Megami Tensei Persona - Be your true mind Revelations series - Persona A faq by Henry LaPierre freeza@ix.netcom.com Version 4 February 28th, 1997 Updated for the American release Revelations Persona is an RPG that takes place in current times. A large corporation is dabbling in the art of mind manipulation, through which they open a dimensional portal. You gather a team of characters, who happen to be students from the local high school, and try to solve the mystery of what's going on. A large barrier has encased the city of Lunarvale, where you live. Demons are walking the streets, your friends and loved ones are missing or being killed. It's up to you and your friends to bring the city back from the dark reaches. Armed with only your wits and fists, you start out on a long and perilous journey. Soon you will aquire better weapons, such as axes, bows, spears, and swords, not to mention each character will unlock their "persona". Later, you will be able to purchase automatic weapons like, pistols, pump shotguns, uzis, and rifles. A whole city is open for you to explore, will you go to the police station to try and enlist help from the police? Or will you go shopping at the mall for new weapons? It's up to you, but you better think fast, life as you know it is depending on you. Note: This faq was originally written for the Japanese version of this game. Some of the controls mentioned during the explanations may be for that version, please refer to the American controls section for a listing of the control changes made when translated for the American market. Starting up: After turning the power on to your Playstation, hit the start button. After the title comes up, press any button, this will bring up two choices: 1. Load a game 2. Start a new game To load a game, press the "X" button("X" is the accept button throughout the game, The "Triangle" button will cancel your selections and return to the previous screen) while load game is highlighted. This will bring up two choices: 1. Slot 1 2. Slot 2 This is which memory card slot on your Playstation you want scanned for game saves. Press the "X" button when the slot you want scanned is highlighted. After a few seconds all the Persona save files on the card will be shown on screen in the saved data menu. Choose the save file you would like to load(highlighted in red), after making your choice you will be asked if this file is OK to load: 1. Yes 2. No Press the "X" button to load the saved game. You will appear at the last Augustus tree or bush you saved at. To start a new game, choose New game from the startup menu. The game will scan for a memory card so that you may save when you need to. It will notify you if there isn't one present. After this the game will begin. Japanese version controls: Controls(all are using Type 1 controller configure): Here are the main controls for the game, if other uses for the buttons arise, see the individual instructions sections, as extra controls may be listed among them. "Circle" button: This is the Accept/Inspect button(choosing selections) "X" button: This will cancel your decision, and return you to the previous screen. Holding down this button while walking on the city map makes your character/party travel faster. Triangle button: This brings up a descriptive text box in the battle menus, rotates the city to a 45 degree angle when walking on the city map. Square button: This brings up the menu screen in non battle screens, or cancels directly out of it. L1 button: Sidestep left L2 button: Calls up the automap/city map R1 button: Sidestep right R2 button: Calls up the enemy diary(list, see various enemies) Select button: Holding down this button in a dungeon causes the small corner map and phase of the moon chart to disappear. Start button: Holding down this button causes a text box to appear with your current location while in a dungeon. Directional pad: Moves your party, picks choices, it will also scroll text so be careful of holding it down during text. American version controls: "X" button: This is the Accept/Inspect button(choosing selections) "Triangle" button: This will cancel your decision, and return you to the previous screen. Holding down this button while walking on the city map makes your character/party travel faster. "Square" button: This brings up a descriptive text box in the battle menus, rotates the city to a 45 degree angle when walking on the city map. Holding down this button while in a dungeon causes a text box to appear with your current location. "Circle" button: This brings up the menu screen in non battle screens, or cancels directly out of it. L1 button: Sidestep left L2 button: Calls up the automap/city map R1 button: Sidestep right R2 button: Calls up the enemy diary(list, see various enemies) Select button: Not used Start button: Not used Directional pad: Moves your party, picks choices, it will also scroll text so be careful of holding it down during text. Options screens: Hitting the Square button outside of battle will cause the options menu to appear, it contains these sub menus and their uses: 1. Item: 1a. Use: Choose an item to use, only highlighted items can be used. 1b. Equip: Equip/Remove items or weapons from characters. Can be done individually(itemwise) or choose maximum/all maximum to equip the best possible items on your characters. Arrows to the right, show the values of the equipped items. 1c. Sort: Yes(sort)/No(don't sort) is asked upon choosing this. When sorting, choose an item you wish to move, it will then highlight in yellow. Now choose a location you want that item to go to(helpful for grouping like items, or items you are familiar with) and press the accept button. This feature only works properly if you don't leave any spaces between your items, and have the two columns even. 2. Magic: 2a. Cast: Choose the character who you'd like to cast a spell with. Now choose the persona you'd like that character to cast a spell by, then choose the spell itself(only spells listed in white are available). Finally, choose the recipient of the spell. Remember, casting still takes spell points. Spell points are slowly recouporated by walking through dungeons, at a rate of 1 spell point for every 2 steps walked. 2b. Persona: Same as Changing personas in the Velvet room, except for a few differences. Choose the character whose persona you would like to view/inspect, then highlight the appropriate selection, Change/Status. Change is accomplished the same way as in the Velvet room(see Velvet room) accept that you don't have access to the spare persona bank, it is all done using the 3 personas equipped on the current character, you're just shuffling the Main(equipped) and sub personas. Choosing status will allow you to view the persona's statistics. If you press the accept button while viewing the personas statistics, the persona's card will be shown. 2c. Card: View the inventory of all enemy contact cards in your possession. 3. System: 3a. Map: View auto map or city map, depending on location. 3b. Analyze: View the enemy diary(all monsters battled so far) 3c. Config: 3c,1. Auto map: Choose between Free(rotates with you), or Fixed(stationary). This refers to the small corner map. 3c,2. Sound: Choose between Monoaural or Stereo 3c,3. Controller configure: Choose between Type 1 or Type 2 3c,4. Window type: Choose from 8 different styles 1. Solid receeding color 2. Plaid 3. Checkered 4. Brick 5. Sand 6. Snowman 7. Metallic 8. Pipe 3c,5. Battle settings: Options available during battle only 3c,5a. Command confirm: On/Off (the OK after all decisions) 3c,5b. Message speed: Normal/Fast/Off(no messages, spell names) 3c,5c. Window anime: On/Off(windows just pop up if off) 3c,5d. Auto battle pre-set options: Character 1: Hand weapon only/Gun only/Free Character 2: Hand weapon only/Gun only/Free Character 3: Hand weapon only/Gun only/Free Character 4: Hand weapon only/Gun only/Free Character 5: Hand weapon only/Gun only/Free These are the pre-set attack commands for battles, that will be used if you choose the third type of auto battle from the battle menu in combat. Free setting shuts auto battle off on the selected character, allowing you to still select their attacks. 4. Form: 4a. Manual: Manually place each party member in a desired location. There are 25 possible locations on the character grid to choose from. By moving the directional pad, pick a character to move(represented by number), then choose a location on the grid to place him/her(represented by a yellow diamond). When all the characters have been placed it will ask you if it's "OK" Yes/No. If you choose Yes, it will ask you if you'd like to save the formation to memory, Yes/No. If you choose to save the formation, you will then need to pick a slot from among 8(labeled A-H) to save it in. Press the accept button when the correct slot has been highlighted. It will ask you if it's "OK" Yes/No once again, choose yes to save the formation. 4b. Load: Use this to load a previously saved character formation. To do this, choose one of the saves from the 8 slots to choose from. Moving left or right on the directional pad at this time, will show you the party's current formation. After answering "Load OK" Yes/No, your saved character formation will be loaded. 5. Status: Use this to show you a character's current statistics. Select the character you wish to view and you will be able to see the following attributes: 5a. Name of character 5b. Level of character 5c. Experience accumulated 5d. Amount of experience needed for raising to the next level 5e. Persona level 5f. Persona experience points accumulated 5g. Amount of persona experience needed to raise to the next level 5h. Strength(orange is character, yellow is amount added by persona) 5i. Vitality(orange is character, yellow is amount added by persona) 5j. Technique(orange is character, yellow added by persona) 5k. Agility(orange is character, yellow added by persona) 5l. Luck(orange is character, yellow added by persona) 5m. All equipped weapons and armor 5n. Strength of all equipped weapons and armor(from top: sword attack, accuracy, gun attack, accuracy, defense, dodging ability, magic attack ability, magic defense ability 5o. Personas equipped, main and sub 5p. Hit points, current/maximum 5q. Spell points, current/maximum The bar graph of your character's current statistics in the following 5 areas mean the following: 1. Strength(attack power) 2. Vitality(maximum HP, defending) 3. Technique(accuracy) 4. Agility(dodging ability/speed) 5. Luck(after battle item percentages) The bar graph will be filled in with colors. The orange is what you have raised your characters level in that attribute to(base level). The yellow is what the currently equipped persona has raised your levels in the attributes to. The blue is what any currently equipped special weapons or armor has raised your levels in the attributes to. Each persona is different and as such will raise attributes differently. Battle screens: There are 6 choices you can make from the first battle screen menu: 1. Fight: gives you 6 more options 1a. Sword(SWD): Use hand weapon to attack enemy, choose target(s) 1b. Gun(GUN): Use gun to attack enemy, choose target(s) 1c. Persona(PRS): Use characters persona to cast a spell, choose spell to perform, choose target(s) 1d. Persona change(CHG): Switch to one of the selected character's sub personas(now=currently equipped), spells for the currently highlighted persona are shown to the right. 1e. Item(ITM): Use an item from your inventory, select target(s) 1f. Defend(DEF): Your selected character will assume a defensive position upon start of the battle. After all the characters attack selections have been made, you will be asked if these choices are OK, Yes/No. After selecting Yes, the battle turn will commence. 2. Escape: Choosing this will allow your party an attempt to escape 3. Contact: Attempt to gain the enemy's interest, or use an already accumulated contact card to force an enemy type to leave the battle. Highlight the enemy type you wish to contact and hit the accept button, this will begin the contact. 4. Form: Re-align your characters battle formation, takes one full turn(characters not moved will not be penalized). See Form in Options menu for instructions. 5. Auto: Let the computer take over the battle for you, there are 3 choices of attack strategies to choose from: 5a. Normal: hand weapons only 5b. Replay: same as last "entered" attack commands 2c. Personal: your characters will perform their pre-set attack selections(see System/Battle settings/ auto battle pre-set options in Options menu) In all 3 choices, defense is chosen if character is out of range for the auto attack. Pressing "Triangle, cancel" at any time during an auto battle will stop the combat at the end of the current full turn, bringing back up the first battle menu. 6. Analyze: Check the status of any enemy, highlight target. From this you can view the following: 1. Enemy's level 2. Enemy's type/name 3. Hit points, current/maximum 4. Spell points, current/maximum 5. Strength 6. Vitality 7. Technique 8. Agility 9. Luck 10. Main spell magic types 11. Magic strengths/weaknesses 12. Current condition of enemy 13. All spells known to the enemy While in the first battle menu, pressing any of the top 4 buttons (L1,L2,R1,R2) will bring up one of 4 different options/statistics screens(depending on the button pressed). L1: All character status screen L2: Settings(configurable) Hitting L2, to bring up the settings selection here, will give you access to the following: 1. Command confirm: On/Off 2. Battle message speed: Normal/Fast/None 3. Battle windows anime: On/Off 4. Pre-set auto battle choices: brings up the following: Change the pre-set auto battle selection for each individual character to(defense is chosen if out of striking range): 1. Sword only 2. Gun only 3. Free: choose the attack you'd like this character to perform R1: Enemy listing for current battle(type, name, amount) R2: Current controller configuration description Battle notes: When a character's hit points drop below a certain percentage, they will kneel on the ground, as if hurt. Their current hit points will also be highlighted in red when this happens. Characters that are killed during a battle are brought back to the character grid after the battle is over(as long as one character survives the battle). They will only have one hit point upon return. You will have to manually place the returning character(s) on the grid. You are not restricted to choosing the location they were in prior to being killed. If all of your characters are killed during a battle, the game will end and you will have to re-load from your saved game files. Pressing the triangle button while on a battle screen will bring up a text box with a description of the current choices in Japanese. A white number after an attack/spell represents amount of damage, a green number is amount healed. After each full turn(all characters) you are given the first battle menu to choose from again. The tile next to the characters name shows that characters position on the character grid, type of attack prepared, or condition of character if they are affected by a hold type spell(the word Bad, will appear). Sometimes a group of enemies will sneak up on you. When this happens, your character formation is reversed, the front is now the back row and vice versa. You can choose to re-form your characters(see Form), or leave them how they are. On the dungeon screen this is shown by your view turning 180 degrees by itself directly before a battle. In these instances, the enemy will get first attack. You need to re-form after the battle(if you didn't during) as it stays in the reversed formation. If the enemies in the front row are all destroyed, the back row moves forward. Some attacks will riccochet off an enemy and strike your character, take note of the attacks that some enemies use, try to avoid using like spells on them. If a hold type spell is successful, a marker icon will appear over the affected character(see spell markers). Spell(hold type) markers: Icons, these go for both your party and the enemy. These are shown above the affected characters head, and last various amounts of time. The number next to the icon represents the level of the spell. Name Icon Result of hold spell ---- ---- -------------------- Unlucky: Stairs down, luck down Happy: Sunrise, may skip turn Poison: Skull, damage to you after each turn Charm: Heart, you attack your teammates instead Shock: Lightning bolt, skip turn Panic: ?!, skip turn, or other random act Freeze: Blue drop, skip turn Bind: Shield emblem, skip turn Close: Red X, only able to use close range attacks Sleep: ZZZ, skip turn Sick: Face asleep, lose hit points every full battle turn Terror: Sad mask, character may try to escape the battle Paralyze: 2 jagged lines, skip turn Guilt: Rosary, cannot use hand weapons or gun Blind: Eye with X thru, decreases accuracy Stone: Stone, skip turn Raising levels: When your character goes up an experience level you are given 3 points to add to his statistics in any way you see fit. To add the points to his statistics in any catagory or combination of catagories just move the directional pad to the right the desired amount of times over the selected statistic or statistics. After placing all 3 points you will be asked if you are sure that is how you want them, Yes/No. Saving: See Augustus tree, under Room descriptions. Ranges: Various weapons and persona spells have ranges that they will be effective in. If you are not allowed to use a weapon/spell, you most likely are out of range. Most(not all) hand weapons are close range. The phase of the moon: This shows the passage of time. It also has to do with the way certain enemies behave, which is why sometimes you cannot get a contact card the same way twice from the same enemy. The Incense shop also works in conjunction with this feature. Room descriptions: The Velvet room: This is where you make new personas. The object is to combine 2 enemy contact cards plus an item from your inventory, the result is a new persona. Upon entering you are given four choices: 1. Fusion 2. Quit 3. Deliver/Erase 4. Instructions 1. Choosing fusion gives you four more options: note: you will not be able to access this choice if you have a full inventory of personas until you delete some unneccessary ones): 1a. Self-service(Crosschart on new personas available to you) From this you choose a contact card, shown by number, type, level and name from the list to the left, and align the crossbar with another(shown by number only at the top, 1-12) you would like to combine it with. If the two cards can be combined into a persona, the results will be shown in the box at the bottom of the screen. The various symbols on this crosschart tell you things about the strengths and weaknesses of the various contact card combinations. Red: Uncompatible, may screw up White: Normal Blue: Compatible(same alignment), good chance of extra abilities/attributes Circle: Normal Arrow up: Good chance of extra abilities/attributes Arrow side: Normal Arrow down: Good chance of mishap occuring, persona may weaken Some mishaps can produce entirely different personas than expected, these can be "Fools(enhanced persona) or Jellyman(dead persona)" These mishappen(Jellyman) personas still appear the same but will gain or lose spells/attributes depending on which way the mishap swayed. A Fool(entirely different family, only available through creation mishap) persona will occur approximately one in 64 irregularities, if the circumstances are correct. Fusing spell cards that show a blue symbol will increase your odds of creating a "Fool" persona, this is due to blue indicating same alignment of the chosen spell cards(IE: Holylight/Holylight or Physical/Physical). Some personas may even develop spells after attaining stage 8(the stage will not rise above 8), or perform special spells without you even summoning it(I call these Freaks) if your equipped character is in grave danger(Hit points are highlighted in red). You can tell a mishap has occured because Igor will mention that the resulting persona "seems irregular". 