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by Infinity Dragon

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FAQ/Walkthrough by Infinity Dragon

Version: 1.70 | Updated: 06/02/13

The Great Cathedral - To the Top of the Cathedral

Enemies:-------------------------Items:
See Enemy List aboveGarnet
Seraph Uriel (Chaos and Neutral)Bullets of Light
Seraph Gabriel (Chaos and Neutral)Megido Fire
Seraph Raphael (Chaos and NeutralDiamond
Superhuman Law Hero (Chaos and Neutral)Sword of Heaven
Seraph Michael (Chaos and Neutral)Maha-Zio Stone
Maha-Agi Stone
Soul Incense
Maha-Bufu Stone
Hiko-Bari
Rosary
Rosary
Soma
Angel Ring

As mentioned above, your purpose in exploring these floors depends on your alignment.

Law Path

Your next objective is to reach the top of the Cathedral so that you can meet with the Law Hero and Seraph Michael. As such, you will need to trek all the way to the Eigth Floor to meet with the Seraph Michael.

Chaos

You will need the Devil Ring before tackling this section. If you don't have the Devil Ring, then you need to do the The Great Cathedral - To the Cathedral Depths section first, then return to this section. If you do have the Devil Ring, then your goal is to reach the Eighth Floor to challenge the ultimate Messian leader, the Seraph Michael.

Neutral

Your goal here is to reach the Eighth Floor and challenge the ultimate Messian leader, the Seraph Michael.

Once you're ready to take the next section of the Cathedral, return to the Heart of the Cathedral (reference point He in Basement One). Just as before, you'll be transported the hallway east of the Heart of the Cathedral. From here, head to the stairwell you bypassed earlier, reference point 1M, and this time take the stairs to the First Floor.

To the Top of the Cathedral - First Floor

From the stairwell, it's a short trip to the next floor. Just head north a bit to reference point 2F to reach the next floor.

To the Top of the Cathedral - Second Floor


The Great Cathedral (Second Floor).
Map Legend
U = Seraph Uriel
D = Diamond
Aq = Aquamarine
Am = Amethyst
SH = Sword of Heaven
FY = Enemy Appearance (Snake Yurlungur)
1 = Stairs to First Floor
3 = Stairs to Second Floor
Dark Blue = Law Damage Trap

As you explore this area, you might notice that the entire south-east portion of the floor is missing. This area is accessed by a hole in the Fourth Floor, so you might be visiting later.

From the stairwell, head north and navigate through a series of one-way doors. From here, you can make your way towards reference points U and 3.

Before you enter the room at reference point U, you will want to prepare your party for any ally or boss fight, depending on your alignment.

Law Path

Before continuing, make sure you have an empty slot in your computer's demon registry; dismiss your lowest level demon if you need a space. Once you have a free space, go through the door. Inside this room you'll meet Uriel, who offers to give you his power by joining your party. He's an exceptionally powerful demon, so go ahead and put him in your party.

After picking up Seraph Uriel, head to reference point 3 and go up the stairs to the Third Floor. Pick up the walkthrough below at the To the Top of the Cathedral - Third Floor section.

Chaos and Neutral Path

If you are on the Chaos or Law Path, then prep your party for a boss fight and enter the room at reference point U. Inside you'll meet Uriel, who will promptly attack you. Continue reading at the Seraph Uriel boss section below.



Seraph Uriel
Level: 83
HP: 2310
MP: 340

EXP: 1660
£: 3984
MAG: 1660
ITEM: Soma

Abilities:
Attack (~115 Physical damage, hits 2-4 characters)
Maha-Zanma (~27 Impact MT damage)
Sibaboo (Inflicts MT Bind at ~15% rate)
Tetrakarn (Reflects Physical based attacks)

Strategy: The first of the Seraphim, Uriel isn't too much of a threat. While he has a great ability in Tetrakarn, he will rarely use it and relies primarily on his phyiscal attack and Maha-Zanma instead. Moreover, Uriel is immune to all forms of elemental damage, but takes full damage from physical attacks (but only 25% from Gun attacks). As such, do not be afraid to use your Sword and demons' attacks to bring him down. If he does use Tetrakarn, have your Heroine heal anyone who was hit by the reflected damage. Likewise, if his Sibaboo manages to Bind some of your characters, have your Heroine heal it with Me Patra. Since he has no special defenses, Uriel will go down fast.



After taking out Uriel, head to reference point 3 and head up to the third floor, continuing the walkthrough at the To the Top of the Cathedral - Third Floor section below.

To the Top of the Cathedral - Third Floor


The Great Cathedral (Third Floor).
Map Legend
Ga = Garnet
Pe = Pearl
SG = Seraph Gabriel
MF = Megido Fire
Di = Holes to Diamond on Second Floor
Aq = Holes to Aquamarine on Second Floor
Am = Holes to Amethyst on Second Floor
SH = Hole to Sword of Heaven on Second Floor
A = Two-way teleport
Dark Blue = Law Damage Trap
Black Circle (Filled) = Hole to Second Floor
2 = Stairs to Second Floor
4 = Stairs to Second Floor

Much like the second floor, the entire south-east portion of this floor is currently inaccessible.

From the stairwell, head north a bit to reference point Ga to find a room with a Garnet inside.

Continue to the northeast section of this floor to reference point Pe. Open the box inside for a Pearl.

Continue further to the north to reference point Em to find an Emerald.

Now make your way towards reference points SG and 4. Before you enter the room at reference point SG, you will want to prepare your party for any ally or boss fight, depending on your alignment.

Law Path

Before continuing, make sure you have another free space in your demon registry. Like before, just dismiss your weakest demon. After you have a clear space in your registry, head north and choose to go through the door. Inside the room you'll find Seraph Gabriel. Like Uriel, Gabriel will then join your party. Gabriel is another exceptionally powerful demon, so put him in your party.

From Gabriel's room, head on over to reference point 4 and go up to the fourth floor. Continue the walkthrough at the To the Top of the Cathedral - Fourth Floor section below.

Chaos and Neutral Path

If you are on the Chaos or Law Path, then prep your party for a boss fight and enter the room at reference point SG. Inside you'll meet Gabriel, who will promptly attack you. Continue reading at the Seraph Gabriel boss section below.



