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Just bought the game yesterday and played it for about 5 or 6 hours straight. It's certainly addicting, but I can't really pinpoint just how much I like it. There are certain times when I think that if it didn't have the amazing amount of style that it did, I'd feel a bit disappointed with it. I don't know if the other Persona games work this way, but I'm struggling to find the point of NOT being able to command your entire team in a turn based game. And I can't really tell yet if the amount of time you have to do things is balanced yet or not. It just seems like the game could be a tad more generous is all.
Besides the amazing art direction of the game, my favorite thing about it has to be that your main character seems to just be dying to be a prick but forces himself to be nice because he knows it benefits his late night monster fighting. It's easy to forget to save in this game too, at least for me it is. Had some bad luck in battle and all of the sudden I had lost three whole days ;_; Jam it back in, in the dark. ![]() so they may learn the glorious craft of acting from the dear leader |
I imagine many people are farther than I am at the moment, so it's probably not surprising or news to you, but I just love this.
Floor 25:
There's nowhere I can't reach. ![]() so they may learn the glorious craft of acting from the dear leader |
I wasn't too far into the game and decided due to my inefficient use of time towards boosting my academics, charm, and courage, I could stand to start again from the beginning. My first real night in Tartarus, climbed up to 5 and warped back down. Everyone was tired by then but I had some additional goals. I wanted to hit level five so I could make a Nekomata, I wanted to build up enough yen so I'd be funded for the week's donations and karaoke, and I wanted to leave with Orpheus, Nekomata, Pixie, Apsaras and Angel. One problem I'm having and one odd thing I've encountered.
It seems like the only way to obtain Angel right now is to fuse Orpheus and Apsaras. I've had no luck seeing a single Angel tarot; I suspect they do not drop until after the fifth floor. I'd like not to lose Orpheus but it wouldn't be the biggest blow as Nekomata has agi and better stats for the most part. Thing I'm worried about is, do I need Orpheus with me by the time I have access to the compendium for him to be in it? Will he be at his default level or the one he was at when I fused him? And are there any story or bonus consequences to not retaining the original? For example, in Nocturne, if you kept the Pixie you get early in the game to a late point, there was a certain door you'd be able to open, if not, you were out of luck. Anything like that? The odd thing I encountered was at a certain point, there were no access points for two floors in a row. I'm sure of it, it was a small area that I went over like mad looking for it. I have not come across that in this game until now. I don't know if it was because of how many times I had already entered and warped down to ground level, because I've done it a lot in this single run, or what. It's bizarre and kind of fear instilling to think that, when I need one the most, I could possibly be searching in futility. This thing is sticky, and I don't like it. I don't appreciate it. ![]() so they may learn the glorious craft of acting from the dear leader |
They return in the order they flew up in from left to right.
I am a dolphin, do you want me on your body? ![]() so they may learn the glorious craft of acting from the dear leader |
Tower boss spoiler, floor low 100s.
Spoiler:
I was speaking idiomatically. ![]() so they may learn the glorious craft of acting from the dear leader |
Spoiler:
What kind of toxic man-thing is happening now? |
Anyone else exploit that you can register a persona with an item very close to the level they acquire their final skill, dump them once they cough up the item, and buy them back as many times as you like? I'd be doing that tons if I actually fused more than two that carried something in a 70 hour play time so far, heh.
FELIPE NO |
floor 135:
What, you don't want my bikini-clad body?
Last edited by Dr. Uzuki; Sep 16, 2007 at 06:19 PM.
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Finally beat the game this past weekend.
Spoiler:
Jam it back in, in the dark. ![]() so they may learn the glorious craft of acting from the dear leader |
floor 59:
There's nowhere I can't reach. ![]() so they may learn the glorious craft of acting from the dear leader |
Spoiler:
This thing is sticky, and I don't like it. I don't appreciate it. ![]() so they may learn the glorious craft of acting from the dear leader |
Yeah, and even if they were, it then did extreme almighty damage to them and had a chance of giving them fly status if I remember correctly, heh.
Dealing with instant death spells in this game isn't too bad. Just approach all enemies from the back and you can escape 100 percent each time you get the drop on them. If your enemies spam mudo/hama and you can't quickly dispatch of them, flee. I ran more in this game than probably any other I can think of. Plus, homoncu-whatevers for back up in case you get bum rushed. I only collected about 10 of them all game, but I hardly had to use any either. Always keep a dark and light strong/null persona on you at all times. How ya doing, buddy? ![]() so they may learn the glorious craft of acting from the dear leader |
I'm pretty sure by the end of the game, about half my banked personas and the ones I used most often were resistant to both light and dark elements. Thing is though that before you reach that stage of the game, it's only usual to find a hama strong or a mudo strong enemy. I found that, by the time you hit block three, you'll be dealing with mudo constantly, but block 4 switches that to hama almost exclusively, and then back to dark intensive in block five. Honestly, an enemy made me much more weary to see a skill like deathbound or arrow rain on them. Because while there's a few measures of back up against instant death, endure is the only shot you have out of getting simply beat down with high damage.
I was speaking idiomatically. ![]() so they may learn the glorious craft of acting from the dear leader |
Spoiler:
What kind of toxic man-thing is happening now? ![]() so they may learn the glorious craft of acting from the dear leader |
Joining clubs is nearly identical to any other normal friendship (read: s. link). You just have certain days you can build them. Not certain days you have to. Although, many of the non clubs are also only available certain days of the week.
You should max out all the social links you can, but to get the better ones at the end, at the beginning you should definitely work on your academics/courage/charm, and do so almost daily in the most efficient way you can find. You can choose not to think too hard and not be so calculating about it and still get along to the end of the game, but once you see the max level s. link experience boost during fusion, you'd be happy you'd chosen a more focused approach. You can feel safe to leave Tartarus alone under these conditions. - You've reached the tallest point available to you in the tower. - You've fulfilled all current quests given a time limit - The most lucrative enemies for experience take a long while to raise your and your party members' levels (but mainly you). - You're satisfied with your current cash level - You're satisfied with your current roster of persona All that being said, you should know that the night before a full moon, none your characters will get tired at all. So, if you don't mind a long grind session, you can put off most everything until that day. FELIPE NO ![]() so they may learn the glorious craft of acting from the dear leader |