Shin Megami Tensei: Strange Journey: Difference between revisions
Shin Megami Tensei: Strange Journey (view source)
Revision as of 01:40, 9 January 2014
, 9 January 2014no edit summary
(Created page with "- The stat build that your Demonica picks doesn't really matter, as far as I've seen. Magic is a little more useful, but your demons can easily fill in any gaps. - As with any S...") |
No edit summary |
||
Line 5: | Line 5: | ||
- Once you grab Enemy Search about halfway through Sector Bootes, you can snag formas worth a cool 3,000 macca. This makes it a good time to really start experimenting with fusion from the Compendium. | - Once you grab Enemy Search about halfway through Sector Bootes, you can snag formas worth a cool 3,000 macca. This makes it a good time to really start experimenting with fusion from the Compendium. | ||
- <div class="spoiler">Go for the Neutral ending first. Both Law and Chaos skip some content, although Law skips less.</div> | - <div class="spoiler">Go for the Neutral ending first. Both Law and Chaos skip some content, although Law skips less. Plus, Law/Chaos makes you fight Commander Gore, who will murder even a prepared party about a dozen times over.</div> | ||
-Kill anything with Macca Beam first. No exceptions. | |||
-For Demon Co-Op, go big or go home. A full team of four matched demons can do big damage, but if it leaves gaps in your skill sets, just go for wider coverage instead and don't worry about it. | -For Demon Co-Op, go big or go home. A full team of four matched demons can do big damage, but if it leaves gaps in your skill sets, just go for wider coverage instead and don't worry about it. |