Bootes Sector : Sector Code B
Go to Irving to give him that Brass Horn forma. There should be plenty of new things to manufacture including some neat Sub-Apps (albeit very expensive). The Andersen Shotgun attacks twice at 17 attack so it’s a decent option, but the rifles that attack all enemies just seem to have more value unless you know you’re going into a boss fight against one enemy. The Cursed Lance attacks twice so it’s like the Pixie Knife but still lacks the upside of the 4 hits and the Charm side effect. The Sub-Apps are expensive as stated before, but the Presenter for 2000 is nice (increases odds of your demons giving you items upon level up).
Head to the Deck and disembark into Bootes Sector Code B. Go east and then south when you can for AT Bootite x1. Go east and look north for a little path leading to a Melchom demon, the paymaster of Hell. He has some tasks for you, the first being to bring him Chakra Drop x2. This is Melchom’s Task 1. You should be able to just talk to him and hand over the Chakra Drop x2 after this. For this you acquire 4000 Macca. Nice deal. If you talk to him again he has no assignments, but says to check back as he will get some more. While we are on the topic of Melchom, we should mention a special three-way fusion that includes him, an Oni and Raptor Itsumade. They make Tyrant Morax, who should do you well for a good bit here in Bootes. By the way, Oni’s are more rare to encounter – try fighting a few random battles near the last save point in Antlia. You should find an Oni there to exploit with Zio and eventually recruit.
South from here and east for a portal that will not open. Back up but look to your left as you do to see an area that you can scan open. Go west a ways and then a Strike Team member stops you to tell you about Records. You can check more about them in your Mission Log of course. Work your way west all the way, then wrap around counterclockwise. Go through the red area and grab the DF Bootite x1 Forma. Back north and through the door. It seems there is enough room here to launch the Signal Beacon. Arthur starts the process. Continue to look for new areas, so head north through the one-way door. Go east a bit now, and then north to a new door. Wrap around counter-clockwise again and grab the AT Bootite x2 forma. Nothing else here, so continue east and then southeast through the lava pits. In this new area, going north all the way leads to a locked door but on the right side is a door you can scan open.
Further in and Norris hears someone laughing. Well, it’s not us. North when you can, and then east again. Another big area to launch a Signal Beacon. New information has been gained. Main Mission: Bootes Monitor Duty completed. Now go west and clockwise until you see a north route. Attempt to scan but you cannot. Further east is another path going north but you can go through. Now much here besides a locked portal and then a Release Jewel Forma. This forma emits an unusual reading. Counter-clockwise some more and look at the east end for a door with a green lock. This is your Terminal. Save, and you can return back like Arthur asked or continue to explore a bit.
Return back to where Norris called you. Go east all the way, south, and then west all the way for demon on the field. He mentions Master Mitra, and also a hidden door into the palace. Back east all the way, south a bit and west more. Through this one-way door is a bunch of lava but this eventually leads to another locked door and another one-way door. Go south and east quick, through the door. Speak with all the female demons here, there are three in this little room. These Disir have something to say about the mother tree Yggdrasil. It has turned wild. Accept their EX Mission; The madness of Yggdrasil and have them take you there. Strange events occur after you black out, but ultimately Yggdrasil is still and EX Mission: The Madness of Yggdrasil is complete. Your reward is an Yggdrasil Ring x1 which prevents Poison and raises your HP by 15.
Now, back to where we were in Bootes. Go south all the way. This leads to another one-way door. Speak with the Karasu Tengu here. Whichever you say, he proposes a Mission. He is looking for Koppa Tengu, who was sent to get him stuff but never returned. New EX Mission: Long nose in the air. To complete this mission, go to B2F of Antlia and look for that Koppa Tengu. He says Karasu Tengu is dumb and lazy, but he gives you a Tengu’s Box instead. Return this to Karasu Tengu and he gives you Tengu’s Letter. Return back to Antlia and fight around until you find Koppa Tengu again, and give him the letter. Back to Karasu Tengu who tells you to take care of your Demons and not be a slave-driver. He then goes off. Your reward for all this is 3000 Macca.
