The Last Hurrah: Conquering The Amane Route's Final Skirmishes v1.0

Created by Pepsiman
last edited by Pepsiman 4 months, 2 weeks ago

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Version 1.0 Type Boss FAQ
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Can all authors publish? No Date Created July 6, 2009
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Introduction

If you've come to this guide, then it probably means that, like I was before you, you've chosen the Amane route of righteousness and are now having trouble taking care of Babel, the final thing remaining before the game's story concludes. Believe me, you're not the only one who's had major trouble making that last hurrah a successful one. After all, you have to take down seven bosses in succession without any breaks for heath or magic regeneration whatsoever. To say it was masochistic of Atlus to set it up that way is putting it very, very kindly. But it can be done and I intend to show you how to do it so that by the end of it, you feel like you did a pretty kickass job. If you've got any additional tips for these fights, feel free to either PM me or mention them in the comments section on this very guide and I'll see what I can do about including them in this guide with proper credit.

-Pepsiman


Oh, and that image has nothing to do with anything at all, but I'm sure we can all agree that more concept art needs to incorporate, uh, "Rocky." Yeah, that's totally what she's eating. For sure. I'll be sure to deal with that mystery in another guide later.

A Quick Note

I am aware that Babel does appear in some of the other ending routes, minus the boss reduxing. While I would suppose in theory that the strategies would remain more or less the same for defeating, I can't say that with 100 percent certainty. You're free to still use this guide if you chose a different path and still end up fighting Babel in the end, but do realize that this guide wasn't designed for any other path other than Amane's in mind. Now let's get into the nitty gritty of getting rid of the damned thing.

The Pre-Battle Setup: General Tips

Precisely because of the fact you don't get any breaks in-between the fights whatsoever, a lot of preparation needs to be made ahead of time to make all of the coming battles successful ones. The process of taming Babel is, essentially, a personal endurance run. It can take a lot of trial and error to get it right, but hopefully the following tips can make things a bit easier going into it all. With that said, let's break down the tips according to your main character and then the other party members.

Main Character

In terms of leveling, you're probably safest going into Babel in the early 70s, although it's manageable in the 60s. If you have to grind with that last free battle location the game gives you before tackling Babel, chances are that the experience you get will stop being worthwhile given the time put into it by level 71 or so. That should be good enough, as it'll let you breeze through all of the bosses up to the real form of Babel fairly quickly and it's important that you do so; you'll want to be as stocked up on as much HP and MP as possible. What's more important is how you've distributed those trait points every time the main character's levelled up, as well as what abilities you equip him with. In case the rest of the game hasn't made it readily apparent to begin with, it's best to go into Babel with your main character's stats emphasizing magic more than anything else. This doesn't mean you should slack in any of the other areas, but these fights are most bearable when your magic point count is up to at least 25, if not higher. As for the abilities to equip him with, it largely depends on your playing style with him in conjunction with the demons you have tag along. But for the sake of getting things done quickly, I recommend a setup like this:

Command
  • Dyne-level spell
  • Dyne-level spell
  • Elemental (read: non-holy) dance spell

Passive
  • Elemental jump corresponding to one dyne spell in the command set
  • Elemental jump corresponding to the dance spell
  • Victory Cry, or a similar auto-HP and/or MP regenerating ability

Auto
  • Blitzkrieg, or a similar auto-power and/or magic-boosting ability

You can toy around with the formulas to an extent and achieve similar results in battle. That may in fact be a necessity for those who weren't able to use the skill crack successfully on things like Victory Cry or Bltzkrieg. In any case, the main character should be set up to tackle the bosses and their elemental strengths and weaknesses with equal competence across the board. Also, since those strengths and weaknesses are the same as before, it would be wise to pick the elemental spells based on what works the most often against the most bosses. Any deficiencies should then be covered by the demons you bring with you. As such, I personally recommend equipping the main character with Agidyne, Zandyne, and Ice Dance for his command spells, with Ice Jump being one of his passive skills. Again, other setups work, but I went with that in particular because of how the regular demons' formations were set up, as well as the fact that most of the bosses are particularly susceptible to those three elements. This is especially important when you have to take on Beldr and Belial at the same time, since they will liberally use their long-range, all-party attacks if you don't beat them quickly.

