: The thread has spoken, and we’re abusing Airgetlam. This turned out to be both a blessing and a curse.
: “Hey, didn’t Masao say he drew this? It’s really good! He’s pretty talented.”
: “Hold on a moment. You… came here often, yes?”
: “Hell yeah! This place is like a studio for my buds in the Tailors.”
: “So you used this place as a hideout… and never noticed SEBEC’s involvement?”
: “Shuddup! It’s like, you know, how stuff under your head is hard to notice!”
: “That’s ‘under your nose,’ you dunce!”
: Mark is about to become the bane of my existence. You’ll see why.
: “Ahahaha! C’mon, that’s enough… let’s find the entrance.”
: “Yuka!? What happened to the school? What happened to Yuko and everyone? Did you run away by yourself!?”
: “How should I know!? Like I have any idea what’s going on…”
: “Calm down, Maki. The school most likely vanished due to the Deva System’s effects.”
: “In which case, our best course of action is to make Kandori undo it.”
: “I’m coming with you! if I stay here, I’ll be totally hosed!”

: We definitely do not want her, and it’s actually a really good thing we don’t take her or Brown. I’ll explain as soon as we get into the building.



: The card reader is right up these stairs, which are admittedly kind of hard to notice.





: It’s hard to see, but what happens is that a section of the ground opens up and then the elevator appears and extends the guard rails, because SEBEC isn’t trying very hard not to be Umbrella Corp.
: “Huh, so this is what it’s like inside. Isn’t this exciting!?”
: “Masao! Are you TRYING to kill me!?”
: “Hahahaha, sorry, man. (Tch… guess he won’t go down that easy…)”
: “Yeah, yeah, I got it.”
: “Well then, Jihei, let’s go.”
: Here we are at the Underground Passage.
: The enemies in the entry area are mostly the same as the ones on the street or in the police station. A single Mabufudyne will wipe them out. This, however, is where I started regretting not grinding enough to get Mark a new Persona.
: Most of the walls down here are made of giant shipping containers with the SEBEC logo on them. This area is far more maze-like than the police station or the hospital were. I should mention that SEBEC apparently stands for “Saeki Electronics & Biological & Energy Corporation”, which is basically a fancy way of saying Umbrella.
: The left route from the entry corridor puts us at a save room, and the right is a dead end.
: So anyway, here’s why Mark quickly became the bane of my existence. By this point, the MC has Mabufudyne and Nanjo has Mabufu (a lower-tier equivalent of Mabufudyne that also hits all enemies) so both of them have multi-target damage spells. Maki has Garu (single-target wind) and Agi (single-target fire). Mark has… two physical skills that can’t hit shit, and Gry, which almost nothing is weak to on top of his magic stat being trash because of his starter Persona.
: This problem is compounded by the fact that I’ve been dumping all of Jihei’s stat points into Agility, because moving fast in this game is how you pump out damage. At this point, Jihei gets almost two actions to everyone else’s one. Mark, on the other hand, is by far the slowest party member. Since EXP is split up by how much damage each character did and how many last hits they got, Mark is usually going to be behind unless I purposely set shit up for him.
: Here’s a new enemy, Fuji Musume. They’re one of the reasons I’m very glad we got Mabufudyne: they have 75% resistance against all types of magic… and also reflect gun damage. Airgetlam gives zero fucks about this because Mabufudyne does so much damage that it can kill them in two hits. I grab one of their spell cards… which is also going to be a problem as we move on.
: Just north of the save room is a weird red blip on the map. I wonder what that could be?
: I’m not even sure what this lever does, but I pulled it anyway. So anyway, spell cards. The problem is that negotiations are based off the level of the character who finishes the negotiation. This means that if we need Mark or Maki (Nanjo is doing pretty okay comparatively) to talk to a demon, we’re in trouble because their Persona Level is way lower than Jihei’s is - and this is without using Mabufudyne to end fights.
: There’s a second switch a bit north of the first one, which I also pull because why not?
: The stairs going up are a bit to the south and west of where we pulled that second switch.
: On the way there, however, we run into another new enemy type: Nightmares. Any enemy with the “Night” designator is going to suck because they absorb magic. As in all of it. These guys were absolute dicks in SMT 1, where they’d spam Shibaboo at you to inflict bind and could potentially end your game if you got unlucky. In this game, they merely spam you with debuffs that stop you from using physical attacks, which are their only weakness.
: Fortunately, Maki is just high enough level at this point to negotiate with them. Also, you’ve got it wrong there: Ayase’s the ho, Maki’s just dumb.
: We’re now in the SEBEC building proper, so I’m going to post a map I didn’t find until I had already gone all over the place.
[Image Credit: http://kouryakutsushin.com/persona/ ]
: We came in on 1F, where the pink kanji are.
: And naturally, we run into one of the most annoying enemy types in the building. Meet the Secret Police, who in the PS1 Japanese version were outright stated to be the U.S. Secret Service… because of course America always has to be the enemy in any SMT game. While they don’t have any listed resistances, they seem to take way less damage from everything than demons do.
: They also managed to gun down Maki before I could spam enough Mabufudynes to finish them off. This is why I am very thankful we got that.
: We also run into the Gremlin, which is apparently what the prison warden was. I grab their spell card as well.
: Anyway, of the three rooms we saw on the minimap, one is a save room. The second is Trish’s Spring, which is a source of healing. Trish is basically a running joke in the early Persona series: she charges something like double or triple what the healer in the mall does. She’s also pointless, because…
: The other room is the General Store, run by what I can only assume is a much younger Frank Reynolds during his days at the nitwit school. We had a massive load of money, so I bought a bunch of cheap Medicines and Chewing Souls (SP recovery) and a single Emergency Exit.
: Just up ahead is the elevator. Most guides recommend simply skipping the first four floors unless you really want the items inside… and somehow I managed to explore them and not find the items during recording. So instead, let me talk about the progress we made and also how I had to grind during the time I was floundering around during recording.
