Heading into your second playthrough of Shin Megami Tensei III: Nocturne HD Remaster? Learn how to prepare, from completing the Akuma Zensho to smart demon fusion and defensive tactics.
So, you've beaten the game and you're ready to dive back in for a second run on a higher difficulty? Nice! Enemies hit harder and think faster this time around, so let's talk about how to make your life a little easier.
First off, no matter how much you plan to 'twink' your party, make sure you finish the Akuma Zensho during your first playthrough. This is super important because it carries over, drastically cutting down the cost to summon demons later. You'll be spending a lot of Macca at the Healing Spring, so trust me, you'll want those discounts.
If you're feeling a bit cheap (and there's no shame in that!), you can 'twink' your demons by fusing low-level ones and passing down some seriously powerful skills. The Akuma Zensho becomes available right when you reach the first Jakyo Manor on your second playthrough, so you can start making your 'withdrawals' then. Imagine fusing a Pixie and giving it skills like War Cry, Victory, Megidoraon, or Randomizer. You can summon them with these awesome skills even when you're still pretty low level. Now, your low-level demons might not have enough MP to actually use these skills themselves, but you can use them as fusion fodder to pass those skills onto other demons who *can* handle the MP cost, much earlier than you normally could.
Finally, when you actually start your second playthrough, play it super safe. Treat almost every battle like it's a boss fight. Don't be afraid to run or cast Torafulee if you're seriously outnumbered. And always, always try to keep your HP full. Getting surprised with a back attack when you're already low on health is a quick way to get a game over.
Maniacs Mode Note: If you're playing the Maniacs version, some of these tips are a bit different since you can choose your difficulty. The Akuma Zensho is still a great help, though!
In Maniacs, there are two main differences for a second playthrough:
- Starting Outfits: You get to pick between a new 'hooded shirt' outfit (+2 Power, +1 Vitality) or the 'classic' Nocturne outfit (+2 Magic, +1 Speed) for your hero. Minor stat boosts, but hey, it's something!
- Press Turn Bonus: This is the big one. You can earn an extra Press Turn! If you've 'qualified' for all the graves in the ADZ, head to the first Grave room. Kerberos will send you to B666 of the 5th Calpa, where Izanami and Izanagi will grant you the Press Turn Bonus. This means more actions per turn for you and your party – a huge advantage!
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