Part 3: The Awakening
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The Sanzu River is basically Japan's River Styx. The dead must cross this river before they are allowed into the afterlife. According to mythology, souls crossing the river will meet Shozuka no Baba, whom they must pay or else she will take their garments. This is why family members place coins into the casket at Japanese funerals. I guess Charon is just more recognizable?
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DOCTOR: Aaaah, i-it moved!! Z-Zombie!! Save me!!
NURSE: D-Doctor! Do something!!
DOCTOR: I-It's an emergency! The corpse is moving!!
NURSE: D-Doctor! Calm down!! Please calm down!!
The hospital pair rush out of the room, and a familiar face comes in.
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Alright, I'll take you back to the office.
We reappear back at the Kuzunoha Detective Agency. I don't see anything good coming out of being in this body...
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The arranged track is used for the Quest menu in Raidou 2, and another arranged version appears in
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Rei leaves us, and we go into our sweet back room to grab some equipment. We get basic armor and weapons, along with money.
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The arranged track appears in the "Jack-san 5" battle in Raidou 2.
The Kuzunoha Detective Agency is located in an area of the Yarai district known as Yarai Ginza (most likely named after the shopping district in Tokyo). Yarai Ginza will be our home base for the length of the game, having all of the essential shops and services. I'll show off the entirety of the district in another update, but for now we're going to "the old hag's fortune-telling shop."
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VOICE: ...Give my body back...Give my body back...
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The voice shakes the room before a spirit rises up, sporting a familiar face. Whoops, busted!
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And he's gone. Like I said, nothing good's gonna come of this body switch. But he does give us a chance for a fun cultural lesson, so he's not all bad. The "lowest circle of hell" he mentions is mugen jigoku, or "neverending hell," and is also known in Buddhism as Avici. It is the eighth and lowest circle of hell and is reserved for the worst of the worst; generally people sent to Avici have commited one of Buddhism's Five Great Offenses, or anantarika-kamma. Kyouji really means business.
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Time to go to the Goumaden!
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The Goumaden is a reoccurring location throughout the Devil Summoner series, each incarnation masquerading as something else. In this game the Goumaden is seen by normal folks as a hotel.
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What never changes is the name of the Goumaden's host - Victor. Well, he doesn't exactly look like somebody running a hotel...but I guess this hotel is a pretty swanky place.
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>Obtained Handy Computer
It's never said in conversation, but the "Handy Computer" is simply this game's version of the traditional COMP, a portable computer that allows people to communicate with and summon demons. Kyouji's model is actually a GUMP, or Gun-COMP.
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The PSP version has additional dialogue where Victor explains the Demon Compendium. The Demon Compendium, which is unfortunately not available in this version, records all of the demons you have either fused or recruited so that you may re-summon them at any time for a fee.
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Stepping outside, we can now see what the COMP does. First off, we now have a demon radar that shows how close to a battle we are. There's no demons in Yarai Ginza, so the radar stays completely green.
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Hitting the menu button once brings up our current status...
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...and hitting it twice brings up the full menu. Not much to do right now.
Well, Marie said she was "counting on us," so we may as well see what she has for us.
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>Accept her request?
Denying the request will get you nowhere, as you have to do it to continue, so I say yes. She does get mad at you and tells you to stop fooling around if you decline, though.
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So it seems our first trip will be back to a familiar place. There's not much to buy at the moment, though you should always have a spare Back-Upper, which is a one-use item that lets you save anywhere. The PSP version makes the Back-Upper reusable, but we don't have that luxury.
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I quickly head over to the Seaside Park library.
DUNGEON 1 - SEASIDE LIBRARY
New demons:
Pixie Poltergeist Scarecrow Knocker
Ubu Kabuso Hippou Ba
Nacht Kobold Bogle
For each dungeon, I'll be posting pictures and stats of all of the demons who are making their first appearance. All pictures and descriptions come from Shin Megami Tensei: Devil Summoner ~Akuma Zensho~, which was a special disc released for the Sega Saturn containing pictures and commentary for all the demons and bosses in SMTDS.
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Seems normal so far, apart from the presence of demons...
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But not for long. The library's layout has changed completely, now with 5 floors.
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We can pull up a map, but it simply shows us where we've already been.
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I continue up the stairs to Floor 2.
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READER: W-While I wasn't looking, the door locked us in here. Even worse, there's monsters in here. I don't know what to do, this is too scary.
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And I encounter my first real battle of the game, against two Knockers. We come across the system that SMT fans either love or hate.