Back at the Red Sprite, you are commended on a good job from Arthur. They have received some data from the Beacons already and also a voice message that is broken up, which is seemingly from Ship 3, the Elve. New Main Mission: Emergency Signal Inquiry.
Check with Irving and he first looks at that Release Jewel. Irving and Chen get to work here. You now have a new function on your Demonica suit; Gate Search A. This allows you to check suspicious-looking walls. New things to manufacture as well; the Slicer Knife is strong for one attack but overall weaker than the Cursed Lance. The Dark Vest however is a nice purchase for armor.
Time for our second venture into Bootes Sector. With the Gate Search A function, you can now scan through these odd walls. Start off just east of the entrance and look north; scan through to find the door. Revival Core x5 just north of you. Go further into Bootes and you are interrupted by Norris once more. Um, something strange is going on with Crewman Norris. That blocked door to the southeast now opens, making for an easier shortcut to the area where the Dis Demon’s were. South of here and look for a west wall to scan through.
West again as you enter. In the southwest here are two more doors, one leading east that just winds around in a circle and the southwest one continuing on. That was a one-way door but you can go north and east to get back. Go north and west to continue. West until you can find a door going south. Lots of one-way doors around here, and of course west further and north for one final one-way door leading back to the entrance.
From here, make your way to the center and head north. You run into Crewman Norris who sounds crazy and wants to go to the Palace. Arthur comes in saying it is an emergency. New official Main Mission: Search for Norris. Only one more door will open too; scan the wall just north of where Norris went crazy.
Palace of Master Mitra
Wow, look at this seductive place. Speak with the Macabre nearby. This is the Palace of Master Mitra. Save your game nearby. Enter the west door and go through the lava spots. Continue north and wrap counter-clockwise around the lava to avoid it. A Revival Core x1 Forma should be nearby. Northwest for a door and north for a healing spot.
Go south for an elevator that is not working. North of here is the stairs up, but don’t take them yet. Continue east and south through a door, avoiding the lava on your right side. After you get out the door look for a single lava spot to the east and walk past it. Straight north through a door and then one lava spot, and you will get to a Calm Core x4 Forma.
Go back to the north end to go up the stairs to Bootes 2F. Read the note you see on the floor (“take the long road”). Sure enough, if you go for the Forma to the south you will fall through a pit-hole. No harm done though, and the trip back to 2F is not far. If you take the west entrance on 2F it leads to a dead end, but the east path going south leads to some options. Look for a west route to circle back and take the Chakra Core x3. Further south and west is a terminal. East from here for a Recovery Core x2 Forma. East a bit and north for another note telling you to ‘take the long road’. Sure enough, another pitfall just north of you. Take the northeastern route and talk to the twisted demon who lusts for torturing others. West through a door and then north through a door.
This brings you to a bigger room. Head straight north for a Dis-Charm x4. East of here for a Night Tail x1 Forma, then southeast for a Revival Bead x2. Northwest for a Brute Fishbone x1 and the stairs to Bootes 3F. Detox Core x3 just as you enter here. The south path leads to a pit, so take the southwest or southeast path (southeast has lava though).
As you enter the south door, you hear a strange voice. No matter what you choose, the voice envelopes you and takes you elsewhere. Hmm, it seems as though it is the 4th floor now. Speak with another crew member in the center. It is Zelenin from the Elve Ship. Seems it is done for. After speaking with her, Main Mission: Emergency Signal Inquiry is complete. The wall on the east end that looks suspicious cannot be opened, but the north door can.
As you enter the north door the Naga tells you to go back in your cell. Speak with Zelenin again to give her the Demon Summoning Program, and then that locked east cell opens and demons come in. They tie you up and take you to Bootes 8F. Another locked door east of you, and if you try to flee south downstairs, that demon stops you. Head north to see Master Mitra. If you don’t tell him your name you get whipped by the demon for 20 damage to all :) The next answer doesn’t matter though Mitra has several responses. He tries to recruit you and gives you the Luxury Bell, and you are to return with it later when you have made your decision about joining him like the other crewmen or fighting him.
