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Majin Guide by Nakratos

Version: 1.1 | Updated: 02/05/2015

                  |  Copyright - 2015 - Arom Silva  |
                  |Shin Megami Tensei I - Majin FAQ |
                  |         By Nakratos             |
                  |         Version 1.1             |

|                                  Index                                      |

In order to keep the guide organized and facilitate its use, this FAQ
contains a "Keyword" feature. Just press "Ctrl+F" and type the code in the
brackets to jump directly to the section you want to read.

| 1.   Intro___________________________________________________________(INT) |
| 2.   Contact_________________________________________________________(CNT) |
| 3.   About the Author________________________________________________(ATH) |
| 4.   Frequently Asked Questions______________________________________(FAQ) |
|                                                                            |
| 5.   Majin Hunting Guide_____________________________________________(GUD) |
|	5.1   The Easy Way_____________________________________________(ESY) |
|       5.2   Preparations_____________________________________________(PRP) |
|       5.3   Locations where Majin are found__________________________(LCT) |
|       5.4   Hunting Down the Majin___________________________________(HNT) |
|              5.4.1   Majin Hunting on SNES___________________________(SNS) |
|              5.4.1   Majin Hunting on Emulator_______________________(EML) |
|                                                                            |
| 6.   The Majin_______________________________________________________(MJN) |
|       6.1   High Priest______________________________________________(HGH) |
|              6.1.1   The Reaper's Bell_______________________________(WP1) |
|       6.2   David____________________________________________________(DVD) |
|              6.2.1   The Stradivari__________________________________(WP2) |
|       6.3   Pale Rider_______________________________________________(PLR) |
|              6.3.1   The Angel's Trumpet_____________________________(WP3) |
|                                                                            |
| 7.   Thanks and Credits______________________________________________(CRD) |
| 8.   Legalities______________________________________________________(LAW) |
|       8.1    Terms of Distribution___________________________________(TOD) |
|       8.2    Disclaimer______________________________________________(DSC) |

 .... .......................................................... .............
| 1. |                             Intro                        |    (INT)    |
 '''' '''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

This is an unofficial guide for the SNES version of Shin Megami Tensei
that will focus on the three rarest enemies in the game, the "Majin", or
"Fiends", as they will be called fom now on. Here you will find informations
about them and efficient methods to find these extremely rare foes.

Be warned, though, that the Fiends in this game are disappointingly
weak and their drops - albeit excellent - are as rare as the Fiends themselves.

 .... .......................................................... .............
| 2. |                             Contact                      |    (CNT)    |
 '''' '''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

If you have anything to add, ask or correct, feel free to  message me on my
Youtube Account: "http://www.youtube.com/user/DonMaximusRomeo".
There, you will also find videos of the Majin.

You could also e-mail me at "Arom.Silva23@gmail.com".

Alternately, you could look for me, "Nakratos", in Shin Megami Tensei
SNES version Gamefaqs' board.

 .... .......................................................... .............
| 3. |                         About the Author                 |    (ATH)    |
 '''' '''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

First and foremost: English is not my native language, so bear with me.
I'm quite confident about my rhetoric and my vocabulary is quite extensive, but
- just like any human being - I may commit mistakes. I hope you'll be patient
with any spelling and/or grammar errors you might find in this FAQ. In fact, if
I let anything slip through my proof-reading, feel free to contact me.

Now that this important detail is out of the way, let's talk about my
favorite subject...

I'm joking, but you wouldn't know. I don't use emoticons or jargons and
slangs very often. On one side, this means that you won't see me saying things
like "I used to [insert absolutely anything here], but then I took an arrow to
the a"...nyway, this also means that there will be hardly any decent humor in
my FAQ, just failed attempts like this last one.

Shin Megami Tensei is my favorite RPG series. I've always liked Dungeon
Crawlers and the ability to customize my party to some extent and SMT is just
about that. I have played many MegaTen titles and the main series is my
favorite. However, while Nocturne is full of FAQs and SMT II has enough great
ones, SMT I is kind of lacking good information sources, especially about the
Fiends, who are merely briefly mentioned in Re-Miel's FAQ. That's why I decided
to write this guide: to share all the information I obtained through research
and trial and error. If you want to know about gameplay basics, check Re-Miel's
or Infinity Dragon's FAQs, they are quite good and guaranteed to help.