1b. Full-service In this menu you can see a list of all the various personas that your current enemy contact cards will create. Highlight the persona you would like to create(in red) and select it. A list of all the possible card combinations that will create this persona will be shown. Choose the combination of contact cards you'd like to use to create the persona. You will then be asked if you are sure of this decision, Yes/No. After choosing yes, you may now choose one item from your inventory to add to the persona in it's creation. An item will possibly boost a personas attributes/abilities, or even allow for an entirely different persona to be formed, usually higher or lower within the same family of the chosen persona. After picking the item(if you wished to add one) to add, you will be shown the persona's card(scroll down to see it's attributes). Press the accept button to see if you are able to complete the merger of contact cards for this particular persona(if the persona's level is far too high for any of your characters, or you already have it, you will be denied). If you are able to create the persona, you will be asked if all the choices you made are "OK" Yes/No. As soon as you answer yes to this final question, you will be brought to the persona creation room. You will witness your two enemy contact cards brought to life and merged into the persona you have chosen. 1c. See cards From this selection you can view all the enemy contact cards currently in your inventory. You can also delete unwanted contact cards here. 1d. Quit to previous menu 3. Choosing Deliver/Erase allows you to view or change any character's persona. To do this, highlight a party member whose persona you'd like to change. You can have up to three personas equipped on each character, one main(usable) and two sub(must equip them before use). The character you'd like to equip the new persona on must have a P-level(persona) equal to or higher than the persona you would like to equip. The characters main(usable) persona is listed in red, the sub personas(if any) are listed in white. Bring the flashing red bar to the persona(or empty space) you wish to replace and press the accept button, the flashing selection bar will move to the extra persona bank. All currently not in use personas you've created are kept in the extra persona bank. Now highlight the new persona you wish to equip the character with(must be listed in white, personas listed in grey are not available to that character) and press the accept button. The new and old personas will change places, equipping the new one, while putting the old into the extra persona bank. You can store up to 16 personas in the extra persona bank. The extra persona bank is only available from this selection in the Velvet room, you cannot access these personas out in the field. You can also delete personas from this selection that are obsolete. Any persona that has reached stage eight before deletion will give you an item in return when deleted. These items vary depending on the persona deleted. Another feature available from this selection is being able to view the persona's statistic card. To do this, simply press the square button while a persona(any you choose) is highlighted. The persona's statistic card will show you: A portriat of the persona entity The name of the persona The level of the persona The amount of spell points it takes to cast one of it's spells All spells currently available to the persona(more may be aquired) Amount the persona would enhance the users statistics The main types of persona magic it uses Strengths/weaknesses of persona Pressing left or right on the directional pad while a persona status card is up will allow you to view the other personas the character is equipped with. Not all characters can use all personas, try them in battle to find out which personas fit each character best. 4. Choosing Instructions on the Velvet rooms' use will get you four more options(begginer, amateur, instructions(basic) and professional, all of which are various instructions on room use. After viewing any of the instruction choices you are sent back to the main menu for the Velvet room. Judgement 1999: This is a casino. You can purchase coins from the teller next to the door. The coins are used to play the various gambling machines in the room. The object here is to win enough coins to buy goods from the teller to the left, mainly powerful weapons or items to use during fusion. Upon inspecting the machines you get four choices: 1. Start game 2. Quit(leave without playing) 3. Coins (total amount of coins you have left) 4. Instructions(different per machine, this gives 4 more options) 1. Rules 2. Controls of the game 3. Game advice 4. Exit to previous menu Here is a list of the games available to play: 1. Dice game(craps) 2. Poker 3. Blackjack 4. Code breaker 5. Slots(slot machine) Upon winning at various gambling machines, you will be asked if you would like to risk your winnings in a double or nothing game. These double or nothing games vary from machine to machine. Rosa Candida shop: This is the armor shop. You can purchase different types of armor here. Talking to the shopkeeper gives you the option of buying, selling or equipping items. Yin Yan shop: This is where you buy weapons. You can buy, sell and equip here by talking to the shopkeeper. At various points in the game, new weapons and items will become available in the shops. Just because you've already bought all the items in one shop, don't neglect to shop there again, as you may miss something good. Give and take fountain(fountain of life): The give and take fountains are fountains of regeneration run by fairies. When entering one, you are asked whether you'd like to use the fountain of give and take. The top choice is Yes, while the bottom is No. If you choose yes, you will be given a dollar/yen amount to throw into the fountain for the regeneration, along with two choices... Yes on top, No on bottom. If you choose to accept the cost of the regeneration your entire party's Hit points and Spell points will be refilled to maximum. The Gem/Incense shop(Essensce shop, wooden bamboo storefront): This shop gives you the option of raising your statistics, buy, sell, equip, or use items. There are two shopkeepers in this shop, a male (red robe) and a female(white robe). By talking to the male shopkeeper you are able to buy, sell or equip items. He sells mainly various potions. By talking to the female shopkeeper you are able to use the Item and Essense selections from her shops menu. First go into the Item selection menu, here you choose to trade gems from your inventory for various items. In the Essence selection you can chose to trade your gems for various essences that you can use to raise your character's statistics. It costs two gems for every essence you want. Each essence will also cost different combinations of gems depending on the phase of the moon. Essences highlighted in white are available for trade(you have the neccessary gems for trading in your inventory). After choosing one, you will be asked to choose the character that you would like to have that statistic raised on. Below is a chart on the various gems you need for trading at the different phases of the moon: Strength: New-2/8 Alexandria & Garnet 3/8-5/8 Diamond & Amethyst 6/8-Full Aqua stone & Pearl Vitality: New-2/8 Alexandria & Topaz 3/8-5/8 Sapphire & Garnet 6/8-Full Aqua stone & Ruby Technique: New-2/8 Alexandria & Magmastone 3/8-5/8 Emerald & Topaz 6/8-Full Aqua stone & Emerald Agility: New-2/8 Alexandria & Onyx 3/8-5/8 Ruby & Magamastone 6/8-Full Aqua stone & Sapphire Luck: New-2/8 Alexandria & Turquoise 3/8-5/8 Pearl & Onyx 6/8-Full Aqua stone & Diamond HP: New-2/8 Alexandria & Opal 3/8-5/8 Amethyst & Alexandria 6/8-Full Moon stone & Aqua stone SP: New-2/8 Alexandria & Crystal 3/8-5/8 Amethyst & Aqua stone 6/8-Full Moon stone & Alexandria Note: This shop will be a regular shop up until a certain point in the game. Peace diner: In the sun mall this is a fast food type restaraunt, yet in the Black market/Joy street this is a bar. You don't seem able to purchase anything in either Peace diner, just talk to the employees and patrons. The Miller and Budweiser beer logos on the front window of this shop were removed from the American version. The Frog shop(pharmacy): This is the drugstore/pharmacy. In this shop you can buy, sell or equip various items by talking to the shopkeeper. The items are mainly healing remedies and things of that nature. There is a back door to this shop, but every time you try to use it the shopkeeper tells you that you can't. Nice music ;) Medical office(clinic, has a red cross on the storefront): In this shop/dwelling, you can be treated by a doctor. To do this, talk to the doctor, he will ask you whether you would like to be treated or not, Treat/Do not treat. If you choose to be treated, the doctor will then tell you what the cost of the treatment wll be. You will then be asked whether you will pay this amount or not, Yes/No. If you answer yes to this, the amount will be deducted from your total money, and all your party member's hit points and spell points will be returned to their maximum level. Note: Talking to certain characters throughout the game will also raise these attributes, the school nurse is one of them. Agastya trees(Augustus): Agastya trees/bushes are the games save spots. To use an Agastya tree enter it on the map(if it's in bush form, inspect it). Scroll through the text until you come to a set of two choices, it is asking you whether you want to use the tree or not. Yes(top) or No(bottom) are your choices. After choosing yes, you are taken to another selection screen, this time asking whether you'd like to: Save or Game end. Choosing game end brings up a box asking if it's OK to choose this option, Yes/No. Choosing save from the selection screen brings up the file selection screen. Choose a slot to save your game in by highlighting it in red and pressing the accept button(takes 2 blocks on a memory card per save file). At this point you are asked if the slot you chose is "OK"(are you sure about this slot) Yes/No. If you already have a save in the slot you wish to use, you will then be asked if you wish to save over the old save file, Yes/No. After choosing yes, the game will save to the memory card. You can have up to 7 save slots per memory card. After saving is completed, use the cancel button to cancel out of the Agastya tree. Using shops: When using a shop, you are presented with a buying menu. It includes a list of all products for sale(items you can afford are listed in white, ones you can't are grey) and their prices. A description of the currently highlighted(by red bar) item is shown in a text box at the top of the screen, while the total of your current purchase and the total amount of money you have left is shown in the lower right corner. Also, the amount of the currently highlighted(by red bar) item you have in your inventory is shown at the bottom left. After choosing a particular item to buy, you will be asked the amount(how many you want) of the item you wish to purchase(shown after the "X" sign), use the directional pad to increase or decrease the number of units desired. The limit on each item is 99 units. There may be some abbreviations used in the descriptions of certain items, some are: P=Player P1=Player 1(one player character) PAll=Player all E=Enemy E1=Enemy 1(one enemy) EAll=Enemy all The map: There are 3 maps in the game, the small corner travel map, the automap, and the city map. When viewing the automap screen, hitting any of the top 4 buttons(L1, L2, R1, R2) will cause the map to rotate 90 degrees. Using the directional pad while the automap is up allows the map to be scrolled. In the city map, hitting the R1 or L1 buttons will cause the map to turn clockwise or counterclockwise, respectively. L2 will cancel or call up the city map from a street location. The directional pad rotates the city map in all directions. While walking in the city, pressing the Square button causes the viewing angle to rotate 45 degrees. To open a door or enter something, just push towards it with the directional pad. Unless it is locked or sealed, you will go through. Personas: These are the demon entitys that each character summons to cast spells for them. Each persona is different, depending on which 2 enemy contact cards you create it from. Each persona has eight stages of growth, after which it will not aquire any new spells. A persona gains spells from experience, and can have a total of up to seven spells at it's disposal. Not all personas will have seven spells though, and some can get odd(not common to particular persona type) spells by adding certain items during the initial fusion process. Certain items added during the fusion process will create "hidden" personas within certain families. Those items are listed beneath each persona where applicable. For more information on personas see "the Velvet room". Below is a listing of all one hundred personas and their abilities(listed spells are available at stage 8, statistics listed are at stage one, they will get stronger as the persona reaches stage 8, note: Fool statistics fluxuate as they are only obtained by irregularity): Lv: Name: Type: SP: Spells: Strengths/Weaknesses: 4 Trickster Heirophant 3 Duel sword Strong against magic DEF up STR:15 OMP:55 Item "Hell book" Spirit norm VIT:17 DMP:55 Holyer TEC:12 STR up AGL:15 Holylight LUK:7 Exorcism 5 Pixie Lovers 2 Cure Reflect wind Wind Weak to physical Happy dance STR:5 OMP:42 Flash VIT:10 DMP:63 Star punch TEC:7 Bolt AGL:16 Elemental LUK:18 Air 5 Shaman Chariot 4 Tackle Relect gravity Rapid fall Weak against spirit Gravity STR:13 OMP:47 Gravity all VIT:10 DMP:37 Flash all TEC:8 AGL:5 Physical LUK:9 Graviton 5 Starion Emporer 4 Wind Reflect wind Blind light Weak against physical Magic seal STR:12 OMP:65 Confuse VIT:8 DMP:46 Wind all TEC:5 Spin kick AGL:11 Elemental LUK:9 Sign 5 Maria Priestess 4 Chill Absorb chill Cure Weak against fire Poison cure STR:8 OMP:67 Multi bow VIT:10 DMP:68 Trap cure TEC:12 Freezer AGL:9 Holylight LUK:11 Aqua 6 Vesta Empress 4 Blast Absorb fire Cure Weak against spirit Flash STR:11 OMP:54 Red fire VIT:11 DMP:54 Blast more TEC:10 AGL:7 Physical LUK:8 Ignis 6 Voodoo Heirophant 4 Holy Strong against magic Candy voice Weak against attack ACU up STR:10 OMP:39 Iron punch VIT:12 DMP:69 Mag up TEC:9 Holy white AGL:5 Holylight LUK:7 Awake 7 Nike Judgement 4 Light No effect against magic Cure Weak against attack DEF up STR:10 OMP:56 Icy VIT:6 DMP:68 Sonar TEC:5 AGL:13 Holylight LUK:9 Bless 8 Fury Magician 8 Blaze Reflect fire Sleep song Weak against physical Fire all STR:7 OMP:60 Love whip VIT:7 DMP:48 Red whip TEC:11 AGL:12 Elemental LUK:6 Ignis 8 Talon Justice 7 Ray Absorb wind Para pin Weak against spirit Ray all STR:7 OMP:53 Twister VIT:9 DMP:43 TEC:15 AGL:13 Physical LUK:12 Air 10 Jack frost Lovers 7 Chill Reflect chill Joy Weak against physical Tango STR:7 OMP:57 Chill all VIT:12 DMP:82 Sweet trap TEC:9 Ice breath AGL:14 Elemental LUK:26 Aqua 10 Guni Devil 9 Twin slash Strong against everything Berserk STR:15 OMP:114 Curse VIT:20 DMP:99 Attack back TEC:13 Magic seal AGL:18 Evildark Sonar LUK:24 Awake 10 Ven Sun 6 Beak No effect against wind Fire all Weak against gun Wind all STR:14 OMP:57 Blaze VIT:7 DMP:52 Fire breath TEC:9 AGL:31 Elemental LUK:16 Ignis 11 Virgo Priestess 5 Cure all Strong against magic Happy dance STR:11 OMP:75 Fire VIT:13 DMP:75 Para cure TEC:14 Heal AGL:6 Holylight Sexy dance LUK:7 Bless 12 Pawn Emporer 6 Tremor Reflect tremor Paralyze Weak against physical Slumber STR:18 OMP:75 Quake all VIT:9 DMP:57 Dual sword TEC:7 AGL:16 Elemental LUK:12 Terra 14 Lx1 Magician 12 Ice Reflect chill Chill all Weak against physical Sexy dance STR:13 OMP:75 Ice all VIT:9 DMP:51 Multi pin TEC:15 AGL:21 Elemental LUK:9 Aqua 15 Rain Empress 6 Gravity Absorb tremor Flash Weak against spirit Ray STR:17 OMP:78 Richter VIT:16 DMP:73 Fastball TEC:15 AGL:9 Physical LUK:16 Terra 16 Hellcat Hermit 7 Ice No effect against tackle Wind Weak against whip Panic voice STR:15 OMP:72 Petri nail VIT:22 DMP:65 Icy TEC:27 AGL:18 Elemental LUK:9 Aqua 17 Hive World 7 Para bite Strong against attack Blast Weak against magic Red fire STR:16 OMP:72 Wave all VIT:27 DMP:80 TEC:11 AGL:10 Physical LUK:14 Grewon 17 Shogi Heirophant 7 STR drop Strong against magic Holy bound STR:15 OMP:57 Para eyes VIT:20 DMP:82 DEF drop TEC:17 AGL:10 Holylight LUK:16 Exorcism 18 Vortek Chariot 8 Squash Reflect blast Poison pin Weak against spirit Nuke STR:21 OMP:79 Light kick VIT:18 DMP:54 Nuke more TEC:20 AGL:11 Physical LUK:16 Grewon 18 Halo Judgement 7 Twin slash No effect against magic STR drop Weak against attack Heal all STR:16 OMP:84 Magi shield VIT:11 DMP:84 Red fire TEC:7 AGL:22 Holylight LUK:17 Ignis 18 Crosscut Priestess 6 Fire wall Absorb fire Cure Weak against chill Heal STR:16 OMP:84 Revive VIT:17 DMP:89 Blue fire TEC:17 AGL:8 Holylight LUK:11 Ignis 19 Dark rider Justice 12 Dual stab Reflect ray Flash Weak against spirit Flash all STR:12 OMP:81 Destruct VIT:17 DMP:56 Ray all TEC:25 AGL:21 Physical LUK:17 Photon 20 Jack O' Lovers 13 Fire Reflect fire Sweet trap Weak against physical Fire all STR:13 OMP:83 Hula dance VIT:15 DMP:103 Blaze TEC:17 Fire breath AGL:22 Elemental LUK:34 Ignis 21 Remy Moon 21 Poison Absorb magic Bad luck Weak against attack Poison pin STR:13 OMP:105 Dead VIT:18 DMP:104 Candy voice TEC:18 Sickness AGL:17 Evildark LUK:23 Nerve 22 Sumi Star 24 Tremor Absorb tremor Spirit norm Weak against ray Spin kick STR:20 OMP:88 Holy white VIT:19 DMP:102 Eternity TEC:20 Gust all AGL:26 Elemental Blaze all LUK:18 Terra 23 Brax Emporer 10 Ice Absorb attack Trap cure STR:27 OMP:95 Item "Pentagon" Ice all VIT:13 DMP:80 Death TEC:10 Mystery hit AGL:22 Elemental LUK:18 Exorcism 24 Gasious Sun 13 Chill No effect against wind Chill all Weak against gun Spike claw STR:21 OMP:113 Gust all VIT:13 DMP:103 Holy word TEC:19 AGL:43 Elemental LUK:28 Bless 25 Omah Heirophant 9 Heat wave Absorb chill ACU drop Weak against fire Restore pow STR:18 OMP:79 Red fire VIT:34 DMP:99 TEC:24 AGL:13 Holylight LUK:20 Aqua 25 Stalios Hermit 13 Fire all No effect against tackle Spirit norm Weak against whip Quake STR:20 OMP:97 Sonar VIT:29 DMP:84 Viri nail TEC:44 AGL:23 Elemental LUK:13 Ignis 27 Iron bride Empress 17 Ray all Reflect ray Bolt Weak against spirit Twin slash STR:26 OMP:98 Wave VIT:25 DMP:98 TEC:21 AGL:11 Physical LUK:26 Weak boson 28 Lance Magician 18 Dual stab Reflect tremor Blind light Weak against physical Quake STR:21 OMP:115 Tremor all VIT:15 DMP:80 Intimi mag TEC:27 Drago spear AGL:32 Elemental LUK:12 Terra 28 Mach Justice 14 Wave Absorb wind Poison pin Weak against spirit Gale wind STR:15 OMP:105 Wave all VIT:20 DMP:75 Sonic TEC:37 AGL:32 Physical LUK:21 Air 29 Deva Priestess 10 Bless Strong against magic Ill cure STR:20 OMP:112 Love whip VIT:22 DMP:112 Spirit norm TEC:28 Heal all AGL:10 Holylight Hell eyes LUK:15 Exorcism 29 Leviathan World 11 Poison air Strong against attack Magnet Weak against magic Viri bite STR:28 OMP:102 Bone crush VIT:48 DMP:105 Nuke more TEC:17 AGL:15 Physical LUK:20 Air 30 Tenji Fool 7 Sweet trap Strong against everything Attack back STR:25 OMP:145 Quake all VIT:34 DMP:95 MAG up TEC:29 Revive more AGL:31 Physical Fire breath LUK:37 Normal 32 Anuvis Temperance 11 Drum punch No effect against tackle Spirit norm Weak against whip Judgement STR:36 OMP:99 Life VIT:23 DMP:109 TEC:51 AGL:26 Physical LUK:17 Sign 33 Mordo Chariot 12 Iron punch Reflect flash Bolt Weak against spirit Magnet all STR:41 OMP:116 Viper smash VIT:28 DMP:86 TEC:36 AGL:18 Physical LUK:23 Photon 34 Hera Death 16 Curse No effect against spirit Mezmerize STR:19 OMP:113 Item "Niple" Trap cure VIT:15 DMP:98 Bad luck TEC:36 Hell eyes AGL:31 Evildark LUK:41 Necromancy 34 Ug Emporer 23 Blaze Absorb ray Berserk Weak against physical Blaze all STR:40 OMP:118 Heat wave VIT:19 DMP:103 Physi wall TEC:14 AGL:31 Elemental LUK:24 Weak boson 35 Helion Magician 23 Wind all Strong against magic Gust Weak against attacks Gust all STR:26 OMP:135 Tackle VIT:19 DMP:100 Dead whip TEC:32 AGL:38 Elemental LUK:15 Necromancy 36 Brigit Empress 19 Blast Reflect flash Heal Weak against spirit Blast more STR:30 OMP:117 Blast most VIT:29 DMP:117 Blue fire TEC:25 AGL:14 Physical LUK:33 Photon 36 Azreal Judgement 19 Wing flap No effect against magic Lighter Weak against attack Fear song STR:24 OMP:133 Life VIT:19 DMP:128 STR up TEC:14 Judgement AGL:43 Holylight LUK:27 Wonder 37 Wals Priestess 15 Bless all Strong against magic Heal STR:25 OMP:129 Item "Death ring" Petri cure VIT:27 DMP:129 Eternity TEC:34 AGL:15 Holylight LUK:20 Sign 37 Region Justice 18 Magnet Reflect gravity Light kick Weak against spirit Flash all STR:20 OMP:124 Gravity all VIT:25 DMP:94 Holy white TEC:44 AGL:39 Physical LUK:27 Graviton 39 Mephisto Heirophant 17 Electro Absorb flash Pow return Weak against blast Holyer STR:26 OMP:108 Air slice VIT:45 DMP:128 TEC:35 AGL:21 Holylight LUK:28 Photon 39 Frost Hermit 18 Poison nail No effect against tackle Gust Weak against whip Item "W-Tablet" Bind voice STR:28 OMP:126 Gust all VIT:40 DMP:113 Petri bite TEC:55 