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Alice Stats and Fusion Guide

smt strange journey alice

★ All Miman Locations ☆ Best Miracles Tier List ★ Best Demons to Use ☆ Best Nahobino Builds ★ Endings Guide

Alice is a demon belonging to the Fiend race in Shin Megami Tensei V (SMT V). Read on to know everything about Alice including its stats, resistances, available movesets, its essence effects, and how to fuse Alice!

List of Contents

How to Fuse Alice

  • Alice Overview, Skill Proficiency and Stats

Skills Learned by Alice

  • Alice Used in Special Fusion

Alice Reveal Trailer

Shin megami tensei v related guides, obtain via special fusion, alice stats, skill potentials, and weaknesses, alice profile, alice skill proficiency, alice stats and weaknesses.

Note : A demon's naturally learned skills, or its resistances, can be inherited by using its Essence via Essence Fusion.

Special Fusion Demons Using Alice

Used in special fusion.

List of Demons Partial.png

  • List of Demons

List of Demons by Races

smt strange journey alice

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Shin Megami Tensei: Strange Journey Redux Review

by Mike Moehnke · Published July 19, 2018 · Updated November 18, 2018

Age of Extinction

Every few years I get in the mood to tackle something else from the massive Megami Tensei line of titles, and that synced conveniently with the release of Shin Megami Tensei: Strange Journey Redux . The word from this game’s original edition warned that it would be a considerable timesink, and that is most definitely still the case. Strange Journey in its Redux form actually manages to be even more of a timesink due to the addition of a mammoth new dungeon to explore, but at least this is not a complete waste of the many hours required to persevere. My urge to play anything else in the series has been successfully quashed for another year or two.

A baffling phenomenon in Antarctica called the Schwarzwelt has aroused the intense interest of decision-makers around the world. This phenomenon is slowly expanding from the South Pole and placing all land inside within a black border that is impenetrable to all scanning efforts. No drones sent into the Schwarzwelt have survived to return, and the images they managed to broadcast before contact was lost only produce more questions instead of answers. Four ships crewed with the most talented people possible are about to set out into the Schwarzwelt, in order to hopefully learn what is happening. Upon entering the area matters within quickly diverge from what was planned, and an already-dangerous mission sees its odds of success decrease further. The player takes the on role of a soldier recruited in the event that combat prowess is needed inside, something that quickly proves to be a helpful skill set to aid survival once the demons inside the Schwarzwelt appear.

Strange Journey Redux has an enormously ambitious narrative that attempts to detail a series of events through which a demonic takeover of the Earth could occur, while avoiding any obvious insertions of unbelievable methods to advance the plot. It has a fairly large cast of characters with some depth to their motivations. The personalities at play are not as complex as they could be, since certain key players are locked into paths regardless of what the player might choose. Such ambition is worthy of praise even when not everything the narrative attempts is a success, and Atlus USA’s typically strong localization ensures that what transpires remains gripping. This is an involving tale that manages to keep coming up with interesting developments throughout, and avoids treating the player like a dullard when doing so. Having three potential endings in the original game along with new material including additional endings for the Redux version ensures that plenty of time can be spent with this setting if desired.

smt strange journey alice

Please be more specific. Who are they? If I knew, maybe it would mean something.

Efforts to give the player input into morality are where the narrative does not come off best, primarily thanks to the limited options available. Three morality tracks provide the options for responses in numerous scenarios, but often none of the available responses convey what the player would prefer to do. These segments definitely offer more shades of gray and realistic portrayals of humanity than will be found in most RPGs, but not nearly enough to represent the gamut of possibilities found in the real world.

Armed with a specialized suit that allows him to manipulate his surroundings, the protagonist wanders the multiple dungeons of Strange Journey while encountering plentiful demons along the way. In the vein of many other titles in this series, conversation with just about all battle participants is possible and often encouraged. Demons come with a sizable variety of personality traits, from old fogeys to creatures incapable of uttering more than guttural grunts. Conversation will frequently net rewards, and many demons are perfectly willing to join the player’s stable of party members if the right incentives are submitted. The chance also exists that the player will manage to infuriate instead of ingratiate, but the plentiful options for talking things through are both interesting and worthwhile.

Many demons cannot be convinced to join the player and must be created through fusion. All defeated bosses and numerous scarce beings not regularly encountered can be created via the combination of demons extant in the current stock, which is an absorbing process that will divert a substantial amount of time. As in other games from the series, what can be created is strictly limited by the protagonist’s current level, which at least provides an excellent reason to seek out additional combat. Fused demons can also inherit certain valuable abilities from previously-acquired party members, giving more incentives to spend time with this system.

smt strange journey alice

Demonee-Ho will treat you like dirt, and you will like it, soldier!

Combat itself is a relatively straightforward turn-based affair in which the player and up to three companion demons duke it out against adversaries. Due to the presence of various elemental affinities and weaknesses, there is no such thing as a character optimal for every situation. Some enemies absorb or reflect attacks of specific types, and status ailments work regularly if the recipient is not immune. An important battle component is the automatic supporting attacks unleashed when an enemy’s weakness is hit, something that is most helpful against defensively-powerful opponents. Bosses require attention to be paid, as some of their abilities can destroy an unsuspecting player on even the lowest difficulty.

Navigation of the dungeons is often no less a task than prevailing in altercations, as these are sizable places with many devious tricks to tax the player. One-way doors and poisonous floor tiles are just the beginning — soon enough other nasty elements such as holes in the ground and teleporter mazes add to the bedlam. Patience and the presence of an automap on the lower screen aid in unraveling these tricky places, which are addictive to explore even as they befuddle. Strange Journey oddly locks off certain parts of dungeons until New Game Plus mode is achieved, and it is bothersome to see such locations appear on the map without any way to explore them, especially when the game already requires around eighty hours to complete.  That time can be lowered a bit by attempting to plow through the game without stopping to look around, but a great number of optional missions that usually ask for thorough navigation of the dungeons also exist to contribute still more content.

Redux adds a number of options to the mix, starting with the ability to choose a difficulty upon beginning the game. Casual challenge is not a cakewalk but does make things more manageable. The major addition to Redux is a new character’s appearance in the second dungeon which opens the Womb of Grief, a completely new area which itself takes at least twenty hours to explore. Going through the Womb of Grief is optional but yields extremely helpful abilities that can tailor random encounter rates to the player’s liking and make dungeon navigation much easier. Among the very helpful things to be gained in the Womb of Grief is a function that shows where a teleporter will take the party, something that otherwise is dependent entirely upon memory. Unless one waits until near the end of the game, it is impossible to explore the Womb of Grief in one trek, since its lower portions can only be unlocked once various abilities to open multiple types of sealed areas in the main storyline are achieved. Each new floor represents a completely different undertaking and exploring the place is a worthwhile endeavor. Going through it also broadens the game’s conclusion options.

smt strange journey alice

Want to make your life easier? Get these and turn them on.

Inventory arrangement is not one of this game’s strong suits due to the sheer amount of time it can take. Each specific item has an individual maximum amount that can be in the player’s possession, which at least eliminates the need to constantly return to home base in order to dump surplus supplies. Most new creations of the home base crew available for purchase require very distinct components that enemies and environments won’t consistently produce, and this can lead to many occasions where a tempting thing is inaccessible until the player tediously acquires its constituent ingredients. Just sifting through the huge mass of acquired materials in order to sell what is unnecessary also takes a very long time when several hundred possibilities are present. In most other ways the interface is functional, but this tediousness is difficult to overlook.

Strange Journey Redux betrays its DS origins through the visuals that mostly date from its original iteration, though the result is not so much unpleasant as unremarkable. Dungeon layouts make the various areas distinct from each other but also have these places look pretty much the same within each location. An impressive variety of demon images will be found within, but they don’t move much and numerous designs will have been seen before in other Megami Tensei titles. First-person dungeon exploration rarely attracts much attention through its astounding good looks, and Strange Journey Redux does not break this trend. There are a few cinematic sequences which look nice but take up a very small portion of the time spent playing.

Redux adds voiced dialogue to all the plot developments, something that can help give a little more character to the personalities. Its Japanese cast is workmanlike throughout but does not achieve such a stellar quality of performance as to entice all players to listen, especially when numerous demons have short vocal clips that will be heard many times during the proceedings. The music has some good compositions but really needed more variety, especially in its dungeon themes. Too many areas use male choral effects that sound similar, and later areas get reused compositions from earlier. Certain tracks are indeed very pleasant to the ear, particularly those heard when confronting bosses, but they aren’t heard often enough.

I enjoyed my time with Strange Journey Redux , and the many things its dungeons offered will stick with me. Its narrative is also interesting and should be applauded for what it attempts, even if the story’s reach is not quite what it can attain. I was also ready to be done by the time the credits rolled and uninterested in starting the whole thing again to see another ending or reach the heretofore-forbidden areas, which keeps Redux from being among the crowning achievements in my RPG experience. It was a worthwhile title to encounter though, and should at least be tried by anyone curious.

smt strange journey alice

Redux content is nice

Interesting and alluring setting

Plenty of things to do

Time-consuming inventory management

Dungeon themes don't vary much

Tags: 3DS Atlus Shin Megami Tensei Strange Journey Redux

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StrawberryEggs

I’m not sure when I’ll be playing this, seeing as I hadn’t even gotten around to getting the other endings in the original DS release. Still, I think I will enjoy taking this strange journey again.

plattym3

Thanks for this, Mike. After 150ish hours of Backtrack listened to in 2018, hear your voice reading this in my head (is that weird?). Looks like a pretty decent time sink ahead for me once I clear a few others from the backlog!

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Alex (Shin Megami Tensei: Strange Journey Redux)

  • Edit source
  • View history
  • 1 Appearances
  • 3 Personality
  • 4.1 Shin Megami Tensei: Strange Journey Redux
  • 6.1 Womb of Grief
  • 6.2 Sector Horologium

Appearances [ ]

  • Shin Megami Tensei: Strange Journey Redux : Major Character, Recurring Boss, Final Boss (Old Neutral, Old Law)

Alex has long black hair with bangs and silver eyes. She wears over-the-ear headphones, a red coat, and a black jump suit. She's shown to be wielding a gun. Her crimson attire symbolizes her demonic heritage, being Louisa Ferre 's daughter.

Depending on how far the protagonist has traversed the Womb of Grief and his choice in the last encounter with Alex near the end of the original Law/Neutral/Chaos routes, Alex also develops a gold or blue aura around her body, the former of which also turns her eyes red, signifying her demonic heritage and cries bloody tears.

Personality [ ]

When first introduced, Alex comes off as highly intimidating, as well as fearsome. Despite her human form, Jimenez and Zelenin are terrified of her and consider her a monster. She is dedicated to her self-imposed task to eliminating the protagonist and his allies, even though doing so will result in her existence being erased due to the creation of an alternate future. She is relentless, pursuing them from Carina and even hunting the protagonist down in the Third Sphere of the Womb of Grief.

That being said, Alex isn't completely heartless; most of her desire to kill the three characters comes from what she knows about them in her time. Thus, when she gets to know them more in some way, she becomes confused, such as when Bugaboo protected Jimenez from her when he was infected by the Delphinus Parasite  or when the protagonist protected her from Zeus . When she has time to interact with them properly and understand them better, she offers a different means to create a new world for them. She also comes off more approachable, thanking the protagonist for saving her.

