the Mitama battle, (you get a Stomachache, or a Mitama runs away)
reload and try again.
-It’s a good idea to use one of your inacttive characters as a mobile Life
Terminal, have them set a Dia- spell and as many status healing skills as
they know. After battle if anyone is injured or suffering from bad status
have the inactive character heal them.
*******************************************************************************
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|||||||||||||||||||||||||||||||Walkthrough [#007]||||||||||||||||||||||||||||||
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A walkthrough, yeah.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
SPOILER NOTE: Although this walkthrough is more or less spoiler-free, I will
NOT go out of my way to avoid spoilers. So if you are trying to
avoid spoilers, don’t read ahead of the spot you need help in.
You have been warned.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
==============================
========================|The Black Haired Girl [#007.1]|=======================
==============================
___________________________________Muladhara___________________________________
-Items: Revival Bead
Chakra Drop x 3
Soma Drop
Dis-Poison x 2
Ration x 5
After the opening cinema you start the game inside the Embryon base. There
really isn’t anything to do here other than searching the place for some
goodies. When you are done here leave the area. Your destination is the
Vanguard’s base in Svadhisthana, but before you go there make a pit stop at
Ground Zero. Talk to an Embryon Member there and he will give you five
rations.
__________________________________Svadhisthana_________________________________
-Items: Soma Drop
Panacea x 2
Ration x 3
Chakra Drop x 3
Revival Bead
Chakra Drop x 3
Soma Drop
(Charge Shot)
Ice Blast
Chakra Drop
Revival Gem
There are no enemies in the first part of the fortress, so take your time and
search for treasures. Before you flip the switch and lower the wall here take
the unblocked exit to the south and climb up the stairs. You can now cross
over the raised section of wall to find an Item Node. Just past the first
Small Karma Terminal is the first battle of the game, a pair of Ghouls. Just
have Serph cast Bufu on them and the other characters attack physically and
they will go down quickly.
After you defeat the Ghouls you will start being randomly attacked. Also,
Argilla will not gain any AP while you are in this dungeon, and since you
can’t buy Mantra yet you are stuck with the ones you are currently equipped
with. Chase after Harley and when he tries to block your progress with a wall
go back and climb the first set of stairs you find. Cross over the raised
wall to find a Vanguard Member who will turn into a Cockatrice and attack.
Hit him with Bufu and he should go down quickly.
Continue on and past the Small Karma and Life Terminals you will be ambushed
by a pair of Empusa. Have Serph cast Void Ice and the other two use normal
attacks for an easy fight. In the next room you will see Harley run off
again, don’t go around chasing him like an idiot, because he’s running around
in a circle and you’ll never catch him that way. Instead go through the other
door and up the stairs there. Flip the switch you find up there and there is
a cut scene of Harley running through the newly opened door. Continue on and
just past another Small Karma and Life Terminals you will finally corner
Harley, who transforms into Hayagriva and attacks you. Before the battle make
sure that Heat has mastered the Mantra he has equipped and have set the Void
Fire skill.
--------------------------------------Bosss-------------------------------------
Asura Hayagriva
-Null: Fire/Expel/Death/Ailments, Weak: Ice
-Recommended Level: 6
Since this is the first boss of the game, don’t expect anything too
challenging. Have Serph use Bufu (If Hayagriva uses Void Ice then have him
attack normally) and Heat use Void Fire while Argilla either attacks or heals
with Dia. He should go down with out too much trouble.
--------------------------------------------------------------------------------
After Hayagriva is dead and the cut scene is over leave Svadhisthana and
return to Muladhara. After some more scenes here your next destination is
Sahasrara. Go to Sahasrara, and head north and enter the Karma Temple. Inside
go north, go north, go north, and so on. Ride the tram and enter the
Dissemination Room for yet more cut scenes. After they are done, go back the
way you came, and as you leave the Karma Temple you will be stopped by an
Embryon member who will inform you that you can now purchase Mantras from
Karma Terminals. Let’s do so now.
----------------------------------Mantra CCheck---------------------------------
-Serph: You should start him on the Ice Deemon Mantra so he can learn Mabufu.
After that have him learn Shura and Battle Demon Mantras, and finally
give him the Protection Mantra so he can learn Dia.
-Heat: Have him get the Devourer Mantra soo he can learn Devour, and then set
him up with Battle Demon and then Raksas Mantras.
-Argilla: She hasn’t mastered the Earth Sppirit Mantra yet, but since she has
finally started to eat she should master it pretty quickly. When she
Masters the Earth Spirit Mantra have her learn the Devourer, Shura,
and Battle Demon Mantras. After she masters all that, give her the
Fallen Hero Mantra when you get the money so she can learn Media.
--------------------------------------------------------------------------------
Return to Muladhara, and after still more cut scenes you decide to go to
Manipura. But before you do that head back to Svadhisthana, and make your way
back to where you fought with Hayagriva and talk to the Ex-Vanguard there and
he will give you the Blue Key. You can use this key to destroy Blue Walls.
There is one in the Vanguard’s base which leads to a Vital Noise and Power
Noise, and one in Muladhara that leads to an elevator that takes you down to
the Lower Layer. Here you will find two MP Noises and two HP Noises along
with another Blue Wall that leads to a Great Chakra. When you have finished
with all that, head out for Manipura.
____________________________________Manipura___________________________________
-Items: Revival Gem
Dis-Poison x 3
(Error Cell)
(Active Cell)
Brave Ration
(Frigid Shot)
(Active Cell)
Chakra Drop x 2
Dis-Ache x 3
(Devil Cell)
(Battle: Ikusa x 2)
Revival Gem
Odd Morsel
Chakra Pot
After the cut scene is over swing around to the east to find a side entrance
that leads to an Item Node. Enter through the main gate, here you will find a
Vendor and a Large Karma Terminal. Continue on and when you reach Gate #1,
flip the switch right next to the gate to open it. You will find another Blue
Wall here, with a Wild Card and a Quick Noise behind it. You will also be
attacked by a Cockatrice as you explore this area, but it shouldn’t be any
you can’t handle.
When you go through Gate #2 you are attacked by 4 Pretas and a Yaka. Take out
the Pretas first then use Bufu on the Yaka to take it down. You will find
another Blue Wall here, which leads to a Great Chakra. Gate #3 is a bit
different than the others as the switch to Gate #3 is not right next to the
gate, instead you will have to climb a ladder and then run along the rooftops
to reach it.
When you go through Gate #3 you will be ambushed by three Macha. Just
transform back into demons on your first turn and then fight them. In this
area you will also find your first field hunt in the game.
-----------------------------------Field HHunt----------------------------------
-Time: 60 seconds -Mitama: Ara Mitama x 3
This field hunt is pretty simple, it has you running back and forth between
two rooms, just keep doing this until Ara Mitama shows up in the northern
room. The problem here is that you probably haven’t had a chance to learn any
of the skills needed to take down a Mitama. Hopefully Serph has learned
Mabufu and Heat has learned Devil Feast from the Battle Demon Mantra because
there is just no way that you can take one of these guys down otherwise.
--------------------------------------------------------------------------------
Continue on and climb down the ladder, you will soon be attacked by Three
Yakas, then another Five Yakas, and finally a Gyu-Ki. Use Mabufu to take out
the Yakas quickly, but the Gyu-Ki is much tougher. He gets two turns per
round and usually uses them to do a Power Charge + Body Rush combo that can
take off 70+ hit points off of a single character. Heal anybody that gets hit
with Dia and hit Gyu-Ki with Tera.
After Gyu-Ki is defeated unlock Gate #5 which opens up a shortcut back to the
beginning of the dungeon, then go through Gate #4 which leads to a boss
battle.
-Note: Before you fight the boss you shoulld go back to the Vendor at the
beginning of the dungeon and sell the Cells you have collected so far
and stock up on supplies, as you are going automatically to the next
dungeon and you won’t have a chance to access a Vendor for a while. Be
sure to buy some Dis-Mutes and Dis-Stuns too, they will come in handy.
--------------------------------------Bosss-------------------------------------
Asura Camazotz
-Null: Expel/Death/Ailments
-Recommended Level: 13
Before the battle make sure Argilla has the Tera and Media skills set and
rearrange the party so that she goes first. At the beginning of the fight
just hit him with physical attacks. As he takes some damage he will start
using Rage to him two turns, then Spiral Edge which hits everyone, and then
Guard which blocks all damage except Earth. Have Argilla hit him with Tera to
knock him out of his Guard stance, and then follow up with more physical
attacks. If you need healing have Argilla cast Media. He should go down
pretty quickly.
--------------------------------------------------------------------------------
After you beat Camazotz you are taken directly to Anahata, your next
destination.
==============================
========================|An Ill-Fated Alliance [#007.2]|=======================
==============================
____________________________________Anahata____________________________________
-Items: Dark Veil x 2
Shock Bomb x 2
Blast x 2
Wind Wall x 3
Bolt Wall x 3
Moldy Roll x 3
Dis-Mute x 2
Chakra Drop x 3
Dis-Stun x 3
(Error Cell)
(Damage Trap)
Revival Gem
Medical Kit
Dis-Poison x 2
(Code Cell)
Revival Gem
(Active Cell)
Vital Noise
(Battle: Nue x 2)
(Code Cell)
Brave Ration
Soma Drop
Revival Gem
The Citadel can be bit tricky, as it’s a lengthy dungeon and you have to go
through a good portion of it without any access to restoration or Vendors
outside of the items and skills you brought with you. There are no enemies in
the first part of the Citadel, so take the opportunity to search the side
rooms for goodies. Just past the first Small Karma Terminal you will be
attacked by a pair of Archangels. These guys are supremely annoying, as not
only are they resistant to physical attacks, but they can also use Mute Blow,
which does good damage and Mutes you. (This is why I told you to stock up on
Dis-Mutes earlier.) If you happen to know a Mudo spell you can try that on
them, as they are weak against Death magic.
----------------------------------Mantra CCheck---------------------------------
-Serph: He should have mastered Protectionn by now, when he does start him on
the Angel Mantra. After that is mastered follow the mantra path with
both the Throne and Spirit Mantras.
-Heat: Unfortunately, the Mantras in the pphysical path get expensive pretty
quickly, and are probably far outside of your price range. You can
either wait until you scrounge up the money for the more expensive
physical Mantras, or have him learn some low-level elemental mantras to
pass the time.
-Argilla: After mastering the Fallen Hero Mantra start on learning the various
Elemental Mantras, Starting with the Earth Shrine Mantra and working
your way up. Your goal is to try and get her the Ma- Level spells
for each element.
--------------------------------------------------------------------------------
Continue on. There is a Blue Wall at the bottom of the stairs that leads to a
Magic Noise. Past the second Small Karma Terminal you will run into the main
gimmick of this dungeon, the statues. If you step onto the floor tile in
front of a Statue whose eyes are red you will be caught in a pit trap and
dropped into the lower levels of the Citadel. Statues with Green eyes are
safe to cross, and ones with yellow eyes will change to either.
Unfortunately, at the moment the only place you can go is right in front of a
red-eyed statue. Go ahead and get dropped into the lower levels.
-Note: When you get dropped you will not bbe able to get back and are basically
cut off from being able to heal and buy stuff for a while. Make sure
you are ready before continuing.