You are sent off near the Red Sprite in Bootes. A Strike Team member notices you as you near the entrance. Arthur summarizes that Master Mitra rules over this sector and his tongue has brainwashed crewmen that need to be saved. Several Crewmen are within but the only identified one was First Lieutenant Zelenin. New Main Mission: Rescue Zelenin has been accepted. One force will act as the diversion while the main character’s force infiltrates the enemy base. Rest up at the Sickbay and then check out the Lab, you may have the Alabaster (3340 macca) available. Spend some time fusing demons to try to improve your top 3.
As you re-enter Bootes, you give Jimenez the Luxury Bell to confuse the demons. Make your way into the Mansion and there will be no demons in sight. Head to Bootes 3F, where you were captured; this time, no one there. Head east as you enter that door and grab the Muscle Drink x1. Now circle around clockwise and check the elevator. It still doesn’t work. West more until you see a door going north (the west path is empty and just has lava). Take this long north route to a Night Skull x1 forma. North all the way and west for a Bead Chain x1 treasure. Climb the stairs to Bootes 4F.
There should be a Flight Leg x1 forma just southwest as you enter, and then a deceased crewman in the northwest from the Elves Ship. Enter the green room to save if you wish, then head south. A locked door on your west, and as you get to another one, Zelenin calls out to you from within the cell. Unfortunately, shortly after you are interrupted by that invisible demon. He binds you once more and then takes you to a different cell. Check the dead bodies in the north end; one was suffocated and the other cut open, both done as experiments. More gross stuff with the other two bodies in the room. Then head to the center.
New experiment, and Norris is here. If you try to interfere you are cut back, but the damage is minimal so do it if you wish to do the ‘right’ thing. Either way, a battle with Norris looms. He has a Stun Claw that does 50+ damage to start things out (a little less to the Main probably). Foul Norris also will use Rampage and then Giant Slice for 30+ on every member. You probably have someone with Media at this point though. Normal attacks are probably best, magic doesn’t seem to be that great against him (no elemental weaknesses at least). That Alabaster gun is nice for 80 damage or so if it hits twice.
Norris yields a fair amount of EXP, and then something falls from him. It’s some rock-like thing that is taken to Master Mitra. It is the Demonica cert for Crewman Norris. Main Mission: Search For Norris is complete. Now you can go south to the next cell. Tell Zelenin what you saw. Head to the southeast of this room to meet a strange crew member. Well, actually no, it is the angel Mastema, a herald of the kingdom of light. Hmm, she seems to want to go with, though Zelenin is suspicious. Check the northwest corner. Mastema shows off her strength and reveals a hole in the floor. Time to jump down.
You fall down, but we don’t see Mastema. Walk north on 3F and you will find a hole to fall down. Another hole in 2F, and then you are on 1F by the recovery station. Mastema shows up and has a parting gift. It is a rare forma that the man with the suit had (Norris). It is the Chiasto Mirror. Mastema then leaves and you have control.
Just as you near the exit, Macabre shows up. Again, no elemental weaknesses but the main character’s new shotgun does wonders if you’re lucky to get the 2-hits. Macabre has strong attacks but Blight is the one you have to watch for; 35 damage to the main character but 50+ to all the demons usually. The worst part is that it will inflict poison on your demons. This is why you absolutely needed that anti-poison ring from the Yggdrasil tree for the main character a bit earlier. It might be wise to have two Media users and then the main can use dis-poison. Macabre has a bit of HP but again, that double-hit shotgun should do a number on him if you can spare the time to attack with the main. You probably will have demons die off but that’s okay. If only the main survives he gets more HP and that’s closer to level 19 when you can get the High Pixie fused. Another strategy would be to hold off on summoning your demons until he uses Blight three times or so; eventually he stops using it, I believe after the third Blight.