Alex's driving force behind her decision to change the future isn't solely based on saving the world from a doomed future. Due to the nature of the world she originates from, regardless of alignment, she is left alone and abandoned. Thus, her desire is a selfish reason: To avoid being alone.

Profile [ ]

Shin megami tensei: strange journey redux [ ].

Alex is after Jimenez , Zelenin and the protagonist's life and is involved with the game's new ending route. representing an alternative Law/Neutral/Chaos Routes. She is the human daughter of Louissa Ferre , who traveled back in time from the future to prevent the three possible endings from the original game from happening, as each one results in an apocalyptic world regardless.

Depending on the player's alignment, her backstory changes accordingly:

  • In a world of Law, humanity was divided into two groups: those brainwashed by Zelenin's song and those who were not. Alex was born into the latter group, which at some point in time had been massacred for simply not being affected by the song.
  • In a world of Chaos, Alex was born into a world of survival. Anyone she met, she killed in order to stay alive. By the time she had decided to return to the past and enter Schwarzwelt to kill the protagonist, Jimenez and Zelenin, the only beings left in that world were herself and the demons who inhabited it.
  • In a world of Neutrality, Alex was born into a world where humanity had grown complacent. As such, when another iteration of the Schwarzwelt was created, they were unable to stop its advance.

Alex is first met shortly after the Schwarzwelt Investigation Team arrives in Sector Bootes . She appears before the protagonist after he has finished launching the probes, attacking him on sight. After George identifies him, Alex proceeds to defeat his demons and mortally wound him with little effort. She then leaves, going after Jimenez and Zelenin next. Unbeknown to her, the protagonist's life is saved by Demeter , who brings them to the Womb of Grief. Jimenez mentions that he encountered her and barely survived, having managed to escape.

Alex appears again in Sector Carina , stopping the protagonist as he pursues Horkos . She is bewildered, demanding to know how he could have survived before attacking him again, though is once again unsuccessful as he escapes into the Carina's Sanctum.

During the protagonist's exploration into the Womb of Grief, he encounters her, but is not found thanks to Demeter's magic.

While in Sector Delphinus , Zelenin will mention that she encountered Alex, but was saved thanks to Mastema 's intervention. Jimenez also vaguely recalls her, but cannot remember the details aside from Bugaboo protecting him.

In the Womb of Grief, when Demeter and the protagonist stumble upon her again, she is found looking at a holographic image of a blonde woman holding a baby. George interrupts her moment, asking why she allowed Jimenez to live when she had the opportunity to kill him. Alex says she was merely caught off guard by his strange demon , assuring him she can finish the mission before remarking that she learned nothing from her conversation with Zelenin. She then takes her leave.

In the Third Sphere, the protagonist encounters her several times as she attempts to kill him before finally confronting him after she has slain Amon . The protagonist injures her, forcing Alex to retreat due to damage suffered from the fight with Amon. However, she has also made off with the Third Fruit which the protagonist was supposed to collect.

In the Fourth Sphere, after the protagonist defeats Forneus , Alex and George encounter the protagonist. Learning from their previous fight, Alex ambushes the protagonist without giving him a chance to rest, and he is forced to deplete all her health this time.

In the Fifth Sphere, the protagonist encounters her asleep. George responds to his presence, and hurries the protagonist along without rousing her. Later on in the same Sphere, Alex is found fighting Zeus , but is quickly overwhelmed and thrown back. The protagonist is forced to intervene, taking on Zeus himself.

She reappears in the Sixth Sphere, thanking the protagonist for saving her before she promises to explain everything once he has made his decision. She leaves Maria to him, and this marks a significant change in how her final events play out at the depths of Sector Horologium .

If the player didn't defeat Maria before approaching Mem Aleph for the second time in Sector Horologium, Alex appears one last time, outside Mem Aleph's chamber, determined to defeat the protagonist so she can change the future. She fights alone, though with increased stats and stronger moves than her previous fights in the Womb of Grief.

If the player did defeat Maria at this point, Alex shows up in the depths of Sector Horologium - either just after Mem Aleph's defeat on the Law and Neutral routes, or immediately before the protagonist returns to Mem Aleph on the Chaos route. Rather than fight him right away, the she tries to convince the protagonist to work with her to change the future. Agreeing with Alex will lock the protagonist in a "New" route which will result in significantly less extreme Law and Chaos endings or a Neutral ending that allows a steady solution against the Schwarzwelt.

If he disagrees with her in any of the situations below, however, she will proceed to use the Fruit to unlock her demonic heritage in full, summon Shaytan and Amon to her side, and fight the player with her newfound party of demons. If this is the Law/Neutral routes, Alex will be the Final Boss, but during the the Chaos route, Pillar Zelenin still has to be fought after her. The classic Law/Chaos/Neutral endings then follow, and the protagonist might fuse Shaytan and Amon on their next playthrough.

  • If the protagonist is Chaos aligned, Alex questions Jimenez saving Bugaboo when it conflicted with his ideals. Should the protagonist agree with Alex, a new future is created and Alex disappears, having accomplished her mission before giving Jimenez her ring and the protagonist the Third Fruit.
  • If the protagonist is Law aligned, Alex questions Zelenin. Should the protagonist agree with Alex, Alex convinces Zelenin to create her own version of order by removing hostility with her hymn. As Zelenin declares that she accepts it and vows to create her own version of order, a new future is created and Alex disappears, having accomplished her mission before giving Zelenin her ring and the protagonist the Third Fruit.
  • If the protagonist is Neutral aligned, Alex begs the protagonist to help her change her future. If the protagonist agrees to help her, George and Arthur formulate a plan to destroy the Schwarzwelt. After allowing the protagonist to keep her ring and giving him the Third Fruit, Alex's future changes and she disappears, at ease knowing that the protagonist will protect the future.

Strategy [ ]

Alex possesses a highly varied skill set, and can attack with Phys, Gun, Fire, Ice, Elec, and Wind skills. When facing her, it's vital that the player's team has a well-rounded defense, though her group-hitting attacks tend to be gun-based. Her signature skills make use of her high Agility. Dodging Counter lets her counterattack whenever an attack misses her, and Evade Physical and Evade Magic gives her guaranteed evasion against phys/gun and fire/ice/elec/wind attacks respectively. When those skills are used, they linger for an additional turn, so use this opportunity to either attack with skills that she's not countering, or go on the defensive and heal/buff/debuff. You can also deploy a Tetrakarn, deliberately trigger Dodging Counter, and feed her her own lead.

Be aware of excessively buffing and/or debuffing, as she can use Silent Stones, Dekaja Stones, and Dekunda Stones to erase them. She'll also use Smokescreen to lower your teams' Agility to increase her chances of Dodging Counter, so be prepared to correct it with Dekunda.

When she's fought in the Third Sphere, you only need to lower her to half health before the battle ends. Exploit her weakness to Elec to speed up the battle, and carefully play around her Evade skills to avoid unnecessary damage.

In the Fourth Sphere, she engages the player right after they defeat Forneus but before they have a chance to heal, and the player has to deplete all her HP to proceed. At half health, Alex brings a new trick to the table in this fight: A12 Incendiary. It sets up a field effect for 3 turns that deals fire damage to all combatants at the end of the turn, including Alex herself, though the damage she takes is negligible due to her fire resistance. The same strategy for the previous fight will suffice, though your team's higher levels will make her less of a threat.

When challenging her in Sector Horologium, the fight the player is given depends on whether or not they've completed the Womb of Grief by defeating Maria there. If Maria's not defeated, Alex is fought alone, with increased stats and stronger skills. The most deadly of her skills is easily Raging Blasts, which doles out 12 random hits of Gun damage - if 4 or more strike a non-resistant target they can easily die on the spot. Her elemental shots are switched to Barrages too, doing 8 random hits of their respective element. Bring Gun resistance and the fight should not be too different from the earlier fights.

If Maria has been defeated and the player declines the new endings, Alex summons Amon and Shaytan to fight alongside her. This time, her skill set is greatly diminished, but her one skill - Claimh Solais - is a physical attack that pierces resistance and is guaranteed to hit fairly hard while her demons support with buffs and debuffs. Dispatch her demons - particularly Shaytan who can heal her with Diarahan and apply Luster Soul, the equivalent of four Luster Candies at once - and Alex alone should not be a threat. Completing this fight will unlock Amon and Shaytan for fusion on the next playthrough, and add Amon to the boss rush machine in the Womb of Grief.

Womb of Grief [ ]

Sector horologium [ ].

  • Empowered Alex

She is fought in this form if you don't defeat Maria before reaching Mem Aleph the second time.

If the player has defeated Maria but turns down the new endings, she is fought with Amon and Shaytan .

Gallery [ ]

Alex as she appears in game

  • The nature of Alex's parentage is deliberately left unexplained, but implied in the story (once during an animated cutscene in the Womb of Grief and another in the New Neutral Ending), with only the hologram of herself and her mother alluding to Louisa Ferre . The datamined cutscene files for the Japanese version directly state it with the name LOUIS_CHILD.
  • The way she easily submits Amon but is at Zeus's mercy suits her elemental affinities, as Alex resists Amon's fire but is weak to Zeus's thunder.
  • Shin Megami Tensei
  • 1 Persona 5: The Phantom X
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Atlus West

The Devs of Shin Megami Tensei: Strange Journey Redux Answer Your Questions

Shin Megami Tensei fans around the world are tuning up their Demonicas for their expedition to Antarctica when Shin Megami Tensei: Strange Journey Redux launches on May 15*! This won’t be an easy mission (what kind of SMT game would it be if it was easy?), so we’ve enlisted the help of Strange Journey Redux ’s elite core development team, including Director Eiji Ishida, World Setting Investigator / Level Designer, Tatsuya Watanabe, and Alex’s Character Designer / New Demon Designer, Masayuki Doi. Together, they took some time to answer some of our fans’ questions on the series, the results of which can be read below. Learn about what drove the team’s inspiration behind SMT games’ stories, get insight towards the creative process for character and demon designs, design priorities for Redux as a remaster, and more!

About Strange Journey Redux :

Q: Strange Journey’s setting stands out among fantasy JRPGs and even other SMT games. Why go for a military setting in the Antarctic?

Eiji Ishida : I decided to make Antarctica the stage for this game to pay respects to the vaunted tradition in science-fiction disaster films where the majority of the “unprecedented danger” starts in Antarctica.

I am partly joking about this, but one of the reasons was that I didn’t want the cause of the Schwarzwelt appearing to be tied to any specific country or people, so I decided to have it show up in Antarctica. I wanted the location to symbolize a place where the negative karma of all humanity would gather, and I wanted to start the story from a place that didn’t belong to anyone.

As far as the military setting, everyone does have armaments, but strictly speaking those investigating the Schwarzwelt aren’t armed forces. The task force that the protagonist belongs to and the commander of the ship are all soldiers, but within the investigation team there are countless specialists in scientific and technological fields from all over the world.

I think that having people from across the globe work together as one against an unprecedented danger is a setting that really raises morale.

Q: What made you have a game where the main characters are adults in their 30s instead of the usual “teenagers save the world” trope that SMT goes for?

