Update 22: Amala Temple
Yeah, another boring name.
You used the terminal.
What are you doing here?
Or... Were you worried about that guy?
Do I detect hints of a mancrush and jealousy?
I wanted to see how you're doing.
Thanks... I really appreciate it. I'm just about ready to perform the ceremony to summon the god of Musubi. If you wanna help out, come to Amala Temple with me. It's just down this passageway.
...Don't keep me waiting, alright Reginald?
Amala Temple is one of the more memorable dungeons in Nocturne, so there's no reason not to hurry.
It's not like we have much of a choice, either. We can't go back the way we came, and the nearest terminal is in the Temple.
This is the shortest trip to the Network in the game: random encounters are disabled, and the exit is just outside the Anomaly.
We only have to finally settle one grudge.
Some people just don't know when to stop.
Specter: I FIgUreD iT oUT. KiLL aLL wHO geT IN mY wAy... YoU aRe LikE mE.
Specter: DIeEEeeee...!!
As usual, he starts by casting Gathering and summoning five copies of himself.
On turn number 2 he demonstrates his new trick: Last Resort.
He's not kidding: the Specter will use Gathering to make sure there are always four of him around. Remember I said the same thing about the previous fight? Yeah, that was a mistake, these two fights had just kinda merged in my memories of the first playthrough.
Here's how the AI of these Specters works. If there are less than 4 Specters, Gathering is used. If a Specter is injured, he blows himself up, otherwise he does a basic attack.
We start by Debilitating them and boosting our offense with Tarukaja. Then it's just a matter of taking them out one by one with Focused attacks.
All magic is repelled by them, but good physical AoEs, like Terrorblade, work wonders here.
Reggie reaches level 64. This means we can take our first baby step on the long road to the fusion of one of the three level 95 demons in the game.
Nothing stands between Reggie and the exit anymore.
Using the exit dumps us in the middle of nowhere.
To the south is a Cache Cube with a bit of Macca in it.
To the north-east is the Temple.
Nice place, this.
Well, it doesn't matter to me anymore what you're thinking. But, if you're for Musubi, I've got the perfect job for you.
Thanks for the offer, but I like the look of this door quite a bit more. There's one demon I'd very much like to fuse before we go dungeon crawling.
We return to Yoyogi Park to recruit Oberon, downgrade him with an Aeros to Setanta, then fuse him with Barong.
Thrones hold the third rank in the angelic hierarchy and are called so because His seat of power is literally made of them.
We deliberately drop Debilitate in this fusion, as the Throne will learn it on his own.
We also take this opportunity to purchase the Vimana Magatama, which provides immunity to the Nerve damage type.
Having prepared ourselves a bit, we return to Amala Temple.
There's a crapload of Magatsuhi stored here. But, it's being closely guarded by three demons.
Why not help an old friend?
Because there's no option to refuse.
Ahem. Isamu's inside the upside down pyramid hovering in mid-air. Each of the other three pyramids has a boss in it. We have to defeat all three to progress. The pyramids can be done in any order. We'll be doing them based on the levels of the bosses: start with the lowest and work our way up from there. Judging by the lettering on small terminals, this is the opposite order from the one intended by the developers, but that's just how we roll.
Soul: Well, guess what? I can care less! All the Magatsuhi from the Amala Network comes from here. This is probably the only place with this much Magatsuhi.
Soul: This place has got lots of Magatsuhi. Plus, no one else knows about it. That makes it the perfect place for Isamu to summon his god. But first, we have to defeat the three demons in our way, so we can get our hands on the Magatsuhi. This is for the sake of Musubi. Good luck!
In the area between the pyramids you can encounter Sparnas, Virtues, Dominions, Trolls and Oberons.
The Black Rider learns Mamudoon, which should make those pesky angels even easier to deal with.
The first pyramid we're going to explore is the northern one, which houses the White Temple.
Here's a shot of the interior.
And here's a map of the first floor, with my notes added to it. The White Temple is the most elaborate and the least user-friendly teleporter maze yet. No exclamation marks to help you out, and even if they were there, they would only help you with the locations of teleporters, not their destinations. Here's how to read my map: numbers mark teleporters, letters mark destinations. They correspond to each other, so all teleporters marked with number 2 lead to the location marked with letter B.
Soul: There's plenty of Magatsuhi here. It's just a matter of time! Shijima and Yosuga are too busy looking for Magatsuhi. ...Well, I've been busy here, though.