This area is filled with “Poison Gas”. It really isn’t that dangerous despite
what Heat and Argilla say. All that happens is that you get a message that
you are feeling Dizzy and it will turn you around 180 degrees. If this
happens to you just use the map to re-orientate yourself and continue on in
the right direction. If you get a message that says something about a
commotion when you try to go through a door down here, you will get attacked
by a Gyu-Ki when you go through them. Climb the ladder in the southern area
to leave this area.
Continue on and in the next room you will see a door blocked by two Red-Eyed
Statues. Your goal is through that door, but to get there you first need to
find two keys to change both statues’ eyes from red to green. Take the
northern exit and you will come to an area with a welcome Large Karma
Terminal and four exits. The southwest and northeast doors just lead to
treasure. (There is a trapped Ammo Node in the southwest area, so be
careful.)
Go through the northwest door and weave your way through the room with the
Red-Eyed Statues until you came to a Small Karma Terminal. In the next room
you will be attacked by a Valkyrie, Not only is she strong against physical,
but can also counterattack, you probably should use magic against her
instead. (Don’t use Fire, though, as she’s immune to it.) When you beat her
take the L Statue Key from the Ammo Node and unlock the door here to unlock a
path back to the first area of the Citadel.
Take the Southeast door and you will come to another room full of statues.
Your goal here is the northeastern door, to get there you will need to cross
in front of a Yellow-Eyed Statue that turns green as you get close. You will
be attacked by a Tarrasque, He will attack with Zio spells, hit him with Tera
or Agi. When Tarrasque is dead take the R Statue Key from the Ammo Node.
There is also a Blue Wall here that leads to a Field Hunt.
-----------------------------------Field HHunt----------------------------------
-Time: 60 Seconds -Mitama: Ara Mitama x 4
This one is even simpler than the last one, as you are basically just running
up and down a single long hallway. You do have to be quick though, as you
don’t get a lot of time here. When you reach one of the ends of the hallway,
remember to use the circle button to center the camera behind you, as it’s
quicker than using the shoulder buttons to spin the camera around 180
degrees. By now everyone should have Devil Feast set and both Serph and
Argilla should know Mabufu, so everyone should be able to eat a Mitama with
one leftover.
--------------------------------------------------------------------------------
With the two keys in hand go back to the two Statues. Turn the R Statue Key
to the Left and the L Statue Key to the Right, if you do this then it will
turn both statues’ eyes green. If you turn a statue key the wrong way then
the statue will turn and face you, dropping you in a pitfall.
Continue on and past the Large Karma Terminal you will come to Mick’s room.
Inside you will have to fight your way through two waves of four Ikusa, then
finally Turdak with another two Ikusa. Take out the Ikusa with Zan spells,
the Turdak is a bit annoying because he can poison and curse you, but you
should be able to take him out without too many problems. After the battle is
over continue on until you reach ANOTHER Large Karma Terminal and a Vendor.
(Yay!) Sell off those Cells you’ve no doubt accumulated during your time in
the Citadel. When you are done go out the front gate for a Boss fight.
--------------------------------------Bosss-------------------------------------
Asura Usas
-Minion: Unicorn x 2
-Null: Expel/Death/Ailments
-Recommended Level: 21
Make sure that someone has Void Expel set before the battle, if you don’t you
could be in big trouble. At the start of the battle attack her physically
until she summons a Unicorn. When she summons a Unicorn start casting Void
Expel, as not only do the Unicorns cast Hama, but Usas can do a Combo attack
called Seraph Lore that does a good amount of Expel damage to the entire
party. Concentrate on Usas and as long as you keep up a Void Expel shield you
should do okay.
--------------------------------------------------------------------------------
After you defeat Usas leave Anahata and return to Manipura.
____________________________________Manipura___________________________________
-Items: Dis-Poison x 3
(Code Cell)
Dis-Stun x 2
(Quantum Cell)
Dis-Curse x 3
When you arrive here there is a cut scene where Gale joins your Party.
----------------------------------Mantra CCheck---------------------------------
-Serph: By now you are probably noticing tthat Media is barely healing enough
to keep up with the damage that you are taking. So you should
concentrate on getting both Serph and Argilla the Fierce Spirit Mantra
and have them both set Diarama. This way you can combo Diarama with
Argilla to get Mediarama. After that is done start him on mastering
the Elemental Mantras for Fire and Ice.
-Heat: He’s going to be leaving your partyy in a moment, so be sure that you
buy him a new Mantra and he will have mastered it when he returns to
the party.
-Argilla: Have her learn Diarama from the Fierce Spirit Mantra as soon as you
can. After that is done send her back to mastering the mid-level
Elemental Mantras of Elec, Force, and Earth.
-Gale: You know the drill, first master thhe Devourer, then Shura and Battle
Demon Mantras. After that is done start him on mastering the Elemental
Mantras.
--------------------------------------------------------------------------------
-Note: You are heading into another area wwhere you are cut off from leaving
the dungeon or accessing a Vendor for a while. Make sure you are ready
before continuing on.
When you first arrive here all the enemies you meet here will run from you
the first chance you get. Ignore them and head to the place where you fought
Camazotz and... guess who?
--------------------------------------Bosss-------------------------------------
Asura Camazotz (Again)
-Minion: Baphomet x 2
-Null: Expel/Death/Ailments
-Recommended Level: 22
The first thing you should do is switch out Heat for Gale, since Gale comes
with Void Death pre-set, which is absolutely vital for this fight. It is also
a big help to set Hama on either Serph or Argilla. At the start of the fight
Camazotz will use Psycho Rage to give him four turns, then he will summon two
Baphomets, Go into his Guard stance, and finally casts Void Expel. To get him
out of his Guard stance you need to kill the Baphomets.
Be sure to cast Void Death every turn as those Baphomets love casting Mudo
spells, and have the other two characters use Hama to soften up the Baphomets
and finish them off with physical attacks. (Camazotz does cast Void Expel, so
watch out for that.) When the Baphomets are dead Camazotz will finally get
out of his Guard stance and start attacking you.
He mostly attacks by first using Rage/Psycho Rage and then hitting you with
multiple Spiral Edges. Just attack him and heal when necessary and you should
come out on top here.
--------------------------------------------------------------------------------
After the battle Heat runs off and the rest of the party gets locked in. Head
south and you will find a room with a Small Karma Terminal and a Rejuvenating
Light, which will heal you completely and for free too. Cool beans.
When you go through the west door you will have to fight your way through
several waves of Kelpies. These guys are pretty annoying, as they can put you
to sleep with Comatose. Hit them with Fire spells to make them go down
quicker.
Watch out for Nues in this area, as they can cast Mudo. Use Mazan or Gale’s
Shock Wave to finish them off quickly.
Continue on until you reach Gate #7. The gate is unlocked, but as you
approach it the Solids will lock the gate. When you reach the Switch you will
have to fight another multi-wave battle, this time against Nues. Keep up a
Void Death shield while pounding them with Force spells.
Make your way to Gate #5 and you will have to fight yet another multi-wave
battle with Onkots. They are weak against Elec, so hit them with Mazio for an
easier time.
Go through Gate #5 and you are almost home free, but standing in your way is
an Atavaka. Fortunately you only have to fight one of them this time. He is
strong against Physical attacks, and uses strong physical attacks like
Executioner on you. Keep your health up and pound him with Earth spells.
After you beat Atavaka leave Manipura and return to Muladhara. After more cut
scenes Heat returns to the party and your next destination, Coordinate 136 is
revealed.
====================
=============================|Two Princes [#007.3]|============================
====================
Hooray for foreshadowing!
_________________________________Coordinate 136________________________________
-Items: Magic Noise
(Quantum Cell)
MP Noise
Moldy Roll x 3
Soma Drop
Chakra Pot
(Battle: Taown X 2)
Luck Noise
(Nerve Shot)
Revival Gem
(Yellow Key)
This is one of the more story-heavy dungeons in the game with several puzzles
standing in your way.
----------------------------------Mantra CCheck---------------------------------
-Serph: Try to have him master Fire Leaderr as soon as you can, and then work
on mastering Ice Leader Serph can use Agilao and Bufula. When that is
done get him started on the Cherubim and Karma Mantras so that he can
learn more of those wonderful stat-changing spells.
-Heat: Is he working on those Physical Manntras? Good. Keep him working on
them.
-Argilla: Have her master the Hiten Mantraa so she learns Zanma first. After
that have her master the Ancient God and then Outer God Mantras so
she knows Chakra Walk.
-Gale: Even if you’re not planning on usinng him here, make sure that you keep
him mastering mantra and have him participate in some battles so that
he gains experience, if you don’t you will likely regret it in the next
dungeon. Have him concentrate on mastering the Healing Mantras through
Fierce Spirit so he can learn Diarama. After that have him continue to
master the Elemental Mantras.
--------------------------------------------------------------------------------
For the first puzzle start by examining the Princess’ Portrait. This will
unblock the eastern and western doors. To continue on you have to Make your
way through this area and find the Good Prince’s Portrait. If you stand in
front of one the Evil Prince’s Portraits you will activate a pitfall and be
dropped down to B1 and you will have to make your way back. While there are
some good treasures down there, but it is annoying since you have to spring
nearly every pitfall trap to get everything. (...to say nothing of the
Baphomets that prowl the area...) For the correct route through this area
consult the map I made at:
http://db.gamefaqs.com/console/ps2/file/digital_devil_saga_136.png
Examine the Good Prince’s Portrait and then return to the Princess’ Portrait.
Examine the Princess’ Portrait again and the gate blocking the Stairs up will
be opened.
On 2F there is just a pair of Yellow Walls and the stairs up. When you try to
climb the stairs, however, you will be attacked by the HipHop brothers, A
Jack Frost and a Pyro Frost. Concentrate on one at a time and use Bufu(la) on
the Pyro Frost and Agi(lao) on the Jack Frost. One annoying thing about the
Jack Frost is he uses Mediarama when he gets low on HP, so you will have to
be to do over 200 HP per round on him to make any headway against him. When
you win you get a Jack Cell, (remember to sell it at Min Noise) continue on
to the next floor.
On 3F you will need to solve three puzzles where you manipulate mirrors to
shine a beam of light from the Princess Statue to the Good Prince Statue. If
the light hits an Evil Prince Statue the light will be broken. There are no
battles inside the puzzle rooms, so just take your time and they should be
easy to figure out. If not, well that’s what this walkthrough is for.
Probably the easiest way to explain this is to use my poor ASCII art skillz
to draw up a crude diagram of each puzzle. The symbols of each diagram are:
P – Princess Statue
E – Evil Prince Statue
G – Good Prince Statue
1, 2, 3, 4 - Movable Mirrors
/, \ - Set Mirrors
-First Puzzle:
+---------+ ^
| | N
| / 1 |
| |
| G E P |
| |
| / |
| |
+---------+
This one is easy, turn the Princess statue to the right and move mirror 1.
When you solve this puzzle the treasure chests in this room will be unlocked,
(Organic Cell, Revival Gem) and the door to the second puzzle will open.
-Second Puzzle:
+-----------+ ^
| | N
| / 1 \ |
| |
| E |
| G E P |
| |
| 3 2 |
| / |
| |
+-----------+
Turn the Princess Statue to the right and move mirrors 1, 2, and finally 3.
