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Survival Guide by Salah al Din

Version: 1.0 | Updated: 11/15/05

=========================================================
Shin Megami Tensei: Digital Devil Saga 2 Survival Guide
Version 1.0 - Tuesday, November 15, 2005
By Salah al Din aka Hitoshura
Contact - iaianpr at gmail.com
Note: I created this guide solely for GameFAQs.
      It should not appear anywhere else.
      Don't email me for permission to post it elsewhere.
=========================================================

Contents:

0 - Introduction/Version History
    0.1 - About this guide
    0.2 - Version history
1 - 1.1 General Dungeon Survival Notes
    1.2 Hard Mode Survival Notes
2 - Maintaining Character Growth Notes
3 - Mantra list
4 - Useful Combos to Know
5 - Understanding Bad Status
6 - Specific Dungeon Survival
7 - Credits, Thanks etc...

=======================================================

0 - Introduction/Version History

0.1 - About this guide
----------------------
DDS2 is more a game about managing the growth of your characters, while
maintaining a steady flow of resources to support them in long drawn out areas
that never seem to end. If you run out of MP or MP restoring items in the
middle of a dungeon, you'll soon become crippled as you search frantically for
a restore or a save terminal. This guide is meant as means of providing
guidance so that you don't suddenly wind up crippled in the middle of a dungeon
with all your money spent on Mantras, and unable to buy items to restore MP
for later on.

Efficiency and speed are key to getting through this game's lengthy dungeons.
The game rewards you for finishing encounters quickly by providing extra money.
The more money you have the more you can support your characters with better
Mantras, for the abilities they'll need to survive, as well as obtaining many
valuable items from the shop.

Because the dungeons all have 1 goal - Explore. Writing a walkthrough for each
one would be somewhat redundant. Though this document does provide key tips in
getting through particular dungeons, it is not meant to be a walkthrough, just
as a general guide to get you through the game on your own terms with a little
help when it's really needed.

0.2 - Version History
---------------------

Version 1.0 - 11/15/2005
      - Goal of the document is complete
      - Added some Hard Mode notes
      - Changed around some notes, and spelling mistakes.
      - Moved the note about the Speedy Ring as it can be found earlier than
        I originally thought.
      - Added in a few more important combos. Especially the Tentarafoo Combo!
      - A few more notes were added.

Version 0.9 - 10/19/2005
      - Document is virtually complete.
        May add full combo list as they are discovered.

=====================================
1- 1.1 General Dungeon Survival Notes
=====================================

- Map everything out, don't head straight to the end.

- If you run into a Save Terminal or fixed battle before mapping out
  a portion of the dungeon, head back to the unmapped area.

- After the 3rd Dungeon, heal after every battle.

- Ensure you've collected all treasures along the way as you progress

- Only use Hunt Skills to speed up Mantra learning when you've got
  more than enough cash to buy the next one you plan on buying at
  the next Terminal.

- Understand your enemies. Kill them in 1 turn to get 50% more money.

- Get the Spyglass as soon as you're able to. It'll be your best
  friend for the rest of the game.

- The quicker you defeat enemies the more MP you'll have for later.

- Use reserve characters to heal your active ones.

- Plan your characters so that you have access to as many combos as
  possible.

- Don't equip multi-target spells (unless they're Megido or Bad Status
  attacks) Equip single target spells so that they can get access to
  multi-target combos.

- Don't try to use a combo unless you can hit a weakness.

- Don't use a physical combo unless you know you can kill more than 1
  enemy or there are enough targets that you'll get at least 1 Critical
  Hit.

- Multi-target element combo versions of character have a greater hit
  rate than the normal ones, and are generally more powerful.

- Generally speaking you should have 1 or 2 Shield abilities, and 1
  Auto ability set on a character, the rest being attack/magic abilities.

- Human Form is useful for using the elemental gun combos. If you are
  using the best ammo that you can buy at that time, they'll do more
  damage than a spell of the same tier.

- Human Form is also useful against enemies that use Expel skills and have
  more than 1 Press Turn. Human Form naturally has Null Expel. Just
  having 1 Character in Human Form is enough.

- When you get the Speedy Ring, equip it to the Party Leader and use
  the most powerful multi-target attack or combo at your disposal.

- In darkened areas, always use a Light Ball. You'll always be
  ambushed when walking in the dark.

- Only run when things are looking really bad. Eg. 2 characters dead,
  Everyone has Low HP and is afflicted with Charm, Panic, Curse,
  Poison etc...

- Don't use "Counter" support skills. If a character is poisoned,
  they'll take damage from countering. Or kill something you wanted
  to use a hunt skill on.

- When running low on MP, mute a monster that uses nothing but magic
  attacks and use MP Thief to syphon off its MP for your characters.

- Try to conserve MP Restoring items for boss battles as they are
  fairly rare and quite expensive to buy.

- Get Mana or Chakra Walk for all characters.

- Run away from Berserk Mode fights if you couldn't hit anything on
  the first round.

- Don't ignore a character's growth. Make sure reserve characters
  always have Mutual Karma set, and that you rotate the active party
  to speed up AP acquisition when using Hunt skills.

- Never pass up a field hunt. You'll always get some free AP for your
  efforts, and a reward if you devour enough Mitamas.

=====================================
1- 1.2 Hard Mode Notes
=====================================

- There are two variations of Hard Mode. One with a fully complete DDS1 Clear
  File, and one with the stand-alone DDS2 clear file. The latter being more
  difficult than the former for a variety of reasons.

  - All optional bosses in DDS1 defeated earns some rather powerful Karma Rings
    as you progress through DDS2.

  - All Mantras Mastered in DDS1 provides a +5 boost to all stats at the start
    of the game. It might not seem like much but it helps out a LOT at the
    start.

  - If you had over 1 Million Macca currently in DDS1 you'll start DDS2 with
    double cash.

  - For ease of remembrance, picking the first choice in all of DDS1's decision
    events opens up a powerful skill for Argilla, and opens up a possibility to
    replace Roland. (Those aren't the exact requirements, but the
    requirements needed for Particular decision events must all be the first
    choice anyways.)

  - Simply using the DDS1 clear file for Hard Mode unlocks a powerful ability
    for Gale.

  - These additions, obviously, will not appear in a stand alone DDS2 Hard Mode
    game.

