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I. Introduction
II. Game Basics
III. Walkthrough......................A00
IV. Dark World Walkthrough...........B00
V. Optional Areas...................C00
VI. Human Classes....................D00
A. Human Classes
B. Unique Classes
VII. Monster Classes..................E00
VIII. Items............................F00
IX. Item World
X. Dark Assembly
XI. Hospital.........................I00
XII. Dark Court System................J00
XIII. Skills List
XIV. Miscellaneous Stuff
XV. Secrets
XVI. Updates
XVII. Frequently Asked Questions
XVIII. Credits
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| I. INTRODUCTION |===========
¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Welcome to my Disgaea 2: Cursed Memories FAQ/Walkthrough. This guide will
include everything I possibly can include on this game. Hopefully, by the end
of everything, the guide will be pretty massive. How is this game compared to
the first one? Well, it takes everything from the first one and pretty much
improves on it all. It has been quite a bit before I've written a
FAQ/Walkthrough, so I'm still getting back into the swing of things here.
The story takes place on Veldime, which has been turned into another Netherworld
by the hands of Overlord Zenon. The inhabitants of the land are slowly losing
their human form and turning into monsters. Although they still cling on to some
bits of memories and pieces of their conscience, they still behave like demons
and do as they please. Adell, the main character, vows to hunt down Zenon and
turn everyone in Veldime back to humans.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| II. GAME BASICS |===========
¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Disgaea 2 adopts a lot of things from its predecessor. As with the first game,
you have a central hub called Holt Village. It is here that you can talk to
various NPCs for random stuff, find treasure chests hidden among the field and
do various things to prepare yourself for the battlefield. Of course, the
Dimension Guide will transport you to the areas where you will do battle (Friday
is the NPC; the one with the upwards pointing arrow above her head). The NPC
with the heart above her head is the hospital, where you can revive characters
that have fallen in battle and heal any injured ones.
The Dark Assembly NPC is the one with the hammer above her head. The Dark
Assembly is where you can create new characters, reincarnate your existing ones
to make them stronger (although you start out again at level 1) and can pass
bills to make your characters stronger, open up new classes and even open up new
areas. The NPC standing next to the Dark Assembly one is the Post Officer, who
can issue out subpoenas for your characters once they have met specific
conditions. You don't gain access to the Post Officer until you finish up stage
3-3 in the main storyline, so you won't have to worry about that when you first
start the game.
Farther up on the map are the shops, which sell various items to make your
characters a lot stronger. There is the weapon shop, the armor and accessories
shop and the last one is the regular consumable item shop (basically items that
heal HP, SP and stealing hands). Not all items will be available at the start,
so you will need to pass a few bills in the Dark Assembly to gain access to
those items. The NPC standing across from the shop NPCs is the Item Worlder,
who will give you access to the worlds inside the items. This will allow you
to make the items stronger, giving them more stats and thus, making your
characters stronger. You're forced to use the Item World once during the main
storyline, but other than that you don't have to use it at all to finish the
story. Check out the various sections to find more detailed information on the
various aspects of the game.
.-----------------.
( BATTLING BASICS )
'-----------------'
Whenever you're not preparing for battle, you are in battle. When you are in
the actual battle, you will see the base panel. This is where you can withdraw
your characters to use in the battle. You are only allowed a maximum of 10
characters at once on the battlefield and characters that have been killed
count toward that total of 10. Otherwise, you can put characters back into the
base panel and withdraw new ones, as long as you are within that 10 character
limit.
Your goal in battle is simple; you must annihilate all of the enemy that stand
before you. Sometimes, you will have guests that join you in battle and they
will be denoted by the yellow lifebars underneath the character. Put the cursor
over a character and press X to get a list of options for that character. You
can move your character, attack, lift something, throw something and even use
items from this menu. Every character has a max range of movement that can move
(can be improved). The terrain also plays into a character's movement range. In
addition to a MOVE stat, characters also have a JUMP stat, which dictates how
high of a terrain difference the characters can move over. If the terrain goes
from 10 to 30, then the character must have a JUMP of 20 to move onto that
terrain. Moving onto lower spots has no restrictions, but be watchful of when
moving onto higher ground.
Besides those restrictions on the terrain, characters can also be impeded by
enemies and other obstacles on the field. You can freely move through your
allies, but enemies and Geo Symbols cannot be passed through. Note that some
characters have the ability to pass through everything as if nothing was there,
which comes in handy during Item World runs. Each character can move once and
perform an action once per round. Note that you aren't forced to do both things
every round; you do not have to move your character before you can attack.
.-----------.
( ATTACKING )
'-----------'
There are plenty of different actions that can be performed by any character.
The most basic one is Attack, which is a normal physical attack. The range of
this attack is based on the type of weapon equipped on that character. Swords,
fists, and axes can only attack an enemy standing right next to them. Spears can
attack any enemy within a two space range, while bows can attack any enemy
within a three space range. Guns can attack any enemy up to five spaces away in
a straight line within the attacker.
In addition to the normal attacks, characters can use special attack skills on
the enemy. There are weapon skills that can be obtained from Weapon Mastery and
skills that are unique to each character. These attacks cannot be countered and
they consume SP. These skills can also gain levels, thus gaining a bit more
power. Some magic spells also gain more range as they level up, so make sure to
use them to gain power and more range.
.--------------------.
( INPUTTING COMMANDS )
'--------------------'
Once you have input any commands for your characters, they will not act out
those commands straight away. Bring up the menu by pressing Triangle and you
will see a list of options. At the top of this menu is an option called
"Execute." Selecting this will make any characters that have had commands
inputted to act them out. When you feel you have done everything you can in a
round, bring up the menu and select "End Turn." Selecting this will end your
turn and bring up the enemy's. All battles take place this way; you move first,
then the enemies move, then you and so on until you defeat all enemies or you
lose 10 characters in battle, which is Game Over.
.------------.
( COUNTERING )
'------------'
Whenever you have attacked an enemy with the normal Attack command or vice
versa, the person who attacked might be counterattacked. Every character and
enemy in the game has a COUNTER stat near their MV and JUMP stats. Every round
consists of you attacking and the enemy attacking. If you take any action during
your turn, the COUNTER stat is reduced by 1 for that round, except for Lifting
and Throwing (don't reduce it). Defending will reduce the COUNTER by 2. There is
a chance that you or the enemy will counterattack, although it doesn't seem to
be 100% chance.
.-------------.
( BONUS GAUGE )
'-------------'
Before you enter any map, you are sure to notice the Bonus Rank listed on the
right side of the screen. This pertains to the Bonus List that shows up after
you successfully complete a battle. Performing actions will fill up a special
gauge in battle that determines special bonuses you can receive from the Bonus
List after the battle is over. The prizes on this list are randomly determined
from a set according to the bonus rank before entering the stage. You will see
certain numbers on the left side for each battle in the walkthroughs. These
reflect the EXP, HL and item prizes you may receive. Every battle has at least
3 different bonus levels (up to 4) that it uses to determine what will appear on
the bonus list, according to the bonus rank you see before you enter. The
following is the bonus level charts used for the guide (obtained straight from
the Double Jump guide).
.--------------------.
( LIFTING & THROWING )
'--------------------'
In addition to normal attacks and special skills, there is one other set of
actions during battle. When your character is next to an enemy or an ally, you
can lift that character up. With the character in the lifter's hands, he or she
can throw that character a certain number of spaces (3 is the minimum and 6 is
the max). You can use lifting and throwing to your advantage. Throw your own
characters toward enemies and hazardous Geo Symbols, so you can get rid of them
quickly. You can create a tower of characters by having each character lift up
a character, as long as they are neatly arranged next to each other.
New to Disgaea 2 is Tower Attacks. Create a tower of characters like normal.
If you're near an enemy, you can attack the enemy with the whole tower of
characters. The character at the bottom is the only one the enemy can attack, so
you can protect your weaker characters by using Tower Attacks. This is also a
great way to level up some of your low level characters, so make sure you use
this method of attacking when you can.
.------------------------------.
( GEO SYMBOLS AND THEIR EFFECT )
'------------------------------'
Those who have played the first Disgaea know of the Geo Symbols and the effects
they can have on battle. Those new to the series will have absolutely no idea
what they are, which is why this is here. Geo Symbols are essentially extra
effects that can manipulate certain areas of the battlefield, called Geo Panels.
Any character standing on a panel affected by a Geo Symbol will be under the
effects of that symbol. For example, there is the effect of Atk +50% covering
half the field and if a character is standing on one of those panels, then that
character's attack will be boosted by 50%.
Geo Symbols are like any other character on the field. You can destroy them and
they will disappear, taking their effects with them to the little Geo Symbol
heaven in the sky. Of course, there is an extra benefit to destroying them,
since you can sometimes set off Geo Chains. Destroying a symbol of one color
on a panel of a different color will result in those panels being turned into
the color of the symbol. For example, if you destroy a red symbol on a blue
panel, then the panels will all turn to red. Any character standing on a panel
that is changing color will receive soem damage. Any other symbols on the panels
that are being changed will instantly be destroyed, with an exception here and
there. Use this to your advantage to set off a number of color changes in a row,
which will significantly boost the Bonus Gauge.
Welcome to the walkthrough for the main storyline of Disgaea 2. The main game is
split into 13 total episodes, with around 4-7 battles in each episode. Your
central hub is located in Holt Village and you'll be brought here after a
majority of the battles. Make sure that you use the hospital after every battle,
since your characters will not be healed at all after battles are over. The
following are to help you navigate the Episodes better and to give a brief
help section on Geo Symbols:
-------------------. .----------------------------------------------.
| Episode 1 -- A01 | | GEO SYMBOL LEGEND |
| Episode 2 -- A02 | |----------------------------------------------|
| Episode 3 -- A03 | | Bl -- Blue |
| Episode 4 -- A04 | | Rd -- Red |
| Episode 5 -- A05 | | Prp -- Purple |
| Episode 6 -- A06 | | Gr -- Green |
| Episode 7 -- A07 | | Yel -- Yellow |
| Episode 8 -- A08 | | Aq -- Aqua |
| Episode 9 -- A09 | | Nul -- Null (no color) |
| Episode 10 -- A10 | | |
| Episode 11 -- A11 | | Rd/Bl means you have a red symbol on a blue |
| Episode 12 -- A12 | | panel. The symbol is always listed first and |
| Episode 13 -- A13 | | the panel it is on second. If there is only |
'-------------------' | one listed, then it is the symbol only. If |
| the symbol can move, only the color of the |
| symbol will be listed. |
'----------------------------------------------'
====================================NOTE======================================.
| |
| All EXP and HL values have been obtained from the Double Jump guide, in case |
| you're wondering where I got them. I just want to praise them on one of the |
| best guides I've ever seen for a game. |
| |
'====================================NOTE======================================'
After the whole introduction thing, you'll find yourself in Holt Village, which
will be your base of operations throughout the game. You will get yourself your
first storyline character, Rozalin, who is the daughter of Overlord Zenon.
First thing you should do is go around town and familiarize yourself with the
layout. You may also find some chests you can open to get some free items. These
chests seem to reappear every so often, so after you finish up chapters, make
sure to check around town for the chests (use L and R to change the camera angle
to get some better vision). For now, the only two places you can use are the
hospital (heart) and the Dimension Gate (arrow). Go to the Dimension Gate to
get access to some tutorial maps. Note that the Tutorial Maps are only playable
once.
.------------.
( TUTORIAL 1 )
'------------'
This is a very easy stage and one designed to simply get you used to the
controls and the basic attacking aspects of the game. You shouldn't have any
problems dispacting the Prinnies. After this battle, the shops will open up, so
go ahead and have a look.
.------------.
( TUTORIAL 2 )
'------------'
This second tutorial stage will introduce you to lifting and throwing. As with
the first one, you should have no problems dispatching the three Prinnies.
.------------.
( TUTORIAL 3 )
'------------'
This tutorial map will introduce you to Geo Panels. There are only two on this
map, but one is pretty bad which is the Enemy Boost +50%. The other one, which
is Exp +50% is a lot more beneficial for obvious reasons. You should throw
Rozalin into range so that she can take out the Enemy Boost Geo Panel with her
gun. Once that is done, simply lure the enemies into the red area and kill them
off to reap the benefits of the Exp +50%.
.------------.
( TUTORIAL 4 )
'------------'
This last tutorial stage delves a little deeper into Geo Panels, showing you
how to use them to your advantage. We are going to set off a little Geo Chain
here to help get a little more from the Bonus Gauge. The first thing you should
do is throw the yellow symbol onto the red area, then move a character to the
blue symbol and throw it onto a red panel (try to make it so it's not along the
edge). After that, throw a character to the Null symbol and have that character
throw it onto a blue panel. Destroy the blue symbol with a character and watch
the reaction, which should kill off the three Prinnies. The Dark Assembly will
open up after this battle.
