Part 9: Sector Bootes

Nothing left to do outside of Bootes, so let's head on in.










Right out the gate, Bootes is showing us how its different to what came before. Not only do we have the obvious stuff, but there's also this creepy red-ish pink floor tiles. That we're going to ignore for now.
...Oh right, and while I remember, you may have noticed during the Antlia clean-up that Hitonari's name changed to having a light blue color just like it does here. Morax kind of serves as the plot gate that lets you change your own alignment, based on dialogue choices and such. They follow the same color scheme as the normal demons we can pick up; red is Chaos, white is Neutral and blue is Law. I wouldn't take this as a sign of anything at this stage, really. It has minimal impact outside of Co-Op stuff until much, much, MUCH later. Besides, we can adjust and manipulate our alignment with minimal hassle and fuss later on too.

Anyway, if we look directly left of those strange tiles there's a wall we can examine. Bootes is VERY different to what we've seen before...

Portal inaccessible with installed applications!
There's a "portal" (door) in the wall, huh? But we can't open it yet so this is something we need to deal with later I guess. Once we tried to open it, it got added to the map which is useful.

We're gonna follow the path around to the south for now. This lets us grab this easy Assist Forma and we can continue to ignore those weird lookin' floor tiles for now.

The path is pretty thoroughly linear for a little while but we'll quickly get to a few branching options. We'll go left here first.

This beings us around to a Melchom waiting, hidden in an alcove.








Well, the good news is this is doable at just about any moment because of how ubiquitous Chakra Drops are.
...And we already have a few on-hand, so!



Since we only got a couple thousand Macca out of this, I didn't see much of a need to put it off until later. Also we had it done already, that helps too.
The dot will remain on our minimap though. We've finished the quest and don't have a new one active. How odd...
Anyway, we'll turn left on our way out which leads further on into Bootes. We'll immediately hit another branching path and turn right to go south.

From there, we can continue on further south or we can check out this new door first.

It's not super obvious at first, but that weird gem-shaped thing in the center is our visual shorthand for Unlock required here. As you might remember from before, Blue means Unlock A!

The actual doors here are weird and creepy. They stare into your soul...

Beyond the door, we can go west quite a ways but we've got a door that leads back up north. We'll check that out firs--





They're achievements. We almost certainly won't get all of them (the 100% Compendium and 100% Analyzed ones are insanely tedious), but most of them are easy and don't require much extra effort at least. I'll keep a log of them in the 2nd post, in the order they appear in-game, for those that care.


> The strike force member left while looking at his Demonica...
Okay, NOW we can go through that door.








Since the door that led towards our first plot token was a one-way door, we need to walk the long way around. That gives us chance to actually see the demons here, instead of random unknowns.
Disapppointingly, our first batch consists of Harpy and Katakirauwa. This'll happen more and more as we go along, for obvious reasons. Harpy's weak to Gun and Elec which makes her easy to take down and has no resistances. I mentioned before her base attack CAN inflict Charm but it's not too big a risk since it's only a base 5% chance.
Katakirauwa is only weak to Expel and is flatout immune to Curse. So, don't Mudo her but do definitely drop a Hama.

Boy, it's a good thing Preta's are actually objectively awful because that first skill sure wasn't there on the ones we had! This'll happen with many demons, where enemy versions have extra skills; usually, these are Enemy Only skills that make no sense for you to get, or Enemy Only skills that Atlus is aware are good and thus you're not allowed them. Sometimes, they're normal skills you will get just not until way later because shut up.
Anyway, Macca Beam is firmly in that first criteria. It's a very good skill... but it's one that allowing the player to use would not make any sense. It doesn't deal damage to anyone's HP or anything. It doesn't inflict an ailment. It just deals damage to you, yes you reading this. It hurts your pride as it targets your wallet and just destroys a couple hundred macca.
Yes, this turns up again later. Yes, it's more annoying then.

Azumi is kind of like an Oni, I guess? It's definitely a relatively smaller threat though. Azumi's weak to Fire and Elec but resists Phys of course. Only has Rampage as his one default skill.
He's also slightly, and I do mean slightly, weak to Sleep. Normally being weak to an ailment gives it 300% chance of being inflicted (so a 3x chance). Azumi's Sleep modifier is a whole... 150%. Thanks Azumi!