Eiji Ishida : I didn’t consider this too much while we were thinking about the setting.

When talking to Kazuma Kaneko, the creator of the original version, we naturally ended with those types of characters as we talked about the main points of the story and the setting. This storyline surrounding the investigation team descending into internal conflict amid a desperate struggle for survival was written as a representation of the whole of humanity, and it was decided upon at the very early stages of the discussion. I believe we determined that to write this from the viewpoint of a younger boy or girl would lose some of the reality.

But then again, there are masterpieces out there like the film “Lord of the Flies,” so I think that a young boy or girl being the main character for this topic could have been just as entertaining.

Q: What difficulties did you face when adding new story concepts to this latest version?

Eiji Ishida: We’ve added a story that leads to three new endings in this game. It’s extremely difficult to try and explain this without spoilers, but this new story branches off from the original game’s story. Because of this, it was extremely hard trying to keep everything consistent.

Since the story already has multiple plotlines tangled together like a bowl of spaghetti, my brain was constantly overheating from the detail overload. However, we were able to work in surprising turns of events that can only be done in sci-fi works, so I am very satisfied with the end product of this added story.

Q: When developing this title, how did you decide on what new content to include? How much new content were you able to put in before your team decided any additional content should be saved for a new game? Or rather, was there any content that you felt didn’t fit the theme of Strange Journey, so you cut it?

Eiji Ishida: There are two main points regarding the addition of new content: First is to add even more enjoyment and challenge for those users that have played and cleared the previous game. This includes the additional story and dungeon, and of course additional demons. Second is to add all sorts of ease of play for the users that are considering buying the game. This also involves adding graphics that make the game’s world look even more attractive.

We also added things like multiple difficulty settings and character busts and voices to increase the level of expression within the event scenes. The event scenes evolved into a more dramatic look, and we believe we increased the emotional attachment to the story greatly. Furthermore, we created cutscenes that should convey the world of SJR even more clearly. It is like a preview to a movie, and there should be no problem drawing people in to the game’s world, so please give it a look!

There really weren’t any specific ideas that were cut because they didn’t match the theme, but early in the development for the remake we were thinking of adding new rules to the demon fusion. However, the addition of these rules would have mischievously made the game more complex, so we did not add them. If we get the chance, we would like to implement those ideas in another game.

Q: What inspired the new character, Alex?

Eiji Ishida: Alex’s creation was due to us wanting to add a character that would symbolize the new scenario. She persistently pursues you, the protagonist, to try and kill you, but the reason why she chases after you will come to light in the added scenario. I’ll refrain from saying anything further so that I don’t take away the fun of playing this game. Still, when the reason for her actions is learned, the player will be forced to make a heavy and difficult choice.

Q: Strange Journey was a great installment with an original story with an excellent sci-fi setting. Will you guys ever make a future title with the same sort of atmosphere? Maybe a story that takes place in space?

Eiji Ishida: If able, I would like to make a sequel to this game, but I currently don’t know if that can be made a reality. There is dialogue in the game suggesting the angel Mastema may have originated from somewhere beyond this Earth, so it wouldn’t be so strange if the stage was set in space as well!

Q: What was the coolest scrapped idea you guys had for SJR?

Eiji Ishida: Talking about scrapped ideas is a bittersweet thing that evokes a feeling of defeat, but it also doesn’t feel fair to only talk answer questions that are appropriate for promoting the game, so I’m going to be resolute here and come clean…

In this game we were planning on adding an additional element from the second run of the game, an in-game app called “New Megami Tensei”. It began as a joke that was implemented in the original version, and nothing would happen if you launched the app, but this time instead of a joke we were thinking of actually having the in-game app (a mini game) launch within the game.

The plan was when you launched this app it would start up a combat simulator, and the idea was that you would be able to continuously play a roguelike procedurally generated dungeon, but the actual costs were too great, and it couldn’t be implemented. I do regret that we weren’t able to implement it, but if I had forcefully had this implemented then we wouldn’t have been able to invest as much time into increasing the quality of the vital main story of the game, so I do think it was the right decision in the end. (And it was thanks to our prudent staff that I was finally convinced to give up on implementing it.)

Q: What were you looking forward to most when revisiting Strange Journey for this remake?

Eiji Ishida: For the original version, hearing the various comments through social media was a source of encouragement. (Of course, the opposite was true too, but that can’t be helped). I do look forward to hearing such direct impressions for this time as well.

Coming from the development side, I looked forward to how well the more expressive event scenes turned out.

Q: How did you guys come up with the idea for Strange Journey?

Eiji Ishida: To borrow the words from the original version’s creator Kaneko, “Wouldn’t it be good to have a Megami Tensei that you could fill the space of the small gaps of time you had, like Tetris or Minesweeper does?” That was the start of the idea. Which means that at the start of development we tried to make something where you could keep enjoying dungeon exploration and demon fusing with not much story. You might find it surprising, but this is true. We were thinking of creating something with a different idea as a spin-off title.

We ended up creating a story-rich game that was the opposite of the initial idea, but the concepts and spirit that were presented initially have been woven firmly into the game, and I believe it is a game that you can easily play with a short amount of time on hand. And this concept has not only been passed down to this remake version but strengthened even further.

Also, regarding the story portion, it goes without saying that it has taken influence from science-fiction disaster horror movies such as “The Thing”. When developing the original version, the reboot of “Battlestar Galactica” (the pilot version) was airing in Japan, so this was often a topic of conversation, and I believe there were considerable influences from this work as well. Both works do depict survival within the harshest environment.

 Regarding the Difficulty for Newcomers:

Q: Shin Megami Tensei games are challenging. What do you recommend for those of us transitioning from the Persona series?

Eiji Ishida: For the remake, we have added several difficulty settings. The difficulty you play on will have no impact on the ending, so feel free to choose the level that is most comfortable for you.

I will also add that it is possible to change the difficulty at any time while you’re playing the game (except for the hardest difficulty, in which case you can’t). If you feel like the game is too hard, try changing to a lower difficulty, and it should become more manageable.

DLCs, both free and paid, that provide players with additional support will be available at launch as well, so please check them out.

We’ve also made it so that you can now save and suspend your game from within dungeons. Even if you die in battle, you won’t have to start over from a save station like in the original game. Now you will have the option to restart near the last place you saved within the dungeon. As long as you save somewhat frequently, you won’t feel like you’re losing a significant amount of progress… I hope!

Q: I’m a huge fan of the Persona series. One of the big reasons for that is how interacting with certain characters can affect gameplay. Is there a similar system in this game?

Eiji Ishida: I would like to say yes, but unfortunately, there isn’t a system centered around deepening your relationships with other characters.

Strange Journey is a story about a clash of ideologies, so there is some level of trust that is formed between you and your allies, and you get that feeling of being part of a team, but it’s not quite the same as what you get in Persona.

That said, the story isn’t all killing and nothing else; we mixed some lighthearted humor in as well. Your fellow soldiers can sometimes give requests that are different from the usual serious side quests you get as you play through the story. These often come with a light comedic touch, and can range anywhere from confronting a demon that has taken over the bathroom, to assisting a man who has fallen in love with a demon.

Q: Will it be fun for newcomers to the Shin Megami Tensei series? This will possibly be my first one.

Eiji Ishida: Thank you for taking interest in this game. This one is more like a spin-off from the Shin Megami Tensei’s numbered series and requires no prior knowledge to play. This game is rather challenging even within the Shin Megami Tensei series, but in this remake, we’ve added an option that allows you to adjust the game’s difficulty to your liking. We hope that you enjoy it!

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Personal Opinions:

Q: Since religious imagery and symbolism play a huge part of your games, do you have a favorite myth, lore, or culture/religion that’s not your own that you find particularly fascinating or inspiring?

Eiji Ishida: I think the impact that religion has on someone will differ from person to person, but what personally interests me the most is what form some of these religions initially started in. Naturally there are religious figures who are considered deities in a more traditional sense, but I like the kinds of beings that humanity created to answer a need, like the yōkai that are born from Japanese folklore.

I also like the idea of godlike beings born from a shift in values as the times change, like “Media” from “American Gods” by Neil Gaiman, because those gods are strange, yet believable.

Q: Would you like to make another military-themed Shin Megami Tensei game?

Eiji Ishida: Yes, if it’s possible, I’d like to create a continuation of this game, but lately I’ve been wanting to try creating a story with a setting that is more like a slice of life. Perhaps something like a secret academy where demon tamer students gather would be interesting.

Q: Which alignment do the devs choose when getting to play the games after finishing development?

Eiji Ishida: While the game was in development, I had to play it over and over and over and over… and over even more, so honestly, I don’t want to touch this game for at least a couple of years. Personally, I like the Neutral Route, so I think I’d choose that route if I were to play. But then again, if I play it based on how I honestly feel, I’d probably end up in the Chaos Route without me even noticing it… (lol).

About SMT Lore, its History, and Future:

Q: What is the criteria that the developers use to select demons to put in the compendium? The diversity of the deities and demons present in the games are one of the best SMT characteristics that make the games unique.

Tatsuya Watanabe: Our criteria for the demons we select is based on the theme of the game and its story. There are no relative merits when it comes to how popular or unknown the demons are.

Personally though, I’d like to select an obscure deity that can’t be found online as one of the main pillars of a newly introduced demon. If I do a web search on that deity after the game’s release and see a Shin Megami Tensei-related page in the results, that will definitely put a smile on my face.

Q: What is the timeline of all Shin Megami Tensei games? Do the events of all the Shin Megami Tensei games occur in the same universe or dimension?

Eiji Ishida: This game takes place in a world and timeline that is different from the other entries in the Shin Megami Tensei series. The Demonica Suit does appear in Shin Megami Tensei IV too, but there are no timeline connections between them. Had they been connected, perhaps we could’ve included some interesting crossovers, but there is no need to have any knowledge of the other games to play this one.

Q: Are there plans for a default female main character, or at least the option of a female MC for future titles?

Eiji Ishida: This would depend on each game’s director, but if I ever am given the chance to make another Shin Megami Tensei game, I’d like to consider such options. By the way, though it was never released in the US, “Shin Megami Tensei If…” for the Super Famicom [SNES] allowed you to choose the gender of the protagonist.

Q: Any plans expand the moral options to the game beside the classic chaos/neutral/law? Perhaps it could include something like we have seen in the Witcher, Mass Effect or Fallout New Vegas, to name a few.

Eiji Ishida: This would also depend on each game’s director, but if I ever am given the chance to make another Shin Megami Tensei game, I think I would like to expand on that aspect. However, I am also interested in working on a project with a storyline that does not branch off. I would like to write a story similar to “The Last of Us,” which follows the very personal journey of one man. I have been particularly interested in these types of works lately.

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About the Process & Development:

Q: What is the team’s writing and planning process like? How do you choose which demons might take a bigger role in the narrative of a single entry in the games?

Eiji Ishida: Since video games are an interactive form of entertainment, we think that what’s most important is what we call an “experience-based theme” where we consider what we want the player to experience through the game. For Strange Journey, a game system and story with theme of “exploration” was taken into consideration. By doing this, the game system and story can unfold in the same direction, allowing for a level of cohesiveness between the two. The player is taking part in is an investigation party with exploration as their goal, so the game system became one where you expand and improve your abilities to further this exploration.

