.-----------------. .' .' : .---. '-. : .' | _ '. .--. .---. .----. .-----..-------. .-----. '. : | | '. : | |.' ___.'.' .. '. .' _ || ___| .' _ | ': | | : :| || '.__ | | '..' | .' | || .'_ | .' | | | | .' :| |'.___ '.| | __ | |__| || __| | |__| | | '-' : | | __.' || '.'. '. | __ || '.___ | __ | .-' .' | |.' .''. '' .'/ .' | || | / .' | | ''------------' '--' '---' '----' '--' '-''-------'.' .' |__| ___....---.. .' .' | ____ '. .-'.-' | .-' '. '. ¯¯¯ |/ .' .' __ _ _ __ _ .' .' __ _ _ ___ __ _ | | | |_| |_' |_ | \ .' .-' |\/| |_ |\/| | | |_| | |_ |_' |__ |_| | \ ._| |__ |_/ .' .' | | |__ | | |_| | \ _|_ |__ ._| .-' .' | ¯¯¯¯¯¯¯¯¯¯| |_______________| This FAQ is copyrighted (c) by Jarrod Garripoli. You can e-mail me at mastervgamer782 (at) hotmail (dot) com This guide is for private and personal use only. No part or whole of this document shall be reproduced in any form whatsoever. This document is free and may not be used for any commercial uses. This document may not be altered without permission from the author. When you e-mail me, please do not use any colored backgrounds or fonts. If I have trouble reading it, I will discard it very quickly. I don't have much time in trying to decipher what you're trying to say. Also, please see if your question is answered in the guide before e-mailing me about it. Please put "Disgaea 2" in the subject line so I know what it's about before I open it. That's all I ask and thank you. GameFAQs (www.gamefaqs.com) is the only site allowed to use this document, meaning no other websites are allowed to use this: THIS MEANS WWW.CHEATCC.COM is NOT ALLOWED to USE or POST this document on their website. O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| TABLE OF CONTENTS |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O 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). .=====..==============================. .=====..==============================. | LVL || ITEM RANK | EXP | HL | | LVL || ITEM RANK | EXP | HL | |=====||==============================| |=====||==============================| | 1 || Rnk 1 | 7 | 30 | | 26 || Rnk 17-26 | 20000 | 100000 | | 2 || Rnk 1-2 | 12 | 50 | | 27 || Rnk 18-27 | 30000 | 120000 | | 3 || Rnk 2-3 | 25 | 100 | | 28 || Rnk 19-28 | 37500 | 150000 | | 4 || Rnk 3-4 | 50 | 200 | | 29 || Rnk 19-29 | 50000 | 200000 | | 5 || Rnk 3-5 | 87 | 350 | | 30 || Rnk 20-30 | 62500 | 250000 | | 6 || Rnk 4-6 | 137 | 550 | | 31 || Rnk 21-31 | 75000 | 300000 | | 7 || Rnk 5-7 | 200 | 800 | | 32 || Rnk 21-32 | 87500 | 350000 | | 8 || Rnk 5-8 | 275 | 1100 | | 33 || Rnk 22-33 | 100000 | 400000 | | 9 || Rnk 6-9 | 375 | 1500 | | 34 || Rnk 23-34 | 112500 | 450000 | | 10 || Rnk 7-10 | 500 | 2000 | | 35 || Rnk 23-35 | 125000 | 500000 | | 11 || Rnk 7-11 | 625 | 2500 | | 36 || Rnk 24-36 | 137500 | 550000 | | 12 || Rnk 8-12 | 750 | 3000 | | 37 || Rnk 25-37 | 150000 | 600000 | | 13 || Rnk 9-13 | 1000 | 4000 | | 38 || Rnk 25-38 | 162500 | 650000 | | 14 || Rnk 9-14 | 1250 | 5000 | | 39 || Rnk 26-39 | 175000 | 700000 | | 15 || Rnk 10-15 | 1750 | 7000 | | 40 || Rnk 27-39 | 187500 | 750000 | | 16 || Rnk 11-16 | 2500 | 10000 | | 41 || Rnk 27-39 | 200000 | 800000 | | 17 || Rnk 11-17 | 3750 | 15000 | | 42 || Rnk 28-39 | 212500 | 850000 | | 18 || Rnk 12-18 | 5000 | 20000 | | 43 || Rnk 29-39 | 225000 | 900000 | | 19 || Rnk 13-19 | 6250 | 25000 | | 44 || Rnk 29-39 | 237500 | 950000 | | 20 || Rnk 13-20 | 7500 | 30000 | | 45 || Rnk 30-39 | 250000 | 1000000 | | 21 || Rnk 14-21 | 10000 | 40000 | | 46 || Rnk 31-39 | 275000 | 1100000 | | 22 || Rnk 15-22 | 12500 | 50000 | | 47 || Rnk 31-39 | 300000 | 1200000 | | 23 || Rnk 15-23 | 15000 | 60000 | | 48 || Rnk 32-39 | 325000 | 1300000 | | 24 || Rnk 16-24 | 17500 | 70000 | | 49 || Rnk 33-39 | 350000 | 1400000 | | 25 || Rnk 17-25 | 20000 | 80000 | | 50 || Rnk 33-39 | 375000 | 1500000 | '=====''==============================' '=====''==============================' .--------------------. ( 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. O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| III. WALKTHROUGH (A00) |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O 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======================================' /=================================\ ( EPISODE 1 - OVERLORD'S DAUGHTER ) (A01) \=================================/ 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 1 | LVL 1 Pvt. Prinny x3 | 10 Exp | --- | | 1-4 -- 2 | | 18 HL | | | 5-8 -- 3 | | | | | 9 -- 4 | | | | '==============================================================================' .------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 1 | LVL 1 Pvt. Prinny x3 | 10 Exp | --- | | 1-4 -- 2 | | 18 HL | | | 5-8 -- 3 | | | | | 9 -- 4 | | | | '==============================================================================' .------------. ( 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%. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 1 | LVL 1 Pvt. Prinny x3 | 10 Exp | --- | | 1-4 -- 2 | | 10 HL | | | 5-8 -- 3 |---------------------------------|------------|-------------------| | 9 -- 4 | LVL 1 Enemy Boost +50% | 7 Exp | Bl/Bl | | | | 6 HL | | | | LVL 1 Exp +50% | 7 Exp | Bl/Rd | | | | 6 HL | | '==============================================================================' .------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 1 | LVL 1 Pvt. Prinny x3 | 10 Exp | --- | | 1-4 -- 2 | | 18 HL | | | 5-8 -- 3 |---------------------------------|------------|-------------------| | 9 -- 4 | LVL 1 Enemy Boost +50% | 7 Exp | Yel/Bl | | | | 6 HL | | | | LVL 1 Exp +50% | 7 Exp | | | | | 6 HL | | | | LVL 1 Silence | 7 Exp | | | | | 6 HL | | '==============================================================================' .-------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 1 | LVL 1 Ghost x2 | 9 Exp | --- | | 1-4 -- 2 | | 24 HL | | | 5-8 -- 3 | LVL 1 Petite Orc x3 | 11 Exp | --- | | 9 -- 4 | | 20 HL | | |-----------|---------------------------------|------------|-------------------| | | LVL 1 Heal 20% | 7 Exp | Nul/Aq | | | | 6 HL | | '==============================================================================' .------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 1 | LVL 1 Pvt. Prinny x4 | 10 Exp | --- | | 1-4 -- 2 | | 18 HL | | | 5-8 -- 3 | LVL 2 Pvt. Prinny | 15 Exp | Paw Glove | | 9 -- 4 | | 30 HL | | |-----------|---------------------------------|------------|-------------------| | | LVL 1 Enemy Boost +50% | 7 Exp | | | | | 6 HL | | '==============================================================================' .-------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 1 | LVL 2 Petite Orc x4 | 16 Exp | --- | | 1-4 -- 2 | | 34 HL | | | 5-8 -- 3 | LVL 3 Mothman | 21 Exp | Paw Glove | | 9 -- 4 | | 36 HL | | |-----------|---------------------------------|------------|-------------------| | | LVL 1 Chest | 7 Exp | | | | | 6 HL | | | | LVL 1 Exp +50% | 7 Exp | | | | | 6 HL | | '==============================================================================' .------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 1 | LVL 2 Fighter | 16 Exp | Worn Gloves | | 1-4 -- 2 | | 34 HL | | | 5-8 -- 3 | LVL 2 Fighter x2 | 16 Exp | Lazy Sword | | 9 -- 4 | | 34 HL | | | | LVL 3 Lady Fighter x2 | 28 Exp | Replica Spear | | | | 51 HL | | | | LVL 3 Healer | 25 Exp | Training Staff | | | | 45 HL | Common Orb | | | | | | | | LVL 4 Dark Hero | 69 Exp | Double Slap | | | | 126 HL | | | | LVL 4 Green Skull** | 31 Exp | Training Staff | | | | 50 HL | Common Orb | '==============================================================================' /===============================\ ( EPISODE 2 -- ROZALIN THE LIAR ) (A02) \===============================/ 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 1 | LVL 4 Marionette x4 | 37 Exp | --- | | 1-4 -- 2 | | 63 HL | | | 5-8 -- 3 | LVL 5 Ghost x2 | 44 Exp | The Weak | | 9 -- 4 | | 67 HL | Common Orb | |-----------|---------------------------------|------------|-------------------| | | LVL 3 Def +50% | 12 Exp | | | | | 15 HL | | '==============================================================================' .----------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 2 | LVL 5 Dirty Frog | 105 Exp | Goblin Claw | | 2-5 -- 3 | | 168 HL | Tunic | | 6-9 -- 4 | LVL 4 Marionette** x3 | 37 Exp | Tunic | | | | 63 HL | | | | LVL 4 Ghost** x3 | 31 Exp | The Rotten | | | | 50 HL | Common Orb | |-----------|---------------------------------|------------|-------------------| | | LVL 3 Enemy Boost +50% | 12 Exp | | | | | 15 HL | | | | LVL 3 Warp* | 12 Exp | | | | | 15 HL | | | | LVL 3 Chest* x2 | 12 Exp | | | | | 15 HL | | '==============================================================================' .------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 2 | LVL 4 Thief x4 | 37 Exp | Handgun | | 2-5 -- 3 | | 63 HL | | | 6-9 -- 4 | LVL 4 Thief x3 | 37 Exp | Wooden Bow | | | | 63 HL | | | | LVL 5 Lady Fighter x3 | 60 Exp | Iron Axe | | | | 95 HL | | '==============================================================================' .--------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 3 | LVL 5 Red Skull x2 | 44 Exp | Wooden Staff | | 3-6 -- 4 | | 67 HL | Common Orb | | 7-9 -- 5 | LVL 5 Blue Skull | 44 Exp | Wooden Staff | | | | 67 HL | Common Orb | | | LVL 5 Green Skull | 44 Exp | Wooden Staff | | | | 67 HL | Common Orb | | | LVL 5 Lady Fighter x2 | 60 Exp | Broadsword | | | | 95 HL | | | | LVL 5 Warrior | 76 Exp | Broadsword | | | | 123 HL | Brawny Muscle | | | LVL 6 Dark Hero | 153 Exp | Knuckles | | | | 230 HL | Imperial Seal | | | LVL 5 Thief** X2 | 54 Exp | Handgun | | | | 84 HL | Glasses | |-----------|---------------------------------|------------|-------------------| | | LVL 3 Def +50%* | 12 Exp | | | | | 15 HL | | | | LVL 3 Enemy Boost +50%* | 12 Exp | | | | | 15 HL | | | | LVL 3 Move -1 | 12 Exp | | | | | 15 HL | | '==============================================================================' /=======================================\ ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 4 | LVL 6 Zombie x7 | 98 Exp | --- | | 4-7 -- 5 | | 144 HL | | | 8-9 -- 6 |---------------------------------|------------|-------------------| | | LVL 6 Ally Damage 20% | 29 Exp | Nul/Prp | | | | 36 HL | | | | LVL 6 Encroach x4 | 29 Exp | Prp/Prp | | | | 36 HL | | '==============================================================================' .-------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 4 | LVL 6 Messenger x2 | 84 Exp | --- | | 4-7 -- 5 | | 122 HL | | | 8-9 -- 6 | LVL 6 Messenger x2 | 84 Exp | Pointy Bone | | | | 122 HL | | | | LVL 6 Messenger x2 | 84 Exp | Goblin Claw | | | | 122 HL | | |-----------|---------------------------------|------------|-------------------| | | LVL 5 Mana +50% (move) | 22 Exp | | | | | 28 HL | | | | LVL 5 HL +50% (move) | 22 Exp | | | | | 28 HL | | | | LVL 5 Exp +50% (move) | 22 Exp | | | | | 28 HL | | '==============================================================================' .----------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 4 | LVL 9 War Slug x3 | 186 Exp | The Weak | | 4-7 -- 5 | | 224 HL | | | 8-9 -- 6 | LVL 10 War Slug x3 | 235 Exp | The Rotten | | | | 265 HL | | | | LVL 12 Vodianoi | 450 Exp | The Dead | | | | 462 HL | Common Orb | | | | | Dark Rosary | | | LVL 12 Vodianoi* | 450 Exp | The Dead | | | | 462 HL | Common Orb | '==============================================================================' 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 4 | LVL 22 Pvt. Prinny x10 | 1276 Exp | Goblin Claw | | 1-4 -- 5 | | 900 HL | | | 5-8 -- 6 | LVL 1000 Beauty Queen | 4115565 Exp | Elder Spear | | 9 -- 7 | | 13567581 HL | Testament | | | | | Brigandine | | | | | Falcon Shoes | | | LVL 9 Messenger** x5 | 186 Exp | Goblin Claw | | | | 224 HL | Common Orb | | | LVL 11 Watcher** | 369 Exp | Wolf's Fang | | | | 400 HL | Buckler | | | | | Common Orb | |-----------|---------------------------------|-------------|------------------| | | LVL 9 Chest* x3 | 59 Exp | | | | | 66 HL | | '==============================================================================' /============================\ ( EPISODE 4 -- AXEL'S SCHEME ) (A04) \============================/ 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 4 | LVL 8 Petite Orc x4 | 147 Exp | --- | | 4-7 -- 5 | | 187 HL | | | 8-9 -- 6 | LVL 8 Ghost x2 | 105 Exp | --- | | | | 132 HL | | | | LVL 9 Orc Captain x2 | 239 Exp | --- | | | | 290 HL | | | | LVL 10 Alraune x2 | 208 Exp | --- | | | | 234 HL | | |-----------|---------------------------------|------------|-------------------| | | LVL 6 No Range Attack | 29 Exp | | | | | 36 HL | | | | LVL 6 Exp +50% | 29 Exp | | | | | 36 HL | | | | LVL 6 Exp +50%** | 29 Exp | | | | | 36 HL | | '==============================================================================' .----------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 4 | LVL 9 Cockatrice x2 | 186 Exp | --- | | 4-7 -- 5 | | 224 HL | | | 8-9 -- 6 | LVL 10 Cockatrice x2 | 235 Exp | --- | | | | 265 HL | | | | LVL 10 Petite Orc x2 | 235 Exp | --- | | | | 265 HL | | | | LVL 11 Petite Orc x3 | 286 Exp | --- | | | | 309 HL | | | | LVL 10 Beast Tamer | 235 Exp | Dragon Blade | | | | 265 HL | Leather Jacket | | | LVL 11 Beast Tamer | 286 Exp | Dragon Blade | | | | 309 HL | Leather Jacket | | | LVL 11 Beast Tamer | 286 Exp | Silver Bow | | | | 309 HL | Leather Jacket | | | LVL 12 Beast Tamer | 349 Exp | Primitive Axe | | | | 357 HL | Leather Jacket | |-----------|---------------------------------|------------|-------------------| | | LVL 7 Atk +50% (move) | 37 Exp | | | | | 45 HL | | '==============================================================================' .