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FAQ/Walkthrough by Berserker_Blade

Version: 1.15 | Updated: 02/19/10

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------------------------------------------------------------------------------
                             Shin Megami Tensei II
                              FAQ and Walkthrough
                                 Version 1.15
------------------------------------------------------------------------------
By: Black Murasame63 (c)2008-2010
E-mail address: Suikofreak@gmail.com

Best viewed in an actual internet browser like firefox or IE for visuals. Don't
use your handheld or Console web-browsers.

Table of Contents
------------------
I.   What's new...................................(MT001)
II.  Copyright....................................(MT002)
III. Contact......................................(MT003)
IV.  Introduction.................................(MT004)
V.   General Overview.............................(MT005)
VI.  Characters...................................(MT006)
VII. Gameplay.....................................(MT007)
         Controls and Basic Infrastructure........(GP00A)
         Battle System............................(GP00B)
         Other Features...........................(GP00C)
         Character Analysis.......................(GP00D)
VIII.Alignments and Affinities....................(MT008)
IX.  Demons.......................................(MT009)
         Demon Negotiations.......................(DE00A)
         Demon Fusions............................(DE00B)
X.   Tips and Tricks..............................(MT010)
XI.  Walkthrough..................................(MT011)
         Day Before Tournament Finals.............(WT001)
         The Main Event...........................(WT002)
         Valhalla Slums...........................(WT003)
         The Center and Holytown..................(WT004)
         Factory..................................(WT005)
         Arcadia..................................(WT006)
         Back to the Coliseum.....................(WT007)
         Prison Break.............................(WT008)
         Back to Holytown.........................(WT009)
         Shinjuku.................................(WT010)
         Puck.....................................(WT011)
         Akasaka/Roppongi.........................(WT012)
         Reviving Masakado........................(WT013)
              Sealed Cave (Optional)..............(WT13A)
         Back to the Factory......................(WT014)
         Into the Abyss (Backdoor)................(WT015)
         Arcadia via Tiphareth Area (Optional)....(WT15A)
         The Center...............................(WT016)
         The Seven Pillars........................(WT017)
         Into the Abyss (Front Door)..............(WT018)
         Diverging Point..........................(WT019)
         Into the depths of Abaddon...............(WT020)
         Brionac Passage..........................(WT021)
              Temple of Chesed (Optional).........(WT21A)
         Geburrah.................................(WT022)
         Binah (Sidequest)........................(WT023)
         Tower of Chokmah.........................(WT024)
         Kether Castle............................(WT025)
         Path to the Ending.......................(WT026)
         Eden.....................................(WT027)
         Kongokai (Post-Game).....................(WT028)
              Inside Kongokai.....................(KO001)
              Tokyo Tower.........................(KO002)
              Imperial Palace Koukyo..............(KO003)
              Ichigaya............................(KO004)
              Metropolis Government Building......(KO005)
XII.   Frequently Asked Questions.................(MT012)
XIII.  Store Inventory list.......................(MT013)
XIV.   Demon Compendium...........................(MT014)
            1) Light..............................(DC001)
            2) Neutral............................(DC002)
            3) Dark...............................(DC003)
XV.    Magic and Technique list...................(MT015)
            1) Magic..............................(MAG01)
            2) Extra..............................(EX001)
XVI.   Misc and Secrets...........................(MT016)
XVII.  Credits....................................(MT017)

=====================
I. What's New (MT001)
=====================

February 19, 2010

Version 1.15: I've never expected to get another update. This time, the
              update is covering up some of the loose ends with the help of
              Roto_Arel. Basically, with his help, I have corrected several
              missing info on the walkthrough.


Version History 
---------------
October 11, 2008

1.13: I've fixed several typos and errors. I've added a few statements
on the Frequently Asked Questions, Misc and Secrets, tips and tricks and the
inventory list.

September 17, 2008

1.10: I've added several new segments on the Walkthrough. It's a post game
dungeon called "Kongokai." Check it out. I've also updated the Frequently
Asked Question section.

August 28, 2008

1.03: Fixed a couple of stuff on the FAQ. Also revision on the demon and the
tip and tricks section.

August 13, 2008

1.02: I added a couple more tips on the tips and tricks section an added a
few more stuff on the walkthrough.

August 9, 2008

1.00: Completed the FAQ

July 28, 2008

0.76: I've made a correction on the Divine Retibution on the tips and tricks
section. Also, there's an alternative stategy on the Reviving Masakado section.
I've only written one section for the light affinity for the Demon compendium.

July 18, 2008

0.75: Not much going on this update. I've only written a few segments for the
walkthrough and written a segement for the Dark affinity on the demon compen-
-dium.

June 26, 2008

0.70: First off, the walkthrough is written up to the Center. Second, I've
written and completed the Tips and Tricks and the Store Inventory list. Third,
I've fixed some of the bosses HP values and added key items on the treasure 
segment. Most importantly, I've added a demon compendium segment. Only written
up to Neutral Affinity.

June 12, 2008 

0.50: Intital Release

=====================
II. Copyright (MT002)
=====================

All trademarks are property of their respective owners. No section of this
guide can be used without my permission. This includes, but is not limited to
posting on your website, making links to my guide, including parts of my guide
in your own, or making reference to any material contained within. If you do,
I'll send a pack of bloodhounds after you.

(c)2008 Black Murasame63  

- Thanks to Michael Sarich for this Copyright -

=========================
III. Contact Info (MT003)
=========================

*********
 *Note* 
*********
***************************************************************************
After 1.13 revision, I'm no longer accepting alternative strategies       *
from here on out. Most of the strategies involves status effects and melee*
weapons. Since the status effect weapon tip was established, I feel that  *
it's not necessary to add any more alternative strategy.                  *
***************************************************************************

Since this is my first full-fledged FAQ, I strongly advise you to give me
feedback. Anything to suggest to improve the faq infrastructure will suffice.
Also, if you found errors or want to add anything in the FAQ, please send me
an email to the link below you. If I approve your suggestions, you'll be
definitely be credited for the next revision.

E-mail address: Suikofreak@gmail.com.

The following site are allowed to post my FAQ to their website:

- Neoseeker (www.neoseeker.com)
- Supercheats (www.supercheats.com)

Be sure when the adminstrator of the respective site upload my FAQ. You must
let me know that you are doing so. For everyone else,please, by all means, get
my permission before putting up this FAQ.  Also, any E-Mail that does not 
contain any constructive criticism whatsoever or just simply trolling, I will
not bother reading it, and it will be deleted.

========================
IV. Introduction (MT004)
========================
Hey, guys. Although I have made a couple FAQs, this is actually my first full
fledged FAQ. Anyways, before we get started, I wanted to let you know that
this FAQ is based on Aeon Genesis' English Translation Patch. However, you
can use this as reference for the Japanese version. Also, I use some of the
American translation such as Zio or Samarecarm. Also, I try my best to limit
the amount spoilers as possible. Still, if you are concerned with spoilers,
tread with caution. I hope you enjoy this FAQ. 

===========================
V. General Overview (MT005)
===========================
Shin Megami Tensei II is a direct sequel to the first game. The story is set
30 years after the events of the first game. At this point, the main charact-
-er from SMT1 decided to go to the neutral path. As a result, the people are
free to follow whatever religion as they please. However, as time passes on,
tensions between Mesia and the Gaia Cult has once again risen. At this point
the Mesia Cult have already built the Millenium. It's a colony that situates
on top of Tokyo. Due to the catastrophe, the world has became an unhabitable
place to live. Only the Millenium is the hospitable place to live. While
the war between Law and Chaos rages on, Hawk is getting ready to fight for
his freedom at the arena.

Shin Megami Tensei II Gameplay significantly improves from the first game.
Now there are more monsters from the neutral alignment to put more diversity
in the roster. Also, some of the commands such as the auto-map are now in
a command of a single button. You no longer have to fumble on the menu just to
see where you are. Another highlight of the game is that now the demons are
capable of inheriting other demon movelist. This became a standard to all
Shin Megami Tensei, including its spin-off, games.

======================
VI. Characters (MT006)
======================

-------------
Aleph (Hawk)
-------------
Aleph is the main protagonist of Shin Megami Tensei II. He is a warrior from
the upcoming tournament. Although he is a proficient warrior, he sometimes
questions his origins.

------
Hiroko
------
Hiroko is the other main protagonist of Shin Megami Tensei II. She is from
the center. She joins Aleph trying to find the missing child as well as
Hanada. What are her intentions of finding the those two?

----
Beth
----
Beth is the guardian of the Temple Knights. She is assigned to help Aleph
on his quest. She vows to protect Aleph with her life.

------
Gimmel
------
Gimmel is a youthful man living in Arcadia. He studies the structure of
the environmental conditions of the experimental colony, Arcadia.

-------
Dareth
-------
Like Aleph, he is a warrior striving to win a spot at the Center. He is a
very brash person. He'll never rest until he get what he wants.

----
Zain
----
He is a commanding officer of the Center's Temple Knights. He is "Follow by
the books" person. He'll strike anyone who opposes the law.

=====================
VII. Gameplay (MT007)
=====================

* Must obtain it from Steven

-------------------------------
Gameplay Infrastructure (GP00A)
-------------------------------
Controls
--------

A: Confirm/Menu
B: Cancel
X: Auto-Recover
Y: Not Used

L: Auto-Map
R: Devil Analyze*

Start: Not Used
Select:Not Used

----
Menu
----
Comp:
Summon Minion:  Summon Demons From your roster*
Dismiss Minion: Release Demons from your roster*
Return Minion:  Return Demons from your party to your roster*
Auto-Map:       Views map from your current position
Analyze Item:   Appraises items*
Devil Analyze:  Views Demon compendium from all the Demons you defeated*
Analyze Spell:  Views the Spell's ablities*
Auto Recover:   Uses your healing items and recover to your damaged party
Set Marker:     Marks dots on your map
Config:         Basically an Option Menu

Magic:          Uses magic from your current party
Item:           Uses item from your current stock
Status:         View status from your party
Change:         Changes the order of the party

-------
Shops
-------
Weapon:             Sells Weapons and guns
Armor:              Sells armors
Junk:               Sell Items
Mesia/Gaia/Garage:  Healing Spot
Jyakou Mansion:     Place to fuse demons
fortune:            Tells where to go to next
Terminal:           Save Point/teleport       
Disco:              Dance Hall
Rags:               Sells special items and Seirei Demons

Other than your standard RPG shops there are some parts of the shops that
you need to be aware of. By going to the Mesia or Gaia, you are going to
take a slight shift top your alignment. Also, Rag's Jewelry does not accept
macca. Instead, you use gems to make exchange for items.


Field Terrains
--------------
There are various terrains found in the plethora of labryinth in Shin Megami
Tensei. 

Pitfall:         Rooms that drops you down to the next floor below you.
Teleporter:      Transfers to another room
Automated floor: The floors move to a fixed point
Fog:             You are in a dark room without anything you see in front of
                 you. Sometimes strong enemy lurks out from the fog.
Roundabout:      You are automatically turn to another path
Damage:          You take damage from certain tiles

---------------------
Battle System (GP00B)
---------------------
Shin Megami Tensei II has a turn based battle system. It goes from the person
with the highest agility to the slowest. You can have up to six people in
battle.

Primary Commands:
Fight:             Attacks the opposing Enemies
Talk:              Negotiatiate the opposing demons
Run:               Escape from battle
Auto:              Auto-attack

Secondary Commands:
Attack:            Normal attack
Comp:              Basic Comp command menu (Protagonist Only)
Extra:             Uses Special Techniques
Magic:             Uses Magic
Item:              Uses Items
Return:            Return Demons to your roster

There are various status effects found in Shin Megami Tensei II. They are:

Status Effects:

Poison:            Takes small amount of damage at every turn. It has a last-
                   -ing effect after the battle.
Stun:              Skips the ally's turn.
Bind:              Paralyzes the ally. Has a lasting effect after battle
Panic:             Is in a state of confusion. Sometimes the Demon withdraws
Charm:             The ally often attacks your party
Close:             Ally cannot use magic
Freeze:            Skips the ally's turn
Stone:             Petrify the ally. Instant death after a single attack.  
Dead:              The ally is incapacitated
Curse:             The ally often forfits their turn and have the poison
                   effect.
Happy:             The ally will often skip their own turns and spaz out

----------------------
Other Features (GP00C)
----------------------

Encounter Meter
---------------
Now the basic feature is out of the way, now we will discuss the various
features that makes SMT for what it is. One of the features is the encounter
meter. You notice that the meter at the middle of the screen. It indicates
from blue to orange that you are going to be in a battle. In the blue zone,
you are in the safe zone. There are no encounter in that particular area.

The orange zone indicates that you are in the danger zone. Be on your guard
that you are about to go in battle very soon. This feature is frequently
found in various Shin Megami Tensei Games.

Magnetite
---------
This type of currency is used for demons that is used currently in the
party. Demons that are in your party right now is slowly depleting the
magnetite. If the control point is zero, The monsters in your party will
have the poison effect. They are taking damage for every step you take
regardless of health. The only sources of Magnetite is either from treasures
that contains magnetite or defeating monsters with the Dark affinity.

CP
--
This gauge shows how much the demon consume MAG for every step the main
character makes.

Moon Phases
-----------
As you noticed, there is an indicator on the top left corner. That's called
the moon phases. This is used in certain events such as the Dance contest
in the full moon or even appearances of certain enemies in a particular
phase. For the most part, it indicates various mood on the demon negociation.
For example, in a full moon phase, enemies are easily agitated by the glow
of the full moon. Thus, you cannot talk to them.

--------------------------
Character Analysis (GP00D)
--------------------------

Primary Stats
-------------
All the playable characters and demons follow a stat format: A primary and a
secondary stats. For the playable characters, you can choose what stat to
increase when leveling it up. The primary stats are:

Strength (STR): Increases Attack Power and Hit. It slightly raises HP.

Intelligence (INT): Increases Evasion and Magic Attack. Also, it improves
                    negotication ability.

Magic (MAG): Increases MP and Magic Attack.

Stamina (STA): Increases HP and Defense capabilities

Speed (SPD): Increases Hit and Evasion. Also, it determines the order of
             the turn depending of how much of this stat is implemented.

Luck (LUK): Increases of hit and Evasion. It can also increase the chances
            of getting a critical hit. Also, the chances of finding a rare
            item or having a pre-emptive strike also increases.


Secondary Stats
---------------
All playable demons and characters also have a secondary stats. The secondary
stats are heavily influenced by the equipment the character wears and how
much points that was given in the primary stat. The secondary stats are:

Attack: Determines the amount of damage given to the enemy.

Hit: The chances of hitting an enemy with the precise accuracy.

Defense: Determines how much damage an ally can sustain during an enemy
         attack.

Evasion: Determines how likely an ally will avoid an attack from an enemy

Magic Power: Determines the amount of power when casting a magic spell 

Magic effect: Increases the chances of the effects of a magic spell

-------------------
Playable characters
------------------- 
In Shin Megami Tensei II, only the human characters can level up. Demons on
the other hand cannot level up. They are stuck with stats that they are given.
Thus, they cannot grow as you progress. As a result, the demons that are in
your party is pretty much come and go. Human characters on the other hand,
they can grow and become much stronger. As they get stronger, you can choose
what stats to increase. The most ideal way to grow your characters is how you
want to customize their stats. However, there are some things you have to be
aware of to avoid stat wasting. Let's start with the main character of this
game.

Aleph (Hawk)
------------
He is somewhat of a special case compared to the other characters. For example
he cannot learn magic. So, that leaves him an ideal physical build. Ideally,
you should emphasize more on STR and STA. IMO, speed is debateable. On one
hand, having to strike first is very ideal. You can take the advantage of
summoning first before the enemy strikes. On the other hand, you can be a slow
poke so you can reap the benefits of the buffering magics. Occassionally, do
try to increase INT and LUK once in a while. The more you have INT as part of
your stats, the chances of a demon joining your party increases. Luck also
gives you benefits of increases pre-emptive strikes and critical hits. You
won't feel any regrets there. MAG is definitely on the bottom of the list.
As I stated earlier, he cannot learn magic, EVER. BUT, don't count this stat
out just yet. In the full moon disco dance contest, it requires Aleph to have
his MAG stat at least 10 points to earn a prize. Other than that, there's
not much use for the MAG stat. Please use the Incense or the drinks from the
bar to enhance the MAG stats a bit.

Hiroko
------
She is also the main heroine of this game. Hiroko is one of the two that is
capable of using Magics. So, for Hiroko, there's a leeway for her. You can
make her a physical build or a magic build. If you plan to use her as a
physical build refer to Aleph. On the other hand, making her as a magic
build also works. If you plan to use her as a magic person, here are some
suggestions. First off, increase MAG and INT. That should be your main
attributes. Next is Stamina. She is a very frail person. She gets knocked
out very easily. Use STA to increase her chance of survival. Like Aleph,
speed is very debatable. Choose how you want to distibute speed. You can
be an agile character and cripple your opponent using the offensive magics
that comes with status effects such as Bufu or Zio. You can have slow agility
so you can heal up your allies. Strength on the other hand is also debateable.
If you plan not to use her as a physical build, don't bother increasing this
stat. Last but not least, Luck. Occassionally, do try to increase her luck.
The benefits of having high luck goes a long way. You have a better chance of
encountering rare items. Just try not to count this one out.

Beth
----
Beth plays exactly like Hiroko. The same set of spells and slightly different
set of equipments. Her skills are built like a magic person. Although she is
a guest character, she has a set of moves that can trump Hiroko early on in
the game. For example, she has Media very early. One problem though, her level
is so high that you may not manipulate her primary stats. Overall, Beth is a
good substitute for Hiroko early game.

=====================================
VIII. Alignments and Affinity (MT008)
=====================================
Here it is, one of the most important features of Shin Megami Tensei II.
Inspired by the Dungeon and Dragons alignment system, Shin Megami Tensei II
have their own take of the alignment system. There are three affinities and
three alignments:

Light - Neutral - Darkness
Law   - Neutral - Chaos

Like the D&D alignment, there are nine possible combinations. Each of the
categories represents the monsters clans that belong there. For example,
the Daitenshi clan is one of the group that represent the Light/Law.
Generally, monsters who are in the Daitenshi group will always have this
affinity. More on this in the Demon section...

Alignments and You
------------------
You ask yourself, how does this alignment crap has to do with me? This
"alignment crap" has to do with everything. In fact, what you do in the game
influences your alignment. For example, if you kill nothing but monsters
who are in the chaos alignment and go to the Mesia for health, you are more
likely to be in the Law alignment. The monsters you have in your roster 
also comes into play. If you are in the chaos alignment and you plan to use
Metatron, which is in the law alignment BTW, chances are, you are not going
to use it because it conflicts with your current alignment. Heck, even
your equipment also play a role in the alignment. Suppose you have a weapon
that can literally destroy the game balance. However the weapon requires you
to be in that particular alignment. There's a chance you might not use it
because your alignment might be the opposite. See? What you do influences
the people around you. You can sometimes see the effect by talking to certain
people. The most important part of the alignment is the ending itself...

Endgame
-------
Before you freak out, this does NOT contain any endgame plot. Now that's out
of the way, I wanted to say that the alignments influences the ending. Thanks
Captain Obvious for the information. All of the sillyness aside, what you do
is going to affect the outcome. Aside what I stated above, there's one more
important factor that comes into play. There are moments in the game
where you have to answer decisive questions. Whatever your answer is, it will
have a drastic outcome. Your alignment will take a significant shift. You
may sway to the opposite end or you may fall in even deeper in the current
alignment your in; or maybe, it did not budge at all.

Tips
----
Now you made me panic a little. How can I tell what alignment I'm in? Easy,
on the Jakyo Mansion, make two monsters: One in the law and the other
in the chaos alignment. You should differenciate between the two by looking
at the colors. If you can summon one but not the other, you are in that
particular alignment. To clarify it a little, if are able to summfon a law
monster but not a chaos monster, then you are in the Law alignment. If you
able to summon both, you are in the neutral alignment.

==================
IX. Demons (MT009)
==================

This section involves demons itself. Throughout the game, you'll meet
various demons. For the most part, they come and go since monsters
cannot level up. You have to be aware that their affinity also comes
into play along with their alignment. There are nine possible combinations
in the affinity. They are:

- Light/Law
- Light/Neutral
- Light/Chaos
- Neutral/Law
- Neutral/Neutral
- Neutral/Chaos
- Dark/Law
- Dark/Neutral
- Dark/Chaos

There are various monsters that follows a certain affinity in the 9 combina-
-tions. I want to look at the monsters that has the dark affinity. They
are the only ones that carry Magnetites. If you plan to go for a particular
alignment, refer to the Demon Analyze to see what type of monsters that
carries the dark affinity.

Demon Clans
-----------
In this section, this will tell you which monster clan belong to a particular
alignment group. 

Light/Law          Light/Neutral       Light/Chaos
---------          -------------       -----------
- Shinrei          - Majin             - Hakaishin
- Daitenshi        - Megami            - Jiboshin
- Amatsukami       - Seijuu            - Kunitsukami
- Reichou          - Shinjuu           - Ryujinn
                   - Seirei
                   - Shinshou

Neutral/Law        Neutral/Neutral     Neutral/Chaos
---------          -------------       -----------
- Tenshi           - Yama              - Kijo
- Youchou          - Majuu             - Youki
- Messiah          - Yoma              - Datenshi
                   - Chirei            - Gaian
                   - Ryuuou
                   - Demonoid
                   - Yousei

Dark/Law           Dark/Neutral        Dark/Chaos
---------          -------------       -----------
- Jashin           - Youjuu            - Maou
- Kyouchou         - Jaki              - Jarryuu
- Machine          - Shiki             - Yuuki
- Vaccine          - Youju             - Akuryou
                                       - Gedou
                                       - Virus
--------------------------
Demon Negotiations (DE00A) 
--------------------------

One of the staples in Shin Megami Tensei games is negociating with demons.
They are a vital beings that'll aid you in your quest. You are able to
recruit demons as soon as you get the comp from Steven. You ask yourself,
why do I need to talk to demons? There are various ways of doing so using
the talk command. For instance, you can recruit demons or use it as an
alternative to escaping. Also, if you succeed, you may reward some items
from the enemies.

Demon Recruiting
----------------
How do you recruit demons? The minute you go in battle, you have an
option to talk to them. When you use the talk command, you have two options:
Friendly or Threatening. Choosing one of the two will have different reactions
to certain demon. For instance, suppose you encounter Datenshi Eligor. He
is the tough warrior type. By taking the friendly appoach, Eligor may regard
you as a weakling and goes to a battle stance. However, if you chose a
different appoach, he may react to it differently. From there, you may ask
various questions such as, "Do you think you are tough" or "Do you think
that I'm Beautiful?" Depending how you answer the question, you may arrive
at the point that the demon is demanding to give items, Magnetites or even
money to them. How you answer to them have a make or break effect. Either
you got them in your party or you provoke them and force to fight. Be aware
that you may comply to their demands and flee with the items you give. So,
please take every demon negociations with caution.

Like everything else in life, there are restrictions to demon recruiting.
For instance, you cannot recruit anyone who has the Dark affinity regardless
of alignment. The only way of getting Dark demons is by demon fusing. Speaking
of alignment, if you lean too much on one alignment, you will not recruit
demons from the opposite alignment. The only solution to this problem is to
have your character with a neutral alignment. Another restriction is that
your level is too low compared to the opposing demon. Also, full moon can
agitate the demons rendering them in an angry stance before the battle.
Last but not least, recruiting the same demon you have. You cannot get the
same demon from your roster twice. Instead, the demon will give you money,
items or even hurting your party before they depart.

---------------
Fusions (DE00B)
---------------

Another way of getting demons is by fusing. The only way to get demons with
the dark affinity is by fusing. There are various ways to fuse such as 2
or 3 way demon fusion. By doing fusions, your newly formed monster may
have inherit some of the moves from one of the monsters you fused. This is
useful since the monsters you get come and go. The formula usually goes for
two demon levels and divide it by 2.

For example, on a 2 way fusion, take a LV: 43 Ryujin Seiryu and a LV 50 Kijo
Volvo and you'll get Onamuchi. That's because (43 + 50) / 2 = 47. The closest
monster with the value is Onamuchi. On the other hand, if you have stronger
monster say LV: 54 Ryujin Rahabh with LV 50 Kijo Volvo, you'll get Take-mina-
-kata. However, there's also a factor that you must defeat certain bosses to
recruit them, other wise, you make the demon that is previous on the list. 

Special Fusions
---------------
There are certain monsters that requires certain types of monster. As a
result, you'll ending with demons with abilites that is valuable later on in
the game. There are also demons that needs to be defeated before they are
fusable such as Hecate or Beelzebub.

Weapon Fusions
--------------
Certain kinds of swords are fusable with another sword or another demon. In
order to show this feature shown on the Jakyou manor, you need to have Renki-
no-ken on your item list. You can find those by fighting Turdaks. It's an
item drop.

Special Fusion Properties
-------------------------
There are certain kinds of demons that have certain properties that deviates
from the rest of the demons. For example, if you fuse two monsters of the
same race, you'll end up getting a Seirei. The Seirei clan are usually demons
who possess elemental properties. They can be used as a medium for fusions.

Let's talk another type of race that possesses unique abilities. If you
recruit anyone who is in the Gaian or Mesian clan, you noticed that there is
a "?" on the fusion screen. The question mark signifies that any monsters you
fuse, will have a random effect. This is especially true for a 3 way fusion,
Since the fusion follows a certain formula. By adding a Gaian or Mesian in
the mix, you might end up getting a powerful or even a feeble demon as a
result. Also, if you do end up getting a powerful demon, it'll override the
level cap. For example, to make Shiva, you need to have Rangda and Barong.
Suppose your level does not meet the requirements with Shiva. By adding a
Gaian or a Mesian as your 3rd monster to fuse, you'll have various monsters
as a result. However, there's a good chance that you'll get Shiva as your
result and it'll bypass the restrictive level cap. Although having a Mesian
or a Gaian in your fusion can have a wild card effect, there's a good chance
that you can have a really powerful demon in your party regardless of level.

Gaians and Mesians
------------------
The Gaians and Mesians are not difficult to recruit irrespective of your
alignment. You greatly increases your chances by choosing a Threatening tone
when talking to them. Messians generally respond well to very agressive answers
but Gaians usually get offended. If a Gaian asks you whether joining you
amounts to betrayal respond with "won't betray". This will be the successful
answer a majority of the time.

Whe fusing with Gaians/Mesians plus two demons, the result is not completely
random. If you keep cancelling your fusions, you'll see some results are more
common than others, usually demons of related families. It is very rare to get
a very high level demon from two low level ones and a human. But the trick is
to keep ranking up your demons and use them as recipes for future 2demon+1human
fusions so you can get the best demons without the fusion level barrier. Say
you want to fuse a Shiva for example, you'll have a really good chance of
getting one if Susano-O is one of the three ingredients.

(Thanks Roto_Arel for this statement)

Inheritance
-----------
This is the game that introduces demon inheritance to the later games. Anyways,
you ask yourself, what does demon fusing has to do with inheritance? When you
fuse demons, you sometimes have the demon that inherits the two parent's, skill
like Seiryu getting Samarecarm from Keroberos. It's really important because
skills that is useful to you can continue to carry on to another demon. One of
the renowned demon clan that does demon inheritance a lot is the Seirei clan.
If you fuse any of the seirei demon with another demon, 85% of the time is that
the result demon will inherit at least 1 of the skill from the seirei clan.
Like everything else in life, there are some restriction. Obviously, you cannot
pass on a weapon attack like deathbound to a non-weapon wielder like Yamata-No-
Orochi or Keroberos. Also, certain magic just cannot transfer to another demon
like Divine Retribution. So, when you fuse, watch what skills the end result
will bring.

==========================
X. Tips and Tricks (MT010)
==========================
Like all the other games out there, here are some tricks of the trade for
you to survive this game.

1) Always mark your location of importance

- Atlus implemented a marker for a reason. Since the game is basically all
labyrinth maze, you have the ability to mark areas of importance. Chances are
you may forget the exact location of a particular area. So, if there's a
room that you think is important, mark it.

2) Buffering and Debuffering is your best friend

- There are buffering magics that enhances your stats such as Raku-Kaja, Suku-
Kaja or Taru-Kaja. All of which can stack up during battle. You can rack up
so much damage to your opponent. Also, if you happen to have a demon that have
a magic that ends with -nda, use it. They can deteriorate their stats. Like
the -kajas, the -ndas also stack up. These two types of magics can significan-
-tly aid you in battle. However, watch out for those who use De-kaja. They can
dispel your enhancement.

3) Don't try to go overboard on the buffering...

Okay, WTF, man? You are contradicting yourself from the second tip! Don't
jump to the conclusion just yet. It's true that buffering is literally the
most useful tactic against bosses. However, since there's no limit of how much
you cast it upon your party, the effects can backfire on you. For example,
suppose you cast Taru-Kaja onto your party. You are making substantial damage.
However, you feel like you want to do more damage. So, you cast it for the 6th
time and BAM! Your effectiveness went down the drain. You are making damage
that's in the SINGLE digit. Obviously, that's not good. So, the ideal limit for
casting these types of magic is 4 times tops. If you have an uber powerful
weapon, cast it twice maximum. 

4) When in doubt, take a drink to take your mind off...

- I'm not saying about the fortune. I meant the ones at the bar. The bars can
give you stat increase. It can benefit you in various ways. For example, you
can finally get the prize at the disco or even an extra push against a power-
-ful boss. Be aware that the effects only last until the full moon. After that
you are going back to your default stats with a happy status.

5) Strggling to find where you are in the alignment? Take the litmus test...

Make two monsters: One in the law and the other in the chaos alignment. You
should differenciate between the two by looking at the colors. If you can
summon one but not the other, you are in that particular alignment. More on
the alignment section....

6) Tetrakarn and Makarakarn is a game breaker....

Not necessarally. To make a good use of this ability create a demon that has
one of the two -Karns. Be sure the result of the demon has a very high SPD
stat. That way, you may have a chance to outwit your opponent.

7) Divine Retribution is your lifesaver...

When you are at the halfway mark in the game, the Health points are going up
the roof for the bosses. Divine Retribution acts like the "demi" of SMT. In
other words, the magic attack can take a quarter off of the enemy's current
HP. However, it does tend to backfire. Sometimes in order to make damage,
your allies would have to eat up some of the potent attack. The good news is
that any of the two alignment has Divine Retribution. Another restriction is
that the attack is Alignment sensitive. It only works against the opposing
alignment like Metatron's DR is effective against a Maou. You need to look
at the boss' demon clan before you can attack.

So, how do you get it? The earliest demon that has this ability is Anubis.
He is in level 41. BTW, I'm aware that Raguel is THE earliest for getting
Divine Retibution. I don't know what is the actual combination. I got Raguel
out of whim by using one of the Mesians on the three way fusion at the Jakyou
manor. 

You may find the attack sooner than you think. If you are level 36, you can
Fuse a Yousei and a Datenshi to fuse Tenshi Power. Better yet, you can recruit
him in the Center. That's only if you are over the halfway mark in the game.
Nevertheless, this is the earliest demon you can get for this skill possible.

(Thanks Android_Chaos for the analysis)

8) Status effects is more useful than you think...

You've probably play a lot of RPGs. There's only a certain number of times
where you have to use the status effect magics. Most of the time, it is not
effective as expected; especially to bosses. However, in Shin Megami Tensei 2,
status effects is effective against bosses. But, you have a slightly fair
chance to inflict them with status effect. To maximize your effectiveness on
status effects, you got to have weapons that inflicts status effects such as
Cat O' Nine Tails or Coil of Blessings. It's also a good idea to increase your
speed stat to further the effectiveness. Then just keep hacking away with your
weapon until the enemy gets inflicted by it. You can try to to use regular
status magic like Tentrafoo or Marin-Karin. But, the chances of successfully
inflict them with status effect is slightly lower. So, don't count out status
effect. They can turn the game around.

(Thanks Android_Chaos for inspiring me for making another tip)

9) Don't count out Sword fusions just because it had some unfinished garbled
   text....

Seriously, take a look at this once in a while. Okay, as you approach to the
later bosses, you'll notice that the bosses have a noticably high evasions.
It can get really annoying if you constantly miss. When you do sword fusioning,
you can get some of the powerful weapons without resorting going to the secret
dungeon. Some of the weapons such as Bizen-Osefune or Hinokagutsuchi have a
remarkable accuracy. However, it does require patience as you try to find
item drops from demons and even fusing certain demon to find the right combina-
-tion.

=======================
XI. Walkthrough (MT011)
=======================

Warning: On the Walkthrough, I frequently interchange the compass directions
and use the first person directions. You can tell that I'm using YOUR for
making right or left turns. Also, all directions will always start from the
entrance.

*: Key Items

-------------------------------------
Day Before Tournament Finals (WT001)
-------------------------------------

As soon you start playing new game, you'll be awakened by Okamoto. After what
Okamoto has to say, you are given an option of Save your game, Train or
leave the building. In your current situation, you have to train yourself in
the virtual battler. Once, you are inside the virtual room defeat enemies
and level up at least once; otherwise, you won't progress to the storyline.
Once you finished training, Okamoto will give you 200 macca. Once you get out
the gym, head to your right and you'll come across in an isolated room. Once
you are in the room, the guy will ask you someone is looking for you. Suddenly
you are asked by the mysterious person to give him his name. If you choose not
to name him, his default name will be Zain. At this point, you are free to
look around the place. Unfortunately, you cannot buy anything from the shop
at this point. As you look around, you are being called by a mysterious voice.
You'll be asked to go to the room right next to you. The room you are in is
the fortune teller. Since this is your first time here, she'll give your
fortune for free. She'll ask you who is the person to look for. If you choose
"no," she'll tell you to look for Hiroko. Right after you get out the room,
there is one more thing you have to do before you set out.

Right next to the gym, there's a virtual room. Once you are in the room,
you'll be asked which level you should play. Obviously, play the lowest level.
Once you are in the virtual room, you'll come across a man on a wheelchair.
Once you pursue his whereabouts, you'll meet him at the end of the maze. He
tell you what's going to happen in Valhalla. From there, you'll recieve the
demon summoning program. After the event, you now have the ability to recruit
demons. Anyways, head out of the building you are in.

You are now at the world map, head to the nearest building east of Okamoto's
gym. You can recruit demons at this point; although you are only limited to 
Yousei High Pixie and Chirei Knocker. You are now in Haneda's gym. Talk to
Haneda if you like. Regardless, you have access to their virtual battler. I
know this is redundant, but you need to go inside the virtual battler once
more. This is important because this is your ticket to next part of the game.
Once you are inside the virtual battler, you are once again facing the myster-
-ious old man. He'll ask you name this person. If you say "no", his default
name will be Gimmel. Once the event is over, you can resume your battle in
the Virtual battler. Once you are done, you can now go back to Okamoto.
At this point, you can rest up for the big day tommorrow.


-----------------------
The Main Event (WT002)
-----------------------

Treasures: Fritz Helm       Desert Eagle
           Leggerslam       Bullets
           Rivet Knuckles   Kaiser Armor
           Slicer

After your rest, you'll be awakened by Okamoto. He'll tell you it's the
big day today and you need to be at the coliseum. The Coliseum is north
of Haneda's gym. Once you are in the Coliseum, you can go straight to the
main event or take a small detour at the Hall of Fame in your left. Let's see
if you can spot any easter eggs. Anyways, once you are in the ring, you'll
be prompt into the dungeon full of monsters it's a fairly small maze. Look
around the area and you'll find various equippable items. Also, it's also a
good idea to talk to some of the enemies. Just hope you get a magic stone
since you do not have access to the healing items. Once you are done, take
the door at the very center of the maze. There, the mysterious man will ask
you to ask your opponent's name. His default name is Daleth. Afterwards, you
will fight your first boss, Senshi Red Bear.

BOSS: Senshi Red Bear (67 HP)
-----------------------------
Red Bear could be a painful boss if you are not prepared. If you are fighting
him alone, just hope you have at least 2-3 magic stones in your posession. Red
Bear does frequent critical hits that'll easily cripple the main character.
Keep attacking him and heal in between when your health is low. Just hope that
Red Bear won't do critical hits on you. On the other hand, if you took advan-
-tage of the Devil Summoning Program Steven had given you, this battle is a
a piece of cake. If you have Chirei Knocker and Yousei High Pixie, they should
satisfy the conditions to survive the battle. Let the main character attack
while Chirei Knocker strenghen your attack power by using Taru-Kaja. For the
High Pixie, use Zio/Zionga for back-up. Also, use Dia to heal your characters.