- Unlock the stand-alone DDS2 Hard Mode by loading the DDS2 Clear File, without
  using the DDS1 file. Note that all Mantras and Combos learned in previous
  playthroughs will not carry over when you select Hard Mode.

  - In the stand-alone DDS2 Hard Mode you will always have the support skill
    Human Form at the start of the game. You will only have this if you load
    DDS2 Clear File. This ability enables a character to start a battle in
    Human Form, and is surprisingly crucial to get through some of the harder
    random encounters in the beginning.

- The following tips are for the stand-alone DDS2 Hard Mode.

- If you can remember the event and boss fight weaknesses, set Human Form for
  where it is most applicable. Especially in the early goings.

- As the old addage goes if you run into a Tarrasque. RUN! But you can easily
  defeat it if you have Argilla set Human Form and use 3 Earth Shots. That's
  provided you don't get ambushed by one in which case you may very well die.

- Using Karma Rings for stat boosts is now not just a superfluous addition,
  it's a necessity. Take great care in deciding what Karma Gems to attach to
  certain rings. The most important stats are Vitality and Magic as they
  increase your HP and MP as well as your defense, which will spell the
  difference between life and death. If you can live, you'll have the know-how
  to kill any enemy before they attack again.

- Get the Rich Ring as soon as you can. You'll need the extra money for all
  those expensive healing items. The Rich Ring is is best obtained by buying
  the first Mystery Box when Solar Noise is at MAX.

- Evasion is invaluable. Get Sukukaja, Sukunda, and then Dark Mirage ASAP.
  FYI -kajas and -ndas cap at 3 uses. Dark Mirage is equal to 2 Sukundas.

- Status effects become invaluable in Hard Mode. The two best are Stun and
  Mute, because they never wear off.

- In Normal Mode you could get by with going after 6 Paths. In Hard Mode,
  you'll need more powerful abilities sooner, so try to limit characters down
  to 5 paths to get to the more powerful Mantras sooner.

- If you didn't use any "Stat" Datas previously, you'll use them in Hard Mode
  for sure. Since they completly heal a character as well as raising stats
  always use a Data on a character that is low on HP/MP.

======================================
2 - Maintaining Character Growth Notes
======================================

- All Characters should generally have 2 Elemental attacks, and 1
  Status attack. Frequently monsters are weak to certain statuses,
  and some are only weak to Bad Status. Also each Bad Status has a
  damage skill on their paths.

- Characters should master elemental skills that can't produce a
  combo by themselves. For instance Fire will combo with Earth or
  Force, but won't with Elec or Ice, so a character with Fire should
  learn either Elec or Ice as a secondary element.

- Here is a table:
  Fire  - Ice   or Elec
  Ice   - Force or Fire
  Elec  - Earth or Fire
  Force - Ice   or Earth
  Earth - Force or Elec

- Argilla should take the Force path as a Secondary to cover her
  weakness and to run into the Almighty path to get Mind Charge.

- Serph should take Fire as a secondary path, which will inevitably
  cover the Ailments path so that he can protect against most Bad
  Statuses.

- Gale can go either Earth or Ice path. Unfortunately the placement
  of the Elec path to cover his weakness is behind either Earth
  or Healing. Try to get Gale into mastering Physical Mantras, since
  he's equally good with them as he is with magic.

- Getting Cielo onto the Ailment path to cover his weakness is quite
  troublesome as you'll have to take a short trip into the Fire path
  heading backwards to reach it. Ignore Physical Mantras for Cielo

- Roland starts with 3 elements so flesh them out. Also he's best
  with physical attacks so work him into the Physical section of
  the grid.

- No matter which way you look at it, you can't get to the Death
  Path fast enough without running into the Expel path. And
  you can't complete the Expel path fast enough with learning the
  first Death Mantra. So the two paths should be taken as one by
  three characters. The easiest three characters to take it are
  Argilla, Cielo, and Roland.

- Note that a character going along the Boost Path will pick up Mute
  Skills as well. And character going along the Healing path will
  pick up Sleep skills.

- Any character on the HP Recover Path should take the side path of
  of Revive Magic.

- Devourer is at the center of the grid, so all characters should
  learn it to open up the most number of paths.

- You have a maximum of 8 Slots, plan ahead what type of skills you
  want to fill those 8 slots with. It's best to go for as wide a
  variety as you possibly can. For example:

  Serph with 8 slots
  1 Physical Skill
  1 Hunt Skill
  1 Ice Skill
  1 Fire Skill
  1 Recover Skill
  1 Ailment Skill
  1 Shield Skill
  1 Support Skill

  You can swap out the Hunt skill with anything you so choose, such
  as a Boost skill, or another Shield, Support, or Ailment skill.
  Once you have an idea of what you want to fill those 8 slots with,
  balance out the remaining characters so you can have access to as
  many desirable combos you can.

- Everyone should master Esoteric 1 as soon as it becomes available. Which is
  after Cielo and Roland master the Mantras they pre-paid for.

================
3 - Mantra List
================

(Numbers are the Mantra# according to the list below)


            Phys Path 3                 Phys Path 2
               /|\                         /|\
  Boost Path  |111|                       |98 |  Phys Path 1
         /|\   \|/|\     /|\     /|\     /|\|/   /|\
        |115|   |96 |   |97 |   |80 |   |81 |   |112|
         \|/|\   \|/|\   \|/|\ /|\|/   /|\|/   /|\|/
          |110|   |78 |   |79 |62 |   |63 |   |99 |
           \|/|\   \|/|\ /|\|/|\|/|\ /|\|/   /|\|/   
            |95 |   |60 |61 |38 |39 |40 |   |82 |
             \|/|\ /|\|/|\|/|\|/|\|/|\|/|\ /|\|/
              |77 |59 |36 |37 |20 |21 |41 |64 | 
     /|\ /|\ /|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\ /|\ /|\ 
    |109|94 |76 |58 |35 |19 | 8 | 9 |22 |42 |65 |83 |100| 
     \|/ \|/ \|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/ \|/ \|/ 
 Earth Path   |57 |34 |18 | 7 | 2 |10 |23 |43 |      Force Path
 /|\ /|\ /|\ /|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\ /|\ /|\ /|\ 
|108|93 |75 |56 |33 |17 | 6 | 1 | 3 |11 |24 |44 |66 |84 |101|
 \|/ \|/ \|/ \|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/ \|/ \|/ \|/ 
 Expel Path   |55 |32 |16 | 5 | 4 |12 |25 |45 |      Almighty Path
     /|\ /|\ /|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\ /|\ /|\ 
    |107|92 |74 |54 |31 |15 |14 |13 |26 |46 |67 |85 |102| 
     \|/ \|/ \|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/ \|/ \|/ 
 Death Path   |73 |53 |30 |29 |28 |27 |47 |68 |      Ice Path
             /|\|/ \|/|\|/|\|/|\|/|\|/|\|/ \|/|\
            |91 |   |52 |51 |50 |49 |48 |   |86 |
           /|\|/   /|\|/ \|/|\|/|\|/ \|/|\   \|/|\
          |106|   |72 |   |71 |70 |   |69 |   |103|
         /|\|/   /|\|/   /|\|/ \|/|\   \|/|\   \|/|\
        |114|   |90 |   |89 |   |88 |   |87 |   |113|
         \|/   /|\|/     \|/     \|/     \|/|\   \|/
    Elec Path |105|                       |104|  Ailment Path
               \|/                         \|/
            Heal Path                   Fire Path