Solve this puzzles and the treasure chests in this room will be unlocked,
(Quantum Cell, HP Noise) Continue on to the third Puzzle.
-Third Puzzle:
+----------------+ ^
| / \ | N
| |
| 4 E3 2 \ |
| |
| G E P |
| |
| 1 / |
| |
| \ / |
| |
+----------------+
This one is actually a lot simpler than it looks at first glance. Turn the
Princess Statue to the left, then move mirror 1 and the light should be
shining all the way to mirror 3. If it isn’t, just move mirror 2 so that the
light shines on mirror 3. Move mirror 3 and the light will shine on the Good
Prince Statue. Mirror 4 is not used in this puzzle. Not only will the
treasure chests in this room be unlocked (Magic Noise, Soma) but the stairs
to the next floor will also be unblocked.
On 4F you have to bring a Statue of the Good Prince to face the Statue of the
Evil Prince. To do this you will need to ride the coasters in this room.
Again, this puzzle isn’t as difficult as the game makes it out to be. Before
I get into the solution I should label each coaster using another of my ASCII
diagrams.
4 3 ^
2 N
1
Ride coaster 1 and you will end up next to a switch, flip it and you will
move a section of the track. Make your way back and ride on coaster 2 (the
one with the Good Prince Statue on it) and it will take the Good Prince
Statue to face the Evil Prince Statue and open the door to the next level.
On 7F is the final puzzle of the dungeon. Examine the cracked plaque next to
the ladder and Heat will use an “Illogical Outburst” to break the plaque and
shine a ray of light into the room. To continue on you have to shine this ray
of light onto the picture at the northern end of the room. Start by riding
the two western coasters down to the lower level, after that flip the switch
on the lower level to move a section of track. Go back to the upper level and
ride the eastern coaster and you will end up on a platform with a moveable
mirror. Move the mirror then ride the coaster back to the upper level. Return
to the lower level and flip the switch again to return the track to its
original position. Go back to the eastern coaster and ride it and when you
reach the end you will complete the puzzle and the picture will be destroyed,
revealing the path ahead. Before you leave this area go back and flip the
switch to move the track while the eastern coaster is on the lower level.
Ride the coaster and you will end up on a platform with an Ammo Node that has
the Yellow Key in it.
With the Yellow Key in hand you can backtrack to 2F and destroy those two
Yellow Walls you passed earlier. The western wall will lead to a Quick Noise,
two Magic Mirrors, and a Chakra Pot, while the eastern one leads to a Field
Hunt.
-----------------------------------Field HHunt----------------------------------
-Time: 90 Seconds -Mitama: Nigi Mitama x 4
This is another one of those “run back and forth between two rooms” Hunts.
First go to the northern room and destroy the demons there then make your way
to the southern room and destroy those demons. Go to the hallway in between
the two rooms and destroy the demon there then go back to the southern room
to find the next batch of demons. Form here on out its just running back and
forth between the two rooms until the Mitama appears. Remember that Nigi
Mitama is weak to Fire.
--------------------------------------------------------------------------------
Continue on up the tower until you reach the Princess’ Bedchamber. Go inside
the Bedchamber and out onto the Balcony for a bunch of cut scenes culminating
in a boss battle.
--------------------------------------Bosss-------------------------------------
Asura Rahu (Body) + Asura Rahu (Head)
-(Body) – Null: Force/Expel/Death/Ailmentss, Weak: Fire
(Head) – Null: Fire/Expel/Death/Ailments, Weak: Force
-Recommended Level: 32
Have everyone equip a single target Fire and Force spell. (along with -Boost
is they have it) Having someone with Void Earth set is not a bad idea either.
This boss is actually two separate enemies. On the first turn the Head will
use Dragon Thrash to capture one of your party members and the body will use
Dragon Quake, a powerful earth attack. When a party member is captured by the
Head they will be drained a little bit of HP after every turn that your
non-captured party member’s makes. The only way the Head will release the
captured party member is if the Head drains off the captured party member’s
entire supply of HP, or you kill either the Body or Head.
Concentrate on the Body, because it has less HP and is the one that does all
the damage. Pound on the Body with Fire spells, you may want to set up an
anti-earth shield, but I would prefer to focus you efforts on killing the
Body as quickly as possible. When you kill the Body you still have to get rid
of the head, but the Head alone isn’t that much of a threat. (Unless you have
Gale in your party, as he does cast Zionga regularly) Use Force Attacks to
take the head down.
--------------------------------------------------------------------------------
After Rahu is dead Cielo will join the party and you will be outside the
dungeon. Talk to Argilla, Gale, or Cielo and you decide to finally do some
trapping of your own at the Deserted Ship.
But before you go there you should use that Yellow Key to destroy those
Yellow Walls you’ve come across during your travels. Start by going to
Svadhisthana, In B1 There is a Yellow Wall that leads to a Vital Noise. At
Manipura there is one Yellow Wall that is located in the area behind a Blue
Wall that leads to a Soma Drop and another that leads to a Power Noise. In
Anahata there is a Yellow Wall on 3F that has an Iron Shot.
==========================
==========================|A Three Hour Tour [#007.4]|=========================
==========================
Sorry, I couldn’t resist.
_________________________________Deserted Ship_________________________________
-Items: Medical Kit x 3
Hero Ration x 3
Attack Mirror x 2
(Quantum Cell)
Medical Kit x 3
(Theory Cell)
(Organic Cell)
Chakra Drop x 3
Revival Gem
Magic Noise
Hero Ration x 2
(Neutron Shot)
(Battle: Mothman x 2)
(Organic Cell)
Before you go to the Deserted Ship make sure that you take moment to check
your Mantras.
----------------------------------Mantra CCheck---------------------------------
-Serph: For this dungeon MP is going to bee at a premium, so you will want to
have both him and Gale master the Ancient God Mantra so they can use
MP Thief. After the Ancient God Mantra have him concentrate on the
Earth Elemental Mantras through Earth Temple, as Terazi is useful to
have against the boss.
-Heat: He’s just about to leave the party again, so purchase a new Mantra for
him and he will have it mastered when he returns.
-Argilla: She’s going to be leaving your pparty too, so give her a new Mantra
and it will be mastered when she comes back.
-Gale: After mastering the Ancient God Manntra have him concentrate on
mastering the Earth Temple Mantra.
-Cielo: Say it with me now, Devourer, Shurra, Battle Demon. After that have him
work on mastering the Healing Mantras.
--------------------------------------------------------------------------------
When you are ready talk to the Embryon member outside the ship and you will
enter the dungeon. When you enter this dungeon you will not be able to leave,
so be prepared. Heat and Argilla will also leave the party at this time, so
you will be stuck with Gale and Cielo for this dungeon.
Some enemies to watch out for in this dungeon are Phantoms, Not only do they
cast Mudoon, but they are immune to physical attacks too. (The first physical
immune demon of the game) They are weak against Force, but it’s probably
better to just run when you encounter them. Keep an eye out for Chatterskulls
too, as not only do they use Mudo, but when their HP gets low they use Death
March, a suicide attack that does a LOT of damage to your party. (I’ve had
this thing wipe out my entire party more than once) Use Fire or Expel and try
to take them out in one turn.
After the cut scenes are over make your way to the bottom of the ship. (Gale
will yell at you if you try to go the wrong way.) When you reach 1F Gale will
explain that you have to set eight bombs, one for each floor. You will have
to make your way back to the beginning of the dungeon, planting the bombs in
set rooms as you go. The locations for each room that you need to plant the
bombs in are as follows.
1F
--
After planting the explosive you can go back the way you came or you can
continue on to find some goodies along with another Rejuvenating Light. While
you are in this area you will be attacked by three Nagas, use Fire attacks
and they will go down quickly.
3F
--
No, I’m not doing this out of order; you reach the bomb room for 3F before
the one on 2F. The bomb room is to the west of the elevator you came down in.
there is also a Life terminal nearby. When you leave the bomb room you will
be attacked by two Taown, Don’t use physical attacks against them because
they have High Counter, instead use Earth against them to finish them off
quickly. Go north to find an elevator up to 4F and 5F, but first...
2F
--
To get to the bomb room you have the stairs down from 3F. The stairs you need
to take down is directly south of the elevator up to 4F and 5F.
4F
--
This one is simple, just ride the elevator to 4F and the bomb room is right
there along with a Small Karma Terminal. Go back to the elevator and ride it
up to 5F.
5F
--
From the elevator go west and you will eventually find a room with a Small
Karma terminal and the bomb room. When you set the explosives here watch out,
because you will be attacked by three Chatterskulls. Try to finish them off
quickly using Fire or Expel attacks so they don’t have a chance to use Death
March. Return to the elevator room and take the eastern path to find the
stairs up.
6F
--
There’s nothing here other than a Life Terminal and the bomb room.
7F
--
The bomb room is located to the south of the staircase. When you set the bomb
you will be attacked by a Gurr and two Phantoms. Be sure to keep up an
Anti-Death shield at all times, and then use Elec to take out the Gurr and
Force to take care of the Phantoms. There is a Small Karma Terminal located
in the northwestern part of the map.
8F
--
Immediately after you climb up the stairs you will be attacked by three
Sui-Kis. Put up an Anti-Ice shield and use Fire attacks to take them out. The
bomb room is in the southern part of the map. Once that bomb is set you are
finally ready to take on the boss.
From here you just have to make your way back to the beginning of the dungeon
to meet an old friend for the last time...
--------------------------------------Bosss-------------------------------------
Asura Camazotz (Heaven or Hell)
-Null: Expel/Death/Ailments, Strong: Force
-Recommended Level: 38
MAKE SURE YOU HAVE FORCE REPEL/DRAIN SET FOR THIS BATTLE! You also want to
have everyone set Tera(zi). Argilla will join the party for this battle, but
since you don’t have a chance to set any skills for her you should probably
leave her on the sidelines for this one. He still has his Guard stance that
makes him immune to everything except for earth, but this time he also has a
really nasty new trick. He now uses a skill called Zotzilaha Bane that
transforms one of your party members into bats for a few rounds. (...as well
as giving this walkthrough writer a really bad mental image...)
When a character is turned into a bat their Max HP and MP are halved, their
statistics are lowered, and they will also have a weakness to Force in bat
form. The Force weakness is bad because Camazotz will use Wind of Hell, a
strong Force attack that can kill a transformed party member in one hit. When
a party member is transformed have an Anti-Force shield up at all times and
keep them at full HP. Don’t bother with having the transformed party member
attacking, as they won’t do much damage and will likely miss anyway, so just
have them pass and wait for the transformation to wear off. As long as you
can keep your transformed party members alive you should do okay.
--------------------------------------------------------------------------------
After you beat Camazotz for the final time you are automatically taken to
Embryon Base 2 for more cut scenes. After the cut scenes are over Heat will
rejoin the party and your next destination is revealed to be Svadhisthana.
-Note: Since the Deserted Ship has been deestroyed you will not be able to
return to it.
============================
=========================|A Brutish Encounter [#007.5]|========================
============================
__________________________________Svadhisthana_________________________________
I would recommend using an Estoma Spray while you are inside the Vanguards
Base, as the enemies here are the exact same enemies you fought way back at
the beginning of the game and are little more than annoyances now.