As for the selection of demons important in the story, we consult staff members that excel at thinking through such things and other members that design such demons. For Strange Journey, the final enemy is XXXXX (spoilers!), so we concentrated on choosing XXXXX-like deities for the demons that take on important roles. When we choose demons based on the prerequisites of the story, we are able to select demons that are persuasive and match the story’s world setting, but as a result, this does limit our selection process and decreases their variations. That is the difficult part of trying to make this work.

Q: How do you research your information for demon designs what sources do you look at to find stories from mythology from around the world and how do you incorporate that into the final design?

Masayuki Doi: It all begins with going through the materials such as books, mythology-related websites, and other resources put together by the person in charge of the story setting. And based on those materials, I sketch out details that could be used in designing the demons and characters, and then I discuss which is the best design amongst the team. Whether their designs remain faithful to the original mythologies or certain aspects are exaggerated is decided through this process.

Q: What inspires you guys to keep writing the stories you create? And how do you come up with settings and area designs?

Eiji Ishida: I’ve only directed Strange Journey in the Shin Megami Tensei series, but I think that the story depicted in the SMT series isn’t as simple as a showdown between demon invaders and innocent humans. I believe that the series has continuously depicted the clashes between complex ideologies and the cooperation that forms between people. With that in mind, occurrences that can easily be used as themes in such stories constantly take place in the real world we live in, for better or for worse. I believe that there are many instances where we gain inspiration from such human actions.

As for the area design question, the first half of Strange Journey’s dungeons were designed as spaces that are the materialization of the negative karma that mankind has cast upon the Earth, such as environmental destruction. They can also be taken as direct messages from the Earth of how mankind must reflect on the actions they have taken.

Q: How do you come up with these unique character designs in each game?

Masayuki Doi: This process isn’t too different from how I design demons, but I think about what parts of the character to emphasize through the materials put together by the person in charge of the story setting. For example, in regard to Alex, her role in the story is contrastive to the Red Sprite’s crew, so while I was designing her I was mindful to give her a different equipment set and silhouette than the Red Sprite’s crew. As a result, I believe that her final design is a contrast to the others and is uniquely different from them.

Q: At any point, were there plans to have a Shin Megami Tensei game take place completely in the Western world (with the exception of SJR) or worldwide?

Eiji Ishida: I cannot answer concerning what we have lined up for the future, but as I answered earlier, I do daydream about different possibilities. Some of those include having one take place in space, or making one take place in Hell and the protagonist is a low-class demon who strives to become the commander of Hell’s army. Either way, these may be fun ideas to pursue.

Q: Does fan input from surveys contribute to any of the recent projects and/or ideas?

Eiji Ishida: For this remake, we took a lot of player feedback into account. It might be difficult to see if you compare the original and the remake side by side, but quite a number of improvements have been made based on the players’ opinions, which should create a more enjoyable gameplay experience.

Q: How have modern games, developed by ATLUS or otherwise, influenced the direction of the Shin Megami Tensei series, which is over 20 years old at this point?

Eiji Ishida: Strange Journey is the only title I was involved in as a director, so I cannot say anything to summarize it all, but I think that there are constant outside influences. It’s hard to answer in detail what kind of influences because there are too many of them, but since we keep making games where the player must clash with others who have different beliefs, I’ve been influenced by games that depict such conflicts (and alliances). Still, this influence isn’t just from video games. I think that I’m influenced by movies, novels, and even real-life incidents.

I can’t say in detail since I haven’t played this game yet, but how Far Cry 5 attempts to integrate social backgrounds that are very difficult to handle into the game world is impressive to me, as a creator myself, and I commend their bravery on tackling such themes.

We’d like to once again thank all our amazing fans for sending in such great questions for the Strange Journey Redux development team. The team is rooting for your success in this mission, and we hope you’ve enjoyed learning more about how mythology and the modern world have been carefully intertwined in designing Strange Journey ’s setting, as well as the interesting challenges and opportunities associated with remastering the game with all new characters, demons, and multiple endings. Our team has offered all the help they can, and now, humanity’s survival rests in your hands. Prepare for the journey of a lifetime when Shin Megami Tensei: Strange Journey Redux launches on the Nintendo 3DS™ on May 15 in the Americas and May 18 in Europe! To pre-order your copy today, visit atlus.com/strangejourney

* Strange Journey Redux launches on May 18 in Europe.

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SMT Strange Journey Redux: How to Fuse Demons

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How to Fuse Demons in SMT: Strange Journey Redux

If you want to get stronger in Shin Megami Tensei: Strange Journey Redux, you’re going to have to start looking into demon fusion at some point. This is how you create strong demons with the skills you want, and fusing regularly will reward you with powerful demons to face the tougher challenges ahead.

Basic fusion is unlocked soon after you start exploring the first dungeon, Antlia. All you have to do is open the main menu with the Y button, and select the Fusion option. The basic style simply requires you to choose two demons for fusion, and the game will tell you what kind of demon you’ll get from the process. After choosing your demons, you can also use a Demon Source to increase their repertoire of skills. Demon Sources can be obtained after you reach the maximum analysis rank with any demon, though be warned that you can only carry one at a time. These are crucial to strengthening your demons and making them more powerful than the ones you can get through recruiting.

Later on, you’ll also unlock special fusion, which allows you to create more unique demons that will require three or more demons for the process. You can even craft boss demons through this process. Every now and then, you might encounter a fusion accident, which will result in you getting a demon you never intended to create. These things don’t happen very often, but we definitely recommend saving your game right before you create your perfect party member.

Be sure to search for Twinfinite for more information on Shin Megami Tense: Strange Journey Redux.

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http://tvtropes.org/pmwiki/pmwiki.php/Characters/ShinMegamiTenseiFiendRace

Characters / Shin Megami Tensei Fiend Race

Edit locked.

The Fiends are a recurring race of demons associated with despair, fear, and death itself. If a character is a Fiend in a game, they're probably going to be one of the strongest demons around. More often than not, they have a Skull for a Head , though exceptions may apply. The roster has shuffled numerous times between games, but they are generally divided into two groups: the ones from the Book of Revelation and those from other sources.

Click here to go back to the character index.

Tropes pertaining to the Fiends in general:

  • Are You Sure You Want to Do That? : In Shin Megami Tensei I and IV , if you trigger the RNG flag to fight one of them, you are asked, twice, if you want to "stay here". Saying yes both times triggers the battle.
  • Came Back Strong : In Apocalypse , after completing the entire Twisted Tokyo dungeon including the DLC area, Twisted Tokyo will be reset and the Fiends will increase in level and power. You can do this again and again, until they hit the triple-digit level cap with insane stats that make the Final Boss look like a harmless piece of cardboard in comparison. Running a New Game Plus will not reset this.
  • The Death of Death : All of the Fiends are incarnations of death in many forms, but with a lot of effort and a lot of luck , all of them with the exception of Plasma can be slain and can be summoned as a personal demon.
  • Dem Bones : In addition to the Four Riders, several non-Rider Fiends are also skeletons.
  • For Doom the Bell Tolls : Their shared battle theme features an ominous bell as part of the instrumentation.
  • Random Event : In I and IV , encountering a good chunk of them requires entering specific areas, whereupon the game will quietly do a 1/256-chance dice roll to determine whether to give you the option to fight the Fiend of the area.
  • Superboss : They are frequently encountered as brutal optional bosses. Except in Nocturne , where some of them are mandatory fights, even on non-True Demon routes.
  • Time-Limit Boss : A downplayed example in IV Apocalypse : If you take more than 10 turns to defeat a specific Fiend, you'll be taken back to the entrance of Twisted Tokyo, but the boss will carry over any damage you dealt to them.

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Revelation Fiends

Pale rider, red rider, white rider and black rider.

https://static.tvtropes.org/pmwiki/pub/images/rsz_riders_of_the_apocalypse_3143.png

  • The Pale Rider is almost always the most powerful... except for the Persona games, where he's an early/mid-level Persona and weaker than any other Riders in the games.
  • Black Rider is weak compared to the other 1/256 Fiends in Shin Megami Tensei IV . Instead of having a devastating opening like the rest, he'll just open with five Wastrel Beams, which can be countered simply by going on a spending spree before hunting him. Beyond this, he cannot buff or debuff himself, only has a few attacks, and his Almighty move is Megidolaon, the weakest used by the Fiends.
  • Affably Evil : You can briefly chat with them in Shin Megami Tensei: Strange Journey . While it is pointless, as they will never contemplate the possibility of joining you through conversation, they prove to be rather entertaining and reveal a bit of their personalities. You can do the same in IV , though in an aversion of Talking Is a Free Action , this time, failing the Scout conversation (which will happen every time with them) will cost you all of your Press Turns.
  • Conservation of Ninjutsu : In IV , they can all be fought at the same time ...but not only are they individually weaker, but even all four of them together are far weaker than when they are fought separately. Justified, as they're part of a Hunter's Association sidequest; it would be absolutely unfair to expect someone merely going for full sidequest completion to take on four bosses each requiring extreme prep and endgame stats all at the same time at their full power.
  • Cool Horse : All four of 'em. White Rider's in particular stands out considering it's covered in eyes .
  • Dare to Be Badass : They are very enthusiastic if the Demi-fiend proclaims he will indeed, challenge them for their Menorahs. In Shin Megami Tensei: Strange Journey they also challenge you to prove them you are capable of altering Mankind's fate when talking to them.
  • Dem Bones : They either have a Skull for a Head or are animated skeletons. In Shin Megami Tensei at least, the Pale Rider had visible bodies and they were completely skeletal.
  • Disc-One Nuke : They stalk you in King Abaddon as early as Episode Three, however the first two riders have weaknesses you can exploit. Defeat them early enough and you can fuse them because they have no level restriction. They have a load of resistances and can be augmented with Mitama fusion.
  • Dual Boss : Or should we say, Quad Boss ; in Shin Megami Tensei IV , the "Errand for the Apocalypse" quest has you fighting all four Riders at once. Apparently, they're pansies in Infernal Tokyo, so they're FAR easier compared to the 1/256 versions you can find back in the main world.
  • Eyes Do Not Belong There : The White Rider's horse is covered in human eyes... except on its face.
  • Four Is Death : Quite possibly one of the oldest examples of this in the book. It helps that the fourth rider literally is Death.
  • The Grim Reaper : The Pale Rider. Possibly all four.
  • Hellish Horse : The White and Red Riders. And that only makes them look more badass. The White Rider's horse is covered in human eyes... except it has no eyes on its actual face. The Red Rider's is bright scarlet and pure blue eyes.
  • In Shin Megami Tensei I , Pale Rider appears as one of the three Fiends, being encountered on a specific square with a 1/256 chance of spawning. Defeating him gives another 1/256 chance to drop the ultimate weapon for the Law alignment.
  • They appear in Shin Megami Tensei IV , being encountered in very specific spots all over the world , and only have a 1/256 chance of spawning. They also appear in a challenge quest in Infernal Tokyo, where they are challenged as a group instead of individually.
  • In Raidou Kuzunoha vs. King Abaddon , they appear after a new moon when Raidou's luck is low. You can bribe them to avoid fighting, but they demand some high-end items in order to let you go. Several case files given by Lucifer involve a battle against them, where they take part in the battle as well at his request. The rewards are weapon ingredients that forge into the Longinus.
  • Optional Party Member : All are available for fusion. In Shin Megami Tensei III: Nocturne , you will require Deathstones, found in the Labyrinth of Amala, to create them. In Shin Megami Tensei: Strange Journey , you will need the Death Omen forma to create the Fiend Converter.
  • Our Angels Are Different : Neutral aligned demons that tend to show up in games working for Lucifer.
  • Sacred Bow and Arrows : The White Rider wields a bow and his signature ability is called God's Bow, which is a light-elemental attack that can potentially kill its target instantly. A very fitting ability for a figure who is often interpreted as being Christ Himself
  • Sealed Badass in a Can : The Four have been sealed in a Domain in Shin Megami Tensei IV by Belial, but can be met in the Domain before taking the quest and teleport whoever enters the room the four stay in back to the entrance. The fact that they won't challenge someone unless they take up the quest implies they are intentionally waiting there for someone to challenge them .
  • Sinister Scythe : As to be expected of the Pale Rider, who is the Grim Reaper himself.
  • Skull for a Head : They all are either skeletal beings or simply have a skull a head.
  • Took a Level in Badass : In Shin Megami Tensei IV , while their levels are arranged in the usual order of White-Red-Black-Pale, Red Rider is bizarrely given a higher status than any other 1/256 Fiend. He is in an area only accessible on Neutral, enters Almighty spam mode more frequently than the other six, his Almighty skill is the debuffing Antichthon, and awards 10 of each Incense upon defeat.
  • White Stallion : Either subverted or played straight, with the White Rider's horse.
  • Ye Olde Butcherede Englishe : Of the four, only Black Rider invokes the trope for some reason whilst the other three speak normally.

