Here you’ll find a mini-walkthrough of important events, True Ending requirements, trophy info and more! If this guide helps, you can consider contributing to my Patreon fan-funding campaign, as I make all my guides and articles for free.
As always any questions or new tips are welcome, and generally best left in the Comments section below.
Head up to the Neptunia Mega Guide, which links guides and info for all games.
Table of Contents
- Differences/Quick info/FAQ
- Hidden Treasure
- Endings & True Ending Requirements
Should I buy it?
I haven’t done a full review, but in my opinion it’s clearly the best Neptunia game released especially at a mechanical/gameplay level, and the story has not disappointed (unlike Victory). Basically if you’re interested at all, don’t hesitate to pick it up.
If you’re going into this game with a lot of baggage about how Neptunia games work, or just looking for quick tips on how to play the game optimally, read this section first! There’s lots of changes that result in some changes to how you should play. Note the ingame tutorials bring a lot of this up!
If you’re coming in from the Rebirth series and not the PS3 series, you should know that every Neptunia mainline game has a huge increase in quality gameplay/polish-wise over the prior one, and Victory 2 is no exception. If you only played the rebirths it’s easy to assume there’s little difference each iteration, but that’s because all 3 Rebirth games were more or less salvaged from Victory 1’s engine. Unlearn the Felistella stuff, they didn’t work on this at all.
As long as you’re willing to do a quick second playthrough, you probably shouldn’t worry about getting the true ending first try. More on that in the Ending sections but seriously, don’t stress yourself out and enjoy the first playthrough of the game.
New Game Plus is greatly improved and now adds a lot of amazing features like faster dungeon movement, higher jumps, a more forgiving Neplunker, reset or keep levels. You really don’t want to go for 100% in your first loop because of this, collecting hidden treasures and other stuff will be far easier second loop. Thanks to the new skip feature, being overleveled and other perks, a replay will only take maybe 5 hours or less when the main game is closer to 60 hours.
L2 skips, and has been much improved. It can skip ahead most menu animations, map movement, the battle ending screen, and as always, battle animations. It also skips animations much faster than in prior games, basically instant now. You can skip whole events with L2 instead of leaving on Fast Forward, which actually makes a massive difference. Cutscenes are instant instead of a minute or so.
Can I play this game if I haven’t played the others?
There’s some minor spoilers for other games (that aren’t really drawn attention to as being spoilers) and some references to prior games, but this game is gameplay-wise the best to play first, and story-wise it has plenty of accommodation for new players. I would however read up on the personalities of at least the CPUs (Vert, Noire, Neptune and Blanc) before playing, as Arc 2 does assume at least mild familiarity with them.
Do I need the DLC?
The game is mostly pretty easy and none of the trophy grinds really benefit from the DLC (unlike prior games with very suspiciously useful DLC), you should probably even ignore the free item DLC since it makes the game even easier, and I found the brief difficulty refreshing.
The ultimate weapon/armor DLC should definitely be avoided unless you’re
a filthy casual are having a pretty rough time somehow or really just want to burn through the story.
The Character DLC includes brief stories for the new characters though, and is always my most recommended DLC. Shame it wasn’t out at release.
The level cap DLC (cap 1 is free) and Coliseum DLC (free) basically go hand in hand, as they’re crazy hard matches designed for super high levels, pretty common stuff since Mk2. Level 999 is not useful in the main game. Hell, anything over level 40 isn’t needed to beat the story mode if you’re good.
Cosmetic DLC is…do I have to explain. Buy cosmetic DLC if you want, and IMO as early as possible so you get to enjoy it. But obviously you don’t need it. IMO the night gowns are pretty lame except on Uni, Noire and Vert (the only one with a particularly interesting design), the swimsuits are alright. The Gold Third swimsuits in particular tend to have references to their companies.
Also, no it isn’t “day one DLC”. The game was out for over 8 months before it released in the west and almost all DLC was already done months before that western release. Almost every Japanese game is ported to the west months late, and holding the DLC back artificially does nothing but hurt players who buy early. IFI also dramatically reduces the prices of the DLC when publishing in the west.
Who are the Gold Third?
I thought this was pretty obvious but some people forget Neptunia is a series about console/gaming parody or are just bad at picking up on (largely japanese) game references.
The Gold Third are major Third party developers, B-Sha is Bandai Namco, S-Sha is Square Enix, C-Sha is Capcomm, and K-Sha is Konami. They thus have very many references to their “parent” company in their speech, mannerisms, outfits, skills. Keep an eye out for them, a lot are really good. For instance, take a peek under B-Sha or K-Sha’s heels.
Story structure is different now, and there’s basically three stories in one, all about the length of Neptunia Rebirth 1 (~20 hours each). They all flow into each other, but the first 2/3rds of the game limit your characters and items somewhat.
As far as what’s canon, the full True Ending route of both Neptunia Mk2 (Rebirth 2) and Neptunia Victory (Rebirth 3) connect directly to this game. Neptunia 1 seems to still be retconned and ignored.
This is somewhat personal opinion, but all of the Kinda Bad Writing from Victory/Rebirth 3 is gone. Uzume still has crazy powers but isn’t overbearingly the focus of the story like Plutia, Vert and Nepgear are no longer treated like crap or written very out of character. If like me you were disappointed in Victory’s writing just know that the writing is back to normal. The good aspect of Victory’s writing (focus on the villains) is still intact however.
The translation feels a bit more direct than prior IFI games, keeping names like “S-Sha” (Sha is company in Japanese) instead of using an English equivalent (S-Co.). Uzume Tennoboshi for example is just literally Uzume Uranus (Dreamcast). They fixed some oddities like Uni’s “Where are you looking?!” attack being translated/censored to “Charlie Horse” (?!), the name’s back to normal. A few other attack names were changed, not sure if they’re more accurate now, different for the same of difference, or if the Japanese just changed (Lace Ribbon is now Lacy Dance).
But there’s still some changes, it’s no literal translation. Neptune is still English Reference Factory Neptune not Plain Old Genki Girl Pudding Bot Neptune. Noire doesn’t make an extremely out of character “Nyan~!” when jumping, probably others. But there’s nothing I would call censorship, just stuff that would be awkward in English prettied up a bit like is common.
The dub coverage is still somewhat minor. I’d say it’s between 25% and 50%. Important scenes are voiced, but there’s plenty of story content not voiced that was voiced in Japanese. The Japanese dub is available as free DLC. Enemies are, perhaps unfortunately, still voiced in English. A few even keep their JP voices. I’d still recommend playing in english so you get the effect of the combat quotes and such, but the choice is great.
Vert’s voice actress is different, seems to be Rom’s (obviously playing a different more mature voice). Everyone else is their usual English VA including IF.
Guard Meter and Break Attacks are dead, good riddance.
Parts Break partially replaces Guard Meter, some enemies have “parts” on their front, side or rear, and attacking from that direction deals damage to the part as well as the enemy (and formation skills hit all parts at once.) Breaking parts gives you extra items, XP and credits, and can also reduce enemies stats, uncover weakpoints or disable certain attacks. Parts Breaking normal enemies will also often give CPU Chips, an item needed for the Obligatory Insanely Long Grind Trophy.
Break attacks are replaced with Standard attacks. Rush attacks hit many times with weaker hits, power attacks hit very few times with larger damage, and standard attacks tend to be in the middle hit-count-wise, but can also be single hit. Whether you want a Power or Standard attack depends mostly on the attributes of the specific attack; do you want an elemental attack here? Do you want to hit 3 times or 1? Can you inflict a status ailment?
Combo system is different, combo points are dead (good riddance again).
You no longer fully heal on level up, you have to return to a town for that. The general effect is the game is a bit harder and dungeons are more punishing.
Damage for skills, EXE drive and Normal Attacks have been flattened out pretty majorly. The result is a much more tactical combat system where normal attacks are viable (with a weapon that allows enough combos!), special attacks are only OP early on, and EXE drives are more of a consumable replacement for SP rather than crazy stupid OP.
EXE also doesn’t carry over between battles, it’s a consumable resource within a single fight.
HDD transformations now cost EXE drive instead of SP, and a bit of Shares (gold third excepted). EXE is easy to build up, but the share system still discourages constant use of it (not very important if you don’t care about True Ending in a playthrough).
Coliseum rounds are excluded from the Share depletion system, so go nuts.
The Damage Limit is no longer a big deal, as damage numbers have been lowered again. You’ll rarely see 9999 even at the end of your first playthrough.
I was surprised to see complaints about this system…it feels somewhat unneeded as a gameplay element, but it’s dead simple, cheap and necessary for progression. You just pay 500 credits per node to unlock access to new maps. Story areas rarely require more than 3 hops. If you never burn all your credits when shopping you should have no problem building routes, and running a single quest should get you the money progress.