AGL:30 Elemental LUK:21 Air 40 Cerebus Fortune 15 Poison bite No effect against tackle Wolf Weak against whip Magi shield STR:31 OMP:123 Tackle VIT:29 DMP:125 Revive TEC:55 Viri nail AGL:30 Holylight LUK:21 Curse 41 Crow Sun 22 Beak No effect against wind Quake Weak against gun Quake all STR:30 OMP:135 Dive bomb VIT:22 DMP:120 Gishin all TEC:99 AGL:56 Elemental LUK:41 Wonder 43 Odin Emporer 24 Petri eyes Strong against magic Quake Weak against attacks Petrify STR:53 OMP:142 Drago spear VIT:23 DMP:122 Gishin TEC:18 AGL:38 Elemental LUK:28 Curse 44 Inferno Death 18 Curse more No effect against spirit Cease heal STR:23 OMP:139 Cyber VIT:18 DMP:119 Death TEC:44 Axe bomb AGL:39 Evildark LUK:49 Curse 44 Celes Empress 21 Wave Reflect ray Spirit norm Weak against spirit Item "War tablet" Blast more STR:34 OMP:139 Grounder VIT:33 DMP:134 Sonic wave TEC:29 AGL:18 Physical LUK:39 Weak boson 45 Gemb Temperance 25 Ice breath No effect against tackle Quake Weak against whip Item "Black tablet" Freezer STR:45 OMP:141 Mag up VIT:32 DMP:129 Quake all TEC:60 AGL:33 Physical LUK:23 Aqua 46 Vixen Priestess 18 Multi pin Strong against magic Intimi mag STR:28 OMP:153 Heal all VIT:33 DMP:148 Para cure TEC:41 Heat wave AGL:18 Holylight Revive more LUK:23 Exorcism 46 Morie Justice 21 Wing flap Absorb wind Sonic Weak against spirit Sonic all STR:23 OMP:147 Magma heat VIT:28 DMP:113 TEC:51 AGL:46 Physical LUK:33 Air 47 Vora Magician 32 Ice Reflect chill Ice all Weak against physical Item "Monk charm" Glacier all STR:33 OMP:165 Aqua wall VIT:23 DMP:125 Icy TEC:42 AGL:47 Elemental LUK:18 Aqua 47 Nari Fool 16 Freezer Strong against everything Glacier all STR:43 OMP:176 Holyest VIT:40 DMP:131 Extinct TEC:39 Lightning AGL:38 Physical Viper smash LUK:50 Normal 48 Shaolin Chariot 20 Tackle more Absorb tremor Gravity all Weak against spirit Nuke more STR:53 OMP:152 Giant pin VIT:35 DMP:117 TEC:48 AGL:23 Physical LUK:28 Terra 49 St. Dragon World 23 Ice breath Strong against attack Wave Weak against magic Item "B-Tablet" Para nail STR:33 OMP:149 Discharge VIT:63 DMP:147 Gale wind TEC:28 Glacier all AGL:24 Physical LUK:30 Aqua 50 Viper Strength 29 Candy voice Strong against attack Ill cure Weak against magic Aqua wall STR:48 OMP:154 STR up VIT:63 DMP:136 Freezer TEC:32 AGL:25 Holylight LUK:33 Aqua 51 Loki Devil 31 Curse more Strong against everything Wolf STR:20 OMP:174 Mezmerize VIT:33 DMP:154 Bind voice TEC:25 Wildman AGL:30 Evildark Iron punch LUK:44 Nerve 52 Thor Heirophant 36 Bolt all Absorb flash Magi shield Weak against blast Discharge STR:30 OMP:131 Axe bomb VIT:55 DMP:156 TEC:45 AGL:25 Holylight LUK:33 Photon 53 Chatz Priestess 22 Poison cure Absorb fire Bless Weak against chill Sad attack STR:31 OMP:168 Elixer VIT:34 DMP:163 Red fire TEC:46 AGL:21 Holylight LUK:26 Ignis 53 Succubus Moon 27 Lunar trap Absorb magic Slumber Weak against attack Item "Monk tablet" Mezmerize STR:26 OMP:177 More dead VIT:31 DMP:170 Magic wall TEC:34 Moon whip AGL:33 Evildark LUK:39 Nerve 54 Darkside Justice 20 Death kick Reflect ray Sonic wave Weak against spirit Item "Lunar piece" Sonic STR:27 OMP:165 For Brad Gravity all VIT:32 DMP:130 BiStrike TEC:57 AGL:52 Physical LUK:35 Weakboson 55 Allmighty Judgement 30 Destruct Reflect magic Elixer all Weak against spear Restore pow STR:32 OMP:172 Light all VIT:27 DMP:162 Petri eyes TEC:22 AGL:58 Holylight LUK:36 Bless 55 Pheonix Sun 34 Blaze No effect against wind Wing flap Weak against gun Item "C-Tablet" Fire breath STR:37 OMP:162 Trap cure VIT:27 DMP:147 Inferno all TEC:36 AGL:68 Elemental LUK:53 Ignis 55 Bard Emporer 26 Ice Reflect tremor Magic seal Weak against physical Freezer STR:63 OMP:167 Glacier VIT:27 DMP:147 Holy word TEC:22 AGL:48 Elemental LUK:32 Terra 57 Dorga Empress 20 Magnet Reflect flash Eternity Weak against spirit Item "Dark tablet" Air slice STR:41 OMP:166 For Yuki Destruct VIT:40 DMP:131 Lightning TEC:36 AGL:23 Physical LUK:49 Photon 58 Mondo Death 20 Curse all No effect against spirit Wolf STR:29 OMP:168 Item "Coffen" Magic seal VIT:24 DMP:148 For Chris Petri eyes TEC:55 Kill punch AGL:50 Evildark LUK:60 Curse 59 Jester Hanged man 24 Para eyes Reflect magic Lunar trap Weak against spear Star punch STR:24 OMP:178 Confuse VIT:39 DMP:155 Invisible TEC:34 Curse all AGL:60 Evildark LUK:55 Awake 59 Flare Magician 20 Quake Reflect tremor Quake all Weak against physical Gishin all STR: OMP: Item "Gold pen" Mystery hit VIT: DMP: For Alana Freezer TEC: Holy bound AGL: Elemental LUK: Terra 59 Demo Chariot 20 Bone crush Reflect ray Eternity Weak against spirit Item "Pure water" Gale wind STR:66 OMP:197 For Mark Kill punch VIT:45 DMP:157 Sonic TEC:61 AGL:32 Physical LUK:37 Weak boson 60 Alfred Judgement 20 Sleep song Reflect magic Love whip Weak against spear Elixer all STR:50 OMP:202 Item "Trifocals" Magic wall VIT:29 DMP:172 For Nate Light all TEC:24 Kill punch AGL:61 Holylight LUK:75 Wonder 61 Valzante Priestess 20 Cure all Strong against magic Revive STR:35 OMP:190 Heal VIT:41 DMP:180 Item "Mud flower" Blue fire TEC:52 For Mary Holy white AGL:25 Holylight Elixer all LUK:30 Sign 61 Karma Fool 22 Drum punch Strong against everything Inferno all STR:56 OMP:211 Floater VIT:49 DMP:161 Curse all TEC:47 Light all AGL:48 Physical Nuke most LUK:48 Normal 62 Michael Judgement 20 Deathbound Reflect magic STR up Weak against spear Light all STR:51 OMP:206 Item "Buster" Para eyes VIT:31 DMP:181 For Ellen POW return TEC:33 Physi wall AGL:65 Holylight LUK:43 Exorcism 62 Ra Emporer 20 Blaze Absorb blast Inferno Weak against physical Bind STR:68 OMP:187 Item "Lava charm" Lighten VIT:31 DMP:162 For Main Blue fire TEC:26 Boss damage AGL:53 Elemental LUK:36 Grewon 65 Ishtal Empress 44 Bolt all Reflect blast Ice arrow Weak against spirit Revive STR:45 OMP:188 Discharge VIT:44 DMP:178 Blast most TEC:40 AGL:26 Physical LUK:55 Grewon 66 Massacre Tower 29 Bad luck Strong against attack More dead STR:65 OMP:190 Item "Black mask" Cease heal VIT:60 DMP:155 Bind TEC:36 Intimi mag AGL:31 Evildark Light kick LUK:52 Necromancy 66 Bushido Justice 33 Force Reflect gravity Force all Weak against spirit Item "Chess piece" Triple hit STR:31 OMP:195 Discharge VIT:36 DMP:155 TEC:65 AGL:60 Physical LUK:45 Graviton 68 Hannu Magician 51 Gust Reflect wind Death kick Weak against physical Gust all STR:45 OMP:216 Gale all VIT:33 DMP:169 Twister TEC:57 Triple hit AGL:63 Elemental LUK:28 Air 70 Racsha Priestess 35 Happy dance Strong against magic Ill cure STR:38 OMP:208 Aqua wall VIT:47 DMP:198 Revive more TEC:59 Fire wall AGL:28 Holylight Life LUK:33 Bless 74 Bucho Heirophant 41 Lighten Absorb flash DEF drop Weak against blast Item "Thunderbox" Ice arrow STR:40 OMP:192 Magic wall VIT:71 DMP:202 TEC:61 AGL:35 Holylight LUK:49 Photon 76 Borax World 57 Bolt Strong against attack Blast most Weak against magic Glass wall STR:51 OMP:211 Holy word VIT:83 DMP:204 Force all TEC:40 AGL:35 Physical LUK:43 Sign 77 Beezlebum Devil 66 Giant pin Strong against everything Extinct STR:31 OMP:233 Item "Pagan king" Glass wall VIT:51 DMP:208 Sickness TEC:36 Death AGL:41 Evildark Moon whip LUK:64 Necromancy 79 Garuda Sun 58 Gust all No effect against wind Spike claw Weak against gun Item "Big statue" Gale wind STR:49 OMP:217 Card "EM Maui" Gale VIT:37 DMP:197 Card "WD Yaksha" Death claw TEC:52 Gale all AGL:86 Elemental LUK:71 Air 79 Dark angel Judgement 58 Holy word Reflect magic Judgement Weak against spear Item "Dark ash" Nuke most STR:36 OMP:227 Revive more VIT:37 DMP:217 TEC:32 AGL:76 Holylight LUK:52 Awake 80 Leuda Magician 61 Inferno Absorb blast Death bound Weak against physical Item "Sun seed" Blaze all STR:53 OMP:249 Card "ED Weirdo" Inferno all VIT:37 DMP:194 Card "WM Babe" Holy word TEC:67 Magma heat AGL:72 Elemental LUK:32 Grewon 85 Kari Empress 55 Reflect gravity Weak against spirit Item "Dark gift" Force STR:44 OMP:240 Card "DW Warchild" Triple hit VIT:85 DMP:220 Card "MA Leo" Elixer TEC:39 Force all AGL:34 Physical Eternity LUK:70 Graviton 86 Ashura Emporer 53 Gust No effect against wind Gale Weak against gun Item "Glass doll" Mezmerize STR:86 OMP:247 Card "WD Valkyrie" Gishin VIT:39 DMP:212 Card "SD Cyrus" Glacier TEC:34 Axe bomb AGL:71 Elemental LUK:44 Wonder 88 Shaa Tower 70 Slumber Strong against attack Extinct STR:83 OMP:246 Bind light VIT:78 DMP:201 Magic seal TEC:43 Cease heal AGL:39 Evildark Death kick LUK:68 Nerve 88 Scrag Priestess 45 Elixer all Reflect attack Eternity STR:44 OMP:256 Item "Fate pin" Revive more VIT:57 DMP:236 Card "ED Faefnel" Elixer TEC:73 Card "DN Shin" Boss damage AGL:34 Holylight LUK:39 Wonder 89 Endora Heirophant 62 Absorb flash Weak against blast Item "Tiger belt" Holyest STR:45 OMP:233 Card "WD Hanya" Magmaheat VIT:83 DMP:233 Card "EM Durahan" Electro TEC:73 POW return AGL:40 Holylight Lightning LUK:58 Photon 90 Athena Justice 71 Death bound Reflect attack Steel wall Weak against magic Item "Olive ring" Discharge STR:41 OMP:255 Card "DW Rantula" STR up VIT:46 DMP:205 Card "WM Sucula" Sonic all TEC:83 AGL:78 Physical LUK:59 Photon 94 Abracab Judgement 73 Reflect magic Weak against spear Item "Silver dish" Light all STR:48 OMP:269 Card "SD Zin" Bi strike VIT:43 DMP:249 Card "AL Kelpi" Holyest TEC:38 Boss damage AGL:87 Holylight Elixer all LUK:61 Exorcism 96 Shiva Chariot 62 Mega raid Absorb wind Wave Weak against spirit Item "Sun Tablet" Triple hit STR:89 OMP:274 Card "SD Ganesha" Gale VIT:59 DMP:224 Card "DD Karak" Nuke most TEC:84 AGL:43 Physical LUK:48 Air 97 Zuma World 63 Bright air Strong against attack Fire breath Weak against magic Item "D-Scales" Ice breath STR:63 OMP:265 Card "DN Naga" Destruct VIT:99 DMP:248 Card "BD Owl" Poison air TEC:51 Nuke most AGL:44 Physical LUK:54 Graviton 99 Lucifer Devil 100 Curse all Strong against everything Richter STR:40 OMP:279 Item "David star" Extinct VIT:64 DMP:264 Card "DW Dance" Hell eyes TEC:45 Card "WD Dead chef" Judgement AGL:50 Evildark LUK:82 Wonder Important items note: Here is how you recieve certain items necessary for some of the higher personas D-Scales Found in Well of mind and souls, level B6 Glass doll Recieved after getting one of each spell card Sun tablet Recieved for defeating WM Fenril Silver dish Recieved for defeating FA Rainchild Olive ring Recieved for defeating ED Faefnel Tiger belt Recieved for defeating DN Shin Dark gift Recieved for defeating GT Chow Pagan king Recieved for defeating DM Alice The other items necessary for certain persona creations are found in the Judgement 1999s, through various events in the game, or by a stage eight deletion of a specific persona. Persona compatibility: Here is a chart that will let you know which characters can use which personas. The empty spaces are just ones I haven't tried on that character yet. Main Nate Mary Mark Brad Alana Ellen Chris Yuki Heirophant Trickster No Yes Yes Yes Yes Yes Yes No Yes Voodoo No Yes No No No No No No No Shogi No Yes Yes Yes Yes Yes Yes No Yes Omah No Yes Yes Yes Yes Yes Yes No Yes Mephisto No Yes Yes Yes Yes Yes Yes No Yes Thor No Yes Yes Yes Yes Yes Yes No Yes Bucho No Yes Yes Yes Yes Yes Yes No Yes Endora No Yes Yes Yes Yes Yes Yes No Yes Lovers Pixie Yes Yes Yes Yes Yes Yes Yes No Yes Jack frost Yes Yes Yes Yes Yes Yes Yes No Yes Jack O' Yes Yes Yes Yes Yes Yes Yes No Yes Chariot Shaman No No No Yes No No No No No Vortek Yes Yes Yes Yes No Yes Yes No Yes Mordo Yes Yes Yes Yes No Yes Yes No Yes Shaolin Yes Yes Yes Yes No Yes Yes No Yes Demo No No No Yes No No No No No Shiva Yes Yes Yes Yes No Yes Yes No Yes Emporer Starion Yes No No No No No No No No Pawn Yes No Yes Yes Yes Yes Yes No Yes Brax Yes No Yes Yes Yes Yes Yes No Yes Ug Yes No Yes Yes Yes Yes Yes No Yes Odin Yes No Yes Yes Yes Yes Yes No Yes Bard Yes No Yes Yes Yes Yes Yes No Yes Ra Yes No No No No No No No No Ashura Yes No Yes Yes Yes Yes Yes No Yes Priestess Maria No No Yes No No No No No No Virgo Yes Yes Yes Yes Yes Yes Yes No No Crosscut Yes Yes Yes Yes Yes Yes Yes No No Deva Yes Yes Yes Yes Yes Yes Yes No No Wals Yes Yes Yes Yes Yes Yes Yes No No Vixen Yes Yes Yes Yes Yes Yes Yes No No Chatz Yes Yes Yes Yes Yes Yes Yes No No Valzante No No Yes No No No No No No Racsha Yes Yes Yes Yes Yes Yes Yes No No Scrag Yes Yes Yes Yes Yes Yes Yes No No Empress Vesta No No No No No No No No Yes Rain Yes Yes No Yes Yes Yes Yes No Yes Iron bride Yes Yes No Yes Yes Yes Yes No Yes Bridget Yes Yes No Yes Yes Yes Yes No Yes Celes Yes Yes No Yes Yes Yes Yes No Yes Dorga No No No No No No No No Yes Ishtal Yes Yes No Yes Yes Yes Yes No Yes Kari Yes Yes No Yes Yes Yes Yes No Yes Judgement Nike No No No No No No Yes No No Halo Yes Yes Yes Yes Yes No Yes No Yes Azreal Yes Yes Yes Yes Yes No Yes No Yes Allmighty Yes Yes Yes Yes Yes No Yes No Yes Alfred No Yes No No No No No No No Michael No No No No No No Yes No No Dark angel Yes Yes Yes Yes Yes No Yes Yes Yes Abracab Yes Yes Yes Yes Yes No Yes No Yes Magician Fury No No No No No Yes No No No Lx1 Yes Yes Yes Yes Yes Yes No No Yes Lance Yes Yes Yes Yes Yes Yes No No Yes Helion Yes Yes Yes Yes Yes Yes No No Yes Vora Yes Yes Yes Yes Yes Yes No No Yes Flare No No No No No Yes No No No Hannu Yes Yes Yes Yes Yes Yes No No Yes Leuda Yes Yes Yes Yes Yes Yes No No Yes Justice Talon No No No No Yes No No No No Darkrider Yes Yes Yes No Yes Yes Yes No Yes Mach Yes Yes Yes No Yes Yes Yes No Yes Region Yes Yes Yes No Yes Yes Yes No Yes Morie Yes Yes Yes No Yes Yes Yes No Yes Darkside No No No No Yes No No No No Bushido Yes Yes Yes No Yes Yes Yes No Yes Athena Yes Yes Yes No Yes Yes Yes No Yes Devil Guni No No No No No No No Yes No Loki Yes Yes Yes Yes Yes Yes Yes Yes Yes Beezlebum No No No No No No No Yes No Lucifer No No No No No No No Yes No Sun Ven Yes Yes Yes Yes Yes Yes Yes Yes Yes Gasious Yes Yes Yes Yes Yes Yes Yes Yes Yes Crow Yes Yes Yes Yes Yes Yes Yes Yes Yes Pheonix Yes Yes Yes Yes Yes Yes Yes Yes Yes Garuda Yes Yes Yes Yes Yes Yes Yes Yes Yes Hermit Hellcat Yes Yes Yes Yes Yes Yes Yes Yes Yes Stallios Yes Yes Yes Yes Yes Yes Yes Yes Yes Frost Yes Yes Yes Yes Yes Yes Yes Yes Yes World Hive Yes Yes Yes Yes Yes Yes Yes Yes Yes Leviathan Yes Yes Yes Yes Yes Yes Yes Yes Yes St. Dragon Yes Yes Yes Yes Yes Yes Yes Yes Yes Borax Yes Yes Yes Yes Yes Yes Yes Yes Yes Zuma Yes Yes Yes Yes Yes Yes Yes Yes Yes Moon Remy Yes Yes No Yes Yes No No Yes No Succubuss Yes Yes No Yes Yes No No Yes No Star Sumi No No Yes No No Yes Yes No Yes Temperance Anuvis Yes Yes Yes Yes Yes Yes Yes Yes Yes Gemb Yes Yes Yes Yes Yes Yes Yes Yes Yes Death Hera No No Yes No No Yes Yes Yes Yes Inferno No No Yes No No No No Yes Yes Mondo No No No No No No No Yes No Fortune Cerebus Yes Yes Yes Yes Yes Yes Yes Yes Yes Strength Viper Yes Yes Yes Yes Yes Yes Yes Yes Yes Hanged man Jester Yes No Yes Yes Yes Yes Yes Yes No Tower Massacre No No No No No No No Yes No Shaa Yes Yes No Yes Yes No No Yes No Fool Tenji Yes Yes Yes Yes Yes Yes Yes Yes Yes Nari Yes Yes Yes Yes Yes Yes Yes Yes Yes Karma Yes Yes Yes Yes Yes Yes Yes Yes Yes Persona deletion Item chart: If you delete a persona that has attained stage eight, you will recieve an item upon the deletion. The following is a listing of the items that you are given when deleting each of the personas once they have reached stage eight. I have grouped them by Family. Heirophant Trickster Paralyze stone Voodoo Vitality essence Shogi Mega glove Omah Chess piece Mephisto Panic dirk Thor Spirit coat Bucho Discharge stone Endora Holy stone Lovers Pixie Luck essence Jack frost Luck essence Jack O' Iron mask Chariot Shaman HP essence Vortek Force rock Mordo Silver tip Shaolin Mad dog Demo Machete Shiva Therm stone Emporer Starion Strength essence Pawn Iron blade Brax Inferno rock Ug Penta glove Odin Energy bow Bard Ceasar hand Ra Inferno stone Ashura Light stone Priestess Maria Spell point essence Virgo Petrify cure Crosscut Revive rock Deva Blast stone Wals Fate pin Vixen Holy vulcan Chatz Peace maker Valzante Holy comet Racsha Elixer stone Scrag Revive rock Empress Vesta Zoma Rain Paralyze cure Iron bride Electric glove Bridget Cobra axe Celes Ceasar helmet Dorga Infinity Ishtal David star Kari Force stone Judgement Nike Tec essence Halo Sonic rock Azreal Discharge rock Allmighty Whispers Alfred Elixer rock Michael Heaven gate Dark angel Hell fire Abracab Sun stone Magician Fury Life orb Lx1 Ill cure Lance Charm sword Helion Core shoes Vora Final axe Flare Ceasar feet Hannu Gishin stone Leuda Laser blade Justice Talon Agility essence Darkrider Cobra stone Mach Gale rock Region Monk hood Morie Star sword Darkside Bind whip Bushido Glacier stone Athena Ceasar suit Devil Guni Nuke stone Loki Power glove Beezlebum Curse rock Lucifer Omega stone Sun Ven Poison cure Gasious Charm shot Crow Exor sword Pheonix Hydra cowl Garuda Gale stone Hermit Hellcat Glacier rock Stallios Sun seed Frost Tengu boots World Hive Gishin rock Leviathan Poniard St. Dragon Muscle arm Borax Angel knife Zuma Sonic stone Moon Remy Ill stone Succubuss Petrify whip Star Sumi Holy axe Temperance Anuvis Dark ash Gemb Mobile suit Death Hera Petrify stone Inferno Holy glove Mondo Death cross Fortune Cerebus Dead ends Strength Viper Twin tower Hanged man Jester Grim reaper Tower Massacre Death stone Shaa Exit n' stone Fool Tenji Jingle whip Nari Hell rain Karma Musamune Items recieved by defeating various demons: Here is a listing of the items you may recieve by defeating the various demons throughout the game. The higher your luck level is, the greater your chance of recieving an item. ND Moonchild : Ill stone Insibus : Petrafy stone Succubus : Opal Incubus : Dark sword Hinos : Blood orb Mermaid : Metal card Remy : Cobra stone Nightmare : Paralyze stone Hermit : Scalpel FY King fly : Force rock Queen fly : Ogre blade Princix : Blaze stone Hellion : Garnet Dark elf : Ph-guard Water elf : Turquoise Jack o' : Fire stone Jack frost : Chill stone Pixie : Magic stone FA Rainchild : Silver dish Abax : Curse rock Jester : Di-paralyze Palerider : Exit n' stone Astral : Metal card Blax knight : Bind blade Arapachi : Dis energy Dev chef : Shiny candy Grub : Toad candy ED Faefnel : Olive ring Weirdo : Ruby Felios : Bowie Snaketail : Cloud sword Drac : Amethest Wyvern : Moon stone Cockatrice : Di-stone CB Light dove : Bolt stone Alecto : Blast stone Gargos : Sonic rock Beezley : Flash stone Kimono : Ray stone WM Fenril : Sun tablet Bufflax : Baron glove Dragos : Crystal Sucula : Topaz Black widow : Ph-guard Babe : Ripobitan Nuea : Herb Sharktooth : Di-paralyze WD Yaksha : Holy stone Puru : Light sword Valkyrie : Plate axe Dead chef : Close bow Ripper : Paralyze cure Hanya : Panic whip Fruman : Mop EM Manimal : Emerald Durahan : Light bow Maui : Moon stone Landshark : Ice whip Fugly : Ripobitan Ogre : Onyx Gremlin : Shiny candy EG Macabre : Close whip Lips : Di-paralyze Flower kid : Magic stone Toilet kid : Electric whip Dribbler : Battle axe Ghost : M-guard Static : Core shield Wraith : Magic stone OL Grimy : Discharge rock Shadow : Metal card Clone : Magma stone Anatomy : Laser bow Flux : Dirk Yakuza : Shock sword Thug : Blood orb Slime : Dis-energy SM Blackman : Metal card Agent : Metal card S.S. : STR drink SD Ganesha : Sapphire Moai : Metal card Tengu : Gale rock Cupid : Gold axe Zin : Hina stone Raksha : Topaz Cyrus : Gold sword Magic urn : Herb AL Kelpi : Magic rock Chronos : Light stone Dominion : Paralyze axe Virtue : Zamba glove Power : Turquoise Principal : M-guard Arch angel : Bind bow Angel : Tanto DN Shin : Tiger belt Vixen : Hina stone Viper : Amethest Water asp : Aqua stone Naga : Onyx Shadow asp : Metal card Leach : Iron claw BD Ramia : Glacier rock Bumbo : Gust stone Ithl : Ice stone Sith : Aqua stone Owl : Wind stone Firebird : Metal card MA Leo : Blood orb Scorpio : Garnet Otros : Nuke rock Hemes : Sleep sword Felicia : Toad candy Kariee : Metal card Muskat : Shiny candy DW Randa : Nuke stone Warchild : Life orb Dance : Wave stone Rantula : Pit stone Chomp : Dis energy Siren : Gravity stone Sacrifice : Dis enegry DD Golem : Gishin rock Karak : Inferno rock Dwarfen : Quake stone Kobold : Magic stone Goul : Tremor stone Imp : Gauntlet GT Chow : Dark gift Moroku : Pearl Insectoid : Ph-guard Shremlin : Di-ill Karen : Shiny candy Ifirit : Magma stone Shpos : Di-paralyze Goblin : Di-poison ZE Painter : Panic punch Psycho : Lava sword Gleeb : Di-stone Zombie cop : Di-paralyze Dead nurse : Herb Zombie girl : M-guard Zombie boy : Metal card Zombie : Cloth hat SS Arrogance : Alexandria Sloth : Death stone Bellycasey : Diamond Jealousy : Zoma Greed : Magic rock Obscene : Zoma DM Alice : Pagan king Enemy contact cards(spell cards): These are the spell cards that you receive upon successfully interesting an enemy, provided you choose this from your list of rewards afterwards. A contact(spell) card is set up very similiar to a persona card(see example persona card) On the stationary bar at the bottom of the enemy's contact card, it lists the following: Class/Type(upper left) Name(bottom center) If you try to contact an enemy which you already have a contact card for, all members of that particular group of enemy will leave the battle. This is helpful when you feel as though you may be outnumbered. Although you cannot re-contact(in same battle) an already contacted enemy, you can attempt to contact more than one enemy type per battle. The battle is avoided if you make any type of interesting contact with any one enemy(see Getting cards below). Getting cards: The object of contacting the enemies is to try and invoke certain emotions in them. Upon attempting to contact an enemy(some enemies may try to contact you, if this happens you must Accept/Decline their invite), a descriptive box will open on the bottom of the screen. This box contains the contacted enemy's level, name, interests(highlighted) and whether or not you have this particular enemy's contact card in your current inventory(highlighted in yellow if you do). If you do not already have the contacted enemy's card you may choose to continue with the contact. Choose the party member you would like to attempt to gain the enemy's interest with, then choose from the four topics of conversation it gives you(all differ depending on which character you chose). Through talking to the enemy you will fill the square in the upper left corner of the screen with color. If you fill the square with a certain color, you will get the emotional outcome it provides. 