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Megami Tensei Persona - Be your true mind
Revelations series - Persona
A faq by
Henry LaPierre
freeza@ix.netcom.com
Version 4
February 28th, 1997
Updated for the American release
Revelations Persona is an RPG that takes place in current times. A
large corporation is dabbling in the art of mind manipulation, through
which they open a dimensional portal. You gather a team of characters,
who happen to be students from the local high school, and try to solve
the mystery of what's going on. A large barrier has encased the city of
Lunarvale, where you live. Demons are walking the streets, your friends
and loved ones are missing or being killed. It's up to you and your
friends to bring the city back from the dark reaches. Armed with only
your wits and fists, you start out on a long and perilous journey.
Soon you will aquire better weapons, such as axes, bows, spears, and
swords, not to mention each character will unlock their "persona". Later,
you will be able to purchase automatic weapons like, pistols, pump
shotguns, uzis, and rifles. A whole city is open for you to explore,
will you go to the police station to try and enlist help from the police?
Or will you go shopping at the mall for new weapons? It's up to you, but
you better think fast, life as you know it is depending on you.
Note:
This faq was originally written for the Japanese version of this game.
Some of the controls mentioned during the explanations may be for that
version, please refer to the American controls section for a listing of
the control changes made when translated for the American market.
Starting up:
After turning the power on to your Playstation, hit the start button.
After the title comes up, press any button, this will bring up two
choices:
1. Load a game
2. Start a new game
To load a game, press the "X" button("X" is the accept button throughout
the game, The "Triangle" button will cancel your selections and return
to the previous screen) while load game is highlighted.
This will bring up two choices:
1. Slot 1
2. Slot 2
This is which memory card slot on your Playstation you want scanned
for game saves.
Press the "X" button when the slot you want scanned is highlighted.
After a few seconds all the Persona save files on the card will be shown
on screen in the saved data menu. Choose the save file you would like to
load(highlighted in red), after making your choice you will be asked if
this file is OK to load:
1. Yes
2. No
Press the "X" button to load the saved game. You will appear at the last
Augustus tree or bush you saved at.
To start a new game, choose New game from the startup menu. The game will
scan for a memory card so that you may save when you need to. It will
notify you if there isn't one present. After this the game will begin.
Japanese version controls:
Controls(all are using Type 1 controller configure):
Here are the main controls for the game, if other uses for the buttons
arise, see the individual instructions sections, as extra controls may
be listed among them.
"Circle" button: This is the Accept/Inspect button(choosing selections)
"X" button: This will cancel your decision, and return you to the
previous screen. Holding down this button while walking on
the city map makes your character/party travel faster.
Triangle button: This brings up a descriptive text box in the battle
menus, rotates the city to a 45 degree angle when
walking on the city map.
Square button: This brings up the menu screen in non battle screens, or
cancels directly out of it.
L1 button: Sidestep left
L2 button: Calls up the automap/city map
R1 button: Sidestep right
R2 button: Calls up the enemy diary(list, see various enemies)
Select button: Holding down this button in a dungeon causes the small
corner map and phase of the moon chart to disappear.
Start button: Holding down this button causes a text box to appear with
your current location while in a dungeon.
Directional pad: Moves your party, picks choices, it will also scroll text
so be careful of holding it down during text.
American version controls:
"X" button: This is the Accept/Inspect button(choosing selections)
"Triangle" button: This will cancel your decision, and return you to the
previous screen. Holding down this button while walking on
the city map makes your character/party travel faster.
"Square" button: This brings up a descriptive text box in the battle
menus, rotates the city to a 45 degree angle when
walking on the city map. Holding down this button
while in a dungeon causes a text box to appear with
your current location.
"Circle" button: This brings up the menu screen in non battle screens,
or cancels directly out of it.
L1 button: Sidestep left
L2 button: Calls up the automap/city map
R1 button: Sidestep right
R2 button: Calls up the enemy diary(list, see various enemies)
Select button: Not used
Start button: Not used
Directional pad: Moves your party, picks choices, it will also scroll text
so be careful of holding it down during text.
Options screens:
Hitting the Square button outside of battle will cause the options menu
to appear, it contains these sub menus and their uses:
1. Item:
1a. Use: Choose an item to use, only highlighted items can be used.
1b. Equip: Equip/Remove items or weapons from characters. Can be done
individually(itemwise) or choose maximum/all maximum to
equip the best possible items on your characters. Arrows
to the right, show the values of the equipped items.
1c. Sort: Yes(sort)/No(don't sort) is asked upon choosing this. When
sorting, choose an item you wish to move, it will then
highlight in yellow. Now choose a location you want that
item to go to(helpful for grouping like items, or items you
are familiar with) and press the accept button. This
feature only works properly if you don't leave any spaces
between your items, and have the two columns even.
2. Magic:
2a. Cast: Choose the character who you'd like to cast a spell with.
Now choose the persona you'd like that character to cast a
spell by, then choose the spell itself(only spells listed
in white are available). Finally, choose the recipient of
the spell. Remember, casting still takes spell points.
Spell points are slowly recouporated by walking through
dungeons, at a rate of 1 spell point for every 2 steps
walked.
2b. Persona: Same as Changing personas in the Velvet room, except
for a few differences. Choose the character whose
persona you would like to view/inspect, then highlight
the appropriate selection, Change/Status. Change is
accomplished the same way as in the Velvet room(see
Velvet room) accept that you don't have access to the
spare persona bank, it is all done using the 3 personas
equipped on the current character, you're just shuffling
the Main(equipped) and sub personas. Choosing status
will allow you to view the persona's statistics. If you
press the accept button while viewing the personas
statistics, the persona's card will be shown.
2c. Card: View the inventory of all enemy contact cards in your
possession.
3. System:
3a. Map: View auto map or city map, depending on location.
3b. Analyze: View the enemy diary(all monsters battled so far)
3c. Config:
3c,1. Auto map: Choose between Free(rotates with you), or
Fixed(stationary). This refers to the small corner
map.
3c,2. Sound: Choose between Monoaural or Stereo
3c,3. Controller configure: Choose between Type 1 or Type 2
3c,4. Window type: Choose from 8 different styles
1. Solid receeding color
2. Plaid
3. Checkered
4. Brick
5. Sand
6. Snowman
7. Metallic
8. Pipe
3c,5. Battle settings: Options available during battle only
3c,5a. Command confirm: On/Off (the OK after all decisions)
3c,5b. Message speed: Normal/Fast/Off(no messages, spell names)
3c,5c. Window anime: On/Off(windows just pop up if off)
3c,5d. Auto battle pre-set options:
Character 1: Hand weapon only/Gun only/Free
Character 2: Hand weapon only/Gun only/Free
Character 3: Hand weapon only/Gun only/Free
Character 4: Hand weapon only/Gun only/Free
Character 5: Hand weapon only/Gun only/Free
These are the pre-set attack commands for battles, that
will be used if you choose the third type of auto battle
from the battle menu in combat. Free setting shuts auto
battle off on the selected character, allowing you to
still select their attacks.
4. Form:
4a. Manual: Manually place each party member in a desired location.
There are 25 possible locations on the character grid to
choose from. By moving the directional pad, pick a
character to move(represented by number), then choose a
location on the grid to place him/her(represented by a
yellow diamond). When all the characters have been placed
it will ask you if it's "OK" Yes/No. If you choose Yes,
it will ask you if you'd like to save the formation to
memory, Yes/No. If you choose to save the formation, you
will then need to pick a slot from among 8(labeled A-H)
to save it in. Press the accept button when the correct
slot has been highlighted. It will ask you if it's "OK"
Yes/No once again, choose yes to save the formation.
4b. Load: Use this to load a previously saved character formation.
To do this, choose one of the saves from the 8 slots to
choose from. Moving left or right on the directional pad
at this time, will show you the party's current formation.
After answering "Load OK" Yes/No, your saved character
formation will be loaded.
5. Status:
Use this to show you a character's current statistics. Select the
character you wish to view and you will be able to see the following
attributes:
5a. Name of character
5b. Level of character
5c. Experience accumulated
5d. Amount of experience needed for raising to the next level
5e. Persona level
5f. Persona experience points accumulated
5g. Amount of persona experience needed to raise to the next level
5h. Strength(orange is character, yellow is amount added by persona)
5i. Vitality(orange is character, yellow is amount added by persona)
5j. Technique(orange is character, yellow added by persona)
5k. Agility(orange is character, yellow added by persona)
5l. Luck(orange is character, yellow added by persona)
5m. All equipped weapons and armor
5n. Strength of all equipped weapons and armor(from top: sword
attack, accuracy, gun attack, accuracy, defense, dodging
ability, magic attack ability, magic defense ability
5o. Personas equipped, main and sub
5p. Hit points, current/maximum
5q. Spell points, current/maximum
The bar graph of your character's current statistics in the
following 5 areas mean the following:
1. Strength(attack power)
2. Vitality(maximum HP, defending)
3. Technique(accuracy)
4. Agility(dodging ability/speed)
5. Luck(after battle item percentages)
The bar graph will be filled in with colors. The orange is what
you have raised your characters level in that attribute to(base
level). The yellow is what the currently equipped persona has
raised your levels in the attributes to. The blue is what any
currently equipped special weapons or armor has raised your
levels in the attributes to. Each persona is different and as
such will raise attributes differently.
Battle screens:
There are 6 choices you can make from the first battle screen menu:
1. Fight: gives you 6 more options
1a. Sword(SWD): Use hand weapon to attack enemy, choose target(s)
1b. Gun(GUN): Use gun to attack enemy, choose target(s)
1c. Persona(PRS): Use characters persona to cast a spell, choose spell
to perform, choose target(s)
1d. Persona change(CHG): Switch to one of the selected character's
sub personas(now=currently equipped), spells
for the currently highlighted persona are shown
to the right.
1e. Item(ITM): Use an item from your inventory, select target(s)
1f. Defend(DEF): Your selected character will assume a defensive
position upon start of the battle.
After all the characters attack selections have been made, you will
be asked if these choices are OK, Yes/No. After selecting Yes, the
battle turn will commence.
2. Escape: Choosing this will allow your party an attempt to escape
3. Contact: Attempt to gain the enemy's interest, or use an already
accumulated contact card to force an enemy type to leave
the battle. Highlight the enemy type you wish to contact
and hit the accept button, this will begin the contact.
4. Form: Re-align your characters battle formation, takes one full
turn(characters not moved will not be penalized). See Form
in Options menu for instructions.
5. Auto: Let the computer take over the battle for you, there are 3
choices of attack strategies to choose from:
5a. Normal: hand weapons only
5b. Replay: same as last "entered" attack commands
2c. Personal: your characters will perform their pre-set
attack selections(see System/Battle settings/
auto battle pre-set options in Options menu)
In all 3 choices, defense is chosen if character is out of
range for the auto attack. Pressing "Triangle, cancel" at
any time during an auto battle will stop the combat at the
end of the current full turn, bringing back up the first
battle menu.
6. Analyze: Check the status of any enemy, highlight target. From this
you can view the following:
1. Enemy's level
2. Enemy's type/name
3. Hit points, current/maximum
4. Spell points, current/maximum
5. Strength
6. Vitality
7. Technique
8. Agility
9. Luck
10. Main spell magic types
11. Magic strengths/weaknesses
12. Current condition of enemy
13. All spells known to the enemy
While in the first battle menu, pressing any of the top 4 buttons
(L1,L2,R1,R2) will bring up one of 4 different options/statistics
screens(depending on the button pressed).
L1: All character status screen
L2: Settings(configurable)
Hitting L2, to bring up the settings selection here, will give you
access to the following:
1. Command confirm: On/Off
2. Battle message speed: Normal/Fast/None
3. Battle windows anime: On/Off
4. Pre-set auto battle choices: brings up the following:
Change the pre-set auto battle selection for each individual
character to(defense is chosen if out of striking range):
1. Sword only
2. Gun only
3. Free: choose the attack you'd like this character to perform
R1: Enemy listing for current battle(type, name, amount)
R2: Current controller configuration description
Battle notes:
When a character's hit points drop below a certain percentage, they will
kneel on the ground, as if hurt. Their current hit points will also be
highlighted in red when this happens.
Characters that are killed during a battle are brought back to the
character grid after the battle is over(as long as one character
survives the battle). They will only have one hit point upon return.
You will have to manually place the returning character(s) on the grid.
You are not restricted to choosing the location they were in prior to
being killed.
If all of your characters are killed during a battle, the game will end
and you will have to re-load from your saved game files.
Pressing the triangle button while on a battle screen will bring up a
text box with a description of the current choices in Japanese.
A white number after an attack/spell represents amount of damage, a
green number is amount healed.
After each full turn(all characters) you are given the first battle menu
to choose from again.
The tile next to the characters name shows that characters position on
the character grid, type of attack prepared, or condition of character
if they are affected by a hold type spell(the word Bad, will appear).
Sometimes a group of enemies will sneak up on you. When this happens,
your character formation is reversed, the front is now the back row
and vice versa. You can choose to re-form your characters(see Form),
or leave them how they are. On the dungeon screen this is shown by
your view turning 180 degrees by itself directly before a battle. In
these instances, the enemy will get first attack. You need to re-form
after the battle(if you didn't during) as it stays in the reversed
formation.
If the enemies in the front row are all destroyed, the back row moves
forward.
Some attacks will riccochet off an enemy and strike your character, take
note of the attacks that some enemies use, try to avoid using like
spells on them.
If a hold type spell is successful, a marker icon will appear over
the affected character(see spell markers).
Spell(hold type) markers:
Icons, these go for both your party and the enemy. These are shown above
the affected characters head, and last various amounts of time. The
number next to the icon represents the level of the spell.
Name Icon Result of hold spell
---- ---- --------------------
Unlucky: Stairs down, luck down
Happy: Sunrise, may skip turn
Poison: Skull, damage to you after each turn
Charm: Heart, you attack your teammates instead
Shock: Lightning bolt, skip turn
Panic: ?!, skip turn, or other random act
Freeze: Blue drop, skip turn
Bind: Shield emblem, skip turn
Close: Red X, only able to use close range attacks
Sleep: ZZZ, skip turn
Sick: Face asleep, lose hit points every full battle turn
Terror: Sad mask, character may try to escape the battle
Paralyze: 2 jagged lines, skip turn
Guilt: Rosary, cannot use hand weapons or gun
Blind: Eye with X thru, decreases accuracy
Stone: Stone, skip turn
Raising levels:
When your character goes up an experience level you are given 3 points
to add to his statistics in any way you see fit. To add the points to
his statistics in any catagory or combination of catagories just move
the directional pad to the right the desired amount of times over the
selected statistic or statistics. After placing all 3 points you will
be asked if you are sure that is how you want them, Yes/No.
Saving:
See Augustus tree, under Room descriptions.
Ranges:
Various weapons and persona spells have ranges that they will be
effective in. If you are not allowed to use a weapon/spell, you most
likely are out of range. Most(not all) hand weapons are close range.
The phase of the moon:
This shows the passage of time. It also has to do with the way certain
enemies behave, which is why sometimes you cannot get a contact card
the same way twice from the same enemy. The Incense shop also works in
conjunction with this feature.
Room descriptions:
The Velvet room:
This is where you make new personas. The object is to combine 2 enemy
contact cards plus an item from your inventory, the result is a new
persona.
Upon entering you are given four choices:
1. Fusion
2. Quit
3. Deliver/Erase
4. Instructions
1. Choosing fusion gives you four more options:
note: you will not be able to access this choice if you have a full
inventory of personas until you delete some unneccessary ones):
1a. Self-service(Crosschart on new personas available to you)
From this you choose a contact card, shown by number, type, level
and name from the list to the left, and align the crossbar with
another(shown by number only at the top, 1-12) you would like to
combine it with. If the two cards can be combined into a persona,
the results will be shown in the box at the bottom of the screen.
The various symbols on this crosschart tell you things about the
strengths and weaknesses of the various contact card combinations.
Red: Uncompatible, may screw up
White: Normal
Blue: Compatible(same alignment), good chance of extra
abilities/attributes
Circle: Normal
Arrow up: Good chance of extra abilities/attributes
Arrow side: Normal
Arrow down: Good chance of mishap occuring, persona may weaken
Some mishaps can produce entirely different personas than expected,
these can be "Fools(enhanced persona) or Jellyman(dead persona)"
These mishappen(Jellyman) personas still appear the same but
will gain or lose spells/attributes depending on which way the
mishap swayed. A Fool(entirely different family, only available
through creation mishap) persona will occur approximately one
in 64 irregularities, if the circumstances are correct. Fusing
spell cards that show a blue symbol will increase your odds of
creating a "Fool" persona, this is due to blue indicating same
alignment of the chosen spell cards(IE: Holylight/Holylight or
Physical/Physical). Some personas may even develop spells after
attaining stage 8(the stage will not rise above 8), or perform
special spells without you even summoning it(I call these Freaks)
if your equipped character is in grave danger(Hit points are
highlighted in red). You can tell a mishap has occured because
Igor will mention that the resulting persona "seems irregular".
1b. Full-service
In this menu you can see a list of all the various personas that
your current enemy contact cards will create. Highlight the persona
you would like to create(in red) and select it. A list of all the
possible card combinations that will create this persona will be
shown. Choose the combination of contact cards you'd like to use
to create the persona. You will then be asked if you are sure of
this decision, Yes/No. After choosing yes, you may now choose
one item from your inventory to add to the persona in it's creation.
An item will possibly boost a personas attributes/abilities, or
even allow for an entirely different persona to be formed, usually
higher or lower within the same family of the chosen persona. After
picking the item(if you wished to add one) to add, you will be
shown the persona's card(scroll down to see it's attributes).
Press the accept button to see if you are able to complete the
merger of contact cards for this particular persona(if the
persona's level is far too high for any of your characters, or you
already have it, you will be denied). If you are able to create
the persona, you will be asked if all the choices you made are
"OK" Yes/No. As soon as you answer yes to this final question, you
will be brought to the persona creation room. You will witness your
two enemy contact cards brought to life and merged into the persona
you have chosen.
1c. See cards
From this selection you can view all the enemy contact cards
currently in your inventory. You can also delete unwanted contact
cards here.
1d. Quit to previous menu
3. Choosing Deliver/Erase allows you to view or change any character's
persona. To do this, highlight a party member whose persona you'd
like to change. You can have up to three personas equipped on each
character, one main(usable) and two sub(must equip them before use).
The character you'd like to equip the new persona on must have a
P-level(persona) equal to or higher than the persona you would like
to equip. The characters main(usable) persona is listed in red, the
sub personas(if any) are listed in white. Bring the flashing red bar
to the persona(or empty space) you wish to replace and press the
accept button, the flashing selection bar will move to the extra
persona bank. All currently not in use personas you've created are
kept in the extra persona bank. Now highlight the new persona you
wish to equip the character with(must be listed in white, personas
listed in grey are not available to that character) and press the
accept button. The new and old personas will change places,
equipping the new one, while putting the old into the extra persona
bank. You can store up to 16 personas in the extra persona bank.
The extra persona bank is only available from this selection in the
Velvet room, you cannot access these personas out in the field. You
can also delete personas from this selection that are obsolete.
Any persona that has reached stage eight before deletion will give
you an item in return when deleted. These items vary depending on
the persona deleted. Another feature available from this selection
is being able to view the persona's statistic card. To do this,
simply press the square button while a persona(any you choose) is
highlighted. The persona's statistic card will show you:
A portriat of the persona entity
The name of the persona
The level of the persona
The amount of spell points it takes to cast one of it's spells
All spells currently available to the persona(more may be aquired)
Amount the persona would enhance the users statistics
The main types of persona magic it uses
Strengths/weaknesses of persona
Pressing left or right on the directional pad while a persona status
card is up will allow you to view the other personas the character
is equipped with. Not all characters can use all personas, try them
in battle to find out which personas fit each character best.
4. Choosing Instructions on the Velvet rooms' use will get you four
more options(begginer, amateur, instructions(basic) and professional,
all of which are various instructions on room use. After viewing any
of the instruction choices you are sent back to the main menu for
the Velvet room.