Shares are no longer Zero Sum, every nation now has a 0 to 100 meter, and whoever has the most shares has a stat buff (and if everyone is at 100%, everyone gets the buff). Shares are tied to a nation’s CPUs/Candidate, so Gold Third members aren’t affected and don’t affect shares, same with humans. Uzume counts as a Planeptune CPU.
The bad news is being KO’d and transforming (outside of forced story transformations) cost Shares now, and yes the True End has some Share requirements. Being KO’d will drain a very significant portion of the bar, especially without Share Usage Down scouts deployed, while transforming’s effect is pretty minor. You’d only notice it by losing “top” status if only one CPU transforms, or by not ever completing quests/PR levels after building up shares.
Note that even when getting the true ending, Shares only matter during G Dimension, and only until you see a certain dream scene for that nation. After that single Share-tied event you can transform or KO to your heart’s content without it affecting anything but stats. So really don’t worry too much about shares, worry about getting those scenes. See the True Ending section for info on this.
The apparent reason for the change is to slightly discourage spamming transformations now that they don’t eat SP, and discourage the “let everyone die and just use the cheapest revive item frequently” which was very effective in prior games. But Share Usage Down scouts can significantly reduce the effect, making transformations basically free.
First off, Neptunia isn’t a hard series. VII starts off hard for some people, but by the time you can pick and choose characters you can pretty much handle everything the game can throw at you unless you deliberately avoid experience and gear.
So while I’ll provide descriptions of how characters play and how best to use them, basically the right way to play is to use whoever you want to, for whatever reason. There’s only a select few combinations that will make things dramatically harder for you, and as long as you keep a top-tier team as your back row even then you should be able to get by in almost any situation.
Character “classes” also don’t really exist and you shouldn’t think too hard about them. Just because Compa can heal doesn’t mean she’s the “healer” that you’re required to have in all parties. You don’t need a healer. You don’t need a tank. You don’t need a DPS. Everyone is DPS. And thanks to items, everyone is healer and buffer too. Keep character’s abilities in mind while using them, but don’t use people specifically for their abilities unless you really need to (for instance, a boss immune to non-magical damage)
Neptune is a pretty standard physical attacker with very balanced but not very interesting stats. She has solid Int but nothing to use it with, a level 2 EXE that isn’t Next Form Exclusive (but it’s not very good), and most notably she has many SP skills that hit many times (useful for building EXE gauge and dealing damage at the same time) and she has by far the most Formation Skills, pairing with each of the CPUs, Nepgear, Uzume and having a few multiple character Formation Skills as well.
Neptune is your standard “can’t go wrong” character but is also a bit boring especially early/mid game, before she gets any AOE skills. She does have a couple good buff skills however. Late game Neptune will learn a passive skill that heals her a for a sizable chunk of her HP, suddenly making her a more notable addition to a party, and kind of a better tank than Blanc because things will actually target Neptune.
Neptune’s NEXT form is pretty standard, her NEXT EXE skill is notable for dealing a huge amount of damage in a single hit. I’m not sure it’s able to miss, but I tend to avoid using it just in case. Most NEXT EXE skills are only good as finishers anyway due to the cost + down-transformation.
Noire is one of the most versatile and useful CPUs (and characters period), with an only somewhat late Fire elemental SP skill, elemental Combo Skills, an EXE attack that’s both AOE and has a nice array of debuffs (though it’s been nerfed a bit), and some decent AOE skills including one learned somewhat early (Fall Slash). She’s also pretty fast, and while she has slightly lower defenses than Neptune her damage easily makes up for it and the defense difference isn’t hugely noticeable.
Noire might seem a little weaker in her actual story, since it’s easily the hardest “nation” chapter. Don’t judge Uni or Noire too harshly based on it, it’s more a difficulty issue than a character issue, and Noire’s utility raises dramatically at level 30 with Infinity Slash. (and, I believe, Fall Slash)
Noire’s NEXT form increases the AOE of some of her attacks which is nice. Her NEXT form EXE skill is flashy but pretty standard gameplay-wise. Honestly the CPU Candidates get the better deal for their new EXE lvl 2 attacks.
Vert is the fastest CPU (and fastest character after IF) so you can usually plan your strategies around her going first. She’s the most interesting CPU gameplay-wise as well, with a great variety of different skill types. And being Wind element, fairly few enemies resist her elemental effects, at least compared to Fire.
Vert has AOE buffs for M Attack and speed, is the first CPU to have an AOE attack, is the only magic-focused CPU (with the most damaging magic Special skills, the earliest magic Special skills, and a magic EXE drive). Her Rush Combo Skills also build amazing EXE meter, and she of course has some Wind elemental Combo Skills. While excessively late-game in this game, Vert’s Kinestra Slash is OP as ever, and has insanely wide AOE in Next Form, and Rainy Ratapura is one of the best SP skills to build EXE gauge with.
Vert’s one downside is her defensive stats are the lowest of the main CPUs, and enemies will often target her if she has the lowest defensive stats. You might dedicate a situationally less useful character to healing, though due to her high speed she can often heal herself (or others) first after a big enemy attack. But she’s not really glass-canon status, she just takes a modest percent more damage from the heavier attacks compared to the other four CPUs (but less magic damage than Blanc).
Vert and Noire are both pretty solid characters to keep in permanent slots in your “main” party. They’re very safe and versatile enough to never be wasting a turn. (But due to buffs, items and EXE meter, you really shouldn’t ever be wasting turns, and defending isn’t always a waste of a turn either!)
In Vert’s NEXT form her skills are so cheap there’s no reason not to spam them, and they’re mostly even more powerful than Spiral Break now. Kinestra Slash’s AOE is insanely wide in NEXT Form. Vert’s NEXT EXE is notable for dealing over 100 hits, giving a nice credit/EXP bonus, and being pretty damn badass (though all of them are).
Blanc is your standard physical defense “Tank” with decent physical attacks, and abysmal Int and Mental Defense. Due to her Men stat she can actually go down extremely quickly for a “Tank”, but most attacks are physical. She’s not actually useful as a tank though, as enemies will tent to target whoever they can hurt the most, and the aforementioned magic defense problem as well.
She’s still not a bad character to have around, especially once she gets her late game Ice element skills, but she’s pretty solidly okay, with an EXE skill that’s basically Noire’s but without debuffs and no AOE skills other than her EXE for ages. You’ll find your EXE meter better spent on Noire and Vert’s EXE skills in most situations, so leave Blanc to dealing physical damage. The low hit count of her attacks is annoying too, nice on high-defense enemies, but due to misses and EXE gauge, high hit count is generally preferable to low.
Blanc’s NEXT form is pretty standard, not many AOE skills to take advantage of the wider AOE though. It’s mostly good for the buff to skill damage. Her NEXT EXE attack is notable for knocking off her hat which is pretty funny.
Uzume is fairly versatile right from the start, having a basic heal and revive skill (that can be used from the menu finally!), she’ll save you some item usages at least, and her Revive can even be useful in battle early on (later you’ll want better revives than 30% health). Her later attacks add decent AOE and she has an interesting Combo Skill AOE, always a cone shape.
Nepgear is, oddly, a more versatile Neptune at least early on, having decent AOEs with Slash Wave (which no longer immediately hits the damage cap) and Nepgeardam. As her level goes up the difference between Neptune and Nepgear’s versatility goes down, but Nepgear is all around decent at any point in the game.
Uni gets a bad rap in this game due to being extremely under-powered when she first appears in the story, and having a pretty awkward to use ranged normal attack (some of her guns have different AOE however, including a melee-range shotgun-style cone). But at later levels Uni is quite powerful and has a good variety of AOE shapes, and now even an AOE holy elemental EXE level 2.
Uni is very versatile at mid to high levels, having great Rush skills to build EXE, elemental Standard Combo Skills where necessary, and a good array of skills. Her Avoid Support now just buffs AGI, which I’m not sure is very useful after the battle starts since it’s primary effect is turn order.
In an odd Conservation of Perversion, Uni’s skirt is weighted and no longer flies up when she jumps, but her chest jiggle is absurd even in Black Sister form. This was definitely important enough to put in a guide, yes.
Rom starts with an AOE 50% heal, instantly making her a better Compa than Compa. She has a later game revive too, filling her “white mage” roll pretty well, but she’s still a solid attacker with a few AOE skills, even AOE EXE skills, and magic/elemental Combo Skills. Her Combo Skill radius is nice and wide too, making quick work of normal mobs.
Since elemental attacks in general are scarce and enemies are often weak to them, Rom (and Ram) can bring the pain pretty easily, though ice is of course their specialty; you’ll need Combo Skills to deal other types of damage.
The biggest downside to Rom (and Ram) is she’s an extreme glass canon, having half the HP of the fully fledged CPUs…and still way way less than even Uni and Nepgear. If you bring them out you’ll need to protect them with buffs and keep their health up, and always expect to lose some Lowee shares because boss’ desperation attacks can often KO a [email protected] instantly.