The loot here is decent. In addition to Soma, there's a trapped Cache Cube with 3 Legions in it. Defeating them nets a Great Chakra. Two Life Stones, a Revival Bead, a Medicine and a Bead are lying around as well.
A new demon type makes an appearance.
This is Gogmagog, one of the giants native to Britain. Defeated by Corineus, the founder of Cornwall.
Their immunity to physical and Ice attacks can make them tedious to kill, but they also have an easily exploitable weakness to Fire.
Other demons living in the temple include Titans, Titanias, earth elementals, Saki Mitama and Phantoms. Defeating them gives good XP rewards, so Reginald hits level 65 in no time and finally increases his Magic stat to 20. The Third Kalpa is calling for us again.
Will you try to open it?
Yes.
Voice of the door: Your magic is worthy of praise! You may pass.
We manage to open another door in the eastern part of the Kalpa. Behind it is a ladder.
Down here is an alignment checking door that only lets in Light-aligned demons. That's us.
Inside we find a Deathstone we were after.
There's also a Shady Broker here.
Shady Broker: ...I'll sell you something special. Interested? Here's what I'm selling... a demon with a body of steel. It'll be useful in battle. Nothing can harm this demon! It can't even be scratched! I'm asking 70000 Macca. I know it's kind high, but it's well worth the price... So, you want it?
No thanks.
Shady Broker: That's fine. If you change your mind, feel free to come back anytime.
It's not worth the price. What he's offering is Arahabaki with defensive spells like Tetrakarn, Makarakarn, Tetraja and some buffs, as well as Dekaja and Dekunda. His level is too low to use him in combat and too high to employ him as reusable fusion fodder summoned from the Compendium. All of his skills are also easily obtainable through fusion if you know your fusion tables.
Now we should make use of the Deathstone we found and fuse the Pale Rider. To get him, you have to fuse a Tyrant on new Kagutsuchi. As I mentioned before, there's really only one recipe for Tyrant fusion and that's combining a Vile and a Fury.
First, we fuse Forneus from a Will o' Wisp and a Naga, then fuse him with the Red Rider. The result is Dionysus.
Originally a Thracian totemic god of hunting, Dionysus was borrowed by the Greeks and mutated into a god of fertility, virility, primal forces of nature, ritualistic madness and, of course, wine.
As the next step, we recruit a Kelpie and upgrade it to a Troll with an Erthys summoned from the Compendium. The Troll is fused with a Shikome into a Legion. Then Tao Tie is fused from a Titan and the Legion. Finally, the fusion of Dionysus with Tao Tie results in the Pale Rider.
I am the Fiend Pale Rider. I shall be witness to your death.
The Rider knows most of his best skills right out of the box. The only worthwhile one he's going to learn is Blight (Eternal Rest takes too long to set up and costs 2 action points to cast, unless it kills everyone; the other two skills are Dark Might and Bright Might, which don't work with physical specials, only the basic attack). Thus, it's best to customize his skill set with Mitama ASAP, before the precious slots are occupied with crap that is impossible to get rid of. We summon an Aeros, another Erthys, fuse them into a Nigi Mitama, then use it to boost the Pale Rider. The only change we'll make to him in the future is replace Rakunda with Blight.
Back to the White Temple. Before us is a teleporter leading to the next floor.
And hey, look, the next elevator is right down the corridor!
Turns out it's a bit more complicated than that.
The Blessed Fan can be found on this floor. Like the Spyglass, it's an infinitely reusable item. This one is used to cast Mahama at no cost. There's also a Mystical Chest on this floor with another Chakra Pot in it.
The Throne sees his first level up and learns Mediarahan, a spell that brings the entire party back to full health. Doesn't cure status effects, unlike Prayer, buts costs 15 MP less to cast, making it far more spammable.
Famine continues being awesome and learns Megidola. Heavy Almighty damage to all enemies.
Now it is time to face the first guarding of Amala Temple.
Albion: BOTHER ME AND YOU'LL BE ALL-I-CAN-BEAT!! B-B-BOOOOOM!!!
Sometimes I really wish the Codex had the WhattheChrist smiley from SA.
Albion is another weird one. Based on the works of William Blake, where he was portrayed as a primordial giant who got split into four parts, called Zoas. Zoas are the smaller copies of himself he just summoned. From left to right they are: Tharmas (represents sensation), Luvah (represents passion), Urizen (represents reason) and Urthona (represents imagination).