----------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 4 | LVL 10 Nekomata x7 | 235 Exp | Goblin Claw | | 4-7 -- 5 | | 265 HL | | | 8-9 -- 6 | LVL 12 Beast Tamer | 349 Exp | Naginata | | | | 357 HL | | |-----------|---------------------------------|------------|-------------------| | | LVL 9 Enemy Level Up +10% | 37 Exp | | | | | 45 HL | | '==============================================================================' .-----------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 4 | LVL 10 Thief x2 | 208 Exp | Rapier | | 1-4 -- 5 | | 234 HL | | | 5-8 -- 6 | LVL 12 Rogue x2 | 410 Exp | Long Bow | | 9 -- 7 | | 420 HL | Glasses | | | LVL 12 Heavy Knight x2 | 511 Exp | Pike | | | | 525 HL | | | | LVL 12 Togabito x2 | 349 Exp | Double Slap | | | | 357 HL | | | | LVL 12 Rogue* x2 | 410 Exp | Silver Bow | | | | 420 HL | Glasses | | | LVL 14 Dark Hero* | 1007 Exp | Beat Down | | | | 952 HL | Imperial Seal | | | LVL 12 Togabito** x2 | 349 Exp | Knuckles | | | | 357 HL | Leather Jacket | | | LVL 16 Warrior** | 672 Exp | Hammer | | | | 581 HL | Glasses | | | | | Brawny Muscle | |-----------|---------------------------------|------------|-------------------| | | LVL 8 No Lifting | 47 Exp | | | | | 55 HL | | | | LVL 8 Invincibility | 47 Exp | | | | | 55 HL | | | | LVL 8 No Entry | 47 Exp | | | | | 55 HL | | | | LVL 10 Def +50% | 73 Exp | | | | | 78 HL | | | | LVL 10 Atk -50% | 73 Exp | | | | | 78 HL | | | | LVL 10 Def -50% | 73 Exp | | | | | 78 HL | | '==============================================================================' /==========================\ ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 4 | LVL 13 Orc Captain x2 | 538 Exp | Goblin Claw | | 1-4 -- 5 | | 528 HL | | | 5-8 -- 6 | LVL 13 Boggart x4 | 417 Exp | The Sacrifice | | 9 -- 7 | | 408 HL | | | | LVL 13 Petite Orc x4 | 417 Exp | --- | | | | 408 HL | | | | LVL 14 Empusa x3 | 435 Exp | The Sacrifice | | | | 408 HL | | | | LVL 14 Alraune x2 | 435 Exp | The Sacrifice | | | | 408 HL | | | | LVL 16 Head Orc | 1064 Exp | Wolf's Fang | | | | 923 HL | Brawny Muscle | | | | | Light Armor | |-----------|---------------------------------|------------|-------------------| | | LVL 10 Heal 20% | 73 Exp | | | | | 78 HL | | | | LVL 10 Enemy Boost +50% | 73 Exp | | | | | 78 HL | | | | LVL 10 Encroach | 73 Exp | | | | | 78 HL | | '==============================================================================' .-------------------------. ( 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). .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 4 | LVL 14 Petite Orc x3 | 492 Exp | Paw Glove | | 1-4 -- 5 | | 462 HL | | | 5-8 -- 6 | LVL 14 Petite Orc x3 | 492 Exp | Pointy Bone | | 9 -- 7 | | 462 HL | | | | LVL 14 Orc Captain x3 | 635 Exp | Goblin Claw | | | | 598 HL | | | | LVL 14 Orc Captain x3 | 635 Exp | Wolf's Fang | | | | 598 HL | | |-----------|---------------------------------|------------|-------------------| | | LVL 9 Atk +50% | 59 Exp | | | | | 66 HL | | | | LVL 9 Def +50% | 59 Exp | | | | | 66 HL | | '==============================================================================' .------------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 5 | LVL 18 Cu Sith x4 | 888 Exp | Slimy Membrane | | 2-5 -- 6 | | 714 HL | | | 6-9 -- 7 | LVL 20 Dark Hero (neut)* | 676 Exp | Playful Punch | | | | 506 HL | Leather Jacket | | | | | Devil Ring | |-----------|---------------------------------|------------|-------------------| | | LVL 10 Silence* | 73 Exp | | | | | 78 HL | | | | LVL 10 Invincibility* | 73 Exp | | | | | 78 HL | | | | LVL 10 No Entry* | 73 Exp | | | | | 78 HL | | | | LVL 10 No Lifting* | 73 Exp | | | | | 78 HL | | '==============================================================================' .-------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 5 | LVL 16 Petite Orc x4 | 672 Exp | --- | | 2-5 -- 6 | | 581 HL | | | 6-9 -- 7 | LVL 16 Petite Orc x2 | 672 Exp | Goblin Claw | | | | 581 HL | | | | LVL 16 Alraune x4 | 594 Exp | The Dead | | | | 513 HL | | | | LVL 16 Boggart x2 | 672 Exp | The Dead | | | | 581 HL | | | | LVL 18 Orc Captain | 1147 Exp | Wolf's Fang | | | | 924 HL | | | | LVL 18 Cu Sith x2 | 888 Exp | Wolf's Fang | | | | 714 HL | | | | LVL 20 Cu Sith | 1145 Exp | Wolf's Fang | | | | 860 HL | | |-----------|---------------------------------|------------|-------------------| | | LVL 14 No Entry | 149 Exp | | | | | 136 HL | | '==============================================================================' /=======================\ ( EPISODE 6 -- COLISEUM ) (A06) \=======================/ 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 6 | LVL 16 Rogue | 790 Exp | Playful Punch | | 3-6 -- 7 | | 684 HL | Jijo Outfit | | 7-9 -- 8 | | | Binoculars | | | LVL 16 Rogue | 790 Exp | Naginata | | | | 684 HL | Binoculars | | | | | Binoculars | | | | | Binoculars | | | LVL 16 Lady Warrior | 868 Exp | Cardinal Staff | | | | 752 HL | Jijo Outfit | | | | | Psycho Orb | | | LVL 16 Lady Warrior | 868 Exp | 44 Magnum | | | | 752 HL | Jijo Outfit | | | | | Psycho Orb | | | LVL 16 Blue Mage | 476 Exp | Playful Punch | | | | 410 HL | Jijo Outfit | | | | | Psycho Orb | | | LVL 16 Red Skull | 476 Exp | Elven Bow | | | | 410 HL | Jijo Outfit | | | | | Psycho Orb | | | LVL 16 Acolyte | 790 Exp | Battle Axe | | | | 684 HL | Kung-Fu Muscle | | | | | Kung-Fu Muscle | | | | | Kung-Fu Muscle | | | LVL 18 Invincible Hero* | 1044 Exp | Supremacy | | | | 840 HL | Almighty Armor | | | | | Maxi Sandals | | | LVL 20 Warrior** | 1480 Exp | Shamshir | | | | 1113 HL | Traveler Mantle | '==============================================================================' .----------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 6 | LVL 18 Killer Puppet x7 | 1044 Exp | Wolf's Fang | | 3-6 -- 7 | | 840 HL | | | 7-9 -- 8 | LVL 24 Geo Master* | 3684 Exp | Cardinal Staff | | | | 2457 HL | Traveler Mantle | | | | | Psycho Orb | | | LVL 24 Druid** | 1267 Exp | Cardinal Staff | | | | 842 HL | Traveler Mantle | | | | | Psycho Orb | |-----------|---------------------------------|------------|-------------------| | | LVL 1 Ally Damage 20% | 7 Exp | | | | | 6 HL | | | | LVL 1 No Lifting | 7 Exp | | | | | 6 HL | | | | LVL 1 Invincibility* | 7 Exp | | | | | 6 HL | | | | LVL 1 No Entry* | 7 Exp | | | | | 6 HL | | | | LVL 1 No Close Combat* | 7 Exp | | | | | 6 HL | | | | LVL 1 Silence* | 7 Exp | | | | | 6 HL | | | | LVL 1 No Range Attacks* | 7 Exp | | | | | 6 HL | | '==============================================================================' .---------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 7 | LVL 20 Cait Sith x2 | 1480 Exp | --- | | 4-7 -- 8 | | 1113 HL | | | 8-9 -- 9 | LVL 20 Lilim x3 | 1346 Exp | --- | | | | 1012 HL | | | | LVL 22 Nemophilia x2 | 1700 Exp | --- | | | | 1200 HL | | | | LVL 24 Prophet* | 3684 Exp | The Puppet | | | | 2457 HL | Jijo Outfit | | | | | Psycho Orb | | | | | Dark Rosary | | | LVL 24 Beast Tamer** | 1792 Exp | Elven Bow | | | | 1193 HL | Jijo Outfit | |-----------|---------------------------------|------------|-------------------| | | LVL 17 Ally Damage 20% | 232 Exp | | | | | 190 HL | | | | LVL 17 Def +50% | 232 Exp | | | | | 190 HL | | | | LVL 17 Atk +50% | 232 Exp | | | | | 190 HL | | | | LVL 17 Evade | 232 Exp | | | | | 190 HL | | | | LVL 17 Silence | 232 Exp | | | | | 190 HL | | | | LVL 17 Warp | 232 Exp | | | | | 190 HL | | '==============================================================================' .----------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 7 | LVL 22 Pvt. Prinny x10 | 1276 Exp | --- | | 4-7 -- 8 | | 900 HL | | | 8-9 -- 9 | LVL 22 Prinny* | 1276 Exp | --- | | | | 900 HL | | |-----------|---------------------------------|------------|-------------------| | | LVL 18 Enemy Boost x3* | 265 Exp | | | | | 210 HL | | | | LVL 18 Exp +50%** | 265 Exp | | | | | 210 HL | | | | LVL 18 No Lifting** | 265 Exp | | | | | 210 HL | | '==============================================================================' /================================\ ( EPISODE 7 -- BATTLE TOURNAMENT ) (A07) \================================/ 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 8 | LVL 28 Kunoichi | 6202 Exp | Katana | | 2-5 -- 9 | | 3720 HL | Black Outfit | | 6-9 -- 10 | | | Cross-Trainers | |-----------|---------------------------------|------------|-------------------| | | LVL 20 Disperse Damage | 341 Exp | | | | | 253 HL | | | | LVL 20 Evade | 341 Exp | | | | | 253 HL | | | | LVL 20 No Lifting | 341 Exp | | | | | 253 HL | | '==============================================================================' .---------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 7 | LVL 20 Super Hero* | 1011 Exp | Crab Claw | | 1-4 -- 8 | | 759 HL | Slippers | | 5-8 -- 9 | LVL 20 Super Hero* | 1011 Exp | Crab Claw | | 9 -- 10 | | 759 HL | Kung-Fu Muscle | | | LVL 20 Super Hero* | 1011 Exp | The Slave | | | | 759 HL | Binoculars | | | LVL 20 Super Hero* | 1011 Exp | The Slave | | | | 759 HL | Psycho Orb | | | LVL 22 Super Hero* | 1276 Exp | Crab Claw | | | | 900 HL | Traveler | | | LVL 20 Blue Mage** | 810 Exp | Witch's Wand | | | | 607 HL | Psycho Orb | | | LVL 20 Red Mage** | 810 Exp | Pixie Wand | | | | 607 HL | Psycho Orb | | | LVL 20 Green Skull** | 810 Exp | Magician's Wand | | | | 607 HL | Psycho Orb | | | LVL 20 Healer** | 1011 Exp | Cardinal Staff | | | | 759 HL | Psycho Orb | | | LVL 22 Warrior** | 1869 Exp | Knight Sword | | | | 1320 HL | Traveler Mantle | |-----------|---------------------------------|------------|-------------------| | | LVL 16 Atk +50% | 202 Exp | | | | | 171 HL | | | | LVL 16 Def +50% | 202 Exp | | | | | 171 HL | | | | LVL 16 Enemy Boost +50% | 202 Exp | | | | | 171 HL | | | | LVL 16 Ally Damage 20% | 202 Exp | | | | | 171 HL | | | | LVL 16 Evade | 202 Exp | | | | | 171 HL | | '==============================================================================' .-------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 7 | LVL 22 Genin x3 | 1275 Exp | Katana | | 1-4 -- 8 | | 900 HL | | | 5-8 -- 9 | LVL 22 Hanakage x3 | 1275 Exp | Katana | | 9 -- 10 | | 900 HL | | | | LVL 22 Genin x3 | 1275 Exp | Playful Punch | | | | 900 HL | | | | LVL 22 Hanakage x3 | 1275 Exp | Cardinal Staff | | | | 900 HL | | | | LVL 25 Kunoichi | 4662 Exp | Katana | | | | 3024 HL | Black Outfit | | | | | Cross-Trainers | | | LVL 30 Druid** | 2223 Exp | Cardinal Staff | | | | 1267 HL | Traveler Mantle | '==============================================================================' 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. **The Yasha replaces Axel on subsequent visits .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 7 | LVL 22 Archer x4 | 1276 Exp | Elven Bow | | 1-4 -- 8 | | 900 HL | | | 5-8 -- 9 | LVL 22 Gunner x4 | 1276 Exp | Steam Gun | | 9 -- 10 | | 900 HL | | | | LVL 24 Heavy Knight x4 | 2633 Exp | Beckdograban | | | | 1755 HL | Light Armor | | | LVL 24 Magic Knight x2 | 1582 Exp | Spatha | | | | 1053 HL | Jijo Outfit | | | LVL 28 Dark Hero | 5737 Exp | Finger Snap | | | | 3255 HL | Light Armor | | | | | Devil Ring | | | LVL 30 Yasha** | 4071 Exp | Father's Fist | | | | 2323 HL | Traveler Mantle | | | | | Cross-Trainers | |-----------|---------------------------------|------------|-------------------| | | LVL 18 No Entry | 265 Exp | | | | | 210 HL | | '==============================================================================' /=============================\ ( EPISODE 8 -- ZENON APPEARS! ) (A08) \=============================/ 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 9 | LVL 26 Ghoul x8 | 3216 Exp | Slimy Membrane | | 3-6 -- 10 | | 2030 HL | | | 7-9 -- 11 | LVL 30 Dragon | 5550 Exp | Odd Mandible | | | | 3168 HL | Round Shield | | | | | Kung-Fu Muscle | '==============================================================================' .-----------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 9 | LVL 28 Dragon x4 | 4653 Exp | Odd Mandible | | 3-6 -- 10 | | 2790 HL | Round Shield | | 7-9 -- 11 | | | Kung-Fu Muscle | | | LVL 30 Beast Leader x2 | 4071 Exp | Yggdrasil Bow | | | | 2323 HL | Round Shield | | | | | Exertion Belt | |-----------|---------------------------------|------------|-------------------| | | LVL 17 No Entry x3 | 232 Exp | | | | | 190 HL | | | | LVL 25 No Lifting x3 | 588 Exp | | | | | 378 HL | | | | LVL 25 Stage Clear | 588 Exp | | | | | 378 HL | | '==============================================================================' .------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 9 | LVL 25 Green Skull | 1402 Exp | Crystal Rod | | 3-6 -- 10 | | 907 HL | | | 7-9 -- 11 | LVL 25 Red Skull | 1402 Exp | Crystal Rod | | | | 907 HL | | | | LVL 25 Blue Mage | 1402 Exp | Crystal Rod | | | | 907 HL | | | | LVL 25 Star Mage | 1984 Exp | Crystal Rod | | | | 1285 HL | | |-----------|---------------------------------|------------|-------------------| | | LVL 20 No Entry x2 | 341 Exp | | | | | 253 HL | | | | LVL 20 Evade | 341 Exp | | | | | 253 HL | | '==============================================================================' .------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 9 | LVL 15 Togabito x10 | 578 Exp | Boxing Gloves | | 3-6 -- 10 | | 520 HL | | | 7-9 -- 11 |---------------------------------|------------|-------------------| | | LVL 20 Enemy Level Up 10% | 341 Exp | | | | | 253 HL | | | | LVL 20 Silence | 341 Exp | | | | | 253 HL | | '==============================================================================' .-----------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 9 | LVL 30 Blue Mage | 2223 Exp | Crystal Rod | | 3-6 -- 10 | | 1267 HL | Jijo Outfit | | 7-9 -- 11 | | | Psycho Orb | | | LVL 30 Red Skull | 2223 Exp | Crystal Rod | | | | 1267 HL | Traveler Mantle | | | | | Psycho Orb | | | LVL 30 Specter x2 | 4071 Exp | The Demon | | | | 2323 HL | Psycho Orb | | | LVL 32 Dragon x2 | 6549 Exp | Odd Mandible | | | | 3570 HL | | '==============================================================================' .