Congratulations, you are reigned as the new champion. Now, you and Okamoto has
been promoted to a higher division. From there, you'll meet a mysterious lady.
After what she has to say, she revealed that she is Hiroko. Afterwards, there
is another guest. This person will ask you to meet with Madame at her mansion.
Once you agreed to go to Madame, you are now have access to her mansion. 
Before you go to your destination, you are now allowed to buy stuff from the
stores. You can go to the casino and play games there. Once you are done, go
to the mansion is northeast from the terminal. You should see a huge building 
with coney looking trees. Once you are in Madame's Mansion, when the curtain
rises, you'll be in that room again asking you to name this person. If you
don't plan to name her, her default name is Beth. After that listen what madam 
has to say. Your objective this time is to head to Valhalla Slums to the west
and pursue Hanada, the mysterious scientist. Not only that, Madame will send
her trusty Demon, Majuu Keroberos. He'll join you on the pursuit. He's a
viable demon since his stats pretty much surpasses yours early game.
Unfortunately, he'll only there as a guest character. Now, head out and go
after Hanada.


-----------------------
Valhalla Slums (WT003)
-----------------------

Treasures: Ointment         *Sleeping Doll
           Luck Incense     *Laughing Doll
           480 MAG          *Dancing Doll
           224 Macca
           *Crying Doll

Once you are out of the mansion, head up to the elevator and cross the bridge.
Once you are the end of the bridge, you have to look for the slums, it's
hidden in the cluster of buildings. Hug the cluster of buildings if you cannot
find it. Now you are inside, there's a few notible places to check out. The
Jyakyo Mansions and the Gaian building. The Gaian building is the only place
in Valhalla. So, if you plan to neutralize your alignment, this is the only
place to do so. Just pay 1000 macca. Here's another area you have to keep in
mind. Behind the Gaian building, there's a empty space. In that area, mark it.
Why do you ask? This room behind the Gaian Cult is a room with great impor-
-tance. Plus once you get to that point, this place is very easy to overlook.
Trust me, you'll thank me later on. If you don't know what I'm trying to get
across, use this map below.


Legend:
S: Starting Point
P: Open Path
#: Room
J: Jakyou
Ga: Garage
G: Gaian
X: Marking Spot


           S P P P
           P P P #
           P # P J
           P|P P GA
           P|# P P P # # #|
           P|   __ P P P P|
           P|___|#|_ P __P| 
           P P P P P|_|P|P|     
           # # # #|_ P P|P|
                  |#|P|P P|
                  |P P #|P|
                  |G P|P|P|
                  |X P|# P|
                  |P P|P P|
                  |# #|P #|
                  |# P P P|
                  |# P D P|

Okay, I'll admit, it is pretty vague. But you get the idea, right?
Once you inside straight down. Once you go straight, Keroberos will help you
a bit by indicating that there's a demon scent nearby. Head down the stairs.
Go a little forward and you'll meet Hanada in the ritual room. He'll summon
the monster from the abyss. However, the ritual has gone AWOL and you must
fight Yoma Mercurius.

BOSS: Yoma Mercurius (162 HP)
-----------------------------
This boss is even easier than the previous boss since you have Keroberos
and serveral monsters with you. Basically, he'll have makajama to keep
you disorentated. He occassionally assults multiple targets a couple of
times. Also, he'll attack you with Zan, a force elemental attack. Just
assult him with your attacks. If someone dies, use Kerbero's Samarecarm
to revive them.

Once you defeat Mercurius, and see the event unfold, you'll recieve four
dolls. Report back to Madame. Once that is done, another character comes in.
This mysterious guy will appear once more and you need to rename this girl.
If you decided to not name her, her default name is Beth. Anyways, Zain will
come in asking you that you have to go to the Center.

      
----------------
Holytown (WT004)
----------------


After the event, you are in the control room with the Bishop. He informs you
that Holytown is overrun by King Frost and Basilisk. Stop them from continuing
their havoc in the town. Once that's over, Hiroko will leave your party for
a perculiar reason. Since she is gone, Beth will take over Hiroko's role for a
while. She's definitely a counterpart of Hiroko but with better stats. After
that scene the password to grant access to Holytown is "0352". From there, you
are free to move anywhere in the Center. You can go to the virtuals once more
and you recieve the ability "Devil Analyze." It's basically a demon compendium
for the monsters you defeated.

Underground Building Via Holytown
---------------------------------
Treasures: Kintan
           Maha-Agi Stone
           Ointment

Before you set out your journey, go to Valhalla and buy Dis-Poison. You are
going to need it. Or keep knocker in your party since he has Posumudi.
Anyways, once you are out of the building, head northwest. There you'll see
a small building. Once you are inside, you could look around a bit. If you
managed to find two Mesian guards, they'll allow you to proceed forward.
So, as you proceed forward, you stumble into a lock door. Press "0352" to
open up the door. From there, you are now in Holytown.

Once you are in the world map, the area is frozen solid. If you go to the
building further north from the elevator building, you noticed that the 
entrance is frozen solid. You cannot go there for now. Instead, head back down
and take the elevator. Be cautious that for every small barrier gap you go
to, you'll encounter the Basilisk. He'll get startled and he'll flee. Occass-
-ionally he'll do Poison Breath to give your party poison Aliment. I suggest
that you have to bear the pain for now. Have Beth or a demon such as Azumi
to cast Media to sustain health. Don't use Posumudi or De-Poison just yet.
Chances are, you might get the poison ailment again when you encounter the
Basilisk. By now, you are aware that for every small gap, it's a encounter
with Basilisk. After 2-4 encounters, the Basilisk will hold firm and is about
to fight you. 

BOSS: Jaryuu Basilisk (174 HP) 
------------------------------
Yikes, this boss can be a pain in the ass if you are worn out from the poison.
Anyways, he frequently does Poison Breath and occassionally does Stone Gaze
to stone one of your characters. He also throws in Bufula to freeze some of
your characters. By then, you should have a demon that uses Media. Also, it's
also great if one of your demons have Media. Azumi should have Media. Just
fuse Ihika and Sudama to make Azumi. It's also ideal to use someone to have
a buffering skills. Use anyone that has Raku-Kaja or Taru-Kaja to enhance
their Defense or Strength a bit. If you still have knocker or anyone that
has Posumudi, use that to remove the poison. Other than that, you should
survive the battle.

Now you defeated Basilisk, you can proceed to your destination. Finding
King Frost is fairly hard considering that the place is huge with no treasure
boxes in sight on the 1st floor. So, I'm going to save you some time and MAG 
following these steps. Once you are inside the Grand Church immediately go to
the first door you see on your left. Then head straight and turn east. From 
there go all the way up (North) until you hit the wall. Head west and take
3 steps forward. From there turn to your left and you see the door ahead of
you. Inside you'll find your next opponent.

Boss: Maou King Frost (220 HP)
------------------------------
King Frost can really punish you with the ice magics he uses. He uses Bufu
and Maha-Bufula to freeze you and your allies. If your characters aren't fast
enough and King Frost got you with those two magics, he will make your charact-
-ers forfit their turn. If you have Azumi, please make great use of the Water
wall ability in the Extra command. It nullifies any ice based attacks. Like
the previous boss, Basilisk, make use of the buffering stat magics and cripple
your foes. Also, be warned that he does Dekaja to dispel your buffering magic.
He does ice breath frequently to freeze your allies.

Now, you've beaten the two bosses, the frost has subsided and Holytown is back
to normal. But before you leave, there is one more floor to look at. Just
backtrack 2 steps north and make a right and turn at the corner. Now take
five paces south and turn right. Head to the series of doors and you should
have access to the second floor. Just look around a bit. Head to your right and
make a left. Then enter the door all the way until you hit the wall. Then turn
to your left and go two paces down. Make a right and grab the two treasures
down there. Take a good look at the person who has the Decapitated head at his 
possession. He'll not give it to you. Even so, please mark that room forfuture
reference. As you look around, there's someone blocking the stairs to the 3rd
floor. That means you ends your exploration at the Grand Church for now. Now,
the building that was once frozen is now accessable. However, there's nobody
there, with the exception of the Jakyou Manor, to run the shop. Also, you
can't use the terminal to go back to the Center. Head back to the underground
path and report the Bishop about your quest.
 

---------------
Factory (WT005)
---------------


Underground Path Via Factory
----------------------------
Treasures: 736 Macca
           1040 MAG
           Magic Box
           Metal Card

The soldier informs you and the Bishop that the the monsters in the factory is
dirupting the flow of food productions. The bishop will now give the password 
for entering the factory. The password is "6191." Head out of the Center and
head to the Southwest building. Once you enter the underground building, take
a look around if you like. But once you get to the Mesian Guards, you are
allowed to in. Then, you are the door asking you for the password. Input the
code: "6191." Now, you are in the factory. In the factory area, there's lots
of places to go to. If you head far east, there is the store facilities as
well as the Terminal/Mesia building next door. Also, there's the watch tower
north of the underground building. However, you can't go there right now. Then
if go further northwest from the watch tower, there's the guy who runs the
codebreaker.

Now, you got the gist of the area, let's head to our destination. From the
underground building, head west to an area that is barbed with fences. Talk
to the lady that is controlling the area and fight a group of Deminandis.
It's very easy demon to begin with. You don't have to use your buffering
magics to begin with.Just as long you have a full control with the Deminandi
you should survive the battle with ease. Now that's out of the way, you'll
head to your next destination. After you defeated the Deminandi, head south
to the mining building.

Mining Building
---------------
Treasures: Sapphire
           All the rest are traps

Now, you are on the mining building on the 1st floor. Head dead west to
go down the stairs. From there turn to your left and head to the door
in front of you. On the compass directions on the map head south or
turn to your right and go straight. From there, you'll be in a shroud of
fog surrounding you. Be careful, you'll encounter unusual enemies. Anyways,
once you are in the dense fog, turn to your right and go straight until
you hit the wall. From there, you are out of the 1st floor building.

Now, we are on the basement floor 1 in the next area. Turn to your left and
go straight forwrd. Then turn to your right and go 3 paces forward and the
door on your right. Once again, you are in the dense fog. Once, the door
closes behind you, slowly go two paces forward and turn to your right. Then
go south and head to the exit. When you are out of the world map, there's a
path that is streching out east. When you get there, the door is guarded by
the Mesian Guards. Obviously, you cannot go in. Anyways, we'll continue to our
destination. Head over to the white building and head to the second basement
floor of the mining area.

The minute you are inside the area, turn to your right until you see the door
on your left. You are going to be in the fog once again. Follow the directional
map: 1 step to the north, turn to your left, one step forward, turn to your
right, 1 step forward and head to the door. Go straight until you see the door
ahead of you. Go straight until you see the stairs. Head to the first door you
see in your right. If you just go straight, you'll come across a room with the
magic box. You can only open it during the full moon; otherwise, you'll get
nothing. Anyways, if you opened it during the full moon, you'll get a gem.
From the magic treasure room, turn to your left and go forward until you hit
the wall. From there, if you turn in your left, be prepared for another boss
battle.

Boss: Datenshi Betelguese (306 HP)
----------------------------------
Yes, if you say his name out loud, it sounds a lot like Bettlejuice. All puns
aside, Betelguese is a fairly easy boss. He often does attack that'll hit
multiple targets. He sometimes throw in Zionga to stun your allies. He'll
occassionally does dancing to happiness to get your allies in a cheerful mood.
Because of this, your allies will forfit their turn. Just do the usual stat
buffering and use your attacks to beat him.

You saved the factory and everything is all well again. But before you leave,
set the marker where you fought Betelguese. There's a worker that is working
in that area. Later on, he'll bring out a special item that'll be very impor-
-tant, plot-wise. Now that's out of the way, now you can run back to the
center and tell the Bishop your actions. Now, Zain will ask you head to a
colony called the Arcadia.


---------------
Arcadia (WT006)
---------------


Underground Building Via Arcadia
--------------------------------
Treasures: 16 MAG x2
           Trap box

Zain will tell you the password for entering Arcadia. The password is, "9103."
Now, you are outside of the Center, head Southeast to another underground
building. Like the other underground buildings, there's not a lot places worth
looking at other than a few treasures here and there. There's Mesian guards
that's allowing you to enter the locked door. Once you are at the door, input
the password, "9103". The door will open and lo and behold you are in the
worl- wait. This time you are going to enter the terminal. Enter the terminal
and you are going to be sent to a different area. Unlike the Millenum, Arcadia
is a prototype colony to the ideal Thousand year kingdom. Once you are out,
there's a lot of verdant tree cones with blue tiles. A nice break from a lot
of gray asphalt.

Other than a nice view and no random encounters, there's really not much
places worth going to. There's a Mesia terminal north of the underground
building you are in. You can look at all the houses if you like. Every
house will have the same layout and have similar sayings. So, we'll quickly
get to the point. To get to Gimmel, hug to the trees north of the Mesia build-
-ing. Go slightly to the left and an hidden path shoule be revealed. Follow
the path and it'll lead to Gimmel. Once you are inside and hear what Gimmel
has to say, go back to the Center. Now you are in the center, you noticed that
your encounter meter has suddenly turned orange indicating that there's some-
thing wrong. Head up to the 21st floor and meet up with the Bishop. He informs
you that the Center is overrun with Demons and the False Messiah had appeared
in Valhalla.


----------------------------
Back to the Coliseum (WT007)
----------------------------


Now you got the word of the whereabouts of Dareth, head to the terminal and
teleport to Valhalla. In case for some people that did not went back to Valha-
-lla after you were first sent to the Center, go Northeast and there's an
underground building that leads to Valhalla. Anyways, once you are at Valhalla
you can immediately go to the coliseum. He's at the same exact place where you
fought Red Bear. From the enterance, go straight to the door. From there, just
go to the room at the middle of the labyrinth. There, you'll fight the False
Messiah.


BOSS: Senshi Dareth (222 HP)
----------------------------
Yikes, this boss is a brute. His normal attack is already damaging as it is.
When he swings his sword, it can lead to some nasty damage to numerous allies.
This battle is somewhat of a long one; three bouts total to be exact. You can
try to refrain using your buff/debuff tactics. It doesn't take a lot of hits
to knock him off. When the second bout is about to begin, he's going to do the
same tactics. Do the same tactics like you did last time, he should be fall
again once more. From there, Dareth will talk a little and unleash his full
power on Aleph, it's gonna be a big damage. However, the damage will only lead
to critical condition. He'll do another attack leaving Beth to protect Aleph.
You'll see the drama unfold when Beth did the ultimate sacrifice. Because of
her actions, she'll be incapacitated for the rest of the battle. Seriously,
she is off the radar in battle. The final bout is about to start. His attacks
is becoming more menacing by the minute. From there, you can give him no mercy
and use the buffer/debuffer tactics and use your strongest attack.

***********************
 ***Decisive Event***
***********************
Once you defeat Dareth, you'll have an option to kill off the false messiah.
If you spare him, Beth will thank you for sparing his life. On the other hand,
if you chose no on all the statements, stop you and stating stuff about saving
Dareth. Even though, you will spare Dareth's life in both decisions, there's
a shift to your alignment. If you chose yes first hand, you are going to the
Law alignment. If you choose no and spared him on the other statement, you are
more likely to stay neutral. If you want to kill him but feel disapointed due
to the forced plot progression, you are more likely to shift into chaos. After
-wards, Beth will no longer be in your party and Aleph must continue the quest
alone. 

Once that's over, a child will come to you and gives you the note. The note
tells you that meet a peculiar person named Mekata wants to tell you the truth
about his origins and the Millienium itself. He's located in the room behind
the Gaian facility. I hope you took my advice of marking the room behind the
Gaian Cult room. If not, there's a map in the earlier segment of this FAQ.
Let's head to the Valhalla Slums once more.


--------------------
Prison Break (WT008)
--------------------


Alright, I assume that you found the room, right? Anyways, when you go to the
room, Mekata will show up. He's going to tell you about your origins. However,
one more person needs to know this. Mekata asks you to find Hiroko. But, you
learned that Hiroko is locked up in theb Factory prisons. So, he'll tell you
another location of getting pass the prison walls. Head back to the under-
-ground building via Valhalla and head west where the guy blocks your way.

Underground building Via Valhalla
---------------------------------
Treasures: De-Stone
           Amethyst
           *Mars Pillar

Once you go there and met the guy, he'll give you three sets of passwords:
"1213" "1834" "9192". He does not know which of the doors that contain those
passwords. It's up to you to figure it out. Anyways, head down and grab the
treasure at the right side of the elevator. It contains De-Stone. Head down
the elevator. At the end of the path, guess who is in your way?

Boss: Senshi Dareth (400 HP)
----------------------------
Yes, it's HIM again. After the fight in the Coliseum, his patterns should
remain the same. He swings his sword for massive damage to some of your alies.
Like last time, he occassionally recovers himself with Diarama. His only new
move when he unleases a shockwave to damage all your allies; otherwise the
patterns is the same thing. Just do your usual tactics to knock him down.

Once you beat him, he'll stumble and drop the Mars Pillar. It's a key item,
so nothing to worry about it for now. vOnce you are out. You are in a different
part of the Underworld. As you go to your destination, there's a shrine right
next to your destination. It's a small detour. When you go inside, there's a
Demon named Kotoshironushi. He's petrified. So, Aleph will use the item, De-
stone to cure his petrification. He'll thank you. Even though he gives you
nothing, your generousity will come a long way later on in this game. So,
be aware about that shrine for now.

Underworld (Factory Prison)
---------------------------
Treasures: Onyx                 Power Incense
           1600 Macca           Speed Incense
           Intelligent Incense
           Stamina Incense

Obviously, it doesn't look like a concentration camp. But that's how some
people, particually Mekata describes it. Anyways, if you go to the path in
front of you, you'll stumble the first cryptic door. Input the code, "9192"
on the first door. After that, if you go on your left, there's a garage,
catering those who are in the LAW alignment. If you go further down the
path, there's a Gaia facility. Its placement is very convienient in my opin-
-ion. Beyond the Gaian facility, to your right, there's another door that asks
you to input the password. The password f for this door is "1213." Beyond this
door, there's two ways of tackling this area. One, go off the beaten path to
find someone in the huge labyrinth and recieve great rewards? Two, just resume
the path you are in and leave the area without a scratch? If you look at this,
you automatically think that it's ideal to go for the first option. That's
actually recommended. Rather than taking the short route, find a child that is
lurking in the large labryinth. Although it is exceptionally hard, you'll find 
the benefits rewarding later on in the game. If you choose not to, then you'll
just going to tackle the task normally with no beneficial rewards. Okay, let's
disect this into two parts starting with the short route.

Short route
-----------
Facing South, turn to your left and go down to the corridor. There you should
see a door. This is the last of the locked door. Input the remaining password,
"1834." After you go through that door, you should still be facing south. So,
turn to your right and go through the corfner. After the corner, immediately
turn to your left and go through that door. There, you'll fight the guardian
of the area.

Boss: Yama Janus (307 HP)
-------------------------
This boss is a magic orientated person. He'll actually try to deteriorate your
strength using Tarunda. If that's not enough, he'll use Raku-Kaja to reinforce
his defense. To add injuries to insult, he'll occassionally cast Tertrakarn or
Makarakarn. Tertrakarn protects Janus from all physical attacks for one turn
and Makarakarn protects all magic attacks in one turn. He'll also use Sibabu
or Makajama to inflict status effects on your allies. You can counter that by
using your buff/debuff tactics. If one of your monsters have De-Kaja, use that
to dispel his -kaja spells. Do not use physical or magic attacks if he casts
one of the -karn magics. Once you understand his tactics, you should survive
the battle. 

Once you beat Janus, head forward to the elevator. There's an exit in front
of you. There, you'll hear the unique world map music indicating that you are
in the Factory. The path is hidden. So, head east and hug the walls there, it
should indicate the prison itself. From there, proceed the prison as usual.

Long Route (Reccomended)
------------------------
Alright, this is going to be a long one. Well, if you plan just to go to the
path directly, try not to go crazy on roatating the camera. You'll get lost of
where you are going. Also, I'll go step by step. If you are really hellbent of
going to your destination without getting lost, take this very slowly. Also,
use the directional compass you see in the corner to see where you are facing.
Oh yes, one more important thing, I hope you have at least one open slot. You
are going to need it. Now, that's out of the way, let's get started.

Once you opened the second locked door, you should be facing south. From there
go straight until you hit the wall. Then turn to your right and go forward.
Head to the door you see on the left side. After you go through that door, you
should be facing South. Now, go straight until you hit the wall. Facing West,
take two steps forward and make a right. Ignore the door in front of you. You
should be facing north at this point. Go straight forward until you go to the
door at the end of the path. Don't go to the door before that.

Once you pass the door at the end of the path, you should be facing north.
Facing north, make a turn on your left. Facing West, turn left the corner and
go straight forward. As you make a right, there's a door before you. However,
it's locked. If you enter that door shift the camera to the right so you
should be facing west. From there, turn right at the corner and go straight
forward. Keep going straight until you make a left turn at the corner. Facing
west, you should see the door on the right side. Go to that door.

Once you pass that door, you should be facing north. Keep going forward until
you see a door at the RIGHT side of the wall. Facing East, turn to your right
and go all the way down until you hit the wall. Go to the door on your left.
Shift your camera to the left so you should be facing North. Go straight until
you see the door at the LEFT side. Disregard the room in front of you. Facing
west, turn to your right and make a left turn at the corner and go straight.
Do that until your camera faces south. Facing south, go forward until you hit
a "T" intersection.

Shift the camera to the left so you are facing west. Facing west go straight
and make a left turn at that corner. Facing South go forward until you go
through that door. Still facing south, immediately make a sharp left turn.
At this point you should be facing east and go forward. You should hit a
door at this point. Facing west, turn to your left and go down until you
hit the wall. Then go to the door on your left. At this point, the path
becomes very linear. Go through a series of doors and turn left at the
corner. Keep going forward until you see the door at the LEFT side. From
there, there should be a series of doors leading you to Nadja.

At the end of the labyrinth, there's a child name Nadja. She'll ask you to
join your party. Obviously, say yes. I really hope you have one open slot
in your party. If you do, she'll join your party. From there, she'll ask you
if you want to go to the prison room. If you say yes, she'll warp you to the
locked room. There, she'll open the door and you'll have access to the prison.
Head up to the elevator.

Factory Prison
--------------
Okay, at this point, this is the place where two paths will merge. If you went
to the short route go up a few rooms and head to the stairs. If you went to the
long route, just go two steps forward and turn right at the corner. Regardless
of what path you take, you'll fight...

BOSS: Senshi Zain (360 HP)
--------------------------
Zain is such a pansy. He's really not much of a threat if you have a full bal-
-anced party. The biggest threat is pretty much he flew at the target causing
big damage to a single ally or does normal attack to multiple target. That's
about it. Just do your usual buff/debuffering tactics. If you have Nadja, you
can use her as her main healer since she has Mediarama. Other than that, you
should beat this boss with ease.

Once you hear what Zain has to say. You can go to Hiroko's cell. It seems that
Hiroko refuses to leave her cell. You can force her to get out of the cell. If
you have Nadja, she'll make a couple of remarking comments. After that, she'll
merge with Hiroko, giving her +1 to all of her stats. Yay for increase paramet
-ers. If you didn't go for it, then Hiroko is still brainwashed. You have to
head out of the elevator and head all the way back to Valhalla. There, she'll
come to her senses. If you went for the short route, you cannot get the incre-
-ase perameters.


------------------------
Back to Holytown (WT009)
------------------------

Treasures: *Mercury Pillar

So, you are back to the underground path. As you were about to go to Valhalla,
Zain appears in front of you. He is disheartened by the situation. Valhalla no
longer exists. After what he has to say, go through that door. It's a big void
now. As you head back thinking what's next, Keroberos appears. After you hear
his situation, he'll permenantly join your party regardless of level. He's a
vital part of the team since he has Samarecarm. So you save tons of Macca in
the long run. Anyways, head to the other exit that leads to the Center. This
time, the enterance to the Center is completely shut off. At this point you
can look around aimlessly looking for vague clues. But, we'll go straight to
the point. Let's go to Holytown.

Grand Church pt 2
-----------------
Treasure: Intelligent Incense
          Magic Incense
          Emerald

Once you are in Holytown, the inhabitants there is finally restored. So, you
can look around the shops if you like. At this point, you can go to junks. If
you buy anything in his shop,  he'll give you the Mercury pillar as your
reward. They'll come into play later on. After that, head to the TV and hear
what the Center has to say about Zain. Now's a good time to go to the Great
Church. As you go down, you see Zain trying to rally the crowd. Listen to what
he has to say. After that, continue your destination. Once, you are at the
Great Church, you noticed that the ice is completely gone. Also, if you look
well enough at the first floor, you'll find a Mesian Pastor. He'll ask you to
donate some money for the Church. If you donate, it's going to cause some
shift to your alignment. It's a good way if you plan to maintain neutrality.
At this point, head to the area that was once blocked by the Stalkers. Once,
you pass at this part, guess whose in the way?

----------------------------
BOSS: Senshi Dareth (580 HP)
----------------------------
It's him again. Man, he's like a leech. This time, he has some new tricks on
his sleeve. Not only he hits harder, he'll have De-Kaja to dispel your buffer
magics. Also, he has Zanma to damage you. To make it worse, he's immune to gun
and bite attacks. He's a bit tricky this time. You can proceed your usual
tactics with caution. If you have Keroberos with you, make use of Samarecarm
if one of your allies die. Other than that, you should win this battle with a
few scratches.

Once you beat him, He'll run away once more. Anyways head down the elevator.
From there, there's another elevator. Head down the elevator through the 60th
floor. From there, you'll find yourself in the Underworld.
 

----------------
Shinjuku (WT010)
----------------

Alright, let's lay out the map for a There's a building east of the area. 
Please take note of that area for now. Our next destination is the building
southwest of our current position.

Shinjuku
--------
Treasures: Turquoise
           Aquamarine
           Soul Incense
           Metal Card
           Luck Incense

Facing north, head to your right and make a left at that corner. Go straight
until you see our favorite enemy. This time, he decides not to fight you. 
Instead, he has a trick on his sleeves. See how it unfolds. This event causes
Hiroko leaving your party. Now, you are once again all on your own. The first
thing to do is to find Anoon. She can be found at the drug store right next to
Gaia facility. She'll tell you cure Hiroko's spell, you'll need the infidelity
sap. Only Oberon knows about it.

Heading out of the drug store, head straight and turn right at the corner. Go
straight and ignore all the doors. Then turn right at the T-intersection. From
there, turn left and go 4 steps forward. Make a left and go through that door.
Oberon's room should be at the first door you see on your left. Listen of what
Oberon has to say. You learned that Puck has it and is in the East lot above
Shinjuku. Well, let's backtrack all the way to the exit at the top floor.


------------
Puck (WT011)
------------

Treasures: Trap x2
           Speed Incense
           Magic Incense
           Strength Incense
           * Infedelity Sap

From Shinjuku, go east and you should see a small building right by the under-
ground exit. Okay, I advise you to return back all summoned demons to your
stock. Even though there's no encounter, Puck can give nasty status effects;
from sleep to stun, you do not want to afford your demons to have those kinds
of status effects. Not only that, the rooms have various traps. From pitfalls
to strange warped rooms. Every time you encounter Puck, refuse his begging
quote. He'll give you status effects or big damage and he'll run away. After
the first encounter, turn right. DO NOT GO TO THE DOOR IN FRONT OF YOU. It's a
trap. Instead turn right. Go straight until you hit a teleporter. This one,
will lead to the right area. Head to the ones in front of you until you find
the stairs on your left side.

On the second floor, go straight down and make a left after the door. From
there, go straight through the series of doors and shift your camera to your
left. Go through the doors once again and head to the door on your right.
Go straight and go to the second door at the end of the path. Disregard the
first door since it leads to a pitfall. Head up to the stairs. Once you get
on the 3rd floor, it's very straight forward. Ignore all the doors you see on
the sides and go forward all the way. It should lead to a dead end with Puck
on the walls.

***********************
 ***Decisive Event***
***********************
You cornered Puck. He'll make a proposal. Pay him 10000 macca and he'll give
you the infidelity sap. If you refuse, he'll give it to you. If you refuse
again, he'll pay you 10000 macca. If that doesn't satisfy you, he'll run away
and you'll recieve the infidelity sap. If you go for the first two options,
it's going to shift to the LAW alignment. If you chose one of the last two
options you'll sway to the CHAOS alignment. If you plan to do so, go for the
money. A little extra money doesn't hurt, right? That should be the end of it.
Return back to Shinjuku and present this to Oberon.

Pay 10000------Donate it to you--------pay YOU 10000--------Scare him
   LAW            Neutral                           Chaos

Oberon is pleased to have you recover the sap. Now, from Oberon's room, turn
to your left and go to the door on the far distance. Go straight until you see
Anoon in front. Watch how this event unfold. By now, Hiroko is back in your
party. Continuse forward until you see the exit. Let's go deeper to the
Underworld.


------------------------
Akasaka/Roppongi (WT012)
------------------------

From the exit of the former Shinjuku, There's a small shrine northwest. Also,
there's a shrine far east. Both of those are closed off. The only one open is
the a small building south of our current position is called Asakasa. Oh,
beyond Akasaka, there's a big hole. You should check that out.

_______________
***Sidequest***

Treasure: *Saturn Pillar

You checked out the big hole. The dwarf will ask you to dig. If you decided to
dig, you are going to see "..." for quite a while. Take great use of the fast-
forward button on the emulator. Once that's over, the guy will reward you the
Saturn pillar.

Akasaka
-------
Treasures: Garnet
           Luck Incense

In front of you is a cluster of stores. From weapons to Jakyou manor. Okay,
after you explored the market a bit, head to the door east of the marketplace.
Once you pass that door, immediately turn to your right and head to the ele-
-vator on your left. But, before that, there is one notable place to check
out. From the door east of the stores, go 3 steps forward and shift your
position so you are facing the door in front of you. Go forward until you see
the door on your right. Ignoring all the doors, go forward until you see the
door at the end of the path. There, you see a couple of dwarves working.
Although they are busy, take note of the area. It's going to be an important
place later on.

Okay, let's head back to our destination. Let's assume that you made it back
to the elevator. Anyways, the elevator will lead all the way down to the B4
floor. On B4, there's a lot of one way doors, so it's easy to get lost. So,
we'll get straight to the point and find the exit. To find the exit, turn to
your left so the directional compass faces west. Then make a left turn. Go
forward until you find the exit. Now, we are in the world map, let's analyze
the area. There's a bunch of pillars, forming a circle. That's for the pillars
we are collecting. You can put them on the altar if you like. There's a couple
of shrines from the extreme ends of the area. Also, there's a sealed cave 
right by the shrine. Last, there's our destination, Roppongi.

Roppongi
--------
Treasures: Ruby
           Pearl
           Luck Incense
           Intelligence Incense
           Stamina Incense

There's the virtuals, you can go to the virtual to meet Steven. He'll give you
the ability to have up to 9 monsters in stock. Yay, this is an important feat.
Facing west, head to the door ahead of you. After you go through the door,
turn immediately to your right. From there go straight. Facing North, you
should see a forked path splitting into two. Take the route on your left and
proceed forward until you hit the wall. After the door, face east and go to
the door and go down the elevator. B1 has some treasures. The important part
is on B2. Oh yes, you know that small room in front of you? Go there. Although
it sounds irrelevant, this place is very important for a particular item. It's
best to make a mark. B2 is literally a department store. There's all your 
essentials and a casino. You can win to get the really powerful weapons. Also,
there's Rag's Jewelry. Instead of money, you can exchange gems for items or 
monsters. Once you are done with your shopping,head to the southeast elevator.
This elevator will lead you to a different part of Roppongi.

B1 is mainly a few treasures lying around. Head to the first floor. From there
immediately make a right turn. Facing North, go straight until you hit a wall.
Then proceed to the door on your left. Facing west, face to the right side and
head to the door you see on your right. There you'll find Hiruko. After he
tells you about Masakado, accept his offering. After that, head out to the
world map.


-------------------------
Reviving Masakado (WT013)
-------------------------

This section is going to be a very long one. There's 6 body parts to retrieve.
In this section, I'll divide it by parts. Oh, yes. There are some requirements
Have at least one slot open for your demon stock. You are going to hate
yourself if you have a full stock. Most of the dungeons are very long. So be
aware of that. Also, you can go to whatever shrine you want. Mine is based on
distance. So, have fun gathering body parts.


Left Arm
--------
Okay, let's tackle the nearest shrine. There's a small shrine west of Roppongi
let's go there. This shrine is a straight forward boss battle. So, have your
strongest demons in the frontlines immediately. Enter the shrine and you'll
fight...

BOSS: Kunitsukami Saturahiko (1200 HP) O_o
--------------------------------------
Damn, a sudden jump in difficulty. This boss not only hits hard, he can really
devastate the battlefield if you are not prepared. My advice is to get weapons
and armors from the casino. This will significantly soften the enemy attacks.
Buffering magics won't do you much since he loves to spam on De-Kaja. He has
Hanma and Maha-Agion to do nasty damage to opponents. He sometimes recover
himself with Diarama. He'll sometimes rest up only to heal his HP slightly. Do
all of your strongest attacks against him. He's a tank. Have Keroberos use
Samarecarm to revive your allies. You should survive the battle. Once you beat
Saturahiko, he'll give you Masakado's Left Arm.

*Alternate Strategy*

There's a fair chance that Saturahiko can be inflicted with Silence. If you
have Makajama with any of your demon allies, use it. If Hiroko is in Level 26,
she can learn Makajama. If you manage to succeed, he cannot recover himself
or use the Dekaja magic. This can make a huge for difference for those who are
underleveled. (Credit goes to Android_Chaos)

Left Leg
--------
Treasures: None

The next shrine is fairly far; yet it's still in the Roppongi area. From Satu-
-rahiko's shrine, head southeast. You should see a small shrine and a small
sealed cave right next to it.

Facing east, turn to your right. Go forward until you see the door. Once you
go forward, there are three doors in front of you. If you chose the wrong door
you are forced to go back at the beginning. Looking at the first set of doors,
head to the door on your left. From there, you'll see another set of doors.
Take the door furthest from you. Face the camera so you are facing the three
doors. Once again, go to the door on your left. Facing East, head to the door
furthest from you. Once you enter the door, go straight to the door in front
of you.

Go forward until you go to the door ahead of you. Facing South, go to the path
on your left. Facing East, turn to your left. Now, go straight until you hit
the wall. Once you pass the corner, go straight until you hit a wall. Ignore
all the doors you see. It leads right back to the beginning of the dungeon.
From there, go to the door you see in front of you. You'll rescue Sukunahikona
I hope you have at least one open slot. Once she joins you, head out and take
the nearest door and exit from there. You'll recieve Masakado's Left-Leg. This
concludes the Roppongi area. The next set of shrines is in the Akasaka area.


Right Leg
---------
Treasures: Balloon Shield
           Strength Incense
           Trap
           Magic Incense

Exiting from Akasaka, there's a shrine east of the big hole. You really need
to be careful on this one. There are invisible walls that can lock you out if
you aren't careful. Head to the first flight of stairs you see on your left.
Facing west, turn to your left and go 3 steps forward and make a right. You
should see the stairs. When you get on the third floor, please go straight
forward until you see the stairs in front of you.  At this point, try not to
stray off the path too much.

Follow the next part carefully. Facing west, turn to your left. Shift your
camera to the east and take TWO steps forward. On this part it's okay to cross
the boundary. Take the stairs on your left. On the next floor, take 2 steps
forward and take the stairs on your right. After you go to the stairs, turn
to your right and go forward. Then turn left at that corner and proceed to the
door in front of you.

If you look at the map, you are actually grazing the invisible wall. Do not
proceed to the right, leaving you locked in that area. So, face south so you
can see the door ahead of you. Go one step forward and shift the camera so
that you are facing north. Go straight forward. It's okay to pass the boundary
on this one. Then head to the door on your left. You are grazing the wall once
again. Face east and go forward. Then head to the door on your left. Go strai-
-ght until you see the stairs in the front.

Facing east, turn to your left. Then after the left corner, go all the way
down until you hit the wall. Go one step forward anf head to the stairs on
your left. At this point you are free to look around until you found Oyatsumi.
I hope you have at least one slot open; especially for this kind of dungeon.
Once he joins you, you are free to get out and you'll recieve Masakado's right
leg.

Right Arm
---------
Treasures: Bell of Scrying x2      Luck Incense
           Trap
           Intelligence Incense
           Speed Incense
           Power Incense

Let's head to the shrine northwest of Shinjuku's underground exit. In this sh-
-rine, I advise not to have any demon in your party. The floors are automated.
In other words, the floors will force you to move in a certain area, causing
you MAG to deplete like crazy. Once you are inside, go one step forward. This
should lead to the treasure that gives you damage. Shift your camera again so
that you are facing North. Go forward and it should lead you to the treasure
that contains the Bell of Scrying. Face North again and it should lead you to
the treasure intelligence incense. Face East and you'll come to the room that
contains the Speed incense. Face south and it leads you to the next floor.

The next floor contains a few traps plunging you down to the previous floor.
Shift the camera so you are facing South. It should lead you to the room that
contains Power incense. After you get the treasure go one step forward. BTW,
you should still be facing south. The next room you are in contains Luck inc-
-ense. You should still be facing north. Go through that door and it should
lead to the non-moving floor. Take the door you see in your right to proceed
to the next floor.