 .... .......................................................... .............
| 4. |                    Frequently Asked Questions            |    (FAQ)    |
 '''' '''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

       There aren't any great questions about SMT I's Fiends, since most
players don't even know about their existence, but here are some questions that
I've been made more than once:

   Q: How rare are the Fiends anyway?
   A: They have a 1/256 spawn chance in some fixed spots. That means that if
you are simply playing the game, they? are as good as impossible to find. You
MUST know exactly where they spawn and actively hunt them down to have a very
slight chance of meeting one.

   Q: Does that mean that it's useless to try to find them?
   A: Absolutely not! That's why I'm writing this FAQ. If you know where and
how to look for them, finding them becomes very possible - albeit tedious.

   Q: Can I trust the info you give? How can you know their stats?
   A: This is a good question, because Fiends - being bosses - don't have their
stats shown on the COMP Demon Data. However, if you search long enough, you
will eventually find some Japanese sites containing all Fiend's status, I just
confirmed that information through several tests. [Check (CRE) for links].

   Q: Do Lunar Phases make any difference when hunting Fiends?
   A: It's very difficult to say for sure, but I have found absolutely none.

   Q: How rare are the Fiends' drops?
   A: 1/256 again. It's 1/35566 of finding a Fiend AND collecting its weapon.
Forget about the weapons, I'd say. Don't waste your lucky day playing video
games, go play on the lottery instead.


   Q: When can I fight the Fiends?
   A: From your first visit to Shinjuku until the Great Flood.

                            ***END OF SPOILERS***

 .... .......................................................... .............
| 5. |                   Majin Hunting Guide                    |    (GUD)    |
 '''' '''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

This is it, the main part of the guide. Here you'll find general tips
and tricks for finding the Fiends with the least effort (which is still a lot
of work, actually), or, as of version 1.1, you can actually use an easier
method, which shall be posted before the original one.

 .... .......................................................... .............
| 5.1 |                     The Easy Way                        |    (ESY)    |
 '''' '''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

If you're impatient, here's the gist of it: enter the code 7E050A23 before you
enter any boss battle in the game and you'll fight David instead of the
regular boss. Change the final 3 to a 4 for Pale Rider or a 5 for Daisoujou.
Now the explanation, to those who might be interested.

What if you don't want to keep hunting Fiends for hours and hours or if you
finally managed to find a Fiend, but it wasn't the one you were looking for?
In that case, I have some good news. With the use of codes, it's possible to
encounter whichever Fiend you want with 100% chance!

The drawback is that this method has its restrictions. Namely, it can't just
be used at anytime. You see, Gamefaqs user "seannachie" came up with a very
interesting piece of code that allows you to change which enemy you'll face
in a regular battle. But, as you might realize upon checking his FAQ, there
are no values for boss battles and, thus, no values for Fiends, meaning that
you can't use that code for finding David and Co. Another interesting aspect
is that the mentioned code only seems to change the enemy's sprite instead of
actually changing the enemy itself, so even if you try to face, say, Vishnu
when you would normally face a Pixie, what you'll find is a Vishnu with the
same stats and attacks of a regular Pixie.

For a long time, it was thought that the game stored values for boss
encounters elsewhere and that was why it seemed to be impossible to find a
code that would allow one to fight an actual- boss anywhere, as opposed to
merely seeing the boss' sprite. We're still not perfectly sure about how all
of this works, but recently it has been discovered that the game checks for
some sort of "boss battle flag" and, after running this check, it selects
which enemies can be found in that specific battle.

Basically, if you enter the code 7E050A23 (for David) right before a regular
battle, you will simply find the regular demon Cherub since the boss battle
flag will be turned off. If, however, you enter that same code right before
a boss battle, then, since the boss flag will be turned on, the game will
pick an enemy from its boss table instead of its regular enemy table.