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  • Anti-Magic : Devil Survivor 2 : While searching for a way to cancel Benetnasch's ability to un-summon demons, the party finds an entry on Trumpeter in JP's, and discover that its melody has unusual properties and may be able to negate Benetnasch's un-summoning ability. And since All Theories Are True , it actually works.
  • Dare to Be Badass : Like the Four Horsemen he challenges the protagonist in Strange Journey to see if he can alter man's fate.
  • Did You Just Punch Out Cthulhu? : Fumi chooses to "convince" Trumpeter to work with them by bashing it with laptops repeatedly until it agrees (noting that human females are quite terrifying).
  • Escort Mission : During the battle with Benetnasch in Devil Survivor 2 , Trumpeter is summoned to block the demon revoking ability. However, the party notices that Trumpeter's waves will also prevent further summoning of demons, and thus they will have to keep their demons alive to be able to damage Benetnasch. Trumpeter also needs to stay alive during the entire battle, or all their effort will be for nothing. Thankfully, he has abilities that help him survive.
  • Humans Are Cthulhu : His apparent opinion after his introduction to Fumi in Devil Survivor 2 .
  • Me's a Crowd : You fight a horde of him in Apocalypse .
  • Mythology Gag : In Apocalypse , he can drop the Angel Trumpet on rematches. This was originally dropped by Pale Rider in I , before Trumpeter even existed in the series, but was likely given to Trumpeter for obvious reasons.
  • Trumpeter returns as a demon of the Fiend Race in Shin Megami Tensei: Strange Journey , however, he must be found first on Sector Horologium to engage and destroy him so he can be fused with the final Enemy Search.
  • He appears in Shin Megami Tensei IV as a very difficult and very rare encounter, with 1/256 odds that he will appear in the exact center of the crossroad in Kiccigiorgi Forest.
  • Our Angels Are Different : For starters he's always part of the Fiend race and is Neutral aligned, and has been seen as both a servant of Lucifer ( Nocturne ) and, more accurately to Revelation , a loyal servant of God ( Devil Survivor 2 ).
  • Paper Tiger : An odd variation in Devil Survivor 2 : he's powerful, he knows it, and he acts accordingly, responding to Daichi's and Io's nervous kowtowing by being a dismissive, high-and-mighty bully. When Fumi decides to whack him with laptops and show him zero respect , he has absolutely no idea how to respond and pretty much caves in on himself.
  • Signature Move : During the battle in Nocturne, Trumpeter introduces the Demi-fiend to his two distinct attacks: Holy Melody and Evil Melody; the former fully heals any character having the lowest HP to max while the latter instantly kills one character having the lowest HP regardless of their affinities. To stack up the odds against the party, Trumpeter will randomly kill one of the characters if all of them are in full health. Though the last ability belongs to Secret A.I. Moves , Holy Melody and Evil Melody can be learned by regular, fusable Trumpeter. Evil Melody returns, though Nerfed a little bit, in Apocalypse , and can once again be learned.
  • Skull for a Head : His head is a skull. His hands are also skeletal, but he has feathery wings.

https://static.tvtropes.org/pmwiki/pub/images/rsz_theharlot2.png

  • Butter Face : She has a normal body (befitting a literal whore), but she also has the normal Fiend Skull for a Head .
  • Death of a Thousand Cuts : Her basic attack is generally seven light attacks in one.
  • Defeat Means Friendship : Her IV version of this is notable in that it requires an out of the way quest in the Chaos Path and the defeat of the Riders, Trumpeter and Matador, one of whom (Red Rider) can only be found on the Neutral path.
  • Fan Disservice : Courtesy of her Butter Face . Definitely played up in her appearance in Nocturne, with the camera focusing on her legs and her attractive figure, right before flashing her skeletal face.
  • Shock and Awe : Learns Electric spells in most of her appearances.
  • Signature Move : She has Death Lust and Babylon Goblet (the latter replaces the former in Strange Journey and IV , but Apocalypse features both), which deal minor-to-moderate damage with a chance of ailments, and in Nocturne , Beast Roar, which does heavy Almighty damage and restores her MP.
  • In Shin Megami Tensei IV , Mother Harlot is one of the few Fiends not encountered with 1/256 odds. Instead, if Flynn completes the Prevent a Deal with an Overlord and Stop a Summoning quests on a New Game Plus Chaos run, he will be offered a quest to kill two demons to resurrect the goddess Ishtar. One of these demons is Mother Harlot. She may be fused upon defeat, though her fusion requires Trumpeter, who in turn requires the Riders, who require each other and Matador.
  • Excluding DLC, Mother Harlot is the last Fiend in Shin Megami Tensei IV: Apocalypse and is the game's strongest optional non-DLC boss, being found at the bottom of Twisted Tokyo.

Other Fiends

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  • Enlightened Antagonist : He's a demonic embodiment of Buddhist teachings, to the point his Signature Move is named after the Buddhist cycle of death and rebirth.
  • Light 'em Up : While he uses both Light and Dark, he favors Light.
  • One-Hit Kill : He has mastery over both Expel/Light and Death/Dark spells. In the Persona games, he would wield the ultimate Light spell: Samsara, his answer to Alice's Die for Me!
  • Daisoujou debuted in Shin Megami Tensei I as a 1/256 chance encounter in particular squares. Upon defeat, he has another 1/256 chance to drop the Reaper's Bell, one of the ultimate weapons of the game.
  • Daisoujou would return in Shin Megami Tensei III: Nocturne as the third Fiend and the first one not required to beat the game. Daisoujou guarded a Menorah with sturdy defenses and one hit kills in Ikebukuro.
  • Signature Move : He is generally identified with Meditation, an extremely buffed Energy Drain. In Apocalypse , the move returned in Daisoujou's absence and given to all of the Fiends. In the Persona games, it's Samsara, a buffed Mahamaon similar to Alice's Die For Me!.

https://static.tvtropes.org/pmwiki/pub/images/rsz_191_david.png

  • Arc Villain : For a sidequest in Strange Journey and IV .
  • Casting a Shadow : He is generally associated with Dark spells.
  • The Dead Can Dance : His shtick: the music of his violin can raise the dead...and guide the living TO death.
  • Dem Bones : Completely skeletal. Unlike many other fiends, his clothing doesn't hide this fact at all.
  • Optional Boss : David appears much like Daisoujou and the Pale Rider as a 1/256 encounter in certain areas. His ultimate weapon is the Stradivarius.
  • Trick Boss : On the other side. He's the real boss of the Dance of the Dead quest in IV .