Mantras Organized by number and layer:

* Are Secret Mantras that can only be unlocked once the 6 Mantras surrounding
  it have been mastered by characters cooperatively

! Are Mantras that are added to the grid after an optional boss is defeated.

 # | Name        | Type | * |Cost | Skills
---|-------------|------|---|-----|--------------------------------------------
  1| Devourer    | Hunt | 1 |1000 |Devour, Ingest Mana
   |             |      |   |     |
  2| Shura       | Phys | 1 |1000 |Body Rush, Mad Rush
  3| Dragon      | Force| 1 |1000 |Zan, Void Force
  4| Ice Spirit  | Ice  | 1 |1000 |Bufu, Void Ice
  5| Protection  | Heal | 1 |1000 |Dia, Patra, Analyze
  6| Earth Spirit| Earth| 1 |1000 |Tera, Void Earth
  7| Spirit      | Boost| 1 |1000 |Tarukaja, Makajam, Void Mute
   |             |      |   |     |
  8|*Esoteric 2  | Panic| 2 |3000 |Miser's Spirit
  9| Sramana     | Phys | 2 |2500 |Venom Claw, Double Slash, Life Bonus
 10|*Strength +2 | Bonus| - |   - | -
 11| Dragon Lord | Force| 2 |2500 |Mazan, Force Boost
 12| Ice Demon   | Ice  | 2 |2500 |Mabufu, Ice Boost
 13| Fire Spirit | Fire | 1 |1000 |Agi, Void Fire
 14|*Esoteric 1  | Karma| 2 |3000 |Mutual Karma
 15| Fallen Hero | Heal | 2 |3000 |Media, Posumudi, Achedi, Dream Haze
 16| Bolt Wizard | Elec | 1 |1000 |Zio, Void Elec
 17| Earth Shrine| Earth| 2 |2500 |Matera, Earth Boost
 18|*Magic +2    | Bonus| - |   - | -
 19| Bhikkhuni   | Phys | 2 |2500 |RavingSlash Critical QuickCure Resolution
   |             |      |   |     |
 20| Demon Beast | Hunt | 3 | 10K |FeedFrenzy RendAsunder AtmaBonus IronStomach
 21|*Vitality +3 | Bonus| - |   - | -
 22| Demon       | Ph/Hn| 3 |5000 |Vile Blade, Devil Feast, Taunt, Horror
 23| Hiten       | Force| 3 | 10K |Zanma, Shock Wave, Force Repel
 24|*Esoteric 8  | Sleep| 5 |200K |Null Sleep, Mana Walk
 25| Ice Leader  | Ice  | 3 | 10K |Bufula, Frost Breath, Ice Repel
 26| Adamant     | Ail  | 2 |2500 |Pulinpa, Stun Sphere, Void Panic, Void Nerve
 27|*Esoteric 4  | Level| 3 | 10K |Level Gift
 28| Fire Demon  | Fire | 2 |2500 |Maragi, Fire Boost
 29| FierceSpirit| Heal | 3 | 15K |Diarama, Paraladi, Me Patra
 30|*Esoteric 3  | Win  | 3 | 10K |Item Find
 31| Bolt Lord   | Elec | 2 |2500 |Mazio, Elec Boost
 32| Angel       | Expel| 2 |2500 |Hama, Tarunda, Void Expel
 33|*Esoteric 7  | Ice  | 5 |200K |Cocytus, Auto-Chakra
 34| Earth Temple| Earth| 3 | 10K |Terazi, Avalanche, Earth Repel
 35| Karma       | Boost| 2 |5000 |Sukukaja, HP Thief, Mana Bonus
 36|*Agility +3  | Bonus| - |   - | -
 37| Priestess   | Phys | 3 | 10K |Death Spray, Counter, Quick Escape
   |             |      |   |     |
 38|*Strength +3 | Bonus| - |   - | -
 39| Violent God | Phys | 4 | 25K |Skull Cleave, Death Blow, Retaliate
 40| Cruel Leader| Phys | 5 |100K |Power Wave, Life Gain
 41| Vanquisher  | Phys | 3 | 10K |Mute Blow, Chi Blast
 42|*Esoteric 6  | Solar| 5 |100K |New Banquet, Leech, MIN Critical
 43| Sky Dragon  | Force| 4 | 25K |Mazanma, Force Drain
 44| Dark Leader | Almty| 5 |150K |Megido, Mind Charge
 45| Ice Wolf    | Ice  | 4 | 25K |Mabufula, Ice Drain
 46|*Magic +3    | Bonus| - |   - | -
 47| Kichijyo    | Ail  | 3 | 10K |MarinKarin FoulBreath VoidCharm VoidPoison
 48| Fire Lord   | Fire | 4 | 25K |Maragion, Fire Drain
 49| Fire Leader | Fire | 3 | 10K |Agilao, Flame Breath, Fire Repel
 50|*All Stats +1| Bonus| - |   - | -
 51| Hades       |Revive| 4 | 25K |Recarm
 52| Calm Spirit | Heal | 4 | 40K |Mediarama, Closdi, Cursedi, Dormina
 53| Lightning   | Elec | 3 | 10K |Zionga, Bolt Flare, Elec Repel
 54|*Luck +3     | Bonus| - |   - | -
 55| Yaksa       | Death| 2 |2500 |Mudo, Curse, Void Death
 56| Archangel   | Expel| 3 | 10K |Mahama, Sukunda, Expel Resist
 57| Earth Lord  | Earth| 4 | 25K |Materazi, Earth Drain
