Soul Hackers 2 Walkthrough

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Here is a list of Soul Hackers 2 Walkthrough!

East Shipping District

Enemy Information

NameRacePhysicalGunFireIceElectricForceRuin
DormarthBeastNeutralNeutralWeakWeakWeakResistNeutral
TsuchigumoJiraeNeutralResistNeutralWeakNeutralWeakNeutral
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Storage Area

When you gain control of Ringo, move around and get used to the controls. When you are ready, head northeast through the shipping containers to proceed.

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You will find Arrow, and will have to perform a Soul Hack on him to get the information you need.

Once the scene plays out, you will get the Soul Hacked achievement. The following conversation will get you +10 Soul Level between Ringo and Arrow. Arrow informs you that he was protecting Milady, and your next objective is to find her. Continue walking down the narrow path and turn left, where you will see a person. Continue to approach to get into a battle.

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You will get a tutorial about combat, and you will have to start by having Ringo use Zio on the Boorish Man. When it is Arrow’s turn, he should use Bufu on the Dormarth.

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You will be introduced to the concept of Stacks and Sabbaths, which is essentially hitting weaknesses to build up power for an all-out attack. You will get the The Sabbath Begins achievement after the tutorial finishes.

A tutorial about Sword Strikes will appear, which is Ringo using the Square button to attack glowing enemies (appearing in red) to gain initiative. If you successfully strike an enemy, they will fall down and you can engage them. When you go to the combat screen, all enemies take damage from a Bonus Attack.

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Keep following the path and Arrow will talk about using demons for scouting. This will teach you about Demon Recon, where scout demons are sent around the map. They can provide items or introduce you to demons they have found (new demons for your party). You get to try this out with your Pixie who appears on your right, who hands you two Chakra Drops.

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If you are getting demons from Demon Recon, you may have to give them a gift for them to ally with you (ie. money).

With the exception of the first instance of Demon Recon, their locations and offerings will be random. This is true even in the same playthrough (different save files have different instances). Demon Recon locations will change whenever you revisit locations as well, rarely staying constant.

Due to the inherent randomness, this walkthrough will not cover Demon Recon locations.

Head to the left of the Pixie to find a door you can open, then follow the path. There will be another enemy along the way, but the route is still the same. Keep going until you reach another door you can open, but it will block you, stating that a dangerous presence is beyond the door. It would be a good time to save if you haven’t already done so.

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You will fight a female Summoner and her Tsuchigumo. The Tsuchigumo is weak to Ice, which Arrow can target with Bufu. The female Summoner is weak to Electric, which Ringo can target with Zio. Use those to build Stacks and unleash Sabbaths to speed up the fight.

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After the battle, you will likely have enough EXP to level up Pixie if you fought all the battles thus far. This results in a tutorial about Gifts, which you get from demons after learning their full skillset. Once a demon learns all their skills, they grow slowly, and you want to replace them with other demons to make sure everyone is trained up.

Pixie will give you a Mystique, which is something you can equip. A tutorial discussing it will appear, and you will get another Mystique from your Poltergeist as well. You will get the Friends in Low Places achievement from receiving your first Mystique.

Continue following the path until you are stopped by another dangerous presence. It would be wise to save your game before proceeding.

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After the scene, you will face R.S. who has taken down Milady, and will be forced to battle.

Boss Fight: R.S.

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Bicorn has the following moves:

  • Rakukaja: Raises Defense of all allies.
  • Attack: Regular physical attack to one target

R.S. has the following moves:

  • Beastly Fist:: Hits a party member twice
  • Power Charger: Doubles the damage of the next physical move
  • Danger Zone: Hits all allies for heavy damage.

R.S. summons a Wilder Bicorn, who is weak to Zan/Force. R.S. himself is weak to Ice. If you picked up a Dormarth from your scout demons, they will be able to set up stacks that help speed up the fight.

Bicorn can use Rakukaja to boost all enemies’ defense, while R.S. can attack a party member twice for powerful damage. R.S. can also use Power Charger, which greatly increases the damage his next physical attack will do. Power Charger will be followed by Danger Zone, which will hit everyone for massive damage unless you Guard.

This battle isn’t too difficult as long as you have the Force element and let Arrow hang on to Poltergeist. If you didn’t get one, your best strategy is to take out Bicorn with regular attacks or Physical/Gun skills, then focus all of your attention on R.S. Without the Bicorn, he should fall to Sabbaths easily.

If R.S.’s attacks are getting on your nerves, you can have Arrow use Sukunda on R.S. to make his attacks less likely to hit. It may not do much, but being able to dodge an attack or two will still be great.

Pixie will be able to use Dia to heal, which makes up for the lack of a Dormarth. Hit R.S. with Bufu and watch your health. If the battle is coming to an end, just go on the offensive until he goes down.

When the battle ends, Ringo will perform a Soul Hack, bringing Milady back to life. After the conversation, follow the path to a green portal, which allows you to teleport to the entrance immediately. You can also manually walk back if you like.

Whichever option you choose, head for the door south of the portal to continue. When you reach the City Map, pick the Safehouse.

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Safehouse

At the safehouse, you will discuss what Covenants are and why they are important for your mission. Milady will react badly to hearing she has lost her Covenant to Figue, and you can choose from two responses to boost Soul Levels:

  • There’s still Aion-enhanced summoning (+2 Milady)
  • There’s no reason to blame Arrow (+2 Arrow)
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Regardless of what you choose, Milady gets a +10 boost to her Soul Level later in the conversation. Another Soul Level choice will appear:

  • What’d I just say? (+2 Arrow)
  • Guess you can’t cozy up right away. (+2 Milady)
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Milady will join the party, and you can now travel to Shinsando to try and rescue Saizo. You can rest at the Safehouse to fully restore HP and MP, as well as collect any DLC you might have.

From the City Map, choose Shinsando to continue. If you like, you can also return to the East Shipping District if you want to train and test out Milady in combat.

Shinsando

Shinsando has two places available to you. Zafiro is on your left, up the stairs as you go in. It is an accessory store, where you can buy and sell accessories to boost your character’s stats. Head right to find Bair Heidrun, and speak with the bartender at the counter.

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The bartender will introduce himself as Hughes, and will direct you to Karakucho. This will unlock Karakucho on the City Map, and should be your next destination.

Karakucho

Arriving in Karakucho will introduce you to Club Cretaceous, which functions as the side quest hub of the game. There will also be De La Mancha, which is a store where you can buy supplies like Medicine. You can also sell other supplies you pick up, but not accessories (you sell those at Zafiro).

De La Mancha is to your right as you arrive, while Club Cretaceous is left of De La Mancha. It has a white block-like doorway with “Cretaceous” written on top of it.

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There are two requests at Club Cretaceous right now. They are:

  • Merch Search (Level 6)
  • Lady on the Mind (Level 5)

You can take as many Requests as you like, but as the tutorial mentioned, balance your requests with the story.

When you leave, you can also go back to the East Shipping District to find another Request, which is A New Hee-Home: Part 1 (Level 4).

To the left of Club Cretaceous is a white door leading to an alleyway. Go through it to find Saizo, who has just been killed. Ringo will perform a Soul Hack, and Saizo will join the party. You will get +10 Soul Level with him. You will return to the Safehouse and make your next destination the Mansei Realm, which you can select from the City Map.

Mansei Realm

When you arrive at the Mansei Realm, you are introduced to the COMP Smith on your left (the greenish shipping container door) and Yang Yang Palace on your right. Yang Yang Palace allows you to synthesize items with materials you can find while exploring.

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Visit the COMP Smith and you will meet Tatara who will upgrade your COMPs. Saizo will give you 2000 yen to experiment, which can let you buy an ATK+3 upgrade for Ringo (provided you have the materials). If you make an upgrade, you will get the Artisan’s Craft achievement.

Regardless of your interest in upgrading, you unlock Axis on your map, which is your next destination.

Arrow Sector

The Axis

The team will meet Flamma at the Axis, and discuss Ringo’s condition. You can get some Soul Level increases for Arrow or Saizo:

  • Can’t say I didn’t know the risks. (+3 Arrow)
  • I’d considered the possibility (+3 Saizo)
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Flamma will lead everyone to the Soul Matrix to try and fix Ringo’s side effects from Soul Hacking.

Arrow Sector

After explaining how the Soul Matrix works, you must head into Arrow’s labyrinth (Arrow Sector), which is the middle one.

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Enemy Information:

NameRacePhysicalGunFireIceElectricForceRuin
OnmorakiRaptorNeutralNeutralImmuneWeakNeutralNeutralWeak
Hare of InabaBeastNeutralNeutralWeakResistResistWeakNeutral
TsuchigumoJiraeNeutralResistNeutralWeakNeutralWeakNeutral
CirronupHolyNeutralNeutralWeakResistWeakNeutralImmune
MokoiNightNeutralNeutralNeutralNeutralImmuneWeakWeak
GremlinJakiNeutralWeakNeutralResistNeutralResistNeutral
BicornWilderResistResistNeutralNeutralNeutralNeutralWeak

After entering, Figue will join the party using Mimi, an owl drone. Saizo will ask Figue to change the appearance of the drone, which presents another opportunity to increase Soul Levels.

  • Aw, come on, Figue! (+4 Saizo)
  • It got any weapons, at least? (+4 Milady)
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Mimi will let you know if enemies are nearby (green = safe, yellow = nearby enemy, red = enemy chasing you). Any scout demons sent out during recon will be picked up by Mimi as well.

You will learn of three new Requests that are available at Club Cretaceous. They are:

  • A Necklace, A Movie, and Me
  • Vengeance Claimed
  • Curiosity Shopper

It is possible to leave The Axis and accept those Requests, then resume your journey if you wish.

Head straight and go down a staircase, and keep going straight until the path splits three ways. Head to the right and go all the way to the end, taking a left turn when possible. You will find the Gate 1 Portal at the end of the path, allowing you to go back to the entrance and recover at the Safehouse if needed.

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Proceed past the portal to find a gate (Gate 1 as the portal referenced). You can’t pass through gates in an ally’s Soul Matrix without having a high Soul Level with them. Fortunately, you will be able to proceed through this rupture without a problem. A tutorial will appear explaining the process as well.

This gate will require Arrow’s Soul Level to be 5 to proceed. It automatically had 10 when you first started, and passing through should be easy.

You will also learn about Summoner Skills, which you can learn once your Soul Level with an ally becomes high enough. You get to choose some skills with Arrow as you pass through; choose whichever skill you think will help.

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The gate will disappear and turn into a stairway, which you can go down to proceed. You will soon run into a purple enemy figure, which is known as a Risky Enemy. They are significantly more powerful than regular enemies (in this case they are Level 15), and can defeat an unprepared player. Avoiding them is highly recommended unless you have made proper preparations.

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Head to the right of the Risky Enemy and follow the path, going right again when you get the chance. You will find the Midpoint Portal which you can use to return to the entrance if needed.

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From the portal, head north and then left. You will run into an apparition of Arrow, but it disappears after you interact with it. Head northeast of the image and keep following the path. You will see a Gate on your right, but you won’t be able to access it yet. Head to your left and then take another left turn to find the Gate 2 Portal.

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Head left of the portal to find another Gate that requires 10 Soul Level with Arrow to pass. You already have this amount (it was gained when you first revived him) and you can meet the requirements without a problem. There will be a boss fight waiting for you on the other side, and you should be prepared before fighting.