: A common encounter here are these Moh Shuvuu and the basic Angel - and given how when I ran SMT1 I was in constant want of angels I figured I’d try to get one. Here’s where Maki being slow sucks: she’s only level 13 here, and she’s also the only person who can negotiate with either one of these demons.
: I’m going to cut out some 40 minutes of me bumbling around the other four floors. Once we reach the 5th floor, there’s a staircase that we can use to access the other half of the building.
: That first door on the right is a Velvet Room, which I took because I figured that Mark needed a new Persona even if it wasn’t the best one he could have.
: I decided on fusing Mokosh. Mokosh kinda sucks, especially given that her Agility is abysmal, but her stats are overall higher and she has good elemental coverage: Gry is gravity damage, Zio is electric with a chance to shock (which I think this game only makes enemies slower) and Zan is Force damage. I’m not going to do a Personalog thing for Mokosh simply because she has no official artwork: this and one of the shitty Devil Kids games are the only things she’s ever been in. She’s a minor Slavic goddess associated with weaving.
: And of course we have a fusion accident. Fusion accidents are usually a good (or at least okay) thing, but in this case…
: They reduced all of Mokosh’s stats by 5, rendering her somehow worse than Mark’s starting Persona despite being a full 10 levels higher. Fortunately, I already have a Quetzalcoatl fused for when Mark hits 17.
: More new enemies: Pyro Jack in the front and Cockatrices in the back. I’m grabbing spell cards left and right.
: There are also Agents, who are just Secret Police with slightly better stats and also a hat.
: And Nue, who I wasn’t able to grab a card from because I kept screwing up the negotiation somehow.
: Finally, there was this sequence, with Yakuza… who are apparently demons now. So how do we negotiate with them?
: We simply have Mark gaze longingly into their eyes until they give us a spell card.
: So now that I had the map, I wanted to go back and get the items I knew were on the earlier floors. This room on 2F is right next to the elevator.
: The sprites are a little blurry (blame the PSP’s output) but there’s three items in this room. Can YOU find them? I sure as hell couldn’t.
: The answer is that they’re in lockers hidden along this wall.
: The first room here has a couple of Spectra Vests, a Glock 26 for Maki, and a Shot Shells ammo item. Guns are pretty useless in this game and the Spectra Vests are only a mild improvement over what we’ve already got.
: This is the second room on the second floor, which has nothing good in it - there’s a Scorpion Whip for Ayase (who we don’t have) and a totem item called a Flame Shawl that would allow us to fuse a specific Persona that’s already completely obsolete. By the time I reached the end of this recording, the party was pretty overlevelled. This pattern pretty much repeats itself, except for one room on… I think the fourth floor?
: Welcome to the third most dickish mechanic in Persona 1: trapped chests. These are a holdover from the early SMT games, and the worst part is that some of them have items in them. Fortunately, the traps are fairly minor: they hit for a bit of damage or a status effect or something.
: The scientist in this room also confirms that the SEBEC building is not normally a non-Euclidean shitfest, it’s the DEVA system doing it.
: The only other room that’s of any importance item-wise is on floor five, which has a Mossberg shotgun for Mark and some more Shot Shells, which boost gun damage pretty high over the 9mm Parabellums we started with but still not enough that we want to use anything but spells for damage.
: Back in the Velvet Room on the back side of the fourth floor, I fused a Fuutai for Maki and a Quetzalcoatl for Mark. Most guides recommend putting Quetzalcoatl on Nanjo, but he’s honestly kind of a garbage Persona in this game. Unfortunately, I can’t do a Personalog thing for Fuutai because he’s so obscure that people on the Megami Tensei wiki can’t agree where he’s even from, apart from somewhere vaguely Chinese. In any case, Fuutai only shows up in Persona 1.
: Quetzalcoatl is honestly kind of a trash Persona: he’s weak to every single element type across the board and also still really slow. The only reason we even want him is because he’s got better stats than Mark’s starting Persona.
: Jihei levelled up to 20 just outside of the Velvet Room, and has his Agility halfway maxed. This makes him not only the fastest person in the party by far, but also gives him the highest defense.
: The stairs down to the back side of the third floor are pretty much right next to where you enter the back side of the fourth floor from.
: At this point, I was running or negotiating my way out of combat just because I’d had enough. Encounters were only giving a tiny fraction of the EXP we’d need to level at this point.
: You can probably guess what these three rooms are, but they’re a save point, a heal point, and a general store respectively. We had so much money that I was able to max out on recovery items and still had over a hundred thousand yen left over.
: So now that we’re on the bottom floor again, what do we do? We get to go through a carbon copy of this staircase four times to go back up to the top floor. As much as Atlus was trying to make Persona 1 a game that didn’t hate you for playing it the way the SNES games did, I feel like they didn’t entirely succeed.
: I screencapped it somewhere, but there’s a scientist in the building who will mention a fifth St. Hermelin student getting into the building.
: If you’ve read any of the Persona 1 manga, you probably know that the manga reveals Kandori WAY earlier than this: he actually shows up before the protagonist even gets to Mikage Hospital.
: “I see you haven’t changed, Kandori. You’re like an ass in a lion’s skin.”
: “Pushing your luck, aren’t you? Does President Saeki know about this?”
: “My, my. The young master of the Nanjo group. No, the old man knows nothing.”
: “But this is preposterous… your mother would spank you if she knew you had stooped to breaking and entering. Or is that your senile butler’s job?”
: “Silence! You… don’t think I’ll easily forgive this!”
: “Yo, quit grandstandin’, man. You’re gonna pay for what you did!”
: I feel like Kandori really should just give up here, given that he’s surrounded by anime teenagers with Jojo powers.
: “This guy’s… Kandori?”