 58|*Esoteric 5  | Solar| 5 |100K |Full Banquet, Chakra Walk, MAX Critical
 59| Twilight    | Boost| 3 | 15K |Makakaja, Makajamon, MP Thief
 60| Maiden      | Phys | 4 | 25K |StunNeedle Comatose FirstStrike NullCritical
 61| Holy Beast  | Ph/Hn| 4 | 40K |Hell Fang, Consume, AP Divide
   |             |      |   |     |
 62| Overlord    | Phys | 6 |400K |Executioner, Phys Resist
 63| Warrior King| Phys | 6 |250K |Bloodbath, Demon Rage
 64| Battle Demon| Ph/Hn| 4 | 25K |Venom Fang, Ingest, Paralyze
 65| Sky Wizard  | Force| 5 |100K |Zandyne, Tempest, Force Amp
 66| Dark Lord   | Almty| 6 |300K |Megidola, Last Word
 67| Ice Master  | Ice  | 5 |100K |Bufudyne, Cold Wave, Ice Amp
 68| Vidya Raja  | Ail  | 4 | 25K |Allure, NeuralShock, PoisonMist, NullNerve
 69| Fire Emperor| Fire | 5 |100K |Agidyne, Explosion, Fire Amp
 70| World       |Revive| 6 |300K |Recarmdra, Calm Death
 71| Six Realms  |Revive| 6 | 60K |Samarecarm
 72| Progenitor  | Heal | 5 |120K |Diarahan, Petradi
 73| Bolt Emperor| Elec | 4 | 25K |Mazionga, Elec Drain
 74| Evil Spirit | Death| 3 | 10K |Mamudo, BloodCurse, StoneGaze, DeathResist
 75| Thrones     | Expel| 4 | 40K |Hamaon, Makanda, Makatora, Expel Repel
 76| EarthEmperor| Earth| 5 |100K |Teradyne, Heavy Rock, Earth Amp
 77| Curse       | Boost| 4 | 40K |Rakukaja, Enervate, Silent Howl
 78| Princess    | Phys | 5 |100K |Charm Slash, Counterstrike, Null Risks
 79| Godly Beast | Hunt | 6 |400K |Insatiable, Atma Premium, Devour Mana
   |             |      |   |     |
 80|!Aksara      |UltSpt| 9 |  2M |Third Eye, Phys Absorb
 81| Amatsukami  | Phys | 7 |600K |Gate of Hell, Life Surge
 82| DemonSoldier| Phys | 5 |100K |MindScream, PowerCharge, VoidPhys, Vengeance
 83| Wind God    | Force| 6 |250K |Mazandyne, Force Resist
 84| Dark King   | Almty| 7 |800K |Megidolaon, Magic Repel
 85| Ice God     | Ice  | 6 |250K |Mabufudyne, Ice Resist
 86| Holy Leader | Ail  | 5 |100K |Tentarafoo, StunWave, NullPanic, NullPoison
 87| Fire God    | Fire | 6 |250K |Maragidyne, Fire Resist
 88|!God of Light|UltAil| 9 |  2M |Chaturbhuja, Celestial Ray
 89|!Dragonslayer|UltMag| 9 |1.5M |Divine Light, Fire of Sinai
 90| Death Spirit| Heal | 6 |300K |Mediarahan
 91| Bolt Master | Elec | 5 |100K |Ziodyne, Jupiter's Fury, Elec Amp
 92| Dark Spirit | Death| 4 | 40K |Mudoon, Wicked Curse, Death Repel
 93| Cherubim    | Expel| 5 |120K |Mahamaon, Rakunda, Null Expel
 94| Mother Earth| Earth| 6 |250K |Materadyne, Earth Resist
 95| Arcane      | Boost| 5 |120K |Dark Mirage, Null Mute, Mana Gain
 96| Queen       | Phys | 6 |250K |Sakura Rage, Attack All, Close Call
 97|!Root of Evil|UltDth| 9 |2.5M |Spiteful Force, Death Flies
   |             |      |   |     |
 98| Destroyer   | Phys | 8 |1.5M |Godslayer, Ragnarok, Null Phys
 99| Demon Lord  | Ph/Hn| 6 |250K |Genocide, Great Feast, Phys Repel, Petrify
100| Sublime Wind| Force| 7 |600K |Vayaviya
101| Dark Lord   | Null | 8 |1.5M |Null Element
102| Sublime Ice | Ice  | 7 |600K |Niflheim
103| Mukti       | Ail  | 6 |250K |FatalCharm PoisonRain VoidAilment NullCharm
104| Sublime Fire| Fire | 7 |600K |Trisagion
105| Vicious God | Heal | 8 |1.5M |Salvation, Auto Soma
106| Bolt God    | Elec | 6 |250K |Maziodyne, Elec Resist
107| Death       | Death| 5 |120K |Mamudoon, Petrifier, Null Death
108| Seraphim    | Expel| 7 |800K |Xanadu, Dekaja
109| SublimeEarth| Earth| 7 |600K |Titanomachia
110| Illusion    | Boost| 6 |250K |Spell Gloom, Dekunda
111| Goddess     | Phys | 7 |600K |Revelation, HighCounter, Deploy, DoubleRepel
   |             |      |   |     |
112| Demon God   | Ph/Hn| 7 |600K |Last Meal, Phys Drain
113| Formless    | Ail  | 7 |800K |Vanity, Null Ailment
114| Sublime Bolt| Elec | 7 |600K |Narukami
115| Evil God    | Boost| 7 |800K |Debilitate, Mana Surge

Mantras organized by Type and Path:

 # | Name        | Type | * |Cost | Skills
---|-------------|------|---|-----|--------------------------------------------
  1| Devourer    | Hunt | 1 |1000 |Devour, Ingest Mana
  2| Shura       | Phys | 1 |1000 |Body Rush, Mad Rush
  9| Sramana     | Phys | 2 |2500 |Venom Claw, Double Slash, Life Bonus
 22| Demon       | Ph/Hn| 3 |5000 |Vile Blade, Devil Feast, Taunt, Horror
 41| Vanquisher  | Phys | 3 | 10K |Mute Blow, Chi Blast
 64| Battle Demon| Ph/Hn| 4 | 25K |Venom Fang, Ingest, Paralyze
 82| DemonSoldier| Phys | 5 |100K |MindScream, PowerCharge, VoidPhys, Vengeance
 99| Demon Lord  | Ph/Hn| 6 |250K |Genocide, Great Feast, Phys Repel, Petrify
112| Demon God   | Ph/Hn| 7 |600K |Last Meal, Phys Drain
   |             |      |   |     |
 20| Demon Beast | Hunt | 3 | 10K |FeedFrenzy RendAsunder AtmaBonus IronStomach
 39| Violent God | Phys | 4 | 25K |Skull Cleave, Death Blow, Retaliate
 40| Cruel Leader| Phys | 5 |100K |Power Wave, Life Gain
 63| Warrior King| Phys | 6 |250K |Bloodbath, Demon Rage
 62| Overlord    | Phys | 6 |400K |Executioner, Phys Resist
 81| Amatsukami  | Phys | 7 |600K |Gate of Hell, Life Surge
 98| Destroyer   | Phys | 8 |1.5M |Godslayer, Ragnarok, Null Phys
 80|!Aksara      |UltSpt| 9 |  2M |Third Eye, Phys Absorb
   |             |      |   |     |
 19| Bhikkhuni   | Phys | 2 |2500 |RavingSlash Critical QuickCure Resolution
 37| Priestess   | Phys | 3 | 10K |Death Spray, Counter, Quick Escape
 61| Holy Beast  | Ph/Hn| 4 | 40K |Hell Fang, Consume, AP Divide
 60| Maiden      | Phys | 4 | 25K |StunNeedle Comatose FirstStrike NullCritical
 78| Princess    | Phys | 5 |100K |Charm Slash, Counterstrike, Null Risks
 96| Queen       | Phys | 6 |250K |Sakura Rage, Attack All, Close Call
 79| Godly Beast | Hunt | 6 |400K |Insatiable, Atma Premium, Devour Mana
111| Goddess     | Phys | 7 |600K |Revelation, HighCounter, Deploy, DoubleRepel
 97|!Root of Evil|UltDth| 9 |2.5M |Spiteful Force, Death Flies
   |             |      |   |     |
 13| Fire Spirit | Fire | 1 |1000 |Agi, Void Fire
 28| Fire Demon  | Fire | 2 |2500 |Maragi, Fire Boost
 49| Fire Leader | Fire | 3 | 10K |Agilao, Flame Breath, Fire Repel
 48| Fire Lord   | Fire | 4 | 25K |Maragion, Fire Drain
 69| Fire Emperor| Fire | 5 |100K |Agidyne, Explosion, Fire Amp
 87| Fire God    | Fire | 6 |250K |Maragidyne, Fire Resist
104| Sublime Fire| Fire | 7 |600K |Trisagion
   |             |      |   |     |
  4| Ice Spirit  | Ice  | 1 |1000 |Bufu, Void Ice
 12| Ice Demon   | Ice  | 2 |2500 |Mabufu, Ice Boost
 25| Ice Leader  | Ice  | 3 | 10K |Bufula, Frost Breath, Ice Repel
 45| Ice Wolf    | Ice  | 4 | 25K |Mabufula, Ice Drain
 67| Ice Master  | Ice  | 5 |100K |Bufudyne, Cold Wave, Ice Amp
 85| Ice God     | Ice  | 6 |250K |Mabufudyne, Ice Resist
102| Sublime Ice | Ice  | 7 |600K |Niflheim
   |             |      |   |     |
 16| Bolt Wizard | Elec | 1 |1000 |Zio, Void Elec
 31| Bolt Lord   | Elec | 2 |2500 |Mazio, Elec Boost
 53| Lightning   | Elec | 3 | 10K |Zionga, Bolt Flare, Elec Repel
 73| Bolt Emperor| Elec | 4 | 25K |Mazionga, Elec Drain
 91| Bolt Master | Elec | 5 |100K |Ziodyne, Jupiter's Fury, Elec Amp
106| Bolt God    | Elec | 6 |250K |Maziodyne, Elec Resist
114| Sublime Bolt| Elec | 7 |600K |Narukami
   |             |      |   |     |
  3| Dragon      | Force| 1 |1000 |Zan, Void Force
 11| Dragon Lord | Force| 2 |2500 |Mazan, Force Boost
 23| Hiten       | Force| 3 | 10K |Zanma, Shock Wave, Force Repel
 43| Sky Dragon  | Force| 4 | 25K |Mazanma, Force Drain
 65| Sky Wizard  | Force| 5 |100K |Zandyne, Tempest, Force Amp
 83| Wind God    | Force| 6 |250K |Mazandyne, Force Resist
100| Sublime Wind| Force| 7 |600K |Vayaviya
   |             |      |   |     |
  6| Earth Spirit| Earth| 1 |1000 |Tera, Void Earth
 17| Earth Shrine| Earth| 2 |2500 |Matera, Earth Boost
 34| Earth Temple| Earth| 3 | 10K |Terazi, Avalanche, Earth Repel
 57| Earth Lord  | Earth| 4 | 25K |Materazi, Earth Drain
 76| EarthEmperor| Earth| 5 |100K |Teradyne, Heavy Rock, Earth Amp
 94| Mother Earth| Earth| 6 |250K |Materadyne, Earth Resist
109| SublimeEarth| Earth| 7 |600K |Titanomachia
   |             |      |   |     |
 44| Dark Leader | Almty| 5 |150K |Megido, Mind Charge
 66| Dark Lord   | Almty| 6 |300K |Megidola, Last Word
 84| Dark King   | Almty| 7 |800K |Megidolaon, Magic Repel
101| Dark Lord   | Null | 8 |1.5M |Null Element
   |             |      |   |     |
 32| Angel       | Expel| 2 |2500 |Hama, Tarunda, Void Expel
 56| Archangel   | Expel| 3 | 10K |Mahama, Sukunda, Expel Resist
 75| Thrones     | Expel| 4 | 40K |Hamaon, Makanda, Makatora, Expel Repel
 93| Cherubim    | Expel| 5 |120K |Mahamaon, Rakunda, Null Expel
108| Seraphim    | Expel| 7 |800K |Xanadu, Dekaja
   |             |      |   |     |
 55| Yaksa       | Death| 2 |2500 |Mudo, Curse, Void Death
 74| Evil Spirit | Death| 3 | 10K |Mamudo, BloodCurse, StoneGaze, DeathResist
 92| Dark Spirit | Death| 4 | 40K |Mudoon, Wicked Curse, Death Repel
107| Death       | Death| 5 |120K |Mamudoon, Petrifier, Null Death
   |             |      |   |     |
 26| Adamant     | Ail  | 2 |2500 |Pulinpa, Stun Sphere, Void Panic, Void Nerve
 47| Kichijyo    | Ail  | 3 | 10K |MarinKarin FoulBreath VoidCharm VoidPoison
 68| Vidya Raja  | Ail  | 4 | 25K |Allure, NeuralShock, PoisonMist, NullNerve
 86| Holy Leader | Ail  | 5 |100K |Tentarafoo, StunWave, NullPanic, NullPoison
103| Mukti       | Ail  | 6 |250K |FatalCharm PoisonRain VoidAilment NullCharm
113| Formless    | Ail  | 7 |800K |Vanity, Null Ailment
   |             |      |   |     |
  5| Protection  | Heal | 1 |1000 |Dia, Patra, Analyze
 15| Fallen Hero | Heal | 2 |3000 |Media, Posumudi, Achedi, Dream Haze
 29| FierceSpirit| Heal | 3 | 15K |Diarama, Paraladi, Me Patra
 51| Hades       |Revive| 4 | 25K |Recarm
 52| Calm Spirit | Heal | 4 | 40K |Mediarama, Closdi, Cursedi, Dormina
 72| Progenitor  | Heal | 5 |120K |Diarahan, Petradi
 71| Six Realms  |Revive| 6 | 60K |Samarecarm
 90| Death Spirit| Heal | 6 |300K |Mediarahan
 70| World       |Revive| 6 |300K |Recarmdra, Calm Death
105| Vicious God | Heal | 8 |1.5M |Salvation, Auto Soma
 89|!Dragonslayer|UltMag| 9 |1.5M |Divine Light, Fire of Sinai
 88|!God of Light|UltAil| 9 |  2M |Chaturbhuja, Celestial Ray
   |             |      |   |     |
  7| Spirit      | Boost| 1 |1000 |Tarukaja, Makajam, Void Mute
 35| Karma       | Boost| 2 |5000 |Sukukaja, HP Thief, Mana Bonus
 59| Twilight    | Boost| 3 | 15K |Makakaja, Makajamon, MP Thief
 77| Curse       | Boost| 4 | 40K |Rakukaja, Enervate, Silent Howl
 95| Arcane      | Boost| 5 |120K |Dark Mirage, Null Mute, Mana Gain
110| Illusion    | Boost| 6 |250K |Spell Gloom, Dekunda
115| Evil God    | Boost| 7 |800K |Debilitate, Mana Surge
   |             |      |   |     |
 14|*Esoteric 1  | Karma| 2 |3000 |Mutual Karma
  8|*Esoteric 2  | Panic| 2 |3000 |Miser's Spirit
 30|*Esoteric 3  | Win  | 3 | 10K |Item Find
 27|*Esoteric 4  | Level| 3 | 10K |Level Gift
 58|*Esoteric 5  | Solar| 5 |100K |Full Banquet, Chakra Walk, MAX Critical
 42|*Esoteric 6  | Solar| 5 |100K |New Banquet, Leech, MIN Critical
 33|*Esoteric 7  | Ice  | 5 |200K |Cocytus, Auto-Chakra
 24|*Esoteric 8  | Sleep| 5 |200K |Null Sleep, Mana Walk
   |             |      |   |     |
 10|*Strength +2 | Bonus| - |   - | -
 18|*Magic +2    | Bonus| - |   - | -
 21|*Vitality +3 | Bonus| - |   - | -
 36|*Agility +3  | Bonus| - |   - | -
 38|*Strength +3 | Bonus| - |   - | -
 46|*Magic +3    | Bonus| - |   - | -
 54|*Luck +3     | Bonus| - |   - | -
 50|*All Stats +1| Bonus| - |   - | -