The fight itself is more or less a retread of the last Specter fight. If you kill Albion, Zoas will resurrect him; if you kill all Zoas, he will resurrect them. The solution is to use buffs and debuffs to boost yourself and weaken them, kill 3 of the Zoas, further weaken Albion with a couple of Focused attacks, then finish him and the last Zoa off in a single turn.
The only real difference is that the variety of attacks flying your way is much greater: each Zoa uses offensive magic of a particular element, Albion himself is a physical specialist. Each Zoa has an elemental weakness you can exploit, but physical works well against all of them.
Just to emphasize how much of a difference Debilitate and Rakukaja can make: this is Hades Blast, one of the most powerful physical AoEs in the game. Probably the most powerful one, provided you don't count skills exclusive to the Demi-fiend and certain bosses. As you can see, even its critical hits fail to break the 50 HP barrier after sufficient buffing and debuffing.
Teaches Electricity-related skills, repels Electricity, is weak to Force.
The atmosphere around you changed.
The obelisks in the room stop glowing.
That was quick. You already beat one!? So, this is the power of the so-called 'Demi-fiend'... Pretty impressive.
A teleporter appears, allowing quick exit.
Next we're going to explore the eastern pyramid, the Red Temple.
Why is this place called Red Temple, you ask?
Soul: She sucks the blood of intruders in her World of Shadows. Beware the shadows...
Cowards. Reggie's a big kid and afraid of no shadows.
And this is why it's called Red Temple. Stepping on a shadow places damage tiles all over the place. If you have Liftoma you can explore the floor more or less freely while in the World of Shadows, but there's one limit: the elevator leading up is disabled.
On the plus side, this Mystical Chest can not be reached without entering the World of Shadows. There are also two Cache Cubes on this floor, each of which has a Bead in it, but they can be reached both in and out of the World of Shadows.
No new demons are encountered here. Yaksini, Dakini, Legions and Efreets inhabit the Red Temple.
To leave the World of Shadows, you have to step on a pillar of light.
Another curious property of this temple is that almost all doors are one-sided. As a result, it's possible to put yourself in a situation where it's impossible not to step on a shadow.
Still, with simple trial and error you will eventually find the safe route to the elevator.
Here's the second floor.
Soul: I passed by here already. I dodged all the shadows. How come I can't make it upstairs?
What makes it a little different is that it's impossible to reach the next elevator without entering the World of Shadows at some point, crossing the northern part of the floor from west to east while there, then using a pillar of light to come out of it. Other than that, the floor is meh. The enemies are the same, and the loot is limited to 3 Life Stones.
Skadi, an ice giantess in the Norse mythology and a patron of winter, skiing, hunting and archery. Why she is drawn the way she is, I am clueless.
Skadi: I am tired of Magatsuhi. I'll quench my thirst with your blood, so come here.
Skadi is probably the most dangerous opponent Amala Temple has to offer, although it's not saying much. She spends most of the time attempting to mute your party with Makajamon, boosting her defense with Rakukaja and dropping an occasional Thunderclap (an Expel-based attack that halves one target's HP). There's one thing you should watch out for: sometimes she'll spend both of her action points casting Tarukaja. Immediately Dekaja her on the following turn.
It's a clue that an Earthquake is coming next, a physical AoE that deals simply jaw-dropping amounts of damage. It's very tempting to try reflecting it back at her with Tetrakarn, but it won't work as well as you'd like it to. Your party won't take any damage, but as Skadi absorbs physical attacks, the Earthquake will heal her. Instead focus on boosting your defense and magical offense, as well as Debilitating her, then nuking her with the best spells you have. Near the end of the fight she removes all our buffs and debuffs and starts using Dragon Eye (thankfully, she never uses Earthquake on the same turn, as far as I can tell). We don't bother setting them up again and just concentrate on dealing damage and keeping the party alive with Mediarahan.
About 2 or 3 turns later Skadi drops dead.
Alright, keep it up. I'll just kick back.
Best Reason ever.
All that remains is the western pyramid, home to the Black Temple.
It's the most straightforward one out of the three. The only real gimmick it has is that it's a bit dark, and you can counter that with Lightoma.
We face Quetzalcoatl for the first time.
Quetzalcoatl, the Feathered Serpent, is a Mesoamerican god of the boundary between earth and skies, and the creator of mankind.
Other demons of the Black Temple include Pazuzu, Loki, fire elementals, Phantoms and Kusi Mitama.