.-------------------------.
( 1-1 -- BEGINNER'S FIELD )
'-------------------------'
You can use this level to strengthen up your characters a tiny bit before
actually working on the rest of the chapter. You don't have to do this stage
at all, but it doesn't hurt to work on your characters some. Those Ghosts can
put a bit of a hurting on your characters with Tie Down if they can get into
range with the move. First, lure the Orcs one by one off of the Heal 20% panels
and then kill them off. After that, pick someone with a lot of HP and lure the
Ghosts into range so you can take them out.
.------------------------.
( 1-2 -- REFLECTION POND )
'------------------------'
Damn, what a nasty symbol that is affecting a lot of the map. Your first
priority is to throw someone over there and destroy the Enemy Boost +50% Geo
Symbol. that should weaken the Prinnies a bit, so it shouldn't take too long
to take them. A pretty easy battle and nothing to worry about after taking out
the Geo Symbol. The Item World will open up after this battle.
.-------------------------.
( 1-3 -- PSYCHO'S HIDEOUT )
'-------------------------'
the first thing you should do is throw the Exp +50% Geo Symbol onto the blue
panel nearby your base. Of course, the Mothman nearby is most likely to advance
and attack one of your characters, so he'll need to be dispatched quickly to
prevent that from happening. I would maneuver your characters, so that they can
kill the Orcs on the panels with the Exp bonus. I wouldn't worry too much about
the chest in the one corner, as it will always be there and the Orcs near it
will pretty much destroy it before you have any chance of reaching it without
throwing characters to it.
.------------------------.
( 1-4 -- DEAD TREE FIELD )
'------------------------'
This is the last battle of the first Chapter and it is a bit more difficult than
the rest of the battles so far. Luckily, you won't have any Geo Panels affecting
you, but the enemies you have to fight are what you need to be worrying about.
You'll want to lure the Fighters and Lady Fighters down first without too much
movement, so you don't end up getting Axel into the battle before you want to.
As long as you don't move forward too much, Axel shouldn't move forward and
complicate things. Once the Fighters and Healer are out of the picture, you can
gang up on Axel and finish the battle.
**The Green Skull replaces Axel on each visit after the first one.
With each new chapter, make sure you check around town for any treasure chests
to get some new equipment and items.
.---------------------.
( 2-1 -- BANQUET ROOM )
'---------------------'
This stage is pretty easy as far as layout and enemies go. There are four panels
in the center of the map that are being affected by the Def +50% symbol near
your base panel. You should inch up one side and lure two of the Marionettes
out, taking them out before you plant your characters on the Geo Panels. The
Ghosts should definitely take a bit more priority over the Marionettes, if you
have any trouble deciding who to defeat first.
.----------------------.
( 2-2 -- SANCTION ROOM )
'----------------------'
This is more or less a boss fight, considering Tink will have close to 200 HP,
but he won't be your biggest problem at first. The first thing you should do is
get rid of the Enemy Boost +50% Geo Symbol as soon as possible by throwing
someone to it. Hopefully, after that is out of the way and the first turn is
over, you'll have someone close enough to take out the Warp symbol. As the
chests are only there for the first time you do this map, it might be a good
idea to grab them when you can. After you take out the two symbols, simply gang
up on Tink to take him out.
*The Warp symbol and the two chests are only there the first time you do this
map
**The Marionettes and Ghosts replace Tink after you clear it once
.------------------------.
( 2-3 -- ROOM OF DESPAIR )
'------------------------'
This map isn't too bad, but those Thieves on the balconies above have Handguns
equipped and will probably start sniping off your characters. I'd start with
luring those Thieves (they have to be lined up to use their guns, so they will
come after you first) and taking them out, then slowly creeping up so you can
lure the other enemies towards you. The enemies will only come after you when
you're in their attacking range, so it is very easy to isolate your battles.
You can lure out one Lady Fighter and one Thief (bow) by moving one character
to just in range of the Lady Fighter's movement.
.--------------------.
( 2-4 -- SEALED ROOM )
'--------------------'
Axel makes yet another appearance and he's not too happy about his last defeat.
This battle may look difficult due to the Geo Symbols, it's actually a lot
easier than you think if you do it right. Your target are the Geo Symbols
located behind Axel, so stack four characters and throw each one onto the
spaces without any Geo Panels (make sure the last character can destroy the red
symbol). Destroying the red symbol will result in a Geo Chain that will clear
the map of all enemies except for two (the Warrior and Axel). After that, it's
a simple cleanup.
*These two symbols only appear during the first fight on this stage
**The two Thieves replace Axel on subqequent visits
/=======================================\
( EPISODE 3 -- RISE OF THE BEAUTY QUEEN ) (A03)
\=======================================/
Don't forget to check out the town for hidden chests.
.------------------------.
( 3-1 -- POISONOUS SWAMP )
'------------------------'
This battle will introduce you to the Encroach Geo Symbol, which pans out one
square each turn. Unfortunately, there is an Ally Damage 20% that is being
spread out with each turn, so your first priority is to take out the Ally Damage
symbol (you cannot get off of that spot with the symbol, so use ranged attacks).
After you do that, it's simply a matter of killing the zombies one by one. Since
they will only come after you if they can attack you, you can use ranged attacks
to pick them off.
.-------------------------.
( 3-2 -- DANGEROUS REFUGE )
'-------------------------'
This battle will introduce you to moving Geo Symbols, which is a huge shame
considering the symbols that are on the map (it would make this place a nice
leveling spot). Don't worry about the Geo Symbols and simply use a bait and lure
tactic to take out the Messengers. Be aware that the Messengers have the ability
to attack from two spaces away, plus have a special move that can add poison.
You could try to use this place as a leveling spot, but the fact of the matter
is that it's all based on luck in the end.
.----------------------.
( 3-3 -- CORPSE GARDEN )
'----------------------'
Slow and steady will win this battle. As with most enemies, they will not move
towards you unless they can attack you in that same turn. Of course, the big
problem here is that these enemies all have the Electrick Shock attack, so try
not to group your characters together. Lure the enemies one by one away from
their spots, then gang up and take them out quickly.
*On your first visit, the Vodianoi will have a Dark Rosary equipped. On
subsequent visits, it does not.
Before you can enter the next stage, you need to be a convicted criminal.
Luckily, you won't need to do any of the normal crimes, as when you speak to the
Post Officer, she will tell you that Tink has been charged of Your Existance.
She will give you a Subpoena and you must travel into the item world of that
Subpoena. On floor 4, you'll find a Court Gate, so toss a stack of characters
onto it to receive the felony (only 1) and a Dark Rosary item as well. You may
now enter the next stage.
.--------------------.
( 3-4 -- TRAGEDYLAND )
'--------------------'
There's not much strategy for this battle, since you are not meant to win it
during your first playthrough of the story. Since the chests only appear during
your first visit to this map, you could try to get them. Otherwise, send your
characters to the slaughterhouse!
*The chests only appear during first visit
**The Messengers and Watcher replace Etna and her Prinnies on subsequent visits
As usual with every chapter, check around Holt Village to discover any hidden
chests.
.----------------------.
( 4-1 -- BLOODY VALLEY )
'----------------------'
The No Range Attack symbol will be covering the entire bridge, which is the
main area of the battle for the most part. Luckily, you can snipe the No Range
Attack symbol from your side of the river with a spell or with a gun user
(Rozalin, for example). Do that and you have an excellent choke point to lure
the enemies to, while your ranged attackers pound away. This will be nice to
level up a bit during your subsequent visits, because there is a Exp +50%
symbol that appears already on a Geo Panel.
**This Exp +50% appears on subsequent visits to the stage
.----------------------.
( 4-2 -- LIFE EXCHANGE )
'----------------------'
Another moving Geo Symbol that will be both a benefit and a bit of a burden.
You can either ignore it or get a ranged attacker to take it out as soon as
possible. The only other problem with this battle is the Beast Tamers, which
provide a bonus to the monsters when they are next to them. That means the first
priority as you inch forward and draw out the enemies is the Beast Tamer in each
group. Of course, it seems the Beast Tamer in the very back with the 3 Petite
Orcs loves to buff up the one Orc, so you should probably take out that Orc
first when that time comes.
.----------------------.
( 4-3 -- RED WATERFALL )
'----------------------'
This place can be very, very dangerous on your first playthrough if you don't
move fast at first. Of course, it can be a very great leveling spot as well.
For your very first time here, though, you should get in range of the Geo Symbol
and take it out as soon as possible (it will raise the level of the enemies on
the other side of the level, since they're standing on the panels). If you take
out the panel, the rest of the stage is easy. Use the bridges as choke points
and you should be able to take out each Nekomata one by one.
.-----------------------.
( 4-4 -- DRAGON'S MOUTH )
'-----------------------'
There are quite a few Geo Symbols on this map, with the panels on one side and
the symbols on the other side, separated by the river running through the middle
of the stage. You can't progress on the side you start on until you manage to
take out the No Entry symbol on the other side, so throw 2-3 characters over
there to take it out, as well as the Thieves. Once you have a character over
on this side, the only way back is to throw them. While you're over here, it'll
probably be good to switch around the rest of the symbols (switch them with the
panels right across from each other). After that is all done, lure out the
enemies as few as you can at once, with Axel being the last one.
*These enemies only appear during your first visit
**These enemies will replace the two Rogues and Axel designated below
/==========================\
( EPISODE 5 -- THE PROMISE ) (A05)
\==========================/
As usual, check the town for hidden chests and use this time to better equip
your characters and do other things, like the Item World, getting Felonies, and
other things.
.--------------------------.
( 5-1 -- GLUTTON'S HIDEOUT )
'--------------------------'
The Encroach and Enemy Boost +50% make for a less than happy situation on this
map. Of course, if you charge for the Enemy Boost symbol straight at the
beginning, the monsters there will massacre you. If you want to sacrifice
someone (they need to destroy the symbol in one to two hits), then go ahead.
Of course, the Encroach symbol will not spread out over the battlefield in an
instant, so you can try and quickly dispatch the Ghosts and Orcs near your
base panel. If you're quick enough, the panels won't have spread out too far,
meaning you can get closer to destroying that Enemy Boost +50% symbol. You can
leave the Heal 20%, since it will definitely be beneficial to you more than the
enemies. Once the Enemy Boost symbol is out of the picture, you can do the
bait and lure technique to finish off the rest of the enemies.
.-------------------------.
( 5-2 -- ETERNAL OBLIVION )
'-------------------------'
This stage is a very nice and easy one. Get someone over to the two symbols and
have the character throw them onto the nearby Geo Panels. This will make the
area around your base panel a nice little spot to lure the Orcs to, since all
spots adjacent to the base will have Atk and Def +50%. It seems that you can
just sit tight on those panels around your base, as the enemies will actually
come towards you (they did in three battles on my game).
.------------------------.
( 5-3 -- SHRIEK OF DEATH )
'------------------------'
Another easy stage, thanks to Axel helping you out here. You must first get rid
of the No Entry symbol, so the wolves will move away from the pedestals where
they are invincible. Axel will most likely weaken most of the wolves and may
kill one or two, so you should have absolutely no trouble cleaning up to clear
this stage.
*These units and symbols only appear on your first visit
.-------------------.
( 5-4 -- DARK RUINS )
'-------------------'
There are definitely a lot of enemies here, but the No Entry symbol is a huge
help in limiting the number you need to take on at a time. Do not charge towards
the enemies and inch slowly towards them, letting them come to you. The biggest
problems here will be the ranged attacks of the Cu Siths and Alraunes, but
advance slowly so all of them don't charge at you at once. There are a lot of
choke points on this map and they'll be your greatest advantage. Also, do not
forget that the wolves are immune to wind attacks.
This chapter and the next one are a bit special. There won't be any chests in
Holt Village, but there will some hidden chests in the area you will be going
to. Since there isn't anything that really needs to be done in Holt Village that
can't be done here (talk to the villagers that remain), don't worry when you
start these two chapters.
.---------------------.
( 6-1 -- FIRST BATTLE )
'---------------------'
The Invincible Hero's equipment is one of a kind, albeit it being the worst
in the game, so steal it if you want. Other than that, this map is pretty easy,
as there are no symbols and the enemy's AI is lacking. The old bait and lure
technique will get you through this stage without much trouble.
*This unit only shows up during your first visit
**This unit replaces the Invincible Hero on subsequent visits
.----------------------.
