Uploaded May 2019 | Updated September 2026, 6 hours ago
What is this challenge?
-A low level run of Strange Journey, meaning EXP can only be gained from forced encounters. This also means any demons need to be discovered by fusion or in-game passwords (no password generator).
Why this and not Redux?
-Maybe later
Morax is the first real challenge in the run so far. On his own he wouldn't be so bad: we can only deal about 35~40 damage at a time on a usual good turn, and he can potentially one shot anyone in the team with his physical attacks, but playing defensively fixes this problem simply enough. It's almost impossible to find the forma needed for the ice gun, but the one we can get reduces enemy agility, so we can shoot his kneecaps out and establish good turn priority. Knocker's weak to fire, but he has better survivability than Tangata Manu, so just have him defend every other turn and cast a Dia or use a Medicine to heal him back up so he can keep getting Demon Co-op.
Where the real grief comes in is his move "Gehenna", a party-wide status ailment that inflicts fear, which causes team members to occasionally not act or even return to the comp, losing precious turns that we can't afford to waste. Spending macca on Patra stones is an absolute must for this boss to be remotely beatable, since no-one at this level has the right spells. Thankfully using an item guarantees you'll go first, but even then, there were moments when I was scared the run would be lost.
What is this challenge?
-A low level run of Strange Journey, meaning EXP can only be gained from forced encounters. This also means any demons need to be discovered by fusion or in-game passwords (no password generator).
Why this and not Redux?
-Maybe later
Morax is the first real challenge in the run so far. On his own he wouldn't be so bad: we can only deal about 35~40 damage at a time on a usual good turn, and he can potentially one shot anyone in the team with his physical attacks, but playing defensively fixes this problem simply enough. It's almost impossible to find the forma needed for the ice gun, but the one we can get reduces enemy agility, so we can shoot his kneecaps out and establish good turn priority. Knocker's weak to fire, but he has better survivability than Tangata Manu, so just have him defend every other turn and cast a Dia or use a Medicine to heal him back up so he can keep getting Demon Co-op.
Where the real grief comes in is his move "Gehenna", a party-wide status ailment that inflicts fear, which causes team members to occasionally not act or even return to the comp, losing precious turns that we can't afford to waste. Spending macca on Patra stones is an absolute must for this boss to be remotely beatable, since no-one at this level has the right spells. Thankfully using an item guarantees you'll go first, but even then, there were moments when I was scared the run would be lost.