Preparation Advice

It would help to have demons who can use Force/Fire. Electric would be great to bring along as well, but Fire and Force are more important. Have an Electric-resistant demon for healing purposes. A demon team of Onmoraki, Mokoi, Cirronnup, and Hare of Inaba would be a great team to bring along.

Agree to proceed to fight Take-Minataka.

Boss Fight: Take-Minakata

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Take-Minakata has the following moves:

  • Zio: Deals Electric damage to a target
  • Defense Kuzushi: Deals Physical damage to a target and lowers their Defense
  • Tarukaja: Boosts all enemies’ Attack for 3 turns
  • Mazio: Deals Electric damage to the entire party

Take-Minakata is weak to Fire and Force, while immune to Electric and Ruin. It will boost its Attack and hit the team with powerful moves. Defense Kuzushi will make a party member more vulnerable to Take-Minakata’s attacks.

Throw Agi and Zan at Take-Minakata, buffing/debuffing with anyone who doesn’t have those elements. Make sure you heal anyone whose health gets too low, as Defense Kuzushi can make attacks stronger than anticipated.

Don’t worry about being weak to Zio/Mazio; there’s no helping that given your choice of demons at this stage. It’s not great, but you can’t do much about it either.

Two Cirronnups will appear when Take-Minakata approaches half health, and can cast Dia to heal Take-Minakata. They will also participate in the battle firing Needle Shot at your team. They have the same weaknesses as regular Cirronnups (Fire/Electric) and can be used to get more Stacks for Sabbaths.

If you have time for buffs/debuffs, Tarunda and Sukunda would be great for making Take-Minakata’s attacks less deadly, but you likely won’t have it given the current demon mix you have now. Focusing on attacking is more important.

Without the Cirronnups, Take-Minakata will start using Mazio to hit the entire team. At that point, it’s better to go for an all-out offensive unless you know you can’t finish it off. Keep an eye on everyone’s health and keep targeting its weakness to get more Stacks. Only heal if you think the fight will go on longer than necessary; you won’t last too long against repeated Mazios.

You will get Kishin Bell x1 and a Totem Memory when you win. You will also get the Arrow’s Memories achievement.

You will learn about Vision Quests after the scene, which is just a way of understanding the stories behind your allies.

Ringo’s condition is stable now, but you will be advised against Soul Hacking regularly. This is an opportunity for boosting Soul Levels with all three companions:

  • I’ll lay off (+3 Milady)
  • Okay, fair warning (+3 Arrow)
  • What if I get withdrawals? (+3 Saizo)
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You will be able to pick a new Summoner’s Skill for Arrow. Figue now asks you to return to the Safehouse.

If you have purchased DLC, you can get the Rumors of a Summoner Request after the battle.

When you return to the entrance of the Soul Matrix, you get a tutorial about talking to the illusions of your three allies to check your progress in investigating their Soul Matrix. You can speak to Ringo’s illusion to learn Summoner Skills and get Aion Directives, which are Requests for the Soul Matrix. You can also explore Milady and Saizo’s Soul Matrixes as well, though it isn’t mandatory at this point.

Upon reaching Axis on your way out, Flamma will want to talk with you. You will get the Does Aion Dream of Electric Sheep? Request if you accept.

When you return to the City Map, you learn about hosting Hangout Events, which can increase the Soul Level between you and an ally. These will be accessible at Bar Heidrun in Shinsando, and you will unlock more as your Soul Level with an ally increases.

Back at the Safehouse, you will discuss Mangetsu Kuzunoha. There will be an opportunity for Soul Level increases during the conversation:

  • No comment (+4 Saizo)
  • So they’re literally heroes (+4 Arrow)
  • Justice is subjective (+4 Milady)
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Saizo will suggest visiting Roppo Realm to meet Uncle Vic. You will get Vitamin Spaghetti from Figue, which unlocks Meals. You can use Meals to boost combat and exploration, getting them from shops and allies. If you try to eat the Vitamin Spaghetti now, you will learn about Preferences, and how they can boost/weaken the effects of Meals based on what your allies like. You will get the First Meal achievement if you choose to eat now.

Head to Roppo Realm from the City Map when you are ready to proceed.

Roppo Realm

Roppo Realm is where you go to perform Demon Fusion. It is highly recommended that you take the opportunity to fuse demons together, as you don’t want to rely on Demon Recon for new recruits. You can also transfer skills over to ensure the newly fused demon has the skills you want.

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You will be able to fuse Take-Minakata since you have defeated it, and it will be in your Special Fusions list. Unfortunately, it will require you to be Level 14 to fuse.

If you aren’t sure about what you can fuse, Victor will have recommendations on the right side of the screen. You don’t have to follow those recommendations, but they give you an idea of what you are able to fuse with the demons on hand.

Before you fuse, it would be a good idea to register the demons you have on hand, especially the ones who have learned all of their skills. For more information on the fusion process, check the Tips section (which is useful if it is your first time playing).

Performing your first fusion will get you the A Profane Performance achievement. After you are done fusing, there will be four new Requests at Club Cretaceous:

  • Money Makes the World Go Round
  • The Gunsmith
  • Mock the Invisible World
  • Academics Wanted

These Requests have an ideal level that’s often higher than what the average player would have. It’s okay to accept them first and keep them for later.

If you go back to the COMP Smith in Mansei Realm, Tatara will discuss Commander Skills, which will require Totem Memory to learn (as well as other materials). Commander Skills are exclusively for Ringo, but they allow the party to do things like change demons on Ringo’s turn or boosting damage during Sabbaths. You get access to Conversion and Stack Optimization to start with, and you will unlock more as the game progresses.

Return to the City Map and head to the Central Line when you are ready to proceed.

Central Line

Enemy Information:

NameRacePhysicalGunFireIceElectricForceRuin
KoropokkurJiraeNeutralNeutralWeakNeutralResistNeutralWeak
Zhu Tun SheDrakeNeutralNeutralNeutralResistNeutralWeakWeak
MermaidFemmeWeakNeutralNeutralResistNeutralResistResist
Mad GasserRumorNeutralResistNeutralIceNeutralNeutralNeutral
Jack FrostFairyNeutralNeutralWeakAbsorbNeutralNeutralNeutral
AngelDivineNeutralNeutralNeutralNeutralWeakResistNeutral
Mad GasserRumorNeutralResistNeutralIceNeutralNeutralNeutral
Qing LongDragonNeutralResistNeutralNeutralRepelWeakWeak
HalphasFallenNeutralWeakNeutralNeutralNeutralRepelNeutral
MakamiAvatarNeutralNeutralImmuneWeakNeutralNeutralWeak
ZhenRaptorNeutralWeakNeutralNeutralNeutralNeutralResist
Feng HuangAvianNeutralNeutralResistNeutralWeakResistNeutral
SandmanNightNeutralNeutralNeutralNeutralWeakImmuneNeutral
LoaJakiResistNeutralNeutralNeutralNeutralWeakResist
Koppa TenguYomaWeakNeutralNeutralNeutralNeutralImmuneWeak
NozuchiSnakeResistResistNeutralWeakResistWeakNeutral
BugsWilderNeutralWeakResistNeutralNeutralNeutralWeak

Head forward to reach the stairs leading down into the tunnels. Head to the east tunnel and keep following the path until the path splits, going north and southeast. Head southeast and look to your left to find a locked door that needs a key.

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Head north and you will find a door on your right. This leads to the Northeast Path Portal, which you can use to take a break if needed. There will be a fight once you head north past the portal, and you want to be prepared for that.

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Once you go through, you will find a Phantom Society member attacking two men in the tunnels. This is an opportunity to boost Soul Levels:

  • We can’t just leave him. (+3 Saizo)
  • We’d better wait and see. (+3 Milady)
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You will fight the Menacing Man who is accompanied by a Koppa Tengu. The Menacing Man is weak to Ice and Electric, resists Ruin, and is immune to Fire. Koppa Tengu is weak to Physical, resists Ruin, and is immune to Force.

The Koppa Tengu uses Mazan and Tarukaja. The Menacing Man uses Fire Shot (which is Agi with a different name), and Fire Spray when he gets weak (which is Maragi with a different name).

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Defeating the Menacing Man will end the battle, but you can use the Koppa Tengu to your advantage. Have Saizo/Arrow use Electric/Ice attacks against the Menacing Man, while Milady and Ringo hit Koppa Tengu with their regular attacks. This quickly builds up Stacks for a powerful Sabbath that can take off more than 50% of the Menacing Man’s health.

You likely won’t need to do more than this strategy to win the battle, as it only takes a few Sabbaths for the Menacing Man to fall. Even if you are weak to Fire/Force, you shouldn’t take enough hits for the damage to be a big concern.

When the battle ends, speak to the old man in the blue jacket after the scene. If you accessed the locked door earlier, he will mention his buddy has the key. This prompts Ringo to do another Demon Recon to look for him.

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Search around the Central Line looking for a scout demon with a unique purple icon (in this example, it was to the right of the Central Line entrance). You will get the Bloody Key, which will help you unlock the door in the southeast.

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Go back to the southeast door and unlock it with the Bloody Key. Head through the door and then go left, following the path until the next three way split. Head right and follow the path to some stairs going up. This leads to the Upper Area, and you will find the Northwest Path Portal waiting for you. If you want to use the portals to go to the Middle Area (where you were before), use the L2/R2 buttons to switch between areas. It saves time instead of walking up to the Upper Area.

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Head through the door in front of the Northwest Path Portal and turn left. Go all the way down (the door you see on your left is locked for now) and go through the door. When you first inspect the door, it will say you hear a groan on the other side. Inspect the door again to go through. This leads to another opportunity to boost Soul Levels.

  • I need your help. (+5 Arrow)
  • You can sit this one out. (+5 Saizo)
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Head through the door on the other side when you are done. Follow the path, looking out for a potential rare item that one of your scout demons can hold. This will be a Record Player, which unlocks a hangout event at Bar Heidrun with Saizo.

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From the entrance, head left, head left again, turn right, and go straight down before taking the right turn at the end. Walk down the long corridor until you see a locked door on your right and the Southwest Path Portal further north. Inspect the locked door to prompt Ringo to do another Demon Recon to find the key.

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You will have to look all over the Upper Area to find the demon that holds the key. In this example, the key was found in the southeast corner of the Upper Area, near the Southeast Path Portal. Unlike the Bloody Key, trying to get the item will bring up a message saying there will be a fight. Heal up/save before talking to the scout demon.

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Bringing along demons with Fire and Ruin skills is advisable. Try not to use demons with Ice skills if you can help it.

Talk to the scout demon to get the Dirty Key, but you will be ambushed by two Bugs enemies. Bugs is weak to Fire and Ruin, while resisting Ice. They use Eat Whole to deal Physical damage to a party member and heal themselves, Rampage to hit random targets for Physical damage. Demonic Gaze will deal Ruin damage to a target and inflict Dread (easier to land critical hits on target).

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Use Fire and Ruin skills to build up Stacks for Sabbaths. The Bugs are slightly more durable than the enemies you have fought in the Upper Area, but aren’t too threatening. Sabbaths should be enough to take them down.

With the Dirty Key, head back to the southwest door in the Upper Area and unlock it. You should see some stairs leading back down to the Middle Area.