-------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 9 | LVL 30 Archer x6 | 2778 Exp | Jewelled Bow | | 3-6 -- 10 | | 1584 HL | Binoculars | | 7-9 -- 11 | LVL 30 Heavy Knight x4 | 4626 Exp | Shogun Spear | | | | 2640 HL | | | | LVL 30 Acolyte x2 | 3702 Exp | Crystal Rod | | | | 2112 HL | Psycho Orb | |-----------|---------------------------------|------------|-------------------| | | LVL 20 Attack +1 | 341 Exp | | | | | 253 HL | | | | LVL 20 Heal 20% | 341 Exp | | | | | 253 HL | | '==============================================================================' /================================\ ( EPISODE 9 -- SUMMONED OVERLORD ) (A09) \================================/ 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 10 | LVL 30 Killer Puppet x7 | 3702 Exp | --- | | 4-7 -- 11 | | 2112 HL | | | 8-9 -- 12 | LVL 32 Genin x4 | 3277 Exp | Boxing Gloves | | | | 1785 HL | | | | LVL 32 Yukikage | 4368 Exp | Katana | | | | 2380 HL | Black Outfit | | | LVL 32 Hanakage | 3277 Exp | Katana | | | | 1785 HL | Protector | |-----------|---------------------------------|------------|-------------------| | | LVL 18 Enemy Boost +50% | 265 Exp | | | | | 210 HL | | '==============================================================================' .-------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 10 | LVL 32 Magic Knight x4 | 3277 Exp | Bastard Sword | | 4-7 -- 11 | | 1785 HL | | | 8-9 -- 12 | LVL 34 Star Mage x2 | 4344 Exp | Crystal Rod | | | | 2264 HL | | | | LVL 34 Star Skull x2 | 4344 Exp | Crystal Rod | | | | 2264 HL | | | | LVL 28 Chest x3 | 780 Exp | | | | | 465 HL | | |-----------|---------------------------------|------------|-------------------| | | LVL 30 Exp +50% | 930 Exp | | | | | 528 HL | | '==============================================================================' .---------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 10 | LVL 32 Mystic x3 | 3713 Exp | Crystal Rod | | 1-4 -- 11 | | 2023 HL | Dark Orb | | 5-8 -- 12 | LVL 34 Ghoul x4 | 6386 Exp | --- | | 9 -- 13 | | 3330 HL | | | | LVL 34 Hell Hound x2 | 5620 Exp | Viper Bite | | | | 2930 HL | Spirit Muscle | | | LVL 36 Watcher x3 | 6522 Exp | The Delusion | | | | 3260 HL | | |-----------|---------------------------------|------------|-------------------| | | LVL 22 No Entry | 429 Exp | | | | | 300 HL | | | | LVL 22 Disperse Damage | 429 Exp | | | | | 300 HL | | '==============================================================================' .-------------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 10 | LVL 36 Pvt. Prinny* x12 | 4449 Exp | | | 1-4 -- 11 | | 2223 HL | | | 5-8 -- 12 | LVL 36 Hell Hound** x8 | 6522 Exp | Bear Claw | | 9 -- 13 | | 3260 HL | | |-----------|---------------------------------|------------|-------------------| | | LVL 24 Clone* x2 | 531 Exp | | | | | 351 HL | | | | LVL 24 Enemy Boost +50% | 531 Exp | | | | | 351 HL | | | | LVL 24 HL +50%** | 531 Exp | | | | | 351 HL | | | | LVL 24 Move +1** | 531 Exp | | | | | 351 HL | | '==============================================================================' /==============================\ ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 11 | LVL 38 Basilicrow x9 | 7516 Exp | --- | | 2-5 -- 12 | | 3608 HL | | | 6-9 -- 13 |---------------------------------|------------|-------------------| | | LVL 25 No Entry | 588 Exp | | | | | 378 HL | | '==============================================================================' .--------------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 11 | LVL 40 Pvt. Prinny* x12 | 5868 Exp | --- | | 2-5 -- 12 | | 2709 HL | | | 6-9 -- 13 | LVL 38 Archer** x4 | 5127 Exp | Exorcist Bow | | | | 2460 HL | Protector | | | | | Nerd Glasses | | | LVL 38 Hunter** x4 | 6834 Exp | Exorcist | | | | 3280 HL | Protector | | | | | Nerd Glasses | |-----------|---------------------------------|------------|-------------------| | | LVL 27 Critical* | 531 Exp | | | | | 435 HL | | | | LVL 27 Evade* | 531 Exp | | | | | 435 HL | | | | LVL 27 Warp* | 531 Exp | | | | | 435 HL | | | | LVL 34 Exp+50%** | 1282 Exp | | | | | 666 HL | | '==============================================================================' .--------------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 12 | LVL 40 Pvt. Prinny* x10 | 5868 Exp | --- | | 3-6 -- 13 | | 2709 HL | | | 7-9 -- 14 | LVL 40 Rogue** x2 | 7822 Exp | Scorpion | | | | 3612 HL | Magical Vest | | | | | Cross-Trainers | | | LVL 40 Rogue** | 7822 Exp | Masakari | | | | 3812 HL | Magical Vest | | | | | Cross-Trainers | | | LVL 40 Rogue** x2 | 7822 Exp | Bastard Sword | | | | 3612 HL | Magical Vest | | | | | Cross-Trainers | | | LVL 40 Rogue** | 7822 Exp | Spiked Gloves | | | | 3612 HL | Magical Vest | | | | | Cross-Trainers | | | LVL 40 Hunter** x2 | 7822 Exp | Heavy Sword | | | | 3612 HL | Magical Vest | | | | | Cross-Trainers | | | LVL 40 Hunter** | 7822 Exp | Trident | | | | 3612 HL | Magical Vest | | | | | Cross-Trainers | |-----------|---------------------------------|------------|-------------------| | | LVL 28 No Lifting* | 780 Exp | | | | | 465 HL | | | | LVL 28 Fusion* | 780 Exp | | | | | 465 HL | | | | LVL 28 Mana +50%** | 780 Exp | | | | | 465 HL | | | | LVL 28 Exp +50%** | 780 Exp | | | | | 465 HL | | '==============================================================================' .---------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 12 | LVL 42 Ronin x6 | 7564 Exp | Katana | | 3-6 -- 13 | | 3366 HL | | | 7-9 -- 14 | LVL 45 Ninja Master* | 21378 Exp | Niflheim | | | | 9024 HL | Bushido Suit | | | | | Bloody Orb | | | LVL 45 Yukikage** | 10692 Exp | Prinny Staff | | | | 4512 HL | Black Outfit | |-----------|---------------------------------|------------|-------------------| | | LVL 32 Warp | 1096 Exp | | | | | 595 HL | | | | LVL 32 Atk +50% | 1096 Exp | | | | | 595 HL | | '==============================================================================' /=========================\ ( EPISODE 11 -- AWAKENING ) (A11) \=========================/ 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 13 | LVL 38 Black Dog x2 | 9223 Exp | Bull Horn | | 1-4 -- 14 | | 4428 HL | | | 5-8 -- 15 | LVL 41 Sea Monk x2 | 11267 Exp | The Nightmare | | 9 -- 16 | | 5108 HL | | | | LVL 44 Werecat x2 | 13592 Exp | Bull Horn | | | | 5837 HL | | | | LVL 47 Peryton x2 | 16214 Exp | Bull Horn | | | | 6615 HL | | | | LVL 50 Priest | 17731 Exp | Sorcery Rod | | | | 6890 HL | Dak Rosary | | | | | Dark Orb | |-----------|---------------------------------|------------|-------------------| | | LVL 28 No Entry | 780 Exp | Nul/Rd | | | | 465 HL | | | | LVL 28 No Entry | 780 Exp | Nul/Gr | | | | 465 HL | | | | LVL 28 No Entry | 780 Exp | Nul/Yel | | | | 465 HL | | | | LVL 28 No Entry | 780 Exp | Nul/Bl | | | | 465 HL | | | | LVL 35 Invincibility | 1382 Exp | Rd/Rd | | | | 703 HL | | '==============================================================================' .-----------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 13 | LVL 44 Blue Skull x2 | 6044 Exp | Fancy Rod | | 1-4 -- 14 | | 2594 HL | | | 5-8 -- 15 | LVL 44 Red Skull x2 | 6044 Exp | Fancy Rod | | 9 -- 16 | | 2594 HL | | | | LVL 44 Green Skull x2 | 6044 Exp | Fancy Rod | | | | 2594 HL | | | | LVL 46 Blue Mage | 6805 Exp | Fancy Rod | | | | 2822 HL | Magical Vest | | | LVL 46 Red Mage | 6805 Exp | Fancy Rod | | | | 2822 HL | Magical Vest | | | LVL 46 Green Mage | 6805 Exp | Fancy Rod | | | | 2822 HL | Magical Vest | |-----------|---------------------------------|------------|-------------------| | | LVL 38 Ice Element +50% | 1713 Exp | | | | 820 HL | | | | LVL 38 Fire Element +50% | 1713 Exp | | | | 820 HL | | | | LVL 38 Wind Element +50% | 1713 Exp | | | | 820 HL | | | | LVL 38 Silence (move) | 1713 Exp | | | | | 820 HL | | | | LVL 38 Attack +1 (move) | 1713 Exp | | | | | 820 HL | | | | LVL 38 No Entry | 1713 Exp | Yel/Yel | | | | 820 HL | | | | LVL 38 Invincibility | 1713 Exp | Yel/Yel | | | | 820 HL | | '==============================================================================' .--------------------------. ( 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. *The chests only appear during your first visit .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 14 | LVL 48 Sage x8 | 13978 Exp | Druid Staff | | 2-5 -- 15 | | 5610 HL | | | 6-9 -- 16 |---------------------------------|------------|-------------------| | | LVL 35 Chest* x4 | 1382 Exp | | | | | 703 HL | | | | LVL 35 Mana +50% x2 | 1382 Exp | Aq/Aq | | | | 703 HL | | | | LVL 35 Reverse Damage | 1382 Exp | Aq/Aq | | | | 703 HL | | '==============================================================================' .--------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 14 | LVL 46 Shooter x7 | 14171 Exp | Golden Bow | | 2-5 -- 15 | | 5880 HL | | | 6-9 -- 16 | LVL 50 Star Skull | 12059 Exp | Fancy Rod | | | | 4685 HL | Black Outfit | | | | | Dark Orb | | | LVL 50 Star Mage | 12059 Exp | Fancy Rod | | | | 4685 HL | Black Outfit | | | | | Dark Orb | | | LVL 50 Sage | 15604 Exp | Fancy Rod | | | | 6063 HL | Black Outfit | | | | | Dark Orb | |-----------|---------------------------------|------------|-------------------| | | LVL 30 No Entry | 930 Exp | Nul/Yel | | | | 528 HL | | | | LVL 30 No Entry | 930 Exp | Nul/Gr | | | | 528 HL | | | | LVL 30 No Entry | 930 Exp | Nul/Rd | | | | 528 HL | | | | LVL 30 Enemy Boost +50% | 930 Exp | Prp/Prp | | | | 528 HL | | '==============================================================================' .-------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 15 | LVL 50 Dragon | 21276 Exp | Spikey Shell | | 3-6 -- 16 | | 8268 HL | | | 7-9 -- 17 | LVL 50 Fafnir | 24821 Exp | Spikey Shell | | | | 9646 HL | | | | LVL 50 Nidhogg | 28366 Exp | Spikey Shell | | | | 11024 HL | | | | LVL 50 Ahzi Dahaka | 31911 Exp | Spikey Shell | | | | 12402 HL | | |-----------|---------------------------------|------------|-------------------| | | LVL 44 Ally Damage 20% (move) | 2522 Exp | Aq | | | | 1081 HL | | | | LVL 44 Enemy Boost +50% (move) | 2522 Exp | Gr | | | | 1081 HL | | | | LVL 44 Warp (move) | 2522 Exp | Yel | | | | 1081 HL | | | | LVL 44 Atk +50% (move) | 2522 Exp | Bl | | | | 1081 HL | | | | LVL 44 Def +50% (move) | 2522 Exp | Rd | | | | 1081 HL | | '==============================================================================' .--------------------------. ( 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). .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 15 | LVL 50 Blue Mage | 8514 Exp | Prinny Staff | | 3-6 -- 16 | | 3307 HL | Black Outfit | | 7-9 -- 17 | | | Dark Orb | | | LVL 50 Red Mage | 8514 Exp | Prinny Staff | | | | 3307 HL | Black Outfit | | | | | Dark Orb | | | LVL 50 Green Mage | 8514 Exp | Prinny Staff | | | | 3307 HL | Black Outfit | | | | | Dark Orb | | | LVL 50 Star Mage | 12059 Exp | Prinny Staff | | | | 4685 HL | Black Outfit | | | | | Dark Orb | | | LVL 52 White Dragon | 11827 Exp | The Nightmare | | | | 4455 HL | Fur Jacket | | | | | Bloody Orb | | | | | Spirit Muscle | | | LVL 52 Black Dog | 21284 Exp | Bull Horn | | | | 8019 HL | Fur Jacket | | | | | Beastly Belt | | | | | Spirit Muscle | | | LVL 52 Fafnir | 27589 Exp | Bull Horn | | | | 10395 HL | Fur Jacket | | | | | Beastly Belt | | | | | Spirit Muscle | | | LVL 52 Sea Monk | 21284 Exp | The Nightmare | | | | 8019 HL | Fur Jacket | | | | | Bloody Orb | | | | | Spirit Muscle | |-----------|---------------------------------|------------|-------------------| | | LVL 33 No Entry | 1187 Exp | Prp/Prp | | | | 630 HL | | | | LVL 35 Invincibility | 1382 Exp | Aq/Aq | | | | 703 HL | | | | LVL 35 Warp | 1382 Exp | Aq/Aq | | | | 703 HL | | '==============================================================================' .--------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 16 | LVL 1200 Overlord* | 4939173 Exp | Laser Blade | | 4-7 -- 17 | | 10521081 HL | Majin Armor | | 8-9 -- 18 | | | Testament | | | | | Orion's Belt | | | LVL 50 Assassin Doll** x6 | 17731 Exp | --- | | | | 4134 HL | | | | LVL 60 Sage** | 25598 Exp | Fancy Rod | | | | 8593 HL | Black Outfit | | | | | Dark Orb | |-----------|--------------------------------|-------------|-------------------| | | LVL 40 Enemy Boost x3* | 1960 Exp | Rd/Prp | | | | 903 HL | | | | LVL 40 Heal 20%* | 1960 Exp | Rd/Prp | | | | 903 HL | | | | LVL 40 Ally Damage 20%** | 1960 Exp | Rd/Prp | | | | 903 HL | | '==============================================================================' /===========================\ ( EPISODE 12 -- CASTLE RAID ) (A12) \===========================/ 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 16 | LVL 52 Valkyrie x3 | 21284 Exp | Skeleton Bow | | 1-4 -- 17 | | 8019 HL | | | 5-8 -- 18 | LVL 52 Heavy Knight x3 | 23649 Exp | Bone Spear | | 9 -- 19 | | 8910 HL | | | | LVL 52 Destroyer x2 | 21284 Exp | Bekatwa | | | | 8019 HL | | | | LVL 52 Destroyer | 21284 Exp | Heavy Axe | | | | 8019 HL | | |-----------|--------------------------------|-------------|-------------------| | | LVL 34 Enemy Boost +50%* | 1282 Exp | Rd | | | | 666 HL | | | | LVL 42 Exp +50%* x2 | 2229 Exp | Prp | | | | 990 HL | | | | LVL 42 Ally Damage 20%* | 2229 Exp | Aq/Rd | | | | 990 HL | | | | LVL 42 No Lifting* | 2229 Exp | Gr/Rd | | | | 990 HL | | | | LVL 42 Def +50%* | 2229 Exp | Bl/Rd | | | | 990 HL | | | | LVL 42 Heal 20%* | 2229 Exp | | | | 990 HL | | | | LVL 42 Exp +50%** x2 | 2229 Exp | Prp/Rd | | | | 990 HL | | '==============================================================================' .