Seraph Gabriel
Level: 96
HP: 1700
MP: 370

EXP: 1536
£: 4608
MAG: 1920
ITEM: Soma

Abilities:
Attack (~120 Physical damage, hits 3-5 characters)
Maha-Zionga (~50 Electric MT damage, inflicts Shock at ~95% rate)
Bufula (~50 Ice damage, inflicts Freeze at ~95% rate)
Makarakarn (Reflects Magical based attacks)

Strategy: Gabriel is an interesting boss, brought down be idiotic AI. Note that Gabriel is immune to Sword and basic Attacks, and takes only 12.5% from Ice damage and 25% from Electric damage. Impressive on paper, especially with Makarakarn, but he takes full damage from Fire, Impact, and Almighty damage. Moreover, Gabriel's AI will almost always Attack instead of cast spells. As such, the simple way to beat this is have your Main Hero Defend, have the Heroine cast Rimudora or Megido, have a demon spam Makakaja, and another demon designated for healing. It may take a while, since you won't be doing hundreds of damage per hit that you would with physicals, but since Gabriel won't do anything but beat against your superhuman tank of a Main Character (and often miss in the process) and 1-2 of your demons, you should never actually be in any danger.



After taking out Gabriel, head to reference point 4 and head up to the Fourth Floor, continuing the walkthrough at the To the Top of the Cathedral - Fourth Floor section below.

To the Top of the Cathedral - Fourth Floor


The Great Cathedral (Fourth Floor).
Map Legend
BL = Bullets of Light
SA = Hole to Secret Area on Third Floor
R = Seraph Raphael
A-H = Set of Warp Points
aa-cc = Set of Warp Points
aaa-ddd = Set of Warp Points
3 = Stairs to Third Floor
5 = Stairs to Fifth Floor
X1 = North Exit to City Map
X2 = South Exit to City Map
X3 = West Exit to City Map
X4 = East Exit to City Map
Dark Blue = Law Damage Trap

This floor is quite important for Law Path players, but may not hold much interest to those on the Chaos or Neutral paths, as many of the rewards may only be equipped by Law-aligned characters. Also note that the Warp points for aa-cc' and aaa-ccc'' don't lead anywhere productive, so you can skip those entirely if you want.

Your first order of business is to head towards reference points X1 and R. Before you enter the room at reference point R, you will want to prepare your party for any ally or boss fight, depending on your alignment.

Law Path

Like before, make sure you have a free spot in your demon registry. Dismiss your weakest demon if you need to free up a space. After you have a free space in your registry, head north all the way and choose to enter the room. Seraph Raphael will greet you and will join your party. Like the other two Seraphim, Raphael is incredibly powerful and you should include him in your party.

Since many of the items you can get in this area are of direct benefit to Law-aligned characters, you will want to do at least some of the upcoming item-hunting. As such, pick up the walkthrough again at the Cathedral Interlude - Exploring the Upper Hidden Areas section below.

Chaos and Neutral Paths

If you are on the Chaos or Law Path, then prep your party for a boss fight and enter the room at reference point R. Inside you'll meet Raphael, who, much like the two Seraphim before him, will promptly attack you. Continue reading at the Seraph Raphael boss section below.



Seraph Raphael
Level: 91
HP: 2020
MP: 380

EXP: 1820
£: 4368
MAG: 1820
ITEM: Soma

Abilities:
Attack (~ 90 Physical damage, hits 3-6 characters)
Bufula (~ 35 Ice damage, inflicts Freeze at ~95% rate)
Maha-Bufula (~ 25 Ice MT damage, inflicts Freeze at ~95% rate)
Maha-Zionga (~ 35 Electric MT damage, inflicts Shock at ~95% rate)

Strategy: Raphael is a major step down in difficulty from Gabriel. While the status effects attached to his elemental spells can be annoying, the damage is so low at this point in the game that he isn't a big threat. Do note that, like Uriel before him, Raphael is immune to all forms of elemental damage, but since physical attacks are superior at this point, it doesn't help him much. Simply have your characters use their Sword/Attack commands to make short work of this pushover boss. He will drop especially fast if you have the Hinokagutsuchi.



With Raphael gone, you may either decide to explore the hidden areas of the upper Cathedral levels, or you may continue towards the top. Note that the majority of the items found in the hidden areas are for Law-aligned characters only, although there are a handful of rare gems you can find that can be used at Rag's shop.

If you wish to continue exploring the hidden areas, continue the walkthrough at the Cathedral Interlude - Exploring the Upper Hidden Areas section below.

If you wish to move on to the next floor, then you will want to head to reference point X1 to exit the Cathedral to the city map. When you do, you will find that you are in terraced area with four yellow buildings/entrances. From the building where you exited the Cathedral, the north exit, make your way around to the south building/entrance, and go inside.

Inside, you will find that you are back in the Cathedral on the Fourth Floor, having just entered at reference point X2. From here, just go north a short ways to reference point 5. Go up the stairs to the fifth floor, and pick up the walkthrough again at the To the Top of the Cathedral - Fifth Floor section below.

Cathedral Interlude - Exploring the Upper Hidden Areas

Please note that this section requires an excessive amount of backtracking. Essentially, you are dropped to the second floor where you can only pick up one item at a time, and you must return all the way to the fourth floor to drop back down the hole to pick up a second item, then again for a third, etc... If this is too troublesome for you, I don't blame you. This part of the Cathedral, despite being a clever secret, is horribly designed when it comes to being user-friendly.

To make this more user friendly, I'll list each item you can obtain, indicate if it's for Law-aligned characters or not (no sense in those on the Chaos or Neutral path picking up Law-only weapons, except for completion purposes), and how to find it. Feel free to nab the items you want and skip those that are not of interest.

BULLETS OF LIGHT (Law-aligned Only): This first item is actually the easiest and doesn't require any special trips. While on the Fourth Floor after recruiting (or defeating) Raphael, head to reference point BL. Inside the room you'll find a chest containing the Bullets of Light. This is the best ammo in the game, for raw damage, for the Law path, but I still prefer the status effects of Magic and Medusa Shells. Its up to you whether you want to use the Bullets of Light or not.