Main Character's Demons

As with most battles in Devil Survivor, though, you'll also want two demons that can compliment the main character well. Both of them should be in the 60s and if you have to, go fuse them repeatedly with the Mitama demons you can buy from the auctions to bolster their stats. In terms of what they should be equipped with, their command spells should be offensive magic ones; they should then naturally have at least one passive Jump spell to bolster their attack power. However, at the very least, they should both have Ziodyne, regardless of whether they have an Electric Jump in stock or not. It proves to be quite handy when fighting Babel's true form, since its only weakness when it first appears is to lightning. Having Force Jump equipped is also recommended since most of the bosses can be damaged with it, although that's optional. Likewise, you might want to give one of your demons Bufudyne, with or without Ice Jump, simply to make re-taming Belial again that much faster.

Racial skills can also seriously affect how well your battling goes against seven straight bosses and it becomes even more important if, like me, your main character is the one doing the damage to the bosses while the other characters act as support. To that end, for the sake of defeating the bosses quickly, I highly, highly recommend you use a demon which has Double Up as their racial ability. As the first fight with Beldr indicated, being able to use the attack command twice from the main battlefield in one turn is beyond immenseful. Given that many of the bosses you have to defeat again have long ranges and can therefore attack the other characters, Double Up ensures that they all go down again very, very quickly, and ideally in two rounds at most for the non-Babel ones. Everybody, the healers in particular, needs to stay alive so that they can properly handle Babel's true form, and no racial skill does a better job of fulfilling that mission better than Double Up.

But for all of the offensive capabilities you and your demons may have at your disposal, they won't mean much at all if you make it to the true Babel with little MP left for obvious reasons, a problem which is extremely common with this route's fights. Thus, it may very well be best if the other demon has either Tyranny or Blood Wine as their racial ability, as they both let your party recharge SP after every skirmish. Tyranny occurs within the battle screen automatically if the demon who has it was damaged at all during the fight, whereas Blood Wine is an ability activated outside of battle that converts a set amount of HP into an amount of MP that replinishes everyone. Personally, I prefer Tyranny, since Tyrant demons are a bit easier to find via fusion and can be particularly powerful for these Babel fights, although many love Blood Wine since it can be theoretically used forever when properly used in tandem with either Mediaraharn or Prayer. What matters is that you have something which can refill everyone's MP constantly, since it makes surviving the fights that much easier.

Everybody Else and their Demons

If you're like me and you're going into these battles using your main character as the boss killer, then you're free to relegate everyone else to supporting roles. Because of that, their levels can safely stay in the 60s. Non-boss demons only appear during the fight with the first Babel form, meaning you only have to worry about making everyone fight during that phase, which will be discussed momentarily. How you specifically have them set up is largely up to you; if the setups you had prior to Babel have worked fine, then you'll probably continue to be okay, too. Just be sure of the following two things:

  • Your healers are equipped with Samarecam and fully or nearly fully-healing spell such as Affection (in the case of demons), Prayer, Diaraharn, or Mediaraharn. You're up against seven consecutive bosses with, again, no breaks whatsoever. Everybody needs to stay in tip-top shape, especially for the final fight against Babel's true form. As such, the healers and their demons should also have a large amount of MP at their disposal. You probably won't be healing after every turn, but the higher tier healing spells eat up a lot of MP and you can't particularly afford to run out of any. Having a Blood Wine+healing spell combo may be handy for the healers as well, although it isn't necessary if the fights are going smoothly enough.
  • Most, if not all, of the demons you bring with them are in the 60s for levels. This is for continued survival without a need to revive constantly more than anything else. The battle with Babel's first form in particular can be taxing on the other characters since lesser demons can keep coming again and again in waves if things aren't ending quickly enough. Once you've crossed that hurdle, you can breathe a little bit easier, but in the meantime, your demons should be properly prepared to take some abuse and also dish out plenty with the right elemental spells. By this point, it should be a given that dyne and Jump spells are your best friends for these times, especially when coupled with passive null elemental abilities that eliminate any damage that may have to be bounced back.

While you'll probably get the most mileage out of your magic-using characters, don't be afraid to bring in someone whose main emphasis is physical attacks, especially if they have Physical Drain equipped as one of their passive abilities. That sort of character is actually quite handy for the first Babel phase for reasons that will be detailed later.


Tne Endurance Run: Taking Down Every Last Boss

Surviving Babel via the Amane route is even more of a matter of preparation than it usually is for boss fights in Devil Survivor. What's key is that you get things done quickly and with as little damaged sustained as possible, which is hopefully what the tips above should allow you to do. With that in mind, let's delve into the specifics of each individual boss phase detailed below.