--------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 16 | LVL 52 White Dragon x2 | 11827 Exp | The Accursed | | 1-4 -- 17 | | 4455 HL | Bloody Orb | | 5-8 -- 18 | LVL 52 Succubus x4 | 19708 Exp | The Accursed | | 9 -- 19 | | 7425 HL | | | | LVL 60 Skeletal Dragon | 34905 Exp | Poison Needle | | | | 11718 HL | Battle Vest | | | | | Fight Muscle | |-----------|--------------------------------|-------------|-------------------| | | LVL 36 Enemy Boost x3 | 1783 Exp | Rd/Gr | | | | 741 HL | | | | LVL 36 Enemy Boost +50% | 1783 Exp | Gr/Rd | | | | 741 HL | | '==============================================================================' .-------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 16 | LVL 50 Watcher x2 | 15604 Exp | --- | | 1-4 -- 17 | | 6063 HL | | | 5-8 -- 18 | LVL 50 Corpse x3 | 21276 Exp | --- | | 9 -- 19 | | 8268 HL | | | | LVL 50 Head Orc x3 | 19149 Exp | --- | | | | 7441 HL | | | | LVL 50 Assassin Doll x3 | 17731 Exp | --- | | | | 6890 HL | | | | LVL 50 Specter x2 | 15604 Exp | --- | | | | 6063 HL | | |-----------|--------------------------------|-------------|-------------------| | | LVL 43 No Lifting | 2372 Exp | Aq/Aq | | | | 1035 HL | | | | LVL 43 Enemy Boost x3 (move) | 2372 Exp | Nul | | | | 1035 HL | | '==============================================================================' .-----------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 17 | LVL 56 Succubus x2 | 24098 Exp | The Accursed | | 2-5 -- 18 | | 8555 HL | Magical Vest | | 6-9 -- 19 | LVL 56 Werecat x2 | 26025 Exp | Bear Claw | | | | 9239 HL | Fur Jacket | | | LVL 56 Priest | 24098 Exp | Sorcery Rod | | | | 8555 HL | Magical Vest | | | LVL 60 Beast Lord | 31415 Exp | Heavy Axe | | | | 10546 HL | Fur Jacket | | | LVL 56 Pharbitis | 24098 Exp | The Accursed | | | | 8555 HL | Bloody Orb | | | LVL 56 Shooter | 24098 Exp | Crystal Bow | | | | 8555 HL | Opera Glasses | | | LVL 56 Scout | 24098 Exp | Sledgehammer | | | | 8555 HL | Opera Glasses | | | LVL 56 Valkyrie | 26025 Exp | Benkei's Glaive | | | | 9239 HL | Fur Jacket | | | LVL 56 Rune Knight | 24098 Exp | Evil Buster | | | | 8555 HL | Bloody Orb | | | LVL 56 Hoshikage | 24098 Exp | Hoodlum Fist | | | | 8555 HL | Ninja Tabi | | | LVL 60 Prism Mage | 31415 Exp | Druid Staff | | | | 10546 HL | Fur Jacket | | | | | Ace Muscle | | | | | Ace Muscle | |-----------|--------------------------------|-------------|-------------------| | | LVL 44 No Entry | 2522 Exp | Rd/Rd | | | | 1081 HL | | | | LVL 44 No Lifting | 2522 Exp | Rd/Rd | | | | 1081 HL | | | | LVL 44 Invincibility | 2522 Exp | Rd/Rd | | | | 1081 HL | | | | LVL 44 Evade | 2522 Exp | Yel/Gr | | | | 1081 HL | | | | LVL 44 Warp | 2522 Exp | Yel | | | | 1081 HL | | '==============================================================================' .--------------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 17 | LVL 54 Destroyer x3 | 23574 Exp | Heavy Axe | | 2-5 -- 18 | | 8618 HL | | | 6-9 -- 19 | LVL 56 Bujin | 26025 Exp | Katzbalger | | | | 9239 HL | | | | LVL 56 Jounin | 24098 Exp | Krishmald | | | | 8555 HL | | | | LVL 56 Shura | 26025 Exp | Iron Punch | | | | 9239 HL | | | | LVL 56 Red Skull | 11570 Exp | Sorcery Rod | | | | 4106 HL | Fur Jacket | | | | | Bloody Orb | | | LVL 56 Green Skull | 11570 Exp | Sorcery Rod | | | | 4106 HL | Fur Jacket | | | | | Bloody Orb | | | LVL 56 Blue Skull | 11570 Exp | Sorcery Rod | | | | 4106 HL | Fur Jacket | | | | | Bloody Orb | | | LVL 56 Star Skull | 16388 Exp | Sorcery Rod | | | | 5817 HL | Fur Jacket | | | | | Bloody Orb | | | LVL 56 Sage x2 | 21207 Exp | Fancy Rod | | | | 7528 HL | Fur Jacket | | | | | Bloody Orb | | | LVL 56 Outlaw x2 | 24098 Exp | Flamethrower | | | | 8555 HL | Chain Mail | | | | | Plastic Nose | |-----------|--------------------------------|-------------|-------------------| | | LVL 34 Ally Damage 20% | 1282 Exp | Aq/Aq | | | | 666 HL | | | | LVL 34 Enemy Boost +50% | 1282 Exp | | | | 666 HL | | | | LVL 34 No Entry | 1282 Exp | Gr/Gr | | | | 666 HL | | | | LVL 50 No Range Attacks | 3551 Exp | Nul/Aq | | | | 1378 HL | | | | LVL 50 Warp | 3551 Exp | Rd/Rd | | | | 1378 HL | | | | LVL 50 Warp | 3551 Exp | Yel/Yel | | | | 1378 HL | | | | LVL 50 Warp | 3551 Exp | Prp/Prp | | | | 1378 HL | | | | LVL 50 Silence | 3551 Exp | Yel/Yel | | | | 1378 HL | | | | LVL 50 Silence | 3551 Exp | Prp/Prp | | | | 1378 HL | | '==============================================================================' .----------------------. ( 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 .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 17 | LVL 60 Skeletal Dragon x2 | 34905 Exp | Poison Needle | | 2-5 -- 18 | | 11718 HL | | | 6-9 -- 19 | LVL 60 White Dragon x2 | 17455 Exp | The Dream | | | | 5859 HL | | | | LVL 60 Death Dragon | 40721 Exp | Poison Needle | | | | 13671 HL | | | | LVL 60 Dragon King | 23772 Exp | The Dream | | | | 7812 HL | | | | LVL 65 Priest x2 | 36261 Exp | Druid Staff | | | | 11390 HL | Magical Vest | | | | | Bloody Orb | | | LVL 62 Shooter x2 | 31821 Exp | Skeleton Bow | | | | 10400 HL | Fur Jacket | | | LVL 70 Demon General* | 88901 Exp | Rose Whip | | | | 26280 HL | Scale Mail | | | | | Aura Belt | | | LVL 70 Dark Priest* | 88901 Exp | The Dismal | | | | 26280 HL | Wizard Robe | | | | | Bloody Orb | | | LVL 66 Acolyte** x2 | 30232 Exp | Druid Staff | | | | 9384 HL | Magical Vest | | | | | Bloody Orb | | | LVL 69 Valkyrie** | 46132 Exp | Bone Spear | | | | 13802 HL | Chain Mail | | | | | Beastly Belt | | | LVL 69 Destroyer** | 46132 Exp | Ninja Blade | | | | 13802 HL | Chain Mail | | | | | Beastly Belt | |-----------|--------------------------------|-------------|-------------------| | | LVL 45 Enemy Boost x3 | 2677 Exp | Nul/Rd | | | | 1128 HL | | | | LVL 45 Enemy Boost x3 | 2677 Exp | Nul/Gr | | | | 1128 HL | | | | LVL 45 No Lifting | 2677 Exp | Gr/Bl | | | | 1128 HL | | | | LVL 45 No Lifting | 2677 Exp | Aq/Aq | | | | 1128 HL | | | | LVL 45 No Lifting | 2677 Exp | Bl/Aq | | | | 1128 HL | | | | LVL 45 No Lifting | 2677 Exp | Rd/Prp | | | | 1128 HL | | | | LVL 45 No Lifting | 2677 Exp | Prp/Prp | | | | 1128 HL | | | | LVL 55 No Lifting | 4594 Exp | Yel/Rd | | | | 1653 HL | | '==============================================================================' /=========================\ ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 18 | LVL 60 Yukikage x2 | 23272 Exp | Kunoichi Blade | | 3-6 -- 19 | | 7812 HL | | | 7-9 -- 20 | LVL 60 Yukikage x2 | 23272 Exp | Iron Nails | | | | 7812 HL | | | | LVL 60 Chunin x2 | 23272 Exp | Ninja Blade | | | | 7812 HL | | | | LVL 60 Chunin x2 | 23272 Exp | Iron Nails | | | | 7812 | | | | LVL 62 Samurai x4 | 28003 Exp | Katzbalger | | | | 9152 HL | Chain Mail | | | LVL 66 Bujin | 40811 Exp | Nightmare | | | | 12668 HL | Bushido Suit | | | | | Dark Rosary | | | | | Fight Muscle | |-----------|--------------------------------|-------------|-------------------| | | LVL 48 No Lifting | 3181 Exp | Prp/Bl | | | | 1275 HL | | | | LVL 48 Evade | 3181 Exp | Prp/Bl | | | | 1275 | | '==============================================================================' .-----------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 18 | LVL 64 Red Mage | 16668 Exp | Sorcery Rod | | 3-6 -- 19 | | 5306 HL | Plastic Nose | | 7-9 -- 20 | | | Bloody Orb | | | LVL 64 Green Mage | 16668 Exp | Sorcery Rod | | | | 5306 HL | Plastic Nose | | | | | Bloody Orb | | | LVL 64 Blue Mage | 16668 Exp | Sorcery Rod | | | | 5306 HL | Plastic Nose | | | | | Bloody Orb | | | LVL 60 Cait Sith x5 | 25598 Exp | Rose Whip | | | | 8593 HL | | | | LVL 64 Belladonna x3 | 41661 Exp | Lust | | | | 13266 HL | | | | LVL 70 Wood Giant | 62232 Exp | Golem Punch | | | | 18396 HL | Breastplate | |-----------|--------------------------------|-------------|-------------------| | | LVL 52 No Lifting | 3946 Exp | Rd/Rd | | | | 1485 HL | | | | LVL 52 Enemy Boost x3 | 3946 Exp | Nul/Rd | | | | 1485 HL | | | | LVL 52 No Entry | 3946 Exp | Nul/Aq | | | | 1485 HL | | | | LVL 52 Damage 20% | 3946 Exp | Rd | | | | 1485 HL | | '==============================================================================' .-----------------------. ( 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. *Fubuki will only appear on your first visit .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 18 | LVL 44 Sage x2 | 11076 Exp | Sorcery Rod | | 3-6 -- 19 | | 4756 HL | Bloody Orb | | 7-9 -- 20 | LVL 44 Outlaw x2 | 12586 Exp | Sledgehammer | | | | 5405 HL | Plastic Nose | | | LVL 44 Destroyer x2 | 13592 Exp | Giant Axe | | | | 5837 HL | | | | LVL 46 Steel Knight | 19837 Exp | Benten | | | | 8232 HL | | | | LVL 44 Shura x2 | 13592 Exp | Hoodlum Fist | | | | 5837 HL | | | | LVL 46 Bujin | 15304 Exp | Katzbalger | | | | 6350 HL | | | | LVL 46 Scout x2 | 14171 Exp | Sledgehammer | | | | 5880 HL | | | | LVL 48 Shooter | 15883 Exp | Demon Bow | | | | 6375 HL | | | | LVL 46 Beast Lord x2 | 15304 Exp | Berserker | | | | 6350 HL | | | | LVL 50 Wood Giant | 24821 Exp | Golem Punch | | | | 9646 HL | Ace Muscle | | | LVL 74 Ninja Master* (Neutral) | 82962 Exp | Niflheim | | | | 23408 HL | Bushido Suit | | | | | Bloody Orb | | | | | Ninja Tabi | |-----------|--------------------------------|-------------|-------------------| | | LVL 58 Enemy Level Up 10% | 5307 Exp | Nul/Yel | | | | 1830 HL | | '==============================================================================' .------------------------. ( 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). .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 19 | LVL 70 Garm x2 | 56898 Exp | Mystic Horn | | 4-7 -- 20 | | 16819 HL | | | 8-9 -- 21 | LVL 70 Death Dragon x2 | 62232 Exp | Tiger Fang | | | | 18396 HL | | | | LVL 70 Nidhogg x2 | 71122 Exp | Tiger Fang | | | | 21024 HL | | | | LVL 70 Saint Dragon x2 | 44453 Exp | Confusion | | | | 13140 HL | | | | LVL 70 Tree Folk x2 | 71122 Exp | Golem Punch | | | | 21024 HL | | | | LVL 80 Baciel | 154611 Exp | Organic Power | | | | 40836 HL | Large Shield | | | | | Victory Muscle | |-----------|--------------------------------|-------------|-------------------| | | LVL 50 No Entry | 3551 Exp | Prp/Gr | | | | 1378 HL | | | | LVL 50 No Entry | 3551 Exp | Prp/Bl | | | | 1378 HL | | | | LVL 50 Ally Damage 20% x4 | 3551 Exp | Prp (move) | | | | 1378 HL | | '==============================================================================' .----------------------. ( 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 19 | LVL 90 Overlord | 376287 Exp | Envy | | 4-7 -- 20 | | 89838 HL | Large Shield | | 8-9 -- 21 | | | World Muscle | | | | | Royal Ring | '==============================================================================' 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) \=========================/ .-------------------------. ( 1-1 -- BEGINNER'S FIELD ) '-------------------------' REQ -- Initially unlocked REPORT -- Enemies revived every 2 turns DIFF -- 3 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 20 | LVL 80 Observer x3 | 69576 Exp | Poison Needle | | 2-5 -- 21 | | 18376 HL | | | 6-9 -- 22 | | | | '==============================================================================' .------------------------. ( 1-2 -- REFLECTION POND ) '------------------------' REQ -- Clear the stage with no damage taken (optional) REPORT -- DIFF -- .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-2 -- 21 | LVL 81 Orc King x4 | 85366 Exp | Poison Needle | | 3-6 -- 22 | | 22310 HL | Protector | | 7-9 -- 23 | LVL 82 Orc Master | 102148 Exp | Rose Whip | | | | 26418 HL | Fur Jacket | |-----------|--------------------------------|-------------|-------------------| | | LVL 65 Enemy Boost +50% | 7251 Exp | Nul/Rd | | | | 2278 HL | | '==============================================================================' .-------------------------. ( 1-3 -- PSYCHO'S HIDEOUT ) '-------------------------' REQ -- Receive any damage (automatically) REPORT -- DIFF -- .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 22 | LVL 85 Garm x3 | 97689 Exp | Poison Needle | | 4-7 -- 23 | | 24499 HL | | | 8-9 -- 24 |--------------------------------|-------------|-------------------| | | LVL 70 Enemy Boost x3 | 8895 Exp | Nul/Prp | | | | 2628 HL | | '==============================================================================' .------------------------. ( 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 -- .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0 -- 22 | LVL 80 Red Skull x4 | 30926 Exp | Sorcery Rod | | 1-4 -- 23 | | 8167 HL | Astral Orb | | 5-8 -- 24 | LVL 80 Red Mage x4 | 30926 Exp | Jeweled Scepter | | 9 -- 25 | | 8167 HL | Astral Orb | |-----------|--------------------------------|-------------|-------------------| | | LVL 75 No Lifting | 10770 Exp | Aq/Aq | | | | 3003 HL | | | | LVL 75 Reverse Damage | 10770 Exp | Aq/Aq | | | | 3003 HL | | '==============================================================================' /=========================\ ( 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 -- .----------------------. ( 2-2 -- SANCTION ROOM ) '----------------------' REQ -- Clear stage within 1 turn (optional) 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. .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 19 | LVL 60 Bow Master x8 | 34905 Exp | Crystal Bow | | 4-7 -- 20 | | 11718 HL | | | 8-9 -- 21 |--------------------------------|-------------|-------------------| | | LVL 50 Atk +50% | 3551 Exp | Gr/Rd | | | | 1378 HL | | | | LVL 50 Def +50% | 3551 Exp | Bl/Rd | | | | 1378 HL | | | | LVL 50 Heal 20% | 3551 Exp | Yel/Rd | | | | 1378 HL | | | | LVL 50 Attack +1 | 3551 Exp | Prp/Rd | | | | 1378 HL | | | | LVL 50 Exp +50% x2 | 3551 Exp | Nul | | | | 1378 HL | | '==============================================================================' .----------. ( ORDEAL 2 ) '----------' .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 20 | | 2-5 -- 21 | | 6-9 -- 22 | .----------. ( ORDEAL 3 ) '----------' .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 29 | | 2-5 -- 30 | | 6-9 -- 31 | .