Now here comes the tricky part...

Navigate to reference point A (not aa or aaa, those don't lead anywhere), and you'll be warped to its twin location. Continue to reference point B to go to reference point B/D, then C to be warped further. After going through the C warp, you should be in a room with a door. DO NOT go through the door. Instead, go forward a space, then turn around and step back on reference point C to be taken back to its twinned location. Now, when you step on reference point B/D, you'll be taken to reference point D (instead of B). Continue from D to E to F to G to H. After going through the H warp, when you step forward, you'll fall down the hole at reference point SA.

You've now arrived at the secret area on the Third Floor, at reference point SA, which is basically a giant sky-blue platform suspended in mid-air. If you stray off the platform, you'll fall down to the Second Floor. To make matters worse, your Computer (to include your Automap) is disabled in here. Be warned that the disabled Automap extends into the hidden section of the second floor as well. The secret here is knowing where to fall...

MEGIDO FIRE (Law-aligned Only): The Megido Fire is probably the hardest item to find, especially without a guide, due to the obscure nature of the hidden teleport point. Use the secret hole on the Fourth Floor to drop to the secret are on the Third Floor. From reference point SA on the Third Floor, make your way south past one door and go left (east) through the second door you come across. From here, head to reference point A. Although it looks like a black hole beneath, when you step forward onto reference point A, you'll end up being teleported to its twin location just to the northwest. Head forward across two Law Damage Traps and go through the door. Open the box inside the room for the Megido Fire, the ultimate Gun in the game for the Law path.

After receiving the Megido Fire, traverse back over the two damage floors and back onto the space you arrived at to be warped back to the platform. This time you'll find that the platform is only one space. Turn around so you're facing north and walk off the platform to be dropped to the second floor.

(2F): From where you landed, turn east and go through the door. Turn north and head forward until you reach the corner, then turn west and go forward four spaces. Turn north and go forward two spaces, then turn east and go through the one-way door. This area should look familiar if you use your Auto-Mapper. From here you can return all the way to the fourth floor.

SWORD OF HEAVEN (Law-aligned Only): Use the secret hole on the Fourth Floor to drop to the secret area in the Third Floor. From reference point SA on the Third Floor, head to either of the two blue platform spaces bordering the hole at reference point SH. Walk off the platform onto reference point SH and you'll fall to the second floor.

(2F): From where you landed, go west a space, then turn south and go through the door (reference point SH on the Second Floor). Inside the room is a box containing the Sword of Heaven. This is the ultimate Law-exclusive sword in the game (technically, the Angel's Trumpet is better, but that is an ultra-rare drop from an ultra-rare enemy), although it is slightly inferior to the Hinokagutsuchi. Go ahead and use this weapon if you haven't created the Hinokagutsuchi yet. Exit the room. You'll notice on the map in this guide that the Sword of Heaven's location is partioned off from the rest of the secret area by a one-way door. Use the one-way door to leave the 2x2 cell holding the Sword, then use another one-way door to get back to the secret area, then use another one-way door to get to the normal part of the Second Floor. From here you can return all the way to the Fourth Floor.

DIAMOND: Use the secret hole on the Fourth Floor to drop to the secret area in the Third Floor. From reference point SA on the Third Floor, head to either of the two platform spaces bordering the two holes marked as reference point Di, the drop into either of the two hole spaces (doesn't matter which, you'll end up in the same 2x2 "room").

(2F): From where you landed, enter the room at reference point D to find a box containing a Diamond. Make your way through the nearby one-way door, then exit the secret area through the one-way door to the main part of the Second Floor. From here you can return all the way to the Fourth Floor.

AQUAMARINE: Use the secret hole on the Fourth Floor to drop to the secret area in the Third Floor. From reference point SA on the Third Floor, head to either of the two platform spaces bordering the two holes marked as reference point Aq, the drop into either of the two hole spaces (doesn't matter which, you'll end up in the same 2x2 "room").

(2F): From where you landed, enter the room at reference point Aq to find a box containing an Aquamarine. Make your way through the nearby one-way door, then exit the secret area through the one-way door to the main part of the Second Floor. From here you can return all the way to the Fourth Floor.

AMETHYST: Use the secret hole on the Fourth Floor to drop to the secret area in the Third Floor. From reference point SA on the Third Floor, head to either of the two platform spaces bordering the two holes marked as reference point Am, the drop into either of the two hole spaces (doesn't matter which, you'll end up in the same 2x2 "room").

(2F): From where you landed, enter the room at reference point Am to find a box containing an Amethyst. Make your way through the nearby one-way door, then exit the secret area through the one-way door to the main part of the Second Floor. From here you can return all the way to the Fourth Floor.

That completes the collection of all the items available in the hidden areas. Once you have all the items you want, return to the Fourth Floor. Now you will want to head to reference point X1 to exit the Cathedral to the city map. When you do, you will find that you are in terraced balcony area with four yellow buildings/entrances. From the building where you exited the Cathedral, the north exit, make your way around to the south building/entrance, and go inside.

Inside, you will find that you are back in the Cathedral on the Fourth Floor, having just entered at reference point X2. From here, just go north a short ways to reference point 5. Go up the stairs to the fifth floor, and pick up the walkthrough again at the To the Top of the Cathedral - Fifth Floor section below.

To the Top of the Cathedral - Fifth Floor


The Great Cathedral (Fifth Floor).
Map Legend
MZ = Maha-Zio Stone
MA = Maha-Agi Stone
4F = Stairs to Fourth Floor
6F = Stairs to Sixth Floor
Tr = Trapped Treasure
Purple = Poison Trap
Dark Blue = Law Damage Trap

The size of each floor from here on out will rapidly decrease.

From the stairwell, make your way to the northwest section of this floor, avoiding the few traps along the way. Enter the room at reference point MZ and open the box inside for a Maha-Zio Stone.

Now head towards the center of this floor and enter the room at reference point MA. Inside this room is a box containing a Maha-Agi Stone.

That does it for this floor...nice and easy. Go ahead and head to the stairwell at reference point 6F and take the stairs to the Sixth Floor.