In simpler terms, if normally, without the code, you would fight a regular
enemy, you'll still get a regular enemy. If you would fight a boss, you'll
still face a boss. In the end, it's just a matter of telling the game which
specific boss you want to fight and that's why these codes only work as
intended if activated right before boss battles.

Note: It doesn't matter which boss you pick, the game will always say that
it belongs to whichever race the original boss you should be fighting
belongs to. So if you choose to fight Asura when you would normally fight
Red Phantom, the game will introduce the boss as "Human Asura". That doesn't
mean anything, however, as the bosses will retain their stats, movesets and
macca/EXP/item drops. Yes, that does mean that this can be used to farm the
top tier weapons, though as of now this still remains unconfirmed. If you do
obtain one of the Fiend weapons, please post your findings on the SNES board
in Gamefaqs, thanks.

Enought explanatory banter, here are the codes you can use before a boss
battle and which boss you'll find if you do:

Enter the code:


And change xx to get the following results:

00 = Orias
01 = Amanojaku
02 = Doman
03 = Gotou
04 = Thor
05 = Red Phantasm
06 = Blue Phantasm
07 = Take-Minakata
08 = Arachne
09 = Belial
0A = Nebiros
0B = Defense System
0C = Kazfiel
0D = Haniel
0E = Yama
0F = Nio
10 = Ladon
11 = Echidna
12 = Vishnu
13 = Ravana
14 = Indrajit
15 = Gabriel
16 = Uriel
17 = Raphael
18 = Arioch
19 = Astaroth
1A = Surt
1B = Law Hero
1C = Chaos Hero
1D = Lillith
1E = Beelzebub
1F = Michael
20 = Asura Lord
21 = Zenki
22 = Goki

23 = David
24 = Pale Rider
25 = High Priest / Daisoujou
26 = Lord Masakado (likely to one hit KO everything)

27 = Turtle
28 = Octopus
29 = Bishamonten (a statue)
2A = Four Defenders (much like Bishamonten)

Items that only seem to have a sprite so that they you can fuse them, like
swords and the rings (they all seem to be immune to everything)

2B = Renki-no-Ken 
2C = Fuujin-Ken
2D = Raiji-Ken 
2E = Karyu-Ken
2F = Kusanagi-no-Tsurugi
30 = Futsu-no-Mitama
31 = Ame-no-Murakumo
32 = Hinokagutsuchi
33 = Angel Ring
34 = Pascal
35 = Chaos Hero (who, very interestingly, in this patch, is called Waruo)

After this, you'll only get bugged sprites with the names of races, spells,
skills and equipments.

Long story short, go to any boss of the game -- it doesn't matter if it's
Doman during the vision you get upon talking to the old man near the park
or Michael/Asura -- and enter the code 7E050Axx, where xx is 23 for David,
24 for Pale Rider and 25 for Daisoujou and There you go.

 .... .......................................................... .............
| 5.2|                       Preparations                       |    (PRP)    |
 '''' '''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

There's not much to be said here, I already stated that the Fiends are
quite weak. They are still incredibly rare, of course, so you will need good
preparation for finding them, not for the fights themselves.

It may not make a lot of sense now, but I'll explain soon enough. The
most important thing you need to find the Fiends is a demon who knows the spell
Estoma/ Estma.

Also, you will certainly want demons with decent physical power. A demon
with Power = 80 can deal about 14 points of damage to the Pale Rider, any
number higher than this will probably make the battles too easy, though.

It will all depend on how late in the game you are. If you want a decent
challenge, Fiends can put up a fight up to levels 20 or 25, but then you still
wouldn't have access to Estoma/ Estma, since the lowest level demon who
possesses this skill is Megami Kushinada-Hime, level 28.

About items, they simply don't matter much if you have a healer, but if
you are at level 20, you might want to save those Orbs the demons drop. That's
it for preparations: a party, a demon with Estma and some orbs, for safety.