----------. ( ORDEAL 4 ) '----------' .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-1 -- 38 | | 2-5 -- 39 | | 6-9 -- 40 | .----------. ( ORDEAL 5 ) '----------' .==============================================================================. | BONUSES | ENEMIES | EXP/HL | EQUIPMENT | |==============================================================================| | 0-3 -- 47 | | 4-7 -- 48 | | 8-9 -- 49 | /=================\ ( 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. .----------------------. .-----------------. | Archer -- DH01 | | Adell -- DU01 | | Armor Knight -- DH02 | | Axel -- DU02 | | Beast Master -- DH03 | | Etna -- DU03 | | Cleric -- DH04 | | Flonne -- DU04 | | Fighter -- DH05 | | Fubuki -- DU05 | | Gunner -- DH06 | | Hanako -- DU06 | | Kunoichi -- DH07 | | Kurtis -- DU07 | | Lady Fighter -- DH08 | | Laharl -- DU08 | | Magic Knight -- DH09 | | Rozalin -- DU09 | | Magician -- DH10 | | Taro -- DU10 | | Majin -- DH11 | | Tink -- DU11 | | Ninja -- DH12 | '-----------------' | Samurai -- DH13 | | Sinner -- DH14 | | Skull -- DH15 | | Thief -- DH16 | | Wiseman -- DH17 | '----------------------' /===============\ ( 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 | |------------------------------------------------| | '------------------------------------------------' O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| VII. MONSTER CLASSES (E00) |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O 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. .----------------------. | Aqua Demon -- E01 | | Catgirl -- E02 | | Dragon -- E03 | | Dragon Zombie -- E04 | | Flora Beast -- E05 | | Holy Dragon -- E06 | | Marionette -- E07 | | Mothman -- E08 | | Orc -- E09 | | Prinny -- E10 | | Rifle Demon -- E11 | | Roc -- E12 | | Spirit -- E13 | | Succubus -- E14 | | Wolf Demon -- E15 | | Wood Golem -- E16 | | Zombie -- E17 | '----------------------' .------------------------------------------------------------------------------. | 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 SPELLS -- Electric Shock (start) Plasma Charge (level 12) Shock Arrow (level 36) Electronic Gamer (level 78) .-----------------------. .-------------------------------------------------. | WARSLUG | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 18 | 14 | 9 | 12 | 15 | 12 | 8 | 6 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 100 | 100 | 80 | 100 | 110 | 100 | 80 | 60 | | CAPT -- Stage 3-3 (C) | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | VODIANOI | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 20 | 15 | 9 | 13 | 16 | 13 | 8 | 6 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 100 | 100 | 80 | 100 | 110 | 100 | 80 | 60 | | REQ -- LVL 12 | '-------------------------------------------------' | CAPT -- Stage 3-3 (C) | '-----------------------' .-----------------------. .-------------------------------------------------. | SEA MONK | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 22 | 16 | 10 | 14 | 17 | 14 | 9 | 6 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 110 | 110 | 80 | 100 | 120 | 100 | 80 | 60 | | REQ -- LVL 24 | '-------------------------------------------------' | CAPT -- Stage 11-1 | '-----------------------' .-----------------------. .-------------------------------------------------. | AQUA FIGHTER | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 24 | 17 | 10 | 15 | 18 | 15 | 9 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 110 | 110 | 90 | 110 | 120 | 110 | 90 | 70 | | REQ -- LVL 48 | '-------------------------------------------------' | CAPT -- DW 3-4 | '-----------------------' .-----------------------. .-------------------------------------------------. | CHARYBDIS | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 26 | 18 | 11 | 16 | 19 | 16 | 10 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 120 | 120 | 90 | 110 | 130 | 110 | 90 | 70 | | REQ -- LVL 96 | '-------------------------------------------------' | CAPT -- DW 3-4 (C) | '-----------------------' .-----------------------. .-------------------------------------------------. | DAGON | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 28 | 19 | 11 | 17 | 20 | 17 | 10 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 120 | 120 | 90 | 110 | 130 | 110 | 90 | 70 | | REQ -- LVL 192 | '-------------------------------------------------' '-----------------------' /=========\ ( CATGIRL ) (E02) \=========/ FIRST KILLABLE -- Stage 4-3 SPECIAL -- +50% damage when countering LOVER BONUS -- +1% per level SPELLS -- Cat Strike (level 6) Cat Blast (level 18) Cat Kick (level 36) Cat Fight (level 72) .-----------------------. .-------------------------------------------------. | NEKOMATA | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 3 | | 20 | 9 | 17 | 10 | 6 | 6 | 11 | 15 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 25 | | 100 | 90 | 110 | 90 | 70 | 70 | 100 | 100 | | CAPT -- Stage 4-3 | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | CAIT SITH | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 3 | | 22 | 9 | 18 | 11 | 6 | 6 | 12 | 16 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 25 | | 100 | 90 | 110 | 90 | 70 | 70 | 100 | 100 | | REQ -- LVL 12 | '-------------------------------------------------' | CAPT -- Stage 6-3 (1) | '-----------------------' .-----------------------. .-------------------------------------------------. | WERECAT | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 3 | | 24 | 10 | 19 | 12 | 6 | 6 | 13 | 17 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 25 | | 110 | 90 | 120 | 90 | 70 | 70 | 100 | 110 | | REQ -- LVL 24 | '-------------------------------------------------' | CAPT -- Stge 11-1 (1) | '-----------------------' .-----------------------. .-------------------------------------------------. | TAILRING | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 3 | | 26 | 10 | 20 | 13 | 7 | 7 | 14 | 18 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 25 | | 110 | 100 | 120 | 100 | 80 | 80 | 110 | 110 | | REQ -- LVL 48 | '-------------------------------------------------' | CAPT -- DW 4-2 | '-----------------------' .-----------------------. .-------------------------------------------------. | ELBACKY | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 3 | | 28 | 11 | 21 | 14 | 7 | 7 | 15 | 19 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 25 | | 120 | 100 | 130 | 110 | 80 | 80 | 110 | 120 | | REQ -- LVL 96 | '-------------------------------------------------' | CAPT -- Item World | '-----------------------' .-----------------------. .-------------------------------------------------. | BASTET | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 3 | | 30 | 11 | 22 | 15 | 7 | 7 | 16 | 20 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 25 | | 120 | 100 | 130 | 100 | 80 | 80 | 110 | 120 | | REQ -- LVL 192 | '-------------------------------------------------' '-----------------------' /========\ ( DRAGON ) (E03) \========/ 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) .-----------------------. .-------------------------------------------------. | DRAGON | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 28 | 9 | 16 | 14 | 10 | 11 | 8 | 6 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 20 | | 120 | 90 | 100 | 100 | 90 | 100 | 70 | 60 | | CAPT -- Episode 8 | '-------------------------------------------------' | (Sunken Altar) | '-----------------------' .-----------------------. .-------------------------------------------------. | FAFNIR | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 32 | 9 | 17 | 15 | 11 | 12 | 8 | 6 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 20 | | 120 | 90 | 100 | 100 | 90 | 100 | 70 | 60 | | REQ -- LVL 15 | '-------------------------------------------------' | CAPT -- Stage 11-5 | '-----------------------' .-----------------------. .-------------------------------------------------. | NIDHOGG | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 36 | 10 | 18 | 16 | 12 | 13 | 9 | 6 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 20 | | 130 | 90 | 110 | 110 | 90 | 100 | 70 | 60 | | REQ -- LVL 30 | '-------------------------------------------------' | CAPT -- Stge 11-5 (1) | '-----------------------' .-----------------------. .-------------------------------------------------. | AHZI DAHAKA | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 40 | 10 | 19 | 17 | 13 | 14 | 9 | 7 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 20 | | 130 | 100 | 110 | 110 | 100 | 110 | 80 | 70 | | REQ -- LVL 60 | '-------------------------------------------------' | CAPT -- Stge 11-5 (C) | '-----------------------' .-----------------------. .-------------------------------------------------. | TIAMAT | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 44 | 11 | 20 | 18 | 14 | 15 | 10 | 7 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 20 | | 140 | 100 | 120 | 120 | 100 | 110 | 80 | 70 | | REQ -- LVL 120 | '-------------------------------------------------' | CAPT -- DW 8-1 (C) | '-----------------------' .-----------------------. .-------------------------------------------------. | BAHAMUT | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 48 | 11 | 21 | 19 | 15 | 16 | 10 | 7 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 20 | | 140 | 100 | 120 | 120 | 100 | 110 | 80 | 70 | | REQ -- LVL 240 | '-------------------------------------------------' '-----------------------' /===============\ ( DRAGON ZOMBIE ) (E04) \===============/ FIRST KILLABLE -- Stage 12-2 SPECIAL -- All damage from physical attacks reduced by 50% LOVER BONUS -- +1% per level SPELLS -- Curse Breath (level 15) Hatred Bite (level 35) Darkness Breath (level 75) Homing Curse (level 150) .-----------------------. .-------------------------------------------------. | SKELETAL DRAGON | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 28 | 10 | 16 | 18 | 8 | 6 | 10 | 6 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 100 | 90 | 110 | 110 | 90 | 70 | 100 | 60 | | CAPT -- Stage 12-6 | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | DEATH DRAGON | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 30 | 10 | 17 | 20 | 8 | 6 | 11 | 6 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 100 | 90 | 110 | 110 | 90 | 70 | 11 | 6 | | REQ -- LVL 15 | '-------------------------------------------------' | CAPT -- Stage 12-6 | '-----------------------' .-----------------------. .-------------------------------------------------. | CURSE DRAGON | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 32 | 11 | 18 | 22 | 9 | 6 | 12 | 6 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 110 | 90 | 120 | 120 | 90 | 70 | 100 | 60 | | REQ -- LVL 30 | '-------------------------------------------------' | CAPT -- CoO 2 | '-----------------------' .-----------------------. .-------------------------------------------------. | MYSTIC DRAGON | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 34 | 11 | 19 | 24 | 9 | 7 | 13 | 7 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 110 | 100 | 120 | 120 | 100 | 80 | 110 | 70 | | REQ -- LVL 60 | '-------------------------------------------------' | CAPT -- Item World | '-----------------------' .-----------------------. .-------------------------------------------------. | DARK DRAGON | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | | REQ -- LVL 120 | '-------------------------------------------------' | CAPT -- DW 12-3 | '-----------------------' .-----------------------. .-------------------------------------------------. | HELL DRAGON | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | | REQ -- LVL 240 | '-------------------------------------------------' '-----------------------' /=============\ ( FLORA BEAST ) (E05) \=============/ FIRST KILLABLE -- Stage 4-1 SPECIAL -- All damage from magical attacks reduced by 50% LOVER BONUS -- +1% per level SPELLS -- Green Needle (start) Flower Dance (level 15) Full Bloom (level 35) Flower Hazard (level 75) .-----------------------. .-------------------------------------------------. | ALRAUNE | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 14 | 13 | 12 | 7 | 13 | 16 | 12 | 6 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 90 | 100 | 100 | 70 | 100 | 110 | 100 | 60 | | CAPT -- Stage 4-1 (C) | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | NEMOPHILA | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 15 | 14 | 13 | 7 | 14 | 18 | 13 | 6 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 90 | 100 | 100 | 70 | 100 | 110 | 100 | 60 | | REQ -- LVL 12 | '-------------------------------------------------' | CAPT -- Stage 6-3 (1) | '-----------------------' .-----------------------. .-------------------------------------------------. | PHARBITIS | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 16 | 15 | 14 | 8 | 15 | 20 | 14 | 6 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 90 | 110 | 100 | 70 | 110 | 120 | 100 | 60 | | REQ -- LVL 24 | '-------------------------------------------------' | CAPT -- Stage 12-4 | '-----------------------' .-----------------------. .-------------------------------------------------. | BELLADONNA | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 17 | 16 | 15 | 8 | 16 | 22 | 15 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 100 | 110 | 110 | 80 | 110 | 120 | 110 | 70 | | REQ -- LVL 48 | '-------------------------------------------------' | CAPT -- DW 4-3 | '-----------------------' .-----------------------. .-------------------------------------------------. | PHOTINIA | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 18 | 17 | 16 | 9 | 17 | 24 | 16 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 100 | 120 | 110 | 80 | 120 | 130 | 110 | 70 | | REQ -- LVL 96 | '-------------------------------------------------' | CAPT -- DW 11-3 (1) | '-----------------------' .