To the Top of the Cathedral - Sixth Floor


The Great Cathedral (Sixth Floor).
Map Legend
S = Soul Incense
M = Maha-Bufu Stone
H = Hiko-Bari
5F = Stairs to Fifth Floor
7F = Stairs to Seventh Floor
Dark Blue = Law Damage Trap

This area is covered with damage floors, so now would be a good time to use one of the Core Shields you collected earlier. Additionally, there are a few new enemies that will spawn as well.

First head to the extreme northwest corner of the floor and enter the room at reference point S. There is a box containing a Soul Incense.

Now head towards the extreme southeast corner of the floor, stopping off at reference point M along the way. Inside the room at reference point M you'll find a box with a Maha-Bufu stone.

Continue along to the southeast corner and enter the room at reference point H. Open the box for a Hiko-Bari.

Now make your way to the northeast corner of the floor, then head south a bit to reference point 7F to find the stairwell to the Seventh Floor.

To the Top of the Cathedral - Seventh Floor


The Great Cathedral (Seventh Floor).
Map Legend
R1 = Rosary
R2 = Rosary
S = Soma
LH = Law Hero
6F = Stairs to Sixth Floor
8F = Stairs to Eighth Floor

Almost there!

From the stairwell, go south a space, then turn west and go forward all the way to the corner. Turn north at the corner and follow the hallway north all they way to the end and go through the door. Open the box in the room for a Rosary.

Exit the room. Turn south and go south all the way to the corner. Turn east at the corner and go all the way forward to another corner. Turn north and go forward six spaces, then turn west and go through the door. Go south a space, then turn west and go through another door. Open the box in the room for another Rosary.

Exit the room. Go north a space, then turn east and go through the door. Go north a space to the corner, then turn west and go forward to the wall. Turn south and go through the door. Go west a space, then turn south and go forward to the wall. Turn east and go forward through the door. Go south a space, then turn west and go forward to the corner. Turn south and go forward to another corner, then turn west and go forward to yet another corner. Turn north and go forward four spaces and through the door. Open the box in the room for a Soma.

Now head towards reference point LH. How you proceed here depends on your alignment.

Law

Enter the room at reference point LH. Inside you'll hear the voice of the Law Hero telling you to proceed to the final area. Choose to go through the door. Continue along to reference point 8F and head up the stairs to the Eighth Floor. Continue the walkthrough at the To the Top of the Cathedral - Eighth Floor section below.

Neutral

Prepare your party for a boss fight, then enter the room at reference point LH. Inside you'll meet the Law Hero, who



Superhuman Law Hero
Level: 99
HP: 2250
MP: 300

EXP: 1980
£: 4752
MAG: 1980
ITEM: Soma

Abilities:
Attack (~130 Physical damage, hits 2-4 characters)
Maha-Zanma (~20 MT Impact damage)
Hanma (Inflicts Sudden Death at ~5% rate, hits 2 characters)
Diarama (~100 HP recovered)

Strategy: This guy is a watered down version of Haniel and Vishnu. While he has passable damage with his physical, he will almost never used it, instead opting to spam his crappy Hama instead. Much like the other Hama using bosses, this spell can never cause a game over, since your humans are immune to it. Moreover, Law Hero is stuck with Hama, not Mahanma, which is substantially weaker since it only targets two characters and has a much lower hit rate. His pathetic healing and worthless Maha-Zanma damage aren't even worth discussing. Just spam your Sword and demon attacks, and this guy will drop within a few turns.



After taking out the Law Hero, choose to go through the door. Now make your way towards reference point 8F and take the stairs to the Eighth Floor.

To the Top of the Cathedral - Eighth Floor


The Great Cathedral (Eighth Floor).
Map Legend
M = Michael and Law Hero
7F = Stairs to Seventh Floor

At last, the top floor of the Cathedral! Your objective here again depends on your alignment.

Law Path

Make your way towards reference point M. Inside you'll find the Law Hero. He'll give you some information, and will ultimately tell you that you need to create the Angel Ring by fusing the three Seraphs together at a special Jakyou manor. After talking with Law Hero, you'll be taken outside the room.

Before continuing with the plot, I'd suggest hanging around this floor until you persuade a Faerie Oberon and an Faerie Senko to join your team. They'll come in handy for some fusions later. Once you're ready, have the Heroine use Toraport to be taken back to the Terminal all the way back at the Messian encampment. Time to fuse that Angel Ring. Continue the walkthrough at the Fusing the Angel Ring section below.

Chaos and Neutral Path

You are here to defeat the Seraph Michael. Prep your party for a boss fight, then enter the room at reference point M. Inside, you'll meet Michael, who is not happy that you stand against god's plans and attacks you. Continue reading the walkthrough at the Seraph Michael boss section below.

Seraph Michael
Level: 116
HP: 10000
MP: 340

EXP: 3248
£: 5568
MAG: 2320
ITEM: Soma

Abilities:
Attack (~180 Physical damage, hits 5-8 characters)
Megidolaon (~150 MT Almighty damage)
Maha-Agion (~50 MT Fire damage)
Critical Strike (~260 Physical damage)

Strategy: Michael is a big step up in difficulty from the last few bosses, but he's not terribly hard if you have a good system going. As you can see from his ability list, he's nothing but pure damage. This means no accurate status effects you need to worry about. Along with the Heroine's Diarahan, you'll probably want a demon with Mediarahan (Megami Lakshmi for Neutral folks and Dragon Maya for Chaos folks are great choices) to give you plenty of healing to last the duration of the battle. What you want to do is leap-frog your healing so only one or two characters are badly injured at a time. If you wait until everyone is injured, you risk losing multiple party members if Michael decides start spamming his attack. Your Hero, as always, should use his Sword attack. Your other demons should either use their attacks or support abilities. The -kaja spells can be exceptionally useful in this battle due to its length, and Tetrakarn and Makarakarn can reflect insane amounts of damage back at Michael.

Michael has a whopping 10000 HP on top of excellent defenses (the Hero's attack with the Hinokagutsuchi will likely only do 330 or so damage per round, and many of your demons will struggle to break 70 damage). Just be patient and wear Michael down.



What happens after Asura's defeat depends on your alignment.

Chaos

Following the battle and hearing Michael's last words, you will find yourself in a hall beyond Michael's room. Finish the walkthrough, and the game, by reading the Cathedral Summit section below.