Ram’s stats are basically Rom’s stats but with better offense and worse Magic Defense. Her Combo Skill AOE is longer range (not actually very useful) and less wide, which is generally significantly less useful than Rom’s. She has none of Rom’s healing abilities, and is still as fragile as Glass Joe in a moshpit.
All in all, Ram is mostly a less versatile Rom who hits a bit harder but IMO not nearly enough to justify bringing her instead. You’ll probably only bring Ram if you need a full party of elemental attackers (which would be Rom, Ram, Vert, and one of IF/Compa in most cases). It’s good to have either Rom or Ram in the back row at all times though so you can deal some elemental damage in a hurry.
Trying to use Rom and Ram will make you realize how overpowered Plutia was in Victory. A better array of skills, great Rush skills for EXE and she could take a hit far better than the poor Twins.
B-Sha is most notable for having great ranged, AOE Combo Skills that build Rush like nuts. She’s got a decent physical AOE SP skill and deals okay damage. She also packs okay but not very notable buffs/debuffs.
Not very remarkable but decently effective. You’ll note the same is true of most Gold Third; they have less skills and are generally less versatile than CPUs, and are perhaps most notable for being able to not burn shares when they transform/get KO’d. They’re solidly in a B-Tier below the CPUs/Candidates, not bad but clearly a little underdeveloped.
All the Gold Third are pretty good at building Rush though, and should be transformed as early as possible. The Gold Third’s EXE attacks are extended and deal more damage while in Gold Form, while most characters just perform extended attacks only against bosses. Gold Third are in a way better against tough non-boss monsters for this reason, as you can build and spam EXE attacks and transformations with no share or SP loss.
C-Sha is the only Gold Third with no form of Area of Effect attack at all and suffers pretty greatly for it. It’s a shame since she’s got great Capcom references but she’s a very boring character gameplay-wise.
At a late level she regens SP passively, which is neat, but with okay at best SP skills it’s not too impressive. A better reference than a character.
K-Sha is most notable for being a slightly worse Uni, decent ranged Combo Skills good for building EXE, a line AOE skill, but all around she’s basically Uni with less skills.
S-Sha is very much the Vert of the Gold Third, having excellent Rush attacks and a mix of physical and magical skills…as much of a mix you can have with two SP skills and one EXE skill, that is. Her self-targeted AOE attack is nice for when you’re surrounded (and is pretty funny too).
Of the Gold Third I find her and B-Sha to be the most useful, I usually leave one or both of them in reserve.
IF has gotten major buffs, and while she still isn’t CPU level material, she’s one of the best characters to have around for normal fights. With La Delphinus’ SP use cut from a completely insane 900 SP to a modest 130, along with a new AOE fire attack, IF has the best early game AOE attacks. She’s also the fastest character period, almost always acting first even against high leveled foes, and she can steal now.
IF has a great combination of useful traits that decently offset the fact that she won’t really be dealing the most single-target damage in the game. She’s often not who you want in a boss fight, but she’s great to have against normal enemies.
Compa has gotten major buffs too, and now starts out with Compa Love Heart, an AOE Holy magic attack that does solid damage, meaning taking Compa along is no longer an extreme DPS penalty. She’s got a second, very good attack skill now too, but it’s learned at a very late level. She still has Combo Skills that deal paralyze and poison too (now the only character with such skills) so she can potentially disable targets for no SP.
Her job of “medic” is still better performed by items however; items have less delay than skills, Compa doesn’t learn great heals until late game, and her normal attacks are still weak. Compa’s still a “use her only if you really like her” character, but still better than she was by miles. If you always used Compa and found the earlier games difficult…it’s probably because you used Compa. Oddly enough for a publisher self-insert she’s consistently one of the worst characters gameplay-wise. This game is no different, though she’s more like a C Tier than an F- Tier.
Now that heal skills can be used for the menu, Compa’s best use is probably saving a few credits, sadly enough.
Older Neptune, being a Neptune, has more abilities than two Gold Third put together for no apparent reason. However, she’s mostly only interesting for her ability to Steal. She’s a fairly standard physical attacker with one (very high level) magic attack and a decent late game AOE physical attack.
Not a particularly poor addition to a party if you like her, but generally she’s only interesting for her Steal ability. Even gameplay-wise the inclusion of two Neptunes seems unnecessary and forced, yet clearly garnered an undeserved amount of resources due to her skill count.
Scouts are different (thank Goddess) and much improved. I see a lot of whining about this system and seriously, chill out. It is NOT Victory’s scouts, it is NOT Stella from the Rebirth games, scouts are basically free credits and help you get extra items if you use them right.
Scouts now prospect in real time, whether or not you enter combat maps, and they pause if the game is suspected or the PS4 menu is up. At the end of their timer they’ll bring back one of many things like credits, or drops specific to the map they were sent to. They’ll have to be manually checked to get the reward and re-scout, but they’ll automatically re-deploy to the same map after giving you the goods, so you don’t have to manage them much beyond changing the map they scout. Scouts are also free, so you really have no excuse not to use them.
Note you can check multiple scouts to send at once by pressing Right to “check” undeployed scouts, press R2 to call back all scouts, or hold Right on an undeployed scout to select ALL undeployed scouts to send ’em all to one map. You should spend no more than a minute in the Scout menu each time with these useful shortcuts.
More important than money are certain Scout-only things they unlock. Scouting a specific area you can also unlock up to two Map Bosses per map (often not something you want to fight when you can first unlock them). Scouting will also unlock up to one Hidden Treasure star per map until you unlock the prior hidden treasure. See Hidden Treasure for more info. I want to be clear there’s no horribly confusing “Dangerous/risky foe” system or “flags”. Monsters can be unlocked by any scout at any time, and are unlocked forever.
Scouting any area on a given world map can locate a scout or optional dungeon. It doesn’t matter where you scout, you have a chance of unlocking these scouts/maps, so just focus on map-specific unlocks or drops.
Scouts have direct effects on the areas they visit, like lowering credits and such, it’s no longer random. You can simply avoid sending “harmful” scouts to areas you intend to go to, but most effects are minor. The significant effects include Enemy Change (which can replace enemies with potentially much stronger ones, or maybe just ones that don’t match the quest you’re on), Share Usage Down which reduces the shares you can lose while in a map, (good if you’re bad at the game or very paranoid).
Scouts are technically entirely optional, but ignoring them would mean giving up on a lot of low-effort items, credits, and entire optional areas/bosses/quests.
You can level scouts with effects varying on which scout you level. Each level is more expensive than the last so probably just level up everyone evenly, Famitsu and Dengekiko are pretty reliable levelers however. Get more Energy Mates to level scouts by unlocking Hidden Treasures.
Stats are “confusing” but don’t really matter. Scouts with higher stats in general return successfully more often. Best I can tell all stats just add up to a general success rate. Don’t worry about stats, other than that spending Energy Mates on Scouts that don’t seem to raise in stats when leveled may not be a good idea (only a couple seem to do this, not sure if they’re “late bloomers” yet or what).
When scouting, what I usually do is send 4-6 scouts to the same map, and I found at that count every “trip” I’ll unlock at least one of Hidden Treasure or
Hidden Treasure isn’t too complicated, but it’s nothing like the old “scan the dungeons” crap from before.
You’ll have to “unlock” a hidden item star on a map by scouting the map, then complete the condition on the map itself to actually be able to collect the item. You can check your progress toward the condition in-dungeon on the map screen by pressing Square.
You can’t unlock multiple stars in the same dungeon without completing the conditions, but you can unlock the next star if you earn but don’t collect the prior Hidden Treasure. This is useful since a few Hidden Treasures may require map skills like higher jumps or item breaks you don’t have yet.
Hidden Treasures are often unique items like cosmetic equipment and tons of them are Energy Mates, which are needed to level up scouts.
Hidden Treasures respawn when you NG+, meaning you can level all scouts to max if you really want to (you don’t).
Don’t go for 100% Hidden Treasure until you’re on a second playthrough IMO, and on True Ending Path. You gain NG+ only map abilities that make the grind much faster, plus you’ll have more scouts. And it won’t even be possible without True Ending since some maps are exclusive to it, and you get both story branch’s maps too.
Most requirements are self explanatory, but here’s a few hints for the tricky ones:
- Character/lily skill/Game Disk passive healing will still reset the “win battles without healing” counter. Neptune in particular needs to be removed from your party.
- “Make X consecutive symbol attacks without being noticed” really means it–a single missed strike or being seen will reset the counter. This can be dramatically easier if you find a slowly wandering enemy with a predictable hitbox like a dogoo, symbol attack it, run and repeat. You don’t have to beat the enemy for the symbol attack to count, and the RNG of the AI’s facing makes this pretty hectic otherwise.
- The White Orb flag item (S rank quest reward) makes this basically unfailable, but the repeating & running method is available much earlier on. Your choice, since you’ll definitely be in postgame anyway by the time you’re anywhere near 100%ing Hidden Treasure.
