Vision Quest

Vision Quests are a story element in Soul Hackers and a dungeon aspect in Soul Hackers 2. They are also present as a series of bonus challenges in Persona 3 Portable.
==Profile==
===Soul Hackers===
At the behest of Kinap, the protagonist must relive the final moments of three key figures in the back story.
During these sequences, the player is in control of a different summoner, with a pre-configured party. At terminals, Kinap will allow one to save and heal at no magnetite cost. If the Vision Quest character is killed, then the protagonist dies as well, resulting in a game over.
====Alma Capture====
The first Vision Quest occurs during the protagonist's initial visit into Paradigm X beta, after Kinap prevents the Krypto Chip carrier from stealing his soul. Appearing as a coyote, he transports the protagonist to the Theater and explains the process.
This Vision Quest follows a man named Urabe Kouichirou, the previous owner of the gun-type PC that Spooky recently purchased. It starts with Urabe driving to the Algon NS Building. He is on the phone with Kinap, who asks that he simply extract the "Nemissa" program from Algon Soft's computers. Upon entering the premises, his Enemy Sonar indicates hostile demons in the area, and so he summons Bes, Leanan Sidhe, and Puts for protection. Climbing up the stairs, he encounters a panicked security guard screaming about monsters. After asking for directions to the Computer Room, he tells the guard to escape; however, shortly thereafter he hears the guard's dying scream, indicating he couldn't make it.
Reaching the computer room, Urabe finds the Nemissa program on the system. Unfortunately, due to its massive file size, he has no choice but to delete all the demons on his COMP in order to make room. As he finishes, he is approached by Finnegan, who intends to kill him for leaving the Phantom Society. Without any demons, Urabe attempts to flee, but finds several other Dark Summoners blocking the exit. On the rooftop, Urabe realizes he has no way to escape, and locks his GUMP with a password (chosen by the player) before Finnegan kills him. After the Vision Quest ends and the protagonist wakes up in the Spookies' base, he uses the same password to unlock the GUMP, enabling Nemissa to transfer her soul into Hitomi.
====He Who Haunts====
The second Vision Quest begins when the protagonist enters Paradigm X after Hitomi is displaced there following Moowis's attempted possession. Now in the form of a rabbit, Kinap appears on the virtual street and directs him to the Theater.
This Vision Quest follows Judah Singh, a Dark Summoner hired to investigate a problem at the Amami Airport. The quest opens up at Nishi's office in the Amami Monolith, where Judah is called in to deal with the Manitou Net that began manifesting at the airport. It is also revealed that this Vision Quest takes place shortly before the first one, as Urabe is mentioned by Finnegan as having killed one of the people after him, and that he'll take care of Urabe next. Arriving at the Airport, Judah learns that the demon in the Control Room has destroyed the security system, requiring him to manually unlock them all at the Security Desks. While doing this, he encounters Rei Reiho of the Kuzunoha, who was investigating the airport. He challenges her to a confrontation. After their fight, she implores him to reconsider why he is working for a group like the Phantom Society; this plants lingering doubts in his mind about his life. Once access to the Control Room is achieved, he finds Winpe, who manifested from the electric sea in a cybernetic form. Though he initially defeats the demon, it remains in the computer mainframe, which overloads, killing Judah.
Unlike in the first Vision Quest, Judah can recruit demons in the airport during negotiations. This becomes important as every demon in his memory card is later retrieved by the protagonist in the present day upon finding his saxophone COMP, which expands the player's total capacity to twelve demons.
====Where Destiny Slumbers====
The final Vision Quest is started after the Spookies recover the data on the Krypto Chip in Algon Microelectronics. Kinap, now as a vulture, appears in Paradigm X beckoning the protagonist to undertake the final quest.
This Vision Quest begins at a restaurant, where a woman named Naomi is discussing the ruins beneath Nikamimon with Nishi. Said ruins are inhabited by two ancient Mesopotamian deities, Tiamat and Apsu, who are interfering with the Phantom Society's plans to install Manitou down there (which Kadokura demands be used in the project). Nishi asks Naomi to dispose of one of the demons to make room, leaving the choice up to her (and by extension, the player). Arriving at the ruins, Naomi proceeds inward using a map provided by the vice minister. As she explores the ruins, she begins to reflect on her life, and how the Kuzunoha family and her nemesis Rei Reiho are likely arriving in Amami City. She ponders what she will do with her life once she finishes this mission and gets revenge on Rei. Just before approaching Powerstone Hall where the deities sleep, she has an idea and considers opening her own restaurant and washing her hands of the summoner business. Engaging the ancient demon, Naomi defeats Tiamat/Apsu in a tense battle, but with its last breath it curses her, resulting in Naomi suffocating to death.
This Vision Quest is different from the others as Naomi does not have any demons in her party. Instead, she is effectively a one-woman army as she has high stats and access to Nemissa's strongest spells: Kurikara Kokuryu, 240,000,000 Evils, Full Moon Queen, and Overlord. She also has abilities that have the same effects as Soma (full HP/MP restore) and Teometle (increase max HP) able to be used at will, making her nigh invulnerable in battle. The choice of whether to battle Tiamat or Apsu has a major effect on the final boss. If Naomi defeats Apsu, then Manitou will use only physical attacks while taking increased damage from magical attacks. If Tiamat is defeated, then Manitou will use strong Almighty spells and will be resistant to most forms of magic.
