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