Red Sprite
Make your return to the Red Sprite. Enemies start to pop up after you leave the mansion area. Zelenin is back at the Red Sprite but she is unsure of the status regarding the rest of the Elve Ship members. Main Mission: Rescue Zelenin has been completed. Time to get the Rosetta from Master Mitra. Turns out that Chiasto Mirror will be a help; Enemy Search A now works. New Main Mission: Bootes Rosetta. Check out the Lab before you go; the Health Ring, Speed Ring and Fortune Ring should be at your disposal. Possibly a Gold Vest as well, which is strong against Fire and Electricity but weak against Ice.
First, a word of warning about the new Enemy Search function that you can use in Sectors. It is very very dangerous to use because the enemies you face are generally higher in level (some are MUCH higher in level and can behead a demon in one hit if they aren’t defending). Anyway, head to the building in the north end of Bootes. On the second floor in the southeast end you should be able to do an Enemy Search to find your first set of tricky enemies (likely Pyro Jacks and Chupacabra). The battles you really have to watch out for are with Takeminakata as he is level 27 and can maul your demons in one hit. Try to fight enough of the Pyro Jacks to be able to recruit them (obviously using all kinds of Bufu on it for group attacks expedites this process). Though to be honest, it prompted me to ask it to be my demon (and unlike every other time a demon has said that to me, the Pyro Jack actually meant it).
The key is to get back to 4F of Bootes, which is where the cells were and you were caught. This time you can see the enemy so scan it; it is a Night Fomorian. Use all the wind you can. Wind Shot in particular will do 70+ damage to this goon. This battle is not really dangerous, just takes a long time with Fomorian’s huge HP count.
Go south all the way and ignore the west path – it leads to a pitfall and nothing else. To the east there is a green device and a switch – press it and it turns red, and it starts an elevator. Descend to the northeast here, and then go east all the way. In this small area, you can search that northeast wall to find a door. Enter and go north all the way. The magenta-clad lady demon you may recognize from an old SMT but fortunately she’s quit dining on humans. West and north a bit for another demon. The Hamsa mentions Hariti which is the lady we just saw. South leads to a pit, which sends you in a new area on the previous floor (2F).
West for a dead end but return a bit and take the long north route to a Sleep Harpe x1. This is a sword that (obviously) adds the Sleep effect on occasion. South all the way now and you come to a one-way door leading back to the main route out in the southeast. Check the elevator on 1F or 3F. You can use it now :), if you hit that green switch earlier. Return back to 3F and make your way to the pit that you fell through, and go north to the stairs to 4F instead. The east path going south here leads to a pit – the west one does not. Climb the south stairs to 5F.
Go forward and you drop in a pit. Go forward on 4F now and grab the AC Bootite x5 Forma. You will fall in pits to 2F. This time, take the elevator to the fourth floor. This is a new area. Go east and look for a Beast Hoof x1 Forma. Nearby, it sounds like someone is taking a beating. We need to rush in and help them. Jimenez is here too. Rest up of course, just in case.
Within, Jimenez rushes the Bifrons. Epic battle here between Bifrons and Jimenez and Jimenez’s demons. After the battle it turns out that we saved another demon, not a human. We now have the option of finishing off the demon or talking to him. Just talk to him. Turns out he’s a Bugaboo demon, and not 100% demon. Hmm. Combined with these experiments, you wonder if this demon was a human before. Nothing else to do in this room so head north through a door ( the door on the east end is locked). Northeast leads to a dead end while the west route leads to stairs going up. Go east and south through either path. Don’t take the west route as you go south; you just go through lava and it leads to a dead end. Southeast for the stairs going up to 6F.
