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Shin Megami Tensei III: Nocturne/YMMV: Difference between revisions

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** The lower levels of the Third Kalpa definitely count, too. You have to run around and flip switches while being shot at by Dante. Get caught by him, and he knocks your party around and sends you back to the beginning. In the second part, not only are the switches in mazes of invisible walls, Dante ''resets them'' after he catches you.
*** The top level's not easy, either; it's a gigantic maze filled with one-way doors, and some of them teleport you if a certain stat isn't high enough. The only way to be sure that you won't get thrown all over the map is to have all your stats at 25 or higher, which would require absurd amounts of grinding at this point.
* [[That One Sidequest]]: The Labyrinth of Amala in its entirety. The mandatory parts put you through the wringer ''constantly'' and remind you it's particularly hard to assemble a powerful team capable of resisting continuous assaults (many back attacks, particularly) at the beginning. The optional Grave Run is also particularly tough, even with the endgame stats. Granted, the rewards are also proportional: reaching the end of the Fifth Kalpa before the Tower of Kagutsuchi nets you the sixth ending and ''[[Game Breaker|Pierce]]'', and the Grave Run gives you ''an extra Press Turn'' when you reach the First Kalpa's first Burial Chamber in a [[New Game Plus+]].
** Also, in the Fifth Kalpa, one can find the soul selling an obscenely overpowered Girimekhala (which also carries Pierce).
** Puzzle Boy if you want to obtain all the Magatama in the game.
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