=========================
4 - Useful Combos to Know
=========================

Name         | Effect                  | Skill 1     | Skill 2     | Skill 3
-------------|-------------------------|-------------|-------------|-----------
Primal Dance | Phys/Heavy Damage/1     | Hunt Skill    Hunt Skill    Hunt Skill
Triple Threat| Phys/Heavy Damage/1     | Phys(1)       Phys(1)       Sukukaja
Sol Blaster  | Phys/Heavy Damage/All   | Phys(1)       Phys(1)       Tarukaja
Media        | HP Recover/Small/All    | Recover (1)   Recover (1)
Angelic Grace| HP Recover+Rakukaja/All | Recover(All)  Recover(All)
Mahama       | Expel/HP Halved/All     | Expel Skill   Recover(All)
Mahamaon     | Expel/HP Quartered/All  | (Ma)Hamaon    Mediara-ma/han
Punishment   | Expel/HP Reduced/All    | Expel Skill   Expel Skill   ExpelSkill
Mamudo       | Death/Fatal(Low%)/All   | Death Skill   Death Spray/Blow
Mamudoon     | Death/Fatal(High%)/All  | (Ma)Mudoon    Death Blow
MilleniaCurse| Death/Curse Or Fatal/All| Death Skill   Death Skill   DeathSkill
Tentarafoo   | Panic/(M)Damage/All     | Pulinpa       -nda Skill
Dekunda      | Cancels -nda effects    | -kaja Skill   -kaja Skill
Dekaja       | Cancels -kaja effects   | -nda Skill    -nda Skill
Debilitate   | All -nda effects/ All   | -nda Skill    Mind Charge
Charge       | All -kaja effects/ All  | -kaja Skill   Mind Charge
Laevateinn   | Fire+Rakunda/MegaDamage | Agidyne       Phys(1)
Cyclone      | Force+Taru&Maka-nda/MDmg| Zandyne       Phys(1)
Landslide    | Earth+Sukunda/MegaDmg   | Teradyne      Phys(1)
Crystal Dust | Ice/(M)Damage/All       | Ice Skill     -kaja Skill  -kaja Skill
Sonic Blast  | Force+Stun/(M)Damage/All| Force Skill   Stun Skill    Phys(1)
Micro Nova   | Almighty/(S)Damage/All  | Bufu          Zan           Tera
Megido       | Almighty/(M)Damage/All  | Expel Skill   Death Skill
Megidola     | Almighty/(L)Damage/All  | (Ma)Hamaon    (Ma)Mudoon
Megidolaon   | Almighty/Mega Damage/All| Mahamaon      Mamudoon