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As you emerge into the Middle Area again, look to your right to find a Makami demon who has a purple exclamation mark. Talk to them and agree to help out to get the The Wolf Who Cried Wolf Request.

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Head west of the Makami and you will come across a door on your right. This leads back to the entrance of the Central Line, providing a nice shortcut in case you need to retreat to heal. You can also find a Jack Frost at the standing at the platform. This is Frost Jiro, who will give you the A New Hee Home: Part 2 Request if you agree to help.

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Return to the start of the shortcut and continue going north. Head into the door on the left and you will find the Northwest Path Portal for the Middle Area. Past the portal is a door, which leads to a powerful fight. Prepare yourself as needed, then go through.

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Preparation Advice

For the upcoming battle, you should have access to Fire, Ice, and Electric elements at a minimum. Fire and Ice are the most important elements to have if you can’t get all three. A demon that can bring along healing spells is greatly appreciated, but you can substitute with items if no one can heal. Make sure you have healing items that can heal the entire party.

You will meet Kaburagi when you go through, and the resulting conversation will give you a chance to boost your Soul Levels:

  • Why are you guys laughing? (+4 Arrow)
  • Can we just not fight? (+4 Saizo)
  • Can I convince you to give up on Mangetsu? (+4 Milady)
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After the scene, you will fight Kaburagi.

Boss Fight: Kaburagi

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Kaburagi has the following moves:

  • Accelerate: Boosts the number of actions Kaburagi can perform in a turn
  • Refresh: Removes all debuffs from the enemies (Dekunda)
  • Fatal Roulette: Deals 2 Gun attacks to random party members
  • Overdrive Mode: Charges power, but does nothing for this turn
  • Execution: Used after Overdrive Mode, deals moderate Almighty damage to the entire team
  • Unfair Game: Deals minor Gun damage to a target and lowers their Defense
  • Electric Shot: Deals minor Electric damage to a target

Kurama Tengu has the following moves:

  • Mazan: Deals minor Force damage to the party
  • Tarukaja: Boosts all enemies’ Attack
  • Arm Chopper: Moderate Physical damage to a single target

Leanan Sidhe has the following moves:

  • Abyssal Veil: Casts a protective barrier on an enemy that nullifies weaknesses
  • Lullaby: Deals Ruin damage to the entire party and inflicts Sleep
  • Media: Heals all enemies with minor health restoration

Kaburagi will summon a Kurama Tengu and a Leanan Sidhe. Kurama Tengu is weak to Electric, resists Gun, is immune to Ruin, and absorbs Force. Leanan Sidhe is weak to Fire and repels Ice. Kaburagi is weak to Ice, resists Electric, and is immune to Ruin.

Leanan Sidhe’s first turn is to use Abyssal Veil on Kaburagi, nullfying his Ice weakness. The barrier only lasts as long as Leanan Sidhe is still standing. Kurama Tengu will throw offensive attacks against the entire team, occasionally boosting their attack with Tarukaja. Kaburagi is the main offensive attacker and the largest threat on the battlefield.

Use the first turn to build up as many stacks as you can (Electric for Kurama Tengu, Ice for Kaburagi, Fire for Leanan Sidhe). When Abyssal Veil is cast, focus your efforts on taking down Leanan Sidhe. The ability to heal will extend the battle length, which isn’t great when three opponents are hitting you with their best attacks.

Kaburagi will hit hard, as he is capable of hitting multiple party members. He can also lower your Defense and hit anyone who has an Electric weakness. Kurama Tengu is a powerful attacker as well, but isn’t nearly as durable. Leave Kaburagi for last while you take Leanan Sidhe and Kurama Tengu down.

When Kaburagi uses Overdrive Mode, have everyone Guard if you can’t finish him off in a single turn. Execution is powerful enough to instantly kill the entire team if they are moderately hurt, and Guarding is the only way to reduce Almighty damage without resorting to debuffs. Once it has been used, resume the offensive.

Without the ability to heal and the additional benefits provided by the demons, Kaburagi becomes manageable. Target his Ice weakness and have everyone else buff/debuff as necessary. While you will get fewer stacks if you take out the demons first, it prevents the battle from getting out of hand. When Kaburagi is the only enemy left, you can take the time to heal and recover as needed.

As long as you know everyone’s weakness and can rely on Sabbaths to quickly take out demons, this battle shouldn’t be difficult. It can be difficult if you don’t know what to expect, but if you can recover from the damage, it’s not a tough battle to win.

You will get the A Long Farewell achievement when the battle ends. Head through the door when you regain control, then follow the path to the end. Go through the next door and you will get another chance to boost your Soul Levels:

  • Must have a good reason. (+4 Arrow)
  • Spill it, Arrow! (+4 Milady)
  • Someone’s got a crush… (+4 Saizo)
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After the scene, return to the Safehouse. Another scene will play, bringing you to Bar Heidrun. Go back to the Safehouse a second time to debrief after the mission. This leads to another opportunity to boost Soul Levels:

  • Only “now”? (+4 Arrow)
  • You sure this is a good idea? (+4 Milady)
  • What could a civilian do? (+4 Saizo)
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This unlocks the Komadori Orphanage on the City Map, which is your next destination. The Soul Matrix will also expand for all party members, allowing you to explore their 2F if their Soul Levels are high enough. New hangout events will be accessible at Bar Heidrun as well. All stores have new items in stock, and it’s a good time to buy more items/accessories/meals.

You can visit the Roppo Realm to find a little girl who will give you the Mistiqal Maiden Request if you talk to her. If you bought the DLC, you can visit Club Cretaceous to get the Problem Child Request.

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Komadori Orphanage

When you arrive at the Orphanage and the scenes play out, you will meet Raven. During the journal deciphering, you will get the opportunity to increase Soul Levels.

  • Wonder how much of that is true. (+6 Arrow)
  • Were you ever really happy? (+6 Milady)
  • Not one for change, Saizo? (+6 Saizo)
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You will learn that Mangetsu is hiding out in Subway Line 14, which is your next destination. You will also get a notice that some new Requests have appeared at Club Cretaceous. They are:

  • An Earring, A Memory, and Me
  • Accursed Creator
  • Many Birds, One Stone
  • Close My Eyes and Think Of You

Head to Subway Line 14 from the City Map when you are ready to proceed.

Subway Line 14

Enemy Information:

NameRacePhysicalGunFireIceElectricForceRuin
Jack-o’-LanternFairyNeutralNeutralAbsorbWeakNeutralNeutralNeutral
InugamiBeastNeutralNeutralResistNeutralNeutralWeakResist
Kurama TenguGenmaNeutralResistNeutralNeutralWeakRepelWeak
ShiisaaHolyNeutralNeutralWeakNeutralAbsorbNeutralNeutral
AndrasFallenNeutralWeakNeutralNeutralWeakRepelNeutral
Turbo GrannyRumorWeakNeutralResistResistResistResistWeak
Leanan SidheFemmeNeutralNeutralWeakRepelNeutralNeutralNeutral
ArchangelDivineNeutralNeutralResistResistNeutralNeutralWeak
BasiliskDrakeWeakNeutralNeutralWeakNeutralNeutralImmune
KodamaJiraeNeutralNeutralWeakNeutralNeutralAbsorbNeutral
YatagarasuAvianNeutralWeakAbsorbNeutralNeutralWeakNeutral
LilimNightNeutralNeutralNeutralWeakImmuneNeutralResist
Muu ShuuwuuRaptorResistWeakNeutralNeutralAbsorbNeutralNeutral
Ippon-DataraJakiNeutralNeutralImmuneNeutralWeakNeutralWeak
XuanwuAvatarResistResistWeakResistResistWeakNeutral

You will start in the Upper Area of Subway Line 14, and will unlock the Entrance Portal nearby. Follow the path and go through the only door available. Head through the next door and you will reach a three way split. Head left to find another door, which leads to a long horizontal train track. Head left to continue, then go through the left door when it comes into view.

Head north and go through the door, then head through the left door in the next room. Turn right at the three way split, then turn right again to reach another room. Go through the door and follow the path to see the West Path Portal at the end.

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Head east of the Portal and you will reach a door. If you try to go through, it will warn you that a dangerous presence is ahead. There will be a fight once you go through.

Preparation

Bringing demons with Force skills will be helpful for the main enemy. They will bring backup, and Ice/Physical skills will be helpful as well. Make sure you have Patra and Lourdes Water items, as you might have to heal status ailments. Resistance to Ruin is great but not mandatory, though you don’t want to be weak to Gun, Fire, or Ruin attacks.

Save your game and then go through. You will meet with Ash, and will get the opportunity to raise Soul Levels.

  • Remember what we’re here for. (+5 Saizo)
  • She’s made her choice. (+5 Milady)
  • Talk to her, Saizo. (+5 Arrow)
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You will fight with Ash after you make your choice.

Boss Fight: Ash

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Ash uses the following moves:

  • Accelerate: Increases Ash’s actions to act twice per turn.
  • Summon: Summons another demon like a Basilisk
  • Blackout: Deals moderate Gun damage to the entire team.
  • Flame Shot: Deals moderate Fire damage to a target.
  • Ashes to Ashes: Deals heavy Almighty damage to a target.

Ash is weak to Force, resists Gun and Fire, immune to Ruin. Lilim and the Basilisk are weak to Ice. Basilisk is also weak to Physical Lilim can use Bewitching Gaze and Frolic. Basilisk can use Demonic Gaze.

Ash summons a Lilim to assist her for this battle. Her attacks aren’t dangerous at the moment, and you might be able to take out the Lilim before the battle gets too complicated. This boss battle revolves around you being too occupied with status ailments to retaliate. Taking out the Lilim quickly will fix that problem. Lilim is weak to Ice, which is perfect for setting up Sabbaths with Ash’s Force weakness.

When Ash uses Accelerate, she will summon a Basilisk. Basilisk is weak to Ice and Physical. Milady and Ringo should easily be able to poke at Basilisk’s weakness with their own attacks. Basilisk will also try to slow you down with status ailments, and you want to take it out quickly.

Ash’s attacks get more powerful after Basilisk appears, but they mostly involve Gun attacks. Ashes to Ashes is her most powerful attack, dealing Almighty damage to a target. She can also hit the entire team with Blackout, which does considerable damage. Consider healing if the status ailments are slowing you down.

Otherwise, focusing on Ash and taking down her health bar is the top priority. When Ash’s health bar turns red, the battle ends.

This opens up another opportunity to work with Soul Levels.

  • Feeling hesitant? (+4 Saizo)
  • Just buying time, huh? (+4 Milady)
  • Why hold back? (+4 Arrow)
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After the conversation, four new Requests will appear at Club Cretaceous. They are:

  • Girl’s Night Out
  • Raiders of the Lost Gift
  • A Christmas Memory
  • The Little Sister

Head through the door Ash was blocking and go down the stairs to the Lower Area. Follow the path and go through the next door and the environment will turn purple. Milady will mention that you are in a barrier and that anything can happen. You will also reach the On Rails portal, where you can teleport out for a rest if necessary.

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As you move around, you will notice that you will sometimes be teleported to random parts of the area. They all lead you back towards the entrance. Ringo will suggest asking the scout demons that you sent out for help. Back at the portal, head west going to the northeast and you will encounter a scout demon. Talk to them and they will point out a hidden door that you can go through. You will see a blue barrier in front of your destination, with a voice speaking to you. When you regain control, you can access the Past the Hidden Door portal.