: “What a surprise. I didn’t expect that you’d be Persona-users as well.”
: “What!? Don’t tell me… you too!?”
: And just like that, we’re forced to eat a Maragi before we can even move. It does about 25 damage to everyone.
: “Takeda, I leave this to you. You can handle a few children, mm?”
: “You’re going nowhere!”
: “Oh no you don’t! Damn kids, you’re not taking one step outta here!”
: Here’s our boss battle: Takeda plus four Agents. This won’t be a problem - we’ve got Mabufudyne.
: There’s just one little problem. Takeda is weak to ice: he takes 2x damage from it… but as far as I can tell he’s got some kind of weird evasion bonus against multi-target spells. Still, ~75 damage to the Agents isn’t bad.
: Maki manages to pop Takeda with a Bufula (the second-tier ice spell behind Bufudyne) for about 90 damage. There’s only one minor problem…
: Takeda starts focusing on Maki hard, and I forgot that because she has Fuutai equipped, we have no healer.
: She then dies before I can switch back to Ame no Uzume and start healing. This wasn’t a big deal because I found a Revive Bead off a random encounter and got her back up.
: Takeda’s weird protection against multi-target spells seems to wear off as soon as the Agents die, so now we can hit him with Mabufudyne for 140-150 damage. Takeda does have a Persona, by the way, but it’s never mentioned what it is.
: We’re overlevelled at this point, but that’s a good thing for one reason: we still haven’t recruited Reiji yet. Reiji will join the party at Jihei’s level - and Jihei is already level 21.
: This means we could, in fact, fuse the most stupidly broken Persona in this game. I’ll do that next time we can hit a Velvet Room.



: Before we find the hidden way out of here, we want to stop at this door-looking thing, which has a sword for Nanjo.
: The button is behind the desk, because of course it is.
: Next time, we’ll find the DEVA system and fuse a broken-ass Persona that I may or may not actually wind up using.
(Edit)
: I realized I forgot to link to the music, because that was something I wanted to talk about and then just forgot about. The SEBEC building actually has two different themes: one that was in the original PS1 release and a second one that was done for the PSP remake.
: I’m not entirely sure why they replaced the music. Some people theorize that it had to do with re-branding Persona 1 for an audience that was used to the later game, while others think it’s because Atlus did it out of respect for the original composer, who apparently died in 2002. In any case, most people seem to like the PS1 version better and it’s kind of a wonder to me that no one has made a hack that restores the original soundtrack to the PSP release.
: Then you’ve got this one, which plays during the fight with Takeda. Bloody Destiny is another replacement song, and the reason for this one is more obvious: the PS1 version used what was basically a remix of Shin Megami Tensei II’s boss fight theme. Like A Lone Prayer and the overworld theme, Bloody Destiny has incomprehensible lyrics.