-----------------------. .-------------------------------------------------. | PARTHENOCISSUS | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 19 | 18 | 17 | 9 | 18 | 26 | 17 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 100 | 120 | 110 | 80 | 120 | 130 | 110 | 70 | | REQ -- LVL 192 | '-------------------------------------------------' '-----------------------' /=============\ ( HOLY DRAGON ) (E06) \=============/ 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 SPELLS -- Holy Impact (start) Dragon Cure (level 25) Holy Flare (level 50) Nirvana (level 85) 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. .-----------------------. .-------------------------------------------------. | WHITE DRAGON | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 16 | 12 | 7 | 8 | 15 | 14 | 10 | 12 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 30 | | 90 | 100 | 70 | 80 | 110 | 100 | 90 | 100 | | CAPT -- Stage 12-6 | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | DRAGON KING | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 17 | 13 | 7 | 8 | 16 | 15 | 10 | 13 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 30 | | 90 | 100 | 70 | 80 | 110 | 100 | 90 | 100 | | REQ -- LVL 15 | '-------------------------------------------------' | CAPT -- Stage 12-6 | '-----------------------' .-----------------------. .-------------------------------------------------. | SAINT DRAGON | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 18 | 14 | 8 | 9 | 17 | 16 | 11 | 14 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 30 | | 90 | 100 | 70 | 80 | 120 | 110 | 90 | 100 | | REQ -- LVL 30 | '-------------------------------------------------' | CAPT -- CoO 2 | '-----------------------' .-----------------------. .-------------------------------------------------. | HEAVEN DRAGON | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 19 | 15 | 8 | 9 | 18 | 17 | 11 | 15 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 30 | | 100 | 110 | 80 | 90 | 120 | 110 | 100 | 110 | | REQ -- LVL 60 | '-------------------------------------------------' | CAPT -- DW 10-2 | '-----------------------' .-----------------------. .-------------------------------------------------. | TERRA DRAGON | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 20 | 16 | 9 | 10 | 19 | 18 | 12 | 15 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 30 | | 100 | 110 | 80 | 90 | 130 | 120 | 100 | 110 | | REQ -- LVL 120 | '-------------------------------------------------' | CAPT -- Item World | '-----------------------' .-----------------------. .-------------------------------------------------. | DIVINE DRAGON | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 30 | | | REQ -- LVL 240 | '-------------------------------------------------' '-----------------------' /============\ ( MARIONETTE ) (E07) \============/ FIRST KILLABLE -- Stage 2-1 SPECIAL -- Immune to status ailments LOVER BONUS -- +1.25% stat bonus for each level SPELLS -- Spin Bomb (level 5) Poison Poison (level 15) Magical Knife (level 30) Illusion (level 60) .-----------------------. .-------------------------------------------------. | MARIONETTE | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 12 | 10 | 14 | 14 | 6 | 14 | 8 | 14 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 25 | | 70 | 80 | 100 | 110 | 60 | 110 | 80 | 110 | | CAPT -- Stage 2-2 (C) | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | KILLER PUPPET | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 13 | 10 | 15 | 15 | 6 | 15 | 8 | 15 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 25 | | 70 | 80 | 100 | 110 | 60 | 110 | 80 | 110 | | REQ -- LVL 10 | '-------------------------------------------------' | CAPT -- Stage 9-1 | '-----------------------' .-----------------------. .-------------------------------------------------. | ASSASSIN DOLL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 14 | 11 | 16 | 16 | 6 | 16 | 9 | 16 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 25 | | 70 | 80 | 110 | 120 | 60 | 120 | 80 | 120 | | REQ -- LVL 20 | '-------------------------------------------------' | CAPT -- Stage 12-3 | '-----------------------' .-----------------------. .-------------------------------------------------. | DEATH COPPELIA | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 15 | 11 | 17 | 17 | 7 | 17 | 9 | 17 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 25 | | 80 | 90 | 110 | 120 | 70 | 120 | 90 | 120 | | REQ -- LVL 40 | '-------------------------------------------------' | CAPT -- DW 2-1 | '-----------------------' .-----------------------. .-------------------------------------------------. | MAD JESTER | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 16 | 12 | 18 | 18 | 7 | 18 | 10 | 18 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 25 | | 80 | 90 | 120 | 130 | 70 | 130 | 90 | 130 | | REQ -- LVL 80 | '-------------------------------------------------' | CAPT -- CoO 4 | '-----------------------' .-----------------------. .-------------------------------------------------. | HELLS CROWN | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 17 | 12 | 19 | 19 | 7 | 19 | 10 | 19 | | MOVE -- 5 | |-------------------------------------------------| | JUMP -- 25 | | 80 | 90 | 120 | 130 | 70 | 130 | 90 | 130 | | REQ -- LVL 160 | '-------------------------------------------------' '-----------------------' /=========\ ( MOTHMAN ) (E08) \=========/ 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 SPELLS -- Hell Pollen (level 4) Bug Hypnosis (level 18) Ultra Sound (level 38) Tornado Dive (level 64) 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. .-----------------------. .-------------------------------------------------. | MOTHMAN | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 11 | 11 | 11 | 6 | 12 | 14 | 12 | 16 | | MOVE -- 6 | |-------------------------------------------------| | JUMP -- 35 | | 80 | 90 | 90 | 70 | 100 | 100 | 100 | 110 | '-----------------------' '-------------------------------------------------' .-----------------------. .-------------------------------------------------. | MESSENGER | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 12 | 12 | 12 | 6 | 13 | 15 | 13 | 18 | | MOVE -- 6 | |-------------------------------------------------| | JUMP -- 35 | | 80 | 90 | 90 | 70 | 100 | 100 | 100 | 110 | | REQ -- LVL 10 | '-------------------------------------------------' | CAPT -- Stage 3-4 (C) | '-----------------------' .-----------------------. .-------------------------------------------------. | WATCHER | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 13 | 13 | 13 | 6 | 14 | 16 | 14 | 20 | | MOVE -- 6 | |-------------------------------------------------| | JUMP -- 35 | | 80 | 90 | 90 | 70 | 100 | 110 | 100 | 120 | | REQ -- LVL 20 | '-------------------------------------------------' | CAPT -- Stage 12-3 | '-----------------------' .-----------------------. .-------------------------------------------------. | OBSERVER | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 14 | 14 | 14 | 7 | 15 | 17 | 15 | 22 | | MOVE -- 6 | |-------------------------------------------------| | JUMP -- 35 | | 90 | 100 | 100 | 80 | 110 | 110 | 110 | 120 | | REQ -- LVL 40 | '-------------------------------------------------' | CAPT -- DW 1-1 | '-----------------------' .-----------------------. .-------------------------------------------------. | SPY | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 15 | 15 | 15 | 7 | 16 | 18 | 16 | 24 | | MOVE -- 6 | |-------------------------------------------------| | JUMP -- 35 | | 90 | 100 | 100 | 80 | 110 | 120 | 110 | 130 | | REQ -- LVL 80 | '-------------------------------------------------' | CAPT -- DW 8-5 | '-----------------------' .-----------------------. .-------------------------------------------------. | UNKNOWN | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 16 | 16 | 16 | 7 | 17 | 19 | 17 | 26 | | MOVE -- 6 | |-------------------------------------------------| | JUMP -- 35 | | 90 | 100 | 100 | 80 | 110 | 120 | 110 | 130 | | REQ -- LVL 160 | '-------------------------------------------------' '-----------------------' /=====\ ( ORC ) (E09) \=====/ FIRST KILLABLE -- Stage 1-1 SPECIAL -- ATK +25% when critical LOVER BONUS -- +1% for each level (up to 50% ATK boost when critical) SPELLS -- Orc Combo (level 3) Orc Attack (level 18) Orc Throw (level 36) Orc God (level 68) 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. .-----------------------. .-------------------------------------------------. | PETITE ORC | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 20 | 14 | 16 | 13 | 6 | 10 | 12 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 100 | 110 | 100 | 100 | 60 | 90 | 100 | 70 | | CAPT -- Stage 4-1 (C) | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | ORC CAPTAIN | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 22 | 15 | 17 | 14 | 6 | 10 | 13 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 100 | 110 | 100 | 100 | 60 | 90 | 100 | 70 | | REQ -- LVL 10 | '-------------------------------------------------' | CAPT -- Stage 5-4 (1) | '-----------------------' .-----------------------. .-------------------------------------------------. | HEAD ORC | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 24 | 16 | 18 | 15 | 6 | 11 | 14 | 8 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 110 | 120 | 110 | 100 | 60 | 90 | 100 | 70 | | REQ -- LVL 20 | '-------------------------------------------------' | CAPT -- Stage 12-3 | '-----------------------' .-----------------------. .-------------------------------------------------. | ORC MASTER | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 26 | 17 | 19 | 16 | 7 | 11 | 15 | 8 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 110 | 120 | 110 | 110 | 70 | 100 | 110 | 80 | | REQ -- LVL 40 | '-------------------------------------------------' | CAPT -- DW 1-2 | '-----------------------' .-----------------------. .-------------------------------------------------. | ORC KING | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 28 | 18 | 20 | 17 | 7 | 12 | 16 | 9 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 120 | 130 | 120 | 110 | 70 | 100 | 110 | 80 | | REQ -- LVL 80 | '-------------------------------------------------' | CAPT -- DW 1-2 (C) | '-----------------------' .-----------------------. .-------------------------------------------------. | SHADOW ORC | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 30 | 19 | 21 | 18 | 7 | 12 | 17 | 9 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 120 | 130 | 120 | 110 | 70 | 100 | 110 | 80 | | REQ -- LVL 160 | '-------------------------------------------------' '-----------------------' /========\ ( PRINNY ) (E10) \========/ 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) SPELLS -- Prinny Barrage (level 3) Prinny Dance (level 14) Prinny Bomb (level 34) Pringer Beam (level 64) 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! .-----------------------. .-------------------------------------------------. | PVT. PRINNY | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 18 | 12 | 14 | 8 | 8 | 10 | 14 | 10 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 100 | 100 | 100 | 80 | 80 | 90 | 100 | 90 | '-----------------------' '-------------------------------------------------' .-----------------------. .-------------------------------------------------. | CPT. PRINNY | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 20 | 13 | 15 | 8 | 8 | 10 | 15 | 10 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 100 | 100 | 100 | 80 | 80 | 90 | 100 | 90 | | REQ -- LVL 10 | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | COL. PRINNY | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 22 | 14 | 16 | 9 | 9 | 11 | 16 | 11 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 110 | 100 | 110 | 80 | 80 | 90 | 110 | 90 | | REQ -- LVL 20 | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | GEN. PRINNY | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 24 | 15 | 17 | 9 | 9 | 11 | 17 | 11 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 110 | 110 | 110 | 90 | 90 | 100 | 110 | 100 | | REQ -- LVL 40 | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | PRINNY KING | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 26 | 16 | 18 | 10 | 10 | 12 | 18 | 12 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 120 | 110 | 120 | 90 | 90 | 100 | 120 | 100 | | REQ -- LVL 80 | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | PRINNY GOD | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 28 | 17 | 19 | 10 | 10 | 12 | 19 | 12 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 120 | 110 | 120 | 90 | 90 | 100 | 120 | 100 | | REQ -- LVL 160 | '-------------------------------------------------' '-----------------------' /=============\ ( RIFLE DEMON ) (E11) \=============/ 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. .-----------------------. .-------------------------------------------------. | BACIEL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 32 | 14 | 16 | 12 | 6 | 14 | 6 | 6 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 110 | 100 | 110 | 100 | 60 | 100 | 70 | 70 | | CAPT -- Item World | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | GAMBIEL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 36 | 15 | 18 | 13 | 6 | 15 | 6 | 6 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 110 | 100 | 110 | 100 | 60 | 100 | 70 | 70 | | REQ -- LVL 15 | '-------------------------------------------------' | CAPT -- Item World | '-----------------------' .-----------------------. .