Babel 1

The first form of Babel is different from all of the other bosses which come after it in that it still has other demons coming after you. None of the other bosses afterwards, including Babel's actual form, force you to contend with additional demons, making swiftness in defeating the boss itself your main priority so the other demons don't bother everyone for long. Babel's first form is also the only opportunity you have to set up your party one last time. Once you get down and dirty, you're stuck with the spells you give them, excluding any that you might go for at the last minute via skill cracking, so be sure that everyone is set up in precisely the way you like before you hit that "Dispatch" command.

It should also be noted that this fight is the only one where you can pre-determine where on the field your teammates start; the rest are either pre-determined (Beldr and Belial) or simply have everyone positioned in the same spots they were at when the previous boss is re-defeated (everyone after Beldr and Belial). Because of how the possible positions are set up for this first Babel fight, you'll have to put at least one team member on the opposite side of everyone else. For the smoothest ride, I recommend putting the main character and all healers on the right side of the field and then placing anyone else on the left. In fact, if you have that physical fighter with Physical Drain equipped that I mentioned earlier, then definitely put them on the left side. The reasoning for doing this is a bit unconventional, but very handy nonetheless: Most of the leaders of the demon teams on the left side are prone to resorting to physical attacks when their teammates are conquered. You can use this to not only keep your physical fighter alive for quite some time, but also to actually delay the respawning time for all the demons to reemerge onto the field. If there is either one or no demon team left standing, they'll automatically respawn again after a few turns, forcing you to keep them occupied again so they don't impede your main character. To prevent that, you can use your physical fighter to keep two of them continually busy by simply guarding and letting them mainly hit you with harmless physical attacks, as well as occasional force ones that shouldn't do that much damage. This isn't a necessary strategy by any means, since it's definitely possible to defeat Babel's first form before the respawning, but it can help quite a lot.

As for everyone else, up until you reach Babel itself, operate as efficiently as possible when taking down demons that get in your way. This may mean you'll have to rely on the main character a lot, but that shouldn't be a problem if he's equipped with HP and MP-regenerating skills already. Once you take down the three demon teams that are on your path, your main concern is naturally going to be Babel. Unlike previous bosses, this form of Babel only has a range of three spaces, which limits its attack area to the upper area in front of it and the slope immediately attached to that. This makes it pretty easy to position your healers close to the main character if they have spells like Affection at their disposal, so place them on the lowel level right next to the slope and keep them there for as long as possible. Try to avoid having them get on the slope or on the upper platform with the main character as much as possible; not only does that make it probable that they'll accrue unnecessary damage, but it also allow Babel to have a free heal, since it automatically regains around 300 HP after every fight.

As for the main character, have him use his elemental Dance attack exclusively and ideally have the demons do the same as well if they have Dances equipped, although dyne attacks will also work fine. You should be able to take off at least several hundred HP from Babel per fight, which prevents its auto-healing from being much of a problem. Of course, Double Up will also ensure that you finish off Babel in a timely manner. As long as the main character and his demon's HP and MP stay afloat with the help of their own abilities and the healers' spells, Babel should be pretty tolerable to deal with. So long as everything goes down fairly smoothly, it only takes a few turns to make it go away.

I also want to mention that while you can crack the Anti-All skill from Babel and get strong resistances to all conventional attack types (ie: not almighty), it's probably best to not equip the main character with it. He's best set up to be as offensive as possible with his magic and equipping Anti-All means that one of his already vital Passive Skills has to probably go. At his level anyway, the damage he gets shouldn't be so terribly dramatic that Anti-All is required anyway; just keep focusing on beating the other bosses quickly with what you already have so you can take on Babel's second form at full throttle.


Beldr and Belial

Since everybody is automatically repositioned on the map after you take down the first Babel form, how you move everybody afterwards is key to taking down Beldr and Belial quickly. Since Beldr is within a turn's walk of the main character from the get-go, fight him first and use the same strategy to defeat him as you did in the cementary with the help of that trusty Devil's Fuge. Since, once again, the main character is the only one that can attack him, everybody else in his should guard. If you have Double Up on one of your demons, it should be very likely that you can defeat Beldr before you have to end your turn, assuming your main character's strength stat is respectable.

Meanwhile, if you have anybody else with ice spells, go ahead and have them at least take some HP off Belial before your main character finishes him off with their own ice spells. If your timing is good, Beldr should have been defeated before he could use his attack to hit the whole battlefield at all, making Belial's own less major. Again, use your healers whenever necessary. Once Beldr is taken out, Belial is just a quick stroll across the map and it should be very quick work to beat him with your ice spells, especially if you're using Ice Dance on him.