https://static.tvtropes.org/pmwiki/pub/images/-Alice_7404.jpg

  • The Shin Megami Tensei Alice shares many physical similarities with the character, most notably the blue dress and the blond hair. Also, her signature move "Die For Me!" seems to draw inspiration from the book. Furthermore, her Shin Megami Tensei: IMAGINE attack, "Mad Tea Party", takes further inspiration from the book as it references the chapter in which the protagonist met the Mad Hatter and March Hare.
  • In Strange Journey , Alice desires to catch the Hare of Inaba in the Ex Mission "Catch That Rabbit". It involves falling down several holes.
  • Badass Adorable : At a glance, she's a sweet and adorable young girl. She also sports horrifically powerful dark powers.
  • But Thou Must! : When the Protagonist confronts Alice in Shin Megami Tensei I , she questions if the Protagonist would "die for her" and join the citizens of Roppongi. Should the Protagonist decline, he is forced to fight both Belial and Nebiros in separate battles. Alternatively, even should the Protagonist agree, he will not die, bemusing Alice and forcing them to fight both Belial and Nebiros.
  • Very much so. She was once just a normal human, you see. Now she spends her days befriending everyone who will take the time to chat with her for a while... before brutally having them killed by Wonderland's soldiers and her obscenely overpowered magic.
  • The Hare of Inaba explains it best in Strange Journey : the Fiend you keep on fighting throughout the games is very likely not even the real Alice, but rather, her memory, born of the magics that rendered the original insane and very likely killed her. This is what caused the rather twisted form of reincarnation, as mentioned above. And the worst part? The demons gave her that magic because they loved her. They wanted her to be forever young, forever happy.
  • Catchphrase : "Could you die for me, please?" which is the origin of her Signature Move "Die For Me!".
  • Composite Character : While the Lewis Carroll references are abundant, there's also a Scandinavian myth of a girl named Alice that died when she was young, became a spirit, and was driven insane from her extreme magical power. The myth was used to scare children into behaving, or else Alice would kill them at night so that she could be "friends" with them. Her actions in the first Shin Megami Tensei are an allusion to this myth, and her compendium entry in Strange Journey seem to suggest that she could be a reference to one or the other or even both.
  • Creepy Child : Her innocence, her powers and her sadism really don't mix well.
  • Creepy Doll : In Shin Megami Tensei II she's shown holding dolls resembling the Red Count and the Black Baron, two important characters from Shin Megami Tensei I .
  • Cute Ghost Girl : She would be mistaken for a sweet little girl if no one knew she was a ghost.
  • Dark Magical Girl : For all her cuteness, she's still a powerful Fiend and often ranks high in Lovers and Death Arcanas.
  • Disproportionate Retribution : In Shin Megami Tensei IV , if you refuse to let her learn a new skill or change an existing skill, she will ask you, "Will you die for me?" Even if she's trying to skill-change Die for Me! of all things.
  • Did We Just Have Tea with Cthulhu? : Alice had befriended Nebiros and Belial since she was an ordinary mortal girl.
  • Give Me Your Inventory Item : In Shin Megami Tensei I , she asks the protagonist to give her a Hiranya. In Raidou Kuzunoha vs. King Abaddon , she repeats the request.
  • Humanoid Abomination : She looks like, and unusually for this trope, acts like a little girl. Doesn't mean she is , though. Her Racial Skill in Devil Survivor 2 is even Unearthly Form .
  • I Just Want to Have Friends : Even if she has no idea of how to treat them.
  • Lack of Empathy : A very big part of her problem. She has no idea, being a completely innocent (if completely insane) undead, why others don't want to die.
  • Life Drain : In Shin Megami Tensei: Strange Journey , Energy Drain was one of her starter attacks. Then, in Devil Survivor 2 , she got Vitality Drain, which allows her to siphon HP from nearby enemies in a very wide area, allwing her to easily refill her tanks to immediately get back to pounding you. In Shin Megami Tensei IV , she gets Energy Drain again.
  • Little Miss Badass : You will die if you decide to get cocky with her.
  • Made of Explodium : Not her, but the undead she summons blow up rather painfully in Raidou Kuzunoha vs. King Abaddon .
  • Necromancer : In both Raidou games. She's also skilled enough to bring back Belial and Nebiros if you destroy them in her battle in Devil Survivor 2 .
  • Nightmare Fuel Station Attendant : She's cheerfully oblivious to the horrors she causes.
  • Night of the Living Mooks : In the Raidou Kuzunoha games, her battles have her continuously summoning undead monsters. And then you realize what happens to "her friends" ...
  • No-Sell : In both Strange Journey and IV , not only is she immune to Dark spells, she outright ignores any and all ailments except Bomb in SJ .
  • Obliviously Evil : She just wants friends. A pity she doesn't quite comprehend that she would have plenty more if she did not continuously kill and devour them.
  • One-Hit Kill : Her Signature Move Die for Me! inflicts the Dark-elemental variety with a very high chance of success.
  • In Shin Megami Tensei II , Alice can be fought should Aleph manage to find a distinct gold chest in the factory near Betelgeuse's lair. Upon reaching the Gold Chest, Alice appears and asks Aleph whether she can keep the treasure. Should Aleph answer no, Alice attacks Aleph. Defeating her awards players with one of the five strongest weapons of the game.
  • Alice appears as a secret demon in Raidou Kuzunoha vs. The Soulless Army . In order to summon her, Raidou Kuzunoha the XIV must first hear a rumor from the blond girl in the Shin-Sekai Soda Joint describing telephone booths around the capital. He then must check the public phone in Tsukudo-Cho near the shrine with a Belial in the party. Next, he must check the phone in Harumi-Cho with a Nebiros in the party. Finally, with both demons in party, Raidou must answer the phone in Ginza-Cho, which will call Alice up from Hell. If Raidou defeats her, he can then summon her by fusing Raja Naga and Jack Frost.
  • Alice appears as a Case File boss for the Chaos-Alignment exclusive "One Girl's Happiness" case in Raidou Kuzunoha vs. King Abaddon . First, Raidou must complete the two "My Wish" cases. Later, a request from " Uncle Red and Uncle Black " will appear in the Case Files section. They have lost Alice and come to Raidou for help finding her. Raidou must then speak to two girls by the Tamoten Shrine in Tsukudo-Cho. According to them, there's a rumor that a blue-eyed foreign girl lingers in the back stall of a bathroom in their school. The girl will ask a person if they will be her friend, and if somebody agrees then she will kill them. The girl who explains the rumor reveals that she said no and that the girl is still haunting her. Alice will then appear and pose the same question to Raidou. Regardless of the answer , a battle will initiate.
  • Alice can be summoned in Shin Megami Tensei: Strange Journey after the MC finishes the Ex-Mission "Catch that Rabbit" in Sector Fornax and after reaching Level 39 with the Fiend Converter. Originally, she posts the mission herself to ensure the capture of the "rabbit", upon which the MC pursues the rabbit across several holes until cornered. Once this happens, Alice, if allowed, will begin brutalizing the rabbit until stopped by the protagonist and confronted. Upon defeat, she will fade away.
  • In Devil Survivor 2 she is the ultimate boss who can only be fought during a New Game Plus and once all other bonus bosses have been defeated. She is also accompaned by Belial and Nebiros in the fight.
  • In Persona , at Deva Yuga, Avidya World, the Ruins and in Devil's Peak, Alice can be found as a Boss in Mook's Clothing . She's level 99, strong to everything and has 999 HP. You can't run, negotiate, or recruit her. Beating her nets you quite the sum of XP. and she can drop the item Pagan King, which enables the player to fuse Beelzebub, though she has an enconter rate of 1/256 making her a Metal Slime .
  • Original Generation : A HuMon who doesn't come from any existing mythology. While clearly a walking reference to Alice's Adventures in Wonderland , and in some games is implied to be a Scandanavian folklore spirit of the same name, those're the closest she's got in terms of representative mythologies.
  • Raised by Orcs : She was raised by demons.
  • Reality Warper : In the Raidou Kuzunoha vs. The Lone Marebito , Raidou's banished to Wonderland, her personal Domain. Within there, her imagination and powers are fully unhindered by reality and she can only be stopped via the intervention of the Count in Red and the Baron in Black.
  • Reincarnation : In Shin Megami Tensei: Strange Journey , the Hare of Inaba notes both he and Alice were nothing but memories doomed to forever wander, repeating the cycle of pain and death endlessly, until the Protagonist defeated Alice and allowed both the Hare and Alice to move on.
  • Sealed Evil in a Can : After the battle with her in Raidou Kuzunoha vs. King Abaddon , Belial and Nebiros will appear and trap Alice's soul in a Staff of Death. They then give Raidou the Staff of Death asking him to revive Alice through fusion.
  • Signature Move : "Die For Me!", the strongest Curse/Mudo-based skill (Almighty in Devil Survivor 2 ) in the Megaten series. She summons corrupt armies of undead Wonderland soldiers to skewer her enemies. Even worse, it's not quite as much a demand as it is a request , which means it is pure loneliness, not anger or spite, making her ask you to die...
  • The Sociopath : Exhibits traits of this. Unusually, she never actually tries to deceive you or manipulate you; she's just that innocent, naive and sadistic.
  • Undead Child : She has been that way for a very long time...
  • Unstable Powered Child : She still have the innocent mentality of a little girl, which is bad because she can't comprehend why people fear all the horrors she's capable of unleashing.
  • Yandere : If you value your life, have no compunctions about destroying her. The results of failing to do so have already been amply exposed . On the other hand, be ready to deal with Belial and Nebiros if you do. The results of failing to do so are even worse. Except in Devil Survivor 2 where they leave after her death, and in King Abaddon where they seal the weakened Alice in a staff and ask Raidou to revive her with it.
  • Duel Boss : Wishes for this in Devil Survivor 2 , to the point where he'll leave if allies are present.
  • Hypocritical Humor : He complains if the protagonist in Devil Survivor 2 has allies with him, but in the normal fight he summons demons and goes to flee.
  • In Shin Megami Tensei II , Ghost Q can be fought either through a 1/256 chance or through a special tile in the Diamond Realm. He has an equal chance of dropping one of the Staffs upon defeat.
  • In Devil Survivor , Ghost Q is fightable on a New Game Plus. Here, Ghost Q hosts a little game where you can either go for treasures or fight the Fiend himself.
  • Screw This, I'm Outta Here : When he gets his dream of a duel denied in Devil Survivor 2 .
  • Shout-Out : The name Ghost Q came from the Fujiko Fujio manga "Obake no Q-tarô" which means "Q-tarô the Ghost".
  • Suddenly Voiced : He has a speaking role in the Devil Survivor 2 pachinko machine.

https://static.tvtropes.org/pmwiki/pub/images/rsz_447.png

  • All Bikers are Hells Angels : His name in Japan is even Hell's Angel.
  • Blow You Away : One of his two elements.
  • Expy : His design borrows a lot from Ghost Rider .
  • Large Ham : After the remake of Shin Megami Tensei III: Nocturne introduced voice acting, he became less serious and more of a thug; his vocal performance ended up being reminiscent of Randy Savage .
  • Optional Boss : In Shin Megami Tensei II , Hell Biker has a rare chance of spawning on certain tiles or a higher chance in the Diamond Realm. Upon defeat, he can drop one of the ultimate Staffs.
  • Playing with Fire : His other element.
  • Signature Move : Hell Burner, which does heavy fire damage, and Hell Exhaust, which does force damage with the addition of casting Dekaja.
  • The Power of Hate : A normal human whose anger and hatred turned him into a fiend.