On the 3rd floor, turn to your left and go one step forward. It should lead to
a room with an indicating sound. Now face north to fight a boss. On this boss
if you suddenly went in without preparing you can choose yes to leave the room
to prepare yourself. Once you are ready, get ready to fight....

BOSS: Datenshi Baphomet (760 HP)
-----------------------
He's a fairly easy boss compared to Saturahiko. He does this special attack
and he gives you damage to certain demons. He does De-kaja and marin-karin to
throw you off balance. Other than that, it's an easy boss. Use your strongest
attacks on this one and he should fall very easily.

After you beat Baphomet, Onamuchi appears and he'll give you Masakado's right
arm. Exit to the area and the shrine dungeons are offically over.

Head and Torso
---------------
Now, the last two are outside the boundaries of the Roppongi area. For finding
the head, head all the way back to the Great Church or better yet, warp back
to Shinjuku and use the exit of the great church. You know the one with the
B60 floor all the way to the 1st floor. Anyways, head up to the series of the
elevators in the Great Church and find the Stalker there.

***********************
 ***Decisive Event***
***********************
Okay, the stalker will make several proposals to give you the disembered head.
One, give him 20000 macca for the head. If you refuse, you have an option to
haggle for 10000 macca. If that doesn't satify you, you can mug him for free.
This event is straight forward, if you choose to pay all 20000 macca, you are
going to shift to LAW. If you mug him, chaos for you. Pay the discount price,
you'll be in the neutral alignment. Choose what's right for you.

20000 --------------------- 10000------------------- Mug
Law                        Neutral                  Chaos

Now you got the head, go all the way back to the shrine where you depetrified
Kotoshironushi at the underground prison. It's a long walk but, he'll give you
the Torso as your reward. Once you got all 6 body parts, present them to Hiru-
-ko in Roppongi. He'll ask you to assemble the body parts in the Jakyo manor.
Once you've done that, go back to Hiruko again to assemble the final piece,
the soul of Masakado. Now, he is whole again, he'll ask you to go to the seal-
-ed cave. The sealed cave is right next to the shrine where you found Sukina-
-kona. From there, he'll unseal the cave and he'll handsomely reward you with
the Sun pillar and the Sword of Masakado. At this point, you don't even have
to go in the sealed cave. It's only there to summon the Amatsukami clan for
your fusion purposes. You can go straight to Holytown where Zain is rallying
the crowd and progress from there.


***************************************
Optional Sidequest: Sealed Cave (WT13A)
---------------------------------------

Treasures: *Sun Pillar (At the entrance)
           *Masakado's Katana (At the entrance)

Okay, so you decided to go to the sealed cave. No problem, the Amatsukamis is
proven useful for mid-game. When you go inside the room, you'll be in a 4x4
field in the series of doors. Refer this map as notes and translate it to the
game's auto-map. Don't worry, most of the rooms have at least 4 doors.

WARNING: THERE MAYBE SOME HIDDEN TRAPS THAT I MIGHT OVERLOOKED. PLEASE DON'T
GIVE ME ANGRY LETTERS OVER THIS.

  Floor 1
----------
W  *  *  *        

*  *  X  * 

*  *  *  * 

*  S  *  * 


    B1
----------
*  *  *  *                                   
                                             __________________________
X  *  *  *                                   |       Legend            |
                                             |      ---------          |
*  *  *  S                                   |S: Starting Point        |
                                             |X: To the next floor     |
*  *  T  *                                   |T: Trap                  |
                                             |*: Empty room            |
   B2                                        |W: Warp to the 1st floor |
----------                                   ---------------------------
*  *  *  T

*  *  S  *

*  T  *  *

X  *  *  *

   B3
----------
W  *  *  *

*  *  *  S

*  *  *  *

*  X  *  *

Once you pass the series of 4x4 rooms, you are now in the huge maze. In this
labyrinth, there are various traps that gives you status effects. Also there
are numerous one way doors to get you thrown off balance. There are five Amat-
-sukamis in all. Let's start off with the first Amatsukami, Tajikarao. He is
situated at the right side of the maze. From the entrance, head to the door to
the right. From there, take the first door you see on your right again. Go
straight until you hit the wall. Facing north, head to the door on your right.
Go straight until you see Tajikarao.

Let's go for Omoikane next. After you rescued Tajikarao, go straight down.
After you go to the second door, turn to your right and turn to the right cor-
-ner ahead of you. Then take the door on your left. From there, go to the door
you see ahead of you. Then go straight until you hit the wall and enter the
door on your right. You should see Omoikane.

Once you got those two, head back to the entrance. This time, we go to the
left side of the maze. For the next part, we can get Take-Mikazuchi and Tsuki-
-yomi in one swoop. After you enter the door, head to the door you see in fro-
-nt of you. Then take the door on your left. Then go through another door.
After you pass that door, go straight and head to the door in front of you.
There you'll find Tsukiyomi. After you free her, head to the door on the right
side. From there, face the camera to your right so you can see the door in
front of you. Head straight. There are two doors in front of you. The one
closest to you is a trap. The one further left leads to Take-Mikazuchi.

The last Japanese god remain is Ameterasu. After you freed Take-Mikazuchi,
head to the door on your right. Facing west, head to the door on your right
again. Go straight through that door. Then, appoach the door on the left side.
Then, go straight down and Ameterasu is in the center of the corridor. Once
you free her, you may now leave the labyrinth. Once you hear what Hiruko and
Ameterasu has to say, you finally have access to the Amatsukami clan.


---------------------------
Back to the Factory (WT014)
---------------------------

Once you've done your business in the Sealed Cave, head back to Holytown. Go
to the place where Zain is rallying up the crowd. He informs you now it is a
good time to bring back the people in the factory. Head to the factory and go
to the mining building. Head two floors down. Once you are in the world map,
head east. You should see an entrance at the end of the path. Zain should
appear before you. At this point, feel free to look around because the people
in the prisons don't want to leave their posts. After you look around, Zain
suggests to go to the Watchtower. To go to the Watchtower, head straight north
where the gate is. By then, the door will open.

Watchtower
----------
Treasures: 496 MAG             992 MAG    
           Maha-Bufu Stone     De-Stone
           Hiranya             Speed Incense
           Magic Incense       Maha-Zio Stone
           Trap x2
           Luck Incense 

In this area, there are a series of floors. Careful, there are some rooms that
leads to a pitfall; causing you to fall down one floor. From the entrance,
turn to your right and go forward until you hit the wall. From there, turn to
your left and appoach to the door in front of you. On the second floor, head
to the door on the left side. From there, go to the door you see on the front.
From the third floor and beyond, there will be pitfalls. Anyways on the third
floor, turn left at the corner. Facing south, you should be facing a fork
path. Turn right and you should see the stairs. On the fourth floor, just go
forward and approach to the door at the end of the path. Disregard the other
doors.

On the fifth floor, turn to your left and go forward. Whatever you do, DO NOT
go to the door in front of you. It is a pitfall, instead head to the door on
the right. Keep going forward until you see a set of stairs. On the 6th floor,
go to the door on the left. Facing west on the small room, turn to your right.
From there, head to the door you see in front of you. On the 7th floor, shift
turn to your left so you are facing south. From there, head to the first door
on the RIGHT side. The one on the left side leads to a pitfall. The 8th floor
is self explanatory, just go forward until you see the stairs.


On the ninth floor, head to the first door you see on the right side. Once you
enter that door, turn your left and turn gright at the T-intersection. On the
10th floor, facing north, turn to your left and appoach to the door in front
of you. Facing south, turn to your right. DO NOT go to the door in front of
you. It's another pitfall. Instead, turn to your right and go forward from
there. On the 11th floor, go straight and head to the door on your left. Once
again, the door in front of you leads to a pitfall. Go straight until you hit
the wall. Then head to the stairs. On th 12th floor, go forward until you hit
a concrete wall. From there, turn left. You should be in a small room. Facing
west, head to the right. Go straight until you found a flight of stairs.

Now, you should be on the 13th floor. Turn right at the corner and make a
right at the intersection. Go forward until you see the door on the right
side. Go forward once more until you see the door on the left side. From there
go staight until you see the door on your left. If you noticed, there's a door
on the right side. That leads to the boss. Let's check out another room. Once
you appoach to the door you see on the left side, head to the door you see on
the Left side. It should indicate that the door is locked. So, head back to
the room where the boss lurks.


Boss: Maou Belphegor (1625 HP)
------------------------------
Yeah, he is really sitting on a toilet. A very unusual appoach of fighting the
boss indeed. Anyways, his attacks is nothing to laugh at. He loves to spam
on De-Kaja. So buffering is out of the question here. He has various breath
attacks such as ice and fire breath. Also, he has moves that can cause your
allies to feel happy; thus forfiting their turns. Also, guns, fire and ice
attacks are repelled. On this battle, just use strong physical attacks and
he should die quickly.

*Alternative Strategy*

Since he loves to spam on De-kaja, you can use Makajama to close off his
magic. If you managed to successfully close off his magic, you can spam off
your buffering tactic from there. (Credit to Android_Chaos)

Once you defeat Belphegor, head to the locked door. There, you'll meet the
Siren. However, you cannot avert her singing. At this point, you need to go
all the way down and go to various bars. Most people will tell you that you
need to go to the abyss.


---------------------------------
Into the Abyss (Backdoor) (WT015)
---------------------------------

Head to Holytown. You can talk to the people at the bars. Also, you can check
out the Virtuals to see if Steven is there. If so, you have the ability to
appraise items with no extra cost; Yay! Anyways, once you have done your busi-
-ness there, head to the Grand Church. From there, head to the second floor.
From the second floor, go to the door and go forward until you see the THIRD
door you see on the left. Go to the third door on the left. From there, head
to your right. You'll see the man beyond that door. He states that he is
struggling to get to the Abyss. After what the man has to say, he'll give you
the Sleeping doll.

Once you recieve the sleeping doll, head to the third floor. Facing north,
head to your right and turn to that corner. Appoach to the door in front of
you. From there, turn to your right and go to the door on the right. There,
you are presented in the altar with four pedestrals. Present the following:
Laughing doll, Crying Doll, Angry Doll and the Sleeping Doll. The Dancing
doll, you can discard that. From there, you are now in the Abyss.

All right, let's survey the area, shall we? If you head north, it'll lead
to the sleeping dragon Set and the town of Tiphareth. Head east, it'll lead
to another area, which we will talk about in the next segment. Our destination
right now is south. There should be an NPC name Peterson. Listen what he has
to say. From there, he'll accompany you to the Watchtower. Head back to the
Watchtower. But before that, let's head to obscure portal east of the 
entrance of the Abyss.


---------------------------------------------
Sidequest: Arcadia via Tiphareth Area (WT15A)
---------------------------------------------

Treasures: Luck Incense x5
           *Jupiter Pillar

This segment only caters the people who needs a shift back to neutral. Other-
-wise, if you are already neutral and plan to stay there, then don't bother.
Once you enter the portal, you'll enter a strange building. If look around a
bit, you'll find some familiar faces; particually the Arcadia area. If you
take the exit, it actually leads to Arcadia, the real Arcadia. Okay, head
back inside and take the stairs. From there, this is self-explanatory. All
the stairs sit next to each other from the room your in. Once you are in the
fifth floor, head to your right and approach to the door in front of you.
There, you'll find the revelations of the experimental colony Arcadia and...


Boss: Senshi Gimmel (1685 HP)
-----------------------------
Gimmel loves to abuse on his Electric attacks. He usually does this on the
first turn. He has Maha-Zan to back him up as well. He also has the two -karn;
Makalakarn and Tetrakarn. His electric attacks will get you thinking twice
due to the fact that the shock can cancel turns; especially slow characters.
Plus, he has Diarama to recover his wounds a bit. Be sure to have a balance of
physical and Magical characters. Also, they need to have high agility. Then,
use the -kaja spells to buffer the MC stats. He should falter and loses the
battle.

***********************
 ***Decisive Event***
***********************
Once you know the truth about the Colony and Gimmel's demise, you have two
options: To make yourself a new god or destroy the program along with everyone
else in there? If you chose the former, the colony will still be there with
intense amount of hero worshipping in the colony. If you chose the latter, the
colony Arcadia will no longer exist in the map. Also, the people there will
all die as well. This is a very straight forward decision. There's no middle
ground on this one. 

Restore Arcadia--------------------------------------------Destroy Arcadia
     Law                                                         Chaos

Once you done the sidequest, head back to the Watchtower and head all the way
to the top of the tower. There, Peterson and the Siren is reunited. The people
in the Factory are no longer brainwashed. Now the area is back with the plain
old world map music. Now you freed the people in the Factory, it's a good time
to make your attack at The Center.

***
*******
UPDATE:
*******
***

Once you reunite Peterson and Siren and the music went back to the boring world
map music, you can go back to the Prison Camp and free the prisoners there.
This will give you a strong shift to the LAW alignment. Also, as soon as you
reunited Peterson and Siren, you can immediately get the Jupiter Pillar.

Jupiter Pillar
--------------
Trek all the way back to the Factory Area and head down to the mining building
where you fought Betelguese. There will be a guy that is digging in that room.
Once you go all the way down to the room where you fought Betelguese, the man
will be confused. Once he is done being in a state of confusion, he'll give
you the Jupiter Pillar.

(Thanks Roto_Arel for this statement)

------------------
The Center (WT016)
------------------

Treasures: None

In order to trigger the event with Zain in Holytown, you need to watch any of
the TV towers scattered throughout the Millenium. Once you see it at least
once, you should see an event involving Zain going to The Center.

(Thanks Roto_Arel for this statement)

I hope by now, you have Anubis. He is optional. However, he is your ticket to
winning battle. His Divine Retribution can cause major damage. For those who
want to use him, you must be in level 41 and fuse any Ryujinn with a Yousei.
Once you are at The Center, you'll meet Zain at the gate. After what Zain had
to say, you are able to proceed the building. Head to the room where the
Bishop is. Listen what the Bishop has to say. Afterwards, he'll give you the
password: "2784". However, this password is only there to meet with the senate
not the locked door on the 20th floor. Let's head down to the Bar. The temple
knight will tell you the password for the locked door on the 20th floor is
"5261". Head to the locked room and input that code. From there, you should
proceed to the 21st floor.

On the 21st floor, the path to the 22nd floor is rather straight forward. Just
keep going forward. After the second door, if you go on your left, there is
the bio lab. Other than that, there's really nothing nothworthy to see. Assum-
-ing that you did not go to the door on your left, continue going forward as
planned. After you went through the third door, you should be facing north.
Facing north, head to the door you see in front of you. Then make a right at
the "T" intersection. Ignoring all the other doors on the sides, go forward
until you see another "T" intersection. Turn left at the "T" intersection.
Now, after that turn, go 8 steps forward. Ignore all the doors on the sides.
At the end of the path, approach to the door on the left. After that, turn
left at the corner and head to the door on the right. From there, go straight
until you see the flight of stairs. It should be easy to find because an NPC
should appear in front of you before you take the flight of stairs.(BTW, there
is the locked door somewhere on the 21st floor. I honestly don't know what the
password is.)

On the 22nd floor, input the password, "2784." From there, it should be self
explanatory from there. There is a long path. If you look at the door on your
right at the long corridor, you see another locked door. Unfortunately, you
don't know the password on this one. It's best to mark it from there. Go
forward until you find the Mystic wall in front of you.

***********************
 ***Decisive Event***
***********************
This is a major event going on. This questionnaire will ask you three moral
questions. If you answer it in a certain way, your alignment shift will move
to that spot. The question will start out like this.

1) "Thy mother is possessed by a demon and is in great pain. She is asking 
thee to kill her and end her pain. Will thou finish off thy mother?"


If you chose Yes on 1...
------------------------

2a) "Thou art a member of the city guard. Thou hast given 100000 macca to
equip thyself. But on the way to the store, thou dost see a throng of starving
people. Will you use thy Macca to feed thy people instead?"

If you chose no on 1...
-----------------------

2b) Thou dost see an innocent young girl imprisoned. However, thou has sworn
to complete a critical task and have not the time to rescue her. " Will thou
rescue the girl anyways?"

If you chose yes on 1a and 2a...
--------------------------------

3a) "Thou hast defeated thy hated enemy in battle. Thy enemy hast the will to
fight and is begging for his life. However, thou knowist that if thou spare
him, he is likely to target thee again. Wilt thou slay thy enemy?"

If you chose yes on 1 and no on 2a...
If you chose no on 1 but said yes on 2b...
------------------------------------------

3b) "Thou hast met an unknown group of unknown of people on a dark road. They
glower at thee and thy companions menacingly. It is clear that neither will
yield and that this encounter will end in hostilities. Will thou attack the
group before they attack you?"

If you choose no on 1 and 2b...
-------------------------------

3c) "Thy ally who hast fought alongside of thee has lost his life in battle.
Thou must flee the battlefield and art likely going to be killed if thou try-
-est carry thine ally's corpse with thee. Wilt thou thy dead ally where he
lives?"

Once you answered the three questions, here are the three possible outcomes...

****
Law:
****
"Thou dost fight for God and for its people. Thou shalt be hailed as a savior"

********
Neutral:
********
"Thou dost not rely on anyone and seeks to find thy own path through life.
That path is long hard and hast few rewards.

******
Chaos:
******
"Thou dost leave thyself to battle and chaos. Thou wilst be hailed as a great
warrior. But thy blood drenched hands wilt surely be cursed."

If you get one of the three, your alignment will instantly go to that outcome.
Also, be aware that if you lean too much on Law or Chaos, there's a chance
that you may not get the neutral alignment outcome in the questionaire. Thus,
that results of getting only Law or Chaos as a result. Once, the mysterious
wall disappears, proceed forward. 

Beyond the door is the boss. You must prepare yourself. This is going to be a
long fight. Once you are prepared, you must fight the people who runs the
center. The elders will show up and fight their true form...

Boss:
------------------------------
Daitenshi Raphael (1800 HP)
Daitenshi Uriel (1556 HP)
------------------------------
This is an exceptionally tough battle; especially with fighting two major
bosses at once. Both archangels are immune to gun shots. Raphael is capable of
reflecting majic attacks while Uriel nullifies magic attacks. Also both arch-
angels can nullify certain extra attacks such as Rampage and Mawashi-. If that
is not enough, check out the set of attacks that can annoy the crap out of
you. Raphael has De-Kaja. So buffering tactics is really out of the question
until you kill Raphael. Also, he has wingbeat and often use deathbound to do
significant damage on you. Also Raphael uses Diarama to recover himself and 
Uriel. Uriel on the other hand is more the offensive type. He regularly uses
Tetrakarn giving both archangels absolute protection for that particular turn.
Also, he has various attacks that has a right critical rate; giving your
allies a huge chunk of damage.

On this battle, focus all your offensive power to Raphael first. He is the
biggest threat in this battle. Also, try to conserve your MP also. Raphael's
de-kaja can really throw you off. Then, once Raphael falls, use your buffer
and debuffering tactics to kill off Uriel. Be careful when he casts tetrakarn.
Once you beat the two archangels, you can finally rest. However, this is only 
the first bout...

Boss: Daitenshi Michael (2856 HP)
---------------------------------
Suddenly, the remaining elder will show-up without any rest. You must fight
Michael with your current condition. Unlike Uriel and Raphael, he is only
nullifies magic attacks. However, Michael is very evasive. Any attacks you
dish up may be easily avoided. Michael relies a lot on the all magic attack
such as Mahanma and Maha-Agion. He occassionally cast Tetrakarn and diarama
to protect himself from harm. But unlike the other angels, he has one trump
card. He has Megidolaon. If your character casts Makalakarn, Michael can by-
pass the shield and leave your party with serious damage. Once again, use
the -kaja tactics. You can also speed this up by using Divine Retribution.
It takes out a significant chunk of the enemy's HP. Be sure to have Anubis and
some Hirayana to use it effectively. Once you beat him, you are in for a
treat.... 

Boss: Shinrei YHVH (3987 HP)
-----------------------------
Ugh, seriously, can it get any worse? You just had two consecutive boss 
battles. Fortunately, YHVH will heal you fully before you fight the YHVH. In a
way, it sort of like YHVH pulled out a Rubicant. However, the god itself is no
laughing matter. He has a very good evasion as well as a great defense. Not
only that, he has an all magic attack from all four elements. He has: Maha-
Bufula, -Agion, -Zionga and -Zanma. Some of the core four elements can cause
serious problems. Maha-Zionga and Maha-Bufula can shift the battlefield a 
little. Leaving your slow characters useless in battle. He has Diarama to cure
himself. Those take a chunk of recovery. He also has Megidolaon to do some
crazy damage to all of your allies. Unlike Michael's Megidolaon, YHVH doesn't
do much damage. He also has God Voice. What it does is that, all of your
allies get hit and have random status effects.

This is going to be a long battle. Not only he has the highest HP so far, his
defense and evasion can really annoy you. But, you have the advantage. YHVH
does NOT have De-Kaja. So, you can buffer your strength all the way. Also, if
you have Anubis, you can abuse Divine Retribution to dwindle down his HP. Try
to use gun attacks with multiple hits to knock him down. It's going to take a
long time to defeat him. But once you do, you just survived one of the tough-
-est battles yet.

Once you beat YHVH, Gabriel appears. He informs you that the Elders no longer
exists. Then suddenly, someone tells you that something is happening in Holy-
town. Head to the grand church and see what is happening. Once you see the the
tail sticking out near the Church, head back to Zain in the Center. He'll tell
you that you need to go to the abyss. The only way to get to the abyss is to
get all the pillars. The backdoor in the abyss no longer in working. Before
that, head to the virtuals once more. Steven will upgrade your monster stock
to 12 slots. This is the final upgrade for your COMP.


-------------------------
The Seven Pillars (WT017)
-------------------------

Treasures: *Venus Pillar
           *Moon Pillar 

Okay, let's recap. At this point you should have four pillars in your invent-
-ory. They are: Mars, Mercury, Jupiter, Saturn and the Sun Pillar. Refer to 
the other section of the walkthrough to see where you can find the five
pillars. Assuming that you got the four pillars, there are two more remaining.

Venus Pillar
------------
Alright, I hope you made that mark on that room at B2 in the Roppongi area.
This is the room where you met the Mutant Elder in the shopping district.
After you listen to what he has to say, he'll give you the Venus Pillar. 


Moon Pillar
-----------
The location of the Moon Pillar is in the Disco dance floor. It must be on a
full moon to participate in the dance party contest. In order to win the prize
in the dance contest, you MUST have a minimum of 10 MAG on your overall stat.
One way of raising your MAG stat easily is using the MAG incense. Be sure to
raise it up until you reached 10 points. However, if that option does not work
for you, then head to the armor shop and buy items that raises your MAG. For
example, if you are in the Chaos alignment, you can buy the inferno equipments
to boost up MAG. Or if you are LAW, you can use Draupinir to raise your MAG.
Also, you can use the Bar and order the Magical Fighter drink.  It raises your
MAG just a little bit. Be warned get to the disco ball room before the full
moon phase ends. The effects will be gone and leaving you in the happy status.
As long as you hit the magic number 10 on the MAG stat, you'll be guaranteed
to win the Moon Pillar.

Once you got all seven pillars, head to the Roppongi area and head to the
altar. Place the 6 pillars in the altar. Then a 7th one will appear; and place
the Sun Pillar in the altar and you are now in the Abyss. 


---------------------------------
Into the Abyss: Frontdoor (WT018)
---------------------------------
Okay, let's take a look at the area. If you head dead west, you'll find Yesod.
If you head north, you'll find Yetziratic Passage. But for now, head to Yesod.
The moment you enter the area, you'll find couple differences from the surface
world. You'll find Kaifuku. It's basically the same healing facilities as the
ones above. The only difference is that is stresses on alignments. In other
words, you can only go to a certain Kaifuku if you are in a certain alignment.
Head to the terminal. You'll see Steven right by the terminal stone. Talk to
him and he'll get the terminal stone in working order. You now have access to
teleporting to towns from the Abyss area. Once you are done, head to the
Yetziratic Passage.

Yetziratic Passage
------------------

Treasures: Luck Incense
           Magic Incense
           Strength Incense
           Pearl

Facing north, head east and head to the first door you see in front of you.
Go straight until you see the second door on the right. Facing East, go strai-
-ght and enter the door on the left side. From there, head to the door furth-
-est down. From there head to the stairs. Facing north, turn to your left and
go straight forward until you meet Hectate. However, you cannot fight her
due to the moon shining. If you refer to a couple of people in the bar, they
suggest that fight her when the moon does not shine. So, walk around aimlessly
until the moon phase is at "New Moon." Then you can kick ass from there.

Maou Hecate (888 HP)
---------------------
There's no light on the new moon phase; meaning that Hecate is vulerable.
This boss is a fairly easy boss compared to the previous bosses. Hecate
uses makarakarn to protect from magic attacks. She also likes to use the
death spells such as Mudo and Mudoon. Hecate also uses Bufula and Marin Karin
to annoy you. Other than that, she's a push-over. Just use your strongest phy-
-ical attacks to beat her.

After you beat Hectate, you have the option which path to go to. Tiphareth is
locked. You need to get the two keys from Netzach and Hod to enter the area.
Let's go for Netzach first. Go straight until you hit the wall. Then go forwa-
-rd and turn at the set of corners. Then head up the stairs. Then head to the
first door you see in front you. Go forward to the door ahead of you. Facing
north, go two steps forward and shift your camera to the right and head to the
exit.

Netzach
-------
Treasures: *Lamed Key

It's an another town. Feel free to roam around as much as you like. However,
if you want to go directly to Crowley, follow these directions. From the entr-
-ance, go straight foward and pass through the corner. Then, go straight until
you hit the wall. Then shift your camera to your right and head to the first
door you see on your right. Go straight forward until you find Crowley. Sudde-
-enly, you don't see Crowley anywhere. If you look around a bit, the NPCs will
tell you that Crowley only appears on the full moon. Once again wander around
a bit until the Full moon appears. Crowley appears with an interesting dialo-
-uge. Then transforms into...

Maou Master Therion (2284 HP)
-----------------------------
A much more formidable opponent than Hecate. He uses various attacks such as
Agilao, Bufula and Poison Breath. He also has physical attack in his repetoire
such as Constrict and rampage. Other than that, he's an fairly easy boss. He
doesn't have any of the healing magic or Dekaja. So you can buffer your way
out and use strong physical attacks to kill him. Once you beat him, you recie-
-ve Lamed Key.

Tread all the way back to the Yetziratic Passage intersection. Let's head to
Hod now. Facing west, go straight forward, then make a left. At the "T" inter-
-section turn left once more. Go straight forward until you see the stairs in
front of you. Facing west, go straight forward and pass those two doors.
Facing south, turn right and head to the door in front of you. It leads to
Hod.

Hod
---
Treasures: *Ain Key

In this area, there's not really much to see other than the Kaifuku. So at
this point, I think it is best to find Tiamat and find the Ain Key. Facing
north, go forward until you hit the wall. Facing east, turn to your left.
and head forward until you see the intersection. On the "T" intersection
turn to your left. Go to the room and you'll find...

Maou Tiamat (1844 HP)
---------------------

Tiamat can certainly do some damage to your allies. She has Zionga and Poison
breath to annoy you. The Constrict attack and the kick attack can do some
damage to your allies. She also have sexy dance to inflict happy status on
you. This one is a fairly easy boss. Do the same strategy to Master Therion.
Use Taru-Kaja to raise your allies strength and use your powerful attacks to
kill Tiamat. Once you kill Tiamatt, you recieve the Ain Key.

Once you got both keys, you can now go back to Yetziratic intersection. Facing
north, go forward until you see the door you see on the right. Then head to
the door in front of you. Facing south, turn left and approach to the door in
front you then head up the stairs. Facing north, face west. Then head to the
second door on the right side. Then head to the door on the left side. After
that, insert the two keys and you are now in tiphareth. Look around a bit.
Nothing has changed. Head to building with the empty void you meet one of
Lucifer's subordinate, Gomorie. Then you are sent to Kether Castle to talk
with an important character. Also, this is the turning point in this game.


-----------------------
Diverging Point (WT019)
-----------------------

***********************
     ****Final****  
 ***Decisive Event***
***********************

This is it. At this point, you really need to decide which alignment you
truely want to side with. All alignment-sensitive equipment will be locked
once you choose a side. Everything rides on this one decision which will
lock you on that ending. Also, this also affects how what bosses or key items
you encounter near endgame. So, choose wisely. 

UPDATE: I want to point out that if you lean to either of the extreme ends
        of the alignment, you may not have an option at all.

(Thanks Roto_Arel for the statement) 

**********
   Law
**********
Once you heard what Lucifer has to say, you are suddenly teleported to Eden.
Gabriel will tell you that Zain wants to meet you. Once you hear what Zain
has to say, should you make an alliance with Zain? If you do, you are offica-
-lly locked in the LAW alignment. If not, you'll be thrown out of Eden and
your choices will be narrow down to two alignments.

*********
  Chaos
*********
Now, if chose not to go for law, here's your chance to go for CHAOS. After you
defeat Astaroth, the real Louis Cypher appears. After you hear what he has to
say, should you make an alliance with Lucifer? If so, you are officially lock-
-ed in the CHAOs alignment for good.

*********
 Neutral
*********
If you chose neither of the two, you are left to fend for yourself against the
two oppositions. Thus, you are locked in the neutral alignment.

Regardless of what alignment you chose, you have to go where the dragon is.
There, you'll see that the dragon set is revived. Then head to the the build-
-ing right next to Tiphareth. Before you can go to the building, you'll fight
a boss who guards the gate.


----------------------------------
Into the depths of Abaddon (WT020)
----------------------------------


Maou Astaroth (1713 HP)
-----------------------

She's a very avengeful person, isn't she? Well, for the most part, she is a
status-inflicting type boss. She uses Maha-Bufula and Maha-Zionga to cripple
your allies; with the occassional freeze/shock status. She has Poison mist to
make your allies poisoned. Then she has Marin-Karin and Hapilma to make your
allies lose their turn or even attack you. Other than that, you can beat her
by using your most powerful attacks and the buffering method. Depending of
what your decision is, you may or may not find Louis Cypher. Once you beat
her, you can make her on the fusing section.

Inside Abaddon
--------------
Treasures: *Mag Presser

Suddenly, you are being transported somewhere else. You are actually inside
the body of Abaddon. This area is filled with teleporters than can lead you
into various places. On the first area, just go straight forward until you
find the teleporter. Then on the second area, head through the series of
doors. After the second door you should be facing west. Then shift your came-
-ra to the south and head straight down and through the door. Keep going
straight and go through the series of door until you find another teleporter.
On the third area, head to the door you first see in front of you. Then go
straight through another door. Facing west, there's are two doors ahead of
you. Head to the door on the left side. From there, go straight until you
find another teleporter.

So, far you are doing it right if your map is looked like uncharted territory.
Okay, on the fourth area, there are two different doors. One of which leads
to Abaddon. However, you don't have the right tools to avert his appearance.
So, we are heading a different route. Facing north from the entrance head to
the right and face south. Then take one step forward and face east. Facing
east, go forward and head to the small room. In case for those who are liter-
-ally lost, you are in the right track if you are facing WEST on the map. You
should be in the 5th area.

Facing west, head to the door in front of you and make a small detour on the
left side. You'll see Madame. You get the feeling that something is up. Once
you finished that small detour, go straight and pass through two doors. After
you passed the second door you should be facing east. Then immediately make a
right turn and you are teleported to a different area.

Now, you are in a familiar place. That's right, you are in the Valhalla Slums.
Head to the same room where you can find Mekata. Once you find him, you'll
hear something important. The revelations about you and those around you.
Once you hear what Mekata has to say, he'll give you the MAG Presser. Once
you leave the Valhalla Slums, you should be back in the 4th area. Facing north
face to the right and go forward. Then turn left and go forward once more. You
should be facing directly at the door. On the 6th area, face to the left and
make a left turn. Then go straight forward until you find the door on the LEFT
side. After you passed that door, you should be facing East. Go straight until
you hit another teleporter.

On this area, there are a series of one way doors. If you are lost you'll go
back to the 4th area. So, to find abaddon without any trouble, follow these
steps. Facing east take 4 steps forward. Then shift your camera so your direc-
-tion is facing north. From there, go straight forward until you find Abaddon.
Once you used the key item, you'll reveal his heart.

Maou Abaddon (2651 HP)
----------------------
First off, this boss loves to hit hard. His attack hits moderately heavy. He
has a lot of defensive moves like Tetraja and Tetrakarn. He beefs up his defe-
-nse with Raku-Kaja. Abaddon uses Sukunda and Tarunda to cripple your evasion
and speed. He also has rest to recover himeself. On this battle, use De-kaja
to dispel his enhancement. Also, strengthen your attack to maintain a consist
-ent damage. Also, use Zionga or other electric attacks to shock him a bit.
Once you beat Abaddon, you are back to the Tripareth area and you can FINALLY
explore the Brionac Passage.


-----------------------
Brionac Passage (WT021)
----------------------- 
Treasures: Garnet        Magic Incense
           Amethyst
           Emerald
           Luck Incense

Now that Abaddon is gone, you can finally explore the area. Like the Yetziratic
Passage, the Brionac passage has branched out paths leading to different pla-
-ces. However, unlike the previous dungeons, this passage has multiple stairs
that leads to dead ends. Anyways, facing north, go to the door you see on your
right. Then make a left turn at the corner. On the "T" intersection, turn left
leading you to the door. Now, you are down at the basement floor. At this
point, there are two splitpaths. Not only that there's a fog in the center of
the area. You need to decide which path to go to. One leads to your destina-
-tion and the other is an optional town. I'll split the two paths into two
segments.

Leading to Geburrah
-------------------
This is the area where you should be heading. Assuming you just got down from
the stairs from the previous room, you should be facing west in the thick fog.
Face to your right so you are facing north and go forward one step. The face
to your right once more and take one step forward. Then, turn to your left so
you are facing North. Facing north, go 4 steps forward. Then face to your left
and go forward until you can see your path again. Keep going forward until you
clash against the wall. Facing towards the wall, shift your camera to your
left and go two steps forward. Then, make a turn on your right. Once you hit
a forked path, turn to your left. You should be facing south. From there, you
should see the exit on this floor. Facing south, face to your right and go
forward but DO NOT enter the door in front of you. Turn to your right and go
forward until you see an intersection. At the "T" intersection, turn to the
right. From there you should see the exit. You are now in the Geburrah area.

Leading to Temple of Chesed
---------------------------
In this path, this leads to an optional area. It's not a mandatory path. But
going there can give you benefits towards at the end of the game. Assuming
that you've arrived from room above you, you should be facing west on the fog.
Facing west, turn to left and go forward one step. You should bump onto a wall.
Then face to the left once more and move forward until you hit another wall.
Facing east, move to your left and go forward 2 steps. Then facing north, turn
to your right and move forward until you can see again. Facing East, turn to
your right and head to the door you see on the left hand side. If you got it
correct, you should be facing east. All the other stairs face in various dire-
-ctions. From there, just keep going forward until you see the exit.


---------------------------
Temple of Chesed (Optional)
---------------------------
Treasures: Opal

This is another sidequest. This place caters for those who played the first
Shin Megami Tensei. You'll see cameos of characters that appeared in the 1st
game. But, you are not the reason why you are here. There's a special person
in this area that'll give you a gift that'll aid you to the final boss. To
find the special person, this person is at the other end of the area. Facing
east, and make a turn to your right. Then, approach to the door in front of
you. Go forward until you see the NPC. After what he has to say, immediately
make a left turn. After that head through the next door. Facing south, turn
to your left and head to the door in front of you. facing east, turn to your
left and head to the first door you see. Enter and go straight down until
you reach the door you see in front of you. The door leads to Virocana. But,
now it's not a good time. Instead, turn to the left. Once you done that head
to the very end of the hall and enter the door. There, you'll see Beth. Once
you hear what she has to say, she'll use every last of her strength to give
you power. Like Hiroko with Nadja, you increased your parameters by 1. By then
you are ready to face the boss. However, if you are in the Chaos alignment, you
are exempted from fighting Virocana.

Law and Neutral Boss: Majin Virocana (2946 HP) 
----------------------------------------------
OMG, this boss might be out of your league if you are underleveled. Virocana
can do some serious damage to all of your allies. He has Megidolaon to severely
damage all of your allies. He also has strong physical attack to back up
with his strong magic attack. Then he has his healing magic, diarama to heal
from damage. If that is not enough, he is immune to all gunshot attacks.
Adding injures to insult, he has Divine Retribution to cripple your allies HP
into critical condition. If you are not careful, he might do a Megidolaon
follow up to kill off your main character and the rest of your allies.