( 6-2 -- SECOND BATTLE )
'----------------------'
As the Geo Master said, this is one hell of a Geo Puzzle, although Adell points
out which symbol you need to destroy before the battle even begins. The bad
thing is that you'll need to go through a little maze of sorts to reach the red
Geo Symbol unless you've been building a Mage or Skull that has max range on a
spell (which you probably don't). The good side of this is that there are
Invincibility panels scattered throughout the map, making it easy to dispatch
the Killer Puppets when they approach you. I would only bother using one
character to go through the little maze and using the Invincibility panels as a
base for when you get the Killer Puppets to come after you. Be aware that the
Puppets have the ability to poison you, so fall back if you need to if things
get a bit hairy. Once you can take out the red symbol, you can bring out the
rest of your army to pick up any stragglers left.
*This unit and the symbols only appear during your first visit
**This unit replaces the Geo Master on subsequent visits
.---------------------.
( 6-3 -- THIRD BATTLE )
'---------------------'
This battle can be quite a pain, since the panels are clumped together in groups
according to the effects of the symbols. It is best to plant your characters on
the Atk and Def +50% symbols, while using someone to lure the enemies towards
them. If you happen to land on the Warp panels, let's hope you get lucky and
won't get that character teleported behind the enemy lines. Try to take out the
symbols that don't provide a bonus to your characters; take out the Ally Damage
20%, Silence and Warp symbols, with the Warp one being the highest priority.
*This unit only appears during your first visit
**This unit replaces the Prophet on subsequent visits
.----------------------.
( 6-4 -- FOURTH BATTLE )
'----------------------'
You can do this battle the very easy way or the hard way. The hard way would
involve getting rid of the Enemy Boost symbol as soon as possible. With that
out of the way, it's a simple battle with the bait and lure technique. The EASY
way to quickly do this stage is lift up the nearby black Prinny and throw it
5 spaces towards the other Prinnies (the black Prinny is amusingly named
12-pounder; they took the bowling to a whole new level). This will cause all of
the Prinnies to explode, thus finishing up this level in a snap. On subsequent
visits, the whole map will be covered in an Exp +50% symbol (and No Lifting, but
the Enemy Boost will be gone), making it a nice spot to level up some.
*This unit and symbol only appear during your first visit
**These two symbols will appear on subsequent visits
Check the Coliseum area for hidden chests, especially the one area that is cut
off from the whole area (there's a low wall you can jump over to find the
hidden path).
.----------------------------.
( 7-1 -- BATTLE OF NO RETURN )
'----------------------------'
This battle doesn't have any name and can only be done once. You only have one
enemy and that is the oddly-behaving Yukimaru. This stage also introduces you
to the Disperse Damage Geo Symbol, which will evenly divide up any damage or
healing that is done to characters standing on the Geo Panels that are affected.
The Evade effect will certainly be annoying, so you can go and take it out if
you want. Otherwise, just gang up on Yukimaru? and she should go down pretty
quickly.
.---------------------.
( 7-2 -- FIFTH BATTLE )
'---------------------'
This battle is rather easy despite the Enemy Boost and Ally Damage symbols. The
map is divided so that there are four semi-platforms, each with their own Geo
Effect, and the rest of the map being covered with the Enemy Boost symbol. Be
careful not to step foot on the Purple Prism Ranger, as his platform is the one
with the Ally Damage effect. Save the Red Prism Ranger for last, since he is the
toughest one out of all of them, but he is still rather easy.
*These units only appear during your first visit
**These units replace the Prism Rangers on subsequent visits
.-------------------.
( 7-3 -- SEMI-FINAL )
'-------------------'
You're surrounded on all sides by enemy Ninja. Start by concentrating on the
three Ninjas closest to your base panel, but don't move too close so you don't
alert the two in the back. Yukimaru will most likely move towards your position
from the beginning of the battle, so make sure you're not in the thick of many
Ninja when she does get into range. The Kunoichi are masters of status ailments
and all of their special attacks are simply those, so if you get into range of
some, make sure you take them out quickly. If you take your time and don't go
charging in, you should do fine.
**The Druid will replace Yukimaru on subsequent visits
You will not have a chance to go back to town or use any facilities after this
next battle until you finish the first battle of Episode 8.
.---------------------.
( 7-4 -- FINAL BATTLE )
'---------------------'
Ouch! This place can be a huge pain in the butt, what with the Archers and
Gunners sniping at you with no way to get to them unless you combat range with
range. Mages and Skulls with high range spells are a great plus here to take out
the Gunners and Archers without incurring their wrath. This is your first
encounter with Magic Knights and they can be quite powerful, since they have the
ability to charge up their elemental attacks and imbue their weapon with an
extra elemental attack. It will be tough to take out the first set of enemies
near your base panel. The Heavy Knights have a tendency to stay put, so plug at
them with ranged attacks, then take out the Gunners and Archers before moving
forward with any melee characters. Once you take out the Magic Knights, rinse
and repeat with the other side before you concentrate your final efforts on
Axel.
You are thrown right into the first battle of Chapter 8 without any
preparations on your part. The order of the stages for the storyline are as
follows, but the stages are reordered after this episode is over (Sunken Altar
goes to the end of the list, while all others move up one spot). Hopefully, you
have been building up a Mage or Skull with some high range on their spells, as
they can be very invaluable in this episode and the ones to follow.
.---------------------.
( 8-1 -- SUNKEN ALTAR )
'---------------------'
If you have any Mages or Skulls with a big range, then this battle will be
easy once the Dragon is taken out of the picture. Speaking of the Dragon, it is
immune to all fire-based attacks, so that will negate the use of Adell's special
attacks. Gang up on the Dragon to quickly take it out while staying out of range
of the Ghouls (they can use a special attack that hits all panels surrounding
them). The Ghouls will not move at all unless you are in their movement range
and in range of their attack.
.-----------------------.
( 8-2 -- HADES CORRIDOR )
'-----------------------'
If all you want to do is finish the stage, then this is one of the easiest
stages. All you have to do is use Tink's Sonic Roll to attack the Geo Symbols
and move through the No Entry barriers. If you're standing on a green panel when
the enemy's turn is over, then you clear the stage. If you plan on fighting,
then you definitely have a tough stage on your hand, due to the limited amount
of space for movement. Those Dragons are tough enough as is, so your first
targets should really be the Beast Leaders before they start using Domination
on the Dragons. Once the Beast Leaders are out of the picture, start ganging up
on the Dragons, making sure you don't group your characters too tightly so the
Dragons don't start using Fire Breath.
.------------------------.
( 8-3 -- LOSER'S GALLOWS )
'------------------------'
This stage is quite the annoying one. There is a moving Geo Symbol on the other
side of the map that moves from one panel to the other each turn, making the
No Entry barriers switch. Fortunately, there are only four enemies here and they
don't have much HP; also, they do not move from their spots on the Evade panels,
meaning they are sitting ducks for Mages and Skulls with maxed out range. This
means that you shouldn't have too much trouble finishing this stage.
.------------------------.
( 8-4 -- CONFESSION ROOM )
'------------------------'
A majority of the map is covered with Silence and Enemy Level Up 10% effects,
meaning those low level enemies won't be staying low levels if you sit around
and do nothing. Your first priority should be to take out the Enemy Level Up
symbol on the other side of the map, so build a tower of characters and throw
someone over there. You can either destroy it or throw it on the little ledge
above that does not have any panels. After that, it's simply a matter of beating
down the Togabitos, which should be level 15 if you've managed to get to the
Enemy Level Up symbol on your first turn.
.-----------------------.
( 8-5 -- SURVIVOR'S END )
'-----------------------'
This stage can be a little bad if you go charging in, but if you stay back and
plug away at the enemies with ranged attacks, you shouldn't have too much
trouble. As usual, the biggest problem are the Dragons with their high HP and
defense, but don't worry about them just yet. Use magic to pick off the Red
Skull and use Tiger Charge (if you have it) to pick off the nearby Specters
without having to worry about the Dragons yet. Lure each Dragon away from their
starting positions and gang up to quickly defeat each one, then all you'll have
to worry about in the end is the Blue Mage, which should go down very quickly.
.-------------------------.
( 8-6 -- PUTRID COURTROOM )
'-------------------------'
This map can be quite a challenge, unless you have ranged characters who can
take out the Archers without getting hit by them (Mages and Skulls). The enemies
will not move at all from their respective spots, which means you won't have to
worry about them moving into your range to attack. This is why ranged characters
absolutely can destroy this map without too much problem. For some reason, the
Acolytes will spend all of their SP buffing the Heavy Knights, meaning if you
play the waiting game then they won't have any SP left to heal them. Once the
four Archers on the sides are taken out, you can concentrate on wittling away
the Heavy Knights, then the other Archers and the Acolytes.
Don't forget to check the town for hidden chests and do the usual other stuff.
.------------------------.
( 9-1 -- DEAD METROPOLIS )
'------------------------'
This stage can be a challenging one, considering most of it is under the effects
of the Enemy Boost symbol. You can either progress slowly through the stage
while enduring the effects, or you can tower throw a high HP character over to
the other side of the map so that character can take out the Geo Symbol. The
Kunoichi might start using status attacks on you, so a Cleric should be close to
the base to help cure them. The stage gets easier once you do take out the Enemy
Boost symbol, so that should definitely be your first priority here.
.-------------------------.
( 9-2 -- GRAVE OF ALCHEMY )
'-------------------------'
This spot is a decent place to level a bit, since the enemies start out on the
Exp +50% panels. The Mages and Skulls will not move at all during the battle,
but the Magic Knights will move around, so they should be your first targets to
kill. There's not really much strategy you need for this stage, since you just
really only need brute force as quickly as you can.
.---------------------.
( 9-3 -- ALTERED TOWN )
'---------------------'
This is definitely a unique stage in how it's all set up. The Mystics can't
really move at all, since they are trapped inside areas surrounded by No Entry
panels. Try and lure the enemies below onto the panels affected by the Disperse
Damage, so the damage you do to them takes out the Mystics in the process. Once
those three are out of the way, carefully make your way around the rest of the
level while taking out the other enemies.
.-------------------------.
( 9-4 -- SNARLING CAPITAL )
'-------------------------'
This place can be rather annoying, since the Prinnies creating clones are on the
other side of the level, which is definitely a long trek. To make matters worse,
any panel not affected by the Clone effect is affected by the Enemy Boost
symbol, making the Prinnies a bit more lethal. The good side is that they are
Prinnies after all, meaning you can chuck a few around to cut down on the
numbers. Get a character with high throw close to the Prinnies in the back on
the Clone panels, then lure a Prinny to that character's position and throw it
to get rid of those Prinnies.
*These only appear during your first visit
**The Hell Hounds will replace the Prinnies and the two symbols will appear on
subsequent visits
/==============================\
( EPISODE 10 -- THE TWO NINJAS ) (A10)
\==============================/
The standard stuff applies; check town for chests and do the usual other stuff.
.------------------------.
( 10-1 -- ROTTING FIELDS )
'------------------------'
This place is a Mage or Skull's dream. With max range on a spell, you can snipe
the Basilicrows with ease. You will probably need one or two characters to toss
the caster across the large pits. You should stay at least three spaces away
from the enemies' max movement range, since the Basilicrows Sand Storm attack
has a panel range of 3 spaces and hits in a cross formation.
.--------------------------.
( 10-2 -- LURING NIGHTMARE )
'--------------------------'
Unless you've been abusing the Item World a lot, you probably haven't seen the
Critical Geo Symbol before. What this one does is that whoever is standing one
a panel with this effect in place and is attacked, if the attack connects, the
character is killed instantly regardless of HP. This symbol paired up with the
Evade and Warp effects is certainly a risky situation. On the good side, your
enemies are all Prinnies, meaning picking them up and throwing them is a 100%
chance of killing that one and possibly injuring other ones. Otherwise, you're
reduced to a 50% chance of either killing the Prinny in one hit.
On other visits, this map is turned into a nice little leveling spot. The whole
map is covered in an Exp +50% effect with no other effects in place. There are
8 Archers sitting opposite from your base panel. Lure a few away from their
initial positions, then blast them into the ground and rinse & repeat with the
rest.
*These only appear during your first visit
**These will appear on subsequent visits
.--------------------------.
( 10-3 -- REBELLING SPIRIT )
'--------------------------'
Another all Prinny storyline battle, with an added twist. At the end of each
turn, two Prinnies will fuse together and their levels will be added together
(basically it's the same as if you threw two together). This together with the
No Lifting effect and you're certainly in for a challenging battle. Usually,
charging in would not be advised, but I think this battle is where that will
come in handy to draw out some of the Prinnies. Kill quickly and you shouldn't
have anything to really worry about. It's either that or wait until they all
have fused together, which would create a level 400 Prinny if you think you can
take it on.