1. Anger: Red 2. Joy: Green 3. Fear: Blue 4. Interest: Yellow If you invoke these emotions through your choices when contacting the enemy here is a list of the consequences: 1. Anger: The enemy may get first attack on your party 2. Joy: The enemy may leave the battle, or become happy 3. Fear: The enemy may leave the battle, or become bound 4. Interest: You get the 3 choices full Interest brings(see below) 5. Anger/Joy: Enemy will leave the battle 6. Anger/Fear: The enemy is confused(does not attack right away) 7. Anger/Interest: You get the 3 choices as if Interested 8. Joy/Fear: Enemy will leave the battle, or become charmed 9. Joy/Interest: You get the 3 choices as if Interested 10. Fear/Interest: You get the three choices as if Interested You get 2 emotions if 2 or more are full(pulsating) when you get one to maximum power(filling the square). Even if 3 or more are full, you still only get a combination of 2. After gaining the enemies full interest you will be given 3 choices: 1. Take the enemies contact(spell) card, battle will be avoided 2. Enemy leaves the battle, you get experience, money or gems 3. Enemy leaves the battle Gaining enemy contact cards allows you to create new personas. You may only carry 12 enemy contact cards at a time. If you have a full inventory of enemy cards, the next time you gain one, a screen will appear with a listing of all the cards you currently have. You will then be asked whether you would like to drop a card from your inventory to make room for the new card. If yes, choose the one you'd like to discard so the new card can be acquired. Some personas are directly linked to some enemies. If you try and contact an enemy with a character equipped with such a persona, you will be asked one question, then automatically given a contact card(the persona orders the demon to give it to you if your levels are high enough). One such instance of this is, Loki, at 6/8 moon, this persona will contact the demon Fenril(you have to contact the demon with a character that has the particular persona equipped). Below are some ways to gain interest from the demons(note that these ways are not 100% accurate, as the phase of the moon and whether or not the demon asks you for items may alter the outcome, but these should work most of the time): ND SD Moonchild- Mark, stare Ganesha- Mark, stare Insibus- Mary, shudder Moai- Nate, speech Succubus- Mark, lie Tengu- Mary, ask Incubus- Alana, threaten Cupid- Alana, tempt Hinos- Alana, tempt Zin- Nate, speech Mermaid- Nate, yell Raksha- Alana, threaten Remy- Mary, shudder Cyrus- Mark, provoke Nightmare- Mary, waste time Magic urn- Mary, waste time Hermit- Nate, yell AL FY Kelpi- Mark, stare King fly- Mark, stare Chronos- Mark, stare Queen fly- Main, recruit Dominion- Nate, speech/ Princix- Nate, speech Alana, threaten Hellion- Nate, speech Virtue- Nate, speech/ Dark elf- Nate, sarcasm Mark, lie Water elf- Main, recruit Power- Mary, shudder Jack o'- Main, recruit Principal- Nate, speech Jack frost- Main, recruit Arch angel- Mark, stare Pixie- Mark, lie/ Angel- Mary, waste time/ Yuki, ignore Yuki, ignore FA DN Rainchild- Mark, stare Shin- Mark, stare Abax- Mark, stare Vixen- Nate, speech Jester- Main, persuade Viper- Mark, lie Palerider- Brad, gossip Water asp- Nate, yell/ Astral- Nate, yell Mary, waste time Blax knight- Mark, stare Naga- Mark, stare Arapachi- Nate, speech Shadow asp- Mary, waste time Dev chef- Main, persuade Leach- Mary, shudder Grub- Mary, waste time BD ED Ramia- Mark, stare/ Faefnel- Nate, sarcasm Alana, threaten Weirdo- Mary, ask Bumbo- Mark, stare/ Felios- Nate, bribe/yell Brad, gossip Snaketail- Brad, gossip Ithl- Mark, provoke Drac- Nate, yell Sith- Mark, stare Wyvern- Mary, shudder Owl- Alana, beg Cockatrice- Mary, waste time/ Firebird- Nate, sarcasm Chris, ignore MA CB Leo- Main, persuade Light dove- Alana, beg Scorpio- Alana, tempt Alecto- Mary, shudder Otros- Main, persuade/ Gargos- Brad, pickup Nate, speech Beezley- Nate, sarcasm Hemes- Brad, tell jokes Kimono- Nate, sarcasm Felicia- Main, recruit WM Kariee- Main, persuade Fenril- Mary, ask Muskat- Mark, stare Bufflax- Brad, gossip DW Dragos- Mark, dance Randa- Nate, speech Sucula- Mark, dance Warchild- Main, persuade Black widow- Mark, stare Dance- Mark, stare Babe- Mary, waste time Rantula- Nate, sarcasm Nuea- Nate, bribe Chomp- Nate, sarcasm Sharktooth- Nate, bribe Siren- Mark, stare WD Sacrifice- Nate, bribe Yaksha- Mark, stare DD Puru- Main, recruit Golem- Mary, shudder Valkyrie- Brad, surprise Karak- Main, persuade Dead chef- Mary, shudder/ Dwarfen- Brad, gossip Main, persuade Kobold- Mary, ask Ripper- Nate, speech Goul- Mark, dance Hanya- Nate, sarcasm Imp- Alana, put down Fruman- Mark, dance GT EM Chow- Nate, yell Manimal- Nate, bribe Moroku- Mark, dance Durahan- Brad, gossip Insectoid- Brad, gossip Maui- Brad, gossip Shremlin- Mark, dance Landshark- Nate, bribe Karen- Mark, dance Fugly- Mark, stare Ifirit- Mark, dance Ogre- Nate, yell Shpos- Nate, bribe Gremlin- Mary, ask/ Goblin- Mark, dance Alana, put down ZE EG Painter- Alana, tempt Macabre- Mark, dance Psycho- Nate, bribe Lips- Unpredictable Gleeb- Main, persuade Flower kid- Alana, beg Zombie cop- Mary, shudder/ Toilet kid- Mary, waste time Main, persuade Dribbler- Alana, tempt/ Dead nurse- Main, provoke Alana, threaten/ Zombie girl- Yuki, ignore/ Chris, Magic Main, persuade Ghost- Mark, dance Zombie boy- Yuki, ignore Static- Mark, dance Zombie- Yuki, ignore Wraith- Mark, provoke/ SS Nate, bribe Arrogance- Not contactable OL Sloth- Not contactable Grimy- Nate, speech Bellycasey- Not contactable Shadow- Alana, threaten Jealousy- Not contactable Clone- Brad, gossip/ Greed- Not contactable Alana, threaten Obscene- Not contactable Anatomy- Nate, speech SM Flux- Alana, beg Blackman- Not contactable Yakuza- Alana, tempt Agent- Not contactable Thug- Ellen, tempt/ S.S.- Not contactable Nate, bribe DM Slime- Main, provoke Alice- Not contactable Conversation guide: These are the various topics of conversation that each character can discuss. Main(you) Nate Mark Persuade Provoke Bribe Speech Dance Provoke Recruit Sing Yell Sarcasm Stare Lie Yuki Ellen Alana Tease Preach Story Sing Put down Tempt Scold Ignore Spoil Tempt Beg Threaten Mary Brad Chris Ask Flatter Pickup Tell jokes Ignore Threaten Waste time Shudder Gossip Surprise Scream Magic Using cards(ward off enemies): Any enemy you currently have a contact card from, can be forced to leave a battle by trying to contact them again. If you used a contact card in a Velvet room you do not retain the ability to make that particular enemy leave the battle, you need to get another contact card from the species. You cannot have more than one of the same contact card per enemy at the same time, as the second contacting would make them leave. Spell card to Persona crosschart: From this crosschart you can determine which combinations of spell cards will produce each class(family) of persona. The numbers along the top match the numbers given to the classes of the spell cards running down the side of the chart. Use this crosschart to see what persona class will result from the fusion of any two chosen spell cards. Spell cards are represented by class only(individual demon type has no bearing on the resulting persona class). See KEY below: Class|1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 -------------------------------------------------------------- 1. ND|X M1 D2 J1 J2 S3 S1 D1 H1 E1 X E1 L S3 M1 H3 P J2 L M1 X 2. FY|M1 X M1 M2 E2 H3 H2 C H3 H1 X M1 P H3 H3 P M1 T1 J1 M1 X 3. FA|D2 M1 X M2 W T2 D2 T1 M1 M2 X L J1 T1 J1 H3 M2 E2 M2 D2 X 4. ED|J1 M2 M2 X C T2 C H2 C H2 X E1 D2 P W J2 J2 S2 W W X 5. CB|J2 E2 W C X E1 F S3 M2 J1 X J2 S3 E2 S3 P E2 E1 S3 M2 X 6. WM|S3 H3 T2 T2 E1 X F S3 E1 T2 X T1 P C H1 C S3 S2 H3 J1 X 7. WD|S1 H2 D2 C F F X J2 M2 H2 X E1 F H2 E2 S2 E2 H2 D1 H3 X 8. EM|D1 C T1 H2 S3 S3 J2 X C F X E1 D1 J2 J2 H2 E2 S1 S3 W X 9. EG|H1 H3 M1 C M2 E1 M2 C X L X L H1 W L C E2 W D1 W X 10.OL|E1 H1 M2 H2 J1 T2 H2 F L X X T1 P W L M1 P S2 M2 S1 X 11.SM|X X X X X X X X X X X X X X X X X X X X X 12.SD|E1 M1 L E1 J2 T1 E1 E1 L T1 X X L E1 S3 E1 J2 L T1 L X 13.AL|L P J1 D2 S3 P F D1 H1 P X L X J1 M1 P H2 W H2 J1 X 14.DN|S3 H3 T1 P E2 C H2 J2 W W X E1 J1 X C W E2 H2 T2 S3 X 15.BD|M1 H3 J1 W S3 H1 E2 J2 L L X S3 M1 C X S1 H3 E2 J2 J1 X 16.MA|H3 P H3 J2 P C S2 H2 C M1 X E1 P W S1 X T1 C T1 T1 X 17.DW|P M1 M2 J2 E2 S3 E2 E2 E2 P X J2 H2 E2 H3 T1 X P M2 T1 X 18.DD|J2 T1 E2 S2 E1 S2 H2 S1 W S2 X L W H2 E2 C P X H3 S1 X 19.GT|L J1 M2 W S3 H3 D1 S3 D1 M2 X T1 H2 T2 J2 T1 M2 H3 X J1 X 20.ZE|M1 M1 D2 W M2 J1 H3 W W S1 X L J1 S3 J1 T1 T1 S1 J1 X X 21.SS|X X X X X X X X X X X X X X X X X X X X X KEY: C= Chariot H2=Heirophant P= Priestess X=None D1=Death H3=Hermit S1=Star D2=Devil J1=Judgement S2=Strength E1=Emperor J2=Justice S3=Sun E2=Empress L= Lovers T1=Temperance F= Fortune M1=Magician T2=Tower H1=Hanged man M2=Moon W= World Equipping personas: See Velvet room, under Room descriptions Building up personas: The more you use a persona, the more spells you will aquire with it. After a certain number of uses, new spells will appear in the persona's spell inventory. A maximum of seven spells can be accumulated by each persona. Not all personas will gain seven spells. A persona will be at it's highest point at stage 8(this, current stage, is the # after the + plus sign). Using personas: When using a powerful persona spell that hits multiple targets, choose the central target for the attack(highlighted in yellow), all the surrounding enemies(highlighted in white) will also be hit. Certain persona spells will heal certain enemies, or do no damage at all. Also certain persona spells(or other attacks) may backfire and hit you instead if the enemy uses the same magic. Pay attention as to what types of spells do what to the various enemy types(the same holds true for hand weapon and gun attacks). Example persona card: Here is how a persona card is set up: Persona number Persona level Portrait of persona entity Cost of casting spells in spell points Persona type Magic(spells available 1-7) Strength 1. Vitality 2. Technique 3. Agility 4. Luck 5. 6. 7. Offensive magic power Main persona magic Defensive magic power Secondary persona magic Strength Weakness Character descriptions: You: Dark haired guy Nate: Guy wearing scarf Mark: Guy wearing yellow hat Brad: Guy wearing sunglasses above his eyes Mary: Dark haired girl wearing red hair ribbon Ellen: Dark haired girl with neck kerchief Alana: Light haired girl with pigtails Chris: Long haired student with scarred face Yuki: Girl with very short black hair Philemon: Spirit who lives in the shrine of the butterfly Ms. Smith: Teacher Dr. Beverly: School nurse Bruce: Bandaged boy, Selina's boyfriend Selina: Long haired girl, resides in the black market Kain: Pale punk kid from high school library Guido Sardinia: Head of Sebek corporation Nancy: Thin woman, Mary's mother Mae: Little girl in white Maggie: Little girl in black Various enemies: By pressing the R2 button while not in combat you can call up the Demon diary. In the diary enemy demons are catagorized 2 ways, by type and by name. After you select the type(family/class) you wish to view, the different enemies are shown by name and picture to the right. They are: 1st column Class/Name Level Health Spell Strength/Weakness ND Moonchild Lvl 64 HP 358 SP 768 Absorb magic,Weak against attack Insibus Lvl 58 HP 324 SP 696 Absorb magic,Weak against attack Succubus Lvl 51 HP 285 SP 612 Absorb magic,Weak against attack Incubus Lvl 42 HP 235 SP 504 Absorb magic,Weak against attack Hinos Lvl 34 HP 190 SP 408 Absorb magic,Weak against attack Mermaid Lvl 27 HP 151 SP 324 Absorb magic,Weak against attack Remy Lvl 19 HP 106 SP 228 Absorb magic,Weak against attack Nightmare Lvl 13 HP 72 SP 156 Absorb magic,Weak against attack Hermit Lvl 7 HP 23 SP 84 Absorb magic,Weak against attack FY King fly Lvl 57 HP 273 SP 741 Reflect fire,Weak to physical Queen fly Lvl 49 HP 235 SP 637 Reflect tremor,Weak to physical Princix Lvl 40 HP 192 SP 520 Reflect chill,Weak to physical Hellion Lvl 31 HP 148 SP 403 Reflect tremor,Weak to physical Dark elf Lvl 23 HP 110 SP 299 Reflect wind,Weak to physical Water elf Lvl 18 HP 86 SP 234 Reflect chill,Weak to physical Jack o' Lvl 15 HP 72 SP 195 Reflect fire,Weak to physical Jack frost Lvl 8 HP 38 SP 104 Reflect chill,Weak to physical Pixie Lvl 2 HP 9 SP 26 Reflect wind,Weak to physical FA Rainchild Lvl 71 HP 568 SP 710 Reflect magic,Weak against spear Abax Lvl 65 HP 520 SP 650 Reflect magic,Weak against spear Jester Lvl 56 HP 448 SP 560 Reflect magic,Weak against spear Palerider Lvl 48 HP 384 SP 480 Absorb fire,Weak against chill Astral Lvl 41 HP 328 SP 410 No effect magic,Weak to attack Blax knight Lvl 33 HP 264 SP 330 No effect magic,Weak to attack Arapachi Lvl 26 HP 208 SP 260 No effect magic,Weak to attack Dev chef Lvl 17 HP 136 SP 170 No effect magic,Weak to attack Grub Lvl 9 HP 72 SP 90 Absorb fire,Weak against chill ED Faefnel Lvl 70 HP 799 SP 700 Strong to attack,Weak to magic Weirdo Lvl 58 HP 696 SP 580 Strong to attack,Weak to magic Felios Lvl 51 HP 612 SP 510 Reflect flash,Weak against spirit Snaketail Lvl 43 HP 516 SP 430 Absorb fire,Weak against spirit Drac Lvl 33 HP 396 SP 330 Absorb chill,Weak against spirit Wyvern Lvl 23 HP 276 SP 230 Absorb wind,Weak against spirit Cockatrice Lvl 15 HP 180 SP 150 Absorb wind,Weak against spirit CB Light dove Lvl 66 HP 528 SP 528 No effect ray,Weak against gun Alecto Lvl 53 HP 320 SP 424 Absorb wind,Weak against spirit Gargos Lvl 36 HP 176 SP 288 Absorb wind,Weak against spirit Beezley Lvl 25 HP 136 SP 200 Absorb wind,Weak against spirit Kimono Lvl 14 HP 80 SP 112 No effect ray,Weak against gun WM Fenril Lvl 75 HP 660 SP 750 No effect tackle,Weak to whip Bufflax Lvl 63 HP 554 SP 630 No effect tackle,Weak to whip Dragos Lvl 52 HP 343 SP 520 No effect tackle,Weak to whip Sucula Lvl 43 HP 283 SP 430 No effect tackle,Weak to whip Black widow Lvl 31 HP 204 SP 310 No effect tackle,Weak to whip Babe Lvl 22 HP 154 SP 220 No effect tackle,Weak to whip Nuea Lvl 16 HP 105 SP 160 No effect tackle,Weak to whip Sharktooth Lvl 9 HP 59 SP 90 No effect tackle,Weak to whip WD Yaksha Lvl 52 HP 416 SP 416 Strong against magic Puru Lvl 44 HP 352 SP 352 Strong against magic Valkyrie Lvl 37 HP 296 SP 296 Strong against magic Dead chef Lvl 32 HP 256 SP 256 Strong against magic Ripper Lvl 25 HP 200 SP 200 Strong against magic Hanya Lvl 16 HP 128 SP 128 Strong against magic Fruman Lvl 8 HP 64 SP 64 Strong against magic EM Manimal Lvl 61 HP 488 SP 427 Strong to spirit,Weak to physical Durahan Lvl 53 HP 424 SP 371 Reflect attack Maui Lvl 42 HP 336 SP 294 Reflect wind,Weak to physical Landshark Lvl 35 HP 280 SP 245 Reflect fire,Weak to physical Fugly Lvl 27 HP 216 SP 189 Reflect fire,Weak to physical Ogre Lvl 19 HP 152 SP 133 Strong to spirit,Weak to physical Gremlin Lvl 13 HP 104 SP 91 Reflect chill,Weak to physical EG Macabre Lvl 45 HP 360 SP 225 Strong against attack,Weak to fire Lips Lvl 34 HP 272 SP 130 Strong against attack,Weak to fire Flower kid Lvl 25 HP 200 SP 99 Strong against attack,Weak to fire Toilet kid Lvl 19 HP 136 SP 68 Strong against attack,Weak to fire Dribbler Lvl 15 HP 120 SP 57 Strong against attack,Weak to fire Ghost Lvl 8 HP 64 SP 29 Strong against attack,Weak to fire Static Lvl 5 HP 40 SP 20 Strong against attack,Weak to fire Wraith Lvl 2 HP 16 SP 10 Strong against attack,Weak to fire OL Grimy Lvl 68 HP 598 SP 816 Weak against magic Shadow Lvl 50 HP 440 SP 300 Absorb attack,Weak against magic Clone Lvl 41 HP 343 SP 234 Absorb attack,Weak against magic Anatomy Lvl 32 HP 274 SP 197 Absorb attack,Weak against magic Flux Lvl 24 HP 211 SP 240 Absorb attack,Weak against magic Yakuza Lvl 15 HP 132 SP 60 Absorb attack,Weak against magic Thug Lvl 8 HP 70 SP 32 Absorb attack,Weak against magic Slime Lvl 1 HP 14 SP 10 Absorb attack,Weak against magic SM Blackman Lvl 56 HP 393 SP 321 Nothing in particular Agent Lvl 20 HP 177 SP 99 Nothing in particular S.S. Lvl 14 HP 149 SP 67 Nothing in particular 2nd column SD Ganesha Lvl 65 HP 364 SP 650 Reflect wind,Weak to physical Moai Lvl 60 HP 336 SP 600 Reflect fire,Weak to physical Tengu Lvl 51 HP 285 SP 510 Reflect wind,Weak to physical Cupid Lvl 43 HP 240 SP 430 Strong to magic,Weak to attacks Zin Lvl 35 HP 196 SP 350 Reflect fire,Weak to physical Raksha Lvl 26 HP 145 SP 260 Reflect chill,Weak to physical Cyrus Lvl 18 HP 100 SP 180 Absorb flash,Weak to physical Magic urn Lvl 10 HP 56 SP 100 Reflect fire,Weak to physical AL Kelpi Lvl 64 HP 512 SP 640 Reflect magic,Weak to spear Chronos Lvl 57 HP 456 SP 570 Reflect magic,Weak to spear Dominion Lvl 52 HP 416 SP 520 Reflect magic,Weak to spear Virtue Lvl 44 HP 352 SP 440 No effect to magic,Weak to attack Power Lvl 36 HP 288 SP 360 No effect to magic,Weak to attack Principal Lvl 29 HP 232 SP 290 No effect to magic,Weak to attack Arch angel Lvl 21 HP 168 SP 210 No effect to magic,Weak to attack Angel Lvl 14 HP 112 SP 140 No effect to magic,Weak to attack DN Shin Lvl 67 HP 750 SP 670 Strong to attack,Weak to magic Vixen Lvl 59 HP 660 SP 590 Strong to attack,Weak to magic Viper Lvl 50 HP 560 SP 500 Absorb chill,Weak to fire Water asp Lvl 44 HP 492 SP 440 Absorb chill,Weak to fire Naga Lvl 38 HP 425 SP 380 Strong to attack,Weak to magic Shadow asp Lvl 30 HP 336 SP 300 Absorb tremor,Weak to wind Leach Lvl 22 HP 246 SP 220 Strong to attack,weak to magic BD Ramia Lvl 55 HP 264 SP 440 No effect to wind,Weak to gun Bumbo Lvl 47 HP 233 SP 376 Reflect wind,Weak to physical Ithl Lvl 39 HP 187 SP 312 Reflect wind,Weak to physical Sith Lvl 28 HP 136 SP 224 Reflect wind,Weak to physical Owl Lvl 19 HP 91 SP 152 No effect to wind,Weak to gun Firebird Lvl 10 HP 48 SP 80 No effect to wind,Weak to gun MA Leo Lvl 54 HP 324 SP 486 No effect to tackle,Weak to whip Scorpio Lvl 46 HP 276 SP 414 No effect to tackle,Weak to whip Otros Lvl 37 HP 221 SP 333 No effect to tackle,Weak to whip Hemes Lvl 29 HP 185 SP 261 No effect to tackle,Weak to whip Felicia Lvl 20 HP 120 SP 180 No effect to tackle,Weak to whip Kariee Lvl 12 HP 72 SP 108 No effect to tackle,Weak to whip Muskat Lvl 6 HP 36 SP 54 No effect to tackle,Weak to whip DW Randa Lvl 59 HP 472 SP 472 Reflect blast,Weak to spirit Warchild Lvl 51 HP 408 SP 408 Reflect blast,Weak to spirit Dance Lvl 43 HP 344 SP 344 Reflect flash,Weak to spirit Rantula Lvl 34 HP 272 SP 272 Reflect gravity,Weak to spirit Chomp Lvl 29 HP 232 SP 232 Reflect blast,Weak to spirit Siren Lvl 23 HP 184 SP 184 Strong to physical,Weak to spirit Sacrifice Lvl 17 HP 136 SP 136 Reflect blast,Weak to spirit DD Golem Lvl 54 HP 432 SP 540 Absorb tremor,Weak against ray Karak Lvl 45 HP 360 SP 450 Absorb tremor,Weak against ray Dwarfen Lvl 32 HP 256 SP 320 Absorb tremor,Weak against ray Kobold Lvl 20 HP 160 SP 200 Absorb tremor,Weak against ray Goul Lvl 11 HP 88 SP 110 Absorb tremor,Weak against ray Imp Lvl 4 HP 32 SP 40 Absorb tremor,Weak against ray GT Chow Lvl 66 HP 528 SP 580 Reflect gun,Strong against magic Moroku Lvl 54 HP 432 SP 270 Reflect gun,Strong against magic Insectoid Lvl 47 HP 376 SP 235 Reflect gun,Strong against magic Shremlin Lvl 34 HP 272 SP 170 Reflect gun,Strong against magic Karen Lvl 28 HP 224 SP 140 Reflect gun,Strong against magic