Yaaaaaaaay Jack Frost! Jack Frost's of course an adorable little snowman who's also a series mascot. You've seen him. You've seen him a lot. He even has semi-unique Talk dialogue with a unique response! We'll see it later, I'm sure.
Being a snow man, he's weak to Fire and reflects Ice. But! Unlike the previous reflects, Jack Frost reflects Ice as if he was weak to it! Tricksy that, clever Jack. For skills, he has Bufu, Mabufu and a new Phys skill called Dream Fist. It costs 7MP (more on that awful idea later), deals Moderate phys damage and has a 60% chance to inflict Sleep.
Leanan Sidhe is less interesting. Her only offensive skill is Marin Karin which is honestly threatening enough. Worse still, she has no weaknesses! But she only resists Elec and Sleep, so it's mostly a non-issue.

And finally, for now, we have Lilim. Lilim's weak to Ice and resists Elec. All ho hum there, but everything else is a bit more interesting. Her basic attack is Physical elemental and has a 10% chance to inflict Sleep. Skill-wise, she's similar to Jack Frost as she has Zio, Mazio and Charm Strike. Charm Strike costs 9MP for Moderate Gun damage and has a 60% chance to inflict Charm, of course. Lilim herself ironically has no ailment resistances or weaknesses.


Whew, that's a lot of demons. We'll get to see more later. For now, we'll just follow the path we were on past the door and come to... this. No way around these tiles, so we have to finally deal with them for the first time.

You probably could tell immediately, but they're damage tiles. Thankfully, they deal damage proportional to max HP (it's around, but not quite exactly, 10%) and cannot drop you below 1HP at any time.

In this instance, it gets us to a dead-end with only this one fixed Forma in it. On the one hand, I can't complain about working towards upgrades. On the other hand, not worth it...

Not much to find south of the door that led here though, huh. I remembered this path being longer for some reason.

And, huh, if we took the damage tiles in a straight shot from the Red Sprite before, we sort of could've skipped all that for a while.

North of there is a turn to the right and a door leading north. Door comes first to keep consistency.

Which quickly leads to a turn left and then a T junction.

Taking the turn leads to more fixed Forma. Nothing else though.

The western-most part just leads to another hidden door we can't go through. So that leaves exactly one path.

And this one's really weird. A long stretch of tiles alternating damage-normal-damage-etc. (okay fine, it's like 8 steps) just because.

After that, we get to a door and a stretch leading further north. We'll skip the door for a brief moment.

....Oh. Well then, Unlock A door it is!

Once we get a take a few steps, this scene just suddenly interrupts.









Right, uh, moving on? You may have noticed that scene popped up at an intersection. We'll go further east instead of taking the northern turn.

This... quickly leads to another branch in the path. We'll go right from here, then.

Test subject?

Master... Mitra?


Palace? Itsumade, slow down. What? You... explained things about this Sector, kind of?
I think the answers themselves became more questions, though.

Anyway, we'll leave Itsumade in his little alcove and head on over to the east. We'll skip this door for now as well.

By doing that, we can find an Unlock door we can't open yet! And a normal door we can.

The normal door was a (not very) deadly trap! It was a one-way door that led to a tiny hallway with no exits save for another one-way door that drops you on damage tiles!

After we get past that inconvenience, we get to a cross junction. We'll turn left here (when you see the map it'll make sense).

This brings us to another door that we'll ignore for a few brief seconds.

Because this hidden door directly south of it? I always forget that this one is here, so I'm tagging it right now before that happens!

Anyway, in the door that isn't an obvious one-way door we find... a small cross-shaped room.

In each alcove we find a different copy of the same demon.



After talking to each one separately, we get pushed into an actual scene.












I keep it in my other Demonica?










Well, honestly, no, but I think I can handle Yggdrasil. He's made of wood so he probably burns pretty good...















Okay, so Yggdrasil is level 44. That's sort of a problem? Maybe? Eh, not really. I mean, we did just beat Lorelei who was 31 so we'll do the sa-

So, uh, yeah, this wasn't a real fight. Just part of a cutscene!


As part of kicking us out of combat, Yggdrasil just straight up halves our HP. Oh okay, he's way more takable than I thought. He can't even kill us!




And then he kicks us back a space and drops our HP to 1. Stupid unwinnable boss fights on invisible timers...


> You started to black out...
But I still have usable









Looks like Yggdrasil got dragged into a True Man's world...


