Loot-wise, this is the first floor has to offer: a Luck Incense, a Megido Rock and a Light Ball.
Let's have a look at the layout. As you can see, this temple has a basement. Note the six rooms near the middle of the floor.
Taking the elevator down puts us in a completely isolated room. Curious.
The second floor is even more interesting and has 8 doors on it.
All are locked.
On the third floor, we have a traditional altar room, but no boss. Instead we have a weird sphere.
Will you put it out?
Yes.
This unlocks the doors on the floor below.
Most of them have a hole leading back to the first floor in them. Jumping through two of them does something interesting. Here's the north-eastern one.
Two rooms on the first floor have cracked floors. Landing there causes the floor to break, leading to otherwise inaccessible sections of the basement floor.
One section has a Mystical Chest with Soma inside.
The other one leads to what looks like an altar room. And a Bead, but nobody cares about those anymore.
The Throne sees his second level up and learns Mute Gaze.
And this is why we fused him in the first place. It'll still take him several levels and a boss fight to evolve.
Where were we? Oh yeah, the altar.
Aciel: I do not care who you are. I will sink my teeth into that body of yours!
Aciel, also known as Alciel. Couldn't really find anything about him, but he seems to share the name with a layer of Hell, same deal as with Abaddon.
As a boss, Aciel is bizarre. I say it because without Tetrakarn (or a small supply of Attack Mirrors) the fight is impossible to win consistently, as the main character will always be a turn away of death. But with it the fight is impossible to lose, unless you run out of MP and items to recharge it with.
Here's how it works: the overwhelming majority of time Aciel uses either his basic physical attack, or a physical AoE called Tempest. They can be safely reflected back at him, as he doesn't resist physical damage. Moreover, physical damage is the preferred way of damaging him because he resists magic.
Sometimes Aciel will cast Dragon Eye and spend all his actions on draining MP of your party.
This is a sign that Sol Niger will be used on the following turn. It's an Almighty attack that reduces your entire party's HP to 1. Then he follows it with a basic physical attack that normally finishes off one of your demons (potentially the main character). But if you have Tetrakarn, it gets reflected, preventing him from killing anyone. You don't even have to bother with healing, as Sol Niger automatically misses the targets who already are at 1 HP. That's another way of countering Sol Niger, coincidentally: bring a demon with 1 HP with you for this fight and summon it right before Sol Niger is used. A miss costs 2 action points, so Aciel won't be able to use his basic attack. Then have the demon retreat and summon it when Aciel starts draining MP again.
Easier than Mara.
Nice work! Looks like the seals have been broken. While I'm at it, I'll show you the moment my Reason is conceived. Come outside.
Outside? How can you concei... Oh, I see what you mean, sorry.
The tip is getting closer to the hole.
All done.
You can rest as long as you want after you're done.
Now where did I put it... Just a moment, please... Oh, there it is!
Let's just get this over with. I need my beauty sleep.
It's a tough job, but someone's gotta do it, right?
The Magatsuhi those powerful demons were hoarding is now mine. It's enough to bring my Reason, Musubi, into being.
What are you doing?
I'm preparing for the ritual of Reason. See that? The Magatsuhi he's gathering will give power to my Reason. To be honest with you, Reginald, I'm not the one who came up with this brilliant idea. He did. Of course, he planned to use the Magatsuhi himself... and it would have been you or me hanging up there!!
"In a world like this, one life doesn't amount to much..." You said that, remember?
Most things that are worthwhile require some sort of sacrifice. I've made many sacrifices in my lifetime. But, I've always followed the path that I believe in.
You've been such a good friend. To show my gratitude... I'd like you to perform the ritual to summon the god of Musubi. We have plenty of Magatsuhi. The only thing left to do is cast him into the depths of Amala... Will you do it, for the sake of Musubi?
Time for another vote. Isamu asks us to prove our devotion to the ideals of Musubi by sacrificing Hijiri. Agreeing qualifies us for the Musubi ending, disagreeing obviously locks us out of it. Note that Hijiri is dead either way, it's just a matter of who does the honors.
Oh, and I'm not sure what happens if you align with multiple Reasons. Some sources you get the neutral ending you qualify for by answering Aradia's question, others say that you always get the "I'm afraid" ending, yet others claim you get one of the Reason endings. To prevent unpleasant surprises, if you agree to help Isamu, I'll decline the propositions of Chiaki and Hikawa in the future without asking you. I'll still give you an opportunity to jump ship for the true demon ending when the time comes, though.