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Head towards the blue barrier and then go right through the broken barrier. It should close up behind you, but break the previous barrier blocking your way. Go back to the front of the barrier and walk through.

You can head east or make your way northeast. If you choose to head east, you can go through a door to a dead end. You might encounter one of your scout demons who has found a Black Soccer Ball, which unlocks a hangout event with Arrow.

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Head northeast and you can find another door that may have a scout demon with an item. What you want is a broken portal in the northeast. Go through it to open up the two barriers near the east room. Pass through either of those barriers and follow the path to keep going (the barriers will close behind you).

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Keep going until you reach a three way split. Heading left leads to a barrier, while heading right leads to a one-way door that goes back to the Past the Hidden Door portal. Be careful about going through, as you can’t go back the way you came. Head straight to a second three way path split.

Look to your left but don’t go down to see a blue barrier. Continue going straight, turn left, then right, going through the torn barrier at the end (which is at the southeast part of the area). Return to the start of the second three way path and head left. The barrier should be removed, leading to a room. Go inside the room to find the South Room Portal. It’s a good time to retreat and heal at the Safehouse if needed (or tackle some Requests).

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Head through the door west of the Portal (north on the mini-map alignment). Follow the path to a three-way split and you will see a torn barrier in front of you. Go through it and you will encounter another three way split, with the straight path leading to another torn barrier. Turn left and make your way to the northeast room where you might find a scout demon with good items.

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Head opposite the room and look for a one-way door in the southwest. Head through the door and turn left to go through the torn barrier. Head back to the second three way split from the South Room Portal. The barrier near you should be closed. Look at your mini-map to see a nearby torn barrier in the south that you can pass through. This removes the barrier in the southeast room, allowing you to pass.

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This leads to the Southeast Path portal, which is just outside a door. There will be a dangerous presence if you try to go through, and it is recommended that you retreat to the Safehouse and rest if necessary.

Preparation

Having demons who can use Ice and/or Electric skills are highly recommended for targeting weaknesses. Demons with Fire resistance will be great to bring along, but try to avoid demons who are weak to Fire.

Save before you go through, and you will fight a Goat-Headed Demon. For those of you in the know, this is Baphomet, but will be referred to as Goat-Headed Demon for the fight.

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Boss Fight: Goat-Headed Demon

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Goat-Headed Demon can use the following moves:

  • Beast Eye: Increases Goat-Headed Demons’s actions to act twice per turn.
  • Agilao: Deals moderate Fire damage to a target.
  • Makajamaon: Deals moderate Ruin damage to the party and can inflict Seal.
  • Concentrate: Doubles the damage of the next Magic attack.
  • Fire Breath: Deals 2-4 weak Fire attacks to random targets.
  • Fire Break: Changes a target’s Fire resistance to Neutral for 3 turns.

Goat-Headed Demon is weak to Ice and Electric, resists Force, is immune to Ruin, and repels Fire.

Goat-Headed Demon will always start the battle with Beast Eye to get two actions per turn. It will then hit your team with Fire attacks, throwing in the occasional Makajamaon. It will occasionally use Concentrate followed by Fire Breath, which is capable of wiping out anyone weak to Fire. It can also use Fire Break to remove Fire resistance temporarily.

Fortunately, this battle can be manageable before it gets too bad. Use as many Ice and Electric attacks as you can for powerful Sabbaths. These will remove a good chunk of HP, and will be your primary source of damage. If Baphomet uses Concentrate, have everyone not resistant to Fire use Guard to cut down the damage.

Having Media/Diarama to heal is recommended, as well as other healing items. The damage can add up and this battle might require a few Sabbaths before you can win. You also want to mitigate Makajamaon, which is the only non-Fire attack. If anyone drops below 200 HP, heal them up quickly as Concentrate + Fire Breath will deal significant damage, even when Guarded.

When Goat-Headed Demon’s health bar is red, it starts using Concentrate more often. Go all out at that point, as you likely won’t be able to keep up healing to mitigate Fire Breath’s enhanced damage. As long as you build Stacks with Ice and Electric attacks, you can quickly power through the Goat-Headed Demon before the battle drags on.

With Goat-Headed Demon defeated, the barrier will disappear. You can now explore the Lower Area normally, and won’t have to worry about disappearing.

Head back to the On Rails portal. You can head west of the portal to reach another area of the Lower Area, where you can find a staircase leading into the Lowest Area. In the Lowest Area, you can search both ends (it’s just a line) to find a scout demon with Vintage Wine (in the image below, it’s found when you turn right after going down). Getting the Wine will unlock a hangout event with Milady and Saizo.

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Head east of the On Rails portal and you will see Iron Mask at the end. You will be warned that a boss fight is up ahead, and you should prepare accordingly.

Preparation

Unfortunately, you cannot win the upcoming boss fight. Bringing demons with buffs/debuffs will help but it isn’t strictly mandatory. Just have items that can keep your team healed in a pinch, or powerful healing skills.

Proceed towards Iron Mask and you will watch a short scene. Afterwards, there will be an opportunity to increase Soul Levels:

  • Did you kill Saizo? (+5 Saizo)
  • Are you Milady’s boyfriend? (+5 Milady)
  • What’d you do with Mangetsu? (+5 Arrow)
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After the conversation, you will fight Zenon and Iron Mask.

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Boss Fight: Zenon & Iron Mask

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Zenon uses the following moves:

  • Servitor’s Shield: Protects Iron Mask from all attacks
  • Maragion: Deals moderate Fire damage to the party
  • Mabufula: Deals moderate Ice damage to the party
  • Contract’s Ward: Fully heals Zenon, sharply raises its Attack stat, and becomes immune to all attacks
  • Greedy Claws: Deals massive Gun damage to a target and lowers Attack/Defense/Aim/Evasion if it hits
  • Infernal Loyalty: Deals massive Fire damage to the party
  • Turbulent Loyalty: Deals massive Force damage to the party

Zenon can likely use more elements than what is listed above.

Iron Mask uses the following moves:

  • Stun Grenade: Deals weak Ruin damage to the party, potentially inflicting Paralyze
  • Order: Marks a target for Zenon to attack
  • Dual Shot: Deals moderate Gun damage to a target twice

Unfortunately, this battle cannot be won. You must hold out as long as you can.

Zenon has no weaknesses you can exploit, and it always uses Servitor’s Shield to protect Iron Mask. Iron Mask will attack your party while protected, and Zenon stops holding back.

Your best bet is to use debuffs like Tarunda and Sukunda since those can actually affect the two bosses. Have everyone throw a few attacks at Zenon to proceed with the story.

Zenon will soon use Contract’s Ward, becoming invulnerable to attacks as well. It will then start launching powerful attacks against your party. Iron Mask can Mark a party member for Zenon to use Greedy Claws. The targeted party member should Guard to avoid dying (it is capable of taking off 600+ HP). After that, you just hold out until the battle ends.

Head to Cirque du Goumaden as your next destination. Speak to Victor to get more information about the Zoma, and you will get a lead. The Soul Matrix will open up its 3rd level, with a new hangout event for Milady and Saizo appearing at this time. If you purchased the DLC, the Unforgettable Request will also appear at Club Cretaceous.

Return to the Safehouse to trigger a scene. Head to Bar Heidrun to pick up Arrow and Milady, which leads to an opportunity to boost Soul Levels:

  • A necessary evil, right? (+7 Milady)
  • This Summoner’s karma too? (+7 Saizo)
  • She’s not blaming you, Arrow. (+7 Arrow)
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Head to Komadori Orphanage. After a series of scenes, you will get another chance to boost Soul Levels:

  • Is this life in the cards for Arrow? (+8 Arrow)
  • (Never seen Milady like this.) (+8 Milady)
  • (That was a new side to Saizo.) (+8 Saizo)
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Your next destination is Ozaki Hope Towers, which is now available on the map. A new hangout event with Arrow and Saizo will appear at Bar Heidrun. Three new Requests have appeared at Club Cretaceous as well:

  • A Brooch, A Fresh Start, and Me
  • Master and Apprentice
  • Deepest Mysteries of Creation

If you haven’t done so, visit Axis as Flamma will have the Story of Your Love Request available for you. Revisiting Subway Line 14 will also allow you to tackle the A New Hee-Home: Part 3 Request.

Whenever you are ready, head over to Ozaki Hope Towers.

Ozaki Hope Towers

Enemy Information:

NameRacePhysicalGunFireIceElectricForceRuin
LamiaFemmeNeutralNeutralNeutralResistImmuneWeakNeutral
ApsarasYomaNeutralNeutralWeakRepelNeutralNeutralNeutral
SetantaFairyResistResistNeutralNeutralWeakRepelWeak
PrincipalityDivineWeakResistImmuneResistWeakResistImmune
ChimeraHolyNeutralNeutralRepelWeakResistResistWeak
MothmanWilderNeutralWeakNeutralNeutralResistWeakNeutral
QuetzalcoatlDragonRepelNeutralNeutralResistResistWeakWeak
NekomataBeastNeutralNeutralNeutralNeutralWeakAbsorbNeutral
IncubusNightImmuneNeutralWeakNeutralNeutralWeakNeutral
OrobasFallenNeutralResistResistWeakResistImmuneWeak
Hell BikerRumorNeutralWeakResistNeutralNeutralRepelNeutral
VasukiDrakeNeutralNeutralNeutralResistNeutralWeakNeutral
Nezha TaiziGenmaResistNeutralResistWeakNeutralResistNeutral
VouivreSnakeNeutralNeutralNeutralNeutralAbsorbNeutralWeak

Tower A1F

When you arrive at Ozaki Hope Towers, head straight for the elevators to discover that they don’t work. You need to find a switch to activate them. Search around the southwest/southeast rooms to find a scout demon with the unique purple item icon. This will give you the Red Cardkey key item.

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This lets you open a door to the west that allows you to proceed. You can’t brute-force your way through; without the card, there’s no access. Keep following the path and go through the doors until you reach the northeast corner.

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At the northeast corner, head straight and turn left to use the second door behind you (the first door on your left leads to an empty room). You will enter an empty room with two doors. It doesn’t matter which one you take, as they both lead to the Electric Area portal. The door next to the portal will inform you that a tough fight is ahead. The only challenge is that most of your MP will be taken from you, but the fight itself is easy.

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You will run into a Mothman and 4 Apsaras enemies. Before the battle starts, Mothman will use Pilferage and absorb a large amount of MP before leaving. The Apsaras are just normal enemies, and can be taken down as usual.

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When the battle is over, you will automatically interact with the switchboard to send power to the elevators. Return to the entrance and head to the elevators. You can go to 2F, 3F, and 4F. Head to the middle elevator and go to the 2F for the time being.

Tower A2F

Head southeast and go around clockwise to the west side. Head through the door and you will find the West Room portal.

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Head through the rest of the room and you will see the same Mothman from earlier. You get the same dangerous presence warning, and you want to prepare before you continue. Expect your MP to be stolen before the battle.

The Mothman will pit you against 4 Principality enemies, but will use Pilferage to steal your MP again before the battle. Thankfully, these are regular Principality enemies and you shouldn’t have much trouble against them.

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After defeating the Principality enemies, speak to your scout demon (who is likely to be there) to get the Blue Cardkey.

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Go back to the first floor and take the elevator on the left to the 3F.