- Defeat all deployed enemies seems to exclude “map boss”/added enemies. Again note you can check your progress for this (and all treasures!) in the map screen by pressing square.
Senmuu Labyrinth Map & Secrets
- This is just mean, there’s a hidden room where a few enemies are, required to get the first hidden treasure here (which is already grueling.)
- Here’s a complete map of Senmuu Labyrinth, with enemy locations noted. Don’t try Defeat All Enemies without it, it’s a huge pain!
- Here’s a video of getting into the secret room with enemies in Senmuu Labyrinth. There’s a few other secret rooms too but none have enemies. (not sure if they have items yet, I’ll check it out)
- For the “Defeat Dream of Cast” challenge, make sure you’re defeating the right enemies. There’s visually identical Dream on Cast enemies that you might kill on accident.
- The third challenge here? It’s…defeat all deployed enemies. Again. Seriously, it’s just deliberately mean. But it honestly doesn’t take absurdly long if you have the map
- Senmuu Labyrinth’s enemies hit like trucks even when your cast is at level 99, so it’s very easy to take a KO or two while mopping up mobs for the challenges. Try using the Gold Third or other Human characters if you don’t wish to lose shares.
- The Purple Pirachu enemies and the giant Space Invaders are Added Enemies and don’t count towards the Hidden Treasure kill count.
- There’s some unique treasure on this map (as always) including the prized “croire butterfly” item for Older Neptune, which is in level 2 I believe, and a Disc or two.
The great majority of quests are now Kill Monster quests, and such monsters are marked on the map (and in battle) to make locating them easier. There’s also less filler quests in general, but they’re still important to unlock cosmetics and buff your shares.
If you get a Fetch Item quest you’ll see an entry for an enemy that drops that item in the Nepedia, though if it’s not available in any available maps you still won’t see a location for it until that map opens up (I think this only happens to the True Ending only Rank Up quest).
S Rank Quests
The S Rank Qualification quest is tied to the True Ending so don’t go looking for it if you’re not on that route or that late in the game. Most of the S Rank Quests are just Beat Big Boss quests and are pretty straight forward, if not especially easy as far as single target quests go.
Two of the S Rank quests reward you with Flag items, one which pacifies enemies so only Symbol Attacks start battles, and one which maxes out the EXE gauge permanently (both can be turned off in the Flags section of the Item menu). To beat these two quests you have to beat the dragon foe in the bottom of Senmuu Labyrinth, once enemy changed, once not. Senmuu Labyrinth is unlocked by scouting in Heart Dimension and is a large mapless maze. Use the map here to find your way. (if this link goes dead let me know, I have the map images, but would rather link unless the site goes down.)
The boss for these quests, either God of Woe or Shiva, is an incredibly beefy but otherwise none too dangerous boss. Since you’re already in Senmuu Labyrinth you can get to level 99 (Refer to Power Leveling) and fight God of Woe in one trip, then circle back for Shiva once more. The fight is possible but slower and harder at lower levels, I’ve heard people as low as level 40 beating it.
The trick of these bosses is they’re terrible at taking down more than one target at once. They may deal about 6000-8000 damage per turn, but 95% of the time they target a single character, and they seem very reluctant to use their desperation hit all targets attack (but they have one!).
The way I played was to bring all four CPUs, get them into NEXT form immediately, then have Vert use Kinestra Slash, Blanc use Gefarlichtern, Noire use Infinite Slash to debuff then Volcano Dive when all debuffs were active, then leave Neptune to heal and use her buff skills or buff items to keep everyone in good shape. For some reason the boss seemed to always target Neptune despite Vert and Noire’s lower defenses, which is why I used her to heal. And if Neptune’s defense is high enough, she can actually just block the whoel battle and heal over the damage the boss deals due to her passive healing and naturally getting more turns than the enemy due to defending, it’s pretty funny.
These bosses take more damage from elemental attacks, so Rom and Ram could be useful…but they’re also much, much more likely to be OHKO’d due to their garbage defensive stats and HP.
If you’re playing underleveled just be sure to save (always a good idea) as there’s a save point right before the boss, and perhaps keep one beefy character defending at all times in case of a desperation attack.
The quests the super creepy dude in Creator’s Town gives you are the most annoying and repetitive in the game (deliberately so). They aren’t essential to the story or True Ending, don’t expire, and the rewards are not particularly good (some outfits for Neptune from Victory, and a white Jersey Dress for Older Neptune).
You can’t even complete this quest line until the third arc, so really don’t worry too much about it. If you’re intent on doing it, make sure to have Forbidden Twigs crafted (I forget where this is unlocked, please comment if you know) and use a team of ONLY IF and Older Neptune to steal from the target enemy, defeat it, respawn it etc until you get your items. Doing these quests before getting Forbidden Twigs will take a toll on your sanity for exceedingly minor rewards.
However, I think this quest line might unlock “final” weapons for everyone in the shop, at least I don’t know why else they appeared in my game (if anyone knows, comment and let me know or email me). But you really, really don’t need final weapons to beat anything in this game so even if that’s the case it’s still a minor reward by the time you can do it.
Neplunker is both brutal and not as bad as it seems. Falling almost any extra distance from the height you started your jump at will lose a life, as will bat guano, running out of energy, falling in a pit or touching steam vents. Everything costs one life. You should pack escape buttons (as always) so you don’t game over if you’re caught in a bad situation. Do not jump just to jump, even jumping while on a plain incline will get a KO. If you need to get down from a platform be sure you’re moving the absolute least vertical distance possible.
Do not be afraid to abandon Neplunker if it’s driving you nuts. It’s not necessary to beat the game (only for platinum/100%) and while the benefits are nice, not having them won’t even be a speedbump on the way to beating the main game. It’s easier with some of the New Game Plus features, so feel free to come back later.
Energy pickups are generally not worth it unless you’re already low, they’ll often be in mildly dangerous spots. In certain areas the speed up items can let you skip large amounts of danger, so keep them in mind.
Do NOT use Blanc as your party leader in Neplunker, her jump has extra startup frames where she’s on the ground, which make everything much more fiddly.
Actually, showing these is easier than describing them, so here’s a walkthrough video instead. But there’s some extra details below too.
This one is easy enough even at the start of the game, and the reward is worth it: A key item that lets you craft another item that lets you break “metal” destructible objects. You need Planeptune Development level 4 to complete the crafting, however. These level 2 objects you’ll now be able to break can drop some crafting materials, and also often block the way to valuable treasures.
Be sure to save before you go in. Getting 100% of the optional items hidden around the map is hard, but doable. Just be sure to leave and save if you’ve gotten items but are running low on lives/energy. Just use an Eject button the moment you’re at zero lives and it’s impossible to lose.
In the first map, don’t forget to jump when leaving the first platform. Make a beeline for the corridor to your left, avoiding enemies. They’re pretty high level if you do this as early as you possibly can, and they drain your energy. Carefully avoid the bat droppings, just wait for them to disappear entirely before moving on. Once you reach the mine cart you can cheap things out a bit. Just jump the gaps around the tracks instead of messing with the steam vents, but watch for bat droppings as you do so. Now just head straight along the tracks to the exit, avoiding enemies.
No problems in the second area, just don’t forget to jump when entering/leaving the middle ring, and dodge the enemies.
In the third area you want to go left immediately and jump the gap to get the speedup. This will greatly extend your jumps which is good and bad. Jump back to the starting area, then carefully grab the one up, then jump straight over to the pyramid structure. Move around the outside of the pyramid, avoiding bat guano–if you’re feeling bold you can jump off the platform and back on to weave around it as long as your speed up is still active. If you’re fast enough, you can jump straight across the final extra-long gap with the speed up. If not, make two careful jumps across the platform leading away from the pyramid and grab your treasure.
Neplunker Zero (Zero Dimension)
This one is much harder and will require a lot of trial and error. Ideally take this one on after New Game Plus, so you can turn off the lovely feature that gives you a game over if you run out of lives in Neplunker to make things less annoying. The higher walk and jump speed will also be invaluable.
The reward for reaching the end is just a Celestia Bangle; one of the best armors in the game, but still very unnecessary.
Again, just watch the video for this one. It’s too hard to explain in words and it wouldn’t be as useful as seeing it run.
Endings & True Ending Requirements
IMO, a perfectly valid way to enjoy this game is to not try to get True Ending the first playthrough, for a lot of reasons:
- For ideal trophy farming, you need NG+ and true ending, meaning getting True Ending first actually requires three playthroughs (True, Normal+, True+) while Normal first requires two (Normal, True+)
- There’s a story branch you’ll need to reload or reply to get to see anyway
- NG+ is SO GOOD and you can blaze back to the ending in like 5 hours or less.