 .... .......................................................... .............
| 5.3|          Locations Where the Majin Are Found             |    (LCT)    |
 '''' '''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

This is, perhaps, the most important part of this guide, If everyone
knew this, there would be no need for a FAQ after all. First, let me erase the
biggest misconception that stops most players from even having the slightest
chance of finding a Fiend: Fiends are NOT found just by wandering around
dungeons. When I say that they are found in specific spots, I mean SPECIFIC

Do you remember those tiny one-cell rooms that simply greet you with a
random enemy? No treasures, often just one cell and no doors other than the one
you entered from, see? Ever noticed how, after you killed the random enemy, if
you reenter the room, the enemy will be replaced by the message "Nobody is
here"? Suspect, no? You certainly understand now, but to be a gentleman
and drive the point home...

There are four specific locations where Fiends are said to be found,
let's analyse them.

   "Shibuya - Close to the Entrance"

Not always in these words, but always this vague, this piece of advice
isn't untrue, it just doesn't help very much. Actually, it talks about the
room marked on this map:

(I hope I've made evident enough which room I'm talking about, heh.
And if the link is dead, tell me, check the contact section.)

There, you will ALWAYS find either a Rusalka or an Archangel. Don't
believe me? Yeah, this is a healthy habit. But do cast Estma and see for
yourself, the encounter is fixed there. And I said it was healthy to don't
trust me, because I just lied. There, you can actually find a Rusalka, an
Archangel OR any of the three Fiends. Moving on.

   "Shinjuku Mall Basement, where the resistance is, during 199x"

This one is very true, it talks about Shinjuku B2.


I this room, you'll always find a Goblin, a Cyak or a Fiend.

   "Shinjuku basement, to the North of the eastern stairs"

This one is my favorite, because it's the earliest Fiend spawn point
that you can access in the game. This one is easy to figure out, but there
you go:


Here, too, you will find a Goblin, a Cyak or a Fiend, and this is the
room where I found a Fiend for the first time.

   "Kongokai, South of the Red Phantasm room".

This one is probably the most misleading clue that roams the Internet.

The actual room is moderately far from the reference and I wouldn't say it's
"to the South of the Red Phantasm room", I'd say it's in the second outer
layer of cells, one of the rooms to the East. See if you agree with me:


This room is populated by Tangies, Yakshinis and, eventually,
violinists, Sokushinbutsu Monks and Horsemen of Apocalypse.

Now that we know where to find them, let's study how to find them.

 .... .......................................................... .............
| 5.4|                  Hunting Down the Majin                  |    (HNT)    |
 '''' '''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

This part is of extreme importance, if you just close this window now
and try to find a Fiend, it'll probably take you even longer than it took me.

I divided this section in two parts, explaining how to do things correctly in
case you are playing on an actual SNES or using Emulators. Before I explain
each method, however, I'll explain the mechanics. If you don't care about the
behavior of the game's Random Number Generator, skip to (SNE) or (EMU).

Now, SMT's Random Number Generator (or RNG) is just semi-random, so it takes
some effort to randomize it. And, as you know, Fiend encounters work with a
1/256 chance. Each step randomizes the RNG, but playing around with the menu,
turning to another direction or ramming a wall doesn't. Allow me to make a
simple example:

Let's suppose you get to the cell right next to where a Fiend is supposed to
appear. Your chances of finding the Fiend are already pre-determined, and for
this example, let's say that you wouldn't find one this time. The step that
you take when entering the Fiend's room DOESN'T randomize your chances,
so you still wouldn't find one this time. If, instead, you turn back, walk
one cell, then turn around again and go back to the cell right next to the
Fiend - the cell where you were at, at the beginning of the example -
the RNG has been randomized, and now you have a chance of finding a Majin.

Now, each of these Fiend's rooms has two regular enemies that you can find at
random: one of them is extremely common, the other is somewhat rare. For
another example, let's say you are using an emulator and right now you are
right in front of  the Fiend's room. You save state and enter the room, only to
find the common enemy. If you just load state and enter again,
you'll find the regular enemy infinitely. If you use that simple method to
randomize the RNG I mentioned just now - walking back one room, then going
back to the room you saved state in - your chances are randomized again. So
you save state a second time, having randomized you RNG, and try to enter
the room again. This time, though, you find the rare regular enemy, instead
of the common one. If you load state and simply enter again, you will ALSO
keep finding the rare enemy infinitely until you randomize the RNG again.
That's always true, if you had found a Fiend, then you could load state and
you'd still find the Fiend until you randomized the RNG once more.