The game is a little vague on exactly where you are supposed to go in
Svadhisthana. Take the stairs in the room with the Vanguards Base B Small
Karma Terminal down to B1 and out of the base. Outside of the base talk to
Lupa and the next dungeon, the Svadhisthana Waterways will be open.
----------------------------------Mantra CCheck---------------------------------
-Serph: Try to get him to master both Seraaphim and Illusion Mantras. After
that have him work on mastering the Insane God Mantra, as being able
to cast Dekaja and Dekunda without having to resort to a combo will be
a big help in the coming battles.
-Heat: Physical, Physical, and more Physiccal. I’m running out of stuff to put
here...
-Argilla: As soon as you get the money, haave her purchase the Calm Spirit
Mantra so that she can learn Mediarama. After that it’s more
Elemental Mantras for her. Try to get her through the mid-level
all-target Elemental mantras for Elec, Force, and Earth.
-Gale: He should also be working on those Elemental Mantras.
-Cielo: Unfortunately, Cielo will likely bbecome a casualty of finance from
here on out, as there just isn’t enough Macca to keep all 5 characters
continually learning Mantras.
--------------------------------------------------------------------------------
_____________________________Svadhisthana Waterways____________________________
-Items: MP Noise
(Logic Cell)
Chakra Pot
(Organic Cell)
Revival Gem
(Theory Cell)
(Battle: Gorgon x 2)
Luck Noise x 2
Great Chakra
Revival Gem
(Forged Shot)
Power Noise
Ration x 2
Some monsters to watch out are the Decarabias, which are not only this
dungeon’s resident Mudo user, but he also has Revert, which will transform
you back into Human Form. The Tan-Kis that you run into in the second half of
the dungeon definitely fall into the “more trouble that they are worth”
category. Not only do they have a lot of HP, but the only way that you can
really do any damage is through Earth attacks. Finally, if you run into a
Pixie, she will either try to cast Megidolaon (she doesn’t have enough MP) or
will use Reinforcements to summon a High Pixie. This High Pixie will then use
Reinforcements herself to summon a Queen Mab. (A nifty little Nocturne
reference there...) You can keep the Pixie or High Pixie alive and repeatedly
kill the High Pixies/Queen Mabs that are summoned for extra experience and
AP. (High Pixies also drop Luck Noises)
In the first area you will be attacked by a Sui-Ki and a Fuu-Ki when you
enter a treasure room. Use Fire on the Sui-Ki and Elec on the Fuu-Ki.
Continue on and talk to the Wolves member near the Small Karma Terminal and
he will give you the Oxygen Tank that you will need to navigate the upcoming
Water Pump Maze. When you enter the maze the Solar Noise will be set at MIN
and every time you ride a current the Solar Noise will be advanced by one.
You have until the Solar Noise reaches MAX to complete the maze, otherwise
you will be swept out of the maze and you will have to try again. To get
through the maze go North, West, North, North, North.
After you get through the Water Pump Maze there is a Large Karma terminal.
Further on there is a Yellow Wall that leads to a Theory Cell and a Small
Karma Terminal. (?) Continue on and you will eventually be forced into a
battle against a Kin-Ki, a Sui-Ki, and a Fuu-Ki. Watch out, because they can
do Megidolaon as a Combo attack. Try to get rid of one of them as quickly as
you can. Use Earth on the Kin-Ki, Fire on the Sui-Ki, and Elec on the Fuu-Ki.
Deeper in the dungeon you will come to a Life Terminal. Near this Life
Terminal is a sorta-hidden passageway behind a waterfall that leads a Yellow
Wall that blocks another Water Pump Maze. This Water Pump Maze is much more
complicated than the last one, not only do you have a full Solar Cycle (MIN
to MAX and back to MIN) to complete the maze, but you will also have to use a
Valve that will reverse the flow of all the currents when turned. The quick
and dirty solution get you through this is South, South, West, South, South,
North, turn the Valve, South, East, East, North, North, East, East, South.
Your reward for going through this maze is the Red Key.
When you have the red Key you can return to the Red Wall in the first part of
this dungeon that leads to an Attack Mirror, a Fusion Cell, and a Field Hunt.
-----------------------------------Field HHunt----------------------------------
-Time: 90 Seconds -Mitama: Saki Mitama x 4
Writeup coming soon
--------------------------------------------------------------------------------
There is another Large Karma Terminal up ahead. Here you will see a Blue Wall
that leads to a Logic Cell along with a Yellow Wall that leads to another
Logic Cell. You can also find two rations on the corpse of a Wolves Member
here. Approach the ladder to the north of the Large Karma Terminal and you
will have to fight a Boss battle.
--------------------------------------Bosss-------------------------------------
Asura Cerberus (R) + Asura Cerberus (C) + Asura Cerberus (L)
-Drain: Fire, Null: Expel/Death/Ailments, Strong: Elec/Force/Earth
-Recommended Level – 44
First of all, you must be able to cast both Dekaja and Dekunda (through
combos if nobody knows the skill) to have a chance in this fight. You should
also set whatever –Kaja and –Kunda skills (Preferably Tarukaja and Rakunda)
you have along with Void Fire/Fire Drain.
Although this is technically a single demon, the three heads are each counted
as a separate enemy and all three heads must be destroyed for you to win. The
Right Head uses –Kaja and –Kunda skills and occasionally throws up an Ice
Repel shield, He is also the only one with Dekaja and Dekunda. The Center
Head is the attacker of the group, with several powerful Physical and Fire
attacks. Also if he is the only head left he will start using Psycho Rage and
strong attacks like Gate of Hell. The Right Head primarily casts Diarama on
the center head. He also has a combo attack named Pyriphlegethon, (if you
have taken out one head then it will just be called Phlegethon) a fire attack
that hits all your party members for big damage.
The strategy for this battle is to concentrate on killing the Right head
first, then the Center Head, and finally finishing off the Left Head. You
could also start on the Left Head if you want, but I think the healing is
much less annoying than the –Kaja and –Kunda. Whatever you do, do NOT leave
the Center Head for last, as he will probably slaughter your party with
multiple Gate of Hells if you do. Make sure you keep up an Anti-Fire shield
while using Physical and Amped Bufudyne to take out the Right Head. After the
Right Head is gone spend a few turns using whatever –Kaja and –Kunda spells
you have, as he cannot counter them with the Right Head is gone. Concentrate
on the Center Head next; you will have to deal with the Left Head casting
Diarama, but with 4 x Tarukaja and/or Rakunda you should be able keep up with
them. When the center head is gone it’s just a matter of finishing off the
Left Head.
--------------------------------------------------------------------------------
After the boss battle you will automatically enter Ajna.
______________________________________Ajna_____________________________________
-Items: Revival Gem
Dekaja Rock
Magic Mirror
(Theory Cell)
(Battle: Titania x 2)
(Poison Trap)
(Fusion Cell)
Attack Mirror
(Logic Cell)
HP Noise x 2
(Logic Cell)
MP Noise x 2
You know, I was expecting the Brutes’ base to be something completely
different...
----------------------------------Mantra CCheck---------------------------------
You know what? By now you should have a pretty good idea on how to build your
characters, and Macca and AP should be plentiful enough to master most of the
low-to-mid level Mantra easily enough, so having this section is unnecessary.
(Plus I’m getting sick of making these sections...) Just make sure that
everyone who is going to participate in the upcoming battles to have mastered
the Force Elemental Mantras through Hiten so that they know Force Repel.
--------------------------------------------------------------------------------
This dungeon is unlike any you’ve been in before; it sort of reminds me of
the Amala Temple in Nocturne. This dungeon has four different configurations
with a boss at the end of each. At the start of the dungeon you will only be
able to access three of the configurations. When you defeat the bosses of all
three configurations the final Configuration will be unlocked. To change the
configuration of the dungeon, examine the Columns of Light in the lobby.
Blue Configuration
------------------
Go through the northwestern door and keep on going until you reach the Stairs
up to 2F. There is a Red Wall here that blocks a Fusion Cell along with a
boss fight.
--------------------------------------Bosss-------------------------------------
Dragon Nidhoggr
-Minion: Nidhoggr x 4
-Null: Expel/Death/Ailments
-Recommended Level: 48
For this boss you want to set the strongest multi-target attacks you have.
Multi-target elemental skills with the appropriate elemental Boost (and Amp,
if you have it) skills, or physical attacks like Chi Blast or Power Wave are
a good choice.
Although there are five Nidhoggr at the start of the battle, the real boss is
the one in the center. The other four only have about one tenth the HP as the
center one. Every turn the center Nidhoggr will use Cannibalize to devour one
of the other Nidhoggr and grow bigger.
The key to this battle is preventing the center Nidhoggr from devouring his
comrades. To do this you have to be able to wipe out the other four Nidhoggr
within one or two turns using multi-target attacks. If all of his buddies are
dead then the center Nidhoggr will use his turn to summon another Nidhoggr.
As long as you can keep killing the Nidhoggr the Center Nidhoggr summons then
he won’t be able to attack.
If the center Nidhoggr does manage to get to full size, however, this battle
becomes a lot trickier. He will buff himself with Tarukaja and Makakaja and
then pound you with strong Physical and Ice attacks. Be sure to counter his
buffing with Dekaja before hitting him with your best attacks.
--------------------------------------------------------------------------------
Green Configuration
-------------------
Go through the southeastern door and up the stairs. Continue on until you
reach the boss.
--------------------------------------Bosss-------------------------------------
Deity Isis
-Repel: Phys, Null: Expel/Death/Ailments
-Recommended level: 48
This battle is absurdly easy once you know the secret. Start by picking an
element, (it doesn’t matter which element you use here, I usually chose Ice
because of the chance to freeze) then have everyone set their strongest
attacks for that element along with the appropriate Boost and Amp. Next have
someone set a Repel/Drain shield of the same element.
You see, when Isis attacks she will use the same element as the last attack
you have used against her. (So if you used a fire attack she will use Agidyne
against you. If you haven’t attacked her yet she will physically attack you.
Watch out, if you use an Almighty attack she will start using Megidola
against you.) Just have one character concentrate on keeping up an elemental
shield while the other pound her with you’re your chosen elemental and she
will never touch you.
--------------------------------------------------------------------------------
Red Configuration
-----------------
First go through the Northeastern door to a Yellow Wall that has a Soma
behind it. After that is done return to the lobby and go through the
southwest room to reach the stairs to 2F and a boss battle.
--------------------------------------Bosss-------------------------------------
Beast Catoblepas
-Repel: Elec, Drain: Earth, Null: Expel/Death/Ailments, Weak: Fire
-Recommended Level: 48
You absolutely must have Void Death (or Death Repel) set for this fight.
Catoblepas uses Stone Eye and Gate of Hell with alarming frequency, and an
Anti-Death shield is the only way to prevent your characters from being
turned into stone and then shattered. He is weak to fire, so hit him with
your best Fire spells while keeping up an Anti-Death Shield and he should go
down quickly.
--------------------------------------------------------------------------------
White Configuration
-------------------
Go through the Northeastern door and continue on to the north and west until
you reach the boss room.
--------------------------------------Bosss-------------------------------------
Asura Ravana (Form 1)
---------------------
-Null: Expel/Death/Ailments
-Recommended Level: 52
Have every character set Force Repel for this battle along with their best
elemental attacks.