Jezebel

Jezebel acts exactly the same as he did when you fought him in Amane's soul, meaning that the only attack types he doesn't have at least a strong resistance to are physical and force. Thus, just have as many people among the main character and his demon's brigade use force spells, ideally Force Dance, as often as possible to whittle him down quickly. Keep the healers out of Jezebel's range, but as close to the boundary as possible so that they can heal the main character and his demons whenever necessary. Thankfully, Jezebel's MP is the only thing which heals up, so as long as you can cut him down quickly, he shouldn't be especially problematic at your level.

Belzaboul

Belzaboul is also exactly the same in terms of skill setup and resistances. He's still strong against virtually every attack type and his auto-HP healing skill is still there, which means you should just opt for whatever magic type you've got enhanced with Jump and just wail on the guy. Again, Dance spells are ideal. His defensive statistics seemed to have gone down since the time you first encountered him, thankfully, so attacking him liberally with magic in conjunction with Double Up should tame him pretty quickly. He does indeed still use his Spawn attack on anybody within range, though, so if you have to keep healers nearby, make sure they can get rid of it accordingly. However, if you deal enough damage to him during each fight, he should go down within two turns or so, which results in the effects of Spawn automatically disappearing without needing to be healed. It's a very nice perk, I'd say.

Belberith

Guess what the pattern is again. Belberith is also pretty much the same as he was when you previously fought him, meaning his only real weakness is to force attacks and he still automatically heals up after every fight. I think it should go without saying by now that you should just liberally use force attacks on him to get as much damage per turn as possible and to expedite the process with Double Up. Naturally, use healers if you have to, but remember that they'll probably be within his range if you do so. Tread with caution.

True Babel

All right, now for the real fight you came for in the first place. In terms of sheer level and power, he's a much more serious customer than everybody else you've just fought; the thing is level 77, comes packing with Megidolaon, and can also physically attack everyone on your side of the field simultaneously. Oh, and his range is limitless, meaning he can pretty much attack anyone he pleases if you inadvertently let him. The odds aren't stacked in your favor and this is especially true if you've reached this point with little HP and MP left. However, the great thing is that this Babel form actually has a weakness, which you need to absolutely exploit and the reasoning is two-fold: In battle, Babel automatically gets an extra turn and taking advantage of his weakness deprives him of that. But also, as long as you're continually successful at exploiting that weakness within battle, Babel's turn will keep getting pushed to the end of the line, especially when you have a demon with Double Up, preventing Babel from attacking first and going after whomever it pleases. This allows you to make the main character go on the offensive for the entirety of the battle and makes the issue of keeping everyone alive a much easier issue than initially expected.

So what is Babel's weakness? It actually depends. When you're first allowed to fight it, its weakness is lightning and it can stay that way as long as you never let Babel get a turn to attack first. In fact, if you did equip your other demons or yourself with Ziodyne or Electric Dance beforehand, that's all you should ever use while fighting, even if a Jump spell isn't attached to it. You need to exploit that weakness to prevent him from ever being able to have his turn and as long as you're consistent with it and can keep the HP and MP afloat, it should be doable. This is imporatant because it's ultimately the strategy that needs to be employed in order to ensure your healers stay alive and are able to assist you at a moment's notice.

If Babel does get a turn, his weakness will change to something else soon afterwards; typically it's to fire. In that case, then it's a matter of abusing that weakness and then ensuring Babel never gets another turn. Persevere with the weakness and use healers whenever necessary; that should be enough to beat it once and for all. Also, don't worry about sending any of your other party members in to fight Babel as well. As long as the main character is properly prepared for the fight with both offensive spells mixed in with MP-regenerating passive ones, he should be sufficient to take Babel down on his own. Once you've beaten this form of Babel, congrats, because you've finally beaten the game on the Amane route. A huzzah is probably in order, especially for those who suffered in making it through entirely in one piece. I, for one, know it took me more attempts than I'd rather recall. But now you've made it, so you can sit back and see what happens to everybody afterwards and then get access to New Game Plus perks.


Conclusion

I've attempted previous gameplay guides in the past, but they've been far too large for me to really find the motivation to complete them, which is why I'm glad I could at least write a smaller-scale one for one of the more troublesome areas of Devil Survivor. The Amane ending route is probably one that's not intended to be experienced on your first run through the game and its difficulty is very indicative of that. I, unwittingly, learned that the hard way and thought that I should churn out a guide for it, since finding specific strategic information about it so soon after the game's release can be a fairly hard endeavor. To that end, I thank you for reading this and if this work helped you conquer that dastardly final area of the game, then I'm pleased to have helped. I know I couldn't have managed it myself without some online help, however scarce it was at the time.

Until next time,

Pepsiman


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