There is always the annoying "random battle" factor. While you walk back one
room to randomize the RNG, there's always a chance of finding an enemy, and any
battle outside of the Fiend's room means nothing to you and will just take
time. That is why I advised you to bring a demon who knows Estma. The Fiend's
room battle is fixed, so even if you use Estma, you can still find a Fiend, and
this way you don't have to worry about annoying and useless random battles.
This DOES NOT mean that you will instantly find a Fiend, you still have a 1/256
chance of finding them and most of the time you will still find a regular enemy
inside the Fiend's room, Estma will simply eliminate battles OUTSIDE of the
Majin's room.

As a last note, once you kill any enemy in a Fiend's room, that room will
remain empty until you reset the game. That means that if you don't find a
Fiend, you shouldn't kill the regular enemy, you should load state.

Anyway, this was supposed to be just a simple mechanics explanation, not a
guide. Here are the guides:

 ..... ......................................................... .............
|5.4.1|             Majin Hunting on the SNES                   |    (SNS)    |
 ''''' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

Simply skip this part if you are using an emulator, finding them on the actual
SNES is infinitely more difficult and this method is just being included here
because I didn't want all that work of mine to go unmentioned.

Now, one can't save states on the SNES, so there is absolutely no way to know
if one would find a Fiend now, or if further randomization would be required.
That just makes the process excruciatingly slower. You'd also need more

Two important things if you want to find Fiends without the blessing of Save
States: go make a huge jar of coffee and get your favorite 500 musics playing.
Try to have at least 400 musics as long as Freebird, Rhyme of the Ancient
Mariner or Stairway to Heaven. This will, most likely, take a few days.

As you might have guessed, walking back and forth between rooms doesn't help
now, since you can't enter the Fiend's room to actually see if there's a Fiend
there or not, and if you kill a regular enemy, the room will remain empty until
you reset the game and load your save file. It definitely doesn't help that
all the Fiend's rooms are so far away from Terminals, but I HIGHLY recommend
Shinjuku's First Basement for this. It's the closest to a terminal and the
way to the Fiend's room is pretty much just a straight line.

Here's the plan: Save in Shinjuku B1 Terminal. It's right to the North of the
western stairs. You must get here:


The first thing to be done is to cast Estma as soon as you leave the Terminal.
Now head towards that Fiend's room and, as you approach it, pray. Or just hope
hard, if you think you are Chaos aligned as a person.
Enter the room and see what is inside. If it's a Goblin... reset the console
and restart the process. If it's a Cyak... reset the console and restart the
process. If it's a Fiend... reset thNO, I mean, dance the safety dance!

Now seriously, you will reset the game so many times that it's actually very
likely that your natural reflex will be "reset the console", even if you find
a Fiend. It is, after all, extremely difficult to remain entirely focused on a
boring, simple and repetitive task, but do pay attention. If you did beat a
Fiend on an actual SNES, congratulations! We are part a an EXTREMELY select
group. That doesn't mean much... it means nothing, actually, but at least
tap yourself on the back. All those hours along all those days finally paid
off... kind of. All your friends probably think you are dead and you'll REALLY
have to make up for it with your girlfriend, but you did find an exceptionally
weak and even more exceptionally rare enemy in an exceptionally unknown game.

So, it's basically:

1. Save in Shinjuku B1 Terminal.
2. Cast Estma.
3. Walk into the Fiend's room.
4. See what enemy is in there...
   4.1. If it's a Goblin, reset the game and repeat steps 2-4.
   4.2. If it's a Cyak, reset the game and repeat steps 2-4.
   4.3. If it's a Fiend, you've made it.

 ..... ......................................................... .............
|5.4.2|              Majin Hunting on Emulator                  |    (EML)    |
 ''''' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

First, since you are using emulators and the distance between the Fiend's room
and the Terminal doesn't matter, you may choose whichever location you want
among those I presented earlier in (LOC). I just personally dislike Shinjuku
B2, because you have to move sideways instead of back and forth, so try to
avoid that one. Here we go:

First, go to the room right next to the Fiend's room you chose, but don't
enter the Fiend's room yet. Summon your demon who knows Estma and cast it,
then Return all your demons to the COMP, you don't want to run out of Magnetite
(don't worry, you won't fight the Fiends without them).