Judgement 1999:
This is a casino. You can purchase coins from the teller next to the
door. The coins are used to play the various gambling machines in the
room. The object here is to win enough coins to buy goods from the
teller to the left, mainly powerful weapons or items to use during
fusion. Upon inspecting the machines you get four choices:
1. Start game
2. Quit(leave without playing)
3. Coins (total amount of coins you have left)
4. Instructions(different per machine, this gives 4 more options)
1. Rules
2. Controls of the game
3. Game advice
4. Exit to previous menu
Here is a list of the games available to play:
1. Dice game(craps)
2. Poker
3. Blackjack
4. Code breaker
5. Slots(slot machine)
Upon winning at various gambling machines, you will be asked if you
would like to risk your winnings in a double or nothing game. These
double or nothing games vary from machine to machine.
Rosa Candida shop:
This is the armor shop. You can purchase different types of armor here.
Talking to the shopkeeper gives you the option of buying, selling or
equipping items.
Yin Yan shop:
This is where you buy weapons. You can buy, sell and equip here by
talking to the shopkeeper. At various points in the game, new weapons
and items will become available in the shops. Just because you've
already bought all the items in one shop, don't neglect to shop there
again, as you may miss something good.
Give and take fountain(fountain of life):
The give and take fountains are fountains of regeneration run by
fairies. When entering one, you are asked whether you'd like to use the
fountain of give and take. The top choice is Yes, while the bottom is
No. If you choose yes, you will be given a dollar/yen amount to throw
into the fountain for the regeneration, along with two choices...
Yes on top, No on bottom. If you choose to accept the cost of the
regeneration your entire party's Hit points and Spell points will be
refilled to maximum.
The Gem/Incense shop(Essensce shop, wooden bamboo storefront):
This shop gives you the option of raising your statistics, buy, sell,
equip, or use items. There are two shopkeepers in this shop, a male
(red robe) and a female(white robe). By talking to the male shopkeeper
you are able to buy, sell or equip items. He sells mainly various
potions. By talking to the female shopkeeper you are able to use the
Item and Essense selections from her shops menu. First go into the
Item selection menu, here you choose to trade gems from your inventory
for various items. In the Essence selection you can chose to trade
your gems for various essences that you can use to raise your
character's statistics. It costs two gems for every essence you want.
Each essence will also cost different combinations of gems depending
on the phase of the moon. Essences highlighted in white are available
for trade(you have the neccessary gems for trading in your inventory).
After choosing one, you will be asked to choose the character that you
would like to have that statistic raised on. Below is a chart on the
various gems you need for trading at the different phases of the moon:
Strength: New-2/8 Alexandria & Garnet
3/8-5/8 Diamond & Amethyst
6/8-Full Aqua stone & Pearl
Vitality: New-2/8 Alexandria & Topaz
3/8-5/8 Sapphire & Garnet
6/8-Full Aqua stone & Ruby
Technique: New-2/8 Alexandria & Magmastone
3/8-5/8 Emerald & Topaz
6/8-Full Aqua stone & Emerald
Agility: New-2/8 Alexandria & Onyx
3/8-5/8 Ruby & Magamastone
6/8-Full Aqua stone & Sapphire
Luck: New-2/8 Alexandria & Turquoise
3/8-5/8 Pearl & Onyx
6/8-Full Aqua stone & Diamond
HP: New-2/8 Alexandria & Opal
3/8-5/8 Amethyst & Alexandria
6/8-Full Moon stone & Aqua stone
SP: New-2/8 Alexandria & Crystal
3/8-5/8 Amethyst & Aqua stone
6/8-Full Moon stone & Alexandria
Note: This shop will be a regular shop up until a certain point in
the game.
Peace diner:
In the sun mall this is a fast food type restaraunt, yet in the
Black market/Joy street this is a bar. You don't seem able to
purchase anything in either Peace diner, just talk to the employees
and patrons. The Miller and Budweiser beer logos on the front window
of this shop were removed from the American version.
The Frog shop(pharmacy):
This is the drugstore/pharmacy. In this shop you can buy, sell or equip
various items by talking to the shopkeeper. The items are mainly healing
remedies and things of that nature. There is a back door to this shop,
but every time you try to use it the shopkeeper tells you that you
can't. Nice music ;)
Medical office(clinic, has a red cross on the storefront):
In this shop/dwelling, you can be treated by a doctor. To do this,
talk to the doctor, he will ask you whether you would like to be
treated or not, Treat/Do not treat. If you choose to be treated, the
doctor will then tell you what the cost of the treatment wll be. You
will then be asked whether you will pay this amount or not, Yes/No.
If you answer yes to this, the amount will be deducted from your total
money, and all your party member's hit points and spell points will
be returned to their maximum level. Note: Talking to certain characters
throughout the game will also raise these attributes, the school nurse
is one of them.
Agastya trees(Augustus):
Agastya trees/bushes are the games save spots. To use an Agastya tree
enter it on the map(if it's in bush form, inspect it). Scroll through
the text until you come to a set of two choices, it is asking you
whether you want to use the tree or not. Yes(top) or No(bottom) are
your choices. After choosing yes, you are taken to another selection
screen, this time asking whether you'd like to: Save or Game end.
Choosing game end brings up a box asking if it's OK to choose this
option, Yes/No. Choosing save from the selection screen brings up the
file selection screen. Choose a slot to save your game in by
highlighting it in red and pressing the accept button(takes 2 blocks
on a memory card per save file). At this point you are asked if the
slot you chose is "OK"(are you sure about this slot) Yes/No. If you
already have a save in the slot you wish to use, you will then be asked
if you wish to save over the old save file, Yes/No. After choosing yes,
the game will save to the memory card. You can have up to 7 save slots
per memory card. After saving is completed, use the cancel button to
cancel out of the Agastya tree.
Using shops:
When using a shop, you are presented with a buying menu. It includes a
list of all products for sale(items you can afford are listed in white,
ones you can't are grey) and their prices. A description of the
currently highlighted(by red bar) item is shown in a text box at the top
of the screen, while the total of your current purchase and the total
amount of money you have left is shown in the lower right corner. Also,
the amount of the currently highlighted(by red bar) item you have in your
inventory is shown at the bottom left. After choosing a particular item
to buy, you will be asked the amount(how many you want) of the item you
wish to purchase(shown after the "X" sign), use the directional pad to
increase or decrease the number of units desired. The limit on each item
is 99 units. There may be some abbreviations used in the descriptions
of certain items, some are:
P=Player P1=Player 1(one player character) PAll=Player all
E=Enemy E1=Enemy 1(one enemy) EAll=Enemy all
The map:
There are 3 maps in the game, the small corner travel map, the automap,
and the city map. When viewing the automap screen, hitting any of the
top 4 buttons(L1, L2, R1, R2) will cause the map to rotate 90 degrees.
Using the directional pad while the automap is up allows the map to be
scrolled. In the city map, hitting the R1 or L1 buttons will cause
the map to turn clockwise or counterclockwise, respectively. L2 will
cancel or call up the city map from a street location. The directional
pad rotates the city map in all directions. While walking in the city,
pressing the Square button causes the viewing angle to rotate 45
degrees. To open a door or enter something, just push towards it with
the directional pad. Unless it is locked or sealed, you will go through.
Personas:
These are the demon entitys that each character summons to cast spells
for them. Each persona is different, depending on which 2 enemy contact
cards you create it from. Each persona has eight stages of growth, after
which it will not aquire any new spells. A persona gains spells from
experience, and can have a total of up to seven spells at it's disposal.
Not all personas will have seven spells though, and some can get odd(not
common to particular persona type) spells by adding certain items during
the initial fusion process. Certain items added during the fusion process
will create "hidden" personas within certain families. Those items are
listed beneath each persona where applicable. For more information on
personas see "the Velvet room". Below is a listing of all one hundred
personas and their abilities(listed spells are available at stage 8,
statistics listed are at stage one, they will get stronger as the
persona reaches stage 8, note: Fool statistics fluxuate as they are
only obtained by irregularity):
Lv: Name: Type: SP: Spells: Strengths/Weaknesses:
4 Trickster Heirophant 3 Duel sword Strong against magic
DEF up STR:15 OMP:55
Item "Hell book" Spirit norm VIT:17 DMP:55
Holyer TEC:12
STR up AGL:15 Holylight
LUK:7 Exorcism
5 Pixie Lovers 2 Cure Reflect wind
Wind Weak to physical
Happy dance STR:5 OMP:42
Flash VIT:10 DMP:63
Star punch TEC:7
Bolt AGL:16 Elemental
LUK:18 Air
5 Shaman Chariot 4 Tackle Relect gravity
Rapid fall Weak against spirit
Gravity STR:13 OMP:47
Gravity all VIT:10 DMP:37
Flash all TEC:8
AGL:5 Physical
LUK:9 Graviton
5 Starion Emporer 4 Wind Reflect wind
Blind light Weak against physical
Magic seal STR:12 OMP:65
Confuse VIT:8 DMP:46
Wind all TEC:5
Spin kick AGL:11 Elemental
LUK:9 Sign
5 Maria Priestess 4 Chill Absorb chill
Cure Weak against fire
Poison cure STR:8 OMP:67
Multi bow VIT:10 DMP:68
Trap cure TEC:12
Freezer AGL:9 Holylight
LUK:11 Aqua
6 Vesta Empress 4 Blast Absorb fire
Cure Weak against spirit
Flash STR:11 OMP:54
Red fire VIT:11 DMP:54
Blast more TEC:10
AGL:7 Physical
LUK:8 Ignis
6 Voodoo Heirophant 4 Holy Strong against magic
Candy voice Weak against attack
ACU up STR:10 OMP:39
Iron punch VIT:12 DMP:69
Mag up TEC:9
Holy white AGL:5 Holylight
LUK:7 Awake
7 Nike Judgement 4 Light No effect against magic
Cure Weak against attack
DEF up STR:10 OMP:56
Icy VIT:6 DMP:68
Sonar TEC:5
AGL:13 Holylight
LUK:9 Bless
8 Fury Magician 8 Blaze Reflect fire
Sleep song Weak against physical
Fire all STR:7 OMP:60
Love whip VIT:7 DMP:48
Red whip TEC:11
AGL:12 Elemental
LUK:6 Ignis
8 Talon Justice 7 Ray Absorb wind
Para pin Weak against spirit
Ray all STR:7 OMP:53
Twister VIT:9 DMP:43
TEC:15
AGL:13 Physical
LUK:12 Air
10 Jack frost Lovers 7 Chill Reflect chill
Joy Weak against physical
Tango STR:7 OMP:57
Chill all VIT:12 DMP:82
Sweet trap TEC:9
Ice breath AGL:14 Elemental
LUK:26 Aqua
10 Guni Devil 9 Twin slash Strong against everything
Berserk STR:15 OMP:114
Curse VIT:20 DMP:99
Attack back TEC:13
Magic seal AGL:18 Evildark
Sonar LUK:24 Awake
10 Ven Sun 6 Beak No effect against wind
Fire all Weak against gun
Wind all STR:14 OMP:57
Blaze VIT:7 DMP:52
Fire breath TEC:9
AGL:31 Elemental
LUK:16 Ignis
11 Virgo Priestess 5 Cure all Strong against magic
Happy dance STR:11 OMP:75
Fire VIT:13 DMP:75
Para cure TEC:14
Heal AGL:6 Holylight
Sexy dance LUK:7 Bless
12 Pawn Emporer 6 Tremor Reflect tremor
Paralyze Weak against physical
Slumber STR:18 OMP:75
Quake all VIT:9 DMP:57
Dual sword TEC:7
AGL:16 Elemental
LUK:12 Terra
14 Lx1 Magician 12 Ice Reflect chill
Chill all Weak against physical
Sexy dance STR:13 OMP:75
Ice all VIT:9 DMP:51
Multi pin TEC:15
AGL:21 Elemental
LUK:9 Aqua
15 Rain Empress 6 Gravity Absorb tremor
Flash Weak against spirit
Ray STR:17 OMP:78
Richter VIT:16 DMP:73
Fastball TEC:15
AGL:9 Physical
LUK:16 Terra
16 Hellcat Hermit 7 Ice No effect against tackle
Wind Weak against whip
Panic voice STR:15 OMP:72
Petri nail VIT:22 DMP:65
Icy TEC:27
AGL:18 Elemental
LUK:9 Aqua
17 Hive World 7 Para bite Strong against attack
Blast Weak against magic
Red fire STR:16 OMP:72
Wave all VIT:27 DMP:80
TEC:11
AGL:10 Physical
LUK:14 Grewon
17 Shogi Heirophant 7 STR drop Strong against magic
Holy bound STR:15 OMP:57
Para eyes VIT:20 DMP:82
DEF drop TEC:17
AGL:10 Holylight
LUK:16 Exorcism
18 Vortek Chariot 8 Squash Reflect blast
Poison pin Weak against spirit
Nuke STR:21 OMP:79
Light kick VIT:18 DMP:54
Nuke more TEC:20
AGL:11 Physical
LUK:16 Grewon
18 Halo Judgement 7 Twin slash No effect against magic
STR drop Weak against attack
Heal all STR:16 OMP:84
Magi shield VIT:11 DMP:84
Red fire TEC:7
AGL:22 Holylight
LUK:17 Ignis
18 Crosscut Priestess 6 Fire wall Absorb fire
Cure Weak against chill
Heal STR:16 OMP:84
Revive VIT:17 DMP:89
Blue fire TEC:17
AGL:8 Holylight
LUK:11 Ignis
19 Dark rider Justice 12 Dual stab Reflect ray
Flash Weak against spirit
Flash all STR:12 OMP:81
Destruct VIT:17 DMP:56
Ray all TEC:25
AGL:21 Physical
LUK:17 Photon
20 Jack O' Lovers 13 Fire Reflect fire
Sweet trap Weak against physical
Fire all STR:13 OMP:83
Hula dance VIT:15 DMP:103
Blaze TEC:17
Fire breath AGL:22 Elemental
LUK:34 Ignis
21 Remy Moon 21 Poison Absorb magic
Bad luck Weak against attack
Poison pin STR:13 OMP:105
Dead VIT:18 DMP:104
Candy voice TEC:18
Sickness AGL:17 Evildark
LUK:23 Nerve
22 Sumi Star 24 Tremor Absorb tremor
Spirit norm Weak against ray
Spin kick STR:20 OMP:88
Holy white VIT:19 DMP:102
Eternity TEC:20
Gust all AGL:26 Elemental
Blaze all LUK:18 Terra
23 Brax Emporer 10 Ice Absorb attack
Trap cure STR:27 OMP:95
Item "Pentagon" Ice all VIT:13 DMP:80
Death TEC:10
Mystery hit AGL:22 Elemental
LUK:18 Exorcism
24 Gasious Sun 13 Chill No effect against wind
Chill all Weak against gun
Spike claw STR:21 OMP:113
Gust all VIT:13 DMP:103
Holy word TEC:19
AGL:43 Elemental
LUK:28 Bless
25 Omah Heirophant 9 Heat wave Absorb chill
ACU drop Weak against fire
Restore pow STR:18 OMP:79
Red fire VIT:34 DMP:99
TEC:24
AGL:13 Holylight
LUK:20 Aqua
25 Stalios Hermit 13 Fire all No effect against tackle
Spirit norm Weak against whip
Quake STR:20 OMP:97
Sonar VIT:29 DMP:84
Viri nail TEC:44
AGL:23 Elemental
LUK:13 Ignis
27 Iron bride Empress 17 Ray all Reflect ray
Bolt Weak against spirit
Twin slash STR:26 OMP:98
Wave VIT:25 DMP:98
TEC:21
AGL:11 Physical
LUK:26 Weak boson
28 Lance Magician 18 Dual stab Reflect tremor
Blind light Weak against physical
Quake STR:21 OMP:115
Tremor all VIT:15 DMP:80
Intimi mag TEC:27
Drago spear AGL:32 Elemental
LUK:12 Terra
28 Mach Justice 14 Wave Absorb wind
Poison pin Weak against spirit
Gale wind STR:15 OMP:105
Wave all VIT:20 DMP:75
Sonic TEC:37
AGL:32 Physical
LUK:21 Air
29 Deva Priestess 10 Bless Strong against magic
Ill cure STR:20 OMP:112
Love whip VIT:22 DMP:112
Spirit norm TEC:28
Heal all AGL:10 Holylight
Hell eyes LUK:15 Exorcism
29 Leviathan World 11 Poison air Strong against attack
Magnet Weak against magic
Viri bite STR:28 OMP:102
Bone crush VIT:48 DMP:105
Nuke more TEC:17
AGL:15 Physical
LUK:20 Air
30 Tenji Fool 7 Sweet trap Strong against everything
Attack back STR:25 OMP:145
Quake all VIT:34 DMP:95
MAG up TEC:29
Revive more AGL:31 Physical
Fire breath LUK:37 Normal
32 Anuvis Temperance 11 Drum punch No effect against tackle
Spirit norm Weak against whip
Judgement STR:36 OMP:99
Life VIT:23 DMP:109
TEC:51
AGL:26 Physical
LUK:17 Sign
33 Mordo Chariot 12 Iron punch Reflect flash
Bolt Weak against spirit
Magnet all STR:41 OMP:116
Viper smash VIT:28 DMP:86
TEC:36
AGL:18 Physical
LUK:23 Photon
34 Hera Death 16 Curse No effect against spirit
Mezmerize STR:19 OMP:113
Item "Niple" Trap cure VIT:15 DMP:98
Bad luck TEC:36
Hell eyes AGL:31 Evildark
LUK:41 Necromancy
34 Ug Emporer 23 Blaze Absorb ray
Berserk Weak against physical
Blaze all STR:40 OMP:118
Heat wave VIT:19 DMP:103
Physi wall TEC:14
AGL:31 Elemental
LUK:24 Weak boson
35 Helion Magician 23 Wind all Strong against magic
Gust Weak against attacks
Gust all STR:26 OMP:135
Tackle VIT:19 DMP:100
Dead whip TEC:32
AGL:38 Elemental
LUK:15 Necromancy
36 Brigit Empress 19 Blast Reflect flash