If possible, try to have a demon that learns Mediarahan such as Parvati or
Maya. Virocana can devastate your allies using these attacks. Divine Retribut-
-ion can knock of 1/4 HP to any of your allies. Also, if your demons are in the
light affinity, you can use Hiranya to recover their HP. Buffering defense is
a top priority. Have a monster that uses Raku-Kaja to raise Hiroko and Aleph's
defense. Also, if possible, use any of your demon that uses Rakunda to deterio-
rate Virocana's defense. Then use the usual Taru-Kaja to raise your attack
power. Then you should survive the battle. Your reward is that you are allowed
to create Virocana on the Demon fusion.


----------------
Geburrah (WT022)
---------------- 
Treasures: Diamond
           Ruby

Once you are out of the Brionac Passage, head over to Geburrah. Geburrah is
somewhat of a unique area. IMO, this is considered the last area where you can
buy stuff before heading out to the last set of areas. This is also the place
where this area is swarmed with bosses. So, get ready to have your demons in
your party because it's going to be a long task.

Facing east, you can see the door in front of you which leads to the terminal.
Turn to your right and head to the door at the very edge of the corridor. You
will fight one of the twelve bosses in the area.

Boss: Shinshou Vikarala (1029 HP)
---------------------------------
He's a fairly easy boss. He occassionally casts Zanma and Bufula. He has other
physical attacks on his sleeves to attack your allies. Also, he has a high
defense so damaging him is not so easy unless you use the taru-kaja buffering
method. Since you are near the Kaifukus, you can go all out if you like. But,
after Vikarala, you have conserve your energy if you want to get out of the
area successfully.

Once you beat Vikarala, you are now at the marketplace of this area. Technica-
-lly this is the final area where you can stock up with supplies before you
can take on the other 11 generals. Once your done with your shopping, head to
the next door and you'll fight...

Boss: Shinshou Catsura (869 HP)
-------------------------------
He's much easier than Vikarala. He has a couple of moves than can moderately
damage your allies but nothing too threatening. He has Raku-Kaja to raise
his defense. From here on, try to conserve your MP unless nessessary. Just
use your normal attacks and use Dekaja to dispel his defense barriers. Once you
beat Catsura, head to the door in front of you and head down the stairs. 
Facing east, turn to your right and go forward until you encounter another
Shinshou general.

Boss: Shinshou Shindura (603 HP)
-------------------------------
Um, is it just me or is it getting easier? Sindura may be very speedy. But,
he can be defeated very easily with just your normal attacks. Sindura isn't
life-threatening. He has Zanma and Maha-Zanma to damage your allies. Also,
his poison breath won't deem too much of a threat. Other than that, you should
survive the battle with ease. Once you beat Sindura, just keep going straight
forward and you'll encounter another general.

Boss: Shinshou Makura (670 HP)
------------------------------
Makura is somewhat more formidable than the previous general for one reason:
he has Diarahan. Diarahan is a recovery magic that can fully cure a single ally
HP. He has other physical attacks that can moderately damage your allies. So,
you need to quickly defeat Makura before he casts Diarahan. Strength buffering
trick is a must in this battle. Depending how powerful your current weapon is,
use Taru-Kaja at twice. Let Hiroko use her gun and the rest of your demons as
support to damage Makura. Once you beat him, Go straight forward and fight
another general.

Boss: Shinshou Pajira (654 HP)
------------------------------
Pajira is a much easier boss than the previous general. He has a couple status
effect inducing attacks such as Plinpa and Doluminer. He has other physical
attacks here and there. You should defeat Pajira with just your normal
attacks. Once you are done beating the crap of the general. Go straight forward
until you encounter yet another boss.

Boss: Shinshou Indara (746 HP)
-----------------------------
Indra is somewhat a little harder than the previous generals but still a mini-
-mal threat nevertheless. He has this move called Fujin Hammer that does a
heavy damage to your allies. Other than that, he has Maha-Zio and Agilao to
attack your allies. Like the other generals, use normal attacks to defeat the
general. Once you beat Indra, head to the first door you see on YOUR LEFT.
Then go forward and proceed to another general.

Boss: Shinshou Sandira (677 HP)
-------------------------------
Sandira is a lot like Makura, except that he is immune to all melee attacks.
So, you have to use gun instead. He has Diarahan in his aresenal. He can cast
i at any time. He also has Zanma and Maha-Zanma to damage your allies. He also
have paralysis bite to damage one of your allies and leave them with bind. Like
last time, use your buffering method to quickly defeat Sandira. Once you defeat
Sandira, go forward again to fight another one.

Boss: Shinshou Majira (904 HP)
------------------------------
Getting tired yet? Majira is a little more threatening than all the other gene-
-rals thus far. He has Raijin attack to do some serious lighting damage to one
of your allies. He casts Zionga to cripple your slow moving characters. He also
has firebreath to damage your allies. Other than that, you can damage him with
your regular attacks. Once you beat majira, you can head down the stairs. As
of now, you've defeated 8 Shinshou generals. There are 4 remaining generals
left. As you head down the stairs, move straight forward until you encounter
another general.

Boss: Shinshou Andira (667 HP)
------------------------------
Andira's attack pattern resembles Pajira's attack. The only difference is that
he has a very high defense.He has status effect induc ing attacks such as
Paralysis bite, doluminer and happy dance. Other than that you should able to
defeat Andira with using a couple of Taru-Kaja and your normal attack. Again,
once you defeat Andira, proceed forward as usual.

Boss: Shinshou Mihira (998 HP)
------------------------------
Mihira is a complete brute force type. He has high attack power but a weak def-
-ence. Most of his moves are physical orientated. Some of his moves would dam-
-age majority of your allies and leaves with a frozen status. In this battle,
try to use Rakunda to deteriorate his defense and use Taru-Kaja to raise your
strength.

Boss: Shinshou Vajira (1038 HP)
-------------------------------
It seems that one of the generals is catching onto your tactic. He would actu-
-ally use taru-kaja and Raku-kaja to buff himself up. After that he would use
his attacks to damage you severely. But, that's no problem, if you have De-kaja
you can dispel his stat bonus and defeat him head on.

Boss: Shinshou Kumbhira (1132 HP)
--------------------------------
At last, the final general; and he's fairly powerful foe. He has a wide aresen-
-al from status effect attacks to physical attacks. He would use Marin-Karin or
doluiminer to slow you down a bit. Also, he's fairly strong on the physical
department. Use the buffering tactic to defeat Kumbira. Once you have defeated
all the generals, you can approach to the next room. I hope by now, you are
holding back because the next boss will take advantage of your weariness. So,
take nessessary set-up and head to the next door. The next boss you'll fight
is...

Boss: Majin Atavaka (2756 HP)
-----------------------------
If you aren't prepared, this boss will kick your butt so fast. This boss loves
to use instant death magics such as Mudoon and Mahama. You are fairly safe from
the hama attacks. Mudo on the other hand, just hope you don't get wiped out
from that magic. He also has a couple of fire attacks to damage your allies.
Also, never use gun attacks. Atavaka can reflect every last of your bullets.
In this battle, I hope one of your allies is a speedy caster and is capable
of using tetraja. Tetraja is a defensive barrier that nullifies all instant
death attacks in one turn. If not, have one of your allies cast samarecarm to
revive any of your allies that has fallen into the instant death magic. As
usual, use your buffering tactics to defeat Atavaka. Once you beat him, head
forward to the small room in front of you. The two doors on the sides are a
one way door back to the corridor before Atavaka. If you entered one of the
two doors, you can retrace your steps by going to Atavaka's room. Head to
the small room and you'll be in a different area.

Atziluthic Passage
------------------
Treasures: Magic Incense
           Luck Incense
           Speed Incense
           Turquoise

Once again, it's another passage that splits off into two paths. One path
leads to a side-quest while the other leads to your next destination.

Leading to Binah (Sidequest)
----------------------------
Assuming that you got out from Geburah, turn to your left and head to the
first door you see. Facing north, head to the first door you see on your left.
From there, go straight forward until you see the exit.

Leading to The Tower of Chokmah
-------------------------------
This is the area where you should go to next. Assuming you just got out from
Geburrah, turn to your left and approach to the intersection. Facing west at
the "T" intersection, turn to your left and go straight down. Go straight
forward until you see the stairs in front of you. As you go down the stairs,
go straight forward and ignore the first two doors you see on your left. The
Third door on your left leads to the stairs.

Facing west, go to the door in front of you. Facing west, go forward until
you are at the "T" intersection. At the intersection, turn to your right. Then
go forward and head to the door on your right. Facing east, head to the door
you see on your left. Then, head straight forward and make a right hand turn
at the corner. From there, go forward until you see the exit.

------------------------
Sidequest: Binah (WT023)
------------------------

There are some importance in this area despite the fact its location is not
part of the story. You can help reversing Astaroth into its original form.
Also, if you are Neutral or Chaos, this is the place where you can find Fury's
Robe. You need this because in order to enter Eden manually, you need the robe
to conseal your alignment. That doesn't mean you can bypass the entire align-
-ment system. This is a must for Neutral and Chaos. Law on the other hand,
they don't have to get the robe since they get an access pass to Eden. Now,
where do you get this you asked. It's simple, if you go north from Atziluthic
Passage, you can find the area where it has a concave shape. That's where you
will find the robe. For those who are lost, here's yet another map.


                           Fury's Robe
                               |
                               |
                             \   /
                              \ / 
                      -----\        /-
                      |     -------- |
                      |              |
                      |              |
                      |              |
                      |              |
          ------------|              |
                      x              |
                     ___             |
                    |   |            |
                    |___|            |
                                     |
         -----------------------------

Anyways, once you got the robe, you can head out to the the building that is 
secluded in the area; which is north of your current location. 


The Binah Temple
----------------
Treasures: None

This place is only important if you have Astaroth. Also, this is the last save
point that has a terminal on it. Use this terminal if you are getting out from
the Tower of Chokmah. Okay, to get to the altar, follow these directions:
Facing west, go forward, until you see the door on the far distance. Head to
that door and go straight forward until you enter the door on your left. At
this point, there are many one-way doors. So, facing east, go one step forward,
then turn to your right and go straight forward. After you passed the second
door, you should be facing west. DO NOT go to the door you see on your right,
it leads to the exit. Instead, go straight forward and you'll see the temple.
Astaroth will split off into two demons. One will split off into Ishtar while
the other becomes Astarte. Once you've done that those two will be available
in the demon fusion.


------------------------
Tower of Chokmah (WT024)
------------------------

Treasures: Soul Sphere      React Sheet
           Core Shield
           Haze Pot
           Bell of Scrying

Okay, if you go to your right, it leads to the Kaifukus. But if you are in a
good health, turn to your left and head to the door in front of you. If you
look ahead to that door, you'll see the terminal stone. You can save, but
you cannot teleport anywhere. Also, if you save here, the torest magic will
redirect you here. So, think wisely if you plan to save here. Anyways, keep
going forward. Notice that if you head to that door, it's blocked by Mara's
magic. So, you cannot go there right now. Okay, if you went to the blocked
door, turn to your left and go straight forward. Ignore all the doors you see
on your side and focus the ones you see in front of you. By then, you should
see the stairs.

Facing east on the second floor, this area is full of treasures. However, there
are a bunch of damage tiles that can partically deplete your HP and MP. So,
turn to your right and go forward until you see the small room. There, you may
grab the core shield. What it does is that you are immune to all damage tiles
for a short time. So, grab all the treasures and run up the stairs to the next
floor. The third floor is fairly straight forward. Facing west, go two steps
forward and turn to your left. Proceed to the door in front of you. After you
went through that door, immediately make a right turn and approach to the
door you see in front of you. From there, ignore all the doors that leads to
a small empty room. Keep going forward until you found the stairs to the 4th
floor.

On the fourth floor you really need to be careful. Some of the doors can lead
to a pitfall. Anyways, facing west, turn to your left and head to the door
right next to you. From here, you need to graze the walls carefully. Turn to
your right so that you are facing south. Go two steps forward until you hit
the wall. Then turn to your right and go forward 2 steps. Then turn to your
right again and go a step forward. Then immediately turn to your left and head
to the door on your right. Be careful, once you enter the door, there is a pit
in front of you. So, turn to your left and go forward one step and walk where
the walls are and head to the door on the left side.

Facing south, graze through the walls again by going two steps forward and
make a right turn on that corner. After you make that turn on that corner, you
should be facing east looking at the 3 doors at the right side. The first door
closest to you leads to the boss. The door on the middle leads to a pitfall.
Last but not least, the door furthest to you is a sealed door. If you beat
Mara, the seal is gone and the door leads to the bottom floor. A shortcut of
going to the bottom of the tower. But, let's head to the door closest to you.
You enter the door and you'll see a phalic figure named Mara. He'll tempt you
by giving you max out macca or raise you ten levels. If you give in, you'll be
paralyzed in the start of the battle. But, that only happens if you are in the
Law or Neutral alignment. Chaos alignment on the other hand, Mara will ask you
that your intelligence needs to be at a minimal of 15 points in order to pro-
-ceed to the tower. But, if you insisted, you'll fight Mara.

Boss: Maou Mara (3475 HP)
-------------------------
Yes, it's what you thought it is. It's a wang. This actually a re-design that
is used later on the later installments, opposed to the white phalic shape
with a canivorous urethra. Anyways, aside with that tibit, Mara is no laughing
matter. He has a very good evasion as well as a high defense. So, sometimes,
melee can sometimes miss. Also, Mara is immune to gun attacks. He has a wide
range attacks that can damage your allies such as white smoke or other multi
hit physical attacks. Since all of Mara's moves are all physical, you can get
around it by having a speedy demon casting Tetrakarn. That way, Mara will
suffer blows from his own attacks. If that's not possible, just do your usual
strength buffering with a little bit of Divine Retribution to kill him. Once
you beat Mara, you'll proceed to Kether Castle. 


---------------------
Kether Castle (WT025)
---------------------

Treasures: *Hirokane Sword (Neutral only)


Entrance to the Castle
----------------------
You are now in Lucifer's wonderful abode. This 9 collosal floors with various
traps and pitfalls. Let me tell you this, this is the biggest labyrinth in the
game. Since there are no treasures, you can go directly to the boss. However,
each of the Alignments have different ways to enter the Castle.

****
Law:
****
There's no way you cannot get in to the Castle even with Masakado's Katana. It
will not resonate. The guards will not let you in no matter how much you try.
So, you need to backtrack all the way back to Eden.

In order to enter Eden, you need to go to the Center. There's one more password
you need to learn before entering eden. In the bar, the guy will once again
tell you the password but gives only 3 digits. If you go to Shinjuku, the guy
will tell you the password. However, who would want to go all the way there to
get the password? So, I'll tell you in advance. The password is: "3470." Okay,
you ask yourself, all the doors with passwords are open where is the last one.
It's on the 22nd floor right where you had the epic questionaire with the wall.
Remember the one I ask you mark during the "Back to the Center" segment? That's
the one. Input the password and you have access to the other area.

Getting to Eden is very straight forward. Once you got through the cryptic
door, head to the door on the left side. Go straight forward and make a left
turn at the intersection. From there, go to the door you see in front of you
and that should lead to the Gates of Eden. Once you enter Eden, head south.
You'll see the cut-scene and you'll have Satan in your party. Head back to
Kether castle. Satan will simply destroy the front door.

*******
Neutral
*******
Before you proceed, you'll see the two demons that look like doorknobs guarding
the door. If you are in Neutral, the sword of Masakado will destroy the guards.
However, the Masakado's Katana becomes Hirokane sword. You can use this to give
it to the dwarven blacksmith back in Akasaka. People who are in the Law or
chaos alignment can never get the Hirokane sword.

*****
Chaos
*****
If you are Chaos alignment, you are greeted by those two and you can enter the
gate. Nothing special.


Inside Kether Castle
--------------------
When you step inside, there's a Kaifuku on your right catering those who are
in the neutral or chaos alignment. Anyways, assuming you started off from the
entrance, head to the first door you see on your left. After what the NPC has
to say, go straight forward and go through that door. Facing east, turn to
your right and  head to the door in front of you. That door leads to the
stairs. 

If you head to your right and head to the small room on the left, it leads to
the Jakyou mansion. Anyways, assuming that you've went down from the stairs,
turn to your left and head to that door. Then go straight forward and go
through that door. Facing east, go forward and make a left turn. Do not go to
the door in front of you. Facing west, go to the door you see on the right
side. You should be on the room with four doors. Facing north, go to the first
door you see on the left. If you got it right, the direction after you enter
the door is still north. Then go straight forward. Facing west, turn to your
right and head to the door on your left. Facing west, turn to your left and
head to the door on the left side. From there, head straight to the stairs.

Okay, facing east, just go straight forward until you see the stairs that
leads up. Facing east on the 3rd floor, turn to your right and go straight
forward until you hit the wall. From there, turn to your left and go straight
forward. Make a sharp right turn and go forward. From there, head to that door.
Facing south, turn to your left and make a left at the split path. After you
passed the zig-zag path, you should be facing east right besides the door.
Go straight forward until you hit the wall in front of you. Then, make a left
turn and go straight forward until you reach a dead end. From there, just go
straight forward until you see the stairs that's leading you straight down.
You should see the stairs on your left.

On the 4th floor, facing west, turn to your right and go straight forward. You
should see the stairs from there. Facing west on the 5th floor, approach
forward until you see the stairs going up to the 6th floor. On the 6th floor,
facing west go to the door. There's am automated floor that leads to one
particular area. Also, one of the rooms leads to a different part of the room
on the 3rd floor. Be careful, most of them leads to a full circle around on
the 3rd floor. So, the in order to go to the best route without getting lost
is heading to the southwest room. I assumed that you just got out from the
door you are in. 

Facing north on the 6th floor, turn to your left and ride to the automated
floor. Once the ride is done, then proceed forward to the next automated
floor. From there, ride through that floor and enter the door in front of
you. If you got it correct, you should be facing north. There are two path
that splits off from this point. One of which leads to Lucifer while the
other leads to Beelzelbub. Beelezubub is an optional boss. If you beat him,
you are rewarded to use fuse Beelezubub on the jakyou manor. If you are in
the chaos alignment, you don't get to fight him and everything is given to
you in a silver platter. In other words, once you talk to him, he'll just
disappear and give you the green light. Okay, at this point use the 6th floor
as the marking point since going to Lucifer and Beelzebub requires using this
path.

Leading to Beelzebub (Optional)
-------------------------------
Facing north, go through that door. Then turn to your left and go through that
door in front of you. Facing west, turn to your left and go straight down and
make a left turn of the fork and proceed through the door and head to the
stairs on the left side. Facing east in the 4th floor, turn to your right and
go straight forward until you see the stairs that leads to 5th floor. Facing
west on the 5th floor, just go straight forward until you see the stairs that
leads to the 6th floor. There, beyond the door lies Beelzebub. Be prepared of
what lies ahead.

Law and Neutral Boss: Maou Beelzebub (6720 HP)
----------------------------------------------
As expected, this boss is a jugernaut. He is an extremely heavy hitter. If
you are underleveled you may be out of your league. Guns are also useless in
battle since Beelzebub can reflect gun shots. He breathes fire and casts
tentrafoo to bind your magic casters. Let's not forget his signature instant
death moves like mudoon. Mudoon gives high odds of instant death to the victim.
It's very dangerous to any of your allies. I think this is a good time to
spam to any exploitable attacks. Have anyone with Divine Retribution on the
frontlines. Also, have your buffer demons in battles also. Since Beelzebub
does not De-kaja, you can spam on Taru-kaja to raise your strength. If Hiroko
is a speedy caster she can cover everyone by using Tetraja. Also, if anyone
has rakunda or sukunda, please use it. He has high defense and evasion. If
you know how to use the buffering method, you can survive the battle.

Alright, once you beat Beelzebub, you need to backtrack. So, head down the
stairs all the way down to the third floor. Facing west on the 3rd floor, turn
to your right and go straight forward. Head to the door on the right side.
Facing west, go 10 steps forward and make a right turn. Facing south, head to
the door you see on the left. Go through the door. From there, head to the
door on the right side. From there, you should head to the stairs that leads
to the marking point.

Leading to Lucifer
------------------
Whatever you do, DO NOT go to the door in front of you. Instead, turn around
so you are facing south and proceed to the door. From there, go 2 steps
forward and turn to your left. Head to the door on the left side in the far
distance. It leads to the stairs on the 4th floor. From here on, everything is
self explanatory since the stairs to the next floor are adjacent to each
other. By the time you are in the 7th floor, just go forward until you see
the stairs on the opposite end. By the time you are in 9th floor, you are
being acquainted by Lucifuge. Once you are done talking to him, beyond that
door lies Lucifer. If you are in the chaos alignment, he'll be gladly to join
up with you. However, you need to go to Eden to see who is the person with the
2nd half of Satan's body. If you are Neutral or Law, you get to face Lucifer,
one of the toughest boss in the game.

Law and Neutral boss: Maou Lucifer (8553 HP)
--------------------------------------------
Lucifer is a very tough boss to beat. He has an exceptionally high evasion
against normal attacks. He can also reflect gun shot attacks. He has a couple
of magic attacks but none too major such as Maha-Agion and Bufula. He has
Diarama to heal himself. But probably one of the most threatening moves Lucifer
has done is Tentrafoo and Holy light. Holy light blinds the foes with a white
light leaving all of your allies charmed. Tentrafoo does the same effect
except that it does some damage with the panic effect. This is exceptionally
dangerous especially if the main character is pumped with the Taru-kaja
bonus.

You need to be cautious of what you are doing in this battle. At anytime, Luci-
-fer can cast Tentrafoo or Holy Light. So, what you do just cast Taru-Kaja
about two times. Any time that your main character is charmed have someone
use Me-Patra to cure charmed. Also, Divine Retribution is a must on this
battle. He has a large amount of HP. It's only necessary to waste 1/4 of Luci-
-fer's HP. I also advise you that a high accuracy melee weapons is a must
in this battle due to his evasion. If you can maintain your stance, you can
win the battle.

Once you beat Lucifer, Dareth will appear and infrom you that Kuzuryu is going
out of control and will destroy everything in its path. Head to the underworld
to fight Kuzuryu. At this point, there are various events going on with 3 of
the alignments.


--------------------------
Path to the Ending (WT026)
--------------------------

In this section, all three of the alignments have a different route going to
Eden. Look for your segment and see what you have to do. On all of the paths,
I suggest stocking on Hiranya before setting off.

********
*1) Law*
********

****************************
Proceeding to the final Area
----------------------------
All last minute preparation should be done during the Kether Castle segment.
Once you beat Lucifer, you are immediately thrown to the final boss. Also,
you are exempted from fighting the Shinrei bosses.

************
*2) Neutral*
************

Find Fury's Robe
----------------
Before all of this, you MUST grab Fury's robe; otherwise you cannot get in to
Eden. For those who skimmed, go to Binah and head to the place that looks like
a concave shape. Refer to the Binah sidequest for more information.


Fight Kuzuryu
-------------
Go to any underworld towns such as Roppongi or Shinjuku. Head out to those
areas and you'll find Steven. He'll immediately transport you where Kuzuryu
is. From there, you'll be thrown in battle.

Boss: Jaryuu Kuzuryu (7252 HP)
------------------------------
Kuzuryu is a much easier boss to fight than Lucifer. However, it takes a long
time to kill him. The only thing going forr him is his strong physical attacks
such as claw and rampage. He also some elemental attacks like shock and ice
breath. So, slow demons might be out of their league if he uses any of the
attacks.

In this battle, force attacks do not work against Kuzuryu. In other words you
cannot use Divine Retribution against it. You need to battle it the long way.
All you can do is to beef up your stat by using Taru-kaja and just chip him
to death. Since he is slow, you have the advantage to cast tetrakarn to reflect
his attacks. Other than that, it is a long battle.

Alternate Strategy
------------------
He's not immune to ice or elec. This means that he can be frozen and/or
shocked. So if one had Masakado's Katana for this fight, one can simply
Auto-battle him. If not that, then there's still the option of Hiroko
using a Majo-sen (drops from Ryu-ou Oto-hime; inflicts Freeze) or a
Raijin-ken (drops from Youki Yaksha; inflicts Shock).

(Thanks Saradin for the Strategy)

Hirokane becomes Masakado's Katana
----------------------------------
The weapon Masakado's Katana is a Neutral alignment exclusive. As previously
stated, you can only get the Hirokane by the cut-scene at the gates of Kether
Castle. Once that's finished, you can go to the Blacksmith at Akasaka. He'll
be gladly to refurbish the Hirokane for you. This is where it get's irritating.
You have to run around for many moon cycles. Don't go for 2 full cycles. Go at
least 12 full cycles. You can do this very easily by walking around the world
map aimlessly. If you aren't getting it, just be patient and check back once
in a while. Once it is done, you can finally equip the weapon. It's exception-
-ally powerful and it has a very high accuracy with a freeze affinity. You can
cripple the bosses very easily with that affinity. They cannot get their turn. 

Find Satan's second half
------------------------
In order to enter Eden, you need to go to the Center. There's one more password
you need to learn before entering eden. In the bar, the guy will once again
tell you the password but gives only 3 digits. If you go to Shinjuku, the guy
will tell you the password. However, who would want to go all the way there to
get the password? So, I'll tell you in advance. The password is: "3470." Okay,
you ask yourself, all the doors with passwords are open where is the last one.
It's on the 22nd floor right where you had the epic questionaire with the wall.
Remember the one I ask you mark during the "Back to the Center" segment? That's
the one. Input the password and you have access to the other area.

Getting to Eden is very straight forward. Once you got through the cryptic
door, head to the door on the left side. Go straight forward and make a left
turn at the intersection. From there, go to the door you see in front of you
and that should lead to the Gates of Eden. Remember, I did recall you to grab
Fury's robe. The lions there will accept you and it is going to open the gates
for you. Once you are in Eden, head south on the world map to meet your target.
Once you found out what happen, you'll once again get kicked out of Eden.

Proceeding to the final Area
----------------------------
Steven will inform you that go to any terminal so he'll teleport you to Eden.
Once you go through the teleporter, there's no turning back. So make any last
preparations. To aid you on your final journey, return fury's robe to the
owner. There she'll reward to increased parameters. Once you have done any
necessary preparation, head to the terminal and you will proceed to the final
dungeon. 

**********
*3) Chaos*
**********

Find Fury's Robe
----------------
Before all of this, you MUST grab Fury's robe; otherwise you cannot get in to
Eden. For those who skimmed, go to Binah and head to the place that looks like
a concave shape. Refer to the Binah sidequest for more information.

Lucifer
-------
Head through Kether Castle as usual and talk to Lucifer. He'll tell you to find
Satan's second half in Eden. Trek all the way back to the Center. I reccommend
saving at the Binah area not the Tower of Chokmah.

Find Satan's second half
------------------------
In order to enter Eden, you need to go to the Center. There's one more password
you need to learn before entering eden. In the bar, the guy will once again
tell you the password but gives only 3 digits. If you go to Shinjuku, the guy
will tell you the password. However, who would want to go all the way there to
get the password? So, I'll tell you in advance. The password is: "3470." Okay,
you ask yourself, all the doors with passwords are open where is the last one.
It's on the 22nd floor right where you had the epic questionaire with the wall.
Remember the one I ask you mark during the "Back to the Center" segment? That's
the one. Input the password and you have access to the other area.

Getting to Eden is very straight forward. Once you got through the cryptic
door, head to the door on the left side. Go straight forward and make a left
turn at the intersection. From there, go to the door you see in front of you
and that should lead to the Gates of Eden. Remember, I did recall you to grab
Fury's robe. The lions there will accept you and it is going to open the gates
for you. Once you are in Eden, head south on the world map to meet your target.
Once you found out what happen, you'll once again get kicked out of Eden.

Proceeding to the final area
----------------------------
Once you seen the cut-scene go all the way back to Kether Castle where Lucifer
is. At this point you can make any last minute preparation before heading to
the top of Kether Castle. I reccommend returning Fury's robe to its owner for
additional points for your overall stat. Once you are done go to Lucifer and
he'll teleport you to Eden.


------------
Eden (WT027)
------------

Treasures: None

This is it. The final area. Depending on your alignment, everyone will have a
different starting point. Eden is the place of no return. If you make a save
in here, you cannot go back to the other areas ever again. 

Starting Points
---------------

*****
*Law*
*****
You'll be asked whether or not to proceed to the call. If you chose no, you
are at the door right behind the final boss. Do any necessary preparations
before taking on the final boss. See the Astral void segment for more details.

*******
*Chaos*
*******
You'll start at the front of the gate. Facing north, go forward and make a
right at the Mesia. You cannot use that facility anyways. Turn left at the
corner and go forward. Then, go straight at the zig-zag lines. Facing north,
go forward and turn at the left corner. Then make another left turn at the
corner. Facing south, go one step forward and turn to your left. Enter the
door and it should lead to the boss.

*********
*Neutral*
*********
You'll start out at the terminal. Facing west, turn to your right and turn
to the corner and immediately make a left turn. Facing north, turn to the
left at the fork. Keep going forward across the zig-zag lines. At the end
of the zig-zag lines, turn to your right and it leads to the boss.

Neutral and Chaos Boss: Shinrei Sabaoth (3975 HP)
-------------------------------------------------
This is the 1st of the three Shinrei bosses you'll encounter. Sabaoth is not
that hard. He occassionally heals himself with Diarama. He also has Maha-
Zanma. Probably the only threatening thing about him is his high evasion and
his Divine Retribution. It's only a threat if you are in the chaos alignment.
Just use your typical buffering tactics and you should survive the battle
without any scratches.

After Sabaoth, the path with Chaos and Neutral will merge. Facing south, head
to the door you see on your left and enter the stairs. On this floor, the
traps are very unique, the corners are a roundabout itself. You'll automatic-
-ally turn back from where you last step. Follow these steps if you don't want
to get lost. Facing south, go two steps forward. Then turn to your left and go
two steps forward again. Then head to the door on your left and go two steps
forward. Then enter the door on your left. Facing west, turn to your right
and go forward five steps. Facing north, turn to your left and  go four steps
forward. Turn to your left and go two steps forward. Then turn to your right
to exit the door. From there, turn to your left and go three steps forward.
Turn to your left and go two steps forward and make a right hand turn. Facing
south, head to your left and it should lead to the next boss.

Neutral and Chaos Boss: Shinrei Shaddai (4459 HP)
-------------------------------------------------
This boss depends a lot on status attacks. He has hell's eyes and paralysis
bite to do damage with paralysis. He has shock to stun your allies. So, slow
allies may forefit their turn if they get hit with shock. The most threatening
attack in this bout is probably Mudo. If he managed to cast mudo on two of
your human characters it's game over. Again, it's not hard. Just use your
taru-kaja method and beat the crap out of him. Use tetraja to ward off his
mudo magic.

Once you beat Shaddai, go straight forward and up the stairs. On this floor,
the small rooms are filled with teleporters. Alright, head to the door in front
of you. Then go forward again to get teleported in a different area. The next
part is crucial. Facing south, turn to your right and and go forward. Do not
go to the door on the right side. Instead, go through the end of the zig zag
path and enter the door at the  far end. Facing north, approach to the door in
front of you. From there, take another step forward and you'll be teleported
in aother area. By then, there should be only one door besides the teleporter
you are on. Facing north go straight forward and you'll fight another Shinrei
boss.

Neutral and Chaos Boss: Shinrei Elohim (7592 HP)
------------------------------------------------
Elohim has a high defense and evasion. If you have a weapon that has a low
accuracy, then it's more likely to miss. That also goes for demons who are
below level 60. Elohim has patora that petrifies your allies. Demons get
withdrawn if they had the stone status. He also has a a couple of a multi
fire attacks such as Fire Breath and Maha-Agion. He has De-kaja to take away
any of your enhancement bonus. The most threatening part of the entire battle
is that he takes a good chunk of your allies HP in battle. Since he has a
high HP, it's a must that Dinve Retribution must be used. Then use the buffer-
-ing method while you are at it. You should beat the battle from there. Once
you beat Elohim, go up stairs and go forward. As you get to the end of the
road, a voice will be calling you. Enter the door and another major boss will
appear.

Neutral and Chaos Boss: Shinrei Satan (12500 HP)
------------------------------------------------
This is one of the most exceptionally dangerous boss in the game. He pretty
much covered all the bases. He has an exceptional strength, Defense and evas-
-ion. His physical attack usually average in the mid 90s to the low 120s.
He has a very strong defense that goes well with his high HP. If you have
any weak weapon, Satan can evade it very easily. There's also a good chance
that any of your demon allies cannot target Satan very well. He also has
Megidolaon that can do a severe damage to all of your allies. If that's not
enough, his status effect attack and his instant death magic is the most
threatening of all. He casts poison breath to inflict poison on all of your
allies. His mudo and finger of death is very annoying. Finger of death is a
guaranteed death to anyone who is targeted. No one is safe with that move. If
any of your human characters die at least once, it's game over.

His evasion is very noticable on this battle. If for some reason, you have any
weak weapon equipped and cannot get a clear shot, have anyone with Suku-kaja
to compensate for low accuracy. A speedy caster with Tetraja is must on this
battle. Satan casts death magic often. It's best to shield yourself in every
turn. If not, just cast Samarecarm for anyone that dies. If you are in the
chaos alignment, you can use Lucifer's Sabatoma to switch monsters while Aleph
attacks. You probably know by now, cast Divine Retribution and do buffering to
maximize damage. Once you beat Satan, you are suddenly sent to the astral void.

Astral Void
-----------
Okay, this is where all the 3 paths merge together. For any damage your allies
made during the previous bout, please recover now. Make any necessary prepara-
-tions before going against the final boss. Once you are done, keep going
forward for the final battle. The final boss will reveal in front of you. The
last boss is....

Final Boss: Shinrei YHVH (17080 HP)
-----------------------------------
This is his true form. The one you fought earlier in the center is the false
one. As expected from the final boss, he is going to pull all stops on you.
His strength, defense, evasion, and magic power is extrordinary. He pulls off
both types of Megido on you. All of which does an exceptional damage. He is
immune to gunshots; particually the rapid fire kind. Then he has Dekunda or
Rica-ja for the Aeon Genesis patch. He'll dispel any negative growth that is
inflicted upon him such as Dekunda or Tarunda. But that only happens when his
battle stance is lowered. Last but not least, he has God's voice. It's not the
one that gives you random status effect. It's the one with a guaranteed instant
death. It's really hard to avoid this one because he often cast it first before
anyone else does the tetraja barrier.

There's seriously no room for error on this one. Just use any exploitable meth-
-od on hand like the divine retribution and the buffering trick. If you still
carry a low accuracy weapon, use Suku-kaja to compensate that. You got to have
your main healer and your back up on standby. Since he has loads of HP an army
of Divine Retributioners will do. Anubis works the best despite of his very low
MP. Use any healing supplements like soma or Hiranya to recover your allies. If
you have Satan or Lucifer, you can use Sabatoma while Aleph can continue to
attack. Just keep beating him up with your best attack as well as perserverance
and you'll beat him. Once you beat YHVH, you can sit back and enjoy your end-
-ing. You deserve it.

= D

          *****
      *************
--------------------------
POSTGAME: Kongokai (WT028)
--------------------------
      *************
          *****

Requirements
------------

Pre-Requisite: Beat the Game once
               Release all of the Amatsukamis from the Sealed Cave (OPTIONAL)
               Have a save point before entering Eden

So, after beating the almighty god, YHVH, you think the game ends here and
move on to another game that is in your backlog? Well, if you are sane and
still want to play Shin Megami Tensei II to its fullest, I suggest checking
out the hidden dungeon. Kongokai or Kongo-Shinkai in the Original dialogue,
it's a place where all the Buddhist deities hang out. This is the place where
you can get the most powerful equipment for the respective alignments. WTF?!
Powerful equipments?!!! Are you effing serious?!!!!! This would've been my
edge against YHVH back in Eden. I know, Atlus wants you to suffer some more
before you even get your hands on those badass weapons.

So, you've probably read the pre-requisites above. I'll go more in-depth on
the requirements. First, your save file MUST be saved before entering Eden or
Kether Castle if you are in the LAW alignment. The reason why this is first is
because once you save on the the point of No Return, you cannot go back there.
No, save-states don't count. It must be saved from one of the two slots. If
that's not possible for you, you may have to start over from scratch. Also,
you can try to separate your Eden File onto another slot.

Second, you must beat the game once. Yes, you have to roll through the ending
and credits screen. You have see the flying goddess flying around. From there,
you are in the main menu screen and you can load your file from there. Don't
worry, the game will recognize that you've beaten the game. More on that later
on in this segment. 

The last one is optional but strongly recommended. You have to release the
Amatsukamis from the sealed cave. Although it doesn't have an impact to what
type of dungeons you go to. But this will actually influence what enemies to
fight on Kongokai itself. If you don't release them, you'll end up fighting any
enemies you find on the world map; depending on your level. If you do release
them, you'll have the chance to fight them. All the Amatsukamis all have a
rare item drops. For example, Susano-O drops the Hinokagutsuchi or Ameterasu
drops the the Megidoflail. Do keep in mind that they are rare drops. Anyways,
not only they supplement a modest amount of EXP, they also carry rare weapons.