After casting Estma and returning all you demons to the COMP, save state in
this room adjacent to the Fiend's room. Now enter the room and you'll be forced 
into a battle. If it's not a Fiend, load state. This time, instead of entering, 
turn your back to the Fiend's room entrance, step ahead once, then
go back to the room you had save stated just now. Save state again and enter
once more. If it's still not a Fiend, load state and do the same: walk back one
cell, then back to the room right next to the Fiend's room, save state and
enter. Once you finally find a Fiend, load state, summon your demons, DO NOT
step out of the room you are in. After making all necessary preparations, and I
enphasize: NOT walking out of the room you had save stated in, finally do enter
the Fiend's room and, if you did not walk out before you were told to, he'll
still be waiting.

So, basically:

1. Choose your favorite location from the ones listed in (LOC)
2. Go to the room right beside the chosen Fiend's room, but don't enter.
2. Cast Estma.
3. Return all demons to the COMP.
4. Save state.
5. Walk into the Fiend's room.
6. See what enemy is in there...
   6.1. If it's a regular (common or rare) enemy...
        6.1.1. Load state.
        6.1.2. Walk one cell away from the Fiend's room (so that there's an
               empty cell between your current location and the Fiend's room).
        6.1.3. Go back to the room adjacent to the Fiend's room (where you had
               save stated).
        6.1.4. Repeat steps 4-6.
   6.2. If it's a Fiend...
        6.2.1. Load state.
        6.2.2. Summon all your demons and heal your party.
        6.2.3. Enter the room, and the Fiend wil still be there. You've made

 .... .......................................................... .............
| 6. |                        The Majin                         |    (MJN)    |
 '''' '''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

The Majin, or The Fiends, for the Occidental audience, are recurring demons in
the Shin Megami Tensei series. They are said to be incarnations of death
itself (as a concept, not as the reaper), and very often have skeletal faces.
They are commonly Neutral-Evil aligned and serve as mostly optional bosses who
usually provide a better challenge than Story-Line bosses. Fiends, however, are
not "Ultimate Bosses" and thus aren't meant to be fought by an overpowered
party, but a simple, often "mid-levels" one.

"Fiends" is actually the name of their clan, much like there are "Megamis",
"Tenshis", "Yamas" and so many others, but it eventually became their "Title",
and in recent SMT games, they call themselves "Fiends" as a sign of status and
power. Needless to say, they are vastly loved by the audience and the producers

Let's analyse the Fiends found in the original SMT.

 .... .......................................................... .............
| 6.1|                      The High Priest                     |    (HGH)    |
 '''' '''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

Despite his name, "The High Priest" represents the Chaos alignment
among the Fiends. He drops the "Reaper's Bell", but more on that later.
He is heavily magic oriented... he just doesn't know any magics at all.

                            Name: High Priest
                              Clan: Majin
                               Level: 99
                       Dropped item: Reaper's Bell

                               HP: 999
                               MP: 999
                         Base Experience: 2772
                              Money: 4752
                            Magnetite: 1980

                             Strength: 15
                           Intelligence: 40
                              Magic: 40
                             Stamina: 10
                              Speed: 10
                              Luck: 20

                             Power: 128
                            Accuracy: 14
                            Defense: 64
                            Evasion: 15
                           Magic Power: 45
                           Magic Effect: 45


                      Physical Attack (One target)
                 Blood Steal (One target Paralysis)
                      Petora (One target, Petrify)
                    Devil Smile (One target, Curse)