-------------------------------------------------. | ADNACHIEL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 40 | 15 | 20 | 14 | 6 | 16 | 6 | 6 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 120 | 110 | 120 | 100 | 60 | 110 | 70 | 70 | | REQ -- LVL 30 | '-------------------------------------------------' | CAPT -- DW 8-4 | '-----------------------' .-----------------------. .-------------------------------------------------. | VERCHIEL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 44 | 16 | 22 | 15 | 7 | 17 | 7 | 7 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 120 | 110 | 120 | 110 | 70 | 110 | 80 | 80 | | REQ -- LVL 60 | '-------------------------------------------------' | CAPT -- DW 13-1 | '-----------------------' .-----------------------. .-------------------------------------------------. | AMBRIEL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | 48 | 17 | 24 | 16 | 7 | 18 | 7 | 7 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 130 | 120 | 130 | 110 | 70 | 120 | 80 | 80 | | REQ -- LVL 120 | '-------------------------------------------------' | CAPT -- Item World | '-----------------------' .-----------------------. .-------------------------------------------------. | MALCHIDAEL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 2 | | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | | REQ -- LVL 240 | '-----------------------' /=====\ ( ROC ) (E12) \=====/ FIRST KILLABLE -- Stage 4-2 SPECIAL -- Adjacent enemies have stats reduced by 20% LOVER BONUS -- +1% for each level SPELLS -- Stone Breath (level 4) Sand Storm (level 20) Cyclone Breath (level 40) Super Egg (level 72) .-----------------------. .-------------------------------------------------. | COCKATRICE | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 18 | 13 | 14 | 10 | 8 | 12 | 13 | 8 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 25 | | 100 | 100 | 100 | 90 | 80 | 100 | 100 | 80 | | CAPT -- Stage 4-2 (C) | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | BASILICROW | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 20 | 14 | 15 | 10 | 8 | 13 | 14 | 8 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 25 | | 100 | 100 | 100 | 90 | 80 | 100 | 100 | 80 | | REQ -- LVL 12 | '-------------------------------------------------' | CAPT -- Stage 10-1 | '-----------------------' .-----------------------. .-------------------------------------------------. | PERYTON | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 22 | 15 | 16 | 11 | 9 | 14 | 15 | 9 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 25 | | 100 | 100 | 110 | 90 | 80 | 100 | 100 | 80 | | REQ -- LVL 24 | '-------------------------------------------------' | CAPT -- Stage 11-1 | '-----------------------' .-----------------------. .-------------------------------------------------. | MALPHAS | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 24 | 16 | 17 | 11 | 9 | 15 | 16 | 9 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 25 | | 110 | 110 | 110 | 100 | 90 | 110 | 110 | 90 | | REQ -- LVL 48 | '-------------------------------------------------' | CAPT -- DW 4-1 | '-----------------------' .-----------------------. .-------------------------------------------------. | FOOLFOOL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 26 | 17 | 18 | 12 | 10 | 16 | 17 | 10 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 25 | | 110 | 110 | 120 | 100 | 90 | 110 | 110 | 90 | | REQ -- LVL 96 | '-------------------------------------------------' | CAPT -- DW 8-1 | '-----------------------' .-----------------------. .-------------------------------------------------. | ABRAXAS | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 28 | 18 | 19 | 12 | 10 | 17 | 18 | 10 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 25 | | 110 | 110 | 120 | 100 | 90 | 110 | 110 | 90 | | REQ -- LVL 192 | '-------------------------------------------------' '-----------------------' /========\ ( SPIRIT ) (E13) \========/ FIRST KILLABLE -- Stage 1-1 SPECIAL -- Regenerates 20% of max SP at end of each round LOVER BONUS -- +1% per level SPELLS -- Tie Down (start) Ignition (level 16) Ghost Assist (level 32) Polter Geist (level 68) .-----------------------. .-------------------------------------------------. | GHOST | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 9 | 16 | 10 | 7 | 16 | 13 | 13 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 70 | 110 | 90 | 70 | 110 | 100 | 100 | 70 | | CAPT -- Stage 2-2 (C) | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | BOGGART | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 10 | 20 | 10 | 7 | 18 | 14 | 14 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 70 | 110 | 90 | 70 | 110 | 100 | 100 | 70 | | REQ -- LVL 10 | '-------------------------------------------------' | CAPT -- Stage 5-4 (C) | '-----------------------' .-----------------------. .-------------------------------------------------. | SPECTER | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 11 | 22 | 11 | 8 | 20 | 15 | 15 | 8 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 70 | 120 | 90 | 70 | 120 | 110 | 110 | 70 | | REQ -- LVL 20 | '-------------------------------------------------' | CAPT -- Episode 8 (C) | | (Survivor's End) | '-----------------------' .-----------------------. .-------------------------------------------------. | WRAITH | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 12 | 24 | 11 | 8 | 22 | 16 | 16 | 8 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 80 | 120 | 100 | 80 | 120 | 110 | 110 | 80 | | REQ -- LVL 40 | '-------------------------------------------------' | CAPT -- DW 2-2 | '-----------------------' .-----------------------. .-------------------------------------------------. | FIEND | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 13 | 26 | 12 | 9 | 24 | 17 | 17 | 9 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 90 | 130 | 100 | 80 | 130 | 120 | 120 | 80 | | REQ -- LVL 80 | '-------------------------------------------------' | CAPT -- Item World | '-----------------------' .-----------------------. .-------------------------------------------------. | PHANTOM | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 14 | 28 | 12 | 9 | 26 | 18 | 18 | 9 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 80 | 130 | 100 | 80 | 130 | 120 | 120 | 80 | | REQ -- LVL 160 | '-------------------------------------------------' '-----------------------' /==========\ ( SUCCUBUS ) (E14) \==========/ FIRST KILLABLE -- Stage 5-1 SPECIAL -- Deals 25% more damage to human males LOVER BONUS -- 1% per level SPELLS -- Hip Attack (level 4) Drain (level 18) Sexy Heal (level 36) Nightmare (level 68) .-----------------------. .-------------------------------------------------. | EMPUSA | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 14 | 14 | 13 | 8 | 15 | 12 | 9 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 90 | 100 | 100 | 80 | 110 | 100 | 90 | 70 | | CAPT -- Stage 5-1 | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | LILIM | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 15 | 15 | 14 | 8 | 16 | 13 | 9 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 90 | 100 | 100 | 80 | 110 | 100 | 90 | 70 | | REQ -- LVL 12 | '-------------------------------------------------' | CAPT -- Stage 6-2 | '-----------------------' .-----------------------. .-------------------------------------------------. | SUCCUBUS | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 16 | 16 | 15 | 9 | 17 | 14 | 10 | 8 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 90 | 110 | 100 | 80 | 120 | 100 | 90 | 70 | | REQ -- LVL 24 | '-------------------------------------------------' | CAPT -- Stage 12-2 | '-----------------------' .-----------------------. .-------------------------------------------------. | CARMILLA | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 17 | 17 | 16 | 9 | 18 | 15 | 10 | 8 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 100 | 110 | 110 | 90 | 120 | 110 | 100 | 80 | | REQ -- LVL 48 | '-------------------------------------------------' | CAPT -- DW 5-2 | '-----------------------' .-----------------------. .-------------------------------------------------. | HECATE | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 18 | 18 | 17 | 10 | 19 | 16 | 11 | 9 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 100 | 120 | 110 | 90 | 130 | 110 | 100 | 80 | | REQ -- LVL 96 | '-------------------------------------------------' | CAPT -- DW 10-2 (3) | '-----------------------' .-----------------------. .-------------------------------------------------. | LILITH | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 0 | | 19 | 19 | 18 | 10 | 20 | 17 | 11 | 9 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 20 | | 100 | 120 | 110 | 90 | 130 | 110 | 100 | 80 | | REQ -- LVL 192 | '-------------------------------------------------' '-----------------------' /============\ ( WOLF DEMON ) (E15) \============/ FIRST KILLABLE -- Stage 5-3 SPECIAL -- Immune to wind-based skills and magic LOVER BONUS -- Absorbs 1% damage from wind-based attacks for every level SPELLS -- Wild Rush (level 6) Death Fang (level 22) Wind Dice (level 44) Animal Story (level 78) .-----------------------. .-------------------------------------------------. | CU SITH | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 18 | 12 | 14 | 8 | 7 | 7 | 12 | 16 | | MOVE -- 6 | |-------------------------------------------------| | JUMP -- 20 | | 100 | 100 | 100 | 80 | 80 | 70 | 100 | 110 | | CAPT -- Stage 5-3 | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | HELL HOUND | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 20 | 13 | 15 | 8 | 7 | 7 | 13 | 17 | | MOVE -- 6 | |-------------------------------------------------| | JUMP -- 20 | | 100 | 100 | 100 | 80 | 80 | 70 | 100 | 110 | | REQ -- LVL 12 | '-------------------------------------------------' | CAPT -- Stage 9-3 | '-----------------------' .-----------------------. .-------------------------------------------------. | BLACK DOG | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 22 | 14 | 16 | 9 | 8 | 8 | 14 | 18 | | MOVE -- 6 | |-------------------------------------------------| | JUMP -- 20 | | 110 | 100 | 110 | 80 | 80 | 70 | 100 | 120 | | REQ -- LVL 24 | '-------------------------------------------------' | CAPT -- Stage 11-6 | '-----------------------' .-----------------------. .-------------------------------------------------. | GARM | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 24 | 15 | 17 | 9 | 8 | 8 | 15 | 19 | | MOVE -- 6 | |-------------------------------------------------| | JUMP -- 20 | | 110 | 110 | 110 | 90 | 90 | 80 | 110 | 120 | | REQ -- LVL 48 | '-------------------------------------------------' | CAPT -- DW 1-3 (1) | '-----------------------' .-----------------------. .-------------------------------------------------. | ORTHROS | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 26 | 16 | 18 | 10 | 9 | 9 | 16 | 20 | | MOVE -- 6 | |-------------------------------------------------| | JUMP -- 20 | | 110 | 110 | 120 | 90 | 90 | 80 | 110 | 130 | | REQ -- LVL 96 | '-------------------------------------------------' | CAPT -- Item World | '-----------------------' .-----------------------. .-------------------------------------------------. | FENRIR | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 28 | 17 | 19 | 10 | 9 | 9 | 17 | 21 | | MOVE -- 6 | |-------------------------------------------------| | JUMP -- 20 | | 110 | 110 | 120 | 90 | 90 | 80 | 110 | 130 | | REQ -- LVL 192 | '-------------------------------------------------' '-----------------------' /============\ ( WOOD GOLEM ) (E16) \============/ 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. .-----------------------. .-------------------------------------------------. | WOOD GIANT | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 3 | | 36 | 10 | 19 | 14 | 7 | 9 | 7 | 6 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 120 | 100 | 110 | 100 | 80 | 90 | 70 | 60 | | CAPT -- Stage 13-2 | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | TREE FOLK | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 3 | | 40 | 10 | 21 | 15 | 7 | 9 | 7 | 6 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 120 | 100 | 110 | 100 | 80 | 90 | 70 | 60 | | REQ -- LVL 15 | '-------------------------------------------------' | CAPT -- DW 4-3 | '-----------------------' .-----------------------. .-------------------------------------------------. | FOREST GUARDIAN | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 3 | | 44 | 11 | 23 | 16 | 8 | 10 | 8 | 6 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 130 | 100 | 120 | 110 | 80 | 90 | 70 | 60 | | REQ -- LVL 30 | '-------------------------------------------------' | CAPT -- Item World | '-----------------------' .-----------------------. .-------------------------------------------------. | GREEN GIANT | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 3 | | 48 | 11 | 25 | 17 | 8 | 10 | 8 | 7 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 130 | 110 | 120 | 110 | 90 | 100 | 80 | 70 | | REQ -- LVL 60 | '-------------------------------------------------' | CAPT -- Item World | '-----------------------' .-----------------------. .-------------------------------------------------. | GAIA TITAN | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 3 | | 52 | 12 | 27 | 18 | 9 | 11 | 9 | 7 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 140 | 110 | 130 | 120 | 90 | 100 | 80 | 70 | | REQ -- LVL 120 | '-------------------------------------------------' | CAPT -- DW 12-4 | '-----------------------' .-----------------------. .