Okay, I've read your requirements. Can you tell me the location of the hidden
dungeon? Sure, the location is on the world map in the Shinjuku area. There's
an NPC lying around at the cliff side east of Shinjuku. You can tell that you
have raised the Kongokai flag if he offered you to go to the dungeon. If not
he'll tell you about the 3 men in Tokyo and nothing else. He should be easy to
find since he's the only NPC on that area. For those who can't find the special
NPC, check out the map below. Once you found the NPC, you are now in Kongokai.
     
                                 Grand Church
     ________________________________________          Legend
    /                              |     |            --------
   /                                -----             X: Special NPC
  /      Shinjuku
 /         ____
/         |____|    
|______                     ________
|       \     \_____\      \         \
|        \_____\     \ X    \         \
|                     \______\         \______
|
|

-----------------------
Inside Kongokai (KO001)
-----------------------

Treasures: Bronze Box x6

Yep, this sky colored office building is Kongkokai. There, you'll meet Hiruko
again along with Izanami and Ameterasu. Actually, if you met Amerterasu in a
particular room, you can actually fuse her. Strange, but since you beat the
game, it's not necessary. Anyways, I'll give the lowdown in this area. When
you enter the area, you are faced with three doors in front of you. On your
left is the Kaifuku, the right is the save point and the one at the center is
the guy who'll get you out in the dungeon. Also, there's a jakyou manor for
your convience. You'll fight various enemies. If you didn't release the
Amatsukamis at the sealed cave, you'll fight generic enemies instead. If you
have not done so, do it now.

There are two things you have to be concerned about: your alignment and your
stats. Obviously, if you want to get the most powerful equipment, you need to
be in a particular alignment. Each of the alignments will have unique equip-
-ments that's exclusive to one another. Unfortunately, that's one part you have
to worry about. The second one is stats. To ensure that a low level person with
low stats will never get the most powerful weapons early on the game, the prog-
-rammers made sure that the entrance will require a certain number for a parti-
-cular stat. If you don't understand what I'm saying, you need a certain number
in your stat in order to pass the door. If you happen to play Shin Megami
Tensei: Nocturne or the Maniax version in Japan, there's a door on the Fifth
Kalpa that asks you to have a demon whose monster is higher than a particular
number on a certain stat. If you understand what I meant, then you know what
I'm talking about. The only differences is that Aleph's stats is the one that
will be tested and he doesn't get killed off if he doesn't meet the require-
ment. 

For the most part, you need a minimum of 25 to 30 BASE points of any of the 
stats. It cannot be any equipment that enhances your stat nor the drinks from 
the bar. It only accepts the ones that on the red bar. Level-up your character 
or use the Incenses will do. Also, did I mention that Hiroko's stats will have 
NO influence what-so-ever. Okay, it seems like a lot work, is it worth the
trouble? Yes, especially the Majin spawning point. Your chances of encountering
the hidden Majin demons drastically increases. More on that later on. In this
segment, I'm going to split this segment into 4 parts using the alignments and
make the Majin spawning section separate. Also, a little reminder that I always
start my directions from the starting point.

*****
*Law*
*****
Facing North, turn around and you should see a single door in front of you. Go
through and make a left turn and go straight. If you did it correctly, the gate
will look at your stats. You should get through regardless. Facing south, go
straight forward until you hit a fork. At the fork, turn to your left.
straight and head to the door on your right and that's where your assigned
door is for the LAW people.

IMO, this is the toughest of the three. Basically, the requirements ask you to
have your base MAG stat at the minimum of 25 points. This is the toughest
because you are asked to distribute your stat that opposes your nature. You
know by now that Aleph does not have magic at all. You'll be forced to dis-
-trubute your allocated points to the ones that you are going to use the least
in order to enter the Tokyo Tower. Once you done that, you are now going to
enter a dungeon exclusively to law; which is called the Tokyo Tower.

*********
*Neutral*
*********
Facing North, turn around and you should see a single door in front of you. Go
through and make a left turn and go straight. If you did it correctly, the gate
will look at your stats. You should get through regardless. Facing south, go
straight forward until you hit a fork. At the fork, turn to your left. Ignoring 
the door that leads to the LAW dungeon, keep going forward and head to the door
on the right side. Facing east, keep going forward and ignore the door that has
luck stat. Instead turn to your left keep going forward until you see the door
on the right side at the end of the zig-zag path.

In this gate, you are required to have a base INT stat at 25 points minimum.
You probably might struggle on this one since INT isn't used that much. You
might resort to level grinding or even use incense to enter the door. Once
you have 25 INT, you are allowed to go to the Imperial Castle Koukyo.

*******
*Chaos*
*******
Facing North, turn around and you should see a single door in front of you. Go
through and make a right turn and go straight. If you did it correctly, the 
gate will look at your stats. You should get through regardless. Facing south,
go straight forward until you hit a fork. At the fork, turn to your right. Go
straight and head to the door on your right and that's where your assigned
door is for the Chaos people.

In this gate, you are required to have a base STA stat at 25 points minimum.
This isn't so bad since you probably allocate your points to the STA stat. If
not, level grind or use incense. Once you are in, you are now in Ichigaya.

**********************
*Majin Spawning Point*
**********************
Okay, you probably slave yourself away to encounter a hidden Majin demon such
as Alice, Hell Biker or The Matador on the dense fog hoping you have an
encounter. If you do, you didn't got the rare drop and spend hours to encounter
them. If you hope that there's a better way, your prayer has been answered.
In Kongokai, there's a room specifically for the hidden majin. Each time you
enter the room, you'll encounter a different hidden Majin each time. Thus,
your encounter with them drastically increases. But, your chances of dropping
the staffs is still 1/256. Still, it sure beats running the fog aimlessly and
encountering weak-ass enemies.

Facing North, turn around and you should see a single door in front of you. Go
through and make a left turn and go straight. If you did it correctly, the gate
will look at your stats. You should get through regardless. Facing south, go
straight forward until you hit a fork. At the fork, turn to your left. Ignoring 
the door that leads to the LAW dungeon, keep going forward and head to the door
on the right side. Facing east, keep going forward and you'll see the door
ahead of you. In this gate, you are required to have a minimal base LUK stat
25 points. From there, you can move forward and you can encounter the hidden
majins. Hope you can get the rare drop from the Majins.

UPDATE: 

At the Majin spawn point, you need to exit Kongokai via En no Ozuno or Toraport
if your last save was from somewhere outside of Kongokai in order for the
Majins to respawn. The Majin encounter rate, if you successfully leave and
re-enter Kongokai,is very high. If you re-entered and no Majin appears, then
exit again and one will most likely appear.

(Thanks Roto_Arel for the statement)


-------------------
Tokyo Tower (KO002)
-------------------
Treasures: Jesus Helm   (Law Only)
           Jesus Armor  (Law Only)
           Jesus Gloves (Law Only)
           Jesus Legs   (Law Only)

WTF, am I still at the same dungeon? No, due to the graphics limitation all
the rooms will look the same. Technically you are at a different dungeon.
Also, the naming is the right place to differenciate from the Kongokai dungeon.
Anyways, you should be warped from Kongokai. Facing east, there's an elevator
in front of you, this will lead you to the exit. Instead, make a left and head
to the door that leads to the 45th floor. Be sure to get the nifty Jesus sets
on those two floors. As you move forward, you'll notice that there's a door
that's similar to the ones you encounter earlier. This room leads to another
dungeon called the "Metropolis Government Building" However, the stat requires
the base stat of 30 points for SPD in order to get in.

------------------------------
Imperial Castle Koukyo (KO003)
------------------------------
Treasures: Masakado Helm   (Neutral Only)
           Masakado Armor  (Neutral Only)
           Masakado Gloves (Neutral Only)
           Masakado Legs   (Neutral Only)

The minute you get in, turn around and get the treaure behind you. In this
area, the corridors are filled with fog. Facing south, turn to your right and
take two steps forward. Turn to your right again and take 6 steps forward.
Turn to your left and you should see the light. You can still explore the
dark corridor and get the Masakado armor sets. Anyways, facing north head to
the door on your left. You can make a right turn and it leads to the exit.
On the other hand, if you make a left turn, you can go forward until you go
to another gate that leads to the "Metropolis Government Building." The base
stat required to go to the dungeon is 30 LUK points in order to get in.

----------------
Ichigaya (KO004)
----------------
Treasures: Tenma Helm     (Chaos Only)
           Tenma Armor    (Chaos Only)
           Tenma Greaves  (Chaos Only)
           Tenma Gauntlet (Chaos Only)

This one is rather straight forward. All the Tenma equipment set is all clumped
up in one area. Find each of the equipment on the various rooms. Once you done
that, you can either take the elevator to get out of the dungeon or take the
stairs that leads to the "Metropolis Government Building." In this gate, this
requires you to get a base stat a minimum of 30 STR points. Once you've done
that, you'll head out in the final segment of the post game dungeon.

--------------------------------------
Metropolis Government Building (KO005)
--------------------------------------
Treasures: Blaster Gun      (Neutral Only)      Skull Bullets
           Renki-No-Ken x2                      Randall Custom   (Chaos Only)
           Corrosion Shells                     Kurikara's Sword (Chaos Only)
           Hoten Kageki     (Neutral Only)      Peacemaker       (Chaos Only)
           Megidoflail      (Law Only)
           Bodoribin        (Law Only)

This is where all three alignments intertwine. Once you get out of the telepo-
-rter, there are two elevators: one on your right and the other on your left.
The one on the right leads to the treasury that contains some of law exclusive
equipment while the other contains chaos exclusive equipment. The one in-betw-
-een is the door that leads to a neutral exclusive called the blaster gun.
Depending on your alignment, choose the elevator that corresponds to your
alignment. Neutral on the other hand can explore the two separate elevators.
But be warned, neutral alignment people can never get the weapons on the 18th
floor on both sides since the weapons are exclusive to a particular align-
-ment. If you are chaos and you managed to beat the Kether Castle segment,
you can go back to the Gov't building and encounter high level demons such
as Lakshimi or Garuda. They drop incenses and increase your EXP exponentially.
Unfortunately, this only caters for the Chaos people. Neutral and law have
to look somewhere else to level grind.

This concludes the tour at the post game dungeons. Unfortunately, there's no
superbosses to fight. But that's okay, you can get all sorts of powerful
weapons in the post-game dungeons so you can kick YHVH's ass much quicker.
Thanks to the person whom shall be anonymous, for giving me instructions of
how to enter the post game dungeon.

^_^

=========================================
XII.   Frequently Asked Questions (MT012)
=========================================

Technical Questions
-------------------
Q: I've installed the patch and now my game keeps crashing. What do I do? 
(SNES Version Only)

A: There's two ways of appoaching this problem: One get a pre-patched ROM or
two get an SNEStool. You need to remove the header of the ROM before patching. 
BTW, be sure to have a CLEAN ROM before you remove the header.

Q: Where can I find the Pre-Patched ROM?

A: I'm sorry, but you need to find that one out yourself. Telling of where to
get the ROMs is illegal. Sorry if that disappoints you...

General Questions
-----------------

Q: WTF?! Why can't I summon that demon? I want to use that demon in battle =(

A: Chances are, you might lean too much on one alignment. Leaning to one alig-
-nment can shut you off from using demons from the opposing side. If you plan
to use both Law and chaos demons, you need to be in the neutral alignment.

Q: How do I maintain or get to neutral alignment?

A: There are are several ways to get to neutral alignment.

- If you are law right now, Donate 1000 Macca to Gaia.

- If you are Chaos right now, Donate money at the Great Church. (Warning there
is a limit of how many times you do this)

- Kill off only LAW demons or Chaos Demons. (Refer to your Demon Analyze for
more info)

- Go only on the Garage or the neutral Kaifuku. Going to Gaia or Mesia can
shift your alignment a bit. 

- Make the ideal choices on the decision making segments. (Refer to the decis-
-ive moments in the Walkthrough)

Q: I can't take it anymore, I need a revive magic fast. When is the earliest
time to have a demon learn a revive magic?

A: The costly revive ritual is taking a toll, huh? Well, the earliest time
to have someone with a revive magic is probably Reichou Phoenix. He's in level
22 and he's capable of learning Recarm. Just have Aello, Celano and Okypete as
your 3 way fusion. (This is the earliest demon I can think up. Unless some-
one else can think up a better combination, please feel free to e-mail me.)

Q: Damn it, why is it that Divine Retribution is not working for me?

A: There are restrictions for that move. The alignment on certain monsters
also play a role. Metatron's version of Divine Retribution would not be effect-
-ive against the Shinrei bosses. Shiva's version of Divine Retribution would
not work against a Maou bosses. For some reason Dominion's version of DR would
not work on cetain bosses. The only one that works effectively throughout is
Anubis. He may have the least amount of MP. But, he's the most effective on
the damage itself. If this move is not working out for you, use conventional
moves. It's time consuming but at least you are damaging your foes.

Q: What about the hidden Majin demons? Can I recruit them?

A: Nope, they cannot be fused nor recruitable. Sorry, Alice won't be in your
hands until the later installments. >_>

Q: I'm so sick and tired of attempting to encounter the hidden majins on the
dense fog. Is there a better way?

Yes, once you beat the game and head to Kongokai, you can go to the majin
spawning point. Read the "Majin Spawning Point" for more info...

Character Stat Building Questions
---------------------------------
Q: Aleph doesn't learn Magic at all. Should I count MAG one out?

A: Unless you plan to go to Kongokai and head to the Tokyo Tower, I don't
see why not. Also, the dance contest at the disco requires you have 10 MAG 
points. When you do plan to raise MAG stat, I encourage you to use the
incense on Aleph rather than using your hard earned points when you level
up.

Spoiler Questions
-----------------
There are lots of end-game Spoilers. So, proceed with caution.

_

-

* SPOILERS AHEAD*

-

_

Q: Speaking of decision making, what are the major ones I have to look out for?

A: The Death of Beth.
   Arcadia via Tirpareth Area (Sidequest)
   The Center's questionaire
   The revival of Set

The rest are very minor. You can screw up with the minor ones and still recov-
-er when you do the major ones.

Q: So, talking to the big faced guy at the center, what are the possible out-
comes? (Warning: I did some of the answers, but I did not go through every
possible outcomes)

A: There are 3 questions in all each with a yes or a no. Choose the various
combinations.

- Y, Y, Y = Chaos
- Y, N, Y = Chaos
- Y, Y, N = Law
- N, Y, N = Neutral
- N, N, N = Law

Q: I followed the answers that contains the neutral outcome. Why am I not
getting neutral as my desired outcome?

A: Chances are, you lean too much on one side of the alignment. It's possible
that the neutral outcome might turn into law or chaos depending of where you
are at on the alignment.

Q: Did I screwed up of getting the ending I want?

A: No, there's still one more left. Out of all the questions, that one is the
most important one of all.

Q: What does the Revival of Set has to do with the ending I want?

A: Okay, even though I did put spoilers on the title, I'll keep it brief as
possible. As Set is about to be resurrected and you hear what Lucifer has to
say; you are given a choice to who align yourself with. If you chose Zain to
work with him, you offically hit LAW. If you chose to align yourself with
Lucifer, you officially in the Chaos alignment. If you do not want to align
with neither of the two, then you hit neutral alignment. The choices at that
point is set in stone. (No pun intended)

Q: Oh snap, after I chose who to align myself with, why can't I have anything
on the opposing side?

A: If you want to use the most powerful equipment on the opposing alignment,
you aren't allowed to use it. Everything that is alignment influenced, you'll
have no access to their stuff with some exception with the neutral alignment.
Also, the order of what boss to fight near the end is also affected to what
you have chosen. Chose wisely or better yet, get the weapon you wanted and
equip it before you teleport to Eden.

Q: I regret of my final decision, can't I use fury's robe to bypass the
alignment restriction?

A: Sorry, Fury's robe only works if you are in Neutral or chaos. It's only
there to open the gates of Eden.

Q: What's with the frequent Earthquakes I've seen throughout the game?

A: That's actually Kuzuryu that's causing the quake. Lucifer is building up
energy to destroy everyone in the Millenium, the underworld and the Abyss.

Q: I found the guy that leads to Kongokai. Why is he not offering me to go
to Kongokai?

A: You didn't beat the game or didn't went through the credits or even you
unawaringly went to your save state. Beat the game and go through the
credits.

Q: Is it possible that I can go to all three alignment gates at Kongokai?

A: Yes, you can but you are going to need loads of patience. In Kongokai,
there's a lot of restrictions before heading to alignment gate. For
instance, you need a minmal of 25 of any of your base stat. If you do
any of that before the diverging point, you are going to accumulate
very little EXP and you've probably shift alignment at that point. It's
possible but not strongly reccommended since it's very tedious.

********
*Update*
********
Q: ARGH!!! My weapons are so worthless against Satan and YHVH. I can't stop
missing and I can't go to Kongokai yet. What are some of the weapons that
I can use to go up against those two?

A: On top of my head there's a couple of melee weapons that work against
those two. Without resorting to Sword Fusioning, you can get Masakado's
Katana via blacksmiting the Hirokane sword. However, that's only good if
you are going for the Neutral ending. Law and Chaos alignment on the other
hand may have to resort Sword Fusioning. It's possible to get the Hinokagutsu-
-chi without going to Kongokai. Here's one of the many combinations of getting
Hinokagutsuchi.


Hinokagutsuchi
--------------

Ingredients
-----------
2 Renki-no-ken (Can be found by fighting Turdak or Principality)
2 Fuujin-ken   (Can be found by fighting Hanuman)
Reichou Sparna
Reichou Yatagarasu
Megami Arianrhod
Kunitsukami Ooyamatsumi
Jiboshin Kikuri-hime
Amatsukami Hinokagutsuchi

Preparation
-----------

**************
*Melee Weapon*
**************     
Ame-no-nuboko    = Seki-no-Kanesada x Hannya-Nagamitsu x Jiboshin Kikuri-hime

Seki-no-Kanesada = Renki-no-ken x Fuujin-ken x Megami Arianrhod

Hannya-Nagamitsu = Bizen-Osafune x Kunitsukami Ooyamatsumi

Kogitsune-maru   = Renki-no-ken x Reichou Sparna

Bizen-Osafune    = Fuujin-ken x Reichou Yatagarasu

**********************************
*Fusioning Process (Neutral only)*
**********************************
Reichou Sparna = Youchou Benu x Kijo Hag
(then Renki-no-ken x Sparna = Kogitsune-maru)

Reichou Yatagarasu = Youchou Neamhan x Kijo Hag
(then Fuujin-ken x Yatagarasu = Bizen-Osafune)

Megami Arianrhod = Reichou Yatagarasu x Kijo Hag
(then Renki-no-ken x Fuujin-ken x Arianrhod = Seki-no-Kanesada)

Kunitsukami Ooyamatsumi = Jiboshin Tawaret x Youki Ihika
Jiboshin Tawaret = Seijuu Apis x Kijo Hag
Seijuu Apis = Ryu-oh Nozuchi x Majuu Cait Sith
(then Bizen-Osafune x Ooyamatsumi = Hannya-Nagamitsu)

Jiboshin Kikuri-hime = Seijuu Byakko x Kijo Arachne
Seijuu Byakko = Ryu-oh Mizuchi x Majuu Kerberos
(then Seki-no-Kanesada x Hannya-Nagamitsu x Kikuri-hime) =
Ame-no-Nuboko

Amatsukami Hinokagutsuchi = Megami Freya x Youma Ganesha
Megami Freya = Reichou Suzaku x Kijo Arachne
Reichou Suzaku = Ryu-oh Mizuchi x Youma Tengu

Last but not least; Kogitsune-maru x Ame-no-Nuboko x Hinokagutsuchi to make
Hinokagutsuchi

These are one of the many combinations that is found in sword fusioning.
If you really need an in-depth analysis on Sword Fusioning, look over there
for more information. Sorry for the pun, dude. Seriously, Look_Over_there
has a lot of information about sword fusioning. Check it out.

(Thanks Saradin for the Hinokagutsuchi info and Look_Over_There for
your FAQ which help me understand the sword fusioning system)


-

*********END SPOILERS******************

-

-

==================================
XIII. Store Inventory List (MT013)
==================================

------------------
Healing Facilities
------------------
NOTE: The Alignment Kaifukus have the same items available as the ones in the
surface world.

Mesia                        Garage
-----                        ------

Segaki Rice...........360    Hiko-Barrier...........130
Soul Incense..........9000   Hamaya.................300
Angel Hair............1200   Amida Bead.............540 (Neutral/Chaos only)
Rosary................1500   Nyorai Straw...........1200(Neutral/Chaos only)

Gaia
----

Kodokuzara............160
Ashura Hand...........1200
Yoma Sphere...........2800
Amulet................500

--------------------
Manor of Luck Casino
--------------------
They require Coins rather than Macca.

Valhalla Casino
---------------
Cat O' 9 Tails.........5000
Miracle Glock..........2000
Vaccum Axe.............500
React Sheet............200
Metal Card.............10

Roppongi Casino
---------------
Jipanium Helm.........20000
Hoten Kageki..........5000
Delt Colt.............1000
Colt of Blessings.....500
Bronze Box............200
Metal Card............10

--------
Valhalla
--------
Weapon:                                             Junks:

Att. Knuckles.........250                           Ointment............40
Spike Rod.............300                           Dis-Poison..........50
Queenbute.............350                           Muscle Drink........400
Battle Hammer.........400                           Kintan..............5000
Beretta 92............600
Desert Eagle..........1200
Bullets...............50
Shotgun Shot..........1000

Armor:

Fritzhelm.............280
Nape Guard............320
Highleg Armor.........800
Kaiser Armor..........1200
Rivet Knuckle.........500
Jamming Armor.........1200
Leggerslam............500
Titanium Boots........1200

-------
Factory
-------
Weapons:

Gonzo Pistol..........4800
Dominator.............6000
Gyro Jet..............9800
M16 Rifle.............12000
Shotgun Shot..........1000
Rondi-Shot............1500
Nerve Bullet..........1800
Cursed Bullet.........2400

Armor:

Metal Turban..........600
Iron Bunny............1000
Iron Helm.............1400
Tang Lion.............2400
Rivet Knuckle.........500
Jamming Armor.........1200
Arm Bridge............1800

--------
Holytown
--------
Weapons:                                            Junks:

Beretta 92............600                           Ointment............40
Desert Eagle..........1200                          Dis-Poison..........50
Gonzo Pistol..........4800                          Muscle Drink........400
Dominator.............6000                          Kintan..............5000
Bullets...............50
Poisoned Bullets......500
Shotgun Shot..........1000
Rondi-Shot............1500

Armors:

Nape Guards...........320
Metal Turban..........600
Armor of the Sun......2700
Jamming Armor.........1200
Arm Bridge............1800
Leggerslam............500
Dancer Helm...........2500

--------
Shinjuku
--------
Armor:                                              Drugs:
                                                    
Dolphin Helm..........2500                          Ointment..............40
Iron Face.............4500                          De-Stone..............100
Rear Unit.............4200                          Dis-Paralysis.........50 
Tetrajammer...........7200                          Dis Poison............40 
Whirlwind.............2700                          Hyper Drop............950
Tachiwari.............3800                          Muscle Drink..........400
Crescent Mail.........4200                          Kintan................5000
Bell Toll.............7500

-------
Akasaka
-------
Weapons:

Beretta 92............600
Desert Eagle..........1200
Gonzo Pistol..........4800
Dominator.............6000
Gyro Jet..............9800
M16 Rifle.............12000
M249 Mimal............28000
SPAS12................32000
Bullets...............50
Poisoned Bullets......500
Shotgun Shot..........1000
Nerve Bullet..........1800
Cursed Bullet.........2400
Cop Killer............2800
Plutonium.............4500

Armors:

Dolphin Helm..........2500
Iron Face.............4500
Dragon Helm...........6000 (Law only)
Daybreak Helm.........6800
Skull Keik............5800
Tetrajammer...........7200
Dragon Mail...........12000 (Law Only)
Daybreak Armor........18000
Rikiou Gauntlet.......4100
Revenge Gauntlet......5000
Draupinir.............6400 (Law only)
Daybreak Gauntlet.....8400
Climbing Shoes........6200
Bell Toll Greaves.....7500
Dragon Boots..........10000 (Law only)
Crimson Greaves.......12000

--------
Roppongi
--------
Weapons:

SPAS12................32000
Kirai-Ho..............38000
Barrett M9............50000 (Neutral Only)
Golden Gun............62000
Cursed Bullet.........2400
Cop Killer............2800
Blessed Bullets.......3200
Antimagic Bullets.....4000

Armors:

Dragon Helm...........6000 (Law only)
Phosphores............7200 (Chaos Only)
Dragon Mail...........12000 (Law Only) 
Fireball Armor........23000 (Chaos Only)
Draupinir.............6400 (Law only) 
Inferno Gauntlet......9300 (Chaos Only)
Dragon Boots..........10000 (Law only) 
Blazing Greaves.......15000 (Chaos Only)
 
----------
Triphareth
----------
Weapons:                                            Junk:

Golden Gun............62000                         Maha-Zio Stone........180
M134 Vulcan...........75000 (Chaos Only)            Maha-Bufu Stone.......170
Gigasmasher...........84000                         Maha-Agi Stone........150
Kunitomo's Gun........95000                         Spiral Bomb...........300
Plutonium.............4500                          De-Stone..............100
Carbo-Line............5200 (Chaos Only)             Dis-Paralysis.........50 
Corona Shot...........6000                          Dis Poison............40 
Bullets of Light......11000 (Law only)              Hyper Drop............950
                                                    Ointment..............40
Armors:                                             Muscle Drink..........400
Panzer Helm...........10000                         Hiranya...............600
Jagd Helm.............18000                         Balloon Shield........600
Panzer Suit...........30000
Jagd Armor............36000
Panzer Fist...........10000
Jagd Glove............14000
Panzer Leg............17000
Jagd Leg..............21000

-----
Yesod
-----
Weapons:                                            Junk:

Barrett M9............50000 (Neutral Only)          Maha-Zio Stone........180
Golden Gun............62000                         Maha-Bufu Stone.......170
Kirai-Ho..............38000                         Maha-Agi Stone........150
Blessed Bullets.......3200                          Spiral Bomb...........300
Antimagic Bullets.....4000
Plutonium.............4500
Carbo-Line............5200 (Chaos Only) 

Armors:

Daybreak Helm.........6800
Phosphores............7200 (Chaos Only) 
Daybreak Armor........18000
Fireball Armor........23000 (Chaos Only) 
Daybreak Gloves.......8100
Inferno Gauntlet......9300 (Chaos Only) 
Crimson Greaves.......12000
Blazing Greaves.......15000 (Chaos Only)

-------
Netzach
-------

Weapons:                                           Junk:

Barrett M9............50000 (Neutral Only)         De-Stone..............100
Golden Gun............62000                        Dis-Paralysis.........50
M134 Vulcan...........75000 (Chaos Only)           Dis Poison............40
Gigasmasher...........84000                        Hiranya...............600
Antimagic Bullets.....4000
Plutonium.............4500         
Carbo-Line............5200 (Chaos Only)
Corona Shot...........6000


Armors:

Panzer Helm...........10000
Panzer Suit...........30000
Panzer Fist...........10000
Panzer Leg............17000

----------------
Temple of Chesed
----------------
Junk:

Maha-Zio Stone........180
Maha-Bufu Stone.......170
Maha-Agi Stone........150
Spiral Bomb...........300

--------
Geburrah
--------
Weapons:                                            Junk:

M134 Vulcan...........75000 (Chaos Only)            Maha-Zio Stone........180
Gigasmasher...........84000                         Maha-Bufu Stone.......170
Kunitomo's Gun........95000                         Maha-Agi Stone........150
Railgun...............120000                        Spiral Bomb...........300
Carbo-Line............5200 (Chaos Only)             De-Stone..............100
Corona Shot...........6000                          Dis-Paralysis.........50
Bullets of Light......11000 (Law only)              Dis Poison............40
Bullets of Darkness...13200 (Chaos only)            Hyper Drop............950

Armors:

Panzer Helm...........10000
Panzer Suit...........30000
Panzer Fist...........10000
Panzer Leg............17000
Jagd Helm.............18000
Jagd Armor............36000
Jagd Glove............14000
Jagd Leg..............21000
Strum Helm............24000
Strum Suit............42000
Strum Glove...........20000
Strum Leg.............28000


============================
XIV. Demon Compendium (MT014)
============================
Lev: # Name
HP:    MP:    CP:  
Str:   Int:   Mag:   Stm:   Spd:   Luk:
Att:   Hit:   Def:   Eva:   M. Pow:   M. Eff:
---------------------------------------------
Magic:
Extra:

NOTE: In this section, this shows all the demons with their default abilites.
Last but not least, the order of the demons in each category goes from the
strongest to the weakest.

-------------
Light (DC001)
-------------

   **********
----------------
   Light/Law
----------------
   **********

---------
Daitenshi
---------
Lev: 99  Name: Satan
HP: 999  MP: 659  CP: 208
Str: 30  Int: 22  Mag: 24  Stm: 24   Spd: 28  Luk: 20
Att: 258 Hit: 188 Def: 246 Eva: 186  M. Pow: 29  M. Eff: 28
----------------------------------------------------------
Magic:  Megidolaon
        Mudoon
        Sabatoma
Extra:  Akasha
        Deathbound

Lev: 68  Name: Metatron
HP: 959  MP: 454  CP: 140
Str: 23  Int: 18  Mag: 22  Stm: 12   Spd: 16  Luk: 10
Att: 180 Hit: 124 Def: 156 Eva: 123  M. Pow: 26  M. Eff: 23
----------------------------------------------------------
Magic:  Megidolaon
        Mahanma
Extra:  Deathbound
        Wingbeat
        Divine Retribution

Lev: 64  Name: Kamiel
HP: 900  MP: 211  CP: 134
Str: 25  Int: 10  Mag: 10  Stm: 20   Spd: 18  Luk: 10
Att: 174 Hit: 120 Def: 168 Eva: 117  M. Pow: 12  M. Eff: 12
----------------------------------------------------------
Magic:  Estoma
        Diarahan
Extra:  Deathbound
        Akasha
        Hell Stomp

Lev: 59  Name: Sariel
HP: 810  MP: 271  CP: 130
Str: 18  Int: 12  Mag: 15  Stm: 14   Spd: 15  Luk: 12
Att: 152 Hit: 110 Def: 146 Eva: 109  M. Pow: 18  M. Eff: 15
----------------------------------------------------------
Magic:  Mudoon
        Hama
        Mahanma
        Necroma
Extra:  Deathtouch

Lev: 52  Name: Kusiel
HP: 588  MP: 277  CP: 119
Str: 18  Int: 12  Mag: 18  Stm: 8   Spd: 15  Luk: 7
Att: 124 Hit: 86  Def: 118 Eva: 85  M. Pow: 16  M. Eff: 15
----------------------------------------------------------
Magic:  Agilao
        Bufula
        Zanma
        Zionga
Extra:  Tobi Ge-
        Fool's Voice

Lev: 47  Name: Ophanim
HP: 593  MP: 210  CP: 109
Str: 15  Int: 12  Mag: 13  Stm: 12  Spd: 10  Luk: 9
Att: 124 Hit: 86  Def: 118 Eva: 85  M. Pow: 16  M. Eff: 15
----------------------------------------------------------
Magic:  Agilao
        Bufula
        Zanma
        Zionga

Lev: 40  Name: Raguel
HP: 450  MP: 169  CP: 74
Str: 8   Int: 12  Mag: 13  Stm: 9   Spd: 10  Luk: 8
Att: 90  Hit: 69  Def: 92  Eva: 70  M. Pow: 16  M. Eff: 15
----------------------------------------------------------
Magic:  Agilao
        Plinpa
        Dekaja
        Recarm
Extra:  Divine Retribution

Lev: 37  Name: Haniel
HP: 346  MP: 174  CP: 90
Str: 8   Int: 12  Mag: 13  Stm: 9   Spd: 10  Luk: 8
Att: 90  Hit: 69  Def: 92  Eva: 70  M. Pow: 16  M. Eff: 15
----------------------------------------------------------
Magic:  Marin-Karin
        Maha-Zanma
        Pen-Patora
Extra:  Hell's Eye

Lev: 32  Name: Zafkiel
HP: 286  MP: 162  CP: 81
Str: 4   Int: 12  Mag: 14  Stm: 10  Spd: 8  Luk: 7
Att: 72  Hit: 58  Def: 84  Eva: 60  M. Pow: 17  M. Eff: 15
----------------------------------------------------------
Magic:  Marin-Karin
        Maha-Zanma
        Pen-Patora
Extra:  Hell's Eye

Lev: 28  Name: Ramiel
HP: 298  MP: 107  CP: 73
Str: 13  Int: 7   Mag: 9   Stm: 7   Spd: 8  Luk: 6
Att: 82  Hit: 54  Def: 70  Eva: 53  M. Pow: 10  M. Eff: 9
---------------------------------------------------------
Magic:  Agilao
        Hama
        Mahanma
        Pen-Patora
Extra:  Wingbeat

**********
Amatsukami
**********
Lev: 59  Name: Ameterasu
HP: 841  MP: 328  CP: 123
Str: 18  Int: 12  Mag: 18  Stm: 15  Spd: 13  Luk: 10
Att: 150 Hit: 107 Def: 148 Eva: 106 M. Pow: 21  M. Eff: 16
---------------------------------------------------------
Magic: Maha-Agion
       Megidolaon
       Samarecarm
       Mahanma
       Mediarama
Extra: Fool's Voice

Lev: 54  Name: Tsukiyomi
HP: 465  MP: 343  CP: 112
Str: 10  Int: 14  Mag: 21  Stm: 11  Spd: 13  Luk: 10
Att: 122 Hit: 98  Def: 130 Eva: 100 M. Pow: 24  M. Eff: 19
---------------------------------------------------------
Magic: Maha-Zanma
       Makajama
       Sabatoma
       Mudoon
Extra: Fool's Voice

Lev: 48  Name: Take-Mikazuchi
HP: 720  MP: 167  CP: 105
Str: 20  Int: 7   Mag: 11  Stm: 13  Spd: 12  Luk: 7
Att: 126 Hit: 90  Def: 122 Eva: 87  M. Pow: 12  M. Eff: 9
---------------------------------------------------------
Magic: Zionga
       Maha-Zio
       Maha-Zionga
       Dekaja
       Toraport

Lev: 44  Name: Hinokagutsuchi
HP: 554  MP: 185  CP: 99
Str: 15  Int: 9   Mag: 13  Stm: 12  Spd: 11  Luk: 8
Att: 118 Hit: 82  Def: 112 Eva: 81  M. Pow: 15  M. Eff: 12
---------------------------------------------------------
Magic: Agilao 
       Maha-Agion
Extra: Flamewall
       Explode

Lev: 38  Name: Omoikane
HP: 169  MP: 123  CP: 88
Str: 4   Int: 15  Mag: 14  Stm: 5   Spd: 13  Luk: 9
Att: 84  Hit: 73  Def: 86  Eva: 76  M. Pow: 17  M. Eff: 18
---------------------------------------------------------
Magic:  Maha-Zanma
        Makajama
        Tetrakarn
        Tetraja

Lev: 33  Name: Tajikarao
HP: 416  MP: 67   CP: 79
Str: 15  Int: 5   Mag: 6   Stm: 12  Spd: 9  Luk: 8
Att: 96  Hit: 63  Def: 90  Eva: 61  M. Pow: 7  M. Eff: 6
---------------------------------------------------------
Extra:  Backfist
        Mawash
        Raitei
        Tobi Ge-

Lev: 29  Name: Ame-No-Torifune
HP: 209  MP: 90  CP: 72
Str: 10  Int: 8   Mag: 9   Stm: 6   Spd: 11  Luk: 7
Att: 78  Hit: 58  Def: 70  Eva: 57  M. Pow: 11  M. Eff: 10
---------------------------------------------------------
Magic:  Maha-Zanma
        Trafuri
        Toraport
        Traesto
Extra:  Throw

*******
Reichou
*******
Lev: 49  Name: Garuda
HP: 550  MP: 162  CP: 98
Str: 13  Int: 9   Mag: 11  Stm: 13  Spd: 18  Luk: 9
Att: 124 Hit: 96  Def: 124 Eva: 95  M. Pow: 13  M. Eff: 11
----------------------------------------------------------
Magic:  Dekaja
        Maha-Zanma
Extra:  Wingbeat
        Scratch
        Bind Voice

Lev: 41  Name: Suzaku
HP: 340  MP: 137  CP: 86
Str: 10  Int: 9   Mag: 9   Stm: 9   Spd: 15  Luk: 9
Att: 102 Hit: 80  Def: 100 Eva: 80  M. Pow: 13  M. Eff: 11
----------------------------------------------------------
Extra:  Panic Voice
        Wingbeat
        Firebreath
        Mawash-