Ifirit Lvl 21 HP 168 SP 105 Reflect gun,Strong against magic Shpos Lvl 12 HP 96 SP 60 Reflect gun,Strong against magic Goblin Lvl 3 HP 24 SP 15 Reflect gun,Strong against magic ZE Painter Lvl 41 HP 328 SP 205 No effect to gun,Weak to magic Psycho Lvl 35 HP 280 SP 190 No effect to gun,Weak to magic Gleeb Lvl 26 HP 208 SP 285 No effect to gun,Weak to magic Zombie cop Lvl 11 HP 88 SP 135 No effect to gun,Weak to magic Dead nurse Lvl 5 HP 40 SP 90 No effect to gun,Weak to magic Zombie girl Lvl 4 HP 32 SP 75 No effect to gun,Weak to magic Zombie boy Lvl 3 HP 24 SP 25 No effect to gun,Weak to magic Zombie Lvl 1 HP 8 SP 5 No effect to gun,Weak to magic SS Arrogance Lvl 55 HP 412 SP 830 Only affected by magic Sloth Lvl 52 HP 386 SP 786 Only affected by magic Bellycasey Lvl 50 HP 352 SP 724 Only affected by magic Jealousy Lvl 49 HP 307 SP 696 Only affected by magic Greed Lvl 47 HP 303 SP 629 Only affected by magic Obscene Lvl 45 HP 262 SP 587 Only affected by magic DM Alice Lvl 99 HP 999 SP 999 Strong against everything The enemies will appear in the diary when you fight them for the first time. You do not have to contact them to make them appear here. They will be put into the diary higher levels first(at top of list). Walkthrough: I dreamt I was a butterfly. I couldn't tell if I was dreaming. But when I woke, I was I and not a butterfly. Was I dreaming that I was the butterfly, or was the butterfly dreaming that it was me? Even if there's a difference between the butterfly and I, the distinction isn't absolute. And there is no relationship of cause and effect. Soshi The game will begin with an introduction scene where your characters are trying to perform a ritual that will give them the powers of summoning personas. You will be asked to choose between two characters at this time, Mark or Brad. Mark thinks that persona won't work, while Brad thinks it will. Choose the character you think is right. this does not affect who you will have as playable characters throughout the game. As they complete the ritual, a spirit of a little girl appears. Lightning rains down around the room, hitting four of your characters(You, Mark, Nate and Yuki), they fall to the floor unconscious. You are then shown a cinema of what your unconcious characters are seeing, the spirit who lives in the temple of the butterfly. After the cinema you will be presented with the character naming screen. From this screen you name your character. After you've entered the name selection in, you will be asked if the choice you made was OK, Yes/No. The cinema of the spirit resumes. After learning of the abilities of the personas from the spirit, you start the game in the nurses office of Saint Hermelin high school. You will have 4 characters in your party, Yourself, Nate, Mark and Yuki. The nurse and Ms. Smith, one of your teachers, suggest that you should go to the hospital for a checkup. You never know what may have happened during the time you were unconcious. You may have a concussion. Before going to the hospital, look around the high school and familiarize yourself with the way the game controls. In room 2-4 you will find a girl named TJ. TJ asks you to deliver a message to Mary, Mary is a girl who is staying at the hospital that your characters are supposed to be going to for a checkup. Tell TJ that you'll let Mary know what she said. This will show your thoughtfullness. Through further exploration you will find a man blocking a hole in one of the walls of the school's dividing hallway, he's the dean of the school, you will meet him again later. When you feel you're ready, go out the front door where you will meet Nate's butler, Alfred, just outside the school. He offers your party a ride to the hospital, but you decline it. He expresses his concern for your well being. Go to the hospital for your checkup(notice Nate's butler Alfred in the corner next to the vending machine), while you are there, visit Mary. She is in room 302 on the 3rd floor. You tell Mary what TJ said. While talking with your sick friend she is suddenly wracked with immense pain and starts yelling. Your party waits outside the intensive care unit to see if she's going to be alright. While waiting, tremors strike and the hospital shakes violently. Your characters don't know it yet, but a dimensional gate has just been opened. After the tremors subside, the doors to the intensive care unit fly open, and you enter them. Inside you are all shocked to find Nate's butler lying on the floor surrounded by creatures, it seems he came to the hospital to make sure you were all ok. Your party rushes to battle with the creatures, in this battle you are shown all of your characters personas and you will raise one level of experience. After the battle, Nate tries to help his butler to his feet, but Alfred dies while talking to him. At this point you are asked to create your first character formation(see Form) and equip your characters. You and your friends are visibly disturbed by Alfreds death, especially Nate. Talk to Nate to console him, then leave the room and head for the lobby of the hospital. Upon reaching the lobby of the hospital you will find a nurse trapped under a vending machine. You will be asked if you will Help/Do not help, the woman. Choose to help her, as it will show that you put the safety of others before yourself. After choosing to help the woman, two demons attack your party. As soon as this happens, Ellen will appear at the door to the hospital. She rushes inside and uses her persona to dispose of the demons. After this battle, Ellen will join your party. Leave the hospital. After leaving the hospital you are subject to being attacked while walking around the city. You may also run into some mafia thugs that have blocked off an area near Sebek corporation. Bringing Yuki to the freestanding Yin & Yan store will prompt her to tell the girl behind the counter that she will be late for work. Go to the Shrine of the butterfly spirit, where you will find Nancy. Nancy is Mary's mother and has been injured during all the excitement of the dimensional gateway being opened. Nancy will now travel with you, but not as a playable character, you need to get her to the school nurses office for some help. As soon as you take Nancy into your group, a cinema will be shown, then Mark and Nate will leave your party to get help at the police station. Go to the high school, Ellen will know the password that you need to get into the school. Ms. Smith will meet you inside the front door. Ellen and Yuki are told to go help block the hole in the back of the school, so as not to let any demons find their way inside. Bring Nancy to the nurses office where she will be helped. Check the principal's office and you will see the principal talking to the Dean of the school, they express relief that you are safe. If you talk to Tammy in the fencing club room, she will give you a rapier that she used in her previous school. Now go to the hole in the broken wall, Alana and TJ are there. Look into the hole. Alana asks you if you're going to try and go to Sebek corporation to find out what happened. After answering that yes you were going to go there (saying no causes you to back away from the hole), Mary will appear from the hallway door and Nate will step out from within the hole, they will both talk to you. Go into the hole, Nate and Mary will follow you, the two other girls do not. Once on the other side of the hole, another enemy attacks you, Mary kills it with her persona. Mary and Nate will now join your party. Nate brought guns and other equipment with him from the police station, so re-equip your characters. Nate tells you that Mark has been captured and is being held at the police station. Leave the room you just fought the creature in(but not back through the hole). Go to the police station. Get the keys from the wall behind the dispatchers desk in the lobby. Make your way through the police station Dungeon, until you come across a room with jail cells. Mark and Brad(kid from beginning with sunglasses) are being held in the cells. Free Mark and Brad(only if you got the keys) and you will be asked whether or not to let Brad join your party. This determines who you'll have as your fifth party member. If you allow Brad to join, you will have him as a playable character through the rest of the game. If you choose to not let him join your party, you will be able to get either Ellen or Alana as playable characters(See obtaining characters section for details on how to get one of the other two). Leave the police station. Go back to the high school and try to enter it. Instead of entering you will see a cinema in which the high school is encased in darkness, surrounded by 4 different types of towers, one on each side. This is directly related to the Snow queen quest, which was removed from the American version. Go to the factory to the southeast and enter it. Alana is waiting there for you. If you refused to let Brad come with you, Alana will now join your party, if Brad is with you she'll leave. Inspect the wall towards the back of the raised platform. You will trigger an elevator to start that will gain you access to the dungeon below the factory. Proceed through the factory dungeon, you will need to push 2 levers(mounted on walls) to open up passages so that you may continue to the other end. You will enter Sebek corporation's office building(Sebek towers) upon exiting the factory passages. There is an elevator on the first floor that you are able to use. Proceed to the top of Sebek towers where you will find a room guarded by 4 mafia hitmen bodyguards. Defeat the bodyguards and enter the room. Inside the room you will encounter 4 more bodyguards, but you will also have one of the bodyguards of the president of Sebek corporation to deal with at the same time(5 opponents). At the start of the battle, the leader throws a magic spell that hurts all the members of your party. After defeating these opponents, go to the desk and push the button hidden in the desk. The door in the back of the room will now open. As you exit the room by the secret door, alarms will sound and flashing red lights fill the corridors. Exiting through this secret passage on the other side of the secret door will make you escape through the basement. Upon reaching the basement, you will witness two men, Guido Sardenia and his main scientist, Dr. Nicholas escaping through a portal. Go to the computer bank on the wall, you will have the choice of pressing one of two colored buttons. Pressing blue will speed the portal machine into overdrive, while pressing red will stop the machine. Press red, but before the machine can stop, a little girl appears and says that she won't let you hurt her daddy. This little girl possesses great powers and warps your entire party back into the high school.(this happens no matter which button you press) You appear inside the school's gymnasium. Your characters discuss what has just happened to them and then Mary leaves your party and goes off alone into the school. You are now able to explore the school again. Your characters don't realize it yet, but the high school is very different than it was before. Look around the school, you will find Bruce, one of your friends from school on the second floor, he has been beaten up and has bandages all over his face, Mary is with him. She will rejoin your party. Proceed to the dividing corridor for the different sections of the school(where the hole was before), and enter the door on the other side. You will now be in a corridor with a Velvet room(see room descriptions) and nurses office. This is the starting point of the school dungeon. In this dungeon, you may come across Chris, a student in the art room who is also able to summon personas. You will not be given the choice to let him join your party, although, you do have the option to re-form your party at this time...Hmmm.... You will come across Chris again later in the game. You will also be asked by a member of your party if you have any secrets. Continue through the dungeon until you make your way to the school's atrium(open section in the middle of the school). Here you will again meet the little girl. The little girl is evil and summons a giant mechanical rat, which you must fight. After defeating the rat, the school reverts back to normal. Go to the principal's office, where you will again interrupt the principal while she is talking to the Dean. After doing this head upstairs to the library and find Kain, the pale looking punk kid who is working on a stone portal/doorway, Bruce is with him. Talk to Kain, and inspect the stone portal. You will now be able to exit the school through the front door. After leaving the school, go to the mall(there are 2, a cross shaped one, "Joy street" and a rectangular one, "Sun mall", as there are new shops open now, and you are able to buy new armor and weapons. There is also a barrier running north to south, dividing the city in half now, you will also notice a strange mist is in the air. Go back to the temple of the butterfly, you will get a new cinema. Philemon will also tell you about the holy mirror that you need. Go to the museum. In the exhibits room of the museum you will all gather around an object in the center of the room, it's the holy mirror. A vision of Mary(girl in your party) will appear in the mirror. Take the Mirror, having this vision allows you to battle a creature later in the game who will block your way. After seeing the vision and taking the mirror, you are sent out of the museum. Head into one of the subway tunnels(only 2 are available on each side of the barrier). From the subway tunnels you can go beneath the streets, which will allow you to go under the barrier that divides the city and come out on the other side. After the first section of subway tunnels you will come to a room with subway turnstiles in it, a creature is also here. The creature blocks your way. You must now defeat the creature(you can only battle this creature if you've seen the vision of Mary at the museum, and have the holy mirror, if not you will be sent back into the tunnels you came from) if you wish to go any further in the subway tunnels. After defeating the creature you can proceed into the second set of tunnels which exit into the city on the other side of the barrier. The city is in shambles on the eastern side of the barrier. Whole streets have been destroyed, mounds of dirt block your passage in some directions, while holes prevent you from going others. Buildings have changed, while some have even disappeared. After exiting the subway tunnels head to Joy street, which is now known as the Black market. You will be able to save your progress at the Augustus tree inside. There are many new shops open for you to shop in and re-equip your party. There is also a Velvet room and Judgement 1999. After shopping and saving your progress you will now notice that you are trapped inside the mall. There is no way to get out through the mall doors, every time you try and exit one you are warped to the door on the opposite side of the mall yet still on the inside. There is a way out though, but you must brave the ancient tunnels of the Karma palace. It seems that an evil queen lives at the bottom of the tunnels and is keeping everyone prisoner in the mall. You must reach the bottom and defeat the queen if you ever wish to leave the mall. The Karma palace are tunnels beneath the mall, ten stories deep, this alone makes this dungeon very large. But now realize this, there are many places in the tunnels which when walked on, the ground will give way and you will fall to the level below(no damage is taken), these spots are always behind doors(they show as red lines on the map). Sometimes this works in your favor(you may not have to cross a whole level just to get to the stairs), sometimes it will work against you and you'll have to backtrack many levels up the stairs due to falling into a dead end in which you can get no further downward. The entrance to the ancient tunnels is directly across from the Agastya tree in the cross mall(the mall you're currently trapped in). There is also an elevator that runs from levels 2 to level 7, you will need this if you go exploring. The following is the way to get to the bottom(10th level) of the ancient tunnels, if you don't want to figure it out for yourself. 1. Enter the tunnels and take the stairs to level B2 2. Take the elevator on level B2 to level B4 and exit the elevator 3. On level B4 drop down the only hole you can reach in the section you are in, you will fall to level B5. 4. On level B5 drop down the only hole you can reach in the section you are in, you will fall to level B6. 5. On level B6 go to the hole furthest to the east and drop down it, you will fall to level B7. 6. On level B7 drop down the only hole you can reach in the section you are in, you will fall to level B8. 7. On level B8 go through the room with the chests(open them if you want) to the hole furthest south that you can reach. Drop down it to level B9. 8. On level B9 go up through the room with the chests(open them if you want) to the hole at the end of the passage above and to the right. Drop down it to level B10. 9. On level B10 pass through the 2 rooms that you have fallen next to and exit the second room through the door represented by the small arrow, not the large doors(that's where you entered from). Proceed down the tunnels to the room towards the upper center section of the level and enter it. Inside the room is a girl with splotches of black on her face, a bunch of dead demons and a large mirror. Upon entering the room your party will realize that the girl is their friend Selina, from school, Bruce's girlfriend. She has horrendous moles all over her face. You begin a conversation with Selina, at the end of which, your party will be teleported by the mirror back to the mall level, inside the Peace diner. You still are not able to leave the mall though. The patrons(a gang called the Queens) and bartender in the Peace diner tell you that you need to go back down through the tunnels to seek out the Queen(Selina) again. So back through the ancient tunnels you go, hope you remember the way. Upon reaching the room with Selina on level B10 for the second time, your party, except for you and Mary are turned to stone. You are then asked a question, whether you like Mary's paintings or hers(Selina's) better. Choosing Selina's will cause Selina to release your other party members from the stone condition they are in, but don't. Choose Mary's(This shows your honesty). Selina will be outraged, and the little girl from before warps into the room. The little girl causes Selina to become a demon and attack your party. Because you answered Mary's paintings were better, the rest of your party is still stone, this leaves just you and Mary to defeat Selina. After defeating Selina, the little girl talks to your party then vanishes. Another person is warped into the room through the mirror, it's Bruce, your friend from the high school. Bruce is Selina's boyfriend. As soon as he is warped to the room the mirror flashes and breaks, this releases Selina from the evil spell she was under and she reverts back to a pretty high school girl. It also releases your party members from their stone forms, back to flesh and blood. You are now sent back out into the ancient tunnels to find your own way up to the mall level. If you re-enter the room with Selina and Bruce, instead of going to look for a way back to the mall level, you will see them making out in a back corner of the room. You then are sent back out into the ancient tunnels again. Upon getting back to the mall level you will find that #1, the door to the ancient tunnels is now sealed, and #2 you are now able to leave the mall. After leaving the Black market head to the hospital, which has now become the Castle Mana. You will find the little girl there, but she will run inside the front door and seal it behind her. Leave this area. After leaving the Castle Mana, return through the subway tunnels to the western side of the barrier. Once back on the western side of the barrier go to where the police station used to be. You will find a maze composed of pink trees in it's place, this is the Lost forest. Enter the forest and you will find, a room filled with chests, a give and take fountain(see section on rooms), and in the center of the southern portion of the forest... a gingerbread house. Enter the gingerbread house and you will again encounter the little girl, only this time she's not as evil looking. In fact she looks exactly like Mary, only younger. She is carrying a stuffed teddy bear in one hand, and a compact(small mirror) in the other. She tells you that her name is Mae, and that her twin is named Maggie. Maggie is the evil little girl that has been giving you problems. Mae tells you that the way to get into the Castle Mana is to use her compact to unseal the lock on the door. One problem though, Mae doesn't want to go with you to do this, and she doesn't want to let you just take her compact. You'll have to answer some questions for Mae, to see if she can trust you. Upon talking to her you are asked, "I'll be safe here" from this you are given 4 choices, 1.Stop! (pick this one!!!) 2.It's safe 3.Yeah but... 4.Don't know Picking any choice will continue the conversation with the little girl until you get to another question with 4 choices, "Why do you fight?" 