- NG+ has new features that make the True Ending requirements less of a problem (and you can carry over levels to make things easier)
- The True Ending requires fussing with Shares that could easily add more playtime (and stress) than a quick NG+ would require
- To get the true ending you need to do some specific things rather early on in the game so it’s extremely easy to miss your first playthrough
- The normal ending is NOT an anticlimax like Mk2/Victory’s
Anyway. There are three endings, a “you suck” ending, a normal one, and the True Ending.
You have to kind of try to get the bad ending: once in Heart Dimension, don’t visit all four green exclamation points on the map (the CPU’s Dreams). The game will end in Ontario Corridor, right before a big boss fight. You won’t even get to see the branch so save before you get this.
The Bad Ending is more like an extended Game Over (and 99% the same as the default cutscene), so it’s not really worth watching. No trophy for it either, no goodies, though it’s a slightly faster way to get to NG+. It also doesn’t add any CGs to your library, unlike Mk2.
If you’re curious and don’t want to go through with it:
Note that you can’t “lock” yourself into the bad ending. As long as you save before actually ending the game, you can just go back and see the cutscenes, then go back in and continue normal path. You’d have to deliberately save over your prior save with your NG+ save to lock yourself in. Uh. Don’t do that, unless you really do want to just go NG+ as fast as possible, but note that doing this will make the rest of the game even easier, and it’s already a bit too easy.
Again, just view all four CPU Dream events in Heart dimension without qualifying for True Ending and you’ll get the normal ending, which is fairly satisfying unlike prior games (but, naturally, not AS satisfying or fluffy as True). You’ll get several more dungeons over the Bad Ending route, but not as many as the True Ending route.
Note that while shares are a factor, you do not need to maintain high shares to keep on the True path, you simply need X% shares to trigger a scene, the scene is what matters not the shares. After seeing all scenes for a nation, that nation’s share count does not matter at all for the ending.
There are quest requirements for the True Ending. You can’t just see the dream events. I’m not sure why so many people miss these when they’re clearly and specifically in the list below, but be aware of that.
Info gained from this post by HGH on NeoGAF, thanks a lot! (spoilers). Extra details gained from @SonyOfLastation. I wouldn’t have gotten the true ending without them!
First off, if you’re playing this game and assuming grind is required for anything but trophies/100% completion, you’re probably playing the game very wrong. In the main story Noire’s route is probably the only area you might need to grind a bit as it’s the hardest (due to poor low level skills for Noire and Uni and limited cash for True Ending requirement). Most bosses in the game are quite manageable at even low levels and the game can be completed by a party in the mid 30s (normal players will probably be low thirties before the third arc even starts).
This section is for us insufferable completionists, so please pay it no mind or return for your trophy run if you play to play the game normally.
Second off, an ominous but sincere warning: due to how optimized but repetitive a lot of the best grinding strategies are for certain tasks in this game, certain objectives like kill X enemies or grinding CPU Chips for cards can really start to hurt your hands/fingers. If your fingers start hurting take a break and try to spread out some of the trophy grind over several days.
New Game Plus
New Game Plus is absolutely vital to grinding in this game. Here’s why:
- No random battles greatly reduces wasted time traveling
- It also enables you to FORCE a “random” battle on any node, making certain quests/item hunts easier, and lets us spam battles as fast as possible without Forbidden Twigs for certain grinds like Lily Rank where we don’t care what we fight
- Faster movement speed in dungeons is so nice. It also helps in certain Neplunker areas
- Higher Jump height actually enables several shortcuts and, again, aids in Neplunker
- Being able to keep your party (and levels) makes early missions/credit grinding for the G Dimension arc go much faster for True Ending requirements
True Ending/Post Game
Even when we have NG+, you can’t get certain trophies/items without access to the True Ending, so go ahead and make sure you’re on the True Ending path while doing your NG+ for grinding. This is yet another reason to get Normal Ending first, as it’s a trophy we don’t want to miss, but getting Normal Ending in a second playthrough ruins our ability to trophy hunt that playthrough. Getting True Ending first locks you into three playthroughs, but Normal first only requires two.
So halt your biggest grinds (Treasure Hunter) until we have beaten the game with True Ending as you can now explore all of Gamindustri at our leisure.
Forbidden Twig and Eject Button
Eject buttons you should have been using the whole game. They let you instantly eject from a dungeon Possibly the single most important item in not wasting time, and they’re extremely cheap after the first chapters, and still attainable even then.
Forbidden Twigs you’ll unlock lategame (I forget exactly when), but once you can, craft them immediately. Forbidden Twigs respawn all enemies on a dungeon map instantly, allowing repeated fights on the same enemy, even if they’re rare.
If you need to steal or defeat enemies for a quest and don’t care about their drops/XP, you can actually just steal/kill the specific enemies you want, then run from the remainder (if any), then re-start the fight with a symbol attack to repeat. It’s actually a bit faster than using Forbidden Twigs due to the menuing to the twig.
Leave a character or two at the extreme edge of the battle field to run after the initial kills to make this faster, and order them based on speed. For example, put IF and Vert in the middle to kill targets, then leave Noire and Blanc at the extreme edges as their turns will be after IF and Verts’, letting them flee after IF steals or Vert kills.
Stealing is an action IF and Older Neptune can perform for no SP, and it seems tied to their Luck stat (possibly Tech. It’s always hard to tell). For ideal stealing, leave only IF and Older Neptune in your party, as everyone else is dead weight and will significantly drag out fights that could take only a few seconds.
For the Project Nepupupu quests Stealing is basically required, as Scouting or killing to get the drops will take vastly longer than a proper IF/Neptune stealing team. Stealing is also usually the best method to get…any stealable drop actually. So if you need items for alchemy, see if you can steal them before trying to grind drops, as stealing is far more reliable.
You can see the Steal drops for any enemy in the Nepedia (kill an enemy to see all it’s drops, even if it didn’t drop that item, or if you didn’t steal), or use the Observation Scope item to see what enemies (especially bosses) have before you’ve defeated them for the first time.
Stealing combines well with Tactical Fleeing above, since we don’t really care about their kill drops, as stealing lets us confirm the item before combat ends.
Note stealing will occasionally get you Gamindustri Chocolate or CPU Chips instead of the item you’re probably looking for, but those are good for other trophies.
Blazing Through Battles
Once you’re mopping up the game for completion/trophies, most battles will be easy, but they’ll still take time. Once any semblance of difficulty is gone from battle, there’s some steps you can take to make battles extremely fast.
First we want everyone’s weapons to have Standard as their longest combo (it’s okay if another combo is just as long, but not longer). This way you can mash X to start and end an attack.
Second, of course, we hold L2 to skip all battle animations, making the fights take a few seconds max.
Finally, annoyingly, holding L2 does not skip the results screen as fast as possible. For a long time I thought this was a loading screen I couldn’t skip. But if you press L2 as soon as the loading screen you’ll instantly skip back to the map instead of waiting a few seconds. So either master knowing when to press L2 at the end of a battle, or simply mash L2
Ideal Grind Point
Discovered by @DearcheKClaudia on Twitter, a certain node in Lowee has a very peculiar set of possible battles: A lone Sentai, a Sentai and a “High Score King” (EXP piñata) or a living check (Credits piñata), or all three.
While the credits/EXP are nice for early game, the real important thing here is this is the most reliable spot to get a repeatable, single target enemy without slow methods like a forbidden twig. We can easily grind the battle count trophy, challenges, or Lily Ranks using this node.
Note you need to be in NG+ to fully exploit this node, as you can simply press X on a node to initiate a battle. This is what makes it so much faster than Forbidden Twig farming.
This node is technically exploitable in a normal playthrough with random battles to power level/credit grind Blanc’s story but….Blanc’s Story is one of the easiest so it should be pretty unnecessary. It’d be really useful in Noire’s story, but I couldn’t find another such node anywhere else. The enemies are also a bit hard to kill, especially the EXP piñata, at the point where they’re actually useful. But if you’re planning a speedrun or something maybe it’s useful.
A second grind-worthy node is on the third World Map screen, discovered by Eliakon:
The route point in Heart Dimension right before “Depths of the Heart” has three options:
- 100% of the time there will be a Colorful Choicer
- 30% of the time there’s also a Metallic Gabacho (10,000 credits)
- 10% or so of the time there is a Hall of Fame King P (1,500,000 XP)
- Power Leveling
At least to level 99, all you need is this giant Metal Dogoo in the mapless maze dungeon, Enemy Changed. don’t forget to bring tons of Forbidden Twigs (enemy respawn items). Here’s a video of how to find the dogoo. If you perfer a map, here you go.
The dogoo has only~100 HP but insane Avoid and high def, but there isn’t really a level requirement to beat him. Spam with skills or use guaranteed criticals from properly ordered Combo Skills and he’ll go down with ease at any level. It will take like 5 minutes after you found the dogoo to get your whole team to 99 even if you don’t bother with Learner chips. Not sure what the strategy is for level cap break DLC, the dogoo will take ages. My advice is, uh, stop at level 99 if you’re sane.
