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numbers (rather than just trying to absorb your nonexistent MP)
Shin Megami Tensei III: Nocturne HD Remaster

numbers (rather than just trying to absorb your nonexistent MP)

Encounter Isamu and learn about the Musubi Kotowari, then meet Hikawa and his Shijima world ideals in Shin Megami Tensei III: Nocturne HD Remaster.

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Encounter Isamu and learn about the Musubi Kotowari, then meet Hikawa and his Shijima world ideals in Shin Megami Tensei III: Nocturne HD Remaster.

Walkthrough
  1. 1
    At the end of a hall, a "Shadow man" blocks your path. You can say "Yes," "No," or "Ignore" his request to pass.
  2. 2
    If you say "No," he tells you to leave. If you say "Yes" or "Ignore" him, he proceeds to his next question. Ignoring him grants a bonus Musubi point.
  3. 3
    The Shadow Man asks who you are. Identifying yourself reveals you know Isamu. Ignoring him results in "You don't talk much. That is OK" and a bonus Musubi Point.
  4. 4
    He then asks if you like being by yourself. Saying "Yes" results in "Maybe you get it" and 3 Musubi points. Saying "No" leads to "Maybe there's no hope for you--you are not like Isamu" and no alignment change. Ignoring him yields "You're cool-headed, that's OK" and 1 Musubi point.
  5. 5
    Finally, he asks if you can make it on your own. Saying "No" or "Ignore" tells you to talk to Isamu. Saying "Yes" results in the Shadow Man wishing you luck and you gain 3 Musubi points.
  6. 6
    Enter the next room to find Isamu, who has transformed into "the Great Lord Isamu" with the power of Amara.
  7. 7
    Isamu explains his philosophy: the self is supreme, others are passersby, and each person should create their own isolated world (the Musubi Kotowari). He asks if you agree.
  8. 8
    If you say "I do," you gain 32 Musubi points and the Musubi Kotowari Event Flag is set.
  9. 9
    If you say "I don't," he states you don't understand and will prove his point by creating the world of Musubi.
  10. 10
    If you say "I don't know," he says you are aimlessly wandering and will be pulled along like flotsam, advising you to become alone and see for yourself.
  11. 11
    Isamu disappears. Hijiri, who was watching, says he will chase Isamu and you don't need to risk going back into Amara. He advises you to check out places you have clues for, or Asakusa.
  12. 12
    Head to Ikebukuro. On the steps of the former Mantra base, you will find Hikawa.
  13. 13
    Hikawa acknowledges you as the "Hito-shura" and states you were destined to meet. He explains he let you pass to the Obelisk to confirm your identity after freeing the medium.
  14. 14
    He believes your power aligns with the Miroku Scriptures and you might play a role in his "Shijima" world.
  15. 15
    Hikawa explains his ideal Shijima world: humanity should serve the earth, not the other way around, finding peace in tranquility. He asks if you agree that the world should remain in tranquility.
  16. 16
    If you say "Yes," Hikawa acknowledges your understanding of Shijima's greatness.
Tips
  • Pay attention to your dialogue choices, as they affect your alignment and Musubi points.
  • Isamu's philosophy centers on extreme individualism and isolation.
  • Hikawa's philosophy emphasizes humanity's subservience to the earth and a desire for absolute tranquility.
  • Dialogue choices with the Shadow Man grant Musubi points (1-3 per interaction, up to 7 total).
  • Agreeing with Isamu grants 32 Musubi points and sets the Musubi Kotowari Event Flag.
  • Dialogue choices with Isamu and Hikawa influence your alignment and understanding of their respective Kotowari.

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