Neutral

If you have defeated Asura, then your objective in defeating the leaders of both the Gaians and Messians is complete. You will hear a voice congratulate you, and you'll be warped to the top of the Cathedral. Finish the walkthrough, and the game, by reading the Cathedral Summit section below.

If you have not yet defeated Asura, then the voice will congratulate you for defeating Michael but reminds you that the Tenma Lord Asura is on the bottom basement of the Cathedral and must be dealt with. Continue the walkthrough at the The Great Cathedral - To the Cathedral Depths section above.

Fusing the Angel Ring

Save your game at the Terminal, then exit the Cathedral. Your destination is the ruins of Ikebukuro. Once on the city map, summon the Octopus and start heading east, then north when you're able to. You'll see the submerged Tokyo Destiny Land off to the east as you head north. Continue north to the far edge of the city and eventually you'll reach Ueno. From Ueno, start heading west. When you come to the ruins of Ikebukuro, you'll notice that there's one building that is not fully submerged. Enter the building.


Kabukicho Prison (45th Floor).
Map Legend
S = Soma
F = Fusion Master
Tr = Trapped Treasure
X = Exit to City Map

You'll notice you're in a dark zone, so activate your Mapper spell. Unfortunately, the majority of this small building is in a dark zone. Moreover, the encounter rate is beyond ridiculous, even for a game with as high an enounter rate as this.

First make your way towards the southeast corner and enter the room at reference point S. Open the box in the room for a Soma.

Now make your way to the very top-central room at reference point F. Inside you'll see an old man who will offer to fuse your three Seraphim into the Angel Ring. After the summoning, you'll no longer have the three Seraphim in your party (Damn, but Seraphim fusions are now unlocked, so you can get some back). Rather than waste time exiting this stupid shithole, just use Toraport to return to the Cathedral. Continue reading the walkthrough at The Great Cathedral - To the Cathedral Depths section below.

The Great Cathedral - To the Cathedral Depths

Enemies:-------------------------Items:
See list aboveHiko-Bari x2
Tyrant Surt (Law and Neutral)Dragon ATM
Tyrant Astaroth (Law and Neutral)Soul Incense
Tyrant Arioch (Law and Neutral)r+2 Smoke Bomb
Superhuman Chaos Hero (Law and Neutral)Nyorai Statue
Night Lilith (Law and Neutral)Amida Beads
Tenma Lord Asura (Law and Neutral)Soma

Once again, your purpose here depends on your alignement.

Law Path

You will need the Angel Ring before tackling this section. If you don't have the Angel Ring, then you need to do the The Great Cathedral - To the Top of the Cathedral section first, then return to this section. If you do have the Angel Ring, then your goal is to reach Basement Eight to challenge the ultimate Gaian leader.

Chaos

Your next objective is to reach the bottom of the Cathedral so that you can meet with the Chaos Hero and Tenma Lord Asura. As such, you will need to trek all the way to Basement Eight to meet with Asura.

Neutral

Your goal here is to reach Basement Eight and challenge the ultimate Gaian leader, Tenma Lord Asura.

Once you're ready to take the next section of the Cathedral, return to the Heart of the Cathedral (reference point He in Basement One). Just as before, you'll be transported the hallway east of the Heart of the Cathedral. From here, head to the stairwell at reference point B2 to start your journey to the bottom of the Cathedral.

To the Depths of the Cathedral - Basement Level 2


The Great Cathedral (Basement Two).
Map Legend
Su = Surt
A-D = Set of One-way Warp Points
E = Two-way Warp in Secret Area
aa-dd = Set of One-way Warp Points
1-3 = Set of One-way Warp Points
KS = Kurikara's Blade
E = Hole to Emerald on Basement Three
PM = Hole to Peacemaker on Basement Three
Dark Red = Chaos Damage Trap
Black Circle (Filled) = Hole to Basement Three
B1 = Stairs to Basement One
B3 = Stairs to Basement Three

Not much to do on this floor...yet. If you take a look at the map, you'll see that there is a teleport maze with a secret area on this floor. This is an optional area that you can explore later.

The first thing you want to do, however, is make your way towards reference points Su and B3.

Chaos Path

When you enter the room at reference point Su you will be greeted by Surt. Unfortunately, he doesn't do to much to help you (yet).

Since many of the items you can get in this area are of direct benefit to Law-aligned characters, you will want to do at least some of the upcoming item-hunting. As such, pick up the walkthrough again at the Cathedral Interlude - Exploring the Lower Hidden Areas section below.

Law and Neutral Paths

If you are on the Chaos or Law Path, then prep your party for a boss fight and enter the room at reference point Su. Inside you'll meet Surt, the first of three Tyrant demon lords. Since you are acting against Lord Asura, he will attack you. Continue reading at the Tyrant Surt section below.



Tyrant Surt

Level: 100
HP: 2110
MP: 360

EXP: 2000
£: 4800
MAG: 2000

Abilities:
Attack (~141 Physical damage, hits 3-5 characters)
Maha-Agion (~16 Fire MT damage)
Maha-Zanma (~20 Fire MT damage)
Firewall (Halves the damage of Fire attacks)

Strategy: Surt is a good example of a boss with solid potential doomed by bad AI. His basic attack can kill off your weaker demons in 2-3 hits, but he'll almost never use it. Instead he'll spam his laughably weak Fire spells or cast Firewall even though its effects don't stack. Your Hero should be able to dish out roughly 360 damage per round with the Hinokagutsuchi. Combined with the attacks of your other party members, Surt should go down in 5 rounds or so. Just make sure to watch your HP and have Heroine heal any moderately injured allies to prevent them from dying to Surt's attacks. All in all, he should be cake, and he's the most difficult of the three Tyrants you'll face here. On the plus side, Surt is a whopping level 100, so you'll likely gain two or three levels alone from fighting him.



After dealing with Surt, head down the nearby stairs at reference point B3 to head down to Basement Three, and pick up the walkthrough directly below at the To the Depths of the Cathedral - Basement Level 3 section.