Heal Weak against spirit
Blast more STR:30 OMP:117
Blast most VIT:29 DMP:117
Blue fire TEC:25
AGL:14 Physical
LUK:33 Photon
36 Azreal Judgement 19 Wing flap No effect against magic
Lighter Weak against attack
Fear song STR:24 OMP:133
Life VIT:19 DMP:128
STR up TEC:14
Judgement AGL:43 Holylight
LUK:27 Wonder
37 Wals Priestess 15 Bless all Strong against magic
Heal STR:25 OMP:129
Item "Death ring" Petri cure VIT:27 DMP:129
Eternity TEC:34
AGL:15 Holylight
LUK:20 Sign
37 Region Justice 18 Magnet Reflect gravity
Light kick Weak against spirit
Flash all STR:20 OMP:124
Gravity all VIT:25 DMP:94
Holy white TEC:44
AGL:39 Physical
LUK:27 Graviton
39 Mephisto Heirophant 17 Electro Absorb flash
Pow return Weak against blast
Holyer STR:26 OMP:108
Air slice VIT:45 DMP:128
TEC:35
AGL:21 Holylight
LUK:28 Photon
39 Frost Hermit 18 Poison nail No effect against tackle
Gust Weak against whip
Item "W-Tablet" Bind voice STR:28 OMP:126
Gust all VIT:40 DMP:113
Petri bite TEC:55
AGL:30 Elemental
LUK:21 Air
40 Cerebus Fortune 15 Poison bite No effect against tackle
Wolf Weak against whip
Magi shield STR:31 OMP:123
Tackle VIT:29 DMP:125
Revive TEC:55
Viri nail AGL:30 Holylight
LUK:21 Curse
41 Crow Sun 22 Beak No effect against wind
Quake Weak against gun
Quake all STR:30 OMP:135
Dive bomb VIT:22 DMP:120
Gishin all TEC:99
AGL:56 Elemental
LUK:41 Wonder
43 Odin Emporer 24 Petri eyes Strong against magic
Quake Weak against attacks
Petrify STR:53 OMP:142
Drago spear VIT:23 DMP:122
Gishin TEC:18
AGL:38 Elemental
LUK:28 Curse
44 Inferno Death 18 Curse more No effect against spirit
Cease heal STR:23 OMP:139
Cyber VIT:18 DMP:119
Death TEC:44
Axe bomb AGL:39 Evildark
LUK:49 Curse
44 Celes Empress 21 Wave Reflect ray
Spirit norm Weak against spirit
Item "War tablet" Blast more STR:34 OMP:139
Grounder VIT:33 DMP:134
Sonic wave TEC:29
AGL:18 Physical
LUK:39 Weak boson
45 Gemb Temperance 25 Ice breath No effect against tackle
Quake Weak against whip
Item "Black tablet" Freezer STR:45 OMP:141
Mag up VIT:32 DMP:129
Quake all TEC:60
AGL:33 Physical
LUK:23 Aqua
46 Vixen Priestess 18 Multi pin Strong against magic
Intimi mag STR:28 OMP:153
Heal all VIT:33 DMP:148
Para cure TEC:41
Heat wave AGL:18 Holylight
Revive more LUK:23 Exorcism
46 Morie Justice 21 Wing flap Absorb wind
Sonic Weak against spirit
Sonic all STR:23 OMP:147
Magma heat VIT:28 DMP:113
TEC:51
AGL:46 Physical
LUK:33 Air
47 Vora Magician 32 Ice Reflect chill
Ice all Weak against physical
Item "Monk charm" Glacier all STR:33 OMP:165
Aqua wall VIT:23 DMP:125
Icy TEC:42
AGL:47 Elemental
LUK:18 Aqua
47 Nari Fool 16 Freezer Strong against everything
Glacier all STR:43 OMP:176
Holyest VIT:40 DMP:131
Extinct TEC:39
Lightning AGL:38 Physical
Viper smash LUK:50 Normal
48 Shaolin Chariot 20 Tackle more Absorb tremor
Gravity all Weak against spirit
Nuke more STR:53 OMP:152
Giant pin VIT:35 DMP:117
TEC:48
AGL:23 Physical
LUK:28 Terra
49 St. Dragon World 23 Ice breath Strong against attack
Wave Weak against magic
Item "B-Tablet" Para nail STR:33 OMP:149
Discharge VIT:63 DMP:147
Gale wind TEC:28
Glacier all AGL:24 Physical
LUK:30 Aqua
50 Viper Strength 29 Candy voice Strong against attack
Ill cure Weak against magic
Aqua wall STR:48 OMP:154
STR up VIT:63 DMP:136
Freezer TEC:32
AGL:25 Holylight
LUK:33 Aqua
51 Loki Devil 31 Curse more Strong against everything
Wolf STR:20 OMP:174
Mezmerize VIT:33 DMP:154
Bind voice TEC:25
Wildman AGL:30 Evildark
Iron punch LUK:44 Nerve
52 Thor Heirophant 36 Bolt all Absorb flash
Magi shield Weak against blast
Discharge STR:30 OMP:131
Axe bomb VIT:55 DMP:156
TEC:45
AGL:25 Holylight
LUK:33 Photon
53 Chatz Priestess 22 Poison cure Absorb fire
Bless Weak against chill
Sad attack STR:31 OMP:168
Elixer VIT:34 DMP:163
Red fire TEC:46
AGL:21 Holylight
LUK:26 Ignis
53 Succubus Moon 27 Lunar trap Absorb magic
Slumber Weak against attack
Item "Monk tablet" Mezmerize STR:26 OMP:177
More dead VIT:31 DMP:170
Magic wall TEC:34
Moon whip AGL:33 Evildark
LUK:39 Nerve
54 Darkside Justice 20 Death kick Reflect ray
Sonic wave Weak against spirit
Item "Lunar piece" Sonic STR:27 OMP:165
For Brad Gravity all VIT:32 DMP:130
BiStrike TEC:57
AGL:52 Physical
LUK:35 Weakboson
55 Allmighty Judgement 30 Destruct Reflect magic
Elixer all Weak against spear
Restore pow STR:32 OMP:172
Light all VIT:27 DMP:162
Petri eyes TEC:22
AGL:58 Holylight
LUK:36 Bless
55 Pheonix Sun 34 Blaze No effect against wind
Wing flap Weak against gun
Item "C-Tablet" Fire breath STR:37 OMP:162
Trap cure VIT:27 DMP:147
Inferno all TEC:36
AGL:68 Elemental
LUK:53 Ignis
55 Bard Emporer 26 Ice Reflect tremor
Magic seal Weak against physical
Freezer STR:63 OMP:167
Glacier VIT:27 DMP:147
Holy word TEC:22
AGL:48 Elemental
LUK:32 Terra
57 Dorga Empress 20 Magnet Reflect flash
Eternity Weak against spirit
Item "Dark tablet" Air slice STR:41 OMP:166
For Yuki Destruct VIT:40 DMP:131
Lightning TEC:36
AGL:23 Physical
LUK:49 Photon
58 Mondo Death 20 Curse all No effect against spirit
Wolf STR:29 OMP:168
Item "Coffen" Magic seal VIT:24 DMP:148
For Chris Petri eyes TEC:55
Kill punch AGL:50 Evildark
LUK:60 Curse
59 Jester Hanged man 24 Para eyes Reflect magic
Lunar trap Weak against spear
Star punch STR:24 OMP:178
Confuse VIT:39 DMP:155
Invisible TEC:34
Curse all AGL:60 Evildark
LUK:55 Awake
59 Flare Magician 20 Quake Reflect tremor
Quake all Weak against physical
Gishin all STR: OMP:
Item "Gold pen" Mystery hit VIT: DMP:
For Alana Freezer TEC:
Holy bound AGL: Elemental
LUK: Terra
59 Demo Chariot 20 Bone crush Reflect ray
Eternity Weak against spirit
Item "Pure water" Gale wind STR:66 OMP:197
For Mark Kill punch VIT:45 DMP:157
Sonic TEC:61
AGL:32 Physical
LUK:37 Weak boson
60 Alfred Judgement 20 Sleep song Reflect magic
Love whip Weak against spear
Elixer all STR:50 OMP:202
Item "Trifocals" Magic wall VIT:29 DMP:172
For Nate Light all TEC:24
Kill punch AGL:61 Holylight
LUK:75 Wonder
61 Valzante Priestess 20 Cure all Strong against magic
Revive STR:35 OMP:190
Heal VIT:41 DMP:180
Item "Mud flower" Blue fire TEC:52
For Mary Holy white AGL:25 Holylight
Elixer all LUK:30 Sign
61 Karma Fool 22 Drum punch Strong against everything
Inferno all STR:56 OMP:211
Floater VIT:49 DMP:161
Curse all TEC:47
Light all AGL:48 Physical
Nuke most LUK:48 Normal
62 Michael Judgement 20 Deathbound Reflect magic
STR up Weak against spear
Light all STR:51 OMP:206
Item "Buster" Para eyes VIT:31 DMP:181
For Ellen POW return TEC:33
Physi wall AGL:65 Holylight
LUK:43 Exorcism
62 Ra Emporer 20 Blaze Absorb blast
Inferno Weak against physical
Bind STR:68 OMP:187
Item "Lava charm" Lighten VIT:31 DMP:162
For Main Blue fire TEC:26
Boss damage AGL:53 Elemental
LUK:36 Grewon
65 Ishtal Empress 44 Bolt all Reflect blast
Ice arrow Weak against spirit
Revive STR:45 OMP:188
Discharge VIT:44 DMP:178
Blast most TEC:40
AGL:26 Physical
LUK:55 Grewon
66 Massacre Tower 29 Bad luck Strong against attack
More dead STR:65 OMP:190
Item "Black mask" Cease heal VIT:60 DMP:155
Bind TEC:36
Intimi mag AGL:31 Evildark
Light kick LUK:52 Necromancy
66 Bushido Justice 33 Force Reflect gravity
Force all Weak against spirit
Item "Chess piece" Triple hit STR:31 OMP:195
Discharge VIT:36 DMP:155
TEC:65
AGL:60 Physical
LUK:45 Graviton
68 Hannu Magician 51 Gust Reflect wind
Death kick Weak against physical
Gust all STR:45 OMP:216
Gale all VIT:33 DMP:169
Twister TEC:57
Triple hit AGL:63 Elemental
LUK:28 Air
70 Racsha Priestess 35 Happy dance Strong against magic
Ill cure STR:38 OMP:208
Aqua wall VIT:47 DMP:198
Revive more TEC:59
Fire wall AGL:28 Holylight
Life LUK:33 Bless
74 Bucho Heirophant 41 Lighten Absorb flash
DEF drop Weak against blast
Item "Thunderbox" Ice arrow STR:40 OMP:192
Magic wall VIT:71 DMP:202
TEC:61
AGL:35 Holylight
LUK:49 Photon
76 Borax World 57 Bolt Strong against attack
Blast most Weak against magic
Glass wall STR:51 OMP:211
Holy word VIT:83 DMP:204
Force all TEC:40
AGL:35 Physical
LUK:43 Sign
77 Beezlebum Devil 66 Giant pin Strong against everything
Extinct STR:31 OMP:233
Item "Pagan king" Glass wall VIT:51 DMP:208
Sickness TEC:36
Death AGL:41 Evildark
Moon whip LUK:64 Necromancy
79 Garuda Sun 58 Gust all No effect against wind
Spike claw Weak against gun
Item "Big statue" Gale wind STR:49 OMP:217
Card "EM Maui" Gale VIT:37 DMP:197
Card "WD Yaksha" Death claw TEC:52
Gale all AGL:86 Elemental
LUK:71 Air
79 Dark angel Judgement 58 Holy word Reflect magic
Judgement Weak against spear
Item "Dark ash" Nuke most STR:36 OMP:227
Revive more VIT:37 DMP:217
TEC:32
AGL:76 Holylight
LUK:52 Awake
80 Leuda Magician 61 Inferno Absorb blast
Death bound Weak against physical
Item "Sun seed" Blaze all STR:53 OMP:249
Card "ED Weirdo" Inferno all VIT:37 DMP:194
Card "WM Babe" Holy word TEC:67
Magma heat AGL:72 Elemental
LUK:32 Grewon
85 Kari Empress 55 Reflect gravity
Weak against spirit
Item "Dark gift" Force STR:44 OMP:240
Card "DW Warchild" Triple hit VIT:85 DMP:220
Card "MA Leo" Elixer TEC:39
Force all AGL:34 Physical
Eternity LUK:70 Graviton
86 Ashura Emporer 53 Gust No effect against wind
Gale Weak against gun
Item "Glass doll" Mezmerize STR:86 OMP:247
Card "WD Valkyrie" Gishin VIT:39 DMP:212
Card "SD Cyrus" Glacier TEC:34
Axe bomb AGL:71 Elemental
LUK:44 Wonder
88 Shaa Tower 70 Slumber Strong against attack
Extinct STR:83 OMP:246
Bind light VIT:78 DMP:201
Magic seal TEC:43
Cease heal AGL:39 Evildark
Death kick LUK:68 Nerve
88 Scrag Priestess 45 Elixer all Reflect attack
Eternity STR:44 OMP:256
Item "Fate pin" Revive more VIT:57 DMP:236
Card "ED Faefnel" Elixer TEC:73
Card "DN Shin" Boss damage AGL:34 Holylight
LUK:39 Wonder
89 Endora Heirophant 62 Absorb flash
Weak against blast
Item "Tiger belt" Holyest STR:45 OMP:233
Card "WD Hanya" Magmaheat VIT:83 DMP:233
Card "EM Durahan" Electro TEC:73
POW return AGL:40 Holylight
Lightning LUK:58 Photon
90 Athena Justice 71 Death bound Reflect attack
Steel wall Weak against magic
Item "Olive ring" Discharge STR:41 OMP:255
Card "DW Rantula" STR up VIT:46 DMP:205
Card "WM Sucula" Sonic all TEC:83
AGL:78 Physical
LUK:59 Photon
94 Abracab Judgement 73 Reflect magic
Weak against spear
Item "Silver dish" Light all STR:48 OMP:269
Card "SD Zin" Bi strike VIT:43 DMP:249
Card "AL Kelpi" Holyest TEC:38
Boss damage AGL:87 Holylight
Elixer all LUK:61 Exorcism
96 Shiva Chariot 62 Mega raid Absorb wind
Wave Weak against spirit
Item "Sun Tablet" Triple hit STR:89 OMP:274
Card "SD Ganesha" Gale VIT:59 DMP:224
Card "DD Karak" Nuke most TEC:84
AGL:43 Physical
LUK:48 Air
97 Zuma World 63 Bright air Strong against attack
Fire breath Weak against magic
Item "D-Scales" Ice breath STR:63 OMP:265
Card "DN Naga" Destruct VIT:99 DMP:248
Card "BD Owl" Poison air TEC:51
Nuke most AGL:44 Physical
LUK:54 Graviton
99 Lucifer Devil 100 Curse all Strong against everything
Richter STR:40 OMP:279
Item "David star" Extinct VIT:64 DMP:264
Card "DW Dance" Hell eyes TEC:45
Card "WD Dead chef" Judgement AGL:50 Evildark
LUK:82 Wonder
Important items note:
Here is how you recieve certain items necessary for some of the higher
personas
D-Scales Found in Well of mind and souls, level B6
Glass doll Recieved after getting one of each spell card
Sun tablet Recieved for defeating WM Fenril
Silver dish Recieved for defeating FA Rainchild
Olive ring Recieved for defeating ED Faefnel
Tiger belt Recieved for defeating DN Shin
Dark gift Recieved for defeating GT Chow
Pagan king Recieved for defeating DM Alice
The other items necessary for certain persona creations are found
in the Judgement 1999s, through various events in the game, or by
a stage eight deletion of a specific persona.
Persona compatibility:
Here is a chart that will let you know which characters can use which
personas. The empty spaces are just ones I haven't tried on that
character yet.
Main Nate Mary Mark Brad Alana Ellen Chris Yuki
Heirophant
Trickster No Yes Yes Yes Yes Yes Yes No Yes
Voodoo No Yes No No No No No No No
Shogi No Yes Yes Yes Yes Yes Yes No Yes
Omah No Yes Yes Yes Yes Yes Yes No Yes
Mephisto No Yes Yes Yes Yes Yes Yes No Yes
Thor No Yes Yes Yes Yes Yes Yes No Yes
Bucho No Yes Yes Yes Yes Yes Yes No Yes
Endora No Yes Yes Yes Yes Yes Yes No Yes
Lovers
Pixie Yes Yes Yes Yes Yes Yes Yes No Yes
Jack frost Yes Yes Yes Yes Yes Yes Yes No Yes
Jack O' Yes Yes Yes Yes Yes Yes Yes No Yes
Chariot
Shaman No No No Yes No No No No No
Vortek Yes Yes Yes Yes No Yes Yes No Yes
Mordo Yes Yes Yes Yes No Yes Yes No Yes
Shaolin Yes Yes Yes Yes No Yes Yes No Yes
Demo No No No Yes No No No No No
Shiva Yes Yes Yes Yes No Yes Yes No Yes
Emporer
Starion Yes No No No No No No No No
Pawn Yes No Yes Yes Yes Yes Yes No Yes
Brax Yes No Yes Yes Yes Yes Yes No Yes
Ug Yes No Yes Yes Yes Yes Yes No Yes
Odin Yes No Yes Yes Yes Yes Yes No Yes
Bard Yes No Yes Yes Yes Yes Yes No Yes
Ra Yes No No No No No No No No
Ashura Yes No Yes Yes Yes Yes Yes No Yes
Priestess
Maria No No Yes No No No No No No
Virgo Yes Yes Yes Yes Yes Yes Yes No No
Crosscut Yes Yes Yes Yes Yes Yes Yes No No
Deva Yes Yes Yes Yes Yes Yes Yes No No
Wals Yes Yes Yes Yes Yes Yes Yes No No
Vixen Yes Yes Yes Yes Yes Yes Yes No No
Chatz Yes Yes Yes Yes Yes Yes Yes No No
Valzante No No Yes No No No No No No
Racsha Yes Yes Yes Yes Yes Yes Yes No No
Scrag Yes Yes Yes Yes Yes Yes Yes No No
Empress
Vesta No No No No No No No No Yes
Rain Yes Yes No Yes Yes Yes Yes No Yes
Iron bride Yes Yes No Yes Yes Yes Yes No Yes
Bridget Yes Yes No Yes Yes Yes Yes No Yes
Celes Yes Yes No Yes Yes Yes Yes No Yes
Dorga No No No No No No No No Yes
Ishtal Yes Yes No Yes Yes Yes Yes No Yes
Kari Yes Yes No Yes Yes Yes Yes No Yes
Judgement
Nike No No No No No No Yes No No
Halo Yes Yes Yes Yes Yes No Yes No Yes
Azreal Yes Yes Yes Yes Yes No Yes No Yes
Allmighty Yes Yes Yes Yes Yes No Yes No Yes
Alfred No Yes No No No No No No No
Michael No No No No No No Yes No No
Dark angel Yes Yes Yes Yes Yes No Yes Yes Yes
Abracab Yes Yes Yes Yes Yes No Yes No Yes
Magician
Fury No No No No No Yes No No No
Lx1 Yes Yes Yes Yes Yes Yes No No Yes
Lance Yes Yes Yes Yes Yes Yes No No Yes
Helion Yes Yes Yes Yes Yes Yes No No Yes
Vora Yes Yes Yes Yes Yes Yes No No Yes
Flare No No No No No Yes No No No
Hannu Yes Yes Yes Yes Yes Yes No No Yes
Leuda Yes Yes Yes Yes Yes Yes No No Yes
Justice
Talon No No No No Yes No No No No
Darkrider Yes Yes Yes No Yes Yes Yes No Yes
Mach Yes Yes Yes No Yes Yes Yes No Yes
Region Yes Yes Yes No Yes Yes Yes No Yes
Morie Yes Yes Yes No Yes Yes Yes No Yes
Darkside No No No No Yes No No No No
Bushido Yes Yes Yes No Yes Yes Yes No Yes
Athena Yes Yes Yes No Yes Yes Yes No Yes
Devil
Guni No No No No No No No Yes No
Loki Yes Yes Yes Yes Yes Yes Yes Yes Yes
Beezlebum No No No No No No No Yes No
Lucifer No No No No No No No Yes No
Sun
Ven Yes Yes Yes Yes Yes Yes Yes Yes Yes
Gasious Yes Yes Yes Yes Yes Yes Yes Yes Yes
Crow Yes Yes Yes Yes Yes Yes Yes Yes Yes
Pheonix Yes Yes Yes Yes Yes Yes Yes Yes Yes
Garuda Yes Yes Yes Yes Yes Yes Yes Yes Yes
Hermit
Hellcat Yes Yes Yes Yes Yes Yes Yes Yes Yes
Stallios Yes Yes Yes Yes Yes Yes Yes Yes Yes
Frost Yes Yes Yes Yes Yes Yes Yes Yes Yes
World
Hive Yes Yes Yes Yes Yes Yes Yes Yes Yes
Leviathan Yes Yes Yes Yes Yes Yes Yes Yes Yes
St. Dragon Yes Yes Yes Yes Yes Yes Yes Yes Yes
Borax Yes Yes Yes Yes Yes Yes Yes Yes Yes
Zuma Yes Yes Yes Yes Yes Yes Yes Yes Yes
Moon
Remy Yes Yes No Yes Yes No No Yes No
Succubuss Yes Yes No Yes Yes No No Yes No
Star
Sumi No No Yes No No Yes Yes No Yes
Temperance
Anuvis Yes Yes Yes Yes Yes Yes Yes Yes Yes
Gemb Yes Yes Yes Yes Yes Yes Yes Yes Yes
Death
Hera No No Yes No No Yes Yes Yes Yes
Inferno No No Yes No No No No Yes Yes
Mondo No No No No No No No Yes No
Fortune
Cerebus Yes Yes Yes Yes Yes Yes Yes Yes Yes
Strength
Viper Yes Yes Yes Yes Yes Yes Yes Yes Yes
Hanged man
Jester Yes No Yes Yes Yes Yes Yes Yes No
Tower
Massacre No No No No No No No Yes No
Shaa Yes Yes No Yes Yes No No Yes No
Fool
Tenji Yes Yes Yes Yes Yes Yes Yes Yes Yes
Nari Yes Yes Yes Yes Yes Yes Yes Yes Yes
Karma Yes Yes Yes Yes Yes Yes Yes Yes Yes
Persona deletion Item chart:
If you delete a persona that has attained stage eight, you will recieve
an item upon the deletion. The following is a listing of the items that
you are given when deleting each of the personas once they have reached
stage eight. I have grouped them by Family.