Tower A3F

Head southeast, going through the room and following the path. You will find the East Hallway portal near a door with a dangerous presence. Fortunately, it’s not a boss and is just another Mothman encounter.

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Your challenge is to defeat 2 Chimera enemies while a large amount of MP is drained. They are still regular enemies, and shouldn’t be difficult to take down (though the lack of MP might be hard to fend off at this point).

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After the battle, head down the path to find a scout demon with the White Cardkey.

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Go back to the 1F again, and take the elevator on the right to the 4F (it’s the only floor it can reach).

Tower A4F

From the elevator, go around the right side and make your way to the southeast room. You should find a scout demon with the Fukakusa Shuriken item, which unlocks a hangout event with Milady. If it isn’t in the southeast room, you may have to check the southwest room due to the random nature of Demon Recon.

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Head northeast to the offices. You will find the Passageway Portal near a locked door. You will need the Blue and White Cardkeys to unlock it and continue.

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Upon unlocking the door, you will sense a dangerous presence if you try to proceed. This isn’t another Mothman encounter, and you actually want to take that warning seriously this time.

Preparation

Demons with Ice and Force skills are highly recommended for this battle. If anyone can use Charge with a solid Physical attack, bring them along as well. Any demon with Mediarama is great in case your team runs into an accident.

You will encounter Ash, and get a chance to boost Soul Levels:

  • Ready to die again, Saizo? (+8 Saizo)
  • What do you think, Arrow? (+8 Arrow)
  • What should we do, Milady? (+8 Milady)
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Regardless of your choice, you fight Ash again.

Boss Fight: Ash (Second Fight)

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Ash uses the following moves:

  • Accelerate: Increases Ash’s actions to act twice per turn.
  • Summon: Summons an Inugami and a Lilim, or a Basilisk and Pazuzu
  • Blackout: Deals moderate Gun damage to the entire team.
  • Flame Shot: Deals moderate Fire damage to a target.
  • Ashes to Ashes: Deals heavy Almighty damage to a target.
  • Spellproof Wall: Repels 1 Magic attack aimed at the party.
  • Overload: Increases the Attack and ailment success rate of an ally, but lowers their Defense.

Pazuzu uses the following moves:

  • Miasma Breath: Fills the battlefield with miasma, which damages your party every turn
  • Zandyne: Deals heavy Force damage to a target.
  • Wind Breath: Deals 2-4 weak Force hits to random targets in your party.

Pazuzu is weak to Ice, resists Fire, is immune to Ruin, and absorbs Force. Ash’s weaknesses and resistances are the same as they were the last time you fought (weak to Force, resists Gun and Fire, immune to Ruin).

Ash summons a Pazuzu at the start of the battle. Pazuzu always starts with Miasma Breath, which will damage your team over time. The damage also increases every turn, eventually KOing the party. Taking out Pazuzu should be your highest priority.

Ice attacks on Pazuzu and Force attacks on Ash should result in powerful Sabbaths that take out Pazuzu in 1-2 turns. Alternatively, hitting it with Charge + any Physical/Gun attack should also deal significant damage. Once Pazuzu falls, the miasma disappears and you fight Ash by herself.

Ash always starts with Accelerate and then fights you by herself. Once Ash goes down to around half health, she starts summoning two support demons at a time. She will first summon an Inugami and Lilim, and her next summon is a Basilisk and Pazuzu.

Inugami only uses Blight and regular Physical attacks. Everyone else uses the same attacks you’ve seen before (treat Pazuzu as if it revived, Liliim and Basilisk hit you with Ruin attacks). Inugami is weak to Force, Lilim is weak to Ice, and Basilisk is weak to Physical and Ice.

The focus should primarily be on Ash, as defeating her will end the battle. She won’t use Summon twice in a turn, and there is a lot of time before she uses Summon again. Defeat her reinforcements or just pile the attacks on quickly. Ash is capable of casting support spells to prolong the battle, which is bad news for you.

If you have demons who are immune to their own magic, you can cast spells after Ash throws up Spellproof Wall to remove the barriers. Overload only works if there are demons around in the first place. However, it’s still better to focus all of your attacks on Ash, as wasting time with reinforcements can tire you out.

This battle is only difficult if you can’t get rid of Pazuzu fast enough or you can’t focus on Ash. As long as she goes down, it doesn’t matter who’s left standing: the battle ends.

After the battle, the following Requests will appear at Club Cretaceous:

  • All’s Fair in Love and Commerce
  • Mad Dog
  • Academics Wanted (Again)
  • A Girl’s Resolve

A Girl’s Resolve is a DLC quest, and will not appear if you didn’t purchase the DLC.

Head past the place where you fought Ash and you will enter Tower B4F. The Passageway Portal is in front of you, and you can use it to retreat to the entrance if needed.

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Tower B4F

Head through the door to the west of the portal, then follow the path until you can turn right into the center of the map. Follow the path around the boxes to reach an elevator. You can go to the 3F, 2F, or the 1F. For now, choose the 3F as your next destination.

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Tower B3F

East of the elevator, you can find a scout demon with a Psychological Test Book, which unlocks a hangout event with Arrow and Milady.

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Other than finding scout demons, that’s all you can do on this floor. You can check the 2F if you like, but there’s nothing important there right now (other than some scout demons). Head down to the 1F when you are ready.

Tower B1F

When you arrive, head northwest to find the Central Area Portal, which you can use as a checkpoint.

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Head north of the portal and then turn left to find a locked door. You can’t get through and none of your Cardkeys will work. You need to look for the proper Cardkey to get through. Head to the 2F to begin your search.

Tower B2F

Head to the southeast corner of the central room to find a purple exclamation mark. This is a grate, which only Mimi can pass through. A quick tutorial will appear about controlling Mimi while Ringo and the others fend off attacks.

As Mimi explores the vent, you will see Ringo’s portrait in the upper right. It has the same colors as Mimi’s alert system (green, yellow, red). As you explore, Ringo’s portrait eventually turns red and you have a regular demon fight. After the battle, you regain control of Mimi and the process begins again. You can still use items on characters from the menu, but you can’t move them in the field until Mimi retreats or finishes the objective.

Have Mimi go straight and turn left, going to the end to investigate the vent. Turning right leads to a dead end and wastes time. Mimi will be able to enter a room and find the Green Cardkey. Make your way back to the start to regain control of Ringo.

Head back to the locked door on the 1F and it will unlock with the Green Cardkey. As you try to proceed, you will get a dangerous presence warning. Fortunately, it is a Mothman encounter and you only have to worry about your MP being taken.

You will fight 2 Orobas after the Mothman takes your MP again. While you might be at a disadvantage, it’s still a regular enemy fight and shouldn’t be too difficult.

Keep going and you will reach an elevator that isn’t powered. There will be another vent which you can send Mimi through on your left, where the power will be.

In the vents, head to the right and then straight. Ignore the first left you come across, and then take a right turn. Keep going straight and turn right at the end. Follow the path and you should reach the southeast vent. This allows Mimi to restore power to the elevator. If you have time, you can also head to the northeast vent to get a Balm of Life, but it isn’t mandatory.

After Mimi returns from the vents, a nearby scout demon can give you the Sketch Comedy Book, which unlocks a hangout event with Arrow and Saizo.

Use the elevator to go to B10F. Follow the path and you will see Ash waiting for you. Fortunately, this isn’t a boss battle and you can safely approach.

Talking with Ash will provide another opportunity to boost your Soul Levels:

  • It’s cool if you want to stay, Saizo (+9 Saizo)
  • Think it’s a happy ending, Milady? (+9 Milady)
  • Hey, Arrow, you’re beaming. (+9 Arrow)

Keep going and you will reach the Lab Portal near a door. The door will have a dangerous presence warning, and you want to make sure you are ready before you proceed.

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Preparation

It it highly recommended that you bring a mix of demons that can target all elements (Physical, Gun, Fire, Electric, Force, Ruin). Healing skills like Mediarama are mandatory unless you can use items to make up the difference. Buffs and debuffs are optional, but are highly encouraged.

After the scene, you get the opportunity to increase Soul Levels.

  • Can you move, Milady? (+8 Milady)
  • Can you move, Arrow? (+8 Arrow)
  • Can you move, Saizo? (+8 Saizo)
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You will fight Zenon and Iron Mask after the scenes.

Boss Fight: Zenon & Iron Mask (Second Fight)

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Zenon uses the following moves:

  • Vengeful Loyalty: Chance for a Physical counterattack when Iron Mask is attacked. Can inflict Seal
  • Contract’s Ward: Changes Zenon’s affinities
  • Voltaic Loyalty: Deals heavy Electric damage to the party
  • Icy Loyalty: Deals heavy Ice damage to the party
  • Turbulent Loyalty: Deals heavy Force damage to the party
  • Infernal Loyalty: Deals heavy Fire damage to the party
  • Feral Focus: Absorbs any Stacks generated, preventing Sabbaths from being used
  • Greedy Claws: Hits a target marked by Order, deals severe Gun damage and lowers Attack/Defense/Aim/Evasion

Iron Mask uses the following moves:

  • Summon: Summons demons such as Power, Silky, or Vouivre to the battlefield
  • Dual Shot: Deals two moderate Gun damage attacks to a target
  • Stun Grenade: Deals low Ruin damage to the entire party, can inflict Faint
  • Order: Marks a party member for Greedy Claws

Power uses the following moves:

  • Abyssal Veil: Removes all weaknesses from a target as long as Power is active
  • Blast Arrow: Deals moderate Gun damage to all party members

Silky uses the following moves:

  • Diarama: Provides moderate HP recovery for a target
  • Bufula: Deals moderate Ice damage to a target

Vouvire uses the following moves:

  • Demonic Gaze: Deals low Ruin damage to a target, can inflict Dread
  • Agilao: Deals moderate Fire damage to a target
  • Concentrate: Doubles the power of the next Magic attack
  • Zenon is weak to everything (Physical, Gun, Fire, Ice, Electric, Force, Ruin)
  • Iron Mask is weak to Electric, resists Ice, and is immune to Fire and Ruin.
  • Power is weak to Gun, and resists Fire, Ice, Electric and Force.
  • Silky is weak to Fire, is immune to Force and absorbs Ice.
  • Vouivre is weak to Ruin and absorbs Electric

Zenon is fragile in the beginning, but Iron Mask does his best to protect Zenon in this state. Contract’s Ward will change Zenon’s affinities, giving him only one weakness, repelling one element, and resisting everything else. Iron Mask summons Power who will cast Abyssal Veil on Zenon, removing its weakness (and eventually all weaknesses). Everyone else will then attack your team with everything they have.

Try to avoid using attacks that hit multiple targets, as Zenon will use Vengeful Loyalty as a counter if anyone hits Iron Mask. The Seal effect is the real danger, as it can slow your momentum down. Use every element in your arsenal to attack Zenon, as this will help pinpoint its weaknesses when it uses Contract Ward.

Take out Power as soon as you can, because it will make Zenon difficult to kill. You can ignore Silky as it tends to heal Iron Mask and Zenon if they are injured before healing Power. Vouivre can be a powerful attacker, but isn’t as threatening as Power will be. Don’t invest too much effort in defeating every demon, as Iron Mask can always summon more. Always take down Power, but only fight Silky and Vouivre if you can’t afford to ignore them or are using them to generate Stacks.