This boss has two different forms. The first form is completely invisible;
you are given six targets with Ravana hiding in one of them. Attacking
wily-nily here won’t get you very far, since guessing wrong will count as a
failed attack and cost you two turn icons.
After a few turns of hitting nothing but air Sera will help you to locate
Ravana. She can be a bit vague, however. (When she says right she can mean
the far-right target or the second to the right target) Still, it’s better
than nothing. Fortunately, the first form doesn’t have a lot of HP and
doesn’t have any really nasty attacks, so as long as you keep at it you
should make it through this battle alright.
Asura Ravana (Form 2)
---------------------
-(Second Form) Null: Expel/Death/Ailments, Strong: Phys
This form has an attack called Hunger Wave that has a chance of causing the
Mad status to all characters. A character under the Mad status will either
attack one of your own party members or do nothing and take damage. Mad
status can’t be cured by normal means; instead Sera will use Song of Grace to
cure one (and only one) character of the Mad status at the start of every
turn.
Ravana also has an attack called Infinite Wind that does a lot of Force
damage to the entire party. You want to keep up a Force Repel shield at all
times while hitting Ravana with your best Elemental skills.
--------------------------------------------------------------------------------
After Ravana is dead go up the stairs and into the room up there for more cut
scenes. After these are done it’s time to go to Sahasrara and finish the
game.
===========================
=========================|Journey to Nirvana [#007.6]|=========================
===========================
What is it with MegaTen games and really tall towers?
___________________________________Sahasrara___________________________________
-Items: HP Noise x 2
(Fusion Cell)
MP Noise x 2
(Fusion Cell)
Soma Drop
Magic Noise x 2
Revival Gem
Chakra Pot
(Layer Cell)
Earth Wall x 2
Fire Wall x 2
Soma Drop
Dekaja Rock x 2
Revival Gem
Chakra Pot
Great Chakra
The first thing you notice when you enter here are the pair of Temple Guards
blocking the path to the Karma Temple. They aren’t going to let you into the
Temple without a fight, so give it to them. They are immune to physical, so
pelt them with your strongest Elemental magic until they fall. After they are
dead continue on into the Karma Temple.
Inside the Temple you will have to face another pair of Temple Guards. Defeat
them and continue on until you reach the Dissemination Room. Take the
elevator in the center of the room down to the Sea of Milk. When you try to
enter the other elevator here, Vasuki will show up and attack.
--------------------------------------Bosss-------------------------------------
Dragon Vasuki
-Drain: Ice, Null: Expel/Death/Ailments, Strong: Phys, Weak: Fire
-Recommended Level: 54
Make sure that someone has Void Ice or Ice Drain set for this fight. Vasuki
uses Hima Alaya, real nasty Ice attack that hits everyone and has a good
chance of freezing your characters, and Vasuki will then proceed to critical
any frozen characters with impunity. Unfortunately, Vasuki is pretty smart
and won’t blindly cast Hima Alaya when you use an Anti-Ice shield, instead
Vasuki will switch to casting Maziodyne and try to shock you. This is a good
thing, because Maziodyne has far less of a chance to Shock you than Hima
Alaya has to freeze you. (Unless you bring in Gale without the Elec Resist
skill set)
Overall this is a simple battle, just pound Vasuki with your best Fire spells
while keeping up an Anti-Ice shield.
--------------------------------------------------------------------------------
After Vasuki is dead go into the elevator that you did not come here on and
ride it up to Elevation: -492ft. (The floor names in Karma Temple are all
listed as elevation.) Climb upwards until you reach Elevation: 0ft and you
will find a Large Karma Terminal. Continue on until you reach Elevation: 98ft
and you will find two Yellow Walls right next to each other, one leads to a
Great Chakra, the other one leads to a battle with Samael. Samaels are the
toughest non-boss enemy in the game; they have a lot of HP and nasty attacks
like Bloodbath and Marevert. About the only thing that you can really do here
is try to poison him with Venom Claw or Fang and then try to outlast him.
Continue on until you reach another Elevator and ride it up to
Elevation: 394ft.
Up ahead you will have to deal with glowing sections of the floor that will
either drop you down a pitfall or pull you through the wall. Take the
elevator up to Elevation: 1902ft, the elevator you need to take up is right
there, but to get to it you will have will have to cross a glowing section of
floor which will drop you down to Elevation: 1837ft and work your way back
up.
First go down to Elevation: 1804ft to find a Red Wall with a Fusion Cell
behind it. After that is done go to Elevation: 1837ft and you will find
another Red Wall with a Field Hunt behind it.
-----------------------------------Field HHunt----------------------------------
-Time: 60 seconds –Mitama: Saki Mitama x 3
Writeup coming soon
--------------------------------------------------------------------------------
Continue on up and on Elevation: 1870ft there is yet another Red Wall with a
Layer Cell behind it. On Elevation: 1902ft there is ANOTHER Red Wall with
ANOTHER Field Hunt behind it.
-----------------------------------Field HHunt----------------------------------
-Time: 60 seconds –Mitama: Saki Mitama x 4
Writeup coming soon
--------------------------------------------------------------------------------
Take the elevator up to Elevation: 4100ft, in the next area are walls that
will either appear or disappear as you approach. It’s not too difficult here,
just pick your way through and you’ll find the right way eventually. From
here on out you will start running into Laksmis, watch out for them, because
the will use Dormina to put your characters to sleep, then use Calm Death
witch will instantly kill anybody who is asleep. To prevent this from
happening have everyone set the Null Nerve skill to prevent Dormina from
putting you to sleep.
When you climb to Elevation: 4264ft you get to go outside for some fresh air.
Make you way around the outside of the tower, flipping switches and then
stepping in the Columns of Light that appear. When you reach the end of this
section those two that have been circling around will attack.
--------------------------------------Bosss-------------------------------------
Aerial Jatayu
-------------
-Repel: Earth, Null: Fire/Elec/Expel/Death/Ailments
-Recommended Level: 58
With the proper skills set this boss shouldn’t be too much trouble. He does
get three attacks per turn, though. He spends most of his time casting –Kunda
skills, but he does throw in an occasional Mamudoon. An interesting thing to
note is that although he can dish out –Kunda skills, he can’t take them
because he doesn’t know Dekunda himself. Make sure that you can cast Dekunda
here, along with some kind of protection from Death. As long as you
immediately Dekunda his stat changes you should do all right.
After Jatayu is dead then Garuda will show up as reinforcements.
Aerial Garuda
-------------
-Null: Ice/Force/Earth/Expel/Death/Ailments, Strong: Fire/Elec
Garuda’s strategy here his simple, he will try to use powerful attacks like
Power Wave and Megidola augmented with Power Charge and Mind Charge and try
to pound you into the ground. There isn’t much strategy to this fight; just
try to keep your HP as high as you can then hit him as hard as you can with
your best physical attacks and hope you can come out on top here.
--------------------------------------------------------------------------------
After both Jatayu and Garuda are dead head inside to see the final Large
Karma Terminal of the Karma Temple. As you might expect from the last leg of
the final dungeon, the enemies from here on out are the strongest the game
has to offer. Both Jatayu and Garuda will show up as random enemies, and you
will also start running into Samael here too.
Take the elevator up to Elevation: 12694ft. You get to deal with both glowing
sections of floor and appearing/disappearing walls. (joy...) The elevator you
need to take is right in front of you, but there is one of those appearing
walls blocking your path. You are going to have use the nearby glowing
section of floor to drop down to Elevation: 12300ft and then work your way
back up.
Take the elevator up to Elevation: 21832ft, use the Life and Small Karma
Terminals here then climb the stairs. You will run into Ananta who will make
a last-ditch attempt to get you to go away, but when that doesn’t work he
will attack.
--------------------------------------Bosss-------------------------------------
Dragon Ananta
-Drain: Earth, Repel: Force, Null: Expel/Death/Ailments
-Recommended Level: 62
This guy gets seven attacks per turn and he uses a lot of status attacks, so
needless to say this can be an annoying fight if you’re not properly
prepared. Having everyone set Null Nerve and Null Panic can go a long way in
this battle. With both of these skills set he won’t be able to Stun, Panic,
or put you to Sleep so he’ll be stuck with normal physical attacks you.
--------------------------------------------------------------------------------
Well, this is it, the final room of the game. Before continuing on be sure to
spend all the Macca you have on a Mantra-buying spree, as purchased Mantra
will carry over into a new game, while Macca does not.
-Note: If you are trying to get the Four GGuardian Beasts to appear just making
it to this room is not enough, you have to climb up the stairs and
stand on the platform that Heat and Gale are on before they will
appear. The location indicator in the upper-right hand corner of the
screen should say “Topmost Floor.”
When you are done here talk to Gale and tell him you are ready. Climb the
stairs to the top and face the final boss of Digital Devil Saga.
--------------------------------------Bosss-------------------------------------
Onmyo Harihara
-Null: Expel/Death/Ailments, Strong: Almighty
-Recommended Level: 64
You know, for the final boss of the game she is kind of a disappointment.
With the proper skills and the right strategy Harihara will probably be
little more than a speed bump on your way to the ending. For this battle
elemental magic is the way to go. Have all of your characters set an
all-target –Dyne level elemental skill along with the appropriate Amp and
Boost skill. Make sure that each character is using a different element and
that your lead character has the single target –Dyne level elemental skill
too. Stay away from Almighty damage skills, as they will hardly do any damage
to her.
This boss has three different forms. Well, technically she has five forms;
you have will have to fight through each of the first two forms twice.
(Form 1)
Her first form primarily uses –Kaja and –Kunda skills. She also has Hunger
Wave and an attack called Vaikunta which hits everyone and has a chance of
turning them to Stone.
Her first two forms only have about 1000 HP, so this form should go down
quickly.
(Form 2)
This form is a bit more direct than the last one, she uses –Dyne level
elemental along with powerful physical attacks like Genocide and Executioner.
This form’s big attack is Bhairava, which can easily do enough damage to kill
a character outright. (I’m talking 1000+ damage here) Be ready with
Samarecarm or a Revival Gem when she does this.
After you beat the second form she will go back to her first form for round
two. After going through the first and second forms again she will finally go
into her third and final form.
(Form 3)
This forms starts out with six Cores: one for each of the five elements and a
Gold Core for Physical. Each Core will repel their chosen element and will
extend a Repel shield to Harihara herself. Each core has about 400-500 HP,
but Harihara can replace one destroyed Core per turn as a free action.
The key to this fight is killing those Cores as quickly as you can and
keeping them from coming back. If you have a decent magic score along with
Amp and Boost set then you should be able to take out a core with one –Dyne
level elemental spell. With her Cores gone she is left with her physical
attack, (which hits your entire party) along with using Vanity and Hunger
Wave. The status effects can be annoying, but without her Cores pounding you
with –Dyne level Elemental Spell and nasty physical attacks she really isn’t
that much of a threat.
--------------------------------------------------------------------------------
After Harihara is defeated sit back and enjoy the ending.
-----------------------------------New Cyccle-----------------------------------
After the credits are over, you will be prompted to make a “New Cycle” save.
When you load this data you will be able to start a new “Cycle,” (basically a
replay of the game) with some stuff carrying over from your previous game.
-All mastered, purchased, and unlocked Mantra will carry over into the new
cycle. All of your skills will carry over.
-Your combo list and Time Played will carry over.