===Soul Hackers 2===
Within the Soul Matrix are locked gates that Ringo can only open after reaching the requisite Soul Level for a specific party member. After unlocking the gate and defeating the mini-boss inside, a vision of that character's past is shown. These are known as Vision Quests, and are primarily used to acquire Summoner Skills. Even after experiencing all of Arrow's, Milady's, and Saizo's Vision Quests, further gates can be opened for more Summoner Skills.
====Arrow====
====Milady====
====Saizo====
===Persona 3 Portable===
The Vision Quests are presented by Margaret after you make the choices for the good ending, unlocking the Adamah Block. The Vision Quest Chamber is accessed through the Paradigm Door in the lobby of Tartarus.
There are thirteen doors that open to different kinds of vision quests. Eight of them present rematches with much more difficult version of the Full Moon Shadows that you've faced in your journey, but you can only challenge them using a specific team. Bear in mind that these are scaled up for an endgame team to fight, so you may be severely underlevelled if you challenge them at first opportunity. Each of the Full Moon boss fights also have a secret condition that yields additional rewards - usually Fusion Spell consumable items.
The other five doors pit you against special trials. These restrict your party, stats, and Personas, and you are to try and figure out a way to victory with your limited options. Getting defeated in these Trials will not result in a game over.
The first victory in a Vision Quest is a valuable skill card. Repeat victories instead award gemstones or stat-increasing items.
Once you've completed each Vision Quest at least once, you can challenge Margaret, the game's exclusive superboss.
====Full Moon Rematches====
Boss 	Level	HP 	Party Restriction 	Rewards 	Special Condition
Arcana Priestess 	60 	5000 	JunpeiYukari 	Absorb SlashOpal x20Opal x5 	(unknown)(Best Friends x10)
Arcana EmpressArcana Emperor 	65 	65006500	JunpeiAkihiko 	Absorb StrikeGarnet x20Garnet x5 	The Shadows must have used Paradigm Shift no more than once.(Last Judge x10)
Arcana Hierophant 	70 	8000 	Must have YukariChoose between 2 of Junpei, Akihiko, or Mitsuru	Absorb PierceSapphire x20Sapphire x5	Have someone get killed by Ghastly Wail.(Ardhanari x10)
Arcana Lovers 	75 	9000 	Must have YukariChoose between 2 of Junpei, Akihiko, or Mitsuru	Absorb FireDiamond x20Diamond x5 	Permit the Shadow to use Heartbreaker on a Charmed party member.(Scarlet Havoc x10)
Arcana ChariotArcana Justice 	80 	70007000	Any 3 except Shinjiro, Ken or Koromaru 	Absorb IceTurquoise x20Turquoise x5 	Allow the Shadows to cast Samarecarm at least once.(Justice x10)
Arcana Hermit 	85 	16000 	Any 3 except Junpei 	Absorb ElecdTopaz x20Topaz x5 	Permit it to use Giga Spark.(Thunder Call x10)
Arcana FortuneArcana Strength	90 	70007000	Any 3 except Ken or Shinjiro 	Absorb WindPearl x20Pearl x5 	Let your party members die to the damage Roulette result.(Infinity x10)
Arcana Hanged Man 	95 	18000 	Any 3 except Shinjiro 	Victory CryRuby x20Ruby x5 	Permit a Devious Maya to use Sacrifice after primed with Armed & Ready.(Armageddon x10)
====Attribute Trials====
Unless mentioned otherwise, your Persona stock consists of the following, all set to level 70 with 45 in every stat.
* Pixie with Bash and Dia
* Raphael with Makarakarn, Tetrakarn, Sexy Dance and Diarama
* Abaddon with severe-strength single-target physical skills and multi-target physical skills for each of the physical elements
* Cybele with Diarahan, Posumudi, Me Patra, and all tiers of Media.
* Sandalphon with all four -dynes and Ma-dynes.
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Strength=
Your party consists of Shinjiro Aragaki, Yukari Takeba, and Mitsuru Kirijo.
The Strength Guardians are initially neutral to all physical elements and will not reveal their affinities when scanned. They will spend their turn "waiting" until they take physical damage. When this happens, their "atmosphere will change" and their vulnerabilities silently shuffle. They can rotate between Null Strike/Absorb Pierce, Absorb Slash/Weak Strike/Null Pierce, or Null Slash/Absorb Strike. 
Start with Shinjiro using Power Charge, and bump their physical vulnerabilities until they absorb slash and block pierce. This means that they'll become weak to strike. Unleash a power charged Akasha Arts off Shinjiro to knock them all down, and go to town with an All-Out Attack.
First victory yields a Power Charge skill card. Second victory yields King of Swords x10. Third victory yields Queen of Swords x10. Fourth victory onwards yields 10 Snuff Souls.
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Magic=
Your party consists of Yukari Takeba, Junpei Iori, and Mitsuru Kirijo.