https://static.tvtropes.org/pmwiki/pub/images/matador_9418.jpg

  • Beware the Silly Ones : Yes, his outfit is kind of silly, but you better get your laughs in while you can: in a few seconds he'll have gutted you with Andalucia.
  • Blood Knight : Was so into killing in life that he became a Fiend so he could keep on doing it in death. Whenever you face him, he treats the battle as a game.
  • Blow You Away : He prefers Force spells.
  • Breakout Character : Among the Fiends, at least in the main series. His performance in Nocturne was so well remembered that he ended up being one of only two previous non-Revelation Fiends to appear in Strange Journey and IV . In fact, including II , he and Pale Rider appear as Fiends in more main series games than any other Fiend.
  • Bullfight Boss : Inverted in Nocturne , fittingly enough. His strategy is to buff his evasion like crazy, and retaliate with brutal attacks when you inevitably miss. In other words, he turns you into a Bullfight Boss.
  • Combat Aestheticist : The core of his very character: if the Fiends are aspects of death, Matador is the aspect of killing with style .
  • Glass Cannon : While his highest stats are Agility and Strength, his vitality is low, so using three turns to do sukukaja/sukunda before a simple physical attack then repeating this pattern a few times is a good strategy.
  • Large Ham : He acts as if he's a fighter in an arena.
  • In II , the Fiends, Matador included, are found in certain tiles with a 1/256 chance, with the exception of an area in the Diamond Realm that will almost guarantee a Fiend.
  • In Strange Journey , Matador is the resident Fiend of Sector Carina who has a low chance of spawning from an Enemy Search.
  • In IV , Matador is one of the seven 1/256 Fiends, having his spawn location in the Toyosu Shelter. Ignoring David and Plasma, he is the second lowest leveled Fiend, but unlike Chemtrail, he only has five Press Turns, much like the later Fiends.
  • Pre Ass Kicking One Liner : "I swear, by my sword and capote, that I will once again prove victorious!"
  • Signature Move : Red Capote in Nocturne . One of the most infamous moves in the game, as the gimmick of the fight centered around countering his maxed evasion. Both Nocturne and Apocalypse also give him Andalusia, a multi-hitting, all targeting physical move.
  • Skull for a Head : The rest of his body seems normal, but his head is a grinning skull.
  • Super-Speed : His Red Capote skill gives him a full hit/evade rate buff.
  • Took a Level in Kindness : Played With in that he's always shows up to fight you. However, he is supremely arrogant in Nocturne , looking down his nose cavity at the Demi-Fiend and saying how unworthy he is to be holding a Menorah. However, when he shows up in V , Matador acts more graciously, challenging the Nahobino to an honorable duel, explaining the significance of the Menorahs they both carry, and praising his skill when he is bested in combat before surrending his own Menorah to the Nahobino.
  • Wake-Up Call Boss : A very well known example in Nocturne . He pretty much teaches you how important buffs are by buffing his speed up like crazy to dodge most of your attacks (which wastes up your precious Press Turns) and has strong physical attacks that are guaranteed to hit.
  • Worthy Opponent : His interaction with the Nahobino lead into this. While he is excited to test his strength against him, he respects him enough to explain the purposes of the Menorahs before the fight and acknowledges him as his better after being defeated, congratulating Nahobino on his victory.
  • Evil Old Folks : He appears as an elderly man due to being Father Time himself.
  • Your Soul Is Mine! : He's collecting human souls in Devil Survivor .
  • The Bus Came Back : After not being heard of since the Super Famicom games, he returns in Apocalypse as one of the ultimate bosses.
  • Co-Dragons : Zenki and Goki are a neutral example, proved by having a Dual Boss fight in I .
  • Downloadable Content : A DLC purchase is required to access his section of Twisted Tokyo and fight him in IV: Apocalypse .
  • Mythology Gag : Two of his moves in Apocalypse reference Zenki and Goki. His status as the game's strongest Fiend, in addition to his sprite and resistances, refers back to if... as well.
  • Optional Boss : In Shin Megami Tensei IV: Apocalypse , he's one of the last two DLC bosses and one of only three bosses to break the initial level cap. Buying the Eternal Torus via his DLC adds one final section to Twisted Tokyo where Nanashi can fight En no Ozuno.
  • Puzzle Boss : In Apocalypse through the massive buff of Goki's Water Wall and the tricky Peacock's Incantation.
  • The Unfought : In I . Subverted in if... and Apocalypse .
  • If your party doesn't resist Gun, Chemtrail will always use its first three turns casting a mix of Fog Breath and Acid Breath, then use Riot Gun and basic attacks on random targets.
  • If someone does resist gun, it will just alternate between Energy Drain and Megidolaon.
  • Defeat Means Friendship : In Chemtrail's case.
  • Optional Boss : Chemtrail in IV has a 1/256 chance of appearing in a hidden area near Shinjuku. Along with the last DLC boss, he has the most press turns in the game with six, and unlike said DLC boss, Chemtrail will use all of them effectively.
  • Palette Swap : Plasma is one to Chemtrail.
  • Signature Move : Plasma has Plasma Discharge, which deals up to eight hits of light electric damage, and Megidoplasma, an Almighty attack in between Megidola and Megidolaon.
  • The Unfought : Plasma is the only Fiend who cannot be fought in any way. He is unlocked in the Death Has Its Applications DLC quest instead.
  • Shin Megami Tensei Forces of Chaos
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Shin Megami Tensei: Strange Journey review

Pokemon's goth cousin is a journey worth taking.

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GamesRadar+ Verdict

Choice to battle or talk to most foes

Ominous chanting soundtrack

Spartan but effective graphics

2D sprites and 3D dungeons can be a bit plain

Might prove too slow for some

Horrifically doom-laden tone

Why you can trust GamesRadar+ Our experts review games, movies and tech over countless hours, so you can choose the best for you. Find out more about our reviews policy.

Some fans call the Shin Megami Tensei games ‘Pokemon with the lights out’. Even though the SMT series predates Pokemon by quite a few years, the flow of catching, levelling up and fusing demons feels very much like the basic Pokemon grind. But what sets SMT apart from other JRPGs is its willingness to tackle mature and truly apocalyptic themes. Strange Journey fits right into that tradition, telling the story of a doomed multinational effort to investigate a mysterious black hole called the Schwarzwelt that has appeared at the South Pole.

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Strange Journey repurposes the engine Atlus created for the Etrian Odyssey series, so inside the Schwarzwelt you find maze-like dungeons brimming with demons and mythical creatures that, at best, are ambivalent about humanity’s survival. You’re protected by special power armour called the Demonica that lets you communicate with demons and turn them into allies. You can fight on your own in the dungeon if you want, but your guns and swords won’t take you far without some strong demon allies to watch your back.

The big difference between Strange Journey and Etrian Odyssey, modern paramilitary setting aside, is the alignment system. This is a classic Shin Megami Tensei feature that’s making a return after some time away. Throughout the story you’re allowed to make decisions that can align you as Neutral, Lawful or Chaotic. Your alignment dictates how well you get along with certain demons; if you have compatible creatures in your party, you can gang up on enemies to devastating effect.

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In many ways Strange Journey plays like an update of the original SMT games that Atlus released for the SNES. Those games were deeply influenced by first-person PC dungeon crawlers such as Wizardry, and Strange Journey feels no different. Whether this is a positive or negative depends on your proclivities as a gamer, obviously. Many years ago, series creator Kazuma Kanako stated in an interview that the Shin Megami Tensei series was for players who looked at other JRPGs on the market and thought, ‘This isn’t me’. If you’ve ever felt that way, you’ll be quite at home with Strange Journey.

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Shin Megami Tensei: Strange Journey/Records

Table of Contents

  • Demon passwords

Shin Megami Tensei: Strange Journey Redux logo

This page is a stub . Help us expand it , and you get a cookie.

This page is a stub.

Records can be access from the menu under Log. You can view the accomplishments you have earned.

  • 7 Development

Medals [ edit ]

  • Demon Carnage Medal - For Massive Damage to the Enemy
  • Humanity's Hope - Destroying all Fiends
  • Master Researcher Medal - For expertise with Demonica
  • Lateral Thinking Medal - For Unique Actions in Duty
  • Schwarzwelt Explorer Medal - For traversing all the Schwarzwelt
  • Demon Negotiator's Metal - For Excellence in Conversation
  • Service Excellence Medal - For competition of all missions
  • Irving Walsh Medal - For exhaustive R&D in the Lab
  • Beginner's Medal - earn 5% accomplishments
  • Expert's Medal - earn 50% accomplishments

Battle [ edit ]

  • The Battle Begins - 50 victories in battle
  • The War Begins - 400 victories in battle
  • The Ultimate Weapon -2000 victories in battle
  • Mutual Admiration Society - 10 gifts received from demons
  • Give and Take - 50 gifts received from demons
  • Say it With Flowers - 200 gifts received from Demons
  • Nice Assist! - 5 demon co-op attacks
  • Teamwork - 20 demon co-op attacks
  • Brothers in Arms - 100 demon co-op attacks
  • Sunset Capote - defeat Matador
  • Dirge in G - defeat David
  • Nighty Night, Alice - defeat Alice
  • Slayer of the Crimson Knight - defeat Red Rider
  • Slayer of the White Knight - defeat White Rider
  • Slayer of the Black Knight - defeat Black Rider
  • Slayer of the Cold Knight - defeat Pale Rider
  • Triumph Over the End - defeat Trumpeter
  • The Fallen Goblet - Defeat Mother Harlot
  • Squire - 1000 points of damage in battle
  • Warrior - 10,000 points of damage in battle
  • Destroyer - 100,000 points of damage in battle
  • Runaway Kid - run from 10 battles
  • Chicken-Wuss - run from 50 battles
  • Road Runner - run from 200 battles
  • Pandemonium Tourist - 10% demons analyzed
  • Pandemonium Regular - 50% demons analyzed
  • Pandemonium Master - 100% demons analyzed

Map [ edit ]

  • Forma Dilettante - find 20 forma
  • Hawkeye - find 100 forma
  • Forma Hunter - find 500 forma
  • Challenger -find 10 demons with enemy search
  • Demon Hunter -find 50 demons with enemy search
  • Seek and Destroy -find 200 demons with enemy search
  • Treasure Hunter - fully upgrade forma search
  • Expert Tracker - fully upgrade enemy search
  • Through the Looking Glass -fully upgrade gate search
  • Open Sesame -fully upgrade unlock function
  • Clear Vision -fully upgrade visualizer
  • Plane Walker - fully upgrade phase shifter
  • Demonica QA Tester - run into wall 255 times
  • Crab Master -(hold down b & press left or right) 3,000 times
  • Shrimp Master -(hold down b & press down button) 3,000 times
  • The First Pit -fall through a pitfall
  • Such Tempting Pits - fall through pitfall 20 times
  • O Brave New Pit! -fall through pitfall 100 times
  • Traversed Antlia 1F - completely map out this floor
  • Traversed Antlia B1F - completely map out this floor
  • Traversed Antlia B2F - completely map out this floor
  • Traversed Bootes 1F - completely map out this floor
  • Traversed Bootes 2F - completely map out this floor
  • Traversed Bootes 3F - completely map out this floor
  • Traversed Bootes 4F - completely map out this floor
  • Traversed Bootes 5F - completely map out this floor
  • Traversed Bootes 6F - completely map out this floor
  • Traversed Bootes 7F - completely map out this floor
  • Traversed Bootes 8F - completely map out this floor
  • Traversed Carina 1F - completely map out this floor
  • Traversed Carnia 2F - completely map out this floor
  • Traversed Carnia 3F - completely map out this floor
  • Traversed Carnia 4F - completely map out this floor
  • Traversed Carina B1F - completely map out this floor
  • Traversed Delphinus 1F - completely map out this floor
  • Traversed Delphinus 2F - completely map out this floor
  • Traversed Delphinus 3F - completely map out this floor
  • Traversed Delphinus 4F - completely map out this floor
  • Traversed Delphinus 5F - completely map out this floor
  • Traversed Delphinus 6F - completely map out this floor
  • Traversed Delphinus 7F - completely map out this floor
  • Traversed Delphinus 8F - completely map out this floor
  • Traversed Delphinus 9F - completely map out this floor
  • Traversed Eridanus 1F - completely map out this floor
  • Traversed Eridanus 2F - completely map out this floor
  • Traversed Eridanus 3F - completely map out this floor (requires shifting alignment through use of goblin in fairy village)((Ex mission Fairy establishment 1))
  • Traversed Eridanus TOP - completely map out this floor
  • Traversed Jack's Squad HQ 1F - completely map out this floor
  • Traversed Jack's Squad HQ B1F - completely map out this floor
  • Traversed Fornax 1F - completely map out this floor
  • Traversed Fornax B1F - completely map out this floor
  • Traversed Fornax B2F - completely map out this floor
  • Traversed Fornax B3F - completely map out this floor
  • Traversed Fornax B4F - completely map out this floor
  • Traversed Fornax B5F- completely map out this floor
  • Traversed Fornax B6F - completely map out this floor
  • Traversed Fornax B7F - completely map out this floor
  • Traversed Grus 1F - completely map out this floor ( requires shifting alignment trough use of goblin in fairy village) ((Ex Mission Fairy establishment 1)), (New Game +)
  • Traversed Grus B1F - completely map out this floor (New game +)
  • Traversed Grus B2F - completely map out this floor (New Game +)
  • Traversed Grus B3F- completely map out this floor (New Game +)
  • Traversed Grus B4F - completely map out this floor (New Game +)
  • Traversed Horologium 1F - completely map out this floor
  • Traversed Horologium B1F - completely map out this floor
  • Traversed Horologium B2F - completely map out this floor
  • Traversed Horologium B3F - completely map out this floor
  • Traversed Horologium B4F - completely map out this floor
  • Traversed Horologium B5F - completely map out this floor
  • Traversed Horologium B6F - completely map out this floor
  • Traversed Horologium B7F - completely map out this floor
  • Traversed Horologium B8F - completely map out this floor
  • Traversed Horologium B9F- completely map out this floor