Heirophant
Trickster Paralyze stone
Voodoo Vitality essence
Shogi Mega glove
Omah Chess piece
Mephisto Panic dirk
Thor Spirit coat
Bucho Discharge stone
Endora Holy stone
Lovers
Pixie Luck essence
Jack frost Luck essence
Jack O' Iron mask
Chariot
Shaman HP essence
Vortek Force rock
Mordo Silver tip
Shaolin Mad dog
Demo Machete
Shiva Therm stone
Emporer
Starion Strength essence
Pawn Iron blade
Brax Inferno rock
Ug Penta glove
Odin Energy bow
Bard Ceasar hand
Ra Inferno stone
Ashura Light stone
Priestess
Maria Spell point essence
Virgo Petrify cure
Crosscut Revive rock
Deva Blast stone
Wals Fate pin
Vixen Holy vulcan
Chatz Peace maker
Valzante Holy comet
Racsha Elixer stone
Scrag Revive rock
Empress
Vesta Zoma
Rain Paralyze cure
Iron bride Electric glove
Bridget Cobra axe
Celes Ceasar helmet
Dorga Infinity
Ishtal David star
Kari Force stone
Judgement
Nike Tec essence
Halo Sonic rock
Azreal Discharge rock
Allmighty Whispers
Alfred Elixer rock
Michael Heaven gate
Dark angel Hell fire
Abracab Sun stone
Magician
Fury Life orb
Lx1 Ill cure
Lance Charm sword
Helion Core shoes
Vora Final axe
Flare Ceasar feet
Hannu Gishin stone
Leuda Laser blade
Justice
Talon Agility essence
Darkrider Cobra stone
Mach Gale rock
Region Monk hood
Morie Star sword
Darkside Bind whip
Bushido Glacier stone
Athena Ceasar suit
Devil
Guni Nuke stone
Loki Power glove
Beezlebum Curse rock
Lucifer Omega stone
Sun
Ven Poison cure
Gasious Charm shot
Crow Exor sword
Pheonix Hydra cowl
Garuda Gale stone
Hermit
Hellcat Glacier rock
Stallios Sun seed
Frost Tengu boots
World
Hive Gishin rock
Leviathan Poniard
St. Dragon Muscle arm
Borax Angel knife
Zuma Sonic stone
Moon
Remy Ill stone
Succubuss Petrify whip
Star
Sumi Holy axe
Temperance
Anuvis Dark ash
Gemb Mobile suit
Death
Hera Petrify stone
Inferno Holy glove
Mondo Death cross
Fortune
Cerebus Dead ends
Strength
Viper Twin tower
Hanged man
Jester Grim reaper
Tower
Massacre Death stone
Shaa Exit n' stone
Fool
Tenji Jingle whip
Nari Hell rain
Karma Musamune
Items recieved by defeating various demons:
Here is a listing of the items you may recieve by defeating the various
demons throughout the game. The higher your luck level is, the greater
your chance of recieving an item.
ND
Moonchild : Ill stone
Insibus : Petrafy stone
Succubus : Opal
Incubus : Dark sword
Hinos : Blood orb
Mermaid : Metal card
Remy : Cobra stone
Nightmare : Paralyze stone
Hermit : Scalpel
FY
King fly : Force rock
Queen fly : Ogre blade
Princix : Blaze stone
Hellion : Garnet
Dark elf : Ph-guard
Water elf : Turquoise
Jack o' : Fire stone
Jack frost : Chill stone
Pixie : Magic stone
FA
Rainchild : Silver dish
Abax : Curse rock
Jester : Di-paralyze
Palerider : Exit n' stone
Astral : Metal card
Blax knight : Bind blade
Arapachi : Dis energy
Dev chef : Shiny candy
Grub : Toad candy
ED
Faefnel : Olive ring
Weirdo : Ruby
Felios : Bowie
Snaketail : Cloud sword
Drac : Amethest
Wyvern : Moon stone
Cockatrice : Di-stone
CB
Light dove : Bolt stone
Alecto : Blast stone
Gargos : Sonic rock
Beezley : Flash stone
Kimono : Ray stone
WM
Fenril : Sun tablet
Bufflax : Baron glove
Dragos : Crystal
Sucula : Topaz
Black widow : Ph-guard
Babe : Ripobitan
Nuea : Herb
Sharktooth : Di-paralyze
WD
Yaksha : Holy stone
Puru : Light sword
Valkyrie : Plate axe
Dead chef : Close bow
Ripper : Paralyze cure
Hanya : Panic whip
Fruman : Mop
EM
Manimal : Emerald
Durahan : Light bow
Maui : Moon stone
Landshark : Ice whip
Fugly : Ripobitan
Ogre : Onyx
Gremlin : Shiny candy
EG
Macabre : Close whip
Lips : Di-paralyze
Flower kid : Magic stone
Toilet kid : Electric whip
Dribbler : Battle axe
Ghost : M-guard
Static : Core shield
Wraith : Magic stone
OL
Grimy : Discharge rock
Shadow : Metal card
Clone : Magma stone
Anatomy : Laser bow
Flux : Dirk
Yakuza : Shock sword
Thug : Blood orb
Slime : Dis-energy
SM
Blackman : Metal card
Agent : Metal card
S.S. : STR drink
SD
Ganesha : Sapphire
Moai : Metal card
Tengu : Gale rock
Cupid : Gold axe
Zin : Hina stone
Raksha : Topaz
Cyrus : Gold sword
Magic urn : Herb
AL
Kelpi : Magic rock
Chronos : Light stone
Dominion : Paralyze axe
Virtue : Zamba glove
Power : Turquoise
Principal : M-guard
Arch angel : Bind bow
Angel : Tanto
DN
Shin : Tiger belt
Vixen : Hina stone
Viper : Amethest
Water asp : Aqua stone
Naga : Onyx
Shadow asp : Metal card
Leach : Iron claw
BD
Ramia : Glacier rock
Bumbo : Gust stone
Ithl : Ice stone
Sith : Aqua stone
Owl : Wind stone
Firebird : Metal card
MA
Leo : Blood orb
Scorpio : Garnet
Otros : Nuke rock
Hemes : Sleep sword
Felicia : Toad candy
Kariee : Metal card
Muskat : Shiny candy
DW
Randa : Nuke stone
Warchild : Life orb
Dance : Wave stone
Rantula : Pit stone
Chomp : Dis energy
Siren : Gravity stone
Sacrifice : Dis enegry
DD
Golem : Gishin rock
Karak : Inferno rock
Dwarfen : Quake stone
Kobold : Magic stone
Goul : Tremor stone
Imp : Gauntlet
GT
Chow : Dark gift
Moroku : Pearl
Insectoid : Ph-guard
Shremlin : Di-ill
Karen : Shiny candy
Ifirit : Magma stone
Shpos : Di-paralyze
Goblin : Di-poison
ZE
Painter : Panic punch
Psycho : Lava sword
Gleeb : Di-stone
Zombie cop : Di-paralyze
Dead nurse : Herb
Zombie girl : M-guard
Zombie boy : Metal card
Zombie : Cloth hat
SS
Arrogance : Alexandria
Sloth : Death stone
Bellycasey : Diamond
Jealousy : Zoma
Greed : Magic rock
Obscene : Zoma
DM
Alice : Pagan king
Enemy contact cards(spell cards):
These are the spell cards that you receive upon successfully interesting
an enemy, provided you choose this from your list of rewards afterwards.
A contact(spell) card is set up very similiar to a persona card(see
example persona card) On the stationary bar at the bottom of the enemy's
contact card, it lists the following:
Class/Type(upper left)
Name(bottom center)
If you try to contact an enemy which you already have a contact card
for, all members of that particular group of enemy will leave the
battle. This is helpful when you feel as though you may be outnumbered.
Although you cannot re-contact(in same battle) an already contacted
enemy, you can attempt to contact more than one enemy type per battle.
The battle is avoided if you make any type of interesting contact with
any one enemy(see Getting cards below).
Getting cards:
The object of contacting the enemies is to try and invoke certain
emotions in them. Upon attempting to contact an enemy(some enemies may
try to contact you, if this happens you must Accept/Decline their
invite), a descriptive box will open on the bottom of the screen. This
box contains the contacted enemy's level, name, interests(highlighted)
and whether or not you have this particular enemy's contact card in your
current inventory(highlighted in yellow if you do). If you do not already
have the contacted enemy's card you may choose to continue with the
contact. Choose the party member you would like to attempt to gain the
enemy's interest with, then choose from the four topics of conversation
it gives you(all differ depending on which character you chose). Through
talking to the enemy you will fill the square in the upper left corner
of the screen with color. If you fill the square with a certain color,
you will get the emotional outcome it provides.
1. Anger: Red
2. Joy: Green
3. Fear: Blue
4. Interest: Yellow
If you invoke these emotions through your choices when contacting the
enemy here is a list of the consequences:
1. Anger: The enemy may get first attack on your party
2. Joy: The enemy may leave the battle, or become happy
3. Fear: The enemy may leave the battle, or become bound
4. Interest: You get the 3 choices full Interest brings(see below)
5. Anger/Joy: Enemy will leave the battle
6. Anger/Fear: The enemy is confused(does not attack right away)
7. Anger/Interest: You get the 3 choices as if Interested
8. Joy/Fear: Enemy will leave the battle, or become charmed
9. Joy/Interest: You get the 3 choices as if Interested
10. Fear/Interest: You get the three choices as if Interested
You get 2 emotions if 2 or more are full(pulsating) when you get one
to maximum power(filling the square). Even if 3 or more are full, you
still only get a combination of 2.
After gaining the enemies full interest you will be given 3 choices:
1. Take the enemies contact(spell) card, battle will be avoided
2. Enemy leaves the battle, you get experience, money or gems
3. Enemy leaves the battle
Gaining enemy contact cards allows you to create new personas.
You may only carry 12 enemy contact cards at a time. If you have a full
inventory of enemy cards, the next time you gain one, a screen will
appear with a listing of all the cards you currently have. You will then
be asked whether you would like to drop a card from your inventory to
make room for the new card. If yes, choose the one you'd like to discard
so the new card can be acquired. Some personas are directly linked to
some enemies. If you try and contact an enemy with a character equipped
with such a persona, you will be asked one question, then automatically
given a contact card(the persona orders the demon to give it to you if
your levels are high enough). One such instance of this is, Loki, at
6/8 moon, this persona will contact the demon Fenril(you have to contact
the demon with a character that has the particular persona equipped).
Below are some ways to gain interest from the demons(note that these
ways are not 100% accurate, as the phase of the moon and whether or not
the demon asks you for items may alter the outcome, but these should
work most of the time):
ND SD
Moonchild- Mark, stare Ganesha- Mark, stare
Insibus- Mary, shudder Moai- Nate, speech
Succubus- Mark, lie Tengu- Mary, ask
Incubus- Alana, threaten Cupid- Alana, tempt
Hinos- Alana, tempt Zin- Nate, speech
Mermaid- Nate, yell Raksha- Alana, threaten
Remy- Mary, shudder Cyrus- Mark, provoke
Nightmare- Mary, waste time Magic urn- Mary, waste time
Hermit- Nate, yell AL
FY Kelpi- Mark, stare
King fly- Mark, stare Chronos- Mark, stare
Queen fly- Main, recruit Dominion- Nate, speech/
Princix- Nate, speech Alana, threaten
Hellion- Nate, speech Virtue- Nate, speech/
Dark elf- Nate, sarcasm Mark, lie
Water elf- Main, recruit Power- Mary, shudder
Jack o'- Main, recruit Principal- Nate, speech
Jack frost- Main, recruit Arch angel- Mark, stare
Pixie- Mark, lie/ Angel- Mary, waste time/
Yuki, ignore Yuki, ignore
FA DN
Rainchild- Mark, stare Shin- Mark, stare
Abax- Mark, stare Vixen- Nate, speech
Jester- Main, persuade Viper- Mark, lie
Palerider- Brad, gossip Water asp- Nate, yell/
Astral- Nate, yell Mary, waste time
Blax knight- Mark, stare Naga- Mark, stare
Arapachi- Nate, speech Shadow asp- Mary, waste time
Dev chef- Main, persuade Leach- Mary, shudder
Grub- Mary, waste time BD
ED Ramia- Mark, stare/
Faefnel- Nate, sarcasm Alana, threaten
Weirdo- Mary, ask Bumbo- Mark, stare/
Felios- Nate, bribe/yell Brad, gossip
Snaketail- Brad, gossip Ithl- Mark, provoke
Drac- Nate, yell Sith- Mark, stare
Wyvern- Mary, shudder Owl- Alana, beg
Cockatrice- Mary, waste time/ Firebird- Nate, sarcasm
Chris, ignore MA
CB Leo- Main, persuade
Light dove- Alana, beg Scorpio- Alana, tempt
Alecto- Mary, shudder Otros- Main, persuade/
Gargos- Brad, pickup Nate, speech
Beezley- Nate, sarcasm Hemes- Brad, tell jokes
Kimono- Nate, sarcasm Felicia- Main, recruit
WM Kariee- Main, persuade
Fenril- Mary, ask Muskat- Mark, stare
Bufflax- Brad, gossip DW
Dragos- Mark, dance Randa- Nate, speech
Sucula- Mark, dance Warchild- Main, persuade
Black widow- Mark, stare Dance- Mark, stare
Babe- Mary, waste time Rantula- Nate, sarcasm
Nuea- Nate, bribe Chomp- Nate, sarcasm
Sharktooth- Nate, bribe Siren- Mark, stare
WD Sacrifice- Nate, bribe
Yaksha- Mark, stare DD
Puru- Main, recruit Golem- Mary, shudder
Valkyrie- Brad, surprise Karak- Main, persuade
Dead chef- Mary, shudder/ Dwarfen- Brad, gossip
Main, persuade Kobold- Mary, ask
Ripper- Nate, speech Goul- Mark, dance
Hanya- Nate, sarcasm Imp- Alana, put down
Fruman- Mark, dance GT
EM Chow- Nate, yell
Manimal- Nate, bribe Moroku- Mark, dance
Durahan- Brad, gossip Insectoid- Brad, gossip
Maui- Brad, gossip Shremlin- Mark, dance
Landshark- Nate, bribe Karen- Mark, dance
Fugly- Mark, stare Ifirit- Mark, dance
Ogre- Nate, yell Shpos- Nate, bribe
Gremlin- Mary, ask/ Goblin- Mark, dance
Alana, put down ZE
EG Painter- Alana, tempt
Macabre- Mark, dance Psycho- Nate, bribe
Lips- Unpredictable Gleeb- Main, persuade
Flower kid- Alana, beg Zombie cop- Mary, shudder/
Toilet kid- Mary, waste time Main, persuade
Dribbler- Alana, tempt/ Dead nurse- Main, provoke
Alana, threaten/ Zombie girl- Yuki, ignore/
Chris, Magic Main, persuade
Ghost- Mark, dance Zombie boy- Yuki, ignore
Static- Mark, dance Zombie- Yuki, ignore
Wraith- Mark, provoke/ SS
Nate, bribe Arrogance- Not contactable
OL Sloth- Not contactable
Grimy- Nate, speech Bellycasey- Not contactable
Shadow- Alana, threaten Jealousy- Not contactable
Clone- Brad, gossip/ Greed- Not contactable
Alana, threaten Obscene- Not contactable
Anatomy- Nate, speech SM
Flux- Alana, beg Blackman- Not contactable
Yakuza- Alana, tempt Agent- Not contactable
Thug- Ellen, tempt/ S.S.- Not contactable
Nate, bribe DM
Slime- Main, provoke Alice- Not contactable
Conversation guide:
These are the various topics of conversation that each character can
discuss.
Main(you) Nate Mark
Persuade Provoke Bribe Speech Dance Provoke
Recruit Sing Yell Sarcasm Stare Lie
Yuki Ellen Alana
Tease Preach Story Sing Put down Tempt
Scold Ignore Spoil Tempt Beg Threaten
Mary Brad Chris
Ask Flatter Pickup Tell jokes Ignore Threaten
Waste time Shudder Gossip Surprise Scream Magic
Using cards(ward off enemies):
Any enemy you currently have a contact card from, can be forced to leave
a battle by trying to contact them again. If you used a contact card in
a Velvet room you do not retain the ability to make that particular enemy
leave the battle, you need to get another contact card from the species.
You cannot have more than one of the same contact card per enemy at the
same time, as the second contacting would make them leave.
Spell card to Persona crosschart:
From this crosschart you can determine which combinations of spell
cards will produce each class(family) of persona. The numbers along
the top match the numbers given to the classes of the spell cards
running down the side of the chart. Use this crosschart to see what
persona class will result from the fusion of any two chosen spell
cards. Spell cards are represented by class only(individual demon
type has no bearing on the resulting persona class). See KEY below:
Class|1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
--------------------------------------------------------------
1. ND|X M1 D2 J1 J2 S3 S1 D1 H1 E1 X E1 L S3 M1 H3 P J2 L M1 X
2. FY|M1 X M1 M2 E2 H3 H2 C H3 H1 X M1 P H3 H3 P M1 T1 J1 M1 X
3. FA|D2 M1 X M2 W T2 D2 T1 M1 M2 X L J1 T1 J1 H3 M2 E2 M2 D2 X
4. ED|J1 M2 M2 X C T2 C H2 C H2 X E1 D2 P W J2 J2 S2 W W X
5. CB|J2 E2 W C X E1 F S3 M2 J1 X J2 S3 E2 S3 P E2 E1 S3 M2 X
6. WM|S3 H3 T2 T2 E1 X F S3 E1 T2 X T1 P C H1 C S3 S2 H3 J1 X
7. WD|S1 H2 D2 C F F X J2 M2 H2 X E1 F H2 E2 S2 E2 H2 D1 H3 X
8. EM|D1 C T1 H2 S3 S3 J2 X C F X E1 D1 J2 J2 H2 E2 S1 S3 W X
9. EG|H1 H3 M1 C M2 E1 M2 C X L X L H1 W L C E2 W D1 W X
10.OL|E1 H1 M2 H2 J1 T2 H2 F L X X T1 P W L M1 P S2 M2 S1 X
11.SM|X X X X X X X X X X X X X X X X X X X X X
12.SD|E1 M1 L E1 J2 T1 E1 E1 L T1 X X L E1 S3 E1 J2 L T1 L X
13.AL|L P J1 D2 S3 P F D1 H1 P X L X J1 M1 P H2 W H2 J1 X
14.DN|S3 H3 T1 P E2 C H2 J2 W W X E1 J1 X C W E2 H2 T2 S3 X
15.BD|M1 H3 J1 W S3 H1 E2 J2 L L X S3 M1 C X S1 H3 E2 J2 J1 X
16.MA|H3 P H3 J2 P C S2 H2 C M1 X E1 P W S1 X T1 C T1 T1 X
17.DW|P M1 M2 J2 E2 S3 E2 E2 E2 P X J2 H2 E2 H3 T1 X P M2 T1 X
18.DD|J2 T1 E2 S2 E1 S2 H2 S1 W S2 X L W H2 E2 C P X H3 S1 X
19.GT|L J1 M2 W S3 H3 D1 S3 D1 M2 X T1 H2 T2 J2 T1 M2 H3 X J1 X
20.ZE|M1 M1 D2 W M2 J1 H3 W W S1 X L J1 S3 J1 T1 T1 S1 J1 X X
21.SS|X X X X X X X X X X X X X X X X X X X X X
KEY:
C= Chariot H2=Heirophant P= Priestess X=None
D1=Death H3=Hermit S1=Star
D2=Devil J1=Judgement S2=Strength
E1=Emperor J2=Justice S3=Sun
E2=Empress L= Lovers T1=Temperance
F= Fortune M1=Magician T2=Tower
H1=Hanged man M2=Moon W= World
Equipping personas:
See Velvet room, under Room descriptions
Building up personas:
The more you use a persona, the more spells you will aquire with it.
After a certain number of uses, new spells will appear in the persona's
spell inventory. A maximum of seven spells can be accumulated by each
persona. Not all personas will gain seven spells. A persona will be
at it's highest point at stage 8(this, current stage, is the # after
the + plus sign).