Gun Combos: Human Form + Void, Repel, Drain skill
Serph = Ice (Single)
Argilla = Earth (Single)
Gale = Force (Random)
Cielo = Elec (Random)
Roland = Elec (All)

Elemental Combos: All single targets. Higher tiers yield better combos.
Ice + Earth = Ice to all
Elec + Ice  = Elec to all
Fire + Force = Fire to all
Earth + Fire = Earth to all
Force + Elec = Force to all

Elemental Random Combos:
Element (Single) + Megido skill

Ultimate Elemental Combos:
Ice Amp   + Earth Amp + Megido Skill
Elec Amp  + Ice Amp   + Megido Skill
Fire Amp  + Force Amp + Megido Skill
Earth Amp + Fire Amp  + Megido Skill
Force Amp + Elec Amp  + Megido Skill

============================
5 - Understanding Bad Status
============================

- Due to the localization, some monsters which show "Ailments" in their
  status screen may be weak to 3 or more out of 5 Bad Status properties.
  Example is Cielo. He is "Weak to Ailments" but in actuality is only "Weak to
  Charm/Panic/Nerve". Poison and Mute won't score a weakness hit.

- Death and Almighty are considered a Bad Status property but are not part of
  the Ailments grouping.

- Status effects are arranged on a priority basis. You can only be afflicted
  with 1 status at any one time. Status effects with higher priority will
  replace those of a lower priority.

Below is a table of the status effects.

Name    | Type | Effect
--------|------|---------------------------------------------------------------
Dead    | N/A  | When character's HP drops to 0, they cannot act. When all
        |      | characters cannot act the game is over.
        |      |
Bat     | Almty| Character changes into a bat. Stats lowered to 1. Death type
        |      | affinity set to 150%. Force affinity set to Weakness at 200%.
        |      |
Stone   | Death| Character cannot act. When all characters cannot act, the
        |      | game is over. Sets Phys/Shot/Force/Almighty affinities to 100%
        |      | Sets Fire/Ice/Elec/Earth affinities to 10%. Other affinities
        |      | are void. High chance target's HP is reduced to 0 if hit with
        |      | Phys/Shot/Force/Earth attack.
        |      |
Curse   | Death| Character will take damage equal to the total amount delivered
        |      | if the target is still alive. Sets Death affinity to 200%.
        |      |
Charm   | Charm| Target loses control. Target either attacks own side, supports
        |      | opposing side, or does nothing.
        |      |
Stun    | Nerve| Target's agility drops to 1/3 normal. Target's defense is
        |      | 1/2 normal. Chance of critical hit against target increases.
        |      | Hunt affinity is set to 200%. Cannot counterattack. Cannot
        |      | evade. Hama skills always hit so long as there are no Shields
        |      | in place.
        |      |
Poison  |Poison| Target takes 20% HP Damage for every action. Target's attack
        |      | is lowered by 1/2. Characters take 3% HP Damage with each
        |      | step.
        |      |
Ache    | Almty| Character will not earn AP after a battle. Character will
        |      | randomly not act when commanded.
        |      |
Panic   | Panic| Characters have a high chance of selecting a random action,
        |      | dropping a percentage of the money you have, or not acting
        |      | when commanded. Enemies have a high chance of not acting,
        |      | dropping an item (which you collect), dropping money (which
        |      | you don't collect), or fleeing.
        |      |
Mute    | Mute | Target cannot use Magic or Shield skills. Target's Mute
        |      | affinity is set to 200%.
        |      |
Sleep   | Nerve| Target loses a press turn to recover 10% HP/MP. Critical hit
        |      | chance against target increases. Target may wake up if a
        |      | Critical hit is scored. Target cannot evade attacks. Hunt
        |      | affinity is set to 200%. Hama skills will always hit so long
        |      | as there's no barrier in place.
        |      |
Freeze  | Ice  | Target cannot evade attacks. All Phys/Shot/Hunt attacks pierce
        |      | through all innate shields, to always land a critical hit.
        |      | Cannot counterattack. Damage from Hunt affinity is set to 1%
        |      | Fatal Hunt affinity is set to 150%.
        |      |
Shock   | Elec | Target cannot evade attacks. All Phys/Shot/Hunt attacks will
        |      | be critical hits. Cannot counterattack. Hunt affinity is set
        |      | to 150%.
        |      |
Frighten| Almty| Hunt affinity is set to 300%. Target cannot evade attacks.
        |      |
-------------------------------------------------------------------------------

=============================
6 - Specific Dungeon Survival
=============================

Dungeon 1:
- Micro Nova can be very effective at killing all enemies in 1 shot once you
  reach level 5 or higher.

- Give the Shot Shell you find to Gale. If you're ambushed you can use
  Wind Shot for a quick hard hit to all enemies.

- For the Boss Fight, use Earth Shot repeatedly to take down the Andras'. Then
  use Wind Shot to take down the Boss

Dungeon 2:
- Make full use of multi-target element combos here. You can get through many
  encounters here in under 1 turn.

- Kill this boss quickly, so give Argilla the best Ammo and use Earth Shot
  constantly for major damage.

Dungeon 3:
- Use Cielo and Roland here. Many enemies are now weak to Elec attacks. The
  dungeon seems tailor made for both of them.

- Reach the Large Karma Terminal before you start a field hunt.

- For getting past the jailer; note where he is, then quickly change to your
  map view to plot a course to take. The scenario is "paused" while the map is
  open.

- The jailer always takes the shortest route depending on where you are in
  relation to him. Move slowly so that he's farthest away from you while still
  walking, and then make a run for it.

- The jailer can be Muted when you fight him.

Dungeon 4:
- Be well prepared and that all characters are balanced. This is where
  the dungeons start getting really long.

- Take out the Tribhvana in this order: Cu Sith, Ganga, Ubelluris

- Cu Sith is weak to Fire, Ganga is weak to Earth, Ubelluris is weak to Force

- Ganga is easier to take out than Cu Sith, but Cu Sith uses Boost skills.

- On the second encounter it's imperative you dispatch one of the Tribhvana as
  quickly as possible to avoid getting bogged down by their combo attack.

- Make sure Serph is kept in the active party for the main boss fight in the
  Medical Room, if he's not, you'll probably die.