Once per cycle you can get an insane amount of credits by upping the PR Level for Uzume’s Base to level 10. All you need is 243000 credits and you will get extremely expensive CPU parts you can sell for a total of 25 million; this is even enough to buy every single other item in the game and then some. Just start a new cycle if you actually want the parts, and you only need to sell one to buy pretty much everything, just sell the one you think is least useful.
Trophies in this game are fairly hard, with a couple of fairly extreme grinds and one pretty RNG dependent section. Definitely no easy platinum here, but not quite as mind numbing as Action Unleashed’s platinum at least.
Your standard platinum trophy. The trophies most likely to hold you up are Card Master or Treasure Hunter. Just read the rest of this guide and it won’t be TOO much trouble.
As a Useless Datum™ I was at almost exactly 75 hours into the game when I got my platinum trophy, though I had played the game before in Japanese so my game may be a bit faster than yours…and I also leave my game idle a lot, so it may be a bit slower. I’d estimate probably like…10 hours of idle time at least TBH, partially thanks to Scouts.
Forced Story Trophies
Neptune Activated, Zero Dimension Master, Hyper Dimension Master, Slice Through!, Trader, Got Rare Item!, Got Super Rare Item!, Ultimate Evolution, Pinch Coordination and Battle Veteran should all be obtained with no effort during even a bare-bones playthrough.
I’m gonna spoiler these just in case, but the Normal and True endings both have trophies. See Ending Requirements. Bad ending has nothing extra associated with it and is best ignored; it’s a game over with NG+.
If you’re a trophy hunter you really want to get Normal Ending first, as it will require only two playthroughs, getting True first will force you to do three playthroughs to get to the ideal grinding conditions.
The exact trophies are called
If you don’t get Investor on accident you’re not even trying to play the game properly.
You can get Owner pretty quick in Heart Dimension as the shop only has one level to raise.
Entirely possible to get this on accident, but if not, see Harem.
So you need to max all lily ranks for a single person, instead of all possible lily ranks.
First make four of the best Lily Rank Plus game disks you can; ideally you should have three Level 5 Novel chips, and one level 4 Lily Rank chip. You only need Game Disks that accept high level Yellow Idea Chips to make these. Note that, ironically, the back row gains no lily rank (despite the back row’s effects being based on lily rank) so we only care about our front row while grinding.
Take a quick look through your party’s lily ranks in the Party screen and pick whoever has the best relationships already, though it probably won’t make a huge difference. It will probably be whoever you use the most; in my game it was Very because of her early game AOE and the general OPness of magic attacks. Leave that person in slot one of your party, give them the best Lily Rank + Game Disk you made, then give the others to the rest of your front row.
Now take your team to the Ideal Grind Point in NG+ and farm battles as quickly as possible. Remember to skip animations and the Battle Results screen, and switch out party members and their Game Disk each time someone hits rank 10 with your chosen character. You should be gaining a lily rank for someone almost every battle or two.
This isn’t as scary as it might seem, you’ll probably knock this out in 10 minutes. A very boring 10 minutes, but hey, 10 minutes. You’ll probably also grind out some basic challenges like Yawnsville, especially for whoever acts first (generally Vert or IF if they’re in the party).
Godly Game Creator
You need to produce the 10 “Sucky Games” and “Godly Games” in the Disk Development for two trophies. You’ll want an Infinidisc (from the true ending’s final boss) to make sure you can make any possible combo of chips to make this easier, but other high level disks can work too. You’ll need a LOT of idea chips, many of which are quest rewards or hidden treasures, so you’ll probably want to do this last, or at least keep a checklist of what you have and haven’t done.
Note that reformatting Game Discs no longer consumes the idea chips used, they go right back in your inventory now, so you can freely make and wipe disks without fear of losing things.
I’ve marked what level chips are, chips over level 3 are not in the shop and must be found, either from quests, treasure, hidden treasure, coliseum etc.
These game disks have an extra effect on top of the idea chips, so they’re somewhat practical, but generally not OP enough to warrant making for practical effects alone. When playing normally, just make the disks you want. Sucky Games have a downside as well.
- Amazing Car Larceny (Grand Theft Auto):
- Crime Action(4), Open World(4), Not For Kids(4)
- Effect: End Heal W L3 (HP and SP recover after battle)
- Strange Dungeon: Drifter (Mystery Dungeon: Shiren the Wanderer):
- RPG (5), Combined (4), Auto-Map Dungeon(2)
- Effect: Regenerate L3 (HP gradually recovers during battle)
- The Anecdotes of Lunk (Legend of Zelda):
- Adventure (5), Item Collection (3), Killer Aim(2)
- Effect:Null Debuff
- Huh?! Mister!? (???):
- Baseball(4), Long Series (4), Epic Making(2)
- Effect:Learning (gain XP when not participating in battle)
- Street Buster 2 (Street Fighter 2):
- Fighting (4), Versus (1), Epic Making(2)
- Effect: T Recover EX (Recover from Status effects when transforming)
- Mono-Noke Clock (Yokai Watch):
- RPG(5), Monster(1), Japanese Taste(5)
- Effect: Wariness (Back attacks nullified)
- Umio (Seaman):
- Simulation (3), Uses Mic (2), Niche(4)
- Effect: Round Guard (Attacks from the side or back don’t cause extra damage)
- Nobu’s Hope (Nobunaga’s Ambition):
- Simulation (3), History(3), Epic Making(2)
- Effect: Null Shadow Bind
- Giga Man (Mega Man):
- Action (3), Long Series(4), Crazy Difficult(4)
- Effect: Null Confusion
- Tekko and Migen (Tekken?):
- Fighting (4), Combo Focus(1), Includes Videos(1)
- Effect: Null Paralysis
Sucky Game Creator
If you know what games these reference where not marked, please let me know! Contact info at bottom of page.
- Dom Bombem Eternal (Duke Nukem Forever):
- FPS(1), Stupid Game(2), Refer the Internet(4)
- Effect: Too Calm (Null Paralysis & Confusion, but elemental damage increases)
- Hey! Welcome! 4 (???):
- Simulation(3), Kinda Pervy(3), Port (3)
- Effect: Sick Precaution (Null Poison and Virus, but physical damage increases)
- Clan of Warriors (Clash of Clans?):
- Fighting (4), History (3), Character Creation (1)
- Effect: Heart Over Might (After battle SP recovers but HP decreases)
- Heavy Bullets: A Fan is Stan (???):
- Shmup (5), Motion Controller (5), War (3)
- Effect:Hang In There (Null Shadow Bind and KNockback, but HP decreases when transforming)
- Gergalion Rhythm 3rd (Evangelion Shin Gekijouban 3nd Impact):
- Rhythm Action (3), Anime (5), Mediamix Strategy (5)
- Effect:Full Power! (Increases stat boost from transformation, but SP consumption also increases)
- Neighborhood Rumors (???):
- Adventure (5), Combo Focus (1), All Luck (2)
- Effect: Prepared To Run (You can always escape, but Lily Ranks will not increase)
- Together with Hell Cat! (???):
- Board Games (4), Animal (5), Crazy Difficult (4)
- Effect: Full Power! (Increases stat boost from transformation, but SP consumption also increases)
- Aim For That Summer Ballpark (???):
- Baseball (4),School Life (1), Port (3)
- Effect: Risky Tactics (Your attacks are always critical, but physical damage is doubled)
- Lethargy! School Detective Club! (???)
- Adventure (5), School Life (1), Crazy Difficult (4)
- Effect: Endurance (HP Slowly decreases during battle, but SP recovers after battle)
- Fight with Cee-lo! (???)
- Board Games(4), Versus (1), Low Price (5)
- Effect: Too Fired Up (When transforming, SP completely recovers, but HP drastically reduces)
This one is actually very easy. You collect Gamindustri Chocolate from certain rare break/steal drops, and more likely from answering Millionep Quiz questions correctly.
Simply open each Gamindustri Chocolate (open items menu then press square over the chocolate) as soon as you receive them or after amassing a stack of 30. After two stacks of 30 (obtained easily in one playthrough from Millionep Quizes) you’ll almost certainly get all the figures, though it’s technically luck based so it could come before or after.
Every Neptunia game has That One Trophy. That one that requires hours of the most repetitive, boring grind for absolutely no useful ingame effect. And this time it’s got an RNG factor too. Welcome to hell, kids. I’ve heard dramatically varied accounts of how long this takes, from “half an hour” to “5 to 20 hours”. But I’ve got a good method that should keep you at the low end of that spectrum so read on. I’d estimate I would have spent under an hour using optimal methods.
Anyway, what you have to do is open CPU Chips to get random cards and collect all the cards. The problem is unlike Figure Collector, there are some cards with extremely low drop count. There are:
- 4 Super Rare Cards
- 12 Rare Cards
- 17 Normal Cards
I’d estimate, super roughly, that one in 100 or less cards will be Super Rare. Rare cards are maybe one in ten?