-------------------------------------------------. | DREADNAUGHT | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 3 | | 56 | 12 | 29 | 19 | 9 | 11 | 9 | 7 | | MOVE -- 3 | |-------------------------------------------------| | JUMP -- 15 | | 140 | 110 | 130 | 120 | 90 | 100 | 80 | 70 | | REQ -- LVL 240 | '-------------------------------------------------' '-----------------------' /========\ ( ZOMBIE ) (E17) \========/ FIRST KILLABLE -- Stage 3-1 SPECIAL -- Refills HP/SP when killing blow is a normal attack LOVER BONUS -- 1.25% stat bonus per level SPELLS -- Zombie Juice (level 5) Zombie Tornado (level 16) Zombie Cannon (level 34) Zombies! (level 66) .-----------------------. .-------------------------------------------------. | ZOMBIE | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 26 | 10 | 14 | 12 | 6 | 12 | 10 | 6 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 120 | 100 | 100 | 100 | 60 | 100 | 90 | 60 | | CAPT -- Stage 3-1 (C) | '-------------------------------------------------' '-----------------------' .-----------------------. .-------------------------------------------------. | GHOUL | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 28 | 11 | 15 | 13 | 6 | 13 | 10 | 6 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 120 | 100 | 100 | 100 | 60 | 100 | 90 | 60 | | REQ -- LVL 10 | '-------------------------------------------------' | CAPT -- Stage 9-3 | '-----------------------' .-----------------------. .-------------------------------------------------. | CORPSE | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 30 | 12 | 16 | 14 | 6 | 14 | 11 | 6 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 130 | 100 | 110 | 100 | 60 | 110 | 90 | 60 | | REQ -- LVL 20 | '-------------------------------------------------' | CAPT -- Stage 12-3 | '-----------------------' .-----------------------. .-------------------------------------------------. | GHAST | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 32 | 13 | 17 | 15 | 7 | 15 | 11 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 130 | 110 | 110 | 110 | 70 | 110 | 100 | 70 | | REQ -- LVL 40 | '-------------------------------------------------' | CAPT -- DW 3-1 | '-----------------------' .-----------------------. .-------------------------------------------------. | WIGHT | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 34 | 14 | 18 | 16 | 7 | 16 | 12 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 140 | 110 | 120 | 110 | 70 | 120 | 100 | 70 | | REQ -- LVL 80 | '-------------------------------------------------' | CAPT -- DW 5-1 | '-----------------------' .-----------------------. .-------------------------------------------------. | ZOMBIE KING | | HP | SP | ATK | DEF | INT | RES | HIT | SPD | |-----------------------| |-------------------------------------------------| | COUNTER -- 1 | | 36 | 15 | 19 | 17 | 7 | 17 | 12 | 7 | | MOVE -- 4 | |-------------------------------------------------| | JUMP -- 15 | | 140 | 110 | 120 | 110 | 70 | 120 | 100 | 70 | | REQ -- LVL 160 | '-------------------------------------------------' '-----------------------' O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| VIII. ITEMS (F00) |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O 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. /==========================\ ( ITEM DATABASE -- WEAPONS ) \==========================/ 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 | | Bows -- FW02 | | Fists -- FW03 | | Guns -- FW04 | | Monster (Magical) -- FW05 | | Monster (Physical) -- FW06 | | Spears -- FW07 | | Staves -- FW08 | | Swords -- FW09 | '----------------------------' .------. ( 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. .======================== | RANK | ITEM NAME | |======================== | 1 | Cheap Axe | | 2 | Iron Axe | | 3 | Gang Axe | | 4 | Primitive Axe | | 5 | Hammer | | 6 | Battle Axe | | 7 | Viking Axe | | 8 | Guillotine | | 9 | Heavy Hammer | | 10 | Masakari | | 11 | Tomahawk | | 12 | Dwarven Axe | | 13 | Heavy Axe | | 14 | Giant Axe | | 15 | Savage Axe | | 16 | Guilty Axe | | 17 | Demon Smasher | | 18 | Metal Basher | | 19 | Kill All | | 20 | Serial Axe | | 20 | Niflheim | | 21 | Morning Star | | 22 | Winged Edge | | 23 | Enforcer | | 24 | Great Axe | | 25 | Avenger | | 26 | Holy Hammer | | 27 | Master Axe | | 28 | Earth Quaker | | 29 | Emperor's Axe | | 30 | Holy Axe | | 31 | Gigaton Mace | | 32 | Beastmaster | | 33 | El Dorado | | 34 | Sacrifice | | 35 | Hell Star | | 36 | Death Scythe | | 37 | Saint's Axe | | 38 | Diabolic Axe | | 39 | Beam Axe | | 40 | Apocalypse | '======================== .------. ( BOWS ) (FW02) '------' DAMAGE FORMULA -- (ATK + HIT)/2 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. .======================= | RANK | ITEM NAME | |======================= | 1 | Toy Bow | | 2 | Wooden Bow | | 3 | Long Bow | | 4 | Silver Bow | | 5 | Elven Bow | | 6 | Assassin Bow | | 7 | Yggdrasil Bow | | 8 | Jewelled Bow | | 9 | Composite Bow | | 10 | Exorcist Bow | | 11 | Golden Bow | | 12 | Skeleton Bow | | 13 | Crystal Bow | | 14 | Demon Bow | | 15 | Angel Bow | | 16 | Temptation | | 17 | Forest Bow | | 18 | Hunter Bow | | 19 | Moonlight Bow | | 20 | Sylphid | | 21 | Dark Bow | | 22 | Heavenly Bow | | 23 | Beast Killer | | 24 | Master Bow | | 25 | Deadly Bow | | 26 | Platinum Bow | | 27 | Soul Eater | | 28 | Salamander | | 29 | Illusion Bow | | 30 | Evil Hunter | | 31 | Raijin Bow | | 32 | Glutton Bow | | 33 | Luminous Bow | | 34 | Red Moon Bow | | 35 | Drake Hunter | | 36 | Ragnarok | | 37 | Diabolic Bow | | 38 | Seraphic Bow | | 39 | Artemis | | 40 | Lovely Cupid | '======================= .-------. ( FISTS ) (FW03) '-------' DAMAGE FORMULA -- (ATK + SPD)/2 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. .======================== | RANK | ITEM NAME | |======================== | 1 | Worn Gloves | | 2 | Hustle Gloves | | 3 | Double Slap | | 4 | Knuckles | | 5 | Beat Down | | 6 | Playful Punch | | 7 | Boxing Gloves | | 8 | Finger Snap | | 9 | Father's Fist | | 10 | Spiked Gloves | | 11 | Slap Back | | 12 | Iron Nails | | 13 | Hoodlum Fist | | 14 | Iron Punch | | 15 | Massager | | 16 | Love Spankin | | 17 | White Tiger | | 18 | Karate Chop | | 19 | Knuckle Bomber | | 20 | Flick | | 21 | Gank | | 22 | Pata | | 23 | Sumo Punch | | 24 | Bagh Nakh | | 25 | Cross Counter | | 26 | Butcher Hand | | 27 | Poison Hand | | 28 | Bich'wa | | 29 | Burning Rage | | 30 | Hell Strike | | 31 | Death Gauntlet | | 32 | Fist of Anger | | 33 | 7 Year Kill | | 34 | Macho Fist | | 35 | Paradise Blow | | 36 | Golden Fist | | 37 | 100 Fists | | 38 | Star Shatter | | 39 | God's Hand | | 40 | Ultimus | '======================== .------. ( 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. .========================= | RANK | ITEM NAME | |========================= | 1 | BB Gun | | 2 | Handgun | | 3 | Trumpet | | 4 | Steam Gun | | 5 | .44 Magnum | | 6 | Pulse Gun | | 7 | Antique Gun | | 8 | Laser Rifle | | 9 | Mk. II | | 10 | Twin Blaster | | 11 | HG4 | | 12 | Flamethrower | | 13 | Sledgehammer | | 14 | Godfather | | 15 | Ray Gun | | 16 | Spray Gun | | 17 | Photon Gun | | 18 | Paralyzer | | 19 | Sacred | | 20 | Prism Cannon | | 21 | Old Glory | | 22 | Discharger | | 23 | Ion Blaster | | 24 | Peace Maker | | 25 | Intoccabile | | 26 | Space Gun | | 27 | Crisis | | 28 | Takemikazuchi | | 29 | Noble Rose | | 30 | Cosmo Gun | | 31 | Gjallarhorn | | 32 | Requiem | | 33 | Simurgh | | 34 | Dragoon | | 35 | Prometheus | | 36 | Rolling Thunder | | 37 | Heroic Gun | | 38 | Dead Whisper | | 39 | Megiddo Cannon | | 40 | Etoile | '========================= .--------------------. ( MONSTER -- MAGICAL ) (FW05) '--------------------' DAMAGE FORMULA -- ATK 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 | '========================= .---------------------. ( MONSTER -- PHYSICAL ) (FW06) '---------------------' DAMAGE FORMULA -- ATK 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. .========================= | RANK | ITEM NAME | |========================= | 1 | Paw Glove | | 2 | Pointy Bone | | 3 | Goblin Claw | | 4 | Wolf's Fang | | 5 | Slimy Membrane | | 6 | Crab Claw | | 7 | Scorpion Tail | | 8 | Odd Mandible | | 9 | Bear Claw | | 10 | Viper Bite | | 11 | Bull Horn | | 12 | Spikey Shell | | 13 | Tentacle | | 14 | Poison Needle | | 15 | Rose Whip | | 16 | Mystic Horn | | 17 | Tiger Fang | | 18 | Lionheart | | 19 | Golem Punch | | 20 | Mystic Attack | | 21 | Organic Power | | 22 | Poor Orphan | | 23 | Mad Parasite | | 24 | Dark Aura | | 25 | Chimera DNA | | 26 | Pegasus Hoof | | 27 | Demon Cry | | 28 | Titan Fist | | 29 | Dragon Anger | | 30 | Demon Fang | | 31 | Death Wing | | 32 | Asura Arm | | 33 | Furious Scale | | 34 | Devil Matrix | | 35 | Insanity Eye | | 36 | Beastial Mark | | 37 | Immortal Body | | 38 | Phoenix Feather | | 39 | Satan's Motor | | 40 | Babylon Crown | '========================= .--------. ( 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. .========================= | RANK | ITEM NAME | |========================= | 1 | Replica Spear | | 2 | Cross Spear | | 3 | Pike | | 4 | Naginata | | 5 | Obsidian Spear | | 6 | Ashigaru | | 7 | Beckdograban | | 8 | Du Sanga | | 9 | Shogun Spear | | 10 | Scorpion | | 11 | Trident | | 12 | Bone Spear | | 13 | Benkei's Glaive | | 14 | Benten | | 15 | Shovsri | | 16 | Daimyo Spear | | 17 | Carbon Spear | | 18 | Demon Spear | | 19 | Twin Lancer | | 20 | Halberd | | 21 | Brave Lance | | 22 | Bloody Cross | | 23 | Valkyrie Spear | | 24 | Elder Spear | | 25 | Hell Fork | | 26 | Death Spear | | 27 | Thunder Spear | | 28 | Triton Lance | | 29 | Primeval Spear | | 30 | Singularity | | 31 | Lucifer's Spear | | 32 | Emerald Spear | | 33 | Bruenack | | 34 | Gungnir | | 35 | Infernal Spear | | 36 | Pinaka | | 37 | Gaea Spear | | 38 | Beam Javelin | | 39 | Holy Longinus | | 40 | Drill Emperor | '========================= .--------. ( 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. .========================= | RANK | ITEM NAME | |========================= | 1 | Training Staff | | 2 | Wooden Staff | | 3 | Bone Staff | | 4 | Magician Wand | | 5 | Pixie Wand | | 6 | Cardinal Staff | | 7 | Witch's Wand | | 8 | Crystal Rod | | 9 | Rune Staff | | 10 | Prinny Staff | | 11 | Fancy Rod | | 12 | Druid Staff | | 13 | Sorcery Rod | | 14 | Ancient Staff | | 15 | Jewel Scepter | | 16 | Evil Wand | | 17 | Earthen Staff | | 18 | Mithril Staff | | 19 | Moonlight Staff | | 20 | Fairy Staff | | 21 | Force Staff | | 22 | Demon Staff | | 23 | Chief's Staff | | 24 | Lovely Rod | | 25 | Crimson Rod | | 26 | Holy Staff | | 27 | Wizard's Rod | | 28 | Oracle Staff | | 29 | Mystery Staff | | 30 | Spirit Staff | | 31 | Doom Wand | | 32 | Sun Staff | | 33 | Venus Wand | | 34 | Prinny Stick | | 35 | Universal Staff | | 36 | Yggdrasil Stick | | 37 | Divine Staff | | 38 | Sage's Staff | | 39 | Infernal Staff | | 40 | Omniscient Rod | '========================= .--------. ( 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. .======================== | RANK | ITEM NAME | |======================== | 1 | Supremacy | | 1 | Lazy Sword | | 2 | Broadsword | | 3 | Rapier | | 4 | Dragon Blade | | 5 | Shamshir | | 6 | Knight Sword | | 7 | Spatha | | 8 | Katana | | 9 | Bastard Sword | | 10 | Heavy Sword | | 11 | Kunoichi Sword | | 12 | Ninja Blade | | 13 | Bekatwa | | 14 | Katzbalger | | 15 | Berserker | | 16 | Evil Buster | | 17 | Krishmald | | 18 | Falchion | | 19 | Bloodlust | | 20 | Nightmare | | 21 | Warlord Blade | | 22 | Damascus | | 23 | Rune Sabre | | 24 | Executioner | | 25 | Crystal Sword | | 26 | Rasetsu | | 27 | Sesshoumaru | | 28 | Kagero | | 29 | Laser Blade | | 30 | Nine Blades | | 31 | Dragon Buster | | 32 | Durandal | | 33 | Balmung | | 34 | Tilfang | | 35 | Bushin Blade | | 36 | Muramasa | | 37 | Sunrise Sword | | 38 | Infernal Sword | | 39 | Excalibur | | 40 | Yoshitsuna | '======================== O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| XI. HOSPITAL (I00) |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O 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. .--------------..--------------..---------------. | HP RECOVERED || SP RECOVERED || RESURRECTIONS | .-----------------|--------------||--------------||---------------| | Brawny Muscle | 100 || --- || --- | | Kung-Fu Muscle | 800 || --- || --- | | Spirit Muscle | 3000 || --- || --- | | Fight Muscle | 10000 || --- || --- | | Ace Muscle | 30000 || --- || --- | | Victory Muscle | 80000 || --- || --- | | Dream Muscle | 200000 || --- || --- | | World Muscle | 500000 || --- || --- | | Star Muscle | 980000 || --- || --- | |=================|==============||==============||===============| | Common Orb | --- || 50 || --- | | Psycho Orb | --- || 400 || --- | | Dark Orb | --- || 1500 || --- | | Blood Orb | --- || 5000 || --- | | Astral Orb | --- || 15000 || --- | | Lunar Orb | --- || 40000 || --- | | Royal Orb | --- || 100000 || --- | | Holy Orb | --- || 250000 || --- | | Chaos Orb | --- || 490000 || --- | |=================|==============||==============||===============| | Caterpillar Egg | --- || --- || 5 | | Charred Newt | --- || --- || 10 | | Chicken Blood | --- || --- || 25 | | Snake Liver | --- || --- || 50 | | Bat Soup | --- || --- || 80 | | Frog Sweat | --- || --- || 120 | | Immortal Pill | --- || --- || 170 | |=================|==============||==============||===============| | Imperial Seal | 800 || 400 || 5 | | Dark Rosary | 3000 || 1500 || 15 | | Devil Ring | 10000 || 5000 || 40 | | Feather Token | 30000 || 15000 || 70 | | Sophia's Mirror | 80000 || 40000 || 110 | | Pravda Pendant | 200000 || 100000 || 160 | | Royal Ring | 500000 || 250000 || 220 | | Testament | 980000 || 490000 || 300 | '================================''==============''===============' 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. O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| XVII. FREQUENTLY ASKED QUESTIONS |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O 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