1.For myself 2.No reason 3.For everybody (pick this one!!!) 4.Don't care Again, picking any choice in this set will continue the conversation, stopping this time with a question that has only a choice of 2 selections, "Why do you live?" 1.I wonder why 2.For finding the answer (pick this one!!!) After this last selection, you have set the ending of the game in motion. If you chose the selections I said to, you will get an opportunity to get the good ending(if you make it thru the game :). If you chose anything other than the ones specified(even one), your game will be drastically shorter and you will get the bad ending. You'll know if you did it correctly by whether or not you fight the teddy bear the little girl was holding. If you picked wrong, it grows to about 10 feet tall and you must battle it. After defeating the teddy bear the little girl gives you the compact(small mirror), then leaves. If you picked correctly, Mae will just give you the compact, no fighting the teddy bear. Exit the forest. Go back through the subway tunnels to the eastern side of the barrier. Proceed to the Castle Mana. Upon getting there, inspect the box next to the sealed door in the entryway, doing this will give you two choices, one, Yes place the compact in the box, or two, No do not place the compact in the box. Choosing yes will trigger the door to open. Enter the now open door. Proceed through the Castle, to the boss' chamber. Upon reaching the chamber, you will find 3 people, the little girl(Maggie), Chris(from the high school art room), and Guido Sardinia. Chris is lying hurt on the ground. As you talk to Maggie, Guido summons a portal next to you, in which you view a cinema of a section of the city transforming into a giant palace, similiar to the vision you had when you tried to enter the high school earlier. After the vision, Mark and Nate are struck by a bolt of lightning cast by Guido, and seriously injured. Guido then warps a tall creature into the chamber. A flash of light occurs and Guido and Maggie disappear, leaving your party to battle the creature. (Note: if Chris is in your party as a playable character, he will confront Guido upon your arrival at the boss' chamber. In this conversation you find out that Chris is Guido's brother by way of the same father. After some very nasty trash talking of Chris' mother by Guido, Chris is struck injured by Guido. You will then start the battle against the boss with three characters hurt instead of two) After defeating the creature, Chris gets back to his feet and talks to you. After you are finished talking to him, make your way out of the Castle. After leaving the Castle, head to the Haunted house and enter it. On both the first and second floors there are rooms with items and people you can talk to. When you reach the third floor, navigate through the dark room at the top of the stairs and attempt to open the door beyond it. This is the bosses chamber and when you try to open it, you will hear voices on the other side. After a few moments of listening, you try opening the door and it will open. Inside is a tall creature with a horn, armed with a sword (called a Norn). There is also a dimensional gate inside the room. Upon entering, Mary attempts to make contact with the creature, thinking it sounds familiar. You are then given a choice, whether or not to fight the Norn? Do not fight the Norn, it is really Mary's mother transformed to trick you. Through your decision to not fight the Norn, you have shown the ability to think with reason. Had you fought the Norn, Mary would have left your party for that battle, and you may possibly have risked the good ending. After deciding not to fight the Norn, it changes back into Mary's mother. Your party will start to question Nancy, but the gate starts to fluctuate. Your party will then follow Nancy to what appears to be it's controls. Nancy, once reaching the controls, warps your characters to the palace that Guido had created when you were at the Castle Mana, she stays behind to keep the gate open. When your characters arrive at the palace, they will be in the generator room. Everyone discusses what has just happened. There is a scientist in the room with you, talk to him. While talking to the scientist, Guido materializes in the room and confronts your party. After a brief discussion he leaves by teleporting out of the room. Exit the generator room and head into the palace. There is a Fountain of life and Augustus tree in the hall after the first room. I would recommend using them. At the end of the hall, there is an elevator, it goes from floor one to three. There is a Velvet room on the second floor to the southeast that you can reach by using the elevator. Take the elevator to the third floor and proceed through the palace dungeon, making your way to the fifth floor. On each floor, there are rooms with items and people who you can speak with to get information. Once you reach the fifth floor, proceed down the halls towards the northeast. At the end of the hallway furthest to the northeast, you will find a plate on the eastern wall. Inspecting the plate will give you two choices, whether or not you'd like to push the plate, Yes/No. After answering Yes you'd like to push the plate, the long hallway leading south, in the northern section of this floor, will no longer be a dead end. The wall at the end of this passage will disappear, revealing a new set of rooms to explore. Upon exploring this new area, you will find a square room with a dead end hallway on it's eastern side. Go down the dead end hallway, you will find another plate on the wall here. Inspect it to prompt the Yes/No push the panel question. After pushing this panel, you'll find that a drop hole has appeared in the center of the adjoining room(look at the automap to see). Go to the drop hole and fall down it to the fourth floor. The room you land in on the fourth floor has a connecting hallway that leads to a stairway going up to the east, and a door that leads to another hall to the south. Take the stairs to the fifth floor, and you will find another room with items and people to get information from. Exit this room from the other door(not where you came in), you will come to a set of stairs that lead to the sixth floor. Go up them. On the sixth floor, there is a section of hallways in the shape of a square with a cross through the center of it. There are red lights on the floor tiles, which when stepped on, turn off or on(depending on original state). Align the red lights on the floor so that they match the light pattern that is on the ceiling. The pattern of the lights will be a cross when done correctly, it will also make a small beeping sound. Having done this you can now enter the door(locked if you don't do the lights) to the north of the lights room. Go through the door and proceed down the following short hallway to the door at the end. Enter the door. You will now be in a room where you'll find Maggie and Guido. After talking to you, Maggie disappears. Upon talking to Guido, you are asked a question, "Why do you live?" 1.I wonder why 2.For finding the answer (pick this one!!!) After picking, "for finding the answer" Guido starts to explain his downfall to you. You then battle him(he can summon very powerful personas also). After seemingly defeating him, he yells out, levitates into the air, and disappears. A large golden being then appears in his place. Guido's persona has taken him over. This new creature battles you. After defeating the golden being, you find yourself back in the room on the sixth floor. Guido is lying on the floor. In his dying breath, he explains how Mary (your party member) and Maggie are actually one in the same. Mary is upset by this and runs out the door. Go after Mary. Proceed down the stairs to the fifth, then fourth floor. Upon getting to the room at the bottom of the stairs on the fourth floor, enter the door to the hallway leading south. There is a drop hole at the end of this passage, drop down it. You will land on the third floor, in front of the door that used to be locked(had you checked it earlier). Enter the now unlocked door on the western wall of this room. Upon entering, you will see Maggie and Mary standing next to a bed. On the bed is a girl, she is hooked to the generator that runs the dimensional portal. This girl is the same girl that you visited in the hospital at the start of the game. But how can that be? Mary was with you. There is also a giant mirror on the wall. Had you answered any questions wrong at the gingerbread house, at this time Mae would materialize in the room. The two little girls are actually forms of the same child, one is evil, the other pure. Mae and Maggie talk. In a flash of light, Maggie, the evil form vanishes. Mae, the pure form then speaks to Mary. When they are finished talking, Mary says your name, then she too vanishes in a flash of light. Mae then says a few things to your remaining party, then she, like the others, vanishes. The mirror on the wall shatters. This signifies the end of the evil. (This is the bad ending your game stops here. This was the first of the two main endings of the game). A cinema of a glowing butterfly entering a hospital room window and coming to rest on a bed is shown. It then fades to credits, after which, the quote, "cogito ergosum" by Rene Descartes' is displayed... I think, therefore I am FIN But... If you answered them correctly... After talking to Mary, Maggie vanishes, then Mary does. Mark and Nate will then fight over whether or not to destroy the dimensional gate device hooked to Mary. But doing so would probably kill Mary. Eventually Mark triumphs and it is decided that your party will return via the dimensional gate to save Mae and Mary. A cinema is shown of the gate destructing. Because of this your party makes a wish to the chaos mirror(large mirror on wall), to warp them to Mary's world. But the mirror shatters. Mark finds the compact on the floor, but the mirror in that is broken too. Suddenly, the compact on the real Mary(on bed) starts to glow. Your party goes to her and finds it, it's the "Green" compact. Mark uses it to wish your party back to Mary's world, but it doesn't work. Search the room, in the corner you will find a piece of the chaos mirror. Pick it up. After putting the piece of the mirror into the broken compact, a cinema will show your party being warped back to Mary's world. You land outside the Lost forest, Nancy(Mary's mother) is there. The broken piece of mirror combined with the compact, are now the "Red compact". (Note, from this point on, the sealed door on level 2 of the ruins is open. There is a seven level dungeon there, where the seventh level is composed entirely of 3x3 rooms. There is no reason to explore this dungeon, other than level raising, as the only thing in it is demons.) Nancy decides to travel with your party this time(not as a playable character) to find her daughter, Mary. Proceed thru the Lost forest to the Gingerbread house to find Mae and see if she's alright. Upon reaching the Gingerbread house, Mae tells you that Maggie has released a third and even more evil form of Mary from it's imprisonment. This new form is called Pandora, and it's the ultimate evil. Nate guesses that Pandora can be found by going through the portal in the school's library, Mae agrees. Mae then tells you that to open the portal you will need the combined power of three special compacts and the Ideal Mary(yet another form :). Since you already have the red and green compacts in your possession, you only need to find one more and locate the Ideal Mary. Mae tells you that the Ideal Mary is at the deep end of the Lost forest and that you need to reach her before attempting to retrieve the third compact. The deep end of he Lost forest can be reached by going through the backdoor of the Gingerbread house, which is now unlocked. Proceed through the backdoor to the Gingerbread house and make your way through the Lost forest to the Ideal Mary. There are your usual rooms with items and such in this dungeon also. When you find the Ideal Mary you will notice that she has no face, this is due to her indecision about who she really is. The Ideal Mary will ask you a question, "you think I'm terrible?". 1.Don't run away (pick this one) 2.Maybe it's true After answering her, Nate will give a speech about killing yourself, and then the Ideal Mary will come to a realization about herself and join your party as a playable character(and get a face). Return thru the Lost forest to the Gingerbread house. Once you return there, Mae will tell you that the real Mary has the third compact. It seems the third compact is with the real Mary's conscience in the cavern below the Butterfly shrine. Mae then tells you that when you have all three compacts, she will recite the special words that will open the portal in the school's library and allow you to reach Pandora. Go to the Shrine of the Butterfly. Once there you will get a cinema from Philemon, in which you learn that the caverns called, the Pool of mind and souls are located behind the Shrine of the Butterfly. Philemon also tells you that the real Mary is dying and her soul is on it's way back to the pool. He informs you that you must go and save it before she dies. After learning of this you are told that only two members of your party are allowed to enter the Pool of mind and souls, You and the Ideal Mary. You will then be asked if you are ready to enter the Pool of mind and soul, yes or no. If you chose yes, Philemon will move the stone that is behind the Shrine, revealing the entrance to the Pool of mind and soul. The path to the sea of consciousness(the actual caverns) is now open. You get to the entrance by walking along the little path on the side of the Shrine. Talking to Philemon(in butterfly form at this point) again will let you and the Ideal Mary rejoin your party and do something else(equip, go buy goods, get more experience and such)before entering the Pool. Enter the Pool of mind and souls, and make your way to the bottom. The trick to successfully navigating this dungeon is to pay attention to the stairways, some have stairs down, right next to them that you may have otherwise walked by. Most of the demons in this dungoen can only be harmed by magic and are very powerful(they are the seven deadly sins). I had these personas(both at stage 8) equipped on my characters, Main character: level 18 Vortek/Chariot, Nuke more is very useful Ideal Mary: level 24 Gasious/Sun, Holy word is very useful Bring lots of healing potions and herbs, life orbs also, as you don't want to waste any spell points healing your hurt characters. You need them all for fighting, there's only two of you so be careful :) On level B8 of this dungeon, you will find a room with an alternate form of your main character in it, he's playing a videogame(Groove on fight). Upon talking to the alternate form, you discover that he knows all about you, even every deed you have performed up to this point. He then shows them to you and explains his feelings on what you have done. He shows you, 1.Helping the nurse who was trapped under the vending machine at the hospital. 2.Stopping the reactor at Sebek corporation, sparing Dr. Nicholas' life. 3.Being honest in your decision on whose paintings were better, Mary's or Selina's. 4.Choosing not to fight the Norn at the haunted house, who turned out to be Mary's mother. 5.Giving Guido piece of mind by telling him why humans live. 6.Helping the Ideal Mary discover her purpose of living in the Lost forest. He then goes on to explain that there are more than one inner self inside each and every one of us, there are tens of thousands(this explains all the different Marys :) After telling you this, he gives you something. It is the key to unlock the strongest persona inside of you, and you are told to bring it to the Velvet room and give it to Igor, as he'll know what to do with it. You then take possession of several items to be used during persona fusion. These items vary, depending on which fifth character you have and how you performed in each of the activities your alternate self described. After obtaining the items, leave the room and go to level 9 of this dungeon, the floor there will have a mist running over it. Upon entering the room on level 9, you will see a cinema of your characters finding the true Mary. The Ideal Mary argues with the True Mary for a while, after which, the True Mary gives you the third compact that you seek. You now have the red, green, and "blue" compacts. The True Mary tells you that with these three compacts you will now be able to enter the Avidea world by way of the portal in the school library. Pandora lives in the Avidea world, you are told also. Leave this room and make your way back out of the dungeon and into the Shrine of the Butterfly to rejoin your friends. Once in the Shrine, you are told to go to the portal in the school's library, from there you can reach Avidea world... and Pandora. Leave the Shrine. Stop by the Sun mall and use the items you recieved in the Pool of mind and souls if you'd like. Equip your characters as best as you can, I'd recommend lots of spell rocks and life orbs. Don't forget to save your progress at an Augustus tree. Go to Saint Hermelin high school, and proceed to the library on the third floor(none of the other rooms are open). When you get to the library, Bruce and Selina are there. After a brief discussion between Selina and Mary, the three compacts are placed in the circle on the floor in front of the portal. Mary then recites the words to open the portal. Go through the portal into the Avidea world. Proceed through the dungeon. This dungeon has a save spot, a fountain of life and a Velvet room all in the first section. The Avidea world dungeon is set up very similiar to the dungeon that was in the high school after you defeated Guido's bodyguards at Sebek corporation, as it is divided up into different areas. On the second floor there are a few trap doors that will drop you back down to the first floor, they are easily identified, as they are in the center of 3x3 rooms. On the western section of the second floor you will encounter an immense blacked out area. You can navigate it by going up the eastern side to the top, then staying at the top to get to the western side, finally going south towards the western wall. The area you're looking for(to get out of the darkness) is at the south western section of this room. After going thru this dungeon, you will come to a section that will have a mist lining the floor, like at the Pool of mind and souls. Make your way to the center of this section, there will be a room with a red door there. Upon entering this room you will come face to face with the form of Mary known as Pandora. Pandora is a giant creature with many legs, and what apears to be a cocoon with Mary in it, sticking out of it's belly. Pandora speaks to you, it tells you that it is guarding the Deva system(the mind/portal machine) and wants to use it to create a world where nothing exists. Mary tells Pandora that it is mistaken, that the Deva system is not the "Gate to paradise", but Pandora's box, and that it contains all the evil. Hearing this, Pandora gets upset and you are then forced to battle her(get ready for a long fight ;). After defeating Pandora, it's back tears open, and as it's dying, a giant female butterfly emerges. This is the second form of Pandora, and it looks just like Mary, only with wings. You are now forced to battle this new form of Pandora (this form will strike twice during every battle turn). Sad attack, Heatwave, and the Axe bomb persona spells work well against this form of Pandora, be careful, as a lot of spells will heal her. After defeating the second form of Pandora, it will ask you, "why you wish to go on?" All your party members tell it various reasons why. Mary then confronts Pandora and