Better known as "Daisoujou", this Fiend is based on the Buddhist Sokushinbutsu.
Sokushinbutsu were Monks who performed a ritual of "Self Mummification".
For one thousand days, these Monks would only eat nuts and seeds and practice
intense physical activities, to get rid of any body fat. After this, they would
go into yet another diet, for yet other thousand days, this time eating only
bark and roots and drinking Urushi tea, a lightly poisonous tea made from the
sap of Urushi tree. This poison caused constant vomit, which caused quick loss
of bodily fluids, but also made the Monks' body too poisonous to be eaten by
maggots. After all of this, they would be locked in a small box only large
enough for them fo fit in while sitting in the Lotus position. The box only
had a small fissure linked to a tube to ensure the passage of air, and the
Monks were given a bell. Every day, the Monk would ring the bell to let the
people outside know that he was alive. Eventually, the bell would stop
ringing - so the people would understand that the Monk had died. The tube that
granted air to the box was removed and the box was entirely sealed for one
thousand days. After this period, the box was unsealed. If the Monk's body did
not decompose, he was considered a Buddha. If it did, he was regarded as
valorous for trying, but his soul would return to Samsara, like anything that

Despite this ritual not being practiced any longer, this is not a mere legend
and this feat is quite possible, thanks to the absence of bodily fluids and
fat and the poison of Urushi tea, factors that severely slowed down the process
of decomposition. About twenty Sokushinbutsus have been successful, other
millions have failed. Including Daisoujou.

Anyway, High Priest Daisoujou here drops the Reaper's Bell...

 ..... ......................................................... .............
|6.1.1|                   The Reaper's Bell                     |    (WP1)    |
 ''''' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

The Reaper's Bell is arguably the strongest Chaos Alignment weapon in the game.

                            Reaper's Bell
                              Power: 223
                             Accuracy: 23


                             Strength + 3

Note that those Power and Accuracy values suppose that the character is level 1
and fully unequipped, if you add them up to your parameters, both Power and
Accuracy should go be at the very least 40 points higher.

The Reaper's Bell, another reference to the Sokushinbutsu, and to Daisoujou
himself. The High Priest is a reaper who once held this bell, when he tried
to become one with the Great Buddha. Having failed, not only he, but the very
bell he held were tainted.

 ..... ......................................................... .............
| 6.2 |                         David                           |    (DVD)    |
 ''''' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

David represents the Neutral Alignment among the Fiends, he is a minstrel who
never ceases to play his violin. He doesn't seem to have been inspired in any
mythology or religion. David fights by attempting (and failing horribly) to
status lock the party.

                             Name: David
                             Clan: Majin
                              Level: 99
                      Dropped Item: Stradivari

                              HP: 999
                              MP: 999
                        Base Experience: 2772
                             Money: 4752
                           Magnetite: 1980

                            Strength: 25
                          Intelligence: 35
                             Magic: 25
                            Stamina: 20
                             Speed: 40
                             Luck: 40

                             Power: 160
                            Accuracy: 46
                            Defense: 86
                            Evasion: 53
                          Magic Power: 29
                          Magic Effect: 38


                     Physical Attack (One target)
                   Hapilma (Full party, Happiness)
                     Pulinpa (Full party, Panic)
                  Marin Karin (One character, Charm)

As previously noted, David doesn't seem to have been inspired on any religion
or mythology. He drops the Stradivari...

 ..... ......................................................... .............
|6.2.1|                      The Stradivari                     |    (WP2)    |
 ''''' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

The Stradivari, or Stradivarius, is arguably the best Neutral Alignment weapon
in the game.

                               Power: 260
                              Accuracy: 12


                               Magic + 3

"Stradivari" is a reference to Antonio Stradivari, a famous Italian string
instrument crafter. Due to his fame and exceptional skills unmatched by any
other luthier, his surname - and its latinized form, "Stradivarius" - are often
associated with excellence and majesty in any field. "The Stradivari", then,
would mean "the best", as in best weapon in the game. That, however, is hardly

 ..... ......................................................... .............
| 6.3 |                      Pale Rider                         |    (PLR)    |
 ''''' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

Pale Rider, being one of the Horsemen God Himself sends upon the Earth on the
day of Judgement, represents the Law Alignment among the Fiends. Does anyone 
else think that High Priest and Pale Rider should swap Alignments?
Anyway, this Fiend fights by using instant death, status ailments and strong
physical attacks.