Also, CPU Chips are not especially easy to acquire; they’re rare drops from Stealing and Parts Break, and you get sets of 16 from a question in each Millionep Quiz show—ideal farming should occur every time you get a full stack of 30 cards.
Ideal Farming: Once you have a stack of 30 CPU Chips, the real grind starts. We’re going to open cards and reset until we get one Super Rare card we don’t already have.
Save your game, open your items, and press square to open the first pack. Now, hold L2 to skip the GOT ITEM animation (keep it held for the whole stack) and quickly mash square to open, up and Confirm to accept. Get in the rhythm of it and you’ll burn through a set of 30 cards in less than a minute.
Super Rare and Rare cards play a sound (that isn’t skipped) and play a sparkle animation, so even when skipping at max speed you should see when you have a Super Rare card. If you don’t see a new Super Rare card, reload your save. Save immediately after getting a new Super Rare card.
If you get a Super Rare card early enough you can keep going through your CPU Chips for a second rare card, but after droping below 10-15, the menuing just isn’t worth it and you should just find more CPU chips. If you get a Rare card you don’t have after only the first few cards you open it’s okay to keep that too, but remember those will much more easily be cleaned up later than Super Rares, so don’t burn a stack of 30 on one Rare just yet.
I got 2 Super Rares in about 20 minutes of grinding, but for your own sanity you might want to limit yourself to one Super Rare card a day, and don’t worry about this until beating the game. The grind doesn’t seem as long as I was lead to believe, but good GOD is it mind numbing and pointless.
If you need more CPU Chips and have run out of Millionep Quiz events you can also go to the Halo Forest area in Leanbox and defeat Marine Chocopis (use Drop Rate + scouts) which fairly frequently drop CPU Chips as long as you break their masks. Use Forbidden Twigs as always and build up at least 15 but ideally a full stack of 30 CPU chips, save and start over.
Once we have the four Super Rare cards you’ll probably already have all the normal cards, and maybe a few Rare cards will still be left, but finding them should be far easier. Just use the same method as you did for the Super Rare cards.
See Hidden Treasure. Note this will require you to be in the True Ending’s postgame to do reasonably, and NG+ will help a great deal.
Note that you need to unlock every treasure, not collect it, but collecting hidden treasures can be very useful anyway. The (likely) final item you’ll get in Senmuu Labyrinth is an Eternal Aegis, the best protective item in the game. It will be so useful when you’re basically done with the game, but. Nice to have.
Scavenger Novice/ Scavenger Master
Break objects to get 50/100 items from them. This should only be a grind if you forget to get the Break ability Key Items or ignore destructible objects.
If you don’t get these on accident, make sure you have Break Level 1 at least, ideally 2, and go to the Mario themed levels in Lowee, where you can break dozens of pipe objects per area and should get this fairly quickly.
It helps to have max credits before starting this one, which is an extremely quick grind at endgame/postgame. You’ll also want to max Investment for all nations before this to get all the items and development recipes (this is trivial with max credits of course).
Developing 100 items might sound tricky, but it’s pretty easy with the right set up. First, you’ll need the Item Recipes you can unlock from the coliseum, I forget the exact name but one of the fights there unlocks craftable pigments the fight is possible at a fairly low level (50 or so, but a level 30-40 team can take them).
With the ability to craft pigments, you’ll first want to craft all the pigments, then buy full stacks of them. Then buy at least 10 of every Outfit (and ideally, of every cosmetic Accessory as well) from all four Hyperdimension nations. Now go to each nation’s development area for cosmetic outfits/accessories. You’ll be able to craft a ton of items simply with dye + outfit/accessory, often several different color variations per item. This will very easily get you to 100 craftings.
If you’re missing materials for some pigments, you’ll probably want to go find them, but you can do this trophy even missing a couple pigments.
Battle Veteran, Battle Master
Battle Master you might get after beating the game once, but these should easily be obtained while hunting down other trophies, especially the Hidden Treasure and Lily Rank trophies.
If you’re insane and somehow want ONLY this trophy, use the Ideal Grind Point to make quick-ish work of it.
If by some miracle you haven’t gotten this on accident, using Vert’s NEXT Form EXE skill is a guaranteed 100+ hits. The Coliseum is a good place to find enemies that survive long enough for you to build EXE or combos no matter your level.
This one is more of a puzzle than a “have high attack stats” challenge, as few things will survive the multiple AOE hits that this requires.
But four NEXT Form CPUs dealing four wide AOE attacks (Kinestra Slash, Infinite Slash, Victory Slash and Hard Break should cut it) in the Large Dogoos Assemble Coliseum challenge should do it easily, provided sufficient level. If dealing damage is a problem, find the grind to level 99 section.
This one’s unlikely to get in the main story unless you REALLY love Formation Skills (they’re…okay). Otherwise they’re easily farmed after getting the S Rank quest reward (See the Quests section for more detail), with maxed EXE drive at the start of battle you can easily farm this with a bunch of Formation Skills with any two characters with a skill in any normal battle. The four main CPUs have the most combos between them to make things easier.
If you don’t want to get the S Rank quest item, you can do this in the Colosseum fairly easily but it will be slower. Just bring your best Rush attacks to build EXE.
I’d be amazed if you didn’t get this while playing the main story and getting other trophies, but you can farm this easy in Halo Forest in Leanbox, just beat up Marine Chocopi that happen to drop CPU Chips also useful for card farming. Make sure to hit them from the front to break the part obviously.
Max Level Attained
Please see Power Leveling. This only takes like, 10 minutes, but should be performed after you’ve beaten the game once because I mean, the game is easy enough as it is.
Quiz King (Millionep Quiz Answers)
When your PR level (pink megaphone) for a nation reaches level 6, you will do a one-time Quiz event and get the option to get items for answering questions. Here’s the answers.
- Planeptune: A, A,B
- Leanbox: A A C
- Lastation: A, C, B
- Lowee: C, A, A
- Zero Dimension: A,B,B
- Final Dimension: D, B,D
This will get you the Quiz King trophy if you answer them all right, and the Millionaire trophy as well if you haven’t already got it, as answering all of them right will actually give you a million credits (a very significant sum in this game, but we can grind insane money by this point anyway).
If you mess up a quiz you’ll have to do an NG+ to get the trophy. Doesn’t take as long as you’d fear. Maybe an hour or two tops to get to the point where you can take the quizzes.
This game’s pretty easy and the next objective is always marked on the world map with a big red ! (in the exceedingly few cases it isn’t, there’s a quest waiting for you at the guild and you didn’t pay enough attention to notice that).
I’ll just point out points of no return, particularly difficult bosses, and True Ending requirements. You’re not supposed to get the true ending first try I think, but it’s not too difficult, just very fiddly, so pay attention if you really must have it. I suggest not worrying too hard and enjoying the game the first runthrough–NG+ is very quick if you skip events, easily less than 5 hours even picking up extra sidequests and such.
Read the goddamn tutorials. I’m amazed at the amount of complaints people have that are solved instantly by paying attention to a sentence or two of the forced tutorials in the game. If you’re assuming everything is the exact same as prior Neptunia games you’re going to hit your head. Tutorials are short and relevant, just read them. And they don’t repeat in NG+ this time!
Zero Dimension is pretty straight-forward. Just be sure to view every Conversation event: if a story character appears in the Converse menu without a red (!) you actually want to talk to them first to be sure you get all the True Ending requirements (or just to see every scene). The first ones you’ll see are just before you head to Jingu Sakura Park, make sure you catch them, there’s one from Umio.
This will be a theme in the game: complete any important-looking quests (especially non-repeatable ones, or ones with Histoire’s name in them) and view Converse events from Story characters without the red ! before continuing the story. Get in the habit of checking quests and Converse every time you re-check a city after an ingame story event.
The first point of difficulty will probably be the Dark CPU fight. It’s not actually that hard, just be sure to heal before the fight, and heal during it if anyone’s health drops. And in general, note that at this point in the game Skills out damage normal attacks far and away. It won’t be like this forever as the battle system opens up a lot, but for now conserve SP for bosses and wail on bosses with all your SP.
In the brief Planeptune interlude, immediately go to Converse to see an optional (no !) Histoire event where she recalls a memory. Events like this are what the True Ending requires.
You will almost never need to grind in this game to advance the story, just be sure to save often and reconsider your strategy if you get KO’d fast. She has a hit-all skill that can deal about 50% of everyone’s JP, and she may use it more than once. Just immediately heal back to full if it triggers. Many bosses in this game will have this sort of desperation attack, keeping everyone’s health up and keeping one character Defending will allow at least one character to survive and heal the others in most situations.
In general, shoot to get everyone to level 30 before finishing up if you’re having any difficulties in combat, as that’s when you’ll unlock your EXE attack for each character. If you need to level/quest grind, having the EXE attack will be very useful as it doesn’t run out like SP.
