Shin Megami Tensei IV Walkthrough: How to Survive the Chaos and Get the Neutral Ending

Shin Megami Tensei IV Walkthrough: How to Survive the Chaos and Get the Neutral Ending

You’re standing on top of a skyscraper in a ruined Tokyo, staring at a demon that looks like it was plucked straight from a nightmare. Your HP is flashing red. Your MP is gone. You’ve just realized that your last save was forty-five minutes ago. If you’ve played SMT before, this is home. If you haven’t? Welcome to the most brutal, rewarding, and frankly confusing JRPG on the Nintendo 3DS.

A Shin Megami Tensei IV walkthrough isn't just a list of directions. It’s a survival manual. Most people go into this game expecting a Pokémon-style romp through a fantasy kingdom. Within two hours, they’re getting slaughtered by a pair of Lham Dearg in Naraku because they didn't understand the Press Turn system. It’s mean. It’s gorgeous. It’s a masterpiece of design that punishes ego and rewards genuine strategy.

Let's get one thing straight right now: you are going to die. A lot. Even the best players get "crit-locked" by a random encounter that goes sideways. The trick isn't avoiding death; it’s learning how to build a team that makes the gods themselves look like minor inconveniences.


The Naraku Meat Grinder: Your First Five Hours

Most players quit in Naraku. It’s the first dungeon, and it is deceptively difficult. You start as a Samurai in the Eastern Kingdom of Mikado, a medieval society that feels like a standard fantasy trope. Then you go into the hole.

The first boss, Jonathan’s introduction to the "Stray Demon," is a wake-up call. But the real gatekeeper is Minotaur. Honestly, Minotaur is the reason this game has a reputation for being "hard." He’s a physical powerhouse that will wipe your party in two turns if you don't have Bufu (Ice) skills ready to go.

If you're stuck, stop grinding levels. Levels matter less than your demon roster. You need demons with the Ice Breath or Bufu skill. Period. Also, for the love of Dagda, don't bring a demon that is weak to Fire. If Minotaur hits a weakness, he gets an extra turn. If he gets an extra turn, you’re dead. It’s that simple.

Why You Need to Master Fusion Early

Fusion is the soul of the game. If you get attached to a demon, you’ve already lost. That cute Pixie you picked up in the first room? She needs to be turned into a sword or a weird bird-man as soon as possible.

The "Recommended Fusion" tab is your best friend, but don't follow it blindly. Look for skills that cover your protagonist's weaknesses. In SMT IV, your protagonist (Flynn) is a blank slate. You can build him as a physical tank or a magic glass cannon. Pro tip: Magic is generally "easier" for a first-time Shin Megami Tensei IV walkthrough because hitting elemental weaknesses generates the Press Turns you need to stay alive.

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Once you descend from Mikado, the game shifts. You’re no longer in a forest; you’re in a post-apocalyptic Tokyo that is incredibly easy to get lost in. The world map is infamous. It’s a top-down view with tiny icons and very little hand-holding.

You’ll find yourself in Ueno first. Then Akihabara. Then Shinjuku. Each district acts as a hub.

One thing the game doesn't tell you: pay attention to the bars. NPCs in the hunter associations provide the most crucial lore and directions. If you're wandering around the Shibuya station entrance wondering where to go next, talk to the guy in the blue jumpsuit. He’s usually got the tip you need.

The Alignment Tightrope

This is where the game gets complicated. SMT IV has three main paths: Law, Chaos, and Neutral.

  • Law (White/Blue): Follow the angels. Order above all.
  • Chaos (Yellow/Red): Follow the demons. Power is everything.
  • Neutral: The "Golden Ending." It’s the hardest to get and requires you to be a centrist in a world of extremists.

To get the Neutral ending—which most people want because it offers the most content—you have to keep a hidden "Alignment Score" near zero. Every dialogue choice matters. If you lean too far one way, you're locked out.

There's a specific trick here. When you reach the late-game choice given by the Whites, you need to be slightly towards one side and then choose the opposite answer to swing back to the middle. It’s a nightmare to track without a spreadsheet, but the vibes-based approach is to alternate your answers. Be a jerk once, be a saint the next time.