-All characters will automatically learn the “Human Form” skill. When you set
this skill you will always start battles in human form. (um... yay?)
-Your character’s Levels, Stats, Macca, and Items will NOT carry over into
the New Cycle.
-You will be able to battle a very special super secret Boss during
subsequent playthroughs.
-I do know that you will be able to import this New Cycle save into Digital
Devil Saga 2, but since I haven’t had a chance to play DDS2 yet I don’t have
a clue what exactly this does.
--------------------------------------------------------------------------------
To be continued... In Digital Devil Saga 2!
———————————————————————————————————————————————————————————————————————————————
|||||||||||||||||||||||||||||||Side Quests [#008]||||||||||||||||||||||||||||||
———————————————————————————————————————————————————————————————————————————————
==================
==============================|Omoikanes [#008.1]|=============================
==================
This really isn’t a side quest, but this is about as good as any place to put
it. Anyways, as you’ve traveled the Junkyard you’ve no doubt run into a
strange Brain/Squid monster called an Omoikane. These monsters will babble
something about their treasure before they hit you with Debilitate a couple
times and then run away. Not only that, but just about every thing you throw
at it will barely scratch it. They do take damage from guns, but when you
revert they will definitely escape the first chance they get. So how can you
defeat these guys, you ask?
To even have a chance of taking down an Omoikane you will need to have at
least Forged Bullets and some way of countering their Debilitate. (Preferably
Taunt, but Dekunda, Rakunda, or Debilitate can also work.) Equip either Serph
or Argilla (Heat doesn’t do enough damage to single enemies, and Gale and
Cielo are too random to be reliable) with the ammo of choice and stick them
in the second position. Then put the character with the support skill in the
lead, and put whoever you want in the third slot, as they won’t be doing
anything during the Omoikane fight. (You should give them a hunt skill,
though)
Now it’s time to find one of those damn things. Omoikanes can show up in any
dungeon in the game, from the start of the Vanguard’s Base to the top of the
Karma Temple. They have the exact same chance of appearing in each place.
(Which is to say, not bloody likely...) I would say to do your Omoikane
hunting in an earlier dungeon where you can handle the enemies without too
many problems, but still give enough experience and Macca to make it worth
the time you spend waiting for an Omoikane to show up.
When you finally encounter an Omoikane, it will say its little spiel and then
hit you with Debilitate. When it’s your turn have the first character Pass,
the second Revert, the third pass, back around to the first character who
casts their support skill, and finally have the second character shoot and
hope you score a critical. (Yep, that’s the entire strategy...) With this
setup, if you score a critical and the Omoikane still doesn’t go down, there
is still a chance that the Omoikane will be fightened and you can Hunt it.
(Yes, they can become frightened. Don’t count on it happening too often,
though.) If you can’t kill it with a single shot you will either need to find
stronger bullets, or you can try and risk spending a turn just casting
Taunt/Rakunda/Debilitate on the Omoikane before trying to kill it. This is
risky as there is a chance that the Omoikane will run away. So what do you
get out of all this madness? Why, a LOT Karma and Macca, of course.
-Note: The exact amount of Karma and Maccaa you get from an Omoikane depends on
where you fight them. An Omoikane in the first dungeon will only give
about 2000 Karma and 12000 Macca, while an Omoikane in the final
dungeon will yield 50000 Karma and 225000 Macca.
An alternate strategy is to put your shooter in the lead and the support
character in the second slot. When you face an Omoikane have the lead
character Revert, the second cast their support skill, the third Pass, and
finally have the first character shoot. The problem with this strategy is
that when it comes time to shoot there is only a half-turn left, as opposed
to a full turn with the above strategy.
=================================
======================|Coordinate 136 Revisited [#008.2]|======================
=================================
You can do this at any time after you defeat Asura Rahu at Coordinate 136.
When you return to Coordinate 136 you will notice that a gigantic treasure
chest has appeared in the lobby. Talk to the Pyro Jack standing next to the
treasure chest and he will say that if you can find the key to the chest he
will give you what’s inside.
Head deeper in the dungeon until you reach the puzzle where you rode the
platforms to bring the Good Prince to face the Evil prince in a duel. This
time ride the number 3 platform and you will find a Titania. Talk to her and
she will attack you, kill her and take the Sugar Key she drops.
There is also a Red Wall nearby; behind it you will find another one of those
light puzzles. This one is a bit more complicated, you have to shine light
from two Princess Statues onto two Good Prince statues to lower the bars
around the two treasure nodes. Here’s another crappy ASCII map of the Puzzle.
+-----------------------+ ^
| | N
| 1 \ |
| |
| 2 4 5 |
| |
| G E P P E G |
| |
| 6 E 7 / |
| |
| \ / |
| |
+-----------------------+
Starting from the Western Princess Statue to the right then manipulate mirror
4, then mirror 2, and finally mirror 7 to shine the light on the eastern Good
Prince Statue. After that move the eastern Princess Statue left, and finally
mirror 1 to shine the light on the other Good Prince Statue. When both Good
Prince Statues are lit up and the bars blocking a Soma and a Logic Cell will
drop.
Take the Sugar Key back to the Pyro Jack and he will open the treasure chest,
but will take the treasure and run off to give it to his King. Now go through
the entire dungeon and when you reach the Princess’ Bedchamber you will run
into King Frost who will attack.
--------------------------------------Bosss-------------------------------------
Fiend King Frost
-Minion: Jack Frost x 2
-Drain: Ice, Null: Fire/Expel/Death/Ailments, Strong: Physical
-Recommended Level: 40
To win this battle you will need to have one character have Ice Drain (not
Repel) and the other two with Boosted Mid-Level Elec, Force, or Earth
elemental spells. (If you managed to get Amp + Boost –Dyne level spells this
battle will be even easier) You should also have Dekaja just in case.
King Frost gets three icons per turn. He uses Frost Rush which despite the
name is a single target physical attack. He also has Cocytus, a multi-hit Ice
attack that hits all party members. (It also has a higher chance of Freezing
your characters than a normal Bufu- spell) Finally, he can use Celestial Gift
to Summon a Jack Frost. These Jack Frosts will use –Kaja spells, but for some
reason they never cast them while you have an Anti-Ice shield up.
Have one character cast an Anti-Ice shield every turn while the others hit
King Frost with Elec, Force, or Earth attacks. Don’t bother with the Jack
Frosts he summons, as he will just summon more. As long as you can keep up an
Anti-Ice shield you should do alright, as the only magic they have are Ice
attacks, and the only real damaging physical attack they have is King Frost’s
Frost Rush. (You also don’t have to worry about getting frozen and then
critical-ed nine times in a row...)
--------------------------------------------------------------------------------
After you defeat King Frost he drops an Ice Crystal. The next time you visit
a Karma Terminal the Ice Crystal will be taken away and the King Mantra will
be unlocked for every character.
===========================
=========================|Subduing Beelzebub [#008.3]|=========================
===========================
After you find the Red Key you can start a little side quest to take one of
your tribe members that has gotten uppity down a peg or two. Start by going
to the Vanguard’s Base in Svadhisthana.
________________________________Vanguards Base_________________________________
-Items: (Logic Cell)
Luck Noise x 2
Great Chakra
(Layer Cell)
Al Azif
In B1 of the Vanguards Base there is a Red Wall, there is an Ex-Vanguard
nearby who will tell you that the Red Wall has trapped some other
Ex-Vanguards deeper in the dungeon. Use the Red Key to destroy that wall and
further in this new area you will find another Ex-Vanguard who will explain
that one of their own has gone crazy and started devouring his own comrades,
so they have locked him up and cut the power to prevent him from escaping.
Since the power is out none of the switches down here are working. To get
them working again you will need to trip the circuit breaker at the far end
of the dungeon. When this is done flip the nearby switch to open the way to a
Field Hunt.
-----------------------------------Field HHunt----------------------------------
-Time: 60 Seconds -Mitama: Kusi Mitama x 4
Start by destroying the demons in the north hall. Go into the Northern room
and destroy the Demons there. Leave the room and destroy the demons that have
appeared in the northern hallway then take the T intersection south,
destroying demons as you go. Enter the southern room and destroy the lone
demon there and quickly destroy the lone demon there. Leave the room and go
back to the T intersection. Destroy the demons that have appeared in the
northern hallway and then destroy the Demons that will appear in the southern
hallway. Go back to the northern room and destroy the demons there and the
Mitama will appear in the middle of the northern room.
--------------------------------------------------------------------------------
When that is done go to the Northern switch and flip to lower the Wall and
open the route to the boss. Go down the ladder here, but before you go to the
boss make a quick side trip to the west to find a Red Wall, behind it is a
room with a Theory Cell and a Soma. Continue on to the east and you will find
the troublemaker. It seems that he’s decided that he would make a better
leader of the Embryon tribe than you would and attacks.
--------------------------------------Bosss-------------------------------------
Fiend Beelzebub (Human)
-Null: All except Phys/Fire/Almighty
-Recommended Level: 50
For this fight set either Agidyne with Fire Amp and Fire Boost or your
strongest Physical attacks. You also want somebody that that has the Dekaja
and Null Expel skills set. (You can get by with Dekaja combos and Anti-Expel
shields/having someone Revert to Human form, but it’s more of a nuisance than
Dekaja and Null Expel) If you use Gale here he should set Elec Resistance to
prevent Beelzebub from getting more Turns than necessary.
At the start of the battle Beelzebub is rather tame; he will only attack you
physically and use Mazionga occasionally. After you knock off some of his HP,
however, he starts getting serious. He will use Tarukaja and Mind Scream,
Mahamaon followed by Mamudoon, (This is why you want Expel protection, it
will eat up his two turn icons and he won’t be able to get off the Mamudoon)
and finally, he will use Makakaja followed by Megidolaon. There isn’t much
you can do about the Megidolaon combo other than try to keep your HP as high
as possible and immediately Dekaja him afterwards.
--------------------------------------------------------------------------------
After defeating Beelzebub the sore loser will promise to get stronger and
defeat you then before running off. That’s all there is to do down here, so
leave Svadhisthana and go Manipura when you are ready for Round Two.
_______________________________Manipura Waterways______________________________
-Items: Power Noise x 2
Vital Noise x 2
(Charm Shot)
(Logic Cell)
(Fusion Cell)
After defeating Beelzebub in Svadhisthana the Waterways under Manipura will
open up. From the outside of the Maribel Base (The area where you can talk to
your party member) take the Side Entrance to the east of the Main entrance
and you will find a ladder down to the Manipura Waterways. There is a Yellow
Wall right at the entrance that you will have to destroy before you can even
explore this dungeon.
Before I continue I should warn you about one enemy you will encounter down
here, namely the Arahabaki that show up as reinforcements. Arahabaki may seem
daunting when you first encounter them: they have a lot of HP, can cast
Diarahan, are immune to everything except Ice, (which they are weak to)
Expel, and Almighty, and they can use Gate of Hell and Lost Word. But with a
certain spell the Arahabaki become a lot less fearsome, and yes, even a
welcome sight. The spell I am referring to is Cocytus. (From the King Mantra)
Cocytus has a higher chance of freezing Arahabaki than a normal Bufu- spell,
and once they are frozen (it shouldn’t take more than two castings to freeze
both of them) they will go down very quickly to physical attacks. If you
don’t have Cocytus then this battle becomes a whole lot more difficult, you
can try to freeze them with (Ma)Bufudyne, waste a lot of MP using Almighty
spells that will likely get healed anyway, or you could hope you get lucky
with Hamaon and are able to finish them off before they can cast Diarahan.