Taking out Zenon first is always the priority. It is by far the most dangerous attacker, especially with the threat of Greedy Claws. If Iron Mask uses Order on any party member, that party member must Guard if they want to have a chance of surviving. Once Power is defeated, Abyssal Veil will lift, and this gives you a chance to hit Zenon’s weaknesses. Even if Contract Ward is used, you can still pinpoint Zenon’s weakness if you hit him with enough attacks.

Once Zenon falls, the battle becomes significantly easier. Even if Power uses Abyssal Veil on Iron Mask, no one is strong enough to truly threaten you. Heal everyone up and continue your assault. When Iron Mask falls, all other demons will disappear and you will win.

Return to the Safehouse after the battle. After the scenes, head to the Axis. The conversation leads to another opportunity to boost Soul Levels:

  • Let’s break the seal. (+10 Arrow)
  • Let’s keep it as is. (+10 Saizo)
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Whichever option you pick, Arrow still gets the final choice. You can talk to Flamma to get the Hopes, Dreams, and Aion Request.

Return to the Safehouse and you will get another opportunity to boost Soul Levels:

  • The Iron Mask we know is fake? (+10 Milady)
  • Maybe Zenon killed Iron Mask? (+10 Saizo)
  • Uh, through sheer willpower? (+10 Arrow)
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Your next destination is the Soul Matrix. Some new Requests will be available at Club Cretaceous. They are:

  • Night of the Living Snowman
  • …Scientist
  • The Heartbreaker

There are also new hangout events with Arrow and Milady, as well as Arrow and Saizo.

Head to the Soul Matrix and you learn that you must go through uncharted territory in Arrow’s Sector to unseal his memories.

Arrow Sector Special

Enemy Information:

NameRacePhysicalGunFireIceElectricForceRuin
ZhuqueAvianNeutralWeakAbsorbWeakNeutralNeutralImmune
SudamaJiraeNeutralResistNeutralNeutralWeakImmuneNeutral
SilkyFairyNeutralNeutralWeakAbsorbNeutralNeutralNeutral
DakiniFemmeNeutralNeutralImmuneWeakResistNeutralWeak
UnicornHolyNeutralNeutralWeakImmuneResistResistImmune
PowerDivineNeutralWeakResistResistResistResistNeutral
RakshasaJakiResistNeutralNeutralNeutralNeutralWeakWeak

To get to Arrow’s missing memory, head to Arrow Sector 1F’s Gate 2 Portal, then head to the right. You will see a gate that previously couldn’t be accessed, which is where you need to go for the story.

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The upcoming section can be random, and it might boil down to exploring the entire map and looking for images of Arrow. The following guide is one of many paths that you may experience, and isn’t necessarily the same for everyone. However, the Arrow Image locations should be consistent.

Head forward to the image of Arrow (unlocking the Entrance Portal), and you will gain a Memory Fragment after the scene. Examine the gate behind the image to be teleported near the Portal. Head back to the gate and examine it a second time to be teleported to a random part of the area. There will be another Arrow image as well as a red portal. Grab another Memory Fragment from the image before you head into the portal.

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You will be back at the starting area. Head forward to examine the gate again and you will be teleported to another area. Head northwest of your current position to find a red portal you can go through to go back to the starting area. Examine the gate again, then go straight and up the stairs.

Follow the path and you will see two red portals at the end, one each on your left and right. Take the left red portal and you will arrive near a green portal with an Arrow image at the back. Get the Memory Fragment from the Arrow Image, then take the green portal to get to the other side (where you would have gone if you took the right portal).

Head to the red portal at the top to return to the starting area. Examine the gate again to be teleported to a new area.

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Follow the path to the red portal and you are thrown back to the entrance. Examine the gate and you are teleported to another area. Follow the path and go into the first red portal on your right, which takes you back to the starting area. Examine the gate twice, the first time takes you to an area you have already explored, but the second time will take you somewhere new upon your return. Head north (ignoring the red portal for now) to find another Arrow image that gives you a Memory Fragment.

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That should be the last Memory Fragment you need. Head through the red portal to go back to the entrance. When you interact with the gate, it will create a long staircase going down. Six red portals will also open up on your left and right sides to let you revisit previous areas. At the bottom, you will find the Foot of Stairs Portal, as well as an enemy standing over Arrow.

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There will be a boss fight if you approach the enemy, and it is a good place to save and prepare if you haven’t done so.

Preparation

Demons with Electric and Force skills are highly recommended. Being immune to Electric and Ruin damage is preferable, but not necessary. If you have buffs/debuffs, bring them along, especially any Sukukaja-like effects. Having Dekunda will also make things easier, but isn’t mandatory.

Approach the enemy to fight Vritra and two Succubus enemies.

Boss Fight: Vritra

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Vritra can use the following moves:

  • Mazionga: Deals moderate Electric damage to the party
  • Ziodyne: Deals heavy Electric damage to a target
  • Concentrate: Doubles damage of the next Magic attack
  • Bamboo Slice: Deals heavy Physical damage to a target. Can pass through resistances

Both Succubus can use the following moves:

  • Acid Breath: Lowers Defense/Aim/Evasion for the party
  • High Pressure: Deals weak Ruin damage and inflicts Dread on the party
  • Makajama: Deals weak Ruin damage and inflicts Seal on a target

Vritra is weak to Force, resists Ice and repels Electric. Succubus is weak to Electric, resists Fire and Ruin, and absorbs Ice.

This isn’t a difficult battle as long as you have prepared in advance. Vritra will attack the team with Physical and Electric moves, while both Succubi will try to debuff your team and inflict status ailments.

Taking down the Succubi is the first priority, since they can be annoying enemies if left unchecked. Heal their ailments and try to remove their debuffs as quickly as you can. When Vritra is left, attack him with your best Force moves.

If Vritra uses Concentrate, you can use Makarakarn to protect yourself. It won’t damage Vritra (they are immune to Electric), but it allows you to keep fighting while protected from the spell. Just throw your most powerful moves at Vritra that aren’t Electric and you should win the battle.

After the battle, watch the scenes that play out and head to Komadori Orphanage, though a hangout event with Arrow will unlock beforehand. After going to Komadori Orphanage, you will get a prompt to save your game.

Back at the Safehouse, there will be a chance to boost Soul Levels:

  • Calm down, Milady. (+9 Arrow)
  • Why didn’t you tell us? (+9 Milady)
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After the scenes play out and you return to Komadori Orphanage, there will be another chance to increase Soul Levels:

  • You’re right. (+10 Milady)
  • You’re wrong. (+10 Saizo)

You will be able to access the West Shipping District for the upcoming confrontation. Three new Requests will appear at Club Cretaceous.

  • Priceless Treasure
  • Light at the End of the Tunnel
  • Fatal Countdown

Head to the West Shipping District once you are ready.

West Shipping District

Enemy Information:

NameRacePhysicalGunFireIceElectricForceRuin
OrthrusBeastResistResistAbsorbWeakNeutralNeutralNeutral
NueWilderResistNeutralWeakImmuneNeutralNeutralNeutral
ValkyrieYomaNeutralRepelWeakNeutralNeutralNeutralWeak
VritraDragonNeutralNeutralNeutralResistRepelWeakNeutral
DoppelgangerRumorRepelWeakNeutralNeutralImmuneNeutralImmune

Go through the door when you arrive, then turn left and follow the path. As you keep going straight, you will run into a Makami if you completed The Wolf Who Cried Wolf. Speak to it and you will get the The Wolf Who Cried Wolf Again Request.

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Continue following the path and you will reach the bottom of the map. As you go forward, take the first left and go all the way down to potentially find a scout demon with a Mysterious Transceiver item. This unlocks a hangout event with Milady and Saizo. You may have to search the second left if they don’t appear.

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Head back to the bottom of the map and make your way to the southeast corner. There will be a scout demon on either the left or right side that has Artificial Sakura Flowers, which will unlock a hangout event with Arrow, Milady, and Saizo.

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Head to the third left at the bottom (if you went to the southeast corner, take the first left after going down). At the end of the third left, you will see the North Iron Gates Portal and a closed door. There will be a boss battle past the closed door, and you should save and prepare before going through.

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Preparation

Make sure you have demons who are able to target Fire, Ice, Electric, and Force. A demon who has Ruin skills equipped should also be brought along/switched out. Mediarama/Mediarahan will be helpful for healing. Buffs and debuffs are highly recommended. Dekunda will help in case debuffs are applied to your team.

Once you go through, you will have the opportunity to boost Soul Levels:

  • What about Arrow’s sacrifices? (+8 Arrow)
  • You think that’ll make the kids happy? (+8 Milady)
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You will confront Iron Mask/Raven after the scene.

Boss Fight: Iron Mask/Raven

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Iron Mask can use the following moves:

  • Stun Grenade: Deals weak Ruin damage to the party and inflicts Faint
  • Dual Shot: Deals two heavy Gun attacks to a target
  • Accelerate: Increases the number of actions taken per turn
  • Reactive Armor: Changes resistances to repel Fire, Ice, Electric, and Force
  • Purge: Deals heavy elemental damage to the party, but is temporarily weak to the element that was used
  • Overdrive Mode: Charges for a powerful attack next turn
  • Aurora Blitz: Used after Overdrive Mode. Deals heavy Almighty damage to the party and lowers their Attack/Defense/Aim/Evasion

Vouivre can use the following moves:

  • Demonic Gaze: Deals weak Ruin damage to a target and inflicts Dread
  • Concentrate: Doubles damage of the next Magic attack
  • Megido: Deals weak Almighty damage to the entire party

Silky can use the following moves:

  • Bufula: Deals moderate Ice damage to a target
  • Diarama: Moderately heals a target’s HP

Power can use the following moves:

  • Deathbound: Deals heavy Physical damage to the party
  • Luster Candy: Increases Attack/Defense/Aim/Evasion of a target
  • Iron Mask is weak to Electric, resists Ice, and is immune to Fire and Ruin.
  • Silky is weak to Fire and absorbs Ice.
  • Vouivre is weak to Ruin and absorbs Electric
  • Power is weak to Gun and resists Fire, Ice, Electric, and Force

While the identity of Iron Mask is obvious at this point, the walkthrough will refer to him as Iron Mask to minimize spoilers as much as possible.

The enemies can look overwhelming, but if you take them out one at a time, they become manageable. Taking out the Vouivre, Silky, and Power first is highly recommended, since they will either enhance other enemies or create more problems on the battlefield. Only attack Iron Mask if you can build Stacks; you are better off leaving him alone in the meantime.

Once the three demons are down, you can focus your attacks on Iron Mask. When the mask falls off (about 1/3 health is gone), Accelerate and Reactive Armor will be used.

Reactive Armor repels every element, and Iron Mask will resist almost everything at this point. It will always be followed up with Purge, which deals elemental damage to the team. The good news is that Purge will make Iron Mask weak to the element that was used (ie. if Purge was Ice-based, Iron Mask will become weak to Ice). The weakness only lasts for one attack; the affinity goes back to Repel after being targeted.

Match your elemental attacks with Purge to keep dealing damage. After getting weaker, Iron Mask will use Overdrive Mode to charge an attack. Have everyone Guard, because Aurora Blitz will hurt your team badly otherwise. After Aurora Blitz is over, recover as quickly as you can.