On subsequent visits, this is another map that has turned into a decent place
to level up. This map is a bit better than the previous one because the enemies
yield a bit higher Exp than the other and you also get the +50% bonus for mana.
The Rogues can be a bit of a pain, but there's nothing you really need to worry
about if you use this map to level some.
*These only appear during your first visit
**These will appear on subsequent visits
.---------------------.
( 10-4 -- DEAD BREATH )
'---------------------'
The Ronin and Fubuki can do quite a good bit of damage if you give them the
chance to do so. It should be noted that Fubuki's axe is very unique and you
will only have two chances in the storyline to steal it. The Warp and Atk +50%
only affects the outer edges of the battlefield, so try not to stay too long on
the panels so as not to get in range of the Ronin and get massacred. The bait
and lure technique works well on this stage, so go ahead and use that to get the
enemies to come to you.
*This will only appear during your first visit
**This will appear on subsequent visits
Standard stuff; check the town for hidden chests and do some Dark Assembly, Dark
Court, Item World, etc.
.------------------------.
( 11-1 -- GEO CHALLENGER )
'------------------------'
This stage is a shooting range for a Mage or Skull with max range on their
spells. The Priest doesn't have any offensive spells and is in a box of
Invincibility panels surrounded by No Entry ones. The rest of the stage has
No Entry barriers separating you from the other three sets of monsters, with the
symbols for the next area in the area you're in/going in. The Black Dogs are the
first set of monsters you'll encounter from your base panel and shouldn't be
hard to take out. You can take out the next set of monsters before opening that
area with a Mage or Skull, so do that if you can. Once you reach the end,
destroy the No Entry barrier surrounding the Priest, remove the Invincibility
symbol off of the red panels and finish off the Priest.
.-----------------------.
( 11-2 -- WITTY CONTEST )
'-----------------------'
This is definitely a unique stage in how it's set up. The mages are all standing
on panels that strengthen their element. To make this battle a little more
chaotic, there are two moving symbols in the center of the map surrounded by a
ring of Invincibility and No Entry panels. These symbols will move around on
every turn and make the panels that mages are on be affected by either Attack +1
or Silence. One of your own mages could have a lot of fun sniping the mages,
since they don't move at all.
.--------------------------.
( 11-3 -- DEATH TO COWARDS )
'--------------------------'
If you want some mana for your Healer, then this is definitely the stage to do
it on until you gain access to one later on. You start off on a central
platform, with all of the enemies on the outer ring that can't be accessed
unless you throw a character onto it. The only problem is that all of the
enemies are standing on Reverse Damage panels, but the good thing is all of the
symbols are on the starting platform where you start. The chests on this stage
only appear during your first visit, so if you want them, you'll have to either
throw your Cleric onto the outer ring or get rid of the Reverse Damage symbol.
.--------------------------.
( 11-4 -- DEFILER AMBITION )
'--------------------------'
Yet another stage where a mage with max range on spells can make things seem
much easier. The Skull, Mage and Sage are standing on Enemy Boost +50% panels,
meaning you should try not to get in their range if you don't have to. The
Shooters will also most likely get some shots off on your characters as you're
making your way through the little maze of catwalks. To complicate things
a bit more, there are numerous No Entry barriers surrounding the catwalks. You
should use a Mage to counteract the mages on the map and to get rid of the No
Entry symbols, then you can take out the Shooters.
.-------------------------.
( 11-5 -- EVIL TEMPTATION )
'-------------------------'
This can be a very challenging map due to the very bad arrangement of Geo
Symbols and Panels. To make things a little bit harder on you, your enemies are
four tiers of dragons AND the Geo Symbols move at the end of each turn, meaning
you won't be able to predict which panels are safe. Your first priority is to
get rid of the Ally Damage and Enemy Boost symbols, which will most likely
require a sacrifice or two to throw your characters to that side. With those
out of the way, the battle is easier to deal with, so just gang up on one dragon
at a time.
.--------------------------.
( 11-6 -- WARPED KNOWLEDGE )
'--------------------------'
In the center of this map, there are four invincibile mages warping around on
on pillars and there is a No Entry barrier outlining the bottom of the middle
area. There are also four different enemies in the four corners of the map,
each one able to resist a certain element or physical special skills. You must
first get to the Invincibility panels so you will be able to damage the mages,
then you can try to take out the Warp symbol so they stay in place for their
punishment. The other enemies are easy to take out, provided you don't start
blasting them with attacks they can resist (Sea Monk immune to ice, Fafnir to
fire, Black Dog to wind and White Dragon to physical skills).
.--------------------.
( 11-7 -- HOLY TOWER )
'--------------------'
This battle is similar to the one with Etna in Chapter 3, in that you are not
supposed to win. With that said, simply bring out 10 characters so that Laharl
can drop them. The little special battle afterwards is fun, so enjoy it and be
sure to check out the one special move.
*These appear only on your first visit
**These appear on subsequent visits
Standard stuff; check the town for hidden chests and do some Dark Assembly, Dark
Court, Item World, etc.
.-------------------------.
( 12-1 -- OVERLORD'S SIGN )
'-------------------------'
The first time you come here, this map can be quite the burden. Most of the map
is covered by some nasty Geo Effects, with only the Exp +50% and Enemy Boost
symbols not placed. To clear this stage easily, use a high move character to
make their way to the Enemy Boost symbol via the clear spots on the map. Next
comes the tricky part, since if you put the Enemy Boost symbol down on a red
panel, you won't be able to lift it or set off a Geo Chain. You'll have to place
the symbol on the safe panels all the way back to the green panel by your
hideout. This will set off a chain that will get rid of all effects on the map.
You can then place the Exp +50% symbols on panels and finish off the weakened
enemies.
On your second visit and so on, the other symbols are gone and the two Exp
+50% symbols are already placed on panels. This means that this stage will be
a nice little leveling spot you can fall back on should you have any trouble
with stages after this.
.--------------------------.
( 12-2 -- CRYSTALLINE MAZE )
'--------------------------'
The Succubi near your base panel will likely put down male characters in a snap,
so it's better off to try and gang up on them with your female characters (if
you can that is). Unless you've been to the Item World, this is probably your
first encounter with a Skeletal Dragon, which have an innate ability of taking
50% less damage from physical attacks. The White Dragons can be nasty little
things, with their ability to negate all physical attack skills, but if you
have a mage, they should go down pretty easily. Make sure you destroy the
symbols before finally confronting the Skeletal Dragon at the end.
.-------------------------.
( 12-3 -- MYSTERIOUS TRAP )
'-------------------------'
After five turns, the moving Enemy Boost symbol in the back of the map will have
reached its destination, making the entire map covered with the Enemy Boost x3
effect. To make matters worse, you will not be able to throw characters because
of the No Lifting effect in place. You can either use mages to take out the
enemies, or make a mad dash to the moving symbol using moves like Adell's
Crimson Flame, Tink's Sonic Roll or any of the spear skills. If you manage to
take out the symbol, then the map is a breeze; if not, then you should be
blasting the enemies with spells from as far away as possible.
.-----------------------.
( 12-4 -- DANCING FOOLS )
'-----------------------'
This is one tough battle you have on your hands. You have a lot of different
enemies to deal with here. The first order of business is taking out the Beast
Lord and her two little Werecats, then turn your attention to the Succubi and
Pharbitis. From there, you'll have to lure the other enemies away from their
spots so you can kill them, then you can turn your attention to the Prism Mage,
which will probably be the biggest pain. The Prism Mage is standing on an Evade
panel and is completely surrounded by rings of No Entry and Invincibility
symbols. You can either chance the 50% hit or miss or place the Warp symbol
on the nearby symbol to get the Prism Mage out of that little hole.
.--------------------------.
( 12-5 -- AGITO THE REAPER )
'--------------------------'
Ouch, this is a tough stage, but you can do some things to lessen the pain.
Your first priority should be to get rid of the Ally Damage symbol, which you
can access via the warp that is closest to your base. Use a Mage/Skull (standing
on your base panel and the enemy will not come to attack you) to blast the
Destroyer into nothing. Use this Warp to defeat the Bujin guarding the Ally
Damage symbol, but try not to get off of the Warp symbol, even though the Sage
will blast you with magic spells. Whenever your character warps back near your
base panel, have a Cleric on the base panel ready to heal him/her. Eventually,
with a high HP/Attack character, you should get the Ally Damage symbol out of
the way.
Your other two biggest problems now are the No Range Attack and the Enemy Boost
+50% symbols powering up the Mages, Sages and Outlaws. The red panel warp will
take you (out of harm's way from the casters/Outlaws) to the spot with those
symbols, which are being guarded by a Jounin (not a big threat). Your last
objective is the No Entry panels blocking you from the Mages, Outlaws and Sages.
Use the last warp to get to that symbol (guarded by a Shura) and the rest of the
stage should be no problem.
.----------------------.
( 12-6 -- CASTLE GATES )
'----------------------'
You'll be needing both physical and magical attacks for this stage, since both
of the bosses are immune to one of the two. Shura (one on left) is immune to
physical attacks, while Serion (on right) is immune to magical ones. Your first
trouble comes from the dragon blackade in front of the Priests and Shooters. If
you have a high level mage with max distance, then these dragons shouldn't be
too much trouble. If not, then you'll have to play a little game of bait and
lure to draw them away from the others. Once those are out of the way, you can
concentrate on removing the Priests and Shooters (you can take out the symbols
affecting their platform, but you'll probably catch the attention of Serion,
so just blast them with magic). The last two enemies are the more unique ones,
what with one being immune to physical attacks and the other being immune to
magic, but if you have both, then they shouldn't give you troubles.
*These appear only on your first visit
**These replace the bosses on subsequent visits
/=========================\
( EPISODE 13 -- THE TRUTH ) (A13)
\=========================/
Standard stuff; check the town for hidden chests and do some Dark Assembly, Dark
Court, Item World, etc.
.--------------------------.
( 13-1 -- THE LORD'S PARTY )
'--------------------------'
This stage is rather easy once you take care of the Kunoichi that are kind of
surrounding your base panel. Take only one character with high HP out first and
let him/her soak up the initial damage, then you can take out the rest to take
out the Yukikage. Once those four are out of the way, the rest of the battle is
a simple game of luring the enemies away from their starting spots to take them
out.
.-----------------------.
( 13-2 -- TIME OF TRIAL )
'-----------------------'
This stage can be very, very easy or it can be a very tough one, depending
solely on which method you choose to follow to finish it. A majority of the
field is under the effects of the Enemy Boost x3 symbol, but there are a few
spots where it is safe. Those spots are the catwalks where the Mages are
standing and a small walkway where the No Entry panels are located. If you want
to fight it out, simply take out the Mages and lure the enemies to those safe
spots.
The very easy way is what I used to finish this stage with only having to kill
the three Mages and the Wood Giant. What you need is one Armor Knight and a long
range attacker (preferably a Thief or Gunner), as well as a Mage/Skull with
maximum range on a spell. Use that Mage/Skull to take out the Mages on the small
catwalks near your base. Use the Armor Knight to toss some characters onto the
opposite catwalk and then use those tossed characters to get to the small area
where the No Entry panels are. Make sure someone with high movement and some
range to their attacks is tossed onto the walkway and is able to survive an
attack from one of the Cait Siths. Toss the Damage 20% symbol onto the red area
and let that take care of all of the enemies except for the Wood Giant, which
should be easy to take out now.
.-----------------------.
( 13-3 -- KILLERS' HALL )
'-----------------------'
As you can see, the enemies on this level start out lower than usual, but that
will be negated if you let a few turns pass because of the Enemy Level Up effect
covering the whole battlefield. Your first priority then is to get rid of that
symbol by throwing a tower of characters over to that position, but be careful
as the person who is thrown to the small area with the symbol will need some
very high jump (Yukimaru, Ninja, Kunoichi and Mothman class) to get back to the
regular field. Other than that, this battle isn't all too bad in terms of
enemies you have to fight, so slow and steady will win it.
.------------------------.
( 13-4 -- FINAL DECISION )
'------------------------'
This is probably the toughest regular battle in the game, since you're against
a hidden timer and some nasty enemies. The hidden timer involves the Ally Damage
symbols located near the Baciel in the back that is blocked off by No Entry
panels. When your 8th turn has passed, the symbols will start moving onto the
purple panels one at a time (one per turn), totaling up to 80% damage after the
11th turn has passed. You will need to destroy the two No Entry symbols while
trying to take out all of the monsters in front of you, which is definitely no
easy task if you haven't made pit stops to level your party. You could throw a
character to each No Entry symbol, but you'll need the extra men to help you
take out the enemies.