To the Depths of the Cathedral - Basement Level 3


The Great Cathedral (Basement Three).
Map Legend
A = Astaroth
Op = Opal
Ru = Ruby
PM = Peace Maker
Sa = Sapphire
On = Onyx
B2 = Stairs to Basement Two
B4 = Stairs to Basement Four

If you look at the map, you'll notice that the southern third of this floor is inaccessible since it connects to the rest of the floor via one-way doors. This is a continuation of the secret area that can be found in Basement Two.

First things first, however; while on the eastern side of the map, go ahead and head over to reference point Op to find a box containing an Opal.

Now make your way to reference point Ru to find another box, this one containing a Ruby.

After collecting those lovely gems, go ahead and make your way to reference point As and B4. Again, how you proceed depends on your alignment.

Chaos Path

When you enter the room at reference point As you will be greeted by Astaroth. Much like Surt, he doesn't do to much to help you yet.

Since many of the items you can get in the upcoming hidden areas are of direct benefit to Chaos-aligned characters, you will want to do at least some of the upcoming item-hunting. As such, pick up the walkthrough again at the Cathedral Interlude - Exploring the Lower Hidden Areas section below.

Law and Neutral Paths

Make sure your party is healed up and ready for a boss fight. Once you're ready, enter the room and you'll meet the Tyrant Astaroth. Much like Surt, he'll call you a blind sheep and attack you.

Continue with the Tyrant Astaroth section below.



Tyrant Astaroth
Level: 98
HP: 1920
MP: 450

EXP: 1960

£: 4704

MAG: 1960
ITEM: Soma

Abilities:
Attack (~100 Physical damage, hits 3-6 characters)
Marin Karin (Inflicts ST Charm at ~75% success rate)
Maha-Zionga (~22 Electric MT damage, causes Shock at 100% rate)
Rakukaja (Reduces attack damage by 25%)

Strategy: Astaroth is quite a bit weaker than Surt despite being fought later. His Physical attack is only mildy threatening and only to lower level demons which he might kill off in 4 hits. Maha-Zionga, while annoying with its Shock, is hardly threatening and you'll find plenty of time to attack him, unlike other status bosses such as Thor. His only dangerous attack is Marin Karin, which causes Charm at a fairly high rate. Of course, if one of your allies does end up Charmed, you can just set them on Defend for the remainder of the battle, and chances are Astaroth won't live long enough to Charm a second ally. Just full out blitz Astaroth with your best attacks. The Hero should dish out nearly 500 damage a round with the Hinokagutsuchi, and with the rest of your allies, you can push a total of 1000+ damage per round against this loser, meaning you can drop him within two rounds. Astaroth is also a fairly high level, so chances are you'll receive ~64,000 experience for this fight. Quite a nice reward for such a wimpy boss.



With Astaroth gone, you may either decide to explore the hidden areas of the lower Cathedral levels, or you may continue towards the bottom. Note that the majority of the items found in the hidden areas are for Chaos-aligned characters only, although there are a handful of rare gems you can find that can be used at Rag's shop.

If you wish to continue by exploring the hidden areas, continue the walkthrough at the Cathedral Interlude - Exploring the Lower Hidden Areas section below.

If you wish to move on to the next floor, then you will want to head to reference point B4. Go down the stairs to Basement Four, and pick up the walkthrough again at the To the Depths of the Cathedral - Basement Level 4 section below.

Cathedral Interlude - Exploring the Lower Hidden Areas

Please note that this section requires some backtracking. Essentially, you are dropped to Basement Three where you can only pick up one or two items at a time, and you must return all the way to Basement Two to drop back down the hole to pick up more items. If this is too troublesome for you, I don't blame you. This part of the Cathedral, despite being a clever secret, is horribly designed when it comes to being user-friendly.

To make this more user friendly, I'll list each item you can obtain, indicate if it's for Chaos-aligned characters or not (no sense in those on the Law or Neutral path picking up Law-only weapons, except for completion purposes), and how to find it. Feel free to nab the items you want and skip those that are not of interest.

To reach the secret areas, first return to Basement Two. Remember the teleport maze mentioned earlier? This is where that comes into play. If you look at the To the Depths of the Cathedral - Basement Level 2 section map, you'll see three series of one-way warps. The tricky part here is that some spaces are both teleporters for one series, while a receiver for another. Two of these series take you to the same end-point, reference point 3/dd. As such, the warp series that start at both reference point 1 and reference point aa are worthless.

Instead, head to the space at reference point A to enter that series. This will take you to its twin, which is a room with two one-way doors. Take the east door to reference point B/cc, which activate the B warp and take you to reference point B. This is a room with three one-way doors, and again take the east door--this time to reference point C/1, which will activate the C warp, taking you to reference point C. You'll notice you are now in a room with four one-way doors. This time take the souther door to reference point D/2 to activate the D warp, taking you to reference point D, located in the secret area in the southern portion of the floor.

You've now arrived at the secret area on Basement Two, which is basically a giant red platform suspended in mid-air. If you stray off the platform, you'll fall down to Basement Three. To make matters worse, your Computer (to include your Automap) is disabled in here. Be warned that the disabled Automap extends into the hidden section of the second floor as well. The secret here is knowing where to fall...

KURIKARA'S BLADE (Chaos-aligned Only), SAPPHIRE, and ONYX: The Kurikara's Blade is probably the most difficult item to find in this area, especially without a guide, due to the obscure location of the warp point that takes you to it. Use the directions described above to reach reference point D on Basement Two. Now, take one step south, then follow the path east six squares. There should now be one space between you and the door ahead, and reference point E should be directly north of you. Although it doesn't look like there's a floor there, turn north and step onto reference point E, and you'll trigger a hidden warp and be taken to its twinned location. From here, go west across three Chaos Damage Traps and into the room at reference point KS. Inside you'll find a box containing the Kurikara's Blade. This is the best Chaos-exclusive weapon you'll normally find (the Bells of Death are better, but are an ultra-rare drop from an ultra-rare enemy), although it is slightly inferior to the Hinokagutsuchi. Go ahead and equip it if you are Chaos-aligned and haven't forged the Hinokagustuchi yet).

After collecting Kurikara's Blade, backtrack across the three Chaos Damage Traps and step on reference point E to be taken back to its twin. When you do this, you'll notice that the rest of the floating red platform has disappeared, leaving you with a single space with four drops around it. Turn north and walk off the platform.