Using personas:
When using a powerful persona spell that hits multiple targets, choose
the central target for the attack(highlighted in yellow), all the
surrounding enemies(highlighted in white) will also be hit. Certain
persona spells will heal certain enemies, or do no damage at all. Also
certain persona spells(or other attacks) may backfire and hit you instead
if the enemy uses the same magic. Pay attention as to what types of
spells do what to the various enemy types(the same holds true for hand
weapon and gun attacks).
Example persona card:
Here is how a persona card is set up:
Persona number Persona level
Portrait of persona entity Cost of casting spells in spell points
Persona type
Magic(spells available 1-7)
Strength 1.
Vitality 2.
Technique 3.
Agility 4.
Luck 5.
6.
7.
Offensive magic power Main persona magic
Defensive magic power Secondary persona magic
Strength
Weakness
Character descriptions:
You: Dark haired guy
Nate: Guy wearing scarf
Mark: Guy wearing yellow hat
Brad: Guy wearing sunglasses above his eyes
Mary: Dark haired girl wearing red hair ribbon
Ellen: Dark haired girl with neck kerchief
Alana: Light haired girl with pigtails
Chris: Long haired student with scarred face
Yuki: Girl with very short black hair
Philemon: Spirit who lives in the shrine of the butterfly
Ms. Smith: Teacher
Dr. Beverly: School nurse
Bruce: Bandaged boy, Selina's boyfriend
Selina: Long haired girl, resides in the black market
Kain: Pale punk kid from high school library
Guido Sardinia: Head of Sebek corporation
Nancy: Thin woman, Mary's mother
Mae: Little girl in white
Maggie: Little girl in black
Various enemies:
By pressing the R2 button while not in combat you can call up the Demon
diary. In the diary enemy demons are catagorized 2 ways, by type and by
name. After you select the type(family/class) you wish to view, the
different enemies are shown by name and picture to the right.
They are:
1st column
Class/Name Level Health Spell Strength/Weakness
ND
Moonchild Lvl 64 HP 358 SP 768 Absorb magic,Weak against attack
Insibus Lvl 58 HP 324 SP 696 Absorb magic,Weak against attack
Succubus Lvl 51 HP 285 SP 612 Absorb magic,Weak against attack
Incubus Lvl 42 HP 235 SP 504 Absorb magic,Weak against attack
Hinos Lvl 34 HP 190 SP 408 Absorb magic,Weak against attack
Mermaid Lvl 27 HP 151 SP 324 Absorb magic,Weak against attack
Remy Lvl 19 HP 106 SP 228 Absorb magic,Weak against attack
Nightmare Lvl 13 HP 72 SP 156 Absorb magic,Weak against attack
Hermit Lvl 7 HP 23 SP 84 Absorb magic,Weak against attack
FY
King fly Lvl 57 HP 273 SP 741 Reflect fire,Weak to physical
Queen fly Lvl 49 HP 235 SP 637 Reflect tremor,Weak to physical
Princix Lvl 40 HP 192 SP 520 Reflect chill,Weak to physical
Hellion Lvl 31 HP 148 SP 403 Reflect tremor,Weak to physical
Dark elf Lvl 23 HP 110 SP 299 Reflect wind,Weak to physical
Water elf Lvl 18 HP 86 SP 234 Reflect chill,Weak to physical
Jack o' Lvl 15 HP 72 SP 195 Reflect fire,Weak to physical
Jack frost Lvl 8 HP 38 SP 104 Reflect chill,Weak to physical
Pixie Lvl 2 HP 9 SP 26 Reflect wind,Weak to physical
FA
Rainchild Lvl 71 HP 568 SP 710 Reflect magic,Weak against spear
Abax Lvl 65 HP 520 SP 650 Reflect magic,Weak against spear
Jester Lvl 56 HP 448 SP 560 Reflect magic,Weak against spear
Palerider Lvl 48 HP 384 SP 480 Absorb fire,Weak against chill
Astral Lvl 41 HP 328 SP 410 No effect magic,Weak to attack
Blax knight Lvl 33 HP 264 SP 330 No effect magic,Weak to attack
Arapachi Lvl 26 HP 208 SP 260 No effect magic,Weak to attack
Dev chef Lvl 17 HP 136 SP 170 No effect magic,Weak to attack
Grub Lvl 9 HP 72 SP 90 Absorb fire,Weak against chill
ED
Faefnel Lvl 70 HP 799 SP 700 Strong to attack,Weak to magic
Weirdo Lvl 58 HP 696 SP 580 Strong to attack,Weak to magic
Felios Lvl 51 HP 612 SP 510 Reflect flash,Weak against spirit
Snaketail Lvl 43 HP 516 SP 430 Absorb fire,Weak against spirit
Drac Lvl 33 HP 396 SP 330 Absorb chill,Weak against spirit
Wyvern Lvl 23 HP 276 SP 230 Absorb wind,Weak against spirit
Cockatrice Lvl 15 HP 180 SP 150 Absorb wind,Weak against spirit
CB
Light dove Lvl 66 HP 528 SP 528 No effect ray,Weak against gun
Alecto Lvl 53 HP 320 SP 424 Absorb wind,Weak against spirit
Gargos Lvl 36 HP 176 SP 288 Absorb wind,Weak against spirit
Beezley Lvl 25 HP 136 SP 200 Absorb wind,Weak against spirit
Kimono Lvl 14 HP 80 SP 112 No effect ray,Weak against gun
WM
Fenril Lvl 75 HP 660 SP 750 No effect tackle,Weak to whip
Bufflax Lvl 63 HP 554 SP 630 No effect tackle,Weak to whip
Dragos Lvl 52 HP 343 SP 520 No effect tackle,Weak to whip
Sucula Lvl 43 HP 283 SP 430 No effect tackle,Weak to whip
Black widow Lvl 31 HP 204 SP 310 No effect tackle,Weak to whip
Babe Lvl 22 HP 154 SP 220 No effect tackle,Weak to whip
Nuea Lvl 16 HP 105 SP 160 No effect tackle,Weak to whip
Sharktooth Lvl 9 HP 59 SP 90 No effect tackle,Weak to whip
WD
Yaksha Lvl 52 HP 416 SP 416 Strong against magic
Puru Lvl 44 HP 352 SP 352 Strong against magic
Valkyrie Lvl 37 HP 296 SP 296 Strong against magic
Dead chef Lvl 32 HP 256 SP 256 Strong against magic
Ripper Lvl 25 HP 200 SP 200 Strong against magic
Hanya Lvl 16 HP 128 SP 128 Strong against magic
Fruman Lvl 8 HP 64 SP 64 Strong against magic
EM
Manimal Lvl 61 HP 488 SP 427 Strong to spirit,Weak to physical
Durahan Lvl 53 HP 424 SP 371 Reflect attack
Maui Lvl 42 HP 336 SP 294 Reflect wind,Weak to physical
Landshark Lvl 35 HP 280 SP 245 Reflect fire,Weak to physical
Fugly Lvl 27 HP 216 SP 189 Reflect fire,Weak to physical
Ogre Lvl 19 HP 152 SP 133 Strong to spirit,Weak to physical
Gremlin Lvl 13 HP 104 SP 91 Reflect chill,Weak to physical
EG
Macabre Lvl 45 HP 360 SP 225 Strong against attack,Weak to fire
Lips Lvl 34 HP 272 SP 130 Strong against attack,Weak to fire
Flower kid Lvl 25 HP 200 SP 99 Strong against attack,Weak to fire
Toilet kid Lvl 19 HP 136 SP 68 Strong against attack,Weak to fire
Dribbler Lvl 15 HP 120 SP 57 Strong against attack,Weak to fire
Ghost Lvl 8 HP 64 SP 29 Strong against attack,Weak to fire
Static Lvl 5 HP 40 SP 20 Strong against attack,Weak to fire
Wraith Lvl 2 HP 16 SP 10 Strong against attack,Weak to fire
OL
Grimy Lvl 68 HP 598 SP 816 Weak against magic
Shadow Lvl 50 HP 440 SP 300 Absorb attack,Weak against magic
Clone Lvl 41 HP 343 SP 234 Absorb attack,Weak against magic
Anatomy Lvl 32 HP 274 SP 197 Absorb attack,Weak against magic
Flux Lvl 24 HP 211 SP 240 Absorb attack,Weak against magic
Yakuza Lvl 15 HP 132 SP 60 Absorb attack,Weak against magic
Thug Lvl 8 HP 70 SP 32 Absorb attack,Weak against magic
Slime Lvl 1 HP 14 SP 10 Absorb attack,Weak against magic
SM
Blackman Lvl 56 HP 393 SP 321 Nothing in particular
Agent Lvl 20 HP 177 SP 99 Nothing in particular
S.S. Lvl 14 HP 149 SP 67 Nothing in particular
2nd column
SD
Ganesha Lvl 65 HP 364 SP 650 Reflect wind,Weak to physical
Moai Lvl 60 HP 336 SP 600 Reflect fire,Weak to physical
Tengu Lvl 51 HP 285 SP 510 Reflect wind,Weak to physical
Cupid Lvl 43 HP 240 SP 430 Strong to magic,Weak to attacks
Zin Lvl 35 HP 196 SP 350 Reflect fire,Weak to physical
Raksha Lvl 26 HP 145 SP 260 Reflect chill,Weak to physical
Cyrus Lvl 18 HP 100 SP 180 Absorb flash,Weak to physical
Magic urn Lvl 10 HP 56 SP 100 Reflect fire,Weak to physical
AL
Kelpi Lvl 64 HP 512 SP 640 Reflect magic,Weak to spear
Chronos Lvl 57 HP 456 SP 570 Reflect magic,Weak to spear
Dominion Lvl 52 HP 416 SP 520 Reflect magic,Weak to spear
Virtue Lvl 44 HP 352 SP 440 No effect to magic,Weak to attack
Power Lvl 36 HP 288 SP 360 No effect to magic,Weak to attack
Principal Lvl 29 HP 232 SP 290 No effect to magic,Weak to attack
Arch angel Lvl 21 HP 168 SP 210 No effect to magic,Weak to attack
Angel Lvl 14 HP 112 SP 140 No effect to magic,Weak to attack
DN
Shin Lvl 67 HP 750 SP 670 Strong to attack,Weak to magic
Vixen Lvl 59 HP 660 SP 590 Strong to attack,Weak to magic
Viper Lvl 50 HP 560 SP 500 Absorb chill,Weak to fire
Water asp Lvl 44 HP 492 SP 440 Absorb chill,Weak to fire
Naga Lvl 38 HP 425 SP 380 Strong to attack,Weak to magic
Shadow asp Lvl 30 HP 336 SP 300 Absorb tremor,Weak to wind
Leach Lvl 22 HP 246 SP 220 Strong to attack,weak to magic
BD
Ramia Lvl 55 HP 264 SP 440 No effect to wind,Weak to gun
Bumbo Lvl 47 HP 233 SP 376 Reflect wind,Weak to physical
Ithl Lvl 39 HP 187 SP 312 Reflect wind,Weak to physical
Sith Lvl 28 HP 136 SP 224 Reflect wind,Weak to physical
Owl Lvl 19 HP 91 SP 152 No effect to wind,Weak to gun
Firebird Lvl 10 HP 48 SP 80 No effect to wind,Weak to gun
MA
Leo Lvl 54 HP 324 SP 486 No effect to tackle,Weak to whip
Scorpio Lvl 46 HP 276 SP 414 No effect to tackle,Weak to whip
Otros Lvl 37 HP 221 SP 333 No effect to tackle,Weak to whip
Hemes Lvl 29 HP 185 SP 261 No effect to tackle,Weak to whip
Felicia Lvl 20 HP 120 SP 180 No effect to tackle,Weak to whip
Kariee Lvl 12 HP 72 SP 108 No effect to tackle,Weak to whip
Muskat Lvl 6 HP 36 SP 54 No effect to tackle,Weak to whip
DW
Randa Lvl 59 HP 472 SP 472 Reflect blast,Weak to spirit
Warchild Lvl 51 HP 408 SP 408 Reflect blast,Weak to spirit
Dance Lvl 43 HP 344 SP 344 Reflect flash,Weak to spirit
Rantula Lvl 34 HP 272 SP 272 Reflect gravity,Weak to spirit
Chomp Lvl 29 HP 232 SP 232 Reflect blast,Weak to spirit
Siren Lvl 23 HP 184 SP 184 Strong to physical,Weak to spirit
Sacrifice Lvl 17 HP 136 SP 136 Reflect blast,Weak to spirit
DD
Golem Lvl 54 HP 432 SP 540 Absorb tremor,Weak against ray
Karak Lvl 45 HP 360 SP 450 Absorb tremor,Weak against ray
Dwarfen Lvl 32 HP 256 SP 320 Absorb tremor,Weak against ray
Kobold Lvl 20 HP 160 SP 200 Absorb tremor,Weak against ray
Goul Lvl 11 HP 88 SP 110 Absorb tremor,Weak against ray
Imp Lvl 4 HP 32 SP 40 Absorb tremor,Weak against ray
GT
Chow Lvl 66 HP 528 SP 580 Reflect gun,Strong against magic
Moroku Lvl 54 HP 432 SP 270 Reflect gun,Strong against magic
Insectoid Lvl 47 HP 376 SP 235 Reflect gun,Strong against magic
Shremlin Lvl 34 HP 272 SP 170 Reflect gun,Strong against magic
Karen Lvl 28 HP 224 SP 140 Reflect gun,Strong against magic
Ifirit Lvl 21 HP 168 SP 105 Reflect gun,Strong against magic
Shpos Lvl 12 HP 96 SP 60 Reflect gun,Strong against magic
Goblin Lvl 3 HP 24 SP 15 Reflect gun,Strong against magic
ZE
Painter Lvl 41 HP 328 SP 205 No effect to gun,Weak to magic
Psycho Lvl 35 HP 280 SP 190 No effect to gun,Weak to magic
Gleeb Lvl 26 HP 208 SP 285 No effect to gun,Weak to magic
Zombie cop Lvl 11 HP 88 SP 135 No effect to gun,Weak to magic
Dead nurse Lvl 5 HP 40 SP 90 No effect to gun,Weak to magic
Zombie girl Lvl 4 HP 32 SP 75 No effect to gun,Weak to magic
Zombie boy Lvl 3 HP 24 SP 25 No effect to gun,Weak to magic
Zombie Lvl 1 HP 8 SP 5 No effect to gun,Weak to magic
SS
Arrogance Lvl 55 HP 412 SP 830 Only affected by magic
Sloth Lvl 52 HP 386 SP 786 Only affected by magic
Bellycasey Lvl 50 HP 352 SP 724 Only affected by magic
Jealousy Lvl 49 HP 307 SP 696 Only affected by magic
Greed Lvl 47 HP 303 SP 629 Only affected by magic
Obscene Lvl 45 HP 262 SP 587 Only affected by magic
DM
Alice Lvl 99 HP 999 SP 999 Strong against everything
The enemies will appear in the diary when you fight them for the
first time. You do not have to contact them to make them appear here.
They will be put into the diary higher levels first(at top of list).
Walkthrough:
I dreamt I was a butterfly. I couldn't tell if I was dreaming. But
when I woke, I was I and not a butterfly. Was I dreaming that I was the
butterfly, or was the butterfly dreaming that it was me? Even if there's
a difference between the butterfly and I, the distinction isn't absolute.
And there is no relationship of cause and effect.
Soshi
The game will begin with an introduction scene where your characters
are trying to perform a ritual that will give them the powers of summoning
personas. You will be asked to choose between two characters at this time,
Mark or Brad. Mark thinks that persona won't work, while Brad thinks it
will. Choose the character you think is right. this does not affect who
you will have as playable characters throughout the game. As they complete
the ritual, a spirit of a little girl appears. Lightning rains down around
the room, hitting four of your characters(You, Mark, Nate and Yuki), they
fall to the floor unconscious. You are then shown a cinema of what your
unconcious characters are seeing, the spirit who lives in the temple of
the butterfly. After the cinema you will be presented with the character
naming screen. From this screen you name your character.
After you've entered the name selection in, you will be asked if the
choice you made was OK, Yes/No. The cinema of the spirit resumes. After
learning of the abilities of the personas from the spirit, you start the
game in the nurses office of Saint Hermelin high school. You will have 4
characters in your party, Yourself, Nate, Mark and Yuki. The nurse and Ms.
Smith, one of your teachers, suggest that you should go to the hospital
for a checkup. You never know what may have happened during the time you
were unconcious. You may have a concussion. Before going to the hospital,
look around the high school and familiarize yourself with the way the game
controls. In room 2-4 you will find a girl named TJ. TJ asks you to
deliver a message to Mary, Mary is a girl who is staying at the hospital
that your characters are supposed to be going to for a checkup. Tell TJ
that you'll let Mary know what she said. This will show your
thoughtfullness. Through further exploration you will find a man blocking
a hole in one of the walls of the school's dividing hallway, he's the
dean of the school, you will meet him again later. When you feel you're
ready, go out the front door where you will meet Nate's butler, Alfred,
just outside the school. He offers your party a ride to the hospital, but
you decline it. He expresses his concern for your well being.
Go to the hospital for your checkup(notice Nate's butler Alfred in
the corner next to the vending machine), while you are there, visit Mary.
She is in room 302 on the 3rd floor. You tell Mary what TJ said. While
talking with your sick friend she is suddenly wracked with immense pain
and starts yelling. Your party waits outside the intensive care unit to
see if she's going to be alright. While waiting, tremors strike and the
hospital shakes violently. Your characters don't know it yet, but a
dimensional gate has just been opened. After the tremors subside, the
doors to the intensive care unit fly open, and you enter them. Inside you
are all shocked to find Nate's butler lying on the floor surrounded by
creatures, it seems he came to the hospital to make sure you were all ok.
Your party rushes to battle with the creatures, in this battle you are
shown all of your characters personas and you will raise one level of
experience. After the battle, Nate tries to help his butler to his feet,
but Alfred dies while talking to him. At this point you are asked to
create your first character formation(see Form) and equip your characters.
You and your friends are visibly disturbed by Alfreds death, especially
Nate. Talk to Nate to console him, then leave the room and head for the
lobby of the hospital. Upon reaching the lobby of the hospital you will
find a nurse trapped under a vending machine. You will be asked if you
will Help/Do not help, the woman. Choose to help her, as it will show
that you put the safety of others before yourself. After choosing to help
the woman, two demons attack your party. As soon as this happens, Ellen
will appear at the door to the hospital. She rushes inside and uses her
persona to dispose of the demons. After this battle, Ellen will join
your party. Leave the hospital.
After leaving the hospital you are subject to being attacked while
walking around the city. You may also run into some mafia thugs that have
blocked off an area near Sebek corporation. Bringing Yuki to the
freestanding Yin & Yan store will prompt her to tell the girl behind the
counter that she will be late for work.
Go to the Shrine of the butterfly spirit, where you will find Nancy.
Nancy is Mary's mother and has been injured during all the excitement of
the dimensional gateway being opened. Nancy will now travel with you, but
not as a playable character, you need to get her to the school nurses
office for some help. As soon as you take Nancy into your group, a cinema
will be shown, then Mark and Nate will leave your party to get help at the
police station.
Go to the high school, Ellen will know the password that you need to
get into the school. Ms. Smith will meet you inside the front door. Ellen
and Yuki are told to go help block the hole in the back of the school,
so as not to let any demons find their way inside. Bring Nancy to the
nurses office where she will be helped. Check the principal's office and
you will see the principal talking to the Dean of the school, they express
relief that you are safe. If you talk to Tammy in the fencing club room,
she will give you a rapier that she used in her previous school. Now go to
the hole in the broken wall, Alana and TJ are there. Look into the hole.
Alana asks you if you're going to try and go to Sebek corporation to find
out what happened. After answering that yes you were going to go there
(saying no causes you to back away from the hole), Mary will appear from
the hallway door and Nate will step out from within the hole, they will
both talk to you. Go into the hole, Nate and Mary will follow you, the two
other girls do not. Once on the other side of the hole, another enemy
attacks you, Mary kills it with her persona. Mary and Nate will now join
your party. Nate brought guns and other equipment with him from the police
station, so re-equip your characters. Nate tells you that Mark has been
captured and is being held at the police station. Leave the room you just
fought the creature in(but not back through the hole).
Go to the police station. Get the keys from the wall behind the
dispatchers desk in the lobby. Make your way through the police station
Dungeon, until you come across a room with jail cells. Mark and
Brad(kid from beginning with sunglasses) are being held in the cells.