Also due to scouts and optional dungeons, this is the first part in the game you can bump into enemies (way) too strong for your current level. Be very careful around oversized enemies or maps that do not contain story objectives, and save before being too bold. The optional dungeons unlock randomly from scouting, and the boss monsters are often way too strong for you to fight with limited characters in G Dimension so don’t do anything stupid. Bosses will still scale properly though, there’s no big difficulty spikes here, just a couple of battles to be careful in.
Don’t waste too much grinding here unless you’re going for the true ending and having troubles (I’ll say again, go for True End in New Game+). Your options are pretty limited so it’s best to focus on enjoying the story here.
Spending money in G Dimension should be done carefully, as you’ll need a few thousand extra at times for Route Building to progress, and about 20k to build PR for the True Ending events. If you don’t spend any money outside of those you’ll get more than enough money simply by beating story bosses and quests, otherwise it’s possible you’ll need to grind if you go too crazy buying things right before you need money otherwise.
By the way, enjoy having non-Neptune characters as your world map character while you can. Being as overbearing as she is, as long as Neptune is in your party, she’ll always be the world map character, so this is a temporary luxury.
This is probably the route you should take last. It has the most strict requirements for True Ending if you’re doing that, and has some minor spoilers for all other routes (no other routes spoil each other).
True ending requirements:
- After two events in Converse, at the very start, there’s an extremely time limited quest called First, Some Practice to kill 8 dogoos. Take it immediately and turn it in to get a Converse event with Histoire. It’s insanely easy to miss this as it goes away almost immediately if you advance the story.
- Next there’s a sleepy Histoire Converse event available immediately after Compa rejoins you, but it requires 60% shares, which requires level 7 PR or some quest grinding. It’s not actually that hard to grind, because of the repeatable Healing Grass quest and buying PR levels with the money left over from Zero Dimension.
- After viewing the first Compa converse event in Planeptune after getting Compa back, take Histy’s Extermination Request 1 from the guild. Despite being repeatable it’s critical; just beat 10 delinquent cats from the First Gen CPU Sanctuary, super easy.
- Turning in the request shows you an event then unlocks a second quest you can take immediately. It’s also very easy, so do it right now, just kill 10 Red Dogoos in the cherry blossom map.
You’ll eventually get Compa and IF, so it’s probably best to hold off on any grinding until you get them. IF you need to grind for shares you can basically buy them for 500 credits per go by completing the “20 healing grass” repeatable quest. It’s slow but repeatable.
Sometime after meeting B Sha, Histoire will be in the Converse menu. Do NOT continue the story yet if you want true ending, or just to see some extra story/dialog. Check the Guild, you’ll get two Histoire’s Requests, one at first, then another after finishing it. Turning in the quests will cause a short event to play.
Once you complete the two Histoire’s Request quests and view the scenes, you’ll get a Chirper/Conversation area that has Histoire going “Zzzz”. View this event,then you can continue the story again.
This story is particularly easy and straightforward, a very good one to start with. You’ll have Nepgear to help, who keeps her higher level from the Zero Dimension story, and not having a second Leanbox CPU to lose shares while transforming/taking damage/being KO’d means you’ll gain shares more easily than losing them unless you play very poorly.
If you don’t spend any money and defeat a good amount of enemies, you should be able to get Vert’s event almost immediately after the Arcade map is added to the world map. Just hand in both “urgent” quests and buy up two levels of Public Relations and it should appear in Converse. If not, grind some quests that are possible at the Arcade until you get the event.
Confused as to why Vert’s event seems pointless?
There’s really not much help you should need here, just remember to keep shares up before invading the tower and make the most of your AOE skills.
In the final dungeon there are in fact three boss fights, so make sure to heal and save before stumbling into Event markers in the Golden Tower. They’re not hard unless you’re totally unprepared.
Probably the hardest National Story, though it mercifully has the shortest Golden Tower dungeon. This is one that probably will require some grinding to keep the true ending path.
Absolutely do not fight the big orange dogs in the first map you start in. They’re harder than the boss.
At a low level, Uni is more liability than assistance, and will probably be KO’d often if you can’t keep her safe, and will often be unable to attack without SP due to her weird range and low Move stat. It’s probably best to keep Uni defending and using items in most boss battles. Leveling Uni and Noire to levle 30 to get their EXE attacks can help a ton. This is the one spot in the game you kinda want to grind.
As usual save your money for PR, right around when the Gold Tower appears on the map you can get Noire’s True Ending event after grinding up 40% shares. It’s a Converse event where Noire dozes off.
Make a beeline for Story events until you get Rom and Ram back. Solo Blanc can go down in a turn or two if you get unlucky, and optional dungeons will be far too hard. The Twins drastically improve your combat ability.
An early fight after the first dungeon search for Rom and Ram looks pretty hard, but isn’t too bad. In the fight with 2 blue Mario Pipes and two Gang Leader Cats you basically can’t waste a turn or you die, but unless you get really unlucky with criticals you’ll survive as long as you kill one target a turn via skills, starting with the Gang Leader Cats.
Once the Golden Tower appears on the map you can see the True Ending requirement event. You might have enough money to buy straight up to PR level 4 if you saved your money, otherwise grind some quests for shares/money to get your 40%. There’ll be a sleepy Blanc in Converse when you meet the condition.
G Dimension Ending
You can finish up one more part of the creepy dude’s quests from Creator City, but the third one requires access to an area we can’t reach yet, so don’t sweat it. Remember, these quests aren’t tied to True Ending and there’s no pressure to do them now. They’re also super grindy with mostly cosmetic rewards, so best saved for postgame.
Note that around now, since characters should be close to level 30, how you approach normal battles can change a lot—EXE drives are super useful in plain old battles as you can build up EXE with Rush attacks then use an AOE EXE attack to mop up a bunch of enemies quick. EXE is actually more useful in normal battles than boss fights in this game, as it lets you hoard SP. Though, as life would have it, hoarding SP is less of a problem now as your SP gauges are growing and SP Chargers should be a pretty easy purchase in moderation.
Pretty straight forward here, link all the nations immediately once you get access to Neptune, then you can pretty much proceed right to the final dungeon. I’ve noticed some people get stuck right at the start here when you have to go to Lastation. Just walk as close to Lastation as you can on the nodes leading towards it and a scene should play connecting the nations. Make sure Route Building is as complete as it is, but you shouldn’t have a problem, just a kind of confusing situation I suppose.
With the nations connected you have a good opportunity to scout, Rank Up your quests a couple levels and generally appreciate side content now that all nations are open and all CPUs are in your party, this is the most open part of the game before the actual ending. However, it’s good not to grind levels too hard (if you care about having a challenge) since we’re not actually done quite yet.
Get your fill of side quests if you wish then head to the final boss. None of the bosses in your way should be a huge obstacle until the very last one. If you’re dealing 0 damage to the boss, use Rom/Ram/Vert to deal elemental damage. Breaking his cape by attacking from the rear works too, but proper use of the magic users in your party can actually kill him faster. Technically anyone with an elemental attack will do, but Rom, Ram, and Vert are the best to exploit this, though Compa and IF can help a bit in a pinch.
Once you reach Ontario Corridor, know that you’re about to face probably the hardest fight in the game, period. I’ll spoiler this advice, since who the fight is is a big spoiler. Stock up on all the best heals you can buy, and don’t be afraid to burn ones you can’t buy yet–you can buy them later, and there is no better time to use them.
Story branch time! Oh yeah, that’s a thing now.
Heart Dimension Route (CPU)
In this branch you play with the CPUs, Uzume, Older Neptune, IF and Compa. I recommend playing this first, especially if it’s the only route you play (you have to NG+ to see the other, but NG+ is real fast if you want it to be!). CPU route has at least one very emotional scene (I think. I couldn’t understand it)
Don’t forget to set up your formation completely in the first fight you get in this route. Your back row will NOT be populated, so make sure everyone’s in the game. Your tactics for this fight are largely the same as the last fight like this one, but it’s easier this time. Just try not to group too close or Fake Noire or Fake Vert may make you regret it. Don’t forget you have Vert and Noire again, so you can use AOE EXE skills to hurt and debuff more than one target.
Hyper Dimension Route (Candidate)
In this branch you’ll be able to play with the Gold Third and the CPU Candidates, and you fight Dark Black instead of Dark White. There’s less significant story stuff here, and if you beat Dark Green you really shouldn’t have any trouble here unless the Gold Third and CPU Candidates’ levels are complete garbage which shouldn’t really be possible.
If you get the True Ending, instead of immediately ending the game you’ll get a Post Game, much like Victory. You’ll have the option to start an NG+ with Histoire in Planeptune’s Converse. Unfortunately even if you get the True End the first playthrough, you’ll probably want to do a second playthrough to unlock all the NG+ items.
There’s a few extra events after the True End, including a scene or two in each nation, and several Older Neptune scenes in Heart Dimension that bridge Victory and Victory 2. After you see all of them you should get some extra weapons in the shop too, for all the good they’ll do you.
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