Contact [ edit ]

  • Demon Friend - recruit 10 demons
  • Demon Scout - recruit 50 demons
  • Demon Connections - recruit 200 demons
  • Blessings of the Demons - received 10 items in conversation
  • Silver Tongue - received 50 items in demon conversation
  • Charismatic - received 200 items in demon conversation
  • Demon Allowance -gained 1,000 total macca through negotiation
  • Demon Income - gained 10,000 total macca through negotiation
  • Demon Business Plan - gained 100,000 total macca through negotiation
  • Day Trader - given 1,000 total macca in negotiation
  • Wall Street Kid - given 10,000 total in negotiation
  • Philanthropist - given 100,000 total in negotiation

Fusion [ edit ]

  • Apprentice Fuser - Fuse 10 demons
  • Fuser Artisan -fuse 50 demons
  • Creator of Demons - fuse 200 demons
  • Accidents Will Happen -fusion accident
  • Accidentally on Purpose -10 fusion accidents
  • Accident Addict - 50 fusion accidents
  • Supernatural Squad - register 10% of demons
  • Supernatural Regiment - register 50% of demons
  • Supernatural Army - register 100% of demons

Events [ edit ]

  • Hymn of Praise - complete the game on law path
  • True Intentions - complete the game on neutral path
  • The Radiant World of Old - complete the game on chaos path
  • Schwarzwelt Gofer - complete 10% of Ex Missions
  • Schwarzwelt Fixer - complete 50% of Ex missions
  • Schwarzwelt Don - complete 100% of Ex Missions

Development [ edit ]

  • Item Store - develop 10% of Items
  • Item Library - develop 50% of Items
  • Item Museum - develop 100% of items
  • Sword Store - develop 10% of Swords
  • Sword Library - develop 50% of Swords
  • Sword Museum - develop 100% of Swords
  • Gun Store - develop 50% of Guns
  • Gun Museum - develop 100% of Guns
  • Armor Store - develop 10% of Armor
  • Armor Library - develop 50% of Armor
  • Armor Museum - develop 100% of Armor
  • Accessory Store - develop 10% of Accessories
  • Accessory Library - develop 50% of Accessories
  • Accessory Museum - develop 100% of Accessories
  • App Store - develop 10% of Apps
  • App Library - develop 50% of Apps
  • App Museum - develop 100% of Apps
  • Regular Customer - spend 1,000 Macca at lab
  • Gold Member - spend 50,000 Macca at lab
  • Platinum Member - spens 200,000 Macca at Lab

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Shin Megami Tensei: Strange Journey – Guide and Walkthrough

GameFAQs

Guide and Walkthrough (DS) by Devhatesyou

Version: 1.02 | Updated: 05/16/2010 FAQ of the Month Winner: May 2010

View in: Text Mode

IMAGES

  1. SMT: Strange Journey Redux -Ep 55- [Alice & The Rabbit]

    smt strange journey alice

  2. SMT: Strange Journey Redux [55] Building the Alice

    smt strange journey alice

  3. alice, Strange Journey, Majin Alice / ベストぱーてぃー

    smt strange journey alice

  4. Shin Megami Tensei: Strange Journey Redux (Review)

    smt strange journey alice

  5. Shin Megami Tensei: Deep Strange Journey Website Updated with Details

    smt strange journey alice

  6. Alice

    smt strange journey alice

VIDEO

  1. Strange Journey Fusion

  2. S2E16 The Journey of Allen Strange Dances with Moose

  3. Encounter

  4. Alice: Madness Returns Часть 13 "Таинственный Восток"

  5. Fear

  6. SMT Strange Journey

COMMENTS

  1. Alice

    Shin Megami Tensei: Strange Journey [] Alice returns as a midlevel demon of the Fiend Race. She can be summoned after the protagonist finishes the EX Mission, Catch that Rabbit, in Sector Fornax and after reaching Level 39 with the Fiend Converter. Originally, she posts the mission herself to ensure the capture of the "rabbit," upon which, in a ...

  2. Can't make Alice

    At this point, he'll offer you a quest involving investigating a strange occurrence in the ship's bathroom. Take up the quest and you'll fight Kanbari, who is vulnerable to Phys attacks but casts Tetrakarn (Phys Reflect). Defeat him and you'll earn the Rare Forma for the Enigma Converter. "Death to uplanders...

  3. Help with Alice's EX Mission

    First, the incorrect one, walk straight and you will be force to make a left. Then turn to the first RIGHT which is WEST of the map (in FAQ said East). Fall into that hole. Second, the confusing part, once you fall into the reversed C shape (left side), walk straight and make a right once. Then, gate search right in the middle of the reversed C ...

  4. Should I remake my Alice?

    Chaotic_Ken (Topic Creator) 13 years ago #6. I decided to remake my Alice, but used an Ammut Source when fusing her so I could get Victory Cry and change that to Jihad. Now, I'm going to use an Laksimi Source to get Salvation and Mana Aid on her, so that I can change Mana Aid into Invitation.

  5. SMT: Strange Journey Redux [55] Building the Alice

    Part 55 - Continuing on that topic of end game demons that we might keep on the team...you know how often Alice makes that list? We can certainly shoot for t...

  6. SMT: Strange Journey Redux -Ep 55- [Alice & The Rabbit]

    This is my walkthrough of the Japanese role-playing game Shin Megami Tensei: Strange Journey Redux for the Nintendo 3DS.For more let's plays, subscribe and c...

  7. Shin Megami Tensei Strange Journey Redux Boss Alice [EXPERT]

    About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright ...

  8. Alice Stats and Fusion Guide

    Shin Megami Tensei V Walkthrough Team. This article was created by Game8's elite team of writers and gamers. Alice Stats and Fusion Guide. Alice is a demon belonging to the Fiend race in Shin Megami Tensei V (SMT V). Read on to know everything about Alice including its stats, resistances, available movesets, its essence effects, and how to fuse ...

  9. Shin Megami Tensei: Strange Journey

    Shin Megami Tensei: Strange Journey is a role-playing video game developed by Atlus and Lancarse for the Nintendo DS.The game is the sixth entry in the Shin Megami Tensei series, which forms the core of the Megami Tensei franchise. It was released in Japan in 2009, and in North America in 2010. An enhanced port for the Nintendo 3DS, Shin Megami Tensei: Strange Journey Redux, was released in ...

  10. Shin Megami Tensei: Strange Journey Redux review: It's a strange

    Shin Megami Tensei IV and Apocalypse rewarded weaknesses and critical strikes with bonus turns using the Press Turn system in those games. Strange Journey, and similarly the Redux, also rewards ...

  11. Shin Megami Tensei: Strange Journey

    Shin Megami Tensei: Strange Journey is the next title in the Shin Megami Tensei series, and the first in the main series to be developed for a hand-held system (the Nintendo DS).The game engine is based on the engine used for the Etrian Odyssey series of games. The game features first-person dungeon crawling and early screenshots show battle scenes similar to Shin Megami Tensei: Devil Survivor ...

  12. Best skillset for Alice?

    Shin Megami Tensei: Strange Journey Redux. Best skillset for Alice? wheatleyscience 5 years ago #1. Just wondering what skills to give her/merge into her. Edeleth is love in its' purest form. Rhea is love at its' hottest. Enfinete 5 years ago #2. Antichthon/Concentrate go well but you may or may not have Antichton yet.

  13. Shin Megami Tensei: Strange Journey Redux Review

    Age of Extinction. Every few years I get in the mood to tackle something else from the massive Megami Tensei line of titles, and that synced conveniently with the release of Shin Megami Tensei: Strange Journey Redux.The word from this game's original edition warned that it would be a considerable timesink, and that is most definitely still the case.

  14. Alex (Shin Megami Tensei: Strange Journey Redux)

    Alex is a character from Shin Megami Tensei: Strange Journey Redux. She is a mysterious woman with a multiple-choice past. Shin Megami Tensei: Strange Journey Redux: Major Character, Recurring Boss, Final Boss (Old Neutral, Old Law) Alex has long black hair with bangs and silver eyes. She wears over-the-ear headphones, a red coat, and a black jump suit. She's shown to be wielding a gun. Her ...

  15. The Devs of Shin Megami Tensei: Strange Journey Redux Answer Your

    Eiji Ishida: I've only directed Strange Journey in the Shin Megami Tensei series, but I think that the story depicted in the SMT series isn't as simple as a showdown between demon invaders and innocent humans. I believe that the series has continuously depicted the clashes between complex ideologies and the cooperation that forms between ...

  16. SMT Strange Journey Redux: How to Fuse Demons

    How to Fuse Demons in SMT: Strange Journey Redux. Recommended Videos. If you want to get stronger in Shin Megami Tensei: Strange Journey Redux, you're going to have to start looking into demon ...

  17. Shin Megami Tensei Fiend Race / Characters

    Alice can be summoned in Shin Megami Tensei: Strange Journey after the MC finishes the Ex-Mission "Catch that Rabbit" in Sector Fornax and after reaching Level 39 with the Fiend Converter. Originally, she posts the mission herself to ensure the capture of the "rabbit", upon which the MC pursues the rabbit across several holes until cornered.

  18. Alice EX Mission

    Shin Megami Tensei: Strange Journey; Alice EX Mission; mellowosity 12 years ago #1. Is there a suggested level to beat Alice in the Catch the Rabbit EX mission? I've been blocking her Die For Me spell successfully, but it just seems like I'm not doing enough damage to keep up with the constant drain spell that recovers her HP. In the end I just ...

  19. Shin Megami Tensei: Strange Journey review

    The big difference between Strange Journey and Etrian Odyssey, modern paramilitary setting aside, is the alignment system. This is a classic Shin Megami Tensei feature that's making a return ...

  20. Shin Megami Tensei: Strange Journey/Records

    The Battle Begins - 50 victories in battle. The War Begins - 400 victories in battle. The Ultimate Weapon -2000 victories in battle. Mutual Admiration Society - 10 gifts received from demons. Give and Take - 50 gifts received from demons. Say it With Flowers - 200 gifts received from Demons.

  21. My thoughts on SMT Strange Journey: Redux

    On to the next topic: the story. Strange Journey's plot starts off really strong, with the exploration of a world completely unknown by man and the loss of contact with comrades, and it only gets better from there on. Constant crumbs of information like the Three Wise Men, Commander Gore's death and posterior resuscitation, Bugaboo's and ...

  22. Shin Megami Tensei: Strange Journey

    The character is protected by Tetraja. The character has an empty status ailment box, and so is not afflicted by any status ailment currently. _____ Status Ailments ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ These are the status ailments in Shin Megami Tensei: Strange Journey: Death ¯¯¯¯¯ Demon's HP reaches 0.

  23. Shin Megami Tensei: Strange Journey

    The Shin Megami Tensei series has proven itself as one of the most consistently well-made RPG franchises in recent memory, and SMT: Strange Journey is no exception. ... FULL REVIEW DS 90. PALGN Shin Megami Tensei: Strange Journey is one of the most dense, addictive and compelling role playing games you can find on the Nintendo DS. Read More ...