tells it that they are parts of the same entity, Mary. With that, they re-form. The Ideal Mary, now re-fused with Pandora, then says goodbye to everyone. Since she isn't the flesh and blood Mary, she must remain in the dream world. She then warps everyone but you, back to the real world. She wanted to tell you something, is the reason she gives for not having warped you back with the others. Mary kisses you, then tells you that she has always loved you. With that said, she says goodbye and warps you back to the real world to rejoin your friends. Philemon appears in a cinema and tells you of the power that you now posses, and how it's really your true self. He then takes off his mask and you see his real face. After doing this, he turns into a hundred butterflys and they all fly away. After Philemon leaves, you learn that after the series of incidents, the town gained world wide attention, but now everything is back to normal. Sebec and the name Guido became internationally renowned, yet the names of the students who were involved never became known. Time has passed, memories of the incident sank deep into their consciousness. The boys and girls who found their identities began to walk into the future not knowing what will happen... The scene then cuts to the inside of the peace diner, where one by one your friends are arriving. They are all gathering to go to an amusement park. You are then given another cinema. This one of a school classroom, it's empty, except for one girl, Mary. She walks towards one of the desks and when she reaches it you see that it has a compact on it. A school class photo is then tossed on the desk. Life in the town of Lunervale is finally back to normal. What happened later in life to each of the characters you used is then shown in a mini biography: Mary: With her sickness cured, Mary has now become a mature young lady. She has won many art awards and good things are happening in her life. She's happy with her mother now, and has a new boyfriend. Mark: Mark went to New York to study art. His avant-garde style in art has won acclaim with the critics, and he's having the time of his life. Nate: In disguise, Nate lands a job in one of the companies his family owns. He finds out firsthand how cruel the business world can be. His arrogance from the past has now turned into compassion for all people. Brad: Brad is now a TV talk show host. He has a new-found openness when he talks about his past to his viewers. In all of this glamour, though, he still never forgets to check on his friend Mark. Alana: Alana got a job at a well-known trading company. She met a nice man at her job, and is devoting herself to her husband and family. Her only complaint is the size of her husbands salary. Ellen: Ellen became a model. Her down -to- earth lifestyle, despite her status, is favorably well-liked among young girls. She often appears in magazines and TV, commenting on her negotiating techniques with the demons. Chris: Relieved from a life driven by vengeance, Chris has started to walk a normal life. He is now a husband and father of one child. His friend Mark met his son and immediately noticed the trait of a loner. You: How he came to be.. Well, that's up to you to decide... After the biographies are finished, the credits for the game are shown. Small pictures of various locations throughout the game are randomly displayed in the corners throughout this sequence. The theme from the Velvet room is the accompanying music. The last picture is of an empty piano in the Velvet room. This picture fades to the quote... "cogito ergosum" -Rene Descartes' I think, therefore I am FIN Here's a rough map of the city's layout: Lunervale: I------------------------------------------------------------------------I I I I I-------------I I--------------I I---------------I I--------------I I I I I I I I I I I I I I I I I I I I I I I I Ruins I I I I I I Hospital I I I I I I I I I I Castle Mana I I I I-------------I I I I---------------I I--------------I I I I I I I I-------------I I Police I I---------------I I--------------I I I I I I Station I I I I I I I I Augustus I I Lost I I I I I I I I Tree I I Forest I I I I I I I I I I--------------I I I I I I I I I I I I I I I------------------------------------------------------------------------I I Highway Overpass Highway Overpass I I------------------------------------------------------------------------I I I I I-------------I I--------------I I---------------------------------I I I I Museum I I I I Joy street I I I I I I I I Black market I I I I I I Clinic I I I I I I I I I I I I I I I I SubwayI ISubway I I I I-------------I I--------------I I---------------------------------I I I I I I-------------------------------I I---------------------------------I I I I SubwayI ISubway I I I I I I I I I I Sun I I I I I I Mall I I Augustus I I I I I I Haunted Tree I I I I I I House I I I I-------------------------------I I---------------------------------I I I I I I-------------I I--------------I I---------I I-------I I---------I I I I Old woman's I I Yin Yan I I I I I I I I I I House I I Shop I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I Shrine of I I---------I I-------I I---------I I I I I I Butterfly I I I I I I I I---------------------------------I I I I I I I I Clinic I I I I St.Hermelin I I I I I I I I High I I I I I I I I School I I I I I I I I I I I I I I I I I I TJ's I I Factory I I I I I I House I I I I I I-------------I I--------------I I---------------------------------I I I I I------------------------------------------------------------------------I Obtaining the different playable characters: Brad: You have the option of obtaining Brad as a playable character when you free Mark from the jail cell at the police station. Ellen: If you chose not to let Brad join your party at the police station, you will have the option of getting Ellen as a playable character if you look in the subway for her. Alana: If you chose not to let Brad join your party at the police station, you will be able to aquire Alana as a playable character when you arrive at the factory. Yuki: In the Japanese version, you are able to use Yuki as a playable character in the Snow queen quest. For anyone who is wondering, she throws razors and uses a double barreled pump shotgun. Chris: Chris is also a playable character, although to get him there are many more requirements to fulfill than obtaining any other character in the game. The steps to getting Chris are: 1.Go to the school science lab(right of front door) and talk to the teacher wearing the brown suit. He will tell you of someone going in and out of a sealed classroom on the second floor. Doing this triggers the door to room 2-7 to unlock. 2.Go to room 2-7 of the high school and see Chris acting suspicious. He will leave the room when you see him. 3.Go to room 2-1 of the high school and talk to the male student who is there. He will tell you about someone partying at the factory. The person he is talking about is Chris. 4.Go to the Joy Street mall and enter the Yin & Yan shop. Talk to the female customer wearing jeans, this is Chris' mother. She will ask you if you know her son Chris, answer Yes, you know him. She will then ask you if you will be his friend, answer OK, you'll be his friend. Leave the Yin & Yan shop without talking to Chris' mother a second time. If you talk to her a second time, she will ask you if you've seen Chris yet and that will ruin your ability to get him. 5.Go to the Revolution 1999 in the Joy Street mall. Talk to Mark's two band members(standing next to Mark). They will tell you of seeing Chris at the factory. 6.Go to the factory, Chris will be there if you've done the above steps in order. When Chris sees you he will leave. 7.Proceed through the game as usual, until you are finished with the hospital(first dungeon you needed to do). 8.As soon as you leave the hospital, try to enter the Sebek building from the west. There will be a roadblock set up in front of the building that you can enter(similiar to a room). Upon entering the roadblock you will once again see Chris. As before, Chris will leave when he sees you. 9.Proceed with game again as usual, until you get to the cells in the police station. Upon releasing Mark and Brad from the cells, tell Brad that, No you will not take him with you. After sending Brad away, leave the police station. 10.After leaving the police station, head into the subway. In the subway you will find a room with Ellen in it. Upon talking to Ellen she will ask if you want her to go with you. Tell her, No you will not take her with you. After telling Ellen to leave, exit the subway. 11.Proceed to the factory as usual. Upon arriving at the factory you will find Alana. Alana asks if she can go with you. Tell her, No you will not take her with you. If you've done all the above steps in order, at this point Alana will tell your party that she hopes you all die, and then she leaves. 12.Now, with only 4 characters, proceed through the underground passage, beat the Sebek section of the game, and go to the alternate reality(Mary's world). When the school transforms (turns into a dungeon after finding Mary and Bruce), look for Chris in the Art room on the floor above where you start the dungeon. When you arrive in the Art room, Chris will be seen killing an ogre, then he will talk to your party. Finally, after agreeing to work together, Chris will join your party. The Snow queen quest: This was removed from the American version due to time constraints according to Atlus. In the Japanese version, after returning to the high school with Nancy(Mary's mom), there will be a quest(if you complete the below steps), that will take place instead of the remainder of the regular game. It is actually an alternate story to play the game by. To start the quest you will first need to learn about, and find the Snow queen mask. To do so, follow the steps below after returning to the high school with Nancy. 1. Talk to Kain in the school's library once 2. Talk to the girl in room 2-4 3. Return to the library and talk to Kain again 4. Talk to the guy and two girls in the drama club room(near gym) 5. Talk to the guy and girl in the student council room(3rd floor) 6. Enter the principal's office and talk to the principal and dean 7. Go to the gym's storage room(behind gym) and open the orange box that is there(second choice opens it), you have now found the Snow queen mask 8. Bring the Snow queen mask to the school's dividing corridor, where the hole is When you arrive at the hole, Yuki and Alana are there. They are talking to Mary and Mark, who leave thru the hole as soon as you show up. Mrs. Smith then shows up and talks to your characters. She takes the Snow queen mask from you and proceeds to tell you the story of the Snow queen. After the tale is finished she puts the mask on. With a flash of light, Mrs. Smith is possessed by the spirit of the Snow queen. Your characters are then rendered unconscious. A cinema follows that shows the entire school slowly freezing over. After the cinema, your characters regain consciousness in the school's atrium. The now possessed Mrs. Smith is also there, and she summons 4 spikes of ice to rise from the ground and surround her. Your characters advance towards her, Yuki in the front. As Yuki reaches Mrs. Smith a strong wind blows her backwards and she falls to the ground, which is now covered with ice and snow. She regains her footing and your characters then talk to Mrs. Smith. After the discussion, Mrs. Smith turns to ice, trapped by the Snow queen. As your characters contemplate their situation, a glowing butterfly appears. A cinema of Philemon is shown, in which you learn of a mirror that can again imprison the spirit of the Snow queen. This is the same mirror that was shown shattered in the tale told by Mrs. Smith earlier. After learning that the mirror has been shattered into 12 pieces, all of which must be found in order to save Mrs. Smith and re-capture the Snow queen, Philemon gives you the mirror's frame. You must re-assemble the broken shards in it if you hope to complete the quest. After you receive the mirror's frame, Philemon leaves and your characters exit the atrium and venture out into the frozen school. The school is now completely different, it's walls and hallway floors are covered with ice and snow, which you can hear crush under your feet as you walk around. There are shops, a Velvet room and other new things in the school now. Your object is to find all 12 pieces of the shattered mirror and re-assemble them in the frame the Philemon gave you. They are hidden in four towers that now surround the school (the ice spikes around Mrs. Smith symbolize these). You must find the way to open the doorways to each of the towers, and find the shattered mirror shards hidden within each. Description of rooms within Snow queen school dungeon: 1. Fencing club, Tammy and Tad are here, doorway to tower #1 2. Classroom, doorway to tower #4 (Main tower) 3. Classroom, frozen door to tower #3 in back 4. Library, Kain and Ellen are here, doorway to tower #2 You can have Ellen join your party by talking to her and choosing to take her with you(top choice) 5. Revolution 1999 6. Nurses office, Nurse Beverly, Nate and a female student are here You can have Nate join your party by talking to him and choosing to take him with you(top choice) Talking to nurse Beverly will heal your party 7. Drama club, A female student is in plain sight, there is a male student behind the chalkboard 8. Velvet room, this is locked until you have a full party 9. A locked room in the back of the dungeon. After defeating the Snow queen mask the door will unlock and allow you to use the teleporter inside 10. Cafeteria, Toro(overweight kid), another student and Brad are here 11. Atrium, locks after you leave it. It will re-open after you defeat the three towers with bosses(1-3). This is where you will fight the Snow queen mask 12. Rosa candida shop, TJ and another female student are here 13. Detention room, Principal Kotter and Dean Vader are here punishing a student. There is a gun in the closet 14. Yin & Yan shop, there is a student and a customer inside 15. Frog shop(pharmacy), the statue of the giant frog in the front corner of the shop can be inspected up to three times, each of which will reveal a hidden health item. 16. Incense shop, customer is inside 17. Classroom, there are two students inside, armor is in the closet First, go to the nurses office and save your game at the Augustus bush, as it's the only place you're able to properly save while in the Snow queen quest. The save feature inside the dungeons are only continue files. When you use one, your game will end and the file will be used up upon restarting. If you die, that's it. If you want to be sneaky, save in a continue file, then copy the file to another memory card. That is the only way to save once inside the towers. Next, choose which character you would like as your fourth character, Nate or Ellen, and retrieve them(you can take both, but you'll lose the option of taking Brad. Go to the Frog shop and get the three health items from the frog statue. Next go to the cafeteria, once there(with at least 4 members in your party) you will see a confrontation between your characters and Toro. In the confrontaion, Toro recounts his attempt at winning Alana's love. He fails. After telling you this, Toro becomes enraged and transforms into a very sexually explicit demon. A cinema is shown where Yuki and Brad use their personas to kill the demon that Toro has turned into. After this confrontation Toro returns to normal and Brad will join your party(if you have a space left in your party). Toro will have given you the tower pass, which will open the door to any of the four towers. Go to the fencing club's room. Inspect the sealed door in the back of the room. You will be asked if you would like to open the door and enter, Yes/No. After opening the door, you will see a cinema of the school surrounded by 4 towers, slowly the view rotates and the camera pans into the red, castle type tower, this is the Hypnosis tower. Inside this tower there are 3 mirror shards to find. There are clocks on various walls inside this, and the other towers. When the clocks point to midnight, a chiming will be heard. I am not sure if there is a time limit to the towers, Atlus says no, and I completed the second tower with the clock way past the midnight mark. There may, or there may not be. While proceeding through the tower, you will encounter various shops and rooms, such as Velvet rooms, Fountains of give and take, Yin & Yan and Rosa Candida shops. Upon reaching the second floor, you will come to a room with Tad, Tammy and Nurse Beverly asleep on it's floor. Slightly further down the hall, there will be another room with the Principal and Dean asleep on the floor also. On the third floor you will come to a room where, once inside, you will see a multi-colored doorway on it's opposite side. When you first reach this room you will see a cinema of Philemon, in which he tells you of Dreamworld. It turns out that the people sleeping in the rooms you went through have been hypnotized and are trapped in a place called Dreamworld. They are unable to wake up in the real world as their alternate forms in Dreamworld seem to be unaware of the situation. Philemon tells you to go into Dreamworld and tell the people there that they need to wake up in the real world. The multi-colored doorway is the door to Dreamworld. Enter the doorway to Dreamworld. Once inside you need to find four different rooms with people inside that you need to tell to wake up. The Nurse, Beverly is in a Yin & Yan shop, talking to one of Mark's band members. Talk to her and choose the top choice to her question, to send them back to the real world. The principal and Dean will be in a room together, as with the Nurse, answer their question when talking to them by choosing the top choice. This will send them back to the real world. Look for Tammy and Tad in the fencing club room, and do the same to send them back to the real world as you did the others. Proceed to the northeast corner of the Dreamworld map. Once there you will find a room with a female student sitting on a throne with a man dressed in long white robes standing next to her. When you first talk to her, she tells you of how she was always picked on at school, and how her parents don't understand her. She ends the story by telling of how she created Dreamworld while sulking in her bedroom. After the discussion, girl and the man in robes vanish, they've gone back to the real world. After waking everyone up in those four rooms, exit Dreamworld by going back out the multi-colored doors you entered it by. Go back to the two rooms where your friends from the real world were sleeping and talk to them. Doing this will let you receive 2 shards of the broken mirror. One from a person in each of the two rooms(very important to do this before encountering the tower's boss). Proceed through the tower until you get to the eighth floor. On the eighth floor there is a room with useful items, get them before entering the boss' chamber. After getting the items(and equipping them), enter the door with the stained glass picture of the spider on it. This is the boss' chamber. Inside you will again meet the female student from Dreamworld. She is lying atop a bed floating in space. While talking to her, the man dressed in robes will appear. He forces you to battle him. After defeating him, you are given a third shard of the broken mirror, and then warped back to the main school dungeon(the one before the tower). This is why you must retrieve the other two shards before entering the boss' chamber. Once you appear back in the main dungeon, you will notice you are in room #2. The door here leads to the main tower where your party can gain experience through endless battles. Inside the main tower(black, covered with spikes) you will not be able to get into battles in the main hallway. If you use the stairs and look through the tower, you will notice three sealed doors, one approximately every 2 floors. After receiving a broken shard of the mirror from any tower boss(towers, 1,2,3), and being warped to the classroom where you can enter the main tower, you will need to talk to Yuki. She is holding the Mirror frame. By talking to her you will be asked if you would like to re-assemble the shards you currently have back into the frame, Yes/No. By re-assembling the shards you are unlocking a sealed door in the main tower(Tower #1's boss shard opens door #1 in the main tower, #2's boss shard opens door #2 and #3's boss shard opens the door #3). You are able