Killing the Arahabaki is worth it, not only do they give 50000 Macca when
defeated, but they also drop Vital Noises and Fusion Cells too.
In the first area you will find a Blue Wall that has a Damage Trap, and a
battle with three Shiki-Ouji behind it. (...maybe you should just skip this
one...)
A bit deeper into the dungeon you will come to another Water Pump “Maze,”
only it isn’t really a maze, it’s just a single current that connects both
exits together. Continue on and you run into not one but four Blue Walls
right next to each other, To continue on go through the northernmost door
behind the northern Blue wall. But first search behind the other walls to
find a Theory Cell, a MP Noise, a Logic Cell, and a Fusion Cell. You will
come to a Red Wall, Destroy it and continue on until you come to a Large
Karma Terminal. Immediately after the Large Karma Terminal you will be
attacked by the bigger, badder Beelzebub.
--------------------------------------Bosss-------------------------------------
Fiend Beelzebub (Fly)
-Null: All except Phys/Fire/Almighty
-Recommended Level: 60
Yikes. Fly form Beelzebub is definitely one of the hardest bosses in the
game. Unless you are totally prepared this guy will cream you and even if you
are prepared it is still a pretty rough battle. First off everyone absolutely
must have Null Death set. If you don’t have immunity to Death you won’t have
a chance in this battle, and it just isn’t practical to keep up an Anti-Death
shield at all times. Also be sure that at least one person has Dekaja. Also,
if you bring in Argilla or Gale, Be sure that they have Force Resist or Elec
Resist respectively set. Giving Beelzebub extra turns is a bad thing, mkay?
It’s also a good idea to have everybody set Mediarahan. Finally, you should
set Debilitate along with any -Kaja skill you have. (Preferably Rakukaja)
Beelzebub does cast Dekaja and Dekunda, but he does it infrequently enough
for it to be worthwhile, and every little bit helps.
He has more or less the same attacks as he did the last time, but they do lot
more damage than they did the last time you faced Beelzebub. He does have one
really nasty addition to his arsenal, an attack called Death Flies. Not only
does Death Flies do a LOT (like 400+) of Almighty damage to the entire party
but it also does Instant Death to anybody that isn’t immune to Death. (It’s
even worse that he usually casts Makakaja before using Death Flies...)
He starts out by just physically attacking and casting Maziodyne along with
Mazandyne. After you knock off a bit of HP he will start to get serious. He
will do his Mahamaon + Mamudoon combo along with his Makakaja + Megidolaon
combo, but his big attack is when he casts Makakaja and then Death Flies.
This attack is painful, but if everyone has Null Death set and has Rakukaja
cast it should be survivable. (If it isn’t you should probably just give up
and come back when you have more HP.)
There isn’t that much strategy to this battle, hit him as hard as you can
with physical attacks (with Critical + MIN/MAX Critical set) along with
Agidyne (with Fire Boost + Fire Amp set) and hope you can outlast him. Always
try to stay as close to full HP as you can, and if he uses Tarukaja or
Makakaja immediately use Dekaja.
--------------------------------------------------------------------------------
After you finally beat Beelzebub you’re not quite done here, keep on going
until you reach a ladder up. Climb the ladder up and... hey, does that
background music sound familiar? Yep, you come out in the lower layer of
Muladhara. Destroy the Yellow Wall and go through the door behind it to find
three Ammo Nodes with a Tyrant Skull, a Magatama bullet, and a Murder Rock in
them. The next time you visit a Karma Terminal with the Tyrant Skull the High
Priest Mantra will be unlocked.
==========================
==========================|Anahata Waterways [#008.4]|=========================
==========================
-Items: (Battle Ongyo-Ki x 3)
(Fusion Cell)
(Layer Cell)
After defeating Asura Ravana in Ajna the waterways under Anahata will open
up. To get to the Waterways you have to warp to The Citadel 2 Large Karma
Terminal, then head north and turn left and take a left at the T
intersection. Enter the room and you will find the Ladder down to the
Waterways.
Overall this is a pretty short and nondescript dungeon. For the most part the
enemies here shouldn’t give you too many problems, but you will have to deal
with not one but two Samael as reinforcements down here. Personally I just
set Quick Escape and run whenever they show up.
There is a Blue Wall that blocks the entrance, destroy it and continue on.
You will come to a Yellow Wall that will (eventually) lead to a Great Chakra,
a Magic Noise, and a Logic Cell. After that is done destroy the Red Wall here
to open the path onward.
You will come to another Water Pump Maze. This one is a sprawling maze where
the main challenge is just making it to the exit before an entire Solar Cycle
(MIN to MAX and back to MIN) is completed and you are washed out. The
quickest route through here is South, West, South, South, East, Northeast,
East, North, East, East, West, West, and finally West.
Now then, see that big snakey-thing next to the bridge? Well, it’s going to
attack you when you try to cross that bridge.
--------------------------------------Bosss-------------------------------------
Dragon Orochi
-Null: All except Ice/Elec/Almighty
-Recommended Level: 60
First off, to be able to damage this guy you will either need Bufudyne or
Ziodyne set. (With their respective Amp + Boost skills) For defense make sure
that every character has the elemental Resist skill that corresponds to their
elemental weakness along with Null Mute set.
Orochi gets 8 attacks per turn, his individual attacks may not be terribly
powerful, but they add up quickly. He can cast single-target –Dyne level
elemental magic, but his big attack is where he casts Makakaja four times in
a row and then unleashes a Megidolaon. There’s not much you can do against
this other than hope you survive it and immediately Dekaja him.
Fortunately, Orochi has one fatal flaw: he has a rather pitiful amount of MP
for such a magic-heavy boss. In fact, he will probably burn through his
entire supply of MP in about 5 turns. He will try to recoup some of his MP by
using MP Thief, but Null Mute will prevent this from happening. After all of
his MP are gone he will resort to using Mad Rush eight times in a row. While
the damage from eight straight Mad Rushes is not negligible, it is nowhere
near what he could do with his four Makakaja plus Megidolaon combo. Also, no
MP means no Dekaja or Dekunda, so you are free to use Debilitate and –Kaja
spells with impunity. With Orochi fully Debilitated and your Party fully
-Kaja-ed he should go down pretty quickly.
--------------------------------------------------------------------------------
After Orochi is dead continue on and climb up the ladder. You end up in B5 of
the Brutes Base. Climb all the way up to 3F and you will find a corpse.
Examine the Corpse and take the Red Ring. After that you get to walk
a-a-a-all the way back to the Small Karma Terminal before the Orochi fight.
-Note: On 3F of the Brutes Base the only eenemy that you will encounter here
are Horus. Horus is weak to Death, and they only attack one at a time,
so use Mudoon against them for a quick battle. This is good, because
they not only give good Macca, and AP, but they also drop Magic Noises
too. Use a Magic Reed to increase the encounter rate and raise the
chance of more Horus appearing as reinforcements, set “Auto Repeat” in
the Config Screen to On, then just auto-cast Mudoon for quick and easy
noise collecting.
*******************************************************************************
———————————————————————————————————————————————————————————————————————————————
||||||||||||||||||||||||||||||||Appendix [#009]||||||||||||||||||||||||||||||||
———————————————————————————————————————————————————————————————————————————————
===============================
=======================|Key and Wall Checklist [#009.1]|=======================
===============================
____________________________________Blue Key___________________________________
-Found: After beating Asura Hayagriva retuurn to the room where you fought
Hayagriva in Svadhisthana and there will be an Ex-Vanguard that will
give you the Blue Key.
Muladhara
---------
-In the Middle level there is a Blue Wall that blocks two HP Noises, two MP
Noises, and another Blue Wall.
-In the Lower level of the base there is a Blue Wall that blocks a Great
Chakra.
Svadhisthana
------------
-On 2F there is a Blue Wall that blocks a Vital Noise and a Power Noise.
Manipura
--------
-After Gate #1 is a Blue Wall that blocks a Wild Card and Quick Noise along
with a Yellow Wall.
-After Gate #2 is a Blue Wall that blocks a Great Chakra.
Anahata
-------
-Near the stairs up to 3F is a Blue Wall that blocks a Magic Noise.
-In the Area to the Southeast of the Citadel 1 Large Karma Terminal is a Blue
Wall that blocks a Field Hunt.
Svadhisthana Waterways
----------------------
-Near the third Large Karma Terminal is a Blue Wall that blocks a Logic Cell
Manipura Waterways
------------------
-There is a Blue Wall in the first half of the dungeon that blocks a damage
trap and a battle with three Shiki-Ouji.
-There are four blue walls together that blocks a Theory Cell, a MP Noise, a
Logic Cell, and a Fusion Cell.
Anahata Waterways
-----------------
-You have to destroy a Blue Wall before you can explore this dungeon.
___________________________________Yellow Key__________________________________
-Found: on 6F of Coordinate 136. You will have to manipulate a switch and ride
a coaster to get it.
Muladhara
---------
-after making your way through the Manipura Waterways you will come to a
Yellow Wall that blocks a Tyrant Skull, a Magatama bullet, and a Murder
Rock.
Svadhisthana
------------
-In B1 there is a Yellow Wall that blocks a Vital Noise.
Manipura
--------
-Behind one of the Blue Walls is a Yellow Wall that blocks a Soma drop.
-In the Southwestern corner of the map is a Yellow Wall that blocks a Power
Noise and Beast Baihu of the Four Beasts.
Anahata
-------
-On 3F of the Citadel is a Yellow Wall that blocks an Iron Shot and Dragon
Gui Xian of the Four Beasts.
Coordinate 136
--------------
-On 2F is a Yellow Wall that blocks a Quick Noise, two Magic Mirrors, and a
Chakra Pot.
-On 2F is a Yellow Wall that blocks a Field Hunt.
Svadhisthana Waterways
----------------------
-In the second part of the Sewers is a Yellow Wall that blocks a Theory Cell
and a Small Karma Terminal.
-Near the Life Terminal is a Yellow Wall that blocks a Water Pump Maze,
through that is the Red Key.
-Near the third Large Karma Terminal is a Yellow Wall that blocks a Logic
Cell.
Ajna
----
-In the Red Configuration is a Yellow Wall that blocks a Soma and Dragon
Long.
Sahasrara
---------
-At Elevation: 98ft is a Yellow Wall that blocks a Great Chakra.
-At Elevation: 98ft is a Yellow Wall that blocks a battle with a Samael.
Manipura Waterways
------------------
-You have to destroy a Yellow Wall before you can explore this dungeon.
Anahata Waterways
-----------------
-There is a Yellow Wall that blocks a Great Chakra, a Magic Noise, and a
Logic Cell.
____________________________________Red Key____________________________________
-Found: In the Svadhisthana waterways behiind a yellow wall. You will have to
go through a water puzzle to reach the key.
Svadhisthana
------------
-On B1 is a Red Wall that blocks another section of the dungeon and Demon
Beelzebub (Human).
-In the extra section of the dungeon is another Red Wall that blocks a Theory
Cell, a Soma, and Arial Feng Huang.