When Iron Mask gets weaker, 2 Purges will be used per turn. While dangerous, this does make Iron Mask more vulnerable to an elemental assault. Use your most powerful elemental attacks and he should fall.

After the battle, watch the scenes and go back to the Axis. Return to the Safehouse, then you need to search three locations:

  1. Komadori Orphanage: Talk to Arrow
  2. Karakucho: Talk to Saizo outside De La Mancha
  3. Shinsando. Go to Bar Heidrun and speak with Milady.
  4. Go back to the City Map, then back to the Safehouse.

After the scene, you will get a chance to boost Soul Levels:

  • I want to smack her. (+11 Milady)
  • I want to talk to her. (+11 Saizo)
  • I want to see her. (+11 Arrow)
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Head to the Axis and watch the scene. You can now visit the 24th Ward Municipal Tower. The Soul Matrix is still accessible despite the earlier scene. A new hangout event with Arrow and Milady will unlock, and more Requests are available at Club Cretaceous.

  • A Woman of Many Faces
  • A Wintry Friend|
  • Requiem for a G
  • Vanity, Calamity, Humanity
  • Academics Wanted (Yes, Again)
  • Nana’s Lonely Heart (DLC)

Head to the Municipal Tower when you are ready.

24th Ward Municipal Tower

If you are aiming to get everyone’s Soul Levels to 100, you should be around the mid 80s-low 90s with each character now. There will be enough opportunities for everyone, but you have to pay careful attention if you aren’t already there.

Enemy Information:

NameRacePhysicalGunFireIceElectricForceRuin
BaihuHolyNeutralNeutralWeakAbsorbNeutralNeutralResist
DominionDivineWeakNeutralResistResistResistResistWeak
FafnirDrakeImmuneImmuneNeutralWeakNeutralWeakNeutral
DecarabiaFallenNeutralNeutralImmuneWeakResistResistNeutral
Cu ChulainnGenmaImmuneImmuneNeutralNeutralWeakRepelWeak
PazuzuVileNeutralResistResistWeakNeutralAbsorbNeutral
ThunderbirdAvianNeutralWeakNeutralNeutralRepelWeakNeutral
TitaniaFairyWeakNeutralRepelRepelRepelRepelImmune
AnubisAvatarResistResistWeakResistResistResistImmune
Yamata-no-OrochiSnakeNeutralNeutralImmuneImmuneWeakNeutralWeak
CerberusBeastNeutralNeutralRepelWeakNeutralNeutralNeutral
KudlakNightResistNeutralWeakRepelNeutralNeutralWeak
GirimekhalaJakiRepelRepelWeakWeakWeakWeakNeutral
RangdaFemmeRepelRepelNeutralWeakWeakWeakNeutral
AnzuRaptorResistWeakNeutralNeutralAbsorbNeutralResist
FenrirWilderNeutralNeutralAbsorbNeutralNeutralNeutralWeak
AnantaDragonResistResistResistResistResistWeakWeak
ThroneDivineNeutralWeakRepelRepelRepelRepelNeutral
SkadiLadyNeutralNeutralWeakAbsorbNeutralNeutralImmune
GaneshaYomaResistNeutralNeutralImmuneWeakImmuneNeutral
FlaurosFallenNeutralResistImmuneResistResistWeakNeutral

Sea Area 1F

Head past the Entrance Portal and go straight. When you get the opportunity to head north or east, go east. Take the left path when it splits and you will reach the North Side Portal. As you approach the door in front of the portal, you get a warning that a dangerous presence is ahead. This isn’t a strict boss fight, but it can be a tough battle.

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Head past the door and you will fight two Summoners, who summon a Decarabia and a Thunderbird.

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The male Summoner can use Flame Shot and Inferno Shot. He is weak to Ice, resists Gun, immune to Ruin, and repels Fire.

The female Summoner can use Rampage Slash (deals heavy Physical damage to a target twice) and Charge. She is weak to Electric, resists Physical, Ice and Force, while immune to Ruin.

Thunderbird keeps using Maziodyne, while Decarabia switches between Makarakarn and Tetrakarn. They both have the same affinities as regular enemies (Decarabia is weak to ice, Thunderbird is weak to Force).

The strategy is simple as long as you know the enemy weaknesses. Defeat Decarabia and Thunderbird first, then focus on the Summoners. Ice, Electric, and Force are useful elements here, and you want to make sure you aren’t weak to Physical, Fire, or Electric. If you are, try to have ways to mitigate being attacked, like having Dodge passive skills or accessories.

When the battle is over, head through the tower and go up the water tornado to reach the 2F.

Sea Area 2F

Head forward and you will note the giant spout of energy in the center of the area. There are three Decarabia around the spout, with one to the west, south, and east of the spout (from the map perspective. Talk to one of them and they will tell you about the Energy Vortexes they control. The Decarabia can change the direction of the Energy Vortexes to go up or down depending on your choice.

The currents turn into vortexes that act like staircases, and you can use them to explore different parts of the 1F and 3F. Without the vortexes, you can’t progress further. If you want to turn them off, just talk to the Decarabia to deactivate a vortex and move past it.

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Head to the south Decarabia and have the vortex flow upwards to the 3F. Head south on the map and take the first downward vortex you see in the south. When you are back on the 2F, head north on the map and you will reach an empty energy vortex in the northwest corner. Keep following the path to the east and take the left turn to find another Decarabia. This Decarabia isn’t related to the unattended energy vortex you found earlier and controls a different one.

662px-Soul_Hackers_2_Municipal_Tower_4.jpg

Tell the Decarabia to make the energy flow upwards and go up to the 3F.

Sea Area 3F

You’ve likely been here before but in small areas. This is a larger part of the floor that you can explore. When you regain control, take the path on the right or the path going southwest if referring to the map. Keep going west and take a left turn to reach another Decarabia. This Decarabia won’t do anything, but will offer to take on the unattended energy vortex back in 2F if you take it there.

662px-Soul_Hackers_2_Municipal_Tower_5.jpg

You will automatically be teleported to the energy vortex, and can now move up and down at your discretion. Choose to take the vortex down and you will be back on the 1F, near the Northwest Side Portal. Head forward to see a door, but you will sense a dangerous presence if you choose to proceed.

662px-Soul_Hackers_2_Municipal_Tower_6.jpg

Preparation

Demons that can use Force skills should be brought along. Bring Dekunda or Dekunda Mists with you in this battle. Try to avoid bringing demons who are weak to Physical. Healing skills such as Eternal Prayer are great to bring along as well, though Mediarahan will work in a pinch. Be prepared to heal status ailments such as Poison, or have demons/accessories that help you mitigate the effects.

When you proceed, you will get a chance to boost your Soul Levels:

  • We’re taking you down. (+9 Milady)
  • I have to stop Figue (+9 Arrow)
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You will fight Azazel after you have made your choice.

Boss Fight: Azazel

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Azazel can use the following moves:

  • Beast Eye: Increases the number of actions taken per turn
  • Blight: Deals weak Physical damage to the party and can inflict Poison. Can pierce through Resist/Null/Drain resistances
  • Tarukaja: Boosts Azazel’s Attack
  • Torpor Strike: Deals weak Physical damage to a target, lowering their Aim/Evasion
  • Law of Wisdom: Changes Azazel’s resistances
  • Megidolaon: Deals severe Almighty damage to the party
  • Guillotine Fake: Lowers all party members’ HP to 1
  • Law of Phenomena: Changes Azazel’s resistances

Azazael is weak to Force, is immune to Ruin, and repels Physical.

Azazel is only tricky if you don’t pay attention. The only two weaknesses you need to address are Force and Physical. Force will be Azazel’s weakness in the beginning and end, while Physical is Azazel’s weakness after using Law of Wisdom.

The first turn always starts with Beast Eye and then Blight. Azazel will then boost its Attack with Tarukaja and attack you with other moves. Azazel is good at bypassing resistances, with Blight going through everything but Repel and Megidolaon being unblockable.

After losing a third of its health, Azazel will use Law of Wisdom and will now be weak to Physical (while absorbing/draining Force). You will see Guillotine Fake being used here, which lowers everyone’s HP to 1. Thankfully, this tends to be used as the second move, allowing you to recover with Mediarama/Mediarahan. If it is used as the first move, you have to hope for a few misses to survive.

Azazel’s Physical weakness is easy to exploit with Milady and Ringo. Everyone should be using their best Physical skills, or at the very least Milady and Ringo should be using their default attack. If you want to somewhat stall Azazel, use Dekaja/Dekaja Mists to remove Tarukaja. Azazel will almost always re-apply Tarukaja, wasting one action (though the next action will likely hurt).

Don’t forget to heal any Poison that is inflicted due to Blight. Use Dekunda/Dekunda Mists to fix anyone hit by Torpor Strike. You can also use buffs/debuffs of your own to hamper Azazel and make the battle easier.

After reaching the last third of its health, Azazel will use Law of Phenomena to regain its initial resistances (weak to Force, repels Physical). Switch your demons around if needed (don’t forget your Conversion/Master Conversion Commander Skills) and continue the assault. With careful preparation and attention, Azazel shouldn’t take too much effort to take down.

After the battle, you will get another opportunity to boost Soul Levels:

  • Real scumbag, this guy. (+10 Arrow)
  • You scared? (+10 Milady)
  • Heck of a beard. (+10 Saizo)
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A new hangout event with Milady and Saizo. will be available at Bar Heidrun after the battle. The Dark Night Rises Request will become available at Club Cretaceous. You can also go back to the entrance to find the A New Hee-Home: Part 5.

Continue following the path past Azazel and you will reach a giant yellow rock in the middle. You can interact with the rock (the icon just isn’t visible) to proceed further upwards.

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Sea Area 4F

When you regain control, head to the right (left on the map). Along the way you will run into a fork in the road. If you head to the right, you may find a scout demon that has a Portable Gaming Device. This brings up a hangout event with Arrow and Saizo.

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Head back to the fork and go to the left, following the path through two doors. When you get to another fork, head to the right to continue. When you reach another wide open area with a path split, head to the right. Follow the path and go through the doors until you reach an energy vortex going up.

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Bone Area

This is technically the 5F, though it is called the Bone Area. Head forward past the Entrance Portal and approach the man standing in the distance. If you get closer, you will be warned that a dangerous presence is nearby and you should be prepared.

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Preparation

You want demons who can use Ice, Electric, and Physical skills at the bare minimum. They should all be on different party members as well. Fire and Force skills are great, but the first three are more important. Skills like Mediarahan will be vital in case things go wrong.

Head forward to meet Hozumi, and you will get a chance to increase your Soul Levels:

  • Stay out of this. (+12 Saizo)
  • …Tell him, Arrow. (+12 Arrow)
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You will fight Hozumi regardless of the option you choose.