Lev: 31  Name: Yagatarasu
HP: 230  MP: 106  CP: 70
Str: 10  Int: 9   Mag: 11  Stm: 7   Spd: 12  Luk: 5
Att: 82  Hit: 61  Def: 76  Eva: 61  M. Pow: 13  M. Eff: 11
----------------------------------------------------------
Magic:  Agilao
        Maha-Agion
Extra:  Scratch
        Wingbeat

Lev: 22  Name: Phoenix
HP: 112  MP: 69   CP: 55
Str: 5   Int: 7   Mag: 10  Stm: 5   Spd: 12  Luk: 5
Att: 54  Hit: 47  Def: 54  Eva: 48  M. Pow: 11  M. Eff: 9
---------------------------------------------------------
Magic:  Mahanma
        Dekaja
        Recarm
Extra:  Firebreath

Lev: 15  Name: Sparna
HP: 70   MP: 34   CP: 44
Str: 4   Int: 4   Mag: 6   Stm: 4   Spd: 12  Luk: 6
Att: 38  Hit: 36  Def: 38  Eva: 36  M. Pow: 7  M. Eff: 5
---------------------------------------------------------
Magic:  Diarama
        Pen-Patora
        Posumudi
        Paraladi

   **********
----------------
  Light/Neutral
----------------
   **********
*****
Majin
*****
Lev: 67  Name: Ardha
HP: 999  MP: 393  CP: 121
Str: 28  Int: 17  Mag: 20  Stm: 15  Spd: 20  Luk: 20
Att: 186 Hit: 129 Def: 160 Eva: 126 M. Pow: 23  M. Eff: 20
----------------------------------------------------------
Magic:  Maha-Agion
        Mudoon
        Megidolaon
Extra:  Sexy Dance
        Rampage

Lev: 64  Name: Virocana
HP: 791  MP: 450  CP: 144
Str: 19  Int: 20  Mag: 25  Stm: 13  Spd: 17  Luk: 10
Att: 162 Hit: 113 Def: 152 Eva: 114 M. Pow: 28  M. Eff: 25
----------------------------------------------------------
Magic:  Maha-Agion
        Dekaja
        Megidolaon
        Samarecarm
Extra:  Fujin Ge-


Lev: 61  Name: Kalki
HP: 873  MP: 330  CP: 140
Str: 19  Int: 14  Mag: 18  Stm: 14  Spd: 15  Luk: 8
Att: 160 Hit: 112 Def: 150 Eva: 111 M. Pow: 21  M. Eff: 18
----------------------------------------------------------
Magic:  Maha-Agion
        Mudoon
        Megidolaon
Extra:  Poison Breath


Lev: 58  Name: Baal
HP: 910  MP: 274  CP: 136
Str: 19  Int: 11  Mag: 16  Stm: 16  Spd: 13  Luk: 10
Att: 154 Hit: 107 Def: 148 Eva: 105 M. Pow: 18  M. Eff: 15
----------------------------------------------------------
Magic:  Maha-Zionga
        Tentrafoo
        Tetra
        Recarmadora
        Mediarahan

Lev: 55  Name: Atavaka
HP: 741  MP: 333  CP: 130
Str: 19  Int: 15  Mag: 20  Stm: 12  Spd: 10  Luk: 5
Att: 148 Hit: 98  Def: 134 Eva: 97  M. Pow: 23  M. Eff: 20
----------------------------------------------------------
Magic:  Maha-Agion
        Sibabu
        Mudo
        Mahanma
Extra:  Midare-

Lev: 48  Name: Odin
HP: 579  MP: 206  CP: 116
Str: 18  Int: 13  Mag: 13  Stm: 10  Spd: 10  Luk: 8
Att: 132 Hit: 88  Def: 116 Eva: 87  M. Pow: 16  M. Eff: 16
----------------------------------------------------------
Magic:  Maha-Bufula
        Tentrafoo
        Makarakarn
        Mudoon

Lev: 40  Name: Astarte
HP: 540  MP: 79   CP: 100
Str: 17  Int: 6   Mag: 6   Stm: 13  Spd: 11  Luk: 9
Att: 114 Hit: 77  Def: 106 Eva: 74  M. Pow: 7  M. Eff: 7
----------------------------------------------------------
Magic:  Recarmadora
Extra:  Throw
        Mawash-
        Heatwave

Lev: 37  Name: Horus
HP: 352  MP: 138  CP: 94
Str: 10  Int: 10  Mag: 12  Stm: 10  Spd: 10  Luk: 8
Att: 94  Hit: 69  Def: 94  Eva: 69  M. Pow: 14  M. Eff: 13
----------------------------------------------------------
Magic:  Mahanma
        Makarakarn
        Mediarama
        Recarm

Lev: 34  Name: Thor
HP: 401  MP: 79   CP: 88
Str: 15  Int: 7   Mag: 7   Stm: 11  Spd: 9  Luk: 7
Att: 98  Hit: 65  Def: 90  Eva: 63  M. Pow: 8  M. Eff: 8
----------------------------------------------------------
Magic:  Zionga
        Maha-Zionga
Extra:  Panic Voice
        Throw

Lev: 27  Name: Indra
HP: 253  MP: 39   CP: 74
Str: 14  Int: 5   Mag: 4   Stm: 7   Spd: 12  Luk: 7
Att: 82  Hit: 57  Def: 68  Eva: 55  M. Pow: 5  M. Eff: 6
----------------------------------------------------------
Magic:  Zionga
        Maha-Zionga
        Recarm
        Paraladi
        Dekaja
Extra:  Panic Voice 

******
Megami
******
Lev: 52  Name: Lakshmi
HP: 443  MP: 288  CP: 84
Str: 11  Int: 11  Mag: 14  Stm: 10  Spd: 12  Luk: 30
Att: 124 Hit: 98  Def: 124 Eva: 98  M. Pow: 16  M. Eff: 14
----------------------------------------------------------
Magic:  Raku-Kaja
        Mediarahan
        Petoradi
        Samarecarm
Extra:  Sexy Dance

Lev: 45  Name: Parvati
HP: 394  MP: 322  CP: 79
Str: 9   Int: 12  Mag: 18  Stm: 10  Spd: 10  Luk: 9
Att: 108 Hit: 81  Def: 110 Eva: 82  M. Pow: 21  M. Eff: 16
----------------------------------------------------------
Magic:  Maha-Bufula
        Taru-Kaja
        Diarahan
        Mediarahan
Extra:  Song of Happiness

Lev: 39  Name: Freyja
HP: 302  MP: 246  CP: 71
Str: 9   Int: 9   Mag: 16  Stm: 8   Spd: 7  Luk: 12
Att: 96  Hit: 70  Def: 94  Eva: 70  M. Pow: 18  M. Eff: 13
----------------------------------------------------------
Magic:  Doluminer
        Marin Karin
        Sabatoma
        Taru Kaja
        Necroma

Lev: 35  Name: Sarasvati
HP: 228  MP: 219  CP: 66
Str: 5   Int: 12  Mag: 14  Stm: 8   Spd: 10  Luk: 8
Att: 80  Hit: 65  Def: 86  Eva: 67  M. Pow: 17  M. Eff: 15
----------------------------------------------------------
Magic:  Maka-Kaja
        Makarakarn
        Tetrakarn
        Pen-Patora
        Mediarama

Lev: 27  Name: Arianhod
HP: 204  MP: 121  CP: 55
Str: 11  Int: 7   Mag: 9   Stm: 6   Spd: 10  Luk: 6
Att: 76  Hit: 54  Def: 66  Eva: 53  M. Pow: 10  M. Eff: 9
---------------------------------------------------------
Magic:  Hama
        Mediarama
        Paraladi
Extra:  Heat Wave

Lev: 21  Name: Ame-No-Uzume
HP: 118  MP: 112  CP: 47
Str: 6   Int: 9   Mag: 10  Stm: 5   Spd: 6  Luk: 7
Att: 54  Hit: 40  Def: 52  Eva: 41  M. Pow: 12  M. Eff: 11
----------------------------------------------------------
Magic:  Media
        Mediarama
Extra:  Sexy Dance
        Song of Happiness
        Raitei-

******
Seijuu
******
Lev: 42  Name: Byakko
HP: 527  MP: 89   CP: 83
Str: 7   Int: 7   Mag: 11  Stm: 11  Spd: 11  Luk: 10
Att: 114 Hit: 83  Def: 106 Eva: 81  M. Pow: 8  M. Eff: 8
----------------------------------------------------------
Magic:  Estoma
Extra:  Bind Voice
        Ice Breath
        Bite

Lev: 32  Name: Pa Bil Sag
HP: 419  MP: 94   CP: 68
Str: 14  Int: 9   Mag: 10  Stm: 12  Spd: 6  Luk: 4
Att: 92  Hit: 58  Def: 88  Eva: 57  M. Pow: 12  M. Eff: 11
----------------------------------------------------------
Magic:  Tetrakarn
        Petoradi
        Recarm
Extra:  Paralysis Needle

Lev: 28  Name: Bastet
HP: 215  MP: 78   CP: 62
Str: 8   Int: 7   Mag: 10  Stm: 6   Spd: 12  Luk: 7
Att: 72  Hit: 57  Def: 68  Eva: 57  M. Pow: 11  M. Eff: 9
----------------------------------------------------------
Magic:  Marin Karin
        Paraladi
Extra:  Claw
        Vaccum

Lev: 20  Name: Apis
HP: 195  MP: 48   CP: 50
Str: 9   Int: 4   Mag: 8   Stm: 8   Spd: 3  Luk: 10
Att: 58  Hit: 37  Def: 56  Eva: 36  M. Pow: 9  M. Eff: 6
----------------------------------------------------------
Magic:  Media
Extra:  Throw
        Kick
        Sacrifice
        Explode

Lev: 16  Name: Unicorn
HP: 125  MP: 39   CP: 44
Str: 7   Int: 6   Mag: 7   Stm: 5   Spd: 5  Luk: 8
Att: 46  Hit: 32  Def: 42  Eva: 32  M. Pow: 8  M. Eff: 7
----------------------------------------------------------
Magic:  Hama
        Estoma
Extra:  Throw
        Kick
        Lullaby

Lev: 12  Name: Heqeto
HP: 100  MP: 35   CP: 38
Str: 6   Int: 5   Mag: 9   Stm: 5   Spd: 4  Luk: 5
Att: 36  Hit: 24  Def: 34  Eva: 24  M. Pow: 10  M. Eff: 7
----------------------------------------------------------
Magic:  Media
        Posumudi
        Toraest
        Toraport
Extra:  Happy Dance

*******
Shinjuu
*******
Lev: 51  Name: Barong
HP: 673  MP: 184  CP: 112
Str: 20  Int: 10  Mag: 14  Stm: 9  Spd: 15  Luk: 8
Att: 142 Hit: 98  Def: 120 Eva: 95  M. Pow: 16  M. Eff: 13
--------------------------------------------------------
Magic:  Pen-Patora
Extra:  Bind Voice
        Fire Breath
        Claw
        Bite

Lev: 45  Name: Genbu
HP: 770  MP: 132  CP: 101
Str: 19  Int: 10  Mag: 10  Stm: 16  Spd: 6  Luk: 7
Att: 128 Hit: 79  Def: 122 Eva: 77  M. Pow: 12  M. Eff: 12
--------------------------------------------------------
Magic:  Sibabu
        Hama
        Mahanma
Extra:  Ice Breath

Lev: 41  Name: Anubis
HP: 468  MP: 135  CP: 94
Str: 13  Int: 10  Mag: 12  Stm: 10  Spd: 10  Luk: 8
Att: 108 Hit: 76  Def: 102 Eva: 75  M. Pow: 14  M. Eff: 13
--------------------------------------------------------
Magic:  Mudo
        Mahanma
        Samarecarm
Extra:  Divine Retribution

Lev: 35  Name: Narasimha
HP: 463  MP: 67  CP: 83
Str: 16  Int: 6   Mag: 6   Stm: 11  Spd: 12  Luk: 6
Att: 102 Hit: 96  Def: 92  Eva: 67  M. Pow: 7  M. Eff: 7
--------------------------------------------------------
Magic:  Raku-Kaja
Extra:  Panic Voice
        Claw
        Bite

Lev: 29  Name: Sphinx
HP: 256  MP: 39   CP: 72
Str: 10  Int: 10a  Mag: 10  Stm: 7   Spd: 9  Luk: 5
Att: 78  Hit: 55  Def: 72  Eva: 55  M. Pow: 12  M. Eff: 12
----------------------------------------------------------
Magic:  Sibabu
        Petoradi
        Recarm
Extra:  Claw
        Bite

Lev: 17  Name: Nandi
HP: 253  MP: 39   CP: 74
Str: 14  Int: 5   Mag: 4   Stm: 7   Spd: 12  Luk: 7
Att: 82  Hit: 57  Def: 68  Eva: 55  M. Pow: 5  M. Eff: 6
----------------------------------------------------------
Magic:  Diarahan
        Recarmadora
Extra:  Kick
        Throw
        Sacrifice


******
Seirei
******
Lev: 32  Name: Salamander
HP: 282  MP: 85   CP: 53
Str: 6   Int: 11  Mag: 10  Stm: 5   Spd: 12  Luk: 6
Att: 88  Hit: 63  Def: 84  Eva: 62  M. Pow: 11  M. Eff: 10
----------------------------------------------------------
Magic:  Agilao
        Maha-Agion
        Paraladi
        Estoma

Lev: 30  Name: Undine
HP: 206  MP: 113   CP: 51
Str: 6   Int: 8   Mag: 15  Stm: 9   Spd: 8  Luk: 8
Att: 72  Hit: 56  Def: 78  Eva: 57  M. Pow: 17  M. Eff: 11
----------------------------------------------------------
Magic:  Zionga
        Marin-Karin
        Diarama
        Mediarama

Lev: 28  Name: Sylph
HP: 146  MP: 88   CP: 49
Str: 6   Int: 11  Mag: 10  Stm: 5   Spd: 12  Luk: 6
Att: 68  Hit: 57  Def: 66  Eva: 58  M. Pow: 12  M. Eff: 13
----------------------------------------------------------
Magic:  Zan
        Zanma
        Maha-Zanma
        Hapilma
        Toraport

Lev: 26  Name: Gnome
HP: 212  MP: 73   CP: 46
Str: 10  Int: 9   Mag: 9   Stm: 9   Spd: 4  Luk: 5
Att: 72  Hit: 46  Def: 70  Eva: 46  M. Pow: 11  M. Eff: 11
----------------------------------------------------------
Magic:  Maha-Zanma
        Hama
        Pen-Patora
        Tetraja

Lev: 12  Name: Flaemis/Flamies
HP: 59   MP: 26   CP: 28
Str: 7   Int: 6   Mag: 8   Stm: 6   Spd: 7  Luk: 6
Att: 38  Hit: 28  Def: 36  Eva: 28  M. Pow: 9  M. Eff: 8
----------------------------------------------------------
Magic:  Agi
        Maha-Agi
        Agilao
Extra:  Firewall

Lev: 11  Name: Aquans
HP: 59   MP: 26   CP: 28
Str: 5   Int: 6   Mag: 10  Stm: 5   Spd: 6  Luk: 5
Att: 32  Hit: 24  Def: 32  Eva: 24  M. Pow: 11  M. Eff: 8
----------------------------------------------------------
Magic:  Maha-Zio
        Dia
        Media
        Posumudi
Extra:  Waterwall

Lev: 10  Name: Aeros
HP: 44   MP: 20   CP: 27
Str: 4   Int: 8   Mag: 7   Stm: 3   Spd: 8  Luk: 4
Att: 28  Hit: 25  Def: 26  Eva: 26  M. Pow: 9  M. Eff: 9
----------------------------------------------------------
Magic:  Zan
        Maha-Zan
        Zanma
        Patora
        Paraladi


Lev: 9  Name: Erthys/Earthies
HP: 71   MP: 18   CP: 26
Str: 8   Int: 4   Mag: 4   Stm: 8   Spd: 3  Luk: 4
Att: 34  Hit: 19  Def: 34  Eva: 18  M. Pow: 5  M. Eff: 5
----------------------------------------------------------
Magic:  Taru-Kaja
        Raku-Kaja
        Suku-Kaja
        Diarama
Extra:  Punch

   **********
----------------
  Light/Chaos
----------------
   **********

*********
Hakaishin
*********
Lev: 72  Name: Shiva
HP: 920  MP: 332  CP: 155
Str: 23  Int: 15  Mag: 20  Stm: 14  Spd: 19  Luk: 20
Att: 180 Hit: 131 Def: 170 Eva: 130 M. Pow: 23  M. Eff: 20
----------------------------------------------------------
Magic:  Maha-Bufula
        Maha-Zionga
        Megidolaon
Extra:  Divine Retribution

Lev: 61  Name: Susano-O
HP: 988  MP: 290  CP: 155
Str: 22  Int: 13  Mag: 18  Stm: 16  Spd: 16  Luk: 5
Att: 166 Hit: 110 Def: 154 Eva: 108 M. Pow: 21  M. Eff: 17
----------------------------------------------------------
Magic:  Maha-Zionga
        Maha-Zanma
Extra:  Bind Voice
        Blast Call

Lev: 48  Name: Wu Kong
HP: 687  MP: 186  CP: 131
Str: 14  Int: 10  Mag: 13  Stm: 14  Spd: 15  Luk: 6
Att: 124 Hit: 92  Def: 124 Eva: 91  M. Pow: 15  M. Eff: 13
----------------------------------------------------------
Magic:  Zanma
        Maha-Zan
Extra:  Fire Breath
        Tobi Ge

Lev: 39  Name: Chernobog
HP: 465  MP: 128  CP: 111
Str: 19  Int: 8   Mag: 10  Stm: 7   Spd: 10  Luk: 7
Att: 116 Hit: 74  Def: 92  Eva: 71  M. Pow: 12  M. Eff: 10
----------------------------------------------------------
Magic:  Tentrafoo
        Mudoon
Extra:  Deathbound
        Poison Breath

Lev: 30  Name: Ares
HP: 474  MP: 73   CP: 91
Str: 14  Int: 6   Mag: 5   Stm: 16   Spd: 7  Luk: 4
Att: 88  Hit: 56  Def: 92  Eva: 54  M. Pow: 6  M. Eff: 7
----------------------------------------------------------
Magic:  Taru-Kaja
        Suku-Kaja
Extra:  Bind Voice
        Heatwave

********
Jiboshin
********
Lev: 65  Name: Kali
HP: 967  MP: 319  CP: 153
Str: 26  Int: 12   Mag: 18  Stm: 11  Spd: 19  Luk: 11
Att: 182 Hit: 124  Def: 150 Eva: 120 M. Pow: 20  M. Eff: 16
----------------------------------------------------------
Magic:  Mudoon
Extra:  Sexy Dance
        Bind Voice
        Poison Mist
        Rampage

Lev: 56  Name: Ishtar
HP: 682  MP: 398  CP: 143
Str: 9   Int: 13  Mag: 25  Stm: 14  Spd: 14  Luk: 7
Att: 130 Hit: 102 Def: 140 Eva: 103 M. Pow: 28  M. Eff: 19
----------------------------------------------------------
Magic:  Maha-Zio
        Maha-Zanma
        Mediarahan
        Samarecarm
        Marin Karin
        Dekaja

Lev: 47  Name: Durga
HP: 600  MP: 206  CP: 124
Str: 17  Int: 8   Mag: 15  Stm: 10  Spd: 12  Luk: 8
Att: 128 Hit: 88  Def: 114 Eva: 86  M. Pow: 17  M. Eff: 11
----------------------------------------------------------
Magic:  Mudoon
        Dekaja
Extra:  Blast Call
        Soundwave

Lev: 38  Name: Kikuri-Hime
HP: 285  MP: 190  CP: 105
Str: 7   Int: 13  Mag: 15  Stm: 7   Spd: 8  Luk: 10
Att: 90  Hit: 69  Def: 90  Eva: 70  M. Pow: 18  M. Eff: 16
----------------------------------------------------------
Magic:  Bufula
        Marin Karin
        Mediarama
        Samarecarm

Lev: 33  Name: Hariti
HP: 339  MP: 119  CP: 94
Str: 11  Int: 8   Mag: 11  Stm: 9   Spd: 9  Luk: 8
Att: 88  Hit: 62  Def: 84  Eva: 62  M. Pow: 13  M. Eff: 10
----------------------------------------------------------
Magic:  Diarahan
Extra:  Sexy Dance
        Lullaby
        Deathtouch


Lev: 26  Name: Tawaret
HP: 236  MP: 99   CP: 80
Str: 12  Int: 9   Mag: 11  Stm: 6   Spd: 3  Luk: 7
Att: 76  Hit: 46  Def: 64  Eva: 46  M. Pow: 13  M. Eff: 11
----------------------------------------------------------
Magic:  Tetra
        Raku-Kaja
        Mediarama
Extra:  Constrict

***********
Kunitsukami
***********
Lev: 57  Name: Arahabaki
HP: 989  MP: 251  CP: 128
Str: 18  Int: 11  Mag: 17  Stm: 20  Spd: 10  Luk: 8
Att: 150 Hit: 101 Def: 154 Eva: 99  M. Pow: 19  M. Eff: 15
----------------------------------------------------------
Magic:  Maha-Zionga
        Mahanma
        Samarecarm
        Tetrakarn
Extra:  Fujin Ge

Lev: 53  Name: Take-Minakata
HP: 888  MP: 163  CP: 121
Str: 21  Int: 10  Mag: 10  Stm: 15  Spd: 14  Luk: 8
Att: 148 Hit: 100 Def: 36  Eva: 97  M. Pow: 12  M. Eff: 12
----------------------------------------------------------
Magic:  Agilao
        Bufula
        Sibabu
Extra:  Blast Call

Lev: 50  Name: O-onamuchi
HP: 695  MP: 200  CP: 115
Str: 16  Int: 14  Mag: 13  Stm: 13  Spd: 10  Luk: 9
Att: 132 Hit: 91  Def: 126 Eva: 90  M. Pow: 16  M. Eff: 17
----------------------------------------------------------
Magic:  Zionga
        Diarahan
        Mediarama
        Samarecarm
        Dekunda
        Tetraja

Lev: 46  Name: Kotoshironushi
HP: 616  MP: 177  CP: 107
Str: 16  Int: 10  Mag: 14  Stm: 12  Spd: 10  Luk: 7
Att: 124 Hit: 116 Def: 116 Eva: 83  M. Pow: 16  M. Eff: 13
----------------------------------------------------------
Magic:  Maka-Kaja
        Makajama
        Mudo
        Sibabu
        Sabatoma

Lev: 43  Name: Saturahiko
HP: 574  MP: 132  CP: 102
Str: 14  Int: 9   Mag: 10  Stm: 13  Spd: 10  Luk: 9
Att: 114 Hit: 79  Def: 112 Eva: 78  M. Pow: 12  M. Eff: 11
----------------------------------------------------------
Magic:  Maha-Agion
        Hama
        Diarahan
Extra:  Vaccum
        Raitei-

Lev: 35  Name: Hitokotonushi
HP: 393  MP: 143  CP: 87
Str: 9   Int: 13  Mag: 13  Stm: 12  Spd: 5  Luk: 5
Att: 88  Hit: 60  Def: 94  Eva: 61  M. Pow: 16  M. Eff: 16
----------------------------------------------------------
Magic:  Bufula
        Zanma
        Mudo
        Dekunda
        Tetraja
Extra:  Vaccum

Lev: 30  Name: Sukunahikona
HP: 141  MP: 109   CP: 77
Str: 3   Int: 13  Mag: 10  Stm: 4   Spd: 15 Luk: 9
Att: 66  Hit: 63  Def: 68  Eva: 68  M. Pow: 13  M. Eff: 15
----------------------------------------------------------
Magic:  Mahanma
        Recarm
        Pen-Patora
        Toraport
Extra:  Bind Voice

Lev: 27  Name: O-oyatsumi
HP: 309  MP: 86   CP: 71
Str: 12  Int: 7   Mag: 10  Stm: 10  Spd: 5 Luk: 5
Att: 78  Hit: 49  Def: 74  Eva: 48  M. Pow: 11  M. Eff: 9
----------------------------------------------------------
Magic:  Tetraja
        Makarakarn
Extra:  Backfist
        Mawash-

*******
Ryuujin
*******
Lev: 59  Name: Ananta
HP: 937  MP: 237  CP: 132
Str: 21  Int: 15  Mag: 15  Stm: 18  Spd: 10  Luk: 9
Att: 148 Hit: 104 Def: 154 Eva: 104  M. Pow: 18  M. Eff: 18
----------------------------------------------------------
Extra:  Nagi-Bite
        Waterwall
        Bite
        Paralysis Bite
        Sacrifice


Lev: 54  Name: Rahabh
HP: 999  MP: 185  CP: 128
Str: 18  Int: 10  Mag: 13  Stm: 20  Spd: 10  Luk: 9
Att: 144 Hit: 97  Def: 148 Eva: 95  M. Pow: 15  M. Eff: 13
----------------------------------------------------------
Magic:  Dekaja
Extra:  Nagi-Bite
        Throw
        Bite

Lev: 50  Name: Itzam Na
HP: 651  MP: 208  CP: 120
Str: 15  Int: 12  Mag: 16  Stm: 12   Spd: 10  Luk: 10
Att: 130 Hit: 91  Def: 124 Eva: 90  M. Pow: 19  M. Eff: 16
----------------------------------------------------------
Magic:  Maha-Agion
        Estoma
Extra:  Firebreath
        Firewall

Lev: 43  Name: Seiryu
HP: 576  MP: 111  CP: 106
Str: 16  Int: 8   Mag: 9   Stm: 12   Spd: 11  Luk: 9
Att: 118 Hit: 81  Def: 110 Eva: 79  M. Pow: 11  M. Eff: 10
----------------------------------------------------------
Magic:  Maha-Zionga
Extra:  Firebreath
        Bite
        Nagi-Bite

Lev: 39  Name: Quetzalcoatl
HP: 522  MP: 94   CP: 98
Str: 16  Int: 8   Mag: 8   Stm: 12   Spd: 9  Luk: 8
Att: 110 Hit: 73  Def: 102 Eva: 71  M. Pow: 10  M. Eff: 10
----------------------------------------------------------
Magic:  Paraladi
        Toraest
Extra:  Shock
        Bite
        Nagi-Bite

Lev: 36  Name: Pek Young
HP: 464  MP: 85   CP: 92
Str: 18  Int: 7   Mag: 8   Stm: 10   Spd: 7  Luk: 8
Att: 107 Hit: 67  Def: 92  Eva: 64  M. Pow: 9  M. Eff: 9
----------------------------------------------------------
Magic:  Petoradi
Extra:  Firebreath
        Bite
        Nagi-Bite

Lev: 34  Name: Maya
HP: 405  MP: 90   CP: 88
Str: 34  Int: 6   Mag: 10  Stm: 12   Spd: 6  Luk: 10
Att: 92  Hit: 62  Def: 92  Eva: 61  M. Pow: 11  M. Eff: 8
----------------------------------------------------------
Magic:  Diarahan
        Mediarahan
        Posumudi
        Paraladi
        Petoradi
        Samarecarm

----------------
Neutral (DC002)
----------------

   **********
----------------
  Neutral/Law
----------------
   **********

*******
Tenshi:
*******
Lev: 52  Name: Dominion
HP: 588  MP: 211   CP: 83
Str: 16  Int: 12  Mag: 14  Stm: 13  Spd: 10  Luk: 8
Att: 136 Hit: 94  Def: 130 Eva: 93  M. Pow: 17 M. Eff: 15
----------------------------------------------------------
Magic:  Megidolaon
        Mudoon
        Mahanma
Extra:  Divine Retribution

Lev: 44  Name: Virtue
HP: 462  MP: 159   CP: 70
Str: 15  Int: 15  Mag: 10  Stm: 12   Spd: 7  Luk: 6
Att: 118 Hit: 78  Def: 112  Eva: 78  M. Pow: 13 M. Eff: 17
----------------------------------------------------------
Magic:  Agilao
        Mahanma
        Diarahan
        Recarmadora
Extra:  Akasha

Lev: 36  Name: Power
HP: 356  MP: 120   CP: 58 
Str: 13  Int: 8   Mag: 12  Stm: 12   Spd: 5  Luk: 7
Att: 98  Hit: 64  Def: 96  Eva: 62  M. Pow: 14 M. Eff: 11
---------------------------------------------------------
Magic:  Mahanma
Extra:  Hell Fang
        Wingbeat
        Divine Retribution

Lev: 32  Name: Principality
HP: 234  MP: 89   CP: 51 
Str: 11  Int: 8   Mag: 9  Stm: 8   Spd: 8  Luk: 8
Att: 86  Hit: 60  Def: 80 Eva: 60  M. Pow: 11 M. Eff: 10
--------------------------------------------------------
Magic:  Maha-Zio
        Zionga
        Mediarama
        Hanma
Extra:  Hell Fang

Lev: 28 Name: Archangel
HP: 224    MP: 55   CP: 45
Str: 10  Int: 6  Mag: 6  Stm: 10  Spd: 8  Luk: 8
Att: 76  Hit: 54 Def: 76 Eva: 53  M. Pow: 7  M. Eff: 7
------------------------------------------------------
Magic:  Maha-Agi
        Hanma
        Raku Kaja
        Media
Extra:  Heat Wave

Lev: 21  Name: Angel
HP: 109  MP: 43   CP: 34   
Str: 9   Int: 6   Mag: 6  Stm: 5  Spd: 6  Luk: 8
Att: 60  Hit: 41  Def: 52 Eva: 40  M. Pow: 7  M. Eff: 7
-------------------------------------------------------
Skills: Zan
        Pen-Patra
        Media
        Hama

*******
Youchou
*******
Lev: 38   Name: Morrigan
HP: 298  MP: 112    CP: 53   
Str: 12   Int: 8   Mag: 8  Stm: 9  Spd: 13  Luk: 8
Att: 100  Hit: 75  Def: 94 Eva: 74  M. Pow: 10  M. Eff: 10
----------------------------------------------------------
Extra:  Hell's Stomp
        Bind Voice
        Deathbound
        Hell Fang
        

Lev: 35   Name: Macha
HP: 240  MP: 89    CP: 49   
Str: 10   Int: 6   Mag: 7  Stm: 8  Spd: 15  Luk: 8
Att: 90  Hit: 71  Def: 86 Eva: 70  M. Pow: 8  M. Eff: 7
-------------------------------------------------------
Extra:  Heat Wave
        Claw
        Poison Claw
        Wingbeat

Lev: 31   Name: Neamhan
HP: 192  MP: 104    CP: 43   
Str: 9   Int: 9   Mag: 9  Stm: 7  Spd: 11  Luk: 5
Att: 80  Hit: 60  Def: 76 Eva: 60  M. Pow: 11  M. Eff: 11
---------------------------------------------------------
Magic:  Marin Karin
        Zanma
        Bufula
Extra:  Lullaby
        

Lev: 25   Name: Aello
HP: 114  MP: 81    CP: 35   
Str: 6   Int: 5   Mag: 10  Stm: 5  Spd: 13  Luk: 5
Att: 62  Hit: 52  Def: 60 Eva: 52  M. Pow: 11  M. Eff: 7
--------------------------------------------------------
Magic:  Maha-Bufu
        Tarukaja       
Extra:  Claw
        Wingbeat

Lev: 21   Name: Kelano
HP: 86  MP: 78    CP: 29   
Str: 4   Int: 7   Mag: 11  Stm: 5  Spd: 10  Luk: 4
Att: 50  Hit: 43  Def: 52 Eva: 43  M. Pow: 12  M. Eff: 9
--------------------------------------------------------
Magic:  Zio
        Mudo
        Rakunda        
Extra:  Scratch

Lev: 16   Name: Okapete
HP: 31  MP: 27    CP: 13   
Str: 3   Int: 3   Mag: 6  Stm: 2  Spd: 9  Luk: 4
Att: 40  Hit: 38  Def: 40 Eva: 38  M. Pow: 7  M. Eff: 5
-------------------------------------------------------
Magic:  Tarunda
Extra:  Song of Happiness
        Lullaby
        Claw
        Wingbeat

Lev: 9   Name: Benu
HP: 62  MP: 39   CP: 22   
Str: 4   Int: 4   Mag: 6  Stm: 4  Spd: 12  Luk: 5
Att: 24  Hit: 23  Def: 22 Eva: 23 M. Pow: 6 M. Eff: 4
-------------------------------------------------------
Magic:  Maha-Zan
        Hapilma
        Sukunda
        Dia
        Patra

********
Messian
********
Lev: 51   Name: Adept
HP: 413   MP: 245    CP: 0   
Str: 11   Int: 17    Mag: 15   Stm: 11  Spd: 9  Luk: 7
Att: 124  Hit: 89    Def: 124 Eva: 91  M. Pow: 19  M. Eff: 20
-------------------------------------------------------
Magic:  Sibabu
        Megido
        Tetrakarn
        Mahanma
        Mudo

Lev: 40   Name: Terminator
HP: 438   MP: 65    CP: 0   
Str: 18   Int: 7    Mag: 4   Stm: 13  Spd: 10  Luk: 6
Att: 116  Hit: 76   Def: 106 Eva: 73  M. Pow: 5  M. Eff: 8
-------------------------------------------------------
Magic:  Autofire
        Shrapne
        Poison Breath
        Shock
        Explode

Lev: 34   Name: Gyrator
HP: 160  MP: 134    CP: 0   
Str: 7    Int: 14   Mag: 12  Stm: 6  Spd: 7 Luk: 6
Att: 82   Hit: 61   Def: 80  Eva: 63  M. Pow: 15  M. Eff: 17
-------------------------------------------------------
Magic:  Zanma
        Maha-Zanma
Extra:  Shock
        Soundwave

Lev: 26   Name: Temple Knight
HP: 133  MP: 52    CP: 0   
Str: 13   Int: 8   Mag: 5  Stm: 7  Spd: 6 Luk: 6
Att: 78   Hit: 49  Def: 66 Eva: 48  M. Pow: 7  M. Eff: 9
-------------------------------------------------------
Magic:  Makajama
        Zan
Extra:  Aim
        Mawashi

Lev: 21   Name: Executioner
HP: 124  MP: 32    CP: 0   
Str: 8   Int: 7   Mag: 3  Stm: 8  Spd: 8  Luk: 5
Att: 58  Hit: 42  Def: 58 Eva: 42  M. Pow: 4  M. Eff: 7
-------------------------------------------------------
Magic:  Makajama
Extra:  Kaiten-
        Rampage
        Raiten-

Lev: 15   Name: Neophyte
HP: 44  MP: 40    CP: 0   
Str: 4   Int: 7   Mag: 8  Stm: 4  Spd: 5  Luk: 5
Att: 38  Hit: 29  Def: 38 Eva: 30  M. Pow: 9  M. Eff: 9
-------------------------------------------------------
Magic:  Makajama
        Agi
        Zio
        Bufu

Lev: 9   Name: Butcher
HP: 42  MP: 14    CP: 0   
Str: 7   Int: 4   Mag: 3  Stm: 6  Spd: 3  Luk: 4
Att: 32  Hit: 18  Def: 30 Eva: 18  M. Pow: 4  M. Eff: 4
-------------------------------------------------------
Extra:  Hell Stab
        Kaiten-

   **********
-----------------
 Neutral/Neutral
-----------------
   **********

******
Ryuuou
******
Lev: 53   Name: Yamata-No-Orochi
HP: 762   MP: 222    CP: 93   
Str: 13   Int: 10   Mag: 14  Stm: 17  Spd: 10  Luk: 8
Att: 132  Hit: 94  Def: 140  Eva: 93  M. Pow: 16  M. Eff: 13
-------------------------------------------------------
Extra:  Poison Breath
        Constrict
        Nagi-Bite

Lev: 48   Name: Vritra
HP: 607  MP: 185    CP: 84   
Str: 18   Int: 11   Mag: 12  Stm: 11  Spd: 10  Luk: 6
Att: 132  Hit: 88  Def: 118  Eva: 86  M. Pow: 14  M. Eff: 14
-------------------------------------------------------
Magic:  Zionga
        Maha-Zionga
        Parala-di
Extra:  Sibabu

Lev: 42   Name: Naga Raja
HP: 531  MP: 120    CP: 74   
Str: 18   Int: 8   Mag: 9  Stm: 11  Spd: 7  Luk: 8
Att: 120  Hit: 76  Def: 106 Eva: 74  M. Pow: 11  M. Eff: 10
-------------------------------------------------------
Magic:  Rakukaja
        Zio
Extra:  Waterwall
        Backhand

Lev: 36   Name: Oto-Hime
HP: 334  MP: 135    CP: 63   
Str: 10   Int: 10   Mag: 12  Stm: 10  Spd: 8  Luk: 7
Att: 92   Hit: 66  Def: 92 Eva: 66  M. Pow: 14  M. Eff: 13
-------------------------------------------------------
Magic:  Maha-Zio
        Recarm
Extra:  Waterwall
        Sexy Dance