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Demon negotiation. I'm personally a fan of it just due to the often amazing dialogue it brings, but it is irritating when an answer that usually works suddenly doesn't and then you're dead.
For anyone new to SMT's negotiation system, it basically works like this: every demon has a particular tone that corresponds to what sort of responses it likes. The Knocker we ran into, for example, has a little boy tone - other tones we can encounter in this dungeon include little girl, cynical, and young man. By giving it answers that it likes, it will respond favorably and you may be able to ask it to join you.
Apart from getting demons to join you, negotiation is a potentially safe way to escape battle unscathed and you can often get demons to give you items or Magnetite (explained in a bit).
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I couldn't get the Knocker to join me, so I had to move onto a Pixie. When a demon is satisfied with the conversation, they'll usually ask you to give them either money, Magnetite, or an item. Sometimes a demon will join you for other reasons, depending on the conversation, but you usually have to bribe them first. I didn't need the Magnetite at the moment, so I managed to get the Pixie to join me by dropping some Magnetite on her.
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Ta-da. Now we've got a healer in our party. Using them out of battle is easy enough, but in battle...
This is the part where many people may call Devil Summoner an annoying game, and I completely agree. Exclusive to the Devil Summoner series is a game mechanic called "Loyalty" (also called the VICE System on the back of the game case and in the manual). It works a bit differently in the Raidou games, but, in the first two Devil Summoners, Loyalty determines what you can make your demon do in battle.
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Notice the "CTRL" in the upper right. That refers to the demon's "control level," and each control level opens up more options in battle.
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As shown in the above screenshot, the only thing I can tell Pixie to do to the enemy Kabuso is "GO," which means what she does is completely out of my hands. As the control level goes up, more options are unlocked:
- Level 1 - only option is "GO"
- Level 2 - you can choose either "OFFENSE" or "DEFENSE"
- Level 3 - you can choose from "ATTACK," "MAGIC," "EXTRA," AND "GUARD"
- Level 4 - you can choose specific moves and specify a target
- Mate Type - Gains loyalty by being used in battle
- Greed Type - Gains loyalty by having items used on them or being given gifts.
- Level Difference Type - Loyalty goes up as the level difference between the protagonist and demon goes up
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PIXIE: Old man, it's getting violent...y'know.
Sometimes demons decide that what you're telling them to do just doesn't sit well with them, and they'll boycott you. Amusingly, they can even boycott you if you're saying "GO."
Next I'll explain Magnetite. Magnetite, shortened to MAG, is what keeps demons under your control. Each demon uses a certain amount of MAG to summon, and each demon consumes a certain amount of MAG for every step. If you run out of MAG and still have demons summoned, you and your demons will take damage for each step you take. MAG is dropped by demons after battle, and you can also find MAG in treasure chests. There's a facility in Yarai Ginza that deals with MAG, but we'll see that later.
There's not much to this dungeon. I grab some items along the way to the top floor.
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I get to level 11 and pick up two other demons (Knocker and Kabuso) before heading up to the fourth floor and into the elevator. I can go to any floor, but none of the floors have anything new. Down to the basement!
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I make it to the boss, who's in the the library's archive.
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VOICE: Hohohoho, welcome to my home in the spirit world.
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I'm greeted by a book flying into my face before it drops to the ground and a demon pops out.
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FUGURUMA: Foolish humans, collecting books that you cannot even understand. It's so meaningless. That goes for you as well, hoping that you can dispose of me. It's futile to even think of it. Hohohohoho.
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VS Femme Fuguruma
Alright, our first real boss is this lovely green lady. Pretty easy, and no need for any high-level strats. Her only really dangerous attack (which she never actually used on me) is Dormina, which has the chance to put me or my demons to sleep. If you don't wake up in time, it's very possible for her to simply keep attacking until you die. Her only other move is a weak fire-type attack, Agi.
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The only thing you really want for this battle is a healer, which is why I summoned Kabuso. I chose Kabuso over Pixie because Kabuso absorbs fire, so Fuguruma's Agi heals rather than hurts him.
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She's weak to psionic (an element exclusive to SMTDS), so I summoned Knocker to (sometimes) use Psy on her. Other than that, I just wailed on her until she went down.
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FUGURUMA: Ohhh, what is this...Even after I turned this place into a spirit world...
And one dungeon down. I scurry back to Marie's place to get my payment.
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Whoa, whoa, whoa, that's all the thanks I get? I mean, that's a lot of money and all, but I like to feel really praised when I do a good job. Back in we go.
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All that and she doesn't even have the decency to tell my fortune.
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Next update: Girl power!