(B3): If you look at the To the Depths of the Cathedral - Basement Level 3 section map, you'll see reference point Sa in the southwest quadrant. The space you just landed in is one space east of reference point Sa, and there should be a one-way door to the immediate east. From this point, go ahead and navigate to reference point Sa and open the box inside for a Sapphire.

Now make your way east through that one-way door and you'll be in the southeast quadrant. From here, you can make your way to reference point On, going through another one-way door in the process. Enter the room at reference point On and open the box inside for an Onyx.

If you look at the map again, you'll see a one-way door just west of reference point On. Go ahead an go through that one-way door to return to the "main" section of Basement Three. From here, you can either go back up to Basement Two via the stairs at reference point B2 if you want to collect more items, or you can head down the stairs at reference point B4.

PEACEMAKER (Chaos-aligned Only): Use the directions detailed above to reach reference point D on Basement Two. Go south one space, then head east all the way through the door. Turn and head north to the end of the path, then go east through another door. Take this path east, through another door (you'll pass a door leading south along the way). Now turn and head north to the end of the platform. You should now be one space south of reference point PM. Go ahead and walk forward off the platform to reference point PM. You'll fall down a hole to Basement Three.

(B3): Locate reference point PM on the To the Depths of the Cathedral - Basement Level 3 section map. You'll see that east of reference point PM is a hallway with two one-way doors leading south. You've landed in that hallway, one space west of the eastern one-way door. Go ahead and go west down the hallway and enter the room at reference point PM. Open the box inside to collect the Peacemaker, the ultimate gun in the game. Now head south through one of the one-way doors.

From here, you can head to reference point On to collect an Onyx, if you haven't already done so. Otherwise, go through the one-way door just west of reference point On to return to the "main" section of Basement Three.

That completes the collection of all the items available in the hidden areas. Once you have all the items you want, return to Basement Three. On Basement Three, return to reference points B4 and As. This time, head down the stairs at reference point B4 to head down to Basement Four. Continue the walkthrough below at the To the Depths of the Cathedral - Basement Level 4 section.

To the Depths of the Cathedral - Basement Level 4


The Great Cathedral (Basement Four).
Map Legend
Tu = Turquoise
BD = Bullets of Darkness
A = Arioch
B3 = Stairs to Basement Three
B5 = Stairs to Basement Five

You'll start off this floor in a dark zone. The entire central area of this floor is within a dark zone, so go ahead and use the Mapper spell to make it easier to keep track of your own movement.

First, work your way towards the southeast corner to reference point Tu. Enter the room at reference point Tu and open the box for a Turquoise.

Now head to the northeast corner of this floor, then south a bit and enter the room at reference point BD. Inside you'll find a box containing the Bullets of Darkness. This is the best ammo in the game, for raw damage, for the Chaos path, but I still prefer the status effects of Magic and Medusa Shells. Its up to you whether you want to use the Bullets of Light or not. If you're Law or Neutral-aligned, then you can skip collecting the Bullets of Darkness completely.

Now head towards reference points A and B5. Again, how you proceed here depends on your alignement.

Chaos Path

Enter the room at reference room A, and inside you'll meet the Tyrant Arioch. Much like Surt and Astaroth, Arioch will be impressed with your ability to sow chaos and commends you for a job well down, but doesn't directly help you yet. Continue to reference point B5 and take the stairs there to Basement Five. Pick up the walkthrough again at the To the Depths of the Cathedral - Basement Level 5 section below.

Law and Neutral Path

Prep your party for a boss battle, this time making sure you include some demons that can cause elemental damage, preferably Fire, with their spells and/or abilities. Once ready, enter the room at reference point A to meet the Tyrant Arioch. Much like Surt and Astaroth, Arioch is disgusted that you don't believe in the pure freedom of chaos, and attacks you. Continue the walkthrough at the Tyrant Arioch section directly below.



Tyrant Arioch
Level: 85
HP: 1820
MP: 180

EXP: 1700
£: 4080
MAG: 1700
ITEM: Soma

Abilities:
Attack (~100 Physical damage, hits 3-5 characters)
Pulinpa (Inflicts MT Panic at ~20% success rate)
Critical Strike (~120 Physical damage, hits 1 character)
Tetrakarn (Reflects all melee attacks for one round)

Strategy: Arioch is bad; plain and simple. The catch is that he takes awhile to beat due to his immunity to both Sword and Gun attacks, along with 75% resistance to Ice and Electric damage. If you've been following this walkthrough, you should still have Magic Shells equipped. These deal Charm damaage rather than Gun damage, so they cut right through his Gun resistance. Additionally, they ignore Tetrakarn too. If you have any demons that deal Fire damage (such as Cerberus or Baron), have them use their Fire attacks to speed up the process. Have the rest of your demons either use support spells or Defend to minimize the amount of healing you need. More likely than not, you'll eventually inflict Arioch with Charm due to the repeated Magic Shells striking him. Once this happens, set your Hero and Heroine to Gun, your remaining demons to Defend, and turn on Auto-Battle since the battle is virtually over at that point. Eventually the weakling will drop. Unfortunately, his level is a pathetic 85, meaning you'll get a crappy experience award. Oh well, its not like beating him was that hard.



After disposing of Arioch and leaving his room, head to reference point B5 and take the stairs to Basement Five. Continue reading the walkthrough directly below at the To the Depths of the Cathedral - Basement Level 5 section.

To the Depths of the Cathedral - Basement Level 5


The Great Cathedral (Basement Five).
Map Legend
H = Hiko-Bari
D = Dragon ATM
B4 = Stairs to Basement Four
B6 = Stairs to Basement Six
Purple = Poison Trap
Dark Red = Chaos Damage Trap

Unlike the previous levels, this particular basement level doesn't have much going on.

First, make your way towards reference point H. The Poison Traps and Chaos Damage Trap are easy to avoid. Enter the room at reference point H and open the chest for a Hiko-Bari.

Now head towards the northwest corner and enter the room at reference point D. Inside the room is a box containing a Dragon ATM.

That does it for this floor. Go ahead and head to reference point B6 and go down the stairs to Basement Six.