                            Name: Pale Rider
                              Clan: Majin
                               Level: 99
                      Dropped Item: Angel's Trumpet

                               HP: 999
                               MP: 999
                         Base Experience: 2772
                              Money: 4752
                           Magnetite: 1980

                             Strength: 40
                          Intelligence: 10
                             Magic: 25
                            Stamina: 30
                             Speed: 35
                             Luck 20

                             Power: 208
                            Accuracy: 45
                            Defense: 110
                            Evasion: 38
                           Magic Power: 26
                           Magic Effect: 13


                      Physical Attack (One target)
                    Tentarafoo (Full party, Panic)
              Mudo (One or two characters, Instant Death)
          Mudoon (Three or four characters, Instant Death)

The final Horseman of Apocalypse, who, according to the Book of Revelations, of
the Christianity, descends to Earth after Conquest, War and Famine. He is often
associated with a scythe, but actually he's the only horseman who isn't said to
carry any weapons or objects. He rides a horse pale as a corpse and wherever he
walks he leaves the trail of Hell. To him is given the power over one fourth
of the humanity left on Earth, for him to kill "with sword, and with hunger,
and with death, and with the beasts of the earth". (Extracted from the end of
Revelations, 6:8). By the way, there is no such thing as a "Pestilence"
Horseman of Apocalypse. I'm agnostic and even I know, read the Bible.

Pale Rider drops the Angel's Trumpet...

 ..... ......................................................... .............
|6.3.1|                      The Angel's Trumpet                |    (WP3)    |
 ''''' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

The Angel's Trumpet is arguably the most powerful Law Alignment weapon in the

                              Angel's Trumpet
                                Power: 208
                               Accuracy: 23


                               Strength + 3

The Angel's Trumpet is a reference to the Trumpeters of Apocalypse (on whom,
by the way, a Fiend was later inspired), the angels who sounded the trumpets at
the day of Apocalypse, each Trumpet bringing about different catastrophes upon
the land. Just like the Horsemen themselves, these Trumpeters appear in the
Christian Book of Revelations.

 ..... ......................................................... .............
|  7. |                     Thanks and Credits                  |    (CRD)    |
 ''''' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

This was my first FAQ, and while I'm not entirely satisfied with it, it'll do
the trick. I did seek some guidance, though, otherwise I couldn't have even
started. So I'd like to thank:

- Gamefaqs, for hosting it and having such an organized "Help Section".
- Atlus, for making such a great game.
- Infinity Dragon and Re-Miel, who wrote very good Guides that helped me when
  my game decided to glitch up.
- Dragon Wizard, for his "Iten PAR Codes" that helped me research on the
  attributes of the weapons dropped by the Fiends.
- Snake, of Illusion City, for posting some of the info that made me start all
  this quest.
- Gamefaqs user Senshi_Baldios, for insisting that I share all this
  information, which led to me writing this guide.
- Gamefaqs user mcabel for resparking the discussion, which ultimately led to
the recent findings of version 1.1.
- Claudia, who taught me English. I definitely wouldn't be able to write any of
  this if not for her.

Now, none of this could have happened if I didn't have the informatiom that
helped me get here. So, of course, I must give credit where credit is due.

- hkaityo.hp.infoseek.sk/wiz/. This Japanese site gave me a lot of useful
  information, including the Fiends' stats.
- AgoraJournal published the interesting article about the Sokushinbutsu, from
  where I took many pieces of information.
- Gamefaqs user A l e x, because I used his FAQ format as a guideline.

 ..... ......................................................... .............
|  8. |                         Legalities                      |    (LAW)    |
 ''''' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

I'm well aware of my rights and will easily be able to recognize an infraction.
Don't bother trying. If you do... I know where you live. And if any of these
days you wake up with your house set ablaze and with a Tarantula inside your
mouth... tough luck.

 ..... ......................................................... .............
| 8.1 |                      Terms of Distribution              |    (TOD)    |
 ''''' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

As of January, 5th, 2015, any site that so desires may host this FAQ as long
as proper credit is given.

 ..... ......................................................... .............
| 8.2 |                           Disclaimer                    |    (DSC)    |
 ''''' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''

This may be not be reproduced under any circumstances except for personal,
private use.

Thanks again, Gamefaqs.

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