Lev: 33   Name: Mizuchi
HP: 394  MP: 91    CP: 58   
Str: 16   Int: 7   Mag: 9  Stm: 11  Spd: 5  Luk: 4
Att: 98  Hit: 59  Def: 88  Eva: 56  M. Pow: 10  M. Eff: 9
-------------------------------------------------------
Extra:  Waterwall
        Constrict
        Bash
        Crush

Lev: 28   Name: Naga
HP: 266  MP: 68    CP: 49   
Str: 14   Int: 6   Mag: 8  Stm: 8  Spd: 5  Luk: 5
Att: 84  Hit: 51  Def: 72 Eva: 49  M. Pow: 9  M. Eff: 8
-------------------------------------------------------
Magic:  Raku Kaja
        Zio
Extra:  Waterwall
        Backhand

Lev: 19   Name: Nozuchi
HP: 165  MP: 29    CP: 33   
Str: 10   Int: 4   Mag: 5  Stm: 9  Spd: 5  Luk: 5
Att: 58  Hit: 36  Def: 56 Eva: 35  M. Pow: 6  M. Eff: 5
-------------------------------------------------------
Magic:  Raku Kaja
Extra:  Constrict
        Bash
        Crush

****
Yoma
****
Lev: 46   Name: Hanuman
HP: 359   MP: 193   CP: 64   
Str: 16   Int: 14   Mag: 10  Stm: 6  Spd: 11  Luk: 7
Att: 124  Hit: 85   Def: 104 Eva: 85 M. Pow: 13  M. Eff: 16
-------------------------------------------------------
Magic:  Zanma
        Maha-Zanma
        Toraport
Extra:  Hell Stab
        Tora-Ge

Lev: 43   Name: Ganesha
HP: 558   MP: 191   CP: 60   
Str: 15   Int: 12   Mag: 12  Stm: 3  Spd: 7  Luk: 12
Att: 116  Hit: 77   Def: 92  Eva: 77  M. Pow: 15  M. Eff: 15
-------------------------------------------------------
Magic:  Marin Karin
        Zanma
        Mudo
        Diarahan
Extra:  Constrict


Lev: 37   Name: Jinn
HP: 292   MP: 138   CP: 52   
Str: 13   Int: 8   Mag: 11  Stm: 8   Spd: 10  Luk: 6
Att: 100  Hit: 69  Def: 90  Eva: 68  M. Pow: 13  M. Eff: 10
-------------------------------------------------------
Magic:  Maha-Zan
        Maha-Zanma
        Maha-Agi
        Toraest
Extra:  Vaccum

Lev: 31   Name: Tengu
HP: 186  MP: 113    CP: 43   
Str: 10   Int: 9   Mag: 10  Stm: 6  Spd: 10  Luk: 5
Att: 82   Hit: 59  Def: 74  Eva: 59  M. Pow: 12  M. Eff: 11
-------------------------------------------------------
Magic:  Maha-Zan
        Maha-Zanma
        Toraport
Extra:  Vaccum
        Tora-Ge

Lev: 27   Name: Haokah
HP: 149  MP: 94    CP: 34   
Str: 10   Int: 8   Mag: 10  Stm: 5  Spd: 8  Luk: 5
Att: 74   Hit: 51  Def: 64  Eva: 51  M. Pow: 12  M. Eff: 10
-------------------------------------------------------
Magic:  Zionga
        Maha-Zio
        Maha-Zionga
Extra:  Happy Dance

Lev: 20   Name: Mercurious
HP: 60    MP: 40    CP: 20   
Str: 6    Int: 7   Mag: 7    Stm: 5  Spd: 6  Luk: 2
Att: 132  Hit: 88  Def: 118  Eva: 86  M. Pow: 14  M. Eff: 14
-------------------------------------------------------
Magic:  Zan
        Makajama
        Maha-Zionga
Extra:  Soundwave

******
Majuu
******
Lev: 43   Name: Keroberos/Cerberus
HP:  477  MP: 90   CP: 65   
Str: 18    Int: 8   Mag: 7   Stm: 9   Spd: 11  Luk: 9
Att: 122   Hit: 81  Def: 104 Eva: 79  M. Pow: 9  M. Eff: 9
-------------------------------------------------------
Magic:  Samarecarm
Extra:  Fire Breath
        Bite
        Bind Voice

Lev: 39   Name: Dawon
HP:  419  MP: 79   CP: 59   
Str: 8    Int: 7   Mag: 10    Stm: 9  Spd: 10  Luk: 5
Att: 76   Hit: 58  Def: 78   Eva: 58  M. Pow: 11  M. Eff: 9
-------------------------------------------------------
Magic:  Hanma
Extra:  Claw
        Bite

Lev: 30   Name: Serquet
HP:  232   MP: 78   CP: 45   
Str: 8    Int: 7   Mag: 10    Stm: 9  Spd: 10  Luk: 5
Att: 76   Hit: 58  Def: 78   Eva: 58  M. Pow: 11  M. Eff: 9
-------------------------------------------------------
Magic:  Maha-Zanma
        Tarunda
        Sekunda
Extra:  Bind Voice
        Bite

Lev: 26   Name: Orthrus
HP:  198  MP: 42   CP: 39   
Str: 11   Int: 4   Mag: 6    Stm: 7   Spd: 9  Luk: 7
Att: 74   Hit: 52  Def: 66   Eva: 50  M. Pow: 7  M. Eff: 5
-------------------------------------------------------
Extra:  Panic Voice
        Claw
        Bite
        Howling Voice

Lev: 20   Name: Nekomata
HP:  83   MP: 46   CP: 30   
Str: 4    Int: 7   Mag: 8    Stm: 5  Spd: 9  Luk: 6
Att: 48   Hit: 41  Def: 50   Eva: 42  M. Pow: 9  M. Eff: 9
-------------------------------------------------------
Magic:  Maha-Zan
        Marin Karin
Extra:  Claw
        Tora-Ge

Lev: 14   Name: Cu Sith
HP:  72   MP: 23    CP: 21   
Str: 7    Int: 4   Mag: 5    Stm: 5  Spd: 7  Luk: 5
Att: 42   Hit: 31  Def: 38  Eva: 30  M. Pow: 6  M. Eff: 5
-------------------------------------------------------
Magic:  Doluminer
        Toraest
Extra:  Bite
        Happy Dance

Lev: 12   Name: Cait Sith
HP: 47    MP: 26    CP: 18   
Str: 5    Int: 5   Mag: 7    Stm: 4  Spd: 6  Luk: 3
Att: 34   Hit: 26  Def: 32  Eva: 26  M. Pow: 8  M. Eff: 5
-------------------------------------------------------
Magic:  Marin Karin
        Taru Kaja
        Media
Extra:  Claw

****
Yama
****
Lev: 47   Name: Nyx
HP:  277  MP: 245   CP: 41   
Str: 11   Int: 12   Mag: 16  Stm: 5  Spd: 11  Luk: 11
Att: 116  Hit: 86   Def: 104 Eva: 86  M. Pow: 19  M. Eff: 16
-------------------------------------------------------
Magic:  Doluminer
        Tentrafoo
        Marin-Karin
        Samarecarm
Extra:  Dark Breath

Lev: 35   Name: Vampire
HP:  294  MP: 149   CP: 46   
Str: 14    Int: 8   Mag: 13  Stm: 8  Spd: 8  Luk: 2
Att: 98   Hit: 64   Def: 86  Eva: 62  M. Pow: 15  M. Eff: 11
-------------------------------------------------------
Magic:  Doluminer
        Tetrakarn
Extra:  Charm-Blood
        Blood-Drain
        Death Touch

Lev: 23   Name: Lilim
HP:  113   MP: 91   CP: 30   
Str: 6    Int: 5   Mag: 12   Stm: 5  Spd: 9  Luk: 4
Att: 58   Hit: 45  Def: 56  Eva: 45  M. Pow: 13  M. Eff: 8
-------------------------------------------------------
Magic:  Bufula
Extra:  Lullaby
        Blood-Drain
        Death Touch

Lev: 15   Name: Nightmare
HP:  60   MP: 63    CP: 20   
Str: 3    Int: 7   Mag: 10   Stm: 4  Spd: 6  Luk: 4
Att: 36   Hit: 29  Def: 38  Eva: 30  M. Pow: 11  M. Eff: 9
-------------------------------------------------------
Magic:  Zan
        Zanma
        Doluminer
        Sibabu

Lev: 12   Name: Empousa
HP:  61   MP: 50    CP: 16   
Str: 4    Int: 6   Mag: 9    Stm: 5  Spd: 5  Luk: 2
Att: 32   Hit: 24  Def: 34  Eva: 25  M. Pow: 10  M. Eff: 8
-------------------------------------------------------
Magic:  Zio
        Rakukaja
        Toraest
Extra:  Claw
        Soundwave

Lev: 8   Name: Alp
HP:  38   MP: 28    CP: 10   
Str: 2    Int: 6   Mag: 7    Stm: 4  Spd: 5  Luk: 4
Att: 20   Hit: 18  Def: 24  Eva: 19  M. Pow: 8  M. Eff: 7
-------------------------------------------------------
Magic:  Doluminer
        Plinpa
        Sibabu
        Patra
        Hapilma

******
Chirei
******
Lev: 44   Name: Titan
HP:  618  MP: 91   CP: 66   
Str: 19   Int: 8   Mag: 9  Stm: 12  Spd: 7  Luk: 7
Att: 126  Hit: 79  Def: 112 Eva: 76  M. Pow: 11  M. Eff: 10
-------------------------------------------------------
Extra:  Rampage
        Constrict
        Crush

Lev: 34   Name: Ubelluris
HP:  494  MP: 46   CP: 51   
Str: 17   Int: 6   Mag: 5  Stm: 14  Spd: 6  Luk: 5
Att: 102  Hit: 62  Def: 96 Eva: 59  M. Pow: 6  M. Eff: 7
-------------------------------------------------------
Extra:  Rampage
        Constrict
        Crush

Lev: 27   Name: Tsuchigumo
HP:  236  MP: 48   CP: 41   
Str: 12   Int: 7   Mag: 7  Stm: 9  Spd: 6  Luk: 4
Att: 78  Hit: 50  Def: 72  Eva: 48 M. Pow: 8  M. Eff: 8
-------------------------------------------------------
Magic:  Hanma
        Sibabu
        Estoma
Extra:  Poison
        Mawash-

Lev: 18   Name: Dwerger
HP:  130  MP: 29   CP: 27   
Str: 9   Int: 6   Mag: 6  Stm: 8  Spd: 4  Luk: 4
Att: 54  Hshit: 34  Def: 52 Eva: 33 M. Pow: 7  M. Eff: 7
-------------------------------------------------------
Magic:  Zan
        Hanma
        Tetra
        Raku-Kaja
Extra:  Hell Fang

Lev: 11   Name: Sudama
HP:  65  MP: 17   CP: 17   
Str: 5   Int: 3   Mag: 6  Stm: 8  Spd: 5  Luk: 3
Att: 32  Hit: 23  Def: 38 Eva: 22 M. Pow: 6  M. Eff: 4
-------------------------------------------------------
Magic:  Maha-Zan
        Makajama
        De-kaja
        Raku-Kaja
        Posumudi

Lev: 6   Name: Knocker
HP:  29  MP: 9   CP: 6   
Str: 4   Int: 3   Mag: 4  Stm: 3  Spd: 3  Luk: 6
Att: 20  Hit: 14  Def: 18 Eva: 14 M. Pow: 4  M. Eff: 4
-------------------------------------------------------
Magic:  Zan
        Taru-Kaja
        Dia
        Posumudi
Extra:  Happy Dance

******
Yousei
******
Lev: 48  Name: Titania
HP: 420  MP: 264  CP: 65   
Str: 14  Int: 11  Mag: 17  Stm: 9  Spd: 10  Luk: 6
Att: 124 Hit: 87  Def: 114 Eva: 86 M. Pow: 19  M. Eff: 15
-------------------------------------------------------
Magic:  Maha-Bufula
Extra:  Hell's Way
        Sexy Dance
        Lullaby

Lev: 45  Name: Oberon
HP: 358  MP: 243  CP: 61   
Str: 13  Int: 14  Mag: 15  Stm: 8  Spd: 9  Luk: 5
Att: 116 Hit: 80  Def: 106 Eva: 80 M. Pow: 18  M. Eff: 17
-------------------------------------------------------
Magic:  Maha-Zionga
        Hapilma
        Marin Karin
        Makarakarn

Lev: 40  Name: Cu Chulainn
HP: 454  MP: 131  CP: 54   
Str: 16  Int: 7   Mag: 10  Stm: 13  Spd: 9  Luk: 6
Att: 112 Hit: 74  Def: 106 Eva: 72 M. Pow: 11  M. Eff: 9
-------------------------------------------------------
Magic:  Mahanma
        Makajama
        Taru-Kaja
Extra:  Deathbound

Lev: 30  Name: Nadja
HP: 227  MP: 120  CP: 41   
Str: 10  Int: 10  Mag: 11  Stm: 9  Spd: 6  Luk: 4
Att: 80  Hit: 54  Def: 78  Eva: 54 M. Pow: 13  M. Eff: 12
-------------------------------------------------------
Magic:  Zionga
        Marin Karin
        Mediarama
        Posumudi
        Paraladi
        Recarm
         
Lev: 25  Name: Banshee
HP: 156  MP: 104  CP: 34   
Str: 7   Int: 9   Mag: 12  Stm: 8  Spd: 5  Luk: 3
Att: 64  Hit: 44  Def: 66  Eva: 45 M. Pow: 14  M. Eff: 12
-------------------------------------------------------
Magic:  Maha-Bufu
        Doluminer
        Mudo
Extra:  Shockwave


Lev: 18  Name: Dark Elf
HP: 81   MP: 57   CP: 24   
Str: 8   Int: 8   Mag: 8  Stm: 4  Spd: 6  Luk: 4
Att: 52  Hit: 36  Def: 44 Eva: 36 M. Pow: 10  M. Eff: 10
-------------------------------------------------------
Magic:  Zio
        Maha-Zio
        Hapilma
        Doluminer

Lev: 13  Name: Jack O' Lantern
HP: 48   MP: 28   CP: 15   
Str: 4   Int: 6   Mag: 5  Stm: 4  Spd: 7  Luk: 5
Att: 34  Hit: 28  Def: 34 Eva: 28 M. Pow: 6  M. Eff: 7
-------------------------------------------------------
Magic:  Agi
        Agilao
        Maha-Agi
        Taru-Kaja

Lev: 12  Name: Jack Frost
HP:  29  MP: 9   CP: 6   
Str: 5   Int: 4   Mag: 6  Stm: 4  Spd: 5  Luk: 5
Att: 34  Hit: 25  Def: 32 Eva: 25 M. Pow: 7  M. Eff: 5
-------------------------------------------------------
Magic:  Bufu
        Maha-Bufu
        Bufula
        Raku-Kaja

Lev: 7   Name: High Pixie
HP:  20  MP: 18   CP: 7   
Str: 1   Int: 4   Mag: 6  Stm: 2  Spd: 6  Luk: 7
Att: 16  Hit: 18  Def: 18 Eva: 18 M. Pow: 7  M. Eff: 5
------------------------------------------------------
Magic:  Zio
        Zionga
        Hapilma
        Dia
        Patra

*********
Demonoid
*********
Lev: 16  Name: Frankie
HP:  88  MP: 17   CP: 18   
Str: 10  Int: 5   Mag: 5  Stm: 6  Spd: 3  Luk: 6
Att: 52  Hit: 31  Def: 44 Eva: 29 M. Pow: 6  M. Eff: 6
------------------------------------------------------
Extra: Rampage
       Crush

Lev: 11  Name: Demi-Nandi
HP:  22  MP: 12   CP: 12   
Str: 4   Int: 4   Mag: 4  Stm: 2  Spd: 4  Luk: 11
Att: 30  Hit: 23  Def: 26 Eva: 23 M. Pow: 5  M. Eff: 5
------------------------------------------------------
Extra: Bash
       Rampage
       Crush

Lev: 7   Name: Herakles
HP:  20  MP: 9   CP: 8   
Str: 5   Int: 4   Mag: 4  Stm: 2  Spd: 4  Luk: 5
Att: 24  Hit: 16  Def: 18 Eva: 16 M. Pow: 5  M. Eff: 5
------------------------------------------------------
Magic: Zan
Extra: Punch
       Kick

Lev: 6   Name: Slave
HP:  23   MP: 0   CP: 7   
Str: 4   Int: 3   Mag: 3  Stm: 6  Spd: 3  Luk: 5
Att: 20  Hit: 14  Def: 24 Eva: 14 M. Pow: 3  M. Eff: 3
------------------------------------------------------
Extra: Punch
       Kick

Lev: 3   Name: Oracles
HP:  8   MP: 7   CP: 1   
Str: 1   Int: 4   Mag: 4  Stm: 2  Spd: 2  Luk: 5
Att: 8   Hit: 7  Def: 10  Eva: 8  M. Pow: 5  M. Eff: 5
------------------------------------------------------
Magic: Zio
       Tarunda
       Rakunda

Lev: 2   Name: Spartan
HP:  10  MP: 0   CP: 2   
Str: 3   Int: 2   Mag: 3  Stm: 3  Spd: 1  Luk: 6
Att: 10  Hit: 6  Def: 10  Eva: 6  M. Pow: 3  M. Eff: 2
------------------------------------------------------
Extra: Punch

   **********
----------------
 Neutral/Chaos
----------------
   **********

********
Datenshi
********
Lev: 57  Name: Agares
HP: 741  MP: 195   CP: 83   
Str: 19  Int: 11   Mag: 14  Stm: 15  Spd: 10  Luk: 7
Att: 152 Hit: 101  Def: 144 Eva: 99  M. Pow: 16  M. Eff: 14
-------------------------------------------------------
Magic:  Maha-Agion
        Maha-Zanma
        Tetrakarn
Extra:  Deathbound

Lev: 49  Name: Gaap
HP: 535  MP: 181   CP: 75   
Str: 15  Int: 10   Mag: 15  Stm: 12  Spd: 11  Luk: 7
Att: 128 Hit: 89   Def: 122 Eva: 88  M. Pow: 17  M. Eff: 13
-------------------------------------------------------
Magic:  Maha-Zanma
        Paraladi
        Marin Karin
Extra:  Fire Breath

Lev: 41  Name: Berith
HP: 473  MP: 101   CP: 63   
Str: 17  Int: 8    Mag: 9   Stm: 12  Spd: 8  Luk: 6
Att: 116 Hit: 74   Def: 106 Eva: 72  M. Pow: 11  M. Eff: 10
-------------------------------------------------------
Magic:  Agilao
        Plinpa
        Poison Breath
        Deathbound

Lev: 37  Name: Baphomet
HP: 298  MP: 145  CP: 57   
Str: 9   Int: 12   Mag: 15  Stm: 10  Spd: 5  Luk: 4
Att: 92  Hit: 63   Def: 94  Eva: 64  M. Pow: 18  M. Eff: 15
-------------------------------------------------------
Magic:  Hapilma
        Marin Karin
        Mediarama
        Sabatama
Extra:  Deathtouch
        Suck

Lev: 29  Name: Eligor
HP: 259  MP: 57   CP: 45   
Str: 12  Int: 6   Mag: 7   Stm: 10  Spd: 8  Luk: 5
Att: 82  Hit: 55  Def: 78  Eva: 53  M. Pow: 8  M. Eff: 7
-------------------------------------------------------
Magic:  Agilao
        Maha-Agi
Extra:  Panic Voice
        Hell Stab
        Heat Wave

Lev: 24  Name: Betelguese
HP: 137  MP: 48   CP: 37   
Str: 10  Int: 8   Mag: 6   Stm: 5  Spd: 9  Luk: 4
Att: 68  Hit: 48  Def: 58  Eva: 48 M. Pow: 8  M. Eff: 9
-------------------------------------------------------
Magic:  Agilao
        Maha-Agi
        Happy Dance
        Happy Song
        Poison Breath

Lev: 15  Name: Gagison
HP: 62   MP: 35   CP: 23   
Str: 5   Int: 6   Mag: 8   Stm: 5  Spd: 5  Luk: 4
Att: 40  Hit: 29  Def: 40  Eva: 29 M. Pow: 9  M. Eff: 8
-------------------------------------------------------
Magic:  Zio
        Maha-Zio
        Plinpa
Extra:  Claw

Lev: 10  Name: Ukobach
HP: 30   MP: 22   CP: 15   
Str: 4   Int: 5   Mag: 7   Stm: 3  Spd: 4  Luk: 5
Att: 28  Hit: 21  Def: 26  Eva: 21 M. Pow: 8  M. Eff: 6
-------------------------------------------------------
Magic:  Agi
        Maha-agi
        Rika-Jama
Extra:  Shockwave

****
Yoki
****
Lev: 46  Name: Yaksa
HP: 611  MP: 125  CP: 74   
Str: 21  Int: 6   Mag: 10  Stm: 12  Spd: 10  Luk: 6
Att: 134 Hit: 85  Def: 116 Eva: 82  M. Pow: 11  M. Eff: 8
-------------------------------------------------------
Magic:  Maha-Agion
        Zionga
        Diarama
        Paraladi
Extra:  Blast Call

Lev: 40  Name: Shuten-Douji
HP: 484  MP: 105  CP: 64   
Str: 19  Int: 7   Mag: 9   Stm: 11  Spd: 8  Luk: 6
Att: 118 Hit: 74  Def: 102 Eva: 71  M. Pow: 10  M. Eff: 9
-------------------------------------------------------
Extra:  Rampage
        Kaiten-
        Iron Punch
        Raitei-
        Sexy Dance

Lev: 33  Name: Yakshini
HP: 328  MP: 78  CP: 53   
Str: 14  Int: 6   Mag: 8  Stm: 10  Spd: 9  Luk: 5
Att: 94  Hit: 62  Def: 86 Eva: 60  M. Pow: 9  M. Eff: 8
-------------------------------------------------------
Magic:  Diarama
        Posumudi
Extra:  Mawash-
        Kaiten-
        Sexy Dance
 

Lev: 28  Name: Turdak
HP: 263  MP: 55  CP: 45   
Str: 14  Int: 6   Mag: 6  Stm: 9  Spd: 6  Luk: 5
Att: 84  Hit: 52  Def: 75 Eva: 50 M. Pow: 7  M. Eff: 7
-------------------------------------------------------
Magic:  De-Kaja
        Diarama
        Petra-di
        Recarm
        Mahanma
Extra:  Buddha

Lev: 19  Name: Hannya
HP: 135  MP: 30  CP: 30   
Str: 12  Int: 5   Mag: 4  Stm: 16  Spd: 8  Luk: 3
Att: 62 Hit: 39  Def: 50  Eva: 38  M. Pow: 5  M. Eff: 6
-------------------------------------------------------
Magic:  Zanma
Extra:  Raitei-
        Kick
        Vaccum
        Soundwave

Lev: 13  Name: Azumi
HP: 69  MP: 25   CP: 21   
Str: 8  Int: 5   Mag: 5  Stm: 5  Spd: 4  Luk: 5
Att: 42 Hit: 26  Def: 36 Eva: 25  M. Pow: 6  M. Eff: 6
-------------------------------------------------------
Magic:  Zio
        Media
        Water-Wall
Extra:  Punch

Lev: 7  Name: Ihika
HP: 33  MP: 13   CP: 75   
Str: 8  Int: 3   Mag: 4  Stm: 4  Spd: 4  Luk: 3
Att: 30 Hit: 16  Def: 22 Eva: 15  M. Pow: 4  M. Eff: 4
-------------------------------------------------------
Magic:  Zio
        Dia
        Paraladi
Extra:  Punch
        Nagi-ba

****
Kijo
****
Lev: 55  Name: Rangda
HP: 612  MP: 253   CP: 94   
Str: 16  Int: 11  Mag: 17  Stm: 11  Spd: 14  Luk: 7
Att: 142 Hit: 101 Def: 132 Eva: 100 M. Pow: 19  M. Eff: 15
-------------------------------------------------------
Magic:  Sibabu
        Marin Karin
Extra:  Happy Dance
        Poison Breath
        Bite

Lev: 50  Name: Volvo
HP: 486  MP: 225  CP: 85   
Str: 15  Int: 12  Mag: 16  Stm: 9  Spd: 8  Luk: 8
Att: 130 Hit: 88  Def: 118 Eva: 88 M. Pow: 19  M. Eff: 16
-------------------------------------------------------
Magic:  Maha-Bufula
        Doluminer
        Marin Karin
        Mudo
        Makarakarn


Lev: 45  Name: Gorgon
HP: 423  MP: 163  CP: 77   
Str: 14  Int: 11  Mag: 12  Stm: 9  Spd: 12  Luk: 5
Att: 118 Hit: 83  Def: 108 Eva: 83 M. Pow: 14  M. Eff: 14
-------------------------------------------------------
Magic:  Petora
Extra:  Lullaby
        Soundwave
        Poison Claw
        Stun Claw

Lev: 38  Name: Cailleach Bheare
HP: 320  MP: 161  CP: 65   
Str: 9   Int: 11  Mag: 15  Stm: 10  Spd: 7  Luk: 5
Att: 94  Hit: 67  Def: 68  Eva: 68  M. Pow: 17  M. Eff: 14
-------------------------------------------------------
Magic:  Bufula
        Maha-Bufula
        Plinpa
        Mudo
Extra:  Lullaby

Lev: 29  Name: Arachne
HP: 144  MP: 78  CP: 49   
Str: 7   Int: 9   Mag: 8  Stm: 5  Spd: 14  Luk: 4
Att: 72  Hit: 59  Def: 68 Eva: 60  M. Pow: 10  M. Eff: 11
-------------------------------------------------------
Magic:  Doluminer
        Marin-Karin
        Raku-Kaja
Extra:  Poison Sting
        Constrict

Lev: 24  Name: Lamia
HP: 163  MP: 58  CP: 41   
Str: 11  Int: 6   Mag: 8  Stm: 6  Spd: 8  Luk: 4
Att: 70  Hit: 47  Def: 60 Eva: 46  M. Pow: 9  M. Eff: 8
-------------------------------------------------------
Magic:  Zionga
        Raku-Kaja
Extra:  Lullaby
        Blood-Drain

Lev: 14  Name: Hag
HP: 67  MP: 49   CP: 24   
Str: 8  Int: 5   Mag: 8  Stm: 4  Spd: 5  Luk: 3
Att: 44 Hit: 28  Def: 36 Eva: 28  M. Pow: 9  M. Eff: 7
-------------------------------------------------------
Magic:  Bufu
        Bufula
        Mudo
        Rikajama
        Media

*****
Gaian
*****
Lev: 39  Name: Kamen-Hijiri
HP: 193  MP: 76   CP: 0   
Str: 10  Int: 14  Mag: 13  Stm: 8   Spd: 9  Luk: 4
Att: 98  Hit: 70  Def: 94  Eva: 71  M. Pow: 16  M. Eff: 17
-------------------------------------------------------
Magic: Maha-Zan
       Hapilma
       Makarakarn
       Tetrakarn

Lev: 30  Name: Ashura
HP: 209  MP: 77   CP: 0   
Str: 12  Int: 8   Mag: 8  Stm: 7   Spd: 8  Luk: 6
Att: 84  Hit: 57  Def: 74  Eva: 56  M. Pow: 10  M. Eff: 10
-------------------------------------------------------
Extra: Throw
       Aim
       Raiten-


Lev: 22  Name: On-Myoji
HP: 111  MP: 57   CP: 0   
Str: 7   Int: 8   Mag: 9  Stm: 6   Spd: 5  Luk: 5
Att: 58  Hit: 41  Def: 56 Eva: 41  M. Pow: 11  M. Eff: 10
-------------------------------------------------------
Magic: Agilao
       Maha-Zio
       Mudo
       Mahanma
Extra: Raitei- 

Lev: 15  Name: Jiraiya
HP: 78   MP: 26   CP: 0   
Str: 7   Int: 6   Mag: 4  Stm: 6   Spd: 8  Luk: 3
Att: 44  Hit: 32  Def: 42 Eva: 32  M. Pow: 5  M. Eff: 7
-------------------------------------------------------
Extra: Kaiten-
       Tobi-Ge
       Buddha
       Raitei-
       Daruma- 

Lev: 8  Name: Kugutsushi
HP: 22   MP: 19   CP: 0   
Str: 2   Int: 6   Mag: 6  Stm: 4  Spd: 4  Luk: 4
Att: 20  Hit: 17  Def: 24 Eva: 18  M. Pow: 7  M. Eff: 7
-------------------------------------------------------
Magic:  Zio
        Hapilma
        Marin Karin
        Raku-Kaja
        Posumudi
        Paraladi

------------
Dark (DC003)
------------

   **********
----------------
   Dark/Law
----------------
   **********

------
Jashin
------
Lev: 67  Name: Cthulhu
HP: 998   MP: 202   CP: 133   
Str: 22   Int: 14   Mag: 14  Stm: 15  Spd: 11  Luk: 5
Att: 178  Hit: 117  Def: 164 Eva: 115 M. Pow: 17  M. Eff: 17
-------------------------------------------------------
Magic:  Marin Karin
Extra:  Constrict
        Scanning
        Rampage
        Suck

Lev: 59  Name: Pazuzu
HP: 800   MP: 134   CP: 134   
Str: 34   Int: 12   Mag: 21  Stm: 14  Spd: 14  Luk: 10
Att: 162  Hit: 112  Def: 140 Eva: 108 M. Pow: 12  M. Eff: 11
-------------------------------------------------------
Magic:  Maha-Zanma
        Dekaja
Extra:  Paralysis Claw
        Wing Beat
        Kaiten-

Lev: 53  Name: Nyarlthotep
HP: 750  MP: 161   CP: 113   
Str: 19  Int: 12   Mag: 13  Stm: 13  Spd: 12  Luk: 4
Att: 144 Hit: 96   Def: 132 Eva: 95  M. Pow: 16  M. Eff: 15
-------------------------------------------------------
Magic:  Zanma
        Maha-Zanma
        Tetrakarn
        Recarm
Extra:  Paralysis Claw
        Suck

Lev: 41  Name: Tezcatlipoca
HP: 692  MP: 123   CP: 98   
Str: 19   Int: 8   Mag: 12  Stm: 14  Spd: 9  Luk: 5
Att: 132  Hit: 85  Def: 122 Eva: 82  M. Pow: 14  M. Eff: 11
-------------------------------------------------------
Magic:  Mudo
        Mudoon
Extra:  Constrict
        Iron Punch

Lev: 41  Name: Naragiri
HP: 518  MP: 93   CP: 83   
Str: 18   Int: 7   Mag: 10  Stm: 11  Spd: 9  Luk: 4
Att: 118  Hit: 75  Def: 104 Eva: 72  M. Pow: 11  M. Eff: 9
-------------------------------------------------------
Magic:  Maha-Agion
        Rakunda
Extra:  Panic Voice
        Poison Breath
        Suck

---------
Kyouchou
---------
Lev: 48   Name: Hresvelgr
HP: 443   MP: 174  CP: 86   
Str: 15   Int: 10   Mag: 11  Stm: 10  Spd: 15  Luk: 5
Att: 126  Hit: 92   Def: 116 Eva: 90  M. Pow: 13  M. Eff: 12
-------------------------------------------------------
Magic:  Recarm
Extra:  Ice Breath
        Soundwave
        Claw
        Wingbeat

Lev: 38   Name: Anzu
HP: 253   MP: 114  CP: 67   
Str: 11   Int: 6  Mag: 10 Stm: 7  Spd: 14  Luk: 5
Att: 98   Hit: 75 Def: 90 Eva: 73 M. Pow: 11  M. Eff: 8
-------------------------------------------------------
Extra:  Bind Voice
        Rampage
        Wingbeat

Lev: 26   Name: Gurr
HP: 135   MP: 71  CP: 44   
Str: 7   Int: 5   Mag: 9  Stm: 6  Spd: 11  Luk: 4
Att: 66  Hit: 52  Def: 64 Eva: 52 M. Pow: 10  M. Eff: 7
-------------------------------------------------------
Magic:  Dia
        Panic Voice
Extra:  Poison Breath
        Claw
        Poison Claw
        Wingbeat

Lev: 17   Name: Furiae
HP: 60    MP: 44  CP: 27   
Str: 5   Int: 5   Mag: 8  Stm: 4  Spd: 7  Luk: 4
Att: 44  Hit: 34  Def: 42 Eva: 34 M. Pow: 9  M. Eff: 7
-------------------------------------------------------
Magic:  Plinpa
        Mudo
Extra:  Claw
        Wingbeat

Lev: 4   Name: Chon-Chon
HP: 3    MP: 8   CP: 3   
Str: 1   Int: 4   Mag: 5  Stm: 1  Spd: 5  Luk: 3
Att: 10  Hit: 12  Def: 10 Eva: 12  M. Pow: 6  M. Eff: 5
-------------------------------------------------------
Magic:  Maka-Kaja
        Pen-Patra
Extra:  Claw

-------
Machine
-------
Lev: 37  Name: Medusa
HP: 470  MP: 27    CP: 0   
Str: 14  Int: 8   Mag: 2   Stm: 17  Spd: 10  Luk: 3
Att: 102 Hit: 69  Def: 108 Eva: 67  M. Pow: 4  M. Eff: 8
-------------------------------------------------------
Extra:  Aim
        Kick

Lev: 30  Name: Lavi
HP: 291  MP: 34    CP: 0   
Str: 9   Int: 9   Mag: 5   Stm: 14  Spd: 7  Luk: 3
Att: 78  Hit: 55  Def: 88  Eva: 55  M. Pow: 7  M. Eff: 10
-------------------------------------------------------
Magic:  Zionga
        Tentrafoo
        Marin Karin
        Makajama
        Hama
Extra:  Autofire

Lev: 26  Name: Golem
HP: 291  MP: 8    CP: 0   
Str: 14  Int: 3   Mag: 1   Stm: 14  Spd: 7  Luk: 3
Att: 80  Hit: 50  Def: 80  Eva: 47  M. Pow: 1  M. Eff: 3
-------------------------------------------------------
Extra:  Shock
        Throw
        Explode
        Autofire

Lev: 21  Name: Junk
HP: 195  MP: 18   CP: 30   
Str: 11  Int: 2   Mag: 6   Stm: 12  Spd: 3  Luk: 2
Att: 64  Hit: 37  Def: 66  Eva: 35  M. Pow: 6  M. Eff: 3
-------------------------------------------------------
Extra:  Poison Breath
        Constrict
        Aim

Lev: 8   Name: Iron Maiden
HP: 364  MP: 7    CP: 15   
Str: 5   Int: 1   Mag: 7   Stm: 6   Spd: 2  Luk: 2
Att: 26  Hit: 15  Def: 28  Eva: 14  M. Pow: 7  M. Eff: 2
-------------------------------------------------------
Extra:  Bite
        Paralysis Bite

Lev: 5   Name: Crazy Dummy
HP: 13   MP: 5    CP: 11   
Str: 2   Int: 2   Mag: 7   Stm: 4   Spd: 1  Luk: 2
Att: 14  Hit: 9   Def: 18  Eva: 9  M. Pow: 7  M. Eff: 3
-------------------------------------------------------
Extra:  Punch

-------
Vaccine
-------
Lev: 15  Name: Police
HP: 68   MP: 12    CP: 0   
Str: 9   Int: 6   Mag: 2   Stm: 4   Spd: 5  Luk: 4
Att: 48  Hit: 30  Def: 38  Eva: 29  M. Pow: 3  M. Eff: 6
-------------------------------------------------------
Magic:  Mahama
Extra:  Aim

Lev: 10  Name: Jaws
HP: 44   MP: 7    CP: 0   
Str: 7   Int: 2   Mag: 2   Stm: 5   Spd: 5  Luk: 4
Att: 34  Hit: 22  Def: 30  Eva: 21  M. Pow: 2  M. Eff: 2
-------------------------------------------------------
Extra:  Bind Voice
        Bite
        Paralysis Bite
        Throw

   **********
----------------
  Dark/Neutral
----------------
   **********
----
Jaki
----
Lev: 59  Name: Hecatonchires
HP: 950  MP: 56   CP: 120   
Str: 33  Int: 5   Mag: 5   Stm: 20  Spd: 10  Luk: 5
Att: 184 Hit: 107 Def: 128 Eva: 100 M. Pow: 6  M. Eff: 6
-------------------------------------------------------
Extra:  Hell-Stomp
        Throw
        Rampage
        Iron Punch
        Punch


Lev: 54  Name: Girimehkala
HP: 736  MP: 87   CP: 87   
Str: 27  Int: 8   Mag: 9   Stm: 10  Spd: 10  Luk: 7
Att: 162 Hit: 99  Def: 128 Eva: 94  M. Pow: 11  M. Eff: 10
-------------------------------------------------------
Magic:  Paraladi
        Panic Voice
Extra:  Poison Breath
        Kaiten-