To the Depths of the Cathedral - Basement Level 6


The Great Cathedral (Basement Six).
Map Legend
I = Soul Incense
H = Hiko-Bari
S = Smoke Bomb
B5 = Stairs to Basement Five
B7 = Stairs to Basement Seven
Dark Red = Chaos Damage Trap

As you can see from the map, there is an excessive number of Chaos Damage Traps on this level. If you are Law or Neutral-aligned, use a Core Shield as soon as you reach this floor (unless it's almost a Full Moon). At least navigating this place is pretty straightforward, and the encounter rate isn't insane...

First head towards the northwest and enter the room at reference point I. Inside the box in this room is a Soul Incense.

Exit the room. Now head all the way south, then east a ways. Enter the room at reference point H, which contains a box. This box contains a Hiko-Bari.

Now make your way around to the eastern side of the big wall that runs north-south through the middle of this floor, then head to the room at reference point S. The container in this room holds a Smoke Bomb.

Finally, make your way towards reference point B7. Along the way you'll meet Louis Cypher (remember him?). His reaction to you depends on your alignment.

Chaos

Louis Cyper will tell you about a powerful demon you can recruit on an island west of the Cathedral. Definitely keep this in mind, as this is the most powerful demon ally in the game, hands down. See the Lord of Flies sidequest in the Optional Sidequests chapter for details. You can head to the island now, but you'd have to backtrack all the way to this point if you do. As such, I recommend doing this sidequest after you've obtained the Devil Ring, which you'll be getting shortly.

Law and Neutral

Louis Cypher will tell you about a powerful item you can find on an island west of the Cathedral. He's lying to you; this dialogue opens up an optional boss fight instead. If you would like to challenge this optional boss, see the Lord of Flies sidequest in the Optional Sidequests chapter for details.

If you are on the Law path, then this is your only chance to do this sidequest, as you are nearly to the final boss. Be warned, however, that you will have to backtrack all the way from 1F to this floor if you do.

If you are on the Neutral path and have not yet dealt with Seraph Michael, then I would recommend doing this sidequest after you deal with Lord Asura to avoid having to backtrack. On the otherhand, if you have dealt with Michael already, and all that's left is Lord Asura, then see the Law path caveat above.

After speaking with Louis Cypher, head to reference point B7 to reach the stairwell to Basement Seven.

To the Depths of the Cathedral - Basement Level 7


The Great Cathedral (Basement Seven).
Map Legend
N = Nyorai Statue
A = Amida Beads
S = Soma
CH = Chaos Hero
B6 = Stairs to Basement Six
B8 = Stairs to Basement Eight

Almost to Basement Eight! Hooray!

From the stairwell, head to reference point N and enter the room. Inside this room is a box containing a Nyorai Statue.

Now make your way to the western side of the floor and head towards reference point A. Enter the room; the box in this room holds Amida Beads.

Now make your way south down the middle of the floor and enter the room at reference point S. The box in this room contains a Soma.

If you are Law or Neutral-aligned, prep your party for a boss fight, then continue along the path towards reference point CH.

Law and Neutral

If you are Law-aligned, you'll see a scene involving the Chaos Hero and Law Hero. The Chaos Hero then attacks you. If you are Neutral-aligned, the Chaos Hero will chastize you, then attacks you. Either way, continue the walkthrough at the Superhuman Chaos Hero boss section below.



Superhuman Chaos Hero
Level: 99
HP: 2250
MP: 300

EXP: 1980
£: 4752
MAG: 1980
ITEM: Soma

Abilities:
Attack (~130 Physical damage, hits 2-4 characters)
Maha-Agion (~20 MT Fire damage)
Sibabu (Inflicts MT Bind at ~15% hit rate)
Marin Karin (Inflcits ST Charm at ~25% hit rate)

Strategy: Pathetic. Just absolutely pathetic. The AI for this boss fight is just plain stupid. Rather than use his physical, which does mediocre damage, he will almost constantly use Maha-Agion and Sibabu. You can seriously just set this battle to Auto-battle from the get-go and you likely won't have lost a single party member. If you do want to play it safe, just make sure that in the unlikely even his Charm does hit, you set that character to Defend. Other than that, you should dish out roughly 600 damage a round against him, so you'll likely kill him before his physical can kill any of your demons. Of course, the chances of him using his physical four times in a row is about as likely as me winning the lottery. At least his level is awesome, so you get a good experience reward for suffering through that face-palm inducing AI.



After defeating that horrible excuse for a boss, Yuriko appears. She berates you for killing your old friend, reveals her true form, and attacks you. Continue reading at the Night Lilith boss section immediately below.



Night Lilith
Level: 80
HP: 1710
MP: 400

EXP: 1920
£: 3840
MAG: 1600
ITEM: Soma

Abilities:
Attack (~90 Physical damage, hits 3-5 characters)
Dormina (Inflicts MT Sleep at ~20% hit rate)
Marin Karin (Inflicts ST Charm at ~25% hit rate)
Maha-Bufula (~18 MT Ice damage, 100% chance of Freeze on hit)

Strategy: Ugh. Another status spamming boss. Another joke fight. When will the torment end? Her defenses are horrible, so you'll probably be dealing close to 1000 damage per round against her (Hero alone should do close to 550 with the Hinokagutsuchi). Lilith will only serve to annoy you by putting one or two of your characters to sleep before she dies. This is another battle you can probably set to Auto-battle and come back to find your party in solid shape at the end of the fight. As always, if Charm does hit, have that character Defend until Charm wears off. Since Lilith's level is likely below yours at this point, her experience award is going to be pathetic.



Following her defeat, Yuriko/Lilith expresses disappointment over how things turned out and departs, leaving the Belial Pot behind. If you want, you can now fuse the most powerful sword for the Heroine, the Fire Dragon Sword.

If you are on the Law Path, the Angel Ring will allow the door to open, granting you access to the final trek to the final floor.

If you are on the Neutral Path, the Old Man from Inogashira Park will congratulate you on making it this far, and mentions that Lord Asura is nearby. He'll then reveal himself as Laozi, and the door will open.

Go through the door, then make your way to reference point B8 and head down the stairs to Basement Eight.