Understand the dialogue choices with the Four Horsemen in Shin Megami Tensei III: Nocturne HD Remaster's Calpa, and learn about attribute doors and demon brokers.
Upon entering this Calpa, you'll encounter the Four Horsemen of the Apocalypse in the Menorah Chamber: White Rider, Red Rider, Black Rider, and Pale Rider. They speak of fate's endless cycle and their desire to transcend it, asking if you share this goal. Each Horseman holds a Menorah, which you must defeat them to obtain. Pale Rider explains that "the great one" wants you to overcome the trials of Death and join him willingly. He warns that this path requires sacrificing your humanity and asks if you are prepared.
If you say yes: Pale Rider expresses his gladness and states that he and the other Horsemen will await you in the Vortex, hoping you have the strength to defeat them and claim their Menorahs.
If you say no: Pale Rider laments that "the great one's hope for mankind is truly lost." He angrily declares that they will not forgive you for crushing their last hope and will kill you in the Vortex in retribution.
This decision, similar to one in the second Calpa, appears significant but ultimately does not affect the game's outcome. Answering "yes" leads to a warmer reception from the Riders before battle in the Vortex, while saying "no" likely results in a more hostile encounter.
To fully enter the Calpa, you must first defeat the White, Red, and Black Riders. Then, place their Menorahs of Compassion, Wisdom, and Understanding on the dais.
The first floor of this Calpa is divided into three sections: North (Luck), West (Power), and East (Magic). Each section is blocked by "Attribute doors" that require a certain stat level to pass. These doors lead to further, more stringent attribute doors within each section. The exact requirements for the initial doors are uncertain, but Power and Magic likely require around 15, while Luck is more lenient, with 18 Luck granting access to all doors in its section. Subsequent doors in Power and Magic may require 20 and 25, suggesting Luck doors might be tiered at 5, 10, and 15.
Failing to meet a door's stat requirement will teleport you to a different area. Sometimes the "good" destination is not the intended path forward. To descend to the next level, you must be able to pass at least the first door in one of the attribute sections. If you cannot, you may need to increase your stats before returning.
Within this level, one Shinentai relays a cryptic message: "Death surpasses Death, when the flame lights the darkness, the word to begin will come. We await that time." Another Shinentai offers a bizarre anecdote about a turtle in the desert, symbolizing how perspective can reverse everything, and asks if you wish to know why your soul is changing.
There are two Gravesites on this floor. The Power section contains the graves of Kinki, Suiki, and Fuki. The Luck section holds the graves of Ongyoki, Mara, and Ja-aku Frost.
In addition to attribute doors, each section has an Alignment door: Dark (Power), Light (Magic), and Neutral (Luck). These require specific hero races (e.g., Shura-kan for Neutral) to pass. Since your hero's alignment can fluctuate, accessing these should be manageable throughout the game. Each alignment door leads to a Dark Broker.
The Dark door's Broker sells a Lv 4 Yuki Gaki with potent skills (Megido, Megidora, Megidoraon, Mediarahan, Samarecarm, Tetrakarn, Makalakarn, Recarmdora) for 150,000 Makka. This demon is excellent for sacrifice fodder.
The Light door's Broker offers a Lv 50 Jashin Arahabaki, a defensive demon, for 70,000 Makka. Its skills include Absorption Attack, Tetrakarn, Makalakarn, Tetraja, Raku-Kaja, Suku-kaja, De-Kaja, and De-Kunda.
The Neutral door's Broker sells Deathstone Stones for 100,000 Makka each. While Deathstone Stones are abundant in the ADZ, purchasing more can be useful for fusing Majin demons with advanced end-game abilities later in the game.
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