Take the first west for a Terminal. North all the way for an Enemy Search fight and a Nymph Swimsuit x1 Forma in the northwest. Go south of here for a Strike Team member; he hands you half of what he found, Chakra Drop x3. Up the stairs just east of here for Bootes 7F. Heal up here, and west for a door. Follow the long path clockwise for another door. Further west for Calm Core x3. Back east and southeast for a dead crewman. Follow the path further south and east and you will fall through to a pit, back to a new area in 6F. Head west after you fall for a Demon Goblin. He explains why things look the way they do here. Follow the path northeast for Calm Core x4. East more and you see a huge area of lava. Examine the ground before you enter to read ‘take the long road’. Sure enough, evade the center spot that does not have lava and walk through the lava the long way for AT Bootite II x2 Forma on the other end. Then go to the center to fall through the hole.
Return back to Bootes 7F now, and go south but not southeast where the pit was. Go southwest and you can then examine the wall looking north; though it is not a gate that you can go through. Head to the west end of the screen. South a tad and then east more for a green switch to flip. This turns the elevator on. Further south for DF Bootite II x2 forma. North and you will get to a staircase going down.
New part of Bootes 6F with a Calm Core x4 Forma in front. The path will quickly turn south for a while, so head west and stick to the north wall. You will reach a Dis-Strain x4 treasure. South a bit and west for a terminal door. Southeast of here are stairs going down to 5F. With this route you will come across a few cells on the left as you head north, and then an AC Bootite x1 forma. Circle around to the northeast and then south for another AC Bootite x1 forma. Then, south all the way for a Ma Incense x1 treasure. That is the end of this detour, so head back to 6F. Go to the far south to see a locked door and then a new elevator. Take this to 5F.
Of course, this is a new part of 5F. Go to the left and the Strike Team member will commend you for getting the other elevator going. Further west for Chakra Core x1. To the east is another elevator, this being the original one. Take the one you were just in up to 7F. Well, you don’t have to go here since there is nothing here besides a dead end. Head straight north in 8F. You will see a locked door in the northeast and further north for a Revival Core x1 forma. Speak with the demon a spot south of this. He has to clean Master Mitra’s room but it is a floor below this. South of this guy and take the west routes. One leads to another locked door, the other leads to a black bird demon (Halphas). He wants to play a game called Mamedanuki, where whoever collects the most UMA Tissues in battle shall be the victor. EX Mission; A sport for gentleman. Nothing else on this floor besides an enemy search in the southwest (Takeminakata).
Return back to 7F from the elevator. Take that northwest route but look for a west wall that you can examine. This takes you to a huge room. Take the south route for a terminal. Be sure to save, then head north to the stairs going to 8F. Rest up. Master Mitra is ahead.
Things to think about before entering the battle would include making sure no one is weak against Bufu (Mabufudyne will shred you up otherwise) and having Wind Shot ready for the main character (and having at least 1 and preferably 2-3 characters of the same alignment to do an extra attack each time). Tyrant Mitra also likes to use Rampage for good damage on many allies. Macabre of my party was using the same thing for 50-100 damage total each time. Explosive Fist will do close to 100 damage to one ally. Light of Order will just take out one of your allies. So long as you aren’t bombarded by Mabufudyne’s you should be able to survive. Mitra has more HP than Morax but you’ll whittle it down faster. Tons of EXP for your reward, and another Stone Fragment and Rosetta; Boo. You can also do a special fusion to fuse Tyrant Mitra. Time to bring the Rosetta Boo back.
Red Sprite
You are welcomed as you get back with another main mission completed; Bootes Rosetta. Each sector in the Schwarzwelt has a ruling demon. Zelena and Jimenez meet each other, and then Terry the Engineer says the Red Sprite is prepared to move to Sector C: Codename Carina.
According to the visual of Sector C: Codename Carina, there are stores, food, designer clothing, etc. Meanwhile, Kato is getting a strange response on the open communication channel for the Elve. Arthur has a new idea; Main Mission; Graviton Radio Recovery. In addition, the new Rosetta allows you to carry up to 12 demons. Jimenez summons Bugaboo but is told to put him away as you are on ship premises.