Boss Strategies That Actually Work

Let's talk about Medusa. She's the second major roadblock after Minotaur. She uses Force (Wind) and Gun attacks. If your demons are weak to either, she will generate four or five turns and shred you.

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The Strategy:
You need Zan (Force) and demons that resist or nullify Gun. Use the "Talk" mechanic during the fight to lower her guard. In SMT IV, certain bosses have dialogue triggers. If you answer correctly, you can buff your stats or debuff theirs. For Medusa, tell her you "don't care about her beauty." It works.

Later on, you'll fight the Archangels or the Demon Lords. The rule is always the same: Buffs and Debuffs. In most RPGs, "Attack Up" or "Defense Down" is a waste of a turn. In SMT IV, they are mandatory. Skills like Luster Candy (buffs all stats) and Debilitate (lowers all enemy stats) are the difference between a win and a game-over screen. If you aren't using Sukukaja to increase your accuracy and evasion, you’re playing on "Extreme Mode" by accident.


Breaking the Game with DLC and Apps

The Burroughs App system is your progression tree. You earn App Points when you level up.

Don't waste points on:

  • Healing while walking (it’s too slow).
  • Demon slots (early on, you only need 10-12).

Spend points on:

  • Skill Expansion: Give Flynn more skill slots. This is the most important upgrade in the game.
  • MP Recovery: This allows you to regain MP while walking, which means you can use magic in every single fight without fearing the "Out of Mana" wall.
  • Fundraising: Money is incredibly tight in Tokyo. You need to shake down demons for Macca constantly.

If you’re really struggling, the "Experience of the Afterlife" DLC is a controversial but effective way to grind. It provides a map where you can farm "thick" demons for massive EXP. Some purists hate it. I say if you have a job and a life, there’s no shame in skipping the five-hour grind to get past a boss.


Dealing with the "Beelzebub" Problem

Eventually, you'll run into optional bosses that make the main story look like a tutorial. Beelzebub is the classic example. He’s a fly. A very big, very angry fly.

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He uses Antichthon, a move that deals severe Almighty damage and lowers all your stats. You can't "block" Almighty damage. The only way to win is to out-buff him. This is where "Fusion Accidents" or specific high-level fusions like Shiva or Alice come into play. Alice's "Die For Me!" skill is iconic for a reason—it’s a high-chance instant death move, though it won't work on bosses. For Beelzebub, you need a team that can sustain heavy hits while keeping your buffs at +3 at all times.


Final Steps for the Neutral Path

If you managed to stay Neutral, the final stretch involves completing a massive list of "Challenge Quests." This is the part of the Shin Megami Tensei IV walkthrough that everyone hates. You have to become the #1 ranked Hunter in the Tokyo rankings.

This means going back and doing the side quests you skipped.

  1. The "Eggs for a Hundred Years" quest.
  2. The "Demon-Haunted Tokyo" series.
  3. Defeating the Four Devas.

It’s tedious. It feels like busywork. But the payoff is a unique ending and the ability to fight the true final bosses of both the Law and Chaos routes in one go. It’s the only way to see the "full" story of Flynn and his companions, Isabeau, Jonathan, and Walter.

Actionable Insights for Your Playthrough

  • Save everywhere. Seriously. Use both save slots. One for the current room, one for the start of the floor.
  • Prioritize Agility. If Flynn goes first, you can set the tone of the battle. If you go last, you’re already losing.
  • Talk to everyone. Demon negotiation is a dark art. Some want life stones, some want Macca, some just want to see you crawl. Don't be afraid to end negotiations if they ask for too much.
  • Watch the icons. In the top right of the screen, the Press Turn icons tell the story. A flashing icon means you used a "half turn" by hitting a weakness. A solid icon is a full turn. Maximize your half-turns to get 8 moves in a single round.

The beauty of SMT IV is its lack of mercy. It doesn't care if you're a "hero." It only cares if you're smart. By the time you reach the final gate, you won't be the same player who struggled with a couple of demons in Naraku. You'll be the one the demons are afraid of.

Stop worrying about the perfect build and start fusing. The world is ending anyway; you might as well have a cool dragon on your side when it happens. Follow the flow of the districts, keep your alignment in check by being inconsistently moral, and never, ever forget to bring a demon with Media (group heal). You’re going to need it.