The first two enemies you'll encounter are the Garms, so take them on the first
turn. You can position your mages next to the first pillars you come across and
be able to get rid of the two Saint Dragons hopefully with one spell. By your
third turn, you should be able to get rid of the symbols and get in range of the
other enemies at the top of the stairs. You should probably be able to take out
the other enemies in 3-4 turns, depending on how your characters are built,
leaving you with 1-2 turns to get beyond where the previous No Entry panels and
onto safe ground. Your last target is the Baciel, who is considered a boss and
has a lot more HP than normal (around 8k, give or take a few hundred).
.----------------------.
( 13-5 -- VIEWING ROOM )
'----------------------'
Ah, the last boss of the main storyline. At the start of the battle, he will
cut all elemental attacks in half, so your mages will be a little less powerful
than normal. Once he is brought down to 25% HP or less, his attack will increase
and you'll know when he loses the two heads on his sides. There's not much
strategy here, other than trying not to line up your characters in a single line
so Zenon's special attacks (one for each phase) don't put a world of hurting
on you. You will just need to outpower Zenon and if you can do that, you should
be fine.
--------------------------------------------------------------------------------
Andrew "Elsoyokaze" writes:
First, understand that once someone ends a turn on another quadrant adjacent to
the bridge connecting the quadrants, Zenon will move to attack. Nine squares is
his range (also note that this includes the very top corner of the starting
quadrant). Unfortunately, this is also the maximum range of the mages. Solving
this problem is quite simple. Have two guys stand on the two bridges leaving
the quadrant with the portal. Then walk your mages one square past them, have
them cast a pair of spells, then have your guys pick them up and throw them one
space backward. Next turn, the mages walk the two spaces, cast the spells, then
get thrown back again. Rinse, repeat until your stage is completely free of
overlords.
This took me a decent amount of time. I quickly learned that casting Mega
spells was the most effective for the cost. Giga spells (don't even try Omega)
missed too often and really only made a couple hundred points difference. Since
you'll be casting the two-panel type each turn, the cost would add up, too.
Both my mages had over 1000 SP to begin the battle and had a few hundred to
spare by the end.
Once you defeat Zenon and watch one of the endings, you'll be given the option
to save. Doing so will allow you to start over from the beginning of the story
with all characters, HL, items, weapons and mostly everything. Characters
obtained from the storyline do not carry over and neither do any optional areas
as well. For instance, if you have the Cave of Ordeal unlocked on the previous
game, then you will have to pass the bill again to unlock it and you'll have to
do all the stages again.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| IV. DARK WORLD WALKTHROUGH (B00) |===========
¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Welcome to the Dark World, a place where the enemies are a lot tougher and
you'll be encountering some strange happenings during battle. To unlock the
Dark World, you must first find the five invisible switches around Holt Village.
The first one is behind the knocked down pillar behind the Dark Assembly person.
The second is located behind Adell's house, where the walls of the house
intersect. The third is located in the one corner of the map where the Ghost
resident is located. The fourth switch is located in the opposite patch of grass
from the Wood Golem resident. The fifth, and final, switch is behind the house
that is behind the Zombie resident. Once you hit all five, you should receive a
message about a "shadow lurking over Holt Village." If you don't, you missed a
button; if you do, you'll find Friday Mk.II standing on one of the walls under a
tree near the Ghost resident. When you talk to her, she'll ask you to do battle
and if you win, you'll unlock the Dark World (she's very easy).
Friday Mk.II will stand next to the regular Friday, so whenever you want to
visit the Dark World, you can use her as the Dimension Guide. However, there is
a catch to opening up the Dark World stages, which are mirrors of the regular
stages in what they look like, but there will be different (and stronger)
monsters and different Geo Symbols. For each regular stage, you will have to do
a certain requirement that will unlock the Dark World stage (you won't be able
to fulfill the conditions on first playthroughs of a stage, though it is better
to do it when you're doing the story). If you fulfill the conditions to unlock
one, you should get a message that the "Dark World portal" has opened. You will
either be given the option to enter the Dark World stage or you will be
automatically sucked into it without your consent (sometimes the positions of
your party on the map are taken over onto the Dark World stage). Once you open
up a stage (and clear it if drawn in automatically), you can visit Friday Mk.II
to access the stage anytime you want without have to redo the requirements.
Besides the enemies you encounter on the maps, you'll have to worry about the
effects of the Dark Sun looming overhead. This thing can work in your favor or
be a real burden for you (most of the times it is the latter). On every turn,
the Dark Sun will be affecting the battlefield in a variety of ways. Under the
Bonus Gauge will be the Dark Sun Report, which will tell you what the Dark Sun
will do in the next two turns. Try and plan your attacks around the Dark Sun
Report, so you don't get stuck with something very devastating that may turn the
tide of the battle.
One last new thing you'll notice is a new command during battle called Ascend.
You can use this command to ascend (really?!) to the Dark Sun and try to destroy
it. If your character is strong enough and without any Felonies listed on that
character's portrait, then the Dark Sun will be destroyed and all of its effects
will be negated for that battle. Note that if this happens, then that character
is considered killed and will not be in the rest of that battle. If the
character has Felonies listed on their portrait, then the enemies on the stage
will have their levels increased by the number of Felonies listed. If you send
a character up with none listed, then that character will do battle with the
Dark Sun to try and destroy it and if it doesn't, then the character dies but
the Sun's HP will be lowered. Enemies can also ascend (indicated by a counter
above their heads) and the Dark Sun will increase the rest of the enemies'
levels by the level of the enemy that ascended.
====================================NOTE======================================.
| |
| You can exploit the Dark World stages in a way, primarily the stages that |
| force you into its Dark World equivalent. It basically involves going |
| through the normal storyline from the beginning. As you're going through the |
| storyline, you can unlock any Dark World stages that force you into them |
| without being forces, as long as there is a story segment afterwards. There |
| are a few battles though that force you into the Dark World as soon as you |
| fulfill the conditions (those battles will be marked as NO STORY in the |
| requirements listing), so be careful. |
| |
| Also, stages marked with optional will give you a choice whether you want to |
| enter or not. Most of these stages usually need to be done a second time |
| during the regular story, since most require you to clear the stage in a |
| certain way. |
| |
'====================================NOTE======================================'
The following are the effects of the Dark Sun. All effects only affect one
target unless otherwise stated.
==============================================================================.
| DARK SUN EFFECTS |
|==============================================================================|
| Recover HP/SP | 20% of HP or SP is recovered |
| Recover All HP/SP | All HP or SP is recovered |
| Heal Ailments | All ailments are removed |
| HP/SP Damage | 20% damage is inflicted |
| Dark Bomb | Damage equal to 50% of max HP |
| Dark Cannon | Damage inflicted on 1-3 characters and may damage others |
| | in line of fire |
| "Status Ailment" | Ailment is inflicted (the status that's shown on effect) |
| No "command" | The command that is mentioned isn't available for a turn |
| Enemies Boost | All stats for enemies are doubled |
| Crush Base Panel | Base Panel is removed from map |
| Heavenly Gift | Chests fall on map; Chests that fall on characters will |
| | be killed |
| Enemy Unit Up | A random number of enemies show up on map (same type) |
| Enemies Revived | Defeated enemies are revived at original positions |
| Character Changed | One of your human character is changed into a monster |
| | (retain innate skills but lose weapon ones) |
| Game Over | Game will be over after a set number of turns |
'=============================================================================='
-------------------. .----------------------------------------------------.
| Episode 1 -- B01 | | REQ -- Requirement to open the stage (must be done |
| Episode 2 -- B02 | | on normal stage) |
| Episode 3 -- B03 | | REPORT -- What the Dark Sun will do |
| Episode 4 -- B04 | | SUN LVL -- Level of the Dark Sun |
| Episode 5 -- B05 | | DIFF -- Difficulty of the stage as given by game |
| Episode 6 -- B06 | | |
| Episode 7 -- B07 | | After the Requirement is listed, it will either |
| Episode 8 -- B08 | | say optional or automatically in parentheses. This |
| Episode 9 -- B09 | | means you either have the option to enter the |
| Episode 10 -- B10 | | stage or are forced into it automatically. |
| Episode 11 -- B11 | '----------------------------------------------------'
| Episode 12 -- B12 |
| Episode 13 -- B13 |
'-------------------'
/=========================\
( DARK WORLD -- EPISODE 1 ) (B01)
\=========================/
There are only 3 enemies on this first map of the Dark World, and they shouldn't
be all that hard to take out. Considering they start out rather close to your
base panel, you should be able to get to them and finish them off within the
two turns before the Dark Sun can revive them.
.------------------------.
( 1-4 -- DEAD TREE FIELD )
'------------------------'
REQ -- Kill a Green Skull (your own counts; automatically and positions carry
over)
REPORT -- Ally changed every turn (dragon)
DIFF --
/=========================\
( DARK WORLD -- EPISODE 2 ) (B02)
\=========================/
.---------------------.
( 2-1 -- BANQUET ROOM )
'---------------------'
REQ -- Clear the stage within 2 turns and take out the Geo Symbol (optional;
positions carry over)
REPORT --
DIFF --
.------------------------.
( 2-3 -- ROOM OF DESPAIR )
'------------------------'
REQ -- Clear the stage moving less than 9 panels (optional)
REPORT --
DIFF --
.--------------------.
( 2-4 -- SEALED ROOM )
'--------------------'
REQ -- Make a tower of two characters (automatically; positions carry over)
REPORT --
DIFF --
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| V. OPTIONAL AREAS (C00) |===========
¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
As with the first game, there are a lot of extra maps at your disposal that you
need to unlock. Of course, not all of these are available at the same time, as
some of the bills you need to pass to unlock the extra maps do not appear unless
you're at a certain point in the storyline. Some of the optional areas may also
be unlocked by acquiring a certain number of felonies or other means.
------------------------.
| Cave of Ordeals -- C01 |
| Extra Maps -- C02 |
| Land of Carnage -- C03 |
'------------------------'
/=================\
( CAVE OF ORDEALS ) (C01)
\=================/
All you need to do to unlock the Cave of Ordeals is have the 700 mana for the
bill.
.----------.
( ORDEAL 1 )
'----------'
The first stage of the Cave of Ordeals offers a nice leveling map once it's all
set up. At the start, the Bow Masters are all standing on panels with very nice
effects, which is not a good thing for you. On the good side, there are two
Exp +50% symbols sitting right next to Geo Panels. Destroying any of the already
placed symbols will result in a chain that will leave the Bow Masters almost
dead. All you have to do after that is place the two Exp +50% symbols on the
nearby panels and finish off the Bow Masters.
/=================\
( LAND OF CARNAGE ) (C03)
\=================/
The Land of Carnage (LoC from now on) is similar to Holt Village, in that it is
a central hub of sorts. To open it up, you need to obtain all 16 Treasure Maps
from the pirates in the Item World, which is certainly a feat in itself. Once
you get all 16, you'll receive a message about being able to figure out where
the LoC is and there will be a ship on the side of the map that will take you
there.
When you first arrive in the LoC, there are a few things you can do. If you
passed the bills for the Wandering Blacksmith, you can find him here and he will
give you a legendary Holy Longinus. There are also a few chests on the map that
you can grab. The first one is in the corner behind the Armor shop, another is
near the Item shop and the last one is on top of the big pile of crates near the
big pink tent.
Speaking of the big pink tent, you can find three familiar faces standing in
front of it. You can get Axel, Kurtis and Fubuki to join you, but they will only
be playable in the Land of Carnage, so if you go back to Holt Village you won't
be able to play as them. Fubuki will only be there after you finish stage 13-3
and Axel will only be there during Episodes 3, 9, 10, 11 and after stage 13-4.
.-------------------------.
( LAND OF CARNAGE CHANGES )
'-------------------------'
There are plenty of new changes in the Land of Carnage to make it very
worthwhile to stay here for prolonged periods of time. All of the enemies here
will be a lot stronger in levels and stats. In fact, the Land of Carnage enemies
take their original levels in the original world and uses the formula of
(2100% + 200) to determine their level in LoC. This means that enemies that
were level 1 in the regular world will be level 221 here. In addition to the
drastic increase in levels, all enemies will have "Uber" attached to their
titles. This indicates that their stats are all doubled and all experience they
give is doubled.
Any stage that you have unlocked in Holt Village will be playable in LoC, with
the bonus rank receiving an additional 20 points on a majority of the maps
(Cave of Ordeals, for instance, does not receive this bonus rank bump). You can
use the Dark Assembly here, but you are not able to pass any Stronger/Weaker
Enemy Bills in LoC, so you'll have to do it in Holt Village.
.-------------------.