Boss Fight: Hozumi

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Hozumi can use the following moves:

  • Technique Module: Boosts the enemies’ Aim/Evasion
  • Technique Module: Boosts the enemies’ Attack
  • Technique Module: Boosts the enemies’ Defense
  • Accelerate: Increases the number of actions taken per turn
  • Summon: Summons an additional demon such as Titania

Cerberus can use the following moves:

  • Agidyne: Deals heavy Fire damage to a target
  • Maragidyne: Deals heavy Fire damage to the party
  • Deathbound: Deals 2-4 moderate Physical hits to random targets
  • Ally Counter: Automatically counters if Hozumi is targeted by an attack

Cu Chulainn can use the following moves:

  • Divine Shot: Deals heavy Gun damage to a target
  • Ally Counter: Automatically counters if Hozumi is targeted by an attack
  • Six-Realm Strike: Deals 2-6 weak Gun attacks to a target
  • Ally Counter: Automatically counters if Hozumi is targeted by an attack

Titania can use the following moves:

  • Makarakarn: Protects the team with a Magic-repelling barrier for 1 turn
  • Mediarama: Heals all enemies for a moderate amount of HP
  • Ally Counter: Automatically counters if Hozumi is targeted by an attack

Girimekhala can use the following moves:

  • Mazandyne: Deals heavy Force damage to the party
  • Megaton Press: Deals heavy Physical damage to the party
  • Ally Counter: Automatically counters if Hozumi is targeted by an attack

Hozumi has no weaknesses and is immune to Ruin. Everyone else has the typical weaknesses. (Cu Chulainn is weak to Electric/Ruin, Cerberus is weak to ice, Titania is weak to Physical, Girimekhala is weak to Fire/Ice/Electric/Force).

Hozumi starts the battle by summoning a Cerberus and a Cu Chulainn. The trick to this battle is that Hozumi never takes on a big offensive role. He relies on the demons he summons to fight for him, strengthening them to become powerful fighters. If you try to take him out first, the summoned demons will automatically use Ally Counter to attack the offending individual.

If you are strong enough, you can rush straight for Hozumi and take him out, though it is more dangerous as more demons are summoned. The slower path is to attack the demons’ weaknesses and build up Stacks to hurt Hozumi through Sabbaths. Multi-target attacks don’t trigger Ally Counter (and neither do Sabbaths), which is a great way to hurt Hozumi while damaging the other demons.

Be careful with the attacks, as Hozumi summons demons with a lot of Repel resistances. Titania and Girimekhala are able to repel a lot of attacks, and you need to be careful or you will hurt yourself.

The benefit of taking the demons out is that it lowers Hozumi’s own offensive power. On his own, he can’t hurt you and will almost always summon demons. With powerful spells, you can take out the demons faster than he can replace him. You are also taking his health down slowly with Sabbaths.

Don’t forget to keep your health high during this fight. If you are struggling to take out the demons quickly, they have powerful attacks that can KO a party member. Always focus on hitting weaknesses, monitor everyone’s health, and Hozumi will eventually fall.

After the battle, you will have another chance to increase Soul Levels:

  • I’ll do what I have to. (+13 Saizo)
  • I’ll never give up on her (+13 Milady)
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This is your last big opportunity to boost Soul Levels. After this, your only chance will be through a few remaining hangout events. If you’re not around a Soul Level of 95 for a character, you might not be able to get to 100.

When you regain control, head to the locked door behind Nozumi and head left. When you see a fork in the road, head left towards the image of Mangetsu. You get the chance to discuss whether you agree with Mangetsu’s life choices or not. If you do, you get the Sunlight Key. If you don’t, you get the Moonlight Key.

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Either key will be able to open the locked door. Once you go through, there will be four paths available to you (bottom left, upper left, upper right, bottom right). Take the bottom right path and take the left on the first fork you see. When you reach the second fork, take a right to find an image of Onda (the Covenant holder Figue was first assigned to). As before, you can agree or disagree with his life choices. Agreeing gets you a Sunlight Key, while disagreeing gets you a Moonlight Key.

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Head past the next door with the key and you will reach a third locked door. Of the three paths available to you, take the bottom left path. Head left on the first fork, left on the second fork, and then right on the third fork to reach an image of Iron Mask. You will get the Sunlight or Moonlight Key if you agree/disagree with his life choices.

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There will be a fourth door to unlock once you get past the third door. Head to the right and the path will split into three. Head to the middle path and you will find an image of Raven. Make the same choice to get a Sunlight/Moonlight Key.

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You will reach the 190m Portal, and if you proceed further there will be a notice of a dangerous presence.

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If you proceed further, your answers on whether you agreed or disagreed with people’s choices will be tallied. If you didn’t disagree much (you got lots of Moonlight Keys), you will be considered a threat and will have to fight. The number of Dominions will depend on how often you disagreed with the images’ life choices. You will fight a maximum of three, but they are just more durable versions of regular enemies. They still have the same weaknesses to Physical and Ruin, and the same moveset.

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Keep going straight past the battle and you will see a door at the end. The final battles will be past here, and you will be asked if you are ready to proceed. If there is anything that you want to do, now is the time to do it. When you are ready, head through the door.

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Preparation

This will be a marathon boss fight, and you need to have multiple demons available for the long term. Make sure that you can use Conversion/Master Conversion as they will help switch demons out.

You want to bring demons that can use Fire, Ice, Force, and Electric skills. Physical and Gun skills are great as well, but are better towards the end. Mediarahan/Eternal Prayer is a must. If anyone goes down, use Revival Beads/Balms of Life, or have Samarecarm handy. Have items for healing status ailments just in case someone gets Sealed and you can’t rely on Eternal Prayer.

Don’t worry too much about resistances; it is nice to be resistant to Fire, Ice, Electric, and Force, but it won’t matter much in the short term. If you have Dekunda or Dekunda Beads, bring them along to remove debuffs.

Watch the scenes, and you will face Cyber Aion.

Boss Fight: Cyber Aion

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Cyber Aion has the following moves:

  • Arc Light: Deals moderate Almighty damage to the party, lowering Attack/Defense/Aim/Evasion
  • Tendril Gore: Deals heavy Gun damage to a target
  • Maziodyne: Deals heavy Electric damage to the party
  • Neo Dogma: Deals heavy Almighty damage to a target and lowers their Gun resistance/makes them weak to Gun
  • Dekunda: Removes all debuffs from itself
  • Spike of Grief: Deals heavy Gun damage to a target and inflicts Poison
  • Overclock: Gives an extra action to a copy of Cyber Aion
  • Damage Condenser: Puts a Target on a party member, and all Cyber Aion copies will attack the marked target
  • Master Conversion: Changes the resistances of all Cyber Aion copies

Cyber Aion is weak to Force, resists Gun, Fire and Ice, is immune to Ruin, and repels Electric.

This battle looks intimidating at first, because Cyber Aion can take 3 actions per turn by default. It will always start by using Arc Light to damage your party, then attack with other moves. It can give your party a weakness to Gun, and then capitalize on said weakness.

Your goal should be to hit Cyber Aion with Force attacks and build Stacks for powerful Sabbaths. Heal anyone who is badly hurt, and don’t let up your assault if you can help it. Cyber Aion will do its best to knock out your party one by one, but it doesn’t use Arc Light too often. Unfortunately, 3 actions per turn can add up, and you can fall behind if you act defensively.

When Cyber Aion goes down to 50% of its health, it will summon 4 elemental copies of itself while cloaking its main body in light. You can’t hurt the main body while the 4 elemental copies are present. The copies will use elemental spells matching their color (ie. the blue copy will use Bufudyne). The green copy can use buff skills such as Bloodlust. The blue copy can use Mediarama. The purple copy can use Makarakarn.

The copies are weak to the element of the opposite color (ie. the red copy is weak to Ice). The exception is the purple copy, which is weak to Physical. Bring out your Fire, Ice, and Electric moves to destroy the copies as quickly as you can. When a copy falls, you deal damage to Cyber Aion. Defeating all four copies will almost win you the fight; you just have to land one more hit on Cyber Aion.

Cyber Aion can switch up the copies’ weaknesses with Master Conversion. This only moves the weaknesses around rather than changing weaknesses entirely. For example, if the green (weak to Electric) and red (weak to Ice) copies are left, Master Conversion makes the green copy weak to ice while the red copy is weak to Electric. Knowing this helps you keep track of the new weaknesses and prevents unnecessary experimentation.

Don’t stop fighting when all 4 copies are gone. Cyber Aion will still fight you at 1 HP, and you need to knock it out. Don’t take this time to heal; just end the fight.

The match will eventually move into the second round, with a new set of moves.

Boss Fight: Cyber Aion Part II

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Cyber Aion can use the following moves:

  • Enthumesis: Deals heavy Almighty damage to the team
  • Physis Paradox: Removes any buffs from the party, then lowers Attack/Defense/Aim/Evasion
  • Flailing Frenzy: Deals multiple heavy Physical attacks to random targets
  • Meta-Sacrament: Boosts Attack/Defense/Aim/Evasion and changes its resistances
  • Thunderbolt Pleroma: Deals heavy Electric damage to the party
  • Inferno Pleroma: Deals heavy Fire damage to the party
  • Blizzard Pleroma: Deals heavy Ice damage to the party
  • Sing: Charges an attack, does nothing for the turn
  • New World’s Dawn: Used after Sing. Deals severe Almighty damage to the party and inflicts Daze
  • Apostle Genesis: Creates a Cyber Apostle
  • Pure Void: Takes less damage from attacks that target its weaknesses
  • Abyssal Eye: Gains a new weakness and boosts Attack

Cyber Aion resists Physical, Gun, Fire, Ice, Electric, and Force, while immune to Ruin.

The Cyber Apostle can use Decoy Protocol, allowing Cyber Aion to use Sabbaths. It has no weaknesses or resistances. Fortunately it only gets two actions per turn instead of three.

You start this battle fully healed, with your MP restored as well. Unfortunately, you won’t be able to do much against Cyber Aion as it resists everything (unless you are willing to use Almighty skills). Using Fire/Ice/Electric/Force attacks does have a use, as it lets you see its affinities later in the battle.

After a few turns, Cyber Aion will use Meta-Sacrament to strengthen itself. Fortunately, it will also gain weaknesses to two elements (Fire and Ice, Electric and Force). This is your chance to deal large amounts of damage, while building Stacks for Sabbaths. Don’t let your guard down though; Cyber Aion starts using more powerful moves as well.

Cyber Aion can also use Apostle Genesis that will create a Cyber Apostle. The Apostle has neutral affinities all around, but it can also use Decoy Protocol to let Cyber Aion use Sabbaths as well. Take it out as quickly as you can to level the playing field.

If Cyber Aion uses Sing, that’s your cue to Guard from New World’s Dawn. The attack is powerful enough to take a significant chunk of health off of your party, and Daze will sap MP rapidly if it isn’t addressed. Guarding will prevent the worst of the effects, but you need to quickly get back up and fight.

Cyber Aion will use Meta-Sacrament to change its weaknesses one more time, then it will use Pure Void to cut down the damage taken from its weaknesses. It will also use Abyssal Eye to boost its Attack, though it gains another weakness in the process. This only happens if the battle takes a long time, but at this point you shouldn’t have too much health to go. Sabbaths will become your primary form of offense at this point, and you should just focus on building Stacks to win.

It might take a long time, but the battle will end if you continue to target weaknesses and keep your health up.

After the battle, the ending will play out. If you raised everyone’s Soul Level to 100 and completed all of their Personal Quests (completed the 4F of their Soul Matrices), you will get two options:

  • Let her go (this is the default ending that earns you the Beyond the Infinite achievement)
  • Reach out to her (this is the second option which is a happier conclusion, earning you the Paradise Lost achievement)

Whichever ending you view, you will complete Soul Hackers 2! You can now save your Clear Data to start New Game Plus, and begin the game again if you like. There are more Soul Matrix floors to complete and new Requests if you would like to run through the game again.

Source: NeoSeeker.com

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