Free Mark and Brad(only if you got the keys) and you will be asked
whether or not to let Brad join your party. This determines who you'll
have as your fifth party member. If you allow Brad to join, you will have
him as a playable character through the rest of the game. If you choose
to not let him join your party, you will be able to get either Ellen or
Alana as playable characters(See obtaining characters section for details
on how to get one of the other two). Leave the police station.
Go back to the high school and try to enter it. Instead of entering
you will see a cinema in which the high school is encased in darkness,
surrounded by 4 different types of towers, one on each side. This is
directly related to the Snow queen quest, which was removed from the
American version.
Go to the factory to the southeast and enter it. Alana is waiting
there for you. If you refused to let Brad come with you, Alana will now
join your party, if Brad is with you she'll leave. Inspect the wall
towards the back of the raised platform. You will trigger an elevator to
start that will gain you access to the dungeon below the factory. Proceed
through the factory dungeon, you will need to push 2 levers(mounted on
walls) to open up passages so that you may continue to the other end. You
will enter Sebek corporation's office building(Sebek towers) upon exiting
the factory passages. There is an elevator on the first floor that you are
able to use. Proceed to the top of Sebek towers where you will find a room
guarded by 4 mafia hitmen bodyguards. Defeat the bodyguards and enter the
room. Inside the room you will encounter 4 more bodyguards, but you will
also have one of the bodyguards of the president of Sebek corporation to
deal with at the same time(5 opponents). At the start of the battle,
the leader throws a magic spell that hurts all the members of your party.
After defeating these opponents, go to the desk and push the button hidden
in the desk. The door in the back of the room will now open. As you exit
the room by the secret door, alarms will sound and flashing red lights
fill the corridors. Exiting through this secret passage on the other side
of the secret door will make you escape through the basement. Upon
reaching the basement, you will witness two men, Guido Sardenia and his
main scientist, Dr. Nicholas escaping through a portal. Go to the computer
bank on the wall, you will have the choice of pressing one of two colored
buttons. Pressing blue will speed the portal machine into overdrive, while
pressing red will stop the machine. Press red, but before the machine can
stop, a little girl appears and says that she won't let you hurt her daddy.
This little girl possesses great powers and warps your entire party back
into the high school.(this happens no matter which button you press)
You appear inside the school's gymnasium. Your characters discuss what
has just happened to them and then Mary leaves your party and goes off
alone into the school. You are now able to explore the school again. Your
characters don't realize it yet, but the high school is very different
than it was before. Look around the school, you will find Bruce, one of
your friends from school on the second floor, he has been beaten up and has
bandages all over his face, Mary is with him. She will rejoin your party.
Proceed to the dividing corridor for the different sections of the
school(where the hole was before), and enter the door on the other side.
You will now be in a corridor with a Velvet room(see room descriptions)
and nurses office. This is the starting point of the school dungeon. In
this dungeon, you may come across Chris, a student in the art room who is
also able to summon personas. You will not be given the choice to let him
join your party, although, you do have the option to re-form your party at
this time...Hmmm.... You will come across Chris again later in the game.
You will also be asked by a member of your party if you have any secrets.
Continue through the dungeon until you make your way to the school's
atrium(open section in the middle of the school). Here you will again meet
the little girl. The little girl is evil and summons a giant mechanical
rat, which you must fight. After defeating the rat, the school reverts
back to normal. Go to the principal's office, where you will again
interrupt the principal while she is talking to the Dean. After doing this
head upstairs to the library and find Kain, the pale looking punk kid who
is working on a stone portal/doorway, Bruce is with him. Talk to Kain, and
inspect the stone portal. You will now be able to exit the school through
the front door.
After leaving the school, go to the mall(there are 2, a cross shaped
one, "Joy street" and a rectangular one, "Sun mall", as there are new
shops open now, and you are able to buy new armor and weapons.
There is also a barrier running north to south, dividing the city in
half now, you will also notice a strange mist is in the air.
Go back to the temple of the butterfly, you will get a new cinema.
Philemon will also tell you about the holy mirror that you need.
Go to the museum. In the exhibits room of the museum you will all
gather around an object in the center of the room, it's the holy mirror.
A vision of Mary(girl in your party) will appear in the mirror. Take the
Mirror, having this vision allows you to battle a creature later in the
game who will block your way. After seeing the vision and taking the
mirror, you are sent out of the museum.
Head into one of the subway tunnels(only 2 are available on each side
of the barrier). From the subway tunnels you can go beneath the streets,
which will allow you to go under the barrier that divides the city and come
out on the other side. After the first section of subway tunnels you will
come to a room with subway turnstiles in it, a creature is also here. The
creature blocks your way. You must now defeat the creature(you can only
battle this creature if you've seen the vision of Mary at the museum, and
have the holy mirror, if not you will be sent back into the tunnels you
came from) if you wish to go any further in the subway tunnels. After
defeating the creature you can proceed into the second set of tunnels
which exit into the city on the other side of the barrier.
The city is in shambles on the eastern side of the barrier. Whole
streets have been destroyed, mounds of dirt block your passage in some
directions, while holes prevent you from going others. Buildings have
changed, while some have even disappeared.
After exiting the subway tunnels head to Joy street, which is now
known as the Black market. You will be able to save your progress at the
Augustus tree inside. There are many new shops open for you to shop in and
re-equip your party. There is also a Velvet room and Judgement 1999. After
shopping and saving your progress you will now notice that you are trapped
inside the mall. There is no way to get out through the mall doors,
every time you try and exit one you are warped to the door on the opposite
side of the mall yet still on the inside. There is a way out though, but
you must brave the ancient tunnels of the Karma palace. It seems that an
evil queen lives at the bottom of the tunnels and is keeping everyone
prisoner in the mall. You must reach the bottom and defeat the queen if
you ever wish to leave the mall.
The Karma palace are tunnels beneath the mall, ten stories deep,
this alone makes this dungeon very large. But now realize this, there are
many places in the tunnels which when walked on, the ground will give way
and you will fall to the level below(no damage is taken), these spots are
always behind doors(they show as red lines on the map). Sometimes this
works in your favor(you may not have to cross a whole level just to get to
the stairs), sometimes it will work against you and you'll have to
backtrack many levels up the stairs due to falling into a dead end in which
you can get no further downward. The entrance to the ancient tunnels is
directly across from the Agastya tree in the cross mall(the mall you're
currently trapped in). There is also an elevator that runs from levels 2
to level 7, you will need this if you go exploring.
The following is the way to get to the bottom(10th level) of the ancient
tunnels, if you don't want to figure it out for yourself.
1. Enter the tunnels and take the stairs to level B2
2. Take the elevator on level B2 to level B4 and exit the elevator
3. On level B4 drop down the only hole you can reach in the section you are
in, you will fall to level B5.
4. On level B5 drop down the only hole you can reach in the section you are
in, you will fall to level B6.
5. On level B6 go to the hole furthest to the east and drop down it, you
will fall to level B7.
6. On level B7 drop down the only hole you can reach in the section you are
in, you will fall to level B8.
7. On level B8 go through the room with the chests(open them if you want)
to the hole furthest south that you can reach. Drop down it to level B9.
8. On level B9 go up through the room with the chests(open them if you want)
to the hole at the end of the passage above and to the right. Drop down
it to level B10.
9. On level B10 pass through the 2 rooms that you have fallen next to and
exit the second room through the door represented by the small arrow, not
the large doors(that's where you entered from). Proceed down the tunnels
to the room towards the upper center section of the level and enter it.
Inside the room is a girl with splotches of black on her face, a bunch
of dead demons and a large mirror. Upon entering the room your party will
realize that the girl is their friend Selina, from school, Bruce's
girlfriend. She has horrendous moles all over her face. You begin a
conversation with Selina, at the end of which, your party will be
teleported by the mirror back to the mall level, inside the Peace diner.
You still are not able to leave the mall though. The patrons(a gang called
the Queens) and bartender in the Peace diner tell you that you need to go
back down through the tunnels to seek out the Queen(Selina) again. So back
through the ancient tunnels you go, hope you remember the way. Upon
reaching the room with Selina on level B10 for the second time, your
party, except for you and Mary are turned to stone. You are then asked a
question, whether you like Mary's paintings or hers(Selina's) better.
Choosing Selina's will cause Selina to release your other party members
from the stone condition they are in, but don't. Choose Mary's(This shows
your honesty). Selina will be outraged, and the little girl from before
warps into the room. The little girl causes Selina to become a demon and
attack your party. Because you answered Mary's paintings were better, the
rest of your party is still stone, this leaves just you and Mary to defeat
Selina. After defeating Selina, the little girl talks to your party
then vanishes. Another person is warped into the room through the mirror,
it's Bruce, your friend from the high school. Bruce is Selina's boyfriend.
As soon as he is warped to the room the mirror flashes and breaks, this
releases Selina from the evil spell she was under and she reverts back to
a pretty high school girl. It also releases your party members from their
stone forms, back to flesh and blood. You are now sent back out into the
ancient tunnels to find your own way up to the mall level. If you re-enter
the room with Selina and Bruce, instead of going to look for a way back to
the mall level, you will see them making out in a back corner of the room.
You then are sent back out into the ancient tunnels again.
Upon getting back to the mall level you will find that #1, the door to
the ancient tunnels is now sealed, and #2 you are now able to leave the
mall.
After leaving the Black market head to the hospital, which has now
become the Castle Mana. You will find the little girl there, but she
will run inside the front door and seal it behind her. Leave this area.
After leaving the Castle Mana, return through the subway tunnels to the
western side of the barrier.
Once back on the western side of the barrier go to where the police
station used to be. You will find a maze composed of pink trees in it's
place, this is the Lost forest. Enter the forest and you will find,
a room filled with chests, a give and take fountain(see section on rooms),
and in the center of the southern portion of the forest... a gingerbread
house. Enter the gingerbread house and you will again encounter the little
girl, only this time she's not as evil looking. In fact she looks exactly
like Mary, only younger. She is carrying a stuffed teddy bear in one hand,
and a compact(small mirror) in the other. She tells you that her name is
Mae, and that her twin is named Maggie. Maggie is the evil little girl
that has been giving you problems. Mae tells you that the way to get into
the Castle Mana is to use her compact to unseal the lock on the door. One
problem though, Mae doesn't want to go with you to do this, and she
doesn't want to let you just take her compact. You'll have to answer some
questions for Mae, to see if she can trust you.
Upon talking to her you are asked, "I'll be safe here" from this you are
given 4 choices,
1.Stop! (pick this one!!!)
2.It's safe
3.Yeah but...
4.Don't know
Picking any choice will continue the conversation with the little girl
until you get to another question with 4 choices, "Why do you fight?"
1.For myself
2.No reason
3.For everybody (pick this one!!!)
4.Don't care
Again, picking any choice in this set will continue the conversation,
stopping this time with a question that has only a choice of 2 selections,
"Why do you live?"
1.I wonder why
2.For finding the answer (pick this one!!!)
After this last selection, you have set the ending of the game in motion.
If you chose the selections I said to, you will get an opportunity to
get the good ending(if you make it thru the game :). If you chose anything
other than the ones specified(even one), your game will be drastically
shorter and you will get the bad ending. You'll know if you did it
correctly by whether or not you fight the teddy bear the little girl was
holding. If you picked wrong, it grows to about 10 feet tall and you must
battle it. After defeating the teddy bear the little girl gives you the
compact(small mirror), then leaves. If you picked correctly, Mae will
just give you the compact, no fighting the teddy bear. Exit the forest.
Go back through the subway tunnels to the eastern side of the barrier.
Proceed to the Castle Mana. Upon getting there, inspect the box next to
the sealed door in the entryway, doing this will give you two choices,
one, Yes place the compact in the box, or two, No do not place the compact
in the box. Choosing yes will trigger the door to open. Enter the now open
door. Proceed through the Castle, to the boss' chamber. Upon reaching the
chamber, you will find 3 people, the little girl(Maggie), Chris(from
the high school art room), and Guido Sardinia. Chris is lying hurt on the
ground. As you talk to Maggie, Guido summons a portal next to you, in
which you view a cinema of a section of the city transforming into a giant
palace, similiar to the vision you had when you tried to enter the high
school earlier. After the vision, Mark and Nate are struck by a bolt of
lightning cast by Guido, and seriously injured. Guido then warps a tall
creature into the chamber. A flash of light occurs and Guido and Maggie
disappear, leaving your party to battle the creature. (Note: if Chris is
in your party as a playable character, he will confront Guido upon your
arrival at the boss' chamber. In this conversation you find out that
Chris is Guido's brother by way of the same father. After some very nasty
trash talking of Chris' mother by Guido, Chris is struck injured by Guido.
You will then start the battle against the boss with three characters hurt
instead of two) After defeating the creature, Chris gets back to his feet
and talks to you. After you are finished talking to him, make your way out
of the Castle.
After leaving the Castle, head to the Haunted house and enter it. On
both the first and second floors there are rooms with items and people you
can talk to. When you reach the third floor, navigate through the dark
room at the top of the stairs and attempt to open the door beyond it. This
is the bosses chamber and when you try to open it, you will hear voices on
the other side. After a few moments of listening, you try opening the door
and it will open. Inside is a tall creature with a horn, armed with a sword
(called a Norn). There is also a dimensional gate inside the room. Upon
entering, Mary attempts to make contact with the creature, thinking it
sounds familiar. You are then given a choice, whether or not to fight the
Norn? Do not fight the Norn, it is really Mary's mother transformed to
trick you. Through your decision to not fight the Norn, you have shown the
ability to think with reason. Had you fought the Norn, Mary would have left
your party for that battle, and you may possibly have risked the good
ending. After deciding not to fight the Norn, it changes back into Mary's
mother. Your party will start to question Nancy, but the gate starts to
fluctuate. Your party will then follow Nancy to what appears to be it's
controls. Nancy, once reaching the controls, warps your characters to the
palace that Guido had created when you were at the Castle Mana, she stays
behind to keep the gate open.
When your characters arrive at the palace, they will be in the generator
room. Everyone discusses what has just happened. There is a scientist in
the room with you, talk to him. While talking to the scientist, Guido
materializes in the room and confronts your party. After a brief discussion
he leaves by teleporting out of the room. Exit the generator room and head
into the palace. There is a Fountain of life and Augustus tree in the hall
after the first room. I would recommend using them. At the end of the hall,
there is an elevator, it goes from floor one to three. There is a Velvet
room on the second floor to the southeast that you can reach by using the
elevator. Take the elevator to the third floor and proceed through the
palace dungeon, making your way to the fifth floor. On each floor, there
are rooms with items and people who you can speak with to get information.
Once you reach the fifth floor, proceed down the halls towards the
northeast. At the end of the hallway furthest to the northeast, you will
find a plate on the eastern wall. Inspecting the plate will give you two
choices, whether or not you'd like to push the plate, Yes/No. After
answering Yes you'd like to push the plate, the long hallway leading south,
in the northern section of this floor, will no longer be a dead end. The
wall at the end of this passage will disappear, revealing a new set of
rooms to explore. Upon exploring this new area, you will find a square
room with a dead end hallway on it's eastern side. Go down the dead end
hallway, you will find another plate on the wall here. Inspect it to prompt
the Yes/No push the panel question. After pushing this panel, you'll find
that a drop hole has appeared in the center of the adjoining room(look at
the automap to see). Go to the drop hole and fall down it to the fourth
floor. The room you land in on the fourth floor has a connecting hallway
that leads to a stairway going up to the east, and a door that leads to
another hall to the south. Take the stairs to the fifth floor, and you
will find another room with items and people to get information from.
Exit this room from the other door(not where you came in), you will come
to a set of stairs that lead to the sixth floor. Go up them. On the sixth
floor, there is a section of hallways in the shape of a square with a
cross through the center of it. There are red lights on the floor tiles,
which when stepped on, turn off or on(depending on original state). Align
the red lights on the floor so that they match the light pattern that is
on the ceiling. The pattern of the lights will be a cross when done
correctly, it will also make a small beeping sound. Having done this you
can now enter the door(locked if you don't do the lights) to the north of
the lights room. Go through the door and proceed down the following short
hallway to the door at the end. Enter the door. You will now be in a room
where you'll find Maggie and Guido. After talking to you, Maggie
disappears. Upon talking to Guido, you are asked a question, "Why do you
live?"
1.I wonder why
2.For finding the answer (pick this one!!!)
After picking, "for finding the answer" Guido starts to explain his
downfall to you. You then battle him(he can summon very powerful personas
also). After seemingly defeating him, he yells out, levitates into the air,
and disappears. A large golden being then appears in his place. Guido's
persona has taken him over. This new creature battles you. After defeating
the golden being, you find yourself back in the room on the sixth floor.
Guido is lying on the floor. In his dying breath, he explains how Mary
(your party member) and Maggie are actually one in the same. Mary is
upset by this and runs out the door. Go after Mary. Proceed down the
stairs to the fifth, then fourth floor. Upon getting to the room at the
bottom of the stairs on the fourth floor, enter the door to the hallway
leading south. There is a drop hole at the end of this passage, drop down
it. You will land on the third floor, in front of the door that used to be
locked(had you checked it earlier). Enter the now unlocked door on the
western wall of this room. Upon entering, you will see Maggie and Mary
standing next to a bed. On the bed is a girl, she is hooked to the
generator that runs the dimensional portal. This girl is the same girl
that you visited in the hospital at the start of the game. But how can that
be? Mary was with you. There is also a giant mirror on the wall.
Had you answered any questions wrong at the gingerbread house, at this
time Mae would materialize in the room. The two little girls are actually
forms of the same child, one is evil, the other pure. Mae and Maggie talk.
In a flash of light, Maggie, the evil form vanishes. Mae, the pure form
then speaks to Mary. When they are finished talking, Mary says your name,
then she too vanishes in a flash of light. Mae then says a few things to
your remaining party, then she, like the others, vanishes. The mirror on
the wall shatters. This signifies the end of the evil.
(This is the bad ending your game stops here. This was the first of the
two main endings of the game).
A cinema of a glowing butterfly entering a hospital room window and
coming to rest on a bed is shown. It then fades to credits, after which,
the quote, "cogito ergosum" by Rene Descartes' is displayed...
I think, therefore I am
FIN
But...
If you answered them correctly...
After talking to Mary, Maggie vanishes, then Mary does. Mark and Nate will
then fight over whether or not to destroy the dimensional gate device hooked
to Mary. But doing so would probably kill Mary. Eventually Mark triumphs
and it is decided that your party will return via the dimensional gate
to save Mae and Mary. A cinema is shown of the gate destructing. Because
of this your party makes a wish to the chaos mirror(large mirror on wall),
to warp them to Mary's world. But the mirror shatters. Mark finds the
compact on the floor, but the mirror in that is broken too. Suddenly, the
compact on the real Mary(on bed) starts to glow. Your party goes to her
and finds it, it's the "Green" compact. Mark uses it to wish your party
back to Mary's world, but it doesn't work. Search the room, in the corner
you will find a piece of the chaos mirror. Pick it up. After putting the
piece of the mirror into the broken compact, a cinema will show your
party being warped back to Mary's world. You land outside the Lost forest,
Nancy(Mary's mother) is there. The broken piece of mirror combined with
the compact, are now the "Red compact". (Note, from this point on, the
sealed door on level 2 of the ruins is open. There is a seven level
dungeon there, where the seventh level is composed entirely of 3x3 rooms.
There is no reason to explore this dungeon, other than level raising, as
the only thing in it is demons.)
Nancy decides to travel with your party this time(not as a playable
character) to find her daughter, Mary. Proceed thru the Lost forest to
the Gingerbread house to find Mae and see if she's alright. Upon reaching
the Gingerbread house, Mae tells you that Maggie has released a third and
even more evil form of Mary from it's imprisonment. This new form is
called Pandora, and it's the ultimate evil. Nate guesses that Pandora can
be found by going through the portal in the school's library, Mae agrees.
Mae then tells you that to open the portal you will need the combined
power of three special compacts and the Ideal Mary(yet another form :).
Since you already have the red and green compacts in your possession,
you only need to find one more and locate the Ideal Mary. Mae tells you
that the Ideal Mary is at the deep end of the Lost forest and that you
need to reach her before attempting to retrieve the third compact. The
deep end of he Lost forest can be reached by going through the backdoor
of the Gingerbread house, which is now unlocked.