Coordinate 136
--------------
-On 4F there is a Red Wall that blocks a light puzzle and a Soma and a Logic
Cell.
Svadhisthana Waterways
----------------------
-In the first section of the Waterways is a Red Wall that blocks an Attack
Mirror, a Fusion Cell, and a Field Hunt.
Ajna
----
-On 2F of the Blue configuration is a Red Wall that blocks a Fusion Cell.
Sahasrara
---------
-At Elevation: 1804ft is a Red Wall that blocks a Fusion Cell.
-At Elevation: 1837ft is a Red Wall that blocks a Field Hunt.
-At Elevation: 1870ft is a Red Wall that blocks a Layer Cell.
-At Elevation: 1902ft is a Red Wall that blocks a Field Hunt.
-At Elevation: 12530ft is a Red Wall that blocks Dragon Huang Long.
-At Elevation: 12530ft is a Red Wall after Huang Long is beaten that blocks
the Golden Orb.
Manipura Waterways
------------------
-You have to destroy a Red Wall complete the dungeon.
Anahata Waterways
-----------------
-You have to destroy a Red Wall complete the dungeon.
===================
=============================|Combo List [#009.2]|=============================
===================
________________________________Physical Combos________________________________
Vile Blade
----------
Costs 14% of Max HP each, a Physical attack that does damage relative to HP
to all targets.
-Mad Rush
-Agi
-Tera
Gang Blast
----------
Costs 14% of Max HP each, a Physical attack that does light damage to all
targets.
-A single Target Skill
-A single Target Skill
-A single Target Skill
Primal Dance
------------
Costs 18% of Max HP each, a Physical attack that does heavy damage to one
target.
-A hunt Skill
-A hunt Skill
-A hunt Skill
Triple Threat
-------------
Costs 18% of Max HP each, a Physical attack that does heavy damage to all
targets.
-A single Target Skill
-A single Target Skill
-Sukukaja
__________________________________Fire Combos__________________________________
Maragi
------
Costs 5 MP each, a Fire attack that does light damage to all targets.
-Agi
-Zan
Maragion
--------
Costs 10 MP each, a Fire attack that does moderate damage to all targets.
-Agilao
-Zanma
Maragidyne
----------
Costs 20 MP each, a Fire attack that does heavy damage to all targets.
-Agidyne
-Zandyne
___________________________________Ice Combos__________________________________
Mabufu
------
Costs 5 MP each, an Ice attack that does light damage to all targets.
-Bufu
-Tera
Mabufula
--------
Costs 10 MP each, an Ice attack that does moderate damage to all targets.
-Bufula
-Terazi
Mabufudyne
----------
Costs 20 MP each, an Ice attack that does heavy damage to all targets.
-Bufudyne
-Teradyne
__________________________________Elec Combos__________________________________
Mazio
-----
Costs 5 MP each, an Elec attack that does light damage to all targets.
-Zio
-Bufu
Mazionga
--------
Costs 10 MP each, an Elec attack that does moderate damage to all targets.
-Zionga
-Bufula
Maziodyne
---------
Costs 20 MP each, an Elec attack that does heavy damage to all targets.
-Ziodyne
-Bufudyne
__________________________________Force Combos_________________________________
Mazan
-----
Costs 5 MP each, a Force attack that does light damage to all targets.
-Zan
-Zio
Mazanma
-------
Costs 10 MP each, a Force attack that does moderate damage to all targets.
-Zanma
-Zionga
Mazandyne
---------
Costs 20 MP each, a Force attack that does heavy damage to all targets.
-Zandyne
-Ziodyne
__________________________________Earth Combos_________________________________
Matera
------
Costs 5 MP each, an Earth attack that does light damage to all targets.
-Tera
-Agi
Materazi
--------
Costs 10 MP each, an Earth attack that does moderate damage to all targets.
-Terazi
-Agilao
Materadyne
----------
Costs 20 MP each, an Earth attack that does heavy damage to all targets.
-Teradyne
-Agidyne
________________________________Almighty Combos________________________________
Micro Nova
----------
Costs 5 MP each, an Almighty attack that does light damage to all targets.
-Agi
-Bufu
-Tera
Megido
------
Costs 15 MP each, an Almighty attack that does moderate damage to all targets.
-Hama
-Mudo
-A Kaja Skill
Megidola
--------
Costs 20 MP each, an Almighty attack that does heavy damage to all targets.
-Hamaon
-Mudoon
-A Kaja Skill
Megidolaon
----------
Costs 25 MP each, an Almighty attack that does mega damage to all targets.
-Mahamaon
-Mamudoon
-A Kaja Skill
__________________________________Expel Combos_________________________________
Mahama
------
Costs 8 MP each, an Expel attack that reduces all target’s HP by half.
-Hama
-Media
Mahamaon
--------
Costs 15 MP each, an Expel attack that reduces all target’s HP by 3/4.
-Hamaon
-Mediarama
Damnation
---------
Costs 13 MP each, an Expel attack that reduces all targets HP by 4/5.
-An Expel skill
-An Expel skill
-An Expel skill
__________________________________Death Combos_________________________________
Mamudo
------
Costs 8 HP each, a Death attack that has a low chance of causing instant
death to all targets.
-Mudo
-Death Spray
Mamudoon
--------
Costs 15 MP each, a Death attack that has a high chance of causing instant
death to all targets.
-Mudoon
-Death Blow
Millennia Curse
---------------
Costs 10 MP each, a Death attack that has a high chance of causing either
instant death or Curse status to all targets.
-A Death Skill
-A Death Skill
-A Death Skill
_______________________________Human Form Combos_______________________________
Crossfire
---------
Costs 10% of Max HP each, a Gun attack that does heavy damage to one target.
-Gun (Any)
-Gun (Any)
-Gun (Any)
Ice Shot
--------
Costs 3 MP each, an Ice attack that does light damage to one target.
-Gun (Serph)
-A Void skill
Freeze Shot
-----------
Costs 6 MP each, an Ice attack that does moderate damage to one target.
-Gun (Serph)
-A Repel skill
Blizzard Shot
-------------
Costs 9 MP each, an Ice attack that does heavy damage to one target.
-Gun (Serph)
-A Drain Skill
Fire Shot
---------
Costs 6 MP each, a Fire attack that does light damage to all targets.
-Gun (Heat)
-A Void skill
Flame Shot
----------
Costs 12 MP each, a Fire attack that does moderate damage to all targets.
-Gun (Heat)
-A Repel skill
Inferno Shot
------------
Costs 18 MP each, a Fire attack that does heavy damage to all targets.
-Gun (Heat)
-A Drain skill
Earth Shot
----------
Costs 4 MP each, an Earth attack that does light damage to one target.
-Gun (Argilla)
-A Void skill
Quake Shot
----------
Costs 8 MP each, an Earth attack that does moderate damage to one target.
-Gun (Argilla)
-A Repel skill
Seismic Shot
------------
Costs 12 MP each, an Earth attack that does heavy damage to one target.
-Gun (Argilla)
-A Drain skill
Wind Shot
---------
Costs 5 MP each, a Force attack that does light damage to random targets.
-Gun (Gale)
-A Void skill
Gale Shot
---------
Costs 10 MP each, a Force attack that does moderate damage to random targets.
-Gun (Gale)
-A Repel skill
Tornado Shot
------------
Costs 15 MP each, a Force attack that does heavy damage to random targets.
-Gun (Gale)
-A Drain Skill
Elec Shot
---------
Costs 6 MP each, an Elec attack that does light damage to random targets.
-Gun (Cielo)
-A Void skill
Thunder Shot
------------
Costs 12 MP each, an Elec attack that does moderate damage to random targets.
-Gun (Cielo)
-A Repel skill
Neutron Shot
------------
Costs 18 MP each, an Elec attack that does heavy damage to random targets.
-Gun (Cielo)
-A Drain skill
_________________________________Healing Combos________________________________
Media
-----
Costs 8 MP each, a healing skill that restores all party members’ HP by a
little bit.
-Dia
-Dia
Mediarama
---------
Costs 12 MP each, a healing skill that restores all party members’ HP by a
lot.
-Diarama
-Diarama
Mediarahan
----------
Costs 22 MP each, a healing skill that completely restores all party members’
HP.
-Diarahan
-Diarahan
Angelic Grace
-------------
Costs 8 MP each, a skill that restores all party members’ HP by a lot and
raises defense. Basically a Mediarama + Rakukaja together.
-Dia
-Dia
-Dia
Me Patra
--------
Costs 10 MP each, a skill that cures the Sleep/Charm/Panic status for all
party members.
-Patra
-Media
_________________________________Support Combos________________________________
Makajamon
---------
Costs 7 MP each, a skill that has a chance to cause the Mute status on all
targets.
-Makajam
-Makajam
Dekunda
-------
Costs 6 MP each, Removes all –Kunda effects on all party members.
-A –Kaja skill
-A –Kaja Skill
Dekaja
------
Costs 6 MP each, Removes all –Kaja effects on all enemies
-A –Kunda skill
-A –Kunda skill
Debilitate
----------
Costs 17 MP each, this skill lowers the statistics of all enemies.
-A –Kunda skill
-A –Kunda skill
-A –Kunda skill
========================
===========================|Cell Price List [#009.3]|==========================
========================
| Min Noise | Max Noise
-------------------------------------
Devil Cell | 800 | 1200
Active Cell | 1600 | 2400
Error Cell | 3200 | 4800
Code cell | 6400 | 9600
Quantum Cell | 12000 | 18000
Organic Cell | 16000 | 24000
Jack Cell* | 24000 | 16000
Theory Cell | 40000 | 60000
Logic Cell | 64000 | 96000
Fusion Cell | 128000 | 192000
Layer Cell | 240000 | 360000
*Remember that Jack Cells sell for the most when Solar Noise is at Min.
———————————————————————————————————————————————————————————————————————————————
||||||||||||||||||||||||||||||Miscellaneous [#010]|||||||||||||||||||||||||||||
———————————————————————————————————————————————————————————————————————————————
=======
===================================|Nirvana|===================================
=======
-http://dds.yosuga.net
Nirvana is a Fansite dedicated to both Digital Devil Saga games. It has just
about anything you could want to know about the games. From story info,
(Watch out for spoilers) info about the game’s naming conventions, and a
large media section. I highly recommend this site for all DDS lovers.
———————————————————————————————————————————————————————————————————————————————
|||||||||||||||||||||||Frequently Asked Questions [#011]|||||||||||||||||||||||
———————————————————————————————————————————————————————————————————————————————
-Q: Why is Argilla not gaining AP?
A: At the very beginning of the game Argilla will not gain any AP. Don’t
panic, as this will clear itself after you finish the first dungeon.
-Q: Can you do anything with Cells other tthan selling them?
A: No. The only thing that cells do is sell for Macca.
-Q: How do I block Almighty attacks?
A: You don’t. Almighty attacks are unblockable; the only thing you do is to
try to take the edge off them with Rakukaja and/or Makanda.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Black Hole Sun
Won’t you come
And wash away the rain?
Please don’t put this walkthrough up on any website without my permission.
This document is Copyright 2005 James “JaggedJim” Ramsey.
In loving memory
Mae Vanek: 1930-2002
               (
geocities.com/jagged_jim)