> The Disir left...
Yeah, so, the real reason I bothered doing that is that one (fairly lengthy) scene is the entire sidequest. Since it required no work, I opted to get it done now as well.

Also the Yggdrasil Ring is a great example of what I mentioned before! The Body Ring is +10HP for 1000 Macca and some Forma.
The Yggdrasil Ring is +15HP, immunity to Poison and just requires coming to this one room.

That done, we'll just follow the path around south while we're already here.













Antlia, B2F.



This one requires some right proper legwork to get done, so we'll put it on the backburner for now.

Back toward the actual main part of Bootes, we'll go through the door at the far right first. This is useful since it shows us upfront where a Terminal is.

At the nortern part of that stretch is a semi-open area, but it's only a 2x3 rectangle so we can't use it for the Signal Beacon. Past there, we get another door that we're gonna skip for the time being.

Just past there is another Unlock door we cannot open and a normal door at the end of the corridor. We'll go through that one, then.

It circles around back to the other branch we could've started on. It also leads nicely to where Arthur will cut in again.



> All the Signal Beacons have been launched.
Depending on the order you do things, you may have to launch 3 Beacons instead of 2!



We'll do that in a minute, but first we'll check out that one door we skipped over before.

It's a small area with another hidden door that we can't open.
But that Bronze Forma is one we can get right here.

It's a random Rare Forma just lying around. We'll hand this off to Irving once we're done hearing the next update from Arthur.

Speaking of which, the Terminal is conveniently nearby and we need to return to the Red Sprite to do anything of substance...








...Some...one... help me...
...ip 3... I... captured...
...Unknown... life for...
Someone...



















Before we move on back to Bootes, we'll take advantage of this and chat to everyone again.






I feel like if they were going to use an alternate idiom here, sure "between Scylla and Charybdis" would've been the more appropriate one.
....But SMT doesn't like to acknowledge Charybdis (she's never been in any game in any way) so I shouldn't be surprised.








> Irving and Chen started working...





Well, no. We can find hidden doors regardless. This lets us open some of them.
Irving and Chen's dialogue doesn't update here so we'll just move on.





If we choose the regular ol' Talk option for Dent we get this. Asking about sidequests mid-Sector just has him tell us he's got nothing.


So, let's open all these doors in Bootes. One of them is obvious but we'll do this one here first.


Inside is a... 3x3 square room with this in as a fixed forma. Revival Cores are new Base forma but you can probably guess what their main use is.
Oh and, yeah, this is what I was referring to earlier. If you grab the Gate Search forma and come here before using all Signal Beacons, you have to come to this room as well.


Now is when Jueyuan and Principality both turn up, huh? Principality is way, way more common later in the sector so it's a nice surprise to see her already.
Jueyuan we've seen and know semi-well already. Only thing worth pointing out is that while he DOES resist Phys and Guns, his resistance is lower than normal. Most things calculate at 50% base power on a resist; Jueyuan takes 75% instead.
Principality is the third Divine, can see her resistances here already, very simple. That she has mid-tier Elec already is nice though, I guess. Her source gives Diarama which isn't too shabby either.


No other demons are in this part of the Sector, so we'll head to the northern door now. While en route, this happens.





> Something about Crewman Norris seems strange...
I'm sure it's nothing and he'll be just fine.


Just before we make it to this door, we can grab these by pure chance. They're used for a fair few items, so we'll see them crop up semi-frequently for status restoratives.

....And we still can't open the door here, huh? Guess we'll be coming back later.

Heading all the way back down south to open the obvious shortcut. This is easily one of the most useful doors because it lets you skip 6 damage tiles singlehandedly.
We'll open the door south of here..

And I'll map it all out right now. It's a small one-way door maze which is weird and out of place at the moment. It'll make more sense much later, but for now all that matters is fully mapping it. It's a very good idea to do that, even.
Now, back to the central corridor we go...



















We'll just head for the door at the top of this corridor, since it's the closest by far.

The door it spawns looks... pretty weirdly different, huh?
Oh and the only door over on the right? We can't open that one yet, either.

Though it is common to conflate lust with nothing but raw sexual desire, it applies to other things as well. Consider the lust for knowledge or the lust for power. Philosophers such as Saint Thomas Aquinas ignore this aspect entirely and purely consider the sexual aspect. Ultimately, all it is is a strong desire towards, or for, something...