Proceed through the backdoor to the Gingerbread house and make your
way through the Lost forest to the Ideal Mary. There are your usual
rooms with items and such in this dungeon also. When you find the Ideal
Mary you will notice that she has no face, this is due to her indecision
about who she really is. The Ideal Mary will ask you a question, "you
think I'm terrible?".
1.Don't run away (pick this one)
2.Maybe it's true
After answering her, Nate will give a speech about killing yourself, and
then the Ideal Mary will come to a realization about herself and join
your party as a playable character(and get a face). Return thru the Lost
forest to the Gingerbread house. Once you return there, Mae will tell you
that the real Mary has the third compact. It seems the third compact is
with the real Mary's conscience in the cavern below the Butterfly shrine.
Mae then tells you that when you have all three compacts, she will recite
the special words that will open the portal in the school's library and
allow you to reach Pandora.
Go to the Shrine of the Butterfly. Once there you will get a cinema
from Philemon, in which you learn that the caverns called, the Pool of
mind and souls are located behind the Shrine of the Butterfly. Philemon
also tells you that the real Mary is dying and her soul is on it's way
back to the pool. He informs you that you must go and save it before she
dies. After learning of this you are told that only two members of your
party are allowed to enter the Pool of mind and souls, You and the Ideal
Mary. You will then be asked if you are ready to enter the Pool of mind
and soul, yes or no. If you chose yes, Philemon will move the stone that
is behind the Shrine, revealing the entrance to the Pool of mind and soul.
The path to the sea of consciousness(the actual caverns) is now open. You
get to the entrance by walking along the little path on the side of the
Shrine. Talking to Philemon(in butterfly form at this point) again will
let you and the Ideal Mary rejoin your party and do something else(equip,
go buy goods, get more experience and such)before entering the Pool.
Enter the Pool of mind and souls, and make your way to the bottom.
The trick to successfully navigating this dungeon is to pay attention to
the stairways, some have stairs down, right next to them that you may have
otherwise walked by. Most of the demons in this dungoen can only be harmed
by magic and are very powerful(they are the seven deadly sins). I had these
personas(both at stage 8) equipped on my characters,
Main character: level 18 Vortek/Chariot, Nuke more is very useful
Ideal Mary: level 24 Gasious/Sun, Holy word is very useful
Bring lots of healing potions and herbs, life orbs also, as you don't
want to waste any spell points healing your hurt characters. You need
them all for fighting, there's only two of you so be careful :)
On level B8 of this dungeon, you will find a room with an alternate form
of your main character in it, he's playing a videogame(Groove on fight).
Upon talking to the alternate form, you discover that he knows all about
you, even every deed you have performed up to this point. He then shows
them to you and explains his feelings on what you have done. He shows you,
1.Helping the nurse who was trapped under the vending machine at the
hospital.
2.Stopping the reactor at Sebek corporation, sparing Dr. Nicholas' life.
3.Being honest in your decision on whose paintings were better, Mary's or
Selina's.
4.Choosing not to fight the Norn at the haunted house, who turned out to
be Mary's mother.
5.Giving Guido piece of mind by telling him why humans live.
6.Helping the Ideal Mary discover her purpose of living in the Lost forest.
He then goes on to explain that there are more than one inner self inside
each and every one of us, there are tens of thousands(this explains all
the different Marys :) After telling you this, he gives you something. It
is the key to unlock the strongest persona inside of you, and you are told
to bring it to the Velvet room and give it to Igor, as he'll know what to
do with it. You then take possession of several items to be used during
persona fusion. These items vary, depending on which fifth character you
have and how you performed in each of the activities your alternate self
described. After obtaining the items, leave the room and go to level 9 of
this dungeon, the floor there will have a mist running over it. Upon
entering the room on level 9, you will see a cinema of your characters
finding the true Mary. The Ideal Mary argues with the True Mary for a
while, after which, the True Mary gives you the third compact that you
seek. You now have the red, green, and "blue" compacts. The True Mary
tells you that with these three compacts you will now be able to enter
the Avidea world by way of the portal in the school library. Pandora
lives in the Avidea world, you are told also. Leave this room and make
your way back out of the dungeon and into the Shrine of the Butterfly
to rejoin your friends.
Once in the Shrine, you are told to go to the portal in the school's
library, from there you can reach Avidea world... and Pandora. Leave the
Shrine.
Stop by the Sun mall and use the items you recieved in the Pool of
mind and souls if you'd like. Equip your characters as best as you can,
I'd recommend lots of spell rocks and life orbs. Don't forget to save
your progress at an Augustus tree.
Go to Saint Hermelin high school, and proceed to the library on the
third floor(none of the other rooms are open). When you get to the library,
Bruce and Selina are there. After a brief discussion between Selina and
Mary, the three compacts are placed in the circle on the floor in front of
the portal. Mary then recites the words to open the portal.
Go through the portal into the Avidea world. Proceed through the
dungeon. This dungeon has a save spot, a fountain of life and a Velvet
room all in the first section. The Avidea world dungeon is set up very
similiar to the dungeon that was in the high school after you defeated
Guido's bodyguards at Sebek corporation, as it is divided up into different
areas. On the second floor there are a few trap doors that will drop you
back down to the first floor, they are easily identified, as they are in
the center of 3x3 rooms. On the western section of the second floor you
will encounter an immense blacked out area. You can navigate it by going up
the eastern side to the top, then staying at the top to get to the western
side, finally going south towards the western wall. The area you're looking
for(to get out of the darkness) is at the south western section of this
room. After going thru this dungeon, you will come to a section that will
have a mist lining the floor, like at the Pool of mind and souls. Make
your way to the center of this section, there will be a room with a red
door there. Upon entering this room you will come face to face with the
form of Mary known as Pandora. Pandora is a giant creature with many legs,
and what apears to be a cocoon with Mary in it, sticking out of it's
belly. Pandora speaks to you, it tells you that it is guarding the Deva
system(the mind/portal machine) and wants to use it to create a world
where nothing exists. Mary tells Pandora that it is mistaken, that the
Deva system is not the "Gate to paradise", but Pandora's box, and that it
contains all the evil. Hearing this, Pandora gets upset and you are then
forced to battle her(get ready for a long fight ;). After defeating
Pandora, it's back tears open, and as it's dying, a giant female butterfly
emerges. This is the second form of Pandora, and it looks just like Mary,
only with wings. You are now forced to battle this new form of Pandora
(this form will strike twice during every battle turn). Sad attack,
Heatwave, and the Axe bomb persona spells work well against this form of
Pandora, be careful, as a lot of spells will heal her. After defeating
the second form of Pandora, it will ask you, "why you wish to go on?"
All your party members tell it various reasons why. Mary then confronts
Pandora and tells it that they are parts of the same entity, Mary. With
that, they re-form. The Ideal Mary, now re-fused with Pandora, then says
goodbye to everyone. Since she isn't the flesh and blood Mary, she must
remain in the dream world. She then warps everyone but you, back to the
real world. She wanted to tell you something, is the reason she gives for
not having warped you back with the others. Mary kisses you, then tells
you that she has always loved you. With that said, she says goodbye and
warps you back to the real world to rejoin your friends.
Philemon appears in a cinema and tells you of the power that you now
posses, and how it's really your true self. He then takes off his mask
and you see his real face. After doing this, he turns into a hundred
butterflys and they all fly away.
After Philemon leaves, you learn that after the series of incidents,
the town gained world wide attention, but now everything is back to normal.
Sebec and the name Guido became internationally renowned, yet the names of
the students who were involved never became known.
Time has passed, memories of the incident sank deep into their
consciousness. The boys and girls who found their identities began to
walk into the future not knowing what will happen...
The scene then cuts to the inside of the peace diner, where one by
one your friends are arriving. They are all gathering to go to an
amusement park.
You are then given another cinema. This one of a school classroom,
it's empty, except for one girl, Mary. She walks towards one of the desks
and when she reaches it you see that it has a compact on it. A school
class photo is then tossed on the desk. Life in the town of Lunervale is
finally back to normal.
What happened later in life to each of the characters you used is then
shown in a mini biography:
Mary: With her sickness cured, Mary has now become a mature young lady.
She has won many art awards and good things are happening in her
life. She's happy with her mother now, and has a new boyfriend.
Mark: Mark went to New York to study art. His avant-garde style in
art has won acclaim with the critics, and he's having the time
of his life.
Nate: In disguise, Nate lands a job in one of the companies his family
owns. He finds out firsthand how cruel the business world can
be. His arrogance from the past has now turned into compassion
for all people.
Brad: Brad is now a TV talk show host. He has a new-found openness
when he talks about his past to his viewers. In all of this
glamour, though, he still never forgets to check on his friend
Mark.
Alana: Alana got a job at a well-known trading company. She met a nice
man at her job, and is devoting herself to her husband and
family. Her only complaint is the size of her husbands salary.
Ellen: Ellen became a model. Her down -to- earth lifestyle, despite
her status, is favorably well-liked among young girls. She often
appears in magazines and TV, commenting on her negotiating
techniques with the demons.
Chris: Relieved from a life driven by vengeance, Chris has started to
walk a normal life. He is now a husband and father of one child.
His friend Mark met his son and immediately noticed the trait
of a loner.
You: How he came to be.. Well, that's up to you to decide...
After the biographies are finished, the credits for the game are shown.
Small pictures of various locations throughout the game are randomly
displayed in the corners throughout this sequence. The theme from the
Velvet room is the accompanying music. The last picture is of an empty
piano in the Velvet room. This picture fades to the quote...
"cogito ergosum" -Rene Descartes'
I think, therefore I am
FIN
Here's a rough map of the city's layout:
Lunervale:
I------------------------------------------------------------------------I
I I
I I-------------I I--------------I I---------------I I--------------I I
I I I I I I I I I I
I I I I I I I I I I
I I Ruins I I I I I I Hospital I I
I I I I I I I I Castle Mana I I
I I-------------I I I I---------------I I--------------I I
I I I I
I I-------------I I Police I I---------------I I--------------I I
I I I I Station I I I I I I
I I Augustus I I Lost I I I I I I
I I Tree I I Forest I I I I I I
I I I I--------------I I I I I I
I I I I I I I I
I------------------------------------------------------------------------I
I Highway Overpass Highway Overpass I
I------------------------------------------------------------------------I
I I
I I-------------I I--------------I I---------------------------------I I
I I Museum I I I I Joy street I I
I I I I I I Black market I I
I I I I Clinic I I I I
I I I I I I I I
I I I I SubwayI ISubway I I
I I-------------I I--------------I I---------------------------------I I
I I
I I-------------------------------I I---------------------------------I I
I I SubwayI ISubway I I
I I I I I I
I I Sun I I I I
I I Mall I I Augustus I I
I I I I Haunted Tree I I
I I I I House I I
I I-------------------------------I I---------------------------------I I
I I
I I-------------I I--------------I I---------I I-------I I---------I I
I I Old woman's I I Yin Yan I I I I I I I I
I I House I I Shop I I I I I I I I
I I I I I I I I I I I I
I I I I I I I I I I I I
I I I I I I I I I I I I
I I I I Shrine of I I---------I I-------I I---------I I
I I I I Butterfly I I
I I I I I I---------------------------------I I
I I I I I I Clinic I I
I I St.Hermelin I I I I I I
I I High I I I I I I
I I School I I I I I I
I I I I I I I I
I I I I TJ's I I Factory I I
I I I I House I I I I
I I-------------I I--------------I I---------------------------------I I
I I
I------------------------------------------------------------------------I
Obtaining the different playable characters:
Brad: You have the option of obtaining Brad as a playable character
when you free Mark from the jail cell at the police station.
Ellen: If you chose not to let Brad join your party at the police
station, you will have the option of getting Ellen as a playable
character if you look in the subway for her.
Alana: If you chose not to let Brad join your party at the police
station, you will be able to aquire Alana as a playable character
when you arrive at the factory.
Yuki: In the Japanese version, you are able to use Yuki as a
playable character in the Snow queen quest. For anyone who is
wondering, she throws razors and uses a double barreled pump
shotgun.
Chris: Chris is also a playable character, although to get him there are
many more requirements to fulfill than obtaining any other
character in the game. The steps to getting Chris are:
1.Go to the school science lab(right of front door) and talk
to the teacher wearing the brown suit. He will tell you of
someone going in and out of a sealed classroom on the second
floor. Doing this triggers the door to room 2-7 to unlock.
2.Go to room 2-7 of the high school and see Chris acting
suspicious. He will leave the room when you see him.
3.Go to room 2-1 of the high school and talk to the male
student who is there. He will tell you about someone partying
at the factory. The person he is talking about is Chris.
4.Go to the Joy Street mall and enter the Yin & Yan shop. Talk
to the female customer wearing jeans, this is Chris' mother.
She will ask you if you know her son Chris, answer Yes, you
know him. She will then ask you if you will be his friend,
answer OK, you'll be his friend. Leave the Yin & Yan shop
without talking to Chris' mother a second time. If you talk
to her a second time, she will ask you if you've seen Chris
yet and that will ruin your ability to get him.
5.Go to the Revolution 1999 in the Joy Street mall. Talk to
Mark's two band members(standing next to Mark). They will
tell you of seeing Chris at the factory.
6.Go to the factory, Chris will be there if you've done the
above steps in order. When Chris sees you he will leave.
7.Proceed through the game as usual, until you are finished
with the hospital(first dungeon you needed to do).
8.As soon as you leave the hospital, try to enter the Sebek
building from the west. There will be a roadblock set up in
front of the building that you can enter(similiar to a room).
Upon entering the roadblock you will once again see Chris.
As before, Chris will leave when he sees you.
9.Proceed with game again as usual, until you get to the cells
in the police station. Upon releasing Mark and Brad from the
cells, tell Brad that, No you will not take him with you.
After sending Brad away, leave the police station.
10.After leaving the police station, head into the subway. In
the subway you will find a room with Ellen in it. Upon
talking to Ellen she will ask if you want her to go with
you. Tell her, No you will not take her with you. After
telling Ellen to leave, exit the subway.
11.Proceed to the factory as usual. Upon arriving at the factory
you will find Alana. Alana asks if she can go with you. Tell
her, No you will not take her with you. If you've done all
the above steps in order, at this point Alana will tell your
party that she hopes you all die, and then she leaves.
12.Now, with only 4 characters, proceed through the underground
passage, beat the Sebek section of the game, and go to the
alternate reality(Mary's world). When the school transforms
(turns into a dungeon after finding Mary and Bruce), look
for Chris in the Art room on the floor above where you start
the dungeon. When you arrive in the Art room, Chris will
be seen killing an ogre, then he will talk to your party.
Finally, after agreeing to work together, Chris will join
your party.
The Snow queen quest:
This was removed from the American version due to time constraints
according to Atlus. In the Japanese version, after returning to the
high school with Nancy(Mary's mom), there will be a quest(if you
complete the below steps), that will take place instead of the
remainder of the regular game. It is actually an alternate story to
play the game by.
To start the quest you will first need to learn about, and find the
Snow queen mask. To do so, follow the steps below after returning
to the high school with Nancy.
1. Talk to Kain in the school's library once
2. Talk to the girl in room 2-4
3. Return to the library and talk to Kain again
4. Talk to the guy and two girls in the drama club room(near gym)
5. Talk to the guy and girl in the student council room(3rd floor)
6. Enter the principal's office and talk to the principal and dean
7. Go to the gym's storage room(behind gym) and open the orange
box that is there(second choice opens it), you have now found
the Snow queen mask
8. Bring the Snow queen mask to the school's dividing corridor,
where the hole is
When you arrive at the hole, Yuki and Alana are there. They are
talking to Mary and Mark, who leave thru the hole as soon as you show
up. Mrs. Smith then shows up and talks to your characters. She takes
the Snow queen mask from you and proceeds to tell you the story of the
Snow queen. After the tale is finished she puts the mask on. With a
flash of light, Mrs. Smith is possessed by the spirit of the Snow
queen. Your characters are then rendered unconscious. A cinema follows
that shows the entire school slowly freezing over. After the cinema,
your characters regain consciousness in the school's atrium. The now
possessed Mrs. Smith is also there, and she summons 4 spikes of ice
to rise from the ground and surround her. Your characters advance
towards her, Yuki in the front. As Yuki reaches Mrs. Smith a strong
wind blows her backwards and she falls to the ground, which is now
covered with ice and snow. She regains her footing and your
characters then talk to Mrs. Smith. After the discussion, Mrs. Smith
turns to ice, trapped by the Snow queen. As your characters
contemplate their situation, a glowing butterfly appears. A cinema
of Philemon is shown, in which you learn of a mirror that can again
imprison the spirit of the Snow queen. This is the same mirror that
was shown shattered in the tale told by Mrs. Smith earlier. After
learning that the mirror has been shattered into 12 pieces, all of
which must be found in order to save Mrs. Smith and re-capture the
Snow queen, Philemon gives you the mirror's frame. You must
re-assemble the broken shards in it if you hope to complete the quest.
After you receive the mirror's frame, Philemon leaves and your
characters exit the atrium and venture out into the frozen school.
The school is now completely different, it's walls and hallway
floors are covered with ice and snow, which you can hear crush under
your feet as you walk around. There are shops, a Velvet room and other
new things in the school now. Your object is to find all 12 pieces of
the shattered mirror and re-assemble them in the frame the Philemon
gave you. They are hidden in four towers that now surround the school
(the ice spikes around Mrs. Smith symbolize these). You must find the
way to open the doorways to each of the towers, and find the shattered
mirror shards hidden within each.
Description of rooms within Snow queen school dungeon:
1. Fencing club, Tammy and Tad are here, doorway to tower #1
2. Classroom, doorway to tower #4 (Main tower)
3. Classroom, frozen door to tower #3 in back
4. Library, Kain and Ellen are here, doorway to tower #2
You can have Ellen join your party by talking to her and
choosing to take her with you(top choice)
5. Revolution 1999
6. Nurses office, Nurse Beverly, Nate and a female student are here
You can have Nate join your party by talking to him and
choosing to take him with you(top choice)
Talking to nurse Beverly will heal your party
7. Drama club, A female student is in plain sight, there is a
male student behind the chalkboard
8. Velvet room, this is locked until you have a full party
9. A locked room in the back of the dungeon. After defeating the
Snow queen mask the door will unlock and allow you to use the
teleporter inside
10. Cafeteria, Toro(overweight kid), another student and Brad are
here
11. Atrium, locks after you leave it. It will re-open after you
defeat the three towers with bosses(1-3). This is where you
will fight the Snow queen mask
12. Rosa candida shop, TJ and another female student are here
13. Detention room, Principal Kotter and Dean Vader are here
punishing a student. There is a gun in the closet
14. Yin & Yan shop, there is a student and a customer inside
15. Frog shop(pharmacy), the statue of the giant frog in the
front corner of the shop can be inspected up to three times,
each of which will reveal a hidden health item.
16. Incense shop, customer is inside
17. Classroom, there are two students inside, armor is in the closet
First, go to the nurses office and save your game at the Augustus
bush, as it's the only place you're able to properly save while in
the Snow queen quest. The save feature inside the dungeons are only
continue files. When you use one, your game will end and the file
will be used up upon restarting. If you die, that's it. If you want to
be sneaky, save in a continue file, then copy the file to another
memory card. That is the only way to save once inside the towers.
Next, choose which character you would like as your fourth
character, Nate or Ellen, and retrieve them(you can take both, but
you'll lose the option of taking Brad.
Go to the Frog shop and get the three health items from the frog
statue.
Next go to the cafeteria, once there(with at least 4 members in
your party) you will see a confrontation between your characters and
Toro. In the confrontaion, Toro recounts his attempt at winning Alana's
love. He fails. After telling you this, Toro becomes enraged and
transforms into a very sexually explicit demon. A cinema is shown where
Yuki and Brad use their personas to kill the demon that Toro has turned
into. After this confrontation Toro returns to normal and Brad will join
your party(if you have a space left in your party). Toro will have given
you the tower pass, which will open the door to any of the four towers.
Go to the fencing club's room. Inspect the sealed door in the back
of the room. You will be asked if you would like to open the door
and enter, Yes/No. After opening the door, you will see a cinema of
the school surrounded by 4 towers, slowly the view rotates and the
camera pans into the red, castle type tower, this is the Hypnosis tower.