( ITEM WORLD IN LOC )
'-------------------'
The Item World in LoC also receives a few new aspects. The first one is that you
can only get Rank 40 weapons/armor from the Item Gods of Rank 39 items in the
Land of Carnage. You can do the first 98 floors (Gency out at 99) in Holt
Village, but if you want the Rank 40 stuff from Rank 39 Item Gods, you'll have
to be in the Land of Carnage. If you Gency out at level 100 and try to go there
in the Land of Carnage, the Item God will not have the item you seek.
The first thing you'll notice in LoC's Item World is the new music. This is an
arranged version of the main theme you hear during the opening anime segment.
The other major change to the Item World here in LoC is that there are levels
where you'll find Geo Symbols built into the actual monsters. Whenever one of
these monsters with built-in Geo Symbol-capabilities move, they will leave
behind a trail of panels corresponding to the color of the symbol they have.
Other than that, they behave just like any other normal Geo Symbol.
The last thing that is new to the Item World in LoC is two new pirates that may
be encountered on floors 91-99. These new pirates consist of either Prinny Baal
or a group of 4 regular Baals. They don't have any Treasure Maps like the normal
pirates do in the normal Item World, so they are simply there for bragging
rights. Defeating the Prinny Baal pirate will net you a new title for Adell,
Lord Master.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| VI. HUMAN CLASSES (D00) |===========
¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
One of the main draws of Disgaea was its elaborate class system. Disgaea 2
offers many of the same classes as its predecessor, but it also offers a lot of
new ones. Most of the aspects of the classes hold true from the first Disgaea,
but there are a few new points that need to be made. Whenever you start the
game and gain access to the Dark Assembly, you'll only be able to create
Fighters, Lady Fighters, the three elemental Mages and Skulls, Thieves and
Clerics. The rest of the classes have to be unlocked. Every class has their
specific stats they are good in and weapons they are better with, but each
class also has innate abilities that are unique to that specific class (Archers
have one extra range when using Bows over other classes that use Bows). All
unique characters, human classes and monster classes have an innate ability.
Unlike Disgaea 1 where you needed certain levels of certain classes to unlock
new ones, Disgaea 2 will require you to use your weapon mastery levels to unlock
new classes. Whenever you meet the requirements to unlock a new class, you will
have to pass a bill in the Dark Assembly to have access to it. Unlike Disgaea
1 where you could level the lowest tier of a class and unlock all tiers, you
will have to actually use each tier to unlock the next one. For example, you
will have to level a Fighter to 10 to unlock the Warrior tier, then you will
have to level the Warrior tier to 20 to unlock the Destroyer tier (doesn't
matter if you create a new one or transmigrate your first one).
Regarding the tables on the right side of the classes, there are a few things
that need to be pointed out. The top table shows the base stats and the
aptitudes of the character. Aptitudes dictate how much the stats on armor will
benefit your character. If you take an item with 500 HP on it and a character
with an HP aptitude of 130%, then that character will actually get 650 HP from
that item. The bottom table shows the Weapon Mastery data for the classes.
Each character has a grade of S (best) to E (worst) in the weapon types. This
shows how fast a character gains weapon levels.
/===============\
( HUMAN CLASSES )
\===============/
.-------.
( SKULL ) (DH15)
'-------'
AVAILABLE -- From beginning of game
SPECIAL -- +5 EXP to learning spell levels
LOVER BONUS -- +1 per 10 levels
THROW -- 3
SPELLS -- Fire/Ice/Wind/Star (start)
Enfeeble (level 5)
Mega Fire/Ice/Wind (level 10)
Mega Star (level 12)
Blind (level 15)
Giga Fire/Ice/Wind (level 25)
Giga Star (level 30)
Mind Break (level 35)
Omega Fire/Ice/Wind (level 50)
Omega Star (level 60)
Tera Fire/Ice/Wind (level 80; only Red, Blue and Green can learn)
Tera Star (level 100; only Star can learn)
Skulls are the typical caster-type character as in most games. They start out
a bit on the weak side, but they can become some of your strongest characters
in the end game. You start out with the three basic elements: fire, wind and
ice. Only those three Skulls and the Star Skull can learn the Tera-type spells,
so if you want those, you're going to have to level them up. Prism and Galaxy
Skulls do not learn the Tera spells.
-----------------------. .-------------------------------------------------.
| RED SKULL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD |
|-----------------------| |-------------------------------------------------|
| COUNTER -- 0 | | 12 | 16 | 6 | 8 | 16 | 12 | 8 | 10 |
| MOVE -- 3 | |-------------------------------------------------|
| JUMP -- 15 | | 80 | 100 | 70 | 80 | 110 | 100 | 80 | 90 |
'-----------------------' '-------------------------------------------------'
.------------------------------------------------.
| FI | SW | SP | BO | GU | AX | ST |
|------------------------------------------------|
| D | C | C | D | E | D | A |
|------------------------------------------------|
| 5 | 10 | 10 | 5 | 3 | 5 | 20 |
'------------------------------------------------'
-----------------------. .-------------------------------------------------.
| BLUE SKULL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD |
|-----------------------| |-------------------------------------------------|
| COUNTER -- 0 | | 12 | 16 | 6 | 8 | 16 | 12 | 8 | 10 |
| MOVE -- 3 | |-------------------------------------------------|
| JUMP -- 15 | | 80 | 100 | 70 | 80 | 110 | 100 | 80 | 90 |
'-----------------------' '-------------------------------------------------'
.------------------------------------------------.
| FI | SW | SP | BO | GU | AX | ST |
|------------------------------------------------|
| D | C | C | D | E | D | A |
|------------------------------------------------|
| 5 | 10 | 10 | 5 | 3 | 5 | 20 |
'------------------------------------------------'
-----------------------. .-------------------------------------------------.
| GREEN SKULL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD |
|-----------------------| |-------------------------------------------------|
| COUNTER -- 0 | | 12 | 16 | 6 | 8 | 16 | 12 | 8 | 10 |
| MOVE -- 3 | |-------------------------------------------------|
| JUMP -- 15 | | 80 | 100 | 70 | 80 | 110 | 100 | 80 | 90 |
'-----------------------' '-------------------------------------------------'
.------------------------------------------------.
| FI | SW | SP | BO | GU | AX | ST |
|------------------------------------------------|
| D | C | C | D | E | D | A |
|------------------------------------------------|
| 5 | 10 | 10 | 5 | 3 | 5 | 20 |
'------------------------------------------------'
-----------------------. .-------------------------------------------------.
| STAR SKULL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD |
|-----------------------| |-------------------------------------------------|
| COUNTER -- 0 | | 14 | 18 | 7 | 9 | 18 | 14 | 9 | 13 |
| MOVE -- 3 | |-------------------------------------------------|
| JUMP -- 15 | | 80 | 110 | 70 | 80 | 120 | 110 | 80 | 90 |
| REQ -- LVL 20 | '-------------------------------------------------'
'-----------------------' .------------------------------------------------.
| FI | SW | SP | BO | GU | AX | ST |
|------------------------------------------------|
| D | C | C | D | E | D | A |
|------------------------------------------------|
|
'------------------------------------------------'
-----------------------. .-------------------------------------------------.
| PRISM SKULL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD |
|-----------------------| |-------------------------------------------------|
| COUNTER -- 0 | | 15 | 20 | 7 | 10 | 20 | 16 | 10 | 14 |
| MOVE -- 3 | |-------------------------------------------------|
| JUMP -- 15 | | 90 | 120 | 80 | 90 | 130 | 110 | 90 | 100 |
| REQ -- LVL 60 | '-------------------------------------------------'
'-----------------------' .------------------------------------------------.
| FI | SW | SP | BO | GU | AX | ST |
|------------------------------------------------|
| D | C | C | D | E | D | S |
|------------------------------------------------|
|
'------------------------------------------------'
-----------------------. .-------------------------------------------------.
| GALAXY SKULL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD |
|-----------------------| |-------------------------------------------------|
| COUNTER -- 0 | | 16 | 22 | 7 | 11 | 22 | 18 | 11 | 15 |
| MOVE -- 3 | |-------------------------------------------------|
| JUMP -- 15 | | 90 | 120 | 80 | 90 | 130 | 110 | 90 | 100 |
| REQ -- LVL 160 | '-------------------------------------------------'
'-----------------------' .------------------------------------------------.
| FI | SW | SP | BO | GU | AX | ST |
|------------------------------------------------|
| D | C | C | D | E | D | S |
|------------------------------------------------|
|
'------------------------------------------------'
Monster Classes hold true to the above formula too. Whenever you defeat the
first tier in a battle, that monster will be available for creation in the
Dark Assembly. You will still have to level a first tier one to unlock the
second and so on, but there is an obvious catch to solve that problem. That
solution is capturing monsters via your Base Panel during battle. You can use
this to your advantage in unlocking the higher tiers of the monsters. You should
be aware that you cannot capture a monster unless you have access to creating
one (you can't capture a Ghoul unless you have a level 10+ Zombie). Throwing
monsters into the base panel is probably the easiest way to unlock the higher
tiers, but make sure you can create the monster before even trying to capture
it. With the exception of Prinnies, all of the monsters can be captured in the
Item World and some of the tiers can ONLY be captured there if you're looking
to capture one.
Monsters cannot get any Weapon Mastery, so there will not be a table for that.
Monsters also cannot lift up any object or character and throw. There will still
be the small box on the left giving a few small basic details, as well the stats
chart. Remember that monsters follow the same rule as the human classes; they
need the tier before it to unlock the next one. You will have to defeat the
first tier in battle before you can create that type of monster. The place where
you can first kill a Tier 1 monster will be listed, as well as places where you
can capture the other tiers. The "CAPT" inside the one box means a place in the
game where you can capture one (for instance, you can capture a Lilim on stage
6-2 provided you have the ability to already create one). Remember that you
cannot capture a tier of a monster unless you can already create it.
------------------------------------------------------------------------------.
| CAPT -- Stage where you can capture one by throwing it into your base |
| panel |
| CoO -- Cave of Ordeals |
| DW -- Dark World |
| (number) -- Must pass a few Stronger Enemies Bill to capture right level |
| (C) -- Means combine (throw) enemies together on level to get desired |
| level |
| |
| Remember that the level requirements for each tier mean that you have to |
| have the previous tier at that level. For example, to open up a Tailring, |
| you will need a Werecat at level 48 at least. |
'------------------------------------------------------------------------------'
/============\
( AQUA DEMON ) (E01)
\============/
FIRST KILLABLE -- Stage 3-3
SPECIAL -- Immune to ice-based spells and skills
LOVER BONUS -- Absorbs 1% ice based damage for every level
FIRST KILLABLE -- Episode 8 (Sunken Altar)
SPECIAL -- Immune to fire-based spells and skills
LOVER BONUS -- Absorbs 1% fire based damage for every level
SPELLS -- Fire Breath (level 8)
Dragon Kung Fu (level 32)
Blazing Breath (level 64)
Dragon Nova (level 120)
FIRST KILLABLE -- Stage 11-6
SPECIAL -- Immune to skills without elemental properties and can fly through
enemies and objects on map
LOVER BONUS -- Absorbs 1% damage from non-elemental skills per level
Holy Dragons are a mixed bag, but they can be quite useful if you play them
right. For starters, they have the ability to not be hindered by enemies and
Geo Symbols and can go right through them when moving. This is a great skill
that comes into play when enemies surround you and trap you in a certain area.
FIRST KILLABLE -- Stage 1-3
SPECIAL -- Movement +1 when critical and can fly through objects and enemies on
map
LOVER BONUS -- +1 movement with every 10 levels
While Mothmen aren't especially good units to use for actual battle, they are
one of the best units to use in the Item World. With high movement, jump and the
ability to fly through enemies and obstacles, they are the co-Kings of clearing
any Item World map with ease. Whether you want to use Tink or not is entirely
up to you, but Tink is a bit more defensive, while Mothmen have status ailments
attached to their skills so they can both be quite effective.
To put it simply, Orcs can be quite the melee powerhouses and are one of the few
monsters that should be on your team should you use any. Should they be in
critical HP, their attack will be boosted even more. To make them even better,
Orc God is one of the better attacks in the game, sporting a 3x3 area of effect
and can be targeted within a range of 4 spaces.
FIRST KILLABLE -- Immediately available when Dark Assembly is ready
SPECIAL -- Explodes when thrown; 50% of current HP is dealt in damage (radius of
2 squares for explosion)
LOVER BONUS -- +1% per level (up to 75% of current HP dealt as damage when
thrown)
The lovable mascots return from Disgaea to once again wreak havoc on the
enemies. Because the lack of Prinnies during most battles and the fact they are
one of the easiest characters to level, it is best to not worry about trying to
capture Prinnies to unlock the other tiers. The only problem is that you cannot
throw Prinnies to help them, since they explode when thrown. If a thrown Prinny
kills the enemy, you do not receive the EXP from that enemy, so be careful if
you decide to use Prinny bombs. Dood!