Lev: 48  Name: Ekimmu
HP: 559  MP: 89   CP: 96   
Str: 19  Int: 8   Mag: 11  Stm: 11  Spd: 12  Luk: 4
Att: 134 Hit: 89  Def: 118 Eva: 87  M. Pow: 13  M. Eff: 10
-------------------------------------------------------
Magic:  Zanma
        Maha-Zanma
        Sibabu
Extra:  Poison Breath


Lev: 40  Name: Cyclops
HP: 520  MP: 58   CP: 78   
Str: 20  Int: 7   Mag: 8   Stm: 13  Spd: 5  Luk: 3
Att: 120 Hit: 70  Def: 106 Eva: 67  M. Pow: 9  M. Eff: 9
-------------------------------------------------------
Magic:  Maha-Zionga
Extra:  Punch
        Kick
        Rampage


Lev: 30  Name: Rakshasa
HP: 281  MP: 48   CP: 56   
Str: 5   Int: 6   Mag: 7   Stm: 4   Spd: 3  Luk: 2
Att: 32  Hit: 20  Def: 30  Eva: 21  M. Pow: 8  M. Eff: 7
-------------------------------------------------------
Extra:  Panic Voice
        Fire Breath
        Daruma-
        Kaiten-


Lev: 22  Name: Ogre
HP: 167  MP: 24   CP: 38   
Str: 11  Int: 4   Mag: 6   Stm: 8   Spd: 4  Luk: 4
Att: 66  Hit: 40  Def: 60  Eva: 39  M. Pow: 7  M. Eff: 5
-------------------------------------------------------
Extra:  Bind Voice
        Punch
        Kick

Lev: 11  Name: Wendigo
HP: 40   MP: 16   CP: 14   
Str: 5   Int: 6   Mag: 7   Stm: 4   Spd: 3  Luk: 2
Att: 32  Hit: 20  Def: 30  Eva: 21  M. Pow: 8  M. Eff: 7
-------------------------------------------------------
Magic:  Bufu
        Maha-Bufu
        Pen-Patra
Extra:  Fog Breath

Lev: 6   Name: Gremlin
HP: 10   MP: 7    CP: 5   
Str: 2   Int: 3   Mag: 4   Stm: 2   Spd: 6  Luk: 5
Att: 16  Hit: 16  Def: 16  Eva: 17  M. Pow: 2  M. Eff: 2
-------------------------------------------------------
Magic:  Zio
        Maka-Kaja
Extra:  Claw

------
Youjuu
------
Lev: 60   Name: Behemoth
HP: 999   MP: 88    CP: 110   
Str: 30   Int: 8   Mag: 10   Stm: 16   Spd: 5  Luk: 5
Att: 180  Hit: 107 Def: 152  Eva: 102  M. Pow: 12  M. Eff: 10
-------------------------------------------------------
Magic:  Mediarahan
Extra:  Happy Dance
        Constrict
        Bind Voice

Lev: 50  Name: Manticore
HP: 739   MP: 64    CP: 90   
Str: 24   Int: 8   Mag: 8   Stm: 12   Spd: 12  Luk: 4
Att: 148  Hit: 94  Def: 124 Eva: 90  M. Pow: 10  M. Eff: 10
-------------------------------------------------------
Magic:  Makajama
        Diarahan
Extra:  Needles
        Petra Breath
        Bind Voice

Lev: 45  Name: Scylla
HP: 706   MP: 38   CP: 60   
Str: 20   Int: 5   Mag: 5   Stm: 16   Spd: 12  Luk: 3
Att: 130  Hit: 84  Def: 122 Eva: 81  M. Pow: 6  M. Eff: 6
-------------------------------------------------------
Extra:  Dark Breath
        Waterwall
        Constrict

Lev: 31  Name: Black Widow
HP: 247   MP: 32    CP: 52   
Str: 17   Int: 6   Mag: 6   Stm: 4   Spd: 11  Luk: 3
Att: 96  Hit: 62  Def: 70   Eva: 59  M. Pow: 7  M. Eff: 7
-------------------------------------------------------
Magic:  Zanma
        Raku-Kaja
        Diarama
        Posumudi
Extra:  Paralysis Needle
        Constrict

Lev: 29  Name: Gyukki
HP: 305   MP: 18    CP: 30   
Str: 13   Int: 6   Mag: 7   Stm: 11   Spd: 6  Luk: 2
Att: 84  Hit: 52  Def: 80   Eva: 51  M. Pow: 8  M. Eff: 7
-------------------------------------------------------
Magic:  Maka-kaja
Extra:  Throw
        Rampage
        Kick

Lev: 20  Name: Nue
HP: 141   MP: 18    CP: 30   
Str: 11   Int: 4   Mag: 5   Stm: 6   Spd: 7  Luk: 3
Att: 62  Hit: 40  Def: 52  Eva: 38  M. Pow: 6  M. Eff: 5
-------------------------------------------------------
Magic:  Media
Extra:  Bind Voice
        Paralysis Bite
        Claw
        Tobi-ge

Lev: 15  Name: Bicorn
HP: 67   MP: 18    CP: 20   
Str: 5   Int: 5   Mag: 7   Stm: 5   Spd: 6  Luk: 2
Att: 40  Hit: 29  Def: 40  Eva: 29  M. Pow: 8  M. Eff: 6
-------------------------------------------------------
Magic:  Raku-Kaja
        Maka-Kaja
        Pen-Patra
        Petoradi
Extra:  Hell Stomp
        Throw

Lev: 10  Name: Garm
HP: 34   MP: 11    CP: 10   
Str: 5   Int: 4   Mag: 5   Stm: 3   Spd: 5  Luk: 3
Att: 30  Hit: 22  Def: 26  Eva: 26  M. Pow: 6  M. Eff: 5
-------------------------------------------------------
Magic:  Taru-Kaja
Extra:  Bite
        Venom Bite
        Howl

-----
Youju
-----
Lev: 38  Name: Yggdrassil
HP: 496  MP: 143  CP: 58   
Str: 10  Int: 10  Mag: 18  Stm: 7   Spd: 6  Luk: 2
Att: 96  Hit: 66  Def: 90  Eva: 66  M. Pow: 20  M. Eff: 14
-------------------------------------------------------
Magic:  Makajama
        Mediarama
Extra:  Waterwall
        Absorb

Lev: 29  Name: Arulune
HP: 176  MP: 96    CP: 42   
Str: 5   Int: 10  Mag: 15  Stm: 3   Spd: 7  Luk: 4
Att: 68  Hit: 52  Def: 64  Eva: 53  M. Pow: 17  M. Eff: 15
-------------------------------------------------------
Magic:  Doluminer
        Plinpa
        Hapilma
        Marin Karin

Lev: 18  Name: Mandrake
HP: 114  MP: 52    CP: 22   
Str: 2   Int: 8   Mag: 13  Stm: 5   Spd: 3  Luk: 2
Att: 40  Hit: 31  Def: 46  Eva: 32  M. Pow: 15  M. Eff: 11
-------------------------------------------------------
Magic:  Tarunda
        Patora
        Posumudi
        Paraladi
Extra:  Soundwave

Lev: 7  Name: Audrey
HP: 29   MP: 12    CP: 3   
Str: 2   Int: 4   Mag: 4   Stm: 3   Spd: 3  Luk: 6
Att: 18  Hit: 15  Def: 20  Eva: 15  M. Pow: 5  M. Eff: 5
-------------------------------------------------------
Magic:  Sukunda
        Posumudi
        Suku-kaja
        Maka-Kaja
Extra:  Rampage

-----
Shiki
-----
Lev: 23  Name: Corpse
HP: 258  MP: 26   CP: 78   
Str: 8   Int: 7   Mag: 9  Stm:  9   Spd: 4  Luk: 2
Att: 62  Hit: 40  Def: 64 Eva:  40  M. Pow: 10  M. Eff: 9
-------------------------------------------------------
Extra:  Darkbreath
        Deathtouch
        Paralysis Bite

Lev: 19  Name: Zombie Priest
HP: 107   MP: 27    CP: 15   
Str: 3   Int: 7   Mag: 12  Stm:  5   Spd: 5  Luk: 3
Att: 44  Hit: 34  Def: 48  Eva:  35  M. Pow: 13  M. Eff: 10
-------------------------------------------------------
Magic:  Zio
        Maha-Zio
        Sibabu
        Mudo
        Media

Lev: 15  Name: Workaholic
HP: 82   MP: 13    CP: 12   
Str: 6   Int: 5   Mag: 3  Stm:  6   Spd: 5  Luk: 5
Att: 42  Hit: 29  Def: 42 Eva:  29  M. Pow: 4  M. Eff: 5
-------------------------------------------------------
Magic:  Sukunda
Extra:  Punch
        Kick

Lev: 12  Name: Bodyconian
HP: 71   MP: 15    CP: 10   
Str: 5   Int: 5   Mag: 6  Stm:  4   Spd: 3  Luk: 4
Att: 34  Hit: 23  Def: 32 Eva:  23  M. Pow: 7  M. Eff: 6
-------------------------------------------------------
Extra:  Sexy Dance
        Deathtouch
        Paralysis Bite
        Poison Claw

Lev: 5  Name: Zombie
HP: 17    MP: 9    CP: 4   
Str: 2   Int: 5   Mag: 4   Stm: 3   Spd: 2  Luk: 2
Att: 14  Hit: 10  Def: 16  Eva: 10  M. Pow: 5  M. Eff: 6
-------------------------------------------------------
Extra:  Bite
        Poison Claw

Lev: 1  Name: Zombie Dog
HP: 6    MP: 6    CP: 1   
Str: 3   Int: 2   Mag: 2   Stm: 2   Spd: 3  Luk: 2
Att: 8   Hit: 5   Def: 6  Eva:  5  M. Pow: 2  M. Eff: 2
-------------------------------------------------------
Extra:  Venom Bite


   **********
----------------
   Dark/Chaos
----------------
   **********
----
Maou
----
Lev: 99  Name: Lucifer
HP: 999  MP: 689  CP: 284   
Str: 32  Int: 19  Mag: 22  Stm: 17  Spd: 20  Luk: 9
Att: 262 Hit: 178 Def: 232 Eva: 175 M. Pow: 26  M. Eff: 14 
-------------------------------------------------------
Magic:  Maha-Agion
        Maha-Bufula
        Bufula
        Sabatoma
        Estoma
Extra:  Holy light

Lev: 65  Name: Beelzebub
HP: 824  MP: 332  CP: 173   
Str: 18  Int: 12  Mag: 17  Stm: 18  Spd: 12  Luk: 8
Att: 166 Hit: 115 Def: 166 Eva: 114 M. Pow: 20  M. Eff: 16 
-------------------------------------------------------
Magic:  Maha-Agion
        Tentrafoo
        Mudoon
Extra:  Poison Breath


Lev: 62  Name: Mara
HP: 797  MP: 283  CP: 165   
Str: 17  Int: 11  Mag: 15  Stm: 19  Spd: 11  Luk: 6
Att: 158 Hit: 109 Def: 162 Eva: 108  M. Pow: 17  M. Eff: 14
-------------------------------------------------------
Magic:  Maha-Zanma
        Sibabu
Extra:  Temptation
        Throw
        Naga-Bite

Lev: 55  Name: Baal
HP: 140  MP: 283  CP: 140   
Str: 13  Int: 15  Mag: 17  Stm: 11  Spd: 11  Luk: 6
Att: 130 Hit: 93  Def: 126 Eva: 94 M. Pow: 20  M. Eff: 19
-------------------------------------------------------
Magic:  Zionga
        Maha-Zionga
        Diarama
Extra:  Curse Baal
        Firebreath

Lev: 52  Name: Astaroth
HP: 140  MP: 283  CP: 140   
Str: 13  Int: 15  Mag: 17  Stm: 11  Spd: 11  Luk: 6
Att: 130 Hit: 93  Def: 126 Eva: 94 M. Pow: 20  M. Eff: 19
-------------------------------------------------------
Magic:  Bufula
        Maha-Bufula
        Marin Karin
Extra:  Poison Mist
        Naga-Bite
        Deathbound

Lev: 49  Name: Loki
HP: 710  MP: 181  CP: 133   
Str: 20  Int: 9   Mag: 12  Stm: 13  Spd: 10  Luk: 5
Att: 138 Hit: 89  Def: 124 Eva: 86 M. Pow: 14  M. Eff: 12
-------------------------------------------------------
Magic:  Bufula
        Maha-Bufula
        Plinpa
        Marin Karin
Extra:  Akasha-

Lev: 42  Name: Hecate
HP: 326  MP: 225   CP: 115   
Str: 9   Int: 14  Mag: 17  Stm: 8  Spd: 9  Luk: 5
Att: 102 Hit: 75  Def: 100 Eva: 76 M. Pow: 20  M. Eff: 18
-------------------------------------------------------
Magic:  Marin Karin
        samarecarm
        Mudoon
        Makarakarn
        Necroma

------
Jaryuu
------
Lev: 51  Name: Tiamat
HP: 757  MP: 114   CP: 132   
Str: 26  Int: 9   Mag: 10  Stm: 10  Spd: 9  Luk: 7
Att: 154 Hit: 93  Def: 122 Eva: 89  M. Pow: 12  M. Eff: 11
-------------------------------------------------------
Magic:  Zionga
        Mediarahan
Extra:  Sexy Dance
        Poison Breath
        Waterwall
        Mawashi
    

Lev: 46  Name: Kingu
HP: 685  MP: 93   CP: 120   
Str: 25  Int: 8   Mag: 9   Stm: 11  Spd: 7  Luk: 6
Att: 142 Hit: 83  Def: 114 Eva: 79  M. Pow: 11  M. Eff: 10
-------------------------------------------------------
Extra:  Panic Voice
        Fire Breath
        Divine Retribution
        Throw
        Rampage

Lev: 43  Name: Nidhogg
HP: 583  MP: 74   CP: 113   
Str: 22  Int: 6   Mag: 8   Stm: 10  Spd: 8  Luk: 7
Att: 130 Hit: 79  Def: 106 Eva: 75  M. Pow: 9  M. Eff: 8
-------------------------------------------------------
Extra:  Throw
        Poison Breath
        Poison Bite
        Naga-Bite

Lev: 16  Name: Tarasque
HP: 487  MP: 48   CP: 94   
Str: 15  Int: 5   Mag: 6   Stm: 15  Spd: 5  Luk: 6
Att: 100 Hit: 62  Def: 100 Eva: 59 M. Pow: 7  M. Eff: 6
-------------------------------------------------------
Extra:  Panic Voice
        Poison Breath
        Poison Bite
        Venom Claw

Lev: 28  Name: Wyvern
HP: 221  MP: 32   CP: 77   
Str: 11  Int: 4   Mag: 5   Stm: 7  Spd: 12  Luk: 5
Att: 78  Hit: 58  Def: 70  Eva: 56 M. Pow: 6  M. Eff: 5
-------------------------------------------------------
Extra:  Fire Breath
        Bite
        Tobi Ge-

Lev: 16  Name: Worm
HP: 102  MP: 16   CP: 53   
Str: 10  Int: 3   Mag: 4   Stm: 5  Spd: 4  Luk: 5
Att: 52  Hit: 31  Def: 42  Eva: 30 M. Pow: 4  M. Eff: 4
-------------------------------------------------------
Magic:  Rakunda
        Raku-Kaja
Extra:  Throw

-----
Yuuki
-----
Lev: 44  Name: Vetala
HP: 299  MP: 147  CP: 108   
Str: 11  Int: 11  Mag: 15  Stm: 7  Spd: 11  Luk: 5
Att: 110 Hit: 81  Def: 102 Eva: 81 M. Pow: 17  M. Eff: 14
-------------------------------------------------------
Magic:  Plinpa
Extra:  Deathtouch
        Devil Smile

Lev: 32  Name: Yaka
HP: 134  MP: 77   CP: 75   
Str: 9   Int: 5   Mag: 12  Stm: 3  Spd: 13  Luk: 5
Att: 82  Hit: 64  Def: 70  Eva: 63 M. Pow: 13  M. Eff: 8
-------------------------------------------------------
Magic:  Tarunda
        Rakunda
        Sukunda
Extra:  Deathtouch
        Bite
        Poison Bite

Lev: 25  Name: Man eater
HP: 150  MP: 43   CP: 55   
Str: 10  Int: 8   Mag: 6   Stm: 6  Spd: 6  Luk: 5
Att: 70  Hit: 46  Def: 62  Eva: 46 M. Pow: 8  M. Eff: 9
-------------------------------------------------------
Extra:  Deathtouch
        Sexy Dance
        Paralysis Bite
        Venom Claw

Lev: 16  Name: Ghoullette
HP: 66   MP: 25   CP: 3   
Str: 7   Int: 5   Mag: 6   Stm: 4  Spd: 7  Luk: 2
Att: 46  Hit: 33  Def: 40  Eva: 32 M. Pow: 7  M. Eff: 6
-------------------------------------------------------
Magic:  Diarama
Extra:  Deathtouch
        Bite
        Paralysis Claw

Lev: 14  Name: Ghoul
HP: 53   MP: 21    CP: 21   
Str: 6   Int: 4   Mag: 6   Stm: 4  Spd: 6  Luk: 3
Att: 40  Hit: 29  Def: 36  Eva: 36 M. Pow: 7  M. Eff: 5
-------------------------------------------------------
Magic:  Diarama
Extra:  Deathtouch
        Bite
        Claw

Lev: 3  Name: Gaki
HP: 6    MP: 6    CP: 1   
Str: 2   Int: 3   Mag: 4   Stm: 3  Spd: 4  Luk: 2
Att: 10  Hit: 9   Def: 12  Eva: 30 M. Pow: 4  M. Eff: 4
-------------------------------------------------------
Extra:  Deathtouch
        Bite
        Claw

-------
Akuryou
-------
Lev: 38  Name: Legion
HP: 306  MP: 74   CP: 57   
Str: 12  Int: 9   Mag: 11  Stm: 10  Spd: 8  Luk: 3
Att: 100 Hit: 68  Def: 96  Eva: 68  M. Pow: 13  M. Eff: 11
-------------------------------------------------------
Magic:  Tentrafoo
Extra:  Deathtouch

Lev: 29  Name: Inferno
HP: 170  MP: 53   CP: 44   
Str: 9   Int: 9   Mag: 10  Stm: 7  Spd: 7  Luk: 2
Att: 76  Hit: 52  Def: 72  Eva: 52 M. Pow: 12  M. Eff: 11
-------------------------------------------------------
Magic:  Agilao
        Paraladi
Extra:  Firewall
        Fire Breath

Lev: 15  Name: Depth
HP: 85   MP: 17   CP: 24   
Str: 6   Int: 5   Mag: 5   Stm: 8  Spd: 5  Luk: 2
Att: 42  Hit: 29  Def: 46  Eva: 28 M. Pow: 6  M. Eff: 6
-------------------------------------------------------
Magic:  Sukunda
Extra:  Waterwall
        Deathtouch

Lev: 2  Name: Poltergeist
HP: 6    MP: 6    CP: 3   
Str: 1   Int: 3   Mag: 4   Stm: 1  Spd: 4  Luk: 3
Att: 6   Hit: 8   Def: 6   Eva: 8  M. Pow: 4  M. Eff: 4
-------------------------------------------------------
Magic:  Sukunda
        Suku-Kaja
        Patora
Extra:  Soundwave

-----
Gedou
-----
Lev: 49  Name: Old One
HP: 945   MP: 85   CP: 176   
Str: 17   Int: 10  Mag: 9   Stm: 17  Spd: 10  Luk: 4
Att: 132  Hit: 88  Def: 132 Eva: 86  M. Pow: 11  M. Eff: 12
-------------------------------------------------------
Magic: Zanma
Extra: Paralysis Bite
       Backhand

Lev: 39  Name: Doppelganger
HP: 361   MP: 94   CP: 136   
Str: 8    Int: 13  Mag: 13  Stm: 8  Spd: 7  Luk: 5
Att: 94   Hit: 68  Def: 94  Eva: 69 M. Pow: 16  M. Eff: 16
-------------------------------------------------------
Extra: Poison Breath
       Deathtouch
       Raitei-
       Suck

Lev: 28  Name: Black Ooze
HP: 330   MP: 25   CP: 92   
Str: 12   Int: 3   Mag: 5   Stm: 9  Spd: 8  Luk: 6
Att: 80   Hit: 54  Def: 74  Eva: 52 M. Pow: 5  M. Eff: 4
-------------------------------------------------------
Extra: Poison Breath
       Deathtouch
       Rest

Lev: 17  Name: Chris The Car
HP: 186   MP: 14   CP: 48   
Str: 11   Int: 3   Mag: 4   Stm: 8  Spd: 4  Luk: 2
Att: 56   Hit: 32  Def: 50  Eva: 30 M. Pow: 4  M. Eff: 4
-------------------------------------------------------
Extra: Poison Breath
       Throw
       Constrict

Lev: 6  Name: Jack the Ripper
HP: 34   MP: 7    CP: 16   
Str: 6   Int: 3   Mag: 2   Stm: 3  Spd: 8  Luk: 2
Att: 30  Hit: 23  Def: 24  Eva: 22 M. Pow: 2  M. Eff: 3
-------------------------------------------------------
Magic:  Sibabu
        Sukunda
        Suku-Kaja
        Trafuri

Lev: 6  Name: Slime
HP: 30   MP: 11   CP: 4   
Str: 3   Int: 4   Mag: 6   Stm: 3  Spd: 2  Luk: 2
Att: 18  Hit: 12  Def: 18  Eva: 12 M. Pow: 7  M. Eff: 5
-------------------------------------------------------
Extra:  Suck
        Rest

-----
Virus
-----
Lev: 129  Name: Andromeda
HP: 129   MP: 27   CP: 0   
Str: 9   Int: 9   Mag: 3   Stm: 7  Spd: 6  Luk: 2
Att: 58  Hit: 38  Def: 54  Eva: 38  M. Pow: 5  M. Eff: 9
-------------------------------------------------------
Extra:  Dengeki
        Needles
        Throw

Lev: 8  Name: Spider
HP: 30   MP: 8   CP: 0   
Str: 2   Int: 4   Mag: 1   Stm: 6  Spd: 8  Luk: 2
Att: 20  Hit: 21  Def: 28  Eva: 21  M. Pow: 2  M. Eff: 4
-------------------------------------------------------
Extra:  Paralysis Needle
        Kick

Lev: 3  Name: Mobius
HP: 11   MP: 5   CP: 0   
Str: 2   Int: 2   Mag: 1   Stm: 3  Spd: 3  Luk: 6
Att: 10  Hit: 9  Def: 12   Eva: 9  M. Pow: 1  M. Eff: 2
-------------------------------------------------------
Extra:  Bite

====================================
XV. Magic and Technique list (MT015)
====================================

*************
Magic (MAG01)
*************

Offensive Magic
---------------
Agi         3 MP:   Light fire damage to a single foe
Agilao      7 MP:   Medium fire damage to a single foe 
Maha-Agi    5 MP:   Light fire damage to a group of foes
Maha-Agion  9 MP:   Medium fire damage to a group of foes

*Note: Bufu has a slight chance to inflict freeze status*

Bufu        3 MP:   Light ice damage to a single foe.
Bufula      8 MP:   Medium ice damage to a single foe. 
Maha-Bufu   6 MP:   Light ice damage to a group of foes. 
Maha-Bufula 8 MP:   Medium ice damage to a group of foes. 

Zan         2 MP:   Light force damage to a single foe
Zanma       5 MP:   Medium force damage to a single foe 
Maha-Zan    4 MP:   Light force damage to a group of foes
Maha-Zanma  7 MP:   Medium force damage to a group of foes

*Note: Zio has a slight chance to inflict shock status*

Zio         4 MP:   Light electrical damage to a single foe.
Zionga      9 MP:   Medium electrical damage to a single foe. 
Maha-Zio    7 MP:   Light electrical damage to a group of foes. 
Maha-Zionga 12 MP:  Medium electrical damage to a group of foes. 

Hanma       5 MP:   A holy elemental. Slight chance to inflict instant death.
Mahanma    10 MP:   A holy elemental. Slight chance to inflict instant death to
                    all foes.

Mudo        3 MP:   A Dark elemental. Slight chance to inflict instant death.
Mudoon      9 MP:   A Dark elemental. High chance to inflict instant death.

Megido     15 MP:   Medium Almighty damage to all enemies
Megidolaon 30 MP:   Heavy Almighty damage to all enemies

Tentrafoo  14 MP:   Small nerve damage to all foes. Fair chance to panic status

Recovery Magic
--------------
Dia         2 MP:   Recovers a small amount of HP to a single ally
Diarama     4 MP:   Recovers a large amount of HP to a single ally
Diarahan    8 MP:   Recovers the maximum amount of HP to a single ally 

Media       2 MP:   Recovers a small amount of HP to all allies
Mediarama  10 MP:   Recovers a large amount of HP to all allies
Mediarahan 14 MP:   Recovers the maximum amount of HP to all allies

Recarm     12 MP:   Revives 1/4 amount of HP to an incapacitated ally
Samarecarm 24 MP:   Revives a full amount of HP to an incapacitated ally
Recarmadora 8 MP:   Sacrifices an ally's life to recover all HP to others 
Necroma    20 MP:   Revives an ally as the undead. Returns to dead state after
                    battle.

Patora      2 MP:   Removes all abnormal status to a single ally
Pen-Patora  4 MP:   Removes all abnormal status to all allies

Posumudi    4 MP:   Removes poison status to a single ally
Paraladi    6 MP:   Removes paralysis status to a single ally
Petoradi   12 MP:   Removes stone status to a single ally

Support Magic
-------------
Taru-Kaja   4 MP:   Strength increase to all allies
Raku-Kaja   4 MP:   Defense increase to all allies
Maka-Kaja   4 MP:   Magic increase to all allies
Suku-Kaja   2 MP:   Hit increase to all allies

Tetraja     5 MP:   Protective barrier to prevent all instant death attacks to
                    all allies for one turn.
Tetrakarn   6 MP:   Protective shield to prevent all Physical attacks to all
                    allies for one turn.
Makarakarn  6 MP:   Protective shield to prevent all Magical attacks to all
                    allies for one turn.

Status Effect Magic
-------------------
Doluminer   3 MP:   Inflicts sleep status to all foes
Sibabu      3 MP:   Inflicts bind status to all foes
Plinpa      2 MP:   Inflicts panic status to all foes
Hapilma     2 MP:   Inflicts happy status to all foes
Marin-Karin 6 MP:   Inflicts charm status to all foes
Makajama    4 MP:   Inflicts close status to all foes

Tarunda     4 MP:   Deteriorates attack power to all foes
Rakunda     4 MP:   Deteriorates defense power to all foes
Sukunda     2 MP:   Deteriorates hit power to all foes

De-Kaja    10 MP:   Dispels all enhancement bonus to all foes
Dekunda     5 MP:   Dispels all deterioration bonus to all allies
Tetra       8 MP:   Cannot use extra attacks to all foes

Field Magic
-----------
Mapper      2 MP:   Reveals a mini-map on the bottom of the screen]
Toraest     6 MP:   Escape to the entrance of the dungeon
Toraport:   6 MP:   Warps to the last save point
Trafuri:    2 MP:   Guaranteed escape from all normal battles
Estoma      6 MP:   All weak enemies below the protagonist's level cannot be
                    encountered
Sabatoma    8 MP:   Demons can summon another demon without the aid of the 
                    protagonist

*************
Extra (EX001)
*************
Bite                A light phyiscal attack to a single foe
Venom Bite          A light phyiscal attack to a single foe. Inflicts poison
Paralysis Bite      A light phyiscal attack to a single foe. Inflicts bind
Nagi-Bite           A medium phyiscal attack to a single foe

Constrict           A light phyiscal attack to a single foe. Inflicts bind
Hell-Stomp          A light phyiscal attack to a single foe. Inflicts close
Rampage             Does various damage depending on HP

Throw               A light phyiscal attack to a single foe
Crush               A light phyiscal attack to a single foe

Claw                A light phyiscal attack to a single foe
Venom Claw          A light phyiscal attack to a single foe. Inflicts poison
Paralysis Claw      A light phyiscal attack to a single foe. Inflicts bind

Fujin Ge            An enemy assault. Inflicts freeze.
Midare              An enemy assault. Inflicts shock.

Punch               A light strike attack to a single foe
backfist            A medium strike attack to a single foe
Iron Punch          A consecutive strike attack to a single foe
Akasha              A consecutive strike attack to multiple foes
Raitei              A heavy strike attack to a single foe

Kick                A light foot attack to a single foe
Mawash              A medium foot attack to a single foe
Tobi Ge-            A consecutive foot attack to multiple foes
Raiten              A heavy foot attack to a single foe

Needle              A light pierce attack to a single foe
Paralysis Needle    A light pierce attack to a single foe. Inflicts bind

Wingbeat            A light phyiscal attack to multiple foes

Daruma              A consecutive sword attack to multiple foes
Blast Call          A consecutive Sword attack to multiple foes
Kaiten              A consecutive Sword attack to multiple foes

Heatwave            A consecutive Sword attack to multiple foes
Deathbound          A consecutive sword attack to multiple foes
Hell Fang           A consecutive sword attack to multiple foes

Aim                 A light gun attack to a single foes
Autofire            A consecutive gun attack to multiple foes
Shrapne             A consecutive gun attack to multiple foes

Sacrifice           Uses self to do heavy damage to foes
Explode             Uses self to do heavy damage to foes
Suck                Does a light damage to enemy while recieving half of the
                    given damage
Vaccum              Does damage to foes

Elemental attacks
-----------------
Fire Breath 8 MP:   Light fire damage to a group of foes
Ice Breath  8 MP:   Light ice damage to a group of foes
Shock       6 MP:   Light electrical damage to a group of foes 

Divine 
Retribution 80 MP:  A Force elemental damage that takes out 1/4 of the
                    foe's HP while taking out 1/8 of the ally's HP

Hell's Eye  8 MP:   Instant death to a single foe
Curse Baal  8 MP:   Turns a single foe into a fly
Song of 
Happiness   4 MP:   Inflicts happy to multiple foes
Lullaby     6 MP:   Inflicts sleep to multiple foes
Panic Voice 2 MP:   Inflicts panic to multiple foes
Bind Voice  8 MP:   Inflicts bind to multiple foes
Soundwave   5 MP:   Inflicts panic to multiple foes

Sexy Dance  6 MP:   Inflicts charm to multiple foes
Happy Dance 4 MP:   Inflicts happy to multiple foes 

Poison 
Breath      7 MP:   Inflicts poison to multiple foes
Dark Breath 6 MP:   Increase Defense

Holy Light  6 MP:   Inflicts charm to multiple foes

Deathtouch  4 MP:   Absorbs the enemy's HP

Firewall    4 MP:   Nullifies all fire attacks for one turn
Waterwall   4 MP:   Nullifies all ice attacks for one turn


==============================
XVI. Misc and Secrets  (MT016)
==============================

Minigames
---------
Like every RPG in the market today, you are bound to see a mini-game or
two. Shin Megami Tensei II is no exception to this rule. In this section,
you'll see the rules for various mini-games.

Codebreaker: The rule in this game is that you need to guess a certain combi-
             nation of numbers to win a prize. The hint box on the right
             tells which of the numbers you used. There are 4 symbols on the
             right. They are:
                     
                1) Green Tile:    # has not been used
                2) X Symbol:      is not the right # 
                3) Yellow Circle: One of the # is used on a certain column
                4) Red Circle:    The correct #

             As you continue the game, there's an H and B on the Judge column.
             The judge column symbolizes whether or not you got the right # on
             a particular column. You can tell if you have a "Hit" or a "Blow."
             Hit means, you got the right number on the right position. Blow on
             the other hand is the right number but its placement is wrong. The
             sooner you guess the number, the better your prize. However, to
             play this game, you'll need to find Metal Cards throughout the
             dungeons. Here's some of the locations for the codebreaker rooms.

                - Underground building Via Holytown
                - Building west of the watchtower

B&S:         This is a really easy game to grasp its concept. Just guess wheth-
             -er or not the next number will be big or small.

Slots:       This one is rather straight forward. The premise of the game is to
             get any of the symbols in a row. However, there's a twist to the
             slots. Like the Pokemon slot games, you can max-out your bet to
             cover all the rows and columns to increase your chance. Also, if
             you happen to get 4  or more stars, you can get a free-play at no
             cost. However, if you get more stars, you can win more coins and
             multiply your winnings. Also, try to experiment with the other
             slot machines. You may increase your chances to win.

Baccarat:    The concept of this game uses the standard deck of cards. The card
             symbolize the number such as ace = 1, two of clubs = 2 and so on.
             However, 10, Jack, Queen and King counts as zero. The objective of
             this game is to bet which of the two sides will win. There are
             two sides: the player and the banker. Also, you can bet if there's
             going to be a tie. In addition, if the value is higher than 9, then
             number starts over. For example, if you have 7 of diamond and you
             pick up a 4 of spades, it's add up to 11. Since the game only
             accepts single digit numbers, it goes to 1.     

Keno:        In this game, you are given 64 numbers to choose from. Guess which
             numbers that'll fall in. You are allowed to have up to 16 guesses.
             The catch is that the higher the guesses, the more # you must get
             it right to yield the most coins. You can also put a few guesses
             and you can still win big. Just try your best to guess the right
             numbers.

Russian      This game is rather infamous. The location can be anywhere on the
Roulette:    map. As long there's a small room available, there's a very slim
             chance you'll might encounter a man gambling. The premise of the
             game is that there are six loads. One of which has a bullet. If
             you shoot and there's no bullet, you are safe. If you shoot and
             that shot has a bullet, well you know what happens next. The
             game will go on until one of you falls flat on the floor. However
             there's a twist, your demons will be the ones to pitted against
             the gambler's demon. If you lose, you will lose the demon you
             have for good. So, choose wisely.

             (To be honest, I've never won this game. Please let me know if
             anyone won this game and recieved a prize)
  
Glitches and bugs
-----------------
In this game, you'll find various bugs. However, unlike SMT1, most of the
glitches are not fatal.

- If you did not remove the header after you put on the patch, the game
will crash on the intro screen. (Fatal)

- On the Jakyo manor, if you keep pressing the same combination over and
over, you'll go right back to the Jakyo manor screen

- Also in the manor, if you do the same thing as above, it sometimes
rejects the combination

- If you get hit by the extra electrical attack such as Degenki or shock,
sometimes your HP will hit in the quadruple digits. The maximum HP in this
game is 999 HP.

- Sometimes on the demon negotiation, the words overlap each other. It's
a bug from the the Aeon Genesis patch.

- Sometimes when your minions are insta-killed with Mudo or some other one shot
attack, the game will glitch their name when you try to revive them and it
won't let you revive them. Thankfully this isn't permanent and the glitch can
wear off after a few turns

- Another insta-kill related glitch is after you revive your minion, Aleph will
summon him and it will say summoning was unsuccessful. Again, this will also
wear off


Secrets
-------

******************
*Russian Roulette*
******************
Sometimes if you wander the towns a bit and explore a small rooms, there's
a slim chance you'll encounter a gambler that runs a Russian roulette.
You won't use yourself as the victim, you'll be using your demons as bait.
Select your demon and the game will begin. You'll have a set of gun with
6 loads and 1 bullet. The game goes on until someone is shot. Be careful,
once your demon dies, they die for good.

*******************
*The hidden Majins*
*******************
In the admist of the thick fog. You'll find powerful enemies. However,
there's a very slim chance you might encounter the powerful majins like
Hell Rider, Alice or The Matador. If you defeat them, you'll get a powerful
weapons that surpasses the other weapons in the game. Just go to any area
that has a fog like the Brionac passage. Also, go to Kongokai and use the
majin spawning point as an alternative. Look at Kongokai for more info.
Good luck.

=====================
XVII. Credits (MT017)
=====================

I would like to thank the following people.

Atlus: For making this game and the rest of the Shin Megami Tensei games
Aeon Genesis: For translating this game along with SMT1
Gamefaqs: For accepting this FAQ.
CjayC: For making Gamefaqs exists for what it is today
SBAllen: For being a cool Administrator
Michael Sarich: for this Copyright

Android_Chaos: For coming up with numerous tips and some of the statements that
               I have overlooked. You've been a great help. ^_^
Anonymous:     A huge gratitude from the person whom I shall keep anonymous. 
               This person informed me the whereabouts of the hidden dungeon,
               Kongkokai.
Look_Over_     Your FAQ helped me understand Sword Fusioning a lot better.
There:
Roto_Arel:     For covering up some of the loose ends on the Walkthrough
Saradin:       Thanks for providing me tips as well as fixing several Boo-boos
               on the demon compendium.

Also, the people I've encountered on the SMT2 forum. Thanks for covering some
of the bases I've may have missed.

Last but not least, I thank YOU for taking the time to read this faq.

I look forward to hear more about the this FAQ. So if you feel like there's
something is missing, please feel free to contact me. If it's well thought
out, I'll add it and credit you for the next revision. So once again, thank
you for taking the time to read this.

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