Inside this tower there are 3 mirror shards to find. There are clocks on
various walls inside this, and the other towers. When the clocks point
to midnight, a chiming will be heard. I am not sure if there is a time
limit to the towers, Atlus says no, and I completed the second tower
with the clock way past the midnight mark. There may, or there may not
be. While proceeding through the tower, you will encounter various
shops and rooms, such as Velvet rooms, Fountains of give and take,
Yin & Yan and Rosa Candida shops. Upon reaching the second floor, you
will come to a room with Tad, Tammy and Nurse Beverly asleep on it's
floor. Slightly further down the hall, there will be another room with
the Principal and Dean asleep on the floor also. On the third floor
you will come to a room where, once inside, you will see a multi-colored
doorway on it's opposite side. When you first reach this room you will
see a cinema of Philemon, in which he tells you of Dreamworld. It turns
out that the people sleeping in the rooms you went through have been
hypnotized and are trapped in a place called Dreamworld. They are
unable to wake up in the real world as their alternate forms in
Dreamworld seem to be unaware of the situation. Philemon tells you to
go into Dreamworld and tell the people there that they need to wake up
in the real world. The multi-colored doorway is the door to Dreamworld.
Enter the doorway to Dreamworld. Once inside you need to find four
different rooms with people inside that you need to tell to wake up.
The Nurse, Beverly is in a Yin & Yan shop, talking to one of Mark's
band members. Talk to her and choose the top choice to her question,
to send them back to the real world. The principal and Dean will be in
a room together, as with the Nurse, answer their question when talking
to them by choosing the top choice. This will send them back to the real
world. Look for Tammy and Tad in the fencing club room, and do the same
to send them back to the real world as you did the others. Proceed to
the northeast corner of the Dreamworld map. Once there you will find a
room with a female student sitting on a throne with a man dressed in
long white robes standing next to her. When you first talk to her,
she tells you of how she was always picked on at school, and how her
parents don't understand her. She ends the story by telling of how she
created Dreamworld while sulking in her bedroom. After the discussion,
girl and the man in robes vanish, they've gone back to the real world.
After waking everyone up in those four rooms, exit Dreamworld by going
back out the multi-colored doors you entered it by. Go back to the two
rooms where your friends from the real world were sleeping and talk to
them. Doing this will let you receive 2 shards of the broken mirror.
One from a person in each of the two rooms(very important to do this
before encountering the tower's boss). Proceed through the tower until
you get to the eighth floor. On the eighth floor there is a room with
useful items, get them before entering the boss' chamber. After getting
the items(and equipping them), enter the door with the stained glass
picture of the spider on it. This is the boss' chamber. Inside you will
again meet the female student from Dreamworld. She is lying atop a bed
floating in space. While talking to her, the man dressed in robes will
appear. He forces you to battle him. After defeating him, you are given
a third shard of the broken mirror, and then warped back to the main
school dungeon(the one before the tower). This is why you must retrieve
the other two shards before entering the boss' chamber.
Once you appear back in the main dungeon, you will notice you are in
room #2. The door here leads to the main tower where your party can
gain experience through endless battles. Inside the main tower(black,
covered with spikes) you will not be able to get into battles in the
main hallway. If you use the stairs and look through the tower, you will
notice three sealed doors, one approximately every 2 floors. After
receiving a broken shard of the mirror from any tower boss(towers,
1,2,3), and being warped to the classroom where you can enter the main
tower, you will need to talk to Yuki. She is holding the Mirror frame.
By talking to her you will be asked if you would like to re-assemble the
shards you currently have back into the frame, Yes/No. By re-assembling
the shards you are unlocking a sealed door in the main tower(Tower #1's
boss shard opens door #1 in the main tower, #2's boss shard opens door
#2 and #3's boss shard opens the door #3). You are able to battle once
on the other side of any of these doors. This tower allows you to exit
it at any time, as it's sole purpose is to allow your party to gain
experience.
After defeating tower #1 and raising your characters to whatever
levels you deem necessary, enter the library and inspect the door in the
back. Doing this will again give you the choice of entering a tower,
Yes/No. By choosing to enter you are shown a cinema of tower #2, the
Nemesis tower. This tower takes the form of a vine covered pyramid.
Once inside the tower you will come to the entry room, where you will
be confronted by a female spirit(the tower's boss). The spirit talks
to Brad, then disappears. Proceed through the large doors in front of
you and enter the dungeon proper. As with tower #1, there are large
clocks on various walls of this tower. There are also various shops
spread out throughout, again, just as in tower one. Proceed to the
third floor, where once you enter the room at the end of the hallway
in front of the stairs, you will encounter something very odd. Inside
this room is a torture chamber, with two students being tortured. The
two students are Kain and Toro. One wall of this room is decorated with
a cowskin patterned wallpaper, and there is a cow's head hanging off of
it. The cow's head is pouring milk out of it's mouth like a fountain,
which brings us to our tortured students. Toro is tied to the floor
directly underneath the cow's head, and the milk is pouring into his
mouth. His stomach is swollen like a giant balloon, due to having to
swallow the constant flow of milk. His shirt and pants have ripped open
due to his enlarged state. The second student being tortured, Kain, is
being forced to do push ups over a bed of spikes. If he tires and can't
keep himself up... he dies. A man dressed in brown is supervising the
torture. Upon entering the room, your characters discuss the situation
with Kain, after which the female spirit from the entryway makes another
appearance. After talking again with Brad, she leaves. There are three
doors in this room, the one you came in by, one to the north, and one
to the south. The door to the north leads to the bosses chamber many
floors above. Take the door to the south, and progress to the fourth
floor. On the fourth floor there is an area of darkness that you must
find your way through in order to reach the stairs to the fifth floor.
Once at the fifth floor, find the drop spot in the northern section
that will drop you back down to the fourth floor, but in a different
area than you've been in. Once you land on the fourth floor, proceed
down the corridor you are in and drop down the drop spot at the end of
it to fall to the third floor. On the third floor there is another drop
spot in the south east that you need to use to reach the second floor.
From the second floor, find the stairs to the first floor and go down
them. When you arrive at the first floor, make your way to the room in
the south western corner. Enter the room and you will find a large
treasure chest. Open the chest to receive another shard of the broken
mirror. You will also find an invitation from the boss of the tower
to meet her in her chamber on the eighth floor. Leave the room and make
your way up to the boss' chamber on the eighth floor(don't take the
stairs you just came down, there are others, they will lead you to a
drop spot on the third floor that will drop you back down to the second
floor in an area you will be familiar with. Remember to take the
northern door from the torture room. There will also be a series of
empty rooms for you to pass through on your way). Once you arrive at
the boss' chamber(large faces on the walls), the female spirit from
the entryway will appear and again talk to your party. After the
discussion you are forced to battle her. Here are some attack types
that hurt her: Ice, Nuke more, Holy white, Wind, Lightning kick, swords
and guns. Magnet heals her. After defeating her you are warped back to
the school dungeon, in the room with the door to the main tower. Give
Yuki the shards you collected from tower #2 so that you may practice
your combat in the main tower's second section. The items in the
school's shops change after each completed tower, so you may want to
go and make some purchases.
When you feel your party is ready, enter the room in the school
dungeon that is directly behind the library. This is room 3. As before,
inspect the door to prompt the Yes/No, will you enter the tower
question. After answering yes, you will be shown the cinema of tower
#3. An extremely tall pillar shaped black tower made of brick. This is
the Tanotosu tower. When you first enter this tower, you will come to a
room with skulls on the walls and a candle on either side of a set of
large doors. A female spirit will appear and tell you that in order to
enter this dungeon you must blow out one of the candles, after that she
leaves. This is up to the player to decide, which candle to blow out.
Blowing the candle to the left of the door out will cause your main
character to be persona-less, even in a Velvet room you cannot re-equip
him with a persona. Blowing the candle to the right of the door out will
do the same thing, only to Yuki instead. You make the call. After
choosing a candle, you are able to inspect the doorway to prompt the
Yes/No, will you enter the dungeon question. One note about this dungeon,
if any member of your party dies, they will be without persona abilities,
just like whichever character you choose at the door. A character that
has died will also only be cured 5-10 health points at a time from an
herb. So be very careful. As with the other two towers, this one has
various shops and such for your party to take refuge and re-equip
themselves in. After entering the dungeon, make your way to the second
floor. There will be a room here with an Otros inside it, guarding
another doorway. This doorway that the Otros is standing guard at is
a door to a misty dungeon, seperate from the rest of the tower. Inspect
the door to gain entrance. There is a room near the entrance to this
dungeon that contains the spirit of the character you chose to become
persona-less at the start of this tower. Talk to the spirit in order
to return it to the character that it came out of. The character will
now have it's normal persona abilities. Search out the rest of this new
dungeon, as it contains rooms which house four more shards of the
shattered mirror. Some can be found in large skull shaped chests, while
another must be bought off of a woman for 5,000 Yen, as she found it
before you. After finding the spirit of your party member, and the
four mirror shards, leave this misty dungeon and return to the main
Tanotosu tower dungeon. Make your way to the boss' chamber on the top
floor. On the floor below the top, you will find a room with two large
skull chests in it. You are allowed to open only one of the chests.
Open the chest on the left to find another shard of the mirror. After
getting the shard proceed to the top floor and enter the boss' chamber.
It has large golden skulls floating in the air inside it. The female
spirit from before is there also, and she talks with your characters.
After the discussion, the spirit makes you fight the demon Tarotosu
itself(the demon the tower is named for). Tarotosu is a pink, one eyed
female demon with 6 tentacled arms. The demon is buried partly in the
ground, with the six tentacles rising from it in front of her. This
makes for seven enemies at once that you must now battle. Holy spells,
guns and swords work against this boss. After defeating the creature,
it's sole eyeball pops out of it's head and attacks your party with a
hell eyes spell. If any of your party members survived, you now must
battle the eyeball. After defeating the eyeball, the female spirit
re-appears and again talks to your party. She warps away when all is
said, and then you receive another shard of the mirror. You are then
sent back to classroom #2 in the frozen over high school dungeon.
After defeating the boss of the third tower give the mirror shards
from the third tower to Yuki and she will re-form the Snow queen mirror.
You can now enter the upper levels of the main tower. You can also do
something else after re-forming the mirror. Go to the school's atrium
and you will now find it unlocked(don't forget to save first).
Upon entering the atrium, you will see a cinema of your characters
placing the re-formed mirror in front of the frozen Mrs. Smith. When
the mirror is placed, the four ice spikes surrounding Mrs. Smith
crumble to the ground and Mrs. Smith will thaw out. She will finally
take the Snow queen mask off, but then she collapses and falls to the
ground. Suddenly, another person, a woman with a disfigured face,
appears in the atrium. This woman talks to your party, then disappears.
After she leaves, the Snow queen mask starts to shake. It then rises
into the air and grows to over ten times it's normal size. You are
now forced to battle the Snow queen's mask. Holy word and Nuke more
work against it. Have a lot of life orbs handy, this battles going to
take a while. After defeating the mask, it shatters, and the pieces
fall to the ground. Mrs. Smith then regains consciousness and tells your
characters how the Snow queen came to be. It seems that when Mrs. Smith
was your age, something happened between her and the woman who showed
up in the atrium just before you battled the mask. This event caused
the woman's face to become disfigured and for her to become the Snow
queen, thus the hatred towards Mrs. Smith. Soon after Mrs. Smith's
story is finished, another demon dressed in black robes appears in the
atrium. It speaks to your characters, then vanishes. After the demon
vanishes, you regain control of your character.
Go to the room at the back of the school dungeon(room #9) that was
previously locked and enter it. Inside you will find your party standing
around a giant glowing ball of electricity in the center of the room.
Ellen is there also. Talk to Ellen and she will give you an item. After
talking to Ellen, inspect the glowing ball and you will be asked if
you'd like to use it, Yes/No. After choosing to use the glowing ball,
the whole room will start to shake, a bright light will flash and
Ellen will disappear. Actually, Ellen hasn't disappeared at all, your
party has, you've been warped to the school's second floor. You can
re-inspect the glowing ball to go back down to the first floor at any
time.
The second floor of the school is set up like a giant grid. There
are traps set up in many different positions in the corridors. Some
will cause your party to advance or backtrack a certain direction, while
others will cause harm. There are several rooms on the second floor that
you will discover. One contains two frozen female students, while
another in the south east contains two Jack frosts. Make your way through
the traps and proceed to the third floor by way of the stairs in the
south western corner.
On the third floor there are three rooms for you to find. One
contains two frozen students, one has a female student in it, but also
a weapon in the closet. The last room contains a fusion item. After
finding these rooms, make your way to the stairs in the south western
corner, they will take you to the fourth floor.
There are a few important things on the fourth floor, one of them
is the large open room in the corner of this floor. This room contains
many drop spots that will drop you to a small maze on the third floor
below. By navigating the floor correctly, and not falling through to
the third floor you will come to a long hallway at the end of the room.
Go down this hallway and drop down the single drop spot at the end of
it. This will drop you right in front of a hidden room on the third
floor. Inside this room are two Jack frosts, who will give you an item
if you speak to them. After getting the item, leave the room and drop
down the drop spot at the end of the corridor that the room is in, you
will land in a familiar place on the second floor. Proceed back up to
the fourth floor.
After getting back to the fourth floor, make your way to the south
eastern corner and you will find a room with two more Jack frosts in it.
Talking to them prompts them to ask you if you know what 100 minus 95
is, Yes/No. Answering yes to this will allow you to be teleported to
the fifth floor. As with the room on the first floor that allowed you
to travel between that floor and floor two, you can talk to the Jack
frost in this room at any time to return to the fourth floor.
Once arriving at the warp room on the fifth floor you will find
some items in the closet if you look. Just outside this room are two
sets of stairs. One on either side of the room. Both of these sets of
stairs will lead you to floors six thru eight, and sometimes back down
to different areas of level five, of the high school. The stairs vary
as to how many flights up or down they travel. They also connect to
many different hallways and passages that also have an abundance of
staircases attached to them. In all there are over a hundered sets
of stairs and passages all strung together in a maze that you must
navigate in order to reach the boss' chamber on the eighth floor. There
are also many different rooms scattered throughout the maze of stairs,
some contain items, while others contain things of greater significance.
The important things you need to find within this maze are, the Ideal
Mary(she's wearing a steel face mask), Mae, Maggie and Guido(also
wearing a mask). Talking to each of these people will cause them to
vanish. The room where you find Maggie also contains a gun for Nate in
the cabinet. The room you find Guido in is the student council room.
If you've played the regular version of the game, you know that Guido
was the student body president of St. Hermelin high school many years
ago. After finding the people in the various rooms throughout this
dungeon, make you way to the center of the eighth floor.
Upon your arrival at the center of the eighth floor, you will find
a large open room with lights on the ceiling. As with Deva yuga, if
you walk on the floor of this room it will also light up wherever
you step. Align the lights on the ceiling with a matching light pattern
on the floor. A chiming will sound when you've done it correctly.
Doing this will allow you to gain entrance to the passage at the far
end of the room. At the end of this passage is a room. This room is
where the demon from the school's atrium is waiting for you. Enter the
room.
Upon entering the room, you will notice that you are in the
room behind the gym. The demon in black robes that appeared in the
atrium after you defeated the Snow queen's mask is here also. As is
the Ideal Mary and Guido. The three of them all speak to your party,
after which you are warped to an empty classroom on the ninth floor.
Guido is still with you. Talking to Guido will allow you to have him
warp you between various floors of the school dungeon. You are given
the following to choose from, Exit(leave without warping), 8th floor
(where you just came from), 4th floor(room with Jack frosts) or 1st
floor(room with glowing ball or the Atrium, random). If you warp to
the eighth floor, Guido will still be with you, so you are able to
warp back to the ninth floor.
Exit the room on the ninth floor you were teleported to, you will
notice that this floor is set up like a very wide grid. There are many
traps in the hallways of this floor, some will cause damage to your
party, while others will poison them. There is a Velvet room, Augustus
tree, and a Fountain of give and take in addition to the room with
Guido that you can warp from. The Augustus tree is a real save spot,
not just a continue file save. There is also a set of stairs in the
southern center of this floor. They lead to the tenth floor, proceed
to them when you're ready.
Once you've gone up the stairs to the tenth floor, proceed through
the two areas of darkness in the center of the floor and make your
way to the stairs in the north east corner of this level. Take these
stairs to the eleventh floor.
On the eleventh floor, make your way through the spiraling corridor
to the room in the center. This is the final boss' chamber. Enter the
room to find the demon in black robes from before. It is awaiting your
arrival. After a few very brief words, you are forced to fight the
demon. Some spells that work against it are, Boss damage, Nuke more,
Sad attack, Holy word and Blaze. The demon is in the form of Siamese
twins joined behind the head, by a third head, wearing a hood. Looking
into the face under the hood is as if you were looking into eternity.
After defeating the demon, you are shown a cinema of the school
thawing out. Mrs. Smith then joins your characters in the main entryway
of the school and they all discuss what you've just done. In this
discussion you are asked two Yes/No questions(small talk, not important).
After talking with Mrs. Smith, your party leaves the school by the front
door. As Mrs. Smith is turning to re-enter the school, a glowing
butterfly appears in the entryway. Mrs. Smith turns to look at it.
Cut to an anime type drawing of your characters standing on the
front steps of St. Hermelin high school. They are all looking towards
the sky as if they hadn't seen it in a long time(because they haven't).
Text fades in and out over this, just as the ending in the American
version did.
The credits are then shown with various pictures in the corners,
only this time they are all pertaining to the Snow queen quest. The
last picture is of a school desk with a mask lying face up on it. It
then fades to the quote,
"cogito ergosum"
I think, therefore I am
-Rene Descartes'
Fin
After the ending quote, the screen fades back in, and you are shown a
scene of your party at the school's front gate. Mark arrives, and
your party tells him of the adventure that they have just had. They
all look towards the school, then turn, and walk away.
Differences between the Japanese and American releases of this game:
1. The voice actors are different, the Japanese version's actors do not
sound like bratty kids. :) Except for Alana and Chris ;)
2. The snow queen quest has been removed from the American version. This
quest adds an entirely different storyline in which to play the game.
It is also way beyond frustrating to finish, as some of these dungeons
can take you upwards of 16 hours to finish with no proper save feature.
There are also glitches that may occur during the quest(once I had the
game show the starting persona demonstration cinema just as I was
getting to the 8th floor of tower two, only it used my currently
equipped personas. After this the characters were formed on top of
each other and Alana was invisible. A quick re-formation cleared the
problem up, but after 16 hours, that kind of thing can really annoy you).
3. The American version has an abundance of television references, from
General hospital & Star Trek, to the Beverly hillbillies.
4. Names were changed(this was a given).
5. There are significantly less random battles in the American version,
upwards of 3 to 4 times fewer.
6. The demons hit points were lowered in the American version.
7. Prices on items were lowered in the American version(Yen to Dollar
conversion).
8. Due to the fewer battles, the experience gained from a battle was
raised.
9. The American version seems a lot easier. Due to fewer battles, and the
extra experience, there isn't enough risk in between level raising(in
which you get full HP and SP back) for it to get overly difficult.
10.The controller setup was changed.
11.Mark is now an African American, and his hat is different. Other
characters graphics were altered as well.
12.There is a "now loading" screen on the American version.
Thanks to:
Atlus for making the best RPG on the Playstation :D
Scott Deyesso for all his help on the trial and error stuff
William NG for his help with the missing steps to starting the
Snow queen quest, and his theory on aquiring Fools
Terry Lin for Ellen's special persona
Ben Hsieh for his help with personas, and how to get the Glass doll
Nobutaka Nishoka for the card combinations needed for some personas
Jeff Marks for the one step I was missing to make Chris appear at
the factory :)
Trunkten for proofreading
and Pup for doing the things ferrets do best :D
This faq was written by
Henry LaPierre
freeza@ix.netcom.com
Please do not use this faq on your website without asking me for
permission first. In no way do I wish this faq to be cut up into sections
or altered in any way, and used on people's websites. It is to remain in
it's original state and in one piece if used on websites.
Hope you like it :)
Thanks.
Always remember...
Mark danced crazy :)