Dungeon 5:
- Buy a handful of MP Recovery Items, there aren't many Recovery Terminals
  inside.

- Use the Tentarafoo combo (Pulinpa + -nda Skill) to take care of the
  Scathatches (Possibly the toughest monster to kill quickly any other way)

- When you find the Speedy Ring, immediately get the Sol Blaster combo
  (Phys Single + Phys Single + Tarukaja). Nearly every encounter will be over
  with one hit from this attack.

- Make sure you know the Angelic Grace combo (Recover All + Recover All) when
  you fight Abaddon. Use it 3 or 4 times, and he becomes survivable.

Dungeon 6:
- Take note: You cannot fully explore this dungeon once you reach the control
  room.

- You should begin learning Tier 2 Element attacks for this dungeon if you
  haven't done so. Enemies start getting progressively harder from here on.

- Buy the best Ammo you can, and use Roland's Elec Gun Combo to take down the
  auto-gun walls. Use Angelic Grace a few times to beef up your defense.

- Against the third Auto-gun wall, use Fire Repel to protect against the Main
  Gun's attack.

- Against the Raja Naga use Void Elec for most of the fight. Towards the end of
  the fight start using up Attack Mirrors to block his Conviction attack.

Dungeon 7:

- When you hear an audible roar when standing in front of a warp point, that
  is the correct path to take to the end.

- The Boss for this dungeon is brutally difficult. Use Angelic Grace and
  Sukukaja to protect yourself. Use Chi Blast's high critical hit rate to get
  rid of the Boss's arms. Then pound on it with Elec skills once the arms are
  gone. Rinse and repeat when the arms regenerate. Use Fire Drain or Void Fire
  constantly. Don't use Fire Repel.

- After the dungeon is finished, the warp points disappear.

Dungeon 8:
- The Large Karma Terminal is strategically placed in the center of the dungeon
  Teleport back to it whenever you're in trouble to recover. There's only 1
  Recovery Terminal, and it's at the dungeon's end.

- Use Void Death for the battle against Kali and Dakini. They like using
  Blood Curse or Wicked Curse followed by Mamudoon right afterwards. Kill
  Dakini with Ice so you can focus on Kali until she calls up another Dakini
  and repeat the process.

- A dirty trick to use against Chernobog is to bring in two characters that
  have only 1 skill that you can put up a barrier against. Odds are Chernobog
  will clone 1 of those characters and make the Shadows a cakewalk. Chernobog
  is weak to Fire.

- Kartikeya is weak to Bullets. So using single target attacks can be highly
  effective with the best Ammo right now. You have two characters with single
  target bullets, so keep a third character in Demon Form to use Elec or Force
  barriers. When Kartikeya is nearly dead use Attack Mirrors to avoid his major
  physical attack.

- Gale will give you two warnings that you are about to go beyond the point of
  no return. Make sure you've done everything you've needed to do.

Final Dungeon:
Part 1:
- Keep Argilla out of the party for this Part. If you run into a group of 3
  Cu Chulainns, they will massacre you before you get a turn.

- Start learning -dyne Element attacks if you haven't done so already.

- The boss only knows fire attacks and is weak to ice. He has a lot of HP
  though

Part 2:
- The Boss here is very annoying. He's weak to Elec in the air, but his
  weakness changes to Earth on the ground. Don't forget to use Force Drain or
  Force Repel constantly. Use Angelic Grace to heal. You can't lower his stats
  as he'll use Dekunda right away.

Part 3:
- Remember the pedestals you didn't step on. One of two pedestals, when given
  a choice, leads to treasure.

- The Boss here is very simple. Use Earth Drain or Void Earth, and attack the
  body with fire constantly until it's dead. Then switch to using Elec Drain or
  Void Elec and attack with Gale's Tornado Shot repeatedly.

Part 4:
- On the first floor, you can only fight in Human Form, so make sure all
  characters have at least Forged Shots equipped. Use Crossfires with the
  Speedy Ring holder to take down enemies quickly. Run from any Girimekhalas
  or Mithras you see. (Putting monsters that are immune to bullet attacks is a
  dirty trick here.)

- On the second floor your Press turns are reduced to nearly one half of normal
  The Speedy Ring proves it's usefulness here. Be on the Lookout for the
  Shield Ring and equip it. It basically affords you with an extra round
  for free as most enemies that attack first usually use physical attacks which
  it blocks for the first round.

- The boss is simple if you know the trick. Put up Force Repel every turn to
  bounce back it's big Force Attack which it loves to use regularly to kill it.

Part 5:
- This is a looooong warping maze. Don't step on a warp pad until you've
  mapped out the area you are in. This is virtually a one-way trip.

- When given a choice of two warp pads, take the one to your left to advance
  forward. The one on the right sends you back to the first area.

- This boss is nasty nasty nasty. Start by fully buffing yourself, while using
  Void Phys every turn. Don't attack it yet, then start lowering it's stats
  except for agility. Keeps using Void Phys every turn and use twin-boosted
  element skills to damage it. When it changes forms, you'll have little choice
  but to suck up all the damage he dishes out. Whenever it uses Black Bhakti in
  this form you *must* use Elec Drain or you will die. This boss speeds up this
  pattern as you damage it, so when the damage gets into the red zone that's
  your cue to kill it quickly.

Final Battle:
The final battle is relatively simple. Make sure you have 1 each of the Element
Drain shields to use. Use Fire Drain on the first part, then Force, then Earth
then Elec, and finally Ice. It's best you fully buff yourself and lower the
final boss's stats on the first section to speed things up before you start
attacking. Whenever it uses Eternal Zero you're in trouble. Quickly use Dekaja
followed by Dekunda to restore everyone's stats to normal. On the final part
which uses Ice, be sure to use Enervate twice. It has a very damaging Almighty
attack that doubles in power each time it is used. So you'll want to kill it
quickly before it gets too powerful.

==========================
7 - Credits, Thanks etc...
==========================

Starion   - For the stupendously useful map of the Mantra Grid.
Atlus     - For creating one of the finest experiences in an RPG.
Enterbrain- For the DDS1 Final Guide, explaining some of the mechanics that
            carried over into DDS2.
GameFAQs  - For hosting this guide.

Friends   
&         - You know who you guys all are ;)
Co-workers

(c) 2005-Present -- Salah al Din
All materials used in the writing of this file are owned by their respective
authors.

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