to battle once on the other side of any of these doors. This tower allows you to exit it at any time, as it's sole purpose is to allow your party to gain experience. After defeating tower #1 and raising your characters to whatever levels you deem necessary, enter the library and inspect the door in the back. Doing this will again give you the choice of entering a tower, Yes/No. By choosing to enter you are shown a cinema of tower #2, the Nemesis tower. This tower takes the form of a vine covered pyramid. Once inside the tower you will come to the entry room, where you will be confronted by a female spirit(the tower's boss). The spirit talks to Brad, then disappears. Proceed through the large doors in front of you and enter the dungeon proper. As with tower #1, there are large clocks on various walls of this tower. There are also various shops spread out throughout, again, just as in tower one. Proceed to the third floor, where once you enter the room at the end of the hallway in front of the stairs, you will encounter something very odd. Inside this room is a torture chamber, with two students being tortured. The two students are Kain and Toro. One wall of this room is decorated with a cowskin patterned wallpaper, and there is a cow's head hanging off of it. The cow's head is pouring milk out of it's mouth like a fountain, which brings us to our tortured students. Toro is tied to the floor directly underneath the cow's head, and the milk is pouring into his mouth. His stomach is swollen like a giant balloon, due to having to swallow the constant flow of milk. His shirt and pants have ripped open due to his enlarged state. The second student being tortured, Kain, is being forced to do push ups over a bed of spikes. If he tires and can't keep himself up... he dies. A man dressed in brown is supervising the torture. Upon entering the room, your characters discuss the situation with Kain, after which the female spirit from the entryway makes another appearance. After talking again with Brad, she leaves. There are three doors in this room, the one you came in by, one to the north, and one to the south. The door to the north leads to the bosses chamber many floors above. Take the door to the south, and progress to the fourth floor. On the fourth floor there is an area of darkness that you must find your way through in order to reach the stairs to the fifth floor. Once at the fifth floor, find the drop spot in the northern section that will drop you back down to the fourth floor, but in a different area than you've been in. Once you land on the fourth floor, proceed down the corridor you are in and drop down the drop spot at the end of it to fall to the third floor. On the third floor there is another drop spot in the south east that you need to use to reach the second floor. From the second floor, find the stairs to the first floor and go down them. When you arrive at the first floor, make your way to the room in the south western corner. Enter the room and you will find a large treasure chest. Open the chest to receive another shard of the broken mirror. You will also find an invitation from the boss of the tower to meet her in her chamber on the eighth floor. Leave the room and make your way up to the boss' chamber on the eighth floor(don't take the stairs you just came down, there are others, they will lead you to a drop spot on the third floor that will drop you back down to the second floor in an area you will be familiar with. Remember to take the northern door from the torture room. There will also be a series of empty rooms for you to pass through on your way). Once you arrive at the boss' chamber(large faces on the walls), the female spirit from the entryway will appear and again talk to your party. After the discussion you are forced to battle her. Here are some attack types that hurt her: Ice, Nuke more, Holy white, Wind, Lightning kick, swords and guns. Magnet heals her. After defeating her you are warped back to the school dungeon, in the room with the door to the main tower. Give Yuki the shards you collected from tower #2 so that you may practice your combat in the main tower's second section. The items in the school's shops change after each completed tower, so you may want to go and make some purchases. When you feel your party is ready, enter the room in the school dungeon that is directly behind the library. This is room 3. As before, inspect the door to prompt the Yes/No, will you enter the tower question. After answering yes, you will be shown the cinema of tower #3. An extremely tall pillar shaped black tower made of brick. This is the Tanotosu tower. When you first enter this tower, you will come to a room with skulls on the walls and a candle on either side of a set of large doors. A female spirit will appear and tell you that in order to enter this dungeon you must blow out one of the candles, after that she leaves. This is up to the player to decide, which candle to blow out. Blowing the candle to the left of the door out will cause your main character to be persona-less, even in a Velvet room you cannot re-equip him with a persona. Blowing the candle to the right of the door out will do the same thing, only to Yuki instead. You make the call. After choosing a candle, you are able to inspect the doorway to prompt the Yes/No, will you enter the dungeon question. One note about this dungeon, if any member of your party dies, they will be without persona abilities, just like whichever character you choose at the door. A character that has died will also only be cured 5-10 health points at a time from an herb. So be very careful. As with the other two towers, this one has various shops and such for your party to take refuge and re-equip themselves in. After entering the dungeon, make your way to the second floor. There will be a room here with an Otros inside it, guarding another doorway. This doorway that the Otros is standing guard at is a door to a misty dungeon, seperate from the rest of the tower. Inspect the door to gain entrance. There is a room near the entrance to this dungeon that contains the spirit of the character you chose to become persona-less at the start of this tower. Talk to the spirit in order to return it to the character that it came out of. The character will now have it's normal persona abilities. Search out the rest of this new dungeon, as it contains rooms which house four more shards of the shattered mirror. Some can be found in large skull shaped chests, while another must be bought off of a woman for 5,000 Yen, as she found it before you. After finding the spirit of your party member, and the four mirror shards, leave this misty dungeon and return to the main Tanotosu tower dungeon. Make your way to the boss' chamber on the top floor. On the floor below the top, you will find a room with two large skull chests in it. You are allowed to open only one of the chests. Open the chest on the left to find another shard of the mirror. After getting the shard proceed to the top floor and enter the boss' chamber. It has large golden skulls floating in the air inside it. The female spirit from before is there also, and she talks with your characters. After the discussion, the spirit makes you fight the demon Tarotosu itself(the demon the tower is named for). Tarotosu is a pink, one eyed female demon with 6 tentacled arms. The demon is buried partly in the ground, with the six tentacles rising from it in front of her. This makes for seven enemies at once that you must now battle. Holy spells, guns and swords work against this boss. After defeating the creature, it's sole eyeball pops out of it's head and attacks your party with a hell eyes spell. If any of your party members survived, you now must battle the eyeball. After defeating the eyeball, the female spirit re-appears and again talks to your party. She warps away when all is said, and then you receive another shard of the mirror. You are then sent back to classroom #2 in the frozen over high school dungeon. After defeating the boss of the third tower give the mirror shards from the third tower to Yuki and she will re-form the Snow queen mirror. You can now enter the upper levels of the main tower. You can also do something else after re-forming the mirror. Go to the school's atrium and you will now find it unlocked(don't forget to save first). Upon entering the atrium, you will see a cinema of your characters placing the re-formed mirror in front of the frozen Mrs. Smith. When the mirror is placed, the four ice spikes surrounding Mrs. Smith crumble to the ground and Mrs. Smith will thaw out. She will finally take the Snow queen mask off, but then she collapses and falls to the ground. Suddenly, another person, a woman with a disfigured face, appears in the atrium. This woman talks to your party, then disappears. After she leaves, the Snow queen mask starts to shake. It then rises into the air and grows to over ten times it's normal size. You are now forced to battle the Snow queen's mask. Holy word and Nuke more work against it. Have a lot of life orbs handy, this battles going to take a while. After defeating the mask, it shatters, and the pieces fall to the ground. Mrs. Smith then regains consciousness and tells your characters how the Snow queen came to be. It seems that when Mrs. Smith was your age, something happened between her and the woman who showed up in the atrium just before you battled the mask. This event caused the woman's face to become disfigured and for her to become the Snow queen, thus the hatred towards Mrs. Smith. Soon after Mrs. Smith's story is finished, another demon dressed in black robes appears in the atrium. It speaks to your characters, then vanishes. After the demon vanishes, you regain control of your character. Go to the room at the back of the school dungeon(room #9) that was previously locked and enter it. Inside you will find your party standing around a giant glowing ball of electricity in the center of the room. Ellen is there also. Talk to Ellen and she will give you an item. After talking to Ellen, inspect the glowing ball and you will be asked if you'd like to use it, Yes/No. After choosing to use the glowing ball, the whole room will start to shake, a bright light will flash and Ellen will disappear. Actually, Ellen hasn't disappeared at all, your party has, you've been warped to the school's second floor. You can re-inspect the glowing ball to go back down to the first floor at any time. The second floor of the school is set up like a giant grid. There are traps set up in many different positions in the corridors. Some will cause your party to advance or backtrack a certain direction, while others will cause harm. There are several rooms on the second floor that you will discover. One contains two frozen female students, while another in the south east contains two Jack frosts. Make your way through the traps and proceed to the third floor by way of the stairs in the south western corner. On the third floor there are three rooms for you to find. One contains two frozen students, one has a female student in it, but also a weapon in the closet. The last room contains a fusion item. After finding these rooms, make your way to the stairs in the south western corner, they will take you to the fourth floor. There are a few important things on the fourth floor, one of them is the large open room in the corner of this floor. This room contains many drop spots that will drop you to a small maze on the third floor below. By navigating the floor correctly, and not falling through to the third floor you will come to a long hallway at the end of the room. Go down this hallway and drop down the single drop spot at the end of it. This will drop you right in front of a hidden room on the third floor. Inside this room are two Jack frosts, who will give you an item if you speak to them. After getting the item, leave the room and drop down the drop spot at the end of the corridor that the room is in, you will land in a familiar place on the second floor. Proceed back up to the fourth floor. After getting back to the fourth floor, make your way to the south eastern corner and you will find a room with two more Jack frosts in it. Talking to them prompts them to ask you if you know what 100 minus 95 is, Yes/No. Answering yes to this will allow you to be teleported to the fifth floor. As with the room on the first floor that allowed you to travel between that floor and floor two, you can talk to the Jack frost in this room at any time to return to the fourth floor. Once arriving at the warp room on the fifth floor you will find some items in the closet if you look. Just outside this room are two sets of stairs. One on either side of the room. Both of these sets of stairs will lead you to floors six thru eight, and sometimes back down to different areas of level five, of the high school. The stairs vary as to how many flights up or down they travel. They also connect to many different hallways and passages that also have an abundance of staircases attached to them. In all there are over a hundered sets of stairs and passages all strung together in a maze that you must navigate in order to reach the boss' chamber on the eighth floor. There are also many different rooms scattered throughout the maze of stairs, some contain items, while others contain things of greater significance. The important things you need to find within this maze are, the Ideal Mary(she's wearing a steel face mask), Mae, Maggie and Guido(also wearing a mask). Talking to each of these people will cause them to vanish. The room where you find Maggie also contains a gun for Nate in the cabinet. The room you find Guido in is the student council room. If you've played the regular version of the game, you know that Guido was the student body president of St. Hermelin high school many years ago. After finding the people in the various rooms throughout this dungeon, make you way to the center of the eighth floor. Upon your arrival at the center of the eighth floor, you will find a large open room with lights on the ceiling. As with Deva yuga, if you walk on the floor of this room it will also light up wherever you step. Align the lights on the ceiling with a matching light pattern on the floor. A chiming will sound when you've done it correctly. Doing this will allow you to gain entrance to the passage at the far end of the room. At the end of this passage is a room. This room is where the demon from the school's atrium is waiting for you. Enter the room. Upon entering the room, you will notice that you are in the room behind the gym. The demon in black robes that appeared in the atrium after you defeated the Snow queen's mask is here also. As is the Ideal Mary and Guido. The three of them all speak to your party, after which you are warped to an empty classroom on the ninth floor. Guido is still with you. Talking to Guido will allow you to have him warp you between various floors of the school dungeon. You are given the following to choose from, Exit(leave without warping), 8th floor (where you just came from), 4th floor(room with Jack frosts) or 1st floor(room with glowing ball or the Atrium, random). If you warp to the eighth floor, Guido will still be with you, so you are able to warp back to the ninth floor. Exit the room on the ninth floor you were teleported to, you will notice that this floor is set up like a very wide grid. There are many traps in the hallways of this floor, some will cause damage to your party, while others will poison them. There is a Velvet room, Augustus tree, and a Fountain of give and take in addition to the room with Guido that you can warp from. The Augustus tree is a real save spot, not just a continue file save. There is also a set of stairs in the southern center of this floor. They lead to the tenth floor, proceed to them when you're ready. Once you've gone up the stairs to the tenth floor, proceed through the two areas of darkness in the center of the floor and make your way to the stairs in the north east corner of this level. Take these stairs to the eleventh floor. On the eleventh floor, make your way through the spiraling corridor to the room in the center. This is the final boss' chamber. Enter the room to find the demon in black robes from before. It is awaiting your arrival. After a few very brief words, you are forced to fight the demon. Some spells that work against it are, Boss damage, Nuke more, Sad attack, Holy word and Blaze. The demon is in the form of Siamese twins joined behind the head, by a third head, wearing a hood. Looking into the face under the hood is as if you were looking into eternity. After defeating the demon, you are shown a cinema of the school thawing out. Mrs. Smith then joins your characters in the main entryway of the school and they all discuss what you've just done. In this discussion you are asked two Yes/No questions(small talk, not important). After talking with Mrs. Smith, your party leaves the school by the front door. As Mrs. Smith is turning to re-enter the school, a glowing butterfly appears in the entryway. Mrs. Smith turns to look at it. Cut to an anime type drawing of your characters standing on the front steps of St. Hermelin high school. They are all looking towards the sky as if they hadn't seen it in a long time(because they haven't). Text fades in and out over this, just as the ending in the American version did. The credits are then shown with various pictures in the corners, only this time they are all pertaining to the Snow queen quest. The last picture is of a school desk with a mask lying face up on it. It then fades to the quote, "cogito ergosum" I think, therefore I am -Rene Descartes' Fin After the ending quote, the screen fades back in, and you are shown a scene of your party at the school's front gate. Mark arrives, and your party tells him of the adventure that they have just had. They all look towards the school, then turn, and walk away. Differences between the Japanese and American releases of this game: 1. The voice actors are different, the Japanese version's actors do not sound like bratty kids. :) Except for Alana and Chris ;) 2. The snow queen quest has been removed from the American version. This quest adds an entirely different storyline in which to play the game. It is also way beyond frustrating to finish, as some of these dungeons can take you upwards of 16 hours to finish with no proper save feature. There are also glitches that may occur during the quest(once I had the game show the starting persona demonstration cinema just as I was getting to the 8th floor of tower two, only it used my currently equipped personas. After this the characters were formed on top of each other and Alana was invisible. A quick re-formation cleared the problem up, but after 16 hours, that kind of thing can really annoy you). 3. The American version has an abundance of television references, from General hospital & Star Trek, to the Beverly hillbillies. 4. Names were changed(this was a given). 5. There are significantly less random battles in the American version, upwards of 3 to 4 times fewer. 6. The demons hit points were lowered in the American version. 7. Prices on items were lowered in the American version(Yen to Dollar conversion). 8. Due to the fewer battles, the experience gained from a battle was raised. 9. The American version seems a lot easier. Due to fewer battles, and the extra experience, there isn't enough risk in between level raising(in which you get full HP and SP back) for it to get overly difficult. 10.The controller setup was changed. 11.Mark is now an African American, and his hat is different. Other characters graphics were altered as well. 12.There is a "now loading" screen on the American version. Thanks to: Atlus for making the best RPG on the Playstation :D Scott Deyesso for all his help on the trial and error stuff William NG for his help with the missing steps to starting the Snow queen quest, and his theory on aquiring Fools Terry Lin for Ellen's special persona Ben Hsieh for his help with personas, and how to get the Glass doll Nobutaka Nishoka for the card combinations needed for some personas Jeff Marks for the one step I was missing to make Chris appear at the factory :) Trunkten for proofreading and Pup for doing the things ferrets do best :D This faq was written by Henry LaPierre freeza@ix.netcom.com Please do not use this faq on your website without asking me for permission first. In no way do I wish this faq to be cut up into sections and used on people's websites. It is to remain in one piece if used on websites. Hope you like it :) Thanks. Always remember... Mark danced crazy :)