FIRST KILLABLE -- Stage 13-4
SPECIAL -- 100% accuracy on all attacks
LOVER BONUS -- 1.25% bonus to stats for each level
SPELLS -- Death Blast (level 5)
Extinction Beam (level 45)
Deep Impact (level 100)
Armageddon (level 180)
Rifle Demons are quite a force to be reckoned with, since their attacks can
NEVER miss on any enemy. In addition, they have some high aptitudes in HP, ATK,
DEF and RES, making them excellent frontline units. All of their skills have the
Star "element" attached to them, so high RES enemies might be a bit of a problem
for the Rifle Demons. Unless you go to the Item World a lot, most players won't
unlock them until close to the end of the normal storyline.
FIRST KILLABLE -- Stage 13-2
SPECIAL -- Regenerates 20% HP at end of each round
LOVER BONUS -- +1% for each level (max of 45% HP regeneration at end of round)
SPELLS -- Land Break (level 15)
Angry Tree (level 40)
Rush Hour (level 80)
Nature's Wrath (level 160)
These guys, simply put, are beasts. They have one of the best HP aptitudes in
the game and very nice attack and defense ones as well. On top of that, at the
end of each round they regenerate 20% of their max HP (45% if max lovers),
essentially making them able to outheal a lot of attacks. Of course, one of the
downsides is that they cannot move many spaces on their own and their JUMP stat
is a bit lacking when compared to some classes, but that can be remedied by
equipping a shoe. They also sport a 3x3 skill, so they are a wonderful addition
to any team.
One of the biggest parts of the world of Disgaea 2 is the items. Every
character, including monsters, can equip a weapon and three additional pieces of
equipment (can be three pieces of armor, three accessories, etc). There are a
variety of ways to get items in Disgaea 2. You can buy them from shops, steal
them from enemies, win them from the Bonus Gauge and there are other ways too.
Items can make or break a character, since an item that has been leveled can
make a weak character very strong. You can carry a maximum of 24 in your Item
Bag and 512 items in your Warehouse. Note that only items in your Item Bag can
be accessed in battle.
Items will be classified as ranks, which are hidden numbers attached to them
that can't be seen in the actual game. You can somewhat see this rank when you
have a lot of a single type and have them sorted in your warehouse or in the
item bag. In addition to that, all items have rarities that play into the stats.
Normal items (they don't flash) will have the base stats listed in this section,
Rare items (they flash bluish-green) will have a 25% bonus to the base stats,
and Legendary items (flash gold) will have a 50% bonus to the base stats. A
rarity number of 0-7 indicates the item is Legendary, 8-31 is Rare and 32-255
means the item is Normal.
.-------.
( SHOPS )
'-------'
The same shop system from the previous Disgaea has returned for this sequel.
Whenever you access one of these shops, you will see a Customer Rank and a
Product Rank. As you buy things from the shops, your Customer Rank will
increase. With each level the Customer Rank increases, you can pass a bill in
the Dark Assembly called "More Expensive Stuff," which will increase the Product
Rank. Increasing the Product Rank will give you access to higher rank items.
The maximum Product Rank is 12, which will let you buy up to Rank 38 items from
the shops. Be careful though, as these items can cost up to 45 million HL. Much
like the first game, you will have to pass a few bills to get the shop to sell
everything. The shop's listing is randomly generated each time you talk to the
shopkeeper to open up the list. If you don't like what you see, exit out of it
and talk again to get a completely new selection.
Felonies can play a big role in shops in the long run. Each felony you have on
a character will grant you a 1% discount on buying items and a 1% increase in
the selling price of items. The maximum discount/increase you can achieve is set
at 33% and will not go higher than that. The character with the highest felony
count will be used for this discount/increase, so you don't have to worry about
it. The felony stamp has to be on the character for you to get this bonus, so
that is the only thing you will have to worry about. When you sell any item,
there are a few things that will affect the price: rarity, specialists and the
level of the item. You can buy back items you sell as long as you don't leave
the shop; once you do, those items are gone.
For now, I will simply list the items according to the rank of the item.
Eventually, the base stats for the items will be listed, as well as any
specialists that are always found on that item. There will be a small section
afterwards that will detail how to find some of the unique items. Rank 40
weapons can only be obtained by stealing them from the Item Gods of legendary
Rank 39 weapons in the Item World in the Land of Carnage.
.------.
( AXES ) (FW01)
'------'
DAMAGE FORMULA -- ATK
Axes sport some of the highest attack values in the game, but there are a few
downsides to using them. All axes have negative HIT on them and their specials
all target one space in front of them, leaving something to be desired with the
special attacks. Regular attacks and the special skills all reduce the enemy's
DEF.
Bows have a range of up to 4 spaces and they are a bit weaker than most weapons.
However, their skills have a chance to inflict various status ailments on the
enemy, despite the unusual placement of some of the skills. Like with Fists,
Bows have two different stats that must be raised for them to be effective.
One of the stats is HIT, meaning their accuracy will be better than some.
Fists can be a great weapon because their special moves usually involve moving
the enemy to a new location, but that is all one of the downfalls. The final
attack, Big Bang, is a 3x3 attack and has a HUGE height tolerance, meaning it
is one of the better skills in the game despite the fire elemental attached to
it. Having two stats can be a bit of a pain, but SPD is a good thing since
enemies will have a harder time connecting with their attacks.
.------.
( GUNS ) (FW04)
'------'
DAMAGE FORMULA -- HIT
Guns have been nerfed a bit from the first Disgaea. They can only hit enemies
in straight lines from the character using it, up to 5 spaces away. Their final
two skills are fire elemental, meaning they can be quite useful against those
weak to that element. Because guns are solely based on HIT, they will boast the
highest accuracy out of all characters most likely.
New to this game is a set of monster weapons solely for those monsters that
use INT-based skills. These weapons will raise both ATK and INT, meaning the
monsters that might use these don't have to simply rely on their skills to do
damage. The weird thing about the magical monster weapons, in the Item World,
is that monsters won't have any equipped at all, meaning you're forced to either
get them from the shop in the Item World, the Bonus List or chests. Note that
all monster weapons do not have any weapon skills.
=========================
| RANK | ITEM NAME |
|=========================
| 1 | The Weak |
| 2 | The Rotten |
| 3 | The Dead |
| 4 | The Sacrifice |
| 5 | The Heretic |
| 6 | The Slave |
| 7 | The Puppet |
| 8 | The Demon |
| 9 | The Delusion |
| 10 | The Evil Eye |
| 11 | The Nightmare |
| 12 | The Accursed |
| 13 | The Dream |
| 14 | The Dismal |
| 15 | Lust |
| 16 | Gluttony |
| 17 | Confusion |
| 18 | Paranoia |
| 19 | Greed |
| 20 | Sloth |
| 21 | The Arcane |
| 22 | Hell's Gate |
| 23 | The Phantasm |
| 24 | Envy |
| 25 | The Fallen |
| 26 | The Abyss |
| 27 | The Convict |
| 28 | Twilight |
| 29 | Pride |
| 30 | The Conundrum |
| 31 | The Malevolent |
| 32 | The Unique |
| 33 | The Awakening |
| 34 | Necronomicon |
| 35 | Wrath |
| 36 | Fortune |
| 37 | Chaos |
| 38 | Dante's Inferno |
| 39 | The King |
| 40 | The Fool |
'=========================
Since most of the monsters in the game have ATK-based skills and these weapons
are a lot easier to obtain (especially the higher ranks), you'll be using these.
In addition to ATK, the physical monster weapons will also raise HIT, meaning
the monsters' accuracy will be improved to a degree. All weapons equipped by
monsters in the Item World will always be the physical counterparts (if they
have a weapon equipped, that is), so it is rather easy to get them. Note that
monster weapons don't have any weapon skills.
.--------.
( SPEARS ) (FW07)
'--------'
DAMAGE FORMULA -- ATK
Spears have an attacking range of 2 spaces and the majority of the skills will
propel the user to a new place. Another good thing is that all spears will raise
DEF, in addition to ATK. Spears seem to be a bit less popular from axes, fists
or swords, although it is unknown in the end as to why.
.--------.
( STAVES ) (FW08)
'--------'
DAMAGE FORMULA -- ATK
Staves do not have any weapon skills of their own, but they are very good for
any magic users in your party. Instead of the weapon skills, Staves improve the
magic by giving them some extra range, some more power and extra area of effects
for the spells. Any and all humanoid magic users should be equipping one of
these.
.--------.
( SWORDS ) (FW09)
'--------'
DAMAGE FORMULA -- ATK
Swords are one of the most popular types of weapons in the game. They have one
of the better skill sets in the game, with such skills as Winged Slayer,
Dimension Slash and Dark X Slash. Most of the higher rank swords add to HIT, so
accuracy for those will be improved a bit. Because there are a lot of
characters, unique and generic, that are good with swords, you'll be using them
a lot.
Whenever you get injured in a battle or someone gets killed, your character will
not get automatically revived/healed after the battle is over. That's why there
is the hospital in Holt Village, to heal your characters' HP/SP and to revive
any characters that may fallen in battle. Of course, this isn't free at all, as
you will have to pay HL to heal and revive characters. You can either fix each
individual character or heal them all at once. The formulas used to see how much
HL you have to pay are as follows:
Cost of HP = Total HP/3
Cost of SP = Total SP*2
Coast of Revive = Cost of HP + Cost of SP + (Level*30)
Of course, all of this HL will be going to something eventually. You will
eventually find that the Claim Prize option becomes available. This means you
met a requirement of HP healed, SP healed, resurrections or a combination of all
three. The more you heal, the better the prizes will become. The items
themselves may be predetermined, but the rarity and specialists of the items are
completely random. It is possible to get Rare rank items from the hospital, but
not Legendary. Your costs are reduced to 50% in Episode 1 and it increases 10%
every episode.
Total HL cost for items (level 1 character rezes): A little over 1.3 mill HL in
Episodes 6 and beyond and it can be as low as a little over 650k in Episode 1
.-------------------------.
( EXPLOITING THE HOSPITAL )
'-------------------------'
As soon as the first episode, you can start mass obtaining the items from the
hospital in a few hours. It helps that you have a bit of mana for any character,
since you'll be creating 10-20 Good-for-Nothing characters at first to help
with your resurrection count. It doesn't really matter which class you make
them since they are purely fodder. Once you have made the characters, head to
Episode 1-4. Your goal here is to first withdraw any characters that you will
be using in battle and leave the fodder characters inside your base panel. Now,
you'll want to throw one of the human enemies into your base panel, which
will be destroyed (thus killing all of the fodder characters you just made).
Finish the battle and go to the hospital to revive the fodder characters.
Depending on how many you made, repeat the above until you have got a total of
300 resurrections.
That takes care of the resurrections, but what about the HP and SP ones? You
should have hopefully obtained the first one or two items from each set. Equip
these items to a character, take them off and then re-equip them, which should
leave your character with some HP and SP lost. If you have the first two items
of each set, then do it with two separate characters. Do this over and over
until you gain the next item. It'll become a little easier once you gain three
items of the same kind, since you can equip, de-equip and re-equip them all on
one character. If you have other items that have more HP or SP than the orbs or
muscles, then equip those instead. It might be a good idea to alternate between
healing your HP and SP so that you can earn some of the treasures. You can
either sell these items to the merchant or equip them on your characters to help
boost their stats.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| XII. DARK COURT SYSTEM (J00) |===========
¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
The Dark Court is one of the new additions to the world of Disgaea 2. You'll
first get a taste of the Dark Court system after finishing up stage 3-3 during
the storyline. Fulfilling certain conditions with your characters will give you
an opportunity to get charged with a Felony, the demon's equivalent to a medal
or honor. To get the felony, however, you will have to go into the item world
of a special item called the Subpoena. Each Subpoena has an already subdued
specialist on it called a Bailiff, which will have a number after it. This
number indicates the level that the Court Gate is on, which is your primary
objective. Whenever you enter the Court Gate, you will appear in front of the
Prinny Court and be convicted of the crime you have committed, thus receiving
a Felony. Whenever you want a list of crimes you may have fulfilled, check the
Post Officer sitting next to the Dark Assembly person.
What exactly are Felonies? There are a multitude of benefits from having
Felonies. First and foremost is the added experience gain that can be gotten
when a character has felonies. Every character starts out with a multiplier of
1.00 that is factored in whenever s/he kills something. Each felony will add a
01 to the number, with a maximum of 4.00, meaning you'll be racking up the
experience in no time. In addition to gaining experience at a faster rate, you
can also get discounts from the Rosenqueen shops when you have felonies stamped
on your character's portrait. You can get up to a 33% decrease in prices when
buying and a 33% increase in selling prices with a character who has 99 felonies
stamped on his/her portrait. Also, that character will have an easier time
passing bills in the Dark Assembly.