You face three Magic Guardians. The white one absorbs Fire. The black one absorbs Ice. The green one absorbs Elec. During each turn, one of the Guardians will fire a Ma-dyne of the element that it absorbs, while the other two will use Hamaon.
Notice that the Guardians are not resistant to Light. Swap to Raphael, who repels Light, and maintain a Makarakarn. Eventually the Guardians' Hamaon will bounce back onto them, killing them instantly.
First victory yields a Mind Charge skill card. Second victory gives King of Wands x10. Third victor gives Queen of Wands x10. Fourth victory onwards gives 10 Snuff Souls.
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Endurance=
Your party consists of Akihiko Sanada, Yukari Takeba, and Mitsuru Kirijo. Note that Yukari has Dekaja in this fight, and Mitsuru has Dekunda.
The red Endurance Guardian has a weakness to Wind, which the other two lack. They follow a specific pattern. First, the Red Guardian will Power Charge while the Black uses Makarakarn and White Tetrakarn. Next, each of them uses their Ma-kaja skills, followed by Ma-kunda. On the fourth turn, each one does their basic attack. The trick is that Black and White have extremely low accuracy and are guaranteed to trip and fall (unless their attack target is Defending) - in addition to keeping Red knocked down and Dizzy from exploiting his weakness, this opens the trio up to an All-Out Attack. Do not use Dekaja or Dekunda to purge buffs or debuffs, as they will retaliate with a 9999-damage Megidolaon.
For the next few turns, Red continues with basic attacks (if ever permitted to take his turns) while White reduces ailment vulnerability with Foul Breath and Black inflicts poison on the party with Poisma. They will continue until the whole party is poisoned. White will perform Stagnant Air one last time while Black Power Charges. When White and Black stumble, hit them with a second All-Out Attack to end the fight. During this phase, do not cure poison as they will also retaliate with a 9999-damage Megidolaon. You are, however, permitted to heal your party members.
If the battle is permitted to last to the 11th turn, the Guardians will drop a 9999-damage Megidolaon.
First victory yields an Enduring Soul skill card. Second victory gives King of Cups x10. Third victory gives Queen of Cups x10. Fourth victory onwards gives 10 Snuff Souls.
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Agility=
You go into this fight alone, and your Persona stock consists of:
* Jack Frost with Bufudyne
* Pyro Jack with Agidyne
* High Pixie with Ziodyne
* Sarasvati with Garudyne
* Narcissus with Brave Blade
* Saki Mitama with God's Hand
* Mothman with Primal Force
You also have seven Beads and one of each elemental Magatama, which will do 300 points of corresponding elemental damage.
You have to defeat the Speed Guardian within 10 turns or it drops a 9999-damage Megidolaon on you. It rotates its moves and its weaknesses in a fixed order out of four possibilities, which you must exploit with One Mores to best effect. It cannot be rendered Dizzy, which facilitates your One Mores. Use your Personas' resistances and free One More turns wisely to weather its attacks.
Turn	Pattern A 	Pattern B 	Pattern C 	Pattern D
1 	Life Drain 	Mind Charge 	Power Charge 	Spirit Drain
2 	Primal Force(wk: Slash)	Bufudyne(wk: Fire) 	God's Hand(wk: Pierce) 	Ziodyne(wk: Wind)
3 	Brave Blade(wk: Strike)	Agidyne(wk: Ice) 	Brave Blade(wk: Strike)	Garudyne(wk:Elec)
4 	God's Hand(wk: Pierce) 	Garudyne(wk:Elec) 	Primal Force(wk: Slash)	Agidyne(wk: Ice)
5 	Bufudyne(wk: Fire) 	Ziodyne(wk: Wind) 	Ziodyne(wk: Wind) 	Bufudyne(wk: Fire)
6 	Agidyne(wk: Ice) 	Primal Force(wk: Slash)	Garudyne(wk:Elec) 	God's Hand(wk: Pierce)
7 	Garudyne(wk:Elec) 	Brave Blade(wk: Strike)	Agidyne(wk: Ice) 	Brave Blade(wk: Strike)
8 	Ziodyne(wk: Wind) 	God's Hand(wk: Pierce) 	Bufudyne(wk: Fire) 	Primal Force(wk: Slash)
9 	Mind Charge 	Mind Charge 	Mind Charge 	Mind Charge
10 	9999-damage Megidolaon 	9999-damage Megidolaon 	9999-damage Megidolaon 	9999-damage Megidolaon
First victory yields a Spell Master skill card. Second victory yields King of Coins x10. Third victory gives Queen of Coins x10. Fourth victory onwards gives 10 Snuff Souls.
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Luck=
You face this battle alone, with a Jack Frost that knows Hamaon and a Pyro Jack that knows Mudoon.
After the first round the Luck Guardian will give a count of 1 or 2. 1 means it repels Light and is vulnerable to Dark. 2 means it repels Dark and is vulnerable to Light. Hit it with the right weakness to end the battle quickly.
First victory yields an Arms Master skill card. Second victory yields 20 Homonculi. Third victory yields 5 Homunculi. 4th victory onwards yields 1 Snuff Soul.
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