Are there any bad sides to having felonies on a character? Other than different
endings, there aren't any real downsides to having felonies. Also, whenever you
are in the Dark World, you cannot destroy the Dark Sun with a character that has
felonies. A character's portrait will only ever display up to 99 felonies at one
time but will still keep track of them past that amount, but there is a way to
get that stamp off of the portrait. Storyline characters will have a
"Reincarnate to Atone for Sins" option when they access the Dark Assembly,
while other characters will have a "Reincarnate into a Prinny" option. These
options will wipe the felonies off of a character's portrait, although they
still retain the experience effect of the felonies at all times. Note that the
Baliffs will disappear after you have gotten the felony. You also cannot use a
Baliff of one level, get the felonies, Gency out and then put the same level
Baliff in the item.
.------------------------.
( ABUSING THE DARK COURT )
'------------------------'
With so many characters and so many felonies, you have to think there is a
better way to get the felonies for all those characters. There are many ways to
use the Dark Court system to your favor. You are not limited to just getting
one character to go through the Court Gate. You can build a tower of characters
and throw that tower onto the Court Gate, thus getting felonies for every
character in that tower that goes through. You do not even have to have the
character that was convicted go through the gate, since you can send someone
else through.
The Baliffs on the Subpoenas always come subdued, meaning you can move them
around. Leveling up a Subpoena does absolutely nothing for you other than
getting the felonies for your characters. However, you can transfer the Baliff
to a normal item that you do plan on leveling up, thus killing two birds with
one stone. Let's say that a Baliff is on floor 12 and you get another one that
is on floor 14. You could put the Baliff in an item you want to level up, get to
12 and enter the Court Gate on that floor, then Gency out and move the next
Baliff in that is on floor 14. This will make it a lot easier to get felonies
for your character.
.------------------------.
( LIST OF REGULAR CRIMES )
'------------------------'
There are a lot of different crimes that you can be committed for in the world
of Disgaea 2. Whenever you get to the Court Gate and go through it, you will be
granted felonies and a prize for that particular charge. This list of charges
can be applied to any character and can be gotten on multiple characters at
once. The Charge column will list the charge as it is named on the game, the
description will give a brief description on what you need, the prize will list
the additional prize you get for achieving that charge, the FEL column will
list the number of felonies you receive for that charge and the FLOOR column
will list the broad range of floors that the Court Gate can appear.
==============================================================================.
| CHARGE | DESCRIPTION | PRIZE | FEL | FLOOR |
|==============================================================================|
| High LV | LVL 20+ | 50,000 HL | 2 | 6-14 |
| High HP | HP 500+ | 50,000 HL | 2 | 6-14 |
| High SP | SP 250+ | 50,000 HL | 2 | 6-14 |
| High ATK | ATK 200+ | 50,000 HL | 2 | 6-14 |
| High DEF | DEF 200+ | 50,000 HL | 2 | 6-14 |
| High INT | INT 200+ | 50,000 HL | 2 | 6-14 |
| High RES | RES 200+ | 50,000 HL | 2 | 6-14 |
| High SPD | SPD 200+ | 50,000 HL | 2 | 6-14 |
'------------------------------------------------------------------------------'
------------------------------------------------------------------------------.
| Too High LVL | LVL 200+ | 2 million HL | 6 | 16-24 |
| Too High HP | HP 5000+ | 2 million HL | 6 | 16-24 |
| Too High SP | SP 2500+ | 2 million HL | 6 | 16-24 |
| Too High ATK | ATK 2000+ | 2 million HL | 6 | 16-24 |
| Too High DEF | DEF 2000+ | 2 million HL | 6 | 16-24 |
| Too High INT | INT 2000+ | 2 million HL | 6 | 16-24 |
| Too High RES | RES 2000+ | 2 million HL | 6 | 16-24 |
| Too High SPD | SPD 2000+ | 2 million HL | 6 | 16-24 |
'------------------------------------------------------------------------------'
------------------------------------------------------------------------------.
| Way Too High LVL | LVL 2000+ | 500 mill HL | 10 | 36-44 |
| Way Too High HP | HP 50000+ | 500 mill HL | 10 | 36-44 |
| Way Too High SP | SP 25000+ | 500 mill HL | 10 | 36-44 |
| Way Too High ATK | ATK 20000+ | 500 mill HL | 10 | 36-44 |
| Way Too High DEF | DEF 20000+ | 500 mill HL | 10 | 36-44 |
| Way Too High INT | INT 20000+ | 500 mill HL | 10 | 36-44 |
| Way Too High RES | RES 20000+ | 500 mill HL | 10 | 36-44 |
| Way Too High SPD | SPD 20000+ | 500 mill HL | 10 | 36-44 |
'------------------------------------------------------------------------------'
------------------------------------------------------------------------------.
| Geo Vandalism | Change 500 panels | Astral Orb | 2 | 16-24 |
| Too Many Murders | Kill 100+ enemies | Immortal Pill | 2 | 16-24 |
| Being a Loser | Killed 20+ times | Spirit Muscle | 2 | 16-24 |
| Friendly Fire | Kill 20+ Allies | The Heretic | 2 | 16-24 |
| Liking Guys | 10+ Male Pupils | 500 Mana | 2 | 16-24 |
| Liking Girls | 10+ Female Pupils | 500 Mana | 2 | 16-24 |
| Being a Breeder | 10+ Monster Pupils | 500 Mana | 2 | 16-24 |
| Pitching Prinnies | Throw 20+ Prinnies | Prinny Staff | 3 | 16-24 |
| Excessive Force | 1000+ damage hit | Spirit Belt | 4 | 16-24 |
| Comboing** | Be in 100+ Combos | Demon Smasher | 4 | 16-24 |
| Corrupting the Youth | Hum Pupil LVL 100+ | 5000 Mana | 4 | 16-24 |
| Illegal breeding | Mon Pupil LVL 100+ | 5000 Mana | 6 | 16-24 |
| Team Attacking | 100+ Team Attacks | Gank | 6 | 16-24 |
| Stack Attacking | 100+ Stack Attacks | Tower Shield | 6 | 16-24 |
| Reincarnating | Reincarnate 10+ | Red Moon Bow | 16 | 36-44 |
'------------------------------------------------------------------------------'
------------------------------------------------------------------------------.
| Mastering Fists | LVL 15+ Fist Mast | Scroll: Fist | 12 | 56-64 |
| Mastering Swords | LVL 15+ Sword Mast | Scroll: Sword | 12 | 56-64 |
| Mastering Spears | LVL 15+ Spear Mast | Scroll: Spear | 12 | 56-64 |
| Mastering Bows | LVL 15+ Bow Mast | Scroll: Bow | 12 | 56-64 |
| Mastering Guns | LVL 15+ Gun Mast | Scroll: Gun | 12 | 56-64 |
| Mastering Axes | LVL 15+ Axe Mast | Scroll: Axe | 12 | 56-64 |
| Mastering Staves | LVL 15+ Staff Mast | Scroll: Staff | 12 | 56-64 |
| Mastering Fire Magic* | LVL 15+ sum in Fire | Exodus | 12 | 56-64 |
| Mastering Wind Magic* | LVL 15+ sum in Wind | Exodus | 12 | 56-64 |
| Mastering Water Magic* | LVL 15+ sum in Water | Exodus | 12 | 56-64 |
| Mastering Star Magic* | LVL 15+ sum in Star | Exodus | 12 | 56-64 |
| Mastering Heal Magic* | LVL 15+ sum in Heal | Universal Orb | 12 | 56-64 |
'------------------------------------------------------------------------------'
*Add up all of the levels of your spells for one element and if they add up to
15+, then you'll get this charge (level 3 in all five fire magics, for example)
**Only those hits that are after the first one count for this charge
.------------------.
( EVERYBODY CRIMES )
'------------------'
These crimes can only be gotten once during a game. Whenever you start a New
Game, these following crimes can only be gotten once during that game, despite
how many Cycles you do.
==============================================================================.
| CHARGE | REQUIREMENT | PRIZE | FEL | FLOOR |
|==============================================================================|
| Your Existence | Finish stage 3-3 | Dark Rosary | 1 | 4 |
| 2nd Round of Playing | See any ending once | Noble Rose | 10 | 36-44 |
| Playing too much | Clock at 100+ hours | Sundae | 10 | 12-18 |
| Being too rich | Have 100+ mill HL | 10000 Mana | 10 | 12-18 |
| Mastering Classes | Open all Tier 1 class | Twilight | 10 | 12-18 |
| Political Unrest | Force 30+ proposals | Veggie Burger | 10 | 12-18 |
| Kidnapping | Capture 15+ monsters | The Demon | 10 | 12-18 |
| Tele Fraud (1) | Use 30+ Defender phones | Laser Blade | 10 | 12-18 |
| Tele Fraud (2) | Use 30+ Prism phones | Prism Cannon | 10 | 12-18 |
| Tele Fraud (3) | Use 30+ D. Hero phones | Macho Fist | 10 | 12-18 |
| Murdering Baal | Kill Baal in Extra 12 | Arcadia | 10 | 12-18 |
'------------------------------------------------------------------------------'
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| XVI. UPDATES |===========
¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
9/28/06 -- I have a lot of stuff to work on, but it is slowly getting done.
All of the monster classes are done, except for about 4-5 tiers.
I do need to offer my insight on most of the monsters, so that
section isn't fully completed yet. I have all of the weapons listed
for now and I think most of what I wanted in the Basics section is
there. I do know I'm missing a few things, so I'll probably finish
that next and might start working on the Dark World next.
9/19/06 -- The Dark Court section has been completed and I have started some
work on the various Classes. I decided to put up some smaller Table
of Contents in the various sections for some easier navigation.
Luckily, I haven't received too many e-mails yet, but I'm sure that
might pick up some at a later date. I'm spending a lot of time
at the moment trying to unlock all of the Monster classes, then I
will probably work on the Human classes, which are a lot harder to
unlock when compared to the monster ones.
9/16/06 -- I added a few alternate strategies for a few battles in the main
walkthrough and I'm started to list the data for the Dark World.
I also went and finished the Hospital section. I will probably be
jumping around a lot, so bear with me.
9/14/06 -- With a lot of work, the main storyline walkthrough is complete,
for the most part. I still need to go through and double check
everything and will need to insert the colors for the Geo Symbols.
I plan on working on some of the other sections, probably starting
with the Dark World walkthroughs next. Even though I have some
layout done for the Classes section, I don't plan on doing much
there for now until I actually unlock them on my own game.
Q) When was Disgaea 2 released?
A) It was released on August 29, 2006 in the US. It was released on February 23,
2006 in Japan.
Q) What should I do with the units that they give me at the very start of the
game?
A) That's entirely up to you. I stayed with those units throughout the whole
storyline, while only really creating one other unit (Thief). I do recommend
creating a Thief as soon as you can for stealing and a Blue and Green Mage or
Skull for different elements when attacking.
Q) How come Friday Mk.II won't let me battle with her?
A) You need to have the first stages (1-1 and 1-2, since 1-1 is optional)
unlocked before she will talk to you about opening up the Dark World.
Q) I don't understand the felony system. Can you explain it to me?
A) Since I have a section totally devoted to it, I'll break it down real quick.
Whenever your character fulfills one of the conditions listed in the Dark
Court section, go to the Post Officer next to the Dark Secretary and get a
subpoena. On this item is a specialist (subdued) called the Bailiff, which
will tell you which floor the Dark Court gate is on. Going into the Dark
Court will put you in front of the Prinny Court, who will grant whoever went
in some felonies (doesn't matter who it is since the judge will always grant
the felonies). Felonies will pretty much grant you EXP bonus, an easier time
passing bills in the Dark Assembly and discounts at the shops.
Q) What do the specialists called Lovers do?
A) Basically, they enhance the innate abilities of each class and give a 1%
bonus to your stats for each level of the lover. Lovers are only useful for
the class they were created for, so you can't use a Wood Golem lover for any
class other than Wood Golems.
Q) How do you capture monsters?
A) Simply put, you throw them into your base panel. Of course, things aren't
always that simple. You cannot capture a monster or one of its tiers unless
you can create it. The general rule is that you can capture a monster around
2 times greater than the highest and strongest unit in your base panel.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________| |___________
============| XVIII. CREDITS |===========
¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
-- CJayC and Sailor Bacon for their hard work on GameFAQs
-- NIS for another superb game
-- Double Jump for their absolutely excellent Disgaea 2 guide
-- The Disgaea 2 forums over at GameFAQs for quite a bit of information and
clarification on some issues